| Slowdrifter |
Presenting Zhikkan Copperkettle, ratfolk inspired blade swashbuckler, for your consideration. He's not yet a lamplighter investigator but will be going forward from this point.
@DM Slayde: Apologies if I missed it but how many players were you planning on picking?
| Isyphene "Izzy" Thrice-Born |
Archpaladin Zousha reporting in with Isyphene "Izzy" Thrice-Born, a dhampir arcanist from Kaer Maga and aspiring Bloatmage, looking to REALLY put the Worms in Age of Worms!
The majority of her stats are complete, I just have to jot down her backstory and what business her master sent her to Diamond Lake for!
| Xarafine |
In the interest of full disclosure, I just realized that the Immolator Archetype is only for Inquisitors of the Ifrit race, so I couldn't build Xarafine as a human Immolator.
I really like the Immolator archetype, so I changed her race to Ifrit (RP 6).
She still passes for human, but there are some tells in her description that indicate she is not a vanilla mortal.
| Slayde77 |
Presenting Zhikkan Copperkettle, ratfolk inspired blade swashbuckler, for your consideration. He's not yet a lamplighter investigator but will be going forward from this point.
@DM Slayde: Apologies if I missed it but how many players were you planning on picking?
4-6
| WabbitHuntr |
Submitting
Grymwold of Lastwall a Dwarven Tank and Devotee of Torag who found refuge in Diamond Lake after the fall of Lastwall.
For some reason the paizo gremlins are not allowing me to add a pic for him. I'll try again tomorrow
I was able to play him in a one-shot module a while ago. This shows gameplay of who he'd be later on in the campaign
Grymwold the Shield-Storm
I'd enjoy being able to play him through a whole campaign
Thanks for your consideration.
| Karda Ang |
| 1 person marked this as a favorite. |
Thanks again for GMing this game DM Slayde. I very much appreciate it and was one of the people who voted for AoW in your interest thread.
My character is based on the concept of an Ex-Asmodean who fled Cheliax and became a Warpriest Archer of Erastil. Please find the character background below which outlines why Karda is now in Diamond Lake and does not only want to survive, but she wants act to protect those who cannot protect themselves.
She would have started to connect with the soldiers in the Chapel of Iomedae as well as Marcellus Davaulus from the church of Abadar if that is possible.
Her character sheet is in her profile.
I. Born into slavery and sacrifice in the church of Asmodeus in Egorian
Karda was born in the capital of Cheliax: Egorian, the City of Thorns. Her mother and many other women were used as the playthings of an Asmodean sorceress who conducted cruel experiments, crossbreeding tortured slaves with planar creatures brought into the Material Plane.
Karda and her brother were among the most unfortunate results of these rituals—children born of a slave woman forced again and again to bear offspring touched by celestial outsiders. Her mother, though broken, clung to what little humanity remained in her. In secret, she told her children stories—not of glory, but of hardship—of distant lands where people struggled but lived free. Among these was a bleak mining settlement called Diamond Lake, the place where her mother had been born, a harsh land, but one where survival came through one’s own strength, not through chains.
Her mother could not endure the torment forever. She died before she could shield her children from the indoctrination of the Church of Asmodeus. As Egorian stood at the heart of the Dark Prince’s dominion, Karda and her brother were raised in the Midnight Temple—taught obedience through pain, discipline through terror, and devotion through sacrifice.
Karda remembers the Black Altar vividly, carved in the image of a horned devil with vast wings spread wide. Though she outwardly remained a follower of Asmodeus, something inside her began to fracture. Watching fellow slaves—people she had come to see as her only family—be sacrificed or broken awakened a dangerous thought: that law, as practiced by her masters, served only those in power.
When she was forced to sacrifice something dear, the breaking point came. Instead of submission, she felt connection—to the other slaves, to their suffering, and to their wasted potential. She began to believe that while order had value, cruelty without purpose was weakness disguised as strength.
II. Freedom and joining the community of Erastil in Molthune
Whether by fate or divine will, Karda’s life changed when a coordinated strike by the Bellflower Network shattered the sorceress’s hidden enclave. Chains were broken, masters slain or scattered, and for the first time, Karda tasted freedom.
Among those who aided the freed slaves was a man named Stan Wol, a humble follower of Erastil from Molthune. He took Karda and her brother in, not as tools or experiments, but as people. Under Stan’s guidance, Karda encountered a different kind of order—one rooted not in domination, but in responsibility. In a small rural community devoted to Erastil, she learned the value of family, labor, and mutual protection. Strength was not measured by how many you could command, but by how many you could protect.
This upbringing reshaped her beliefs. She totally abandoned the rigid principles instilled by Asmodeus and became a believer in Erastil, because she wanted to support the community that she was part of —not exploit it. Leadership meant stewardship, not tyranny.
III. Soldier of Molthune and the path to Diamond Lake
When the time came, Karda and her brother left Stan’s home to forge their own path. Both sought purpose through discipline and found it in military service. Their skill and devotion earned them positions as arsenal chaplains in Molthune, and eventually, they rose to become warpriests of Erastil. Stationed in Korholm, Karda served among an elite militant order dedicated to defending and strengthening their people. Yet even as she served, a quiet restlessness grew within her.
Her mother’s distant stories of her birthplace - of hardship, of survival, of places forgotten by the powerful - never left her. Over time, one place came to dominate her thoughts: Diamond Lake. Not a place of beauty or glory—but of struggle. Of exploited laborers. Of corruption left unchecked. A place where law existed, but justice did not. Her brother chose a different path, and for the first time, they parted ways. Karda traveled north and eventually arrived in Diamond Lake.
Mine owners treated workers as disposable tools, the law was twisted by petty tyrants, and the people endured lives of quiet desperation. To Karda, there was a spark that wanted her to change the birthplace of her mother, and to give this community the chance for a better future. She is now in Diamond Lake and does not only want to survive, but she wants act to protect those who cannot protect themselves. And to prove to herself as much as to the world that strength does not lie in tyranny, but in the will to build a community that endures.
She would have started to connect with the soldiers in the Chapel of Iomedae as well as Marcellus Davaulus from the church of Abadar if that is possible.
| Retsiji |
This is John Woodford's ratfolk crypt breaker alchemist. I haven't finished the profile yet; in the meantime, here's something about why he happens to find himself in Diamond Lake.
Six months ago:
”What do you mean, Diamond Lake? This place is tiny! There’s nothing here but mines and human refuse…I’m surprised we even stopped here. Why not one of the bigger cities?”
The caravan’s leader, a matriarch nearly sixty but still quick-witted, held up a peremptory paw. ”Listen to me, nephew. Haven’t you learned by now that the wealth of the great cities depends on places like this? Our success as a clan depends on understanding the economy, from the bottom to the top. I have arranged for you to spend six months working for the chemist Benezal at the smeltery, to learn more alchemy from him. Really, though, it’s to learn something about how this place works. Once you get to Korvosa—or wherever you’ll go from here—you’ll have some perspective to help you understand what you’re seeing. Oh, and while you’re in Diamond Lake, you might want to explore some of the ancient cairns in the hills around the town…don’t think I haven’t seen you reading those Osirian stories. I know why you chose that particular path as an alchemist.” Retsiji’s whiskers drooped in embarrassment. ”The cairns have been searched well, but there are rumors of unusual and beautiful items still lurking in unexplored corners.” Of course there are, the young alchemist thought, intrigued despite himself. His great-aunt continued, ”After you finish your term, your time is your own for the next six months. Do something interesting with it, so when you come back to us you’ll have stories to tell. You know where we’ll be in a year. And count your blessings, nephew. I did my first six months away in a little town called Trunau, actually inside the Hold of Belkzen. Look it up. And of course your father talks about all the time he spent in Absalom, but that was his second six months. He spent the first half of his Wanderjahr in a tiny little Taldan town where he was the only one of our kind most of the people there had ever seen. So when things get bad, tell yourself that it could be worse. Good luck, nephew! Make us proud!”
Today:
The old chemist clapped Retsiji on the shoulder, the ratfolk finally having learned not to lean in when humans did that. For the thousandth time he wondered why most humans didn't like to crowd together. "It's been good having you here...very good, indeed. Hard getting used to not having the help." Retsiji heard the hint but didn't take it. Diamond Lake was long past the point of wearing on him, and he'd been kept too busy to do more than walk around the cairns in the hills. "What are your plans now, boy?"
The ratfolk shrugged, a quick rippling motion of his shoulders. "I'm for Korvosa. Eventually. For now? Spend a day or so doing nothing. Next shipment out isn't for a few days. Thank you, sir. I have learned a lot. In the time I have been working with you." He took his leave of the man and stepped off into...perhaps something that would give him more stories to tell than he'd ever dreamed possible.
| DM Slayde |
| 3 people marked this as a favorite. |
We are done to a little over 24 hours before I close submissions. Here is how I foresee things going. Sunday morning when I wake up I will make a post saying submissions are closed (Probably around 7 Eastern time). I will then review the submissions and make my decisions. I would hope to make my decision by Sunday night but I have not been able to review already submitted characters like I hoped. My goal is therefore to make my decision by Monday evening, probably around 6PM Eastern time. Here is the current list I have compiled (Izzy let me know when you finish the back story and I'll add you).
Ragnar Dourstone - Dwarf Slayer
Cado Anghel - Aasimar Paladin
Grulf - Aasimar Magus VMC Barbarian
Hezekh Ironfist - Half Orc Brawler (Contructed Pugilist/Wild Child)
Cydric de Bergerac - Human Swashbuckler
Grachious the Gray - Human Cavalier Ghost Rider
Lanatir - Aasimar Green Knight
Yukio Orimi - Human Monk (qinggong, zen archer)
Grymwold - Dwarven Siegebreaker Fighter
Annia Wight - Tiefling Rogue
Reknar - Half-Orc Bard
Zhikkan Copperkettle - Ratfolk Lamplighter Investigatgor
Fjort - Human Life Oracle
Aja Endymion - Human Oracle (Dual Cursed, Spirit Guide)
Xarafine - Human Immolator Inquisitor
Drath Isidar - Dwarf Menhir Savant Druid
Karda Ang - Aasimar Warpriest
Ezmelda - Human Wizard
Shantanna Lyrs - Human Medium of the Master
Zorlen Karraven - Tiefling Pact Wizard
Retsiji - Ratfolk Crypt Breaker Alchemist
| DM Slayde |
@GM
Actually what time is it? This happens after which AP and before which AP?
I actually just reviewed the players guide (teach me to post from my phone without looking). The players guide assumes its at least the year 4714. That should mean that everything up through Wrath of the Righteous has happened
| Cydric de Bergerac |
It occured to me that Cydric is both pretty charismatic (16 CHA), not very bright (8 int, 8 wis) but actually formally educated (in a reasonably well regarded military academy no less, he does have an officers patent), as such, he probably is a textbook example for a weaponized dunning kruger effect.
As such, I added a reverse metagaming section, detailing Cydric believing that he totally is an expert on knowledge nature and knowledge planes, when his real skill rank is at -1 in these, as well as a possible result from this.
Influences in this are going to be my knowledge of the actual education (and antics) of Russian cavalry officers in the Napoleonic war.
Critzible
|
Grachious is the opposite of Cydric. He is a NOble whose branch is deemed eccentric. Instead of a formal education at a prestigious institution, it was a religious private tutor. Instead of a great knight to teach him, he instead got a humble hedge knight to teach him how to be a knight. Though educated and intelligent, and of noble birth he is huanted and humble. he has a since of humor but he is not arrogant. Say a Soft Cha 16,
| pad300 |
Armond Caydenson
Armond was born in Korvasa, to Ilsa Zeferrin a “barmaid” (and whore), whose who’s alchemical protections failed her with a customer. He has never met his father (a visitor from the Meirani Forest); thus the surname Caydenson. She ended up leaving the world’s oldest profession as she got older, becoming a seamstress. She did not marry afterwards; things were tight while Armond grew up (and he assuredly doesn’t like it tight now).
His active mind and curiosity drew the attention of a disreputable drunk; the sage Ricabbede Vospiculus. Armond has studied Occultism with Riccabede for 7 years now. His mother doesn’t really understand his studies (in fact, she somewhat fears them), but has come to recognize they have benefits – the Mending knack goes a long way in a seamstress’s shop. It has also helped him salvage much of his gear.
Much of the treasure from the initial looting of the Cain Hills made it to Korvosa, where Riccabede has significant contacts earned with his esoteric skills (object reading). He has been allowed to examine some of the artifacts that were found. Among these artifacts was a silver coin, so old that all the markings have worn off it… Both Mauro and Riccabede recognized the ancient coin as an occult implement (necromancy). As Riccabede already has such an implement, he let Mauro take it (this may have been a significant mistake by Riccabede).
Mauro can feel the power of the coin, and is convinced the coin holds more secrets to be unlocked…He values the silver coin greatly, and keeps it held against his skin, typically under gloves or his cestus. He is also convinced there are more such relics still to be found in the Cairn Hills (as most objects of occult significance are not lootable treasure in their own right, and are difficult to identify without psychic senses...)
Thus (with a letter of introduction from Riccabede) has struck out on his own. Apprentice no longer, he has ventured to Diamond Lake and found a position as clerk to Dietrick Cicaeda, the town cartographer. (This position is particularly of interest to Armond as it allows him to look at Diamond Lake’s historical records of the cairns opened, including where they are.). Since he has come to Diamond Lake, he has been having disturbing dreams of writhing things rising in the dark...
What Armond doesn’t know: how old that silver coin is. It’s actually one of a pair of funeral coins that were placed on the eyes of a ranger who fell fighting against Kyuss when he first rose to power, millenia ago. The coin is actually haunted by the spirit of said ranger, who is attempting to warn Armond about the threat posed by the coming ages of worms (thus the dreams).
Armond has come to the Cairn Hills on the theory that there are still items of occult significance in the Cairns, which could make him rich. It also promises a limitless field for his curiosity…
1) He’s been poor while he grew up, and he doesn’t like it. He wants to never be poor again…
2) To scratch his curiosity itch (which will never happen). Mauro wants to know things (All the things!), whether about occultism, arcana, history, devices … He’s always investigating something.
In a word, greed. It’s what got him here (for money, knowledge, power…), and it will probably be his downfall…
A youthful (29 years old) ½ elven male, 6’4”, 170 lbs. Slender but his muscles are cut from old tree roots. Blonde hair, piercing green eyes, no facial hair. He looks more like a wandering mercenary than a scholar. He has a birthmark, a patch of brown skin winding from his left shoulderblade down to his elbow; he usually wears long sleeves to hide this.
In a single word: quiet. His eyes miss very little though. He'd say he'd rather have his nose in a book than most anything else, but he might be fibbing. In combat, he reveals a certain amount of what might be repressed rage, preferring hand to hand.
Mauro Ocella
N Male ½ Elf
Occultist 1 (Haunt Collector)
Init +2 (dex)
Speed 30 ft
Low Light Vision
Defense
AC: 19 = 10+5 (armor) +2 (shield)+2 (dex)
HP 8 + 2 (con) = 10
Fort +4 = +2 Occultist +2 Con
Ref +2 = +0 Occultist +2 Dex
Will +3 = +2 Occultist + 1 Wis
CMD 16 = +0 Bab+4 Str+2 dex
Offense
Melee: Longsword +4 1d8+4, Cestus +4 1d4+4
Ranged: Chakram +2 1d8+4, Sling +2, 1d4+4
BAB : +0
CMB : +4 = +0 Bab +4Str
Spells Prepared
L0 (DC 13, *): Touch of Fatigue, Mending,
L1 (DC 14, 2): Cause Fear, Enlarge Person
Stats
Str 18 = 14 (5 pts) + 2 enhancement +2 racial
Dex 14 = 14 (5 pts)
Con 14 = 14 (5 pts)
Int 16 = 16 (10 pts)
Wis 12 = 12 ( 2 points)
Cha 8 = 8 (-2 pts)
Feats:
Skill Focus: Perception (adaptability):
Extra Mental Focus (1st)
Traits:
Armor Expert (Combat),
Pragmatic Activator (Magic)
Skills (4+3(int) /lvl) (Ranks, skill roll. NOT INCLUDING ACP)
Perception (+11 = 1 rank +3 trained +1 wis +2 racial +4 Skill Focus)
Spellcraft (+7 = 1 ranks +3 trained +3 int)
Disable Device (+6 = 1 ranks +3 trained +2 dex)
Use Magic Device(+7 = 1 ranks +3 trained +3 Int (pragmatic activator))
Stealth (+6 = 1 ranks +3 trained +2 Dex)
K Arcana (+6 = 1 ranks +3 trained +3 int)
K Religion (+7 = 1 ranks +3 trained +3 int)
Background Skills (2/lvl) (Ranks, skill roll)
K History (+7 = 1 ranks +3 trained +3 int)
Appraise (+7 = 1 ranks +3 trained +3 int)
Occult Skill Unlocks (Appraise, Perception)
Languages: Common, Elven, Undercommon (int), Aklo(int), Draconic (int)
FCB: Occultist (Elf), +0.5 points of mental focus* 1 lvl
Focus Powers (Su): At 1st level, an occultist learns the base focus power from both of his two implement schools (see Implements below) and can select one more focus power from the list of those available to him through those schools. Whenever the occultist learns a new implement school, he gains the base power of that school. In addition, at 3rd level and every 2 levels thereafter, he learns a new focus power selected from the options granted by all of the implement schools he knows. The occultist can use focus powers only by expending mental focus (see Mental Focus on page 48). Unless otherwise noted, the DC for any saving throw against a focus power equals 10 + 1/2 the occultist’s level + the occultist’s Intelligence modifier. The occultist can’t select a focus power more than once. Some focus powers require him to reach a specific occultist level before he can choose them.
Implements (Su): At 1st level, an occultist learns to use two implement schools. At 2nd level and every 4 occultist levels thereafter, the occultist learns to use one additional implement school, to a maximum of seven schools at 18th level. Each implement school adds one spell per spell level of that school of magic to the occultist’s spell list. No spells from any other school are considered to be on the occultist’s spell list until he selects the associated implement school. He can’t use spell trigger or spell completion magic items from unknown schools without succeeding at the appropriate Use Magic Device check. An occultist can select an implement school more than once in order to learn additional spells from the associated school.
Each implement school is represented by a small list of objects. Every day, the occultist selects one item from that school’s list to be his implement for the day for each implement school he knows. The occultist needs only one such item to cast spells of the corresponding school, unless he selected that implement school multiple times, in which case he needs one item for each set of spells gained from that school. Implements don’t need to be magic items, and nonmagical implements don’t take up a magic item slot even if they’re worn. Implements that are not magic items are often of some historical value or of personal significance to the occultist, such as the finger bone of a saint, the broken scepter of a long-dead king, the skull of a mentor’s familiar, or the glass eye of an uncanny ancestor.
Whenever an occultist casts a spell, he must have the corresponding implement in his possession and present the implement to the target or toward the area of effect. This act is part of casting the spell and doesn’t require any additional action. If the occultist lacks the corresponding implement, he can attempt to cast the spell, but must succeed at a concentration check (DC = 20 + the spell’s level) to do so. Spells cast by an occultist without the appropriate implement are always treated as if they were cast at the minimum caster level for the spell in question (caster level 1st for a 1st-level spell, caster level 4th for a 2nd-level spell, and so on).
Each implement school also grants a base focus power. This power is added to the list of focus powers possessed by the occultist (see Mental Focus below). In addition, each implement school grants access to a number of other focus powers that the occultist can select from using his mental focus class feature.
Mental Focus (Su): An occultist can invest a portion of his mental focus into his chosen implements for the day, allowing him to utilize a variety of abilities depending on the implements and the amount of mental focus invested in them. An occultist has a number of points of mental focus equal to his occultist level + his Intelligence modifier; these points refresh each day. He can divide this mental focus between his implements in any way he desires. If an implement is lost or destroyed, the focus invested in it is lost as well, though the occultist still refreshes those points of focus normally.
Once mental focus is invested inside an implement, the implement gains the resonant power of its implement school (see page 50), and the occultist can expend the mental focus stored in the implement to activate the associated focus powers he knows. If a resonant power grants a bonus that varies based on the amount of mental focus invested in the implement, the bonus is determined when the focus is invested, and is not reduced or altered by expending the mental focus invested in the item. Once all of the mental focus in an implement has been expended, it loses its resonant power until mental focus is once again invested in the implement.
The implement grants its resonant power to whoever possesses it; the occultist can lend the implement to an ally to assist that ally, but if he does so, he has difficulty casting that implement’s spells (see Implements on page 47) and can’t expend that implement’s focus on focus powers until he retrieves the implement or refreshes his focus.
The occultist refreshes his mental focus once each day after receiving at least 8 hours of sleep. After refreshing his mental focus, the occultist must spend 1 hour preparing his implements and investing them with this power. Mental focus that is not used before the next time the occultist refreshes his focus is lost.
The occultist can choose to save generic mental focus inside his own body instead of investing all of it, but expending this focus comes at a higher cost. Any focus power the occultist activates with generic focus costs twice as much mental focus to use (and to maintain, if applicable). The occultist can expend his generic focus through an appropriate implement on any focus power he knows, but an implement he didn’t invest any focus in at the start of the day grants no resonant power.
Mental Focus : 6 (1 lvl + 3 int + 2 feat +0.5 FCB),
Necromancy Implement – Funeral Coin (3 Invested) - Necromantic Focus, Mind Fear (1), Necromantic Servant (1)
Transmutation Implement – Weapon (cestus) (3 invested) - Physical Enhancement (Str), Legacy Weapons (1)
+2 to One Ability Score: Half-elf characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature.
Medium: Half-elves are Medium creatures and have no bonuses or penalties due to their size.
Normal Speed: Half-elves have a base speed of 30 feet.
Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.
Adaptability: Half-elves receive Skill Focus as a bonus feat at 1st level.
Elf Blood: Half-elves count as both elves and humans for any effect related to race.
Elven Immunities: Half-elves are immune to magic sleep effects and get a +2 racial bonus on saving throws against enchantment spells and effects.
Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.
Multitalented: Half-elves choose two favored classes at 1st level and gain 1 additional hit point or skill point whenever they take a level in either one of those classes.
Fey Thoughts: The character sees the world more like a native of the First World. Select two of the following skills: Acrobatics, Bluff, Climb, Diplomacy, Disguise, Escape Artist, Fly, Knowledge (nature), Perception, Perform, Sense Motive, Sleight of Hand, Stealth, Swim, or Use Magic Device. The selected skills are always class skills for the character. A half-elf can take this trait in place of multitalented.
Languages: Half-elves begin play speaking Common and Elven. Half-elves with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic).
Weapons (27 gp): Cestus (5 gp) Longsword (15 gp), 6 Chakrams (6gp), sling (0 gp), 20 bullets (1 gp)
Armor (57 gp): Heavy Wooden Shield (7gp), Scale Mail (50 gp)
Gear (33.11 gp): Explorer’s outfit, backpack (2 gp), bedroll (1sp), blanket(5sp), hammock (1sp), 100 ft hemp rope (2gp), String 50 ft (1 sp), trail rations 10 days (5gp), belt pouch(1 gp), chalk (1 cp), flint and steel (1 gp), waterskin (1 gp), spell component pouch (X2, 10 gp), mess kit (2 sp), Rice Notepaper in a scrollcase (2 gp) , pen(1 sp), ink (8 gp),
22 gp, 8 sp, 9 cp
Abjuration implement at 2nd level, and Trappings of the Warrior at 6th level, probably Illusion at 10th
At 2nd level, his Necromantic Instrument will become a Haunted Implement with the Champion Spirit.
| Zenda Fulgurate |
| Isyphene "Izzy" Thrice-Born |
Alright, Izzy's background and description!
Growing up surrounded by undead and living people who could be equally foul, Isyphene developed a fascination with the macabre and disturbing early on. When she witnessed the occasional stab-and-grab, or a troll Augur's ritual disembowelment (both all-too common occurrences in the City of Strangers), she would find the smell of the blood intoxicating and feel a vibration that seemed to resonate with her own heartbeat. She wasn't the only one who noticed this, as one day she was approached by a strange, flabby man, garbed in the kind of rich-looking robes only a wizard could wear, leeches suckling on any open skin he had: a hemotheurge, a bloatmage. He introduced himself as Bardas Langelot, told her he knew what she truly was, and offered her an opportunity to become his apprentice. The amount of money he offered Isyphene and her mother made them immediately agree.
Izzy's apprenticeship to Bardas and the Arcanist's Circle was grueling, as she not only learned how to cast minor spells and make alchemical tonics to sell for the Circle, but also waited on Bardas hand and foot. Years passed, and she watched other apprentices blossom into full wizards, while she struggled to move beyond the fundamentals Bardas taught her. She began to suspect her teacher was deliberately sandbagging, trying to keep her education going as long as possible so he could benefit from her service. She began sneaking lessons of her own in the little spare time she had, until finally she confronted Bardas and demanded to be tested. The bloatmage smugly expected her to fail, but was soon surprised that she'd progressed much faster than he'd planned. Begrudgingly, Bardas admitted she was a true arcanist now. She finally extracted a promise from him to write a letter of recommendation to be fully accepted as member...in exchange for one last task: a delivery to one Allustan Neff, another wizard, who lived in a Korvosan mining town called Diamond Lake.
Isyphene eagerly set out, leaving Kaer Maga for the first time in her life, hoping to finally be free of serving others and free to master the power she'd learned.
Wt: 165 lbs
Age: 26
Hair: Ash blond, side-shaved
Eyes: Sickly Amber
Skin: Pale Olive
Izzy appears to be a pale Varisian woman of average height with an hourglass shape, but lacks the tattoos common to Varisian wanderers. Her vibe can be best described as "sickly but stubborn," like whatever strength and health she has she's had to fight for and build throughout her life. She wears in cheap-looking wizardly dresses, sturdy only due to having been patched and repaired frequently, in somber blacks, greys and whites. Her expression shifts between obsequious smiles, sour glares and curious glances depending on who she speaks to, whatever she expects that person to want to see.
I believe that's everything she needs now!
| DM Slayde |
| 2 people marked this as a favorite. |
Recruitment is officially closed. Below is the final list of submissions I see. If I missed you and you had a submission in, let me know and I will add you. If you don't have a submission in, I'm sorry but but you won't be considered. I will probably post my final decision tomorrow afternoon.
Ragnar Dourstone - Dwarf Slayer
Cado Anghel - Aasimar Paladin
Grulf - Aasimar Magus VMC Barbarian
Hezekh Ironfist - Half Orc Brawler (Contructed Pugilist/Wild Child)
Cydric de Bergerac - Human Swashbuckler
Grachious the Gray - Human Cavalier Ghost Rider
Lanatir - Aasimar Green Knight
Yukio Orimi - Human Monk (qinggong, zen archer)
Grymwold - Dwarven Siegebreaker Fighter
Aggghhh the Unclean - Dwaren Ranger
Annia Wight - Tiefling Rogue
Reknar - Half-Orc Bard
Zhikkan Copperkettle - Ratfolk Lamplighter Investigatgor
Fjort - Human Life Oracle
Aja Endymion - Human Oracle (Dual Cursed, Spirit Guide)
Xarafine - Human Immolator Inquisitor
Drath Isidar - Dwarf Menhir Savant Druid
Karda Ang - Aasimar Warpriest
Ezmelda - Human Wizard
Shantanna Lyrs - Human Medium of the Master
Zorlen Karraven - Tiefling Pact Wizard
Retsiji - Ratfolk Crypt Breaker Alchemist
Armond Caydenson - Half-Elf Occultist
Zenda Fulgurate - Dhampir Witch
Izzy Thrice-Born - Dhampir Arcanist
Archpaladin Zousha
|
Now we're just waiting...waiting...waiting... XD
John Woodford
|
| 3 people marked this as a favorite. |
Ezmelda wrote:Flavor. If we need to eat them at some point, I want worms in my preferred flavor.May the Worms ever be in your favor...
or something like that ;)
I, however, would certainly protest if we had to deal with a diet of worms.
| Cydric de Bergerac |
Ouachitonian wrote:I, however, would certainly protest if we had to deal with a diet of worms.Ezmelda wrote:Flavor. If we need to eat them at some point, I want worms in my preferred flavor.May the Worms ever be in your favor...
or something like that ;)
We should definitly put the monarchist fat cats on a diet! Bread for the palace, good booze for the hovels!
| DM Slayde |
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The time has arrived. It took me much longer to go through all the submissions than I expected, because there were so many excellent characters to consider. When I first started this endeavor, I thought I would be selecting a party of four, but in the end I decided to go with a party of six because the applications were just that strong.
So, without further ado, would the following players please report to the Discussion Thread:
Ragnar Dourstone
Ezmelda
Yukio Orimi
Xarafine
Grulf
Aja Endymion
To those I didn’t select, thank you sincerely for your interest and the time you put into your submissions. I’m sorry I couldn’t take more of you, and I wish you the very best of luck in your future games.