
Mikkel Madsenn |

@Moors: No worries! Thanks a lot for the interest and good luck irl.
@Ammon: Me too =)
I'm still aiming to launch the open recruitment late this week. Before then, I have two items left I'd meant to get to you all: deities (which I hope to post about today) and the Abbhen primer.
Otherwise I'm working on building up a buffer of material for the campaign.
Questions are still very welcome in the meantime!

Mikkel Madsenn |

Evening all, here the promised notes on deities in the world. Comments/questions welcome.
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Deities by alignment: primary (secondary)
Altien - good (lawful)
Norah - evil (chaotic)
Kili - chaotic (neutral)
Produs - lawful (neutral)
Spirits - miscellaneous/neutral
Altien - God of Light. Bright and warm with the temperament of fire. She shines in the sun, moon, and stars and offers aid and protection to all who follow the Light. She rewards obedience and turns away from the unworthy who would wield her Light for themselves, even against the forces of Darkness. The most commonly worshipped god in the southern continent.
Norah - God of Darkness and all that thrives in it. Bringer of decay. His is a patient, lurking force; water that eats through stone and minds that slowly succumb to the madness of waking nightmares. He whispers encouragement to those who would seek power in exchange for life.
Kili - the Luckbringer. God of shadows and in-betweens. Friend to those who wish to remain unseen and champion of unlikely victories. Thieves, mercenaries, assassins, and soldiers the night before a battle often seek his blessing, but it is not always granted.
Produs - the Hammer. God of the Iron Will, she blesses those who invest hard work and toil in making new of old. Keeper of those who innovate and build from ambition. Worshipped by dwarves as well as alchemists, wizards, and other makers.
The Way of Spirits worships the vast number of natural spirits in the world that watch over their local sphere of influence. Spirits of mountains, forests, rivers, seas, and sky that give their blessing to those that help to preserve them, those that depend on them, and worthy travelers passing by. Druids and others appreciative of nature tend to follow The Way.

Mikkel Madsenn |

Indeed, her adoptive father likely would've followed Produs, and she's a fairly popular choice in Abbhen.
This will come in the primer, but a good chunk of the population in Abbhen, including the government, doesn't follow any god in particular. (The obvious god of good also promotes and celebrates magic.)
Everyone will still know the names of the gods, and it's common to reference them, and not uncommon to say a quick prayer to any (except Norah, that'd be a bit odd) in passing even if you're not a regular follower.

Mikkel Madsenn |

Evening all,
I was able to finish this up today, somewhat to my surprise.
Here is The Free Kingdom of Abbhen primer:
Source: http://www222.pair.com/sjohn/blueroom/demog.htm
1.5 million total citizens - moving more toward urban/industrial population distribution than Altiendel (more rural/agricultural)
- Abbhen city - 80,000
- The City of Iron - 180,000
- Sky City - 40,000 (and quickly growing)
- Freeport - 70,000
- Smaller cities and towns (20 in all) - 150,000
- Rural areas (villages, hamlets, every 2-3 miles along trades routes (coasts and railroads)): 980,000
- -- Villages will have on average 150-200 people
% spellcasters
- One in twenty have some gift of magic (largely humans): 75,000
- -- Only one in 100 are open with their gifts (or have been discovered): 15,000
- -- One in 200 have the patronage and protection of the government or a guild for their magical skills: 7,500
- One in 40,000 have very potent abilities through study, training, divine gift, or natural talent (level 12 or above): 38
- -- 80% are sanctioned, working for Abbhen or established Abbhen guilds (as Wardens, enchanters, healers, or in other useful roles): 30
- -- 15% are unknown to Abbhen or industry (or Altiendel): 6
- -- 5% are known, unsanctioned and sought for deportation (2 total) or if they have committed crimes, for imprisonment or death: 1, the infamous mage Koldiron, wanted for multiple high-profile murders in Freeport
% by race
- 180,000 dwarves (13%); 130,000 of them in or near the dwarven caverns at the City of Iron
- 1.26 million humans (84%)
- 60,000 other races (4%): elves, half-elves, gnomes, half-orcs, halfings, and uncommon races, concentrated in Freeport
- The sea does not freeze during the winter, although the surface of the Abbhen River will some years
- In the spring there is a torrential melt from glacier and the mountains that floods the land closest to the glacier and causes the Abbhen river to rise close to the edge of its banks
- -- Sometimes huge chunks of ice in the fast-running river will damage bridges
- Slightly colder (-5C) than Altiendel on average, and with slightly longer winter nights and longer summer days
- Dwarves first migrated from the north to mine roughly 600 years ago, settled within the mountain and began producing works of iron, steel, and fine metals
- Humans followed and built the City of Iron 550 years ago
- The two races built a close partnership, with human mages and craftspeople improving metalworks
- The City of Iron grew into a budding economy that fostered technological development and the growth of other cities (Abbhen City, Freeport) to support trade
- The dwarves dislike and distrust magic, but were as a group isolationist in the leadup to and during the War of Mages
- There is some history of magical item smuggling between Altiendel and Abbhen during a ban on magical items in Abbhen just after the war
- -- Altiendel responded to the ban by boycotting Abbhen metalwares, so the Freeport harbor was expanded to boost trade to further reaches of the world.
- -- Abbhen citizens still aggressively protested that the ban was not practical, so it was reversed some 50 years later
- Abbhen holds interest in the Abbhen mountains, but only actively guards Abbhen-side mountain pass. The mountains are very inhospitable and near impassable outside of the pass.
- Abbhens love (and brew) good beer
- Abbhen-produced food is mostly fish, potatoes, roots, and winter squash. This makes for hearty, warm meals and a lot of fish and soup based dishes.
- Taverns and meeting halls have great, roaring fires to gather around. Buildings and homes are becoming well engineered to keep out the chill.
- The summer solstice, when the sun is up nearly all the time, is the biggest celebration and a national holiday
- The annual Masterworks competition hosted by the Abbhenad takes place at a large two-week-long festival in Abbhen City leading up to the solstice
- -- Winners of Masterworks competitions (metalworks, weapons fighting) are held in very high esteem and sought after by guilds and trade companies.
- -- Being asked to judge the competition is a great honor, nowadays bestowed exclusively on former champions
- Abbhens believe that if you spot a Billidae (a gray songbird) in the winter, it means an early spring
- The Abbhen mountains are said to have especially strong spirits, and to see a full moon shine over them is thought to be good luck.
The Abbhenad, leader of Abbhen
- Responsible for kingdom-wide policies and their enforcement
- -- Current policy on known, unsolicited high-level mages (level 12 and above) is deportation.
- Appoints all governors to 4 year terms (up to 4 terms)
- Appoints a body of advisors, generals who answer directly to her or him (for indefinite terms)
- Trains and appoints the next Abbhenad (by tradition, not from her or his own family)
- Both humans and dwarves have held the position
- The current Abbhenad (human) was born to a poor family in Abbhen City and trained as a scholar. He has a fairly good relationship and rapport with Ellenorah (Altiendel’s king)
The Abbenad’s guard (also called the Abbhen guard)
- An elite body of the military that serves the Abbhenad directly
- In a time of war, the highest officers of what would be the Abbhen army would come from the Abbhenad’s guard
- Headquarters in Abbhen City, and also serves as Abbhen City guard
- Units stationed in all four major cities
- Some units patrol towns, villages, and major trade routes
- An elite team of the Abbhen guard track high priority criminals and fugitives mages. This team includes a few powerful mages (not officers themselves, more like consultants)
- -- Noteworthy: the Abbhen guard does not have its own tracking system for high level spells akin to Altiendel's
- Magic users aren’t explicitly banned from serving as an officer, but none currently openly use magic
- Charged with enforcing the law equally for all in Abbhen - particularly with preventing anti-magic hate-crimes (a special agreement with Altiendel)
Governors and territories
- There is a governor for each major city outside of Abbhen City (City of Iron, Sky City, Freeport)
- -- Each major city also has a surrounding territory:
- -- Territories extend around the major cities about a day’s ride inland, and completely cover the coast between Abbhen City, Sky City, and Freeport.
- -- The City of Iron’s territory is the smallest, only extending radially about half a day’s ride away.
- -- Abbhen City’s territory is the largest, extending from the glacier in the west to a three days’ ride down the coast to the east
- -- Not all villages and hamlets internal to Abbhen are covered by a territory; although they are patrolled by the Abbhen guard, these are the most likely to see bandits
- The governor appoints all town mayors within the territory to 6 year terms (up to 4 terms)
The governor’s guard (would be called ‘Freeport Guard’, ‘Sky City Guard’, or ‘City of Iron Guard’ (or city guard for short))
- Commanded by the governor (except in times of war)
- Responsible for protection of the governor and defense of the territory
- Responsible for law enforcement within the territory (but Abbhenad’s guard always has jurisdiction)
- Governor’s guard would report to and work closely with the Abbhenad’s Guard for oversight on law enforcement, training, defenses, and patrols.
Smaller cities and towns
- Smaller cities and towns would also have a small guard
- For rural villages and hamlets, a village leader is in charge of policing, law enforcement, requesting guard presence
- Every three villages will usually have both a doctor and an apothic to brew low-level healing potions
Guard statistics (7000 total guards in Abbhen)
- Abbhen Guard: 2500
- -- 1000 in Abbhen City, 1000 stationed at bases around Abbhen, 500 patrolling around Abbhen
- -- Elite units include some commissioned mages (but these are not officers)
- City of Iron Guard: 1000
- -- Mages used to keep up anti-magic barrier and for healers, not used in combat
- Sky City Guard: 800
- Freeport Guard: 700
- Guards of smaller cities and towns: 1000 (50 per town on average)
The Abbhen Navy
- Commanded by the Abbhenad
- Main harbor is Freeport
- Directed to protect the coastline and escort important cargo
- Would also transport troops in times of war
- 18 frigate ships, some lined with lightweight metal, all carrying light Abbhen long-range cannons, most protected by anti-magic fields
- At least 6 near Abbhen at any time, the rest on escort
- 2200 sailors and officers (an average of 120 per ship)
- Some mages onboard used as healers, but magic considered by some Abbens to be bad luck at sea
- The well-established Merchants, Builders, and Fighters guilds collectively push back on anti-magic policies
- These three guilds are authorized to issue writs of patronage to high-level casters in their employ, who are protected from deportation as long as the guilds assume responsibility
- The Merchants and Builders guilds push for infrastructure improvements for travel, transport, and trade
- The Merchants and Builders guilds have negotiated an Abbhen navy escort of goods for open sea transport
- The Merchants Guild based in Freeport is said to hold much influence over the economy and banking.
- -- The guild hosts a dwarven emissary from the City of Iron to ensure products being pushed are consistent with production in the mountains.
Guild tournaments:
- The Fighters Guild uses the Abbhen City tournament rings to hold official fights for entertainment nearly year-round, excepting the darkest, coldest months of winter.
- Some fighters move there to participate and make a name for themselves. The profits are more than a basic living wage if you win more than 50% of fights.
- A new branch of summer outdoor tournaments in Sky City, sponsored by the newly formed Gunslinger’s Guild, are becoming popular, where crowds gather to watch spectacular feats of sharpshooting
Toward Altiendel
- There is some resentment for hoarding and researching powerful magics, with the view that it is arrogant to try to tame magical power
- There is also general wariness of their army of mages
- Leadership of both countries is friendly toward the other, with a mutually beneficial trade relationship
Toward magic and mages
- Magic is generally avoided and met with suspicion across the country, and particularly in the west near the mountains.
- Magic users face discrimination in Abbhen. In some parts of the west, known mages are refused service in shops, turned away from jobs, or denied access to education.
- Bullying is not uncommon, particularly in small towns away from the guards.
- Neighbors might accuse one another of magic usage to sway opinion or perhaps discourage a potential marriage or trade partner, but it is known there are no conclusive tests for low-level magic ability.
- Violence against mages (or any citizen or traveler) or damage to their property is illegal and enforced by Abbhen and city guards. (This is watched closely by Altiendel.)
- Relatively few in the country (<1%) are vehemently biased against mages to the point of inciting violence against a magic user or burning an Altien church (and either act would have severe consequences, if caught).
- -- Community violence in general would be shocking and abhorrent to the vast majority of Abbhens, even against magic users.
- Not everyone in Abbhen is biased against magic users; many have friends or family who are can innately use magic in some form. Some even worship Altien, who teaches magic should be held in high esteem, and a growing minority believe the deportation policy for unsanctioned high level mages to be unfair.
- In the east, magic is less discriminated against (a known mage is more likely to get a manufacturing job than in the west).
- Some mages do hold positions of high esteem, like Wardens in Abbhen City, healers, or enchanters.
- -- An exception: mages commissioned by the Fighters Guild to use magic in battle are treated with suspicion, even by fellow soldiers and officers who don’t know them well.
- -- A mage working for the Fighters Guild must be very talented and loyal in order for the Guild Master to take responsibility for their actions and the headache of integrating them.
- It’s considered very rude to perform magic on someone, near someone, or in another’s home without first asking permission
- Some small towns near the mountains have banned casting any magic on other person or person’s property; the punishment is permanent expulsion from that town
- -- The City of Iron has no need to ban magic: magic does not work within it’s walls (or up to 10 feet above any surface). The only exception to this is a special healing hospital within the dwarven sanctuary (where other magic could be cast too).
On race and foreigners
- Elves, half-elves, and gnomes are associated with magic and assumed to be mages. Wherever mages are unwelcome, so are these races.
- Humans and dwarves (the native races) as well as halflings and half-orcs are generally known and accepted in the cities.
- Uncommon races generally face suspicion and are only seen in or near Freeport.
On dragons
- Abbhen has had a history difficulties with hostile frost and ice drakes from the glacier attacking villages and towns.
- -- This happens on average every 50 years or so, but it’s not cyclic.
- -- Even as far west as the Abbhen river during very cold winters.
- As a result, dragons are generally viewed in a negative, hostile light.
On religion
- The Abbhen government does not recognize any one religion.
- Everyone knows the names of the gods and it is very common to reference them
- It is not uncommon to say a quick prayer to Altien, Kili, Produs, or a mountain, river, sea, or sky spirit in passing even if you're not a regular, committed follower.
On education
- Abbhen offers a rudimentary public education where young children (younger than 16) can learn reading, writing, basic mathematics, and history
- After 16, children are expected to work either in manufacturing, around the house or farm, or learning a trade
- Only every other village would have a small one-room school
- The wealthy would likely use private tutors
- An apprenticeship system is used for learning trades and crafts
On nobility
- Wealth and potential wealth is recognized more than family name
- Abbhens of means are very practical with their money, opting not to keep great estates in the country to retreat to, but apartments or houses in the major cities where they can best conduct business and network
- -- Networking includes hosting social events and parties
- -- These apartments would definitely staff servants (maids, butlers, stable muckers, cooks, etc)
- Primary exports: metalworks (weapons and other metal goods like instruments and jewelry), raw metals, salt
- Imports: food (preserved fruits and vegetables), magic items, spices, wines, wools
- Abbhen is also spotted with ruins, but government isn’t interested in them and also resists University research
- -- These ruins are largely unexplored and infested with dangers, especially in very rural areas and toward the glacier
- -- Some do contain relics of value, so daring treasure hunters still seek them out
- -- Traders recognize value of magical items, especially in Freeport, and will give a fair price.
- Settlements near the glacier and the Lake of Tears sometimes need to deal with aggressive creatures of ice.
- Rural villages outside of the control and protection of territories are infrequently policed by the Abbhen guard, and sometimes are hit by bandits or other hostiles.
Also for your reading pleasure...
- All people are free (no slavery)
- No physical damage to any persons (including any kind of assault) or their property, unless in self-defense
- -- Does not apply to aggressive monsters or evil creatures
- -- Punishment for violent crimes with definitive proof: prison, or death for murder
- No theft or piracy
- -- Punishment for non-violent crimes with definitive proof: prison or labor
- Fair treatment of the poor or dependents (fair wages, fair prices, enough food and clothing for children, warm, sanitary conditions for tenants)
- -- In Altiendel, this comes from Altien’s teachings
- -- In Abbhen, this is pragmatism: happy, healthy workers do better work
- -- Expected and the norm, but hard to universally enforce in both kingdoms
- -- Punishment for egregious long-term unfair treatment of poor or dependents: assets would be seized and sold, care of dependents would be transferred
(This will get a little more explicitly fleshed out, I hope)
- Nobility and social structure (including the place of half-elves)
- -- Nobles are a thing more so than in Abbhen, half-eves are cool
- Attitude on dragons
- -- Nope, don’t like them
- Attitude on other religions
- -- No other gods are actively good, therefore they are obviously inferior (but no real problems unless you worship Norah)
- Attitude on other races
- -- Elves and humans are great, dwarves and uncommon not so much, other core races are okay
So... that's pretty much the world, or at least some aspects of common knowledge of it.

Mikkel Madsenn |

I expect to have the official recruitment thread up later this week (sometime between Wednesday and Friday).
One more thing I'd like to do before then: I'd take it as a great favor if this group could help me check over the official character creation rules to make sure they read as clear and complete.
I plan to post a draft of those here tomorrow (Monday) or Tuesday.

Thaago |
I am also still interested. I very much like the primer's on both countries, and see that I will need to change my silly character prompts to match.
The bits on the role of adventuring, in particular the ancient ruins, have me adding archaeologist bard to the list of classes I think would be fun for me to play this game.

Mikkel Madsenn |

Sounds good.
For the record, I don't guarantee you'll encounter or deal with what's in the primers, it's more an overview of common knowledge of the time. Things people would get a sense of if they lived there, even if they don't know the exact numbers, and something to help build consistent backgrounds and prime interaction between PCs and with NPCs.

Mikkel Madsenn |

Hi all,
Here are the 'final' character creation rules:
- Core races only
- No restricted classes: Primary spell casters, paladins, and alchemists
- --- Definition of 'primary spell caster' for this game is any class with 9 levels of spells + summoner. (For example: wizards, sorcerers, clerics, oracles, psychics, druids, summoners)
- --- Restricted for both world-consistency and also game mechanics
- You may multi-class to a restricted class level at a 1-1 ratio (at least 1 unrestricted class level for every restricted class level)
- The party would start at 3rd level, as competent, trained individuals (treating 1st level as about an apprenticeship in experience).
- 20 point buy to first level
- No stat lower than 10 before racial modifiers. This would be a very heavy role-playing based game, so I’d ask for no min/maxing, please. Generally, the simpler and more versatile the build, the better for our purposes.
- Two traits, no drawbacks
- The two unchained rules we will be using are:
- --- 1) background skills (+2 background skills per level)
- --- 2) for a multiclass to summoner (a restricted class), use the unchained rules
- No evil alignment in the party, please. (There will likely already be some tension from characters’ backgrounds and countries of origin.)
- You’d start with 3000 gpc. Don’t spend more than 25% on any single item, to mimic wealth gradual gains.
-- An excellent background reason for saving might get you an exception up to ⅓ wealth on a single item.
-- Note that you’ll be starting in Southtown in winter and venturing up into the mountains. (You would know the winter climate on the slopes is about Helsinki in February).
-- No other restrictions on equipment.
- No third party materials.
- Beware, all ye who enter here: you will probably meet unfriendly NPCs that are much higher level than you. It would be most unwise to assume encounters are ‘level appropriate’ for you to start swinging swords. On that note, I might advise that having a usual speed less than 30 could be a much more serious disadvantage than you’re used to.
If you could read these over and let me know if anything is unclear or where it would be useful to add detail, that would be extremely helpful. Thanks!
Also, @Hawksw0rd: summoner is a restricted class now (the spell progression is a limited version of a 9-level spell track), but you should still be fine multi-classing.
And @Amathelah: Sounds good!

Fallen_Mage |

The restricted classes section seems a bit unclear. First it says 'No Restricted Classes', then you proceed to list several. It might come off a little confusing.
Also, since you're allowing the Unchained Summoner (albeit multiclassed) might I suggest you allow the Unchained Barbarian and Rogue as well.
Other than that, it's pretty solid. Any thought as to when the Official Recruitment will be up?

Mikkel Madsenn |

Thanks for the feedback Fallen_Mage, that's very helpful.
I was hoping to post it today (and was feeling like that was realistic that on Sunday), but the rl workload's been a bit heavy this week and it's not quite ready. One thing left is compiling all the primers scattered in this thread into a single reference document.
I'd say I'd expect it to be up by Friday, if not before. I think I'll ping anybody who's said they're interested here that I don't see post there within a few days to make sure they see it.

Thaago |
Sounds good.
For the record, I don't guarantee you'll encounter or deal with what's in the primers, it's more an overview of common knowledge of the time. Things people would get a sense of if they lived there, even if they don't know the exact numbers, and something to help build consistent backgrounds and prime interaction between PCs and with NPCs.
Good to know! I was more thinking "Archeologists could have a cool/realistic backstory" more so than "we are going to be going into ruins, I'll play an archeologist". (I have a slew of things that I have a little bit of backstory for that fits the primers, though not nearly as developed as some others, so I figured I could play whatever class fits nicely with the rest of the party.)
On character creation, I second the line with restricted classes being a bit unclear, but the rest of it looks solid.

Hawksw0rd |

Wow I've missed a lot. Curse you finals and sports, but I did managed to rework everything.
Any who, I'd like to present the reasoning behind my one expensive item, a Cloak of Human Disguise. Hope you enjoy
The beast still followed him, slowly slithering up building and over obstacles as if the laws of physics did not apply to it. Worse yet, he didn't know if he could even stop the next rampage. The woman ended up just as bad, if not worse than when she arrived at the clinic.
Wiping the moisture from his eyes, he mindlessly traced the path to home. When retribution came, and rightly so, the half elf had no plans of letting this affect his family. They were doing better now that Father had established his carpentry business for boats, but people still distrusted the Shadelocks, blaming all sorts of Norah incidents on his family. As he approached his door, he somehow felt the serpent fall behind, then fade away.
"Shouldn't you be at the clinic?" The surprise voice had left him spinning around to see his mother.
The half elf sighed, his voice tight with regret. "No, my magic manifested, and hurt someone. I don't want to hurt anyone else, especially you, and dad, and Rihik and..."
His mom held him close as her boy started to sob into her shoulder, rubbing his back. As Xizoh drew his composure, he weakly smiled. "I'll miss you. But I've got to leave. You guys can't lose everything you've worked for because I can't control myself."
His father spoke, "We're not losing anything. You're family, and have been the moment you walked through that door. If you want to leave so bad, let us help."
Quickly, they gathered his things. Savings derived from patching up ships and his apprenticeship, alongside the medical pack he kept stocked and few magical items he had collected over the years were his. As Rihik threw in the protective coat he had gotten after the brawl with a local fighter who favored strong drink, and Meladei pushed her fire bead into his hand, he took a moment to reminiscence and memorize every detail of the family that chose him before he left for good.
A sad smile covered his mothers face as she drew a pile of clothes from the closet. "These will keep you warm on your trip, and this," she draped a plain grey cloak over his shoulders, "will let you pass as human. Your father was bought it so you could be treated normal." His father nodded, a smile tugging at the corner of his eyes.
As she closed the clasp, Xizoh said, "I'd rather be home, than normal." He embraced his family one last time, then exited his house.
His mother watched as her baby left, whispering to more to herself than anyone else, "We all wish you were home."
I apologize for garbage writing, I haven't done anything creative in too long.

GM Mikkel |

Hi all,
The official recruitment thread is now up!
I hope to see you all over there.
(Questions are still welcome here, if you like.)
@Hawksw0rd: If that means you're done with finals, congrats! I will have a look at this noontime Pacific tomorrow, it's getting to be silly late here.

GM Mikkel |

@Hawksw0rd: Apologies for not getting to this until now (no lunch break today, but I should have seen that coming).
Very nice! I really liked it, and yes, that backstory would get you a 900 GP cloak of human guise.
Two follow-ups, more to do with the general background than the item itself:
1) Why does Xizoh travel to Altiendel if he has out-of-control magic? Or is it an 'as far away from here as possible' kind of thing?
2) If Xizoh can't control his Eidolon, how will the party be able to trust and depend on him in combat, or in an emergency? (He seems a bit honest to go to great lengths to hide things.)

Xizoh Shadelock |

His ending up in Altiendel was more just getting as far away from that incident as possible, as well as the fact more magic users live there. He really doesn't know anything that matters about magic.
As far as Anathema goes, that was a reflexive action from the initial bond. While the snake does love fighting, he's chaotic neutral, so he won't just be pythoning everything in sight, as well as truly being Xizoh's partner. I actually want to explore the summoner eidolon relationship, and feel the differences will make the two more lifelike. I have no intention to use Anathema as party plan Sabatage device mark 2, and Anathema won't be present for a fair portion, at least at the beginning.
Lastly, how does my fast healing work outside combat? Never actually had a character built like this so I'm still a little confused.

GM Mikkel |

Ah, okay, so this was something that maybe happened a few years ago (or more?) and he's since gotten more comfortable/confident with his own abilities (even if he is sill very against violent magic) and sufficient control over his eidolon. That would work.
The fast healing comes from the Spelleater archetype of Bloodrager, correct? If that's the case, it only works while you are bloodraging.
(You could bloodrage outside of combat for the number of rounds per day given by constitution and level, if the occasion arose. Not sure you would choose to.)