Seeking replacement Divine character for Curse of the Crimson Throne


Recruitment

Dark Archive

We recently had the Cleric of our game drop out for RL issues and I am now looking for someone to replace her. Since the game is ongoing I'm only going to keep the recruitment open until Friday, June 19th at 6 o'clock CDT.

The original recruitment thread can be found here: Curse of the Crimson Throne Hardcover Edition recruitment. Since the other characters are still 1st level the character creations rules still apply, with one exception. Since Lamm is now dead a character does not need to take a Campaign trait if they do not wish to and can replace it with another trait.

The party currently consists of an Elf Cartomancer Witch, a Human Empiricist Investigator, and a Human Flamewarden Ranger.

If you have any questions feel free to ask. Thank you for your regard.


Broad strokes concept-- Cleric, Varisian Pilgrim Archetype w/ regional trait Empyreal Cultist. Worshipper of Rowdrowsh the Divine Herdsman.

Will have the Travel and the Animal (Fur) domain (this gives two "good" abilities to trigger with the Varisian Pilgrim's special Caravan Bond ability); eventually gets a bull (cattle) animal companion, and might eventually dip a single level into monk to re-up on Quarterstaff use.


Quite interested: looking at some sort of Hellknight of the Order of the Nail, certainly Lawful Neutral. Maybe signifier later, but starting out as oracle?

How would you feel about a tiefling?


I would like to put 'Pious' into the ring.

Like you GM I've had to take some time off the boards for personal reasons but I am looking to return.

I started playing Pious in a previous campaign that I had to withdraw from, I would love the opportunity to play him again. (I've pulled him back to lvl1, it should all be right)

Details like spells etc I'm happy to change for what the group needs if I'm selected.

Spoiler:
Gold: 4d6 ⇒ (2, 5, 4, 2) = 13


Oyzar mentioned that your campaign was looking for a divine caster and I haven't played through CotCT yet, so this seems like as good a time as any.

The character I'm thinking of submitting is a Cleric of Lythertida: a fourth generation one-time guardsman who, seeing the general corruption of the city as a hindrance to its peoples' growth, now occasionally takes matters into his own hands as the Vigilante, "Night Patrol".

This'll be my first time in a game on the boards if I join but Oyzar's been a huge help with some of the fiddly bits and I have done forum roleplay in general before so I should hopefully get up to speed fairly quickly.

Might as well roll for gold.:
5d6 ⇒ (2, 1, 1, 3, 6) = 13


I would like to submit Aki for the adventure. She is not your straight forward divine, but she is divine none the less. This is my attempt at a combat spiritualist, race is also unique, but happy to change to something more core if required to.


Hmm, Let me see if I can get something together. I'll need to do some digging for inspiration... Thanks for the info on the other characters, it'll help make a good mesh build.


Do note that we don't have anyone in the party currently good at diplomacy (or most of the other charisma skills). Everyone currently in the party has a negative charisma score. It would probably help if the character joining us it at least decent at it.


I would like to submit Riren to the mix.

This character actually got to start a Curse of the Crimson Throne game: Link

The game died off before we got too far. We never got past level 1. In fact I am pretty sure you are slightly farther, as we just got past Lamm. I was super bummed out when the game ended. I had put a lot of thought into the character and was trying my best to RP well.

I did make a change to this character for the submission. It was a Warpriest, and now it is a full casting support Cleric. In the meantime I have started a Warpriest in my Wife's (in person) Mummy's Mask, so I didn't want to double up at all. I also am curious to go full caster. I was really wanting to play this AP, figured I should give it a shot to jump in on this one.

I also have a higher Diplomacy Skill, as well as Sense Motive. So that might help out the group, as mentioned by Aleziella Libuyaza.

I decided to keep the Champaign Trait, as it fit the character well. I don't think it will really mess with the story at all. I could have just been late or behind the current group. Whatever makes sense to you and the game.

Character Background:

I am not sure who my parents are. All I remember is the hard life under Lamm's brutal thumb. I can't even recount all the things he made me do, or see, before I turned 7. My strength gave me an excuse to avoid some of the dirtier tasks he gave the other kids, but I would be sent in to move boxes. I was never fully sure what was in those boxes, but I always assumed it was bad.
One day while being sent to a warehouse full of boxes. I found a few dead bodies. They must have been in the way. On one of their bodies, I found a small wooden holy symbol. It strangly matched a birthmark have had on my shoulder. I pocketed it, and finished my job. I only later learned it was a symbol of Saremrae/ I have no idea how I was able to keep it, or keep it hidden. Looking back on it now, I have to think The Everlight must have kept it hidden from prying eyes.

I would obsess over it, eventually learning it's significants. I started being able to get out and visit a local Sarenrae temple. I started to go to services whever I could get free. I continued this for a year, until I was found out. Gaedren saw me ducking out of the building, holding my symbol a bit too exposed. He beat the lever living light out of me. I just gripped the symbol as hard as I could, hoping the healing light of the Dawnflower would hold me through the pain. I was able to get away. I have no idea how I did. I ran to the temple. Luckely Lessiyn took me in.

I lived the rest of my childhood at the Temple. I started to help out wherever I could. I would preform the rituals and even was able to practice with the Scimitar with the other clerics. Though I never could grib it well.

I decided no one should have to live through what I did. I decided to dedicate my life to Sarenrae and the removal of evil, in all it's forms. I knew I could not do it myself, but with the power of the Dawnflower behind me I would hopefully find people with similar convictions. Or at least a group to work with.

Let me know if there are any issues with the character or you have any questions.

Good luck everyone. Thanks GM, for the opportunity to give this one a go again.!


I have an idea for a gnome life mystery oracle of Pharasma. She tries to be solemn and serious but her gnomish nature gets the better of her. Being a literal font of life doesn't help her much in that regard either. I'll work up the character sheet.


I've been interested in trying a paladin healer for a while. I think it may be interesting to try a paladin of Vildeis, eventually moving into Scar Seeker. I want to explore it more. I should be able to get something together by Friday.


Here is my submission for the game. Bapniggom "Nig" Gavipiabs, a gnome oracle of Pharasma who could use some friends. Character concept of the whimsy of a gnome clashing with the responsibility that comes with a divine spark and the ability to lay on hands(figuratively and literally).

Life Mystery with the haunted curse. For the curse I picture the fluff more as small psychopomp spirits that are always around and getting in her way rather than malevolent spirits. Went with the Pei Zin Practitioner archetype, re-fluffing as Pharasman techniques and using herbs from her garden.


This looks super interesting! Here's my submission: Sal Docker, a middle-aged halfling laborer who's just trying to help her struggling neighborhood survive. Mechanically she's a community guardian oracle with a focus on support, aid another, and social problem-solving.

Background:
Sal Docker works at the docks. It's how her family got its name, back when her grandparents first arrived in the city and found their halfling surnames were seen as just a bit too foreign. Sal was born into a small, close-knit community of halflings and Shoanti living in an unremarkable cluster of buildings tucked away in Korvosa's West Dock. Just about everyone there makes their living the same way: as day laborers down at the piers, loading and unloading cargo from ships. It's a precarious existence, but most of the time things are mostly okay.

Growing up, it took Sal a while to realize there was something different about her. As a child she didn't understand that when other people said "I feel you" in response to a friend's hardship they were speaking metaphorically. For Sal, it was always literal. She felt tugs at her heartstrings as something tactile and real, maybe more real than any of her other senses. And over time she found that gently, oh so carefully, she could tug back. She learned how to twist reality just enough to help the people she cared about, to give them a burst of skill or a bit of faster healing.

But there were times when her power felt less benign. Like when she was arguing with a friend and the friend was shouting and Sal told her to calm down and... she did. Just like that. Sal didn't like to think too much about those times.

And then there was the tug she felt in another direction, away from everything she knew. A pull from the sea, something alien and mighty calling to her. At night she could almost hear it whisper, almost see with perfect clarity the future it offered. A young woman sailing boldly on the high seas, accountable to nothing and no one, plunging the secrets of the ancient deep.

This is not that story. Sal lived in her neighborhood another fifty years.

She did the boring thing, the sensible thing. She tuned out the eerie whispers and focused on supporting the people around her. Sal loved them, all of them, from the most naive child to the most curmudgeonly elder. So she learned to make herself useful, to channel her power to summon light or water when supplies ran low. Sal grew older, and the community grew with her. She never had much wisdom to share, she mostly just knew how to move boxes and avoid drawing a merchant's anger. And that was alright — instead she offered a helping hand, a kind word, a stern glance, a joke, a story.

Over the decades the surrounding neighborhoods changed. At times the Korvosan Guard had a stronger presence, at times minor crime lords ran the show. For the dockworkers, both were threats. Sal kept a few rusty weapons under the floorboards, but mostly she survived the way everyone else did: by keeping her head down and her eyes up.

Now something is different. Now a young boy from the neighborhood — Miro — has gone missing, and horrible rumors are starting to crop up about the abandoned fishery down the road. Sal's not particularly interested in justice or revenge. She's just trying to do, well, what she does best. Help.

Silver Crusade

Dotting for interest. Will put up a submission tonight. Are you looking for a full crunch right now, or are you deciding based on concept/background, with crunch to follow after selection?

Dark Archive

It doesnt have to be a full blown character, just give me some idea of where you're coming from and where you intend to go with your character.

Dark Archive

The open spot of a "Divine Character" needs to really be filled with a divine character, or is there an aspect you are interested into that could be filled with other type of character?

As an example, if what you are looking for is someone to heal the group, a healing-themed alchemist could do the trick.


Just seen this.
I would like to submit.

Jason Cooperson

Alias will come if I am selected.
Background I am working on.

Basics:

Male Human Cleric 1
LN medium humanoid
Speed 20 ft
Space 5 Reach 5
Senses Low-Light Vision

Stats:

STR 14
DEX 10
CON 12
INT 13
WIS 16
CHA 10

Offence:

BAB 0,
CMB 2,
CMD 12

Ranged
Light Crossbow +0 (1d8, 19-20/x2)
Sling +0 (D4+2 x2)

Melee 2 Handed,
Longsword +2 (1d8+3, 19-20/x2)

Melee 1 Handed
Longsword +2 (1d8+2, 19-20/x2)
Dagger +2 (1d4+2, 19-20/x2)


Defence:

AC 15,
Touch 10,
Flat-footed 15
HP 10

Fort 3
Reflex 0
Will 5


Feats:

Fast Learner,
Scribe Scroll

Skills:

Skills:
Acrobatics -4,
Appraise 5,
Bluff 0,
Climb -2,
Diplomacy 4,
Disguise 0,
Escape Artist -4,
Fly -4,
Handle Animal 1,
Heal 7,
Intimidate 0,
Knowledge (religion) 5,
Perception 4,
Ride -4,
Sense Motive 3,
Spellcraft 7,
Stealth -4,
Survival 3,
Swim -2

Languages:

Languages:
Common, Celestial

Valuables:

Money, Gems and Jewels
PP:
GP: 2
SP: 9
CP: 0
Gems: None
Jewels: None

Armour and Weapons:

Armour:
Scale Mail

Weapons:
Longsword,
Light Crossbow,
Dagger,
Sling,
Crossbow Bolts (40),
Sling Bullets (10),


Adventuring Gear:

Clerics Kit (Will break it down to its components if selected),
Dungeoneering Kit (Will break it down to its components if selected),

Campaign Traits:

Dropout: You were the one accused. Although you were eventually freed when a friend confronted the fisherman and got the truth, the damage had been done. You were forced to leave your school (perhaps the Acadamae) or church. As a result, you were forced to self-train and promised yourself you would become better at your chosen profession despite the spurning of your peers. You gain a +2 bonus on Spellcraft checks.

Blood of Dragons (low-light vision) (UCa 62): You gain low-light vision*.


Human Traits:

Type (CRB 27): You are a humanoid with the human subtype.

Bonus Feat (CRB 27): You gain a bonus feat.*
Skilled (CRB 27): You gain one additional skill rank per level.*


Class Features:

Armor and Shield Proficiency: You are proficient in Light and Medium Armor. You are proficient with shields (excluding tower shields.) *

Weapon Proficiency: You are proficient with all Simple weapons. Additionally you are proficient with the following weapons: Longsword

Aura (Core 39): A cleric of a chaotic, evil, good, or lawful deity has a particularly powerful aura corresponding to the deity’s alignment

Favored Weapon (Core 39): You gain proficiency with the favored weapon of your deity (Longsword)

Channel Energy (Su): You can release a wave of positive energy which either heals 1d6 of damage to living creatures or damages undead creatures (Will Save DC 10) You can use this ability 3 times a day.

Spontaneous Casting (Core 41): You can lose any prepared spell that is not a orison or domain spell in order to cast a cure spell of the same spell level or lower.


Domain Powers:

Sun's Blessing (Core 47): Whenever you channel positive energy to harm undead creatures, add +1 to the damage dealt. Undead do not add their channel resistance to their saves when you channel positive energy.

Battle Rage (Core 48): You can touch a creature as a standard action to give it a +1 bonus on melee damage rolls for 1 round. You can use this ability 6 times a day.


Feats:

Fast Learner (ARG 77): When you gain a level in a favored class, you gain both +1 hit point and +1 skill rank instead of choosing either one or the other benefit or you can choose an alternate class reward.

Scribe Scroll (Core 132): You can create a scroll of any spell you know.


Background:


Hi there,
I present Kazim al-Nef, priest of Sarenrae

Fluff:
“Water and shade friend, please wait by the door as I tend to this young person.” Kazim greeted the new comer without looking up from the patient. The young boy whom he was tending for a broken arm squirmed uncomfortably. The arrival cleared his throat, and waited patiently for the young priest to finish his ministrations. Once Kazim was certain that the child’s arm was set, and wouldn’t re-injure itself, he looked up through khol-rimmed eyes at the arrival in the makeshit hospital room. It was a large guardsman, looking down on the kneeling Qadiran with sad eyes.
“Greetings guardsman, how may I assist you today?” It was hot in the temple of Sarenrae, and the guardsman was sweating beneath his mail. Kazim adjusted his robes and armor while he waited for the guardsman to begin. Is this about that assault I saw last night?
“Uh- blessings good priest, you are Kazim al-Nef?” The guardsman began.
“Yes I am, Kazim al-Nef, of Katheer. Acolyte of Sarenrae here in Korvosa.” Kazim replied, the brand of Sarenrae exposed on his neck. The brand never bothered him, other than its mysterious origin. The priests said it was a divine mark, and that he was lucky to have been blessed by the Dawnflower.
“I have news of your sister,” the guard began awkwardly.
Revan? They have news of Revan? Oh no. This cannot be good.
“We have no news of her yet. We’re still looking for her, but there is some unrest in the Old Town making it difficult.”
Kazim set his head in his hands, breathing deeply in for a moment. Better than I feared. I followed her here last year, and still have not laid eyes upon her. Her and her mysterious Sarenrae warriors that she refused to speak of. “I thank you good man, it is the way of the Dawnflower to reveal secrets in time. I wish you luck in finding her, and quelling whatever disturbance is present in the city. We have been aiding as the best we can to tend the wounded.”
The guard turned to go, stopping at the doorway, “Will you stay if you can’t find her? You do good work here son.
Nodding and breathing deeply again, Kazim responds to the question of the guard, “I came here of my own choice to find my elder sister, but this place has great promise. The priests here in the temple have said that because of my divine mark I am an inspiration to the people. And that the people need inspiration to protect them from the insidious words of the priests of Asmodeus, sorry about that.” Kazim quickly finishes.
The guard smirked at the last, and turns to go, “We’re still looking for Revan, don’t worry son. Please keep the people strong. I don’t know what’s happening here in this city, but we need people like you around here.
Kazim took the last silently, turning to look across the room. These people are good people, and do need help. I will continue to help them unless the goddess sends me a different message. Adjusting the red gold scarf back across his neck to cover the mark, Kazim steps out of the giant temple, seeing the sun setting across the city and smoke starting to curl up from the chimneys of dinnertime.
Kazim is a cleric of Sarenrae (with the Divine Paragon archetype), possibly going into Dawnflower anchorite depending on RP and how it plays out.

I'll work up crunch and create an alias if you'd like.


Kazim al-Nef

Crunch:
Kazim al-Nef
Human (Keleshite) Cleric (Divine Paragon) 1 NG
Str: 10
Dex: 12
Con: 10
Int: 13
Wis: 16
Cha: 14
HP:9/9 (Favored class +1)
AC: 17 Touch 11 FF 16
BAB: 0 Scimitar: +1 1d6+0 (18-20x2), Sling +1 1d4
Fort: 2 Ref 0+1 Will 2+3
[spoiler=Mechanics]
Class Features Aura +1 level higher from Divine Brand, Channel Energy 1d6 5/day DC=14, Spontaneous casting Cure spells, Devoted Domain – Heroism, Domain power – Heroism: When you channel to harm undead the DC of the save is 2 higher; Hand of Glory – touch a creature standard action to give a +2 bonus to a roll useable: 6/day, Domain – light (Spells only)
Languages: Common, Kelish
Skills: 2+1+1
Heal 1+3+3
Diplomacy 1+3+2+2
Knowledge (Religion)1+1+3
Spellcraft 1+1+3

Background skills = 2
Perform (Dance) 1+2+3
Profession (Architect) 1+3+3
Feats
Deific Obedience, Combat Casting, weapon focus (Scimitar)


Traits
Ambassador - +2 Trait bonus to Diplomacy checks
Missing Sibling - +1 on Sense Motive, and Sense Motive is always a class skill[

Equipment:
: Cold Iron Scimitar, Scale Mail (+5AC -3 skill checks, speed 20), buckler (+1 -1 skills), Cleric’s Kit: Backpack, Bedroll, belt pouch, candles (10), holy book, flint and steel, iron pot, mess kit, rope, soap, spell component pouch, torches 10, 5 days rations, waterskin, wooden holy symbol), scarf, explorer’s outfit, sling, 20 sling bullets, 1 month, 10 pieces of chalk, 37 GP , 7 SP

[/spoiler]

Silver Crusade

Zin Z'arin wrote:
Dotting for interest. Will put up a submission tonight. Are you looking for a full crunch right now, or are you deciding based on concept/background, with crunch to follow after selection?

Withdrawing; I have a concept for the AP already, but it's not a divine character.


How do you all think you'll get along with the current party? Would you know any of us in advance?


Aleziella Libuyaza wrote:
How do you all think you'll get along with the current party? Would you know any of us in advance?

I think with Kazim's background as a healer and holy person, he could have treated either of the characters with addiction in their past, or could have worked with the character with the missing/dead sibling, as he's lost his sister. Just some ideas off the top of my head.


With Riren's history with Lamm, it would be very possible he knew the group, or at least a subset from childhood. Since he escaped when he was younger, it might have been years since he has seen the group.

I also like to think that what started your adventure, I believe you all getting cards, also happened to him, but he was just behind all of you enough to miss it.

I also think, with him at the temple, he could have run into some of you, though I tend to like him knowing you in his past.

As for getting along with the current Characters. I believe so, I like to think of him as pretty open to different types of personalities. As long as no down right evil is happening, he is there to help. He also knows he needs other people to really do what he wants, which is to help people and his home.

So it might take me, as a player, to get into the right voice, I think the character would slot in well.


I'd like to tip my hat to you all and politely step out of contention here.

It is clear that you have a really strong focus on all the right things and a fantastic group. I don't want to try and crowbar a character I don't believe to be a good fit into that.

Until next time.


I didn't go with one of the campaign traits so no direct ties to the party. Nig might have encountered members of the party in her priestly duties. Aleziella and Joeseph specifically due to their former drug addictions. Nig could be someone you trust to go to for medical matters. It seems like Sykes just came to Korvosa so it's doubtful Nig would have encountered him.

I'm not sure how the relationships would play out, but Nig specifically wants to break out of her routine and try to work on treating the city's actual problems. She could also use some friends. Unless the party turns to murder hoboing, should be plenty to play with. Her obvious mechanical role in the party is support and party face.


The person I can see Sal having the most direct connection to would be Joeseph. She could definitely have crossed paths with him in the past, if his work led him to help someone in her neighborhood in a time of need. The two might also share some common ground because Sal's grandparents were immigrants from Cheliax as well, fleeing slavery at the outbreak of the Chelish Civil War. Perhaps both Sal and Joeseph were pushed a bit toward kindness by growing up hearing stories of that nation's cruelty.

As for the rest of the group, she'd definitely bond with them quickly — she's got a protective side to her that would rise to the surface. I'm imagining some friendly exhasperation at their occasional standoffishness, but mostly she'd appreciate their determination and the practicality of their approach.

Of course, her strongest link to the party at first would be the missing kid from her community, Miro. If Sal finds out that they've kept him safe she'll be grateful beyond words.


I will have my background finalized by 1900 MST.

I hope that isn't to late. :)


Hope I'm not too late it took me longer than I thought to finish up his background as I got more and more into it.

Introducing Damien Keyes, priest of Abadar, and former Lamm's Lamb.

Damien Keyes:

Damien Keyes
Male human (Varisian) cleric of Abadar 1
LN Medium humanoid (human)
Init +1; Senses Perception +7
Aura deflection aura (2 ft.)
--------------------
Defense
--------------------
AC 18, touch 11, flat-footed 17 (+5 armor, +1 Dex, +2 shield)
hp 12 (1d8+4)
Fort +5, Ref +3, Will +5
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee dagger +1 (1d4+1/19-20) or
. . morningstar +1 (1d8+1)
Ranged light crossbow +1 (1d8/19-20)
Special Attacks channel positive energy 5/day (DC 12, 1d6)
Cleric Spells Prepared (CL 1st; concentration +3)
. . 1st—bless[D], divine favor, magic weapon
. . 0 (at will)—detect magic, guidance, light
. . D Domain spell; Domains Protection (Defense[APG] subdomain), Nobility (Leadership[APG] subdomain)
--------------------
Statistics
--------------------
Str 13, Dex 12, Con 12, Int 10, Wis 15, Cha 14
Base Atk +0; CMB +1; CMD 12
Feats Additional Traits, Toughness
Traits deft dodger, ease of faith, eyes and ears of the city, personal addiction
Skills Acrobatics -5 (-9 to jump), Diplomacy +7, Knowledge (nobility) +4, Knowledge (religion) +4, Linguistics +4, Perception +7, Sense Motive +6
Languages Common, Shoanti, Varisian
SQ inspiring command
Combat Gear healer's kit; Other Gear scale mail, heavy steel shield, crossbow bolts (10), dagger, light crossbow, morningstar, backpack, bedroll, belt pouch, candle (10), flint and steel, holy text (The Order of Numbers)[UE], mess kit[UE], spell component pouch, trail rations (5), waterskin, wooden holy symbol of Abadar, 10 gp
--------------------
Special Abilities
--------------------
Cleric Channel Positive Energy 1d6 (5/day, DC 12) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Cleric Domain (Defense) Granted Powers: Your faith is your greatest source of protection, and you can use that faith to defend others. In addition, you receive a +1 resistance bonus on saving throws. This bonus increases by 1 for every 5 levels you possess.
Cleric Domain (Leadership)
Deflection Aura (1 rounds, 1/day) (Su) 20'r aura grants +2 AC and +2 CMD
Inspiring Command (1 allies) (Su) Allies gain +2 Attack AC, CMD, skill checks

Hero Lab and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at https://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

Background:

Damien was orphaned at the age of eight. His memory of his parents was the only bright spot of his troubled youth. Taken in by an aunt who had no more use for another mouth to feed and by a cousin who had even less. Constantly berated and beaten he eventually ran away from “home”.

The mean streets of Korvosa were no place for a kid and soon Damien was starving and alone until, one day, he happened to be in the local neighborhood market begging for scraps to eat and he saw a group of boys and girls his own age stealing food and trinkets from the market stalls.

Curious he followed the group until he was caught by a pockmarked faced man and dragged into a nearby building. The man, named Yargin, beat and kicked Damien, demanding to know why he was following the others. Scared and crying Damien explained that he was lost and alone and was hoping to find protection with the ‘gang’ of kids. The beating stopped and Yargin dragged Damien roughly into another room within the tenement. Tossed to the ground he looked up to see a middle aged man looking down on him curiously. The man grilled him mercilessly, asking him the same questions the other had over and over until finally he smiled a yellow toothed smile and simply said ”He’ll do. Bring me Lannis though. He screwed up by letting himself be followed and he’ll have to pay for that”

Soon Damien was running the streets as part of the older boy, Lannis’, crew. Years passed and Damien grew into a teenager and second in command of Lannis’ gang. It was then the Lamm introduced Damien to Shiver, a wonderful drug, whose vivid lifelike dreams, made Damien forget about his life for a while. One day while they were all stoned Lannis offered, for a silver piece, to let Damien lose his virginity to his “girlfriend” Aleziella, a pretty elven girl. Intrigued Damien paid for the go but he, and she were so wasted neither of them could remember much of the encounter.

Turned out that what Lamm gave as a reward, he withheld as punishment. Lamm used Shiver as a way to keep the older children in line and Damien soon learned that the hard way. Getting caught dipping into a marks purse Damien panicked and ran. Chased by a pair of guards he almost led them back to Lamm’s lair that was until Yargin and the gangs enforcer, a half orc who only went by the name Giggles because he had an odd habit of finding everything and nothing to be funny, ambushed the watchmen and killed them. That night Gaedren took away Damien’s dreams as he cut him off from his drugs.

Days passed and soon Damien couldn’t stand it any longer. He broke into Gaedren’s stash and took several vials of Shiver and downed them all. Crashing to the floor he began to convulse as Lamm soon discovered him. Angry Lamm had Yargin and Giggles take the boys body and, as a reward for years of service, dump him in an alleyway to die. And die he might have done if it were not for a wandering watch patrol and a priest of Abadar, Gideon Hightower, who happened to be with them. Gideon used his healing skills and saved the boy’s life.

Waking up in the Bank of Abadar Damien couldn’t believe what had happened. Lamm, a man Gideon thought of as a “father” had betrayed him and left him for dead. It took almost a week for Damien to recover and Gideon visited him every day and the two talked and soon became friends. Once whole Damien decided to stay with the temple and to become, like Gideon, a priest of Abadar even going so far as to adopt the name Keyes and a symbol of his new found life.

Years passed by and soon Damien, as a full fledged priest, began taking patrol duty with the city watch. It was during one of these patrols that he cam across his old “friend” Lannis again, stopping him from robbing a young man at knifepoint. Arresting him Damien began interrogating Lannis for information about Lamm’s whereabouts. It was then that he found out that Lannis was no longer with Lamm. It turns out that soon after Alezzella, after somehow cursing him to sleep, had left him he had messed up badly and Lamm had him beaten and run off. Still Lannis had kept in touch with some of his crew and had known where Lamm’s latest hideout was. Damien pleaded with his patrol sergeant to check it out, which they did, only to Find that Lamm had abandoned it. That was the first of many times Damien would chase down Lamm only to find that the slippery bastard had moved on, always one step ahead of the law, and each time it grew more and more personal for Damien.

Finally, one night Damien received word that Lamm had taken up residence in an old abandoned fishery on the river. Joining the patrol in that area Damien began subtly steering them towards the docks and his goal, bringing Gaedren Lamm down one way or the other.

As far as previous interactions, the only one would be Aziella (see background). I couldn't see him having any contact with Sykes as he just arrived in Korvosa, Although with Joeseph he could have been one of the guardsmen working a case that he might have been investigating. If chosen we could flesh that out later.

Dark Archive

Mokshai wrote:

I will have my background finalized by 1900 MST.

I hope that isn't to late. :)

Not a problem. I'm running a little late myself.

Okay, everyone. I'm cutting off any new submissions at this time. I want to get some feedback from the others in the party before I decide on the new player. Given the vagaries of PbP this might be a little while. If I haven't heard from everyone in the group by Sunday night I'll either go with the majority or make a GM decision then.


Good luck everyone! Thanks again for the opportunity.


Work grabbed me, and I was unable to finish what i had. SO I will respectfully withdrawl, as I was unable to complete in time. :(


Good luck to all!

Dark Archive

Okay everyone, the moment you've been waiting for. It's been a tough decision to make and the group was evenly split between two characters so I had to make the call.
So to that end I think we're going to go with Damien Keyes as our new player.
Thank you everybody for taking the time to submit your characters and concepts and I hope you all can find a game for them soon.


Thanks for the opportunity. Have fun!


Best of luck to you all!

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