Volcano's Land - Mercury Morn -- adding 1 or 2 more players


Recruitment


There is a Volcano, an island in the Dark. Mighty Volcano, god and landscape to the ifrit, is all that protects the land from the Dark that surrounds on all sides.

Truly, the natives have no reason to even name this sprawling continent where there is no Sky and no horizon - only darkness. It is simply the land, or perhaps Volcano's Land, depending on who is speaking.

Volcano's will is never directly given to mortals. All through the capital city of Hearth, the rumbling prayers of priests and commonfolk can be heard at each tolling of the great brass bells from high atop the stepped obsidian Temple.

The worshipers of the 'lesser' gods can be found close to their masters. The undine travel endlessly up and down the thousands of meandering miles of River. The oread live off the bounty of herds of small earth elementals that roam through Great Forest.  But even the bounty of River and Great Forest cannot always hold sway over Volcano - many of their followers feel the call of the great cities and their splendor.

The war against the Dark and its spawn is unending. The innumerable armies of the ifrit defend the east and west, the undine's ice fortress defends the south, and the orean graywoods protect the northern border of Forest.

Volcano holds back the Dark.

--------
Greetings, potential players! I'm looking to run a fun, character-driven story set in my homebrew world.

Specifically, this will be a recruitment for 7th level characters, who need to fit naturally into the world, and the city of Hearth. I have 3 players currently at the table, and I'm opening this thread to hopefully find 1 or 2 more.

Recruitment will be open about a week, but possibly less depending on how many responses I get. Give me character concepts sooner than later to prevent getting shut out.

Questions are welcome. I'm looking forward to this!

About Me:
Look at my campaigns to see if you like my writing style.
I've done 4 campaigns, all of which have run for at least a year (and some 3+ years)

Character Creation:
7th level

20 point buy

Alignment: no evil

2 traits, no flaws

HP: Max at 1st level, average (round up) after that

Starting wealth: 23,000 gp, which should cover your essentials

Leveling: No XP, you will level as appropriate to the story and the challenges you face,

Source material: Core is fine, 3rd party is not, check with me about other PF material (not just the book, but specifically what you want from it)

Background: 10 minute background, be sure to include appearance and personality. Note that you will all be starting in the ifrit capital of Hearth, so make sure you either live there, or have a reason to be visiting at the open of the campaign.

Once the characters are chosen, I'd also like some (not necessarily all) of you to form previous relationships with each other.

Races: Big change here. ifrit, oread, undine, and sylph only. See RACES for more info. Also, I am intentionally not capitalizing these – we don't capitalize the word Humans, right?

http://www.d20pfsrd.com/races/other-races/featured-races/arg-oread
http://www.d20pfsrd.com/races/other-races/featured-races/arg-ifrit
http://www.d20pfsrd.com/races/other-races/featured-races/arg-undine
http://www.d20pfsrd.com/races/other-races/featured-races/arg-sylph

Classes: Big change here: No full casters (wizards, sorcerors, clerics, etc, etc) In addition, no gunslingers (or guns at all), no summoners, no vigilante, no ninja, no samurai, no occult classes. Hybrid classes and base classes are fine. Archetypes on a case-by-case basis.

Divine Classes: Divine casters are different.  Talk to me about alignment, spell selection, and channeling, as well as archetypes.

Skills: Every character gets one extra skill point per level in a Craft, Profession, or Perform skill of their choice.   I want you to have some kind of flavorful/cool background skill, but I don't want it to come at the cost of a better skill.

Story Stuff:
Characters: As befits the play-by-post medium, this is going to be much more story- and character-driven than combat- and stat-driven. By all means make a character that will be fun to run in combat, but I'm looking for personality more than punching.

Railroading vs Sandbox: This is not a purely sandbox game. I like giving characters a good deal of choice, but there are other forces in the world besides the players. Ultimately, where the story will go is up to us, not just me.

Tone: I'm not going for “grimdark” here, but things are not happy-go-lucky, either. I like characters that act like real people, instead of using stilted “thees” and “thous”.

Play-by-Post Stuff:
Guides: If you have not already, then seriously read these. They are well worth reading.

Doomed Hero's Guide

Painlord's Guide

Frequency: I will post every day, even just to acknowledge that IC RPing is still going on. This will almost always be around 9 or 10 PM Eastern time. I will always let you know if there will be a temporary hiatus. I expect players to post as often as they need to in order to keep the story moving. A pattern of unexplained absences or long periods between posts will be grounds for ejection, but I will always talk to a player first.

Moving forward: typically, if an action is suggested by one character and seconded by another, then I will move forward as if the entire party had agreed. If one character has a strong and rational reason to move backward, that may be allowed on a case-by-case basis.

Races and Languages (mechanics):
Yes, there is a considerable restriction here, because I have a very specific not-the-kitchen-sink setting. That being said, I know you will all be trading out Elemental Affinity (which is completely worthless in this setting), and I am open to exchanging it for cool abilities that are not directly listed as being tradeable for Elemental Affinity (like Treacherous Earth for oreads, usually only traded for Spell-Like Ability)

Other minor tweaks:

--Oreads are not Slow.  
--Undines get “Ice in the Blood” instead of hydrated vitality (fast healing activated by cold damage)

--Undines get a swim speed, so to make all the races roughly equal RP:
-Ifrits get Sprinter (Members of this race gain a +10 foot racial bonus to their speed when using the charge, run, or withdraw actions.)
-Oreads get burrow speed of 10 ft (dirt only!)
-Sylphs get Climb (Members of this race have a climb speed of 20 feet, and gain the +8 racial bonus on Climb checks that a climb speed normally grants.)

--Elens do interbreed, but the offspring will be one or the other, with subtle hints of the other parent's heritage

LANGUAGES (11 total)

All of the "elemental" tongues (Ignan, etc) are simply called Ifrit, Oread, etc.
In addition, there is a more esoteric dialect of each language that must be learned separately:

-High Ifrit (mostly used by the Church)
-Benthic (used by the Swem)
-Maker Script (used by the Mithral Makers)
-Sedime (pidgin used by various minor oread tribes)

There are two 'outsider' tongues: Geni (roughly equivalent to Abyssal) and Eleme (roughly equivalent to Celestial). However, neither of these languages is available to starting characters.

All races start with Common and (native language) for free, then bonus languages for high Int.  Low int loses race language (common is much easier to learn, and universal)

Races (fluff, you don't have to read all this):
A note on "Humans"

If any race is dominant or considered the norm, it is ifrits.  Correspondingly, ifrits show different cultural characteristics, depending on many factors (city vs town, which city-state you are from, North (cooler) vs South (hot)), whereas sylphs, undines and oreads are slightly more uniform in manner (like we imagine dwarves, orcs, gnomes, etc)

The following spells affect native outsiders (since there are no humanoids) in this setting:
daze
enlarge person
reduce person
charm person
hold person
ghoul touch

I refuse to awkwardly dance around the words "human" and "humanoid", so a generic term:  elen.

"I am an elen being, not an animal!"
"His strength was inelen"
"The treatment of the prisoners was inelane"
"The figure was vaguely elenoid in shape"
"Though certainly elen, the bandages and robes made it impossible to determine the man's race"

Singular is elen. Plural is elens. Male singular is el. Female singular is ele.

Ifrit:
Ifrits
(a conflagration of ifrits)
(fritan)

Rough societal analog and naming conventions: Medieval Italy

Males tend towards dark red and charcoal black, sometimes ash gray.  Females are lighter red, orange, sometimes ash gray.  Eyes follow a roughly similar pattern, with yellow and the rare blue.  Average in height and weight, and their skin is lightly scaled (such as a lizard of one kind or another might have)  

Ifrit society, especially the town of Forge, revolves around the war against the Dark.  They have the largest population in the land, and they proudly send their holy warriors to the battleground.  Many do not return, but it is not uncommon for a soldier to complete their two years and come home.  No draft; voluntary with good compensation.  Alignment tends toward LG (military discipline, no tolerance for state corruption).

City-bred Ifrits have permanent buildings, feather beds, and other comforts that oreads and undines from the country aren’t used to.

Anatomy:  Tough, light bones, similar to raw lumber that has been charred to a dry toughness.  Blood is flammable in air, but burns too briefly to cause damage to anything (burning lint)

Common Classes:  Skald, Paladin, Barbarian (marching to war)

Oread:
Oreads
(an avalanche of oreads)
(orean)

Rough societal analog and naming conventions: nomadic Native Americans

Males are various shades of brown, with pine needles of either green or brown/orange for hair and beards.  Females are light brown and off-white (birch) and have moss-like hair with colorful flowers.  Both can have skin ranging from smooth but tough (birch) to thick and heavy (oak).  Oreads are solidly-built.

All Oreads are lithovores - that is, they eat rocks and similar non-organic material (and water, of course).  They are nomads, following herds of earth elementals (that have the shape of what we would call deer, elk, moose, etc)

Oreads move in large nomadic tribes across Great Forest.  All the tribes meet twice a year - at the height of summer, and the depth of winter.  Within their tribes, oreads are boisterous and can usually be found playing music on their wooden panpipes or watching an orean wrestling match (think Greco-Roman wrestling).  If outsiders are currently visiting however, they are mostly withdrawn and quiet. Tends toward CG (belief in family and tribe over outsiders, or even other tribes)

They use stone shape to make temporary shelter while they roam through Great Forest.

Anatomy:  Bones are dense and resemble granite.  Blood is thick, like tree sap.

Common Classes:  Ranger, to hunt the herds or dangerous predators in Forest.  Hunter, with special earth elemental animal companion. Monk, for the three major monasteries.

Undine:
Undines
(a flood of undines)
(undan)

Rough societal analog and naming conventions: Vietnamese (tone language)

Males are lighter blue and white tones mostly.  Their skin is slightly reflective and faceted, giving the appearance of ice.  The females are darker blues and sea greens, and have a more uniform sheen, like a fish or a lake.  Hair and eye color for both tend towards blue, pastel green, purple, and the occasional white/off-white.  Silver hair for elders.  Undines are built for swimming - lithe, skinny, and streamlined.

The slow, patient ways of River have been ingrained into undine society - even undine children are thoughtful and slow to anger.  That is not to say they are slow in all they do - there are countless water-based sports and games the undine play that require speed and quick thinking.  

Undines swim similarly to dolphins, using their sleek, lithe bodies to their advantage.  Bulky or muscular undines are rare.  The devout spend their lives traversing River's twists and turns, never coming out of the water voluntarily.  Many of the devout go all the way to the end of River, to fight the never-ending battle to keep the Dark at bay.  Undines sleep half-submerged in water, on the shore.

However, many have abandoned River's ways to move to one of the great cities, though undines are the smallest percentage of Volcano's followers.  Oddly enough, Volcano's undine worshipers are often his most fanatical, and many end up working for the Inquisitors.  Tendency toward NG (strong belief in doing what is right; undines can be found working together at IceFall or alone all along River)

Anatomy:  bones are bluish, light and rubbery, and blood is significantly more watery than other races

Common Classes:  Inquisitor, Bard (Watersinger), Bard (Dervish Dancer)

Sylph:
Sylphs
(a scattering of sylphs)
(sylphan)

Rough societal analog and naming convention: Industrial Revolution Britain, typically have vocational-based last names (like Chemic or Cheme for alchemists)

Male and females both pale (pearl, tan, gold) with the large, dark, unblinking eyes of a predatory bird.  Thin-boned Sylphs are tall but strangely light.  Curiosity is said to be the curse of extremely intelligent sylphs, but with a dead god all sylphs seem a little cursed at times.

With no patron god to give them guidance (Fallen Sky has been gone for at least 5,000 years), sylphs tend to be dispersed almost everywhere, especially in the great cities.  They create medicines and help support the industry of the war, but few sylphs see the front lines of battle.  Tendency towards neutrality (lack of unifying god and guidance; objectivity of science)

Sylphs are city-dwellers, unless circumstances find them traveling or in the army.

Anatomy:  Brittle-looking, hollow bones, like a bird.  They disintegrate into powder within 48 hours.  Thin, clear blood evaporates immediately, leaving a chill behind.

Common classes:  Magus, Alchemist, and Fighter (specifically Mutation Warrior)


Summary: Only four elemental races to choose from, and no full casters. Volcano holds back the Dark.


The current table

More specifics: since we already have 2 characters who come from a mercenary company that is currently situated in Hearth, I would like all character submissions to also be part of the Happy Swords. You might be a veteran or a new recruit, and it leaves a lot of leeway for backstory and character class - we can make pretty much anything reasonable work.


and finally, our current party is:

--an Undine Warpriest (Disenchanter)

--a Sylph Rogue (Unchained, Eldritch Scoundrel)

--an Oread Magus (Elemental Paragon, vaguely similar to "Magic Warrior")


i'll dot. Some kind of Ifrit warrior fighter type. I'll give more info as i think on it but Ifrit seems the go to here. Group has enough magic, What do the party members do? Casting focus, melee, Archer?


Vague semblance of an idea for now. I have this idea for a dagger or dueling sword wielding Ifrit, im still pondering class but something swashbucklery.

Character being the black sheep of the family, adventurous, troublesome. From a very large minor Noble family with many siblings, all in the military.

Like i said, vague idea so far. Working through classes and archetypes, but i think i might stick with the dagger or dueling sword focus depending on my mood.

How do you feel about Synthesis Summoner?


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Archae wrote:
i'll dot. Some kind of Ifrit warrior fighter type. I'll give more info as i think on it but Ifrit seems the go to here. Group has enough magic, What do the party members do? Casting focus, melee, Archer?

I'm playing Phon here, a reach warpriest with a focus on dispelling, abjuration and countermagic/supportive effects. A touch of divinations to boot.


He didn't make it in the initial recruitment, but Emerik was made for this game so why not give it a shot? Emerik's an Ifrit Brawler who hits like a truck but has some decent skills too. He's also a broken shell of a person who can only hope that one day he can find something resembling redemption while trying to make peace with the fact he probably can't.

Which is nice.

If Emerik is OK to resubmit, then I'll alter his story a little to him joining the Happy Swords - possibly changing his skills to a blacksmith and having him part of there support staff, initially. If not I'll go think of someone else.

Other than that the character sheet should be mostly complete, bar the level 7th feat I never decided on.


ignore my summoner thing, i was reading on my phone and didnt see the no summoner thing lol, small screens. i have a few ideas running around my head if you can't tell,

Also thank you Phon, helps to sort what role i go for. i prefer to fill roles in group and help create a balanced group


Emerik is fine mechanically from what I recall - let me know if you have any questions as you tinker with the background.


Archae, the background of the ifrit you mentioned sounds fine as a concept. Let me know if you have any more questions as you go, or have other concepts you want to bounce around.

--The magus is mostly a beatstick - he is also a Staff Magus and so can hit single targets pretty hard.

--The rogue is a sneak attacker of course, with some spell tricks like haste, invisibility.


Hubristic Efreeti wrote:

Archae, the background of the ifrit you mentioned sounds fine as a concept. Let me know if you have any more questions as you go, or have other concepts you want to bounce around.

--The magus is mostly a beatstick - he is also a Staff Magus and so can hit single targets pretty hard.

--The rogue is a sneak attacker of course, with some spell tricks like haste, invisibility.

Thanks, this helps sort through ideas. Im thinking through a few things part of my mind is trying to work in Shadowdancer because i had a weird title name pop into my head "The Flame that dances in the dark"

How do you feel about Alchemist however? I might do an alchemist fighter.

And the skill unlocks/ signature skill feats


Alchemist is perfectly fine.

I'll have to refresh myself on the specifics of skill unlocks before I can answer for sure.


Shadowdancer would be mechanically ok, but being that such a class would inevitably be tied with the Dark in this setting, it might come with some sort of social stigma or RP penalty or curse, etc. Let me know if the idea still appeals and I will look into the class more and give you more details.


Hubristic Efreeti wrote:
Shadowdancer would be mechanically ok, but being that such a class would inevitably be tied with the Dark in this setting, it might come with some sort of social stigma or RP penalty or curse, etc. Let me know if the idea still appeals and I will look into the class more and give you more details.

i will, im deciding between doing that because its cool and the penalties would be worth the idea and rp potential... Lay it on me. I'll be looking through options for builds.


I mean this seems like a perfect opportunity to play a Cinderwalker ranger. I'll get something up and running soon, either a sword and boarder, or an archer!

@GM, would you prefer I try and swap out the ranger spells with Skirmisher, or is it ok if I keep them? They are technically divine casters.


Ranger with spells are fine. I will leave the flavor up to you -- if you want to have worship of Volcano or one of Volcano's aspects be part of your character, awesome; or if you want to simply be a ranger who has "natural" spellcasting that is fine too (you could find instances of both in the world)


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Archae wrote:
Hubristic Efreeti wrote:
Shadowdancer would be mechanically ok, but being that such a class would inevitably be tied with the Dark in this setting, it might come with some sort of social stigma or RP penalty or curse, etc. Let me know if the idea still appeals and I will look into the class more and give you more details.
i will, im deciding between doing that because its cool and the penalties would be worth the idea and rp potential... Lay it on me. I'll be looking through options for builds.

Hmm, let's see here, first thoughts:

--You won't be a cultist of the Dark -- the Shadowdancer's watch words are "through the Dark, not of the Dark."

--Shadowdancers were made by the Inquisitors, but the Inquisition has collapsed in the last few months. You are creations without a direct master (though most have been rounded up by the priests).

--Shadowdancers consist of - -
A) those who had the ritual inflicted upon them by the inquisitors
B) those who were cursed by some circumstance, and given over to the inquisitors

--Half your body will be covered in a spider's web of dark black veins.

--Most NPCs will start with a negative attitude, rather than neutral, when you are present, even if they cannot see your veins.

--The more you progress in this class, the more likely you are to spend some "hops" of time in the Shadow Plane (which lightly overlaps this plane, kind of like a weak projection of the Dark into Volcano's domain) involuntarily, especially when you are asleep or otherwise tired.

--I will never take control of your character or force you to be evil. That does not make an interesting prestige class in my opinion.

Let me know your thoughts!


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Also, not a fan of feat taxes -- for a 7th level character I say you could get dodge AND mobility for the price of one feat. (if you wish to do the pre reqs for shadowdancer, etc)


(I think I'm caught up on questions now)

And as for skill unlocks, I think that:

1) it feels like feat tax for situational stuff

2) and I don't want to read all of them

so in general, (this goes for everyone) if there is something you want to do under a "skill unlock", just ask me about it, and without a feat you might be able to do the action with a high DC, etc, depending on your character's background. If it's something you want to do on a regular basis, we might talk about it then, but that will all be on a case-by-case basis.


I'll give a more in depth response after work. But in general i love it all. The curse stuff sounds incredibly fun to Rp.

As for the feat tax stuff i agree. I would like to take it, makes spring attack reasonable to get


So i was looking over the Ifrit Fire affinity and what the normal switch out options are, they suck tbh. How would you feel about switching fire affinity for Brazen flame [1+ fire damage on each melee hit. ]

Of wildfire heart [+4 initiative]?

Last question i promise. I plan on building everything, fluff included tomorrow


Either of those options would be fine. I would even grant you a +2 fire damage for Brazen if you took it over the more popular initiative option.


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Hubristic Efreeti wrote:
Either of those options would be fine. I would even grant you a +2 fire damage for Brazen if you took it over the more popular initiative option.

you see, im an idiot who likes the idea of just having the fire damage, just because i grew up playing 2e and baldur's gate where trolls regen is a problem and i like having that damage there as a precaution

So I'll take you up on that plus 2. It's... Hot... I'll see myself out now


Ha, troll paranoia runs deep, I get it.

Everyone: let me know if you have any more questions! Feel free to submit rough drafts as you go if you want feedback. Looking forward to seeing submissions!


Submission

Here's the first draft of my submission. let me know what you think.


I'm the aforementioned "beatstick" magus. In combat I focus on, well, beating things with a stick. Out of combat, I'm an elemental specialist fascinated by, and regularly practicing, trans-elenism (taking on aspects of, or becoming, other races).

One thing I would note, for any applicants, is that this is a pretty RP-heavy, combat-light campaign. If you're purely focused on fighting (which is a temptation in PF), it may end in disappointment.


That is an excellent point Samen!


Alright, so since it's been said that it's going to be an RP heavy game, I've finished stating out an oread bard, which should hopefully be useful and interesting in and out of combat. I haven't finished the backstory yet, but spoilers: I hope you like geodes :)


Very interesting! If you are looking for more inspiration, I'd say storytelling (griots), drumming, and dancing are some of the most common "oread" pursuits for a bard, but you are of course free to pursue your own paths!


Archae, I will take a look at your submission tomorrow!


Massive text blast:
Abnaki d'Cardi
Stonesinger [Heroes of the Darklands]
BaB:5 | HP:45 | AC:17 T:12/14 FF:15 | Fort:2 Ref:7 Will:5/10(Compulsion/Charm) +4 vs bardic performances, sonic, language effects | Init: +2 | Favored class bard [HPx7]
Str: 12+2 =+2
Dex: 14 =+2
Con: 10 =+0
Int: 11 =+0
Wis: 12-2 =+0
Cha: 16+2+1+2 =+5

Racial Features:
Gem-Blooded: +2 Str, +2 Cha, -2 Wis
Crystilne form: 1/day deflect a single ray spell as deflect arrows, +2 racial ac vs rays
Granite Skin: +1 natural armor bonus to AC
Mountain-Born: +2 to saves vs altitude, +2 to acrobatics to cross narrow ledges
Darkvision 60ft
Burrow speed 10ft/dirt only

Class Features:
Earth Magic: Add Magic Stone, Stone Shield, Stone Shape, Earth Glide, Stoneskin, Stonetell to the bard spell list + Eschew Materials when touching natural or manufactured stone
Stone song: Mostly just reduces range of performances down to 30ft
Tremor: As part of a performance, all enemies within 30ft take a -1 to AC, +1/5lvls, no effect on flying
Bardic Knowledge: +1/2 lvl to all knowledge checks
Bardic performance: 21 rds/day, can start as a move action
-Inspire Courage: +2[3] to hit and damage
-Distraction
-Fascinate
-Inspire competance +3 to skills
-Suggestion
Versatile performance Oratory: Sense motive, Diplomancy
-Advanced VP, Add UMD to list of skills
Lore Master: Can take 10 on knowledge checks, 1/day/5lvls can take 20

Skills:
Ranks Stat Class Misc Total
Perform Oratory 7 5 Y 0 15
-Sense Motive
-Diplomancy
-Use Magic Device
Bluff 7 5 Y 0 15
Acrobatics 3 2 Y 2 10
Knowledge Arcana 1 0 Y 3 7
Knowledge Dungeon 1 0 Y 3 7
Knowledge Engineering 1 0 Y 3 7
Knowledge Geography 1 0 Y 3 7
Knowledge History 1 0 Y 3 7
Knowledge Local 1 0 Y 3 7
Knowledge Nature 1 0 Y 3 7
Knowledge Nobility 1 0 Y 3 7
Knowledge Planes 1 0 Y 3 7
Knowledge Religion 1 0 Y 3 7
Slight of hand 7 2 Y 0 12
Climb 1 1 Y 0 5
Swim 1 1 Y 0 5
Ride 3 2 N 0 5
Stealth 3 2 Y 0 8

Traits:
Irrepressible: Use cha to will saves vs charm and compulsion
Power of Suggestion: Does Very Stupid Things

Feats:
1st: Harmonic Spell [Inner Sea Guide]
3rd: Spellsong [Ultimate Magic]
5th: Flagbearer [Inner Sea Guide]
7th: Stony Step

Loot:
Banner of the ancient kings 18,000 [Land of the Linnorm Kings]
Headband of Aluring Charisma +2 4000
Sling
Masterwork Longspear
Masterwork Chain Shirt
441 gold

Spells:

0's: Presti, mage hand, detect magic, ghost sound, message, mending

1st: 6/day DC:16 Ventriloquisim, Solid note, Saving Finale, silent image, Touch of gracelessness

2nd: 4/day DC:17 Stone Shield, Glitterdust, Mirror Image, snapdragon fireworks

3rd: 2/day DC:18 Haste, stoneshape

Future Feats:
9th: Oread Burrower
11th: Discordant Voice
13th: Oread Earth Glider
1sts: Timely inspiration, tears to wine,
2nd: Hypnotic pattern
3rd: Displacement, glibness, raging rubble, major image, sculpt sound, wall of naseua
Stuff: Get as much fire resist/protection as possible Shoes of firewalker, elixar of protection, greater talisman of protection against flames

Murder tables:
Longspear: BaB+Str+Masterwork+Flagbearer(1d8+1.5str+flagbearer)=+10(1d8+5)
Oratory Spear: BaB+Str+Masterwork+Flagbearer+oratory(1d8+1.5str+flagbearer+oratory)=+13(1d 8+7)
Sling:

Notes for DM
Please read power of suggestion before signing off, I have no problem with swapping it out
Banner of the Ancient Kings

[spoler=Backstory]
Step 1:
Born to an Oread Mother and an Ifrit father, has an affinity for stone, and a lesser one for fire. His lineage manifested as Oread blood, however his rocky exterior runs only skin deep, and his flesh has a glossy sheen to it, reminicient of amathyst. (Geodes tend to form in igneous rock, so I thought this seemed fitting) He lacks the sturdiness of a typical oread, but looks at least to the casual observer, almost identical, although less well built. Illusions come naturally to him as well. He is no martial master, but has the capacity to be a decent enough fighter.
Abnaki joined the happy swords at first to support his parents, and still routinely sends back money to them so that they can be comfortable. However, he discovered he had a real knack for bringing the best out in others, either through his recitation of Epics of Volcano in combat, or out of combat just being a friendly face to take comfort in. To fight against the dark is taxing on the mind and body, and Abnaki is adept at taking people's minds off of their problems. The Earth sings to him, and he sings back.
Abnaki is slim for an Oread, although he is strong, he gets winded easily. When he is cut, his flesh seems almost faceted, and glints in the light. He keeps his hair short, and wears only light armor, prefering to stay only lightly encumbered. He carries a simple spear, with the banner of the Happy Swords attatched to it. Many have found that banner a comforting rallying point in the past. His ifrit blood manifests in his temperment, he tends towards making impulsive decisions, and is quick to both anger and forgive.
Step 2:
Goal 1: Be able to purchase a comfortable lifestyle for his family, so that he can continue to adventure guilt-free
Goal 2: His mother used to tell him a tale of an oread born of ifrit that could swim through both ground and lava like it was water, he hopes to one day learn the secret of earth gliding, and gain enough fire resistance to explore the interior of the volcano
Step 3:
The flag that he bears did not always have the Happy Sword's emblem upon it. When he first came upon it, it was in the possession of a cultist of the dark, and bore a mysterious symbol. When he took it from them, it changed to it's current appearance. He has his concerns that it may harbor dark magics, but it has proven useful so far.
Secret he does not know: His father was a member of a wealthy but dying ifrit family, before he was disowned for marrying an oread. He has never met any of his family on his father's side, but none of his uncles or aunts have any children. As such, he could conceivalbly have a claim to the actual family name (which his father changed when he was disowned) Other ifrit may want him dead, as to avoid bringing shame to the family.
Step 4:
Gethis Cheme: A sylph alchemist that Abnaki has worked with in the past, and a member of the Happy Swords as well. Abnaki has an interest in a romantic relationship with her, but finds her very intimidating. They have worked well together in the past.
Rost v'Dtrani: An ifrit paladin that was childhood friends with Abnaki. They swore a blood pact together to be brothers to each other. Rost joined the army proper, and Abnaki has not seen him for a couple of years now, but he assumes that their blood-bond ties them fast
Kyla Bloorb: A rival undine bard in the Happy Swords that Abnaki has worked with in the past. They may have a respect for each other's capabilities, but no further. Kyla sees Abnaki as being brash, and irreverent, as well as being a product of a breach in tradition. Abnaki for his part, sees Kyla as a stick in the mud who takes too long before jumping into the action.
Step 5:
A happy memory that Abnaki thinks on when adventuring gets tough is his mother telling him a story, while he sits on his fathers lap. He can't remember the words, but he remembers the feeling of being protected, and the wonder of what the world could still hold.
A humiliting memory Abnaki has is when a cultist of the dark got the jump on him. He was captured and slated to be turned into a spawn, but was rescued by the rest of his group. It brings him shame when he thinks of it, and so he tries to avoid it.
A mysterious memory that Abnaki ponders on is the time that he looked up into the sky and saw what he beleived to be a great creature, soaring overhead. He could not identify it, but he could have sworn that it looked directly at him. No one else reported seeing the entity, and so he kept it to himself. Still, he wonders what it could have been.


[/spoiler]

Sorry for the long post, but here's my submission!


My selection -

1) Archae --- Gabriel Izalith

2) Kazmanaught ---- Abnaki d'Cardi

-----------------Join me here at-------------

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