| bigrig107 |
Absolutely! I view it sort of like some of the real world pantheons where just about everyone was religious to a certain point, saying prayers throughout the day to various 'powers above' just to bless whatever action they're taking.
Believing good things happen to you because of your concept is basically how the system works, except most of the concepts are demonstrably real to varying degrees.
| bigrig107 |
Quote:Ruin Delver You’ve ventured beyond the walls. Gain a +1 trait bonus on Survival checks, and a +1 trait bonus on Perception checks made in ruins.So for clarity, the walls referenced are walls that separate from under the bastion?
Yep! That means you’ve delved at least once into a couple of the upper level floors of the ruins underneath the bastion. There’s a scattering of entrances to the ruins throughout the mountain, so you could’ve left from the Terrace or High Ember and headed down. The ‘walls’ in that trait are somewhat metaphorical, as the entrances to the ruins are just sealed off and separate from the walled in living spaces.
Most people don’t really leave the walls surrounding their particular location if they can help it, what with the mountain predators and other dangers like falling and such.
| Lady Onyx Bonomo |
Onyx awoke in her small Cell like home, A bed, table chair, a cooking and washing area, her books and the few cloths she had. A high window let in the sad grey light. She looked at the stone roof of her cell. Getting up she washed, dressed and eat some Ash Mushroom bread that was already a little to cold. She knew she should eat more but it tasted so blan. Putting on her simple black uniform. She looked once around the cell and left.
Reporting to her supervisor her handed her a slate.
"Water cistern 24, someone has been tampering with the water levels, find out who as stop it."
She left the little office with its mass of slates and records. The audit perpartment of The council, did not number many but they had a critical job. check what's in storage and stop any tampering, I,E theft. And one of the things that had to be looked after was the cistern system that collect rainwater. She felt it was an important job the pay was next to nothing, but she had a cell and food, more than most. So she kept what ever frews she had to herself. It took her an hour to work her way down to the cistern 24, there she meet the water site manager and handed him the slate.
"I see an orditire, well me lady what ever you need, you need only ask."
She thanked him and got him to show her the cistern, looking around she could see the stone jugs that held water next to the cistern pool.
Then at the holes in the rock that fed up to the channels above where catchments collected the rain. She looked to the master of water here.
"How do you know there is a problem?"
He pointed at the set of lines running up the side of the pool.
"When it rains the pool fills and we take a reading, as the water is then taken out once its settled we mark the new reading and level. The last mouth or so, the reading had dropped but we did not take water out to the stilling jugs."
"How much?"
"I think about 400 gallons"
That was a lot, something was going on here.
"A leak?"
He shook his head.
"I have two boys divers they check the pool regulity they found nothing."
She looked around and saw the ladles used to move water from the pool to the jugs.
"When was the last time you moved water form the pool to the stilling Jugs?"
"3 Days ago"
"And has the water in the pool dropped in thosue three days."
Again the water master nodded.
She went over to the ladeal and placed her hand on the closes one, feeling it. Her senses reached out for the echos of emotions those that had touch it last imprinted into them. JUst a feel of work being done.
Nothing odd feeling there. She stood and walked around the pool. Nothing but stone and water. She looked up, something was off, one of the holes that feed the Cistern was bigger than they others, and there were scratch marks.
"Where dos thet feeder hole go?"
The water master look at her then the whole, That house to a dranged pipe by the big warehouse, a lot of water comes down that one.
"Show me the entrance point."
Once topside she cleaned herself off with some magic.
Soon they where standing by the warehouse. There was a musky smell in the air. She looked around and soon found a hidden entrance. Slipping in she found to men standing by a still.
"Mushroom ale, I see."
They both sprang around looking at her and the watermaster. One went for his blade, but she flicked a bebble at him, it magically accelerated and and slammed into his chest and hit him like a punch, he dropped wheeezzing.
"Let me guess, a bucket down the drainage hole, at knight, pull the water up and use it in the still."
The one she had dubbles over got up slowly, She showed him another pebble in her hand.
"You going to take us in Council, arbiter scum."
She shook her head.
"Dead gods, no, I was ordered to stop water theft, I think I have done that. No what you two morons need to become productive."
One of the two said.
"I ain't dumb, what does moron mean?"
She rolled her eyes.
"Its what you are, ask ourselves why not take the water BEFORE it went into the cistern. If you had, no one would have known, like me"
They looked at each other, she could see the DOUUU! look hit their faces.
They looked back at her,
"That is what it means, and as of now, you will work diligently for the state its over the wall."
Now she has them interested.
"This is the offer, 40-60 split, 60% of what you make to the Council warehouse. You get to keep 40% and live. That should just about cover your costs with some change left over to live on"
For a moment they did not seem happy, but she showed then the pebble in her hand again.
Minds focused fast.
"We agree"
They said as one.
"Good I expect the 1st delivery at the warehouse at the end of this week. And one of us will be popping in now and then to check your not cheating us. Goodbye gents."
She turned to the water master.
"You will report that the water loss was down to a leak and it's now been repaired, understood water master."
He nodded, she pointed at the exit, he want 1st and she followed.
----
Some time later she stood in her supervisors tinny office.
"I see, so backmarketes, Mushroom ale a.., was it any good?"
"I don't know sir I don't drink alcohol. O they will be dropping of the Tax to our stores at the end of the week. It was not a big set up, but still if it is any good, the powers that be will be happy at the next... meeting"
He nodded,
"Good work Onyx, Here is your next one"
He handed her another slate.
"We need someone to go count how much rope we have, the large stuff, they will be expecting you."
She nodded and left. So much for a good job, just more of the same. She had to find something better to do with her life. The world was ending and she was counting rope and roping in moonshiners.
"Has to be something"
| NotEspi |
All right.
I think I have the details done and will get to putting the backstory into a post sometime over the next few days.
I just need one more confirmation here.
I am working on an ash farmer who lost their "farm". The initial premise is that they lost their area (plot of land or rooftop) in a collapse. Either the farm on a cliffside slid into the sea due to erosion or landslides, or the rooftop they worked on collapsed. After losing the means to earn their keep, they picked up delivering packages throughout the city. Unbeknownst to them, this service was provided for clients of a more shady nature, thus beginning their slow and steady descent into the Amoral corruption.
I could potentially make it work with the Ghoul corruption - desperation cannibalism.
Mechanically, I am looking at a monk with a few levels of rogue sprinkled in. I am going for the fast stealth talent, so at least Rogue 2.
Does that work for you? Should I change something before I start writing?
| Slayde77 |
Still interested. I think I've got the mechanics of the character down. Still trying to make sure I have a good grasp of the setting. Does a background like this fit your setting?
Kael Voss was raised in the Low Docks beneath the terraces, where the Tidewatch only comes to break heads and the sea mist eats skin. Half-elf features made him memorable, so he learned to vanish anyway—moving by ropeways, scaffold beams, and the narrow routes locals pretend don’t exist.
He survived by being useful: runner, thief, porter, then finally what the docks always produce when hunger lasts long enough—someone who can do violence without making a show of it.
The Flame Seekers noticed the same thing everyone eventually notices about him: he is not brave, he is not noble—he is hard to kill. They started paying him in rations and protection to retrieve salvage from the ruins beneath Cinderwake: prepared ash, bone bundles, ward-stones, anything that could feed the Pyre Below or keep it burning clean.
He would probably gain a demonic corruption from some dive into the ruins.
| Qunnessaa |
This sounds interesting and horrifying! I’m not sure I’ll be able to flesh out a character concept in time, but I think I might like to try!
Very broadly, so I don’t get too deep into it if what I thought of wouldn’t be easy to fit into the campaign, I’m thinking of something like a cabalist vigilante (with witch VMC), an elven Ash Farmer. The class and archetype are just an easy way to get limited spellcasting more or less the way I would like it. Rather than trying to figure out what the setting-appropriate equivalent to masks, capes, and spandex would be, the “dual identity” would play out more as the difference between what she’s like in her home district and while adventuring, and when she’s able to clean up and visit the nicer parts of town. :)
Somehow, she clings on to just enough anarchic idealism to be chaotic good, but she’s a misanthrope, and probably cares more about the poor plants she takes care of and who never deserved all of this than she does about most people. That said, she really hates inequality and unfairness, so arbitrary power as embodied by so-called ‘nobles’ or sectarian cults probably focuses her ire, and reins in her most callous impulses. Her corruption is Shadowbound, and I would like to focus on the threat of nihilistic despair: I’d like to imagine her corruption really set in during an episode in which she was brought so low that she stayed inside, prostrate, long enough for some of her charges to die because of her neglect. Ever since, there are periods she just has to avoid all light, and the question is always whether she’ll still care enough to come out for the sake of her plants, if nothing else.
In any case, whether or not I go any further with this, you’ve got me thinking that I should revisit Michelle Tea’s Black Wave, which is horrific enough that I haven’t in a long while, so that’s my vote for how evocative I’ve found the premise for this campaign!
| DBH |
I have an idea for an Oracle.
How would an oracle following the Dark Tapestry mystery fit the campaign?
I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.
And looking at the corruptions either Hive or Possessed fit her theme.
| Vash’ka |
Here my new alias. She will still be an inquisitor, crunch will be done today.
1. What is your character’s name? Vash’ka is her given name and the name she acknowledges but some have added the derogatory epithet “the dammed” to the end.
2. How old is your character? The tainted woman’s age is inscrutable to the casual observer, her tiefling features conceal her true age, none would guess she is has only been alive for 20 re-sanctifications of the pyre below.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Vash’ka’s tiefling heritage is readily apparent, wicked curved horns protrude from her head and cloven hooves stand in place of feet, while her barbed tail moves with a mind of its own. The infernal woman is tall and lanky, standing well over six feet, with a lithe but well-muscled build. She has long and ropey limbs of corded muscle and sinew with short, sharp claws that tip her fingers. The willowy tiefling has a sinister, yet hauntingly beautiful face that always looks like she’s about to laugh or scowl. Her features are proportionate and pleasing, she possesses a straight nose and a full mouth, her large eyes are framed by long, full lashes that set off eyes that are as black and burning as the pits of hell. Her alabaster skin is as flawless and milky as fresh cream and stands in stark contrast to the dark locks of hair that appear to absorb the light around it.
The slender long-limbed beauty is most often dressed in worn black leather armor and kilt with a brace if javelins strapped to her back.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)? At times Vash’ka’s is distracted by her own internal dialogue. As a result she talks out loud to herself, laughs at her own jokes, and can appear distracted at times. Her tail appears to have a life of its own mischievously dancing about.
5. Where was your character born? Where were you raised? By who? Vash’ka and her twin sisters birth was inauspicious and tragic. Their mother died during childbirth and their infernal taint gave their father an excuse to abandon them. As a result they were taken in and raised by the Order of the Last Dawn. They shared space with the other initiates but made their own little nest among the cramped confines (which they fiercely guarded). Ultimately she was trained by the hand of the High Inquisitor.
6. Who are your parents? Are they alive? What do they do for a living? Her mother, Jarka, is dead, she died during childbirth, while her father, Rhohan, is alive but she has no real relationship with him. Her father is a noble heavily involved in the bureaucracy, intrigues, and politics of Cinderwake.
7. Do you have any other family or friends? Yes, she has a brother (Half-brother?) who is human who views her with scorn as a taint on his noble bloodline. Her Sister, Vushi’ka, was recently killed in an excursion over the wall. Since her sister’s death Vash’ka has withdrawn.
8. What is your character’s marital status? Kids? She is resolutely single. With the loss of her sister and the constant companionship of the voices in her head there is little room for anyone else.
9. What is your character’s alignment? Nuetral
10. What is your character’s moral code? The ends justify the means.
11. Does your character have goals? Vash’ka is mess, between the recent loss of her sister and the unrelenting voices in her head, the future is bleak. Right now she is trying to keep it together, put one foot in front of the other, and see the next dawn.
12. Is your character religious? The tiefling is a disciple of the Order of the Last Dawn. Her faith keeps her moving forward, preventing her from giving up, she believes the prophecies and observes the rights.
13. What are your character’s personal beliefs? The inquisitor believes in the power of the dawn. Although it is hard for her now she has hope in the dawn’s power of renewal, redemption, of new beginnings, and most importantly burning evil from the land.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)? She is untrusting of most people. Experience has taught her that people are quick to judge a tiefling so she seldom gets close to people. As a result Vash’ka has a strong, cold, and sardonic personality. Her cruel upbringing has made her quite callous and blunt. She is tough and resilient with an icy demeanor that encourages people to mind their own business. However, she is also inquisitive and capricious by nature and can charming and playful when the whim strikes her. The tiefling has a cruel sense of humor and enjoys debating controversial issues. She treats people fairly but is reluctant to go out of her way to help others.
15. Why does your character adventure? Vash’ka has a chip on her shoulder and views adventuring as a way to prove she is more then her infernal heritage.
16. How does your character view his/her role as an adventurer? Vash’ka is conflicted, in part (perhaps the best part) she views adventuring as a calling. However, she seeks redemption from her perceived failures and shortcomings like the death of her sister and the infernal taint that marks her.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)? If you look closely you will see that her smooth, alabaster, skin is made up of fine porcelain like scales.
18. How does your character get along with others? She is a bit of a contradiction, she is untrusting of others but seeks acceptance and approval (although she might never admit it). In order not to be hurt she avoids getting close to people.
19. Is there anything that your character hates? The demon hordes that have plagued the land. These abominations killed her sister, Vushi’ka ,a paladin of the Dawn. She hates that this demonic taint marks her as well, that she will never escape it, and that this demon blood might be the path to her salvation.
20. Is there anything that your character fears? Vash’ka fears that she will lose control to the voices in her head, become tainted by her abyssal blood, and lose all she holds dear.
Vash’ka life has been one of pain, suffering, and loss. Her mother died giving birth to Vash’ka and her twin sister. These two sisters were marked with the tainted blood of demons which lead to a lifetime of bullying, isolation, and fear. There was also lingering questions as to the origin of their tainted blood. Did the girl’s mom consort with demons, was she a victim of a diabolical rite or was she a willing supplicant, perhaps it was something darker, lingering in the blood, waiting ages for its moment to strike? Regardless, the girls were abandoned by their father and raised by the Order of the Dawn where they became as close as any two people could.
The two were like one, forced to cling to each other in a world on the precipice of destruction and surrounded by mistrust. They were raised to combat both internal and external threats, to use their abyssal blood to combat the darkness, to surrender a bit of themselves to their demonic nature. Their last excursion over the wall met with doom resulting in her sister’s death and Vash’ka being haunted by the voices in her head…
…. The sun gently caressed the horizon, its kiss illuminated what was left or this scarred world, and Vash’ka’s thoughts are returned to the present and the underlying feeling of doom.
| bigrig107 |
| 1 person marked this as a favorite. |
@Qunnessaa: You've got until next week, I'm ending the recruitment on Saturday the 28th and making my decision on Sunday. Should be plenty of time! As for the character idea, I very much like the idea of the cabalist, tons of interesting implications there. I will say ahead of time that you can't have two familiars, so the vigilante talent that grants you one doesn't stack with the witch VMC one. Honestly I don't really see the point of with VMC, but you are certainly welcome to do so!
@DBH: I think the Dark Tapestries probably exist in some form, though definitely not in the same form it does in Golarion. Regardless, I think that theme plays very well into what I have in mind for the game, and your character has a lot of potential for being weird, so carry on!
@Vash’ka: Looking great! I'll just link to that alias for when you finish her sheet there.
Application List Update:
Partially Completed, at least:
- Lady Onyx Bonomo (Johnny_Panic) Dhampir Psychic Detective (Vampirism)
- Vash'Ka (Smiles-a-lot) Inquisitor? (Possessed)
- Evelyn Dhorn (Lapyd) Half-elf summoner (synthesist) (Shadowbound)
- Thurin Ironfist (Grumbaki) Deep Walker Ranger (Promethean)
Ideas:
Mightypion: human turned tielfing bloodrager (Demonic)
Veniir: ? alchemist (aboleth)
Critzible: Tengu Spiritualist (Lich)
NotEspi: Rogue ? (Amoral or Ghoul) down on their luck (former) ash farmer
Slayde77: ? Half-Elf Low Docker (Demonic?)
Qunnessaa: Elf Ash Farmer Vigilante (cabalist) (shadowbound)
DBH: Dark Tapestry Oracle (Ember Council connections?) (Hive or Possessed)
| Lady Onyx Bonomo |
Hi GM can I ask, you have - Lady Onyx Bonomo Under Partially Completed,
can I dear to ask, what is missing from my build, thanks
| bigrig107 |
I have an idea for an Oracle.
How would an oracle following the Dark Tapestry mystery fit the campaign?
I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.
And looking at the corruptions either Hive or Possessed fit her theme.
Apologies for saying it was okay earlier, but full casters are banned, and Oracle is a full caster. I don't know why I didn't remember it was a full caster. 6th level casters and below only!
| NotEspi |
I am spent. I will give the 20 questions a go through the weekend. Let me know if some elements need a change. Thank you.
For some of the methuselahs who remember other coasts and brighter skies, the phrase still carries nostalgia. For Eymur Izei, it carries absence. His home fell into the sea a year ago. It happened before dawn, when the city was still blue with sleep. His father, Saven, rose early to tend the ash terrace carved into the cliffside, as usual. The soil there was black and powder-fine, good for the hardy root crops that kept halfling tables from going bare. Eymur remembered the scrape of the door, the murmur of wind, and his mother's coughing. Then the sound.
A long, tearing groan, as if the cliff itself had found a thundering voice. The ground trembled. Trinka’s cough broke into a shout. Eymur ran to investigate, but by the time he reached the edge of the terrace, the world below was a churning smear of gray water and falling soil. A the farm simply was not there anymore. It had folded into the sea witht he cliff, and took the crops, tools, and Saven with it. There was nothing to bury, and nothing to dig a hole in.
After that morning, the saying changed. There is no place like home. Because there is no home. Eymur's mother, Trinka, did survive the collapse. The shock did not take her, though sometimes Eymur wondered if it would have been kinder. The cough that had always lingered in her chest grew deeper. What had once been a seasonal fit became a constant rasp. She did not tend the crops for years. Neither Eymur nor Saven would allow it in her condition. Stubborn as she was, her contribution to the farm was cooking soup and resting. The boys, as she would call them, insisted.
But now, the terrace was gone. The house above it was condemned within the week. They were moved inward, away from the cliffs. On one hand, thankfully. Who knows when the next collapse swallows their home? On the other, they traded an open plot for narrow streets that smelled of brine and damp stone. Ash farmers did not have savings. Ash farmers had land. And that land was gone now. After his failed attempts to obtain a field to work, Eymur found himself at the job boards near the lower markets. Men and women gathered in tight knots, scanning for postings. Dock work. Night watch. Gutter clearing. Eymur stood among them, small even for a halfling, hands clasped behind his back so no one would see them shake. He did not set out to join anything. He was looking for wages.
It was there that Eossil found him. The cloaked figure did not initially introduce himself. He did not ask Eymur’s name. He stood slightly off to the side, weight shifted carefully, as if one ankle did not fully trust the ground. His coat was plain. His eyes assessed without lingering. "You can move through the city?" he asked. Eymur shrugged. "I’ve lived here." A response that was inflicted both indifference and irritation came back from beneath the cloaked man. "That’s not what I asked." After a small pause Eymur responded with a simple "Yes."
The figure held out a parcel wrapped in waxed paper and bound with twine. It was light. Sealed. "Deliver this. Payment on delivery." Eymur asked for details, and the figure provided the necessities An address. A time. A door to knock on and a phrase to speak. That was all he'd need. Eymur delivered the package. He was paid more coin than a day of dock work would, and far cleaner.
The second job came two days later. The parcels were always sealed. Letters, perhaps. Small packages that shifted slightly if shaken, though Eymur did not shake them. He told himself he did not need to know. he may have been a farmer, but he was no idiot. Mysterious parcels, doors only opening after a passphrase was uttered, all of that coming from a man who barely steps out of shadow. But it brought the food and mother's medicine on the table. He was not stealing. He was not threatening. He was not even opening doors. He only knocked and offered the unknown goods. Parcel running was not illegal. It was a service. Despite all of this, it was probably better to not be searched. He learned which alleys swallowed sound and which carried it. Which stairwells were slippery, and which were not. He learned to move when patrols turned corners and to pause in shadow when drunken arguments spilled into the street. He began to see the city not as a network of passages and blind spots. He was good at it. Eossil remained distant. If a parcel arrived late, he said nothing, only did not offer another job for a week. If it arrived on time, he summoned the halfling sooner. There was no praise coming from the man. It ws purely a transactional affair.
Nine months passed, and Trinka’s cough worsened. The longer coughing fits of the widowed halfling turned into flecks of red on her palm, and eventually nights where she could not lie flat without choking. The apothecaries did not barter for sympathy. Powdered tonics and bitter syrups cost silver, and silver came from parcels. Eymur did not ask what was inside them. Then came the situation. The address was different. Not one of the narrow tenements or backroom shops he was used to. This was a well-kept townhouse near the inner wards, where lanterns burned brighter and windows were cleaner. Eossil’s instructions were brief, as always. The woman who answered was clearly expecting somoene else to appear. There was no domestic comfort in her gaze, but there was a hint of joy at seeing the package delivered. Then she raised an eyebrow. "You’re not Eossil." she said, visually inspecting the package, then looking left and right at the street. The halfling seemed set aback by this. He sputtered a simple "No." as a response. "Where is he?", the questions kept coming, but Eymur's desire was to keep the interaction swift. "I deliver." The woman studied him for a while. Took in his size, the careful way he held the parcel, the way his eyes did not wander past her shoulder into the room beyond. "All right. I will inform him." Eymur just nodded, but it was clear the woman did not mean the hooded man he knows by the name Eossil. It was probably better to now know. He left with his coin.
The invitation came two days later, with a bundle of high quality cough medicine. Surely, that merits at least a few thankful words. But when Eymur arrived at the address on the invitation, he did not meet the cloaked man that usually gave him work. This was a man Eymur had never seen before. The man was neither ostentatious nor crude. His coat was well-tailored, given the circumstances, but unremarkable. His hair was combed, his expression was mild, he did not even give Eymur a name. "You’ve been delivering for me for some time., he said. The words settled like a stone in Eymur’s stomach. "I delivered for Eossil." A hint of a smile appeared on the man's face. "Yes. And Eossil delivers for me." The room was quiet for a moment. No guards visible. No raised voices. No threats.
"You have been punctual.", the man continued. "Accurate. Unobtrusive. I prefer direct arrangements." Eymur thought of Trinka’s cough. Of the red spattering on her knuckles. Of the apothecary’s thin patience. "What happened to Eossil?" The man’s gaze did not shift. "He was redundant. Acting like a handler when should be delivering. I was wondering how he walked around since he busted his knee." Nothing more. The offer was simple. Higher pay. Clearer routes. Direct instructions. If Eymur refused, he could return to the job board and hope the docks had room for a halfling. Surely, his wiry arms were made for lifting heavy boxes. He knew he would watch the medicine thin and the cough deepen. If he accepted, nothing outwardly changed. He would carry parcels, knock on doors, get paid. He hesitated only long enough to recognize the weight of the choice. "I’ll deliver." he said. After that, the parcels came more frequently. Sometimes heavier. Sometimes accompanied by a reminder to not open. He never had, and he sure as hell wouldn't be starting now. But he never heard from Eossil since.
At home, Trinka noticed the change before she understood it. He spoke less. Ate quickly. Watched the door as if it might open on its own. When she asked about work, he answered without getting into details. "Eh, it pays. Pretty boring, actually.", he shrugged. "That's good.", she said between coughs. "I bet your father would be proud." Eymur did not answer that. A memory came to him. Memory of him cutting through a lower stairwell to shave minutes from a route. The stone steps had been damp and slick. Halfway down, a man had slipped ahead of him, arms windmilling before crashing crashing hard against the wall, seding echoes of bone on stone and grunting through the stairwell.
"Help!" the man gasped. Eymur froze. The parcel under his arm was supposed to be on time. That's why he was taking an already dangerous shortcut in the firt place. He knew the patrol pattern in that district. Guards would pass the mouth of the alley in less than five minutes. That means awkward questions, delays, explanations. Nobody wants that. He could drag the man aside. He could shout for assistance. He could do what any decent citizen of Mournfall would do. He thought of Eossil. Redundant. He thought of Trinka’s breath hitching in the night. The man on the stairs reached for him. Eymur stepped around. "I can’t.", he said quietly, though he did not know if the man heard. He did not look back. The parcel reached its door on time. That night, Trinka’s cough bled again. He held the basin for her and told himself that the choice had been necessary. He was not a healer. He was not a watchman. He was a courier.
Mournfall was survival. There is no place like home. For some, it means warmth. For others, memory. For Eymur Izei, it means something else entirely.
Home is a room with damp stone walls and a narrow bed where his mother coughs through the night. Home is the weight of coin counted carefully beside a flickering lamp. Home is the knowledge that cliffs can fall without warning, that men can become redundant, that help given at the wrong moment can cost more than it saves.
He did not set out to join the underbelly of the city. He did not dream of shadowed corridors or sealed parcels. He wanted wages. Medicine. A future that did not end in a basin of blood. He tells himself he is still the same halfling who stood at the job board with shaking hands. He moves through the streets without being seen. He delivers without asking what is inside.
| Grumbaki |
DBH wrote:Apologies for saying it was okay earlier, but full casters are banned, and Oracle is a full caster. I don't know why I didn't remember it was a full caster. 6th level casters and below only!I have an idea for an Oracle.
How would an oracle following the Dark Tapestry mystery fit the campaign?
I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.
And looking at the corruptions either Hive or Possessed fit her theme.
Omdura with VMC Oracle could get the feel down.
| bigrig107 |
I understand that the Omdura was written by some Paizo authors and is technically 2nd party as opposed to 3rd party. But, to stop any confusion or arguments, only classes found on Archives of Nethys are legal (minus the few I have hand-picked banned).
That leaves you almost 30 options for classes (not including unchained classes), which I think is plenty.
| DBH |
DBH wrote:Apologies for saying it was okay earlier, but full casters are banned, and Oracle is a full caster. I don't know why I didn't remember it was a full caster. 6th level casters and below only!I have an idea for an Oracle.
How would an oracle following the Dark Tapestry mystery fit the campaign?
I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.
And looking at the corruptions either Hive or Possessed fit her theme.
Ah well, I missed that as well. Currently seeing how weird I can make a Warpriest?
| Smiles-a-lot |
bigrig107 wrote:Ah well, I missed that as well. Currently seeing how weird I can make a Warpriest?DBH wrote:Apologies for saying it was okay earlier, but full casters are banned, and Oracle is a full caster. I don't know why I didn't remember it was a full caster. 6th level casters and below only!I have an idea for an Oracle.
How would an oracle following the Dark Tapestry mystery fit the campaign?
I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.
And looking at the corruptions either Hive or Possessed fit her theme.
I think a couple of the occult classes could work too.
| DBH |
DBH wrote:I think a couple of the occult classes could work too.bigrig107 wrote:Ah well, I missed that as well. Currently seeing how weird I can make a Warpriest?DBH wrote:Apologies for saying it was okay earlier, but full casters are banned, and Oracle is a full caster. I don't know why I didn't remember it was a full caster. 6th level casters and below only!I have an idea for an Oracle.
How would an oracle following the Dark Tapestry mystery fit the campaign?
I'm thinking someone who isn't all there, looks through people and listens to things others can't hear. Probably taking the Whisper network trait as well.
And looking at the corruptions either Hive or Possessed fit her theme.
Good point, I'll look though them.
Currently a Warpriest of Groetus with the Void domain. The Darkness & Void blessings. The Shadowbound corruption and the Herald of the drowning trait.
A little ray of sunshine. :)
Also took the Psychic sensitivity feat for the Occult unlocks. Prognostication, she tosses the bones to get readings on the future. Just don't expect good news.
| Smiles-a-lot |
Good point, I'll look though them.Currently a Warpriest of Groetus with the Void domain. The Darkness & Void blessings. The Shadowbound corruption and the Herald of the drowning trait.
A little ray of sunshine. :)
Also took the Psychic sensitivity feat for the Occult unlocks. Prognostication, she tosses the bones to get readings on the future. Just don't expect good news.
Also, you could vmc oracle.
| bigrig107 |
Slayde77 wrote:and he is convinced to work for the flame seekers and venture into the ruins outside the walls.So the main mission of the Flame Seekers is actually to venture down into the ruins under the bastion. There are old crypts and catacombs and other dungeons that the Seekers search for relics and remains to feed the Pyre. They do sometimes form expeditions to head into the outside world, leaving the bastion behind, but these are exceedingly rare and dangerous. Only the Ember Council can approve those.
@Cyrus: the way religion works in this world is interesting (to me, at least). When the Scouring happened and the majority of the gods of the old world died, most of their worshippers and priests lost their magic. Those who tended towards venerating the gods more as 'concepts' rather than specific entities kept their magic.
So, for example, a religious character might worship 'The Flame', thanking it for keeping Cinderwake safe in these awful times. Or a farmer's wife might say a prayer every night to 'The Harvest', in an attempt to make sure the ashroots' next season is a plentiful one. Religion is very fluid and personal, and as long as you truly believe in the cause or concept you pay heed to, you'll get power from that source.
All this to say that if you have a specific weapon that you think fits your characters' preferred 'source' of spells, we can work with it. Same with the traits; if they fit the theme of a worshipped concept, then it's acceptable. Hope this helped explain it a bit!
I did a little bit of explanation here on how religion works in this world, Groteus doesn’t really exist anymore (if he ever did!). There’s definitely a lot of room in the Drowned Choir faction for a doomsayer, and you could pay reverence to something like ‘the End’ or the like.
| DBH |
bigrig107 wrote:I did a little bit of explanation here on how religion works in this world, Groteus doesn’t really exist anymore (if he ever did!). There’s definitely a lot of room in the Drowned Choir faction for a doomsayer, and you could pay reverence to something like ‘the End’ or the like.Slayde77 wrote:and he is convinced to work for the flame seekers and venture into the ruins outside the walls.So the main mission of the Flame Seekers is actually to venture down into the ruins under the bastion. There are old crypts and catacombs and other dungeons that the Seekers search for relics and remains to feed the Pyre. They do sometimes form expeditions to head into the outside world, leaving the bastion behind, but these are exceedingly rare and dangerous. Only the Ember Council can approve those.
@Cyrus: the way religion works in this world is interesting (to me, at least). When the Scouring happened and the majority of the gods of the old world died, most of their worshippers and priests lost their magic. Those who tended towards venerating the gods more as 'concepts' rather than specific entities kept their magic.
So, for example, a religious character might worship 'The Flame', thanking it for keeping Cinderwake safe in these awful times. Or a farmer's wife might say a prayer every night to 'The Harvest', in an attempt to make sure the ashroots' next season is a plentiful one. Religion is very fluid and personal, and as long as you truly believe in the cause or concept you pay heed to, you'll get power from that source.
All this to say that if you have a specific weapon that you think fits your characters' preferred 'source' of spells, we can work with it. Same with the traits; if they fit the theme of a worshipped concept, then it's acceptable. Hope this helped explain it a bit!
That's what I was going for. She doesn't actually worship Groetus but it does give me a good framework for a doomsayer. I see her following what she calls the inevitable End.
| Thurin Ironfist |
Did some retinkering, especially as reading corruption rules. Thurin is a ranger with wilderness medic, wild hunter and skirmisher archetypes. He is a miner, but also an underground survivalist. Able to forage and keep himself (and others) healthy for extended periods away from civilization.
If there are any questions or concerns please let me know.
| Grumbaki |
| 1 person marked this as a favorite. |
I'd like to try this but am kinda stumped for ideas. Closest I have is a climber based on the main character from the Cairn video game. Lots of climbing and physical stuff. Rogue? Ranger? Monk?
Vigilante? Lots of options.
Rooftop Infiltrator (Ex): The vigilante gains a climb speed equal to half his base speed, which increases to his full base speed when climbing a rope.
Chase Master (Ex): Whether he is the pursuer or the pursued, few can best a vigilante at a chase. He receives a bonus on all checks during a chase equal to half his vigilante level or +4, whichever is greater.
Close the Gap (Ex): Each round, at the start of his turn, the vigilante can designate one foe within 20 feet that isn’t adjacent to him. When he moves, he doesn’t provoke attacks of opportunity from that foe as long as he ends his move adjacent to that foe. If he charges that foe, he does not take the –2 penalty to his AC on any attacks made by the designated foe.
Leap and Bound (Ex): A vigilante with this talent adds his Strength bonus on Acrobatics checks in addition to his Dexterity modifier. He is always treated as having a running start when jumping, and his high jumps are treated as long jumps when determining the DC. When the vigilante jumps, he does not fall until the end of his turn, allowing him to attack or perform other actions in midair. If the vigilante grapples a creature capable of bearing his weight, he does not fall, instead remaining adjacent to the creature as it moves. A vigilante must be at least 10th level to select this talent.
It’s really customizable
| Qunnessaa |
@Qunnessaa: You've got until next week, I'm ending the recruitment on Saturday the 28th and making my decision on Sunday. Should be plenty of time! As for the character idea, I very much like the idea of the cabalist, tons of interesting implications there. I will say ahead of time that you can't have two familiars, so the vigilante talent that grants you one doesn't stack with the witch VMC one. Honestly I don't really see the point of with VMC, but you are certainly welcome to do so!
I just ... really like hexes? ;) I'm not entirely sure I'll stick with the VMC, though maybe if the Ritual Hex feat would work with it. I know Extra Hex is specifically ruled out, but the former, while flexible, can only be taken once, and has the potential for occult mishaps that might allow for interesting developments in a post-apocalyptic game. Yikes!
The week ahead might well have me at my wits' end, so I'll try to get some of the crunchy bits sorted before that becomes the sort of fiddly thing that the week will probably not encourage indulging. So far, I have got some ideas for
Mara Devdvir. The central cluster of consonants in her last name isn’t particularly Common, so she’s used to answering to Deirdre. When she has a chance to clean up a bit and get away from her small terrace farm for a while, in the more bourgeois neighbourhoods of Cliff Terraces and, certainly, High Ember, she’s known as Rain (or sometimes “Rainwoman” when it needs to be absolutely clear that folks aren’t talking about the bloody weather). Just to clarify, Mara is her vigilante identity and who she “really” is, and Rain is her social identity, rather like Bruce Wayne is the costume in the masquerade scene in the Burton film. :)
2. How old is your character?
123 years old.
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
At first glance, Mara is typically slender for an elf, but unusually short (5’8”). Her complexion is pale, like the lightest peach-pink of roses from before the First Scouring, and although she never tans, her brown hair is heavily streaked with blonde from the dimming sun. Her eyes are a dark green that she gathers would once have fit in well beneath the canopy of a temperate forest.
At home, on the terraces of the ash farms, she looks like a rather fastidious gardener really unhappy about the whole dirt situation. In the more elevated areas of Cinderwake, when she’s had the opportunity to clean up, as Rain, she is just as fastidious but considerably flashier, dressing in a defiantly ironical approximation of pre-Scouring gentry fashion from more demotic materials. (Something punk princess, possibly including some tattered vintage/antique pieces.) In any case, she prefers cuts and colours that let her fade deftly into the shadows when she wants to. She generally carries whichever book she’s currently studying, vials for materials for horticultural experiments, and a priceless antique elven sword at her hip that has survived from before the First Scouring.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
Mara tends not to meet others’ gaze, and really doesn’t like to be touched, under most circumstances. She speaks very quietly, and it sometimes feels as if she might eventually forget how to do so entirely, tending her isolated “farm” alone. She’s a bit more gregarious in her persona as Rain, but even then she’s quiet and somewhat aloof.
5. Where was your character born? Where were you raised? By who?
She was born on the little plot her family took care of, but after greedy death gradually claimed them – first her siblings, then her mother when Mara was still a slip of a girl, and finally her father in despair, some 50 years ago or so – she moved to a smaller holding since she’s alone and needs less room. She doesn’t mind, since it gives her more privacy for her experiments both herbal and magical. She was largely raised by her widower father, who made sure, when he felt the end creeping up on his broken heart, to prepare her as best he could for adult life on her own. She had to grow up fast.
6. Who are your parents? Are they alive? What do they do for a living?
Like Mara, her parents were Ash Farmers before her, though they weren’t born to it. They never talked about it, but they must have been born only a few years before the First Scouring, and their parents abandoned whatever lives they had before that to try to coax and nurture what goodness they still could from the fields and gardens that life depends on even as hell rose to cover the earth. Magic must have been involved, at some fairly high level, and some of it survives in her, though she’s only been able to maintain a pitiful gathering copied for her own use when most of the arcane lore that she knows of has somehow found its way to and is “preserved” in the library of the High Abbey.
7. Do you have any other family or friends?
In her childhood, Mara heard about cousins in one of the long-lost other bastions against the end, whose notional survival was desperately wished, but none of them have ever been more than a rumour to her. She has a few acquaintances among the handful of Cinderwake citizens of similar longevity and congenial atttitudes, and has stolen a few moments with like-minded mayfly women over the past few decades, but she only has one or two close friends. Her closest is Siana, another elf who’s about her age, and whose heart seems to be in the right place for someone who grew up in High Ember: she taught Mara most of what she knows about staying out of trouble and navigating the more densely-populated regions of Cinderwake by mundane means. Closer to home, but not conviction, a few terraces down among the ash farms the elderly, Scouring-bleached gnome Rozigrubb keeps an eye on his younger neighbour, seeing she struggles with a similar melancholy and malaise to his own, though at least she doesn’t seem to be literally draining of colour. Both of them can occasionally benefit by what he can remember from when even cantrips were more plentiful, especially in relation to illusion.
8. What is your character’s marital status? Kids?
Mara is single and likely to remain so for the foreseeable: there are relatively few elves in Cinderwake, and she hasn’t met one yet that would be compatible (she and Siana did briefly entertain the theoretical possibility, before quickly acknowledging they would never work that way), while apart from her own people, most of the bastion’s inhabitants are of stock that withers and dies of old age, if nothing else, far too quickly for her to cling to life with a non-elven girlfriend. If there even are ways that she could have children that she would find acceptable that aren’t lost in the library of the Abbey or to the destruction of past Scourings, that doesn’t address the problem of justifying the ludicrous idea of bringing more children into the world, unless she finds reason to entertain more hope that the world will get better, not worse.
9. What is your character’s alignment?
As her truest self, Mara is Chaotic Good; when she steps away from her duties for any length of time as Rain, and/or has to deal with the frustrations of working with or around the powers that be in the loftier regions of Cinderwake, her principles loosen to the point that she would more accurately be described as Chaotic Neutral.
10. What is your character’s moral code?
If it harm none, do what you will. Mara is strongly opposed to people holding power over others, and dreams of a world with enough for everyone’s basic needs to be met and enough left over to use as they see fit for their own pleasure. She is inclined to be generous in assessing everyone’s abilities, thinking that trying to force people beyond their capacities to “toughen them up” or worse is at best deeply misguided and likelier merely cruel. Let everyone be a prince/ss, whatever that looks like to them. To get there, though, she is certainly willing to use the propaganda of the deed, as it were, in what she views as a proportionate manner.
11. Does your character have goals?
She wants nothing more than to find ways for plants of all kinds to do better in this fallen world, even if she doubts she’ll ever be able to hope any could thrive. In her wildest dreams, she imagines at least seeing some of the species that once adorned the earth making the best go of it they can under her nurturing care, but she worries that that would be too cruel.
12. Is your character religious?
Yes, in an alarmingly idiosyncratic way. While she clings to her memories of the stories about her people’s gods from before the end of the world, especially the Dancer (who cherished love in all its forms, but especially romantic/sexual), the Queen of Trees, and the Writer of the World (goddess of magic), now that the gods are dead, Mara reveres the hope of “the Forest and the Flower,” as she puts it, above all. Privately, this turns into the much less hospitable “Wildwood.” She’s about ready to write off people, generally speaking, in favour of trees, if any are left, and even if she’s no dryad herself. While she can appreciate the necessity for the “Flame” in theory, she is, given her botanical commitments, ambivalent at best in practice.
13. What are your character’s personal beliefs?
She’s a dreamer and an egalitarian at heart, though the horrors of the fallen world as often turn those dreams into nightmares and cynical pragmatism: she’s not remotely convinced the Ember Council, or their minions, or the forces of law (or Law) are best equipped to steer society to anything like recovery, but she’s also got a reasonably clear sense of the odds of replacing them with a system more to her liking. Frustratingly, she’s committed to incrementalism. As an elf, if she can hold on out of sheer spite, she might just be able to live long enough to plant some seeds she can be proud of before the earth covers over her ashes.
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Mara is misanthropic and depressive. Left to her own devices, there’s a fairly good chance she might starve in the darkness, if it were not for the plants and the books she needs to take care of. If the opportunity arises on a good day, she can throw herself into such pleasures as one can find away from the Ash Farms, but it never lasts.
15. Why does your character adventure?
Pessimism of the intellect, optimism of the will. She has little hope that it will make things better in the long run, but she’s damned if she won’t at least try as long as she can avoid giving up, even if it’s in the smallest things that despair deigns to yield to her.
16. How does your character view his/her role as an adventurer?
Mara sees her role as salvaging what she can when more has been lost than anyone she’s ever known could imagine (and as the generations of short-lived species pile up and crash back down ever more frantically), as well as to give it the best chance of surviving as long as possible after her. In her wildest dreams, maybe she can even improve something: spread some knowledge, develop a hardier strain or a more fruitful cultivar. Apart from the chance of snatching something precious – whether artifact or lore – from oblivion, adventuring hones the skills she’ll need to develop to have any hope of making a good difference in the world.
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
Not exactly a mark, but if she’s not always wearing them, Mara always has a pair of gloves ready to hand. Gardening gloves, most often, but flashier on the rare occasions she gets up to the Cliff Terraces and High Ember. Despite this, she tends to get hangnails and split skin around them; the wind and a nervous habit of chewing her lip tends to leave her chapped, too.
18. How does your character get along with others?
Quietly: with good grace if left to her own devices, less so if they start asking awkward questions. Unfortunately, as a bit of a radical and misanthrope, awkward might include anything that shows too much deference to the “nobility” or that demurs from the idea that plants are better than people. She can bite her own tongue, but if too much nonsense is flapping around her, Mara might be impelled to speak out.
19. Is there anything that your character hates?
Most people. She prefers the company of plants. Inequality and injustice: she’s a committed anarchist, in her small way. (She’s not particularly brave about it.)
20. Is there anything that your character fears?
The potential consequences of her own despair. Early in her childhood, during a depressive episode, Mara withdrew so deeply into herself that even the few precious charges her father committed to her care did not survive, and his silent disappointment has haunted her ever since, even if he forgave her and trusted she had learned from the experience. She fears how she might lash out if pushed hard enough, if met with impatient lack of understanding, if she gives in to not only nihilism, but its most destructive forms.
I'll see what comes out mechanically in the next day or so. Hopefully my character might, with one of the caster-y vigilante archetypes, play something like a sneakier, witchier magus with a thing for plants. (I considered just going with a nature-bonded magus, but giving up the arcane pool was worrying, and my last hexcrafter is still too fresh in my mind for me to want to roll up another just yet.)
| Smiles-a-lot |
| 1 person marked this as a favorite. |
I just ... really like hexes? ;) I'm not entirely sure I'll stick with the VMC, though maybe if the Ritual Hex feat would work with it. I know Extra Hex is specifically ruled out, but the former, while flexible, can only be taken once, and has the potential for occult mishaps that might allow for interesting developments in a post-apocalyptic game. Yikes!The week ahead might well have me at my wits' end, so I'll try to get some of the crunchy bits sorted before that becomes the sort of fiddly thing that the week will probably not encourage indulging. So far, I have got some ideas for ** spoiler omitted **...
Silvan trickster (rogue), Hex crafter (magus), and Hoaxer (bard) all get some hexes.
| NotEspi |
Okay, I believe I am done. Here's Eymur Izei, your sneaky halfling parcel runner.
For some of the methuselahs who remember other coasts and brighter skies, the phrase still carries nostalgia. Eymur Izei is not one of those people. A year ago, his home fell into the sea without a warning. It happened before dawn, when the city was still waking up. Saven, his father, rose early as usual to tend the ash terrace carved into the cliffside. ”Be right there, pops.” were the last words Eymur uttered to his father. He was getting dressed for work when the sound came. A long, rumbling groan echoed through the house as the ground walls trembled, as if the cliff itself had found a thundering voice. Trinka’s cough broke into a shout. Eymur ran to investigate, but by the time he reached the edge of the terrace, the world below was a churning smear of gray water, white bubbles, and blackened soil. The farm was simply not there anymore. It had folded into the sea with the cliff. It took the crops, tools, and Saven with it. There was nothing to bury, and nothing to dig a hole in.
After that morning, the phrase “No place like home” changed for Eymur. There is no place like home, because there is no home. Trinka, Eymur's mother, survived the collapse. The shock did not take her, though sometimes Eymur wondered if it would have been kinder. The cough that had always lingered in her chest grew deeper. What had once been a seasonal fit became a constant rasp. She did not tend the crops for years. Neither Eymur nor Saven would allow for it in her condition. Stubborn as she was, her contribution to the farm was cooking soup and resting. The boys, as she would call them, insisted.
But now, the terrace was gone. The house above it was condemned within the week. They were moved inward, away from the cliffs. Thankfully, on one hand. Who knows when the next collapse will swallow their home? On the other hand, they traded an open plot for narrow streets that smelled of brine and damp stone. Ash farmers did not have savings. They had land. And that land was gone now. After his failed attempts to obtain a field to work, Eymur found himself at the job boards near the lower markets. Men and women gathered in tight knots, scanning for postings. Dock work. Night watch. Gutter clearing. Eymur stood among them, small even for a halfling, hands in pockets so no one would see them shake.
Eymur noticed a man limping through the street and decided to offer help. This was his first interaction with Kamak. The cloaked figure did not initially introduce himself. He did not ask Eymur’s name. He stood slightly off to the side, his weight shifted carefully, as if one knee did not fully trust the ground. His coat was plain. He leaned against a wall, relieving his leg. "Can you move through the city, kid?" the limping man asked. Eymur shrugged. "I’ve lived here." The man returned an indifferent response from under the cloak. "That’s not what I asked." After a small pause, Eymur responded with a simple "Yes." The figure held out a parcel wrapped in waxed paper and bound with twine. It was light. Sealed. "Deliver this. Payment on delivery." Eymur asked for details, and the figure provided the necessities. An address and a phrase to speak. That was all he'd need. Eymur delivered the package. He was paid more coin than a day of dock work would.
The second job came two days later. The parcels were always sealed. Letters, perhaps. Small packages that shifted slightly if shaken, though Eymur did not shake them. He told himself he did not need to know. He may have been a farmer, but he was no idiot. Mysterious parcels, doors only opening after an uttered passphrase, all of that coming from a man who barely steps out of shadow. But it brought the food and mother's medicine to the table. He was not stealing. He was not threatening. He knocked on doors and offered the unknown goods. Parcel running was not illegal. It was a service. Despite all of this, it was probably better not to be searched. He learned which alleys swallowed sound and which carried it. Which stairwells were slippery and better avoided. He learned to move when patrols turned corners and to pause in shadow when drunken street arguments happened. He began to see the city not as a network of passages and blind spots. He was good at it. Kamak remained distant. If a parcel arrived late, the payment was smaller. If it arrived on time, he summoned the halfling sooner. There was no praise coming from the man. It was a very transactional affair.
Nine months passed, and Trinka’s cough worsened. The widow’s coughing fits turned into flecks of red on her palm, and eventually nights when she could not lie flat without choking. The apothecaries did not barter for sympathy. Powdered tonics and bitter syrups cost silver, and silver came from parcels. Eymur did not ask what was inside them. Then came the situation. The address was different. Not one of the narrow tenements or backroom shops he was used to. This was a well-kept townhouse near the inner wards, where lanterns burned brighter and had cleaner windows. Kamak’s instructions were brief, as always. The woman who answered was clearly expecting someone else to appear. There was no domestic comfort in her gaze, but there was a hint of joy at seeing the package delivered. Then she raised an eyebrow. "You’re not Kamak." she said, looking left and right at the street before visually inspecting the package. The halfling was set aback by this. He sputtered a simple "No." as a response. "Where is he?", the questions kept coming, but Eymur's desire was to keep the interaction swift. "I deliver." The woman studied him for a while. Took in his size, the careful way he held the parcel, the way his eyes did not wander past her shoulder into the room beyond. "All right." Eymur just nodded, but it was clear the woman did not mean the hooded man he knew by the name Kamak. It was probably better not to know. He left with his coin.
The invitation came two days later, with a bundle of top-shelf medicine. Surely, that merits at least a few thankful words. But when Eymur arrived at the address on the invitation, he did not meet the cloaked man who usually gave him work. This was a man Eymur had never seen before. The man was neither ostentatious nor crude. His coat was well-tailored, given the circumstances, but unremarkable. His hair was somewhat combed, his expression mild. He did not even give Eymur a name. "You’ve been delivering for me for some time., he said. The words settled like a stone in Eymur’s stomach. "I delivered for Kamak." A hint of a smile appeared on the man's face. "Yes. And Kamak delivers for me." The room was quiet for a moment as Eymur shifted uncomfortably, scanning the room for means of escape.
"You have been punctual.", the man continued. "Accurate. Unobtrusive. But still, I prefer direct arrangements." Eymur thought of Trinka’s cough. Of the red spattering on her knuckles. Of the apothecary’s thin patience. "What happened to Kamak?", Eymur asked sheepishly. The man’s gaze did not shift. "He was redundant. Acting like a handler when he should be delivering. I was wondering how he walked around since he busted his knee." Nothing more. They spoke for a few minutes, and the offer was simple. Higher pay, direct instructions. If Eymur refused, he could return to the job board and hope the docks had room for a halfling. Surely, his wiry arms were made for lifting heavy boxes. He knew he would watch the medicine thin and the cough deepen. If he accepted, nothing outwardly changed. He would carry parcels, knock on doors, and get paid. He hesitated only long enough to recognise the weight of the choice. "I’ll deliver." he said. After that, the parcels came more frequently. Sometimes heavier. Sometimes accompanied by a reminder not to open. He never had, and he sure as hell wouldn't be starting now. But he never heard from Kamak since.
At home, Trinka noticed the change before she understood it. Eymur spoke less. Ate quickly. Watched the door as if it might open on its own. When she asked about work, he answered without getting into details. "Eh, it pays. Pretty boring, actually. A lot of walking and not much else.", he shrugged. "That's good.", she said between coughs. "I bet your father would be proud." Eymur did not answer that. A memory came to him. Memory of him cutting through a lower stairwell to shave minutes from a route. The stone steps had been damp and slick. Halfway down, a man had slipped ahead of him, arms flailing before crashing hard against the stone floor, sending echoes of cracking bone and grunting through the stairwell.
"Help!", the man gasped. Eymur froze. The parcel under his arm was supposed to be on time. That's why he was taking an already dangerous shortcut in the first place. He knew the patrol pattern in that district; two guards would pass the mouth of the alley in a heartbeat. That means awkward questions and delays. Nobody wants that. He could drag the man aside. He could shout for assistance. He could do what any decent citizen of Mournfall would do. He thought of Kamak. Redundant. He thought of Trinka’s breath hitching in the night. The man on the stairs reached for him. Eymur stepped around. "I can’t." he said quietly, though he did not know if the man heard. He did not look back. The parcel arrived on time. That night, Trinka’s cough bled again. He held the basin for her, wondering whether this would have been the last time if he hadn’t brought the syrups today.
That was a memory of only one of the lapses. He finished the food in silence. Mournfall was survival. There is no place like home. For some, it means warmth. For others, memory. For Eymur Izei, it means something else entirely.
Home is a room with damp stone walls and a narrow bed where his mother coughs through the night. Home is the weight of coin counted carefully beside a flickering lamp. Home is the knowledge that cliffs can fall without warning, that men can become redundant, that help given at the wrong moment can cost more than it saves. He did not set out to join the underbelly of the city. He did not dream of shadowed corridors or sealed parcels. He wanted wages. Medicine. A future that did not end in a basin of blood. He tells himself he is still the same halfling who stood at the job board, hiding his shaking hands.
1. What is your character’s name?
Eymur Izei
2. How old is your character?
Very early twenties
3. What would somebody see at first glance?
A halfling male with sharp features and copper-orange hair (when clean). His eyes are amber and alert. His lower face is wrapped in a dark cloth mask, to both hide his face and protect his lungs from the ever-present ash dust. He is lean, almost malnourished, and compact. Built for agility, with wiry musculature from years of farmwork.
4. What additional attributes would be noticed upon meeting the character?
He speaks plainly and briefly. Rarely volunteers information.
He stands near walls, rarely in open spaces, as if intentionally staying out of the way.
5. Where was your character born? Where were you raised? By who?
Born and raised in Mournfall, on a cliffside ash terrace farm. Raised by Saven and Trinka.
6. Who are your parents? Are they alive? What do they do for a living?
Saven Izei - father - ash farmer. Deceased. Taken when the cliff collapsed into the sea.
Trinka Izei - mother - homemaker, once helped with farm labor before her coughs got worse.
7. Do you have any other family or friends?
No surviving extended family.
Kamak - a man who introduced him to this current life, but has since disappeared.
He frequently visits an apothecary in the area, but they never formally introduced.
8. What is your character’s marital status? Kids?
Single without children.
9. What is your character’s alignment?
CG
He values stability, but rules can bend under necessity.
10. What is your character’s moral code?
Provide for your kin. Be practical and useful. Survive.
11. Does your character have goals?
Keep Trinka alive.
12. Is your character religious?
Not actively. He may respect the rituals of Mournfall, but the cliff collapse strained any belief in protection or divine justice.
13. What are your character’s personal beliefs?
The world does not owe anyone fairness.
Hesitation gets people hurt.
14. Does your character have any personality quirks?
Mildly paranoid and frequently looking over his shoulder.
Emotionally reserved.
Struggles to accept help.
15. Why does your character adventure?
For money to improve Trinka’s health, or at least to make sure her condition doesn’t deteriorate further.
16. How does your character view his/her role as an adventurer?
He didn’t really set out to adventure. As long as it offers a sense of stability for his mother, he will do it.
17. Does your character have any distinguishing marks?
Calloused hands from years of farming.
Slight dark circles under his eyes from restless sleep.
18. How does your character get along with others?
Polite but guarded. Straight to the point. Emotionally distant and hard to earn trust. People may initially find him quiet and harmless.
19. Is there anything that your character hates?
People who treat others as disposable.
The sound of someone coughing and refusing to rest.
20. Is there anything that your character fears?
Losing Trinka.
Becoming redundant.
CG Small Halfling Unchained Rogue 1;
Init 4; Senses Perception: +8 (Low-light)
Defense
AC 15, touch 15, flat-footed 11
HP 10
Fort 3, Ref 7, Will 5
Offense
Speed 30 ft.
Statistics
Str 10, Dex 18, Con 14, Int 12, Wis 14, Cha 9
Base Atk + +0; CMB +-1; CMD 13
Feats Iron Will; Weapon Finesse;
SQ Finesse Training; Sneak Attack +1d6; Trapfinding;
Traits
Intrepid Volunteer (Race) - Climb
Terrace Runner (Campaign)
Alt Racials
Fleet of Foot
Skills
Acrobatics +9
Climb +9
Disable Device +9
Escape Artist +8
Knowledge (local) +5
Perception +8
Profession (Ash Farmer) +6
Profession (Courier) +6
Sense Motive +6
Stealth +12
Survival +3
| Thurin Ironfist |
GM…I have a question. Would an Id Bloodrager be a better thematic fit for your campaign? I’d take it with spell eater.
“An id rager lacks a supernatural taint to his blood, instead drawing power from pure emotion.” Powers are tied directly to a concept. And in your setting belief in concepts = power.
I was thinking of making the switch simply because it seems like a perfect manifestation of how power works in this setting.
And the spell eater seems like it goes well with Promethean. That he gets hurt and heals himself (like self only lay on hands). But with his corruption he is losing more and more of himself, physically and mentally.
| bigrig107 |
@NotEspi: Looking great! Really nailed the flavor of 'desperate citizen just trying to survive the apocalypse' I'm looking for. Will definitely want to hear your thoughts on what Eymur thinks is in the packages he delivers. Which corruption did you decide on, Amoral?
@Thurin: I can't really say which would fit better, honestly, as both could work depending on the angle you go for. Build the character you want and stick with it!
Application List Update:
Completed:
- Lady Onyx Bonomo (Johnny_Panic) Dhampir Psychic Detective (Vampirism)
- Cyrus Dawnforged (Smiles-a-lot) Inquisitor? (Possessed)
- Evelyn Dhorn (Lapyd) Half-elf summoner (synthesist) (Shadowbound)
- Thurin Ironfist (Grumbaki) Deep Walker Ranger (Promethean)
- Eymur Izei (NotEspi) Halfling Unchained Rogue 1 (
Work in Progress:
Mara Devdvir (Qunnessaa) Elf vigilante (cabalist) 1 / VMC witch (Shadowbound)
Ideas:
Mightypion: human turned tielfing bloodrager (Demonic)
Veniir: ? alchemist (aboleth)
Critzible: Tengu Spiritualist (Lich)
DBH: some sort of doomsayer warpriest?
Let me know if anything here is wrong! Reminder that the recruitment ends this Saturday, February 28th. I will be making my decision Sunday, March 1st.
| NotEspi |
@NotEspi: Looking great! Really nailed the flavor of 'desperate citizen just trying to survive the apocalypse' I'm looking for. Will definitely want to hear your thoughts on what Eymur thinks is in the packages he delivers. Which corruption did you decide on, Amoral?
I am going for amoral, yes. Him helping a limping man next to the job board and eventually not even stopping for a person who fell down the stairs to deliver on time should showcase that slow shift.
As for the packages, well, we can say that one of them was leaking something copper brown, so probably some delicious chocolate cake or pudding. If you want, we can talk about shadow economy of the world, but I wouldn't really know.
I imagine most of them would be simply letters, and sometimes some contraband moving between the ivory towers and the lower castes. Perhaps this mysterious merchant has dealing with the Flame Seeker faction and ships their agents artifacts found beyond the city walls. Up to you.
Are there mind-altering substances in this world? Prohibition on something that could be produced by mundane means? The farmers grow fungus, so I guess magic mushroom extracts?
| Kael Voss |
This is Slayde77. I think I've got my character down. Everything can be found in the profile. I've copied the background and 20 questions here. Let me know if there are any issues with him fitting your vision of the world. If there are any other questions or concerns, let me know as well
------------------------------
BACKGROUND
------------------------------
Kael Voss was born in the Low Docks and raised by Cinderwake’s blind spots.
No one “took him in,” not really. He slept where there was heat and no boots to kick him awake—net lofts, scaffold platforms, cistern alcoves, kiln vents, under-stairs near the rope lifts. He learned early that hunger makes rules feel optional, and that survival belongs to people who can move faster than trouble and hit harder than they look.
Being half-elf did not make life easier. In the Low Docks, anything unusual becomes a story, and stories get you noticed. Kael grew up with people deciding what he was before he spoke: thief, bastard, outsider, bad luck. So he learned to let them think what they wanted while he watched their hands, their exits, and the distance to the nearest ladder.
As a boy he ran messages and stolen goods along routes too narrow or unstable for heavier men to follow. As he got older, he became useful in rougher ways—guarding haul lines, collecting debts, clearing squatters out of storage spaces, escorting basket loads through bad districts. He was never the strongest man in a crowd, but he was quick enough to exploit mistakes and mean enough to finish a fight once it started.
Eventually the work went downward.
Cinderwake is built over the bones of a drowned city, and the places beneath the bastion are full of old tunnels, collapsed chambers, flooded stairs, and buried shrines. The Tidewatch keeps order in the streets, but there are doors below the city they do not open and corridors they do not map. When something valuable goes missing, when an old passage collapses, when salvage is needed from a dangerous under-ruin, people like Kael get called.
He began as muscle and a pair of hands. Then he proved he could do more.
Kael was good at moving through rubble without losing speed, good at seeing paths where others saw dead ends, and good at coming back with something useful: a sack of worked metal, a ward-stone, a bundle of preserved ash, a dead man’s satchel, a route marked in chalk that a better-equipped team could follow later. The Flame Seekers noticed. They started paying him in real rations and gave him jobs with names instead of rumors.
That is how Kael became one of their deniable workers in the ruins beneath Cinderwake.
He carries two sawtooth sabres on his hips, though for a long time one served more as a work blade than a fighting one. In the Undertide, a blade is for more than flesh: ropes, netting, swollen leather straps, debris-lashed doors, fungus mats, and whatever else tries to trap a man in a rising corridor. The second sabre began as a backup. Now it is becoming part of the way he fights—faster, closer, dirtier, less like a laborer and more like a predator.
The corruption came from below.
On one recovery job, Kael was part of a small crew sent into a partially collapsed ruin chamber under the bastion after a tremor opened a sealed wall. They found old carvings, black water, and a heat in the stone that did not belong there. Something in that chamber pressed against his thoughts—subtle at first, like certainty in the middle of panic. He made the right choices to survive, or at least the choices that kept him alive. By the time he climbed back into Cinderwake, he had a relic in his pack, blood on his hands, and no clear memory of when hesitation left him.
Since then, he has changed.
People flinch at him without understanding why. His face seems harsher in bad light. He unsettles animals. His temper does not run hot—it runs cold. In dangerous moments, solutions arrive in his mind too quickly and too cruelly, each one efficient, each one tempting. Kael knows something in the ruins marked him, and he fears that every trip below gives it more room to grow.
He keeps working anyway.
Because Cinderwake still needs what lies buried under it.
Because the Flame Seekers pay.
Because men like him do not get many chances to be useful and still remain legal.
And because if there is a source to the taint spreading through the Undertide, Kael intends to find it before it decides what he becomes.
------------------------------
APPEARANCE AND PERSONALITY
------------------------------
Kael Voss is a lean, hard-built half-elf in his mid-twenties, about 5'11", with the kind of wiry strength earned from climbing rope lines, hauling salvage, and fighting in cramped spaces. His features are sharp enough to show his elven blood, but life in the Low Docks has weathered any elegance out of them. His skin is ash-dulled and marked by old cuts; his hands and forearms carry rope burns, salt cracks, and pale scar tissue from hard labor.
His eyes are grey-green and unusually alert in dim light, always moving—doorways, ledges, hands, corners, escape routes. His dark hair is kept short with a knife, more practical than stylish, and usually hidden under a hood or scarf when he is working. He carries himself like someone expecting a shove, a blade, or a collapse at any moment: balanced, coiled, never fully at rest.
His gear is practical and worn rather than polished. Straps are reinforced, knots are clean, and nothing dangles that might catch in rubble or ladder rungs. Two sawtooth sabres ride high on his hips for clearance when climbing or squeezing through broken stone. He treats his weapons as tools first and symbols second.
There is something subtly wrong about him if you spend enough time close—an uncanny harshness to his expressions, the way his face can seem almost predatory in certain shadows, the way strangers instinctively pull back after meeting his eyes for too long. Kael notices this and does not comment on it.
Personality
Kael is quiet, pragmatic, and difficult to impress. He speaks in short sentences and wastes few words, partly from habit and partly because in his experience the loudest person in a room is usually the least useful. He is not naturally cruel, but he has little patience for softness that gets people hurt. He values competence, preparation, and honesty about risk.
He survives by reading people quickly. He watches hands before faces, listens for what isn’t said, and assumes everyone wants something. This makes him cautious and hard to charm, but also reliable in dangerous situations—he rarely panics, and when violence starts, he gets unnervingly calm.
Kael has a strong streak of survival morality:
* don’t steal from the wells or the farms,
* don’t waste food or gear,
* don’t drag danger back into places that can’t survive it,
* and if a fight is unavoidable, end it fast.
He dislikes authority that performs strength instead of providing it. He especially resents people who profit from Low Dock labor while speaking of dockfolk as if they are disposable. He is more comfortable with rough people and honest criminals than polished hypocrites.
Though he hides it well, Kael is deeply afraid of losing control—of becoming the kind of thing Cinderwake sends men like him to kill. The corruption in him has sharpened his instincts and made him more frightening, but it has also made every hard choice suspect. He worries that one day he will stop choosing survival and start choosing cruelty, and not know when the change happened.
For now, he keeps moving, keeps working, and keeps his blades sharp.
What is your character’s name?
Kael Voss
How old is your character?
25 years old.
What would somebody see at first glance (height, weight, skin color, eye color, hair color, physique, race, visible equipment)?
Kael is a half-elf man, about 5'11", around 175 lbs, with a lean, rope-worked build—broad through the shoulders, strong in the forearms, not bulky. His skin is weathered and ash-dulled from dock air and underground dust. He has dark brown to black hair, cut short with a knife for practicality, and grey-green eyes that seem to catch light in a way people notice. His face is angular from his elven blood, but hard living has worn any softness out of it.
He wears practical, patched gear meant for climbing and close-quarters work, and he carries two sawtooth sabres high on his hips for clearance in ladders, rubble, and narrow passages. Nothing about him looks ceremonial—everything looks used.
What additional attributes would be noticed upon meeting the character (speech, mannerisms)?
He is quiet, blunt, and rarely wastes words. He watches hands before faces and keeps glancing at exits, ledges, and routes through a room. He doesn’t stand fully relaxed; his weight is always set to move. In conversation, he can come off as rude when he’s really just practical. There is also something subtly unsettling about him—an intensity in his stare, a harshness in his expressions, and a presence that makes animals and nervous people uncomfortable (which has gotten worse since the corruption began to manifest).
Where was your character born? Where were you raised? By who?
Kael was born in the Low Docks of Cinderwake and raised in the city’s forgotten corners: net lofts, rope scaffolds, cistern alcoves, under-stair storage spaces, and wherever a boy could sleep without getting robbed or kicked awake. He was not raised by one person or family; he was raised by hunger, favors, and occasional adults who traded food or shelter for labor.
Who are your parents? Are they alive? What do they do for a living?
Kael does not know for certain who his parents are. He assumes one was human and tied to the Cliff Terraces or Low Docks labor network, and the other was an elf or half-elf whose blood he clearly carries. Whether they are alive is unknown. Kael stopped looking for answers years ago—not because he doesn’t care, but because in Cinderwake, blood means less than who will share water with you when supplies run thin.
Do you have any other family or friends?
He has no legal family, but he does have people. A few fellow dock-bred survivors he grew up with still trade rumors, tools, and favors with him. He has one contact in the Ash Farms who occasionally helps move goods quietly through the rope-lift routes. He also has a working relationship with a Flame Seeker handler—more useful than friendly, but dependable in the way dangerous people sometimes are.
What is your character’s marital status? Kids?
Unmarried, no children. Kael avoids commitments he can’t protect. He’s seen too many people in Cinderwake used as leverage.
What is your character’s alignment?
Neutral. Kael is not guided by ideals so much as survival, utility, and a few hard personal lines he refuses to cross. He can be protective and decent, but he is not gentle and he is not naïve.
What is your character’s moral code?
Kael’s code is simple and practical:
* Don’t steal from the wells or the Ash Farms.
* Don’t waste food, rope, oil, or medicine.
* Don’t drag danger up from the ruins if you can stop it below.
* If violence is necessary, end it fast and don’t enjoy it.
He doesn’t care much for laws unless they actually protect people.
Does your character have goals?
Yes. In the short term, he wants stability: reliable rations, decent gear, and enough standing to stop being treated as disposable. In the long term, he wants to understand what he encountered in the ruins beneath Cinderwake and what it has done to him. Part of him also wants to become important enough that the Ember Council and Flame Seekers need him too much to throw him away.
Is your character religious?
Not in a formal sense. He respects the Flame because it keeps Cinderwake alive, fears the Tide because it kills without caring, and understands the Ash because everything in Mournfall becomes ash eventually. He does not trust organized piety much, but he has superstitions and small habits he’d never call prayer.
What are your character’s personal beliefs?
Kael believes survival is a skill, not a virtue. He believes institutions in Cinderwake will protect themselves before they protect ordinary people. He believes competence matters more than status, and that most people become dangerous when they’re hungry or afraid. He also believes the things buried beneath Cinderwake are older and worse than the city admits—and pretending otherwise is going to get people killed.
Does your character have any personality quirks (anti-social, arrogant, optimistic, paranoid, etc.)?
Kael is wary, controlled, and habitually prepared. He counts exits and ladders in any room. He re-checks straps and knots. He hates having his back to open water. He keeps useful scraps (wire, hooks, cloth, wax, broken buckles) because he’s survived too often by “junk.” He tends to go very calm in a fight, which some people find more unsettling than if he shouted.
Why does your character adventure?
In Kael’s case, “adventuring” means going into the ruins beneath the bastion—collapsed streets, drowned chambers, broken shrines, and unstable tunnels where the city above would rather not look. He does it because it pays in rations and protection, because he is good at moving through rubble and coming back alive, and because people like him don’t often get better options in Cinderwake.
How does your character view his/her role as an adventurer?
Kael does not see himself as a hero. He sees himself as a retriever, a breaker of deadlocks, and sometimes a necessary thug. He goes where people with authority don’t want to go and handles problems they don’t want named. If he saves people, that matters—but he won’t pretend that’s why the city sends him below.
Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has rope burns and old scar tissue on his hands and forearms, a thin scar near his collarbone from a dockside blade or hook, and various small cuts and impact scars from years of climbing and ruin work. Since his demonic corruption began, his features have become subtly harsher in a way that is hard to pin down—an expression that looks wrong in certain light, a face people remember as “unpleasant” even if they can’t explain why. He also keeps one palm covered more often than necessary due to a lingering mark he got after a ruin encounter.
How does your character get along with others?
He gets along best with practical people who do their jobs and don’t posture. He is slow to trust but dependable once someone earns it. He can come across as abrasive or unfriendly, especially to nobles, priests, or officials who speak in circles. He responds well to directness and badly to condescension. He is more comfortable in small groups than crowds.
Is there anything that your character hates?
Kael hates waste, hoarding, and people who punish the poor for doing what they must to survive. He hates being lied to about risk. He hates anyone who treats Low Dock workers and undertide crews as expendable while benefiting from what they recover. He also hates false piety used to justify cruelty.
Is there anything that your character fears?
Kael fears drowning, especially in a narrow corridor with rising water and no way out. He fears cave-ins and being trapped underground. He fears becoming something less than human—whether through corruption, desperation, or habit. Most of all, he fears losing the ability to tell the difference between a hard choice and a cruel one, and waking one day to realize that whatever marked him in the ruins is making his decisions for him.
| Henk |
1. What is your character’s name?
Henk
2. How old is your character?
19
3. What would somebody see at first glance (i.e. height, weight, skin color, eye color, hair color, physique, race, and visible equipment)?
Henk is imposingly large for his age and is surprisingly bulky with thick arms and legs. He is bald and has black iris's and no other hair on his face. He has a number of nasty scars over his face and body and has a habit of wrapping himself with strips of cloth around his head and arms. His hands are also wrapped and he often goes about with a metal gauntlet tipped with spikes.
4. What additional attributes would be noticed upon meeting the character (i.e. Speech, mannerisms)?
He tends to mutter to himself and enjoys just sitting atop buildings and feeling the wind on his face. He says that he feels most at peace when he does that.
5. Where was your character born? Where were you raised? By who?
The Ashfarms. His mother and father are still living, although for how long it is not know.
6. Who are your parents? Are they alive? What do they do for a living?
Both parents are alive. Both life long Ashfarmers.
7. Do you have any other family or friends?
A brother and sister
8. What is your character’s marital status? Kids?
Single. No children
9. What is your character’s alignment?
Neutral Good
10. What is your character’s moral code?
Defend the weak, defy the corruption.
11. Does your character have goals?
Survival
12. Is your character religious?
He gives prayers and offerings to The Ash
13. What are your character’s personal beliefs?
14. Does your character have any personality quirks (i.e. anti-social, arrogant, optimistic, paranoid)?
Somewhat anti-social, especially because of his corruption
15. Why does your character adventure?
FInd a cure for his corruption and provide for the Ashfarmers.
16. How does your character view his/her role as an adventurer?
17. Does your character have any distinguishing marks (birth-marks, scars, deformities)?
A large number of burns and scars. He keeps himself wrapped up due to them.
18. How does your character get along with others?
Not really
19. Is there anything that your character hates?
The undead, the infernal
20. Is there anything that your character fears?
The undead, the infernal.
| bigrig107 |
Application List Update:
Completed:
- Lady Onyx Bonomo (Johnny_Panic) Dhampir Psychic Detective (Vampirism)
- Cyrus Dawnforged (Smiles-a-lot) Inquisitor? (Possessed)
- Evelyn Dhorn (Lapyd) Half-elf summoner (synthesist) (Shadowbound)
- Thurin Ironfist (Grumbaki) Id Rager Bloodrager (dedication) (Promethean)
- Eymur Izei (NotEspi) Halfling Unchained Rogue 1
- Kael Voss (Slayde77) Slayer (Demonic)
- Dash Ursool (Stormraven) Male human bard (arcane healer) (psychometabolic)
- Henk (Andrea1) Fighter (Mutation Warrior) (Lich)
Work in Progress:
Mara Devdvir (Qunnessaa) Elf vigilante (cabalist) 1 / VMC witch (Shadowbound)
Ideas:
Mightypion: human turned tielfing bloodrager (Demonic)
Veniir: ? alchemist (aboleth)
Critzible: Tengu Spiritualist (Lich)
DBH: some sort of doomsayer warpriest?