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  #1  
Old Oct 1st, 2024, 10:01 AM
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Sic semper tyrannis

Game Name
SIC SEMPER TYRANNIS
Game SystemPathfinder 1e
Campaign SettingForgotten Realms
Flavour & ThemeAmalgamating roll and roleplay within an eclectic melange of light, cool, serious, light-hearted, gritty, comedic, and possibly the rather rare gibbering horror that slithers forth from the bowels of the Abyss.
Taken

Welcome to Toril, an ancient world festooned with the ruins of fallen empires, fantastic creatures, hidden treasures, and mysterious magics. Orbiting around this world is one moon named Selūne, and a cluster of asteroids, known as the Tears of Selūne. Toril occupies the central “trunk” of the Material Plane, the tree-like structure of the cosmology branching out to 26 Outer Planes where dozens of gods are found. Some of these gods are paragons of infinite goodness and others, like the dark goddess Lolth, are only appeased by sycophantic worship by their adherents and blood sacrifices.

The westernmost portion of Toril’s central supercontinent is Faerūn, a diverse landscape inhabited by numerous races and cultures, and dangers aplenty, such as giants, goblins, bandits, dragons, ogres, and demons. Settlements, such as Waterdeep, Baldur's Gate, and Ten Towns, are places where both churches and thieves guilds prosper, places of both wealth and poverty, corruption and goodness, opportunities and pitfalls, weal and woe.

'neath the surface is another world, the claustrophobic Underdark, where subterranean creatures have adapted to the eternal darkness, making their homes amongst magma, stone, and twisting tunnels. Only the bravest or most foolhardy would wend their way about where pitiless monsters such as Illithids, Duergar, and the wicked Drow dwell. Most that step foot into the Underdark are never heard from again.

Adventure awaits for those who seek it, and it is from these meagre beginnings that you begin your ascension to bardic immortality.

The year is 1351 Dalereckoning, "The Year of the Crown".

This is your story.

Game Information
  • Posting: This game will be fast paced. Please only apply to this game if you can commit to 5 substantive in-character posts per weekdaily in-character posts Monday through Friday. If something comes up that affects your ability to post, then please courteously drop a quick OOC post to help keep the game moving at a pace.
  • Rule of Cool: An awesome scene, festooned with silly antics and swashbuckling acrobatics, is far more interesting for our collaborative little fun fest than just throwing dice at one other. Rules tend to bend for those that act to move the story forward whilst stopping at the edge of what has been established within the scene, and rewards are accrued much faster for those that really put in the time and energy.
  • Theatre of Mind: The scene will be described, rather than using hexagonal maps. Do your best to act based on your understanding of the scene, explaining your intention, and I'll try my best to work with you.
  • Group Initiative: I roll initiative in private for both sides and "tag" everyone to let them know we are now in combat rounds, e.g. "[Tag PCs, Round 1]" leaving you free to post at any point as is normal for your daily post. I resolve your actions in my next post and post evil's actions, tag the PCs for round 2, and the merry-go-round spins anew. tl;dr Write your daily in-character post as normal in the ~24 hour time period between my posts, even in combat.
  • Group: Seeking those players that wish to work within and contribute to the group, and stick together as a team.
  • Progression: Consistent engaged and engaging roleplay on your behalf will progress all of you at a rapid rate level-wise. Experience will be earned for every in-game post and awarded weekly. Bonus experience and a Hero Point will provided for those that post every day across the week.
  • Decision: Final application submissions close October 17 at midnight MST. Decision made October 21. Game will start October 28, taking ~4 applicants.

Character Generation
  • SRD: Our sole reference for this game will be the Archives of Nethys SRD found here: Link
  • Level: 1
  • Races: Any of the Core Races (Dwarf, Elf, Gnome, Half-Elf, Halfling, Half-Orc, Human). Feel free to tailor your character with Subraces (no Drow blood in your lineage), Alternate Racial Traits and Favoured Class Options
  • Classes: Any of the Classes available, minus classes that are more modern like gunslinger, as firearms do not exist in this world, and using the Unchained versions only.
  • Ability Score Array: 17, 15, 13, 12, 10, 10.
  • Hit Points: Maximum for all levels.
  • Skills: Background Skills are available to all characters.
  • Starting Wealth: Maximum for your class.
  • Traits: Player Characters are allowed 2 non-Campaign specific Traits, and may take a Drawback to earn a 3rd trait.
  • Hero Points: Hero points are active, you start with 1.
  • Deities: Find the closest deity from the Forgotten Realms' pantheon, but use the Domains, favourite weapon, et cetera from your chosen Pathfinder deity. If you need assistance please reach out.

Applications
  • Name:
  • Race:
  • Class:
  • Alignment: Any, these concepts are a device to flesh out the character and not man-forged manacles that dictate all behaviour (Paladin applicants, please take note). You're making a character that can get along with the rest of the group and have reasons to adventure with the others.
  • Age: Those that wish to start their character middle aged or venerable may do so for roleplaying purposes without bonuses for advanced age.
  • Physical Description:
  • Picture: Find a picture for your character that looks like a portrait or photograph that would be found on the cover of a FR novel, and post of a reasonable size.
  • Disposition/Personality:
  • Background: Backgrounds are to be kept skirt-length; short enough to be eye-catching but long enough to cover the important stuff.
  • Character Sheet Link:

Please post in this thread to let me know when your character is ready for review.

I will be fielding questions and checking over applications on weekends.
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Last edited by Anarchy; Nov 9th, 2024 at 09:24 AM.
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Old Oct 1st, 2024, 01:28 PM
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Name: Granite Block

Race: Half Orc

Class: Barbarian

Alignment: CN.

Age: 30

Physical Description: Standing at 6' 8'' Granite is an imposing figure. A life of gladiatorial combat has left him heavily muscled and crisscrossed with scars. His skin is a mottled green and shimmers with flecks of mica and feldspar which became irrevocably embedded in the surface of his skin due to some wayward magic at his birth. This abnormality is where he gets his name from and also the reason his mother sold him to a slaver whilst still a babe in arms.

Disposition/Personality: Granite would say - "There is no problem that can't be overcome by first killing the problem." Not the most intelligent having never received any formal education he is however a tactically astute warrior. Sold to a gladiatorial circus as a babe he's spent most of his life in and around the fighting arenas, learning his trade from the best of the best. He is fiercely loyal to those who fight alongside him. He is respectful of all those who would stand and fight against him. He despises cowardice. He distrusts those who would use words as weapons - wizards, sorcerers, politicians, academics etc. Civilization is built on words and as such he struggles - since leaving the Circus - to exist amongst civilized people - too many words oft times make things too complicated. Complicated frustrates him and too much frustration can make him blow his top. Those who know him well know when to stop talking and give him some space.

Background: A piece of wayward magic from an aging shaman at his name-giving ceremony left Granite's skin resembling the piece of rock from which he got his name. His green-hued skin shimmers with the flecks of mica and feldspar embedded within it. The accident, while totally the doing of the aging shaman, was seen as less than auspicious for the family involved. While the baby remained, the family was deemed 'tainted'. Granite’s mother took it upon herself to secretly sell the infant to a caravan of slavers, later telling the clan he was taken in the night by the gods who'd cursed him. The slavers subsequently sold the child to Valdheim’s traveling gladiatorial circus.

Twenty or so years later, Granite had grown into a formidable warrior, fighting and remaining undefeated in over seven hundred contests. During this time, he began the habit of collecting the small stones, which he wears in a leather pouch around his neck. Whenever a worthy opponent died by his hand or a fellow warrior died at his side, he would choose a stone from where they fell and then add it to his pouch of souls, lest he forget those worthy of the fight.

Finally, one day, Valdheim came to him and, as was tradition after so many successful fights, gave Granite his freedom. Given the gift of a sword and a purse full of coin, he was left at a crossroads where he watched the circus caravan, his life for over twenty years, move away into the sunset. Free for the first time, he struggled with the social nuances of the civilized world and stumbled from one place to another, often using his strength and fighting prowess to gain employment—as a protector, then as a mercenary, as a thief, and as an assassin. He finally fell in with a pirate crew operating on the Sea of Swords under the command of the infamous female pirate Reda Stormrage. An outcast half-orc herself, Reda and Granite enjoyed a bountiful and bloody relationship that lasted several years until, betrayed by a member of her crew in a raid on the Temple of Selūne, Reda died at Granite's side while fighting to escape. Granite took the bloodstone she wore around her neck and added it to his pouch of souls.

 

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Last edited by MrD; Oct 2nd, 2024 at 06:04 AM.
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Old Oct 1st, 2024, 02:51 PM
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Would you be open to Saint Dionysus being a stand-in for Cayden Cailean?

Obviously he would be Lawful (or Neutral) as opposed to Chaotic Good.

Last edited by triedtherest; Oct 1st, 2024 at 02:56 PM.
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Old Oct 1st, 2024, 05:36 PM
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Father Bertram Bellows
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Name: Father Bertram Bellows

Race: Human

Class: Cleric of Saint Dionysus

Alignment: Neutral Good

Age: 47

Physical Description: An overweight, and wrinkled human in his later-middle years of life, with a partially shaved head (Tonsure), red-faced (from years of drinking), clad in well-worn holy vestments. Usually smiling, as little can shake his optimistic attitude. He always tries to help those in need, no matter what the personal cost may be to himself. He drinks FAR too often, and at every opportunity.

Disposition/Personality: He is a merry and sociable Friar, fond of good drink and good company, not easily angered. Knows that not all problems in the world can be settled by everyone working out their differences over a drink, but that won't stop him from trying! Is a sociable fellow, because drinking on your own is no fun.....well, less fun anyway! More of a follower than a leader, as he knows that a good leader cannot be everyone's friend, which is what he wants to be. He is always on hand to give any obvious Leaders any help or advice they need, as well as by getting them to relax in the only way he knows how!

Background:
Born to a tavern-owning ex-soldier in central Cold Lands. He was the middle sibling of five, two older brothers, and two younger sisters. From a young age, Bertram wanted nothing more than to craft and serve the most delectable beverages in existence. The family tradition was that the first son would serve in the military first then inherit the majority of the family estate, the second son (If there was one) would join the Church of Ilmater once they had come of Age, and if a third son was born (which did not happen very often) then he would...have to find his own way in the world. There were no traditions about daughters.

Bertram would have been fine with the arrangement, he had a plan to set up a small brewery/distillery and sell high class Ale and Spirits to the better class of Inns and Taverns, maybe even going on to own his own tavern one day, then something terrible happened! Bertram's oldest brother returned home from the military earlier than expected...he was dead!

Mourning can bring a family together, not so with Bertram's. At the Wake, their Father announced that the Second Born would now spend a single term of military service and then come home to learn the family business, while Borkin would become an Initiate and dedicate himself to the tenets of Lord Ilmater (which would involve a lot of abstinence and prayer!)

Would. He. Hell!

With Malicious Compliance firmly in mind, Bertram set off to join the Order of Saint Dionysus, at the time a relatively unknown and minor religious order of Ilmater that followed the teachings of Saint Dionysus, sometimes called "The Drunk God" and whose followers frequently followed their Patrons example. This is not to say that the Order's Clergy were not also proactive in distributing their teachings to the people, which often included not just the healing and spiritual support normally expected of goodly clerics but to brewing and distribution of alcohol to those who required. Bertram has been one of the Order's best Draymen for the past couple of decades, delivering the Order's Ale and Wine all over Faerun, a job that he enjoys to this day....


 

Last edited by triedtherest; Oct 6th, 2024 at 11:09 AM.
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Old Oct 1st, 2024, 07:15 PM
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Interest removed. Thanks for offering a pf game though. Need more gms to do this.
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Old Oct 1st, 2024, 11:31 PM
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Interest Place holder

Application - WIPName:
Race:
Class:
Alignment: Any, these concepts are a device to flesh out the character and not man-forged manacles that dictate all behaviour (Paladin applicants, please take note). You're making a character that can get along with the rest of the group and have reasons to adventure with the others.
Age: Those that wish to start their character middle aged or venerable may do so for roleplaying purposes without bonuses for advanced age.
Physical Description:
Picture: Find a picture for your character that looks like a portrait or photograph that would be found on the cover of a FR novel, and post of a reasonable size.
Disposition/Personality:
Background: Backgrounds are to be kept skirt-length; short enough to be eye-catching but long enough to cover the important stuff.
Character Sheet Link:
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Old Oct 2nd, 2024, 10:37 AM
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How married are we to the 5 posts per week?

It's not the writing, it's reading daily the whole party's posts that feels a lot...
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Old Oct 2nd, 2024, 01:48 PM
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Question: You say that the Nethys link is the only source for SRD/information.

So that means, no archetypes for any classes?
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Old Oct 3rd, 2024, 11:52 AM
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I'm preparing an application at the moment. I want to play a sorcerer who was raised as a merchant and discovered his talent and is trying to combine his skills to make a big profit.

Unfortunately, I'm really struggling with my skill points. I really want Appraise and Handle animal to represent growing up around animals that drive wagons, and knowing how to estimate the value of items for trade.

So I wanted to ask if you were open to the idea of background skills rule? Where to get an extra 2 skill points

 
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Old Oct 3rd, 2024, 01:43 PM
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Marcus Goldflek
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Name: Marcus Goldflek
Race: Human
Class: Sorcerer - Arcane Bloodline
Alignment: True Neutral
Age: 20

Physical Description:
Marcus, physically speaking, is average in most regards. He stands at the common height of 5'11, weighting approximately 175 lbs. He is on the lean skinny side, but has a slight stomach from general lack of hard exercise and easy access to good food for most of his life. His thick, well maintained hair is a dark brown, kept relatively short and well maintained along side a meticulously groomed goatee. While wizards study their books, Marcus grooms.

Marcus has steel blue eyes that sparkle in the light(his best feature as far as the ladies are concerned), and his complexation is on the tanned side due to travel, but lacks the heavy sun damage of an outdoor laborer.

While he has no piercings or tattoos, he has a few minors scars here and there. Most of them are so minor that the average person would never notice them, but to Marcus they stand out like a sore thumb. There is one over his left eyebrow from the time his cousin hit him with a stick when they were playing as boys. There is another on the back of his head, hidden by his hair, where he once fell and struck his head as a child while playing a game of tag, and his hands possess several small scars from playing around with animals as a kid.

Disposition/Personality:
Marcus has just 1 very simple rule: You don't mess with him or his friends, and he won't mess with you.

Marcus can be your best friend or your worst enemy and it will entirely rely on how you treat him first. If he has no reason to think otherwise, he will begin every interaction polite and friendly, as any merchant should.

His personal motivation is the same as most people: Earn wealth, fame, and power. He will do plenty of things to obtain these things, but at the end of the day, he wants to be famous, not infamous, so he does have to be careful with the paths he chooses and the perceptions of others.

Background:
Marcus grew up as the eldest son of a well off merchant family. Not so well off that buying a nobility was possible, but well enough that Marcus never went to bed cold or hungry. His entire life, he trained under his father, Tiberius, learning the tricks and tools of the trade. His mother, Helena, primarily focused on taking care of the home, a full time job considering they had at least 2 dozen workers for the estate. Hosting big dinners for important clients was common, yet Helena made each dinner feel special.

When Marcus was coming of age, he began to discover he had a rare, raw talent for arcane magic. His father offered to send Marcus to a wizarding school, but the young man knew that even for their well off family, such a tuition would be extraordinary, verging on the obscene.

Marcus saw it as little more than a waste of money, and instead promised his father to devote any time not spent working on the business to honing his craft. After all, as impressive as magic was, magic alone did not earn money or put food on the table.

This did open up new opportunities for him, however. Being able to use magic made him more keenly aware of adventurers, particularly those who used magic. Whenever one came to the shop, he would quiz them for tips, tricks, hints and any tidbit or kernel of information that might even remotely be helpful.

At some point, Marcus caught the treasure hunter's bug and was soon obsessed with the idea of one day finding an ancient relic or artifact that would, in one fell swoop, make more money in a single day then his father could earn in a 100 life times.

Character Sheet Link: Click Here

Animal Friends: Marcus has three animal friends. Poe the raven, his familiar and best friend, along with Peaches, a well-trained guard god with a light peach colour to her fur, and Bosco an equally well-trained hunting dog.

Family: Mother, Father, 1 little brother, 2 little sisters.
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Last edited by Hound; Oct 5th, 2024 at 04:01 PM.
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Old Oct 6th, 2024, 11:07 AM
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The Hallowed Chalice was originally from Adventurers Armory. It is essentially a Holy Symbol in the form of a drinking cup (very appropriate for a Cleric devoted to alcohol) and a Cleric of that Faith can spend a Channel to turn the liquid inside it into a Potion that heals an amount equal to the Channeling used to power it. The contents turn back into their normal state after 24 hours or if it is spilled (his is lidded to prevent the Heresy known as "A spilt drink!")

Thank you for the compliments to both my character and my writing skills. I like to make an effort so your compliments are appreciated.

Father Bertram's Application is complete. I added in his background skills and adjusted his equipment as I had accidentally overspent with the Authoritative Vestments, so I ditched those and gave him a cart and a pair of mules.

He can make every skill check Untrained and with +2 to the roll, due to his Improvisation Feat, which from a Roleplay aspect is representing his age, experience, and his history of travelling, though it was always from a position of safety (hence why he is still low level). Gamewise, this also means he can not only have a chance of making any Skill Check, but also to Aid Another on other Characters checks (with a +3 bonus instead of +2 due to a Trait).

Last edited by triedtherest; Oct 6th, 2024 at 11:08 AM.
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Old Oct 7th, 2024, 02:07 PM
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Quote:
Originally Posted by Anarchy View Post
Alas, I am married to it, and probably a good time to mention that my posts tend to be on the wordy side as I make an effort to address everything the players engage with and paint the heck out of the scene in an attempt to facilitate immersion.
Then I will not intrude with my presence into such a lovely union
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Old Oct 11th, 2024, 09:50 AM
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Rescinding my interest, but best of luck to everyone else who's applied!
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Last edited by DahliaHawthorne; Oct 16th, 2024 at 11:22 AM.
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Old Oct 11th, 2024, 06:17 PM
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Ready for review
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Name: Tsuki Arashi
Race: Human
Class: Inquisitor
Alignment: N/G
Age: 25

Physical Description: Arashi stands at an unimposing height with a body toned by time in the wilderness. His hair is past shoulder length and often unkempt. Huridly piled up and tight to his head frequently with a small twig or leaf poking out for the jumble. His hands are calloused from use, though only a practiced eye notices the thickest of which is from writing. His eyes are wild and seem to change colors with the light. However, few people see them as he is always scribbling in his notebook.

Disposition/Personality:"I am the voice for those who go unheard, be they spirits who cannot speak or those whom society has judged as broken or insane. I shall open the doors for others to listen to the voiceless when I can, and when I cannot, I will speak in the words of the voiceless, not my own."

Arashi looks for the right words at the right time and delights when they change hearts and minds. He prefers solitude and raucous company in equal measure. One must spend time with the people to learn from them, and one must spend time in nature to learn about themselves. When in large groups, he prefers to listen. You can ease most troubles with a sympathetic ear and a few kind words.

The man is also a pragmatist. Communication solves all problems, and some creatures speak only in violence. Brevity is a soul of wit. All communications should be brief, and combat is no different. Quick, efficient, and practiced.

Knowledge is the cornerstone of both forms of communication. Arashi never misses an opportunity to learn about a new topic, placing equal weight on even the most mundane facts. You never know when a piece of trivia will solve a dispute or polish off a new poem. He loves to travel to gain this knowledge and work on his craft. One day, he will write the sonnet to unite the people's hearts and minds.

Background: Born under the light of a full moon, Arashi was born to a muddled destiny. His father was a scribe, and his mother a washwoman; the boy and his older siblings lived a modest life. His father taught him his letters at a young age and stressed their importance and power to the boy. The quill is mightier than the sword, his father would say. If only he had been correct.

The boy's father was taken from him by bandits, mistaking him for a messenger as he left the local lord's manor. The lord did nothing about these bandits and offered the family that had worked for him for decades no aid. The light left their mother's eyes and never returned as she slowly slid into the comforting embrace of madness. His oldest brother found work as a mercenary, while his two older sisters followed after their mother and became washwomen themselves. Arashi found employment at the church where his mother received her care.

He read the texts in the church and listened to his mother's babbling while his siblings kept a roof over their heads and food on the table. One day, his mother sprung from her chair, drool still on her collar, and she leaped at the boy, grasping his forearm. His vision flooded with scenes of the weak and sick crushed under the boots of tyrants and noble lords alike. His skin went pale, and his arms went limp as the visions overtook him. The priest tried to separate the pair, but his mother attacked the man, clubbing him with her forearms and biting his exposed skin before she collapsed to the floor, never to rise again.

His siblings blamed him. Arashi was supposed to be taking care of their mother. Their parents gone, the family shattered. His brother left with the mercenary company, and his sisters moved to more prosperous cities, hopeful of starting new families. The boy gathered his father's remaining things and fled to the woods. He had a secret to hide. The visions never stopped, and he was terrified they would consume them as they had his mother.

He would leave the forest when his visions coalesced into a course of action, and the more good he did, the more peace his visions would give him. He learned more. He honed all his forms of communication and left the area to do as much good as he could before the madness consumed him.

 



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Old Oct 15th, 2024, 07:00 AM
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Thanks for the compliment,
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