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"Civilized men are more discourteous than savages because they know they can be impolite without having their skulls split, as a general thing."
My (player) goals: Have fun! I'd like to advance in levels a bit as things go along, too -- it's more fun for me to have the change to develop a character mechanically along with the roleplay aspects of playing.
Grannlaw was a farmer's son northeast of Restov for most of his life, on the broad Rostland Plains. From the moment he was able, he worked his father's fields, having only an older brother and little household money to hire workers. But simple wooden tools and work in the dirt never entertained him. The boy always felt like something more was needed in his life, something neither his father nor brother craved. Grannlaw lived a hollow life, the whole village making him feel as if there were nothing to life, no reason to live. But among the folk in the region, there were three dwarven brothers who made a living by crafting metal better than anyone else. Grannlaw spent his time with these strange brothers, neglecting farm work to learn from the dwarves. The forge was where Grannlaw really belonged, taking hard metal and turning it into wonderful tools and weapons.
When he was old enough, Grannlaw was taught dwarven smithing secrets that none of the farmers knew. If nothing else, the lad was going to be "a skinny dwarf!" the brothers said. They encouraged him to grow a thick beard, and he did his best, but found that it might be a few more years before he could perform to their standards.
Grannlaw stayed around the village for two more years, living now with the dwarves. After he learned to craft a fine weapon, they decided to take him away to other dwarves who could teach him about the greatest steel of all: Torag's Hammer. Though his father objected strongly to Grannlaw trying to become a dwarf, the boy paid no attention, and went away to a temple of Torag. It was mostly run by humans, but any dwarven temples would've been too far away and underground. Grannlaw's devotion was tested, but he earned an initiation in the church. He came to believe fully in Torag's gifts, especially that metalworking was the highest craft a man could appreciate.
So the next year he appeared in Restov. Grannlaw went there to teach the people the secrets of steel that they needed to know. His message was not well received, since he was a stranger from the plains. But that only made him more determined; these people needed his lessons. To prove his valor and divine intent, he took a contract with the town guard, helping to create and repair their equipment to keep the city safer than ever. However, he got the sense that these people were too set in their ways for conversion, and he began turning his eyes toward a different goal.
"The secrets of steel are only secret because people aren't listening. Do you think those bandits out in the Stolen Lands know what they're doing with their shiny swords and helmets? No, those things are stolen just like the lands. There is no real purpose down there, and nothing is solid. Torag needs my help to reclaim the region. He forged the world perfectly, but the Stolen Lands have been fouled by men, and I must go to polish them. With the crudest blade reforged, the rest of the armory will be much easier to perfect."
Hm... I haven't given a lot of specific thought to this. I suppose I'll begin with what drew me to the game: I love the idea of being an explorer. I love the idea of going to a land where no one goes and claiming it. I don't want Grannlaw to fade into the folds of his new kingdom's history; I want him to be legend in some respect, whether as one of Torag's greatest prophets or a crucial hand in the kingdom's founding (rather than do work, but be forgotten or sidelined by history).
With mechanical character development, He's obviously going to be on the martial and practical side, preferring to use Gifts to aid his own physical acts (crafting or battle), and he's less likely to use straight spells. He'll never prepare Cure spells, but that's just a general rule I have with clerics, because they have spontaneous casting. Eventually, though I realize spellcasting becomes very powerful, he will be an almost equal mix - he'll be taking some combat feats, to be sure.
Last edited by Klomag; Mar 29th, 2010 at 11:49 PM.
Born in inauspicious circumstances, Karth's earliest memories are of the large Kellid man he called his father. The man, Barek, was equal parts hunter, trapper, fisherman, bandit, and river pirate. Karth was learning these trades almost before he could walk, and his youth was spent learning how to live off the land. His father lived in the River Kingdoms, plying the area between Sevenarches and Daggermark for its bounties, both natural and man-made. His small band of 'neighbors' - men and women of equally low character who assisted him in his shadier endeavors - were the closest entity Karth had to a family.
As a teenager, Karth became more active with the group, brandishing bow and blade against the 'natural' threats of animals, magical beasts, and the more malicious fey drawn to the area around Sevenarches. He also joined in raids on the caravans that moved along the rivers and roads of the region. His family's obvious force of arms and his own vicious ancestry sometimes resolved their raids with minimal bloodshed, but the times that didn't happen left a terrible lump in the pit of his stomach. His lack of 'guts for the job' brought both pity and scorn from his family, and when Barek told him he had to ship up or ship out, he chose the latter option in a fit of youthful passion.
Two years of slow realization and flight from the harsh realities of the River Kingdoms led him inexorably north and east to Brevoy. He settled in Rostland, finding that their requirement for him to follow their traditions a small price to pay for the relative peace of the area. He has since remained mostly in the smaller cities, using his trade as a woodsman and his martial skills as a scout and guard for the same kinds of people he had once waylaid.
Goals:
For years, Karth's goal was to be left alone. Now that he has achieved that in Rostland, he finds it wasn't all he thought it would be. Though he can live comfortably both in civilization and in the wild, he's found that life lacking in meaningful companionship and work. Having come into a casual worship of Erastil, he has slowly but surely formed the idea that he wants: 1. A surrogate family, a group to rely on and protect, and not one with the low morals of his youth. 2. To make the wild lands of the region safe once more, so that people can share in their bounty without fear of the many dangers now plaguing it.
With these in mind, rumors of adventuring parties forming up to explore the Stolen Lands draw him to New Stetven.
Well I have to confess I haven't given much thought to player goals beyond the blindingly obvious.
What I'd like from a 'what I want to do' standpoint is to explore - go to previously unseen places and find wondrous things - and not necessarily treasure! (Well, not just treasure, anyway). I mean both natural landmarks and man-made structures of course.
I'd also like to go for a bit of a 'lawman' feel, which is why I was interested in the Marshal and Warden positions. Having the power and responsibility to take care of innocents is one of the character goals I hope emerges over time.
Mechanically, as I've said elsewhere, I'm going for a 'switch hitter' ranger who opens combat with a few well-placed arrows and then mixes it up in melee combat. I haven't quite figured out if I want to go through the fuss of an animal companion (and I have my doubts as to whether it's terribly appropriate to the character), and the nature skills component is also a big part of it too
Hopefully that's sufficient!.
__________________ I'm a big adventure hound, and goblins are my dog biscuits!
Last edited by OwenQuillion; Mar 29th, 2010 at 11:01 PM.
Player goals: I honestly never know what to say with this.
I'd like to get to the portion where we are managing a kingdom. You know, attending weddings, working diplomacy and securing trade routes, making the country safe for our settlers that kind of thing. I'd like for this tale to get epic, to the point where Stanley over there could go down in the annals of history for having the greatest story ever told.
I'd like to be in a situation where we are planning defenses against an expected attack, while dealing with some sort of internal problem, all while making sure the visit from a neighboring noble goes off without a hitch.
For Alistiar, I imagine him going off in a gish direction, maybe Arcane Archer or Trickster? or just staying sorceror, that's pretty doable in Pathfinder.
Also, while I would like the aforementioned kingdom managing stuff, a good dungeon is always nice to mix in too. Overall, I'm looking for a good game and am certain you'll give it to me.
Last edited by moggthegob; Mar 30th, 2010 at 01:08 AM.