For the purposes of additional languages, would it be known whether the demons can speak and comprehend languages and if so, which languages they know?
As far as anyone can tell, the demons don't speak. If they are capable of forming understandable sounds other than the roars of wild beasts they have never done so, nor have they shown any reaction to anything that has been said that would indicate they are capable of understanding. Of course, no serious attempts have been made to talk to them as far as anyone is aware, as these would quickly be cut short by the person in question having their throat ripped out.
Of course, this isn't exactly common knowledge outside of the colony either, so it's questionable your character would know this.
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Basically on indefinite hiatus/retired at this point, see here. No guarantees you can reach me via RPGX.
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"...Perhaps I am wrong. Perhaps I am crazy. In fact, there are times when my suspicions of the latter approach certitude." - Bran Tse-Mallory, Tar-Aiym Krang
Dimitri is no spring chicken. Contrary to his elven blood, age and the curse of his lineage has indeed caught up to him. While he still has an athletic build, it has softened noticeably in the middle. He is nearly six feet tall but because of his posture, shoulders stooped by years of bearing the weight of corruption and vice, he tends to seem shorter. No matter how quality the clothing, he always manages to make them look slept in.
His hair is receding and gray at the temples. Cropped short, it still somehow comes across as disheveled and untended. His beard is the classic 5 o'clock shadow, except when it's more of a 9 o'clock shadow. His face is one of angles, high cheekbones and a strong jaw that frame light blue eyes, dark brown skin and a spattering of small scars from beatings given and returned. Lines at the corners of his eyes and lips speak of years lived and loves lost.
Personality
Dimitri is partial to strong opinions, gray morality and creature comforts. He grew up with a fierce belief in good and bad and a desire to pursue the former. His time in the constabulary reinforced that at first, with each solved case seeming to lighten his soul. But seeing death and cruelty, day in and day out, began to put cracks in his black and white outlook. From The Towers evil seemed so easy to spot but down in the muck everything is a little blurry.
Then he made mistakes and that strict moral code got a little more flexible. While the downward spiral may have stabilized as of late, he's no longer the justice and law type. He can't afford to be. He's dealt with criminals a long time and he knows that there are going to be some ugly compromises waiting for him through that portal. Compromises he's already been too willing to make.
What he isn't likely to compromise on is treating himself. Prison may be hellish but some people have to live better than others. He intends to find those people and reach out a hand, either to pull himself up with them or drag them down to him. Every step takes him closer to freedom and freedom leads to revenge. There will be danger at every turn, a knife for every back, and chances aren't great that he'll make it out alive.
Still, Dimitri's not worried. He's got a constable's instincts and a pocket full of people skills on his side. He's done more with less.
Background
The common adage is that magic runs in the blood of elves. Nowhere is that adage more accurate than Palaiis. An elven city from the oldest days of the modern empire, and much further back if you believe the elvish histories, it has long been the seat of power for elf culture. Nobility, delineated by bloodlines strong in magical prowess, rule over the populace from towering estates connected by a network of bridges. What began as a defensive measure slowly developed into a tactic of isolation, ensuring that nobility never had to rub elbows with the common rabble by providing sky-based travel to all the important places. The Towers, as the estates and recreations of the rich came to be known, expanded to the extent that they choked most of the sunlight out of The Base, where the craftsmen and laborers built homes into the bottoms of the support structures and navigated the swampy area on flat-bottomed skiffs.
Dimitri's family was among the more powerful in both arcane and social influence, notwithstanding rumors about ancestral ties to dark powers. It was quite a scandal when he showed little to no magical ability as a child, moreso when he began to exhibit signs of the family's curse more strongly than any had in generations. Desperate to cement his place in society, a young Dimitri turned his attention to academics and alchemy. His keen mind dealt with the puzzles of alchemy easily and his ability to put together concoctions for a variety of purposes made him useful enough to keep around but not enough to inherit a title. It was fine by him, having learned at a young age of his family's criminal interests and wanting no part of it. Even the foremost school of thought among Palaiis' elite, that anything could be justifiable to ensure your power, would implicate his family's dealings as questionable. Turning away from the nobility in his teenage years, he began to wile away the hours in The Base where he developed a predilection for picking out subterfuge and found the limited sunlight to his liking. A few beatings by card cheats and philandering husbands later, he walked into the office of the local constabulary and demanded a job.
Unlike the guard, who patrolled for and intervened in crime, the constables solved crimes that had already occurred. It took him little time to prove his worth and gain a position among them. Sure, they were in the pocket of the nobles but they were the line between the law abiding and the criminal. Do some good from the inside, he told himself. You can stand up against anything they throw at you. And for awhile he did. Brought murderers and thieves to justice, broke up criminal organizations and woke up each day with a purpose. The heavy shadow on his heart, that whispered darkness he'd grown up in the embrace of, felt distant for the first time in his life. He even met a girl and got married. They were going to have a kid. Then it all went away and life lost its color.
Time has a tendency to wipe the shine off youthful exuberance and debt makes an honest man's salary seem a pittance. His preference for fine wines and soft pillows didn't fade when he left The Towers. The moral compromises were minor at first. Look the other way on a smuggled shipment of Qualo leaves, pressure a local merchant to sell his wares cheaper to a specific set of scumbags, tamper with evidence in a robbery case. It kept him in the luxuries he grew up knowing and it seemed harmless enough.
The worst thing about corruption is that you never see it coming when it happens to you. Dimitri can't remember exactly when but at some point he crawled so deep into his family's pocket that he couldn't see daylight. His brother Alistair, head of the Abandonato's criminal empire, preyed first on his familial bond, then on his grief, and finally on his Qualo addiction. Grind the leaves up and sprinkle them in alcohol for a mellow ride into a land of no troubles. In time Dimitri was struggling to justify his actions with the rewards they brought. When he found himself in the seediest burg of The Base with his hands around a young man's throat over a gambling debt, he realized he couldn't go on. Unfortunately, his brother was prepared for just such a shift in the wind.
The guard took him into custody on his way to his family's estate. Instead of cutting ties with Alistair, he ended up jailed for betraying the trust of the people of Palaiis. The evidence was all there in an easy-to-follow trail that his brother laid out, having kept proof of the sleuth's crimes safely hidden away until they were needed. Shipping records he'd doctored, testimony from merchants he'd strong armed. Alistair even took the stand to spin a line about how Dimitri had been extorting money from the family for years. That crime was the only one he was innocent of, and that made it the most infuriating. Losing his cool and breaking his brother's jaw in court pretty much put the last nail in his coffin. He briefly considered arguing against it, turning over his evidence on Alistair's wrongdoings and throwing himself on the mercy of the court. After all, the 'anything goes' mentality in elven politics only applies if you avoid getting caught. There is more shame in a failure to hide your deeds than there is in committing the deeds themselves. A knuckle-heavy visit from a fellow inmate while he was held for trial reminded him that he wouldn't survive long enough to enjoy his freedom if he went turncoat. Knowing that Alistair was never one to leave loose ends, and taking the blame for a large portion of the family's criminal activity made him a pretty big one, Dimitri realized he was out of options.
Once he knew he was sunk, he made some desperate maneuvering and called in all the favors he could to ensure he would be sent to Krakengard prison rather than a regional elven institution. Whether Alistair has let him live out of brotherly love or some strategic maneuver, Dimitri isn't willing to wait for the crime lord to change his mind. If he can be safe anywhere, and it isn't likely he can, Krakengard would be the most removed place from Alistair's influence. That, and fewer of the criminals he'd worked to put away would be there. He'd been outmaneuvered and lost everything. The only way he could stand a chance of turning things around and inflicting righteous retribution would be to survive.
Roleplay sample
Dimitri tips back the flask, letting the liquid burn its way down his throat as he considers his options. Perhaps spiking his extracts with dark brew wasn't helping things, but that was a question for another day. Three men had entered the secluded back entrance to Mag's in the last hour and hadn't returned. That could only mean the meeting was moving forward in full. Logic dictated he should take a cautious approach. An extract to hide his features and he could slip inside, listen to everything and make a case. No, not this time. These were the worst scum, stealing Base-born children for labor. This called for a different tactic, and one he was comfortable with. Flexing his hands, he watches the skin thicken as the extract take hold. Stalking across the street, he steps up the door and gives it a heavy-handed knock.
"Who dat?" It was more a grunt than a question, the kind of enunciation one could expect from a half-bred orc. The syndicates in Palaiis used them for scut work. He'd never met one he didn't like...to beat on. Dimitri waited, counting down from three. He heard a boot scrape on the other side, then the door groan as someone put weight on it. Checking the view hole, no doubt. His foot came up suddenly and hit the door with the full weight of his body. The latch snapped at the impact and the sap on the other side got a mouthful of door. He hit the ground, collecting his wits just in time to see the investigator's sap coming. His head caught the sap first, the floor second and then nothing mattered. A second man, this one repulsively human, rounded the corner into Dimitri's path and the investigator let his fists speak. Two quick jabs rocked the thug's head back but he lashed out with a right hook that caught the constable in the side. The elf feels the sap slip out of his fingers but he pushes forward, catching the human with a shot to the gut that doubles him over and then a final hook to the jaw that puts him on the floor. While Dimitri was sucking in a breath and holding a hand to the sharp pain that punch left along his ribs, a voice called out from the backroom.
"Corian? What's that racket?" He knows the voice. Trevi Gunnoit; murderer, thief, crime boss. That meant Yor Havas would be in there, too. They were doubtlessly scheming on another way to profit off elven misery. Kneeling by his fallen foe, he snatches up the man's short blade and tests the weight. His hands were soft again, but the blade was plenty firm for this business. Now would be the time for him to step in, announce his presence and his role. If he were here as a constable, this would be the time for an arrest. Unfortunately for Trevi, he was here on someone else's orders and those orders were very clear. His steps are heavy as he makes his way into the meeting. Into the killing room.
Astrid wasn't born to crime. Her family lingered in The Towers just like Dimitri's. Not at the top, but high enough to see sunlight. But Astrid wasn't the type to rest on her laurels and feed off her family's accomplishments. She wanted to do something, make a reputation for herself that went beyond her surname. She was gifted with magical prowess and received tutelage from a young age. When she was older, she put that skill to use bending minds and twisting hearts. Enchantment and illusion became her weapons of choice in a bid to rob every proper elven gentleman, and a fair number of proper elven gentlewomen, she could get her hooks into. She's a consummate liar with a talent for disguise who knows her way around a good vanishing act.
It took Dimitri years to connect all the threads and build a case against her. It took him months to track her down after she fled her luxurious home topside for a bolt-hole in The Base. He got two scars for his efforts, deep knife wounds to the lower back, and three guardsmen lost their lives. But he got her, and he testified at her trial with a smile she couldn't bear to see. When she escaped custody after her conviction, she was sure it was the last she'd see of the constables. She fled to human cities to ply her trade and did well for a few years before things went south again and she wound up in Krakengard.
The good thing about being a criminal who relies on your wits and charm is that nobody can take those away from you, even in prison. She may be locked up, but Astrid has plenty of new hearts and minds to twist. Gathering a loyal band of followers wouldn't be a real strain on her abilities. And should she get wind of a constable in the city...well, let's just say I'd hate to be that guy.
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Playing - High Risk, Heist Reward | The Grand Tour
Last edited by PopCultureBard; Jan 28th, 2016 at 06:54 PM.
I'm very intrigued by this campaign concept - like a combination of Gothic & Peter Brett!
Now, three quick questions:
1) I have 0 Pathfinder experience. How happy are you to work with newer players in your campaign? My background is mostly in 5E & Dark Heresy/Call of Cthulhu/Paranoia!, and I hear PF can be tricky mechanically compared to those games D:
2) For the purpose of magic, rituals and the like, how available are reagents? Fx, would an Alchemist has access to appropriate equipment off the bat, or would the find of and access to be something of a plot point/adventure. Same goes for wizards etc etc.
3) What is the campaign scope in terms of levels & general 'power'? We obviously start off small and there's a strong horror/survival element with the demons/general isolation/trapped with potential loons and criminals (including us c: ) - will this theme stay throughout? I personally enjoy bleeding out and the slow susurrus of insanity, but that may be too much WoD & Call of Cthulhu speaking.
Before I get to specific questions, I was asked elsewhere whether I will be doing reviews of applications. Short answer: Yes. Slightly longer answer: You can always ask me to take a look at specific details, but in addition to that, you can at any point that is at least one week before the deadline, ask me to read through everything you've got and give you a review, to let you know where you stand. Obviously, the more complete it is at that point, the more you will likely benefit from this. If you ask less than a week before the deadline I'll do my best to get you in, but I make no promises, as I might always get slammed at work or otherwise not be able to make the time.
Quote:
Originally Posted by Die
I'm very intrigued by this campaign concept - like a combination of Gothic & Peter Brett!
Curses, someone has identified two of the major sources of inspiration at last
Quote:
Originally Posted by Die
1) I have 0 Pathfinder experience. How happy are you to work with newer players in your campaign? My background is mostly in 5E & Dark Heresy/Call of Cthulhu/Paranoia!, and I hear PF can be tricky mechanically compared to those games D:
2) For the purpose of magic, rituals and the like, how available are reagents? Fx, would an Alchemist has access to appropriate equipment off the bat, or would the find of and access to be something of a plot point/adventure. Same goes for wizards etc etc.
3) What is the campaign scope in terms of levels & general 'power'? We obviously start off small and there's a strong horror/survival element with the demons/general isolation/trapped with potential loons and criminals (including us c: ) - will this theme stay throughout? I personally enjoy bleeding out and the slow susurrus of insanity, but that may be too much WoD & Call of Cthulhu speaking.
1) I have no problem whatsoever working with newer players. I have no experience in any of the systems you mentioned, however, so I can't really tell you whether it is tricky mechanically compared to those. But I'm certainly willing to help you out with mechanics while you learn the ropes.
2.) Let me start with wizards and other spellcasters reliant on a spellbook: Those would definitely go in without a spellbook and acquiring one would be the first part of their adventure for sure. Alchemical equipment sort of falls into the same category and would probably have to be acquired first in some way (though there would be various ways of achieving this). Alchemical/Spell components I would probably consider less of an issue.
3.) The theme is definitely going to last for a while, but your characters will have the possibility to grow throughout. Level sort of depends...the most likely end for this game I envision would be if the PCs escape from the colony. But what level that happens, if at all, is definitely up in the air and will depend heavily on the players choices. I see this game going at least until level 5, probably several levels higher. Probably not way over 10 though unless things go very differently than I expect. So the horror/survival element will most likely permeate a lot of the game, but you should eventually grow out of the stage where your only options are keeping your head down and running.
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Basically on indefinite hiatus/retired at this point, see here. No guarantees you can reach me via RPGX.
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"...Perhaps I am wrong. Perhaps I am crazy. In fact, there are times when my suspicions of the latter approach certitude." - Bran Tse-Mallory, Tar-Aiym Krang
You would mind a review? Well sheesh, I didn't mean to offend anyone by offering
In all seriousness, I will try to get to the reviews soon, but I'm currently swamped by a lot of things falling together at the end of this week and I'm still working on catching up with everything. I doubt I'll find the time before the weekend to read entire applications...
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Basically on indefinite hiatus/retired at this point, see here. No guarantees you can reach me via RPGX.
Thanks, its understandable. We all have work to get done.
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"...Perhaps I am wrong. Perhaps I am crazy. In fact, there are times when my suspicions of the latter approach certitude." - Bran Tse-Mallory, Tar-Aiym Krang
My God, what a world this is going to be. I cannot approve enough.
Yup. So I have this weird habit of scanning pictures when I want to come up with a character idea. I stumbled across this picture when I was looking at celebrity faces and saw a haggard detective. The whole character idea kind of grew out of that. Then I just needed a black and white, somewhat somber image to reflect my vision and the search led me to the other one. Similar story for a few of my current tribe.
Also, I concur. Giving the players reign to craft sections of the outside world as setting for their backstories was a really solid idea. There is some cool material presented in these apps.
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Playing - High Risk, Heist Reward | The Grand Tour