Re-post your application here and link your character sheet - please give me editing permission. Rules are laid out in the Introduction thread. There has been one change since the original advert - we're doing gestalt. If you have an LA, you can put it on just one side. If this proves to be a bit much compared to everyone else, we will be speaking. Contrary to what those rules say, the only prestige class that is explicitly banned is the Mystic Theurge.
I will be keeping a list of characters here in the OP, up to date with status effects, hp and xp.
Last edited by Fendrith; May 22nd, 2013 at 02:21 AM.
Name: Tondrick the "Dog of War"
Race: Human
Class: Mad Dog Barbarian
Alignment: LN
Appearance:
Standing at a towering 6'6" Tondrick is a mountain of a man, well muscled and weathered. He shows battle scars and evidence of a life of work and danger. His long, dark hair complements his deep green eyes well, and would be considered quite handsome of the scar across his right eye didn't put a girl off. He bears the tattoos of his tribe across his chest, and is not afraid to explain their significance if asked.
Personality:
Tondrick is a joyful, cheerful fellow who enjoys drinking, training, and playing with his hound. While is outward appearance can be kind of intimidating he is usually a kind and gentle man. However, he is very loyal and protective of the weak and of females, as they were a prized thing in his tribe, females, not the weak that is. He follows a personal code of honor and sees his own personal honor as a big deal.
10 Min Background:
Step 1:
1. Tondrick the “Dog of War” is the son of the chief of a remote tribe of barbaric humans, the “Mongrels”.
2. He values strength and honor, he sees magic as cheating and a way for those that nature would normally cull to cheat death.
3. He was supposed to take over the tribe in a couple of years, but a rival of his father took over the tribe by killing his father in ritual combat, the rival is Baloric Herdpounder.
4. Tondrick is the lover of the tribes apprentice wise woman, Sandra Woodwise, (cleric) and was engaged to her, but when his father was killed, they both fled, and she is now in a hamlet (insert name here) working to run an herbalist shop. Tondrick adventures and does merc work to make ends meet.
5. He dreams of one day going back and killing Baloric and restoring his family honor and taking control of the tribe once again, to become King of the Mongrels. He knows he must train hard though to accomplish this goal.
Step 2:
1. Return to his tribe and challenge for leadership, and to connect his tribe to the wider world.
2. He would like to become the legend his father never was, to have stories told about him, and to have his name spoken across the land as a great man.
Step 3:
1. Tondrick’s father’s soul is being held captive by the witch who helped empower Baloric so that Baloric could beat tondricks father, whose name is Torkil Ironhammer.
2. Sandra has been getting weird prophetic visions that trouble her greatly.
Step 4:
1. Sanda Woodwise is a cleric of a nature deity, and is a beautiful, kind woman who tries her best to do well by others and to do the will of her god. She does her best to support Tondrick and is hopeful one day to be reunited with the sister she left back at the tribe.
2. Baloric Herdpounder is the barbarian that killed Torkil for leadership of the tribe. He had the help of his consort and shaman, Glorana Whitefeather, a witch of some power. He used some trickery and magic to help his ambitions.
3. Norman is a adventuring companion of Tondrick, a druid, who has taken a liking to Tondrick and tries to keep an eye on him. Norman is a sarcastic man, a bit older, and likes to relax and partake in “special” herbs when he is not adventuring.
Step 5
1. Tondrick remembers the anger and loss he felt as a younger man when his father was killed before his eyes.
2. Tondrick keeps his faithful war hound, Vokar, by his side at all times (the namesake of the tribe, for they are known in their remote area to breed special hound/wolf/bear hybrids to turn into fierce war creatures.
3. Tondrick has a penchant for good poetry.
RP:
The jeers and cheers of the crowd reverberated through Tondrick's skull. Their faces staring towards the drawn circle, an arena of blood and sweat, two giants battling for their lives fought there, raining blow after blows upon each other, neither willing to give up. Baloric Herdpounder circled to the right, bringing his great blade in a swinging arc, dipping under Torkil's guard, splitting the skin and flesh of his hip, blood seeping from the riven muscle. Smiling, Baloric taunted, "Your time is up old man, this tribe has been following tradition too long, been in hiding too long, it is time to change, time to open up to the wider world, time for a new person to lead, and with my strength, and the support of my chosen, I will do this!"
"It may well be time for things to change, but it is not you Baloric, son of Bandor, who will be the one to force that change, you are seeped in dark secrets, and are not a honorable man. Even if I fall, one day your lack of honor will come to be your death..." Torkil responded, limping a bit from his wound, trying to hide his discomfort.
"I guess only time...and currently, my blade will tell!" And as he says this, Baloric raises his blade over his head, the sun flashing off the polished blade, brighter then seemed normal, the blinding flash causes Torkil to shut his eyes for a brief second...one second too long. Tondrick cries out in anger and rage as Baloric's blade sinks into his fathers shoulder, into his chest, almost cleaving him in twain. As his father slumps to the ground, a pool of blood spreading to mix with the mud...his vision grows hazy, rage taking over....
Waking up in a cold sweat, his dagger clenched tightly in his fist, Tondrick shakes his head, trying to get the last vestiges of the reoccurring nightmare out of his head, Sandra turns over in the bed and caresses his chest lightly, trying to calm him, to sooth the pain that he only shows in sleep....
Name:Athesto Primus. Race: The Svirfdraconi (3 LA) (one svirfdracon, two svirfdraconi)
The svirfdraconi were a product of the Dragon Rebellions. As the Dragons fell one by one, the Dragon Lords took to more and more extreme measures to try to ensure their continued power. One ambitious lord attempted to fuse the magic of the deep gnomes with the strength and powers of his dragon kin, to produce an army that would rule the world. His arcane experiments succeeded almost as well as he had hoped, creating a race of huge innate powers, fearsome indeed when combined with the training the lord would give them. Their innate magic confounded enemy scryers, and their fused nature created nearly irresistible charm, which would pacify the populations. However, often strange curses or aura's surrounded the svirfdraconi, possibly due to their arcane birthright.
Unfortunately for the particular lord, he was attacked before the first svirfdraconi had been fully trained, and in his arrogance let loose the mental controls he had on the svirfdraconi, who joined in the attack from within, leading to his quick demise. The humans leading the assault were wary of these demi-dragons, but they had seen them launching themselves at the true dragons, and reluctantly accepted their existence. As time passed after the rebellions, the svirfdraconi multiplied, and started to spread. Always an uphill struggle for these creatures because of their heritage, the svirfdraconi nevertheless persevered at integrating into communities because of their immense utility, and their personable nature's helped charm even the most strident critics. While still secretive for the most part, svirfdraconi are beginning to travel and exist more openly, and many loremasters have begun to study them.
Class: Oracle, Heavens mystery, Haunted curse. Alignment:NG, but will often follow the law over doing good due to expediency (and having a big enough target painted on his back anyway). When he can though, he'll push hard to do the right thing and make a name for doing the right thing, due to wanting to do his part to clear the reputation of the dragon blood. Appearance:I don't think there's a chance of finding a picture. With large, scaly wings, scaly skin, and a tail, it's pretty clear the origins of the svirfdraconi. Where it starts to depart is in the humanoid shape, that definitely has arms and legs, even if the hands do seem to have some claws in sunken grooves, and in the right light, you could swear the silhouette looks rather like a large gnome...
Athesto himself is a gold dragon bloodline, so his scales shine with aureate glory when in bright light, often much to his dismay. He often wears a cloak that has slits for his wings, and keeps them tightly folded as often as possible. His eyes are deep purple with a vertical iris, and his bald but scaled forehead has the beginnings of the ridge that runs all the way down to his tail. His head is reminiscent of a dragon but is far shorter and more rounded, with almost humanoid expressions. Personality:Athesto is driven by his desire to prove the worth of the svirfdraconi, and may overexert himself on occasion to do so. While noble of heart, there is something of the dragon-lust for gold in him, and any mention of treasures worth his time is likely to interest him. To those that are friendly to him, Athesto will often provide significant aid if he feels he can, especially if they have helped him. He holds anyone that he spends time adventuring with as very dear, and is immensely loyal to those that accept him without judgement or prejudice, but is currently travelling more or less alone and freelancing.
Part 1:
1) Athesto is hugely charismatic, and he uses it as a first resort quite commonly. However, he has on a couple of occasions almost started riots with the power of his words, and has vowed to try to be more careful.
2) He sees himself as a knight-errant [he doesn't really have words for it himself] who exists to right the wrongs that the dragons caused, and to aid any who need it. When it comes to matters of dragons, few are as implacable an enemy.
3) Much of his current wealth came from a daring heist against a green dragon. He managed to talk the dragon into letting him show it some images, and it luckily failed to resist the illusion he created. He's not quite sure about what happened to that dragon, but he's hoping to learn a lot more about his powers before he finds out for sure...
4) One event that haunts him is a young elven girl that he failed to save from a pack of dragon cultists. He is especially inclined to help anyone who reminds him of the girl, often to his own detriment.
5) He is prepared to adventure with anyone who will adventure with him, and often feels a kinship with other shunned races, even if it isn't always reciprocal.
Part 2
1) Athesto wants to accomplish something that will get the name of the svirfdraconi embedded into legend, whether by its magnitude, or by the relative effort expended in achieving such a thing. [in other words, if it's hard for him/the party to do and/or is significant to the world]
2) I'd love to see Athesto find a society where he truly belongs, or even just forge that kind of bond with a member of the group, but a society that gives him a strong purpose and reputation outside himself would be a very interesting place to put Athesto, who has got somewhat used to having to forge his own compass and credentials.[as in adventuring/investigating society]
Part 3)
1) Athesto's father has turned and is now a dragon cultist. [unknown]
2) Athesto adventured for a while (in fact, it was this group that robbed the green dragon) with a group known as the Silver Scales, which was a group of mostly rogues that appear to be nothing more than a freelance troupe, but in fact carry out missions for the Whispering Queen, and he knows their true affiliation.
Part 4)
1) Athesto had a romantic relationship for a short time with one of the Scales, by the name of Lyra Shadowfox, a kitsune who blended rogue talents with enchantment magic. He misses her somewhat, and would love to reunite with her. She actually still feels the same towards him, and regrets making the choices that led to them splitting, and has actually been slowly tracking him down over the last month.
2) Goran Tomas is a smith from Aeron that had a particularly sadistic streak towards his apprentices, and made the mistake of breaking the law in his mistreatment of an elven apprentice right in front of Athesto. Angered by his actions, Athesto disabled him with illusions, and called the law on him. Goran has been released from prison, and would love to entangle Athesto in anything illegal, not capable of more than petty revenge.
3) Another Scale, Tomas Milerun, is currently involved in operations up North against another dragon cult, and may like assistance at some point. The two were initially quite hostile, as Tomas' parent's were both enslaved and killed by a dragon lord, but after the two of them ended up fighting a swarm of undead with only each other's assistance, the two became best friends. "Some things you can't help but be friends after. Fighting slavering zombies back to back with a guy who tears their heads off with his bare hands is one of them."
Part 5)
1) One vivd memory Athesto has is the first time he saw a battle against a dragon. It was one of their creator's sons, and he had come back to try and regain control of the svirfdraconi. Most of his village's militia had challenged the dragon, and only two of them survived. That day cemented his hate for the dragon lords and their arrogance.
2) Athesto spent several years adventuring underground, before meeting the Scales. One vivd memory he has is of finding a waterfall that had solidified over the aeons into a sheet of stone that scintillated under darkvision, and he remembers just sitting there, enjoying the peace and beauty
3) When he sees someone he is pleased to see, Athesto will often embrace them if he knows them well, including his wings unfurling and wrapping forwards. Even if it's someone he doesn't know so well, in his excitement at seeing them his wings will often curl forward.
Athesto trudged across the wasteland, giving his wings a rest since he was in an area with several villages round, and a walking stranger was often regarded with less suspicion than a flying one dressed in glittering gold. The planar rift that he moved towards would have to wait a little longer, at least until he got somewhere he could fly again. A contact made during his time with the Scales had passed the info on, saying the less people who knew, the better. Athesto was keeping it that way, at least until he got a good look at what was going on. His cloak rippled softly in the breeze, and he pulled it closer around him to keep the warmth that remained.
Several figures appeared in the distance, and quickly drew closer. As they approached, Athesto cursed his luck, for the newcomers looked like bandits, on horseback no less. Not wanting to draw attention to himself if they were just village watch, he continued his path along the rough ground, doing his best to look like just a traveller. THe figures were obviously heading his direction though, so he stopped when they were close to await them. "Well, what do we have here? A dragon cultist on his way to murder us in our sleep? Maybe we should beat him to it!" "Peace be upon you and your house, I am no dragon cultist."
Athesto suppressed a grin as the shock of hearing his voice crossed the watch's faces. Instead of the sibilant hiss many expected, his voice was deep and rolling, and he had deliberately pitched it soft. "I have as little love for the dragons as you. My grandfather and his wife both lost their lives fighting a dragon scion, as well as some of my friends."
The confusion on their faces was evident, as Athesto's voice could not have been more sincere. "But.. the wings, you obviously sold yourself to them for power!" "Nay, the power, while granted in our genesis, was never asked for, and we threw off the rule that gave us it!" A touch of pride was evident in Athesto's voice at the last statement, and it was maybe this that sealed his sincerity in their minds. "Well... be that as it may, we'd feel better about ah.. escorting you until you're away from the village." "I would appreciate the company, thank you for such hospitality, to ensure I come to no harm."
Athesto smiled genially at his guards, who in turn worriedly smiled back, and he noticed them eyeing his fangs warily, and guessed that they were privately wondering what would have happened if he hadn't been so friendly.
The next few hours say little change in the landscape, although Athesto noticed a thin plume of smoke that probably marked the location of their village. His companions were surprisingly friendly, chatting about local events and history, which Athesto listened to politely, sifting through it for anything interesting. One useful piece of information he did manage to get out of them was that they were the closest village to the rift, so from here on he should be able to fly without worrying about being mistaken for a threat. When his escorts left him, he carried on for a while on the ground, to let them get out of sight again, before taking to the air, revelling in the feeling.
TN "(In character) I believe in protecting the welfare of all the peoples of the world. People tend to want to add terms like "good" or "evil" to people, but I personally think this just gets in the way. While many in the church do much great work, often times tenets or bureaucracy or restrictions can get in the way of this.
Not to say that these don't serve their purpose, but it was a coalition of people from all walks of life, the good, the bad, the misguided, who in the end saved us from the Planar Wars by creating the Planar Seal. If we hold that one way of doing things is inherently better than the other without exception, then we not only deny ourselves from seeking out the best path, but we forget the contributions of those who came before us in those dark times.
But um, sorry, I'm getting off track. I seek to help all people, live fulfilled lives, and when the time comes as it does to all people, help them greet their deaths with peace instead of anxiety. Sometimes doing this requires doing things some find unsavory, but for the good of the people, it's a small price. Uh, does that explain it?"
Lineera stands a modest 5'8" (by Drow standards) and weighs in at 129lbs. With the typical white hair and eyes and grey skin of her people, Lineera fails to stand out in the crowd with exception to her blithe smiles. Unlike most Drow who while still polite, and friendly, Lineera's smiles show her unguarded nature and never seem to be hiding anything themselves.
Her hair, which loose would fall to her shoulder blades, is typically tied up in a no frills ponytail. While she doesn't take a particularly elaborate approach to her grooming, she is fastidious about it. Every other day (or every day if involved in sweaty work at the time) she baths thoroughly, applying perfumes and oils afterwards. In terms of clothing, she is alas plagued by the skimpy clothing that tends to plague the Drow. Attempts to blend into society at large (which may well frown upon this) has led to her typically being covered head to ankle in a long, black, hooded cloak. But as not a full robe, the loose fastenings tend to give the average viewer an understanding that not that much else lies beneath.
When in cities or cultures that frown upon such a method of dress, Lineera often reveals her clothes to in fact be a set of Glamered Full Plate, which she usually keeps hidden out of her personal sense of aesthetics. The only hint of this is the magic radiating off of her and her well toned muscles implying a more rigorous life-style than she seems to lead. On her right arm, a wooden shield bound in leather and rimmed with steel with the markings of a skull, which she appears to have attempted to make smile.
Most would view Lineera as a quite attractive women, but as always, matters of taste can change this opinion substantially.
Chipper would be an exaggeration, but Lineera is generally surrounded in an infectious state of relaxed happiness. Those in her company usually find her be peaceful and uplifting to be around, assuming of course that they're not attempting to take advantage of her or find her beliefs abrasive.
Depending on who you ask, Lineera may be seen as either a pacifist or a constant aggressor. She is indeed equipped for and thoroughly prepared for a fight in most circumstances, but she typically chooses to try to avoid conflict verbally, and disarm her opponents should that fail. All that said, assuming she sees or hears of something she views as an afront to good folk, she'll go charging after whomever it is to attempt to give them a stern lecture (which then often leads to a fight). But even when delivering such a lecture, she typically comes off as friendly, and calming, as her demeanor seems to not let her do much besides.
Her religious views bring her into conflict with many due to her views on undeath, which views them as a way to honor the dead, by allowing them to continue to serve their living family and the good of mankind, as their souls enjoy the afterlife. As such, Lineera still views sentient undeath as an abomination.
Lineera typically has a hard time relating to people when it comes to her penchant for dressing and acting somewhat creepy. As a priestess shrouded in black robes, usually followed by a small throng of undead, and then acting like it's merely a nice day for a stroll, tends to unnerve people. Her attempts to not unnerve people have been an ongoing, but always failing.
Background Elements:
#1. Grew up underground in a large, primarily Drowish city, underground in the Vax region. Whispers and rumors suggest the city may in fact have been controlled by an Elder Dragon, a rumor firmly denied by the reigning Matriarch. Populace was far more traditionally Chaotic Evil than Lineera. This society greatly disapproved of undeath despite this. This in large part led Lineera to her conclusion that undeath wasn't that bad by disassociation from where she grew up.
#2. Was born into the royal family in the underground before fleeing to pursue more selfless goals than her family. Thus making her a princess, but one of three, and last in line to the throne. However, wishes to keep heritage a secret.
#3. Used to belong to the church of Andros, but left on bad terms due to Lineera's lenient views on undeath. Currently she still devoutly worships Andros, but pays respect to Felemar.
#4. Lineera seeks companionship, as her upbringing, religious views, and traveling lead her to being near constantly alone, and even with company rarely forming close friendships.
#5. Lineera has a love of alchohol, rarely does it delve into excess, but she views it as another way to ease the suffering of people. Personally, she tends to prefer hard liquors, though will normally only drink one to two shots.
Goals:
#1. Lineera wishes to return home someday to convince people of the error of their ways. However, due to her disbelief that she could convince them of such, has distant dreams of one day returning as a conqueror... perhaps.
#2. Lineera wishes to marry someday, though hasn't generally given it much thought and only expects to actively pursue such matters in the distant future.
#3. Personally, I want to see Lineera shake up the religious landscape with her beliefs. Maybe in the end she gets branded a heretic and gets burned at the stake (kinda hope not on that part), or maybe she manages to found her own religion. Or perhaps end up exchanging some serious words with Andros herself, maybe convincing her of her views, maybe not. All I know is that as a player, that's what I want to see for her.
Secrets:
#1. Lineera's departure from the church of Andros was only in part due to her conflicting beliefs. In truth her primary motive was to evade her family, who she's learned is looking for her.
#2. Despite actively pursuing and maintaining an altruistic lifestyle, Lineera always feels the pull of her ancestry to act in a purely selfish manner.
#3. Lineera's father, who is actively hunting her right now, is actually doing so to ally himself with her. As opposed to drag her back in chains or worse as she fears.
People:
#1. Relonar Kinafin, Lineera's father. Constantly looking for her, Lineera avoids him with all her being for fear of punishment or being taken back to her home city. Unbeknownst to her, he actually shares much of her morality, and used searching for her as an excuse to escape the Drowish city himself (and his wife).
#2. Legault Moore, Lineera's mentor in the church of Andros. Initially, Legault took this starry-eyed youth under his wing with her pleas to hide her from her family. But as the years came and went, this human priest eventually came to regret it, as Lineera's off-colored views of undeath came to reflect badly on him. While the church put up with her as a nuissance for some time, he was ultimately happy to see her go.
#3. Slagors "Ol' Thatcher.: A rustic and aging Hobgoblin from a small fishing and farming community, Ol' Thatcher served as both a village elder and general repairman for the community. Slagors stepped in for Lineera as during her travels, he found her on the verge of being ran out of town for her necromancy. Willing to hear her offer, he made the inroads for her to help the community with undead she brought with her to assist with the harvest, while she attended to recently injured and ill farmers with traditional medicine.
In return, Slagors provided her with food and board during her stay, and listened to her own philosophy on life and death. While he listened, and certainly appreciated what Lineera was attempting to do with necromancy, he still believed her to be naive and misguided about the practice, but the two parted on good terms.
Quirks:
#1. Lineera tends to bite her lip when she's nervous, but quickly stops if she notices someone looking at her. A result of her mother's stern discipline.
#2. Lineera loves spicy food, and while she'll typically (and poorly) attempt to hide her enthusiasm, she's willing to pay far more than the food is worth to obtain it.
#3. Lineera's afraid of thunder and lightning, due to never being exposed to it as a child, due to living underground. As such, she tends to shun mages who dabble or otherwise practice any form of lightning magic.
#4. Her view of necromancy as a good thing, makes her comfortable around corpses, regardless of the state of decomposition. The smell can still get to her though.
#5. Lineera remembers her departure from her home town. She'd left officially on a raid to capture slaves to help the city's (and more importantly, her family) economy. Once clear of the city, she rode with several others for days, until one night she stole one of their mounts and fled until it died from exhaustion. Then ran until she stumbled upon Legault, begging Sanctuary of him.
#6. Sometimes Lineera wishes she could return to the Temple of Andros that she came from, but the barely hidden smile that was on Legault's face the day she left tells her to just stay away.
#7. Lineera grew up singing at the command of her mother, along with dancing and knowledge of politics and other polite topics, all to make sure she was a model ornament to her household. Singing was the only thing she truly took too. She later continued to practice as part of the choir in the Temple of Andros, one of the reasons she was tolerated, was her skill in this regard.
Ol' Thatcher was performing his namesake, thatching. Mrs. Donnel's roof had sprung a leak, and he was hoping to get it finished before tomorrow's likely rain. A voice called to him.
"Hey, Thatcher! How're you today?" Slagors shimmied to the edge of the roof and looked down to see Lineera peering up at him.
"What brings you back out to the sticks Lineera? Thought you left yesterday." The aging hobgoblin asked.
"Oh, I did, but I wasn't really sure where to go, so I just ended up camping by the spring."
Ol' Thatcher nodded, urging her to continue.
"But while I was camped, I thought about what you said, about the zombies creeping everyone out, right? And I think I got a solution!" Lineera flashed a wide smile, which the Hobgoblin returned widely and toothily.
"Really? Well, I'll have to see for myself before I believe that!"
"Well prepare to be dazzled then."
Slagors looked at the clouds, it was probably a few hours before it rained at least, and he was close to finishing anyway. "Alright, alright, but this won't take long will it? Need to finish here before the storm comes." Lineera nodded, looking at the clouds with a small frown on her lips.
"Don't worry, I want to get out of here before the storm rolls in anyway, I'll only need you for the next few minutes."
The old goblinoid shimmied his way off the roof, and with a nod, the two set off for the edge of town.
Upon getting close to their destination, Lineera put her hands on Slagor's shoulders.
"They're just around that bend. Now close your eyes, I want it to be a surprise."
Slagors rolled his eyes, but then oblidgingly closed them. Feeling the taller elf direct him, Slagors shambled along on his bowed-legs until abruptly he was spun to his right.
"Ok, now just a second, got to get them ready. ...Ok, now open!" Slagors was greeted to the sight of Lineera flanked by four black robed figures flanking her as she stood proudly in the middle with a broad smile. Upon a deeper, though still passing inspection, Slagors realized the zombies of yesterday were now stripped down to mere skeletons, and that the robes were in fact spare cloaks of Lineera's that she apparently had on hand.
"I was thinking about what you said, about the smell? Well I thought about it and you're right, so I stripped them down to just the bones, and then added the cloaks to help disguise the fact that they're dead. So ta da, less creepy undead! What do you think?" Slaggors shuffled uncomfortably for a moment, but hobgoblins weren't known for their tact, so he wasn't going to bother.
"Well they do smell less, I'll give you that. But it's still pretty obvious they're dead, you can see the feet. And even if you couldn't, the hoods may be deep but you can still tell there's just a skull in there if you look for more than a second, so they're not that disguised really. Also, the matching cloaks really make it look like they're part of some death cult, whether before or after they died. So they don't stink yeah, but they're still undead cultists."
Lineera sagged a bit.
"But uh, y'know, it's still progress!" Slagors did his best to put on a big smile, which Lineera returned though diminished.
"Yeah, I guess so. Well, thanks for the critique, but I best get going before that storm gets here, say hi to Mrs. Donnel for me!"Clearly resisting letting the setback get her down, Lineera smiled more forcefully as she bid farewell.
Ol' Thatcher waved as she climbed on her horse, while the four skeletons situated themselves behind her to begin pulling a wagon. "Oh and one more thing, Lineera? You may want to see if you can trade your horse with someone, a black steed along with everything is just going to make people nervous!"
Lineera laughed as she began to trot away, "But I like the black! I have to do some things for myself after all!" The two waved to each other one last time and went their separate ways.
Name: Karsus Leminkainen Race: Alan (See Alan Racial Sidebar) Class: Magus - Spellthief/Sorcerer-Rogue/Arcane Trickster Alignment: Chaotic Good
Appearance: Karsus is an attractive human of exceptional build with well-chiseled and handsome features with a head of unkempt brown hair. Karsus favors function over form, and most of his things, from his clothes to his armor are crafted to be functional and usually unadorned. The two things remotely distinctive is the elaborate tattoo under it that spans his entire hand, which when seen with proper magical means shows the number 23 in draconic on the palm of his hand. His head and face are usually covered by a faded hood.
Personality: Karsus is an easygoing, outgoing, and very charismatic. He is a prime example of the scoundrel gentleman, a noble heart wrapped in a pretty convincing and well-practiced and polished shell. Karsus values freedom, both his and that of others, and believes no one should feel compelled not to follow their hearts and own path and is inherently suspicious of higher authority and powers that would restrict freedoms. Karsus possesses a large of sense of humor and sarcastic wit, which he has no compunctions on those he feels deserve its sting.
1) Karsus is an Alan. (See Racial Sidebar below)
2) The elaborate tattoo on his left hand masks the number 23 in draconic, which can be seen with magical means that are able to pierce his Alan racial non-detection. Any dragon without magical aid can see and read the number if they have visual contact with the area in question.
3) Karsus’ last name is the number 23 in Elvish, which he remembers from the remnants of his faux memories as his given name from a family that never existed.
4) Karsus has no memory or awareness that he is an Alan nor does he even know who/what they are outside of the tales he’s heard in taverns and bars. He truly believes himself to be human being that was affected by some magic to explain his longevity. Physically, asides from the tattoo on his hand, there are no other indications that he is anything but human. Karsus is curious in regards to the origins of his longevity, but is more interested in masking it at the present time than finding out more about it.
5) The majority of the Alan discovered or not, died in the feedback through Alanath following the destruction of the Nethylus. Of those undetermined number that have survived, most had their subliminal programming as well as most of their active memory wiped out from the mystical feedback though some remnants remain. Karsus is one of those such Alan surviving the Great Erasure.
6) Karsus is fiercely proud and independent. He believes strongly in self-reliance, feeling that people should depend on themselves, not the kingdom or gods for their fortune and fate and puts great faith in the fundamental goodness of people in general. Consequently, Karsus act as his conscience dictates and believes each individual should cultivate their own sense of morality, not relying on the law or religion for it. Karsus puts more merit into a person’s deeds than words or lineage as regardless of a person’s race or lineage, ultimately it is their deeds that define who they are. Karsus uses his skills to help others in often regardless of the consequences and is not above bending or breaking the rules for the greater good, especially when helping the downtrodden.
6) Karsus currently works as a professional adventurer and relic hunter, using his love interest’s tavern as his semi-permanent residence.
Step 2:
1) Karsus through his adventures would like to put together pieces of his past and the origins of his longevity.
2) Karsus would like to get closure or reconciliation with his love interest, Aya Lockeheart.
3) Player goal: Would like to RP the exploration of the dichotomy of Karsus’ personality in terms of what he currently believes (nurture versus nature) and what he was programmed to believe. Are his choices, really his choices, or are they just expressions of subliminal program? Is it really nurture or nature in his case that determines Karsus as a person? Does Karsus move around to mask his longevity or is it the remnants of his subliminal programming compelling him to? Exploring if Karsus’s actions truly his own or he subliminally influence to take certain actions to fulfill his original directives of his programming?
Step 3:
1) (Secret Karsus Does Not Know) Karsus is an Alan. (See Racial Sidebar)
2) (Secret Karsus does know) Karsus knows he has unusual longevity for a human and has outlived many of his former companions with little to no aging for himself and that all of this is connected to the strange tattoo on his left hand.
Step 4:
1) Vorn. This was Karsus’ former “handler” and be presently believes that Karsus is dead
2) Dragon (name TBD). A dragon also learns about the existence of the old infiltration units and seeks to find it, secure it, and study it in order to replicate the process and resume “The Program”. The implications of Karsus being studied is that it will probably not be conducive to his continued survival.
3) Aya Lockeheart. One of Karsus’ only remaining human friends, a former adventuring companion, and potential love interest. Karsus keeps her at distance emotionally because he knows that he will eventually outlive her and that he cannot have children. Aya owns a bar and tavern known as the Golden Dragon in (insert town here – WIP)
Step 5:
1) Karsus loves children and would like to have some of his own someday.
2) Karsus has a feeling that there is something more to his existence, but does not know what that is. This is the manifestation of the fractured subliminal “programming. While the compulsion to subvert and consequently cause the collapse of cities is largely gone and inactive, it still influences him to be competitive, to move from city to city, and search of something to fill the need for conquest, which manifests itself in the engagement in martial and magical combat, which he has demonstrated a talent for blending both.
3) Karsus “itch” for a good fight and need to fill this void in his psyche, influences him to seek out conflicts. In a deeper sense, this could also be the nihilistic expression of the subliminal conflict within him that seeks peace by seeking out armed combat and to engage in other high risk (daredevil) activities or ventures. (Though often viewed as bravado and unhealthy dose of courage...)
4) Karsus is presently sterile and cannot reproduce by normal means.
The rain thrummed down lightly as Karsus waited at the docks staring at his boat as he heard the familiar footsteps coming towards. He turned and smiled as he saw Aya make,her way to him.
"Tell me again how those imbeciles selected a scoundrel to be a member of their party..." Aya asked with crossed arms as she did her best to sound angry.
"Just dumb luck, I suppose... with more emphasis on the dumb. Please Aya can we NOT do this now? This may be our last time together for a while, so I would prefer to spend it in a more pleasant manner..." Karsus replied with more than a little mirth, hoping to disarm the volatile girl with more than a little of his signature charm. "How about lunch instead ...my treat this time, honest. Asides, what's wrong with being a scoundrel?"
"Don't you start that... you're not getting away that easy!" Aya pursued, unphased by the ploy, confronting Karsus and blocking his way as she buffeted his chest with her fists. "So what happened to all of the ‘I'm not going anywhere… and I’ll be here for you?’ Was that just a bunch of hot air... just a pretty lie to shut me up!!"
Karsus encircled the frantic girl with his arms and held her as she continued hammering her fists and frustration onto his chest. As he bore Aya's barrage of fist and curses, Karsus thought to Tisphius and what the tiefling would do to her if he refused. Talk about getting dealt a raw deal... but Karsus was comforted knowing that Aya would be safe for the time being and with the time that he bought be able to find a way out of this mess, both for Aya and him. Karsus never imagined the depths and the means that Tisphius and his Clan would resort to achieve their ambitions... and now he was just another pawn in their game.
"You know I have heard the stories, if you go to Black Temple, you will never come back... never seen again..." Aya said softly as she leaned the top her head in the middle of Karsus's chest as she tired or expended the majority of her rage and anger.
"Yes, I believe that the devil that live there cook us up and put us into a pie for the dragon emperor..." Karsus replied humorously still trying to diffuse Aya's anger. "Don't tell me you're starting to buy into all of the superstition and hype? Look, remember who you are talking to… I am the best at what I do…"
Karsus looked down at his subdued friend. Of all of the people in the vast crowds of Aeonar, Aya was the only one that would truly care if the devils did cook him up and served him to the Dragon Emperor, never to be seen again. Conversely, Aya would be the only thing Karsus would truly miss as well.
"So are you really going?" Aya said dejectedly as she looked up at him.
"Yes… and you know what, once this job is done, we can get a better life and really live it up…" Karsus smiled at her with a wink. Karsus knew he would not fail, not because of pride, but because it would mean his friend's life. Karsus was confident that his resolve would grant him success… or at the very least not get killed in the process..
"I wouldn't care as long as you came back..." Aya answered brightening a little. "...and you were able to pay your tab!"
"That's my girl." Karsus laughed as be brushed the stray hairs out of Aya's face and kissed her forehead. "See, I have all the right reasons to come back..."
"Now come on, let's go run up that tab... I am not spending my last night in town before a venture on a down note!"
Race: The Alan
Concept: The Alan are a secretive race of highly sophisticated, bio-magical homunculi created by Alanath the Artificer as an infiltration unit. These homunculi were created and given a false set of memories, subliminally programmed, and then inserted as sleeper agents into the societies that they were meant to infiltrate as a shaping effort prior to the initiation of the Dragon Wars. While the Alans were predominantly human, the dominant and most widespread race, other Alans crafted in the images of the other core races were reportedly created, but as with most things with the Alan, nothing could be confirmed. (Nonhuman Alans are possible, but to keep consistency – I think that for non-humans this should be a template) Gifted with intellect, charisma, extended longevity, and the ability to avoid detection by mystical means, these infiltration units were designed to become influential members of the societies that they were inserted into in order to undermine them from the inside and set the conditions for their easy conquest by Alanath and his armies or for them to side with their master in alliance. After the conquests and the establishment of Aeonar and Alanath's empire, the Alan transitioned to the role Alanath's secret police, although select units continued to be employed in their infiltrator role. After the fall of the Dragons and of Alanath’s rule in Aeonar, the Alan were hunted as part of the inquisition to root all aspects of Alanath’s influence and most believe that all Alans were purged from existence. The number of actual Alans created is mystery and the only being with that knowledge would be Alanath himself and what number remained after the Inquisitions and Purges were even less known. What is known is that among those that remain, they continue, consciously and subconsciously, to further their master’s goals and work toward his eventually “return” to power.
Society: What distinguishes the Alan community is that there is none and that their entire existence is predicated on secrecy. The Alan operate independently, even from one another, and there is no distinguishable structure amongst them. They are organized in “starfish” like organization and the extent relationship with one another is that of a “handler” and an “asset” with the handler providing instructions and directions to the asset, though by no means supplying any authority over the asset. So at any one time, an Alan only has knowledge of his “handler” and his “asset” and no one else. This resilient and secret network is further enhanced that these communications between one another are conducted solely through their dreams. Alans are unable to reproduce and as homunculi they do not age as other core races. Alan usually mask their longevity by “dying” and then having their “offspring” assume their affairs.
Relationship with other races: The Alan are viewed by most non-draconic races as nothing more than tools and extensions of the dragons and of their origins are discovered would be subject generally to hostility and extreme prejudice. Some do not believe that the Alan still exist or have ever existed, seeing the stories of the Alan as merely misinformation to sow discord and fear and as another means of control. Most true Alans share the perspective of their creator in regards to non-draconic races, viewing them as wholly inferior and meant to be rule by their betters. (aka the dragons.)
Racial Type: Humanoid (0 RP)
Size Quality: Medium (0 RP)
Base Speed Quality: Normal (0 RP)
Ability Score Modifier Quality: Flexible (2 RP) – Intelligence and Charisma +2
Language Quality: Standard (0 RP)
FEAT and Skill Racial Traits-
- Focused Study (4 RP)
- Sociable (1 RP)
- Gregarious (1 RP)
Magical Racial Traits-
- Dream-speaker (2 RP) – The way Alans communicate with one another.
- Svirfneblin Magic (2 RP) – Taken mainly for the non-detection –constant ability. Though not a gnome subtype, the supporting spells (Blur and Disguise Self) seem a better fit for the Alan vice the earth related skills from Stone Spirit that has non-detection but no racial pre-requisites.
Alan gain the Favored Class bonus of the race that they are emulating and can take race-specific FEATs for that race.
Race - Fey Shadowlord A 15 rp race with a fey template added on for 2 LA taken on one side as we discussed
The diverse species of the fey are as myriad as star in the sky. Fey shadows exist all throughout the fey wilds and come in a variety of flavors. Shadowknights shadowmancers shadowstalkers etc. but above them all are the Shadowlords. These masters of stealth and lithe movement are the shadows' face in the fey courts and rule over their own dark pieces of the feywilds. The shadows' oral traditions suggest a time when they were not of the feylands but such a thing has long passed out of the memory of any living shadow lord or otherwise.
+8 dex +2 wis +2 int +2 cha -2 str
Free Feat
SR 11+Level
Darkvision 60'
Low Light Vision 60'
+4 vs Mind Affecting effects
45' Fly Speed (Good)
30' Move Speed
DR 5/Cold Iron
Resist Cold and Electricity 10
Languages: Common and Sylvan
SLA Abilities Based on HD Unless otherwise noted 1/day
Dancing Lights 3/day
Faerie Fire
Entangle
Glitterdust
Deep Slumber
Major Image
Special Abilities Every 4 HD
Vanish: Swift Action Invisible 7 rounds per day
Class - Flowing Monk 8//Ninja 6
Alignment - Lawful Neutral. Havoc, strife, chaos. Why do the Unseelie and now the mortal races I've discovered thrive on such things. The universe is rife with these destructive tendencies it's own entropy consuming it, leading to its untimely end. Why do the inhabitants not realize that they must instill order into the chaos if they are to survive. Why do they not listen to their lords and kings? To their prince? Why are they blind to the dangers of their actions? Why must I be left to still the ravaging storm? How can I make the blind see?
Appearance - You could almost mistake him for the tall dark mysterious stranger trope. You could also almost mistake him for human. Jet black hair frames a slender face with an unearthly quality about it. The features crisp and the skin pale. The iris of his eyes is as black as the pupil. The body tall and lean shrouded in a robe and cowl covering the delicate wings folded underneath that glisten with a mesmerizing darkness. This is all of course if you manage to see him at all. Most people don't and never will. If they do it will be for only a brief instance before the darkness takes them.
Personality - Cedric at first glance seems like a silly carefree individual. He pranks anything that moves, plays jokes on random strangers and is an overall mischief maker. However this is just the mask he wears as a member of the Unseelie Fey court spreading chaos and havoc were supposed to be his bread and butter and thus this practiced persona of a trouble maker still shroud him to this day. Those that actually assocaite closely with him find he is so serious you would scarce believe he was fey. His heart is filled with sorrow for the home he lost despite its short comings. It pains him to see the destructive tendacies of the mortal world around him. He abhors the use of deadly force in all but the most extreme of curcumstances.
That being said he has no reservations about leaving a pile of unconcious bodies in his wake.
1) Grew up as the heir apparent of the Shadowdark Clan of Shadows. The shadow clans are scattered throughout the Feywilds and each send a (usually) hereditary representative to the Unseelie Court to protect their interests. The clans are prone to great mischief and due to the rather grimdark nature of the court many a prank is carried to far and leads to an untimely demise of some little lordling or another. The ones that survive wind up being extremely... competent Cedric excelled at surviving in this harsh environment.
2) Lacks the vicious nature of most Unseelie Fey. While certainly not posed of the happy go lucky nature of a Seelie Fey he never the less was not quite like his brethren. He would often not retaliate or escalated a conflict in the frequent games of his people. He lacked the vindictive viciousness that so often earmarked them and he hesitated to kill even the most ardent of his enemies. His propensity for mischief is merely the result of attempting to live up to the expectations of the Prince Apparent of his clan.
3) Some years ago found himself in the mortal realm of Vaylen. Assuming this was a test set to him by his family he immediate set about doing what any good Shadow lordling would do: spread Chaos. The authorities did not take kindly to him coming into their towns and messing with all the nice people living there. He quickly found himself on the wrong side of several law enforcement agencies, crime syndicates and governments. The end of the test never came and Cedric found himself stuck on the material plane. For this reason he assumes that anyone he meets is a Fey in disguise evaluating his aptitude for sowing seeds of chaos until proven otherwise. One of these disguised Fey will eventually deem him worthy to return to his home and take his rightful place where he hopes to lead his people to a more peaceful existence.
4) Has been a part an integral part of the pirate ship Arcadia for quite some time. It's Captain harbors no delusions about Cedric and saw right through the mask he wore for years and fooled countless Fey with. The Captain found the creature beneath the mask honorable, loyal and trust worthy and Cedric has never and will never do anything to violate that trust. The rough and disparate crew has become his true family and the only trustworthy friends he's ever had.
5) Will gleefully beat just about anyone into submission usually to within an inch of their life. He will always spare that last inch unless it is absolutely necessary to take it. Remains unseen as much as possible. Be rest assured if you can see him he wants you to see him.
Goals: Character and Personal for the game
1)Above all else Cedric seeks to return to his home in the Feywilds and take his rightful place in the Unseelie court where he can than hopefully guide his people and other fey to a more peaceful and orderly way of life.
2) I hope to do crazy things with the crew of the Arcadia. Steal things that allegedly can't be stolen. Fight battles we cant possibly hope to win and then win. Do the impossible and kick reason to the curb. Nothing big really.
Secrets: 1 Known to me 2 Not known to me one of which is made up by the DM
1)When he was a boy Cedric was forced to kill a Shadow boy a few years younger than him as part of a rivalry between the two families. It is the reason Cedric loathes to take life unnecessarily. He has never forgotten the look in his eyes. The senselessness of his death. It haunts him to this day and every time he is forced to kill he sees that boy's eyes again. He has thus far mentioned this to no one.
2) Cedric believes the years he spends in the mortal realm are his final test to prove him worthy of leading his clan of Fey shadows. In actuality he was already deemed unworthy. Lacking the nature necessary to be an unseelie fey. As a kindness he was exiled instead of killed. There will never be any Fey who seek him out to return him home. He has been passed over in the order of succession his name struck from the annals of his people.
3) Secret made up by the DM about me
People Known: 2 Friendly 1 Hostile
1)Phantom F. Harlock the Third Cedric Encountered Harlock for the first time in a Crime Syndicate warehouse filled with illegal mana potions. Harlock there to destroy them for the good of all people, Cedric because he hadn't messed with that particular crime syndicate yet. Cedric's guise as an agent of chaos did not fool Harlock for even a moment. When the operation went south Cedric was instrumental in ensuring that all of the crew of the Arcadia made it out safely. Harlock invited him to join the crew shortly after.
2)
3) Dessan McFerron. Chief of Police of Rayne. Rayne was one of the first places Cedric wandered into on his world chaos tour. He built up quite the rap sheet including but not limited too: 4 counts of Arson, 9 counts of Pretty Larceny, 2 counts of Grand Larceny, 192 counts of Assault and Battery, 563 counts of Public Disturbance, 12 counts of Destruction of Public Property, and 1 count of Loitering. For these reasons McFerron will stop at nothing to bring Cedric to justice. The mere thought that he has gotten so far out reach maddens him daily. The menace to society that is Cedric must be brought to justice
Step 5: Quirks, Mannerism, Memories, Flavor
1) Cedric is rarely still unless deep in contemplation. He moves constantly whether it's pacing, cracking various joints in his body, aerial loop de loops round the ship or simply running laps top deck.
2) Has a rather twisted obsession with "falling" off anything high up to witness the reaction of any onlookers. Due to the fact that his wings are concealed and he isn't a mage people are shocked to witness what they think is a suicide, especially when he disappears mid flight.
3)
Last edited by Chukie1188; May 30th, 2013 at 03:20 PM.
Human (Advanced (+4 DEX, -2 STR, +2 INT, +2 WIS, +2 CHA), Advanced Dexterity, Drop Skilled)
Rogue 8
Alignment: Nuetral Good. What did law and order do for the people of Rayne? Systematize the addiction of its people to mana potions. Was it honorable combat which turned the tide in the Dragon Wars? No. It was the Wizard-King doing what needed to be done for the good of the mortal races. Good is not contingent on the rule of law, but instead on our ability to consider it clearly at each moment. A man should act with honor in his dealings with others, but the good of the mortal races comes first.
Personality: Harlock is a stoic, serious man. He values loyalty and honor above all else, and will be extremely reluctant to break his promises. A mans word is the only contract which Harlock considers binding. Harlock has a soft spot for children and for those striving to make the best of situations beyond their control. Despite his otherwise serious demeanor Captain Harlock loves being dramatic.
Part I - Core Concepts
1) Harlock was in the Special Operations Task Force, a secret group in the heirarchy of the Raynian military, for nearly 12 years. During this time he performed artifact retrieval, prisoner recovery, and a multitude of other hush-hush military missions.
2) During the Rayne border expansion wars against the native tribes in the Reaches Harlock was assigned to guard a drug cartels mana potion shipments into the region. Begrudgingly Harlock accepted his orders until he came into direct contact with the tribes and in particular their future leader, Domri. His encounters left him convinced that the actions of the government of Rayne were not in the best interest of anyone and because of this he decided he was done with them.
3) Harlock had heard leaked information about a project being worked on by the top minds of Rayne, a piece of technomancy which would change the face of warfare. Harlock and the few men who he had convinced to stand beside him infiltrated the facilities where the device was being built and, through luck and finely coordinated teamwork, reach the machine they had been working on. Harlock's team had found an airship and thanks to planning his team had worked out how to pilot it. Christening the ship Arcadia the crew and her new captain piloted the ship away and into the endless skies.
4) Harlock's crew consists of his first mate, Arstil Dawnbreaker, twin pilots Sen and Ars Lupricus, weapons officer Cyril Strong, and a host of others who have since proven themselves worthy of fighting alongside Harlock.
5) Currently Harlock is trying to find a way to make the ship immune to magical divination as well as to prying eyes below.
Part II - Goals
1) Harlocks first order of business is to retrieve Emmeralda Dawnbreaker and her daughter from custody. Following that Harlock wants to end the slave trade in Rayne, end the mana potion trade in Rayne and beyond, and help to end the colonization of Vax. And he wants to have all of that done by lunch so he can spend the afternoon getting actual work done.
2) As a player I want to see all of those story-lines happen, but I want to see the consequences of stealing super-secret technology play out.
Part III - Secrets
1) (Aware) Harlock was the mastermind behind an operation for the Raynian government which caused a great deal of civilian death ostensibly for the greater good. He is not very proud of this.
2) (Unaware) Harlock's first mate and oldest friend has been sending secret reports to the Raynian government in order to ensure that his wife and child are kept alive. This haunts Arstil each day.
Part IV - People
1) Arstil Dawnbreaker is the yang to Harlock's yin. Arstil is 29, only a year older than Harlock, and has been working with him ever since they were both brought into the SOTF all those years ago. Arstil is short, black of hair, and has an average face and slight build. His preferred weapon is a revolver which he recieved for ten years of service in the SOTF. Engraved on the gun is the skull and bones which the crew of the Arcadia have taken for their banner.
2) Sen and Ars Lupricus are a set of fraternal twins who do the bulk of the science onboard the ship. They are techmatugrical geniuses who together implemented a great deal of the principles which helped create the Arcadia. The two were initially taken as hostages but have since become crew members of the Arcadia in part because they agree with the noble (if lofty) goals of Harlock, and in part because their allegience to Rayne was never what drew them to the project in the first place. The twins are goofy, young, and love to joke around with the crew.
3) Emmeralda Dawnbreaker is the wife of Arstil. She too was a member of the Special Operations Task Force, but was assigned to a mission far removed from the recent happenings with Harlock. Because of this when Emmeralda returned she was taken as hostage along with her daughter in order to ensure that Arstil would continue to send reports on the Arcadia.
4) Cyril Strong is the crews weapons officer. He loves big guns, big booms, and groan-worthy puns. He is a staunch ally of Harlock, and mentored him when he was brought into the Special Operations Task Force. Cyril's loud, bouisterous nature can be overwhelming at first and the ease at which he transitions from leisure mode to his serious work mode can be a bit jarring. Cyril is nearing fourty years old and simply wants to live out the rest of his life sailing the endless skies with Harlock and the crew of the Arcadia.
Part V - Memories and Mannerisms
1) Harlock puts honor before reason. If he is chasing someone critical through a cemetary he would rather let them get away than trample roughshod over the graves of the fallen.
2) Harlock lost his right eye during a mission when he was twenty-two.
3) As mentioned earlier Harlock loves the dramatic and when presented with a practical and effective method of solving a problem, and a dramatic but slightly less effective method he will choose the dramatic method every time.