Apparently if you delete the first post in a thread it deletes the thread (which is a posted warning I failed to read), so I'm going to repost the ideas from the old Character Ideas thread.
I'm posting this thread so that I can keep track of the good ideas that don't get accepted into games, or the ones that get into games that die early on. Hopefully I remember to add them as I come up with them in the future, so I don't lose the info when the game drops out of sight.
can I make a sibling rival character (probably joint app) for something? could make for interesting RP, or it could bore the rest of the party to death.
First concept: Lifetime rebel, drug addict (which will depend on what prime), ended up in rehab and learned meditation during her therapy. Enjoyed meditation a lot when she started having waking dreams, finding herself exploring strange and impossible places inhabited by strange creatures -- not limited by the bounds of the imagination.
During the next meditation session she found herself on a strange street with many kinds of people. Some were regular people, but others looked more like angels or demons, and the variations didn't end there. She was staring when one of the large demon-like creatures lashed out with its tail, slamming her into a nearby wall where she slumped to the ground, shocked at how much that hurt for a dream. "Put dem eyes on me agin, berk..." the demon threatened in a growl. Somehow she managed to look elsewhere, only to see other people staring back at her.
After the creature continued on its way, one of the normal passersby came over and offered her a hand up. He looked confused but curious. "You barmy, addle-cove? Parkin' yer ears by a greater demon and esspectin' he wouldn't see you?"
She could only stare at him, stare after the demon, stare at the ground (in case anyone else took offense), and stammer, "I'm dreaming. You shouldn't be seeing me at all."
Understanding took a moment, and then the man burst out laughing, to her irritation. "You sodding rube. Did ye stumble in from some portal nearby?"
"Portal?"
The man frowned at her, squinting as if trying to read her face better. When he spoke next, there was a definite care in choosing words, his accent nearly gone. "Where you from, clueless?" His expression seemed to be trying to figure her out.
"Uh..."
He shook his head with something akin to pity on his face. "You ghosted in, I think, sod. I wasn't far and I didn't see you until his tail hit you. If you got here by accident..." He shook his head again. "You may be stuck. Fer him to be able to hit you, I'd bet your cord snapped. Why yer flesh and blood, though..." This time the head shake wasn't a no, it seemed to be more that he didn't know what to make of this. (She couldn't blame him.) "Whatever you did, berk, without finding some graybeard spellslinger, you may be stuck here."
Last edited by Aethera; Dec 20th, 2020 at 06:27 PM.
As time permits, I'm going to start copying ancient character ideas into this thread. I came across some of my first apps on the site, and thought it was intriguing enough to catalogue them here.
I've got a post mentioning one Brenna Calvinsen and her raven familiar, Skye Razorbeak, but I can't actually access the sheet. Either an error of merging usernames or I decided she wasn't worth keeping and deleted it.
Kerelae Samelsson is a half-elven victim of small-town racists. I'm not sure if this is the best inferiority complex I could come up with, or if I just sucked at creating characters. There's no overt bigotry mentioned in the GM's post.
My time on the site didn't last that long, just a year Aug '06 - Aug '07. Then there's a gap before I return in a new iteration March '10, and kingmonkey waved me into his Vampire: the Masquerade game and thus was Yekaterina Pavlenco was born.
Name: Victoria "Tory" Agareva Gender: Female Age: 25 Class: Cavalier (Musketeer) / Monk (I combined the [class features] into one table.) Concept: athletic tomboy pilot, sniper, and martial artist
Appearance: average height brown-haired militant, silver dragon tattoo on her back and motif on her belongings
Tory likes her options open, and so all of her clothing whether tactical or not is mobile above all else. Her past-shoulder-length dark brown hair is nearly always braided tightly out of her way down her back or even tucked up in a bun; it's a rare occasion when even her family or squad gets to see her hair down. She favors tight tops with short sleeves, and out of habit she usually wears all black. Her many-pocketed pants are usually canvas of varying weights, also black, and tucked into a pair of boots that are most definitely not the rigid army issue, though calf-high and laced similarly. The most notable feature of Tory is the silver dragon tattoo on her back, darker gray-blue wings spread across her shoulderblades out to the points of her shoulders, the blue-tinted silver tail curling snakelike down her spine to curl back on itself just above her tailbone. The same symbol is stylized as her personal mark on weapons or other personal belongings that don't have room for a full name or ID.
Her duty uniform consists primarily of a magically enhanced brown tunic belted over whatever she's wearing, with holsters at each hip clipped around her thighs to keep them from being in her way as she tumbles around as she is wont to do. (Weapons: pistols, plus sniper rifle on a cross-body strap.) Unlike her squad, however, she rarely wears armor, preferring mobility over expensive cloth, and takes magical protection instead. Her very mobility provides her with as much protection as light armor would.
Personality: sarcastic tomboy with straightforward attitude towards most things
The easiest word to describe Tory is "tomboy". Woe to you if you dare call her Vickie, you're likely to get a right hook before you know what hit you (bad pun, sorry). She barely tolerates her mother calling her Victoria, but her mother holds that she can use the given name of her only child, and Tory's smart enough not to argue the point with the only person more stubborn than she. Her mother might be slight, and definitely not up to Tory's physical strength, but Tory'd likely get an earful if she argued with her, just as she did as a child.
She wants to be physically fit, to the point of seeking out more complicated ways to batter her body, and it's not unknown for her to be wandering around with a bruise or three, especially on her arms from stick fighting, boxing, or other melee fight practice. Her vocabulary has grown from such practice, and she can swear as colorfully as any soldier. Her humor tends to be sarcastic and quick with a jest, but she's rather straightforward when dealing with most issues, and can argue as politely and calmly as most people discuss the weather (which usually means she can stick it out long enough to come to an agreement that favors her position), though she refers to it as "discussion", not "arguing".
Background: raised by single mom at Directorate base
Tory's mother Svetlana is a registered nurse on one of the Directorate bases nearest what was the Phernos Confederacy. The majority of the war had already been fought by the time Tory was born, moving into the "raiding" days of the struggle. 'Lana raised her daughter alone, first because Tory's father was away on "missions" (Tory never got a straight answer on what those missions were), and then because he was killed on one of those unspecified missions. About all she knows of her father is that he was killed by fiends (per her mother), and that her mother misses him at odd moments, even now.
Raised by her mother on a Directorate base, Tory was subjected to a fair amount of propaganda, even in how her mother described events. By the time she was thirteen she'd convinced her uncle (a weapons trainer on the same base) to start teaching her to protect herself. He taught her whatever weapon came to hand on a given day, and found a martial arts teacher for her when he saw her potential. Though the Directorate was disbanding Binder squads, Tory wanted to know how to fight the immortals that killed her father and caused her mother's depression. She was first in line the day the Directorate determined that a new squad needed forming.
Name: Elliena Miller (disowned) Basic Concept: repressed miller's daughter (who only hopes she's 100% human) gets accused of witchcraft in a society where "people came to fear and loathe magic, for it was magic that brought down the Empire" (per ad setting info)
~ Masha ~
This character was designed for a game in which modern day characters were transported into a very different past, a past with magic and gods, elves and dwarves. The party was brought in to combat a similar modern-day party who were building rudimentary firearms hundreds of years early.
Birth Name: Maria ("Masha") Zvereva Ethnicity: Romanian-American Female, age 26 Profession: Salem Witch Trials Paraphernalia, pagan owner of a pagan shop/library
(original app post)
The image to the right is something that reminds me of Masha, but turn the pentacle right side up, please and thank you. She also probably would've worn a shawl or button-front sweater with that top, it's not quite her style.
Masha tended to dress in a mixture of eras, leading tours in passable Puritan garments, working at her shop in things that tended towards a Victorian/Edwardian witch image that even she never really figured out why. But it seemed to suit her customers to see a pagan shop owner not wearing modern styles. Somehow, out of outdated fashions of medieval, Victorian, and Puritan times, she ended up with a bit of a style that was uniquely her own.
Maria was born the only child of eastern European parents who were fleeing the USSR and met in Jerusalem on their way to the US, where they settled in a suburb of Boston, MA. While her early years included three languages (Romanian, Russian and English), her parents wanted to be as American as they could, and generally frowned on their cultures trespassing in their daughter's interests. They wanted their little Masha to be the perfect American citizen.
So it took her until the summer after seventh grade to look into her heritage. Dracula had been on the upper-level summer reading list for her school, and she was fascinated. Knowing she couldn't go to her parents for more information, she spent a while at the library that summer. While rationally she knew that Dracula was fiction, it intrigued her that it would come from the legends and myths of her people. Researching Dracula led her through the various iterations of vampire lore as it made its way across the Atlantic, and she even took several buses to seek out a man in her area that had written a book called In Search of Dracula; it was a historical look at Dracula and vampires, and very well written. She learned much from him, and he gave her more ideas about where to look for her cultural traditions--in all honesty he seemed pleased to have motivated her to such passion about his favorite topic.
Masha convinced her parents that she needed to know where she came from as much as she needed to know America, and they accepted that until she started dabbling in pagan religions from across Europe. Religion had been their excuse to flee their home, and they were not pleased that her interest in traditions had led her to such pursuits, feeling very strongly about their faith. Instead of the classic goth phase, drug phase, or running away from home phase in high school, Masha outwardly didn't appear to rebel at all... but she ceased going to temple and instead tried out a variety of religious traditions, from Buddhism to Catholicism. She never picked one, knowing instinctively that her parents would not approve even more strongly, but also because none of them spoke to her.
It wasn't until she reached Harvard on full scholarship that she found her obsession. Not in religion, but in anthropology. Her mentor/advisor was a man who had focused on Norse paganism (called heathenry), especially as it was effected by the Christian Conversion. It was exactly what Maria had searched for all along, the study of why people thought what they thought, and what made them change. Even her parents couldn't deny how well her first published journal essay was written, and limited their disapproval to quiet background noise, if anything all.
And what does a Harvard graduate do after graduation? She moves to Salem to soak up the witch trials history and the culture that's grown up around it. Maria opened her own shop that was part tourist-attraction, part legitimate pagan library and storeroom, and ran independent tours of Salem that covered a bit more than just the museum. Since she had the history to speak from, she ended up with school groups more than tourists, but that was fine with her. She loved passing on what she'd learned, and was very good at answering questions without stepping on religious lines. A few of "her" students even came back again to visit her store and ask more questions. She continued to publish in scholarly journals, but enjoyed living her passion more than writing dry research papers about it.
Name: Masha Race/Class: Elven Druid, age 130 (roughly equivalent) Party Role: ranged weapons, support spells, healing spells... and wolf-friend
Masha is really taking to the Early Middle Ages, perhaps in part because she had always studied earlier times, and was (after a fashion) connected to them. Her own beliefs about spirituality, nature, and life have more or less flowed conveniently straight from her modern day life in Salem, straight into the Neustria of the eighth century.
Her general appearance is very nature-loving. She wears greens and browns, often with the leaf armor atop them, which has a certain style of its own. She had preferred bare feet for most of their first days in the Frankish Empire, but quickly saw the merit of boots once their lessons included riding. She has mostly let nature take its course with her appearance, washing her hair as best she can with soap and water before untangling it with her fingers, but otherwise she puts no particular effort into how she dresses, quite happy to look the way nature intended her to look... besides, in a rather pleasant turn of events, being elven has given her more natural grace and beauty than she considered herself to have before.
Animal Companion: male Siberian wolf Name: Ceryn ("gray"), occasionally Volchik ("little wolf") or endearments
Very far from home, Ceryn was drawn to the druid whose kin would later hunt with his kind. Perhaps in her time there might be a wolf or husky looking for her, but whether she knows the connection or not, she recognizes that he came a long way to find her.
Last edited by Aethera; Feb 13th, 2016 at 06:14 PM.
For Idilippy's "Savage Frontier" game, E7 Pathfinder ruleset, North Faerun setting. (Character thread.) Sandbox game with a variety of interesting characters. Group would be starting at a small town in the North of Faerun, a sort of crossroads for whatever journeys they are currently on when they get involved in a "whoever's willing" sort of adventure.
This character is the firstborn daughter of two characters not my own, Keilian Rownwell (Darkshard's) and Jaspex (Humble Athena's) from Idilippy's earlier Kingmaker: Diethelm game. Serena's human mother is an accomplished wizard, her father is a part-fiend ninja/soulknife with a penchant for alchemy. I'm trying my best to incorporate both parental characters here; hope it's acceptable to you two. I had other ideas about where to take this character, but none of them would suit this E7 game.
Bonus Skills and Ranks: The magus’s class skills are Climb (Str), Craft (Int), Fly (Dex), Intimidate (Cha), Knowledge (arcana) (Int), Knowledge (dungeoneering) (Int), Knowledge (planes) (Int), Profession (Wis), Ride (Dex), Spellcraft (Int), Swim (Str), and Use Magic Device (Cha). The shadow magus selects six ninja skills to add to his class skills in addition to the normal magus class skills. The ninja’s class skills are Acrobatics (Dex), Appraise (Int), Bluff (Cha), Diplomacy (Cha), Disable Device (Dex), Disguise (Cha), Escape Artist (Dex), Knowledge (local) (Int), Knowledge (nobility) (Int), Linguistics (Int), Perception (Wis), Perform (Cha), Sense Motive (Wis), Sleight of Hand (Dex), Stealth (Dex), and Swim (Str). The shadow magus gains a number of ranks at each level equal to 4 + Int modifier.
Weapon and Armor Proficiency: The shadow magus is proficient with all simple weapons, one martial weapon of his choice, plus the kama, katana, kusarigama, nunchaku, sai, shortbow, short sword, shuriken, siangham, and wakizashi. (DM Note: We can play around with these for other appropriate weapons if desired.) The shadow magus is also proficient with light armor. He can cast magus spells while wearing light armor without incurring the normal arcane spell failure chance. Like any other arcane spellcaster, a shadow magus wearing medium armor, heavy armor, or a shield incurs a chance of arcane spell failure if the spell in question has a somatic component. A multiclass shadow magus still incurs the normal arcane spell failure chance for arcane spells received from other classes.
Diminished Spellcasting: The shadow magus casts arcane spells drawn from the magus spell list, and casts one fewer spell of each level than normal. If this reduces the number to 0, he may cast spells of that level only if his Intelligence allows bonus spells of that level. He otherwise casts spells as a magus of equal level.
Chakra Pool (Su): At 1st level, a shadow magus gains a pool of chakra points he can use to fuel his powers, enhance his weapons, and perform amazing feats. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells. A shadow magus can spend points from his chakra pool to gain the benefits of both the magus’s arcane pool and the ninja’s ki pool. This ability otherwise functions as and replaces arcane pool.
Arcane Pool: At 1st level, a magus can expend 1 point from his arcane pool as a swift action to grant any weapon he is holding a +1 enhancement bonus for 1 minute. For every four levels beyond 1st, the weapon gains another +1 enhancement bonus, to a maximum of +2 at 5th level. These bonuses can be added to the weapon, stacking with existing weapon enhancement to a maximum of +5. Multiple uses of this ability do not stack with themselves. At 5th level, these bonuses can be used to add any of the following weapon properties: dancing, flaming, flaming burst, frost, icy burst, keen, shock, shocking burst, speed, or vorpal. Adding these properties consumes an amount of bonus equal to the property’s base price modifier. These properties are added to any the weapon already has, but duplicates do not stack. If the weapon is not magical, at least a +1 enhancement bonus must be added before any other properties can be added. These bonuses and properties are decided when the arcane pool point is spent and cannot be changed until the next time the magus uses this ability. These bonuses do not function if the weapon is wielded by anyone other than the magus. A magus can only enhance one weapon in this way at one time. If he uses this ability again, the first use immediately ends.
Ki Pool: As long as the ninja has at least 1 point in her ki pool, she treats any Acrobatics skill check made to jump as if she had a running start. By spending 1 point from her ki pool, a ninja can make one additional attack at her highest attack bonus, but she can do so only when making a full attack. In addition, she can spend 1 point to increase her speed by 20 feet for 1 round. Finally, a ninja can spend 1 point from her ki pool to give herself a +4 insight bonus on Stealth checks for 1 round. Each of these powers is activated as a swift action. A ninja can gain additional powers that consume points from her ki pool by selecting certain ninja tricks.
Shadowcasting (Ex): A shadow magus is a master of shadow magic. He adds the following spells of the indicated level to his spellbook when able to cast spells of that level: 1st–level: shadow weapon; 2nd—level: dust of twilight, shadow anchor; 3rd—level: deeper darkness.
Shadow Jump (Su): At 1st level, a shadow magus may expend 2 points from his chakra pool to travel between shadows as if by means of a dimension door spell. The limitation is that the magical transport must begin and end in an area with at least some dim light. The total distance a shadow magus can jump is 10 feet at 1st level. Every four levels higher than 1st, the distance a shadow magus can jump each day doubles (20 feet at 5th, 30ft at 7th). A shadow magus can make single or multiple jumps of any combination of 10-foot increments up to his maximum total per day. A jump of less than 10 feet can be made, but no matter how small, counts as a 10-foot increment. Using shadow jump does not provoke attacks of opportunity. This ability replaces spell combat, improved spell combat, and greater spell combat.
Shadowstrike (Su): This is exactly like the magus’s spellstrike ability: At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell.
The shadow magus can also use stored spell energy to deal sneak attack damage to an opponent. Starting at 2nd level, a shadow magus can expend a memorized spell to deal extra damage. As a free action, a shadow magus can expend a memorized spell (“touch” or otherwise) and channel it into any weapon he is wielding. His melee attacks deal normal damage plus 1d6 points of precision damage per level of the spell expended, up to a maximum of 3d6 for a 3rd level spell, until the end of his next turn. A shadow magus can make deal precision damage anytime his target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when the shadow magus flanks his target. Should the shadow magus score a critical hit, this precision damage is not multiplied. Ranged attacks count as sneak attacks only if the target is within 30 feet of the shadow magus. This ability otherwise functions as and replaces spellstrike.
Dark Technique: At 3rd level and every three levels thereafter, a shadow magus may choose a magus arcana or a ninja trick for which he qualifies. This ability otherwise functions as and replaces magus arcana.
Trailing Shadows (Su): Starting at 4th level, a nearly imperceptible haze of darkness swirls around the shadow magus, distracting his foes. If a shadow magus has at least 1 chakra point, he adds his Charisma bonus (if any) to his AC and his CMD. This bonus to AC applies even against touch attacks or when the shadow magus is flat-footed, and stacks with armor bonuses granted by bracers of armor or the mage armor spell. He loses this bonus when he is immobilized or helpless, when he wears any armor, when he carries a shield, or when he carries a medium or heavy load. Additionally, a shadow magus adds his Charisma bonus to his Stealth checks made against any opposing Perception checks. This ability replaces spell recall and improved spell recall.
Uncanny Dodge (Ex): At 4th level, a shadow magus gains the ninja’s uncanny dodge ability.
Shades of Power (Su): Once per day, a shadow magus of 7th level or higher can expend a single memorized spell to regain a number of points from his chakra pool equal to the level of the spell expended, up to his Charisma bonus. Using shades of power is a swift action that does not provoke attacks of opportunity. This ability replaces knowledge pool.
Shadow Surge (Su): At 7th level, if a shadow magus is within an area of dim light for 3 consecutive rounds, he can, as an immediate action, spend 1 point from his chakra pool to gain the Spring Attack feat until the end of his next turn. If the shadow magus does not use Spring Attack before the end of his next turn, the benefits are lost. He may regain the benefits of the Spring Attack feat by expending an additional chakra point and entering an area of dim light for another 3 consecutive rounds. This ability can be used with the shadowstrike and shadow jump abilities. This replaces medium armor.
Table: Shadow Magus
Level
BAB
Fort
Ref
Will
Abilities
Spells
1
+0
+0
+2
+2
Cantrips, chakra(ki) pool, shadowcasting, Shadow Jump
0th: 2 1st: 0
2
+1
+0
+3
+3
Shadowstrike
0th: 3 1st: 1
3
+2
+1
+3
+3
Dark technique
0th: 3 1st: 2
4
+3
+1
+4
+4
Trailing shadows, uncanny dodge
0th: 3 1st: 2 2nd: 0
5
+3
+1
+4
+4
Bonus feat
0th: 3 1st: 3 2nd: 1
6
+4
+2
+5
+5
Dark technique
0th: 4 1st: 3 2nd: 2
7
+5
+2
+5
+5
Shades of power, shadow surge
0th: 4 1st: 3 2nd: 2 3rd: 0
The girl at the corner table sat comfortably on the bench facing the room, ignoring and being ignored by all about her, but it was impossible to miss her flaming red hair or the small horns on her forehead.
Involved in a few scenes: The Crossing of Paths (7 July 2013) Unexpected Company (27 April 2014, continuing)
Going to rejoin that game as a permanent member again, rather than just a random walk-on.
Last edited by Aethera; May 17th, 2014 at 03:16 PM.
I had written this out for a game by idilippy, but I realize she fits a lot better in a game that Humble Athena invited me to join. I'm not certain if I will join, yet, but I like the idea. At the very least, Jenaya can join the crew of the ship that takes the adventurers to the island/continent they will be exploring.
The original concept for Jenaya's father had giant blood, a creature of my own homebrew design. She was half human, half giantblood, but I'm not sure how it will translate into this game. I think Half-orc mechanics or a straight up +2 CON should do it.
Alignment: Good or Neutral Only Religion: unsure (water, moon, secrets, knowledge) Home Region: originally from a major port city, but she is primary shareholder in a privateer ship she's spent some time on too
Last edited by Aethera; Apr 7th, 2014 at 06:03 PM.
Character ARCHIVED - I've recycled this character into a new Ravenloft game DMed by GrimDarkOtter and thence recycled again into ItsaVerb's game also. You can find the new character bio post here.
Admin Chuck's "Expedition to Ravenloft" game, Ravenloft setting, Pathfinder ruleset. Character replacement for a character that barely started posting before the player left the site. Group currently at a gypsy encampment, stayed the night after seeking the wise woman's advice.Game restarting, this time with Rozalina involved from the start.
In the Ravenloft setting, the gypsies are the only ones capable of navigating the Mists that divide the land and transport people from one place to another at the Dark Powers' whim. They make good guides for those who need to travel. The Zarovan tribe of the Vistani (gypsies based on the Roma) are the most mystical/magical of the lot, seen by the other tribes as where the gypsy magic comes from. They don't normally associate with giorgio (non-Vistani) unless they want something.
Appearance
Rozalina looks fairly regular by non-gypsy standards or when compared to the bright colors favored by most gypsies, perhaps even dull at that, choosing deep indigo, purple, and shades of grey instead of jewel tones. Yet even when compared to her kin, it's clear the traditions are the same in spite of her color choices (all her garments match the Vistani styles), and in spite of the fact that her wildly curly hair is a rich chestnut with lighter highlights, instead of the nearly-black brown that is almost universal among the gypsies. Her grey-blue eyes also stand out; Vistani are typically dark of hair, skin, and eye. It's possible her tanned skin tone is just that, a tan, but at a glance it's hard to tell if her natural skin tone is also unlike her kinsmen.
A finely crafted chain shirt over her grey blouse glints around the grey-embroidered-purple-edged neck and sleeves of an indigo tunic, only some plum-purple-on-indigo embroidery attempting anything like the allover patterns often seen on Vistani. A sash of grey-decorated plum purple is wrapped around her waist, a black belt atop that to carry her sword and dagger. A similar scarf oftentimes hides the jeweled headband on her head. A fringed gray scarf is wrapped lower around her hips, ivory beads swinging with every move yet making no noise to give her away. The ruffled skirt she wears is the ruddier plum purple she has decorated herself with, and the stacked ruffles at the hem might have been tantalizing where they reach a mid-thigh high point, except that Rozalina wears unremarkable (but likely more serviceable) grey leggings beneath, and dark grey boots lace up nearly to her knees. The same dark grey leather is used for her archer's arm-guards, and her quiver is dyed a similar color. She even fletches her arrows with grey, though not quite so perfectly monotone.
Personality
Rozalina has been on the sidelines of her mother's culture since she was born, though when she was eleven and started developing visions, she was quickly initiated into more. This has led to the rather biased belief that she has a few talents that make her worth being around. When she is working in her element, she is confident and even witty; on the reverse, she barely speaks if another has the experience (even if she only assumes as much). This has only been exacerbated by her ranging in the wilds, leaving her with two distinct personalities that rarely shift from one to the other. If she is consulted as a seer, she is every bit as imposing as any gypsy witch-woman; if hired as guide, she says the minimum to do her job well and enhance the status of herself and her people; otherwise she is a wallflower.
Forseen Birth
Rozalina's birth was contrived by her mother, Aishe, after a vision. The sixteen-year-old Aishe had an elaborate vision that saw the end of a generation-long feud between a family of her tribe (a cousin) and the local district's richest family. By taking a friend's place serving at a local tavern on a key night, she was able to insinuate herself into the household of the family patriarch as a serving girl. With care she put herself into a position of being attacked by one of the sons, whereupon she returned to her vardo. When four months had passed and she was visibly pregnant, her father returned to the town, raging about the rape of his youngest daughter. Since it had been obvious what had happened to most of the house, the rich family had no choice but to agree to several valuable concessions to the Zarovan in reparation for the fierce breach in both cultures' customs. There was also a stipend paid to take care of the child and not come back.
Troubled Youth
As a half-blooded Vistani, or giomorgo, Rozalina lived on the fringes of her caravan, never included but not quite excluded either. Out of kindness, her uncle taught her how to use a bow, and she began hunting and fishing at his side. That all changed the day she got lost in the Mists. The Zarovan traveled through the Mists with ease, but were still cautious enough to keep children inside their vardo during the journey. So it is a poor explanation to say Rozalina "got lost". When the caravan entered the Mists, eleven-year-old Rozalina was asleep in her bed. When they left the Mists, she was no longer with them. While they didn't like to think of it, her family could come to no other explanation than that she had been taken from the vardo by some creature of the Mists. But surprisingly enough, she stumbled out of the Mists three days later, feverish and barely able to keep her feet. She was bruised and scraped as by animals, but she would say nothing about what happened. Rozalina spent a week in bed, and maintained her silence on the whole matter. Her family could only speculate.
It was after this event that she began talking about things others could not see, or predicting small events accurately enough to bring a good deal of attention her way. As her mother had some ability, she attempted to train her daughter as the diviners of the Zarovan were taught, but it seemed Rozalina's gifts came not from the forces of time like her Vistani kin, but from some other source. It was yet another stumbling block between the giomorgo and her full-blooded kin, and led to her spending more and more time away from the caravan, wandering in search of some missing part of herself, or perhaps for a person who could understand her in her entirety.
Rozalina still remembers her days as an outcast among her own kin, and fears the day she becomes superfluous. Having trained both as guide and seer, she works her hardest to ensure that her abilities are always at the peak of perfection, making sure she is invaluable to whomever she is traveling with, Vistani or giorgio. Failures are the path to living as an outcast forever, and that's not something she wants.
Though it's far from her conscious thoughts, buried under years of trying to ignore it, Rozalina was scarred by her childhood encounter with the creatures of the Mists. She doesn't revere the Mists as some tribes tend to, but she does believe that they are very much a part of her life, if not the true power behind her being. Her worst fear is that if she cannot keep herself at her best, one failure will lead to another and eventually she will end up so far outcast that the Mists might take her again.
The early morning fog clung to the camp, amassing in the woods outside the generally clear area in which the vardos were drawn up together. At one side of the camp it seemed to gather upon itself, earning a few strange looks from the non-gypsies. The gypsies nearby merely turned and looked in that direction until a young woman in purple and gray clothing (and an array of purple and gray scarves and decorations) walked into the camp from the Mists. Silence fell, children curiously watching the adults nearest them. The Vistani visitor stalked into the center of the camp and then stopped to look around. One of the closest men stepped forward and inclined his head in an almost reverent fashion, asking a quiet question in the Vistani patterna. He stiffened when she looked his way; those closest to them could see her grey-blue eyes matched the Mists behind her. A similarly quiet reply from the visitor received a nod and a gesture that called the caravan leader over.
A few words exchanged between the pair and the leader gestured in the direction of Madame Eva's tent, leading the way for the newcomer. Once her back was turned, many gypsy hands fluttered in various signs warding off evil. The further from the general group she retreated, the louder the conversations became. Of the Vistani patterna only the word Zarovan had some meaning in the Common tongue, it was a Vistani tribe few giorgio ever encountered.
The general hushed feeling of consternation in the camp made the short time the newcomer was in the seer's tent seem much longer. When she reappeared from between vardo she was conversing quietly with the caravan leader again, but he led her over to the giorgio visitors rather than including the other Vistani. Some further comments were made at this, but clearly the tribe accepted that their strange visitor had some bearing upon the journeys of their giorgio guests.
Last edited by Aethera; Jul 2nd, 2016 at 04:06 PM.
Mina is in Aeternis' "The Empyrean Legacy", Pathfinder rules in his homebrew Shattered Inheritance setting. The setting is post-many-civil-wars broken lands and utterly xenophobic, making the fey-blooded Mina hide in human form. (Feywild race is a personal creation with the Race Builder, trying to incorporate some fey blood in her heritage, but not enough to be half-fey.) All the characters are in some way tied into the ongoing setting history/plotline, that's where the "heirloom item" comes in. The game started with Mina losing comrades to nasty critters that laired in the abandoned guard post she was searching for valuables, and limping off towards home again. Meeting two strangers on the road who were intent on going to the same guard post, she decided that with help she might be able to get some revenge. Nothing ever works out cleanly, though. And she's going to have a major crisis on her hands when she realizes her new ally is a vampire.
Ebony (black mare)
HP 15/15 -- AC 11/11/9 -- Fort +6, Ref +5, Will +1
initiative +2 -- 2 hooves +3 (1d4+3)
Senses: low-light vision, scent
Feats: Endurance, Run
Skills: Perception +6
Item: The Wayward Hearth Slot: None (hands) or amulet Ancestral Arms: Kukri, hand axe, longbow Description: This simple sphere of fire opal is clasped in a worn gold setting which is shaped like a bear’s paw with long, sharp claws wrapped around the stone. The setting has an eyehole through which a leather cord is strung. Mechanics:
The opal glows with a flickering, orange light on command, about as bright as a torch if held aloft.
If worn as an amulet or held in hand, the Wayward Hearth provides its wearer a permanent Endure Elements effect and grants a +2 bonus to survival checks used for every purpose besides tracking (purposes such as predicting weather, finding food in the wilds, knowing north, etc).
The Wayward Hearth may be pressed into the soil in any outdoor space that is unobstructed in a 15 foot radius around the stone. If it is, the stone bursts into a flame which grows into a small campfire, providing heat and light but not risking ignition of any of the natural surroundings. Around this campfire, a large, brightly-colored tent springs up from nowhere, with a smoke-hole in the middle of its canopy. Those inside the tent are under the effects of an Endure Elements spell, and the area is warded with an alarm spell set to silently alert the Wayward Hearth’s owner of any intruders. After two minutes in place, the campsite fades into the background, under the effect of a Hide Campsite spell (CL 5, DC 16). All of these effects end in one round if the owner kneels by the fire and speaks the command word, at which point the Wayward Hearth returns to its normal form and may be picked up.
Appearance: 28-yr-old slender hunter with a tendency towards chaotic appearance; pale skin with blue-black hair and green eyes in human form, even paler skin with red-gold hair and variable green eyes in fey form
Mina is on the slender and willowy side, though she's not so small as to be petite except in comparison to the well-muscled mercenaries she spends too much time with. I imagine she'd clean up well if there was a damn good reason (*cough* noble blood *cough*) but it doesn't happen much.
Height: 5'6" Weight: 130lbs Features: pale skin, black hair, green eyes with a tendency to flash almost yellow when she gets upset
Okay, I decided to humor the Celtic images that called to me, to make the difference between human Mina and her fey aspect a lot greater. I like the first image for the way her features are almost too big for her face, and she looks innocent. She'll have very sharp teeth, not quite a line of needles but more that than human. The coloring of the middle two is more like what I'm after. Her eyes are going to be different colors depending on her mood, but all shades of green. Clawlike fingers/fingernails, but I didn't include natural attack so mostly for show. The last one is more because I was trying to find a somewhat childlike for excessively innocent appearance.
Personality: Mina is far more at home out in the wild lands of The Inheritance, preferring to range for long periods of time with few if any stops for resupply. She often has that half-wild look that rangers often bear, making her look out of place in a city anywhere but the slums, and even there she draws attention. She rarely uses four words were one would suffice, though her hunting brothers have learned they can earn a flood of tongue-lashing if they make fools of themselves and cost her a bounty. Though she can make nice when she needs to, it seems like she's found ways to avoid that necessity a lot lately. At least her comrades mourn her father too, so it's more or less excused.
Background: monster hunter and trap maker, starts vigilante justice if she gets antsy or sees too much nastiness
Carramina is the daughter of a tinker and a dressmaker, though her mother left when she was seven. Her father held that his wife died, but Mina figured out from village rumors in later years that her mother had always had an odd attitude drawing her towards the wilderness, and they wouldn't be surprised if she had left to go back wherever she'd come from. Her father raised Mina when he could, his time coming in uneven snatches between tinkering with one new gizmo and the next. Until she was twelve she didn't really understand that her father's creations were actually weapons. It wasn't until the band of monster hunters showed up on their doorstep bloody and bedraggled from a nasty fight that it got pounded home. They wanted him to make a dozen of something they had just tested, which saved lives. At that point Mina had overcome her uncertainty about her father's dubious income and told him flatly that she was going to help or gods help her she'd wreck his lab.
Mina helped her father from that day on, and both got more and more involved with the hunters. Once Mina was sixteen, her father knew she could take care of herself and so they often hunted with the hunters, testing and fixing weapons in the field. Mina became the adopted daughter of most of the group, looked upon with confused amusement by newer members who got their arses handed them by the petite beauty with the raven hair. Perhaps not the most conventional of upbringings, but damn if she didn't learn a lot from the trade. When her father died in an ambush the group mourned him and refused to let Mina go off alone the way she'd wanted. Like her mother, she was always drawn to the wilds, and she knew there was a lot more to that than even her father had understood. That was not even six months past, and the loss still ached her heart when she found herself alone on night watches or off on some errand.
Once they stopped treating her like she'd break at the mention of her father, Mina began finding other ways to take out her anger. Monsters were her bread and butter, but any wrongdoers became her new targets. In cities there were always thieves and less than savory types who could use a good thrashing, and Mina was more than happy to give it to them. It actually made her seek out cities more, knowing that once her daylight errands had finished, she would have ample time to beat the world into submission. If her comrades noticed her new direction, none mentioned it.
NPCs of Note, past and present:
Gabriel Crowe: Mina's father. Recently killed in unexpected attack on Shadow Stealers' camp.
Elliendra Crowe: Mina's mother, from whom she inherited her feywild blood (and noble blood). Current whereabouts unknown.
Shadow Stealers: the band of mercenary monster hunters Mina belongs to, that moves around The Inheritance taking jobs where they can find them. Originally from west, have moved around a good deal in the last ten years. Though they don't have titles or particular ranks, she'd be somewhere above sergeant but not so high as a commissioned lieutenant, but regardless she's certainly a fixture in the group, having been with them for twelve years now and around on the sidelines before that. A few friends among the longer-term members call her "little black bird" as her father did, and they're something like strange adopted family. But monster hunters aren't known for particularly long lives, so the group changes over with some frequency.
Black Tom: (Tom Blackstone) leader of the Shadow Stealers. A friend of Mina's, but not so close as to be like family. They were too competitive for a long time for that, and he still resents her position in the group that she earned as one of the longest-term members. Some among them listen to her more readily than him, and it irks him. Those who dislike him mutter about how he only got the position because she didn't want it. Occasionally a tense friendship, but respect each other regardless, and in a true battle he delegates to her without hesitation.
Mina generally dislikes paladins, claiming they're her competition in monster hunting, but mostly because she's afraid they'll learn of her nonhuman heritage.
Last edited by Aethera; Dec 31st, 2016 at 05:41 AM.
I wrote this up for a Vampire game that was going to start, but I pulled it when the DM seemed to disappear. (Not to mention I have plenty of games...) So this idea may linger for awhile, I kinda like the petite beauty who is a total tomboy... plenty of my characters have that underlier, so maybe this'll get recycled some day.
Name: Britta ("Britt") Arnarsdottir Apparent Age: 28 (Actual: 32) Nature/Demeanor: Survivor/Competitor (possibly in the reverse order) Concept: anthropology "grad student" and outdoor adventurist, 1st gen Icelandic-American Clan: Gangrel (11th gen) Disciplines: probably Protean 2, Fortitude 1
Appearance: Britta's unusual coloring made her stand out even before her Embrace, though she rarely noticed. When her family moved to Massachusetts she had enough of an accent that she got used to getting stares regardless, it never occurred to her that her looks had something to do with it. She lacks much in the way of makeup or hairstyling, usually ties her hair out of her way in a braid that comes apart without her notice. Unfortunately she has had to take on some makeup in order to look human when she's spending time in Philly, but she avoids it.
Personality: She's far more competitive physically than she is intellectually, her family taught her that discussion was the best way to learn, and she takes to that whole-heartedly on most topics. Britt doesn't have a problem questioning authority if she finds a command nonsensical, and while her temper isn't fiery, she's not one to give ground easily if she feels she's right. The subjects that she's interested in (mainly older/traditional religions and physical activities) she is rabidly involved in, while those things she finds boring (social graces, among other things ) are likely to get ignored till doomsday. If she's engaged in an activity or pursuit, she'll keep at it regardless of how long it takes or how many different ways she has to come at the problem.
Before the Embrace: Britt's always had conflicting intellectual and physical interests; she went to school for anthropology with a focus on comparative Norse-derived religion while going on long solo camping trips and learning all the physical sports she could. She's a good enough rock climber that she could do those movie stunts where the lone climber is halfway up a cliff with no rope... though she'd likely get an earful if she ever decided to take that up professionally. Britt actually met her sire on such an advanced excursion, out in the middle of nowhere. She joined a martial arts program that was designed for women to learn self-defense, quickly progressed, and started teaching many of the cross-style classes.
Four Years "Old": Britta has grown in sometimes contradictory directions, as might have been expected from her varied interests. As a physical trainer of any kind she isn't amazing, but she makes a great hiking guide or martial arts teacher. This has led to the majority of her social skills rusting to the breaking point except those working with small numbers or individuals. Give her a student who doesn't want to learn, she won't waste her time. But she has trained some of Philly's female police force in hand-to-hand combat and done well enough they've honored her for it. Her patchwork relationship with her sire sometimes lends itself to excursions with him, other times leaves them apart for a month or two.
This character is in RedRab's Changeling the Lost game! Her information is secreted in that forum, but here's a quick summary.
In general, I'm going to play her as a nurse in the wrong place at the wrong time, twisted by her role as battlefront medic ordered to "keep [the soldiers] fighting, whatever it takes". This would have led her almost to the point of experimenting on the soldier changelings, probably beasts of whichever kith or wizened soldiers. I was going to play it as a desire to learn how things worked in changeling biology so she could jury rig it to better function, even at the expense of eventual failure. It would probably twist her objectives during play if she's healing the ogre, for instance. Getting her up and fighting again fast might trump longer term health, that sort of thing.
The aspiration that was clearest to me was reconnecting with her family. I was going to say she came out of the Hedge here because her daughter Isabelle (now 80) is residing here in one-half of a duplex owned by one of her three children, and generally surrounded by family. The tie to her daughter was what led Mercy, but now she's confused and doesn't know how to proceed. At first she just hung around the neighborhood (and was spotted by other Changelings there), but now that she has pieced together that her daughter would be as old as the old woman in-that-house-over-there, she thinks she's figured it out. I was going to play on her Charity virtue and this aspiration and think about how she might go about being a "fairy godmother" to her family, young and old alike. Protection isn't exactly in the Wizened playbook, but gifts could be. If I took something like Hearth, that could assist too. I was thinking that a well-placed comment about "not being able to have any more children" might explain her interest in the younger children (if her daughter is 80, her grandchildren are 50-60, and further generations could be 20-45 and 0-25) if she could cultivate a "childless local soupkitchen lady" sort of goodwill among the community. Ideally she'd want to live near her family, but that might not be easy to accomplish.
Honestly, I see two extreme outcomes for this character. One, she ends up being the local fairy godmother, probably going to nursing school while working at (if not running) some kind of volunteer business, as lowly as a soupkitchen or as big as a clinic. Either would benefit her Changeling allies as well as herself. The other extreme would be losing her sanity due to too many things asked of her, possibly even an attempt at a confession to her daughter. She'd end up trying to do good as she saw it, but with skewed viewpoint, and would end up doing mostly harm (I'm picturing giving goblin fruits to mortals, for example). She might end up essentially a paranoid schizophrenic, probably hiding out in a Hollow of some kind that she reinforced with anything she could think of to repel True Fae or Changelings alike, some kind of apocalypse bunker. Either extreme could be fun, but I assume she'll be somewhere in between.
Last edited by Aethera; May 17th, 2014 at 03:12 PM.
Charge: Lieutenant, Navy Medical Corps Date: Dec 2468 Vessel:John V. Johnston (CTH-07F6-U)
Missing in Action, 11 Jul 2472
Station: Emergency Department Physician, Beth Israel Medical Center Dates: May 2468 to Dec 2468 Location: Tasseri Junction
Charge: Ensign, 23rd Cruiser Escort Unit, Pilot Dates: Jun 2461 to Feb 2464 Vessel: Gunship 'Nightingale' (GCE-235N-B)
Wounded in Action, 24 Feb 2464
Huygens University School of Medicine, Titan Medical Doctorate, May 2468 Certificate in Exploratory Xenobiology, Aug 2465 Certificate in Compound Pharmacology, Aug 2466 Certificate in Frontier Lab Science, Aug 2467
Gagarin Spaceflight Academy, Valenko Orbital Habitat Bachelor of Science in Physics, May 2461
Navy Good Conduct Medal, awarded 12 Jan 2472
Bronze Star, awarded 3 Mar 2464
Purple Heart, awarded 3 Mar 2464
Karlsen has a neurological implant in her low back to compensate for paraplegia caused by an injury sustained in the line of duty. Device is EM-sensitive and she should not be placed in positions requiring extravehicular activity. (3 March 2464)
Shouts. Incoming fire. Bright flash! Darkness.
The persistent hooting of no less than three distinct alarms from her control panel made Nika open her eyes in a fog of pain. She was on the floor, that wasn't right. I can't move. Had the explosion--for explosion it must have been, by the look of what was left of her cockpit--killed her, and her brain had not yet caught up? She'd seen it happen to those she pulled from crashes, but had never imagined finding herself in the same position. I can't-- One finger twitched, and she could feel tears leaking from the corners of her eyes. Is it life, or just the illusion? She wondered, but basic training would not let her lie idly by, not with the siren now adding to the clamor of alarms. One arm shifted, then the other. Maybe she would yet live.
But she wilted when she realized that not only could she not make her feet move, she couldn't feel them either. Tiny pricks might be her knees, but it was a faint sense, if indeed she were not dreaming it entirely. Forcing herself up on her elbows, she glanced down and found she was bloody from ribs down as far as she could see. About where my seat is sheared off, she realized with dismay. "Richards," she wheezed. Breathe, Nika. She took several measured breaths made no easier by the noise of warning from her cockpit. "Richards!" she yelled, as loudly as she could manage.
No response. If the forward gunner couldn't hear her, he was either unconscious or dead already, but she had to hope. Her hope was wan and shaky at best, but she marshaled her thoughts carefully to avoid thinking about it. Her ears told her that the oxygen they had was limited, the siren determining that with no backup pilot, she was it if her friends were going to make it back alive. She pushed harder against the bloody and shrapnel-littered floor, her arms objecting to the effort required to bend her upper body upright. It was hard, but she lifted one hand and shifted it quickly forward, a first 'step' toward her broken seat. The next made her muscles scream further. It helped distract her from the dead weight that dragged behind her. Nearly dead, anyway, except for the pains that jolted from odd points seemingly at random. Nika didn't have time to worry about random pains as she hand-walked her way to the cockpit and groped about for handles to pull herself into the seat. Last time I grumble about how hard it is to climb into the chair normally, part of her brain decided with no little sense of irony.
As soon as she was seated, she yanked her legs into place with a wince at shooting pains down her tailbone. The flashing lights told her she was a hair from being spaced herself, and it put the pain in perspective. Jamming buttons to quiet the audible alarms, Nika frantically grabbed the controls and peeled away from the formation protecting the cruiser. The others were still in the fight, and it looked like she'd taken the worst beating when their stunt had failed, so she felt no remorse about leaving the others to the defense.
Nika began to feel lightheaded and dialed the launch bay with increasing concern. No radio, she realized, trembling. Luckily someone had seen her, for the door was already opening to allow them in. Her piloting instructors would've been ashamed of the way she nicked the door on the way in, and the way the gunship spun on its side and screeched along the deck, but with no real control besides which direction, Nika was just glad she managed to make it in one piece. More or less, her irritating mental voice reminded her.
First responders were already swarming the craft, bashing escape releases that let them remove the front windshield all at once. Black spots blurred her vision and she vaguely heard her name over the sound of the broken windshield falling to pieces. "Karlsen! Lieutenant!"
A different voice joined in and she blinked in surprise. "Karlsen!" A hand was shaking her, and at first glance she didn't recognize where she was. Then the bunks registered and the face in front of her resolved into one she knew. "Nightmares again?" the orderly asked quietly, once reassured Nika was truly awake.
"Mm." She didn't really need to answer the question, she was drenched in the sweat her memories had caused. Besides, anyone who had shared a bunk break with her had gotten used to the occasional nightmare, though they gave her the respect she'd earned among them and turned a blind eye to the aftermath of her Purple Heart. "I'll be right out. Need to stretch my back after that." Seeming satisfied Nika's break wouldn't run past the hour allotted, the orderly departed the Medical Corps' break room, leaving her to the uneasy task of stretching a back that had been patched with science, but no more responsive than the implant required, and that was ofttimes a low standard in her opinion.
Shouts from the main medical deck when the orderly opened the door made Nika hurry, the clatters and running feet telling her that there was an influx of patients. Probably what inspired the dream, she thought, wincing as she straightened up, not even giving herself a moment to breathe before hurrying out to help.
"Nika!" The shout made her turn to see who was calling. One of the nurses was waving from the stretcher of someone very badly burned. "Asking for you!"
Nika trotted over to the bed, repressing the urge to shudder. The extent of the burns and damage made it unlikely they would be able to help him in the short time he had left. Why he would then ask for her, she had no idea. "What can I do for you?" She quickly took the IV the nurse was handing her and placed the needle to give him what help they could. "Is there anyone I can get a message to?"
"Aye," the man breathed, making her bend closer. He--for apparently it was a man--wheezed for a moment, then turned his head to bring his lips closer to her ear. "Tell Agent Hanover it's been destroyed." His breath already sounded more labored.
Nika froze momentarily. She knew an Agent Hanover, but he didn't work for Naval Intelligence. He was Double-I, and no one on board this ship ought to know she could reach him. "How did you--"
"He knows my wife, and can tell her..." the man wheezed. Nika waited, but she realized abruptly that there wouldn't be any further message from the man; he was dead.
She straightened, shaking her head at the nurse incoming with IV fluids. Checking all readouts on the edge of the stretcher and checking manually for a pulse, Nika toggled the switch on the side of the stretcher for doctor dictation. "Time of death, twenty-six thirty-four. Karlsen, Annika." The dead man she pushed to the side of the room, an orderly could deal with the body while she moved on to the next patient. Her poker face was solidly in place as she inspected the shrapnel wounds in the next patient's arm, but internally she was fuming. Hanover ought to know better! If anyone said anything to Naval Intelligence I'd be discharged! Why she was surprised, however, she wasn't sure. It made a certain sort of sense to have a medical officer to report to if anything went wrong, as that poor sailor's mission seemed to have. It actually made her wonder how many of her fellows might be reporting to Interplanetary Intelligence odd things that came through the medical deck, yet she didn't have time to consider it now. But Hanover would definitely be getting a piece of her mind once she was off-duty.
Current Name: Zhanyae (now 16)
Birth Name: Sharma Gita
Kingdom: Godavari
Clan: Kotananduru
Father: Kotananduru Jawahar (now 59), the Advisor to Lord Kotananduru
Father's wife: Kalyani (now 27), originally of Clan Eluru
Mother: Sharma Aikio (now 41), Jawahar's mistress
Though her father was highly placed in the Kotananduru clan, when Zhanyae (then Gita) was born she was given the name Sharma instead, the surname of her mother. It wasn't until she was old enough to recognize the accepted family structures of the clan around her that she saw the difference. Most children had married parents with the same name, so she asked her mother about her own. The explanation was hard to follow for a child, but she learned that her father had a different wife. When she went to try and meet her father's wife, she was informed that the lady did not want to see her, ever. Gita only managed to sneak peeks of her father's wife at a distance, but even the eight year old could tell Lady Kalyani was more than twenty years younger than her father (in truth 31 years). Confused, this led to an interest in how the clan married, who saw whom (or refused to see, as the case may have been), and who was in charge of whom. Her father took keen notice of this when she asked him a perceptive question about his assistant. From then on he tried to explain as much as he could, and his visits to see her lasted longer.
At age nine, her mother took Gita to begin the learning required of geisha. Though the clan maintained its own geisha as a sign of status, the school for those apprenticing into the trade was outside the clan's compound, and this took Gita away from her father for longer and longer periods of time, making their time limited. (Zhanyae learned later that her mother had chosen for precisely this reason, as Gita was a sore point for her father's wife, and the amount of time her father spent with her doubly so. It had been in Gita's best interest to see her father less.) Instead of learning about the clan from the viewpoint of a trusted official, what Gita learned as an apprentice geisha was very different, leading her earlier curiosity to try and combine the two views. Every lesson about politics and climbing the complicated tree of status Gita lapped up, always looking for more. By the time she was accepted by one of the Kotananduru geisha as an apprentice at 14, Gita was already able to tell her father things he didn't know about the clan. He made full use of this, and they played a dance between avoiding one another for the sake of Lady Kalyani and having short conversations in varying locales about things Gita had learned while serving patrons all over the prefecture. His assistants were all told that his daughter was permitted to see him at any time if she insisted it was important, or would tell him immediately that she sought him, as was the case with most of his informants.
When she became a full geisha, trading the name Sharma Gita for Zhanyae, she would normally have sought a patron to provide for her, but she already had her father's secret patronage. Publicly she did search, both for clients and for a formal patron, but much of her living was underwritten by her father, within reason. She could not appear to be more than a brand-new geisha, and he could not see her more than a well-off father could visit his bastard offspring.
Last edited by Aethera; May 15th, 2015 at 05:03 PM.
Once upon a time, many lifetimes of men ago, the Opener of the Way experimented on a line of shadow-touched tieflings, trying to link them more directly to the fabric of the universe. He quickly grew tired of his creations, and they became indentured servants until the time they could repay their debts to their creator. One, upon the birth of his son, stole a box of gemstones from one of his master's supporters, never knowing that they were intended as tribute for his master's magical patronage. When he tried to sell them, he learned they were not gems at all, but the stolen souls of wizards, their arcane energies saved for later use during complex rituals. He had time to return home and grumble at his horrible luck--for indeed his master would know he had no talent for soul-stealing arcana--but then the owner of the box found him. With his wife and babe in close proximity, he was handing over the box almost before it was demanded, and he quickly submitted to imprisonment for his crime. Unfortunately, his captor had a wide range of experience with torture and used it all with relish, even creating a magical fiery tattoo that could burn flesh on command.
At a particularly low point of the torture, the captor made the feverish tiefling write his name on a scrap of parchment. As soon as he handed it back, the name was magically erased from the world. He was nameless, enslaved, and at the mercy of the chaos mage who delighted in each new subjugation and torture. He could no longer remember the name he had once held, and his captor made sure to inform him that even his family would have forgotten it; no doubt they would soon forget him as well. (Of course, the chaos mage knew little of love and family or the lengths to which this family would go once it became obvious what had happened, but that's a story for another time.) The mage created a phylactery with the thin scroll at its core, wrapping the name and the soul tied to it in bindings forcing the tiefling to do as the holder of the item wished. With this triumph laid atop the wizardly souls already collected, the chaos mage joined the Opener of the Way's elite.
With his particular skillset, the now-nameless slave of the Opener of the Way was well suited to being a bounty hunter. His phylactery was passed around among the inner circle of his master, and he stole a variety of things for the arcane-minded evil creatures he was bound to serve, everything from books of lore to people. Wearing a crudely forged iron mask that hid his shame from the world, it wasn't long before he was dubbed "the Black Mask" by those who needed something to call the one they whispered about. With his family stripped from him and nothing new to care for, the tasks he completed ate at the man he had once been, and soon after even his own wife would not have recognized him. The Black Mask (or Nero Blackburn, as he took to calling himself when he needed something to introduce himself with) took risks above and beyond what was demanded of him, and it wasn't long before he got himself killed.
It was only then that the legend began. Far from being freed from his pain and grief, his wounds healed. The poor unfortunate who was trying to loot the Mask's body got the shock of his life when Nero opened his eyes and lashed out. The wounded thief lived long enough to pass on the story of the man who could not be killed, who had flames licking along his skin under the torn shirt that made him wince and jerk as if lashed by the very tongues of demons, though no heat had been obvious to the observer. This final torture was the straw that broke the man called the Black Mask, and the legend only grew as the bounty hunter did his master's bidding to the fullest extent, even reveling in the atrocities. His story would fade as he disappeared from sight for a time, only to be rekindled when he was spotted once more. Some would write him off as just one in a long line of Black Masks who served the Opener of the Way, but without proof the legend was false, it only grew.
Perhaps eight years ago, while planning his latest mission, the Black Mask suddenly felt the orders given him dissipate. He had no way of knowing what had happened, but since he was no longer bound to his current course, his natural curiosity drove him to return to the man who had been commanding him of late. What he found was a burnt body in a trashed workroom. Though magically incapable of touching his own phylactery, he searched for it anyway, hoping against hope, but in vain. Whoever had killed the necromancer had taken anything of value, the phylactery among other items. It was only a few days later that he felt the pull of a summons and followed it to the Court of Stars, leading him to a life-changing meeting with the Gypsy. It turned out one of her followers had been tasked with killing the necromancer and she had unexpectedly been given the phylactery as a result; as yet she had no clear intentions regarding what to do with him. She did tell him that she was not accustomed to keeping slaves, and in exchange for his service she would attempt to unbind him. He wasn't sure he could trust her word, but belief mattered not where his arcane enslavement was concerned.
Her first order imprisoned him in a deep corner of the Wood, bound to serve her where she could keep an eye on him. It was hard to do as she wished of him after nearly two hundred years of evil tainting his soul, and they spent almost a year in a contest of wills. She seemed to think he could be something other than a blackhearted rogue, though he hardly remembered a time he did not enjoy the havoc his bounties wreaked upon the Empire. A servant of the Gypsy needed to protect life where possible, and it took a considerable effort on her part to turn him into the image of a gentleman, though the festering in his soul remained. It suited her better to have an operative who could blend into any environment, and tailored her orders and the equipment he was given accordingly. When she finally deemed him ready to leave the Wood under supervision, she gifted him with a magical white mask which both glamoured his appearance at will and strove to pull him always in the direction of good.
"Send him in."
The spy in gentleman's clothing who entered the Gypsy's rooms noted the door was opened by the same guard as always. She was seated in a cushioned armchair by the sunlit garden windows, thirteen paces across the room, much as she had been the first time she called him to her. Then she had held an all-too-familiar magic item in her lap; now she had her hands resting atop something white. The Gypsy always appeared to him in the guise of a very pale woman with white hair, all tones in her skin either white or black, and the distinction was not lost on the man who bowed silently before her. There was no apt greeting for her, not from his current position. 'Lady' applied, but he wasn't willing to offer it by choice, and as yet she had not tried to command him otherwise.
"Do sit," the deceptively young woman told him with a graceful gesture at the armchair opposite her. He felt only the gentlest tug of the command; she wasn't exerting any particular control, but he sat anyway. There would be other contests of will today, he guessed, and it would be a waste to fight her on a courtesy. "I have found you an appropriate task, you will leave today. I will introduce you to your companion when we are through. Your task is to shadow him, learn his contacts and the manners associated with each venue in the city and the towns you pass through to the fullest extent possible. Next time I send you to Concord it will be alone, so learn it well. While I expect this will be a routine errand, if Constantine gives you any direct orders, you are to obey him." The woman's pale eyes searched his own for a moment, making sure he had heard this command. He had, and he was none too pleased about it, but to reveal his emotions to his slaver was a weakness he wouldn't indulge. Let my blank face serve as my mask now she's taken away the other, he thought.
"In exchange," she said slowly, giving him plenty of time to react to the unexpected words. This time it was far harder to not respond, for though she had said she kept no slaves, it was hard for him to believe that of anyone in such a high position as she; so far he had no proof either way. "I have news and a gift. We have succeeded in opening the phylactery without disrupting any of its workings. I cannot yet open the scroll to return your name to you, but I am now confident it is possible." He wondered at this revelation, searching her face for any signs of falsehood. On one hand, he had felt no change in the magical bonds holding him. On the other, that could be because she was lying about the effort. "Instead I offer you this gift to honor my duty to you." He looked down to see her holding a white sculpted mask in her lap. "I would name you Dhaval Leblanc and give you this screen. If you accept the obligation it entails, it will grant you additional ability to move in the world with none the wiser. I warn you, if you stray from the path of the righteous, it will cease its aid, if not make your journey more difficult." He considered. Dhaval Leblanc, hmm? The Gypsy extended the mask. "I will let the two of you decide whether or not you don my Mask in place of the old." She set the mask in his hands, and two things happened at once.
The mask morphed into the iron one he'd worn in decades past to hide his shame.
Time stopped, yet he could feel an appraising consciousness somehow. The consideration was tangible; the opinion derived was not. Aren't you the intriguing tangle of Fate, murmured a voice inside his head. It was neither male nor female, neither harsh nor gentle, of no particular characteristic he could determine.
His body was frozen in that instant, but his mind was free to respond. Give me one good reason not to throw you out the window.
He could sense the amusement. Because your former master is still seeking you, came the calm reply. With me you can be anyone. The mask in his hands showed him three distinct male faces before fading back into the iron slitted glare he remembered well. And the stronger our bond, the better concealed you will be. From any recognition, arcane or mundane. You need me if you want to survive past the existence of your phylactery. The mask became his own face, or the face he vaguely remembered from before all this, before the pain and scars.
Frozen in time, he could take as long as he liked to consider his options. If I become Dhaval, but 'stray from the path of the righteous', what's the catch? He could recognize the key element in his decision. Perhaps the disadvantages would weigh lightly on him, already bound as he was to follow the orders of the Gypsy and incapable of straying from her wishes.
Besides losing the obvious benefits? It will depend on what you are doing, and just how far from the path you stray. Perhaps you will be clouded of mind in a moment you need quick thinking. And don't think removing the mask will suffice, it added, just as he was considering this option. If you choose to wield my glamours, we will be as one. Removing me will take time and effort on your part, and if any balance of deeds weighs against you, I will not be removed but by the Gypsy's direct order. In that we are alike.
So if, upon returning from this task of hers, I have not found this arrangement to my advantage, I can safely end it? He wanted this detail spelled out clearly. He may not have understood contracts two hundred years ago, but now he knew the price of making deals without clear exit agreements.
Provided you have no further obligations to me, yes. My price is righteous action. There was simple finality in the tone, and he got the impression the mask was now waiting on him.
All the relevant advantages and disadvantages running through his head, he felt the mask release him from its frozen moment so he could ask the only question that still remained. He looked up at the Gypsy. "Why are you aiding me? You've no obligation but your own choice."
That startled a look of surprise from the queen of the elves. "Has it not been obvious? Your immortality, though not quite the same, is something shared by another influenced by the Opener of the Way. And I would do a good deal to discover a way to unravel him."
There it was, the final piece of the puzzle. He calmly raised the mask to his face and felt it warm just slightly until he couldn't tell there was anything at all touching his skin. I will be your conscience, the mask's voice whispered. Choose a face for Dhaval and let us greet the day. He quickly sorted through faces he recalled from his travels and he selected one not unlike his own, just a bit more careworn. He had the experience to go with it, after all.
As soon as Dhaval put on the mask, the Gypsy raised a hand to signal the guard at the door. "Send him in."
In came a fairly well dressed gentleman, and Dhaval could recognize the Gypsy's tastes (or perhaps it was the current fashion, he didn't know) from his own bout with wardrobe. The newcomer joined them and bowed to the Gypsy, after which he wasted no time in extending his hand to Dhaval. "Constantine Kalvric."
Dhaval rose and shook his hand, smiling already. "You may as well call me Alias. Alias Masque." The expression on the Gypsy's face was well worth the irritation of the mask's voice in his head.
Names: Nero Blackburn (until 8 years ago), Dhaval Leblanc (last 7 years), or for occasional sarcastic fun, Alias Masque Mechanics: late-20s male Tiefling Rogue, alignment will vary widely Core Concept: bounty hunter, thief, spy, and assassin for whomever holds his phylactery
The phylactery created with his true name has many powers, both intentional and unexpected, but the primary power that has become obvious to him over the nearly two hundred years since it was created is that he won't be given the luxury of aging or dying to get out of his slavery. Ever since he wrote his name on that parchment, he hasn't aged a day. While he has received many wounds, all have healed, even those that killed him. He's not sure how it works, or if there are limits to it, but so far all he has to show for two hundred years of enslavement is a latticework of pale scars on his greyish tan skin.
The Black Mask, the Opener of the Way's bounty hunter +5 (Opener of the Way, 2 negative)
He spent almost two hundred years as the Opener of the Way's bounty hunter, killing and stealing with very few limits, the notable exception keeping him away from the Old Man of the Mountain (probably the only one that could tell him how to undo his magical prison). He still carries the tattoo of flames that was used as his choke collar when he tried to stray from the intent of his master's will, and that is the only link that might betray him to others as the fearsome Black Mask of legend, if there is anyone who could see it and believe that the original man still lives. This time inundated him with the arcane, giving him nearly as much knowledge of the workings of spell-craft as many casters.
The White Mask, the Gypsy's spy and assassin +3 (Gypsy, 1 conflicted)
Now that his phylactery is in the hands of the Gypsy, he has had seven years of similar service, but she has spent much of it trying to pull his soul back from his blackhearted glee in killing. He has strict orders, but he can flout them if he finds a loophole, and the Gypsy won't use the tattoo to control him. So his methods have changed, and the things he learns are used for the good of many. Now his time is less focused, and he steals secrets of statecraft just as often as he uses his skills to remove threats to those the Gypsy protects. In his opinion, politics is boring, but he's learning it anyway.
Traits: Lest someone ask personal questions, Jormundr avoids talking much at all.
To bring honor to his clan, if someone is in trouble, this dwarf will help.
Ideal: "I trust in Moradin's wisdom. If I work hard and protect the good from the evil, I have no doubt I'll see home again some day."
Bond: "I swear by Moradin, Silverhall, and... well, never you mind about that. Kin and gods, that's the key. Kin and gods."
Flaw: "No good deed, ye ken? For saving lives, I'm here, and not home. Ye won't catch me acceptin' that kind of thanks again, no sir."
Trinket: A bag containing forty-seven humanoid teeth, one of which is rotten.
Why are you helping Imani with this quest?
After nearly a hundred years of adventuring, hoping to bring enough honor to his clan that Moradin might see fit to guide him home again, Jormundr is feeling like he needs to do something bigger, something to attract the god's attention, if not that of his family members. While he feels generally like he does good because he ought to and there is enough evil in the world to last forever twice over, this isn't entirely a charitable act.
Jormundr was born and raised in a dwarven settlement called "Silverhall", a silver mine that expanded into a full city focused on the mining and working of silver. As his father was of the prominent blacksmithing family and his mother's family made jewelry, Jormundr's early years were spent with tools in hand, learning both trades in hopes of being found suitable for one or the other. Those found unsuitable by the very high standards of Silverhall's community usually ended up doing hard labor in the mines, which, while useful to the town, had far less respect associated with it. Learning two trades kept him quite busy, and he had little time to associate with family members he didn't see daily. There was also the typical training learning to wield a hammer or axe with deadly precision, which Jormundr excelled at. It was this that drew the attention of the temple guard captain, and though his family would not let him abandon the trades entirely, Jormundr began training with the temple guard and after a couple years he would stand as honor guard between his smithing and his bed.
The project he designed to prove his worth to the masters of the smithing trade in Silverhall was a warhammer, engraved with the anvil of Moradin on each side where handle met head and silvered to perfection. Long hours were spent, but the end result was worth it. The local masters judged him worthy of joining the ranks of smiths if he decided to pursue smithing. Life looked good, with one career already available to him, and a silversmithing project to complete before he made hard choices. He took the warhammer to the temple to be blessed, and that's when things went ill.
The temple guard in Jormundr felt obligated to investigate when he approached the inner chambers of the temple and overheard a heated argument. Even without entering the room, he could hear one pleading voice and one angry, one threatening grave injury unless something did not happen, not that Jormundr understood the details of what that something ought to be. It was only when the pleading voice begged the other not to kill him that Jormundr started moving, crashing through the door into a scene of chaos. Two priests were in the center of the room, one clutching the other's still form, surrounded by runes that appeared to be painted in blood. It didn't matter what was going on, Jormundr charged at the robed dwarf with the angry voice and slew him.
It was only afterward that he found out what had been happening. Apparently the wizard, who was his first cousin, had returned to Silverhall for revenge, and was planning to bring the wrath of the dwarf god down on the settlement, or, if the priests refused to perform the ritual, he had planned to summon demons to kill every last dwarf. Jormundr didn't understand the more intricate details that were listed, too caught up in the fact that his own kin had tried to commit mass murder. He was proclaimed a hero and given a medal for saving the city, but he walked through the formalities in something of a fog.
He was just beginning to attempt to return to his normal routines when the sidelong looks began, and the whispers. Apparently while everyone was thankful to be alive, they still saw Jormundr as kinslayer, one of their most heinous crimes. His attempts to be cleansed by the priests of Moradin made no difference, and it was only a few months after he'd saved the city that he was leaving it, hints having been dropped by friend and stranger alike.