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  #16  
Old Jan 6th, 2021, 11:03 PM
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Nedly Aimes Moonharvest and Ripley
Race: Halfling (from Hearthome)
Class: Urban Druid
Role: Healing or Magic. My character concept isnít tied to either one.
Affiliation: The Home Guard
Physical Description: Ned is short even by Halfling standards. He has a wiry build and stands just a bit over two and a half feet tall. Either despite that or because of it, he has a rigid, confident posture. He walks with purpose and has an air of determination about him. His clothes are fashionable but not luxurious. They reflect his urban lifestyle rather than the more rustic garb typically associated with druids.

Personality: Ned has something of a mercurial personality. A lifetime of short jokes and working for the Home Guard has cultivated his sardonic side. This tends to come out when the short jokes do or when he has to deal with difficult civic matters. On the other hand, he loves his life and his place in the world. When everything is going well, Nedís demeanor is sunshine and rainbows.

Background: Nedly was sent to be trained by the Waterbearers at a young age. He never developed much physically, and the jeers of his fellow children turned into the jeers of his fellow adults as he grew up (or failed to, as the case may be). While with the Waterbearers, he occasionally served in the Bulwark. He loved the regimented lifestyle and has since carried himself with military bearing.

While still keeping in touch with the Waterbearers*, Ned moved to Hearthome and joined the Home Guard. Both his druidic training and his limited military experience have served him well there. He found Ripley as a puppy, abandoned on the streets and the two have developed a mutually beneficial relationship. Ripley smoothes out Nedís rougher edges and, in return, Ripley gets access to plenty of snacks from the merchants on Nedís beat. Over the past two years, Ned and Ripley have become a common sight on the streets of Hearthome.

Literary Cues
Want: Recognition. Nedly is ambitious and wants to be promoted within the Home Guard.
Need: Ned needs to stop trying to prove himself just for the sake of compensating for his small size.
Misbelief: Your competence is determined by your size and physical prowess.
Theme: Your worth is determined by your character, not your size.

*Waterbearers Ė a Druidic order in Hearth that reveres nature in a broad sense as opposed to worshipping a particular nature god. Formally, they are custodians of the land who mostly help farmers maintain healthy crops and animals. They also serve in the Bulwark as healers and utility magic wielders. Informally, they also communicate with Druidic circles in other areas. Thus, they serve as discreet avenues for the various political bodies to interact when formal diplomatic channels have broken down.


Notes
Feedback would be great!

Name: I'm not sure if I got the naming right.
Want, need, etc.: Those are just there to outline Nedly's internal conflict as role-playing reminders.
The Waterbearers: I made them up as a bog-standard fantasy druid group. If there is already one in place, I can switch over to that.

Last edited by Attitude; Jan 7th, 2021 at 09:50 AM.
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  #17  
Old Jan 7th, 2021, 01:44 AM
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Hi there and welcome! Druids are always a good choice. The enclaves are settled territories, but feel free to choose any standard animal companion. Things more exotic than dogs and wolves could easily come from places outside of the enclaves that are less tame.
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  #18  
Old Jan 7th, 2021, 04:46 AM
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Quote:
Originally Posted by Icereach View Post
I've decided to include Unchained as a part of Gost. For this game, that should only really affect your decisions if you're considering playing a Rogue or Monk, which are now the Unchained variants of those classes. You may also take the Signature Skill feat to qualify for skill unlocks as normal.
This settles the business, then. I wanted to do the sorcerer but had issues getting a story worked out that suit the concept of Gost and the Home Guard. I have scrapped her and will grapple with an unchained monk with Military Lineage instead.
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  #19  
Old Jan 7th, 2021, 04:52 AM
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Tess Cobbler
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Tess Cobbler
NG Female Halfling SwindlerRogue 4, Titan FighterFighter 1

Role: Combat, Traps. Kleptomaniac Skill Monkey with a pointy stick.
Alternate Racial Traits: Fleet of Foot, Small Quarter Ally
Affiliation: The Home Guard

Description: Dressed in the simple guard's outfit, surrounded by several Ioun stones - undetermined as yetglowing stones, she cuts Of average height, her unmistakable top knot is the first thing anyone sees, poking above anyone else around her. It is always of some concern then, whenever that top knot disappears from sight, dropping below the line of sight means that Tess could be up to any number of different objectives. The strange, oversized spear she carries, a trophy supposedly from a Kellid barbarian (and fiercely won if you believe her outlandish story) accompanies her everywhere. She has tied a bright red tassel to the end and replaced the boring leather handle with an intricately knotted red rope. Quick and wiry, she can run rings around her fellow compatriots in the Home Guard and her infectious laugh trails tantalizingly behind her as she patrols Hearthome with her squad.

Personality: Affable and chatty, Tess is the first to bound into meeting new and interesting people (and animals... and sometimes inanimate objects). A happy-go-lucky scamp, she treats her martial training almost like a byproduct of her life-to-date, she can twirl a stick, yes, but she refuses to let that define her. Indeed, those who know her never mention her fighting skills with their first breath, instead they have a knowing smile and pat their pockets. Tess never claims to be a thief, to do so in Hearthome would likely land her deep in trouble with the Home Guard anyway, but things seem to go missing around her. Whenever she finds the missing belongings of her friends and family (for that is exactly who she considers anyone she has the pleasure of meeting), she loves to return the possessions, claiming she has kept them safe from other would-be-thieves. She puts great faith in fate, choosing to wander happily into situations assuming that she will be able to find a way out with glib tongue and long, pointy spear.

Background: Born in Hearthome, Tess had a perfectly normal upbringing. As normal as an upbringing could be with both parents, older brother and sister all funneling their lives straight towards the Home Guard anyway. More or less a normal, tunnel-vision upbringing then. Tess was the youngest, most ebullient of the lot, her dour-faced family never quite understood her humor and lookout on life, which is why she initially turned away from the family traditions...

Trained in martial skill by Mathias Grath, a sergeant from the Home Guard, yet loyal to TBA-in consultation with GMThat Head Family, Tess learnt to wield a spear and sword almost as soon as she could walk. It was rumored that Tess was chosen for training by a certain member of the Head Families themselves, but Tess never felt the need to find out who the mysterious benefactor actually was. She appreciated the help though, her training led her to first join the Bulwark, and it was on a strange venture beyond the borders, she came across something that she could only describe as a 'spear-plus-plus'.

Plus-plus slowly became clearer to her, as she trained and experimented with the oversized weapon. The providence of the weapon was always in question, one Tess was eager to answer at every opportunity. First, it was made from the tooth of an enormous mythical beast that roamed the edges of the world, then it became hewn and formed from a piece of space-rock, flying down to earth centuries ago. Then it was a Kellid prize, left there after being driven away by the Bulwark in a rare skirmish out of their own lands. Whatever it was, Tess had a story ready-made at any moment.

The weapon itself was a curiosity, even more than simply its size. A trigger seemed to release a spring, pushing into a chamber nestled inside the spear that seemed to push forward a liquid. At first, Tess experimented with water only, observing how the mechanism worked, later she found much hilarity ensued when she put more dangerous concoctions in the chamber. Poisons were obvious, but Tess never felt fully at home with what she considered the 'evil' side of death. Instead, in went mum's chilli soup, a bottle of '93 Mushroom Merlot, or a potion of cure light wounds, each producing their own peculiar effect in the particular target of her 'experimentation'. She found even more efficacy with dangerous potions and alchemical concoctions, courtesy of Aldalgrim Parsteri.

Despite this experimentation and rebellion from the family tradition, Tess didn't feel completely at home in the Bulwark. She had consistently been urged and cajoled into joining the Home Guard by her parents, yet she had consistently ignored and pushed the thought as far from her mind as possible. The constant badgering though ate at Tess, no matter her own achievements, her brother still managed to one-up her by stopping a gnomish insurgency or her mother cut the head off the snake of an underground 'terrorist' gnomish ring looking to upset the harmony of Hearthome. After a sobering defeat at the hands of the Kellids, Tess saw in-fighting and blame placed on any scapegoat the Bulwark could find and tendered her resignation that instant. Acquiescing to her family's demands, she joined the Home Guard, now a seasoned veteran of several years. That her experience to date had been against larger-than-halfling-life creatures like the Kellid didn't seem to phase her, her oversized syringe spear was equally as effective against the pipsqueak gnomes.

Life wasn't as wild as it was patrolling the borders of halfling territory, but it was comfortable. Tess could train, explore and experiment to her hearts content, and there were far more friends to be made in the cities than on the frontier anyway. It was just a shame things kept disappearing around her, wait-no... It wasn't a shame they disappeared around her, it was just as well that the Home Guard had someone like Tess on board-who else would be able to find all the missing items anyway? It was a good thing, no, a great thing that Tess had chosen to join the Home Guard, they just hadn't quite realised it yet...
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Last edited by pianoman90; Jan 27th, 2021 at 03:06 AM.
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  #20  
Old Jan 7th, 2021, 06:24 AM
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Randall Dugdale Swineherd
Randall Dugdale Swineherd
Halfling Unchained Monk of the Home Guard

Description
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Randall ready for the annual Summer Hog Hugging
Randall Dugdale Swineherd had been in the Guard for half his life now. He had started back when his grandfather was still part of it and his own father was at his highest. Now Randall was the go-to contact for the Dugdales in the Guard, with Pappa Nackin having retired just half a year ago. Randall’s eldest daughter, Yona, was stepping up to be a competent archer and she would join the force within the year if everything went well.

Randall would get up early in the morning, setting the sour dow buns in the mass oven before he fed the family pens. They had a pigsty with seven highly prized sows and a very promising gilt who would soon farrow and thus create a whole new revenue of profit for the Dugdales in general. Randall and Nancy’s four younger kids served as swine herds in the family woods, during the day. When Randall returned to the solid stone dwelling where he and Nancy lived with their five kids, the buns would already be rising and creating that wonderful aroma that he praised and embraced. It was a reminder of two of the great stable things in his life: His family and his job in the Home Guard.

In the Home Guard, where Randall served as a sergeant for a front squad, he was known for a steady, tactical overview and sincere guidance to new recruits. He was among the fierce agitators for order and conservatory principles, but he would always exhibit extraordinary understanding for feelings and personal deviations, especially among youngsters. He would always be very clear in the fact that they should argue and voice their opinions to seek consensus and parliamentary agreement.

Randall’s strategies in the Home Guard was to be quick out of the gate in a rushing force of dedicated law and order and if any disruptions appeared then deal with them while administering as little bloodshed as possible - this was also the main reason why he was so content using the sling. A stone on a thigh bruised a thief enough to stop them, but the miscreant would still be able to go back and serve his family, once justice had been served. If the situation demanded it, Randall was also an excellent brawler, using cunning maneuvers, speed, and a lifetime of experience in catching pigs in the mud.

With a mob of brown curls and relatively orderly sideburns, Randall’s weatherbeaten, round face is well framed. His cheeks have begun to see the early stages of rosacea and his dark blue eyes hint at a mix of Heights heritage, three generations back. He keeps his chin daily shaved which allows a better view of his straight and cheerful smile. When not wearing his Home Guard uniform, he favors home-sewn clothes made of coarse sackcloth, for work, and a full suit of hazel velvet with forest green silken inner lining and a russet red butterfly to stand out against his eggwhite shirt. Those two colors of the Home Guard are loved and honored and as such mirrors Randall’s own ideology that his life is not so separated from his work. He has made sure that his Home Guard uniform supports his way of work, that there is no extra weight hampering him down, and that the wool padding is reinforced over knees, elbows, and wrists with willow wickerwork.


Technicalities
Role: Combat (and survivability)
Alternate racial traits: Military Lineage, Warslinger and Small Quarter Ally


Last edited by Tales; Jan 7th, 2021 at 06:56 AM.
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  #21  
Old Jan 7th, 2021, 06:59 AM
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I am still on the lookout for an image that fits Randall better, but this one seemed appropriate when you, Icereach, had also posted your wargame miniatures in the advert.

@Pianoman - let me know if you want to add references with Randall? If they operate in the same squad, Randall would have been a warm welcome, as a senior Home Guard sergeant.
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  #22  
Old Jan 7th, 2021, 03:37 PM
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but feel free to choose any standard animal companion. Things more exotic than dogs and wolves...
Gasp! Perish the thought. Ripley was hurt by the mere idea of it.
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  #23  
Old Jan 7th, 2021, 03:43 PM
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Gasp! Perish the thought. Ripley was hurt by the mere idea of it.
Lol I'm all for a dog companion, I was just letting you know your options.

I appreciate you folks' interest and the time you're taking to review the material, even the stuff I posted that's not directly related to this game. Every little bit of input helps, and draws my attention to stuff I can expand on for later. Keep them coming. I'll start rounds of reviews when we either get a few more players or start getting a little closer to Feb but for now, keep it up!
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  #24  
Old Jan 7th, 2021, 05:44 PM
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Nedly Aimes is a wonderful character. I am curious as to his involvement in the Home Guard and how open he is about his divine gifts? The former to discern how I could relate my own character to Nedly and the second because I still try to grasp how magic works in Gost. I know Icereach has poured goodness out already, but I have thirst for more.

It could be that Nedly had taken part in the great Pig Prize Praise Parties out at the Dugdale farms? Certainly, he would have loved Nancy's Fireside Fennel Fish? A mouthwatering meal that makes Randall proud of his wife to a degree of near-bursting.
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  #25  
Old Jan 7th, 2021, 06:39 PM
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Ned is fairly urbane by normal halfling standards and twice so by the thinking of most druids. But, as he tells the elders of the Waterbearers, nature needs to be tended in Hearthome just like anywhere else. Because of that, he probably wouldn't be caught hugging hogs. If there were a cooking contest though, his wife and daughter would almost certainly be there to enter their Savory Meat Pies.
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  #26  
Old Jan 7th, 2021, 06:45 PM
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Sorry, forgot this part
As for your other questions, Ned works in the city of Hearthome as something equivalent to a police detective. He and Ripley are pillars of the community in the area that they work. As a druid, he reveres nature as a whole. I haven't zeroed in on the magic side of things but he has a wide array of choices when it comes to spells. He could specialize in healing, weather, plants and animals, or all of the above and be something of a generalist.
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  #27  
Old Jan 8th, 2021, 02:20 AM
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Thanks for expanding. There might be a paradox to play up against there. Ned loves nature as it is which of course stands in contrast to Randall's idea of cultivating nature (selection of the pigs with the best attributes, for future generations). As a farmer, Randall has to balance his own love for wild and untamed nature and the need to build pens, control his animals, and so on. I think it could make for some good tavern-conversations.
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  #28  
Old Jan 8th, 2021, 12:57 PM
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I think that, potentially, the word "optimize" was being viewed by potential players in the wrong light. I changed the wording a little to better reflect my intent.

@Tales: What other information would you like about magic?
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  #29  
Old Jan 8th, 2021, 05:18 PM
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It was mostly a compliment to Attitude’s character and a request to learn more about Ned’s way of dealing with the divine powers.
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Old Jan 8th, 2021, 07:19 PM
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10/4. I just want to make sure I don't leave any questions unanswered.
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