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  #16  
Old 01-10-2019, 04:25 PM
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I'm just gonna go ahead and post some unwanted feedback, so let's all make an attempt to raise the amount of secret text to rediculous levels.











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If you think that's an insane plan, we don't hang out enough.

Last edited by Sirviantis; 01-23-2019 at 12:50 PM. Reason: I noticed I did a boo
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  #17  
Old 01-10-2019, 05:49 PM
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  #18  
Old 01-10-2019, 06:31 PM
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Quote:
Originally Posted by Sirviantis View Post
I'm just gonna go ahead and post some unwanted feedback, so let's all make an attempt to raise the amount of secret text to rediculous levels.
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  #19  
Old 01-10-2019, 07:26 PM
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Name: Brü Greatbeard
Race: Dwarf
Class: Witch (Whitehaired)
Short summary: A Dwarf that fights with his beard so he can leave his hands free to drink and/or brew ale.
Appearance: Broad shouldered, covered in tribal runes depicting family and clan history, as well as a history of his accomplishments as a brewmaster. Most impressive feature is the massive beard he keeps tucked into his belt for safekeeping. Long, broad, with a healthy sheen, and not a single hair out of place. It’s only flaw the small streaks of white that have prematurely encroached on its lovely yellow glow.
Personality: Easy-going and jovial, loves to drink and share drink with others. Privacy is of great concern, but believes he has a duty to those in his community and those he travels with.
Home: Uncomfortable in the traditional Dwarven homes underground, Brü lives in a small shack in a swamp near the ocean. With his loyal familiar Cat (The Crab).
Backstory: At an early age Brü felt ostracized from the community around him, although everyone was friendly and encouraging to the young lad. Regardless, Brü was convinced his love of nature and his hatred of stone and fear of confined spaces were making him, and worse yet, his family into a laughingstock. Frequently Brü would venture outside the stronghold to see the sky (and especially the stars above), every visiting trader was bombarded with questions from the curious young dwarf who was just anxious to escape his lot in life.
As he grew older alcohol finally entered Brü‘s life and finally he knew he was in fact a Dwarf, through and through. Ale after Ale was quaffed by the young man and never a hangover or drunken display. Rather he developed a connoisseur’s palette and soon began to improve upon the clan recipes. And forgotten was his love of the sky and the outside, replaced with a passion for Brewing and Drinking! It was at this high point in his life that disaster struck once again.
No one is sure from which side of the family the latent arcane power that resided deep within him came from. But the results were sadly quite obvious. After one night of heavy drinking a rude customer at the bar was shocked, as was the entire pub, when he was sent flying out the window. The culprit? Brü‘s magnificent beard. Seeming to have a mind of his own, and being a much more surly drunk than Brü, fights were a forgone conclusion, and before long, Brü and his now animated beard were sent away.
While disappointed at first, Brü quickly grew to like his exile as he was given freedom. Freedom to explore the outside, freedom to try the (inferior) brews of the other species, freedom to find new ingredients and form new recipes, and freedom to tame the power within. Life had taken Brü for quite a tumble, but as long as life was willing to throw a drop or two his way, Brü wouldn’t take it personal.
Wishes:

Last edited by Mrjoegangles; 01-11-2019 at 08:51 AM.
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  #20  
Old 01-11-2019, 05:30 AM
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Guys, I just wanted to say that you're free to invent your character's home country. I got the question about how much is allowed to be made up in this section, the answer is: pretty much everything. As long as it doesn't directly contradict anything in the opening post I'd probably be fine with it. Thalysfera doesn't come with any sentient humanoid NPCs, so I'd like it if you could draw me a picture of your characters background as it'll allow me to grow some NPCs there and move them over to Thalysfera. If you're looking for inspiration, try telling me how they knew of Thalysfera, why they came to investigate, who they sent and how your countrymen generally behave. Those are probably the most important things from my perspective.
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Desolate Paradise - Part time party-slayer/ Part time wish-granter/ Full time party time ( some would call it DM)

If you think that's an insane plan, we don't hang out enough.

Last edited by Sirviantis; 01-11-2019 at 05:35 AM.
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  #21  
Old 01-11-2019, 10:12 PM
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Last edited by Cristal08Darkmoon; 01-12-2019 at 05:19 AM.
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  #22  
Old 01-11-2019, 11:31 PM
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Last edited by Alphaeus; 01-11-2019 at 11:33 PM.
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  #23  
Old 01-12-2019, 06:16 AM
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Replies to replies to feedback, secreted ofcourse, but now you know what's going on.




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Illeryces & Larvamada- Failed artist & Pe(s)t - Ren - Demonskinned holiness
Desolate Paradise - Part time party-slayer/ Part time wish-granter/ Full time party time ( some would call it DM)

If you think that's an insane plan, we don't hang out enough.

Last edited by Sirviantis; 01-12-2019 at 06:27 AM.
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  #24  
Old 01-12-2019, 08:07 AM
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  #25  
Old 01-13-2019, 02:21 AM
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WIP
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Name: Nuri Salin
Race: Ifrit
Class: Flame Oracle

Short summary: A vision of doom seen in a candle's flickering flame sends a young woman to the sealed continent to prevent it.

Appearance: At 5'4" and rail thin to boot, Nuri doesn't have a lot of physical presence to throw around. It's her other features that make her stand out. The glowing hair that sparks and sizzles harmlessly, twisting and flowing under its own power rather than being beholden to the wind. Her eyes, violet things that shine in the darkness. The touch of Remir is certainly upon her. She's a little commonly dressed, however. Hearing the tales, one would think everyone of the Consulate has riches to spare, but she definitely doesn't look like it. She dresses plainly with whatever seems to come to hand.

Personality: Personable, self-assured, and daring, Nuri owns every situation she finds herself in. The unexpected is handled with aplomb and more than a little of the mischievousness that she shares with her god. And if something really does catch her off guard? Then it's nothing she can't handle. That said, it does nothing to mitigate her two biggest flaws, overconfidence and an overwhelming sense of pride. In summary she can talk her way out of any problem, but she's usually the cause of it in the first place.

Home:
The Consulate of Remir- As its name implies, the Consulate is ruled by an array of consuls that rule their own city states. It's chaotic and infighting is rife among the members, but, as fractured as they are, nothing unifies them quicker than an outside threat. A sort of social darwinism pervades the societies of the Consulate. If one possesses enough capability and drive, then they too can stand among the wealthy and elite. A projection of strength to the other powers that be. One of the surest paths many have found is that of alchemy.

Needless to say, tyranny, corruption, and carelessness are rampant. Failed alchemic projects have transformed much of the population into planar beings. Despite this, many still choose to live in the cities. There's protection there, if only the false promise of one. On the roads the lines between merchant, bandit, and sell-sword are blurred. The Remirite druidic order still haunts the harshest environs of the lands that used to be theirs. Finally the land and animals are transformed into things monstrous and strange by living tores.

But not everything is horrible. Mutated life has found a sort of symbiosis with the natural. Nomadic clans tend to their flocks and each other. People use the knowledge they've gained to better themselves and others. With enough of a push in the right direction, Remir can be great.

Samadhan the Candleholder- One of the sixteen gods of the old Remir creation cycle, Samadhan was the god of fire, tender of the sun, and leader of his pantheon. Said to have had many trysts with his sisters that birthed innumerable godlings and spirits. He's also a trickster deity that loves nothing more than to watch someone deal with a problem he's created. In modern Remir he's seen as the patron of innovators and problem solvers.

Ctenizi- A type of gigantic trapdoor spider that dwells in the Tablelands, a region of southern Remir known for plateaus and underground rivers. The water brings larger animals that the spiders use for prey. Inhabitants of the region have been known to domesticate them. Primarily it's for their silk, but their carapaces, meat are also valued. Being nonmigratory, the spider are usually at the center of their communities. Some even use them as guard animals.

Of note is the spider's obsession with cleanliness, far surpassing that of their taxonomic family. Everything must be in its perfect place or else the spiders can become aggressive. It's a trait that often associates them with Aistihwadh, the covetous goddess of wind and hidden places.

Backstory: Nuri was born in the Tablelands to the Salin clan. They were former salt miners in the region around Yorin, where the consul's experiments endowed her line with the gift of fire. But that was in the past. Today they are herders of the ctenzi, a profession that gave the Salin relative autonomy as it could take months or years to tame a spider and figure out its particulars. Time and patience most of the consuls and their servants rarely had. So for eight lovely years Nuri had one of the rarer gifts in Remir; an untroubled childhood. But such lives rarely last long for the favored of one particular god.

One day a troupe of majid came to her family under orders from Consul Glan to obtain her family's store of silk for a "fair price." Nuri never witnessed the exact series of events, but the yeggs soon descended on them. There was a great deal of bloodshed that day and in the end Nuri was one of the few survivors. Carted away with her family's riches, she was taken to Yadah to be sold. It was there that the flames first spoke to her.

To call it speaking was generous. Images, impressions, and feelings, they came as she looked into the candle across from her cell. It taught her many things and the first of which was how to escape. With the flames to guide her she dove into the city's underbelly and vanished. With no home to return to she traveled ever west, out of Remir, and into the lands surrounding Pramore. She lived as an urchin. Taking what she could to survive and dealing with the flames', with Samadhan's, "harmless pranks." Really that would have been the end of her story if not for the nightmarish vision that came to her a year ago.

The details were always fuzzy, but there was screaming and fire, things she couldn't name, and faces she didn't recognize. It always ended the same. Her horrible death. The means were different, but the result was the same. And it wasn't just her death; the world died too. For the first time in her life she tried to ignore Samadhan's warning, but it came back every night with greater intensity. A sealed land, surrounded by waves and pirates. She had to go.

Now that she's here, Samadhan is silent. All the danger of the voyage and she's adrift now. Even more puzzling is the rater high number of the Consulate's agents that she has run across in Thalysfera. The best she can hope for now is to find one of the faces in her visions or some other clue...

Wishes: Nuri want to be something more than what she is. The life of a gutter rat is fine for survival, but isn't sustainable. She wants to be somebody important... That vague sense that she doesn't want to be forgotten when death holds her tight.


Last edited by danab; 01-20-2019 at 02:35 PM.
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  #26  
Old 01-13-2019, 11:07 AM
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Can we reroll 1s if we choose to roll?

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Name: Grace Fletcher

Race: Scion of Humanity alt racial trait & (if acceptable) swapping the spell-like ability for a +2 to ConAasimar

Class: Kinetic Chirurgeon archetypeKineticist

Short Summary: A new member of the Guard and a Healer, Grace is constantly looking out for new challenges or criminal plots that need to be overcome.

Appearance: Grace stands about 5'10" and has a slim profile that's more from an excellent metabolism than exercise. She keeps her honey colored hair cropped short, much to her twin's dismay. Her skin is slightly more tanned than her sister's because she spends more time outside and accents her blue-green eyes well. The young woman dresses mostly in pants, shirts, boots and anything else that she feels won't restrict her movement, drag on the ground or catch on things in confined spaces.

Personality: Despite almost unshakeable confidence, Grace is usually as easy-going and flexible as a gentle stream. She handles the cockiness and aggressiveness she often encounters on the streets with a variety of expressions and, what she believes to be, witty repartee. Her sense of humor tends to run towards sassy and sarcastic, though dry humor does sometimes make an appearance. When she's determined to achieve something, she works hard to accomplish whatever goal she set her self. When forced or needed, she can go from gentle stream to ice hard. She shoves aside her easy-going nature and the gentleness that almost all healers possess and focuses on staying alive or getting out of whatever situation or away from whoever caused the 'change'.

Home: Grace is originally from a small archipelago called Ganefta, about a week's sail from Thalysfera. It is a small nation that has suffered little in the way of civil unrest. The primary exports from Ganefta are salt, spices, various plant based think cotton cloth, hemp rope, natural dyes, etc.products and ships, though they occasionally need to import the wood for these so the don't devastate their forests.

Backstory: Grace's upbringing couldn't have been more pleasant. She and Faith were doted on by their parents. Their father, a shipwright and kineticist, spent much of his time earning enough money for their family to live comfortably. He loved to buy them all little gifts and was the one that Grace was closest to. Her mother, a hedge witch, was a sweet, gentle woman who taught her children the basics of healing. She gave both her children all the love they could ever want and aided her husband in earning money by making potions, poultices and lotions when the girls went to sleep.

When Grace was seven, Faith first spoke in a language only their mother understood. She was so happy because she wouldn't have to teach Faith how to speak the language of their ancestors. Grace, however, would still need to be taught. A few more years passed before Grace's abilities began to show. While she was connected to water and her father to wood, he was still able to offer her guidance. She started going to work with him. There, she could practice her abilities by the docks without harming anyone.

About twelve years passed. Grace and Faith were now sixty. They were adults and word had reached Ganefta that Thalysfera was being repopulated. Both knew that healers were always needed. Faith wanted to travel to the island and open a shop centering around their healing abilities. Grace agreed and they left about two weeks later. Roughly a week beyond that, they arrived. The two young women stayed in one of the cheaper taverns, the Black Cat, while they searched for a place for their shop. They eventually found one and, using most of the money they'd brought with them, bought the small, two-story structure. The lower level was spacious enough for an infirmary and had a smallish kitchen and pantry that they could use as a primary store room. The upper level had four tiny rooms. Grace and Faith each took one of these rooms as their own chambers. The other two were left alone for the time being, aside from a cleaning. It took a little while, but they turned the building into their shop.

Some later investigation led to mixed reasons. There was a cleric closer to the docks offering the same services. People weren't really fond of the 'backlash' usually associated with Grace's technique. (Though it was perfectly fine if someone was dying....) Grace did most of her healing with just water was weird.Business that first year was a little slow. Faith was sure that their shop would turn a nice profit in another few years. Grace wasn't so sure. There definitely wasn't enough business for both of them. Grace decided to do something about it. There was a Guard station a few blocks away. She choose to pay them a visit and offer her services, and those of their shop. Since they were in a slightly rougher part of town, the station tentatively agreed to have her join them a couple days a week for a three month probationary period. If she pulled her weight and proved her worth during that time, they'd consider sending more of their officers to their shop. Her plan worked. Those first twenty-four days with the Guard were a mix of busy, slow and insanity. Perhaps the craziest of all her shifts was when she had to help out in the aftermath of a riot. Even Faith came to help on that day.

Since her probationary period ended, she's slowly picked up more and more shifts with the Guard. Grace even spent a few weeks going through the basic training that all members of the Guard had to complete so that she could be allowed on the streets more often. While she was being challenged on a more regular basis, she was being pulled farther and farther from the business she started with Faith. She agreed to hire a hedge witch and her young son to take up much of the extra responsibilities that she'd left to Faith to handle. The hedge witch was even able to expand the services offered at their shop through her potions. She still worked in the shop two or three days each week, but was now free to consider what she wanted to do. The shop, after all, was much more Faith's dream than hers.

Just last month, Grace formally joined the Guard. Her experience as a Guard Healer and the training she'd already completed allowed her to be assigned a partner of her own right away. The one she landed with was a female android she'd seen around that no one had been able to stand for more than a few weeks. She's since learned that drunken louts, and worse, seem to think that two lone women are easy targets. Grace loves proving these idiots just how wrong they are.

Wishes: Besides enchanted armor and an enchanted weapon, I would love a magical item that grants a few elemental blasts each day from the aether, air, earth, fire & woodother elements and enhances her water blasts in some way. Maybe an artifact that has a pearl or gem in it and spaces for five more?
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Last edited by Cristal08Darkmoon; 01-25-2019 at 05:41 PM.
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  #27  
Old 01-15-2019, 08:52 PM
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You will be missed, #80
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I donno if I should apply or not....man, Half my players have applied here xD
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  #28  
Old 01-16-2019, 12:02 AM
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Then why should you not apply? Get cracking on an app MoM!
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Desolate Paradise - Part time party-slayer/ Part time wish-granter/ Full time party time ( some would call it DM)

If you think that's an insane plan, we don't hang out enough.
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  #29  
Old 01-16-2019, 01:02 AM
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You will be missed, #80
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Lol, I have been spitballing ideas
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Old 01-17-2019, 01:31 PM
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2.0 playtest rules or original pathfinder?
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