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Old Nov 8th, 2020, 09:50 AM
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War of the Burning Sky - Application office is close!

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War of the burning sky

MoonZar Campaign Setting

A level 1-20 PATHFINDER 1st Edition Campaign


L


Theme and IntroAs the new year turns, the weather takes a sudden chill turn, and the sky darkens as the grip of winter intensifies. Worry rises as regular channels of communication between nations cease like a candle suddenly snuffed. Slowly, throughout the lands claimed by the Ragesian Empire, rumors spread between isolated villages, travelling by foot and horse and word of mouth — rumors that Drakus Coaltongue, the immortal emperor whose armies conquered every land he set his gaze upon, has fallen in a distant land to the west. How the tyrant was defeated is unknown, but if it is true, everyone knows that a war is coming. The generals of Emperor Coaltongue will strike for control, oppressed peoples will rise up in rebellion, and dangers once held in check only by fear of the mighty warlord will bring doom to the world.

Those in power are preparing for the coming conflict, readying fervent armies and powerful weapons and subtle, deceptive plots, but two questions burn in their minds: who killed the seemingly-immortal Emperor Coaltongue; and what has become of the artifact that would let a man rule the world? Who has the Torch of the Burning Sky?

Driven out of their homelands by the dogs of war, unlikely heroes head for a distant safe haven, a mages’ school named Lyceum, which has sent up a rallying cry for those who wish to resist the warmongers. Sent on missions by the leaders of Lyceum, the heroes form alliances to build an army, and they discover strange secrets that underlie the conflict. As the war reaches a climax, powerful magic superweapons threaten to scorch the world or sunder reality and leave nothing but nightmares.

War of the Burning Sky is a high fantasy campaign saga that thrusts the player characters into a war of mythic proportions.

Ever-escalating conflicts, powered by mighty magic and fervent faith, threaten the heroes' freedom and lives, and even the world itself.

Prepare to orchestrate a magic-powered war with the story, background, and rules material in the War of the Burning Sky Campaign Guide.

War is coming: what happens next?


Prologue


Gate Pass - Your home!Gate Pass (Large City):
Conventional; AL NG; Population 17,000; 40,000 gp limit; Assets 34,000,000 gp; Mixed (57% human, 13% orc, 10% elf, 6% half-orc, 5% half-elf, 5% gnome, 3% dwarf, 1% other).

The Free Citystate of Gate Pass lies in a rocky mountain pass that runs east to west between Ragesia and Shahalesti. Sheer cliffs mark its northern and southern borders, and fortifications built up over centuries have made the city highly defensible, allowing it to avoid being annexed by either of the nations that surround it. These same fortifications, unfortunately, make it difficult for anyone to sneak out of the city without going through any of the numerous gates that give the city its name.

Though the city’s borders to north and south are tightly limited — less than a mile wide at the widest point — the mountain pass is nearly twenty miles long, giving the city a lot of room to grow eastward and westward. The older districts of the city lie in the center of the pass, with different eras of development sprawling out gradually in both directions. Additionally, various small farms and ranches dot the mountains around the city proper, though these people are generally hostile to foreigners and relatively well-armed. Gate Pass has only been conquered once by the Ragesians, and its citizens managed to drive out the invaders and regain their freedom, so many of the farmers and ranchers view themselves as the first line of defense for their city.

A few decades ago the natives drove out the Ragesians and negotiated their city as neutral ground. Because of this repeated history of occupation, the city is a fortress built in patchwork over many decades. High walls surround Gate Pass on all sides, and the city is divided into twenty-seven districts, each separated by a wall with a well-defended gate. A single main road stretches through the city — the Emelk Way — passing through each district and gate.

Traditions and Culture
The city’s architecture tends to multistory buildings with bridges between roofs, creating thousands of “gateways” along roads and alleys. Even in poorer districts, buildings are usually at least two stories tall. Many merchants, made wealthy from the traffic that passes through the city, own vast ranges of adjacent buildings, all of them connected with high bridges. An expression of the city — “a coin for every gate” — both refers to the wealth of the city, and serves as a warning to visitors to avoid poorer areas where buildings lie unconnected.

A broad, twenty-foot wide thoroughfare called the Emelk Way runs the length of the city, interrupted only by the district walls every half mile or so. The city’s natural landscape rises in the center to a broad hill called Summer’s Bluff. In addition to being home to dozens of gated estates for the city’s politicians and rich merchants, Summer’s Bluff is the site of the city’s grand square, where various annual holidays are celebrated. The grand square can easily hold several thousand people, and it is dotted with dozens of small groves, statues, and ornamental gate arches, with staircases people can climb to get a better view. In the center of the grand square is a high stone dais, its surface carved in a massive relief that depicts several local legends.

The rest of the city consists of various districts of skilled workers, common housing, warehouses and businesses, and slums. Each district has representation in the city government. By city ordinance, every fourth district must contain a park at least a quarter mile to a side, though entrance to these typically requires payment of a few coppers.

The city grew outward from its central districts, with a new district and new outer wall springing up every decade or so. Because of this, it is possible to see the changing styles of construction and defense over the centuries of the city’s existence, like reading the rings of a tree. In older districts, built before the development of the city’s underground sewer system, countless reservoirs and aqueducts rise above the rooftops, designed to catch rainwater and direct sewage to dumps outside the city. The current sewers flow into an underground river before being swept into endless, uncharted caves.

In the past few decades, clerics have blessed the gates of new districts in expensive rituals, and a tradition has developed for respected citizens to be buried in the sanctified ground near the gate of their district. Most graveyards, however, lie outside the city, either fenced in atop hills, or in gated crypts.




RagesiaRagesia is the largest nation in the region, and four other nations commonly interact with it. The politics and history of the region are relatively simple, though the recent power vacuum in Ragesia threatens to make things much more complicated.

The Ragesian Empire lies in the northwest of the region, spanning several hundred miles north to south and east to west. To the east is the Shining Land of Shahalesti, a tenuous ally with whom relations have frayed of late. To the south lie the Exarchate of Sindaire, the Kingdom of Dassen, and the Khaganhold of Ostalin, three nations which so far have managed to avoid being conquered by Ragesia.

The Ragesian Empire is based in the capital city of Ragos, located on central lowlands dominated by many lakes. While the core of the empire is populated heavily by humans, the outer regions have wildly diverse cultures and populations, the result of having once been many separate nations before being conquered by sword and torch.

Every region has a significant component of orcs, goblinoids and even ogres in the population that were tamed a long time ago by the empire, along with a heavy military presence to ensure loyalty and peace. Though many people of Ragesia have been conquered, most are content that they live today in relative safety. Given the power of the empire, rebellion just doesn’t seem worth it. The majority of the population is still human however, and different ethnic groups remain mostly concentrated in their old homelands, which are often separated by low, long mountain ranges.

The northern reaches are home to people known as the Kelaquois, who live in frigid lands that are frozen for most of the year, where they coexist with frost giants, mastodons, and vast herds of bison. The western plains were once the nation of Latia, its renowned ship-building now benefiting Ragesia and its navy. The southern lands are craggy, with cold rocky deserts dominating what was once Chathus, a land of nomads and traders who nevertheless defended their lands with great vigor, using cavalry and mobility to wage a protracted war, allowing their home to be the last conquered by Ragesia. The central heartlands once belonged to the powerful fortified nation of Morrus, and numerous old castles, forts, and walls dot the landscape, defenses which were easily bypassed with Emperor Coaltongue’s Torch.

Ragos
LE Conventional Metropolis Government Totalitarian Demographics mixed (63% human, 15% orc, 10% half-orc, 3% goblin, 3% dwarf, 2% gnome, 2% ogre, 2% other)



ShahalestiOn the far side of the mountains that mark Ragesia’s eastern border spreads the Shining Land of Shahalesti, ruled by Lord Shaaladel, a middle-aged elf who rose from being a military commander to the nation’s ruler during the ascension of the Ragesian Empire. Shahalesti was in danger of being conquered like Ragesia’s other neighbors, and Shaaladel’s aggressive displays of force — including the conquest and destruction of two nearby elvish lands that were hostile to him — are credited as major reasons why Ragesia has so far not looked east for conquest.

During Ragesia’s annexation of its neighbours, Lord Shaaladel lent military aid, and he and his trusted aides participated personally in several battles at Coaltongue’s side. A canny, wise, and charismatic commander, Shaaladel is respected even by the Ragesian army, and many expected him to succeed as Emperor after Coaltongue’s death. Rumors say that the elvish lord was quite displeased that the old half-orc was refusing to die of old age.

Shahalesti is not an entirely elvish nation. The majority of its human population is human live as commoners with little real power. The aristocracy is exclusively elvish, as well as the higher ranks among the military. Despite a grudging alliance with Ragesia, however, orcs and half-orcs are despised and persecuted, unable to hold any public positions, often horribly exploited as nearly slave labor. A few outposts of wealthy orcs with ties to Ragesia have tried to start their own communities; this is a steady source of strife

The capital of Shahalesti, Calanis, is built over a crescent rift carved by a waterfall. The city is forbidden to non-elves except by invitation from one of the royal family which, as of now, consists only of Shaaladel and his daughter Shalosha.

Calanis
Neutral Conventional Large City Government Aristocracy Demographics mixed (69% elf, 15% human, 10% half-elf, 5% halfling, 1% other)


Religion and Magic The region worship strong elemental entities, along with many servants of these entities that are themselves also elementals. Everyday religion is much more self-directed (i.e. thanking the earth for a good harvest), while organized religion is much more cult-like (i.e. if we don’t raze that village as sacrifice, we will die by fire before the next turn of the moon). That been said foreign religions from all over Golarion are present in all cities.

Magic is fairly common. Two cities the PCs spend time in early on have magical academies. A solid wizard type character will be a must to survive enemy spellcasters, but will be hunted down by inquisitors.



Key names and placesEmperor Coaltongue: The Old Dragon, some called him, since he seemed immortal, and he only grew more cunning and powerful with age. Drakus Coaltongue has ruled Ragesia for decades, slowly expanding its borders through cunning and conquest. The half-orc was rumoured to be immortal, but now he is rumored to be dead, which has Ragesia up in arms.

Decades ago, a warlord arose among the tribes of what is now Ragesia. Drakus Coaltongue, half-orc son of a human noblewoman, brought a level of patience and political cunning rarely seen. He united many tribes, slew a gold dragon and took its child as a prize, and prepared his people for glory. Emperor Coaltongue’s success depended heavily on the Torch, an artifact he acquired years ago. All the common person knows is that when the Emperor lights the torch, he calls a pillar of fire down from the sky that carries him and his armies to wherever he desires.

The Torch of the Burning Sky: Emperor Coal tongue’s success depended heavily on the Torch, an artifact he acquired years ago. All the common person knows is that when the Emperor lights the torch, he calls a pillar of fire down from the sky that carries him and his armies to wherever he desires.

Gate Pass: The Free Citystate of Gate Pass lies in the Otdar Mountains, which is the eastern border of Ragesia. The pass is a major conduit between Ragesia and their elvish allies to the east, the Shahalesti. Control of it is vital.

The Shining Land of Shahalesti: The elves of Shahalesti cast their lot in with the Ragesians years ago, which allowed the rather insular nation to rise to power, but now their alliance is strained. Everyone knows that the elvish ruler, Lord Shaaladel, has his sights set on inheriting the empire after Coaltongue’s death. Shaaladel’s daughter Shalosha is not power-hungry like her father, and she provides an avenue for alliances.

Supreme Inquisitor Leska: Once one of Coaltongue’s closest advisors, the oriental witch named Leska has trained a mighty force of clerics specialized in countermagic. Concealed by masks, these “inquisitors,” as they are known, do Leska’s every bidding.
 


Dassen, Sindaire, Ostalin: Three nations on the borders of Ragesia and Shahalesti, who might be allies or enemies.

Pilus, Master of the East Wind: The monk-sorcerer Pilus, a master of air magic and the creature-sculpting art of biomancy.



The EssentialsWelcome to War of the Burning Sky, published by EN Publishing. Since it's not well known, here's a few hints of what your heroes will have the opportunity to do the following.
  • Escape a besieged city
  • Traverse an eternally burning forest
  • Save the Resistance headquarters from destruction
  • Ally nations
  • Penetrate the castle where Coaltongue died
  • Pursue the assassins who slew him
  • Recover the Torch of the Burning Sky
  • Rescue hundreds of imprisoned mages from an icy fortress
  • Defend your home town from the invader
  • Save a dragon from her dreamworld prison
  • Defeat a mile-long living airship
  • Lead their armies on a final assault against the might of the Ragesian Empire

The type of adventures the PCs will be going on will generally be military operations, including:
  • Spying, scouting, and infiltration
  • Finding valuable information and getting it to the right people
  • Tactical strike missions
  • Street-to-street fighting through occupied cities
  • Creating alliances, or negotiating treaties
  • Finding artefacts that can turn the tide of the war
  • Participate in large-scale battles

Here are a few other pointers.
  • I think the ideal party will have two warriors, an arcane (e.g. Wizard), a divine (e.g. Cleric) and a rogue type character. Social skills will be important. I suggest you avoid druid like character that won’t fit well in cities.
  • I'm not going to use the War of the Burning Sky Player's Guide.
  • The game take place in Golarion, on an isolated continent.
  • I will probably accept no more than six characters.
  • The game will begin in Gate Pass.
  • If I don't have enough quality apps, I might not launch the game at my discretion.
  • My main criteria for recruitment is commitment and capacity to play a multi-year long campaign in PBP.


Your heroName: Your character's name.
Age: Look at your race age range
Physical Description: This is a physical description of your character.
Personality: This is a physical description of your character.
Living in Gate Pass (Present): What's your character day to day is like? How they occupy themselves, what they do for a living? Who are their friends and rivals (if any)? What's their family life like? Don't hesitate to create NPCs as needed.
Background (Past): Your character is born in Gate Pass! What's your character's backstory? Their childhood, adolescence? Did he travel? What led them to be what they are today?
Image: Please provide an image of your character.

Here are the character creation rules.

Game System: Pathfinder PFSRD PAIZO ONLY! No third party sources or custom stuff will be allowed.
Posting Frequency: 1/week minimum
Level: 1
Wealth: Max for your class
XP:Normal
Class: Core, Base, Hybrid and Unchained.
Archetype: One per class maximum
Races: RP 13 maximum. Please keep in mind your character needs to function in a human heavy civilization.
Alignment: No evil.
Point Buy: 25 points.
HP: Full at level 1. Each hit die thereafter gives average roll. (e.g. d4 hit die gives 2 HP, d6 gives 3, d8 gives 4, d10 gives 5, and d12 gives 6.)
Traits: You may select maximum two. No flaws.
Alternate Racial Traits: None allowed
Firearms: Emerging (Advanced firearms doesn't exist). Firearms can only fire three-time maximum per round because of technical limitation.
House rules: We are going to use the background skills.


Region Map
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Last edited by MoonZar; Nov 18th, 2020 at 10:12 PM.
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Old Nov 8th, 2020, 10:28 AM
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Gate Pass
NameClassCompleted?
MELEE and WARRIOR  
EngrInAZPaladin (M)Yes
orichulumPaladin (F)Yes
ruffdoveFighter (M)Yes
RunetideMagus (F)Yes
HieiMagus (M)Yes
ImverosBarbarian (M)Yes
SKILLS/UTILITY/SUPPORT- 
PreacherwolfRogue (M)Yes
PopRogue - Gun Smuggler (F)Yes
CrocodileInvestigator (M)Yes
DarkBard (M) Yes
XQbitorHunter (F)Yes
CatCanCookSummoner (M)Yes
ARCANE (FULL Progression)- 
MrJoeWizard (M)Yes
Noquarter19Sorceress (F)Yes
DIVINE (FULL Progression)- 
ElanirOracle (M)Yes
ChrystromCleric (F)Yes
PianoManOracle (F)Yes

*Green means I read the application and have no further comments.
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Old Nov 8th, 2020, 09:38 PM
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Ardrik
Name: Ardrik Goskum
Age: 22
Race: Human
Class: Paladin
Physical Description: Ardrik is a tall, imposing figure with a stout, muscular build. He is, by most standards, a handsome man, though he is oblivious of this trait. His dark brown hair is cut short, this keeps it from obscuring his vision while in combat. His beard and mustache are trimmed neatly, outlining his strong chin. Ardrik’s armor is impeccable, regularly oiled and mended so as to function at its optimum level. Draped over his broad shoulders is a dark red cloak, emblazoned on it back a golden sword atop a bright sun. The same symbol is etched in gold on his shield, an obvious indication of his patronage of Iomedae.
Personality: Ardrik is straightforward and blunt, calling it as he sees it. He is not fond of grey areas, preferring to reduce things to their black and white components. He will fight for what he views as right, willing to give his life to see that justice is done. He will not leave an ally in need, preferring to save another’s life by sacrificing his own. He is not quick to make friends, but when he does it is a bond that very little could break. He respects those who are accomplished in combat, seeing the strength of one’s sword arm as an extension of their character as long as they fight with honor.

Living in Gate Pass (Present): Ardrik has spent the last six months training with the paladins of Iomedae. His days are comprised of:
Early morning prayers meant to solidify his connection with Iomedae
Martial training to build his body and mind into a weapon for justice
Religious study to strengthen his heart so that he might guide his sword righteously
Menial chores to keep him temperate and grounded

Most of Ardrik’s day is spent within the Temple of Iomedae, attending to his duties. From time to time he is tasked with couriering parcels to and from the Temple of Sarenrae. During one of his courier trips he was tasked with retrieving some healing materials. He happened upon a lovely young priestess of Sarenrae named Cyndia. She was wearing a long white tunic with red and gold decorations depicting the sun and had shoulder length blonde hair. While Cyndia is beautiful, what drew Ardrik to her was her compassion as she tended to the wounded in the temple. Her devotion and sensitivity made Ardrik feel comfortable and valued, which lowered his guard and they quickly became good friends. Unfortunately, Cyndia’s compassion often led her to see in people their potential, disregarding their failings. One of her patients, a soldier in the city guard named Dalth, also took a liking to Cyndia. Dalth was not a kind soul and he had a penchant for over indulging in alcohol. Cyndia tried to see him for his good qualities, of which Ardrik couldn’t name. This led to tension between the two men but, as of yet, hadn’t resulted in any violence.

Ardrik’s mother, Jathira, and father, Ranthom, are still alive and well. Jathira works as a seamstress, serving some of the noble families within Gate Pass, and Ranthom is a sergeant in the city guard. Ardrik’s grandfathers from both sides were also employed in the city guard, as were their fathers before them. Ardrik had a good relationship with his parents, visiting them when he had free time and discussing his progress. His mother and father were proud of their son’s commitment and devoption, though his father would have preferred if Ardrik had stayed with the city guard. The calling of religious order often meant leaving behind one’s past…one’s family, and that didn’t sit well with the senior Goskum.

Background (Past): Ardrik was born in Gate Pass some eighteen years ago to Jathira and Ranthom Goskum. His youth was good, filled with love from his parents tempered by the sternness that was required to survive the unfairness of life. The only thing remarkable about his youth was the amount of time his father spent engaging the boy in martial activities. Ranthom had grown up with a sword in his hand so his son was going to as well. From a very young age, before he could even lift it off the ground, Ardrik’s father had him learn the weight of a blade. Ranthom also made a point of donning armor on the young boy, even if it was oversized, to get him used to the constriction. This training had resulted in Ardrik being quite skilled with a longsword and able to move with unusual fluidity while armored.

When Ardrik turned sixteen, he was accepted into training for the city guard. It didn’t hurt that he was legacy, but his aptitude for combat and willingness to sacrifice for his comrades only solidified his acceptance. It was during this time of training that Ardrik began to get to know his uncle Kethlan, his father’s brother. Several years before, Ranthom and Kethlan had a falling out, the details of which Ardrik never really knew, though he believed it had something to do with unscrupulous friends of Kethlan. Now that Ardrik was spending time around Kethlan, he could understand his father’s concerns. The man had very strong opinions and a violent temper. These aren’t necessarily bad things for someone tasked with guarding the city gates, but he could see how it could be unwanted around an impressionable youth. Not long into Ardrik’s training there was an incident between Kethlan and a local sage. Kethlan had accused the man of using magic to cheat him in some endeavor, most likely of ill repute. The man was not a mage and there was no evidence of magic, but Kethlan beat him within inches of his life. Kethlan was disciplined and discharged from the guard, told to leave the city and never return. Ardrik was never sure where his uncle went when he left.

On Ardrik’s eighteenth birthday, while he rested in his room, a sudden bright light filled the area. He heard a voice say, "I have need of your heart and blade, heed my call". Images flashed through his mind: a burning forest, and icy fortress, a city under siege, a dragon, a massive airship. Ardrik could not comprehend what the images meant nor what the voice wanted. The bright light dimmed slightly and Ardrik could see the silhouette of a woman in armor, her sword raised and the bright light emanating from her shield. There was another sudden flash…

When Ardrik awakened, he was in his room. He was unsure if the evening’s events were all a dream, though they had seemed so real. His mother burst into his room frantic, "Oh thank goodness. I thought she had already taken you." Jathira then proceeded to recount to Ardrik the vision she had of him being taken to serve in the coming fight against evil. That Iomedae herself told Jathira that Ardrik was needed. There was a knock at the door and two paladin from the Temple of Iomedae said Ardrik had been chosen to serve. Ardrik knew very little of Iomedae, other than her followers stood for honor and the fight against evil, neither he, nor his family, had been particularly religious. That was all going to change, as was his life…


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Old Nov 9th, 2020, 12:05 AM
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Definitely going to post a proper application when I get off work, this sounds like a fantastic campaign. But quick question. What's the general feeling in Gate Pass about non-humans and how accepted are other non-human races?
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Old Nov 9th, 2020, 12:34 AM
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Quote:
Originally Posted by Preacherwolf View Post
Definitely going to post a proper application when I get off work, this sounds like a fantastic campaign. But quick question. What's the general feeling in Gate Pass about non-humans and how accepted are other non-human races?
In a few districts are found smaller walled areas populated predominantly by a single race. Most common of these ghettos are those of the elves, who tend to shun outsiders. Elvish ghettos are renowned for having no visible entrances through their walls — all the doors are secret, which elves can intuitively notice. There are similar ghetto of Dwarves, halflings and gnomes. They all getting along just fine in town. In general the Average alignment is NG townfolks are for free religion, free culture and freedom.

There's at least a thousand orc in town, on a population of 17 000 that's a lot. They are however distrusted since that race makes the bulk of the Ragesia's army, and are sometimes despised by the most extremist folks. Though the current governor of the city is Merrick Hurt, a half-orc who has kept relationships with Ragesia warm in the past, though many worries he will be too agreeable to demands by the new ruler of Ragesia. There's a rebellion growing in town of people against Ragesia and Merrick's politics, that would rather for the town remain neutral and independant.
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Old Nov 9th, 2020, 04:03 AM
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I advise to read the full description of Gate Pass, which will help to make your characters since they are born in that town.

https://www.rpgcrossing.com/showthre...08#post8954608
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Old Nov 9th, 2020, 06:28 AM
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Edler Dieb
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Name: Edler Dieb
Age: 13
Race: Goblin
Class: Unchained Rogue
Alignment: CG

Physical Description: Edler is small and spindly, even for a goblin. Edler measures at just 3ft tall, or just a tad taller than five bannanas high, and weighing in at thirty pounds, or the same weight as a particularly well feed Dauschund. The most distinctive feature about him is his ears, which tend to poke out at all ends unless he binds them behind himself or otherwise attempts to hide them.

Personality: On the surface, Edler is a carefree child. The city to him is a playground of nooks, cranny's and stories. He's inquisitive and simply sees the city's in and outs as his. Not in the ownership sense, but this is his city and he looks out for it the best he can. However, underneath this lies a river of denial. Edler refuses to see the storm thats brewing, or the tension thats stiring within. He cannot fathom a war or threat to the city, after all how could he? This was only city to successfully drive out occupation by the Ragesian Empire! With that in mind, how could his city ever be threatened?

Living in Gate Pass (Present): Edler fills his days doing the things he loves: theft, science and history. As a goblin, he's not exactly going to be hired for a regular job at the market. So he makes his living by stealing loose change and the odd ring or trinket from rich merchants to pawn off to the thieves guild, not all he could find or take but just enough so he doesn't go hungry. When he's not stealing things he can be found sneaking into the alchemists labs and watching them work, or stealing their notes if the need takes him. Finally Edler is a voracious reader, he is fascinated by the tales of the Tidereaver, the Worldshaper, the Flamebringer and the Stormchaser and endeavours to find all the information he can about them. Its not unusual to find him late in the day underneath one of the cities murals to the four, reading and rereading tales like The Wavering Maiden and The Aquiline Heart.

Moving about the city is hard for Edler, but not impossible. Throw a cloak over him, or a fake beard and tie his ears back and he looks like a particularly ugly gnome. Its a ruse he's pulled enough times that he can get away with it most days, and on the days he can get away by simply going where the guards won't. Leaping off balconies, or on too roof tops, or in between fences, an ambitious guard might follow for a bit, but after a while it doesn't become worth it to follow him and hurt themselves trying to chase him.

Edler has no family. Or at least no blood kin. The closest thing he has to family is Bou Langer, a local baker that's become the father figure to Edler after the death of Bou's own wife and child. Bou tries to raise Edler decently and give him the home he feels he deserves. Edler respects and loves Bou for this and for all he teaches Edler about the world, even if he ignores his teachings sometimes and skirts outside the law to help Bou and others of the city. But as the days get darker, the tension rises in the City, and the outside world closes in, even Edler starts to realize that somethings coming. There's a resistance being formed, Bou and Edler love this city and don't want to see it fall to the likes of Ragesia and Shahalesti. They joined the resistance the day after they heard about it, they loved this city and they were willing to die for it if need be

Background (Past): Edler was orphaned young, so young he barely remembers his birth parents. There was a commotion within the city, they managed to hide him in one of the ghettos. Before leaving they warned him to stay quiet and hidden, kissed him goodbye and Edler never saw them agin. He tries not to think about it too much (once more living in that river of denial), but on the lonely nights he wonders just where they went. His adolescent years, if that even applies to a child as young as him, were spent exploring and learning the city. It was here, during an ill fated attempt to get dinner, that he met Bou Langer, the baker. It was Bou who first filled Edler's head with stories of the four ancient elemental god and of the city's glorious past. It was Bou who taught Edler how to read and introduced him to concepts such as science and religion. It was religion that fascinated Edler because to him there was no better story. Science interested Edler, it gave him tools, trades, hobbies and all the like. But it was religion and myth that captivated his young mind, inspired him to push himself and emulate those ancient gods and perhaps even surpass them one day with this stealth and guile.

It was also because of Bou that Edler learnt how to steal and sneak, not that Bou ever encouraged it. But when the bakery was down on sales, Edler went out to pad the coffers. When the Bakery was missing ingredients, Edler went out and "found" some leftover ones from other bakers. When Bou needed recipes, Edler went and "asked" the alchemists for some new alchemical process or device that let Bou create grand cakes and pastries for his customers. Over time, Bou and the lone goblin became less like formal and more akin to father and son. Bou started to teach Edler more about the world and the dangers within it, worried that one day his surrogate son might fall into trouble that even he couldn't sneak out of. But even with that fear, Bou refused to stifle the Bou boys curiosity and sense of adventure

Last edited by Preacherwolf; Nov 10th, 2020 at 11:53 PM. Reason: Spelling/Grammar, added a bit of backstory, messed with the image, failed
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Old Nov 9th, 2020, 10:58 AM
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Application for War of the Burning Sky
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Name: Shayna Tidewatch

Age: 24

Race: Human

Class: Sorceress (Elemental bloodline)

Physical Description: All of her life, Shayna has been called beautiful, and there is certainly a lot of truth to that. Tall and lean, with long, dark black hair and bright hazel eyes, Shayna captivates near everyone she meets. Yet even though she is one of the most beautiful people living in Gate Pass, she is still living by herself with only a pet cat for company.

Personality: Happy, playful, and almost always smiling, Shayna would be considered a “free-spirit” by those who didn’t know her. To her friends, however, she is “just Shayna.” She enjoys spending her time outside the city, down by the river to the east of the city. She loves to swim, has loved the water since she was a small girl, and never feels more connected to the universe than she does when she’s in the water. People have compared her to the girl from the “wavering maiden” myth, and while she’s not sure about all that, she can’t deny that she feels as though she draws great strength from the water, as though she herself was blessed, or… somehow imbued… with the strength of the Tidereaver Kraken.

Living in Gate Pass (Present): Shayna loves to paint in her free time, and this is how she makes money in Gate Pass. Her mother is a simple seamstress, but the two do not interact. Shayna considers her mother strict and unfair, and though she has tried in the past to share money from her art with her mother, who is getting older and struggles with arthritic hands which make it nearly impossible to work, her mother is too proud to take money from her daughter, and resents the younger girl’s beauty and skill with her hands.

In addition to painting, Shayna has the power of the elementals coursing through her blood, which she channels as a sorceress. She trains at times in Gate Pass with Gabal in the School of War, who begrudgingly allows her to train, despite his assertion that she will “break like a dry branch in a storm.” He challenged her, that first day to “give him her best shot,” and when she turned around and unleashed a freezing elemental ray that left him shivering for twenty minutes after, he angrily told her to show up the next morning at sunrise. Now, with war approaching Gate Pass and the world around them, people have less desire for art in their lives, which has made her days much quieter. She simply desires the world to return to normal, for people to be happy, and to be able to keep crafting her art and visiting the river to the east of the city, which has been a real struggle lately, as the guards are increasingly strict about allowing passage through the gates outside, and are even seeking to arrest all known magic users in the city for the simple crime of being themselves, all because the Inquisitors decreed that they are dangerous. The threat of war to the region has changed her whole life, has turned this happy, affable girl suddenly into an outlaw, and so she has vowed to do what she can to put things to rights and improve her life and the lives of those around her. It was at that point that some of her good friends brought her with them to a secret meeting one night...

Background (Past): Born to a seamstress mother, Margaret, and a sailor father, Bryant, Shayna Tidewatch has had a very easy upbringing. Her favorite pastime was visiting the riverbank outside of the city with her father, looking for pretty rocks and shells, watching the herons swoop low over the bay in search of fish or small crabs. She grew up with a love for art, for painting and poetry, and much of these had ties to the water. In fact, even from an early age she found that she felt powerful when she was near the water. Shortly after her eighth birthday, her father disappeared at sea when the ship he was on sank below the waves. She still holds out hope that her father lives, and that the Tidereaver Kraken has somehow kept him alive, despite her mother's scathing assertions that she is an "empty-headed dreamer," who needs to grow up and face the fact of her father's death. But she never will.

As Shayna grew older, she grew into both her body and her powers. She had never really been very close with her mother, but the more beautiful Shayna became, the more resentful Margaret was toward her. So she found it was just easier to spend her time outside, drawing and writing and playing with her neat powers that seemed to grow stronger without any real effort. Shayna had a lot of friends, but as she aged she found that people were trying to get close to her for physical reasons only. She has no idea what, if any, her sexual preference is, so eventually she simply tells people that she's "not looking" right now. It never exactly stopped them from trying, but she also found that the few people who did stay were the only ones that cared for her for who she was, and not just what she looked like.
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Last edited by Noquarter19; Nov 10th, 2020 at 07:12 AM.
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Old Nov 9th, 2020, 02:04 PM
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Given the common city we all live in, is it safe to assume you are okay with dual applications with the usual caveat of 'both do not have to be selected'?

Also, I know religion works differently in the default setting but since you're putting this in Golarian I'm curious how certain religion-based archetypes might function in society, ie the (normally Abadaran) Knight of Coins. Would they suffer from social pariah syndrome? Given the 'social interactions will be important' aspect, I feel like that is something to be considered.

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  #10  
Old Nov 9th, 2020, 03:11 PM
Dale Nehoc Dale Nehoc is offline
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Interested in joining!
I'm new to pbp's and to this site in general. I have experience in pathfinder, though.
I might fill in an application later on, and also just wanted to say hi to everyone in this community.
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Old Nov 9th, 2020, 05:49 PM
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Sarielle
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Name: Sarielle
Race: Human (Celestial Heritage)
Class: Paladin of Iomedae
Age: 19

Physical Description:
Sarielle has bright blue eyes and sun-bleached hair from the time spent under the sun training or on duty. Her hair is cut short out of practicality, but also in emulation of Iomedae. While Sarielle's faith is deep and well developed, she tries to keep her zeal internal rather than overwhelming her friends and company. The only belonging which she personally owns is the necklace that bore her name as a baby, and it is deeply treasured. Everything else she has ever known was assigned to her by the monetary, who drilled into her to care for equipment. As a result, Sarielle doesn't have a strong desire for worldly possessions, although she does sometimes daydream of wearing one of the beautiful dresses in the tailor's shop; or rather she would if not so deeply self-conscious about the scar across her face. The armor and weapons that she wears are simple and utilitarian, provided to her by the Iomedae temple so that she can serve the people. When off duty she dresses down in either cleric vestments or simple pants and a blouse.

Personality:
Sarielle has a bright and welcoming personality, even if she can be a bit overly focused on her duty at times. She is self-conscious of the scar that marks her face which to her is a tarnish on both her appearance and record of duty that she can never polish away. She tries to share the good fortune and charity that she has enjoyed but finds the needs to be daunting and the generosity of the wealthy to be thin. This combined with the recent actions of the city leadership and nobles who have opened the gates to the oncoming Ragesian inquisitors has left her weighing her loyalty to the rule of law and her sense of morality. Word of the tyrannical overreach stemming from the inquisitors has left the young paladin considering a path of action independent of the Temple to Iomedae for the first time.

Living in Gate Pass (Present):
The world is entering an age of war, a state of existence that Sarielle has prepared her entire life for. The air is thick with tension and all of the priests and paladins feel that the order will be called to serve all too soon. So while the day to day business of sweeping the floors, prayer, and martial practice continue on, they do so with a renewed urgency that the temple hasn't felt in decades. Nobody seems to approve of the arcane inquisition sweeping across Ragesia, yet nobody seems to openly discuss the matter within the temple. Everyone expects that the order dedicated to Iomedae would do the right thing if forced to make a hard decision, but bonds to the Gate Pass nobility and leadership run deep. Sarielle does her best to suppress the fear that she would be forced to stand against the order on her principles, but as her mentor, Drake Wolfe tells her; do not let yet your instinct drive your action, but listen to them as they shelter hidden wisdom.

Background (Past):
Born to a tryst between angelic mother and mortal father, Sarielle was born after her father's death and her mother found herself understanding how to raise a child or able to dedicate enough attention in lieu of her divine duties. As a result, she left the young babe at a monetary dedicated to Iomedae wrapped in swaddling and a necklace bearing her name in celestial. The priests took the young girl in and Sarielle was raised by all of the temple rather than anyone in particular. Over the years, as Sarielle grew, she was assigned temple chores and expected to attend prayers with the clerics of the temple. After finishing her chores each day, the young girl would go out to the temple commons where she could watch the paladins practice their swordplay. Once she was older than eight, Sarielle was assigned to polish weapons and armor in the temple armory in addition to her previous chores. With greater duties came other privileges, and she soon found herself being tutored in the arts of swordplay. Soon she was given armor to wear while performing her choirs to get her accustomed to having the weight distributed about her body.

At about age 13 Sarielle was assigned to Sir Drake Wolfe in order to serve as a squire. This was the first time that she had really left on an adventure outside of Gate Pass, even if was only a simple duty of guarding the trade roads, but to her, every step of the journey was a moment of awe and wonder; little did she know that soon she would find herself tested and tempered. It was the third day out while they were camping by a stream which intersected with the road when they were ambushed by a goblin bandit band. Sarielle did her best to react quickly and she protected Wolfe's flank from the goblins as well as she could, but she was caught without armor and it was clear that this was her first real battle. While she fought as hard as she could to protect Sir Wolfe's rear as he pressed into the goblins, Sarielle failed to protect herself so well and took a number of deep wounds such that by the time the goblins had been routed, she had already taken a knee. Although Drake's healing magic helped to stabilize his young squire - no, shieldmaiden, it was important that she be taken back to the temple for more extensive treatment. Sarielle earned a few scars from her first adventure, most notably a gouge down the left of her face.

As they returned to the temple, Sir Drake Wolfe regaled the order with Sarielle's courage, but deep down she knew that despite her efforts, she had only held him back. Even so, the sense of satisfaction from fighting her hardest and protecting another filled her with drive and purpose. Once recovered from her injuries Sarielle redoubled her training, vowing to never be put in a situation where she was an encumbrance on the battlefield again. Her faith had been tempered and she had found greater purpose in every chore and training exercise. Her newfound drive and depth of faith served Sarielle well up until she was ready to speak her oaths and ascend from being a squire to a recognized member of the order; a day of celebration for all at the temple who had a hand in raising her from a baby at their stoop. That was a year ago, and while Sarielle has been minding the temple as part of her duties to the order, the political wind has shifted.
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Last edited by orichulum; Nov 18th, 2020 at 10:33 PM.
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  #12  
Old Nov 9th, 2020, 06:19 PM
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Vynarch
Vynarch Sylovka
Half-Elf Fighter

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Age: 27
Alignment: Neutral Good
Traits: Elven Reflexes, Dedicated Defender
Physical Description: "The boy has an altogether human look about him, so you may be deceived. Lumpy arms and shoulders for an elf-kin and his mother's yellow hair--only his ears, height, and girth at the waist belie his elvish blood--but we can expect that last to give way when he inevitably indulges the lust for food that overtakes most humans. Mercifully, he seldom speaks, but keep an ear out for his dull, low voice and drawled words. The sound of panting and the smell of sweat are also likely to accompany the boy, given as he is to crude physical pursuits. To watch him move, you might think you were watching an animal. He has the kind of brutish fairness that attracts low women, but that should be fleeting. My irises he did inherit, though reduced to human scale--brilliant emerald in color. Alas, he did not get what is behind those eyes from me." -- Skovtara Sylovka, Vynarch's father.
Personality: "Vynarch is not my most gifted student, nor my most ambitious, but I've taught none more quietly determined to excel. He practices every form over and over again, long past when other students assume they've mastered them. At first I wondered if this was a lack of confidence or compensation for his slower wits, but over time it becomes apparent that he is simply forging each movement into that intellect of muscle that foregoes the brain altogether, and damned if he isn't just a little faster than the rest. It won't go to that head of his though, he's a humble lad and pleasant in his own quiet way... two slow to grasp what he has to brag about and not confident enough in his words to be rude. Mostly I receive my fees in newly-minted gold from the hands of servants, but Vynarch pays me himself in mixed coin--sometimes short, but always paid in full eventually. All the other students have laughed at him--hells, I've laughed at him--but there are few who don't wind up liking Vynarch all the same." --Drassa N'quellus, Mistress of the Curve Blade.
Living in Gate Pass (Present): "Lookin' for Vynarch, eh? I sent him out on a job this evening--guardin' a jittery merchant who's got business in a shadier neighborhood, and then later runnin' front line for some of Gabal's red robes. Vyn's good for that. Knows how to look tough, soak up a punch, and keep his mouth shut... plus he's got that wicked lookin' sword and since he spends his days at that blade-mistress's place, I imagine he'd know how to use it if he ever needed to. He ain't so good at collecting on debts--boy's got too much heart, so I steer him to the jobs he can handle. He'll be back in a while, I expect, but catch him quick. He'll usually eat and pal around a bit with some of the other brutes, and a couple of the gals are sweet on him. But he'll be off to bed, with his blade lessons in the morning--you know how them elves are about their learnin'." -- Holwen Korroten, Propreitor of the Twisted Palace Tavern

Background (Past): Whatever name Vynarch Sylovka was given at birth is now lost to history. The product of an indiscretion between an elven wizard named Skovtara Sylovka and a human apothecary, the child was brought to his father some time around his fourth birthday, after the death of his mother. The wizard reluctantly took the boy in, gave him a proper Elvish name, and, before he had even fed the child, set about drumming in the basic principles of magical theory. Alas, the wizard's hopes for raising a powerful spell-casting follower in his own image were soon dashed. Clearly no amount of drilling, lecturing, or negative reinforcement was going to mold his overgrown son into a wizard. By the time Vynarch turned 10, his father had given up and withdrawn into his own studies, leaving the boy to do chores and raise himself.

Left to his own devices, Vynarch ran wild, favoring physical endeavors over the intellectual. At sea in the Elvish world of art and magic--a world where he could not even manage the language without a clumsy accent--he gravitated toward the world of humans beyond the walls of his ghetto. Where his wits failed him, his gifts of strength and speed won him acceptance among his human peers, whether in sport, fighting, and the senseless dares of childhood. Though he was never cruel, Vynarch was easily led by his crowd, and it was not long before the most unsavory of his friends took advantage of him. They enlisted his abilities in criminal schemes where he generally shouldered most of the risk for a scant cut of the profit, if any.

This nascent life of crime may have swallowed Vynarch whole had he not continued to visit his father on occasion in the Elvish ghetto, for it was on one of these visits that he first heard the musical ring of Elvish curve blades. The mistress of the curve blade, Drassa N'quellus, was holding a demonstration for the public in a square near her school. The mistress sparred with three of her students, dancing between them, blocking and dodging, turning her blade to swat the students with the flat of her long and beautiful sword. All around Vynarch, his fellow elf-kind looked on with respect and pride, and for the first time, he saw an aspect of his father's culture that he could grasp, one that might even welcome him.

Vynarch's meager savings were not enough to buy entry to the school, and his father's disdain for even Elvish swordsmanship--"Crude butcher's work!"--closed that source of tuition, but Drassa N'quellus knew that sometimes the best students were the ones who struggled to pay their own way. For whatever gold, silver, and copper Vynarch could scrape together in the evenings--plus cleaning and maintaining the school and its equipment--the young half-elf found himself embarking on a new phase of his life. Lessons became a joy and discipline a pleasure. His size and strength boosted his success and he slowly began to develop a certain simple cunning that, for the first time in his life, made his mind an asset. Vynarch's good nature and determination to succeed let the jests of his full-blooded classmates roll off his broad shoulders (or simply went over his head) and it wasn't long before the terror of his secondhand blade in sparring sessions won him their respect. Though Vynarch did not realize it, Drassa saw definite promise in him for the day he would leave his training behind and go out into the world to use it.

"My background? Like where I'm from? Gate Pass, all my life. I grew up in the Elvish ghetto, since I can remember. Started out as my da's magic apprentice, but couldn't cut it. I'm not smart. My da told me I'd never make a proper elf, so I figured I'd get outside the walls and be a proper human. Guess I sort of did that all right--made some friends. Tried not to make enemies though--when you're slow upstairs an enemy just rips you apart when you ain't lookin. So I hooked on to smarter folk and they found me a useful person to have around on account of I'm pretty tough and quick. That was all right--I made a bit of coin, but I wasn't doin' what I loved. I didn't know what I loved then, but I knew it wasn't breaking down doors and carrying more valuables than I'd get to keep. The curve blade's what I love. I knew that the minute I saw Mistress Drassa and her students putting on that show. It was something Elvish... and something even a fool like me could do. So I started taking lessons. I'd still do jobs to earn my keep and pay for my lessons, but only lawful jobs now. Protectin' folk, like that. Honest work. And now I'm fair with the curve blade, fair enough the Mistress says I ain't got much more to learn from her. I think she means I need to start using that blade for more than sparrin'. Dunno where I'm gonna do that, but I guess I'll find out somehow--like I found out about the curve blade in the first place. If the things they're sayin' in the taverns are true, looks like the city itself might have need of my sword arm soon."

Last edited by ruffdove; Nov 11th, 2020 at 05:20 PM.
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Old Nov 9th, 2020, 06:54 PM
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Refaella 'Refi' Horvyn
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Refaella 'Refi' Horvyn
Female Gnomish Time Mystery, Clouded Vision CurseOracle of Pharasma, 145

Physical Description: Milky, barely-functioning eyes gleam, the elderly face smiles benevolently. White frizzed hair flicks gently as Refi twists from side to side, squinting somewhat as she regards the passersby with extreme interest. Her ears poke out from the mess of hair and Refi's movements follow sounds as much as sight. Parchment hands grasps warmly at those she encounters, reveling as the touch feeds her inner eye. When she speaks, the slightest tremble betrays her, but the sweet sound soothed those she spoke to. She was slow, moving with apparent stiffness; aches and pains plaguing her steps. Old age had not been kind to her body, but the mind underneath still cuts through the diplomatic politics that plague the city even now.

Refaella Horvyn
How to spot me in a crowded room, hmmm? Better off not being in that room I am thinkin', ha! But perhaps you would find me by my hair, they say it flashes in the sunlight, long streaks of silver thread fit for the Emperor himself! Bah, if that old wyrm ever got close enough to try anything like that, he would get a close look at a few limbs as well... There would be a few choice words to go along with that knobbly elbow, let me tell you!


Personality: Vision loss separated her as a child, marked her as different. Few friends, fewer relationships. What family she had was lost in the Scourge, 40 years ago. Lack of family and impaired vision makes her reserved and quiet, yet she knows her duty and the importance of contributing to the City's wellbeing. She has the Power, this was instilled in her as a child, and she had to make good use of it. Magic was the dirty word in Ragesia, yet it was part of who she was, how she was made. She couldn't ignore it even if she tried, it coursed through her veins and filled her fragile body with life.

Refaella Horvyn
You want to know about me? Hmmm, what a strange request... I come, I go-I am needed where the pain is greatest. So many of you don't know what it is to live through the pain of conquest, so many of you forget. Yet when you are deprived like I am, deformed like I am, you don't forget the hurt. The pain... it's exquisite, is it not? But that focuses the mind, brings logic and reason to a troubled character. It builds you up and forges a resilience that cannot be quenched by any fire the Dragon brings. Let him try, or the Eagle for that matter. Hah! As if they had the real power-they will never learn that the Mob will always rule...


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Background (Past): A veteran of the Coaltongue rebellion, Refi has always know the steep cliffs of Gate's Pass. Born slightly west-of-centre in a gnomish ghetto known as Hundelstone, Refi's parents had found asylum in Gate's Pass after persecution at the hands of Drakus Coaltongue. Gnomes were inherently magical, their ancestry an anathema to the Ragesia Empire, so Jalk and Anastasia fled their ancestral home in Ragesia for the relative comfort of Gate's Pass. Her parents knew she had the Power, and this marked her for death should Coaltongue ever come looking. She was born with it, and the Gods only knew why. She led a sheltered life, protected and nurtured in the gnomish ghetto. Until He came.

40 years ago, up went the rallying cry. The city was under attack and there was to be a scourge on the magical districts first. The Emperor's men razed the Western edge of Gate Pass easily, overwhelming the farms and communities before they could blink. The gnomish community knew that they would be executed on sight, no inherently magical creature would be permitted to survive, and so they fought back with tooth and nail. Hundelstone was swamped, surrounded and overrun within days, there was nowhere to turn. Counter-spelling oracles, clerics and wizards led the Emperor's armies directly into the center of the city and the fight folded in the face of the serious firepower brought to bear. In a way, this was the plan, the war might have been won, but the battles raged. Refi had spent days ducking and hiding, running and weaving to avoid the main bulk of the fighting, while Jalk and Anastasia helped co-ordinate the defenses. Refi knew her skills didn't lie on the battlefield, her sight was useless, but her healing and soothing powers were a welcome balm to the exhausted fighters. Already strong with the Power back then, she knew her duties. If the Emperor's troops had ever discovered Refi's hideout where she tended to those who knew, she would have been castigated, disavowed and killed alongside so many of her community.

Guerilla warfare was just beginning. Jalk and Anastasia marshalled forces to harry, pester and annoy. Always the ever-present Refi raced around, supporting her parents efforts with her particular skills. Healing, supporting and providing magical defenses to those on the front line was fierce, and continued for many months. The Emperor had no answer for the tactics of the street-smart City Pass denizens, and was forced to retreat. There were celebrations in the streets, an outpouring of love and support for those who had given so much in the line of duty for their city. Refi reveled in it, loved the recognition of her power, yet the final push from the retreating army had not yet taken its greatest toll.

Her parents were the in the last battle-group, the veritable frontline on the Western edge of the quickly disappearing army. They had their skills, honed for over 100 years, but there was still nothing to prepare them for the Emperor's final, terrible weapon. Wholescale devastation lay waste to a major part of the western pass, raining destruction to shelter a fleeing army of Ragesian soldiers. The western division of City Pass guerilla fighters were lost, many of them permanently. As the final blow in the fleeing army landed, the celebrations in the centre and east of the pass ground to a horrible halt, contemplating the gruesome task of excavation and grief. For Refi and so many who never recovered all the bodies, grief never came. Hope bled into fatigue, drifted through despair and settled into resignation. Refi's parents were gone, and her life would be changed forever.



Refaella Horvyn
Life before... Well then, ain't that a tale to tell, yes? The world was a different place, the Emperor still a raging power with the men and the mind to dictate to the rest of the world. He's dead now, yes? Good riddance if he is, the man was a menace. MotherMotina and FatherDami knew them best, they knew they needed to stay away from the horrors that the Ragesians left in their wake. It's in the name, yes? Ragesia-clear as a bell. There was rage indeed when they came for us, but we were clever, we were street fighters. They didn't know what they were getting into, those buffoons and their open-field pointless charging. The Gate Pass was ready for those dullards, they didn't stand a chance when the alleyways turned on them. Ha!

If only my parents had made it...


Living in Gate Pass (Present): The Emperor's 'conquest' had been rejected, a peace had been established once again. That was then, 40 long years ago. This is now.

A vast metropolis, power and prestige everywhere. Yet the fragile balance of a pre-supposed peace agreement that could so easily turn sour hangs delicately above the city like a sword. Refi wanders through the city she loved, the city that sheltered and kept her safe from harm, giving back to the denizens who shelter there now. The city must remain free, it must keep the neutrality between Ragesia and Shahalesti, and Refi dedicated the last 40 years to restoring the city that had constantly suffered so much. The narrow channel between two surging empires needed to remain.

She was older now. 40 years took its toll, the once vibrant hopeful was now middle-aged, though the years had been tough on the oracle. The Power still coursed through her veins, but the urge to rebel was not always so strong. The cost of war was great, Refi knew all too well. Refaella, fire and brimstone rebellious youngster was gone, replaced with Refi, kind-hearted and generous. When she uses her Power now, it's for small things. Gentle things. A mended roof here, a refreshed well there. Sometimes, yes, she uses it to cut firewood. Magical resources abounded in Gate Pass, yet generosity and devotion to the city itself was not always forthcoming. She had learnt the heartache of war, the hatred of those like herself who did not bow to the Emperor's controlling ways. She would never bend to the Dragon, nor to the Shalalestian Eagle, if the myths were to be believed in the first instance. Instead, she wished she knew the Rebellion, the strange group devoted to protecting the sanctity of Gate Pass and ensuring these warring empires were held at bay.

Refaella Horvyn
War puts things in harsh perspective, doesn't it? The life we led will never be the same on the other side. The Dragon has irrevocably changed this city, for the better or worse? Bah, who can say, hmmm? For me, my Motina and Dami are gone forever-I can say that is certainly worse. 40 years without them, 40 years I have had to endure-at least the city is here for me, yes? The city that saved me, hid me, nurtured me. I continue to nurture and protect it, but one person can only do so much, yes? The Power recognizes its own, but one old woman is always a vulnerable being indeed. Friends can be hard to come by, can't they? What sort of friend might you be, hmmm?

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Last edited by pianoman90; Nov 17th, 2020 at 06:09 AM.
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  #14  
Old Nov 9th, 2020, 08:03 PM
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Quote:
Originally Posted by PopCultureBard View Post
Given the common city we all live in, is it safe to assume you are okay with dual applications with the usual caveat of 'both do not have to be selected'?

Also, I know religion works differently in the default setting but since you're putting this in Golarian I'm curious how certain religion-based archetypes might function in society, ie the (normally Abadaran) Knight of Coins. Would they suffer from social pariah syndrome? Given the 'social interactions will be important' aspect, I feel like that is something to be considered.
Joint apps are fine, some of you most likely know each other. You are all born in Gate Pass.

Will get back to u about religion, I’m having breakfast and I want to answer properly.
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Old Nov 9th, 2020, 08:11 PM
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@Orichulum

Max RP for race is 13. Aasimar is 15 I think.

That been said its fine to play a human or elf and add in the background that he has an extraplanar parent or relative.
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