Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Locked thread
Wahad
May 19, 2011

There is no escape.
You're a hero.

That means a lot, these days. While it's true that the various countries of the region you know as Genora have settled into a tenuous peace, that doesn't mean that there aren't still those who harbor ill will. And more importantly, there will always be those who will need people to stand up for them. People like you. People that will stop an assassination in progress, not because they should, but because they can.

I should start at the beginning, shouldn't I?



This is General Gilda Latham, one of the top brass of the country of Madulane - a tough old soldier who can't quite seem to let go of the paranoia that sooner or later, the country's enemies will strike again. Two years ago, she was proven right in her paranoia. With the army basically out of commission in the peace, generals like her are occasionally sent out on ceremonial tasks if a member of the royal family can't attend. Ceremonial tasks like opening a new lumber mill using state of the art wood processing machinery. A guard cohort is usually sent along, to fend off any monsters or bandits along the roads. You know, standard stuff.

Not so standard when the guards turn out to be assassins. They had expected a crowd of frightened bystanders, too confused to stop them as they disposed of the guards who thought they were among brothers in arms, before they struck at Latham. They might have even expected the general to fight back, trained as she was. But they knew they would win eventually. Even the best soldier can't hold out on their own against superior numbers. What they didn't expect...was you.



For one reason or another, you were in Sharpeton at the time of the ceremony. Passing through, most likely. But you weren't simply going to stand by and watch evildoers get away with murdering a decorated general of the realm. So you jumped to Latham's aid, and in doing so, saved her life. You managed to aid in capturing some of the assassins, even killed one or two, but one of them got away. The crowd cheered for your heroic acts, once they realized you'd won. And the general owes you a debt for saving her life. One you still have to cash in on, but really haven't had the need to.

While you may have been used to traveling solo before, you were lauded as a group together with those who sprang into action around you on that faithful day. You were brought before the Queen, even, and rewarded for saving the life of her general. Hell, you had to admit it - you worked well together. That kind of miracle moment, where the gods show you a sign, isn't something you ignore. You're still not quite sure who came up with the idea, but you ended up traveling together for a while. Did some more heroic acts along the way. But eventually, you settled down where it began. In Sharpeton. Your reputation had grown, despite - or perhaps thanks to - your best intentions. Your party is known throughout the country, although some may only know the name and the tales.

People still recognize you more intimately in Sharpeton, though. They remember what you've done. For better or for worse, it's a place you can find hospitality and comfort. Something you might call a home away from home. But the life of a hero is never dull, friends. Sooner or later, it'll come calling for you again, even if you try to avoid it. But why should you? You're a hero, and you know it.

--

General Information

Welcome to yet another 4e game! No Elminster or Tira Miron here, though - this is just a homebrew setting. Fantasy stuff, you know the drill. More importantly, though, is the mood I'm aiming for with this game. Rather than going down and dirty with some dark fantasy, I wanna aim for something bright. You're heroes, and you'll act like one. No murderhobos here - yes, sometimes you'll kill people or monsters, that's unavoidable given the nature of the game. But it shouldn't be your solution to everything. Be creative! Appeal to reason. Use cunning deceit. Bluff to pressure a weakness, or speak to passion. You might not have started out in life as a good person, but one way or another, you are one, and are recognized as such. There will be a happy end for your characters. There'll be people who cry to you for help, and people who will ask for your autograph once they recognize you.

For those of you more interested in the summary than the details; you're a hero, so act like one. Be Tyrande, not Illidan. Be Superman, not Batman. Avoid as much grimdark as you can. (Those of you who wanna go ahead and say Superman is actually totally grimdark because of comic run x or y can consider your arguments taken into consideration but you know what I mean, you pedants.) That's not to say you can't have a tragic past or not be a former criminal/monster on a course for redemption. Just keep that general idea in mind.

World Information

The world itself - for now limited to the continent known as Genora - has a lot of smaller and larger states that nevertheless share a common language (Common, go figure), yet different traditions and cultures. Think Warring States China, or feudal Europe. Border tensions and skirmishes, shifting alliances and wars between different parties are common throughout Genora's history. Currently though, there is a tentative peace that's settled throughout. Older generations might be cynical on how long this peace will last, but for now, it lasts.

Sharpeton, the city where we'll start our adventure, is a small city (or a big town, if you prefer) in the country of Madulane; a small, yet relatively sheltered state in the east of Genora. Sharpeton's a primary source of lumber and lumber products for Madulane. As it sits on a river, it's also a thoroughfare for travelers heading from the capital to the coast, or vice versa. There's a few farms around, but they're mostly cattle, not crops.

Madulane itself is a mostly elven and human country, though minorities of halflings and dwarves are also not unheard of. It's capital, Blackvale, is quite the multicultural city, however. It has a thriving industry of glassblowers, whose work is renowned throughout Genora. It attracts all kinds of people looking to buy some artful work for themselves, or admire the shining spires of the buildings in the city.

As for other countries, anything goes! I believe strongly in collaborative storytelling when it comes to RPGs, so feel free to make up anything you like about the region or country your character comes from! Feel free to be creative.

Character Generation

Your character has an established reputation. Some may only know your name, but some will know you more thoroughly.. They will know of your deeds, and your background. To that end, there's a few questions for character gen I'd like you to answer.

- Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

- Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

- Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Other than that, here's the mechanical limitations for char-gen.

Starting Level: 4, 22 point buy as usual.
Starting Items: Standard. Level-appropriate gold, three free magical items of level 3, 4, and 5 or lower, respectively.
Themes/Background: Sure
Races/Classes: No pixies, because I hate them. Otherwise, go nuts. Hybrids encouraged but not mandatory.
Inherent Bonuses: Yeah, duh.
Free Feats: 1) Improved Defenses. 2) One Expertise feat of choice. 3) Melee Training or equivalent (like Intelligent Blademaster or Power of Skill). If it's not necessary because you have a Strength class or an At-Will that can be a used as an MBA, you don't get a different free feat.
Other: No dragonmarks or spellscars.

I will be looking for five or six players. Recruit will close on 12 AM Central Time on October 1st (about 7am my time). For questions I can be reached over IRC in #persona or over PMs.

Wahad fucked around with this message at 23:19 on Sep 17, 2016

Adbot
ADBOT LOVES YOU

Wahad
May 19, 2011

There is no escape.
Applications:

pre:
Player:             Character:     Class:         Sheet/Bio:

KPrime              Yraine         Ardent         Y/Y
Alaois              Svajonė        Bard           Y/Y
MorsRattus          Matteo         Bard           Y/Y

MollyMetroid        Magin          Warden         Y/Y
Slydingdoor         Shiunxateh     Fighter        Y/Y
LightWarden         Donaar         Paladin        Y/Y

bahamut             Dalinn         Slayer         Y/Y
Fathis Munk         Krikax         Thief          Y/Y
devilmaydry         Rosa           Rogue          Y/N
Look Around You     Elanis         Rogue          Y/Y
Stallion Cabana     Lerissa        Monk           Y/Y
Comrade Gorbash     Cyte           Monk           Y/Y
WinsonPaine         Argus          Avenger        Y/Y 
Sion                Mord           Barbarian      Y/Y

P.d0t               Ghepard        Hunter         Y/Y
Mr. Fowl            Freya          Psion          Y/Y

TheFireMagi         Nalzirin       Fightpriest    Y/Y
Niel                Theophanes     Palalock       Y/Y
A Darker Porpoise   Kaya           Wizlord        Y/Y
Bendigeidfran       Angharad       Knightmage     Y/Y
Ryuujin             Marc           Exelock        Y/Y
Melchiresa          Meritt         Palalord       Y/Y
ProfessorCirno      Teariki        Barbmage       Y/Y
Berenzen            Kelva          Figue          Y/Y
Mince Pieface       Rhondus        Fightbarian    Y/Y
TheArchimage        Ethrielle      Invanger       Y/Y
Zemyla              Loom           Locklord       Y/Y
Wol                 Karela         Clerden        Y/Y
Questions Answered:

quote:

How long has Genora known peace?

Wahad posted:

Genora is basically Warring States China, like I said in the OP. Lots and lots of smaller and bigger countries that used to be constantly at odds with some and friends with others, than a year later it's the other way around. Minor conflicts and major conflicts happened a lot. Not quite wars, most of the time, but significant enough to be more than just the occasional transgression. You never really knew what your neighbors were gonna do.

Then about a decade ago, some events were set into motion which I want to be relatively vague about given their importance to the story as the game progresses. What's most important to know is that very few people in-world know who exactly started the process (although everyone has their thoughts and love to proclaim that they were noble enough to try it) but about seven/eight years ago the peace was 'official', with a bunch of treaties between the various countries that ensure a deterrent by various means and encourage trade to benefit all parties.

Not to say some people in some countries don't still want to get their hands on land or resources from other countries, but nobody's too eager to break the peace just yet. Genora is slowly beginning to move into a prosperous age, and breaking the peace would collapse that progress like a badly made souffle.

Wahad fucked around with this message at 10:07 on Oct 2, 2016

DeTosh
Jan 14, 2010
Slippery Tilde
My plate is kind of full right now, but I'd like to put together an application if I have time.

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
Interest posting!

TheFireMagi
Nov 6, 2011

...She's behind me, isn't she?

Nalzirin "Nal'Vakor" Vakor, (previously) of Clan Glae'Drek, Dragonborn Fighter|Runepriest
Role: Defender|Leader, Hammer/Shield, better Leader than Defender, bad at giving Saving Throws
Background: Missing Mentor
Theme: Guardian

To most dragonborn, to be stripped of one's clan name is a mark of shame and humiliation. To Nalzirin, to be without a clan is all that he has known since birth.

For centuries, the Vakor family was one of the most prominent and honored military powers within Clan Glae’Drek. One dragonborn was worth a dozen scaleless soldiers, and a Vakor was worth a dozen dragonborn, as some of the more arrogant members tended to claim. And for those centuries, few within the clan would openly argue. But shortly before Nalzirin was born, all of that changed.

Treason. The crime that Meldrucan, current head of the Vakor family and Nalzirin’s father, was accused of. And in all fairness, they were not wrong; the country of Heimreili had been longtime rivals with Madulane before the peace treaty. But when the idealistic Meldrucan became head of the family, he in secret cooperated and traded information with Madulane officers to keep bloodshed on both sides to a minimum, as well as any other forces that the Vakors came into conflict with. Of course, such acts can only be kept secret for so long, and eventually they were revealed to the Clan.

Exiled from their homeland, and Meldrucan only spared due to the grand reputation of his ancestors, the Vakor family drifted to Madulane, before eventually settling at a stronghold whose commander was one of the collaborators that Meldrucan had worked with. It was at this stronghold that Nalzirin Vakor was born.

Being raised amongst soldiers and his family known for their military ability, it was to no one’s surprise that Nalzirin quickly took to the fighting arts. Slow on his feet, the young dragonborn made up for it with instinct and natural physical prowess. As the years went by, he also discovered that he had a knack for the runic arts, which he used to bolster his already formidable strength in battle.

As an honorary soldier of Madalune, Nazarin couldn’t hide his interest at hearing that General Gilda Latham was to make a ceremonial appearance, and after being given permission traveled to Sharpeton in order to see her. He hadn’t expected the assassination attempt on his pleasure visit, of course, but with his hammer and the assistance of others at the ceremony, they managed to save the general’s life.

Every soldier needs his squadron, and after that day, Nalzirin realized that he had found it. Officially parting ways from his family at the stronghold had been difficult, but the good that they had done for the country made up for it in spades. As well, the young dragonborn was determined to return glory to his disgraced family’s name, and what better way than to become a hero?

quote:

Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!
Heimreili - A country primarily populated with dragonborn, although since the peace treaty was enacted Heimreili has seen its fair share of immigrants. In-character, the only thing Nal'Vakor really knows about the place is Clan Glae'Drek, since he has never been there and cares little to learn. Out of character, the country has a lush and fertile environment suitable to life, which is another reason for the arrogance of many Heimrilians. The country is divided into numerous territories ruled by individual clans, most of which at least tolerate one another, but there have been plenty of conflicts of interest in the past. The heads of each prominent family represent the Clan as a whole, and host tribunals to settle matters of importance, such as Meldrucan's exile.

Fort Bahm-Dhural - A military stronghold close to the Heimreili border, and is the place where Nal'Vakor was born and raised. Led by Elven Colonel Rodan Talvir, the hilltop fort hasn't seen much use since the peace treaty was enacted. Nevertheless, Colonel Rodan keeps his men well trained in the off chance that a battle was to occur. More commonly, however, those stationed at Fort Bahm-Dhural help to protect the nearby villages from roaming bandits or monsters up to no good. As well, the rest of the Vakor family remain here, although they have expressed interest in moving closer to civilization.

quote:

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?
Runesmith Brudin - Officially a smith who worked at Fort Bahm-Dhural, the dwarf's real role was acting as the fort's leading expert on the runic arts. Although not technically part of the Madalune military, he was close friends with Colonel Rodan, who had sought out the dwarf personally. After Nal'Vakor was born, Brudin mentored the young dragonborn and taught him the basics of using runes after realizing that he had potential. At some point after Nal'Vakor first left for Sharpeton, however, Brudin disappeared from Bahm-Dhural without anyone noticing, and not even the Colonel appeared to know where the dwarf had gone to. It was a cause of concern for the young dragonborn, and he has been keeping his ears open for any news of his missing mentor since.

quote:

Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.
Madalune Patriot - Raised inside a military stronghold and hearing the story of his family's exile, Nal'Vakor has little interest in returning to his homeland. Instead, he gives his full dedication to serving the country that took in his family. Unfortunately, that does tend to leave him biased whenever Madalune is involved.

Honor of the Vakors - Proud of what his father did and the risks that he took, Nal'Vakor takes any slight against his family very seriously in spite of his otherwise tolerant nature. As well, he attempts to follow in his father's footsteps wherever he can, trying his best to be virtuous when possible even when it can be personally detrimental.

Leftover Gold: 140
5 GP Light Shield
15 GP Adventurer's Kit
520 GP Acrobat's Boots
Level 2: Dwarven Scale Armor +1
Level 4: Avalanche Hammer Craghammer +1
Level 5: Amulet of Life +1

TheFireMagi fucked around with this message at 02:08 on Sep 25, 2016

Niel
Mar 5, 2013


Theophanes (Theo), the Radiant Warrior of Shining Justice - Tiefling Paladin|Warlock
Role: Basically Defender
Background: Arcane Student Who Saw Too Much (I just wanted the save bonuses.)
Theme: Knight Hospitalier

A few decades earlier, the city-states of Avernia and Lythia brokered an alignment, and a court session was held in Avernia to pound out its terms. This was where Theo's parents first met each other. His father, Mithras, was an Avernian courtier and practitioner of the dark arts, and was tasked with helping to negotiate the terms of the treaty. His mother, Selene, was a songstress and holy warrior of the sun, as well as being the personal bodyguard of Lythia's second prince Nestor. The two of them intended to despise each other from the get-go, but they befriended each other over a shared love of professional tennis during an impromptu tournament. What followed soon after was a rather competitive courtship, and their marriage, among others, was brought about towards the court's end.

It was agreed that Mithras would become a citizen of Lythia, and that was where Theo was born. As part of the agreements that Mithras had made when he formed pacts with his masters, Theo was also given some magic from those beings. That, combined with his own theatrical flair, made him a natural magician. Lythia was a pious state, however, and in particular Theo grew up hearing the stories of heroes chosen by the gods, including stories of his own mother's impressive tasks, and wanted to be a paladin as well. Theo chose to split his attention between the divine and the arcane, claiming he would become a master of all lights.

When he became of age, he decided he would set off on a journey, in order to put his talents to use and perform heroics of his own, as well as being a journey of self-discovery, in order to figure out his own place in the world. He had traveled for about a year, helping to dispatch some local banditry and assisting the poor and helpless. He had ended up in Sharpeton by chance one day, offering his medical services, when he saw Lathin being attacked. Naturally, there was only one proper response Theo could make to this sort of treachery: to loudly charge in and strike down the assailants with panache.

Where are you from? What is the city or region you came from known for?

Theo was born and largely raised in the city-state of Lythia. Lythia is a place where its people are united by their dedication to the gods, and has a long history dating back thousands of years. Lythia is populated mostly by elves, half-elves, deva, and a smaller but still significant population of kalashtar and githzerai. It was founded by Eudoxia, herself a half-elf heroine and daughter of the goddess of love, known for her sense of piety and her deep compassion, and many tales about her involve her trying to compromise between the two, with her usually succeeding. The current royal family, as well as several noble families, are direct descended from her. Most people in the city live their lives trying to follow her example, though each person puts different weights on how much they value each of her traits. Besides the temple, much of Lythia's fame comes from an apple tree at the center of the city, that's commonly referred to as Eudoxia's Conviction. According to legend, the tree sprung from a single spot where Eudoxia shed a tear, during the night before ascended to the heavens. The cider made from the apples of Eudoxia's Conviction and its descendants is said to be among the best in all of Genora, and is widely belived to have curative properties, though the reports of its benefits vary wildly.

Theo has also spent a fair amount of time in Avernia as well, since his father was sometimes requested by Lythia's royal family to make diplomatic trips ther. Avernia has existed as an official city-state for only 150 years. Before that, it was an unclaimed, wild forest until Cadmus, an introverted shardmind wizard, came in and built a tower to live in. From there on it sort of informally an area where magically questionable things could live their lives quietly, and gradually grew into a settlement. Its main populations nowadays include genasi, gnomes, tieflings, shardminds and warforged. It has no royal family, but its legislature is instead is controlled by a council of 25, 8 of which are the heads of some of the major families, and the other 17 are elected, with each council member from each of Avernia's wards. Most of the gods worshiped here are deities of magic. However, cults, demon-worship, and other less conventional forms of religion are more common amongst the populace. Much of its economy comes from the peddling of arcane secrets as well as potions, since many alchemists seem to end up here too. Avernia's most significant landmark is a vast, underground complex known as the Aberrant Library, a place where all sorts of books are stored, so long as the content is sufficiently interesting. It is said that the library has more tomes of forbidden lore in it than it has cookbooks.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them?

Theo is far closer to his father Mithras than he is to his mother Selene; his mother often wasn't at home due to either her paladin duties or her bodyguard duties, while his father managed the household and was directly homeschooling him. He idolizes his mother more, though, and there were some times where she would allow Theo to accompany her on some of her less dangerous missions. Mithras is a very cunning tiefling with a silver tongue, but also a very cautious one, who in his courtly duties shoots for accumulating a lot of moderately-achievable goals. He entered his pacts only after having several years of studying law, and was able to get contracts with quite generous terms for himself. Selene comes from a line of tieflings who manage one of Lythia's apple orchards, but as the third child, she wasn't likely to inherit much, so she joined the clergy instead. She is a gentle priestess with a mellifluous voice to innocent people, but to her enemies she is absolutely ruthless and brutal.

Two of Theo's friends are Prince Nestor's (half-elf) children, whom he grew up with and regarded as playmates despite the difference in social stature. The elder, princess Agatha, was older than Theo by two years, and as a child was about as bombastic and dramatic as him, and is probably the person whom Theo picked up his speech traits from. As she grew up, however, she grew a reputation for her calmness and poise, and claims to look back on her childhood days as embarrassing, though sometimes when only Theo or her family is around, she'll break character and assume her old tone of voice. The younger sibling, prince Erasmos, is Theo's junior by a month, and has always been stern and thoughtful, if a bit cold. Theo has enjoyed having conversations with him when he's feeling more contemplative, but the two aren't as close.

During his trips with his dad to Avernia's court, Theo befriended a young shardmind bard and courtier named Aison. When Theo first met him, he noticed that Aison was reading his favorite novel, and would spend time with him since two of them had similar taste in books. Aison was a trickster who couldn't help but enjoy performing pranks on someone as earnest as Theo. Over time, the pranks went away when Aison realized how much he valued Theo's company, since Theo never has ulterior motives, and being able to speak to someone unguardedly was something he rarely had the chance to do. Their friendship cemented itself after a certain incident where they got lost in a neighboring forest.

Describe one (or more) of your flaws.

Theo's personality is tempestuous, where most of the time he's speaking as if he's larger than life, often doing things like calling out his attacks, giving people epithets, and dramatizing the events occurring around him unnecessarily. Basically, he's a little too extra, and this grates on many people. To some extent he's aware, even if he'd rather not admit it, because he's kind of lonely and his persona helps with getting him attention, as well as distracting him from these nagging feelings. In general, he finds it hard to be close to other people. He also has a fervent perfectionist streak, and when things don't entirely turn out the way he wants he gets depressed. He's also not exactly an idiot, but he assumes the best of people, and can be easily misled or manipulated.

He is also, sadly, terrible at tennis.

Niel fucked around with this message at 04:42 on Oct 2, 2016

Successful Businessmanga
Mar 28, 2010

Orokos Sheet
The builder is granting Kaya a +2 initiative she doesn't actually get due to an error in the feat Imperishable Destiny, so her initiative bonus is actually +4.
Google sheet w/power cards.


Name: Kaya Veldwin
Race: Human
Class: Hybrid- Wizard/Warlord
Role: Heavy controller with a smidgen of leader.
Background: Occupation-Scholar- We have rid ourselves of the dark work we once did for the crown, the Veldwin's have turned the more elevated arts these days.
Theme: Vile Scholar- The Veldwin family is well known as a group of pacifists, but a deal had to be struck in their past to ensure it remained so. Our method of defense is rather distasteful to some, but to have an enemy turn their blade against themselves is wholly in line with the familial curse lain over us.

History
"The life of others be spared by your hand." The Veldwin family's motto had changed in intent over the years, in the far past they had been a family serving as the royal executioners; sparing the lives of the masses by ending the lives of criminals the crown found distasteful. After many years of dedicated service and later a vast social reform throughout the land, the Veldwins were elevated from their position as a lowly family shrouded in the dark work of executions into what would become an illustrious house of scholars in the healing arts and brilliant tacticians.

Shortly after the Veldwin's raising into the light, the head of the family made the decision that his line would never fall to such depths again. Several deals were made with powers beyond a mortal's ken, and the Veldwin's bloodline lost the ability to willingly deliver harm to another creature.

The vast majority of Kaya's early life had been spent in and among the family library, there was much information to be drained from the multitude of tomes within, knowing the history of the world so that mistakes might not be repeated was just as important a lesson as the rules of etiquette that were drilled into her by her tutors.

Come the recent years, it was time for Kaya's coming of age ceremony, every Veldwin would be banished from the house for the next five years, sent out into the world to prove themselves by mastering a cerebral art or by gathering a band of powerful cohorts that would serve the family well in matters military.

Kaya was only just starting her journey when the whole debacle surrounding General Latham had begun. In exchange for a small stipend from her family, Kaya was asked to attend the celebration as a representative of house Veldwin, a simple task of delivering a piece of intelligence to the good General before she would be allowed to move with her journey.

When the assassins began their attack, Kaya's presence had most definitely not been expected, the coordination of the assassins severely hampered as the young noble flung charms this way and that, turning the attackers against themselves to avoid a great loss of innocent life.

The good General introduced Kaya to the rest of the day's heroes in the aftermath. Seeing as the task of her coming of age mission was to gather a band of powerful people, Kaya could not help but wish to travel alongside the assembled heroes; perhaps one day in the future she would be able to present the group to her family as proof of her fine leadership skills, but for now she would have to be content with traveling alongside them to make the world a better place.

quote:

Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

The Veldwin family were granted a parcel of land many years ago, originally a small hamlet a week's travel from the capital, the once decrepit town has flourished in time, having transformed into the bustling city of Ravenswood. The city is bordered with an abundance of farmlands and has a healthy stock of orchards with which to supply the surrounding regions with luxury fruits not commonly grown elsewhere.

The Veldwin maintain a small keep nearby the town, out of which they run a university; the Veldwin who have chosen to master an art, be it cerebral or in warfare, tutor the children of other nobles for exorbitant fees.

quote:

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

In one of the group's early wanderings, Kaya became close friends with a halfling man by the name of Gwain Bandabell after he saved Kaya's life. While exploring a cave, that the group had been informed was haunted by a nearby village, Kaya fell prey to a possession by a malevolent spirit. The spirit had sensed that Kaya was in control of a good deal of power, but hadn't been expecting her familial curse to kick in when it tried to attack the group.

Kaya fell unconscious under the arcane lashback of her familial curse interacting with the surge of ghostly power, her collapse would have caused quite the stir if Gwain had not shown up. The villagers, afraid for their lives, had begun propositioning any stalwart folk that passed by, and Gwain was happy to take up their cause.

Unlike the group Gwain was a well trained exorcist of sorts, he removed the ghost from Kaya's body and took it into his own; wards upon his own mind protecting him from the negative influence of the ghost so that he might talk it down and help it pass on to the next world.

quote:

Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Pacifist Curse: The Veldwin's adherence to their "vows" of personal pacifism is absolute to the comical extreme for an onlooker, the curse laid on them by the head of the family so many years ago has made sure no Veldwin would be capable of lifting a hand to participate in violence on their own behalf.

A murderer escaping the scene of a crime would find no resistance from a Veldwin, each member of the family unable to even casually stick out a foot to trip the criminal for the pursuing guards. A Veldwin could in theory stop the murderer in this scenario by having the villain fall on their own blade, but the guard and society at large would be rather disapproving of that kind of reaction. As it turns out, mind controlling people into killing themselves is a rather villainous action.

The fanatic noble: Kaya is obsessively loyal to her house, the Veldwin's word is law in her life and should she receive an order from her people it will be followed to the letter.

:siren:Mechanics Notes::siren:
I'll be playing Kaya as a complete personal pacifist, she has no powers that cause damage directly and will take none all the way up to level 30. Now, telling party members to stab things and making her enemies fight each other is certainly a loophole, but she will never take an OA or make a basic attack shy of domination or if she is made to do so by a monster's power. Any ally powers that allow her to make an attack will also be disregarded unless they force her to.

I'd only really suggest picking her if the final group has one or two heavy duty strikers in it.

Items/Purchases:
15gp on Adventuring gear
10gp on a mirror
60 gp on a set of very fine clothing- Veldwin party wear mechanically two outfits, but hey whatever!
20gp on a gray rain cloak
50gp on a pixie music box
4gp on two a faerie puppets
520gp spent on Repulsion Cloth Armor
Level 3: Orb of Forceful Magic +1
Level 4: Ranging Defender Shield Heavy Shield
Level 5: Amulet of Seduction +1

1gp remaining :homebrew:

e: Oh man! So many :words:
:ohdear:

Successful Businessmanga fucked around with this message at 06:30 on Sep 23, 2016

I Am Fowl
Mar 8, 2008

nononononono
I'd like to make a Shaman, flavored as a wandered sin-eater.

drrockso20
May 6, 2013

Has Not Actually Done Cocaine
I might be interested, will need to do some thinking regarding character first though

Also is this PBP, Roll20, or something else?

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Posting to indicate interest~

Wahad
May 19, 2011

There is no escape.

drrockso20 posted:

I might be interested, will need to do some thinking regarding character first though

Also is this PBP, Roll20, or something else?

This game will be PBP.

Bendigeidfran
Dec 17, 2013

Wait a minute...


Stalwart Angharad - Eladrin Knight/Swordmage
Theme - Inquisitive, Backgrounds - Wandering Duelist, Civic Reformer
Benefit from Wandering Duelist

"On the moot of the last solstice, the citizens voiced their firm support on the canal-building proposal. They've decided well, I think; our irrigation network moves less water in a fortnight than our neighbors' do in three days. By legal right, the council must move on this before the germing season. I, Angharad, will ensure this. By my honor as an elector, friends, I swear that any who'd deny the people's decision will face the wrath of this Gramd!"

Angharad is, as far as Sharpeton's ruling members are concerned, a habitual threat to the peace. Why else would she storm into the chambers of town government clad in full plate? It's true that her proposals are well-reasoned and she has sound legal defenses for her 'conduct'. But those facts are quickly overruled by the fey-touched foreigner's penchant for challenging aldermen to duels. And on top of all this, she's paradoxically opposed any moves towards war, going so far as to argue against General Latham herself.

The woman is not a true knight. She is instead a democratically selected Elector from the Fand Republics, a Tiefling-ruled land where the questions of governance were decided by mock battle between the Republics' leaders. Her position there was a controversial one: careful calculations had led her to believe that further war would only bankrupt her beloved people. And so the eladrin gleefully waded through the blows of her hawkish opponents, appearing in their ranks and disappearing at her leisure. Bones would crack and egos would burst under the sudden crushing mass of her great-hammer. And by the day's end she would nurse her wounds with no hard feelings towards any of them.

It wasn't enough. In Madulane, her authority only extends to a band of refugees who fled their republic to escape the battles she'd fought so long against. She's had to make ends meet as a bodyguard in the time being. But old habits die hard. What she saw in the attack on Gilda was a poorly-phrased argument, one with very volatile implications. So she appeared behind the assassins' lines, tapped one lightly on the shoulder, and gave them her customary riposte. The fame she won for this act has given her the leverage she needs to make a new life for her folk. And, with any luck, make up for her failures in her old home.

Where are you from? What is the city or region you came from known for?

Sovereign's Victory was a snowy town built on the hilt of a mountain-sized sword in eastern Fand. It was populated primarily by Eladrin, with a sizable minority of Tieflings and dwarves. Local legend says the Cinnabar Sovereign, a favorite deity in Fand, lifted the blade from the earth and slew a terrible monster when she struck downwards. Angharad grew up a fishmonger there, selling imported sea-life to the flocks of pilgrims that came to the area.

How did she earn the lofty title of Elector? She was taller than the old Elector and had, after a drunken wager, beaten him publicly at chess grappling. It did not take much more than that.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them?

"There was a witch-marquess who hired me once. Zira the Vigilant, who despite her name was a bit absent-minded; she owns a marble tower in the far north of Madulane. A good three days I spent there, with nothing but chess to pass the time. I'd give anything to go back. She was a genius! Pulled a Caldinian Deception a full ten moves ahead of my Ou maneuver, setting an Alacritous Wyvern defense before I could blink! Her stratagems were planned two games before I lifted a piece. Oh, I'm still in awe. It must have been a decade now...I wonder how she's doing?"

"There was an attempt on her life, of course. A dozen men with shoddy daggers, which could hardly dent my armor or her wards. Neither of us paid them much mind."


Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Angharad, for all her bluster, is a bit too forgiving and unaware of the dirtier details of politics. For instance, she raised a daughter out of wedlock while she was a young woman in Sovereign's Victory. This daughter, Ciaran, is now a capable journeywoman studying in the Sanctum College of the Divine Redsmith. That her child is what some would call a "liability" is inconceivable to Angharad.

Her failure to protect her home-town weighs on her much more than she lets on. Whenever she's reminded of it she grows rash, and will pursue whatever she happens to be doing with furious zeal.

She rarely removes her helmet, and will stubbornly reason her way against anyone who insists on it. It is the symbol of her office, after all. A steely reminder of her pride.

Bendigeidfran fucked around with this message at 20:04 on Sep 27, 2016

drrockso20
May 6, 2013

Has Not Actually Done Cocaine

Wahad posted:

This game will be PBP.

Never mind then

K Prime
Nov 4, 2009

Yraine se ad Chengdon, The Extended Hand


Justice begins at the bottom.

If there is no justice for the lowest, there is no justice.

Yraine was raised to continue the traditions of Chengdon, a city-state even the neighboring warlords considered oppressive. No one as much as thinks a seditious thought in Chengdon without fear, as the thought-reading noble family who claim dominion may be listening.

This is the family into which Yraine was born.

Her mother detected in her from the start a sensitive disposition and therefore resolved to enact the usual solution to such things- keeping the young girl isolated from the thoughts of the world until she could be hardened to the trauma of seeing another's closest thoughts.

Yraine was 15 the first time she evaded the guards and walked into the city, and was overwhelmed.

She made it as far as a bazaar on the 19th prefecture before the pain and fear of the city pressed her to her knees. A passer-by recognized the telltale aura of the Chengdon, and resolved to take her one chance at rebellion. She raised her walking-staff to dash Yraine against the stones- a guaranteed death for her and her entire family, but one she was willing to take.

Yraine reached out a hand and said, "I'm sorry."

------------------------------------------------------------------------------

It has been near half a decade since that time. Many things have occurred. Yraine smuggled Akegong, the passer-by, out of the city, and went on the run. Her family still occasionally sends men to retrieve her. But Yraine has sworn an oath to herself, on her own power- to free the people of Chengdon from her blood. She has no intention of returning except as the leader of a liberating army.

Some would call her a busybody- interfering as if she owns the place no matter the circumstance. Foolishly and arrogantly sticking her head into matters she does not understand.

Perhaps they are right, admits Yraine. But if not her, then who? Doubt is a flaw of those who would enable those like her family to rule.

Doubt can be the problem of others.

In the meantime, there is justice to be had.

Sion
Oct 16, 2004

"I'm the boss of space. That's plenty."
I have a dude here on paper but I wanna get the dude onto Orokos. How do I do that? I'm looking and it's asking for a .dnd4e file?

Look Around You
Jan 19, 2009

Sion posted:

I have a dude here on paper but I wanna get the dude onto Orokos. How do I do that? I'm looking and it's asking for a .dnd4e file?

You can only generate those from the character builder/cbloader I believe. I just scan them or (more likely) use a form fillable .pdf and upload it to like google drive or whatever.

Bendigeidfran
Dec 17, 2013

Wait a minute...
CBloader is probably the right way to go, the online character builder is pretty notorious for failing on you. Once you've downloaded and updated it, you just have to select all your character info (so class, then race, then scores, etc.) and it'll spit out a .dnd4e file.

Look Around You
Jan 19, 2009

Bendigeidfran posted:

CBloader is probably the right way to go, the online character builder is pretty notorious for failing on you. Once you've downloaded and updated it, you just have to select all your character info (so class, then race, then scores, etc.) and it'll spit out a .dnd4e file.

The one downside is that cbloader (and character builder actually) is windows only and won't work with wine (or at least i never got it to work), so you're pretty much stuck with going the old fashioned way if you're on a mac/linux computer.

Wahad
May 19, 2011

There is no escape.
So since somebody asked how long the peace has been around, I figured I might as well post the explanation, since it might influence people's stories.

Genora is basically Warring States China, like I said in the OP. Lots and lots of smaller and bigger countries that used to be constantly at odds with some and friends with others, than a year later it's the other way around. Minor conflicts and major conflicts happened a lot. Not quite wars, most of the time, but significant enough to be more than just the occasional transgression. You never really knew what your neighbors were gonna do.

Then about a decade ago, some events were set into motion which I want to be relatively vague about given their importance to the story as the game progresses. What's most important to know is that very few people in-world know who exactly started the process (although everyone has their thoughts and love to proclaim that they were noble enough to try it) but about seven/eight years ago the peace was 'official', with a bunch of treaties between the various countries that ensure a deterrent by various means and encourage trade to benefit all parties.

Not to say some people in some countries don't still want to get their hands on land or resources from other countries, but nobody's too eager to break the peace just yet. Genora is slowly beginning to move into a prosperous age, and breaking the peace would collapse that progress like a badly made souffle.

If anybody has any other questions regarding the setting, feel free to throw them at me.

P.d0t
Dec 27, 2007
I released my finger from the trigger, and then it was over...

Ghepard
Razorclaw Hunter [MC Rogue]

Ghepard was born in the wild, like many shifters, but most of his tribe was decimated by plague. Moving to a large city, he lived as a street urchin, took up a life of crime at a young age (as often is the case with the impoverished, struggling to get by in a new society.) His talents as a thief caught the eye of the local authorities; luckily, he was taken into the employ of someone high up, and (with a bit of training) began operating as a "black ops" agents. Over the years, he committed many state-sanctioned crimes... but the botched kidnapping always haunted him.

When his employer was ousted in a coup, Ghepard found himself without a steady job. Through a series of (mis)adventures and investigations, he came to understand the weight of his worst crimes, but was unable to redeem himself in the eyes of those he had wronged. Seeing the instability in the region growing, he chose to leave before the situation got any worse; it was already far beyond the scope of his abilities to stop what had been set in motion.

Blending in amongst the crowds of fleeing refugees, he made his way out into the broader world. Through the years, he did freelance work as a private investigator, spy, bounty hunter... anything that suited his skillset and paid well. His travels eventually took him to Sharpeton on the eve of the ceremony...

Ghepard is smug and self-assured, but also cynical and hard-nosed. While he is a proficient marksman, his greatest thrill is escaping capture (whether in the immediate- or long-term). Ghepard has the mind of a great detective -- being capable of thinking like a thief often helps him stay one step ahead of his targets. Whenever possible, he prefers to fight from range. Having worked in splinter cells and similar mercenary groups, Ghepard has learned to keep himself in check, and play as part of a team; his professionalism and determination to complete the mission are always paramount.

Now a lone wanderer, he has an uncanny knack for showing up where someone with just his talents is needed.
There are rumors he has travelled to other planes -- and even across time, if you believe in that sort of thing.

[So basically somewhere between a noir detective, and Clint Eastwood as "The Man With No Name", with a little bit of Harvey Keitel in Reservoir Dogs.]



Wahad posted:

- Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!
[out of character, the main setting Ghepard came from is similar to this one; essentially a group of powerful people banded together and formed a cartel (known as the Royal Family.) This created stability and prosperity at the time, but some of the adherents to groups or leaders who they had to put down or undermine in the process grew bitter, so there was always something simmering beneath the surface. Ultimately, a seditious brotherhood led by the enigmatic Yanosh executed a coup, in which the royal family were all killed (allegedly) and the region fell into anarchy again.]

Wahad posted:

- Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?
(Ernesto) Rencleff, Priest of Avandra
When the two first met, Rencleff was a naïve, impressionable youth, sent forth from his humble and pleasant homeland to do missionary work (helping those in need and curing the sick and injured.) A bright, scholarly young fellow, he was a stark contrast to the grizzled Ghepard. The calamity following the coup led to all kinds of freelancers, mercenaries, and vigilantes being deputized by what was left of authority figures in the land, and that's how the two ended up together: in a party with other mercenaries.
The ugliness of the secrets behind the coup eventually led them both to flee, but they continued on as adventurers together for some time, having both lost their way so to speak.

Rencleff is kind and compassionate, despite coming from a very comfortable lifestyle. His religion instructs its followers to go out beyond their comfort zones, and help the broader world become a place that enjoys the same peace and prosperity. This often leads them into the direction of conflicts, and ugly scenarios that are hard for the fresh-faced and uninitiated to deal with. Despite having seen such things, Rencleff doggedly fights to keep his optimism.

[Mechanically, 4e Rencleff is/was a Bard, multiclassed with Runepriest (giving him training in Religion) and multiclassed with Warlord (giving him training in History) so heavily INT/CHA skillwise, compared to Ghepard being DEX/WIS]

Wahad posted:

- Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.
He likes fine cigars, booze, gambling, women -- you name it. Being in the employ of someone rich and powerful meant he always had money and few consequences. He enjoys the life of luxury, despite coming from lowlier places. If prodded enough, Ghepard has been known to lash out. He also is prone to vulgar language, particularly if something is putting him off his game.

P.d0t fucked around with this message at 02:34 on Sep 19, 2016

bahamut
Jan 5, 2004

Curses from all directions!
Dallinn Firestride
Satyr Slayer, Background - Silent Hunter, Theme - Sentinel Marshal



Although she does not make for a particularly imposing figure, Dallinn's relatively uncommon appearance coupled with the bow she relies upon, has served to make her something of a distinctive sight throughout a fair amount of the east. While in the service of Spireholm, Firestride was often dispatched to protect political envoys on visits to other prominent nations nearby. But either through circumstance or fate, Dallinn has more than once found herself caught up in all sorts of unrelated adventures along the way. The stories about her that have caught on the most are chiefly about her prowess with her bow, with her propensity to speak up for those unable to do so themselves coming a close second. The events in Sharpeton just prove that she doesn't even have to be working on behalf of Spireholm for her to wind up in these sorts of situations!

Where are you from? What is the city or region you came from known for?

Although her horns, hooves, and tail mark her as one of the forest-folk said to inhabit the deepest parts of the untamed northeast beyond the mountains, Dallinn herself claims to hail out of Spireholm, a large and powerful city-state on Genora's eastern coast whose political influence abuts the territories of Madulane. The political heart of Spireholm is situated on an island just slightly removed from the mainland entirely, but over many generations its increasing population has resulted in tributary towns and cities being established along the coast.

Aside from its status as the foremost hub of commerce in Genora, a place where most anything can be bought and sold, Spireholm is famed for its architecture, vast towers crafted out of necessity due to a lack of island space. However, this is a thing that cannot be exported, instead drawing people to it. At night, the light of the Great Lighthouse can even be seen rising above the horizon from so many leagues inland the ocean can neither be seen nor smelled. In the eastern edges of Madulane, they refer the still visible light of the city emanating from beyond the horizon as the "Trickster's Moonrise". Further inland Spireholm is more romantically referred to as "the city of light", though in actuality this may be a questionable interpretation.

That said, the real thing Spireholm shares with the rest of the world is this: plays and performances, stories and art. Culture is what Spireholm shares with the rest of the world, and what is not able to be witnessed directly within the great city itself, is shared in other venues throughout the whole of the continent.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them?

While Dallinn considers Spireholm her home, it's not where she was born. When she first arrived in Spireholm, in spite of it being harbor to many diverse cultures and individuals, Dallinn stood out. Were it not for the fast friendship of Rana Cross this might not be the case. At the time, Rana was a young cadet in the City Guard and the newly arrived Dallinn had found herself in a(n unexpected) spot of trouble with a group of thieves who she had unwittingly caught the attention of. Rana (along with a number of other full-fledged officers) saved the Satyr's hide, and in the aftermath the two just sort of hit it off. Dallinn actually found herself working alongside her friend and was directly associated with Spireholm itself for a time. It was during this period where her heroic reputation was largely established, eventually climbing the ranks to become a Sentinel Marshal before her desire to resume seeing the wider world finally took hold again and she decided to set aside her accomplished career as an official of Spireholm for the time being. Rana has an elder brother, Hastian, who has achieved a degree of notoriety throughout Genora for a series of hapless misadventures he's continually been caught up in. He and Dallinn are only slightly acquainted.

Describe one (or more) of your flaws.

Although she's apt to be kind and give people the benefit of the doubt, Dallinn can easily be swept up by her temper if she feels hurt or betrayed. When angry she can also be adamantly stubborn about things much to the irritation of her peers, though afterwards she tends to be apologetic.

bahamut fucked around with this message at 02:18 on Sep 28, 2016

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Working on a monk or other striker, probably.

Ryuujin
Sep 26, 2007
Dragon God

Marc Antouile, Human Warlock|Executioner
Role: Striker|Striker
Background: Ancestral Holdings
Theme: Purple Dragon

"Greetings I am Marc Anton Duval Kalder Antouile son of Duc Markas Antouile of Dantal. Our family have served the rulers of Aldin for many generations. Most recently we have served by working on diplomatic relations with the neighboring kingdoms. Though recently my diplomatic duties have taken a turn, after the assassination attempt on on the General Gilda Latham."

Marc is indeed a diplomat, his family serving as such recently. His family also provides silver, silk, and leather to Aldin, in addition to exporting it beyond Aldin for a profit. These are all rather public services his family provides to the royal family of Aldin. His family also provides a number of other services, secretly. His family has been spies, assassins, and performers of other less savory and secret tasks. During the wars they took part on the battlefield both in the open and in the hidden. Being raised in the home of a noble family, minor or not, meant that Marc needed to know his poisons, to be able to identify them and survive them. Of course being raised in an assassin's home brings all the more reason for such training. He was taught to fight, with agility, grace, and beauty. And in time Marc joined the fight, fighting primarily in the open as the public face of the family, but occasionally taking out a high profile target of the enemy.

And then the war ended. Marc doesn't know the actual reason for the change, but Aldin began to join with other nations. And so the Antouile family retreated from the hidden world and took on a more prominent roll in the light. Peace has spread, for the most part, and now Marc travels from nation to nation, kingdom to kingdom, on diplomatic missions. To gain allies for Aldin.

On one such mission he was passing through Sharpeton, on his way through Madulane, when the attack occurred. He jumped to the woman's defense, before he had even realized who she was, and was rather surprised that others jumped to her aid as well. He fought alongside them, and found some interest in them. In light of the attack his normal diplomatic missions seemed as if they could be put on hold, to deal with the aftermath of this event.

quote:

- Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

My ancestral home dwells within the center of the small city state of Dantal, located on the far edges of the kingdom of Aldin. Our primary exports are silk, gold and fine leathers from a variety of local beasts.

quote:

- Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

Awhile back, perhaps a year ago now, I traveled to the Library Kingdom of Tashk. I was there on a diplomatic mission and I met the Grand Librarian Mala Watz. I spent quite some time talking to her and her attendant High Librarians. But as the day wore on I was offered a place to rest, and the next day I was given a guide to show me around Central Tashk until I was to meet with the Grand Librarian again that night. The guide was none other than Alexander Watz himself, the son of the Grand Librarian. He showed me around, took me to places to eat, and showed me the various entertainments one could find if one wanted more than just reading of the many books contained within the kingdom. I was honestly surprised at how much fun we had. As the day wore on we returned, I spoke again with the Grand Librarian and her attendants, and retired once more. We repeated this for weeks, then a month. Eventually my mission was complete and I had to say goodbye, it was a sad parting for how short we had known each other.

A few months later Alexander came to Aldin, all the way to Dantal, and we put him up for a month and I showed him around Dantal. We even went for rides in the countryside and visited some of the nearer city states within Dantal.

quote:

- Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Well I am vain. I will admit that. Perhaps I am a touch over confident.

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.

Ser Merritt Carlisle, Human Paladin|Warlord

Role: Defender/Leader
Background: Defender of the Oppressed
Theme: Guardian

History

Merritt Carlisle is a simple man with a simple goal: to defend and protect those who need it most. He speaks softly, but intently. In his voice, there still lingers a trace of an accent those of a more established class would call “bumpkin.” Merritt hails from a small farming village that is so small and forgettable as to be completely unmarked on most maps. Unfortunately, this village had been found by all manner of factions of invaders throughout the years. Years would come and go, and the village would be ransacked of its stores. Some cattle would go missing. Usually, the invaders would leave after taking what they wanted and moved on to larger targets. The villagers, being hardy farm folk, would simply shake their heads and work to make up the difference. Up until one particular invasion, that is.

This particular invasion was like no other - this time, they didn’t just take what they wanted and left. The things the soldiers did to the villagers were nigh unspeakable. Luckily for Merritt and his brother, Adair, they managed to live quietly and unnoticed by the soldiers. Under the surface, both felt a quiet fury in their hearts. Over the weeks of the occupation, Merritt gathered his fellow villagers in the fields, under the guise of working, and they plotted how to rid themselves of their greatly unwelcome guests. Merritt found himself leading the whole secret resistance - which is much more difficult than it sounds in a village as small as his. Surprisingly, it felt as natural to him as breathing or thinking. They stashed farm implements and tools as makeshift weapons. They organized strategies and plans, paid attention to the patrol routes and schedules, and plotted when would be the best time to strike.

The opportunity presented itself sooner than they planned. One morning they discovered the soldiers gathered around the elder’s house - armed with torches. The next length of time was a complete blur to Merritt. He remembered shouting orders – then lots of shouting happened. Metal clanked against metal. He just continued to order and guide the flow of the battle from within the fray. It was over before he knew it. Many of the detachment lay in the center of the village, slain. Their leader was nowhere to be found. The others were unaccounted for, the reasons weren’t terribly important.

A tense week passed. No reinforcements arrived. After another week, the village began to lower its guard. More time passed, and affairs in the village seemed as though the invasion had never happened. Except for Merritt – he felt as though something inside him had changed. The village elder came to see him in the fields one day as he rested under a shady tree. The elder didn’t stay long enough to sit – she simply asked him, “there are greater battles for you to fight. You know this in your heart, don’t you, lad?” He did.

The elder guided him to a nearby Paladin order, “they’re like-minded folks” she explained. Merritt hadn’t been a particularly religious man, but he was proud to take on the mantle of an order dedicate to protecting the weak and defenseless. His pride showed in his work, and his devotion to his newfound faith. He was welcomed amongst his brethren all over.

The incident at Sharpeton was quite unexpected, even in the unpredictable life of a paladin. Merritt had been summoned to Sharpeton, as an order nearby had begun receiving more acolytes than they could train. Given his valorous conduct in Whitepeake, and many other instances like it, Merritt was to be welcomed as an instructor in tactics and other aspects of combat. Plus, he was never one to turn down an opportunity to see the sights of the big city (as far as he was concerned). The attack was sudden, and gutsy in his assessment. Merritt jumped to the woman’s defense, as he would any other innocent he crossed – general or not. He called out to whomever else would lend a weapon, and all but one foe was handled. He attempted to continue upon his mission at the local paladin order, but something inside of him was restless. Hours of prayer later, he thanked the order for the opportunity they had given him and set off into the horizon with his newfound companions.

Like all things in life, his travels did not last forever. Eventually he found himself tugged back to Sharpeton for reasons he could not explain. Surely, there was a divine plan for him in mind, right?


Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

I come from the village of Barcombe. Considering how small it is, it hardly deserves a proper name! It’s a wonderful place. It’s full of good, hardworking, honest people. It feels like one big family. My family had a small farm and my father did some woodworking on the side. I helped tend the livestock with my brother until I took my vows. Dad made these cute little wooden figures of… oh- I’m sorry, I’ve gotten off track! I… haven’t visited home in a long while, you see.
The nearest city to Barcombe that anyone would know is Stanmore, in the Farfalls region. Farfalls is, I’d say, approximately a three week horse ride west from Madulane. The region itself is mostly rolling hills and farms as far as the eye can see. Farfalls is a peaceful land. There’s probably more cattle and horses than there are people. Off the top of one’s head, you could say we’re best known for our livestock and agriculture. Everyone works the land out there, except maybe the artisans in Stanmore itself. Calling Stanmore a city is a bit of an exaggeration. It’s more like a collection of guild shops and livestock auction houses that serves as something like a central meeting place for the other farming villages. People came from all around to buy our livestock and our harvests. I guess our stock must have been good, since those auctions had so many colorful people. Going to those auctions when I was a boy was such a thrill. Stanmore is downright cosmopolitan compared to Barcombe!
Stanmore, Barcombe, and the rest of the villages haven’t always had it easy. We always had to be on the lookout for some roving detachment of soldiers or another. Sometimes it was a young officer trying to prove a point by taking an easy target. Which, I’m not sure how much prowess that really shows, you know? Though, more often than not, it was large detachments looking to bed down in the villages. Since we had so much farmland around us all, it’s an easy way to control large portions of land. To make a long story short - Barcombe doesn’t have to worry about that. I made damned sure of it before I left.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

A friend? I feel like a bad friend because I haven’t spoken to him much since I moved on, but the captain of the guard in Whitepeake, Roderick Towle, is a good man. He cares so much for Whitepeake that I’m sure he’d’ve personally fought off every invader on his own if he could. I was traveling at the time and was staying at a nearby temple, mostly doing guard duty to earn my keep. Roderick approached me one evening after prayers and told me a forward scout had sent word back of a detachment of heavily armed soldiers from who-knows-where (does it even really matter?) with their sights set on Whitepeake. I’d never seen a man so distraught with worry. This was the third detachment in almost as many months, and the town guard was becoming weary and skittish. Roderick explained they had just been barely able to turn them away each time, but each battle grew tougher. He was sure a sound defeat would send them away long enough to allow everyone to catch their breath.
“Good ser,” he said to me “I’m sure your god has greater plans for your sword arm than our small town..” I couldn’t let the poor man finish his request. “Speak no further. I can’t say that I know the exact plans of the divines, but there is nothing so small as to not be worth protecting.” Roderick beamed at me in relief and we set to work strategizing. We were ready when the soldiers stormed the gates, which caught them utterly by surprise. I commanded half of the town guard, mostly the perimeter areas in order to let Roderick use his knowledge of the town’s layout to his advantage. Suffice to say, we soundly routed them. I can’t say that I relished in their deaths, but that night the air seemed much lighter to breathe.
The town celebrated for days. I don’t often imbibe, but that didn’t stop the townsfolk from trying to nearly drown me in the finest vintages they had. I MAY have made a couple of exceptions. When I left town to move on to the next outpost of my order, Roderick insisted I take with me some rations prepared by the townsfolk, new bedrolls, and a lovely horse named Fleetfire. I ended up leaving her with my brethren at an outpost some months later, in order to help teach new recruits how to ride.

Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Nothing I’ve done feels like enough. Sometimes when all is quiet, I catch myself ruminating on the ways I could have acted more quickly, more efficiently, more…anything I guess. Those nights I spent alone on guard duty, or traveling from one place to the next, I always wondered how I could have been better. I worry about Barcombe and hope the village is still there. I worry for Whitepeake and Roderick. I can’t help but wonder if there were ways I could have done more. It’s always been hard knowing when my work is done and to leave. I spend many an evening at prayer, seeking resolution. Sometimes my lord sends forth a sign…others he issues a challenge. My lord knows that I can be better. And if he believes so, then so shall I.

Melchiresa fucked around with this message at 05:07 on Sep 21, 2016

ProfessorCirno
Feb 17, 2011

The strongest! The smartest!
The rightest!
Teariki



Role: Striker first, defender somewhat distant second. Absolutely striker first.

"Ah, hello! I am Te Ariki Karauna, of Moana Awa. Yes, the Moana Awa! I had not intended for my stay in town to be entirely permanent, when all that TROUBLE began. I'm something of a travelling scholar, you see. Ah, the libraries of Moana Awa are vast, and yet I find there's always something new over each horizon to learn! And of course, so much good to be done! At times, the reputation of my people as...'aggressive' supercedes us. I wonder, do you think I can make enough of a difference?"

Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

"Why, I am from the country of Moana Awa - more specifically, the capital city, Ruataha. We are, I am proud to say, the largest, most diverse, and most learned kingdom in Genora! Now yes, there has been bad blood in the past, over trade and certain conquered territories, but we've put all that behind us and are happy to continue as enlightened rulers of our land and seekers of knowledge. And, uh, only our land - we have not marshaled our forces in quite some time. Ah, anyways, did you know, all of Genora uses our calendar? After all, we were the first true astronomers - amongst a very many great other things!"

Moana Awa is an imperialistic nation - or at least hopefully formerly imperialistic. It was previously two countries - a desert on the northwestern coast of the mainland, speckled across with oases and floodplains, founded mostly by fire and wind Genasi, and series of lush, volcanic islands, founded mostly by earth and storm genasi, with water genasi living as nomads, traveling between them. When they were both deemed weak, they were invaded by their nearest neighbor who's name has been lost to time, but cursed throughout the continent - as that invasion caused the two countries to unite and, after absorbing that invading country, immediately begin gobbling up other small countries around it. While it has been happy to settle into the continent-wide peace and focus on trade, arcane studies, philosophy, and science, it maintains it's intimidating navy and army, and it's neighbors cast baleful eyes towards it's borders even as it accepts it's caravans. While life inside it's borders is better then many other countries, it is a country by and for Genasi first and foremost - and most of the inhabitants their conquered lands end up second class citizens.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

"Those closest to me are, in all honesty, probably my family. I write to them voraciously, you know! It was my father who got me interested in the more scholarly works, and my mother brought me into martial training. It's funny; in most families I would be...not neglected, but, well, the one boy in a family of girls? Storm Genasi are matriarchal, you see. Which reminds me, if there is anyone in my family I care for the most, it would be my youngest sister. Perhaps ironically, she is the most level headed of our family - she certainly takes after father! I admit I could get into quite a few scraps back home - scholarly arguments are a serious business! - but she was usually on hand to apply a more diplomatic touch. Speaking of, her last letter mentioned her actually joining with the Moana Awa Diplomatic Corps! I'm so proud of her! And, well, I also must admit, it sets me a bit at ease - having a good friend, much less family, in the MAD Corps can do a lot for one's standing, and if we ever get in political trouble, there's few better people to call!

Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Teariki is curious to a fault and will happily dive unwittingly into dangerous situations over the promise of learning something new. He is also, all things considered, rather young and painfully naive (despite his giant size and at times fearsome appearance), especially when it comes to understanding the faults of his home country.

ProfessorCirno fucked around with this message at 11:01 on Oct 1, 2016

Fathis Munk
Feb 23, 2013

??? ?
Krikax Dustmaw, Gnoll Thief

Hope i haven't forgotten anything

Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

Krikax has spent his whole life in Sharpeton and the surrounding villages. He is a gnoll orphan and was dropped off in the town square one day. While most of the citizens just wanted to end him before he could grow into a full fledged gnoll he was saved by an old herbalist who considered every life sacred, even one as low as a gnoll. The old woman raised him as well as she could during the following years but died when he was 4. He was chased out of her house and thrown into the street, the citizens hoping he'd just die there. Luckily for Krikax, gnolls mature much faster than humans and he was already quite independent by that time.

Sadly he was still a gnoll living in a human town. Staying meant to remain an outcast but he knew that the chances to find and be accepted by a tribe of his own were slim, so he stayed. He has always been shunned by the inhabitants of Sharpeton who considered him a wild beast and getting a job was out of the question. Who'd hire a gnoll ? So he started to steal, he started to sneak, trying to avoid the gaze of others. And with time he got pretty good at it. His beastly side allowed him to move with a speed and agility superior to that of most humans and should he get cornered by a group of citizens out for his skin ? Well if it came to it he had his sharp, sharp claws. This wasn't the way he wanted to live, but all of Sharpeton knew he was a savage animal, they couldn't all be wrong could they ?

Krikax eked out a life in the shadows, knowing the contempt and disgust the other races harbored towards him. Until everything changed when he was 9. On that one day, when he helped save General Latham. He still doesn't quite know why he did it, maybe it was the notion of this woman being betrayed by her own pack, some inbred trait of his telling him that such a pack doesn't deserve anything else. Whatever his reason, he charged into the fray and he became a hero. At first that only manifested through some grudging respect but as he continued to try and live in the light, public perception of him changed.

Krikax had never thought people could respect him, could feel glad to know him, happy for his existence. From that day, Krikax vowed to do anything he could to be a hero to the people around him, to prove to them and to himself that he was more than just a feral beast.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

The only friend Krikax had in his past was the herbalist, an old human woman by the name of Miram Krei. She saved him and raised him and he took care of her as well as he could when she was on her deathbed. He always wanted to emulate her, to become a respected and productive member of society, but the game was rigged against him from the start.

Her shop has since been rented to someone else, but every year on her death day Krikax used to break in, sit down against the wall and think of her. He could swear her scent was still lingering in the room. He'd leave some flowers he managed to scrounge up and would be gone before anyone noticed.

Krikax hopes that one day during his travels he will get to meet his birthpack. He doesn't quite know how he will recognize them but he is counting on his inbred instincts.

Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Krikax is extremely vulnerable to the public's view of him. His whole life is now a quest to be seen as a hero and not as a beast. Should he lose the public's approval it is possible he'd resume his beastly ways.

Being a gnoll he's also pretty unappealing and even frightening to the human eye. Even his voice and way of communicating tend to seem threatening to other races, though the original meaning might be innocuous.

In brief Krikax has to struggle to overcome his nature and to be seen as the shining hero he's always wanted to be.

E: Disclaimer : I'm EUTZ and am new to PbP :v: Also not a dnd veteran by any shot but I think I've got a decent grasp of it by now and more than willing to do homework on my end looking stuff up. Prefer to be upfront with that.

E2: Ok, stole the google sheets templates linked higher up and added the stuff I did forget. Will update the power cards later.

Fathis Munk fucked around with this message at 19:54 on Sep 20, 2016

devilmaydry
Sep 3, 2012

I only take special jobs, if you know what I mean.
Working on a cool rogue-ish vampire.



Rosa De'Chierre

A good life is supported by recompense for good deeds and good hospitality.

devilmaydry fucked around with this message at 05:09 on Sep 21, 2016

Successful Businessmanga
Mar 28, 2010

Fathis Munk posted:

Krikax Dustmaw, Gnoll Thief

Hope i haven't forgotten anything

Things that jumped out at me.

Ability scores: Your starting array isn't actually valid, stats start at 8/10/10/10/10/10 and you buy up from there, so you can't have double 8s. If you started with 14/14/17/10/10/8 you'd be good. +2 con and dex from being a gnoll brings the respective stats up to 16 and 19, then adding +1 dex and +1 strength at 4th level brings you back to where you are now with the double 8 fix.

Inherent Bonuses:
At levels 2/7/12/17/22/27 you take a +1 enhancement bonus to your attack rolls and damage.
At levels 4/9/14/19/24/29 you take a +1 enhancement bonus to AC/Fort/Ref/Will

Free Feats via the GM:
Improved Defenses: You gain a +1 feat bonus to Fort/Ref/Will that goes up by one each time we enter a new tier of play. (Heroic 1-10/Paragon 11-20/Epic 21-30)
Weapon Expertise: You can take one of the many expertise feats that'll grant you a +1 to your attack rolls with the chosen weapon type in addition to other benefits depending on what you pick.

Fathis Munk
Feb 23, 2013

??? ?

A Darker Porpoise posted:

Things that jumped out at me.

Ability scores: Your starting array isn't actually valid, stats start at 8/10/10/10/10/10 and you buy up from there, so you can't have double 8s. If you started with 14/14/17/10/10/8 you'd be good. +2 con and dex from being a gnoll brings the respective stats up to 16 and 19, then adding +1 dex and +1 strength at 4th level brings you back to where you are now with the double 8 fix.

Inherent Bonuses:
At levels 2/7/12/17/22/27 you take a +1 enhancement bonus to your attack rolls and damage.
At levels 4/9/14/19/24/29 you take a +1 enhancement bonus to AC/Fort/Ref/Will

Free Feats via the GM:
Improved Defenses: You gain a +1 feat bonus to Fort/Ref/Will that goes up by one each time we enter a new tier of play. (Heroic 1-10/Paragon 11-20/Epic 21-30)
Weapon Expertise: You can take one of the many expertise feats that'll grant you a +1 to your attack rolls with the chosen weapon type in addition to other benefits depending on what you pick.

Ugh that'll teach me to stat up stuff while tired. I guess I trusted that automated excel sheet a bit too much, didn't actually double check that stuff. :argh: Also yeah I totally forgot the free feats like a chump even after telling myself I had to add them.

Thanks a lot, I'll fix it by tomorrow evening, really need some sleep for now.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

A fencing old man will be here soon.

Look Around You
Jan 19, 2009


Elanis Dressant - Elf Rogue
Elanis Dressant is a city elf who was born to a middle class tailoring family in the city of Thirdus, the capital of the country Kelanor. When he was just 10 years old, the army from the neighboring country of Welstin invaded and sacked the city, setting fire to their smithy and destroying everything they owned. His parents weren’t able to afford to replace their home or equipment, so they moved from the merchant’s district to the slums and began working service jobs: his mother as a waitress and his father as a clerk at a weapons shop. When he was 14, Elanis got his first job, a busboy at the tavern his mom worked at. Amongst the three of them, they were able to keep a roof over their heads but not much else. They barely scraped by, and went hungry many nights, occasionally feeding off of what little leftovers they would bring home from the tavern when they couldn’t afford to buy food.

Elanis was 16 when he first stole. Nothing big, just a loaf of bread from the store on the way home from work. They hadn’t had anything to eat the night before, and had no food for that night either. He didn’t like the idea of stealing. In fact, he abhorred it. Only the knowledge that he kept his family from starving gave him the least bit of solace. It was a month before he stole again. That time it was another loaf of bread and a hunk of cheese to go with it. He still hated it, but it didn’t seem as bad… as wrong as it did the first time. After all, he was just putting food on the table. He continued taking small stores of food every week or so, just enough to get by. By this point he had come to terms with it. Not that he wanted to, but that he had to.

When he was 18, his family was facing eviction. They had been consistently behind on rent for years, and the landlord had had enough. They had a week to come up with the back rent, a surely impossible task. For two days he wrestled with the inevitability before coming up with a plan: breaking into the Lulham Manor and making off with as much as he could. He hated the idea just as much as stealing food, but he felt he had to do it to ensure his family’s survival. He had never actually broken in anywhere, nor stole much more than loaves of bread and cheese, but he was confident he could get what he needed for his family to stay rooted where they were. That Wednesday night, he slipped in through the window in the main hall and found his way to the main study. He grabbed a couple bags full of gold, surely enough to pay their rent (and more) and was ready to leave when he noticed a shiny black orb that fit in his palm. He felt a strange attraction to it and decided to take that as well, the first (and only) time he'd ever taken something he didn't need. He snuck back out undetected (or so he thought). He gave the money directly to the landlord and slipped part of what was left over into his family’s stash before telling his parents that he talked to the landlord, and that they weren’t in danger of eviction any longer.

Two days later, while leaving work work, he was attacked by a group of thugs with strange triangular amulets on yelling about “getting the orb back.” He then rushed home and took the orb. He was going to return it to the manor, but his strange fixation with the orb had grown such that despite wanting to get rid of it to get rid of his pursuers, he found himself utterly unable to even conceive of parting with it. For reasons he couldn’t understand, he was compelled to make a run for it in an effort to keep the orb and protect his family from his assailants. He quickly gathered what little possessions he owned, hesitantly bade his family farewell and set out away from Thirdus to an unknown destination.

Elanis ended up being attacked by seemingly the same group in the next town he stopped in, a small town named Atria. He decided to flee the country, heading to the neighboring land of Fulstar, but he was attacked there by a different group assailants, but with the same amulets. He hopped two countries away to Ulster, but again, he was attacked by the mysterious triangle amulet wearers. He’s been hopping around for years ever since and has travelled most of the eastern continent in hopes of outrunning his would be assassins, doing odd jobs for gold and taking only the plainest of bread loaves if he couldn’t find work in order to survive, but he’s never managed to totally shake them. He was passing through Sharpeton heading west when the ceremony took place, and he decided to go watch it out of curiosity. He couldn’t stand to see another innocent person be attacked by a group of people like he had been (even if the group was different), so he decided to help defend her. Though he was uncomfortable with the renown he earned from the events there, he decided to travel with the group of people he saved the general with, figuring that if he were to be attacked again, he would at least have friends to help defend him.

- Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

I’m from Thirdus, Kelenor. It’s a large city, and one known for its textile industry, something my family was a part of before the Welstin invasion. Kelenor is a small, cosmopolitan monarchy in the eastern half of Genora ruled by Queen Aremis Trelem. It’s mostly peaceful and only keeps a large enough army to defend itself (though clearly it wasn’t large enough 16 years ago!). Its main income is generated through crafting, and artisans are the driving force behind the economy. They don’t have much in the way of aiding the poor though...

- Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

My best friend while I was living in the slums of Thirdus was Trevor Relan, a human around my age. His family was facing eviction at the same time mine was, and I gave him some of the money I had taken from Lulham Manor to help keep his family in their house. I’m sure he was tremendously worried when I disappeared; I barely got to say goodbye to him as I was rushing out of town.

- Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

I hate stealing, and I hate that I’ve stolen. I’m sure it sounds odd because not only is it how I survive, but it’s how I got into this mess. I’ve never stolen anything I didn’t need to, save for this drat orb that I just can’t bring myself to get rid of, and every time I do steal, I get an immediate sense of regret. I’m constantly assuring myself that I only did what I need to do to survive, and that anyone else would do the same if their back was against the wall, but that’s not always enough. I’m glad that I haven’t had to steal lately to survive--our adventures have kept us pretty well paid and fed--but I still regret every single item I’ve stolen in the past, and I never want to do it again if I can avoid it.

e:


pre:
Elanis Dressant   						 
HP: 48/48 (THP: )		AC:  21			Passive Insight: 13
Surges: 6/6 (V: 12)		Fort: 16		Passive Perception: 20
Initiative: +1			Ref:  21		Action Points: 1
Speed: 7			Will: 15		Vision: low-light
Languages: Common, Elven

Basic Attacks
MBA (Dagger): +13; 1d4+4
RBA (Dagger): +13; 1d4+7

At-Will				Encounter			Daily
Piercing Strike			[ ] Action Point		[ ] Press the Advantage
Clever Strike			[ ] Second Wind
				[ ] Elven Accuracy                   	
				[ ] Disciplined Counter        
				[ ] Dazing Strike
				[ ] Tumble
				[ ] Low Slash
                    
Item Powers
[ ] Gloaming Leather Armor (Encounter)
[ ] Gloves of Piercing (Daily)

Conditionals/Resists
Reactive Stealth: Can make Stealth check to hide if I have cover or
		concealment when rolling initiative 
Light Blade Expertise: +1 to damage when attacking with CA
Brutal Scoundrel: Add Str mod to Sneak Attack damage
Backstabber: Sneak Attack dice are d8s

Look Around You fucked around with this message at 07:24 on Nov 18, 2016

berenzen
Jan 23, 2012



Prince Kelva of Martren

Half-Orc Human Fighter|Rogue

History

Kelva, also known as Javelin, Varris of Mar Tera, Aren of Mar Vamis,and other identities, is 3rd in line for the Martren throne, after his Uncle, the king, and his wife. And he's been running from that unfortunate circumstance for almost his entire life. Born with a sense of wanderlust, adventure and connivery, he is fully aware that he would be a terrible king. So he became a spy instead. After a few years, he started travelling around, still sending reports back to Mar Tera, but in general just adventuring around. He got himself in and out of trouble more than he can count, and had enormous amounts of fun while doing so. When passing through Sharpeton, smuggling jewels in a cotton caravan, he stumbled across the assassination attempt on Latham and helped drive the assassins off. After all, it's nice to have a friend in high places in the event that you accidentally end up bribing the rare integral gate guard.

quote:

Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

Mar Tera, the Capital of Martren is known for it's spies. In fact, it's commonly joked that spying is the national industry in Martren (it's not, the primary industry is actually cotton and textiles). Half the country is covered in swamp and fen, and it's one of the most northern countries, with snow remaining on the ground for upwards of eight months of the year. Which is probably why it has never fallen to enemy invaders. Who fights a land war in a country like that?

quote:

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them?

Nyissa isn't exactly what you call a friend, more of a close rival. She's probably one of the best spies in the world, and a fantastic assassin. We've tried to kill each other in the past, and then about four months later I was helping her escape from a particularly nasty situation in Tashk by smuggling her in a silk caravan that I was using as a front for my activities. Between the two of us, business is business, so who knows what sides we'll fall on when we run into each other next?

quote:

- Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

I lie, I cheat at games, I steal, I drink far too much than is probably healthy for me, I have an unmeasurable sense of wanderlust, I'm incredibly nosy, and I am far greedier than I probably aught to be, I'm cynical and sarcastic, and I have this odd problem of being two steps away from a throne that I absolutely do not want. I'm not perfect but hey, who is?

berenzen fucked around with this message at 03:46 on Sep 21, 2016

Alaois
Feb 7, 2012



Svajonė, the Vigilant(e) Virtuoso

Have you heard of the Minstrel with Three Voices? A woman who's voice seems to echo and harmonize with itself, sounding as if a chorus is singing in time? Perhaps you've also heard of an avenger, a shining figure who stalks the streets and punishes those who terrorizes the populace and believe themselves above the law? You may be shocked to learn that they are one in the same, and that she stands before you now! I am Svajonė, and my presence can only make your life better.

- Where are you from? What is the city or region you came from known for?

Though I waver and wander through these fractured, feuding states, the Duchy of Lietu will forever by my home. Once a Grand Duchy that looked over many disparate cultures, centuries of warring throughout Genora and in-fighting within the Grand Duchy has left it a tad more modest and homogeneous. The current Duke seems to be dead set on maintaining an amicable relationship to his neighbors. Oddly enough, Lietu is most known for its textiles. Lietuan rugs are a mainstay in homes and taverns, and a Lietuan tapestry weavers are sought after by noble families across the continent. On a more militaristic bent, Lietuan mercenaries were among the most plentiful and popular during the war times, and can still be found wherever there's shekels to be earned for hunting monsters and protecting nobles. There's never a drought of fit young men and women fresh from the Duke's compulsory military training.

- Describe a friend, or someone who you've helped in the past.



Speaking of Lietuan mercenaries, where would I be without my faithful friend, Žydrūnas? He may look like an old hard-rear end, but believe me, he's really an old hard-rear end. Still, without him I'd likely be lying dead in a countryside highway gully. Hard to believe he was once my drill instructor during my aforementioned compulsory military training. I hear he's back in Lietu now, rooting out highwaymen who become too successful for their own good.

- Describe one (or more) of your flaws.

Well, as you can imagine, many city guard regiments do not like being outshone at what should be their job of stopping crime. The guards in rural towns seem more thankful for the help, but something about city guards, they get all stuck up on "rules and procedure". Am I just supposed to stand aside while injustices are committed, and wait for some bloated, overpaid sentry who's pockets are probably already full of bribe money? So I've seen the inside of more dungeon cells than I rightfully should have. I also suffer from terrible bouts of insomnia, sometimes unable to sleep for days at a time.

Alaois fucked around with this message at 11:53 on Sep 21, 2016

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018



Matteo Rivera, Hero of Sarfir
Eladrin Human Bard
(He just has a knack for dynamic movement.)

Where are you from? What is the city or region you came from known for?

Now, I was born in Hafanza. Lovely town, lovely town. A port town, not very well known. But that's not where you've heard of me from. Matteo Rivera at your service. Yes, that Matteo Rivera. Yes, I know I was in my 20s in the books you've read. Consider when they were written, though! I'll sign them for you if you want. They're...mostly true. They call me the Hero of Sarfir for a reason, certainly. When I was much younger, I sailed to Sarfir. It's a beautiful city-state, you know. I've been to a lot of places, but Sarfir will always have a special place in my heart. In any case...it was in Sarfir's sandy streets that I met the love of my life - Magin. Together, we put an end to the injustices there, bringing down Hakan, the Cobra Vizier, and freeing the Sultan from his dark power. That was, oh, thirty years ago now. And the reward? Why, the famous wines of Sarfir! I can't pay for a drink in the entire city now. Haven't been able to for decades. And it's worth it. Sarfir wine...there's no other place in the world that has wine quite like it.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them?

The Sultan of Sarfir, Rashid ibn Hassan, is my, ah, godson. I saved his father, you see. That'd be the sultan I mentioned before. Unfortunately, it's been some years since we've seen each other...I spent the last ten in...some trouble, in the north, and I've really only just gotten back. Yes...yes, that's why the books stopped being published. I couldn't get to my biographer for...oh, fifteen years now. But Rashid remembers me, I'm certain. When he was born, his father Hassan, Magin and I celebrated it in Sarfir. The Sultan had just invited us to celebrate our trip to rescue the chieftain of the Icefangs from captivity in New Roka, and of course the birth of his son. Amazing timing, that. Ah, that party was one to remember...anyway, I've known Hassan since he was a baby. Taught him how to use a sword, how to climb, how to dodge the guards when he wanted to get out quietly.

Describe one (or more) of your flaws. Nobody's perfect.

...well, let's see. I used to much younger. Now...these old bones aren't as strong as they used to be. I'm not quite as fast. I still have all my tricks, mind you. Age hasn't crippled me. But...well, I've made a lot of enemies over the years, too. And they have families now...I'm not looking forward to dealing with any of Hakan's children, for one. And I hear he has at least five. It's hardly as if I can hide from them, once I start going back to the hero business. I may be an amazing dancer, singer, magician and fencer, but one thing I have never really been is subtle. Once I get the chance for a grand entrance, I can't help but take it. Even now...even now, I know I'll be recognized, for all it's been fifteen years since a book was put out. I am, after all, Matteo Rivera. I cast down Hakan, I stole the hearts of the royal lords of Kemmerin with my song, I danced with the sprites of Aravon. No matter where I go, I can't help but become famous...or infamous.

And, of course, some say I'm arrogant. Overconfident. Perhaps even full of myself. But that's ridiculous, and we both know it.

Mors Rattus fucked around with this message at 23:18 on Sep 20, 2016

MollyMetroid
Jan 20, 2004

Trout Clan Daimyo
Magin, the Winter Wolf
Longtooth Shifter Warden

Where are you from? What is the city or region you came from known for?

I'm originally from a tiny village in the northern mountains. Outsiders aren't really welcome there, and most of the time nobody leaves, so you'll not have heard the name--but it was in Sarfir that I met the love of my life, and where together we earned our fame as adventurers. I was lost--I'd never been to such a big city before, and I must have stood out like a sore thumb. I'm just lucky it was Matteo who found me and showed me how to belong, and more importantly, showed me adventure beyond what I could have imagined.

I try not to think about my old home, if I can help it. Old wounds, never really healed right--and the way they acted towards Matteo...well, let's just leave it at that, shall we?

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them?

Matteo likes to boast about his connection to the Sultan's family, but I remember Nahiri, a common dancing girl who we rescued while we were taking down the Cobra Vizier. I taught her to stand up for herself, and she taught me to dance. Sometimes even now if Matteo strikes up the right tune, I'll let the music move me the way Nahiri taught me. But mostly just when it's Matteo and I alone--nobody else wants to watch an old lady dancing.

Describe one (or more) of your flaws. Nobody's perfect.

Never did learn to read. Not even for Matteo's books--I lived through that stuff, don't need to have fancy written versions to remind me. I can be kind of gruff, and let's face it, I'm not as young as I used to be. I don't much care for being the center of attention, either--outside of a fight, anyway, where the only place to be is in the thick of it.

Stallion Cabana
Feb 14, 2012
1; Get into Grad School

2; Become better at playing Tabletop, both as a player and as a GM/ST/W/E

3; Get rid of this goddamn avatar.

Lerissa, Wild Flame
Tiefling Desert Wind Monk


quote:

- Where are you from? What is the city or region you came from known for? Give us some details, though you don't have to get all encyclopedic on us unless you really want to. Short and sweet is fine too!

The Monastery Of the Shifting Sands in the Shidai desert. The monastery is hidden in the heatwaves and mirages, it moves with the shifting sands of the brutal desert; at times it is completely buried in sand, at other times it rises high over the dunes with it's 4 spiral pillars. Steadfastly neutral, the Shifting Sands is well-known for it's order of disciplined monks; each pillar represents one of the four styles of Monastic Traditions, and each Pillar rises or falls with the actions of their students; there is a friendly rivalry between the four schools, as they hold both closely guarded secrets from each other and work together to perfect the Body, Mind, and Spirit.

That is not to say that the students are constantly secluded in the monastery; many students can, and will, leave on journeys to further their understanding and gain practical application of their techniques; while refinement is possible in any crucible, the refinement that comes by dedicating oneself to heroic endeavor is one of the toughest, and results in the strongest. Though the monastery is secluded, it would be impossible for it to sustain itself without those of the outside world, so they try to maintain friendly relations with many states and groups.

Lerissa herself is a student of the Desert Wind Style, an understandable stance given her natural inclinations. Born a minor baroness in a small kingdom, as the second child she would be ceded no land. She joined the monastery partially for that reason, and partially to help control herself; her demonblood runs stronger then her parents, and she found difficulty in keeping her Inner Fire contained. When she joined the Monastery, she learned to control it, harness it, and fight with it. Her soul burns with passion and heat, but she won't let it control her, instead she will control it. When she fights, she fights with speed over strength, moving like a wildfire across a battlefield.

quote:

- Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them? They don't necessarily need to be from your time in Madulane since your saving of the general. If all goes well, we'll be traveling all over the world, so who knows when we'll get to see your friends?

Despite being a Monk now, Lerissa has not abandoned her noble heritage, at least in full. Her elder brother Melech is aware of her, and she has assisted him from time to time. In addition, other students of the Monastery left on journeys around the same time Lerissa did, each from different schools. Their friendly rivalry has continued outside of the monastery, and when they meet each other they are likely to both offer help and challenge each other to competitions.

The other students are;

Aelar of the Centered Breath, a male Elf
Gaaki of the Stone Fist, a female Half-Orc
Alain of the Iron Soul, a male human

quote:

- Describe one (or more) of your flaws. Nobody's perfect. Give me something to work with.

Lerissa is fiercely competitive, and never backs down from a challenge, even if it's not a very smart idea.
Lerissa sometimes has trouble controlling the fire within her, and it may lash out at times when she becomes too emotional; she is not some quiet, perfectly centered monk who quotes zen koans or anything like that, which may be surprising to some who think of monks as being controlled and calm.
While she has spent a lot of time at the monastery, Lerissa can still, at times, revert back to being a bit high-maintenance or avoiding otherwise gross things.

Stallion Cabana fucked around with this message at 02:06 on Sep 22, 2016

Look Around You
Jan 19, 2009

Background up for Elanis!

Comrade Gorbash
Jul 12, 2011

My paper soldiers form a wall, five paces thick and twice as tall.
Cyte

Princess Cytomandiclea Nausicaa, Elf Monk
As a note, I'd be happy to modify Cyte to be a battlemind or a warlord if that makes for better party composition.

Where are you from? What is the city or region you came from known for?
Well - let's see. "Long ago, the nation of Yntal was forged by great heroes with blade and art, and..." And um. Oh forget it, I can never remember the whole thing, no matter how many times Gran told it to me.

I'm from the Vale of Arren. It used to be part of a bigger kingdom, Yntal. But Yntal eventually made too many enemies and got gobbled up by their neighbors, and the bits that didn't broke up. But the royal family - my family - survived. Our lands shrunk to just a valley nestled in the mountains by the sea, the Vale of Arren.

My mother is still the queen, and my dad is the king, but the Vale is small so it's not really like being royalty. My father helps with the planting every year, and my mother keeps the windmills running, and we all help with the long-haired cattle. We live in a castle, but its mostly empty, and the roof is falling in a couple places. But its a beautiful place to live, and every pulls together.

We're still technically the lords of Yntal though. And, the other thing that the vale is known for, besides our cattle and windmills. The royal family's "secret" combat techniques. I guess they're still unknown elsewhere, but we've taught it to a lot of the people in the Vale too. Anyways, one day some messengers from Dorumeka showed up, waving around an old treaty that promised our aid. They wanted us to raise our militia and join in the fighting.

I think they just wanted us to pay them off, looking back. But we take matters of honor seriously, and we wanted to protect our people. We take that kind of thing seriously. So I volunteered to go with them, and we gave them supplies to make up for the rest. That way we could keep to our promises without endangering the Vale.

To be honest, I think the were happier to have the cattle and the cheese. At least, until Wartooth's bandits set on us. Don't worry if you haven't heard of them. I, uh, kind of defeated them all.

The wars ended before I really saw much fighting, but I also saw that a lot of the old people of Yntal were suffering because of it, and still are. I want to help them, and everyone else who's not strong enough to help themselves. Not because I want to get Yntal back. I don't know anything about that. The Vale is my home.

But it's the right thing to do.

Describe a friend, or someone who you've helped in the past. What are the circumstances of your acquaintance with them?
I've met a lot of people since leaving the Vale! But I think Tzefira is the best friend of all of them. She's the daughter of the Icefang chieftan! I met her in New Roka, the capital of Dorumeka. Apparently her father had been held captive there at some point? Anyways she was there by her own choice, to learn to be an artificer. She's really smart and driven.

Tzefira was having some trouble with this gang of Halvians, plus there was some political stuff with the Ajaw - the king of Dorumeka, I mean. Anyways I helped her get out of the city and to Sarfir, where she had friends. It was pretty exciting! We had to scale the walls and then use this glider thing she had made to fly away. She said she figured out to make it work from hearing about the windmills in the Vale from me, which was neat.

Anyways we promised we'd meet up again. She was going to Izen-Ur to learn from the Hidden Master, after she did some work for the Sultan. I hope I can catch up with her there at some point.

Describe one (or more) of your flaws. Nobody's perfect.
Gran always said I was impulsive. Father did too, come to think of it. I guess I am. But I just can't stand by when something needs doing! Especially if no one else is stepping up to deal with it. Everyone should lend a hand when they can, right?

My sister, Vodi - it's short for Voadicandua - says that makes me an idealist. She thinks it'll get me in trouble, but she also kind of sounds like she admires it? Anyways I have to admit I've gotten in trouble a few times, when I thought better of people when they deserved. Well, I'd rather do that then go around being paranoid all the time!

Comrade Gorbash fucked around with this message at 05:39 on Sep 21, 2016

Melchiresa
Jun 21, 2006

Nice guy.
Tries hard.
Loves hot dogs The Game.
History and character gen for Merritt is posted!

Adbot
ADBOT LOVES YOU

berenzen
Jan 23, 2012

Background for Kelva is up!

  • Locked thread