It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
I have been converting the Pathfinder Adventure Path "Reign of Winter" to 5e for my IRL group. With the benefit of hindsight, I've been updating and revising it as we go, and am looking for some adventurers to help me test out version 0.9.1 from the beginning.
The Setting
This campaign will take place in the Pathfinder campaign setting of Golarion; more specifically, it will start in the southern farming village of Heldren, in the Empire of Taldor. Specific knowledge of the setting is not necessary to play the game, but it can definitely enhance the experience, and I encourage anyone unfamiliar with Golarion to poke around the Pathfinder wiki for a while, if only to build a better backstory for your character. Heldren, for its part, is a small, unassuming, and tight-knit community that's so far off the beaten path that it does not even have a proper inn. Traditionally, I've encouraged players to create characters that are residents of Heldren, as it tends to help the narrative, but nothing is stopping you from creating a character that just happened to be passing through when the adventure begins.
Of course, Golarion comes with its own pantheon, so any clerics in the party will have to select one of them. I've been using this chart for their domains, except Nethys also has the Arcana domain (SCAG), Pharasma has the Grave domain (XGtE) instead of Death, and Torag also has the Forge domain (XGtE). There are, of course, many Pathfinder gods beyond the core 20, but for simplicity's sake I like to keep the list short.
Character Creation
I am looking for a group of four adventurers. Starting level will be 1, with either point buy or standard array for ability scores, and standard starting equipment/gear from class and background. All class and background options from the PHB, XGtE, and the Arcana domain from SCAG are allowed. For races, dragonborn do not exist in Golarion, but anything else from the PHB is a-ok, as are goliaths, but anything else right now is off the table. Other, homebrewed race and class options will be available later on for replacement characters, should someone leave the party or die (or multiclassing, for the class option). Leveling up will be XP-based, but I will track that on my own time.
Player Behavior and Activity
Players have to post at least once per day. Missing three days in a row without prior notice will earn you a warning (assuming you do post on the fourth day, otherwise you are removed from the game). Inter-player rudeness for any reason will also result in a warning (not inter-character rudeness, mind you; don't let this stop you from role-playing, as long as it's all obviously in-character). And finally, backseat DMing will result in a warning. You get two warnings; any action (or inaction) that would result in a third warning gets you removed from the game.
Apply
If you are interested in applying, post the following info on this thread:
Character Name: Race: Class: Background: Ability Scores: Alignment: (no evil) Character Description: Backstory: Timezone:
I intend on leaving this open for recruitment until 11:59 pm, Central Time, on Wednesday, May 23.
Character Name: Flynn Race: Human Class: Bard Background: Entertainer Ability Scores: S 11 D 15 Co 14 I 13, W 9 Ch 16 Alignment: CG Character Description: M 5'6 copper haired and tanned with green eyes Backstory: fired from his last troupe because well jelousy i would say, the others were jealous because i was the center of attention (especially from the fairer people in the audience). On his own now looking to make an even bigger name for himself Timezone: EDT or GMT -5
not really familiar with pathfinder or Golarion, i started in Greyhawk in what is now called 1st edition i guess, then long pause until 5e, so any assistance with place names for backstory would be appreciated :)- in the wiki now so work in progress lol
Character Name: Xuul Gatekeeper Race: Human Class: Ranger Background: Urchin Ability Scores: S 8, D 16, Co 15, I 8, W 16, Ch 8 Alignment: CG Character Description: 22, male, 6'0. svelt 160, pretty thin looking. usually messy blonde hair, blue eyes Backstory: Grew up poor in Heldren, preferring the woods to the hustle of city life. Having to fend for myself from an early age, became proficient with a bow and hunting small game to survive. Any gold or valuables I earn I give back to the community as I don't need much, just my bow. Would do almost anything to protect the people of the town. Timezone: CST or GMT-6
Character Name: Aki Swiftwind Race: Human Class: Barbarian Background: Criminal Ability Scores: STR 15 (+1), DEX 14, CON 13 (+1), INT 8, WIS 10, CHA 12 Alignment: (no evil): Chaotic Good Character Description:
"Please don't die on me. You're going to get blood all over my shirt." - Aki Swiftwind
Shorter Than Normal.Aki Swiftwind is shorter than what most expect from a humanoid of her age. Standing at 5'3", many have to look down to see her ghostly pale skin and thin limbs. Firey red hair streams down her head, like rivers of lava over her shoulders.
Of Ash and Fire. Aki wears a set of dark hooded clothes, the color of ash and soot rising from a fire. A number of straps cover her body, securing her black leather armor in place. When she's indoors, a good portion of her skin shows, from the top of her chest, her upper thighs, and a hint of her midriff. When she's outdoors, she wears a set of heavy furs to protect her from the cold. Her tailcloak coat flutters behind her.
Armed To Kill.Aki carries a long, dark sword slung rifle-style over one shoulder. Two handaxes sheath on her thighs, one for each side. A black leather pouch rests on her right hip, while a black leather backpack sits on her back. A shortbow hangs off the side of her backpack.
Aki Swiftwind was born in the quaint fishing village of Heldren. Her mother, Laferi Swiftwind, would often return with berries or wild boar home to her family. Her father, Toross Swiftwind, would come back with fish. Together, they would create a warm, delicious meal, even during the harshest of winters. Aki remembers the days her mother and father would make spiced stew. They would enjoy it with her little sister Estaria in-front of a fireplace, all cuddled beneath a warm, bearskin blanket.
One day however, when Aki was 13, her father went out on a fishing trip and never returned. She remembers the party sent out for him, the endless days and nights her mother would search and search and search for him. It took nearly a dozen months before her mother stopped searching, recessed in bed or staring blankly across the room. When Aki and Estaria began to grow hungry, Aki begged her mother to hunt for food, but she would not reply.
Bitterness grew against her mother. She loved her father dearly, but her mother still had a responsibility to her children. She still had a responsibility to work and hunt and cook. She could do none of it while sitting in a chair staring blankly at a wall. From this, she learned to loathe weakness. She learned to loathe grief and pain and emotional distress. Whenever she saw her mother, she would feel rage bubbling inside of her.
Rage would not feed her mother and her little sister, however. Realizing the trio would starve without action, Aki ventured out into the wilds. She learned how to track the creatures in the snow, how to hunt, and eventually, how to shoot her mother's bow. When she got odd looks from townsfolk and bandits, she learned how to fight. It was a long, laborious process, with several hungry nights when she tried and failed. However, Aki eventually succeeded.
That success did not come without a cost, however. There were many nights where Aki grew cold and hungry. There were many nights she was unable to come home empty-handed, to stare into her little sister's eyes and say she couldn't do it. No, she told herself. Her fear of being inadequate, of being like her mother, drove the girl to crime.
Aki began with pursesnatching, taking only from those who seemed to have enough to spare. She then took from the middle class, then the common folk. Eventually she realized this too wasn't sustainable, so she approached the bandits she met last time and asked to join. Now a part of a local bandit group, Aki joined them on highway robberies, on heists, on raids on caravans.
Aki continues to hunt and feed and raid for her grieving mother and her little sister. However, with the growing rumors, the animals that become harder to find, and the cold that looms closer and closer to Heldren, she begins to wonder how long her juggling act of a life can actually last.
N’ruel Qalrustran was strong from the beginning. His mother, Shri’garu, had told him that he was the only of his siblings to have survived the birth. She had always told him that when she slayed his siblings in her womb, that it had given her such a rush of ecstasy that she knew the survivor was destined for great things. As the eldest son of a minor noble house, allied to House Misraria, he devoted the first part of his life to serving the Matron Priestess of Nocticula. This honor of service was something of a family tradition by the firstborns for each generation, going back for centuries. However, such position is highly coveted by other male drow, making all who are seeking such position natural enemies.
Upon the day of the first trials to into the service of the Matron, he was deemed unworthy – likely some seed of doubt with planted within the Matron by one of his rivals. Typically, this would have marked the end of his life, but that sense of survival that N’ruel had from conception allowed him to barely escape the city with his life. The weight of failing this test had nearly crushed him, as his sense of purpose had been taken from him. After making his way out of the Darklands he wandered for months.
One day, in his struggle to just survive and find food, brought him to the Monastery of the Seven Forms in the Southern Range of the World’s Edge Mountains. Hesitant to take a drow in, the masters realized that this creature appeared to no longer display the typical ruthlessness of the race. No longer having a purpose in life, he found this place to be where he could remake himself and strengthen his mind and body. He has spent the better part of four years in training, and his masters have sent him out to allow him to seek further understanding of what he lost as well as to seek out information on the encroaching winter.
Let me begin by complimenting your effort. The Glass Cannon Podcast has made me fall in love with the world of Golarion. I am able to post once per day, generally speaking. I have DM'd a couple games, and am still currently DMing one, but it has been a while since I have been a player, I would love the opportunity to get in a game again!
Character Name: Krakan Marrowspring Race: Goliath Class: Paladin of Shelyn Background: Soldier Ability Scores: Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 13 Alignment: Lawful Good Character Description:
Krakan towers above other humanoids at nearly 8 feet tall. Blue tattoos dance around his face, and highlight is pale, white eyes. His voice is deep, and his body is dotted with scars of past scuffles.
Backstory: Krakan grew up in a large (pun intended) Goliath tribe in Taldor. The highly competitive nature of Goliath culture taught him to fight, and conquer, but what he really loved was the tales of the Knights of Ozom. He grew up fantasizing about joining their ranks in the Shining Crusade, being there for the fall of the Whispering Tyrant. Unfortunately for Krakan, giants are far from welcome in Golarian, and being 8 feet tall, he is often mistaken for a Giant. In an effort to follow his dreams Krakan joined the military, or what is left of it, as soon as he could. His natural strength, and size has made him a valuable commodity, but he still day dreams of being a Knight of Ozom, defending the small folk in glistening armor. Timezone: Pacific
Oh, I went Standard Array, those are adjusted totals, btw.
Character Name: Ingoa Kore Joyhammer Race: Goliath Class: Cleric (War Domain) Background: Haunted One Ability Scores: S16, D10, C16, I10, W11, C12 Alignment: Lawful Neutral Character Description: Towering at 7'10", Ingoa Kore is imposing in any room. However, if you look past the armor, the jagged markings and the massive warhammer, you find a serene face albiet scarred with dark smiling eyes.
Backstory: As a young child the boy that would become Ingoa Kore witnessed the slaughter of his tribe at the hands of a mysterious figure. Wandering the mountains alone he was eventually taken in by local dwarves. Raised in dwarven traditions he is at odds between his upbringing and his natural tendencies.
Trained as a War Priest, he took to dwarven war parties at a young age as his increasingly large frame was encumbered in the mines. (And his soul ached for the open sky above the mountains.) Jovial and serene in combat he earned the name Joyhammer by his compatriots. For Ingoa Kore normal combat pales in comparison to what he witnessed as a child. He exhibits a serene peace and joyful spirit always as he has seen darkness and knows even hard times should be celebrated.
However, his smile hides a wounded soul. He is haunted by the loss of his people. He became a follower of Iomedae in hopes that he may protect others to atone for not protecting his family. He struggles with devotion to the path but seeks to bring peace to the world and protect the defenseless.
Hm. Looks like there's some interest in playing goliaths. They are not in the PHB, nor are they traditionally in Pathfinder, but getting two in a row like that, I think I will allow goliaths to be submitted.
Name: Rynle Thorne Race: Human (variant) Class: Rogue (Swashbuckler) Background: Sailor Ability Scores: STR 8, DEX 16, CON 12, INT 14, WIS 10, CHA 14 Alignment: Neutral Good Timezone: Australian Eastern Standard Time
Character Description:
Physical Description:
Tall and slender, at 5'7" and 110lb, Rynle tends to draw a fair share of attention. Although small in the bust and lacking much in the way of feminine curves, she is fit and toned. Thick dark blonde hair falls to below her shoulder-blades, with shorter bits to frame her face, and is sun bleached from long hours on the deck of a ship. She'll often leave it out, but is also adept at several quick-and-deliberately-messy buns and twists. That time aboard ship has also given her a light but embedded tan, though her natural skin tone is quite a creamy colour - few will ever learn this, though, since the only evidence is tan lines hidden by her clothing.
Her face is angular, with high cheekbones and a small, straight nose and full rosey lips. Her eyes are dark brown, large and wide-set under strong straight brows.
By choice, she dresses in sailor gear - breeches, boots, a battered tricorn hat and loose fitting shirts in natural colours are her choice for day wear. She'll dress up on occasion, however, and possesses a number of exquisite formal dresses she inherited from her mother or that her father has purchased since - though she'll also go for formal, stylishly cut breeches-and-long-vest combinations from time to time.
Her voice is a rich alto, able to go from demure and polite to warningly defencive within seconds. She usually speaks like a high-bred lady – something about her mother's training apparently stuck – but when in a bad mood, or when she lets her guard down, she slips into a more casual, occasionally shockingly rude way of speaking. No matter what her tone, though, her voice is always slightly accented, seemingly picked up from her mother.
Personality Description:
'Spirited' is the word that will - diplomatically - be tossed up most often in relation to Rynle - the tone may vary (admiration, despair, exasperation), but no one will disagree that it's an apt description. Headstrong, impetuous and vastly independent, Rynle has little patience for the more traditional notions of what does - and more importantly does not - constitute "proper" behaviour for a young lady. Not that she's opposed to refined behaviour in a general sense; she's just not going to let those expectations stand in her way, or define what she can or can't do.
She knows what she wants and she'll pursue it stubbornly until she has it - or until it is clear that she never will; a point that, for her, will almost always come some time after most others would have given up, stubborness and a certain bullheadedness trampling roughshod over her usual pragmatism when it comes to her own limits. Depending on how much she wanted it, being forced to abandon her goal may turn her mood dark, and she'll be defensive and catty until she's gotten over it. Luckily, this rarely takes more than a day or so - a good thing for both her and those around her since her acidic and often sarcastic tongue can easily land her in trouble.
Rynle will not take kindly to being relegated to the sidelines, preferring to be in the thick of things. Preferably not just what's currently going on - she'll want to be in on the planning as well. She'll have great difficulty dealing with any sort of strict or military leadership of the 'when i say jump, you say how high' sort -- and likely won't be able to restrain herself for long. Not that it wasn't expected that orders and rules be followed on board the ship, but it wasn't unquestioning obedience; there was a certain amount of room allowed for questions and objections, and she'll find it hard to adjust to not having that buffer.
Proud and a touch vain, Rynle enjoys attention - as long as it's positive. She wants respect - not necessarily the kind that is given to a leader (though she posses a natural charisma and strength of will that may lead her in that direction), but the more normal respect for others' opinions, feelings and ability. If she doesn't get it, she'll swing into defensive mode, ready with a snarling tongue-lashing for anyone who dares cast aspersions against her. She'll usually try and consider her words before she says them, but rile her up and she won't bother. She'll hate apologising more than almost anything else - after all, it involves admitting that she was wrong, and according to her, she's never wrong.
Determined, competent and imbued with natural charisma (and an inability to tolerate stupidity in others), Rynle will automatically gravitate towards a command position in any group without a pre-determined ranking system. Even if there is a ranking system, she's likely to end up taking charge anyway. She won't mean to, it's just that she'll see some better way to get things and she'll just go for it... and next thing she knows, she's divvying up the assignment among the group and making sure no one's slacking off. There's a certain imperious air she has that tends to quell arguments on the matter before they start.
An adventurer at heart, Rynle fears very little and shows fear even less. Supremely confident in both her own abilities and in herself, she has little time or understanding for those who are ruled by their insecurities or fears. It's not heartlessness - far from it - so much as it is so wildly different from her own fierceness that she won't know how to deal with it or empathise. She'll sympathise, but she won't understand why they can't just get over it already, and she'll quickly grow impatient with the matter.
Backstory:
Rynle was born in Absalom, the first surviving child of a shopkeep and a Master Tailor. Andresta had suffered a few miscarriages prior to Rynle's birth, and so the doting following the birth of a child not just alive but in perfect health was perhaps to be expected.
Rynle's father continued to be indulgently doting as she grew older, but her mother quickly became exasperated with her daughter's wild and tom-boy ways. Andresta was highly aware that her mother had been a daughter of a Lord of before she left the life of nobility behind to marry a journeyman weaver for love instead. And Andresta wanted the highborn life she felt her mother had denied her - and she saw Rynle, with her marriageable looks, as her ticket into that world.
Thus, from an early age Rynle found herself corralled into lessons on lady-like behaviour, music, art, and the much-hated needlepoint by her mother. She quickly learned, however, that she could escape by hiding in her father's shop; Chestin was a good-natured sort, who doted on his daughter and found her impetuousness amusing. He indulgently hid her when Andresta came looking - and, when that failed, cheerfully blocking his wife and tutor's attempts to remove Rynle back to her lessons, claiming he needed his "best assistant'.
Chestin's store was a magical place, as far as young Rynle was concerned; not only was it full of all manner of interesting stuff, but the customers - sailors, wagoners, and traders for the most part - were full of stories of far-off places. Golarion, as they painted it for the young girl, was full of adventures and stuff straight out of a Bard's tale. The rest of Golarion, Rynle quickly decided, was far more interesting than boring old Absalom, where nothing interesting ever happened - no swordfights, no daring heroics, nothing worthy of a tale (at least, that she ever saw). Everything actually interesting was happening out in the rest of Golarion, and Rynle quickly became determined to see it, scandalising her mother with her insistence that she was going to become a Sailor.
When Rynle was eight, Andresta managed to carry a child past the initial risky first trimester for the first time since Rynle. The excitement in the house was palpable, but in the end the boy was stillborn. Andresta took to bed a few months, leaving Chestin to look after Rynle on his own. Not really understanding what had happened, besides the non-appearance of the brother-or-sister she'd been promised, Rynle thought this was wonderful. Chestin muddled through, and Andresta eventually recovered enough both emotionally and physically to get out of bed and return to work, but the incident left its mark on her.
Much less inclined to tolerate her daughter's rebellions against her plans now that she had been forced to confront the fact that she was unlikely to have any more children, Andresta cracked down. Rynle found it much harder to slip away - although Rynle had not realised it, Andresta had previously been given to a certain level of indulging her daughter's whims, if not to the same extent as Chestin.
At eleven, Rynle felt the first real, personal effects of the Plague that swept the city when her mother fell ill. Both Chestin and Andresta agreed that it was too risky for Rynle to see her mother, and after a few unsuccessful attempts to sneak in were foiled, Rynle reached out by throwing herself into the lessons her mother had set.
Andresta died a couple of months later and for a while Rynle buried her grief in determinedly applying herself to the lessons her mother had laid out. She couldn't maintain it forever, though, and while her father continued paying for the private tutors, Rynle started slipping back into her old habits of avoiding them by hanging around the store. An eventual compromise was reached; the needlework and music lessons were dropped, the more academic subjects remained. Rynle found this arrangement a lot more to her liking, and even found herself liking maths - possibly due to her good head for numbers, and the praise she thus accrued from the Harper teaching her. She still joined Chestin in the shop for the afternoons, but with the more aggravating of her classes removed, she no longer attempted to skive off.
Six years later, at seventeen, Rynle finally got her childhood wish, talking one of her father's oldest friends and customers into signing her onto his ship. Signed on board the Yellowfin, a passenger ship for hire, she quickly found it a far cry from what she had anticipated. While she hadn't been foolish enough to fully believe the romanticised tales she had grown up on - well, not once she grew up a little, anyway - she had had some expectations. And they weren't met; she spent the vast majority of her time scrubbing various parts of the deck, her almost entirely male crewmates were a lot rougher than she'd anticipated, and she hadn't quite realised how many amenities she took for granted until they weren't there.
She was determined, though, and absolutely refused to give up. After all, it might not be what she'd expected, but even if everything else was failing to live up to expectations, she was travelling and seeing Golarion (and like Hell was she going to admit she couldn't do it or hadn't understood what she was getting into). Which is not to say that she rolled over and accepted the rest, oh no - Rynle's stubborn streak came out to play there. She worked hard at her work until she managed to get off deck scrubbing duty, then worked hard until she conquered the next task in front of her, and the next, and the next…
While originally taken aback by the crudeness of her crewmates, Rynle quickly adapted, her biting wit and determination winning her a place among them. They quickly found that while she'd wade into innuendo-laden conversations quickly enough, directing that innuendo in her direction was a good way to end up the recipient of a sharp tongue-lashing. They were rough, yes, but they weren't bad men, and they quickly got the message - apart from the occasional teasing exchange.
Rynle's initial disappointment didn't last more than a few months, and once she'd carved out her own place among the crew and adapted to life on board, Rynle was in her element. She made Senior Apprentice at 18, and the new cabin boys on board learnt quickly to heed the piercing whistle she adopted (when it became clear she just was never going to be the bellowing type) or they'd feel the bite of her tongue. The ship went where it was hired to go, so the routes and destinations were almost always new and exciting. The older sailors were happy enough to spin tales, and rumours of another continent to the West made Rynle determined to investigate them, once she advanced enough to have her own ship.
Two years later, another storm and a rocky section of coast off the coast of Taldor caused a great deal of damage to the ship, to the point where they had to be towed into Harbour. The Yellowfin wasn't going to be going anywhere for months with the amount of work her hull needed, and having no ship-building experience, Rynle had little to do -- and was going spare not doing it. Eventually, she grew frustrated enough to strike out on land - at least then she'd be seeing more of Golarion than her tiny tavern room. Some weeks of rough travel later, she ended up stumbling into Heldren, where she was forced to stop for a time to recover from a run in with bandits.
Hiya! Since I realized we have a bunch more time left, I decided to look at and rework my backstory a bit. I stumbled across a bit more of a mature theme that I wanted to run by you first. Are you okay with prostitution / does your world have prostitution in it?
I'd like to add some depth to my character by forcing her to sell her body for coin to survive, amongst other things like pursesnatching and crime.
Character Name: Vyrn Falconsight Race: Human Class: Fighter Background: Folk Hero Ability Scores: 13 16 14 11 15 9 Alignment: Chaotic Good Character Description:
Black, dreadlocks almost fully covers a handsome worried face. Dancing gray eyes, set elegantly within their sockets. Tribal marks in the form of 1 stripe above and 2 stripes below his right eye marks his ancestry.
Vyrn might have a good looking face, but almost no one outside of his family has seen it. He wears a full face mask and cloak whenever he is outside. Why? Because he is ashamed of his family's legacy. Seeing his face would immediately connect him to them, he assumes. Also so people cant see how nervous he is during conversation.
Vyrn isnt the most intimidating, considering he is only 5'8 and 150 pounds. He is also pretty self conscious about his height.
Vyrn is always changing the color of his clothes. Currently, his cloak is a dirty white. Helps him blend in with the snow.He always has two hand axes on him. One strapped to his left, and one strapped to his right. You can always see his longbow on him. Never goes anywhere without it. You also cant forget about his trusty crossbow that he always keeps strapped onto his pack.
Vyrn was born inside a cabin in the woods to two humans. For reasons unknown,they left him there shortly after birth. Fortunately there were two elves nearby who heard the cries of a baby. By the end of that day, Vyrn was adopted by an amazing pair of elves who lived in the Empire of Taldor. Specifically, the southern farming village of Heldren. Of course, the people of the village dont know this.
Their names were Amaranthae Heihorn Falconsight and Aerendyl Chaemaris Falconsight. Amaranthe was a sorcerer wile Aerndyl was a ranger. Two of the greatest in their craft.
With a mix of being the middle child, and not having friends, Vyrn spent his off time studying the arcane and hunting for food. From an early age, Vyrn learned how to track prey, defend himself, and kill. Some nights, he would have to fight others for the right to take home the kill. These skills would come to save Vyrn's life time and time again. Although He picked up the bow at an early age, he had more of a knack for the arcane. He would spend his off time studying scrolls or books that he would find out in the wild.
Using the skills that he learned over the years, Vyrn would travel around trying to be a vigilante. He would quickly put an arrow through the head or heart of whoever was perceived as an evil person. Of course, he would wait until one of them ran into the forest. Soon, he would be known around as the White Shadow.
Fearing the safety of his beloved parent, Vyrn has never told anyone about what he does.
Hiya! Since I realized we have a bunch more time left, I decided to look at and rework my backstory a bit. I stumbled across a bit more of a mature theme that I wanted to run by you first. Are you okay with prostitution / does your world have prostitution in it?
I'd like to add some depth to my character by forcing her to sell her body for coin to survive, amongst other things like pursesnatching and crime.
I am alright with things like this being included in character backstory, so long as the actual content of any posts is kept to PG-13.
Character Name: Lia Nailo (Nightbreeze) Race: High Elf Class: Rogue Background: variant criminal/ spy Ability Scores: 9 17 11 15 10 13 Alignment: Chaotic Neutral Character Description: Female, 5’6” 135 lbs long black hair, skin light bronze, eyes silvery light blue, age 115. Languages common, elvish, and infernal.
Backstory: Lia was taken as a small child by a criminal family of Tiefling. They raise her to some day be their principal Assassin and spy but after her first mission she fled the city. She settled in Heldren hoping to escape the eyes of the crime syndicates. Working wherever she can find a job, she has hopes to eventually use her skills to fight evil instead of serving it. Someday she hopes to return to her people though she is uncertain who and where that might be.
Character Name: Zylsys Ariessus Race: Elf (Wood) Class: Cleric (Nature) of Erastil Alignment: NG Background: Folk Hero Ability Scores: Str 10, Dex 16, Con 14, Wis 14, Cha 10 Character Description: Timezone: EST Backstory: Zylsys has spent most of her life Heldren, and for an elf, that is really saying something. At the young age of 104, her village was visited by Alexander Ariessus, a charming and charismatic Cleric of Erastil. Drawn together by their shared reverence for nature, they became fast friends and soon more. His calm, orderly nature influenced her away from her chaotic Elvin ways, and she soon joined him in Heldren, working with him improving farming techniques, teaching, healing, and otherwise serving the balance of nature. Together, they had two children, Narcisso, an artisan, and Elsbeth, who went on to become a well-know Ranger adventurer.
Of course, that was all 150 years ago now, and Zylsys' husband and children are long dead, as is the way with humans and half-elves. In the time since, Zylsys has continued her husbands work, serving Erastil and being an integral part of the community of Heldren, passing the hunting and farming skills of the acolytes of Erastil over generations. Watching countless travelers come and go.
Something has become different, though. Despite her advancing years, Zylsys' connection with Erastil and her magic have become stronger through leaps and bounds. All the while Visions have haunted her... visions of a frozen wasteland covering both her home in Heldren as well as the village where she grew up. The balance of nature is threatened, and her god is calling to her. Something must be done to prevent this catastrophe.
Character Name: Runt Brushgather Race: Halfling (Stout) Class: Barbarian Alignment: CN Background: Outlander Ability Scores: Str 14, Dex 14, Con 16, Int 11, Wis 12, Cha 8 Character Description: 19 year old male, 3 ft 4", sturdy build, reddish brown hair with darker brown sideburns and some scruff covering the rest of his chin, brown eyes, he has a few scars spattered around his body (some look like burn marks, some like cuts and wounds), usually wears a haphazard skin made of bobcat fur around his shoulders
Backstory:
Runts parents was killed by a raving pack of orcs near the Worlds Edge Mountains when he was only an infant. When the orcs saw the wee halfling baby one of the orcs, a female shaman, convinced the others that they could raise the little boy to be a slave.
You might think that this is where the story takes a sudden turn and she took him in and raised him as one of their own, but that is for heroes tales only. Runt was raised to be just that, a glorified slave whose only purpose in life was to gather various herbs for the shaman who raised him. He hated the shaman and the rest of the tribe with all his heart, but took the beatings and verbal abuse through years of suffering.
When he was 12 the tribe were attacked by the Taldan army and Runt was quick to play innocent and tell the soldiers about him being enslaved involuntarily. They took him back to the capital, but city life proved to much for a young boy lacking in both social skills and an understanding of basic society. So he e started wandering.
He ventured off from the capital and started his journeys towards the south. He survived by hunting and gathering, and after a few months he arrived at Heldren. He settled in a small cottage owned by a local farmer. Runt could stay in the cottage as long as he kept the surrounding wildlife from preying upon the livestock.
Runt rarely speaks to his "landlord", but is overall content with his work. He keeps predators from attacking livestock, and gets to wrestle a bear or a bobcat from time to time. All things considered, he gets to do what he likes, and no longer has anyone bullying and terrorising him.
Timezone: GMT +1, Norway
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Blixanix Glitterpain, Goblin Bard - In campaign: Ravnica, City of Guilds
The Soggiest DM - In campaign: Boats, Rocks & Ruffians Eira Whitefeather, Human Sorcerer/Warlock - In campaign: Death Inspectors Expanded
Roland "THUNDER HIPPO" Wolfscribe, Human Bloodhunter - In campaign: Core City: A Play-by-post Adventure
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It has been a century since the immortal witch Baba Yaga last visited the world, and the hour draws nigh for her return. But when she fails to appear in the frozen realm of Irrisen to usher in its newest ruler, pockets of winter begin to grow throughout the Inner Sea. After 1,400 years of perpetual winter, the icy curse of Irrisen is spreading! What links do these strange blizzards and swaths of wintry landscapes have with Irrisen, and is there any truth to the growing rumors that the Witch Queen Elvanna has taken full control of the realm? Can her plans for the Inner Sea be thwarted, or will the Reign of Winter engulf the world?
I have been converting the Pathfinder Adventure Path "Reign of Winter" to 5e for my IRL group. With the benefit of hindsight, I've been updating and revising it as we go, and am looking for some adventurers to help me test out version 0.9.1 from the beginning.
The Setting
This campaign will take place in the Pathfinder campaign setting of Golarion; more specifically, it will start in the southern farming village of Heldren, in the Empire of Taldor. Specific knowledge of the setting is not necessary to play the game, but it can definitely enhance the experience, and I encourage anyone unfamiliar with Golarion to poke around the Pathfinder wiki for a while, if only to build a better backstory for your character. Heldren, for its part, is a small, unassuming, and tight-knit community that's so far off the beaten path that it does not even have a proper inn. Traditionally, I've encouraged players to create characters that are residents of Heldren, as it tends to help the narrative, but nothing is stopping you from creating a character that just happened to be passing through when the adventure begins.
Of course, Golarion comes with its own pantheon, so any clerics in the party will have to select one of them. I've been using this chart for their domains, except Nethys also has the Arcana domain (SCAG), Pharasma has the Grave domain (XGtE) instead of Death, and Torag also has the Forge domain (XGtE). There are, of course, many Pathfinder gods beyond the core 20, but for simplicity's sake I like to keep the list short.
Character Creation
I am looking for a group of four adventurers. Starting level will be 1, with either point buy or standard array for ability scores, and standard starting equipment/gear from class and background. All class and background options from the PHB, XGtE, and the Arcana domain from SCAG are allowed. For races, dragonborn do not exist in Golarion, but anything else from the PHB is a-ok, as are goliaths, but anything else right now is off the table. Other, homebrewed race and class options will be available later on for replacement characters, should someone leave the party or die (or multiclassing, for the class option). Leveling up will be XP-based, but I will track that on my own time.
Player Behavior and Activity
Players have to post at least once per day. Missing three days in a row without prior notice will earn you a warning (assuming you do post on the fourth day, otherwise you are removed from the game). Inter-player rudeness for any reason will also result in a warning (not inter-character rudeness, mind you; don't let this stop you from role-playing, as long as it's all obviously in-character). And finally, backseat DMing will result in a warning. You get two warnings; any action (or inaction) that would result in a third warning gets you removed from the game.
Apply
If you are interested in applying, post the following info on this thread:
Character Name:
Race:
Class:
Background:
Ability Scores:
Alignment: (no evil)
Character Description:
Backstory:
Timezone:
I intend on leaving this open for recruitment until 11:59 pm, Central Time, on Wednesday, May 23.
Reign of Winter Groups A and B - DM
793.93 DUN
Hiya! This seems super cool. I'll work on an application and post it within the next few hours hopefully. ^^
You said all races from the PHB is allowed. That means Volo's, Xanathar, UA, etc stuff is disallowed right?
Character Name: Flynn
Race: Human
Class: Bard
Background: Entertainer
Ability Scores: S 11 D 15 Co 14 I 13, W 9 Ch 16
Alignment: CG
Character Description: M 5'6 copper haired and tanned with green eyes
Backstory: fired from his last troupe because well jelousy i would say, the others were jealous because i was the center of attention (especially from the fairer people in the audience). On his own now looking to make an even bigger name for himself
Timezone: EDT or GMT -5
not really familiar with pathfinder or Golarion, i started in Greyhawk in what is now called 1st edition i guess, then long pause until 5e, so any assistance with place names for backstory would be appreciated :)- in the wiki now so work in progress lol
Laissez les bons temps rouler
Quote from Toothless >>
Reign of Winter Groups A and B - DM
793.93 DUN
Character Name: Xuul Gatekeeper
Race: Human
Class: Ranger
Background: Urchin
Ability Scores: S 8, D 16, Co 15, I 8, W 16, Ch 8
Alignment: CG
Character Description: 22, male, 6'0. svelt 160, pretty thin looking. usually messy blonde hair, blue eyes
Backstory: Grew up poor in Heldren, preferring the woods to the hustle of city life. Having to fend for myself from an early age, became proficient with a bow and hunting small game to survive. Any gold or valuables I earn I give back to the community as I don't need much, just my bow. Would do almost anything to protect the people of the town.
Timezone: CST or GMT-6
Race: Human
Class: Barbarian
Background: Criminal
Ability Scores: STR 15 (+1), DEX 14, CON 13 (+1), INT 8, WIS 10, CHA 12
Alignment: (no evil): Chaotic Good
Character Description:
Shorter Than Normal. Aki Swiftwind is shorter than what most expect from a humanoid of her age. Standing at 5'3", many have to look down to see her ghostly pale skin and thin limbs. Firey red hair streams down her head, like rivers of lava over her shoulders.
Of Ash and Fire. Aki wears a set of dark hooded clothes, the color of ash and soot rising from a fire. A number of straps cover her body, securing her black leather armor in place. When she's indoors, a good portion of her skin shows, from the top of her chest, her upper thighs, and a hint of her midriff. When she's outdoors, she wears a set of heavy furs to protect her from the cold. Her tailcloak coat flutters behind her.
Armed To Kill. Aki carries a long, dark sword slung rifle-style over one shoulder. Two handaxes sheath on her thighs, one for each side. A black leather pouch rests on her right hip, while a black leather backpack sits on her back. A shortbow hangs off the side of her backpack.
Portrait | Token
Backstory:
One day however, when Aki was 13, her father went out on a fishing trip and never returned. She remembers the party sent out for him, the endless days and nights her mother would search and search and search for him. It took nearly a dozen months before her mother stopped searching, recessed in bed or staring blankly across the room. When Aki and Estaria began to grow hungry, Aki begged her mother to hunt for food, but she would not reply.
Bitterness grew against her mother. She loved her father dearly, but her mother still had a responsibility to her children. She still had a responsibility to work and hunt and cook. She could do none of it while sitting in a chair staring blankly at a wall. From this, she learned to loathe weakness. She learned to loathe grief and pain and emotional distress. Whenever she saw her mother, she would feel rage bubbling inside of her.
Rage would not feed her mother and her little sister, however. Realizing the trio would starve without action, Aki ventured out into the wilds. She learned how to track the creatures in the snow, how to hunt, and eventually, how to shoot her mother's bow. When she got odd looks from townsfolk and bandits, she learned how to fight. It was a long, laborious process, with several hungry nights when she tried and failed. However, Aki eventually succeeded.
That success did not come without a cost, however. There were many nights where Aki grew cold and hungry. There were many nights she was unable to come home empty-handed, to stare into her little sister's eyes and say she couldn't do it. No, she told herself. Her fear of being inadequate, of being like her mother, drove the girl to crime.
Aki began with pursesnatching, taking only from those who seemed to have enough to spare. She then took from the middle class, then the common folk. Eventually she realized this too wasn't sustainable, so she approached the bandits she met last time and asked to join. Now a part of a local bandit group, Aki joined them on highway robberies, on heists, on raids on caravans.
Aki continues to hunt and feed and raid for her grieving mother and her little sister. However, with the growing rumors, the animals that become harder to find, and the cold that looms closer and closer to Heldren, she begins to wonder how long her juggling act of a life can actually last.
Timezone: Pacific Time (UTC -8)
N’ruel Qalrustran was strong from the beginning. His mother, Shri’garu, had told him that he was the only of his siblings to have survived the birth. She had always told him that when she slayed his siblings in her womb, that it had given her such a rush of ecstasy that she knew the survivor was destined for great things. As the eldest son of a minor noble house, allied to House Misraria, he devoted the first part of his life to serving the Matron Priestess of Nocticula. This honor of service was something of a family tradition by the firstborns for each generation, going back for centuries. However, such position is highly coveted by other male drow, making all who are seeking such position natural enemies.
Upon the day of the first trials to into the service of the Matron, he was deemed unworthy – likely some seed of doubt with planted within the Matron by one of his rivals. Typically, this would have marked the end of his life, but that sense of survival that N’ruel had from conception allowed him to barely escape the city with his life. The weight of failing this test had nearly crushed him, as his sense of purpose had been taken from him. After making his way out of the Darklands he wandered for months.
One day, in his struggle to just survive and find food, brought him to the Monastery of the Seven Forms in the Southern Range of the World’s Edge Mountains. Hesitant to take a drow in, the masters realized that this creature appeared to no longer display the typical ruthlessness of the race. No longer having a purpose in life, he found this place to be where he could remake himself and strengthen his mind and body. He has spent the better part of four years in training, and his masters have sent him out to allow him to seek further understanding of what he lost as well as to seek out information on the encroaching winter.
Let me begin by complimenting your effort. The Glass Cannon Podcast has made me fall in love with the world of Golarion. I am able to post once per day, generally speaking. I have DM'd a couple games, and am still currently DMing one, but it has been a while since I have been a player, I would love the opportunity to get in a game again!
Character Name: Krakan Marrowspring
Race: Goliath
Class: Paladin of Shelyn
Background: Soldier
Ability Scores: Str 16, Dex 8, Con 16, Int 10, Wis 12, Cha 13
Alignment: Lawful Good
Character Description:
Krakan towers above other humanoids at nearly 8 feet tall. Blue tattoos dance around his face, and highlight is pale, white eyes. His voice is deep, and his body is dotted with scars of past scuffles.
Backstory: Krakan grew up in a large (pun intended) Goliath tribe in Taldor. The highly competitive nature of Goliath culture taught him to fight, and conquer, but what he really loved was the tales of the Knights of Ozom. He grew up fantasizing about joining their ranks in the Shining Crusade, being there for the fall of the Whispering Tyrant. Unfortunately for Krakan, giants are far from welcome in Golarian, and being 8 feet tall, he is often mistaken for a Giant. In an effort to follow his dreams Krakan joined the military, or what is left of it, as soon as he could. His natural strength, and size has made him a valuable commodity, but he still day dreams of being a Knight of Ozom, defending the small folk in glistening armor.
Timezone: Pacific
Oh, I went Standard Array, those are adjusted totals, btw.
||PbP: Tarvyn's World... DM||
Character Name: Ingoa Kore Joyhammer
Race: Goliath
Class: Cleric (War Domain)
Background: Haunted One
Ability Scores: S16, D10, C16, I10, W11, C12
Alignment: Lawful Neutral
Character Description: Towering at 7'10", Ingoa Kore is imposing in any room. However, if you look past the armor, the jagged markings and the massive warhammer, you find a serene face albiet scarred with dark smiling eyes.
Backstory: As a young child the boy that would become Ingoa Kore witnessed the slaughter of his tribe at the hands of a mysterious figure. Wandering the mountains alone he was eventually taken in by local dwarves. Raised in dwarven traditions he is at odds between his upbringing and his natural tendencies.
Trained as a War Priest, he took to dwarven war parties at a young age as his increasingly large frame was encumbered in the mines. (And his soul ached for the open sky above the mountains.) Jovial and serene in combat he earned the name Joyhammer by his compatriots. For Ingoa Kore normal combat pales in comparison to what he witnessed as a child. He exhibits a serene peace and joyful spirit always as he has seen darkness and knows even hard times should be celebrated.
However, his smile hides a wounded soul. He is haunted by the loss of his people. He became a follower of Iomedae in hopes that he may protect others to atone for not protecting his family. He struggles with devotion to the path but seeks to bring peace to the world and protect the defenseless.
Timezone: Central
Dotting. Will post something here this weekend.
Dragonlance Chronicles - Xorn
Sail On, Sailor - Sebastian Blackhand
LMoP 20 - Tonk Thunderclaw
Hm. Looks like there's some interest in playing goliaths. They are not in the PHB, nor are they traditionally in Pathfinder, but getting two in a row like that, I think I will allow goliaths to be submitted.
Reign of Winter Groups A and B - DM
793.93 DUN
Oh snap. My bad. Thank you for accommodating my error. I can always swap the race if that works better.
||PbP: Tarvyn's World... DM||
Name: Rynle Thorne
Race: Human (variant)
Class: Rogue (Swashbuckler)
Background: Sailor
Ability Scores: STR 8, DEX 16, CON 12, INT 14, WIS 10, CHA 14
Alignment: Neutral Good
Timezone: Australian Eastern Standard Time
Character Description:
Physical Description:
Tall and slender, at 5'7" and 110lb, Rynle tends to draw a fair share of attention. Although small in the bust and lacking much in the way of feminine curves, she is fit and toned. Thick dark blonde hair falls to below her shoulder-blades, with shorter bits to frame her face, and is sun bleached from long hours on the deck of a ship. She'll often leave it out, but is also adept at several quick-and-deliberately-messy buns and twists. That time aboard ship has also given her a light but embedded tan, though her natural skin tone is quite a creamy colour - few will ever learn this, though, since the only evidence is tan lines hidden by her clothing.
Her face is angular, with high cheekbones and a small, straight nose and full rosey lips. Her eyes are dark brown, large and wide-set under strong straight brows.
By choice, she dresses in sailor gear - breeches, boots, a battered tricorn hat and loose fitting shirts in natural colours are her choice for day wear. She'll dress up on occasion, however, and possesses a number of exquisite formal dresses she inherited from her mother or that her father has purchased since - though she'll also go for formal, stylishly cut breeches-and-long-vest combinations from time to time.
Her voice is a rich alto, able to go from demure and polite to warningly defencive within seconds. She usually speaks like a high-bred lady – something about her mother's training apparently stuck – but when in a bad mood, or when she lets her guard down, she slips into a more casual, occasionally shockingly rude way of speaking. No matter what her tone, though, her voice is always slightly accented, seemingly picked up from her mother.
Personality Description:
'Spirited' is the word that will - diplomatically - be tossed up most often in relation to Rynle - the tone may vary (admiration, despair, exasperation), but no one will disagree that it's an apt description. Headstrong, impetuous and vastly independent, Rynle has little patience for the more traditional notions of what does - and more importantly does not - constitute "proper" behaviour for a young lady. Not that she's opposed to refined behaviour in a general sense; she's just not going to let those expectations stand in her way, or define what she can or can't do.
She knows what she wants and she'll pursue it stubbornly until she has it - or until it is clear that she never will; a point that, for her, will almost always come some time after most others would have given up, stubborness and a certain bullheadedness trampling roughshod over her usual pragmatism when it comes to her own limits. Depending on how much she wanted it, being forced to abandon her goal may turn her mood dark, and she'll be defensive and catty until she's gotten over it. Luckily, this rarely takes more than a day or so - a good thing for both her and those around her since her acidic and often sarcastic tongue can easily land her in trouble.
Rynle will not take kindly to being relegated to the sidelines, preferring to be in the thick of things. Preferably not just what's currently going on - she'll want to be in on the planning as well. She'll have great difficulty dealing with any sort of strict or military leadership of the 'when i say jump, you say how high' sort -- and likely won't be able to restrain herself for long. Not that it wasn't expected that orders and rules be followed on board the ship, but it wasn't unquestioning obedience; there was a certain amount of room allowed for questions and objections, and she'll find it hard to adjust to not having that buffer.
Proud and a touch vain, Rynle enjoys attention - as long as it's positive. She wants respect - not necessarily the kind that is given to a leader (though she posses a natural charisma and strength of will that may lead her in that direction), but the more normal respect for others' opinions, feelings and ability. If she doesn't get it, she'll swing into defensive mode, ready with a snarling tongue-lashing for anyone who dares cast aspersions against her. She'll usually try and consider her words before she says them, but rile her up and she won't bother. She'll hate apologising more than almost anything else - after all, it involves admitting that she was wrong, and according to her, she's never wrong.
Determined, competent and imbued with natural charisma (and an inability to tolerate stupidity in others), Rynle will automatically gravitate towards a command position in any group without a pre-determined ranking system. Even if there is a ranking system, she's likely to end up taking charge anyway. She won't mean to, it's just that she'll see some better way to get things and she'll just go for it... and next thing she knows, she's divvying up the assignment among the group and making sure no one's slacking off. There's a certain imperious air she has that tends to quell arguments on the matter before they start.
An adventurer at heart, Rynle fears very little and shows fear even less. Supremely confident in both her own abilities and in herself, she has little time or understanding for those who are ruled by their insecurities or fears. It's not heartlessness - far from it - so much as it is so wildly different from her own fierceness that she won't know how to deal with it or empathise. She'll sympathise, but she won't understand why they can't just get over it already, and she'll quickly grow impatient with the matter.
Backstory:
Rynle was born in Absalom, the first surviving child of a shopkeep and a Master Tailor. Andresta had suffered a few miscarriages prior to Rynle's birth, and so the doting following the birth of a child not just alive but in perfect health was perhaps to be expected.
Rynle's father continued to be indulgently doting as she grew older, but her mother quickly became exasperated with her daughter's wild and tom-boy ways. Andresta was highly aware that her mother had been a daughter of a Lord of before she left the life of nobility behind to marry a journeyman weaver for love instead. And Andresta wanted the highborn life she felt her mother had denied her - and she saw Rynle, with her marriageable looks, as her ticket into that world.
Thus, from an early age Rynle found herself corralled into lessons on lady-like behaviour, music, art, and the much-hated needlepoint by her mother. She quickly learned, however, that she could escape by hiding in her father's shop; Chestin was a good-natured sort, who doted on his daughter and found her impetuousness amusing. He indulgently hid her when Andresta came looking - and, when that failed, cheerfully blocking his wife and tutor's attempts to remove Rynle back to her lessons, claiming he needed his "best assistant'.
Chestin's store was a magical place, as far as young Rynle was concerned; not only was it full of all manner of interesting stuff, but the customers - sailors, wagoners, and traders for the most part - were full of stories of far-off places. Golarion, as they painted it for the young girl, was full of adventures and stuff straight out of a Bard's tale. The rest of Golarion, Rynle quickly decided, was far more interesting than boring old Absalom, where nothing interesting ever happened - no swordfights, no daring heroics, nothing worthy of a tale (at least, that she ever saw). Everything actually interesting was happening out in the rest of Golarion, and Rynle quickly became determined to see it, scandalising her mother with her insistence that she was going to become a Sailor.
When Rynle was eight, Andresta managed to carry a child past the initial risky first trimester for the first time since Rynle. The excitement in the house was palpable, but in the end the boy was stillborn. Andresta took to bed a few months, leaving Chestin to look after Rynle on his own. Not really understanding what had happened, besides the non-appearance of the brother-or-sister she'd been promised, Rynle thought this was wonderful. Chestin muddled through, and Andresta eventually recovered enough both emotionally and physically to get out of bed and return to work, but the incident left its mark on her.
Much less inclined to tolerate her daughter's rebellions against her plans now that she had been forced to confront the fact that she was unlikely to have any more children, Andresta cracked down. Rynle found it much harder to slip away - although Rynle had not realised it, Andresta had previously been given to a certain level of indulging her daughter's whims, if not to the same extent as Chestin.
At eleven, Rynle felt the first real, personal effects of the Plague that swept the city when her mother fell ill. Both Chestin and Andresta agreed that it was too risky for Rynle to see her mother, and after a few unsuccessful attempts to sneak in were foiled, Rynle reached out by throwing herself into the lessons her mother had set.
Andresta died a couple of months later and for a while Rynle buried her grief in determinedly applying herself to the lessons her mother had laid out. She couldn't maintain it forever, though, and while her father continued paying for the private tutors, Rynle started slipping back into her old habits of avoiding them by hanging around the store. An eventual compromise was reached; the needlework and music lessons were dropped, the more academic subjects remained. Rynle found this arrangement a lot more to her liking, and even found herself liking maths - possibly due to her good head for numbers, and the praise she thus accrued from the Harper teaching her. She still joined Chestin in the shop for the afternoons, but with the more aggravating of her classes removed, she no longer attempted to skive off.
Six years later, at seventeen, Rynle finally got her childhood wish, talking one of her father's oldest friends and customers into signing her onto his ship. Signed on board the Yellowfin, a passenger ship for hire, she quickly found it a far cry from what she had anticipated. While she hadn't been foolish enough to fully believe the romanticised tales she had grown up on - well, not once she grew up a little, anyway - she had had some expectations. And they weren't met; she spent the vast majority of her time scrubbing various parts of the deck, her almost entirely male crewmates were a lot rougher than she'd anticipated, and she hadn't quite realised how many amenities she took for granted until they weren't there.
She was determined, though, and absolutely refused to give up. After all, it might not be what she'd expected, but even if everything else was failing to live up to expectations, she was travelling and seeing Golarion (and like Hell was she going to admit she couldn't do it or hadn't understood what she was getting into). Which is not to say that she rolled over and accepted the rest, oh no - Rynle's stubborn streak came out to play there. She worked hard at her work until she managed to get off deck scrubbing duty, then worked hard until she conquered the next task in front of her, and the next, and the next…
While originally taken aback by the crudeness of her crewmates, Rynle quickly adapted, her biting wit and determination winning her a place among them. They quickly found that while she'd wade into innuendo-laden conversations quickly enough, directing that innuendo in her direction was a good way to end up the recipient of a sharp tongue-lashing. They were rough, yes, but they weren't bad men, and they quickly got the message - apart from the occasional teasing exchange.
Rynle's initial disappointment didn't last more than a few months, and once she'd carved out her own place among the crew and adapted to life on board, Rynle was in her element. She made Senior Apprentice at 18, and the new cabin boys on board learnt quickly to heed the piercing whistle she adopted (when it became clear she just was never going to be the bellowing type) or they'd feel the bite of her tongue. The ship went where it was hired to go, so the routes and destinations were almost always new and exciting. The older sailors were happy enough to spin tales, and rumours of another continent to the West made Rynle determined to investigate them, once she advanced enough to have her own ship.
Two years later, another storm and a rocky section of coast off the coast of Taldor caused a great deal of damage to the ship, to the point where they had to be towed into Harbour. The Yellowfin wasn't going to be going anywhere for months with the amount of work her hull needed, and having no ship-building experience, Rynle had little to do -- and was going spare not doing it. Eventually, she grew frustrated enough to strike out on land - at least then she'd be seeing more of Golarion than her tiny tavern room. Some weeks of rough travel later, she ended up stumbling into Heldren, where she was forced to stop for a time to recover from a run in with bandits.
Hiya! Since I realized we have a bunch more time left, I decided to look at and rework my backstory a bit. I stumbled across a bit more of a mature theme that I wanted to run by you first. Are you okay with prostitution / does your world have prostitution in it?
I'd like to add some depth to my character by forcing her to sell her body for coin to survive, amongst other things like pursesnatching and crime.
Character Name: Vyrn Falconsight
Race: Human
Class: Fighter
Background: Folk Hero
Ability Scores: 13 16 14 11 15 9
Alignment: Chaotic Good
Character Description:
Black, dreadlocks almost fully covers a handsome worried face. Dancing gray eyes, set elegantly within their sockets.
Tribal marks in the form of 1 stripe above and 2 stripes below his right eye marks his ancestry.
Vyrn might have a good looking face, but almost no one outside of his family has seen it. He wears a full face mask and cloak whenever he is outside. Why? Because he is ashamed of his family's legacy. Seeing his face would immediately connect him to them, he assumes. Also so people cant see how nervous he is during conversation.
Vyrn isnt the most intimidating, considering he is only 5'8 and 150 pounds. He is also pretty self conscious about his height.
Vyrn is always changing the color of his clothes. Currently, his cloak is a dirty white. Helps him blend in with the snow.He always has two hand axes on him. One strapped to his left, and one strapped to his right. You can always see his longbow on him. Never goes anywhere without it. You also cant forget about his trusty crossbow that he always keeps strapped onto his pack.
Portait
Backstory:
Vyrn was born inside a cabin in the woods to two humans. For reasons unknown,they left him there shortly after birth. Fortunately there were two elves nearby who heard the cries of a baby. By the end of that day, Vyrn was adopted by an amazing pair of elves who lived in the Empire of Taldor. Specifically, the southern farming village of Heldren. Of course, the people of the village dont know this.
Their names were Amaranthae Heihorn Falconsight and Aerendyl Chaemaris Falconsight. Amaranthe was a sorcerer wile Aerndyl was a ranger. Two of the greatest in their craft.
With a mix of being the middle child, and not having friends, Vyrn spent his off time studying the arcane and hunting for food. From an early age, Vyrn learned how to track prey, defend himself, and kill. Some nights, he would have to fight others for the right to take home the kill. These skills would come to save Vyrn's life time and time again. Although He picked up the bow at an early age, he had more of a knack for the arcane. He would spend his off time studying scrolls or books that he would find out in the wild.
Using the skills that he learned over the years, Vyrn would travel around trying to be a vigilante. He would quickly put an arrow through the head or heart of whoever was perceived as an evil person. Of course, he would wait until one of them ran into the forest. Soon, he would be known around as the White Shadow.
Fearing the safety of his beloved parent, Vyrn has never told anyone about what he does.
WIP
Timezone: EST
Sylrea "Joan " Lightbringer - Variant Human - Paladin 2/Bard 1 - An adventure of amazing proportions and mixed madness
Reign of Winter Groups A and B - DM
793.93 DUN
Character Name: Lia Nailo (Nightbreeze)
Race: High Elf
Class: Rogue
Background: variant criminal/ spy
Ability Scores: 9 17 11 15 10 13
Alignment: Chaotic Neutral
Character Description: Female, 5’6” 135 lbs long black hair, skin light bronze, eyes silvery light blue, age 115. Languages common, elvish, and infernal.
Backstory: Lia was taken as a small child by a criminal family of Tiefling. They raise her to some day be their principal Assassin and spy but after her first mission she fled the city. She settled in Heldren hoping to escape the eyes of the crime syndicates. Working wherever she can find a job, she has hopes to eventually use her skills to fight evil instead of serving it. Someday she hopes to return to her people though she is uncertain who and where that might be.
Timezone: East coast , gmt -5
DM - New World (LMP), Shield of Bahamut
Darkwing Skyyykiller-Aarakocra Monk- Lost in the Endless Tower
Kabarr Caldera- Fire Genasi- Fighter - Cold Cash
Talley Tafoia-Genasi Cleric-Rising of the Accursed Dragon
Character Name: Zylsys Ariessus
Race: Elf (Wood)
Class: Cleric (Nature) of Erastil
Alignment: NG
Background: Folk Hero
Ability Scores: Str 10, Dex 16, Con 14, Wis 14, Cha 10
Character Description:
Timezone: EST
Backstory:
Zylsys has spent most of her life Heldren, and for an elf, that is really saying something. At the young age of 104, her village was visited by Alexander Ariessus, a charming and charismatic Cleric of Erastil. Drawn together by their shared reverence for nature, they became fast friends and soon more. His calm, orderly nature influenced her away from her chaotic Elvin ways, and she soon joined him in Heldren, working with him improving farming techniques, teaching, healing, and otherwise serving the balance of nature. Together, they had two children, Narcisso, an artisan, and Elsbeth, who went on to become a well-know Ranger adventurer.
Of course, that was all 150 years ago now, and Zylsys' husband and children are long dead, as is the way with humans and half-elves. In the time since, Zylsys has continued her husbands work, serving Erastil and being an integral part of the community of Heldren, passing the hunting and farming skills of the acolytes of Erastil over generations. Watching countless travelers come and go.
Something has become different, though. Despite her advancing years, Zylsys' connection with Erastil and her magic have become stronger through leaps and bounds. All the while Visions have haunted her... visions of a frozen wasteland covering both her home in Heldren as well as the village where she grew up. The balance of nature is threatened, and her god is calling to her. Something must be done to prevent this catastrophe.
Character Name: Runt Brushgather
Race: Halfling (Stout)
Class: Barbarian
Alignment: CN
Background: Outlander
Ability Scores: Str 14, Dex 14, Con 16, Int 11, Wis 12, Cha 8
Character Description: 19 year old male, 3 ft 4", sturdy build, reddish brown hair with darker brown sideburns and some scruff covering the rest of his chin, brown eyes, he has a few scars spattered around his body (some look like burn marks, some like cuts and wounds), usually wears a haphazard skin made of bobcat fur around his shoulders
Backstory:
Runts parents was killed by a raving pack of orcs near the Worlds Edge Mountains when he was only an infant. When the orcs saw the wee halfling baby one of the orcs, a female shaman, convinced the others that they could raise the little boy to be a slave.
You might think that this is where the story takes a sudden turn and she took him in and raised him as one of their own, but that is for heroes tales only. Runt was raised to be just that, a glorified slave whose only purpose in life was to gather various herbs for the shaman who raised him. He hated the shaman and the rest of the tribe with all his heart, but took the beatings and verbal abuse through years of suffering.
When he was 12 the tribe were attacked by the Taldan army and Runt was quick to play innocent and tell the soldiers about him being enslaved involuntarily. They took him back to the capital, but city life proved to much for a young boy lacking in both social skills and an understanding of basic society. So he e started wandering.
He ventured off from the capital and started his journeys towards the south. He survived by hunting and gathering, and after a few months he arrived at Heldren. He settled in a small cottage owned by a local farmer. Runt could stay in the cottage as long as he kept the surrounding wildlife from preying upon the livestock.
Runt rarely speaks to his "landlord", but is overall content with his work. He keeps predators from attacking livestock, and gets to wrestle a bear or a bobcat from time to time. All things considered, he gets to do what he likes, and no longer has anyone bullying and terrorising him.
Timezone: GMT +1, Norway
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