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Enigma
03-15-2021, 05:13 AM
The first sign was loud and unexpected. High in the skies above the tiny island in the sea of Inis, there was a sudden crash of thunder. Most of the island residents glanced up at the clear sky, confused as they looked for storm clouds.

The Wizard ran for the temple.

He was still panting when the door opened, revealing one of the priestesses, a blonde with cropped hair.
"'Mornin' General," he managed.
"Good morning," she blushed. "Nobody's called me that in ages."
"Centuries, at least," he agreed.
"No, you used it last winter. What is it, the rift?"
"Yeah, is the big guy up?"

"I'M HERE."

The two turned to stare at a giant obsidian foot that glittered in the flames of the torches behind the priestess.

"THE SEAL IS HOLDING," the voice boomed, drifting down, "THEY CANNOT GET THROUGH. HOWEVER..."
"However, there will be cracks," the wizard sighed. "So a lot of something else may fall down on the islands."
"CORRECT," the obsidian giant rumbled. "GENERAL, YOU SHOULD MARSHAL THE ISLAND'S DEFENSES AS A PRECAUTION."
"As you command," the priestess replied, bowing in her silks, then strode off towards her quarters to change. The wizard nodded. Despite her conversion, she still did her weapons drills daily.

"YOU SHOULD ALERT THE KINGDOMS."
"I will," the Wizard said, scratching his nose. "But the human king's on the continent, leaving his brother as temporary regent."
"WILL HE LISTEN?"
"I hope so. They didn't see much of it last time."



*********

The Mystic Isles


Lying just off the west coast of the continent lies the rich, green islands of Albion and Inis.


Amorian invaders conquered much of island in the New Calendar Year 43, putting much of the primitive human tribes to work, teaching them farming and construction - many of them put to work on what would eventually become the Great Northern Road. However, they were not so successful against the Dwarven tribes settled in both the northern lowlands of Votadonia and highlands of Caladonia. To curb attacks, the Amorians built a wall across the narrow neck that separated the lowlands from the rest of the island - and when that proved to be a struggle still, bribed the lowland clans to keep the high-spirited mountain highland clans from reaching the wall.

Mountain ranges on the south-western side of the island helped to conceal the tribes of the halflings and the gnomes from the Amorians.

With hordes attacking their empire, the Amorians were forced to abandon Albion in the New Calendar Year 410 in order to shore up their empire's defenses. However, they had made sure never to train any of the natives in how to fight for themselves, so with no Amorian armies to meet them, the Anglea were able to take control of the island in the New Calendar year 450, dividing the center of the island into three kingdoms.

In the New Calendar Year 1066, they were conquered by the invading Amberites, who united the three kingdoms of the Anglea into their new kingdom. However, the Amberites found a number of mysteries that none of the Anglean lords could answer - strange mounds, stone circles of various description, odd shrines that the wise avoided, strange weapons bearing strong enchantments, giant figures scratched into the green mountainsides, exposing the chalk that laid shallowly underneath, stories and drawings of strange creatures.

However, what they at first dismissed as fanciful legend soon proved to be very real.


This second island lying further to the west is populated by the Elves, who've divided the land into three kingdoms - Fodhla in the north, Inis Ealga in the middle, and Banbha. While most of the elves live in underground cities, the Inis Ealga built a citadel and town overlooking a bay facing the western shore of Albion, and its here that most outsiders come if they wish to talk with the elves.

Curiously enough, the elven kingdoms had decided that instead of fighting for control, each kingdom would take turns ruling the island, and have done so for over six hundred years.


This small island lies in the Sea of Inis. Very little is known about the island except for its lighthouse and a huge temple, the only one dedicated to the god Bhal.

The Amorians decided to send one of their phalanx, under the leadership of General Caelus Caecilius Agorix, made up of worshippers of Difher, the God of Vengeance. Most of the town was under their control by early afternoon when General Agorix and the head priest Oppius Asinius Pudentius invaded the temple in the middle of one of their rites.

There are many tales of what they found in the temple, but what all the stories agree is that very shortly afterward, the head priest, the soldiers, and every follower of Difher in the Amorian Empire got turned into some very ugly frogs - leaving only the general, who became a follower of Bhal.

Afterward, the Amorians decided that Vannin was to remain completely untouched.


West Riding

In the area known as "West Riding" lies the town of Harrow's Gate. The town's claim to fame is their healing waters - mineral springs that now flow into the bath houses, and with it many visitors, eager to partake.

To the north, three miles away is the village of Killinghall. One of the manor houses breeds hunting dogs there. Another mile to the north-east lies Nordon castle, home of Baron Stratburn. To the East of Harrogate lies the city of Kinburn with its castle, home to Duke Westcomb. Towards the south is the village of Moorhall Green. The moors are to the west, overlooked by Blackmoor Hill and its tower.

There have always been stories of lost treasures, especially among travelers who foolishly attempted to cross directly across the moors to reach the North Road, falling victim to the terrain and the tribes of goblins said to inhabit the area. The battles have left its share of ruins across the land as well, and tales of creatures seen, leaving their marks on walls and trees. One or two of the more interesting can be found stuffed and mounted in the area's castles.

Recently, these sightings seem to be on the rise, which the Regent in Loxton, Prince Phillip Sandall blames on 'excitable villagers seeing things in the dark'. While loathe to send out what remains of the King's Army, he has authorized the granting of charters to small groups to search these out themselves. While he believes there is nothing to be found, he is entitling them to keep half of all treasure found and a bounty on any strange creature they bring in.

Of course, those who have no charter or those who try to cheat the kingdom out of its due, shall find themselves dangling from a rope as a warning to others.



Rules



Standard RPA rules will be enforced.
My decisions are final.
No god-modding allowed.
Players who do not post within two weeks may have their characters taken over and retired. If you're going to be traveling, you should let me know.
No Double-posting! Either edit your existing post or allow two other players to post before posting again.




The Mystic Isles [IC] (https://role-player.net/forum/showthread.php?t=96248)

Enigma
03-15-2021, 05:38 AM
Classes



Most of the classes used in The Mystic Isles are basic classes you would find in fantasy games, with a few exceptions. Each class receives 6 skill ranks bonuses.

Bard - performer, skilled in the use of voice and instruments. Typically lightly armed and armored.

Cleric - a member of a religious order. Non-bladed weapons but can wear heavy armor. Can only retain 10% of treasure received, must tithe rest to the church or charity.

Druid - a priest of nature, may carry a scythe or a small silver dagger. No armor, but can transform at least once a day at the low levels.

Fighter - men-at-arms, well versed in the use of various martial weapons.

Mage - a worker of magic. See Magic description for more details. No armor, may be armed with a staff and dagger. (As learning magic requires a lot of study, typically not versed in the use of swords unless they're an elf or half-elf.)

Ranger - scout, foresters or wardens who are expert bowmen, tend to surprise foes with a shower of arrows. Usually lightly armored.

Rogue - thief, typically skilled in picking locks, detecting and disabling traps, or slight of hand. Tends towards light armor, weapons, and games of chance. Likes concealed weapons and disguises. May have other skills such as salesmanship, massage, juggler or acrobat (performance).

Swashbuckler - Gentleman (or gentlewoman) adventurer of noble or wealthy birth. First child usually inherits, second joins the military, so third-born and lower are the ones who typically take up swashbuckling or the priesthood. (typically no more than one or two in a party, may have an npc servant follower.)

Tinker - traveling craftsman, typically performing small repairs, so has a tool kit suitable for their line of work. Typically lightly armed and armored.

Warlock - typically a warrior who is said to have entered into a pact with a powerful non-human entity, allowing him to use clerical spells. Rumors suggest that warlocks have a gift locating treasure. Entering a pact with a non-human entity however is not a sure thing, 9 out of 10 who try do not survive the attempt. Warlocks are therefore extremely rare. (Only one per party).

Witch - a wise woman of the old ways, well trained in the arts of medicine. As like the warlocks, it's said that witches have entered into a pact with a non-human entity, which allows them to use clerical spells. While they act as healers, many villagers view witches with suspicion. One that grows wealthy is rumored to be using magic to steal from her neighbors. Most witches tend to live outside of villages and towns as they enjoy the quiet, the privacy, and a bit of a heads-up should an angry mob appears to be heading their way. (Only one per party)



Social Standing



Wealth is largely determined by your social standing, although there are a lot of poor baronettes and knights out there eager to earn a bit of coin.

High Nobility - Kings, queens, princes, or princesses - Not playable

Inheritable Nobility - Dukes, Barons - characters will be the adult children of such, must be third-born or lower birth order children, as first born inherit, second born go into the military. Typically they have an allowance so should not go crazy with spending - but there's an armory they can "borrow" from, within reason. They will also have a servant npc. 10 skill ranks bonus, must have at least two social skills, one of which should be in dancing (the higher the social standing, the more skill in this.)

Baronette - lowest of the inheritable nobility, and often the poorest and most looked down. Players may be a baronets or more likely the adult child of one (only one allowed). 8 skill ranks bonus.

Knights - minor nobility, rank is not inheritable - playable, allowed one squire NPC. No more than two knights per party, preferred to be among the lower ranks. If they have tenant farmers, they may see some money from that. 8 skill ranks bonus.

Merchants - Typically characters are the adult children of such, must be third-born or lower birth order children, as first born inherit, second-born buy their way into the military, so the third are lower are free to adventure within reason. As like duke, they have an allowance (which might be more generous than the what a Duke might provide), but still they should be careful with spending. Additionally, they get a cut-rate on some of the goods their family sells. 8 skill ranks bonus.

Craftsmen - these are the millers, the smiths, the bakers, the weavers, carpenters, bowyers, fletchers, coopers, etc. People who take the raw materials in and turn them into something else. Unless they're out of work, typically it will be the adult children of craftsmen, usually the second-born or lower, who also earn a small wage for the work they do or the things they make. 6 skill ranks bonus.

Peasants - These are the tenant farmers, the wood cutters, the general laborers. All of whom would welcome a chance at some money, as they don't have much. Most have a bow for hunting, a spear, dagger. Maybe some armor (typically gambesons or leathers) from the last time the duke conscripted troops. 4 skill ranks bonus.

Clergy - Must receive leave from a superior, with the understanding that they will give up all but 10% of their finds to the church. Unless they're druids, usually can scrounge up leather or a breast plate, as well as hammers, maces. 6 skill rank bonuses

Travelers & Players - Nobody's really sure where the Travelers are from, and no Traveler clan member will give an outsider a straight answer. They may be tinkers doing minor repairs, peddlers with small wares, or entertainers doing a side-show of monstrosities, gambling, dancers, questionable medicines and fortune-telling. Then there are the Players, actors who show up with saw horses and a few boards to lay across them, then seek to entertain the crowd for a few coppers by performing various plays. Both are frequently blamed for minor thefts and adept at leaving town if a crowd becomes unruly, but usually know how to use a short sword, bow, or even a rapier. Any armor found in a Player's wardrobe should be immediately suspect. 6 Skill ranks bonus

Outsiders - Foreigners, mercenaries, mages, warlocks and witches. Tolerated only as long as they have coin, and the first suspects when there's a theft or murder. 6 skill ranks bonus.

Enigma
03-15-2021, 05:46 AM
Magic


There are no universities of magic in the Mystic Isles. Instead, a student will be apprenticed to a mage who teaches a particular school or line of magic (so if you know the line of the mage, you potentially know the sort of spells they can use). One of the first duties of an apprentice will be to copy their teacher's spell book, then use their copy to study. Ideally, apprentices should have a neat writing hand.

Ideally, a mage will keep their main spell-book safe, bring with them a traveling spell book that is easier to carry and replace if lost and destroyed. (A wise mage will keep two copies of their main spell book in separate locations.)

It is possible to obtain spells from scrolls or other mages, provided it is not one in opposition to your line's school.

The lines are:

Line of Blys; Abjuration (Protection & Shielding spells/ symbol: Earth) (Cannot learn illusion or transformation spells)

Line of Corwin; Conjuration (Summoning spells/ symbol: bell) (Cannot learn evocation or scrying spells)

Line of Jinian; Divination (Scrying spells/ symbol: Water) (cannot learn conjuring spells)

Line of Miranda; Enchantment (Mind manipulation spells/symbol: book) (cannot learn evocation or necromancy spells)

Line of Elric; Evocation (energy projection spells/symbol: wind) (cannot learn enchantment or conjuration spells)

Line of Tyra; Illusion (Sense manipulation spells/ symbol: Moon) (Cannot learn necromancy, evocation, or abjuration spells)

Line of Dorn; Necromancy (Manipulating Life Energy spells /symbol: skull) (Cannot learn illusion or enchantment)

Line of Mavin; Transmutation (transformation spells/ symbol: fire) (Cannot learn shielding or necromancy spells)


Additionally, as long as they do not come from oppositional schools, the mage may know various cantrips.

While mages enjoy some grudging respect, it should be remembered that when a wizard tried to set up a school of magic in Hencaster, the town people revolted and burned down the tower, with only a few of the students and the wizard managing to escape.

Each mage starts off with three first-level spells and three cantrips, which can be found listed in the online SRD for 5e. These are not the only spells in your spell book, just the ones you have unlocked so far.

You can cast as many spells as you've unlocked. Once you've cast a spell, you must have a long rest before you can recast it.


At the end of an adventure, players who use magic may be told they've unlocked another spell and at what level.


New spells are immediately mastered with a limited rate of failure.
That becomes one more spell you can cast at that level.
You can decide to double an existing spell instead.

Doubled spells can only be unlocked the next time you earn a new spell.



If you receive a spell scroll, as long as it is not in an oppositional school, you can choose to transcribe the spell into your spell books.


Transcription will destroy the scroll's use.
You cannot use a transcribed spell until you've earned a spell at that level.


Cantrips can be cast several times during the day. If you cast several of them in quick succession, I may rule you need a short rest before you can use them again.

Note: Mage spells are powered internally, so the more metal the caster is wearing, the greater chance of failure. Clerical spells however are basically structured prayers to their gods or patrons, so clerical armor is not a factor.


Religion

This can be a standard D&D or Pathfinder religion, or you can create a new religious sect.

NOTE: Bhal worship is only available on Vannin, so is restricted. Few, if any, off of the island has even heard of him.

Religion:
Name:
Domain(s): (life, death, nature, knowledge, war, tempest, light, trickery; max of 2)
Alignment:
Avatar:
Symbol:
Philosophy:

Note: Play nice here. Any religion that seems to involve known figures from the Christian bible will be rejected and reported.

Enigma
03-15-2021, 05:50 AM
Races


Dwarves - The short, hardy folk, reaching a height of 40-48 inches. Often employed as smiths, engineers, and miners, although there are woodcutters, farmers and bards among them. Dwarvish clans wear tartan patterns to distinguish themselves and have dark vision up to 60'. Tend to favor hammers and battle axes "to whittle the taller races down to eye-level." As both males and females are bearded, it's often difficult to figure out the sexes - including among themselves. (12 skill level bonus)

Elves - Among the longest-living races, they do not reach maturity until 180 years of age, many reach 900. Adventuring age is typically around two centuries. Few travel off of the Isle of Inis, however, as their reproduction is much slower than the other races. Possess dark vision up to 60' and a natural resistance to magic attacks. Elvish culture also places a lot of emphasis on social skills - it's not surprising to discover an elvish ranger of the lowest rank to be an accomplished dancer and singer. Humans have a strange fascination with their pointed ears. (25 skill level bonus, but 15 must go to social skills - with their long lives, they put a lot of importance on entertainment skills.)

Gnomes - small humanoids with pointed ears resembling children, they reported they 'fell through a gap' while traveling and wound up in a remote corner of Albion. They do not like comparisons between themselves and elves. A full grown gnome stands about 28-36 inches tall, and because of their smaller legs, cannot walk or run as fast as other races, but are very adept at dodging. Dark vision up to 30 feet. Love to explore, craft and tinker with small devices. Most traveling gnomes will have a small crafting tool kit on them. (12 skill levels bonus)

Half-Elves - Children of elves and human pairings, they develop at twice the rate of human children, obtaining full maturity at 36. Raised among humans, they appear to be developing too slowly; while half-elves raised among elves appear to be developing too quickly and may be called "clumsy" or "slow-witted" by ruder elves. Half-elves can, however, grow facial hair, their ears have more rounded points, and have dark vision for up to 30 feet as well as a small resistance to magical attacks. Human-raised half-elves have a few more practical skills, while elvish-raised half-elves have a few more social skills. Half-elves are more likely to become Warlocks or Witches. (15 skill levels bonus, but 8 points must be devoted as per their environment.)

Halflings - Averaging 36 inches in height, the humanoids love to live in comfortable warm boroughs or houses and in general enjoy a friendly, outgoing outlook on life and its many comforts. They are curious and mildly adventurous as long as the food is plentiful and often. They tend to go barefoot, and have tough soles and curly hair on the tops of their feet. While they are not fast, they are incredibly sure-footed. (12 skill level bonus, but 4 must be in social skills)

Humans - The most dominant and adaptable race on the planet, averaging between 63 and 74 inches in height. Tend to socially group, be it in towns and cities or hordes in the wilderness - truly, their strength is in their numbers. (15 skill level bonus)

Enigma
03-15-2021, 05:55 AM
Equipment



Knife (work tool)
Dagger (may be thrown)
Rapier (typically used nobles and wealthy)
Sabre (favorite among swashbucklers and Calvary)
Cutlass (favorite among sailors and swashbucklers)
Long Sword (expensive sword)
Bastard Sword (requires both hands)
Great Sword (requires both hands)


Hatchet (can be thrown if decently balanced)
Hand Scythe (Sickle) (Cannot be thrown, has a tendency to get stuck)
Hand Axe (work tool) (Can be thrown)
Throwing Axe
Felling Axe (can be thrown with two hands)
Large Scythe (Often gets stuck)
War Axe (can be used as a short thrusting weapon
Great Axe (must be used with both hands)


Small Hammer
Horsemans Mace
Morning Star
Footmans Mace
Spike Hammer


Staff (wooden pole without a metal cap or blade)
Elvish Bladed Staff (wooden pole with curved blades on each end)
Quarterstaff (shaved wooden pole with metal caps or ferrule)
Spear (can be used as a staff)
Lance (works only on horseback)
Halbert


Bow
Long Bow
Light crossbow
Heavy crossbow




Gambeson (quilted cloth padded jacket stuffed with horsehair or scrap cloth, to be worn under mail or plate)
Padded Jack (a gambeson with leather or heavy canvas top layer, with several layers, worn as independent armor)
Leather
Studded leather
Hide armor
Chain shirt (requires gambeson)
Chain mail (requires gambeson)
Dwarvish Jack of Plate (small metal squares sewn between layers of canvas and felt)
Breast Plate (torso protection)
Banded Mail (requires gambeson)
Field Plate (straps, requires gambeson)
Full Plate (requires smith to rivit you in)
Half-plate (torso protection, requires gambeson)


Biggins (padded linen cap that can be worn under a chain mail coif or other helmets)
Skullcap - small open-face helmet that protects the top of the head
Nasal Cap - small open-face helmet with a section that protects the nose or has a small visor)
Ventail - small open-face helmet with chain mail that protects the sides of the head and shoulder
Mail Coip - chainmail hood (must use biggins underneath)
Kettle helmet - wide-brim helmet
Barbute - metal helmet with eye and mouth slot
Armet - jousting helmet
Great helm - heavy helmet with eye sits and small holes in the cheeks for breathing.


Buckler - small shield strapped to a forearm, leaves hands free
Shield - strapped to forearm with a hand grip, does not allow two-handed weapons.
Tower shield - more protection, however more unwieldy. Does not allow for two handed weapons.

Wood with metal bosses - cheaper but heavier weight
Metal with metal bosses - more expensive but weight reduction.



Backpack
Bandolier (eight pouches, buckles at the shoulder)
Bedroll
Beeswax
Bell
Belt
Belt pouch (small/large)
Blanket
Block and Tackle
Bottle, pint
Book (blank, various sizes)
Bucket
Candles
Cauldron
Chalk
Charcoal (fuel/poison treatment)
Chest, Small
Chest, Medium
Chest, Large
Cloth
Cold Chisel
Comb (wood or horn)
Compass
Crowbar
Drill
Felling axe (for cutting trees)
Fid (wooden tool for splicing rope)
Fishhook
Fishing net
Flask, one pint
Flint & Steel (fire lighting)
Grappling hook
Hammer
Hammock
Hatchet (for cutting wood)
Holy Symbol (available in wood, iron, silver, gold)
Holy Text
Holy Water (1 pint)
Hourglass
Incense
Ink, vial
Journal (pages stiched to a soft leather cover)
Jug, one gallon
Knife
Lantern
Lantern, bullseye
Lantern, Miner's
Leather
Lock (cheap, average, good, superior)
Mortar and Pestel (wood, stone)
Oar
oil flask
oilskin bag (water resistant)
Paper (sheet)
Pen knife (small blade used to cut nibs on quills)
Perfume/cologne (cheap to exotic)
Pick, Miner's
Piton
Quill
Rations, Trail (one day)
Rope
Sailcloth (sold in 1 yard lengths)
Sail needles
Saw, Carpenter
Sack
Satchel (leather bag with a strap that buckles at the shoulder, small belt pouches can be slipped on strap)
Sash
Scroll, blank
Scroll case
Sewing Awl
Shovel
Signal Horn
Soap
Tarp
Tent (one man, two man, four man, ten man)
Torch
Twine
Twine, linen wax (natural or black)
Vial (small stoppered bottle, can hold 1.5 oz or one nip of liquid)
Waterskin
Whetstone
Whistle
Wood Chisel (various sizes)



Apothecary Chest (contains small boxes/drawers for herbs, and either a wood or stone mortar and pestle)
Artisan tool kit
Chirurgeon's kit (bandages, powders, poultices, ointments)
Grooming Kit
Housemaid Kit (clothing repair)
Mess Kit (plate, bowl, cup, fork, knife, spoon)
Thieves' Kit
Tinder Box (flint & steel with either charred cloth, dried milkweed, or some other form of tinder so that it stays dry. More expensive boxes may include a small magnifying lens in the cover)



Carrack (trading ship)
Cog (small trading ship)
Coracle (one man basket boat)
Hand cart
Horse cart
Jolly Boat
Wagon
Wheelbarrow



Donkey
Horse
Heavy Horse
Mule
Ox
Pony



Bandana
Belt
Boots
Breeches
Cloak
Hat
Hose
Outfit (common)
Outfit (entertainer)
Outfit (merchant)
Outfit (noble)
Outfit (peasant)
Robes
Shirt
Skirt
Shoes
Slippers
Smock

Enigma
03-15-2021, 11:33 AM
Skills



Archery
Axe
Lance (typically knights/nobility)
Hammer
Knife fighting
Mace
Melee (improvised)
Swords
Stave
Wrestling

Combat Advantages (requires three or more weapons rank levels)

Blind fighting
Dodge
Dual-weapon fighting (one-handed weapons only, must have at least three ranks in weapon(s) used.)



Acrobat
Appraise
Climb
Craft
Disable Device
Escape Artist
Handle Animal
Knowledge (arcana, caving, engineering, geography, history, local, nature, nobility, religion)
Medicine
Navigation (stars or map & compass)
Profession (Rank 2 of your family's trade or your apprenticeship)
Ride
Sleight of hand
Stealth
Survival (environment specific. West Riding is considered to be woodland and grassland)
Swim
Tracking



Bluff
Diplomacy
Disguise
Intimidate
Languages (Aiveti (Amorian, spoken by many clerics), Draconic (archaic), Donic (Dwarven), Elin (local), Ijián (Inis Elvish), Jumnaupean (Gnome), Keran (Continental, spoke by Nobles)
Perform (act, dance, musical instrument, project voice, stage magic/illusion, sing)
Sense Motive


Skills are measured by your ranks in them.


One rank in a skill is amateur or apprentice level. You have some understanding of the basics, but greater chance of failure.

Two ranks in a skill is journeyman level - you know the basics, less chance of failure.

Three ranks in a skill is mastery - you have a full understanding with a limited chance of failure.

Four or more ranks in a skill is grand-mastery.

At the end of an adventure, players may receive skill ranks to spend on improving their skills or buying new ones.


PM if you have questions about these skills

Enigma
03-15-2021, 11:37 AM
Accepted Characters


Belladonna - Elven Witch (SaltyIrishman) (https://role-player.net/forum/showthread.php?t=96209&p=3086354&viewfull=1#post3086354)
Eleace Kearian - Half-Elf Warlock (Highland Sniper) (https://role-player.net/forum/showthread.php?t=96209&p=3086447&viewfull=1#post3086447)
Revon - Human Rogue (Koti~) (https://role-player.net/forum/showthread.php?t=96209&p=3086534&viewfull=1#post3086534)
Wynzara Kianthir - Elven Mage (tbgg) (https://role-player.net/forum/showthread.php?t=96209&p=3087047&viewfull=1#post3087047)
Paragol - Half-Elf Mage (GodlyD&D)
(https://role-player.net/forum/showthread.php?t=96209&p=3087760&viewfull=1#post3087760)


Character sheet
Character Name:
Player Name:
Race:
Class:
Social Standing: (dukes, baron, baronets, knight, merchants, craftsmen, peasants, clergy, travelers & actors)
Description: (picture or written description fine)
Armor:
Primary Weapon:
Secondary weapon(s):
Languages: (Aiveti (Amorian), Draconic (archaic), Donic (Dwarven), Elin (local), Ijián (Inis Elvish), Jumnaupean (Gnome), Keran (Continental, spoke by Nobles) You get an automatic two free ranks in your native language, Elves get three in Ijián.
Skills:
Personality:
Background: (1-2 paragraphs sufficent)

Yggdrasil_Hugger
03-17-2021, 06:28 AM
I have a question: what’s to keep a well-aged elf from being proficient in both magic and melee? If I had 900 years to do whatever in a medieval fantasy world, I’d learn as much as I could.

Enigma
03-17-2021, 02:40 PM
I have a question: what’s to keep a well-aged elf from being proficient in both magic and melee? If I had 900 years to do whatever in a medieval fantasy world, I’d learn as much as I could. Elves and half-elves are the exception to the rule. But as this is a beginning group, all first level spells.

Yggdrasil_Hugger
03-17-2021, 04:22 PM
Alright then. So I could be a prodigious warrior with a burgeoning grasp of magic?

Enigma
03-17-2021, 05:46 PM
You can be a trained but first level elvish warrior with first level spells, but you'll have to decide if you're wearing armor or not - it interferes with spells.

Yggdrasil_Hugger
03-17-2021, 07:31 PM
Alright then. Probably less of a guard/soldier warrior and more of a showy, “look at my fancy sword fighting skills” kind of warrior. The difference between a greatsword and a rapier.

Enigma
03-19-2021, 04:18 AM
Updated and open for character submissions

@Lady Celeste (https://role-player.net/forum/member.php?u=564); @Ayhey (https://role-player.net/forum/member.php?u=90184); @Denraven (https://role-player.net/forum/member.php?u=25656); @Storm (https://role-player.net/forum/member.php?u=18533); @Moonlit_Fae (https://role-player.net/forum/member.php?u=26166); @Koti~ (https://role-player.net/forum/member.php?u=5153); @SikstaSlathalin (https://role-player.net/forum/member.php?u=45); @AngelDellaNotte (https://role-player.net/forum/member.php?u=52544); @bluemoon (https://role-player.net/forum/member.php?u=3000); @Corrik55 (https://role-player.net/forum/member.php?u=90077); @Alura (https://role-player.net/forum/member.php?u=3549); @SaltyIrishman (https://role-player.net/forum/member.php?u=64323);

Yggdrasil_Hugger
03-19-2021, 06:40 AM
Character Name: Belladonna

Player Name: SaltyIrishman

Race: Elf

Class: Witch

Social Standing: Outsider

Belladonna is tall and unearthly, sometimes seemingly blurry at the edges. She carries herself with uncontested pride and grace.

https://mir-s3-cdn-cf.behance.net/project_modules/max_1200/ee70a245369289.582e0ec21e29e.jpg

Armor: None

Primary Weapon: Spellcasting

Secondary weapon: Staff

Languages: Eilin - 1, Draconic - 3, Ijián - 3

Skills:
Combat: Stave - 2, Wrestling - 2
Common: Knowledge (Nature) - 3, Medicine - 5, Navigation (Stars) - 2, Survival (Moors) - 2
Social: Bluff - 4, Diplomacy - 4, Intimidate - 1, Sense Motive - 2

Personality: Belladonna does not interact with others much or for very long, so her personality is seemingly underdeveloped. She does not get certain social cues or figures of speech. Living alone in a shack in a backwoods swamp tends to do that to you. Despite her lack of permanent contact, she enjoys talking to others and is always hungry for news of the outside world. She may be primitive, but she has a spark of curiosity and a striking sense of humor you wouldn’t expect from a swamp witch.

Background: Belladonna was once known as Andathir, a bright and cheerful elf girl who seemed ready to take on the world. She had a spark of curiosity that was more like a blazing fire, and in her mind, she was all-powerful. Until the plague. A vile disease swept through her village, taking any and all. Her mother was first, then her sister and brother. Then it was her. She fell ill, sinking to the verge of death. In desperation, her father sought out a hag who could save his remaining child. The hag did it, she cured Andathir and the rest of the village. But it was not out of the kindness of her corrupt heart. As payment, she took Andathir away, wiping her memory of her life before. Now she was Belladonna, who had always been raised by her grandmother.

The villagers did not like this, but what could they do? The hag had saved them. She had cured the disease and taken just a child as payment. It was a better deal than they would have expected. Eventually, it was all forgotten. The plague, the hag, even Andathir. So when the hag became more brazen, stealing things for her magical concoctions, the villagers reacted aggressively. They searched the moors for the hag’s shack, intent on burning it. The hag, in contempt, simply released the plague upon them once more and left, Belladonna in tow. After about 2 centuries of life together, the hag allowed Belladonna to live elsewhere, though she visits often. Belladonna now lives in a shack in the moors west of Harrow’s Gate, helping people who come seeking her aid.

Other: The hag has placed a number of enchantments upon Belladonna, including one that gives her knowledge of Belladonna’s exact position, one that allows her to immediately teleport to Belladonna, and one that allows her to use all of Belladonna’s senses. She does care for Belladonna, but more in the way you’d care for a dog. Belladonna sees the hag as a somewhat overbearing grandmother who won’t let her do all the things she wants to do. She does love the hag as a grandmother however.

Koti~
03-19-2021, 12:07 PM
Hurm~

Enigma
03-19-2021, 01:28 PM
@SaltyIrishman, you get an automatic 3 for Ijián since she's an elf, unless the hag wiped out her memory of native tongue. You've got Belladonna living on the continent, so she would need to be speaking Keran if she's in the central region, or Aiveti if she's living north of Keras. However, that's a problem in that she's not on Albion in the West Riding region.

Note: SaltyIrishman pointed out a few things I had in the wrong slots for skills and I've since revised them.

Highland Sniper
03-19-2021, 04:50 PM
I'm seeing heavy DND here with lack of stats.
Might we be able to suggest, or sublit requests for races?
Even if the race would only be considered rare cases of magical/device mishap/intervention?
Or would that only be asthetic benefits?

Yggdrasil_Hugger
03-19-2021, 05:14 PM
I fixed some skill stuff and her current location. I had a looser grasp of geography when I originally wrote this, so apologies on any mistakes I made.

Enigma
03-19-2021, 05:33 PM
I'm seeing heavy DND here with lack of stats.
Might we be able to suggest, or sublit requests for races?
Even if the race would only be considered rare cases of magical/device mishap/intervention?
Or would that only be asthetic benefits?

Our adventures are taking place on the island of Albion, so we're working with the dominant races of the isles. While a few have settled in, anything truly unique could wind up being hunted or confined to a menagerie for the remainder of its life. While it would be a very comfortable menagerie, they would be the crown's pet. They're not going to let it out to have adventures.


I fixed some skill stuff and her current location. I had a looser grasp of geography when I originally wrote this, so apologies on any mistakes I made.

Okay, sent you a PM.

Highland Sniper
03-19-2021, 05:47 PM
off, so even if it demonstrates human inteligence and awarness, or even to be shown to be the work of a being more powerful than them. If captured, is not much better than a slave. Would pet be worse than slave?
...
actually, I think it would be in some ways. But I suppose it depends on how you look at it.

alright. Off tha table.

Enigma
03-19-2021, 05:58 PM
off, so even if it demonstrates human inteligence and awarness, or even to be shown to be the work of a being more powerful than them. If captured, is not much better than a slave. Would pet be worse than slave?
...
actually, I think it would be in some ways. But I suppose it depends on how you look at it.

alright. Off tha table.

https://new.artsmia.org/stories/the-hairy-family-and-the-habsburgs/

Yggdrasil_Hugger
03-19-2021, 06:13 PM
Added the local language.

Highland Sniper
03-21-2021, 03:36 AM
Enigma;
This is what I have.
If you think i need to change anything, please let me know.


Character Name: Eleace (Elric) Jones Kearian
Player Name: Highland Sniper

Race: Half-Elf

Class: Warlock of Azagi

Social Standing: Merchant.

Description: 5' 7" tall and slender red headed half-elf woman weighing in at 108lbs.
Her wavy red hair goes down just past her shoulders and is pulled away from her face.
She has some decint curves, and not a bad looker with amber eyes flecked with red and green, freckles speckle her mid face from one cheek to the other. Slightly pointed ears used to keep back her hair.

C

normally wears breaches tucked into knee high boots, a nice cream blouse tucked in with a leather vest reaching down to her thighs, and a dark cloak on top.

Armor: Leather
Primary Weapon: Sabre
Secondary weapon(s): Daggers

Languages:
Elin (2), Ijián (2),

Skills:
swords (2)
knife fighting (2)
wrestling (1)
Acrobat (1)
Climb (2)
Disable Device (2)
Escape Artist (1)
Stealth (2)
slight of hand (1)
Kn: arcana (1)
Bluff (2)
diplomacy (2)
Performance [instrument: gruitar] (2)


known:
cantrips (3)
lvl1 (3)

Prestidigitation
Mage hand
Eldritch blast


Distort value
Comprihend Languages
Illusory Script



Personality:
A bit sly, and not normally too open about herself.
She seems a little uncomfertable with something, but it seems to be hiden under a sort of practice.
Normally idely splucking or strumming a tune on a guitar, or humming it.
Can also get a little aquard around others.


I was the result of a short lived relationship between an elf and a human. My mother was human, and I never knew my father since my mother refuses to talk a it him.
I was her first child, yet my half siblings, who were human, grew faster than I and I became that odd mix of an older younger brother. I had a brother and two sisters. My brother went to the military, so my parents figured my stepfather's trading business would likely go to one of my sisters while I was given a small allowance.
I was a bit bitter at my circumstance. I understood that I was the youngest despite being born first thanks to my non present elven father. That, despite having more years than my siblings, I was at the end of the inheritance line.
I started writing music, and getting into some other mischief. I always managed to wriggle my way out of my problems, but my parents grew disappointed in me the more I stuck my hands into trouble. I continued to feel low. I needed something more.
I went to Azagi, lord of Trickery, in hopes we could work something out. I needed something to set me on a road to greatness, something I could be proud of.
We talked, and almost about the same time as we made the pact, I heard a woman's laughter as I felt my hair grow to my shoulders, parts of me shifting, and I grabbed at my clothes as they started to fall off.
I had been turned into a woman by my patrons sister. I learned that they had been playing pranks on each other like this for as long as people could remember.
I was lucky enough to get some new clothes that would fit from my sisters. My parents were as shocked as I was, and my brother wasn't sure what to think, but my sisters enjoyed themselves as they "helped me out" for the next few days.
But I couldn't stay. Too many people home knew me and my reputation. So I left and moved to Harrow's Gate.

Enigma
03-22-2021, 05:06 AM
Okay, I've pm'd some things to both Highland Sniper and SaltyIrishmen, just small adjustments. There's one more who's told me they're working on their character, but I'm hoping for at least another player to make it four.

Highland Sniper
03-23-2021, 02:02 AM
I change my primary weapon.

Koti~
03-23-2021, 02:38 AM
Character Name: Revon
Player Name: Koti~
Race: Human
Class: Rogue
Social Standing: peasant

Description: Revon is a slim yet sturdy man, standing a solid 5’8 with decent muscle adding up to 168 lbs. His body is well toned from all his time spent in the sun, giving him a well toned body, a few whitish lines her and there from scars of either being caught, or stupidity. He wears them well, the most prominent being one from the back of his right shoulder down to his hip, a strike of the whip from his first big mistake. His usual outfits consist of leather breeches and his signature blue jacket, adorned with a cloth belt that is more for decoration. His hair is held back in a loose ponytail that comes just to the nape of his neck, brunette and usually tamed back. Revon is a man of his appearance, as people are less likely to suspect him over a dirty man, despite the blades on his hip.

Armor: Leather jacket that has been dyed a deep blue,
Blucker shield for simple guards and just a bit more finesse with his blades.
No cap as he finds them rather ill fitting his appearance

Primary Weapon: Two daggers, one just a few inches longer than the other. Each blade curves inwards slightly before curving back out into a point, creating a small crescent shape in the center of the blade.
Secondary weapon(s): Poisoned throwing darts to knock out guards and men and a thin knife mainly for working on unlocking chests.
Languages: Aiveti (Amorian) 2
Elin (local) 2
Skills:
Bluff 3
Knife fight 3 (Dual wield)
Sleight of Hand 2
Stealth 2
Perform (Act) 2
Disguise 1
Escape artist 1
Disable device 2

Personality: Boisterous and proud, Revon has a near insufferable desire to prove himself a man worth attention. Having had to lie and steal his way through life, Revon takes anything that he can his hands on, no matter the means. His time in the clergy did soften the rougher edges, making the once vicious and cruel man into someone with an approachable edge, wooing those who he believes can help him grow stronger. Despite this, he finds very little trust in others, the world having proven time and again that allowing one to watch your back is just another blade poised to strike. The man makes fast allies, but no friends, not wishing to deal with betrayal ever again.

Background: Revon was born to a local wench and a joe, both that didn’t want him. His mother raised him as she could, relying on him for sympathy and free money for a mother down on her luck. When he became old enough to be of use, his mother tried to foist him off on another person, from being a knight's servant, to even the butler of a simple man just for more money. Revon realized quickly that this woman held no real love for her, and ran off at the age of 5, deciding to live on the streets over being a servant before he even lived his life.

Revon struggled on the streets for two years, learning quick that the world hated beggars only slightly less than child thieves, as he managed to just only earn a meager living off scraps and few coins. His chances came when he tried, driven by hunger and greed, to steal off a blind man from the street, figuring the man a simple target. He managed to just make it down the nearest alley before being caught by several other children, then the man himself. He introduced himself as Blind Willie, the leader of almost all thieves and rogues that ran the town. No one stole anything without him learning, and he had admitted to watching Revon when he became just enough of a nuisance to him.

Deciding to train the young child, Blind Willie ordered him to live under the tutelage of the clergy, a safe haven while he worked and trained under the eyes of fellow thieves and rogues. He agreed, as the alternative was to be sent to jail.

He learned from both, learning numbers and written words from the clergymen, bluffing and lying his way out of trouble as best he could, and getting better with age. During the nights though, Revon trained under several rogues, learning to use daggers to protect his life, how to pick open doors and chests, and the best tricks to lift just about anything from the targets. He committed himself to learn them, growing up with the confidence and pride backed by skill perseverance.

Finally he bought his way out of living on the streets, knowing that all he learned was by his own strength and determination, and nothing that the clergymen taught him was worth. From there he knew he owed all to Blind Willie, but it was a debt he would happily pay through his life.

Enigma
03-23-2021, 03:50 AM
Yay! Added the three of you to the accepted characters list, although Koti still needs to finalize a few details.

Additional characters always welcome!

Highland Sniper
03-23-2021, 11:43 AM
So many things to find funny about this.
I sorta find it Ironic for my character.
I am the best in between of the other two the many reasons.
Not just for being a bit of o former con artist turned warlock, and not just for being a half-elf.
XD

Enigma
03-23-2021, 04:29 PM
Need to do some write-ups on a few gods we've got running around (The Hare, Azagi and his sister) and some notable NPCs (Blind Willie, the Sheriff, and Mongo (no relation)), maybe a few shopkeepers they may run into.

Highland Sniper
03-25-2021, 09:12 PM
Now all we need is a 4th person interested in join the party and do shinangans.

Also, my character got into a bit of trouble. The idea was she was a bit of a light con artist.
Maybe she and Revon could work together on a few capers, even though Revon isn't gonna trust anyone.

Koti~
03-25-2021, 09:13 PM
And Revon is completed

Highland Sniper
03-25-2021, 09:49 PM
Interesting, interesting.
So Revon is driven, more or less, by his debt to Blind Willie.
He doesn't trust people, probably because of his mother, and just growing up on the streets in generally.
And then learning how to be a good rogue probably didn't help him trust any better.
But, part of it is that he isn't really trustworthy, so why would he trust others.\
At least, that's part of what I'm reading from this.

Well, I think some capers would be interesting. Just need a way to talk with others from a distance. Such as the spell message.
I wonder what Revon would say to that offer, if made.

Belladonna remembers nothing, but was raised by the Hag who saved her life.
Being driven out by assosiation with the Hag, one might say, she grew up thinking of her as an overbearing grandmother. Such was stated. I feel that it is an unbalanced relationship, shuck seems aparent from what is writen.
But now the question remains why she moved out and what her motives are.
She does help those that seek it, but at what cost? How much is she like her 'grandmother'?

And then there is me. The con artist. the bitter son of an elf that he doesn't know, step son to a succsesful merchant, and that crazy odd mix of older/younger sibling.
Didn't want to go into the military like his elder brother, and wouldn't inherit the buisness like his sisters.
Getting into and out of trouble, being the trouble child and everything, he decided to get a little more power via patron. Going to Azagi, the Lord of trickery, and becoming their warlock, Azagi's sister, another god of trickery, turns him into a woman with a bit of a "Hey, bro. Here's your new girlfriend."
Now, along with wanting better things and the embarisment of everyone knowing him (now her), she moves out to see what she can make of herself.

I sorta feel what he have right now is a bit funny.
We all have some sort of family issues.
we all have deals, trickery, or something messed up in one way or another tied to our pasts.
We have an elf, half-elf, and a human.
Witch, warlock with a con artist bio, and a rogue.
my character changed genders agaisnt their will, mean while we got (besides my own character) a male and female. Funny that they are the opposite of my birth parents since my father was the elf and my mother is human.
My character seems like a very interesting mix of the other two.

This is gonna be great.

Well, now we just need at least one more person to join the party.

Yggdrasil_Hugger
03-26-2021, 12:09 AM
Belladonna remembers nothing, but was raised by the Hag who saved her life.

Yes.


Being driven out by assosiation with the Hag, one might say, she grew up thinking of her as an overbearing grandmother. Such was stated. I feel that it is an unbalanced relationship, shuck seems aparent from what is writen.

Also yes. Think Mother Gothel from Tangled, but more turning people into toads and cursing them to never quite reach where they are going on time.


But now the question remains why she moved out

It was time for her to, the way any child eventually leaves home, and she finally convinced the Hag to lengthen her leash, so to speak.


and what her motives are.

As of right now, trying not to be caught by the regent’s men. For more long-term, to grow as powerful as the Hag so she can do the miracles her Grandmother does.


She does help those that seek it

True.


but at what cost?

Food and coin, mostly. She doesn’t like the “give a piece, take a piece” type of deal, much to Grandmother’s dismay. She has her own ideas of payment, which tend to be specific to each who come to her.


How much is she like her 'grandmother'?

To Grandmother, not enough. To commoners, not at all. To the wealthy who visit her in the dead of night, far too much.

Highland Sniper
03-26-2021, 12:42 AM
intersting

now the past of everyone is layed bare OOC
but nobody knows anything till someone says something IC.

Things are gonna be very interesting.

Yggdrasil_Hugger
03-26-2021, 02:18 AM
I think it’s funny how we have two people who are all “don’t trust anybody, suspect anyone, expect the unexpected, I am ready to cut and run at any moment,” and then there’s just Belladonna who, despite her name, really just wants to help folks.

Highland Sniper
03-26-2021, 02:24 AM
Now we just need the bard, the murder hobo, and the really smart guy.
...

Enigma
03-27-2021, 05:30 PM
We'll start this with three players, although we will happy accept others.

Remember the posting rule, there must be two posts between your own.

IC: https://role-player.net/forum/showthread.php?t=96248

Yggdrasil_Hugger
03-28-2021, 09:14 PM
Posted.

Enigma
03-31-2021, 01:57 AM
SaltyIrishman; Highland Sniper; Koti~;

And I've replied as well, let's see if you'll accept your invitations?

Highland Sniper
03-31-2021, 02:34 AM
Thanks.
I'll be reading it soon.

tbgg
03-31-2021, 09:23 PM
Working up a character (Elven Mage) if you're still accepting. Will be PMing a few questions to Enigma.

tbgg
04-01-2021, 01:20 AM
@Enigma: I didn't realize that being new to the forum means I get a whole heaping 2 messages before my Inbox gets full. I have deleted one of them now, please try sending your response to me again. Sorry about that!!

Highland Sniper
04-01-2021, 03:07 AM
tbgg;
A pleasure to meet you.
you didn't put in the @ right.
And if you haven't noticed, the party is a rogue, a warlock, and a witch.
We are a party of magic squshies... minus the rogue who is a sneaky squishy.
So welcome to the squishy party.
If you want to learn some very interesting fact about the party, I suggest you look at the accepted characters. I'd say mine is very interesting. But anyone would say that about their own characters.
Anyhow. Welcome to the party.
this will only get more interesting.

Enigma
04-01-2021, 04:06 AM
@tbgg (https://role-player.net/forum/member.php?u=90423); delete old messages from your sent box to have room to receive a new PM.

I've resent the message.

Something I think I need to point out about elves - they live a really long time, so they find themselves needing a lot of diversions to entertain themselves. It's rare to find an elf who hasn't mastered dance (three skill ranks) by the time they're 180. (Nobles and the wealthy merchants will hire grandmasters in dance to tutor the family.)

It's also weird if all they know how to do is dance, especially among the nobility (if you're a visitor to court, you may need to entertain them).

This is why they have to spend so many ranks on social skills.

Enigma
04-01-2021, 04:46 AM
tbgg; delete old messages from your sent box to have room to receive a new PM.

Enigma
04-01-2021, 05:17 AM
tbgg; you may find it easier to just post the questions here for now.

tbgg
04-01-2021, 05:23 AM
Hi, Highland Sniper;!

Yeah, it's my first day here. Hopefully I've got the @ problem fixed now.

I never play fighter types if I can avoid it, and I've heard a party of all squishies can be fun, if in a different sort of way, so here's to hoping that happens here! So bring on the Squishy Brigade, lol.

I'm not the most creative person (not that I don't enjoy throwing a good twist at my characters from time to time), but I do try to make my characters relatable. My mage ran away from home to get away from her stuffy noble family and an unwanted marriage so she could devote her life to magic! As soon as Enigma answers one last question for me, I'll hopefully be able to get my character profile posted out here for your perusal.

Enigma; Yeah, giving my character 6 ranks across 2 separate perform skills wasn't exactly what I was hoping to do with my skill ranks, but I'll roll with it if it fits your world and her social station. And I can actually see her having fun with the perform (dance). She'll have 3 if not 4 ranks in that, depending on your answer to my last question.

tbgg
04-01-2021, 05:27 AM
Enigma;

Unfortunately, it seems I didn't ask my last question clearly. I'm not talking about getting any new spells at this stage. Do the cantrips also take 3 skill ranks to master?

What I was thinking was something like this:
Of the 6 skill ranks that come from class, I was thinking I'd put 1 point each toward each of the three cantrips and each of the three level 1 spells. (For the record, she's taking Charm Person, Sleep, and Hideous Laughter for the level 1 spells, and Light, Message and Prestidigitation for the cantrips).

Of her remaining 33 skill points, 15 have to go toward social skills. Of the 18 that remain after that, can I put any of them toward mastering Sleep, Hideous Laughter, Charm Person, Light, Message, and Prestidigitation - not new spells, but ones she's already chosen? If allowed, I'd also throw in a point or two to staves skill from the final 18.

Is my question clear now?


Eh, I'll give her a room with Dane and let his servants handle anything she needs done.

Highland Sniper
04-01-2021, 11:33 AM
tbgg;
This is supposed to be remnant of D&D, in which you don't use skill ranks to increase spell effectiveness, rather they get better as you level up.
I'm a warlock, one who also has spells, and I've not read/heard anything that can suggest what you seem to be thinking. But I may be wrong.

I may still be the only person with an actual sword around here.
Crossbow training wouldn't hurt either... in case I need to use range in an anti magic field or something. Just some personal ideas for me.

Enigma
04-01-2021, 12:11 PM
Yeah, I'm sorry, I'm going to scrap the buying of new spells with skill ranks. You start off with three spells and three cantrips, and as you advance, you get more. We'll keep to the D&D with that. That's a carry-over from another system.

tbgg
04-01-2021, 04:19 PM
Yeah, I'm sorry, I'm going to scrap the buying of new spells with skill ranks. You start off with three spells and three cantrips, and as you advance, you get more. We'll keep to the D&D with that. That's a carry-over from another system.

I’m really sorry, but your terminology and rules confuse the holy heck out of me. I’m honestly not trying to jack with your rules here, I’m honestly just trying to make sense of the rules you’ve laid out. Part of it is that I’m familiar with Pathfinder but not D&D. I know the two are similar and use similar races, classes, skills and spells, and of course, dice; that some people really hate D&D (especially 5e); and that Pathfinder was created because someone hated D&D enough they were willing to make a whole new system using the same concepts, but that’s literally all I know about D&D. The closest thing Pathfinder has to any kind of spell potency progression is metamagic feats, but those work completely differently, so I have to start at square 1 in terms of understanding YOUR rules.

Are you telling me I can’t even put my 6 skill points from class into my cantrips and spells? Does that then mean my cantrips and spells have a 0% chance of working, with 0 points in them? What’s the point of that - making sure that when a fight breaks out, players can’t do anything useful? I don’t mean that to be a rude question, I just can’t think of even one alternate explanation offhand. But I haven’t ruled out the possibility there is one!

And why do you have things called skill points and then tell me I have to level my spells up with points, but not tell me anything about how I’m supposed to acquire those points or that they’re completely different from the skill points that are the only “points” I’ve seen mentioned? Can you PLEASE refer to the points needed to level up a spell by a different name - magic points or spell leveling points or something? I’ll admit, putting a “skill point” into a spell didn’t make a lot of sense to me, but I just assumed these are some kind of simplified homebrew rules intended to make it so we could focus on RP, not game mechanics.

Why do you keep referring to our allowed starting spells as “new”? I suppose that as level 1 players, they are new because we’re just starting out, but without a clear delineation between how to work with allowed starting spells and how to work with any spell we might acquire in any other way (which is what I think of as a “new” spell), I at least have no way of understanding what you’re trying to tell me.

I’m really sorry to be such a pain about this, but I really don’t understand. I’m really confused and lost.

TLDR: Is there any chance you’d be willing to give me a beginner’s explanation of this magic system?

Highland Sniper
04-01-2021, 08:21 PM
I feel a little cofused as well.
I looked over the magic and skill rules again and neither say anything about using points to get or empower spells.

I started playing pathfinder 1e, and learned D&D 5e and I've done some reasurch into the game systems and some history, but maybe not so much the mechanics. So allow me to shed some light.
D&D was made by Gary Gygax (and one other guy I can't remember) using base rules from an old war game called chainmail. It went through severals versions, the first being AD&D. Then, as D&D was kicking off, there was a "Satanic Panic," as people didn't like how it had demons and referend to them and claimed D&D to be witchcraft. So they took out the demons and other acult stuff until the rights to D&D were baught by Wizards of the Cost who were doing Magic the Gathering at the time, so they added the demons and stuff back in.
The D&D game got to 3.5, which are the rules that Pathfidner is based off of, then it went into 4e which tried some new things that many people hated and nobody talks about it. Then D&D went into 5e.
IDK when Pathfinder was made, but it was probably near or around the transition from 3.5 to 4e ot 5e.

That is just some history. The game, at base, is the same with some veriations on the mechanics.
For instance, Pathfinder has bonus and penalties ranging (normally) from 2, 4, 6, or more and sometimes saying to roll twice and take the higher or lower resault. D&D 5e just does advantage/disadvantage, which is the same as rolling twice and taking the higher/lower result.
pathfinder has skill ranks to assighn to skills while 5e adds skill proficiancie bonuses to the stats to get skills.
pathfinder classes hands you the class skills to put skill ranks in while 5e makes you pick the class skills you want the proficiancy bonus to be added to.
Spells work much the same way in both games, though the tables and power level might be different.
The few differencees in PF1e to D&D5e spells are as follows.
It doesn't matter what level you are in pathfinder, the spell power is a constant unless you use a meta magic feat, depending on the spell. Magic missile is one of these as it fires more missiles the higher your level. In 5e, it depends on the caster level and spell slot used. It's like using some of the meta magic feats, without having the feat. If you have a 2nd level spell slot, you can cast a 1st level spell at 2nd lvl. Thus increasing its power. Some cantrips are constant while others increase as you level up, like the warlock's eldritch blast.

Sorry, I hope this isn't too confusing for you. But if you have any questions, please ask.
But as far as points for spells go, I think its usual no points since I've found nothing to suggest otherwise. It isn't a 0% success.
But, I'm not the one running the game.
I hope I've been able to impart some inkling of my small bit of knowledge.
And I hope you figure everything out.
And welcome to the squishy party.

Enigma
04-01-2021, 09:25 PM
Sorry, this is my fault completely. Ignore what I said last night about how you gain more spells, it was late and I was thinking of the wrong system, where players build their spell book differently.


As a new mage player, you start off with three first-level spells and three cantrips, which can be found listed in the online SRD for 5e. These are not the only spells in your spell book, just the ones you have unlocked so far.

You can cast as many spells as you've unlocked. Once you've cast a spell, you must have a long rest before you can recast it.

At the end of an adventure, players who use magic may be told they've unlocked another spell and at what level.

New spells are immediately mastered with a limited rate of failure.
That becomes one more spell you can cast at that level.
You can decide to double an existing spell instead.

Doubled spells can only be unlocked the next time you earn a new spell.



If you receive a spell scroll, as long as it is not in an oppositional school, you can choose to transcribe the spell into your spell books.


Transcription will destroy the scroll's use.
You cannot use a transcribed spell until you've earned a spell at that level.


Cantrips can be cast several times during the day. If you cast several of them in quick succession, I may rule you need a short rest before you can use them again.

tbgg
04-02-2021, 01:10 AM
No worries, as long as it's straightened out, that's all that matters. :)

(and thanks, Highland Sniper; for clarifying Pathfinder vs. D&D)

Could someone please explain to me how to do spoilers? I've tried every variation on text I can think of as well as a few other variations I found online and none of them seem to work. I'll post my character profile as soon as I get that figured out.

Thanks.

Highland Sniper
04-02-2021, 01:23 AM
(hide=name of thing you want to hide)
thing you are hiding
(/hide)
but you use the [] brackets instead


this is an example

Enigma
04-02-2021, 01:40 AM
Command is text

text

tbgg
04-02-2021, 05:42 AM
And....here she is, finally!



Character Name: Wynzara Kianthir

Player Name: tbgg

Race: Elf

Class: Mage (Line of Miranda) - Enchantment

Social Standing: Baronette (6th child of)

Description:
Standing 5’11” inches tall, Wynzara has long wavy strawberry blonde hair with honey blonde streaks which she usually wears over her shoulders. A pair of piercing jade green eyes stare out of a heart-shaped face to look past a straight nose, and she tends to bite a generous-sized lower lip when concentrating. She has fair skin and a lissome figure. She wears brown skirts divided for riding, a white button-up blouse, and a spell component pouch, and belt pouch. She carries a quarterstaff made of ash over her left shoulder.

She also wears a grey cloak over her clothing and brown riding boots.


Armor: None

Primary Weapon: Spellcasting

Secondary weapon: Staff

Languages: Aiveti - 2, Draconic - 2, Elin - 2. Ijián - 3, Keran -2

Skills:
Combat: Staves - 3
Common: Knowledge (arcana) - 4, Knowledge (history) - 3, knowledge (nobility) - 2, knowledge (religion)- 2, Ride - 3
Social: Diplomacy - 4 , Sense Motive - 4, Performance (dance) - 3, Perform (musical instrument - transverse flute) - 3


Cantrips: Light, Message, Prestidigitation
Level 1 Spells: Charm Person, Sleep, Hideous Laughter


Personality: Growing up in the manor of a baronet, even if it was just a minor one, taught Wynzara a number of important social skills: how to tell when someone is lying, how to foster a reasonably good relationship with others, and how to persuade people to do things you need them to. That said, she felt very frustrated by the constant pressure to learn performance skills for the Elven Court. Her mother insisted that she learn dancing, and it was the one skill Wynzara genuinely enjoyed learning. That and horseback riding became her favorite forms of physical exercise. She also bowed to her father’s request that she learn a musical instrument and took up the transverse flute, but when her mother pressured her to learn to sing as well, she put her foot down and instead began saving money so she could run away from her parents’ constant demands and study magic. She found all the goings-on in the Elven Court to be so boring, longing instead to be able to indulge her interest in scholastic works on various subjects and magic.

She is curious about many things, speaks a number of languages, and can be counted on to offer up her knowledge on the subject at hand, if she has any, but she is not quick to leap into new friendships. She does, however, recognize that at times she needs the help of others to achieve her goals, and so she tries to make the best of things in those situations.



Wynzara grew up as the 6th child of a minor baron of Inis Ealga. Her father has been married 3 times, and she is the only child of the current baroness, although she has 3 half-brothers and 2 half-sisters from her father’s previous marriages. Wynzara’s father was willing to indulge her love of learning when she was young, but when she was 160 years old, her mother sought to marry her off to a wealthy Duke, saying it was high time she think about settling down. The Duke’s lack of interest in scholarly pursuits and inappropriate advances toward her family’s menservants painted the picture of a future Wynzara could not bear, so, deciding that that was the time to leave home, she snuck out of her family’s manor and caught a boat, sailing to the island of Albion to get away from her aristocratic life. Arriving in Harrow’s Gate, she inquired about mages in the area and eventually persuaded Dane the Faceless One of the line of Miranda to take her on as an apprentice.

Now 209, she has been sent out into the world by Dane to hone her skills as best she may.


Gear: Riding outfit (button-up white blouse, divided riding skirt, riding boots), cloak, boots, backpack, traveling spellbook, bedroll, blanket, waterskin, parchment, ink, scroll case, 1 roan blue mare with black legs and black mane and tail by the name of Seasilk, riding kit (saddle, bridle, saddle blanket, horse grooming gear, saddlebags).

Enigma
04-02-2021, 07:03 PM
Unless you're riding side-saddle, I suggest adding a riding outfit to your list. And just add the horse-riding kit for saddle, reins, etc.

Welcome to the group, your sheet looks great! I suggest they head toward the market where they might join with the others?

Highland Sniper
04-02-2021, 07:22 PM
Sadly it doesn't say how tall Belladona is specifically
But the tallest is probably between her and Wynzara who is 5' 11"
Revon is 5' 8"
and I'm sitting here as the shortest of the group so far at 5' 7"

I feel highet is going to be a bit of a thing for my character because of my backstory along with a few other things.

surly this will be interesting.

tbgg
04-02-2021, 07:51 PM
Unless you're riding side-saddle, I suggest adding a riding outfit to your list. And just add the horse-riding kit for saddle, reins, etc.

Welcome to the group, your sheet looks great! I suggest they head toward the market where they might join with the others?

I didn’t see either the horse riding kit or riding outfit in the gear section, but I like the idea of both items. In fact, maybe I’ll have her ditch the robes entirely and just wear the riding outfit. If mages are only grudgingly respected, it might be better if she doesn’t advertise what she is.

Are you going to send an urchin to find Wynzara, or should I just have her wandering around in the marketplace? I’m looking forward to getting started! :D

Enigma
04-03-2021, 01:08 AM
I think Dane is going to send you out to find Blind Willie. There's something Dane wants, and he asked Blind Willie to get it for him. And I think you're going to go along with the others to make sure they bring it back.

tbgg
04-03-2021, 02:44 AM
Works for me!

Koti~
04-06-2021, 10:07 PM
I will get a post up tomorrow

GodlyD&D
04-08-2021, 01:07 AM
Um ... sounding interesting, I'm game, meaning, I will be into it.

Enigma
04-08-2021, 04:06 AM
GodlyD&D; please see the information and character sheet in the first few posts. I should warn you, I've got enough elves and mage-types.

Highland Sniper
04-08-2021, 11:38 AM
Well, that might be a bit of trouble for his Arapegol character.

Enigma
04-08-2021, 07:06 PM
An elvish mage type? Let's see it.

Highland Sniper
04-08-2021, 09:15 PM
Not sure about elvish, but certainly a mage based around bagic items since last I recall Arapegol (D&D's character)

GodlyD&D
04-09-2021, 01:08 AM
If you would not take a mage, which I would want for roleplaying, it seems I would need something else for using here. Arapegol is one, and he is a quarter elvish, but I will come up with character information for something else if Arapegol cannot be included in this.

Highland Sniper
04-09-2021, 02:55 AM
GodlyD&D;
It might not hurt to show Arapegol before you assume they can't be used.
You might need to do some translation/conversion, but at least then you'll know.

GodlyD&D
04-10-2021, 01:09 AM
Here is what I have for this.

Character Name: Arapegol
Player Name: GodlyD&D
Race: Quarter elf human, father mantype mother half-elf
Class: Mage
Social Standing: Merchant family
Description: Arapegol is at the age of 26 years at this time. He is human, mantype mostly, a quarter elf, by descent, a male. He is tall and slim, reaching a little more than six feet in height, with muscular arms and agile legs with strong feet that would never need footwear if they are not available, no facial hair with his tan and yet smooth skin while the head hair is straight, dark blond, with its length coming short of the shoulders.
Armor: His shirt and trousers under his leathery coat show his preference for green and blue that he would wear. His feet are covered in leathery covering that resemble moccasins.
Primary Weapon: He carries an orb, freshly acquired and useful for teleportation.
Secondary weapons: He brings his bow and quiver of arrows
Languages: He knows the local Elin
and Ijián Elvish
Skills: He perceives things in dim light twice as well as the usual mantype humans, hides much more easily than the other human people, with great agility at climbing beyond normal ability, and is highly dexterous. He is highly proficient at archery, and charming easily singing well with skillful songs, and having knowledge to thrive traveling on water, with devices or vehicles or needing to swim. He is useful for recognizing edibles which grow around the land. He can commune with spirits, and know things about places, and things about the past, and have limited ability to know some things yet to come.
Personality: He is shy at first but bonding with others after exposure to those who are trustworthy. He dislikes any food not from plants including any fungi like mushrooms, offensive people, and aggressive wild carnivores among the wildlife. He likes any sweet fruits, nuts of various kinds, salads, vegetable soups, good social times, or solitary time, good music, and also gentle animals which he likes to befriend.
Background: I will build the story for a background to fit this if it sofar has Arapegol an acceptable character for this roleplay thread.

Enigma
04-10-2021, 02:45 PM
GodlyD&D; I've PM'd you about the changes you need to make in order for this character to become acceptable.

GodlyD&D
04-12-2021, 01:11 AM
Updated

Character Name: Arapegol
Player Name: GodlyD&D
Race: Quarter elf human, father mantype mother half-elf
Class: Mage
Social Standing: Merchant family
Description: Arapegol is at the age of almost 27 years at the time of this account. He is human, mantype mostly, a quarter elf by descent, a male. He is tall and slim, reaching a little more than six feet in height, with muscular arms and agile legs with strong feet that would never need footwear if they are not available, no facial hair with his tan and yet smooth skin while the head hair is strait, dark blond, with its length coming short of the shoulders. He perceives things in dim light twice as well as the usual mantype humans,
Armor: His shirt and trousers under his leathery coat show his preference for green and blue that he would wear. His feet are covered in leathery covering that resemble moccasins.
He carries an orb, freshly acquired and useful for teleportation.
Primary Weapon: He brings his bow and quiver of arrows.
Backup: He is capable of the use of a little magic including magic missiles.
Languages: He knows the local Elin
and Ijián Elvish.
Skills: He hides much more easily than the other human people, with great agility at climbing beyond normal ability, and is highly dexterous. He is highly proficient at archery, and charming easily singing well with skillful songs, and having knowledge to thrive traveling on water, with devices or vehicles or needing to swim. He is useful for recognizing edibles which grow around the land. He can commune with spirits, and know things about places, and things about the past, and have limited ability to know some things yet to come.
Personality: He is shy at first but bonding with others after exposure to those who are trustworthy. He dislikes any food not from plants including any fungi like mushrooms, offensive people, and aggressive wild carnivores among the wildlife. He likes any sweet fruits, nuts of various kinds, salads, vegetable soups, good social times, or solitary time, good music, and also gentle animals which he likes to befriend.
Background: Arapegol came from a faraway country, after his successful quest to find an artifact that would undo a mighty spell on him and others. Yet the artifact he found for it he had to snatch from where it had been hidden in the property occupied by an ambitious apprentice to a wizard in that locality. Once the apprentice was alert to it being stolen, that apprentice went to the wizard to explain his valuables, including what he had used for storing magic power, had been stolen, and he wanted to find the party responsible for taking it. The wizard appointed an associate who could recognize where magic was being used, to go with that apprentice to search out the culprit who took it. Word of this reached Arapegol after he reversed the spell, and he fled from that native land with use of his teleportation orb.

Enigma
04-12-2021, 04:17 AM
Character Name: Degast
Player Name: NPC
Race: Human
Class: Mage - Line of Mavin (Transmutation)
Social Standing: Outsider (foreigner)
Description: This guy reminds you of a flutering butterfly. He has wide black eyes that are like two windows on the midnight sky. His luxurious, wavy, scarlet hair is neck-length and is worn in a style that reminds you of a burning fire. He is short and has a slender build. His skin is pale. He has thin lips. His wardrobe is unconventional.
Armor: None.
Primary Weapon: Quarterstaff
Secondary weapon(s): Daggers
Languages: Keran (2 - Native), Elin (2)
Skills: (27 skill ranks)

Combat (4)
Stave 3
Dagger 1

Common (17)
Appraise 2
Craft 3
Knowledge (Arcana) 3
Knowledge (Geography) 2
Knowledge (Nobility) 3
Ride 2
Swim 2

Social (6)
Perform (Dance) 3
Diplomacy 1
Language: Ejin 2




Mending - repairs a single break or tear in an object no longer than a foot. Does not restpore magic.
Message - can whisper a message to someone within 120 ft. Only they can hear it
Prestiditation - Can create instantly a harmless sensory effect; instantly light or snuff out a flame such as candle, torch, or campfire; instantly clean or soil for 1 cubic foot; chill, warm, or flavor 1 cubic foot of non-living material for one hour; create a color, small mark or symbol appear on an object or surface for one hour; create a non-magical tricket or illusionary image that can fit in your hand for one turn. May have up to three non-instant effects active at one time.


Catapult
Expeditious Retreat
Feather fall




Personality: Somewhat flighty, tends to talk alot when he's nervous, although he does love to perform for a pleasant crowd, especially for cute girls. Tries to avoid conflict.
Background: Formerly the court mage to Viscount Therber - until the castle was sacked by the Albion Army. Disguised himself as one of the wounded and was shipped back to Albion as unsuitable. Currently employed by the House of Lyre as a tutor.

GodlyD&D
04-13-2021, 01:12 AM
Here is an alternate character I would play here.

Character Name: Paregol
Player Name: GodlyD&D
Race: Quarter elf human, father mantype mother half-elf
Class: Mage - Line of Corwin, Conjuration
Social Standing: He was a child of a merchant family, and was kidnapped.
Description: Paregol is at the age of 26 years at this time. He is human, mantype mostly, a quarter elf by descent, a male. He is tall and slim, reaching a little more than six feet in height, with muscular arms and agile legs with strong feet that would never need footwear if they are not available, no facial hair with his tan and yet smooth skin while the head hair is strait, dark blond, with its length coming short of the shoulders. His shirt and trousers under his mantle show his preference for green and brown that he would wear. His footwear is foot accommodating cloth functioning just as moccasins. He perceives things in dim light twice as well as the usual mantype humans.
Armor: He has no armor.
Primary Weapon: He carries a quarterstaff.
Secondary weapons: He carries daggers.
Languages: He knows the local Ejin
and Ijián Elvish, and remembers little bits of his native language.
Skills: He is skilled to appraise, bluff, use diplomacy, sense motive and can speak Ejin and Ijián. His language as a child was Tenoban.
Background: When his older brother left his home village to seek and make his fortune in the city some distance away, Paregol still very young wanted to run after him and follow him to the city he was moving to. He happened to get lost, and could not find his way. A couple of kidnappers found him, and snatched him off, and went to a faroff coastal city to see if they might sell him off in slave trade. A merchant, Raknar, who was there to board a ship going to a distant country paid them and took young Paregol with him aboard that vessel. He saw the boy was bred for better things and did not want him to be a slave. He used the opportunity to befriend him and teach him in the ways of trade. Paregol picked up much along the way, and they continued on across great distances, with many stops. Yet Paregol also saw a mage, Sanebel, traveling on to the Mystic Isles. Paregol made efforts to befriend him. When that ship stopped at one port where the mage Sanebel was leaving it to continue to his destination on another vessel, Paregol slipped off and went then following the mage, and the ship they had been on left port and continued on. The mage saw that the boy befriending him had nowhere else to go, and took him along as he continued to the Mystic Isles.

GodlyD&D
04-14-2021, 01:13 AM
Character Name: Paregol
Player Name: GodlyD&D
Race: Quarter elf human, father mantype mother half-elf
Class: Mage - Line of Corwin, Conjuration
Social Standing: He was a child of a merchant family, and was kidnapped.
Description: Paregol is at the age of 26 years at this time. He is human, mantype mostly, a quarter elf by descent, a male. He is tall and slim, reaching a little more than six feet in height, with muscular arms and agile legs with strong feet that would never need footwear if they are not available, no facial hair with his tan and yet smooth skin while the head hair is strait, dark blond, with its length coming short of the shoulders. His shirt and trousers under his mantle show his preference for green and brown that he would wear. His footwear is cloth material resembling moccasins for covering his feet. He perceives things in dim light more than the usual mantype humans.
Armor: He has no armor.
Primary Weapon: He carries a quarterstaff.
Secondary weapons: He carries two daggers.
Languages: He knows the local Ejin
and Ijián Elvish, and remembers little bits of his native language.
Skills: (27)
He is skilled to appraise, bluff, use diplomacy, sense motive and can speak Ejin and Ijián. His language as a child was Tenoban.
Combat:
Staves 0
Knife-fighting 0
General:
Appraise 0
Social:
Bluff 0
Diplomacy 0
Language (Ejin) 2 (Native)
Language (Ijián) 0
Language (Tenoban) 0
Sense motive 0
Spells (Conjuration):
3 Cantrips, Create Bonfire, Mage Hand, Sword Burst
3-1st level Conjuration Spells, Find Familiar, Floating Disk, Unseen Servant

Background: When his older brother left his home village to seek and make his fortune in the city some distance away, Paregol still very young wanted to run after him and follow him to the city he was moving to. He happened to get lost, and could not find his way. A couple of kidnappers found him, and snatched him off, and went to a faroff coastal city to see if they might sell him off in slave trade.

A merchant, Raknar, who was there to board a ship going to a distant country paid them and took young Paregol with him aboard that vessel. He saw the boy was bred for better things and did not want him to be a slave. He used the opportunity to befriend him and teach him in the ways of trade. Paregol picked up much along the way, and they continued on across great distances, with many stops.

Yet Paregol also saw a mage, Sanebel, traveling on to the Mystic Isles. Paregol made efforts to befriend him. When that ship stopped at one port where the mage Sanebel was leaving it to continue to his destination on another vessel, Paregol slipped off and went then following the mage, and the ship they had been on left port and continued on. The mage saw that the boy befriending him had nowhere else to go, and took him along as he continued to the Mystic Isles.

Enigma
04-14-2021, 02:35 AM
GodlyD&D; Please assign your skill ranks. You have 27 skill ranks and 8 skills to assign them to. Three is mastery of the skill, four and above is grand mastery

GodlyD&D
04-15-2021, 01:15 AM
Character Name: Paregol
Player Name: GodlyD&D
Race: Quarter elf human, father mantype mother half-elf
Class: Mage - Line of Corwin, Conjuration
Social Standing: He was a child of a merchant family, and was kidnapped, so an outsider.
Description: Paregol is at the age of 26 years at this time. He is human, mantype mostly, a quarter elf by descent, a male. He is tall and slim, reaching a little more than six feet in height, with muscular arms and agile legs with strong feet that would never need footwear if they are not available, no facial hair with his tan and yet smooth skin while the head hair is strait, dark blond, with its length coming short of the shoulders. His shirt and trousers under his mantle show his preference for green and brown that he would wear. His footwear is cloth material resembling moccasins for covering his feet. He perceives things in dim light more than the usual mantype humans.
Armor: He has no armor.
Primary Weapon: He carries a quarterstaff.
Secondary weapons: He carries two daggers.
Languages: He knows the local Ejin
and Ijián Elvish, and remembers little bits of his native language.
Skills:
He is skilled to appraise, bluff, use diplomacy, sense motive and can speak Ejin and Ijián. His language as a child was Tenoban.
Combat:
Staves 3
Knife-fighting 3
General:
Appraise 3
Social:
Bluff 3
Diplomacy 3
Language (Ejin) 3 (Native)
Language (Ijián) 1
Language (Tenoban) 0
Sense motive 2
Spells (Conjuration):
3 Cantrips, Create Bonfire, Mage Hand, Sword Burst
3-1st level Conjuration Spells, Find Familiar, Floating Disk, Unseen Servant

Background: When his older brother left his home village to seek and make his fortune in the city some distance away, Paregol still very young wanted to run after him and follow him to the city he was moving to. He happened to get lost, and could not find his way. A couple of kidnappers found him, and snatched him off, and went to a faroff coastal city to see if they might sell him off in slave trade.

A merchant, Raknar, who was there to board a ship going to a distant country paid them and took young Paregol with him aboard that vessel. He saw the boy was bred for better things and did not want him to be a slave. He used the opportunity to befriend him and teach him in the ways of trade. Paregol picked up much along the way, and they continued on across great distances, with many stops.

Yet Paregol also saw a mage, Sanebel, traveling on to the Mystic Isles. Paregol made efforts to befriend him. When that ship stopped at one port where the mage Sanebel was leaving it to continue to his destination on another vessel, Paregol slipped off and went then following the mage, and the ship they had been on left port and continued on. The mage saw that the boy befriending him had nowhere else to go, and took him along as he continued to the Mystic Isles.

Enigma
04-15-2021, 03:21 PM
Approved.

I'm taking a short trip today, will not be back before Sunday. See you then!

GodlyD&D; @SaltyIrishman (https://role-player.net/forum/member.php?u=64323); @Highland Sniper (https://role-player.net/forum/member.php?u=60991); @Koti~ (https://role-player.net/forum/member.php?u=5153); @tbgg (https://role-player.net/forum/member.php?u=90423);

Yggdrasil_Hugger
04-15-2021, 04:05 PM
Have a good trip!

Highland Sniper
04-15-2021, 04:30 PM
Have a good one.

Enigma
04-21-2021, 03:53 AM
Back from my weekend trip and I've posted in the IC thread.


SaltyIrishman; Highland Sniper; Koti~; tbgg; GodlyD&D;

Highland Sniper
04-21-2021, 11:25 AM
WB!

Also, my computer is in!
...
...
But I don't have the right display cords.
XD

Enigma
04-22-2021, 04:48 PM
hope you find them!

Highland Sniper
04-23-2021, 12:32 AM
I have what I need...
But I have HD issues.

tbgg
04-23-2021, 12:44 AM
I’ve been unsure whether to add anything in IC as I thought it would be good to allow the others, especially GodlyD&D;, a chance to reply first.

But Enigma;, if you think it makes more sense to keep things moving by having Wynzara and Eleace to head on over to Master Dane’s now, just say so and I’ll move forward with that.

Highland Sniper
04-23-2021, 01:38 AM
I was sorta hoping someone else would respond and see if they wanted to join us in seeing this Master Dane

GodlyD&D
04-27-2021, 01:26 AM
I’ve been unsure whether to add anything in IC as I thought it would be good to allow the others, especially GodlyD&D;, a chance to reply first.

But Enigma;, if you think it makes more sense to keep things moving by having Wynzara and Eleace to head on over to Master Dane’s now, just say so and I’ll move forward with that.

Well, I am replying as often as I can in the IC thread, where others can be active.

Enigma
04-27-2021, 03:02 AM
tbgg; sure, they can go and ask how big the egg is. It's an important detail, might give you a clue on how the real thief got it out.

Highland Sniper
05-18-2021, 10:26 PM
I think it would be a good idea to allow some dialogue of the other group.

Enigma
05-19-2021, 04:21 AM
Agreed.

Highland Sniper
05-26-2021, 01:41 AM
Shall we continue with the other group?
No one else seems to be posting.
Lost in the notifications?

GodlyD&D
05-28-2021, 01:27 AM
You know, when I posted in the in-character thread I waited then for a response to my character or anything involving my character, it was maybe forgotten. I did watch for notifications, which I did not see.

Highland Sniper
05-28-2021, 01:29 AM
well, since it's been a while, and there are plenty of posts before yours, you should be able to post in the IC.

Enigma
05-28-2021, 04:12 AM
Willie is talking in the last post, so anyone still present can respond. If we don't hear from anybody else, I think there's going to be a raid by the City Watch, which will arrest the ones who've dropped out. Willie will then send out the choir to intercept and guide the remaining player characters away while getting one of his other henchmen grab a wagon and meet you all at one of the gates.

Highland Sniper
05-28-2021, 04:19 AM
Well, it's only been a week.
give it another week.

Yggdrasil_Hugger
05-30-2021, 08:30 PM
I knew I was forgetting something. I managed to lose all of my tabs a while ago and only just now remembered the last two. Sorry, I’ll post soon.

Enigma
06-07-2021, 04:37 AM
SaltyIrishman; Highland Sniper; Koti~; tbgg; GodlyD&D;


We've gotten a bit quiet, so I'm speeding things up a bit. Anyone who doesn't respond this week soon will be left behind and arrested by the guards. I've gotten responses from Highland Sniper and GodlyD&D, so there's just SaltyIrishman, Koti~, and tbgg to hear back from.

Enigma
04-27-2022, 04:10 AM
MelodiousHare;

Well, if you want to play, you should fill out a character sheet.

Please see the first post here - https://role-player.net/forum/showthread.php?t=96209&p=3085997&viewfull=1#post3085997

Then respond to this thread with your character sheet filled out. I'll let you know if there's a problem.

Character Name:
Player Name:
Race:
Class:
Social Standing: (dukes, baron, baronets, knight, merchants, craftsmen, peasants, clergy, travelers & actors)
Description: (picture or written description fine)
Armor:
Primary Weapon:
Secondary weapon(s):
Languages: (Aiveti (Amorian), Draconic (archaic), Donic (Dwarven), Elin (local), Ijián (Inis Elvish), Jumnaupean (Gnome), Keran (Continental, spoke by Nobles) You get an automatic two free ranks in your native language, Elves get three in Ijián.
Skills:
Personality:
Background: (1-2 paragraphs sufficent)