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rydi
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Suck

Post by rydi »

Isalia, situated in the fertile Isal Valley, is a primarily human nation with an economy that exploits the resources of the rivers Isa and Al, as well as the rich soil of the valley, to support a rapidly growing population with excesses sufficient to make them a food supplier to the surrounding nations. More than a thousand years ago, the valley formed the farthest southern border of the Khemish empire, and was peopled by a collection of Human, Halfling, and Orcish tribes that technically owed allegiance to the Khemish, but in practice governed themselves while warring amongst one another. After the Sundering of Khem, the disaster that formed the northern wastes and left behind the ruins of the advanced khemish outposts and cities to lure in countless adventurers over the centuries, the small tribes of the Isal Valley began to collect into larger clans for protection against the surrounding nations intent on claiming the valley’s resources for themselves. Eventually the human clans formed a loose confederacy, officially claiming the valley, establishing a council of lords, and selecting a High Lord to rule the country. The human clans dominated or drove out the demi-human tribes populating the region, and began expanding in all directions for the next 700 years.

Currently Isalia is bounded on the south by tundra and to the southwest by foothills and evergreen forests populated by wild elves and fey creatures. Moving north, the foothills bleed into the Anduith mountain range, claimed on its southern side by the isolationist High Elves, and on its northern by the various mountain dwarf clans. The mountain dwarves maintain ties with the Human kingdom of Ulm, which occupies the rugged steppes to the northwest of Isalia. To the northeast of Isalia lies the badlands of Korth, populated by warring goblinoids, kobolds, and orcs, and to the southwest the Delwem plains populated by a collection of small feudal human kingdoms with economies based on trade and their access to the waters of the Eastern Ocean. The politics of the east are changing however, as a single hobgoblin tribe, the Aaroxii (“People of the Pillars” in hobgoblin), has risen to prominence and began subjugating the smaller nations of the region.

The entire northern edge of the continent is bounded by the Great Wastes, formed in the same disastrous event that destroyed Khem. The histories of the short-lived races are unclear on the details, only stating that the Khemish Empire began experiments with other worldly powers that endangered the entire region, forcing the High Elves to come down from their mountains and intervene. In the aftermath of the short-lived conflict that ensued, only hundreds of miles of desert broken by charred black glass and the occasional lifeless ruins remained. These ruins hold untold wealth and powerful artifacts, drawing in adventuring parties and even the occasional expedition from the nearby nations, but the ruins on the edge of the desert have all been plundered, while the ruins deeper into the wastes hold only death for those that risk them. Most of the Isalian adventurers begin staging their trek into the wastes at the town of Devil’s Noose, situated at the north east of the valley, on the edge of the wastes.

To the south and east of Devil’s Noose, bordering Korth, the town of Sullen rests nestled in the shade of two large hills leading into the badlands. The town was initially populated by demihumans rejecting a life as second class citizens in the cities of Isalia. The town was gifted by the Highlord to the illigitimate half-elven child of a prominent Isalian lord. Casimer the Bastard was a decorated war hero in the Isalian army for over 40 years before his popularity became too great, at which point he was “rewarded” with retirement and stewardship of Sullen. Still the local “lord” after a century, Casimer the Bastard continues to offer his town as a home for demihumans seeking alternatives to urban Isalia.
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Ivanovich
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Re: Suck

Post by Ivanovich »

Name: Faemir Teichar

Description: Faemir stands a little more than four feet tall and is unusually wiry for a dwarf, though still of a stocky build. He has long braided vibrant red hair and a beard to match. He usually wears well fitting tight clothing which show off his tattoos.

Personality: Faemir is a gregarious, boisterous, and fun-loving dwarf. He is often described as easy on the eyes, but few people like to spend too much time around him due to his over the top personality.

Backstory: Faemir is the eldest son of the Sullen town smiths. Both of his parents are renowned for their skill as smiths and business owners. They are extremely respected members of the community. They have successful ran the smithy in Sullen for more than a hundred years. They were both born in the town and both come from very successful merchant families who regularly traveled from the strongholds of the dwarven clans in the Anduith mountains and around kingdom of Isalia. Faemir grew up enjoying Dwarven fables and the stories of his warrior dwarven ancestors.

Faemir recently celebrated his 40th birthday and has officially started his apprenticeship with his parents at the town smithy. He grew up around the smithy; knowing from a young age how to work metal and loving the heat of the forge. Though he never had a winning personality, he tried through being a good person to follow in his parent’s footsteps as a well-loved people in the community. He has always strived to be the best dwarf he can, but is not unaware of how he can be off-putting which sometimes drives him to try that much harder.
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durden
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Re: Suck

Post by durden »

Name: ”Jinx” (Formerly - Foxamerginx)

Description: Jinx stands at 3’3”and weighs 40lbs dripping wet, making him small and frail even for a gnome. Spending much of his time chasing after smaller prey and running from creatures that view him as such, Jinx counteracts his shortcomings by remaining exceptionally fit. Long and disheveled black (with hints of blue) hair, animal skins worn for warmth over modesty, and a near utter disregard for hygiene complete the image of the young wildling living in the forest on the outskirts of civilization.
 
Personality: Jinx can be impetuous, simple, and unrestrained. He has endured by also being pack-oriented, amiable, decisive, and resourceful. He will justify theft for survival and has been known to selflessly endanger himself for others. True to his wild nature, Jinx values freedom over most anything, save the bonds of friendship he desperately craves.
 
 
Backstory: Wild gnome of the forest raised from birth by a pack of benevolent bears? That is the story Jinx readily shares with the people of Sullen curious enough to interact with him. There are several members of the community that tell of an abandoned child whisked from a far-away land who was tragically left to die in the wild - one who survived over the years through a combination of occasional generosities of the townsfolk and an observed affinity with the woodland creatures that inexplicably treated the child as kin, not food. The bears in the area have not been known for their gentleness and many locals remember the discovery of a badly mangled corpse of what was likely a gnome in the woods the same year Jinx was first spotted briefly by trappers. His improbable origins and relatively good nature still do little to attract the interest of most of Sullen’s inhabitants. Jinx, so nicknamed by the townsfolk for his reputation as a menace, has been less a fixture for the last few years due to an incidence of theft that greatly irritated a local official. Some continue to hire him for odd jobs, such as eliminating rats in their basements or other simple work paid in food and/or shelter during storms. Jinx has managed to make several friends over time who tolerate his presence and provide him some much-desired kinship with other humanoids.
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adam
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Re: Suck

Post by adam »

Name: Grekk Zesgith

Description: Standing only at 5'6" and lacking the normal large canine teeth Grekk is always mistaken for a human. He has dark grayish skin and shaggy black hair. Grekk's clothes are never clean or lacking the smell of the stables.

Personality: Grekk is constantly underestimated by the people around him. Despite his lack of physical abilites he is an observant and quick thinker.

Backstory: Grekk has 4 older sisters (Lushu, Lomki, Leki, Lidgu) and a younger brother and sister (Nilk, Lelresh). Grekk's father worked as a solder but all he does now is drink. Grekk's mother died shortly after Lelresh was born. Grekk works at the local inn at the stable cleaning the stalls. He has been dating the daughter of the shopkeep, a half-elf named Rona.

Grekk's older sisters are always running some sort of scam or get rich quick scheme and dragging Grekk in with them. Lushu wanted to steal their fathers axe back that he lost in a fixed bet from Rona's family store. After twisting Grekk's arm Lushu convinced Grekk that it would correcting the wrong that was brought on to thier father. So Grekk and a few of his sisters snuck into the store at night and where found out by Rona. Grekk held his dagger and threatened Rona for his father's axe and she handed it over. Rona understood that Grekk's sisters made him do it and she forgave him.

Lately Grekk has been seeking meaning in his life and would like to improve himself.

Traits: Almost Human, Poverty-stricken, Overlooked Mastermind racial trait
Out there somewhere there is a Tarrasque eating delicious epic corn waiting to start a journey...
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Avilister
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Re: Suck

Post by Avilister »

Name: Rufus Underhouse

Description: At 3'3", Rufus is tallish for a halfling. He dresses well, mostly because he has nothing else. His parents have always insisted upon presenting a good image to the community and to the guests that come to stay at their inn, also called the Underhouse. His brown hair is kept short, preventing it from expressing its otherwise natural curl. Rufus just wants it out of his face. Like most halflings, he forgoes footwear unless it is very necessary. Despite his somewhat bookish nature, he has the ability to project loud, clear voice - useful both for serving customers and retelling the stories of far-off exotic locales he's picked up from travelers over the years. At 23, he's barely over the age of majority for halflings.

Personality: Naturally bookish and retiring, Rufus has been forced into customer service his entire life. He's thus developed something of a service persona to adopt when acting as a face for the business, and his normal persona, which is less outgoing. In both, he's terribly interested in stories of far-off places and strange and otherworldly creatures. He's scarcely been more than 15 miles from Sullen, as there's been little need or reason to travel, and though the location seems to draw plenty of interesting characters and their stories, he's left with the knowledge that all the things those people have seen is somewhere else. His other interests are primarily chemical, being fond of smoking exotic leaf and brewing and distilling new beers, ales, and spirits to sell at the inn's tavern. Rufus has poor decision making skills and is often absent-minded when something doesn't directly concern an interest. His lack of business sense is becoming more apparent as he ages and his father tries to give him more responsibility for the Underhouse (which he often ends up regretting).

Background: Born the first son, but third child of six siblings, it has always been expected that Rufus would inherit the Underhouse. Indeed, both of his older sisters have already married and moved out of the Underhouse. Rufus has been doing the house books for years now, though he's mostly bungled every business decision he's been given the power to make. His father believes he just needs more training, but has also started subtly grooming one of his younger brothers just in case. Aside from waiting tables, cleaning rooms, helping in the kitchen, and pouring drinks, Rufus also provides some of the house entertainment. He's a passable (at best) fiddler and piper and an engaging storyteller when the topic actually interests him.

Rufus's interest in the exotic seems to have begun after an encounter with an otherworldly creature he had as a child. His memories of the event are fragmentary and clouded by time. He has since learned that the creature was probably an outsider, though he can't remember enough specifics of the meeting to assemble a more precise description. Was it humanoid? Monstrous? One of the more strange and exotic outsiders? Good, evil, or other? He doesn't know. In any event, his contact with this creature has fueled an interest in strange places and beings that has persisted ever since.

His fondest hobby is the concocting of drinks. He's claimed a section of the storeroom to house the equipment he needs for brewing and distilling, and storing barrels for aging. He experiments extensively with locally available ingredients and somewhat more conservatively with imported fruits and grains. He also likes smoking, and not just tobacco. He often purchases pipeweed from further abroad, just another way of sampling what the world has to offer.

Racial Traits: Rufus is a Fleet of Foot, Shadowplay, Polyglot halfling.

The Underhouse
Sullen's own local inn and tavern, The Underhouse is so named because the majority of the structure is built into a small hill and much of it is under ground. The Underhouse's entrance is level with most of the rest of the town, and it has a single normal sized and one small-scale floor built above that floor inside the hill itself. It also features a mirrored set of medium and small scaled floors under the ground floor. The tavern, kitchens, and family living quarters are mostly arranged on the ground floor, though the family quarters split the unnecessary extra overhead space into two stories. These also extend deeper into the hill than the guest quarters. The natural insulation helps to keep the interior temperature pleasant most of the year, though some guests complain that only a few of the guest rooms above ground actually feature windows. Though the inn is rarely entirely full, it has the capacity to house the odd small mercenary squad that rarely makes its way through town en route to elsewhere.
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