PhoenixScientist Character Creation

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Sep 11, 2018 3:02 am
OOC:
An excellent question, one I don't mind answering real quick. There are five continents in the world, and you come from the fifth: an island mass called the Forge Continent. Think something like a mix of Indonesia, Australia, and New Zealand, but never colonized by the British. It is said in obscure legends that mankind's origin was there, long ago.

While there are scholars and navigators who know of it, cartographers who roughly plot it on their maps, few have ever ventured there and fewer returned alive. Those who did have spoken of step pyramids, broad-leafed trees, exotic creatures, and ancient natives who have a deep relationship with magic. The land of which they speak is Hebrimar, the northern kingdom and home of the Galura people. They are not exactly rare in the world, but the only other kingdom they possess is Lunas, a remote and reclusive land diving headfirst into the future. This means that few Galura ever step out into the world, and the offspring they have produced do not make up a significant portion of the world's population.

Your people, the Porph, come from the southern kingdom of Heramar instead. It is the only standing nation of your people to this day, and virtually no explorers have ever been there at all. When the Porph do set out from their mysterious home, it is typically to Fodlan or Dinosso, realms that are still very far away, but are nonetheless the closest places on other continents. Unlike the colorful blood in the veins of most humans, yours is jet black. This means even a small cut can be frightening to those who were not expecting it. Additionally, your features tend toward the darker ones, meaning a casual observer has no chance of picking you out from the throng of dark-haired, dark-eyed Baseborn, Mechans, Chems, Sorcelled, and Felbreed.

In other words, you look Impure, but they have no reason to treat you poorly because other Purebleeds have one of your physical features as well. Perhaps their green blood shows in their eyes and leaves their hair dark, or perhaps they have platinum blonde hair with very dark eyes. What does give them pause is your weird accent and mannerisms, speaking Eramian. If you dress in the native garb of your people, it looks VERY different than what most would expect to see, more like that of the island tribes beyond the south coast of the Continent of Mountains. And more importantly, the Porph are said to be masters of the Cosmic magics. Things like matter, space, and time bow to their whim. Those familiar enough with your people from their readings may come to expect this when they meet one of you. In summary, tipping your hand is not exactly dangerous, and your character might not even think twice about it, but it's good of you as a player to give that some thought.
Sep 11, 2018 3:11 am
OOC:
Just for a few more notes, since you don't know a thing about your character's home:

Your ruler is the Queen In Stone, who is nameless and faceless, in that no one knows who she is. Nobody has spoken to any family relations, but every 30 years, the Queen In Stone takes a mate. The man is never seen again, nor have any children in the city been confirmed to be hers.

75% of Heramar's population is Porph. 15% is Sorcelled. 9% are the white-blooded Neutrati slaves, and 1% is made up of smaller groups that each comprise less than 1% of the total populace.

Heramar does not have a system of money. Those who prepare food simply give to those in need, or those who ask, and the same goes for all other resources and hand-crafted goods. Those employed from labor are compensated with food and water, shelter, and "doorlight." The concept of Doorlight is unique to Heramistic culture. When someone does something strenuous, boring, time-consuming, or even potentially demeaning, because you asked them to do so, your door is socially and literally open to them. They may enter your home, eat of your food, sleep in any one of your rooms, and otherwise take advantage of as much or as little of your "hospitality" as they desire. Nothing is held back unless the employer states it in advance. If the employer feels wronged by the worker within the duration of employment, privileges may be individually revoked, or the "doorlight" may be shut out altogether.

Bartering is also rare in Heramistic society. A person does not approach a neighbor and say, "I have this bushel of apples, and I want to give them to you in exchange for your horseshoes." Those apples are already the neighbor's food if they so desire, and the horseshoes are already your equipment if you desire. A person is allowed to express that they have a need for something and cannot afford to give it, or that they simply do not want to part with it at the current moment. Outside the concept of "doorlight," refusing to give is not wrong, unless you are also taking without asking.

Given that you are a fugitive, an outcast, and have money, I will take it that you've figured out the basics of living outside of Heramar, but might not be familiar with the nuances.
Sep 11, 2018 5:28 am
OOC:
All that sounds awesome. It would Also explain why he has an appraise. Hes probably been srudying the concept
I hail from here and there. From the trails between destinations. Ive traveled to Fondland and to Dinosso and even to Hebrimar. All fantastic places with wonderful stories in between, why should I want do choose one place to hail from?
OOC:
He wants To see if the man is just curious or looking for info for a reason.
Sep 11, 2018 5:41 am
"Fodlan," one kid at the fire replies, pronouncing it like foed-len. "It's not called Fond Land." A couple mothers nearby make shushing noises.

The red-haired man draws pensively on his pipe. There is a lengthy pause, after which he blows smoke out his nose and says, "I know of Dinosso. I know not of Hebrimar." His eyes narrow, but someone else pipes up from across the fire.

"He's talking about the land to the south." The new speaker is an older man, one of the locals who has pale green eyes, a big nose, and a bushy beard.

The redhead makes a quiet 'hmph' noise. "What land to the south? There's a few small islands. The largest is little more than the size of Vangardia."
Sep 11, 2018 1:39 pm
"Not so," Caryf'le smiled, "there's quite a beautiful land of completely unique flora and fauna."
OOC:
Can I do a check to read this guy?
"Either that or..." He clearly pretends to muse for a second, " he sure looked like a sailor, but maybe that mushroom soup was of a different sort than I thought." He laughs, hoping some of the others will follow suite.
Last edited September 11, 2018 2:04 pm
Sep 11, 2018 8:32 pm
OOC:
That depends what you're reading. Unlike in Pathfinder, there's no universal Sense Motive skill here. Diplomacy would let you unravel any advanced scheming he's got going on, Guile lets you find out if he's lying or not saying the whole truth. Those are skills. On the other hand, you could roll an Enlight PV check to pick apart the literal meaning of what he's saying, or a Nemesis PV check to try and solve the deeper mystery behind his expression, his body language, and the "between the lines" of what he says.
Nobody really laughs at the joke. Maybe they just didn't get it.
Sep 11, 2018 10:59 pm
Caryf'le tries to read the man, to see what he wants

Rolls

Nemesis5 'read' - (1D6)

(3) = 3

Sep 11, 2018 11:00 pm
Caryf'le tries to read the man, to see what he wants

Rolls

Nemesis5 'read' - (1D6)

(4) = 4

Sep 11, 2018 11:05 pm
Alright, well you have one more die to go, because that second one was a four.
Sep 11, 2018 11:21 pm
Continued.

Rolls

Nemesis5 'read' - (1D6)

(3) = 3

Sep 11, 2018 11:36 pm
OOC:
Very well done! That's your first roll with three successes.
You glean that this man is probably a sellsword, a mercenary, but not necessarily one looking for you. He finds you odd, and doesn't appear to know the legends about your homeland. He also doesn't seem to buy your joke about hallucinating something, and that makes him think you might actually know something about a hidden land in the Southern Seas.
Sep 12, 2018 12:29 am
"Why do you ask, friend? It seems strange you should ask about only me."
Sep 12, 2018 12:36 am
"You're new to the caravan," he replied simply, dumping out the ash from his pipe, "I make it a point to know who I've got at my back. Asked plenty of folks before you. Why? Is there a reason I should think you're special?"

There is an awkward silence, then the older man cuts in again, "Ah, leave the poor soul alone. We're all here for the same reason: got somewhere to go, and need a way to get there. Now, should we make sure everything's ready for the watch?"
Sep 12, 2018 4:49 pm
Caryf'le grabs a couple of his things and helps set up watch, but in the hustle and bustle he still keeps an eye out for that questioning redhead to see if that was really the end of it...
Sep 12, 2018 9:58 pm
Everything goes as planned. You end up taking second watch, redhead takes first. You don't hear anything out of him the whole night, except him waking you up to take his place. The night passes without event, and last watch wakes the caravan just before sunrise. Do you decide to travel with them for a while, or are you looking to move out on your own?
Sep 13, 2018 12:17 am
Safety in numbers, I'll stay with them until somethjng better comes along.
Sep 13, 2018 12:28 am
Their next move takes them past the northern trade hub, and by the look of things, you'll make next camp at the border between the Empire and Fodlan. There's very little civilization this far north, as the border is hotly contested. The air is crisp and cool, so far from the din of urban society (and the stench). Do you walk along patiently, or do you take an opportunity to get to know someone in the caravan?
Sep 13, 2018 1:34 am
I certainly would love to get to know some of the caravan, going by whoever catches my eye first.
Sep 13, 2018 2:28 am
[ +- ] Sight rules
Easily done. Roll a Sight check (according to the rules given in Spoiler)
Sep 13, 2018 3:14 am
Sight

Rolls

Enlight5 - (1d6)

(1) = 1

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