Maria Stat rolls!!! (Alex put this as a title, Maria has no control)
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Final stats, no I'm not kidding...
background setting and lore
You will be starting in a small boarder town called Paydine. In this world all adventurers are identified by two things one any weapon larger than a light weapon is worn on the back to allow for greater mobility. The second is a soul bound tag that displays the persons class and relative power (aka level) the tag is also changes color to one of three base colors. White (good) gray (neutral) and red (evil)
The good evil and neutral is an over simplification as the tags are more to identify treat to civilization. If you kill hostages to get at the person responsible you would still have a gray tag. If you torture a villager for information that you need that they didn’t give when you asked that would be gray tag. Torturing a monster because you like the way it screams is gray. Doing that to a villager or a fellow adventure is a red tag. There are lich adventures that have gray tags.
There are several reasons for these tags, but they were not implemented till after a war known as adventures last.
First let me tell you about adventures themselves as that will help to explain the cause of the war. One in every 50 births are an adventurer. These people are always gestalt and are infected with a need to get stronger and gather power. They also have a wander lust that cannot be sated. This will cause them to fight monsters and seek adventure and due to their nature, they get stronger far faster than a normal and they get a high off this feeling driving them to experience it more and more. The stronger that they get the harder this is, so they seek out stronger and stronger foes to gather power faster. This caused some adventurers to get the idea to attack and destroy towns as that would both net a large amount of experience and wealth. Because an adventurer is far stronger then the normal people it was a massacre. Other adventurers joined them, and others joined against them in massive battles. This killed off a large portion of the adventurer population and without the adventurers to keep the monster populations down they multiplied out of control almost resulting in the destruction of civilization.
Since that point all adventurers when found have one of these tags bound to them. There is a standing bounty on all red tags so if one is found they are killed on sigh by other adventurers as not only do they get the experience for killing an adventurer they get their gear and an additional award since then there have not been any meaningful amounts of red tags that have surfaced and all adventurers have their tags displayed to not take the chance of being seen as hiding a red tag. This bounty is 50gp X the red tag level + 5gp X the number on the back of the tag representing their crimes.
Once an adventurer is found and tagged, they are given access to special adventure schools to gain their first taste of power and sent on their way.
There are nations comprised of most major races. Some of the less common races have nations that are comprised of multiple races in equal amounts. Each nation is bordered by an area of wastelands that hold monsters and is considered unsafe for all but adventures as such merchants often have adventurers to act as escorts through these regions.
Since the power of adventurers and their history of killing of villages during the war most villagers and town guards fear adventurers and so most have special areas of town for them. It is a very careful balance between keeping the adventurers separate and not angering them that every town must play as it is possible for an adventurer to kill villagers without causing a red tag if they are given cause. Every boarder town and most larger settlements have these areas. In these areas there is everything that an adventurer could want from inns and taverns, to enchanters and weapon smiths all acting politely to them so most don’t mind. In these areas are also adventurer guild halls. These halls are where people put up notices to get help with various things. Here you can get quests and get paid though the guild. As this is the fastest way to find paying work most adventurers use these halls wile a few just wander the wastelands looking for something to kill.
Larger cities are found farther interior in the nations as it becomes safer. You will be starting in the Co nation that is funded by the rest as there is a larger number of unstable portals to various plains scattered about this area. Normally this entire area would be wastelands, but everyone has a vested interest in keeping this area under control. This area has a high number of adventurers and so the area is habitable though the occasional town being destroyed is not uncommon.
The pantheon will be the pathfinder pantheon. Link below
https://www.aonprd.com/DeitiesByGroup.aspx
This will be a sandbox game. I will provide the world but its up to each of you to find adventure. There will be an overall plot, but you will have to find it. Due to this being a sandbox and player driven game means that you will have to be careful what kinds of quests and what areas you wander into as not everything will be level appropriate so tread carefully. This world the monsters are also smart so expect them to use tactics that you may or may not be familiar with. There will be traps, poison, and disease.
If you run into a situation without a plan or care thinking that you can just stomp anything in the room, then expect to get yourself killed. I’m not out to kill you but that doesn’t mean I’m going to make it easy. Don’t expect to clear large dungeons in one go.
I have created this setting to be darker and grittier. I have played to much in high fantasy where its bright and happy this is a world on the brink of catastrophe where all it takes is a push and it will come tumbling down this means that if you want you can all play the big bads that take down this world or you can be the heroes that finally pull it from the muck or some other middle ground. The choice is yours. None of the paths are going to be easy with some being harder than others but all are open and free to tread.
The first episode/chapter of the goblin slayer anime/manga is a good one to watch/read as it sets up what this kind of threat looks like.
I know that most of you know what it is to play in hard worlds I just want to make sure that you all know from the get go that this is going to be one of them as most of my games are more on the sunny side of fantasy and this is my first go at dark and gritty as such I ask that you be patent with me while I find the right balance if you have any question or comments feel free. I am always open to others opinions.
The DingDangDoodliest guy around is now in town!
Stats
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The DingDangDoodliest mutha****a needs to reroll some shieeeeet
Re-Rolls
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The DingDangDoodliest stats
FINAL STATS
16
14
16
17
12
14
HP Rolls
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Will take average on 2nd d10 roll, 5.
Total HP is 28 + Stats later decided so far.
I beat Alex in posting the character ;D
Welcome to the team, Airmid Slaine! The tsundere healer/tank/warden!
https://www.myth-weavers.com/sheet.html#id=1784512
The main points of Airmid’s backstory:
She’s young, barely experienced in true combat but makes up for it in her mastery of techniques that she witnessed and copied from Monks, Fighters and Paladins. She didn’t really take note of how they swung their weapons, where they struck their enemies, when they followed up on attacks…. No she was only interested in their avoidance of attacks, treating of injuries and the protection of their allies in combat. She watched fighters and paladins with their shields, saw their armor shield not only their own bodies but allow them to intercept attacks without problem for those that couldn’t withstand it.
Those fighters she watched showed her a mastery of their armor and shields, showed her how she could better use her armor for others and her shield as a barrier against those that would attack her allies.
The paladin corps would show her the power of their god, channeling their divine energy into their armor or shields, their wounds and the wounds of their allies.
The monks showed her how to master her body, calm her mind and master the mixing of stances even in the clunkiest of armors. They also showed her how to defend herself even when caught off-guard and without a weapon.
She was raised by her adoptive halfling family, which taught her the values of helping others above all else. There is good in stopping criminals, but there is a greater good in assessing the situation and whether or not a criminal need punishment. Take a context to the crime, allow your own mind to assess the situation and not to just blindly follow the rules.
As a child she defended her halfling brothers and sisters, naturally even though she was much younger than them she was much larger than they were. Always the protector, but never the aggressor. Much of the skirmishes were between halfling children and teens, if she were to fight them in anger she could likely hurt them on accident. Against larger foes or those with weapons she took more care in protecting everyone rather than herself, she has a few scars on her arms and chest from a few dagger wielding ne’er-do-wells that attempted to mug her. She took the blows, as she wasn’t yet armored and only had a small wooden shield she liked to carry, to allow her brothers to run and get help.
Doing her best to block their escape she kept the would-be muggers at bay almost at her limit when the entire Tormag Paladin corps of 15 high ranking Paladins and the 2 Monks that trained her in their spare time stormed the poor lot and strung them up by their shoestrings.
Impressed by her tenacity and willingness to do protect others she was admitted into training to become an honored Paladin of Tormag at the young age of 10! When she wasn’t having faith and tenant training with the Paladins she had equipment training and defensive training with the fighters’ guild, then training of the mind and body by the two Monks.