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I have another question myself... how are elves and half-elves regarded in general and in Greengrass specifically? Wondering what people's attitudes towards Jaienne and her family would be and how that would change who she is and how she acts.
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There is no social situation that can't be improved if everyone was to go away and leave me to read.
I have another question myself... how are elves and half-elves regarded in general and in Greengrass specifically? Wondering what people's attitudes towards Jaienne and her family would be and how that would change who she is and how she acts.
Well, in general, humans are a fairly accepting lot. In practice any person who is useful to the community and isn't too crazy will probably have the respect of their peers. This is especially true in Greengrass, where warriors are in short supply and often desired due to the occasional incursions by "bandits"(A word which here means mercenaries bought by Lord Wheatlord in order to try and destablize Gallow's presence in Greengrass). With the arrival of actual bandits in the past few months, people like Jaienne's father and brother would be even more valued.
Now, pretty much every human belongs to one of the six Grand Guilds. These started as economic organizations, but at this point have amassed enough power that they run Crossroads' government. Each has their own opinions on non-humans, and ostensibly, humans belonging to a Guild will share those views. Some cling more closely to their Guild's positions than others, but the higher up the chain you go, the more you'll see these opinions ringing true.
The six Grand Guilds, and their general opinions on non-humans, are as follows.
The Brother of Orobrous, who deal in transportation and travel. Their philosophy is one of expansion, and while they do see the value in the skills of the other races, they still feel humanity is superior, and is destined to control all of Grand Apush through trade. They are currently allied with the Maegisters, and the Elves of Har-Shadan.
The Maegisters, who deal in artifice and magical items. Maegisters value knowledge above all else. Each race has their own views, ideas, and ways of seeing the world, and the Maegisters value them all. Maegisters are often the most accepting of all the Grand Guilds. They are allied with the Brothers of Orobrous, and maintain positive relations with all races.
The Sons of the Forge deal in items of metal. Their philosophy is one of isolation, as they believe that humanity does not need the other races, and should be concerned with their own affairs first. They maintain a grudging respect for the dwarves, for the earth-dwellers possess a far greater skill in smithing than their own. They are currently allied with the Soil Kings, and maintain decent relations with the dwarves.
The Soil Kings deal with agriculture and food. They also hold expansionist policies, but see other races as competition for land. The Soil Kings also possess the greatest military might among the six Guilds, something which is allowed only because they control most of the food supply on Crossroads. This has earned them the respect of the Orcish tribes, who value strength immensely. The Soil Kings are allied with the Sons of the Forge and the Orcs.
The Stonelords deal with stonework and masonry. Their guild is most closely connected with the system of nobility, and many nobles of Crossroads infact belong to the Stonelords Guild, rather than the Guild which control the land which they protect. Lord Wheatland is one example of such a situation. The Stonelords hold respect for elves and dwarves alike, for both races have shown exceptional skill in stonework, whether by hammer or by magic. The Stonelords hold no malice towards the other races, and generally view them as equals, with the exception of the orcs, who reject the idea of permanent dwellings that drive the Stonelords' business. They are allied with the Hoardmasters, and are at an uneasy peace with the orcs.
The Hoardmasters are the banker's guild, and control the making of money as well as providing capital for various ventures. The Hoardmasters are the epitome of True Neutral: Their sole focus is the accumilation of wealth. While they have some scruple in this, and generally would not commit evil actions in order to secure wealth, they would not sacrifice their own wealth for the common good. In this manner, they do not care whether their customers have scaley skin or green skin or black skin or skin pale as snow. If your money is good, you have their favor. The Hoardmasters are allied with the Stonelords.
Which creates an interesting balance of power amongst the Grand Guilds. The Brothers and the Maegisters control the movement of goods, meaning that none of the others can secure a profit without them. The Sons of the Forge and the Soil Kings have great strength of arms, and control the production of weapons, meaning they would be able to defeat any direct attack. The Stonelords control the nobility, and the Hoardmasters hold everyone's money, and so no one can strike them without losing everything. Though there is constant backstabing, plotting, and alleyway dealings, no Guild would make a direct attack on another without something to shift the scales of power.
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ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
I'll answer those questions you posted, to give me the bones of a backstory:
Spoiler
-Has your character always lived in/around Greengrass? If not, where were they born, and why did they move here?
Nemo (An assumed name) was born on Crossroads Island, though only because that's where his parents were at the time. He grew up on the road, and like his parents, he too became a nomad.
He didn't "move" to Greengrass, not in the traditional, it's simply where he decided to be until he decides he want's to be somewhere else.
-What does the character do for the community? Are they farmers, hedge mages, smiths?
Because of his unique skill set and his combat experience, he helps fend off the bandits attacking Greengrass.
-What family does your character have? What relationship do they have with that family?
His parents are still alive and well, somewhere out in the world. Their separation was basically the equivalent of a bar mitzvah. While he hasn't seen his parents for a couple of years, they retain a loving relationship.
-Does your character have allies? Enemies? Outstanding debt?
A few innkeepers and the like. Yes. Any willing to track him down? No. No debt whatsoever.
-Does your character have a secret they can't tell the rest of the party?
Can't? No. Won't? Yes. He won't tell them his real name. Simply because only his parents can call him that.
(His real name is Arkand, if you should ever need it TC.)
All I have left to do is equipment and backstory. I would have liked to have been done by now, but work exploded in my face. (Wooo! Triple-shifts!) I have another few questions in the meantime. I now know the general public's opinion on binding, but what do the more established powers think? i.e. divine and arcane casters, and the nobility. Would you be requiring me to rp the pact, or is it something that just happens? Can just anybody in your setting learn to bind, or does it require some sort of special bloodline like sorcerers and such? Finally, what is this "healing belt" business I keep seeing on other people's sheets?
Edit: Would you be doing anything with the vestiges riding around inside my head?
The Healing Belt is from the Magic Item Compendium, 750gp, 3 charges a day, grants +2 to heal checks.
Using a standard action to touch you can heal 2d8 hp for 1 charge, 3d8 for 2, or 4d8 for 3 charges (or you can harm undead the same way obv).
Basically it's like a wand of cure light wounds +, since it's 6d8 healing for free every day per belt.
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Just in case, in any game I've applied to without being selected: DMs are more than welcome to use my submission as an NPC as they wish!
Huge thanks to Howl for puting some Boomstick in my avatar
It's a pre-made item from Magic Item Compendium. MIC introduced a lot of items with charges-per-day that renew at dawn (which I think is pretty neat).
Another cool change from MIC was combining magic items, so you can have things like Gloves of Dextrous Ogre Power (+2 str & dex) or a ring of Freedom of Movement that also grants Evasion, etc...
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Just in case, in any game I've applied to without being selected: DMs are more than welcome to use my submission as an NPC as they wish!
Huge thanks to Howl for puting some Boomstick in my avatar
That price just seems seriously low. It's the same as a single potion of Cure Serious Wounds, yet heals more and grants a skill bonus? Something isn't adding up, here. If you want to continue this discussion, perhaps we should move to PM's?I don't really want to fill up the thread with a discussion that is at best only tangentially related.
All I have left to do is equipment and backstory. I would have liked to have been done by now, but work exploded in my face. (Wooo! Triple-shifts!) I have another few questions in the meantime. I now know the general public's opinion on binding, but what do the more established powers think? i.e. divine and arcane casters, and the nobility. Would you be requiring me to rp the pact, or is it something that just happens? Can just anybody in your setting learn to bind, or does it require some sort of special bloodline like sorcerers and such? Finally, what is this "healing belt" business I keep seeing on other people's sheets?
Edit: Would you be doing anything with the vestiges riding around inside my head?
Alright.
While opinion on Binders is not universal in any group, arcane casters who know of the art(not everyone knows what a Binder is, due to the art originating amongst the orcs and only slowly expanding to other places) will most likely regard it as an interesting, though possibly dangerous subsection of magic. Divine casters are generally wary of Binders, seeing the union of mortal soul to alien intelligence as possibly dangerous, but most will not immediately shout "Heathen!" and begin smiting. The notable exception to this rule are the clerics who follow Dwarven gods, who see Binding as the utmost blasphemy, and will strike you down should they discover your secret. Note that not only Dwarves follow the Dwarven gods: There is a sizable portion of Forgesons who follow them as well, and smatterings of other humans.
The human nobility, again, vary in their opinions, and will most likely reflect the view of their Guild. Guilds who are allied with the Dwarves by some means are more likely to regard Binding as hearsy, and the other Guilds will simply pay you the appropriate amount of respect and fear your power deserves.
As to the actual act of Binding, in most cases the ritual is a short, simple incantation which summons the spirit. While you should usually include a short bit about the Pact, I will not be judging the success of the Pact based on your roleplaying. Anyone who is willing to study the art can theoretically learn to Bind, but in practice the art is so caught up in the religious rites of the Orcs that few choose to do so. Those who can find a teacher outside of the orcish clans are lucky indeed, as they are typically presented a much cleaner version. I may be doing stuff with the Vestiges inside your head talking to you. Also, as plot unveils itself, Binding may become more risky, due to...external factors.
On the subject of the Healing Belt: It is in a WotC sourcebook, which I possess. I am well aware of it's power and the relative usefulness to the Potion of Cure Serious Wounds. Regardless, it is allowed. Discussion on that subject is now closed.
HOWEVER, I do request that any custom magic items, or combined magic items, be run by me first.
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ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
One: I was curious as to how Nemo's abilities would be regarded in the world. (I know that's not actualy a question.)
Two: Would you allow me to grab a Bardic Music-like ability as a feat? It would really rather help the "well traveled" aspect of Nemo, being able to draw on his vast experiences traveling the world.
One: I was curious as to how Nemo's abilities would be regarded in the world. (I know that's not actualy a question.)
Two: Would you allow me to grab a Bardic Music-like ability as a feat? It would really rather help the "well traveled" aspect of Nemo, being able to draw on his vast experiences traveling the world.
You're right. That isn't a question.
But, a valid curiousity. Most pepole will simply regard you as a strange sort of mage. Those who have enough knowledge of magic to identify what you do will no doubt be interested in your processes, but beyond that, you probably won't be hunted down in a lynching mob or anything like that. Or, at least, not anymore than any other magic user.
As to Bardic Music...I'm afraid not, as 1) I don't like giving out class features for free, and 2)I fail to see the connection between music and drawing on his vast experiences.
Now, if you meant Bardic Knowledge, that's an entirely different matter. It's a small enough feature that I'd be willing to allow it as an exception.
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ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.
Hey! Listen! Tomorrow is the deadline for submitted characters! So if you haven't finished yet, you ought to, y'know, do that.
Right, I'd been meaning to type more background ideas up, just never got around to it.
Here's the full Background:
Spoiler
Stivan Baerns was raised in a small fishing village and loved swimming, until the day he was almost eaten by a shark, then he loved dragons...
That day he had swum too far from shore and suddenly realised that he was in trouble when he spotted a dark shape in the water below him, as the shape neared he recognized it as a shark and himself as an easy meal.
His swift swimming was as nothing to the shark and it closed rapidly and then the water was red with blood all around him, Stivan was amazed that he was feeling no pain and looked back, expecting to see half of his body missing... But it was the shark that was in two peices, rapidly being gulped down by a huge bronze dragon. "you are out of your depth little fish," the dragon spoke, with an amused tone, "swim on home".
Stivan stammered his thanks and forever afterward yearned for the power and grace that had been revealed to him that day.
Stivans Parents do not approve of his choice to become a dragon shaman, desiring instead that he follow his father Frenz's footsteps and take up the role of a fisherman as his brother Gerry did.
Stivan's search for the secrets of draconic power has lead him far and wide, through many coastal towns and ports to islands beyond number. Recently he has been investigating ancient rumours of an item containing Dragon Spirit that was last heard of in the Possession of Harl Silver, a Silver Dragon shaman who is rumoured to have stayed for a time in the vicinity of the town of Greengrass (but this was 40 or 50 years ago).
Stivan is supporting himself during his investigations in the greengrass area by working as a hunter and hunters guide in the wilderness area north of Greengrass.
Unknown to Stivan:
Spoiler
Stivan's grandfather was a dragon shaman, from a long line of dragon shamans who were all inspired by the same bronze dragon (fisher in the sea of ideas) who in his youth (young adult) had been rescued by an adventuring ancestor of Stivan's line from an ancient red who had been planning to sacrifice him to power his Dracolichdom ceremony.
Frenz's father Harlin died while Frenz was just a baby, working to defeat a evil plot, the plot was foiled but the cost was Harlin's life. Frenz's mother Althea was embittered about the adventuring lifestyle that had taken her husband and moved away, teaching Frenz that adventuring was foolish risk taking and that all dragons were evil overgrown lizards. Frenz still felt the lure of the sea in his blood and (honouring his mothers wishes to avoid adventuring) became a fisherman.
Blargalargalargh. >.> So, I may have miscalculated how much free time I'd have so I've not got any work done on this yet and, unfortunately, have to bow out from this.
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Never can find my towel...
So it goes.
Healing is like accounting, but with life and death.
-Self
The Peace between Drow and Human was, by Drow terms, a recent thing. Alauniira'a, one of the first children born after their war, was still decades short of being considered an adult. As she was being sent to the surface, her Mother had told her that she was chosen because she was one of the few Drow they could send who was untainted by that conflict.
Even Alauniira'a had known her mother was lying.
The peace treaty with the Rivvin contained a clause about a sort of cultural exchange of hostages, to help the two species learn more about one another. The Drow, always wary for the double-cross (or the opportunity to double-cross first) responded to their treaty obligation by using it as a dumping ground for their noble-blooded failures.
Which described Alauniira'a perfectly.
To rise to the top in Drow culture required a certain... devotion. One part devotion to Morteregis, and two parts devotion to oneself. She'd studied every book, attended every lesson, watched every betrayal enacted in front of her... and still hadn't mastered that mindset. Despite excellent theological knowledge, she never managed to enter the priesthood. Despite excellent pedigree, she'd never made an impact in politics, not even a small one.
So they told her it was an 'honour', and sent her to the surface so the humans could deal with her. And knowing that the Drow never sent up anyone important (most Drow underestimate how intricate human politics can get, so the possibility the Humans could see through them never really occured to the Matron Mothers), the Humans did what they always did... shooed her away from anything important and more or less left her to her own devices.
The thing is, a failure by Drow standards often does fairly well in a Human Society. Being friendly, studious and very, very smart, she eventually found herself in contact with the Maegisters Guild. The skills that had made her such a laughingstock below made her an ideal candidate for training in magic up above...
Once her basic training was complete, Alauniira'a took her textbooks and went out into the countryside to find somewhere to settle down for a few decades of really hard studying. Her eventual choice was the town of Greengrass. Large enough to sport decent roads, low Elf population to reduce chance of lynching, and not a town (or anywhere close to a town) that her parents and grandparents had sacked a generation before.
She found work as an apprentice scribe in exchange for room and board, and happily abused her elven physiology to continue her magical studies after her regular work. She could even sell the occasional 'Identification' spell to a passing adventurer to provide a small supplementary income.
She had lived in Greengrass nearly five years by the time the messenger found her, saying that the Lord Gallow required her presence at his manor...
You have four hours! I'm closing this at midnight at GMT -5. So, if you're not quite done, you've got some time. Also, if you could all make sure your backstory is somewhere on your sheet, that would be sweet.
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ATTENTION ANYONE WHO I'M PLAYING WITH:
No news is good news.