Monday, August 19, 2019

From the Vault: E-Dawn 19


E-Dawn Volume 19: August 2005 Edition

“No, I won’t do it! I can’t hold on much longer! I’m sorry about this. Die Pugsli!” -Sch’ella attempting to fight the Abomination’s Thought Worm

Spoiler Alert: This journal contains spoilers for the Legend of Earthdawn Volume 1 quest: The Heart of Heroes and the Parlainth Adventures quest Threads.
               

Pugsli’s Spy Report 6. Threads

                                          
Mawag 13 Haven
Boss,
                We made it to Haven after two more days of travel. We went to the Restless Troll to rest after the long journey.
                                                                                                                                                                -P
Mawag 14 Haven
Boss,
                I went to see a windling Weaponsmith called Gron-ha about repairing my wakizashi from the battle with the frost giants. He’s a nice old windling, who is much focused on his task. His wife, Dahlya, invited me to lunch. She was really exited about her son and daughter coming up to Haven to visit with their newly born grandchild. The food was delicious; it was great to eat some windling cuisine for a change. Gron-ha promised to be done with the repairs in two days.
                                                                                                                                                                -P
Mawag 16 Haven/Parlainth
Boss,
                We noticed that Sch’ella hadn’t returned yesterday. Ethan decided to leave to investigate. When he returned, he told us that there had been a murder near the Wall Map. He said it looked like two slashes and a puncture wound on the body. We all decided to go and investigate the murder scene. Demetrius examined the body of the old woman. He found that the woman had been cut with two slashing weapons, one larger than the other, and determined that she had a thorn man spear plunged into her. Sch’ella did this. We talked to Torgak’s guards at the Parlainth Gate who told us that we should go back to the Restless Troll soon since it was getting dark.
                We returned to the Restless Troll, which usually had a boisterous atmosphere. It had become subdued, with people speaking in whispers. One of them said that Gron-ha had been killed. Not old Gron-ha! Torgak was also there, and he strode up to our table and left us a note. The note told us to meet him at one of the warehouses near Torgak’s Supplies and Goods. We had another round of drinks to not raise any suspicion, and then left for the warehouse.  
                At the warehouse, we gave the note to one of Torgak’s troll deputies and were let in. Torgak told us about the recent murders and kidnappings in town, and how he was powerless to stop it. Whenever he sent his deputies to a crime scene, the perpetrators were already gone. It was as if they had a spy in his organization, or something worse that was tipping them off. He asked us to help him since we were new in town, and we were probably as yet unnoticed as a threat to whoever was doing this. Torgak offered us 500 Silver pieces to investigate the murders and disappearances and defeat the culprits. We accepted, and I led us to old Gron-ha’s shop.
                At Gron-ha’s shop, Dahlya had found her husband’s body in the forge. His throat was slit, and his dismembered body hung from the eaves of his forge. It took all my strength to resist the urge to throw up. I found my wakizashi on his anvil, the last sword he would ever work on. I consoled Dahlya, and gave her some money to go stay at the Restless Troll until we found the murderer. I promised to avenge Gron-ha, and Named my wakizashi, Gron-ha’s Vengeance. Gron-ha had been killed by a human-sized Name-giver with precision using a knife or dagger. Ethan and Tal’sha had found something odd in the forge in astral space. There were glowing golden threads floating in the room. Tal’sha cast some spell and it seemed to attract them to him. They floated around him sniffing at the air seemingly. Upon further examination, Ethan saw that the threads led to a twisting gray tendril, the mark of a horror. Ethan told us to run, so we fled to the Restless Troll.
                We got to the alleys near the Restless Troll when Ethan and Tal’sha caught up with us. Ethan told us that the threads had been produced by a horror and he was using them to horror mark the people of Haven. Meanwhile, a huge commotion was happening near the Parlainth Gate. We went to investigate. A huge crowd of people had gathered and they were whispering about there being another murder. We started making our way through the crowd to Torgak, but he motioned us to circle around the crowd away from him to the body. We looked at the body of an old man, who had been stabbed in the heart through the back, a difficult thing to do. Ethan found more of the gold threads floating around the body. One of them flew right to an old woman, and attached right to her forehead. A wicked grin spread across her face and she quickly moved to the Parlainth Gate. The troll guards were busy with the crowd, and the Parlainth Gate was wide open behind them. The old woman strolled on through and we followed her. The second we got through the Parlainth Gate, it shut closed behind us. We had no choice but to continue to follow the old woman deeper into Parlainth.
                    We went northwest through the Laneways, with not a thing around except the old woman and us. The old woman kept mumbling about the Cult of Pain and the destruction of Haven. We finally left the path and entered the War Zone. Not even the warring constructs of this area accosted us. The old woman opened up a secret passage and nine gray cloaked and hooded Name-givers came pouring out. In unison, they assumed the horrors voice, welcoming the old woman to the Cult of Pain. One of the cult members came forward and spoke to us. He told us that he was planning to destroy Haven tonight through a great slash and burn campaign, and there was nothing we or anyone else could do to stop him. With that, we heard the sounds of cadavers moving behind us. We easily defeated them, but when we turned around, the cultists had already gone down the passageway. A rope ladder led down. There was no way it would support the mounts, the troll, or the obsidiman. Avragar stayed outside with his granlain and Oviare’s dyre. Granite and me flew down, and the rest of us climbed down.
                Inside the Western Catacombs, we went southeast to a hallway with six doors. Granite opened the first door on the left, and defeated two cadavers. The storage room was filled with supplies, and we took what we needed. Oviare opened the first door on the right, and he found an empty room. Ethan opened the second door on the left, and found three imprisoned Name-givers. We released them by picking the locks. The freed prisoners were a windling named Rulung, a dwarf named Juk, and an obsidiman named Mordakas. Rulung was in Parlainth searching for his brother when the Cult of Pain caught him. Juk was exploring the Western Catacombs with an adventuring group, when cadaver men ambushed them. He was the only survivor. Juk told us about a secret passageway through a purple sea to get to the back of the horror’s lair. Mordakas was an obsidiman messenger who had been trying to get a message to an adventuring group in Parlainth when the Cult of Pain caught him. Oviare gave them all food and water. Rulung and Juk escaped out of the Western Catacombs using the rope ladder. Mordakas wanted to go with us to fight the horror but knew as a non-adept that he didn’t stand a chance, and he needed our help to escape from the Western Catacombs. He decided to guard the entrance to the Western Catacombs for us after grabbing some of his equipment back from the storage room. I understand the obsidiman’s dilemma. As an obsidiman messenger, not getting a message through was a slight against his reliability and honor, and he wanted to regain his honor by defeating the horror. However, if the horror’s cadaver men defeated Juk’s whole adventuring party, what chance did he have versus the horror? Oviare opened the second door on the right, which released a strange gold and red shimmering mist. The mist healed some us, including Mordakas. Tal’sha managed to bottle some of it. Ninheim released the third door on the left, which released a bunch of bouncing balls that made an annoying “boing” sound whenever they struck a surface. Granite grabbed one of the balls, which then stuck to his hand! Tal’sha fortunately was able to dispel the effect, allowing Granite to grab his pole-axe again. The balls kept going, making “boing, boing” noises throughout the catacombs. There goes the element of surprise. Oviare opened the third door on the right, which was empty.
                We came to a fork in the road, one going northeast, and the other southeast. We went southeast. We came into a room with four strange fountains. One was a fountain of clear and pure water, one was a fountain of spewing rocks, one was a volcano of fire, and the last one was a whirlwind of air. We asked Ninheim what the purpose of the room was. He responded with, “Ninheim don’t know.” Some Elementalist. We continued on southward.
                Another fork in the road, this time one to the west, and the other southeast. We went west. This led to a three-path arrangement with one going northwest, the other west, and the other south. We went northwest into a room filled with tapestries and murals. They depicted a battle between a wizard and a horror. The wizard seemed to be defeated, having merged with the horror. The wizard held a sword in his hand. We looked around for the secret passage finding it behind one of the tapestries.
                The secret passageway led west to a vast purple sea. We asked Ninheim about it and he said, “Ninheim thinks it planar leakage.” Therefore, this could be some sort of weird water plane variant. I hope that it isn’t acid, since we are going to have to wade through it to get to the second secret passage to the horror’s lair. Tal’sha decided to bottle some of the purple sea. We didn’t have too much trouble, except for Demetrius, who had to swim through because of his small size and inability to fly like me.
                We went east and opened the secret passage to the horror’s chamber. It sat on a dais six feet up. It was a vast, bloated, tentacled, black creature that had a wizard inside it. The Cult of Pain was here, ten members strong, as well as Sch’ella. We rushed into the room, most of us trying to get up on the dais. Granite and I flew up there. Demetrius tried jumping up, succeeding on the second try. Ethan climbed up. Oviare just glided up on the back of his spirit mount. Meanwhile Sch’ella was trying to fight off the horror’s mental control but she slowly succumbed. The cultists ran up and started attacking Ninheim and Tal’sha. Moreover, we had more problems, undead streamed in from the south, and we heard footsteps from the north. Tal’sha closed the door, and the door started to be attacked. Spear points stuck through the wooden door. It wouldn’t hold for long. We attacked the horror with everything we had. I delivered a wicked shot from Gron-ha’s Vengeance myself. Oviare told Tal’sha to give me the potion he had bottled earlier. He dug it out of his backpack, and I grabbed it and smashed it at Sch’ella’s feet. It didn’t seem to affect her, but the cadaver men started to fall like flies. I knew I couldn’t let Sch’ella get through to Ninheim and Tal’sha, so I taunted her and started executing a wicked flying maneuver. Meanwhile, the horror was concentrating on those on the dais. He swatted at them with his tendrils, cast spells using fire and stone, and directed his many minions to crush us all. Still in the end, we prevailed, although the horror expanded as he died, and knocked Ethan off from the dais, and he suffered a minor concussion. The undead turned to dust, the horror-marked cultists stopped attacking, and Sch’ella returned to normal. The attacks on the door ceased. The wizard that was inside the horror had a rotten grimoire, as well as a sword that had Knowledge written in sperethiel down the blade. Almost certainly, the Sword of Seeking. Oviare picked it up. The cultists ran off to the south.
Tal’sha and Ethan opened the secret door to see what had been attacking the door. Looking into the vast purple sea, they saw ten green-brown shapes swimming in the water. They noticed them, and they closed the door behind themselves. Ninheim cast the repair spell to restore the door and buy us some time to escape to the south. We went south and then east to a fork in the road, one way to the north and the other to the southeast. We went north, rushing past two rooms that smelled of decay, and into a room with a pool of dark and brown water. Of course, Tal’sha decided to bottle some of the liquid. Apparently, fetid swamp water has some alchemical properties I am not aware of. We walked around the pool or flew over it. Then we realized we had gone in a huge circle. Looking west down a long corridor, we saw the yellow-brown creatures attacking the door. We decided to use the secret passage in the mural room to ambush them from behind, while Oviare charged the others in the corridor.
Ninheim summoned a fog ghost behind the creatures, as we attacked from the front. Tal’sha used Giant Size on Demetrius so that he could maneuver in the water. Tal’sha dispelled the fog ghost after we handily defeated the five creatures. Granite, Ethan, and I went to go help Oviare and finish off the other five creatures that had broken the door and managed to get into the horror’s lair. With them defeated, we returned south and decided to explore the two decayed rooms (We found a few silver pieces in the coffins and altars.), as well as the far southeast room. It was a long corridor with many red and gold covered stones. On the other side was a huge pile of gold. Oviare and I rushed forward, and were hit with two fireballs for our trouble, and the treasure disappeared! Then Ethan tried to get to the treasure. After several attempts and several fireballs, he figured out that the pattern of the stones was gold, red, gold, red, and got to the other side. With every step upon using the correct pattern, more gold coins appeared with each step. However, once Ethan got to other side, all the gold coins turned into silver coins. These illusions are getting annoying!
We returned north and continued north until we entered a room north of the elemental fountains. It had a recorded message on a tongue hanging from the ceiling that told us that the wizard’s name was Malgrim Mortaka who had been eaten by the horror, and the order to use the elemental fountains in was Earth, Fire, Air, and Water. Guess that information would have helped earlier.
We went back south and turned west to the corridor with six rooms. We took anything from the storage room that we wanted, and headed towards the rope ladder out of the catacombs. Mordakas was there, with a bloody war hammer standing over the ten cultists. He had guarded the entrance like he had told us. None of us had the heart to tell him that the horror no longer had control of the cultists. Of course, I wonder if that fact would have mattered. I can see that his living crystal armor was torn off his body based by the clumps that are left here and there, that kind of torture would definitely make me seek revenge. We levitated the Obsidiman out of the catacombs, and flew up or climbed up the rope ladder to meet up with Avragar and the light of day.
                                                                                                                                                                -P
Mawag 17 Parlainth
Boss,
                 We were accosted by falsemen. They said they worked for Guile, and that we should come with them. Guile told us he’d let us live if we killed off another construct called Smasher. We agreed reluctantly. We then went out into a field of the War Zone and met Smasher’s stone men, wax men, and straw men army. We defeated them and ran to the laneways.
                On the laneways, we saw four strange spear holding monsters with their skullcaps exposing their brains. Ethan told us they were trap making and repairing horrors called scurriers, and then he charged them. The horrors set their traps, and I don’t know what happened after that since a fireball trap knocked me out as we fought the things.
                                                                                                                                                                -P

Mawag 18 Haven
Boss,

                Looks like we all made it back to Haven alive. I’m writing this from my bed in the Restless Troll. We’ve decided to stay for a while to allow Ethan time to train, since there are Grim Legionnaires in this town, and there aren’t any in Cellesis.
                                                                                                                                                                -P
Mawag 23 Haven
Boss,
 
                We have some serious problems over here! Ethan seems to have joined the Purity of the Flame, and there seems to be some plot to murder Torgak and his deputies by them as well. They also killed the undead ambassador of Twiceborn. Purity of the Flame and the Grim Legion then plan to step in to control Haven. You know what that means, Purity of the Flame and the Grim Legion will have power in Scytha and Parlainth, and be a major force here in the north of Barsaive. If they extend their spheres of influence west and south, they might be able to find allies in the Heart Wood and Caucavik Mountains as well.
                                                                                                                                                                -P

Mawag 23 response dated Gahmil 13
P,
 
                V’Dor Revanche and his Purity of the Flame organization represent a major problem for us. On the one hand, if we defeat them, the horror stalkers in the north become leaderless, possibly causing crises in both Scytha and Parlainth. On the other hand, Torgak is vehemently anti-Theran, and anti-Throal, and represents an ally versus the Therans and Throal. His death would plunge Haven into Chaos and civil war, but leave Scytha unaffected. However, Purity of the Flame also represents our best chance to do something about Elarin, Toke, and other horror-marked Name-givers causing us trouble in Barsaive. An established northern horror stalker confederation could also aid us with our troubles in the Caucavik Mountains and help us re-establish diplomatic ties with the Shriekers. I have yet to tell D about this. I am going to gather information myself about Torgak, and see if what Purity of the Flame claims is true, that Torgak is in league with the horrors, or at least the undead queen, Twiceborn. I have another assignment for you. I want you to find the MIA Slayer, KS, in Cara Fahd. I also want you watching Ethan like a hawk until I make my decision.
                                                                                                                                                                -R
Mawag 24 Haven
Boss,
 
                A mysterious ninja named Risudo Sharoumo came to the Restless Troll. He said he was running from Thera. Well why go to Barsaive from Cathay, where Thera doesn’t have control or troops? And why should we trust anyone from the Theran ally of J’Pang? His story just didn’t add up. Of course, it didn’t help matters when Ethan stole his katana, and thus started a fight with him. Ethan won handily, and the ninja skulked to the shadows.
                                                                                                                                                                -P

Mawag 25 Haven
Boss,

                We are leaving Haven to go to Tansiarda through the Old Theran Road. When we camped, Oviare sensed the presence of an undead creature off in the distance and we went to investigate. We found the ninja there with a bone spirit. Oviare defeated the bone spirit, and we interrogated the ninja, who told us he was following us. I knew it, a Theran spy! Oviare and I eliminated him. 
                                                                                                                                                                -P

Mawag 25 response dated Gahmil 16
P,
                Good work, P.  All Theran spies must be eliminated, else they should find out about our plans.
                                                                                                                                                                -R

RUMORS


Haven


People are getting murdered left and right! It’s time to leave Haven!

People keep disappearing near the Wall Map. Nobody knows why.

Why isn’t Torgak doing anything about these murders and disappearances?!

Hiermon died just before his 111th birthday. Brenula is putting on a brave face, but she misses the old buzzard, or at least the profit he used to rake in that became her rent money. I suppose Hiermon’s old place is up for rent by Brenula then. Hiermon’s death has meant that adventures looking for alchemical potions and thread items are paying a premium price. I hear Tylia is in the business of looking into the key knowledge of items now. I wish she would give up her inn and get into the thread item and potion creation business instead.

The prices at the Restless Troll are at an all-time high! With all these murders and disappearances, Tylia can charge a premium for stays at her inn.

The Grim Legionnaires around here recently stepped up their activities. I hear they blamed the undead diplomat for the recent murders and had him lynched. I wonder what has got into them. Torgak is furious; he thinks the death of the undead diplomat might bring Twiceborn back to Parlainth to settle the score with him. Twiceborn leaving Parlainth was one of the best things that ever happened as far as he is concerned. He no longer has to watch over the undead festival and protect the undead from Name-givers. Of course, I hear that Purity of the Flame wants Torgak dead for making deals with Twiceborn.

Did you hear? Did you hear? They killed old Gron-ha! Slit his throat and dismembered him at his forge. Who would do such a terrible thing!

There is a new cult in Parlainth. They wear grey hoods and robes and seem to be living in the Western Catacombs. Who knows how they are avoiding the constructs of the War Zone.

A group of Horror Stalkers went into the ruins of Parlainth about a month ago. They are probably all dead by now.

I heard that old scalawag; Pagmor Gilt-Throat is back in town with his boys, Grentor, Farflyer, Wallag the Black, and Vanargmog Sugarcruncher. He has his gambling ring back up, so you can bet on the War Zone fights again. His ship, the Unyielding, is in much better shape now, although I doubt its combat ready. I guess he is done with being leader of the Shriekers. I hear Targ Wargarash is their new leader.

The entire kingdom of Runwood was destroyed, smashed into fragments in the Caucavik Mountains. Many airships have been disappearing in the region as well. I wonder what is going on up there.

Gnashers seem to be appearing more often in the outskirts of Haven for some reason. Some people say they’ve seen crystal gnashers, but I don’t believe a word of it.

The Loyal Order of Delvers recently got a new leader. A female elf swordmaster with a pretty face called Yuriel. She apparently did a few favors for Torgak and they’ve become friends. I hear Archiana Smoothskin is furious about it, but she gets mad at the mention of the Loyal Order of Delvers that opposes her own Association of Unaffiliated Explorers. Too bad about Liniarg Blindingshout dying in Travar on a tour of swordmaster tournaments when the horrors invaded. That tour was meant to draw attention to the Loyal Order of Delvers, and it was successful. Liniarg Blindingshout managed to recruit many new members before dying, and the Loyal Order of Delvers is stronger than ever now.

Another source of Torgak’s power is Torgak’s Irregulars, a group of fifty adepts from Haven trained by Throal for the war. Most of them have returned to a life of Parlainth exploration, but some of them joined up with the Loyal Order of Delvers or became deputies for Torgak.

NEW CHARACTER BIOS 8

 

Concepts by the Players and Edited by Steven James Black

RISUDO “NIGHTSTRIKE” SHAROUMO (ERIC)

Race: Human
Discipline: Spirit Swordmaster/Ninja
Circle: Fourth/Second
Homeland: J’Pang
Character Background:  Born in J’Pang to a ronin father, Hanzo Moonbite was left at the monastery of Narai, hoping that there; his son would somehow avoid his own honorless fate. At Narai, the monks trained as Spiritual Monks or as sohei, warrior-priests often following the Warrior Discipline. The monks of Narai had long ago declared themselves as a separate entity from the government and that religion and state should remain separate. The monks of Narai often raised orphaned children. However, not all things were as they appeared. The head priest’s underling was the true power of Narai. A Spirit Weaponmaster himself, he looked to train others in his Discipline as sohei. Thus, it was that the orphaned boy named became a Spirit Weaponmaster. The Therans had made a deal with the underling, and would often come to Narai to enlist the help of mercenaries and bounty hunters to collect slaves. They had long had a contract with the Emperor of J’Pang to capture those who had dishonored themselves by becoming ronin, showed cowardice by running from the armies of the Cathay Empire and Oni horror plague, or worst of all surrender. “ Those who have no honor are fit to be nothing but slaves.” The young adept, Hanzo Moonbite, accepted. The Therans taught them the Ninja Discipline to aid him in tracking his prey. He found out the fate of his honorless father, tracked him down, instead of capturing him, killed him, and stole his daisho. To hide himself from the shame of his father’s dishonor, he re-Named himself Risudo Sharoumo He became addicted to drugs he found at a bazaar in the neutral merchant city of Heian from a Cathay merchant called opium. He became ever more erratic and wracked by guilt over his father’s fate. One day whacked out on the drugs, he killed the other four members of his group, and escaped to the Cathay-controlled port of Izumo and left J’Pang forever, with the Therans in hot pursuit. In Cathay, he did mercenary work here and there to pay for his drugs, but there was never enough work to keep his supply up, causing him to look to travel elsewhere to get cash to pay for his opiates. He heard about Barsaive in Chi’ang, where he could get a lot of mercenary work because of the chaos in that area. He could also probably get opium imported to Urupa from the People of the Aras Sea who had trade contracts in Chi’ang. Thus, he traveled into the Caucavik Mountain range trying to get to Barsaive. Pagmor Gilthroat found him in the mountains and offered a ride to Haven in exchange for some 200 Silver pieces. Risudo accepted and upon arriving, went to the local inn, the Restless Troll looking for work.

Long-term Goals: Obtain enough cash to keep his opium supply constant, and run from his past and the Theran Empire assassins.

CHARACTER Retirement Home 2


Tal’sha makes a deal with Brenula for renting Hiermon’s old apartment upstairs and he opens an alchemist shop.

CHARACTER GRAVEYARD 6


Oviare and Pugsli killed Risudo for following the party as a spy.

Current Projects

                As for the E-Dawn Discussion Group I am hoping to get out an E-Dawn and a 7 Sands Campaigns file every month. I am a little behind on the monthly schedule of E-Dawn, but I have been endeavoring to release it on time each month. Of course, E-Dawn requires player help, involvement, and its schedule is partially dictated by their work on their characters.  
                On the Redbrick Limited front, I have mostly been working on the Gamemaster’s Compendium. We are reviewing all the sections for errata and other things, trying to keep to the schedule of a late fall release.

UNUSUAL RACE/DISCIPLINE COMBINATIONS 16


The Air Sailor is actually a common Discipline IMB. The vast majority of them have been humans, and surprisingly dwarfs. Others have been windlings and t’skrang (k’stulaami mostly). Elf air sailors are a common NPC choice, especially in Thera, and do not appeal to players as a result. Orks and trolls who choose to fight in the air commonly become sky raiders. This month’s Unusual Race/Discipline Combinations are Ork Air Sailor and Troll Air Sailor.

Ork Air Sailor


Advantages: The ork’s Low-Light Vision is very useful since the character will spend a lot of time outdoors where the moon and stars will allow him to see farther than most other characters. The +3 Strength Attribute bonus will help the ork score more damage, but more importantly increase his Knockdown step by 1. The +1 Toughness Attribute bonus will help the character survive despite the Discipline’s (6/5) Durability (Average, but weak when sky raiders are your main targets!).

Disadvantages: The character’s –2 Willpower Attribute penalty is a huge disadvantage, reducing the character’s critical Air Sailing and Windcatcher talent steps. The character’s –1 Dexterity Attribute penalty is a major disadvantage, reducing many of the character’s talent steps. The character’s –1 Charisma Attribute penalty is a disadvantage, reducing the character’s Haggle and Taunt talent steps. 

Neutral: The character lacks a Perception Attribute bonus, but this Attribute is only critical for many key skills that the air sailor may pick up. The character’s Movement as Dexterity +2 is not much of advantage since airships do not tend to be very big, although it helps while on land.

Attributes (66 purchase points):
DEX: 17-1=(16): 7/D12
STR: 13+3=(16): 7/D12
TOU: 13+1=(14): 6/D10
PER: 11=(11): 5/D8
WIL: 14-2=(12): 5/D8
CHA: 11-1=(10): 5/D8

Commentary: A good background for an ork air sailor is seeing all of Cara Fahd as his crew. If Cara Fahd is not yet a nation, the ork air sailor works tirelessly to help build the nation and create a Cara Fahd Navy. If Cara Fahd is already a nation, the character wants to join the Cara Fahd Navy as his long-term goal. The character is also devoted to solving the problems of Cara Fahd, seeing the whole nation as his crew, and will do anything to help build the nation, and keep the nation strong.

                Statistically, increasing the character’s Willpower Attribute by 1 point increases his Willpower to step 6. Increasing the character’s Charisma Attribute by 1 point increases his Social Defense by 1. Increasing the character’s Toughness Attribute by 2 points increases Toughness step to 7. Increasing the character’s Dexterity by 3 points increases Dexterity step to 8 and Physical Defense by 1. Following this makes the character’s Attributes look like this at Eighth Circle:

Attributes (Eighth Circle):
DEX: 17-1[+3]=(19): 8/2D6
STR: 13+3=(16): 7/D12
TOU: 13+1[+2]=(16): 7/D12
PER: 11=(11): 5/D8
WIL: 14-2[+1]=(13): 6/D10
CHA: 11-1[+1]=(11): 5/D8

For skills, the ork air sailor should focus on wilderness and city survival skills, and at least think about multi-Discipline as an archer or scout. Navigation and Read and Write Maps are good skills to select for both Cara Fahd travel and airship travel. Streetwise helps on the streets of Wurchaz. A whole slew of skills help in the jungles of Cara Fahd including Swimming, Hunting, Fishing, Wilderness Survival, Botany, Tracking, and Creature Lore. Sailing may also be useful, as canoes are an excellent way to traverse the rivers of Cara Fahd. Cara Fahd-based Knowledge skills like History; Cara Fahd, Ork Lore, etc. may be useful.

For multi-Discipline, the archer and scout are great choices. The archer’s missile and target philosophy matches well with the character’s single-minded and goal orientated philosophy. The archer also has some survival skills including Direction Arrow and Sprint that may be of use. This also dramatically increases the character’s abilities as an airship gunner. The scout’s philosophy of opening up your perception to the world around you could appeal to the ork air sailor who wants to know more about the land of Cara Fahd. The scout adds many survival skills through its Half-Magic, as well as Climbing, Tracking, Sprint, and other talents. 

Troll Air Sailor


Advantages: The troll’s Heat Sight is useful, especially for flying purposes. The +4 Strength Attribute bonus will help the troll score more damage, but more importantly increase his Knockdown step by 1. The +2 Toughness Attribute bonus will help the character survive despite the Discipline’s (6/5) Durability (Average, but weak when sky raiders are your main targets!). The +1 Willpower Attribute bonus is an advantage because this increases the character’s crucial Air Sailing and Windcatcher talents.

Disadvantages: The character’s –1 Perception Attribute penalty is a disadvantage, reducing the character’s step for key skills. The character’s lack of a Dexterity Attribute bonus is a disadvantage, since this is a critical Attribute for most of the air sailor’s talents, but not as much as it is for the ork air sailor. 

Neutral: The character lacks a Charisma Attribute bonus, but this only affects the Haggle and Taunt talents and is not a major hindrance.

Attributes (66 purchase points):
DEX: 18=(18): 7/D12
STR: 12+4=(16): 7/D12
TOU: 12+2=(14): 6/D10
PER: 12-1=(11): 5/D8
WIL: 14+1=(15): 6/D10
CHA: 11=(11): 5/D8

Commentary: The attributes reflect the character concept. The character would probably be a troll sky raider if he were strong, tough, and charismatic. Instead, the character is tall and wiry for his frame and very fast and strong of will. The character is exiled for his choice of the air sailor over the sky raider from his trollmoot. The character may or may not be branded as a kava and his horns removed. The character may or may not hate sky raiders, and even if he does not, the character wants to prove that he is better than the sky raiders. He wants to be the center of attention, doing daring maneuvers and risky stunts to show up everybody else. After exile, he could have caught on as part of a crew of the Throal Navy, Travar Navy, or the Jerris Falcons. Alternatively, he could be a dreamer like the above character, trying to reunite Ustrect and establish a lowland Ustrect Navy.

                Statistically, increasing the character’s Willpower Attribute by 1 point increases his Willpower to step 7. Increasing the character’s Dexterity Attribute by 1 point increases his Dexterity to step 8. Increasing the character’s Toughness Attribute by 2 points increases Toughness step to 7. At this point, it will take 3 Attribute increases to affect any attribute. Dexterity is most recommended. Increasing the character’s Dexterity by 3 points increases Dexterity step to 9 and Physical Defense by 1. Following this makes the character’s Attributes look like this at Fifth and Eighth Circle:

Attributes (Fifth Circle):
DEX: 18[+1]=(19): 8/2D6
STR: 12+4=(16): 7/D12
TOU: 12+2[+2]=(16): 7/D12
PER: 12-1=(11): 5/D8
WIL: 14+1[+1]=(16): 7/D12
CHA: 11=(11): 5/D8

Attributes (Eighth Circle, recommended):
DEX: 18[+4]=(22): 9/D8+D6
STR: 12+4=(16): 7/D12
TOU: 12+2[+2]=(16): 7/D12
PER: 12-1=(11): 5/D8
WIL: 14+1[+1]=(16): 7/D12
CHA: 11=(11): 5/D8

For skills, the troll air sailor should focus on similar wilderness and city survival skills and multi-Discipline ideas of the ork air sailor if trying to restore Ustrect. The character should consider skills like Acrobatics, Maneuver, and Sprint to improve his flashy, risky fighting style. If the character is in a merchant fleet, skills like Conversation, and Etiquette become important for interaction with potential customers. If the character is in a battle fleet, skills like Tactics become important for battle planning.

For multi-Discipline, the character should consider the Outcast Warrior and Swordmaster. The Outcast Warrior fits the character’s background, as well as adding in extra-combat abilities. The Swordmaster fits the character’s flashy style of combat, adding in Maneuver as a talent, as well as Heartening Laugh later as a good group affecting talent.

Next month: Unusual Shamans

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