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.
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