[Pathfinder] Iron Gods Adventure path

Started by Chulanowa, May 06, 2017, 01:22:42 PM

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Chulanowa



   Numeria, the land of fallen stars. A place known in equal parts for the savage Kellid tribes that roam its plains and hills, and the bizarre technological ruins dotting the same landscape. A brooding barbarian king sits in his palace, served by fawning technomancers. And in the hidden corners of this land, a new divinity stirs; A divinity that will shake Golarion to its core. In the town of Torch, the settlement's unignorable tower of violet flame has gone out. The only clue to its disappearance is a newly-discovered cave dug nearby. Are the heroes bold enough to unearth the otherworldly secret that sleep beneath the village and reignite the fires of Torch? Or will their first foray into Numeria's ancient mysteries be their last?



This is a recruitment thread for the Pathfinder Adventure Path, Iron Gods. I'm throwing it up in response to Argent Adonis' GM Request thread.  Iron Gods is set in the Golarion nation of Numeria, which is a little... odd. To quote from the Player's Guide (which can be found free to download here):

   Set in the harsh lands of Numeria, a realm where savagery and super-science exist side by side, the Iron Gods adventure path incorporates a number of science-fiction themes alongside its more traditional fantasy offerings. So while there'll still be dragons, orcs, magic swords, and potent spells, PC's in this campaign will also face robots, cyborgs, and aliens armed with technological weapons and gear - monsters, hazards, and wondrous prizes brought to Numeria thousands of years ago during a singular event known today as the Rain of Stars.

Basically, think Conan meets Blade Runner, on the set of Fury Road. Evil wizards armed with high technology clash against shirtless barbarians with chainsaws. Stuff that would look totally rad on a metal album slipcover. See for yourself!



Torch at a Glance
Torch

Government: Council
Population: 4,320 (3,169 Humans, 498 dwarves, 392 half-orcs, 168 gnomes, 32 half-elves, 28 halflings, 25 elves, 10 androids, 7 other)
Heavily Taxed: Torch is very heavily taxed by the Technic League, and has fewer resources available than a town of its size normally has.

   Torch takes its name from the violet flame that burns atop its central hill. The fires ignited spontaneously in 4602 AR, and for nearly a year they lanced into the sky, forming a purple column of fire that could be seen for miles around. At the time, the Technic League was experiencing a period of upheaval in Starfall, and its agents were unable to investigate the rumors of the column of fire to the south. By 4604, the flames had died down to a man-sized bonfire, leaving the top of the hill blasted and blackened. Several industrious locals soon discovered the flame's heat possessed two unusual qualities-it was hot enough to smelt skymetal ores and work with difficult materials like adamantine, and the fires themselves radiated a strangely directional heat. A chunk of wood thrown a dozen feet over the fires would instantly burst into flame, yet a piece of paper set a foot from the bonfire's edge wouldn't even smolder. This unique combination of traits made the fire a perfect forge. After a few sudden flare-ups resulted in the tragic incineration of several smiths and their partially completed forges, the townsfolk learned how to interpret the flares and flashes that presaged such an eruption. Rather than build permanent structures around the fire, they came to rely upon portable workshops transported up the hill via wagon or carriage, so that when the fire began one of its unpredictable surges, the smiths could retreat to safety to wait for the blast of fire to recede.

   In this way, Torch has sustained itself. By the time the Technic League sorted its internal politics out and sent representatives to investigate in 4612, its agents found a burgeoning village growing around the base of the hill. After a cursory examination of the fire, representatives from the Technic League met with the village's leaders and worked out a deal-as long as Torch sent a monthly tribute of gold north to Starfall, the Technic League would not maintain an official presence in the region. In this way, the League turned what could have been competition (since at the time it still lacked the resources to effectively manage a remote site) into a source of income. Over the decades that followed, Torch grew steadily, yet has never truly prospered, because the Technic League constantly revises the amount of the tribute it requires. Frustrations with and resentments against the Technic League rightly have grown in Torch, yet the League's been careful to never tax the town to the point of rebellion, keeping them in an uncomfortable but relatively stable place between freedom and oppression.

Locations
1. Iven's Livery Stable: Most travelers visiting town leave their mounts and pack animals in the care of lven Lesky, a retired tracker who chose to settle in Torch after falling in love with a young Kellid woman named Annika whom he met when her tribe was overwhelmed by hill giants. Together, they buy and sell horses, doing frequent business with trade caravans drawn to the town's marketplace.

2. General Store: Torch's general store caters to scavengers, artisans, and metalworkers first and foremost, but also carries plenty of gear sought by adventurers traveling through Numeria. The town's unique forge attracts plenty of traders to the local marketplace, some of whom bring rare items which store owners like Inkrit Kollisun uses to stock their shelves. Most of the routine adventuring gear listed in the Pathfinder RPG Core Rulebook can be found here, but Inkrit leaves the sale of armor and weapons to the guildhouse artisans.

3. Silverdisk Hall: This busy gambling house features many card tables and dice games, all played with the local silverdisk currency in exchange for whatever money travelers bring with them. Proprietor Garmen Ulreth runs the place, and is rumored to be assisted by a gang of Kellid thugs known as the Ropefists - a name derived from their practice of wrapping their knuckles with rope before using their fists to punish transgressors. Garmen has made a career of providing fine drink, prime entertainment, and sometimes even floor shows for his patrons.


4. The Marrymaid: Given the frequent influxes of fortune-seeking scavengers and merchant caravans, the Marrymaid bordello opened its doors almost as soon as Torch established a successful economy. Wrennie Dalrorn oversees the entertainments inside. Some say she's the illegitimate daughter of an elven prince from Kyonin and a high priestess of Calistria, but she dismisses such rumors with a roll of her eyes and amused smile every time.

5. The Copper Coin: One of the oldest taverns in Torch, the Copper Coin stands right on the western edge of town. This fixture nightspot fills up with patrons almost every evening, and it is especially popular with laborers and artisans looking to relax after a hard day's work. Siblings Lawton and Katina Rimos run the Coin as a quality establishment with good food at reasonable prices. In fact, much like their father, who ran the tavern for 30 years before passing away, they pride themselves on claiming everything costs 'just a few coppers." Lawton runs the kitchen, cooking up signature dishes like spiced lamb and lentil soup with sourdough bread. Katina tends bar, serving up popular drinks like Rusty Ale, Wineberry Mead, Steelforged Stout, and Black Hill Whiskey.

6. Garrison and Armory: A crenelated 30-foot tower rises from this squat barracks housing the town's active militia and guards. Approximately two dozen off-duty guards can be found here, with three times that number patrolling the marketplace and city streets during the day. The connecting armory holds a selection of simple arms and armor for outfitting these conscripts, including crossbows, bolts, spears, and short swords, as well as a few suits of leather armor, chain shirts, and light steel shields.

7. Olander Estate: Serantha Olandir, the charismatic, influential leader of Torch's town council, lives in this large home. She lost her husband 2 years ago to a back alley mugging. Since then, she's made it her mission to ensure Torch doesn't become a den of crime and corruption by taking a more direct hand in shaping its politics.

8. Otterbie Manor: One of the original founding families of Torch owns this expensive manor, built by an enterprising merchant and ex-crusader from Mendev named Orm Otterbie. He passed away several years ago and his granddaughter, Bazlundi Otterbie, inherited his legacy, successfully organizing many of the town's artisans and smithies into a powerhouse consortium. By controlling access to their services and coordinating a communal profit-sharing scheme between them, the Otterbies have become one of the more successful families in town

9. Weeping Pond: This placid-looking pond is set off from the surrounding area by a crescent-shaped escarpment. No vegetation grows on the banks of this pond, and the waters carry a bitter stink of sulfur and other chemicals, enough to make the eyes water after spending too much time on the shore. The pond is fed by an underwater spring from under Black Hill, but no fish live in these waters, for the pond is tainted by runoff from the buried ship under Black Hill. Until recently, the foulness of the water has prevented anyone from discovering that the underwater spring leads into a series of caves under Black Hill. A shallow stream runs southeast of the pond and finally empties into Crowfeather Lake.

10. Crowfeather Palace: The contaminated waters running from the Weeping Pond collect in Crowfeather Lake. Here the taint diffuses to the point where the water becomes drinkable, though it retains a brackish aftertaste. Until recently, long exposure to the water could still cause birth defects and strange afflictions, but since the creation of the strange-looking building here, these effects have been all but eradicated. Called Crowfeather Palace because of its proximity to the lake and its almost miniaturized palatial facade, the building is the brainchild of Khonnir Baine. With the aid of the local priesthood of Brigh, Khonnir built this facility to help purify the waters of Crowfeather Lake. Utilizing a combination of divine and arcane magic with scavenged technological elements, a pipe-like extension from the building constantly purifies the waters around itself as if via a continually running purify food and drink spell, giving the townsfolk a safe source of drinking water.

11. Market Square: The southern shore of Crowfeather Lake is the location of Torch's largest marketplace. This location draws nearly as much attention and tourism as does the flame, for it's here that the town's skilled artisans put their wares on display.

12. Foundry Tavern: One of the more popular hangouts in Torch, the Foundry Tavern is aptly named. Its owner, Khonnir Baine, makes frequent appearances to demonstrate new inventions here-whether mechanical or magical. The tavern itself is always packed, and Khonnir rents out space in his neighboring foundry for visiting smiths and metalworkers to use.

13. Tempting Tonics: This building is home to Jhestine Imierin, the town's apothecary and healer. Jhestine's father was a Snowcaster elf and her mother a Kellid chieftain's daughter. She moved south during a particularly harsh winter and opened her apothecary shop to help the people of Torch deal with the tainted water from the Weeping Pond. Jhestine sells a variety of herbs and special substances, and now that Crowfeather Palace has made the waters of the lake drinkable, she's been able to turn her attention away from her original purpose to crafting all manner of other potions and elixirs for sale.

14. Seven Tears Farms: Fertile fields and orchards line the stream near the southern side of town here. Before Crowfeather Palace, these farms had to rely upon the generosity oflocal churches for water purification, but now the fields are flourishing. The produce grown here feeds most of Torch, thanks to the owner of the farms, a matronly woman named Celda Veed.

15. Town Hall: One of the grander buildings in Torch, the town hall doubles as a second garrison and lookout tower watching over the eastern roads. Council meetings take place in the hall every week on Oathday, but the hall sees frequent use for social gatherings as well, including many dances held in the neighboring square.

16. Chapel of the Wanderer: A somber man named Mylan Radli retired here after the town's previous gravekeeper passed away. Along with the blessings he administers to those passing through Torch, he also conducts funerals and looks after the town's cemetery.

17. Temple of Brigh: Bronze wind chimes and clockwork statues decorate the domed portico of this compound dedicated to the goddess of invention. The oldest faith in Torch, Brigh's temple sees regular worship from many of the town's citizens, and also includes a meticulously organized workshop managed by the town's religious leader, Joram Kyte. His friendly demeanor, active interest in the metal trade, and innovative crafting skills helped land him a seat on the town council many years ago.

18. Evercandle Inn: The name of this establishment refers to the strange alchemical candles used to light its rooms. These showpieces, which never diminish, are arrayed among multiple chandeliers in the common room as well as smaller, portable candlesticks by each bed in the individual chambers. Soceal Murgrave serves as the inn's proprietor, aided by her ever-present attendant Erlmon Reverstoudt.

19. Boarding House: The nine buildings surrounding this small park provide temporary housing for larger parties not wishing to stay at the more expensive inns in town. They see frequent use during the warmer seasons when their owner, Agren Maust, rents out rooms to scavengers, adventurers, and merchants seeking to do business in Torch for weeks at a time.

20. Warehouse District: This large building is home to the guild of metallurgists and artisans established by Bazlundi Otterbie. The guild was founded to support craftspeople in the skymetal trade, and the experts under its banner include several skilled armorers, blacksmiths, and weaponsmiths. The group always keeps a few weapons for sale in their shop.

22. Dolga's Foundry: The sounds of ringing hammers and dwarven songs frequently rise from this busy foundry, which is owned and operated by Dolga Feddert and her team of veteran crafters. An odd transplant from the Five Kings Mountains, Dolga helped found Torch and became the first to test the unique properties of the flame erupting from the hilltop. She also constructed many of the first buildings in town, and is Torch's oldest councilor.

23. Junkyard: Unprofitable components and debris smelted for skymetal invariably find their way to Torch's junkyard on the east side of town. An eerie bleachling gnome named Garritt Burrwaddle received the honorary title of Junkmaster after several decades of obsessively collecting and cataloging the items left here. Aside from hauling away junk no one wants, he provides an invaluable service to those searching for spare parts among the debris in his care.

24. Black Hill: Easily the most recognizable landmark in Torch, this bald escarpment rises at a steep slope in the middle of town. Until recently, the town's namesake torch burned at the hill's peak, emerging from a 5-foot-wide hole in the ground. Today, the flame is out, the hole caved in and filled with bubbling, foul-smelling sludge. The four specially-designed adamantine carts used to ferry ore to and from the fire now stand a short distance down the hill near the Black Hill Craneworks-a building run by Smeltrunner Oskah Unteret. She coordinates access to the flame and ensures merchants pay the appropriate tribute to the town's treasury. She bears no love for the Technic League, but holds the Black Sovereign in high regard, and loudly shares tales of his uniting of Numeria's tribes in every tavern she visits.

Notable NPC's
Captain Aaronlu Langer: Head of the town guard.
Bazlundi Otterbie: Town councilor and guild organizer
Dolga Freddert: Eldest of the town council
Joram Kyte: Councilmember, and deacon of the church of Brigh.
Khonnir Baine: Councilor and famed technological wizard.
Serantha Olandir: Activist town councilor.
Garmen Ulreth: Owner of the Silverdisk Hall gambling house;
Jhestine Imierin: Owner of Tempting Tonics, herbalist and alchemist.
Junkmaster Garrit Burrwaddle: Bleachling gnome and junkyard manager / scavenger
Mylan Radli: Local cleric of Pharasma
Smeltrunner Oska Unteret: head smith of the Black Hill forge where the Torch is located.
Val Baine: Khonnir Baine's adopted daughter and apprentice.
Sanvil Trett: Well-off merchant, known for his technological knowledge.

Dolga Freddert
Val Baine
Garmen Ulreth
Joram Kyte
Khonnir Baine
Sanvil Trett

Pumped yet? Well, here's what I'm looking for.

• 5 Players: Argent Adonis is guaranteed a spot, since it's his request thread.
• Posting Rate: I'd like a minimum of two posts a week; more is fine, of course. Doesn't have to be novels, but descriptive ability is important; you have plenty of time, show me what your character is doing.
• Smut content: This is not going to be a "smut game," but if players want to help each other or NPC's break some bedposts, it can be worked out.
• Images: You don't have to use a character image, but it's appreciated, as I plan to use maps. If you use an image, don't use anime / manga style, or photographs.
• Personality: I liked players and characters who "pop," of course, but the most important thing is ability to work in a group and be pleasant with each other, at least in OOC.
• Knowledge: This is definitely a system game, using Pathfinder's version of the D20 system. You don't have to be an expert, but I do ask you at least know what to roll for stuff.
• Gender / orientation: Any and all are welcome. I will not be worrying about "gender balance" when selecting characters.
• Board Location: This is going to go into NC: Exotic, due to assorted nonhuman critters, some mild sci-fi horror elements, and of course, violence.
• Deadine: I'm going to pick four characters to join Argent Adonis' on Wednesday, 5/17.

So if my being a picky bitch hasn't already scared you off, the important question then is "How do I make a character for this mad monstrosity of an adventure, chula?!"

• Everyone starts at 1st level
• 20-point buy; no stats above 17 or below 8 before racial modifiers
• Everyone gets one Campaign Trait from the Iron Gods player's guide, and two other traits of their choice. No drawbacks.
• Only Paizo-published material, no third-party
• All classes allowed. Ninja, Samurai, and Vigilante might be a little difficult to slot into the setting and "vibe." Barbarian, Monk, Rogue, and Summoner will all use the "Unchained" versions of the class.
• Most Archetypes should be good as well. Some will be inappropriate for the setting and vibe; I'll let you know.
• All seven Core races are allowed, along with Orcs, Ratfolk, Skinwalkers, and Tieflings. Feel free to use alternate race features (Mind, if you trade the tiefling spell-like ability for a roll on the special abilities chart, make a note and I'll roll it for you  >:) )
• The Background Skills option from Pathfinder unchained will be in use. Knowledge: Engineering is an adventuring skill for this Adventure Path.
• The Technologist feat is not available at 1st level. I find it kind of drains the mystery of the AP. If you have an Archetype that grants it at 1st level, you get it at 3rd instead.
• Please, just one character per player.

When you make your character, I'd like to have an outline of their personal history / background and a little bit about their personality. Not a novel or a full narrative, just a look at where they come from, if they have any friends, family, rivals, enemies, or other plot hooks, and what brings them to Torch if they're not a native. One thing that is important, all the characters start together as a "group" - the catalyst for this is that the town's livelihood, the eponymous torch going out, followed by one of the town's leaders - Khonnir Baine - going missing in the caverns below the town. Maybe your character needs the Torch to make a living. Maybe they're friends or a student of Khonnir Baine. Maybe they've simply heard there's a reward of 4,000 GP for the return of Baine, with a Scroll of Ressurrection thrown in if he's still alive!

I look forward to seeing what you all come up with!

Bibliophilia

#1

Background:  Freja was born to a savage tribe of Kellids that lived on the outskirts of Torch.  Her strange coloring and the indefinable, yet palpable, sense of difference that lingered about her was enough to make the primitive, and suspicious, tribespeople regard her with mistrust.  Even her own family tended to treat her with a cool distance, causing her to seek the solitude of the wilderness from a very young age.  When she became lost as a small child, after wandering much further than she ever had before, no rescue party was mounted to find her, and her family wrote her off as one less mouth to feed and one less potential problem to solve.  Barely four years old, Freja was alone and frightened in the harsh wilderness of Numeria, suffering the bitterly cold nights of early spring and the hollow feeling of an empty stomach.

The quiet, whimpering sounds she made as she huddled in the roots of a tree for shelter, drew the attention of a nearby bear, who followed the sounds to the child.  Freja was terrified, at first, of the large, wild animal as it stuck its snout into the hole to sniff at her curiously.  However, she swiftly lost her fear and crawled out of her hole to cling to the warmth and protection the beast offered.  After guiding the child up onto its back, it lumbered back the way it had come, returning to the trio of cubs it had left behind in a nearby cave when it went to explore the unfamiliar sounds.  From that day, forward, Freja was considered one of the family, and she found her adopted family far more loving and accepting than her birth family had ever been.

As she grew, Freja learned to fight and hunt, swim and climb, from her brothers and sisters.  Her connection with them, and with the natural world, made it easy for her to communicate, even if only in a rudimentary and instinctual manner, with her animal kin.  As a result, when she experienced her first change in the midst of a hunt, while chasing an elk, she and her kin thought nothing of it.  It seemed only natural that a child raised by bears would find herself turning into one, at least in part.

Her first encounter with civilization, aside from the occasional hunter or traveler who wandered too close to their cave, came when she encountered something metal half-buried beneath the earth while exploring one day.  She and her brother, one of many, dug up the contraption out of curiosity, only to have it suddenly begin flashing lights and making a strange, high-pitched sound that hurt their ears.  When her brother swiped at it out of anger, it responded violently and it took both Freja and her brother a long time to bring it down, eventually tearing it to pieces.  Unfortunately, her brother was deeply wounded by the machine's attack, and Freja carried him home, but there was nothing anyone could do to save his life and he died in the night.  Deeply affected by this development, Freja decided that she had to find the metal beasts and destroy them, not only for her brother's sake, but for the sake of the wild she loved so dearly.

Hunting down these beasts meant leaving her home and returning to the humans who had abandoned her, but she considered her mission to be of the utmost importance.  Her remaining brother, and dearest friend, was determined to accompany her on her journey and she had little recourse to stop him.  After a few days, however, she found herself glad of his company, even if his grumbling and stubbornness sometimes drove her crazy.  They returned to Torch, and set up camp on the outskirts, some distance from the Kellid tribes, and Freja's home.  She understood that her time among the bears had left her with little ability to communicate or socialize with humans.  So, she began trading with the Kellid tribespeople, bartering the pelts and meat from her kills, and using the interactions to relearn even their primitive manner of human socialization.

It was during this process that the light from Torch was extinguished, and then, she learned of the expedition beneath the city and the metal beast that was found.  This led her to finally enter the town proper, looking to join the next trip underground, in the hopes of finding and destroying any more of the metal beasts that might lie beneath.

Personality:  Freja has a difficult time socializing with others, at least those who aren't furry and befanged, and her awkwardness could be seen as a deliberate attempt to keep others at arms length.  Her closeness with Valdr, and the ease with which she interacts with him, makes it clear that the stiffness and distance is only reserved for other humanoids.  While it might be taken for a dislike, and despite her history with her tribe, she genuinely holds no ill-feeling for more civilized people.  Her social skills are severely lacking, and her time away from civilization has left her feeling wildly out of place and out of touch with human society.  She is focused on her mission, but she also wants to relearn to fit into civilized society, so that she can once more feel whole.

Gender & Orientation:  Freja is neither male nor female.  She appears female, but anyone who catches her undressed would find her dual nature extends beyond the combination of beast and man.  She's a virgin, but her nature leads her to consider any sentient being a potential partner, regardless of gender or race.

NSFW

Muse

*pounce!* 

I'd like to play, please! :) 

I'll send a proper aplciation tonight or tomorow.  I'm really interested to try this path! 
A link for all of us who ever had a shouting match with our muse: http://www.ted.com/talks/elizabeth_gilbert_on_genius.html

How to set this Muse ablaze (O/Os)

When the little angel won't appear no matter how many plum blossoms you swirl:  https://elliquiy.com/forums/index.php?topic=135346.msg16474321#msg16474321 (Major update 5/10/2023)

Callie Del Noire

#3
I'd like to making something for this.. hmmmm...

A Pathfinder Society agent spying on the Numeria for the society.

Was thinking tiefling Alchemist or Wizard

Re Z L

This looks pretty interesting  :D

I think I'll try and piece together a Tiefling Gunslinger
A&A

Kathyan

Would it be ok if we have two gunslingers?, I haven't played one yet and this looks perfect to try one. ^^

Chulanowa

Recruitment isn't going to be first come first serve; submit whatever you want to play. I usually don't worry too much about "class balance" in my games, but in this particular case, I do want a character who can use guns (whether a gunslinger or some sort of gun archetype) and at least one character who can handle negative conditions affecting their allies. there's a few nasty encounters early on, so a "support" role is definitely going to be helpful.

Argent Adonis

Seems like I did miss it!  Character to come shortly.
Ons & Offs: F-List | Visual Aid (updated 09.04.17)

Argent Adonis' RP Request Thread

Bibliophilia

-lounges on my bear and waves at everyone.-  'Sup.

Argent Adonis

Anyone have preferences among the following concepts?  Trying to pick one, but each seem to have equal appeal to me for now.


Herm/Shemale Half-Orc
Iron-Priest Cleric

Male Half-Elf
Nanite-Bloodline Sorcerer

Male Tiefling
Dervish of Dawn
Ons & Offs: F-List | Visual Aid (updated 09.04.17)

Argent Adonis' RP Request Thread

Chulanowa

Weeeell... the orc lady fits the "no anime' thing best... is that a gunblade?  :D

Marie Reynolds

This looks interesting, Would Hybrid Classes Like the Investigator be up for use in this game?

Chulanowa

Quote from: Marie Reynolds on May 07, 2017, 12:41:47 PM
This looks interesting, Would Hybrid Classes Like the Investigator be up for use in this game?

Indeed they would!

Kathyan

I couldn't make my mind between Mysterious Stranger and Pistolero and then I saw the Technologist ^^, guess that is pretty fitting for this, right?

Chulanowa

Quote from: Kathyan on May 07, 2017, 01:02:44 PM
I couldn't make my mind between Mysterious Stranger and Pistolero and then I saw the Technologist ^^, guess that is pretty fitting for this, right?

Any of those work. In fact any Gunslinger archetype works just fine here.  ;D

Marie Reynolds

So I was looking at  going with local ties with this character but it looks like it gives access to the Technologist feat only for  Disable device or Knowledge Engineering. Who would you like to handle that. Since you ruled you get access to it at third level instead? Also I think I would like my character to be one of  Khaine's  adopted children with taken the Local tie trait if that is alright with you?

Chulanowa

The traits are fine, since they're more limited in scope. The feat is more like "I know everything about everything." The fact that the traits enhance the feat when / if you get it is pretty nice, I think  :-) Also you should feel free to have local ties with any of the NPC's in the town, not just Khonnir.

Marie Reynolds

Cool, So Since I am looking at playing an adopted child of  Khonnir, It also says the Gm has more information about Val  his adopted daughter. Would i be able to get that info from you?

Chulanowa

Sure!

The basic outline is that Val is an orphan that Khonnir adopted and began teaching before he arrived in Torch several years ago. She's a 17 year-old Kellid woman who has only just begun mastering the more interesting aspects of alchemy and technology (i.e., she's a level 1 Alchemist, Tinkerer archetype.) She's a little high-strung, lots of energy, and was actually delighted when Khonnir unearthed some sort of robot in the caves under Black Hill. When he's busy with town council duties or whatever, she manages the Foundry tavern (or the foundry it's named after.) Since you're looking to be another adoptee, you know that he actually rescued Val from a member of the Technic League that was planning to use the child in a 100% management-authorized experiment ('Cause a recurring theme here is The Technic League Are Dicks™) and only recently has he stopped being paranoid about said asshole tracking the two of them down.

If you're curious about anything else, ask. 'cause I'll have to make shit up  :D

Marie Reynolds

Cool,  I think that also gives my character a proper more personal motivation for one of the character's long term goals.

Callie Del Noire

Think I'll bow you.. not getting anything bubbling in my head.

Chulanowa

Quote from: Callie Del Noire on May 07, 2017, 07:40:16 PM
Think I'll bow you.. not getting anything bubbling in my head.

That's too bad; recruitment should be going a while, so if something cool comes up, feel free to come back!

schnookums

Aww, I totally want to play a Savage Technologist Barbarian for this, but I don't think it'll work with Unchained Barbarian

Chulanowa

#23
Quote from: schnookums on May 08, 2017, 12:45:50 AM
Aww, I totally want to play a Savage Technologist Barbarian for this, but I don't think it'll work with Unchained Barbarian

Yeah, I don't think they work together without a straight re-write. But hey, there's 32 other Archetypes and 38 other classes  ;D

Edit: actually? I guess it would just replace the unchained version of Rage bonuses with the Savage Technologist version of Rage bonuses, sort of like the Mooncursed archetype does. So. hey, that should work, I guess.

schnookums

Ooh, well I guess I have no excuse not to write her up now