CRB is a repository of all the creative things that float through my mind about the RPG Pathfinder. Two major features are random character generation and building characters based on the god they worship. Anything that seems like it adds to the creative aspects of the game will pop up from time to time, including location descriptions, adventure ideas and even short stories. CRB won't just be my own creativity, it will open the floor to anyone who has an idea sparked by what I present to you.

Showing posts with label Oracle. Show all posts
Showing posts with label Oracle. Show all posts

Friday, September 22, 2017

Character 94 - Kap’undi

To start, I’d like to say that I had to redo this intro because after I posted the stats and background it turned out like four people had the same or close to the same idea I had. A wisdom based character from a godless country, who actually chooses not to follow a deity meant for some very interesting backstory. What was the idea that everyone had in mind? The character is an oracle. And how did I make this happen? Read on.

Kap’undi


Although most of the population of Rahadoum are Garundi and of the Mauxi ethnicity of the Mwangi, there are a number of other Mwangi ethnicities that reside in the region.  Among them, the Vang are native to the jungles of the Mwangi expanse have some small populations centers in the country. Often the Vanghave difficulty with the Rahadoumi rejection of the gods, but many others try to fit in.

Traditionally among her people, twins are seen as a gift from the gods. This is further evidenced as Kap’undi was born with the mark of Sarenrae on her arm. Her parents feared what might happen to their family as the “laws of man” prohibit any interaction with the gods, even if it is against the person’s will.

So they left their child out in the wastes to die.

Kap’undi was meant for bigger and better things, and it wasn’t by chance that she was found by nomads wandering the badlands of Rahadoum. She grew up traveling with these wanderers, unaware of her past or her future fate.

The spaces between the major cities in Rahadoum can be very dangerous. It is here as a teenager that her abilities would manifest when the child of one of her adopted tribesmen was greatly injured in an animal attack. Kap’undi’s wishes that her friend be made well poured forth from her as a flash of light that healed the child.

Although the nomads were nowhere near as strict as the Rahadoumi government, they wanted no part of the divine in their tribe. So, again, Kap’undi was set adrift. She traveled until she found herself in the capital city of Azir, a place where she hoped she could make a new home for herself.

Although Kap’undi had god granted abilities, she had no love of the gods herself. She was raised to believe in the “Laws of Man” and she felt anger that the gods would do this to her. Still, whether to power was freely asked for or forcibly given mattered not to the Pure Legion. The young woman had to continue to live the life of a lie to keep her powers hidden. Every day she had to deceive soldiers and the bureaucrats to keep her head. Although she wanted to continue to live, the lie always weighed heavily on her conscience.

Azir is where she found her family and lost them again. On the street she saw a young woman, like looking in a mirror. She followed her doppelganger all day and finally to her home in the evening. There she lived with her parents and a younger sister, the family that had left Kap’undi in the desert.

She confronted her twin and the rest of her biological family and an argument ensued. Her sister was infuriated that her parents never told her she had a twin, but the adults refused to say why they had rid themselves of the child. Kap’undi was not welcomed back, although she and her twin became inseparable, much to the chagrin of the younger sister.

Things may not have been perfect but at least Kap’undi felt she had one thing tethering her to this place. She was happy as it were. But good things are never long for those with a destiny and this fragile middle ground. The younger sister was always jealous of the returned prodigal child and eventually that jealousy turned to betrayal. She ferreted out her parents’ secret and tried to turn Kap’undi over to the Pure Legion.

The child left for dead was now forced to leave her family once more. Kap’undi took to the streets of the city to hide among the populace at large. This time, however, she is not alone. Her twin helped her escape capture and has taken up with the young oracle. Destiny, it appears, is a hard thing to fight, and although she still puts no faith in the gods, Kap’undi and her sister seek to figure out what her fated fortune might be.

What did you create with your Human? What class did her background suggest she have? Where did the betrayal come from? Why was she left for dead? How did she come to worship no deity?

The CRB not only brings you the creative content you desire but helps you look inside for your own creativity. If you feel both inspired and pushed to create, please consider supporting your favorite content provider – that’s me, right? – by pledging as little as $1 on  my Patreon or making a direct donation to my Paypal.

If you don’t want to miss a beat make sure you sign up to get the CRB pushed directly to your e-reading device with Kindle Subscriptions through Amazon. And to keep up with my other musings and thoughts you can follow the CRB on FacebookGoogle+Tumblr, and Twitter.

Friday, August 26, 2016

Character 52 - Unitostiona Thremere

Sometimes you get lucky. Like a skinwalker with werecrocodile blood who lives in Osirian; the perfect place to have werecrocdiles really. This week’s character had an exceedingly high charisma and low wisdom, which felt to me like she could captivate people, but have a hard time really understanding their emotions. A high charisma and relatively mediocre physical stats meant she could either be a charisma caster, or possibly a Swashbuckler, or dexterity based paladin. The harrow reading really cemented it for me though, and here is my interpretation of the cards:

Signifier Card: This represents the character, in particular her highest stat and alignment. Neutral good with a high charisma. The theater could represent either that she takes after her parents who were entertainers, or she takes after the prophet who is the audience.

Card One: The Publican can represent a fellowship or a place of refuge. As an only child whose parents are both dead, her place of refuge could be many places. In this case looking at the signifier card and her parent’s background I see it as her having been taken in by performers or she spent a lot of time in a theater.

Card Two: The crows can be seen as a violent taking of that which was loved. Murder, theft, or other shocking event occurring. In this case I can mix the childhood event of betrayal and the influential associate of the fiend. She was betrayed by someone she trusted to a cult that used her as a vessel for an evil spirit.

Card Three: A talent represented by the juggler could be the ability to play with fate, or just the base ability to keep many things balanced at once to achieve a goal. The ability to mess with fate would definitely lend itself to an oracle.

Card Four: A tragedy is what the avalanche card represents. One possible future. With all the other cards in play I think this one truly put her in the path of an oracle. She can see a tragedy, impending doom, and she’s not sure what. Can she stop it, or even figure out what it is before it’s too late?

Unitostiona Thremere

Adventure and excitement are what many young folk crave. The chance to see the world can even overcome common sense. Gerard Thremere and Lianna Crovern were young and in love, and wanted to get away from their families and just be free. So they ran away. They stole money from their families and boarded the first ship out of Egorian and ended up in the Osirian capital of Sothis.

In the real world love is not always enough to conquer all, and when the money quickly ran out the two young Chelaxians found themselves on the streets of a foreign city. Although life was rough, the two had some small talent to play. Gerard had mastered juggling as taught by a jester his family hired on occasion. For her part, Lianna was an excellent dancer. But Sothis was full of street performers and the duo eventually moved on.

Travelling down the river Sphinx, the young lovers eventually ended up in the scholar city of Tephu. Their trek was not without its share of trials. The river boat was attacked in the night on three occasions and two of the other passengers were lost. Gerard came away with a wounded leg, which never healed correctly.

Tephu was better to them than Sothis had been. Its pursuit of knowledge of all kinds also left it open to the arts. There was theater, poetry, dance, and song to be found all about. The life of the entertainer never brought them much, but the idealism of youth and love saw them through. By the time she was seventeen Lianna was pregnant with their only child.

The birth of Unisotiona was a joyous occasion. She showed signs of Azlanti blood, which cropped up on occasion in Gerard’s line. The parents had high hopes for their daughter and it strengthened their resolve. Sadly that joy would soon be dashed when Gerard was murdered on the streets one night after coming home from a performance. His wife and newborn child now left without him, his death a tragedy at such a young age.

Lianna managed to march on and many of Gerard’s friends in the close-knit entertainer’s community helped raise the young one. Unis, as most of the performers called her, took naturally to performing. She was especially adept at juggling like her father. She could wow a crowd but she had problems reading them. She never quite understood the nuance of human emotion.

When she was thirteen Unisotiona’s mother died as well. This left the young juggler with nowhere to turn but the entertainers of Tephu. She practically lived in the theater and worked behind the scenes to pay her way. It was here that she fell in love with Mehren, a young Osirian boy. Sadly her idealism and lack of emotional understanding would be her undoing.

Like her parents, Unis’ love was blinding, she set to run off with Mehren and be wed. But Mehren and his family were members of a cult of the serpent god Apep the Deceiver. The young Osirian brought Unis to be sacrificed, but instead for reasons unknown to even his cultists, Apep choose to bind a demon to the young performer.

With the demon’s aid Unis escaped the cult. In the blinding flash of pure hunger she took a bite out of Mehren with a vile distended jaw. Escape from the cult, however, wasn’t escape from the thing inside of her. For years Unis had to fend off the ever growing need to devour that wracked not only her body but her soul. The creature would aid her sometimes, in exchange for the young performer gorging herself.

For three years this remained Unis’ life, until the day the Demon was excised. A soft voice eased her soul and spoke of potential. It understood loss but it also understood joy. The light in the darkness wanted her to inspire the potential in others and not lose her own love of life. It removed her demon, although the hunger remained, and showed her the potential in her by easing her through her first transformation into the reptile in her blood.

The blood of a shapechanger is no easy fate to live with, nor is a demonic hunger. What would you have done with these stats? What class would you have picked? How would you have interpreted each card in the reading?

Just as Unistiona is captivating, I hope that the CRB has captured your imagination. If so please consider becoming a contributor to my Patreon. If you’d like to see what else the CRB is up to, join me on Facebook, Google+, Tumblr, and Twitter. My inbox is open on all venues.

Friday, July 29, 2016

Character 48 - Jertzal Halsipatheu

This week’s randomly rolled character is our gnome out of time. Being from either the past or the present and then worshipping the Demon Lord left a lot of really interesting options open. Dying in his youth added quite another layer to the evil little bugger as well. But as always the question is what class to choose?

Average strength and low dexterity ruled out most martial classes. A good intelligence means he could excel as an arcane caster and an amazing charisma left a lot of the spontaneous caster options open. Eventually I went with what was probably the most obvious choice, the Oracle of Time. It just fit the bill in so many ways as did a 3PP curse I found called aged. At level the character is venerable and gets all the requisite bonuses (+1 to all mental stats for each of the three age groups middle aged, old and venerable), but only takes negatives as if he were old aged (-1 to physicals stats for middle aged, -2 for old aged). In total his stats will change -3 to strength, dexterity, and constitution, as well as +3 to intelligence, wisdom and charisma.

New Stat Block

Str: 7
Dex: 6
Con:  13
Int: 18
Wis: 15
Cha: 20

Jertzal Halsipatheu

Time waits for no gnome, or so the saying goes. Jertzal Halsipatheu was a gnome with nothing but time. Born in the Mivon in the River Kingdoms he had all the freedom he could want and would live for years past the age of any of the humans in the town. The Age of Enthronement was in full swing and it would be only a little over three-hundred years until the Age of Glory, and event he would be alive to see. And then he died.

In 4316 at the young age of forty-two, still yet to be considered an adult by gnomish standards, terror befell Mivon. Records of the event would go on to say that the inhabitants claimed they were attacked by the trees and plants themselves. Rumors swirled of the dead rising from the Sellen River and wizards who could call the moon from the sky. And in all of this chaos and destruction, Jertzal died.

It wasn’t a true death however, and Jertzal awoke in the familiar surroundings of the forest near Mivon. Mostly familiar that is, because the trees were older and taller. The old oak where Jertzal would play as a child was felled and naught but a stump. When he looked down at his own hands he saw that they too were old and withered.

Jertzal returned home to Minvon and there it stood as it always had, but it had also grown. None of the people seemed familiar. None of the children playing in the streets could he remember laughing with. The town had changed from a mix of races including gnome, elf, and halfling to being mostly human, of a stock he did not recognize. This was definitely his home, but it also wasn’t.

Holding out hope Jertzal went to find his parents, their old cottage still stood, although it was now nestled among other small dwellings. No one was home so he went to the shop where his father repaired shoes. Still there, but hunched much more, his father sat working on a pair of fine leather boots. His mother in her rocking chair in the corner watching her husband work. Both of them ancient even for gnomes, and their formerly bright colored hair bleached to a bone white.

His parents aged, the forest aged, Minvon aged, and he aged. The weight of time came crashing down around Jertzal and it crushed him with despair. When the well-dressed man, obviously a noble of some sort, entered the shop and raged at his father over some imagined problem with his shoes--that was the final straw. Jertzal burst in and almost threw himself at the noblemen but the human was faster and drew steel. Jertzal reached out touched the blade and upon it rust began to form. Just as everything else in his life had, the blade aged and crumbled. Terrified the now venerable gnome fled into the streets.

The world was one that Jertzal didn’t know. He felt ill at ease except around other gnomes. His initial interaction with the new human residents of Mivon left a bad taste in his mouth, for human especially. Although gnome enclaves were few and far between, Jertzal managed to attach himself to a mercenary group. From the leader of this group he learned much about Golarion in its current age.

Jertzal’s visions of the time stream began to become more frequent, punctuated with images of worms and decay. Even though Jertzal had an aged body, he still had the mind of a gnome just entering adulthood. His fear that he would die before his time, combine with research of the worm and decay imagery led the not so young gnome to believe that some hoe the Demon Lord Yhidothrus was involved. Oddly he wasn’t angered, but threw himself into the Ravager Worm’s worship. If the Demon Lord had a plan for him, he would see it through.

And there you have it: My version of our timeless, or out of time, gnome. What would you have done with these stats? What class would you have picked? Would he have been from the past or present? Why does he only feel comfortable around gnomes?

Time waits for no gnome and no man, so too does time move on here. If the CRB has made your time among its pages a value to your gaming experience please consider becoming a contributor to my Patreon. If you’d like to see what else the CRB is up to join me on Facebook, Google+, Tumblr, and Twitter. My inbox is open on all venues.

Friday, March 11, 2016

Character 28 - Grixxizt Wavecrest

A seaborn Kobold with a force of will and a personality to match his agility and hardiness. Left to die at birth, later to become a follower of the god Gozreh. This and other rolls hint at what our little Kobold might be. However, mine is not the only opinion that matters; read on and see what I came up with and then comment on what you might have done differently.

Although I mostly deal in story, I have mentioned before that rules are also an important aspect of the game.  With this character in particular, the rules are going to help us tell our story. There are a lot of things we’re gonna need to talk about but the first is class. With the Left For Dead circumstances of birth and the 14 charisma Oracle seemed the way to go. Oracle of Waves with the Elementalist archetype. Sadly none of the curses from Paizo fit my thematic idea so we’re going to go 3PP and use Tripod Machine’s Chilled curse.

Next, as you’ll see, dragons play a major role in the background so I’m going to switch out Darkvision, Light Sensitivity, Natural Armor, and Crafty for the Day Raider, Dragon-Scaled and Wyrm Crowned alternate racial traits. The traits Seafarer—which gives a bonus to Knowledge Nature and Geography when at sea and a bonus to swimming, and Blood of Dragons—which adds a +1 perception bonus, both fit the thematics.

At first level the Kobold only Dragon Aspect feat will be chosen because it fits our little dragon man, and later on he’ll have to take Skill Focus (Perception) so that he can eventually take the Eldritch Heritage line of feats to really bring out his essence of the wyrm. But what kind would he be? For that you’ll need to follow the story and I’d need to ask for some GM approval because it’s not a common dragon.

Grixxizt Wavecrest

The Clipped Albatross has always been considered an odd ship sailing as sometimes pirate, sometimes merchant and, occasionally as privateer for a country in need. But it’s not just that it takes on whatever job it can, it’s the fact that its crew is, in a word, diverse. The captain is Half-Orc whose land of origin has been lost to time and his own unwillingness to divulge his secrets. The first mate is a Catfolk from Jalmeray whose morning meditations atop the mainsail usually spooks new crew. A Gnoll from Katapesh, a Tian Tengu, and of course a small family of Kobolds make the Clipped Albatross’ crew a wonder at any port.

Grixxizt is the middle child born to the Kobold family, or not quite born. His mother is a rigger and his father the cook. The little dragon came into the world during one of the worst storms the ship ever had to weather. Between the constant swells flooding even the lower decks and the wind tossing the ship all over the choppy seas, Grixxizt’s birth was harsh and one he didn’t survive. The stillborn child couldn’t be saved and during the continuing storm was given a burial at sea.

Two days later when the seas calmed and the skies opened to the sun, a call from the crow’s nest sent the crew into a flurry of activity. The lookout claims to have seen some kind of bluish green scaled creature starboard side. When the crew came rushing to take a look what they found as a living breathing baby kobold; all blue and green-scaled with a neck-frill, crying on the deck of the ship. Grixxizt’s mother recognized her child immediately and cried tears of joy.

Being an oddity occasionally made the Clipped Albotross a target as well, especially to slavers. Odd creatures that were good at seafaring could fetch quite a bit of gold. The ship was attacked by slavers bearing the yellow sails of the Okeno, and the Gnoll bosun and Grixxizt were both taken in the ensuing melee. The crew tracked the slavers down in the port city of Okeno and eventually bought the safe return of their crew. Still Grixxizt had to suffer a few months under the thumb of the slavers and the bad taste has never left his mouth.

Grixxizt had always had problems with the chill weather. As he grew it seemed that it took more and more to keep him warm. He would spend much of his days on the deck of the ship basking in the sun, but even then he would complain of the cold. Luckily sailing mostly on the Garund side of the inner sea and down as far as Jalmeray in the Obari Ocean means he never had to suffer through the harsh winters of the oddly misnamed Steaming Sea.

The Clipped Albatross’ travels and occasional use as a passenger vessel meant that young Grixxizt met varied and interesting people. One of those who traveled with the ship twice a year from Sothis in Osirian to Niswan in Jalmeray was a scholar and an astronomer. Although the Clipped Albatross only ever saw him for these trips he was known to have traveled far and wide, and the seaborn Kobold was always enamored of his stories. The ship may have seen many ports of call but Grixxizt knew little of the lands that did not touch the sea and this spurred his imagination.

When Grixxizt hit his first molting cycle and shed his old skin, the new brighter sea-green color of his scales also brought some new talents. It started simply as the ability to see through the morning mists and fog as well as suddenly being able to cast a few minor spells. This came with the effect of a slowed metabolism as his body began to freeze faster, which made him react slower and feel sapped of strength. The crew took it as a sign that the child was touched by Gozreh, as Besmara has never been known for any kindness, and set aside a small shrine in the hold to keep the god of wind and waves appeased.

Travel also brought many chances for competition. Trading along the inner sea can be a treacherous proposition and not just because of the seas or pirates. Many the merchant is less scrupulous than even the most hardened buccaneer. When you’ve been burned so many times it’s hard to keep a good outlook of any trader. Grixxizt was always hyper defensive of his ship and crew, and one too many times they lost out on good cargo runs. 

The kobold, taking after his dragon-side, became jealous of one of these traders who bested his crew and publicly made claims about the man’s taste in companionship. It was in the heat of the moment and shamed the trader but Grixxizt couldn’t even stand himself for having said them. The seaborn dragonkin retracted his statements the next day and begged forgiveness from the Clipped Albatross’ rival. To this day Grixxizt makes sure he keeps his temper and follows the laws of the land, or sea.

As the young kobold matures he takes on more and more the color and adornment of a dragon. After much research on the neck frills and the spines he has since grown, he believes he has been touched somehow by one of the great primal brine dragons, to whom he owes his life. For now he continues to travel the seas with his family on the Clipped Albatross, but he hopes that one day he will learn why he was saved and what purpose he was chosen by Gozreh.

And there goes our little seafaring dragonkin, born without a chance but given great power and possible intense responsibility in return for an actual shot at life. Maybe Grixxizt will end up as an NPC in one of your games aboard a ship not unlike the Clipped Albatross. And don’t forget to let us know what you would have done with the stats that became Grixxizt Wavecrest.

The creative process is pretty much a second job, and you can support this endeavor by become a patron for as much or as little as you would like. And don’t forget to check out the CRB on both Twitter and Tumblr, where you can hear the story of what happened when my character (and the other players, of course) met an actual Brine Dragon.

Friday, January 22, 2016

Character 21 - Perresh the Black

A gnoll with no strength and only average dexterity, not what most people think of when talking about the hyena men who are usually incredibly durable with both a presence and will to match. So what do you do with these stats? With all the other information from the background generator I decided to go with Oracle. I used the generator again to roll on the Oracle chart and I got this:

Oracle Training: [Heavens] The night sky's mysteries have always enthralled you. But one night, while you gazed upon the stars, the perfect order of the universe revealed itself and you nearly went mad from the revelation. Since that night, you've possessed strange powers over the heavens.

(Trait) Starchild

Oracle has a lot of early level choices that will influence how their character will interact with the world. I went with the Stargazer archetype as it seemed to go well with the roll on the Oracle chart. The Oracle’s mystery is also important and I don’t think this gnoll’s path is on the side of the angels, so we went with Dark Tapestry. Lastly, since he’ll be looking to the sky for the horrors that come from the void, I gave him the Tongues curse. During times of stress he’ll begin to speak in the language of the Eldritch horrors, Aklo.

Sadly, the gnoll race entry from Paizo is pretty sparse, with very little customization. What I didn’t notice is that there is a decent 3pp gnoll race from Super Genius Games. I’m not going to go back and change now, but there were some applicable alt race traits that would have made this an even better character both mechanically and story wise.

Perresh the Black

In the deserts of Casamaron, the Gnoll tribes live a harsh life. Marauders and scavengers are constantly in conflict with each other and with the people of the Kelesh Empire. To the humans of Casmaron the Gnolls are feared as savage beasts for their constant raids for both goods and slaves. The Gnolls themselves are a deeply religious and superstitious people, giving themselves to monsters in every aspect of their lives.

Among the Hyenamen their prophecy is still a very important thing. The death of Aroden and the loss of true prophecy is an event they see as a distinctly human affair. The Mother of Monsters still gives their seers, shaman, and oracles the ability to see their future. When a child is born the parents will often go to a diviner to see if their cub is destined for greatness. When Perresh’s mother was born her parents were told that their daughter would not reach greatness herself but that one of her cubs would bring the void with him when he entered the world.

A prophecy a generation past and all but forgotten when Perresh’s older brother was born. Although the seers said he would be a strong member of the Gnoll community there was nothing they could see beyond that. When Perresh came into the world—all black without the usual spots of his people and hairless —the same seer that predicted this for his mother pointed to the child as a conduit for things from beyond. She moved to slay the cub but Perresh’s father instead slew her and the couple and their two sons fled their tribe.

It was easy enough for the small family to find a home in a new tribe. War between the Gnolls and Humans had been on the rise as the Kelesh Satrapies felt the Gnolls were growing too wild. The rule of the Carrion King had grown and many smaller tribes had been wiped out. Perresh and his family claimed to be from one of these now dead tribes and found themselves among one of the lesser tribes to serve the Carrion King.

Perresh grew quickly, and although he stood out with his lack of fur and black flesh, no one among their new group knew his fate. When he spoke his first words they came out as gibberish and he would later find that he instinctively knew the language of the great eldritch beings, Aklo. His strange speech caused his family to hide him away until he learned to speak the language of his people.

His mother bore another child, a third son -- auspicious to the Gnolls, and the seers claimed he would grow to be a great warrior. This allowed scrutiny to fall away from Perresh and the boy began to spend much of his time out under the night sky, staring not just out at the stars but at the darkness between them. But not everyone lost interest in the young doombringer. Karrek the Oathbreak, outcast of the The Circle -- one of the four greater tribes that serve the Carrion King -- took interest.

Karrek saw the potential in the young gnoll, set aside from the tribe by his appearance and search for his place. Karrek saw ways he could use the boy to his own ends and on the nights when Perresh would wander away from the tribe to get a better view of the endless black of night Karrek would meet with him. The outcast’s words spoke to the lost cub and he began to be swayed by them. He began to believe that he was special and beyond the simplistic ways of his people, that he deserved more and better.

However, the voice of Karrek wasn’t the only voice Perresh was hearing. Deep in his soul something darker spoke to him, in a language he had long since tried to put out of his mind. Between Karrek’s need for vengeance, the voice’ need for chaos, and Perresh’s own desires to be greater than everyone, the boy finally snapped. During a night of revelry he snuck into the tent of the leader of the tribe, an aging gnoll long since past his best battles. He took everything of value and then destroyed everything else. A deep sense of glee ran through the heart of the boy as he watched the tent burn before he ran off into the night, leaving behind his family, his tribe, and his mentor.

Perresh now lives in the wastes alone waiting for a sign from the things the writhe in the void. Until then his only goal is to amass as much wealth as he can, while destroying anything that others hold dear. When the end of the world comes, and it will because he will usher it in, his riches will prove that he has won.

If you’re enjoying the CRB and would like to show some support then consider becoming a patron. The CRB is also on twitter at @SimonSezCRB. Not only are there updates on posts but I’ve begun live tweeting my Saturday and Sunday games. You can also be one of the first to know when the new posts are up by signing up for email notifications in the sidebar. As always, thanks for visiting and I’ll see you again soon.

Friday, September 18, 2015

Character Fifteen: Americ Frisk

In the shadow plane Abasalom is one of the view cities to have a representation there that is inhabited and thriving. A lot of trade goes on between Abasalom and Shadow Abasalom and to the end many Fetchlings move from their home plane to the city of the Starstone. One such transplant is the shadowsilk weaver Uven Frisk.

Frisk came with his wife and in his time as a successful weaver in human city he has expanded is family. A boy and two girls at first graved the Frisk family. But it was the fourth child, born with a streak of silver hair, which really brought the Frisk’s family attention. The elder of the Kayal, what fetchlings call themselves, saw great promise in the silver haired boy child and took him from his family to learn at the elder’s feet.

Amric Frisk was different from even his earliest memory. The young boy would talk to things that weren’t there, claiming to speak for invisible people from the past of the fetchling people. Worst still he would correct the elders on matters of history and language because the “people” explained why they were wrong.

After years of frustration the fetchling elders sent Armric back to his family, and that’s when his education really began. When he returned home on his first day a gruff older fetchling, one of the few who Amric had ever seen grow a beard came calling. He sat with the boy and explained that his ‘people” weren’t just any “people” they were connections to all the lives Amric had lived before. He was the reincarnation of many great fetchling heroes and he too would become such.

The woodsman was a loner but Amric’s past selves long for his family. Part of being connect to all that it meant to being a fetchling in the past meant that Amric needed to stay connect to the people in the now. Amric eventually left the woodsman and lived with his family and his past selves in Abasalom. He even took a lover and lived the perfect life as a beacon to his people. A perfect life that could never last.

Remember the first person to post a race (Core or featured), that will be the race I use for my next randomly rolled character.