Six months ago, a cataclysmic event nearly destroyed this world. It shattered continents, took the lives of millions, and changed the face of the earth. Those who had the will to survive wandered this world to search for loved ones or opportunities. This is the tale of six wanderers who sought to seek refuge in the ruins for the night.
Welcome to THIS WORLD, a post-apocalyptic fantasy Pathfinder adventure. I’m your DM, g1nf1zz, and the artist is Pharmacy.
For those of you who don’t know Pathfinder, Pathfinder is a spin-off of Dungeons and Dragons 3.5 edition. Its popular nickname is “DnD 3.75”, so anyone familiar with Dungeons and Dragons should feel home right here.
The Rules:
Instead of explaining all the rules here, I will slowly guide you guys through the game, explaining all the mechanics when need be.
Since this is going to be a Pathfinder adventure, go ahead to www.d20pfsrd.com for all the information about all the classes, races, rules, or whatever.
Keep in mind that this isn’t going to be exactly the DnD experience, but we’ll keep you informed.
Pretty much everything is done through dice rolls. I will be rolling the dices for you guys.
This game is semi-serious and semi-humorous, but there is a story behind all this.
Oh yeah, Out of Character in Spoilers. Much appreciated.
Character Sheet:
Name: Alignment: (Non-evil please) Race: (Core races only. No third party races.) Class: (Core and base classes only. Archetypes ARE allowed.) Gender: (Male OR Female) Age: Color: Weapon: (Pick a weapon based on your class.)
Personality: (Your character’s personality, how he or she behaves, and what not.)
History: (The world you lived in got blown up. What is your story before that happened and how did you get to the temple?)
Goal: (You had the will to survive? But for what?)
The above information is necessary for generating your character sheet. For the personalities, histories, and goals, please keep it short, but interesting. Say...around 100 to 150 words.
Acceptance is NOT first-come, first-serve. We will be choosing the six fated adventurers by the thought placed into their sign up sheet. We’re looking for interesting and compelling characters to work with the story we have. We also plan to have a balanced party composition.
You have until Thursday to sign up. Players will be chosen on the same day. If you are accepted, you may PM your Pathfinder character sheet to g1nf1zz, instead of me making one for you.
2092 gold Hydra Scales
Assorted trinkets and baubles worth 750 gold pieces
Diamond
Sapphire
Mithral Bar
Fire Opal
3 Dust Grenades Map of Zilthout Keep Hanged Man Painting
potions of lesser restoration (3)
fine elven wine (10) Eyes of the Eagle
An old journal
Jophe Dausteu (KatoHearts)
Jophe Dausteu
Male Human Cavalier 3
CG Medium humanoid (human) Initiative +6; Senses: Perception +7
DEFENSE AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 enhancement bonus) HP 30 Fort +5, Ref +3, Wil +2
OFFENSE Speed: 30 ft Melee:+1 shocking ghost touch greatsword +8 (2d6+7+1d6/19-20) or mwk longspear +7 (1d8+6/x3) Ranged: shortbow +5 (1d6+0/19-20) Special Attacks:Challenge 1/day (+1 circumstance bonus on melee attack rolls against the target of his challenge whenever he is threatening the target.), aid allies, Cavalier's Charge
STATISTICS Str 18, Dex 14, Con 14, Int 12, Wis 13, Chr 10+2 Base Atk +3, CMB +4, CMD 19 Feats:
Human: Weapon Focus (greatsword)
Tactician: Precise Strike
(1) Mounted Combat
(3) Improved Initiative Skills:
Appraise (2) +3
Bluff (1) +4+1
Diplomacy (3) +6+1
Handle Animal (3) +6+1
Linguistics (2) +4
Perception (3) +7
Ride (3) +8
Sense Motive (1) +5
Survival (1) +5 Languages:
Common, Auran, Sylvan, Undercommon SQ:
Mount (horse named Thace), order of the dragon, tactician 1/day Equipment: Body:Noble's Dueling Shirt (+1 mithril chain shirt, +2 charisma) Combat Gear:
arrows, banner, chain shirt, greatsword Backpack:
bit and bridle, grappling hook, horse whistle, leather barding, rations (3), riding saddle, silk rope (50 ft), torches (3)
SPECIAL ABILITIES:
(1) Challenge, Mount, Order, Tactician
(2) Order ability
(3) Cavalier's Charge
Thace
Male horse animal companion 3
Large animal Initiative +1; Senses: Perception +8
DEFENSE AC 19, touch 12, flat-footed 15 (+2 Dex, +6 natural, +2 armor, -1 size) HP 24 Fort +5, Ref +4, Will +2
OFFENSE Speed: 50 ft Melee: bite +5 (1d4+3), 2 hooves +0 (1d6+1) Space: 10 ft; Reach: 5 ft
STATISTICS Str 17, Dex 14, Con 15, Int 2, Wis 12, Chr 6 Base Atk +2, CMB +6, CMD 16 (20 vs. trip) Feats:
Cavalier: Light Armor Proficiency
(1) Toughness
(2) Run Skills:
Acrobatics (2) +7
Intimidate (1) +2
Perception (3) +8
Survival (1) +6 SQ:
Evasion, link, tricks (away, combat-trained, seek, stay) Equipment: Body: Leather armor Backpack:
Background
Jophe is a loner and even though he's a cavalier he's unwilling to carry the responsibility of leadership. He's intelligent and knows when to apply stealth over force. He's terrible at public speaking.
Previously a member of the Order of the Lion, Jophe fought for king and country. His home country was small but wealthy and enjoyed a relative peace with its neighbors. It was a quiet life but Jophe enjoyed it. Then the Cataclysm hit. Oh, he survived easily enough but his country did not. The royal family was dead and fights for succession soon broke out. The remaining nobles split the army into factions and wasted them. Sickened by this display Jophe quit the army and joined the Order of the Dragon. When one noble finally claimed the crown, those previously peaceful neighbors descended like a flock of vultures. The country was soon reconquered and the remaining soldiers had bounties placed on their heads. Unfortunately, Jophe's name was never stricken from the army's registry and thus he's been on the run ever since. This forest is just one in a long line of hiding places.
He's tired of being hunted so he's looking for a way to clear his name and find a place that will accept him as a citizen.
Wystus Transmus (Protoman)
Wystus Transmus
Male Half-Elf Rogue 3
CN Medium humanoid (human/elf) Initiative +4; Senses: Perception +9, low-light vision
DEFENSE AC 16, touch 14, flat-footed 12 (+4 Dex, +2 armor) HP 22 Fort +2, Ref +7, Wil +1; +2 vs. enchantments spells and effects Immune: magical sleep effects
OFFENSE Speed: 30 +10 ft Melee:Nobleman's Rapier +7 (1d6+1/18-20) Ranged: dagger +6 (1d4/19-20) or mwk shortbow +6 (1d6/19-20) Special Attacks: sneak attack +2d6, bleeding attack
STATISTICS Str 10, Dex 19, Con 12, Int 14, Wis 10, Chr 14+2 Base Atk +2, CMB +6, CMD 16 Feats:
Half-Elf: Skill Focus (Stealth)
Nobleman's Rapier: Dazzling Display
(1) Weapon Finesse
(3) Agile Maneuvers Skills:
Acrobatics (3) +10 +5
Appraise (2) +7
Bluff (2) +7+1
Climb (3) +6
Disable Device (3) +10
Disguise (2) +7+1
Diplomacy (3) +8
Disguise (1) +6+1
Escape Artist (2) +9
Perception (3) +9
Sense Motive (2) +6
Sleight of Hand (1) +8
Stealth (3) +13
Swim (2) +6
Racial Modifier: Perception +2 Languages:
Common, Elven, Ignan, Terran SQ:
Multitalented, trapfinding, trap sense +1 Equipment: Body: Leather armor Feet:Boots of Striding and Springing Combat Gear:
acid (2), daggers (10), id moss, medium spider venom (2), minor sonic trap, rapier Backpack:
bullseye lantern, charcoal (2 sticks), flag, grappling hook, hammer, hooded lantern, masterwork thieves' tools, signal horn, 2 silk ropes (50 feet each), spyglass, swimming gear, thieves’ tools +0
SPECIAL ABILITIES:
(1) Sneak attack +1d6, trapfinding
(2) Evasion, bleeding attack
(3) Sneak attack +2d6, trap sense +1
Background:
A silvertongued rogue known in his homeland for being incredibly proficient in getting himself in and out of trouble. Relatively carefree, and always willing to listen, Wystus can make a good companion. However, he cannot at all stand the high and mighty. Those who are too proud, be it of themselves, their homeland, or their god, will not find much friendship in him. The half-elf rogue is willing to put himself in danger carelessly, possibly leading to his party-mates growing angry, worried, or simply tired of him.
In his homeland, Wystus traveled about, not growing famous due to his cunning manipulation, his masterful blade, or his dextrous thievery, but rather for being incredibly proficient in the arts of screwing up horribly and slipping out the back door while no one's looking. This has gotten him out of trouble numerous times, and though he's hated in the criminal underworld, (mainly for the numerous heists gone awry,) he's considered more of a joke, a scamp, of sorts, to the commoners and nobility of towns and villages. Or rather, he was. Then his world was completely destroyed. One day while he was merrily running from a gang of post-apocalyptic thugs out for his head and his supplies, (really more their supplies which he had made his,) he ducked into a temple. Now he's here. The world's destruction might bother him if he took a minute to sit down and think of the implications of what's happened. But he hasn't. So it hasn't. Whether this is a good or bad thing has yet to be seen.
To have a jolly time, find some loot, and find somewhere else to trounce about. Really, he doesn't quite understand the implications of the situation he's in. He simply sees it as an opportunity for fun and adventure. For now, anyways.
Ral Astebos (Demonsul)
Ral Astebos
Male Human Wizard 3
N Medium humanoid (human) Initiative +6; Senses: Perception +2
DEFENSE AC 13, touch 13, flat-footed 10 (+3 Dex) HP 23 Fort +3, Ref +5, Wil +8
SPECIAL ABILITIES:
(1) Arcane bond, arcane school, cantrips, Scribe Scroll
Background:
Astebos is somewhat narcissistic, thinking himself to be, if not the greatest thing to happen to this world, then at least very close to the top. He's a quick thinker, a quick mover and a quick talker, but he shies away from any physical fight, instead relying on his knowledge of magic to bluff his way out or, as a last resort, see him through. And for good reason - you could probably not find another person in this world who was less gifted in strength, which shows through in his sudden failures of confidence when physical violence becomes a threat.
Hailing from a cold northern city, Astebos was born to a somewhat wealthy middle-class family. He grew up with a burning desire to study arcane arts, and spent a few years studying the past along with the basics of magic; the great wizards who had shaped the city he lived in, the grand tapestry of the histories. He found himself proficient in the arts of illusion and deception, and focused on those fields, learning almost everything he knew from dusty tomes, and being indoctrinated with tales of the great adventures of the past in the process. And so, he grew tired of city life, and set out to discover the secrets of the world himself. It was not long before he found himself in an unusual ruin, banded together by chance with an unlikely crew of allies...
Ral Astebos thinks himself gifted and great. He knows that the best way to prove oneself is to go out and achieve. The histories of the world always talked of the great tales of old, and so Astebos decided to go and discover his own great stories - he's still young, and rather foolheaded, despite having already gathered a basic grasp of magic.
Hazael Anomen *party leader (Palamedes)
Hazael Anomen
Female Elf Inquisitor 3
NG Medium humanoid (elf) Initiative +7; Senses: Perception +11, low-light vision
DEFENSE AC 20, touch 13, flat-footed 18 (+2 Dex, +6 armor, +1 Blue Rose Amulet, +1 enhancement) HP 22 Fort +4, Ref +5, Wil +6+1; +2 vs. enchantment spells and effects Immune: magical sleep effects
OFFENSE Speed: 40 ft Melee:SHOVEL OF GREEN THUMB (+1 quarterstaff, +2 Wis, 1/day cure moderate wounds) +3 (1d6+1/x2) or mwk longsword +3 (1d8+0/19-20) Ranged:+1 repeating crossbow +7 (1d8+1/19-20) Special Attacks:Judgment 1/day, agile feet 6+1/day, detect alignment at will Inquisitor Spells prepared: (CL 3rd; +4 concentration)
1st (3+3/day)- command, cure light wounds, forbid action, lend judgment
0 (at will) – brand, detect magic, guidance, light, read magic, sift Domain: Travel
STATISTICS Str 10, Dex 18, Con 12, Int 12, Wis 16+2, Chr 10 Base Atk +2, CMB +2, CMD 16 Feats:
(1) Point Blank Shot
(3) Precise Shot
(Teamwork Feat 1) Lookout Skills:
Acrobatics (3) +10
Disable Device (2) +6
Heal (1) +7+1
Intimidate (2) +6
Knowledge (Arcana) (2) +6
Knowledge (Local) (1) +5
Knowledge (Religion) (1) +5
Linguistics (2) +3
Perception (3) +11+1
Sense Motive (1) +7+1
Spellcraft (3) +7
Stealth (1) +8
Survival (1) +7+1
Racial Modifiers: Perception +2 Languages:
Common, Elven, Abyssal, Infernal, Sylvan SQ:
Elven magic, monster lore, solo tactics, stern gaze, weapon familiarity Equipment: Body:chainmail +1 Neck:BLUE ROSE AMULET (+1 AC and 1 HP/round) Combat Gear:
acid (4), alchemical fire (5), arrows, club (2), crossbow bolts, holy water (9), leather armor, masterwork light crossbow, shortbow, wand of cure light wounds (45) Backpack:
crowbar, Energy Heart (Spell absorbing/day gem), flotation device, grappling hook, 2 silk ropes (50 ft each), The Soldier's Journal
SPECIAL ABILITIES:
(1) Domain, judgment 1/day, monster lore, orisons, stern gaze
(2) Cunning initiative, detect alignment, track
(3) Solo tactics
Background:
Once a devout servant of the righteous, her faith was shattered when the world ended. Bitter and defeatist, Hazael is little more than a shell of who she once was. That being said, she made a promise, once before the disaster when she became an inquisitor, and once after to a dying mentor. She would not give in to her despair, and try to save as many survivors as she could. That being said she would not hesitate to put down anyone who was a threat to the greater portion of those left alive.
Despite her previous religious life, she now believes the gods have either abandoned their creation or even that many of them didn't exist in the first place. She is spiteful towards full believers because of this. She is also, due to her training, suspicious of mages who harness powers far too dangerous and destructive for their own good.
Hazael hailed from a great religious city of Arx Occas in the west before the calamity. Born in a nearby forest, she was taken in by an unusually kind Occassian Inquisitor after he parents were slain by for heathen beliefs and practicing dangerous magic without a liscence. She had an otherwise mundane childhood after that, though as an elf, she was treated with some hesitation by many of the superstitious smallfolk. When she was of age she applied to join the order her foster parent was part of, and due to her prior knowledge of their workings was quickly accepted. Rumers amongst the other recruits that she only made it due to her relation to an Inquisitor were quickly stifled as she helped put down several heretics, and in one incident managed to single handedly secure a wanted witch. She was eventually given the freedom to stamp out heresy on her own outside of the city, and survived the annihilation of Arx Occas for that very reason.
Running back to the Inquisition fortress, she found everyone and everything she had ever known or cared about destroyed, and something broke inside. After saying her goodbyes to the city, she wandered, helping strangers she may have once held suspect. She now finds herself with a group of strangers taking shelter within a strange ruin.
No longer concerned with the teachings of the gods who abandoned her, Hazael finds herself concerned more with the promise she made to her dying foster father. As much as she wishes to simply give in, she could not abandon the people she swore to protect, even if some of them my have once been heretics to her now defunct religion. There are so few of them left, after all.
Briner Rorie (Pancakes)
Briner Rorie
Female Halfling Dirge Bard 3
N Small humanoid (halfling) Initiative +3; Senses: Perception +8; low-light vision
DEFENSE AC 16, touch 14, flat-footed 12 (+3 Dex, +2 armor, +1 size) HP 24 Fort +3, Ref +7, Wil +4; +6 vs. fear, +4 vs. energy drain, death effects, and necromancy.
SPECIAL ABILITIES:
(1) Bardic knowledge, bardic performance, cantrips, countersong, distraction, inspire courage +1
(2) Haunted Eyes, Secrets of the Grave
(3) inspire competence +2
Background:
Rorie is of the variety of halfling that one might meet in a pub, though not a loudmouth or a rascal, she is social and, to a degree, a supportive friend. She tends to favor groups as is her tribe's custom and will often be seen mothering her adventurer crews. She is not without muted reservation though, as you would expect from a Briner, and will forget her social wiles the moment an undead is introduced into the scene. She prefers not to hang around with the same group for more than one folly or traipse into the unknown, but is not opposed to forming a strong bond if her partner is willing to support her hunt for the dead and never tarry in one location for too long. She is often annoyed by those who ask her to play her songs for idle enjoyment, as they are reserved for battle or the processions of the dead.
The Briners are a tribe of halfling bards who are known for their tendency to arrive with the corpse eating crows once a battle has cleared. They chase after disasters and wars to further refine and study the songs of the dead. They are sometimes shunned for their sacrilegious trespasses against death and at the same time sought after and revered for the opportunity they give grievers to speak one last time with their lost ones. Rorie was the daughter of a Briner from the northern reaches and decided to follow the tribe as it migrated along the war path it was chasing, but after witnessing a necromancer's work in the fields of valour she gave into her lust for knowledge about their methods and set off to scour the hives and dungeons of the dark wizards and unravel their secrets for commanding the dead. She is torn between fascination and disgust, for their methods conflict with her people's own, yet struggle to achieve the same goal.
She wishes to collect the works of necromancy and study them, applying them to her people's songs if she can. Eventually she would like to write a song to restore life permanently.
Werias Werver (snoomanwaff)
Werias Werver
Male Dwarf Two-Handed Fighter 3
LN Medium humanoid (dwarf) Initiative +2; Senses: Perception +3; darkvision
DEFENSE AC 20, touch 11, flat-footed 19 (+1 Dex, +9 armor) HP 34 Fort +6, Ref +3, Wil +2; +2 vs. poison, spells, and spell-like abilities
STATISTICS Str 16, Dex 14, Con 16, Int 14, Wis 12, Chr 8 Base Atk +3, CMB +6 (+8 for bull rush or overrun, +9 for sunder), CMD 18 (21 vs sunder) Feats:
(1) Power Attack, Weapon Focus (Pickaxe)
(2) Improved Sunder
(3) Furious Focus Skills:
Climb (2) +8
Craft (Weaponsmithing) (3) +10
Knowledge (Dungeoneering) (2) +7
Perception (2) +3+2
Survival (2) +6
Swim (1) +7
Racial Modifiers: Perception +2 vs. stones Languages:
Common, Dwarven, Elven, Terran SQ:
Craftsman, hardy, relentless, weapon familiarity Equipment: Head: Eyes of the Eagle Body: full plate Combat Gear:
arrows, dust grenades (2) Backpack:
bullseye lamp, flint and steel, flotation device, grappling hook, silk rope
SPECIAL ABILITIES:
(1) Bonus feat
(2) Bonus feat, Shattering Strike
(3) Overhand Chop
A good description would be single minded, he doesn’t like going off track when there’s a clear goal, or rather a way to said goal, in front of him. He also possesses a horrible sense of above ground direction.
He was born a miner, raised a miner and was swinging a pickaxe well before he should have started. This meant he was underground at the time of the cataclysm and, surprisingly, didn’t notice it had happened as he thought the effects of it were just an unusually large cave-in. He, and the rest of the miners, started to feel the effects from a sudden lack of supplies being delivered and travellers suddenly starting to pass through, some merely staying for a short time before moving on, some trading supplies or their skills, some trying to take what they wanted by force. Eventually the supply situation got desperate and he was chosen by short straw to go out find more supplies or better yet someone to send a steady amount of them. After a few weeks of wandering he came upon a ruin and the other people who ended up there.
He was sent to find supplies or a supplier and that’s what he intends to do.
Last edited by g1nf1zz; 04-16-2012 at 02:06 AM.
Reason: lesser restoration used
Pala stumbled onto some ancient ruins. Little did he know he was suddenly in THIS WORLD
Name: Hazael Anomen Race: (The only) Elf Class: Inquisitor Gender: Female (in an attempt to end this sausagefest) Age: 33 Color: Dark Red Weapon: Repeating Crossbow Personality: Once a devout servant of the righteous, her faith was shattered when the world ended. Bitter and defeatist, Hazael is little more than a shell of who she once was. That being said, she made a promise, once before the disaster when she became an inquisitor, and once after to a dying mentor. She would not give in to her despair, and try to save as many survivors as she could. That being said she would not hesitate to put down anyone who was a threat to the greater portion of those left alive.
Despite her previous religious life, she now believes the gods have either abandoned their creation or even that many of them didn't exist in the first place. She is spiteful towards full believers because of this. She is also, due to her training, suspicious of mages who harness powers far too dangerous and destructive for their own good. History: Hazael hailed from a great religious city of Arx Occas in the west before the calamity. Born in a nearby forest, she was taken in by an unusually kind Occassian Inquisitor after he parents were slain by for heathen beliefs and practicing dangerous magic without a liscence. She had an otherwise mundane childhood after that, though as an elf, she was treated with some hesitation by many of the superstitious smallfolk. When she was of age she applied to join the order her foster parent was part of, and due to her prior knowledge of their workings was quickly accepted. Rumers amongst the other recruits that she only made it due to her relation to an Inquisitor were quickly stifled as she helped put down several heretics, and in one incident managed to single handedly secure a wanted witch. She was eventually given the freedom to stamp out heresy on her own outside of the city, and survived the annihilation of Arx Occas for that very reason.
Running back to the Inquisition fortress, she found everyone and everything she had ever known or cared about destroyed, and something broke inside. After saying her goodbyes to the city, she wandered, helping strangers she may have once held suspect. She now finds herself with a group of strangers taking shelter within a strange ruin. Goal: No longer concerned with the teachings of the gods who abandoned her, Hazael finds herself concerned more with the promise she made to her dying foster father. As much as she wishes to simply give in, she could not abandon the people she swore to protect, even if some of them my have once been heretics to her now defunct religion. There are so few of them left, after all.
So yeah, I took a few liberties with the backstory and such. Let me know if there's a problem with that.
Last edited by Palamedes; 06-29-2011 at 07:53 PM.
Reason: A bit of formatting work
Name: Austin Jackson
Race: Human
Class: Fighter
Gender: Male
Age: 20
Color: Dark green
Weapon: Short sword (unless you have a different type of sword in mind you think would be better.)
Personality: He's pretty serious most of the time, focusing on what needs to be done, and how to do it, but he isn't immune to goofing off or being lazy occasionally. He's a pretty friendly person, and knows how to function as a member of society, unlike those barbarians.
History: His father in the old world was a talented blacksmith, making well crafted swords, and other weapons. Austin used these weapons to train his combat in his free time, showing a talent for the art of combat, especially with both a sword and a shield in hand. When his world was being destroyed, he ran for his life. He ran, and ran, and ran, until he finally arrived at this temple. (Kinda hard to write how he got to the temple if we don't know all the details, unless we are supposed to come up with how the world(s) got destroyed, and the story behind the temple.)
Goal: Austin's father always talked about how a life of any kind was more valuable than any crystal, than any diamond, any gem, worth more than all the money in the world. Austin knew the value of money well, so when he survived, he was simply preserving what his life was worth. He fights to survive, and to protect his fellow companions' lives.
Name: Beano
Race: Gnome
Class: Barbarian
Gender: Male
Age: 19
Color: Red
Weapon: Brass Knuckles
Personality: Beano has a strict policy of punch first think later. He isn't abrasive just overtly aggresive in many situations.
History: Beano was the little kid in his home town. All his friends were humans or orcs and towered above him. They often mocked him and teased. One day his jumped up and punched one of them in the face. It was then he learned that he was quite good at throwing punches. He still didn't become the most respected friend in his group but he was no longer teased relentlessly. He wound up in this temple after venturing into some ruins with his friends. He jumped down a hole to explore it and he fell for so long that he eventually fell asleep. When he woke up he was here.
Goal: To get home and be able to prove to his friends that he is a man.
Name: Ral Astebos Race: Human Class: Wizard Gender: Male Age: 21 Color: Dark blue Weapon: A dagger (NOT my bound item - I'll get into the class choices if you want) Personality: Astebos is somewhat narcissistic, thinking himself to be, if not the greatest thing to happen to this world, then at least very close to the top. He's a quick thinker, a quick mover and a quick talker, but he shies away from any physical fight, instead relying on his knowledge of magic to bluff his way out or, as a last resort, see him through. And for good reason - you could probably not find another person in this world who was less gifted in strength, which shows through in his sudden failures of confidence when physical violence becomes a threat. History: Hailing from a cold northern city, Astebos was born to a somewhat wealthy middle-class family. He grew up with a burning desire to study arcane arts, and spent a few years studying the past along with the basics of magic; the great wizards who had shaped the city he lived in, the grand tapestry of the histories. He found himself proficient in the arts of illusion and deception, and focused on those fields, learning almost everything he knew from dusty tomes, and being indoctrinated with tales of the great adventures of the past in the process. And so, he grew tired of city life, and set out to discover the secrets of the world himself. It was not long before he found himself in an unusual ruin, banded together by chance with an unlikely crew of allies... Goal: Ral Astebos thinks himself gifted and great. He knows that the best way to prove oneself is to go out and achieve. The histories of the world always talked of the great tales of old, and so Astebos decided to go and discover his own great stories - he's still young, and rather foolheaded, despite having already gathered a basic grasp of magic.