It gave me the idea that it, the campaign world I thought of, and the goblin world might be interconnected. In this the traveler guy always wore a hat- because his ears were slightly pointed. And the kid had pointed ears too. So I think they may have been half-elves, and the kid had been placed in the care of the nunnery much like the goblin had been placed with the monestary - to be 'civilized', and elves are like pagans I guess, worshiping old nature gods, and these people were worshiping a new god.

“Humans worship their human gods, and those savages, who knows what they worship but it can't be good. Probably worship trees and eat babies and such.”

And i think it's different countries, but the same world as Grigory and Anika - I think it all fits together somehow.

G-iven that Grigory and

Anika's segment has essentially been about

keeping the outsiders -out- for so long, <Aus> and all of a sudden, guess what? the

doors are wiiiiiide open… <Aus> MIGRATION TIME! <L> yes! hehe <L> I think that Talvanis was one of the

early experiments in that, taking kids out

of their 'savage' communities and raising

them in monestaries And that he either ran away from whatever they were going to apprentice him in, or from the place itself, and has been traveling ever since And the nun who stil needs a name

because the dream hasn't given her one,

hasn't traveled outside of her little town <L> but is about to hehe becuase you

know.. she doesn't want to give up te baby

and her man <L> Also i had a thought for who monty

meets at some point during his travels -

he meets up with a group of girl goblins

who are living a sort of outlaw life. <L> even though gobins in my story have a

sort of eglatarian society, the humans are

very about class structure <L> women have a lower citizenship role

and all <Aus> And considering goblins already

count as second class, <L> so the girl goblins they capture

instead of being educated by the monestary

are given to households as servants, or

apprenticed in woman trades like laundress

or seamstress <Aus> goblin women are … third class. <L> yes hee <L> so these girls ran away from that and

formed a little band <L> poaching in the forest <Aus> Because funny thing: 'civilized'

life seems an awful lot like 'slave

labor'. <L> and at first they're down on Monty for

being a Hob which they consider a dirty

word- humanized goblin, pah <Aus> A hobbled-goblin. <L> yes! hee <L> and goblins aren't cave dwellers in my

world <L> they live in forests– kind of like

pygmies hehe <L> and they hunt things with poisoned

arrows <L> which lets them take down things

bigger than they are <L> so they hunt deer and such <L> and the humans are encroching <L> becuse they're expanding their lands

and using the forrests <L> and don't really respect nomadic

goblin territory rights <L> so they come into conflict with the

'savages' <L> and they kill the adults and try to

civilize the kids so they stop living like

savages in valuable forest lands <L> that should belong to king and country <Aus> Which goes over about as well with

the 'savages' as it does throughout most

history. <L> yes hee <L> So there's like… two or three main

conflicts in the world <Aus> “I don't understand it. We've been

burning their villages, killing their

adults and enslaving their children, and

they don't seem to listen to reason.” <L> There's the russian style lands where

there's a big conflict between magic that

the leaders have, and the people wanting

to overthrow them and move away from the

age of magic/superstition as they see it <L> There the 'monsters' have been at bay

so long they've become almost mythical <L> Then there's a conflict between the

pagan gods of the 'lesser races' (aka:

anything not human) and the new god, who

believes in human supremacy, and humans

ruling as a 'benevolant dictator' over the

world <L> Which is happening in the place

Talvernis and the nun are from especially <L> And then there's the civilization of

the savages which is starting in the

country that Monty is from - they're not

having any ruling problems there, <L> because the royal family is much

loved, and their magic viewed as a

blessing <Aus> So in short, the 'balance' between

the two extreme conflicts. <L> yes hehe <L> so the question is.. how to bring all

these elements together, and in what

format <Aus> The theoretical 'see, this can work

out if we all just take a deep breath

here.' <Aus> Okay. First things first. Is this

still going to be a campaign world I'm

GMing? <L> Well i think I would like to write the

story / do the comic hehe but also yes I

would like it to be a campaign world <Aus> Alright – from the standpoint of it

being a campaign world, <Aus> are we running campaigns in all

three places at once, <Aus> just as a 'hop between', and just

keeping overall world notes in a wiki or

something for later use and 'story

editing' in a wiki or something? <L> Hm… that could work. Or we could

start them out in three separate places,

and bring all the people together at the

end? hee <L> or well not the end <L> but you know have them moving toward a

place where they will all intersect <Aus> Well, they may or may not come

together – that depends on where they're

going. Sometimes getting people to all go

in the same direction is problematic -

sometimes, it's easy. <Aus> For now, though, let's just agree

that 'they're all in different places –

at least for now – <Aus> and we're pretty certain that

someday they may be less differently

placed?' <L> right hee <Aus> Okays. Next thing: a bit of world

building. Since we've established that

they're all in the same world, <Aus> we're also establishing a few points

of note: <Aus> * Lead items can detract from a

person's magical capability. <Aus> * Lead can penetrate a magical

barrier. <Aus> * In many segments of the world,

nonhumans are ostracized, even from the

fantasy-traditional 'demihuman' races. <L> yes <Aus> * At least one major human religion

believes that all nonhumans should be

either subjugated or exterminated. <Aus> * As might be expected, any nonhuman

with reasonable intelligence knows full

well about this range of 'ostracization to

slavery to extermination' attitude, and

responds accordingly. <L> right <Aus> Campaign 1: Montague - Monty hails

from the country that has decided to not

be dicks about this. <Aus> While some humans are still assholes

about it, the majority think that maybe

they should just be trying to politely

engage the nonhumans as long as the

nonhumans aren't trying to be violent to

-them-. <L> http://hobworld.livejournal.com/ - I

made us a journal to keep things in hee <L> password is raymond1 <Aus> They may still hold a second class

role in society, but this is really more

because of a nonofficial status than

anything else. <Aus> There's no royal decree that

actually -keeps- nonhumans from doing

this, that, or another, if I understand it

right, just normal peer pressure. <L> right <L> it's just the way society is stuctured <L> there might even be some establisments

that have Humans Only signs <L> like how colored people were

segrigated with jim crow laws <L> in the us <Aus> This is what, in the comic,

eventually gives Monty room to succeed, I

believe - there's really nothing that says

he -can't- aside from personal bigotries. <L> right <L> in his country, they're actually

trying to intergrate non-humans <L> so they might be a little more

accepting <Aus> To the resistance of those humans

who think canoodling outside your species

is a crime against nature. <L> part of that is due to the influence

of the abbot - Abbot Goodkind who is

really trying to do the best for the

goblins in his charge, <L> getting them good apprenticeships and

such <Aus> Which also means that the Abbot

himself might be a target in the future. <L> yes! <L> And he's Monty's mentor <L> and you know how that trope goes <L> where your nice kind mentor dieees <L> in some horrible way <L> and then the hero is all rarrr <Aus> Unfortunately for 'the bad guys', <L> and has to avenge him <Aus> that trope usually goes 'you killed

the nice guy's mentor. then he stops

playing nice.' <L> right hehehe <Aus> We'll go into a bit more detail a

bit later, but I'm hopping over to

campaign two for a bit – <Aus> our dear friends Grigory and Anika,

fleeing from the revolution of the people. <Aus> Well, more accurately, fleeing from

the revolution of a group of merchant

bankers who want to seize power and don't

believe in all that nonsense about royal

blood. <Aus> And from the people they are bossing

around by telling them all the bad things

that are happening are the fault of the

royals and their 'dark magics'. <Aus> The bad news: They're in a Russian

pastiche, which means it's cold as balls,

snowy as fuck, and everyone's cranky and

miserable. <Aus> The worse news: Nobody in that

country's even so much as met one of the

fae folk before, with the possible

exception of the royals/nobles themselves,

who may have had peaceful dealings with

the nonviolent ones. <L> ooh i like the guys siezing power

being merchant bankers <L> that gives them a good motivation for

wanting to be in power <L> and not just 'for the good of the

poeple' like they're telling folks hehe <Aus> Gotta have money to fund a

revolution, <Aus> which means it'd have to be either

nobles themselves - unlikely, given the

campaign targeting laser, <Aus> or the upper class of the

non-nobles, wanting the pie for

themselves. <Aus> “We're the new kings! Oh fuck.” <L> right hehe <Aus> Of course they say it's for the good

of the people, but really, its' for the

good of their treasury. <L> they're like hey we're as rich, or

richer than the royal family collectively <L> they're not listening to what WE want <L> so why shouldn't we be running things? <L> …oh shit <Aus> “… Bob, do you think we may have

made a mistake?” “SHUT UP AND GET SOMEONE

TO LOAD THE CANNONS!” <L> They may even be trying to find her to

get her to come back and -fix- things at

this point haha <L> look… we'll ahhh… we'll work with

you <L> you can be part of our new government! <Aus> Which, given that last week they

were trying to find her to KILL her… no. <L> just… put these back <L> And she's like …um.. you killed my

family… uh NO <Aus> The good news: she's got an

old-fashioned Hessian ass-kicking

horseback riding bad-ass motherfucker on

-her- side. <L> yes! <L> (Anika) Grigory <3 <Aus> Their starting campaign arc is going

to be looking for her (cousin, was it?) in

a particularly inhospitable stretch of

land, <Aus> to see if she's survived thus far

and to try to etch out some help from that

front. <L> yep <Aus> Meanwhile, the -violent- nonhumans

are starting to realize that they're free

to enter. <L> woo! free for alllll <L> Yeah you got to figure in russia-like

they have the BIG baddies <Aus> And, of course, are doing so, with

the sort of vengeance that one harbors

after being told to sit in the corner for

a few hundred years. <L> trolls <L> and ogres <L> and all those huge nasty not so bright

but full of violent races <Aus> Trolls, of course, being the classic

regenerative types. <L> maybe even giants <Aus> The types that shooting does -not-

stop permanently. <L> yes hehe <Aus> Which will take a very long time to

figure out. <Aus> Say, four or five villages' worth of

time. <Aus> And that country is isolated by icy

frozen heckdom, <Aus> so news about it will take a while

to reach other portions of the campaign

world. <Aus> Speaking of which, we move on to

campaign number three: <Aus> Talvanis and the Lavender Girl. <L> She so needs a name hee <Aus> Also, Nun on the Run, or “Does This

Hat Make My Ears Too Big?” <L> lol! <Aus> Want a random one? <L> sure hee <Aus> How about this old English one? Avis

- sanctuary in battle. <L> I like that! <Aus> Avis it is, then. <L> Is it A-vis, or Ah-vis? <Aus> In my head it sounds like Ah-vis,

but use whichever you think sounds best,

I'd say. <L> Ahvis sounds good hee <Aus> So, Avis is pregnant by a

(half-elf?) named Talvanis, and wants to

follow him on his journey rather than

remain a nun and give up the child. <L> yes hee <Aus> She believes the child will carry

the reincarnated spirit of the drowned boy

as well as the spirit it's supposed to,

which sounds like one nasty case of split

personality disorder. <L> And who knows how long she'll be

pregnant because elves might take a long

time to pop one out lol <L> Like elephants live longer than

humans, and they're pregnant almost two

years <Aus> Right. Though technically he's a

half-elf, so your mileage may vary, hee. <L> right heheh <L> and I imagine she has some clerical

type powers <L> so she would be a healer <Aus> Anyhow, her god apparently isn't

nearly as down on the elvenkind as some of

her fellow parishioners, <Aus> (damn kids), <L> yes hee - her baby may be a sign that

the god everyone thinks is rahhh humans

only is actually accepting of other races <L> and the baby may be some sort of hope

for the future <Aus> and she may have taken such as a

sign, yes, if she believes the baby's

reincarnated (which is in said god's

domain.) <Aus> After all, why would the god

reincarnate something it hates? <L> right! <L> But her god feels badly for the boy

who was killed by his follwers <L> so is making him reborn <Aus> And so all of this has basically

added up to her decision that she should

accompany Talvanis on his travels –

despite that he may be a little creeped

out by her god's ceremonies. <L> right <L> he's like… I suppose a very Joseph

figure in all this <L> like … hey my woman's knocked up… <L> and it might partly be some mystical

thing… <Aus> Of course, the bemusing part would

be if said god regularly reincarnates

people by impregnating one of the

mourners, <L> and … that's a little creepy…

but… <Aus> and is usually a little quirked when

they usually just give the baby away

after. <L> yes! that's true this could have

happened before <L> and it's like… hey aren't you

reading these signs? wtf followers <Aus> After all, they know how to

recognize the 'glowing while rapturing'

thing. <Aus> “Oh hey you're pregnant!” <Aus> They just seem to assume that it's

“oh hey you got pregnant by a traveler”. <L> tsk tsk <L> which you know.. they're not celebate

per say…. <Aus> Which can get double awkward if you

never actually -did-… <L> they're just… tsk that's not really

what you _should_ be spending your time

doing <Aus> But it's much easier to give up the

kid than to ask questions. <L> and you certainly can't raise a baby

wile serving yoru god– give that up <L> yes <Aus> [God] … <facefault> <Aus> [God] I need some angels or

something. <Aus> [God] I'm the god of journeys and

rebirth. I think someone missed a memo. <L> hehee

<Aus> Hee, of course, if they're all

monotheism, then not so much in the

'domain' department, but that group seems

to cater to those groups specifically,

so… <L> yes so that may be his areas <L> also hehe maybe not all the rest of

the travelers stuck around - oh shit I

impregnated a nun, i'm outta here <L> so Tal may be unusual that way too <Aus> Though seeing as they drowned the

last kid who was different, he might be

feeling a bit wary anyhow. <L> yes <L> so it's a good idea for them to get

out of there <Aus> After all, those kids have parents

who are just as… er… friendly. <Aus> So. We have motivation for them to

be moving 'away from the starting gate'. <Aus> That brings me back to campaign 1:

What is Monty's motivation to move out

from where he's started? <L> Well here's his story as I have it

figure out overall <L> He was captured as a young gobling and

raised in Montrose Abby by Abbot Goodkind <L> he was a very good student, and took

well to civilization - so they apprentized

him to the knighthood. A knight called Sir

Alfonse was friends with Abbot Goodkind,

so he agreed to let Monty in and let him

squire etc <L> Monty at first gets all the shit jobs

that they think a hob could handle- like

driving snails out of the garden, mucking

up the stables, etc <L> but then something happens <L> Sir Alfonse is sent to slay a dragon,

who lives in the caverns on the other side

of the forest <L> and he Never Returns (dum dum dummmm) <L> so they're like oh fuck who are we

going to send? Sir A was our best knight

etc

<L> so they're like well let's send the

hob- he's expendable, and his kind come

from the forest anyhow so he may be able

to get through it if the forest is what

killed Sir A <L> so they send him out and in the forest

he meets the band of girl gobs <L> who are like no they didn't see Sir A

and no they didn't accost him <L> and they want monty to join them - but

he sticks to his mission and goes to the

cave <L> and there he finds the dragon has

choked on Sir A while eating im <L> so both dragon and knight are dead <L> and there's an egg <L> so he takes the egg and he's rolling

it back through the forest for home when

it hatches <L> and he names the dragon Parsnip and

that's his dragon <L> when he gets back home he's like –

well Sir A is dead and the dragon is dead-

he's telling this to Sir Charmingham <L> and Charmingham takes it as Monty

killed the dragon <L> so he rushes off to tell the king

without any more info <L> and everyone's all oh wow a hob killed

a dragon <L> and there's all this celebration <L> and a bit of warriness too <L> because the king had said whoever

kills the dragon gets to marry the

princess <L> and she can't possibly marry a hob <Aus> Hence why he needs to get sent on a

quest posthaste? <Aus> Something more-impossibler? <L> then Monty tells them the truth, and

tells the princess she should want more

out of life than to marry anyone just

because they killed something anyhow <Aus> Hee.

<L> and the king is very grateful <L> and Monty is made a full knight <L> for having told the truth <L> and not just marrying the princess <L> And anyhow– then Abbot Goodkind is

killed <L> and Monty wants to set off in search

of his killer <L> and Sir Reginald Charmingham goes with

him– <L> becuase they're getting be buds <L> as does parsnip the dragon. And then–

surprise– they're joined by the princess

who escaped the castle dressed like a boy <L> and she's all like I'm going with you! <L> and Charmingham is all No!! <L> And she's all I order you as knights

of my kingdom to allow me to come <L> and they're like 'crap!' <L> And then they go back through the

forest, and they meet up with the girl

gobs again <L> and the girl goblins send someone

along with the group - because they're

worried that because it looks like it was

a Goblin Attack that killed Goodkind,

there'll be war between humans and goblins <L> and they'll be caught in the middle <L> but it wasn't really a goblin attack

that got him- it was someone who didn't

agree with his policies of making goblins

part of society <L> who wants to isnight the war <Aus> Incite, hee. <L> anyhow that's how they wind up going

off on their quest <L> oh yes

<L> and there's four of them– a goblin

girl monty likes, Charmingham and the

Princess (whose name is Valoria) <L> and parsnip the dragon who is big

enough for monty to ride now <L> and Milicent, Charmingham's horse <L> hehe <Aus> Okay – so where Campaign 1 is, is

with the fearsome foursome gathered

together - Monty the Hob Knight and his

young dragon Parsnip, Princess Valoria,

Sir Charmingham and Milicent, and the

Goblin Archer. <L> right! <L> And they're trying to discover who or

what is trying to make it look like

goblins caused goodkind's death <L> and why they want to start this war <Aus> Question. <L> yes? <Aus> This is sort of rewinding the clock

here… but goblins are prone to using

poisoned arrows. So chances are, whoever

killed the abbot used a poisoned arrow to

do the work, to try to pin it on the

gobbos. <Aus> But here's the rub. What if they

actually used a crossbow to fire it - and

goblins are -not- crossbow users. <Aus> the idea being that nobody was

supposed to see the shot, and just to find

the dead body.

<Aus> but someone -did- see the shot,

hence why they have any idea. or something

to that effect, that something's rotten

with the setup. <L> ooh <L> I like that idea <Aus> The fact that someone used a

crossbow to fire an arrow would stand out

as weird on its own, and as a deliberate

attempt to mask the type of assassination; <Aus> they're not really meant to fire

'archery' arrows. <Aus> It means someone put serious effort

into trying to pin this on the goblins. <Aus> And if the witness involved is

reasonably unimpeachable, <Aus> then you have to take it at face

value that something seriously rotten is

going on. So you start trying to figure

out things, like 'well, where was the

poison made', 'are these actually goblin

arrows'. <L> Maybe the princess saw it? <Aus> Right. <Aus> Also would explain why -she- wants

in on the act. <Aus> (And why the king's gonna have a

heart attack in a bit.) <L> hee <Aus> So, short of knowing a good

alchemist, the next question would be

'well, where's the arrow come from?' <Aus> The goblin girls would be a logical

place to check for 'goblin manufacture'. <Aus> The nearby town of Rotheford may be

a next destination. And so forth. <L> woot <L> so that gets them on the quest road

Gestalt Classes:

Base Save

Column A: No armor B: light armor C: light/medium armor D: light/medium/heavy armor

Defense Bonus from Armor: Level A B C D 1st +2 +3 +4 +6 2nd +2 +3 +4 +6 3rd +3 +4 +5 +7 4th +3 +4 +5 +7 5th +3 +4 +5 +7 6th +4 +5 +6 +8 7th +4 +5 +6 +8 8th +4 +5 +6 +8 etc.

Monsters without Classes: No armor proficiency +0 Light +1 Medium +2 Heavy +4

Armor as DR:

Creature Natural Armor provides DR 1/- per

+5 AC

Armor provides DR 1/- per +2 AC

Subtract new DR from AC bonus.

Shields still work as normal.

Avis 2nd level Cleric / Wizard Gestalt

Str 13 Int 13 Wis 17 Dex 14 Con 11 Cha 12

BAB +1 Fort +3 Ref +0 Will +3

Languages Known: Elven

Cleric: 0nd x 5, 1st x 3+1 Domains: Travel, Sanctuary The Travel domain lets you act normally

for one round per cleric level you possess

as if you were under a freedom of movement

spell, regardless of magical effects that

may be fucking with your ability to move.

Its first level domain spell is

Longstrider, which increases your speed.

Survival is a class skill.

Protection domain: You can generate a

Protective Ward as a supernatural ability.

Grant someone you touch a resist bonus

equal to your cleric level on their next

saving throw. Activating this power is a

standard action. Duration 1 hour, usable

once per day. First level domain spell: Sanctuary.

Born in a warm climate aboard a ship,

travelled with her father as a child

before settling in as a nun. Her family is

wealthy (merchant sailors) and conducts

trade over a large area of the world

(which may be useful for future tie-ins.)

They are highly combat-capable as a

family; most members of the family are

familiar with at least one weapon, if not

more. The family name is beyond reproach,

even though they are ethically fairly

neutral.

Her family has no specific religious

commitment, and while the family name is

known as beyond reproach for business, but

individuals are judged on their own

merits. They are a supportive part of the

political system, but open to suggestions

for change - for example, they might be

willing to listen to the 'goblins aren't

all bad' thing.

Her family is controlled by the eldest

members (probably the oldest male members,

given the rest of society.)

Gavin Dimitrio originally discovered the

alchemical ingredients for a new type of

medicinal tea and attempted to market

them. Unfortunately for him, rivals soon

caught on and drove him out of the market

he created outright, financially ruining

him in the process. His son, Alec Dimitrio

eventually went on to found the Dimitrio

shipping line.

Less well known, but still of great

importance - one of Avis's ancestors,

Jaclyn Dimitrio, was believed to have

forged the magic item responsible for

maintaining the barriers in the Coldlands;

her descendent's power will be needed to

reawaken it now that it has fallen

dormant.

Avis picked up on the language of the

elven people during her travels as a young

child, and when she was old enough, she

was sent to finishing school to study her

manners and etiquette, so as to know how

'proper women' behave. However,

interestingly, during her time at

finishing school, she was approached by an

arcanist who informed her parents that she

had a special gift that should be

cultivated within the church - a natural

talent with magic. She trained under the

arcanist for several years before joining

the church proper.

Avis was born under a strange astronomical

sign; sailors watching the skies that

night must have wondered whether the gods

were trying to tell them something or

merely to play tricks with their

navigation.

In her teenage years, she found herself

growing interested in politics - speaking

out against what she saw as abuses of

authority. (This may not have helped her

chances of avoiding the nunnery.)

Her isolation has been broken, however, as

large groups of travelers have come to

visit her home community, bringing

friction with the residents and stirring

up her life just as it looked like it

might become one of quiet contemplation…

Avis has an identical twin brother named

Avin that she hasn't seen since finishing

school; her mother and maternal

grandparents are dead, but her father and

paternal grandparents are both still

alive, and there are nine other extended

relatives that she is aware of.

Avis has a number of companions and

associates at the nunnery, though nobody

extremely close; however, while most of the sisters are friendly and compassionate, sister Jaya is a nasty troublemaker and rival of Avis's who has never measured up to their teacher's approval and who takes every opportunity to chastise the other sisters for perceived indiscretions.

Sono Bartholomew was Avis's teacher, and has taught her well in the arts of magic and holy orders; she has a Holy Book of Orders in which to transcribe her prayers and spells, and knows how to convert the lesser magics of others into the words of her god (metamagic feat: Consecrate Spell.)

She's also not yet accessed the second level cleric spells (or wizard spells, not that she's really been trained that there's much of a difference, beyond that cleric spells are a gift based on your devotion in prayer, and wizard spells are a gift based on your devotion in study.)

HP: 12 Cleric Skill Points: 20 Wizard Skill Points: 20

0-level Cleric: Create Water, Cure Minor Wounds, Detect

Magic, Detect Poison, Guidance, Light,

Mending, Purify Food and Drink, Read

Magic.

1st Level Cleric: Bless, Comprehend Languages, Cure Light

Wounds, Deathwatch, Detect Evil, Detect

Good, Detect Undead, Divine Favor, Endure

Elements, Hide from Undead, Magic Stone,

Protection from Evil, Remove Fear,

Sanctuary, Shield of Faith.

0-level Wizard: Detect Magic, Dancing Lights, Ray of

Frost, Disrupt Undead, Mage Hand,

Open/Close, Arcane Mark, Message.

1st level Wizard: Alarm, Hold Portal, Shield, Grease,

Feather Fall, Sleep.

Quarterstaff Leather armor Hooded lantern and oil Traveler's outfits, 2 Lavender cleric's vestments Ceremonial dagger Flint and steel Tent Backpack Canteen Blanket Healing herbs Bandages Soap Signet ring with family crest Sealing wax Journal Rope Loose paper for letters Quill and ink Travel writing desk Donkey Hair combs, 2 Ribbons, 4


Talvanis

2nd Level Ranger/Thief

Immune to sleep, +2 save vs enchantment Can see twice as far in poor lighting +1 to Listen, Spot, Search +2 to Diplomacy, Gather Info

Str 12 Dex 16 Wis 15 Int 15 Con 11 Cha 16

Talvanis's elven people were always

nomadic by nature, travelling from

destination to destination with no real

destination in mind, merely living life by

experiences and learning all that they

could of the world. However, his birth

originally came about when this trip was

interrupted by an attempt to integrate

them into human society, specifically into

one of the rugged hilly villages on the

edge of the kingdom. Apparently at one

point or another, Talvanis's elven mother

grew close to a gentleman, and out of that

relationship, Talvanis was eventually

born.

The community that Talvanis's people had

attached to was a monastic community that

lived in quiet contemplation, and that

went hand in hand with the state of mind

of his nomadic forebears.

His father was one of the people in the

community whose work supported the

monastery, and made a modest living as a

vintner.

However, when it was found out that he had

fathered a child by an elf, he was

arrested, and the child was taken as well.

This… caused a slight problem. <Aus> You see, monks… are very well

trained combatants. And the elves weren't

so shabby either. (Outstanding military

readiness…) Things got ugly very

quickly.

To the monks, and to the community who

knew what had transpired, the elves, the

vintner, and the child were in the

right… and the vintner was known well as

a goodly man, and the elves had proven

themselves in helping the community.

But the king thought differently.

More to the point, he thought the elves

had corrupted the town and its people, and

that the whole mess needed to be cleaned

up, quietly and quickly, before it could

spread and get out of hand.

The monks worshipped no one true god, and

the elves? They worshipped whatever

nonsense it was they worshipped. They

needed to be removed, and the issue needed

to be settled, and anyone who was

complaining about it needed to be

silenced.

Faced with the pressure, some members of

the community turned on the poor vintner

– they felt badly for him, but they

weren't about to stand up for him against

the king, after all.

And it was his fault for dallying with

those forest creatures, anyhow…

The vintner's family had always been a

supporter of the king, and those who heard

of the matter didn't question it - if the

king said he needed to be arrested, he

needed to be arrested. Nothing to it.

The elves were forced to leave the area –

they didn't want the people they'd

befriended to come to harm because of

them, and foresaw that only bloodshed

would result of resisting. They left in

the night, leaving the community saddened

and an empty field in their wake, with

only a message to the grandmaster in their

wake.

Nobody really knows much about Talvanis's

ancestry beyond that story, especially not

Talvanis himself; his human family

certainly never sought him out, and his

elven family never knew where to look.

So it was that a young child landed in the

midst of the 'rehabilitation' program for

'nonhumans', to train them as servants for

the castle.

When Talvanis was very young, he had

shown a great interest in the outdoors;

meditation within the monastery walls

never appealed to him nearly as much as

climbing up the walls, and he learned

quickly many basics of survival in the

wild that some peasants still struggle

with.

When he was put into 'rehabilitation', he

was ordered to learn religious philosophy

and religious texts from the 'true god',

as reasons why impure things like him

should serve. He's more than a bit

resentful about that.

The walls of the castle were stifling,

confining, nearly maddening in their

isolation. He gradually managed to find

one of the few positions that would at

least let him touch nature again, and

started offering to work in the gardens to

assist the healers.

He absolutely refuses to talk about what

happened the day he was arrested, but it

still unsettles him very, very deeply.

He also refuses to talk about what he did

that allowed him to escape the castle, or

why he's been on the move ever since, just

in case anyone's looking for him;

he managed to make a sleeping poison

using his access to the castle gardens,

and put it in the guards' food to give him

an opportunity to escape. He was still

just a teenager then,

and he wasn't really certain that he used

enough to put people to sleep and not,

say, seriously hurt or kill them, and

that's been quietly bothering him for a

very long time.

He's essentially a refugee at this point,

with no family to speak of – he has no

idea how to contact his mother, his father

may be dead in jail, and either way he

hasn't seen them in over fifteen years.

As such, he's a troubled sort who's been

relying on himself and trying to find a

place to be.

He's staying clear of the town where he

was born, though he doesn't really

acknowledge it, because of the memories

and because of the man who lived there who

was responsible for destroying his life

and that of his family.

Most of what he knows now is at the hands

of none-too-gentle instructors at the

castle, or his own trial-and-error

learnings, and either way, he bears the

scars of his mistakes.

Ranger Skills: 40 Favored Enemy: Human Feats: Track, Rapid Shot [light/no armor] Combat Style: Archery Fort: +3, Ref: +3, Will: +0 Thief Skills: 50 Evasion Sneak Attack +d6 Trapfinding

Anika Str 10 Con 11 Dex 14 Cha 16 Int 16 Wis 13

We already know it's cold as balls, but

let's toss a d100 to get an idea of the

general terrain in their neigborhood. <L> !d100 <SpARCy> -=[ Name: L | Roll(1d100): 94 |

Total: 94 ]=- <Aus> The area closest to their castle is

tangled pines; the sort of things that

make a direct overland march difficult for

traditional armies, <Aus> and also make it difficult to pursue

someone who doesn't want to be found. <Aus> The castle area was a large city -

between 12,000 and 25,000 inhabitants.

What do they have to fear from the woods?

What indeed… <Aus> As the royal family, they were

obviously considered wealthy nobility. But

how well equipped were her bloodline to

handle things themselves? Gimme a d100. <L> !d100

Nope. In short, the family relied almost

exclusively on their magic, and on the

services of the military. <Aus> This may have been a bad idea. <L> oh dear <L> that explains why she's no fighter

hehe <Aus> Perhaps fortunately, Grigory is a

very loyal member of the Aegis Knights,

those who shield the royals, <Aus> and who will fight to the death to

protect her. (And is a goddamn beeftank.) <L> (Anika) Grigory <3 <Aus> hee, aww. <Aus> Anyhow, so what was the royal family

like? Let's have a couple of d100s, it's

ethics time.

hey were genuinely good people, and their

public image matched their private

outlook. <Aus> They were, after all, -keeping the

goddamn monsters out-, but also were

trying to help people in many other ways. <Aus> Goddamn merchant bankers. <Aus> Does your family have a religious

commitment? Let's see… d100 time. As it

is, at the very least, they probably

didn't deserve to get bushwhacked. <L> aw poor people <L> !d100 <SpARCy> -=[ Name: L | Roll(1d100): 43 |

Total: 43 ]=- <Aus> Your family has been worshipping a

patron deity for years but may not observe

religious commitments consistently. <L> hee <L> so they're like most people <L> they're not super religious <L> but they believed in something <Aus> Right. They're not all psycho about

it. <Aus> Well, weren't, anyhow. <Aus> Let's hear a bit more about the

family… give me three d100s.

The family is generally treated as

individuals without regard for the family

name - nobody is known as truly horrible,

and everyone's more or less known as good

people, even the ones that live way out

there. <Aus> The founder of the kingdom was one

of a band of adventurers who first drove

the great evils from the kingdom, and

banished them from the lands. <L> ooh neat <L> so that's how the monsters got kicked

out of the kingdom hee <Aus> It is said that their leader became

the first king of Ikalia, and his lady

became the first queen; <Aus> and that they were responsible for

making the devices that the nobles were

supposed to keep up every so often in

order to keep the monsters out. <Aus> (The part about keeping the magic

only within the royal line came a few

generations later.)

Anika would know that there are specific

rituals that are supposed to be performed

every year to keep things running

smoothly, and may have been taught the

ritual at some point – but her parents

were still responsible for actually

carrying it out for the time being.

Problem is, nobody believes that those

silly ceremonies the nobles perform every

year are anything but fancy parties.

Guess what they chose to use as the timing

for their hostile takeover.

And guess why things immediately went to

hell because the ceremony got screwed up

and the devices just plain got shut -off-.

You received basic book learning when you

were young, and a natural affinity for the

magical arts, to the surprise of no one. <Aus> You were interested in political

philosophy growing up, trying to

understand diplomatic relations with the

expectation that someday you might be

taking on the mantle of queen, <Aus> and continued to study the wizardly

arts to prepare for your solemn duties in

keeping monsters and evil at bay and

protecting your kingdom from threats. <Aus> When danger did come, then, and came

not from that which was evil but that

which was misguided, you were

unprepared… <L> ooh <Aus> … but perhaps fortunately, not

unguarded.

During your teenage years, your magical

capabilities flourished - you were already

wielding basic magics that others required

years of study to master. Your parents

were proud of you, and made certain to

take time to teach you what they could as

they had time to, and let you read the

books of magic they kept away from the

common folk, always under their watchful

eye, until they knew you used the power

responsibly. <Aus> Unfortunately, when the revolution

came, you were not cloistered in your

palace, safe behind stone walls and with

this magical library at your fingertips; <Aus> you were at the town square, in

public, with your parents and the rest of

your family, watching as the king and

queen performed the same ritual they had

every year for prosperity and good fortune

in the next year. <Aus> And that's when the strange noises

started. Guns. Some people had never heard

them before, and looked around, confused,

or expecting to see fireworks like they

had at earlier celebrations, but the

revolutionaries came charging, with guns

and swords and torches, and attacked the

crowd at the moment when the king and

queen were most exposed. <L> eep <Aus> And then you saw nothing else of

what was happening, not even what happened

next, because a massive wall of iron and

horseflesh blocked the way, and Grigory

was there, scooping you up before you had

time to react, and riding off into the

night.

The King and Queen have Aegis Knights too

– perhaps they fulfilled their duty, or

perhaps they died that night with those

they swore to protect. <L> and woot all done my world history

reading <Aus> But the country is going to hell,

and for now at least, you are a refugee.

As far as you know, you still have

grandparents alive on your mother's side,

and your father's mother is still alive as

well, though they are retired and live far

from the capital these days. <Aus> Your extended family was also very

large;

you can easily count off eighteen

relatives you could talk to for help, if

they aren't all dead. Some were living in

the castle with you; your mother's brother

and his wife and their two children. On

the other hand, your father's relatives

are all over the place.

Your day-to-day instructor, for the

record, was a minor nobleman - he didn't

really have much claim to territory, but

he was part of the family, and had

basically taken up teaching so as to make

himself more useful and less expendable -

by the name of Tevo;

he was honestly very nervous about the

whole thing.

I mean, she's -the princess-. And

extremely attractive. And waaaay out of

his ballpark. So he's trying to be as professional as

possible, and his student is a very

attractive, very well-behaved, very

studious girl who can have him executed.

And yes, he probably -did- have a bit of a

crush on her given her intelligence and

charm.

But he's about 58th in line for

consideration for intermarriage, or

thereabouts.

So he kept his distance and did as best

he could and managed to make it until

revolution day without panicking. Wizard: 5/3 0level wizard

Bard: 3/1

Zero-Level: Dancing Lights [bard], Detect Magic

[bard], Flare [bard], Ghost Sound [bard],

Know Direction [bard], Light [bard], Mage

Hand [bard], Mending [bard], Message

[bard], Open/Close [bard], Read Magic

[bard], Acid Splash, Ray of Frost, Touch

of Fatigue, Arcane Mark, Disrupt Undead.

1st-Level: Alarm [bard], Animate Rope [bard], Cause

Fear [bard], Charm Person [bard],

Comprehend Languages [bard], Cure Light

Wounds [bard ONLY], Detect Secret Doors

[bard], Disguise Self [bard], Expeditious

Retreat [bard], Feather Fall [bard],

Grease [bard], Hypnotism [bard], Identify

[bard], Magic Mouth [bard], Sleep [bard],

Tasha's Hideous Laughter [bard], Endure

Elements, Hold Portal, Magic Missle,

Burning Hands, Shocking Grasp.

Equipment:

Warm Furs Traveler's winter clothes Family ring Jewelry (100 gp) Canteen Backpack Blanket Pillow Tent Bedroll Mandolin