Post by Lorelei on Jun 27, 2013 23:33:28 GMT -5
Where the jungles of the Mwangi Expanse meet the savannah sits Vanji River Lodge, a majestic thatched-roof mansion overlooking a broad, swift-moving river where Garund's wealthiest come to hunt exotic creatures and unwind from the hustle and bustle of city life. It is built from ancient timbers and raised on stilts, presumably to keep the flood waters at bay during the rainy seasons, with a landing for boats jutting out toward the river on one side, and a grand wooden staircase leading up another. Large windows on another side lead to grand, sweeping views of the jungle, while a clear-cut path leads out into the savannah to the opposite side.
Your character has either arrived by boat on the Vanji river, or via a coach that took the more difficult route across the savannah, presumably from the direction of Bloodcove. Or maybe you work here? Perhaps your family has served the Pathfinder Society, which runs the Lodge, for generations. Maybe you're a housekeeper, a cook, a servant, or an experienced guide who takes the clientele out on hunting excursions on the Lodge's vast properties. Or you're here for a hunting excursion? The trophies that can be captured here would amaze the commoners back home. Do you hunt for sport and bring your quarry home alive, for the rare exotic delicacies of the wilderness, or do you have your game stuffed and mounted for... safer enjoyment?
Campaign Traits: You are not required to take a campaign trait, but it could help you find your place in the world.
Team Vanji: You work at the Vanji Lodge, and your knowledge of this rugged terrain is second to none. You've met a lot of characters in your time here, for better or worse, and have learned to read them and move among them appropriately. If you're a wilderness guide, gain +1 to knowledge (nature), housekeepers and servants gain +1 to knowledge (nobility), anyone who works at the lodge gains +2 to diplomacy, which becomes a class skill, when relating to others out in the wild (wilderness outposts, outside of cities, etc.)
Avid Sportsman: Tally-ho! You're here for the sun peeking over the tree canopies in the early hours of the morning, the glimmer of the fresh dew on the savannah grasses, the pungent mineral smell of the blood of your quarry as you prepare the carcass for the long trek back to the lodge, or the rare opportunity to observe the exotic beasts of Mwangi in their natural habitat. +1 to survival, which is a class skill for you. You gain “Pass without Trace” as a spell-like ability once per day, for use only on yourself.
Faithful Companion: You're only here because your _______ dragged you along. You'd rather be sampling wild game in the Lodge's world-class dining room, sunning yourself down by the river, or indulging in a massage from one of the dedicated servants. Leave the gutting and skinning to those other guys. All this basking in the swift currents of the Vanji river has given you a +1 to swim checks, and thumbing at your leisure through books in the Lodge's library adds +1 to knowledge (history). This vacation has been quite relaxing, and you get a +2 to your fortitude save against exhaustion.
Displeased Local: This damned lodge and all its snooty guests keep tromping through your turf like they own it, and you're not happy about it. You're only here (again) on behalf of your tribe to voice your displeasure to the lodge's owner. As you aren't actually a guest at the lodge, it's up to you to sweet-talk some of the guests or staff to get involved in this little adventure. However, you've grown accustomed to picking up on little cues and clues that benefit you in the long and short term. +1 to diplomacy, +1 to intimidate, +1 to sense motive.
Your character has either arrived by boat on the Vanji river, or via a coach that took the more difficult route across the savannah, presumably from the direction of Bloodcove. Or maybe you work here? Perhaps your family has served the Pathfinder Society, which runs the Lodge, for generations. Maybe you're a housekeeper, a cook, a servant, or an experienced guide who takes the clientele out on hunting excursions on the Lodge's vast properties. Or you're here for a hunting excursion? The trophies that can be captured here would amaze the commoners back home. Do you hunt for sport and bring your quarry home alive, for the rare exotic delicacies of the wilderness, or do you have your game stuffed and mounted for... safer enjoyment?
Campaign Traits: You are not required to take a campaign trait, but it could help you find your place in the world.
Team Vanji: You work at the Vanji Lodge, and your knowledge of this rugged terrain is second to none. You've met a lot of characters in your time here, for better or worse, and have learned to read them and move among them appropriately. If you're a wilderness guide, gain +1 to knowledge (nature), housekeepers and servants gain +1 to knowledge (nobility), anyone who works at the lodge gains +2 to diplomacy, which becomes a class skill, when relating to others out in the wild (wilderness outposts, outside of cities, etc.)
Avid Sportsman: Tally-ho! You're here for the sun peeking over the tree canopies in the early hours of the morning, the glimmer of the fresh dew on the savannah grasses, the pungent mineral smell of the blood of your quarry as you prepare the carcass for the long trek back to the lodge, or the rare opportunity to observe the exotic beasts of Mwangi in their natural habitat. +1 to survival, which is a class skill for you. You gain “Pass without Trace” as a spell-like ability once per day, for use only on yourself.
Faithful Companion: You're only here because your _______ dragged you along. You'd rather be sampling wild game in the Lodge's world-class dining room, sunning yourself down by the river, or indulging in a massage from one of the dedicated servants. Leave the gutting and skinning to those other guys. All this basking in the swift currents of the Vanji river has given you a +1 to swim checks, and thumbing at your leisure through books in the Lodge's library adds +1 to knowledge (history). This vacation has been quite relaxing, and you get a +2 to your fortitude save against exhaustion.
Displeased Local: This damned lodge and all its snooty guests keep tromping through your turf like they own it, and you're not happy about it. You're only here (again) on behalf of your tribe to voice your displeasure to the lodge's owner. As you aren't actually a guest at the lodge, it's up to you to sweet-talk some of the guests or staff to get involved in this little adventure. However, you've grown accustomed to picking up on little cues and clues that benefit you in the long and short term. +1 to diplomacy, +1 to intimidate, +1 to sense motive.