Ralk (character)

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Ralk - Character

Ralk – Character

RalkDruid 1st (narrow Committed Pathway – Arctic) w/Sailor Background

Race: Imperium Tapethian, Gender: female (evident sexual characteristics/general suggested sexuality: ambiguous to humanoids), age: 22 {max. approx 200}, handed: right, Size: medium (weight: #__, height: __ ), hair: blonde horse-like mane {strait}, eyes: brown-yellow, skin: yellow, dusty {lizard-like}; Movement: walk 30′ (dash is only +20′)

Scars/Marks: Has lost a little flesh on her toes to frostbite.

Mannerisms:
> Central Concept + Argument/Saying:

Code/Alignment:

Attribute Tracking
Attribute Current Adj. ASI rec. Wound rec. Other rec.
Charisma 12 +1
Constitution 15 +2 +1
Dexterity 9 -1 -1
Intelligence 12 +1
Perception 12 +1 +1
Sanity 10 +0 -1
Strength 10 +0
Wisdom 17 +3 +2

Proficiency: +2 @ 1st

i20 skills do NOT use Proficiency Bonus – skill level, attribute modifiers and situation/action modifiers are combined as an adj. to the check.

Skills:

Attributes/Saves:
+ Imperium Accelerata = +1 all saves vs. Disease/Illness (negates the first point of Malaise Damage from any source) & poison/toxin; A Healing rate of “Supported” (normal) even in the more harsher “Field” condition.

Communication:
+ Gohrmliht (Galactic Common) Language (not literate; all the ‘foundlings’ learned it as a means of secure communication)

Armor: (NOTE: Shuns Heavy Armor)

Weapons:

:

Enhanced Capabilities

Senses:

Equipment

Armor:
Weapons:

Special Items

Mundane Keepsakes:

Currency, Credit, etc.

Coin/Currency =


Campaign Character Group

  • Ralk – Arabus Grenier
HISTORY & TRAVELS

History

Player: Arabus Grenier; integrated campaign (GM: Kelly Berger) character for The North Revealed, created 5/2025.

Origins

No one remembers or uses last names – those old identities are gone. Your name is guttural, long, and sonorous – not natural to the folk you find yourself with, and so you go by the name of Ralk.

Imperium Origins

Ralk was taken on a Neogin slaver raid on a transport ship between the moon of Oskool and the ring station of Kalmukh in the Hekreif-Meraht System. Ralk was born on the ice moon of Oskool in the Hekreif-Meraht system of a father and mother steeped in the religious faiths of his kind. He had been given the first minor Imperium Accelerata gene therapies. Although young when taken, the vision of the cosmic river of Ushur instilled in him was constant and comforting. He had just ‘taken the glyph’ on his species’ home world to signify he would continue his parents work in the faith and was returning to them at the age of 5.
> Gains the benefits of Imperium Accelerata.

Helca Origins

ARRIVAL = Herald’s Quarterly 9168, 2nd Quarter = spaceship crash
The spirit of water of your people has sheltered you in your harrowing journey. Your inner self has sheltered in a cool, supportive place the whole time of your capture, slavery, and freedom. You have remained calm deep inside, despite the chaos outside… like Oskool’s ocean. Here on a planet called Helca, Kaerslein is the elemental manifestation of the blessed life giving water. Nar-Ushur delivers her power to you. A stream of life that binds this world to the stars is bound through her. Additionally, there is a divine spirit on the planet you find yourself on – at least bound to the great oceans of the world Helca – her name is Elancil. Her too you draw upon – her sheer power is both a warning and lure. In this place, you must acknowledge both, though your embrace is fully to the anima of Kaerslein.


North Revealed: The Fate of Asil – A Shared Experience of the ORIGINAL ‘foundling’ campaign characters of the North Revealed campaign; How Asil escaped Dunstrand and his ultimate fate of death on the water.

The characters share the same experience (North Revealed: The Soul Scourge) in regard to The Soul Scourge of Gruxxand the Necromancer. It is a recurring shared experience of a strange astral ship and crew over and over, with the Eorthna named Binnu-Burr of the foundlings imprinting it. She has done this over and over for years, even on the ones that did not directly experience it, so that it is a defining moment in all their lives.

Soul Scourge: A Series of Dreams leads up to some cataclysmic event in the world you find yourself in. They are terrifying and reach into the recesses of your mind you thought unassailable. Having grown up in the Imperium, you have nothing by the terrifying elements of chaos sometimes unleashed by the witch worlds to compare it to, but that realization comes too late.

Connecting to the Powers of Helca: Asil took Ralk to the holy place of Scrofa the Boar (of the Wyld Faith), is the artesian Spring of Pristos in Ruary of the North Merchant Cities, on the north side of the Beyne River. After testing, Ralk was sent for further and final training as a druid in the Rimewyld of Kaerslein where she found her committed path of the arctic circle of the land.

Triggered Shifting:

Shift Fatigue:

The Slaveship Work

North Revealed: Off World Slavers – A Shared Experience of the ORIGINAL campaign characters of The North Revealed campaign wherein the character share a fate in their youth of being abducted and forced to work for Neogin slavers.

Shared Campaign Experience – Theme/symbolism of water. The entire {original} group of PCs is bound in their adoption of the gods, goddesses, and elemental ideals of water and what they represent. Additionally, they share a common background of Sailor.

North Revealed: The Reckoning – A Shared Experience of the ORIGINAL campaign characters of The North Revealed campaign wherein the character resolve their fate on the world of Helca within the greater Imperium setting and its technology.

Favored/Spirit Animal Story:

CHARACTER BUILD CONVERSATION

Do you have a character concept you were thinking of for the next character? I have a list of several integrated character ideas i will try and match with (it looks like we are going in that direction). Im not giving the list out to everyone because i want things to remain a surprise for a while.

If we were going with the Elancil oriented group I liked the Idea of the wild shape burnout Druid, just giving up shapeshifting altogether for the Alter-self options you had created for Orane in Ikranes group. I wouldn’t mind trying out that Goliath Holy warrior/ Paladin we’d talked about in the past, there isn’t much reason he couldn’t have kept going north after having to leave Umbak, especially given what happened in Dunstrand. The other thought was a fighter, no regard for humanity other than his party, loyal to a fault in that regard, but he loves animals, gets along with them great but is not necessarily an outdoorsman, just very fond of animals, his combat approach would basically be to be prepared to fight any time and anywhere, armor and weapons are nice but you don’t always have access to them, best to be ready to use your fists or a rock or that otherguys arm if need be.

Im not sure about the Elancil group. The last one is probably the most viable. I have a Imperium child of the frontier worlds, from the leftover “seconds” (physically sturdy, some bio engineering). but a character with that type of personality probably wont work as a party leader. There is a druid option, but its a off world race with very strange appearance. Burnout would be am improper term, but the results might be the same.
All the character concepts i’ve outlined have mechanisms to be viable, despite some of their strange appearances and traits (which make for RP opportunities).
I am offering this to everyone: https://incarna.net/feature/experience/story/paths/committed/

Hm…… the shape changing alien female seems like it could work, but if I’m going to be running the “wise druid” right hand to the leader I’m not sure if I could roleplay it well…… the species, are they mammalian?

close enough, viviparous (bear live young), general evident sexuality is “unspecific”

So still has the inherent maternal instinct to violently protect their own or the packs/herds young?

yes, elephant (in terms of social structure and communities) might the closest analog i had envisioned. Ill try and formalize more on the species.

I might actually try female then. Just for the “mother hen” angle when it shit hits the fan.

Msg to ALL players: The basics of your character concept are done – superficial ideas and basic race and class (at least narrowed to a couple choices in a few cases). The next phase is the fleshing out of deeper asapects, concepts and back story. You have 2 options at this point. 1) I’ll present you with enough information for you to finish out the character with nearly complete freedom and agency using standard rules with any exceptions already noted in what you’ve discussed with me so far. Or 2) You can let the GM flesh out the character using the more deeply integrated character concepts and options beyond std. rules. This always nets the character more capabilities but a few more roleplaying and interaction restrictions. Which approach would you like?

I typically prefer option 2. If you want to do any of that together just let me know.

ACTUALLY (as i push my glasses up the bridge of my nose in my best Athol voice), #2 is easiest for me since i already have the concept hooks and plot points for campaign characters.

Do you want me to assign your attributes or assign them yourself? Either way you will get to choose where your initial ASI goes on top of that (generally a pair of +1s); i use this for attribute point buy: https://chicken-dinner.com/5e/5e-point-buy.html

I think I’ll have you assign the baseline attributes. Your understanding of the species and character parameters is just going to cause it to make more sense.

Alright

Do you have any interest in this option? https://incarna.net/feature/experience/story/paths/committed/

The narrow pathway, yes.

archetype?

coast will get some small bump if you choose it

arctic is what you chose.