North Revealed Baggage Train Characters

Steel Realms

CHRONICLE > The North Revealed is a Living World campaign set in The Northern Hearthlands of the [Fantasy] Steel Realms. The Heartland Spark has re-shaped the realm and new opportunity beckons the brave and bold to the north. Brought together by circumstance, bound by camaraderie, finding fortune in the conflict of the northlands…

North Revealed Baggage Train Characters

Character Policies

Taking Time Off In-Game for Character Development: The initial group is comprised for 10+ characters in order for the baggage train to have a few extra characters to facilitate this. The proliferation of a bunch of one shot and hanging plot characters is not going to be allowed. IF a player decides they need to have their character take some time off to learn, study, research, etc. then they will use one of the baggage train characters. The baggage train characters left over from the initial PC picks will be assigned logistical skills to support the baggage train. A new character will be made if there are none left.

Character Records

Original Campaign Player Character Group

‘The Foundlings’ refers to the original PCs brought out of the Dunstrand Rising campaign setting into the north setting of the new campaign by the PC Asil. They all have Godsbrand of Elancil & Sun Stealer.

  • Muirtitree – Alanna Grenier
  • Ralk – Arabus Grenier
  • Gil – Ben Persinger
  • Toltret – Corey Cordray
  • Xiao – Earl Clark

  • Tolmont – Iziah Nixon III
  • Vaydorin – Rocky Bliss
  • Francisco – Larry James
  • Egan – Daniel (Monk of the Iron Fist Mizran adherents)
  • Gemma – half ork, Wizard 1
ORIGINAL CHARACTER GM Concepts

All off-world are creatures from the The Gohrmliht Imperium. These would have Imperium Accelerata (Step 1) .

  1. Egan > human-Tarmysia; offspring of Tarmysian shellfish gardeners
    > FOLLOWER of Elancil > take asil to hidden cache to pay for upbringings; Tarmysian mother was priestess of elancil – no class restrictions!
  2. Ralk > TAKEN – off-world creature, terrafarmer family; Animist druid or ranger of elemental water
  3. Gil > TAKEN – off-world elf, terrafarmer family {no soul gem}; wizard or warlock (genie/water)
  4. Xiao > TAKEN – Off-world nano-human partial cyborg – gadget man! rogue or fighter
  5. Toltret > TAKEN – devout of Elancil, Tarmysia priests son – priest (tempest) or paladin (glory)
    > FOLLOWER of Elancil?
  6. Tolmont – TAKEN – human from Tarmysia, ship builder
    > FOLLOWER of Elancil?
  7. Dashit – human Tarmysia; wizard (abjuration?); protection on water
    > FOLLOWER of Elancil
  8. Boohebsit – off-world eorthna DEAD?- sympathist; wizard, rogue or fighter? partially psychic
    Eorthna has residual concepts and visions of faith imprinted on their mind; operated the helmet tech for Quick Learners Early OnEorthna of the Imperium Bald, rounded, roly-poly

    Binnu-Burr, the Eorthna of the Imperium empath that had to be re-awakened

  9. Valdorin – TAKEN – “seconds” spare off-world human from explorer stock, strong, quiet, dispassionate; fighter or rogue?
  10. human Tarmysia rogue or fighter, “acquirer”, fixer? coastal sailor family Tarmysian traders son > learn languages easy, cartography specialist?
    > FOLLOWER of Elancil
  11. Urkuz – Lizardfolk Animist water based barbarian or ranger; Uk ‘chuk larkun (real name) – Lizard child folk found adrift ranger ? – saw dragon regularly
  12. NPC resource only – Gemma: half orc > wizard from near Tarmysia – swamp focus, orrish focus

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 aspects, 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?

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.

Summary of PC starting adjustments:

Binnu-Burr

Binnu-Burr > Race: Eorthna (off world Imperium species)