This page will soon be updated for Pathfinder 2nd edition.
Berronar Truesilver
The Revered Mother, Mother of Safety
AL: Lawful Good; WAL LG (good dwarves)
AoC: Safety, truth, home, healing
Followers: Children, dwarven defenders, dwarves, fighters, homemakers, husbands, parents, scribes, wives.
Holy Symbol: Two silver rings.
Specialty Priests: MMyth.28
Worship of Berronar was abandoned centuries past, as dwarven influence in the lands of the Eidolorn Empire had begun to wane. Though she is still spoken of in stories, and her husband Moradin holds some favor still among the most loyal of dwarves who have not devoted themselves to Eleste, there is no officially sanctioned or organized following left to her. That said, a recent expedition to the Sunken Forge in Floivin Province has turned up a religious text devoted to the goddess, and thus it would now be possible for there to exist a cleric devoted to her service, though it will take some time before a 'church' is developed. Those curious can inquire with the historian Monch Gnarlbottom for more information.
Clangeddin Silverbeard
Father of Battle, Lord of the Twin Axes, the Rock of Battle
AL: Lawful Good; WAL LG
AoC: Battle
Followers: Barbarians, dwarven defenders, dwarves, fighters, monks, paladins, strategists, soldiers, tacticians, warriors.
Holy Symbol: Crossed battleaxes.
Specialty Priests: MMyth.28
Worship of Clangeddin was abandoned centuries past, as dwarven influence in the lands of the Eidolorn Empire had begun to wane. Though he is still spoken of in stories, and his patriarch Moradin holds some favor still among the most loyal of dwarves who have not devoted themselves to Eleste, there is no officially sanctioned or organized following left to him. That said, a recent expedition to the Sunken Forge in Floivin Province has turned up a religious text devoted to the god, and thus it would now be possible for there to exist a cleric devoted to his service, though it will take some time before a 'church' is developed. Those curious can inquire with the historian Monch Gnarlbottom for more information.
Corellon Larethian
Creator of the Elves, First of the Seldarine, Coronal of Arvandor
AL: Chaotic Good; WAL CG (Any non-evil elves)
AoC: Magic arts and crafts, music, war
Followers: Archers, artisans, artists, bards, fighters, good leaders, rangers, poets, sorcerers, warriors, wizards.
Holy Symbol: Crescent moon.
Specialty Priests: MMyth.21
Worship of Corellon was abandoned centuries past, as elven influence in the lands of the Eidolorn Empire had begun to wane. Though he is still spoken of in the stories of local elven and half-elven bards and sages, there is no officially sanctioned or organized following left to him. That said, a recent expedition to the Frail Forest has turned up a religious text devoted to the god, and thus it would now be possible for there to exist a cleric devoted to his service, though it will take some time before a 'church' is developed. Those curious can inquire at the village of Littlewolf in Floivin Province, where this sacred text was last delivered.
Crake
The Raven Lord, Warden of Roads
AL: Neutral Good; WAL Any
AoC: Travel, fortune, plants, animals
Followers: clerics, druids, halflings, elves
Holy Symbol: Raven with a sprig of mistletoe in its beak.
Specialty Priests: Gadabouts (Nature, CPH.75)
Crake is a popular deity among the halfing and elf folk of the Vernal Valley, as he represents good fortune for travelers. He is also venerated by druidic circles for his, natural qualities, and holds domain over the plants and animals of the field and forest. Clerics of Crake tend to favor earthy, unassuming robes or the garb of farmers and woodsmen. They are not often easy to spot out in a crowd, save for their love of ornate quarterstaves (additional permitted weapon), which they dress in feathers and other baubles of their travels. Clerics and druids who follow Crake are also known to craft wreaths of berries, pine cones and dark feathers which they hang from the necks of patrons as a blessing. They are often referred to as the 'Ravenblessed'.
Dumathoin
Keeper of Secrets Under the Mountain, the Silent Keeper
AL: LN; WAL Any
AoC: Mining, mountain dwarves, underground exploration
Followers: Dwarves, gemsmiths, metalsmiths, miners.
Holy Symbol: Faceted gem inside a mountain.
Specialty Priests: MMyth.29
Worship of Dumathoin was abandoned centuries past, as dwarven influence in the lands of the Eidolorn Empire had begun to wane. Though he is still spoken of in stories, and his patriarch Moradin holds some favor still among the most loyal of dwarves who have not devoted themselves to Eleste, there is no officially sanctioned or organized following left to him. That said, a recent expedition to the Sunken Forge in Floivin Province has turned up a religious text devoted to the god, and thus it would now be possible for there to exist a cleric devoted to his service, though it will take some time before a 'church' is developed. Those curious can inquire with the historian Monch Gnarlbottom for more information.
Eleste
Warrior-Saint, Greatmother of the Eidolorn Empire
AL: Lawful Good; WAL Any (Eidolorn Empire)
AoC: Law, protection, Empire
Followers: clerics, paladins, humans
Holy Symbol: Long sword over stone tower.
Specialty Priests: Favored Blades (Guardianship, CPH.62)
Eleste Eidolorn was once a mortal woman who founded the Eidolorn Empire for her love, Bendry Coventavon. Her deeds are essentially what crafted the great civilization of the age, and a massive clergy has spread up with cathedrals and churches in most communities of the Empire. She is not considered a goddess, per say, yet the clerics and paladins of Eleste use her veneration to channel a higher power, through healing magics and blessings of conquest. Many clerics and paladins of Eleste also serve as judges for the the tribunal of criminals, or public advisers to political officials. Most funerals, weddings and other religious ceremonies within the Empire are conducted by the clerics of Celeste ('Favored Blades'), and paladins are often found at the front lines of the Last Eidolorn legion, whenever the cause is just. Her clergy favor white robes with silver linings, making them easy to find and readily available for healing and other services. They also carry longswords, a favored weapon. Donations to the Church of Eleste are expected as just recompense for the saint's blessing light.
Gruumsh
One-Eye, He-Who-Never-Sleeps
AL: Lawful Evil; WAL LE (orcs)
AoC: War, territory
Followers: clerics, fighters, assassins, orcs
Holy Symbol: Unwinking red eye.
Specialty Priests: MMyth.45
Gruumsh calls on his followers to be strong, to cull the weak from their numbers, and to take all the territory that Gruumsh thinks is rightfully theirs (which is almost everything). He harbors a special hatred for Moradin and his followers. Gruumsh is highly revered by the Slavemaster of Sothos Karr, who has a clergy established in his honor. Most half-orcs of the Eidolorn Empire and surrounding lands might externally appear to have abandoned this faith, but many still hold a quiet fear and reverence. Zealots who follow Gruumsh are known to often pluck out their left eye in tribute. Nonclerics are not permitted to refer to the god by name, only by title.
Moradin
The Soul Forger, Dwarffather, The All-Father, The Creator
AL: Lawful Good; WAL: Lawful Good (non-evil dwarves)
AoC: Creation, smithing, craftsmanship, war
Followers: dwarves, smiths, metalworkers, engineers
Holy Symbol: hammer superimposed over an anvil shape.
Specialty Priests: MMyth.27
For the remnant descendants of the Gnarlbottom clan, and other dwarven enclaves located throughout the Eidolorn Empire, adaptation to the humans' worship of Eleste has never really been an option. Most prefer to remain faithful to the traditional God of their people, paying lip service to the Soul Forger more so than performing acts of worship (with the exception of the clergy). There are still a number of clerics and paladins who specifically do the bidding of this God, but they are few and far between, many taken to lives on the road or hiding their practice as humble metalworkers and engineers in larger urban communities. An order known as the Coldhammer Enclave is known to exist somewhere in Wintersbreath, known do-gooders who battle the forces of the waste and the agents of Vhorinyr to the North. Clerics who venerate Moradin are known as sonnlinnor ('those who work the stone'), as in other D&D settings.
Radhol Thidhe
The Path of Prosperity, the Fortune Fires
AL: Chaotic Good; WAL Any (Melethezsians)
AoC: Knowledge, invention, luck, sun
Followers: Melethesz, thinkers, dreamers, inventors
Holy Symbol: a golden wasp.
Specialty Priests: Sparks (Fortune, CPH.61)
Radhol Thidhe is a philosophy whose origins date centuries before the founding of the Eidolorn Empire, and even farther before the conquest of Melethesz. It's located primarily in its home province, but clerics and followers have spread far and wide through the Empire, occasionally teaching to small bands of converts. Followers of Radhol Thidhe believe in the power to Inspire, and that all living, thinking beings follow the Sparking Wheel. They believe that one's own innovations and self-betterment lead to ultimate fulfillment for their place on the Wheel, and also to improve the station of others. It's a karmic belief system which places emphasis on the self rather than a deity, thus it has brought the people of Melethesz into ideological conflict with the followers of Eleste. Teachers (clerics) of Radhol Thidhe are known simply as Sparks, and favor the crossbow (an additional permitted weapon).
Sharindlar
Lady of Life and Mercy, the Bountiful, the Shining Dancer
AL: Chaotic Good; WAL Any
AoC: Healing, mercy, romantic love, fertility, dancing, courtship, the moon
Followers: Bards, dancers, dwarves, healers, lovers
Holy Symbol: Flame ring rising from a steel needle.
Specialty Priests: FR: Demihuman Deities.82
Worship of Sharindlar was abandoned centuries past, as dwarven influence in the lands of the Eidolorn Empire had begun to wane. Though she is still spoken of in stories, and her patriarch Moradin holds some favor still among the most loyal of dwarves who have not devoted themselves to Eleste, there is no officially sanctioned or organized following left to her. That said, a recent expedition to the Sunken Forge in Floivin Province has turned up a religious text devoted to the god, and thus it would now be possible for there to exist a cleric devoted to her service, though it will take some time before a 'church' is developed. Those curious can inquire with Monch Gnarlbottom or at the Hall of Mercies.
Vergadain
Merchant King, the Short Father, the Laughing Dwarf
AL: Neutral; WAL Any
AoC: Wealth, luck
Followers: Dwarves, merchants, rogues, wealthy individuals.
Holy Symbol: Gold piece.
Specialty Priests: MMyth.30
Worship of Vergadain was abandoned centuries past, as dwarven influence in the lands of the Eidolorn Empire had begun to wane. Though he is still spoken of in stories, and his patriarch Moradin holds some favor still among the most loyal of dwarves who have not devoted themselves to Eleste, there is no officially sanctioned or organized following left to him. That said, a recent expedition to the Sunken Forge in Floivin Province has turned up a religious text devoted to the god, and thus it would now be possible for there to exist a cleric devoted to his service, though it will take some time before a 'church' is developed. Those curious can inquire with the historian Monch Gnarlbottom for more information.
Friday, July 3, 2020
Races of Udders Well
This page will soon be updated for Pathfinder 2nd edition.
Bugbear: Several of the major humanoid threats, including the Blooded Lash, Blood Eagles and Skull Collars are comprised of a large number of bugbears. In particular, the Blood Eagles are drawn exclusively from this stock (with a handful of goblin slaves and cannon fodder). Any PC bugbear would likely be an expatriate of the Skull Collars who has seen what the group can do and respects them, preferring to fight for the 'winning side'. But be warned, this choice will bring instant hostility from many of the 'standard' races in the setting, and you have to have a damn good reason for becoming a hero! CBoH.22
Kits: Mine Rowdy, Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Wandering Mystic, War Priest, Witch Doctor
Dwarf: Floivin Keep and the surrounding lands were once the territories of old King Kleeth of the Gnarlbottom Clan, but were annexed by the Eidolorn Empire during the Expansion Wars, some 150 years past. To this day, dwarves still exist in the area, many the direct descends of Gnarlbottom, eking out lives as smiths, craftsmen and wishful prospectors in the Vernal Valley. Many still hold a grudge against their human 'benefactors'. All local dwarves are from hill dwarf or mountain dwarf stock, although the rare deep dwarf or arctic dwarf (FR: The Great Glacier) from Wintersbreath might pop up from time to time. CBoD 30-32
Kits: Animal Master, Axe for Hire, Battlerager, Champion, Clansdwarf, Crafts Priest, Diplomat, Dwarven Chanter, Entertainer, Ghetto Fighter, Hearth Guard, Highborn, Locksmith, Outcast, Pariah, Patrician, Pest Controller, Rapid Response Rider, Ritual Priest, Sharpshooter, Temple Guard, Trader, Vermin Slayer, Vindicator, Wayfinder
Elf: Two bands of high elves are known to inhabit the Frail Forest east of Udders Well, the Roodeyes and the Reddenbalms. They roam the the land like gypsies, serving as entertainers and guides to the communities of Livenoak and Littlewolf, and some claim that the two are highly competitive with one another for both resources and human audiences. It's possible that other elves might drift through the Province from time to time, and these might include grey elves or sylvan elves. Most elves in the region worship Crake or Eleste, although there is a small following for Corellon. CBoE.80-81
Kits: Archer, Collector, Elven Minstrel, Herbalist, Huntsman, Spellfilcher, Undead Slayer, War Wizard, Wilderness Runner
Gnome: These small folk are very rare indeed within the confines of the Vernal Valley, and those who are encountered tend to be small families or individuals passing through the Udders Well region to the heartlands of the Eidolorn Empire. Rock gnomes are occasionally found in Floivin Keep as street peddlers and magicians, while tinker gnomes from Melethesz have had a greater presence in the region due to the highway being build beneath the Vernal Wall. Forest gnomes are rarer, but might be encountered in hidden rustic areas of the Province. most CBoGH. 20-33
Kits: Breachgnome, Buffoon, Gnome Professor, Goblinsticker, Imagemaker, Mouseburglar, Rocktender, Stalker, Treetender, Tumbler, Vanisher
Goblin: The slightest of the goblinoids are quite common in Floivin Province and surrounding regions, both as small independent warbands or members of larger tribes like the Skull Collar mercenaries, the Blooded Lash out of Haunted Horrn or the Blood Eagles (where they are not treated well). A PC goblin would likely be a wanderer who comes across the PCs and thinks he or she has something to offer, or an expatriate from the Skull Collars, or perhaps a slave of the Blood Eagles who has escaped their grasp. As with bugbears, there must be a damn good reason why one would show up as a PC, and they face the same racial hostility, especially from dwarves. CBoH.35
Kits: Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Half-elf: Within the Vernal Valley, it is not unheard of that a human and forest elf will couple, usually the result of some drunken revelry. The unfortunate offspring are generally sent to live within Floivin Keep and the surrounding human communities, though the Roodeyes and Reddenbalms often find it entertaining to impose them upon some distant relative in the opposing clan.
Kits: Archer, Collector, Elven Minstrel, Herbalist, Huntsman, Spellfilcher, Undead Slayer, War Wizard, Wilderness Runner
Half-ogre: The rare product of an ogre-human union, often one of revulsion and/or violation, half-ogres are not generally tolerated within the lands of the Eidolorn Empire due to their crude dispositions and size. The exception has often been made, as for Commander Brygmog 'The Gutter' of the Fourth Eidolorn army, but these are exceptions who had to prove themselves through a number of beneficial deeds, such as routing clear enemies and years of good service under human superiors. CBoH.46
Kits: Mine Rowdy, Oracle, Pit Fighter, Sellsword, Shaman, Tribal Defender, Wandering Mystic, War Priest, Witch Doctor
Half-orc: South of Udders Well and the Vernal Valley, beyond the terrible tower of Mimresh, lies the Fyreklaw, a hostile and volcanic barrens in which only the vile orcs have managed to carve out a civilization, under the iron rule of Dror Gheel, Slavemaster of Sothos Karr. Gheel is himself a half-orc, and it highly possible some unfortunate offspring of the Fyreklaw orcs and captured humans slaves have managed to escaped through the Mimresh into the Udders Well region.
Kits: Mine Rowdy, Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Halfling: Though no person claims to know precisely when and how they arrived, it seems these small folk have taken up residence in Floivin Keep and the surrounding communities. Most of the local halflings belong to the Hosspotch, both a family and guild of peddlers and wheelers who have their stubby fingers dipped in many of the local merchant ventures, both the legal and illicit. Most of the Hosspotch halflings are hairfoot, although stouts and tallfellows from elsewhere in the Empire are not uncommon in the Province. CBoGH.68-70
Kits: Archer, Bandit, Bilker, Burglar, Cartographer, Forestwalker, Halfling, Healer, Homesteader, Leaftender, Mercenary, Oracle, Sheriff, Smuggler, Squire, Trader, Traveler, Tunnelrat, Urchin, Whistler
Hobgoblin: The same restrictions apply for hobgoblins as their bugbear and goblin cousins, in terms of needing a great reason to be PCs and the racial enmity they will face from the majority of others they encounter. However, hobgoblins are somewhat more rare in the setting. They usually serve as elite troops in the Blooded Lash or the Skull Collars, weapons trainers or other roles fitting their martial, regimented nature. In fact, hobgoblins are infrequent enough that the PCs have known most by the very names of those they've defeated (Ironballs, Dvagol). CBoH.36
Kits: Mine Rowdy, Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Human: The dominant race within Floivin Keep and the surrounding region. The humans of Udders Well are fair-skinned, with a mixture of Franco, English and Germanic features and names. Most humans in Floivin Province and spread throughout the Eidolorn Empire, Alkinarre, Quelm and several other areas of Thault are known as the 'Riven', cut off from a far East continent which they fled at one point. The Riven have lived on Thault already for many centuries, sometimes in conflict with the Shann, the native human stock who are rougher, heartier and in general crueler folk populating lands like Vandrokk, Dashnear, Braul and Thelos Retch. There is a third breed, whose features are duskier and darker colored (think Southeast Asian) called the Lhazon who too have populated parts of Thault (Durindesh and the Robber-Kings) from a far off land.
Kobold: Not a popular species among the folk of the Eidolorn provinces, but at the same time kobolds are considered rather harmless by comparison to the organized bands of bugbears, hobgoblins and such that fester and rise in the corners of the Empire. In Floivin, for example, there are various bands of kobolds found raiding along the Pinewater river, or in the depths of the Udders Well sewer system. Kobolds run the same risk as other evil humanoids of total social castigation, even when going 'good', but it's certainly possible that a few might break the shackles of their race's stereotype and take up the mantle of adventurer. CBoH.38
Kits: Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Lizard Man: Encountered rarely outside of the Tooth Marsh in Floivin Province, perhaps some other swamps in the region; the lizardfolk have only recently come into the public's awareness. Although a PC lizard man would be rare and likely problematic, they are sympathetic to the Floivin plight and possess an utter loathing for the local humanoid tribes like the Skull Collars and Blooded Lash, who have run skirmishes against their kind as they moved against the Eidolorn. So they're a slightly more welcome option than other local humanoids. CBoH.40
Kits: Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender
Orc: The kingdom south of Floivin Province, Sothos Karr, is a brutal orc homeland ruled over by slavers and warlords. It's definitely not a welcome place for any orcs whose morals come into contrast with their peers, so those seeking peace or freedom will often escape through the Mimresh into the Vernal Valley. A fair number of these refugees take up a life of hunting or fishing in the Tooth Marsh, and a handful conduct friendly trade with the halflings of Hobfast. Still, orcs will often be feared as spies by soldiers and officials, so they can have a difficult time of it. CBoH.49
Kits: Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
All races use their standardized racial traits and stats from the Player's Handbook, the Complete Book of Humanoids or other Complete race guides.
Bugbear: Several of the major humanoid threats, including the Blooded Lash, Blood Eagles and Skull Collars are comprised of a large number of bugbears. In particular, the Blood Eagles are drawn exclusively from this stock (with a handful of goblin slaves and cannon fodder). Any PC bugbear would likely be an expatriate of the Skull Collars who has seen what the group can do and respects them, preferring to fight for the 'winning side'. But be warned, this choice will bring instant hostility from many of the 'standard' races in the setting, and you have to have a damn good reason for becoming a hero! CBoH.22
Kits: Mine Rowdy, Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Wandering Mystic, War Priest, Witch Doctor
Dwarf: Floivin Keep and the surrounding lands were once the territories of old King Kleeth of the Gnarlbottom Clan, but were annexed by the Eidolorn Empire during the Expansion Wars, some 150 years past. To this day, dwarves still exist in the area, many the direct descends of Gnarlbottom, eking out lives as smiths, craftsmen and wishful prospectors in the Vernal Valley. Many still hold a grudge against their human 'benefactors'. All local dwarves are from hill dwarf or mountain dwarf stock, although the rare deep dwarf or arctic dwarf (FR: The Great Glacier) from Wintersbreath might pop up from time to time. CBoD 30-32
Kits: Animal Master, Axe for Hire, Battlerager, Champion, Clansdwarf, Crafts Priest, Diplomat, Dwarven Chanter, Entertainer, Ghetto Fighter, Hearth Guard, Highborn, Locksmith, Outcast, Pariah, Patrician, Pest Controller, Rapid Response Rider, Ritual Priest, Sharpshooter, Temple Guard, Trader, Vermin Slayer, Vindicator, Wayfinder
Elf: Two bands of high elves are known to inhabit the Frail Forest east of Udders Well, the Roodeyes and the Reddenbalms. They roam the the land like gypsies, serving as entertainers and guides to the communities of Livenoak and Littlewolf, and some claim that the two are highly competitive with one another for both resources and human audiences. It's possible that other elves might drift through the Province from time to time, and these might include grey elves or sylvan elves. Most elves in the region worship Crake or Eleste, although there is a small following for Corellon. CBoE.80-81
Kits: Archer, Collector, Elven Minstrel, Herbalist, Huntsman, Spellfilcher, Undead Slayer, War Wizard, Wilderness Runner
Gnome: These small folk are very rare indeed within the confines of the Vernal Valley, and those who are encountered tend to be small families or individuals passing through the Udders Well region to the heartlands of the Eidolorn Empire. Rock gnomes are occasionally found in Floivin Keep as street peddlers and magicians, while tinker gnomes from Melethesz have had a greater presence in the region due to the highway being build beneath the Vernal Wall. Forest gnomes are rarer, but might be encountered in hidden rustic areas of the Province. most CBoGH. 20-33
Kits: Breachgnome, Buffoon, Gnome Professor, Goblinsticker, Imagemaker, Mouseburglar, Rocktender, Stalker, Treetender, Tumbler, Vanisher
Goblin: The slightest of the goblinoids are quite common in Floivin Province and surrounding regions, both as small independent warbands or members of larger tribes like the Skull Collar mercenaries, the Blooded Lash out of Haunted Horrn or the Blood Eagles (where they are not treated well). A PC goblin would likely be a wanderer who comes across the PCs and thinks he or she has something to offer, or an expatriate from the Skull Collars, or perhaps a slave of the Blood Eagles who has escaped their grasp. As with bugbears, there must be a damn good reason why one would show up as a PC, and they face the same racial hostility, especially from dwarves. CBoH.35
Kits: Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Half-elf: Within the Vernal Valley, it is not unheard of that a human and forest elf will couple, usually the result of some drunken revelry. The unfortunate offspring are generally sent to live within Floivin Keep and the surrounding human communities, though the Roodeyes and Reddenbalms often find it entertaining to impose them upon some distant relative in the opposing clan.
Kits: Archer, Collector, Elven Minstrel, Herbalist, Huntsman, Spellfilcher, Undead Slayer, War Wizard, Wilderness Runner
Half-ogre: The rare product of an ogre-human union, often one of revulsion and/or violation, half-ogres are not generally tolerated within the lands of the Eidolorn Empire due to their crude dispositions and size. The exception has often been made, as for Commander Brygmog 'The Gutter' of the Fourth Eidolorn army, but these are exceptions who had to prove themselves through a number of beneficial deeds, such as routing clear enemies and years of good service under human superiors. CBoH.46
Kits: Mine Rowdy, Oracle, Pit Fighter, Sellsword, Shaman, Tribal Defender, Wandering Mystic, War Priest, Witch Doctor
Half-orc: South of Udders Well and the Vernal Valley, beyond the terrible tower of Mimresh, lies the Fyreklaw, a hostile and volcanic barrens in which only the vile orcs have managed to carve out a civilization, under the iron rule of Dror Gheel, Slavemaster of Sothos Karr. Gheel is himself a half-orc, and it highly possible some unfortunate offspring of the Fyreklaw orcs and captured humans slaves have managed to escaped through the Mimresh into the Udders Well region.
Kits: Mine Rowdy, Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Halfling: Though no person claims to know precisely when and how they arrived, it seems these small folk have taken up residence in Floivin Keep and the surrounding communities. Most of the local halflings belong to the Hosspotch, both a family and guild of peddlers and wheelers who have their stubby fingers dipped in many of the local merchant ventures, both the legal and illicit. Most of the Hosspotch halflings are hairfoot, although stouts and tallfellows from elsewhere in the Empire are not uncommon in the Province. CBoGH.68-70
Kits: Archer, Bandit, Bilker, Burglar, Cartographer, Forestwalker, Halfling, Healer, Homesteader, Leaftender, Mercenary, Oracle, Sheriff, Smuggler, Squire, Trader, Traveler, Tunnelrat, Urchin, Whistler
Hobgoblin: The same restrictions apply for hobgoblins as their bugbear and goblin cousins, in terms of needing a great reason to be PCs and the racial enmity they will face from the majority of others they encounter. However, hobgoblins are somewhat more rare in the setting. They usually serve as elite troops in the Blooded Lash or the Skull Collars, weapons trainers or other roles fitting their martial, regimented nature. In fact, hobgoblins are infrequent enough that the PCs have known most by the very names of those they've defeated (Ironballs, Dvagol). CBoH.36
Kits: Mine Rowdy, Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Human: The dominant race within Floivin Keep and the surrounding region. The humans of Udders Well are fair-skinned, with a mixture of Franco, English and Germanic features and names. Most humans in Floivin Province and spread throughout the Eidolorn Empire, Alkinarre, Quelm and several other areas of Thault are known as the 'Riven', cut off from a far East continent which they fled at one point. The Riven have lived on Thault already for many centuries, sometimes in conflict with the Shann, the native human stock who are rougher, heartier and in general crueler folk populating lands like Vandrokk, Dashnear, Braul and Thelos Retch. There is a third breed, whose features are duskier and darker colored (think Southeast Asian) called the Lhazon who too have populated parts of Thault (Durindesh and the Robber-Kings) from a far off land.
Kobold: Not a popular species among the folk of the Eidolorn provinces, but at the same time kobolds are considered rather harmless by comparison to the organized bands of bugbears, hobgoblins and such that fester and rise in the corners of the Empire. In Floivin, for example, there are various bands of kobolds found raiding along the Pinewater river, or in the depths of the Udders Well sewer system. Kobolds run the same risk as other evil humanoids of total social castigation, even when going 'good', but it's certainly possible that a few might break the shackles of their race's stereotype and take up the mantle of adventurer. CBoH.38
Kits: Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
Lizard Man: Encountered rarely outside of the Tooth Marsh in Floivin Province, perhaps some other swamps in the region; the lizardfolk have only recently come into the public's awareness. Although a PC lizard man would be rare and likely problematic, they are sympathetic to the Floivin plight and possess an utter loathing for the local humanoid tribes like the Skull Collars and Blooded Lash, who have run skirmishes against their kind as they moved against the Eidolorn. So they're a slightly more welcome option than other local humanoids. CBoH.40
Kits: Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender
Orc: The kingdom south of Floivin Province, Sothos Karr, is a brutal orc homeland ruled over by slavers and warlords. It's definitely not a welcome place for any orcs whose morals come into contrast with their peers, so those seeking peace or freedom will often escape through the Mimresh into the Vernal Valley. A fair number of these refugees take up a life of hunting or fishing in the Tooth Marsh, and a handful conduct friendly trade with the halflings of Hobfast. Still, orcs will often be feared as spies by soldiers and officials, so they can have a difficult time of it. CBoH.49
Kits: Oracle, Pit Fighter, Scavenger, Sellsword, Shaman, Tramp, Tribal Defender, Tunnel Rat, Wandering Mystic, War Priest, Witch Doctor
All races use their standardized racial traits and stats from the Player's Handbook, the Complete Book of Humanoids or other Complete race guides.
Classes of Udders Well
This page will soon be updated for Pathfinder 2nd edition.
The majority of the AD&D core classes are permitted, and you may specialize or customize them further by choosing a kit from one of the respective Complete class or race guides. Also, list of barred classes and kits is included beneath, largely due to cultural flavor of being supplanted by other options (barbarians, etc). A few have been left out for balance reasons, and could be revisited later.
Apothecary: The apothecary might not be the best suited for combat and adventuring, however it could be a good choice for a PC interested in roleplay of this particular archetype, since it is not an uncommon trade in Floivin Province. Some apothecaries have shops set up in various communities, while others might be rover traders of their wares. S&S.8
Appraiser: As with other Sages & Specialists, the appraiser is hardly a character you want on the front line in a combat, but if this set of skills and the roleplay it offers are attractive, it's a welcome character option, especially as they often interact with adventurers. S&S.23
Barbarian Fighter: Though a barbarian would be an anomaly within the Vernal Valley region, especially within Floivin Keep, it is possible that he or she might filter through en route to other lands of the Eidolorn Empire, or perhaps escaped from Sothos Karr to the South (humans and half-orcs), seeking refuge or employment within a more pastoral area. Several barbarians are known to have settled the Valley and turned to lives as farmers or woodsmen, and with the recent incursions of the Vandrakki tribes in Wintersbreath to the north, it's likely these numbers will increase. CBH.7
Kits: Brushrunner, Brute, Forest Lord, Plainsrider, Ravager, Wizard Slayer
Barbarian Shaman: Even more obscure than their fighter brethren, barbarian shamans are nevertheless prominent parts of their Vandrakki tribes. As a player character, one would have to have exclusively become left behind a raid, or perhaps a refugee who doesn't agree with the actions and temperaments of his/her people. CBH.11
Kits: Dreamwalker, Flamespeaker, Medicine Man/Woman, Seer, Spiritist, Witchman
Bard: A good number of entertainers and troubadours pass through Floivin Keep and the surrounding communities, and some are home-bred, like the almost famous gnome minstrel Heckler Ronn, or the flamboyant Yellow Hen, who is known to give public recitals at important events. Bards are also common within the elf and half-elf bands of the Frail Forest. PH.58
Kits: Blade, Charlatan, Gallant, Gypsy-bard, Herald, Jester, Jongleur, Loremaster, Meistersinger, Riddlemaster, Skald, Thespian, True Bard
Blacksmith: Blacksmiths are invaluable assets to Floivin Province as they are nearly everywhere else on the continent of Thault. They're also slightly tougher when faced with combat situations than the other Sages & Specialists options, but still not at the same power level as most PC classes. S&S.34
Cartographer: Although a cartographer is not a hardy front line adventurer, he or she might prove useful at recording the exploits of other adventurers, or helping to crack open the various secrets and dungeons of the Vernal Valley. S&S.46
Cleric: The majority of the clerics in the Udders Well area follow Eleste, Warrior-Saint of the Eidolorn Empire. They are known for their flowing silver and white robes over armor, and the jeweled long swords they wield in her honor. Specialty priests devoted to Eleste are known as Favored Blades. However, there are some who instead favor Crake, the Raven Lord, a patron of travelers and revelry. Crake is most popular among halfings and elves, but even human travelers are known to offer him a limerick or prayer to guide them safely through the lands. Crake's clerics and specialty priests (know as Gadabouts) wield road-tested quarterstaves and are known to bless travelers with wreathes of pine cones, berries and raven feathers. In recent decades, the Dwarven gods have also once again risen to prominence, and a few followers of each now make their home in Floivin Province. PH.48
Kits: Nobleman Priest, Outlaw Priest, Pacifist Priest, Peasant Priest, Prophet Priest, Scholar Priest
Druid: A small sect of Crake's following, the Circle of the Crow, has invested themselves more closely in the landscape of the Vernal Valley, and attempt to curb the farmers into practices most safe for themselves and the wildlife of the Valley. They are few in number, and the only druids known for many miles about, although it's possible druids outside of the Circle might drift into the area from time to time. PH.51
Kits: Adviser, Avenger, Beastfriend, Guardian, Hivemaster, Natural Philosopher, Outlaw, Pacifist, Shapeshifter, Totemic Druid, Village Druid, Wanderer
Engineer: Engineers are fairly common throughout the dwarven population of Floivin Province, and their ranks continue to swell with the arrival of the Skirkwhistle Mining Co, as many humans and gnomes from Melethesz take up this career. While they're not powerful combatants or casters, they might offer some support options to other PCs. S&S.55
Fighter: Fighters make up the crux of the class population in Udders Well, whether they're soldiers of the Last Eidolorn or adventurers for hire. Archers and melee men both are common among all the races of the Vernal Valley and surrounding regions. PH.36
Kits: Beast-rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Swashbuckler, Wilderness Warrior
Guide: Guides urban and rural are fairly common in the Vernal Valley, and while this is not a class that can exactly compete with rangers or other outdoorsy types, they are at least one of the better Sages & Specialist options to have at your side in a fight. S&S.64
Healer: Somewhere between the cleric and the apothecary lies the healer, a soothsayer or mendicant who would be a fun option coming out of a smaller community or poorer district. S&S.75
Historian: Although most members of this class would be scholars and academics who rarely set foot outside the city and castle walls, some historians might seek out a more first-hand account of the legacies they record, or might become obsessed with some mystery of the past. S&S.84
Mage: The magical arts are the province of the Arkana Arkiva, a guild-council of wizards that meets at Flabbergast Manor in Floivin Keep, so-named for its unusual, shifting appearance and location throughout the town. The master of this order, Schnoo the Sorcerous, serves as counselor and right hand man to the current Regent Luciot, who has asked that the order keep a tight watch on who is performing magic in the area. Specialist wizards of all stripes exist within the Arkiva, and the Wizards Elite of neighboring Toul Tabor. PH.
Specialists: Abjurer, Conjurer, Diviner, Elementalist, Enchanter, Illusionist, Invoker, Necromancer, Transmuter, Wild Mage
Kits: Academician, Anagakok, Anatomist, Deathslayer, Fathomer, Militant Wizard, Mystic, Patrician, Peasant Wizard, Philosopher, Witch
Paladin: The clergy of the Warrior-Saint Eleste is also home to a small number of paladins, who serve as strong arms and complements to the ranks of the Last Eidolorn. Some are often given other goals which they work towards in the company of adventurers. Though rarer, some paladins might also follow the Dwarven deities whose faiths have recently undergone a renaissance. PH.38
Kits: Chevalier, Divinate, Envoy, Equerry, Errant, Expatriate, Ghosthunter, Medician, Militarist, Squire, True Paladin, Votary, Wyrmslayer
Ranger: Woodsmen and trackers are fairly common in the Udders Well region, especially the Frail Forest. Some work independently as hunters and guides, some alongside the Circle of the Crow, and others are found within the ranks of the Last Eidolorn as scouts and vanguards. PH.40
Kits: Beastmaster, Explorer, Falconer, Feralan, Forest Runner, Giant Killer, Greenwood Ranger, Guardian, Justifier, Mountain Man, Pathfinder, Seeker, Stalker, Warden
Scribe: Like historians, some scribes might wish to travel themselves to gain first-hand accounts of the stories of other people or places they encounter. There are many reasons a scribe might attach him or herself to an adventurer or adventuring group. S&S.97
Seer: Although the seer might creep out much of Floivin society, there is no question his or her skill set could come in handy for those who need to traffick with the dead. S&S.108
Thief: Thieves and cheats are an unfortunate byproduct of Floivin Keep society, especially in spring and summer months when the population swells through a large number of travelers and traders. The halflings of the Hosspotch are widely suspected to contain many rogues among them, but they've been crafty enough to avoid any major incident with the law. PH.54
Kits: Acrobat, Adventurer, Bandit, Beggar, Bounty Hunter, Burglar, Cutpurse, Fence, Investigator, Scout, Smuggler, Spy, Swashbuckler, Swindler, Thug, Troubleshooter
Multi-Class and Dual-Class combinations are also available as per the Player's Handbook, with the same race/level restrictions.
Barred Classes/Kits: Amazon, Amazon Priestess, Amazon Sorceress, Assassin, Barbarian, Barbarian Priest, Buccaneer, Elven Bladesinger, Fighting-Monk, Ghul Lord, Islander, Lost Druid, Ninja (and all Ninja kits), Psionicist, Samurai, Savage, Savage Druid, Savage Priest, Savage Wizard, Sea Ranger, Shadow, Skyrider, Undead Master, Windrider, Wu Jen
The majority of the AD&D core classes are permitted, and you may specialize or customize them further by choosing a kit from one of the respective Complete class or race guides. Also, list of barred classes and kits is included beneath, largely due to cultural flavor of being supplanted by other options (barbarians, etc). A few have been left out for balance reasons, and could be revisited later.
Apothecary: The apothecary might not be the best suited for combat and adventuring, however it could be a good choice for a PC interested in roleplay of this particular archetype, since it is not an uncommon trade in Floivin Province. Some apothecaries have shops set up in various communities, while others might be rover traders of their wares. S&S.8
Appraiser: As with other Sages & Specialists, the appraiser is hardly a character you want on the front line in a combat, but if this set of skills and the roleplay it offers are attractive, it's a welcome character option, especially as they often interact with adventurers. S&S.23
Barbarian Fighter: Though a barbarian would be an anomaly within the Vernal Valley region, especially within Floivin Keep, it is possible that he or she might filter through en route to other lands of the Eidolorn Empire, or perhaps escaped from Sothos Karr to the South (humans and half-orcs), seeking refuge or employment within a more pastoral area. Several barbarians are known to have settled the Valley and turned to lives as farmers or woodsmen, and with the recent incursions of the Vandrakki tribes in Wintersbreath to the north, it's likely these numbers will increase. CBH.7
Kits: Brushrunner, Brute, Forest Lord, Plainsrider, Ravager, Wizard Slayer
Barbarian Shaman: Even more obscure than their fighter brethren, barbarian shamans are nevertheless prominent parts of their Vandrakki tribes. As a player character, one would have to have exclusively become left behind a raid, or perhaps a refugee who doesn't agree with the actions and temperaments of his/her people. CBH.11
Kits: Dreamwalker, Flamespeaker, Medicine Man/Woman, Seer, Spiritist, Witchman
Bard: A good number of entertainers and troubadours pass through Floivin Keep and the surrounding communities, and some are home-bred, like the almost famous gnome minstrel Heckler Ronn, or the flamboyant Yellow Hen, who is known to give public recitals at important events. Bards are also common within the elf and half-elf bands of the Frail Forest. PH.58
Kits: Blade, Charlatan, Gallant, Gypsy-bard, Herald, Jester, Jongleur, Loremaster, Meistersinger, Riddlemaster, Skald, Thespian, True Bard
Blacksmith: Blacksmiths are invaluable assets to Floivin Province as they are nearly everywhere else on the continent of Thault. They're also slightly tougher when faced with combat situations than the other Sages & Specialists options, but still not at the same power level as most PC classes. S&S.34
Cartographer: Although a cartographer is not a hardy front line adventurer, he or she might prove useful at recording the exploits of other adventurers, or helping to crack open the various secrets and dungeons of the Vernal Valley. S&S.46
Cleric: The majority of the clerics in the Udders Well area follow Eleste, Warrior-Saint of the Eidolorn Empire. They are known for their flowing silver and white robes over armor, and the jeweled long swords they wield in her honor. Specialty priests devoted to Eleste are known as Favored Blades. However, there are some who instead favor Crake, the Raven Lord, a patron of travelers and revelry. Crake is most popular among halfings and elves, but even human travelers are known to offer him a limerick or prayer to guide them safely through the lands. Crake's clerics and specialty priests (know as Gadabouts) wield road-tested quarterstaves and are known to bless travelers with wreathes of pine cones, berries and raven feathers. In recent decades, the Dwarven gods have also once again risen to prominence, and a few followers of each now make their home in Floivin Province. PH.48
Kits: Nobleman Priest, Outlaw Priest, Pacifist Priest, Peasant Priest, Prophet Priest, Scholar Priest
Druid: A small sect of Crake's following, the Circle of the Crow, has invested themselves more closely in the landscape of the Vernal Valley, and attempt to curb the farmers into practices most safe for themselves and the wildlife of the Valley. They are few in number, and the only druids known for many miles about, although it's possible druids outside of the Circle might drift into the area from time to time. PH.51
Kits: Adviser, Avenger, Beastfriend, Guardian, Hivemaster, Natural Philosopher, Outlaw, Pacifist, Shapeshifter, Totemic Druid, Village Druid, Wanderer
Engineer: Engineers are fairly common throughout the dwarven population of Floivin Province, and their ranks continue to swell with the arrival of the Skirkwhistle Mining Co, as many humans and gnomes from Melethesz take up this career. While they're not powerful combatants or casters, they might offer some support options to other PCs. S&S.55
Fighter: Fighters make up the crux of the class population in Udders Well, whether they're soldiers of the Last Eidolorn or adventurers for hire. Archers and melee men both are common among all the races of the Vernal Valley and surrounding regions. PH.36
Kits: Beast-rider, Berserker, Cavalier, Gladiator, Myrmidon, Noble Warrior, Peasant Hero, Pirate/Outlaw, Swashbuckler, Wilderness Warrior
Guide: Guides urban and rural are fairly common in the Vernal Valley, and while this is not a class that can exactly compete with rangers or other outdoorsy types, they are at least one of the better Sages & Specialist options to have at your side in a fight. S&S.64
Healer: Somewhere between the cleric and the apothecary lies the healer, a soothsayer or mendicant who would be a fun option coming out of a smaller community or poorer district. S&S.75
Historian: Although most members of this class would be scholars and academics who rarely set foot outside the city and castle walls, some historians might seek out a more first-hand account of the legacies they record, or might become obsessed with some mystery of the past. S&S.84
Mage: The magical arts are the province of the Arkana Arkiva, a guild-council of wizards that meets at Flabbergast Manor in Floivin Keep, so-named for its unusual, shifting appearance and location throughout the town. The master of this order, Schnoo the Sorcerous, serves as counselor and right hand man to the current Regent Luciot, who has asked that the order keep a tight watch on who is performing magic in the area. Specialist wizards of all stripes exist within the Arkiva, and the Wizards Elite of neighboring Toul Tabor. PH.
Specialists: Abjurer, Conjurer, Diviner, Elementalist, Enchanter, Illusionist, Invoker, Necromancer, Transmuter, Wild Mage
Kits: Academician, Anagakok, Anatomist, Deathslayer, Fathomer, Militant Wizard, Mystic, Patrician, Peasant Wizard, Philosopher, Witch
Paladin: The clergy of the Warrior-Saint Eleste is also home to a small number of paladins, who serve as strong arms and complements to the ranks of the Last Eidolorn. Some are often given other goals which they work towards in the company of adventurers. Though rarer, some paladins might also follow the Dwarven deities whose faiths have recently undergone a renaissance. PH.38
Kits: Chevalier, Divinate, Envoy, Equerry, Errant, Expatriate, Ghosthunter, Medician, Militarist, Squire, True Paladin, Votary, Wyrmslayer
Ranger: Woodsmen and trackers are fairly common in the Udders Well region, especially the Frail Forest. Some work independently as hunters and guides, some alongside the Circle of the Crow, and others are found within the ranks of the Last Eidolorn as scouts and vanguards. PH.40
Kits: Beastmaster, Explorer, Falconer, Feralan, Forest Runner, Giant Killer, Greenwood Ranger, Guardian, Justifier, Mountain Man, Pathfinder, Seeker, Stalker, Warden
Scribe: Like historians, some scribes might wish to travel themselves to gain first-hand accounts of the stories of other people or places they encounter. There are many reasons a scribe might attach him or herself to an adventurer or adventuring group. S&S.97
Seer: Although the seer might creep out much of Floivin society, there is no question his or her skill set could come in handy for those who need to traffick with the dead. S&S.108
Thief: Thieves and cheats are an unfortunate byproduct of Floivin Keep society, especially in spring and summer months when the population swells through a large number of travelers and traders. The halflings of the Hosspotch are widely suspected to contain many rogues among them, but they've been crafty enough to avoid any major incident with the law. PH.54
Kits: Acrobat, Adventurer, Bandit, Beggar, Bounty Hunter, Burglar, Cutpurse, Fence, Investigator, Scout, Smuggler, Spy, Swashbuckler, Swindler, Thug, Troubleshooter
Multi-Class and Dual-Class combinations are also available as per the Player's Handbook, with the same race/level restrictions.
Barred Classes/Kits: Amazon, Amazon Priestess, Amazon Sorceress, Assassin, Barbarian, Barbarian Priest, Buccaneer, Elven Bladesinger, Fighting-Monk, Ghul Lord, Islander, Lost Druid, Ninja (and all Ninja kits), Psionicist, Samurai, Savage, Savage Druid, Savage Priest, Savage Wizard, Sea Ranger, Shadow, Skyrider, Undead Master, Windrider, Wu Jen
Character Creation
Introductions: In most campaigns, a group of characters is thrown together at an inn or some other gathering, with players having to awkwardly describe themselves to one another and figure out a reason to adventure together. In Return to the Well, we'll be starting with just a couple of the characters who have worked out their backgrounds so that they're already friends, family or at the very least co-workers. After that, new PCs will be gradually added on until we've filled the core group. The idea is to create a natural flow of introductions as you might find in a novel or film, so players should make sure their character concept fits in snugly with whatever is current to the story by keeping up with the blog entries. As these characters are added they will begin with an XP total equivalent to the existing PCs, and it's likely that it might take a couple levels before all are in place.
Classes & Ancestries: All Classes & Ancestries from the Core Rulebook and official sourcebooks are welcome, although characters are encouraged to stick with types that better fit into the current climate, culture and environment.
Alignment: You can choose any non-evil alignment. Though fun, evil characters won't have much of a place where we're going, and are more likely to over-complicate or stall game sessions. Thault is a continent of many races, creeds, loyalties, and prejudices, there will be plenty of conflict available without the need to pile on much more for ourselves. Chaotic neutral characters may come under a bit of extra scrutiny, so if choosing that alignment please adhere to its actual description.
Other Restrictions: While a dash of distinctiveness and eccentricity can round out a character, I'd like players to avoid the creation of 'clown' characters which are immediately problematic. A little bit of trouble can be fun to get into, and there is nothing wrong with a sense of humor, but if the DM and other players are spending more time trying to backtrack your every action, or if you're just showing up to try and test everyone's limits, it might be best to hang that idea up, even if it's 'in character'. One other type I'd like to avoid is the 'empty combat suit', a PC who sits around twiddling his or her thumbs and doesn't even seem to know we're at a roleplaying game until the fighting starts. It's not unusual to have an entire session or two without any combat whatsoever, so whether this is 'just being in character' or not isn't going to guarantee a good time. Show up to roleplay, always! If you want a few great examples, check out the YouTube channels for Critical Role or L.A. by Night.
Classes & Ancestries: All Classes & Ancestries from the Core Rulebook and official sourcebooks are welcome, although characters are encouraged to stick with types that better fit into the current climate, culture and environment.
Alignment: You can choose any non-evil alignment. Though fun, evil characters won't have much of a place where we're going, and are more likely to over-complicate or stall game sessions. Thault is a continent of many races, creeds, loyalties, and prejudices, there will be plenty of conflict available without the need to pile on much more for ourselves. Chaotic neutral characters may come under a bit of extra scrutiny, so if choosing that alignment please adhere to its actual description.
Other Restrictions: While a dash of distinctiveness and eccentricity can round out a character, I'd like players to avoid the creation of 'clown' characters which are immediately problematic. A little bit of trouble can be fun to get into, and there is nothing wrong with a sense of humor, but if the DM and other players are spending more time trying to backtrack your every action, or if you're just showing up to try and test everyone's limits, it might be best to hang that idea up, even if it's 'in character'. One other type I'd like to avoid is the 'empty combat suit', a PC who sits around twiddling his or her thumbs and doesn't even seem to know we're at a roleplaying game until the fighting starts. It's not unusual to have an entire session or two without any combat whatsoever, so whether this is 'just being in character' or not isn't going to guarantee a good time. Show up to roleplay, always! If you want a few great examples, check out the YouTube channels for Critical Role or L.A. by Night.
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