Pathfinder/RWBY: You Call That a God? A Summoner in Remnant Quest

Voting is open
Ok if this is an author decision then sure semblances can't do shape shifting.
If canon comes out and shows off someone with a werewolf semblance next volume I'll eat crow and shift things around. But as is I need to invent what people on Remnant think the limits are and shapeshifting is an easy inclusion there.

Eidolon Aspect could also be seen as someone having a semblance that sort of turns them into a faunus, which has its own implications.
 
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[X] Plan Turtle Power
-[X] Human - Whether your blood is ulfen, kellid or some other people, you are human. Adaptable, open minded and ambitious, it is humanity that dominates your home land.
-[X] QM Choice
-[X] Mudrew
-[X] Talent for Summons - All summoners have an easier time with summoning magic but you've taken that ease and natural talent and become a prodigy at the art. Whether you're calling on your eidolon, the beasts around you or a mighty outsider you can do so with ease.
-[X] Talent for Crafting - You've always had a gift for making things and since becoming a god caller you've found that extends to imbuing your creations with magic.
-[X] Talent for Elements - As a god caller you have found yourself wielding primal magic and found those spells that evoke the elements are easier to cast and far more potent.
-[X] Talent for Rituals - A ritual is an esoteric and complex spell that needs multiple casters, but even those without spellcasting may participate. Even before becoming a god caller you were an eager participant in the rituals of your people and you know many rituals, even if you haven't cast most of them.
-[X] Suspicion of Salem - Salem, whoever that is, and her followers will be suspicious of you upon your arrival.
-[X] Gardenia
-[X] A Gigantic Turtle with plants and herbs growing out of its shell
 
Okay, vote closed and archer lady with dinosaur pal wins. Didn't really expect you guys to pick a human, but that says more about I approach D&D and Pathfinder than anything about you guys.

For reference I'm picturing your eidolon as being similar to the nanuqsaurus. Because 'polar bear lizard' is a great description for an eidolon.
Scheduled vote count started by shepsquared on Dec 15, 2022 at 6:42 PM, finished with 23 posts and 9 votes.

  • [X] Plan: Archer Dino gal
    -[X] Human
    -[X]
    -[X] Xanthe Scythia
    -[X] Eidolon Aspect - You can use a minor magic working to take on some of the physical characteristics of your eidolon - from claws and fangs to eyes and nose
    -[X] Martial Might - Surviving in the Thunder Steppes forced you be strong but you went further, training with weapons so you could excel at hunting anything - from mammoths and deer to demons
    -[X] Talent for Crafting - You've always had a gift for making things and since becoming a god caller you've found that extends to imbuing your creations with magic.
    -[X] Talent for Rituals - A ritual is an esoteric and complex spell that needs multiple casters, but even those without spellcasting may participate. Even before becoming a god caller you were an eager participant in the rituals of your people and you know many rituals, even if you haven't cast most of them.
    -[X] Illiterate - You don't know how to read or write
    -[X] Drakōn
    -[X] A Tyrannosaurus with a thick coat of white feathers and freezing breath
    [X] Plan: Living Faerie Tale
    -[X] Changeling - Your father was human, though he died before you ever met him. Your mother is a hag, a loathsome fey that delight in spreading discord and despair to humans. You have eyes of two different colours and dread the day your mother will call you home, for you don't know if you will ignore it, or go to her with spell and steel.
    -[X] Write in: Like most Changelings, you take after your father, if a more paler version of him. Your skin is almost snow white and your hair is a fiery red, your left eye is green and your right eye is red.
    -[X] Write in: Fetch
    -[X] Talent for Summons - All summoners have an easier time with summoning magic but you've taken that ease and natural talent and become a prodigy at the art. Whether you're calling on your eidolon, the beasts around you or a mighty outsider you can do so with ease.
    -[X] Martial Might - Surviving in the Thunder Steppes forced you be strong but you went further, training with weapons so you could excel at hunting anything - from mammoths and deer to demons
    -[X] Talent for Crafting - You've always had a gift for making things and since becoming a god caller you've found that extends to imbuing your creations with magic.
    -[X] Talent for Rituals - A ritual is an esoteric and complex spell that needs multiple casters, but even those without spellcasting may participate. Even before becoming a god caller you were an eager participant in the rituals of your people and you know many rituals, even if you haven't cast most of them.
    -[X] Suspicion of Ozpin - Ozpin, whoever that is, and his followers will be suspicious of you upon your arrival.
    -[X] Write in: Oberon
    -[X] An Elk with branching antlers of living wood and a coat entwined with vines
    [X] Barbarian
    -[X] Human
    -[X]
    -[X] Write In: Cadell
    -[X] Martial Might
    -[X] Monstrous Trophy
    -[X] Talent for Crafting
    -[X] Illiterate
    -[X] Talent for Summons
    -[X] Write In: Beast
    -[X] A two headed Wolf with crimson fur and smoking eyes
    [X] Plan Turtle Power
    -[X] Human - Whether your blood is ulfen, kellid or some other people, you are human. Adaptable, open minded and ambitious, it is humanity that dominates your home land.
    -[X] QM Choice
    -[X] Mudrew
    -[X] Talent for Summons - All summoners have an easier time with summoning magic but you've taken that ease and natural talent and become a prodigy at the art. Whether you're calling on your eidolon, the beasts around you or a mighty outsider you can do so with ease.
    -[X] Talent for Crafting - You've always had a gift for making things and since becoming a god caller you've found that extends to imbuing your creations with magic.
    -[X] Talent for Elements - As a god caller you have found yourself wielding primal magic and found those spells that evoke the elements are easier to cast and far more potent.
    -[X] Talent for Rituals - A ritual is an esoteric and complex spell that needs multiple casters, but even those without spellcasting may participate. Even before becoming a god caller you were an eager participant in the rituals of your people and you know many rituals, even if you haven't cast most of them.
    -[X] Suspicion of Salem - Salem, whoever that is, and her followers will be suspicious of you upon your arrival.
    -[X] Gardenia
    -[X] A Gigantic Turtle with plants and herbs growing out of its shell
 
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An Unusual Banishment
Plan: Archer Dino gal
-Human - Whether your blood is ulfen, kellid or some other people, you are human. Adaptable, open minded and ambitious, it is humanity that dominates your home land.
-Xanthe Scythia
-Perks:
Eidolon Aspect - You can use a minor magic working to take on some of the physical characteristics of your eidolon - from claws and fangs to eyes and nose
Martial Might - Surviving in the Thunder Steppes forced you be strong but you went further, training with weapons so you could excel at hunting anything - from mammoths and deer to demons
Talent for Crafting - You've always had a gift for making things and since becoming a god caller you've found that extends to imbuing your creations with magic.
Talent for Rituals - A ritual is an esoteric and complex spell that needs multiple casters, but even those without spellcasting may participate. Even before becoming a god caller you were an eager participant in the rituals of your people and you know many rituals, even if you haven't cast most of them.
-Flaw:
Illiterate - You don't know how to read or write
-Drakōn
-A Tyrannosaurus with a thick coat of white feathers and freezing breath

You are Xanthe Scythia and you are having an unusual day.

It began with a march across the dried lake bed of Hume's Pool. Your following had been joined by the Shattered Spines and the Knights of the Flaming Lance, along with many soldiers of the Reclamation.

Your destination was the ruined city of Domora, the birthplace of god calling and the last stronghold of the cultists of the demon lord Areshkagal. The plan was simple - your forces, lead by General Setsuna Shy, would launch a frontal assault while the Knight-Commander and the Eagle Watch infiltrated the city and opened the way for the waiting cavalry.

Of course it all went pear shaped when battle was joined. You had swiftly been separated from Drakōn and the rest of the following when the cultists created a dozen invisible barriers to arrest your charge. You'd swiftly slain the cultists and dretches that sought to slay you with the aid of a wizard but had been separated from the true battle.

Or so you thought.

The wizard was in truth the Archmage of the Reclamation, the kitsune Nenio. She'd been quizzing you and Drakōn about your bond and a thousand other topics for the entire march, insistent that you help her write her encyclopedia. She'd laughed upon examining the barriers, declaring a paltry Force Wall wouldn't stop her.

But it had been a trap from the start. While Nenio was focused on dispelling the walls a faceless cultist had stepped forth from nothing, protected by the invisible wall.

"The absence of your answer, is an answer too." The cultist declared as she reached towards Nenio.

A shroud of blackfire surrounded the ignorant wizard, a planar rift opening to swallow her.

You did the only thing you could. You pushed her out of the way with a desperate tackle.

You fell into the rift, blindly grasping for anything that could save you.

You grabbed something.

And you knew no more.

----------------------------------

You don't know who you are

You don't know who

You don't



Drakōn?

You know who you are

Xanthe Scythia

REMEMBER


----------------------------------

You emerge with as strangled scream, gasping for breath as you collapse onto all fours.

Did I die? You think.

You reach out for Drakōn. He'd said it'd take more than death to sever your bond. It takes you a moment to feel him. Distant but alive. And apparently unconscious.

You retrace the course of the battle in your mind. He hadn't been slain by a demon, so he must have discorporated when you passed through the rift.

And you must have been teleported. Gods only know how far.

You look at what you'd grabbed as you fell. Nenio's leather bag.

Obviously useless at the time, but surely she wouldn't begrudge you looking inside.

With shaking hands you open the bag, raising an eyebrow at the runes stitched into the leather and the other when you saw the many books within.

A Bag of Holding then. Her encyclopedia must be within. Maybe her spellbook as well.

She probably will hold a grudge over you taking this, even if it was an accident.

The Bag alone was worth a small fortune. And wizards loved their books.

You close the bag and put it on, looking around as you stand.

You're in a valley, surrounded by hills with golden grain growing upon them. The grass around you reaches up to your waist and the sun is shining down on you as if it were a balmy summer's afternoon.

A few metres in front of you is a stone plinth with a golden wreath upon it.

You stagger towards it, not sure what you'll do when you reach it. Rest on the stone? Put on the wreath?

The ground heaves and shatters, your steps uncontrolled and desperate.

You grab something, the wreath?

Blackfire shrouds you once more as your vision blurs.

You can see...

What are you seeing? Fate.

Choose and Change


[ ] The Fated Pair
Two youths on the path to their destiny, seemingly blind to how easily they could seize it now. Though they began in the east their road shall lead them west. Across the sea and to the squire and the doomed maiden.
[ ] The Penitent Cat
A child that seeks to grow and has abandoned her violent path. Lost and seeking a better way, she needs nothing more than a friend. She will find strength in defiance and the light of the sun once more.
[ ] The Squire
In a fit of foolish spite and courage the boy took up his ancestral arms. Passion and impudence will carry him far but he needs a guide. The maiden shall serve but she is doomed. With purity and the lovers he shall find a way through the darkness.



A/N: The beginning is 90% me indulging myself. If you don't understand stuff I'm happy to explain. And a lot of it will be explained diegetically too. Eventually.
 
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[X] The Fated Pair
Two youths on the path to their destiny, seemingly blind to how easily they could seize it now. Though they began in the east their road shall lead them west. Across the sea and to the squire and the doomed maiden.
 
There's invisitext in the update. I won't make a habit of using it, but I needed something to represent what happened when you got plane shifted (?) despite you not remembering it.
 
[X] The Fated Pair

It's very very rare to see Ren as important character in rwby fics/quests
 
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[X] The Fated Pair Two youths on the path to their destiny, seemingly blind to how easily they could seize it now. Though they began in the east their road shall lead them west. Across the sea and to the squire and the doomed maiden
 
[X] The Fated Pair

It's very very rare to see Ren as important character in rwby fics/quests
Rwby didn't really treat them as separate characters until what, Volume 5? 6?

[X] The Fated Pair

Yep, we don't get enough Ren and Nora.

And lol, those poor suckers facing an outraged Nenio. She's gonna be pissed.
Sadly it's going to be a while until she gets around figuring out wtf happened to you. And it'll mostly be to get her books back. Though she is going to do a lot of damage to the cultists for 'killing a perfectly good research subject. Do you know how few god callers there are left? I don't! I WAS TRYING TO FIND OUT!"
 
[X] The Squire

Mostly stopped watching RWBY after volume 2, so I'll be almost as blind as our summoner.

What I do know is Jaune needs all the help he can get.
 
So what choices have won so far?
You are a Xanthe Scythia, a human of mixed kellid and ulfen (think fantasy barbarian tribes and nordic) descent. You grew up on the Thunder Steppe, herding mammoths, hunting megafauna and fighting demons and corrupted megafauna.

About 6 years ago the Mendevians finally got their shit together and closed the Worldwound (thus stopping a demonic invasion that had been ongoing for over a century) so your tribe (hereafter referred to as your following) has started to venture into the Sarkorian Steppe to aid in purifying the land of Abyssal taint.

About 6 months ago you found a talking dinosaur trapped in a circle of stone trees that spent a while whining about how long it's been stuck there. You commiserated with him and shared your own woes about being one of the shortest in your following (only 5'9") and struggling to pass the rites of adulthood.

Apparently your bloodline fulfilled some ancient prophecy or curse or something because you freed the dinosaur from the stone circle by just breaking one of the trees and he subsequently introduced himself as Drakōn, god of a forgotten clan and of survival, teaching you the ritual to become his god caller as he slowly dematerialised.

You went back to your people victorious and found yourself thrust into a thoroughly unwanted position of political importance and have been trying to get the hang of your magic ever since.

Fortunately you've always been an adept archer and have embraced mounted combat with vigour. Plus you've always been good at things that aren't focused on being the tallest buffest Conan-esque dude imaginable - like whittling, tanning, scrimshaw and the many little rituals that govern steppe life - that translate well to your new role.


As a pure combatant you're better then Ren, worse than Blake or Nora - you get much better when you start mixing in magic and/or Drakōn's aid whether as a mount or another combatant because you've spent most of your life as a hunter.

Academically you're pretty terrible - you think in seasons rather than months and in daylight remaining rather than hours, you can't read but speak 2-4 languages and know a lot about your culture's history but only a bit about the rest of the world. You've got a bunch of books from an archwizard that might help with that, but you can't read them.

You're a young adult from a Conan-esque hunter-gatherer culture about to abruptly transition to modern life where you have to deal with things like 'money' and 'minimum levels of clothing required' which is going to be harsh.
 
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Two words:
Glynda Goodwitch.
Don't think that'll be a problem.
A traditional kellid barbarian thinks of Sun as overdressed.

This is Amiri. She grew up a little northwest of you, just over the mountain range. She's currently dressed for winter. Her sole concession to a blizzard would be a heavy cloak

When summer hits you're going to a bit confused why people think you shouldn't be walking around in a loincloth and whatever you call the leather straps bit of Amiri's top.
 
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The Path of Destiny?
-The Fated Pair
Two youths on the path to their destiny, seemingly blind to how easily they could seize it now. Though they began in the east their road shall lead them west. Across the sea and to the squire and the doomed maiden.

As your fingers close around the metal of the wreath your vision goes pink.

When the light fades you're confronted by two humans walking towards you.

Two warriors who fight in near perfect harmony.

Each time you blink they change, but remain the same.

Two children, desperately clinging to each other in the darkness.

You stumble forwards as the world breaks around you.

Partners, consumed and blinded by the passion of youth.

The two continue their silent conversation, blind to your plight

A light and a shadow, each nothing without the other.

You can feel the burning energies of the blackfire build as another planar rift forms.

Followers of a path you've strived towards all your life.

The two pass through you as you lose your balance.

Strangers who've forgotten how to be honest.

The wreath slips from your fingers as you fall.

----------------------------------

You emerge from the rift and fall to your knees as your body rebels against the sudden planar transition.

Once more you reach out for Drakōn and once more you receive the dull acknowledgement that is synonymous with sleep.

When your heart slows and your stomach ceases to churn you stand and take stock of what you have.

You have your bow and quiver along with most of your arrows.

You have your dagger and component pouch securely strapped around your waist and your axe hangs just below them.

Nenio's bag is still hanging from your shoulders and you have your small pack attached tot he back of your belt.

You don't have anything that you left on Drakōn's saddlebags and you won't know what survived until you summon him forth once more.

You don't have your bedroll, heavy coat or more than a day's worth of supplies, having left most of your possessions at camp rather than risk them in battle.

Most importantly, you don't have the slightest idea where you are.

You clearly made yourself the target of a teleportation spell intended to remove an archmage from a battle. Presumably the spell would keep her from immediately teleporting back.

Not that you're capable of such powerful magic.

I'm probably not on Golarion. You think, reflexively looking at the sky and relaxing when you see its blue. You relax further when you look at the forest around you and recognise the trees as spruce.

You recall everything you've been told about planar travel, gladly eliminating the Abyss and most of the inhospitable planes out of hand.

That leaves the First World, home of the fey, the Elemental Plane of Wood and the Celestial Planes of heaven, Nirvana and Elysium. No, Heaven is meant to be a mountain.

This isn't helpful. You decide, standing up and considering the path you're in the middle of.

Wide enough for a single mammoth and travelled often enough that nothing is growing on it. Presumably it'll lead you to a town or larger road whichever way you walked, though you have no idea which way you should go.

You could just wait until Drakōn woke up and you could make this his problem, but that would mean simply waiting for him.

Your indecision is rendered meaningless by the sound of song.

Turning you can see two travellers approaching you, one content to walk in silence while the other skips and sings.

You recognise them as the pair from your visions with a start, trying to remember the details as they approach.

They look younger than in the vision. The one singing is the woman, a short and muscular woman in white, black and pink.

The man is taller and wearing mostly green, moving with a familiar grace.

The woman's song falls away as they see you, leaving the first move to you.

"Hail and well met." You call out with a wave.

The woman beams at you and waves back as the man blinks.

"Hi! Are you heading to Sumire?" She asks.

"I don't know. I'm a little lost." You reply before second guessing your words.

'Premonitions can't be trusted. Unless you performed the augury yourself, you know not what will be weal or woe.' Was Elder Mortok's warning when he taught you to scry the future and that likely applies here.

Can you trust these strangers? You don't know if your visions were of the future or the past.

"Don't worry about it. I get turned around all the time. Were you heading to Himawari or Hanashobu?" She asks, pointing back the way she came.

"What happened here?" The man asks, his eyes locked on the path behind you.

You turn to regard the warped burns left by your initial entrance, the blackfire turning some of the dirt white and other patches to glass.

Your mind races as you consider what to say.

[ ] Tell the whole truth. You got teleported away from battle and have no clue where you are.
[ ] Tell most of the truth. You were in a fight, got hit by something and wound up here.
[ ] Tell some of the truth. You woke up here and don't remember what happened.
[ ] Lie. You were performing a ritual and missed your target, winding up here.
[ ] Lie. You were making your way through the forest and found the path like this.
 
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[X] Tell most of the truth. You were in a fight, got hit by something and wound up here.

Lies have a way of coming back to bite us later, but best not to give too much idea that we're completely lost.
 
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