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

Voting is open
Speaking of Magic and Grimm
-Primal Magic and Rituals
-The monsters they hunt

As always you rise with the dawn. You may be far from home but that doesn't stop you from greeting Shizuru as she starts her vigil. Unless this sun belongs to another god. You know that Sister Cinder is called Sarenrae by most outlanders and was worshiper as the sun rather than the hearth, but you never asked if the two goddesses share the sun.

A riddle to be answered when you know more.

Whichever god claims this sun you need breakfast. Drakōn is glad to join your hunt and though the creatures of Anima are much smaller than your normal prey they can do little to evade you.

As Skode demands you sought only the greatest of the prey available, bringing back a brace of rabbits and a boar, leaving the stag that crossed your path to Drakōn. Once you'd taken the antlers of course.

Ren wakes when you restart the fire, silently taking up the duties of a cook and Nora continues to sleep.

Once you're done cleaning your kills and tools you return to Drakōn, praying that the contents of his saddlebags survived the journey here. But your prayers are for naught.

The saddle itself is unharmed but the rest of your possessions have been damaged or lost. Your spear is gone, your spare bow broken into three useless pieces and your quivers are empty. The saddlebags fared better, but their contents were more fragile - the feathers you'd collected for arrows had fallen out of a tear, your carved icons and statues were broken and the less said about your snacks and poultices the better.

You've often been told that your possessions should consist only what you can carry yourself and this is a harsh lesson as to why, though few of your following keeps to that lesson. You can replace everything with time. Though you're not sure you'd trust a bow you carved yourself.

At least your strongbox survived. It holds your most precious belongings, along with the coin you'd picked up from traders and outlanders. The bronze bracelet decorated with ospreys and stags that once belonged to your father, the ivory wand you need for certain rituals, your small collection of paint and jewelry and the wooden pendants your mother had carved for you and Drakōn, the images of tooth and flame always making you think of your bond.

With some hesitation you put your father's bracelet on your shoulder and move the coin from your strongbox to your belt pouches. This world may not recognise the many different coins you've collected but gold and silver are always popular with outlanders.

Eventually Nora rises and you all eat your fill before setting out, the feeling or your father's bracelet giving you a greater sense of confidence, even if it is hidden beneath your sleeve.

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You hang from Drakōn's shoulder with practiced ease, one foot hooked into a leather strap and one hand clinging to another.

Behind you Ren holds the saddle horns in a tight grip, belying a nervousness that doesn't show on his face. Nora is happily taking advantage of her position behind Ren to cling to him with an eagerness that makes you suspect you disrupted more than you'd thought by abruptly showing up.

You'll have to make sure to give them privacy next time.

As Drakōn strides through the forest you do your best to remember the wisdom of the elders as you try to convince the two of the truth.

"First you must know that all things in this world live and that all are connected." You begin, envisioning the great web in your mind. "The smallest ant is as important as the tallest tree and the forest accepts both their contributions."

"So too do the elements live, though not in the same way. The hungry spark of fire that creates and destroys, the ever shifting winds and clouds, the river that unerringly carves a new path through the mountains.

"Drakōn opened my eyes to the true nature of the world and it is from the world I learn my magic. From the eagle I learned to see further and from the mighty mammoths I learned to enhance another's strength.

"I know the chants and the dances, the signs and the talismans, but they don't matter. What matters is that I listen to the world, invite the energies and spirits within and never forget that I am not their master." You say solemnly.

"In most stories magic comes from fairies, the gods or some ancient artifact. Which is what happened with you and Drakōn. But you said magic is everywhere. As if anyone can do it." Nora comments.

"Magic takes many forms and it is rare that someone cannot do any magic. Some inherit magic from their ancestors or are affected by the magic of their surroundings. Others channel the power of the gods through faith or learn to directly manipulate the world through study and practice. My path is but one of many that anyone could follow." You explain.

"So I could do magic?" Nora presses.

"I believe you could learn, but I've never been a teacher before. And Drakōn isn't always much help." You say.

"I know my place, child. As I said, I will teach you what you are ready to learn." He responds.

"And if someone else wants to learn?" You ask. This is a conversation you've had many times before, but it has taken on a new dimension here.

"I would not deprive you of the opportunity teaching would provide. But if it is advice you seek, any student should begin as you did." Drakōn says.

"With rituals then." You mutter, turning to look at Nora. "Do you know anyone needing to be married? Or a tainted place that needs to be purified?"

"W-what? No." Nora says with a blush. You can't help but grin at her reaction and Ren's awkward stillness.

"What's the difference between spells and rituals?" Ren eventually asks.

"Spells are cast in a few seconds by one person and normally have immediate effects. Rituals take hours or days, require several people to work together and are more focused on the long term." You explain.

You take a moment to think about which rituals you can safely discuss. Their existence isn't a secret, but the methods of their casting vary greatly.

"There is a spell that would let me briefly mimic the powerful nose of the wolf, but it is useless if I don't know when to cast it. There is also a ritual that sets a wolf spirit to stand guard, alerting me if it smells or hears an intruder that I cannot see. Both are useful, but they have different purposes." You explain.

There's more to the Watching Wolf ritual than that of course. It's a sacred rite that calls on the spirit the following was named for, the defiant wolf that refused to cede its territory to demons.

It's an improvement on the Elemental Sentry, replacing a telepathic warning with the howl of the wolf and forcing an intruder to sneak past a wolf instead of just the eyes of the caster but it would be wrong of you to teach someone not of the following to cast it.

Which may make it useless with only Drakōn to aid you.

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"You speak of hunters as elite protectors and seek to join their ranks. What foe demands such rigorous standards?" You find yourself asking after listening to Nora speak excitedly of her and Ren's months-long journey.

You know they don't have demons here, but they can't be this afraid of normal beasts.

"The Creatures of Grimm." Ren says, watching you and nodding when you don't recognise the name. "Monsters of shadow and bone, soulless mockeries of normal animals. They seek nothing more than the death of every man and the destruction of all he has built. They emerge in vast numbers from the dark, uninhabited parts of the world and seek out those lost to anger, sorrow and despair. They are the monsters that Huntsmen and Huntresses fight." He says darkly.

You listen silently as the two describe the Grimm. Their appearance, the way they work together no matter what relationship the animals they resemble share, their focus on humans and faunus over animals. The two clearly have a lot of experience, though they avoid giving you any personal details.

"They sound like the animals corrupted by demons. Maddened instinct and fury driving them in an endless destructive rage, but they arise through unknown means, like an elemental or demon." You say when their voices grow tired.

"What should I watch for? A great beast of black fur and white bone sounds rather distinct, but there must be subtler threats." You ask, unable to forget the horrors demons inflicted on Sarkoris and its surroundings.

Infiltrating shapeshifters and cultists that tricked people into turning on each other. The deliberate angering of the honoured dead so they'd attack any who came too close to their burial grounds.

The way they deliberately pretended to be leaderless hordes in the First Crusade, only to prove that wrong in the Second with tactical use of teleportation, assassination and the sudden appearance of balors and mariliths as generals that forced Mendev to give Sakoris up as lost.

Fortunately the Grimm are not that intelligent. Ren and Nora speak of Grimm like the Chill or Geist that possess abilities you'd assume to be magic, or Grimm like the Death Stinger and Creep that employ stealth and trickery, but they seem to never transcend the intelligence of an animal.

But sheer numbers and the tendency to attack whenever people are at their lowest would make any beast a threat.

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"Where did we come from?
Over the mountains.
Where is my hearthfire?
Over the mountains.
Where are we going?
Over the mountains."


The simple yet joyful song that you taught to Nora dies as Drakōn crests a hill, the town of Sumire visible beyond.

It would be a picturesque site if not for the Grimm assailing the walls and the bodies you can see atop them.

A/N: Splitting the update here so this doesn't get too bloated.
 
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The Battle of Sumire
There's no time to waste on discussion. In the seconds you need to string your bow and slide into Drakōn's saddle Ren and Nora have jumped to the ground and started to run towards the town.

Nora reveals a gleaming hammer from somewhere, striking the ground beneath her and setting off a brilliant pink explosion that sends her flying into the air. Ren similarly reveals a pair of oddly bladed green weapons that spit green blasts at the Grimm.

"Skode, witness our hunt." You whisper, casting Evolution Surge on Drakōn as you do.

Immediately he growls in anticipation, energy surging through him as he rapidly grows to match a full grown tyrannosaurus

And once the spell is done, he announces his presence with an earth shaking roar.

The sound stuns defenders and Grimm alike, leaving the beasts unprepared for Nora's explosive arrival.

Drakōn charges as you loose your first arrow, targeting the wolf sized crows that have swarmed to top of the walls.

By the time your first arrow catches one in the eye you've already loosed three more, knowing each would've strike their target.

A group of wolves and the odd lizard things Ren called creeps try to block Drakōn's way, but their efforts are for naught.

The first creep is crushed underfoot, the second seized in his jaws and thrown into a wolf. A trio of wolves throw themselves into Drakōn's path, using mass alone to halt the charge.

Immediately the Grimm swarm Drakōn, clawing and biting at his had and legs.

Between a Burning Hands spell, a constant rain of arrows and a few well timed tail swipes you and Drakōn manage to force the Grimm in cluster in front of him.

Moments later he snorts before breathing deep and unleashing the fury of winter. As he exhales a great cloud of frost billows out, freezing anything in its path.

It buys you a moment's respite and a glimpse of Ren striking down the beasts with his bare hands, guarding Nora's back as she spits more explosions from her hammer's head. The two are fighting towards the massive bear Grimm that seems to be leading the horde.

You leap from Drakōn's back as a flock of crows dive and try to catch him off guard, landing on a creep and whacking it with your bow when it tries you throw you off.

In your absence creeps, wolves and crows immediately start climbing Drakōn, digging into his hide even as he catches them in his jaws and shakes until they stop.

You target the Grimm clawing their way up Drakōn's belly and arms, doing as much damage as you can before Drakōn dives forwards and rolls, crushing most of the Grimm and throwing the rest to the ground.

Moments later you hear the dying screech of the giant bear and the Grimm immediately lose focus. Those that remained charge Drakōn, utterly ignoring you until you attack them. With Ren and Nora's aid the battle swiftly ends.

But your duty isn't done. You scale the town's walls with ease, taking in the sorry state of the defenders at a glance. The men and women are clustered around odd metal constructions with long barrels, clinging to oblong metal rectangles as if they're weapons. And considering their similarity to Ren's odd blades, maybe they were.

They react poorly to your arrival, clearly still jumpy. But their friends don't have time for you to worry about them.

With shouts and threats you take command, quickly identifying the three poor souls that are beyond help and dragging the wounded together. Most were assaulted by the crows but it's clear that at least one wolf got up here.

Your spell signature gleams around you, the individual runes spinning as you chant to the sun high above and Immonhiel beyond. Positive energy radiates from you as you invoke the River of Souls, healing all it touches.

There's little you can do for the man who lost an eye and many are hurt beyond your capacity to heal, especially with your potions and poultices destroyed, but no one else will die today.

"Now that was a balm for my old bones." You turn to see an elderly Taldan woman with glowing blue goggles examining you. "Nice work kid."

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Sumire's mayor is profuse in his thanks for your aid, promising a feast and free passage on the airship but nothing more. Fortunately you're able to fill your spare quivers from the stock of a grateful hunter and you care little for coin.

Ren and Nora are more focused on the elderly woman, a former Huntress named Maria.

"I don't know why you kids care about getting into an academy. I passed the license exam with top marks and never went to an academy." She complains when Nora pesters her again.

"Experience may be the best teacher, but if you fail to seek out the wisdom of your elders you won't survive long enough to gain any." You point out. The four of you are on the town walls, looking down at where Drakōn is resting. Few of the townsfolk had been willing to approach, but you were happy to tend to his wounds yourself.

There are several others on the walls, townsfolk that weren't involved in the defense. Apparently the metal constructions on the walls are part of the town's automated defenses and the attack wouldn't have been a threat if they were working.

Ren was right, the Grimm struck at the worst possible time.

"You don't want to go to Beacon? I'd assumed the three of you were traveling there together." Maria asks.

"I don't yet know what I wish to do. Unless you can point me to a friendly wizard or a planar rift." You explain.

Maria snorts and shakes her head, dismissing your words as a jest despite your glare.

"Come on, why don't you want to write us a letter of recommendation? You saw how well we fight, all we can do is make you look good." Nora pleads.

"Maybe she doesn't know how to write." You suggest, knowing you'd be just as incapable

"Hey! I might be blind without my eyes and slowly losing my hearing, but I can still work a scroll." Maria snaps.

"Is the issue one of cost then? Because I'll pay you." You offer, not sure why she's being so stubborn.

"Are you trying to bribe me?" She asks in disbelief.

You shake your head and turn to Ren.

"Why do you need a letter anyway? If the school turns you away it's their mistake. Not yours." You ask.

"While anyone can take the Huntsman License Exam, getting into the Huntsmen Academies is a lot harder. Most students attend a combat school first, transferring over so long as their marks are good enough. Everyone else needs to take the Entrance Exam and pass an Interview to get in, but because so many people apply you need an extra edge to make sure you get an interview. Especially since we might not do too well on the Entrance Exam." Ren explains.

"And a recommendation from a Huntsman in good standing will do that. Like joining a following." You say, having been asked to judge several of those who sought to join the Watching Wolf since first summoning Drakōn. You mostly followed the lead of the Mammoth Lords unless Drakōn interjected, not quite knowing what else to do.

"Even if I did write you a letter it wouldn't do you any good. I haven't been a Huntress for years." Maria says.

"You have clearly forgotten why you fought." Drakōn says, looking up at Maria.

"Interesting trick there." Maria says, ignoring him and looking at you. "Are you a long lost Schnee or something?"

"I am Xanthe Scythia of the Watching Wolf. I don't know what a schnee is." You say.

"The Schnees are a family that own the Schnee Dust Company, making them some of the richest people in the world." Nora says.

"They also have a very versatile semblance that they manage to pass down from parent to child somehow." Maria says. "When I saw your pet and your glyph I assumed that's what you had. How else could you have a dinosaur?"

"I found and freed him in the wilderness of my home. Now I summon him with magic. I don't even know what a semblance is." You explain, fully expecting her to rebuke you.

"Oh, a semblance is a unique power you get from your aura. Mine lets me absorb electricity and use it to get stronger!" Nora tells you.

"And your aura isn't just the uh, the vibe you give off?" You ask.

"No, it's your life energy?" Nora says, looking to Ren.

"Aura is the manifestation of your soul, an energy drawn from our life force that we use to strengthen ourselves in battle, protect from harm and detect danger." He explains.

"Sounds like Ki." You say after a moment. When they look at you in confusion you elaborate. "Spiritual or life energy. Certain warriors discovered how to wield it centuries ago in Tian Xia or Vudra and it has since spread across the world. If you run into someone with no armour or weapons on Golarion, they probably know how to wield their ki."

"They don't use it with weapons?" Ren asks.

"Not often." You say, considering the many tales you've heard. "There are many warriors that did incredible things without magic or ki, so I think the ki mostly just compensates for the missing weapon."

"Hang on. You're telling me you don't know what aura or semblances are? What were you, raised by the most remote and unfriendly farmers in the world?" Maria asks.

"I was raised by mammoth herders." You say.

A long moment passes where Maria fiddles with her goggles, clearly thinking something over before turning to Drakōn. He returns her gaze and speaks.

"You already know what you want to do. Stop making excuses and embrace it. So many die before reaching your age, don't squander it by letting your wisdom die with you."

"You really can talk." Maria says, shaking her head and turning again. "Fine, I'll write the three of you a letter. I'm catching the airship anyway, might as well help you out. But you're going to answer a few questions of mine on the way." She says, focused on you.

Battling Grimm:

Xanthe
Raw DCs:
25/50/75
Bonuses: + 15 (Hunter of the Steppe) + 15 (Drakōn) + 5 (Evolution Surge) = 35 (+28 to roll, -7 to DCs)
True DCs: 18/43/68
Roll: 1d100 + 28 = 47 + 28 = 75, Great Success

Ren & Nora
Raw DCs:
25/50/75
Bonuses: + 15 (Ren) + 15 (Nora) + 5 (Teamwork) + 5 (Righteous Fury) = 40 (+32 to roll, -8 to DCs)
True DCs: 17/42/67
Roll: 1d100 + 32 = 88 + 32 = 120, Critical Success

Convincing Maria
Raw DCs:
50/90
Bonuses: + 20 (Impressive Display) + 10 (Uncaring Arguments) + 5 (Genuine Ignorance) - 10 (Impossible Implications) = 25 (+20 to roll, -5 to DCs)
True DCs: 45/85
Roll: 1d100 + 20 = 84 + 20 = 104, Great Success

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Maria Calavera's questions are primarily focused on you and your past. What do you tell her?
[ ] The whole truth
[ ] You avoid further mentions of magic but otherwise tell the truth
[ ] You try and make it sound like you grew up on Remnant
[ ] As little as possible

What do you ask Maria, Ren and Nora about?
[ ] Being a Huntress
[ ] Technology and Weapons
[ ] Aura
 
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[X] You avoid further mentions of magic but otherwise tell the truth
She clearly don't believe in magic so why bother
[X] Being a Huntress
We can learn about weapons and aura just from Ren and Nora, but only Maria can tell as what it means to be huntress from experience. (Until we meet others)
 
Wait. Maria Calavera!?

[X] The whole truth
[X] Aura

We need sassy gramma!
 
Maria totally believes in magic. She used to have magic Grimm killing eyeballs before greedy bounty hunters carved them out.

Claiming to have magic in public is a good way to get in trouble though, which is probably why she was quick to throw up some alternative explanations for anyone else listening.
Why would Maria believe in magic? She knows she inherited a powerful ability, one shared by others with Silver Eyes and that someone was trying to kill them all. But that isn't magic any more than Semblances are.

Also we're tied on asking about Aura vs being a Huntress. Next vote takes it
 
Dire Warnings beget Grand Dreams
A/N: Flipped a coin, Being a Huntress won. Winning Votes:
- The whole truth
- Being a Huntress

Two days ago if a Pathfinder Agent or some other well traveled Reclaimer had told you of an airship you'd have thought it a lie.

Another fantastic tale of Numeria's strange technology or some mystical wonder from the strange kingdoms of New Thassilon.

Yet the airship that will carry you to Shion and potentially Beacon looks surprisingly mundane.

As if someone took one of the lake or sea ships you've been told of countless times, cast it in grander scale and added n extension for the 'propellers'.

You don't have the slightest idea of how they float but the sails are clearly how they move.

Getting to ride in one, seeing the ground fall away as it takes flight is one of the most wondrous experiences of your life.

A pity Drakōn had to watch through your eyes rather than experience it himself.

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Once the other passengers settled in and Ren and Nora were distracted with some sort of light up game Maria pulls you aside.

"Alright kid, what's the story? You're not a Schnee but summoned a white dinosaur and used glowing glyphs to heal people. You fight like you've been doing it your entire life but don't know what aura or semblances are. You're helping your friends get into Beacon but don't know anything about it. Now you don't have to tell me squat, I'm certainly not saying anything to you about me. But I can help you get your story straight before the wrong people start hearing about you." She asks, clearly expecting you to lie.

But you can't think of any reason to hide the truth when she won't believe you anyway.

"I'm not from Remnant, I'm from the world of Golarion. A cultist sent me here with a spell aimed at another and I met Ren and Nora yesterday. I'm helping them because they've been helping me. And I summoned Drakōn and healed those people with magic." You say quietly.

"That's your story? Kid that might make a good book pitch but you need something better if you want anyone to believe you." Maria says. shaking her head. "Seriously, where are you from?"

"The Realm of the Mammoth Lords in northern Avistan. My people, the Watching Wolves, have guarded the Thunder Steppe against demonic incursion for a century and today we fight to fully reclaim and purify Sarkoris." You say defiantly.

"Kid," Maria begins.

"Honoured Elder, I don't care if you believe me. I know you people don't believe in magic or in demons. Instead you believe in Semblances, strange powers that can be unique to a person or passed down by blood, and the Grimm, soulless beasts that come from nothing and seek only to destroy man and all his works." You interrupt, shaking your head at her stubbornness. "I'll admit that I'm ignorant about Remnant, but if you truly don't have magic I'll eat my cloak."

Maria looks back at you for a moment, her goggles opening and closing as she thinks.

"Why do you wear those goggles? Are they simply glowing glasses or something else?" You ask abruptly.

"Glowing glasses." Maria says, shaking her head. "These are my eyes. Without them I'm blind."

"And they aren't magic?" You ask doubtfully.

"No, they're fancy prosthetics. Use a lot of the same technology as the Atlesian Knights they keep trying to sell." Maria says, squinting at you.

You pause, trying to figure out the best way to push forwards.

"There must be something I can do to convince you I wield magic. Something impossible for me to do without technology or with a Semblance." You think aloud.

"Alright kid, go ahead and rewind time. Or maybe raise the dead. Why don't you turn into a bird or grow my eyes back while you're at it." Maria quips.

"Turn into a bird." You consider. You've tried to cast a similar spell before but hadn't managed it. Pest Form, a spell that lets you turn into a rat or other tiny creature. 'Is this possible?' You ask Drakōn, knowing he was following your thoughts.

'It would be the height of foolishness. But it is possible for you to cast the spell. Remember what I taught you.' Drakōn responds after a few moments of thought.

'I will not be called a liar.' You respond, scowling as you try to remember the chant and gestures for the spell.

"Witness this then." You say to Maria, beginning the chant.

Your spell signature forms around you, red light quickly coating your body. High in the sky as you are, you'd expected it to be easy to reach out. To hear the wind and the spirit of the falcon and invite them in.

But there was much you didn't know. This airship soars higher than any bird, higher than the tallest mountains. Here, above the clouds, the air itself doesn't welcome you. It chills you to the bone and steals your breath away.

You cast the spell despite all of this, but without the cooperation the world around you there is a heavy toll to pay.

Your form shifts and compresses in an instant, twisting to become one of the hares you'd eaten that morning. But the pain of your body changing is almost indescribable and it takes all you have to stay a rabbit.

You last just long enough for Maria to say something, reach down and rub your ears.

Moments of later the spell breaks and you're left curled in a ball ion the floor, every part of you aching.

"Well, I'm convinced. That definitely wasn't the world's most flexible Semblance." Maria says, sounding impressed.

You groan pitifully before managing to respond.

"Just don't ask me to do that again." You say shakily.

"Go get me a cup of tea and we'll see." She says dismissively.

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Eventually you recover and get Maria her tea, only momentarily befuddled by the little bags provided.

"Alright, I believe you. You're on an alien planet and know basically nothing. You're the average college grad looking for your first job. So ask away." Maria says after taking a sip.

It takes you a moment to figure out what she means and another to figure out what you should ask, but considering Maria's apparent past and the shared goal of Ren and Nora, there's only one real choice.

"What does it mean to be a Huntress?" You ask.

"Straight to the big one huh? Makes sense, you're trying to figure out what to do next right?" Maria asks before answering.

"A Huntress is a protector. The whole point of the job is to get out there and kill Grimm before they can hurt anyone or to be there right when people's defenses start to fail. What the three of you did today is exactly what a Huntress is meant to do. But that's the ideal. There's a lot more to it in reality and a lot of people with a license don't live up to it.

"Essentially the Huntsmen are meant to be the best warriors on the planet. Most of them go to one of the Academies but some are like me, amazing enough that they don't need lessons. They all have their own personal weapon, almost all know how to use their Semblance and combine the two to create a unique fighting style. A Huntress simply showing up should be enough to spark hope in anyone under attack. Because of this a lot of them end up as minor celebrities, especially if they stay in one place."

Maria pauses and stares off into the distance, clearly lost in memory.

"Back in my day I was a pretty big deal. I called myself the Grimm Reaper, went around with Life and Death and refused to tell anyone my name. I got all the glory and fame I wanted and lost my eyes because of it. That's one lesson you should learn now kid, keep what you can do quiet. There's someone out there keeping an ear open for anything unusual and doing what they can to control or kill whatever turns up." She says somberly.

"But that's a story for another day. The Academies also help Huntsmen organise travel and find jobs. They're supposed to stay neutral and help everyone equally but that never pans out. Atlas treats the Academy like an extension of their army, Mistral's underworld is always looking to bribe or blackmail Huntsmen to focus on the Grimm instead of any of their operations, Shade is the definition of an Old Boy's Club... The only Academy that lives up to the ideal is Beacon and it isn't enough.

"The big thing about being a Huntress is that there's never enough of you. There's always another village that needs protecting, another Elder Grimm that someone has to hunt down before it causes another Mountain Glenn. The Academies put you in teams of four and you'd better pray yours is capable and loyal. Otherwise you'll be riding solo like me and it won't end well."

You listen as Maria talks about her career. It's clearly been years since she was a proper Huntress but she's never stopped thinking about it.

You learn about her Semblance Preflexes. You learn about her combining kama and how she called them back to her with 'Dust'. You learn about her difficulties working with other Huntsmen because of her pride and status.

What you don't learn about is whatever got her targeted by the assassin that took her eyes. She emphasises many times how she had to go into hiding and how careful she's been ever since. The dangers that could lie behind every corner.

But despite the pain she suffered her warnings don't stop your imagination. The challenges offered by such hardship, the lionisation of what you always wanted to be.

Someone who protects their home by seeking out the monsters before they ever pose a threat.

The Watching Wolves protected the Realm of the Mammoth Lords from the invading demons for a century.

Your father died holding off a corrupted god.

You can do no less.

With Drakōn's aid, you'll do so much more.

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Failure to learn Pest Form
Gained Trait:
Painful Shapechanging (Penalty to learning any spell that fuller transforms you)
Gained Trait: Aspiring Huntress (Far from your people, from your land. But it's still your duty to protect and guide people)
Gained Trait: Secretive Talents (You can't be too open about your abilities. It'll get you killed)

Casting Pest Form
Raw DC:
50
Bonuses: + 10 (Past Lessons) + 5 (Aspect of the Falcon Known) - 15 (Zero Prep) = +0.
True DC: 50
Roll: 1d100 = 1, Critical Failure

Convincing Maria
Raw DCs:
50/90
Bonuses: + 15 (Charisma) + 10 (Previous Success) + 15 (Demonstration) - 10 (Stubborn Nature) = 30 (+24 to roll, -6 to DCs)
True DCs: 44/84
Roll: 1d100 + 20 = 60 + 24 = 84, Great Success

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Upon arriving in Shion you tell Ren and Nora of your intention to join them. In the hours you have before you need to board another airship, what do you do?
The two most popular choices will be acted on.
[ ] Experience the town with the others
-[ ] Go to the 'movies'
-[ ] Go shopping for non-essentials
[ ] Look in Nenio's pouch and figure out exactly what you have
[ ] Practice your magic
-[ ] Try to master Pest Form again
-[ ] Try Summoning something other than Drakōn
-[ ] Try casting Enlarge or Bull's Strength on Ren and/or Nora
[ ] Restock your lost supplies
[ ] Talk to Maria, Ren & Nora
-[ ] About your cover story
-[ ] About Aura and Semblances
-[ ] About technology
-[ ] About Maria's future plans


A/N: Man the dice really like you here. Sure that was a crit failure but it gave you what you needed.

Be aware that miscasting isn't really a thing here. It's only possible on a crit fail when learning a new spell or when you're doing something that could go wrong despite you perfectly casting the spell, like calling a particular outsider.

Maria was always going to go out of her way to emphasise secrecy for your magic. She might only get a few hours to talk to you and she doesn't want you make the same mistakes as her.

In comparison Ren and Nora seem to be fine with just a letter and a chance to learn.
[/spoiler]
 
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[X] Experience the town with the others
-[X] Go to the 'movies'
[X] Look in Nenio's pouch and figure out exactly what you have
 
[X] Talk to Maria, Ren & Nora
-[X] About Aura and Semblances
[X] Experience the town with the others
-[X] Go to the 'movies'
 
Character Sheet
Name: Xanthe Valkyrie (Scythia)
Gender: Female
Age: 17
Ancestry: Human (Mixed Kellid/Ulfen descent)
Physical Description: Tall muscular girl, long ginger hair, green eyes. Prefers to wear blue clothing.
Summoner's Sigil: Red dinosaur fang on your left cheek.

Personality:
Proud: You won't let anyone doubt your skills or accomplishments. Or your people.
Strong Willed: You don't give up easily
Ancient Duty: As Drakōn's summoner you have a grand destiny to live up to
Hatred of Demons: After what they did to Sarkoris, to your ancestors... They can never be forgiven
Socially Awkward: You have trouble making connections with your peers due to the gulf in your experiences and expectations
Aspiring Huntress: Far from your people, from your land. But it's still your duty to protect and guide people
Secretive Talents: You can't be too open about your abilities. It'll get you killed​

Skill Traits:
Archer: The bow is your weapon of choice.
Dinosaur Rider: You love riding Drakōn into combat
Craftsman: You know how to craft many things from the traditional materials of your people.​

Magic Traits:
God Caller: You are no normal summoner, your eidolon is a god
Shared Vitality: An attack that harms Drakōn harms you. Literally
Divided Strength: Your magic is stronger when Drakōn isn't manifested
Summoner: You are capable of learning all summoning spells, no matter the target
Talent for Crafting: You have a gift for infusing things you make with magic
Talent for Rituals: You have a gift for learning and casting Rituals
Painful Shapechanging: You have a penalty to learning any spell that fully transforms you
Iron in the Head: Struggles to summon or work with fey.
Faith Traits:
Animistic Faith: Your people believe in the inherent worth of all life, from the smallest worm to the greatest god
God Caller: By the traditions of your people, you are technically a cleric
Fiendish Disbelief: No fiend is worthy of your worship​

Knowledge Traits:
The Broken Saga: You know much of the parts of Golarion referred to as the Broken Lands and the Saga Lands
Orcish Neighbours: The Orcs of Belkzen Hold have long been allies, rivals and trading partners of your people
The Path of Aganhei: This ancient trade route links your home to the Crown of the World, distant Tian Xia and every nation upon the Sellen Passage
The Reclamation: You've met and fought alongside many members of the Reclamation of Sarkoris, including Pathfinder Agents, former Crusaders and other kellids returning to their ancestral home
Illiterate: You don't know how to read or write
Multi-Lingual: You can speak Hallit, and Taldane and know a bit of many other languages
Aural Learner: Excels at remembering what they're taught through listening and speaking
Fascinated by History: Remnant is a whole new world, full of mysteries and lessons for you to learn​

Notable Possessions:
Coin: A mixture of coins from all over Avistan and Tian Xia.
Lien: A stack of paper notes and coins that is used as money on Remnant. You don't have the slightest idea what it's worth.
Bow: Taller than you, you made this self bow from a single elm tree.​
Potent: The runes you carved into this bow make arrows loosed from it his harder and fly straighter​
Cold Iron Arrows: You have a dozen cold iron arrows for any demons you might meet.
Plant Dust Arrows: You have eight arrows with metal green heads and a payload of green Dust.
Dagger: This essential tool and weapon of last resort was forged from Cold Iron and is unusually potent against demons and fey.​

Nenio's Bag of Holding: This leather satchel is bigger on the inside and full of books​
The Encyclopedia Golarionnica, Volumes II, IV, VII, X and Index: Nenios life's work, a disorganised mess of extremely detailed notes on everything Nenio ever came across.
Nenio's Spellbook?: This thin white tome has metal hinges and clasps that gleam with the hues of a rainbow and has far more pages than it should.
The Pathfinder Chronicles, Volumes 1, 11 (Annotated & Corrected), 14, 33, 44, & 46: A recounting of the most notable adventures of the members of the Pathfinder Society, gathered from all 400 years of its existence.
Book of the Last Moon: A collection of lore, prophecies and mad ravings that serves as a holy book of Groetus
Catch Me If You Cantrip & Cold Spell: Two novels from the Rabbit in a Hat series, written by Sarvella
Cooking Almanac of the Inner Sea: A cookbook written and signed by the renowned author Jubilost Narthropple.
Cultists Spellbook: Written in the writer's blood on mammoth hide, no good can come from the Abyssal writing within this tome.
Distillation of Magical Fluids in the Field: A scientific guide written and signed by the renowned author Jubilost Narthropple.
Night Whispers: A collection of the poetry and tangle-tales of Isa Skyheart, a Mbe'ke dwarf
Red Snow Falling: The story of a battle between a snowcaster and a pyromancer
The Windsong Testaments: A collection of religious parables written at Windsong Abbey
The Petrified Library (Transcription): A series of transcriptions taken from the Petrified Library in Sarkoris
The Song of Sarkoris: A poem about the recent history of Sarkoris, covering its destruction and transformation into the Worldwound, the Sarkorian perspective on the Mendevian Crusades, the rise of the Knight-Commander and the closing of the Worldwound and finally the Reclamation of the Worldscar
Unknown Book: A book seemingly written in the unknown Hallit alphabet.
Witch-Cults of Avistan (Collected Edition): A collection of pamphlets by Pastor Bromon Shy, a corrupted Erastilian priest, that describes infernal cults.​

Mammoth Tusk Horn: This well made horn is enchanted to mimic the howling of a wolf or the trumpet of a mammoth.
Your Father's Bracelet: This bronze bracelet is engraved with ospreys and stags, honouring the hunter gods Skode and Erastil
Ivory Wand: Carved from a mammoth's tusk, this wand is needed for certain rituals
Wooden Pendant:
Decorated with carving of dinosaur teeth and flame. A gift from your mother that is shared with Drakōn
Paint and Jewelry: An assortment of things you use to look good



Name: Drakōn
Gender: Male
Ancestry: Eidolon (Nanuqsaurus)
Age: ??? (Several centuries at least)
Physical Description: Huge theropod dinosaur with black skin and a thick coat of white quills.

Personality:
Stubborn: Drakōn rarely changes his mind or admits that he is wrong
Insightful: Drakōn is good at reading people
Reticent: Drakōn keeps a lot of secrets
Regret: You don't know why Drakōn was sealed away, but he hates what happened to Sarkoris while he was forced to watch​

Magic Traits:
Summoned Being: Drakōn is vulnerable to spells that disrupt summonings
Faith Traits:
God: Drakōn is a god of Survival​

Knowledge Traits:
Ancient Knowledge: Drakōn knows much because of his long life
Keeper of Secrets: Drakōn knows many spells and rituals he will teach you when you are ready​

Notable Possessions:
Wooden Pendant: Decorated with carving of dinosaur teeth and flame. A gift from Xanthe's mother that is shared with Xanthe
Saddle: The saddle Xanthe rides on, complete with saddlebags
 
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[X] Talk to Maria, Ren & Nora
-[X] About your cover story
[X] Experience the town with the others
-[X] Go to the 'movies'
 
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