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Welcome to Aurora Sky. We are a Sword and Sorcery roleplay. Below you will find all the information you will need to create a new character. Feel free to ask us questions! Hope to RP with you soon!


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Golan
#1
Rainbow 
Golan the Bartender
Race: Human
Gender: Female
Age: 23
Height: 5’5”
Weight: Optional
Strength: Average 
Physical Description: 
Apparel: (for bartending) Long brown dress with black apron
(for adventuring) A brown waistcoat with a gray shirt underneath. Black riding pants with boots that climb nearly knee-high.

Backstory: TB

The Story Of Golan: Nothing yet
Affiliations and Contacts: Gary Rydel

Minor 1 Casawek Oathouse. Half a days ride outside of Repas lies the Casawek Oathouse, purveyor of Golan's preferred barley, hops, wheat, and other grains used in the making of her famous beer. Golan does business with the owner often, and in a bind, she can call on him to provide her with up to 50G worth of something, be it shelter, non-weapon supplies, food, or whatever else a farm might reasonably have. Golan will have to pay him back before she can call on him like that again, of course.

Minor 2 Adventurer Contacts: Kieran Rydel (RIP), former proprietor of the Cracked Flagon, was quite active in the adventuring community before he retired to start a bar. The first few years were rough, but Kieran could rely on his old mercenary buddies showing up to fill the coffers and empty the kegs. Now, the Cracked Flagon has become something of a destination for mercenaries (locally, anyway) many of whom were introduced to adventuring in this place. It helps that Golan goes out of her way to find and post the latest bounty information on the "Help Wanted" board behind the bar, and hanging old wanted posters on the walls like decorations, with words like CAUGHT or RESOLVED stamped on them. If you want help from the sort who might frequent this sort of establishment, Golan will gladly hang your missive behind the bar too. Please write in large print.

Skills and Abilities
Fire Branded
No one walks away from the flame unmarked, but where others leave with scars you carry something greater. All things burn, you can either help that process along or flee in terror.
Your natural talent has the following benefits:
  • You gain the following Leveled Skill: Infusion Sage. Your level in this skill is equal to the highest level Fire spell you know.

  • Once per post you can cast a 2nd level or lower fire spell without it counting towards your spells per post. You cannot use this to cast more than two spells in a post, even if you have other abilities that let you cast extra spells (e.g. If you have both Fire Branded and Earth Bound you can't cast a spell, a bonus fire spell, and a bonus earth spell in the same post because 3 > 2).

  • Any of your fire spells that act with some level of effective strength (average, strong, etc), are one level stronger.

  • It takes far less effort than normal for you to learn fire magic - you need only spend 30g per spell level to learn new fire spells.

  • You can learn the highest level spells (8+) of the fire art.

INFUSION SAGE - Where others destroy, you have learned to create.

lvl 0. You have a sixth sense for determining the effects various levels of heat and flame will have on a material. For example, you simply “know” how long to cook a roast. 
Lvl 1. With focus, you can alter the way heat is moves through an object (up to 8 cubic feet), possibly reducing or focusing heat into a single point. A passive version of this effect is active on your hands, allowing them to safely touch very hot materials.
Lvl 2. You can infuse non-magical flames with magic, using the heat to add a magical properties to whatever you cook with it. Those that eat your preparation in a warm and fresh state gain the benefits of your chosen Infusion. This effect lasts until their next infused meal or one day. You also gain access to the Vigor infusion, causing your created substances to warm the consumer allow them to call upon a short burst of invigorating energy three times.
Lvl 3. You can create a ghostly, rainbow flame between your hands that wraps around and heats an area (up to 8 cubic feet) over time with temperatures ranging from 0 to 500 degrees Fahrenheit for as long as you maintain concentration (takes up a spell per post). The fires do not burn, nor does the heat effect anything else. Basically a magic oven. The fires are mostly insubstantial, but very light objects can be magically held in place and moved around by the flames (stirred, etc). The flames heat up at a rate of 100 degrees per post, if time is a concern.
Lvl 4. You gain access to the Pyre infusion, which allows you to cast a single fire spell into your cooking. The created substances grant the consumer the ability to cast the infused fire spell twice as though they knew it. If they really do know it, they can instead cast it twice without using a spell per post.
Lvl 5. With a flick of your wrists, while creating a rainbow flame, you can cause the flame to begin flowing into a target within 5’. Each post the flow is maintained causes the target’s body to recover as though they had spent several hours resting and healing. This ability does not effect yourself, and is very tiring.
Lvl 6. You develop a custom, staff-approved infusion.
Lvl 7. The volume your other Infusion Sage abilities can effect increases to 1000 cubic feet, your rainbow flame can be arced so long as both ends of it are your hands, and the flames can move/stir unattended objects with weak strength.
Lvl 8. Your cooking can create substances that retain their warmth and freshness for two days.
Lvl 9. With a flick of your wrists, while creating a rainbow flame, you can cause the flame to form an insubstantial tornado that moves in the direction of your choice before fading away (up to 20’). The tornado pulls in and consumes magical projectiles, maintained spells, and summons in its path. Such effects are dispelled. When it fades away, the tornado unleashes a blast of heat proportional to the power of the spells consumed this way. Usable once every ten posts.
Lvl 10. You develop a very powerful custom, staff-approved, infusion.


Forged Road
There are some people in this world, more than you'd think, that are physically called to their professions. Whether born with an innate set of talents or forged in a crucible of their own making, these people are uniquely gifted in their fields.
Your natural talent has the following benefits:
  • Choose a profession (Entrepreneur). You gain two additional minors (or one more potent item/ability/whatever) that must be related to this choice.
  • Minor 1 - Trained Eye: Golan has seen enough fake coins to know to be on the lookout. She can spot inaccuracies in fakes, illusions, or other methods of pulling wool over her eyes more quickly and easily than normal as long as she is paying attention and her senses are sharp.
  • Minor 2 - Bouncer: Golan gains two additional effective strength levels when she is physically moving an enemy away from a person place or thing Golan wants to protect. (Intent matters. If Golan is firing a Longbow at an enemy, she does not gain this bonus because Longbows primarily wound the target. However, if she is placing the enemy in a trebuchet with intent to fire them over the castle walls, she does gain the bonus)

  • Anytime you spend gold to learn a specialist skill or warrior technique, if that skill is related to your profession of choice (staff note: we'll accept "technically related, sorta"), you need only spend 75% the regular gold cost of learning that skill. What exactly this represents varies - perhaps you didn't need to spend as much gold paying trainers, wasted less training materials, etc.

  • You can spend 500(375 after discount) gold to develop a custom, staff-approved skill or ability that is related to your profession. This gold cost might represent time spent training instead of making money, materials, etc. This can be done any number of times.


Weapons and Armor
Nothing of note yet 

Spells
Fire
LEVEL 1
Char - Release a small burst of red hot cinders from your hand.
LEVEL 2
Fireball - Summon into your hand a semi-solid ball of flame that can be thrown. On impact it explodes with the force of an average punch.
LEVEL 3
Torch - Release from your fingertip a 2" jet of intense flame capable of cutting through metal over time.
LEVEL 4
Endure - Passive. Your body can tolerate extreme heat far longer than other creatures, and you can safely breath carbon monoxide and other toxic gasses for short periods of time (a few minutes).


Other Possessions: None yet

Pets: None yet

Gold: 100 gold

Minor 3-5 Golan has started with too few Minors, and in an agreement with MK she will find a treasure hoard later with three approved minors worth of adventuring loot.
Reply
#2
Edit: I should mention the formatting, but I'm sure you've noticed all the odd things going on size-wise and whatnot.

Actually, the grand opening bonus also gives +2 minors. Grand opening PCs with forged road are basically up to their ears in minors.

Bouncer: With that restriction I'd be okay with bouncer increasing her strength by 2 levels.

---

So, Golan has 5 minors left. This is a bunch! Some suggestions:

> Brewing has a lot of stages. Perhaps Golan could have a magic wagon that aids in most of the steps (Easily 2-3 minors if you make it sweet enough).
> Some sort of amulate that takes in the unheated wort (some.. intermediate stage of beer..) and keeps it fresh for on-the-spot fermenting, which it can release later as a stream (up to Strong strength in force). Thus, Golan has all the wort she needs while on an adventure, even if her sweet wagon isn't with her. (1 minor)
> A special ability that allows her to ferment things in her rainbow flames without yeast, and do it much faster than it would otherwise take. The Yeist Fire, Golan's speciality. (?.5 Minor?)
> A satchel or something with enveloping runes on it [massive carrying capacity, etc, etc] (.5 minor)

Make the wagon 2 minors and she has enough for a nice weapon. Like...hrm.. a steel baton, tonfa, whatever that can absorb the beer it soaks in. Each blow makes a foe a little more drunk. How drunk depends on how much alchohol the target can take. Wink
(Humans could resist the effect, alas, but it'd be fine on elves and such and really effective on most ordinary animals so... eh?).
Reply
#3
So, maybe I can spend some of my minors to have a location thread? Like, my own bar? It would basically encompass all the things you suggested except it wouldn't be mobile (and who wants to take a beer brewing wagon on an epic adventure to save the world? That just lends an air of silliness to the whole thing). This way I wouldn't need to explain that I have special beer magic or beer related magic items, I just have connections with one or more local farmers who sell me the various grains and other ingredients required, and we can assume that the bar breaks even month to month, or if it makes a profit that gets spent on repairs and necessary upgrades. So, lets say:

Minor 1: Contacts at a farm. Less than a day's carriage ride away lies Blank farm, grower of barley, hops, and other awesome grains. They know me and trust me well enough to have formed a business relationship, and perhaps in dire straits I can call on them for shelter, supplies, information, or whatever a farmer might reasonably have access to. They aren't able to provide me with much, only about 50G worth of anything at a given time, and once called on I am in their debt until it is paid off.

Minor 2: The Cracked Flagon. When Old Whatsisname, former owner of the Cracked Flagon, passed away, his will was read. He gave his meager fortune to his family, but left his beloved bar in the sole ownership of his one and only employee, Golan. This struck some folk as being somewhat amiss, and earned her the ire of the Whatsisname family. Gary Whatsisname in particular, the 24 year old son of Old Whatsisname, believes Golan is a temptress or con artist who swindled the old man.

Minor 3: Contacts in the adventuring community. As everyone knows, all the best adventures begin in a bar, where mysterious patrons meet eager mercenaries to explain the nature of their work (or not, as the case may be). Golan has served The Cracked Flagons signature brew to nearly all of them, striking up conversations along the way. She will be remembered differently by each one, depending on what was going on that day and how good her service was at the time.
Reply
#4
On locations threads: Since we already assume PCs have money they're using to not-starve and such above and beyond what they have on their char sheet (which is what they have to spend on spells and such), some PCs probably have jobs and such. Those PCs might want to RP something happening at work, which in turn would need them to make a thread for their work location. I don't think we should restrict that to being something you need a minor for. (I was actually suggesting the wagon to move between cities/nations since the world is quite large, not haul it around on adventures. A mobile outdoor bar, basically.)

That said, being the owner of a business does come with its advantages!

> Actually running the bar: If Golan goes adventuring, does she close down the bar? Or does she have a non-adventurous employee to hold down the fort while she's off?
> Farm contacts: Let's have this, along with the 50g lending power, and running a bar in the first place, count as a minor. If you have an employee, maybe make that a second minor since they could possibly pass messages, contact people for you, or do anything else that doesn't involve personal danger.

>Adventurer Contacts: I'd instead word this as Golan's bar being very well known among the mercenary crowd in a specific region, and among mercs that travel around / have a lot of worldly knowledge. Like, if her bar is in Tiburon then it's a known merc landmark in Ballena but a random Merc in Casawek is unlikely to know about the Cracked Flagon. Furthermore, Mercs who do business in her area are likely to have met with her before, as you described. How did Golan go about spreading the word of her bar, btw? Did some bigshot mercenaries just decide her brew was amazing and their endorsement was enough to get the ball rolling? Figuring out why helps determine if any other groups (like "Beer connoisseurs") would know of her as well.

-------------
Anyway, I'd count all of that as ~3 minors, leaving 2 more for.. something. I would suggest some way of storing a large quantity of beer, though. It could just be some sort of enveloping rune thing, like a canteen or whatever. And probably another sack to hold other things. Those two together could be 1 minor if all they do is store stuff. That leaves 1 minor for some sort of weapon or protective item.
Reply
#5
Wagon: That's a better use of the wagon than I had considered, but I still like the legitimacy of having a fixed location. Plus, adventurers don't meet outside of beer carts, they meet in taverns. Which brings us to the next point.

Adventurer Contacts: Old Whatsisname (whose name I could use suggestions for) may have been active in the adventuring community before he retired to start a bar. The first few years were rough, but Old Whatsisname could rely on his old mercenary buddies showing up to fill the coffers and empty the kegs. Now, the Cracked Flagon has become something of a destination for mercenaries (locally, anyway) many of whom were introduced to adventuring in this place. It helps that Golan goes out of her way to find and post the latest bounty information on the "Help Wanted" board behind the bar, and hanging old wanted posters on the walls like decorations, with words like CAUGHT or RESOLVED stamped on them. If you want help from the sort who might frequent this sort of establishment, Golan will gladly hang your missive behind the bar too. Please write in large print.

Going on adventures: Oh no, Golan herself doesn't go on adventures. I mean, that's just crazy. Who would put their neck on the line looking for someone like "The Hook Slayer"? That's for people like Old Whatsisname, and he came to his senses after a while too.

Realistically though, maybe I could convince Gary Whatsisname to cover it for a week, but that might come with unintended consequences (such as a play to gain control of the bar by him, or the regulars being driven away by awful service)

For the last two minors, could I use them as some adventuring gear stashed in a secret part of the bar that Old Whatsisname left for Golan to eventually find?
Reply
#6
Having the last two minors be that is fine (I think you mean they are hidden and unchosen)?
Reply
#7
You know what I'll do? I'll upgrade Gary to full PC status, but his mission in life is to get the bar back under his family's control because he feels that is his fathers legacy. Later we will find out his father was once a legendary mercenary whose band - that persists to this day - turned the tide of war.
Reply
#8
Hrm, Gary is human?

*Ponders history* There haven't been any major wars in ~230 years (well, there was the wheatblood rebellion ~150 years ago and the Kuanepi coup ~160 years ago). Which is a long time, but ~200 years ago the Hiegen loomed to the north making everyone rather antsy about going to war and then Verto revealed itself about ~100 years ago as part of a successful plan I haven't really detailed yet to prevent a massive war from breaking out during the Nasier Drought.

This does mean Gary's grandfather could easily have been involved with one of the groups that prevented the Drought War. (Or they could be elves, which would make Gary's father a possibility).
Reply
#9
Elves it is!

Any suggestions for Elvish surnames for Old Whatsisname?
Reply
#10
Stamped.
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