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9 yrs ago
Sometimes, even an adventurer needs a backrub.
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So, I'm just getting back to Guild, and I'm not sure how the dice work. I'll be rolling Tripkee Lore, since their PC2 entry talks about their fishing habits. If that won't fly, probably Crafting to use some Frost Vials for dynamite fishing.
An owl, at least twice the size of a man, flaps its wings as clouds and floating stones whiz by. It tilts its head in curiosity as it hears something approaching from below - as a huge face bursts through the clouds! Screeching in annoyance as it banks to the left, the Owl turns away from the balloon effigy of a jester - one of several jolly decorations trailing down to a floating island where people from all over the Cell of Everwing are gathering. Propeller-driven airships at the docks, flying mounts, and rickety flying machines of all stripes flit about the island. Today is the Four Winds Festival, where the children of Nimbuston come of age by venturing into the "haunted ruins" below. The adults of Nimbuston know full well that the ruins are perfectly safe, but they are the preferred nesting grounds of the Fruit Bats, which they use to make flying mounts that the children must befriend as a test of courage in a rite of passage.

Nimbuston is a bustling community of about 400 souls, well situated between the trade winds. Giant dandelions line many of the fields, used by the townspeople for food, shade, and building materials. Most buildings are constructed of dandelion wood and packed earth from the forests and hillsides. Aside from its trademark Four Winds Festival, the town's main claim to fame is its Batrider militia, who help pacify the nearby Flying Mountains, which are the main source of stone and ore for this particular Cell.

For those from other islands or kingdoms, the lure is a bit easier: Nimbuston's Four Winds Festival is a great way to network, whether it be finding an apprentice or squire, chatting with old friends, or simply buying and selling at the pop-up marketplaces. From street cooks to blacksmiths, everyone has something to sell today, hoping to do business before sundown, when the children must descend into the ruins below. For now, the windswept travelers are free to wander about.

[Alright, sorry to let y'all loose, but you're free to establish what brings you here! Maybe you're looking to meet up with an old friend who comes every year, or hoping to headhunt some talent. Maybe you just really like dandelion salad.]
Alright, should be good to go. Let me see what I can do.

Edit: IT. BEGINS.
A free night for me to start a writeup, yes
Heyo! I'll be playing Starfinger (The Younger), a Tripkee/Grippli alchemist. He's focused on healing, but he's got a few nasty bombs and utility items because it's always nice to have a lightsource. His common isn't great, so he tends to mix metaphors or use ones that don't quite land. As a personal request: please, stay alive enough to chug healing elixirs!

Editing for his backstory:

Starfinger gets his name from his father, who got it from his father, who got it from HIS father- Oplo Starfinger, a Tripkee Monk who took the tenets of Irori to heart and practiced martial arts for the purpose of self-perfection, and went on to be an adventurer of minor note. Because of the shape of a frog's hands, the imprints of Oplo's well-practiced palm strikes on mountainsides, trees, and beasts across the Mwangi were noted to resemble a five-pointed star.

Starfinger The Younger's less into the whole "kick-punch-meditate" part of Irori's philosophy than the "use knowledge and your skills to help your community" parts. To that end, he's left the forests and wetlands his family calls home to attend alchemical lessons at the Magaambya, hoping to learn more of medicine and healing to help the sick and injured. And, maybe a few handy recipes.
Well, once everyone's got theirs made, I need to figure out how to start this off. The vague idea was "something goes wrong at a coming of age ceremony, the party has to step up and ends up pursued by sky pirates."
Oh that's a lifesaver! Thanks. On my end, here's some snipped pages that detail character generation more in-depth.
Sorry about vanishing, had to help my sister move! Anyway, admitting that this is completely stolen from Skyward Sword, I'm thinking some cultures in the sky islands have a coming-of-age ceremony where folks get a flying mount to allow travel between islands. Imma call it Everwing Island.

Also, I think a good way to flesh out the above questions is to start with character creation- it'll usually spark ideas about nations and such. So, with that in mind, here are the listed character generation steps:

  • 1. Create their identity, a short sentence that summarizes how they see themselves at the moment.
  • 2. Choose their theme, a strong ideal, feeling, or emotion that dominates your character's actions. (Examples include Ambition, Mercy, Belonging, Duty, Hope, Justice, and Revenge)
  • 3. Choose or create your character's origin, either selecting a place from the World Sheet or creating a new one
  • 4. Choose two or three classes, and distribute your five starting levels among them. Note your FREE BENEFITS and SKILLS. That Nerdgrinder site has a page with all the classes, so see if any fit your concept!
  • 5. Determine which ability array you will use (Jack of All Trades d8/d8/d8/d8, Average d10/d8/d8/d6, Specialist d10/d10/d6/d6) and assign them to your Might, Dexterity, Insight, and Willpower
  • 6. Calculate starting HP, MP, and Initiative
  • 7. Use a starting budget of 500 Zenit to purchase equipment, then add any leftovers to 2d6*10 to determine initial savings.
Mmmm, if we're doing Ghibliesque, that's an easy twofer, ain't it? Now we have one industrial, technological little island-clump that's expanding into being a hegemon/actual imperial power, and their rise is a definite fun point for recent history.


Aaaalright, we can work with that! Any suggestions for a name or should I roll on the tables?

Gathering Storms and Magic added to threats and enigmas respectively.
Right, uh, looks like there's gonna be two parties alternating adventures and teamups. But I'm capping the player count soon.

Aside from that, I'm going to go ahead and post the other worldbuilding steps before I head to bed.

4. Create the major NATIONS and KINGDOMS for your map. Mark their boundaries and relationships. Each person at the table should contribute at least one kingdom or nation during this step, and provide some information about their customs, industry, or citizens. (We'll
5. Discuss the major HISTORICAL EVENTS that shaped your setting. Everyone should contribute at least one.
6. What are the ENIGMAS and MYSTERIES of your world? Questions left unanswered, and truths now indistinguishable from legend. Everybody should suggest at least one that they want to explore.
7. What THREATS cast a shadow over the world? Environmental disasters, furious deities, evil empires, or perhaps dangerous miasma? Each person at the table should suggest one, as the Gamemaster will likely shape their VILLAINS around these threats.
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