The Azure Geese: Difference between revisions
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=Pseudonymous Members= | =Pseudonymous Members= | ||
*The Crone: Attended by a | *The Crone: Attended by a Nondescript Clerk and a Glowering Woman. | ||
*<strike>A Forgettable Fellow</strike> An Affable Soldier: Attended by a Brusque Bookkeeper and a Scowling Half-Orc. | *<strike>A Forgettable Fellow</strike> An Affable Soldier: Attended by a Brusque Bookkeeper and a Scowling Half-Orc. | ||
Revision as of 01:44, 6 March 2016
The Azure Geese are a faction of the Wydmoor City Guard that were loyal to Germain, and continue to operate after his death. Many of them were recruited from the refugees evicted from Wydmoor Free City during the Odessan Invasion, although the group also contains guardsmen from before the invasion and allies from Germain's past. The Geese are, first and foremost, investigators and peacekeepers, and in contrast to many guard organizations, favor individuals with intellectual and social skills to act as detectives over heavies and enforcers. By and large, the organization is noble and compassionate, although it does count a handful of ex-criminals, manipulators, and other individuals who have the moral flexibility to get their hands dirty when necessary. The group did not reach great renown during its life in the city, but as one of the few organized groups in the city when it was sacked, their influence was magnified by its death. They now appear to continue to function as a semi-secret society, with agents known for recruiting adventurers to achieve objectives for an unknown agenda, although they have shown an interest in retaking and restoring the Free City and to populate the Dutchy by offering the many refugees of the West sanctuary.
Badge
The formal badge of the organization is a blue goose in flight inscribed within a circle on a field of white. However, few members wear this decorative badge, and the majority wear a symbolic version with a sideways "V", representing a flock of geese in flight, embedded in a circle, usually stitched to the city guard tabard with blue thread. The goose is a well-known animal in the Wydmoor Swamp, and is recognized for its cooperation, protective spirit, and resourcefulness--traits that the blue geese strive for.
Leadership
Unknown at Present
Formerly Germain (Killed while evacuating the city)
Cohort
Egtheladanna Krin (Killed while destroying the Magius Tower)
Pseudonymous Members
- The Crone: Attended by a Nondescript Clerk and a Glowering Woman.
A Forgettable FellowAn Affable Soldier: Attended by a Brusque Bookkeeper and a Scowling Half-Orc.
Primary Followers
(Status Unknown)
Astlen Mead
Human Aristocrat 4 (Professional)
A young Wydmoor noblewoman who is the second child and eldest daughter of the Mead family. She is not interested in expanding the prestige of her family through marriage as her older brother has done. Instead, she has chosen to actively establish a relationship with another power-broker in Wydmoor and increase the visibility of her family. Due to the rising prominence and populist support of Germain in the Wydmoor political scene, she has chosen to ally herself with him and his contingent with the City Guard. She is a composed, intelligent, and educated woman, but she does not shy away from combat and dirty work that many nobles would find aversive.
attributes | str 12, dex 12, con 10, int 14, wis 12, cha 13 | |
skills | bluff +6, diplomacy +14 (syn: bluff, nobility, sm), gather info +10 (syn: local), handle animal +8, knowledge (history) +4, knowledge (local, wydmoor) +9, knowledge (nobility + royalty) +9, ride +8, sense motive +8 | |
feats | combat expertise, improved disarm, open mind | |
HP | 29 | |
AC | 16 | |
saves | fort +1, ref +2, will +5 | |
attacks | sap +5 1d6+1, long sword +5 1d8+1, shield bash +5 1d2+1 | |
equipment | masterwork sap, masterwork long sword, chain shirt, light shield |
- Must always be the highest level follower.
Riala Pisk
Human Expert 3 (Urban Ranger)
A young woman from Ubrekt City that serves in the Wydmoor City Guard andy was an acquaintance of Germain during his university days. She has actually lived in Wydmoor for some time, but because she knows Germain by another name, has only recently recognized that he is this rising star in the guard. She knows Germain largely as a troublemaker in Ubrekt, but she has been impressed with his platform sand knows him to be a very capable man. She is savvy, cunning, witty, and makes quick friends.
attributes | str 10, dex 14, con 10, int 12, wis 12, cha 14 | |
skills | bluff +6, diplomacy +6, gather info +8 (+10 in wydmoor), hide +6, knowledge (local, wydmoor) +7, knowledge (local, ubrekt city) +5, listen +7, move silently +6 open lock +6, spot +7 | |
feats | open mind, urban track, weapon finesse | |
HP | 16 | |
AC | 15 | |
saves | fort +1, ref +3, will +4 | |
attacks | sap +4 1d6, sling +4 1d4 | |
equipment | sap, sling, leather armor |
Honel Oedi
Human Expert 2 (Rogue/Fighter)
A middle-aged man who worked for the City Guard under Edrell and with Germain in Wydmoor Free City. In his youth, he was a hot-headed brawler and general trouble maker, but he tempered with age and began to find fulfillment in more noble pursuits. He lost his home in the Wydmoor fire, and has been working as a peacekeeper and manual laborer in the refugee camps where he can. He has a gruff yet affectionate personality that is an instant hit with hard-working people of all walks of life, and an honest desire to help people. He has a tremendous affection for men and women who have turned to crime because they are down on their luck or desperate, and while he is sometimes to soft on them he often serves as an inspiration and helps people turn their lives around.
attributes | str 14, dex 12, con 14, int 10, wis 10, cha 12 | |
skills | balance +4, bluff +6, diplomacy +8 (syn: bluff), escape artist +5, gather info +8 (syn: local), intimidate +6, jump +4, knowledge (local, wydmoor) +5, swim +4, tumble +4 | |
feats | improved grapple, improved unarmed combat | |
HP | 8 | |
AC | 15 | |
saves | fort +2, ref +1, will +3 | |
attacks | sap +3 1d6+2, punch +3 1d6+2, grapple +3 1d6+2 | |
equipment | sap, chain shirt |
Laecina Red
Human Expert 2 (Rogue)
A young woman and Wydmoor native with a dubious history who joined the city guard a few years back. She showed up at Dandrell's guardhouse eager to join the guard, and although she was initially rejected, she traineded hard to get accepted. As a member of the guard, she has been a dedicated and passionate protector, but has been particularly watchful over the comfort ladies of the Road of Silk Flowers. She is a beautiful and alluring woman and a great conversationalist, but she is hard against close personal relationships. She also has a pronounced dark side, and a number of the violent criminals she has apprehended have turned up dead under mysterious circumstances. She is not a refugee, but she knew Germain from the City Guard and was impressed with him during the Kathkallan Investigation, and so has joined his organization.
attributes | str 10, dex 14, con 10, int 12, wis 12, cha 14 | |
skills | bluff +7, diplomacy +9 (syn: bluff, sm), gather information +8 (syn: local), hide +5, knowledge (local, wydmoor) +6, listen +5, move silently +5, perform (dance) +6, sense motive +6, spot +5 | |
feats | quick draw, weapon finesse | |
HP | 11 | |
AC | 14 | |
saves | fort +0, ref +2, will +4 | |
attacks | sap +3 1d6, dagger +3 1d4 | |
equipment | sap, long sword, dagger (4), leather armor |
Jako Callannan
Human Expert 2 (Professional)
A middle-aged merchant who owned a small shop in Wydmoor before the fire. In his youth, he traveled to the nearby cities pedaling wares, but as he got older he settled back home. During his life he got to know the ins and outs of many of the worlds cities, traveling as far as the waterways connected to Wydmoor would carry him. He is a charming, worldly, and wise man with many close friends among the river Halflings and tremendous insights into the minds of men.
attributes | str 10, dex 12, con 10, int 12, wis 14, cha 14 | |
skills | appriase +6, bluff +7, diplomacy +13 (syn: bluff, sm), gather info +9 (syn: local), handle animal +4, knowledge (local, wydmoor) +6, knowledge (local, alexian capital) +5, knowledge (local, flannari capital) +5, language (2), profession (master merchant), sense motive +9, use rope +5 | |
languages | alexian, celstian, flannari, odessan, peteran, ubrekti | |
feats | cross-class learning (handle animal, use rope), negotiator | |
HP | 11 | |
AC | 15 | |
saves | fort +0, ref +1, will +5 | |
attacks | sap +0 1d6 | |
equipment | sap, chain shirt |
Uldern Garrolea
Human Warrior 1 (Professional/Fighter)
An Odessan-born Journeyman smith, come to Wydmoor after the death of his Father to earn his Master and shingle. He was looked on with suspicion by many in the camps because of his heritage, but has worked diligently in the camps since the fire, and since joining the Geese has proven a valuable asset. He has indicated his bridges with his homeland are irrecoverably burnt, but is unwilling to discuss why.
Last seen leaving Nia-Aglire after introducing Gnob's Folly to the forgettable fellow.
attributes | str 14, dex 10, con 14, int 12, wis 10, cha 12 | |
skills | craft (blacksmith) +5, diplomacy +5, intimidate +5, ride +2, swim +4 | |
feats | cross-class learning (craft (blacksmith), diplomacy), Endurance | |
HP | 10 | |
AC | 19 | |
saves | fort +4, ref +0, will +0 | |
attacks | sap +3 1d6+2, warhammer +3 1d8+2, shield bash +3 1d3+2 | |
equipment | sap, warhammer, half-plate, large shield |
Edar Drace
Human Adept 1 (Bard)
A young man who's working-class parents convinced a benefactor to sponsor a Primary Measure education and an apprenticeship with a doctor. Once he learned enough, he set of to Wydmoor to establish a practice of his own. He had been building a client base among middle- and lower-class citizens. It didn't pay much, but it covered a modest life and he found it deeply fulfilling. When the fire displaced him, he contributed to the relief effort and worked with Germain and the Silverwalkers at Onrarch Landing. He has even begun to adventure into the swamp to help provide food and materials for the refugees. He is a hard-working, cheerful, and earnest, and is very well liked among the refugees.
attributes | str 10, dex 10, con 12, int 14, wis 14, cha 12 | |
skills | craft (alchemy) +6, diplomacy +5, heal +8, knowledge (local, wydmoor) +4, profession (master doctor), search +5, survival +6 | |
feats | cross-class learning (diplomacy, search), self sufficient | |
spells | 0th (3): mending, purify food and drink (2); 1st (2): cure light wounds (2) | |
HP | 7 | |
AC | 12 | |
saves | fort +1, ref +0, will +4 | |
attacks | quarterstaff +0 1d6, sling +0 1d4 | |
equipment | sap, quarterstaff, leather armor |
Ros Besold
Human Warrior 1 (Fighter)
A young man who finished up a term as a Alexian soldier a few years back. Without much work available at home, he joined the ranks of Alexian refugees in Wydmoor Free City. For a number of years, he took manual labor jobs around the city and drank heavily, but a friendship with Honel let him into work with Edrell's City Guard. Like many of the guardsmen, his house was destroyed in the fire, and he has once again been forced into the life of a refugee. He has a cynical and somewhat anarchistic attitude that makes him difficult to get along with, but he does his job and he is a capable guard. Having experienced the plight of refugees first hand, he is livid about the treatment of the Wydmoor refugees, and has been impressed with Germain and the Silverwalkers' support.
attributes | str 14, dex 12, con 14, int 10, wis 12, cha 10 | |
skills | climb +5, intimidate +3, jump +5, swim +5 | |
feats | endurance, improved shield bash | |
HP | 10 | |
AC | 19 | |
saves | fort +4, ref +1, will +1 | |
attacks | sap +3 1d6+2, shield bash +3 1d3+2 | |
equipment | sap, long sword, half-plate, large shield |
Sena Essa
Halfling Expert 1 (Ranger)
A young halfling woman from Onrarch Landing and one of the novice dog handlers and scouts for the community there. When the refugees were displaced from Wydmoor, she immediately threw herself into the relief effort. She is tremendously compassionate towards the refugees, and cannot imagine why they were so easily cast aside by the city of Wydmoor. Like many who are close to Maggr, she is enamored by Germain and the Silverwalkers and their efforts to help the refugees. She is a fiery and altruistic woman with little in the way of social polish but a good heart and a sweet countenance that people are drawn to.
attributes | str 10, dex 16, con 10, int 10, wis 12, cha 14 | |
skills | balance +4, handle animal +8, knowledge (local, northern stormchalice) +2, knowledge (local, wydmoor) +4, listen +4, ride +9, spot +4, survival +3, tumble +4 | |
feats | animal affinity, (racial bonus) Skill Focus: Swim | |
HP | 6 | |
AC | 17 | |
saves | fort +0, ref +3, will +3 | |
attacks | sap +0 1d6, sling +3 1d4 | |
equipment | sap, sling, chain shirt |
Bernis Dar
Human Expert 1 (Professional)
A middle-aged man and extremely capable distilling craftsman. He is a rugged, steady individual who started doing manual labor for a distillery as a boy, and worked his way up to assisting the master distiller and managing the laborers. He grew up and got his first job in the Celstian capital, but was forced to leave because he orchestrated a labor strike that was eventually quelled. When he moved his family to Wydmoor a decade ago, he began working with the Arrasti family. However, during the family's recent misfortunes, he was laid off, and then he lost his wife and youngest daughter in the Wydmoor fire. He is bitter about feeling discarded by the Wydmoor nobility, and is known as an agitator among the refugees.
attributes | str 14, dex 10, con 12, int 14, wis 10, cha 12 | |
skills | appraise +6, craft (distiller) +6, diplomacy +4, gather info +4, intimidate +4, knowledge (local, wydmoor) +6, knowledge (local, celstian capital) +6, search +4, sense motive +4, use rope +3 | |
feats | combat expertise, improved trip | |
HP | 9 | |
AC | 14 | |
saves | fort +0, ref +2, will +3 | |
attacks | sap +0 1d6, sling +2 1d4 | |
equipment | sap, sling, chain shirt |
Halirris Idrandara
Human Aristocrat 1 (Professional)
A dilettante Flannari noble who was a close personal friend of Germain during their University days. A young son in his family, he was sent to university in the hopes that he would become a lawyer. Much to his parent's disappointment, he was far more interested in the fine arts, history, philosophy, and causing trouble. He has been in regular touch with Germain, and moved to Wydmoor at his friend's urgings. He is charming and fun, and while he can be sleazy and obnoxious, he is generally accepted because he is knowledgeable and connects well with members of the City's underbelly.
attributes | str 12, dex 10, con 12, int 14, wis 10, cha 14 | |
skills | bluff +5, craft (painter) +6, diplomacy +4, forgery +4, gather info +4, knowledge (history) +5, knowledge (local, ubrekti city) +7, knowledge (local, erith) +7, knowledge (nobility) +5, knowledge (religion) +5, profession (lawyer) | |
feats | cross-class learning (craft (painter), profession (lawyer)), knowledgeable | |
HP | 9 | |
AC | 14 | |
saves | fort +1, ref +0, will +2 | |
attacks | sap +1 1d6+1, long sword +1 1d8+1 | |
equipment | sap, long sword, chain shirt |