there

Abraxas Hillrunner – Level 4

Huff puff. Grab yourselves a plate of exotic meats and have a seat next to this furry fellow.

Abraxas Hillrunner – Level 3

Abraxas Hillrunner

Much of his childhood was spent in the Lands of the Linnorm Kings. Therefore, he was more than thrilled when he heard and answered the call to serve the natural world. Since then he has traveled far from his homeland and his beloved family.

Abraxas revels in travel and exploration. Because of his upbringing, he is most at home in the hills and mountainous terrain. He is also comfortable with the cold. He spends much of his time in the wilderness and that is the way he likes it. He is easy going and inquisitive; useful traits for a traveler. His calling keeps him primarily in the wilds. He can be quite the fish out of water on the rare visit to “civilization.”

 

Player: Angel Espinoza
Actor: Karl Urban
Alignment: Chaotic Neutral 
Character Class: Artic Druid
Current Level: 1
Deity: The Green Faith
Homeland: Ulfen
Race: Natural Werewolf

Size: Medium
Gender: Male
Age: 29
Birthday: Desnus 12 4684 AR
Height:5’8″
Weight: 173 lb
Hair: Dark brown
Skin: Tan

Character Sheet: 

Abraxas Hillrunner – Level 1 
Abraxas Hillrunner – Level 2
Abraxas Hillrunner – Level 3

Alignment Statement:

“When nature calls, I reply. When nature speaks, I listen. And when nature angers, I destroy.” (d20pfsrd.com Publishing, Call of the Wild)

Values:

Duty

First and foremost. His sacred duty is to serve the primal forces of nature. He has been called by the unnamed forces of the planet. His oath to it must come first.

When not in conflict to his sacred duty, he holds the wisdom of the law of the pack.

Life
All things exist in balance. As the sun rises, so too it must set. He eats the flesh of his prey as he in turn will be devoured.

Magic is the gift of his devotion. He has no problem using it to heal.

The undead are an affront to nature and must be destroyed or laid to rest.

Adventure
His ancestors traveled the entire span of mountain ranges. Travel is in his blood. He delights in discovery and adventure.

Bonds:

  • Odessa saved my life at the lighthouse; I will preserve her life.
  • Odessa’s eyes can find both beauty and the perfect spot to aim for; she may become a trusted ally
  • Odessa can talk to anyone; I have much to learn from her.
  • Pippa can talk to anyone; I have much to learn from her. – Resolved 
  • Pippa knows that you don’t need a title or badge to dispense frontier justice; she may become a trusted ally.
  • Pippa could have met a watery end; I will help her survive the dangers of wilds.

Building Character Depth. Creating Odessa.

I have played many characters in my time, I have fallen in love with each and every one of them, but Odessa feels special.

I wanted to sew more of myself into her than I typically would, but still allow her to evolve independently. So when I was figuring out how she thinks, or how she acts I decided to take a trip into the past. In this day in age I am in a serious relationship and I’m neck deep in school with the goal of getting my graduate degree and a mountain of certifications. I wanted Odessa to be free to do whatever she wanted. So I took pieces of myself from when I was in my early 20’s: sassy, flirty, kind of a bitch, crazy hair colors.

From there I just went nuts. I gave her some trauma, set her up with some goals of her own, and motivation to drive her. While we are definitely separate, I relate to her a lot.

Dustin will probably be the first to tell you about how crazy in depth I tend to go with my character history and background. But I tend to keep it up my sleeve until it becomes necessary in game. It’s definitely a gamble because if the worst should happen there’s a lot the world will never know. But I’m proud of her. I very much hope she survives long enough to tell her story.

Episode 04 – Ten-Penny for your thoughts

After finally reaching level 2, Abby, Angel, Dustin, and Kay discuss the new elements being added to the game and touch on the interpersonal relationships between their characters.

This week our heroes finally make their way to the High Sentinel Lodge where the team learns a lesson in hippology. They make a tentative alliance with a fairly untrustworthy person, whose name Odessa can’t seem to pronounce, and Pippa has no patience for. Bonus, Abraxas may or may not get a fancy bear skin rug.

Will our heroes make it out of the lodge in one piece? Or will their salty sense of humor get them killed by Game Dad?

Join us to find out!   

Music and Sound by Syrinscape.
https://store.syrinscape.com/what-is-syrinscape/?att
Because Epic games need Epic game sounds

The Fantastic Worlds Podcast is a Fantastic Pods production. We would like to thank Amy Hankenson for writing our wonderful theme song.

Dustin Alexander (@dustinalexander)
Abbie Lammel (@bonanzafamine)
Angel Espinoza (@espinoza916)
Kay O’Connor (@shesladymacbeth)
Visit us at fantasticworldspod.com

Help us out by subscribing to our podcast and reviewing us on Apple Podcasts. Help spread the word and telling friends and using the hashtag #worldstraveler.

Thank you for listening!

I never wanted to be a DM: Confessions of a new Dungeon Master

I never ever wanted to be a Dungeon Master, I have been playing for decades at this point, but it never interested me. In part because I thought I lacked the creativity to pull it off. Additionally I thought the people for whom I have historically played with would tear me alive and that freaked me out.

Then a few years ago I was really starting to struggle with character creation. Nothing seemed exciting, I would create a character and have ZERO desire to build a backstory or develop their background. What was the point? I even started to wonder if maybe it was time to stop playing. To find some new hobby that might capture my interest once again.

Then I ran across the podcast Friends at the Table. The first episodes had poor audio quality, but I stuck with it, and was glad I did. Little did I know I would listen to a incredible world and cast of character be created in front of my very eyes.

It was a game rich in team development. A bard was not just a Bard with a spell list, he was a Bard who would explain how and why his spell worked. He was not merely a storyteller, he was a member of a group that collected and archived information across the world. The fighter came from a land where she would eventually have to choose between her people and her friends. A Paladin was not just a protector of his god, but possibly just used as tool by his god. Zombie pirates were not undead evil creatures, they were nearly immortal beings at a stage in the life cycle. These beings pillaged to bring supplies to their city. The world was not just there to exist enough to live in, it was given life by its characters and the imaginations of the players. The DMs job was to weave it all together into a rich tapestry of a game. For the first time I was excited to play again.

I immediately bought the book and showed it to my gaming friends, hopeful I could convince them to give it a try, they were all interested, but I could quickly tell their enthusiasm was not quite where I was or what was needed to build a world.

So it was at that point, for the first time ever, I realized it was time to take matters into my own hands. I had to find another group people that were as excited about building a world as I was. Almost all the people who are in this podcast now were the members of that original group. Quickly my concerns about my lack of creativity and my shaky confidence began to improve.

I will admit, at first I borrowed heavily from Friends at the Table, but it did not take long with everyone’s involvement in the creation of that world to slowly become something different. It also helped to have an amazing group just as excited about the land of Locke and the City of San Madque as I was. Before I knew it I was having discussions with the players about their characters round the clock. They didn’t just create a backstory they created entire cultures and pantheons, or in some cases, destroyed gods.

Just a few days into being a Dungeon Master for an intrepid group of friends and I found a fire I thought had been long extinguished. It found its way because of a desire to tell stories first and focus on the math second. To use our surroundings and go on Fantastic Adventures and to create new and interesting stories.

Some may wonder why we switched from Dungeon World a place where you can build unlimited worlds to that of Pathfinder game. For me it was one of curiosity, what if we put story first and math second in a Pathfinder game. I love the Dungeon World, but a part of me craved a little more guidance and Adventure Paths allow us to focus on character development and put them in an active outline of a story. We still get to put characters first, we still get to develop a world rich in history in our own way. We can take the guidance provided and make it our own. That excited me.

Whether or not we do it well? My dear reader I will leave that decision up to you.