Rudin's Character History

>        Due to lack of knowledge of geography and history of the Campaign
> world I left out names of royality and geographic position.  I didn't know
> what sort of pet would be well kept by dwarves or must suitable to have been
> befriended with the spell so I just would like to note that my character has
> casted that spell (perhaps recently) and keeps an animal friend of sometype.

This probably occurred very recently to assist you in your travels.  The dwarves live in the cold mountains.  Just about any creature could be justified but I would want something not much more powerful than a midsized cat for game balance purposes.  A few possibles might be: snow lynx, snow owl, rabbit (I know not exactly game powerful  :) , badger, wolf, wild dog, mountain spider monkey.

>        I don't understand something.  Why do priests of Ether keep their
> identity secret?  Why do they pretend to be priests of other religions (how
> do they know they can do this?)?  Does the Ether ever give instructions about
> how the servants serve him?  Does it specifically want to keep itself hidden?

There is a vague feeling that it doesn't want to be known.  Typically it interacts even with the gods quietly.  You don't have to pretend to be a priest of another god but you know it is safe and will work.  It does not use or require worshippers for power.

> Note: Ah it seems that in order to get more then one language well I would
> need to spend quite a lot of skill points which leaves me with nothing.  Do I
> misunderstand something?  Is their a lot more to language then I know?

You get some free language points these points can only be used for languages.  It is pretty easy to get knowledge in one or two languages but when you start adding lots of languages it will cost you.  3 points gives you the ability of an average native speaker.  2 gives you about 10 year olds knowledge of the language.
    Each character recieves 6 points + 2x language bonus to put into languages.  At least 3 points must be spent on one language this simulates the native language.  (This gives you 10 language points that can only be used for languages)
Spending language points is below
Also for each additional level you recieve one language dot that you must spend on languages.

Read/Write Language
    Reading a Language does not require a skill roll under normal circumstances
1 -- pidgin barely able to read
2 -- may read slowly
3 -- fluent
4 -- scholarly language

Speak Language
    Speaking a Language does not require a skill roll under normal circumstances
1 -- pidgin barely able to understand
2 -- approximately a 10 year old vocabulary and speech
3 -- fluent
4 -- scholarly language

Would you be interested in a Feat that allowed you to learn languages more easily.  It would have to be taken at first level since it is a natural talent.

Language Talent Feat -- you learn languages at an incredibly quick rate.  For each point you spend on a language you recieve two points.  This means that you can learn the spoken form of a language for 2 points and then for an additional 2 points you can learn the written portion.

>         Rudin is a case of a person out of place, fitting into no niche, he
> found a his place in a position that did not exist before him.
>Among the younger children of the King of Dwarves, Rudin grew up as a
> Royal Dwarf should, educated as a noble and trained as a warrior.  If Rudin
> was a normal dwarf he would have probably went through life as a minor leader
> of his people without incident, however Rudin's morals got in the way.

Your father is a member of the leadership guild you were in your apprenticeship to that same guild (See dwarven society description under the races description).

> Rudin grew up very concerned with the purpose of life and found the dwavern
> way of following conduct through tribal obligation and honor as not enough as
> a purpose.

Very slight change here.  The first loyalty is to the guild though many guilds give strong preference to their family for membership into the guild.  This often makes membership in a particular guild hereditary

>Rudin spent many days engaged in this study and stumbled on
> religion but was unsatisfied with the virtues expoused by any diety or
> philosophy.  Although a bit odd in his interests Rudin developing moral
> character did not show itself until he grew up and went out to view the his
> people with his older brother.
>        The law stated that curses to royalty was punishable by death.

To fit within the culture presented here I suggest you change it to the law states to strike one of the leadership guild is punishable by death.  This fits within my world much better and can still produce the effect you want as shown below.
The finality of the law is to prevent people from claiming an accident.  It also holds the same punishment for anyone to strike a guilds counsel member.  But that doesn't change the injustice of the act.

> out and about Rudin's brother nearly walked over the great dwarven smith
> Barendd.  Barendd in the middle of a project creating a masterwork ax that
> was to be enchanted and did not stop to see who was trampling him.  Barendd
> shouted out horsely "Watch were you going you meandering bullog."

Check out the dwarven smith character class for info on smiths.

Barendd shouted out horsely.  "Watch where your going you meandering bulldog"  And casually reaches his hand back and pushes the young leader back causing him to fall backwards (no damage done but a breaking of the law).

> The
> insuing conflagon of insults getting worst and worst until Barendd insulted
> brother in the worst possible way (a way that can be considered "a curse")
> only then did Rudin's brother revealed his identity, shortly before Barendd
> realized he was in for it.

This fits the dwarf strongly believe in exactness but do have a slightly hotheaded temper.

>Rudin, realizing the situation attempted to cool
> his brothers anger but he would have none of it.  By law Barendd was to be
> killed by the sword.  Rudin, after failing to implore his father to step in
> arranged for Barendd to escape, but could not hide his invovlement.
>        Rudin was penalized with Exile from the dwarven lands until he
> "atoned."  It was then that Rudin found his calling.  The first night away
> from home Rudin was contacted by the Ether, who offered Rudin "a contract of
> priesthood."  Rudin accepted this arrangement for he was overwelmed by
> enourmous feelings and certain unalterable feeling that he was experiencing
> something undeniably true (one of his spells is an attempt to recreate this
> "ring of truth" to determine whether something "rings true").
>        Rudin now wanders the world trying to do what he can to serve the
> Ether.  Note that his moral beliefs are such that he believes in laws but
> only on the condition that they are good.  For example Rudin believes that
> the death penality for cursing royality is just (since curses are meant as a
> form of harm) but does not agree with killing "accidental" transgressors or
> with the way they contrived that Barendd's insult was indeed a curse as it
> was a common dwavern insult without that connotation.

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Tides of Evil