Support the Inn! If you are doing holiday shopping online, please use this affiliate link for Amazon. You pay the exact same prices, but the Inn earns a small referral fee. Thanks!
You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> When The Silence Breaks... Q/A
Related thread: Back for more... Related thread: When the Silence Breaks...
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
When The Silence Breaks... Q/A
All right folks. This shall be the Q/A thread for my newest creations, When The Silence Breaks. This shall be for myself and the players, and will have information on the world, personalities, current quests, etc. And of course, the characters themselves. With all luck, it shall be continually updated appropriately.
I’m going to hog the first….many spots here…with information on the world, and throwing in the character sheets, which I shall tend to as we move onwards.
I’d appreciate it if nobody posted here until I give the go-ahead, since I want the information to be up front, as opposed to spread throughout the thread. Lurkers are welcome to watch, but please try to avoid junking this area. Comments are always welcome!
And now, here we go with information on the world of Baelenoa, and the chronicles that shall become When The Silence Breaks…
Posted on 2008-08-24 at 03:38:19.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
The Principality of Veythor
The World of Baelenoa
Baelenoa is a world with a long past, despite its relatively young age. Borne and placed in the orbit of a single large sun by a council of twelve Ancients, it is surrounded by six moons, the closest being that of Ostra.
Throughout its timeline, wars have ravaged the lands, fought by rising peoples seeking to eke out a name for their kind. Civilizations have arose and crumbled, leaving behind a legacy often picked up by a following, seeking people to relight, and carry with them into the future. The children of the Gods are numerous and varied, creating a very dynamic and exotic base of flora and fauna. Some say that the Gods themselves walk the land, though it is undeniable that Legends themselves do. Myths are often fragmented, but those earning the title of a true Legend always remain, captured by the magics of the world.
Three major continents make up the land mass of the world, though each is ignorant of the existence of the others. Tales always tell of a land across the sea, but they are yet to be backed by any support. Oceans fill the majority of surface area of the world, and are filled with an impossibly diverse ecosystem outdoing the wonders of the surface world many times over. As civilizations have arisen on land, so have they beneath the waves, and likewise, have fallen.
The winds of magic blow powerfully, a gift left behind by the Ancient Ones, and carried onwards by those residing within the halls of the New Pantheon. It is these very magics that breathe life into the peoples, to their wonders and their dreams, of the world of Baelenoa. Although the world is always shaping itself according to the continuity of existence, the powers granted so long ago shall never die so long as the Celestial Spire is occupied.
The Baelenoan Calendar
Each month is thirty-five days long, resulting in a four hundred and twenty day year.
Months
Forma: Mid-Winter
Kalemri: Late-Winter
Deysor: Early-Spring
Mairon: Mid-Spring
Volla: Late-Spring
Tirmut: Early-Summer
Orchoal: Mid-Summer
Velica: Late-Summer
Semri: Early-Fall
Mallust: Mid-Fall
Rideygo: Late-Fall
Kelmar: Early-Winter
((Important dates shall be added over time))
Delmaria
Delmaria is the largest landmass on the face of the world. Consisting of over a dozen nations, it is divided up and painted with a vast number of different ecosystems. Deserts lay in the eastern lands, while the far north grows increasingly more frigid and icecapped. During the terrible conflict of the Gods, known by historians as The All-Saints War, the great ridge of mountains known as The World’s Spine arose between the land of Rekumaru, and the desert known as Telim Tak. Ravaged in the war, the land became later titled The Wastes of Telim Tak, and is a region that few venture forth into anymore, becoming an arid badland where devils are said to walk the shifting sands. The most famed of explorers tell of a land to the south of the continent where the rain never ceases, and the trees grow high enough to blot out the sky. Whether these are fact or fiction is yet to be proven.
The races that reside within the rims of Delmaria are quite varied, and though many hold shaky alliances, the intolerance of one another that is resident within all sentient creatures remains consistent and bitter. Wars often break out simply over the inability to accept those who are different, and more often than not, about religious beliefs. The cycle continues ever onwards; while the fighting halts, great wonders rise up from the ground, only to burn to cinders when tempers flare.
Despite the hatred many bear for one-another, there are no nations completely dominated by one race in specific. Peoples of many backgrounds and cultures occupy the regions between borders, accepted begrudgingly by one another as a general, but unfortunate, constant.
Trade is one thing that unites nations even during the harshest times of war. As the land is so geographically and geologically varied, there are always things that one will posses that another wants. As such, currency seems to determine fate almost as much as might of arms and zealous faith, and many crucial decisions literally fall upon the flip of a coin.
------------------------------------------------------------
The Principality of Veythor
Capital: Sankirst
Population: Humans (Syln, Gano.), Elves (Selthani)
Government: Queen Madrigaia XII
Languages: Elrithian, Dascauri, Veytheir.
Currency: Rommels
Trade: Iron, timber, furs, grain.
The nation of Veythor is made up mostly of rolling plains, though its beauty also contains small lakes, and forested areas. It is a stark contrast from the volcanic crags of Kaul to the south, and the icy wasteland that is Dascau, further north. Veythor has two coastal borders, the eastern being the Okan Sea, and to the west, the Demintau. Though it is a temperate nation, Veythor has a longer winter season than it’s summer, creating tremendous difference in geography between itself and Kaul. Anywhere above the southern mountain range, known as the Bander, for about twenty miles, the soil is extremely rich from the volcanoes of Kaul. Here, the main agricultural activity takes place. Near the center of Veythor, bordered on one side by a large coniferous forest, is the Cartheain Lake, through which winds the River Enermine. Bridged in many places, this river crosses Veythor entirely and runs from sea to sea. Sankirst is located in the elbow of the eastern side of the Cartheain, and the Enermine. Such location allows easy access to either sea, and provides some defense for the capital.
For decades, Kaul has sought to take Veythor, but brilliant tactical genius from Veythor’s military commanders, in addition to their alliance with Dascau, has made it impossible for the southern invaders to make much progress. The long winter also makes it very difficult for a long campaign to be launched, for the Kaulians are not used to cold as the Veytheir and Dascauri are.
Life and Society
There are no racial boundaries within the borders of Veythor. Humans mix with each other in settlements all across the land, and interact with the Selthani, though not on a large degree. As in most regions of the world, the Syln are the dominant race there. The Queen Madrigaia XII is also Syln, her bloodline running back to when Veythor was first formed. She is a good and just ruler, running the government with cool resolve even in times of most dire situations.
The people of Veythor enjoy good security from the militias organized throughout the land. Highways are kept relatively safe, though there are still some areas where bandits and thugs manage to ply their trade.
In the most recent years, though, the volcanic winds of Kaul have begun to blow hotter than usual, and a general unrest is rising among the populous of Veythor...
Major Geographical Features
Cartheain Lake: Being run-through by the River Enermine, this lake serves as both a major passage route from sea-to-sea, open to those wishing take the shorter path across the land, rather than run upwards around Dascau. It also works as a fantastic defensive barricade against forces seeking to attack Sankirst. To this date, the capital has never fallen under seige from hostile forces, though an attack from the sea could be particularly devastating.
The Icereach: Spreading south from Dascau, the Icereach is a white tundra at the northern border of Veythor. Though most people prefer not to live there, there are several Gano establishments, as well as those of the Selthani, the mysterious snow elves. An enormous ridge of ice slashes across it, though it is easily crossed either by a steady mount, a strong body, or even simple climbing gear and perseverance.
The Plains of Ash: The twenty-some miles of volcanic ash and soil from Kaul that spreads up from the Bander, from coast to coast. It is here that the killing fields in the battles between the Kaulians and Veytheir is located, and in some areas, this extremely fertile soil is permanently stained a dark crimson. Thousands of bodies lay buried beneath the Plains of Ash, and their battle gear, with them.
Important Sites
The Ruins of Andero Velka: The first and only city ever to be completely razed by Kaulian forces. It had been mostly evacuated before the storming, but all of its defenders died within the walls, fighting in the name of Veythor. The city was never rebuilt after the fall, and is reputed to be guarded still by the spirits of those long deceased.
Castle Daermik: The most defensible position in Veythor, ironically, has never yet come to harm. It is the ruling place of Queen Madrigaia XII, located almost directly on the water, separated only by a low cliff of rough rock.
Posted on 2008-08-24 at 03:50:21.
Edited on 2008-09-15 at 21:40:52 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
The Baelenoa Pantheon
The Baelenoan Pantheon
The New Pantheon
Since the departure of the Ancient Ones, a number of deities have ascended to fulfill their roles. While lacking in the sheer power that The Twelve possessed, the New Pantheon is successful in governing The Celestial Spire, The Endless Watchtower, and The Oblivion, as well as the planes of mortals.
Religion is a very powerful tool among all races occupying Delmaria. Civilizations have risen and fallen due to the faith of the peoples, and while it continues to unite the faithful, it is also among the mightiest dividers of man.
Yeil
The Storm Lord.
(Chaotic-Good: Weather, Lightning, Thunder)
One of the first to the New Pantheon, Yeil is in charge of the weather of Baelenoa. Snow, rain, drought. All belong to the portfolio of the Storm Lord. Yeil spends nearly all of his time watching over the world, expressing himself through the elements around those who populate Baelenoa. As his emotions change, so do the weather patterns of the various nations that he is currently watching over. Bearing javelins as his preferred weapon to battle, Yeil hurls them with the ferocity of the most wicked of lightning bolts. Yeil’s followers wear the colors of lightning and fire - yellow, red, and orange.
Symbol: A stormcloud with crossed lightning bolts.
Vill
Trickster.
(Chaotic-Neutral: Trickery, Joking, Playfulness, Theft)
A latecomer to the New Pantheon is Vil, who earned his way by managing to successfully fool Prien himself. For this, Jan-Kirith elected him to accompany them in the heavens, but has ever since left him a target of Prien’s axe. However, the Trickster has always managed to elude the Executioner, and has managed to escape the headsman’s block on more than one occasion. Vil’s chosen weapon is best fitting to his name: the war fans found in Rekumaru. The colors he wears, and that his followers do, are selected to amaze and confuse: Bright red, bright blue, and black.
Symbol: A grinning mask.
Mirros
The Angel of Peace.
(Neutral-Good: Peace, Tranquility, Friendship)
The twin sister of Liris, the two were born into the New Pantheon by Sepher, the Healing Mother. With her brother, the pair seek to end all wars and suffering in the world, but have so far been unsuccessful due to the presence of Dareen in the heavens. However, there is no animosity between them,as Mirros and Liris cannot feel hatred. As such, they are fairly well-liked by most members of the pantheon. Seeking peace for the world, Mirros will bear no arms, and forbids her followers from doing such. However, they are permitted to use nonviolent means of unarmed force to try to bring peace to others. Mirros wears a white gown laced with pale blue.
Symbol: Two open hands, crossing each other.
Liris
The Angel of Mercy.
(Neutral-Good: Mercy, Forgiveness)
Twin brother of Mirros, Liris is the counterpart of his sister, born of one of the purest of the gods ever seen within the pantheon. While his sister strives for peace, Liris accompanies her in his goals to bring mercy to all. He believes that there are none who should be declined mercy, and aims to teach that to the peoples of Baelenoa. It is his belief that if he can show mercy to any, then perhaps there will be less suffering in the world. Granting mercy to the suffering with either a slender long sword or an open hand, Liris’ white and yellow robes are the final thing that the wounded and dying see before they reach the gates of Prien.
Symbol: A sword hilt with a white feather replacing the blade.
Candri
The Guardian of the Wild.
(Chaotic-Good: Nature, Animals, Growth)
One of the first to appear in the New Pantheon, Candri has always been a crusader for the preservation of the wilds of Baelenoa. The wife of the Autumn King Hamar, she shields their realm with courage and ferocity. It is the duty of her followers to protect the forest lands, the plains, the mountains, and so forth. One hundred and thirty-seven years into her governing within the pantheon, Candri elected a new member: the Wolf Lord Darm. Ever since, the giant wolf has been the faithful companion of Candri in her prowlings of the primal lands of Baelenoa. Candri’s guardianship weapon, a long bow and arrows, are wielded with pride by her followers, and the mixed colors of dark and light green are trademark to her cause.
Symbol: An Elm Tree in full growth
Dareen
The Grand Warlord.
(Chaotic-Neutral: War, Conquest, Domination)
Dareen came to join the New Pantheon about forty years after its creation. Elected for his battle prowess and enormous courage, he was charged with governing the fields of war. Though he knows very well that Mirros and Liris strive to bring peace to the world, he holds no dislike for either of the twins, for they are very incapable of the emotion of hatred. Dareen does not associate with either of them on a regular basis, but tolerates their presence within the heavens. To represent the absolute ferocity of battle, Dareen prefers the brutal two handed battle mallet. His colors that he so proudly wears in the fires of war are bright red and orange.
Symbol: A Hammer crossed with an Axe.
Prien
The Executioner
(Lawful-Evil: Death, passing, demise)
Prien was among the first to join the New Pantheon, being the brother of Yeil, who came at the same time as he. While his brother governs the weather patterns of the world, Prien is in charge of making sure that the souls of the dying are removed from their bodies and sent to Faxareth. For centuries, he has roamed the world, cutting away the threads that still tie the deceased to their bodies. Recently, however, Prien has found himself at ends with Bachdani, who believes that even the deceased should receive protection in their passing to the otherworld. On several occasions, the Great Guardian has tried to interfere with Prien’s axe. This has built great tension between the two. The clerics of Prien wear black and grey, and often carry the favored weapon of their lord: the two-handed war axe.
Symbol: A pair of axes crossed behind a grinning skull
Hamar
The Autumn King
(Neutral-Good: Earth, agriculture, harvest)
Husband of Candri, Hamar appeared in the Pantheon just under one hundred years after she did. His domain is the world upon which his wife so valiantly protects from harm, and within this area of ruler ship, he ensures that the peoples are able to grow the food they need to survive, as well as the plants that rise from his body. In times of absolute anger, his rage can be felt all over with world with violent quakes that emanate from within. Such is his power that there are few who dare defy him. The devout of Hamar wear dull brown and light green clothing, and carry the sacred sickle with which ritual harvests are always performed.
Symbol: A world emblem
Urrik
The Freedom Fighter
(Chaotic-Neutral: Freedom, choice, rebellion)
Urrik was elected to the Pantheon by Vil, who admired the ways that he was able to constantly evade the so-terribly corrupted authorities where he preached his beliefs. Though it wasn’t overly a council decision, they others approved of Urrik’s ability to govern fairly with the portfolio that was given to him by the Trickster. As such, he was able to remain in the New Pantheon as a god. Urrik despises rulers who govern through tyranny and corruption, and has many orders established across the continent whose primary goals are to overthrow such organizations, and set up a people’s rule where freedom may be truly granted. While still a mortal, Urrik always favored the dagger as his weapon, for it was easy to conceal for use in his speeches. His followers wear yellow and indigo for their colors.
Symbol: A broken chain
Ash
The Judge
(Lawful-Neutral: Retribution, justice)
When the members of the New Pantheon struggled over the determination of many worldly events, a mediator was selected to deal with them. A man named Ash rose above others in the elections, and was appointed god hood in the position of the arbitrator of justice and injustice. Even disputes and conflicts among the gods end up in Ash’s court, for it is in his hands that matters of law and order are determined. Ash deals out justice with a broad-headed warhammer, made use of as his gaval, and his colors are white and black, the robes he once wore as a judge on the mortal plane.
Symbol: A merchant’s scale
Darm
The Howling Master
(Chaotic-Neutral: Wolves)
Darm is the hunting companion of Candri, brought to the Pantheon by his master. The largest of any of the wolves native to Dascau, Darm protected the frozen wastelands with an incredible zeal. This impressed Candri enough to ask the giant wolf to accompany him on his prowlings through the wilds. Darm accepted, and ever since has been faithful to a fault. Minor god, Darm is not overly liked by many members of the Pantheon who believe that one day he shall lose control and ravage the heavens. Though he has only a scant few followers, the faithful of Darm bear daggers to replicate hid gnashing fangs, and they wear robes of dark grey.
Symbol: A wolf howling against a full moon
Aster
The Queen of Snow
(Neutral-Evil: Ice, snow)
Aster is the older sister of Hephtu, and has long since declared war on her younger sibling. With their granted portfolios, they violently conflict with one another, though neither has yet triumphed. The rest of the New Pantheon refuses to get involved in their sqaubbles, though Ash has spent many years trying to determine a way to settle things between the two. Although their war has been going on ever since the birth of Hephtu into the heavens, both are fairly new to the council of the gods. Like a mighty icicle, Aster bears a long spear to battle against her brother. Followers of the Queen of Snow wear many shades of blue, particularly pale, against white.
Symbol: An eight-point snowflake
Hephtu
The Conflagration
(Chaotic-Neutral: Fire, passion, desire, love, rage)
Ever since his birth into the New Pantheon, Hephtu has been at war with his older sister, Aster. Their battles are over little more than simple animosity, though it was not he that began it. Rather, his sister was intolerant of one to oppose her portfolio, and instantly began the conflict bettwen them. Hephtu governs the flames of the world, both physically and metaphorically. Lovers praise him, while the Keepers of the Sacred Flame worship him eternally, devoted to keeping alight the pyres that burn within temples dedicated to him. To battle his sibling, Hephtu weilds an immense two-handed flail, and his faithful wear orange and red garb to replicate a raging fire.
Symbol: A ball of fire with a curving tail
St. Manquo
The Eternal Librarian
(True-Neutral: Knowledge, lore, history)
St. Manquo was one of the very first to begin construction of the New Pantheon. With knowledge accumulated from the centuries onwards from 18 A.L., he created the libraries in which his faithful pray to him. Taking the role of churches. these grand libraries contain knowledge gained by both St. Manquo and the survivors of the epic battles in which the Ancients fought. St. Manquo is often called upon by Ash to attend the judicial court, asked to bring his immense knowledge to help determine the outcomes of many of the more complex trials he must deal with. If you could consider it a weapon, St. Manquo bears an enormous tome wherever he may wander, and wears the colors grey and dull brown.
Symbol: An open book
Ostra
The Lunar Empress
(Lawful-Neutral: Moon)
Ostra is the bride of Deilver, the lord of the sun. Together, along with their daughter, Lun, they command the events that take place in the sky above the face of the world. Though there is not one moon, but two, they are known as the Eye’s of Ostra, each having their own title. Alhura is the name of Ostra’s left eye, the white moon; and Dalmae is the right eye, the yellow moon. Ostra and Deilver were among the first to fill a position in the New Pantheon, elected to govern the moons and sun of the heavens. Ostra bears no weapon, for it is Deilver’s job to defend her, but the colors her followers wear are white, yellow, and silver.
Symbol: Two crescent moons, their points touching one another
Deilver
The Solar Emperor
(Lawful-Good: Sun)
The husband of Ostra, Deilver guides the sun across the heavens every day, pulling it with his golden chariot. A lone phoenix draws the chariot, whether or not Deilver is actually in the driver’s position. In his time as a mortal, Deilver was a great king of a long-forgotten nation, lost beneath the sands of time. Before the fall of the magnificant civiliazation of Tiremet, Deilver and his wife, Ostra, were elected to join the gods in the heavens. Because of the number of solariums that were present in Tiremet, designed by Deilver himself, he was chosen to govern the great sun of Baelenoa. To defend his beloved Ostra, Deilver goes to battle bearing a morning star, and his colors are fiery orange and gold.
Symbol: A blazing sun
Lun
The Midnight Captain
(Chaotic-Good: Stars)
Lun is the only child of Deilver and Ostra. As her parents govern the sun and moons, Lun was given permission to sail the stars of the universe. Her curiosity allows her to interact very well with Vester, who often joins her on her journeys through the heavens. Lun is assigned the duty of constantly making certain that new constellations that form in the night sky are not replicating those of the members of the council, and is granted free-reign of sailing to the furthest reaches of the star-sea. Although her mother does not bear arms, Lun carries a number of four-point daggers designed for throwing (Known as shuriken in Rekumaru). Followers of the Midnight Captain wear colors of midnight blue and gold.
Symbol: A five-point star
Atlam
The Juggernaught
(Neutral: Strength, Might)
Elected from the great Krath of a distant land, Atlam was the mightiest chieftan of their people. Not only was he bigger and fiercer than any of the others, but he was also blessed with great leadership that allowed his tribe to emerge victorious from nearly any conflict. The gods looked upon him with such favor that, when he was finally felled in combat, he awoke within the Pantheon, rather than in the otherworld. Ever since, he has been governing the spheres of strength and power. Atlam’s favorite fighting style was to wrestle, but his preferred weapon is a viscious waraxe, and his followers wear, as his tribe once did, brown and forest green.
Symbol: A triangle, with all angles projecting a line inwards to create three triangles within
Zivistis
The Zephyr Knight
(Chaotic-Good: Winds)
Of the Elrithian horsemen, none in legend have ever compared to the talents and courage of Ephemor Dalanastis and his warhorse, Melanon. Stories told that he could ride faster than the wind could, and strike as fast as a sudden gust of air. Feared by all enemies of Elrithia, Ephemor led every charge in the conflict he took part in, always at the forefront of each battle. He commanded such respect that all who heard his name bowed their heads in praise, and those who fought against him could not help but be overwhelmed by awe. As such, he earned the name “The Zephyr Knight”. Ephemor, however, was not a selfish man, and always did good for the sake of others. The gods in the heavens admired the man’s deeds so greatly that Yeil, Ash, Hamar, Candri, and Ostra all assumed mortal forms to speak with the knight. Forming a small council, they asked a number of questions, one being “What lengths would you go to to continue bringing good to the world?” His reponse was felt to be without self, for the sake of others, and impressed the council enough to bestow godhood upon the man, returning to the heavens with he and his mount by their side. Placing him in charge of the wind, which he best represented, he assumed the title Zivistis, and joined the deities in the upper planes. His chosen colors are those he wore in his mortal life, being white and silver, and his preferred weapon is the horsemans’s lance.
Symbol: Five horizontal, parallel lines, each curving slightly downwards on the left, and slightly upwards on the right.
Posted on 2008-08-24 at 03:58:32.
Edited on 2008-09-06 at 20:39:08 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Baelenoan Peoples (Incomplete)
The following are the proper names for many of the peoples of Baelenoa, as well as brief descriptors.
Humans
Syln (Caucasian)
The most common humans seen upon the continent, the Syln are found in almost every country. Their hair and eyes come in many colourations, and their height generally varies from anywhere between 5’3 to 6’2 for males; 5’0” to 5’7” for females. Syln typically adapt well to whatever culture they are introduced to, which partially explains why there are so many on Delmaria.
K’urn (Native American)
The primary residents of the Wastes of Telim Tak, the K’urn are a hardy people. Their skin is a reddish-brown, their hair is almost always black, and their eyes dark and slightly slanted. Clan structures are the basis of their way of life, but aside from that, not much is known about them due to their isolation on the other side of the World’s Spine.
Gano (Celt/Nordic)
The Gano are a tribal peoples who reside in the northern areas of the continent, though not necessarily just the frozen regions. Anywhere along the north-central coastline and forests, as well as the Dascauri Peninsula to the far north, are largely populated by Gano. They are fair of skin, large of stature, and generally have red, blond, or brown hair. Beards are very common among men, and their way of dress usually consists of furs, hides, and bone ornaments. Common heights for males is anywhere between 5’6” and 6’5”, and 5’3” to 5’10” for females.
Andaru (African)
Sturdy of build and dark of skin, the Andaru are the indigenous folk of the volcanic nation of Kaul. While traditional ways are more important to the Andaru than advancing technologically, they are quite talented in metallurgy and the ways of war. Feelings of unity are strong, and inter-tribal conflict is not common, though they frequently make war on nearby nations, particularly Veythor to the north. Average male height ranges from 5’6” to 6’3”, and 5’1” to 5’11”.
Rekushu (Asian)
The people of the eastern land of Rekumaru. Almost nothing is known of them in the world beyond the Kei Kessen wall, the great barrier that shuts out the remaineder of the continent to the west. Consequently, next to nothing is known of them, aside from the fact that the nation is divided into eight major territories, each owned by one of the great clans.
Elves
Dur’amani (Woodland Elves)
The folk of the woodlands, Dur’amani are slender, delicate, and graceful beings. Fair of skin and features, they have hair that ranges in colour from platinum blond to a light coppery red. Males do not grow facial hair. Eyes are typically violet, blue, or green, although light brown is not uncommon, and the shape resembles an almond. Dur’amani build their homes within the forests of the world, either shaping the ground and natural clearings to suit their needs, or building their homes in the treetops. Typical height for both males and females is between 5’3” and 6’0”.
Selthani (Snow Elves)
Selthani are the albino-skinned cousins of the Dur’amani, living their lives in the tundras of the north amidst the snow and ice. They are masters of moving through the drifts and across the ices of the north, and are described by many as the Ghosts of the Ice. Very light of hair and skin, they possess a natural ability to blend in amongst their snowy environment. Even their eyes are grey or silver, most often. Colourations and style of dress aside, they look like the Dur’amani. The average height is not known, though they seem to generally be fairly tall.
Mith’ganni (Twilight Elves)
The Mith’ganni are residents of the vast, rolling plains of Elrithia. Much like the wandering nomads of the western lands, Mith’ganni tend to reject permanent settlements, and live in tent camps as they roam the grasslands. They are a fairly standoffish people, due to their dwindling numbers, though they do tend to make trade with those they encounter in their wanderings in a grab-attempt to gain some edge over fate. Nobody but the Mith’ganni and a very few number of scholars know why this is, though due to their almost obsessed reverence with the moons, it can be assumed that it has something to do with the lunar cycle. Though they look much like Dur’amani, they eyes are slightly different, being more slanted and almost always a unique yellow, much like the moon. They’re tall and slender, but their average heights are not known. Much unlike the more elegant elves of the woodlands, the Mith’ganni favour fur and hide clothing, and are very adept at horsemanship.
Ondau’rii (Dark Elves)
The Ondau’rii are not a people as a whole, exactly. Rather, they are the exiles of other elven cultures, banished for violating the established ways of life in some extreme fashion. Sometimes they gather together in tribes or groups, but generally, the Ondau’rii intermingle in the societies of other races, trying to forget about the lives they left behind, and starting anew.
Coming Soon: Dwarves, Halflings, Gnomes, and more
Posted on 2008-08-24 at 23:18:54.
Edited on 2008-09-15 at 21:41:48 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
...
RESERVED...
Posted on 2008-08-24 at 23:19:29.
Edited on 2008-09-15 at 21:41:19 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
...
RESERVED.
Posted on 2008-08-24 at 23:19:41.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
...
RESERVED.
Posted on 2008-08-24 at 23:19:52.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
...
RESERVED.
Posted on 2008-08-24 at 23:20:02.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
...
RESERVED.
Posted on 2008-08-24 at 23:20:18.
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Utan the Orange
Motolov Cogsnail, Male Duskarn Clr2 (Atlam), HD 2d8+2 (Con), AL N
Age: 61,
Height: 4' 3",
Weight: 142,
Hair: Brown,
Eyes: brown,
Complexion: Ruddy (deep reddish-tan)
Additional Info:
----Phobia: Giant insects
----Aspiration: To become favored by Diety
----Virtue: Fiercely loyal to friends
----Vice: Gambling
----Obsession: Braiding, grooming beard in idle time
----Knowledge of: Dire Badger, Doppelganger, Gray Ooze, Formian (see phobia), Shrieker
Known Languages:
Common, Dwarven (Duskarn)
Str 15,
Dex 13,
Con 13,
Int 10,
Wis 16,
Cha 8
Init +1, Fort +4, Ref +1, Will +6
Spd 20
hp 17
AC:15 (Flatfooted:14 Touch:11)
Base Attacks: +3 melee, +2 ranged,
+3 (1d10+3, Dwarven Waraxe, Two-Handed),
+3 (1d10+2, Dwarven Waraxe, One-Handed),
+3 (1d3+2, Unarmed);
Special Qualities:
Dwarven traits (Ex),
Darkvision (Ex): 60 ft.,
+1 Attack vs. Orcs and Goblinoids,
+2 Saves vs. Poison,
+2 Reflex Saves vs. Spells and Spell-like Effects,
+4 Dodge Bonus to AC vs. Giants,
Stonecunning (Ex) .
Skills:
Concentration +6,
Heal +8,
Craft (Armorsmithing) +0,
Craft (Blacksmithing) +0,
Craft (Gemcutting) +0,
Craft (Locksmithing) +0,
Craft (Metalworking) +0,
Craft (Stonecarving) +0,
Craft (Stonemasonry) +0,
Craft (Weaponsmithing) +0
Feats:
Armor Proficiency: Heavy, Medium, Light,
Exotic Weapon Proficiency (Dwarven Waraxe),
Shield Proficiency,
Simple Weapon Proficiency.
Domains: Strength, War
Domain Power: Feat of Strength (1/day): As free action, add class level to user's strength score. Lasts for one round/level.
Spells Prepared (Clr 4/3):
0 - Create Water, Light, Resistance x2
1st - Cure Light Wounds, Endure Elements (d), Entropic Shield, Shield of Faith.
Possessions:
Coin: 6.58 Rommels
Weapons: Dwarven Waraxe
Armor: Scale Mail
Goods Carried/Worn: Cold Weather Outfit (worn), Backpack, Trail Rations (3/10 days, backpack), Whetstone, Torch (3/6, canvas-wrapped, backpack), Flint/Steel, Small Hammer, Belt Pouch, Saddlebags, Granite Holy Symbol of Atlam (worn), The Endless Pillars (Holy Book of Atlam, backpack)
Goods Bundled/Stored: Trail Rations (3/10 days, saddlebags), Torch (3/6, canvas-wrapped, saddlebags), First Aid Kit (Gauze x15ft, antiseptic herbs x4, pain reliever x3, splints x3, stitches, needles, and compress x3 -- saddlebags), Tindertwig (10, leather-wrapped, saddlebags), Canvas (2 sq. yd., wrapping bedroll on backpack), Bedroll (top of backpack), Winter Blanket (in bedroll on backpack), Sunrod (10, leather-wrapped, in bedroll on backpack),
With Mount: (stabled in Sankirst) Pony, Riding Saddle, Bit/Bridle, Trail Rations (4/10 days, Saddle-bundle), Tent (saddle-bundle),
Moto was a typical-looking Duskan, right down to his choice of clothing colors. His brown hair, skin, and eyes complimented the deep-green-dyed leather backing the scales on his armor. The earth-brown cloak he wore had an extraordinarily voluminous hood. Likewise, the haft of his dwarven waraxe was wrapped in alternating brown and deep-green dyed leather wrapping also. Etched into both sides of the head of he waraxe was the symbol of the Three Thirds of Atlam's Angle, an equilateral triangle divided into three smaller triangles. The design was rough, as if etched or scratched into the metal by hand.
Moto had actually intended to stay cloistered at the Temple of the Mighty One for quite a while longer, but was encouraged by the more experienced priests to fill out his knowledge of the world and its people. He was informed that this could only be done by "coq'nef tainn", or "the walkabout". When it was determined that Moto still had no inclination to do as suggested, he was forced into it by the claim that is was the will of Atlam, as told to to all the members of the High Triumvirate. This was not something that Moto could sidestep any longer. He did as he was bid and left, still confused and uncertain at so what it was, specifically, he was supposed to do. The Lesser Mights only told him that he knew what he needed to know, and would learn what he was supposed to learn.
As if drawn, so has he come to Veythor, to Carheain Lake and the lake-front city of Sankirst, to The Burning Treant Tavern, to find -- he knew not what. Only Atlam the Mightone knew what was in store for the stocky Motolov Cogsnail ...
Posted on 2008-08-24 at 23:20:29.
Edited on 2008-10-04 at 01:53:15 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Dwibius
Lorin Norder, Male Gano Wiz2, HD 2d4+4(Con), hp 11, Align: LN
Age: 20, Height: 5' 10", Weight 168#, Hair: Red, Eyes: Green, Skin: Fair (freckled)
STR 12 (+1)
DEX 16 (+3)
CON 15 (+2)
INT 18 (+4)
WIS 15 (+2)
CHA 11 (+0)
Starting Gold: 70 Rommels (1st level) + 100 Rommels (DM) (?)
Init +3, Fort +2, Ref +3, Will +5
Spd 30
AC:13 (Flatfooted:10 Touch:13)
Base Attack Bounus(es): +2 melee, +4 ranged
+2 (1d6+1, Quarterstaff),
+2 (1d4+1, Dagger),
+4 (1d4+1, Dagger, 10 ft. range)
Skills:
Appraise +4,
Balance +3,
Concentration +7,
Craft (Trapmaking) +7,
Escape Artist +3,
Forgery +4,
Heal +2,
Hide +3,
Jump +1,
Knowledge (Arcana) +9,
Knowledge (Navigation) +9,
Listen +2,
Move Silently +2,
Profession (Astrologer) +7,
Ride +3,
Scry +9,
Search +4,
Sense Motive +2,
Spellcraft +9,
Spot +2,
Swim +1,
Use Rope +3,
Wilderness Lore +2
Feats:
Scribe Scroll,
Spell Mastery x2 (
Spells Known (Wiz 4/3):
0 -- Arcane Mark, Dancing Lights, Daze, Detect Magic*, Detect Poison, Disrupt Undead, Flare, Ghost Sound, Light, Mage Hand, Mending, Open/Close, Prestidigitation, Ray of Frost*, Read Magic*, Resistance.
1st -- Comprehend Languages*, Detect Undead, Identify*, Mage Armor*, Mount, Ray of Enfeeblement, Spider Climb, Summon Monster I*, True Strike*
(* - Spells affected by Spell Mastery)
Spells Prepared (Wiz 4/3):
0 - Detect Poison (s), Mending, Ray of Frost, Read Magic, Resistance
1st - Comprehend Languages, Mage Armor, Spider Climb, True Strike (s)
Possessions:
Wealth: 99.73 Rommels
Armor: None
Weapons: Dagger (2), Quarterstaff
Goods: Trapmaker`s tools, Spell Component Pouch, Cold Weather Outfit, Trail Rations (3 days)Waterskin, Backpack, Bedroll, Winter Blanket, Flint/Steel, Belt Pouch, Silk Rope, Signal Whistle, Torch (5), Whetstone, Sunrod (10), Tindertwig (10), Canvas (3 sq. yd.) Diviner's Kit (Contains small onyx pendulum, a pouch containing ten rune stones, a small wooden bowl and mirror, and a deck of fortune cards.)
----Phobia: Falling (any distance)
----Aspiration: To become a Master Scholar or Recorder
----Virtue: Persistent in pursuit of knowledge
----Vice: Persistent to the point of aggravation (endangerment?) sometimes
----Obsession: Repeating things out loud repeatedly to commit them to memory
----Known Monsters: Boars (traditional hunt), Dire Boars (traditional hunt), Gargoyle (training), Goblinoids (raids), Stirge (experience/research)
Hulainne, Arcane Familiar, Raven, size: Tiny, CR 1/4, HD 2d8, hp 5, Align: N
STR 1, DEX 15, CON 10, INT 6, WIS 14, CHA 6
Init + 2, Fort + 2, Ref + 4, Will + 5
Speed: 10, Fly:, Avg 40
AC 15
Base Attacks -2 melee, + 5 ranged:
+5 ( 1d2-5, Claws )
Skills:
Concentration +7,
Hide +10,
Listen +5,
Scry +9,
Spot +5.
Feats:
Weapon Finesse: Claws
Brief History:
As a wee bairn, Lorin's fair skin and freckles foretold different options for his life's direction than those available to most of his kinsmen. Everyone knew from experience that freckles meant "sun-sensitive". To some, this was the same as "frail". To others, It simply meant different choices were left available to Lorin when it came to choosing his life's profession. Lorin's father was one of the latter group, so when Lorin came of "workin' age", his father made sure that Lorinn wasn't just relegated to the kitchens to keep him out of the sun.
"Cookin's a fair trade." he told his son, Lorin, "but' I'll no' hae ye thrown inta the trade all unwillin', so tae speak. So now, I'll be asking the question of ye tha' shouldn'ta come for a few years yet, when ye've go' a li'l more life and experience a'hind ye. Son, d'ye know what ye want from life, what ye want tae do, Where ye want tae do it?"
Lorin already had his answer ready, knowing that his father would ask this very question before the time it was usually asked. He simply said, " I want to become one of the Brotherhood, da! One o' the Bookish Ones. I wanta find out things, learn 'em so's I can learn others!"
Lorin's father smiled. "A decision made quick, sure, and solid with conviction. Made like a man. And as that man, you shall have yer wish. Along that path, I shall give ye yer first teachin'. No longer will ye call them by the names used by the child ye used tae be. They are the Brotherhood of Scholars, an' deserve every respect that name carries. I'm proud as I can be o' ye, lad, for choosin' their Order!" Twenty days later, he was the newest member of the Brotherhood of Scholars. Not the youngest member, but the newest. He has never regretted that decision made as a child that became the man he is today.
One of the first things Lorin lerned as a member of the Order was that it was devided into three sects. The Holy Brethren were priests and clergy of Saint Manquo. As representatives of the Will and Knowledge of the Saint, they were the controlling sect of the three The Recorders were those who made, kept, and guarded the records and memories of the past as zealouly as if they were guarding gold. And there were The Practicants, those who made and passed on the ability an knowledge of the use of spells, mostly for divining knowledge, but some few of use for other things or reasons. It was this latter group that Lorin attached himself, another decision he has never regretted.
(Still requiring Languages)
Posted on 2008-08-24 at 23:21:14.
Edited on 2008-10-04 at 01:59:47 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Falas
Torgie Enbess,
Male Human Ftr2,
HD 2d10+4(Con bonus), hp 20,
Alignment: Neutral
Age:20, Height:6' 2",
Weight: 198 lbs.,
Hair Color: black,.
Eye color: Blue, no i changed it to silver!
Complexion: Really bad?
----Phobia, Being alone.
----Aspiration, be a hero, well known and loved.
----Virtue, That which would be comparable to Lawful, good.
----Vice, Short tempered.
----Obsession, To be loved, wanted.
STR 17, [+3]
DEX 14, [+2]
CON 14, [+2]
INT 11, [+9]
WIS 11, [+0]
CHA 9 [-1]
Initiative +6,
Saves: Fort +5, Ref +2, Will +0
Spd 30
AC:17 (Flatfooted:15 Touch:12)
Base Attack Bonus(es): +5 melee, +4 ranged
+5 (1d10+4, Bastard Sword, two hands)
Skills:
Balance +2 ....... (Dex),
Climb +8 ............ (Str, 5 ranks),
Concentation +2 (Con),
Escape Artist +2 (Dex),
Hide +2 ............ (Dex),
Jump +8 ........... (Str, 5 ranks),
Move Silently +2 (Dex),
Ride +7 ............. (Dex, 5 ranks),
Use Rope +2 .... (Dex)
Armor Proficiency: Heavy/Medium/Light,
Feats:
Combat Reflexes,
Exotic Weapon Proficiency: Bastard Sword (one-handed combat),
Improved Initiative,
Quick Draw
Shield Proficiency: All,
Simple and Martial Weapon Proficiency
Weapons:
Bastard Sword
Armor: Chainmail.
Gear:
-Cold Weather Clothing.
-Trail Rations (x3 days)
-Winter Bedroll
-Backpack
-Waterskin
-Bastard Sword w/ Scabbard
-Chainmail curaiss.
-Weapon/Armor Maintenance Kit (Wetstone, Oil, Rags, Small hammer set, Rivets, Spare chain links, punch and chisel.
((Still requiring description, backstory, languages, known monsters, and any remaining item purchases))
Posted on 2008-08-24 at 23:21:26.
Edited on 2008-09-06 at 20:19:07 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Kaelyn
Reuben Vexille
Human Paladin 2
Deity: Liris Angel of Mercy
Strength: 16
Dexterity: 16
Constitution: 16
Intelligence: 14
Wisdom: 15
Charisma: 18
HP: 25
AC: 18 (5 armor) (3 dex)
Speed: 20 ft
Initiative: +3
BAB: 2
Combat Block
Melee:
Greatsword: Atk +5. Damage 2d6+5 Crit 19-20 x2
Saves:
Fort: +10
Ref: +7
Will: +7
Failing to preserve the tenants of Liris----Phobia
To one day ride a Pegasus----Aspiration
Compassion----Virtue (You’ll see why both come into play as the game goes on)
Compassion----Vice
Spreading the mandates of Liris----Obsession
5 Monsters of familiarity:
Goblinoids
Undead-Skeletal
Displacer Beasts
Pegasus
Owlbears
Skills: Skill points: 25
Craft Weapon-smithing: 5+2=7
Diplomacy: 5+4=9
Heal: 5+2=7
Knowledge Religion 5+2=7
Ride: 5+3=8
Feats:
Expertise, Improved Disarm
Class abilities: Detect evil, divine grace, lay on hands, divine health, aura of courage, smite evil
Equipment:
-Breastplate
-Greatsword w/ Scabbard
-Backpack
-Cold Weather Outfit
-Bedroll
-Trail rations (x3 Days)
-Waterskin
-Copper holy symbol of Liris
-The Hand of Salvation (Holy Book of Liris)
-Letter of Sponsorship
Reuban proudly dons the garb of his faith, the white steel of his breastplate emblazoned with the feathered sword of Liris across its breast. From broad pauldrons covering his shoulders to inches shy of the earth beneath steel plated boots hangs a yellow robe, with feathered accents across the shoulders, the thick hood hanging freely behind him to rest upon his knapsack. A mighty greatsword lies in a sheath affixed to the back of the knapsack, where an over the shoulder draw might free the blade without risking injury or damage to his pack. The mighty blade is fashioned and formed like a large series of overlapping feathers, each joint between them a jagged outcropping of tempered steel. Around his neck hangs yet another symbol of his faith, the holy symbol of Liris, the Angel of Mercy. Standing in at just over six feet, and with a healthy weight of almost two hundred pounds of toned muscle, Reuban is an imposing sight to behold; but beyond the strength of his arm or the stoutness of his frame was the unfettered might that was visible in his eyes, a piercing medium blue with hints of grey that seemed to bare the weight of some great burden upon them wherever they looked. Reuban, while an eloquent man, raised for many of his last twenty-two summers in finer living was often direct and to the point when able. His voice is strong and clear of doubt when he chooses to voice his opinions, and for a warrior he possesses a compassion about him that would deign him naive to the eyes of all the gods save his patron Liris and perhaps his twin sister Mirros.
((Still requiring languages))
Posted on 2008-08-24 at 23:21:40.
Edited on 2008-09-06 at 20:52:48 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
Grugg
Name: Thondrirr Stonehewer
Player: Grugg
Race: Dwarf (Krosan)
Gender: Male
Hair: Black
Eyes: Light Brown
Class: Fighter 2
Alignment: Lawful Neutral
Deity: Ash
Phobia: Deep Water
Aspiration: Raise a family.
Virtue: Loyalty
Vice: Compulsive Gambling
Obsession: Maintain Equipment
Monsters: Goblinoids, Illithids, Trolls, Dire Bats, Kobolds
Stats:
Str 18 (+4)
Dex 11 (+0)
Con 18 (+4)
Int 12 (+1)
Wis 14 (+2)
Cha 9 (-1)
HP: 25
AC: 17
Initiative: +0
Speed: 15ft.
BAB: +2
Melee: +6
Ranged: +2
Weapon: Warhammer
To Hit: +7 melee
Damage: 1d8+4, x3 crit
Weapon: Light Crossbow
To Hit: +2 ranged
Damage: 1d8, 19-20 x2 crit
Fortitude +7
Reflex +0
Will +2
Skills:
Climb +4 (+5 ranks, +4 Str, -5 Armor)
Craft [Metalworking] +8 (+5 ranks, +1 Int, +2 Racial)
Jump +4 (+5 ranks, +4 Str, -5 Armor)
Languages:
Common, Dwarven (Krosan), Undercommon
Feats:
Weapon Focus (Warhammer), Power Attack,
Racial Abilities:
-Darkvision up to 90ft. Krosan spend most of their lives in the dark halls of their homes beneath the earth, and have accordingly developed proper retinal receptors to deal with it.
- +2 on all Craft or Profession checks related to stonework, metallurgy, forging, and gemcutting. Krosan are particularly talented artisans, and their social structuring involves many guilds related to such practices.
- +2 to detecting hidden doors when crafted from stone.
- +2 bonus to attack rolls when combating Orcs, Goblinoids, Troglodytes, and Minotaurs, due to specialized battle training.
- +4 bonus to attack rolls and AC when combating Delvers and Bulettes, as specialized training is mandatory to repel these frequent invaders of their mountain halls.
- Bright Light Stun: Since Krosan are so used to seeing in the dark, the sudden introduction of bright light will cause them to be Dazed for two rounds while they clear the stars from their eyes. Once their eyes adapt, they are immune to this until returning to the darkness once more.
- Extreme Racism: Partially incurred by their chosen seclusion from the world, Krosan are exceptionally racist towards most other races, excluding Duskarn and Gnomes. While cooperation with others is generally possible, a group of rock dwarves in the company of those of different races will almost always speak their native language to shut out the others, and generally do not listen to suggestions. Furthermore, their natural gruff tendencies tend to cause them to speak what they think of others without hesitation, which generally contains a plethora of racial slurs.
When an exchange of ideas takes place between a Krosan and a member of another race, the Krosan must pass a will save to hold his tongue, or he’ll throw down a racial remark in contempt. This almost always turns the debate bitter, and will generally result in hostilities shown towards the dwarf (And often his party!). The DC adjusts accordingly based upon the situation. Furthermore, a Krosan is generally reluctant to make use of products produced by members of other races (Armour and weapons, drink, jewelry, etc.), though depending on the situation, this may be ignored.
Gear: Warhammer, Light Crossbow, 20 Bolts, Breastplate, Large Steel Shield, Cold Weather Clothing, Knapsack, Three Days of Rations, Bedroll, Waterskin, Crafting Kit (Contains a number of tools used for minor metal crafting practices, such as clamps, punches, hammers, chisels, a bore, and measuring strings)
Funds: 43gp
Physical Appearance: Average in size for a Krosan, Thondrirr reaches about 4’3” and 209lbs. Many generations and long years of underground living have left his skin pale, and his combat inclined career has not been entirely kind to his body. His arms and chest bear many scars, with one particular scar of note on his face, no more than an inch long but just across his left eye, leaving his iris slightly lighter and his eyelids not fully closed when they otherwise should be. His pale skin and eyes are framed about his head by his mane of deep black hair, which he wears in a long ponytail behind his head. His beard is worn in a set of tight braids, held together by a metal clasp.
When not wearing his armor, he prefers simple homemade clothing in light earthy tones. His choice of colour is hardly important given his preference for darker, underground locales, where visibility is most often devoid of colour if at all, so he makes little effort to have his outfits appear drab to others, and he refuses to change this to serve the whims of the “man-folk” and others that live aboveground. While abroad he often includes some heavy knit outerwear to protect against the cold, as well as a pair of sturdy leather boots. His armor is merely a standard breastplate set, although crafted for his dwarven frame. It’s use is obvious, although Thondrirr’s obsession with maintaining its condition has resulted in a minimal amount of scratches, dents and rust despites its constant usage.
Personality: Like others of his race, Thondrirr is strongly prejudiced against non-dwarves, and even dwarves have been known to draw his ire if they associate themselves with other races and pull away from dwarven traditions. His racism draws (like his fellow Krosan) from his preference for his own ways, but more so from his perception of other races’ absence of true loyalty and family ties. He sees the highly mobile and independent way of life many “abovegrounders” embrace as a rejection of the benefits their families and communities attempt to provide for them, and as a betrayal of the trust their villages place in them to be available for whatever task is required. He reserves a particular dislike for “adventurers” who leave home seeking fame and fortune, and in his mind the only real reason to leave ones community is for reasons that benefit that community, not for personal gain.
The Stonehewer clan is especially focused on community and family ties within their lands, doing their best to offer protection, food and services to nearby clans, with a strong emphasis on teamwork and brotherhood with their clanmates. Renowned among their neighbouring clans as one of the tightest knit Krosan clans, and their bond translates into increased efficiency when they’re called to battle. Not the greatest individual fighters of their kind (although they certainly are not the worst), they fight best in ground, supporting one another and working in concert to defeat their enemies and protect their clan. The many years Thondrirr has spent with his clan he endeared these concepts to him, and has taught him to spend his efforts where he can best assist the group, rather than being a “hotshot” and taking daring solo risks.
Among other dwarves, Thondrirr is an amiable and easy going friend, quick to down a pint of dwarven ale or bet some coin on a game of knucklebones. More often than not he falls too much for a game and frequently loses more than he intends too, although he rarely notices and hardly considers it a problem. He values the social aspect of gambling, and is hard pressed to resist an opportunity to engage in a game with his family and friends.
Like his clanmates, he values a sturdy family and will never do anything to damage his family’s honor if it can be prevented, often seeking away to right any wrongs done against them and protecting their interests. His protective nature envelops other clans as well, knowing the value of a good ally in a time of need he rarely allows others to tarnish the name of a good dwarf.
Background: Thondrirr Stonehewer was born into the Stonehewer clan in northern Dascau, not far from the starstruck Dal Aurem. From an early age he showed an affinity for physical activity and was trained by his father in the family’s long-standing martial tradition. His father and mother died young, victims of a delver attack, and as soon as Thondrirr came of age he enlisted to serve his clan as a soldier, and spent a great deal of time in a multi-clan mutual protection initiative where he forged a close bond of loyalty with a fellow Krosan called Malog Thunderhammer, of the mighty neighbouring Thunderhammer clan. The pair of them served many patrols together, and more often than not were found in each other’s company during their day’s off, gambling, drinking or helping out around their cities. Thondrirr became particularly close to Malog’s immediate family, spending enough time there on duty that Malog’s little one would often refer to him as “Uncle Thondrirr”, a supportive role he assumed as the much larger Thunderhammer clan required Malog more and more for clan duties, frequently taking him away from his family for extended periods of time.
It was Thondrirr’s close bond with the family that caused the news of their devastation so much greater, and when word reached the Stonehewers of the Thunderhammer’s destruction at the hands of goblin horde he was devastated. For days he became secluded, speaking with others only to hear news of what new revelations had been uncovered. When finally he was called back to duty, he could barely bring himself to return to his post, reliving his time with Malog and his family more and more with each passing day. When a council was called to discuss the threat this new goblin threat posed, Thondrirr was the first there.
Throughout the council Thondrirr was a strong advocate of avenging the Thunderhammer clan, and his elders agreed, but at the time their numbers were too few, with the destruction of the Thunderhammer clan they were obviously undermanned, and so the decision to find allies for their cause was reached. Thondrirr, for his dedication to cause, was chosen to seek other Krosan clans far to the south, a task that would require overland travel through the domains of other races, but a task Thondrirr accepting, honored that his clan had placed such responsibility in him. Taking only the time required to assemble his gear, he headed out and across the Icereach towards the Veythor and the lands beyond it to seek the assistance his clan required.
Posted on 2008-08-24 at 23:21:51.
Edited on 2008-10-04 at 01:51:31 by Tek
|
Tek Jumpin' Jack Smash Karma: 44/13 675 Posts
|
DragonMistress
LIRIEL ALATARIEL AMANDIL
CR 2
Female Elf Rogue 1 / Bard 1 NG Medium humanoid
Fair skin; Coppery Red, long and wavy usually braided; Gold-flecked Green eyes.
5’8”, 90 lbs, 102 years old. Has a Melodic Speaking Voice.
Additional Info:
----Phobia: Being buried alive.
----Aspiration: To become a Master Bard of Great Fame and to have a Unicorn for a mount, or a Dragon
----Virtue: Steadfast and Loyal
----Vice: Gambling
----Obsession: Gathering knowledge in all forms.
Collects: Books, Scrolls and Tomes of Knowledge also bawdy a risqué songs and poems
Interests: Dragons and Unicorns.
Personality Traits: Outgoing,
Lively sense of humor,
An Ethical Thief.
----Knowledge of: Dragons (Limited), Goblins, Orcs, Unicorns, Worgs
Init +3;
Senses Low-light, Listen +6, Spot +6
Languages Common, Draconic, Dwarven (Common), Elven (Dur’amani), Sylvan
AC 18, touch 13, flat-footed 15; hp 15 (2 HD)
Fort +2, Ref +7, Will +3
Speed 20 ft. (4 squares)
Melee dagger +2 (1d4+2 /19-20 ) Ranged dagger (thrown) +3 (1d4+2 /19-20 ) Melee longsword +2 (1d8+2 /19-20 ) Ranged shortbow, composite +3 (1d6 /x3 )
Face 5 ft. by 5 ft. Reach 5 ft.
Base Atk +0; Grp +2
Known Bard Spells (CL 1st): 0th - daze (DC 14) , flare (DC 14) , mage hand , mending (DC 14)
Abilities Str 14, Dex 17, Con 14, Int 16, Wis 13, Cha 18
Special Abilities
+2 racial saving throw bonus against Enchantment spells or effects, An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for the door,
Bardic knowledge (+4), Bardic music 1/day,
Countersong (Su) for up to 10 rounds,
Fascinate (Sp) can effect 1 creature for up to 1 rounds,
Immunity to magic sleep spells and effects,
Inspire Courage (Su) +2 to saves against charm or fear effects and +2 morale bonus on attack and damage rolls.,
Sneak Attack 1d6
Feats
Ambidexterity, Armor Proficiency (Light), Armor Proficiency (Medium), Shield Proficiency, Simple Weapon Proficiency
Skills
Alchemy +3,
Appraise +3,
Autohypnosis +1,
Balance +2,
Bluff +4,
Climb +2,
Concentration +2,
Craft (All except those below.) +3,
Craft (Calligraphy) +4,
Craft (Leatherworking) +4,
Decipher Script +4,
Diplomacy +4,
Disable Device +3,
Disguise +4,
Escape Artist +1,
Forgery +3,
Gather Information +6,
Handle Animal +4,
Heal +1,
Innuendo +2,
Intimidate +4,
Intuit Direction +2,
Jump +5,
Knowledge (Arcana) +3,
Knowledge (Architecture and Engineering) +3,
Knowledge (Geography) +3,
Knowledge (Geology) +3,
Knowledge (History) +4,
Knowledge (Local) +3,
Knowledge (Minerals) +3,
Knowledge (Mortal Enemy Lore) +3,
Knowledge (Nature) +3,
Knowledge (Nobility and Royalty) +3,
Knowledge (Psionics) +3,
Knowledge (Religion) +3,
Knowledge (The Planes) +3,
Knowledge (Undead) +3,
Knowledge (Underdark) +3,
Listen +6, Literacy +1,
Move Silently +2,
Open Lock +4,
Perform +11,
Pick Pocket +2,
Professions (All except those listed below) +1
Profession (Cook) +2,
Profession (Scribe) +2,
Psicraft +3,
Read Lips +5,
Ride +3,
Scry +3,
Search +6,
Sense Motive +3,
Speak Language +3
(Given: Elven, Common + Int Bonus Goblin, Giant, Orc. Bought; (Draconic), Dwarven, Sylvan), Spellcraft +3,
Spot +6,
Stabilize Self +2,
Swim -14,
Tumble +3,
Use Magic Device +6,
Use Psionic Device +4,
Use Rope +4,
Wilderness Lore +1,
Possessions
buckler; chain shirt; dagger (x4); longsword; outfit (cold weather); waterskin (filled); Backpack [ Artisan's Tools (Calligraphy); Musical Instrument (Recorder); Outfit (Entertainer's); Parchment (Sheet) (x5); Soap (Per Lb.); Artisan's Tools (Leatherworking); Case (Map or Scroll); Pen (Ink) (x3); Pepper (Per Lb.); Rations (Trail/Per Day) (x3); Salt (Per Lb.); Musical Instrument (Harp); Musical Instrument (Pan Pipes); ]; Case (Map or Scroll) [ Paper (Sheet) (x5); ]; Pouch (Belt) [Lun’s Stars (Shuriken x6]; Pouch (Belt) [Flint and Steel; Ink (1 Oz. Vial); Pepper (Per Lb.); Sealing Wax; Whetstone; ]; Quiver [ Arrows (20); ]; Shortbow, Composite; Waterskin. Entertainer’s Kit (Contains various juggling items, makeup, maintenance for instruments, silk scarves [five different colours] and a small glitterbomb [1 Use]), Song and Poem Book
Remaining gold 10.08 Rommels.
Given Equipment total 198.50 Rommels + 100 Rommels Spent 87.92 on remaining equipment.
Still requires description and background
Posted on 2008-08-24 at 23:22:03.
Edited on 2008-09-17 at 12:15:31 by Tek
|
|
|
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.You must enable cookies and javascript to use all features of this site.
|
|