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D&D: SoS - Character Submittal
Posted: Thu Feb 07, 2008 10:30 am
by Thael
I am guessing with the change in players allowed there will need to be a determination of who is playing?? If so do you want character stories posted here??
Posted: Thu Feb 07, 2008 12:19 pm
by Sephone
that would be good.
Posted: Sat Feb 26, 2011 4:30 am
by rydi
Submit brief character backgrounds (1-3 paragraphs) her. Please include character name and race/class at the top.
Posted: Sat Feb 26, 2011 4:17 pm
by Galahad
Here's the original character concept with a slight edit at the bottom, although you may decide he needs some more extensive tinkering to fit your campaign concept.
Arneth Turmathalion of House Halatir
Grey Elven Storm-Domain Wizard, traveling the worlds collecting knowledge to compile a “Cyclopedia of the Seven Worlds”
The Turmathalion (“Dauntless Shield”) family of the Scion House Halatiri Kethrayl’Echte (“Kingfishers of Kethrayl’s Spear”) has been one of the pillars of the Grey-Elven realm for time out of mind. Generations of great warriors, paladins, and battle wizards have emerged from its halls to lead the defense of the Grey-Elven people. His father, Faroth, occupies a respected leadership position in the militia; his mother, Melyanna, is a High Librarian, and his elder sister, Jenneth (the heir), followed her father’s lead into the War College, quickly becoming one of the most talented Griffin Riders in her generation. Into this family Arneth was born. When it was discovered he had the Gift, his proud parents enrolled him in an academy of arcane studies. But as so often happens, the child showed little interest in fulfilling the ambitions of his parents. He showed lukewarm attention to his arcane studies, but was enthralled with academy’s library.
During his education, he devoured books about distant lands and the peoples who inhabited them, distracting himself from his studies. Tales of expeditions into the jungles of Artemis, or into the deep mines of Hephaestus; accounts of the epic assault of the Dwarven armies on Hades to recover the body of a fallen chieftain – and the accompanying Dwarven songs that sang of bloody clashes between Dwarven war-machines and Orcish hordes. However, he soon grew frustrated at the number of gaps he found; lands that were hinted at but not documented, scraps of legends that gave tantalizing clues of other races and cultures that no one had written of. Some of the biggest gaps were on the human dominated world(s); his people’s disdain for the humans’ backwardness was, in his mind, an unjustifiable excuse for neglecting this field of knowledge. Scholars seem willing to go study barbarous primitives who use stone tools, scavenge raw meat, and dig for grubs, yet they balk at mingling with the brutish “country folk” on the fringes of human lands because they offend the nose and lack any higher sensibilities. A true Lore Seeker would willingly endure the unpleasantness for the sake of the knowledge to be gleaned of their culture and legends (no matter how crude and painful their music may be). His dream is to create a single guide, as comprehensive as possible, that brings together geographical and sociological knowledge for each of the seven worlds. Once he hit upon this determination, he knew that to travel so extensively into dangerous lands, he would need to be able to protect himself, so he retuned to his training with a new fervor.
His training complete, he set out on his journey of exploration. He emerged from the gate leading a stately pack-horse, on which he piled his travel gear and dozens of empty notebooks, writing utensils, ink, brushes and watercolors. He also carries a copy of the one book he could find which sheds any light on this world, “Trade Opportunities in the World of Men,“ and the rough map he purchased from a human peddler through an agent. Seeing the fear and occasional loathing on the faces of a few of the city-folk, he hired a guard and set out for one of the outlying towns. Halfway there, he was robbed and abandoned in the night while he slept by the fellow. He arrived in the little town with little of the money he started with and the grubby face of a human mercenary etched into his prodigious memory, and sketched into a notebook (said mercenary probably still has bite marks from a certain stately horse who was less trusting than his master of the human who tried to lead him away).
Though not a fool, Arneth is still a little naïve. He is a young Elf, and looks ahead to a long life in which to do his research, so he is patient. He plans to travel from town to town, mapping, recording geographic features in watercolor, talking to people about their customs, getting pictures of their “costume”, recording the stories they tell, and the songs they sing. If events or situations arise which draw him away from his work, he looks upon it as an opportunity to learn something he hadn’t expected. Although his overriding personality trait is curiosity, Arneth does have a temper. Witnessing a slave owner mistreating a slave would be likely to set him off (the owner has a moral obligation to care for the slave in exchange for the service provided, violating that obligation with abuse is a despicable abuse of power), as would pointed insults to his lineage or family members.
Slight edit: Needing an income to support his travels, Arneth hit upon the idea of trying to put together a company of talented people (it's not his fault he has this unconscious leaning toward non-humans when he's approaching people with the idea) to do some of the dangerous jobs that needed doing around the edges of human settlements.
Focused Mind
Rich Parents
Posted: Sat Feb 26, 2011 4:20 pm
by Galahad
Sorry, that's likely a bit longer than you were looking for, but it was written for a much broader campaign opening and was already done...
Posted: Mon Feb 28, 2011 4:48 pm
by jake
Sumak Rosehill Halfling Rogue
Born to Human enslaved parents, they fled to Dwarven society upon the birth of Sumak and daughter Rillka and changed their surname to Rosehill in deference to the sight that greeted them on the other side of the portal that freed them. In growing up he attempted training in several crafts but found that his only real skills were in acrobatics and dissembling items. Upon the death of their parents they decided to return to a society that was more of their own kind. Rillka has since settled down in a hamlet with her husband. Sumak not placated by the smaller town took up with a traveling bard as a performer.
In good times their performances would pay their way, in worse times the distraction of the bards singing would afforded Sumak the time needed for less scrupulous work such as disassembling locks and lifting purses. His split with Darren the Bard was equitable but primarily one-sided upon Darren finding the close calls of being caught up with Sumaks stealing to much.
Posted: Wed Mar 09, 2011 8:44 pm
by rydi
I shall hand out traits for these at the game on friday. Good job and thank you.
Izzador Zyier
Posted: Thu Mar 10, 2011 5:22 pm
by Zyier
Sorry for the late submittal, I had severe writers block and went through about 10 different concepts which encompassed the personality and traits my Oracle had.
I'm finishing the final touches and will post it this eve.
Posted: Thu Mar 10, 2011 5:30 pm
by adam
Hari Dwarven Fighter
Hari of Clan Delrid hails from Gilgrin, Haephastus. Clan Delrid are the best blacksmiths in Gilgrin. Hari apprenticed as an armor smith during his childhood. At the age of 30 he entered into the military to begin his path to citizenship. After 10 years he finished his military time and attained citizenship. Hari spent the next few years working as an armor smith for his clan.
Hari was not totally happy with being just an armor smith. What Hari really wanted to do was to go out and us his skills in fighting. After speaking to his Elders, Hari was given permission to travel to the human lands and show off his martial skill. After arriving in the human lands Hari seeked out like minded individuals to start his journey.
Izzador Zyier
Posted: Thu Mar 10, 2011 8:10 pm
by Zyier
Details:
Izzador Zyier
Gnome Oracle
Clouded Vision Curse
Natures Mystery
Natures Whispers Revelation
Bonded Mount Revelation
Extra Revelation Feat APH pg.153
Warden of Nature Trait replacing normal gnome racial traits. APH pg.15
Wolf companion named Krixus who serves as a mount
Izzador Zyier was captured as a child by thieves as a result of being the only son
of a noble family. When his parents refused to pay for their son's safe return, unspeakable
acts of cruelty and malice were inflicted leaving him scarred and damaged. Izzador was
eventually reunited with his parents, but not before an awful curse was placed upon him.
This curse acted slowly causing Izzador to become partially blind and frail as an adult.
Growing up Izzador showed great interest in religion and medical practices, constantly
pursuing a cure and the reason for his illness. Befriended by the prophet, Berracull, his knowledge
of the past and present expanded well beyond his years as did his withdrawal from city life and
his family.
When his friend Berracull passed away, Izzador set off to meet the races he had read so
much about, to explore the lands people only whispered of, and to make one final effort to
understand what it all meant.
Izzador's life revolves around one seed his friend Berracull planted:
"Your mind is the only barrier between what you feel and what you truly are."
Posted: Fri Mar 11, 2011 3:28 pm
by jimreaper
Ien Telaria of House Tenonar
House Tenonar is a lesser noble house found in hill-ridden suburb ripe with vineyards and light forests. Ien showed the rare combination of both arcane insight and discipline of body at a young age. During the Trial of Ayara (a rite of passage ritualized by his house's tradition) Ien defeated his challenger by a drawing of the first blood (an unusual and controversial way of solving a puzzle designed to test the wit primarily). House Tenonar is well recognized for its diligent studiers and reputation for patience and virtue take on the arcane arts. Most members thrive in universities as professorial or in towns as enchanters who experiment with crop cultivation and alchemical achievement as opposed to the application of the arcane to power and the defeating of one's challenges. Most members of House Tenonar are patient and emphasize the importance of the whole over the individual, through this emphasis and constant reminder of the importance of the collective society Ien grew to devalue his would be mentors. This animosity grew as he learned more and more about the intricacies of the arcane and its past application to warfare. Ien learned most of his "offensive magic" from a textbook on evocation his friend Anon (a fellow House Tenonar member).
After being accepted to differing schools of thought (Magus training for Ien, Wizard academy for Anon) Ien challenged Anon to a duel of skill, to prove which ideology (intellect or discipline) was superior. In this duel, as with the rite of passage, Ien defeated his friend unconventionally by utilizing his longsword and severely wounding Anon. The news of this reached the House, and Ien's father threatened to prevent Ien from attending the Magus Academy. That night Ien forged his father's signature, leaving the relations to his house behind on his journey to power and discipline.
Level 1 Grey Elf Magus, Looking for work. Can cook.
Jonathan: Fencer (+1 to hit on AoO's with knives/swords) & Warrior of Old (+2 initiative)
Posted: Sat Mar 19, 2011 2:54 am
by rydi
here are the traits for Ien:
Jonathan: Fencer (+1 to hit on AoO's with knives/swords) & Warrior of Old (+2 initiative)
Also, if people could edit their posts and list their traits at the bottom of their stories I would appreciate it.