Midnight: A Lost Faith's Shadow PbP Cast of Characters
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  1. #1
    Novice (Lvl 1)

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    Jul 2004
    St. Paul, Minnesota
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    Ý Block Hrothgar

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    Midnight: A Lost Faith's Shadow PbP Cast of Characters

    Please post your characters here in the following format.

    Character Name - played by Player Name
    1st level Class (Heroic Path)

    Ability Scores
    STR: - (+-)
    DEX: - (+-)
    CON: - (+-)
    INT: - (+-)
    WIS: - (+-)
    CHA: -0 (+-)
    Hit Points:

    Fortitude: +- (+- base, +- modifiers)
    Reflex: +- (+- base, +- modifiers)
    Will: +- (+- base, +- modifiers)


    Initiative: +- (+-modifiers)
    Armor Class: + (+ armor, + Dex)


    Weapon 1 +- (damage, crit)
    Weapon 2 +- (damage, crit)

    Ranged Weapon +- (damage, crit) Range Increment

    Class Abilities
    Class abilities

    Heroic Path
    heroic path abilities


    Skill +- (ranks, +modifiers)


    Equipment and Treasure


    Last edited by Hrothgar; Friday, 7th October, 2005 at 03:04 PM.

  2. #2
    Novice (Lvl 1)

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    Aug 2005
    Plainfield, IL
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    Ý Block elapse

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    Still need to spend 2nd level skill points.

    Reznik - played by Elapse
    Human, Erenlander
    2nd level Rogue (Shadow Walker)
    Alignment: Neutral

    Ability Scores
    STR: 16 (+3)
    DEX: 18 (+4)
    CON: 12 (+1)
    INT: 14 (+2)
    WIS: 10 (+0)
    CHA: 6 (-2)

    Fortitude: +1 (+0 base, +1 modifiers)
    Reflex: +7 (+3 base, +4 modifiers)
    Will: +0 (+0 base, +0 modifiers)

    Speed: 30í

    Initiative: +8 (+4 Dex, +4 Imp Init)
    Armor Class: 14 (+4 Dex)
    HP: 12

    Shortsword +4 (1d6, 19-20/x2)
    Dagger +4 (1d4, 19-20/x2)

    Sneak Attack +1d6
    Trap Finding, Evasion

    Shadow Walker
    Dark Vision 60í

    Feats: Martial Weapon Proficiency: Bastard Sword, Improved Initiative, Two Weapon Fighting, Toughness

    Skills: Profession at 4, Rogue 32, Erenlander 8, Int 8 Total: 52
    Profession: Farmer 4 (4, +0)
    Knowledge: Local {Caft} 4 (2, +2)
    Move Silently 8 (4, +4)
    Hide 8 (4, +4)
    Spot 4 (4, +0)
    Listen 4 (4, +0)
    Tumble 8 (4, +4)
    Use Rope 8 (4, +4)
    Escape Artist 8 (4, +4)
    Sleight of Hand 8 (4, +4)
    Disable Device 6 (4, +2)
    Climb 5 (2, +3)
    Jump 5 (2, +3)
    Swim 5 (2, +3)

    Erenlander (3), Norther (2), Black Tongue (1), Orcish (1)

    Equipment and Treasure:
    Belt Pouch
    Sling Bag
    Bed Roll
    Rations x2
    Water Skin
    Flint and Steel
    Thieves Tools

    Appearance: Reznik is a young man of 19 years and standing 5í10Ē. He is lean and heavily muscled from farming, and his time on the road fighting against the forces of Izrador. He has a scar across his back from the Soul Blade, and another across his neck from the orc. His facial features are sharp and angular, but deep lines already cross his face. Wha was once thick black hair is thinning and showing a few faint silver hairs. His green eyes are darkening and have changed from a bright emerald color to a deeper green. He looks significantly older than his true age.

    The scar across Reznik's throat is vicious and draws stares. Even worse, it has affected his voice. Making it difficult for him to speak and making him sound haorse and gravelly when he does.

    He dresses in leathers and armor that allow him to conceal himself with ease. Gray, brown and black are the most common. A short sword hangs from his left hip, and a dagger from his right. On his back is a quiver of arrows and across his chest a bow.

    you can cry until there is nothing wet in you.
    You can scream and curse to where your throat rebels and ruptures.
    You can pray,
    all you want,
    to whatever god you think will listen.
    And still,
    It makes no difference.
    It goes on,
    with no sign as to when it might release you.
    And you know that if it ever did relent,
    it would not be because it cared.
    -johan vasquez

    At the age of 17, Rezniks family and town were slaughtered by an Orc Host. During the battle Reznik was cut by a Soul Blade wielded by a Shadow Legate, though he was not mortally wounded. He and the other captives were forced to watch the atrocities that befell their kin. His mother, sister and wife were raped and murdered. His two children were butchered and enjoyed as a delicacy by the raiding humanoids.

    The survivors were then tortured throughout the night and day as the Orc Host attempted to learn more about the smugglers and the resistance that had made way through the town.

    Come dusk the next day, the Legate ordered the survivors executed and the rest of the town burned. Beaten and barely able to move, an orc lifted him by the hair and slit his throat. The world slowly went black.

    The cut in his neck, though severe, had not proven fatal due to the orcs haste. Some days later, Reznik awoke in the forest. A small group of freedom fighters had trailed the host and did what they could to rescue a handful of the townsfolk after the host left.

    From then on, Reznik saw the world differently. Something had changed within him. He joined the freedom fighters, and began his training so that one day he could have his revenge. Reznik has been sent to Caft to act as an informant under the guise of a farmer.

    Rezniks heroic path was no gift. Evil turns in on itself, and thatís all that he is, a husk for the Shadow to reside in. It grips and tortures him. And he, kicking and screaming, goes with it into the world. He tries to rationalize his powers by adhering to his own code, but it is just the Shadows way of working through another mortal. Reznik tries to overcompensate for his relation to the Shadow by believing in the Ďgreater goodí. Sometimes evil must be done so that in the long run, a good end can be met. This means that sometimes those not associated with Izrador must die. Their life is a small price to pay for the defeat of Izrador.

    For Reznik, the Shadow is an actual sentience that permeates through him and grants the odd powers. He is able to control those powers and use them against the shadow. The Shadow in turn torments him and plagues him with nightmares.

    Reznik hates Izrador, the Shadow, the Night Kings and the Orc Hosts. He wants them all destroyed, but he is not a fool and does not run head long into battle. His tactics are that of a skirmisher, a guerilla tactician, an assassin.
    Last edited by elapse; Tuesday, 22nd November, 2005 at 10:09 PM. Reason: Advanced to 2nd Level

  3. #3
    Defender (Lvl 8)

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    Jan 2002
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    Name:  Starhl Ikehal
    Class: Barbarian2/Ftr3
    Race:  Human (Dorn)
    Size:  Medium
    Gender: Male
    Alignment: Chaotic Good
    Str: 19 (+4)      Level: 5        XP: 0
    Dex: 14 (+2)      BAB: +5         HP: 45
    Con: 14 (+2)      Grapple: 0      Dmg Red: -/-
    Int: 12 (+1)      Speed: 40'      Spell Res: -
    Wis: 10 (+0)      Init: +2        Spell Save: - 
    Cha: 10 (+0)      ACP: 0          Spell Fail: 0%
                       Base  Armor Shld   Dex  Size   Nat  Misc  Total
    Armor:             10    +2    +0     +2   +0     +0   +0    14
    Touch: 12               Flatfooted: 12
                             Base   Mod  Misc  Total
    Fort:                      6    +2   +1     +9
    Ref:                       0    +2          +2
    Will:                      0    +0          +0
    Armor                    Bonus   Dex    ACP   ASF  Weight    Cost
    Leather                     +2     6      0   10%   15lb      20vp   
    Weapon                    Attack   Damage     Critical   Range   Weight  Cost
    Greatsword +1 (Bjorn's Faith) +11     2d6+7     19-20/x2   -    8lb    - 
    Toughness feat at 2nd level
    Battleaxe                    +9      1d8+4     x3        -        6lb   20vp
    Javelin (5)                  +6      1d6+4     x2        30'     10lb   10vp 
    Dagger                       +8      1d4+4   19-20/x2    10'     .5lb    4vp
    Languages: Erenlander, Norther
    Abilities: +1 Fort, +1 attack rolls when fighting with five+ Dorns, +1 using 
    melee weapon two-handed, Erenlander (+2 Str, -2 Cha), Bastard Sword proficiency, Fast movement, Illiteracy, Rage (1/day; +4 Str, +4 Con, +2 Will, -2 AC), Uncanny Dodge
    Feats: Track, Power Attack, Cleave, Weapon Focus (Greatsword), Great Cleave
    Heroic Path: Warg (Bear)
    Heroic Abilities: Wild Empathy, Animal Companion (Wolf), Wild Sense (Sight), Charm animal 1/day
    Skill Points: 35     Max Ranks: 7
    Skills                      Abil Ranks  Mod  Misc  Total
    Climb                       Str   6    +4     -1    9
    Handle Animal               Cha   6                 6
    Hide (cc)                   Dex   1    +2     -1    2
    Intimidate                  Cha   2                 2
    Jump                        Str   2    +4     -1    5
    Knowledge (Local)           Int   1    +1           2
    Listen                      Wis   3                 3
    Ride                        Dex   3    +2           5
    Search (cc)                 Int   1    +1           2
    Spot (cc)                   Wis   1    +0           1
    Survival                    Wis   6    +0           6
    Swim                        Str   2    +4     -2    6
    Equipment:                Cost  Weight
    Backpack                   6vp    2lb
    Bedroll                    .3gp   5lb
    Rations (4 days)           6vp    4lb
    Oil, pint (2)              .6vp   1lb
    Waterskin                  3vp    4lb
    Total Weight: 47.5 lb                Money: 1sp
                         Lgt   Med   Hvy  Lift
    Max Weight:         100lb   200lb  300lb  600lb   
    Age: 18 years
    Height: 6'2"
    Weight: 170 lbs
    Eyes: Blue
    Hair: Blond
    Skin: Tan
    Appearance Starhl is a hulking man, with blond hair and blue eyes. He has a beard and moustache, and dresses plainly.
    BackgroundStrahl was a member of a pict tribe that raided the area around 
    Davindale. He was captured one evening and thought he would be executed. However, he was shown mercy by the town's wisewoman, who saw that there was no evil in him. She took him under her wing and made him do 'penance' by doing odd jobs, such as lugging goods around for other folk in Caft, and made him see that the enemy was Izrador and his orcs. 
    The wisewoman died, however, murdered by a bunch of Orcs. Strahl was too late to save her, but tracked down those responsible and slew them. Since then he has worked in Caft, ferrying goods and hunting game to eke out a living.
    Last edited by Krug; Saturday, 30th June, 2007 at 12:44 AM.

  4. #4
    Novice (Lvl 1)

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    Oct 2004
    Tolland, CT, USA
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    4th level Erenlander Channeler

    Age: 17
    Height: 5í5Ē
    Weight: 90
    Hair: Brown
    Eyes: Green
    Class: Charismatic Channeler
    Level: 5
    Alignment: NG


    STR: 10 (-2 racial adjustment)
    DEX: 14
    CON: 14
    INT: 12
    WIS: 14
    CHA: 18 (+2 racial adjustment, 4th level advance, 5th level Pureblood)

    Hit Points: 29

    Saving Throws:
    Fortitude: +3 (base +1, CON +2)
    Reflex: +3 (base +1, DEX +2)
    Will: +6 (base +4, WIS +2)

    Armor Class: 12 (Base 10 + 2 DEX)

    Base Attack Bonus: +3

    Dagger (+3, 1d4 piercing damage, 19-20/x2 Crit)

    Balance +2
    Bluff* +12 (5 ranks, +4 Cha, +3 Skill Focus)
    Climb +0
    Concentration* +12 (8 ranks, +2 Con, +2 Master Adventurer)
    Craft (Alchemy) +6 (4 ranks, +2 Int)
    Decipher Script* +4 (2 ranks, +2 Int)
    Diplomacy* +14 (8 ranks, +4 Cha, +2 Negotiator feat)
    Disguise +3
    Forgery +2
    Gather Information* +7 (3 ranks, +4 Cha)
    Heal* +10 (8 ranks, +2 Wis)
    Hide +2
    Intimidate* +4
    Jump +0
    Knowledge (arcana)* +12 (8 ranks, +2 Int, +2 Master Adventurer)
    Knowledge (spirits)* +5 (3 rank, +2 Int)
    Listen +2
    Move Silently +2
    Perform +4
    Profession (Herbalist) +7 (5 ranks, +2 Wis)
    Ride* +2
    Search* +2
    Sense Motive* +8 (4 ranks, +2 Wis, +2 Negotiator feat)
    Speak Language* 1 (Norther)
    Spellcraft* +12 (8 ranks, +2 Int, +2 Master Adventurer)
    Spot +2
    Survival +2
    Swim +0

    Heroic Path: Pureblood
    Heroic Abilties: Master Adventurer +2, applied to Spellcraft, Knowledge (arcana), and Concentration), Blood of Kings +2, Skill Mastery (Heal, can always take ten on checks)
    Force of Personality 7/day.
    -Inspire Confidence, +4 morale bonus to saves against enchantment or fear effects.
    -Inspire Fascination, fascinates class level in creatures within 120 feet.
    -Inspire Fury, +1 morale bonus on initiative rolls, attack rolls, and weapon damage rolls to allies within 60 feet.
    See here for details of uses.

    Negotiator (starting feat, +2 bonus to Diplomacy and Sense Motive)
    Spellcasting (racial bonus feat, Enchantment)
    Skill Focus: Bluff (racial bonus feat, +3 to Bluff checks)
    Magecraft: Charismatic (1st level Channeler feat)
    Spellcasting (2nd level Channeler feat, Conjuration)
    Natural Healer (3rd level feat, restore character w/ negative hit points to 1 hp with Heal check, long term care restores 3 x the normal amount)
    Spell Knowledge (Channeler bonus feat, add two spells of a school you can cast)
    Spellcasting (3rd level Pureblood bonus feat, Lesser Evocation)
    Greater Spellcasting (5th level Channeler feat, Greater Evocation)

    Read Magic
    Ghost Sound
    Mage Hand
    Charm Person
    Obscuring Mist
    Mage Armor
    Fog Cloud
    Calm Emotions
    Daze Monster
    Acid Arrow
    Magic Missle
    Deep Slumber

    Spell Points:
    13 (3 base + 3 Cha + 3 Cha + 1 2nd + 1 3rd +1 4th +1 5th)

    Racial Features:
    Two bonus feats at first level
    +2 to Cha, -2 to Str
    8 extra skill points at first level, 2 extra skill points at each additional level
    4 bonus ranks in Profession

    Erenlander, Norther

    Dagger, kept hidden in the back of her loft wrapped in cloth
    Small, flat tipped knife for cutting herbs
    Light blue dress, dulled by age to a flat color
    Leather Apron
    Belt w/ pouch
    sack containing herbs worth 50vp, kept in her loft
    Infused oil, 20 doses, kept in her loft (+2 Bonus to Fort saves vs. Poison)
    Infused oil, 20 doses, kept in her loft (+2 Bonus to Fort saves vs. Disease)
    Gnaw root, 5 (+2 Bonus to Spot checks)
    Gnaw root, 5 (+2 Bonus to Listen checks)
    Mysterious green stone (covenant item, glows with a pale green light in a 10' radius at will when held, all animal attitudes toward wielder improve by one step, barkskin 1/day; cloaks the bearer in a continual Hide From Undead spell.
    "However, the stone that you carry, Kaela, and the mark on the child are Etheldar in origin. The Elven scholars of the Order of Truth in Caradul might be able to deduce its meaning." ~Elaural)

    Background: Kaela was born to loving parents just south of Erenhead in a tiny village called Farmerís Rest. The orcs finally took notice of her fatherís skill as a smith four years ago, and he was sent in chains to work, spending his days making crude implements of war for the forces of the Shadow. Kaelaís mother broke down, unable to live such a life any longer, and drowned herself in the townís small lake within weeks of his departure. The locals didnít take kindly to keeping Kaela, now 13, as she had a reputation for being strange. Betrayed by a member of the community, Durfen, to an orc patrol, she fled to the woods and never returned to Farmerís Rest again. It haunts her dreams still, with Durfenís leering face and the bleak, dark waters that took her motherís life visiting her nightly.

    After a week in the woods, living off what berries and what little she was passed on from her mother, an herbalist and natural healer, she decided to move on. Chopping off her hair and wearing a boyís filthy clothes, she fled north, hoping to find a place far from the constant patrols of the region. After three years of travel and scrapping out an existence in the south, she reached the farming community of Caft, far to the north.

    Caft has been the closest thing Kaela has to a home. While she still hasnít been accepting by all the population, she has found a place in the small town. Honing her abilities as an herbalist and healer, she trades the oils and gnawsticks she makes from local plants for shelter in a farmerís barn. She also trades herbs to The Plough and Stars, a small inn in Caft, to season their bland food. It gives her enough food to live without having to work the fields.

    In the last four months, Kaela has discovered she holds a natural talent for spellcasting. Since unearthing her abilities, she avoids town completely when the patrols come through. While few patrols contain a legate, itís not something she is willing to risk.

    Personality: The primary reason Kaela is accepted in the town is her mild and gentle character. She is a ray of sunshine in a dark land, a friend of all people, and always holds a smile for the over-worked and repressed Dorns of Caft. She also is quick to find friends among the wanderers, refugees, and slaves that work the fields, caring for them when nobody else can spare the effort. Kaela tends to raise protective feelings in those who know her.

    Appearance: A small, youthful teen with a soft smile and gentle voice, Kaela sticks out like a sore thumb among the Dorns of Caft. She has brown hair and eyes, and normally wears a blue dress torn and stained from years of use. She has a leather apron that covers the front, but only wears it when in the woods or working.
    Last edited by Bobitron; Monday, 2nd July, 2007 at 02:21 PM.

  5. #5
    Brian Brou - played by Ranger Rick 
    Human - Erenlander
    1st level Defender (Professional) 
    Alignment: Lawful Neutral
    Ability Scores 
    STR: 14 (+2) 
    DEX: 14 (+2)
    CON: 14 (+2)
    INT: 16 (+3)
    WIS: 10 (+0)
    CHA: 10 (+0) 
    Fortitude: +2 (+0 base, +2 modifiers) 
    Reflex: +4 (+2 base, +2 modifiers) 
    Will: +0 (+0 base, +0 modifiers) 
    HP 1d8 +2  10
    Speed: 30
    Initiative: +2 (+0 modifiers) 
    Armor Class: +13 (+1 Defender bonus, +2 Dex) 
    Quarterstaff+3 (1d6+2, x2) 
    Unarmed +3 (1d6+2, x2) 
    cedeku +3 (1d6+2)
    Ranged Weapon +- (damage, crit) Range Increment 
    Class Abilities
    Masterful strike
    Heroic Path
    Bonus Feat Ė (Agile)
    Combat Expertise
    Improved Unarmed Strike
    Balance  +6 (2 ranks +2 dex +2feat)
    Escape Artist +8 (4 ranks +2 dex +2feat)
    Handle Animal +2 (2 ranks +0 Cha), 
    Hide +6 (4 ranks +2 dex)
    Listen +4 (4 ranks +0 wis)
    Move Silently +6 (4 ranks +2 dex)
    Profession Farming +4 (4 ranks +0 wis)
    Ride +6 (4 ranks +2 dex)
    Sense Motive +1 (1 ranks +0 wis),
    Tumble +5 (3 ranks +2 dex).
    Automatic - Erenlander, Trader's Tongue (2), Norther (2), Black Tongue (1), Orcish (1).
    Equipment and Treasure 1d4x10 - Having no armor or shield or weapon, I will fill in th eodds and ends I have later. 

    Appearance Wearing peasant clothes, black hair, blue eyes, 5Ē10Ē 175 lbs.

    Background: He is an Erenlander, those of mixed Sarcosan and Dorn descent. Brian grew up with multiple siblings and was the 6th son of a farmer. The farmer due to his fertile land, was not poor. As Brian got older, his family befriended a teacher of self-defense. Banditry seemed to be on the rise and his father wanted some inexpensive protection. For the price of food, Brian was taught the ways of a defender. During a learning session in the teacherís home, several individuals broke in and seeing Brian and his teacher, they restrained them. Brian overheard the leader talk about how the teaching of such knowledge is bad for the economy and if the teacher persisted with other students, he would be eliminated. Than Brian heard two snaps, followed by the screams of pain that one says after having both leg bones broken.

    Brian was quickly subdued into unconsciousness. When he awoke he found himself in a wagon. He soon found out he was to be transported as a slave. Not wanting to be a slave, Brian proceeded to scheme. Brian started to get hungrier and hungrier as his meals where few and far between. Brian knew he had to escape within a few days or be too weak to survive and escape later. Near Craft, Brian saw farm fields and assumed this would be a good place to escape.

    Once free of the wagons he needed to hide. Seeing farm laborers, he joined them and was hired the next morning. Until he knows where to go next, he keeps a low profile, and he will just gather his meal from his employer's wife and sullenly eat the meal in quiet under a knotted pine, thankful for a break from back-breaking toil. The work is hard, yet no different from what he is used to. Slowly Brian goes about his daily work, blending in with other migrant workers. Looking for his time to leave.

    Personality - Quiet unobtrusive looking and acting human. He believes in right and wrong and does not believe in might is right. He holds his anger in and lets it seethe and build. He is distrusting of strangers, but realizes that strangers are his only way out.
    Last edited by Ranger Rick; Monday, 19th September, 2005 at 05:46 PM.

  6. #6
    Valurel Itandel - played by Toric_Arthendain
    Erunsil (Snow Elf)
    5th level Wildlander (Beast)
    Alignment: CG
    Age: 133
    Height: 4' 9"
    Weight: 111 lbs.

    Ability Scores
    STR: 16 (+3)
    DEX: 16 (+3)
    CON: 14 (+2)
    INT: 12 (+1)
    WIS: 12 (+1)
    CHA: 10 (+0)

    Hit Points: 37

    Fortitude: +6 (+4 base, +1 Con, +1 racial (increases to +5 racial if save is against cold dangers))
    Reflex: +4 (+1 base, +3 Dex)
    Will: +2 (+1 base, +1 Wis)

    Speed: 40 ft. (Quick Stride class ability)

    Initiative: +4 (+3 Dex, +1 Danger Sense ability)
    Armor Class: 15 (+2 armor, +3 Dex)

    Base Attack +5

    Claw +8 (1d4+3, 20x2) (1d4+5 vs. Orcs from Master Hunter (Orc))
    Claw +8 (1d4+3, 20x2) (1d4+5 vs. Orcs from Master Hunter (Orc))

    Icewood Bow +8 (1d8+6, 20x3) 120 ft. (1d8+8 vs. Orcs from Master Hunter (Orc))

    Class Abilities
    Master Hunter (Orc)
    Quick Stride (+10 ft. to normal movement)
    Danger Sense (+1 to Initiative, and +1 to Spot and Listen checks)
    Hunter's Strike 1/day
    Overland Stride

    Beast Heroic Path
    Vicious Assault, Wild Sense (Scent)
    Bestial aura
    Magic Fang (self only) 1/day
    Bear's Endurance (self only) 1/day
    +1 Con


    Balance +4 (1 rank, +3 Dex) (additional +4 when climbing trees racial bonus)
    Climb +6 (3 ranks, +3 Str) (additional +4 when climbing trees racial bonus)
    Heal +3 (2 ranks, +1 Wis)
    Hide +10 (7 ranks, +3 Dex)
    Jump +4 (1 rank, +3 Str)
    Knowledge (geography) +4 (3 ranks, +1 Int)
    Knowledge (nature) +6 (5 ranks, +1 Int)
    Listen +11 (7 ranks, +1 Wis, +2 racial, +1 Danger Sense) (additional +2 against Orcs from Master Hunter (Orc))
    Move Silently +10 (7 ranks, +3 Dex)
    Search +7 (4 ranks, +1 Int, +2 racial)
    Spot +9 (5 ranks, +1 Wis, +2 racial, +1 Danger Sense) (additional +2 against Orcs from Master Hunter (Orc))
    Survival +9 (8 ranks, +1 Wis) (additional +2 against Orcs from Master Hunter (Orc))
    Speak Language (2 ranks spent for basic competence with Erenlander, 1 rank spent for pidgin competence with Norther)

    High Elven (3), Erenlander (2), Patrol Sign (1), Orcish (1) , Norther (1)

    Icewood Bow
    Long Bow (worn slung across his back)
    40 Arrows (in quiver on his back)
    Quiver (strapped to his back)
    Leather Armor (worn)
    Traveler's Outfit (worn)
    Belt Pouch (worn hanging from belt)
    Waterskin (worn hanging from belt)
    Rations x4 (in belt pouch)
    small mirror (covenant item that allows the bearer to cast heroism on himself once per day and allows the bearer to gain a +2 to strength or dexterity for 10 rounds once per day)

    Valurel is a wild looking creature. His normally snow-white hair and skin are covered with a layer of dirt which gives him a grayish tinge. His hair is long and unkempt, hanging wildly around his face. His claw-tipped fingers complete his feral appearance. His armor and clothes are heavily worn and dirty.

    Valurel, or Val to his friends, has lead a difficult life full of hardship, not much different than anyone else in the Last Age of Aryth. Being 133 years old, he can still remember the time before the Shadow fell although only vaguely and in dreams. Most days are just a struggle to get by, to live under the heel of an oppressor.

    Valurel has spent most of his adult life resisting the forces of the Shadow, particularly Orcs, in his own special way. He has operated mostly in the familiar confines of the Veradeen. Approximately one year ago, Valurel joined a raiding party that planned to venture far from the friendly confines of the Veradeen into northern Erenland. A few arcs later, the raiding party, including Valurel and his wife, was engaged in battle by a large force of Orcs. Valurel remembers little of the battle itself, only that all of his companions were killed including his wife Ceranae. With no further guidance from any superiors, his wife dead and his memories cloudy at best, Valurel has wandered from forest to forest, place to place, carrying on his own personal fight against the Shadow and the Orcs, whom he has a fierce hatred of, and searching for purpose in a bleak world.

    Years of suffering followed by the deaths of his companions and Ceranae have reduced Valurel to a more primal state in order to cope with his feelings of pain and loss. Outwardly he seems to be more beast than anything else. He is a brutal and vicious killer who has adopted a kill or be killed attitude. He is fiercely loyal to his friends but extremely dangerous to his enemies. Long periods of non-contact with others have left him lacking in social skills.

    Last edited by Toric_Arthendain; Tuesday, 12th June, 2007 at 08:27 AM.

  7. #7
    Acolyte (Lvl 2)

    Dirigible's Avatar

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    Jun 2003
    Auckland, NZ
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    Jon Rane - played by Dirigible
    1st level Rogue (Twice-Born)
    Alignment: Lawful Good

    Ability Scores
    STR: 12 (+1)
    DEX: 16 (+3) inc. +2 racial
    CON: 13 (+1)
    INT: 13 (+1)
    WIS: 12 (+1) inc. -2 racial
    CHA: 14 (+2)

    Hit Points: 7

    Fortitude: +1 (+0 base, +1 Con)
    Reflex: +5 (+2 base, +3 Dex)
    Will: +1 (+0 base, +1 Wis)

    Speed: 30 ft.

    Initiative: +3 (+3 Dex)
    Armor Class: 13 (+3 Dex)

    Improvised club +3 (1d6+1, 20/x2)

    Thrown club +3 (1d6+1, 20/x2) 10 ft.

    Class Abilities
    Sneak Attack +1d6, Trapfinding.

    Heroic Path
    Unlock Memories (class skills: Handle Animal, Knowledge (warfare, Northlands), Survival).

    Combat Expertise, Improvised Weapon, Weapon Finesse.

    Appraise +2 (1 rank, +1 Int), Balance +4 (1 rank, +3 Dex), Bluff +6 (4 ranks, +2 Cha), Craft (tinker) +5 (4 ranks, +1 Int), Diplomacy +5 (3 ranks, +2 Cha), Disguise +4 (2 ranks, +2 Cha), Escape Artist +5 (2 ranks, +3 Dex), Gather Information +5 (3 ranks, +2 Cha), Hide +5 (2 ranks, +3 Dex), Intimidate +4 (2 ranks, +2 Cha), Knowledge (Central Erenland) +3 (2 ranks, +1 Int), Knowledge (Northlands) +3 (2 ranks, +1 Int), Knowledge (Shadow) +4 (3 ranks, +1 Int), Knowledge (warfare) +4 (3 ranks, +1 Int), Listen +3 (2 ranks, +1 Wis), Move Silently +5 (2 ranks, +3 Dex), Perform (dance) +3 (1 rank, +2 Cha), Perform (song) +3 (1 rank, +2 Cha), Search +2 (1 rank, +1 Int), Sense Motive +2 (1 rank, +1 Wis), Spot +3 (2 ranks, +1 Wis), Survival +2 (1 rank, +1 Wis).

    Erenlander [3], Norther [3], Trader's Tongue [2].

    Equipment and Treasure
    (Light 43; Medium 86; Heavy 130).
    Carried/Worn: Artisan's Outfit, Caltrops, Piton (x4), Rope (10 ft), Winter Bedroll.

    Trade Goods: Iron wealth (6 lbs), Pots and pans (10 lbs), Nails & needles (1 lbs), Olive oil (2 pints), Washing soap (2 lbs).

    Jon Rane is a healthy, leanly muscled youth of 19. Not remarkably tall, especially amongst the Dorns, his face is classically Erenlander; oval, broad of cheek, strong of jaw, a ruddy pink in hue. A patch of pale, shiny skin disfigures one corner of his mouth, the mark of an old burn. His hair in an unruly mop of brown, and his eyes an unusual shade of bright indigo capable of great warmth or wryness.

    Hears wears a bulky coat over a plain grey woollen tunic and canvas trousers. The pockets of the coat and the sack that hangs from his belt contain a variety of oddments, including cloth sacks of broken glass, jagged gravel and iron shavings that work as caltrops; a leather wallet of nails, pins, thimbles and other sewing gear for trade; and a sprue of iron wealth, half-formed plough-shears good for barter with any farmer. He in unarmed and unarmoured, so as not to attract any undue Shadow-attention.

    I was born in Hallow's Landing, a small village on the shore near Baden's Bluff. My family were poor and miserable, but not much more so than anyone else. Had I not been so afraid of the water, I suppose I would have been a fisherman like the rest of the people there; as it was, I became a tinker. The mine overseer from the Hills didn't like anyone using forges; probably worried about us stealing his precious ore. It was hard to repair hooks, gutting knives and pans without fire, but I found a way to cut pieces of scrap metal and fit them to the damaged gear. I've always been good at improvising that way.

    I was born in the Keep of the Wind Stallions in Alvedara. I was taught to read using old campaign diaries as texts; I was taught to walk with a broadsword as my crutch. My father, dead; my uncle Sussar of the Midlands under the king, determined I become a solider as my blood demanded. I rode across Erenland as a page, and they said I had the makings of a fine horseman; I levied troops from outlying hamlets, and they said I had the makings of a fine orator; I lead them against traitors, rebels and bandits, and they said I had the makings of a fine captain.

    Then the Fell came.

    Then the orcs came.

    They marched out of the sea, bitter and slimy and grimacing, and they started killing, and they started feasting. What did we have to fight them? Blunt hatchets? Scaling knives? Oars? Besides, how can you fight the dead... that I figured out. You run. When one got in front of my, I tripped, but I got hold of a billpole. I just kept jabbing at it, making it keep its distance, not letting it get close to me...

    We went to the Fortress Wall, but it was fruitless. This was not the Battle of Eris Aman from so many centuries ago; there was no limitless black host to meet on pitched battle. They fought like fleas, jumping and biting, testing and retreating, slaying traders and farmers, not swordsmen. For years, we tried to guess their tactics, chase them down, stop their raids, but with little success. At last, though, I discovered a great body of troops massing, and prepared to crush them...

    The Fell ate their fill and left. There were many dead, but few bodies. Who did they blame for the horrors? Me, of course. Me, whom they saw unscathed and uninjured while they all bore bloody wounds. Me, whom they muttered should have been makings swords and shields, not nails and plates. Me, whom they drove out of town with curses and kicks. I probably would have been lost in the wilds of the Hills, had not a gnome ship put ashore nearby. With them, I heard tales of the Resistance, of free lands of plenty. It's funny, but when they say it, you believe them, even though the black priests and their orcs have never done anything to me. Their tales made me want to travel, find a cause, and there was this voice inside that agreed with them, like the one that had told me how to fight the dead men. I was able to pay my way with my skills, and the gnomes agreed to take me to the North.

    But they were not the anvil, they were the hammer. And they had come to crush us. Against their might we fell back to the keep, losing many, and the siege locked like a vice about us. There were orcs and graks, giantmen and fiendish beasts with them. Cunningly, they had already slaughtered all our client farmers and blockaded our trade routes, and their allies pressed all along the Fortress Wall; we would receive no aid from any quarter. The giants catapulted sacks of rancid entrails and muck over the walls to force us out with stench and pestilence, but we endured. hey set fires at the walls to choke us with smoke, but we endured. They brought prisoners before us and tortured them to death in the most vile way. And that broke my men. They sallied forth and joined battle, crazed with revenge. But the Shadow's forces were too great, and they breached the bailey, brought the fight inside the keep.

    I hated crossing the Pellurian. Hated. It. If I never see another boat, I'll die a happy man. After laughing themselves silly over my vomiting, the gnomes dropped me off near some place called Davindale with best wishes and the little I had managed to steal from their holds. The North is a bitter, black land. I think... somehow... I remember the lay of the land near here. Very strange. I have to avoid the city, too many questions... isn't there a town called Caft a ways inland? Probably not ideal, but there was a rumour on the ship about a few Resistance agents roaming the lands near here, and little villages like that tend to get Shadow-visits infrequently.

    I died at the gates of the last tower, holding it against three demons with the skin of black lizards and the voices of children. They cut the sword from my fist, taking my fingers with it, and I was torn asunder, my back against the bound oak gate. With my dying breath, I vowed to rise again, take the battle back to the Shadow. To win hope and victory, in this life or the next. I died, and a few years later the Second Age died too, a hollow victory wrought of dragonsfire and ashes.

    But was I dead? Mayhaps. But I was amongst the Lost, sightless and unseen, screaming and silent. For years beyond counting I roamed the ruins of my keep, lamenting my failure and my dead comrades. But through the Shadow's own magic, the dead cannot be gone forever.

    And come the next Age, the Last Age, I would return.
    Last edited by Dirigible; Sunday, 9th October, 2005 at 12:31 AM.

  8. #8
    Morn Sigil- played by Micar Sin
    Elfling, Danasil Raised
    1st level Wildlander (Quickened)
    Alignment:: CG

    Ability Scores
    STR: 12 (+1)
    DEX: 18 (+4)
    CON: 13 (+1)
    INT: 13(+1)
    WIS: 13 (+1)
    CHA: 10 (+0)
    HP: 9

    Fortitude: +4 (+2 base, +1 modifiers +1 racial)
    Reflex: +5 (+0 base, +4 modifiers +1 racial)
    Will: +2 (+0 base, +1 modifiers +1 racial)

    Speed: 30ft

    Initiative: +6 (+4 dex +2 quickened modifiers)
    Armor Class: 17 (+2 armor, + 4 Dex, +1 size)

    Attacks +1 size

    Weapon 1: Sepi: +3 to hit (1d4+1 dmg, 19-20 X3 crit)

    Ranged Weapon: Small Light Crossbow +6 to hit (1d6 dmg, 19-20 X2 crit) Range Increment 80ft

    Class Abilities
    Track, woodland stride

    low light vision, elf and halfling blood

    Heroic Path
    +2 to intiative

    Innate Magic (ghost sound)
    point blank shot

    Skills 28
    Hide: +14 (4 ranks + 4 size + 2 racial + 4 dex)
    Climb: +7 (4 ranks + 2 racial + 1 str)
    survival:forest:+ 7 (4 ranks + 2 racial + 1 wis)
    move silently:+8 (4 ranks + 4 dex)
    heal: +5 (2 ranks + 2 racial +1 wis)
    spot: +5 (2 ranks +2 racial +1 wis)
    listen: +5 (2 rank +2 racial +1 wis)
    swim: +2 (1 ranks +1 str)
    craft: traps: +3 (2 ranks +1 int)
    knowledge: geography: +3 (2 ranks +1 int)
    Speak Language: 1 (orcish)

    Halfling pidgin, High Elven pidgin, jungle mouth, erenlander, orcish(1)

    Equipment and Treasure
    small light crossbow
    20 bolts
    leather armor (worn)
    quiver (back)
    travelers outfit (worn)
    water skin
    Rations: X3

    Height: 4'1
    Weight: 100 lbs
    Eyes: Green
    Hair: Black
    Skin: a faded dusky tan

    Morn is tall for an elfling, and would be handsome if not for the grim set to his face.
    He attempts to be as inconspicuous as possible, knowing that should he be caught by orcs, his life is forfeit. His equipment is worn, but well cared for and his cloths have turned a faded grey form years of hard use in the wilderness. A tattered grey cloak of halfing weave conceals his features and form.

    You may call me Morn.
    My family is from the south. Where exactly matters not, as the only ones dwelling there now are demons and fell... My parents thought that they could flee the shadow,
    that it was someone elses fight, that they could hide until it was over...They were wrong. My earliest memories are of being carried by my father through the woods, knowing even at that age that I had to be quiet or the monsters would find us. As I got older I hunted for food and scouted our path as none of my siblings could match my speed in the woods. We travelled ever further north, into the cold lands, my father figuring that the orcs would be too busy in the south to notice us... again he was wrong.
    As I returned one evening with a brace of rabbit, I was greeted with the gutteral snarlings of orcish. Creeping closer, I found a patrol feasting on the remains of my family... My poor mother still lived, used as a plaything for the orcs amusement... Paralyzed with fear, i knew not what to do. My eyes met those of my mother, hers pleading with me to end her suffering....instead I ran. I ran for time uncounted and awoke deep in the forest beside a stream.
    I wandered for a time and eventually arrived at the village of Caft. I dwell nearby and keep the beasts away from the farmers, although only a bare handful have caught glimpse of me. The orcs pass through occasionally...I try and see too it that they leave with fewer than they arrived with.
    I will not run again. My family failed our people when we fled, and that weakness made me fail my mother. My time to fight has come. May the other gods have mercy on the Shadow, for I will not.

  9. #9
    Novice (Lvl 1)

    maddmic's Avatar

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    Jan 2003
    Colorado Springs, CO
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    Ý Block maddmic

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    Character Name: Herger Vorand - played by Maddmic
    Race: Dorn
    5th level
    Class: Fighter (Giantblooded)
    Alignment: NG
    Age: 22
    Height: 8'9"
    Weight: 305#
    Hair: Red
    Eyes: Blue

    Ability Scores
    STR: 20 (+5)
    DEX: 14 (+2)
    CON: 15 (+2)
    INT: 10
    WIS: 12 (+1)
    CHA: 8 (-1)

    BAB: +5
    Hit Points: 48

    Fortitude: +7 (+4 base, +2 Con, +1 Dorn)
    Reflex: +3 (+1 base, +2 Dex)
    Will: +4 (+1 base, +1 Wis, +2 Iron Will)

    Speed: 35í

    Initiative: +2 (+2 dex)
    Armor Class: +17 (+5 armor, +2 Dex)
    Black Breastplate (+5 to AC)


    Greataxe +12 (3d6 + 9, x3) (+5 BAB, +5 St, +1 WF, +1 Dorn melee 2handed, +2 dmg (weapon specialization))
    Club (used 2 handed) +11 (1d8 +7, x2) (+5 BAB, +5 St, +1 Dorn 2handed)

    Rock +7 (1d10 + 5, x2) 30í (+5 BAB, +2 Dx)

    Class Abilities
    Bonus feat every 2 levels
    Way of warrior at 4th level

    1st - Size Features
    2nd - Rock Throwing (30', 1d10)
    3rd - Intimidating Size +2 (+2 to intimidate checks)
    4th - Fast Movement +5ft.
    5th - +1 Strength

    Power Attack
    Combat Expertise
    Weapon Focus: Greataxe
    Die Hard (Herger's Pain)
    2nd - (Fighter Bonus) Cleave
    3rd - Iron Will
    4th - (Fighter Bonus) Weapon specialization: Greataxe
    4th - (Warrior's Way) Endurance

    Skills 40
    Skill +- (ranks, +modifiers)
    Climb +11 (7 ranks, +4)
    Craft: Blacksmith +3 (3 ranks, +0)
    Craft: Weaponsmith +1 (1 rank, +0)
    Intimidate +10 (8 ranks, +0, +2 Intimidating Size)
    Knowledge (Shadow) +6 (6 ranks, +0)
    Knowledge (Northlands) +3 (3 ranks, +0)
    Jump +12 (8 ranks, +4)
    Swim +8 (4 ranks, +4)


    Covenant Item
    Herger's Pain
    Grants Feat - Die Hard
    4th - Cast Bear's Endurance once per day

    Equipment and Treasure

    Elven bread and fruit (9 meals worth) - +2 to Str based skill checks for 8 hours after eaten


    Herger dresses plainly in tattered, patchwork clothing. His shear size is what most people recognize first. After that his bright red hair, accompanied by his red moustache which grows past his chin, are the next most noticable features. Topping off this giant Dorn is his large great axe that is strapped across his back when not carried at the ready.


    Herger does not know where he was born. He only knows that he has spent his entire life in the Northlands, constantly roaming from place to place. He had been a large child. significantly bigger than those his age. His mother passed away while giving birth to his twin sisters. He was 8 then, but looked more like a boy in his teens. His family was very poor, not unlike others during these times. The one difference was that his father had a knack for making his way in life. The man traded his home for food, ale and a warm place in the local inn. Once those things had vanished, Herger's father realized that the 2 girls were far too young for him to take care of as well as far too valuable for him to not get rid of.

    Having traded the girls away for more provisions and ale, he set out with Herger who was now 10 and almost as big as a full grown man. His idea was that they'd travel from town to town and he would live off of his son's ability to seemingly move anything. The boy had a knack for physical labor, which could easily be traded for food, ale, and a warm place to live. Once Herger reached the age of 16, it was apparent that something was indeed different about him. He had grown larger than any man that his father had seen. Of course, this only fuelled the man's desire to put his son to work. Herger was now able to move many things by himself that would normally take 2 or 3 men.

    One day, they entered a town named Caft. They had been here before and Herger had worked for the blacksmith, among others in the past. He began to work for the blacksmith on one fatful day when an orc patrol entered town. They proceeded to the Plough and Stars for their regular drinking binge. Shortly thereafter, his father was thrown out into the street by a very large orc. Things were said in a tongue that Herger did not understand. His father was clearly drunk and could not stand, let alone fight for himself. Herger made a move towards the seen, leaving the forge, but the blacksmith placed a hand on his wrist and shook his head. The last Herger saw of his father was his headless body being shredded by the troop of orcs and his broken bones being gnawed upon.

    Herger had made eye contact with the large orc who had slain his father. Strangely though, he felt little remorse that his father had been killed by Izradors minions. The blacksmith, insert name, ended up allowing Herger to stay on with him and do some apprentice work over the next year. The large Dorn then disappeared one day. He has been back to Caft every so often on his wandering, but he never stays in one place too long. He has since leaned the art of crafting weapons, but he will not say from where. Some look at his axe and believe that he could've stayed with a clan of dwarves at some point.

    level 2 bump
    +1 bab, +1 Fort, +9 HP (7 +2 con), +5 SPs (+1 to Intimidate, +1 to Climb, +1 to Jump, +1 to Knowledge: Shadow, +1 Swim), + Fighter Bonus Feat (Cleave), + Rock Throwing (Heroic Path)

    level 3 bump
    +1 bab, +1 Ref, +1 Will, +9 HP (7 +2 con), +5 SPs (+1 to Intimidate, +1 to Climb, +1 to Jump, +1 to Knowledge: Shadow, +1 Swim), + Feat (Iron Will), + Intimidating Size +2 (Heroic Path)

    level 4 bump
    +1 st, +1 bab, +1 Fort, +8 HP (6 +2 con), +5 SPs (+1 to Intimidate, +1 to Climb, +1 to Jump, +1 to Knowledge: Shadow, +1 Swim), + Fighter Bonus Feat (Weapon Specialization: Greataxe), + Fast Movement +5ft. (Heroic Path), + Endurance Feat (Warriors way: Survivor)

    level 5 bump
    +1 bab, +10 HP (8 +2 con), +5 SPs (+1 to Intimidate, +1 to Climb, +2 to Jump, +1 to Knowledge: Shadow), +1 St. (Heroic Path)
    Last edited by maddmic; Wednesday, 18th July, 2007 at 11:21 AM.

  10. #10
    Enchanter (Lvl 12)

    Thornir Alekeg's Avatar

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    Ý Block Thornir Alekeg

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    On the bench.

    Lodric Tirenn - played by Thornir Alekeg
    5th level Defender (Jack of All Trades)
    Alignment: NG

    Ability Scores
    STR: 14 (+2) (+1 Heroic path)
    DEX: 16 (+3) (+2 racial bonus)
    CON: 12 (+1)
    INT: 14 (+2)
    WIS: 12 (+1) (-2 racial bonus)
    CHA: 14 (+2)
    Hit Points: 30

    Fortitude: +2 (+1 base, +1 Con)
    Reflex: +7 (+4 base, +3 Dex)
    Will: +3 (+1 base, +1 Wis +1 Heroic Path)

    Speed: 30 ft.

    Initiative: +3 (+3 Dex)
    Armor Class: 16 (13) (+3 class bonus, + 3 Dex)

    Attacks (BAB +5)

    Unarmed +8 (1d6+3, x2) (+1 enhancement bonus from Baden's Legacy)
    Dagger +7 (1d4+2, 19-20 x2)

    Inutek +8 (1d3, x2 ranged trip attack) 20 ft.

    Class Abilities
    Masterful Strike
    Stunning Fist (7/day)
    Grappling Training
    Improved Grapple
    Strike and Hold
    Precise Strike (ignore 3 points DR with unarmed attack)

    Heroic Path Abiities
    Spell Choice (Create Water 1/day)
    Spontaneous Spell: 0-level 1/day
    Skill Boost (+4 to Bluff)
    Ability Boost (+1 Str)
    Save Boost (+1 Will save)

    Friendly Agent

    0-level (5/day)
    Disrupt Undead

    1st level (Spell energy: 2)
    True Strike

    Skills (63)
    Appraise +3 (1 rank, +2 Int)
    Balance +5 (2 ranks, +3 Dex)
    Bluff +16 (+18 vs. Izraorís forces) (8 ranks, +2 Cha, +2 Inconspicuous feat +4 Heroic Path +2 Baden's Legacy)
    Climb +7 (5 ranks, +2 Str)
    Craft (brewing) +6 (4 ranks, +2 Int) [racial bonus ranks]
    Diplomacy +10 (+12 vs. Izradorís forces, +14 vs. Resistance) (6 ranks, +2 Cha, +2 or +4 from feats +2 Baden's Legacy)
    Gather Information +8 (4 ranks, +2 Cha +2 Baden's Legacy)
    Handle Animal +5 (1 rank, +2 Cha +2 Baden's Legacy)
    Hide +16 (+18 vs. Izradorís forces) (8 ranks, +3 Dex. +2 Inconspicuous feat +5 Elven Cloak)
    Knowledge (Northern Erenland) +4 (2 ranks, +2 Int) [racial bonus ranks]
    Knowledge (Shadow) +4 (2 ranks, +2 Int)
    Listen +5 (4 ranks, +1 Wis)
    Move Silently +9 (6 ranks, +3 Dex)
    Profession (farmer) +2 (1 rank, +1 Wis)
    Read/Write Erenlander (2 points)
    Read/Write Traderís Tongue(2 points)
    Ride +4 (1 rank, +3 Dex)
    Sense Motive +6 (+12 vs. Izradorís forces) (5 ranks, +1 Wis, +2 feat , +4 feat)
    Swim +2 (1 rank, +1 Str)

    Erenlander*, Norther (2), Traderís Tongue (2)*, Black Tongue (1)

    Equipment and Treasure (30 starting vp)
    Dagger (4vp)
    Inutek (4vp)
    Travellerís outfit (3vp)
    Bedroll (0.3vp)
    Bucket (1.5vp)
    Waterskin (3vp)
    Flint & steel (3vp)
    Trail rations (4 days) (6vp)
    Candles (6) (0.2vp)
    Sack (0.3vp)
    Clay tankard (2) (0.1vp)
    Canvas (2 sq. yds) (0.6vp)
    Soap (1 lb.) (1.5vp)
    Whetstone (0.1vp)
    Seeds (barley, hops)
    Badens Legacy (ring - Covenant item)
    2nd level +2 to Cha checks and Cha based skill checks
    4th level +1 enhancement bonus to unarmed attacks
    Elven Cloak (+5 to Hide)

    Lodric stands a little over 5 1/2 feet tall with a lean build. His closely shorn, dark brown hair has a smattering of red if you look closely. He tries to keep his face shaven since a beard makes his face itch. His well-worn clothing is of a slightly better quality than most of the peasants living in the area, although he has learned to keep it spattered with dirt so as to not attract too much attention to this fact.

    While he is not untrusting, Lodric is usually careful about choosing his words, especially with people he has not had a chance to get a read on. When he has the luxury, he would rather sit back and observe people for a bit, rather than jumping in too quickly and possibly making rash decisions.


    Lodric is the elder son of Faralin Tirenn, proprietor of The Stone Barrel, an inn and brewery in the town of Skilt, a decent sized settlement a ways north of Davindale. Faralin is a talented brewer of ales and beer, and as a result has done fairly well for himself and his family. While not a lover of the Shadow, Faralin never let the troubles of the world interfere in his business and so caters to whomever would enjoy his hospitality, be they orc, legate or ordinary men and women.

    When Lodric was younger, he would accompany his uncle Garvon when he traveled to trade for ingredients needed for the spirits the family would brew. On these trips Lodricís uncle would talk with him about years past and point out how the Shadow made the lives of ordinary people difficult. His uncle taught him the importance of helping people, treating them fairly and tried to instill in him an understanding of the need for freedom. In addition he began to teach Lodric the ways of unarmed combat so that he could protect himself. In this, as with many other things, Lodric showed some natural aptitude.

    One trip during an unusually hot summer, Lodric and his uncle found themselves unable to find clean water. As they became more and more desperate, Lodric suddenly dropped to the ground and a shallow pit filled itself with water. Concerned at Lodricís sudden manifestation of magical abilities, Garvon took him to meet a man he knew. This man, whose name Lodric never learned, was knowledgeable in the forbidden ways of magic and taught him some control over his abilities. It was here that Lodric first learned of the existence of an organized resistance and that his uncle was connected with it.

    The following winter, Garvon succumbed to a fever and Lodric took on the task of gathering ingredients for the family brewery himself. Again he showed natural aptitude at making deals and also at somehow not being noticed by patrols of Shadow forces who could make traveling difficult. On occasion, someone would ask him to carry a message to someone in another village where he was heading. These odd messages made no sense and Lodric assumed they were some kind of code the Resistance was using, but knew better than to ask about them or the people he met.

    Then, just this past spring Lodricís little sister Maelynn was taken to Theros Obsidia to be taught. Lodricís father, true to his nature, did not allow himself to be angry and convinced himself it was something of which to be proud. Lodric, when he heard, was horrified at what the Shadow might do to his sister and could not believe that his father just stood by and allowed her to be taken.

    Since then, Lodric has tried to stay away from home more and more. He desires to find a way to fight back against the Shadow and has tried to make some contacts with the Resistance through the few people he carried messages for, but since his sister was taken to Theros Obsidia, he has found those people reluctant to even speak to him.
    Last edited by Thornir Alekeg; Saturday, 9th June, 2007 at 01:46 PM.

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