Warriors Of The Coast [Updated Character List]

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Legend
Supporter
The following characters are playing in the Warriors Of The Coast PbP game.

  • Ari Osten human hexblade [stonegod]
  • Khalia ir'Indari human archivist [drothgery]
  • Jango Silversun elf sorcerer [Valmont]
  • Skarghash half-orc rogue [Brogarn]
 
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Velmont

First Post
Jango Silversun
Code:
[B]Class:[/B] Sorcerer 4 / Dragon prophet 1
[B]Race:[/B] Elf
[B]Region of Origin:[/b] Q'Barra
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Lawful Good
[B]Action Points:[/B] 7

[B]Str:[/B]  8     -1 ( 0p.)		[B]Level:[/B] 5	[B]XP[/B]: 10000
[B]Dex:[/B] 16     +3 ( 6p.)		[B]BAB:[/B] +2		[B]HP:[/B]  24 (5d4+10)
[B]Con:[/B] 14[12] +2 ( 6p.)		[B]Grapple:[/B] +1
[B]Int:[/B] 14     +2 ( 6p.)		[B]Speed:[/B] 30'	[B]Stat Increases:[/b] None
[B]Wis:[/B] 10     +0 ( 2p.)		[B]Init:[/B] +3
[B]Cha:[/B] 16     +3 ( 8p. +1)	[B]ACP:[/B] -0		[B]Spell Fail:[/B] 0%

[B]	Base	Armor	Shld	Dex	Size	Nat	Misc	Total[/B]
[B]Armor:[/B]	10	+0(+4)	+0	+3	+0	+0	+0	13(17)
[B]Touch:[/B]	13	[B]Flatfooted:[/B] 10(14)
Value in () is when Jango use his Mage Armor spell.

[B]Spell Res:[/B] None
[B]Dmg Red:[/B] None

[B]	Total	Base	Mod	Misc[/B]
[B]Fort:[/B]	+3	+1	+2	+0
[B]Ref:[/B]	+5	+1	+4	+0
[B]Will:[/B]	+6	+6	+0	+0
[B]Notes:[/B]

[B]Weapon			Attack	Damage	Critical	Range[/B]
Ranged Touch Spell	+5	As Spell   20/x2	As spell
Longsword		+1	1d8-1	19-20/x2	------
Dagger, melee		+1	1d4-1	19-20/x2	------
Dagger, thrown		+5	1d4-1	19-20/x2	 10 ft
Light Crossbow, mw	+6	1d8	19-20/x2	 80 ft
[B]Notes:[/B]

[B]Languages:[/B] Common, Draconic, Elven, Sylvan

[B]Abilities:[/B] 
+2 Dex, -2 Con
Low-Light Vision
+2 Listen, Search, Spot
Immunity to sleep
+2 saves vs enchantment spell or effects
Weapon Proficiencies [Longsword, Rapier, Longbow, Shortbow]

Spellcasting
Summon Familiar

Constellation Power: Io (+1 to all knowledge, Knowledge check are always trained)

[B]Feats: [/B] 
Bonus Campaign: Educated
Bonus Campaign: Dragon Prophesier
Bonus Familiar: Alertness
1st level: Prophecy's Hero
3rd level: Prophecy's Shaper

[B]Spells[/B] (Save DC 12 + spell level; 6/7/4)
[B]Spells Known:[/B]
0 - Detect Magic, Light, Mage Hand, Mending, Prestidigitation, Read Magic;
1st - Expeditious Retreat, [SPOILER]Feather Fall[/SPOILER], Mage Armor, [SPOILER]Magic Missile[/SPOILER], Ray of Enfeeblement;
2nd - [SPOILER]Glitterdust[/SPOILER], [SPOILER]Invisibility[/SPOILER], [SPOILER]Mirror Image[/SPOILER], [SPOILER]Resist Energy[/SPOILER], Scorching Ray

[B]Skill Points:[/B] 32	[B]Max Ranks:[/B] 8/4
[B]Skills			Total	Ranks	Mod 	Misc[/B]
Bluff			+ 9	 7	+2	
Concentration		+ 8	 8	+1		
Knowledge (Arcana)	+10	 8	+2	+2		
Knowledge (History)	+ 6	 4	+2	+1	
Knowledge (Planes)	+ 7	 4	+2	+2
Knowledge (All)		+ 3	 0	+2	+1
Listen			+ 2(4)	 0	+0	+2(+4)
Search			+ 4	 0	+2	+2	
Spellcraft		+ 3	 1	+2	
Spot			+ 2(4)	 0	+0	+2(+4)*
[B]Notes:[/B]
*+3 In bright light
Value for Listen and Spot in () are when the familiar is near.

[B]Equipment:					Weight[/B]
Explorer's Outfits				 N/A lbs.
Longsword         				 4.0 lbs.
Dagger            				 1.0 lbs.
Light Crossbow, masterwork			 4.0 lbs.
 Bolt x20           				 2.0 lbs.
Flint & Steel     				  -  lbs.
Tindertwig x20    				  -  lbs.
Wand of Magic Misssile (lvl 5, 25 charges)	  -  lbs.
Potion of Cure Light Wounds x2              	  -  lbs.
Potion of Disguise Self                   	  -  lbs.
Potion of Endure Element                  	  -  lbs.
Khyber's Empowered Spellshard [Scorching Ray]	  -  lbs.
Bracer of Health +2			  -  lbs.

[B]Total Weight:[/B]6.0lb	[B]Money:[/B] 619gp 0sp 0cp

[B]		Lgt	Med	Hvy	Lift	Push[/B]
[B]Max Weight:[/B]	 26	 53	 80	160	400

[B]Age:[/B] 117
[B]Height:[/B] 5' 0" 
[B]Weight:[/B] 97 lb
[B]Eyes:[/B] Green eyes
[B]Hair:[/B] Long black hairs
[B]Skin:[/B] Tan, with a dragonmark on his back over the right shoulder.

[SBLOCK=Background]
-=-=-= The Twins of Seawell =-=-=-

Morinda and Klim had recently arrived at Seawell. Morinda was heavy with child so they decided to stay for a few weeks, untill the birth of their first child. Jango and Jina was born during a night of full moon, a night where they say that magic is in the air.
The two new-made elven parents were beaming with joy. Of course, wether it would be a boy or a girl didn't really matter (although Klim secretely hoped for a son to teach away the art of the blade, and Morinda, equally secretly hoped for a girl, to learn her the teaching of the arcane arts.), they both were incredibly happy when they got one of each!

They were supposed to travel on in a few weeks, they never got that far. Somehow they remained there, and with time became a well-known family in the town. Morinda started up a tavern in the outskirts, and Klim joined the militia and quickly rose in rank.

It soon became apparent that the kids, although twins, were as different as day and night.
Jango was silent, analytic, calm and always wore a slight frown on his face. Jina was the complete opposite; loud, boisterous, impulsive and always wore a big grin below her fiery red hair. When the twins reached the time of their maturity, they started training with their parents; Jina with their father, and Jango with their mother.

At a daily basis, they "work" as guards at "The Green Lilac", Morina's tavern. That is, if they weren't out adventuring. Jina usually lead the way, but Jango is always only a few feet behind his sister. Their favorite past-time is sneaking out of the town, towards where the lizardfolk live, and spy on the weird creatures.

At recent though Klim has told the twins to stay in the town. The more and more aggressive raiding of the lizardfolk have led the twins to search even more danger though....

-=-=-= A Night at the Inn =-=-=-

The fire was burning fiercly in the hearth, and the owls could be heard outside. Jango had his face in a book - as usual - and let loose a small yelp of suprise when his twin sister, Jina, came stomping in through the door. "Tough crowd tonight bro. Mom says you should come and help me keep the peace. They're more affraid of you torching the roof, than me poking their ribs with this." She patted the slim, elegant blade hanging from her hip. "Come on, you can read later, now it is time to work!" With that she turned around and left.
Sighing, Jango carefully puts the old book down on the table and follows his sister downstairs. Indeed, the common room was full as bursting tonight...

Dawn was rapidly arriving, and the last guests had just left a short hour ago. Morinda, the twins mother, ushered the last of the maids and cooks outside as she was beckoning to her kids. "Come, please join me for a bite before sleep. I've had Lina made baked peppers and sweetbread for us. We deserve it, after this night." Wearing a tired smile, she headed upstairs, the twins trailing slowly behind her. The room was as Jango left it, only the fire had died. A few logs and a flick of Morindas wrist later, the fire was burning yet again. They ate for a long while in silence, but finally Jango spoke up. "Mother, did father say anything about what the reason behind the recent raids? I mean, it is all good and well for the Lilac that people gather for comfort and comraderie, but I just feel there is something... off... about the things that are happening." He blushed and shrugged, but looked searchingly at his mother.

Several moments went past before Morinda spoke. "No, he never said a thing about it. He told me he had to help with the defences of the outlying farms, but not for how long..." Jina, prefering to take matters at hand, rather than talk about it for days without end, frowned. "I don't see why we can't just go and chase the lizards off. They're surely not as organized or well equiped as we, are they? And it isn't the first time they have behaved strangely, is it?"
Shaking her head wearily, Morinda agrees. "No, it is not the first time... back when your father and I came through her on our journey, they were acting strangely... We'd been traveling for close to three years, just seeing new places, exploring the world. With my training and your father learning on the road we were safe enough, but when we came here we heard rumours about the lizardfolk. They had been acting strangely, more often seen close to the town, harassing trading caravans and chasing away the lesser boats coming to close. It appeared later that they've had a split in their tribe, and a sort of tribal war was fought, but nothing big, like these ships dissapearing, ever happened back then. Anyway, we decided to stay here, as you were born and we did not want to take you out on the road."

The twins looks at eachother and grins. "Yeah, good thing that was. Seawell is a nice place to grow up, and with you and father to teach us, we could not have had a better time." Jango smiles and throw a little ball of liquid fire into the fireplace, helping the embers warm the room. "I know mother, no magic in the Lilac untill I've learned to controll it better. But I truly believe I am that far now. You won't let me proove it though."
A motherly smile comes to Morindas lips, and she explains. "It is not that I doubt your abilities, but you have not had the strict training I had. You will learn with time, my son. But now, I am going to bed."

They are alone in the room now, and Jina is suddenly grinning. "Hey Jango, let's go and spy on the lizards! We havn't done that in weeks." With that, she runs out of the room and down the stairs, not even bothering to wait for her brothers response. I better go and keep her out of trouble, he thinks, and follow suit.

They're walking down the street, towards one of the gates. One with dark black hair, the other with flaming red. If it weren't for that apparent difference, they would be identical. Almond shaped eyes the color of dark brown, bordering on black. Lithe bodies, walking confidently towards their destiny, allthough unknown to them both - yet.

-=-=-= The Dark of Jango =-=-=-

His innate spellcasting abilities hide more than a draconic heritage, he hides his abberant dragonmark. His mother and father have always told the twins the true nature of that mark, but also the superstition around it. For the twins safety, they always have told them to speak about that secret to no one, and to Jango to hide his dragonmark to the sight of everyone. Jango took the warning more seriously than Jina. He sister almost give it away once, but Jango could catch her mistake, and thus, his secret is still one up today.
[/SBLOCK]
 
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drothgery

First Post
Khalia ir'Indari, LG Human Female Archivist

Code:
[b]Character Name:[/b] Khalia ir'Indari 
[b]Character Race:[/b] Human 
[b]Character Classes:[/b] Archivist 4
[b]Deity:[/b] The Silver Flame
[b]Alignment:[/b] Lawful Good


[b]Age:[/b] 19 
[b]Gender:[/b] F 
[b]Height:[/b] 5' 10" 
[b]Weight:[/b] 125 lbs. 
[b]Eyes:[/b] Blue 
[b]Hair:[/b] Dark Brown
[b]Skin:[/b] Fair

[b]Character Level:[/b] 4
[b]XP:[/b] 6000

[b]Known Languages:[/b] 
	Common, Draconic, Daelkyr, Infernal
------------------------------------------------------- 

[b]Strength:[/b]	 8 +0 ( 0 pts)
[b]Dexterity:[/b]	14 +2 ( 6 pts)
[b]Constitution:[/b]	10 +0 ( 2 pts)
[b]Intelligence:[/b]	17 +3 (10 pts +1@L4)
[b]Wisdom:[/b]		14 +2 ( 6 pts) 
[b]Charisma:[/b]	12 +1 ( 4 pts)

------------------------------------------------------- 

[b]Hit Dice:[/b] 4d6 
[b]Hit Points:[/b] 18

------------------------------------------------------- 

[b]Save vs. Fortitude:[/b]	 +4 [+4 (Archivist 4) + 0 (Con)] 
[b]Save vs. Reflex:[/b]	 +3 [+1 (Archivist 4) + 2 (Dex)] 
[b]Save vs. Will:[/b]		 +6 [+4 (Archivist 4) + 2 (Wis)] 

[b]Special Save Notes:[/b] 
Still Mind -- +2 vs. enchantment spells/effects
------------------------------------------------------- 

[b]Initiative Modifier:[/b] +2 
[b]Base Attack Bonus:[/b] +2 [+2 (Archivist 4)] 
    
[b]Melee Attack Bonus:[/b] +1 [BASE (2) + STR MOD (-1)] 
[b]Ranged Attack Bonus:[/b] +4 [BASE (2) + DEX MOD (2)] 

------------------------------------------------------- 

[b]AC:[/b] 16 [ BASE (10) + Armor (4) + DEX (2)] 
[b]Flatfooted AC:[/b] 12
[b]Touch AC:[/b] 12

[b]Notes:[/b] 
----------------------------- 

[b]Armor Worn:[/b] Mithral Shirt
[b]Armor Check Penalty: [/b] 0
[b]Maximum DEX bonus: [/b] +6 
[b]Armor Type:[/b] Light 

[b]Notes:[/b] 

-------------------------------------------------------
[b]Weapons:[/b] 
MW Lt Xbow
ATK +5, DMG d8, CRIT 19/x2, RANGE INC 80 ft
w/ magic arrows ATK +6

Dagger
ATK +2, DMG d4-1, CRIT 19/x2
Dagger (thrown)
ATK +4, DMG d4-1, CRIT 19/x2, RANGE INC 10 ft


------------------------------------------------------- 

[b]Feats[/b] 
Scribe Scroll (Bonus, Archivist 1)
Investigator (1st level feat)
Spontaneous Healer (human bonus feat, Complete Divine)
Draconic Archivist (3rd level feat)

Master of Knowledge 
     (campaign bonus feat 1; Heroes of Horror;
      +1 to all Knowledge skills)
Research (campaign bonus feat 2, Eberron Campaign Setting)

------------------------------------------------------- 

[b]Skills:[/b] 

Name/Total Mod (Ability) ** # Ranks taken 
				ranks	ability	misc	total
Concentration			2	0	0	2
Decipher Script			7	3	2	12
Gather Information		2	2	2	6
Knowledge (Arcana)		7	3	1	11
Knowledge (Dungeoneering)	7	3	1	10
Knowledge (History)		2	3	1	6
Knowledge (Reglion)		7	3	3	12
Knowledge (The Planes)		7	3	1	11
Spellcraft			7	3	2	12
Search				7	3	2	12

Spot				0	2	0	2
Listen				0	2	0	2

* Armor Check: 0 
[CC] Cross Class Skill 
------------------------------------------------------- 

[b]Special Abilities[/b] 
Dark Knowledge 4/day (lasts 1 min, 60' range, one type of creature)
- tactics (+1 bonus/attacks @ DC 15, +2 @ DC 25, +3 @ DC 35)
Lore Mastery (+2 to certain skills)
- L2, Decipher Script
- L2, Knowledge (religion)
------------------------------------------------------- 

[b]Spells[/b] 
Spells per day
Level 0 - 4
Level 1 - 5
Level 2 - 4

Spells Known

Level 0
Create Water
Cure Minor Wounds*
Detect Magic*
Detect Poison
Guidance
Inflict Minor Wounds
Light*
Mending
Purify Food & Drink
Read Magic*
Resistance
Virtue

Level 1
-Bless*
-Bless Water
-Comprehend Languages
-Cure Light Wounds*
-Detect Evil
-Magic Weapon (L2)
-Nimbus of Light* (L2, CDiv)
-Protection from Evil*

Level 2
-Find Traps* (L3)
-Lesser Restoration* (L3)
-consecrate
-silence 

* Usually prepared (if combat is not expected, she
  prepares Comprehend Languages rather than Bless)
------------------------------------------------------- 

[b]Equipment & Gear:[/b]

item		cost	weight
[carried]
Leather Armor	10	15	
Dagger		2	1	
Light Crossbow	35	4	
- Bolts (10)	1	1	
			
Signet ring	N/A		
Spell component pouch
		5	2	
Prayerbook	15	3	
Scholar's outfit	
		N/A	N/A	
Wooden Holy Symbol	
		1

[on mule while traveling]			
horse, light	75		
riding saddle	10	15
saddlebags	4	8

Bedroll		0.1	5
flint & steel	1		
Ink		8		
Inkpen		0.1		
parchment (5 sheets)
		1		
rations, 2 days trail
		1	2
- Bolts (10)	1	1
Rope, 50', hemp	1	10
Torch (10)	0.1	10
Tent		10	20
Waterskin	1	4
Scholar's outfit (spare)
		N/A	6
Noble's outfit
		N/A	6
Jewelry (100gp worth, non-sellable)



total	190.3	26 (carried)	87 (stowed)

scroll of Cure Moderate Wounds, Hold Person, Resist Energy, & Remove Paralysis.


[b]EQUIPMENT WEIGHT:[/b] 5 
[b]ARMOR WEIGHT:[/b] 15 
[b]WEAPON WEIGHT:[/b] 6 
[b]TOTAL WEIGHT:[/b] 26 

[b]Carrying Capacity[/b] 8 STR 
  [b]Light:[/b] 26 [b]Medium:[/b] 53 [b]Heavy:[/b] 80

------------------------------------------------------- 

[b]Treasure:[/b]
remaining gold: 9 gp 7 sp

------------------------------------------------------- 

[b]Base Speed (Actual Movement):[/b] 30 ft

Appearance

[sblock]
Tall, thin (food rarely holds her attention), and dark-haired, Khalia tends to simple and practical, yet elegant and well-made clothing (at least, when in cities or anywhere she's not expecting danger; in the field, she worries less about elegance). What she wears around town in Seawell is the equivalent of most people's festival-day best, and Khalia doesn't have the heart to tell people that she has far better stashed away in case she needs it (including a dress and accompanying jewelry that would be approriate for any royal court, or to see the Keeper of the Flame herself).

In the field, her dresses give way to slacks and blouses, and often a suit of leather armor. The custom work that's common to nearly all of her clothes and equipment still shows; the nearly perfect fit, and the subtle hints of the signs of the Silver Flame and of House ir'Indari made that obvious.

OOC: She looks quite a bit like Amy Acker ('Fred' from Angel), actually.
[/sblock]

Personality

[sblock]
Relentlessly inquisitive, deeply loyal to her father, Thrane, and the church, and more than a little ambitious, Khalia is never one to pass an opportunity to chase down a mystery. Despite the airs she gives off -- highborn, devoted to the Church of the Silver Flame, and academian -- most people who take the time to get to know her end up liking her, or at least respecting her. It is true, though, that most who try to get to know her based solely on her appearance (she can be quite attractive when she puts even a little effort into it) end up regretting the decision.
[/sblock]

Background

[sblock]
Khalia ir'Indari is the only child of the Lord Reverened Alistair ir'Indari, a bishop (mechanically an aristocrat/archivist) from an old noble family in northern Thrane. As her father's apprentice, he asked her to investigate a set of ruins near Seawall, which held some ancient magical treasure, if Lord Alistair's information was correct.

And Khalia is sure there's something there, at any rate. She knew she would find the remains of a temple not ten miles from the town. She didn't expect extensive draconic iconography, or clear signs that parts of the temple had long since been looted. Someone like Garrick or his lizardfolk friend -- that, she did expect. For amatuers, they possed certain skills she did not, and she's hired them more than once to help her investigations -- though she has always watched them very closely. Their like weren't far from most ruins on Eberron; real scholars weren't all that common, and there was always someone who guessed that ancient ruins meant treasue and therefore wealth.

What she certainly didn't expect to find were intact magical seals well beyond her power to break, or even divine much about. She has sent for some scrolls and other equipment from her father to help her complete her investigations, but the ship they were to arrive on is among the missing, leaving her more than a little vexed.

Khalia still rents a room at the Green Lilac, though it's been nearly a year since she first arrived. She attends services at the local shrine to the Silver Flame, though anyone who engages her in conversation will learn that she thinks the local priestess has fallen in too closely with the puritan Elder Nevillom of Wyrmwatch, who she, quoting her father, says is "a good man in his way if things get tough, but not one to consult on questions of theology". Moreover, she's getting very frustrated with Mother Kylin Tharavar; Khalia has to keep reminding the preistess that she is not under her authority (she's gone so far as to get a notarized letter from her father making that clear, and has contemplated schemes to get Kylin sent away for a few months -- or years), and trying to convince the woman that every pronouncement of the Voice of the Flame was not meant to be taken literally seemed to be an exercise in futility.

Anyone local who shows interest in or knowledge of the supernatural or ancient history has been a victim of Khalia's inquisitions; she is leaving no stone unturned in her research, and that includes the people of Seawell. Indeed, she would be talking to lizardfolk shamans if she could meet them, and has hired guides to take her to them before.

Her closest friend among the locals has been Zan, the changeling wizard who maintains a suprisingly extensive library in town. She knows some in the Church aren't any more friendly with changelings than they are with shifters -- some have spoken openly of inquisition against dopplegangers along lines of the one against lycanthopes, and changelings would surely be caught up in such an effort -- but she's seen no sign of anything dangerous in him. Moreover, he's one of the few trained academics in the town, and so one of the few she's truly comfortable around.

DM note:
[sblock]
In Shards of the Silver Flame, Lord Reverened Alistair ir'Indari (Archivist 7/Aristocrat 2) was a very high-level member of the Argentum (see the Thrane section of Five Nations), as one of its foremost experts on divine artifacts. He had a fair number of adventurers working for him (most notably the PCs of the game, and his daughter Khalia), and extensive other contacts.

Khalia only became aware of her father's association with the Argentum (and confirmed that the Argentum really existed) as a result of the events that game, which haven't happened yet, so in this game she has no such knowledge.
[/sblock]
[/sblock]

Khalia on the other PCs

[sblock]
Ari Osten, Human Hexblade

Khalia's had little contact with Ari, prefering Jina's company if she needs an extra sword and trusting in her own magical skills. She believes hunting down monsters is a worthy cause, but it should be done for the Flame, not for money.

Jina Silversun, Elf Swashbuckler

Khalia met Jina and her twin brother shortly after arriving in Seawell, and has seen a lot of them since, mostly because she has been living in their mother's inn. Jina reminds her of a friend of her father's -- a human swashbuckler, though she learned the thinblade from an elven master -- though Hariel didn't have a twin brother.

Khalia has become quite friendly with the twins, especially Jina, for all their disparate personalties; when Khalia's looking for "one of the girls" to spend time with, in Seawell, it has been Jina.

Jango Silversun, Elf Sorcerer

Though Khalia had been closer to his sister, she still considered the innkeeper's son a friend, and one of the few magically adept people in the village. She's talked shop with him a few times, though Zan's wizardry seems more logical to her than Jango's sorcery.

Zan, Changeling Wizard

Zan is probably Khalia's best friend among the denizens of Seawell, as one of the few whose interests coincide largely with hers. She's been through almost every volume of his library, and discussed half of its contents with him. And she hoped his undertanding of the divine had improved as much by association with her as her own understanding of the arcane had improved by association with him. That she might have any feelings for him beyond friendship was completely unreasonable -- he wasn't human, wasn't a member of the Church, and wasn't a citizen of Thrane, and she was the daughter of a nobleborn theocrat and a temple archivist in her own right.

Nelson Luttin, Human Bard

Khalia has, much to her dismay, picked Nelson out of the hordes of Luttins, most of who (including Nelson) seem to be the types of people she prefers to avoid. Even Father Martin Luttin, who runs a local shrine he calls the "Traveler's Church", isn't the most savory character; while they're friendly enough, from what she understands the sacremental wine flows freely there, Father Martin always strongly encourages giving generorously to the church (and thus managed a standard of living well beyond what a local friar in a small village without any support from higher ups could reasonably expect), and they do worship the least offensive of the Dark Six, as if there were really any degrees there.

As for Nelson himself ... the young man knew things about the town that few others did, but he was a singularly infuriating figure... he was smart, charming -- she could see what these peasant girls saw in him, though she fancied she also saw the flaws they were willing to overlook -- and talented ... and he seemed destined to waste the Flame's gifts on a life of petty crime.

Skarg, half-orc rogue

Much to the surprise of a lot of people, Khalia has developed a friendship with the watchman, whose scouting duties often crossed the paths of her digs.

[/sblock]

Combat and Tactics

[sblock]
Khalia tries to avoid getting into melee, if at all possible. She opens a fight by using her Dark Knowledge ability if possible (when fighting magical beasts, aberrations, undead, outsiders, and elementals), and then will cast support spells or use her crossbow.
[/sblock]

NPC log
Character's I've created for Khalia's background

[sblock]
Lord Reverened Alistair ir'Indari, LG human male Archivist 7/Aristocrat 2. Khalia's father, theocrat of a district in northern Thrane about halfway between Silvercliff Castle and Thaliost.

Mother Kylin Tharavar, LN human female Expert 2. Priestess of the Silver Flame in Seawall. A member of the Puritan sect, she takes all pronouncements of the Voice of the Flame as the literal truth, refuses to admit the Church is ever wrong, and otherwise gets on Khalia's nerves. Her shrine is one of the handful of formal places of worship in the town.
[/sblock]

Resource log

[sblock]
stuff from home 9/22/2006
- magic rod

pirate mundane treasure 9/21/2006
- 2 cases of 10 crossbow bolts
- a masterwork light crossbow
- two vials of alchemist's fire

pirate magic treasure 9/20/2006
- Wand of Cure Light Wounds (17 charges)
- Potion of Cure Light Wounds
- Potion of Jump

8/7/06 - Spent 12.5 gp, 1 XP to craft a scroll of CLW. Will adjust character sheet after treasure and XP is distributed.

treasue roundup from 11/9/06

masterwork light crossbow (335 gp)
crossbow bolts +1 flaming x30 (5010 gp)
wand of CLW x25 charges (375 gp)
potion of CLW x2 (100 gp)
potion of mage armor (50 gp)
bag of holding (2500 gp)
Gold: 1674gp
Total Value: (10044 gp)


[/sblock]
 
Last edited:

stonegod

Spawn of Khyber/LEB Judge
Ari Osten, Monster Hunter, LN Human Hexblade 4

Ari Osten CR 4 (6000 xp)
Male human (Aundair) hexblade 4; AP 7
LN Medium humanoid
Init -1; Senses Listen +0, Spot +0
Languages Common

AC 17, touch 10, flat-footed 16; +6 armor, +1 natural, +1 deflection, -1 Dex
hp 36 (4 HD)
Fort +4, Ref +1, Will +5; arcane resistance +3, mettle

Spd 30 ft.
Melee +1 longsword two-handed +8 (1d8+5/19-20) or
Melee cold-iron morningstar two-handed +7 (1d8+4) or
Melee mwk cold-iron spiked armor +8 (1d6+3) or
Melee +1 longsword two-handed +4 (1d8+5/19-20) and mwk cold-iron spiked armor +0 (1d6+3) or
Melee cold-iron morningstar two-handed +3 (1d8+4) and mwk cold-iron spiked armor +0 (1d6+3) or
Melee alchemical silver dagger +7 (1d4+2/19-20) or
Melee sap +7 (1d6+3 nonlethal) or
Ranged 2 javelins +3 (1d6+3)
Base Atk +4; Grp +7
Atk Options Hexblade's curse 1/day, Aberrant Dragonmark 3/day, Aberrant Vigor
Possessions 2 potions of cure light wounds (potion bracer), potion of expeditious retreat (potion bracer), 2 silversheens
Hexblade Spells Known (CL 2):
  • 1st (1/day): karmic aura (DC 14), phantom threat (DC 14)
Spell-like Abilities:
  • 3/day: chill touch (CL 1, DC 14)

Abilities Str 16, Dex 8, Con 14, Int 10, Wis 10, Cha 16
SQ arcane resistance +3, dark companion, mettle
Feats Aberrant Dragonmark: chill touch, Aberrant Dragonmark Gift, Aberrant Vigor, Skill Focus: Survival, Track
Skills Concentration +2, Gather Information +6.5, Intimidate +10, Survival +6.5
Possessions combat possessions plus +1 longsword, cold-iron morningstar, alchemical silver dagger, 2 +1 javelins, +2 chain shirt with mwk cold-iron armor spikes, ring of protection +1, amulet of natural armor +1, backpack with waterskin, one day's trail ration, bedroll, sack, flint and steel, manacles with good lock, potion bracers, silk rope (50'), 3 sunrods, 3 torches, vest of resistance +1; identification papers, traveling papers; 146.3 gp

Aberrant Vigor (Su): As an immediate action, Ari can sacrifice one of his uses of his chill-touch spell-like ability to gain 4 temporary hit points that last and hour.
Arcane Resistance (Ex): Ari adds +3 to any save vs. spells or spell-like abilities.
Dark Companion (Su): Ari can create an illusionary companion resembling a panther spun from darkness. The panther acts on Ari's initiative as an extension of Ari's will and has a speed equal to Ari's (including all movement modes). If the dark companion is adjacent to a creature (and no other creature occupies the companion's square), the target creature takes a -2 penalty to AC and saves. As the dark companion has no substance, it cannot attack, flank a creature, or block movement through its square. The dark companion is immune to any damage, though it can be dispelled; if dispelled, it returns in 24 hours. It is treated as 1st level spell for dispelling purposes. If the dark companion moves more than 120 ft. from Ari, it reappears next to Ari.
Hexblade's curse (Su): Once per day, as a free action, Ari can unleash a curse upon a visible foe within 60'. The target takes a -2 penalty on attacks, saves, ability checks, skill checks, and weapon damage for 1 hour thereafter if they fail a DC 15 Will save.
Mettle (Ex): If Ari makes a successful Fortitude or Will save vs. an attack that would have reduced effect on a successful save, he instead completely negates the effect.

Non-SRD Spells

Karmic Aura (Complete Mage) hexblade 1; Casting: 1 swift; Materials: V; Duration: 1 round/level; Range: 20' emanation; Save: Will save negates; SR: Yes. Targets that damage Ari within the range must make a save or be fatigued for 3 rounds. Multiple failed saves do not stack, but a successful save does not prevent the spell working on subsequent rounds.
Phantom Threat (Complete Warrior) hexblade 1; Casting: 1 standard; Materials: V, S; Duration: 1 round/level; Target: 1 creature; Range: Close; Save: Will negates; SR: Yes. Target is considered flanked.

Appearance and Personality

Ari is a striking figure: A tallish, well-muscled young man of 28 years with black curly hair and brown eyes. His clothes are stark, accented by the wicked spikes on his armor and the thick black gloves and boots he wears. Beneath his left glove (the sinister one) lies his secret---a red/blue scar-like Aberrant Dragonmark.

Ari is not a lone wolf by any means, and enjoys the company of others. However, he takes his work very seriously and grimly. There is dark anger beneath his friendliness, an anger against all the monstrous things that prey on the Five Nations. Ari will do what needs to be done to hunt down his quarry, and will defend any charges to the death.

Background

Ari is the son of well-off merchants in Fairhaven; they could have kept him out of the Last War. However, he fought with relish. But he did not fight for his country; he fought for money. As a House Deneith mercenary, he fought all over Khovaire. And what he found angered him---soulless constructs, vile undead, and other monsters. Thus, he utilized his Deneith ties to train himself as a monster hunter. Deneith found in him some spark---probably tied to his Aberrant Dragonmark he kept hidden---and trained him has a hexer. He used his skills successfully during the final years of the War.

After the War, Ari left Deneith---he did not want protection work, he wanted to hunt the creatures that prey on civilization. He thus began to freelance with House Tharashk. It was a simple arrangement---any job they provided, he would give them a commission on; any "off-the-books" work was his own.

Two years ago, after doing some freelance hunting work near the Mournland/Breland border, the patriarch of an Cyran-expat family approached him. It was protection work---escort them to Newthrone in New Galibar---but the pay was good and Ari know that Tharashk was establishing operations in Q'Barra. It was also during this expedition that he met Taviss; they formed an odd sort of bond during that time. After he landed in the New Galibar seaport, he sought out the Finder's Guild house.

The local House leader, Khalar d'Tharashk, did not recognize Ari's name, but a quick Message Stone message soon sorted that out. Ari was offered the opportunity to be part of a Tharashk operation in "an area of interest"---Seawell. Tharashk was to use it as a base of operations for dragonshard delving in the region. The Seawell chapterhouse would be controlled by Dhelleck d'Tharashk, and Ari could be part of any bounty hunting or similar operations brought to the House. Ari agreed, and left with a very small contingent (six or so) House affiliated members. He convinced Taviss to follow; Ari did not believe the man would find solace in the bustling, swampy city.

Ari did not concern himself with the workings of the Tharashk operation---when a job was offered, he took it. After a few Tharashk jobs, the locals began to realize that they could go to Ari directly. This did not endear Ari to Dhelleck, but as the main function of the chapterhouse was dragonshard extraction, he let it fall by the wayside.

Ari assisted in many monster hunts, earning a bit of reputation in town. There was that odd swamp creature with purple tentacles which ate some of Tebick Luttin's livestock; Ari politely refused the "introduction" to one Sire Luttin's many daughters. Another case was that of Watchman Citen, who asked Ari to assist in finding some errant blacksmith-cum-treasure hunter that lizardfolk may have eaten; they later tracked this "Garrick" to some forgotten stone rubble, healthy as pie. While the townsfolk would not come to him for many jobs, they did think of him when his special skills were needed. They sometimes even thought of him when those skills were not needed---as a joke, the owner of the Green Lilac once offered some "giant rat" hunting. He left that to the cats.

Thus, Ari found himself busy for the next two years---one day, he would be killing the deformed green kobold that infested the Rattenback Tavern (which lead to its eventually closing), the next he would be "clearing" a potentially lucrative dragonshard field for his Tharashk semi-associates. Though he does not consider himself settled, he does feel a sense of community with the Seawell locals and feels a sense of accomplishment in his protecting them from the vile creatures of the night.

Ari on the Other PCs

Jango Silversun, Elf Sorcerer

Ari feels a bit sorry for the young elf; he seems more lost and unsure of himself than his more charismatic sister. Ari also knows of the elf's secret dragonmark, and has confided in the young man about his own marking.

Khalia ir’Indari, Human Archivist

Even though he left home long ago, some old habits die hard, and Ari still has an instinctual distrust of those of the Flame. Ari, however, does not have anything particularly against Khalia, and has offered his services should she require. He has yet to be taken up on that offer. His opinion of her may have changed a little bit with the pirate adventure, but he still finds her a bit too uppity to confide in.

Skarghash, Half-Orc Scout

Ari has run into the half-orc on occasion in his dealings around town, but had no significant dealings with him until the incident with the cultist pirates. Ari finds him reasonable enough to work with, though he finds himself missing Taviss' taciturn nature when the half-orc becomes sarcastic.


Ari's Thoughts on the Previous PCs

Amycothe "Amy" Dyne, Human Fighter

Amy is very popular with the Seawell children, and seems to know his way around a sword too. Ari appreciates those skills, but notices the the older man is occasionally hesitant about doing what needs to be done. When the mood strikes him, Ari will join a tale of his own to Amy's; though he holds the children's attention, they always find his stories more frightening for some reason.

Garrick Yandson, Human Rogue

Ari finds Garrick a bit flighty, to often neglecting his safety. He has heard that the "treasure hunter" has a lizardfolk associate somewhere out there; as long as this associate does not do anything to merit a contract, Ari is not concerned.

Jina Silversun, Elf Swashbuckler

The young elf---and that is what she is, regardless of her real age---likes to play at swords. She, however, has not seen real War; nor has she seen the unnatural horrors it can bring. In that respect, Ari both envies and pities her.

Nelson Luttin, Human Bard

Ari somewhat regrets taking that job from Tebik Luttin; he may have been able to avoid the attentions of the Luttin clan otherwise. They do scurry throughout the town, and some of their attentions can be...distracting. Nelson seems a personable one, however, and his knowledge has been useful in finding the yellow salts needed to remove the Green Kobold. Ari, however, is often frustrated by the Luttin's approach to things.

Taviss Jarga, Human Ranger

Ari understands Taviss more than he would like to admit, and tries to bring out the humanity in the damaged man. Taviss is better at tracking, and thus is Ari's go-to man when his skills are not sufficient.

Zan, Changeling Wizard

In his few dealings with the Librarian, Ari has found Zan straight-to-the-point, a useful skill in a business associate. His help was invaluable in determining the nature of the purple thing infesting the Luttin farm.

Combat and Tactics

Ari is smart enough to use the right tool for the right job: He will use whatever weapon seems most appropriate, will flank, bull rush, etc. as the battle takes him. For a very large enemy, he will curse them to turn luck his way, and surprise them with a chill touch delivered with his left hand.
 
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Brogarn

First Post
Skarghash

Character Sheet:
[SBLOCK]
Code:
[B]Name:[/B] Skarghash
[B]Class:[/B] Rogue/Ranger
[B]Level:[/B] 4 (2/2)
[B]Race:[/B] Half Orc
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] N

[B]Str:[/B] 17 +3 (6p.+1@4) [B]Level:[/B] 4 (2/2)  [B]XP:[/B] 
[B]Dex:[/B] 14 +2 (6p.)     [B]BAB:[/B] +3         [B]HP:[/B] 19
[B]Con:[/B] 12 +1 (4p.)     [B]Grapple:[/B] +6     [B]Dmg Red:[/B] 0
[B]Int:[/B] 14 +2 (10p.)    [B]Speed:[/B] 30'      [B]Spell Res:[/B] 0
[B]Wis:[/B] 10 +0 (2p.)     [B]Init:[/B] +2        [B]Spell Save:[/B] +0
[B]Cha:[/B]  6 -2 (0p.)     [B]ACP:[/B] +0         [B]Spell Fail:[/B] 10%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +2    +0    +1    +0    15
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      3    +1          +4
[B]Ref:[/B]                       6    +2          +8
[B]Will:[/B]                      0    +0          +0

[B]Weapon                  Attack   Damage     Critical[/B]
Masterwork Lt Crossbow   +6       1d8+1      19-20x2
Masterwork Short Sword   +7(5)    1d6+3      19-20x2
Short Sword              +6(4)    1d6+3      19-20x2
Dagger(10')              +6       1d4+3      19-20x2

[B]Languages:[/B] Common, Orc, Goblin, Draconic

[B]Abilities:[/B]
Sneak Attack +1d6
Trapfinding
Evasion
Darkvision 60ft.
Track
Wild Empathy
Two Weapon Fighting (Ranger)
Favored Enemy: Humanoid (Reptilian)

[B]Feats:[/B] Nimble Fingers, Skill Focus Disable Device, Skill Focus Open Lock, Skill Focus Survival

[B]Skill Points:[/B] 50       [B]Max Ranks:[/B] 5/2.5
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Balance                   4     +2          +6
Climb                     2     +3          +5
Disable Device            5     +2   +5     +12
Hide                      7     +2          +9
KN: Local                 5     +2          +7
Listen                    7                 +7
Move Silently             7     +2          +9
Open Lock                 5     +2   +5     +12
Search                    7     +2          +9
Sense Motive              5                 +5
Spot                      7                 +7
Survival                  5          +3     +8


[B]Equipment:               Cost  Weight[/B]
Backpack                 2gp    2lb
Waterskin                1gp    4lb
Bedroll                  1sp    5lb
Sack                     1gp   .5lb
Flint & Steel            1gp    -
Thieves Tools            30gp   1lb
Amulet Natural Armor     2000gp -
Potion of CLW x2         100gp  ?
Potion of Jump           50gp   ? 
Masterwork Lt Crossbow   335gp  4lb
Mastework Shortsword     310gp  2lb
Short sword              10gp   2lb
Dagger                   2gp    1lb
Bolts x40                4gp    4lb

	
[B]Total Weight:[/B] 25.5lb      [B]Money:[/B] 4000gp 00sp 00cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                86    173   260  260   1300

[B]Age:[/B] 19
[B]Height:[/B] 5'10"
[B]Weight:[/B] 190lb
[B]Eyes:[/B] Black
[B]Hair:[/B] Black
[B]Skin:[/B] Brownish Green
[/sblock]

Description:

[SBLOCK]With shoulders rolled forward a bit, giving him a hunched look, Skarg is actually taller than he looks. Standing at 5'10" and 190lbs, he's thick with muscle and looks like he's thick of head to match. With a thick brow, beedy eyes that seem slightly too close together, and large tusks protruding from his bottom lip, you'd think him borderline neanderthal. Surprisingly, though, he's rather articulate and keen of mind.

Both his hair and eyes are jet black with thick eyebrows to match. He keeps his face well shaven, not due to any sense of vanity, but because it itches otherwise, which is annoying when you're trying to stay hidden and still. His chin is tall and points out a bit giving his thick jaw a feral look. His nose is pushed up into his face displaying his rather huge nostrils.

His skin could be compared to a toad's, being a brownish green in hue and a bit bumpy besides. He relies on his fingers to do a lot of his work, so his hands are well kept.

His typical attire consists of well oiled dark brown leather armor, a short sword just peaking out over his right shoulder, strapped to a bandolier that goes diagonally down his torso, a hand crossbow hanging from his left hip and a dagger strapped to his right thigh. On the rare occasions that he's not in this outfit (he figures when you look like him, you don't exactly need a nice set of evening wear), he's wearing a simple linen tunic with breeches and soft leather boots.[/sblock]

Origin (Work in Progress):

Joining the Watch:

[sblock]“By the gods, you’re ugly.”

“Ya, wanna cuddle?”

Watchmaster Flim Silversun laughs at the newcomer’s sarcastic reply.

“So, what’s your name?”

“Skarghash”

“Scar gash? Seems appropriate...”

“No. Skarg hash.”

“How ‘bout I just call you Skarg?”

“Fine with me” Skarg shrugs

“So, why you want to work on the watch?”

“Because daddy didn’t love me so I’m looking for a new father figure. Can I call you dad?”

“Ok, look. I appreciate a good sense of humor, but I won’t tolerate insubordination. I’ll need you to follow orders, not make snide comments every time someone tells you to do something. Lives depend on it”

Skarg sighs “Fine. I came to Q’Barra with an adventuring company out of Great Crag. They’re dead now, lizards got ‘em, and I’ve got less than a gold piece to my name. Regardless of what you may or may not think, I’m no petty thief looking to rob people of their precious knick knacks, nor am I some alley dwelling cut purse. So in lieu of those things, I need a job. I don’t know anything about farming, smithing, crafting, or anything else. I know how to stab people when they aren’t looking, am pretty good at scouting without being seen, and know my way around locks and traps. Not your standard set of skills, I admit, but I’m hoping the Watch can make use of them since I’m out of options.”

“So, you’re a thief with a conscience.”

“Whatever. Look, you want me or not?”

“You’re in luck on that front. Well, luck being a relative term. I need every able hand I can get. Go see Citen Boggs and tell him I sent you.”

“Got it.” Skarg says. As he turns to leave, the Watchmaster says “Oh, and don’t steal anything or I’ll feed you to those lizards that got your friends.”

Skarg sighs and leaves.

That was a year ago and Skarg’s been on the watch ever since. He’s usually out scouting, spying on suspected local criminals or anything else the Watch needs done that doesn’t require face time with the locals.
[/sblock]
 
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Ringmereth

First Post
Taviss Jarga

[sblock=Sheet]Taviss Jarga
Class: Ranger 3
Race: Human
Hit Dice: 2d8+4, 24 HP
Initiative: +3
Speed: 30 ft.
Armor Class: 18 (10 +3 dex +3 armor +1 shield +1 protection)
Base Attack Bonus: +3
Grapple: +5
Attacks: Longbow +7 (1d8, x3, 100 ft), Battleaxe +5 (1d8+2, x3), Quarterstaff +5 (1d6+2, x2), Dagger +5 melee or +6 thrown (1d4+2, 19-20 x2, 10 ft)
Full Attack: Longbow +7 or +5/+5 (1d8, x3, 100 ft), Battleaxe +5 (1d8+2, x3), Quarterstaff +5 (1d6+2, x2), Dagger +5 melee or +6 thrown (1d4+2, 19-20 x2, 10 ft)
Face/Reach: 5x5/5ft
Special Qualities: Favored Enemy (humans), Track, Wild Empathy, +2 resistance bonus on saves vs. disease
Special Attacks: n/a
Saves: Fort +5, Ref +6, Will +2
Abilities: Strength 14, Dexterity 16, Constitution 14, Intelligence 10, Wisdom 12, Charisma 8
Skills: Climb +5* [3], Handle Animal +3 [4], Heal +8 [5], Hide +9* [6], Move Silently +9* [6], Search +4 [4], Spot +7 [6], Survival +9 [6] (* = -1 in studded leather or with buckler, -2 with both)
Feats: Weapon Focus (longbow), Point Blank Shot, Self-Sufficent, Action Boost, Rapid Shot, Endurance, Precise Shot
Languages: Common
Alignment: Neutral
Deity: None
Gender: Male
Age: 26
Height: 5' 8"
Weight: 148 lbs

Inventory:
Traveler's outfit
Quarterstaff
Longbow
57 arrows
Battleaxe
Dagger
Studded leather armor
Buckler
Bedroll
Hemp rope
Backpack
Gallon of ale
Trail rations x4
Targath ring
Torch x3
Flint and steel
Sack
Ring of Protection +1
Potion of Cure Light Wounds
8 gp, 5 sp, 7 cp[/sblock]

[sblock=Description]Appearance: Taviss Jarga's tough body is well-scarred from his military days with minor wounds, but he has little of the discipline he was once taught. His black hair and beard are both crudly trimmed, and his hands are dirty. He wears worn leather boots, a simple brown tunic and pants under leather armor studded with steel, and a belt; his dagger and axe are strapped to it, along with a small bag of his coin. A dull ring bearing a worn-down crest of Breland adorns his left hand, a token of his scouting days. His bow and quiver are strapped to his back over a knapsack filled with his possessions and a lightweight shield.

Personality: While unafraid to involve himself in the affairs of others, Taviss has seen too many friends die over years of war, and pushes away, physically or verbally, anyone who treats him as anything more than an ally. His language is blunt and unrefined, though he rarely talks more than he must. While he is no diplomat, he prefers to avoid violent confrontation with other humans, usually by keeping out of their way or staying out of their sight.

Biography: Taviss Jarga was born in rural eastern Breland to peasant farmers, and his family and village instilled in him a pride in his nation's traditions. He grew up an idealist, confident in the agricultural heritage of his country would be defended by Boranel's strong armies as war flared across Khorvaire. His hope did not wane when the wiry young man was conscripted into the military--he would have volunteered anyway.

"We cannot stand by and allow Cyran aggression to rob defenseless Brelanders of their land, their homes, their lives!" his officer shouted at the hastily trained archery unit. Taviss, not experienced enough to take orders with a grain of salt, cheered and waved goodbye as his company squeezed with sparse personal goods onto lightning rail coaches. He had never seen any villages razed or villagers turned refuge near the Cyran border, but nor had he ever come within fifty miles of that line.

A two days' march from the end of the rail line, Jarga's group and eight other units met a mixed force of cavalry skirmishers and shining warforged swordsmen. As his lieutenant urged them into easy range of the living constructs, Taviss' ideals began to crumble with the first of his nation's casualties in the engagement. He aimed and fired, he sent arrows flying into the flesh of the hostile horsemen, but when the Cyrans sent them running for reinforcements, his faith in Breland wavered.

While a wise leader might encourage defeated troops with stirring speeches, displays of strength, or effective counterassualts, Tarviss' instead let his unit sit in the mud for a week while rallying forces to strike back with, letting the discouraged soldiers mull over their new experiences. Jarga's conflicting emotions of patriotism and disgust were superceded by simple fear: I don't want to go back out there.

Back 'out there' was where he was bound, first to retailate against Cyre. It took only weeks for a truce to be reached and the two nations to ally against Karrnath, and Taviss found himself marching in ranks behind warforged; warforged who had sliced open the bodies of men who fit into his earliest memories, and now were only memories and hastily burried corpses. Many marches, battles, and dead friends later, the agile archer was tranfered by his commander to a scout unit. Taviss witnessed fewer battles spying under cover of darkness, but every time he returned to camp with information he remembered that his alliance was one with men who had killed his friends. That his country's war had taken lives for no purpose.

The last word in needless deaths was spoken, of course, on the Day of Mourning, around the time that Taviss' weary partners crossed the Cyre-Breland border with reports on Karrnathi advances. As the towering gray clouds swept over the landscape behind him, the ranger stopped and watched a nation pass away, and as the wall of mist came to rest at the border, he knew that whatever had befallen Cyre was at the hands of other men. He quickly slipped away from his own men, and headed south, running parallel to the border.

Two days into his journey, the thoroughly traumatized scout ran across a Cyran family and a well-armed warrior who called himself a monster hunter. "Better to slay monsters than men,"
Taviss declared. He lent his bow and axe to their defense as they travelled to Q'barra, but he refused to stay among the Cyran enclaves in the jungles, angered by the reminder of the
foolish wars of fellow men. He made his way with Ari the hexblade to a small town called Seawall, and promptly isolated himself from the goings-on of the town, prefering to lose himself in the jungle, hunt for food, and drink too much.

The ranger's antisocial behavior was only mitigated by the inspiration Ari's diligent defense of the town provided. While tired of killing men, he was without moral objection to fighting murderous lizardmen, and began to patrol the outer fringes of Seawall. He consulted no one in town, asking for nothing in return for his vigilance, and similarily ignored all attempts to interefere with his watch. As months passed, they began to appreciate Jarga's protection, even as he was regarded suspiciously. When reports of delayed shipping reached his ears, his responsibility to Seawall led him into town to join Ari and other volunteers in investigating.[/sblock]
 


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