Deep Water and Shoals characters

dead_radish

Explorer
Malthas Swifthand.
CG Strongheart Halfling Fighter 1/Rogue 2. (4500 xp)

Str: 8 (-1)
Dex: 19 (+4)
Con: 15 (+2)
Int: 16 (+3)
Wis: 6 (-2)
Cha: 16 (+3)

HP: 23 (6(r)+8(f)+3(r)+6(Con))
AC: 18 (10+4+2+1+1) (Dex+Armor+Shield+Size)

BAB: +2
Melee: Tuaana, MW Darksteel Small Rapier +8 (2+4(dex)+1(size)+1 MW), 1d4 or Dagger +2 (2-1+1) 1d4-1 or Exotic -2 (2-4-1+1).
Thrown: Dagger +8 (2+4+1+1 racial) 1d4-1

Fort: 4
Reflex: 7
Will: -2

Init: +4
Speed: 20'

Feats: Weapon Finesse (Small Rapier), Quicker than the Eye, Expertise, Improved Disarm

Skills:
Balance: 10 (4+4+2)
Bluff: 10 (7+3)
Climb: 6 (5-1+2)
Diplomacy: 10 (5+3+2)
Disguise: 5 (2+3) (+2 to convince)
Forgery: 5 (2+3)
Gather Information: 5 (2+3)
Hide: 8 (0+4+4)
Intimidate: 10 (5+3+2)
Jump: 1 (0-1+2)
Listen: 2 (0-2+4)
Move Silently: 6 (0+4+2)
Open Lock: 4 (0+4)
Perform: 6 (3+3)
Pick Pocket: 6 (0+4+2)
Profession (Sailor): 1 (3-2)
Profession (Navigator): 9 (6+3)
Profession (Pilot) 8 (5+3)
Read Lips: 4 (1+3)
Spot: 0 (-2+2)
Swim: 3 (4-1)
Tumble: 10 (4+4+2)
Use Rope: 6 (2+4)

SA:Sneak Attack (Ex): Malthas Swifthand deals +1d6 damage against an opponent with a discernable anatomy who is denied a Dex bonus or is flanked.

SQ:Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Malthas takes no damage with a successful saving throw. Evasion can only be used if Malthas is wearing light armor or no armor.

Equipment:
Tuaana
Malthas has carried Tuaana since he left home. The rapier, scaled to a size appropriate for him, was intended to be a gift to Malthas upon his graduation from the Academy of Flashing Blades. It enhances his already formidible fighting skills. Malthas, not well-known for his patience, decided that Tuaana would assist him on his final exams. And it did. It assisted him out of the Academy in disgrace for using a magical weapon in an honor duel. Malthas was too ashamed to return home, and began his career as a traveller and sailor at that point.

Tuaana is an excellently made rapier, crafted from mystical darksteel, with runes of power etched along the blade and a grip that is custom fit to his hand (Weapon-grip. +5 to resist disarm checks). The hilt is inlaid with Fire agates and rubies which glow eerily when its power is activated. The grip is wrapped leather and silk, interwoven with gold and silver thread. The scabbard bears the Fiorne family crest. picked out in opals.

Once a day, as a standard action, Malthas can cast magic weapon on Tuaana by reciting his truename. (Magic Weapon, 1st level caster, 1/day). The weapon's darksteel crafting adds +1 electrical damage. (1760 gp)

Ring of Mage Armor (Use activated, 1st lvl caster, 1/day) (400 gp)

Triple Dagger with custom weapon grip (60 gp) (non-prof)
War Fan (30 gp) (Non Prof)
Buckler (15 gp)
5 daggers (10 gp)
Noble's Outfit
Traveller's Outfit.
Adventuring gear (bedroll, food, etc) (100 gp)
Silver Hip flask (5 gp).
Blade boot (non-proficient) (15 gp)
Thieves' Tools
Leather Armor

16 GP

Note: Strongheart halflings are just like standard halflings, except that they trade their +1 to saving throws for a bonus 1st lvl feat.

Physical Description:

Malthas is tall for a halfling, standing almost three and a half feet. He is lithe and willowy, with little muscle. His movements are graceful in all things, but quick. His eyes constantly dart about, seeking to take in everything that he can. His hair is close cropped, and slightly wavy, the color of well-aged deck planking. His eyes are the pure blue of the deepest opean, and are extremely engaging. He dresses in finery at all times, often wearing clothes that are flowing and silken. His clothes are always the height of fashion, and he has been known to give away outfits if he suspects they are no longer on the cutting edge of fashion.

He also has three small dots tattooed beneath his right eye, one green, one blue, and one red. There are matching designs on his back - a blue sextant, a green pilot's wheel, and a red sword. Some people may recognize them as marks of office - they indicate that he has been trained as a pilot, a navigator, and a ship-board warrior by the *insert culture reference here*.

History: Malthas Swifthand was born Sala del Greci al Fiorne, third son of Duke Guilli del Greco al Fiorne, a mid-level nobleman. Malthas's two older brothers were groomed to take over the throne as ruler and advisor. Sala's birth was a surprise to the Fiorne clan. As they had no need for a third son, Sala was left mostly to his own devices. He was sent to the Flashing Blades Duelist school, as were all Fiorne men, and was an excellent student. His natural intelligence, combined with his amazing dexterity, made him a shoo-in for first in his class. But his rash actions and unconsidered comments (as well as his dailliances with the daughters of several of the Deans) made him less than welcome. He was often pitted against opponents that were much more skilled, and he was hard pressed to keep from being thrown out for poor marks.

When his final exams came around, Sala knew that he would be pitted against the best the school could offer, and that he was not up to the task. He stole Tuaana, and arrived at the duel. He managed to win by one touch, but his opponent challenged his win, as he should. Sala's deception was revealed, and he was thrown out of the academy immediately.

Already a burden on his family, and a child of little use, Sala knew that his family would not accept this loss. He returned home in secret, took his brother's ring and a pittance in gold and clothing, and left that night.

He started out as a simple deckhand, swabbing decks and hanging from the ropes to clean and repair hard to reach places on the boats. His natural intelligence allowed him to quickly learn the navigator and helmsman's trades (his natural charisma insured easy access to training), and he was soon working for higher wages on the vessel of his choice.

Now known as Malthas Swifthand, he has spent a number of happy years on the sea. He considers it his home now, though he still doesn't quite have his sea legs. Malthas's occasional rash decisions and less than wise choices are more than overweighed by his skill with the blade and usefulness to his captain, and most are more than happy to bail him out of whatever trouble he may get into on shore (docked from his wages, naturally) to keep the halfling on board.

Fighting Style: Malthas is never without his sword Tuaana. He naturally prefers to catch his opponents off-guard, striking first to hit them where it really hurts. He will use his tumble to flank opponents as well, and often attempts to disarm them, rather than attempt to fight an armed opponent. He often alternates between a buckler in his offhand and the triple dagger, depending on whether he feels the need for defense, or extra disarming skills.

He has a fondness for exotic weapons, though he doesn't have the ability to wield them well. He often experiments with odd and unique weaponry. He is also investigating the use of gunpowder weapons, and is interested in acquiring a flintlock pistol and ammunition. He has yet to use one, however, prefering to defeat opponents personally. While he doesn't consider ranged combat dishonorable as some do, he does prefer the light rapier, a weapon for a more civilized age. Not as clumsy or random as the pistols seem to be.
 
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garyh

First Post
Enter the gnome...

Bimzoole Marper

Male Gnome Sor3: HD 3d4+6; hp 16; Init +5 (+1 Dex, +4 Improved Initiative); Spd 20ft; AC 12 (+1 Dex, +1 Size); Reach 5ft, Melee halfspear, +2 (1d6/crit 20/x3); Ranged pistol, +3 (1d10/crit 20/x3, range 50'); SQ Gnome Qualities; AL CG; SV Fort +3, Ref +4, Will +4; Str 11, Dex 12, Con 15, Int 12, Wis 12, Cha 16.

Skills (total/ranks): Alchemy (9/6), Concentration (10/6), Profession (Artillery) (4/3), Profession (Sailor) (4/3).

Feats: Improved Initiative, Skill Focus (Concentration).

Languages: Common, Gnome, Draconic.

Gnome Qualities:

Low-light vision.
+1 to hit kobolds/goblinoids.
+4 dodge bonus vs. giants.
+2 save vs. Illusions.
Speak with burrowing animals 1/day.
+2 to Listen checks.
+2 to Alchemy checks.
Cast dancing lights, ghost sound, and prestidigitation 1/day each.

Class Features:

Profecient in all Simple Weapons.
Summon Familiar.

Spells:

Spells per day: 0th - 6, 1st - 6
Spells known: 0th - daze, detect magic, light, mage hand, read magic, 1st - magic missle, shield, true strike
Spell DC: 0th - 13, 1st - 14

Possessions (worn): halfspear, pistol, daggers (2), Heward's Handy Haversack, explorer's outfit, spell component pouch.

Possessions (in HHH): pistol bullets (100), bedroll, caltrops (4 sets), candles (3), sack, everburning torch, mirror (small steel), tent, trail rations (10 days), waterskin, flint and steel, potions of cure light wounds (3), 2 PP, 18 GP, 7 SP, 7 CP.

Total carried gear weight: 16 lbs.
Capacity: 28 lbs./57 lbs./86 lbs.

Familiar
Glimnock, male weasel: HD 1/2 3d8; hp 8; Init +2 (+2 Dex); Spd 20ft, climb 20ft; AC 16 (+2 Dex, +2 Size, +2 Natural); Reach 0ft, Melee bite, +3 (1d3-4/crit 20/x2); SA Attach, SQ Scent, Familiar Qualities; AL N; SV Fort +2, Ref +4, Will +4; Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5.
Skills (total/ranks): Balance 10, Climb 11, Hide 13, Move Silently 9, Spot 4.
Familiar Qualites: Alertness, improved evasion, share spells, empathic link, touch. Grants Bimzoole +2 to Reflex saves.

Description: 3'5", 45 lbs. Age 61. Gray braided hair, brown eyes. Bimzoole is a chatty guy, and likes talking to folks. He has a tendency to get silly on occassion, and is a notorious packrat.

History: Bimzoole has been moving from ship to ship, port to port, for the last three years, hiring on as a sailor and serving as gnomish artillery when his ships are attacked. Even on the two occassions his ship has been captured, he's managed to talk the pirate captain into taking him on as a crewman. Now, after a more routine cruise, Bimzoole is in port and looking for work.
 
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Xael

First Post
"Jonah"

Jonah (the only name YOU know, Bwahaha... *cough*)
Lawful Neutral Male Drow Rogue 1

Str: 9 (-1)
Dex: 16 (+3)
Con: 11 (-)
Int: 17 (+3)
Wis: 15 (+2)
Cha: 13 (+1)

HP: 6 (2 at the moment)
AC: 13 (10+3)

Bab: 0
Melee: -1 (0-1(Str))
Ranged: 3 (0+3(dex))
Attacks: -1 (unarmed) or +3 (pistol)
Damage 1d3-1 (unarmed) or 1d10 (pistol)

Fort: 0
Reflex: 5
Will: 2

Initiative: +3
Speed: 30 ft

Feats: Education

Skills: Total (ability mod+rank+misc)
Craft, Mapmaking 9 (3+4+2)
Decipher Script: 7 (3+4)
Gather Information: 5 (1+4)
Knowledge, Arcana: 8 (3+4+1)
Knowledge, Architecture & Engineering: 7 (3+4)
Knowledge, Geography: 8 (3+4+1)
Knowledge, History: 7 (3+4)
Knowledge, Local (any major drow city): 7 (3+4)
Knowledge, The Planes: 7 (3+4)
Profession, Cartographer: 6 (2+4)
Use Magic Device: 5 (1+4)

Languages:
Drow, Elven, Common, Draconic

SA: Sneak Attack (Ex): +1d6 you know when.

SQ: Drow qualities

Carried Equipment:
Scholars outfit (Black robe with cuts/slices/whatever to ease movement)
Glove of storing (On right hand, with pistol inside)
Pistol (see above)
Map case (with sh*itlo... 100(?) maps inside)
Belt pouch (with 1 potion of cure light wounds inside)
Belt pouch (with masterwork Artisan's tools for mapmaking inside)
Belt pouch (with 12 pistol bullets inside)
Flask (with water inside)
Scroll case (with 20 sheets of parchment inside)
8 Sp, 7 Cp

+Pistol, Musket (2 bullets), grugach wolf-head pendant, 2 grugach daggers, flint & steel, 2 grugach water flasks.

Owned Equipment:
Backpack
Bedroll
10 Trail rations
30 pistol bullets
80 Parchment sheets

Carried weight: 16 lb
Carrying capacity: 30 lbs./60 lbs./90 lbs.

Description:
5'0'', 92 lbs. Age 129. Long (up to waistline) white hair in ponytail. Red eyes. "Jonah" is very interested about everything new that he hasn't seen before. He is a bit reserved sometimes, but only because he knows that some people keep him as a "demon" or some kind of freak.

History:
Hailing from somewhere deep underground, "Jonah" was born in the natural chaos of the drow cities. Because of the society's lack of order (and nothing better to do), he spend most of his childhood running around the city and the tunnels surrounding it. It didn't took too long before he had the idea to map the city's "streets". After long time and lots of used parchments, he had a quite good map of the city, which he was pretty proud of.
Naturally in some age children wake up to the reality, that there are far more people in the world than those in their immediate vicinity, and of course, more cities to map. This led "Jonah" to explore the tunnels around the city, map them as good as he could (it's pretty hard to draw three dimension-tunnels on paper/parchment) and look a way to those wonderful other cities, full of new places to map.
After he had explored some of the other cities along the years and witnessed some of the cities (and his maps) to change radically, he became interested of what had the cities been like before. He began to ask questions from older people, and heard many stories of the past, cities of great size, and the anger of the spirits. He didn't understand everything, but he wanted to know more.
In his search of knowledge, he also heard of other planes with whole new worlds to map, and became interested of magic, which was the only way to get there. After he had some understanding of the cosmology, he talked of this with a powerful shaman. He had an argument with the shaman, who was annoyed that a wayfarer talked about magic theories like he was his equal. As it soon came out, the "wayfarer" knew more about arcane theories than the shaman, the shaman used his power in society, claimed that "Jonah" was a heretic that offended the gods, and drove him away.
Angered, "Jonah" wandered around in the tunnels below, mapped them, going more and more away from the cities that he knew. Almost by accident he found a way to the surface. He was astonished by the whole new world he had found which, after years spend mapping the tunnels below, was very easy to map. He also found other races, huge cities... and sea.
He met these "sailors", who talked about even more lands beyond the seas. And what happened to be most interesting: They needed maps, and somebody who could read and make them.
 
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Tonguez

A suffusion of yellow
Malachi Legba, Half-orc, Ranger 1/Cleric 2 NG

Str 16/3 Con 10 Dex 13/1 Int 14/2 Wis 17/3 Cha 10

HP 23 (9+7+6) Init+5*feat AC 15 (Dex 1+Armour 4)
Bab+1 M+4 R+2
Fort+4 Refx+1 Will+5

SQ, Feats: Darkvision 60, Orc blood,Improved Initiative (feat), Scribe Scroll (feat)
Track, Favored enemy: Human, Ambidexterity, Two-Weapon Fighting (Ranger bonus)
Turn Undead 4/day, Turn fire 4/day (domain), Spontaneous Casting: Heal,

Deity: Calypso - Seafaring, Water

Skills 44
Animal Empathy 3, Wilderness Lore 5/2+3(Wis), Heal 6/3+3
Spot 9/6+3, Intuit Direction 8/ 5+3
Climb 5/2+3, Use Rope 3/2+1, Swim 5/2+3(Str), ,
Knowledge (arcana) 4/2+2(Int), Knowledge (religion) 4/2+2(Int), Knowledge (nature) 4/2+2,
Hide 1,Listen 3 (Wis), Move Silently 1 (Dex), Ride 1 (Dex), Search 2,
Scry 4/2+2, Spellcraft 4/2+2
Profession: Pilot +3, Profession: Sailor 7/4+3 , and Profession: Navigator 9/6+3

Concentration 1/+0 (Con), Diplomacy +0(Cha), Handle Animal +0, Craft 2 (Fetish)
(FavEnemy Bluff+1, Listen 4 3+1, Sense Motive+1, Spot 9+1, Wilderness Lore5+1)

Languages: Common, Orc, Goblin and Aquan

Posessions
Worn+1 Studded Leather armour, Pistol 1d10 x3 50 ft, Holy symbol (wood & shell), Quaal's feather token (swan boat), peasant outfit, Spyglass, Hand ax1d6 X3, 4 Scrolls of cure light wounds (fetishes attached to a cord around his neck)

Backpack - Bedroll, Blankets, 5 Sunrods, 50 bullets,
small mirror, waterskin 3, Potion cats grace, Potion of Bulls Strength,

CarriedHalfspear 1d6 X3, Fishing net, chain (10 ft), grappling hook

Spells
0 4 Create Water, Guidance, Cure Minor Wounds, Mending,
1 2+1, Bane, Bless Water, Summon Monster I , Obscuring Mist*,
*Water Domain **Seafaring Domain

Description
H 6'3" W 780 Skin brown Hair black
A large and imposing creature, with piercing eyes, and prominent tusks, Malachi appears a serious and humourless man. His cheeks are marked with ritual scarfication, and his right arm is promient for the intricate tattooing extending from his finger tips to shoulder. The tattoo are a mix of geometric patterns and recognisable symbols - fish, boats, people.

He also wears a number of tribal fetishes, and has taken to wearing small spell-scrolls in the same manner.

He speaks slowly and purposefully, his social skills are few and he is most comfortable when left alone to contemplate the stars.

His story
The Witch Mogwi lived alone in the mangroves, she was both feared and respected by all those of the island and few had come into this world without her potions and words to help the mother.
She was so onery that even the sharks and crocodiles kept away, and it was said she knew more secrets than anyone was suppose to know. She was also a cannibal.
I suppose that only an Orc would ever think to rut with someone like her but one day she took an orc into her hut and from that union came a child that she called Malachi Endurance Legba.
So she raised her child and indulge him like any mother would, she taught him about the mangroves and about how to find food and good drinking water, and especially how to deal with sharks and crocodiles and stinging jellyfish which was probably the worst of the three. And that child grewup and listened and learned and loved his Mama. And what he learned and loved most of all was when they would go out on their little boat at night and learn about the waves and the stars, and the patterns they made in the sky and how every year at about the same time the same stars would appear over the horizon at dusk and settle again at dawn.
Now eventually all boys grow up into young men and start thinking about girls and the same thing went for Malachi, and so he started heading out on his own to watch the villagers as they went about their lives and one in particular a girl named Kerara caught his eye. He approached her one day wanting to talk but when she saw him she screamed in fear and loathing at this monster from the swamp and her brothers came after him and chased him and beat him and set him in the sea.
He thought he would drown, and so in his time of need he called out in prayer and Calypso heard him and called him to her, and he was found by a passing ship where he was taken and tended by its Navigator a priest of Calypso and ever being loyal and honour bound to his word, Malachi submitted himself to Calypso and so learnt to be a Priest-Navigator, his apprenticeship is over and now he must prove himself an able Protector of Ships.

NB Edit - Spells dropped Light and replaced with Cure Minor Wounds...
 
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kenjib

First Post
Vemuz Thrice-Born
human brb3 CN

str: 17
dex: 14
con: 16
int: 13
wis: 14
cha: 14

hp: 35 (12+5+9+9(con)) or 41 raging
melee attack: +6 or +8 raging
ranged attack: +5
ac: 18 or 16 raging
init: +2
speed: 40'

fort: +6
refl: +3
will: +3 or +5 raging

abilities: rage 1/day for 8 rounds (+4 str, +4 con, +2 will, -2 AC), uncanny dodge (retains dex bonus to AC), illiterate, extra class skills: profession (sailor) and profession (pilot)
feats: Exotic weapon proficiency (harpoon), Eyes of Fury (DC 12)*, Fearsome Appearance (DC 12)*
skills: climb +8, intimidate +8, intuit direction +8, swim +9, jump +5, balance +4, profession (sailor) +6, profession (pilot) +5
*Eyes of Fury (Kingdoms of Kalamar Player's Guide)
Your great skill (or appearance of great skill) causes enemies to doubt themselves in battle.
Prerequisite: Cha 13+
Benefit: Your stern gaze causes enemies who fail a Will save (DC 10 + cha bonus) to become shaken for one round. This ability is an extraordinary gaze attack. You may use this ability as a free action against one opponent each round in melee combat. The range of this ability is natural reach plus 5' (thus 10' for me).
*Fearsome Appearance (Kingdoms of Kalamar Player's Guide)
Your presence in battle sows doubt amid your enemies and weakens their will to attack you.
Prerequisite: Cha 13+, Eyes of Fury
Benefit: Opponents must make a Will save (DC 10 + cha bonus) to make an attack of opportunity against you.

armor: +1 chain shirt (armor check -1), buckler (armor check -1)
weapons: battle axe (+6/1d8+3/x3 or +8/1d8+5 raging), harpoon (+6/1d10+4/30'range* or +8/1d8+7 raging), 3 throwing axes (+5/1d6+3/10' or 1d6+5 raging), mighty (+4) composite longbow (+5/1d8+3/110' or 1d8+4 when raging), 20 arrows
* If damage is inflicted, it may lodge in the victim if they fail reflex save DC 10 plus damage inflicted. They hence move at half speed and cannot charge nor run. With an opposed strength check, their range may be limited to the length of the rope. Spell casting requires DC15 check while hooked. Removing the harpoon is a full round action that needs 2 hands free and causes damage equivalent to the entry wound damage.

gear worn: peasant's outfit, large sack with tie string/shoulder strap, belt pouch, skin of water, Quaal's feather token (anchor) x2, Quaal's feather token (fan) x2, Quaal's feather token (swan boat), Quaal's feather token (bird)

gear in sack: cold weather outfit, skin of firewater (hard liquor), whetstone, flint and steel, bedroll, winter blanket

gear value: 2677.82 gp
coin on hand: 19 gp, 29 sp, 28 cp

med load: 87-173
heavy load: 174-260
weight carried w/o sack: 71.5
weight carried with sack: 91.5

appearance: Standing at an imposing 7' tall and with a large, bulky, physique, Vemuz towers over other people. He has a mane of thick, unkempt, black hair, a full shaggy beard, and cold, piercing, blue eyes that are always bloodshot. His complexion is olive and his skin leathery from years of exposure to the elements. Overall, he has the look of a man that you would much prefer to keep either as an ally or far, far, away.

history: Some fifty years ago, the Black Mast sailed the western seas, preying on Hullish ships fat with riches plundered from the newly discovered Dim Lands. A stolen Iberrean ship famous for it's hull painted bright red, masts painted black, and gold leaf trim, the sight of the Black Mast inspired fear to all who spied it trailing in the distance for the knowledge of what was sure to come. The ship's captain, Kazan the Red, was infamous for his ruthlessness, often killing the entire crew of captive ships in mordbidly creative fashion.

Being the most infamous ship on the Western Seas at the time, a great bounty was laid on the head of Kazan the Red by more than one king, and many warships plied the waters in search of the Black Mast. Finally, the Black Mast was run down by five of the finest ships in the Iberrean fleet. After a tense pursuit and fierce battle at sea, four of the Iberrean ships were sunk and the fifth broke off and limped back to port. The Black Mast, however, was heavily damaged and scarcely seaworthy, and it's two escorts destroyed, and thus did not pursue.

Knowing that the ship was soon to sink, the crew pulled into a remote cove and hid the vast treasure in silver and gold that was recently won from a Hullish ship. Kazan oversaw burial of the treasure himself, allowing only three shipmates to assist him in the task. He returned to the ship alone, however, but for fear of his wrath no questions were asked.

Casting off again, the ship attempted to reach Port Andora, an infamous stopover and haven for pirates. Enroute it encountered a fierce storm and, compromised as it was, the ship quickly sunk. Numerous survivors of the wreck washed or paddled ashore on the coast of a small island, where they were eventually to mix with the natives of the island and adopt their lifestyle as the only means of survival available.

Cut off from the mainland, the descendents (who are now known as the Twice-Born as a result of the shipwreck and "rebirth" on the island) of the union of the pirates and natives live a backward, self-sufficient existence. Their prime source of sustenance is the swordfish. The swordfish, which can be as many as a thousand pounds and armed with bills that can kill a man, swim around the island in great schools. The islanders row offshore in little wooden boats to hunt the monstrous swordfish with harpoons and barbed arrows. It is a deadly trade. As many as one-quarter of the boats never make it back to the island. When boats go down, they generally take their crews with them, and of course, many fishermen fall victim to the swordfish's bill. The swordfish are so large, in fact, that they cannot be carried back to the island in the boat, but mush be towed behind the boat. This trade naturally breeds a rather tough (some would say brutal) people, and the few that leave the island are regarded with almost superstitious fear by the common tars.

Vemuz is one of four grandsons of Kazan the Red. His small fishing vessel was lost during a swordfish hunting expedition and cast adrift. The small craft drifted for two months and among the three passengers, only Vemuz survived the ordeal, living off of collected rainwater and what he could catch from the ocean. He was eventually sighted and picked up by a merchant ship where he was nursed back to health and brought back to the ship's port of call in Espirante.

Vemuz, taking on the title "Thrice-Born" as a result of his survival at sea, became somewhat of a minor celebrity among the courts of Espirante for the months following as he related his incredulous story to the endless amusement of the idle rich, but as with all such things, this occupation was fleeting. Indeed, spiteful nobles were lining up to debunk his story and claim him an imposter. It soon became generally agreed upon that he was nothing more than a vagrant Hullish orphan with a penchant for spinning wild yarns. Having no idea of where his home island was located, he was forced to find work on the mainland, signing on as a mercenary for various tasks. He gained somewhat of a reputation on the battlefield for his skill and brutality with an axe and in hushed whispers is said to have once split a man wide open from neck to groin in a single blow.

He could not resist the lure of the sea for long though, and before long took to sailing, where his experience with the harpoon as a youth earned him a great reputation among the whaling fleets. His most recent job was aboard the Ocean's Bounty, a whaling vessel on the South Seas. His presence among a crew is often accompanied by the telling of wild stories and rumors about his past, usually untrue, when he is not immediately present.

Recently Vemuz has been thinking more and more about the lost treasure of his grandfather, and now hopes that fate will bring him a clue to unravelling the mystery.
 
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saFire

First Post
I just wanted to drop by and say hello, as I will be co-DMing the Deep Water ans Shoals campaign. Oh, and by the way...

Xael: you can make your character third level (that's technically the starting level in this campaign)
 

Tonguez

A suffusion of yellow
Hey Kenjib do you think we could align our stories so that Vemuz and Malachi come from the same archipelago (if not the same island)

Perhaps you have heard stories about the weird Witch who lives on a neighbouring island and her half-orc sprog and I recognise you as a Twice-Born swordfish chaser...
 

kenjib

First Post
That sounds great. I like that idea. It will also give me the first clue that I'm looking for, as I can at least narrow down the geographical location...
 
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Bob Aberton

First Post
Wow.

These are excellent characters.

kenjib, I'm glad you liked my idea about the castaway pirates-turned-swordfishermen. And that's a really stylish character you created. And a great backstory

Tonguez, awesome character concept. And again, a great character history.

Xael, why not have your character call himself Jonah, because everyone else thinks he is one? Maybe he left his old name behind in the Gloom Below.

Anyways, I love the concept. A bookish Drow rogue, that'll put to rest all those people who say that all those Drow PCs are Drizzt clones :D

garyh, nice character. A Gnome after the vein of my own Gnome, Eliad Pelgrin, it seems (don't worry, that was meant as a compliment. You can read my storyhour in the link to find out about Eliad.).:D

dead_radish, great character. A swashbuckling staple among the more exotic characters (once again, that was meant as a compliment). Use Rope would be another roguish (and non-WIS based) skill useful for sailors, if you still want suggestions about that.

Anyways, great characters all around. I'm honored to be your DM:D

Oh, and kenjib, I'll remember to put Port Andora, a "freeport for freebooters" on my map. Thanks for the idea.
 

Xael

First Post
saFire said:
Xael: you can make your character third level (that's technically the starting level in this campaign)

Drow are ECL+2, so I really can't (I took level 3 starting wealth though) ;)


Bob Aberton: Sure, he can be called Jonah, but I still have to think his real name. He also may be a little bookish, but he's got a trick up on his sleeve (almost literally).


Ps. I've got like million character ideas, and about 90% of them are drow. And not a single one has scimitars (though one of my characters, a swashbuckler-type :D , has a level of ranger for the feats).
 
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