Servants of the Twilight King

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Isida Kep'Tukari

Adventurer
Supporter
Myna Basi, “The Moth”
Female Fighter 3

Region:
Height: 5' 4''
Weight: 151lbs
Hair: White
Eyes: Gray
Age: 20

Str: 16 (+3)
Dex: 14 (+2)
Con: 11 (+0)
Int: 10 (+0)
Wis: 12 (+1)
Cha: 11 (+0)

Class and Racial Abilities: 1 extra feat at first level, 4 additional skill points at first level and 1 additional skill point for each level thereafter. Proficient in simple and martial weapons, all armors and shields.

Hit Dice: 5d10 + 0
WP: 11
VP: 25
AC: 16 (+4 armor, +2 Dex) [17 with shield]
ACP: –1 [-2 with shield]
Init: +2 (+2 Dex)
Speed: 30ft
Taint: 0
Sanity: 60

Saves:
Fortitude +4 [+3 base, +0 Con, +1 from cloak]
Reflex +4 [+1 base, +2 Dex, +1 from cloak]
Will +3 [+1 base, +1 Wis, +1 from cloak]

BAB/Grapple: +3/+6
Melee Atk: +7 (1d8+3/19-20/x2/S, Mothflight, MW longsword)
Melee Atk: +6 (1d10+4/19-20/x2/B, heavy flail wielded two-handed)
Melee Atk: +6 (2d4+4/x4/P, 5ft. reach, Lucerne hammer)
Ranged Atk: +5 (1d8+3/x3/110 ft./P, mighty composite longbow [+3 Str bonus])

Skills:
Climb +9 [4 ranks, +3 Str, +2 Athletic]
Handle Animal +7 [5 ranks, +0 Cha, +2 Animal Affinity]
Jump +6 [3 ranks, +3 Str]
Listen +1 [0 ranks, +1 Wis]
Ride +10 [2 ranks, +2 Dex, +2 military saddle, +2 synergy, +2 Animal Affinity]
Spot +1 [0 ranks, +1 Wis]
Swim +9 [4 ranks, +3 Str, +2 Athletic]

Feats:
Athletic (1st level)
Animal Affinity (human bonus 1st level)
Point Blank Shot (fighter bonus 1st level)
Precise Shot (fighter bonus 2nd level)
Quick Draw (3rd level)

Languages: Common

Equipment

Wearing or carrying
MW longsword 315gp http://www.melbar.de/Blankwaffen/Englische_Waffen/elven1.jpg
Heavy flail 15gp
Mighty composite longbow (+3 Str bonus) 400gp
40 arrows 2gp
MW chain shirt 250gp
Light steel shield 9gp
Traveler’s outfit (free)
Belt pouch 1gp
Cloak of the Moth (as cloak of resistance embroidered to resemble moth’s wings) 1000gp

On Saberhoof (light warhorse with military saddle, bit and bridle, and saddlebags) 276gp
Backpack 2gp
Bedroll 5sp
Waterskin 1gp
Trail rations (20 days worth) 10gp
Explorer’s outfit 10gp
Winter blanket 5sp
Flint and steel 1gp
4 sacks 4sp
10 lbs soap 5gp
Spade 2gp
Tent 10gp
Dagger 2gp
Lucerne hammer 12gp (Arms and Equipment Guide)
Whetstone 2cp
5 torches 5cp
Hooded lantern 7gp
5 flasks of oil 5sp

Money
170gp, 10sp, 3cp

Sabershoof
Warhorse, Light
Large Animal
Hit Dice: 3d8+9 (22 hp)
Initiative: +1
Speed: 60 ft. (12 squares)
AC: 14 (–1 size, +1 Dex, +4 natural), touch 10, flat-footed 13
Base Attack/Grapple: +2/+9
Attack: Hoof +4 melee (1d4+3)
Full Attack: 2 hooves +4 melee (1d4+3) and bite -1 melee (1d3+1)
Space/Reach: 10 ft./5 ft.
Special Attacks:
Special Qualities: Low-light vision, scent
Saves: Fort +6, Ref +4, Will +2
Abilities: Str 16, Dex 13, Con 17, Int 2, Wis 13, Cha 6
Skills: Listen +4, Spot +4
Feats: Endurance, Run
Environment: Temperate plains
Organization: Domesticated
Challenge Rating: 1
Carrying Capacity: Light load - 230lbs. or less, Medium load - 231-460lbs., Heavy load - 461 - 690lbs., Saberhoof can drag 3,450lbs.

Saberhoof is a dark brown horse with a black mane and tail. Myna raised him herself, and he likes her very much, particularly because she often has apples or carrots for him. Saberhoof is outfitted with a dark brown leather riding saddle, a bit and bridle (his name is worked into the leather of his halter), and a pair of saddlebags (that contain a care kit of currycomb, brush, and hoofpick). Saberhoof knows the following tricks: Attack, Defend, Guard, Down, Come, and Stay.

Appearance: Myna Basi might have the appearance, at first glance, of being a contradiction. She is not particularly tall or short, but quite heavily-muscled for a normal woman. Her skin is a deep nut brown, but her eyes are pale gray. Her hair, though long, is as white as an old woman’s which sometimes gives people the impression she is far older than she really is. Though time in the sun has given her creases at the corners of her eyes, she is barely past her second decade.

She wears a fine suit of chain mail when she travels or stands guard, keeping her distinctive hair tucked up under her helm. She bears a light shield with the device of the emperor upon it to mark her as one of the soldiers in his army, and also has a fine longsword given to her after the completion of a dangerous but successful scouting mission. However, despite this honor, she prefers to wield her heavy flail or Lucerne hammer in battle, after picking off those she can with her longbow.

Personality: Myna has a soft voice and a strong will, enough to have gotten herself all the way to the emperor’s army from her humble upbringings. Feeling that she has paid her dues thus far, she does not appreciate being called a slacker or coward. She is entirely willing to help do her part in mundane tasks, but truly enjoys combat. Her own natural athleticism sometimes gives her a false sense of confidence in her abilities, but she’s come out on top so far, so will rarely believe evidence to the contrary.

Background: Myna was born the daughter of a horse trader who often sold horses to the emperor’s army. Though she had spent much of her life helping her aged father in taming and training the brutes, it was unlikely that she was going to be able to follow her own path until her father either died or gave up his business. She never really consciously wished for her father’s death, though she often dreamed of the ability to make her own choices. Her mother had died in childbirth, attempting to give her father a son, when Myna was ten. Since then the two had lived on the road, traveling and training with horses.

When Myna was fourteen, her father was trampled to death when the herd stampeded. Myna had been away attempting to gentle a skittish two-year-old when it happened, and it was she who discovered her father’s body. Saddened and heartbroken, and feeling guilty because of her secret wish, Myna buried her father’s body and took the wealth they had accumulated. She spent the next few years traveling, attempting to find forgetfulness, or at least an acceptance within herself. This oftentimes resulted in rather reckless and self-destructive behavior, such as getting into fights or riling up people far more powerful or stronger than her.

She had an epiphany one quite summer’s night as she slept out under the stars with just a single candle for company. She watched a moth circle the candleflame, darting around it, seeming to challenge it, daring itself to see how close it would get. Eventually it got too close to the flames and burned, and she watched in fascinated horror as it flew on burning wings, spiraling to the ground and dying. Somehow she knew that the moth was herself, and she was very close to burning. From that night onward, her hair turned white.

Taking herself to the nearest station of the army, Myna presented herself for training, showing her skill with horses as well as the bow she used to hunt with. She was accepted and taught with the other recruits, learning sword, flail, and polearm in order to fight for His Imperial Majesty. She had taken to calling herself Moth, a nickname that the others accepted when she looted a cloak with moth pattern on the back. She has proven herself to be quite a good soldier in the past few months, and one of her commanders gave her the impression that she might be ready for some solo work.
 
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Blue_Genie

First Post
Here's the first draft of Rorgun. He's not quite finished, but the crunchy stuff is certainly all there.

Rorgun of Wrath Alley
Male Imperial Bloodline Human Rogue2/Wizard1
Height: 5' 9"
Weight: 160 lbs
Hair: Dk. Brown
Eyes: Hazel
Age: 26

Str: 12 (+1)
Dex: 14 (+2)
Con: 10
Int: 14 (+2)
Wis: 10
Cha: 16 (+3)

Class and Racial Abilities: (Human) One extra feat and 4 extra skill points at first level, and 1 additional skill point every subsequent level; (Rogue) Proficient with all simple weapons, plus the hand crossbow, rapier, sap, shortbow, and short sword. Proficient with light armor, but not with shields; sneak attack +1d6; evasion; trapfinding; (Wizard) Spellcasting; Summon Familiar; Scribe Scroll.

Hit Dice: 2d6 plus 1d4
Vitality Points: 12 (6 + 3 + 3)
Wound Points: 10
AC: 12 Touch: 12 Flat-footed: 10
ACP: 0
Init: +2 (+2 Dex)
Speed: 30 ft.
Taint: ?
Sanity: 60
Spell Points: 3 + Can cast up to 5 0-level spells/day
Arcane Spell Failure: 0%

Saves:
Fortitude +0
Reflex +5 [Base 3 + Dex 2]
Will +2 [Base 2]

BAB/Grapple: +1/+2
Melee Atk: +3 (1d6+1/18-20, MW Rapier)
Melee Atk: +2 (1d6+1 Sub, Sap)
Melee Atk: +2 (1d4+1/19-20, Dagger)
Ranged Atk: +4 [+5 within 30'] (1d6[1d6+1 within 30']/19-20, MW Comp. Short Bow)

Skills:
Balance +4 [0 ranks +2 Dex +2 Syn]
Bluff +8 [5 ranks +3 Cha]
Concentration +2 [2 ranks]
Diplomacy +10 [5 ranks +3 Cha +2 Syn]
Gather Information +10 [5 ranks +3 Cha +2 Syn]
Hide +7 [5 ranks +2 Dex]
Intimidate +5 [0 ranks +3 Cha +2 Syn]
Jump +3 [0 ranks +1 Str +2 Syn]
Knowledge (arcana) +3 [1 rank +2 Int]
Knowledge (local) +7 [5 ranks +2 Int]
Move Silently +7 [5 ranks +2 Dex]
Open Locks +4 [2 ransk +2 Dex]
Search +7 [5 ranks +2 Int]
Sense Motive +5 [5 ranks]
Slight of Hand +9 [5 ranks +2 Dex +2 Syn]
Spellcasting +4 [2 ranks +2 Int]
Spot +3 [3 ranks]
Tumble +7 [5 ranks +2 Dex]

Feats: Investigate, Point Blank Shot, Urban Tracking

Languages: Common plus two bonus languages

Spells Known:
0 - All Sor/Wiz
1 - Mage Armor; Identify, Creature Loresight (from CBoEM); Obscuring Mist; Cure Light Wounds.

Equipment
2 lbs. - 1 MW Rapier (320 gp)
2 lbs. - 1 MW Composite short bow (375 gp)
3 lbs. - 1 Quiver with 20 Arrows (1 gp)
1 lb. - 1 Dagger (2 gp)
2 lbs. - 1 Sap (1 gp)
2 lbs. - 1 Backpack (2 gp)
5 lbs. - 1 Bedroll (1 sp)
5 lbs. - 1 Traveler's outfit (1 gp)
2 lbs. - 1 Notebook (15 gp)
0 lb. - 1 Vial of ink (8 gp)
0 lb. - 1 Inkpen (1 sp)
4 lbs. - 1 Waterskin (1 gp)
8 lbs. - 2 Tanglefoot bags (100 gp)
2 lbs. - 2 Sunrods (4 gp)
1 lb. - Thieves' tools (30 gp)
.5 lb. - Scroll case (1 gp)
0 lb. - 3 Pearls of 100 gp value (300 gp)
0 lb. - 2 Scrolls of Sanctuary (50 gp)
0 lb. - 2 Scrolls of Detect Poison (25 gp)
0 lb. - 2 Scrolls of Recent Occupant (50 gp) (from CBoEM)
0 lb. – 2 Scrolls of Object Loresight (50 gp) (from CBoEM)
0 lb. – 1 Scroll of Precise Vision (25 gp) (from CBoEM)
0 lb. – 1 Scroll of Resist Scrying (25 gp) (from CBoEM)
1 lb. - 1 Wand of Vigor, Lesser, 50 charges (750 gp) (from CD)
3 lbs. - 1 Spellbook (15 gp)
Total Weight: 40 lbs. (Light load)

300 gp in gems, 43 gp, 8 sp
 
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Kangaxx

First Post
Gerald Seaton

Code:
Name: Gerald Seaton
Class: Thug / Battle Sorcerer
Race: Human (Imperial)
Size: Medium
Gender: Male
Age : 21
Taint: ?
Sanity: 50
WP: 16

Str: 13 +1       Level: 2/1      XP: 3000
Dex: 14 +2       BAB: +2         VP: 29 (10+1d10+1d8+9)
Con: 16 +3       Grapple: +3     Dmg Red: -
Int:  9 -1       Speed: 30'      Spell Res: -
Wis: 10 +0       Init: +6        Spell Save: -
Cha: 14 +2       ACP: -2         Spell Fail: -

                   Base  Armor Shld  Dex  Size   Nat  Misc  Total
Armor:              10    +4    +2    +2                     18
Touch: 12              Flatfooted: 16

                    Base   Mod  Misc  Total
Fort:                 3    +3           +6
Ref:                  0    +2           +2
Will:                 2    +0           +2

Weapons:                Attack   Damage   Range   Critical
MW longsword              +5      1d8+1            19-20
Dagger(melee)             +3      1d4+1            19-20
Dagger(thrown)            +4      1d4+1     10’    19-20

Languages: Common

Abilities:  human bonus feat, human bonus skill points, Familiar (snake)

Feats:
Persuasive (level 1)
Dodge (human bonus)
Improved Initiative (Thug L2 bonus)
Weapon Focus (longsword) (level 3)

Skill Points: 22       Max Ranks: 6/3
Skills:                  Ranks  Mod  Misc  Total
Bluff                      5    +2    +5    +12
Disguise (cc)              1    +2    +2    +5
Climb                      5    +1          +6
Intimidate                 5    +2    +4    +11
Sleight of Hand            5    +2    +2    +9


Equipment:                     Value  Weight  Uses
MW longsword                  315gp     4lb
Dagger x3                       6gp     3lb
Mithril Buckler +1           2015gp     2.5lb
Chain Shirt                   100gp     25lb
Traveler's Outfit               1gp     5lb
Signet Ring                     5gp     0lb
Backpack                        2gp     2lb
-Sack x2                        2sp     1lb
-Sunrod x3                      6gp     3lb
-Smokestick                    20gp     .5lb

Total Weight:  46lb          Money:  29gp  8sp  0cp

                          Lgt   Med   Hvy  Lift  Push
Max Weight:                50   100   150   300   600  

Spells Known:
0: Daze, Ghost Sound, Light
1: Disguise Self

Spells/Day: 4/3

Background: Gerald Seaton was born into a minor noble family, but you’d never be able to tell now. About 20 years ago, his grandfather, Hennet, was publicly revealed to be a sorcerer. The government seized most of the family’s resources, and he mysteriously died mere days later. Afterwards, the Seatons fell into disfavor, and were forced to move to a poorer part of the city and get jobs. Marie and Josem, Gerald’s parents, have been bitter ever since. Sometimes Gerard will try to get information about what actually happened from his dad, but Josem just says he doesn’t want to talk about ‘that bastard.’

Gerald was only 2 years old when his grandfather died, so while his parents are bitter about what they’ve lost, to him it’s just life as normal. Knowing that Gerard is out ‘slumming with the locals’ hasn’t improved their disposition. To Gerald, he’s just doing what everyone does. He doesn’t understand why his parents get upset about it.

Gerald spends his days cleaning dishes at one of the nicer restaurants in the area, and his nights drinking and gambling. Between his silver tongue and iron stomach, he’s developed a reputation as a good person to have around if you want to have a good time, and is well known in the seedier parts of town.

His life has taken a more unusual turn in the last few months since Henry appeared. Henry is a snake that mysteriously arrived in Gerald’s house recently. Gerald isn’t sure how he arrived, he just remembers waking up one morning, and feeling upset without knowing why. Then he walked into the kitchen and found his mom whacking a snake with a broom. For some reason, he decided to save the snake and keep it. (Much to his mother’s chagrin.) Over the next few days, he discovered he could tell when the snake was happy or unhappy, or if it was hungry. Around the same time, he started being able to do… other stuff. He’s not really sure how the snake is involved, but it seems important, so he named it Henry and keeps it in a cage in his room.

Soon after Henry’s arrival, Gerald was approached by a mysterious man who claimed to be working for the emperor. He needed help tracking down a murderer. The guy seemed honest to Gerald so he decided to help, and quickly found the murderer through some of his local friends. Afterwards, the man offered him a position in a covert organization working for the emperor. It sounded interesting, so Gerald decided to do that too.

Personality: Gerald is a very easy-going person, and generally just floats wherever life takes him. He has a tendency to get into trouble, and a tendency to always get back out of it unscathed. If you’re talking about something more than 5 minutes in the future, there’s a good chance he’s not listening. But later he’ll convince you that he was.

Appearance: Gerald is about 5’11”, with light brown hair and bright blue eyes. His hair is short and curly. He has a cheerful demeanor, and usually looks like he’s happy about something even if he’s not. He usually wears a simple tunic and trousers, although if he’s expecting trouble he’ll have his trusty chain shirt on under the tunic, and his sword and shield hanging from his belt.

The shield is one of the few remains of his family’s noble history, and belonged to his great great such and such. He wasn’t paying attention when his mom told him. His parents would be pretty upset if they found out he was carrying their heirloom all over the city, so he painted it black to match the old one it replaced for him. Having done so could be a problem if his parents ever notice it missing, but he didn’t plan that far ahead.
 
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Steve Gorak

Adventurer
Urik a.k.a. Urik Kastis, Singer of tales
Changeling bard level 3

Region:
Height: 5' 8''
Weight: 143lbs
Hair: Varies (normally black)
Eyes: Varies (normally blue)
Age: 19

Str: 12 (+1) [4 points]
Dex: 14 (+2) [6 points]
Con: 10 (+0) [2 points]
Int: 14 (+2) [6 points]
Wis: 12 (+1) [4 points]
Cha: 14 (+2) [6 points]

Class and Racial Abilities:
Medium humanoids, 30' speed, shapechanger subtype
+2 save vs sleep and charm.
+2 bluff, intimidate, sense motive.
Speak Language as a class skill
Minor shape change: +10 to disguise, takes full round to use. In their natural form they have "unfinished" features.
Proficient with all simple weapons, plus the longsword, rapier, sap, short sword, shortbow, and whip. Bards are proficient with light armor and shields (except tower shields). A bard can cast bard spells while wearing light armor without incurring the normal arcane spell failure chance.
Bardic music, bardic knowledge, countersong, fascinate, inspire courage +1

Hit Dice: 3d6 +6 (con) (19 hp)
AC: 16 (+4 armor, +2 Dex)
Init: +2 (+2 Dex)
Speed: 30ft
Taint: 0
Sanity: 50

Saves:
Fortitude +0 [+0 base, +0 Con]
Reflex +5 [+3 base, +2 Dex]
Will +4 [+3 base, +1 Wis], +2 (racial) save vs sleep and charm.

BAB: +2
Melee Atk, unarmed: +3 attack, 1d4+1 damage (1d4/20/x2/B [attack:+2 base,+1 str, damage: +1 str])
Melee Atk, long sword: +3 attack, 1d8+1 damage (1d8/19-20/x2/S, [attack:+2 base,+1 str, damage: +1 str])
Melee Atk, short sword:+3 attack, 1d6+1 damage (1d8/19-20/x2/S, [attack:+2 base,+1 str, damage: +1 str])
Melee Atk, dagger: +3 attack, 1d4+1 damage (1d4/19-20/x2/P,S [attack:+2 base,+1 str, damage: +1 str])

Ranged or Melee Atk, whip: +3 attack, 1d3+1 damage (1d3+1/x2/S/15', +2 to disarm, whip allows attack against adjacent foe, triggers AOO, whip innefective against +1 nat. armor or +3 AC armor)[+2 base,+1 str/+1str])

Ranged Atk, dagger: +5 attack, 1d4+1 damage (dagger:1d4/19-20/x2/10 ft./P [+2 base,+2 dex, +1 str/+1str])

Skills:

Appraise : + 2 [ 0 Ranks + 2 (Int) ]
Balance : + 2 [ 0 Ranks + 2 (Dex) ]
Bluff 5 : + 9 [ 5 Ranks + 2 (Cha) + 2 Racial bonus ]
Concentration : + 1 [ 0 Ranks + 1 (Con) ]

decipher script : + 2 [ 0 Ranks + 2 (Int) ]
Diplomacy 3 : + 11 [ 3 Ranks + 2 (Cha) + 2 Bluff synergy bonus + 2 Sense motive synergy bonus + 2 Knowledge (nobility and royalty) synergy bonus ]
Disguise : + 4 [ 0 Ranks + 2 (Cha) + 2 Bluff synergy bonus (when being observed) ]

Escape artist : + 2 [ 0 Ranks + 2 (Dex) ]
Gather information 3 : + 7 [ 3 Ranks + 2 (Cha) + 2 Knowledge (local) synergy bonus ]
Hide 5 : + 7 [ 5 Ranks + 2 (Dex) ]
Intimidate : + 6 [ 0 Ranks + 2 (Cha) + 2 Bluff synergy bonus + 2 Racial bonus ]

Knowledge (local) 5 : + 7 [ 5 Ranks + 2 (Int) ]
Knowledge (nobility and royalty) 5 : + 7 [ 5 Ranks + 2 (Int) ]
Listen 5 : + 6 [ 5 Ranks + 1 (Wis) ]

Move silently 4 : + 6 [ 4 Ranks + 2 (Dex) ]
Perform (Sing) 6 : + 8 [ 6 Ranks + 2 (Cha) ]
Sense motive 5 : + 8 [ 5 Ranks + 1 (Wis) + 2 Racial bonus ]

Sleight of hand 1 : + 5 [ 1 Ranks + 2 (Dex) + 2 Bluff synergy bonus ]
Tumble 1 : + 3 [ 1 Ranks + 2 (Dex) ]
Feats:
Improved Unarmed Strike (1st level)
Deflect arrow (3rd level)

Spells:
2 SP, can case 3 0 level spells/day


O level spells:
Lullaby, read magic, ghost sounds, light, mending, message
1st level spells :
Silent Image, change self, cure light wounds


Languages: Common

Equipment
Wearing or carrying
Belt Pouch 1,00 gp, 0,5 lb, worn, left side
Belt Pouch 1,00 gp, 0,5 lb, worn, right side
Backpack 2,00 gp, 2 lb, worn, back

Sack (empty) 0,10 gp, 0,5 lb, backpack
Traveler’s outfit 2,00 gp, 5 lb, worn (double cost for extra layers)

Scroll case 1,00 gp, 0,5 lb, packpack
Waterskin (1) 2,00 gp, 4 lb, packpack
Parchment (10 sheet) 2,00 gp, 0 lb, packpack
Ink (1 oz. vial) 8,00 gp, 0 lb, packpack
Inkpen 0,10 gp, 0 lb, packpack
Chalk, 1 piece 0,01 gp, 0 lb, packpack

Mithral Shirt: Price 1,100 gp 1100,00 gp, 10 lb, worn
Wand of Cure light wounds 750,00 gp, 0 lb, strapped under armor, on chest
Bronze signet ring with compartment 210,00 gp, 0 lb, right hand
Scroll of fly 375,00 gp, 0 lb, Inside armor next to wand

5 Dagger 10,00 gp, 5 lb, Worn: 1 in left boot, 1 on right thigh (strapped), 2 on belt (back), one one belt (right)
Sword, short 10,00 gp, 2 lb, Worn on belt (right)
Longsword 15,00 gp, 4 lb, Worn on belt (left)
Whip 1 gp, 2 lb, Tucked in belt (back)

total cost: 2490,21 gp


Total weight: 34 lb

Money
(right pouch) 9,79 gp
Appearance:
Urik's appearance as Urik Kastis, Singer of tales: Black hair blue eyes thin build. He usually wears a Grey cloak that is brown on the inside, and can be easily turned around. He also dons 3 layers of clothing (he wears his mithral armor underneath his clothes) and each layer is of a different color. If need be, Urik can quickly tear a layer, to change his clothes and he will then change his appearance. This has helped him on a few occasions.

Personality:
Urik is goodhearted but wery suspicious. He is cunning and seeks information about happenings in the city. His ultimate goal is to find more of his kind, and to be reunited with his parents.

Background:
Urik was born and raised in the city. Both of his parents were changelings and thought him from an early age how to control his ability to change his appearance.

Magic has always been part of Urik's life. His parents were also bards and schooled him on the basics of the arcane arts and how to influence "normals" with his voice and singing. Thay said that these abilities came from his ancestors, who roamed the forests when the land was yound and thriving.
Now, the land is dying, and his kind is disapearing. When Urik became 15, his parents gave him the mithral armor he religously wears to this day.

When Urik was 16, the city guards stormed his family's house by suprise and his parents were taken away by the city guards. Luckily, his parents heard them coming and they hid him. The gave him some gold, a few scroolls and a wand of cure light wounds (that he luckily never had to use). He managed to escape, but he never saw his parents again.

He spent a few years roaming in the city, learning about its secrets and the secrets of those that control it. His changeling abilities helped him during this period, because he could change his identity over night. One week he would be an old man, another, a beggar, another a servant. During this time, he tried to earn as much as he could about his kind, and where his parents might be. He never learned anything.

He grew tired of this lifestyle, and about one year ago, he became Urik Kastis, Singer of tales, and started to make a name for himself as a bard. He now lives alone in an appartment he rents, above a bar where he regularly performs.

A few weeks back, he met a man in that offered to employ him int he Emperor's service. Urik jumped on the occasion, because it could allow him to learn a thing or two about his parents. Also, He wasn't making a fortune performing, so extra cahs would be nice
 
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