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<blockquote data-quote="Canaan" data-source="post: 3130808" data-attributes="member: 40239"><p><strong>Jaroth Urkas</strong></p><p></p><p>Jaroth Urkas, N Male Human Sorc[7]. ElD[8]</p><p></p><p><a href="http://invisiblecastle.com/find.py?id=679180" target="_blank">http://invisiblecastle.com/find.py?id=679180</a></p><p>STR 10</p><p>DEX 13</p><p>CON 13 </p><p>INT 13 +1 (4th level) = 14</p><p>WIS 16</p><p>CHA 17 +1 (8th level) +1 (12th level) +2 (DM Gift) +4 (Shroud of the Hadeshorn) = 25</p><p></p><p>hitpoints: 58 <a href="http://invisiblecastle.com/find.py?id=680583" target="_blank">http://invisiblecastle.com/find.py?id=680583</a> + <a href="http://invisiblecastle.com/find.py?id=684649" target="_blank">http://invisiblecastle.com/find.py?id=684649</a> + <a href="http://invisiblecastle.com/find.py?id=796698" target="_blank">11th level HP result 2 (rounded to 3 for 70% rule) </a> + <a href="http://invisiblecastle.com/find.py?id=1305608" target="_blank">2 but rounded to 3 for 70% rule at 12th level </a></p><p></p><p><strong>Armor Class:</strong></p><p></p><p>Normal: 11</p><p></p><p>+ 4 if <em>shield</em> is active (shield bonus)*</p><p>+ 6 if <em>greater mage armor</em> is active (armor bonus)*</p><p>+ 4 if <em>barkskin</em> is active (natural armor bonus)*</p><p>+50% miss chance if <em>greater invisibility</em> is active*</p><p><em>uncanny dodge</em>, cannot be flanked (class ability)</p><p></p><p>* These enhancements stack</p><p></p><p>Flat-Footed: -1</p><p>Touch: 11 + 4 (if shield is active) + 50% miss chance (if <em>greater invisibility</em> is active)</p><p></p><p><em>Initiative:</em> +5</p><p></p><p><strong>Saves:</strong></p><p></p><p>Fort: 6 + 1(con) +4 (resist) = 11 <span style="font-size: 10px"><em>(+4 against poison and disease from Elder Druid Resistance, if Shroud of the Hadeshorn fails to provide the bonus)</em></span></p><p>Ref: 6 + 1(dex) +4 (resist) = 11</p><p>Will: 13 + 3(wis) +4 (resist) = 20</p><p></p><p><strong>Attacks:</strong> BAB: +7/+2, dam: 1d6+1 18-20x2 (masterwork silver scimitar)</p><p></p><p><strong>Skills:</strong> 78 total (+synergies, feats, ability mods and magic items) (My earlier calculation was wrong because I didn't include skill points for being human)</p><p></p><p>Bluff: 6 (13)</p><p>Concentration: 12 (15)</p><p>Diplomacy: 5 (18)</p><p>Gather Information: 1 (8)</p><p>Hide: 0 (6)</p><p>Knowledge, Arcana: 18 (20)</p><p>Knowledge, History: 7 (12)</p><p>Knowledge, Nature: 8 (10)</p><p>Listen: 0 (5)</p><p>Move Silently: 0 (6)</p><p>Search: 5 (7)</p><p>Sense Motive: 6 (9)</p><p>Spellcraft: 16 (20)</p><p>Spot: 0 (5)</p><p>Survival: 2 (7)</p><p></p><p><strong>Feats:</strong></p><p></p><p>[1] Eschew Materials</p><p>[1] Improved Initiative</p><p>[3] Negotiator</p><p>[6] Skill Focus: Knowledge, History</p><p>[9] Extend Spell</p><p>Item Familiar (bonus feat)</p><p>[12] Spell Penetration</p><p>[15] Greater Spell Penetration</p><p></p><p><strong>Special Abilities:</strong></p><p></p><p><em>Communication:</em> At 1st level, the Elder Druid can invoke <em>tongues</em> and <em>comprehend languages</em> on himself as the spells of the same name, at will. This is a spell-like ability.</p><p> </p><p><em>Druid Fire:</em> Once per day per two Elder Druid class levels, as a standard action, the Elder Druid can summon forth a plane of white hot flames similar to a <em>burning hands</em> spell. This attack takes the form of a 40-foot-long semi-circular burst of fire that deals damage equal to 1d6 per Elder Druid class level plus the Elder Druid's Wisdom modifier. Creatures in the area of effect can make a Reflex save (DC 20 + Elder Druid's Wisdom modifer) to take half damage. The fire can affect incorporeal and ethereal creatures, and spell resistance does not apply. This is a supernatural ability.</p><p> </p><p><em>Sense Magic:</em> At 3rd level, the Elder Druid can <em>detect magic</em> and <em>read magic</em> as the spells of the same name, at will. This is a spell-like ability.</p><p></p><p><em>Elder Druid Resistance:</em> At 4th level, the Elder Druid's body becomes reistant to poson and disease. This results in a +4 resistance bonus to saving throws against poison and disease. This is an Extraordinary ability.</p><p></p><p><em>Uncanny Dodge:</em> Cannot be flanked</p><p></p><p><strong>Spells Known:</strong> 9/5/5/4/4/4/3/2</p><p></p><p>0-6/day <em>amanuensis, arcane mark, launch item, mage hand, prestidigitation, mending, light, disrupt undead, message</em> [DC 17]; 1st-8/day <em> entangle, ebon eyes, identify, magic missile, shield</em> [DC 18]; 2nd-8/day <em>protection from arrows, detect thoughts, see invisibility, barkskin, knock</em> [DC 19]; 3rd-8/day <em>greater mage armor, protection from energy, call lightning, water breathing</em> [DC 20]; 4th-7/day <em>ice storm, invisibility greater</em>, <em>dimensional anchor</em>, <em>dimension door</em> [DC 21]; 5th-7/day <em>commune with nature, control winds</em>, <em>private sanctum, wall of force</em> [DC 22]; 6th-7/day <em>dispel magic, greater</em>, <em>repulsion, mislead</em>; [DC 23]; 7th-5/day <em>control weather, limited wish</em> [DC 24]</p><p></p><p></p><p><strong>Possessions:</strong></p><p></p><p><em>Shroud of the Hadeshorn:</em> Jaroth wears a magical cloak given him on initiation into his Order. It grants him a +4 enhancement bonus to charisma, a +4 resistance bonus to saves, a +5 enhancement bonus to move silently and hide checks, and a constant <em>endure elements</em> effect. The <em>Shroud of the Hadeshorn</em> is not unique, but each member of the Order of the Elder Druids wears one. They were initially created as relics of the Order by its founders in a ritual meant to bond the wearer to the Order's timeless call. Each shroud was dipped into the black waters of the magical pool, the Hadeshorn, in the center of the Old Forrest. A ritual was performed that infused the magics of the pool into the shrouds, thereby providing their enhancements, but also their curse. All Elder Druids are bound to return to the Hadeshorn when their final time has come, there to remain for all eternity to provide timeless advice to future generations of Elder Druids, forever robbed of their just rewards in the afterlife. In the Hadeshorn, their souls are tormented as the droning press of time whittles away their sanity. Some become insane and others become terrors to horrific to behold. But should a living Elder Druid ever need the advice of the Ancients, it is to the Hadeshorn that one goes.</p><p></p><p><em>Darkrazor:</em> Darkrazor has a "bad boy" complex. It thinks its all tough (hence its chosen name), but it would rather examine rare runes or substances than fight, if it had its druthers. No matter how hard Jaroth tries to convince Darkrazor to embrace its inner nerdiness, Darkrazor's stubborn demeanor won't allow it to. Many a time, Jaroth has been in the middle of a life or death battle when Darkrazor would see something interesting and Jaroth would hear in his head, "pardon me, Jaroth, but what's that over there?"</p><p></p><p>"What?" Jaroth would think back to Darkrazor nearly failing to dodge a blow.</p><p></p><p>"That shiny, sparkly thing over there, behind the ogre with the two-handed waraxe--oooo, watch that axe!--Is that alchemical silver?" </p><p></p><p>Jaroth would roll his eyes, "O be quiet! I'm trying not to bleed on the stone floor. Pay attention!"</p><p></p><p>Darkrazor is Jaroth's item familiar. Jaroth has invested his life energy into Darkrazor. Darkrazor has increased sapience and the following ability scores: Int: 12, Wis: 12, Cha: 16. It can see and hear in a 60-foot radius as if it were a creature and grants Jaroth the <em>alertness</em> feat. Darkrazor communicates with Jaroth telepathically in a recognizable language out to 120 feet and can speak audibly in Common. It can speak, read, and understand the Old Tongue. Darkrazor may also communicate using basic emotions or feelings. It may try to tell Jaroth of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being carried by Jaroth. Darkrazor has an Ego Score of 7. </p><p></p><p>He wears a hip satchel with a shoulder strap. In the satchel he carries:</p><p></p><p>-- 3 flasks of acid, </p><p>-- 4 flasks of alchemist's fire, </p><p>-- 4 sunrods, </p><p>-- 1 tanglefoot bags, </p><p>-- 4 thunderstones </p><p>-- 3 tindertwigs. </p><p></p><p>He made these alchemical items using the lore of the old ways, combining the elemental powers of the earth (basically crude science). This is part of the lore he learned among his order. He also wears soft leather boots. He carries a waterskin and his satchel also contains trail rations and flint and steel, several pieces of parchment and ink and quill. He also carries in his satchel some soap, and eating utensils. He also carries a rosewood box. </p><p></p><p>In the Port of Amster in the United Provinces from J. Calon, Bookseller, Jaroth purchased <em>Demons, Devils, Elves and Dwarves</em> and <em>My Life As a Historian</em> by Silas Frazier. He also purchased there four other tomes detailing history and geography and he copied some rare scrolls written by a lady called "Mistress of the Desert Springs" The appear to be dated around 800 YL and deal with the geography and area called "The Wildlands". The Wildlands are a series of hills, mountains, marshes etc running from the west coast to the border of Karshal and bewteen the elven lands, most notable the HeartWood, and R'Kashi, the United Proviecnes and the Confederated states. She also goes into some detail describing the various clans and tribes of R;kashi and their ancesteral spirits as well as know desert spirits. Great detail is given to the conflict between the desert tribes and the elves over wood.</p><p></p><p>Also in the Port of Amster, Jaroth provisioned himself for a long sea voyage, including dried meats, tinned vegetables, a blank book, an extra quill, extra ink and a watertight chest.</p><p></p><p><strong>Money:</strong></p><p></p><p>Gold Royals: 246</p><p>Silver Pennies: 500 + 7,000 [<a href="http://invisiblecastle.com/find.py?id=700156]" target="_blank">http://invisiblecastle.com/find.py?id=700156]</a> = 6,964</p><p>Copper Pennies: 5</p><p></p><p><strong>XP:</strong> level 120,000</p><p></p><p><strong>Brief History:</strong></p><p></p><p>Jaroth Urkas was orphaned as a toddler. He was too young to remember what had happened exactly. All he remembers is flames and his mother screaming for help. His first real memories are those from his childhood growing up in an Eastland village, raised in a dwarven orphanage. Being human, and tall for his kind to boot, despite the warmth the dwarves gave him, he never truly felt like he belonged there. On his 14th birthday, he struck out on his own, guided by his intuition. Lost and alone in the wilderness, he met a hermit, named Grothe, and became fast friends with him. Life was tough in the wilderness, but Jaroth and Grothe managed. Grothe taught him the secrets of the natural world. Jaroth learned he had a knack for debate and persuasion through argument and logic. But there was always something different about Jaroth. He had the spark of magic. And it soon manifested itself. </p><p></p><p>During a terrible hail storm, he and Grothe were caught outdoors. Soon they were being pelted with apple sized hailstones. Running for cover, Grothe fell and twisted his ankle. Jaroth came to his rescue, putting his arms above his head to shield off the hailstones, a shimmer appeared in the air just above his head and the hailstones were smashed onto it. Jaroth picked up Grothe and carried him all the way back to their cottage. Grothe was very thankful and supportive of his magical friend thereafter.</p><p></p><p>Shortly after that incident, Grothe send a message to someone he told Jaroth was "an old friend." Two weeks later, a dark enigmatic man arrived, draped in a billowing black cowled cloak and black robes. "This man is Cirrus Oakwand. Go with him Jaroth. He will teach you more of the natural ways than I could possibly and he will teach you to hone your natural gifts."</p><p></p><p>Jaroth was skeptical at first, but over the two weeks that Cirrus stayed with them, he learned to like the man. He was kind and very knowledgeable about the old ways and the natural world. He spoke of healing the rifts between the races and safeguarding the old ways for future generations. At the end of the visit, Jaroth went with him. After years of study, Jaroth has become a new member of Cirrus Oakwand's order and has donned his own billowing black cowled cloak and robe.</p><p></p><p>During that time, Jaroth learned the fine art of diplomacy and negotiation and the deep history of The 4 Lands. "Always be alert for signs of history repeating itself." Cirrus taught him. "For often you can divine the future by knowing the past." Jaroth received training with the scimitar, the weapon of choice for the Order of Elder Druids. And on his initiation, he was given his very own masterfully folded silver scimitar.</p><p></p><p>As his first mission, Jaroth had to travel to the Old Forrest from the Keep of the Elder Druids far to the south and dip his Scimitar in the waters of the Hadeshorn to awaken it. It was a harrowing journey fraught with peril. Jaroth nearly did not survive. When he arrived at the Hadeshorn, he was plagued by nightmares. Cirrus warned him to sleep at a distance from the Hadeshorn to avoid its ill effects. But even at a distance, it called to him in his slumber. One of the Ancients came to him in dream and revealed a secret. To this day, Jaroth knows not the meaning of the images the Ancient put in his head. Were they past or future?</p><p></p><p>The following morning, Jaroth dipped his scimitar into the waters of the Hadeshorn. The waters started frothing. They became turbulent and a moaning was on the wind. One of the Horrors was stirring within the waters. Just then, his scimitar was awakened. Jaroth fled the Hadeshorn, but the memory of the Horror rising from the waters of the Hadeshorn is still with him to this day.</p><p></p><p>His scimitar revealed its name to him, Darkrazor. Jaroth bonded himself to Darkrazor and carries Darkrazor with him. </p><p></p><p>Jaroth is tall, perhaps 6'3" and leanly built. Not thin. Rather, athletic. He has a short cropped beard and deep blue, penetrating eyes. He wears the weight of his 32 years heavily.</p></blockquote><p></p>
[QUOTE="Canaan, post: 3130808, member: 40239"] [b]Jaroth Urkas[/b] Jaroth Urkas, N Male Human Sorc[7]. ElD[8] [url]http://invisiblecastle.com/find.py?id=679180[/url] STR 10 DEX 13 CON 13 INT 13 +1 (4th level) = 14 WIS 16 CHA 17 +1 (8th level) +1 (12th level) +2 (DM Gift) +4 (Shroud of the Hadeshorn) = 25 hitpoints: 58 [url]http://invisiblecastle.com/find.py?id=680583[/url] + [url]http://invisiblecastle.com/find.py?id=684649[/url] + [URL=http://invisiblecastle.com/find.py?id=796698]11th level HP result 2 (rounded to 3 for 70% rule) [/URL] + [URL=http://invisiblecastle.com/find.py?id=1305608]2 but rounded to 3 for 70% rule at 12th level [/URL] [B]Armor Class:[/B] Normal: 11 + 4 if [I]shield[/I] is active (shield bonus)* + 6 if [I]greater mage armor[/I] is active (armor bonus)* + 4 if [I]barkskin[/I] is active (natural armor bonus)* +50% miss chance if [I]greater invisibility[/I] is active* [I]uncanny dodge[/I], cannot be flanked (class ability) * These enhancements stack Flat-Footed: -1 Touch: 11 + 4 (if shield is active) + 50% miss chance (if [I]greater invisibility[/I] is active) [I]Initiative:[/I] +5 [B]Saves:[/B] Fort: 6 + 1(con) +4 (resist) = 11 [SIZE=2][I](+4 against poison and disease from Elder Druid Resistance, if Shroud of the Hadeshorn fails to provide the bonus)[/I][/SIZE] Ref: 6 + 1(dex) +4 (resist) = 11 Will: 13 + 3(wis) +4 (resist) = 20 [B]Attacks:[/B] BAB: +7/+2, dam: 1d6+1 18-20x2 (masterwork silver scimitar) [B]Skills:[/B] 78 total (+synergies, feats, ability mods and magic items) (My earlier calculation was wrong because I didn't include skill points for being human) Bluff: 6 (13) Concentration: 12 (15) Diplomacy: 5 (18) Gather Information: 1 (8) Hide: 0 (6) Knowledge, Arcana: 18 (20) Knowledge, History: 7 (12) Knowledge, Nature: 8 (10) Listen: 0 (5) Move Silently: 0 (6) Search: 5 (7) Sense Motive: 6 (9) Spellcraft: 16 (20) Spot: 0 (5) Survival: 2 (7) [B]Feats:[/B] [1] Eschew Materials [1] Improved Initiative [3] Negotiator [6] Skill Focus: Knowledge, History [9] Extend Spell Item Familiar (bonus feat) [12] Spell Penetration [15] Greater Spell Penetration [B]Special Abilities:[/B] [I]Communication:[/I] At 1st level, the Elder Druid can invoke [I]tongues[/I] and [I]comprehend languages[/I] on himself as the spells of the same name, at will. This is a spell-like ability. [I]Druid Fire:[/I] Once per day per two Elder Druid class levels, as a standard action, the Elder Druid can summon forth a plane of white hot flames similar to a [I]burning hands[/I] spell. This attack takes the form of a 40-foot-long semi-circular burst of fire that deals damage equal to 1d6 per Elder Druid class level plus the Elder Druid's Wisdom modifier. Creatures in the area of effect can make a Reflex save (DC 20 + Elder Druid's Wisdom modifer) to take half damage. The fire can affect incorporeal and ethereal creatures, and spell resistance does not apply. This is a supernatural ability. [I]Sense Magic:[/I] At 3rd level, the Elder Druid can [I]detect magic[/I] and [I]read magic[/I] as the spells of the same name, at will. This is a spell-like ability. [I]Elder Druid Resistance:[/I] At 4th level, the Elder Druid's body becomes reistant to poson and disease. This results in a +4 resistance bonus to saving throws against poison and disease. This is an Extraordinary ability. [I]Uncanny Dodge:[/I] Cannot be flanked [B]Spells Known:[/B] 9/5/5/4/4/4/3/2 0-6/day [I]amanuensis, arcane mark, launch item, mage hand, prestidigitation, mending, light, disrupt undead, message[/I] [DC 17]; 1st-8/day [I] entangle, ebon eyes, identify, magic missile, shield[/I] [DC 18]; 2nd-8/day [I]protection from arrows, detect thoughts, see invisibility, barkskin, knock[/I] [DC 19]; 3rd-8/day [I]greater mage armor, protection from energy, call lightning, water breathing[/I] [DC 20]; 4th-7/day [I]ice storm, invisibility greater[/I], [I]dimensional anchor[/I], [I]dimension door[/I] [DC 21]; 5th-7/day [I]commune with nature, control winds[/I], [I]private sanctum, wall of force[/I] [DC 22]; 6th-7/day [I]dispel magic, greater[/I], [I]repulsion, mislead[/I]; [DC 23]; 7th-5/day [I]control weather, limited wish[/I] [DC 24] [B]Possessions:[/B] [I]Shroud of the Hadeshorn:[/I] Jaroth wears a magical cloak given him on initiation into his Order. It grants him a +4 enhancement bonus to charisma, a +4 resistance bonus to saves, a +5 enhancement bonus to move silently and hide checks, and a constant [I]endure elements[/I] effect. The [I]Shroud of the Hadeshorn[/I] is not unique, but each member of the Order of the Elder Druids wears one. They were initially created as relics of the Order by its founders in a ritual meant to bond the wearer to the Order's timeless call. Each shroud was dipped into the black waters of the magical pool, the Hadeshorn, in the center of the Old Forrest. A ritual was performed that infused the magics of the pool into the shrouds, thereby providing their enhancements, but also their curse. All Elder Druids are bound to return to the Hadeshorn when their final time has come, there to remain for all eternity to provide timeless advice to future generations of Elder Druids, forever robbed of their just rewards in the afterlife. In the Hadeshorn, their souls are tormented as the droning press of time whittles away their sanity. Some become insane and others become terrors to horrific to behold. But should a living Elder Druid ever need the advice of the Ancients, it is to the Hadeshorn that one goes. [I]Darkrazor:[/I] Darkrazor has a "bad boy" complex. It thinks its all tough (hence its chosen name), but it would rather examine rare runes or substances than fight, if it had its druthers. No matter how hard Jaroth tries to convince Darkrazor to embrace its inner nerdiness, Darkrazor's stubborn demeanor won't allow it to. Many a time, Jaroth has been in the middle of a life or death battle when Darkrazor would see something interesting and Jaroth would hear in his head, "pardon me, Jaroth, but what's that over there?" "What?" Jaroth would think back to Darkrazor nearly failing to dodge a blow. "That shiny, sparkly thing over there, behind the ogre with the two-handed waraxe--oooo, watch that axe!--Is that alchemical silver?" Jaroth would roll his eyes, "O be quiet! I'm trying not to bleed on the stone floor. Pay attention!" Darkrazor is Jaroth's item familiar. Jaroth has invested his life energy into Darkrazor. Darkrazor has increased sapience and the following ability scores: Int: 12, Wis: 12, Cha: 16. It can see and hear in a 60-foot radius as if it were a creature and grants Jaroth the [I]alertness[/I] feat. Darkrazor communicates with Jaroth telepathically in a recognizable language out to 120 feet and can speak audibly in Common. It can speak, read, and understand the Old Tongue. Darkrazor may also communicate using basic emotions or feelings. It may try to tell Jaroth of danger, for example, by putting forth a feeling of fear. It can only communicate in this manner while being carried by Jaroth. Darkrazor has an Ego Score of 7. He wears a hip satchel with a shoulder strap. In the satchel he carries: -- 3 flasks of acid, -- 4 flasks of alchemist's fire, -- 4 sunrods, -- 1 tanglefoot bags, -- 4 thunderstones -- 3 tindertwigs. He made these alchemical items using the lore of the old ways, combining the elemental powers of the earth (basically crude science). This is part of the lore he learned among his order. He also wears soft leather boots. He carries a waterskin and his satchel also contains trail rations and flint and steel, several pieces of parchment and ink and quill. He also carries in his satchel some soap, and eating utensils. He also carries a rosewood box. In the Port of Amster in the United Provinces from J. Calon, Bookseller, Jaroth purchased [I]Demons, Devils, Elves and Dwarves[/I] and [I]My Life As a Historian[/I] by Silas Frazier. He also purchased there four other tomes detailing history and geography and he copied some rare scrolls written by a lady called "Mistress of the Desert Springs" The appear to be dated around 800 YL and deal with the geography and area called "The Wildlands". The Wildlands are a series of hills, mountains, marshes etc running from the west coast to the border of Karshal and bewteen the elven lands, most notable the HeartWood, and R'Kashi, the United Proviecnes and the Confederated states. She also goes into some detail describing the various clans and tribes of R;kashi and their ancesteral spirits as well as know desert spirits. Great detail is given to the conflict between the desert tribes and the elves over wood. Also in the Port of Amster, Jaroth provisioned himself for a long sea voyage, including dried meats, tinned vegetables, a blank book, an extra quill, extra ink and a watertight chest. [B]Money:[/B] Gold Royals: 246 Silver Pennies: 500 + 7,000 [[url]http://invisiblecastle.com/find.py?id=700156][/url] = 6,964 Copper Pennies: 5 [B]XP:[/B] level 120,000 [B]Brief History:[/B] Jaroth Urkas was orphaned as a toddler. He was too young to remember what had happened exactly. All he remembers is flames and his mother screaming for help. His first real memories are those from his childhood growing up in an Eastland village, raised in a dwarven orphanage. Being human, and tall for his kind to boot, despite the warmth the dwarves gave him, he never truly felt like he belonged there. On his 14th birthday, he struck out on his own, guided by his intuition. Lost and alone in the wilderness, he met a hermit, named Grothe, and became fast friends with him. Life was tough in the wilderness, but Jaroth and Grothe managed. Grothe taught him the secrets of the natural world. Jaroth learned he had a knack for debate and persuasion through argument and logic. But there was always something different about Jaroth. He had the spark of magic. And it soon manifested itself. During a terrible hail storm, he and Grothe were caught outdoors. Soon they were being pelted with apple sized hailstones. Running for cover, Grothe fell and twisted his ankle. Jaroth came to his rescue, putting his arms above his head to shield off the hailstones, a shimmer appeared in the air just above his head and the hailstones were smashed onto it. Jaroth picked up Grothe and carried him all the way back to their cottage. Grothe was very thankful and supportive of his magical friend thereafter. Shortly after that incident, Grothe send a message to someone he told Jaroth was "an old friend." Two weeks later, a dark enigmatic man arrived, draped in a billowing black cowled cloak and black robes. "This man is Cirrus Oakwand. Go with him Jaroth. He will teach you more of the natural ways than I could possibly and he will teach you to hone your natural gifts." Jaroth was skeptical at first, but over the two weeks that Cirrus stayed with them, he learned to like the man. He was kind and very knowledgeable about the old ways and the natural world. He spoke of healing the rifts between the races and safeguarding the old ways for future generations. At the end of the visit, Jaroth went with him. After years of study, Jaroth has become a new member of Cirrus Oakwand's order and has donned his own billowing black cowled cloak and robe. During that time, Jaroth learned the fine art of diplomacy and negotiation and the deep history of The 4 Lands. "Always be alert for signs of history repeating itself." Cirrus taught him. "For often you can divine the future by knowing the past." Jaroth received training with the scimitar, the weapon of choice for the Order of Elder Druids. And on his initiation, he was given his very own masterfully folded silver scimitar. As his first mission, Jaroth had to travel to the Old Forrest from the Keep of the Elder Druids far to the south and dip his Scimitar in the waters of the Hadeshorn to awaken it. It was a harrowing journey fraught with peril. Jaroth nearly did not survive. When he arrived at the Hadeshorn, he was plagued by nightmares. Cirrus warned him to sleep at a distance from the Hadeshorn to avoid its ill effects. But even at a distance, it called to him in his slumber. One of the Ancients came to him in dream and revealed a secret. To this day, Jaroth knows not the meaning of the images the Ancient put in his head. Were they past or future? The following morning, Jaroth dipped his scimitar into the waters of the Hadeshorn. The waters started frothing. They became turbulent and a moaning was on the wind. One of the Horrors was stirring within the waters. Just then, his scimitar was awakened. Jaroth fled the Hadeshorn, but the memory of the Horror rising from the waters of the Hadeshorn is still with him to this day. His scimitar revealed its name to him, Darkrazor. Jaroth bonded himself to Darkrazor and carries Darkrazor with him. Jaroth is tall, perhaps 6'3" and leanly built. Not thin. Rather, athletic. He has a short cropped beard and deep blue, penetrating eyes. He wears the weight of his 32 years heavily. [/QUOTE]
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