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Shackled City Adventure Path (Chars Selected)

Phyrrus

First Post
Char guidelines: [sblock]

I will be taking 4 more chars for this game.

Lvl 1 or 0 lvl ECL 1 chars will be considered.

32 pt buy

Races allowed: All core races are allowed, and I am willing to consider a non-core race from the Races "Of" series and Eberron setting with good background story.

Classes allowed: All core classes are allowed, and I am willing to consider non-core class from the Complete "X" and Eberron setting with good background story of how they are trained in this class. Sorry though, no psionics.

Starting wealth: Max for starting class.

Hit points: Max for 1st, average hps for each level.

All I ask is that the chars be from or around the immediate are of Cauldron. [/sblock]

Local Hero Traits:[sblock]

As the chars will be from Cauldron, or the nearby area of the city, I want to give all the chars a chance to take some specific traits to work into how their char is played. Each trait comes with a slight bonus and drawback and if taken should be a constant aspect of your char. If it is taken but never introduced into the story, I have no problem with asking for the trait to be removed. This is a purely optional thing to be considered, and I do not want anyone to feel as if they are forced into it.

Plague Child*- One of your ancestors lived during a time of great illness. You are especially resistant to diseases, but find the prospect of becoming sick yourself horrifying.[sblock]

Benefit: You gain a +2 bonus on all saving throws made to resist the effects of disease.

Drawback: You suffer a -2 morale penalty on saving throws against fear in places of heavy disease and sickness or when fighting creatures that are diseased or can inflict disease with a spell, supernatural ability, or extraordinary ability.

Roleplaying Ideas: Your parents told you harrowing tales about the illness that destroyed your ancestors, and your dreams are haunted by visions in which you catch the disease and slowly fade away.[/sblock]

Demonscarred- One of your ancestors was a half-fiend. As a result, you carry some of that taint in you.[sblock]

Benefit: Regardless of your actual alignment, spells and spell-like abilities with the evil descriptor treat you as if your alignment were evil. Magic items are similarly fooled. An unholy blight spell, for example, won't damage you, no matter what your actual alignment is.

Drawback: Regardless of your actual alignment, spells and spell-like abilities with the good description treat you as if your alignment were evil. Magic items are similarly fooled. A holy word spell, for example, will harm you even if you are good aligned.

Roleplaying ideas: You are moody, gloomy, and have a short temper.[/sblock]

Dream Haunted- Your dreams are haunted by strange visions of tortured landscapes and deformed monsters. In some of the dreams, you are the deformed monster.[sblock]

Benefit: You are used to fatigue, and suffer no penalty when you become fatigued. When you become exhausted, you are instead treated as if you were fatigued.

Drawback: You suffer a -2 penalty on saving throws against effects that cause madness or insanity, and on saving throws against sleep effects. If you are normally immune to sleep effects, you lose that immunity.

Roleplaying Ideas: You are always tired, though not to the point of fatigue. You tend to nod off when bored, and sometimes find it difficult to remember minor, relatively unimportant bits of information.[/sblock]

Long Shadowed- You are descended from a tribe of indigenous people who died out as a seperate tribe mny centuries ago. Still, this tribe's penchant for necromantic magic runs in your blood.[sblock]

Benefit: You automatically stabilize if reduced to negative hit points. When you take damage from negative energy, you reduce the actual damage you take by five points.

Drawback: Healing magic works poorly on you. Whenever you regain hit points from magical healing, you gain 1 less point of healing per character level you possess to a minimum of one point per die rolled.

Roleplaying Ideas: You are somewhat morbid and intrigued by death and undeath, even if these interests are purely to learn more of your enemies.[/sblock]

Mark of the Beast- One of your ancestors was a lycanthrope. Select a predatory animal of your choice; that animal feels a mystic bond with you.[sblock]

Benefits: Animals have a strange reluctance when they attack you, and suffer a -2 penalty on all attack rolls against you. If you have the wild empathy ability, you gain a +1 bonuson wild empathy checks.

Drawbacks: You suffer a -4 penalty to saving throws made to resist lycanthropy and take a +1 point of damage from attacks made with silver weapons.

Roleplaying Ideas: You have a curious animal magnitism that is at once intriguing and disturbing. You manners may be a bit crude, but you are loyal to your friends.[/sblock]

Nobility- You were born into a noble family.[sblock]

Benefit: You start play with an additional 200 gp, and gain a +1 bonus on all Diplomacy and Intimidate checks made against the citizens of Cauldron or the nearby villages. Certain NPCs you may encounter in this campaign may react more favorably to your presence.

Drawback: You are well known and recognizable, and suffer a -4 penalty on Disguise rolls made against citizens of Cauldron or the nearby villages. Certain NPCs you may encounter in this campaign may react more negatively to your presence.

Roleplaying ideas: You might be haughty, impatient, or condescending to others. You might spend money frivolousy, believing that there will always be more income to be had.[/sblock]


Scarred Soul- You've led a particularly tough life. Perhaps you're an orphan, or maybe you suffered some sort of traumatic experience as a child. Whatever the cause, your childhood experiences have left you jumpy and haunted.[sblock]

Benefits: You gain a +2 bonus on initiative checks.

Drawbacks: Your experiences have left your mind less able to deal with trauma, and as a result you suffer a -1 penalty on all Will saves.

Roleplaying Ideas: You are quick to anger, jumpy, and possibly even a bit hyperactive. You're prone to feelings of paranoia and unfounded fear.[/sblock]

Scion of Surabar- You are a descendent of the man who discovered Cauldron, helped settle the region, and aided in the defeat of a demonic army.[sblock]

Benefit: Pride in your lineage girds your mind and soul. You gain a +2 morale bonus on saving throws against fear, death effects, and insanity or confusion.

Drawback: Demons that encounter you in this region can instinctively sense your lineage and connection to their old enemy, and gain a +1 morale bonus when attack rolls and weapon damage rolls when attacking you.

Roleplaying Ideas: You are proud of your heritage, and quick to anger if another mocks it. You find demons intolerable, and some might see you as haughty or imperious.[/sblock]

Touched in the Head- You are a little crazy.[sblock]

Benefit: Your mind is disorganized and chaotic. You gain a +1 bouns on all saving throws against mind-affecting effects, save for those that cause confusion or insanity.

Drawback: Your inability to concentrate for long makes you suffer a -1 penalty to all Wisdom based skill checks.

Roleplaying Ideas: You have a number of strange quirks (whistling off key, eating meat raw. a nervous tic, a tendency to scream at odd moments, and so on) that can make you quite difficult to get along with.[/sblock]

Wyrm Blooded- One of your ancestors was a half-black dragon. You have some sort of distinctively draconic feature, be it reptilian eyes, scales on the back of your hands, or tiny vestigal horns on your head.[sblock]

Benefit: You gain a +4 bonus on all saving throws against acid effects, a +2 bonus on Swim checks, and a +1 bonus on Listen and Spot checks.

Drawback: Your body isn't quite as limber as it should be. You take a -1 penalty on Reflex saves.

Roleplaying Ideas: You have an intesity about everything you do, and your emotions are powerful and often difficult for you to control.[/sblock]

*= Gnomish Char only[/sblock]

General Information [sblock]

Standard week:

Day Activity
Starday work
Sunday work
Moonday work
Godsday worship
Waterday work
Earthday work
Freeday rest

Common Calendar:

Each month is 28 days long, each festival is 7 days long.

Month/festival Season
-Needfest midwinter
Fireseek winter
Readying spring
Coldeven spring
-Growfest
Planting low summer
Flocktime low summer
Wealsun low summer
-Richfest midsummer
Reaping high summer
Goodmonth high summer
Harvester high summer
- Brewfest
Patchwall autumn
Ready’reat autumn
Sunsebb winter

A year is 364 days long.

Two moons:
• Luna, large, pale, cycles in 28 days
• Celene, small, aquamarine, cycles in 91 days[/sblock]

Cauldron[sblock]

Built inside the mouth of a dormant volcano, the town Cauldron is aptly named. The town's buildings, tightly packed and built from volcanic rock and wood, line the inner bowl of the volcano. Cobblestone roads form concentric circles around a small lake of cold water, which fills the volcano's basin. Although the town's sewage seeps into the lake, local clerics routinely purify the water for the citizens of the city in exchange for a sizable charitable donation to each of their temples from the Lord Mayor, Orbius Vhalantru.

A 50-foot-tall fortified wall of black malachite encircles the city, tracing the outer rim of the volcano. Four roads descend the outer walls of the volcano, becoming major thoroughfares that lead to the other towns and distant sites. The districts nearer to the rim of the city tend to be occupied by the upper class families and elite merchants. The closer one gets to the center of town (and the closer to the pungent odors of the central lake), the shoddier the construction and the more dangerous the back alleys.

Most people get around Cauldron on foot, although the town has its share of wagons and carriages, most of the owned by the merchants and nobles.

The hot days of summer have rolled into autumn, and with its passing overcast days that allow brief flashes of sunshine before unleashing a drizzling rain have become the norm. Also the air has begun to have a chill in it as the nights grow longer, and many in the town grumble and speak of the bad omens this chill wind brings.[/sblock]

History[sblock]

Over 600 years ago, the towns of Redgorge and Cauldron were founded by Surabar Spellmason, a great wizard from Sasserine. Numerous profitable mines attracted prospectors and adventurers to the area.

The rim of the extinct volcano acts as a natural defense against the local monsters. This, along with the discovery of underground complexes below the city, favored Cauldron’s growth over the centuries.

Several decades ago, rainy winters resulted in massive flood damage to the lower reaches of Cauldron. As the local churches have successfully dealt with this annual problem, The Flood Festival is founded.

Seven years ago, a plague of filth fever struck Cauldron. Several hundred people die before the plague is brought under control.[/sblock]

Common Knowledge about Cauldron[sblock]

Cauldron’s Concentric Streets
Obsidian Avenue (outer most)
Magma Avenue
Lava Avenue
Ash Avenue (inner most)
Crater Lake - lies at the center of the city[sblock]

Temples in Cauldron[sblock]

Cathedral of Wee Jas
• Obsidian Ave southeast
• impressive tower, one of the most beautiful in Cauldron
• responsible for dealing with unclaimed dead, and maintaining catacombs
• maintained by a large staff of about 25

Church of St. Cuthbert
• Obsidian Ave north
• two-story church with white marble walls with veins of vivid blue
• inscription above doors: “Within law lives hope”
• maintained by a medium sized staff

Shrine of Pelor
• Magma Ave south
• simple yellow tower, 60 feet tall
• maintained by a solitary cleric

Temple of Lordly Might (Kord)
• Obsidian Ave southwest
• simple stone two-story church; lower floor is mostly a large open air arena
• many statues depicting creatures in competition
• sponsor sporting events throughout the year
• maintained by a large sized staff[/sblock]

Meeting Places[sblock]

Coy Nixie: High-class tavern and dancehall.
Cusp of Sunrise:High-society club; membership by invitation only.
Drunken Morkoth Inn:Caters to traveling merchants and adventurers.
Laughing Horse Inn: Lower cost inn catering to adventurers.
Minuta’s Board: Low cost inn and flophouse.
Slippery Eel Tavern: Working class watering hole.
Tipped Tankard Tavern: Best food and drinks for common folk.[/sblock]

Shops[sblock]

Back 0’ Beyond Outfitters: Provides equipment for adventurers and hunters, including trap making supplies and bows.
Garthun Imports: Specializes in alcohol, tobacco, gourmet sweets and seafood.
Gurnezarn’s Smithy: Regarded as the finest smith in town; independent of the Lathenmire family.
Lathenmire Smithies (four locations): Association of blacksmiths, weaponsmiths and armorsmiths; under the control of the Lathenmire family; near monopoly of arms and armor in Cauldron.
Maavu Imports: Specializes in rare and unusual books.
Penryn's Creations: A small magic shop that includes various clockwork mechanisms, animated toys, and magic items of all types.
Skie’s Treasury: Buys and sells magic items.
Sure Foot Livery: The only livery in town.
Tygot’s Old Things: Well-stocked antiquity shop; frequently buys old documents and art objects.
Weer’s Elixirs: Alchemical items and potions.
Westkey’s Map Emporium: Good selection of regional, local, building and treasure maps.
Zanathor’s Provisions: General store with reasonable prices.[/sblock]

Other Points of Interest[sblock]

Bluecrater Academy: One of the tallest buildings in Cauldron; where most youth go to learn a trade; upper floors consist of libraries and research offices; maintains registry of tutors, including arcane casters.
Duskhaven Moneylenders: Offers reasonable loans; money changing services for associated guild members, including exchanges for gems and secure banking services.
Jarran’s Playhouse: Local theater company; caters to middle class merchants.
Lakeside Park: Park along Crater Lake; popular fishing point for children; includes pavilion where the Lord Mayor makes occasional announcements.
Tinkers’ Guildhall: Odd looking building made of a patchwork of materials and uneven surfaces; supplies and support for Cauldron’s non-traditional artisans.
Town Guard Barracks: The guard hires mercenaries; offers martial training; houses an underground prison.
Town Hall: Land, property and historical archives are kept here; maintains registry of legal advocates; money changing services for Cauldron citizens, including bars of precious metal for large denominations.[/sblock]

Local Currency[sblock]

Uniform Coin Elements

All coins printed in Cauldron have a small 'hole' cut in their centers. Initially this was done for to very practical reasons -
1 The first was to reduce the 'cost' of the currency by reducing the metal needed even if the saving was not substantial.
2 The second reason was to thread the coins together on a thick string to carry around a person's waist.

Today the practice is retained for traditional reasons and to symbolize Cauldrons volcanic foundations within the dormant volcanoes mouth.

Copper 'Common'

When debate about the currency of Cauldron was first being debated amongst the new nobles, dignities and businessmen of the new town, the copper coin was almost not included in the currency. The nobles of the town argued that the copper coin found in most countries of the world were unsightly and rarely used except by the commoners. Eventually the merchants and businessmen convinced the nobles to print the coin so that the 'commoners' would have a coin to use.

This is where the term 'Copper Common' comes from. A coin for the commoners.

Silver 'Steadier'

The criminals of Cauldron are executed in front of the town hall for the most heinous of crimes. Before the headsman swings his axe to behead the wrongdoer must pay the headsman his wage - a silver piece - ensuring a quick death. Criminals who choose not to pay the headsman can expect a haphazard job sometimes taking numerous blows before the unfortunate criminal is finally beheaded and feels no more.

Paying a silver to 'steady' the headsman’s axe is considered money well spent and is where the term ‘Steadier’ comes from.

Gold 'Tumbler'

Cauldron was initially colonized, founded and eventually constructed by Sundabar Spellmason. When the popular mayor of the time died their was great debate as to his successor. To alleviate any conflict the nobles decided to give the post to a distant descendent of Sundabar. The poor fop was both arrogant and stupid and did not realize the truth behind his distant appointment and was thrilled to lead the city to a new golden age. The nobles had agreed to use the fellow as a figurehead and lead the city jointly, at least in theory.

In an attempt to promote his unusual appointment, the nobles decided to spread lavish tales of his royal heritage, importance and grandeur and to hold a grand celebration for his arrival. Rather than endear him to the people, this instead began to alienate him.

For months the citizens of Cauldron were forced to pay increased taxes in preparation of the ‘royal’ visit. Much of the local food and produce began to be stowed away for the Royal celebration and many of Cauldron’s poor began to go hungry. By the time the young fop had made his lengthy journey to the city, the citizens of Cauldron were disgruntled and far from welcoming.

As the fop arrived with much fanfare and paraded through the city he could sense the people’s obvious hostilities. In an attempt to alleviate their anger the fop choose to board a local fishing boat, fill it with food, sail around the inner lake and toss the food to the hungry citizens. What happened next became legendary in Cauldron.

Whether it was the weight of the food or the barrage of vegetables that the citizens hurled back at the astonished sovereign, the boat overturned sending the beleaguered fop tumbling into the dirty water. The roar of laughter as the fellow bobbled in the watery mix of food and flotsam was enormous while the fop dragged himself to the shore thoroughly embarrassed and looking like a drowned cat. He left for home that very night, the celebrations were cancelled and the food distributed back to the markets and onto the citizens table.

To this day the Cauldron gold coin has the depiction of the current mayor on one side. To the citizens of Cauldron the mayor is known as the ‘Fop’ after the poor fellow who ‘tumbled’ into the lake and the coin his face adorns – Gold Tumbler.

Platinum 'Cusp'

The Cusp of Sunrise is a very old, traditional and exclusive club in Cauldron. It was formed very early in Cauldron’s history and has always been a haven for nobles and the wealthy from the toils of modern living. The common citizens of Cauldron are as likely to be allowed membership into this club as they are to own one of Cauldron rare platinum coins and Cauldron’s nobles are the only ones likely to possess a platinum coin in the first place.

It is a fact that Cauldron’s nobility rarely use platinum coins for little other than as ‘chips’ in the game of ‘Gems’ in the club or to pay for drinks, food or services therein.

This is where the term ‘Cusp Coin’ or simple ‘Cusp’ originated.[/sblock]

Towns and Villages[sblock]

Cauldron (small city)
• Population: 7,500 adults
• Authority figures: Lord Mayor Severn Navalant (male human); the Mayor’s office has been held by the Navalant family for 200 years; Severen is well liked by the populace
• Mixed population, with significant halfling and gnome communities, although all races are present
• Town emblem: a watchful eye wreathed in flames

Hollowsky (village)
• Population: 460 adults
• Economy: brewing, plantation farming
• East of Cauldron

Kingfisher Hollow (large town)
• Populaiton: 2,100 adults
• Economy: plantation farming, exotic wood
• Northeast of Cauldron

Redgorge (village)
• Population: 600 adults
• Economy: farming and mining
• South of Cauldron

Sasserine (large city)
• Population: 22,000 adults
• Coastal city on Jeklea Bay
• north of Cauldron, 2-3 days travel

Gradsul (large town)
• northwest of Cauldron, about 7 days travel[/sblock]

Other Sites of Interest[sblock]

Demonskar– Deep in the jungle there is a crater where a great city once stood. It is reported to be infested by demons to this day,

Eagles Hold – A convocation of friendly giant eagles to the south of Cauldron has reportedly been harassed by gargoyles.

Ganitor Mines - These mines run by the Taskerhill family recently dug into an undiscovered cavern; green smoke began billowing out the mine, preventing its operations from continuing.

Eskanburg – A dwarven noble is attempting to settle a new mining village north of Cauldron, and is hiring adventurers to secure the area.

Haunted Village – This is a ruined settlement in the foothills south of Cauldron. It is rumored to be haunted by powerful undead.

Jarl Khurok’s Keep – Years ago, a powerful frost giant, Jarl Khurok, united all of the ogre and giant tribes in the region far southeast of Cauldron. A band of adventurers assassinated him; no one knows what lurks in the abandoned keep.

Lair of Hookface – Somewhere to the far north of Cauldron lays the lair of a great dragon. He has not stirred in about a century, and everyone is happy with leaving the place alone.

Lucky Monkey – This is a roadhouse on the way to Sasserine. It has a chapel to Fharlanghn, which is occasionally visited by a wandering cleric. It lies to the northwest of Cauldron.

Tower of Bagrains – This tower, supposedly founded by an apprentice of Surabar Spellmason, lies off of the road leading to Kingfisher Hallow; it is reported to be protected by an unearthly glow.[/sblock]

OOC Thanks:[sblock]I would like to say thanks to RPGenius site for having this info in various places and will gladly take it down if any take offense to it. I hope it helps to enrich the game for all those taking part in it.[/sblock]
 

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Phyrrus

First Post
As the title says, I am going to reopen this game and hopefully RL will not hinder me like it did with my first launching. I am not going to promise we will see the end of the path, but I am going to do all I can to get through the end of the first installment and we can go from there.

I will be taking three additional chars, but it will not be first come first serve. The recruiting is open until Wed night and I will make my choices by Thursday morning.

There are two confirmed chars at the moment, but the other positions are still open.

Legildur - Whisper Gnome Rogue 1 [sblock](you may want to redo stats since I raised the char buy to 32 pts)[/sblock]
Malvoisin - Prospect Wizard

I am going to try to keep this fun and easy going, so I look forward to the ideas you all may have to submit.
 
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Phyrrus

First Post
Mimic: The guidelines on building the chars are in the upper threads and if you think the monk will fit within the bounds of what is up there, feel free to post it up. There is no rush at the moment since the deadline isn't today, but sooner is always better for me to go over it.
 

Phyrrus

First Post
Malvoisin said:
Thanks for holding a spot for me, Phyrrus!

I'll work on developing my character.

-Malvoisin

No problem. I liked the idea you had submitted to me before I switched threads, so that spot is yours. :)
 

Whizbang Dustyboots

Gnometown Hero
How would you feel about a human paladin with faith that will eventually get shaken and take up darker means to protect his city? (i.e. a Lawful Good paladin eventually turning into a Lawful Evil blackguard -- who will fully cooperate with the rest of the party, as his goals haven't changed, just his methodology and view of "good.")

I think the idea of an evil character who behaves in a lawful and orderly manner to be an interesting one, but I appreciate that some folks will find an evil character inherently disruptive.

(Blame George R.R. Martin for this thought.)
 

Jdvn1

Hanging in there. Better than the alternative.
I had a Favored Soul in a previous Shackled City game that died off--mind if I play it here (with tweaks for your game)?

Here's the previous incarnation of her.
Code:
[B]Name:[/B] Dowlee Meriweather
[B]Class:[/B] Favored Soul
[B]Race:[/B] Halfling
[B]Size:[/B] Small
[B]Gender:[/B] Female
[B]Alignment:[/B] Chaotic Good
[B]Deity:[/B] Ehlonna

[B]Str:[/B] 12 +1 (06p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 17 +3 (08p.)     [B]BAB:[/B] +0         [B]HP:[/B] 9 (1d8+1)
[B]Con:[/B] 12 +1 (04p.)     [B]Grapple:[/B] -2     [B]Dmg Red:[/B] -/-
[B]Int:[/B] 10 +0 (02p.)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] --
[B]Wis:[/B] 10 +0 (02p.)     [B]Init:[/B] +3        [B]Spell Save:[/B] +10
[B]Cha:[/B] 16 +3 (10p.)     [B]ACP:[/B] -2         [B]Spell Fail:[/B] --%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +3    +1    +3    +1    +0    +0    18
[B]Touch:[/B] 14              [B]Flatfooted:[/B] 14

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

[B]Weapon                  Attack   Damage     Critical[/B]
Longbow                   +4      1d6          20x3
Dagger                    +2      1d3+1     19-20x2
XXXX                      +X     XdXX+X     XX-XXxX
XXXX                      +X     XdXX+X     XX-XXxX

[B]Languages:[/B] Common, Halfling

[B]Abilities:[/B] 

[B]Feats:[/B]
Point Blank Shot

[b]Spells Known:[/b]
0 (5/day): -----
  Create Water
  Detect Magic
  Light
  Mending
1 (4/day): ----
  Bless
  Cure Light Wounds
  Divine Favor

[B]Skill Points:[/B] 8       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Diplomacy                  2    +3          +5
Heal                       4    +0          +3
Profession (Cook)          2    +0          +2
XXXX                       X    +X          +X

[B]Equipment:               Cost  Weight[/B]
Longbow                 75gp  1.5lb
20 Arrows                 1gp  1.5lb
Dagger                    2gp   .5lb
Buckler                  15gp  2.5lb
Studded Leather          25gp    5lb
Backpack                  2gp   .5lb
-Bedroll                  1sp   1.25lb
-Rations                  2gp    1lb

[B]Total Weight:[/B]13.75lb      [B]Money:[/B] 77gp  7sp 20cp (200gp accounted for)

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]              19.5 39.75    60    60   300

[B]Age:[/B] 23
[B]Height:[/B] 2'10"
[B]Weight:[/B] 32lb
[B]Eyes:[/B] Silver
[B]Hair:[/B] Black
[B]Skin:[/B] White
Appearance: Dowlee has the frame of a typical halfling girl, but certainly doesn't have that sort of air to her. Her hair falls behind her in stark contrast to her eyes and skin. She spends quite a bit of time outside, but her skin doesn't seem to notice. Her physical differences make her a peculiar looking halfling, so she tends to try to cover herself up in longs sleeves and pants. Her clothing isn't fancy, but is nonetheless finely crafted and she keeps everything fairly clean and well-kept. When she speaks, her voice is strong but kind.

Background: Dowlee's parents were a Druid and a Sorcerer and raised her in a fairly small community. She doesn't actually have a lot of physical traits in common with her parents, so that raises some questions in those critical of her parents, but her parents claim Dowlee was kissed when in her mother's womb and that has made her special. The parents were kind and served to protect and care for their community, and when Dowlee was old enough, she wanted to do the same thing to others. Her parents knew that she was kissed by the gods for a reason, so they didn't try to stop her from leaving and left her with the words, "Do all the good you can, but remember what will be will be."

So, Dowlee went off and travelled, with pure intentions. Unfortunately, not everyone she encountered had the same intentions. A few weeks after setting off, Dowlee was jumped by some odd masked men. She didn't have anything very valuable on her, so she didn't lose much, but nonetheless she was beaten unconscious and then left by a river to die. Ehlonna must have been watching over her, though, because she was saved. A strange man happened upon her body. The river was washing away most of the blood, so although she was a mess, she did not look as bad as she could have. The strange man took care of her and nursed her, but she was able to take care of herself after a relatively short amount of time. The man, Remen, became her protector, and she his. The two watch out for each other now as he fights and she backs him up. They live in Cauldron where there is always something new happening.
 
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