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The last colony character thread


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jkason

First Post
Saul Leoster, Human Bard

Code:
[B]Name:[/B] Saul Leoster
[B]Class:[/B] Bard 2
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Chaotic Neutral
[B]Deity:[/B] Olidammara

[B]Str:[/B] 12 +1 (4p)       [B]Level:[/B] 2        [B]XP:[/B] 1100
[B]Dex:[/B] 14 +2 (6p)       [B]BAB:[/B] +1         [B]HP:[/B] 11
[B]Con:[/B] 12 +1 (4p)       [B]Grapple:[/B] +2     [B]Dmg Red:[/B] -
[B]Int:[/B] 14 +2 (6p)       [B]Speed:[/B] 30'      [B]Spell Res:[/B] -
[B]Wis:[/B] 10 +0 (2p)       [B]Init:[/B] +2       [B]Spell Save:[/B] -
[B]Cha:[/B] 16 +3 (10p)      [B]ACP:[/B] -0         [B]Spell Fail:[/B] -


                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +2    +0    +2    +0    +0    +0    14
[B]Touch:[/B] 12              [B]Flatfooted:[/B] 12

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      0    +1          +1
[B]Ref:[/B]                       3    +2          +5
[B]Will:[/B]                      3    +0          +3 (+6 vs. mind-affecting)


[B]Weapon                  Attack   Damage     Critical[/B]
MW Longsword.............+3......1d8+1.......19-20/x2
MW Comp Shortbow +1 Str..+4......1d6+1.......x3, range 70 ft.


[B]Languages:[/B] Kronerg, Axyrian, Cruf 

[B]Abilities:[/B]

--Human--

* Extra Feat (1st level)
* All languages available
* Extra Skill points
* Any class favored

--Bard--

* Weapon proficiencies: all simple, longsword, rapier, sap, short sword, shortbow, whip
* Light armor, non-tower shield proficiencies
* No arcane spell failure chance in light armor
* Arcane Spell per day: 
            cantrips: 3 (DC 13)
            1st level: 1 (DC 14)
* Spells Known:
            cantrips(5): Detect Magic, Resistance, Flare, Lullaby, Message
            1st level (2): Summon Monster 1, Grease
* Bardic Knowledge +6 (level 2, +2 Int, +2 synergy Know History)
* Bardic Music 2x/day:
           Countersong
           Fascinate
           Inspire courage +1
           


[B]Feats:[/B] 
Point Blank Shot (1st level): +1 range attack roll up to 30 ft.
Force of Personality (bonus human): Cha bonus replaces Wis bonus for Will saves vs. mind-affecting spells/abilities (Complete Adventurer)

[B]Skill Points:[/B] 45       [B]Max Ranks:[/B] 5/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
--Class--
Perform:
     Sing..................5....+3..........+8
Tumble.....................5....+2..........+7
Use Magic Device...........5....+3..........+8
Bluff......................5....+3..........+8
Knowledge: 
      Arcana...............5....+2..........+7
      Geography............5....+2..........+7
      History..............5....+2..........+7
      Religion.............3....+2..........+5
      Noble/royal..........2....+2..........+4
Diplomacy..................3....+3...+2*....+8
Spellcraft.................2....+2...+2*....+6 (+8 spells on scrolls)
Jump.......................0....+1...+2*....+3
Balance....................0....+2...+2*....+4
Disguise...................0....+3..........+3 (+5 act in character)

--Cross Class--
Intimidate.................0....+3...+2*....+5
Survival...................0....+0..........+0 (+2 vs. getting lost / avoiding nat hazards)

* Synergy bonus

[B]Equipment:               Cost  Weight[/B]

MW Longsword.............315gp...4lb
MW Comp. Shortbow +1str..450gp...2lb
Arrows (20)...............1gp...3lb
Leather Armor............10gp...15lb
Backpack..................2gp...2lb
Candle....................1cp...--
Flint and steel...........1gp...--
Pouch, belt...............1gp...1/2lb
Trail rations (x4)........2gp...4lb
Sunrod....................2gp...1lb
Waterskin.................1gp...4lb
Ink (1 oz.)...............8gp...--
Inkpen....................1sp...--
Parchment (x5)............1gp...--
Explorer's Outfit.........--....--
Signal whistle............8sp...--
Spell comp. pouch.........5gp...2lb
Potion CLW...............50gp...1/10lb


[B]Total Weight:[/B]37.51lbs      [B]Money:[/B] 52gp 9cp 


                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]                43    86   130   260   650

[B]Age:[/B] 18
[B]Height:[/B] 5'11"
[B]Weight:[/B] 190lb
[B]Eyes:[/B] Blue
[B]Hair:[/B] Blond
[B]Skin:[/B] Tan

Appearance: Saul has developed some rougher edges from having lived in some rugged conditions on his various anthropological expeditions, but "rough around the edges" is a cultivated look for Saul. He's more solidly muscled than he was during life in the floating cities. His hair and beard are trimmed to be shaggy but not unkempt. The tan he's developed in the wilds also suits him. And, though it serves a practical purpose, even his explorer's outfit is stylish in its ruggedness.

Background:[sblock]Saul was a child of privelege and good looks. He got his way. A lot. He had the finest clothes, studied at the best schools, had money and favors in whatever quantities he cared to request. It bored him to tears. There was no challenge to his life; he craved the exotic, the unknown. So, despite his parent's objections, he found tutelage with Aral Senoj, Anthropologist Extraordinaire, and set off for adventure.

What he found was entirely unexpected. Set to the non-adventurous task of cataloging native songs, Saul unintentionally discovered that some of them, with the right intonation, actually produced magical effects. Here the civilized world was looking down on the tribals, when they were sitting on this horde of undiscovered powers!

Secluded natives could be reluctant, but Aral's name opened many doors. In short order, Saul had met secretive tribes of humans, gnomes, even lizardmen. And with a little nudging from Saul's own personally-charismatic ways, he'd collected quite a few of their traditional--sometimes even secret--songs. Not all of them yielded magic, but even those that didn't often told tales that might, once interpreted, lead to other magics left hidden. Aral took his notes for posterity and higher learning; Saul took his for the chance to fling magic from his fingertips.

Unfortunately, during one of the recent expeditions to the Marsh of Grutru, one of the medicine men caught Saul using their sacred wild song to conjure up the monkey they worshipped as a trickster spirit and have it do backflips. Insulted beyond measure, it was only a combination of Aral's reputation and a lot of luck that saved the young man from being a sacrificial appeasement to the demeaned monkey.

Aral didn't take it well. In fact, he's kicked Saul off his expeditionary ship at a trading post in Kernarg, sneering that he should use his stolen power songs and "natural charms" to secure himself passage the rest of the way home.[/sblock]

Supplemental Background (via DM):[sblock]Saul spent all his life in the rich flying cities of the Republic. His parents, rich merchant living in Krotenborg, where spending their time travelling from city to city. Saul spent more time with his nanny and teachers than with his parents.

He had the chance to take the flying ship or the faster air rail connecting the various large city of the republic but was never allowed to actually put a feet on the ground. Most citizen were strongly recommanded to stay in the city and not mess with the lower class, slave and foreigners inhabiting and working on the land. His own father was owning hectares of land used for cattle but very rarely went "Below" relying on Avtor his concierge to make sure his property were taken care of, properly.

His own mother who spent her entire life "Above" was scared only by the idea of having to go "Below".

But Aral gave him that opportunity. None of the flying ship were powerfull enough to reach the new continent so they had to rely on good old technology. After a short (2-3 day) trip to Drolmont by air rail he finally had the chance to put a foot on the ground. Drolmont is the most south western city connected to the air rail network. It's located in the old Erul country. This major city is very important since most merchandise coming to the Republic from all western collony go through it and vice-versa. Cargo are unloaded from sea ship, passed through customs and reloaded to air rail and air ship to the various city of the republic and vice-versa.

smuggling is a major problem since it brings a lot of violence especially "below" around the Sea port and the customs.

I leave you the chance to describe how Saul lived his first time on the ground.

He then walked among the "common folk" and finally got to the sea ship that would bring him to his destiny.

Just a nice way to describe the life of the rich in the Republic, feel free to add or modify.

Also only 20% of the population lives "Above" and they are the only one allowed to vote since they are the only one considered citizen of the Republic. The Republic are strong follower of Heireionous and consider themselves Lawful Good.

Also you can imagine the flying city as a flying Venice, low buildings, spread in a very chaotic way. Simply replace the waterway by a magical cloud that seems to hold the city in the air and prevent people from falling. In each city there are a few circle of teleportation that allow merchandise and people to go up or down.

But in Kernag (the Island continent) people are still living like the common folk and don't have access to that level of magic and confort.[/sblock]
 
Last edited:

Pencil and paper

First Post
Code:
[B]Name:[/B] Vaanork
[B]Quote[/B] [COLOR=Indigo]Ready to go![/COLOR]
[B]Class:[/B] Ranger
[B]Race:[/B] Gnome
[B]Size:[/B] small
[B]Gender:[/B] male
[B]Alignment:[/B] neutral

[B]Deity:[/B] Obad-Hai
[B]Str:[/B]12(6p)[B]Level:[/B] 2        [B]XP:1100[/B] XXXX
[B]Dex:[/B]14 +X (6p)     [B]BAB:[/B] +2         [B]HP:[/B]  

8(1d8)+4+2x3(Con)= 18
[B]Con:[/B]16(6p)[B]Grapple:[/B] -1     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B]14 +X (6p)     [B]Speed:[/B] 20'      [B]Spell Res:[/B] XX
[B]Wis:[/B]14 +X (6p)     [B]Init:[/B] +X        [B]Spell Save:[/B] +X
[B]Cha:[/B]10 +X (2p)     [B]AC:[/B] +1         [B]Spell Fail:[/B] 15%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]          10    +3    +X    +2    +1    +X    +X    +16
[B]Touch:[/B] XX              [B]Flatfooted:[/B] XX

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

[B]Weapon                       Attack   Damage     Critical[/B]
Shortbow, composite MW 375gp    +6     1d4+1      x3
Hammer,gnome hooked (20gp)      +4     1d6/1d4+1  x3/x4   x3

	

[B]Languages:[/B] 	Common [Verdar] 
			Gnome 
Bonus Languages: 	Kronerg
			Cruf 

[B]Abilities:[/B] 

 - Weapon Familiarity: Gnomes may treat gnome hooked hammers as martial 

weapons rather than exotic weapons.
 - +2 racial bonus on saving throws against illusions.
 - Add +1 to the Difficulty Class for all saving throws against illusion 

spells cast by gnomes
 - +1 racial bonus on attack rolls against kobolds and goblinoids.
 - +4 dodge bonus to Armor Class against monsters of the giant type. Any 

time a creature loses its Dexterity bonus (if any) to Armor Class, such as 

when it’s caught flat-footed, it loses its dodge bonus, too.
 - +2 racial bonus on Listen checks.
 - +2 racial bonus on Craft (alchemy) checks.
 

[B]Feats:[/B] 

[B]POINT BLANK SHOT [GENERAL][/B]
Benefit: You get a +1 bonus on attack and damage rolls with ranged weapons 

at ranges of up to 30 feet.

[B]Weapon and Armor Proficiency:[/B] A ranger is proficient with all simple 

and martial weapons, and 

with light armor and shields (except tower shields).
[B]Favored Enemy (Ex): [/B] Magical Beast. 
The ranger gains a +2 bonus on Bluff, Listen, Sense Motive, Spot, and 
Survival checks when using these skills against creatures of this type. 

Likewise, he gets a +2 bonus on 
weapon damage rolls against such creatures

[B]Track: [/B]

[B]Combat Style (Ex): [/B]Rapid Shot: Benefit: You can get one extra attack 

per round with a ranged weapon. The attack is at your highest base attack 

bonus, but each attack you make in that round (the extra one and the normal 

ones) takes a –2 penalty. You must use the full attack action to use this 

feat.

[B]Skill Points:[/B] 40  (6 + Int modifier) x 4.+ 6 + Int modifier (per 

level)
       [B]Max Ranks:[/B] 3+lvl


[B]Skills                   Ranks  Mod  Misc  Total[/B]
Climb                      2    +1 str          +2
Concentration              1    +3 con          +4
Craft [trappmaking]        1    +2 int          +3
Handle Animal              1    +0 cha          +1
Heal                       3    +2 wis          +5
Hide                       4    +2 dex  +4      +10
jump                       1    +1 str  -6      -4
Knowledge (dungeoneering)  2    +2 int          +4
Knowledge (geography)      2    +2 int          +4
Knowledge (nature)         3    +2 int          +5
Listen                     3    +2 wis  +2      +7
Move Silently              5    +2 dex          +7
Profession [trade]         0    +2 wis          +2
ride                       0    +2 dex          +2
search                     5    +2 int          +7
spot                       4    +2 wis          +6
survival                   2    +2 wis          +4
swim                       0    +1 str          +1
use rope                   1    +2 dex          +3



[B]Equipment:               Cost  Weight[/B]
  
Studded leather MW......325gp   XXlb
Hammer,gnome hooked.....320gp   XXlb
Shortbow, composite MW..375gp   XXlb
artisan tools.............5gp
Backpack..................2gp...2lb
Candle....................1cp...--
Flint and steel...........1gp...--
Pouch, belt...............1gp...1/2lb
Trail rations (x4)........2gp...4lb
Explorer's Outfit........10....--
silk rope 50'............10gp
waterskin.................1gp
bedroll...................1sp
XXXX                     XXgp   XXlb
[B]Total Weight:[/B]XXlb      [B]Money:[/B] 146gp 9sp XXcp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               XXX   XXX   XXX   XXX   XXX

[B]Age:[/B] 50
[B]Height:[/B] 1,30 Mt
[B]Weight:[/B] 40 KG
[B]Eyes:[/B] brown/green
[B]Hair:[/B] dark brown
[B]Skin:[/B] light brown/darkgreen


Appearance: Vaanork is not a beatifull man, he is a solitary kind og gnome, waling the jungle searching, and killing birds and other kinds of animal to sell. He uses some clothes in green, brown, and blacks, making it difficult even for the trained eye to see him when in the jungle. He often paints his face with pigments from leafs and soils, scaring more than one
children when he get to the trading post of the region.


Background: Native of Verdar. The influence of the elves was big in this part of the world. He had always had a secretly admired the elves, and it sure was one of the reasons to him to become a Ranger, trying to track hunting elfs and sometimes kill they prey just infront of their eyes.
He had few friends which with who he often went into the jungle to hunt and gather. Exotic Furs, Exotic Magical components and borca leaf was thing they always was looking after. they payed quite good at the trading post.
His parents did he know just for s short time. When he was 30 years old his parents quite worried to leave their young child at house, when out one a journey to The Cruf, to sell gems and exotic furs. His father trader of profession and a scholar of sorcery, his mother druid and and a skilled skinner. They both never came back. Vaanork and his realtives searched for them for almost a year, traveling the distance to The Cruf two times, where
the humans and lizardmen of the gates, said the couple never crossed the gates.
Vaanork did hide some years in the jungle, learning many skills and being exposed to many dangers. Many scars from claw crosses his back and arms. Many scars from stings in his face and hands tells the story of a honey gather.

One of his hunter group was Sherylee Surefoot a little halfling and a ranger as him. They associated sometimes when trying to take down the bigger animals and magical beast. That was some months ago and as they where a good hunting team they sometimes climbed some branches and used the borca leaf to distract the mind from the everyday work.
Lately he had meet a Druid named Huynia Amaru that followed the gnome and halfling to a nearby river taking there the walk over a hill. Vaanork, had more then once thought of sneak upon the tall elf, and see what he gathered and find out if it had some profit. But decided that it was not a good idea to sneak upon a druid. Those druids are quite odd he commented to Sherylee seeing the druid elf taking over the hill one morning.
 

Ranger Rick

First Post
George Anasualt

George Anasualt
Rogue 2
Human - celestial bloodline - Major


Code:
str 12 (+1) (4)
dex 14 (+2) (6)
con 14 (+2) (6)
int 14 (+2) (6)
wis 12 (+1) (4)
cha 14 (+2)(6)

Fort	2
Reflex	5
Will	1
HP 14
BAB	+1
AC 16 (10 + 4 Shirt +2 dex)

Ranged +3 Bow 1d8 (under 30’ +1d6+1)
Melee +2 Short sword 1d6 19-20/x2

Feat: Negotiator, Persuasive, Alertness (bloodline)

Skills		Ranks	Mod	Synergy	Total
Appraise	5	2		7
Bluff		5	2	2	9
Diplomacy	5	2	6	13
Disable Device	4	2		6
Gather Info	5	2		7
Intimidate	5	2	4	11
Listen		5	1	4	10
Profession (Farmer) 1	1		2
Profession (Negotiator) 1	1		2
Search		4	2		6
Sense Motive	5	2	4	10
Spot		5	1	4	10
Tumble		5	2		7

Possessions: 
Backpack (2gp)
silk rope 50’ (10gp)
waterskin (1gp)
bedroll (1sp)
caltrops (1gp)
fish hook (1sp)
flint & steel (1gp)
grappling hook (1gp)
mirror (10gp)
spade (2gp)
6 days of rations (3gp)
vial of anti venom.,
Traveler’s outfit (1gp)

Chain Shirt (100gp)
Short sword MW  (310gp)
Longbow, composite MW  (400gp)
Quiver (1gp)
40 arrows (2gp)
7 GP

Languages: Common, TBD
Class: Sneak attack +1d6, trapfinding, Evasion

When the Government deemed that this colony should be populated, Alfred Anasualt decided to try his luck in the new land. He climbed aboard a boat with several packages of seeds. Oddly another gentleman climbed the gangplank with him. But that in itself was not odd, no the oddness was the man’s wife and several children that where tagging along. The man introduced himself, but said to call him Trader Joe. Trader Joe was given the rights to set up a trading post in the new colony. He loaded the ship with trinkets as he was planning to be there permanently. That was why his family came along.

During the long voyage the sailors began to have impure thoughts about Trader Joe’s material possessions and his family. Alfred was a kind-hearted farmer and believed in law and order. Alfred would help guard Trader Joe’s possessions and keep all from bothering the poor family. Trader Joe realized that with out Alfred, he would have lost everything. He always felt to be in his debt.

Alfred found fertile land and began to farm. Alfred soon devoted several acres to the cultivation of the Borca leaf. Years later Alfred had mailed away for a bride, resulting in a lovely lady up who was not afraid of hard work. Eventually they had several children.

A middle child was named George. He was a gregarious child and had a better head for business than farming. Alfred took his young son George along when ever he need to barter his farm crops for manufactured goods. Over the years George noticed that his dad seemed to do better than anyone else who bartered with Trader Joe. Eventually George found out about that fateful voyage decades ago. Having a head for business George started to go out into the countryside and convinced a few people that he could do a better deal with Trader Joe. Considering that the local tax men where better loved than Trader Joe, it was not hard for George to convince them. Soon George was able to earn a living being a middle man for his country men. However, this mild prosperity was creating an atmosphere of jealously and resentment.
 

Eluvan

First Post
Huynia Amaru
Male Wood Elf
Druid 2
Alignment: True Neutral
Experience: 1,000 xp

14 Strength (+2)
10 Dexterity (+0)
11 Constitution (+0)
12 Intelligence (+1)
18 Wisdom (+4)
9 Charisma (-1)

Initiative: +0
Speed: 30’

BAB: +1
Grapple: +3

Melee Attack: +3
Damage: 1d6+3 (Quarterstaff, 2-handed)
AC: 13 (+3 Armor), touch 10, flat-footed 13

Ranged Attack: +1 (Range 100’ x10)
Damage: 1d8 (Longbow)
AC: 13 (+3 Armor), touch 10, flat-footed 13

Hit Points: 14
Fortitude Saves: +4
Reflex Saves: +0
Will Saves: +7
+2 to all saves vs. enchantment spells and effects

Feats:
Druid Weapon Proficiency
Elf Weapon Proficiency
Light Armor Proficiency
Medium Armor Proficiency
Track

Abilities:
Immune to Magic Sleep Effects
+2 to saves vs. Enchantment Spells and Effects
Low-light Vision
+2 to Listen, Search and Spot Checks
Find Hidden Doors
Animal Companion
Nature Sense
Wild Empathy (+1)
Woodland Stride

Skills:
+1 Appraise [0]+1 (Int)
-3 Balance [0]-3 (Dex, armor)
-1 Bluff [0]-1 (Cha)
-1 Climb [0]-1 (Str, armor)
+5 Concentration [5]+0 (Con)
+0 Craft [0]+0 (Int)
-1 Diplomacy [0]-1 (Cha)
-1 Disguise [0]-1 (Cha)
-3 Escape Artist [0]-3 (Dex, armor)
+1 Forgery [0]+1 (Int)
-1 Gather Information [0]-1 (Cha)
+2 Handle Animal [3]-1 (Cha)
+7 Heal [3]+4 (Wis)
-3 Hide [0]-3 (Dex, armor)
-1 Intimidate [0]-1 (Cha)
-1 Jump [0]-1 (Str, armor)
+7 Knowledge (Nature) [4]+3 (Int, Nature Sense)
+6 Listen [0]+6 (Wis, Racial)
-3 Move Silently [0]-3 (Dex, armor)
+0 Open Lock [0]+0 (Dex)
-1 Perform [0]-1 (Cha)
+0 Ride [0]+0 (Dex)
+3 Search [0]+3 (Int, Racial)
+4 Sense Motive [0]+4 (Wis)
-- Speak Language [0]+1 (Int)
+6 Spellcraft [5]+1 (Int)
+6 Spot [0]+6 (Wis, Racial)
+11 Survival [5]+6 (Wis, Nature Sense)
-4 Swim [0]-4 (Str, armor x2)
+0 Use Rope [0]+0 (Dex)

Spells:
Level 0: (4/day, DC 14)
Create Water
Detect Poison
Mending
Resistance

Level 1: (3/day, DC 15)
Calm Animals
Produce Flame
Shillelagh

Weapons and Armor
Quarterstaff (1d6/1d6, 20/x2, 4 lbs) -
Hide Armor (+3 AC, -4 Armor Check Penalty, +4 Max Dex Bonus, 20% Arcane Spell Failure, 25 lbs) 15gp
Longbow (1d8, 20/x3, 100’ range, 3 lbs) 75 gp
40x Arrow (6 lbs) 2gp

Equipment:
Holly and Mistletoe
Backpack (2 lbs) 2gp
*Fishhook (0 lbs) 1sp
*Flint and Steel (0 lbs) 1gp
*Waterskin (4 lbs) 1gp
*Winter Blanket (3 lbs) 5sp
Wand of Cure Light Wounds (50 charges) 750gp

Funds: 53.4 gp

Languages: Common, Elven, Druidic, Sylvan

Height: 5’6”
Weight: 135 lbs
Eyes: Green
Hair: Russet
Age: 112

Description:
Huynia is very tall for an elf, and considerably more muscular than the average member of that race as well, as befits his wood elf lineage. He has the look of one who spends most of his time out of doors and away from the trappings of civilisation, from his deeply tanned skin to the dusty, torn, green-brown traveller’s cloak he wears over his battered hide armour. His hair is a rusty, reddish brown and hangs in a long, unkempt tangle down his back, while his emerald green eyes commonly look out on the world with an air of weary resignation. It is only when he is in the wilds, far from the settlements of the civilised races, that a more content and serene air comes over him.

Background:
An arid wasteland stretched as far as the eye could see from this wind blasted peak. Blackened, scorched and scarred, to Huynia’s ears the land screamed in impotent rage and agony. Fire and steel had taken their toll on the lush and fertile jungle that once made this place verdant. Covering the blackened earth and soaking it in their blood were the corpses of thousands upon thousands of living things, from tiny birds through to the very largest creatures that had lived here, tigers and immense constrictor snakes – and people, too. The people who had lived here atop the mountain, who had lived in balance with nature, accepting their place in the way of things. Men, women and children lay slaughtered heedlessly, their bodies broken and their faces contorted in fear and pain. The only sound was the blowing of the hot, cruel wind and the faint rustling as it stirred the ash that coated the ground.

In the blinking of an eye, the vision shifted. In that fleeting moment hundreds, perhaps thousands, of leagues were crossed and Huynia stood somewhere he had never been before. The destruction that had defiled his homeland had not yet reached this place, though the land here was not of the type he was used to. The trees were vast and widely spaced, their purplish green leaves giving the place an unearthly feel, and there was none of the tangling undergrowth that he was used to. The soft earth of the forest floor was spongy and pleasant beneath his feet, and the air was cool and soothing. Beside him ran a stream, the crystal clear waters burbling gently. As he watched, though, he saw a vein of black corruption begin to seep into the brook, and he realised with a sickening lurch that even this sanctuary was not free from the corruption that had taken his homeland. Suddenly a noise came from behind him, and he turned with a start to see that a woman stood there. An Elven woman of such infinite beauty that it was heart-rending to look upon her, dressed in a flowing garment that seemed to be made from the very moonlight that filtered through the trees.

She cried silver tears, and where each one fell a perfect white flower sprouted. As she cried she plucked the strings of a strange and instrument of intricate construction that she held to her breast, and the melody seemed familiar though Huynia had never before seen such an instrument. For a moment she seemed to look directly at Huynia, and in her eyes he thought he saw hope. Then she was fading, and as he ran to her she seemed to fall away, and the forest fell with her to leave only a raindrop splashing silently in the void. As it splashed each droplet of water lit up with an image, an entire universe in microcosm inside each miniscule droplet. Within the rain a dozen possible futures played out before Huynia, leaving him with only a handful of images that he could remember and the frustrating feeling that he had missed thousands more. A bird with incandescent plumage flying endlessly over a wasteland of fire, pursued by a pack of wolves that waited for it to tire and fall to their waiting jaws. A human heart, suspended in the very heart of a forge yet somehow not burning. A great tree that bore beetles instead of fruit, huge beetles that squirmed to escape their moorings on the branches until they fell to earth and were destroyed. A plume of smoke that shifted, taking the form of a huge bird before dissipating once more into formlessness.


And then Huynia slowly realised that the smoke was real, that he could smell it and taste it, and gradually other sense impressions began to form. The other wise men sat round the fire, watching him intently. He shook his head slightly, trying to dispel the haunting influence of the vision. It would not leave him, and over the next few days he realised that it never would.

Within a week he had set off, having told his vision to the elders and expressed his wish to leave and seek a way to prevent the destruction he foresaw. They had given him their blessing, and he had gone, not knowing if he would live to return.

Atapa
Male Eagle
Small Animal
Hit Dice: 1d8+1 (5 hp)
Initiative: +2
Speed: 10’, fly 80’ (average)
AC: 14 (+1 Size, +2 Dex, +1 Natural), Touch 13, Flat-Footed 12
BAB/Grapple: +0/-4
Attack: Talons +3 melee (1d4)
Full Attack: 2 Talons +3 Melee (1d4) and bite –2 melee (1d4)
Space/Reach: 5’/5’
SA: -
SQ: Low-light vision, Link, Share Spell, Bonus Tricks (1) – Attack, Tricks – Come, Down, Heel, Seek, Fetch, Stay
Saves: Fort +3, Ref +4, Will +2
Abilities: Str 10, Dex 15, Con 12, Int 2, Wis 14, Cha 6
Skills: Listen +2, Spot +14
Feats: Weapon Finesse
 

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