NeMoren's Vault


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Eseteru Palari Apprentice level Ftr/Sor (Primary class: Fighter)
Medium-size Human
HD: 1d10+2
hp: 12
Init: +2 (dex)
Spd: 30 ft
AC: 14 (12 flatfooted, 12 touch) (Spell failure for somatic spells: 10%)
BaB: +0 Melee: +2 Ranged: +2
Attacks: Heavy Pick +2, Shortbow +2
Damage: Heavy Pick 1d6 (x4), Shortbow 1d6 (x3)
AL: CG
SV: Fort +3, Ref +2, Will +1

Abilities: Str 14, Dex 14, Con 14, Int 11, Wis 10, Cha 16.

Skills: Knowledge Nobility +2 (2 rank, cross class), Climb +5 (3), Handle Animal +6 (3), Ride +4 (2).

Feats: Still Spell, Power Attack, Sunder

Equipment and locations: Heavy Pick (belt), Leather Armor w/ armor spikes (worn), Short Bow (slung on back), Quiver with 20 arrows (slung on back), 2 units of caltrops (backback), backpack (worn or tied to donkey), waterskin (saddlebags), book: Bonehead the Barbarian (saddlebags, priced at 10gp), spell component pouch (belt), Belt pouch (worn), traveler''s outfit (worn), 10 days'' rations (saddlebags), Donkey, saddlebags (worn by donkey), 10 days' feed (saddlebags), tent (tied to donkey), bedroll (tied to donkey), 10 empty sacks (saddlebags)

Money: 15gp, 4sp (belt pouch)

Spells (4+0/2+1): (0) Read Magic, Mage Hand, Mending, Ghost Sound, (1) Shield, True Strike
 
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Hawk, male human Barb1: CR 1; ECL 1; Medium-size Humanoid (human); HD 1d12+2; hp 14; Init +2; Spd 40 ft.; AC 16 (14 flatfooted, 12 touch); Melee Greatsword +5 (2d6+4/crit 19-20 x2); Ranged Javelin +3 (1d6 +3/x2), Sling +3 (1d4/x2); SQ rage 3/day, fast movement; AL NG; SV Fort +4, Ref +2, Will 0; Str 16, Dex 14, Con 14, Int 14, Wis 10, Cha 10.
Skills and Feats: Climb +5 (4), Handle Animal +4 (4), Intimidate +7 (4), Swim +5 (4), Listen +4 (4), Ride +6 (4), Wilderness Lore +4 (4); Extra Rage, Weapon Focus: Greatsword
Equipment: Greatsword, Chain Shirt, Javelin (2), Sling, Sling bullets (20), Backpack, Bedroll, Winter Blanket, Oil Flask, Soap, Flint/Steel, Torches (2), Candles (2), Waterskin, 50 ft. rope, Rations (4)
Money: 6cp

Equipment locations: Hawk has his greatsword loose on his left hip. His two javelins are behind his shoulder next to his backpack, ready to be drawn. He wears his chain shirt. His sling is on his right hip. The rest of his equipment is in his backpack on his back.

Hawk was born twenty two years ago in the Free Kingdoms, in the nomadic tribe of the "Free People", as they called themselves. Hawk's tribe migrates from season to season, following the large game as they migrate over the plains and deserts of their land.
Since he was a child, Hawk was raised among animals. He's always had a kinship with them, from being able to tame wild ponys and calm them with a soothing touch, to being able to pass the angry mother panther defending her cubs. Hawk often spent time alone with animals on the plains. He learned their ways, how to follow the snake's trail to a small brook, and how to tell the time on a cloudy day by watching bird's behavior. Hawk was able to listen to animal's calls, and use his hearing as well as his vision to follow game. One of Hawk's favorite pastimes would be to hunt a deer, often for days on end, until he caught it and brought it back for food and skin to the tribe. The deer was much much swifter than Hawk, but Hawk would patiently and tirelessly follow it. Through plains and through forest, he would follow the deer day in and day out. The deer, while swift, did not have the endurance to run for days on end. Eventually, Hawk would find it in a clearing, out of breath and lying down on the grass, resigned to its fate. Hawk only hunted for food and for the deer's skin, he never killed for sport. He would sometimes hunt a deer like this, only to walk up to it and touch it at the very end, and then let it go. He wanted to simply know that he was able to hunt the animal.
When Hawk was twelve, he began learning how to fight from the People's weapon master, Jark. Jark taught all the boys and men of the tribe the way of the Bow, the Sword, the Staff, the Axe, and the Fist. Hawk was clearly at home with the Greatsword, and trained often and well. It was clear to him that his destiny as a man was with the warriors, not of the shamen of the tribe. Hawk was quite bright, and seemed to have aptitude for the mystic arts, but his love of the wilderness and aptitude in combat made him a natural warrior.
Along with his warrior training, Hawk learned to ride horses. He found he enjoyed their company, and he was able to use his affinity with animals to create a special bond between him and the horse. A horse he spent time with would understand what Hawk wanted to do intuitively, and the pair would run together as one.
Hawk also enjoyed climbing and bouldering. He would often climb up to high mesas, from where he would look over the plains of his land and thank the spirits that he was born with the free people.
Among the other young men of the tribe, Hawk enjoyed most the company of Quill. Quill and Hawk were the same age, but where Hawk fought with the greatsword, Quill used the shortsword. Where Hawk would hunt for days and enjoy the company of animals, Quill moved as silently as a cat, and hid so well that even Hawk could not find him. The two were great friends, and Quill often tried to teach Hawk the more subtle arts. Once, when Quill and Hawk were hunting together, Quill pulled a silver key from his tunic. "Here, take this friend", said Quill. "What is this?", replied Hawk. "One day, I will tell you. For now keep with you always", replied Quill. Hawk shrugged and tied the key around his neck with a loop of twine.
Eventually, Hawk came upon his name day, when he was twenty years old. On this day, he was his own man, and no longer bound to the word of the tribe elders. The elders told him of the wide world beyond the plains and forests of the Free People. They told him about the wars south, between Thelis and other people. Hawk decided that he would go see these lands, and learn what was out there for himself. The elders agreed, and wished him well, and gave him his sword and the tunic he wore. He would have to earn any coins himself, as the Free People had no use for the coins of the southern lands.
After travelling on his own for several weeks, sustaining himself on the land, Hawk came upon a fur Trader named Mitchell. Mitchell knew the long road ahead to Thelis was a perlious one. Seeing a young illerate barbarian with a good heart, Mitchell offered the young man several gold to accompany him and protect him on the road from bandits. Not knowing the value of money and not understanding that he was being used for almost nothing, Hawk accepted. At the end of the journey, the normally greedy and penny-pinching Mitchell was so impressed with Hawk's valor that he offered him his pick of the goods in his caravan. Thus, Hawk began to make his way towards exploring Thelenia.

In character voice color: orange
 

[size=large]Gurter Friendlyhart[/size]

Medium sized humanoid (human) Bard 1
Hit Dice: 1d6+1 (7hp)
Initiative: +6 (+2 dex, +4 improved initiative)
Speed: 30 ft.
AC: 14 (+2 dex , +2 armour )
Attacks: Rapier +0 / Light Crossbow +2
Damage: Rapier 1d8 -1 / Light Crossbow 1d8
Face/Reach: 5 ft. by 5 ft./5 ft.
Special Attacks: none
Special Qualities: Bardic Music, Bardic Knowledge
Saves: Fort +1, Ref +3, Will +3
Abilities: Str 8, Dex 14, Con 12, Int 16, Wis 10, Cha 16
Skills: Bluff 6(3), Concentration 4(2),Disguise 5(2), Escape Artist 6(4), Gather Information 4(1), Hide 6(4), Knowledge (History) 4(1), Perform 9(4)*, Pick Pocket 3(1), Sense Motive 1(1), Tumble 4(2), Listen 1(1), Move Silently 6(4), Spellcraft 4(1)
Languages: Common, Elven, Upercommon, Lowcommon, Streettalk
Feats: Improved Initiative, Skill Focus (Perform)
Spells Known: Read Magic, Detect Magic, Predigitation, Flare
Items:
Worn: Traveler’s Outfit, Leather Armour, Rapier(m) (hanging from my belt), Light Crossbow (slung on back), Bedroll (tied on top of backpack), tiny dagger (secretly worn in boots)
Belt pouches Containing: Unit of Caltrops(1), Ink, Pen, Empty bits of Paper, Flute
Backpack Containing: Winter Blanket, Oil Flask, Soap, Flint/Steel, Torches (2), Candles (2), Units of caltrops (2), Waterskin, Scrollcase filled with bits of poetry/writings/history (backpack), Disguise Kit, 10 days' rations, Empty Sack (2), Ink(2), Empty Scrolls
Wealth: No idea

*Poetry, Singing, Musical Instrument: Lute, Storytelling

Description:
Gurter is a handsome young man near his twenties. He has an charming smile and youthful look about him. His brown hair are cut in the latest fashion, and his behavior can only be described as well mannered. His blue eyes look into the world with interest, although sometimes they can betray him: you can see by his eyes that this is an intelligent man, considering every movement and motion, making sure all he does looks natural. Although he is skinny and not muscular, his body seems athletic, and his motions are swift and decisive. A curly lock of hair hangs over his forehead, which makes his distinguished appearance a little playful. His face is like the sun, forever shining and Gurther as always in a good mood. He smiles a lot and plays the clown, while always remaining polite and kind. Gurther absolutely hates fighting, although he likes to see others fighting. He usually tries to strengthen their spirits with his songs, while making bets with the audience.

Background:
Gurter grew up as a poor orphan in Saint Michiel's orphanage in the big harbor of Southport. As a kid he had to survive among his piers solely by his charismatic nature alone, for the world of street kids is owned by those with the hardest fist. He became quite popular when he befriended the leader of one of the street gangs, Oat Romers. Oat was one of the more clever kids, and probably the only reason Gurter had any goodness in him, for life on the streets is harsh and Oat showed him the finer things in life: he sneaked Gurter in the back of The Freeport Inn, where a local bard Teneson sang tales of heroic adventures and romantic encounters. Gurter fell in love with music and poetry there and then. As the local bard was quite famous, many of the young women came to adore him. The sight of those beautiful women, unleashed feelings in the boy he had never had before. Gurter wanted all that attention the local bard got as well... By Oat also used Gurter: he put Gurter on the corner of busy streets, posing as a sick kid, begging for small change. The charismatic figure played his part well, and many of the rich merchant stopped to give the poor street boy some change. During this distraction, others pick pocketed the innocent bystanders. It was a small price to pay in the eyes of Gurter, who now had hard coins in his pockets, and respect throughout the Southport underworld.

But Gurter longed for more. The sounds of the beautiful ballads haunted him in his dreams. When he was about 12, Teneson once again visited Southport and Gurter seized the opportunity to become his student. And so Gurter became a travelling companion of Teneson, after an emotional fare well from his trusted friend Oat. The good natured Teneson learned the young Gurter the tricks of the trade: how to seduce women, how to play instruments, how to use the melody to capture the attention of bystanders and for the first time Gurter was truly happy. As a duo the two travelled for a couple of years, living on the wealth the noble women provided and life was treating them good. Many of the ladies provided the duo with beautiful cloths, jewelry and coins. Of course all in return for some favors...

Then one day, Teneson was gone. Only a silver key with a little note attached was left behind reading:

"Our separate ways we must go,
I taught you all there is to know,
Take this key and hold it near:
One day it all will be clear."


Teneson also had taken the liberty of confiscating all jewelry and valuables, leaving Gurter only with his flute, his cloths, 10 gold pieces and a silver key. Gurter had feared this day but was surprisingly not emotional, yet another trade Teneson had taught him: never get emotionally involved. He was taught well and within 3 months he was once again living 'the high life'. Having been with several wives of rather wealthy men, Gurter found it time to move on, slightly persuaded by the 20 tugs who were hired to kill him and were chasing him. Escaping through a window, and jumping from one roof to another was all part of a days work. Finally he lost them and went on his way. After having travelled around and making somewhat of a name for himself, he was invited at the Goldbloom Manor. Goldbloom was a wealthy merchant, trading in exquisite foreign spices, and was planning on running for Senator the next election. He was very fond of young Gurter as well as his music, having no son of his own he treated Gurther like one. Gurter was there a month, living like a prince, and he and Goldbloom became friends... Until Goldbloom's daughter, Mary Goldbloom, came to visit the Manor. Mary who had never left the rural estates, as her dad was saving her to marry a royal, was a beautiful young woman. As soon as Gurter saw her, he fell in love. The first couple of days he could shake off the feelings, not wanting to ruin the good deal he got here, but alas, after a week trying to fight his emotions, he tasted the forbidden fruit. Goldbloom, outraged, hired hardened mercenaries to kill him, and once again Gurter had to make a quick exit. Angered that he could not marry the love of his life, he swore he would gain such great fame and wealth, that he could come back and ask for the hand of Goldbloom's daughter. In the meantime he tries to keep a low profile as Goldblooms influence stretches far.
 
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Enoch Farstrider

Male human Cleric 1 (Fharlanghn): Medium-size Humanoid (human); HD 1d8+2; hp 10; Init +1; Spd 30 ft.; AC 16 (15 flatfooted, 11 touch); Melee Quarterstaff +2 (1d6+3); Ranged light crossbow +1 (1d8/crit 19-20); SQ/SA Turn Undead (9 times/day), Divine Spells, Travel domans - freedom of movement 1 round/day, Protection domain - +1 resistance charm; AL NG; SV Fort +4, Ref +1, Will +4; Str 14, Dex 12, Con 14, Int 10, Wis 15, Cha 14. Skills and Feats: Concentration +6(4), Heal +6(4), Knowledge (Religion) +4(4), Spellcraft +4(4), Wilderness Lore +6(4); Track (*I may change this is someone else with the tracking ability enters the party), Extra Turning

Equipment (if no location is marked, it is in Enoch's backpack): Explorer's Outfit (worn), Chain Shirt (worn), Buckler (worn), Quarterstaff (in left hand), Light Crossbow (belt), case of 10 bolts (belt), Wooden Holy Symbol (worn on chain around neck), Backpack (back), Waterskin, Bedroll, Sack, Flint & Steel, 2 Torches, Compact Prayer Book, 10 Candles, 1 day of trail rations, 10 sheets of paper, Ink, Inkpen, 25gp, 8cp (coins in inside cloak pockets)

Carrying 57.48 lbs., Light load

Spells: Spells in italics are domain spells.
0 (3): Light, Detect Magic, Guidance
1 (2+1): Detect Evil, Comprehend Languages, Expeditious Retreat

Background:
Enoch was born a common bastard to a serving girl named Sia at an inn called The Wayfarer's Haven. Located on a minor trade route between Thelis and the Free Kingdoms, the inn was true to its name, serving as a haven to travelers and caravans harassed by bandits and humanoids in the surrounding untamed hills.

It was a mystery why the bandits and humanoids, infamously thick in the region, never threatened the Inn itself. Some whispered that the owner, Crickle Atwood, was friendly with or even related to Red Robert, the nefarious bandit prince of the hills. Others claimed that Atwood was a Wizard of no small accomplishment, that he had used the treasure gained through an adventuring career to build the Inn, and the humanoids and bandits were afraid to test his mettle. Still others supposed that they didn't attack because the site of the Inn was blessed by Fharlanghn himself and they were afraid to risk the enmity of that deity. It was well known that the Inn had been built on the site of a roadside shrine to the Dweller on the Horizon, a shrine which Atwood was careful to preserve when he built the Inn.

There were 30 permanent residents of the Inn, most of which had lived and worked there for years. More like a large extended family than a community, this caring environment proved to be fertile soil for developing an ethical mindset predisposed towards good. Despite the small size of the permanent community, the traffic through the Inn exposed Enoch to a wide variety of people, including travelers of many races and creeds, outlaws, bounty hunters, rangers, merchants, and the many mercenaries and adventurers who would hire themselves out as replacements for caravan guards lost en route.

As Enoch grew up he became particularly close to two people in the community. As there were few children and only one near his own age, his first friend became his closest. Daltia Atwood, the owner's youngest daughter, was a year older than Enoch and a wild spirit. From the age of five to ten Daltia and he ran about underfoot, brightening the mood of the Inn but causing an increasing amount of mischief.

Their lives were abruptly changed one day when a traveler walked into their lives. Joab Stargazer, a cleric of Fharlanghn stopped in to tend the roadside shrine. He and Crickle hit it off, and Crickle convinced him to stay a while, to serve both as the community's healer and as Daltia's tutor, hoping to tame his daughter and encourage an interest in religion and letters. As Daltia's constant companion, Enoch sat in on the tutoring sessions, and to his surprise he began to find the lessons nearly as interesting as watching the battle of wills between Daltia and Joab.

Daltia quit attending the lessons within a year, but Enoch asked to be allowed to continue. At first simply hoping that Daltia would follow her friend's good example, Crickle and Joab decided to continue the lessons. But as it became clear Daltia had no intention of going back, Joab began to see a great amount of promise in Enoch, and decided to continue teach him on his own. As time passed, the fatherless Enoch began to see Joab as not only a teacher but as a father, and Joab returned the boy's affection.

While Enoch originally earned his keep as a stable boy, it was only natural that he follow the path of the man he loved and admired. When he turned 12 he was formally apprenticed to Joab, who anointed him and confirmed his dedication to Fharlanghn, giving the boy the name he would be known by to those within the faith, Farstrider. Joab instructed Enoch in the traditions and teachings of all the major religions of Thelenia, how to minister both to the faithful and to those who didn't follow the Dweller on the Horizon, the formalized prayers, how to formulate your own prayers, the nature and understanding of magic, and eventually how to channel positive energy and call upon the power of the deity himself.

While Enoch found Joab's religious teaching spiritually rewarding, he equally enjoyed Joab's instruction in more worldly and mundane areas. This included how to survive alone in the wilderness, how to track game and humanoids, how to defend himself with staff and club, anatomy, first aid, and caring for the injured and ill. Following Joab in his travels in the immediate area, Enoch was surprised to learn that his teacher was known and welcome in the bandit hideaways as well as many of the humanoid communities in the region. Seeing bandits, orcs, and goblins up close, Joab taught Enoch that Fharlanghn values keeping an open mind, and to find balance in all things.

Enoch spent four idyllic years under Joab's tutelage, surrounded by his family and friends. But he was shocked out of his complacency when Daltia announced that she was leaving The Wayfarer's Haven. Feeling she had already learned all the captain of the Inn's small group of guards could teach her about the shield and longsword fighting style, Daltia decided to join a group of adventurers that was passing through the area. But Enoch always assumed that if Daltia ever left that they would leave together, because they had often discussed adventuring together when they got older. Feeling betrayed and angry, Enoch refused to speak to her, even on the day she left. Daltia left a letter for Enoch apologizing and explaining she could no longer stand her father's overprotective ways. She promised Enoch that she would be back within a year.

But two years passed, and Daltia didn't return. No word of her fate reached The Wayfarer's Haven, and still not a day went by in which Enoch didn't think of his friend, and regret that he didn't say goodbye to her.

After two more years of training, the time came for Enoch to leave The Wayfarer's Haven. Enoch wanted to stay longer in the hope that Daltia would return, but he knew it isn't right for a follower of Fharlanghn to stay in one place, no matter how holy. Moreover, Joab was anxious to move on.

He said a tearful farewell to his mother and extended family at the Inn, and Joab and he joined a caravan traveling towards Thelis. While he assumed he would be traveling for a long time with his teacher, Enoch learned that the two of them were to take different roads. While he himself had business in the west, Joab told Enoch that he must travel south, and give him a strange silver key which a traveler had left at the roadside shrine. Feeling this was no ordinary key, Joab meditated and prayed over several days. He believed his divinations revealed that he must give Enoch the key, and told Enoch the destination he felt Fharlanghn wanted Enoch to carry it to.

Enoch set out the next morning after praying together with his teacher and foster father for luck and safe travels, alone for the first time in his life.

Description:
Enoch has brown eyes and long, dirty blond hair pulled back into a pony-tail. He towers over most other humans at 6'4”, and appears thin, but has a wiry strength and considerable endurance built up over years of hiking the hills of his homeland. His face is oval-shaped, tanned and unlined, and his sparse beard makes him look even younger than his 18 years. He is reserved around those he doesn't know well, but his disarming smile and kind eyes generally draw a favorable reaction from others.

He carries a quarterstaff, and wears brown and faded green clothing over his chain shirt. Although his holy symbol hangs in clear view around his neck, his youth and lack of obvious martial weapons or armor besides a common buckler cause most to mistake him for a simple yet devout traveler.

In character voice color: burlywood

Update log
2003.04.29: Removed silver key from inventory
2003.05.01: Added current spell selection
 
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Ton, dwarf rogue

Ton Arok, Male Dwarf Rogue 1: HD 1d6+3; hp 9; Init +2; Spd 20 ft; AC 12; Atk +1 melee (1d8+1, crit x3, heavy mace) or +2 ranged (1d6, crit x3, shortbow); SA Sneak attack +1d6; SQ Dwarf abilities; AL NG; SV Fort +3, Ref +4, Will +1; Str 13, Dex 14, Con 16, Int 14, Wis 12, Cha 10.

Skills and Feats: Appraise 1/+3, Craft (traps) 3/+5, Decipher Script 1/+3, Disable Device 4/+6, Hide 4/+6, Intuit Direction 1/+2, Listen 4/+5, Move Silently 4/+6, Open Lock 4/+6, Pick Pocket 1/+3, Read Lips 1/+3, Search 4/+6, Spot 4/+5, Tumble 4/+6; Expertise.

Dwarf abilities: Darkvision 60, Stonecunning, +2 saves vs. poison/spells/spell-like effects, +1 to hit vs. goblinoids and orcs, +4 dodge vs. giants, +2 Appraise to stone and metal, +2 Craft on stone and metal.

Languages: Common, Dwarven, Goblin, Undercommon.

Possessions (carried): Studded leather, Heavy mace (belt, right side), Backpack (back), Composite shortbow (strapped to backpack), Quiver with 20 arrows (belt, left side), Sap (beltpouch)

Possessions (backpack): Acid, Antitoxin, Bedroll, Bell, Caltrops, Chalk, Crowbar, Flint and steel, Hammer and 4 pitons, Rations for 4 days, Silk rope, Waterskin, 45 gp.

Background: Ton knows little of Thelis, the Free Kingdoms, or the Island of Three Rings, for his home lies over the ocean. Most people have heard of the elves that protect the Cradle, watching the sea and the air from their coastal cities. Few people know that forces from below the earth also threaten the birthplace of all life: goblins and dragons and other foul beasts from the depths. But the Cradle has defenders within the earth as well as above: dwarven clans that face death with a grim resolve.

The Arok family belongs to one such clan, and Ton Arok grew up learning the ways of tunnel fighting, traps, and combat against subterranean foes. His brothers and sisters (Arok women learned to fight alongside the men of the tribe) were stronger warriors, but Ton thrived by using his keen senses and quick reflexes. His instincts for ambushes and his knack for improvising traps was a great support to his more militant companions. Ton thought more of his clan’s honor and survival than he did of any personal glory.

Ton’s closest companions in his youth and earlier adulthood were his elder sister, Fyste, and her husband, Woru. The two married young, and were soulmates in the truest sense of the word. They were gracious hosts of many family gatherings, but were just as comfortable fighting side-by-side in the tunnels against grimlock raiders. Fyste was an apprentic of the Rock Wardens, who turned the power of the earth itself against the enemies of the dwarves. Woru was studying to become a Defender, one of the most honored professions in the clan. Ton knew his own path would look very different from theirs, but he dreamed of the day when the three of them would venture into the Underdark together, retaking ground that was lost at one time or another in the history of his people.

Ton’s discovered another dream when he first joined a trading mission to the surface. Many of his companions felt out of place without stone walls around them and rock ceilings above, but Ton discovered there was place in his heart for the world above as well as the world below. He also met Kellia, a young female elf whose skills paralleled his own. The two shared stories and words while their elders traded goods and information. On his return to the Arok hometunnels, Ton devoted himself to studying the Elf language.

Despite the constant danger from unknown foes, the dwarves of the Arok clan were content with their fate, until the plague came. Fyste, who was several months pregnant at the time, suffered a miscarriage. Before long the clan discovered that all the dwarven women had become barren. The clan elders knew that they must find a way to restore the women, or the tribe itself would face extinction within a single generation. Some of the elders thought the sickness was the result of curse cast by a lich that the clan had recently destroyed. Others believed that drow saboteurs had poisoned the clan’s water supply. But after communing with their deities, the clerics of the tribe stated the improbable: the illness was somehow related to a silver key, which would be found in an old chest in the back room of an abandoned dwarven manor. The only way to end the curse was for a single son of the tribe to carry the key across the sea to the land of Thelis. The dwarves cast lots to determine who would carry the key, and Ton was chosen.

Despite feeling woefully unprepared for a journey of this magnitude, Ton accepted the decision of the elders with grace. He gathered his gear and departed for the surface. Upon reaching the elven city of Imoli, he learned that the elves were facing a similar crisis: their elders were aging at a greatly accelerated rate. The elves, who relied on their near immortality to maintain culture and tradition, had also received word from the divine. A single daughter of the city must carry a silver key to Thelis. Ton decided the gods must be crazy when Kellia was chosen.

The two friends crossed the sea in the swift boats of the Waveskimmers, and arrived in the coastal town of Hyrad. Neither Ton nor Kellia knew what more would be required of them in this strange human land, but they quickly found aid in the form of Daphinius Thymehill, a kind-hearted halfling merchant who found “work” for individuals with Kellia and Ton’s talents. Ton is still shocked by the difference between Thelis and his hometunnels, but he is doing his best to learn quickly.

Recently, Daphinius offered Ton a substantial sum of money to undertake a mission outside Hyrad. Although Ton hated leaving Kellia, they both agreed that it would be good to learn more about the surrounding country. They have agreed to meet again in one year’s time, at the latest.
 

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Persephone

Persephone is wary about revealing too much of her background, so I won't list it here. (but feel free to ask her!)

Persephone
Female Human Sorcerer (1)
S 10 D 14 C 14 I 10 W 8 Ch 18
HP 6, Init +6, Speed 30', AC 12 Alignment CG
Short Spear +0(1d8) or sling +2(1d4)
Feats: Extend Spell, Improved Initiative
Skills: Alchemy 4(4), Concentration 6(4), Knowledge (arcana) 4(4), Bluff 6(2), Gather information 6(2)
Spells Known: Daze, Prestidigitation, light, mending, mage armor, magic weapon

Familiar: Fridly, hoot owl

Travelers outfit, backpack, waterskin, signal whistle, extra skirt, underwear, shirt, dagger, 3 days rations, 20 bullets.

She is stunningly attractive, with softly-curling auburn hair cascading just past her shoulders. She’s taken great care to keep out of the sun to escape freckles and wrinkles; her skin is pale and fair. She has deep blue eyes. She stands 5 foot 4, and weighs 105 pounds. She took several plain dresses made of high-quality cotton, Linen or wool. She wears a simple grey cloak on top. She brought only one pair of rugged low leather boots, and constantly pines for her many fancy shoes left behind. She’s only 17, and looks it. She generally tries to hide her face in public, under her hood.
 

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