Awakening of the Nymerians - The Crew

Rayex

First Post
IC Thread
OOC Thread


Players:
Someone - Havort Thuat, the feytouched, male Human Psion (telepath)4
rangerjohn - Alan Loresong, human male bard4
ferretguy - Tarasin Blackoak, male elf Rogue1/Monk3
Ghostknight - Symian Dragonspawn, male human Fire Wizard3/Gold Dragon Bloodline1
Zack2216 - Laharl Sunbaned, male Human Wilder4
DrZombie - Farantir, male Tors Cleric3.
 
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Drakknyte32

First Post
Devon RedClaw
Male Troll
Troll Class 4 (XP 6,000)
Alignment: Chaotic good
Height: 6' 8"
Weight: 240lbs
Hair: Green
Eyes: Brown
Age: 16

Str: 20 (+5) [6 points, +6 Racial]
Dex: 14 (+2) [4 points, +2 Racial]
Con: 18 (+4) [6 points, +4 Racial]
Int: 10 (+0) [6 points, -4 Racial]
Wis: 12 (+1) [6 points, -2 Racial]
Cha: 8 (-1) [4 points, -4 Racial]

Class and Racial Abilties:
1 feat at first level, 1 Feat at fourth level, 2 Skill Points per Hit Die, 8 Skill Points at Level 1, Regeneration 1, Scent 10ft, Darkvision 90ft

Hit Dice: 3d8+12
HP: 32
AC: 18 (+2 Dex, +3 Armor, +3 Natural)
Init: +2 (+2 Dex)
Speed: 30ft
Armor Check Penalty: 0

Saves:
Fortitude +9 [+3 base, +4 Con, +2 Resistance]
Reflex +5 [+1 base, +2 Dex, +2 Resistance]
Will +6 [+1 base, +1 Wis, +2 Iron Will, +2 Resistance]

BAB: +2
Melee Atk: +7
2 Claws: +8 (1d4+5, x2), and Bite: +2 (1d4+2, x2)

Ranged Atk: +4
Longbow: +4 (1d8, x3)

Skills:
Diplomacy +2 [3 ranks, -1 Cha]
Speak Languages +1 [Common]
Spot +4 [3 ranks, 1 Wis]
Listen +3 [2 ranks, 1 Wis]

Feats:
Iron Will
Weapon Focus (Claws)

Languages:
Giant, Common

Equipment:
Masterwork Studded Leather (175 gp)
Cloak of Resistance +2 (4,000 gp)
Longbow (75gp)
80 Arrows (4gp)
Backpack (2gp)
Bedroll (1sp)
Winter Blanket (5sp)
2 Sacks (2sp)
Silk Rope, 100ft (10gp)
Soap (5sp)
Waterskin (1gp)
Traveler's Outfit (1gp)
Trail Rations, 6 days (3gp)
120 platinum, 27 gold, 9 silver

Appearance:
Devon is very short for a troll but is much larger than most humans. He has shoulder length, dark green hair that he usually ties back to keep it out of his eyes. He usually wears a large mottled green and brown cloak with a hood.

Devon's green skin and large frame make it obvious that he is a troll but he tries to wash regularly and act politely so others won't mind being around him.

Personality:
Remarkably intelligent for a troll, Devon wants to do something great in his life. He decided to become an adventurer so he could see the world and perhaps do something heroic.


Background:
Devon was born to a tribe of trolls in a small forest to the north. From a young age he proved to be stronger and tougher than the other troll children and smarter than most of the adults.

Devon grew bored of life in the forest quickly and wanted more from life. A little after his eleventh birthday he left the forest and joined a merchant caravan as a guard. The merchants were wary at first but Devon showed that he could act with intelligence and restraint, often better than the other caravan guards. He travelled with the caravan for several years and from them learned how to speak common and fight with human equipment.

A few months ago he grew restless again and decided to move on once more. He left the caravan and started roaming the countryside on his own, looking for adventure.
 
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Someone

Adventurer
Name: Havort Thuat, the feytouched.
Race: Human
Class/level: Psion (telepath) 4 [from Expanded psionics handbook]
Sex: Male
Alingment: CG
Physical description: A young boy, with red hair and green eyes, dressed in bright colors.

Stats:
Str.......9(-1)
Dex......14(+2)
Con......14(+1)
Int......18(+4)[17+level 4 bonus ability]
Wis......10(+0)
Cha......12(+1)

AC: 17=10+5(armor)+2(dex)
HP: (4+3+3+3)+8(con)+8(psionic body)=29

Attacks:
Dagger: melee +1, ranged +4; damage 1d4-1, crit 19-20/x2
Light crossbow +4, damage 1d8, crit 19-20/x2

Saves:
Fort +4=1+2(con)+1 magic
Reflex +4=1+2(dex)+1 magic
Will +5=4+0(wis)+1 magic

Skills: (2 skills points+3(int)+1(human bonus))x7=42 ranks.
Psicraft +11 = 7 ranks +4 int
Diplomacy +8 = 7 ranks +1 cha
Bluff +8 = 7 ranks +1 cha
Gather information +8 = 7 ranks +1 cha
Sense motive +7 = 7 ranks
Concentration +9 = 7 ranks +2 con

Feats:
L1-------------Psionic endowment
Bonus Human----Greater psionic endowment
Psion L1 bonus-Psionic body
L3-------------Expanded Knowledge (astral construct)

Languages: Common, Elven, Dwarven, Draconic.

Psionic powers:
Power points: 17+8(bonus)=25

Level 1 powers:
Psionic charm
Mind thrust
Mindlink
Attraction
Empathy
Astral construct

Level 2 powers:
Read thoughts
Specified energy adaptation
Control sound
Aversion

Equipment (starting with 5500 gp)

+1 Mithril chain shirt 2100
Cloak of resistance +1 1000
Brooch of shielding 1500
Dagger (2 gp)
Crossbow, light (35 gp)
Bolts, 10 (1 gp)

Traveller´s outfit (free)
Backpack (flint and steel, 2 sunrods, soap, waterskin, extra clothes, 2 potions of CLW.) (about 124)

70 platinum and 38 gold coins.

Rumors ran wild in Havort´s village even before he was born. Some said that his mother ate fey food when she was pregnant, others that he´s some sort of changeling, and others that pixies blessed him when he was only a baby. What´s undeniable is his ties with the small folk, and his strange powers. Despite all of that, he was liked by the villagers, at least those with enough sense of humour to stand his jokes and forgive an intrusion or two in his mind; Havort sometimes has problems to remember or even understand that other people don´t have his abilities.

Now wanders without knowing exactly why, and he doesn´t care. It´s likely to one day to get up with the idea of finding a treasure for his fathers and his yourger sister, and end riding a charmed bear.
 
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ferretguy

First Post
Tarasin Blackoak Rogue/Monk 1/3 Elf

Str:12 +1 (4)
Dex:18 +4 (8 pts +1 level 4 +2 racial)
Con:10 (4pts -2 Racial)
Int:14 +2 (6pts)
Wis:15 +2 (8pts)
Chr:10 (2pts)

Languages: Elven, Commen, Goblin, Orc
AC: 17
Hits: 24
Move: 40'
BAB: +2
Flurry: +4/+4 (weapon finesse)
Unarmed: +6 (weapon finesse)
Range: +6
Saves:
Fort:+3.....Ref:+9......Will:+5 (+9 vs Enchantment)

Feats:
Improved Initiative
Weapon Finesse(unarmed)
Sneak Attack 1d6(rogue 1st level)
Trapfinding (rogue 1st level)
Flurry of blows
Evasion
Stunning Fist
Deflect Arrows
Still Mind (+2 vs Enchantment)
Unarmed Strike 1d6

Elf:
Low Light Vision
Immunity to Sleep +2 vs Enchantment
+2 Listen, Search, Spot
Prof: Longsword, Shortsword, Rapier, Long and Short Bow

Skills:.................Rank:..........Stat:.......Mod:.......Total
Balance...............4................4..........................8
Bluff...................3.................2.........................5
Climb...................3................1..........................4
Disable Device.......4................4..........................8
Escape Artist.........5...............4..........................9
Hide.....................4...............4...........................8
Listen...................5...............2.............2............9
Move Silently.........4...............4..........................8
Open Lock.............4...............4..........................8
Search.................4................2.............2...........8
Sleight of Hand.......2...............4..........................6
Spot.....................4...............2.............2...........8
Diplomacy..............3..........................................3
Knowledge(arcana)..4...............2.........................6

Equipment:
+1 longsword 1d8 19-20/x2......2315gp.....4#
Long Bow.............1d8 x3........75gp......3#
20 Arrows................................1gp......3#
Monks outfit
5 Potions Cure Moderate Wounds 1500gp
3 Potions Jump 150gp
3 Potions Endure Elements 150gp
Bracer of Armor +1 1000gp
5 days Rations 2gp
Backpack 2gp
5 Tindertwigs 5gp

4 50gp Garnets
100gp
20sp

Background:
Tarasin was born to a Elven merchant couple. Not too rich but enough to have some power in the elven community. Intermixing with various races gave Tarasin exposure to various ways of life...some of them not too respectable. He fell in with a group of younger thieves that didn't make off to many prizes but gave him a cockyness that lead to him being brought down after biting off more then he could chew in attempting to rob a royal family wizard. Normally this type of activity could get him and possibly his family banded from the community, but his father pulled in some favors getting Tarasin sent to a monastary that had traded with his family to save face. Several years of disipline did teach the boy to curb his thieving instincts...at least on the surface. Although he is now out in the world as a Law abiding and "wise" monk, beneath the robes beats the heart of a young elf who loves risks...and law sometimes can be in the way of him and that prized gem....

Appearance:
Tarasin is of medium height 5'2" with a slight build. His red hair is keep closely croped to his scalp as was the tradition of the monastary. He still bears the traditional elven weapons of longbow and sword which as a monk may seem strange, but has helped him in situations his thieving past has helped him get into. Although he does put on the airs of a disiplined monk his inner heart beats with chaos...only time will tell if he someday falls back into his thieving ways..and supplemented with his training provided by the older monks could lead to one talented rogue...
 
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Ghostknight

First Post
Completed- Critqiues and comments please!

Symian Dragonspawn

Human Fire Wizard (Domain) 3/Gold Dragon Bloodline (Major) 1
Alignment: Chaotic Good

Str: 15 +2 (14 base) +1 (Dragon Bloodline)
Dex: 13 +1
Con: 17 +3
Int: 18 +4 (17 base +1 level)
Wis: 11
Chr: 9

Initiative: +1
BAB: +1
Melee +4 Dagger (1d4 +2 crit 19-20/x2) OR +3 Quartertaff (1d6/1d6 crit x2)
AC: 12 (+1 Dex, +1 Bracelets)
Saves:Fort:+5 Ref:+5 Will:+6
Hit Points: 19 (3d4 +9)

Skills:
Concentration (Con) 11 (7ranks + 4 int)
Craft (Alchemist)(Int) 8 (4 ranks +4 int)
Decipher Script (Int) 7 (3 ranks +4 int)
Knowledge (Arcane) (Int) 9 (5 ranks +4 int)
Knowledge Planes) (Int) 8 (4 ranks +4 int)
Spellcraft (Int) 13 (7ranks + 4 int +2 Synergy)

Language: Common, Draconic, Elvish, Halfling

Feats:
Scribe Scroll (Wizard), Alertness (Bloodline), Eschew materials (Human bonus), Iron Will, Improved Familiar (Celestial Weasel)

Bloodline Effects: +2 on Sense Motive Checks, Alertness, Strength +1, Resistance to fire 5

Domain Spells: 0-flare 1-Burning hands 2-Scorching ray 3-Fireball 4-Wall of fire 5-Cone of fire (As cone of cold but fire instead) 6-Summon Monster VI(Fire Creatures only) 7-Delayed Blast Fireball 8-Incendiary Cloud 9-Meteor Swarm

Spell Book
Level 0 - Resistance, Acid Splash, Detect Poison, Detect Magic, Read Magic, Daze, Dancing Lights, Flare, Light, Ray of Frost, Ghost Sound, Disrupt Undead, Touch of Fatigue, Mage Hand, Mending, Message, Open/Close, Arcane Mark, Prestidigitation

Level 1- Burning Hands, Magic Missile, Sleep, Charm Person, Color Spray, Floating Disc, Cause Fear, Mage Armor, Identify, Cause fear, Alarm, Enlarge Person
Level 2 – Mirror Image, Blur, Scorching ray, Flaming Sphere, Knock, Continual Flame

Spells memorized (Cast as 4th level wizard, Fire spells cast as 5th level wizard)
Level 0 Flare (D), Detect Magic, Read Magic, Mage Hand, Arcane Mark
Level 1 Burning Hands (D), Magic Missile, Sleep, Mage Armor
Level 2 Scorching Ray (D), Flaming Sphere, Blur, Mirror Image

Proficiencies: Wizards are proficient with the club, dagger, heavy crossbow, light crossbow, and quarterstaff, but not with any type of armor or shield

Weapons
Quarterstaff
Masterwork dagger

Equipment:
Extra 10 levels of spells 1500gp
Bracers of Armor +1 1000gp
Cloak of Protection +1 1000gp
Pearl of Power (Level 1) 1000gp
Masterwork Dagger 302gp
Quarterstaff (Continual flame cast on end)
Backpack (empty) 2 gp 2 lb.
Bedroll 1 sp 5 lb.
Blanket, winter 5 sp 3 lb.
Case, map or scroll 1 gp 1/2 lb.
Ink (5 oz. vial) 40 gp —
Inkpen (5 pens) 5 sp —
Paper (5 sheets) 2 gp —
Pouch, belt (empty) 1 gp 1/2 lb.
Rations, trail (5 days) 25 sp 5 lb.
Rope, silk (50 ft.) 10 gp 5 lb.
Sealing wax 1 gp 1 lb.
Signet ring 5 gp —
Soap (per lb.) 5 sp 1 lb.
Waterskin 1 gp 4 lb.
Alchemist’s fire (2 flasks) 40 gp 2 lb.
Tindertwig (20 of) 20 gp —
Spell Component Pouch 5gp
Mule 8gp
Pack Saddle 5gp
2 potions light wounds 100gp
1 potion cure moderate wounds 300gp

Money 10 pp 43 gp 5 sp

Description: Symian’s looks betray his families draconic heritage. Around his eyes are scatterings of gold flecked scales, and his tongue has an uncanny resemblance to a lizards, leading him to talk in a sibilant manner. This, combined with his aloof manner, tends to put people off. He wears his hair long, platted at the bottom, but flaring out- in a way it looks like a dragon’s crest, emphasizing (at least in his mind), his draconic heritage.

History: Symian’s family traces their ancestry back to Herethgar, a gold dragon that posed as a human for a while. After revealing herself as a dragon, many of her human friends became her followers, and her husband was finally able to openly talk to them about his wife (she had revealed herself to him before the marriage). She lived amongst humans until her husband’s death and then disappeared- taking her grief with her into the wilderness.

Symian grew up being told stories of his ancestor. In many of the family the draconic heritage was not obvious, but in Symian it was very obvious, his scales and tongue not being easily hidden. He became aloof to try and hide his anger at the pointedness of some of the remarks of his look, but then came to see them as marks of pride and started to emphasis his heritage and changed his behaviour to reflect that of his ancestry. He has not really succeeded, his capricious nature reflecting the element of fire he loves, but at least he has taken to trying to improve the lives of others.

Whether his love of fire is from his dragon ancestry, or merely a reflection of his personality is open to debate. What is obvious, though, is the affinity he has for it and his dedication to studying it is fanatical in nature.

Familiar:

Grettin
Celestial Weasel
Tiny Magical beast
Hit Dice: 9hp 4HD
Initiative: +2
Speed: 20 ft. (4 squares), climb 20 ft.
Armor Class: 16 (+2 size, +2 Dex +2 natural Armor), touch 14, flat-footed 14
Base Attack/Grapple: +1/–11
Attack: Bite +5 melee (1d3–4)
Full Attack: Bite +5 melee (1d3–4)
Space/Reach: 2-1/2 ft./0 ft.
Special Attacks: Attach
Special Qualities: Low-light vision, scent, Improved Evasion, Deliver Touch Spells, Alertness, Empathic Link
Saves: Fort +2, Ref +4, Will +4
Abilities: Str 3, Dex 15, Con 10, Int 7, Wis 12, Cha 5
Skills: Balance +10, Climb +10, Hide +11, Move Silently +8, Spot +3
Feats: Weapon Finesse
Environment: Temperate hills
Organization: Solitary
Challenge Rating: 1/4
Advancement: —
Level Adjustment: —
These little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.
Combat
Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent’s body and automatically deals bite damage each round it remains attached. An attached weasel loses its Dexterity bonus to Armor Class and has an AC of 12. An attached weasel can be struck with a weapon or grappled itself. To remove an attached weasel through grappling, the opponent must achieve a pin against the creature.
Skills: Weasels have a +4 racial bonus on Move Silently checks and a +8 racial bonus on Balance and Climb checks. They use their Dexterity modifier for Climb checks. A weasel can always choose to take 10 on a Climb check, even if rushed or
Special Attacks: A celestial creature retains all the special attacks of the base creature and also gains the following attack.
Smite Evil (Su): Once per day a celestial creature can make a normal melee attack to deal extra damage equal to its HD (maximum of +20) against an evil foe.
Special Qualities: A celestial creature retains all the special qualities of the base creature and also gains the following qualities.
—Darkvision out to 60 feet.
—Damage reduction 5/magic
—Resistance to acid, cold, and electricity 5
—Spell resistance equal to HD + 5 (9).
 
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rangerjohn

Explorer
Name: Alan Loresong
Race: Human
Sex: Male
Alignment:Nuetral Good
Class: Bard 4

Str 12 +1
Dex 14 +2
Con 12 +1
Int 14 +2
Wis 10
Cha 17 +1 lvl +3

AC:19 10 +5 armor +2 shield +2 dex [21 with cat's grace]
HP: 25
MV:30

Saves:
Fort +2
Ref +6 [+8 with cat's grace]
Will +4

B.A.B. +3
Melee +4/+5 With weapon finesse [+7 with cat's grace]
Range +5 [+7 with cat's grace]
Masterwork shortsword +6 1-6+1 str [+8 to hit with cat's grace]

Feats:
Magical Aptitude
Skill Focus: Use Magic Device
Weapon Finesse

Skills:
Use Magic Device 15 7 ranks +3 cha +3 skill focus +2 magic aptitude +2 syn w/scrolls
Spellcraft 7 3 ranks +2 int +2 magic aptitude +2 syn with scrolls
Perform: Sing 10 7 ranks +3 cha
Gather Info 10 7 ranks +3 cha
Diplomacy 7 +3 cha +4 syn
Sense Motive 7 7 ranks
Bluff 10 7 ranks +3 cha
Knowledge, History 7 5 ranks +2 int
Listen 6 6 ranks
Swim 2 1 rank +1 str
Speak Language 2 ranks
Decipher Script 9 7 ranks +2 int
Contration 8 7 ranks +1 con

Languages:Common. Elven, Draconic, Dwarven, Sylvan

Equipment:
Wand of Magic Missles [3rd] [47 chg] 2,250 (requires use magic device check
DC 20)
Wand of Cure Light Wounds [46 chg] 750
Wand Sleep [50 chg] 750
Master work short sword 310
Chain shirt +1 100
Heavy Darkwood shield 107
Backpack 2
Winter blanket 5sp
Bedroll 5
Waterskin 1
Rations,trail 7 days 7sp
Entertainer's outfit 3
Spell Component case
212 gp 7sp

Class Abilities:
Bardic Knowledge: 8 4+2 int +2 syn
Bardic Music: 4/day
countersong
fascinate
inspire courage
inspire competence

Spells: 3/2/1

cantrips:Detect Magic, Ghost Sound, Light,Prestidigitaion, Read Magic, Resistance
1st: Cure Light Wounds, Expeditious Retreat, Indentify
2nd: Alter Self, Cat's Grace

Appearance: Alan stands about 5'10", weighs about 140lbs , with blonde hair and green eyes. He tends to dress in black with red trim.

Background:
 
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Zack2216

First Post
Laharl Sunbaned
Description: Human, male, red eyes, light skin (tan albino), white hair that is kept short, and he wears loose clothing fit for traversing the desert. He's 5' 8", and he is very lean with strong features.
Chaotic Neutral, Wilder 4

Str 17 (+3)
Dex 13 (+1)
Con 16 (+3)
Int 13 (+1)
Wis 11 (+0)
Cha 20 (base 17, +1 lvl 4, +2 torc of charisma) (+5)

AC: 11 (17 with aug. inertial armor, 16 touch, 16 flat f.)
HP: 36
move: 30 ft.
PP: 29
Man. level: 4
Power dc: 16 +power level
B.A.B +3

Saves: Fort +4, Ref +2, Will +4

Attack:
Deepcrystal Masterwork Fullblade +7, 2d8+4, +2d6 for 2 pp

Feats:
Psionic Prodigy (cha)
Combat manifestation
Exotic weapon Proficiency (fullblade)

Skills
Autohypnosis (wis)- +9 (7 r, +2 syn)
Bluff (cha) +12 (7 r, +5 cha)
Concentration +10 (7 r, +3 con)
Intimidate +14 (7 r, +5 cha, +2 syn)
Knowledge (psionics) (int) +10 (7 r, +1 int, +2 syn)
Psicraft (int) +10 (7 r, +1 int, +2 syn)

Languages Spoken: Common, Giant

Class abilities
Wild Surge +2
Psychic enervation
Elude touch
Surging Euphoria +1

Powers known:
lvl 1
Inertial armor (+4 armor, 1 hr./level, aug: 2 pp +1 ac)
vigor (5 temp. hp, 1 min./level, aug: 1 pp +5 hp)
Precognition, offensive (+1 ins. to hit, 1 min./level, aug: 3 pp +1 to hit)

Equipment
Torc of charisma +2 (takes up ammy slot)
Deepcrystal (dark purple) masterwork Fullblade

History:
Born as an albino to a desert caravan merchant, Laharl was almost abondoned on the spot by his father, such births considered bad omens amongst the desert peoples. However, Laharl's mother intervened, leaving him in the care of the midwife wo had aided in his safe birth. Desert Rose, a retired psion adventurer, was the only family Laharl ever knew. It was because of her blessing that Larharl was able to survive the harsh desert heat, resulting in a slight darkening of the skin and eyes. While loved by his mother, the half-giant community they lived in wasn't quite as accepting. Always a cast out because he was considered a runt and bad luck, Laharl had few friends. Always striving to get his peers' attention, he grew up a showoff, doing what little he could to try and impress others.

Eventually, he left to find his own place in the world, earning his keep with a traveling merchant caravan until he would find himself in a new city, where he can strike out into the world.
 
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DrZombie

First Post
Farantir, Tor nature cleric.

Name: Farantir the Traveller
Race: Tor
Class/level: Cleric 3
Sex: Male
Alignment: CG
Physical description: A white Tor, broadshouldered, with intricate tattoos on his face.
Stats:
Str.......21(+5)
Dex......13(+1)
Con......16(+3)
Int......12(+1)[17+level 4 bonus ability]
Wis......16(+3)
Cha......12(+1)

AC: 21= 10 +8(armor)+2(shield)+1 dex
HP: (11+9+9) = 29

Attacks:
Longspear : +8 1d8+5 x3, reach
Horns : +7 1d8+5, x3, charge 1d8+7

Saves:
Fort +6=3+3(con)
Reflex +2=1+1(dex)
Will +6=3+3(wis)

Skills: bonus = rank + ability + special
Concentration +5 = 2+3
Diplomacy +3 = 2+1
Handle Animal +6 = 3+1+2
Heal +5 = 2+3
Knowledge (religion) +4 = 3+1
Knowledge (Nature) +3 = 2+1
Spellcraft +3 = 2+1
Survival +7 = 2+3+2
Feats:
L1 : Improved Unarmed Attack
L3 : Follower of the Totem

Languages: Common, Low-Common, Tors-ane.

Spells/Day : 4/ 3+1 / 2+1
Domains : Animal/Good
Domain Powers :
Animal : You can use speak with animals once per day as a spell-like ability.Add Knowledge (nature) to your list of cleric class skills.
Good : You cast good spells at +1 caster level
Spells prepared :
0: Create water, Detect Magic, Read Magic, Light.
1 : Shield OF Faith, Divine Favor, Bless, Prot from Evil
2 : Resist energy, Hold Person, Hold Animal.

At 7'7", plus 2 feet of horns, Farantir cuts quite an impressive figure. He's allmost albino-white, with dark black eyes. Intricate tattoos cover his face and neck. When not geared for battle he usually wears a simple loincloth, as his thick white pelt keeps out the cold. The only jewelry he wears is a golden torc around his neck, engraved with a similar pattern as his tattoos.

Farantir is the saman-apprentice of the Two-Wells-Tribe. Up untill last year, the tribe was all he knew, trecking from one end of the plains to the other and back, in pace with the seasons. His parents were simple folk, and they were overjoyed when the old shaman, Ameneuhrim, proclaimed that their child showed signs of being able to communicate with the spirits of nature.
Ever since the start of his training, Farantir has had "bad dreams". Omens of war, visions of slaughter. He has long learned not to discuss them with his parents or friends. He now only tells his old master, and even not evrything to him, because it pains him to see the kind old Tor in such a distress. He knows he was he subject of some pretty fierce discussion amongst the shamans at last years midsummermoot, and eversince then his master has been preparing him for his vision quest. It is six months now since he has left the tribe to wander the wide world looking for an answer to an unknown question. Slowly he has learned the ways of men, and he's picking up evrything he needs to know about a war hat he feels is coming. Along the way he has picked up armor and fierce weapons, and he is now travelling the world of men, seeking to know who will attack the Tors, and why. In the meanwhile he does all he can to learn the art of war, so that he and his people will be prepared for what shall come : a great war on the plains.
 
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