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<blockquote data-quote="humble minion" data-source="post: 1462326" data-attributes="member: 5948"><p>Garak, Male Human Brute 1/Earth Cleric 11</p><p> Age: 29</p><p> Height: 6'0"</p><p> Weight: 190lb</p><p> Eyes: Hazel</p><p> Hair: Dark blonde</p><p> </p><p> Str 14 (6)</p><p> Dex 12 (4)</p><p> Con 14 (6)</p><p> Int 12 (4)</p><p> Wis 22 (13 + 3 level based increases + 2 enhancement)</p><p> Cha 11 (3)</p><p> </p><p> Alignment: N</p><p> Init: +1</p><p> Move: 30ft (40ft base)</p><p> AC: 18 (flatfooted 17, touch 11, -2 when raging)</p><p> Hit points = 1d12+2 + 11d8+22 (102 hp +24 when raging)</p><p> </p><p> Full attack: +11/+6 melee heavy flail 1d10+3 (19-20/x2) or +12/+7 melee lance 1d8+2 (x3) or +10/+5 ranged shortbow 1d6+2</p><p> Full attack when raging: +13/+8 melee heavy flail 1d10+6 (19-20/x2) or +14/+9 melee lance 1d8+4 (x3)</p><p> </p><p> Special abilities: Turn Undead, Control Vermin, Rage 1/day</p><p> </p><p> Bab/Grapple: +9/+11 (+9/+13 when raging)</p><p> </p><p> Saves: Fort +11 (+13 when raging), Reflex +4, Will +13</p><p> </p><p> Feats - Power Attack, Improved Sunder, Extend Spell (3 uses/day spontaneous), Mounted Combat, Ride-by Attack, Spirited Charge, Talented (lesser object reading), Weapon Proficiency (all simple and martial), Armour Proficiency (light, medium, heavy, shields), Exotic Weapon Proficiency (net, lasso)(domain weapons)</p><p> </p><p> Languages - Common, Terran</p><p> </p><p> Skills (24 brute, 44 cleric)</p><p> Climb +10 (8 ranks) (no armour penalty due to Mountain's Fury domain power)</p><p> Concentration +10 (8 ranks)</p><p> Handle Animal +5 (5 ranks)</p><p> Heal +8 (2 ranks)</p><p> Intimidate +4 (4 ranks)</p><p> Knowledge(nature) +7 (4 ranks, +2 survival synergy)</p><p> Knowledge(religion) +7 (6 ranks)</p><p> Listen +10 (4 ranks)</p><p> Profession(farmer) +8 (2 ranks)</p><p> Ride +14 (9 ranks, 5 cross-class, +2 handle animal synergy, +2 warbeast Combative Mount bonus)</p><p> Spellcraft +8 (7 ranks)</p><p> Survival +10 (4 ranks)</p><p> </p><p> Garak is illiterate.</p><p> </p><p> Spells per day: 6/7+1/6+1/5+1/4+1/3+1/2+1</p><p> Spell Save DC: 16 + spell level</p><p> Domains: Meek of the Earth, Mountain's Fury</p><p> </p><p> Spell Selection:</p><p> * = domain spell</p><p> (Note that this is a general, all-purpose selection. I tend to change my spell selections around a lot depending on whether the group is in the wilderness, in the city, underground, expecting combat, travelling, etc, etc. I will put a notification in the IC thread when I make any changes)</p><p> </p><p> Level 0: Purify Food and Drink, Read Magic, 2x Resistance, Mending, Light</p><p> Level 1: Animal Messenger*, Bless, 2x Divine Favour, Shield of Faith, Comprehend Languages, Remove Fear, Command</p><p> Level 2: Heat Metal*, Shield Other, Silence, Augury, Hold Person, Status, Lesser Restoration</p><p> Level 3: Spike Stones*, Magic Circle Against Evil, Meld Into Stone, Dispel Magic, Stone Shape, Protection from Elements</p><p> Level 4: Oil Spray*, Giant Vermin, Divine Power, Greater Magic Weapon, Imbue with Spell Ability</p><p> Level 5: Insect Plague*, Summon Monster V, Scrying x2</p><p> Level 6: Repel Metal or Stone*, Braxatskin, Heal</p><p> </p><p> Psionic Combat: </p><p> Resting Mode: Acumen Screen +2</p><p> Mode Check: +2</p><p> </p><p> Equipment:</p><p> +2 Fearsome breastplate - 16350 (the Fearsome enchantment is in Defenders of the Faith)</p><p> 1x Raise Dead material component - 5000 (diamonds, paid for by the group)</p><p> Wand of Cure Moderate Wounds - 4500</p><p> Periapt of Wisdom +2 - 2000 (crafted by Lifeheart Ristu)</p><p> Metal heavy flail - 1500</p><p> 2x material component for True Seeing - 500 </p><p> Potion fruit of Heroism - 750</p><p> Warbeast inix - 625</p><p> 3x +1 spell storing arrow - 501 (1 has Dispel Magic stored, 1 has Blindness, the other is not yet prepared)</p><p> Masterwork lance - 310</p><p> Potion fruit of Darkvision - 300</p><p> 6x ring focus for Shield Other spell - 300 (I'm assuming that in Dark Sun the focus does not have to be platinum)</p><p> Mighty composite shortbow (+2) - 225</p><p> 7x material component for Augury/Divination spells (incense) - 175</p><p> 2x material focus for Restoration spells (diamond dust) - 200</p><p> Everburning torch - 110</p><p> Inix howdah - 100</p><p> Studded leather inix barding - 100 (carried stowed in the howdah unless combat is anticipated)</p><p> Scrying focus - 100 (presumably a finely polished piece of black marble or obsidian for an earth cleric)</p><p> 2x alchemical antitoxin - 100</p><p> Climbers kit - 80</p><p> Potion fruit of cure light wounds - 50</p><p> Potion fruit of magic weapon - 50</p><p> 50ft giant hair rope - 50</p><p> Healer's kit - 50</p><p> Augury focus - 25</p><p> Net - 20</p><p> Small macahuitl - 20</p><p> Tent - 10</p><p> 5x waterskin, flint & steel, shovel, spell component pouch, belt pouch, cookpot, blanket - 15</p><p> 80 arrows - 4</p><p> 5lb holy earth - 0 (created by spell)</p><p> 46cp</p><p> </p><p> Kejo - Warbeast Inix</p><p> Large Animal</p><p> Hit Dice: 7d8 + 28 (72hp)</p><p> Initiative: +2</p><p> Move: 50ft</p><p> Armour Class: 17 (touch 11, flat-footed 15) when unarmoured, or 20 (touch 11, flat-footed 18) with studded leather barding</p><p> Base Attack/Grapple: +5/+15</p><p> Attack: Bite +10 melee 2d6+6</p><p> Full Attack: Bite +10 melee 2d6+9 or tail slap +10 melee 1d4+9</p><p> Space/Reach: 10ft/5ft</p><p> Special attacks: Improved Grab, Swallow Whole</p><p> Special Qualities: Combative mount, Low-light vision, Improved carrying capacity</p><p> Saves: Fort +9, Reflex +7, Will +4</p><p> Abilities: Str 22, Dex 15, Con 19, Int 2, Wis 14, Cha 6</p><p> Skills: Listen +9, Spot +8</p><p> Feats: Alertness, Dodge, Improved Natural Attack (bite)</p><p> </p><p> Improved Carrying Capacity: Kejo can carry twice the normal amount for a creature of his Str.</p><p> Swallow Whole: Kejo can swallow any Small or smaller creature with a successful grapple check. Once swallowed, victims suffer 1d8+6 points of crushing damage and 1d9 points of acid damage each round. A swallowed victim can cut his way out by dealing 15 points of damage to Kejo's gullet (AC 15). Once free, muscular action seals the wound, any subsequently swallowed prey must cut their way out again. Kejo's gullet can hold 1 Small creature, 2 Tiny creatures, 4 Diminutive creatures, or 8 Fine creatures.</p><p> </p><p> <strong>Appearance:</strong> Garak is of medium height and solid yet not conspicuously muscular build. Like almost every Athasian, he has been tanned dark by the relentless sun - a fact emphasised by the contrast between his bronze skin tone and the deep gold of his roughly cut hair. Perhaps he was once a handsome man, but his nose, that was obviously broken and set crookedly some time in the past, gives his prematurely lined face the look of a brawler, and his way of switching abruptly from patient, levelheaded and helpful to cryptic and strange or towering righteous fury tends to put people off. His torso and back bear the tell-tale marks of the lash, and he hides these scars from all but his closest and most trusted friends beneath his ruddy magma drake hide armour.</p><p> </p><p> <strong>Background:</strong> Garak was born a slave, to a slave mother and no father willing to take responsibility. His mother was a maid in the templar's quarters of a nameless Urikite outpost located deep in the wastes around a paltry spring. As soon as he was old enough to understand orders, Garak was put to work in the fields, breaking the rock-hard earth with agafari tools and carting the human waste that fertilised the struggling crops. He laboured as a field slave until he was 18, growing strong from the brutal labour, growing sullen and resentful under the lash, and learning to defend himself against those other slaves who saw a teenager as fair game and a way to get some easy extra rations. His only real friend was Anida, the daughter of the head templar, who, alone at the outpost, was of a similar age to Garak and who would sometime spend time with him out of loneliness. Garak came to feel deeply for her - a glorious light in his otherwise dark existence, and when she came of age and returned to Urik to look for a suitable marriage, he begged her to take him with her. But she was too caught up in the excitement of her departure and anticipation of life in the city, and she airily waved him off, and all he could get from her was a vague promise to maybe return some day to see him. He watched her leave in a caravan, staring until she was out of sight, heedless of his overseer's demands to return to work. She didn't look back once. He was flogged, again, for stubborness, but that night he jumped the thorny fence and headed out into the wastes, making sure to choose entirely the opposite direction to that which Anida had gone.</p><p> </p><p> Garak was tough - with his one waterskin he travelled two days into the desert before collapsing. Nobody from the outpost was going to look for him, and the whispered chain-gang rumours of a slave village in the wastes had proved to be mere wishful thinking. As he lay face-down on the baking ground, however, his heat-fevered mind seemed to hear a voice. It whispered words of comfort and welcome. It promised it would alway be there, if he would accept it. He did. And he has never regretted it.</p><p> </p><p> With the first whisperings of magic that the earth-spirits gave him, Garak cast a spell to protect himself from the Athasian climate and collapsed in a comatose sleep. As he lay there, he was discovered by a pterran druid called Lifeheart Ristu, who treated his wounds, fed him, and gave him water. With nowhere else to go, and feeling a strong, unfamiliar sense of obligation to the stranger who saved his life for no gain, Garak accompanied Lifeheart on his travels. </p><p> </p><p> <strong>Personality:</strong> With the example of the druid, and the steadfastness of the earth spirits, Garak has tempered his youthful abrasive resentfulness. He is still slow to trust, but he has grown into a staunch companion and would do absolutely anything to protect his friends. Nonetheless, he is rarely open and relaxed unless among people he trusts absolutely. The group he now travels with are the only real friends he has ever had, and what they have achieved through cooperation is a constant revelation to someone who grew up in the backbiting world of a slave encampment. He doesn't go out of his way to preach or lecture about any of this, preferring to let actions speak louder than words. Garak takes the word of the earth spirits very seriously indeed. He still hears their voices on occasion, and when this happen he drops everything to speak with them - even in the middle of the desert, where nobody else can hear a thing. Mocking this mystical side of Garak's personality is a very good way to get him angry at you, although some of those who know him best suspect that not all Garak's voices come from the spirits of the earth - they suspect that many of Garak's voices exist nowhere outside his head, unless the young magma drake whose hide Garak now wears may somehow be haunting it's slayer from beyond death...</p><p> </p><p> <strong>Thoughts on the others:</strong></p><p> <u>Lifeheart Ristu:</u> A strange little creature. Garak doesn't understand the druid's aimless wandering, or her naive confidence that most beings are deep-down good at heart, or her heartfelt benevolence to the world at large. The two of them have argued about such things since they first met. Nonetheless, he has incredible respect for her wisdom and judgement, and trusts her implicitly. She is emblematic of the new, better life he has found since escaping slavery, and he never allows himself to forget the debt he owes to his oldest friend.</p><p> <u>Ursus:</u> Garak sees in the mul a lot of his previous self - strong, inward-looking, independent-minded, and perhaps a bit too proud. He would like to see Ursus come to the same epiphany he did, but he believes that it's not his place to lecture the gladiator on what he should and shouldn't believe. In the meantime, he is a bit concerned about how well Ursus will work with the group until he decides to commit to it fully.</p><p> <u>Arriha:</u> While Garak was suspicious of her motivations when she just dropped out of the sky one day and started tagging along with the rest of the group, he has warmed to her in recent times. While she can be irritatingly flighty, her genuine good nature and, more significantly, her merciless focus when things get hairy, puts her firmly in the category of Good Company as far as Garak is concerned.</p><p> <u>Uden:</u> Sure, he's not exactly a sparkling conversationalist, but the generous, loyal half-giant has a heart in proportion to the rest of him. He is easy prey for anyone cunning and unscrupulous, however, and Garak feels beholden to protect him in such situations. And the fact that she feels that same was is a big vote in favour of...</p><p> <u>Grykee:</u> Exasperating, spoilt little (even though she is taller than he is!) wilting blossom, who really needs to realise that life is tough and sometimes you need to be willing to do hard things. <em>Without</em> mindbending someone else into doing them for you. Fortunately, she has never yet tried to put the whammy on Garak - he has an ex-slave's hate for compulsion and would react very, very badly to any such attempt. Still, she's very entertaining, good company round the campfire and knows how to enjoy life, even if she does sometimes look at Garak in a way that makes him feel rather uncomfortable...</p></blockquote><p></p>
[QUOTE="humble minion, post: 1462326, member: 5948"] Garak, Male Human Brute 1/Earth Cleric 11 Age: 29 Height: 6'0" Weight: 190lb Eyes: Hazel Hair: Dark blonde Str 14 (6) Dex 12 (4) Con 14 (6) Int 12 (4) Wis 22 (13 + 3 level based increases + 2 enhancement) Cha 11 (3) Alignment: N Init: +1 Move: 30ft (40ft base) AC: 18 (flatfooted 17, touch 11, -2 when raging) Hit points = 1d12+2 + 11d8+22 (102 hp +24 when raging) Full attack: +11/+6 melee heavy flail 1d10+3 (19-20/x2) or +12/+7 melee lance 1d8+2 (x3) or +10/+5 ranged shortbow 1d6+2 Full attack when raging: +13/+8 melee heavy flail 1d10+6 (19-20/x2) or +14/+9 melee lance 1d8+4 (x3) Special abilities: Turn Undead, Control Vermin, Rage 1/day Bab/Grapple: +9/+11 (+9/+13 when raging) Saves: Fort +11 (+13 when raging), Reflex +4, Will +13 Feats - Power Attack, Improved Sunder, Extend Spell (3 uses/day spontaneous), Mounted Combat, Ride-by Attack, Spirited Charge, Talented (lesser object reading), Weapon Proficiency (all simple and martial), Armour Proficiency (light, medium, heavy, shields), Exotic Weapon Proficiency (net, lasso)(domain weapons) Languages - Common, Terran Skills (24 brute, 44 cleric) Climb +10 (8 ranks) (no armour penalty due to Mountain's Fury domain power) Concentration +10 (8 ranks) Handle Animal +5 (5 ranks) Heal +8 (2 ranks) Intimidate +4 (4 ranks) Knowledge(nature) +7 (4 ranks, +2 survival synergy) Knowledge(religion) +7 (6 ranks) Listen +10 (4 ranks) Profession(farmer) +8 (2 ranks) Ride +14 (9 ranks, 5 cross-class, +2 handle animal synergy, +2 warbeast Combative Mount bonus) Spellcraft +8 (7 ranks) Survival +10 (4 ranks) Garak is illiterate. Spells per day: 6/7+1/6+1/5+1/4+1/3+1/2+1 Spell Save DC: 16 + spell level Domains: Meek of the Earth, Mountain's Fury Spell Selection: * = domain spell (Note that this is a general, all-purpose selection. I tend to change my spell selections around a lot depending on whether the group is in the wilderness, in the city, underground, expecting combat, travelling, etc, etc. I will put a notification in the IC thread when I make any changes) Level 0: Purify Food and Drink, Read Magic, 2x Resistance, Mending, Light Level 1: Animal Messenger*, Bless, 2x Divine Favour, Shield of Faith, Comprehend Languages, Remove Fear, Command Level 2: Heat Metal*, Shield Other, Silence, Augury, Hold Person, Status, Lesser Restoration Level 3: Spike Stones*, Magic Circle Against Evil, Meld Into Stone, Dispel Magic, Stone Shape, Protection from Elements Level 4: Oil Spray*, Giant Vermin, Divine Power, Greater Magic Weapon, Imbue with Spell Ability Level 5: Insect Plague*, Summon Monster V, Scrying x2 Level 6: Repel Metal or Stone*, Braxatskin, Heal Psionic Combat: Resting Mode: Acumen Screen +2 Mode Check: +2 Equipment: +2 Fearsome breastplate - 16350 (the Fearsome enchantment is in Defenders of the Faith) 1x Raise Dead material component - 5000 (diamonds, paid for by the group) Wand of Cure Moderate Wounds - 4500 Periapt of Wisdom +2 - 2000 (crafted by Lifeheart Ristu) Metal heavy flail - 1500 2x material component for True Seeing - 500 Potion fruit of Heroism - 750 Warbeast inix - 625 3x +1 spell storing arrow - 501 (1 has Dispel Magic stored, 1 has Blindness, the other is not yet prepared) Masterwork lance - 310 Potion fruit of Darkvision - 300 6x ring focus for Shield Other spell - 300 (I'm assuming that in Dark Sun the focus does not have to be platinum) Mighty composite shortbow (+2) - 225 7x material component for Augury/Divination spells (incense) - 175 2x material focus for Restoration spells (diamond dust) - 200 Everburning torch - 110 Inix howdah - 100 Studded leather inix barding - 100 (carried stowed in the howdah unless combat is anticipated) Scrying focus - 100 (presumably a finely polished piece of black marble or obsidian for an earth cleric) 2x alchemical antitoxin - 100 Climbers kit - 80 Potion fruit of cure light wounds - 50 Potion fruit of magic weapon - 50 50ft giant hair rope - 50 Healer's kit - 50 Augury focus - 25 Net - 20 Small macahuitl - 20 Tent - 10 5x waterskin, flint & steel, shovel, spell component pouch, belt pouch, cookpot, blanket - 15 80 arrows - 4 5lb holy earth - 0 (created by spell) 46cp Kejo - Warbeast Inix Large Animal Hit Dice: 7d8 + 28 (72hp) Initiative: +2 Move: 50ft Armour Class: 17 (touch 11, flat-footed 15) when unarmoured, or 20 (touch 11, flat-footed 18) with studded leather barding Base Attack/Grapple: +5/+15 Attack: Bite +10 melee 2d6+6 Full Attack: Bite +10 melee 2d6+9 or tail slap +10 melee 1d4+9 Space/Reach: 10ft/5ft Special attacks: Improved Grab, Swallow Whole Special Qualities: Combative mount, Low-light vision, Improved carrying capacity Saves: Fort +9, Reflex +7, Will +4 Abilities: Str 22, Dex 15, Con 19, Int 2, Wis 14, Cha 6 Skills: Listen +9, Spot +8 Feats: Alertness, Dodge, Improved Natural Attack (bite) Improved Carrying Capacity: Kejo can carry twice the normal amount for a creature of his Str. Swallow Whole: Kejo can swallow any Small or smaller creature with a successful grapple check. Once swallowed, victims suffer 1d8+6 points of crushing damage and 1d9 points of acid damage each round. A swallowed victim can cut his way out by dealing 15 points of damage to Kejo's gullet (AC 15). Once free, muscular action seals the wound, any subsequently swallowed prey must cut their way out again. Kejo's gullet can hold 1 Small creature, 2 Tiny creatures, 4 Diminutive creatures, or 8 Fine creatures. [b]Appearance:[/b] Garak is of medium height and solid yet not conspicuously muscular build. Like almost every Athasian, he has been tanned dark by the relentless sun - a fact emphasised by the contrast between his bronze skin tone and the deep gold of his roughly cut hair. Perhaps he was once a handsome man, but his nose, that was obviously broken and set crookedly some time in the past, gives his prematurely lined face the look of a brawler, and his way of switching abruptly from patient, levelheaded and helpful to cryptic and strange or towering righteous fury tends to put people off. His torso and back bear the tell-tale marks of the lash, and he hides these scars from all but his closest and most trusted friends beneath his ruddy magma drake hide armour. [b]Background:[/b] Garak was born a slave, to a slave mother and no father willing to take responsibility. His mother was a maid in the templar's quarters of a nameless Urikite outpost located deep in the wastes around a paltry spring. As soon as he was old enough to understand orders, Garak was put to work in the fields, breaking the rock-hard earth with agafari tools and carting the human waste that fertilised the struggling crops. He laboured as a field slave until he was 18, growing strong from the brutal labour, growing sullen and resentful under the lash, and learning to defend himself against those other slaves who saw a teenager as fair game and a way to get some easy extra rations. His only real friend was Anida, the daughter of the head templar, who, alone at the outpost, was of a similar age to Garak and who would sometime spend time with him out of loneliness. Garak came to feel deeply for her - a glorious light in his otherwise dark existence, and when she came of age and returned to Urik to look for a suitable marriage, he begged her to take him with her. But she was too caught up in the excitement of her departure and anticipation of life in the city, and she airily waved him off, and all he could get from her was a vague promise to maybe return some day to see him. He watched her leave in a caravan, staring until she was out of sight, heedless of his overseer's demands to return to work. She didn't look back once. He was flogged, again, for stubborness, but that night he jumped the thorny fence and headed out into the wastes, making sure to choose entirely the opposite direction to that which Anida had gone. Garak was tough - with his one waterskin he travelled two days into the desert before collapsing. Nobody from the outpost was going to look for him, and the whispered chain-gang rumours of a slave village in the wastes had proved to be mere wishful thinking. As he lay face-down on the baking ground, however, his heat-fevered mind seemed to hear a voice. It whispered words of comfort and welcome. It promised it would alway be there, if he would accept it. He did. And he has never regretted it. With the first whisperings of magic that the earth-spirits gave him, Garak cast a spell to protect himself from the Athasian climate and collapsed in a comatose sleep. As he lay there, he was discovered by a pterran druid called Lifeheart Ristu, who treated his wounds, fed him, and gave him water. With nowhere else to go, and feeling a strong, unfamiliar sense of obligation to the stranger who saved his life for no gain, Garak accompanied Lifeheart on his travels. [b]Personality:[/b] With the example of the druid, and the steadfastness of the earth spirits, Garak has tempered his youthful abrasive resentfulness. He is still slow to trust, but he has grown into a staunch companion and would do absolutely anything to protect his friends. Nonetheless, he is rarely open and relaxed unless among people he trusts absolutely. The group he now travels with are the only real friends he has ever had, and what they have achieved through cooperation is a constant revelation to someone who grew up in the backbiting world of a slave encampment. He doesn't go out of his way to preach or lecture about any of this, preferring to let actions speak louder than words. Garak takes the word of the earth spirits very seriously indeed. He still hears their voices on occasion, and when this happen he drops everything to speak with them - even in the middle of the desert, where nobody else can hear a thing. Mocking this mystical side of Garak's personality is a very good way to get him angry at you, although some of those who know him best suspect that not all Garak's voices come from the spirits of the earth - they suspect that many of Garak's voices exist nowhere outside his head, unless the young magma drake whose hide Garak now wears may somehow be haunting it's slayer from beyond death... [b]Thoughts on the others:[/b] [u]Lifeheart Ristu:[/u] A strange little creature. Garak doesn't understand the druid's aimless wandering, or her naive confidence that most beings are deep-down good at heart, or her heartfelt benevolence to the world at large. The two of them have argued about such things since they first met. Nonetheless, he has incredible respect for her wisdom and judgement, and trusts her implicitly. She is emblematic of the new, better life he has found since escaping slavery, and he never allows himself to forget the debt he owes to his oldest friend. [u]Ursus:[/u] Garak sees in the mul a lot of his previous self - strong, inward-looking, independent-minded, and perhaps a bit too proud. He would like to see Ursus come to the same epiphany he did, but he believes that it's not his place to lecture the gladiator on what he should and shouldn't believe. In the meantime, he is a bit concerned about how well Ursus will work with the group until he decides to commit to it fully. [u]Arriha:[/u] While Garak was suspicious of her motivations when she just dropped out of the sky one day and started tagging along with the rest of the group, he has warmed to her in recent times. While she can be irritatingly flighty, her genuine good nature and, more significantly, her merciless focus when things get hairy, puts her firmly in the category of Good Company as far as Garak is concerned. [u]Uden:[/u] Sure, he's not exactly a sparkling conversationalist, but the generous, loyal half-giant has a heart in proportion to the rest of him. He is easy prey for anyone cunning and unscrupulous, however, and Garak feels beholden to protect him in such situations. And the fact that she feels that same was is a big vote in favour of... [u]Grykee:[/u] Exasperating, spoilt little (even though she is taller than he is!) wilting blossom, who really needs to realise that life is tough and sometimes you need to be willing to do hard things. [i]Without[/i] mindbending someone else into doing them for you. Fortunately, she has never yet tried to put the whammy on Garak - he has an ex-slave's hate for compulsion and would react very, very badly to any such attempt. Still, she's very entertaining, good company round the campfire and knows how to enjoy life, even if she does sometimes look at Garak in a way that makes him feel rather uncomfortable... [/QUOTE]
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