Characters of the House of Rath

Glandred, Shield Maiden of Azerkyn

Glandred, Shield Maiden of Azerkyn
Dwarf (Shield) Fighter 1
Medium Humanoid
Alignment: Neutral Good
Deity: Haela Brightaxe (Lady of the Fray, Luckmaiden)
Region: Cormyr, Eagle Peak, Storm Horns (hamlet, 153; FRCS 112)
Sex: female
Height: 4’7”
Weight: 132 lbs
Skin: Dark, almost red tone

Hair: Flame red
Eyes: Orange
Age: 121

Str: 16 (+3) [10 points]
Dex: 10 (0) [2 points]
Con: 16 (+3) [6 points]
Int: 12 (+1) [4 points]
Wis: 9 (-1) [1 points]
Cha: 8 (-1) [2 points]
* +2 con; -2 Cha

Racial Abilities
Darkvision 60'
Stonecunning
Weapon Familiarity - dwarven urgoshes and waraxes
Stability - +4 to resist bull rush and trip attempts when standing on the ground

Class Abilities
proficient with all simple and marial weapons
proficient with all armour and shields
bonus feat

Hit Dice: 1d10
HP: 13
AC: 17 (+0 Dex, +7) Touch – 10, Flat-footed – 17
ACP: -5
Init: +4 (+0 Dex, +4 Improved Initiative)
Speed: 15ft
*+4 dodge bonus to AC vs giants

Saves:
Fortitude + 5 [2 base, +3 Con]
Reflex 0 [+0 base, +0 Dex]
Will -1 [+0 base, -1 Wis]
*+4 vs fire effects (Azerblood); +2 vs poison (dwarf); +2 vs spells and spell effects (dwarf)

BAB/Grapple: +1/+4
Melee Atk: +4 Dagger (1d4, 19-20/x2)
Melee Atk: +4 Flail (1d8, x2)
Melee Atk: +4 Long Sword (1d8, 19-20/x2)
Ranged Atk: +1 Light Crossbow (1d8, 19-20/x2, 80')
* +1 attacks vs orcs and goblinoids (dwarf)

Class Skills: 12
Climb 2 [4 ranks, +3 Str, -5 ACP]
Craft (weaponsmithing) 6 [4 ranks, +1 Int, +1 Azerblood]
Handle Animal -1 [0 ranks, -1 Chr]
Intimidate -1 [0 ranks, -1 Chr]
Jump 2 [4 ranks, +3 Str, -5 ACP]
Ride 0 [+0 Dex]
Swim -7 [0 ranks, +3 Str, -10 ACP]
*+2 Appraise (stone or metal) (dwarf); +2 Craft (stone or metal) (dwarf)

Feats:
Azerblood - descendant of Clan Azerkyn - +4 saves versus fire effects, +1 craft (armoursmithing, blacksmithing and weaponsmithing)
Improved Initiative - +4 initiative

Languages: Dwarf, Common, Ignan

Equipment

Wearing or carrying at hand
Masterwork Banded Mail (regional) – 0 gp (35 lbs)
Masterwork Light Steel Shield - 159 gp (6 lb)
Dagger - 2 gp (1lb)
Flail – 8 gp (5 lbs) (Bludgeoning)
Light Crossbow - 35 gp (4lb)
20 bolts - 2 gp (4lb)
Long Sword - 15 gp (4lb) (Slashing)

In or on containers
Backpack - 2gp (2 lbs)
Waterskin – 1gp (4 lbs)
Flint and Steel – 1 gp (--)
Whetstone - 2cp (1lb)
Bedroll - 1sp (5lb)
20 days Iron Rations - 10 (0lb) (consumed in the trip from the Storm Horns)

Total weight carried – 69 lbs, light load.

Money
2gp 3 sp 8 cp

~~~~~

Appearance: Glandred is well muscled with bronze, almost red skin. Her hair is worn long and, like the downy growth upon her cheeks, is a fiery orange in color. Her eyes are dark, almost black with pale yellow pupils. She favours dark colours, particularly mauves, purples, reds, blues and deep oranges and yellows. She carries herself with a swaggering confidence gained through the knowledge that she seems to finally be in control of her own destiny.

Personality: Glandred is a little confused. There seems to be large chunks of her memory that are missing. She doesn't have any idea what happened previous to the last year and she acts accordingly. She is a little paranoid, seeing a threat behind every shadow, she is cautious around strangers though always ready to take matters into her own hands. She is impatient and hates standing in ques or large crowds. If she trusts someone she trusts them implicitly, and can be easily led by such individuals.

Background: Glandred literally translates as Forgotten or Lost Maiden (RoS 25). Glandred has no idea as to her past. She woke up just over a year ago high in the Storm Horns battered and bruised. She wandered for a couple of days before, half dead, she stumbled into Eagle Peak. She had no possessions and no money and so was forced to work for the human smith Belden for a year and a day in return for lodgings, a stipend and a little equipment once the tenure was over.

Glandred proved to be a great asset to Belden and secretly he squirreled away a portion of the money he made from her wares. After the term of the contract was up Belden presented Glandred with a suit of mail and her share of the takings from the year. Glandred, although moved to tears by the friendship of Belden, had resolved to depart as soon as she could so she could try and solve the mystery of her past.

Glandred said her goodbyes to Belden not more than 3 weeks ago and has slowly made her way out of the Storm Horns and through Cormyr since. She has been in Wheedon for only a week and is starting to run low on funds. She is reluctant to get a job at another smithy so soon after leaving her last job and so is looking for a more direct means to earn some money, and a chance to practice her martial skills.

Note: She recalls her surname but not the signifigance of its meaning.
 

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Hito Susquawana

NOTE: Not 100% complete, but almost there... comments / corrections welcome.

Hito Susquawana
Deep Imaskari Sorcerer CN
Region: Underdark, Deep Imaskari
Hit Points: 4 (+1 CON) = 5
Age: 32
Height: 5’7”
Weight: 145 lbs.

Str 9 (-1)
Dex 12 (+1)
Con 12 (+1)
Int 16 (+3)
Wis 8 (-1)
Chr 15 (+2)

AC: 10 (+1 DX) = 11

Languages: Common, Roushoum, Undercommon, Abyssal, Draconic
Patron Deity: None

Skills: (ranks) (20 points) * = Class Skill
Bluff (Cha) +6 (4) *
Concentration (Con) +5 (4) *
Craft (int) +5 (Fletcher -- can make darts for Gnomish dart thruster) (2) *
Knowledge (arcana) (int) +7 (4) *
Knowledge (the planes) +4 (1)
Knowledge (dungeoneering) +4 (1)
Spellcraft (int) +7 (4) *

Feats:
Point Blank Shot (+1 to hit / damage with ranged weapons within 30 feet)

Racial Abilities:
-- Low Light Vision
-- Spell Clutch (Su): Once per day, a deep Imaskari can recall any 1st Level spell that she has already prepared and then cast. They spell is then prepared again, just as if it hadn’t been cast. (Assume this also works for Sorcerers even though they don’t have to prepare spells?)
-- +4 bonus on hide checks when underground.

Spells Known (+2 Cha bonus)
0 Level: Detect Magic, Daze, Mage Hand, Ghost Sounds, Read Magic, Message
1st Level: Identify, Disguise Self, Feather Fall, Sleep

Equipment
Black greatcoat with many inside pockets. This coat is fashioned of Clothcap fibers, a mushroom that grows in the Underdark and is commonly used to create clothing out of. The fibers are soft and supple, yet strong. The retain these properties if exposed to low level magical emissions, of the sort that all Dark Imaskari emit. If the coat is not exposed to magic in this fashion for more than a few days, it will decay and deteriorate.

Two Gnomish Dart Thrusters (1d3/1d4/1d6, 19-20/x2 crit, 40ft range, 1 lb.)
20 darts (10 lb) some hidden in coat, extras in his backpack
Belt with pouches
3 Daggers, two on belt, one concealed in boot
Spell components in various pockets of his coat.
Belt and belt pouch.
Backpack with dungeoneering supplies such as rope, hammer, iron spikes, waterskin full of water.
Deck of "Fortune Cards" the Deep Imaskari equivalent of Tarot Cards.

Regional Bonus Equipment: Wand of Light

Appearance and Mannerisms:
[sblock]Hito has skin the color of fine grey marble, and dark grey, almost black hair and eyes. He’s a little soft and out of shape, but has pretty good endurance. His greatcoat hides his true figure pretty well. Under the coat he wears an assortment of traveling clothing that he’s collected during his wandering, for several different regions. The clothing, while not what might traditionally match or be coordinated, is of good quality and has a sort of “funky” style. He also usually wears a broad-brimmed black hat that shades his eyes from the bright sun. He speaks good common but with an accent that will be difficult for most to place, given his Deep Imaskari background and his association with the Deep Gnomes. He smells like freshly hewn granite from his years living underground, pleasant enough but earthy. He only eats plant matter or mushrooms and doesn’t like meat. He’s especially fond of fruit. He’s curious and friendly to people he meets, wanting to learn more about them. Most people will find him a curious, exotic figure. He will often ignore insults as he usually doesn’t understand them well (unless spoken in one of his native languages of Dark Imaskari, Roushoum, Abyssal or Draconic). Conversely he’ll also unintentionally insult people. He also tends to speak loudly as he was told people will listen to him more if he does. Money is an alien concept to him though he does now recognize the value of gems, and of course is interested in obtaining magic items that he can use.

Hito remains fascinated with the surface world. Weather, such as rain, can entrance him for hours. The stars are also an area of interest and if anyone starts discussing them he’ll ask endless questions about their names, etc. New animals, flowers, plants are also of interest.[/sblock]

Background Story:

[sblock]Hito had awoken in the darkness, a deep darkness beyond anything he had experienced before. In the city, the great seal had cast its magical illumination over everything eternally without rest. From the window of any building of the city, the glow of the seal could be seen, the mystic light of security and safety for Deep Imaskar.

But now, strain his eyes as he might, Hito could not see that glow, and so, could not see safety. He raised himself to a sitting position and felt smooth, damp stone beneath him. From the feel of the air currents and the faint echoes of distant water drops, he could tell he was in a large place, but how large he could not tell. He felt his clothing—he was wearing his greatcoat, woven of the dark durable fibers of the Clothcap Mushroom. At his belt-- a dagger, and from the feel of it, one in his boot too. A bag was lying on the ground next to him; inside, bread and a waterskin. Whoever had left him here had not wanted to die of hunger or thirst, at least not immediately.

His mind was cloudy. Had someone left him here? He remembered his friends in Deep Imaskar. Iult and Suswami…. Even as children they had talked of leaving the vault and seeing the surface, perhaps on some secret mission for the High Lord Planner. There was a memory there… faint in the darkness, fragile like a spider’s web. Hito couldn’t grasp it… had he taken the oath? The promise to never return to Deep Imaskar?

Inside the bag Hito found other objects, tools to help him survive…. Tools that would only be needed in the Underdark. The smooth, unmistakable shape of a Sussar wood light stick, a tinder box, rope, hammer and climbing spikes.

Hito felt along the smooth shaft of the light stick. His fingers traced the runes of the command word that would ignite it. He spoke the word and a faint glow appeared on the wand’s end, no more than a burning ember but plenty of light for one used to reading by the glow of the seal. He was in a large cavern strewn with boulders, with only one way out, a trail that seemed to lead upwards. Although he still did not remember why he was here, he knew that he would have a lot of time to think about it as he walked to the surface world. The sagas had told of The Hiding, his people’s trek through the endless tunnels to the great cavern that would become Deep Imaskar. Those same tales, clouded by centuries, did not tell how to get back to the surface. He would have to find that path on his own.

Hito lost track of the days it took him to make it to the surface, perilous days where he mainly avoided the many dangers of the Underdark. His magical skills were not offensive in nature, so when anything approached he preferred hiding to testing them. He was fortunate indeed to come upon a Svifneblin trade caravan which he took up with for some time. The gnomes probably believed that Hito was a lost human who had gone crazy from wandering too long in the Underdark. They taught him the common language of the Underdark, which Hito picked up quickly. Shemtak Chiselchipper, the caravan’s leader, was quite amused by Hito’s tales of the city of the great seal, as none of the gnomes believed that the place existed. It didn’t hurt that Hito had given the gnome a handful of shiny stones that he’d found when he’d been crawling through a little used tunned. Shemtak had even given him some coins in return. He’d said they were valuable, though Hito didn’t know how they could be—they were only ugly circles of metal with strange symbols impressed on them. Wandering with the gnomes, Hito grew bolder and had a chance to demonstrate some of his magical skills to his smaller friends. He was even able to learn a handy spell of disguise from them. With that, he could almost pass for a very tall Svirfneblin, at least for a short time while the magic was in effect.

Finally the gnomish caravan had gone as close to the surface as it was going to go. Shemtak gave Hito a choice, stay with the caravan, or continue to the surface. Hito still wasn’t able to remember why he had left the cavern, but he did feel compelled to continue to the surface, so he bid his Svirfneblin friends farewell. As a parting gift, Shemtak gave Hito two finely crafted dart thrusters and a supply of darts. He had enjoyed practicing with the weapons and had also learned how to craft new darts from Zurkhwood.

It was still many days to the surface, but the rest of the trip was uneventful. Again alone, Hito now had the confidence to use his spells for protection. His sleep spell came in handy several times when his natural skill at hiding failed him.

After much wandering, Hito saw something that he had not seen before—sand. Many caverns of the Underdark have floors of fine gravel or muck, or dried silt and dust, but real sand, caused by the tireless erosion of waves or wind, is rare and virtually unknown. In addition to the strange dirt, the cave he had entered was also warm and dry, a dead cavern. And from one end, Hito saw the brightest light he had ever seen. It hurt his eyes, and try as he might he could not stand to look it for long. He retired toward the back of the cave and wondered what to do. As he waited, the light got fainter and fainter. Was it some sort of magical light? When it had all but disappeared, he approached the source, and looked out upon the surface world for the first time.

It looked to him like a fairy land. Above, the stars shone like beacons, lighting the surfaces of the surrounding dunes of Raurin, the dust desert. The air was dry and fresh and the hot wind felt stronger than any air current Hito had ever felt below the earth. He had made it, but his journey was just beginning.

(From this point, since I don’t know much about the upper world of Faerun, I’m going to assume Hito caught on with some wandering nomads in the desert, who made it to a trade city somewhere, from there he continued to Cormyr, probably again with some merchants.)

Hito wears the dark greatcoat that is common for his people. It is woven of tough but supple fungal fiber and contains many small pockets inside. Hito always wears a wide-brimmed hat to protect himself from the sun. Although he's gotten used to it over time, he still prefers to stay out of direct sunlight and travel during cloudy days and night.

Hito's alignment is listed as Chaotic Neutral, but that is only because he doesn't understand the surface world entirely, and so he may act unpredictably (he's smart, but not too wise as well). It's quite possible that over time his alignment may change depending on what he learns. He's generally going to act in a good fashion if he understands what is happening.[/sblock]


Birthday Information:

[sblock]Age 32 in 1374
Born 7 Ches, 1342 DR.
Year of the Behir

Born under the Sign of the Dragon
and with Disseminating Selûne under the sign of the Swan

Those born under the sign of the Dragon are idealistic, progressive thinkers with strong humanitarian and spiritual principles. They thrive on change, becoming impatient with convention or restriction. Artistic and original, they can appear detached and aloof.

Those born with Selûne under the sign of the Swan are discriminating, authoritative and set high personal standards. They appear cool and detached but are secret romantics and can be sensitive, vulnerable and self critical. Keenly perceptive, they have an eye for detail and refined aesthetic taste.[/sblock]
 
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