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<blockquote data-quote="Uwohali" data-source="post: 1965467" data-attributes="member: 25789"><p>Jannebarum Tyndra Spooksong Banilor</p><p></p><p>Female Gnome</p><p>Bard 8</p><p>Chaotic Good</p><p></p><p></p><p>Size: S (3’3” 41 lbs.)</p><p>HD: 8d6</p><p>HP: 37</p><p>Initiative: +3</p><p>Speed: 20 ft.</p><p>AC: 18 (+4 Dex, +3 Leather [+1ench], +1 Size)</p><p>BAB: +6/+1</p><p>XP: 28,000 / 36,000 for level 8</p><p></p><p></p><p>Attributes:</p><p></p><p>Str: 10 [+0] (4 pts, -2 racial mod)</p><p>Dex: 18 [+4] (8 pts, 4th lvl, Gloves of Dex +2)</p><p>Con: 10 [+0] (+2 racial mod)</p><p>Int: 13 [+1] (5 pts)</p><p>Wis: 13 [+1] (5 pts)</p><p>Cha: 21 [+5] (16 pts, 8th lvl, Cloak of Cha +2)</p><p></p><p></p><p>Attacks:</p><p></p><p> Left Hand – Main Attack</p><p>Gnome Quickrazor +12/+7 (1d3+1, 19-20/x2)</p><p> - +1 enchantment</p><p> - Exceptional Balance (+1 to Attack)</p><p> - Wicked Edge (+1 to Damage)</p><p> - Easily Concealed (+2 Sleight of Hand)</p><p></p><p> Right Hand – Off Hand</p><p>Gnome Quickrazor +12 (1d3+1, 19-20/x2)</p><p> - +1 enchantment</p><p> - Exceptional Balance (+1 to Attack)</p><p> - Wicked Edge (+1 to Damage)</p><p> - Easily Concealed (+2 Sleight of Hand)</p><p></p><p></p><p>Saves:</p><p>Vest of Resistance +2</p><p>Fort: +4 (+2 base)</p><p>Ref: +12 (+6 base)</p><p>Will: +9 (+6 base)</p><p></p><p></p><p></p><p>Skills:</p><p></p><p>Bluff: +11 (6 C)</p><p>Diplomacy +7 (0 C)</p><p>Gather Information: +13 (6 C)</p><p>Hide: +15 (7 C, size bonus)</p><p>Intimidate +3 (0 cc)</p><p>Knowledge (Local): +6 (5 C)</p><p>Knowledge (Politics) +6 (5 C)</p><p>Knowledge (Nobility) +9 (5 C, Touchstone +3)</p><p>Knowledge (Psychology) +6 (5 C)</p><p>Knowledge (Lore) +4 (3 C)</p><p>Knowledge (History) +6 (5 C)</p><p>Move Silently +11 (7 C)</p><p>Perception: +3 (racial mod + Wis mod)</p><p>Perform (wind instruments) +16 (11 C)</p><p>Sense Motive +10 (9 C)</p><p>Sleight of Hand +13 (7 C)</p><p>Tumble +8 (4 C)</p><p></p><p>Feats:</p><p></p><p>Two Weapon Fighting (1st Level)</p><p>Exotic Weapon Prof – Gnome Quickrazor (3rd Level)</p><p>Weapon Finesse – Gnome Quickrazor (6th level)</p><p></p><p></p><p>Class Abilities:</p><p></p><p>Bardic music 8/day</p><p>Bardic knowledge +11</p><p>Countersong</p><p>Fascinate</p><p>Inspire Courage +2</p><p>Inspire Competence</p><p>Phantasmal Song – Gnome bard substitution level 6 from “Races of Stone”</p><p></p><p>Spells (6/4/4/3 known, 3/4/4/2 per day):</p><p></p><p>0th Level: DC 14</p><p>Daze</p><p>Detect Magic</p><p>Lullaby</p><p>Mage Hand</p><p>Read Magic</p><p>Resistance</p><p></p><p>1st Level: DC 15</p><p>Cause Fear</p><p>Miser’s Envy</p><p>Tasha’s Hideous Laughter</p><p>Lesser Confusion</p><p></p><p></p><p></p><p>2nd Level: DC 16</p><p>Ice Darts</p><p>Glossolalia</p><p>Scare</p><p>Blur</p><p></p><p>3rd Level: DC 17</p><p>Deep Slumber</p><p>Fear</p><p>Cushing Despair</p><p></p><p>Racial Abilities:</p><p></p><p>Low-light visions 60 ft</p><p>+2 save against Illusions</p><p>+1 to DC of Illusion spells</p><p>+1 Attack vs Kobolds/Goblinoids</p><p>+4 Dodge vs Giants</p><p>+2 Perception</p><p>1/day – speak w/ burrowing animals (1 minute)</p><p>1/day – dancing lights, ghost sound, prestidigitation</p><p></p><p>Languages:</p><p>Common</p><p>Gnome</p><p>Undercommon</p><p></p><p>Equipment:</p><p></p><p>[2] Gnome Quickrazor (90 gp, + 1800/weapon for masterwork qualities, +4,000</p><p> enchantments [+1]) [2 lbs] </p><p>Leather (10 gp, +1,000 enchantment) [7.5 lbs.]</p><p>Pipes of Haunting (6,000 gp) </p><p>Cloak of Charisma +2 (4,000 gp)</p><p>Vest of Resistance +2 (4,000 gp)</p><p>Gloves of Dexterity +2 (4,000 gp)</p><p></p><p>Traveler’s Outfit (1 gp) [1 lb.]</p><p>Entertainer’s Outfit (3 gp) [1 lb.]</p><p>Cold Weather Outfit (8 gp) [2 lbs.]</p><p>Panpipes (5 gp) [1 lb.]</p><p>Tent (10 gp) [5 lbs.]</p><p>Backpack (2 gp) [0.5 lb.]</p><p>Bedroll (1 sp) [1 lb.]</p><p>Winter Blanket (5 sp) [1 lb.]</p><p>[2] Common Lamp (2 sp) [2 lbs.]</p><p>[2] Oil – 1 pint flask (2 sp) [2 lbs.]</p><p>[20] Ration/day (2 gp, 5 sp) [5 lbs.]</p><p></p><p></p><p>32.0 lbs. carried / 33.0 lbs. light load</p><p></p><p></p><p>Contacts:</p><p>[1] Information – Jaroo Abren, 5th lvl Expert/1st lvl Bard</p><p> Jaroo, or Roo to his friends, has made a life out of memorizing the exact details of every folktale, story, or legend he has ever come in contact with. His sharp mind is acute at making connections where others cannot by pulling information from his vast store of knowledge. He currently lives with his twin sister, Kasma, and Balto Terrick in Dromus, where he is assimilating the information of the new cultures.</p><p> </p><p>[1] Skill – Balto Terrick, 5th lvl Warrior/1st lvl Fighter</p><p> Balto is, for a lack of a better term, Tyndra’s lover. Having been trained in the martial ways, Balto is a swordsman with a fair amount of skill. Unable to accompany Tyndra on her quests due to his growing business, Balto is content with keeping peace in their cottage on the outskirts of the capital, which they share with their two friends Jaroo and Kasma Abren. Balto is a blacksmith as well, and can repair weapons and tools, as well as some armors.</p><p></p><p>[1] Influence – Unknown, though possibly someone from her days as a politician-in-training</p><p></p><p></p><p>Description:</p><p></p><p>Jannebarum Tyndra Spooksong Banilor (known as Tyndra to her companions) tends to stand out in crowds. Her 3’3” stature does not distinguish her, but it is her fair hair and dark blue eyes set against tanned skin that gives her an exotic beauty that attracts attention. Surprisingly, Tyndra has an uncanny ability to go unseen if she desires, but most often she can be found entertaining locals in pubs or in the very streets.</p><p></p><p></p><p>History:</p><p></p><p>Jannebarum was born in the small Gnome village of Illihara. The first – and only – child of Gnomish nobles, Jannebarum was orphaned almost the day she was born by political rivals of her parents. Her uncle, who was the Doyen for the neighboring province, had her brought to live with him and his wife. She grew up very well-off, practically given everything she asked. As she matured, her uncle, who had no children of his own, began grooming her to take his position when he retired.</p><p></p><p>But Jannebarum hated her position in society. She never fit in with her upper class acquaintances, who had always seen themselves as superior to everyone else. Instead, Jannebarum desired to learn more of the world in which she lived. Despite her uncle’s disapproval, she often ventured out into the smaller towns of the province, meeting and socializing with the commoners. Because of this, she had grown quite popular among the middle and lower classes.</p><p></p><p>When news reached her uncle’s ears of her exploits and contacts, her uncle was very pleased. He told her that as long as she maintained her course, she would be Sachem in no time. But Jannebarum’s adventures into the world had opened her eyes to wonders she couldn’t fathom. Denouncing her intent to succeed her uncle, she gathered all of her belongings and began her journey into the world. To further herself from her old life, she took her mother’s name, Tyndra, as her own and only used her given name if influence was absolutely necessary. With the little money she had, she began roaming her own land, ready to assimilate any information she could.</p><p></p><p>Unfortunately, her home plane was not conducive to one so chaotic. The Imperium Mechanus, with its methodical and precise law, held no place for Tyndra’s ideal disorderly life. Returning to her home province, she was found by Maester Owadalen, the leader of the Euphonic Order. Tyndra soon learned of places beyond the Imperium in song and story, and was soon inducted as an apprentice.</p><p></p><p>There she met Jaroo and Kasma Abren, fraternal twins. As journeymen under maester Owadalen, the twins helped Tyndra acclimate to life in the Order. Soon, the three were inseparable, and they could captivate audiences for hours, Tyndra on the pipes with Kasma playing the lyre while Jaroo told a tantalizing tale of adventure and romance.</p><p></p><p>But along with play, Tyndra knew the importance of study. She perused her maester’s books and journals, learning of the other planes and worlds. During her exploration, she came upon a man named Malesacar, an illusionist who subdued his enemies by subjecting them to their own fears. As she researched more, she became fascinated by the man. After conferring with Owadalen, she gained permission to begin schooling in the arcane arts. With the help of her fellow Order members, she grew into a talented, knowledgeable young woman.</p><p></p><p>She learned, through text and teaching, how to manipulate her music to affect the world around her. How a simple note could inspire one moment, and despair the next. Taking all she could from Malesacar’s tomes, she adapted his macabre art to her own phantasmal melodies.</p><p></p><p>Among her vast musical and arcane studies, she found time to merely sit in the taverns and social gatherings, watching people. One afternoon, as she sat in the inn pouring over her research, a young man joined her at the table. At first, she was prepared to ignore him, but when he struck up a conversation, she was forced to be polite. The young gnome, most obviously of the Champions’ Society, showed the persistence that suited him to be a warrior, and Tyndra soon found her free time otherwise occupied by Balto Terrick. Many lazy afternoons were spent in the country, Tyndra playing an enchanting melody while Balto practiced his martial drills.</p><p></p><p>As time grew closer for Tyndra to leave her schooling, she began telling him of her dreams of adventuring. But listening to her, Balto grew increasingly worried for her safety. Knowing she would not outwardly carry a sword or bow, Balto began helping her learn the exotic art of the Gnome Quickrazor. Using the agility in her wrists rather than the strength of her forearms, she picked up the intricate art quickly.</p><p></p><p>Finally, Owadalen proclaimed her ready to begin her journey. Because of her persistent and exclusive focus, he bestowed upon her a special name – a name fit for her specialty. Jannebarum Tyndra Spooksong Banilor was recognized as a member in good standing of the Euphonic Order, and was given as her Initiate Tribute a set of special pipes – the Pipes of Haunting. After the ceremony, Balto, who had recently completed his training as well, presented her with two customized Gnome Quickrazors, precisely balanced and enhanced to fit Tyndra’s fighting style.</p><p></p><p>Jaroo and Kasma joined them later, and after a lot of deliberation, they decided to set out together. Owadalen told them to seek out an old friend of his, and gave them enough gold to pay for passage to Dromus. There, he told them, they would realize their dreams. </p><p></p><p>So the four young gnomes made their way to the capital city of Gilferrus. Upon finding and paying the wizened man, he took them across the planes to Dromus, where they began their new lives.</p><p></p><p>Balto took up smithing, and spends his days crafting weapons and armor for the smaller residents of Dromus. Tyndra joined a traveler’s guard, accompanying merchants and messengers across the more dangerous terrains of her new home. The twins, deciding to go into business together, began a small school for young artists. The four moved into a cottage on the edge of the major metropolis of Dromus.</p><p></p><p>Personality:</p><p></p><p>Though her name means “Child Destined for Greatness,” Jannebarum has long-since decided to make her own destiny. Throwing off the obligations thrust upon her by her unyielding relatives, she left her uncle’s strict home and embraced her traditional Gnomish heritage of art and music. She still retains the aspects of her political teachings, but her ideals fit more with the chaotic lifestyle of the bard. She tends to adopt a rather “Robin Hood” approach whenever she sees injustices, and sometimes this can get her into sticky situations.</p><p></p><p>With those she considers her friends, Tyndra is as playful as the music she plays on her panpipes. When it comes to adventuring and traveling with a group, she takes on the diplomatic role she was brought up in. Having had few friends growing up, Tyndra tends to be fiercely loyal to those she has now.</p><p></p><p></p><p>Tactics:</p><p></p><p>Violence is always Tyndra’s last resort, preferring diplomacy to solve situations; although she is not above using her phantasmal abilities to influence the outcome of some situations. She spends her days traveling on short journeys, accompanying travelers for entertainment and/or protection – though the latter she usually leaves up to the rest of her party, as she fills a more indirect support role.</p></blockquote><p></p>
[QUOTE="Uwohali, post: 1965467, member: 25789"] Jannebarum Tyndra Spooksong Banilor Female Gnome Bard 8 Chaotic Good Size: S (3’3” 41 lbs.) HD: 8d6 HP: 37 Initiative: +3 Speed: 20 ft. AC: 18 (+4 Dex, +3 Leather [+1ench], +1 Size) BAB: +6/+1 XP: 28,000 / 36,000 for level 8 Attributes: Str: 10 [+0] (4 pts, -2 racial mod) Dex: 18 [+4] (8 pts, 4th lvl, Gloves of Dex +2) Con: 10 [+0] (+2 racial mod) Int: 13 [+1] (5 pts) Wis: 13 [+1] (5 pts) Cha: 21 [+5] (16 pts, 8th lvl, Cloak of Cha +2) Attacks: Left Hand – Main Attack Gnome Quickrazor +12/+7 (1d3+1, 19-20/x2) - +1 enchantment - Exceptional Balance (+1 to Attack) - Wicked Edge (+1 to Damage) - Easily Concealed (+2 Sleight of Hand) Right Hand – Off Hand Gnome Quickrazor +12 (1d3+1, 19-20/x2) - +1 enchantment - Exceptional Balance (+1 to Attack) - Wicked Edge (+1 to Damage) - Easily Concealed (+2 Sleight of Hand) Saves: Vest of Resistance +2 Fort: +4 (+2 base) Ref: +12 (+6 base) Will: +9 (+6 base) Skills: Bluff: +11 (6 C) Diplomacy +7 (0 C) Gather Information: +13 (6 C) Hide: +15 (7 C, size bonus) Intimidate +3 (0 cc) Knowledge (Local): +6 (5 C) Knowledge (Politics) +6 (5 C) Knowledge (Nobility) +9 (5 C, Touchstone +3) Knowledge (Psychology) +6 (5 C) Knowledge (Lore) +4 (3 C) Knowledge (History) +6 (5 C) Move Silently +11 (7 C) Perception: +3 (racial mod + Wis mod) Perform (wind instruments) +16 (11 C) Sense Motive +10 (9 C) Sleight of Hand +13 (7 C) Tumble +8 (4 C) Feats: Two Weapon Fighting (1st Level) Exotic Weapon Prof – Gnome Quickrazor (3rd Level) Weapon Finesse – Gnome Quickrazor (6th level) Class Abilities: Bardic music 8/day Bardic knowledge +11 Countersong Fascinate Inspire Courage +2 Inspire Competence Phantasmal Song – Gnome bard substitution level 6 from “Races of Stone” Spells (6/4/4/3 known, 3/4/4/2 per day): 0th Level: DC 14 Daze Detect Magic Lullaby Mage Hand Read Magic Resistance 1st Level: DC 15 Cause Fear Miser’s Envy Tasha’s Hideous Laughter Lesser Confusion 2nd Level: DC 16 Ice Darts Glossolalia Scare Blur 3rd Level: DC 17 Deep Slumber Fear Cushing Despair Racial Abilities: Low-light visions 60 ft +2 save against Illusions +1 to DC of Illusion spells +1 Attack vs Kobolds/Goblinoids +4 Dodge vs Giants +2 Perception 1/day – speak w/ burrowing animals (1 minute) 1/day – dancing lights, ghost sound, prestidigitation Languages: Common Gnome Undercommon Equipment: [2] Gnome Quickrazor (90 gp, + 1800/weapon for masterwork qualities, +4,000 enchantments [+1]) [2 lbs] Leather (10 gp, +1,000 enchantment) [7.5 lbs.] Pipes of Haunting (6,000 gp) Cloak of Charisma +2 (4,000 gp) Vest of Resistance +2 (4,000 gp) Gloves of Dexterity +2 (4,000 gp) Traveler’s Outfit (1 gp) [1 lb.] Entertainer’s Outfit (3 gp) [1 lb.] Cold Weather Outfit (8 gp) [2 lbs.] Panpipes (5 gp) [1 lb.] Tent (10 gp) [5 lbs.] Backpack (2 gp) [0.5 lb.] Bedroll (1 sp) [1 lb.] Winter Blanket (5 sp) [1 lb.] [2] Common Lamp (2 sp) [2 lbs.] [2] Oil – 1 pint flask (2 sp) [2 lbs.] [20] Ration/day (2 gp, 5 sp) [5 lbs.] 32.0 lbs. carried / 33.0 lbs. light load Contacts: [1] Information – Jaroo Abren, 5th lvl Expert/1st lvl Bard Jaroo, or Roo to his friends, has made a life out of memorizing the exact details of every folktale, story, or legend he has ever come in contact with. His sharp mind is acute at making connections where others cannot by pulling information from his vast store of knowledge. He currently lives with his twin sister, Kasma, and Balto Terrick in Dromus, where he is assimilating the information of the new cultures. [1] Skill – Balto Terrick, 5th lvl Warrior/1st lvl Fighter Balto is, for a lack of a better term, Tyndra’s lover. Having been trained in the martial ways, Balto is a swordsman with a fair amount of skill. Unable to accompany Tyndra on her quests due to his growing business, Balto is content with keeping peace in their cottage on the outskirts of the capital, which they share with their two friends Jaroo and Kasma Abren. Balto is a blacksmith as well, and can repair weapons and tools, as well as some armors. [1] Influence – Unknown, though possibly someone from her days as a politician-in-training Description: Jannebarum Tyndra Spooksong Banilor (known as Tyndra to her companions) tends to stand out in crowds. Her 3’3” stature does not distinguish her, but it is her fair hair and dark blue eyes set against tanned skin that gives her an exotic beauty that attracts attention. Surprisingly, Tyndra has an uncanny ability to go unseen if she desires, but most often she can be found entertaining locals in pubs or in the very streets. History: Jannebarum was born in the small Gnome village of Illihara. The first – and only – child of Gnomish nobles, Jannebarum was orphaned almost the day she was born by political rivals of her parents. Her uncle, who was the Doyen for the neighboring province, had her brought to live with him and his wife. She grew up very well-off, practically given everything she asked. As she matured, her uncle, who had no children of his own, began grooming her to take his position when he retired. But Jannebarum hated her position in society. She never fit in with her upper class acquaintances, who had always seen themselves as superior to everyone else. Instead, Jannebarum desired to learn more of the world in which she lived. Despite her uncle’s disapproval, she often ventured out into the smaller towns of the province, meeting and socializing with the commoners. Because of this, she had grown quite popular among the middle and lower classes. When news reached her uncle’s ears of her exploits and contacts, her uncle was very pleased. He told her that as long as she maintained her course, she would be Sachem in no time. But Jannebarum’s adventures into the world had opened her eyes to wonders she couldn’t fathom. Denouncing her intent to succeed her uncle, she gathered all of her belongings and began her journey into the world. To further herself from her old life, she took her mother’s name, Tyndra, as her own and only used her given name if influence was absolutely necessary. With the little money she had, she began roaming her own land, ready to assimilate any information she could. Unfortunately, her home plane was not conducive to one so chaotic. The Imperium Mechanus, with its methodical and precise law, held no place for Tyndra’s ideal disorderly life. Returning to her home province, she was found by Maester Owadalen, the leader of the Euphonic Order. Tyndra soon learned of places beyond the Imperium in song and story, and was soon inducted as an apprentice. There she met Jaroo and Kasma Abren, fraternal twins. As journeymen under maester Owadalen, the twins helped Tyndra acclimate to life in the Order. Soon, the three were inseparable, and they could captivate audiences for hours, Tyndra on the pipes with Kasma playing the lyre while Jaroo told a tantalizing tale of adventure and romance. But along with play, Tyndra knew the importance of study. She perused her maester’s books and journals, learning of the other planes and worlds. During her exploration, she came upon a man named Malesacar, an illusionist who subdued his enemies by subjecting them to their own fears. As she researched more, she became fascinated by the man. After conferring with Owadalen, she gained permission to begin schooling in the arcane arts. With the help of her fellow Order members, she grew into a talented, knowledgeable young woman. She learned, through text and teaching, how to manipulate her music to affect the world around her. How a simple note could inspire one moment, and despair the next. Taking all she could from Malesacar’s tomes, she adapted his macabre art to her own phantasmal melodies. Among her vast musical and arcane studies, she found time to merely sit in the taverns and social gatherings, watching people. One afternoon, as she sat in the inn pouring over her research, a young man joined her at the table. At first, she was prepared to ignore him, but when he struck up a conversation, she was forced to be polite. The young gnome, most obviously of the Champions’ Society, showed the persistence that suited him to be a warrior, and Tyndra soon found her free time otherwise occupied by Balto Terrick. Many lazy afternoons were spent in the country, Tyndra playing an enchanting melody while Balto practiced his martial drills. As time grew closer for Tyndra to leave her schooling, she began telling him of her dreams of adventuring. But listening to her, Balto grew increasingly worried for her safety. Knowing she would not outwardly carry a sword or bow, Balto began helping her learn the exotic art of the Gnome Quickrazor. Using the agility in her wrists rather than the strength of her forearms, she picked up the intricate art quickly. Finally, Owadalen proclaimed her ready to begin her journey. Because of her persistent and exclusive focus, he bestowed upon her a special name – a name fit for her specialty. Jannebarum Tyndra Spooksong Banilor was recognized as a member in good standing of the Euphonic Order, and was given as her Initiate Tribute a set of special pipes – the Pipes of Haunting. After the ceremony, Balto, who had recently completed his training as well, presented her with two customized Gnome Quickrazors, precisely balanced and enhanced to fit Tyndra’s fighting style. Jaroo and Kasma joined them later, and after a lot of deliberation, they decided to set out together. Owadalen told them to seek out an old friend of his, and gave them enough gold to pay for passage to Dromus. There, he told them, they would realize their dreams. So the four young gnomes made their way to the capital city of Gilferrus. Upon finding and paying the wizened man, he took them across the planes to Dromus, where they began their new lives. Balto took up smithing, and spends his days crafting weapons and armor for the smaller residents of Dromus. Tyndra joined a traveler’s guard, accompanying merchants and messengers across the more dangerous terrains of her new home. The twins, deciding to go into business together, began a small school for young artists. The four moved into a cottage on the edge of the major metropolis of Dromus. Personality: Though her name means “Child Destined for Greatness,” Jannebarum has long-since decided to make her own destiny. Throwing off the obligations thrust upon her by her unyielding relatives, she left her uncle’s strict home and embraced her traditional Gnomish heritage of art and music. She still retains the aspects of her political teachings, but her ideals fit more with the chaotic lifestyle of the bard. She tends to adopt a rather “Robin Hood” approach whenever she sees injustices, and sometimes this can get her into sticky situations. With those she considers her friends, Tyndra is as playful as the music she plays on her panpipes. When it comes to adventuring and traveling with a group, she takes on the diplomatic role she was brought up in. Having had few friends growing up, Tyndra tends to be fiercely loyal to those she has now. Tactics: Violence is always Tyndra’s last resort, preferring diplomacy to solve situations; although she is not above using her phantasmal abilities to influence the outcome of some situations. She spends her days traveling on short journeys, accompanying travelers for entertainment and/or protection – though the latter she usually leaves up to the rest of her party, as she fills a more indirect support role. [/QUOTE]
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