Eberron: Stone of Sorrows (OCC)NEED ONE MORE see last post

spidertrag

First Post
Ages ago the Tribes of Guld'staug founded the sacred grove Illnanaan where they enshrined great shard Li'Brae was entrenched. The tribes, three purebloods & three mixedbloods, whose origins are found in the temples & laboratories of Guld'staug, were, like their metal predecessors, forged for war; open combat & stealthy assassinations.
Unlike the metal forged, the flesh forged had ideas that went beyond serving the giants of this city. In the midst of the slave races, a small clan of NueAldi (first ones) existed. With their prophetic ways, the NueAldi saw the impending demise of the giant kingdoms at the hands of dragons. They organized the Elders of the six tribes into a cohesive force & at an opportune time, struck against the giants who owned them. The battle was vicious, but, with the giants expending precious resources against the dragons, the drow where able to win their freedom. On several captured airships, the tribes escaped Guld'staug & headed deep into southern Xen'drik, eventually crashing into an immense jungle that they would come to call the Vast.

The large scope of the Vast allowed the different tribes to establish their own territories, though all tribes would be forever tied to Illnanaan, the grove that held the great shard & the remnants of the wrecked airships. Relationships between tribes can vary from peaceful to violent; though, equinox festivals, mixed marriages, & naming ceremonies are peacefully held within the grove. North beyond the border of the Vast is dominated by two groups, The Saurian Confederacy & The H'Thol'L Imperium. Some members of the various tribes have ended up as slaves & food for both the reptillian & arachnid kingdoms.

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During the naming of adolescents, an unknown force struck into the sacred grove & spirited away with the 30 children & the great shard---leaving several elders slain---you have been summoned by one of the ancient Nuealdi, your mission to reclaim what was lost. A member from each tribe, an equal number of seed givers & life bringers....

At present, I am only looking for character concepts. You will also have part in creating some of the aspects of your tribe.

Character idea creation guidelines:
As stated, only one member from each tribe & equal number of males/females (a 3/3 split).
Best concepts will get first starting positions.
Party size 6+.
Ability array: 18, 16, 14, 14, 12,10 prior to racial bonus/penalties
Character level will be 2nd or 3rd.
Drow weapons (xen'drik boomerang, scorpion whip, drow longknife, & others) will be martial weapons depending on tribe.
There are three 'pureblood' & three 'mixed blood' tribes---only a general description is given below; stats will be presented later. I will entertain other suggestions for different tribes---though those below are definates.

PUREBLOOD TRIBES
Zin'll: These small sized drow are known for their excellent guerilla tactics. They are nomadic & rumored to be cannibals (not an uncommon trait among these tribes. They are the quickest of the purebloods.
Zin'll Drow Traits (Ex):
+4 Dexterity, +2 Intelligence, +2 Charisma, –2 Constitution .
Small: As a Small creature, a Zin'll gains a +1 size bonus to Armor Class, a +1 size bonus on attack rolls, and a +4 size bonus on Hide checks, but she uses smaller weapons than humans use, and her lifting and carrying limits are three-quarters of those of a Medium character
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for. It also has a +4 racial bonus to Move Silently checks
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.

Woad'ynl: These 'standard sized' drow are truly in tune with nature. They are hardier than the other pureblood kin. Warrior packs live a nomadic lifestyle while family packs have more permanent settlements.
Woad'ynl Drow Traits (Ex):
+2 Strength, +2 Dexterity, +2 Wisdom, -2 Charisma,
Medium size.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.


Cyn'myl: These are more cosmopolitan drow---their natural intelligence have implemented some of the building & arcane techniques of their masters. Their intelligence is superior to their kin.
Cyn'myl Drow Traits (Ex):
+2 Dexterity, +4 Intelligence, +2 Charisma, –2 Constitution .
Medium size.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Darkvision out to 120 feet. This trait replaces the high elf ’s low-light vision.
Spell resistance equal to 11 + class levels.
+2 racial bonus on Will saves against spells and spell-like abilities.
Spell-Like Abilities: Drow can use the following spell-like abilities once per day: dancing lights, darkness, faerie fire. Caster level equals the drow’s class levels.
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it
Light Blindness: Abrupt exposure to bright light (such as sunlight or a daylight spell) blinds drow for 1 round. On subsequent rounds, they are dazzled as long as they remain in the affected area.


MIXED BLOOD TRIBES
Qu'llann: These mixed bloods have traits of both giant & drow. They are on the high end of medium size & their powerful build makes them stand out. They are also distinguished by cranial plating & four horns that come in a variety of patterns.
Qu'llann Drow Traits (Ex):
+4 Strength, +2 Constitution, -2 Wisdom, –2 Dexterity.
Giant: Qu'llann are not subject to spells or effects that affect humanoids only, such as charm person or dominate person.
Medium: As Medium creatures, half-giants have no special bonuses or penalties due to their size.
Qu'llann base land speed is 30 feet.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Darkvision: Ghorn'el can see in the dark up to 60ft. This vision is black and white.
Powerful Build: The physical stature of Qu'llann lets them function in many ways as if they were one size category larger.
Whenever a Qu'llann is subject to a size modifier or special size modifier for an opposed check (such as during grapple checks, bull rush attempts, and trip attempts), the Qu'llann is treated as one size larger if doing so is advantageous to him.
A Qu'llann is also considered to be one size larger when determining whether a creature’s special attacks based on size (such as improved grab or swallow whole) can affect him. A Qu'llann can use weapons designed for a creature one size larger without penalty. However, his space and reach remain those of a creature of his actual size. The benefits of this racial trait stack with the effects of powers, abilities, and spells that change the subject’s size category.
Spell-Like Abilities: A Qu'llann with a Charisma equal to 10 + the spell’s level can cast dancing lights, darkness, and faerie fire each once per day as a sorcerer of a level equal to one-half of the creature’s HD.
Resistant to Magic (Ex): Qu'llann receive a +1 racial bonus on Will saves against spells and spell-like abilities.
Sleep Immunity (Ex): Qu'llann are immune to sleep spells and effects.
Spell Resistance (Ex): A Qu'llann gains spell resistance equal to 5 + class levels.
Light Sensitivity (Ex): Qu'llann suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Born to the Blade: Qu'llann treat all medium & large bladed weapons as martial weapons.


Ghorn'el: These mixed bloods combine reptillian characteristics with those of a drow. They posses scaled skin, raptor like sickles, whiplike tail, & a maw of sharp teeth. Their hair is featherlike & comes in numerous colors.
Ghorn'el Drow traits (Ex):
+2 Strength, +2 Dexterity, –2 Constitution.
Racial Hit Dice: A Ghorn'el begins with two levels of humanoid, which provide 2d8 Hit Dice, a base attack bonus of +1, and base saving throw bonuses of Fort +0, Ref +3, and Will +0.
Medium size.
Ghorn'el base speed is 30 ft.
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Darkvision: Ghorn'el can see in the dark up to 60ft. This vision is black and white.
Natural Armor: Ghorn'el have a +e natural armor bonus.
Multiple Attacks: Ghorn'el know how to use their natural weapons and may make two claw attacks and a secondary biteattack as a full-attack action. A bite may be used as a secondary attack as part of any full-attack action, except one with a reach weapon. Their claws and bite do 1d4 points of damage.
Spell-Like Abilities: A Ghorn'el with a Charisma equal to 10 + the spell’s level can cast dancing lights, darkness, and faerie fire each once per day as a sorcerer of a level equal to one-half of the creature’s HD.
Resistant to Magic (Ex): Ghorn'el receive a +1 racial bonus on Will saves against spells and spell-like abilities.
Sleep Immunity (Ex): Ghorn'el are immune to sleep spells and effects.
Spell Resistance (Ex): A Ghorn'el gains spell resistance equal to 7 + class levels.
Light Sensitivity (Ex): Ghorn'el suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Mixed Blood (Ex): Ghorn'el are considered to be lizardfolk, drow, and elves for the purposes of racially specific abilities and effects.
+1 racial bonus on Listen, Search, and Spot checks. Due to tails, Ghorn'el get a +4 racial bonus to Jump, Swim, and Balance checks.


Skorn: The most monstrous of the mixed bloods seem to be living aspects of the drow scorpion god. Where a normal drow's legs would be, four jointed legs attach to a short scorpion-like abdomen which ends in a stinger that produces a mild paralitic poison (males) or a psychodelic/euphoric poison (females). They posses two sets of arms----the lower set more chitonous & thinner than the 'normal' set (though the thinner arms strength is the same). The head is comprised of several eyes & a chitonous 'crown' from which their hair drapes. They have chitonous plating on parts of their torso, 'normal' arms, & back.
Scorn Drow Traits (Ex):
+2 Constitution, +2 Charisma, -2 Intelligence.
Medium size.
Stability: A scorn gains a +4 bonus on ability checks made to resist being bull rushed or tripped when standing on the ground (but not when climbing, flying, riding, or otherwise not standing firmly on the ground).
Immunity to sleep spells and effects, and a +2 racial saving throw bonus against enchantment spells or effects.
Darkvision: Scorn can see in the dark up to 60ft. This vision is black and white.
Natural Armor: Scorn have a +5 natural armor bonus.
Bonus Feat: Multidexterity
Spell-Like Abilities: A scorn with a Charisma equal to 10 + the spell’s level can cast dancing lights, darkness, and faerie fire each once per day as a sorcerer of a level equal to one-half of the creature’s HD.
Resistant to Magic (Ex): Scorn receive a +1 racial bonus on Will saves against spells and spell-like abilities.
Sleep Immunity (Ex): Scorn are immune to sleep spells and effects.
Spell Resistance (Ex): A scorn gains spell resistance equal to 5 + class levels.
Light Sensitivity (Ex): Scorn suffer a –1 penalty to attack rolls in bright sunlight or within the radius of a daylight spell.
Monstrous humanoid: Scorn are considered monstrous humanoids
+2 racial bonus on Listen, Search, and Spot checks. An elf who merely passes within 5 feet of a secret or concealed door is entitled to a Search check to notice it as if she were actively looking for it

Racial Heights

Zin'll: as halfling
Woad'ynl: Males: 5'-8" +/-1d12 Females: 5'-6" +/-1d8
Cyn'myl: 5'-4" +/-1d6 Females: 4'-11" +/-1d6
Qu'llann: 7'-0" +/-1d12 Females: 6'-0" +/-1d10
Ghorn'el: 5'-10" +/-1d8 Females: 5'-6" +/-1d8
Skorn: 5'-10" +/-1d12 Females: 5'-6" +/-1d8

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Prof Yeti/Darr-Ghen/Male-Cyn'myl/Ranger-Wizard (or Rogue-Wizard)
Land Outcast/Male-Eiraz Sevr'n/Woad'ynl/Barbarian-Ranger(?)
TroyXavier/Female-Korsianna/Skorn/Sorcerer(?)
jpwic/Te'Rek/Female-Ghorn'el/Druid(?)
D20Dazza(?)
 
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Prof Yeti

First Post
Darr-Ghen of the Cyn'myl [Ranger 1/ Wizard 1]

When news of the atrocity came to Darr-Ghen' tribe, he was the first of the Vari'ki (Ranger/ Wizards) to demand the right of vengenance. Though many threw their names before the Masters, they were silenced by the look in Darr-Ghen' eyes. The Masters quickly decided that his skills, both in the hunt and matters arcane, could be invaluable to returning the younglings. They realized that his intelligence (something his tribe is already know for) and ruthlessness in accomplishing tasks may be exactly what is needed in the days ahead.

For Darr-Ghen it was an opportuity to find out what had become of his sister, one of the youngling' gone missing. And while Darr-Ghen feels the Cyn'myl can handle this themselves (his preference), he has to much respect for the Ancients' to question there decision. Within the hour he had packed and left to meet with the others. A million questions filled his mind not the least of which was "Who would be so foolish as to bring down the wrath of all of the tribes?" But whomever the culprit, he had no doub that they would pay.

He is of average size for the Cyn'myl both in height (5'7") and weight (109 lbs.) His hair is the white of fresh snow, while his eyes are unusual for his tribe (pale blue). Though not the strongest he more than makes up for that by concentrating on speed and accuracy. And that can be seen even down to how he walks, more like an animal prowling for game. But while he is know for being quick and deadly, he also realizes to kill the beast you must learn about the beast, he just doesn't care who is the beast.
 
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Land Outcast

Explorer
Eiraz Sevr'n

The scout arrived to inform what was making the naming ceremony last longer.
The announce of retribution was instantaneous.
After the cowards stepped aside, Eiraz had to call to duel so as to make the other candidates step aside. Woad'ynl do not allow the weak or the inept to take vengance in their name.
There is something certain, the attack was well planned, or at least product of some great power, what could slay several elders and make 30 drows plus the shard vanish? Eiraz's work is to first find that out and oliberate it from The Vast.
Trained so as his innate fighting qualities would develop themselves guided by tactics so as to adapt to every situation. Bored by scouting routines, this warrior has been waiting since young for an opportunity to test his skills against some worthy opponent, someone who is at least able to realize he is being tracked.
He is sure that the ones Woad'ynl should look at would be the vermin, the arachnid kingdom, the only one who could have passed unperceived and had the ability to abduct with such precision. But as always, treason isn't discarded.

Wherever he has to go, he departs in its direction as soon as possible. Such an insolence won't be left unpunished.
 
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spidertrag

First Post
Land Outcast said:
.....The announce of retribution was instantaneous.
....

nice flavor:)

if u need to ask questions other than using this board, u can email me at spidertrag(at)msn(dot)com


keep 'em coming folks
 


TroyXavier

First Post
Korsianna of the Skorn was among the first in her tribe to hear the news. The naturally charismatic woman (sorcerer) quickly volunteered to go there to assist. She knew that while her tribe was the greatest (being closest to their god in appearance, obviously showing his great blessing to them) that it was important that all tribes work together at least for the time being to reclaim what was lost. She is like many members of her tribe, following the scorpion to a tee, being fast, silently, alluring, and deadly. She does not trust the reptilian kingdom, feeling it is too far removed from the arachnid heritage of her race and god.
 

spidertrag

First Post
TroyXavier said:
Korsianna of the Skorn was among the first in her tribe to hear the news. The naturally charismatic woman (sorcerer) quickly volunteered to go there to assist. She knew that while her tribe was the greatest (being closest to their god in appearance, obviously showing his great blessing to them) that it was important that all tribes work together at least for the time being to reclaim what was lost. She is like many members of her tribe, following the scorpion to a tee, being fast, silently, alluring, and deadly. She does not trust the reptilian kingdom, feeling it is too far removed from the arachnid heritage of her race and god.

Well, at this rate it looks like it will be the first six to post (i.e. another good one :D )
 

jpwic

First Post
Te'Rek of the Ghorn'el

Te'Rek was weeding her master's herb garden when she heard a shout from inside the house. As she runs into the house she notices the old druid lying on the floor with blood streaming from her face as if she was hit with a great force.

"The children... Missing..." is all Te'Mar managed to croak out before she passed into oblivion..

As Te'Rek stood up from beside her master a furious pounding came at the door.

"Open up, the children have been kidnapped we need your help," yelled the frantic voice.

Unknown to Te'Rek as she started towards the door was that she was about to cross the threshold and start on her path to destiny.

Terek's scales are a deep enough black so as to seem to be purple in the right light, her shockingliy white hair is fairly thick and comes down to her shoulders. She is fairly short and walks slightly bent over at her waist. There is a large scar on her throat as if her throat was cut when she was but a child. But her most prominent feature has to be her eyes for they are snow white save for a pale violet iris.
 
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