Feint Whispers Chapter #3: Unearthing the Past party stats and ooc


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The Norther Pantheon (Part 1)

-Just a taste of my campaign world-

Telmor the All Father (G) NG
Portfolios: Time and Space, Truth, Perfection
Domains: Knowledge, Time, Fate, Good, Healing, Mentalism, Luck,
Favored Weapon: The Learned Fist (Heavy Mace)
Background: Telmor rose to prominence two millennia ago during the great upheaval of both the heavens and material world that followed the event known in legend as the ‘Great Fall’, supporting the rise of the adventuring group Telmor’s Plume as well as the Som Empire in its heyday. It was he who crafted the Divine Pact that still bonds the gods together in principle if not in practice. Currently he stands as the undisputed leader of Northern Divinity. The God and his clergy take lenient attitude towards their adherents, preferring that they make their own mistakes and find their own way; this is not the case with his close vassal, Lothar.

Lothar (L) LG
Portfolios: War (specifically Righteous Battle), Honor, personal and public Virtue, Adventurers
Domains: Law, Good, War, Healing, Protection
Favored Weapon: Virtue’s Extent (Long Sword)
Background: Born to a barbarian tribe somewhere in remote northeast, Lothar heard Telmor’s call early, the great deity granting a mere bow the power of a paladin. Lothar found himself in the Great Sea during the chaos that erupted after the fall of the giant kingdom and the onset of the Fiend Storm. Along with Vespacious, he held the leadership of Telmor’s Plume, bringing the group to victory over the fiends. Upon his death, he and the rest of the Plumes were revered as deities. When Vespacious and Telmor fell out, creating the great Schism, Lothar stood by his God. Thus former earthly friends are now bitter heavenly foes. Lothar is rigorous in adhering to and enforcing his principles, and this attitude is reflected in those priests and paladins that make up his clergy.

Steffas (L) LN
Portfolios: Magic, Creativity, Adventurers
Domains: Magic, Spell, Illusion, Knowledge, Craft
Favored Weapon: Old Staff (Quarterstaff)
Background: Originally a Somite colonist in the north, Steffas gained legendary power far beyond the bounds of his contemporaries, studying with the archmages of the northern Elvin Empire of Fey’ri. He later joined with Lothar and the Plumes to put to rest the Fiend Storm, giving the Somite Legions the benefit of his arcane expertise, crafting enchanted items to level the magic gap between the warriors of the Som and their enemies. He acts as patron to all Northern magic users, most notably the Arcane Guild. He is a close ally with another former Plume, Aeron, whose followers help fund the arcane crafts.



Aeron (L) N
Portfolios: Trade, Money, Wealth, Adventurers
Domains: Trade, Travel, Craft, Protection, Trickery, Portal
Favored Weapon: Flurry of Coins (nunchaku)
Background: Aeron was born to one of the wealthiest merchant families in his homeland of Policia. Through his cunning, he made it even wealthier, investing in numerous adventuring companies as well making generous loans to those committed to the war against the Fiend menace. Eventually he joined the Plumes in their quests, providing the free coin needed when the company was short. He worked closely with Steffas, providing for his students and making bulk purchases of magical equipment to arm the Legions against outsider foes. Aeron stands as the dedicated patron to those who buy and sell, a small group in the North, where the self-sufficient tiller of the soil in the norm.
 

Ardoss' history

Ardoss T’Rok was born a child of war. His human mother cared for him as best she could but the rest of the community tolerated him at best, shunning him and finally forcing him and his mother to leave as soon as he could walk. After several years of wandering, his mother died on the road, and Ardoss buried her as best he could, covering her body with rocks. He was only four years old. He was found by a group of thieves, who made the boy one of their own. They were the first to accept him for what he was, and were in fact eager for his to grow, hoping the brute strength of his race would manifest in him. His strength came to him, but it brought a certain quickness as well, which surprised the other rogues. One, in particular, took Ardoss under his wing. An older human named Lythos, he was the son of a noble who had been named traitor, and executed. Lythos had lost his wealth, but retained his knowledge, and had had a very successful career as a thief. Given more to planning operations than carrying them out, he was often found with his nose in a book, and despite the laughter and strange looks, Ardoss followed suit. He learned much of his speech from old books, and as such his language tends toward the formal. His mother’s side of the family influenced his mental proficiency, and though he will never be a genius, he is of average intelligence. While Lythos developed his mind, the other bandits developed his body, teaching him to fight. They also imparted to him a strange code of honor, odd amongst thieves, but inviolate nonetheless. Unfortunately, Ardoss’ band of thieves became embroiled with another guild in a battle for control of the city in which they worked, and the other guild won. The members of Ardoss’ band were slaughtered, and though Ardoss fought, he fell amongst a pile of dead bodies, covered in blood, and when he awoke, all he had loved was dead, and the bandits were gone. Ardoss spent his nights for years afterwards hunting down and killing the members of the guild, until at last his bloodthirst was sated, his debt to Lythos paid, and he struck out into the world, unable to stay in the city any longer.

Used to being shunned for his race, Ardoss is wary of most people. He respects warriors, especially those who follow the code. Ardoss is tall and strong with heavy half-orc features. His skin has a grey hue, eyes are blood red, his hair is jet black and pulled back. He dresses much like a common soldier, and does his best to blend with the population at large.
 



Just a quick clarification. Whoever summons a monster has default control over that monster. i.e. can tell me what they do. Just for future reference. Krug seems to already know this, so this is for the other spellcasters out there. :)
 

Just to let everyone know, Ardoss's player has quit the game. She had trouble with the speed of the game. If anyone has similar conscerns, please let me know; I handle the game the way i do because i want it to last, but for that to work, i need feedback.
 

jasamcarl said:
She had trouble with the speed of the game.

Too fast or too slow? I remember her saying at one point that she could only post before or after work, so maybe it was just too much. Regardless, that's too bad. We'll miss you, Talindra…
 

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