[FULL!] ADVENTURERS Inc. Recruitment drive!

Sorry this took so long...

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Description:
Devin is an average looking human male in his mid-twenties (he is 27), average height and build with short brown hair and eyes. He is generally clean-shaven except when 'in the field' when he tends to slack off most of the niceties of civilization. He wears worn green-gray explorer outfit, over his mail shirt. His boots and cloak are of elven make, and were gifts from a druid Gatekeeper, that is wears most of the time and cares for them daily. His composite longbow (called 'Greenfeather') is made of wood found deep in the Twilight Demesne and is never far from his hand, unless specifically told to leave it.

Personality:
Devin is good-natured, but is quit and reserved. He is most at home in the wild-lands and away from the multitude of people in the cities (especially Sharn). Yet for all that, Devin is strangely drawn to explore and to see what is one the other side of the hill, down the road, across the sea, within those woods, under the city, etc. It was this desire to see what was beyond the woods of the Eldeen Reaches that lead him here… and it is that thirst to see to know which keeps him with Adventures Inc.

Devine is fiercely loyal to his friends and companions, more the willing to risk his life for them. He also has a strong moral code to protecting innocent people and protecting their freedoms from those who would take advantage of them through guile or strength of arms. Finally, Devin also is something of a preservationist and believes strongly in the protection of the wild places of the world, as animals and plants and nature also have these rights of life and protection from wanton destruction.

History:
Devin Greenwalker was born within Greenheart, his mother and father both ranger Wardens of the Woods. Somewhat small for his age, as soon as he could crawl he was sneaking out of his crib and play area to explore the woods near by. Always quit, he seem to be happiest in the company of animals or just walking alone in the trees to listen to them 'whispering among themselves' when the wind was 'just right'.

When he was 12 he was assigned to a middle-aged shifter Eldeen Ranger, Maygriss Redfang, who trained young Devin and then later adventured with him for almost 10 years. Maygriss was gruff and cold to the young human but she would eventually thaw towards him and become something of a surrogate mother for the boy. In there time they explored throughout the Eldeen Reaches, the Demon Wastes (especially through the Shaowcrags and Icehorn mountains, the Labyrinth and the area around Festering Holt), and the northern Shadow Marches.

Four years ago Maygriss went into semi-retirement after she lost her left arm to a craven Zakya Rakshasa that ambushed the two of them in the Labyrinth. She now lives in area of the Wolf Pack, happy for the first time in her life, acting as something as a herbalist healer for the shifters that live there.

Devin wander for a time and eventually started taking odd jobs to pay his way and see the world. Adventure Inc. is his most recent employer, but Devin has enjoy his stay with them. So long as they send him to see new things and places, he stays with them. The money and adventure is not as important as the experience of discovery that he has enjoyed.

Lately, Devin has been thinking about exploring the lost continent of Xen' Drik, but is hoping that Adventure Inc. might consider sending an expedition there… there is strength in numbers and Devin is not so overconfident that he can explore those cursed lands alone for any length of time.
 

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Description:
Tsal is everything and nothing. Being a changeling, he shifts forms constantly to suit his purpose, but he generally prefers the form of a pale, thin human in dark garb. When no other form is required, this is what he can usually be found wearing. He has no compunction whatsoever about using other forms if they suit his purpose. His glamered shadow armor is easily hideable when he needs a disguise, and helps him vanish in the darkness.

Personality:
Tsal is somewhat severe and cold, showing very little emotion. In fact, the only feeling he has ever openly admitted to is boredom. He is constantly motivated to seek out new challenges to keep himself from becoming bored. It is largely because of this (and the decent pay) that he sticks with Adventures Inc.
Tsal is not evil, but he is very pragmatic. He recognizes the value of companions and will not betray them on a whim, but neither will he be putting his neck too much at risk to save them. The one thing he resents more than anything is others trying to press morality on him. He lives by his own heart and noone else's, and strongly resents people who think they know better than him.

History:
Tsal was born to changeling parents deep beneath the sewers of Sharn. In theory his last name is Guransk, but he never uses it and few even know he has one. At a young age he became entangled in gang warfare in the lower levels of Sharn, and with the discovery of his psionic potential he quickly rose to the top with the nickname "No-Knife."
By his mid-teens he had grown bored of the the streets of Sharn, having risen to position of power not only in the street gangs but also in major crime syndicates. He wanted to find new challenges, which is where Adventures, Inc. came in. He was contacted by a retired member (an old rogue) who was an undercover recruiter within the crime syndicates of Sharn. Seeing nothing to lose and much to gain from the offer, he joined and has never looked back.
Nowadays Tsal follows his assignments to tee, always looking for the most challenging of tasks. His current fancy is with the Lhazaar Principalities. He has heard great things about their sailing abilities and thinks that a maritime assassination might be an interesting new challenge.
 


It looks fine, all.

Ashy: Remind me, what's a Greebol?

Sorrow: I'll just handle the clawfoot advancement, methinks, if any. We'll see as the game progresses.
 


Uh, sure. Ask me again if you ever get in.

But anyhoo. I have to go out of town over the weekend, so I'm offline, but I
expect to open the gaming threads on monday. So.. rock 'n roll!
 

I'm not at home the past few days, so I'll have to go back through and add the stats for my Clawfoot later. But really, I was just curious as to how
I should represent 8 levels worth of adventuring along side me, to clear that up.
 

Could Sorrow maybe swap out for Animal Companion, and use those rules for the Clawfoot? Not sure what he would want to give up, though. Perhaps a class of armour, or more limited, Druid-Like weapon selection.

Alternatively, maybe Bloodwind is a whelp, the spawn of your beloved Bloodfang, and you're training it in her memory?
 

Or of course you could just give up on the idea of advancement. The thing is, after all, primarily a mount and if you were riding a horse around you wouldn't be asking for special rules for that.

Otherwise - convert your whole character into a ranger (or at least take 4 levels of ranger) and take the Clawfoot as your animal companion. Seems to me like it would suit the character better anyway.
 


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