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<blockquote data-quote="Macv12" data-source="post: 6745100" data-attributes="member: 6801600"><p>Name: Shenemnenmone Tanner (a.k.a. Shen)</p><p>Race: Wood Elf</p><p>Class: Ranger v2</p><p></p><p>Notes:</p><p></p><p>[sblock="Stats"]<strong>Level</strong>: 4</p><p><strong>HP</strong>: 37/37</p><p><strong>Hit dice</strong>: 8/8 d6</p><p><strong>AC</strong>: 14</p><p><strong>Move</strong>: 35</p><p><strong>Vision</strong>: Darkvision (60ft)</p><p><strong>Initiative</strong>: +2</p><p><strong>Passive perception</strong>: 14</p><p></p><p><strong>Primeval Awareness slots</strong></p><p>1st: 3/3</p><p></p><p><strong>Abilities</strong></p><p>STR: 16 (+3)</p><p>DEX: 14 (+2)</p><p>CON: 13 (+1)</p><p>INT: 8 (-1)</p><p>WIS: 14 (+2)</p><p>CHA: 12 (+1)[/sblock]</p><p>[sblock="Proficiencies"]<strong>Weapons</strong>: simple, martial</p><p><strong>Armor</strong>: light, shields</p><p><strong>Saving Throws</strong>: Dex, Wis</p><p></p><p><strong>Skills</strong>:</p><ul> <li data-xf-list-type="ul">Athletics (+5)</li> <li data-xf-list-type="ul">Intimidation (+3)</li> <li data-xf-list-type="ul">Perception (+4)</li> <li data-xf-list-type="ul">Survival (+4)</li> <li data-xf-list-type="ul">Stealth (+4)</li> <li data-xf-list-type="ul">Animal Handling (+4)</li> </ul><p></p><p><strong>Tools/languages</strong>:</p><ul> <li data-xf-list-type="ul">Dice set</li> <li data-xf-list-type="ul">Land vehicles</li> <li data-xf-list-type="ul">Herbalism Kit</li> <li data-xf-list-type="ul">Elvish (language)</li> </ul><p>[/sblock]</p><p>[sblock="Race/class features"]<strong>Racial</strong>:</p><ul> <li data-xf-list-type="ul"><strong>Fey Ancestry</strong>: adv. on saves vs charm. Magic can't put me to sleep.</li> <li data-xf-list-type="ul"><strong>Trance</strong>: sleep 4 hours (2 extra hours of "light activity")</li> <li data-xf-list-type="ul"><strong>Mask of the Wild</strong>: can hide in light obscurement due to natural phenomena</li> </ul><p></p><p><strong>Class</strong></p><ul> <li data-xf-list-type="ul"><strong>Ambuscade</strong>: get extra turn before anyone else; action can only be to Attack or Hide; CAN move and such (afaik). If surprised, ignore surprise, but don't get extra turn.</li> <li data-xf-list-type="ul"><strong>Natural Explorer</strong>: 2x prof bonus on proficient WIS and INT checks related to favored terrain. After 1 hour in favored terrain, gain travel bonuses:<ul> <li data-xf-list-type="ul">Difficult terrain doesn't slow travel</li> <li data-xf-list-type="ul">Can't be lost (except by magic)</li> <li data-xf-list-type="ul">"Remain alert to danger" when occupied (navigating, etc)</li> <li data-xf-list-type="ul">Stealth @ normal speed when alone</li> <li data-xf-list-type="ul">Forage 2x as much food</li> <li data-xf-list-type="ul">When tracking creatures, know their exact number, size, and time they were there</li> <li data-xf-list-type="ul"><strong>Favored Terrain</strong>: desert</li> </ul></li> <li data-xf-list-type="ul"><strong>Skirmisher's Stealth</strong>: at start of turn, I can pick one person I'm hidden from and stay hidden from it no matter what. Can re-stealth as a BA at the end of my turn, conditions permitting; otherwise get detected.</li> <li data-xf-list-type="ul"><strong>Fighting Style</strong>: Defense (+1 AC in armor)</li> <li data-xf-list-type="ul"><strong>Primeval Awareness</strong>: action + spend spell slot to to activate, lasts 1 min/level of slot. Get yes/no ping if certain creatures are within 1 mile, or 6 miles in favored terrain: aberrations, celestials, dragons, elementals, fey, fiends, undead</li> <li data-xf-list-type="ul"><strong>Spirit Path (Seeker)</strong>: bonus action to summon spirit companion (Giant Eagle). Requires concentration (as spell; additionally, can remain active when I'm unconscious), duration 1 min. Acts on my initiative, after me. I control it (even if unconscious, etc). 1/day.</li> <li data-xf-list-type="ul"><strong>Seeker's Eye</strong>: bonus action, choose creature I can see, attacks vs it have advantage until end of my next turn. 1/rest.</li> </ul><p></p><p><strong>Feats</strong></p><p></p><ul> <li data-xf-list-type="ul"><strong>Tavern Brawler</strong>: on my turn, after hitting with unarmed/improvised attack, grapple target as BA. (+1 STR, prof on improvised weps, unarmed dmg 1d4)</li> </ul><p>[/sblock]</p><p>[sblock="Companion"]<strong>HP</strong>: 26/26</p><p><strong>AC</strong>: 13</p><p><strong>Move</strong>: 10 (land), 80 (fly)</p><p><strong>Size</strong>: Large</p><p><strong>Passive perception</strong>: 14</p><p></p><p><strong>Abilities</strong></p><p>STR: 16 (+3)</p><p>DEX: 17 (+3)</p><p>CON: 13 (+1)</p><p>INT: 8 (-1)</p><p>WIS: 14 (+2)</p><p>CHA: 10 (--)</p><p></p><p><strong>Features</strong></p><ul> <li data-xf-list-type="ul">Trained in Perception (+4)</li> <li data-xf-list-type="ul">Advantage on Perception checks using sight</li> <li data-xf-list-type="ul">Add my WIS (+2) to attacks and saves (already factored into attacks below)</li> <li data-xf-list-type="ul">Uses higher of HP in stat block (26) or half of mine</li> <li data-xf-list-type="ul">Speaks Giant Eagle language; understands Common and Auran</li> </ul><p></p><p><strong>Actions</strong></p><ul> <li data-xf-list-type="ul"><strong>Multiattack</strong>: 1 beak + 1 talon</li> <li data-xf-list-type="ul">Beak (+7 to hit, 1d6+3 pierce)</li> <li data-xf-list-type="ul">Talons (+7 to hit, 2d6+3 slash)</li> </ul><p>[/sblock]</p><p>[sblock="Inventory"]<strong>Money</strong>: 196gp</p><p></p><p><strong>Weapons</strong>:</p><ul> <li data-xf-list-type="ul">Halberd (+5 to hit, 1d10+3 slash)</li> <li data-xf-list-type="ul">Trident (+5 to hit, 1d6+3 pierce; versatile: 1d8+3; thrown: 20/60)</li> <li data-xf-list-type="ul">Longbow (+4 to hit, 1d8+2 pierce; range 150/600)</li> <li data-xf-list-type="ul">Silvered dagger (+5 to hit, 1d4+3 pierce; finesse, light, thrown 20/60)</li> <li data-xf-list-type="ul">Unarmed/Improvised (+5 to hit, 1d4+3 bludgeon)</li> </ul><p><strong>Armor</strong>:</p><ul> <li data-xf-list-type="ul">Leather (mundane)</li> <li data-xf-list-type="ul">Leather (magic; attuned)<ul> <li data-xf-list-type="ul">Wearer always feels cool</li> <li data-xf-list-type="ul">Command word to make armor permanently clean or dirty</li> <li data-xf-list-type="ul">As an immediate action, use a command gesture to cast ghost sound each round for up to 1 minute, however, immediately take 1d8 bleeding damage. (Immediate actions and Ghost Sound don't exist in 5e)<span style="color: #000000"><br /> </span></li> </ul></li> </ul><p><strong>Other</strong>: Common clothes, Insignia of rank (crest on necklace), Trophy from fallen enemy (animal teeth and various army insignia on armor and tied to halberd), Set of bone dice, Explorer's Pack</p><ul> <li data-xf-list-type="ul">Potion of invisibility: you+gear invisible for 1 hour. Canceled if you attack or cast a spell.</li> <li data-xf-list-type="ul">Antitoxin: advantage on saves vs poison, 1 hour.</li> </ul><p>[/sblock]</p><p>[sblock="Background"]<strong>Background</strong>: Soldier</p><p><strong>Specialty</strong>: Infantry</p><p><strong>Feature</strong>: Military Rank. Soldiers loyal to same military recognize rank, defer if lower-ranked. Can requisition horses/EQ temporarily. May access fortresses/etc. where rank is recognized.</p><p></p><p><strong>Trait 1</strong>: "I face problems head-on. A simple, direct solution is the best path to success."</p><p><strong>Trait 2</strong>: "I've lost too many friends, and I'm slow to make new ones."</p><p><strong>Ideal</strong>: "Greater Good. Our lot is to lay down our lives in defense of others."</p><p><strong>Bond</strong>: "Those who fight beside me are those worth dying for."</p><p><strong>Flaw</strong>: "I'd rather eat my armor than admit when I'm wrong."[/sblock]</p><p>[sblock="Bio"]</p><p><strong>Gender</strong>: F</p><p><strong>Hair</strong>: Red-brown</p><p><strong>Eyes</strong>: Hazel</p><p><strong>Height</strong>: above average</p><p><strong>Weight</strong>: average (light, very fit)</p><p><strong>Age</strong>: 254</p><p></p><p><strong>General description</strong>:</p><p>All of Shen's equipment is worn out, mostly from traveling through the wilderness; her halberd is a holdover from her military service decades ago, and has been repaired by hand many times and covered in trophies (animal teeth, claws, and the badges of fallen soldiers), until it almost looks like a tribal shaman's staff.</p><p></p><p>Her leather armor is also patchwork, including small metal plates on her shoulders, elbows, and knees, reminiscent of military-issue armor, apparently torn from their original suit and adapted to the leather pieces to which they're now attached. The metal is heavily tarnished to prevent it catching any light while the wearer sneaks around.</p><p></p><p>Showing under her armor is a dark green hooded jacket, and pants of a heavy beige fabric. Her boots, with simple designs stitched into the sides, and her wide-brimmed hat, are characteristic of herders at the edge of the desert, her adoptive family.</p><p></p><p></p><p><strong>History</strong>:</p><p>Shen knows little about her parents, except that they were driven from their home by some kind of conflict and forced into human society, abandoning her there; whether they died of wounds, or sickness, or couldn't condescend to live among humans, Shen isn't really sure. She never knew any of this until her late 20's; she didn't know she wasn't human until other children noticed her ears, and still figured she was half-elf until it became clear she didn't age quite like everyone else. At that point, her adoptive family had no choice but to explain what little they knew of her past.</p><p></p><p>Her adoptive family were butchers, tanners, and herders, a tradition she continued as she cared for her aging parents. They eventually passed, and her brothers and sisters were fast turning gray, while Shen stayed the same. She soon left town to broaden her experience. Having known nothing else, she lived with the same energy and quickness of a human, tiring of one occupation after a decade or two and moving on to something else. Every 60 years or so, when something big happens, she calls that a "lifetime" and moves on, forgetting all the baggage of her old identity and going somewhere new to start a life she's never had before.</p><p></p><p>Her first lifetime went until she was 65 and her brothers and sisters started having grandchildren; not wanting to wait around until she lost all of them, too, she struck out alone.</p><p></p><p>For her second lifetime, she wandered across the country, falling in love with nature, and experiencing different lands and people. Of course, friendships made this way tend to end abruptly or just fade away. When she'd had enough, she settled down in a city to the northwest of Is'Merith.</p><p></p><p>Her third life found her tending animals again, outside a big city. Eventually its people came under attack and, being able-bodied, headstrong, and dim-witted, Shen was fascinated by the thrilling and terrifying life of a front-line soldier. Not soon enough, though, she recognized the folly of the war and countless friends' lives wasted fighting it, and she deserted.</p><p></p><p>Tired of losing people, she started her fourth life searching the forests for signs of elf clans. Maybe one would even recognize her, or her name, or something. And find them she did. Not "her" clan, of course, but her people nonetheless. Or, so she thought. It was lonelier in the clan than anywhere else; always so quiet, except for the weird dancing festivals, and no contact with anyone but the same people every day, stuffy meditation practices, disapproving looks when she mentioned card games or beer or anything <em>fun</em>...</p><p></p><p>Still, it was supposed to last, yet even that had to be cut short. Drawn by stories of a sacred staff the clan held, some strangely-robed people appeared while Shen was away; when she returned, there was no staff and few survivors. Furious, she left the last of the clan behind to track down the attackers and take revenge. Apparently they were part of some cult, as Shen was taken by agents of an opposing church as a guide. She continued in a hate-filled fog until one fateful day, when the group stumbled across a griffon. Shen realized too late that the seemingly-monstrous creature was just defending its nest and a lone egg. Horrified at her own callousness, Shen wrapped the egg up and brought it with her. With something else to live for, she fulfilled her promises to the church and left them to their mission.</p><p></p><p>That was a mistake. For once, her old life wasn't content to be left behind. Not a year after the griffon hatched, Shen found herself in a desperate fight against assassins of the cult, send to tie up loose ends. She's not sure how she survived, but apparently she did. She was the only one. They must have wanted to send a message.</p><p></p><p>That was the end of her fourth lifetime. Within another year, she'd begun the fifth, this time as a simple bounty hunter with no home and no attachments, restarting far away in a town called Is'Merith, the kind of place she wouldn't miss when it came time to leave.[/sblock]</p></blockquote><p></p>
[QUOTE="Macv12, post: 6745100, member: 6801600"] Name: Shenemnenmone Tanner (a.k.a. Shen) Race: Wood Elf Class: Ranger v2 Notes: [sblock="Stats"][B]Level[/B]: 4 [B]HP[/B]: 37/37 [B]Hit dice[/B]: 8/8 d6 [B]AC[/B]: 14 [B]Move[/B]: 35 [B]Vision[/B]: Darkvision (60ft) [B]Initiative[/B]: +2 [B]Passive perception[/B]: 14 [B]Primeval Awareness slots[/B] 1st: 3/3 [B]Abilities[/B] STR: 16 (+3) DEX: 14 (+2) CON: 13 (+1) INT: 8 (-1) WIS: 14 (+2) CHA: 12 (+1)[/sblock] [sblock="Proficiencies"][B]Weapons[/B]: simple, martial [B]Armor[/B]: light, shields [B]Saving Throws[/B]: Dex, Wis [B]Skills[/B]: [LIST] [*]Athletics (+5) [*]Intimidation (+3) [*]Perception (+4) [*]Survival (+4) [*]Stealth (+4) [*]Animal Handling (+4) [/LIST] [B]Tools/languages[/B]: [LIST] [*]Dice set [*]Land vehicles [*]Herbalism Kit [*]Elvish (language) [/LIST] [/sblock] [sblock="Race/class features"][B]Racial[/B]: [LIST] [*][B]Fey Ancestry[/B]: adv. on saves vs charm. Magic can't put me to sleep. [*][B]Trance[/B]: sleep 4 hours (2 extra hours of "light activity") [*][B]Mask of the Wild[/B]: can hide in light obscurement due to natural phenomena [/LIST] [B]Class[/B] [LIST] [*][B]Ambuscade[/B]: get extra turn before anyone else; action can only be to Attack or Hide; CAN move and such (afaik). If surprised, ignore surprise, but don't get extra turn. [*][B]Natural Explorer[/B]: 2x prof bonus on proficient WIS and INT checks related to favored terrain. After 1 hour in favored terrain, gain travel bonuses: [LIST] [*]Difficult terrain doesn't slow travel [*]Can't be lost (except by magic) [*]"Remain alert to danger" when occupied (navigating, etc) [*]Stealth @ normal speed when alone [*]Forage 2x as much food [*]When tracking creatures, know their exact number, size, and time they were there [*][B]Favored Terrain[/B]: desert [/LIST] [*][B]Skirmisher's Stealth[/B]: at start of turn, I can pick one person I'm hidden from and stay hidden from it no matter what. Can re-stealth as a BA at the end of my turn, conditions permitting; otherwise get detected. [*][B]Fighting Style[/B]: Defense (+1 AC in armor) [*][B]Primeval Awareness[/B]: action + spend spell slot to to activate, lasts 1 min/level of slot. Get yes/no ping if certain creatures are within 1 mile, or 6 miles in favored terrain: aberrations, celestials, dragons, elementals, fey, fiends, undead [*][B]Spirit Path (Seeker)[/B]: bonus action to summon spirit companion (Giant Eagle). Requires concentration (as spell; additionally, can remain active when I'm unconscious), duration 1 min. Acts on my initiative, after me. I control it (even if unconscious, etc). 1/day. [*][B]Seeker's Eye[/B]: bonus action, choose creature I can see, attacks vs it have advantage until end of my next turn. 1/rest. [/LIST] [b]Feats[/b] [LIST] [*][b]Tavern Brawler[/b]: on my turn, after hitting with unarmed/improvised attack, grapple target as BA. (+1 STR, prof on improvised weps, unarmed dmg 1d4) [/LIST] [/sblock] [sblock="Companion"][B]HP[/B]: 26/26 [B]AC[/B]: 13 [B]Move[/B]: 10 (land), 80 (fly) [B]Size[/B]: Large [B]Passive perception[/B]: 14 [B]Abilities[/B] STR: 16 (+3) DEX: 17 (+3) CON: 13 (+1) INT: 8 (-1) WIS: 14 (+2) CHA: 10 (--) [B]Features[/B] [LIST] [*]Trained in Perception (+4) [*]Advantage on Perception checks using sight [*]Add my WIS (+2) to attacks and saves (already factored into attacks below) [*]Uses higher of HP in stat block (26) or half of mine [*]Speaks Giant Eagle language; understands Common and Auran [/LIST] [B]Actions[/B] [LIST] [*][B]Multiattack[/B]: 1 beak + 1 talon [*]Beak (+7 to hit, 1d6+3 pierce) [*]Talons (+7 to hit, 2d6+3 slash) [/LIST] [/sblock] [sblock="Inventory"][B]Money[/B]: 196gp [B]Weapons[/B]: [LIST] [*]Halberd (+5 to hit, 1d10+3 slash) [*]Trident (+5 to hit, 1d6+3 pierce; versatile: 1d8+3; thrown: 20/60) [*]Longbow (+4 to hit, 1d8+2 pierce; range 150/600) [*]Silvered dagger (+5 to hit, 1d4+3 pierce; finesse, light, thrown 20/60) [*]Unarmed/Improvised (+5 to hit, 1d4+3 bludgeon) [/LIST] [B]Armor[/B]: [LIST] [*]Leather (mundane) [*]Leather (magic; attuned) [LIST] [*]Wearer always feels cool [*]Command word to make armor permanently clean or dirty [*]As an immediate action, use a command gesture to cast ghost sound each round for up to 1 minute, however, immediately take 1d8 bleeding damage. (Immediate actions and Ghost Sound don't exist in 5e)[COLOR=#000000] [/COLOR] [/LIST] [/LIST] [B]Other[/B]: Common clothes, Insignia of rank (crest on necklace), Trophy from fallen enemy (animal teeth and various army insignia on armor and tied to halberd), Set of bone dice, Explorer's Pack [LIST] [*]Potion of invisibility: you+gear invisible for 1 hour. Canceled if you attack or cast a spell. [*]Antitoxin: advantage on saves vs poison, 1 hour. [/LIST] [/sblock] [sblock="Background"][B]Background[/B]: Soldier [B]Specialty[/B]: Infantry [B]Feature[/B]: Military Rank. Soldiers loyal to same military recognize rank, defer if lower-ranked. Can requisition horses/EQ temporarily. May access fortresses/etc. where rank is recognized. [B]Trait 1[/B]: "I face problems head-on. A simple, direct solution is the best path to success." [B]Trait 2[/B]: "I've lost too many friends, and I'm slow to make new ones." [B]Ideal[/B]: "Greater Good. Our lot is to lay down our lives in defense of others." [B]Bond[/B]: "Those who fight beside me are those worth dying for." [B]Flaw[/B]: "I'd rather eat my armor than admit when I'm wrong."[/sblock] [sblock="Bio"] [B]Gender[/B]: F [B]Hair[/B]: Red-brown [B]Eyes[/B]: Hazel [B]Height[/B]: above average [B]Weight[/B]: average (light, very fit) [B]Age[/B]: 254 [B]General description[/B]: All of Shen's equipment is worn out, mostly from traveling through the wilderness; her halberd is a holdover from her military service decades ago, and has been repaired by hand many times and covered in trophies (animal teeth, claws, and the badges of fallen soldiers), until it almost looks like a tribal shaman's staff. Her leather armor is also patchwork, including small metal plates on her shoulders, elbows, and knees, reminiscent of military-issue armor, apparently torn from their original suit and adapted to the leather pieces to which they're now attached. The metal is heavily tarnished to prevent it catching any light while the wearer sneaks around. Showing under her armor is a dark green hooded jacket, and pants of a heavy beige fabric. Her boots, with simple designs stitched into the sides, and her wide-brimmed hat, are characteristic of herders at the edge of the desert, her adoptive family. [B]History[/B]: Shen knows little about her parents, except that they were driven from their home by some kind of conflict and forced into human society, abandoning her there; whether they died of wounds, or sickness, or couldn't condescend to live among humans, Shen isn't really sure. She never knew any of this until her late 20's; she didn't know she wasn't human until other children noticed her ears, and still figured she was half-elf until it became clear she didn't age quite like everyone else. At that point, her adoptive family had no choice but to explain what little they knew of her past. Her adoptive family were butchers, tanners, and herders, a tradition she continued as she cared for her aging parents. They eventually passed, and her brothers and sisters were fast turning gray, while Shen stayed the same. She soon left town to broaden her experience. Having known nothing else, she lived with the same energy and quickness of a human, tiring of one occupation after a decade or two and moving on to something else. Every 60 years or so, when something big happens, she calls that a "lifetime" and moves on, forgetting all the baggage of her old identity and going somewhere new to start a life she's never had before. Her first lifetime went until she was 65 and her brothers and sisters started having grandchildren; not wanting to wait around until she lost all of them, too, she struck out alone. For her second lifetime, she wandered across the country, falling in love with nature, and experiencing different lands and people. Of course, friendships made this way tend to end abruptly or just fade away. When she'd had enough, she settled down in a city to the northwest of Is'Merith. Her third life found her tending animals again, outside a big city. Eventually its people came under attack and, being able-bodied, headstrong, and dim-witted, Shen was fascinated by the thrilling and terrifying life of a front-line soldier. Not soon enough, though, she recognized the folly of the war and countless friends' lives wasted fighting it, and she deserted. Tired of losing people, she started her fourth life searching the forests for signs of elf clans. Maybe one would even recognize her, or her name, or something. And find them she did. Not "her" clan, of course, but her people nonetheless. Or, so she thought. It was lonelier in the clan than anywhere else; always so quiet, except for the weird dancing festivals, and no contact with anyone but the same people every day, stuffy meditation practices, disapproving looks when she mentioned card games or beer or anything [I]fun[/I]... Still, it was supposed to last, yet even that had to be cut short. Drawn by stories of a sacred staff the clan held, some strangely-robed people appeared while Shen was away; when she returned, there was no staff and few survivors. Furious, she left the last of the clan behind to track down the attackers and take revenge. Apparently they were part of some cult, as Shen was taken by agents of an opposing church as a guide. She continued in a hate-filled fog until one fateful day, when the group stumbled across a griffon. Shen realized too late that the seemingly-monstrous creature was just defending its nest and a lone egg. Horrified at her own callousness, Shen wrapped the egg up and brought it with her. With something else to live for, she fulfilled her promises to the church and left them to their mission. That was a mistake. For once, her old life wasn't content to be left behind. Not a year after the griffon hatched, Shen found herself in a desperate fight against assassins of the cult, send to tie up loose ends. She's not sure how she survived, but apparently she did. She was the only one. They must have wanted to send a message. That was the end of her fourth lifetime. Within another year, she'd begun the fifth, this time as a simple bounty hunter with no home and no attachments, restarting far away in a town called Is'Merith, the kind of place she wouldn't miss when it came time to leave.[/sblock] [/QUOTE]
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