Koukonsögur - Saga of the Trollfed Aerie - Characters


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Daigon, Son of Dragons and Samurai

A strong fighter that beliefs that strict order and power are the only way to battle the current situation (unaligned). More samurai than viking themed. Willing to help others to show that he has the might and right for leadership.

[sblock=Character Sheet]Daigon, level 1
Dragonborn, Paladin (Blackguard)
Vice: Domination
Dragonborn Power Selection: Dragon Breath
Background: Birthplace Forest (+2 to Perception)
Theme: Guardian

FINAL ABILITY SCORES
Str 18, Con 14, Dex 13, Int 8, Wis 10, Cha 16.

STARTING ABILITY SCORES
Str 16, Con 14, Dex 13, Int 8, Wis 10, Cha 14.


AC: 19 Fort: 15 Reflex: 14 Will: 14
HP: 29 Surges: 12 Surge Value: 7

TRAINED SKILLS
Athletics +7, Bluff +8, Endurance +5, Intimidate +10

UNTRAINED SKILLS
Acrobatics -1, Arcana -1, Diplomacy +3, Dungeoneering +0, Heal +0, History +1, Insight +0, Nature +0, Perception +2, Religion -1, Stealth -1, Streetwise +3, Thievery -1


FEATS
Level 1: Heavy Blade Expertise

[sblock=Features]
Dragonborn Fury: When you’re bloodied, you gain a +1 racial bonus to attack rolls.

Spirit of Domination: Once per round while you have temporary hit points, you can take a free action to deal 3 damage to yourself right before making an attack roll against a target. You then gain a +3 bonus to the damage roll against the target.

Dark Menace: Deal +3 damage with weapon attack when you have CA.
[/sblock]


POWERS
Vice at-will 1: Dominator's Strike
Paladin At-will 1: Vengeance Strike
Racial Power: Dragonbreath
Guardian Encounter: Guardian's Counter
Paladin encounter 1: Dread Smite
Paladin Utility 1: Shroud of Shadow

[sblock=Power Details]
Dominator's Strike
At-Will: Divine , Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit : 1d8 + 4 damage. You gain 3 temporary hit points.

Vengeance Strike
At-Will: Divine , Shadow, Weapon
Standard Action - Melee weapon
Target: One creature
Attack: +8 vs. AC
Hit : 1d8 + 4 damage. You gain a power bonus to the damage roll equal to twice the number of enemies adjacent to you (maximum of +8).

Dragon Breath
Encounter: Acid
Minor Action - Close blast 3
Targets: All creatures in area
Attack: + 6 vs. Reflex
Hit: 1d6 + 2 modifier acid damage.

Guardian's Counter
Encounter: Martial
Immediate Interrupt - Close burst 2
Trigger: An ally within 2 squares of you is attacked and you are not included in the attack.
Effect: You and the ally shift up to 2 squares as a free action, swapping positions. You become the target of the triggering attack, in place of the ally. After the attack is resolved, you can make a basic attack against the attacker.

Dread Smite
Encounter: Cold, Divine, Necrotic, Shadow
Free Action - Personal
Trigger: You target an enemy with an at -will weapon attack power.
Effect: The target takes 5 cold and necrotic damage. If the triggering attack hits, the target also takes ongoing 5 cold and necrotic damage (save ends).

Shroud of Shadow

Encounter: Shadow
Minor Action - Personal
Effect: You gain partial concealment until the end of your next turn. You also gain 5 temporary hit points.

[/sblock]

ITEMS
Adventurer's Kit, Heavy Shield, Longsword, Scale Armor[/sblock]

[sblock=Background]
Daigon was raised away from other people, knowing only his mother, a kind intelligent and beautiful human. He wondered why he was so different from her and she told him about his father, one of the legendary dragons from a far away place, so different from the local linnorms and bearded dragons.

Traveling mercenaries found their home, killing his mother and worse. He could only hide beneath the floor and keep silent, as he had to promise her.

It changed him. He traveled and began to study the way of the sword and the art of war, realizing that only strong leadership can save the people from falling back to barbarism.
[/sblock]
 

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[sblock=Character sheet]
====== Created Using Wizards of the Coast D&D Character Builder ======
Satoshi Okudaira
Level 1 Deva Invoker
Divine Covenant Option: [sblock=Covenant of Malediction]Channel Divinity: You gain the Channel Divinity power maledictor’s doom.

Covenant Manifestation: When you use a divine encounter or daily attack power on your turn, you can push one target hit by the power 1 square after the power’s effect is resolved.[/sblock]
Touched by an Angel (Perception class skill)
Theme: Seer
Languages: Common, Elven, Draconic

FINAL ABILITY SCORES
STR 8, CON 13, DEX 11, INT 18, WIS 18, CHA 10

STARTING ABILITY SCORES
STR 8, CON 13, DEX 11, INT 16, WIS 16, CHA 10

Initiative: +6
AC: 17
Fort: 12
Ref: 15
Will: 15
HP: 23
Surges: 7
Surge Value: 5

TRAINED SKILLS
Arcana +9, History +11, Perception +9, Religion +11

UNTRAINED SKILLS
Acrobatics –1, Athletics –2, Bluff +0, Diplomacy +0, Dungeoneering +4, Endurance +0, Heal +4, Insight +4, Intimidate +0, Nature +4, Stealth –1, Streetwise +0, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Seer Utility: [sblock=Cast Fortune]Encounter Arcane
Standard Action Ranged 5
Target: One ally
Effect: Roll a d20 three times when you use this power, and note the results, in order. These results replace, in order, the next three d20 rolls the target makes for any of the following types of rolls: attack rolls, saving throws, and skill checks. At the DM’s discretion, trivial rolls and rolls that the target makes in nondangerous or nonstressful situations can’t be replaced by your recorded results. When all three results have been used or when you next take an extended rest, the effect ends. The target doesn’t know if his or her fortune is good or bad unless you tell the target.
Special: Once anyone has used this power on an ally, that ally cannot be targeted by the power again until after he or she finishes an extended rest.
[/sblock]
Deva Racial Power: [sblock=Memory of a Thousand Lifetimes]Encounter
No Action Personal
Trigger: You make an attack roll, a saving throw, a skill check, or an ability check and dislike the result
Effect: You add 1d6 to the triggering roll.[/sblock]
Invoker Feature: [sblock=Rebuke Undead]Encounter (Special) Divine, Implement, Radiant
Standard Action Close blast 5
Channel Divinity: You can use only one channel divinity power per encounter.
Target: Each undead creature in the blast
Attack: +4 vs. Will
Hit: 1d10 + 4 radiant damage. You push the target 2 squares, and it is dazed until the end of your next turn.
Level 5: 2d10 + radiant damage.
Level 11: 3d10 + radiant damage.
Level 15: 4d10 + radiant damage.
Level 21: 5d10 + radiant damage.
Level 25: 6d10 + radiant damage.
Miss: Half damage.[/sblock]
Invoker Feature: [sblock=Maledictor's Doom]Encounter Divine, Fear
Minor Action Close blast 5
Channel Divinity: You can use only one channel divinity power per encounter
Target: Each enemy in the blast
Effect: Each target takes a -1 penalty to attack rolls and saving throws until the end of your next turn. In addition, whenever the target is hit by a fear attack before the end of your next turn, you push the target 1 square as a free action.[/sblock]

Invoker Attack 1: [sblock=Hand of Radiance]At-Will Divine, Implement, Radiant
Standard Action Ranged 10
Target: One, two, or three creatures
Level 21: Target an additional creature.
Attack: +4 vs. Reflex
Hit: 1d4 + 4 radiant damage.[/sblock]
Invoker Attack 1: [sblock=Visions of Blood]At-Will Divine, Fear, Implement, Psychic
Standard Action Close blast 3
Target: Each creature in the blast
Attack: +4 vs. Will
Hit: 1d6 + 4 psychic damage, and the target takes a -1 penalty to all defenses until the start of your next turn.
Level 21: 2d6 + psychic damage.[/sblock]
Invoker Attack 1: [sblock=Whispers of Defeat]Encounter Divine, Fear, Implement, Psychic
Standard Action Close burst 5
Target: Each enemy in the burst
Attack: +4 vs. Will
Hit: Until the end of your next turn, the target takes a -2 penalty to attack rolls, and whenever the target misses with an attack, it takes 5 psychic damage.
Covenant of Malediction: Add 4 to the psychic damage.[/sblock]
Invoker Attack 1: [sblock=Silent Malediction]Daily Divine, Implement, Thunder
Standard Action Close blast 3
Target: Each creature in the blast
Attack: +4 vs. Fortitude
Hit: 2d6 + 4 thunder damage, and the target is stunned (save ends).
Miss: Half damage, and the target is dazed until the end of your next turn.
Effect: You are dazed until the end of your next turn.[/sblock]

FEATS
Level 1: Ritual Caster
Level 1: [sblock=Battle Intuition]Prerequisite: Deva
Benefit: You can use your Wisdom modifier in place of your Dexterity modifier to determine your initiative bonus. Additionally, you gain a +2 feat bonus to initiative checks.[/sblock]

ITEMS
Ritual Book
Staff Implement x1
Hide Armor x1
Adventurer's Kit
Residuum (20)

GOLD
30gp

RITUALS
Hand of Fate
Comrades' Succor
====== End ======
[/sblock]
[sblock=Character Info]

Birth and Parentage:
In the Trollfed Aerie, there exists a small, yet determined sub-culture known as the Runners. These are individuals who, for whatever reason, seek to defy Kamidottr, and cross the Great Twilit Bridge. Some believe the devastation on the other side must have been recovered from after all these years. Some believe that even a ravaged land is better than a cursed and ravaged one. Some simply wish to rage against the curse and its avatar.

Ryujin Okudaira was one of the best. He was rumored to have made dozens of successful crossings, though there is no evidence to support such boastful claims. Ryujin tempted Kamidottr for the chance to find something great on the other side of the Bridge, and he made his last attempt shortly after learning that his wife, Kamiko, was with child. Months of planning and preparation went into it, and the venture was a spectacular failure. The mighty Troll rose up, and decimated Ryujin's Runners.

The news reached Kamiko in the final days of her pregnancy, and she went to the sacred garden to pray to the spirits for guidance. However, the stress and grief of the news threw her pregnant body for a loop, and she went into labor within hours of hearing it. The labor was long and hard, lasting far into the night. When the baby came out, he wasn't breathing. Kamiko, exhausted from a long labor, and facing the prospect of losing husband and child in one day, began to weep openly. The Moon Goddess, Siracca, happened to witness the event, and as a mother herself, she could not sit idly by. The Moon Kami placed a spark inside the child, a tiny sliver of her own divinity, and breathed life into him. The child's skin turned to a deep midnight blue, he gasped in his first breath, and started to cry. Kamiko named him Satoshi.


Early Life, Childhood to Present Day:

Satoshi grew up in Fryjjarwa, in a longhouse he and his mother shared between several other families. By the time Satoshi had grown big enough to walk, his Deva features had fully settled. Deep blue skin, with strange markings running along it, the same color as his hair, both of which were the pale silver of a full moon. From his connection with the divine, the boy was subject to prophetic visions from an early age. Neither of these led to popularity among the local children. As a result, Satoshi spent most of his time in one of two places.

The first was Tanuki's Folly. Odd looks and a connection to the divine are par for the course with the kami, who tended to view Satoshi as one of their own. They helped the young boy to interpret his visions, and to harness the power of moonlight for his own self defense. The second was Runner's Rest, a longhouse owned privately by a successful merchant, who believed in the Runners' cause, and allowed the house to be used as an informal base of operations. Runners were always glad to meet the son of a legend, and always happy to tell him stories of his father. Satoshi hung on their every word, often transcribing their tales for later.

When he was old enough, Satoshi began to do more than record their tales. He joined up with another Runner, Trask Wjeltekamr, and the two began to plan their own Run. Trask had the muscle to get it done, and the charisma to get people to follow him. Satoshi had the brains to plan it, and the wealth of tales to learn from. The two were quite close. The expedition was fueled by youthful invincibility, boundless hope, and a vision Satoshi had during the planning stages, that foretold the Troll's death. But, despite the omen of Kamidottr's death being clear, it was not to happen on that day. Kamidottr hurled the Runners through the air, tore some to pieces, other she simply tossed over the side. Satoshi survived by sheer luck, having been thrownback toward the western side of the bridge, he was fit enough to crawl away from the carnage.

Since then, Satoshi has focused on his abilities as a Seer and Scholar. Of particular interest to him is the history and nature of the curse, and the troll.[/sblock]
[sblock=Wish List]
I don't know if you use wish lists, Cor, but here is a big list of things that will make me happy, and that is usually a good thing to have.

[sblock=Story Stuff/Hooks]
-Revenge against the Eldritch Troll, Kamidottr!

-Satoshi is a bit of a scholar. I'd like to occasionally find lore, and the promise of such is a good way to spur Satoshi to action.

-I have this idea where at some point, we befriend Laoric, the Great Stag, and he totally gives us Stag mounts. Bonus points if they're kami-descended stags that are intelligent and can talk.

-I'm playing the Seer angle, here. So if you want to throw me some prophetic visions, feel free. I will probably supply minor ones of my own, too.

[/sblock]
[sblock=Item Stuff]
Fair warning, if you hand me an item that doesn't have a very in-depth or intriguing story element attached, I might make one up. Just sayin'.

Implement: Accurate Staff of Ruin(lvl3+, AV)
Going for Accurate Staff Proficiency at some point.

Armor: Darkleaf Hide(lvl4+, PHB)
In any case, I plan to keep my Int high and stay in Hide.

Misc: Curse Eye Tattoo(lvl 8, AV2)
This one is just cool. Also, save debuffs, yay!

Rituals and Residuum: I want 'em! I rarely get involved in a concept that uses Ritual Casting, but this one is and I want to make the most of it. Residuum, One-time use scrolls, Rituals to copy into my book, I want 'em![/sblock][/sblock]
 
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[sblock=Character sheet]
Skötkonung Kjula

Human, Rogue. Experience: 100
Build: Shadowy Rogue
Rogue Tactics: Cunning Sneak
Rogue: Rogue Weapon Talent
Human Power Selection: Bonus At-Will Power
Background: Occupation - Infiltrator (+2 to Stealth)
Languages: Common, Goblin

FINAL ABILITY SCORES
Str 8, Con 12, Dex 18, Int 10, Wis 12, Cha 16.

STARTING ABILITY SCORES
Str 8, Con 12, Dex 16, Int 10, Wis 12, Cha 16.


AC: 16 Fort: 12 Reflex: 17 Will: 14
HP: 24 Surges: 7 Surge Value: 6

TRAINED SKILLS
Perception +6, Stealth +11, Thievery +9, Acrobatics +9, Athletics +4, Streetwise +8, Bluff +8, Religion +5

UNTRAINED SKILLS
Arcana, Diplomacy +3, Dungeoneering +1, Endurance +1, Heal +1, History, Insight +1, Intimidate +3, Nature +1

FEATS
Human: Backstabber
Level 1: Monastic Disciple

POWERS
Bonus At-Will Power: Acrobatic Strike
Monastic Disciple: Centered Flurry of Blows
Rogue at-will 1: Sly Flourish
Rogue at-will 1: Clever Strike
Rogue encounter 1: Shadow Strike
Rogue daily 1: Spinning Blade Leap

ITEMS
Leather Armor, Dagger (2), Shuriken (5), Camouflaged Clothing, Blinding Bomb (level 3), Disguise*

*This is his monk outfit, which he wear over the armor. He doesn't make an especial effort at hiding it, since it looks like an old battered armor and the roads are dangerous anyway. His weapons are well concealed, though.[/sblock]

[sblock=fluff]The Skötkonung family had always been at odds with the lords of Kjuriyo, but it became a serious problem when the animosity became a blood feud over a dispute about some goats. As a result of the unleashed hot tempers, a son of the daimyo died.

A thing was assembled, and it determined that the Skötkonungs had to pay weregild or blood money, but the price asked was too high. Rather than seeing his family outlawed or killed, the Skötkonung patriarch offered himself in servitude to live the rest of his life as a slave in paiment for the death, an agreement that satisfied the thing.

Or so everyone believed. Nominally the Skötkonungs are free; however, the deal wasn't so forgiving on them. Actually, the whole family serves the lords of Kjuriyo in secret. Their attitude as ancient enemies of them is a perfect tool to discover conspiracies and find out his foes; hiding in plain sight as guards, artisans or merchants, they’ve become the daimyo’s secret tool for dealing in secret with problems that can’t be solved in the open, and so far they’ve proved very useful.

Skötkonung Kjula is too one of these secret agents. Posing as a wandering monk, he keeps his eyes and ears open for news that could interest his master, the only one he answers for. Though he’s still young, he’s dealt very effectively with one bothersome rival noble and there’s no doubt his services will be used again in the future.

Normally nobody would suspect of Kjula. Short, skinny, head shaves clean and bearing a perpetual goofy smile, he's the image of harmlessness.

images

[/sblock]
 
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Here you can find Olaf, the Mean

Olaf was born about 30 years ago, the same day the Dooming curse fell upon the land.
His father, a stern worshiper of the gods, thought the boy was cursed, and that he signalled the coming of another great evil to torment the land. So, he delivered the boy to a group of nomad warriors, strong men, of glory and great deeds, hoping the child could be saved from his destiny. Olaf grew up as a stout warrior, although lacking the normal strength of his adoptive brothers, his will was strong, and through it he prevailed in battle, and finally discovered the origin of his biological father's fears. As he was fighting a practice against one of his brothers, his consciousness was transported to a dark place, the realm of Hella! There, the goddess of death offered him a deal, to become the scourge of the land, in exchange of power, unfettered, unhinged power. Instead, the witty warrior took to power for himself, at least part of it, and tricked the goddess, and stopped the corruption from entering his mind.
The angry goddess unleashed a band of undead minons on his adoptive family, but the warriors were able to take down the enemy. Unfortunately, one of Olaf's brothers was killed in the battle. Knowing he was going to be chased by Hella's minions for the rest of his life, Olaf abandoned his clan, and wandered the land, searching for a way to use his power in favour of its suffering people.-

6222-viking-warrior.jpg


[sblock=Sheet]
Name: Olaf the Mean.
Aligment: Unaligned
God: Hemindal

11 (+0) Strength
>>-1 Athletics
14 (+2) Constitution
>>1 Endurance
15 (+2) Dexterity
>>1 Acrobatics
>>6 Stealth
>>6 Thievery
8 (-1) Intelligence
>>-1 Religion
>>-1 Arcana
>>-1 History
10 (+0) Wisdom
>>0 Dungeoneering
>>0 Heal
>>5 Insight
>>0 Nature
>>0 Perception
18 (+4) Charisma
>>9 Streetwise
>>4 Bluff
>>9 Intimidate
>>4 Diplomacy

HIT POINTS
MAX HP 26 HEALING SURGES
BLOODIED 13 SURGE VALUE 6 SURGES/DAY 8

SPEED
5 (6-1 from armor)

SENSES

Passive Insight 15
Passive Perception 10

Defenses

AC: 16 (Armor 6)
Fort: 15 ( abil 2, class 1, feat 1, race 1)
Ref: 14 ( abil 2, feat 1, race 1)
Will: 17 ( abil 4, class 1, feat 1, race 1)

Explorer:
Level 1 Explorer Feature - You can tell which way is north, you gain a +5 bonus to any skill

check to avoid becoming lost, and you gain the surefooted stride power

RACE FEATURES
Bonus Feat - Choose an extra feat at 1st level.
Bonus Skill - Trained in one additional class skill.
Human Defense Bonuses - +1 to Fortitude, Reflex, and Will.
Human: Heroic Effort - Gain the Heroic Effort power

FEATS
Improved Defenses - +1/2/3 bonus (by tier) to Fortitude, Reflex, and Will.
Axe Expertice - +1/2/3 (by tier) to axe weapon attack rolls. Reroll 1's on damage die.

CLASS FEATURES

Gloom Pact Reward - Gain tiered damage bonus= Dex bonus
Gloom Pact Weapon - Gain the Axe of Exquisite Agony warlock item, as well as the Flesh Rend

and Spirit Flay attack powers

EQUIPMENT
Chainmail (E)
Rod Implement (E)
Backpack (empty)
Bedroll
Flint and Steel
Footpads
Torch
Waterskin
Pact weapon: Axe of Exquisit Agony: 1d10, prof +2.-

Matial techniques: Master Artisan

POWERS:

At Will

Eldrich bolt: 1 creature, range 10, +4 vs ref, 1d10+6 force dmg. Usable as ranged basic

attack
Flesh Rend: 1 creature, melee, +7 vs AC, 1d10+6 necrotic damage, slides target 1, and takes

-2 to attack rolls UENT. Usable as melee basic attack
Convocation of Shadows: You reduce an enemy to 0 hit points, or an enemy adjacent to you

drops to 0 hit points.Effect: You are insubstantial and phasing until the end of your next

turn.

Encounter

Surefooted stride: You move up to your speed, ignoring difficult terrain. Until the end of

your next turn, you gain a +2 bonus to AC and Reflex if you are in difficult terrain, and you

gain combat advantage against enemies that are in difficult terrain.

Heroic Effort: Trigger: You miss with an attack or fail a saving throw. Effect: You gain a +4

racial bonus to the attack roll or the saving throw.

Spirit Flay: 1 or 2 creatures, Melee, +7 vs Ref, 1d10+6 and the target is dazed UENT. Effec:

Gain partial concealment UENT.

Daily

Armor of Winter's Grasp: Burst 1, each creature in area, +4 vs Fort, 2d6+6 cold dmg, target

slowed (save ends). Half dmg on a Miss. Effect: +2 AC and Fort UEE.[/sblock]
 

[sblock=Dossk Wjeltekamr]Dossk Wjeltekamr, level 1
Mul, Fighter (Weaponmaster)
Fighter Option: Combat Superiority
Fighter Talents Option: Two-handed Weapon Talent
Born of Two Races Option: Dwarf
Geography - Mountains (+2 to Athletics)
Theme: Guardian
Language: Common, Dwarven

FINAL ABILITY SCORES
STR 18, CON 18, DEX 12, INT 8, WIS 12, CHA 10

STARTING ABILITY SCORES
STR 16, CON 16, DEX 12, INT 8, WIS 12, CHA 10


AC: 17 Fort: 16 Ref: 11 Will: 11
HP: 33 Surges: 14 Surge Value: 8

TRAINED SKILLS
Athletics +11, Endurance +11, Intimidate +5

UNTRAINED SKILLS
Acrobatics +1, Arcana –1, Bluff +0, Diplomacy +0, Dungeoneering +1, Heal +1, History –1, Insight +1, Nature +1, Perception +1, Religion –1, Stealth +1, Streetwise +2, Thievery +1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Guardian Attack: Guardian's Counter
Mul Racial Power: Incredible Toughness
Fighter Attack: Combat Challenge
Combat Agility Power: Combat Agility
Fighter Attack 1: Footwork Lure
Fighter Attack 1: Brash Strike
Fighter Attack 1: Hack and Hew
Fighter Attack 1: Villain's Menace

FEATS
Level 1: Dwarven Weapon Training

ITEMS
Adventurer's Kit
Mordenkrad x1
Scale Armor x1
Handaxe[/sblock]

[sblock=Fluffy Stuff]Dossk Wjeltekamr was born into the culture of Durel-dor-Shima. His hard labor in the mines and along the ridges and outcroppings of Kjur Peak began at a young age, as he was thrust into the tough attitude and lifestyle of the mining folk. Learning how precious such ores and jewels were in a land so ravaged by curse, Dossk took care in his work.

When young Dossk was 15 years old, his older brother, rival, and closest friend, Trask, who was newly 18, took part in a Runners' attempt at Kamidottr, the eldritch troll controlling the Great Twilit Bridge. In a crushing defeat, the skirmishing party was obliterated by the might of the troll and dishonor fell upon the Wjeltekamr family, as the Runners' cause was already much looked down upon by the hardworking and focused community of Durel-dor-Shima. Figuring him too young to understand and to be able to cope with the horror of his untimely and grotesque death, Dossk's parents led him to believe that Trask had disappeared during the recent haul of the ores to Kjuriyo. Trask had supposedly been learning the ropes of Mercantilia, and it wasn't unheard of for traveling caravans to go missing in desperate times. Despite the seemingly normal death of Trask, Dossk's world was shattered upon losing him. His personality was iced over with a hard shell, and for months, he showed next-to-none emotion. He worked on through his sorrow, and grew into a strong, powerful young Mul as his brother had become.

Not soon after Dossk's 23rd year, his parents finally decide to let free the truth to their tricked son. Explaining the Runners, Trask's involvement with them, and their final run, Dossk's parents tried as hard as they could to bring it easily to his ears. Easy wasn't how he took it. Reacting first with rage, then with humiliation and finally gravely accepting his brother's fate, Dossk's spirits were deeply pained after learning of the gruesome and almost undeserved death his beloved brother had encountered. In mourning, he could not work in the mines or on the anvil for days, almost weeks. Still, the heroic yet saddening death left him wondering. With only a few clues, (A man named Satoshi was responsible for the Runners, and the place known as Runners' Rest is where they stayed time-to-time) Dossk Wjeltekamr leaves Durel-dor-Shima to investigate Trask's death and the Runners.[/sblock]
 
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[Sblock=Skaldi the Tallest]
====== Created Using Wizards of the Coast D&D Character Builder ======
Skaldi the Tallest, level 1
Tiefling, Warlord (Marshal)
Warlord Option: Combat Leader
Commanding Presence Option: Tactical Presence
Rejected Inheritance (Bluff class skill)
Theme: Noble
Languages: Common, Elven

FINAL ABILITY SCORES
STR 11, CON 14, DEX 10, INT 18, WIS 10, CHA 16

STARTING ABILITY SCORES
STR 11, CON 14, DEX 10, INT 16, WIS 10, CHA 14


AC: 16 Fort: 13 Ref: 14 Will: 14
HP: 26 Surges: 9 Surge Value: 6

TRAINED SKILLS
Bluff +10, Diplomacy +8, History +9, Intimidate +8

UNTRAINED SKILLS
Acrobatics –1, Arcana +4, Athletics –1, Dungeoneering +0, Endurance +1, Heal +0, Insight +0, Nature +0, Perception +0, Religion +4, Stealth +1, Streetwise +3, Thievery –1

POWERS
Basic Attack: Melee Basic Attack
Basic Attack: Ranged Basic Attack
Noble Utility: Noble Presence
Tiefling Racial Power: Infernal Wrath
Warlord Feature: Inspiring Word
Warlord Attack 1: Commander's Strike
Warlord Attack 1: Direct the Strike
Warlord Attack 1: Powerful Warning
Warlord Attack 1: Orchestrated Offensive

FEATS
Level 1: Bardic Ritualist

ITEMS
Chainmail x1
Adventurer's Kit
Lute
Glaive

RITUALS
Fastidiousness
Glib Limerick
====== End ======[/Sblock]

[sblock=Fluffy bits] In most ways Skaldi appears to be a handsome human of moderate height. He stands at almost 8 spans high (5’11” or ~180 cm). His blue eyes sparkle with laughter and he always appears to have a joke on his lips. Fine blonde hair hangs almost to his shoulders and is often unbound and unbraided. His cheeks are bare, though he has the start of a goatee sprouting around his mouth.

His armor is finely tooled and ornately decorated. It is also spotless. Even when walking through a mud puddle, Skaldi comes out clean as a whistle.

It was shortly before being named a man that Skaldi began showing signs of his true parentage. After a falconry accident, his face was left with an impressive set of scars below his right eye. As they healed, they turned black as pitch. Other wounds that might have healed without a mark also knit themselves the color of midnight.

Had this been the only oddity, his parents and people might have found it in their hearts to forgive the transgression. Soon after the first scars, however, Skaldi’s brow split and a pair of wicked looking horns grew. These were also black as midnight. Poor Skaldi had no idea why these things happened, but he knew that he must run or die.

--------------------

Trygg and Kasen were very much in love. They were to be wed in the spring time, which was only a few weeks away. This particular night on the Aerie, however, was bitter cold. One of the coldest that many could remember.

Trygg was certainly surprised, but in no way disappointed when he felt a warm body slip into bed with him. As he rolled in the dark, he felt a familiar pair of lips meet his. Awkwardly, in the dark he made love for the first time with the woman he loved. She was very quiet, much as he’d expected of his future wife. As she left his chambers, she reminded him that they mustn’t speak with anyone about the affair. It just wasn’t proper.

Kasen was unable to fall asleep. The cold was biting her to the bone. This was how she was when Trygg stole into her bed bringing the heat of a furnace with him. Wordlessly he pressed his mouth against hers. Their love-making was fierce and wordless. Exactly what she wanted from a warrior such as Trygg. As he left her side, she was reminded that they mustn’t speak of such things. It just wasn’t proper.

Trygg and Kasen never spoke of that night. They did not share a bed again before they were wed. They occasionally shared a knowing glance and a subtle smile, each remembering the night they first laid together. After the wedding, neither granted exactly what the other wanted. It was as if, that first time, the other knew exactly how to please them.

If Kasen showed that she was with child sooner than some might expect, no one said a word. If the mid-wives were surprised at the baby’s size and vigor for being born almost a month early, neither Kasen nor Trygg felt concern.

The boy lived a good life in a well-to-do family. He was, truth be told, spoiled rotten. Kasen never bore another child and Trygg never sired another son. He had an excellent rapport with his father’s spearmen and guards. The local townspeople loved him. His tales always brought gales of laughter.

His life was quite good, until that hawking accident…

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Skaldi is now travelling. He hopes to find some way to redeem himself in the eyes of his family and his people. He’s yet to find it, but maybe this tavern over the hill bears some hope.
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