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Here's Xerxes

Xerxes, the Iron Minded
Warforged, 1st level Psychic Warrior
Medium Living Construct, (Psionic)
Hit Dice: 1d8+2 (10)
Initiative:
Speed: 20ft.
Armor Class: 17 (+8 Armor, -1 Dex)
Base Attack: +0
Attack:
Melee: Two Hands
+2 Greatsword (2d6+3, 19-20, x2)
+2 Bastard Sword (1d10 +3, 19-20. x2)
+2 Greataxe (1d12+3, 19-20, x2)
+2 Battleaxe (1d8+3, 20, x3)
+2 Warhammer (1d8+3, 20, x3)
Ranged: Two Hands
-1 Heavy Crossbow (1d10, 19-20, x2) (50 bolts)

Space/Reach: 5ft. /5ft.
Special Attacks: natural slam attack, 1d4 damage.
Special Qualities: DR 2/adamantium, Immune to poison, sleep effects, paralysis, disease effects, fatigue, exhaustion, sickening effects, and energy drain, cannot heal naturally, doesn’t need to eat, sleep, or breathe, Light Fortification (25% to ignore SA or Crit)
Saves: Fort +4, Ref -1, Will +2
Abilities: Str 14, Dex 9, Con 14, Int 10, Wis 14, Cha 8
Skills Points: 2/level. Total: 8
Skills:
Concentration +6
Knowledge (Psionics): +4

Feats: Psiforged Body, Adamantium Body
Languages: Common
Alignment: Lawful Neutral
Class Abilities: None as of yet, except for a bonus feat.
Power Points: 2
Powers:
1st: Metaphysical Weapon
Equipment:
Greatsword (8lbs)
Battleaxe (6lbs)
Warhammer (5lbs)
Crossbow, Heavy (8lbs)
-with 50 crossbow bolts (5lbs)
Greataxe (12lbs)
Bastard Sword (6lbs)

Total Carried: 50lbs.

Carrying Capacity:
Light: 58
Medium: 116
Heavy: 175
Lift over head: 175
Lift off ground: 350
Push/drag: 875

Description:
Age: 2 years
Height: 6’6
Weight: 400lbs
Eyes: Yellow (Aquamarine when psionically focused)
 

Gregorius Enimorde
Human, 1st level artificer
Medium Humanoid
Hit Dice 1d6, HP: 6
Initiative: +1
Speed: 20ft
Armor Class: 15 (+4 Chain Mail, +1 Dex, +1 Buckler, -1 Vulnerable)
Base Attack: +0
Attack
+1 Light Crossbow (1d8, 19-20/x2)
if enemy within 30 ft,
+2 Light Crossbow (1d8+1, 19-20/x2)
if crossbow with "bane"
+4 Light Crossbow (1d8+3/19-20/x2 +2d6)

Space/Reach: 5ft/5ft
Saves: Fort +0, Refl +1, Will +2
Abilities:
STR 11 +0 (14 - 3)
DEX 12 +1 (15 - 3)
CON 10 +0 (13 - 3)
INT 16 +3 (14 + 2)
WIS 10 +0 (8 + 2)
CHA 10 +0 (8 + 2)

Special abilities: Artificer Knowledge, Artisan Bonus, Disable Trap, Item Creation
Craft Reserve: 20
Flaw: Inattentive, Vulnerable
Feats: Point Blank Shot, Precise Shot, Scribe Scroll, Skill Focus: (UMD), Extraordinary Artisan

Skills:
Craft (armorsmithing): +7 (4ranks, +3int)
Spellcraft +7 (4ranks, +3int)
Use Magical Device +7 (4 ranks, +3 skill focus)
Knowledge (arcana) +7 (4ranks, +3int)
Search +7 (4ranks, +3int)
Disable Device +7 (4ranks, +3int)
Open Lock +4 (4ranks)
Listen -4 (inattentive)
Spot -4 (inattentive)

Languages: Common, Draconic, Gnomish, Dwarven
Alignament: Chaotic Neutral

Equipment:
Light Crossbow 35gp 4lb
4x Bolts 2gp 4lb
Scale Mail 50gp 30lb
Buckler 15gp 5lb
Sack 1gp 1lb
97 gp

Carrying Capacity
Light 38lb
Medium 76lb
Heavy 115lb

Description:
Age: 61 years
Height: 5'3''
Weight: 100 lb
Eyes: Green
Hair: White

Gregorius is an average-looking old man...except that he has an adventuring equpment. He is not tall, however his body has endured well his many years. He has a pale face and long white hair with strange green eyes that shine with a spark of crazyiness. He wears an old chain mail and a crossbow, seemingly crafted years and years ago. Overall he seems....strange.

He was born 61 years ago in cyre, in a small town. He has been a blacksmith for most of his life, as when he was young he was quite strong. The years have left their marks over his body, and now he is as strong as a normal paesant. The incident that destroyed Cyre has spared his body, as he was near the borders, however it messed up his memories and thoughts, leaving his mind into an absolute disorder. After the incident he wandered among the ruins for almost a month, before a salvaging team found him walking in the wastes. During that time, he seems to have aquired some skills into empowering devices with magic.

He is now consumed by his crazyiness, fears and the obsession for more gold, in order to go on with his experiments.
 
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Khyl

Male Shifter (Wildhunt)Druid 1
Neutral Good
Representing H4H
XP: 560

Strength 12 (+1)
Dexterity 14 (+2)
Constitution 12 (+1)
Intelligence 10 (+0)
Wisdom 14 (+2)
Charisma 9 (-1)
Size: Medium
Height: 4' 11"
Weight: 110 lb
Skin: Tan
Eyes: Amber
Hair: Sienna; Straight; Thick Beard / Hirsute




Total Hit Points: 9

Speed: 30 feet

Armor Class: 16 = 10 +2 [leather] +2 [heavy wooden] +2 [dexterity]

Touch AC: 12
Flat-footed: 14
Initiative modifier: +2 = +2 [dexterity]
Fortitude save: +3 = 2 [base] +1 [constitution]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +4 = 2 [base] +2 [wisdom]
Attack (handheld): +1 = 0 [base] +1 [strength]
Attack (unarmed): +1 = 0 [base] +1 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: +1 = 0 [base] +1 [strength]


Light load:43 lb. or less
Medium load:44-86 lb.
Heavy load:87-130 lb.
Lift over head:130 lb.
Lift off ground:260 lb.
Push or drag:650 lb.


Region of Origin: Cyre (displaced)

Languages: Common Druidic


Gatekeeper Scimitar [+2 atk, 1d6+1 dmg, crit 18-20/x2, 4 lb, one-handed, slashing]

Leather armor [light; +2 AC; max dex +6; check penalty 0; 15 lb.]

Heavy Wooden Shield [+2 AC; check penalty -1; hardness 5; hp 15; 10 lb.]


Feats:
Tracking



Action Points: 5 (this level)
Skills
Appraise Int 0 = +0
Balance Dex* 4 = +2 +2 [shifter]
Bluff Cha -1 = -1
Climb Str* 3 = +1 +2 [shifter]
Concentration Con 2 = +1 +1
Craft Int 0 = +0
Diplomacy Cha -1 = -1
Disguise Cha -1 = -1
Escape Artist Dex* 2 = +2
Forgery Int 0 = +0
Gather Information Cha -1 = -1
Heal Wis 3 = +2 +1
Hide Dex* 2 = +2
Intimidate Cha -1 = -1
Jump Str* 3 = +1 +2 [shifter]
Knowledge (nature) Int 3 = +0 +1 +2 [druid]
Listen Wis 6 = +2 +4
Move Silently Dex* 2 = +2
Perform Cha -1 = -1
Ride Dex 2 = +2
Search Int 0 = +0
Sense Motive Wis 2 = +2
Spot Wis 6 = +2 +4
Survival Wis 10 = +2 +4 +2 [druid] +2 [wildhunt]
Swim Str** 2 = +1 +1
Use Rope Dex 2 = +2


* = check penalty for wearing armor


Zero-level Druid spells: 3 per day
Cure Minor Wounds, Detect Poison, Light


First-level Druid spells: 2 (1+1) per day
Aspect of the Wolf, Cure Light Wounds



Shifter


Eberron character race.

+2 dexterity, -2 intelligence, -2 charisma (already included)

Shifting; Wildhunt

Low-light vision

+2 on balance, climb, and jump


Druid

Spontaneous Casting (summon nature's ally)

Animal Companion

+2 on Knowledge (nature) and Survival (already included)

Wild Empathy

High wisdom gains bonus spells daily


Class HP rolled
Level 1: Druid 8




Khyl's Equipment:


29 lb

2 lb
_____
31 lb Weapons / Armor / Shield (from above)
Holly and mistletoe
Spell component pouch

Total





Animal Companion: Wolf
Size/Type: Medium Animal
Hit Dice: 2d8+4 (13 hp)
Initiative: +2
Speed: 50 ft. (10 squares)
Armor Class: 14 (+2 Dex, +2 natural), touch 12, flat-footed 12
Base Attack/Grapple: +1/+2
Attack: Bite +3 melee (1d6+1)
Full Attack: Bite +3 melee (1d6+1)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent
Saves: Fort +5, Ref +5, Will +1
Abilities: Str 13, Dex 15, Con 15, Int 2, Wis 12, Cha 6
Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1*
Feats: TrackB, Weapon Focus (bite)
Environment: Temperate forests
Organization: Solitary, pair, or pack (7-16)
Challenge Rating: 1
Advancement: 3 HD (Medium); 4-6 HD (Large)
Level Adjustment: —
Wolves are pack hunters known for their persistence and cunning.

Combat
A favorite tactic is to send a few individuals against the foe’s front while the rest of the pack circles and attacks from the flanks or rear.

Trip (Ex)
A wolf that hits with a bite attack can attempt to trip the opponent (+1 check modifier) as a free action without making a touch attack or provoking an attack of opportunity. If the attempt fails, the opponent cannot react to trip the wolf.

Skills
*Wolves have a +4 racial bonus on Survival checks when tracking by scent.



Link, share spells

Bonus tricks: 1
More about Khyl:
 

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Name Kaine

Male Human Monk 1st Level

Lawful Neutral Medium Humanoid (Human)

Init +2 (+2 Dex); Senses Listen +2, Spot +2

Languages Common

AC 14 (+2 Dex, +2 Wis), touch 14, flat-footed 12; Dodge, Mobility

hp 9 (1d8+1 HD)

Saves Fort +3, Ref +4, Will +4

Spd 30 ft

Melee Unarmed Strike +2 or +0/+0 (1d6+2/x2)

Ranged Shuriken +2 or +0/+0 (1d2+2/x2); Sling +2 (1d4+2/x2)

Base Atk +0; Grp +2

Atk Options Stunning Fist (Fort DC 12) 1/day; Flurry of Blows (extra attack with special monk weapons at highest bonus, all attacks take -2 penalty to hit)

Combat Gear none

Abilities Str 14, Dex 14, Con 13, Int 10, Wis 14, Cha 8

Feats Dodge, Mobility, Improved Unarmed Strike, Stunning Fist

Skills Escape Artist +6 (4 ranks), Hide +6 (4 ranks), Jump +6 (4 ranks), Move Silently +6 (4 ranks), Tumble +6 (4 ranks)

Possessions combat gear, traveler's outfit, belt pouch, identification papers with portrait, flint and steel, candles (5), chalk, smokestick, shuriken (10); sling; sling bullets (10), dagger, backpack, sunrod, grappling hook, 50 ft. silk rope

Encumbrance 20 lbs.

Cash 2gp, 8sp, 4cp

Physical Description Kaine is an athletic man who's slightly on the tall side (5'10", 165 lbs.). Most women would call his physique and square jaw attractive, but would be turned off upon gazing into his cold, lifeless blue eyes. He keeps his brown hair shoulder-length and bound with a simple leather cord. His traveler's clothes are well-made and durable, with alterations made to allow total freedom of movement (which I subtracted 1gp for).

Kaine keeps his sling wrapped around his left arm under his shirt-sleeve, while his shuriken, sling bullets, and smokestick are hidden in special pockets sewn into his cloak. His dagger is in plain sight in a belt sheath.
 
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Name: Ardan
1 lvl Human Sorcerer (CN)
Age: 17
Height: 4' 20"
BAB +0
Hit die: d4
HP: 6
Speed: 30 ft
Saves: Ref: +0 Fort: +2 Will: +2
AC: 11
Init: +5

Carrying:
Light: 38 lb. Medium: 39-76 lb. Heavy: 77-115 lb

Languages: Common, Halfling.

Cha: 16 (+3)
Str: 8 (-1)
Int: 12 (+1)
Dex: 11
Wis: 10
Con: 14 (+2)

Spells pr day: Cantrips: 5 | 1.level : 4

Class Skills:
Skill (rank/mod) Type

Bluff (4/+3) Cha
Concentration (2/+2) Con
Craft (3/+1) Int
Knowledge (arcana) (3/+1) Int
Proffesion (0/+0) Wis
Spellcraft (2+1) Int

CC:
Hide (1/+0) Dex

Weapon and armor proficient: Simple Weapons

Feat: Skill Focus (Concentration)
Bonus Feat: Improved Initiative

Spells Known:

0- level :
Dancing Lights
Ray Of Frost
Acid Splash
Read Magic

1-level:
Mage Armor
Magic Missile

Equipment:
Dagger, Punshing. Dmg: 1d4 Crit: x3 1 lb. Piercing or slashing.
Explorers Outfit, 8 lb.

Gold: 8



Familiar:
Ish

Snake, Tiny Viper.
Hit Die: 1d4
HP: 3
Initiative: +3
Speed: 15 ft, climb 15 ft. swim 15.ft
AC: 18
BAB: +0
Attack: Bite +5 meele (1 plus poison)
Space/Reach: 2-1/2 ft. /0 ft-
Special Attacks: Poison
Special Qualities: Scent
Saves: Fort+2, Ref +5. Will +1
Abilities: Str 4, Dex 17, Con 11, Int 6, Wis 12, Cha 2.

Skills:
Balance +11
Climb +11
Hide +15
Listen +6
Spot +6
Swim +5

Feats: Weapon Finesse
Natural Armour Adj. +1

Special: Alertness, improved evasion, share spells, empathic link.
 
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Trys aka Selene Heavensong

Trys
Changeling Bard 1
Hit Dice: 1d6 (6 hp)
Initiative: +2
Speed: 30 ft. ( squares)
Armor Class: 10 (+ Dex, + armor), touch 10, flat-footed 10
Base Attack/Grapple: +0/-1
Attack: Club -1 melee (1d6-1), Sling +2 (1d4)
Space/Reach: 5 ft./5 ft.
Special Attacks: None
Special Qualities: Changeling traits
Saves: Fort +0, Ref +4, Will +3
Abilities: Str 8, Dex 14, Con 10, Int 14, Wis 12, Cha 14
Skills: (*= 4 ranks) Hide +2, Listen +1, Spot* +5, Search +2, Disguise* +16, Bluff* +8, Appraise* +6, Perform (Singing)* +6, Sense Motive* +7, Use Magic Device* +6, Gather Information* +6, Decipher Script* +6, Concentration* +4, Intimidate +4.
Feats: Recognize Imposter
Languages: Common, Draconic, Elf.
Class Abilities: Bardic music, Bardic knowledge, Countersong, Fascinate, Inspire Courage +1
Spells per day: 2 0-level. (DC: 13)
Bard Spells Known: Prestidigitation, Mage Hand, Detect Magic, Read Magic.
Alignment: Chaotic Good
History:
Trys comes from a very closed society. Her parents and their kin have lived in the underworld of Cyre until the time of Devastation. They were able to escape to Khorvaire but returned to the Mournlands as soon as they could.
Trys for her part only has vague memories of the dark times and has tried to keep her mind on other things. Her mother however has been especially hit by Cyre’s destruction claiming that the land is actually her peoples by right of birth. Back during the age on monsters her clan held sway here for many generations and Trys is a direct descendent of those ancient Doppelganger Queens.

Personality and Appearance:
Trys like most of her people keeps her heritage secret. In-fact even her adventuring party think she’s an Elven lass named Selene Heavensong. Sharp as a tack and almost a bit too positive in attitude She fits in anywhere and easily makes friends. In her natural state she stands about 5’ 6” tall and 105 pounds. Her grey skin and white hair are a source of pride to her but she is well aware of how her people are looked upon so she has adopted a few disguises over the years.


Aliases:
• Selene Heavensong (Elven Singer): Actually a role that her great great grandmother created and has been passed down from daughter to daughter. This brash elven minstrel has flame red hair and amber eyes. As you may expect Selene has met many people in her time and not every Daughter remembers all of the information so out of necessity she is portrayed as a bit of a twit when it comes to remembering people.

• Soto Grabapples (Halfling Merchant): Soto is her merchant guise. He stands a whopping 2’9” and weighs 30 pounds. His black hair is graying on the sides and his wrinkles have wrinkles. She adopted this identity so that she could seem as innocuous as possible and still gather information at the market places of the towns she stops in.


• Davy (human child street urchin): Never underestimate the invisibility of a child at play. Davy is a tow headed male human about 5 years old, He obviously lives on the streets and Trys uses this identity for quick escapes in crowds.


Equipment: Coming soon.
 

Antonus Zek
Chaotic Neutral Human Rogue 1

HP: 6 (1d6)
AC: 15 = 10 + 2 (Dex) + 3 (Armor)
Touch: 13 FF: 12

Abilities
Str: 9 (-1)
Dex: 15 (+2)
Con: 10 (+0)
Int: 16 (+3)
Wis: 10 (+0)
Cha: 10 (+0)

Saves
Fort: 0 = 0 (base) + 0 (con)
Ref: 4 = 2 (base) + 2 (dex)
Will: 0 = 0 (base) + 0 (wis)

Combat
BAB: +0
Rapier: -1 (1d6-1, 18-20/x2)
Dagger: -1 (1d4-1, 19-20/x2)
Dagger (Thrown): +2 (1d4-1, 19-20/x2) 10 ft range
Light Crossbow: +2 (1d8, 19-20/x2) 80 ft range

Skills
Balance: 6 = 4 (ranks) + 2 (Dex)
Climb: 4 = 4 (ranks) + 0 (Str)
Disable Device: 11 = 4 (ranks) + 3 (Int) + 2 (Feat) + 2 (Circumstance)
Escape Artist: 6 = 4 (ranks) + 2 (Dex)
Gather Information: 6 = 4 (Ranks) + 0 (Cha) + 2 (Feat)
Hide: 6 = 4 (ranks) + 2 (Dex)
Listen: 4 = 4 (ranks) + 0 (Wis)
Move Silently: 6 = 4 (ranks) + 2 (Dex)
Open Lock: 10 = 4 (ranks) + 2 (Dex) + 2 (Feat) + 2 (Circumstance)
Search: 9 = 4 (ranks) + 3 (Int) + 2 (Feat)
Spot: 4 = 4 (ranks) + 0 (Wis)
Tumble: 6 = 4 (ranks) + 2 (Dex)
Feats
Investigator: +2 on Search and Gather Information checks
Nimble Fingers: +2 on Open Lock and Disable Device checks

Equipment
Rapier
Light Crossbow
100 bolts
5 Daggers
Studded Leather
Masterwork Thieves Tools

Background
Age: 20
Height: 5'10"
Weight: 110
Eyes: Blue
Hair: Brown
Skin: Tanned, usually quite dirty

Antonus was born to an illicit affair between a general in the Cyre army and a low-class harlot. He was raised by his mother until he was 12, when he ran away from home. He's been living on his own ever since, hand to mouth. He's a resourceful boy, though, and has always managed to squeek boy. At the age of 16, his father got in contact with him and offered him a position in the military. Proud to a fault, Antonus rebuked him. A couple weeks later, his father died in the cataclysm which claimed Cyre, and Antonus has felt guilty about that ever since. He's since discovered that his father had another, legitimate, son named Zakela who harbors a jealous enmity against Antonus. Apparently Antonus's father was quite fond of the boy, and frequently compared Zakela unfavorably to him.

EXP: 510
 
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Vorkhad CR 1
Male kalashtar wilder 1
N humanoid (kalashtar)
Age 48
Height 6’ 3”
Weight 171 lbs.
Init +2; Senses Spot +5, Listen +5
Languages Common, Quor
AC 18, touch 12, flat-footed 16
hp 6 (1 HD)
Immune dream, nightmare
Fort +0, Ref +2, Will +3 (+5 vs. mind-affecting)
Spd 30 ft. (6 squares)
Melee heavy mace +0 (1d8)
Ranged light crossbow +2 (1d8/19-20)
Base Atk +0; Grp +0
Special Actions wild surge +1
Power Points/Day 4; Wilder Powers Known (ML 1st):
1st—mind thrust (DC 13)
Psi-Like Abilities (ML 1st):
1/day—mindlink
Abilities Str 10, Dex 14, Con 10, Int 10, Wis 13, Cha 15
Action Points 5
SQ naturally psionic, psychic enervation
Feats Body Fuel
Skills Bluff +8, Concentration +4, Diplomacy +4, Disguise +2 (+4 as human), Intimidate +4, Listen +5, Spot +5
Possessions chain shirt, heavy wooden shield, heavy mace, light crossbow, 10 bolts, 10 torches, flint and steel, backpack, bedroll, clay tankard, waterskin, 7 sp, 8 cp

Vorkhad has been a wanderer most of his life. He fled from Adar in his youth hoping to find a way to escape the predations of the Inspired and Riedra. He arrived in Khorvaire full of hopes and aspirations, but unfortunately he realized that the Inspired weaved plots there as well. The folly of youth had led him here, and now he lacked the money to fund a voyage home. His purse-strings growing tighter and tighter, he finally decided to try his hand at adventuring, and has been wandering the countryside looking for a company to join and ply his "wares."
His free spirit has always led him to feel different from others of his kind. He lacked the severe mental discipline of other kalashtar, and found himself embracing a more natural form of psionic power. As a wilder, he draws freely upon latent psionic power with reckless abandon and sudden emotion as opposed to a psion's rigid discipline, meditation, and study. This typically put him at odds with those of Adaran society so he often felt himself an outcast. In Khorvaire, he usually disguises himself as a human man of whatever profession he deems common enough to escape the notice of the general population (he takes 10 on his Disguise check), unless he is seeking the attention of an adventuring company, in which case he flaunts his talent with armor and weapons to make himself more appealing in their eyes as a prospective member. He never bothered learning a trade or profession so relying upon his skills at manipulation and psionics has been his primary means of subsistence thus far.
Vorkhad's main goal in life is to achieve enough power to shield himself from the Inspired, a grand endeavor indeed. While he would like nothing more than to take the fight to Riedra itself, he is not a fool and recognizes the utter insanity in attempting such a lofty task. He knows that unless he can develop his power more substantially and improve his ability to channel psionic power, he will eventually be caught dead in the water by an Inspired slaver or assassin seeking to return him "to the fold." He fears this fate as much as any kalashtar and is prone to acts of desperation to avoid it.
 

Zeril'thin CR 1
Male personality warforged warlock 1/god knows what demon:p
NG living construct (if NG is a problem, I will make it CG. The demon is CE, if that's good enough).
Age 26
Height 5' 78 "
Weight 256lb.
Init +2; Senses Spot -1, Listen -1
Languages Common, language pack 3.5
AC 14, touch 12, flat-footed 12
hp 5 (1 HD)
Immune to poison,energy drain, sleep effects, paralysis,disease, nausea, fatigue, exhaustion and effects that cause the sickened condition.
Fort +0, Ref +2, Will +1
Spd 30 ft. (6 squares)
Melee heavy mace +0 (1d8)
Ranged eldritch blast+2(1d6)
invocations: baleful utterance(shatter)
Base Atk +0; Grp +0
Abilities Str 10, Dex 14, Con 12, Int 10, Wis 9, Cha 14 (warforged ability score penalties, hate it or hate it more if you're a warlock. However, with your permission, I rather not RP him as a low wis moron, chalk it up to the demon if you wish).
Action Points 5
SQ composite plating, living construct subtype,light fortification.
Feats Point blank shot.
Skills bluff +6, use magic device + 6
Possessions heavy mace , 10 torches, flint and steel, backpack, bedroll, waterskin, 2 flasks acid, 1 flask alch fire.

66gp, 8sp.

Clad in Soulsteel, forged in the flames of Khyber,what you see here is the life of a living war machine, zeril'thin.

I was born among the flames of war, blades of steel, screams of the dying. A shard of khyber is my heart, a demon my soul. Torn from the foul depths of Khyber, within it is a demon's soul, without it, I cannot live. I was forged as an engine of war, an instrument of death. No life, no meaning, created only to fight. Many have died before my foul, bloodstained hands. the demon guides my hands, I can do nothing. Those that shield me from it are uncaring, they wish me to be nothing but a tool, a weapon as any other. But I must obey the demon within, for without it, I cannot live. What, than, can be done?

Flames on the horizon, the clang of swords, the blasts from spells, all cease. Above it all is the roar of the flames, the dark force coming over the horizon, it's roaring drowning even the silent screams of its victims. Even the final embrace of death shall not greet them, as their tortured souls lie there for an eternity, their bodies never decay, but olie forever on the barren, dead land, for this is the mourning. Yet amid all this, I stand, unharmed.....why? Why have I lived, when all others have died? Why, when this war of nations, millions of good souls, and so many innocents have been slaughtered in one sweep, have I survived, shaltering this abomination within me? Yet none can answer me. I stand alone, alone with the mist.

It has been ten years. The war has been ended at last, but the price, the mourning, was too high. Yet was there anything I can do? No, there was nothing any man or god, if indeed any exist on this forsaken world, could do on that day. Yet as I stand here, I cannot help but think:Why? Why did the mourning have to happen that day? Why have I survived? Why did such a war ever need to happen and, worst of all, was it me? In the pit of my soul, I know with terrible certainty the answer to one great question, and no other. I tell you this, there is no fate more terrible than to know that you have no purpose.

Okay, first of all, soulsteel is thinaun. Zeril'thin was made from the stuff and has a large khyber shard embedded in his chest, which has a demon trapped in it. He was originally made as a sort of infinite demon-powered artillery, and was considerably effective.(Baleful utterance does quite a bit, plus your average conscript does not survive an EB). The demon had near complete control over him, but was kept in line by those who made him. He hates it and himself for what he is. After the war, he established some measure of control over the demon, and came to a sort of understanding with it.He can't survive without it, and it can't escape. The result being that they granted each other 12 hour possesion per day each of the body, plus they both get the other's powers. He is a bit lost now, as he knows for a fact that he is quite pointless, not to mention bad for the world at large. The demon acts evil, but will not actually do something whacked out, such as randomly zap people, so you needn't worry. Over all, a rather sad character, but he will change quite a bit with time.
 

Into the Woods

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