Paths of Legend: Lord Noran's War (OOC Thread)

I changed the bowyer profession to bowcraft. I am out of town today and doing this On my IPaq and I dont have my character sheet For Aohdan . Soooo I will respond to the IC game tomorrw evening. Any way, which Leader world be More likely to employ a half- crazy wandering sorcerer for some scouting? The king or Noran? Ahote dosn't really care about their dispute, he considers borders to be at best an ephemeral construct of men anyways. Also, which region is closest geographicaly to wild elf lands?
 

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Yttermayn said:
I changed the bowyer profession to bowcraft. I am out of town today and doing this On my IPaq and I dont have my character sheet For Aohdan . Soooo I will respond to the IC game tomorrw evening. Any way, which Leader world be More likely to employ a half- crazy wandering sorcerer for some scouting? The king or Noran? Ahote dosn't really care about their dispute, he considers borders to be at best an ephemeral construct of men anyways. Also, which region is closest geographicaly to wild elf lands?

Like the dwarf, you would have had to take a boat...or magic, to cross the ocean to get to Azgund.

Lord Noran is a bit more open to unusual people, in that he has a reputation for taking whatever help he can get on the border against orc raids. The King shares and reinforces his people's superstitions about magic, focusing them on Thay...one of the primary reasons he is sending troops to the Thay-Emiran War.
 

a maul is a scaled up (twohanded) warhammer. and this one is one size larger than that. if that is a problem just change it to a huge great axe insted.
Just let me knowif you need any more info on my char.



Name: Hrugnir
Class:barbarian 2 fighter 2
Race: feral half ogre
Alignment: chaotic neutral

Age: 32
Height: 10,6
Eeycolor:blue
Size :large

Str: 27 ( 29) ( base 16 + 1 point increase +6 half ogre + 4 feral + 2 gauntlets)
Dex: 10 (base 14 -2 ho -2 f t)
Con: 20 (base (16 +2 ho +2 f t)
Int: 8 (base 14 -2 ho -4 f t)
Wis: 10 (base 8 +2 f t)
Cha : 4 (base 8 -2 ho -2 f t)

HP: 12+6.5+6.5+5.5+5.5=34+20+4=58
AC: 10+6 natural -1 size +7 armor =22
Speed: 50 "40" +10 barbarian fast movement +10 feral template
Bab =4
Grapple =17
Touch =9?


Feats:

power attack
toughness
roll with it x2 "damage reduction 4"



masterwork huge maul 320 frost +2000 + 1 2000 =4320g
gauntletts of ogre might +2 4000g
breast plate 200g
amulette of natural armor +1 2000g
ring of protection +1 2000g

gold 480

racial feat improved grab
fast healing 2

weapons attack damage
maul +13 3d6+1d6 cold+13 crit x3
2x claws +13 2d6+9 crit x2




skills
survival 4 ranks
intimidate 6 6 ranks -3 cha
spot 4
listen 1
swim 1 +9 str
jump 1 +9 str

Hrugnir is a monstrous looking character. much more heavily built than an oridinary ogre. he stands over ten feet tall and weights almost a ton. His head is bald and his tusks are as large as a full ogres. He wears a rusty breastplate and fights with a huge maul or his natural weapons. Hrugnirs mother was killed by orcs when he was only five years old. The halfogre survived for many years alone in the harsh northern lands before heading south into Azgund . Here he had a big problem adapting to the more civilized ways of the Azgundr. As the years went by hrugnir managed to make a name for himself as a fearsome but honorable warrior. He has since then served as mercenary, gladiator and most recently working for lord Noran, guarding the northern borders borders against orcs. When of duty hrugnir can often be seen at some tavern getting drunk and boasting of past victories in battle and feats of strength.
 
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All: I will be starting the IC thread on Monday, September 3rd. September 1st, I'll be looking over all the submitted characters one more time and making a dramatis personae list of approved characters, as well as making any last minute comments on what needs fixing or tweaking.
 

crazypixie said:
Like the dwarf, you would have had to take a boat...or magic, to cross the ocean to get to Azgund.

Lord Noran is a bit more open to unusual people, in that he has a reputation for taking whatever help he can get on the border against orc raids. The King shares and reinforces his people's superstitions about magic, focusing them on Thay...one of the primary reasons he is sending troops to the Thay-Emiran War.

Ok, Lord Noran is the natural choice then. Having wandered the elven lands a great deal during his career as a hobo, he decided to wander the ocean. On a raft.
The first few days were exciting, but he eventually ran out of food and fresh water. As thirst and starvation set in, so did boredom. Ahote began casting random spells. He found that fireballing water was incredibly satisfying at first, but even that got old. Finally, his lips dried and cracked and his stomach in knots, Ahote hit upon a solution to his survival needs. Using his alter self spell, he found he could grow working gills, fins, and flippers to be able to swim unhindered under water. This also had the side benefit of keeping his body hydrated through his gills without the need to drink the salty brine. Tossing a few magic missiles netted some easy fish, and a flaming sphere made a descent cooking fire! Ultimately, the winds were favorable to Ahote and he was blown to the continent of Azgund. His wandering continued until he found himself under the indirect employ of Lord Noran, providing information on the lands and secret places he'd encountered.
 

-Updated Background, changes made at the end.-

Shajrom Duzmar, hail from a long clerical tradition. The clan Duzmar is a well known amongst the mountain thanes, because all the males become powerful clerics, who manipulate the divine energies, in order to bring relief and protection for their brothers, in the war that they fight against the south thanes, which were fool enough to try fighting their more powerful cousins.
Shajrom was always the black sheep of the family, he misses the religious classes in the temple, and hide from his angry father, who was always after him, trying to teach the lad the use of weapons.
But with all that against him, Shajrom became a cleric to the proud of the clan Duzmar, and served in more than one skirmish with the army. But the true nature of Shajrom finally overrun this profession heritage. He flee of temple, sneaking pass the gate guards and of the city, cloaked in shadows.
The fugitive dwarf found himself lost, without any place to come back, so he wonders through the mountain lands. There he learned the ways of the sigil and subterfuge, hiding from dangerous animals, and moving silently to avoid any encounter with monsters and any dwarf he came across. His temper grew distrustful, and introverted.
After some month of living in the wild, he found a road. Knowing the path would take him to civilization, he followed it, until he found a fishing town near the shore. He was hungry and needed food and rest, so he looked in the docks searching anything to eat or a good place to sleep. Shajrom found some big wooden boxes, of which one was open. It contained pelts of several animals, like bears wolves and the like, so he climbed inside and into the pelt mass. There he fell asleep.
The next thing Shajrom knew was that he was traveling on a boat in a closed box in the middle of the sea. He watched outside by a little hole in the box, he made with his dagger.
The dwarf remained inside the box until they where left in the destiny dock warehouse. At night, he opened the box and sneak out the building, to the night road of what he after discover was a human city of Azgund.
The citizens looked at him with odd looks, as he was some kind of monster, or animal. And his appearance didn't prove the contrary, his cloths were a mess, he was dirty and smelled terrible. Luckily he had some coppers in his pockets, he used to rent a room, and wash himself up and buy some new cloths (that had to be redesign by himself).
He made a living robbing people, sneaking in the night and stealing closed shops and markets. Primary food and some coins to survive, but sometimes he found some Luxury artifacts, like weapons and the sort.
But tranquility times ended when the King of Azgun started sending troops in aid of the Emirates. People where in sorrow, with the young off to war. The spoils of a picked pocket started to diminish, as the ammount of coins he found in the shops he robbed. Fortunately, he hear that one of the Lords, refused to send his troops to the war, and that his lands were more rich that all the other lords, so he decided to move to that lord land, to start again.
Lord Noran probed to be the right choice for Shajrom. He got a job under the lords intelligence service, working into the city, spying newcomers that seems strange, or that came from the others lords lands, since they might be plotting something against Noran.
That was a great turn for Shajrom, not that his actual job was very honorable, but at least kept his belly happy, without the nasty habit of robbery.
 

gona steal the way bedford is wrighting his charrekter (ps. sorry for not posting all week. we had alot of projekts this week)

Name: Phaidadru farradur (ph is pronaunsed as an f)
Class: rouge 2, sorcere 4
Race: half elven
Alignment: natural god
languages: common, elven, Emiran, Azgundi, Djihon.

Age: 36
Height: 6 feet + a litle
Eeycolor: blue
Size : medium

Str: 10
Dex: 15 (base 14 +1 for lvl)
Con: 10
Int: 16
Wis: 10
Cha : 16

HP: 6+3.5+2.5+2.5+2.5+2.5+2.5= 19
AC: 10 + 2 dex + 2 leather armor = 14
Speed: 30
Bab =3
Grapple =3



Feats:
eschew materials
extend spell
endurance



boots of elven kind 2500 gp (dmg)
eversmoking bottle 5400 gp (dmg)
bag of tricks 900 gp (dmg)
rod of metamagic: extend lesser 3000 gp (dmg)


leather armor, longbow, 20 arrows, dagger, thiefs tools masterwork, grappling hook, sealing wax, silk rope, 4 trail rations.
total of 205 gp

potions:
cure light wounds x3
spider climp
total 450

54 pp, (the last 5 gold was used on luksury and such)

racial and class
immunity to sleep
low-light vision
+1 to listen seach and spot.
+2 on diplomacy and gather information
elven blood

sneak attack 1d6
trapfinding
evasion

weapons
dagger attack +3. dmg 1d4. 19-20critx2
long bow attack +6, dmg 1d8. critx3




skills
appraise 6 = 3 int+ 3 for my raven
bluff 12 = 3 cha+ 9ranks
concentration 4 = 4ranks
diplomacy 9 = 3 cha+ 2ranks (cc, 4skill p.) + 2 synergy bonus + 2 racial
disguise 10 = 3cha + 5ranks + 2 synergy
forgery 8 = 3int + 5 ranks
gather information 10 = 3cha + 5ranks + 2racial
hide 8 = 3dex + 5 ranks
knowledge arcane 7 = 3int + 4 ranks
listen 6 = 5 ranks + 1racial
move silently 13 = 3 dex + 5 ranks + 5 from boots of elven kind
open lock 10 = 3dex + 5 ranks + 2 thiefs tools m.
search 9 = 3int + 5 ranks + 1 racial
spellcraft 7 = 3 int + 4 ranks
spot 6 = 5 ranks + 1racial
use rope 8 = 3dex + 5 ranks

spells:

0 lvl known
deteck magic
light
mage hand
mending
message
prestidigitation

1 lvl known
shield
charm person
disguise self

2 lvl known
invisibility


o lvl per day 7 = 6 +1
1 lvl per day 7 = 6 +1
2 lvl per day 4 = 3 +1

back ground in nekst thread.
 

Phaidadru was raised by his mother alone. he never really saw his father, but his mother always told him "he is strong man... he is an adventure you see, so someday he will return to us."
lorin farradur was his name, and phai reasembled him alot... that was what he was always told.
his mother and he worked on a land owned by lord gordril in azgund. his mother worked as a carpenter, and he helped, firstly as a sheep guard, later in the fields. but he really never was good at it, and often got the fealing he didn't belong.
the way he grow didn't help much.
when he was 20 he had a girlfreind named sergold of 16, but whithin 6 years she had grown older than he... as all his freinds wold.

when he was about 27 he began notising that his mothers helth was getting worse. she began to shake unnaturally when she worked a few hours with collering clothes in black and dark collers, and finally she could not work anymore. in a few years phaidadru tried to earn enough money for them both, but he was not good at work, and he never got a good, or even fair sallery. they survived thoug a half year before his mother began to shake unkontrolable at night... when it was darkest, and in her sleeps, she always mumbled "hes coming for us... you see... he can fix this..."
phaidadru began to hate his father for leaving him, and his mother.
the shakings began to worsen. they not only came at night but also in the day hours. that continued for a week, and sudenly it stopped. you woulden know how happy phai was for this. before the shakings was regulary every hour or so, but now they was gone. but the mother knew better

that night, she wanted to talk to him. phai got skared, becouse of the look on his mothers face. her brown eyes had a glimse of sadnes in them, and suddenly he thought of all the sickness she had been through.
"my boy..." she shaid with a trembling voice
"i think im dieing"
he first thought it was a joke
"mother" he said. "don't be silly. you just recovered, right. theres no way you could die. not know when you finally is well." the last in a more unserten tone, becourse of his mothers eyes... they told him what he would not belive
"phai, dont worry... you'll be alright. you are a young man. and someday your father will come, and t"
"NO" he sudenly interupted her firselly. still not accepting it.
"he will not come. he will never come, dont you understand." he said standing up, making his chair fall.
her face was in shock. she standed up to, and before he could say more, she had given him a red hand on his cheek...
he stood stunned, and she took her hands and covered her mouth, in obviouse regret
"i- im sorry... i didn't mean t"
"im going to bed now" phai said in a could voice
"phai i"
"you'll see... you are alive in the morning" he said and leaved the room.

but the nekst morning she wasn't.
when he entered her room, and found out, he felt to his knees a cryed.
in the room his mother had left him a note. she was sad of the evening and hoped he could forgive her. by this he began to sob heavely agien. there also stood that he had an onkle in the main city, and she had left him some things. one of them was a silk robe she had made her self. another was a bottle, a bag, and some boots from his father.
after some time he dicided to travel to his onkel, and found the things plus all the food he could find, which was half a chunk of bread... possible a litle green.
when he soo all the things gathered on his bed, he toched the boots which had a greenish glance and a very ekspensivr look. when he touched them, he felt a chill down his spine, and a rush of hatred and heat rise to his head, becouse he suddenly remembered that this was his fathers. he threw them fircelly in a corner, grabbed the silk rope and bread and was about to leave, when a wind suddenly made the note fly on the ground so the tekst was visebly. his mother words of his father sprang in his eyes.
he couldn leave all those nice, and posible ekspensive things, just becouse they had belonged to his father, could he?
no. he dicided to take them with him and sell them at the first chance


now i could continue in this way, but that'll take forever. some time i may wrigte it down in more details, but really. he doesn't even have a single lvl jet.


so the nekst of the story in short form.
on his trip, he founds out that the bottle has a strange effekt, and decides to keep his new stuff, eventhroug they was his fathers.
when ariving at azgund, he founds out that the onkle is dead, but have left him a house.
with no job, and no food, he begins to steal, and with his new stuff (he has experimentet) its gets easyer. he gets involved with a gang a years time, before joining the many spies of azgund, and begin to become wealthy. this is also the way he learns the languages he have.
suddenly he begins to dream wierd dreams, and one day, one person very simular to him, visits him in one. he tells that he have powers, and need to seek one person out in azgund. (its obvius his father, but somehow he don't picture him that way, and therefor don't know)

this person he finds, teaches him the way of the magic. and in some wierd way all the magic phai knows (sorseres gets there magic naturally and don't choses. right?) is all vey sneaky.
with his missions his powers increase, and sometime he gets visited in his dreams (ges who) and the visitor always gives him advises that saves him. beside this, his rope have often saved him to, abd he always have it, so it is easelly grablebel so he can get it fast.

in the current events, he like lord norans ideas, but havn't incountered him or his peoble jet, and therefore he still works for other lords.

oh rigth. he still lives in his onkels house, and he hasn't seen the lord he worked for in the start.


say if you want this more detailed. then i'll try to get it up.
 

Out of curiosity, what is the King's full name? And by curiosity I mean that I'm going to implicitly use this name in my background and character.
 

Here's my character's background, giving you something to work with before we get this game off and running. I hope to have everything else fleshed out formally tomorrow, although I believe most of it is just the remaining 1.400 gold.
_____________________________________________________

Keefe ___ was born into a life of luxury and affluence, neither of which he dislikes in any imaginable fashion. Given his noble birth and the fact of who is uncle is, Keefe has had every opportunity to succeed in a life of his choosing. Some would say that gift of freewill has tainted the young man, developing a rebellious streak laced with independence and a complete lack of authority, save for family law. Others would say that Keefe chooses his opportunities with wit and canny few possess, and in his devious and demented ways has harnessed abilities in him that were apparent since childhood but largely ignored due to their lascivious and salacious nature.

Suffice it to say that Keefe enjoys his life, albeit at times he has forced himself into unfathomable circumstances that normal men would find dooming save for his position in life and kinship with the King of Azgund. As a child Keefe would play and learn like most noble children would. Each progressive year would unfurl a darker side to the young boy, his play rougher and his actions darker. In his teenage years Keefe would abuse his freedom and station in life. Naturally charismatic, his peers and royal cousins gravitated toward him and soon followed in Keefe’s nefarious acts of debauchery, lewdness, and general mischief.

All this was fine with the family, though a few askance glances betrayed reticence at allowing the royal heirs to be manipulated by Keefe, until his direct action caused a death within the royal keep. Granted, the death was of someone of no import, so it was easy to push under the proverbial rug, but Keefe’s outlandish behavior was ultimately addressed. His punishment was to spend each waking hour under the watch and employ of his uncle, usually performing whatever mundane duties the castellan or men at arms could come up with. After initial stubborn consternation, Keefe eventually stopped his complaints and performs whatever duties decently. Over time, once trust was a little more common, errands would issue forth from more important people, occasionally the king himself, and Keefe would oblige. Odd jobs, secret jobs, unsavory jobs would seep their way through the cracks and find themselves asked upon Keefe, who soon took pride in his assorted abilities to perform his various tasks.

In time Keefe’s abilities manifested apparent and it was clear to all where his skills truly lay. When the Thay-Emiran War broke out and King ____ called his lords into action, everything was going smoothly in the Azgund Capital except for the rogue Lord Nolan. Instead of sending his beloved nephew to war, the King instead opted to put some of Keefe’s unique talents to use, either in hopes to persuade the lowly Lord Nolan to rally for war as the Thayvian threat is greater than that of any marauding orcs, or to do whatever else might need be done to best accomplish this task into finality.
 

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