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<blockquote data-quote="SelcSilverhand" data-source="post: 5144465" data-attributes="member: 30016"><p>Here is what I got so far for my Cleric of Desna. Let me know what you think and if anything needs to be changed.</p><p></p><p>[SBLOCK]</p><p>[code][B]Name:Keepiru[/B] </p><p>[B]Class:Cleric[/B] </p><p>[B]Race:Human (Varisian)[/B] </p><p>[B]Size: M[/B] </p><p>[B]Gender: Male[/B] </p><p>[B]Alignment: NG[/B] </p><p>[B]Deity: Desna[/B] </p><p></p><p>[B]Str:[/B] 10 +0 (0) [B]Level:[/B] 6 </p><p>[B]Dex:[/B] 18 +4 (+2) [B]BAB:[/B] +4 [B]HP:[/B] 48 (6d8+12)</p><p>[B]Con:[/B] 15 +2 (0) [B]CMB:[/B] +4 [B]CMD:[/B]18 </p><p>[B]Int:[/B] 13 +1 (0) [B]Speed:[/B] 40' </p><p>[B]Wis:[/B] 16 +3 (0) [B]Init:[/B] +4 </p><p>[B]Cha:[/B] 18 +4 (+1) </p><p></p><p>[B]Stat Increases by Level[/B]</p><p>4th - Cha</p><p>8th - </p><p>12th - </p><p>16th - </p><p></p><p> [B]Base Armor Shld Dex Size Nat Misc Total[/B]</p><p>[B]Armor:[/B] 10 +4 +0 +4 +0 +0 +0 18</p><p>[B]Touch:[/B] 14 [B]Flatfooted:[/B] 14</p><p></p><p> [B]Base Mod Misc Total[/B]</p><p>[B]Fort:[/B] 5 +2 +0 +7</p><p>[B]Ref:[/B] 2 +4 +0 +7</p><p>[B]Will:[/B] 5 +3 +0 +8 </p><p></p><p></p><p>[B]Weapon Attack Damage Critical[/B]</p><p>Starknife +8 1d4+0 20x3</p><p>Sap +8 1d6+0 20x2</p><p>Ranged (Starknife) +8 1d4+0 20x3</p><p></p><p>[B]Languages:[/B] </p><p>Common, Varisian, Dwarven</p><p></p><p></p><p>[B]Abilities:[/B] </p><p>Race : Ability</p><p>Human : +2 to (Dex)</p><p>Human : Favored Class (Cleric): +1 Skill point per level</p><p>Human : +1 skill point per level</p><p>Cleric : Aura of Good equal to Cleric Level</p><p>Cleric : Channel Energy, 3d6 DC17 Will</p><p>Cleric : Deity Favored Weapon: Starknife</p><p></p><p></p><p>[B]Domains[/B]</p><p>Liberation : 6/rounds a day, act as if affected by Freedom of Movement.</p><p>Travel : Increase Base Speed by 10'.</p><p>Travel : 6/rounds a day, ignore hampered movement from terrain.</p><p></p><p></p><p>[B]Feats:[/B] </p><p>Feat - Location - Description</p><p>Human 1 - Weapon Finesse - Dex instead of Str for melee attacks</p><p>Level 1 - Selective Channeling - Exclude 4 targets from Channel energy</p><p>Level 3 - Weapon Proficiency (Sap)</p><p>Level 5 - Deadly Aim: -2 attack for +4 damage</p><p></p><p></p><p>[B]Ideas for Future Feats[/B]</p><p>Level 7 - Dodge</p><p>Level 9 - Mobility</p><p>Level 11 - Spring Attack</p><p>Level 13 - Channel Smite</p><p>Level 15 - Alignment Channel (evil)</p><p>Level 17 - Improved Channel</p><p>Level 19 - Extra Channel</p><p></p><p></p><p>[B]Spells Prepared/Known[/B]</p><p></p><p>0st Level / DC14 4 Day : Detect Magic, Light, Create Water, Purify Food and Drink</p><p>1st Level / DC15 5+1 Day : Hide from Undead, Shield of Faith, Magic Weapon, Entropic Shield, Protection from Evil (Remove Fear - Liberation)</p><p>2nd Level / DC16 5+1 Day : Shield Other, Hold Person, Calm Emotions, Augury, Enthrall (Remove Paralysis - Liberation)</p><p>3rd Level / DC17 4+1 Day : Daylight, Searing Light, Bestow Curse, Prayer (Fly - Travel)</p><p></p><p>[B]Skill Points:[/B] 5/level: 30 Total</p><p>[B]Skills Ranks Mod Misc Total[/B]</p><p>Acrobatics 2 +4 +0 +6(-2)</p><p>*Appraise 2 +1 +3 +6</p><p>Bluff 0 +0 +0 +0</p><p>Climb 2 +0 +0 +2(-2)</p><p>*Craft 0 +0 +0 +0</p><p>*Diplomacy 1 +4 +3 +8</p><p>Disable Device 0 +0 +0 +0</p><p>Disguise 0 +0 +0 +0</p><p>Escape Artist 3 +4 +0 +6(-2)</p><p>Fly 0 +0 +0 +0</p><p>Handle Animal 0 +0 +0 +0</p><p>*Heal 2 +3 +3 +8</p><p>Intimidate 0 +0 +0 +0</p><p>*Knowledge (arcana) 0 +0 +0 +0</p><p>Knowledge (dungeoneering) 0 +0 +0 +0</p><p>Knowledge (engineering) 0 +0 +0 +0</p><p>Knowledge (geography) 0 +0 +0 +0</p><p>*Knowledge (history) 0 +0 +0 +0</p><p>Knowledge (local) 0 +0 +0 +0</p><p>Knowledge (nature) 0 +0 +0 +0</p><p>*Knowledge (nobility) 0 +0 +0 +0</p><p>*Knowledge (planes) 3 +1 +3 +7</p><p>*Knowledge (religion) 3 +1 +3 +7</p><p>*Linguistics 1 +1 +3 +5</p><p>Perception 0 +0 +0 +0</p><p>Perform(Dance) 2 +4 +0 +6(-2)</p><p>*Profession 0 +0 +0 +0</p><p>Ride 0 +0 +0 +0</p><p>*Sense Motive 2 +3 +3 +8</p><p>Sleight of Hand 0 +0 +0 +0</p><p>*Spellcraft 2 +3 +3 +8</p><p>Stealth 0 +3 +0 +3(-2)</p><p>Survival 3 +3 +0 +6</p><p>Swim 2 +0 +0 +2(-2)</p><p>Use Magic Device 0 +0 +0 +0</p><p></p><p>[B]Equipment: Cost Weight[/B]</p><p>Bedroll 1sp 1.25lb</p><p>Masterwork Manacles 50gp (EA DC35, Str DC25)</p><p>Explorers Outfit </p><p>Chain Shirt 100gp 25lb</p><p>Sap 1gp 2lb</p><p>Starknife 24gp 3lb</p><p>Cloak</p><p>[B]Total Weight:[/B]31.0lb [B]Money:[/B] 50gp 5sp 5cp</p><p></p><p> [B]Lgt Med Hvy Lift Push[/B]</p><p>[B]Max Weight:[/B] 33.00 34-66 67-100 200 500</p><p></p><p>[B]Age:[/B] 16</p><p>[B]Height:[/B] 5'10"</p><p>[B]Weight:[/B] 150lb</p><p>[B]Eyes:Hazel[/B] </p><p>[B]Hair:Black[/B] </p><p>[B]Skin:Olive[/B] </p><p>[/code]</p><p></p><p>Appearance</p><p>[sblock]</p><p>Keepiru looks like a young olive skinned man with long, wavey black hair and large brown eyes. He is comely and moves with the easy grace of a dancer. He wears a brightly gleaming chain shirt over tan woolen clothes that provide some padding. Across his back is an expensive looking cloak. It is colored a deep blue with orange trimming and a large orange monarch butterfly stretched across the back. Sprinkled about the dark field are sewn white pinpoints representing stars. About his neck is a silver medallion featuring the same butterfly. He carries a starknife attached to his backpack. Tied to his waist is a curious leather bag nearly a foot long that clunks oddly when he moves vigorously.</p><p>[/sblock]</p><p></p><p></p><p><strong>Public Background</strong></p><p>[SBLOCK]</p><p>Keepiru was born and raised in the land of Varisia in the region around Kaer-Maga. His family was nomadic and never spent more than half a year in any one place though they often returned to the wild city to trade. It was here that his old life was destroyed, and a new one created.</p><p></p><p>Keepiru's parents were never very rich. In fact they scraped by largely by the generous gifts from others in their caravan. His father was ungifted in any skill and resented it. His mother was once a competent dancer but an accident had broken her leg and it had never set properly. His brothers and sisters were still too young to earn much of a living, though they could be counted on to pilfer some extra food from the local villagers they passed. One year was particularly bad for trade. Unseasonably late snowfalls, freak frosts damaging crops, and heavy rains to make roads boggy all contributed to the poor year. His father began to borrow money from others in the caravan in order to make ends meet. Rumors began to circulate among the caravan that "some people" were not pulling their weight and would have to be cut loose to fend for themselves. Knowing exactly who would be the first to go, Keepiru's father became desperate, knowing that if their family was cast out they would eventually starve or be forced to labor as servents to some land baron. </p><p></p><p>The caravan had returned to Kaer-Maga in hopes of generating enough money to get them through the winter. It was here that Keepiru's father found a way out. He sought out the bloatmages, those dark wizards who thrive off of blood magic, and offered them a trade: His sons life in exchange for enough money to pay off his debts. It didn't take long before he found a cabal who were willing to deal. The mages were disgustingly obese, their bodies swollen with blood and covered with leeches to keep them from bursting. Life is cheap in a big city, but for their dark ritual they needed a life betrayed by a blood parent. His father provided them with some of the boy's personal effects as they requested, a lock of hair, an old shirt, and an old wooden cup. The mages gave the father half of the gold and told him to return with the boy while they prepared the ritual.</p><p></p><p>Keepiru was completely unaware of the danger to his life. He was glad to be back in the wild city where he was free to do whatever he wished. He loved to explore the warren of tunnels and high spires of the ancient ruined fortress. Every now and then he was lucky to find old bits of pottery, cheap jewelry, or oddly carved stones he could sell for a bit of coin. </p><p>He was wandering the streets of Kaer-Maga one day when he was nearly stepped on by an enormous, hideous monster. The creature looked like a huge old hag, lanky hair, pebbled skin, yellowed teeth, and long claws. It carried long ropey beads made from twisted hide, tendons, and knotted hair. It wore a kilt made of the same lanky hair on its head and a leather covering over its chest with a curious gaping hole over the chest and abdomen. He saw that its eyes were milky white when they peered down at him. The creature was an Augur, a Trollish Soothsayer. Moving with a speed belied by its size and age, it snatched him by the shoulder and lowered its head to his level to look him over. With a rasping voice it spoke, it told him it could see an event of importance in his future. Still clinging to the boy, the Augur grasped a sharpened blade and proceeded to cut open its own belly. Its entrails spilled out on the pavement at the boys feet while the troll crouched over them. To his continuing horror, the giant stirred the bloody guts with one claw as it read the future in its own entrails. Too terrified and disgusted to run, Keepiru stood by while his future was foretold by the creature. It told him of the obscene rituals the blood magi were preparing for him and his father's complicity in the vile act. His father was even now waiting to bind him and carry him away to be sacrificed. Releasing the boy, the Augur scooped its insides back into its stomach and held the cut closed while it rapidly regenerated. With one gore flecked claw, it pointed vaguely east and told him that the only way to survive was to flee. </p><p></p><p>So he did.</p><p></p><p>Unable to return to his caravan without being aprehended by his traitorous father, he had to flee with only the clothes on his back. He was sustained only by luck, and a little divine intervention. Every night he dreamed of a great feast of his favorite foods, and every morning he woke satited as if he had had a full meal. It was enough to keep him going. Along the way he took shelter in a simple shrine in the center of a calm, still wood when he met a pilgrim also sheltering there. The man spoke of dreams, of his travels, of the freedom to choose, and of the wonderous places he had been guided to by his goddess. The boy knew at last what had sustained him all this time and he devoted himself to Desna </p><p></p><p>The man helped him to reach the dwarven city of Janderhoff. The boy had been there before as part of the trade route and knew enough about the city to get along on his own. The man traveled onward but gifted the boy with the beautiful butterfly cloak he had worn. He told him it would bring him luck and good dreams. Keepiru spent the next year there learning from the priests of Desna, scratching out a living as a guide to visitors, and preparing himself to become an acolyte. Days before his initiation ritual he dreamed that his father had entered the city and was seeking him out like a wolf seeking a rabbit in a thicket. Having been taught the importance of dreams, knowing some could be from the goddess herself, he took its warning to heart. He gathered his meager belongings and without telling a soul, left the city on a boat heading east on the Runtash river.</p><p></p><p>A year of dangerous travel through the wilderness brought Keepiru to the Fangwood in the company of a scholar and a group of strangers. He knows he cannot return to the west, for his dreams are sometimes filled with visions of bloated, evil figures seeking him with blood slick hands. He would continue traveling to the east, as the trollish seer divined for him, until he finds his freedom and his destiny.</p><p>[/SBLOCK]</p><p></p><p>[/SBLOCK]</p></blockquote><p></p>
[QUOTE="SelcSilverhand, post: 5144465, member: 30016"] Here is what I got so far for my Cleric of Desna. Let me know what you think and if anything needs to be changed. [SBLOCK] [code][B]Name:Keepiru[/B] [B]Class:Cleric[/B] [B]Race:Human (Varisian)[/B] [B]Size: M[/B] [B]Gender: Male[/B] [B]Alignment: NG[/B] [B]Deity: Desna[/B] [B]Str:[/B] 10 +0 (0) [B]Level:[/B] 6 [B]Dex:[/B] 18 +4 (+2) [B]BAB:[/B] +4 [B]HP:[/B] 48 (6d8+12) [B]Con:[/B] 15 +2 (0) [B]CMB:[/B] +4 [B]CMD:[/B]18 [B]Int:[/B] 13 +1 (0) [B]Speed:[/B] 40' [B]Wis:[/B] 16 +3 (0) [B]Init:[/B] +4 [B]Cha:[/B] 18 +4 (+1) [B]Stat Increases by Level[/B] 4th - Cha 8th - 12th - 16th - [B]Base Armor Shld Dex Size Nat Misc Total[/B] [B]Armor:[/B] 10 +4 +0 +4 +0 +0 +0 18 [B]Touch:[/B] 14 [B]Flatfooted:[/B] 14 [B]Base Mod Misc Total[/B] [B]Fort:[/B] 5 +2 +0 +7 [B]Ref:[/B] 2 +4 +0 +7 [B]Will:[/B] 5 +3 +0 +8 [B]Weapon Attack Damage Critical[/B] Starknife +8 1d4+0 20x3 Sap +8 1d6+0 20x2 Ranged (Starknife) +8 1d4+0 20x3 [B]Languages:[/B] Common, Varisian, Dwarven [B]Abilities:[/B] Race : Ability Human : +2 to (Dex) Human : Favored Class (Cleric): +1 Skill point per level Human : +1 skill point per level Cleric : Aura of Good equal to Cleric Level Cleric : Channel Energy, 3d6 DC17 Will Cleric : Deity Favored Weapon: Starknife [B]Domains[/B] Liberation : 6/rounds a day, act as if affected by Freedom of Movement. Travel : Increase Base Speed by 10'. Travel : 6/rounds a day, ignore hampered movement from terrain. [B]Feats:[/B] Feat - Location - Description Human 1 - Weapon Finesse - Dex instead of Str for melee attacks Level 1 - Selective Channeling - Exclude 4 targets from Channel energy Level 3 - Weapon Proficiency (Sap) Level 5 - Deadly Aim: -2 attack for +4 damage [B]Ideas for Future Feats[/B] Level 7 - Dodge Level 9 - Mobility Level 11 - Spring Attack Level 13 - Channel Smite Level 15 - Alignment Channel (evil) Level 17 - Improved Channel Level 19 - Extra Channel [B]Spells Prepared/Known[/B] 0st Level / DC14 4 Day : Detect Magic, Light, Create Water, Purify Food and Drink 1st Level / DC15 5+1 Day : Hide from Undead, Shield of Faith, Magic Weapon, Entropic Shield, Protection from Evil (Remove Fear - Liberation) 2nd Level / DC16 5+1 Day : Shield Other, Hold Person, Calm Emotions, Augury, Enthrall (Remove Paralysis - Liberation) 3rd Level / DC17 4+1 Day : Daylight, Searing Light, Bestow Curse, Prayer (Fly - Travel) [B]Skill Points:[/B] 5/level: 30 Total [B]Skills Ranks Mod Misc Total[/B] Acrobatics 2 +4 +0 +6(-2) *Appraise 2 +1 +3 +6 Bluff 0 +0 +0 +0 Climb 2 +0 +0 +2(-2) *Craft 0 +0 +0 +0 *Diplomacy 1 +4 +3 +8 Disable Device 0 +0 +0 +0 Disguise 0 +0 +0 +0 Escape Artist 3 +4 +0 +6(-2) Fly 0 +0 +0 +0 Handle Animal 0 +0 +0 +0 *Heal 2 +3 +3 +8 Intimidate 0 +0 +0 +0 *Knowledge (arcana) 0 +0 +0 +0 Knowledge (dungeoneering) 0 +0 +0 +0 Knowledge (engineering) 0 +0 +0 +0 Knowledge (geography) 0 +0 +0 +0 *Knowledge (history) 0 +0 +0 +0 Knowledge (local) 0 +0 +0 +0 Knowledge (nature) 0 +0 +0 +0 *Knowledge (nobility) 0 +0 +0 +0 *Knowledge (planes) 3 +1 +3 +7 *Knowledge (religion) 3 +1 +3 +7 *Linguistics 1 +1 +3 +5 Perception 0 +0 +0 +0 Perform(Dance) 2 +4 +0 +6(-2) *Profession 0 +0 +0 +0 Ride 0 +0 +0 +0 *Sense Motive 2 +3 +3 +8 Sleight of Hand 0 +0 +0 +0 *Spellcraft 2 +3 +3 +8 Stealth 0 +3 +0 +3(-2) Survival 3 +3 +0 +6 Swim 2 +0 +0 +2(-2) Use Magic Device 0 +0 +0 +0 [B]Equipment: Cost Weight[/B] Bedroll 1sp 1.25lb Masterwork Manacles 50gp (EA DC35, Str DC25) Explorers Outfit Chain Shirt 100gp 25lb Sap 1gp 2lb Starknife 24gp 3lb Cloak [B]Total Weight:[/B]31.0lb [B]Money:[/B] 50gp 5sp 5cp [B]Lgt Med Hvy Lift Push[/B] [B]Max Weight:[/B] 33.00 34-66 67-100 200 500 [B]Age:[/B] 16 [B]Height:[/B] 5'10" [B]Weight:[/B] 150lb [B]Eyes:Hazel[/B] [B]Hair:Black[/B] [B]Skin:Olive[/B] [/code] Appearance [sblock] Keepiru looks like a young olive skinned man with long, wavey black hair and large brown eyes. He is comely and moves with the easy grace of a dancer. He wears a brightly gleaming chain shirt over tan woolen clothes that provide some padding. Across his back is an expensive looking cloak. It is colored a deep blue with orange trimming and a large orange monarch butterfly stretched across the back. Sprinkled about the dark field are sewn white pinpoints representing stars. About his neck is a silver medallion featuring the same butterfly. He carries a starknife attached to his backpack. Tied to his waist is a curious leather bag nearly a foot long that clunks oddly when he moves vigorously. [/sblock] [B]Public Background[/B] [SBLOCK] Keepiru was born and raised in the land of Varisia in the region around Kaer-Maga. His family was nomadic and never spent more than half a year in any one place though they often returned to the wild city to trade. It was here that his old life was destroyed, and a new one created. Keepiru's parents were never very rich. In fact they scraped by largely by the generous gifts from others in their caravan. His father was ungifted in any skill and resented it. His mother was once a competent dancer but an accident had broken her leg and it had never set properly. His brothers and sisters were still too young to earn much of a living, though they could be counted on to pilfer some extra food from the local villagers they passed. One year was particularly bad for trade. Unseasonably late snowfalls, freak frosts damaging crops, and heavy rains to make roads boggy all contributed to the poor year. His father began to borrow money from others in the caravan in order to make ends meet. Rumors began to circulate among the caravan that "some people" were not pulling their weight and would have to be cut loose to fend for themselves. Knowing exactly who would be the first to go, Keepiru's father became desperate, knowing that if their family was cast out they would eventually starve or be forced to labor as servents to some land baron. The caravan had returned to Kaer-Maga in hopes of generating enough money to get them through the winter. It was here that Keepiru's father found a way out. He sought out the bloatmages, those dark wizards who thrive off of blood magic, and offered them a trade: His sons life in exchange for enough money to pay off his debts. It didn't take long before he found a cabal who were willing to deal. The mages were disgustingly obese, their bodies swollen with blood and covered with leeches to keep them from bursting. Life is cheap in a big city, but for their dark ritual they needed a life betrayed by a blood parent. His father provided them with some of the boy's personal effects as they requested, a lock of hair, an old shirt, and an old wooden cup. The mages gave the father half of the gold and told him to return with the boy while they prepared the ritual. Keepiru was completely unaware of the danger to his life. He was glad to be back in the wild city where he was free to do whatever he wished. He loved to explore the warren of tunnels and high spires of the ancient ruined fortress. Every now and then he was lucky to find old bits of pottery, cheap jewelry, or oddly carved stones he could sell for a bit of coin. He was wandering the streets of Kaer-Maga one day when he was nearly stepped on by an enormous, hideous monster. The creature looked like a huge old hag, lanky hair, pebbled skin, yellowed teeth, and long claws. It carried long ropey beads made from twisted hide, tendons, and knotted hair. It wore a kilt made of the same lanky hair on its head and a leather covering over its chest with a curious gaping hole over the chest and abdomen. He saw that its eyes were milky white when they peered down at him. The creature was an Augur, a Trollish Soothsayer. Moving with a speed belied by its size and age, it snatched him by the shoulder and lowered its head to his level to look him over. With a rasping voice it spoke, it told him it could see an event of importance in his future. Still clinging to the boy, the Augur grasped a sharpened blade and proceeded to cut open its own belly. Its entrails spilled out on the pavement at the boys feet while the troll crouched over them. To his continuing horror, the giant stirred the bloody guts with one claw as it read the future in its own entrails. Too terrified and disgusted to run, Keepiru stood by while his future was foretold by the creature. It told him of the obscene rituals the blood magi were preparing for him and his father's complicity in the vile act. His father was even now waiting to bind him and carry him away to be sacrificed. Releasing the boy, the Augur scooped its insides back into its stomach and held the cut closed while it rapidly regenerated. With one gore flecked claw, it pointed vaguely east and told him that the only way to survive was to flee. So he did. Unable to return to his caravan without being aprehended by his traitorous father, he had to flee with only the clothes on his back. He was sustained only by luck, and a little divine intervention. Every night he dreamed of a great feast of his favorite foods, and every morning he woke satited as if he had had a full meal. It was enough to keep him going. Along the way he took shelter in a simple shrine in the center of a calm, still wood when he met a pilgrim also sheltering there. The man spoke of dreams, of his travels, of the freedom to choose, and of the wonderous places he had been guided to by his goddess. The boy knew at last what had sustained him all this time and he devoted himself to Desna The man helped him to reach the dwarven city of Janderhoff. The boy had been there before as part of the trade route and knew enough about the city to get along on his own. The man traveled onward but gifted the boy with the beautiful butterfly cloak he had worn. He told him it would bring him luck and good dreams. Keepiru spent the next year there learning from the priests of Desna, scratching out a living as a guide to visitors, and preparing himself to become an acolyte. Days before his initiation ritual he dreamed that his father had entered the city and was seeking him out like a wolf seeking a rabbit in a thicket. Having been taught the importance of dreams, knowing some could be from the goddess herself, he took its warning to heart. He gathered his meager belongings and without telling a soul, left the city on a boat heading east on the Runtash river. A year of dangerous travel through the wilderness brought Keepiru to the Fangwood in the company of a scholar and a group of strangers. He knows he cannot return to the west, for his dreams are sometimes filled with visions of bloated, evil figures seeking him with blood slick hands. He would continue traveling to the east, as the trollish seer divined for him, until he finds his freedom and his destiny. [/SBLOCK] [/SBLOCK] [/QUOTE]
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