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(RG) Scourge of Daggerford
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<blockquote data-quote="MetaVoid" data-source="post: 7963287" data-attributes="member: 87106"><p><span style="font-size: 18px">Aredhel Vairar Aina'carthin</span></p><p>CG Elf Priest of St. <a href="https://forgottenrealms.fandom.com/wiki/Aerdrie_Faenya" target="_blank">Aerdrie Faenya</a> 6</p><p>[CODE]</p><p>STR 14 +2 5pts</p><p>DEX 10 +0 0pts +2 elf</p><p>CON 14 +2 5pts</p><p>INT 10 +0 2pts</p><p>WIS 16 +3 9pts +1 wild elf</p><p>CHA 10 +0 2pts[/CODE]</p><p></p><p>Proficiency: +3</p><p><strong>Attack:</strong></p><p>Dagger: +5 / 1d4+2</p><p>Warhammer: +5 / 1d8+2 (1d10+2 versatile)</p><p>Whip: +5 / 1d4+2 (reach)</p><p>Shatterpike +6 / 1d10+3 (reach, 2HD)</p><p>(+1d8 from Booming Blade)</p><p><strong>Spells (DC 14) 4 cantrips, 9 prepared, 4/3/3 slots:</strong></p><p>Cantrips: Booming blade, Guidance, Mending, Word of radiance, Thaumaturgy</p><p>1st: Bless, Healing word, Shield of Faith, Wrathful smite</p><p>2nd: Hold Person, Prayer of Healing, Silence</p><p>3rd: Aura of Vitality, Spirit Guardians</p><p></p><p><strong>AC:</strong> 16 (18 with the shield)</p><p><strong>HP:</strong> 8+2 + 5x(5+2) = 45</p><p>Init: +0</p><p><strong>Saves:</strong> Str +2, Dex +0, Con +2, Int +0, Wis* +5, Cha* +3</p><p><strong>Feats:</strong></p><p>4th level: Spell Sniper - double range, ignore up to three-quarters cover, one cantrip (Booming blade)</p><p><strong>Background: </strong>[SPOILER="Mercenary Veteran (Silent Rain)"]</p><p>Silent Rain: Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying ores, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested</p><p>Skills: Athletics, Persuasion</p><p>Proficiency: dice, land vehicles</p><p><span style="font-size: 15px"><strong>Feature: Mercenary life</strong></span></p><p>You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle</p><p>[/SPOILER]</p><p><strong>Trait: </strong>I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness.</p><p>I can stare down a hell hound without flinching</p><p><strong>Ideal:</strong> My people is all that matters</p><p><strong>Bond: </strong>I'll never forget the crushing defeat my company suffered or the enemies who dealt it</p><p><strong>Flaw:</strong> I made a terrible mistake in battle cost many lives – and I would do anything to keep that mistake secret.</p><p><strong>Class:</strong> [spoiler=Cleric]</p><p><strong>Hit Dice:</strong> 1d8 per cleric level</p><p><strong>Proficiencies</strong></p><p><strong>Armor:</strong> Light armor, medium armor, heavy armor, shields</p><p><strong>Weapons:</strong> All simple weapons, martial weapons</p><p><strong>Tools:</strong> None</p><p><strong>Saving Throws:</strong> Wisdom, Charisma</p><p><strong>Skills:</strong> Choose two from History, <strong>Insight</strong>, Medicine, Persuasion, and <strong>Religion</strong></p><p>Spellcasting</p><p>Ritual Casting</p><p>Trinket: [/B]A bit of folded cloth that, when unfolded, turns into a stylish cap</p><p>[spoiler=Tempest Domain Spells]</p><p>1st fog cloud, thunderwave</p><p>3rd gust of wind, shatter</p><p>5th call lightning, sleet storm</p><p>7th control water, ice storm</p><p>9th destructive wave, insect plague</p><p>[/spoiler]</p><p>[spoiler=Wrath of the Storm]</p><p>Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest</p><p>[/spoiler]</p><p>[spoiler=Channel Divinity]</p><p><strong>Turn Undead:</strong></p><p>Action: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to space within 30 feet of you. It also can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.</p><p>Destroy: if undead is CR 1/2 or less it is destroyed</p><p><strong>Destructive Wrath:</strong></p><p>When you roll lightning or thunder damage, deal maximum damage, instead of rolling.</p><p>[/spoiler]</p><p><strong>Harness Divine Power (Optional)</strong></p><p>As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.</p><p><strong>Thunderous Strike:</strong> when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you</p><p>[/spoiler]</p><p><strong>Proficiencies:</strong></p><p>Athletics (background)</p><p>Insight (cleric)</p><p>Religion (cleric)</p><p>Persuasion (background)</p><p>[CODE]</p><p>*Athletics +5</p><p>Acrobatics +0</p><p>Animal Handling +3</p><p>Arcana +0</p><p>Deception +0</p><p>History +0</p><p>*Insight +6</p><p>Intimidation +0</p><p>Investigation +0</p><p>Medicine +3</p><p>Nature +3</p><p>Perception +3</p><p>Performance +0</p><p>*Persuasion +3</p><p>*Religion +3</p><p>Sleight of Hand +0</p><p>Stealth +0</p><p>Survival +3</p><p>[/CODE]</p><p><strong>Languages: </strong>Common, Elven, Orcish</p><p><strong>Equipment:</strong></p><p>Chainmail 75gp / 55lbs</p><p>Warhammer 15gp / 2lbs</p><p>Shield 10gp / 6lbs</p><p>Pike 5gp / 18 lbs</p><p>Shatterpike loot / 18 lbs</p><p>Healers kit 5gp / 3lbs</p><p>Holy symbol</p><p>Piton x20 1gp / 5lbs</p><p>Silk rope 50' 10gp / 5lbs</p><p>Travelers clothing 2gp / 4lbs</p><p>Fine clothing 15gp / 6lbs</p><p>Rations x8 4gp / 8lbs</p><p>2 platinum rings (50gp each)</p><p>Signet ring 5gp</p><p>Silver dust 25gp</p><p><strong>Priest’s Pack</strong> 19gp / 24lbs</p><p>a backpack - / 5lbs</p><p>a blanket, - / 3lbs</p><p>10 candles - / -</p><p>a tinderbox - / 1lb</p><p>an alms box - / -</p><p>2 blocks of incense - / -</p><p>a censer - / -</p><p>vestments - / -</p><p>2 days of rations - / 4lbs</p><p>a waterskin - / 5lbs</p><p></p><p><strong>Money:</strong> 309 gp 7sp 7cp</p><p>32gp</p><p><a href="https://www.enworld.org/threads/ooc-scourge-of-daggerford-full.566086/post-9087583" target="_blank">277gp 7sp 7cp each</a></p><p></p><p><strong>Carrying capacity:</strong> 159 / 210 lbs</p><p>[spoiler=Description]</p><p>Aredhel Vairar is a young elf with piercing golden eyes, dark hair and seemingly frail and feminine. But the eyes that have seen evil and lived to tell about it. He survived a terrible trial...twice.</p><p>He carries himself as an experienced campaigner, always ready to rest, eat, gamble or drink. But right now, he is an envoy and serious about his duty. He carries a pike with the blue flag with symbolic clouds raining on a stork in flight.</p><p>[/spoiler]</p><p>[spoiler=History]</p><p>Raised in a safe space of Evereska, Aredhel trained with elven weapons as have all of them. He was raised on the stories of the times before times when elves could be found from one side of Faerun to another. With elven settlements under constant pressure from ever-present humans and with villages in remote areas plagued by humanoids, there was a constant need for those willing to go out and help. But the elves are few and information is critical to any targeted strike with so few soldiers available.</p><p>Silent rain filled that void. With elven scouts working as an early warning system and with nobles and villages equally able to send the requests, it was soon to become legendary company to which young Aredhel aspired. But he wasn't smart, stealthy or powerfully built. He was just Aredhel.</p><p>All that changed in a small campaign against an orcish invasion. He was sent with two companies of soldiers and being a son of a noble, he was to be a flag-bearer. In theory, it was to be a safe place for a new soldier, standing next to the commander, waving signals around and keeping the position of his company visible. But once the orcs charged, he found his courage failing. With ferocious worgs, blood-thirsty warriors in their fearsome, blood-spattered armor and dirty weapons...it was too much. He trembled in the line behind the soldiers. When the charge hit, the noise was deafening and he retreated a bit, waiting for the signal of the other company that was supposed to come from the flank. So confused with all the noise and fear, he failed to remember it was HIM who was supposed to wave the flank to advance once the orcs were fully engaged.</p><p>In the end, the line broke, the flank attacked too late once the commander realized the trap failed...and many elves were killed that day while Aredhel was bitten by a charging worg and thrown aside to lay helpless until the fighting ended. He awoke to a pain, someone was pulling him backwards by his hair. He resisted feebly and once thrown next to the fire he screamed. A shaman of some sort and an enormous orc looked at him with both eagerness and contempt. They chattered at him in their crude language and he (of course) couldn't understand anything. Gathering what little dignity he had left, he stood up and looked at his captors. The orc shoved him backwards hard and he landed in the fire, his hair catching. Quickly, he managed to extinguish it to the roar of laughter from surrounding orcs.</p><p>As he stood again, red-faced with embarassment, fury, burns and the effort a worg hit him from the side, throwing him back again. The cruel game lasted some time before finally the big orc spoke the language of humans which Aredhel could understand. They wanted to know about elven military strength, locations, riches...but the poor boy wasn't local to know the area and wasn't high enough rank to know the military plans. In the days that followed he became the toy for any cruelty the orcs devised, from simple slavery, degrading chores to physical torture by bites, strikes, burns and cuts to less savoury...no, not thinking that...ever...at one point, the big orc took his ears off and added them to a necklace around his neck. By this time, Aredhel stood strong and unflinching. Humiliated, yes, weak and powerless against these adversaries...but by Seldarine, he was an elf! And he will die with dignity. But the orcs never offered a chance and never gave him a final release. Several days later, the orcs were ambushed in their camp, the arrows of the hidden archers and the might of the elven wizards quickly destroying the warriors. Aredhel was saved.</p><p>Taken in, healed of his physical wounds, gently interrogated...but the physical wounds were just the surface. With new toughness bred into him by the orcs, with stoic regard of anything remotely fun or elven, he was soon shunned by his former companions. And he found it better that way. For whatever orcs did to him, no one could delete one fact. He was the one that failed. He was the one that caused death of two companies of elves. He was the one taken by the orcs and hadn't had courage to kill himself. He failed. And no one knew about it.</p><p>He is Silent Rain now, forward investigator, one estimating the response needed for particular disturbances reported. But still only a soldier. Thus, in twenty years since he scouted other places and other problems. And once, and only once, he found the orcs again. Not the same ones, no, but orcs. Using a storm as a cover he approached the camp looking to count them. He forgot a minor thing. Worgs have a sense of smell and while the storm helped, it didn't completely mask him. Soon, he was surrounded by the group of orcs, scout party, nothing serious. Stealthy, small for their race, but still dangerous. But this time, he will not be taken! He attacked, screamed, sung and cursed in elven and orc, startling the group. They stood around the crazed elf, safe distance from his long pike. And he calmed down and stood, his pike up and he smiled.</p><p>"Never again! Never!" he raised the spear as the orcs charged forward. And the lightning lanced down strinking the metal tip of the weapon and burning clear through the circle of the charging orcs and the elf standing in the middle. He awoke some minutes later, his hair (again!) burned to the scalp, his non-existent ears ringing with the thunder, his flag burned to a crisp and the tip weirdly misshapen. And he felt a presence. Swirling energy inside responding to howling winds around him. So he howled along, moving, running, falling in the storm, laughing with the Mistress of the Winds.</p><p>He learned more through the years and gave his worship to The Three, but always, his love was for the Aerdrie Faenya. Her lightning left the mark on his arm just as the orcs left him without ears. But he will grow in power and regrow them. And the orcs will rue the day they meet again. Never again will he back off and never again flinch in face of adversity. For Winged Mother was with him, her winds bringing constant change and only thing he needs to do is endure.</p><p>Now 200 years old, he is looking at yet another mission at the request of a noble of the Sword Coast. Listening about goblinoid troubles, Aredhel, now called Vairar left for the temple of the Seer to asks the priest or to commune with the gods about the current trouble. That's when the orcs hit. And in the temple darkness, the cleric smiled.</p><p>[/spoiler]</p><p>[spoiler=DOGMA]The ever-changing reaches of the sky are the great gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the clouds. Honor those who dwell with the Aerdrie and cherish the birds dancing on her tresses. Change is beautiful and chaos births new life. Ascend, soar, glide, dive, and ascend again and relish in the freedom that the Winged Mother bequeaths.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="MetaVoid, post: 7963287, member: 87106"] [SIZE=5]Aredhel Vairar Aina'carthin[/SIZE] CG Elf Priest of St. [URL='https://forgottenrealms.fandom.com/wiki/Aerdrie_Faenya']Aerdrie Faenya[/URL] 6 [CODE] STR 14 +2 5pts DEX 10 +0 0pts +2 elf CON 14 +2 5pts INT 10 +0 2pts WIS 16 +3 9pts +1 wild elf CHA 10 +0 2pts[/CODE] Proficiency: +3 [B]Attack:[/B] Dagger: +5 / 1d4+2 Warhammer: +5 / 1d8+2 (1d10+2 versatile) Whip: +5 / 1d4+2 (reach) Shatterpike +6 / 1d10+3 (reach, 2HD) (+1d8 from Booming Blade) [B]Spells (DC 14) 4 cantrips, 9 prepared, 4/3/3 slots:[/B] Cantrips: Booming blade, Guidance, Mending, Word of radiance, Thaumaturgy 1st: Bless, Healing word, Shield of Faith, Wrathful smite 2nd: Hold Person, Prayer of Healing, Silence 3rd: Aura of Vitality, Spirit Guardians [B]AC:[/B] 16 (18 with the shield) [B]HP:[/B] 8+2 + 5x(5+2) = 45 Init: +0 [B]Saves:[/B] Str +2, Dex +0, Con +2, Int +0, Wis* +5, Cha* +3 [B]Feats:[/B] 4th level: Spell Sniper - double range, ignore up to three-quarters cover, one cantrip (Booming blade) [B]Background: [/B][SPOILER="Mercenary Veteran (Silent Rain)"] Silent Rain: Consisting solely of elves, Silent Rain is a legendary mercenary company operating out of Evereska. Caring little for gold or fame, Silent Rain agrees only to jobs that either promote elven causes or involve destroying ores, gnolls, and the like. Prospective employers must leave written word (in Elvish) near Evereska, and the Silent Rain sends a representative if interested Skills: Athletics, Persuasion Proficiency: dice, land vehicles [SIZE=4][B]Feature: Mercenary life[/B][/SIZE] You know the mercenary life as only someone who has experienced it can. You are able to identify mercenary companies by their emblems, and you know a little about any such company, including the names and reputations of its commanders and leaders, and who has hired them recently. You can find the taverns and festhalls where mercenaries abide in any area, as long as you speak the language. You can find mercenary work between adventures sufficient to maintain a comfortable lifestyle [/SPOILER] [B]Trait: [/B]I like to read and memorize poetry. It keeps me calm and brings me fleeting moments of happiness. I can stare down a hell hound without flinching [B]Ideal:[/B] My people is all that matters [B]Bond: [/B]I'll never forget the crushing defeat my company suffered or the enemies who dealt it [B]Flaw:[/B] I made a terrible mistake in battle cost many lives – and I would do anything to keep that mistake secret. [B]Class:[/B] [spoiler=Cleric] [B]Hit Dice:[/B] 1d8 per cleric level [B]Proficiencies Armor:[/B] Light armor, medium armor, heavy armor, shields [B]Weapons:[/B] All simple weapons, martial weapons [B]Tools:[/B] None [B]Saving Throws:[/B] Wisdom, Charisma [B]Skills:[/B] Choose two from History, [B]Insight[/B], Medicine, Persuasion, and [B]Religion[/B] Spellcasting Ritual Casting Trinket: [/B]A bit of folded cloth that, when unfolded, turns into a stylish cap [spoiler=Tempest Domain Spells] 1st fog cloud, thunderwave 3rd gust of wind, shatter 5th call lightning, sleet storm 7th control water, ice storm 9th destructive wave, insect plague [/spoiler] [spoiler=Wrath of the Storm] Also at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest [/spoiler] [spoiler=Channel Divinity] [B]Turn Undead:[/B] Action: Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to space within 30 feet of you. It also can’t take reactions. It can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action. Destroy: if undead is CR 1/2 or less it is destroyed [B]Destructive Wrath:[/B] When you roll lightning or thunder damage, deal maximum damage, instead of rolling. [/spoiler] [B]Harness Divine Power (Optional)[/B] As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest. [B]Thunderous Strike:[/B] when you deal lightning damage to a Large or smaller creature, you can also push it up to 10 feet away from you [/spoiler] [B]Proficiencies:[/B] Athletics (background) Insight (cleric) Religion (cleric) Persuasion (background) [CODE] *Athletics +5 Acrobatics +0 Animal Handling +3 Arcana +0 Deception +0 History +0 *Insight +6 Intimidation +0 Investigation +0 Medicine +3 Nature +3 Perception +3 Performance +0 *Persuasion +3 *Religion +3 Sleight of Hand +0 Stealth +0 Survival +3 [/CODE] [B]Languages: [/B]Common, Elven, Orcish [B]Equipment:[/B] Chainmail 75gp / 55lbs Warhammer 15gp / 2lbs Shield 10gp / 6lbs Pike 5gp / 18 lbs Shatterpike loot / 18 lbs Healers kit 5gp / 3lbs Holy symbol Piton x20 1gp / 5lbs Silk rope 50' 10gp / 5lbs Travelers clothing 2gp / 4lbs Fine clothing 15gp / 6lbs Rations x8 4gp / 8lbs 2 platinum rings (50gp each) Signet ring 5gp Silver dust 25gp [B]Priest’s Pack[/B] 19gp / 24lbs a backpack - / 5lbs a blanket, - / 3lbs 10 candles - / - a tinderbox - / 1lb an alms box - / - 2 blocks of incense - / - a censer - / - vestments - / - 2 days of rations - / 4lbs a waterskin - / 5lbs [B]Money:[/B] 309 gp 7sp 7cp 32gp [url=https://www.enworld.org/threads/ooc-scourge-of-daggerford-full.566086/post-9087583]277gp 7sp 7cp each[/url] [B]Carrying capacity:[/B] 159 / 210 lbs [spoiler=Description] Aredhel Vairar is a young elf with piercing golden eyes, dark hair and seemingly frail and feminine. But the eyes that have seen evil and lived to tell about it. He survived a terrible trial...twice. He carries himself as an experienced campaigner, always ready to rest, eat, gamble or drink. But right now, he is an envoy and serious about his duty. He carries a pike with the blue flag with symbolic clouds raining on a stork in flight. [/spoiler] [spoiler=History] Raised in a safe space of Evereska, Aredhel trained with elven weapons as have all of them. He was raised on the stories of the times before times when elves could be found from one side of Faerun to another. With elven settlements under constant pressure from ever-present humans and with villages in remote areas plagued by humanoids, there was a constant need for those willing to go out and help. But the elves are few and information is critical to any targeted strike with so few soldiers available. Silent rain filled that void. With elven scouts working as an early warning system and with nobles and villages equally able to send the requests, it was soon to become legendary company to which young Aredhel aspired. But he wasn't smart, stealthy or powerfully built. He was just Aredhel. All that changed in a small campaign against an orcish invasion. He was sent with two companies of soldiers and being a son of a noble, he was to be a flag-bearer. In theory, it was to be a safe place for a new soldier, standing next to the commander, waving signals around and keeping the position of his company visible. But once the orcs charged, he found his courage failing. With ferocious worgs, blood-thirsty warriors in their fearsome, blood-spattered armor and dirty weapons...it was too much. He trembled in the line behind the soldiers. When the charge hit, the noise was deafening and he retreated a bit, waiting for the signal of the other company that was supposed to come from the flank. So confused with all the noise and fear, he failed to remember it was HIM who was supposed to wave the flank to advance once the orcs were fully engaged. In the end, the line broke, the flank attacked too late once the commander realized the trap failed...and many elves were killed that day while Aredhel was bitten by a charging worg and thrown aside to lay helpless until the fighting ended. He awoke to a pain, someone was pulling him backwards by his hair. He resisted feebly and once thrown next to the fire he screamed. A shaman of some sort and an enormous orc looked at him with both eagerness and contempt. They chattered at him in their crude language and he (of course) couldn't understand anything. Gathering what little dignity he had left, he stood up and looked at his captors. The orc shoved him backwards hard and he landed in the fire, his hair catching. Quickly, he managed to extinguish it to the roar of laughter from surrounding orcs. As he stood again, red-faced with embarassment, fury, burns and the effort a worg hit him from the side, throwing him back again. The cruel game lasted some time before finally the big orc spoke the language of humans which Aredhel could understand. They wanted to know about elven military strength, locations, riches...but the poor boy wasn't local to know the area and wasn't high enough rank to know the military plans. In the days that followed he became the toy for any cruelty the orcs devised, from simple slavery, degrading chores to physical torture by bites, strikes, burns and cuts to less savoury...no, not thinking that...ever...at one point, the big orc took his ears off and added them to a necklace around his neck. By this time, Aredhel stood strong and unflinching. Humiliated, yes, weak and powerless against these adversaries...but by Seldarine, he was an elf! And he will die with dignity. But the orcs never offered a chance and never gave him a final release. Several days later, the orcs were ambushed in their camp, the arrows of the hidden archers and the might of the elven wizards quickly destroying the warriors. Aredhel was saved. Taken in, healed of his physical wounds, gently interrogated...but the physical wounds were just the surface. With new toughness bred into him by the orcs, with stoic regard of anything remotely fun or elven, he was soon shunned by his former companions. And he found it better that way. For whatever orcs did to him, no one could delete one fact. He was the one that failed. He was the one that caused death of two companies of elves. He was the one taken by the orcs and hadn't had courage to kill himself. He failed. And no one knew about it. He is Silent Rain now, forward investigator, one estimating the response needed for particular disturbances reported. But still only a soldier. Thus, in twenty years since he scouted other places and other problems. And once, and only once, he found the orcs again. Not the same ones, no, but orcs. Using a storm as a cover he approached the camp looking to count them. He forgot a minor thing. Worgs have a sense of smell and while the storm helped, it didn't completely mask him. Soon, he was surrounded by the group of orcs, scout party, nothing serious. Stealthy, small for their race, but still dangerous. But this time, he will not be taken! He attacked, screamed, sung and cursed in elven and orc, startling the group. They stood around the crazed elf, safe distance from his long pike. And he calmed down and stood, his pike up and he smiled. "Never again! Never!" he raised the spear as the orcs charged forward. And the lightning lanced down strinking the metal tip of the weapon and burning clear through the circle of the charging orcs and the elf standing in the middle. He awoke some minutes later, his hair (again!) burned to the scalp, his non-existent ears ringing with the thunder, his flag burned to a crisp and the tip weirdly misshapen. And he felt a presence. Swirling energy inside responding to howling winds around him. So he howled along, moving, running, falling in the storm, laughing with the Mistress of the Winds. He learned more through the years and gave his worship to The Three, but always, his love was for the Aerdrie Faenya. Her lightning left the mark on his arm just as the orcs left him without ears. But he will grow in power and regrow them. And the orcs will rue the day they meet again. Never again will he back off and never again flinch in face of adversity. For Winged Mother was with him, her winds bringing constant change and only thing he needs to do is endure. Now 200 years old, he is looking at yet another mission at the request of a noble of the Sword Coast. Listening about goblinoid troubles, Aredhel, now called Vairar left for the temple of the Seer to asks the priest or to commune with the gods about the current trouble. That's when the orcs hit. And in the temple darkness, the cleric smiled. [/spoiler] [spoiler=DOGMA]The ever-changing reaches of the sky are the great gift of the Winged Mother. Take flight into her windswept embrace, and gambol amid the clouds. Honor those who dwell with the Aerdrie and cherish the birds dancing on her tresses. Change is beautiful and chaos births new life. Ascend, soar, glide, dive, and ascend again and relish in the freedom that the Winged Mother bequeaths. [/spoiler] [/QUOTE]
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