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[Sealed in Blood-V.2] Character Thread
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<blockquote data-quote="hafrogman" data-source="post: 1795717" data-attributes="member: 8858"><p><strong>Theseus, equipped</strong></p><p></p><p>Theseus</p><p></p><p>Male Minotaur, Ranger 19</p><p>XP: 325,000/351,000 for ECL 27</p><p>Alignment: NG</p><p></p><p>Size: L (7'9", 768 lb)</p><p>HD: 6d8 + 19d8 + 9*25</p><p>HP: 425</p><p>Initiative: +10</p><p>Speed: 60ft</p><p>AC: 50 (+1 v evil)</p><p>(10 +9 armor +7 shield +6 dex +5 natural +5 deflection +5 insight +4 luck -1 size)</p><p>ff: natural cunning t: 29</p><p>BAB: +22 [+5 minotaur +14 ranger + 3 epic]</p><p></p><p>Str:[36] (+13) [8 pts +8 racial +2 20th, 24th +5 inherent +6 enhancement]</p><p>Dex:[22] (+6) [6 pts +2 inherent +6 enhancement]</p><p>Con:[29] (+9) [6 pts +4 racial +5 inherent +6 enhancement]</p><p>Int:18 (+4) [ 6 pts -4 racial +3 47th, 8th, 12th +5 inherent]</p><p>Wis:[27] (+8) [ 8 pts +1 16th +5 inherent +6 enhancement]</p><p>Cha:[20] (+5) [ 6 pts -2 racial +2 inherent +6 enhancement]</p><p></p><p>Fortitude: +34**</p><p>[+2 minotaur +9 ranger +2 epic +9 stat +5 resistance +4 luck +2 morale +1 competence]</p><p>Reflex: +34** (evasion)</p><p>[+5 minotaur +9 ranger +2 epic +6 stat +5 resistance +4 luck +2 morale +1 competence]</p><p>Will: +34** </p><p>[+5 minotaur +4 ranger +2 epic +3 feat +8 stat +5 resistance +4 luck +2 morale +1 competence]</p><p></p><p>** +4 sacred vs "evil" spells.</p><p></p><p>Attacks:</p><p></p><p>Horn of Crete: +49 (+19 base +3 epic +13 str +3 feat +2 morale +1 competence +4 luck +5 enhancement -1 size)</p><p>(+49/+44/+39/+34, 2d8+28+(2d6 v evil)* dmg, 20/x3^, P/S, 10' natural reach) ^ autoconfirm vs evil</p><p></p><p>gore +44 (+19 base +3 epic +13 str +2 morale +1 competence +4 luck +3 enhancement -1 size)</p><p>(+44/+39/+34/+29, 1d8+13+(2d6 v evil)* dmg, 20/x2, P, 10' natural reach)</p><p></p><p>two weapon fighting</p><p>Horn of Crete (+47/+42/+37/+32)</p><p>&</p><p>gore (+42/+37/+32)</p><p></p><p>powerful charge</p><p>(+46*, -2 ac, 4d6+26+(2d6 v evil) dmg*, 20/x2, P, 10' natural reach, dire charge)</p><p></p><p>longbow +43 (+19 base +3 epic +6 dex +2 morale +2 competence + 4 luck +5 enhancement +3 ammunition -1 size)</p><p>(+43/+38/+33/+28, 2d6+26* dmg, 20/x3, P, 200' range increment)</p><p></p><p>grapple +44</p><p></p><p>Skills:</p><p></p><p>Climb +39/19</p><p>Heal +29/19</p><p>Hide +38/19</p><p>Intimidate +14/9</p><p>Jump +83/28</p><p>Knowledge (Nature) +27/19</p><p>Listen +62/28*</p><p>Move Silently +27/19</p><p>Search +58/28</p><p>Sense Motive +30/0*</p><p>Spot +62/28*</p><p>Survival +38/28 (+2 above ground, +2 tracking)*</p><p></p><p>* favored enemy bonus applies</p><p></p><p>Feats:</p><p></p><p>weapon focus:halberd (1)</p><p>combat reflexes (3)</p><p>blind-fight (6)</p><p>track (ranger 1)</p><p>two weapon fighting (ranger 2)</p><p>improved initiative (9)</p><p>endurance (ranger 3)</p><p>alertness (ranger 4 -- spirit guide)</p><p>expertise (12)</p><p>improved two weapon fighting (ranger 6)</p><p>improved trip (15)</p><p>greater two weapon fighting (ranger 11)</p><p>iron will (18)</p><p></p><p>epic weapon focus:halberd (21)</p><p>dire charge (24)</p><p></p><p>Racial Abilities:</p><p></p><p>+8 str, +4 con, -4 int, -2 cha</p><p>+5 natural armor</p><p>large size</p><p>scent</p><p>natural cunning (immune to maze, never lost, no flatfooted)</p><p>+4 search, spot, listen</p><p>gore natural attack (1d8 + 0.5*str)</p><p>Darkvision 60'</p><p>move 30'</p><p>powerful charge (4d6 + 1.5*str)</p><p></p><p>Class Abilities:</p><p></p><p>*favored enemy: humanoid (human) +4</p><p>*favored enemy: outsider (evil) +6</p><p>*favored enemy: monsterous humanoid +2</p><p>*favored enemy: dragon +2</p><p>bonus feats</p><p>wild empathy +20</p><p>spirit guide (alertness, slippery mind, improved alertness)</p><p>woodland stride</p><p>swift tracker</p><p>evasion</p><p>camouflage</p><p>hide in plain sight</p><p>spells</p><p></p><p>Languages:</p><p></p><p>Giant</p><p>Common</p><p></p><p>Spells:</p><p></p><p>caster level 9</p><p></p><p>5/5/5/4</p><p></p><p>1: DC 19:</p><p>2: DC 20:</p><p>3: DC 21:</p><p>4: DC 22:</p><p></p><p>change self at will</p><p></p><p>Equipment:</p><p></p><p>Horn of Crete 165,020 gp</p><p>(large +5 adamantine blessed holy ghost touch halberd)</p><p></p><p>Wind of the Ahm 75,400 gp</p><p>(large +5 mighty [+13] composite longbow of distance)</p><p>(50 +3 arrows)</p><p></p><p></p><p>White Chain 101,200 gp</p><p>(+5 angelic mithril chain shirt of medium fortification)</p><p></p><p>Interceptor 49,190 gp</p><p>(+5 animated large steel shield)</p><p></p><p></p><p>Great Protector Band 464,000 gp</p><p>(Ring: </p><p>greater universal energy resistance [fire, cold, electricity, acid, and sonic resistance 30]</p><p>+5 deflection to AC</p><p>+5 resistance to saves</p><p>adaptation [as necklace of adaptation]</p><p>health [as periapt of health]</p><p>sustenance [as ring of sustenance])</p><p></p><p>Ring of the Beast 165,000 gp </p><p>(Ring:</p><p>regeneration [ as ring of regeneration]</p><p>+6 enhancement to wisdon</p><p>chameleonic [as ring of chameleon power]</p><p>jumping [as ring of jumping])</p><p></p><p>Talisman of Minos 104,600 gp</p><p>(Amulet:</p><p>+3 holy gore attack [as necklace of natural weapons]</p><p>+6 enhancement to constitution)</p><p></p><p>Heart of Gold 212,800 gp</p><p>(Slotless:</p><p>+4 luck to AC</p><p>+4 luck to saving throws</p><p>heal 1/day [as 11th level caster])</p><p></p><p>Gloves of the Titans 176,500 gp</p><p>(Gloves:</p><p>+6 enhancement to strength</p><p>+4 luck to attack rolls</p><p>+4 luck to damage rolls</p><p>fiercesome grip [as gloves of fiercesome grip])</p><p></p><p>Hornbands of Awareness 110,500 gp</p><p>(Helmet:</p><p>+5 insight to AC</p><p>+20 competence to listen</p><p>+20 competence to search</p><p>+20 competence to sense motive</p><p>+20 competence to spot)</p><p></p><p>Anklets of Movement 63,750 gp</p><p>(Boots:</p><p>+6 enhancement to dexterity</p><p>fast movement [as boots of striding as springing]</p><p>flight [as winged boots])</p><p></p><p>Cloak of the Divine Presence 104,000 gp</p><p>(Cloak:</p><p>+6 enhancement to charisma</p><p>heroic inspiration [as standard of heroism]) {+2 moral attacks, saves, skills 30'}</p><p></p><p>Bracers of Archery 5,100 gp</p><p>Ioun Stone: Pale Green Prism 20,000 gp</p><p></p><p>Theseus has gained the benefits of tomes to increase his strength (+5), dexterity (+2), constitution (+5), intelligence (+5), wisdom (+5) and charisma (+2) 660,000gp</p><p></p><p>4,940 gp</p><p></p><p></p><p></p><p>For centuries, the Ahm tribe has farmed the fertile river valley that is their ancestral home. They are not a warlike people, yet they survive and prosper surrounded by their more agressive neighbors. The tribe reveres Minos, the Bull god, and he watches over them. He chooses an infant from the minotaur tribe that roams the steppes to the south, and that infant is delivered unto the Ahm tribesman as their champion. The champion is watched over and raised by the tribe, and in turn he defends them against the encroachments of the other human tribes, and even against the minotaur raiding parties that occasionally find their way north. The champion leads the tribe's warriors into battle, and fights side by side with them to vanquish their foes.</p><p></p><p>Theseus was the latest of the Champions of the Ahm. Minos had spirited him away from the minotaurs before their brutish ways could be imprinted in his mind, and he was raised by the tribe's people and Jereth, their previous and now elderly, champion. He learned the ways of warfare from Jereth and the tribe's warriors, and learned the way's of the wild and of stealth from the tribe's warriors. He wanted for nothing, and lived only to train for his duties. When the time came for his first battle, he aquitted himself well. He stood on a hilltop, wielding the arms and armor of the champion of Minos, and he roared his challenge to the charging warriors of the Teht tribe. Horses reared and threw their riders, grown men turned pale and fled from the battle as Theseus charged down the hill, his halberd raised high above his head.</p><p></p><p>Time proved Theseus to be the greatest of Minos's champions that the tribe had ever seen. His early time with the Ahm was marked by a long and lasting peace as the neighboring tribes quickly learned that they could not face him in battle. Even alone he was a match for their strongest forces, and with his tribesmen at his side, he could not fall. Theseus never abandoned his training, despite the fact that he had no battles to fight. He began ranging further and further from the tribe, confident that little would happen while he was gone. He traveled far during these years, learned much and faced and defeated many foes, but he never stayed away from his tribe for too long.</p><p></p><p>However, it was during one of these outings that the sorcerer Verlis came to reside in the river valley of the Ahm. He constructed a tower at the edge of the tribe's lands, but made no hostile movements towards the Ahm. The tribe left Verlis to himself, and he in turn left the tribe alone. When Theseus returned from his latest journey he visited the tower as a representative of the Ahm. The sorcerer was polite and respectful and not at all threatening. Theseus saw no reason to antagonize Verlis as long as he intended the Ahm no harm.</p><p></p><p>Verlis was of course not nearly as harmless as he pretended, and indeed he used his time alone in his tower to plot the destruction of the Ahm and their champion so that he could complete his domination of the area. Before he ever constructed the tower he had subjugated the various tribes in the surrounding lands. However, he did not wish to move hastily against Minos's champion. From his tower he negotiated with the minotaur tribe and summoned various demons to his cause. When all was in preparation for his final strike, he unleashed the cornerstone of his plan.</p><p></p><p>Theseus was helpless when the fever spread through the Ahm. It struck quickly and completely, and within days everytribes man was dying of the disease, or already dead. Against this formless foe, all of Theseus's strength was worthless. The disease left him unscarred, but he could not prevent it from harming his charges. Bereft of all other options, he turned to the only avenue left to him. He made the trip to Verlis's tower to seek advice. The sorcerer was very sympathetic and rushed to consult his books, where he found a reference to a possible cure to the fever. He could mix the elixer for the Ahm, but he would need to spend time preparring it, and he lacked one vital ingredient. The Braxis Flower grew far to the south, and it's petals were instrumental to the erradication of the fever. Theseus naturally set out at once in search of the flower.</p><p></p><p>As soon as Theseus was safely gone from the valley, Verlis summoned the warriors of the tribes under his control. They rode through the valley and destroyed everything that the fever had not already killed. The Ahm were no more. For Theseus, Verlis sent a demonic messenger ahead to the minotaur tribe. The demon and the minotaurs ambushed the lone champion weakened from days of caring for the sick and dying and then exhausted by even more days of ceaseless travel on his vain quest. He gave good accounting of himself, but the combinded strength of his foes proved too much even for the Champion of Minos. His tattered and torn corpse was left bleeding into the plains, his only mission in life a failure.</p><p></p><p>That is where Luz'Noc found him. His life force had not completely abandonded him yet, but it was only a matter of time. The pit fiend had been following a foe of his, the demon sent by Verlis. Sensing profit to be made, Luz'Noc approached the fallen champion and explained to him what had happened, and the plot against the Ahm. He offered a bargain. Theseus's soul in exchange for his life now, and the opportunity to execute his final duties to his tribe. Delirious and defeated, Theseus accepted the offer. Luz'Noc called forth a powerful item of good that had fallen into his possession. The molten lump of gold was forced into Theseus's chest, burning a hole where his heart should be. The heart of gold filled the champion with renewed purpose and called him back from the brink of death, repairing his broken body. Luz'Noc left him then, prepared to wait for the soul that would be his.</p><p></p><p>Naked except for the golden lump in his chest, Theseus followed the tracks of his foes until they diverged. The minotaurs had traveled back to their homeland, carrying with them the spoils of the battle. Theseus came upon them in the night, and destroyed them. Having regained the arms and armor that befit Minos's Champion, he turned once more to return to the Valley of the Ahm. He came upon the destruction and wept. He spent a day burying what remained of the Ahm before turning to Verlis's tower. The sorcerer, confident is his victory was caught unprepared for the assault of the rightous wrath that filled Theseus that day. His human and demonic allies were scattered, and his tower was shaken to it's very foundations. Finally, Theseus confronted Verlis and exacted his revenge. The sorcerer's broken body was crushed upon the rubble of his tower.</p><p></p><p>Luz'Noc arrived to find the minotaur champion weeping alone on the stones there. He called upon Theseus's debt, and the Champion of the Ahm followed the fiend to hell, and there to serve him for all eternity. He made war against the enemies of Luz'Noc, crushing the demons and devils that dared to challenge the might of his master. Theseus has regained some of his spirit, but the loss of his tribe still weighs heavily upon his mind, as do the deeds committed under the terms of his debt. He awaits the future with trepidation, never sure what new evil it will bring.</p></blockquote><p></p>
[QUOTE="hafrogman, post: 1795717, member: 8858"] [b]Theseus, equipped[/b] Theseus Male Minotaur, Ranger 19 XP: 325,000/351,000 for ECL 27 Alignment: NG Size: L (7'9", 768 lb) HD: 6d8 + 19d8 + 9*25 HP: 425 Initiative: +10 Speed: 60ft AC: 50 (+1 v evil) (10 +9 armor +7 shield +6 dex +5 natural +5 deflection +5 insight +4 luck -1 size) ff: natural cunning t: 29 BAB: +22 [+5 minotaur +14 ranger + 3 epic] Str:[36] (+13) [8 pts +8 racial +2 20th, 24th +5 inherent +6 enhancement] Dex:[22] (+6) [6 pts +2 inherent +6 enhancement] Con:[29] (+9) [6 pts +4 racial +5 inherent +6 enhancement] Int:18 (+4) [ 6 pts -4 racial +3 47th, 8th, 12th +5 inherent] Wis:[27] (+8) [ 8 pts +1 16th +5 inherent +6 enhancement] Cha:[20] (+5) [ 6 pts -2 racial +2 inherent +6 enhancement] Fortitude: +34** [+2 minotaur +9 ranger +2 epic +9 stat +5 resistance +4 luck +2 morale +1 competence] Reflex: +34** (evasion) [+5 minotaur +9 ranger +2 epic +6 stat +5 resistance +4 luck +2 morale +1 competence] Will: +34** [+5 minotaur +4 ranger +2 epic +3 feat +8 stat +5 resistance +4 luck +2 morale +1 competence] ** +4 sacred vs "evil" spells. Attacks: Horn of Crete: +49 (+19 base +3 epic +13 str +3 feat +2 morale +1 competence +4 luck +5 enhancement -1 size) (+49/+44/+39/+34, 2d8+28+(2d6 v evil)* dmg, 20/x3^, P/S, 10' natural reach) ^ autoconfirm vs evil gore +44 (+19 base +3 epic +13 str +2 morale +1 competence +4 luck +3 enhancement -1 size) (+44/+39/+34/+29, 1d8+13+(2d6 v evil)* dmg, 20/x2, P, 10' natural reach) two weapon fighting Horn of Crete (+47/+42/+37/+32) & gore (+42/+37/+32) powerful charge (+46*, -2 ac, 4d6+26+(2d6 v evil) dmg*, 20/x2, P, 10' natural reach, dire charge) longbow +43 (+19 base +3 epic +6 dex +2 morale +2 competence + 4 luck +5 enhancement +3 ammunition -1 size) (+43/+38/+33/+28, 2d6+26* dmg, 20/x3, P, 200' range increment) grapple +44 Skills: Climb +39/19 Heal +29/19 Hide +38/19 Intimidate +14/9 Jump +83/28 Knowledge (Nature) +27/19 Listen +62/28* Move Silently +27/19 Search +58/28 Sense Motive +30/0* Spot +62/28* Survival +38/28 (+2 above ground, +2 tracking)* * favored enemy bonus applies Feats: weapon focus:halberd (1) combat reflexes (3) blind-fight (6) track (ranger 1) two weapon fighting (ranger 2) improved initiative (9) endurance (ranger 3) alertness (ranger 4 -- spirit guide) expertise (12) improved two weapon fighting (ranger 6) improved trip (15) greater two weapon fighting (ranger 11) iron will (18) epic weapon focus:halberd (21) dire charge (24) Racial Abilities: +8 str, +4 con, -4 int, -2 cha +5 natural armor large size scent natural cunning (immune to maze, never lost, no flatfooted) +4 search, spot, listen gore natural attack (1d8 + 0.5*str) Darkvision 60' move 30' powerful charge (4d6 + 1.5*str) Class Abilities: *favored enemy: humanoid (human) +4 *favored enemy: outsider (evil) +6 *favored enemy: monsterous humanoid +2 *favored enemy: dragon +2 bonus feats wild empathy +20 spirit guide (alertness, slippery mind, improved alertness) woodland stride swift tracker evasion camouflage hide in plain sight spells Languages: Giant Common Spells: caster level 9 5/5/5/4 1: DC 19: 2: DC 20: 3: DC 21: 4: DC 22: change self at will Equipment: Horn of Crete 165,020 gp (large +5 adamantine blessed holy ghost touch halberd) Wind of the Ahm 75,400 gp (large +5 mighty [+13] composite longbow of distance) (50 +3 arrows) White Chain 101,200 gp (+5 angelic mithril chain shirt of medium fortification) Interceptor 49,190 gp (+5 animated large steel shield) Great Protector Band 464,000 gp (Ring: greater universal energy resistance [fire, cold, electricity, acid, and sonic resistance 30] +5 deflection to AC +5 resistance to saves adaptation [as necklace of adaptation] health [as periapt of health] sustenance [as ring of sustenance]) Ring of the Beast 165,000 gp (Ring: regeneration [ as ring of regeneration] +6 enhancement to wisdon chameleonic [as ring of chameleon power] jumping [as ring of jumping]) Talisman of Minos 104,600 gp (Amulet: +3 holy gore attack [as necklace of natural weapons] +6 enhancement to constitution) Heart of Gold 212,800 gp (Slotless: +4 luck to AC +4 luck to saving throws heal 1/day [as 11th level caster]) Gloves of the Titans 176,500 gp (Gloves: +6 enhancement to strength +4 luck to attack rolls +4 luck to damage rolls fiercesome grip [as gloves of fiercesome grip]) Hornbands of Awareness 110,500 gp (Helmet: +5 insight to AC +20 competence to listen +20 competence to search +20 competence to sense motive +20 competence to spot) Anklets of Movement 63,750 gp (Boots: +6 enhancement to dexterity fast movement [as boots of striding as springing] flight [as winged boots]) Cloak of the Divine Presence 104,000 gp (Cloak: +6 enhancement to charisma heroic inspiration [as standard of heroism]) {+2 moral attacks, saves, skills 30'} Bracers of Archery 5,100 gp Ioun Stone: Pale Green Prism 20,000 gp Theseus has gained the benefits of tomes to increase his strength (+5), dexterity (+2), constitution (+5), intelligence (+5), wisdom (+5) and charisma (+2) 660,000gp 4,940 gp For centuries, the Ahm tribe has farmed the fertile river valley that is their ancestral home. They are not a warlike people, yet they survive and prosper surrounded by their more agressive neighbors. The tribe reveres Minos, the Bull god, and he watches over them. He chooses an infant from the minotaur tribe that roams the steppes to the south, and that infant is delivered unto the Ahm tribesman as their champion. The champion is watched over and raised by the tribe, and in turn he defends them against the encroachments of the other human tribes, and even against the minotaur raiding parties that occasionally find their way north. The champion leads the tribe's warriors into battle, and fights side by side with them to vanquish their foes. Theseus was the latest of the Champions of the Ahm. Minos had spirited him away from the minotaurs before their brutish ways could be imprinted in his mind, and he was raised by the tribe's people and Jereth, their previous and now elderly, champion. He learned the ways of warfare from Jereth and the tribe's warriors, and learned the way's of the wild and of stealth from the tribe's warriors. He wanted for nothing, and lived only to train for his duties. When the time came for his first battle, he aquitted himself well. He stood on a hilltop, wielding the arms and armor of the champion of Minos, and he roared his challenge to the charging warriors of the Teht tribe. Horses reared and threw their riders, grown men turned pale and fled from the battle as Theseus charged down the hill, his halberd raised high above his head. Time proved Theseus to be the greatest of Minos's champions that the tribe had ever seen. His early time with the Ahm was marked by a long and lasting peace as the neighboring tribes quickly learned that they could not face him in battle. Even alone he was a match for their strongest forces, and with his tribesmen at his side, he could not fall. Theseus never abandoned his training, despite the fact that he had no battles to fight. He began ranging further and further from the tribe, confident that little would happen while he was gone. He traveled far during these years, learned much and faced and defeated many foes, but he never stayed away from his tribe for too long. However, it was during one of these outings that the sorcerer Verlis came to reside in the river valley of the Ahm. He constructed a tower at the edge of the tribe's lands, but made no hostile movements towards the Ahm. The tribe left Verlis to himself, and he in turn left the tribe alone. When Theseus returned from his latest journey he visited the tower as a representative of the Ahm. The sorcerer was polite and respectful and not at all threatening. Theseus saw no reason to antagonize Verlis as long as he intended the Ahm no harm. Verlis was of course not nearly as harmless as he pretended, and indeed he used his time alone in his tower to plot the destruction of the Ahm and their champion so that he could complete his domination of the area. Before he ever constructed the tower he had subjugated the various tribes in the surrounding lands. However, he did not wish to move hastily against Minos's champion. From his tower he negotiated with the minotaur tribe and summoned various demons to his cause. When all was in preparation for his final strike, he unleashed the cornerstone of his plan. Theseus was helpless when the fever spread through the Ahm. It struck quickly and completely, and within days everytribes man was dying of the disease, or already dead. Against this formless foe, all of Theseus's strength was worthless. The disease left him unscarred, but he could not prevent it from harming his charges. Bereft of all other options, he turned to the only avenue left to him. He made the trip to Verlis's tower to seek advice. The sorcerer was very sympathetic and rushed to consult his books, where he found a reference to a possible cure to the fever. He could mix the elixer for the Ahm, but he would need to spend time preparring it, and he lacked one vital ingredient. The Braxis Flower grew far to the south, and it's petals were instrumental to the erradication of the fever. Theseus naturally set out at once in search of the flower. As soon as Theseus was safely gone from the valley, Verlis summoned the warriors of the tribes under his control. They rode through the valley and destroyed everything that the fever had not already killed. The Ahm were no more. For Theseus, Verlis sent a demonic messenger ahead to the minotaur tribe. The demon and the minotaurs ambushed the lone champion weakened from days of caring for the sick and dying and then exhausted by even more days of ceaseless travel on his vain quest. He gave good accounting of himself, but the combinded strength of his foes proved too much even for the Champion of Minos. His tattered and torn corpse was left bleeding into the plains, his only mission in life a failure. That is where Luz'Noc found him. His life force had not completely abandonded him yet, but it was only a matter of time. The pit fiend had been following a foe of his, the demon sent by Verlis. Sensing profit to be made, Luz'Noc approached the fallen champion and explained to him what had happened, and the plot against the Ahm. He offered a bargain. Theseus's soul in exchange for his life now, and the opportunity to execute his final duties to his tribe. Delirious and defeated, Theseus accepted the offer. Luz'Noc called forth a powerful item of good that had fallen into his possession. The molten lump of gold was forced into Theseus's chest, burning a hole where his heart should be. The heart of gold filled the champion with renewed purpose and called him back from the brink of death, repairing his broken body. Luz'Noc left him then, prepared to wait for the soul that would be his. Naked except for the golden lump in his chest, Theseus followed the tracks of his foes until they diverged. The minotaurs had traveled back to their homeland, carrying with them the spoils of the battle. Theseus came upon them in the night, and destroyed them. Having regained the arms and armor that befit Minos's Champion, he turned once more to return to the Valley of the Ahm. He came upon the destruction and wept. He spent a day burying what remained of the Ahm before turning to Verlis's tower. The sorcerer, confident is his victory was caught unprepared for the assault of the rightous wrath that filled Theseus that day. His human and demonic allies were scattered, and his tower was shaken to it's very foundations. Finally, Theseus confronted Verlis and exacted his revenge. The sorcerer's broken body was crushed upon the rubble of his tower. Luz'Noc arrived to find the minotaur champion weeping alone on the stones there. He called upon Theseus's debt, and the Champion of the Ahm followed the fiend to hell, and there to serve him for all eternity. He made war against the enemies of Luz'Noc, crushing the demons and devils that dared to challenge the might of his master. Theseus has regained some of his spirit, but the loss of his tribe still weighs heavily upon his mind, as do the deeds committed under the terms of his debt. He awaits the future with trepidation, never sure what new evil it will bring. [/QUOTE]
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