Tethyr Campaign - Characters

Greegan

First Post
We currently have (interest in, at least):

Real World Campaign:
1. Sir Norin Dawnkeeper, Cleric of Helm - Velenne
2. Saalic Flameblade, Paladin of Tyr - Scott M
3. Lucid, Rogue - Nathan S
4. Cleric (no specifics yet) - Matt K
5. Cornelius "Teddy" Tevwyn, Evoker - James C
6. Nym - Elven Druid - Craig


3rd Level Scene:
1. Saxon Nusmaar Druid (Mielikki) - Festy_Dog



Party NPC's / Contacts -
6. Galomir the Errant, Servitor of Tyr, Sword of His Majesties New Army and Heir to the Duchy of New Shanatar (Human; Paladin / Samurai*)
7. Tyrian the Black, underworld connection; member of the Black Hand, but lifelong friend of Velenne's cleric...who does not approve of his practice
8. Campry Leafleaper, Hero of the Thorn, Protector of the Little People of Tethyr, Waylayer of the Giant, Trimbol and Self-Proclaimed Scourge of Pigeons
(Halfling; Fighter / Halfling Outrider)
9. Trista Fairhaven, Wealdath Ranger and Former Ambassador to the Giant-Kin of Starspire.
10. Yssri ("Yes") Ullithsira - Voadkyn (Elven Giant) Druid of Wealdath. Alliance Keeper to the Duchy of New Shanatar.


Post more character info here, bitte...

If you are posting for the 3rd Level scene in PbP, please designate that in Yellow and bold at the top of the post :D
 
Last edited:

log in or register to remove this ad

* Galomir is learning the Ways of Bushido through a Kara-Turian monk name Mi Sufong, who is ambassador to Tethyr...and is applying their ways to his Uncle's Duchy. A small, but disciplined group within the Duchy's garrison has taken to imitating the heir and Bushido. Galomir is able (as it says with certain classes) to pursue both Paladin and Samurai at my discretion.

For this board, please just post your background and general character information.

For your character sheet, please use the following as your template sheet that you send to me over email:

I.E. Copy and Past into Word or notepad

NAME:
RACE:
TYPE:
LEVEL: 5
CLASS:
ALIGNMENT:
DEITY:
XP: 10,000
NEXT: 15,000

STATS:
Net Base Points Level Other
STR
DEX
CON
INT
WIS
CHA

INIT: (+Dex, +Feats)
HD:
HP:
AC: (10 +Dex, +Armor, +Shield)
Touch: 9 (+Dex)
MOVE:
Arcane Fail%:

SAVES:
Fortitude + (+<class>, +Con)
Reflex + (+<class>, +Dex)
Will + (+<class>, +Wis)
Modifiers:
None

ATTACK ROLLS:
BAB:
Melee:
Ranged:

WEAPONS:
Weapon To Hit Damage Critical Special


ARMOR
Type Bonus Max DEX Armor Check Arcane Fail% Special


FEATS:
1st Level -
Hum(If Applicable)-
3rd Level –
Bonus -




RACIAL TRAITS:


CLASS FEATURES:


OTHER CLASS FEATURES


SKILLS: (** Class Total Points)



LANGUAGES:


EQUIPMENT:
HEAD ->
LENSES ->
CLOAK ->
NECK ->
ARMOR ->
ROBE ->
VEST ->
BRACERS ->
GLOVES ->
RING 1 ->
RING 2 ->
BELT ->
BOOTS ->
BACKPACK ->
WEAPON (R)->
WEAPON (L)->


STORED EQUIPMENT:


CONSUMED:


CASH: 9,000gp


Background:
 
Last edited:

What is known about Sir Norin Dawnkeeper:

Once a sheriff of small town in Shanatar, Norin pleged his service to the Duke's Guard since his home was destroyed in the civil war. He has since earned an honorable rank among them through his faithful service and continued vigilance.

Norin is a member of the Champions Vigilant, an order of Knights devoted to Helm's law.

Though he spent many years as a sheriff, he has only come into his own a faithful of Helm recently. He is a middle-aged man of modest build and robust belief. (His plate-and-mail armor make him seem much bigger than he truly is.) He is a handsome man, moreso now in adulthood than as a pudgy youth. His years of hard discipline and difficult decisions have left worry lines across his brow and around his eyes. He sports a thick, well-groomed beard and weilds a spiked mace made entirely from darkwood.

Norin maintains his aire of discipline and duty in all things. Audience with the Duke or dinner with a friend- both show a man who takes all things seriously and brooks little merriment.
 

This is James Cawlfield, what character creation method(die roll or point buy) are you wanting and how much of our own background.

And I have looked over all the other stuff you guys seem to have played in and would like to say I am a huge rifts fan as well just never found anyone to actually play it with. So I am looking for to this as well.
 

Sorry, James...I forgot you weren't in the initial set of emails:

This is going to be:
Forgotten Realms, Tethyr
Theme - Noble House, Quasi-Military, Humans and
Halflings dominant (Halflings 20% of population)

5th level;
Barbarians in the area only available to Elves, Giantkin or Goblinoids
Druids are fairly common in the area
Priests worship Tyr, Torm or Helm
(other Deities subject to approval by DM)

3rd Party PrC's need to be approved by DM

Complete Warrior available

Stats: 8 + d6 (+8 decretionary points, 18 max)
Hit Points: Max - 2d(hitdie)(i.e. Fighter is 50 + CON - 2d10)
Pre-Rolls: 20 d20's (These are rolls I'll use to secretly determine events; could be ToHits for an enemy sniper or could be noticing a secret door, so all 20s would not be advisable)

Character History - If you don't know alot about Forgotten Realms or Tethyr, base your history off of the synopsis I gave on the message board and I'll
correct as necessary.
 

Saalic Flameblade,
>
> The yougest son of a plane touched family who are
> tradesmen in fine weapons,
> ie weapon smiths, This plane touched family claims
> to be touched by an
> Archon of Tyr. This is based on the fact that every
> descendent from the
> union of the Archon and the woman acnecestor has had
> a birthmark of a
> longsword on the palm of thier hand. Every few
> generations Tyr takes one of
> these descedents and makes a warrior or priest of
> them to destroy some evil
> that has arisen..
>
> Saalic Flameblade is the youngest son of a master
> weapon smith and has had a
> calling from Tyr to take up arms in the Defense of
> Tethyr(sp). He has gladly
> accepted his vows of a Paladin of Tyr for this
> cause.
>
> A generqal description of Saalic, 5' 10" well
> muscled. He has golden hair
> and silver eyes, he wears a chain shirt and a spiked
> steel large shield when
> adventuring, when he is in town he stays at the
> church healing and teaching
> the needy in the ways of Tyr.
 

Cornelius "Teddy" Tevwyn

108th in line of succession
Master Evoker

Cornelius prefers Tevwyn or Teddy to his first name Cornelius as he felt that Cornelius led to several altercations as a youth.

Cornelius graduated from a Thayvian wizarding school, one of the new ones that had recently sprung up since the "Troubles". He graduated with honors and at the top of his class but he was not the ideal pupil as one of his summoning spells he had to cast in his first year had stranded a fire mephit here on the prime. They became fast friends which may have attributed to his excelling with anything to do with fire based spells.

Upon reaching graduation Tevwyn was given the rod which most complimented his abilities at the time of graduation.
 

Attachments

  • tevwyn.jpg
    tevwyn.jpg
    13 KB · Views: 335
Last edited:

Oringinally posted on the Tethyr Campaign Page by Yssar

Nym was born into an elven home deep in The Wealdath during the waning days of the Tethyren civil war. His mother had fell in love with a druid who had been making frequent incursions into the wood, and was slain by a band of gnolls soon after.

Nym Tealeaf looks very elven. This was fortunate because it allowed his mother Vestele to hide her sacrilege for several years. By then Nym had made enough of an impression on the tribe of Suldusk elves that he was not killed outright. But the superstition and racial bias of the majority of the tribe precluded Nym staying. The night his heritage was discovered, the eleven year old half-elven child was given a weeks worth of rations, a dagger, and a bow with 20 arrows. He was blindfolded and carried for two days to an area of the forest which he had never seen. He was then told to sit on a log and they would tell him when he could uncover his eyes. After waiting most of the day, he uncovered his eyes and realized he was utterly alone for the first time in his life.

Nym was a toug child, and this kept him alive over the next few months as he struggled to survive in the forest. He grew up very quickly, using his strength and cunning to survive in an environment far more hostile than most children his age would face. However, as winter approached, his hunting grounds became bare, and he as struggling to live. He then experienced his second bout of fortune as he was found freezing in a snow covered meadow by a band of druids. They took him in and brought him back to health.

The druids were very kind, and over time tamed Nym’s wildness somewhat. He began learning other languages than Elven, and eventually decided to follow their example and become a druid.

The druids did their best to keep out of the civil war, but eventually worked with Lord Luxor, as he had promised to renew the agreements to not put the forests near his lands to the axe or forge. Nym was a fierce warrior and budding druid, and served some in the last days of the conflict as a guide and forest scout. As part of the continuing pact between the druids of the grove near Mosstone and Lord Luxor, Nym has stayed in his service.
 
Last edited:

Lucid Persicant Rogue and craftsman

Human Rogue/Skilled craftsman:

Lucid is a true craftsman by day. He can be found instructing his employees on either of his workshops’ floors, pouring over financials, negotiating a sale or taking an order for a special client. Usually he is toiling over a client’s special order, personally making sure all is going well. The order could be a horse saddle, some shackles, a hammer, a trap or weapon. He is known for his adept knowledge of many skilled trades like leather working and trap making among others. He makes very good money taking orders from noblemen, various thieves guilds who’s members specialize in using, not making weapons and traps, and farmers and laborers who need his services. He owns a couple wagons and horse teams. They board and feed with a local businessman for a price. He allows community members to borrow them for very small payments. He also has a personal travel horse boarding at the same location.

Lucid’s shop consists of 4 ground level rooms; 1 central display room surrounded by 3 large shop floors all containing specific tools and machines to accomplish various jobs. These three rooms can be accessed from the central room, but the public is not welcome to just walk through and see what goes on. Each of the adjacent shop floor rooms can be accessed through separate shop-to-shop doorways. One set of stair visible but not accessible to the pubic leads to a second floor consisting of the same layout as the bottom floor. One room serves as Lucid’s quarters. The other rooms can serve as dwellings for rent, but currently house a number of stock piled and surplus materials for making orders. There is 1 window for each room, and a flight of steps from the top floor to the alley in the back. There are 4 chimneys. All possible entrances are booby-trapped. There are a few secret rooms where he keeps highly sensitive items that he has been asked to prepare. He has had offers from local and semi local lords and ladies to work exclusively for them. He hasn’t accepted an offer yet. Now that full blown war has diminished in the lands, smaller scale requests for special items is booming, and blacksmith communities are no longer required to pump out magnitudes of bulk weapons and shields.

The nature of Lucid’s business gives rise to him being able to offer his rogue services when clients request items generally used by rogues. He even performs private investigative tasks for a jaded lover now and then. Which really suits him since his training is in infiltration and ex-filtration.

Lucid is known to leave his business in the capable hands of his seemingly trustworthy and well-paid employees. It isn’t known what he does when he leaves, but rumors abound and they usually lean towards him being involved with freelance rogue services. Sometimes a nobleman might be seen striking a deal, but never seen picking up a product. Lucid always seems to have a good excuse that reduces the ability for hearsay to take a firm hold on his reputation.

He eats well and treats his employees like family buying them gifts and giving bonuses.

He is liked by most in his community. However, there are those that view his business as shady. There are also those who think they know the truth about his rogue nature and look down upon him.

He speaks MANY languages where as others in his field may not. Thus he gets business requests from orcs, gnols etc. from time to time. He has many casual contacts. Not really many he can pull favors with. But many clients recognize him for his crafts and still others recognize him from secret services rendered.

His parent’s are both dead, having chosen to support different sides during the Civil War. Lucid believes his father to have died during a castle catapult barrage on an interior garrisoned food storage house in which he was preparing food rations. His mother was captured by barbarians who were looting a battlefield after one of their own barbarian magic users cast a spell creating a swarm of insects to drive away the victors from collecting their wounded comrades and reusable supplies. She is assumed to be dead. He would recognize either on site. His parents both assumed dead, and blessed with the gift of thought over strength. He learned to provide for himself through honest work, and then found himself accompanying some of his clients to show them how his traps worked, that bridged him into learning rogue skills.
 

Saxon Nusmaar 3rd-level Druid (Mielikki)

NAME: Saxon Nusmaar
RACE: human
TYPE: medium humanoid
LEVEL: 3
CLASS: Druid
ALIGNMENT: neutral good
DEITY: Mielikki
XP: 3000
NEXT: 6000

STATS:
Net Base Points Level Other
STR 12; 4
DEX 14; 6
CON 12; 4
INT 14; 6
WIS 15; 8
CHA 12; 4

INIT: +2 (+2 Dex)
HD: 3d8+3
HP: 23hp
AC: 18 (10 +2 Dex, +3 Armor, +3 Shield)
Touch: 12 (10 +2 Dex)
MOVE: 30'
Arcane Fail%: 20

SAVES:
Fortitude +4 (+3 Class, +1 Con)
Reflex +3 (+1 Class, +2 Dex)
Will +5 (+3 Class, +2 Wis)
Modifiers:
None

ATTACK ROLLS:
BAB: +2
Melee: +3
Ranged: +4

WEAPONS:
Weapon To Hit Damage Critical Special
mw scimitar; +4; d6+1; 18-20/x2; masterworked
mw sling; +5; d4+1; x2; masterworked

ARMOR
Type Bonus Max DEX Armor Check Arcane Fail% Special
mw hide armour; medium; +3; +4; -2; 20%; masterworked

FEATS:
1st Level - spell-casting prodigy
Human - track
3rd Level - combat casting

RACIAL TRAITS:
bonus 1st lvl feat, 4 extra skill points at 1st lvl and 1/lvl thereafter

CLASS FEATURES:
animal companion, nature sense, wild empathy +4, woodland stride, trackless step

SKILLS: (42 points total)
Concentration +7/6, Handle Animal +7/6, Heal +8/6, Knowledge (nature) +10/6, Listen +5/3, Spellcraft +8/6, Spot +5/3, Survival +10/6

LANGUAGES:
Common, Chondathon, Illuskan, Druidic, Sylvan, Giant

EQUIPMENT:
HEAD ->
LENSES ->
CLOAK ->
NECK ->
ARMOR -> mw hide armour
ROBE ->
VEST ->
BRACERS ->
GLOVES ->
RING 1 ->
RING 2 ->
BELT ->
BOOTS ->
BACKPACK ->
WEAPON (R)-> mw scimitar or mw sling
WEAPON (L)-> +1 shield


STORED EQUIPMENT:
mw longsword
10 sling bullets
healer's kit
holly & mistletoe
components pouch
belt pouch
mw bandolier
cold weather outfit
explorer's outfit
backpack
bedroll
blanket, winter
scroll case
flint & steel
quill & ink
15 parchment
sack
soap
whetstone
potions:
cure mod wounds
5 cure lgt wounds

CASH: 39.58gp

ANIMAL COMPANION:
Mzarem (big wolf (or riding dog, hehe)) Medium Animal
Hit Dice: 4d8+12 (38 hp)
Initiative: +3
Speed: 50 ft. (10 squares)
Armor Class: 20 (+3 Dex, +7 natural), touch 13, flat-footed 17
Base Attack/Grapple: +3/+6
Attack: Bite +6 melee (1d6+3)
Full Attack: Bite +6 melee (1d6+3)
Space/Reach: 5 ft./5 ft.
Special Attacks: Trip
Special Qualities: Low-light vision, scent, evasion
Saves: Fort +7, Ref +7, Will +2
Abilities: Str 16, Dex 16, Con 16, Int 2, Wis 12, Cha 6
Skills: Jump +9, Listen +5, Spot +5, Swim +4, Survival +3 (+4 racial bonus when using scent)
Feats: Track, Alertness, Improved Natural Armour
Tricks: attack (2), come, defend, down, fetch, heel, track


Background:

Description:

Saxon's hair is long, thick and dark brown. He keeps it tied behind his head though a small multitude of strands usually escape and fall across his face. His eyes are a greyish blue and he smiles a lot, very talkative with animals but gets shy around people. His leather armour is light grey in colour and fairly elaborate, over the top of it is worn a thick, woolen, ankle-length coat which is loose so as not to hinder mobility. His backpack has his rune-etched shield and longsword strapped to it in addition to many little trinket-like objects he has collected while travelling. His scimitar, a prized possession, is worn on his belt with a few other miscellaneous items which he uses in everyday functions. He has three tatoos. Two are a celtic pattern going around both of his upper arms. The third is a large one on his back, composing of dark green, tangled and thorny vines near his waste, and gradually becoming lighter and less nasty looking as they reach his shoulders, the tallest vine ending in a blue rosebud just above his collar. He wears a carved ivory owl on a leather cord around his neck, it was a gift from a young girl whose cat he saved from the brink of death. Though he keeps himself very tidy and neat, he seems to carry a feint smell of pine trees and snow. Mzarem is a male albino wolf, he is missing a couple of small patches of fur here and there, and carries a lot of scars, but otherwise he's very friendly with Saxon. Mzarem has a certain gleam in his eye, like that of a seasoned warrior, and is known to unnerve people he travels with by looking at them as though he were sizing them up for a fight.

[ooc: Used riding dog stats for Mzarem because they represent him better ;)]

History:

Saxon doesn't like to think about his history much, its not an incredibly happy tale, it can be summarised as follows:

[ooc: I've made some assumptions about the practises of the druids in Kuldahar, because I'm not entirely sure what their practices are so I just made them up if required. I'm pretty sure the druids of Kuldahar follow Silvanus, but Saxon prefers to follow Mielikki's attitudes and beliefs. Let me know if anything isn't alright.]

Saxon's parents were teenagers who ran away from their home in the south, their travels took them to the tiny village of Kuldahar where they found a little place in the outskirts to live. To their misfortune they had a child, and because of their struggling income they knew they couldn't afford such a thing. Unfortunately again, his mother died shortly after giving birth from falling to illness in her weakened state.

With what felt like his other half gone and all to replace it was another mouth to feed Saxon's father was incredibly unhappy. He worked himself to the bone trying to earn enough to raise a child but could hardly do so as a single parent and still care for his son. Also during this time Saxon and his father became aquainted with the druids of the region, and for a short period Gunther and a half-elf druid, Silnir, had a relationship. Though short-lived, when the relationship ended they left on good terms and remained friends. Silnir was like the mother Saxon never had.

A decade passed slowly and painfully into history and though only ten years old Saxon had learnt of true hardships of life and to treasure and care for what little he had. He was very mature for his age. His father realised that and thought that to turn their life around he could now safely go off adventuring and leave Saxon to look after himself, with occasional check ups made by Silnir of course. Thus after a while, there had been no adventurer parties come through recently which he could join, Saxon bid his father fairwell as he went off towards the unknown to bring back great riches.

Time passed by and in his waiting Saxon wandered the wilderness around Kuldahar, taking an interest in the terrain and its occupants. About three years sit themselves between when his father left and the current moment when Saxon finds that a female wolf whom he was friends with has had a litter of pups, he helps care for the somewhat large litter for a few months until they all are able to do their own thing. One whom he gained a special bond with was the albino of the litter whom he thought was a miracle of nature, this wolf had grown to be bigger than its siblings. It remained with Saxon through thick and thin and for another two years they managed to maintain themselves from the surrounding lands, and having very little contact with the actual inhabitants of Kuldahar.

Soon enough though, a greying man, almost oozing with righteousness and honour, showed up on his doorstep claiming to be his father's father. He was a paladin. After Saxon told him of his history that he could remember, his grandfather, named Taurreyl, said that he would stay here and help him out. It had taken him this long to track his son here so he would just wait now for him to return from his adventures. After some time getting used to the presence of such a person in his humble home, Saxon was advised by Taurreyl to inquire into joining the druid grove nearby, an opinion shared by Silnir who had always liked the thought of having Saxon apprenticed to her. He did so and was very happy about finding a group of people he could get along so easily with.

The apprenticeship worked quite well and Saxon was very interested in learning the ways of magic, it fascinated him to no end. With his fervour for his new found faith he was soon initiated into the group, and their tattoos were applied to him all in the one sitting. Painful but a testiment to his determination.

Soon it became obvious that his father wasn't coming back, so Taurreyl gave Saxon a sword which was intended to be inherited by his father, it had been in the family for generations and though his beliefs barred him from using it Taurreyl implored that he carry it with him until he either found someone suitable to carry it or has a son who could take it from him.

Time passed by and the two became best of friends, though Saxon thought Taurreyl was too rigid and Tyrrel thought Saxon was too laid back. Eventually age caught up with Tyrrel and he died peacefully in his sleep, this was very distressing for Saxon despite it being painless. After a brief and heartfelt burial conducted by Saxon and fellow druids he went back to his normal way of life.

Briefly after his grandfather's death he was shaken by the death of his mentor, Silnir. To Saxon's understanding she fell prey to an unlikely foe, her brother Horlaen. Silnir and Horlaen had become druids at the same time and the bonds between them seemed strong. After Silnir took upon a student though Horlaen began to jest about her being too soft, or too merciful. These accustaions started to become serious, and Horlaen blamed Saxon for Silnir's change of heart, saying that Saxon should not have forced his moral code upon her, that morals had no place in the natural order of things. It was quite the contrary though as Silnir saw a pleasant and refreshing train of thought in Saxon which didn't conflict with druidic teaching. She chose to adopt that attitude. Ultimately it led to her downfall as Silnir and her brother had to compete for a higher position. Horlaen had no qualms with disposing of his competitor, and thought best to cull her from the pack because he considered her weak. At a friendly meeting between the two siblings he challenged her to a fight to the death, she refused to fight her own brother and he subsequently killed her.

Saxon buried her as well, not far from his grandfather's grave. He went to see Horlaen and demanded to know what happened. Horlaen explained calmly what he had had to do, Saxon rebuked him for such heartless actions and though Horlaen defended his actions with his beliefs it was obvious he was pained by what he had done. Saxon swore vengeance and Horlaen had him expelled from the grove. Having no reason to stay he decided to wander away from it all, partly to put his past behind him and partly to find someone worthy of his grandfather's blade.
 
Last edited:

Remove ads

Top