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<blockquote data-quote="Leugren" data-source="post: 6706049" data-attributes="member: 44754"><p><strong>Originally posted by Leugren:</strong></p><p></p><p><img src="https://lh4.googleusercontent.com/UjSP4QUBcgl0z4jJKbmqope9j6xStKQzO1H3KWh66OE8RVKNaeEHyU_bn5Q7w2k2UH5nXQ2hfsu1WAd-ElWOX8URZq40R9-qpDasK381GLqH8NwQfssZBpRS-izoMrCIDA" alt="" class="fr-fic fr-dii fr-draggable " data-size="" style="" /></p><p> </p><p>Cranulf Crownshield </p><p>4th-level Mountain Dwarf Paladin [Oath of Devotion]</p><p>Medium Male Humanoid </p><p>Armor Class 20 (plate and shield) </p><p>Hit Points 40 (4d10) </p><p>Speed 25 ft. </p><p>Senses Darkvision 60 ft. </p><p>Str 16 (+3) Dex 10 (+0) Con 17 (+3) </p><p>Int 8 (-1) Wis 10 (+0) Cha 16 (+3) </p><p>Alignment Lawful Good</p><p>Languages Common, Dwarvish</p><p> </p><p>TRAITS</p><p> </p><p>Background – Soldier</p><p> Specialty: Infantry</p><p>Feature: Military Rank</p><p>– You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also gain access to friendly military encampments and fortresses where your rank is recognized. </p><p> </p><p>Proficiency (+2) </p><p> </p><p>Tools: Dragonchess, Vehicles (Land), Smith’s Tools </p><p>Saving Throws: Wisdom +2, Charisma +5</p><p>Weapons: Simple Weapons, Martial Weapons </p><p>Armor: Light Armor, Medium Armor, Heavy Armor, Shields </p><p> </p><p>SKILLS</p><p> </p><p>Athletics +5, Intimidation +5, Persuasion +5, Perception +2 </p><p> </p><p>ACTIONS </p><p> </p><p>Melee Attack— Warhammer: +5 to hit (reach 10 ft.; one creature) </p><p>Hit: 1d8+5 bludgeoning damage (versatile 1d10)</p><p>Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature). </p><p>Hit: 1d6+5 piercing damage (thrown) </p><p> </p><p>EQUIPMENT</p><p> </p><p>plate armor, shield w/ holy symbol, a warhammer, a quiver of 5 javelins, an explorer’s pack, an insignia of rank, a set of common clothes, a belt pouch containing 10 gp. </p><p> </p><p>explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side.</p><p> </p><p>FEATURES</p><p> </p><p>Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.</p><p> </p><p>Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage.</p><p> </p><p>Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer.</p><p> </p><p>Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools.</p><p> </p><p>Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus.</p><p> </p><p>Dwarven Armor Training: You have proficiency with light and medium armor.</p><p> </p><p>Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses.</p><p> </p><p>Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs.</p><p> </p><p>Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon.</p><p> </p><p>Divine Smite: When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target. In addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. </p><p> </p><p>Divine Health: The divine magic flowing through you makes you immune to disease.</p><p> </p><p>Spellcasting: You have learned to draw on divine magic through meditation and prayer to cast divine spells as a cleric does.</p><p> </p><p>Preparing and Casting Spells: To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.</p><p> </p><p>Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your paladin spells.</p><p> </p><p>Spell Save DC: 8 + proficiency bonus + Charisma modifier = 13</p><p> </p><p>Spell Attack Modifier: proficiency bonus + Charisma modifer = +5</p><p> </p><p>Spells Prepared: Protection from Evil and Good, Sanctuary, Bless, Command, Cure Wounds, Shield of Faith, Thunderous Smite</p><p> </p><p>Spell Slots: 3 x level 1</p><p> </p><p>Oath of Devotion: The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms.</p><p> </p><p>Tenets of Devotion: Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets:</p><p> </p><ul> <li data-xf-list-type="ul">Honesty: Don’t lie or cheat. Let your word be your promise.<br /> </li> <li data-xf-list-type="ul">Courage: Never fear to act, though caution is wise.<br /> </li> <li data-xf-list-type="ul">Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom.<br /> </li> <li data-xf-list-type="ul">Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm.<br /> </li> <li data-xf-list-type="ul">Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you.<br /> </li> </ul><p> </p><p>Oath Spells: Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you.</p><p> </p><ul> <li data-xf-list-type="ul">Level 3: Protection from Evil and Good, Sanctuary<br /> </li> </ul><p> </p><p>Channel Divinity: Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC.</p><p> </p><p>Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends.</p><p> </p><p>Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see you 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 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 a space within 30 feet of you. It also can’t take reactions. For its action, 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> </p><p> </p><p>PERSONAL CHARACTERISTICS</p><p> </p><p>Trait 1: When I set my mind to something, I follow through no matter what gets in my way.</p><p>Trait 2: I can stare down a hellhound without flinching.</p><p>Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful)</p><p>Bond: I would die to discover the whereabouts of an ancient artifact.</p><p>Flaw: I am dogmatic in my thoughts and philosophy.</p><p>Appearance: Cranulf appears as a grizzled old dwarf with a hulking physique. He has a knot of long, white hair bound back with a steel clasp, and a braided white beard. He has icy blue eyes, and his stony features bear the scars of many battles. Blue tattoos cover his face and scalp. He wears a gleaming suit of steel-blue plate mail with gold highlights. A golden hammer sparkling with electricity is emblazoned on his steel-blue shield--the symbol of the Stormhammers. </p><p> </p><p>BACKSTORY</p><p><strong>Show</strong></p><p>[sblock]A group prayer delivered by Cranulf right before entering Venomfang’s tower:</p><p> </p><p>"Let us bow our heads in supplication to the All-Father:</p><p>Lord, I humbly beseech thee to look with favor upon these thine servants;</p><p>Though they wear the forms of halflings and elves and other prancin’ fairy folk,</p><p>In truth, their hearts are wrought of steel and stone as befits any true son of the mountain; </p><p>Grant them the strength of arms to bathe in the blood of their enemies,</p><p>That the heavens might be festooned with the entrails of all who stand against them.</p><p>Hu-yah!"</p><p> </p><p>Cranulf hails from the dwarven city of Strakheln nestled deep within the Titan Peaks. He is a veteran campaigner who served with the Stormhammers during the Skullcrusher Wars. As a soldier, Cranulf saw more than his share of action against the endless waves of orcs and giants who hurled themselves against the impregnable Shieldwall which guards the northern approaches to the city of Strakheln. During one particularly brutal engagement, Cranulf was struck in the head by a large boulder lobbed over the parapets by a hulking one-eyed frost giant. </p><p> </p><p>As he lay in a deep swoon, Cranulf experienced a vision in which Moradin the All-Father appeared to him as a giant face on the side of a mountain. In deep, mournful tones, the All-Father revealed the fate that awaited his children in years to come--the slow decline and the eventual extinction of the dwarven race until naught but the crumbling ruins of their once-mighty strongholds remained to mark their passing. A crushing sense of despair settled on Cranulf then, but the All-Father revealed that all was not yet lost. He exhorted Cranulf to seek out an artifact known as the Covenant Stone, upon which were graven the Seven Secrets of the Earth. Armed with these secrets, the dwarves would reclaim their lost glory, ringing in a new golden age for the Children of Moradin--an age that would last for more than a thousand years.</p><p> </p><p>When Cranulf came to, he found himself in a makeshift hospice surrounded by other injured dwarves. The citizens of Strakheln were in the midst of a grand celebration to honor their final victory over the orcs and giants of the Skullcrusher horde. Springing up from his cot, Cranulf immediately demanded an audience with the king. Despite the protestations of the clerics who were tending him, he barreled his way through the city and into the Great Hall, interrupting the king at his celebratory feast. His head swaddled in thick bandages, Cranulf repeated the dire pronouncements of the All-Father in feverish tones, insisting that the king must call for a grand crusade in order to recover the lost Covenant Stone. A long moment of silence followed his extraordinary disquisition. This was followed shortly by a tremendous roar as the entire assemblage of thanes and royals burst into peals of raucous laughter. A crimson-faced cleric arrived moments later to escort Cranulf back to his cot, apologizing profusely to the gathered lords and ladies for the interruption. </p><p> </p><p>From that moment on, Cranulf became an object of pity and ridicule throughout the city of Strakheln. As soon as he was well enough to travel, he gathered up his arms and armor, and silently bade farewell to the only home he had ever known. Somewhere beyond the horizon lay the artifact known as the Covenant Stone, and Cranulf was determined to find it or die trying.</p><p> </p><p></p><p>[/sblock]</p></blockquote><p></p>
[QUOTE="Leugren, post: 6706049, member: 44754"] [b]Originally posted by Leugren:[/b] [IMG]https://lh4.googleusercontent.com/UjSP4QUBcgl0z4jJKbmqope9j6xStKQzO1H3KWh66OE8RVKNaeEHyU_bn5Q7w2k2UH5nXQ2hfsu1WAd-ElWOX8URZq40R9-qpDasK381GLqH8NwQfssZBpRS-izoMrCIDA[/IMG] Cranulf Crownshield 4th-level Mountain Dwarf Paladin [Oath of Devotion] Medium Male Humanoid Armor Class 20 (plate and shield) Hit Points 40 (4d10) Speed 25 ft. Senses Darkvision 60 ft. Str 16 (+3) Dex 10 (+0) Con 17 (+3) Int 8 (-1) Wis 10 (+0) Cha 16 (+3) Alignment Lawful Good Languages Common, Dwarvish TRAITS Background – Soldier Specialty: Infantry Feature: Military Rank – You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also gain access to friendly military encampments and fortresses where your rank is recognized. Proficiency (+2) Tools: Dragonchess, Vehicles (Land), Smith’s Tools Saving Throws: Wisdom +2, Charisma +5 Weapons: Simple Weapons, Martial Weapons Armor: Light Armor, Medium Armor, Heavy Armor, Shields SKILLS Athletics +5, Intimidation +5, Persuasion +5, Perception +2 ACTIONS Melee Attack— Warhammer: +5 to hit (reach 10 ft.; one creature) Hit: 1d8+5 bludgeoning damage (versatile 1d10) Ranged Attack—Javelin: +5 to hit (range 30/120 ft; one creature). Hit: 1d6+5 piercing damage (thrown) EQUIPMENT plate armor, shield w/ holy symbol, a warhammer, a quiver of 5 javelins, an explorer’s pack, an insignia of rank, a set of common clothes, a belt pouch containing 10 gp. explorer’s pack contents: a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, a waterskin, and 10 feet of hempen rope strapped to the side. FEATURES Darkvision: Accustomed to life underground, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. Dwarven Resilience: You have advantage on saving throws against poison, and you have resistance against poison damage. Dwarven Combat Training: You have proficiency with the battleaxe, handaxe, throwing hammer, and warhammer. Tool Proficiency: You gain proficiency with the artisan’s tools of your choice: smith’s tools, brewers supplies, or mason’s tools. Stonecunning: Whenever you make an Intelligence (History) check related to the origin of stonework, you are considered proficient in the History skill, and add double your proficiency bonus to the check, instead of your normal proficiency bonus. Dwarven Armor Training: You have proficiency with light and medium armor. Divine Sense: The presence of strong evil registers on your senses like a noxious odor, and powerful good rings like heavenly music in your ears. As an action, you can open your awareness to detect such forces. Until the end of your next turn, you know the location of any celestial, fiend, or undead within 60 feet of you that is not behind total cover. You know the type (celestial, fiend, or undead) of any being whose presence you sense, but not its identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated, as with the hallow spell. You can use this feature a number of times equal to 1 + your Charisma modifier. When you finish a long rest, you regain all expended uses. Lay on Hands: Your blessed touch can heal wounds. You have a pool of healing power that replenishes when you take a long rest. With that pool, you can restore a total number of hit points equal to your paladin level x 5. As an action, you can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in your pool. Alternatively, you can expend 5 hit points from your pool of healing to cure the target of one disease or neutralize one poison affecting it. You can cure multiple diseases and neutralize multiple poisons with a single use of Lay on Hands, expending hit points separately for each one. This feature has no effect on undead and constructs. Fighting Style - Dueling: When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Divine Smite: When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target. In addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend. Divine Health: The divine magic flowing through you makes you immune to disease. Spellcasting: You have learned to draw on divine magic through meditation and prayer to cast divine spells as a cleric does. Preparing and Casting Spells: To cast one of your paladin spells of 1st level or higher, you must expend a slot of the spell’s level or higher. You regain all expended spell slots when you finish a long rest. You prepare the list of paladin spells that are available for you to cast, choosing from the paladin spell list. When you do so, choose a number of paladin spells equal to your Charisma modifier + half your paladin level, rounded down (minimum of one spell). The spells must be of a level for which you have spell slots. You can change your list of prepared spells when you finish a long rest. Preparing a new list of paladin spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list. Spellcasting Focus: You can use a holy symbol as a spellcasting focus for your paladin spells. Spell Save DC: 8 + proficiency bonus + Charisma modifier = 13 Spell Attack Modifier: proficiency bonus + Charisma modifer = +5 Spells Prepared: Protection from Evil and Good, Sanctuary, Bless, Command, Cure Wounds, Shield of Faith, Thunderous Smite Spell Slots: 3 x level 1 Oath of Devotion: The Oath of Devotion binds a paladin to the loftiest ideals of justice, virtue, and order. Sometimes called cavaliers, white knights, or holy warriors, these paladins meet the ideal of the knight in shining armor, acting with honor in pursuit of justice and the greater good. They hold themselves to the highest standards of conduct and some, for better or worse, hold the rest of the world to the same standards. Many who swear this oath are devoted to gods of law and good and use their gods’ tenets as the measure of their devotion. They hold angels--the perfect servants of good--as their ideals, and incorporate images of angelic wings into their helmets or coats of arms. Tenets of Devotion: Though the exact words and strictures of the Oath of Devotion vary, paladins of this oath share these tenets: [LIST][*]Honesty: Don’t lie or cheat. Let your word be your promise. [*]Courage: Never fear to act, though caution is wise. [*]Compassion: Aid others, protect the weak, and punish those who threaten them. Show mercy to your foes, but temper it with wisdom. [*]Honor: Treat others with fairness, and let your honorable deeds be an example to them. Do as much good as possible while causing the least amount of harm. [*]Duty: Be responsible for your actions and their consequences, protect those entrusted to your care, and obey those who have just authority over you. [/LIST] Oath Spells: Once you gain access to an oath spell, you always have it prepared. Oath spells don’t count against the number of spells you can prepare each day. If you gain an oath spell that doesn’t appear on the paladin spell list, the spell is nonetheless a paladin spell for you. [LIST][*]Level 3: Protection from Evil and Good, Sanctuary [/LIST] Channel Divinity: Your oath allows you to channel divine energy to fuel magical effects. When you use your Channel Divinity, you choose which option to use. You must then finish a short or long rest to use your Channel Divinity again. Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your paladin spell save DC. Sacred Weapon: As an action, you can imbue one weapon that you are holding with positive energy, using your Channel Divinity. For 1 minute, you add your Charisma modifier to attack rolls made with that weapon (with a minimum bonus of +1). The weapon also emits bright light in a 20-foot radius and dim light 20 feet beyond that. If the weapon is not already magical, it becomes magical for the duration. You can end this effect on your turn as part of any other action. If you are no longer holding or carrying this weapon, or if you fall unconscious, this effect ends. Turn the Unholy: As an action, you present your holy symbol and speak a prayer censuring fiends and undead, using your Channel Divinity. Each fiend or undead that can see you 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 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 a space within 30 feet of you. It also can’t take reactions. For its action, 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. PERSONAL CHARACTERISTICS Trait 1: When I set my mind to something, I follow through no matter what gets in my way. Trait 2: I can stare down a hellhound without flinching. Ideal: Honor. If I dishonor myself, I dishonor my whole clan. (Lawful) Bond: I would die to discover the whereabouts of an ancient artifact. Flaw: I am dogmatic in my thoughts and philosophy. Appearance: Cranulf appears as a grizzled old dwarf with a hulking physique. He has a knot of long, white hair bound back with a steel clasp, and a braided white beard. He has icy blue eyes, and his stony features bear the scars of many battles. Blue tattoos cover his face and scalp. He wears a gleaming suit of steel-blue plate mail with gold highlights. A golden hammer sparkling with electricity is emblazoned on his steel-blue shield--the symbol of the Stormhammers. BACKSTORY [b]Show[/b] [sblock]A group prayer delivered by Cranulf right before entering Venomfang’s tower: "Let us bow our heads in supplication to the All-Father: Lord, I humbly beseech thee to look with favor upon these thine servants; Though they wear the forms of halflings and elves and other prancin’ fairy folk, In truth, their hearts are wrought of steel and stone as befits any true son of the mountain; Grant them the strength of arms to bathe in the blood of their enemies, That the heavens might be festooned with the entrails of all who stand against them. Hu-yah!" Cranulf hails from the dwarven city of Strakheln nestled deep within the Titan Peaks. He is a veteran campaigner who served with the Stormhammers during the Skullcrusher Wars. As a soldier, Cranulf saw more than his share of action against the endless waves of orcs and giants who hurled themselves against the impregnable Shieldwall which guards the northern approaches to the city of Strakheln. During one particularly brutal engagement, Cranulf was struck in the head by a large boulder lobbed over the parapets by a hulking one-eyed frost giant. As he lay in a deep swoon, Cranulf experienced a vision in which Moradin the All-Father appeared to him as a giant face on the side of a mountain. In deep, mournful tones, the All-Father revealed the fate that awaited his children in years to come--the slow decline and the eventual extinction of the dwarven race until naught but the crumbling ruins of their once-mighty strongholds remained to mark their passing. A crushing sense of despair settled on Cranulf then, but the All-Father revealed that all was not yet lost. He exhorted Cranulf to seek out an artifact known as the Covenant Stone, upon which were graven the Seven Secrets of the Earth. Armed with these secrets, the dwarves would reclaim their lost glory, ringing in a new golden age for the Children of Moradin--an age that would last for more than a thousand years. When Cranulf came to, he found himself in a makeshift hospice surrounded by other injured dwarves. The citizens of Strakheln were in the midst of a grand celebration to honor their final victory over the orcs and giants of the Skullcrusher horde. Springing up from his cot, Cranulf immediately demanded an audience with the king. Despite the protestations of the clerics who were tending him, he barreled his way through the city and into the Great Hall, interrupting the king at his celebratory feast. His head swaddled in thick bandages, Cranulf repeated the dire pronouncements of the All-Father in feverish tones, insisting that the king must call for a grand crusade in order to recover the lost Covenant Stone. A long moment of silence followed his extraordinary disquisition. This was followed shortly by a tremendous roar as the entire assemblage of thanes and royals burst into peals of raucous laughter. A crimson-faced cleric arrived moments later to escort Cranulf back to his cot, apologizing profusely to the gathered lords and ladies for the interruption. From that moment on, Cranulf became an object of pity and ridicule throughout the city of Strakheln. As soon as he was well enough to travel, he gathered up his arms and armor, and silently bade farewell to the only home he had ever known. Somewhere beyond the horizon lay the artifact known as the Covenant Stone, and Cranulf was determined to find it or die trying. [/sblock] [/QUOTE]
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