• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Warriors Of The Coast OOC

Greatfrito said:
Of all of the other characters, Garrick seems to be the one Amy'd be most likely to have contact with. I'd imagine the easiest way would be to have had the two of them meet a few times when Amy was doing odd work for the town guard. Citen could be another chum of Amy's, and the idea of a mad youth running around in the jungles by himself (or, more specifically, running around in jungles without inviting someone else!) would at least spark Amy's interest enough to try to strike up conversation, share some stories over at the Green Lilac, and generally check up on the young man to make sure he hasn't gotten himself killed.

Interested, Kralin?

Yeah, I would be.

Like Def, I'm not online too much on the weekends, but I do get to check occassionally.
 

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OK, here the version 2.2 of my background:

My name is Matthew Loreman. Seawell, this is my town. I'm born here. It is situated by the side of the ocean. I swin in it since my youth. My father, Jenson, is a fisher and he has taught to every of his child how to swim since we were baby. I love to rush in the wave and fight against it. It is not given to everyone to do such. I remember Zan, before he start his study. He used to play with me. Once, I challenged him to beat me in a race in the waves. He got tired before we even did half the way. He almost drown when a wave hit him hardly. I've never dared to ask him again to swim with me after that accident. I don't think he would have eccepted anyway.

When you stand on the beach, you can see a pale trace in the see that follow the Peninsula. That stripe is the coral reef. A marvelous thing. My father once took me there, I've been able to swin among it. I was only six years old. It was marvelous. I keep a good memory of it, even if the things have turned bad at that day. I was swimming among the fish, looking at the coral when a strong current draged me in direction of the reaf. My small body couldn't fought it and I got crush on it. The coral cut my skin in many places. I was leaving a red trail of blood behind me. Small sharks got excited by the smell of blood. I could hardly breath and I thought it was my end. But at that moment, a creature appeared. At that moment, I was losing cousciouness, but I thought it was my end. But it was the opposite, that creature saved me. It was a dolphine. Twice the size of the sharks, none would have dared to attack the strong mammals. It took me and carry me back to teh boat, where my father was trying to push it toward me.

My father told me I was looking bad, and I wasn't saved yet. The coral can be very poisonous and the cuts were deep. The strong current was pushing the boat toward the peninsula. That region is swampy and lizard folks are living there. In that time, the relation between the village and them was bad, but nothing compare to what we have seen recently. A little fight here and there, but rare was the death. Both found it was better to ignore each other. So my father wasn't that scared to land on the peninsula. He could run on the beach up to the village. But to his suprise, two lizardfolks was standing there. My father was scared and just couldn't move, as he didn't expect what would happen. Would they attack or would they let him go. To his surprise, they did either of them. One of them move toward my father and looked at my small body. My breath was already slow. I wouldn't have survived the trip to the village. The lizardfolk took me gently and put me on the beach. My father was kind of paralyzed. The other lizardfolk dissapear in teh swamp to come back. They put some herb on the wounds. The took the vest of my father and did some bandage on my wounds. Then one cast a spell. The lizardfolk nod at my father and put an hand on his shoulder. At that moment, he knew I was out of danger. I spent the whole month in my bed, but my condition was only going better.

I was still young when I started to help my father. I was going fishing with him. We used to wake in teh night to prepare our boat and fishing nets. We were going fishing all the day and when the sun came down at the horizon, our boat touched the beach. My father was preparing teh fish. I generally run up to the Green Lilac, where I was giving the freshest fish possible to Morinda. I liked to stay a moment at the Inn. The travellers always had stories to tell. I was also impress by the magic. Zan was an apprentice at that time, and I was starting to see him less, as our schedule were pretty different, but when I was at the Inn, I was always hoping to fall on one of Jango's cours of magic. I also spy on Jina's swordplay course. I think both twin didn't like much that. I was always trying to hide from them, but they seem to always spot me. Morinda sometimes gave me a good meal to thanks me for the service I was doing, and I think it was another way to keep me away from the twins studies, so I won't distract them.

It has been five years since my incident at the coral reef. It is that night I started to do a nightmare. He comes back to me on occasion. Well, it isn't really a nigthmare, just a wierd dream. I walk into a forest. The forest is strangely silent and dark. I continue to walk down the path. In the shadow, I start to understand why you don't hear the rustle of the leaves in the wind, it is because the trees ar emade of stones. I continue to walk down the path and the darkness grow deeper. I feel the trees that surround me and I know my way, even it is the first time I walk down that path, as it is always the first time I walk it. And now I start to get scared. I do not understand why and I can't stop myself. I continue to walk. When finally I enter a small glade, I see the moon in the sky that light the trees. They are not trees but people. I see the villagers, some lizardfolk and travelers that come and go in the harbor. They are all petrified. And in the stillness of this glade, I feel something moving. I turn around and see a great lizard walking toward me. I knew it is him who have made that, changed all those living things into stone. But strangely, he hasn't done the same to me, he just look at me, and I feel his gaze entering my soul. He then turned around and dissapeared in the forest, leaving me alone and unharmed. I also saw at that moment the glade was surrounded by a living forest of trees.

It was during the time Zan was studying his magic in another city. My father was sick and so I've gone fishing alone. That day, the weather was bad and my boat was pushed on the peninsula. I barely escape unharmed, as many rock could have broken my boat. I end up on the beach. I remember my father was telling me it is there we had landed the day I almost died. I looked around, scared to face on of the lizardfolk. I spot none. I decide it would be a good thing to come back home, but I couldn't leav the boat there, so I waited to see a better sea. As I was waiting, I heard some footstep behind me. I jump around, scraed by the noise. It was a lizardfolk. I was not sure what to expect from him. He pass next to me and ignore me. I stared at him while he was walking into the water. A dolphin came to him. He spoke to him in a strange language. He then looked at me and spoke to me in my language, to my great surprise. He told me that it was time to pay back my debt. His name was Ziss and told me that he was the one who saved me from my death. He asked me to come back the day after. For now, I had just to give a rope to the dolphin, he would lead me to my home. I had nothing to fear from being dragged away by the currents and the waves. When I came back home, I spoke to my father about what had happened. He was feeling better. He didn't like mush the event, but he told me it would be dabgerous to go back, but it is true I had a debt to him. He left the decision to me. The day after, I came back to the beach where I met Ziss. My father left me there and told me he would come back later. Ziss appeared a moment later. He told me that he would teach me all what he knows about the nature, that it would help me and my kind greatly. I was curious and we start to talk. I didn't saw the sun in the sky and it was going down when my father arrived. I left Ziss. Two days after, we did the same thing and again two days after that. During almost six years, I met Ziss every other day. He taught me the way of nature.

Two years ago, i was at the Green Lilac when Garrick arrived for teh first time in Seawell. He start to build expedition into the swamp. More and more, he did it, bringing more people with him. Each time they came back, I listen to there stories. It was intersting to hear about those ruins. I had heard about it but not as detail as that. But when they came back and told they had killed lizardfolk, it scared me. I think it is the fear to learn they could kill Ziss. So I continued to ask them questions, in fear to learn that a day I wasn't studying with my mentor, I would learn he had met Garrick or Ari and got killed. But it never happened.

During one day I spend with Ziss, I asked him why he was doing that, why he took me, a softskin, as one of his apprentice. He looked at me with such a gaze I thought I put him angry. He then relax and told me he wasn't the one who choosed me, and that I should already know why he was teaching me. He dismiss me and told to come back when I would know. During a whole week, I didn't saw Ziss. And then my dream came back, and I understood. The spirit of the basilisk choosed me. As a lizard, he must have some connection to Ziss. I woke up and the night was advance. I took my father's boat and I been meeting Ziss. He was waiting for me. He never asked me if I had found the answer, he seems to knew I had found it. Last month, I had my last meeting with him. He told me that his time is ending. Now I had to finish my teaching alone. He asked me to help teach the way of nature to my kind, so they start to live with the nature and not against it, and also, I should try to end the trouble that are appearing. He refused to talk about his tribes, as usual, so he didn't said what make his kind more aggressive, he only asked me to find a peacefull way to end it. He aslo noted that I should take a watch about some softskin that are looking at some ruins in his tribe's territory. They might be both a blessing or a curse to the region, but it is sure that if they sontinue there expeditions, they wouldn't get out unscratch of all this.

For now, I havn't yet establish his stats, but I have a pretty good idea of the 'fluff' feats:

Endurence to represent his good swim skills.

Beast Totem [Basilisk]. It is just like Beast Totem [Gorgon], but I choosed the basilisk as it is a reptile. And even if it is not one of the magical beast suggested, it is among the magical beast in the Totem Companion feat, letting suppose you can have more than then the magical beast presented in Beast Totem feat description.
 
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Revised and vastly added to background. Should work on the mechanicals a little bit later to flesh them out since the company that was supposed to show up tonight bailed on me.

Nelson Luttin
---
Background
Seawell has been home to generations of Luttins, and it is most surely the home of Nelson Luttin. Of unknown origin and ethnicity, the Luttins have in varying degrees enlightened and disgraced the landscape of Seawell for decades. Some say that Luttins have distinctive features, dark eyes, a particular chin, a certain bearing - but the truth is that though you can sort of tell a Luttin by looking at them the simple fact of the matter is that Luttins are bad news, and they wear that bad news in everything they do. There a Luttin drunks, gamblers, ladies of ill-repute, a couple of cousins a little too close for conventional society - and there are also even darker Luttins, like Janias Luttin and the Luttin Gang, who preyed upon travelers and village-folk alike with a strangely consistent Luttin sense of matter-of-fact'ness that seems to hover on the tongue of even the youngest Luttin like a dirty word in church. Luttins have many detractors and opponents, people that the Luttin clan has swindled, committed adultery upon, sired children upon, beaten up, cheated at dice with, and some people just plain offended by their very nature. It can't change the fact that “Luttins are what slicks the mud that moves the wagons in Seawell" though, as the Luttin saying goes. If the Luttins left Seawell then it wouldn't be much of a town for their leaving. While many "newcomers" to Seawell have only lived in the town for a few decades, some say the Luttins lived in Q'Barra long before Newthrone was even founded, eking out an existence trading with the native lizard folk and passing pirates for whiskey and sniff, barely on the smiling side of civilized.

All through Seawell you can see the Luttin lip, the Luttin jaw, have your purse stolen by mischievous young Luttin cousins, or be propositioned by not so young Luttin patriarchs. You can visit Janias Luttin up at his shack in the jungle and listen to him ramble on about all the women and gold he stole before his change of heart, or he met the love of his life, or the town pardoned him, or he killed his damned ol' daddy Nikree Luttin who made him evil mad his whole life. You can have you washing and cleaning done by a score or more of Luttin wives who all have something to say about each other and everyone and who need the extra coin to pay for the hordes of children beget upon them by their loutish, irresponsible, lazy Luttin husbands. If you find the Luttin husbands you'll find farmers, moon shiners, fishermen, cooks, and the heart of Seawell daily life entire. You also will find your wives and daughters leered at and commented upon, yourself beaten and cheated at with dice, a friend to drink you under the table with in your darkest hours, every single vice available in Q'Barra laid out like a roadmap of long-term Luttin connections, and some of the most loyal, cutthroat, and bloodthirsty friends you shall ever find.

Luttins, or so the stories go, were refugees from Cyre, or Breland, or Xen’drik where they were jewelers, mercenaries, pirates, prostitutes, or the lost heirs of Galifar. Some dark whispers even suggest that Luttins have rather more Elvish blood in them than any suspect, and that the Luttins represent some sort of "lost" dragonmarked House stripped of its place and ranks through dragon and giant magics best left to dark sorcery and moonless nights. In any case, Luttins can clearly trace their hand in each and every building in the entire town of Seawell and most of the bloodlines, through marriage or not, making the Luttins of Seawell nothing if not famous, or infamous, in their tiny corner of the world. Some even say that Luttins brought the famous Seawell green ale recipe to Seawell from a hidden laboratory in Karnnath, and it is true that Old Arnel Luttin was a bit wilier than the average Luttin and worked at the brewery - before he fell asleep at the furnace and burnt that building down. Nelson Luttin isn't the most distinguished Luttin, even in his own age group; at least since his cousin Arven accomplished the remarkable feat of becoming a father to three separate sets of twins last winter by three different embarrassed women, including his mum's best friend, after a particularly bad blow came in from the Dragonreach.

Nelson Luttin is a lad with large, oversized features surrounding a slightly build and intense-looking blue eyes. Despite earning a few suspicious looks from his pa when he was born, Nelson's large, luminous eyes and fine (for a Luttin) features have served him well over the years. Regardless of his heritage he has a singularly unsuspicious-looking face and that has vexed more than one townsperson in the past that have based their judgments on appearances. Nelson's Pa, "Big" Myck Luttin, runs Seawell's one and only taxidermy service, acts as a guide to unwary travelers into the jungle, repairs all manner of buildings and sea craft, holds Seawell's monthly cockfight in the large shed erected near the beach where he does his woodworking, and collects the mushrooms and rare herbs related to his Uncle Tebick's "farm" for a share of that business as well. As well as being a busy, hard-working honest Luttin, he has instilled upright Luttin values in all of his children. Two of Nelson's older brothers are in prison in Sharn for piracy, while the oldest slips in a few times a year with his crew to update Pa on how far they've come on springing them out. All of Nelson's sisters, well except for little Marlee, are all fat and round, married off to luckless dupes to raise Luttin heirs and kinsmen. Nelson even had a twin once, or so he's told, but "he had the devils in him" and his mother drowned him before he could cause evils when he was a baby. Nelson is his Pa's constant strain and agony.

Unwilling to "settle" for being a proud Luttin scion, do his Pa's will in collecting payments from villagers in Seawell who've run behind, go off with his brothers to enjoy the salty life of the Luttin "navy", or otherwise engage directly and completely in the Luttin penchants for larceny and clannishness it seems, Nelson Luttin might be the most uncommon sort of Luttin of all - his own man. No, that's not to say that Nelson can't twist a noose, bribe the mayor, put on the pegs and ravage the sea if he'd just wanted to but Nelson - or at least Nelson's Pa thinks so - Nelson's got some strange nut growing in his head that just seems to pace him apart and distance himself somewhat from many of the other Luttins. Now that doesn't mean that Nelson isn't family, Luttins are true to each other as pus n' plague forever, but unlike his cousin Arven (or even Dern) Nelson Luttin sometimes strikes worried conversations with elder Luttins sitting on the porches of their shacks at night about that most nebulous of Luttin concepts - his future.

Nelson speaks with the peculiar and slightly adaptive drawl and slang of the entire Luttin clan. It contains a startling number of curse words derived from all over the world, piratical and agricultural references, and sometimes seems to be something of another language entirely to outsiders. Opposed to his elder's concerns, most outsiders agree that Nelson is a prototypical Luttin. He smokes, drinks, rolls the dice when he wants to, and has been caught with his cousins stealing pies and young girl's innocence enough times to fit into every common villager's perceptions of the Luttin clan entirely. Even his "tricks" as he calls them - snail hollers and Kyb' whispers - seem to only confirm rumors and fears about the Luttins in some people's minds, though he's been remarkably obtuse about where he learned them.

"They's jus' ticks and whistles all 'round you, “he’ll say, "can't you hear?" Most townsfolk agree that Nelson must have learned them from some of his more consternatious relatives living deep in the jungle, even though they can't rightly say when he'd have had time to run off and do that sort of learning. Some whisper that Nelson's powers are from a hidden dragonmark, though those with more sense roll their eyes at such fancies. He makes a rather random living, sometimes to be found at his Pa's house or hanging out with a female admirer or one of his cousins, and sometimes he earns his keep at one of the local inns and taverns displaying a suspicious-looking smile in his eyes at odds with his almost angelic appearance.

Nelson is a bard, but a bard because that's really the only class that represents the overall verisimilitude in his every endeavor. He's a half-nick pinch in a fight, knows more about more things than almost anyone has any right to at his age, can whistle and click out a wildly varied assortment of spells, and "figures it out" with almost frightening clarity compared to most of his peers. He's not often thought of as the first person that any given townsperson will run to to fix a problem at his age, but he's often the second - because even when his fellows agree that he's not the best choice for the job he's often thought of as the person best able to make certain everyone else accomplishes the job. Some people accuse Nelson of being lazy even (including his Pa), but Nelson simply smiles and shrugs it off. He can't help it if everyone else was cut out for workin' more than he, but he's not worried. Somewhere in the back of his head he's simply Luttin-certain that he's right and the rest of the world is wrong.

Nelson Luttin often appears around town looking like the very essence of a Luttin in his homespun hickory cloth pants worn and torn just below the knees, often shirtless or in the wide, off-white loose shirts common among the Luttin field men, wearing a beaten straw hat and shoeless. This is worn calculatingly to give the appearance of guilessness in his broad, honest-looking, sun-kept features. His over-large blue eyes peek mirthfully from beneath an enormous mop of sun bleached blonde hair. His nose is perhaps just a bit large and bent from scuffles with his cousins over the years and sits above a wide, expressive mouth would smile in a morgue opening to show a most remarkably white and straight (for a Luttin) set of perfect teeth. Though his accusers’ notions of slackery are often warranted, Nelson's hands belie that fact and show the hard usage of any other Luttin. Often fawning young girls can be found trying to straighten his cracked and split nails or combing his hair in the common rooms of the taverns, weaving braids containing charms into his hair as he sits seemingly placidly resigned to his nigh horrible fate, complacently shuffling dice or reading texts of surprising subjects and rare origin like books of Riedran poetry, or Zilargran romance novels.

Tourists, foreigners and strangers are things that Nelson finds interesting and compelling.
They speak with ridiculous notions about the jungle and Q'Barran life and spend coin as if it were running out of style on the most useless of things. He often follows them and watches them, delighting in their discomfort and bizarre personal habits. Usually if confronted he just shrugs and smiles, because what does it matter if he upsets some poor fool bound to go off with his head up his cloaca into the jungle and die soon? If they're pleasant, or pretty, or seem likely to have some easily recovered coin in the purses after the night imps finish sucking the juices out of their brains though, he often will attach himself to them further. Nelson appreciates people that think with their feet outside the mud sometimes, since he's known for that as well, and if their fool notions still get them killed, well then that doesn't make them any less interesting.

Equally amusing to Nelson is the subject of religion. Why anyone should worship something as bizarre as a person they don't know, that tells them how to act and whom to associate with and how, is something that Nelson can't fathom. This has led to dire pronouncements about his fate from the South Wall Luttins, who run the Traveler's Church in Seawall and who are well known for their being "church Luttins" as they are disparagingly called by the rest of the family. It seems that there wouldn't be much problem with a Luttin-ran church within the family if it were only a way to collect tithes from the rest of town, but the South Wall Luttins seem to have actually been seduced by all the "teachin's and the prayin'". Or, as his Nelson's great grandpa Nikree was said to have often said, "A man that's got to have someone else's reasonin' to string someone up an' feed 'em to the devils ain't go no reason teachin' to those more practical." Other Luttins are more pragmatic than Nelson and attend church occasionally, and a pretty face can draw him through a door no matter what might be in the room entire, but mostly they're a sacrilegious bunch of heathens that have as much need for religion as they do church-day finery.


Character sheet

Male (Q'Barra) Human Bard 1
CN Medium Humanoid
Init: +0 Senses: Spot +2 Listen +2

AC 10, touch 10, flat-footed 10
HP 8
Fort +2 Ref +5 Will +4
Spd 30 ft

S 10 (+0) D 10 (+0) C 10 (+0) I 16 (+3) W 14 (+2) C 14 (+2)

Feats: Bard Weapon Proficiency, Light Armor Proficiency, Shield Proficiency, Obscure Lore, Insightful Reflexes
Abilities: Bard Spells (4 0 Lvl/day), Bardic Knowledge +8, Bardic Music 1/day
Skills: Bluff +4 (2), Decipher Script +5 (2), Perform +3 (1), Spellcraft +5 (2), Use Magic Device +6 (4), Survival +4 (2), Swim +2 (2), Use Rope +2 (2), Profession: Sailor +6 (4), Craft: Architect & Engineering +7 (4), Intimidate +5 (3), Knowledge: Local +7 (4), Knowledge: Geography +5 (2), Gather Information +4 (2)
Languages: Common, Draconic, Riedran, Giant

I'm sort of stressing out on how to roll Nelson out with feats a bit, and whether or not I should flip his Int and Charisma scores to reflect what an utterly endearing Luttin he really is.
 



The other game is going slowly, so I will throw my hat in on this one.

Most Distinguished Master Shipwright Tredecker

I am pleased to remind you that in three weeks I will have completed a full five years of service here in Seawell, Q’Barra. I am once again writing you because this “community” still does not have the most basic of amenities such as a House Sivis message station.

Now that I have nearly completed this task which you had assigned me, I was hoping you would finally explain why you had sent a gnome of my talents to this backwater port to practice my craft. The people here are mostly humans, who have never seen a gnome before now. Most of them are far younger than me, yet they treat me like a child. They have no appreciation of the intricate details of my work. They would be just as happy with a raft, so long as it floated. (I have actually received requests for rafts at times, I kid you not.)

For years I was acknowledged by many as one of the most talented apprentice shipwrights of my generation. It came as no surprise to anyone, when you chose to take over my training personally. While I am aware that I was not truly ready to start designing Elemental Vessels right out of my apprenticeship (as I might have implied previously), I still do not see why it was necessary to send me to this swamp where there is nothing but fishing scows and barges to work on. I am certain that I could have practiced my craft just as well in Sharn, Trolanport, or even Port Verge.

Once these last three weeks are completed I will secure passage on the next tub out of here. Once it reaches a civilized port, I am sure I can acquire suitable transportation home. Of course the "town leaders" begged me to stay, but it has been too long since I have been among other gnomes. I look forward to seeing you as well Master Shipwright.

Sincerely
Retrusil Thurimbar, Journeyman Shipwright
This letter was sent out a month ago on one of the last ships to come into port
 

Here my stats. not completed yet. I am not sure what I'll do with my two other feats. I would like to make him a great summoner, and so the Ashbound feat is very interesting, but the philosophy behind it is less and I am not even sure I would have accesed to it anyway at start.

Also, my animal companion will be a medium viper. I'll add a paragraph to my background on how I have met it.

I also need to do my equipement.

Code:
[B]Name:[/B] Matthew Loreman	
[B]Class:[/B] Druid
[B]Race:[/B] Human
[B]Size:[/B] Medium
[B]Gender:[/B] Male
[B]Alignment:[/B] Neutral Good
[B]Deity:[/B] Respect Balinor and Boldrei

[B]Str:[/B] 10 +0 (02p.)     [B]Level:[/B] 1        [B]XP:[/B] 0
[B]Dex:[/B] 10 +0 (02p.)     [B]BAB:[/B] +0         [B]HP:[/B] 10 (1d8+2)
[B]Con:[/B] 14 +2 (06p.)     [B]Grapple:[/B] +0     [B]Dmg Red:[/B] XX/XXXX
[B]Int:[/B] 12 +1 (04p.)     [B]Speed:[/B] 30'(20') [B]Spell Res:[/B] XX
[B]Wis:[/B] 16 +3 (10p.)     [B]Init:[/B] +0        [B]Spell Save:[/B] +X
[B]Cha:[/B] 12 +1 (04p.)     [B]ACP:[/B]  -X        [B]Spell Fail:[/B] XX%

                   [B]Base  Armor Shld   Dex  Size   Nat  Misc  Total[/B]
[B]Armor:[/B]              10    +0    +0    +0    +0    +0    +0    10
[B]Touch:[/B] 10              [B]Flatfooted:[/B] 10

                         [B]Base   Mod  Misc  Total[/B]
[B]Fort:[/B]                      2    +2          +4
[B]Ref:[/B]                       0    +0          +0
[B]Will:[/B]                      2    +3          +5

[B]Weapon                  Attack   Damage     Critical[/B]
XXXXXXXXXX                +X     XdX+X      XX-20xX


[B]Languages:[/B] Common, Druidic, Draconic

[B]Abilities:[/B] 
All druidic weapons, light and medium armor, shields
Animal companion 
Nature sense 
Wild empathy (+2 to roll)

[B]Feats:[/B] 
Beast Totem [Basilisk]
Endurence
XXX
XXX

[B]Skill Points:[/B] 24       [B]Max Ranks:[/B] 4/2
[B]Skills                   Ranks  Mod  Misc  Total[/B]
Concentration              3    +2          +5
Handle Animal              2    +1          +3
Heal                       1    +3          +4
Knowledge(Nature)          3    +1    +2    +6
Listen                     2    +3          +5
Profession(Fisher)         4    +3          +7
Spot                       2    +3          +5
Survival                   3    +3    +2    +8
Swim                       4    +0          +4

[B]Equipment:               Cost  Weight[/B]
XXXXXXXXXX               XXgp   Xlb	
[B]Total Weight:[/B]XXlb      [B]Money:[/B] 80gp 0sp 0cp

                           [B]Lgt   Med   Hvy  Lift  Push[/B]
[B]Max Weight:[/B]               <33    66   100   200    500

[B]Age:[/B] 21
[B]Height:[/B] 5'8"
[B]Weight:[/B] 151lb
[B]Eyes:[/B] Green 
[B]Hair:[/B] Brown 
[B]Skin:[/B] Pale
 
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Velmont said:
I got a question on the Eberron druids: Are every druids a member of one of the six circle?

Simple answer, "No"

There is a specific druid tradition (The Gatekeepers) that split into a number of smaller groups, some groups are named in the ECS, some are not.

There is a seperate Valenar Elf druid tradition which focuses on the Valenar Mounts.

There is a seperate Halfling druid tradition.

So as with most parts of Eberron, you can be part of a tradition, or not, as you choose.
 

MavrickWeirdo said:
So as with most parts of Eberron, you can be part of a tradition, or not, as you choose.

Most of the tradition (sans the Gatekeepers) in the ECS are Eldeen Reaches sects primarily, anyway. Out this far from where the primary Dhakani empire was, the Gatekeepers would be scarce as well. Probably local traditions dominate in Q'Barra.
 

Into the Woods

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