Deleted6317247User Posted November 16, 2013 Share Posted November 16, 2013 (edited) Welcome to the character sheet thread for Tales of Faerun. This topic is solely for approved character sheets to help RP'ers easily find and update their character sheets. If you're new and thinking about joining the RP, please head to the discussion thread. It contains all other information you need to know and it's the right place where your character can be approved. Discussion thread of Tales of Faerun can be found here and here's the RP itself. Here are two examples of character sheets. The longer one is made by Alaylyne with some very minor edits by yours truly, and the shorter one is by Lisnpuppy. Name: GENERAL INFORMATION: Gender: Race: Age: Class: Alignment: Deity: APPEARANCE: Height: Weight: Hair: Eyes: Skin: Handedness: Scars/Tattoos: General physical description: Voice: Disabilities: EQUIPMENT: Clothing/Armor: Weapons: Other magical equipment: PERSONALITY: Positive personality traits: Negative personality traits: Likes: Dislikes: Fears: Attitude towards friends/strangers: Opinion on the world: HISTORY: Birthplace: Family/Relationships: Friends: Enemies: Background: OTHER INFORMATION: Languages spoken: Pets/Animal companions: Name: Race: Age: Gender: Class: Alignment: Deity: Place of Origin: Appearance: Armor/Clothing: Weapon: Personality: History: There has been a few changes regarding the number of characters: New members to the RP are limited to one main character and once the member gets used to the writing he/she may raise the character number to six main characters if they wish. Six main characters rule applies to everyone. Edited October 18, 2014 by Guest Link to comment Share on other sites More sharing options...
Deleted6317247User Posted November 16, 2013 Author Share Posted November 16, 2013 (edited) Here are my character sheets. :dance: NawenName: Nawen Relve'fer GENERAL INFORMATION: Gender: Female Race: Drow Age: 120 (Born 1259 DR - Year of Wilted Flowers, 9th of Deepwinter) Class: Ranger/Wild Scout Alignment: Neutral Good Deity: Ilmater APPEARANCE: Height: 163cm Weight: 59kg Hair: White, breast-length and straight, usually in braided undercut (right side) hairstyle. Eyes: Dark green Skin: Middle grey color Handedness: Right Scars/Tattoos: Word FILTH carved with a knife below the left shoulder-blade. General physical description: If not for her unusual eye color which may suggest her having non-drow blood, Nawen is like any other Drow. Her small and somewhat athletic figure helps her even more to move swiftly and silently. When she is not hiding under her cloak, she appears always on the lookout and focused which does not really fit her soft features and round face. Voice: Soft and quiet on normal circumstances, when angry she lowers her voice instead of raising it. Disabilities: Due to the injury she suffered, she can only wield a weapon with her right hand, holding a shield or wielding two weapons at once makes her left hand hurt too much to the point where even the light objects might get difficult to lift. For this reason she only uses a short bow for ranged combat and even then she often switches back to her blade. EQUIPMENT: Clothing/Armor: Nawen wears light leather armor in combat, sometimes a chainmail tunic underneath, if a lot of fighting is expected. For regular clothing she wears a simple linen tunic and breaches. When in towns or other places with a lot of people she wears a cloak. All of her armor and clothing are of brown or green colors. Weapons: An elven blade with ebony colored hilt marked with silver ornaments across the hilt. An elven inscription carved into the blade reads Sillarielle. Her other two weapons are a simple Duskwood bow and a skinning knife. Other magical equipment: Gauntlets of Ogre Power (Strength +2), Boots of Elvenkind (Move Silently +5), Ring of Protection +3, Cloak of Elvenkind (given by Rhaine). PERSONALITY: Positive personality traits: Kind, loyal, helpful, is a good listener, generous, supportive, honorable, merciful, modest, respectful, polite, intelligent, practical, trustworthy, responsible. Negative personality traits: Aloof, impatient, pessimistic, anxious, insecure, often second guesses her own decisions.Likes: Nature, animals, quiet places, wilderness, scouting, evenings in the camp, traveling, strawberries. Dislikes: Racism, evil people, loud and busy places, sea travel. Fears: Being completely alone again, afterlife, snakes. Attitude towards friends/strangers: Nawen is extremely loyal and caring to her friends, somewhat distrustful of strangers. Opinion on the world: The world is cruel and unfair place but there are good aspects of it too, even if sometimes they are really difficult to see. HISTORY: Birthplace: Underdark, Tes Natha'rra city. Family/Relationships: Guardian Valendil (deceased), great-grandfather(whereabouts unknown), she does not know about the rest of her family. Friends: Rhaine Alcinea, Xallistine, Tak'we, Weyland Grey, Tannin, Amendale, Azuris, Kowolj, Conall Whitefang, La'Niebelleta Anemone Siale. Enemies: Ravenna Everdawn, Sefris and their allies Background: Born into a House Relve'fer, Nawen was the first daughter to be born to Valthiira Relve'fer - current matron of the house.A month after her daughter's birth, Valthiira noticed that her first daughter had green eyes, and because Valthiira barely tolerated the drow with surfacer blood in their bloodline, she was enraged that her own daughter is nothing but a "filthy half-breed" and that someday she could become a new matron of House Relve'fer. Because of this, Nawen's father was sacrificed to Lloth, and Valthiira wanted to do the same to her daughter but at the eve of the sacrificing ritual, Nawen was stolen by her great-grandfather, Sillaris and with the help of his friend, a wood elf druid, Valendil, taken to the surface world, but because Sillaris stayed behind giving the chance for Valendil to escape, it was up to the druid to raise the girl.The wood elf had his own reasons to dislike the drow, but despite it all, Valendil did his best to raise a good woman and taught her anything she will need to in the future to survive and stay hidden in case her mother decided to search for her, and while their relationship was never close and loving, the two respected each other.In the Year of the Claw (1299 DR) Valendil and Nawen went their separate ways as the wood elf received troubling news about something bad happening in The High Forest, and as a druid he felt obligated to find out the truth as well as help in any way he could. He was never heard from again.For many years Nawen traveled across the western part of Faerun, having her own adventures while working as a scout for hire. After one ordinary job, at the Year of the Cauldron (1378 DR) Nawen went to the City of Splendors, Waterdeep. That was where she met a former Knight-Captain of Crossroad Keep and a Chosen of Kelemvor - Rhaine Alcinea. OTHER INFORMATION: Languages spoken: Common, Drow, can read a bit of Dethek. Pets/Animal companions: Dapple grey mare named Kiira, a wolf named Rhegar.ShalenaName: Shalena Windsail GENERAL INFORMATION: Gender: Female Race: Half-elf (Human mother, Wood Elf father) Age: 27 (Born 1352 DR - Year of the Dragon, 23rd of Highsun) Class: Swashbuckler/Dread Pirate Alignment: Chaotic Neutral Deity: Valkur APPEARANCE: Height: 177cm Weight: 69kg Hair: Mid-back dark red, straight hair tied to a loose braid at the back. Eyes: Brown Skin: Lightly tanned Handedness: Mixed-handedness, uses her right hand when fighting with a cutlass, prefers to use the left hand when using a hand-crossbow. Scars/Tattoos: Tattoo of a skull wearing a black bandana with a rose in its mouth on her right breast and horizontally positioned dagger going through a rose on her lower back. General physical description: Shalena is lean and surprisingly graceful with sharp features and heart-shaped face. Her skin is tanned from spending most of her life in an open sea and unlike most of her crew, she is relatively clean. Voice: Medium pitched, at times sultry. When angry her voice becomes higher pitched. EQUIPMENT: Clothing/Armor: Black leather pants, black leather knee-high boots, crimson chemise style shirt with elbow-length sleeves and long dark red coat. Unlike many other pirates Shalena doesn't wear a lot of jewelry. The golden belt buckle, simple earrings and a small golden compass she wears as an amulet are the only jewelry she wears. Weapons: Custom-made cutlass called Throatcutter, a hand crossbow called Sparrow and a set of throwing knives. Other magical equipment: Gloves of Swordplay (Parry +3), Ring of the Rogue +4, Amulet of Natural Armor +3. PERSONALITY: Positive personality traits: Adventurous, confident, doesn’t dwell on negative, determined, fun-loving, sarcastic, laid-back, self-reliant. Negative personality traits: Greedy, back-stabbing, reckless, impatient, self-serving, smug, selfish.Likes: Sea, her ship Sea's Compass, treasure, seafaring, wine, taverns. Dislikes: Traitors, people who order her around, mountains and overgrown places, wolves. Fears: Losing her ship and hard-earned respect of her crew. Attitude towards friends/strangers: Loyal and quite caring to friends who she knows are worth of her trust. She's pretty indifferent towards strangers, unless they can be useful to her. Opinion on the world: Sea is the only world worth caring for. HISTORY: Birthplace: Westgate Family/Relationships: None (orphan), widowed Friends: Anyone who helps her more than once Enemies: Anyone who wants her dead Background: Shalena's father was an elven druid named Valendil who mysteriously disappeared after being caught with a daughter of the wealthy merchant. Time passed and the merchant found out that his daughter was pregnant. Thinking that his daughter had brought shame upon their entire family, he disowned his daughter and kicked her out to the streets. After spending all of her coin and selling whatever jewelry she had, Shalena's mother joined the brothel and that's where Shalena was born. Unfortunately her mother died of childbirth and Shalena became an orphan.Even though her mother had some friends in the brothel, Shalena avoided the place and went there only when she was very hungry, needed clothes or the weather outside was too dreadful to sleep outdoors. She preferred the streets of Westgate and a company of other orphaned children.When Shalena was twelve years old she was caught while attempting to pickpocket and infamous and a cruel pirate, Galar the Sea Terror but instead of cutting her hands off, the pirate took the girl with himself, taught her how to fight and many other useful things. When Shalena turned twenty two the pirate captain took her for a wife. She hated this... arrangement and eventually the half-elf convinced the crew to mutiny and used the uproar to kill the fearsome pirate. When Galar was removed she became the captain of the ship. OTHER INFORMATION: Languages spoken: CommonValthiira Name: Valthiira Relve'ferGENERAL INFORMATION:Gender: FemaleRace: DrowAge: 440Class: Cleric/ArachneAlignment: Chaotic EvilDeity: LlothAPPEARANCE:Height: 165cmWeight: 59kgHair: White, straight which she keeps in a messy bun.Eyes: RedSkin: Dark grey, almost obsidian blackHandedness: Mixed handednessGeneral physical description: Sharp facial features, diamond shaped face, with slender and well formed figure. Her long pointed ears, pierced with elaborate earrings.Voice: Medium pitched and sultry, tends to lower when angry.EQUIPMENT:Clothing/Armor: Valthiira loves to wear expensive and revealing gowns and robes, most of the time of red color, as well as a lot of jewelry. Her crimson armor, somewhat more protective than the usual drow armor is adorned with spider and spider web ornaments.Weapons: Snake headed whip, and a drow longsword with a spider with ruby eyes attached to the hilt.Other magical equipment: Brooch of Shielding, Periapt of Health, Ring of Protection +3.PERSONALITY: Positive personality traits: Confident, determined, hard-working, intelligent. Negative personality traits: Paranoid, merciless, disrespectful, sexist, selfish, power-hungry, racist.Likes: Power, beautiful clothing and jewelry, imposing fear, pureblood Drow, life in Underdark.Dislikes: Surfacers, good drow, half-drow, Eilistraee and the Seldarine.Fears: To lose everything she has.Attitude towards friends/strangers: She sees both merely as tools.Opinion on the world: Those who refuse to live by the way of the Drow race are fools.HISTORY:Birthplace: Underdark, Tes Natha'rra city.Family/Relationships: Nawen Relve'fer (daughter), Nadhriir (son).Enemies: She is convinced that her daughter is her greatest enemy; rival houses.Background: Born into a House Relve'fer, Valthiira was the oldest daughter of the three daughters of Erelshalee Relve'fer, who at that time was the Matron mother of their house. While all matron's daughters desired power it was her eldest who wanted it the most. Over the years the three girls fought over power but then everything changed when Erelshalee and her youngest daughter were poisoned which left only Valthiira and Daylene. The later knew how power hungry her sister was and that she will stop at nothing, and out of fear for her own life, Daylene left and founded her own house, but Valthiira, paranoid in nature feared that her sister will one day return and try to take over, destroyed her sister's house along with its matron mother. After Valthiira became the new Matron mother of the house, things changed completely in Tes Natha'rra and over the years, House Relve'fer rose to its peak of power. Over the years she gave birth to three sons: her firstborn child, Nadhriir, twin boys but Valthiira sacrificed one to the Spider Queen, while the other boy, Zaszdiirn was killed by the rival house. Fifty years later, she gave birth to her first daughter, Nawen.Everything was as usual, until six months after the birth of her first daughter, Valthiira noticed that her daughter had green eyes. Furious at her patron for bringing a 'half-breed' child into her otherwise pure drow bloodline, she had him sacrificed and was about to do the same to her daughter, but at the eve of the ceremony, her daughter's great-grandfather stole the baby with the help of his druid friend, and while her guards managed to capture the high elf, the druid escaped with the baby to the surface.Ever since then, Valthiira's most important goal is to find and kill her daughter.OTHER INFORMATION:Languages spoken: Drow, some common.Pets/Animal companions: A large spider mount named Sarnor. Orion Name: Orion Loucura GENERAL INFORMATION: Gender: Male Race: Human Age: 29 Class: Sorcerer/Shadow Adept Alignment: Neutral Evil Deity: Shar APPEARANCE: Height: 190cm Weight: 83kg Hair: Shoulder-length, loose, straight, white with two light blue streaks at front Eyes: Icy blue Skin: Pale white Handedness: Mixed-handedness General physical description: Tall and thin with sharp facial features and his long hair always kept loose, Orion moves with an eerie grace at times appearing more as a restless ghost than a living being. The sympathetic expression he wears on his face to conceal his true motives gives him friendly and harmless demeanor. He has a scar of a bear scratch on his face, but most of the time it is hidden from view by his hair. Voice: Medium-pitched, calm, soothing and at times can get somewhat melodic Disabilities: Madness, although over the years he had learned to hide it but not completely EQUIPMENT: Clothing/Armor: As a sorcerer Orion wears robes or other simple clothing. All of his clothing are of white of blue colors. His robe isn't an exception. Beautiful white robe, made out of finest materials and adorned with blue ornaments depicting magical runes. Weapons: Elegant white staff with a blue orb at the top which deals some cold damage if it touches the opponent.PERSONALITY: Positive personality traits: Determined, intelligent, can be social if he desires to Negative personality traits: Insane, arrogant, overconfident, sadistic Likes: Wine, literature, magic, cold Dislikes: Warm climates, weak people, long distance travels Attitude towards friends/strangers: Depending on the situation. Could be friendly, could be rude Opinion on the world: Pretty little thing full of vermin HISTORY: Birthplace: Silverymoon Family/Relationships: Both of his parents, and one grandmother are alive, but he has no desire to ever see them again. Background: Orion had a normal and happy childhood. His parents were well respected mages and lived well enough to give their son everything he needed. As he showed signs of being magically gifted, he knew that it is expected of him to accept the future similar to that of his parents, and much to their relief, the boy seemed content with the path already chosen for him. Orion was particularity fond of illusion magic.When Orion turned sixteen years old, he was already a skilled sorcerer, with a good heart and desire to help others, but the life he was expected to lead no longer interested him: Orion wanted to go on adventures and see more of the Realms so, he began showing tricks in the streets hoping to attract attention from adventurers traveling through his home city. It didn't take long, and eventually Orion was offered to join a band of adventurers and Orion gladly accepted the offer. During one of their adventures, the party leader had hired a surface drow cleric, and Orion fell in love with her just as she had fallen for him. The two traveled with band of adventurers for a few more years before retiring to start a new life together, but their happiness didn't last long.The drow had a bounty on her head in the Underdark, the bounty her kind were too happy to collect, and so one day upon returning home, Orion found his beloved dead, her body and the life she carried within her cruelly mutilated. Stricken with grief, Orion tried everything to bring her back to life, each unsuccessful attempt sending him down the darker road until he tried to use the dark magics of the Shadow Weave itself which cost the sorcerer his sanity. With the last shreds of his sanity, the man Orion was ceased to be. Now he was a broken, mad man traveling the Realms fueled only by his bizarre ideas. OTHER INFORMATION: Languages spoken: Common, a bit of elven and dwarven Edited February 13, 2015 by Guest Link to comment Share on other sites More sharing options...
AurianaValoria1 Posted November 16, 2013 Share Posted November 16, 2013 (edited) OK, so here's all my updated sheets. :D Major Characters Rhaine Name: Rhaine Alcinea GENERAL INFORMATION:Gender: FemaleRace: Half-Elf (Human father, Sun Elf mother)Age: 23 (Born the 3rd of Uktar [The Rotting], 1355DR - the Year of the Harp; aging ceased due to Chosen status)Class: Paladin/Favored Soul/Doomguide [Chosen]Alignment: Lawful NeutralDeity: Kelemvor APPEARANCE: Height: 5'8''Weight: 135 lbsHair: Shoulder-length, wavy, dark red hair with faint golden/copper streaks.Eyes: Emerald green with a jewel-like depthSkin: Creamy, golden tintedHandedness: Generally right, but ambidextrous with a bastard swordScars/Tattoos: NoneGeneral physical description: Rhaine is a slightly small-framed, lean and graceful. Her facial features are angular, like her elven kin, but have been softened by her human blood. She has long, dark lashes and naturally dark lips. Springing from between her shoulder blades is a pair of black feathered wings, shimmering with a green iridescence. Voice: Rhaine's voice is medium pitched, not low or high, and is generally quite smooth and calm. Her tone rarely changes except when she is angered, in which case it becomes softer and quieter; she is not prone to yelling or screaming. In fact, her deathly quiet words are, more often than not, much more intimidating and can draw just as much attention as shouts. Due to her half-elven blood, Rhaine is able to affect all sorts of accents depending on whom she is around at any given time - her speech can reflect any class from noble to commoner and almost any region, given enough time to adapt to local dialects. Clothing/armor: Her armor is a special suit of full adamantine plate, made by a dwarven smith of Shadowdale and designed with her wings in mind. She rarely dons a helmet except when expecting a dangerous battle. When out of armor, she wears her standard priestess garb of brown and black robes. Weapons: Rhaine's only weapon is her bastard sword, Touch of Death. It is a simply designed, yet beautiful blade, with a black scabbard and hilt. A single, octagonal peridot adorns the pommel. (Damage: 1d10, Critical Threat: 19-20/x2, Type: Slashing, Enhancement Bonus: +6, Keen, Damage Bonuses: +10 against Undead and +10 against Chaotic) Other Magical Equipment: Lyonsbane Ring (Saving Throw vs Death +15, Immunity to Mind Affecting Spells*), Ring of Major Fire Resistance (30), Greater Amulet of Health (Immunity to Level/Ability Damage, Disease, and Poison), Nymph Cloak (+5 Charisma), Boots of Striding (+5 Constitution). *added by Xallistine PERSONALITY General Personality Traits: Rhaine is very quiet by nature. She is generally slow to anger, but her temper can be triggered by certain actions or phrases; she is especially defensive of children, the elderly, and the deceased. She enjoys company and talking with friends but is somewhat guarded when it comes to her past - she only reveals her experiences to those who earn her trust. Once one does earn that trust, however, it lasts a lifetime. She goes out of her way to protect her allies and those who cannot defend themselves.Likes: Her god, quiet places, simple foods, wine, good friends, honesty and integrity, both nature and the city, animals - especially horses, any Temple of Kelemvor and usually any member of his clergy unless they prove themselves to be unworthy, the Churches of Lathander and Tyr. Dislikes: Liars, manipulators, law-breakers, necromancers, unworthy clergymen, hypocrites, the Churches of Bane, Shar, Talona, and Cyric.Fears: Falling, both literally and figurativelyAttitudes towards friends/strangers: Rhaine is willing to give most people the benefit of the doubt until they prove themselves to be untrustworthy or dishonorableOpinion of the world: Toril is a beautiful and wild world guided by higher powers, but it falls to mortals to make it the best place they can. HISTORY Birthplace: West Harbor, the Sword Coast Family/Relationships: Father Unknown, mother Esmerelle (deceased), foster father Daeghun Farlong, mentor Father Dunstan Friends: Nawen Relve'fer, Conall Whitefang, Zorica D'Aurelis, Xallistine, Hazel the Dryad, Arland, Sybille, and Weyland Grey, Amendale, Azuris, Lucas, We'tak, Annette and Marie Ordain, Rameses, and others amongst her companions.Enemies: Banites, Sharrans, Cyricists, Ravenna Everdawn and anyone allied with her, necromancers Background: Rhaine is the Chosen of Kelemvor, a fact she only discovered within the past few years. It is something that has taken her a little bit to get used to - it's not everyday that the gods paint a massive target on one's back. Now, however, she has fully come to terms with her position and the responsibilities that come with it.With this Chosen status, Rhaine no longer ages, and she has the ability to see the souls of those around her if she so chooses (she can tell a person's deity and degree of faithfulness by the color and intensity of their auras - this has no physical or magical effect on either her or those seen).Rhaine is formerly the Knight Captain of Crossroad Keep, having defeated the King of Shadows roughly five years previous. Another little-known fact is that she was also the Spirit-Eater of Rashemen. OTHER INFORMATIONSkills: Bluff (7), Concentration (18), Diplomacy (17), Heal ( 8 ), Lore (5), Spellcraft (30) Saves: [w/equipment]: Will (31), Reflex (23), Fortitude (33) [without equipment]: Will (25), Reflex (19), Fortitude (28) Attributes [w/equipment]: Str (16+3), Dex (16+3), Con (20+5), Int (10), Wis (16+3), Cha (24+7) [without equipment]: Str (14+2), Dex (12+1), Con (14+2), Int (10), Wis (16+3), Cha (20+5) Feats: Augment Healing: Healing spells heal more than averageCombat Casting: Rhaine can better resist interruption when spellcastingSilent Spell: With few exceptions, most of Rhaine's spells are silenced, meaning she cannot be Silenced by spell or specified zonesSacred Purification: Can convert Undead negative energy to healing magic, restoring allies' health while simultaneously damaging UndeadLow-Light Vision: Can see farther than average human in the dark or magical darkness Racial Immunity: SleepWings: Gives small speed bonusAura of Courage: Rhaine is immune to fear and her presence gives her allies a slight bonus against fear effectsBond of Fatal Touch: Rhaine can call upon a magical bond with Kelemvor's sword, Fatal Touch, temporarily boosting her own damage against Undead. She can outright destroy lesser Undead with this power and deal physical damage to ghosts, spirits, and wraiths.Damage Reduction: 10/Cold Iron Favored Soul Resistances: 10 Cold, Acid and ElectricityEthereal Purge: Can force incorporeal beings into stark physicality, severing connections to the Ethereal PlaneKelemvor's Grace: Immunity to death effects plus allies in 10 feet get +4 bonus against death effects and negative levelsLay on Hands: Paladin healing ability (rarely used)Smite Evil x 3: Extra damage against evil creatures and humanoidsTurn Undead x 22: Freezes, frightens, or outright destroys Undead within a certain radius Favored Soul Spellcasting: Rhaine can cast selected Cleric spells from level 9 down. Languages spoken - Common, Elven, Celestial, Infernal, Abyssal, some DwarvishPets/Animal Companions: Champagne-gold mare named Kaliste Maydiira Name: Maydiira Torana GENERAL INFORMATION: Gender: Female Race: Drow Age: 279 (Born the 16th of Alturiak [The Claw of Winter], 1100DR - the Year of the Blood Rose) Class: Favored Soul / Divine Champion Alignment: Chaotic Good Deity: Eilistraee APPEARANCE: Height: 5'2'' Weight: 115 lbs Hair: Long, waist-length, silver-white; thick and straight. Eyes: Silver Skin: Blue-black in tone, with a slight purple hue Handedness: Right (ambidextrous with a bastard sword) Scars/Tattoos: Many shining, delicate silver tracings all over her face and body. These tattoos glow in the moonlight. General physical description: Maydiira has a slight, petite frame, though still retaining a voluptuous hourglass figure (even if lighter weight than average). Her face has very delicate features with a small, yet full-lipped mouth and a turned-up nose. Like all advanced Favored Souls, she sports a pair of feathery angel wings; hers are white, each feather tipped in silver. Voice: Maydiira has a light, lilting voice that is generally pleasing to the ear, though it is heavily accented and difficult for some surfacers to understand. Disabilities: N/A, though she now has pyrophobia due to her gruesome death. EQUIPMENT: Clothing/Armor: Maydiira wears incredibly skimpy silver armor to show off her tattooed skin. She also usually wears a midnight-blue cloak trimmed in silver. Weapons: A silver bastard sword. Other magical equipment: N/A PERSONALITY: Positive personality traits: Maydiira is surprisingly outgoing for a drow. She displays a fiery confidence, practically unafraid of showing herself in public (though she does realize the logical need to stay unnoticed). She is almost always cheerful and ready for any challenge, never backing down from a fight. She is fiercely protective of her fellow Eilistraeeians and any who earn her trust. Negative personality traits: A bit of self-consciousness concerning her race will wear away at her confidence on occasion. She is also unabashedly proud of her figure, which leads her to flaunt it, perhaps too much at times. Likes: Luxury items, baths, shiny things, exotic clothing, trying new foods, experiencing the surface world, Eilistraeeians, the moon, dancing, singing Dislikes: Evil drow, evil surfacers, being hunted for her race, being prematurely judged, getting dirty Fears: Fire (pyrophobia) Attitude towards friends/strangers: Anyone can be a potential friend or foe; she is tentative towards any stranger, though optimistic. Opinion on the world: The world is a dangerous place, but brave souls can make it better for those who cannot defend themselves. HISTORY: Birthplace: The Underdark Family/Relationships: N/A Friends: Rhaine Alcinea Enemies: Quarylene Barrimtor [formerly Ginafae Orlyndar] Background: Born into a house of Eilistraeeians, Maydiira showed signs of receiving the favor of the sole goodly drow goddess at an early age. After the destruction of said house at the hands of Ginafae Orlyndar, of which Maydiira was the only survivor, she went on to help found the refuge settlement of Sel Sreen'aur. When that settlement was eventually destroyed, she was captured by the dracolich Valthanarax and held captive for a time. She was ultimately slain by that selfsame dracolich at a later date, along with her mortal enemy, Ginafae. Now, many months after her death, she has been resurrected by Eilistraee herself to thwart the also-reanimated Ginafae in the form of Quarylene Barrimtor, as well as the mysterious enemies with which the vampire drow has aligned herself. Maydiira is an old and dear friend of Rhaine Alcinea, whom she helped "grow into" her wings. She is the only other Favored Soul whom Rhaine has encountered. OTHER INFORMATION: Languages spoken: Drowic, Elvish, and Common; bits of Celestial and Infernal Pets/Animal companions: N/A, though she will summon creatures in battle to aid her. Conall Name: Conall Whitefang GENERAL INFORMATION:Gender: MaleRace: Human (lycanthrope - werewolf)Age: 35 (Born the 11th of Kythorn [The Time of Flowers], 1344DR - The Year of Moonfall)Class: Paladin/Ranger/Divine ChampionAlignment: Lawful GoodDeity: Selune APPEARANCE: Height: 6'2"Weight: 180 lbsHair: Steel-grey mixed with whiteEyes: Sharp, electric blueSkin: Weathered and tanHandedness: RightScars/Tattoos: Many on his chest and backGeneral physical description: Conall is quite muscular, bold-featured, with a cleft chin and a square jaw. In his werewolf form, Conall's hair/fur and eyes are the same color as in his human state. Voice: Deep and gruff.Clothing/armor: Conall wears a full suit of silvery steel armor. He is often mistaken for a knight, as he always wears a visored helm. When out of armor, he wears a simple pair of brown breeches and a white shirt. He always sports a silver amulet with the symbol of Selune. Weapons: A silver-enhanced crossbow called Starbright. For occasional melee, Conall also carries a shortsword and dagger. Other Magical Equipment: Necklace of Prayer Beads (limited clerical spell use), Ring of Fortitude +4 PERSONALITY General Personality Traits: Conall is very quiet and introverted, preferring to keep to himself. He protects several shrines to Selune in the Cormanthor, and so he is almost always on the move. He despises followers of Malar and will slay them whenever he finds them...preferably in his werewolf form.Likes: Animals, nature, quiet places Dislikes: City life in generalFears: Losing control over his lycanthropyAttitudes towards friends/strangers: Conall is extremely loyal to friends and impassive towards strangersOpinion of the world: The world is full of evil and corruption that must be rooted out if the good are to survive HISTORY Birthplace: Cormanthor Family/Relationships: Whitefang Clan (deceased)Friends: Good rangers, good lycanthropes, Church of SeluneEnemies: Evil rangers, evil lycanthropes, Church of Malar Background: Conall was born into a good pack of werewolves, all of whom were followers of the goddess of the moon, Selune. He showed an aptitude for combat at an early age, and so was trained to become a warrior. In his teenage years, he pledged himself to the protection of the followers of Selune and her shrines, and so he became a paladin in the service of the Moonmaiden. It was not long after this that his family was slaughtered by a band of Malarites, and he himself was almost killed. The shrine of Selune that his family kept was also destroyed in the battle. This event has always haunted Conall, and he seeks to redeem himself by guarding every shrine to Selune in the Cormanthor forest...even if it means traveling back and forth for hundreds of miles for the rest of his life. OTHER INFORMATIONSkills and feats: Concentration (25), Hide (10), Move Silently (20), Parry (21), Survival (23) Natural Bond - Because of a strong bond between Conall and Fenrir, Fenrir is more powerful, despite Conall's split class levelsBrew Potion - Conall can brew a potion of any minor spell that he knows that is level 3 or lowerSmite Evil (3) - Conall can deal extra damage to evil creaturesTurn Undead (5) - Conall can cause minor undead to flee or freeze in placeRapid Shot - Conall can fire as many bolts with a crossbow in the same amount of time as an archer can fire arrows with a longbowPaladin Spellcasting - Conall can cast a few minor-level paladin spellsRanger Spellcasting - Conall can cast a few minor-level ranger spells Languages spoken - CommonPets/Animal Companions: Rose-grey stallion with white stockings and a white blaze, named Gaius Minor Characters Here is my main minor character (YES I have staked claim! :devil: ). Kelemvor Name: Kelemvor Lyonsbane [AKA Lord of the Dead, Judge of the Damned, Master of the Crystal Spire]Race: Greater Divinity/God (formerly human werepanther) - Sphere: The Dead.Age: Immortal (in mid-thirties upon death)Class: Fighter 20/ Cleric 20/ Rogue 5/ Divine Champion 5Alignment: Lawful NeutralPlace of Origin: City of Judgment, Fugue PlaneAppearance: Kelemvor currently leaves none of his flesh visible. In his mortal days, he was a lean and graceful warrior with jet-black hair and green eyes. He still bears some semblance of his warrior nature in his tall and muscular stature.Armor/Clothing: The god of the dead usually wears somber colors and concealing garments. For the most part, his garb consists of a suit of battered, blackened armor, coupled with a dark hooded cloak and a silver death mask that completely hides his face, even his eyes, from view.Weapon: Fatal Touch (bastard sword)Personality: Kelemvor is often described as fair, yet cold. He is generous towards his followers, and he takes his duties as the Judge of the Dead very seriously. He grudgingly makes deals with the devils of the Nine Hells, and he despises the undead in all its forms. He seems to be fairly unemotional, but he can interject a bit of dry wit at times.History: Kelemvor is the youngest of the Faerunian gods, having ascended shortly after the Time of Troubles. He was once a mortal warrior who traveled with Midnight (who would become the goddess Mystra) and Cyric (who would take the throne of the Prince of Lies). It is said that he led a rebellion in the City of the Dead against Cyric and eventually overthrew him. It is not clear if the spirits of the realm elected him as their god, or Ao himself chose Kelemvor to fill the position of god of the dead. Either way, he now rules the City of Judgment with his ancient predecessor, Jergal, as his scribe. Edited February 19, 2016 by AurianaValoria1 Link to comment Share on other sites More sharing options...
Quintatas Posted November 16, 2013 Share Posted November 16, 2013 (edited) Here are my sheets :tongue: Xundus Name: Xundus Melarn (pronounced zun-duss) GENERAL INFORMATION:Gender: Male Race: Drow Age: Sixty-eight (born 1311 DR, Year of the Fist, 30th of The Rotting) Class: Fighter/Rogue Alignment: Chaotic Neutral Deity: Selûne APPEARANCE: Height: 5'5 Weight: 125lbs Hair: Shoulder-length, stark white Eyes: Red Skin: Black with a slight purple undertone Handedness: Ambidextrous Scars/Tattoos: A cut mark across the top-left of his face, over his nose, and ending at his lower-right jaw.General physical description: With his pointed ears, slim but athletic build, and handsome, angular features, he is not unlike other drow males. He is light enough on his feet to sneak well, but is not perfectly built for open combat. Voice: Smooth and melodic like most elves, his voice is medium-pitched. He rarely raises his voice, even if angered.Clothing/armor: Mithral chain-link underneath a leather jerkin. He wears a tattered dark-purple piwafwi that has long since lost its enchantment. He wears a leather strip that runs diagonal across his chest, with several pouches attached to it that he uses to keep his Sleeping Poison and crossbow bolts in, as well as a plain white stage mask with a simple cord to hold it in place, which he uses to hide his identity as drow. Weapons: An adamantine rapier, the hilt elaborately decorated in silver. A ruby is embedded in the pommel of the blade. He also wields a hand-crossbow typical of his kind, and always keeps a couple of vials of Sleeping Poison with him. Other Magical Equipment: A trinket that allows his sensitive eyes to withstand light, in the shape of a silver disc with the symbol of Selûne on it. PERSONALITY General Personality Traits: Charitable, adventurous, optimistic, sneaky, reserved, calm Primary Virtue: Temperance Primary Flaw: EnvyLikes: The moon, traveling, fighting, revelry, the stars, camping Dislikes: Demons and other evil beings (especially drow), orcs, thieves, the ocean, Lolth, Matron MothersFears: Deep water, LolthAttitudes towards friends/strangers: Although he tries to be friendly and open to strangers, he find it hard to make new friends, especially being drow. Generally, he is distrustful of strangers. He is, however, extremely loyal to his friends. General Personality Overview: Despite a lifetime of hardships, Xundus always tries to look on the bright side. He finds it hard to communicate with strangers, though, especially without his mask. He prefers to stay hidden, and hasn't had many friends as he is uncomfortable showing his face to others. He tries to hide his emotions as he tries to hide his face, but when he gets comfortable with people (which rarely happens) he doesn't mind expressing his feelings. Despite his apparent abandoning Lolth and her ways, when he is in great times of distress he still occasionally prays to the Spider Goddess. Like most, if not all drow, he is envious and constantly seeks to make himself more powerful than others. Combat Style: He prefers to single out and take down key targets, either up close with his rapier, or from afar with his crossbow. He can usually be found dual-wielding, with his crossbow in his left hand and his rapier in his right. After taking down a target, he retreats a short distance if possible, then goes back in. Outlook: Xundus prefers an optimistic outlook on things. HISTORY Birthplace: Ched Nasad, the NorthdarkFamily/Relationships: He formerly belonged to House Melarn, but has since abandoned his house. Friends: None (yet)Enemies: None (yet) Background: Born and raised in Ched Nasad among the drow House Melarn, he was taught not to trust, love, or ever let your guard down around others. When he came of age, he joined the ranks of House Melarn's soldiers, but was never the best at fighting. The only thing that kept him alive among his dangerous kin was his quick thinking. Secretly, he found Lolth and the rest of the city distasteful (though he still enjoyed torture and killing), and went on many ventures into the Underdark alone, claiming he was spying for the House. At one point, he ran into a group of adventurers who captured him, and after a few days one of them revealed herself to be half-drow. She told him they were going to execute him on the surface, unless he would repent and change his evil ways. He did so, fearing for his own life, and the female taught him about Selûne, the Moonmaiden. At first, he found the goddess of the stars and light extremely distasteful. After all, why would he worship a goddess whose portfolio included light, something that drow were rarely exposed to? But when he was taken to the surface, he found the stars beautiful, even if they hurt his eyes a bit. After the half-drow deemed him worthy, Xundus had to make a decision: go back to live among his evil kin, or go to the surface, where he would be feared and hated. He decided to go back to Ched Nasad, and when he got back, he was tortured for being gone, but to his suprise, they let him live. He spent many years back in the ctiy as a soldier, though secretly he longed for the surface world. He finally left the city after Tellik Melarn was killed for worshipping Vhaeraun, the drow god of males. Being only a commoner, he was able to escape the city without much notice, and reached the surface, where he tried to track the adventurers who had taught him about Selûne. Instead, what he found was a Priestess of Selûne, who, after a test to see if he was truly a follower of the Moonmaiden, gave him a trinket that would allow him to view the sun and stars without his drow eyes feeling pain or being blinded. Despite being turned away from some cities for being drow, he found life on the surface enjoyable, often embarking on trips to clear out orcs and goblins and the like. At one point, though, he was trying to enter a town when one of the villagers attacked him in fear, scarring him permanently, physically and mentally. After this incident, he began to wear a simple white stage mask to hide his identity as drow. OTHER INFORMATION Languages spoken - Elven, Drow Sign, Common, UndercommonPets/Animal Companions: None Marian Black Name: Marian Black GENERAL INFORMATIONGender: Male Race: Half-fiend (Tanar'ri father, human mother) Age: 34 years Class: Fighter Alignment: Chaotic Evil Deity: Cyric APPEARANCE Height: 6'1 Weight: 202 lbs Hair: None Eyes: Yellow, with a strange glow Skin: Dark red; tough and scaled Handedness: Right Scars/Tattoos: None visible General physical description: With dark scales, bat wings, glowing eyes, horns, and a fetid odor, Marian's demon side is much more obvious than his human side - if it even exists. Voice: Deep and scratchy Disabilities: None EQUIPMENT Clothing/Armor: A spiked metal breastplate, with gauntlets and boots to match. Weapons: A light, spike-adorned mace with the symbol of Cyric engraved on the hilt Other magical equipment: None PERSONALITY General Personality traits: Sadistic, cruel, unfaithful, murderous, violent, hateful - Marian cares for nobody but himself, except to kill others Likes: Violence, sadistic murder, fighting, fire, Cyric Dislikes: Drow, water, clerics, humans, elves, gnomes, dwarves, fiends, angels Fears: Devils, full Tanar'ri Attitude towards friend/strangers: He has no friends and strangers rarely see him, unless they get a glimpse of him as he murders them Opinion on the world: It exists only to be exploited to the fullest extent HISTORY Birthplace: Menzoberranzan, the Northdark Family/relationships: Mother is deceased, never knew his father Friends: None Enemies: Menzoberranzan, Tanar'ri, humankind Background: Born as a result of drow experimenting between a Tanar'ri and slave, Marian was raised a pet for a petty drow noble. But when he turned seventeen, his inherent demonic violence overtook him, causing him to brutally hill his master. But the other drow soon learned of this, and Marian was scarcely able to escape the city without being killed. The half-fiend made his way to the surface, and though he found no place in human society, he enjoyed killing them and torturing their weak minds. So he stayed, moving from city to city, sacrificing innocents in the name of Cyric. OTHER INFORMATION Languages spoken: Abyssal, Infernal, Undercommon, Common, Elven Pets/animal companions: None Alvise Meder Name: Alvise Meder GENERAL INFORMATION: Gender: Male Race: Human Age: Twenty-three [born 1356 DR, Year of the Worm, 1st of Deepwinter] Class: Acrobat/Rogue Alignment: Chaotic neutral Deity: Tymora APPEARANCE: Height: 5'10 Weight: 130 lbs Hair: Cut short, black. He has a small black beard, which is kept tidy and neat. Eyes: Grey Skin: Light Handedness: Ambidextrous Scars/Tattoos: His arms and legs are covered with cuts, and he bears a tattoo of a dagger on the back of his leg. General physical description: A slim man, Meder has a slightly angular face that could be considered handsome. Voice: Medium-pitched, there is nothing special about it. Disabilities: The middle and index fingers of his right hand are missing. EQUIPMENT: Clothing/Armor: Alvise wears a neat blue tunic and brown pants (probably stolen) under a large crimson cloak, which is trimmed with a golden material. A golden scarf matches his wide-brimmed hat, which is black in color. An intricately decorated golden stage mask hides his face. Weapons: Dual long daggers, and a small crossbow he hides under his cloak. Other magical equipment: A ring of Disease Immunity PERSONALITY: General personality traits: Charismatic, stealthy, fit, determined - traits that make a good thief. To top it off, Meder is almost always able to remain calm under pressure. Likes: Thievery, climbing, escaping authority, travel, crowded areas, cities Dislikes: Authority, bullies, hypocrites, false justice Fears: Being caught, dying Attitude towards friends/strangers: Friendly and charismatic on the outside, most people like Meder - when they first meet him. Only a few people come to know him for who he truly is - most know him shortly, for they are too busy trying to find the person who stole their coin purse... Opinion on the world: "The world is a gold mine; some strike it rich and reap the rewards, and some walk away empty-handed." HISTORY: Birthplace: Selgaunt, Sembia Family/Relationships: Meder was orphaned as a boy. Friends: None Enemies: None (who know who he is) Background: Born in Selgaunt to beggars, he was left on the street as a child. Meder only survived as a group of thieves picked him off the street, and raised him only to profit their organization. He broke free from the group at the age of seventeen, and has survived on theft since then. With his most recent heist gone horribly wrong, he is a wanted man in Selgaunt, and is currently fleeing, trying to find a city to settle down in. OTHER INFORMATION: Languages spoken: Common, Undercommon Pets/Animal companions: An unnamed rat that he simply calls "Rat" Edited April 5, 2014 by Quintatas Link to comment Share on other sites More sharing options...
Flipout6 Posted November 16, 2013 Share Posted November 16, 2013 (edited) WEYLAND Name: Weyland Grey GENERAL INFORMATION: Gender: Male Race: Human Age: 24 Class: Guardian Fighter Alignment: Neutral Good Deity: Weyland finds himself drawn to Helm. He also respects Kelemvor as well due to Rhaine's influence, Chauntea due to being originally raised a farmer, and Ilmater due to his desire to ease suffering. APPEARANCE: Height: 5'11" Weight: 155 pounds Hair: Weyland's hair is straight, stretches down to the middle of his neck, and is coloured a rich chocolate brown. He keeps himself clean-shaven. Eyes: Weyland's eyes are big and blue, and are quite expressive. Skin: Being far more traveled than the rest of his family, Weyland's fair skin is a bit more weathered than theirs, though not dramatically so. It's smooth and fair, but in some places mottled with scars. Handedness: Right-handed. Scars/Tattoos: Given his rather hazardous past, Weyland has his share of scars for his age. There are two patches a rough pink flesh in the middle of his chest and between his shoulder-blade inflicted by Sana's blade. His hands have obviously been worked raw several times, as the flesh is coarse and gnarled, and his knuckles have several old cuts on them. His most dramatic scars, however, are dozens of claw marks, to this day an angry red, stretching from his ankles to just below his kneecaps, souvenirs of his first encounter with Sana. He often notes that it's a miracle he wasn't crippled. General physical description: Standing somewhat taller than the ordinary man, Weyland's lack of any notable height is made up for by his being built thick as an oak. He has broad shoulders and thick limbs, toned with muscles that naturally come with being fit. (No, he does not by any means look like a movie star.) He's quite strong and has a hardy constitution that allows him to take more hits than most other people in the party, and his height (which evens out all the bulk instead of squashing it into a 5'1" frame) allos him some dexterity, though he doesn't train himself too much to be flexible. Voice: Weyland's voice is a bit on the rougher, deeper side, but only a bit. Disabilities: None, besides his inability to use magic. EQUIPMENT: Clothing/Armor: Weyland wears a set of heavy adamantine plate-mail, complete with a matching kite shield, loot from Valthanarax's horde. Being adamantine, it is black with a green sheen, unless shown in a magical light, in which case the sheen turns violet. His chestpiece has been enchanted to further enhance his constitution, making him unnaturally tough (by human standards) while his shield, being thick and bulky, increases his strength to that he lifts it with relative ease, his armor feels lighter, and he swings a weapon faster. Outside of his armor, he just wears a brown vest over a white long-sleeved shirt, dark brown sack-cloth pants, and leather boots. Weapons: Weyland's weapon of choice is a decorated Adamantine longsword- once again from Valthanarax's horde- that is enchanted with a powerful electrical shock that is quite lethal, and when coupled with the blade, makes for a nasty surprise for most unlucky enough to be on the receiving end. When unarmed, Weyland is trained in hand-to-hand combat, and is capable of killing somebody with his bare hands. He does not, however, carry a ranged weapon of any kind. Other magical equipment: Weyland possesses an amulet that enhances his constitution further. Coupled with his adamantine breastplate, this gives him the health of a much larger creature, and makes him possibly the hardiest individual in Rhaine's entire group. PERSONALITY: General personality traits: Likes: Good people (even the arrogant ones.) Dislikes: Cats, evil, arrogant people, morally apathetic individuals, weak liquour, rambunctious siblings, and wooden spoons moving at high speeds. Fears: Sana, his family or friends being hurt/killed, the alcohol running out, and wooden spoons moving at high speeds. Attitude towards friends/strangers: He's friendly to people he hasn't met unless they give him a reason not to be. He'll defend friends with his life, hence his being a Guardian Fighter. Opinion on the world: Plenty of adventure, excitement, and alcohol to be found, and you can make a living destroying evil. What else do you need? HISTORY: Birthplace: Westgate Family/Relationships: Arland Grey (brother) Sybille Grey (sister) Dunsam and Annabelle Grey (parents) Ethel Grey (sister) Friends: Rhaine, Azuris, Tannin, Nawen, Tak'We, Amendale (whom he's known the longest) Conall, Xallistine, Hexol, Aurora, and once he gets to know them, Dagny and Argyros. Enemies: Sana, Ravenna Everdawn, Sefris, Valthanarax, Quarylene. Background: Weyland was the first child of Dunsam and Annabelle Grey, followed by Sybille, Arland, and then Ethel. They were raised on a poor farm just outside of Westgate. While their poverty and over-taxation would lead to trouble in the future, Weyland would not be there to see it, as he was kidnapped and forced into slavery at age ten by Sana, operating out of the Calim desert. After nearly a decade of being worked raw to conform to her desires, the slaves finally rebelled, with Weyland and two others leading the assault. It was, as would be expected, a disastrous defeat, resulting in fifteen out of eighteen slaves being butchered and the three survivors disappearing into the desert. After making his way to civilization, Weyland began the long journey back to Westgate, meeting Amendale along the way. When he got back, the farm had been burned to the ground and he couldn't find the Greys anywhere. Heartbroken, he learned that from now on he could only rely on Amendale and himself, and got into working as a mercenary. He'd done odd jobs here and there beforehand, but it became his career, and Amendale aided him. Their contracts often involved guarding trading caravans and took them from Westgate to Waterdeep and all the way up to Neverwinter and around to Everlund, where they each bought houses, though they didn't settle down. After years of just getting by, Weyland came back from a caravan run with Amendale and ran into Rhaine. The rest is history. OTHER INFORMATION: Languages spoken: Common. Pets/Animal companions: None. ARLAND Name: Arland Grey GENERAL INFORMATION: Gender: Male Race: Human Age: 21 Class: Tempest Fighter Alignment: Chaotic Good, borderline Chaotic Neutral Deity: Tempus APPEARANCE: Height: 5'9" Weight: 137 pounds Hair: Arland's hair is longer than Weyland's, stretching down to the bottom of his neck, and is a dark, dull brown. Unlike Weyland, Arland has some short stubble on his cheeks and beard area. Eyes: Arland's eyes are green and otherwise unremarkable. Skin: Arland's skin is smooth and fair, much like his brother's, but a bit paler. Handedness: Ambidextrous Scars/Tattoos: Arland's most noticeable scar by far is a nasty jagged white gash stretching from just below his right eye all the way overtop his nose, lips, and down to the left side of his jawline, a ghastly cut inflicted by Marie Ordain while he was trying to kill her father. Other than that, he has an unremarkable scar on his hand where he cut himself with a skinning knife as a child. General physical description: Arland is shorter than his brother, and built much lighter, with a wiry frame and long arms and legs with stringy muscles wiring their way through his limbs. He is much more flexible than anyone in his family, but not as strong or hardy. His stance is nimble and quick, and his eyes often scan their surroundings carefully. Voice: Arland's voice is a bit rough, and ever-so-slightly high-pitched. Disabilities: Besides his inability to use magic, none. EQUIPMENT: Clothing/Armor: Arland wears a full set of mithril chainmail supplemented with light plating grafted into various sections of the mail to provide protection from stabbing attacks as well as slashing and, to a lesser extent, crushing. It is very light, a third the weight of steel, and he is very nimble and quick even when fully dressed for battle, and is a pale silvery blue. When not wearing armor, Arland prefers a white short-sleeved shirt and brown leather pants, with his old farmer's boots. Weapons: Arland's weapons of choice are a pair of twin swords with black hilts ornately decorated with carvings depicting various revolutionary-themed carvings, such as a flaming castle that forms the crossguards or a broken crown that makes up the bottom of the pommel, with a single bright-red ruby embedded in the one remaining occupied jewel slot on the crown. Both twinblades are enchanted with powerful fire spells that cause the blades of the weapons to dramatically catch fire when drawn and act as typical- though powerful- enchantments do. On top of that, they let him strike with greater precision and fury against targets of a Lawful bent, from good to neutral to evil and anywhere in-between. He used to own a crossbow but it disintegrated into ashes during the battle with Ivythariatrix. Like all the Grey children Arland was given competent hand-to-hand combat training and is a valuable ally in unarmed combat against enemies with or without weapons of their own. His natural dexterity and fitness aid him in addition to his natural talents as well. Other magical equipment: Arland's chainmail is enchanted to improve his dexterity and speed, allowing him to roll and jump even in full armor, as well as attack incredibly quickly for someone who uses a pair of longswords. His helmet allows him to resist some mental effects, which suits his own natural resistance (owing to his stubbornness as opposed to any special trait.) just fine, and a ring increases his strength by a small amount, giving his attacks a bit more punch. PERSONALITY: General personality traits: Arland is a mixed basket of fruits. On the one hand, he's self-sufficient and does what he thinks is right. But on the other hand, 'what he thinks is right' often classifies as violently murdering people he thinks are victimizing others and he holds not a care in the world for laws or rules. He is also easily relied on to say something really stupid, but is intelligent enough to be a deadly fighter and to accomplish most of his goals. He is rougher and less moral in nature than anybody else in his family, which makes him less friends than the good spirit of Weyland or Sybille or his parents, but still purposefully works to the benefit of many, and is therefore still 'good' in some sense of the word. While he believes that relying on bodily strength is more admirable than relying on magic, he recognizes the latter's benefits and doesn't (usually) mock it in any way. Likes: Vigilantes, mercenaries, alcohol, seeing his enemies die, common folk, sharp objects. (not in a mentally unhealthy way) Dislikes: Lawful alignments, taxes, nobles, lawkeepers, wooden spoons flying at high speeds. Fears: Seeing his family or friends suffer, wooden spoons flying at high speeds. Attitude towards friends/strangers: Arland doesn't make friends too easily, but he'll defend the ones he does have. As for strangers, he is wary around them until they prove to him somehow that they can be trusted. Opinion on the world: Too many injustices being committed for him to personally kill all of the ones responsible. Which is unfortunate, because killing those responsible is satisfying and it helps people in the process. HISTORY: Birthplace: Westgate Family/Relationships: Weyland Grey (brother) Sybille and Ethel Grey (sisters) Dunsam and Annabelle Grey (parents) Friends: Azuris, Tak'We, Connall, Tannin, Shalena Enemies: Valthanarax, Sefris, Ravenna, the Ordain clan, Many Lawkeepers. Background: Arland was the third child born to Dunsam and Annabelle Grey, behind Weyland and Sybille and before Ethel. Like his siblings, he grew up in an impoverished household and learned to fight from his parents. When Arland was seven, his elder brother Weyland was kidnapped and disappeared into the woods, which devastated the young Arland, and he was quiet for several years. When he was fifteen, their landlord died of old age and was replaced by his son, the greedy Ilen Ordain. After years of being taxed and harassed to the breaking point, the Greys- minus Weyland and sixteen-year-old Ethel- slaughtered a group of armed Ordain soldiers and prepared to flee the area. Arland, instead of fleeing with them, murdered Ilen Ordain, shattered his daughter Marie's leg, and fled into the woods, drawing pursuers off of his family. After years of ruthless vigilantism and fleeing from the law, Arland ran across Ginafae and Sana in the woods. He was quickly manipulated into murdering an innocent the city, and very soon thereafter took the opportunity of a distraction involving the late Maydiira and Kento to attack Ginafae, sending her fleeing into the woods. Days later, after being attacked by and killing Vhaam, a bounty hunter and one of Amendale's old friends, Arland was cornered in an abandoned house by Ginafae and attacked. Luckily, Weyland and Amendale were tracking him down as well, and despite his recent killing of Amendale's friend, Weyland leaped to his newly-found brother's defense, becoming gravely wounded in the process. He dragged Weyland to Rhaine for healing, and stuck around with the group at Weyland's side. When Rhaine discovered his criminal past, she forced him to stay with the group lest she turn him in, and he has been with them ever since. OTHER INFORMATION: Languages spoken: Common Pets/Animal companions: None. SYBILLE Name: Sybille Grey GENERAL INFORMATION:Gender: FemaleRace: HumanAge: 22Class: Great-Weapon FighterAlignment: Chaotic GoodDeity: Sybille worships Chauntea, Lathander, and Kelemvor, while respecting Ilmater just as her elder brother does. APPEARANCE: Height: 6'3"Weight: 180 poundsHair: Sybille's hair is a light brown, the lightest hair in her family.Eyes: Her eyes are a bright sky blue, often wide-open and enthusiastic.Skin: Her skin is fair and somewhat pale because most of it is usually covered up by steel plating and chain-mail.Handedness: Right-handedScars/Tattoos: Her nose has very obviously been broken several times, as it is scarred and would be crooked if she hadn't straightened it out already.General physical description: Standing at over six feet, Sybille towers over most people and everybody in their family except for their enormous scraggly giant of a father. She is also quite muscular, which coupled with her height makes her quite heavy compared to most, but also incredibly strong (by human standards.). She's no knockout, but she's not ugly either, straddling the middle line, as with the rest of the Grey family. Voice: A bit deep, but nothing dramatic.Clothing/armor: You'll most often catch Sybille wearing heavy, sturdy plate-mail armor that provides fantastic protection from blows from most weapons, but is rather restricting. Outside of armor she'll just wear a leather vest, plain shirt, brown pants, and leather boots. Weapons: Sybille's weapon of choice is a large two-handed warhammer that takes tremendous (once again, by human standards) strength to use effectively. Fortunately, Sybille is strong enough to use it effectively and in her hands even blocking a blow will still very often break a limb outright. She also uses it to break down doors or through certain walls, an action that she finds incredibly entertaining. Like Arland, she also carries a crossbow and a few bolts, but she only uses it when necessary and is quite frankly a terrible shot with it. If caught without her weapon, she is no slouch in the art of hand-to-hand to combat, and while because of her not bieng very agile she can't go leaping off of fifteen walls to deliver a nerve strike, she hits hard enough to break ribs easily, especially with gauntlets, and knows how to block and time attacks to hit where she needs them to. Other Magical Equipment: Her chest-plate is enchanted to increase her constitution to levels even higher than they already are, so she can take more punishment, while her gauntlets increase her strength by a decent amount, though she trains herself to make sure that she doesn't have to rely on said bonus. PERSONALITY General Personality Traits: Sybille is a bit of a free spirit and isn't a big fan of rules, but isn't exactly a ranger, either. She likes to have fun when she can and will often get into trouble (no real trouble, usually.). She also likes to poke fun at people as well, and occasionally beat on them (like throwing her miscreant brothers into the rafters) but in truth she's a warm, sweet person (Didn't sound quite right, but I don't care.) that makes plenty of friends and few enemies, even despite her job as a bounty hunter and mercenary. Of course, as would be expected of a Grey, she has an angrier side, but it is seldom seen unless she's being annoyed by her siblings, in which case the only one that'll keep her in line is her mother. Because of these character traits she is sometimes able to successfully act as a diplomat, but her skills are martial in nature as opposed to verbal, and sometimes her attempts are for naught. Despite this, having to set an example for her younger siblings has given her a sense of responsibility and leadership that lets her take charge of unexpected situations and inspire hope in others, though she is no hero-general and this has its limits.Likes: Friends, making friends, adrenaline rushes, having fun, alcohol (like every Grey EVER) bacon (see previous bracketed message) training, large weapons, eating her vegetables, friendly competition, humor, life in general. Dislikes: Making enemies, uptight individuals, people who try to force their way unto others.Fears: Boredom, losing family or friends.Attitudes towards friends/strangers: Friendly towards everybody, even the people she's fighting.Opinion of the world: Plenty of entertainment to be had if you know where to look. HISTORY Birthplace: Westgate Family/Relationships: Arland, Weyland, and the rest of the Greys (family)Friends: Marie and Annette Ordain are her best friends and she often works together with them, but she also has several friends in the form of neighbours, farmers, merchants, and some mercenaries.Enemies: There aren't many, and those enemies Sybille does have are mostly criminals she's arrested that hold a grudge. Background: Sybille is the second-oldest child in family Grey, after Weyland. Because of Weyland's disappearance at a young age at Sana's doing, Sybille was the one the other two looked up to (and sometimes feared) through their teenaged years, and she set an example that they followed in some form or another, leading to the three remaining children of Dunsam and Annabelle Grey learning how to fight and make a living by fighting. During the tough times that fell upon them when the Ordain family began overtaxing them, Sybille didn't take any action against them or demonstrate any ill will, hoping that the other two wouldn't land them into trouble. Unfortunately, it failed, and Arland's murder of the Ordain family's figurehead led to him being exiled from the county with the law right behind him. Later, when the families were feuding, it was chiefly through Sybille's efforts and peacekeeping that the two embittered families gradually began to hate each other less, then eventually call a cease-fire, and then even get along. The parents were still terse with one another, but she inspired the Ordain children and the by-now two remaining Grey children to get along. As a result, she's become close friends with Marie and Annette Ordain, and the three of them often work together at bounty hunting and mercenary work, in which Sybille's physical prowess comes in quite handy, and combined with Marie's marksmanship and Annette's potions has resulted in them being quite successful. OTHER INFORMATION Languages spoken - BasicPets/Animal Companions: None MARIE Name: Marie Ordain GENERAL INFORMATION:Gender: FemaleRace: HumanAge: 19Class: RogueAlignment: Lawful neutralDeity: Hoar, Tyr APPEARANCE: Height: 5'4Weight: 110 poundsHair: Shoulder-length and auburn, pulled back into a tight ponytail, Marie hates it when her hair falls into her eyes.Eyes: Marie's eyes are big and a light shade of Hazel that, depending on the light, looks more golden in color, though not because of any secret hidden superpowers or anything. (Unfortunately for her.)Skin: Marie's skin is a light tan colour and mostly smooth, but stress and worry often mar her features.Handedness: Ambidextrous, though she fires a bow right-handed.Scars/Tattoos: She has a slight limp from her right leg because it didn't heal properly when it was broken, but it doesn't hamper movement.General physical description: Short, skinny, and built lithely, Marie is far from the strongest or toughest person around, but she is extremely agile and stealthy because of it. She's also able to fit into small spaces that other people wouldn't be able to, but she's no Kender, she has her limits. Voice: Her voice doesn't seem to match her appearance, being medium-pitched and almost deep at times, and not in a seductive way.Clothing/armor: Marie's preferred armor is well-made thick leather reinforced with black dragonscales, providing considerable protection for something so light (though still outclassed by heavier armors.) she also wears a light mithril breastplate over her chest and lower torso to protect her vital organs, as well as mithril knee-caps. She wears sturdy leather boots on her feet. She keeps her arrows in a black quiver on her back. Weapons: Marie's preferred weapon is a yew shortbow, light but powerful and rapid-fire, with various designs expertly carved into the wood, including her family's coat of arms. If she's caught up close, she uses two decorated forearm-length daggers, pommels and hilts embedded with emeralds and the blades barbed in several places to rip and shred flesh instead of simply slice. She's also skilled when caught without a weapon, but her lack of size and strength gives her a sever disadvantage in melee combat in general, and she is by far at her best striking from the shadows with a bow. Other Magical Equipment: None. PERSONALITY General Personality Traits: Focused, intense, and severe, Marie doesn't make friends easily. She is, however, quite practical, which comes in quite handy in situation that require preparation. She does occasionally have trouble keeping a level head during a fight if directly pressed, making her somewhat more vulnerable to magical attacks targeting the mind. She also follows a jumbled moral code that has not seen much refinement due to a sheltered existence up until just a few years ago, meaning that her actions, while sometimes inconsistent, seem right to her. She is also organized and keeps equipment, living spaces, and the like unscrupulously clean and organized so that she knows exactly where to find what she needs, which comes in handy in fights. She primarily looks out for her own instead of going out of her way to help (or harm) others. She does, however, have a more tender side for whoever classifies as 'her own', as does every other sentient being ever.Likes: Justice being served (legally or otherwise), dogs, family, honesty, efficiency. Dislikes: Criminals, mercenaries, bandits, barbarians, lack of direction or purposeFears: Her mother dying, any of her sisters or the dog dying.Attitudes towards friends/strangers: Just stay out of the way, unless you happen to be her enemy, in which case, just stand right there, perfectly still....Opinion of the world: Too many problems around to eliminate them all, just make the best for you and yours. Eliminate problems as they crop up, but don't rip your hair out trying to help everybody or you're destined for disappointment. HISTORY Birthplace: Westgate, Ordain house. Family/Relationships: Father (deceased), mother.Friends: Besides being somewhat friendly with the Westgate town guards, Marie doesn't have any friends.Enemies: Vigilantes, criminals, bandits, rowdy and chaotic people.Miscellaneous: Maintains an uneasy cease-fire with family Grey. Background: Marie was born to a minor nobleman and his wife and given a sheltered and somewhat privileged childhood. Her father's influence gave her a bigoted edge towards those that society views as 'rabble' and 'uncivilized savages' that she still retains to this day, but isn't intense as it used to be. As the Ordain family gained influence, settlers moved onto their land, where her greedy father taxed them heavily. This eventually provoked Arland of the Grey family to 'infiltrate' Ordain house, resulting in her leg being snapped backwards and permanently scarred and her father being murdered -specifically beheaded- on the spot for all of them to see. While grieving, he was the only one to die, whether it was intended or not. While normally inheritance would go to the next-of-kin, it wasn't long before the overtaxed peasants, already on the brink of starvation, invaded the rest of the manor and plundered it, reducing the Ordain family fortune to that of a more common middle-class family. The Ordains struggled to adapt to the loss of the luxuries they were used to, but they made the hard transition without losing anybody else and, with the aging of the Ordain girls, have earned enough money through work to support themselves. Marie, starting off as a scout for the local town guard, expanded her horizons by taking governmental bounties, which pay much better and are also much more dangerous, which has brought in plenty of money for the family but also caused them to worry. Through it all, despite it being a Grey that brought them to their knees, the Ordains and the Greys have declared a truce, brought about by the Grey family promising that they didn't encourage Arland to do as he did, despite any good intentions behind it. While the parents and elder children interact with one another shakily at best, the younger children of both families get along rather well despite the circumstances that forced them to meet. OTHER INFORMATION Languages spoken - Whatever passes for English in Faerun. Basic, was it?Pets/Animal Companions: A guard dog sometimes accompanies her, but it's usually protecting the Ordain household in Westgate. ANNETTE Name: Annette Ordain GENERAL INFORMATION:Gender: FemaleRace: HumanAge: 18Class: Sorcerer (closest definition would be Transmuter), and a skilled alchemist.Alignment: Neutral GoodDeity: Azuth, Gond APPEARANCE: Height: 5'3"Weight: 90 poundsHair: Annette's hair is a little wavy and shiny, black, and neck-length. She doesn't let it get too long but doesn't like it short, either.Eyes: Like her sister's, Annette's eyes are a light hazel that seems almost golden in certain light conditions. They're a bit darker in colour and a bit bigger in comparison, however.Skin: Like most Ordains, Annette's skin has an olive tint, but hers is much paler than that of anyone else in her family since she spends a lot of time brewing potions indoors.Handedness: Left-handed.Scars/Tattoos: A small scar on her thumb from when she was cutting ingredients.General physical description: Even smaller and more lightly-built than her sister, Annette looks outright fragile. Because her reflexes aren't trained well, she isn't nearly as agile or lithe as Marie, nor is she even remotely strong. She walks silently and lightly, a talent lost on her since she's not a rogue or ranger. Her hands and fingers are surprisingly rough because she handles ingredients and potions all the time. Voice: Softly-spoken, Annette's voice is a tad high-pitched if she ever speaks at a regular volume. Which is never.Clothing/armor: Annette prefers simpler clothing than her noble mother, which occasionally puts them at odds. Marie persuades her to put on some light armor if they're about to go into a fight, but otherwise she usually wears a modestly-coloured dress and carries a satchel or two full of alchemical ingredients. If she expects trouble, it'll be full of useful potions kept in more durable containers as opposed to glass vials. Weapons: Marie insists that Annette keep a dagger on her at all times, which she barely knows how to maintain, let alone use effectively. Most of her limited offensive power comes from the 'magic missiles' spell. She relies on increasing the effectiveness of her allies with Transmutation spells as opposed to directly dealing damage, unlike many sorcerers. Because of her lack of training, Annette's number of known spells is more limited than most spellcasters, although she sometimes makes up for this with her alchemical products, which produce useful effects as ell (though she focuses on improving restorative potions more than anything). Other Magical Equipment: Sometimes she manages to infuse magical effects into a potion or poultice. PERSONALITY General Personality Traits: Annette is far more soft-spoken and forgiving than her sister, being the calmer, more peaceful out of the two. She will often go out of her way to aid those she thinks need help (Dragging a begrudging Marie along with her.) which occasionally manages to get her in a small spot of trouble, but besides that, she's about as close to innocent as any child of a murdered parent will get. This sometimes manifests itself as outright naivete, which is irritating to more cynical or experienced individuals, but (depending on the person witnessing) can also be endearing. Despite her frail appearance, she has a powerful, intelligent mind that has memorized numerous recipes and spells and can stand up to a surprising amount of pressure, allowing her to keep an almost perfectly-clear head even in life-threatening situations. This often comes as a surprise to those who witness it, but they rarely complain. Because of her worship of Gond, she keeps information recorded when possible regarding ingredients, recipes, and spells.Likes: Helping where she can, kindness, knowledge, alchemy, silence, inconspicuousness, and dogs.Dislikes: Sadism, cruelty, evil, selfishness, apathy, grief.Fears: Pain, losing her composure at the wrong time.Attitudes towards friends/strangers: She usually lets Marie or Sybille do the talking.Opinion of the world: There are so many people that need help, she'll do what she can, but she knows she can't aid them all, and it pains her sometimes. HISTORY Birthplace: Westgate, Ordain house. Family/Relationships: Marie Ordain (sister)Friends: Sybille Grey, Dunsam and Annabelle Grey, whoever she gets the chance to help.Enemies: None currently, though she doesn't get out much. Background: Annette was born the second and final child of her noble parents. She grew up heavily under her mother's influence, and as a result grew fascinated with literature, and as she grew up, herbalism and alchemy. She began practicing just before her teen years, becoming a skilled alchemist in the space of seven years. Her talent for magic became apparent around the same time, though she very rarely used it. She practiced with it enough to keep it under control and eventually use it for constructive purposes as she got older, but still isn't very experienced with it. Before Arland attacked and killed her father, Annette was told to hide by Marie while she charged off to attack him, resulting in her sister's leg being shattered and her father murdered anyway. Devastated for weeks given her sheltered existence, Annette found herself with a new perspective on events and people around her: her family was very well-off even with the loss of much of their fortune and yet they too could experience this kind of pain, and Annette wondered just how much suffering happened at the hands of those less lucky. She tried helping around while her sister supported the family with bounty-hunting jobs, and when Sybille tried to repair the relationships between the Ordains and the Greys, Annette found herself looking up to Sybille and the two became good friends, which in turn led to Annette befriending the rest of family Grey. Through Annette, Marie also befriended Sybille, and the similar career paths between the two led to them working together frequently on missions. Marie, insisting that Annette learn how to handle a fight just in case she wasn't around to tell her what to do some day, began taking Annette on the less dangerous ones, where her empathy combined with Sybille's friendliness led to them often being able to come to a peaceful resolution in otherwise dangerous situations. For the dangerous ones, however, Annette creates potions to give to Sybille and Marie and practices her magical skills in her spare time, ensuring that she is some use in a fight and not completely vulnerable. OTHER INFORMATION Languages spoken - CommonPets/Animal Companions: Irning the family dog. Edited June 20, 2014 by Flipout6 Link to comment Share on other sites More sharing options...
Flipout6 Posted November 16, 2013 Share Posted November 16, 2013 (edited) Accidental dupe post, sorry. Edited November 16, 2013 by Flipout6 Link to comment Share on other sites More sharing options...
josh900 Posted December 7, 2013 Share Posted December 7, 2013 (edited) Alllrightyyy!!! My peoples!!!Spoiler tags were fighting with me so I decided against using them.Tannin Rewritten to better suit his true nature.Name: Tannin VirsonGENERAL INFORMATION:Gender: MaleRace: Half-DrowAge: He stopped counting but is somewhere in the area of his late 90s to early 110's, a lifespan much longer than what would be expected from a half-elf, especially considering he still looks to be in his late 20s early 30s so one would have to assume that he simply stopped aging at some point.Class: Rogue/Swashbuckler/BardAlignment: Chaotic Neutral (with evil leanings)Deity: NoneAPPEARANCE:Height: 5'6Weight: He has no ideaHair: White, cut short and left unkemptEyes: Dark VioletSkin: Light tanHandedness: Near ambidextrousScars/Tattoos: Amount of scars that one would expect from someone who's lived the life of an adventurer. Noticeable scars being what appears to be around 20 odd lashes from the base of his neck down. From his ankle down also shows signs of severe burning.General physical description: A warm smile and soft, youthful features that give him a harmless and friendly looking demeanorVoice: More often than not his voice is of a smooth sophisticated sorts, his accent being close to that of a noble of waterdeep. However when the need arises he can quickly change his voice and accent within a surprisingly vast range, From the gruff, monosyllabic speech of the northern barbarians, to the highly exotic tones of the Calishite people.Clothing/armor: Will wear whatever he's most comfortable in.Weapons: Carries an assortments of daggers as well as the sword known as Blackrazor, A shape changing blade which devours the souls of those killed by it, and imbues its wielder with increased strength, speed, and regenerative abilities.Other Magical Equipment: Bracers which enhance his natural speed.PERSONALITYGeneral Personality Traits: On the outside Tannin appears like one of the most friendly, cheerful people you’ll ever meet, almost always smiling and more than willing to lend an ear to anyone and offer aid to whoever ask.But in truth Tannin is the type to lie through his teeth to everyone he meets, then stab them in the back, grinning a blood crazed grin the entire time. He displays several sociopath tendencies, finding joy in torture, lying, and murdering. His inability to form strong emotional bonds could also be considered a sign, however the few that know about his past will understand it as a defense mechanism. that's not to say that there isn't any good in him, There's still the occasional spark that will come through every once in a while, the trouble is it having to break through his natural mindset.Likes: A good noisy, drunk filled Tavern. Good plays and song. Being surprised. Gullible people. Letting his inner serial killer out.Dislikes: Walking stereotypes. People taking what is his. Boring people and places. Racism. The overly religious. A few too many of the gods. Blackrazor.Fears: Loosing anyone else that he may care about. Being helpless.Attitudes towards friends/strangers: They have their uses.Opinion of the world: “I’ve been to better.”HISTORYBirthplace: Baldur’s Gate.Family/Relationships: All deceased.Friends: Has long since stopped even thinking of considering anyone a friend.Enemies: Enough to keep things interestingBackground: Keeps it to himself, but so far these few pieces have been brought to light. He is not from this time period, having somehow found himself back in time several years after his birth year.He is a product of the bhaalspawn crisis in some form or another.He has had a long adventuring career and at one point tried to settle down and start a family, an attempt that was met with tragic results.OTHER INFORMATIONLanguages spoken - A few too manyPets/Animal Companions: NoneAzuris. Just more filled out here.Name: AzurisGENERAL INFORMATION:Gender: MaleRace: HumanAge: 36Class: Fighter, fallen Paladin and DoomguideAlignment: Lawful Neutral (though has leanings towards Chaotic Good.)Deity: None as of yet. Has denounced and fallen out of favor with Kelemvor.APPEARANCE:Height: Six foot evenHair: Dirty blonde with the occasional grey found in the mixEyes: Dark brown.Skin: A bit on the pale side.Handedness: Right.Scars/Tattoos: Several long scars run over his body, each one carries a story, most of his foolish acts as a youth.General physical description: Heavily muscled and wearing a well groomed beard a Dwarf would be proud of, Azuris looks much like the knights of old, minus the shining armor.Voice: Deep with the slight hint of a brouge in it.Clothing/armor: For armor he chooses his old Plate mail from his days amongst the Paladins, though the symbol of Kelemvor is only noticeable to the well trained eye through all the wear and tear. For clothing he chooses standard traveling garb, going for comfort and durablility over style.Weapons: A large claymore that he weilds with much ease, able to use with one or two hands. And a heavy crossbow which he either has slung across his back or on his horse.Other Magical Equipment:PERSONALITYGeneral Personality Traits: Gruff, unapologetic, and jaded as all the hells, Azuris is not one for manners and is horribly out of place amongst more "refined" indeviduals. But beneath the rough exteror one would find a man willing to go to any lengths to do what is right.Likes: Quiet places, being allowed to sit back with a good book every once in a while. Helping people, and disruping the plans of evil.Dislikes: Noisey taverns, Those that simply follow orders without question the motivation behind them. People that talk too much, and as said before those that rush ahead without thinking of their actions, or those that don't examin every side of the story before coming to a conclusion.Fears: Loosing his sense of self and becoming just a mindless follower. Being put into another situation where he must choose between what he thinks is right, and what his duty is.Attitudes towards friends/strangers: Keeps his distance from people he doesn't know, prefering to watch from a distance before trying to devlope a friendship with them. With friends he's much more comfortable, relaxing more and opening himself up to them, albeit with some difficulty.Opinion of the world: It's messed up, we just have to do the best we can to make it a little bit better.HISTORYBirthplace: AthkatlaFamily/Relationships: noneFriends: None but truely hopes to change that.Enemies: The Paladins that he used to serve with. Any Necromancers he managed to anger but not kill.Background: Azuris grew up in the slums of Athkatla and quickly found himself in with the wrong group of people, thugs and ruffians. It wasn't until his late teens that he was pulled away from that life and followed the path of a Paladin who had saved his life despite having every reason to kill him, being shown mercy changed the young and angry Azuris, he took his anger and rage in and reforged it into an unwavering sense of justice and for the next fifteen years he served as a Paladin in the service of Kelemvor, and served with all of his being, neglecting a social life or even the call of starting a family. But a few years ago he renounced his oath and faith and left the service of Kelemvor after being forced to kill several of his fellow Paladins to save the life of a young woman who had been found guilty of praticing necromancy in an attempt to bring back a loved one from death. Since then he's roamed the lands, taking the fight to the undead legions that plague the realms.OTHER INFORMATIONLanguages spoken - Common.Pets/Animal Companions: None.Hexol.No changes, how could I? He's perfect the way he is already :laugh:Name: Hexol Wanderfoot.GENERAL INFORMATION:Gender: MaleRace: KenderAge: 30Class: Rogue/ WizardAlignment: Chaotic goodDeity: None yet.APPEARANCE:Height: 3’6Weight: around 50 poundsHair: long and dark brown, kept in a topknotEyes: bright greenSkin: lightly tannedHandedness: LeftScars/Tattoos: noneGeneral physical description: To the untrained eye he looks just like an elf child, but upon further inspection his face shows subtle signs of aging as barely noticeable lines have begun to form on his face.Voice: A rather high pitched sounding much like a child.Clothing/armor: He wears an odd mismatched outfit covered in patches of all different kinds of fabric and material.Weapons: Carries a pair of strangely designed hooked knives that look more akin to sickles than daggersOther Magical Equipment: A compass that doesn’t point north, A fork that glows in the presence of spoiled food. A whistle that can play any song that it’s user can think of. A ball of yarn that never runs out. A knife that can only be used to fix broken pottery. A deck of cards that can swap to a card that you aren’t thinking of. A bag of holding that will often change the color of any item that is pulled from it.PERSONALITYGeneral Personality Traits: Like an overly energetic kitten Hexal gets into whatever he can, whenever he can. Always looking for new things and ways to entertain himself.Likes: New things. Strange things, things in general.Dislikes: boring things, thieves.Fears: Nothing.Attitudes towards friends/strangers: Extremely nice and open. Shares everything and treats everyone in the same friendly mannerOpinion of the world: It’s all just one giant adventure.HISTORYBirthplace: A small Kender village on his home world of KrynnFamily/Relationships: None here on FaerunFriends: Would like to think that everyone is his friend.Enemies: None, though he has a certain hatred of thieves.Background: As with all Kenders, wanderlust hit him like a ton of bricks and he’s been on the move ever since, even going as far as hopping onto a spelljammer and leaving his home world, now he finds himself on Faerun, where everything is exciting and new.OTHER INFORMATIONLanguages spoken - At the moment the only that’s useful on Toril is common.Pets/Animal Companions: His familiar is a small grey and white cat named Gizmo that can speak common, but can only say two words, Help and Todd. Name: Lucas Arnem GENERAL INFORMATION:Gender: Male Race: Half-elf Age: 19 Class: Fighter/Cleric Alignment: Lawful good Deity: Kelemvor and Lathander. APPEARANCE:Height: 5,9 Build: Athletic Hair: Black Eyes: Pale blue Skin: A light copper tone. Handedness: Right Scars/Tattoos: Two stab wounds in the center of both hands. General physical description: A fairly handsome, innocent looking young man, Lucas certainly does look the part of a good natured youth hoping to one day become a hero worthy of admiration. Voice: Medium pitched, though often shaky and filled with uncertainty EQUIPMENT:Clothing/Armor: Standard issue chainmail. Weapons: A longsword and shield bearing the symbol of Kelemvor. Other magical equipment: An amulet of protection given to him by his mother. PERSONALITY:General personality traits: Noble in spirit and a heart for justice, Lucas has the makings of a great paladin, should he get over his fears and awkwardness. Likes: Good people, quiet spaces, not being noticed. Doing good works. Dislikes: Evil doers, liars, harmers of the innocent, thieves, murderers, those that have turned their backs on their gods. loud places, attention drawers and those that like to argue. Fears: Failing. being powerless to help someone. Attitude towards friends/strangers: He tries his best to see the good in everyone Opinion on the world: It can be a dark place, but that’s what heroes are for, to lighten the world up and make it a safer place for all.HISTORY: Birthplace: Darromar, Tethyr Family/Relationships: Sam Arnem (Father) and Taliea Arnem (Mother) Friends: Has a few back home, but none with him at the moment. Background: Born to a human fisherman, and an elven merchant. Lucas was raised in a loving home surrounded by friends and family. When he turned fourteen he decided that he wanted to become an adventurer, to go out and see the world and help those in need, so he joined the local clergy to receive training in the divine arts. Three years later he was taken on as a squire for a Doomguide by the name of Salis Torell, and has dutifully served under him since. OTHER INFORMATION:Languages spoken: Common and Elvish. Edited November 17, 2014 by josh900 Link to comment Share on other sites More sharing options...
nethgros Posted February 11, 2014 Share Posted February 11, 2014 (edited) Name: Hasim al Bariq (needs work) GENERAL INFORMATION:Gender: MaleRace: HumanAge: 42Class: Contemplative Sha'irAlignment: Neutral EvilDeity: Kossuth APPEARANCE Height: 5'5Weight: 130lbsHair: Black with white streaks.Eyes: Brown originally. His eyes are currently burning orange.Skin: TannedHandedness: LeftScars/Tattoos: Heavy scarring from burns on both forearms and hands.General physical description: Hasim is a thin man with a greatly weathered complexion from a rather harsh life. His hands and forearms are scarred over from severe burns he suffered as a result of his inexperience and poor decisions he made as a young man. Voice: Direct, commanding, and exotic.Clothing/armor: See description Weapons: None Other Magical Equipment: A cast iron 'genie lamp' containing a jann PERSONALITY General Personality Traits: Calculating, Prideful, Deceitful, Wicked, Materialistic, Destructive, Polite Likes: Fire, Genie lore Dislikes: DjinniFears: Overextending his power, angering too many geniesAttitudes towards friends/strangers: He acts coolly toward strangers, always aware of the benefits of not angering the wrong people, though never working to hard to make people like him. With his friends he likes to share in cruel jokes, and the occasion act of violence or wanton destruction.Opinion of the world: Every man for himself. HISTORY Birthplace: Qudra, Zakhara Family/Relationships: NoneFriends: Ozan Enemies: Godfearing subjects of the Grand Caliph. Background: Born in a city where worship outside the select gods was greatly frowned upon, Hasim's love of fire and frequent interaction with efreeti shed a very poor light on him from the public eye. For many years his workings were merely frowned upon, but when word got around that he had begun to worship the flame itself (Kossuth), rather than using it as a tool for the Caliph, his standing quickly dropped to vilification among the populace of all the followers of the Caliph. He could have ran to the free cities, but his power had gotten to the point where the mamluks of Qudra were tasked with hunting him down wherever in Zakhara he may run. Rather than hide out in the forsaken desert, he chose to leave Zakhara for Faerun. Landing first in Ulgarth, he made his way to Mulhorand, and finally ending up in Thay. OTHER INFORMATION Languages Spoken: Midani, Common, Ignan, Jannati, Aquan, Auran, TerranPets/Animal Companions: An Efreetkin named OzanGENERAL INFORMATION:Gender: MaleRace: EfreetkinClass: Gen ServantAlignment: Chaotic Evil APPEARANCE: Height: 1'5"Weight: 15lbsHair: FlameEyes: Burning OrangeSkin: Ash GreyHandedness: AmbidextrousGeneral physical description: Ozan typically takes the form of a small (stove on high size) floating flame when not called into action. When he is required to act, he forms only the torso and above, his lower extremities remaining as a flame. He appears as a smaller version of an efreeti, with ash grey skin, small blackened horns on his forehead, blackened nails on his hands, and a shaved head with but a ponytail of flame. Voice: Closely resembles the sound of a crackling flame. He prefers speaking Ignan to Common.Clothing/armor: None Weapons: None, shoots little jets of flame and firebolts PERSONALITY General Personality Traits: Fickle, Sadistic, Aggressive, Hostile, Cruel, Ill TemperedLikes: Fire, Hurting others, Cruel jokes Dislikes: Getting hurtFears: A watery graveAttitudes towards friends/strangers: He is openly hostile with strangers, and will often pick fights Hasim has to finish. Opinion of the world: Burn, kill, evil, evil, etc. HISTORY Friends: HasimEnemies: Hasim's enemies Background: Ozan is but a servant, bound to his master for as long as he may live. OTHER INFORMATION Languages spoken - Ignan, Midani, Jannati, Common Name: Peregrin Ostgood GENERAL INFORMATION:Gender: MaleRace: HalflingAge: 27Class: Cleric, GoldeyeDomains: Trade, BalanceAlignment: True NeutralDeity: Waukeen APPEARANCE Height: 4'1Weight: 83lbsHair: Short and tidy, light brownEyes: Dark brownSkin: Lightly tanned, still 'causcasian'Handedness: RightScars/Tattoos: NoneGeneral physical description: Peregrin is slightly husky, a byproduct of his lavish eating habits. He has a round, kind face and a smile that causes all but the coldest of hearts to melt. Under his slightly flabby parts are a good amount of solid muscles, earned through a long history of defending his wealth. Voice: A voice somewhere between a human child and man, somewhat high-pitch but not entirely childlike. His tone is elegant and cultured, giving his words a smooth silky 'feel' to them.Clothing/armor: Silken shirts of purple and gold, gold studded leather shoulder pads with a connected cape, leather pants, and leather boots; all of the best quality. A gold circlet, and a necklace with a Waukeen coin pendant. Weapons: A basic sling, A steel mace. Other Magical Equipment: A bottomless coin sack. PERSONALITY General Personality Traits: Generous, self-centered, narcissistic, objective, logical, noble, valorous, chivalrous. Likes: Shiny things, currency, good luck. Dislikes: Bad luck, losing money, poverty.Fears: Losing all his money, dying. Attitudes towards friends/strangers: Strangers are dealt with on a situational basis, and friends are frequently treated to many generous displays of sharing his wealth.Opinion of the world: "The world is my oyster" HISTORY Birthplace: Esmeltaran, Amn Family/Relationships: Various traders in EsmeltaranFriends: Very few Enemies: Anyone who likes money. Background: Peregrin grew up in the halfling dominated city of Esmeltaran in the wealthy nation of Amn. In a family of traders, he was one who preferred to cultivate his faith rather than focus on only the money. The further his clerical teachings took him the more money he made, until he realized he didn't really need to stay in one place to make money and left to a life of adventure the next day. Name: Horo Matsuma GENERAL INFORMATION:Gender: MaleRace: HumanAge: 34Class: Yakuza, Rogue, RoninAlignment: Chaotic NeutralDeity: None APPEARANCE Height: 5'9Weight: 165lbsHair: Black, silky topknotEyes: BlackSkin: Golden-bronze tan, yellow-typeHandedness: rightScars/Tattoos: 'yakuza' tattoos, located all over the torso, legs, and arms apart from the center chest/stomach and ending before the wrists/ankles so that none can be seen in public.General physical description: Voice: Harsh, low, husky, and gravelly. He has a definite accent of (to most) indiscernible origin. Clothing/armor: Kikko armored open leather shirt http://upload.wikimedia.org/wikipedia/commons/thumb/6/6f/Nerigawa_kikko_katabira.jpg/493px-Nerigawa_kikko_katabira.jpg Black trousers, black haramaki (large 'belt' covering the abdomen where swords are kept), and black boots. Weapons: One of the legendary Nine Golden Blades, which previously belonged to the yakuza type group, the Nine Golden Swords. Two other blades are still in the groups possession. He keeps the sword in an unassuming all black lacquered wood sheath. It is a katana weapon with, obviously, a golden blade. PERSONALITY General Personality Traits: Self-serving, vain, glorifying, brave, fearless, polite, ruthless, civil, deceptive, stoic Likes: Heroic action, earning something, taking what he wants. Dislikes: Losing, getting caught.Fears: The Nine Golden Swords catching up to him and killing him. Attitudes towards friends/strangers: He treats strangers with a paranoid mindset. He is far more welcoming to his friends, though he is never openly emotional, always preferring to hide his thoughts behind his stoicism. Opinion of the world: He hasn't formulated a concrete opinion of the world, he keeps an open mind. HISTORY Birthplace: Nakamaru, Wa, Kara-Tur Family/Relationships: Ex member of the Nine Golden Swords; they hunt him relentlessly.Friends: None at the moment Enemies: Nine Golden Swords Background: Born to lowly Sho (merchant) class parents, Horo's early life was not exactly of the highest quality. To escape the monotony of home life he joined into a Machi-Yakko, or youth gang. He upgraded to an actual yakuza member when he joined the Nine Golden Swords at the age of 20. He left Wa for Phsant, Thesk shortly after and made a name for himself as a ruthless thug. When the opportunity came to seize one of the fabled Nine Golden Blades from his organization he gladly turned his back on his 'family' so that he might own such a legendary katana. Ever since that day his life has been a constant game of cat-and-mouse, with himself as the mouse. Name: Kowolj GENERAL INFORMATION:Gender: MaleRace: WemicAge: 10 (Matured at age 5)Class: Barbarian, RangerAlignment: Chaotic NeutralDeity: Malar APPEARANCE: Height: 6ft head to feet, 11ft head to hindquartersWeight: 1612lbsHair: Black mane, tawny furEyes: GoldenSkin: Tawny furHandedness: RightScars/Tattoos: Many scars from reckless fighting, and careless charging.General physical description: He is what you would expect of a half-man half-lion, with sharpened teeth, retractable claws, and the rest. Voice: Loud and funloving, with the exception of when his meat-lust gets the best of him, and then he becomes fierce and cruel.Clothing/armor: None apart from a leather harness around he torso that keeps his sheathes on his back, and the necklace of teeth and bones around his neck. Weapons:Two iron shortswords with no unique qualities. PERSONALITY General Personality Traits: Gluttonous, bloodthirsty, savage, blunt, cunning, uneducated, respectful.Likes: Meat, blood, fights. Dislikes: Waiting, self-righteous people.Fears: Nothing at allAttitudes towards friends/strangers: Strangers are more typically seen as food then as people, but friends are almost always treated with the utmost respect.Opinion of the world: "The world is my hunting ground." HISTORY Birthplace: The Shaar Family/Relationships: His clan was slaughteredFriends: Most of the followers of RhaineEnemies: None he actually knows by name or sight Background: Kowolj was raised as an average Wemic, playing as a cub with his fellow cubs in the pride. But when he was 4, his pride was slaughtered by a rival group of Wemics, leaving only he and the other cubs to fend for themselves. Over the next six years, his fellow survivors died one by one, leaving only Kowolj to fend for himself. That is, until he met Othos, whose love of freedom and elemental abilities convinced him that he was a great spirit, and pledged his friendship to this man. After losing Othos in a pub, Kowolj had many dreams of glorious bloodshed, and without a moral instructor he became an extremely violent individual. Name: Leover GENERAL INFORMATION:Gender: MaleRace: SatyrAge: 32Class: Bard, Harper AgentAlignment: Chaotic GoodDeity: Oghma APPEARANCE: Height: 6'3Weight: 270lbsHair: BlackEyes: Vivid gold, with goat-like pupilsSkin: golden tan where it isn't covered in hairHandedness: AmbidextrousScars/Tattoos: NoneGeneral physical description: Leover has a black furred goat-like lower half, being a satyr, and a lean lightly muscled upper half with black fur patches in the middle of his chest and on his forearms. His nose is mostly flat, his ears are very long (longer than most elves), and both his upper and lower canines are very pronounced. His head sports well kept shoulder length hair, two horns that curl back and around, and a chin with only a fine goatee. Voice: His voice is of the utmost silken quality, deep and smooth. It has both a natural and practiced guile to it that makes his charms anything but irresistible.Clothing/armor: A belt, to which he keeps his pouches, pipes, and quiver attached. A hooded green cloak with a Harpers brooch holding it onto his shoulders. Weapons: A specialized lute. The lute itself is made of pure white oak from the High Forest. The edges are braced with a strong silver-steel alloy that allows Leover to use the lute much like a two-handed mace when necessary. He also keeps one of the strings slightly loose, using the lute much like a bow when he must. It also has a strap for over-the-shoulder carrying purposes Other Magical Equipment: A pan flute, or satyr pipes. PERSONALITY General Personality Traits: Decadent, kind, lustful, prideful, vain, materialistic, gentle, curious, loving, compassionate, humorous.Likes: Music, beauty, aiding those in need. Dislikes: Harming innocents, evil deeds, party poopers.Fears: Death, losing his special lute.Attitudes towards friends/strangers: Everyone is a friend to him until proven otherwise.Opinion of the world: Beautiful HISTORY Birthplace: The High Forest Family/Relationships: His fellow satyrs in the High Forest, the HarpersFriends: Most peopleEnemies: ex-husbands, and many unintentionally wronged men along with jealous types. Background: Leover was born deep within the High Forest. He lived the life of a carefree satyr before choosing to proactively protect his home and spread good cheer as a Harper. He now does what he loves, adventuring, along with a little work for the Harpers on the side. Name: Saint Hegrim the the Indomitable (Hegrim Shemov) GENERAL INFORMATION: Gender: Male Race: Human Age: 37 Class: Monk, Martyred Champion Alignment: Lawful Good Deity: Ilmater APPEARANCE: Height: 6'1 Weight: 262lbs Hair: Shoulder-length, wavy, and jet black. Paired with a large bushy beard. Eyes: Green Skin: Peachy Handedness: Right Scars/Tattoos: A large horizontal slash mark across the abdomen marking the wound that killed him. Heavy callused feet from many years of walking barefoot. General physical description: Hegrim is a burly man of exquisite physique, earned from a lifetime of physical training. His face is covered with dark facial hair, but with sufficient examination it can be seen that he is not altogether repulsive, and yet he is not an extremely attractive man. His hairstyle could be reminiscent of Jesus, if the people of Faerun knew of him. Voice: He speaks with a deep, monotonous voice that rarely betrays his emotion. Never does it waver. The only instances it changes is when he is filled with righteous anger, changing to a booming, humbling, and thunderous roar. Disabilities: None EQUIPMENT: Clothing/Armor: Simple grey robes, discarded when entering combat. He wears a white breechcloth underneath. He always adorns himself with red cord bound to his hands and forearms, and wears no shoes. Weapons: Unarmed Other magical equipment: None PERSONALITY: General personality traits: Grave, observant, noble, valorous, pious, masochistic, compassionate, solemn Likes: Aiding the suffering and weak, taking others pain unto himself. Dislikes: Sadists, torture Fears: Failing Ilmater Attitude towards friends/strangers: Hegrim treats all people, known or unknown, with the same amount of respect, and to a certain degree love. It may not be a cuddly love, but it is love nonetheless. Opinion on the world: The world is a cruel place that needs people to care for it, and it's denizens. HISTORY: Birthplace: Heliogabalus, Damara Family/Relationships: Church of Ilmater, Monastery of the Yellow Rose Friends: Ilmater, The Adorned (followers of Ilmater) Enemies: Most evil beings. Background: Hegrim was born a sickly child to a poor family that could not afford to keep him. To save their child, his parents gave the Church of Ilmater custody over him shortly after his birth. He was raised in a orphanage affiliated with the Church until the age of three, when he was delivered to the Monastery of the Yellow Rose. He spent the next fifteen years in training to become a monk, quickly overcoming his former sickly disposition to become one of the largest, most physically capable monks in the monastery. At the age of twenty three the monastery came under siege by heathen bandits seeking to defile its hallowed ground. To save the monastery, Hegrim was dispatched along with fifteen other monks to defend the monastery from this throng of seventy six bandits. The battle raged across the mountainside for three days, with the monks losing men daily, and the bandits losing far more. The monks led the bandits away from the monastery and into a pass on the final day, culminating with a last stand by Hegrim in which he killed twenty two bandits before one spilled his intestines into the snow. Knowing he would die, and that they no longer had the numbers to overcome the monastery, the bandits were routed, leaving Hegrim to bleed out. And bleed out he did. However, in a strange twist, the breath he breathed before his death would not be his last. It was never found out how he came back, but Hegrim found himself resurrected. Not only that, but he was Championed by Ilmater for his part in saving the monastery. As a Martyred Champion, the newly sainted Hegrim now answered only to Ilmater himself, and would find himself travelling the world in service to his god. OTHER INFORMATION: Languages spoken: Common Pets/Animal companions: None Edited June 7, 2014 by nethgros Link to comment Share on other sites More sharing options...
spyro1201 Posted March 10, 2014 Share Posted March 10, 2014 (edited) Adoroar Carter Race: TieflingAge: 23Class: WizardAlignment: Neutral GoodDeity: AzuthPlace of Origin: UthmereAppearance: Adoroar is somewhat short (4.9). He has short black hair, dark skin tone, a pair of short ram-like- horns that he occasionaly files, in order to shorten them even more. He also has a tail, which he keeps hidden under his robes. His eyes are human like, brown, and emit a slight glow, which is mostly noticable when he's in the shade. Armor/Clothing: Adoroar wears light blue robes and a large pointed straw hat, which draws a shadow over his face during most of the day.Weapon: Wooden staff and a CrossbowPersonality: For the most part, Adoroar is quite timid and calm. He also tends to get too curious for his own good. He's accepting of his teifling heritage, but prefers to not attract too much attention when around others.History: Born and raised in Uthmere, Adoroar had parents that had somewhat...agressive... means of disipline. The fact that he wanted to persue magic, instead being a fighter did not sit well with his father. He left his home town at an early age and since then been to places like Waterdeep and Neverwinter, where he furthered his studies in wizardry, where also aquired a taste for adventure. Edited March 10, 2014 by spyro1201 Link to comment Share on other sites More sharing options...
Brutii Posted April 1, 2014 Share Posted April 1, 2014 (edited) Didn't even realise this thread existed lol Arthas Daud: Name: Arthas Daud (Born: Arthas Warren, took his mothers maiden name as he disliked his father) GENERAL INFORMATION: Gender: Male Race: Human Age: 47 (DOB: 14/2/1332) Class: Assassin Alignment: Chaotic Evil, though bordering with Chaotic neutral Deity: None APPEARANCE: Height: 6'1 Weight: 184 lbs Hair: Black, but flecked with grey Eyes: Weathered grey eyes Skin: White with a few wrinkles Handedness: Right handed Scars/Tattoos: A single scar running down his right cheek General physical description: He is a tall, rather strong man whose grey eyes are weathered yet still possess a determined look. His black hair is flecked with grey from his age and is cut short. While his face has several wrinkles he does not appear overly old and time has seemingly been kind to him. He has a single scar running down his right cheek, from his eye and ending just before his neck that was caused by a sword Voice: He has a rather deep and rough voice that he rarely raises to a yell Clothing/armor: Black light armour Leather Boots A ring suspended from a gold chain around his neck and tucked under his armour A black hood. A belt which has two pouches for carrying anything he deems necessary of carrying, and hanging from his belt is some old, wrapped up cloth PERSONALITY General Personality Traits: Daud is confident and brave. He is very patient and while he is not educated, that does not make him stupid. He is quick to grasp new ideas and is a quick thinker. While he often uses long and complicated words he does not always fulling understand what they mean due to his lack of education. He Likes: Freedom, Rats, danger (Though not in excess), Forests and City scapes, shadows Dislikes: Cyric, Imprisonment, Snakes, wide open plains Fears: Death and the Afterlife, Weakness, chains, Ophidiophobia (Fear of Snakes) Attitudes towards friends/strangers: He has very few friends as he rarely spends enough time around people to develop friendships anymore, but the few friends he does have can rely on his loyalty. Strangers can receive moderately warm treatment or hostility depending on his mood. Opinion of the world: "Life is a cruel mistress. She'll let you spend your time building your life and grant you minor concessions, only to tear it from you. You can see happiness, but you can never touch it." Daud views life and the world as cruel, cold and unforgiving where one must be equally as cold and hard to survive. Despite this, he acknowledges that he 'Could have carved a better path' than the one he took and that the world is not as bad as he once thought when sitting on the streets of Scardale, but stands by his opinion on it. HISTORY Birthplace: Scardale Family/Relationships: Warren Family Tree Arthas Warren (Daud) 1332- Danica Warren (Sister) 1336 - 1339 (3) Nadine Carla Daud (Mother) 1300 - 1343 (43) Simon Daud (Grand Father) 1280 - 1363 (83) Eria Iverson (Grand mother) 1283 - 1348 (65) Wallace Warren (Father) 1304 - 1345 (41) Gareth Warren (Grand Father) 1277 - 1344 (67) Julia Indriana (Grand Mother) 1282 - 1347 (65) Friends: None Enemies: There is a large number of people in the Dalelands who would love to catch Daud, whether it be to bring him to justice or enact personal vengeance. Unluckily for them, Daud is cunning enough to avoid them Background: He was born Arthas Warren, but he has long since taken his mothers maiden name. He started his existence as a thief, mostly stealing food or goods from stalls. After Scardales failure to conquer the Dalelands under Lord Lashan Aumersair, it's law deteriorated and it was inevitable that Daud would one day be thrust into the dangerous circles. At age 18, and for the first time, he was contracted as an Assassin. He was somewhat reluctant and morally conflicted for he knew the old fisher man personally, Samuel. The man had been nice enough in his youth, he had told stories of the sea and sometimes even gave one of his caught fish to the youth to curb the childs hunger. But Daud had grown greedy over time, and the money that he was offered, though small, was huge relative to what he had become used to. The kill sounded easy enough, but he failed in almost every way. After stowing away on the boat, an opportune time came to carry out the kill. However he couldn't do it, he could see those old eyes which were weathered but friendly, even now the man was alone. After much hesitation and deliberation, he decided to abandon the idea. He didn't even realise he had made a sound until a wooden pole was brought down on his back. The fisherman had caught him and only now, threatened with imprisonment and starvation, did he have the will to kill the man. He stood and spun, tearing out his blade, barely even realising what he was doing. When he was finished, those old eyes were hauntingly empty now They never found the body, Daud had dumped it in the sea. It had taken seven stabs to kill the man, the rusty blade had caused a painful demise. The first time was the worst, and it go easier over time One cold night, after having been out of work for a while and sleeping on a street corner, he witnessed another assassin conduct the 'business' and was so fascinated by her skill that he decided to follow her. The Assassin was well aware of Dauds presence and allowed herself to be trailed to a small alley before confronting him. Impressed by the boys skill and courage in the face of likely demise, The assassin, whose name was Aliaga, spared his life and offered him the opportunity to train with her. Daud took it quickly to avoid otherwise certain death. Aliaga had led him into the sewers of the city. This was the place Daud would call home for many a year. Aliaga taught him how to fight properly, how to kill 'properly' and how to cross filled rooms without being seen. By the end of the 3 years they were together, he had transformed from a hired thug into a proper assassin. The lawless city proved to be excellent for them both and the two quickly became rich from their illegal trade. Daud trusted Aliaga completely. Of course, all 'good' things come to an end. Aliaga was killed one day after attempts to retrieve the payment for an Assassination went sour, Daud quickly left the town to avoid a similar fate. After that, he spent many years working alone, making a small name for himself as the 'Knife of Dalelands'. Many years later he returned to Scardale and enacted his revenge upon those he held responsible for Aliaga's death, proving that he is willing to wait in the shadows for the right moment to enact his revenge. At age 30, he set about organizing a band of Assassins and they became feared in the Dalelands for their skill in their chosen 'Art' They were mostly unknown outside of the Dalelands, with them being best known around Scardale, they were just one of the many types of scum that took refuge here. They became an acknowledged problem in the Dalelands... but over time something changed. Daud noticed many of the newer Assassins worshiped Cyric and conducted sadistic murders. Daud left the group, claiming it had become little more than 'A gang of thugs and butchers'. He has worked solo again ever since. He expanded his exploits and operated outsider the Dalelands as well, but he showed a great preferance for sticking inside his native soil. Despite this, his reputation outside the Dalelands is relatively minor. By now, he is weary of the world and increasingly fearful as he never chose a diety nor respects those which would be most inclined to his position, hence his fear of death and the afterlife. As he has aged he has taken less and less contracts and for the time being he has stopped outright and has taken to travelling the land, using the time to contemplate what he should do with the rest of his life, his money slowly dwindling away. He knows he is searching for something, but he doesn't know what he's searching for yet. OTHER INFORMATION Skills and feats: He is by no means stupid. He has a sharp mind and is quick to pick up new ideas. He knows how to move silently and be like a shadow, striking from the darkness. He can fight with his blade when required, but prefers the stealthy approach. He has some arcane ability, and is able to use: Feather fall Disguise self Ghost sound Spider Climb Invisibility Deeper Darkness Modify memory Languages spoken – Common Pets/Animal Companions: None Other: He is illiterate and cannot even scrawl nor read his own name. Edited April 1, 2014 by Brutii Link to comment Share on other sites More sharing options...
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