The Red Dragon Inn - home of the Audalis campaign setting.  Online D&D gaming, art, poerty, stories, advice, chat, and more

Support the Inn! If you are doing holiday shopping online, please use this affiliate link for Amazon.
You pay the exact same prices, but the Inn earns a small referral fee. Thanks!

We currently have 4063 registered users. Our newest member is Hammeyaneggs.
Online members:
Username Password Remember me
Not a member? Join today! | Forgot your password?
Latest Updated Forum Topics  [more...]
Q&A Threads - Return to Charadun - Q&A (posted by Chessicfayth)Return to Charadun - Q&A
Posting Games - The Morphing Game (posted by TannTalas)The Morphing Game
Posting Games - The One Word Game (posted by TannTalas)The One Word Game
Recruitment Threads - Return to Charadun - Recruitment (posted by Eol Fefalas)Return to Charadun - Recr
Personal Creations - Miniature Painting (posted by t_catt11)Minis!
Latest Blog Entries
Revenge of the Drunken Dice
Latest Webcomics
Loaded Dice #80: Priorities
RPG MB #15: Master of the Blade
Floyd Hobart #19: High School Reunion IV
There are currently 4 users logged into DragonChat.
Is the site menu broken for you? Click here for the fix!

You are here: Home --> Forum Home --> General Forum --> Q&A Threads --> Ghostwood Groves Q&A
Parent thread: Ghostwood Groves
Jump to:    1 2 3 4 5 6 7 [Next] [Last Page]
    Messages in Ghostwood Groves Q&A
RDI T-shirts!

Dungeon Master
Price: $14.00



RDI T-shirts!

Chaotic Everywhere
Price: $16.50

Lady Dark
Resident
Karma: 39/2
285 Posts


Ghostwood Info

Five years ago, Ghostwood was a struggling village, little more than a haphazardly set up camp for the twenty or so tasked with the care and harvest of the Ghostwod Groves which only grow in this area of Khadask. Yet, in spite of how expensive just raw ghostwood is, the workers were poor, and in ill health. It did not help that the Ruins of Iilis lay just beyong the grove, and they blamed it for their troubles. The small vegetable patch they maintained did poorly, and wild game eluded them. Strange sounds in the dead of night chilled their blood. It was widely believed this area had been cursed, and they would suffer forever just this side of death. 

When Count Malcolm Fellhammer arrived and promised to fix everything, the people doubted and mocked him. Seven families vanished, all of them in the middle of night, with letters arriving within a few weeks saying, each of them, that they'd moved to save themselves, or they'd gone to find family, or in one case, just had to leave. Fellhammer was untroubled, and established a larger garden, brought in livestock and fruit trees. Within a few months, he expanded the boundaries of the village, built homes, moved the logging camp farther into the grove, and erected a wall around the camp. But for all these improvements, the wilds around them only grew more sinister. A pair of hunters were mauled by a bear. Deer gored anyone who ventured too far from the village.

Felhammer was undeterred. He gave everyone work. He established a school, and petitioned Watertown for two Sisters, and brough in new families. Arden Nightsong was one of thse new people, and upon arrivel, she was set up in the newly built tavern, with her husband, who later died when his hunting party ventured too far into the woods. As the seasons changed, more and more moved to this new refuge, enough to cover the seven that would disappear. None of the missing were ever spoken of again, and the village became a town, and within another three years, became a larger town, with a high thik wall, armed guards, and a thriving tousim industry. Even the empty house where the Sisters were once lodged is never discussed, but the place is avoidedby most. Those tending the groves are paid handsomely now, instead of a pittance, and caravans stop for several days to refresh their wares, and their spirits, before moving on. 

People may not speak of the missing, but Arden has never forgotten. Six months ago, she sent a letter to the Watertown temple notifying them of the missing Sisters and asked for help. When no word came, she asked a friend to help her write several more letters, to be sent with an inbound caravan. One of the merchants, being of a nosy sort, read the letter and made straight for Watertown to deliver the message. He was asked to keep this private, but drink often loosens a man's tongue and, in one of the seediest dives on the docks, he mentioned to many people a reward in Ghostwod for those looking for some quick scratch. 

All one would have to do is figure out what's going wrong in Ghostwood?

 



Posted on 2018-03-06 at 09:40:15.
Edited on 2018-03-09 at 11:47:24 by Lady Dark

Lady Dark
Resident
Karma: 39/2
285 Posts


Rule Variations Info

Placeholder



Posted on 2018-03-06 at 09:42:25.

Lady Dark
Resident
Karma: 39/2
285 Posts


Maps of Eilyrith

EilyrithMap of Eilyrith



Posted on 2018-03-06 at 09:49:29.
Edited on 2018-03-09 at 10:39:15 by Eol Fefalas

Lady Dark
Resident
Karma: 39/2
285 Posts


Quest Tracking

Placeholder



Posted on 2018-03-06 at 10:00:37.

Lady Dark
Resident
Karma: 39/2
285 Posts


Common Knoweledge

Locations of Interest

  • Ghostwood
    • Known for its chief export, Ghostwood - a hardy, durable tree whose trunk and limbs often depict a screaming face, or twisted bodies
    • The wood is as hard as stone, and grows only in one area of the continent
    • Ghostwood is overseen by Town Manager Count Malcolm Fellhammer
  • Watertown
    • A port town, Watertown ships sail for Port Sacrifice daily for those looking to skip the 3 week trek over land
    • Caravans usually make Watertown a priority stop
    • The docks are watched over by an enormous statue of Astryliene The Living Storm, an ancient warrior so fierce the gods took her, upon her death, and made her one of them.
    • Watertown is overseen by Lord and Lady Veska
    • Necromancy is outlawed in Watertown, and those discovered are put to death without trial. Known necromancers are KOS.
  • Gravepeaks 
    • Travel through the mountains is dangerous at this time. Multiple reports have surfaced concerning nomadic giant tribes warring with native mountain giants throughout the range.
    • The Pass is the only way through to the Screaming Sands, the desert that surrouds the great walled citystate of Ahl-Jhian
  • The Long Road stretches from the desert city of Ahl-Jhian, through The Pass, to the Witherheart Mountains just outside of Port Sacrifice.


Posted on 2018-03-06 at 10:12:23.
Edited on 2018-03-06 at 10:57:06 by Lady Dark

Lady Dark
Resident
Karma: 39/2
285 Posts


World Info - Where's what in Eilyrith

Khadask

Easily the largest continent in Eilyrith, Khadask boasts numerous landscapes, from the scorching desert of the Screaming Sands, to the dense and vibrant Deeper Wilds, to jagged rocky coasts, and everything in between. There has been no single rule over the land in several hundred years, as each province, territory, and community governs themselves with the guidance of at least two Sisters of Astryliene. 

There re only three major cities in Khadask: Port Sacrifice, Watertown, and the great waled city of Ahl-Jhian. These cities are home to a wide variety of races, though the diversity is greatly lacking the farther into the wilds one goes. 

The Fenn

Deep, dense jungles and ancient moss-covered ruins, lost cities...Though it's eagerly sought after by adventurers and scholars alike, The Fenn is dangerous to reach from any direction, and not for the weak. Rule over The Fenn is hotly contested, with East and West locked in a centuries old war. If one side suspects you of loyalties to the other, you will be put to death and your body shipped off to the doorstep of the other kingdom.

Poaching is highly discouraged. If caught, poachers are executed and their remains fed to the beasts. Other acts punishable by death include: Looting, plundering, unsanctioned exploration, theft, adultery, rape, murder, and cheating at cards. Although it appears the East of the Fenn is ruled b a man and woman, they are but advisers to the genderless Unalis. West of the Fenn is ruled by Yveni The Wise, and her reign has lasted as long as Unalis'. There's a very good reason for this, but those who discover it are usually dead shortly thereafter.

Races native to this area include the lizardfolken, Yuan-Ti, tabaxi, and humans.

The Evril Islands

Evril Islands are a good source of Elves, if you're looking for them. That's the world on the street. Theses are special elves, though. It's said all elves that walk the world are descended from these, and they live in seclusion in order to protect their ancient civilization. Thing is, if you go there, you're only going to find ruins and some small strange villages of sheep and goat herders who just want privacy. Most ships out of Port Sacrifice won't take you, because it's incredibly boring for them, or so they say. But they all get pale at the idea.

You might hear stories, though, if you're a stuffy old bookworm, of the the Evriline Accords, &  it might lead you to explore some of Eilyrith's oldest libraries. Or you can look for Half Blind Bill, who can tell you all about it.

The Euridian & The Outer Isles

The Euridian & Outer isles do not actually appear on any present day maps in Eilyrith, and is generally considered revered mythology. It is, in fact, the birthplace of an ancient race of beings who've taken great pains to remain hidden from the world. Today, they number a mere 200, and do not travel past the borders of Phajian, the southwestern-most city in Coryth. Those who trespass are never seen again. Travel to Phajian is prohibited by law in all lands. Obviously, smugglers charge ridiculous rates for "authentic" Phajian-made goods. And only a handful of souls wandering Eilyrith have ever seen these beings.

Dueran

Ancestral home of dwarves, though you can find them practically everywhere. Elves are also plentiful in Dueran. Where the dwarves have fasioned entire cities underground and within moutainsides, the elves keep the topside just a lovely, to complement the stone architecture. Humans are also prevalent here, as the soil in Dueran is incredibly rich and rewarding. Dueran is ruled by a council made of two humans, two elves, and two dwarves. There has been peace for centuries. 

Amriss

Many years ago, they say Amriss was the center of the world, with advances in medicine, politics, fashion, alchemy and arcane discoveries, and more. Once, it was a bustling and thriving sprawl of city after city, a peaceful continent ruled by the wise and just Queen Mijjira Thon. When the Queen rejected the advances of an overeager suitor,  he released an army of living and undead drow, tieflings, and orcs, and laid waste to much of Amriss before the war ended. Upon the death of their master, the undead shattered and fell still, while the living all submitted themselves to the Queen for judgement. But the war had been hard of her, and her people, and it was her decree that the soldiers of the enemy army join her citizens and become one with her people.

Centuries later, Amriss maintains a tenuous peace, but the kingdom is smaller now as teritories have been carved out by settlers and natives along racial lines, and trust is hard to come by in these lands. However, there are sights in Amriss not to be missed, such as the Singing Spires of Silumar, the Weeping Vale in Kier, and the ruins of Dagriv'ba. 

Coryth

Coryth boasts impressive vistas, staggering cliffs, and deep valleys. It's Golden Coastline gleams like the metal it was named for in the rising sun, and burns with beauty in the light of the sunset. The Fire Fields of Imras are particularly lovely in High Autumn, when the flora blazes in shades of reds and oranges and golds. The people are hardy, tend to live off the land, simply, in service of House G'rtathik. the orcs and half-orks of the royal guard regularly help defend the smaller outposts and cettlements. 

Hask

Hask is

The Eye 

The Eye is a sacred place, a dormant volcano upon which the Oracles have carved out a sanctuary. At the base of the volcano is a large and ancient library staffed by scribes and archivists whose duty it is to protect the prophesies and editcs and words of the Gods, as spoken through the Oracles.



Posted on 2018-03-06 at 10:12:23.

Lady Dark
Resident
Karma: 39/2
285 Posts


The Arcaren Authority - Magic Regulation

The Arcaren Authority is the sole governing body of magic users within Eilyrith, with outposts and regulatory offices located within the major cities in Amriss, Coryth, Hask, and Dueran. At one time, there were offices within The Fenn, but a native uprising ended in a massacre that left all agents dead and the continent was declared too hostile to maintain. The Evril Islands locations were also abandoned as it proved a financial liability. In Khadask, there are Arcaren in Port Sacrifice, Watertown, and Ahl-Jhian, with smaller outposts scattered between. Agents are not looked upon kindly, and often go about disguised. 

Anyone with magic - either through innate ability, gifted power, or through years of study - is required to report to an Arcaren office or outpost for registration. Regitrants submit to a small battery of tests, agree to donate a small smaple of blood (for locating and apprehension) and are given a small and tasteful tattoo. The tattoo serves as a secondary form of identification, as well as a focus for remotely cast locator spells. Each registrant is quired to check in once a year, and magic users who miss their appointed check-ins are visited by a branch of the Arcaren known as the Salvage Team. Once located, the registrants and any who have knowingly harbored or aided them, are given a hearing, after which they receive their sentance. Some are never heard from again, while others are rendered blank slates and their bodies used as vessels for communication, or other uses as seen fit by their caretakers. However, blanking is an incredibly traumatic experience for mind, body, and soul, and these poor wretches rarely survive past five years. 

The Arcaren Authority can be invited into any ongoing investigation by local law enforcement whenever the crime is revealed to be of a magical nature. While common in more desely populated ares, such as Port Sacrifice and the great walled city of Ahl-Jhian, it is much less common - indeed, rare - in the smaller towns and villages. the peoples of Khadask are stong amd independant, and dislike the meddlesome natures of beurocracies and other institutions. 

While there are multiple schools of magic, and Agents of the Arcaren with mastery of these, Necromancy is punishable by death. 

In opposition to the Arcaren Authority, those who oversee the network of temples of Astryliene willingly take in unregistered and undocumented magic users. Additionally, the Sisters of Astryliene often take in children with innate magical ability, and train them, shelter them, guide them, and protect them until they are of age and can choose their own path in life. Many choose to stay, and those who do not are always welcomed back at any time. 

 

 



Posted on 2018-03-06 at 10:43:35.
Edited on 2018-03-07 at 01:41:39 by Lady Dark

Lady Dark
Resident
Karma: 39/2
285 Posts


Eilyrith's Divine Pantheon - Khadaskian Gods

A guide to the Gods of Khadask

It is important to understand that the alignment of the Divines is not that important when choosing to follow one, or several. When choosing a Divine, one must choose the Path/Domain that speaks to them. The Divines will grant favor, regardless of aignment, to those who are committed to the ideals of that Path/Domain. For example, Orvarim is Neutral and presides over Conflict/Resolution. Therefore, a soldier, a peacekeeper, a strategist, or a mercenary would each be just as able to earn Orvarim's favor as pit fighter, a lawyer, a healer, or a repairman, regardless of what their alignments may be. 

A paladin considered to be LG may commit themselves to Iilis with as much favor as a LE necromancer, provided both are fully invested in what that Path/Domain means to them individulally. 

Astryliene (AS - trah - leen)

Unlike the rest of the Divines, Astryliene came into Divinity post-mortem. Born on a small island off the coast of Watertown in Khadask, Astryliene displayed phenomenal arcane abilities, in addition to compassion, wisdom, and strength from an early age. As a youth, she frequently tended the ill and the elderly. By young adulthood, she had taught herself to read and write in Common before learning other languaes, and left home to wander the continent in her pursuit of helping others. Her deeds were many in this time, and her name and word of her heroism washed across the lands in a wave of optimisim and hope. Word spread as far as The Eye, the home of the Oracles, who summoned her to them for an audence, and to meet the gifted soul whose name had begun to make those who seek to do evil tremble. 

She remained in The Eye for three weeks, and emerged renewed, but never spoke of her time there. Instead, she wandered again, and as she travelled from village to village, town to town, she saw the heartbreak and loss suffered by those whose loved ones had died in the wars between the three nations that controlled Khadask.

When the Barren Queen rose up to take the three nations for her own, it was Astryliene who united the leaders and it was Astryliene who ended the Barren Queen's reign. The three kings died in battle with no heirs, and the people called for Astryliene to lead a now united Khadask. But despite all of her great acts, all of her skill in healing, in guidance, in teaching and opening the hearts and minds of a now free people; Astryliene was felled by a poisoned arrow as she decreed there would be no more rule of monarchy in Khadask. 

Astryliene's body was laid to rest in a sacred pool, where thousands gathered to pay their last respects. Hearing the lament of the people, the Divines accepted her soul and elevated her to Divinity with them. Her body vanished in a flash of light, leaving only the sacred pool, and a new ring of sentinel stones, and the flowers Astryliene so loved in life. To this day, the Pool of Tears is still visited by Her faithful, and by the descendants of those She helped. Many make annual pilgrimages to the site with offerings, and some claim to have heard Her voice. 

Today, you can find Temples of Astryliene almost everywhere in Khadask, but most notably in Watertown. That small island off the coast, where She was once born, now houses hundreds of Her faithful, training those Chosen to become part of the Sisters in diplomacy, healing, combat, politics, history, and more. In honor of Her sacrifices and Her life, nearly every single settlement, hamlet, village, town, and city hosts a minimum of two Sisters who see to the needs of the people, advise leaders, and help defend their location.

 

Iilis (EYE - Liss) 

Neutral, Genderless. Nature/Death dominion. 

Iilis is an ancient Divine, one so old there are few remaining temples in Khadask, yet followers of Iilis meet in secret or worship at graveyars, in the woods, or in other places touched by nature or death. Funerary rites maintain heavy aspects of ancient Iilis traditions and rituals. In Khadask, bastardization of Iilis' will and meaning by a plague of Necromancy during the Fall of the Three Kingdoms lead to the eradication of all but two temples, and those fell into disrepair over the years following the outlawing in various provinces and territories of public worship. 

Appearance: Iilis appears to those who are in the process of crossing over, through slow death or torture, or in some cases, on the verge of death, in the form of a long tall shadow of indeterminte race. In rare instances, Iilis may speak from a flower, bush, or Ghostwood tree, through one of the knots that resemble a screaming twisted mouth. The voice one hears is individual, and takes ont he tone, volume, and pitch that dead or dying most find comfort in. Iilis makes no distinctionin death as to the person's alignment, as Death comes for us all regardless of who we are. 

 

Orvarim (Or - VAR - im)

Neutral, Male. Dwarven. Conflict/Resolution

Orvarim is the god of conflict and resolution. Diplomats ask for His blessing,warriors anoint blades in His name, those who seek guidance for inner conflicts call upon him for  clear head. While there are Temples of Orvarim, they are typically only found in densely populated areas in Dwarven Quarters, like Port Sacrifice and Ahl-Jhian, thouh there are Shrines to Orvarim at places of historical importance and at in mineshafts. 

Appearance: Orvarim appears as a short, stocky dwarf with long red hair and a thick full long red beard. His clothing is usually that of a forgemaster, though he has been reported to dress in ecclectic unmathced armor. He is surly, sarcastic, and does not care much for propriety. Great fun at parties. Enjoys offerings of dwarven ale, precious gemstones, or intricately carved stonework pieces. 

Ahsrakahm (As - Rah - Kawm)

Neutral to CG. Male. Dragonborn. Truth/Judgement/Order

Ahsrakahm presides over the domains of Truth, Judgement, and Order. Soldiers, guards, law enforcement, etc tend towards worship, and his shrines and temples can be found scattered across Khadask, but is more prevalent in Hask, where there are many arge cities and communities of Dragonborn. Ahl-hian has a sizeable Temple in his name, as well as a large Dragonborn popuation in the Dhar'aamid, a town in the southern part of the desert. 

Appearance: Ahsrakahm appears as s tall, thickly built black dragonborn. He is typically depicted as wearing leather armor and weilds a staff. He is quite pleased by offerings of fresh meat and strong tea. 

Nolih (No - LEE)

CN, Female. Humanoid. Life/Creation Domain. 

Nolih has long been revered as the Great Mother, from whom all life birthed from her tempestuous union with Relethiel, the god of passage. 

Appearance: Nolih appears to any who seek her as whatever female form that gives them the most comfort. Typically appears in a loose flowing layer gown, wearing a crown depicting a sun, moon, and star. There are temples scattered across the continent, but the largest one is in Ahl-Jhian. 

Raggat (Rag - GAT)

CN, Female. Orc. Trickery/Secrets/Fortune

Raggat is favored by rogues, thieves, assassins, gamblers, and loremasters, among others, and is often referred to as The Whisperer. Lendinghouses have obvious shrines to her, but typically her Shrines and Temples are hidden or secret, and invite only. Inrepid investigators might uncover a carving or marking in/on certain buildings and structures denoting a safehouse, or temple, or other, depending on the mark. Those who know Thieves Cant will easily decipher these markings. Most people think of it as grafitti. She appreciates a good prank. 

Appearance: Raggat appears as a tall cloaked and hooded Amazonnian-type orc woman clad in black leathers. Offerings of gold, or secrets whispered to her in the night might entice her favor. If you have earned her wrath, be prepared for bad luck for a really long time. 

Relethiel (Reh - LETH - Ee - El)

N, Male, Half-Elf. Passage/Exploration/Knowledge

Relethiel is often referred to as The Old Man, and is widely believed to be the father of all life. He is eternally bound to the goddess Nolih. He is the god of passage and exploration, which encompasses travel, journies both literal and figurative, exploration, and the search for knoweledge. Temples to Relethel are found throught Khadask, and you can easily expect to find a Shrine of his in libraries or at other sites of academic pursuit. Followers will usually leave offerings in crossroads, the midpoint of bridges, tunnels, and other means of travel. 

Appearance: Relethiel appears as a medium hieght and build half-elven man just past middle aged. Graying hair, graying beard, dressed simply and comfortably, with a staff in one hand. 

 

Salira and Arilas (Sah - LEE- Rah) and (ARR - e - Las)

N, Female and Male, Humanoid. Balance/Self Domain.

You wil not find any Temples or shrines dedicated to The Twin Stars, but they don't mind. They are polar opposites in every way, and are never apart from one another, for they preside over the domain of Balance in all things. For every person who fights their nature, seeks the middle ground, or simply wishes to attain harmony within oneself, the Twin Stars are there. They are typicaly followed in addition to other Divines, as they are more internally focused. 

Appearance: They take the forms that oppose each other, and yet similar - in some cases, they have apeared as human children, male and female, one blond and one dark. In other instances they have appeared as a cat and dog. 



Posted on 2018-03-07 at 19:41:31.
Edited on 2018-03-15 at 14:19:20 by Lady Dark

Lady Dark
Resident
Karma: 39/2
285 Posts


Place Holder

Place Holder



Posted on 2018-03-08 at 14:06:04.

Lady Dark
Resident
Karma: 39/2
285 Posts


Placeholder

Place Holder



Posted on 2018-03-08 at 14:06:20.

Lady Dark
Resident
Karma: 39/2
285 Posts


Placeholder

Placeholder



Posted on 2018-03-12 at 12:21:15.

Lady Dark
Resident
Karma: 39/2
285 Posts


The Art of Eilyrith

Astryliene - The Living Storm

Astryliene - The Living Storm

 



Posted on 2018-03-12 at 12:22:34.
Edited on 2018-03-13 at 16:23:18 by Eol Fefalas

Eol Fefalas
Lord of the Possums
RDI Staff
Karma: 470/28
8758 Posts


Blade of Astryliene

Name: Castien Mithretaryl

Race (Sex): High Elf (Male)

Class (Lvl): Fighter (1)

  • Duelist

Background: Acolyte

Alignment: Lawful Neutral

Height: 5’10”  Weight: 145 lbs

Eyes: Blue  Hair: Black

Castien

History

Castien’s parents, Jarenion and Saerima, were unregistered Bladesingers who operated, primarily, in the Deeper Wilds of Khadask for many years before being discovered by the Arcaren Authority. Their refusal to register with and submit to the Arcaren’s mandates quickly made them targets of the Authority’s Agents. As Saerima had recently given birth to Castien, she and Jarenion decided that, rather than staying in Khadask and trying to raise their son on the run from the Arcaren Authority, they would try and escape to The Evril Islands; their ancestral home and a place where the Arcarens had no presence. They made it as far as Watertown before the Authority’s Agents caught up to them.

There were very few ship captains who would so much as listen to the elves pleas once their destination was uttered and even fewer who so much as pretended to have any interest in making the trip whatsoever. With their options running out, their time growing short, and the Agents closing in, Saerima sought out the Sisters of Astryliene and, rather than allow him to be captured and/or killed along with her and Jarenion, entrusted the care and raising of Castien to the Sisters. Saerima left Castien with a kiss, her sword, and her shield, then, she and Jarenion attempted to flee the city. Their fate is unknown to this day.

Thus, Castien was raised in the Temple of Astryliene on the small island off the coast of Watertown where She was born. His memories of his true parents are few and even those are vague and dreamlike and, since he grew and trained in service to the Sisters of Astryliene, he simply acknowledges Grand High Father, Umanu, and the Grand High Mother of his order as his “parents.” He has been a devout and tenacious student over the course of his years at the Temple and, as such, given the balance he has managed to strike between his magical aptitude and martial prowess, Umanu has chosen to induct him into the elite team of acolytes known as Astryliene’s Blades. With this high honor bestowed upon him, Castien has redoubled his efforts to prove himself worthy of the title and the Blessing of Astryliene that comes with it. With his training now nearing completion, Grand High Father Umanu has decided that Castien is ready to face The Trials that will cement his standing as a Blade…

 

Description

Castien is readily identifiable as an elf, of course, with his slender, graceful build and the eerily beautiful features of his people. His ebon hair is worn long but neat, secured from ever falling into his eyes by a series of simple braids and a ponytail that pins the majority of his tresses behind his elegantly pointed ears. His eyes are a blue almost as clear and pure as the waters in The Pool of Tears; as beautiful as they may be, though, Castien’s eyes are rarely described as such, instead, words like “stoic” and even “severe” are utilized far more often. The studded leather armor he wears is dyed an almost muted blue-gray hue and is tooled and embossed in a motif that evoke an homage to The Living Storm. He wields an elegant scimitar of elven make that was once carried by his mother, Saerima, and, also her shield of banded ghostwood, though these are not his only weapons.


Ability Scores:

  • Str: 13 (+1)
  • Dex: 16 (+3)
  • Con: 14 (+2)
  • Int: 14 (+2)
  • Wis: 10
  • Cha: 10

Proficiency Bonus: +2

Passive Perception: 12

Armor Class: 17

Hit Points: 12

Speed: 30

Skills:

  • Acrobatics +5
  • Arcana +2
  • Athletics +3
  • History +2
  • Insight +2
  • Nature +2
  • Perception +2
  • Religion +4
  • Sleight of Hand +3
  • Stealth +3

Languages: Common, Elven, Draconic, Dwarven, Gnomish

Spells:

  • Cantrips
    • Green Flame Blade

Feats:

  • Strike of the Living StormOnce per long rest, you can cause additional damage during an attack when you channel Astryliene's power and fury against one target you can see by calling down a bolt of lightning, causing an additional 2d8 damage. You gain an additional 1d8 at levels 4, 8, 12, 16, and 20. At level 10, you gain the ability to use this feat once per short or long rest. You may use this feat as long as you retain Astryliene's favor, and/or are a member of Astryliene's Blade. 

Weapons:

  • Scimitar
  • Dagger (x2)
  • Shortbow (20 arrows)

Armor:

  • Studded Leather
  • Banded Ghostwood Shield

Other Equipment:

  • Backpack
    • Bedroll
    • Clothes, Common
    • Rations (10 days)
    • Rope, Hempen 50 ft
    • Amulet (religious symbol)
    • Vestments
    • Mess Kit
    • Torch (x10)
  • Pouch
    • Tinderbox
    • Incense (5)
  • Waterskin


Posted on 2018-03-12 at 13:41:19.
Edited on 2018-03-21 at 08:08:15 by Eol Fefalas

Impulse
Resident
Karma: 12/1
494 Posts




Name: Karos "Janus" 

Race (Sex): Human (variant)

Class (Lvl): Rogue (1)

Background: Urchin

Alignment: Chaotic neutral

Height: 6'0"  Weight: 180 lbs

Languages: Common, Elvish

Eyes: Brown  Hair: Black

Backstory
Karos grew up in Watertown and never knew his parents.  His earliest memory was living on the streets, being taken care of by some other children that he would grow up to love and care for, to do anything he could to protect them.  As children, they would plan small 'heists', nothing drastic just a piece of fruit here or a copper piece there.  Their biggest hit was when a wagon overturned at a festival where it dropped a bunch of sweets.  Ah, they ate well that day.  

As time passed on, they grew closer and closer, their bonds thicker than blood.  Some of them started to get actual gold from their little heists.  Their skills started to develop and harder jobs were done, more gold was gotten.  Life was good.

Kairos earned the name Janus among his peers.  There was an old story about a man with two faces and Karos had been the one who could con anyone.  At least among their crew.  During the years, Karos had gotten rather close with another person in the party, a woman named Helena.  Although everyone cared for each other the bond between Karos and Helena ran deeper than the others.  

It appeared that their little crew could never be stopped, they felt young and invincible.  Sure they had gotten beat up, lost a lot of jobs and stuff but who hadn't?  Kairos was particularly fond of a temple that he frequently went to for rest and support, donating a portion of his earnings there.  If he hadn't he wouldn't feel.... right.  Regardless, this feeling of invincibility only got stronger when Helena got her hands on someone's spell book.  

She had learned a few spells and they had bolstered their activity, till soon enough they were getting gold pieces by the day!  It seemed like their dream of leaving the city would be fulfilled in no time.  Until the guards came.  They knew she had cast magic even though no one would have sold her out.  They arrested her, the rest of their band wanting to fight tooth and nail in order to stop them when suddenly the head captain thanked Karos for the tip. 

Dumbfounded, he protested but the captain smiled at him and told him he had earned a decent sum of gold and a favour from the guard.  A striking of his records.  The rest of his group turned on him, the bonds shattered instantly.

Beaten, with nowhere else to turn to, he made his way to the Temple that he had resided at, trying to rest and recover enough to go out but not having much success.  He wasn't a lone wolf and the absence of his friends and family that lived with him throughout his life pained him.  

Quickly taking to one of the workers at the temple, someone named Castien, he attempts to form a new "crew", a new family.  He knows that he has to bide his time. Till the day he can find out whoever ratted on Helena and get his revenge.  He still holds out hope that she is still alive and that they will meet one day, treasuring the scrap of paper he managed to cling onto from her spellbook.

Ability Scores:

  • Str: 08 (-1)
  • Dex: 16 (+3)
  • Con: 12 (+1)
  • Int: 14 (+2)
  • Wis: 10 (+0)
  • Cha: 14 (+2)

Proficiency Bonus: +2

Passive Perception: 10

Armor Class: 14

Hit Points: 9

Saves: Dexterity, intelligence

Speed: 30

Skills:

  • Sleight of hand (+5)
  • Stealth (+7)
  • Deception (+6)
  • Acrobatics (+5)
  • Performance (+4)
  • Insight (+2)
  • Persuasion (+4)

Other proficiencies
Simple weapons, hand crossbows, longswords, rapiers, shortswords

Tools: Thieves tools, Disguise kit.  

Spells:

  • None yet

Feats:

  • Background: City Secrets: You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss.  When you are not in combat, you ( and companions you lead) can travael between any two locations in the city twice ad fast as your speed would normally allow.
  • - You have advantage on Charisma (Deception) and Charisma (Performance) checks when trying to pass yourself off as a different person. - You can mimic the speech of another person or the sounds made by other creatures. You must have heard the person speaking, or heard the creature make the sound, for at least 1 minute. A successful Wisdom (Insight) check contested by your Charisma (Deception) check allows a listener to determine that the effect is faked.
  • When one has no family of blood, the family of choice fills that void. The crew meant everything to you, it was home. Without it, you almost feel exposed. When you are with your full crew, once per day you can extend your stealth skills to your companions, giving everyone +5 to stealth checks. This increases to +10 at level 10. Additionally, at level 10, you may use this once per short or long rest. You must be within 30 feet of your farthest companion to use this feat. 

Weapons:

  • Shortsword
  • Dagger (x2)
  • Shortbow (20 arrows)

Armor:

  • Leather

Other Equipment:

  • Thieves tools 
  •  Backpack (Burglar's kit)
    • a backpack
    • a bag of 1,000 ball bearings 
    • 10 feet of string
    • a bell 
    • 5 candles
    • a crowbar 
    • a hammer 
    • 10 pitons 
    • a hooded lantern
    • 2 flasks of oil 
    • 5 days rations 
    • a tinderbox 
    • a waterskin 
    • 50 feet of hempen rope
  • Waterskin
  • Small knife
  • Token to remember parents by
  • Map of the city grew up in (waterdeep?)
  • Pet mouse (Reya) 
  • Set of common clothes
  • Belt pouch containing 10 Gp


Posted on 2018-03-13 at 17:37:48.
Edited on 2018-04-10 at 02:06:24 by Impulse

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts




Name: Aymani Aset, aka The Lucky Lioness

Alignment: Chaotic Neutral (w/ Good tendencies)

 

Race: Half-Orc

Gender: Female

Height: 5 ft, 7 in

Weight: 145 lbs

Eyes: Grey-green

Hair: Black, mid back, straight

Age: 20

Aymani

Description: Aymani looks like this image, but dresses like this image.

 

Class: Barbarian

Level: 1st

Experience: 0 XP

 

Racial Features

Size: Medium

Speed: 30 ft

Darkvision: 60 ft

Menacing: Proficiency with Intimidation skill

Relentless Endurance: If reduced to 0 HP, but not killed outright, drop to 1 HP instead. Long rest to refresh this ability.

Savage Attack: Roll one extra damage die if she rolls a critical.

 

Class Features

Unarmoured Defense: When not wearing armour, Armour Class equals 10 + DEX Mod + CON Mod.

Rage [2x/day, 1 minute duration]: Advantage on Strength checks and Strength saving throws; Resistance to bludgeoning, piercing and slashing damage; Increased damage with melee weapon attacks using strength.

 

Proficiencies

Saving Throws: Strength, Constitution

Armour: Light, Medium

Weapons: Simple, Martial

Tools: Disguise kit, Drums

Skills: Acrobatics, Athletics, Intimidation, Perception, Performance

Languages: Common, Orc

 

Equipment

Glaive

Handaxes (x2)

Javelins (x4)

Explorer’s Pack [Backpack, Bedroll, Mess Kit, Tinderbox, Torches (x10), Rations (x10 days), Waterskin, Hempen Rope (x50 ft)]

Drums

Gladiator Costume

Belt Pouch with 15 GP

Brass belt buckle with a lioness head (a gift)

Complete Etiquette for Ladies: A complete guide to visiting, traveling and entertaining, with hints on courtship, marriage and dress by Samuel O. Beeton book, with a pressed four-leaf clover and a leather, water-proof covering.

 

Ability Scores

Strength: 16

Dexterity: 14

Constitution: 16

Intelligence: 10

Wisdom: 10

Charisma: 15

 

Combat Statistics

Total Hit Points: 15

Current Hit Points: 15

Special: When reduced to 0 HP and not killed outright, drop to 1 HP instead. Usable 1x/day.

 

Darkvision: 60 ft

Passive Perception: 12

Active Perception: +2

 

Initiative: +2

Speed: 30 ft

 

Saving Throws: Strength +5; Dexterity +2; Constitution +5; Intelligence +0; Wisdom +0; Charisma +1

Saving Throws w/ Advantage: Strength (when raging)

 

Total Armour Class: 15

Damage Resistances: Bludgeoning, Piercing, Slashing (when raging)

 

Melee Attack Options:

Glaive - +5 attack, 1d10+3 damage, two-handed, heavy, reach 10’

Handaxes (x2) - +5 attack, 1d6+3 damage, light, thrown, ranged (20/60)

Javelins (x4) - +5 attack, 1d6+3 damage, thrown (30/120)

Special: When raging, add +2 to melee weapon damage

 

Ranged Attack Options:

Handaxes (x2) - +5 attack, 1d6+3 damage, light, thrown, ranged (20/60)

Javelins (x4) - +5 attack, 1d6+3 damage, thrown, ranged (30/120)

 

Skills:

Acrobatics +4, Animal Handling +0, Arcana +0, Athletics +5, Deception +1, History +0, Insight +0, Intimidation +3, Investigation +0, Nature +0, Perception +2, Performance +3, Persuasion +1, Religion +0, Sleight of Hand +2, Stealth +2, Survival +0



Posted on 2018-03-14 at 23:19:14.
Edited on 2018-03-21 at 07:59:09 by Eol Fefalas

   
Jump to:    1 2 3 4 5 6 7 [Next] [Last Page]


  Partners:       Dungeons and Dragons resources, from 2nd to 4th Edition gamegrene.com | for the gamer who's sick of the typical Dungeons and Dragons Adventures, #1 resource for D&D Dungeons and Dragons 4th Edition  
View/Edit Your Profile | Staff List | Contact Us
Use of the RDINN forums or chatrooms constitutes agreement with our Terms of Service.
You must enable cookies and javascript to use all features of this site.




Page loaded in 0.080663 seconds