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[4e] Eternal: Beyond The North Road OOC

AriviaArivia I Like A ChallengeEarth-1Registered User regular
edited September 2009 in Critical Failures
What is Eternal, you say?

Eternal, is what your mother called the world once when you asked her. Your town of Everwood has always been besieged by snow. No seasons, just the unending drive of snow and sleet, the hasty work of chopping down trees in the forest on the lighter days, and birthing new goats in the barns when you were shut in for months. You traded with the men in mail that took the long North Road one way or the other, and the dwarves and the dragonborn who lived in their ember holds in the next valley. You've never talked to an elf, but you've seen them, deep in the forest at the edge of your ribbon-train. And now the caravans have stopped, the snow is harder, and you can see strange lights from beyond the North Road's mountain pass. Lights that your grandfather, the oldest person in the village, has never seen. Lights that call to you.

Since then, your dreams have been filled with the lights. You've spoken to your mother and your grandfather, and they're letting you go to find them. They warn you though - no one has ever left and come back to the village. When you left, the cold biting at your cheeks and the snow landing on your nose, you found five others had come to the same spot on the edge of the North Road. You didn't speak, but you continued north - all of you.

In other words,

Eternal is a 4th edition Dungeons and Dragons game for 6 1st-level characters. One spot is already reserved, so I will be taking applications for 5 more characters. It's play-by-post: you should be able to post once a day on week days. Don't go away for a month the week we start too.

Applications consist of a race/class choice and a character description. You don't need to include a full sheet, but a Mythweavers sheet or CB export is appreciated. 22-point buy, 100 gold.

The prevailing theme is the idea of timelessness. There are no dates or clocks in Eternal, history is oral, not written. In fact, in the eternal winter this game takes place in, there are no seasons. You don't have a birthday, an age, you just are.

The Standard Questions:
What sources can I use?

Any printed material from Wizards of the Coast is acceptable up to and including the Eberron Campaign Guide. However! It is your responsibility to choose options that make sense in Eternal. If your background copypasta includes the words Sharn or Waterdeep, I won't be looking at you. Your application should tell me something interesting about the world as it relates to your character - if you're a cleric, what are the divinities of Eternal like? Who did your elven woodcutter pray to that night he broke his leg in the forest and the blizzard came in? What is arcane wizardry like in a world with few books and little knowledge of time? (In other words, instead of a Rary or a Mordenkainen, what kinds of remembered legends might accompany the magic summoning of a sword?)

Backgrounds?
The Village's winter is harsh and unforgiving. Everyone has Endurance as a trained skill.

Weapon/Implement Expertise?

Don't take it. I'll give it to everyone at some point.

John has been dying and is at -10 hp. Sue gives John a healing spell, allowing him to spend a healing surge. John spends it, gaining 8 hp. What is John's current hp?

Good question! Answer it with your application.

Applications will be open for a week. I will not close them early. If you need to ask why, you must be new to these parts. I may delay the start until Amnesia wraps up.

Edit: Food can be hard to come by in the eternal winter. I will be tracking it and your consumption of it- your characters should likely buy some during character creation, unless you'd like to forage.

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Arivia on
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Posts

  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Statistics:
    eternalsubmissions-6.jpg

    Accepted:

    Razilin Cam Morwyn Human Ranger Striker Martial

    Applications So Far:
    Player Name Race Class Role Power Source
    Mike Danger Heriod Anaed Drow Cleric Leader Divine
    Rainfall Dara Elf Warden Defender Primal
    SnowSquall Tayrell Dragonborn Warden Defender Primal
    SimpsonsParadox Breena Gnome Wizard Controller Arcane
    Interrobang Jouet Elf Ranger Striker Martial
    kuhlmeye Felnin Drow Rogue Striker Martial
    Seeks Ren Schofield Human Barbarian Striker Primal
    Ain Soph Shen Warforged Ranger Striker Martial
    Hexmage-PA Paavu Goliath Warden Defender Primal
    Hermenegilde Soil-Tiller Warforged Cleric Leader Divine
    Mike Danger Varis Half-Elf Bard Leader Arcane
    bok_choi _______ Deva Wizard Controller Arcane
    NotoriousBEN Edwin Charce Human Wizard Controller Arcane
    kuhlmeye Rangrim Dwarf Druid Controller Primal
    psolms Forgrom Dwarf Shaman Leader Primal
    samurai6966 Rolinkien Human Warlord Leader Martial
    ProfMoriarty Mariven Goliath Ranger Striker Martial
    Jyanta Glitnir Warforged Fighter Defender Martial
    Jebu Alveus Antiq Tiefling Warlock Striker Arcane
    Jacobkosh Kelvan Turner Human Warlock Striker Arcane
    Blurbl Rhogar Dragonborn Fighter Defender Martial
    Kistra Eden Human Shaman Leader Primal
    Bogart Pennywise Melchitt Gnome Sorcerer Striker Arcane
    Sigmund Tychondrious Veruk'thall Nagor Tiefling Warlock Striker Arcane
    3clipse Alek Human Warden Defender Primal
    SuperRuper Salvo Human Paladin Defender Divine
    Cleonicus Sivcyp Orngix Kobold Artificer Leader Arcane
    ProfMoriarty Tharia Leran Human Sorcerer Striker Arcane
    Iron Weasel Moxidas Goliath Fighter Defender Martial
    Lord Toast Ruhk Dragonborn Sorcerer Striker Arcane

    Arivia on
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  • Mike DangerMike Danger "Diane..." a place both wonderful and strangeRegistered User regular
    edited August 2009
    Heriot Anaed
    Cleric (Shielding) of the Raven Queen
    sheet

    Background
    At the lip of the Cairns where the forests meet the mountains, and the mountains meet the deeper caverns is the Exequy--the last theocracy of the Raven Queen, or as the tale-tellers might have it, "the kingdom of Death Herself".

    The drow of the Exequy smile at these stories--usually heard from the lips of bewildered travellers who stumble in lost, or blinded by whiteout in a storm. They know that as long as there is life in the world beneath the snow, there will be death as well. They turned away from the darker worships of their deeper-down kin long ago in favor of the Queen of the Ravens, the Lady of Finality. Many an outlying point of light--whether a mighty dragonborn hold or a human village--has a member of the Exequy among them working as an undertaker, corpse collector, or gravedigger. These drow, the Brotherhood of the Funest, may stay at their post for decades or centuries tending to their flock--the oldest of the sages are rumored to be Funests who outlived every soul in their village, opened the doors and windows to the snow and the wind, and left for home.

    Heriot has trained for his entire life to be one of these few, practicing bindings and embalmings and learning the customs of death of every creed and race in the cave-cities of the Exequy. His father is a Funest somewhere among the elves of the woods; his mother is a clerk employed in keeping track of the funests' correspondence by messenger-bird to and from the Cairns (they had what may have been the first postal relationship in drow history). He has been granted special permission to explore what the light is: the sages believe it to be a sign from the Queen of a place where the dead may not rest easy.

    Personality
    Raised from birth in the Exequy, Heriot has been taught to think twice before anything and everything. He is slow and cautious--out of any group, probably the least adventurer-like. He does not dream of riches, wine, women, or song: a "good life" for him would be to return to the Exequy and raise a family the drow way, a "great life" would be serve his time as a Funest to the maximu--seeing all his charges to their great reward and leaving the buildings to the snows.

    Secretly, however, Heriot fears that great life--in his prayers, he pleads to be sent among the elves or the dwarves, who do not age as the humans or halflings do. While his outward appearance may be cool and calm, Heriot dreads a life where he awakens every day to see his people grow older and older as he remains essentially unchanged.

    He dresses, like many other drow of his ilk, in plain robes of black slashed through with iron-gray. His quarterstaff, cut from one of the strange underground trees of the drow, is gnarled and a deep brown color. His holy symbol is a classic design among the drow: a silver disc with the profile of a raven engraved, with five raven feathers for the Five Movements of Finality, hanging from the underside.

    Sheet (from Character Builder, Myth-Weavers will come later)
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Heriot, level 1
    Drow, Cleric
    Darkfire: Darkfire Charisma

    FINAL ABILITY SCORES
    Str 14, Con 10, Dex 12, Int 8, Wis 18, Cha 13.

    STARTING ABILITY SCORES
    Str 14, Con 10, Dex 10, Int 8, Wis 18, Cha 11.


    AC: 16 Fort: 12 Reflex: 11 Will: 16
    HP: 22 Surges: 7 Surge Value: 5

    TRAINED SKILLS
    Endurance +4, Religion +4, History +4, Insight +9, Heal +9

    UNTRAINED SKILLS
    Acrobatics, Arcana -1, Bluff +1, Diplomacy +1, Dungeoneering +4, Intimidate +3, Nature +4, Perception +4, Stealth +2, Streetwise +1, Thievery, Athletics +1

    FEATS
    Cleric: Ritual Caster
    Level 1: Death Knell

    POWERS
    Channel Divinity: Healer's Mercy
    Cleric at-will 1: Astral Seal
    Cleric at-will 1: Sacred Flame
    Cleric encounter 1: Bane
    Cleric daily 1: Font of Tears

    ITEMS
    Ritual Book, Chainmail, Adventurer's Kit, Holy Symbol, Quarterstaff
    RITUALS
    Gentle Repose, Unseen Servant

    Healing Question (almost forgot dis!)
    A healing effect applied to a dying character instantly brings them to 0 HP, and then HP is healed. He is at 8 HP.

    Mike Danger on
    Steam: Mike Danger | PSN/NNID: remadeking | 3DS: 2079-9204-4075
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  • RainfallRainfall Registered User regular
    edited August 2009
    Background
    Eternal. Memory cannot pick out a beginning, and the end seems far away. Memories fade, pass, into the long cold winter that is the life of the Elf-kind. Eternity is long, and there are few of them, living alone in the woods unless necessity calls, or a child is born, marking time in the endless chill.

    Once upon a time, the woman named Dara was brought before the Primal Spirit by the other elves. It granted her gifts, as it did all of her people, reminding them that life flourishes even in the chill of the Eternal. She was forever marked with the sigils of a Warden, and as a Herald of Winter she walked the forests, reveling in the life that grew around her even as she fought to protect it from any who encroached on the land.

    Once upon a time, the woman named Dara met a wounded human in the forest. She gave him shelter, warmth, food, and companionship. They became friends, and perhaps something more, although the memory is dull and somehow painful. Finally, he left, but it gave her a taste of human life.

    Once upon a time, the woman named Dara chanced upon a village. Small, insignificant, but the humans were strong within it. They respected nature, and in return they were allowed to live. She became their protector, slaying beasts before they could threaten the people within. She bled upon the earth, once, but the Primal Spirit accepted her offering of pain and she lived.

    And now the lights have come. They beckon to Dara, calling her in dreams. Perhaps they will become another memory to fade in the emptiness of the Eternal, or perhaps she will forge something real from them. Her companions on the road north are as quiet as she, but the call is inside them all.

    Personality
    For an elf in the Eternal, life is cold, long, and memories fade as quickly as they come. Only the most important events are worth remembering after a century or two of cold.
    Dara's life has been filled with loneliness and quiet, so she is lonely and quiet. Shy and reserved, even her actions in battle speak to her nature, as she retreats behind her shell as quickly as she strikes.

    Appearance
    With deep turquoise eyes, skin marked by the Primal Spirit with marks in the same color, signifying her status as a Herald of Winter to any elf who lays eyes on her, and dark brown hair, Dara looks inhuman to any who lay eyes on her. The muscles apparent even beneath her thick winter clothing and the sword, shield, and bow slung across her back make it readily apparent that she is ready for battle at any time, although the forces that drive such a woman to fight are not as easily discerned.
    John is at 8 HP
    This was a really cool character for me to write. Eternal is just such an evocative idea, and for me it was mostly loneliness and forgetting. It strikes a bit of a melancholy picture in my head, and that's how Dara turned out.
    But so cool.

    Rainfall on
  • InfidelInfidel Heretic Registered User regular
    edited August 2009
    reserving a spot for mordenkrad post

    Infidel on
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  • psolmspsolms Registered User regular
    edited August 2009
    reserving for some kind of excellent thing. we'll see what that is.

    edit: survey says: Dwarf Protecting Shaman

    psolms on
  • SnowSquallSnowSquall Registered User regular
    edited August 2009
    Thinking of some kind of ranger, shaman, druid or maybe something to work off a Dragonborn...decisions, decisions.

    Edit: Think I got a good idea for a Dragonborn Warden. I'll have a basic outline up after I get some coffee in me.

    SnowSquall on
    Quinnten, Human Sorceror [Giant Ants]
  • Bok ChoiBok Choi Registered User regular
    edited August 2009
    "______" the Deva Wizard
    83477381.png
    Background:
    “______” has been alive so long she forgot where she left her first foot print in the endless white drifts. What she does remember is that the world hasn’t always been like this. No, even this existence sheathed in white wasn’t always this way. She can’t quite put her finger on it, but “______” has seen the world before this. Brief glimpses into something vastly different, as if peeling back the harsh snow to reveal the past.

    No one has ever wondered about “______” just like the snow she has always been there, part of the landscape. Perhaps, long ago, her lifespan was questioned, but those days have long passed and now she has faded into the background, into the sheets of white.

    The world is not quite as it might seem. It would be easy to mistake it as such, but for “______” she knows something is amiss, an underlying simplicity that seems to be obscured. She sees it in the endless coiled rivulets of energy that she manipulates, seemingly instinctively. And she sees it in the howling silver lights that haunt her. For the first time in as long as she knows, “______” is scared, but there is no other choice.
    Appearance:
    “______” is a blue cloaked figure. Several leather straps hold her robes closed around her while a fur lined hood frames a pale genderless, expressionless mask over her face. Her hands are covered by well worn leather gloves lined with similar thick fur. Her feet are invisible under her robes, but she leaves distinctly barefoot tracks behind her.
    Sheet:
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    DevaWizard, level 1
    Deva, Wizard
    Arcane Implement Mastery: Orb of Imposition
    Background: Deva - Forgotten Lifetime (+2 to Endurance)

    FINAL ABILITY SCORES
    Str 8, Con 10, Dex 12, Int 18, Wis 18, Cha 12.

    STARTING ABILITY SCORES
    Str 8, Con 10, Dex 12, Int 16, Wis 16, Cha 12.


    AC: 14 Fort: 10 Reflex: 14 Will: 16
    HP: 20 Surges: 6 Surge Value: 5

    TRAINED SKILLS
    Arcana +9, History +11, Insight +9, Religion +11

    UNTRAINED SKILLS
    Acrobatics +1, Bluff +1, Diplomacy +1, Dungeoneering +4, Endurance +2, Heal +4, Intimidate +1, Nature +4, Perception +4, Stealth +1, Streetwise +1, Thievery +1, Athletics -1

    FEATS
    Wizard: Ritual Caster
    Level 1: Remembered Wizardry

    POWERS
    Eternal Memory (Remembered Wizardry Spellbook): Flaming Sphere
    Wizard at-will 1: Storm Pillar
    Wizard at-will 1: Phantom Bolt
    Wizard encounter 1: Grasping Shadows
    Wizard daily 1: Horrid Whispers
    Eternal Memory Wizard daily 1(Spellbook): Sleep

    ITEMS
    Cloth Armor (Basic Clothing), Adventurer's Kit, Orb
    RITUALS
    Silence, Tenser's Floating Disk, Animal Messenger
    Question:
    From DDI:
    Regain Hit Points: When you are dying and receive healing, you go to 0 hit points and then regain hit points from the healing effect. If the healing effect requires you to spend a healing surge but you have none left, you are restored to 1 hit point.
    So:
    healing surge-> 0hp actual heal effect-> 8hp
    On The Nature of "______"
    Devas are somewhat of an enigma. They could be anybody really. Nothing distinguishes a Deva from a human, a dwarf or an elf for instance. They look, and in some cases, act much like any other inhabitant of Eternal. At least at first brush. Deva's do not eat or sleep, their physiology is incomprehensibly slow. In a sense Devas are themselves eternal, they never seem to age (as best as anyone can remember) and would never die were it not for accidents of nature and violence. At some point, long ago, there was a binding sentience that all Devas shared; however it has long ago faded away and few, if any, Devas recall what it was that bound them or what they themselves are.

    It is a mystery that no Deva has wondered about their lifespan but then again, it is hard to comprehend what the span of endless years has done to their minds. What brought them to Eternal, and more importantly, why have they all forgotten their past and goals?

    Bok Choi on
    [SIGPIC][/SIGPIC]
    <ProfMoriarty> oh yeah. one time I PMed a picture of my penis to a forumer, and then I got a PM from Thanatos saying "nice girth"
  • NotoriusBENNotoriusBEN Registered User regular
    edited August 2009
    We like to reserve spots, Arivia, cuz we like to be on the front page :P
    Also, you have no idea how hard it is to work without time measures...

    Anyways, here is:

    Edwin Charce, Pint-size Human Wizard

    Appearance
    Edwin is a young boy with a bit of a mischievous grin. Usually he is wearing tinted goggles bartered from a caravan to prevent snowblindness when he works outside. While not as strong as the other kids, Edwin is usually tinkering with ways to make work easier. While many of the villagers may not like Edwin wasting resources on projects that usually dont work, the village elders have embraced him and started teaching him the oral histories and legends of the village.

    Background
    Edwin measured his time in caravan visits. There was always something interesting from lands beyond the village. Usually, Edwin found spices or metals for his parents to tide them over through the heavy snows. But passing the book wagon, a flicker of blue-green light caught Edwin's eye. Picking up the book, Edwin thumbed through the pages and saw the letters twist and reshuffle to words he could understand.

    "Oh sowy, m'boy" the merchant said, "a bwank book wike this shoud 'ave been thwown in with the kindwin'."

    "Oh no sir, it's no problem, um, I'll buy it just the same. For the kindling." Later that evening, Edwin read the book, and when he sounded out the words, shadows began creeping along the walls, and inaudible whispers made his skin crawl. He read another set of words, and a bright bolt of power blew a hole in the side of his house, but the shadows dissipated. Rather than be scared, Edwin was intrigued and began to decypher the words and the language he was reading.

    A month later, the lights appeared at the edge of the village. Gathering his few belongings, Edwin sets out with others who are also drawn to the lights.

    CharBuilder Summary, Mythweavers coming Saturday
    Edwin, level 1
    Human, Wizard
    Build: Illusionist Wizard
    Arcane Implement Mastery: Orb of Deception

    FINAL ABILITY SCORES
    Str 10, Con 14, Dex 11, Int 18, Wis 10, Cha 14.

    STARTING ABILITY SCORES
    Str 10, Con 14, Dex 11, Int 16, Wis 10, Cha 14.


    AC: 14 Fort: 13 Reflex: 15 Will: 15
    HP: 24 Surges: 8 Surge Value: 6

    TRAINED SKILLS
    Endurance +7, Diplomacy +7, Arcana +9, History +9, Insight +5, Religion +9

    UNTRAINED SKILLS
    Acrobatics, Bluff +2, Dungeoneering, Heal, Intimidate +2, Nature, Perception +2, Stealth, Streetwise +2, Thievery, Athletics

    FEATS
    Wizard: Ritual Caster
    Human: Phantom Echoes
    Level 1: Alertness

    POWERS
    Bonus At-Will Power: Illusory Ambush
    Wizard at-will 1: Magic Missile
    Wizard at-will 1: Phantom Bolt
    Wizard encounter 1: Grasping Shadows
    Wizard daily 1: Wizard's Fury
    Wizard daily 1 Spellbook: Flaming Sphere

    ITEMS
    Spellbook, Adventurer's Kit, Implement, Orb, Cloth Armor (Basic Clothing), Dagger, Trail Rations (20), Waterskin (3), Pouch, Belt (empty) (5)
    RITUALS
    Arcane Mark, Make Whole, Comprehend Language

    John's HP
    John is now at 8 hp

    NotoriusBEN on
    a4irovn5uqjp.png
    Steam - NotoriusBEN | Uplay - notoriusben | Xbox,Windows Live - ThatBEN
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    folks, I do not have a diminishing returns attention span; your application will be judged on its merits, not its proximity to top or bottom of page.

    Edit: Also, if you cannot read, you may want to not apply for this. My descriptions are detailed and usually quite important.

    Arivia on
    huntresssig.jpg
  • 3cl1ps33cl1ps3 I will build a labyrinth to house the cheese Registered User regular
    edited August 2009
    I'm super interested!!!! Will apply when I get home tomorrow!!!!

    3cl1ps3 on
  • SnowSquallSnowSquall Registered User regular
    edited August 2009
    Tayrell, Dragonborn Warden

    Background
    Tayrell was born to a pair of Dragonborn traders. He grew up normally within the warm confines of the Dragonborn holds, never really having to worry about the cold from the outside. However, the young lad felt a longing to go beyond the secure halls of his home and see what lay beyond. So he would pester his parents to take him with them on one of their trading runs day and night until they relented. His parents concede to let the lad accompany them on one of their closer trips, since the distance to safety and security should not have too far away.

    Tayrell was ecstatic about his trip, and outdid himself in preparing. He packed extra layers of clothes in case of the temperature dropping unexpectantly; extra dry provisions in emergencies or an extra snack; made sure he had a knife in case something happened and that it was sharp, and various other means. The weather that greeted Tayrell as he finally left the protective arms of the hold, was a rare bright and sunny day. The temperature was high enough to start melting that first layer of snow that made walking on its thick layers possible, with a quick enough step. Everything seemed to be running perfect. The trading run proved to be uneventful to the traders, but everything was new and wondrous to the young Tayrell.

    That all changed on the return trip back to the hold when a sudden blizzard hit the party. The snow was falling so intently that one couldn't see passed their stretched arm. And within that storm, something attacked the trading group. Tayrell never got a good look at it or them or whatever it was, but all he remembered was tumbling in the snow and running. He kept on running until the snow started to thin and he could see the bare, dead leafed trees and various evergreens of a forest.

    Eventually exhaustion overtook the young lad, and he had to stop. Tayrell found himself a large enough nook between some exposed roots of a very large evergreen which would help to keep the elements at bay. He checked for all of his provisions, but found them to be gone. The backpack full of extra clothing; lost somewhere when he was rolling down some slope. The extra rations kept in a satchel slung over his shoulder; snagged and pulled free by an errant tree branch on his wild run. And his knife...he didn't remember how he lost his knife. All Tayrell had to keep him warm as the memories of how he wanted to leave the hold on an adventure. He fell asleep in the nook of the tree what he thought was for the last time.

    But Tayrell awoke the next morning. The storm had passed but light snow was still falling on the ground. Pulling himself free from his makeshift bed, Tayrell realized that he didn't really feel the cold that acutely. He should have found that odd, but he was too busy being overjoyed at the thought of surviving. However, the reality of the situation eventually set in and Tayrell knew he had to find some food and shelter. In what would pass as days, or months, or maybe even years, Tayrell would learn hunt and forage food for himself. He found that he had some sort of connection with the wild that to live in, and that he felt certain pulls or pushes that would help to find what he was looking forward. Although it seemed that Tayrell had found a place that he could live, he felt the hollow of his memories about the place he was from. So he never gave up in searching for his old home, and until one day he did find it.

    He couldn't have been sure of how much time had passed, but he was sure that this was the place. Upon approaching the hold, he was greeted by armed Dragonborn that guarded and weary. Whenever Tayrell tried to approach them, he was pushed back by a sharp blade or bludgeoning shield. It wasn't until an elder appeared from behind the armed guards that another one of his people approached him. The elder moved closer to Tayrell and examined the wayward Dragonborn. After a few moments, the elder turned and walked back to the others. It wasn't until he was beyond the guards that he proclaimed that Tayrell was a lost soul that had turned into some sort of abomination. The guards immediately leaped into action who charged at Tayrell. But the youth was faster and he ran from the guards.

    He kept on running until he couldn't hear his pursuers and he was back into familiar territory. Tayrell had no clue as to what had just happened. But then he spied his reflection for the first time since the storm in a large sheet of ice that had frozen to one side of a tree. His once brilliant bronze scales had changed to greyish blue. Horrified, Tayrell remembered stories told about Dragonborn that would be taken by the storms and transformed into horrifying, mindless wights. They were horrors that Dragonborn parents would tell their children to get them to behave, but they weren't real were they? If they were, he wasn't one of them, was he? He wasn't taken in the storm, he survived it. And he wasn't mindless, he knew everything going inside his head and beyond. But what if he was wrong?

    Appearance
    Tayrell would normally be a tall Dragonborn but after having grown up on his own in the harsh elements, he tends to look shorter since he keeps his head down and shoulders rolled forward like any other predator in the forest. He also has a lean build because of his need to forage and hunt in a harsh environment. Tayrell's scales were bronze but are now a light greyish-blue. His ropy, scaled "hair" falls wildly down his back since he's had no need to tie them back.

    Tayrell wears white hide armour in the form of several of the hardier dire bear and wolves. Sometimes the pelt were scavenged from another beast's kill or from when Tayrell had to defend himself against an aggressor. He kept the fur on the hide to help keep warmth in while he was wearing them. In all, Tayrell looks like a blue Dragonborn covered in white fur. One time, he couldn't have been sure of how much time had actually passed, Tayrell found a band of Dwarves, all frozen in their sleep, probably from a storm that they saw until it was too late. Giving them a proper burial, Tayrell borrowed a warhammer and a shield from them. Giving himself from extra weapons and equipment with which to protect himself.

    Personality
    Tayrell is very trusting and friendly, despite having grown up in the wild. He does enjoy the company of others but he, himself, is not really talkative which is due to the fact that he's been alone for so long or it may be that he's forgotten how to. Tayrell is more than willing to be the first to jump into something new since he's developed a sense of fearlessness when it comes to danger because of his experiences. It might be that Tayrell is trying to prove to himself that he has nothing to fear about his sudden change and he is in control of himself.

    Summary Sheet
    Tayrell, level 1
    Dragonborn, Warden
    Build: Earth Warden
    Guardian Might: Earthstrength
    Dragon Breath Key Ability: Dragon Breath Strength
    Dragon Breath Damage Type: Dragon Breath Cold

    FINAL ABILITY SCORES
    Str 18, Con 16, Dex 10, Int 10, Wis 12, Cha 12.

    STARTING ABILITY SCORES
    Str 16, Con 16, Dex 10, Int 10, Wis 12, Cha 10.


    AC: 18 Fort: 15 Reflex: 12 Will: 12
    HP: 38 Surges: 12 Surge Value: 12

    TRAINED SKILLS
    Nature +6, Athletics +6, Endurance +5, Perception +6

    UNTRAINED SKILLS
    Acrobatics -3, Arcana, Bluff +1, Diplomacy +1, Dungeoneering +1, Heal +1, History +2, Insight +1, Intimidate +3, Religion, Stealth -3, Streetwise +1, Thievery -3

    FEATS
    Level 1: Toughness

    POWERS
    Warden at-will 1: Weight of Earth
    Warden at-will 1: Strength of Stone
    Warden encounter 1: Thunder Ram Assault
    Warden daily 1: Form of Winter's Herald

    ITEMS
    Hide Armor, Adventurer's Kit, Heavy Shield, Warhammer, Rations, Trail (20)

    Question: John has been dying and is at -10 hp. Sue gives John a healing spell, allowing him to spend a healing surge. John spends it, gaining 8 hp. What is John's current hp?
    He'd be at 8 health. The healing spell would bring John to 0 health, and from there the health surge is spent. Or like that but worded better.

    SnowSquall on
    Quinnten, Human Sorceror [Giant Ants]
  • deadonthestreetdeadonthestreet Registered User regular
    edited August 2009
    Is the OP supposed to function as a limiter on the races available? Like, if you've never talked to an elf, does that mean you can't be an elf? Or is that origin just specific to one particular character and the rest of the characters have similar origins?

    deadonthestreet on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Is the OP supposed to function as a limiter on the races available? Like, if you've never talked to an elf, does that mean you can't be an elf? Or is that origin just specific to one particular character and the rest of the characters have similar origins?

    It may not be specific to anyone. See the second paragraph.

    Arivia on
    huntresssig.jpg
  • SnowSquallSnowSquall Registered User regular
    edited August 2009
    @Rainfall; seems we made very similar characters within minutes of each other.

    I'm thinking of maybe changing from Warden to a Ranger (if I can after posting it), since I could work off of the survivalist angle and still keep the mysterious background. Since well I do like both my background and Rainfall's.

    SnowSquall on
    Quinnten, Human Sorceror [Giant Ants]
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Changing character's before the week is up is fine. So are multiple submissions.

    Arivia on
    huntresssig.jpg
  • SimpsonsParadoxSimpsonsParadox Registered User regular
    edited August 2009
    Oooo, I like descriptions! And a place that always snows and never sees the sun? I so call that the M. Night Shamwow twist at the end is that we're in a very cold England. I, also, so call dibs on rolling to kill Big Ben.

    Breena, the Female Illusionist Wizard.

    Myth-Weavers sheet (Bare bones; no bio) - http://www.myth-weavers.com/sheetview.php?sheetid=145223

    Mannerisms and Appearance
    Having been raised around, trained as, and spent most of her life as a 'Joy Dancer', Breena has several of their unique characteristics and customs. She wears a black top and pants crossed with a bright yellow sash at all times, is constantly making new and different noises/smells/visual effects with her illusions, and spends most of her time practicing and re practicing the Elven words used to invoke her illusions. Her hair, as befitting a Joy Dancer, is very short and almost boyish, and her face is always wearing a smile (Another, you guessed it, Joy Dancer characteristic.) At the same time, though, her entire life being spent in a village that never sees the sun has certainly left its mark. From time to time she'll lapse into silence, her face crestfallen and her green eyes shut. She always gets over these brief bouts of silence rather quickly.

    Personality Traits
    Breena is almost always carrying around a small, illusionary six sided die (The iconic image of Zien, the God she worships, is of an elf rolling thousands of illusionary six sided dies to the delight of an unseen audience) that she rolls whenever she's stressed, bored, tired, or breathing. In other words, she likes rolling the die.

    Backround
    General Character Backround (IE: The Stuff You Scratched Your Head About When You Read Them In The Other Two Spoilers) :

    Joy Dancers - In Everwood, there are three certain things: oral history, a fire for that oral history to be told over, and the entertainment that comes before and after an epic retelling of Bronjian's search through the winter. The Joy Dancers fill that third slot quite nicely. Each Joy Dancer specializes in a different form of entertainment (Dancing, Singing, Mock Battles, Illusions, etc), and, depending on what they do, wear different 'uniforms'. For example, Illusionists wear black with a light colored sash, dancers wear deep purple with a deep, dark colored belt, etc. Since these forms of entertainment are so integral to culture, they're not so much 'the arts' as they are an institution. You don't just go out, grab some black pajamas and a yellow ribbon and start casting stuff at a camp fire for money; you fill out forms, become registered, take classes, work within a predefined troupe, etc.

    Zien - The God of Illusions, Joy, and Chance. The first thing any blooming Joy Dancer learns of is the 'History of Zien'. Zien, an elf, dedicated his life to bringing joy to others. He did so through many different forms, but what he's most remembered for is creating thousands of six sided dies during one performance and rolling them throughout the streets of a village. No knowledge is known of what happened when he died. There are those that say he ascended to godhood, others who believe that he merely died, some who believe he became a demi-god, and still other groups who think that he never died and that whenever someone casts an illusion a piece of his life form remains. All Joy Dancers are required to memorize the epic story of 'The Rolling Of The Die', and every spoken illusion or song (IE: All of them) are spoken or sung in Elven in honor to him. It is generally though that Zien was illiterate, which is also generally thought to be a-okay.

    The Actual Backround - Breena was born to a human and a dwarven Joy Dancers. Her birth was considered somewhat odd, as a male dwarf and a female human had never mated before. Needless to say, when Breena popped out, it was somewhat of a shock to the system. Her birth is still talked about somewhat to this day. There are three general theories about her birth. 1) She's a genetic defect that can't repeat itself, 2) She's an entirely new species and should be studied, or 3) Her mother and father, both illusionists and practical jokers, gave their normal looking daughter the illusion of being small to yank on everyone's chain. Number 1 is the most accepted, although 2 and 3 both have sizable minorities that believe in them.

    She grew up watching and studying the way Illusionist Joy Dancers worked their particular craft. Her decision to join the Illusionist division of Joy Dancers when she become of age? Yeah. It was sort of expected. Since her induction into the Joy Dancers, she has spent years memorizing from speech alone thousands upon thousands of lines of poems, stories, and spells. It has been the legends of the lights, however, that have piqued her interest. Stories tell of lights that spontaniously appear and disappear at random, and of the people who have dreamed of them. Breena saw them not as lights, but powerful illusions. Something else to bring to the Joy Dancers that could enhance their ability to do their job. She started to obsess about the lights. What could they mean? What type of illusion could they be? She could make light, sure, but nothing like that.

    She started to daydream about the lights. She started spending every waking hour thinking about the lights. Ironically, she was quite surprised when she actually started dreaming about them. Her! Dreaming about the lights! What luck! With that omen (Breena *hopes* it's a good omen), she's set off to find out what's making the lights...well, light, and to learn how to do them herself, as well as be able to teach it to others.

    The Healing Question
    John's HP can be best described by the number set ( Negative Infinity, 8]. Where he is on this scale is inversely proportional to the number of bugbears within 100 squares of John. Should there be no bug bears, John is at 8 health. Should there be greater than 0 bugbears (Including those numbers between 0 and 1), John has no health, as his health is doing the smart thing and has fled the general area.

    Much Ado About Spellbooks
    Needless to say, Joy Dancers memorize a lot of things, and with no written language, they don't have a lot of things to store them on. Instead, each Joy Dancer is taught a simple switch spell. This spell alternatively turns on and off certain parts of the brain, allowing long, complex spells to be memorized piece mail and flipped between with barely even a whisper. Widespread abuse of this spell has led to several deaths, so uses of the spell is limited to when you aren't distracted and only to spells, not things you'd use every day. Even still, using the spell (Which has no name, and is known only as 'the spell') is somewhat of a risky proposition unless you're absolutely left alone and unless you don't 'switch your brain' too many times in a day.

    A Few Questions:

    1 - We can make up gods, customs, etc, correct? If not, I can change some things on my character. It won't fit as well, but it'll be close.

    2 - Can we fluff how Wizards can have a spell book in an area with little to no written language, or should we just axe that extra spell? I'm fine either way.

    3 - Can we assume that the racial make up is roughly the same as it is in the 'regular' D&D world? For example, would we need to provide an explanation for how, say, a Deva or a Gnome came about, or can we roughly assume that these people have seen one before?

    Thank you in advance for answering and for giving my character a glance!

    -edit- Updated! NOW WITH FOODS!

    SimpsonsParadox on
  • interrobanginterrobang kawaii as  hellRegistered User regular
    edited August 2009
    Jouet, Elf Ranger

    104773.jpg
    "One day, my dear child, you simply sprang from winter's womb. A squalling bundle nestled in the brush, delivered to us in a cradle of boughs."

    That was what the midwife told her when she tried to ask where she'd come from.

    "The children of the woods are special, my dear child. Your differences are your gifts, bestowed to you by the forest as evidence of your beauty and wonder."

    That was what the midwife told her when she tried to ask why she looked different than the other villagers; why her reflection in the frozen river had so little in common with theirs; why nocking an arrow and skinning a rabbit came to her so naturally when the other children struggled.

    "Oh, my dear child. Men are fools. Pay them no mind; their words are heedless."

    That was what the midwife told her when she ran to her sobbing, her tears freezing on her cheeks, seeking solace after the other villagers had become so cruel to her.

    "It is because you are a creature of the forest, my dear child, and the forest demands your return. I know you hear it calling to you. Do not grieve. Your true home lies elsewhere, out there in the White."

    That was what the midwife told her when the elder ordered her exile on her eighteenth birthday.


    Jouet is a young elf woman in her late teens, short of height and slight of build. Her deep brown hair is kept long, worn braided into a bushel of dreadlocks and held back with a thin scarf. Her eyes are as dark as her hair, the same shade as the bark of the conifers that serve as her new home.

    Ignorant to her true parentage, the only life she's known has been with a small village of humans in a small village/camp several miles west of the North Road. She's never seen another elf in her life, and is unaware that there are others like her. According to their accounts, one day she was simply discovered at the village's edge, bundled up in rough-sewn swaddling cloth and seemingly abandoned under the dead husk of a fallen tree. Throughout her childhood she was exposed to ridicule and scorn. The isolated nature of the village lent itself well to prejudice, and her noticeably different appearance served as perfect fuel; her pointed ears, dark hair, dark eyes, and unnaturally natural proficiency with the hunter's tools made her a prime target. The fact her abandonment and subsequent exposure to the elements as an infant had damaged her vocal cords only made things worse, and she quickly became accustomed to mockery directed at her diminished speaking capacity.

    It was around the time of her seventeenth harvest when she first began to experience the lights, but it wasn't until her eighteenth that she finally confided in someone about them, regaling the midwife who'd raised her as a mother with tales of the strange dreams, the foreign murmurs in the breeze she could have sworn were voices. The woman just smiled and shook her head, but the village's mystic did not take the news so lightly. To him, her dreams represented an ill omen - he did not know what of, but he would take no chances. Times were hard, and if game were to flee the village may very well have starved to death. Airing his concerns to the village elder, the elder took action and forced her into exile that very day. The only home she'd ever known was soon little but a fond memory.

    While she had hardly been forced out into the eternal winter with nothing but the clothes on her back - as per custom, she'd been provided with weapons, adequate armor, and enough trail rations to last her just over a week - Jouet had nowhere to go. So she thought of the lights. She remembered their call, she remembered the whispers on the chill wind, and she set out in search of whatever destiny the White had in mind for her.
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Jouet, level 1
    Elf, Ranger
    Fighting Style: Archer Fighting Style

    FINAL ABILITY SCORES
    Str 10, Con 13, Dex 20, Int 10, Wis 15, Cha 8.

    STARTING ABILITY SCORES
    Str 10, Con 13, Dex 18, Int 10, Wis 13, Cha 8.


    AC: 18 Fort: 12 Reflex: 16 Will: 12
    HP: 25 Surges: 7 Surge Value: 6

    TRAINED SKILLS
    Nature +9, Perception +9, Heal +7, Acrobatics +9, Stealth +9, Endurance +5

    UNTRAINED SKILLS
    Arcana, Bluff -1, Diplomacy -1, Dungeoneering +2, History, Insight +2, Intimidate -1, Religion, Streetwise -1, Thievery +4, Athletics -1

    FEATS
    Level 1: Elven Precision

    POWERS
    Ranger at-will 1: Twin Strike
    Ranger at-will 1: Nimble Strike
    Ranger encounter 1: Two-Fanged Strike
    Ranger daily 1: Hunter's Bear Trap

    ITEMS
    Hide Armor, Longbow, Adventurer's Kit, Short sword, Arrows (90), Dagger
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======
    John would be at 8 HP. The healing spell would immediately bring him to 0 HP and then his healing surge would take him to 8.

    A note: she isn't mute, she just speaks slowly and stutters on large words or awkward sounds.

    interrobang on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    A Few Questions:

    1 - We can make up gods, customs, etc, correct? If not, I can change some things on my character. It won't fit as well, but it'll be close.

    Yes, you can.
    2 - Can we fluff how Wizards can have a spell book in an area with little to no written language, or should we just axe that extra spell? I'm fine either way.

    Keep your spellbook, but coming up with a rationale for it is good. If you're challenged on that front, there's some ideas in 3.5's Complete Arcane.
    3 - Can we assume that the racial make up is roughly the same as it is in the 'regular' D&D world? For example, would we need to provide an explanation for how, say, a Deva or a Gnome came about, or can we roughly assume that these people have seen one before?

    The answer to that is up to you. Consider the thematic elements of the race against what's in the OP. However, the OP's description contains all of the races that have had contact with the village in one way, shape, or form.

    Arivia on
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  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Real quick question... how do you feel about Drow in this game?

    kuhlmeye on
    PSN: the-K-flash
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    kuhlmeye wrote: »
    Real quick question... how do you feel about Drow in this game?

    MikeDanger's already submitted one. I'm not against them; it's up to you to make them fit. Note, though, there's nothing saying they have to be your Realms-standard matriarchal arachnophiles.

    Arivia on
    huntresssig.jpg
  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Oh, didn't even see that. Well, I'm sort of changing it to make them fit in your setting. Hope you dont mind me making some stuff up here!

    kuhlmeye on
    PSN: the-K-flash
  • samurai6966samurai6966 Registered User regular
    edited August 2009
    Do you have any races you don't want to see? I see that the narration above said something about seeing elves but have never talk to them.

    samurai6966 on
  • SimpsonsParadoxSimpsonsParadox Registered User regular
    edited August 2009
    Thank you for the answers! I'll have to refluff my character for a bit. I'm also thinking of tossing in a ranger or something, I just need to figure out a decent backround for her. Again, thanks for the quick answer!

    SimpsonsParadox on
  • psolmspsolms Registered User regular
    edited August 2009
    Arivia wrote: »
    The answer to that is up to you. Consider the thematic elements of the race against what's in the OP. However, the OP's description contains all of the races that have had contact with the village in one way, shape, or form.

    this means that there are no excluded races.

    also, there are 2 elves submitted already.

    psolms on
  • kuhlmeyekuhlmeye Registered User regular
    edited August 2009
    Felnin, Dark Elf (Drow) Rogue

    Background
    They called themselves Dark Elves. They knew at one point they were like the others. But something had changed in now distant history. Elders of the village told of time when the Elves of the land all lived in the same village. Sometime when they were living in the same village, the All Mother came and changed some of them. She gave them dark skin and told them their destiny was not to live with the rest of the village. So the Dark Elves left, and started their own tribe, the centre of it a shrine to the All Mother. At some point, the worship of the All Mother waned down to nothing, and the Dark Elves started to rely on each other to form their own destiny.

    That was how the Elders of the village told it, at least. The Elders could tell the tale like they had lived it, and no knows for sure if the Elders were around for what they called The Great Change. But no one in the village could tell how long it had been since the Dark Elves left their brethren on the edge of the forest, and traveled deep into the woods. They had discovered that deep in the woods, the trees had helped stave off the heavier snow falls, allowing them slightly easier living than they were used to on the edge of the Great Forest. They started hunting, and collecting their own food. The village had become self sustaining since they left the Elves, and now the Dark Elves enjoyed their lives in the forest, at one with nature around them.

    At least, most of them were. Felnin was just reaching the age of adulthood in his village, and wondered if there was more to the Dark Elves existence than just their lives in the Great Forest. He had been trained from a child to wield the weapons of his village, and had raised as one of their hunters. For weeks at a time, he would venture from the village with the hunting teams to find food for their people. He was excellent at stunning the creatures of the wild, and allowing the other hunters time to take down the animals of the Great Forest. But his life here bored him, and the hunt stopped being as exciting for him.

    So when he saw the light, he wondered. He went and consulting with the elders, and they said they had never seen such a light in the distance before. The light haunted him in his dreams, taunted him, made him yearn to discover its source. His mind had been set: he must find out why this light had appeared in the night sky through the blizzard that pierced even the trees of the Forest. He went to the Elders, and asked their permission to seek out the source of the light, but his request was denied.

    "No Felnin, you are too valuable to village. Your hunting is what helps bring us food in the deep cold."

    This was not an answer he could accept. He pleaded with the council of Elders, begging to go. But still he was denied. Despite their denial, his course was still set firm. That night, he gathered his things and set out to north. Luckily, his time as a hunter had given him the skills needed to survive the tundra of the Forest, and he survived his journey. Upon exiting the Great Forest, already a week had passed. He had been pursued to a degree by the Dark Elves, but his training had showed him how to remain hidden in the deep forests, and camouflaging himself was second nature. He found the road through the snow, and followed it. After days of travel, he found others like him, intrigued by light in the distance. Recognizing their journey was much like his, he set out with them, words not needing to be said.

    Appearance
    He has the appearance of an elf, but his skin is nearly charcoal in color. His eyes follow this appearance, and seem to emulate a burning coal, slightly red in color. His white hair flows down his back, making him hard to see when laying down in the snow.

    Personality
    Felnin is fierce, and has a very animalistic nature to him. He is a Dark Elf of little words, and he barely ever sees the need to explain himself. After years of hunting, he almost communicates more with his hands, signals being necessary to communicate without alerting their prey.

    Health Question
    8hp

    I hope the background I made up is ok Arivia. If you want me to change any of the history details I can.

    kuhlmeye on
    PSN: the-K-flash
  • SeeksSeeks Registered User regular
    edited August 2009
    Seems an axe-wielding Barbarian would fit pretty well.

    And so...


    Ren Schofield, Human Barbarian


    Background:
    Ren was born and raised in Everwood. When he was a child, his mother died of exposure while out gathering food; ever since, his father's been withdrawn and crotchety, leaving Ren with not much to do but socialize and chop firewood. This event with the lights is one of the most exciting things he can remember.

    Appearance
    Ren is a very large man, standing at an impressive 6'5" and weighing in at 280lbs of near-solid muscle. He's clean-shaven during the colder months when he's trapped inside, but wears a thick, bushy beard when he has better things to do than shave. He has dark, shoulder-length hair and piercing green eyes.
    Nathan.jpg

    Personality
    If you asked his friends, they would only have two things to say about Ren: That he's very, very dependable, and that he gets cranky pretty easily.


    Edit: CB Summary
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Ren Schofield, level 1
    Human, Barbarian
    Build: Rageblood Barbarian
    Feral Might: Rageblood Vigor

    FINAL ABILITY SCORES
    Str 18, Con 16, Dex 12, Int 10, Wis 10, Cha 10.

    STARTING ABILITY SCORES
    Str 16, Con 16, Dex 12, Int 10, Wis 10, Cha 10.


    AC: 15 Fort: 17 Reflex: 13 Will: 11
    HP: 36 Surges: 11 Surge Value: 9

    TRAINED SKILLS
    Perception +5, Nature +5, Athletics +8, Intimidate +5, Endurance +7 (Eternal BG)

    UNTRAINED SKILLS
    Acrobatics, Arcana, Bluff, Diplomacy, Dungeoneering, Heal, History, Insight, Religion, Stealth, Streetwise, Thievery

    FEATS
    Human: Toughness
    Level 1: Powerful Charge

    POWERS
    Barbarian at-will 1: Howling Strike
    Barbarian at-will 1: Pressing Strike
    Bonus At-Will Power: Recuperating Strike
    Barbarian encounter 1: Avalanche Strike
    Barbarian daily 1: Rage Drake's Frenzy

    ITEMS
    Greataxe, Hide Armor, Adventurer's Kit, Climber's Kit, Tent
    ====== Copy to Clipboard and Press the Import Button on the Summary Tab ======


    Johnny boy
    He'd be at 8 hit points, plus whatever modifiers what's-her-name's spell gives him on top of that, assuming any.

    Seeks on
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  • SuperRuperSuperRuper Registered User regular
    edited August 2009
    I think I'll submit something for this. I may even create my first human.....EVER.

    SuperRuper on
    steam_sig.png
    PSN: ChemENGR
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Thank you for the answers! I'll have to refluff my character for a bit. I'm also thinking of tossing in a ranger or something, I just need to figure out a decent backround for her. Again, thanks for the quick answer!

    Quick aside: with the definition that only those races are the same, you don't have to assume any of the same flavor details about any of the other races. Gnomes could be a substrain of humans or dwarves, for example.

    Arivia on
    huntresssig.jpg
  • SimpsonsParadoxSimpsonsParadox Registered User regular
    edited August 2009
    Ooooo, I think I have an idea then. I'll wait until tomorrow to toss it in, as I'm not at my most lucid at midnight, but thank you once again!

    SimpsonsParadox on
  • Ain SophAin Soph Registered User regular
    edited August 2009
    This is Shen the Warforged Ranger.

    Background:
    Shen kept wandering through the snow. Following those lights. The magnificent lights. Each heavy step leaving a deep depression in the white powder.

    He wasn't fleeing from his tasks. He resented them, but they were the purpose for which he was created. Forged to hunt and kill those who struck the ire of his forger. those the artificer was too weak and cowardly to stand and face. The artificer knew, and Shen knew that the artificer knew about the pangs of guilt that tore at his artificial heart after his swords cleaved through another victim. It was his purpose for which he was created.

    But these lights...they couldn't leave his mind. To Shen he wasn't fleeing from his tasks. He had seen another purpose for which he was created, moving ever closer to the light.

    Personality:
    Shen is very calm and logical. Thoroughly considering every option before acting. Though he feels strong surges of emotion he hides them easily and suppresses them so as to not reveal them to anyone else.

    Apearance:
    Thinly constructed and nimble for a Warforged. He shows little personality to no personality to those he is not familiar or associated with, but his bright glowing green eyes show a hidden intelligence hiding behind them.
    Your boy is at 8 health. 0+8 = 8

    Ain Soph on
    :whistle:
  • delrolanddelroland Registered User regular
    edited August 2009
    Zodar, warforged something-or-another (haven't decided yet)

    Background:
    Yan Matel was a lonely hermit living a short distance from Everwood. Having lain his wife and stillborn son to rest a long time ago, the old farmer had withdrawn from the community, burying himself in his work raising the kale and beets that were a staple to the community. Even when it came time to harvest his crops, he would stay in town only long enough to trade for enough supplies to sustain himself then silently return to his farm.

    One day, while Yan was readying a fresh patch of soil for planting, his plow came to a sudden halt as it slammed into something hard buried in the soil. Thinking he had hit a large rock, Yan retrieved his shovel and began digging out the obstruction. However, as the soil was cleared, the farmer was amazed to find he had not hit a rock, but rather a humanoid figure comprised of stone and wood. Terrified, the old man fled, quickly barricading the door of his house and cowering for hours before curiosity finally overcame the fear. Returning to the field, Yan finished digging out the figure, loading it on a makeshift sled and dragging it to his home.

    WIP

    delroland on
    EVE: Online - the most fun you will ever have not playing a game.
    "Go up, thou bald head." -2 Kings 2:23
  • Hexmage-PAHexmage-PA Registered User regular
    edited August 2009
    Paavu, Goliath Warden

    Personality
    Paavu is not a talkative man, but one should not mistake that for a grim demeanor. After living his entire life according to the whims of the Softgrave tribe on the desolate peaks of the Aescrawl Mountains, Paavu is now ready to live for himself. Though once stricken with despair because of the deaths of his wife and children, Paavu's exile and the subsequent disappearance of his clan have given him a sense of freedom he has never experienced before.

    The spirit of the ram led Paavu through the biting winds of the Aescrawl Mountains and back to the peaks that once belonged to the Softgraves. He is grateful to it for walking him towards his reinvention. Paavu has gladly accepted it and other spirits into his soul. Though Paavu is willing to obey their beckons, just as often he will insist that the spirits of nature follow him in his endeavors.

    Background
    The goliaths of the Softgrave clan claim to have lived in the Aescrawl Mountains since before the Eternal Winter, a concept that is as impossible for most to comprehend as the taste of the dark. Despite the extreme cold of the barren peaks the clan has refused to abandon the slopes, preferring to find shelter in the cramped nooks and crannies of a weathered cliff face when the high winds make maintaining a fire impossible.

    The tribal council chooses to remain on these wind blasted peaks, thanks in no small part to the influence of the elderly priests. Some individuals protest the council's decision; these individuals are imprisoned in a small cavern. Those who sneak away hoping to find a less harsh climate are soon found dead on the outskirts of the Softgraves' miserable village; none can say what drags the corpses back up the slopes.

    Only one way to leave the peaks of the Aescrawl exists: ritual exile. The occurence of the ritual and the choosing of an exile seems to have no pattern, entirely dependent on the visions of the skywatchers. Once chosen, the exile is forced from the home of the Softgraves to confront the unknown horrors in the dark. The ultimate purpose of this ritual is only known to the elderly priests.

    Paavu was one of these exiles. His wife and his children had all perished from exposure to the bitter winds of the peaks. Being cast out to the monsters of the frozen darkness held no horror for Paavu; he was tired of the melancholy that haunted his days.

    He neither saw nor heard any kind of foul beast in his wandering of the slopes. Instead, Paavu laid eyes on a lone ram pushing its way through the piling snow banks. The exile found himself trudging through the snow after the tenacious creature.

    The goliath followed the ram in a state of single-mindedness, oblivious to the cold. "This creature must be leading me to my death. Strange that the end of my life is more pleasant than the rest of it."

    When Paavu finally lost sight of the ram he suddenly realized that he had been climbing upwards for quite some time. The goliath surveyed his surroundings and was soon able to recognize his location: he was back at the peak of the Softgrave clan, but no member of his tribe remained. The nooks and crannies were free of shivering mountain folk, and the crude tent that housed the elderly skywatchers was gone.

    His eyes did not search the peak for long. Instead they were drawn to the lights suddenly visible on the horizon. Paavu smiled. This peak was never his home, not truly. Whatever happened to the joyless Softgrave tribe during his sojourn was of no consequence to him.

    "As long as there is a world outside these mountains," Paavu spoke to himself, "I have something to look forward to."

    Stats
    ====== Created Using Wizards of the Coast D&D Character Builder ======
    Paavu, level 1
    Goliath, Warden
    Guardian Might: Earthstrength

    FINAL ABILITY SCORES
    Str 17, Con 18, Dex 9, Int 10, Wis 14, Cha 10.

    STARTING ABILITY SCORES
    Str 15, Con 16, Dex 9, Int 10, Wis 14, Cha 10.


    AC: 19 Fort: 15 Reflex: 12 Will: 14
    HP: 35 Surges: 13 Surge Value: 8

    TRAINED SKILLS
    Nature +9, Perception +7, Heal +7, Athletics +7, Endurance +6

    UNTRAINED SKILLS
    Acrobatics -4, Arcana, Bluff, Diplomacy, Dungeoneering +2, History, Insight +2, Intimidate, Religion, Stealth -4, Streetwise, Thievery -4

    FEATS
    Level 1: Weapon Proficiency (Craghammer)

    POWERS
    Warden at-will 1: Weight of Earth
    Warden at-will 1: Strength of Stone
    Warden encounter 1: Thunder Ram Assault
    Warden daily 1: Form of the Fearsome Ram

    ITEMS
    Hide Armor, Heavy Shield, Adventurer's Kit, Craghammer, Climber's Kit, Pitons (10), Sling, Candle (6), Horn, Lantern


    To answer the question, the character's current HP would be at 8.

    Hexmage-PA on
  • interrobanginterrobang kawaii as  hellRegistered User regular
    edited August 2009
    While we're all brainstorming, how about a little mood music to inspire?

    where the ashes meet the snow

    interrobang on
  • HermenegildeHermenegilde Registered User regular
    edited August 2009
    Soil-Tiller, Warforged Cleric of God

    Backstory
    Soil-Tiller has always been in the Eternal. In fact, there is a rumor going around that the village was built around the construct. He spends all daylight, every day, tilling the soil, raking, caring for his few failing crops. If anyone comes around while he works, he teaches them about agriculture. The width and depht of his knowledge is astounding. In fact, were he anywhere but in this frozen land, he would be the greatest farmer of all time. Here, well, he is just an oddity. It is said that in the past, Soil Tiller would just stand unmoving from dusk till dawn, waiting for sunrise to resume his work. Nowadays, he... preaches. The word of the agriculture God, lord of the greens, master of all growth. Soil Tiller says the God speaks to him in his dreams. Filling his head with visions of the world as it ought to be, with fields from horizon to horizon, corn and wheat and potatoes and other vegetables and grains the people have never heard about. Some villagers think the hopelessness of his task has driven the poor construct mad, the deluded thing can't even name his God, says the God hasn't told him its name. Still, every day, a few people come to hear him talk at night, for his voice is the voice of hope, the voice of life.

    Plot
    Soil-Tiller has dreamed the dream of his God again. And for the first time, his God has a task for him. He must walk forth towards the North and over the mountain, for there lies his destiny. "Follow the ligths". His long wait is at an end. His God has sent him this quest. Should he succeed, growth and life shall be empowered all over the world, and the fields of his dreams shall no longer exist in dreams only but shall be real. For Soil-Tiller, the time of dreams has passed and the time for action has come.
    Personality
    Soil-Tiller has a caring "soul", everything he produces goes to the children of the village, and he asks for nothing in return. He is always ready to lend a hand, however when kept from his fields for too long, he spaces out has "visions" sent by his God and returns to his agriculture. Sometimes he will fall into "lecturing" when he explains something and his voice becomes sort of drone-like. He is steadfast, perseverant and unafraid. Honest and honorable. He views himself as a model for living people, as a paragon of the ideal comportment.

    Looks
    He is a Warforged. Sometimes his runes glow. Pink. Other than that, he's a bland looking robot with a large hammer.

    Domewhat like this, but with a bigger hammer :P.
    mithral_body_warforged_hammer.jpg

    Character
    Soil-Tiller, level 1
    Warforged, Cleric
    Background: Occupation - Farmer (Nature class skill)

    FINAL ABILITY SCORES
    Str 18, Con 15, Dex 10, Int 8, Wis 14, Cha 14.

    STARTING ABILITY SCORES
    Str 16, Con 13, Dex 10, Int 8, Wis 14, Cha 14.


    AC: 16 Fort: 14 Reflex: 10 Will: 15
    HP: 27 Surges: 9 Surge Value: 6

    TRAINED SKILLS
    Religion +4, Nature +7, Diplomacy +7, Heal +7

    UNTRAINED SKILLS
    Acrobatics -1, Arcana -1, Bluff +2, Dungeoneering +2, Endurance +3, History -1, Insight +2, Intimidate +4, Perception +2, Stealth -1, Streetwise +2, Thievery -1, Athletics +3

    FEATS
    Cleric: Ritual Caster
    Level 1: Weapon Proficiency (Mordenkrad)

    POWERS
    Cleric at-will 1: Recovery Strike
    Cleric at-will 1: Righteous Brand
    Cleric encounter 1: Healing Strike
    Cleric daily 1: Shield of the God

    ITEMS
    Ritual Book, Mordenkrad, Chainmail, Adventurer's Kit
    RITUALS
    Gentle Repose, Banish Vermin

    Someday, I'll play a robot :P

    edit to answer the healing question : 8 + whichever bonuses the power granted, if any.

    Hermenegilde on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    If I was going to pick a theme song for Eternal, I would at least give this a serious thought:

    http://www.youtube.com/watch?v=PKzdw7934kg

    Arivia on
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  • Tommy2HandsTommy2Hands what is this where am i Registered User regular
    edited August 2009
    thinking about making a changling character for this, but my laptop is broken and I won't be back from Hawaii until Tuesday

    :(

    Tommy2Hands on
    8j12qx8ma5j5.jpg
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    Thread's up for a week, rain or shine.

    Arivia on
    huntresssig.jpg
  • HermenegildeHermenegilde Registered User regular
    edited August 2009
    I just begun reading "The Dreaming Void" and a guy just took a ride on a starship named Artful Dodger.

    Thought that was a funny fact.

    Hermenegilde on
  • AriviaArivia I Like A Challenge Earth-1Registered User regular
    edited August 2009
    I forgot something in the OP.

    Food can be hard to come by in the eternal winter. I will be tracking it and your consumption of it- your characters should likely buy some during character creation, unless you'd like to forage.

    Arivia on
    huntresssig.jpg
  • Tommy2HandsTommy2Hands what is this where am i Registered User regular
    edited August 2009
    Arivia wrote: »
    Thread's up for a week, rain or shine.

    Woo

    Tommy2Hands on
    8j12qx8ma5j5.jpg
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