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  #16  
Old 04-10-2012, 11:07 AM
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Originally Posted by EngrInAZ View Post
No, it's not safe. The game takes place in the 1400's DR not 400's.
In 236 DR Shadraxil began attacking the outposts of Cormyr. Twelve centuries have passed since Shadraxil was last seen so that puts the time in the mid 1400's (I'm not stuck on a specific date).
Misread twelve for two lol. That makes more sense
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  #17  
Old 04-10-2012, 11:07 AM
onlie2005 onlie2005 is offline
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I know this character is a child but I love roleplaying and character development and whatever penalties and limitations you impose on her I will of course accept. But she has an excellent and intriguing history and I would like to try her out with a DM I know will not disappear on me which always seems to happen whenever I get into a real good Forgotten Realms game. Hope you like her!

Character Sheet Link: Maria Fireheart
Name: Marianna 'Maria' Fireheart
Race: Human
Gender: Female
Age: 9
Height: 3'10"
Weight: 48 lbs.
Hair: Reddish Brown
Eyes: Hazel
Description: Maria is small for her age, being lean and lanky and standing a few inches short of four feet. She has long, wavy, reddish brown hair and hazel eyes. The girl is fairskinned with a touch of sallowness. Her attire consists of a light blue shirt, brown pants, black boots, and a hooded green cloak which partially conceals a backpack.

Personality: Maria is a kindhearted, loving child with a stubborn streak. She is sweet and innocent on the outside but very courageous and formidable on the inside. The girl is very outspoken and can have a biting, sarcastic sense of humor. Tends to be soft spoken.

Character Class: Mage(Evocation Specialist)
Alignment: Good

Background

The Fezirs were a generation of red wizards who unlike their fellow Thayan wizards, did not share the lust for power and conquest. In fact they were derided in Thay for their kindness to other species and slaves. The large, close knitted family was also very powerful though and because they were generally well liked by the native merchants as well as being powerful wizards, they were not easily bullied by the other red wizards and zulkirs. Besides, they were known for their aptitudes in alchemy, scroll and potion making, and construction of magical devices. This family was notorious for breeding skilled craftsmen and women, so they were tolerated by Szass Tamm who needed their skilled family members to help with the enclaves.

But by 1374 they had had enough. Thay was becoming too nightmarish for their tastes. With all the civil wars erupting and the increasing undead, the older Fezirs had decided that it was time to move on to more safer pastures. So they packed up their entire family and left Thay for good. Szass Tamm would not have it though. But the Fezirs put together were more than a match for Tamm and his minions. Still a magical war broke out between Szass Tamm and the Fezirs. Szass Tamm won, barely, but there was one survivor, the youngest named Shamar Fezir who had eventually escaped reluctantly from Thay before the final battle at the behest of his grandfather.

Shamar eventually went westward. He became an adventuring wizard and earned his living through magic and research. Eventually he met another woman from Thay, a former escaped slave whom was a wizard in training. He took her in and helped her finish her training. But it became more than a relationship between master and apprentice, the two fell in love and eventually married. They settled down in the Dragon Coast setting up a potions shop in Westgate. Soon the Fezir family was growing in numbers once more and for 100 years the Fezirs had become a pillar of the community.

For 3 generations the Fezir family earned the trust of the city and were much beloved for their kindness and charitable actions. It no longer mattered where the family originated and the the Fezirs held no ill will to anyone anyways. For that matter, though unsuccessfully, the Fezirs rallied many of the more honest merchants in Westgate to form a union just as powerful as the Fire Knives, Night Masks and other not so honest organizations in order to make Westgate more civilized. They held their own and became a thorn on the Night Mask's side, constantly keeping the organization in check. While they could not totally eradicate the corruption, they did stem it and made life easier for the more honest working people of Westgate. Shamar's grandson Lido had once found himself taking on Orbach and might have won had it not been the fact that Lido was mortally wounded himself and he had to barely escape Orbach's minions who came to the vampire's rescue. The result of the legendary battle between the Fezir organization and the Night Masks led to the Night Masks being so weakened that the Fire Knives were able to eradicate them. However the notoriously feisty and risilient Fezirs were as stubborn and unbreakable as ever. The Fire Knives got rid of one enemy but gained an even more powerful one in its stead. The Fire Knives continued to be constantly foiled time and again by the Fezir family.

Maria was born a fourth generation Fezir from the mother Umara's side. Her father was Allistair Fireheart, a Waterdhavian who came to the community as a visiting scholar and fellow wizard who fell in love with Umara. The two decided to move to northwest and set up a wizarding school in Shadowdale.

Maria's childhood was happy and filled with knowledge. Even at a young age she was an avid learner, being able to read fluently when she was 3 and even write to a limited degree when she was 4. Her parents guardedly encouraged this but had no problem teaching her magic when she asked them to when she reached 5 years of age. They believed in encouraging children to pursue knowledge and learning as much as possible. It was the use of knowledge, not the knowledge itself that determined the morality of a person as well as their own actions. Since Maria was an avid book learner and a very stubborn and determined student she began mastering Cantrips and to a limited degree At Will spells fairly early by the age of 7.

At about the time Maria turned 8, tragedy struck. The Fezir family was visited by a few powerful red wizards working for Szass Tamm along with a few Fire Knives assassins. They all got into a magical battle and slaughtered each other. Apparently Tamm's wizards had somehow learned that there was a very young child who would be among the youngest wizards in Faerun history and that some Thayan Diviners believed that she might one day grow up to lead the destruction of Szass Tamm and his minions. The night before Maria's birthday, Allistair gave her her first spellbook with a new set of spells to learn. After placing Maria under the care of a family friend, Douven Staul, Allistair and Umara travelled to Thay to get to the bottom of the prophecy about their daughter. They never returned. Apparently Szass Tamm confronted the two himself and while they fought valiantly, they were killed before Tamm could get the necessary information needed to locate Maria.

Maria was devestated by the loss of her parents and felt responsibility for it. She has been under the careful watch and training of Douven who had decided after the loss of her parents, to train her personally to help her fight Szass Tamm and his minions. He knew Szass Tamm was a powerful and unstoppable lich who would be almost impossible to restrain from Maria. so he took it upon himself to prepare her for the prophecy, assuming there was merit to it. Even if it meant bringing Maria into the adventuring life at 9 years old. Since Maria was already a mage by trade despite her young age, she had the proper tools to start. Also by having her guard caravans with his other trusted trainees she would be constantly on the move and not rooted in one spot making it difficult for Szass Tamm's minions to spot her. And this is where her adventures begin!

Last edited by onlie2005; 04-21-2012 at 12:46 AM.
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  #18  
Old 04-10-2012, 11:24 AM
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Originally Posted by Daendil View Post
Is being familiar with FR required?
No, I just wanted a setting that provides a lot of information and opportunities for expansion of the campaign after the three modules are completed (if we make it that far ).
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  #19  
Old 04-10-2012, 01:01 PM
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Decided to come at this from a different angle, hope you like it.

Name: Alek 'Fang Breaker' Triton
Gender: Male
Race: Human
Age: 35
Class: Devoted/Shielding Cleric (Selūne) [Eventually may multi-class some avenger in there]

Appearance: Alek stands around 5'10". His face is covered in a permanent stubble, too lazy to shave everyday but unwilling to put up with the scratchiness that comes with growing a full beard. His eyes are bit sunken into his head, it complements his world weary face and look. A brown wide-brimmed hat sits on his head, tipped low so as to cover his face. A similarly colored poncho hangs over his body, covering the rusting and dirty chain mail that covers his chest. The symbol of Selūne, worn around his neck, hangs underneath it all. His pants are tattered and torn and his boots are muddy and frayed. A tortoise blade, made of silver but the tip broken off, on his left hand, a flask he constantly needs to refill in his right. He stands hunched, generally, and leans against any available wall.

Personality: Alek has a bit of a chemical dependency. While he does not wallow in sorrow, he does wallow in alcohol. A deep sense of guilt and regret tinge his outlook, but this has turned him cynical and cold. He is sworn to aid and defend those who need it, but no one said he had to be pleasant about it. He is unsure of how to proceed in his quest, so for now he is content to wander at the whims of his God and be guided to redemption or damnation. Alek can be counted as being the voice of condescension and, occasionally, reason.

Background: Alek was not always as he is now. As a young man he was pious and devote avenger for Selūne. He hunted down lycanthropes and ended the lives of those who succumbed to the beast that raged within them. It was a hard path but one he, and his god, deemed necessary. He moved silently through the shadows and ended lives quickly. He did not hate them, merely pitied them and wished to release them of their burden the only way he knew how. He was considered one of the best of his generation, he ended the lives of so many evil lycanthropes that he received the nickname, The Fang Breaker.

He continued this life for many years, traveling the lands trading in secrets and rumors to find his quarries. Untilone night changed his life. Rumor had it that a lycanthrope had developed a spell or serum that could turn unwilling people into mindless lycanthropes who would only follow the one who changed them. Alek stalked this evils for weeks, being led to a remote keep on the edge of a coast. His worst fears came to pass, several lycanthropes had already been created and they stood guard, at the ready. Alek worked quickly, using the shadows and the terrain he executed the lycanthropes silently and efficiently. Working deeper and deeper into the keep, until finally reaching the dastardly master of the plot. With a single stroke, Alek ended his life.

The avenger went about his duty, gathering up the research, equipments, and notes, to burned so that no others could benefit from the plan. In his horror, he soon realized how true that statement was. The notes contained information on a new cure, to help restore sanity to those lycanthropes who had succumbed to the beast. He scrambled to look at the body and hidden beneath his robes, a symbol of Selūne store out at him. Alek had killed a fellow worshiper and, much worse than that, may have prevented a cure that could have potentially saved hundreds from death.

He walked to the window of the keep, shaken and ruined to his core, the steep plummet to the rocky coast just below. He looked up to the moon, hanging in the sky above. He clutched his holy symbol and stepped off, praying for forgiveness as he plummeted. He fell for what felt like days, the anticipation of the ground was worse than a thousand deaths. He felt a thud, but it was light and soft, there was no pain. He looked around, he had felt hundreds of feet to the coast and landed on his back without injury, landing on the sand of the beach. Only one thing was amiss, the tip of his blade had been broken. He understood the sign when he saw it, he would be an avenger no more. He would become a cleric, he would heal those instead of taking their lives, and someday, with enough knowledge and training, he may one day unlock of the secret of curing those who had succumbed.

Alek has currently retreated to the manor of his old friend Douven Staul. He has taken up residence here to retrain the abilities of the healer and cleric that he once so neglected and, much to his old friend's chagrin, to empty Douven's wine cellar.

Last edited by Guyv; 04-10-2012 at 07:23 PM.
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  #20  
Old 04-10-2012, 02:14 PM
Cliche Gueverra Cliche Gueverra is offline
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Name: Winston Fah'Runn
Age: 27
Race / Gender: Human Male
Class: Paladin


Background: Winston was born in the Western Heartlands in a medium-sized village outside of Elturgard called Le'Honn. There, he helped his family run a prosperous farm. Like the other villagers, he and his family intensely supported the local Temple of Torm through generous patronage and hard work. The town thrived economically and was well-protected from outside invaders. In return, all of Le'Honn's villagers were expected to spread Torm's word and reinforce his laws and mores.

The Temple had set up a system of governance that essentially relied on self-policing amongst the villagers. Accordingly, everyone watched everyone else. Nonetheless, some Le'Honn citizens - whether by nature or nurture - took to this way of life more readily than others. Winston was one of these citizens. The Temple's elders took a liking to him at an early age because they noticed he was very good at keeping his fellow villagers in step with Torm's path, whether through stirring oratory and persuasion, or through physical force and coercion. He served the Temple well for many years.

When several of the Temple's elders were exposed as corrupt bureaucrats, the villagers of Le'Honn began to riot. After many bloody months, the village lay in ruins. It had lost its economic prominence and the villagers had fallen to despair. Disillusioned with life as he knew it, Winston set out to find adventure and distraction, with a glimmer of hope that he might one day return to Le'Honn and retore it to its former glory.

Physical Appearance: Winston is tall, stocky, and muscular. He has dark brown hair with gray highlights that reaches down to his neck, and a similarly colored full beard. His voice is deep and is diction is very precise. His skin is coarse from a life of manual labor.

Personality: Winston is not particularly intelligent in an academic sense, but has common sense and is good at solving problems. He can be very persuasive - whether through intimidation or charm - and is a natural leader. Unfortunately, he is also unflinching in is moral convictions and his worship of Torm (despite the aforementioned corruption).
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  #21  
Old 04-10-2012, 04:48 PM
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Daendil Daendil is offline
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Ok, some (probably negative) facts:
- this character is currently active in another game too
- I'd still like to bring him because an instance of Pyramid of Shadow has already died on him once and I'd like to give him the chance to continue (though it'll probably take us forever to get there)
- I used to ponder DM-ing KotS so I did scroll through the module. As a consequence I have an impression about the story arc though I don't remember very well and I definitely don't know anything about concrete encounters.
- I don't know or care much about FR

name: Quendir Dalhora
race: eldarin (Ok, I see elves and eldarin are a little bit different in FR. Mechanics-wise Quendir has standard eldarin traits. Background-wise he is a sun elf (I also take the "sun elf" background). And I'll take the "Winterkin" feat which will explain why he is obsessed with storm and also the color of his eyes and hair.sun elf, please read TT)
class: wizard (staff)
role: controller

appearance: Slender build, tan skin, silver hair, ice-blue eyes. Likes to wear robes of autumn hues. His implement is a pinny staff with a large amber stone on the tip. As a sign of noble origin he stubbornly carries a sword on his belt though he has little use of it.

personality: Power-hungry, eager to prove himself. Seeks knowledge above all. Views the inhabitants of the mortal world with minor disdain though equal amazement. Will not tolerate cruelty or oppression around himself but ambivalent towards most insignificant conflicts of humans. More intellect, less emotion.

theme: preferably Blackstaff Apprentice or Scholar
background: Sun elf (+2 arcana)

background story:
Quendir grew up beneath the centuries old trees of Story-wise his birthplace can even be an out-of-FR world, but any similar sun-elf city would do. (Sorry, I don't have the FR-knowledge to pick one and I didn't have the time this week to do my research...)Mithrendain (please read TT).
His family was once one of the most powerful houses in the Autumn City. But the days of their glory faded away generations ago. Ever since childhood Quendir aspired to restore their lost fame somehow. Diligently he acquired knowledge and power as a talented apprentice of the arcane arts. But that wasn't enough. Secretly he carried on expeditions into the mostly forgotten dark catacombs beneath the city. And indeed he retrieved interesting objects more than once. Until on one occasion he accidentally triggered a long forgotten city defense mechanism, which banished him from the feywild and sent him to the material world.
He was lucky to come across Douven Staul who helped the young eldarin a lot knowing his way around in the mortal realm. And what first seemed a humiliating misfortune soon looked like an exceptional opportunity. He quickly came to like this new world where his arcane talents could turn out to be rather profitable.

RP sample for this character:
A dry branch cracked under his soft leather boot as he emerged from between the trees of the bushy forest. Small leafs were hitched in his long silver hair, various seeds and tendrils were caught in his robes. Held in his right a long pinny staff - his wizard implement - was momentarily utilized as a walking stick as he walked towards the wooden house at the center of the glade. As he got closer he was greeted by the worried eyes of a young apprentice pottering about a small camp-fire near the cottage. The wizard stopped to greet him with a friendly smile.
- "Don't worry! I'm a friend of Douven Staul. Is he home?" - he asked. Foretelling the oncoming rainfall fat raindrops started to drip sleepily. The boy shook his head quietly to answer Quendir's question and he returned to fiddling with the fire.
- "Well I guess he'll be back by tomorrow." - the eldarin walked closer - "If you don't mind I'd wait for him. I've got many tales to tell him. He will be proud! You know, not that long ago I used to be his apprentice my self." - The wizard's ice blue eyes now searched the boy's face. He still seemed careworn. - "Don't be afraid. Look, I won't be disturbing you. I'll camp outside. I like to sleep under the stars (not that I needed sleep at all)." - he tried to reassure the apprentice, though he felt slightly annoyed. "Come on, this is not the Feywild. Nothing to fear." - he thought.
The boy raised his head. - "I'm not afraid of you. And you should come in, it's raining."
Quendir's face displayed a wry smile. "I love the rain. You just go inside, I'll take care of the fire."

RP samples of different "Quendir" instances:
Without a Paddle
Where Dragons Rule

One more thing: Quendir will eventually acquire a miniature succubus familiar, Sylvia (technically a book imp) but only at a higher level.

Last edited by Daendil; 04-21-2012 at 06:45 PM. Reason: Added RP sample, and fixed minor build details
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  #22  
Old 04-10-2012, 05:17 PM
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Shuji Shuji is offline
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Name: Aelar
Class: Wizard
Race: Half-Elf
Alignment: Unaligned
Appearance:

 

Personality: Who is your character, how does he/she interact and view the world?
Background: Information about why your character chose to be an adventurer and why they sought out Douven. This doesn't have to be extensive (you are only level 1), but I will be using it to evaluation your writing style and RP abilities. There is the chance that I will weave it into the story or use it for later opportunities.

Wip, of course.
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  #23  
Old 04-10-2012, 07:23 PM
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Guyv Guyv is offline
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Added a character sheet.
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  #24  
Old 04-10-2012, 09:09 PM
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  #25  
Old 04-10-2012, 09:47 PM
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UndrekThoz UndrekThoz is offline
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Change of plans, decided on a dragonborn warlord instead.

Name: Bharash Samanga
Class: Warlord (Insightful)
Race: Dragonborn
Alignment: Good
Theme: Oghma’s Faithful
Appearance: Bharash is of average size for his kind, standing almost six and a half feet tall. He is thickly built and not the most graceful of individuals. The warlord’s scales are a gleaming gold which he believed early on meant he had the favor of the gods. His eyes are almost blood-red and give him an intimidating appearance that he often tries to play down through soft words.

Personality: Slow to anger and eager to learn, Bharash has a thirst for knowledge which is nigh unquenchable. He will go out of his way and even risk putting himself in harm’s way to obtain such information Though the warlord has not seen the battlefield too often, on it he is a calculating combatant. Through the knowledge he has obtained, Bharash feels as though he has a secret knowledge of his enemies tactics. The dragonborn is more of a natural leader in combat than the front lines fighter one would expect because of his size.

Background: Bharash’s family left Tymanther along with other shortly after the spellplague, long before he was born. Travelling the world for some time they eventually stopped at the small village of Minroe in Cormyr. Located at the edge of the King’s Forest along the base of the Stormhorns, it was a smithing community which suited the skills of his grandparents. They family was initially rejected for being different but eventually they won acceptance through their dedication and kind nature.

A couple generations later Bharash was born, the second child of a gemsmith named Ghaeren. His brother quickly followed in the footsteps of their father and appeared to be eager to continue the family tradition. But the younger Samanga quickly found he had little skill for such work. For years it was thought that Bharash was a trouble child as he failed to find his niche. It wasn’t until one of the locals read him a story that he found something he truly desired.

Soon Bharash could not get enough of the information which just seemed to be lying around gathering dust. Unfortunately Minroe did not contain enough of his to slake his thirst. After much pleading he convinced his folk to send him to Suzail for a time. There he found his way to the Silent Room, the temple to Oghma in the capitol city. For weeks on end the dragonborn listened to stories and read whatever he could find. So enamored was he that Bharash sought to convert to the God of Knowledge.

Once again fate would strike that idea down as, try as he might, Bharash did not contain the spark necessary to cast divine magic despite receiving some of Oghma’s blessing. Though disheartening for the dragonborn, it would not deter him from seeking out further information through lost texts and ancient lore.

But in order to obtain the tomes of old Bharash would need to head to places likely wrought with danger. Having heard a tale of the adventurer trainer named Douven Staul, Bharash thought it best to seek the man out before heading off on his own. Striking out from Suzail he quickly makes his way towards Highmoon hoping once and for all to find his niche.
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  #26  
Old 04-10-2012, 11:00 PM
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EngrInAZ EngrInAZ is offline
The Sword of the Spirit


 
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Well done with the applications thus far.

The Game Thread is up.
I've started to add some information: general rules and some maps. Feel free to take a look.
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  #27  
Old 04-10-2012, 11:01 PM
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left-aligned imageName: Zuul
Race: Voidsoul Genasi
Class: Evocation Arcanist Wizard of Thay

Appearance: Zuul appears for the most part to be an average human male, with a few differences. Zuul’s skin is jet black and hairless. His eyes are pure white orbs that seem to glow at all times. His entire body is etched with a unique pattern of lines that seem to glow a faint violet energy, called szuldar in Primordial.

Background:
Zuul’s history starts even before he was born. His mother, a firesoul genasi, was one of many slaves to a demon lord in the City of Brass located in the Elemental Chaos. Unlike most slaves, she was tasked with handling various shopping orders and scribe duties for the demon, taking trips ever day away from his manor into the heart of the City of Brass. There was another demon lord she was forced to visit many time to deliver messages and whatnot. This demon, like everyone in the city, had numerous slaves, one of which became Zuul’s mother’s lover. It wasn’t long until their secret love affair was discovered by the man’s master. For the male genasi’s actions, he was slaughtered. Zuul’s mother suffered a less fate. Her lord, scorned by the idea that he had not caught onto the affair first, tortured Zuul’s mother for days, calling upon dark forces to cause immense pain and agony in the woman. What she only knew was, was that she was pregnant with her lover’s child.

The dark energy that had been thrust upon Zuul’s mother as punishment corrupted the unborn genasi growing inside her. This became all too apparent when she gave birth to the small boy in secret. She had been able to hide her pregnancy from her demon lord, but hiding a baby was another story. And this wasn’t just any child, but a genasi that had been corrupted by the foul demon and become something special in the genasi world, a Voidsoul. Knowing how valuable the boy would be seen, and not wanting him to become something of a commodity in the slave trade, she took her son and convinced a Plane Walker to take Zuul away from the evil of the City of Brass and give him a chance at a real life. The traveler was hesitant at first, but the numerous scars from the demon’s torture struck him deep in his heart. Taking the child, he left the Elemental Chaos and returned to a place where genasi were fairly common, and where he had a friend: Faerun.

The man that Zuul was taken to was a arcanist within the lands of Thay. He was born from a long line of real Red Wizards, not the magic merchants that masquerade as such. The man was aged, living a hard life at the hands of the lands he grew up, but he still welcomed the baby with open arms. The arcanist, Szandor, once had a family, a wife and a daughter, but they were taken from him many years ago. In his sadness, he isolated himself to the harsh wilds east of Lake Thaylambar. The genasi child he held in his arms was a chance at redemption for the man, a responsibility he could take on to perhaps leave a legacy to this world. His chance to pass on the Red Wizard blood that coursed through his veins had passed, but he believed that he could make this child a Red Wizard just the same. He named the boy Zuul, homage to an old Red Wizard friend he had once known.

Szandor raised Thay in a loving home, but a tough one. Drilled into him were all the knowledges in the land; from the arcane to the divine to faerunian history and how to survive in any lands. Zuul hesitantly soaked up the knowledge like all boys do, but it made him a rather intelligent man to say the least. While the teachings of survival made him strong and wise, the real teachings were that of the arcane, a subject that Zuul found actually enjoyable. Excited about the boy’s natural affinity for the practices that had been a part of him, Szandor began teaching the boy all the ways of an arcanist. They had started small with minor Cantrips, everything from spectral hands to channeling divine energy to touch the mind of another, and everything in between. Szandor also started Zuul early in rituals, as it was probably the most difficult of arcane masteries. As the boy progressed in years, and studies, his natural attunement to the elements became apparent in his magic. Zuul was hit or miss when it came to most spells, but excelled at those that evoked the various elemental forces. Creating and controlling fire and ice were easy for the genasi. Conjuring rolling balls of flame, or brining forth shards of ice from the earth, Zuul enjoyed the path he had chosen, and Szandor couldn’t help but admit that he was proud. When he felt the boy had learned enough to be considered a true wizard, Szandor presented Zuul with a red sash, one that had been passed down through his family for generations since the old age when the Red Wizards ruled over Thay. Zuul was told to keep it hidden, for they were not part of the evil Red Wizards currently in control of Thay. Their family had set out during the Spellplague on their own, turning them away from the arrogance that most Red Wizards have.

A subject that had always been spoken of very little was how Zuul had come to Szandor. The arcanist had always told his adopted son that he had found him one day while going through one of the many ruined villages that dotted the Thayan lands, but as Zuul reached manhood, he needed to know the truth. Szandor had pondered over the decision for some time, but knew that for Zuul to really have a life of his own and not spend it hiding in a shack with an old man, he needed to set out on his own, and thus know his true history. On the eve of Szandor sending the boy out, he began to tell the story over their last supper together. The Plane Walker friend of the arcanist had told him the tale that Zuul’s mother told him, but it had never been uttered by Szandor before. The story, and the numerous questions that followed, took the man and his adopted sun well into the evening. When nothing more could be said, Zuul retired to his room for the evening without another word to his father. There was little he could say given the shock he was in. The facts he had been told bothered him, but also drove him to ponder the possibility much of the evening. He laid awake for many hours before succumbing to the fatigue.

Upon waking the next morning, Zuul found Szandor sitting by the fire with a back filled with various items sitting on the dining table in the corner. Szandor turned to the young man with tears welling up in his eyes, but made it sure to not let Zuul see the tears run. Somewhat heartbroken, the arcanist knew he was doing the right thing, but loathed the decision. Explaining to Zuul that with the knowledge he was given it wasn’t right for him to spend his years hidden away from the vast world out there; he had prepared some things and given him various things to help him in his travels. Zuul would leave this house, leave Thay, and see all the glory that Faerun held. The two argued back and forth about the decision, but Zuul couldn’t help the longing he had always had to see the beauty of the world outside of the wastelands of Thay. Saying their goodbyes and promising to meet each other again, Zuul took the pack, readied himself, and set out on an adventure of self-discovery. He wasn’t truly that man’s son, but both knew that at the end of it all, Szandor was Zuul’s father no matter what blood ran through their veins.

Last edited by saratek187; 04-13-2012 at 10:13 AM.
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  #28  
Old 04-11-2012, 05:33 AM
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Originally Posted by Daendil View Post
Ok, some (probably negative) facts:
- this character is currently active in another game too
- I'd still like to bring him because an instance of Pyramid of Shadow has already died on him once and I'd like to give him the chance to continue (though it'll probably take us forever to get there)
- I used to ponder DM-ing KotS so I did scroll through the module. As a consequence I have an impression about the story arc though I don't remember very well and I definitely don't know anything about concrete encounters.
- I don't know or care much about FR

name: Quendir Dalhora
race: eldarin
class: wizard (staff)
role: controller
appearance: Slender build, tan skin, silver hair, ice-blue eyes. Likes to wear robes of autumn hues. His implement is a pinny staff with a large amber stone on the tip. As a sign of noble origin he stubbornly carries a sword on his belt though he has little use of it.
personality: Power-hungry, eager to prove himself. Seeks knowledge above all. Views the inhabitants of the mortal world with minor disdain though equal amazement. Will not tolerate cruelty or oppression around himself but ambivalent towards most insignificant conflicts of humans. More intellect, less emotion.
theme: preferably Blackstaff Apprentice or Scholar
background: something that boosts Arcana (will search an appropriate one)
background story:
Quendir grew up beneath the centuries old trees of story-wise his birthplace can actually be an out-of-FR worldMithrendain.
His family was once one of the most powerful houses in the Autumn City. But the days of their glory faded away generations ago. Ever since childhood Quendir aspired to restore their lost fame somehow. Diligently he acquired knowledge and power as a talented apprentice of the arcane arts. But that wasn't enough. Secretly he carried on expeditions into the mostly forgotten dark catacombs beneath the city. And indeed he retrieved interesting objects more than once. Until on one occasion he accidentally triggered a long forgotten city defense mechanism, which banished him from the feywild and sent him to the material world.
He was lucky to come across Douven Staul who helped the young eldarin a lot knowing his way around in the mortal realm. And what first seemed a humiliating misfortune soon looked like an exceptional opportunity. He quickly came to like this new world where his arcane talents could turn out to be rather profitable.
RP sample for this character: to be added
RP samples of different "Quendir" instances:
Without a Paddle
Where Dragons Rule
One more thing: Quendir will eventually acquire a miniature succubus familiar, Sylvia (technically a book imp) but only at a higher level.
Not that its any of my business, but the foreseeable future was a very short period of time. :-P
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Last edited by Master of Monsters; 04-11-2012 at 05:33 AM.
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Old 04-11-2012, 11:47 AM
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Trequs Trequs is offline
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Engr runs a great game. If I thought there was any way I could make time for another, I would definitely apply, but I'm at my max right now. Good luck to all applicants! You'll definitely enjoy this one.
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Old 04-11-2012, 12:05 PM
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Name: Sin'lun
Class: Monk (Centered Breath)
Race: Drow
Alignment: Good
 

 

 

Last edited by Details; 04-11-2012 at 01:08 PM.
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