Visalia is on the petite side of the average, with lightly tanned skin and soot-gray eyes. Her hair is naturally a vibrant blood-red, but she has taken to staining it a darker auburn just so it won't be so attention-drawing, and also wears a dark hood over it. Her clothing tends to be a hodgepodge of articles in greens, browns, tans, and blacks. She used to own a lovely blue dress for special occasions, but it has long since been ruined and discarded.
Despite growing up in a library, Visalia isn't overly fond of reading. She will, however, never turn down an offer to tell her a story, unless circumstances insist she regretfully must. She spent most of her youth in a state of childish selfishness born of a shallow ignorance of other people's needs, but that began to change for the better when Gorion brought her a wolf-pup whose mother had been killed. The lessons she learned then have developed an adequate appreciation for the needs of others over time,
Still, rarely does she ever do anything purely from the kindness in her heart. Ever since learning of her heritage, a simple good deed becomes, in her mind, proof to herself and others that she is not falling to her dark paternity. Otherwise, she tries to focus on what needs to get done right now, rather than what her personal future may hold. Life doesn't seem to slow down enough for her to stop and reflect much, anyways! Deep inside, she's a little bitter about all the people and things she's lost, but as she realizes that she is not the only one who has lost and that nurturing that resentment would be a psychological trap, she does her best not to feed that particular stain.
Her current four-legged companion,Jaspar, is the offspring of the first, sadly passed on a couple years ago.
The only thing Visalia knows about her mother is that the bright-eyed half-blood was an old friend of Gorion's who came to take sanctuary in the calm of Candlekeep when she learned she was to have a child, and who worked keeping the inn clean for Winthrop until the pregnancy became too much for her. If she had ever mentioned Visalia's father to anyone, nobody seemed to remember it. As she grew up, Visalia settled for nagging Withrop and Gorion constantly for stories of her mother, and sometimes stories in general. It came to the point where they would start sending her on errands to earn the stories, in order to get her out of their hair, or so it seemed. When not running errands or begging for stories, Visalia was happy to play with the other child(ren?) growing up at the Keep at the same time, often initiating games by sneaking up on him/her/them (or attempting to). She would 'hunt' some of the adult residents of Candlekeep as well, but only earned a scolding for such activities. On her fifteenth birthday, she received as a present a sad-looking wolf-pup whose mother had been killed by hunters or bandits. Sheira became her constant companion, and in caring for the wolf, Visalia came to understand empathy for creatures and people. As she grew older and was able to sweet-talk some of the guards into teaching her basic fighting, she eagerly volunteered for small hunting trips to supplement the Keep's victuals, but was forbidden until she was in her mid-twenties (equivalent of a late-teen human). Eventually Sheira grew older, and produced a child of her own. Named Jaspar, Visalia enjoyed the company of her two companions, until the time when Sheira was laid into the earth.
Visalia once had the romantic notion of seeking out and re-acquainting with a man she felt a strong attraction for, who had visited Candlekeep once. Lately, however, her motivation has simply been an attempt to stay one step ahead of all the trouble that seems to tumble down in droves around her, and to keep alive those she has come to think of as her trusted companions.
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"There's something so human about taking something great and ruining it a little bit so you can have more of it." - Michael, The Good Place
'W' key on my posting laptop is acting up. Please forgive me and let me kno if I miss an instance of it dropping.
Last edited by Humble Athena; Jun 1st, 2011 at 07:29 AM.
For completed characters, post your original application as well as a link to your character sheet in this thread. Secreting some info is ok but the party has been traveling together for over a month and should have some idea of what everyone's personality and capabilities are.
Name:Revion Bellsulion
The elven bladesinger, a member of your party since your early travels along the Sword Coast, was split from your group once for torture and never returned. Name:Jarek (called 'Jarek of Candlekeep', 'the hero of Baldur's Gate', 'Gorion's ward')
Jarek, a ward of Gorion, was with you in the cages but separated mere hours before Imoen arrived to free you. He was lead off in chains by your captor himself, his mind wiped out by a feeblemind spell so as to better let your captor examine him. Name:Breuning Walters
The elderly Bruening, upon being freed, cursed Visalia for getting him into this mess. He cast a spell making him completely invisible and stomped off to find his own way out, refusing to have anything to do with your party. Name:Taliesin Galewind
Taliesin, the amiable thief, released himself from his cage but offered his services to your captor rather than languish in his cell or try to escape. His service was accepted and you have not seen him since, nobody knows where he went or how he is doing there. Name:Dilara Bramblethorn
Dilara was separated from your party before you left Baldur's Gate, and what happened to her since is a mystery. The little halfling was skilled with spells and powerful in her own way but never made an enormous impact on your group, only traveling with you for a tenday at the most while you were active in Baldur's Gate. Perhaps she escaped notice and capture, or perhaps she was working for your captor all along. Somebody had to tell them you were leaving for Candlekeep that day, and she did miss the caravan's starting time... Name:Verati Adouelle
Verati was slain in the fight to escape Irenicus' lair, cut to pieces with a cry to Bhall on his lips and blood staining his hands.
Appearance: Iris is an enchantingly lovely half-elf with deep green eyes and hair. The hair color appears to be natural and she generally takes terms such as "Fungus-Head" with a laugh. She's small and slim but generally appears to possess an excess of energy. All her movements are quick and her speech even more so. Her lightly tanned skin show evidence of a life spent outdoors by preference though probably more in a garden than a wilderness given her usual preference for elegant, brightly colored clothes.
Personality: Talkative and mischievous, Iris' presence is hard on those without sufficient sense of humor to deal with her. Insults, threats, and disapproval fail utterly at persuading her to behave and usually make things worse. On the bright side, she is warm-hearted, loyal and lacking in malice. Her worst pranks are never cruel and if someone's in genuine trouble, Iris is quick to try to help. Nor is she quite the fool her chatter might make her out to be. What comes out of her mouth is generally pleasant nonsense, not her actual thoughts and feelings on anything or anyone.
Name: Tawnos Wellborne
Race: Human
Class: Paladin
Alignment: LG
Region: Western Heartlands
Appearance: Although Tawnos claims that he never knew his father, it would not be a surprise if he was sired by a king. His lean, powerful physique can partially be attributed to many years of soldiering, but even so it is apparent that the blood of heroes runs in his veins. This, coupled with his bronzed skin and sandy blond hair, make him appear almost celestial.
Personality: Tawnos has been called both the best of and the worst of Torm's faithful. His magnetism and martial ability show limitless potential, but it is his willful nature, fierce temper, and his problem with authority that make him unpopular with many within the church. Although he holds Torm's ideals close to his heart, he has little patience for those that are truthful to the point of being cruel and this has earned him the reputation of being a troublemaker. Often it is thought that he prefers to swing first and atone later. He is forever the champion of the underdog, feeling most comfortable around the "common" people and enlisted soldiers, much to his officers' chagrin. His superiors rarely see the smile and easy going attitude that earns him so many friends.
Background: Tawnos is an orphan and ward of the church, having grown into adulthood under the guidance of the faithful of Ilmater, Tyr, and Torm. It was apparent that there was something promising about young Tawnos, but it was not until he approached manhood that he realized his destiny.
Tawnos spent many years travelling across the Western Heartlands and Sword Coast, fighting goblins, lizardmen, ogres, and other monstrous threats to the outlying villages under his Penance of Duty. He often traveled with adventurers when their aims matched his own, but differing ideals and his own sense of duty always kept him on the move.
Motivation for Adventuring: In addition to his desire to champion the downtrodden, the Penance of Duty requires that he assist the other goodly gods, the Debt of Direliction requires that he fight the influence of Cyric and Bane, and the Debt of Destruction requires that he explore and record dead or wild magic areas so that they may be repaired. He never has to look very far before finding a worthy cause to fight for...
Ring of Protection +3
Handy Haversack
Lion's Shield
Mithral Half Plate +3
Amulet of Natural Armor +2
Personality: Vakira embodies many of the characteristics stereotypical of a dwarf. Stubborn to a fault, and often cantankerous far beyond his years, he is an old soul. Study and research are his guilty pleasures, and ones that his life in Old Shanatar did not often afford fair time to do. He is a devoted priest of Dumathoin and holds the burial and subsequent protection of the tombs of his kind as sacred above all else. Unlike many of his fellow priests however he also hold the burial places of the other races sacred, feeling that Dumathoin's hand is great enough to enfold all humanoids within its protection. He is righteous to a fault regarding the dead and holds necromancy (and its practitioners) on a pedestal. However, he is strongly biased against those who would subvert the exploration of undeath to their own purposes, believing that death is to be understood, but not abused. At times he can be grating to be around, not because he is particularly rude, but because his scholarly focuses have left him with little time to practice social niceties. As such, Vakira has been known to say the wrong thing to the wrong person at the wrong time. This can be particularly troublesome because he can be fairly opinionated and quite vocal at times, and throughout his relatively short life this has led to several fist-fights. Still, if nothing else can be said about him, for those that he considers friends he is strongly loyal, treating them with near the respect that he does for those who have passed.
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"Dovie'andi se tovya sagain." It's time to toss the dice.
Last edited by idilippy; Sep 20th, 2013 at 05:03 PM.
Name: Simivin Tovekil "Tove"
Race: Aasimar (LA+0 as per PF bestiary)
Age: 24
Region: Dalelands
Class: Zen Archer (Monk Class Variant)
Alignment: Lawful Neutral (for now)
Appearance: Tove is fairly tall and of a lean, somewhat musuclar frame. His head is shaved bald except for a topknot on the back of his skull. He looks to be human, from all accounts, except for one eye being bright gold and the other a deep shade of purple.
He wears simple robes over breeches along with metallic bands and braces on parts of his body, a pouched belt, and thin boots. His only carried equipment appear to be an exquisite longbow and quiver.
Tove was once called quiet to a fault. He is not withdrawn, and while you can get a story out of him, he'd rather keep his opinions on most subjects to himself. He is one to want to know what anyone else has to say about anything, whether in detail during so called down time, or quickly during so pressing matters such as combat. This would be due to years of learning most everything from mostly silent monks and teachers of the tenets of Oghma. To be spoken to casually and not ordered to do things is generally a welcome relief.
But what Tove is most known for being concerned about is archery. Those that have seen him in combat know he capable of amazing shots, but is not a braggart. When someone asks how he did something, he tries to explain it, if he has time. His bow seems to be of considerable value, but he seems to treasure it more for being a gift from his sensei, and not for any gold piece price attached to it.
He is one of a small cadre of archers within the ranks of the monastery of The Order of the Swift Tortoise. He was raised in that mastery of the bow and arrow is tantamount to a way to self-perfection. It is not arrogance that leads him to believe he can achieve such a thing, but rather that in his younger age, he learned that his odd eyed appearance is due to his ancestry.
Tove is what the Followers of the Binder call an Aasimar. A trace of the divine is in his blood, perhaps angelic, perhaps godly. He knows not if other archers amongst his peers are of the same manners born, nor is he permitted to ask. But the sensei explained that such a lineage carries an extra expectation, though not a burden. And his eyes will serve him well until he learns how to shoot blindfolded. It took one full year for him to realize that his teacher was not making a joke with that statement.
It should be pointed out that his birth is shrouded in mystery, swathed in cloth and placed in a basket, found on the steps of a convent, parents unknown. It was one mile from the monastery that soon after accepted him, for only women were allowed in the nunnery. For the first half of his life, he was assumed to be human, as are the others who study, train, and live there. If asked of his lineage, he will cite his order's name, and little else.
Motivation for traveling to Candlekeep: He has traveled to Candlekeep once before, as a novice, for the elders say that all followers of Oghma should be blessed with the opportunity to study for at least one day there in their lifetimes. Now that he is allowed to walk the earth freely, he has ventured there once more to thank those he encountered previously for their hospitality, and to offer any services he can perform in exchange for continued allowance of those of his order to study there in the future.
Motivation for adventuring with a Bhaalspawn: He knows he is of divine ancestry, but not how exactly. He would hold no ill will towards someone who could have their godly lineage specified, and would want the opportunity to learn how such a family tree can be charted, so that he may possibly do so for himself. And being a student of Oghma, what greater knowledge could be gained than conversations with and study of a child of a God?
So when he was offered the chance to travel with that person, he agreed immediately, regardless of dangers ahead. His sensei once told him, "If you travel with a group that is being shot at, you may be the only one who can shoot back, and are thus needed."
So far, he's been needed more than once.
Last edited by zevonian; Jan 5th, 2012 at 08:10 PM.
A slender moon elf standing around six feet tall, his skin pale and pearly and his eyes are Light grey, almost silver in color. His hair is raven black, thick and wavy and reaches beneath his ears and an assortment of earrings and piercings adorn various places on his face and body, including his eyebrows and nose. He is most commonly dressed in tight fit pants with a loose, silky shirt, heavy belts and knee high boots.
Luck Blade/Sword of Subtlety or any wicked Short Sword/Rapier/Dagger/Kukri Combination.
Ring of Feather Falling / Ring of Protection
Armor - Nothing specific comes to mind, Leather/Studded Leather of some kind.
Boots of Speed
Bottle of Air
Dust of appearance
Name: Ullithus Aldenrec Race: Human Age: 28 Region: The Sword Coast, City of Waterdeep Class: Sorcerer (Arcane Bloodline) Alignment: Neutral Good
Appearance: Ullithus has an infectious smile that is accented by his bright bluish green eyes. His wavy dark brown hair is cut short and worn stylishly loose and ruffled. Ullithus is relatively tall, with broad shoulders and a thin frame. He wears a flame red cloak trimmed in intricately embroidered gold and blue patterns. Beneath his cloak he wears a finely woven cotton robe, dyed a deep blue and tied at the waist by a black leather belt. Hanging off his belt is a simple looking dagger with one small ruby set into the hilt. On the leather scabbard is embossed a shield, ringed in flames, with a black bladed dagger in the center of the shield.
Personality: Ullithus is a confident man; confident in his abilities, confident in his style and confident in his decisions. Given that he is not quick to anger, Ullithus usually has a smile on his face, projecting his confidence. He is not one to shy away from a conversation or a story and is always willing to provide his opinion, perspective and experiences. Ullithus has a dry, sometimes sarcastic humor that can be interpreted as condescending, though he rarely intends it to be such.
Ullithus values the company of like minded individuals, whose goals and aspirations align with his need to promote a sense of goodness in the world. He is loyal to his friends and will do all in his power to help protect and defend those whom he deems worthy. Ullithus also has an insatiable curiosity for all things relating to magical knowledge. His innate ability to draw magical energies from within him, without the need to prepare spells, drives him to find new ways to tap this burgeoning power source.
Background:
Ullithus was born in the city of Waterdeep to Jaskus and Adelea Aldenrec. His father, Jaskus, and his grandfather, Urith, were both accomplished wizards in Waterdeep. They both studied with the Blackstaffs at Blackstaff Tower in Waterdeep, and Urith actually apprenticing under Khelben Arunsun for a brief time. Along with the magical lineage on his father’s side, Ullithus’ mother, Adelea, also had magical ancestry. Adelea’s grandfather was a little known wizard in Waterdeep who died mysteriously before Adelea was born. It was of no surprise when the young Ullithus showed aptitude for the magical arts and his father was more than excited to train his new protégé.
As Ullithus began to grow older it became apparent that the young boy’s aptitude for magic was somewhat different than his father’s. While his father would have to spend time each day, preparing and memorizing specific spells, Ullithus could quickly recall any of the spells he had learned without the need for memorization or preparation. This revelation intrigued Jaskus, causing him to invest more time, training and experimentation into Ullithus’ development. This added attention from his father only spurred Ullithus’ already burgeoning curiosity.
As interesting, and time consuming, the life a wizard can be, it doesn’t necessarily lead to a steady income. Ullithus’ family, in conjunction with their magical prowess, were also successful merchants. They dealt in the import and export of exotic and magical goods around the Sword Coast. Ullithus’ father would often leave Waterdeep for weeks at a time, traveling around Faerun in search of the next great deal or interesting artifact. When Ullithus’ grandfather passed away, Jaskus made fewer and fewer trips out of Waterdeep, and when he did travel, it was never more than a couple of days. Jaskus spent most of his time dealing with local business and running the shop.
When Ullithus came of age, and his father was confident in his abilities, Ullithus became the new collector for the business. Jaskus would send Ullithus out to the cities and towns of the Sword Coast, never straying too far from Waterdeep, in search of items to buy and sell. Ullithus has an impressive way with people, possessing a natural confidence that puts people at ease and makes them more receptive to his influence and opinion. It was not long before Jaskus gave Ullithus free reign to explore the greater Faerun to seek out, as he once did, the hidden treasures that were out there.
Ullithus spend several years traveling about the continent, exploring the different and varied civilizations and climates. He had many adventures along the way, but the one of most interest because it is the most recent and has led to his current predicament, happened while en route to Athkatla. Ullithus’ father had been friends of the de’Arnise family, having done some business with them in the past. Jaskus had not heard from de’Arnise in quite some time and so, Ullithus decided to stop in for a visit and see if they had anything of interest.
Ullithus was not expecting the reception he received at the keep. As he made his way through the wilderness which surrounds the keep, he became suspicious as the natural sounds and activities of the forest died away the closer he came to the keep. Once the keep came into sight, he quickly noticed something unusual…the keep was sealed up tight. Not paying as much attention to his instincts as he should, Ullithus proceeded to the keep. To his surprise, he was ambushed near the keep gate by several trolls. Thinking the better of engaging them in an open fight, Ullithus surrendered in the hopes of finding another way out of the situation. He has been held captive for a few days within the keep, apparently not a concern as the trolls continue to battle some external foe. Ullithus has been working at escaping his cell, but as of yet has been unsuccessful.
Motivation for Adventuring: Ullithus is a seeking of knowledge and artifacts. Anything of a magical nature, be it spell scrolls, items or information, are of interest to Ullithus. He has traveled much of Faerun in search of new spells and artifacts most on his own. To further his growth he would like to find other adventurers to explore with to enable him to secure some of the more power magics in Faerun.