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  #121  
Old Jan 3rd, 2022, 12:25 PM
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Updated his appearance and added the reason he is up North per request.
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  #122  
Old Jan 3rd, 2022, 12:49 PM
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You gave me feedback on my first character; if you are still in the business, I'd welcome some on my final one. No worries either way.
  #123  
Old Jan 3rd, 2022, 01:05 PM
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“Zogna”
left-aligned image

Name: Zogna
Race: Hobgoblin
Class: Artificer1/Wizard1 (waffling between Order of the Scribes and War Magic)
Alignment: Neutral

Background: Clan Crafter
 


Appearance: Moderately armored female Hobgoblin who can clean up nicely to share space in the "civilized" world of humanoids but also fits in just fine in the goblin militarized wilderness. Zogna has brown hair with a few small braids here and there with little bits of other creature's hair and fur braided into those. She has yellow eyes with a slight green tint, chartruese yellow. Her skin is orangish red. She's got little tusks. She's tall, about 5'8" and wears tribal cold weather clothing lots of mountain sheepskin with the fuzz on the inside, seal fur leggings, and some big ol' winter caribou fur cloak with a hood that rings her face with fox furs when sinched closed. Under all that fur bling it's difficult to notice that Zogna wears piecemeal scale mail too. She has a bandolier and some belt pouches and a heavy pack she often drags on a home made sled of a couple thick sticks. She carries a Longbow and a quarterstaff (actually a long leg bone of something very tall).

Personality: At a young age I was instructed to be observant and that truly stuck. I always want to know how things work and what makes people tick. I am a creative problem solver and quick to adapt to different cultures. Hobgoblins are lawful evil, so when I live amongst Hobgoblins I strictly follow the rules, I know my place, and don't expect or show any kindness. Gnomes are chaotic good, so when I lived amongst the gnomes I knew that rules can be bent as long as they don't cause others any harm, I could make suggestions and share ideas even to the people running the place, I could ask questions and others would take the time to teach me even if it was just because I was curious, and I showed kindness and was not surprised when others showed kindness to me in return. My neutrality comes in useful as I have no strict personal code of conduct, other than a basic commitment to the people I care about. I can just adapt. I did not judge one society as better than another - just that they were remarkably different. And, if you read a good history book...why you can see that there have been many different societies come and gone and all of them quite different from one another. And, all of them have flaws.

I also prefer to be alive. I predict it will be difficult to survive with the Hobgoblin clan. To better my chances, I could perhaps break from them. Go back to Ten Towns where there are more organized systems of government and community and cooperation. Plus I love reading history books, legends, tales…those can be found in the bigger of the Ten Towns and I cannot imagine a better way to make it through this constant winter better than with a stack of interesting reading material queued up.

Backstory:
 


right-aligned image

Role-Playing Sample:
After spending some time crouched behind boulders watching the three travelers coming down behind her on the mountain road, Zogna spots something else trailing. Something high above them, trying not to be seen on the crest of the steep snow and ice covered hill stretching up beside the road. She was crouching and waiting for these travelers sharing the road to Ten Towns to pass her by. She - was - going to remain unseen and wait until they were far out of range, then get back on her way. That's how she prefers to travel out here in the middle of nowhere, now she's on the North side of the mountains and approaching the human territory. The chance of a misunderstanding...were she and they to stumble into each other was really quite high. But, now she sees that there is a Yeti hunting them. And, it looks like it could overtake them, then detour down the hill right about where she is hidden in this rockier part of the snow and converge on them soon. It will be dangerous to travel forward with the Yeti hunting around. It will be dangerous to stay hidden here with the Yeti hunting around. Zogna needs to get rid of the Yeti. What to do about these others?

Zogna can of course solve her own Yeti problem. She has the mining explosive and this is avalanche territory. She can already see a good opportunity to go BOOM and make the snowpack crumble, sweeping the Yeti and everything else down the mountain. But, she has to make a choice. She can sweep away these travelers along with the Yeti, or she can save them. Saving them will mean taking a risk, approaching them, in the effort of showing them her strength and her kindness she could spook them. If they were jumpy humans who kill goblins right away. She doesn't blame or judge them if they kill goblins. The goblins are very jumpy and quick to kill when they run into humans too.

If they are human, and she guesses that they are, the kindness might mean something even more than the show of strength. Here at the Spine of the World, strength is important of course. But saving their lives will put her in their debt - and they will help her in return - that's what many human books say. She just needs to get past the part when everyone is so jumpy and stabby.

When they are in distance of her Message cantrip spell, Zogna bends her long ear forward toward her mouth and cups her hand around it to quietly use one of the little copper wire earrings along the ear as her spell casting material. She has several of these copper wire earrings in her ear at all times for this vey purpose, and a little roll of extra wire for making more. Zogna casts Message and directs it toward the humanoid that looks like it has the most energy - head is lifted up not bent over, steps do not falter into swaying. She says to it, Greetings traveler. I watch you approach. Our paths will cross in 50 paces. I am friendly. I warn you, I see something hungry is coming near. When you reach me, I point it out.

Zogna watches the reaction and then casts Message again and walks out onto the road and lifts her arms out to show them she has not got a bow. I am on road now. See me up here? Don't stop there. Keep coming. She pulls her hood up and cinches it shut so they cannot see she is a Hobgoblin so easily.

And when they get close enough to hear her she says as she points with a gloved hand, See it up there? Yes? That is young Yeti. Still very dangerous. You go behind those granite rocks ahead so I can kill the Yeti hunting you. Come on. We must move quick. Then she shoves them forward along the road and then shoves them into in a large crack between two massive rocks. Cover ears. Stay low. Hold on to each other. Be right back. Zogna says as she lights the explosive device and in the light of the burning fuse the travelers can see her tusks as she tries to give them a big, reassuring smile. Zogna climbs the rocks, tosses the device, then jumps back down into the safety of the large rocks. A few heartbeats later.....BOOM! She smiles at them and nods at them as the avalanche roars down all behind them. When it quiets down enough to speak she says, That Yeti is surely buried. Shall we venture on? I'm Zogna. What are your names?


Adventure knowledge: Yes, I played on Roll20 in a game for a few months. I played a Druid. We visited two of the bigger towns and in this game I learned
 


 

Last edited by cappucina; Jan 7th, 2022 at 01:06 AM.
  #124  
Old Jan 3rd, 2022, 02:03 PM
Ramona Gaid Ramona Gaid is offline
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My application is complete (though without a picture).

Mabel Waterlark

Name: Mabel Waterlark
Race: Human (variant)
Class: Cleric (Light)
Alignment: Neutral Good
Background: Sailor
Appearance:
Mabel has a medium skin tone, long, braided blonde hair, and bright blue eyes. Her build is average and unremarkable, but fit and strong. She wears scale mail on land, with a large, metal shield bearing the image of a road traveling into a sunrise. She also wears a silver lark brooch, with a trailing blue ribbon—the mark of the Waterlark.
Personality:
  • Trait: When I set my mind to something, I follow through no matter what gets in my way.
  • Trait: I judge people by their actions, not their words.
  • Trait: I believe that anything worth doing is worth doing right.
  • Ideal: Change. We must help bring about the changes the gods are constantly working in the world.
  • Bond: My word is true, and I’ll die to keep it.
  • Flaw: My pride will probably lead to my destruction.
Backstory:
From her earliest memories, Mabel was a sailor. Her parents must have died at sea, or perhaps she was found lost or abandoned in a desolate place. Either way, some vessel’s crew took her in and cared for her, and in time they became her new family. As she grew up, she passed from ship to ship, always finding familiar sailors to vouch for her and keep an eye out on the young lass.

Eventually she found herself on a vessel under attack by pirates, who took her captive while leaving no other survivors. It turns out a few of the pirates knew young Mabel, and so they kept her alive and put her to work aboard the ship. When they released her at port, she witnessed bribery and corruption first hand, as port officials happily looked the other way for a cut of pirate booty.

Jaded, young Mabel wandered through the city, somehow ending up at the steps of the temple of Lathander with no idea why. She stepped inside and found the beauty of the temple inspiring. An acolyte told her to return at dawn to see its full splendor, so she did. And Mabel heard a sermon which resonated deeply in her heart—about the injustice in the world, the darkness of despair, and that Lathander gifts us with the light to change that dark world into something brighter. Mabel approached the priests of the temple and inquired about becoming an agent of that light. They took her in, teaching her the ways of Lathander. The priests were steering her towards a simple role in the priesthood, but she felt Lathander calling her to bigger things.

So in her first long-term quest, Mabel hid her beliefs and set out to join up with the pirates. She did her best to spare lives and sabotage the pirates whenever she knew she could get away with it, while giving off the air of a girl living for the glory without the stomach for the gruesome. It was a decent character, especially for one who’d grown up among some of these sailors, and she pulled it off pretty well. This gave her time to learn as much as she could about the pirates’ ways, their routes, and their ports. Two and a half years she spent aboard pirate vessels, gathering intelligence. When her reconnaissance was complete, she booby trapped the ship and burned it down, escaping with a small trove of treasure to a ship she knew with sailors she trusted.

A short while later, Mabel emerged as a young priestess-sailor of Lathander, a ship’s chaplain, known as the Waterlark. The ships she sailed were remarkably successful at evading pirate attacks, and Chaplain Waterlark was soon sought out for all manner of important voyages. She made it a point to escort officials of the church of Lathander whenever they needed to sail.

One of these priests told her of the troubling times in Icewind Dale, a darkness with no end. He attributed this to a malevolent goddess, Auril the Frostmaiden. Mabel couldn’t imagine what could be done in the face of such power, but she nevertheless felt called to bring Lathander’s light and shine it into this troubling darkness. So her next quest begins.

Role-Playing Sample:

The young priestess stepped into the Drunken Parrot, and everything suddenly got quiet. If the holy symbol on her shield wasn’t enough to give the ne’er-do-wells pause, her silver brooch announced her identity as the Waterlark as loudly as any fanfare trumpet could. But Mabel paid no mind to the scant few patrons. She walked straight up to the innkeeper.

I’m looking for my Uncle Willie,” she said. “Tell him Little Mabey asked for him. I’ll be back at dusk.

And with that, she walked right back out of the inn and across the road. Not a minute later, a tall man strode out of the inn with purpose, a cutlass at his side and ale on his breath.

Hey! You gotta lot o’ nerve comin’ ‘ere after what you pulled!” He shouted after Mabel, “I know it was you ‘at flipped the dock warden! Took the whole crew, all the booty. I woulda been hanged if I didn’t run so fast!

Mabel turned with a laugh and calmly regarded the man. “There’s plenty of blood on all of your hands, so they all did this to themselves. But you got away, Willie, and that was no accident. I made sure of it, for old time’s sake. Your name’s been cleared.

This seemed to catch him off guard, and momentarily calmed the man.

Willie,” she continued, more tenderly, “you looked out for me, so now I’ve returned the favor. You gave me a second chance at life, so now I’m giving you one. Look, we both know you’ve squirreled away enough coin to live a few good lives on. So walk away from this road you’ve been on, go back to the straight and narrow.

Willie glared at her. “How dare you! You can’t just show up and tell me what to do! You betrayed me, after all I did for you!” He put a hand on his cutlass, but something about her gaze stopped him.

Willie.” Mabel’s voice was stern, almost commanding. “You were an honest sailor once. I don’t know what dragged you into the dark, but it’s time to wake up. Leave this behind you. Your name’s cleared! You can get honest work again. And you can start by putting me in touch with your old mountaineering friends. I need to get to Icewind Dale.

She tossed him a small pouch of coins—payment for a referral, a peace offering, start-up funds, and persuasion in a language he understood, all at once.

He caught the pouch and looked at her, bewildered and at a loss for words. It was as if she was the little girl again, hurtfully asking him why he’d turned pirate. He just stood there, paralyzed by thoughts, memories, regrets, worries. Mabel watched him silently, hoping she’d judged him right, that there was still a good man inside who regretted his dark path.

He finally broke the silence. “Little Mabey, I guess you’re always up to something, aren’t you?

Have you played the adventure before? I have not.


I've played a number of pbp games before on other forums, but I'm new to rpgcrossing. So I'm encouraged by your comments that this site fosters a good community with quality players! I definitely should have sought out a site dedicated to pbp sooner. In real life I DM far more often than I get to play, so I keep coming back to pbp, with all its flaws, to scratch that itch.

Thank you for considering Mabel for your game! Feedback is welcome; I'm definitely willing to change things to better fit your campaign. She could easily have a few contacts show up who once sailed with her. Those could be friendly or hostile, depending on when they knew her and what they know. What happened to her parents is also a potential hook, should you desire. Ultimately, her motivations are based on her ideals—she wants to change things for the better, she feels called to battle this darkness, and she'll see where things take her since she doesn't have any better plan.
  #125  
Old Jan 3rd, 2022, 06:23 PM
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Thank you for the feedback! I went ahead and spruced up my application and I would consider it done! Best of luck to all the other applicants as well!
  #126  
Old Jan 3rd, 2022, 07:23 PM
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Could I please have a review when you have a chance?
  #127  
Old Jan 4th, 2022, 03:50 AM
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Name: Rhixbelkhad (Rhix for short)
right-aligned image

Race: Kalashtar
Class: Wizard (Order of the Scribe)
Alignment: Neutral Good.
Background: Investigator
Appearance: Standing at 6'0", weighing an even 200 lbs, Rhix looks stoic, but frail. If not for the smoother skin of a man in his 30s, and the posture of someone who takes particular care of their physical health, he could easily pass for someone twice his age with his silvery hair and beard, and in the way he carries himself. The weight of his crisp Teal eyes fall on almost everything, and seems to miss very little.

Personality: With almost constant note taking in his book with a peculiar amethyst-colored quill, Rhix is the type to think long and hard before he utters a word, and even then he's save most of his words for close friends, if he had any. His snowy-feathered owl familiar serves as his constant companion in the frigid North, and he seems to prefer that to any company at all. Rhix actually cares a great deal for the living creatures of this world, but the noise of busier locals can be... taxing for the man. His stints at different universities and libraries along the sword coast were somewhat easier to take, but the thoughts of the silent monks could be exhausting at the best of times.

Backstory:
  • Born in Rashemen, perhaps most famous for the Adventurer known throughout the Forgotten Realms, Minsc and his companion "Boo", Rhix belong to the rare tribe of people known as The Dreamwalkers, or Kalashtar.
  • Studied in the Blackstaff Tower of Waterdeep, spent his formative years travelling across the Sword Coast seeking out libraries of knowledge wherever he could. He also solicited himself as an investigator of crimes involving the arcane and artifact theft. Given the nickname of the "Archivist Inquisitor", although it was used mostly as a punchline amongst administrators who thought he was more eager than capable.
  • While visiting Candlekeep, Rhix unwittingly came into contact with an entity unlike any he'd experienced before. The ancient amethyst dragon, Anduskbalyxfel, "Duskbane" reached out from the Shard of his consciousness when he sensed the psionic nature of Rhix's Kalashtar heritage. A draconic wizard of the realms, thought slain in his lair by Thay Red Wizards seeking his knowledge and arcane hoard.
  • With Duskbane serving as Rhix' new "mentor", his capabilities as an investigator grew beyond those acquaintances and colleagues who threw their friend a bone to further his personal studies.
  • It's with this reputation that he was summoned by his former professor back to the Blackstaff Tower. Once there, he was introduced to someone who had also come to visit the same professor to formally request access to the tower's library and archives as a former student, conducting personal research. It was this encounter that prompted Rhix's journey North, for the glimpse into this person's mind revealed machinations of a vengeful god, Auril, in Icewind Dale. Once alone with his former Instructor to share what he'd learned, it was suggested that an investigator may be needed in the North... and if Rhix knew anyone?
  • With an intent to try and determine the cause of Icewind Dale'a current predicament, and a desire spurred on by Duskbane's own to find new arcane spells and artifacts, Rhix departed for his journey North from Waterdeep, future uncertain, but hopefully concluding with a return to gentler and more hopeful realms.

Role-Playing Sample:

 



Have I played the adventure?
No, but I have followed SlyFlourish's GM prep which is currently focused on Rime of the Frostmaiden. But I believe he changes quite a lot, and doesn't go into too much detail.
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  #128  
Old Jan 5th, 2022, 12:34 AM
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Gurdo Backensturm is complete. I do not intend to find a character image at this time, nor do I intend to complete a character sheet yet.
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  #129  
Old Jan 5th, 2022, 03:46 AM
AlexN AlexN is offline
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Submitting this 11th hour application. Let me know if I missed any details, thanks! I have not played this module before




Name: Frederick Jung
Race: Half-Elf
Class: Fighter (Battle Master)
Alignment: Chaotic Good
Background: Entertainer (Entertainer, Variant-Gladiator, specializes in ranged weapon tricks specifically)

Appearance: Skinny and lanky and clean shaven; one would never guess Frederick would have anything other than two human parents, save for his slightly pointed ears of course. His green eyes and pale complexion are certainly nothing to gawk at. Middle age is clearly dawning on this man with his receding hairline slowly giving way. His movements seem somewhat strange at times, his physical demeanor can seem jittery and overly quick like that of nervousness however his tone is usually relaxed, seemingly enjoying whatever conversation or company that he is currently keeping.

Personality: Upon meeting him Frederick is very social. He listens to what you say attentively and will always keep the conversation going. He always tries to be polite and will always smile in good company. He puts on a brave face but when alone he sulks, something that he will go to great lengths to conceal. He hates the thought of someone watching when he is unaware for that very reason. Recently he has taken to a form of self-flagellation. Whenever alone he will expose some of his skin to the frosty elements. Put down his face coverings until the wind chill burns his cheeks. Put some snow or ice under his coat onto his skin, or even take a glove off and put it in the snow for a short time. It is a strange compulsion that he does not quite understand.

Backstory: : Son of a Yeoman farmer, his father was sent away from his Elven community for a crime his parents never told him, Frederick was raised with the more human-centric culture and value system of his mother. Wanting nothing to do with tending to a farm unless required, he spent his every free moment with a bow, a part of his Elven culture he did not abandon. His hobby became his obsession and he wanted more and more to hone is archery skills and he practiced with a host of items like homemade slings, especially when he was forbidden from using the family bow from time to time.

Although he wanted to use his skills as a career, he had no interest in risking his neck as a soldier or mercenary. Frederick’s biggest fear was to follow in his father’s footsteps and be a landowning farmer, resigning himself to a bland existence. One day a circus had come and he saw all the amazing performers. Including the dagger throwers and the archers that shot apples off people’s heads. Frederick was bedazzled and insisted that this was his calling. Without the approval of his family, he joined. Although he at least told the of his intentions. For years Frederick worked with this troupe or that troupe until he found one he loved above all else, the Silver Lions. For the better part of a decade, he was with his new family performing amazing trick shots or feats of danger with ranged weapons, mostly with his favorite tool, the crossbow. This trade was not without violence as the occasional road gangs would try to rob the successful Silver Lions while they were en route to towns and cities. He has had to take life on a handful of times; however, he would do anything for his adopted family. Life was certainly good, until recently.

One night, the Silver Lions scored a huge performing contract in Mirabar. They were to conduct the same nightly show for the next three weeks straight, a windfall in coin that would help give a large buffer for the leaner times. Drinks were had, too many. Frederick, being overconfident went on a bender that did not terminate until mere hours before the show. Still drunk, he started his opening bit; juggling loaded crossbows, he grabbed one of them too firmly and he squeezed right on the trigger. It sent the bolt flying into the back of his good friend, Desmond. Desmond had survived, but it might have been simpler had he not. The bolt had hit him in the spine, permanently paralyzing the poor acrobat from the waist down. Desmond’s sole livelihood…gone. Although Frederick beat himself up constantly, he did not need to. Desmond blamed him enough for the both of them. His troupe brother, they shared food together when there wasn’t enough to go around, dallied with fair maidens together, shared triumphs and defeats together, gone in an instant. What replaced him was an enemy. A person who daily had told him how he hated the sight of Frederick and stabbed into Frederick’s eyes a flaming sword of hate. Although the Silver Lions did not officially expel him, the stares, threats and scorn were too much to bear. He believed every word that they told him, that he was a monster that ruined his own brother’s life.

Frederick had heard of the poor fate of Icewind Dale and their predicament for the better part of a year and a half. While still in the North a few weeks after that fateful night in Mirabar he had decided to go there, to punish himself. It sounded like a miserable place, fitting for a miserable person who has caused so much pain. He thought he deserved to never see the light of day since he had snuffed out the light of another with a reckless risk. He knew he should not been performing in his condition, he could've called it a night and cancelled his set with few repercussions, but tried to do it anyway for the limelight. He did not know how long he would stay, but so far it has been about five months and every biting wind, every chill he feels he ascribes to his penance.

 
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  #130  
Old Jan 6th, 2022, 12:29 AM
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{A review will be nice, if possible.}

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Name: Siwan Maartasdottir

Race: Human (Variant)

Class: Cleric of Life

Alignment: Neutral Good

Background: Acolyte/Folk Hero
Defining Event: I healed a man who threatened my life.
Personality Trait: When I set my mind to something, I follow through no matter what gets in my way.
Ideal: Respect. People deserve to be treated with dignity and respect.
Bond: I owe my life to the priest who took me in when my parents died.
Flaw: I put too much trust in those who wield power within my temple’s hierarchy.
Appearance: Siwan's skin is pale as the winter's snow, her hair is a beautiful pale gold, and her eyes are of the color blue of a clear deep frozen lake. She wear's the fur of a white wolf, gifted to her by one of the hunters who used to trade regularly within Ten-Towns.

Personality: Kind, generous, passionate. These are all words she has heard whispered by those who thought she was not listening. She is also hard-working, and fiercely competitive, feeling a need to prove herself ever since she was a child.

Backstory: At the age of ten, Siwan's parents traveled to the first of the towns of the region, looking to make it rich. At least, that's the story they told. Actually, they were on the run from Siwan's birth father; a wealthy noble who had married her mother, Meridith, for her beauty and the prestige it brought him to have a such a lovely 'creature' on his arm. But when Meridith had become pregnant, he brought in someone to force her to abort the child.

But this was not what her mother had wanted, and she fled with a friend of hers, Abernath Gartner. Someone she had come to love, after feeling the cold comfort of a rich man's mansion. Due to Abernath's vigilance, they were able to keep on the move, and always one or two steps ahead of the bounty hunter's her husband had hired to retrieve her. For the first nine years of her life, Siwan had lived the life of a vagabond, always moving from town to town, city to city.

By the time the trio reached Targos, the parents Siwan had always known were now going by the names Maarta and Joshua Stonehewer. And while it wasn't easy, they slowly showed that they were there to stay, and the community began to see them as one of their own. Joshua showed himself to be a hearty fisherman, bringing in his fair share; while Maarta and Siwan both mended the nets and tended to the sick. It was a good life, one that finally felt stable enough for the family to hide in.

During Siwan's sixteenth year, an incredibly cold winter took hold of Ten-Towns. It began in the late Spring, when Maarta took ill. For six months, she fought a sickness that caused her bouts of painful coughing. Siwan tried to help her, feeding her broth, and some of the fish that Joshua would bring home. But the sickness would not allow her to keep down any food that she ate. Joshua did not live to see the day his beloved wife died, and he fell through the ice of the fishing lake, and the others were not able to get him out before the cold froze him, forever.

This left Siwan alone for the first time in her life. Now seventeen, she moved to Easthaven. There, she eventually found work, after lying about her age, in a tavern as a serving wench. She changed her last name to Maartasdottir, in honor of her late mother, but that mattered little to the travelers that came through. All they wanted was they drinks, some laughs, and to too often pinch the lovely serving girl as she turned away. She would smile and laugh it off, not showing just how much she hated it, and always resisted the urge to spit in their drinks. But not all the customers were jerks. One in particular treated her with great kindness, often protecting her from the creepier ones, when he was in town.

But her life truly changed when a cleric of Selûne came into her the tavern. He looked around the room, as if judging every person he saw, but stopped when they came upon her. For her part, Siwan wasn't even paying attention as he approached her. Which is why she jumped when he touched her shoulder, spilling her tray of drinks onto two patrons and the floor. But mostly the now angry patrons.

Role-Playing Sample: "What the... !!" Siwan exclaimed loudly, turning angrily toward the man who'd just cost her two hours worth of wages. "What are you doing, grabbing me like that?" she asks, immediately turning back away from the man, to address one of the two hunters was now standing and glaring angrily down at her. "Please, if you'll just take a seat over here, I'll -" but Siwan's not allowed to finish her sentence, as the grabs her by the throat and lifts her off her feet. "And how exactly are you going to fix this, sweetling?" he asks, holding up his bleeding arm to her face.

Reaching out, she places her hand over the cut on his arm. "Heal." she chokes out, and a faintly blue glow pours out from her hand and into the wound. Dropping her, the man looks in amazement at his arm. It's not that he'd never been healed by a cleric before. He just wasn't expecting it from her.

And to be fair, neither had she. While trying to pull air back into her lungs, and coughing from the endeavor, Siwan looked up from where she sat upon the floor, amazed at the magic she had just performed. But her shock turned to fear, as the hunter reached down to grab her up again. She need not have feared, for before he could grab her up again, the forgotten cleric of Selûne stepped between them. "You will not harm this girl!" he announced, smashing his mace into the now healed arm. A cracking of bone could be heard, and the once healed became the now broken. "Stand up, child. You and I have much to discuss. And training to begin."

Still reeling from all that had just transpired, Siwan stood and followed the cleric out, looking back over her shoulder only once to see all eyes following her as she left into the cold night.

Backstory continued: At the age of 26, Siwan returns to the same tavern she worked as a young adult. She's stronger now, more confident. And she's looking for the others she is to join with, in fighting to save Ten-Towns, to save Icewind Dale, from the evil of the frostmaiden.

Have you played the adventure before? Nope
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Last edited by In the Mix; Jan 10th, 2022 at 03:42 PM.
  #131  
Old Jan 6th, 2022, 07:57 AM
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Wow guys, I'm counting 33 completed applications now that we have just four days until the deadline on January 10th. Still time for more if there is interest out there, but let's just say that I have enough quality applications to fill the game several times over. Which is, by the way, not what I intend to do. I will stick to one group, so it will be really tough to choose just a handful of players.

That said there have been some more requests for reviews, so here goes. I may not be able to offer any more of those in the last days before the deadline, but I will try if you ask.

penbeast0 - Ischyros

secretID - Jaapa

MontageManiac - Rhixbelkhad

In the Mix - Siwan Maartasdottir
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  #132  
Old Jan 6th, 2022, 11:23 AM
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Thank you for the feedback.
  #133  
Old Jan 6th, 2022, 11:04 PM
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I wouldn’t ask for a full review (looks like you have enough on your plate) but if there was anything missing from my application, or something you had questions about than I’d like to know. I’d hate for any ambiguity or confusion hurt my chances.
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  #134  
Old Jan 8th, 2022, 11:51 AM
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I'm going to go ahead and bow out of consideration for this one. It looks great, but my submission just didn't resonate with me in the way I've come to expect from the characters that truly drive my engagement. If my showers are not rudely interrupted with vignettes featuring the character, I know I'll grow bored with it and further fuel the game-killing trends of low motivation and player attrition.

Thank you for your consideration.
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  #135  
Old Jan 8th, 2022, 01:27 PM
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That's too bad man, thanks for letting me know.
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