The Adventurer's Guild 2E Campaign archives
Robert:
First, I would like to know how often you plan on receiving game posts. Please accept my 'application' below:
Noah meandered his way among the people of the mid-sized town, weaving this way and that trying to avoid brushing shoulders with the largely human population.
As he tried to remember the way to the cleric's temple, he absent mindedly fingered the letter stuffed hastily in his belt pouch. Meric missing, how...inconvenient. He was on the verge of a magical breakthrough in Transmutation when he received the note and it and it had been the struggle of his life to lay down his notes to help a friend. His thought were interrupted as the lovely smells of a nearby bakery assailed his nose and he veered left, following the heavenly scent. It brought him to baker's stand where he stood rather dumb-looking as he salivated over the Honeycakes on display.
"Well, ya gonna stand there all day drooling or can I help you?" the squat fellow behind the counter said as he wiped a pair of grimy hands on his apron.
He looked at the half elf over a pair of wire-rimmed glasses that were as grimy as his hands. Noah's mouth clacked shut and his open mouth turned into a contemptuous sneer.
"Do you talk to all of your customers that way you witless twit? It's a wonder you stay in business if you do." He moved closer to him so that he stood nearly eye to eye with the man. "I will have one of your honeycakes, but I demand that you wash your hands before you fetch it." he threw a copper on the counter as he said it, the sneer never leaving his face.
The baker looked as if he were about to tell Noah just where he could stick that coin when he noticed the many pouches hung from the half-elf's belt, and the better than average clothing he wore. Being a superstitious man, he guessed correctly that he was about to trade insults with a wizard. Instead, he muttered under his breath as he snatched the coin up and dropped it in a pouch at his waist. he grumbled endlessly as he turned to the basin behind him and washed his hands. Grabbing the honeycake, he handed it to Noah who proceeded to bite of a large chunk and walk off the other direction, into the throng of people.
Breathing a sigh of relief, the baker went back to work.
It didn't take Noah long to find the temple. It stood several stories after all, like a huge, gaudy golden rod planted haphazardly in the dirt of the city. He had just finished his honeycake and was thirsting for some sweet red wine when he strolled up the temple steps only to find Adso waiting for him in the huge gilded entryway.
Adso: "Thanks for coming, Naoh is it? Meric's been gone for a couple of days now. I fear he may be in bad shape."
Noah: "Very well, who will be leading this expedition?"
Adso: "My superiors have elected me."
Noah barely stifled a laugh...absurd! He was far more qualified to lead the mission...but he didn't want to. After all, the most successful forays always had a puppet leader and a brain behind the operation. Very well, if that was the way of things. The half elf forced a smile. "When do we leave?"
For some odd reason I started using Elrick instead of Ulrick. Here's the corrected submission!
Ulrick, half-orc
In The Words Of Ulrick
My lot in life seemed one of misery and misfortune. My mother's husband was a merchant and spent his years in the trade caravans buying, selling, and trading almost anything that would fetch a profit. During one particular trip through some wild territory the caravan was attacked by a tribe of orcs. The very fact that I am here tells you what happened to my mother on that fateful journey. He would not have a half breed bastard in his family, and my mother refused to get rid of me. She left him, and returned to the farmlands of her birth. I was never truly accepted in the farming community, but did gain a small measure of respect for my work ethic as a ranch hand.
Then my life changed forever. A group of men in gleaming plate armor showed up to buy some horses from my master. I watched them ride high in their saddles. The faces of bravery and confidence upon them. The colorful banners of heraldry flapping in the wind. If greatness exists in the world I knew I had been its witness on that day. I soon fashioned a sword from some scraps of wood and began to pretend that I was a knight. I played out my grand fantasy with a passion, battling evil and slaying imaginary dragons. This was not enough. I inquired with the local smith about a sword, but the wages of a ranch hand did not permit such expensive items. The smith took some sympathy on me and agreed to let me work for a sword. I cleaned his shop and tools, tended his garden, and even emptied his chamber pots. After much labor I received my reward. A simple basket handled broadsword. It had no engravings or jewels, but it was strong and sharp. I trained the best I could on my own, and found employment as a footman in the army of a regional lord. Real battle was nothing like my hours of playing in the barns and fields. I saw first hand the truth of the real world. Battle was hard on the men, but I was the best. I fought harder then those around me, barring the fangs given to me by my primitive ancestors during combat. Because I was half orc, I was never allowed to advance in the army. Fate struck again when my lord joined forces with Meric Palaran for a fierce battle. I fought harder than ever in that battle, but my lord was struck down in combat. As the enemy made a final attack in desperation I saw one of there cavalry bearing down on Meric from behind. I lunged with all the power I could and pulled him from his horse. Within seconds he had taken his last breath. When the battle was over I was without a lord, but my actions had not gone unnoticed by Meric. He believed he owed me a debt of honor, and I asked to follow him. Unlike my previous masters, Meric allowed me chances to advance.
He trained me, rewarded me, and punished me whenever the orc inside tried to surface. I owe him all that I have, and will spare no expense to find him.
Description & Personality
Ulrick stands 5'8" tall and weighs a solid 200lbs. His black, stringy hair is kept tied in a knot at the top of his head, and his eyes are dark green.
In battle Ulrick wears plate armor and wields a broadsword. When he wears a helmet it is always open faced, so he can give his foes an orcish growl.
When on his own Ulrick wears the simple clothes of a common working man. He places no great value on fancy goods, preferring to spend his spoils on weapons and books. Ulrick is friendly and somewhat quiet. He tries to be civil, and believes in the value of law, but carries a primal temper from his less civilized ancestors. This usually only arises in battle. Though he is often discriminated against, Ulrick holds no grudges, and believes that his hard work ethic can overcome people's misconceptions.
I hope you find this character acceptable.
Ron Porter
Re: The Adventurer's Guild 2E Campaign archives
Robert,
Below is my application for the role of Bram Battlehammer:
Bram's Story (told one evening over a drink or two or three):
I, Bram Battlehammer, am forever indebted to Meric as some time ago he was passing through my mining village during the time of one of our greatest disasters. During a routine expedition into the depths of Lithorn Spier in search for more of a very rare pure metal that we had found recently in the area. The metal has been proving extra strong and sturdy for the creation of great weapons of battle. However, back to the point. The gods were apparently angry that day and the ground began to shake. Uncontrolably. This, to my horror, caused a collapse in part of the tunnels, designed by our best. Meric, showing bravery beyond that exhibited by most humans, journeyed into the depths as part of the rescue mission. Standing beside this man and seeing the determination in his face I knew that this is one human that I could stand beside in battle. And when he was the one to first reach my brother Gram and pull him from the rubble, I became indebted to him. Many men died that day, and for that my sorry was great, but for my brother not to be one of them is soley because of this great man. Now, after some time, and a few great stories (of which I will leave for later) Meric requires my assistance and I shall put every effort into saving him like he saved my brother. Despite the fact that I have heard there is a few in the expedition who are believers in the unknown art (I find it hard to trust some of the followers) and also one or more of the unhonorable halfbreeds I shall attempt to tolerate this to help my friend. I cannot promise anything though.
Bram's Description:
A sturdy breed, typical of the race, who is not the strongest of arm, but by far one of the strongest of mind. Determined is a grave understatement, but as logical as a dwarf can be expected. He is average size for the race, and relatively unremarkable in appearance save for the missing half of the last digit on his left hand. Rumors abide as for the loss of said digit. The most recent being a lost wager not paid back in full. However, only he knows for sure and about which he is very tight-lipped even after tipping a tankard or two. His reddish hair and beard are thought to be the origin of his fiery attitude. He loves a hard day of manual labor and usually measures his success by the amount of sweat that pours off his brow. He is always leary of anyone who openly admits to being a magic user and has a grave dislike for half breeds of any kind. Where is the honor in that. Also, he is very unsettled around or over water (that is putting it mildly) and cannot stand any flying insects.
Other quirks: an unusually high pitched laugh, a surprising good singing voice (only after about three glass fulls) and a habit of carving just about anything out of just about anything.
Bram's abilities:
The majority of Bram's life has been spent in the mining village. He has been an apprentice to the best weapon maker this side of Gnudrey and has learned a fair share from this endevour. Thus weapon repair or making is one of his best. Climbing and mountaineering are also two of his specialties. As is evident to anyone watching him tackle the neverending task of foresting, he is a master of the axe, and the few times that he has had need for, he has proven that the twohanded axe is a deadly weapon in his hands. Also, far from being a marksman, he knows which end of the bolt to place into a Xbow and has once or twice smacked a free running fowl of some sort from 20 or so paces. Nothing goes better with a fresh glass of Bram's Brew than a freshly arrowed winged meat platter.
Anyway, that is how I envision Bram. I have only once played a dwarf before and look forward to being able to add Bram to my list of great characters. As for myself I am able to write at least 2X per day. If you think that I am your Bram I would be honored. I may also show interest in the RANGER as well, but that will have to be saved for tomorrow.
Re: The Adventurer's Guild 2E Campaign archives
Great, I thought 'oh, I'll just play the one which is best.'
But nooooo, you had to make ALL the PC's cool!
=)
Ok, uhm.. I'll just do them in the same order you did.
Adso and Noah.
I can play both, I think. I wish I could give any more info on that, but you already filled in most there is to them.
Don't think I can't play them because I'm not saying anything more about them, though!
Bram
I've written a little history between Bram and Meric. Basicly, Bram was a guardian on a mountain path to keep watch for any enemy troops.
(Invading goblins, ogres, you name it)
Meric was in those mountains for the very same thing: his superiors want to keep track of enemy movements. Bram, however, isn't easily persuaded to let him pass...
The dwarf stood there for a while, reflecting on all he had heard from the man before him.
"Well?" He said "It's obvious we're on the same side here, so if you'll just let me pass there'll be no.."
"How do I know you're telling me the truth here, human?"
"I give you my word. God be my judge, I swear to you I speak the truth."
"Not good enough, I'm afraid. However, I know a very easy way to tell the warriors apart from the spies."
Under his beard, the dwarfs lips curled into a smile. Then, suddenly, he grabbed his battle axe, gave a warcry and jumped at Meric.
"What are you doing?!"
"If you're anything you claim to be, you should be able to take a few punches, right? So don't take this personaly."
Meric, seeing that he didn't have much of a choise here, drew his sword and began to defend himself.
They fought for what seemed like hours, neither of them haveing scored any significant wound on the other. Even as it started to rain, the fought on, oblivious to anything but eachother.
Then however, bram slipped on a wet rock, and fell down a small cliff.
Meric quickly reached out and grabbed his arm, but because the rocks were too wet, and he underestimated the dwarfs weight, he was dragged along with him.
They tumbled down the cliff, suffering many cuts and bruises in doing so, untill the both stopped at the bottom, in a mudpool.
When Meric regained consciousness, he saw the dwarf on his knees, coughing out mud. Not able to contain himself, he laughed.
"What's so damned funny?" Bram spat at him. Then took a look at Meric, covered in dirt and mud, and realised how he must look to him, and laughed as well.
"Ok.. hehe.. you've got me convinced, human. Come, I know a path that leads up. I'll take you home, were you can wash your clothes, dry yourself by the fire, and warm yourself with some ale."
"You know." Meric said,"This could be the beginning of a beautifull friendship."
my hands are getting tired, so you'll have to forgive me if the following stories aren't as lively. you'll have to settle for shorter stories.
Ulrick.
Basicly, Ulrick was part of an orcish tribe, that were in aforementioned mountains, doing an invasion of the homeland of aforementioned dwarf.
Meric, with the help of Bram and some other dwarfs manage to drive them away, but not without capturing a few. Meric realizes Ulrick isn't evil, and appeals to what humanity Ulrick has in him to convert him to the human cause and faith. Ulrick, for the first time being to talked to as an equal in his entire life, accepts.
Now that Meric is gone, he sets of to save his saviour.
See what i mean? shorter, though you still get the idea, right?
Erwyn
Related to WHAT female character, exactly?
Anyway, I failed to come up with a story for this one that was interesting enough for me to want to play him. Thus, I'm not aplaying for this one.
Hylor (AKA Warrior X)
Hylor is Adso's younger brother, and was trained in the same priesthood as he did. However, he had a falling out with one of the senior priests and renounced his faith from that moment on. He became a sellsword instead, fighting without a God, without a family supporting him, without hope for a better life. This has been going on for the past three years, and he's begginning to crack under the mental pressure. He heard that his brother was going to investigate a temple of evil, and after many nighmares of his brother's death, he set of to help him.
He has an ulterior motive however: besides wanting to help his brother, he also hopes to find acceptance from his homevillage.
He doesn't actualy care much for the live of Meric, the evils that might be in the temple or the lives of the other party members.
Well, thats basicly it, dark, yet not evil. Just very, very bitter and cynical.
He doesn't talk when he has nothing to say, and dresses in clothes even darker than his mood.
Oh and for stats:
Uh, well thats it!
Let me know what you think of it.
PS: If I'm not selected to play in your PBEM, could you please send forward the emails to me? I'm very interested in reading them, because it sounds
like a very interesting campaign with very interesting characters.
Re: The Adventurer's Guild 2E Campaign archives
Bram of the Battlehammer clan is here to search for Meric. Actually, it is a strange twist of fate that allowed him to learn of his friend Deric's son having come up missing. Deric and Bram once fought side by side in the Great Wars against the kobolds, when the kobold nation was forced to flee its ancient home in the dark mountains by forces unknown. Deric and Bram had fought back to back many times and were blood brothers. Bram kept track of Deric for a while but what with a human's short lifespan and the growing requirements of his trading Bram had lost touch except for the glad tidings of the birth of Meric and then the extremely proud message of Deric's stating that his son had become a Paladin and devoted his life to his faith.
During the Great Wars Bram had come upon an ancient battleaxe that just felt right when he hefted it. The axe had served him faithfully ever since, and the oddest thing about it was that the blade never chipped or needed sharpening, sometimes he pretended to sharpen it just to make other people think that it needed it and that it was an ordinary weapon this along with a pair of bracers and gauntlets that make me feel strong. They found many things in those days, many Bram would not touch, many that were too large in size for his short stature, but hard coin and gems and jewels they found and lots of them and that is why his life turned to being a merchant to make all of that coin turn into more coin. Oh, he still exercised and went on an occasional foray to protect hearth and home. For some reason he had never married, and was bit lonely because of it, but whenever he felt like that, a tall dark barrel of ale would solve it sure enough. Yes, you heard right a barrel not a tankard. One of Bram's favorite pastimes is to go to the local tavern and drink everyone under the table usually trying to get them to pay.
This is his one deviation from a life devoted to making every single copper he can and holding on to it like his soul was trapped in that very coin.
The only exception to this is friends that have proven their selves in battle.
Why by every dwarven god known did he get it in his head to start liking that Deric and his family, that little lass what was her name, oh yes,
Tamar. Beautiful for a human, I suppose. At least Deric thought so. She
didn't even have a proper beard for goodness sake!
When the messenger arrived from that little hamlet and reported than a young paladin had disappeared in the foul temple, I had sinking feeling in my gut.
I asked for a description of the lad, and sure enough, had to be Meric, or so near that I wouldn't forgive myself if I didn't go and see for myself.
If nothing else I can take the lad's body, or whatever proof to his kin.
How many years has it been? I sent him a little ring, probably fits his pinky now, cursed humans get so big. His kin may not even remember me.
Humans are so short lived. Oh well, I guess there isn't anything else for it. If for no other reason I owe it to Deric.
I think they are working on getting an expedition together, hope they wipe out whatever evil is there. It really wouldn't be any of my concern if it wasn't for Meric. Drat and Drat and Drat! I suppose I will have to join up with whomever they rake together; maybe even some thrice cursed elves. And at that thought, he spits. I better have a tankard to wash that out of my mouth, after a few rounds he finally makes the decision So Bram loads up his battleaxe in a sheath across his back, short bow and some broad head arrows (not very good with them anyway) gets his chain mail, his simple pot helm, he carries a dwarven dagger at his belt(mainly for utility not much of a weapon), bracers (doesn't really trust them), his gauntlets and his normal adventuring provisions packed on a mule and leaves the business in the care of his associates, with assurances that it will all be there for him when he returns, or he will bust their heads of course, cursed foul people charged a whole 2 silver pieces for the storage too.
(Most of his trading was done for the season anyway.) I guess I will take the 2 silvers out of Meric's hide as long as the lad is safe mind.
He goes to the town hall to look for whoever is in charge of this mission and finds out that someone does know that the paladin's name is Meric and that settles it. He finds out that Adso is leading the expedition, and gets a description of him and then goes to look for him. Upon finding Adso, Bram walks straight up to him and crosses his arms across his chest and says, "Names Bram of clan Battlehammer and I will be accompanying you to search for Meric. When are we leaving?" and he stares at Adso in impatience.
Sean/Bram Battlehammer
P.S. You can flesh out the gear or I will if I have more time. Time is kind of scarce so lengthy posts of this nature would be about once a week, although I can respond with short actions often.
Let me know, I haven't ever played a dwarf before.
Level 5 warrior with a Battleaxe + , and bracers of defense and gauntlets of Ogre Power didn't sound like a lot of magic but it might be. A couple of healing potions or such would round it out, if you've a mind. Anything else your willing to give I would gladly take, but sounded like a magic poor environment. Armor for instance instead of the bracers. Since Bram is really quite well off financially, money isn't much of a motivator.
42 hp Age: 65 Align: LG/LN (another borderline alignment)
Description: Bram Battlehammer is a tough, sturdy, narrow-minded, regimented, no-nonsense dwarf from the rugged mountains whose exact relationship to Meric I leave for you to develop (subject to my approval).
In any event, he takes this mission very seriously. Also, while he detests evil, his primary concern is law and order. He is stern, but intensely loyal to those who have befriended him. He dislikes elves and half-elves, but eventually his prejudices concerning them will cease if they prove themselves worthy, especially in battle. Oh, and he loves his dwarven ale.
Additional notes: this character will require more fleshing out than the rest, since I am leaving a lot of his history/background/etc. up to you.
Re: The Adventurer's Guild 2E Campaign archives
Hi Robert,
thank you for having answered so quickly...
I think that you don't let me too many choices as I don't have any AD&D handbook. Nevertheless it doesn't matter as the other left characters sounds good for me.
I think I will only choose your schizoid dwarf. I think I got a small preference for him and it sounds to me that it will be easier for me too to incarnate such an uneducated character as I think I lack a little bunch of english litterary vocabulary. And besides creating a character is a somewhat heavy work.
[DESCRIPTION]
Bram is a greyed-hair drwarf. He looks rather old and tired but two fierce eyes just let you think that he might be not so impotent as he looks like.
His tough body also makes you think in that sense. An huge broadaxe on his back (it seems to be taller than himself!) just tops his head. He commonly wears used clothes but no holes can be detected on them. Of course as any respecatble dwarf, he wears a beautiful beard carefully cut. Bram seems to be a very pragmatic dwarf, and that's why he never travel overweight. A small backbag holds all his owns and when he don't travel he just wears leather clothes. On travel, he prefers to wear a chain mail for safety reasons.
He may sometimes seems dreaming or tormented but he is generally a very pleasant companion even on the battlefield or in a bar.
[HISTORY]
Bram is a dwarf coming from Taylox - a dwarf city under an icy moutain. He spent the first half of his current life in this frozen hell working hard (as every single dwarf in this city) to make everything work fine. Bram doesn't like too much to speak upon his past. Indeed he only considers himself more experienced and wiser than all the people he can encounter. So he simply believes that this somewhat boring and unepic part of his life has no place in the Tale of his life.
However, when he -rarely- talks of this period of his life (mostly in confession with his friend and confident Adso), here it is what we could heared :
"As any single inhabitant under the moutain, I have been forced to work in my youth and to do any single job that can exist on earth before being allowed to decide to choose My work ... for life. The first decade of my life was a rather free and pleasant one : youngs dwarves in Taylox did not have any obligations towards their elders. They are just supposed to grow up.
Then when I came older, I had to participate to the community life. I learned every single pratical thing that anyone under an icy mountain has to know to be able to survive. I learnt how to swim in a chilling mountain lake, I learnt to run in the lost corridors under the mountain, only used for fast communication between the city and the miners. I learnt to carve the rock and tried - with so many difficulties ! ", Bram laughs.
"I also learnt to fight, to repair a sword or a warhammer, to go out and to survive in winter in our mountains. I even learnt ... how to cook and to wash dishes but.... please don't say it to anybody here. I was not alone to do so many differents jobs. It was not because I was somewhat loved more (or less) or that the mayor believed in me - but this is the way things goes on in Taylox - the city under the mountain."
"It lasted another decade and I was then allowed to make my choice. Well, when I say 'make my choice' it is somewhat not really true. I'd better say 'finding a opened job that I was able to do'... Elders were very strict on that choice. They believed in the right man to the right place, and the ten years spent in learning all that can be done in the city was nothing but a huge recruiting simulation."
"So I choosed.. brewered. Hey! Don't laugh please! It's a very serious job out there! Very respected! And NO!!! I did not choose this job because of Ale!! I was not an alcoholic ! [Grumble.... grumble]"
"Anyway I worked for ten years when the mill coming from the valley became worse. Nobody supported it and the Elders of the City decided to send a few emissaries to understand the meaning of this poor quality (as I have already aid it, Ale is somewhat sacred out there) I was naturally choosed to go out with some of my friends."
Bram becomes suddenly silent and dreamy...
"Ahhhh... what a nice travel. I never went so far before. I saw so many beautiful thing. So many trees, so many animals, so many people... Well...
in short... I decided not to come back to Taylox with the other and to stay in the valley. I had no idea of what I could do. I had a good place in the city but this place was not so promising as any of my current dreams. Life was not so small that I believed before! Of course the other dwarves tried to make me come back (It was desastrous for them that a member - more, a
brewer!!- left the city!) but they fell"
"I first tried in the human village to settled as a brewer but the mood was not the same as in Taylox and then I understood that I could never settled down anywhere else. So as anyone who wants to survive in this human world, I became a mercenary"
"I spent so many times on battlefields. I fought for so many causes that seemed all good... I don't want to talk again of all my epic adventures and all the things I did, you know them too well I'm sure...", Bram smiled.
" But those last years, I became to feel some unpleasant things in my head.
I was begining to wonder of the soul, of its pureness. I want to know if I did well, going out of Taylox, trying to help and to spread Good on earth.
But I have been on so many battlefields, I saw so many friends of mine being slaugthered. Does the God of Good wants this?? And then my road crossed Adso's one. For me he was my soul saviour ! He was a priest and I was a wandering soul. He was talking to God and I want to have answer to my own questions. So I first talked to him (anyway, just ring me whenever you will see him talking first ...) I ask him to receive my confession and to help me. He looked rather confused and surprised first but finally accepted. He tried to convinced me that I behaved well and that I should have no regrets. He was not SO convincing, but he brought to me some kind of wisdom on that question... From that time (it was only last year) he became my confident and -I like to believe it- my friend." [long silence...]
And suddenly, Bram,s face changed! A great smile crossed his face and he shouts :
"But enough talked of me!! It's beer time! ALE!!!! Bartender just bring me a tonnel of your best ale, and not those shiting piss that you gave me last night when you thought that I was to drunk to taste it!! Go on, bastard.!"
Well, I think it's enough for me now. I will go on further on some points if you wish me to do so. Besides if there is anything that you don't like - or understand- in Bram, just let me know. I'm opened to any suggestion to make this character live more intensily.
I hope you will choose this incarnation of Bram to be "fleshed out".
42 hp Age: 65 Align: LG/LN (another borderline alignment)
Description: Bram Battlehammer is a tough, sturdy, narrow-minded, regimented, no-nonsense dwarf from the rugged mountains whose exact relationship to Meric I leave for you to develop (subject to my approval).
In any event, he takes this mission very seriously. Also, while he detests evil, his primary concern is law and order. He is stern, but intensely loyal to those who have befriended him. He dislikes elves and half-elves, but eventually his prejudices concerning them will cease if they prove themselves worthy, especially in battle. Oh, and he loves his dwarven ale.
Additional notes: this character will require more fleshing out than the rest, since I am leaving a lot of his history/background/etc. up to you.
Well, there you have it. Please "apply" for as many characters as you want.
Please keep in mind when you are fleshing out these characters, however, that this campaign is down-to-earth, and the level of magic is a 4 or 5 on a scale of ten. So no sons of Zeus reared on cloud castles, who ride winged steeds and have a +10 sword of monster extinction (if that's what you crave then I suggest FR). Oh, and by "fleshing" out I mean that I want a detailed description/background/sample dialogue, etc. of the character, subject to the guidelines I have provided for each character. Well, I guess that is all. Good luck and thank you for your interest in my game.
Re: The Adventurer's Guild 2E Campaign archives
Adso is kneeling in the temple before the central altar. He is praying to the God of Holiness, The Great One. He has been praying for hours as Master Gedlar approaches Master Gedlar hears the pain in Adso's voice, "Great One, hear the prayer of your humble priest. If it be your will, protect this city. If the rumors of evil be true, rid this area of the stench of evil.
My friend Meric, who has served you faithfully these many years has not returned. My heart grows heavy for him. I beg of you, remember him."
Master Gedlar clears his throat. "Adso, The Great One has heard your prayers." And then after a slight pause adds, "You have been praying for hours, The Great One knows all that you seek. But for now, His Grace has need to speak to you. He has requested your presence in his personal study.
Attend him there." Adso turns to look at Gedlar, "His Grace desires to see me?" Gedlar looks at him with a slight smile, "At least your hearing is still good. I wouldn't keep him waiting." And with that Gedlar turns and strides from the sanctuary. Adso turns back to the altar, "Great One, forgive me for being so brief today, but Your emissary His Grace has called and while in these earthly fetters I must attend. Your servant humbly begs your forgiveness."
He then rises to a standing bent over position and slowly backs out of the sanctuary. Once outside of the sanctuary proper, he then runs at fast as his feet will carry him to His Grace's study. Then with the required three knocks on the door, he is told to enter. Adso enters the study to find a very mature man sitting behind a large ornately carved desk. Sitting in a chair to the side is a man in full plate armor with a Great Sword across his lap. He approaches the front of the desk and bows his head briefly, "Your Grace, Adso, Initiate Priest of The Great One. You requested my presence, Sir?"
His Grace leans back, and while Adso's head is bowed he looks at his visitor and winks, "Adso is it? Oh yes. Now I remember, Adso. Do you love The Great One?" Adso looks up in shock, "Of course Your Grace. Servant to the
Great One is my life? I don't understand? Have I offended you in some
way? What have I done? My life is The Great One's. Nothing is more important!" His Grace lets out a little laugh, "Ah, Adso. I know that all of that is true. Forgive me, lad. I was just having a little jest with you. Let me introduce you to someone. This is Lord Tristus Champalion, you will know him as Master of the Eternal Order of the Great One and protector of the Holy Laws and Rites that have been entrusted to us."
With that Lord Tristus rises, changes his sword to his left and extends his right. "Adso, I knew your father. He was a good man. I fought with him in the Great Wars. I see you have his looks." Adso is so surprised and shocked, his father died when he was very young and his mother gave him to the temple when she got ill during his early teens. "I-I-I-I-I thank you, My Lord." Tristus looks him over and then back to his grace, "Are you sure he will be capable of handling this?"
His Grace smiles, "Lord Tristus, The Great One smiles on him."
Lord Tristus, sits down slowly, "As You Grace will have it then." Then he turns to Adso, "Your Grace feels that you are competent to handle an expedition into the ruins of the temple of the Evil One. What say you?"
Adso replies, "While far be it for me to question His Grace, I most humbly suggest that a squadron of Holy Knights would be a much better choice.
There are many more qualified Priests here in the Temple even. Why me?"
Turning to look at His Grace.
His Grace, "An Angelic messenger appeared to me a fortnight ago and told me that Lord Tristus would come with a task that The Great One has declared is for you. I suggest you assemble your gear and report to the Town Hall.
Your friend Meric was last order to search the temple for signs of the Evil One's return. We have not heard from him, Lord Tristus is concerned. He goes to the Holy City to retrieve the Knights, that will take time. Time Meric may not have. Until Lord Tristus's return we would like to send you and a group that the town has hired into search for him. Find him or proof of his Eternal Promotion. If you find signs of The Evil One try to avoid an encounter, your mission is to find Meric. To aid you in your quest, I have a few items for you. Your many services to the Temple have given us coin and items of power, which we use for the Holy Purpose, but these are being returned to you for this quest, a mace, the symbol of The Great One's Power.
A Shield, the symbol of The Great One's protective hand, and this suit of chain mail a symbol of your devotion, these items have power, use them wisely. Find Gedlar and tell him that I have authorized you to take some of the Holy Water stores. Go with the blessing of the Great One."
Adso is still so shocked that all he can do is nod. Then when he understands that he has been dismissed. He bows his head and says, "Your Grace." And then he leaves the room and goes in search of Gedlar.
When Adso finally catches up with him, Gedlar says, "And how did your meeting with His Grace go?"
Adso replies, "They have set me a task. I don't believe that I am capable of this thing. But His Grace says that he received an omen and that it is my destiny to do this thing. He sent me to find you to request Holy Water from the stores."
Gedlar looks thoughtful, "Holy Water. Sounds like your task is serious indeed. Very well. I will have a supply sent to your room, and I will remember you in my prayers." At Adso's shocked looked he laughs, "Contrary to what the apprentices think, I do pray. I take my work seriously here.
However The Great One doesn't care where you are when you pray, thus I do much of mine in private. " With a sly wink he continues in a conspiratorial tone, "But don't let that out, I like the renegade reputation. Did His Grace give you anything to assist you on your quest?"
Adso not trusting his voice simply shakes his head in a "Yes!"
Gedlar says, "Well and Good then. I have a few things that might be useful as well. They will be with the Holy Water. Now go eat dinner and then go get some rest, it could be sometime before you sleep well."
On the morrow, after packing up the items that he has been given he goes to the Town Hall and starts talking to them about his companions.
Looking around at some of the rabble that have applied seeking fame and fortune he silently wishes that this task could have passed to another.
Adso,Sean
P.S. Since nobody else applied, I'll apply for Adso. I could probably do both from separate e-mail accounts. Just let me know which one if any you want me to do.
-----Original Message-----
Name: Adso Race: human Class: 5th lvl priest
str: 9 dex: 12 con: 12 int: 15 wis: 15 cha: 15
18 hp Age: 25 Align: LG/NG (Adso has a borderline alignment)
Description: Adso is a young priest who is also one of the best friends of the missing paladin. He is very worried about his friend, and wants to set out to find him immediately. He is also very concerned about persistent rumors of an evil uprising in that area. He has been chosen by his ecclesiastical superiors to lead this mission, but he questions his effectiveness as leader because he has never lead such an expedition and he is rather shy and introspective. Nevertheless, he is also very compassionate and dedicated, and will end up shining as leader of the party.
Lastly, and most importantly, he is a very pious priest dedicated to the cause of good and takes his sacerdotal duties and alignment very seriously.
Additional notes: Please note that Adso is a specialty priest, not a "vanilla" cleric, and, while he shares many powers with the standard cleric, he has additional special powers/restrictions that I will detail later.
Please also note that there are only three deities in this campaign, good neutral and evil, as well as a host of servant-beings such as angels and demons. Adso obviously is a priest of the God of Good. I will give more details about the religion later. Lastly, please remember that I want Adso's player to have access to Player's Option: Spells & Magic, unless you truly impress me with your style, then I _might_ make an exception.
Re: The Adventurer's Guild 2E Campaign archives
Robert:
Here is the bio for the dwarf fighter in your proposed party. I have taken some liberties with the info that you have provided, to try to build a reasonable character sketch. I have included some notes after the bio, to show the most obvious liberties, so that you can change what you think needs to be changed, if necessary. Of course, you are free to alter anything, I have just tried to point out such things as geographic names and locations, that may be different.
BIO:
Bram Battlehammer was born 65 years ago, the only child to Ilsidur and Keitha Battlehammer in the small dwarven town of Shudak(1), in the
Skycrest(1) mountains northeast(2) of (insert the campaign city name here).
It was a tragic birth, since Bram's mother died in the birthing room, leaving Bram to be raised by his father. As a result of the tragedy, Bram's father was a very stern and humourless parent (it is possible he put some of the blame on his son).
Ilsidur Battlehammer was an average stonemason, but had a very quick wit and fair mind, and sat on the ruling council of the dwarven town. After the tragedy, he became even more short-sighted and stubborn. He had a major falling-out with the council over an important decision, and as a result was asked to leave the town.
He took his son, now aged 20 (comparable to a human of about 8-10) and moved to the human-dominated city of Caradel(3). They arrived in the city just as it was being transformed from a lawless boomtown to a more civilized location. Ilsidur worked as a stonemason for a few years, and developed into a leader of the local stonemason's guild. As a result of Ilsidur's fairmindedness and wisdom (recovering somewhat from the loss of his wife), he was soon chosen by the new town government(4) to be a local magistrate.
Bram, raised by his magistrate father, was imbued with a deep respect for the law. As soon as he was old enough (equivalent to 16 human years) he joined the city guard. It was soon clear in his training that he had a real affinity for the 2-handed battle-axe(5), and was able to develop a specialization in this weapon. He was also trained in heavy crossbow and mace. He worked as a city guard for a number of years, reaching the rank of sergeant (3rd level).
Ten years ago, Caradel began to be plagued by a large bandit gang, made up of renegade humans and dwarves, as well as some evil humanoids. The gang raided the mines, caravans and nearby settlements. A carefully set-up trap was able to capture the leader, who was quickly tried and sentenced to death in Caradel. Shortly after the trial (before the execution), a daring group of the bandits infiltrated the city and captured one of the local magistrates (Bram's father, Ilsidur), with the intent to trade his life for the bandit chief's.
The city government refused to negotiate with the bandits, however, and the chief was executed. Two mornings later, a box containing Ilsidur's head was found outside the city gates. Bram was heartbroken, but the law was the law, and he knew that no-one should negotiate with terrorists (at least that was the way he felt at the time).
The leaderless bandits soon began to break into smaller groups, and Bram was assigned to one of the squads delegated to destroy these remaining gangs. It was during the months of chasing these gangs that Bram was promoted to lieutenant (reaching 5th level), and squad leader. He claimed a
+1 2-handed battle-axe (which would become his most prized possession)
+from
the body of one of the dwarven bandit sub-chiefs. He also found a document that linked the bandit group to a merchant family in the city of (insert campaign city name).
He presented this information to the city government of Caradel, but since trade with the (campaign city) was considered so important, the government refused to follow up on the lead. Bram was aghast, since clearly the "proper thing to do" was more important than some trade pact. He resigned from the city guard, and left for (campaign city) to take matters into his own hands.
When he arrived at (campaign city), he soon learned just how powerful the merchant family was. He realized that it would be impossible for him to prove their involvement with the bandits based only on his word and the document. He joined Aghar's School of Weapons(6) as a weapons-trainer, and is biding his time, waiting until he discovers more incriminating evidence against the merchant family. He has been in the city for the past 5 years, with little success. However, he has discovered that the family is involved in a number of shady dealings, including drugs, selling stolen goods, and possibly slavery. He just needs to find the proof.
Three years ago, Bram met Meric Palaran, a paladin-in-training for the church of (insert good god name). Bram was assigned to be his trainer in the mace(7), in which Meric proved to an adequate (though not stellar) student. However, Bram took an immediate liking to the outgoing young man, and they had many discussions, especially over application of the law. Bram felt that the letter of the law must be followed, while Meric would argue that it is the spirit of the law (to maintain civilization, protect the innocent and uphold the morals of society), that was the most important.
Even after Meric had finished his formal training with Bram, they would still meet one to two nights a month for dinner and a few drinks. During these discussions, Bram found his absolute adherance to the law (even if it meant justice was not being done) was beginning to waiver (thus the waivering alignment from LN going to LG).(8) It was also during one of these dinners, when the men were a little "in their cups" that they vowed to come to one another's aid if there was ever serious trouble.
Last meeting (some three weeks ago), Meric was especially excited, since he was being tasked with leading(9) a party from his church that was to investigate a abandoned evil temple. There had been many rumours going around the city of some sort of activity taking place at the temple, but Bram had passed them off as the usual "evil witch/evil lich" stories.
However, Meric had assured Bram that there was some truth to the rumours, and his church felt the ruins needed to be investigated. Meric and Bram agreed to meet soon (last night, in the story line), where Meric would update Bram on the results of the investigation.
Meric never showed up. Bram became more and more worried as the night went on, and the following morning, he went to the church to enquire after his friend. Imagine his surprise and trepidation when he learned that Meric had not returned from the journey to the evil temple. He went to the weapon school, resigned his position, and returned to the church to offer his services to find out what has happened to his friend.
Bram has met Adso, as Meric has occasionally brought him along to the dinner meetings. Bram regards Adso as more than an acquaintance, but certainly less than a friend. He does respect the quiet young man for his compassion and his dedication to his beliefs.
Bram has never met Noah (nor would he want to, a half-elf is one half an elf too many).
Bram could easily know either Ulrick or Erwyn, since they would likely
have trained at some time at the weapon school.
NOTES:
(1) Insert another name here if applicable.
(2) Insert proper direction.
(3) The intent here is to use a city that is located near the mountains, some 100-200 miles away from the campaign city. The city would be a service center to the nearby mines, and thus have started out relatively lawlessly.
(4) Or the local lord.
(5) This is a two-handed slashing weapon from the "Complete Dwarf's Handbook", and does 1d10/2d8 damage. If it does not fit into your campaign, then it could be substituted by a normal battle-axe.
(6) Or a similar training facility.
(7) Or 2-handed battle-axe, or heavy crossbow. Also, Bram has one spare weapon proficiency, that can be used for whatever weapon he might have taught Meric.
(8) If the alignnment is meant to move from LG to LN, then the story could be adjusted to allow Bram to carry out what he would think is "lawful", while actually causing harm (an evil-leaning act).
(9) Or being a member of, if not leading.
If I am selected to play Bram, there are a number of hooks that appear in this bio that I would be able to develop as a contribution to the campaign. For example:
1) the dwarven town of Shudak
2) the city of Caradel
3) left-over bandit hideouts
4) Aghar's School of Weapons in the campaign city
5) the merchant family against which Bram has the vendetta
Thanks for looking over this application (I feel like I am applying for a job!). Let me know what you think. Also, if you do not want me to play Bram, but would like me to take on another PC, let me know, and I can prepare a bio for him, instead.
If you don't intend to pick the players soon, could you please let me know, so I know when I can expect an answer.
Re: The Adventurer's Guild 2E Campaign archives
Robert,
Here is my proposed background for the Ranger. Definitely a ranger if I get him. As I said I don't have any history using a Ranger, but here it goes.
++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++
Erwyn is a youthful man who has lived the majority of his life on the outskirt of a small city. His father was a tracker and so Erwyn learned the ability to live off of nature at a young age while on expeditions with his father. He has always had a love for nature and at times prefers the company of animals to people. He has not had a lot of adventuring experience but has at times stepped up and aided the town folk in times of need. Such as the time when a band of vagabond orcs invaded the town and kidnapped numerous children to use a a political stepping stone to ensure that trade would continue between the two races. Typical orcish stupidity. He was one of the integral cogs in the machine of tracking these desperate halfwits as he led his small band to their hiding place. That and the few hunting missions that he had gone on that lead them into enemy territory are really all of the experience he has. However, being a trackers son he has spent most of his life studying the art of reading the skies for weather changes, covering tracks, finding covered tracks, and has always had a kinship with animals.
Erwyn met Adso at a young age, and as there are around the same age they grew close quite quickly. As they have had different backgrounds in life, their time together was strictly for enjoyment. They had little interest in each others studies. However, they did become quite close and Adso was right behind Erwyn as they rescued the children from the clutches of the evil orcs.
Since Erwyn's father died about 2 years ago, he has been left to fend for himself and with he help of his sister (OCC: the possible female ranger) they have continued their fathers legacy of being the ones to call on in times of need.
Erwyn's ability to track and sustain himself in nature as his best attribute by far. If hiding in a forest was an art, then Erwyn would be Picasso or Michaelangelo. Growing up mostly in times of peace, he has had little more than his interest in it to get him trained in weaponry. Adequate with a sword (his favorite being an ordinary longsword) he has been able to save his neck once or twice. However, his favorite is the longbow. While hidden amongst the bows of a tree he is able to smack a wild boar at 75 paces right in the heart. He is also skilled in hand to hand combat and enjoys beating men twice his size in such competitions. Lastly, he is skilled in the art of knifethrowing. He has built up quite a reputation as the best dart player in the town.
Erwyn's NWP's consist of tracking, animal lore, acrobatics, first aid, and one that he has recently become interest in, astrology. (OCC: if their are others that a ranger should have feel free to add them or take some away) When Erwyn first heard that his friend was going to take on this exploration by himself, he turned to the stars, and a shiver ran down his spine at the alignment of the three great tellers. He felt that something bad was going to happen and now wants to assemble a band together to aid his friend as soon as possible.
Re: The Adventurer's Guild 2E Campaign archives
OK, tell me if this proposal for "warrior X" sounds reasonable....
On Fri, 4 Feb 2000, Robert O'Brien wrote:
>
> Name: warrior X Race: human Class: 5th lvl warrior
>
> str: ?? dex: ?? con: ?? int: ?? wis: ?? cha: ??
>
> ?? hp Age: ?? Align: ?? (_must_ have a good component)
>
> Description: this character is left wholly for you to develop. Don't
> get me wrong, I reserve the right to change him (and, no, his name
> need not be "warrior X"). Please relate him to another one of the
> warriors, instead of Meric, as I want some diversity of relationships
> in the campaign. By relation I mean something along the lines of
> friend, employee, boss, partner, cousin, or brother.
>
Xavier's family has always been close to Erwyn's, ever since they were children. Xavier, being three years younger than Erwyn, always looked up to him, and like Erwyn, his goal has always been to become a ranger.
Unfortunately, Xavier does not have nearly as much native intelligence as his friend, and could never quite remember all the little details of the forest. In fact, Xavier is just plain slow. When his father was dying, he got Erwyn to swear to educate Xavier and bring him along in his travels, a vow which Erwyn has regretted many times.
Xavier is a good person, and an able fighter, but shades of meaning and moral depth seem to elude him. When Erwyn is not nearby, he is easily deceived by scheming strangers or tricked by an attractive woman... Yet he does provide the additional 'muscle' occasionally needed for the ranger's good works, and that combined with his vow is enough to allow Xavier to stay around.
Bram Battlehammer, grandson of Bolder, blood of Rankin, of Ironstone in the <Galena Mountains>, chewed hard on his empty pipe and furrowed his brows as he shifted the weight of his pack on his shoulders. The strap was rubbing again on that old wound, and the scar itched like hell, but his mind was thinking deeper thoughts. The road ahead lay empty, it's muddy ruts broken only by the larger puddles that seemed destined to hide deeper potholes; already one of Bram's legs was wet to the knee. The wind whistled past Bram as he trudged along, tugging at his beard but otherwise flowing round him as if he was a rock. As he walked, his eyes scanned the road ahead, the undergrowth to each side, and occasionally he would turn around and peer back along the track.
Despite his attentiveness to his surroundings, Bram's mind kept returning to the reason for his journey. <Sir Lant> Palaran, "honorary" dwarf and best friend, was in trouble. Gadlam Peacemaker, Bram's own religious advisor and priest in <Ironstone>,had received some form of message from Adso, one of Meric's other close friends and a holy man of the Light. Apparently Meric had been investigating some reports of trouble in an abandoned Dark Temple. Bram's frown deepened as he thought of the self centred nature of those "Evil" priests he had met in his time. Praying to a God because he was a god was one thing, but praying to a god just because he was a means to increase ones own personal power seemed to be inherent in the way these people thought!
Bram had been working on his forge, finishing off the fine detail on the hilt of a long sword he had intended to gift to Meric on his <25th?> birthday, which was only <4 weeks> away. Within half an hour of receiving the message, Bram was already on the road, the unfinished sword strapped to his pack. Bram was not sure what he would be able to do to help his friend, or even if it was too late, but Adso had faith that his presence would help, so Bram would be there.
Bram's mind went back to <5 years> before when Bram and Meric had first met. Meric had been a fresh faced youth, only just come of age, and Bram himself was on his first ever trip with his father (the Light have mercy on his soul) outside the Ironstone hold. Their paths had literally crossed by the will of the Light, when Meric rode his horse over the brow of a hill, charging down to rescue Bram and his father Hathar from the band of orcs that had been attacking them. Bram and Hathar had been back to back, fighting against the odds despite the growing number of orc bodies around them. Hathar had just taken a gut wound from an orc spear when Meric¹shorse had ridden through the surprised orcs like a scythe through corn, and they scattered into nearby trees. Bram¹s father had collapsed, and Meric jumped down from his horse, his new armour shining with the tabard of the Light, and without a word knelt down next to the stricken dwarf. Bram watched as he lay on his hands, and the wound in Hathar¹s stomach miraculously closed over.
An orcish scream jerked his head up, in time to see the orcs charging again. Meric had yelled "Watch my back!", before drawing his sword and standing the other side of Hathar. Between Bram and Meric, a further 11 orcs breathed their last before the spirit of the orc band was broken by this tall armoured human, wielding his sword tirelessly beside the dwarf with the axe. As the last of the orcs limped into the trees, Meric had turned and introduced himself to Bram, before crouching again to examine Hathar. Bram had stood over the two of them, concern for his father in his eyes, occasionally scanning the trees. It was then that in a final act of defiance by an orc, a single spear came flying out of the trees. Bram only saw it at the last moment, and as he yelled a warning, he shouldered Meric out of the way, taking the spear in his own shoulder - the cause of the same scar that itched under his pack's straps now.
Luckily for Bram, the wound he had taken back then was not fatal. Unfortunately, his father was more grievously wounded than previously thought and over the next few days, as Meric, Bram and Hathar journeyed to a more civilised area, Hathar's injuries became infected and despite Meric's healing hands, Hathar quickly lost his strength and died before they made it to <name of Meric's home town>.
During that journey, the friendship between Meric and Bram had grown. Bram respected the young man for his courage and skill, and Meric too found much to admire in the young dwarf with the serious grey eyes.
Suddenly a brace of pheasants broke cover from the side of the road only 10 paces ahead, and Bram's hand instinctively reached for his axe "Iron Biter". In these times, travelling was a risky business and Bram did not feel 100% safe, even when travelling through relatively civilised areas such as this. Earlier that day, he had had to demonstrate his willingness to defend himself, when 2 vagrants thought he might be an easy target for mugging. But when they had seen the plate mail beneath his cloak the wickedly curved axe blade in his grip and the experienced fighter's stance, they had had second thoughts, and had ran instead.
Bram had learnt many of his skills with the axe from his time spent guarding the small herds in the high valleys of the <Galena Mountain>. Fairly wild and rugged, the mountains had many different humanoids all competing to survive and the dwarves had always needed to protect their livestock from such as goblins, orcs and other evil races. Even underground, the dwarves often found themselves being harried or attacked by monsters which had found their way through the underdark into the tunnels of the Ironstone realm. Bram had proved himself many times to be adept with an Axe, calm in combat and focused in his work, as much when defending sheep as when defending miners in the deep shafts.
Bram's family were a family of weaponsmiths, and it was natural that he also learn the family trade. His own axe, named "Whisper" for the noise it makes when passing through the air, was originally made by his grandfather Bolder, a master craftsman, and was special to Bram both for sentimental as well as practical reasons.
As Bram crested the next hill, roof tops could be seen in the gathering dusk It had stopped raining again, and Bram shifted his pack once more as he thought of sleeping the night in warm bed. Since he left the Ironstone hold he had spent three nights out in the open and for two of those it had been raining. He had not particularly felt inclined to socialise with other people on his journey and he had wanted to make as much time as possible, so had walked late into each night, relying on his own Dwarf born night vision to guide his way. But after three days and nights, Bram was fairly exhausted and he convinced himself that a night spent in a proper inn would revive him and allow him to meet with Adso tomorrow in good health.
As Bram stamped the mud from his boots outside the door of the inn, the door burst open, letting out a flood of warm air smelling of ale, jovial conversation and the sound of someone playing a flute. A man staggered out into the evening, almost bumping into Bram before he spotted the dwarf. A wave of alcohol fumes wafted over Bram, as the drunk leered down at him.
"Haay look, issha little man" he slurred, "Wot's ya name?"
Bram's hackles rose instantly! In cold level tones he said "Bram, of the Dwarves - you're in my way Jargh". (Dwarven for "fool").
The drunk smiled a drunken smile, and stepped aside, before tripping over his own feet and staggering off into the track towards the rest of the village.
Bram opened the door to the inn and stepped inside, his mood edged with anger at the drunk's comments. As he approached the bar, he felt another twinge of anger; human establishments always had such high bars. With his chin level with the edge of the bar, he gestured to the innkeeper.
"Yes my good dwarf, how can I help you sir?" the innkeeper asked courteously.
"Food and ale soon, a room later and water to wash now."
If the innkeeper was taken aback by the dwarf's curt reply, he didn't show it, merely replied "No problem sir, follow me" and led Bram through to the back of the inn. In this room you will find a water pump, a cauldron of water on the fire that has been heating all day, a bath tub if you wish, and towels. You can lock this door. I take it you are travelling to <Somewhere>? Will you be staying just the one night?"
"Yes."
"The charge for the bath, a meal and the room for the night will be <9 silver pieces> sir?"
"Fine. Here - I'll be half an hour." Bram handed the Innkeeper <10 silver pieces>, then entered the bath room.
An hour later saw Bram sitting rather more comfortably, out of his armour and drinking a mug of warm ale. Bram had tasted better stew, the humans were rather bland on their flavourings compared to traditional dwarven dishes, but it had been hot and filling and he already felt a lot better. In the morning he would rise early and with any luck he would be with Adso before the day was out. Bram filled his pipe, then walked to the fire to light a taper. As he reached the fireplace, a voice spoke in soft almost melodic tones.
"Have you been exiled from the Battlehammer clan then; 'Bram of the Dwarves'".
Bram stiffened hearing the elvish accent and turned to see an elf sitting quietly at the fireside table. His grimace relaxed when suddenly he recognised the elf.
"Should have guessed only your ears could hear my words across a crowded room! How fares you Mellomir? It must be a year since we last had an ultok!" (meeting).
"Too true my friend". Mellomir stuck out his forearm which Bram grasped. "Our last meeting was in the high summer last year, at the Harvest Festival in <Somewhere else>. You had your human friend Meric with you and you were going to return home to practice your metal work. How is your friend Meric - he seemed like all you had told me about?"
Bram's face fell. "He's in trouble. I'm on route to meet another mutual friend to see if we can help him. Perhaps you can join us?"
The elf's face showed concern. "I wish I could. I am on a mission myself, although nowhere near so noble. You remember when we tracked down that gang of thieves to their hide-out in the <Unknown Forest>? At the time, we thought that the leader had been burned with the rest of them when the place burned down. Well I met him a couple of week ago in <Another place> and he swore revenge for what we did to him. At the time, I couldn't do anything, but he has since stolen something from me and I've been trying to catch up with him ever since. From what I have been able to gather, I understand that he is heading towards <Somewhere different>".
"I remember him. He was a nasty piece of work. It will be a better world when you have caught him - I wish I could help you, but I must first help my samman Merix - my shield brother." Bram took a puff from his now lit pipe, and the two friends sat quietly for a while.
Bram broke the silence. "Keep your sword high and the edge keen Mellomir, for it seems there is more and more evil in the world, and those of us who battle against it are spread thinner and thinner."
For the next two hours the two friends reminisced about their previous experiences, before Bram declared that he intended an early start in the morning, and hence he would take to his room.
"Sleep well Bram. Look me up next time you visit <Mel's Town> . I'll let you know how my quest goes".
"It has been good to see you again Mellomir. For an elf, you stand tall and wield your sword with skill. I would have liked to have had you at my side for my journey. - Goodnight and farewell."
Bram stood and knocked his pipe out on the fireplace, before heading to his room.
***
The next day proved better weather and Bram left before first light. He was determined to make <Somewhere> as soon as possible.
Note all the items <marked>, are places / times that need to be tied into your campaign. For example, <Somewhere> represents the town/place where Bram is due to meet up with Adso.
I have the sourcebook "Dwarves Deep", from which I have gained some of the dwarven words - I like to throw them in every now and then!
Hopefully this entry is not too late for you to make your decision on who will play Bram! Edited by: Calculus Crusader at: 4/9/04 9:03 pm
Re: The Adventurer's Guild 2E Campaign archives
Character flesh-out for Noah
Much of this flesh-out is detail-specific, and so of course would be subject to whatever changes are appropriate. Made up place-names, extensive background, etc. For sample dialogue (at the end) I came up with a likely situation and ran with it for a bit.
To begin with, I’m going to run through the old “20 Questions for Any Character’s Creation,” that’s been floating around the net for forever. I’ll include all of the questions, in case you don’t have handy access to it. I’ve found this to be a valuable tool for creating and solidifying a character’s personality and history.
Character: Noah
1. Who were the character’s parents? Did they raise the character? If not, why? If not them, who?
Noah is the child of Noah is the child of an Elven mother (Nrythsyllanius) and a human father (Jeb Ur’Thalas), who maintained a steady relationship throughout Noah’s childhood. He was raised by both of his parents, although his father was something of a mercenary and hence was often gone for extended periods of time. His mother, a low-level mage herself, used her talents to bring in a steady income by selling charms, minor divinations and the like in the fairly large city in which they lived.
2. Did the character have any childhood friends? Any siblings? Where are they now? Does the character stay in touch with them? If not, why not?
Noah had few friends in childhood for a number of reasons. He spent much of his time with his mother, serving as her apprentice. Also, other people tended to find him a bit aloof after he began his studies. The only notable exception this was Meric, who is the son of a comrade of Noah’s father. The two had an interesting relationship – Noah often found Meric to be somewhat rigid and preachy, and Meric often found Noah to be “unfocused” (i.e.: not religious) and overly confident in the power and utility of his magic and mind. The two enjoyed their social sparring, however, and were close companions until they both began their adventuring careers. They’ve kept in touch all the same, up until Meric’s recent disappearance.
3. What was childhood like for the character? Calm and peaceful or turbulent and traumatic?
Childhood was on the balance a pleasant time for Noah. His inherent good-naturedness and humor softened the jolts of life. He felt cooped-up after a long apprenticeship in his mother’s shop, and was eager to strike out for himself and see the world, as his father always had, but his parents were understanding and allowed him to leave without too much ado.
4. Does the character have any or did the character have any role models?
Noah has three role models, for reasons that changed as he grew older.
His father is one – he admired the respect his father received from others, and the tales he brought home of adventure in foreign lands. As Noah grew older, and especially after he began adventuring for himself, Noah also respected that his father never seemed enjoy his work. Jeb always preferred being home with his family, and had long since lost any joy he might have had at killing and the warrior’s life. He particularly detested life as a mercenary, and ended up leaving the trade for more steady (and local) employment with the city guard.
Noah also admires his mother for her power with magic, and the ways she found of living according to her principles, even though they were not well off or powerful as a family.
Noah’s third role model is/was the legendary Pnyllismanth, an elven thief-turned-mage who, in a period of tyrants and revolutions refused to obey the law without first questioning it, and also refused to engage in violent anarchy simply because it was illegal.
5. What did the character do before s/he entered the story? Who trained the character to do what s/he does now? What is the character’s relationship with his teacher(s)?
After having been trained by his mother to the best of her ability, Noah left to see the world. It was 3 years before he saw his home again, during which time he’d gained a considerable amount of experience. Although much of his adventuring was rather unremarkable, Noah himself particularly enjoys two tales of himself. One in which he outwitted and outgunned a gang of violent bandits, and another in which he humiliated a despotic prince by escaping from his scheduled public execution and rendering the prince unconscious in the process.
6. What are the character’s moral, ethical and religious beliefs? What lengths will the character go to defend those beliefs? Who or what taught those beliefs to the character? [irrelevant question deleted]
Noah believes in that ephemeral value justice – that the lives of the downtrodden should be made better and the lives of the comfortable perhaps trodden on a bit. Ethically, he believes that laws should be followed when following them results in a good, and likewise should be broken when breaking them results in a good. Laws do serve a purpose in and of themselves, but that purpose is not as noble as Good, and so must come second (at best) after the latter pursuit. Religiously, Noah is a follower of the good deity, although he devotes himself more to practicing its values than observing its rituals. Noah is willing to sacrifice his life for his values, if necessary, although he’d prefer to keep his skin for as long as he can. His beliefs were never taught to him, but were clearly greatly influenced by his parents.
7. Does the character have any unusual habits or physical traits? What are they? What do they stem from? How do others tend to react to them?
Noah has a tendency to raise his eyebrows expressively in a way only those of elven ancestry can. He employs this most frequently when being submitted to another’s authority, as he usually thinks that he would be more competent at the job. He is thin, although not exceedingly so for his heritage. He has a scar on his right upper-arm from a sword that tried to land 8 inches to his left. Others usually have no idea it’s there, especially with his frequent use of change/alter self.
8. What is the general reaction to the character by other characters? Why, in the character’s opinion, do they act in that way?
Other characters usually find him aloof and fiercely independent – he resents any attempt by anyone to make him do something regardless of his feelings about it. Noah finds the independent assessment perfectly accurate and encourages it when practical. He generally attributes claims of arrogance as being jealousy on the part of those who realize that, in fact, he’s better than they are. He is not too ardent in this opinion, however, and is moderately open to criticism, especially from Meric.
9. Can the character kill? When did he decide that he could? Why would he? [irrelevant questions deleted]
Noah can kill, although he doesn’t enjoy it. He never really questioned his ability to kill, probably in large part due to his father’s occupation. He kills when he feels it is necessary, as modified by his moral feelings about the particular situation. In general this means he is most likely to kill those who are most eager to kill him.
10.What kind of relationships does the character currently have? Does he have any close friends? Bitter enemies? If so, who? What are they like? What is the history of their relationship?
Aside from his parents, Noah’s closest relationship is with Meric. He’s never been particularly social. He has no bitter enemies that he knows of. Other questions previously addressed.
11.Does the character have any mental problems? Phobias? If so, what are they? What do they stem from?
Other than a bit of arrogance, Noah has no mental problems.
12.How does the character generally treat others? Does he trust easily? Or not? How does the character relate to people? Is he shy and withdrawn or outgoing and friendly?
Noah is aloof, but otherwise respectful. In fact, his arrogance is generally present in matters that directly concern him – that is, it is mostly an aspect of his independence. He trusts pretty easily, but only to a certain extent – he generally does not trust others as to what’s in his best interest, for example. He is not shy, but he is also not particularly outgoing. He readily engages people, but usually only after they have come to him.
13.What does the character look like? Any scars, tattoos, an odd gait or accent? Where did he get them?
He is thin, and of average height for a ½-Elf. He has thick, shoulder-length, pale brown hair which he usually ties back. He has the afore-mentioned scar, but no other distinguishing characteristics.
14.What is the character’s normal daily routine? How does he feel when it’s interrupted for whatever reason?
Noah has no consistent routine. He tends to adopt routines as appropriate for whatever situation he happens to be in, and abandon them just as readily. He doesn’t particularly resent having his routines interrupted, at least if its for a reason.
15.Was the character present during any key events in the events of the campaign world? How did that event affect the character?
None of which he’s aware.
16.Does the character have a notorious or celebrated ancestor?….
None that he knows of.
17.Where is the character’s homeland…
[good question!]
18.What are the character’s dreams? Ambitions? Goals?
He wants to be a hero. He dreams of becoming powerful and doing legendary deeds that leave the world forever a better place, in which people are better able to be free. The dream of many adventurers.
19.How does he seek to obtain them? How does adventuring fit into this dream, or does it at all?
He plans to continue adventuring at an ever-grander scale, until he either becomes a legend, dies, or has a change of heart. A simple plan.
20.Does the character want to have a family of his own someday? If so…
He’s never thought of it at all. He’s never been very romantically inclined, and in certain respects probably still lacks the maturity for a committed relationship.
Okay, that’s it for the 20 questions, and I imagine that should be sufficient for background, etc. as well. Some sample dialogue:
************
Situation: The party has arrived at the town nearest the suspected site of Meric’s disappearance, a small but friendly place isolated away in the woods. The party has taken up residence in the (only) inn, much to the curiosity of the locals. Although they seem friendly enough, they clam up when questioned about Meric’s possible whereabouts.
Frustrated with their lack of progress, Noah decides to take the initiative in the crowded inn. He stands up from the table and begins clearly chanting arcane syllables with his head lowered. As he continues, a faintly glowing mist begins to surround his feet and the ambient conversations fade into silence as all eyes turn toward the stranger. He finishes and raises his head to his now-attentive audience.
“My friends, I wish to take this moment to formally introduce myself and my companions to you. I am Noah Ur’Thalas, transmuter of the city of Partas, and these are my fellows; Adso, noble priest of the God of Light, Bram Battlehammer, goblin-fright from the Rugged Mountains, Erwyn Valacar, ranger of the Kilfwood, Ulrick, noble warrior of Thasne, and this is XXXXX, also a knight of Thasne.
“Since our arrival we have received your generous hospitality and for that we are humbly greatful. Pleasant as our stay has been, however, we came here in pursuit of another end. We all have come seeking after this man…”
At this point, Noah again closes his eyes in concentration, and the rolling mist at his feet rise up into the ghostly form of a tall, kind-faced warrior.
“This is Meric, gentle paladin of the God of Light. Myself and my compatriots all share some connection with him, and many of us a deep friendship. He has disappeared from this region, and we seek to ferret out the cause, rescue him, if able, and destroy the evil at work in any case. And towards this, we seek your knowledge in assistance.”
******End of Dialogue*******
Hope that fulfills everything you were looking for.
-Erik
APPEARANCE:
Erwyn is about average height and has a slim but powerful build. He has shoulder length dark hair that is usually tied into a ponytail. When not covered his face is easily distinguishable as he has a well kept goatee. Also, he has a noticeably large scar on the outside of his right arm at about the level of the biceps. He has often been described as suspicious looking by those that do not know him.
Re: The Adventurer's Guild 2E Campaign archives
Noah is a handsome half-elf. He is a haughty specialist in alteration magic who is another best friend of Meric. He is only an acquaintance of Adso (and most of the others) through mutual friendship with Meric. He believes that he ought to lead the rescue mission due to his superior intellect and abilities, but he grudgingly accepts Adso as leader of the party. His primary concerns are the same as Adso's: find Meric Palaran and investigate the rumors of evil (in that order).
Here is what I have written as in introduction:
The day's light was waning and the shadows of dusk played across the buildings
of the city as Naoh approached the fabled Falcon's Rest Inn. He yawned in spite of himself as he came near the ornately carved front door, the tavern light spilling on to the dirt street. It was a surprisingly beautiful building, actually. Nothing to rival Elven architecture or anything, but the rumors about this lavish Inn must have been true.
His face twisted in a sneer an nobody in particular as he entered the dining hall and took a secluded seat in the corner. Laying his staff carefully against the wall behind him, he pulled the cowl of his cloak over his head and settled into a silent brood as he awaited the arrival of the others.
"What may I get you, good sir?" The slim serving woman was polite and prompt, exactly what he liked to see in people. He gave her his warmest smile and ordered an ale. Chilled and smooth as honey, the ale was a welcome treat after a long day of travel. Kicking his legs up on the nearest chair, Noah pulled out one of the many books he carried in his backpack: Facts and Theories of Alteration by Jyrdan Mirtoh. Time passed quickly as he awaited the others...
Re: The Adventurer's Guild 2E Campaign archives
As the sun sets over Narbo, and the colors start to fade from the horizon, Erwyn turns his head to the darkened skies of the east.
Desperatley trying to make out the evertelling story of the stars, however, it is to early yet to get a good read of the book of nature.
As he strolls from his home on the outskirts of the town, he barely makes a noise with each footfall on the well travelled path. Almost instinctivley his steps are calculated so that any attempting to follow would find it most difficult. As he approaches the emaculate Inn, he pulls the hood of his cloak off his head revelaing his face. The light from the opening tavern door hits it and reveals a slender chin covered with a bristley goatee. His hair is pulled off his forehead into a ponytail. He is perhaps slightly below average hieght for a human but seems to be in good shape. His step is light and seems almost effortless. He does not seem to be carrying any visible weapons as he enters. He scans the well lit area of the inn in search of the emmisary from the Bishop. Not seeing him in any evident area, he strolls up to
the bar and gives the bartender the knowing 'the usual' look. Seconds
later a glass of the inn's best elven wine is delivered. Erwyn takes the glass, scans the room once again, and not seeing Xavier anywhere either *I knew I should have told him last night and not this afternoon*, chooses a table where he is easily able to scan the entire seating area by barely moving his head. He slowly sipps the strong red liquid and continues to scan the area.......
Re: The Adventurer's Guild 2E Campaign archives
Xavier, a huge, muscular human known around town for the giant scimitar (rare weapon in these parts!) which is usually slung over his back, has been a bit confused. He knows Erwyn told him to meet him somewhere, but can't quite recall where. For the past few hours, he has been, in his imposing way, stopping people on the street. "I need to find Erwyn! Er--- wyn!!! It's important! Are you sure you haven't seen him?"
People generally find him quite amusing, but are not able to help, until finally he finds someone who points him in the right direction.
He bursts into the inn and rushes over to the table. "Ah, there you are!" Downing a large mug of ale, he tugs at his friend's shirt sleeve. "So, what's this all about? I know it, we're going to fight some evil creatures, and I'll become a real ranger like you, right? I've been doing everything you said, I even tracked a deer today! I almost caught her, but she ran away and I tripped in her droppings when I ran after her..."
Re: The Adventurer's Guild 2E Campaign archives
later a glass of the inn's best elven wine is delivered. Erwyn takes the glass, scans the room once again, and not seeing Xavier anywhere either *I knew I should have told him last night and not this afternoon*, chooses a table where he is easily able to scan the entire seating area by barely moving his head. He slowly sipps the strong red liquid and continues to scan the area.......
Xavier, a huge, muscular human known around town for the giant scimitar (rare weapon in these parts!) which is usually slung over his back, has been a bit confused. He knows Erwyn told him to meet him somewhere, but can't quite recall where. For the past few hours, he has been, in his imposing way, stopping people on the street. "I need to find Erwyn! Er--- wyn!!! It's important! Are you sure you haven't seen him?"
People generally find him quite amusing, but are not able to help, until finally he finds someone who points him in the right direction.
He bursts into the inn and rushes over to the table. "Ah, there you are!" Downing a large mug of ale, he tugs at his friend's shirt sleeve. "So, what's this all about? I know it, we're going to fight some evil creatures, and I'll become a real ranger like you, right? I've been doing everything you said, I even tracked a deer today! I almost caught her, but she ran away and I tripped in her droppings when I ran after her..."
###
Noah barely stifles a snicker at this bungling idiot as he relates his antics to the other man. Surely these could not be his travelling companions for their lack of intellect would probably get them killed quite quickly. Placing the marker carefully in his book, he shuts it quietly and listens to the other two.
At least they would serve as good entertainment until the representative sent by the bishop arrived.
Re: The Adventurer's Guild 2E Campaign archives
**** He bursts into the inn and rushes over to the table. "Ah, there
you
are!" Downing a large mug of ale, he tugs at his friend's shirt sleeve. "So, what's this all about? I know it, we're going to fight some evil creatures, and I'll become a real ranger like you, right? I've been doing everything you said, I even tracked a deer today! I almost caught
her, but she ran away and I tripped in her droppings when I ran after her..." *****
Erwyn listened to the all too familiar rantings and ravings of his large friend. **Well, at least he made it here without hurting himself and hopefully others**. "Good to see you made it friend. I was hoping that I didn't delay too long in telling you." Another sip from the goblet almost drained the savory liquid. Looking toward the bartender Erwyn raises his hand in the familiar gesture to order another round for the table. "Sounds like you made a good effort at tracking that deer.
There are a few hints that I shall share at a later date. Now we have other concerns on our mind. Poor Meric, alas, his trip was doomed from the beginning. I only hope that we are not too late. Where the hell is everybody? We need to get this briefing going."
Re: The Adventurer's Guild 2E Campaign archives
**** He bursts into the inn and rushes over to the table. "Ah, there
you are!" Downing a large mug of ale, he tugs at his friend's shirt sleeve. "So, what's this all about? I know it, we're going to fight some evil creatures, and I'll become a real ranger like you, right? I've been doing everything you said, I even tracked a deer today! I almost caught her, but she ran away and I tripped in her droppings when I ran after her..." *****
Noah barely stifles a snicker at this bungling idiot as he relates his antics of the other man. Surely these could not be his travelling companions for their lack of intellect would probably get them killed quite quickly. Placing the marker carefully in his book, he shuts it quietly and listens to the other two.
At least they would serve as good entertainment until the representative sent by the bishop arrived.
Erwyn listened to the all too familiar rantings and ravings of his large friend. **Well, at least he made it here without hurting himself and hopefully others**. "Good to see you made it friend. I was hoping that I didn't delay too long in telling you." Another sip from the goblet almost drained the savory liquid. Looking toward the bartender Erwyn raises his hand in the familiar gesture to order another round for the table. "Sounds like you made a good effort at tracking that deer.
There are a few hints that I shall share at a later date. Now we have other concerns on our mind. Poor Meric, alas, his trip was doomed from the beginning. I only hope that we are not too late. Where the hell is everybody? We need to get this briefing going."
###
Hearing Meric's name, Noah stands from his seat and carefully places his book in his backpack and retrieving his staff befor approaching the other two. His voice is soft yet not quiet as he speaks "Greetings fellow adventurers, I am Noah. I believe we have a common interest." He turns to speak directly to Erwyn "I presume you are the bishop's man here to brief us?"