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  Name (Soulname) Class/Level/Alignment Homeland/Family Title(s) Race/Sex/Age Height/Weight Hair/Eyes/Skin Personality Characteristics Magic Possessions Mundane Possessions Background History Adventuring History Miscellaneous Details Player Updated
View the details of this row. Hi'el Troiye (Caer Dinnos) Druid - Ranger [Mielikki's Shadoweir (Multi-class Druid/Ranger; Faiths & Avatars, p114)] / 3rd - 3rd [34hps (+5 Con Hp Bonus, 2nd lvhps = 23); 6,570 exp (4th = 7.5k - 9k)] / Neutral
CLASS ABILITIES
3rd LEVEL
(PHB & DMG):
  • THAC0: Melee 18, Missile 15;
  • Saving Throws: PP/DM 10, RSW 14, PP 13, BW 16, SPL 15;
    [50% Magic Resistance, +4 Save Bonus vs Mental Attacks (Wis)];
  • Hide in shadows*: 40% [20% base, +5% racial bonus, +15% dex bonus];
  • Move silently*: 52% [27% base, +10% racial bonus, +15% dex bonus];
  • Armor Class: AC 1 [Natural armor class, -4 defense bonus];
  • # Spells/Level: Five - 1st; Five - 2nd; Two - 3rd;

    DRUID ABILITIES (Druid Handbook):
  • Spheres
    => Major: All, Animal, Combat, Elemental, Healing, Plant, Time, Wards, Weather;
    => Minor: Divination, Protection, Travelers;
  • +2 Save Bonus vs. Fire and Electrical attacks;
  • Secret Language of the Druids;
  • Permitted Elven Chainmail, Long sword and Long bow;
  • 3rd Level Abilities:
    => Identify plants, animals, and pure water with perfect accuracy;
    => Pass through overgrown areas (thick thorn bushes, tangled vines, briar patches, etc.) without leaving a trail and at his normal movement rate;
    => Learn the languages of woodland creatures [one per level: Elvish (3rd)];
  • 7th Level Abilities:
    => Immune to charm spells cast by woodland creatures;
    => Shapechange into a reptile, bird, or mammal [3/day, heals 10-60% (1d6 × 10%) of all damage each change];

    RANGER ABILITIES (Ranger Handbook):
  • Two Weapon Fighting Style with no attack penalty;
  • Tracking [Wis +4, bonuses: +2 Animal Empathy, +2 Animal Lore, +6 Ranger (+1/3 levels); penalty: -4 at 3rd level];
  • Species Foe [Vampires (+4 attack bonus, -20% reaction penalty)];
  • Animal Lore [Int/Wis -4 (at 3rd level)];
  • Animal Empathy [Pacify trained/wild animals; save vs RSW, -1 penalty/3 levels];
  • Nature Lore [Int -4 (at 3rd level)];
  • Survival (Woodlands) [Int/Wis -4 (at 3rd level)];
  • Animal Training [Wis/Chr -4 (at 3rd level)];
  • Forests of Elven Court / Parents are unknown, hidden in the secluded glens and glades among the Fey Shadoweir, Servant of Mielikki, Forestal, Tracker

    SHADOWEIR OATH
    I walk in the light but darkness surrounds me;
    Mighty are the foes of my people;
    I am their shield;
    My blood for their blood,
    My life for their life;
    My sword and I are one;
    We will serve our people and The Forest Way.
    I have sworn this Oath upon my life;
    This day and forever, I name myself Shadoweir.


    Named for the greatest trees of the forests, the shadowtops and the weirwoods, the Shadoweirs are a highly secretive group dedicated to protecting the ancient forest homelands. The Shadoweirs are an activist order who are willing to go on the offensive on behalf of their sacred woodlands. They seek to advance the regrowth of their ancient groves reduced by civilization.

    Many of the members are adventurers, wandering the realms with missionary zeal. The Shadoweirs stress the positive and outreaching nature of the untamed forest. They believe intelligent beings can live in harmony with the wilderness without requiring the destruction of one in the name of the other. The Shadoweirs are taught to embrace nature, not fear it.

    They are taught to live in harmony with the woods, to teach others to do so, and to punish and frustrate those who would hunt for sport and who practice cruelties upon wild creatures.

    The symbol of the Shadoweirs is a giant shadowtop tree with a pair of crossed swords overlaying it. Though many of the Shadoweir members are warriors, the Shadoweirs are a community of woodland beings gathered together to serve the same calling. All are welcome who share in the Shadoweir belief.


    ~Honor to All Who Uphold the Natural Balance of the Wild~

    Silenni (Equine cousins to the goat-like Satyr, they are bipeds with equine anatomy [horse-like tail, legs, hooves and gender] from the waist down plus a pair of equine ears to match) / Male (equine gender 14" x 2") / 17 years old
    Silenni Racial Traits:
  • Natural Armor Class 5.
  • Movement 18.
  • Magic Resistance 50%.
  • Infravision 60 feet.
  • Speaks native tongue, Elven, Common.
  • Surprised 1 in 10.
  • Hear noise 25%.
  • Pass through natural surroundings silently* and invisibly* (opponents recieve -4 surprise penalty).
  • Hiding in natural surroundings can only be spotted by someone or something with the ability to see invisible objects.
    Characteristics:
  • STR 14:  (-- atk, -- dmg, 55 enc, 170 press, 8 doors, 7% bend-lift);
  • DEX 19:  (+3 atk, +3 react, -4 defense);
  • CON 20:  (+5 hp, 99% shock, 100% resurrect, +1 poison, regenerate 1hp/hour);
  • INT 13:  (3 languages - Silenni, Common, Druidic, Elvish);
  • WIS 18:  (+4 save vs. mental attacks, 2-1st, 2-2nd, 1-3rd, 1-4th);
  • CHR 17:  (30% reaction bonus, +2 CMS adj);
  • CMS 14:  (16 w/ CHR adj)
  • 6'11" / 250lbs Wavy Auburn (19" long), Chestnut Brown Tail (29" long) / Sparkling Jade Green / Sun-Darkened Brown (Hooves polished dark brown)

    Faithful and loyal servant to Mielikki, Hi'el Troiye was different from the rest of his carefree brethren and felt a sense of dedication and purpose alien to his race. The Druids discovered this and after careful consideration of the potential virtues he displayed, selected him to be raised among the Shadoweirs, a small sect of the Druid Enclave. Hi'el Troiye proved to be an adept pupil, quickly mastering skills taught to him. Very much at home and at ease in the outdoors, the Druids learned their Silenni novitiate was, however, not suited to confined spaces indoors. He was very claustrophobic, and prone to panic in buildings/caverns less than twenty feet square.


    Special Disadvantages: Claustrophobic. Must roll a successful saving throw vs. death in order to overcome his fear of indoors/underground before he can enter. If the check fails, he may not enter. Indoors/underground he must make a saving throw each day. If he fails, he will want to leave the indoors/underground by the most direct route. Indoors/Underground, the Silenni attacks with a -2 penalty to his rolls. Should he fail his claustrophobic saving throw, the penalty increases by -1 for each additional day he stays indoors/underground. If he fails to reach open air, he may attempt further saving throws each day to overcome his claustrophobia. These saving throws are made at the same penalty as the Silenni's current attack roll penalty.
    AC: 1 (Natural armor class, -4 defense bonus); THACO 17

  • Platinum ring w/oval emerald setting [Regeneration: 1hp/tn, restore life and limbs (left hand)];
  • Silver ring w/round onyx setting [Fire Resistance: immune to small normal fires, hot fire exposure 10hp/rd, dragon/fireball equivalent fires +4 save bonus and -2hps/damage die (around base of tail)];
  • Silver buckle [Creates illusionary clothing for lower body and disguises equine features (worn on belt)];
  • Saber +3 [d6+1/d8+1];
  • Saber +3, Frost Brand, +6 vs. Fire-using/dwelling creatures, Fire Resistance / Extinguishing [d6+1/d8+1];
  • Beads (x2) of Continual Darkness (12th Lv);

  • Skills & Proficiencies:
  • 0 level
    => Endurance [Racial];
    => Running [(Racial), STR/CON-5];
    => Religion[(Class), WIS-4, Mielikki];
  • 1st level
    => Jumping [(I), STR/DEX-5];
    => Rope use [(I), WIS/DEX-5];
    => Bowyer/fletcher [(I), INT/DEX-5];
    => Cooking [(I), INT-5];
  • 3rd level
    => Weapon sharpening [(I), INT/DEX-6];
    => Language [(Class), INT-6, Elvish];
    => Reading/Writing [(I), INT-6, Elvish];
    Specializations:
  • Combat Style (0 level)
    => Two weapon [Class];
    => Ambidexterity [Class];
  • Weapons
    => 1st level
    = => Long bow [III, pre-initiative attack, 3/1, +2 point blank attack bonus];
    = => Scimitar/Saber [I];
    = => Dagger [I];
    = => Lasso [RU, +5 attack bonus];
    = => Sling [I];
    => 3rd level
    = => Staff [I]
    Weapons:
  • Long bow (Quiver w/ 24 silver sheaf arrows [d8]);
  • Six Daggers (d4/d3, thrown 2/1);
  • Lasso (1/2);
  • Sling (Case w/ ten silver bullets [d4+1/d6+1];
  • Staff [d6];
    Gear:
  • 1-Backpack/2 [1-Glass Bottle (Writing Ink), 17-Candles/1, 1-Crampon Set/2, 1-Canvas Sheet 9'sq/3, 1-Padded Woven Straw Mat, 1-Winter Blanket/3, 1-Grappling Hook/4, 10-Pitons/5, 1-Elven Rope 50'/8]; 1-Iron pot/2 [2-Wineskins/2];
  • 2-Large Belt pouches/2 [3-Holy water flasks/2, 2-Map/scroll cases/1 (82-Papyrus Sheets Slaver Circus Flyers)];
  • 6-Small Belt pouches/3 [5-100’ Cords, 5-Bells, 6-Chalk pcs, 1-Flint and Steel, 1-Small Metal Mirror, 3-Sewing Needles, 12 Fishhooks, 1 Whetstone/1, 3-Extra Bow Strings];
  • 1-Quiver/1 [24-Sheaf Arrows/2, Bowyer / Fletcher Tools/1];
  • 3 Silver-Tipped, Ash-Wood Stakes (d4/d3, thrown 2/1)
    41lbs
  • 1-Long Bow/3
  • 2-Saber/10
  • 6-Dagger/6
  • 1-Lasso/3
  • 10-Bullets/5
  • 1-Staff/4
    31lbs
  • Personal Holdings: 13pp; 29gp; 10cp; 7sp;
  • Contributions to Mielikki's Coffers: 2029cp; Emerald 20gp; Rapier +2 (Enfeeblement, 1/day); 2 Scrolls [7 Priest Spells (Combine, Animal Summoning I, Air Walk, Dispel Evil, Find the Path, Forbiddance, Speak With Monsters), 5 Priest Spells (Wall of Thorns, Animal Summoning III, Produce Fire, Hallucinatory Forest, Tree)]
  • Gift to Lady Tessa: Spell Book [Identify, Read Magic, Detect Magic, Sleep, Light, Alter Self, Reflecting Pool, Spider Climb, Wall of Fire, Lightning Bolt]; Boots w/ Runes [Unknown (Cat Lord)];
  • Originally trained to hate the Church and Clergy of Malar, the Silenni's latest encounter with a Vampire altered his views regardingwhat he hated most as a species foe.

      Hiel Troiye 6/13/2005 
    View the details of this row.
    Tessa Beauchamps
    Mage/5th Level/NG
    Eighteen years old, 5'9" 131 lbs, slender frame, delicate, fair freckled skin. Long, blonde wavy hair, light green eyes. Tessa  is a debutante, and the only daughter of a wealthy family and carries herself as such. She wears long, light grey robes over her ritzy dress, and has high, feminine, grey lace up boots. She also carries a smooth, oaken quarterstaff that she knows how to use - barely. She has one, good quality dagger and the only magical item she has is a special lens that her mentor in the arts gave her to help her in her studies. Her spellbook is covered in expensive blue leather, and stamped on the front with her family crest.
    none
    Human/Female/18 Years Old
    Character Stats:
     
    STR 12 To hit - Dmg Adj. - WA - 40 OD - 6 BB - 2%
    DEX 16 React Adj. - Miss. Adj. - Def Adj. -1
    CON 14 HP Adj. - SS 85% RS 90%
    INT 18 # Lang. 7 Spell Lvl 9 Lrn Spl 85% Max Spl/Lvl - 18
    WIS 17 Mag. Def. Adj. +3 Spl Fail 0% Bonus Spl - 3rd
    CHR 13 Max Hench 5 Loy. Base 0 React. Adj. +1
    CMS 14
     
    HP: 20/20
    5'9"/131 lbs.
    Long, Blonde, Wavy hair/ Light Green eyes/ Fair complected skin with very light freckles
    Somewhat of a snob, she doesn't tend to interact with others unless forced to. She has just recently had a wake up call from realityand has had to face the REAL WORLD without the grace of her family's money or shelter. She is spoiled, conceited and a little bit of a brat. Or bitch, if you prefer. She used her studies in Magic as more of a hobby, the only thing that kept her from being totally worthless in the real world of having to make a living for herself. She's good at it (Magic), and has enough discipline to get even better, but her "people skills" definitely need work!
    *Lens of Speed Reading (allows her to study her spells in 1/2 the time - i.e. 5 minutes per spell level, and also to transfer spells to her spellbook in 1/2 the time)
    * Spellbook (bound in blue leather and stamped with her family crest on the front.)
    * Pouch for spell components at her waist.
    Regular Dagger, Regular, oaken quarterstaff, good quality dress and high, grey leather boots, regular light grey mage robes. Set of mithril silver hoop earrings.
    In small backpack: 20' rope, small silver mirror, flint/tinderbox, 3 brown leather thongs to bind her hair back from her face in a ponytail, small bedroll, 2 potions of extra healing, 1/2 gallon waterskin, 2 weeks iron rations.
      
      MSN NicknameArienne_Starsinger 8/18/2004 
    View the details of this row. Ehliana (Camilla; NPC - Bad Girl) Mage / 7th (48hps; 8+3HD) / Chaotic Evil
    STR 18/76:  [+2 atk, +4 dmg, 185lb enc, 330lb press, 14 doors, 30% bend-lift];
    DEX 15:  [- atk, - react, -1 defense];
    CON 15:  [+1 hp, 90% shock, 94% resurrect];
    INT 18:  [7 languages, 9 level spells, 85% learning, 18 spells];
    WIS 14:  [- mental save];
    CHR 17:  [10 henchmen, +6 react, +6 loyalty, +2 CMS];
    CMS 16:  [18 w/CHR adj]
    Lairs in the ruins of an ancient and long-deserted temple once dedicated and consecrated to the Demon Prince Demogorgon. The temple is situated on a small (9 X 11 miles), forested (deciduous), hilly island in the center of a freshwater lake (24 X 18 miles) located thirteen leagues north-east of Elmshade. / All Dead (victims of her hunger) Mistress, Vampyr

    Vampire (Human) / Female / early 20s (reality 143 years old)


    Vampire Data:

    • Armor Class: 1
    • Movement: 12, Fl 18 (C)
    • THAC0: 11
    • No. of Attacks: 1
    • Damage/Attack: 5-10
    • Special Attacks:
      • Drain two life energy levels by touch
      • Charm person gaze -2 saving throw vs. spell
    • Special Defenses:
      • +1 or better magical weapon to hit
      • Weapons of less than +1 enchantment pass through vampires without harming them in any way.
      • Regenerates 3 hit points per round
      • Unharmed by poisons and immune to paralysis
      • Cold or electricity cause only half damage
    • Magic Resistance:
      • Sleep, charm, and hold spells do not affect
    • Morale: Champion (16)
    • XP Value: 8,000


    Vampire Traits:

    • Inability to enter a home without being first invited to do so by a resident of the dwelling. This does not apply to public buildings and places of business which, by their very nature, extend an "invitation" to all. Once a vampire has been invited to enter a residence, it may come and go freely afterward. A common manner for obtaining permission to enter a home is the use of the vampire's gaze to charm a servant or other inhabitant.
    • Casts no image back from any reflective surface
    • Casts no shadows
    • Moves in complete silence
    • Garlic repels them. They will not approach it, and prevents them from attacking or entering an area
    • Recoils from the face of a mirror or lawful good holy symbol if either of these is presented to them with courage and conviction. This will not actually harm the vampire in any way nor drive it off and force the vampire to find some means of removing the offending object before it can be bypassed.
    • A vial of holy water or strike with a lawful good holy symbols causes 2-7 points of damage.
    • Reduced to zero hit points:
      • Assumes gaseous form.
      • Returns to its coffin.
      • Regains its corporeal form after eight hours of rest.
      • If unable to reach its coffin within 12 turns, its essence breaks up and the creature is truly destroyed.
    • Immersed in running water, it loses one-third of its hit points each round, until destroyed on the third round.
    • Exposed to direct sunlight instantly renders powerless and, after one round, utterly annihilated.
    • Killed by having a wooden stake driven through its heart; however, the creature can be restored simply by removing the stake if further measures are not taken to ensure the fate of the vampire. In order for it to be completely destroyed, the vampire's head must be cut off and its mouth stuffed with holy wafers (or their equivalent).


    Innate Vampire Powers (used at will):

    • Assume gaseous form. In this state, they are all but immune to attack and can escape from almost any confinement.
    • Shape change to a large bat (hence the flying movement rate given above).
    • Summon a swarm of 10-100 rats or bats, 3-18 wolves arrive in 2-12 rounds.
    • Use spider climb ability and scale sheer surfaces.
    5'11" / 155lbs Straw Blonde / Pale Ice Blue / Pale White

    Young, naive and impressionable when given the Dark Trick, She easily fell under Orcus' control, and followed his bidding, taking over the destroyed temple of His foremost enemy, the Demon Lord Demogorgon.

    Mage Spells: 4-1st (Burning Hands, Magic Missile, Shocking Grasp X2); 3-2nd (Continual Light, Improved Phantasmal Force, Knock); 2-3rd (Sepia Snake Sigil, Slow); 1-4th (Monster Summoning II)

    2 potions (polymorph self [200], vitality[300]), 1 Scarab of Enraging Enemies [1000], 1 Bronze Horn of Valhalla [1000], 1 Chainmail +1 [500]

    Treasure:
    3240ep, 10 gems (2-10 gp, 2-100 gp, 2-500 gp, 3-1,000 gp, 1-5,000 gp), 8 pieces of jewelry [3 (100, 150, 120gp); 1 (300gp); 1 (500gp); 1 (1000gp); 1 (1700gp); 1 (2600gp)]

     

    Anh'kiadis - Quasit Familiar

    • Armor Class: 2
    • Movement: 15
    • Hit Dice: 3 = 18hps (Save as 7 Hit Die monster)
    • THAC0: 17
    • No. of Attacks: 3
    • Damage/Attack: 1-2/1-2/1-4
    • Toxin on claws, save versus poison or lose one point of dexterity for 2-12 (2d6) rounds. The effects of multiple wounds are cumulative.
    • Special Attacks:
      • At will:
        • Assume bat or wolf form
        • Turn invisible
        • Detect good
        • Detect magic
        • Unleash a blast of fear with a 30 foot radius once per day
        • Commune with the lower planes (asking up to 6 questions) once each week.
    • Special Defenses:
      • Only harmed by cold iron or magical weapons.
      • Regenerates 1 hit point per round.
      • Immune to cold, fire, and lightning.
    • Magic Resistance: 25%
    • Size: T (2' tall)
    • Morale: Average (8-10)
    • XP Value: 2,000
    Hiel Troiye 11/11/2004 
    View the details of this row. Kur'ai Galifrey (Dagda Moor) Paladin of Torm (sub-class Cavalier, 1st Edition) / 6th (58hps, [+2 CON HP Bonus]; 36001 exp, [7th = 75k]) / Lawful Good

    Paladin Class Abilities:
  • Detects evil (60 feet, one round concentration).
  • +2 bonus to all saving throws (+4 save vs. all mind magics).
  • Immune to fear and all forms of disease (lycanthropy--is a curse and not a disease).
  • Heal by laying on hands (2 hit points per experience level, once per day).
  • Cure diseases of all sorts (once per week for each five levels of experience).
  • Radiate protection from evil and fear (10-foot radius).
  • Radiates a circle of power using a holy sword, (10' diameter, dispels hostile magic of a level up to the paladin's experience level).
  • Turn undead and fiends as 4th-level cleric.
  • Cast priest spells at 9th level. Spheres: all, astral, combat, divination, guardian, healing, law, protection, summoning, sun, charm, elemental, necromatic, travelers, weather
  • Cavalier Sub-class Abilities:

  • 6th level, +2 attack bonus* with composite short bow from horseback (+1 every six experience levels).
  • 3rd level, +1 attack bonus* with long sword (+1 every six experience levels).
  • 5th level, +1 attack bonus* with horseman's mace (+1 every six experience levels).
    *pluses apply to attack rolls only, no added damage, and don't harm monsters hit by magical weapons.
  • +3 reaction from anyone of his own culture (except criminals and characters of evil alignment, from whom he receives a -3).
  • Requirements:

  • Must do penance for a chaotic act as prescribed by a cleric (7th or more) of lawful good alignment.
  • Loses paladin status immediately and irrevocably if performs an evil act.
  • Loses paladin status if commits an evil act while enchanted or controlled by magic until atoned for the deed.
  • May possess only 10 magical items.
  • May only possess enough treasure for support.
  • Must donate excess to the church or another worthy cause.
  • Must tithe to the Church of Torm.

  • Saving Throws [6th level Paladin, +2 Save Bonus]
    PPDM 11 (9); RSW 13 (11); PP 12 (10); Breath 13 (11); Spell 14 (12)
    Myth Drannor (aka City of Song), Cormanthyr, Faerun / Wife Mar'iah Wintermoon and unborn son killed by Black Dragon
  • 261 DR Year of Soaring Stars
    Birth Year. Cormanthor becomes the unified city of Myth Drannor with the raising ofthe mythal)
  • 398 DR Year of the Nightsun
    Loses wife Mar'iah Wintermoon and unborn child in the Night Dragon's Attack: Five black and two green dragons assault the mythal directly over Myth Drannor, testing its defenses against them. Lieutenant Itham, as commander of the dragonriders, brings their full complement of six good dragons and 100 hippogriffs against them. While all of the evil dragons were destroyed, they also killed one bronze dragon, half the hippogriffs and their riders, and four dragonriders, including Itham. The baneblade Morvian and the command of the Wing and Horn falls to Lady Ahskahala Durothil.
  • 400 DR Year of the Blue Shield
    Mourns wife and child; Declines service in the priesthood to Corellon Larethian; Swears allegiance to the human diety Torm in order to become a Paladin in his service; Swears vengeance on all dragons (blacks in particular) that would indiscriminantely kill the innocent (1st level Paladin).
  • 460 DR Year of Scorching Suns
    Recovers the lost Ary'Velahr'Kerym elf-blade lost a decade ago by Zaos Durothil in battle with the red wyrm Edallisufanxar.  Kur'ai finishes what Zaos Durothil started, killing the red wyrm (10th level Paladin).
  • 572 DR Year of Writhing Darkness
    Zaor Moonflower is born in Semberholme. The orcish realm of Vastar falls into chaos with the death of Ologh the Overking at the claws of Iyrauroth the black wyrm.  Kur'ai hunts down and destroys Iyrauroth (18th level Paladin).
  • 590 DR Year of the Turning Leaf
    Arms-Major Pirphal dies with most of his patrol in the western forest, victims of the black dragon Mrinabnahor. Dragathil is lost to the elves for the next four centuries, as the dragon steals it for its mountain hoard west of Dragon Sea.  Kur'ai survives the Mrinabnahor's attack, and spends twenty years seeking the black dragon (19th level Paladin).
  • 611 DR Year of the Ensorcelled Kings
    Aurgloroasa the adult shadow dragon establishes her lair within the Thunder Peaks. Kur'ai finds her lair while searching for Mrinahnahor's and destroys Aurgloroasa (21st level Paladin).
  • 661 DR Year of the Bloody Tusk
    Height of Myth Drannor’s peace and prosperity. Eltargrim’s Passing: The Coronal Eltargrim, at dawn on the last day of Midsummer festivals, passes on to Arvandor, leaving only the Ar’Cor’Kerym, his Ruler’s Elfblade, hovering in mid-air atop the Rule Tower. Aravae Irithyl, his niece and heir, proclaims a city-wide period of mourning for the next five years. Thus ends the Sixth Rysar of Cormanthyr after 866 years. Kur'ai abandons hunt for Mrinahnahor and returns back to Myth Drannor for mourning period (22nd level Paladin).
  • 664 DR Year of the Falling Petals
    The Heir’s Passing: Aravae Irithyl, the heir of the Coronal, and all of her personal guard are found dead under mysterious circumstances the morning after Cinnaelos’Cor. The Srinshee and the High Court Mages insist on maintaining the Mourning Days and add the funeral of Aravae to the solemn times while staving off a succession war among the noble Houses.  Kur'ai is appointed Arms-Major of the Akh’Velahr (22nd level Paladin).
  • 666 DR Year of Stern Judgment
    The Claiming Chaos: The end of the Mourning Days demands an immediate decision on the succession of the Coronal. A Claiming Ceremony is convened to determine the next Coronal of Myth Drannor and Corrnanthyr. After 40 elves and the Rule Tower itself are destroyed, the Srinshee steps in, easily swinging the elfblade free of its perch. As it is brandished before her, the golden light of the blade crystallizes around her in a massive diamond-shaped energy field that engulfs and restores the Rule Tower. Finally, with a whirl of magic, she, the magical field, and the weapon disappear.  Kur'ai bears witness to the Claiming Chaos (22nd level Paladin).
  • 670 DR Year of the Many Floods
    Entering the Vault of Ages for the first time in years due to an outbreak of drow within the northwestern forest, the Spell-Major Paeris Haladar finds it empty, the greatest and oldest treasures of Cormanthyr all gone! Drow infest the northern forests, seeking to build a stronghold over the ruins of Moander’s temple. The Akh’Velahr under Kur'ai's command clears all drow out within 20 months (22nd level Paladin).
  • 674 DR Year of the Nomad
    Josidiah Starym returns to Myth Drannor to a hero’s welcome as he brings not the expected Soldier’s Blade (in Kur'ai's possession) but the Akh'Faer’s Artblade, retrieved from a deep dragon’s lair far beneath the Storm Horn Mountains (22nd level Paladin).
  • Scale-Reaver, Cold Heart, Wing Breaker, Arms Major
  • 679 DR Year of the Scarlet Sash
    Hillsafar is nearly destroyed by an army of deepspawnbred monsters emerging from the tangled, treacherous Beast Marches to the west. The Arms-Major Kur'ai sends Akh’Velahr reinforcements of Cormanthyr and disperses the beasts by the first snowfall of winter. A small garrison of troops remains stationed in Hillsafar for the protection of the northern forests and villages until Myth Drannor’s Fall (23rd level Paladin).
  • 684 DR Year of the Sundered Crypt
    Dwarves of the clan Tarynstone are found digging deep tunnels under the city despite the long-held prohibitions against such actions. Furthermore, some elf Houses (Kur'ai among them) are outraged that the dwarves’ tunneling in restricted areas collapsed some nigh-forgotten deep crypts of the elder or long-gone Houses (almost House Galifrey). Clan Tarynstone and its 350 dwarves, despite a cry within the Ruling Council for death sentences and an equally loud cry for acquittal, are exiled from Myth Drannor and Cormanthyr. The clan emigrates west into the Thunder Peaks (23rd level Paladin).
  • 708 DR Year of Bound Evils
    Three nycaloths escape their dimensional pocket prison that floated invisibly high above Cormanthyr. Their freedom depended on a red dragon that never held malice or greed in its heart [flying] over the Coronal’s throne. As Saeval Ammath and his adopted dragon-mount Garnet flew above Myth Drannor, they weakened the dimensional prison enough for the nycaloths to escape.  Kur'ai continues as Arms-Major (24th level Paladin).
  • 709 DR Year of the Earnest Oaths
    The three nycaloths and their summoned yugoloth allies spend 29 months drawing together their forces amid the mountains and hills north of the Dragon Sea. In all, their army consists of orcs, ogres, bugbears, hobgoblins, gnolls, flinds, trolls, and an ever-growing assortment of lesser yugoloths. Kur'ai receives word of the forces arraying north of the Dragon Sea, and begins preparing Akh’Velahr (24th level Paladin).
  • 711 DR Year of Despairing Elves
    Late in the autumn of this year, the Army of Darkness overruns the mining and trading encampments on the western Moonsea (the site that will become Zhentil Keep). By early winter, the first incursions into Cormanthor have begun. The Weeping War begins on the Feast of the Moon with the Northern Massacres campaign as the Army of Darkness engages many elf patrols and destroys many elf villages and clan enclaves. Kur'ai leads Akh’Velahr against Army of Darkness (24th level Paladin)
  • 712 DR Year of the Lost Lance
    The Weeping War continues through the year, resulting in the deaths of many heroes and the collective Harpers at Twilight. There are four major campaigns this year, and Myth Drannor nearly falls prey to the Army of Darkness. Battle of Garnet’s Pyre: The red dragon Garnet rashly attacks the Army of Darkness, and he manages to at least split the main army, slow its advance, destroy its supply lines, and trap it amidst some forest fires. Garnet disappears in the midst of battle, not to be seen again for centuries. Kur'ai leads Akh’Velahr against Army of Darkness (24th level Paladin)
  • 713 DR Year of the Firedrake
    The war rages on, Kur'ai (24th level Paladin) with the Akh’Velahr and Akh'Faer manage to eliminate Malimshaer and Gaulguth, two of the three nycaloths leading the Army of Darkness.
  • 714 DR Year of Doom
    Myth Drannor falls under siege by the Army of Darkness. With the slaughter of the army and cavalry, little can be done against the Siege of Shadow, which descends on Myth Drannor on the 21st day of Kythorn.  The Siege lasts until the Final Flight in Flamerule, as the now-directionless hordes of the Army of Darkness simply swarm over Myth Drannor’s last defenders by savagery and sheer weight of numbers. Only 200 elves and allies out of the 3,000 who remained to defend the City of Song escaped to tell of the city’s passing. Kur'ai, separated in the fighting from the remnants of Ahk'Velahr and Ahk'Faer, retreats to the Galifrey Family crypt harrassed by 20 spectres, and eventually destroys them in the end (5th level Paladin). He seals the Galifrey Shrine against all forced intrusion (a Baelnorn could gain entrance), and using a rare Elven potion, enters a centuries-long 'Ancestral' Communion with those departed beyond the veil.
  • Gray Elf / Male / 454 years old (-2 Str, -1 Dex, -2 Con, +1 Int, +2 Wis)
    Elven Racial Traits:
  • 90% resistance to sleep and all charm-related spells.
  • +1 attack bonus with any bow or short or long sword.
  • Surprise opponents (-4 penalty, -2 if through any barrier; must be alone without metal armor, with a party comprised only of elves or halflings without metal armor, or 90 feet or more away from his party).
  • Infravision 60 feet.
  • Detect concealed doors (accidental 1-in-6, active search 3-in-6 chance) Secret doors (active search 2-in-6)

  • STR 15*/[17]:  (-*/[+1] atk, -*/[+1] dmg, 55*/[85] enc, 170*/[220] press, 8*/[10] doors, 7%*/[13%] bend-lift);
  • DEX 18*/[19]:  (+2*/[+3] atk, +2*/[+3] react, -4*/[-4] defense);
  • CON 14*/[16]:  (-*/[+2] hp, 88%*/[95%] shock, 92%*/[96%] resurrect);
  • INT 15*/[14]:  (4*/[4] Languages: Elvish, Draconic, Gnoll, Halfling);
  • WIS 18*/[16]:  (+4*/[+2] save, 1* X 3rd & 4th/[2 X 1st & 2nd] spells);
  • CHR 17:  (10 hirelings, +6 loyalty, +6 reaction, +2 cms);
  • CMS 15:  (17 adj)
    *Old Age; [Prime Age - see Ary'Velahr'Kerym]
  • 5'11" / 160lbs Mid-back Length Wild Platinum Blonde / Pale Violet-Grey Blue / Unblemished Pale Alabaster White
    Aristocratic, detached and reserved, lilting accented voice
    AC -1 [Base = Plate mail and dexterity, -1 w/ shield, -2 w/Elfblade,-1 w/in aura]
    • Ary'Velahr'Kerym (Elfblade)
      The Warblade, Noble Warrior's Sword [LG, d8/d12, 5 speed]
      This long sword shines like polished silver at all times, its blade perfectly reflective and glistening no matter what punishments ring down upon it. Blue and silver flames lick incessantly along the sword, quillons, pommel, and harmlessly around the elf's hands whenever drawn. Visible at the seat of the blade is an elven rune meaning weapon, which is commonly used as a sword mark. The Warblade brings the wielder back to his peak of life (first year of adulthood without penalties: age boosted Int/Wis stats remain, though any stats reduced by age are restored).
      Active Powers: Strength 3 times/day (can exceed normal elven racial limits for the spell duration, though Strength cannot exceed 19); Haste 3 times/day; detect evil/good at will.
      Core Power: By sacrificing all attacks for two rounds and performing a complicated blade-dance with the Warblade, the wielder can conjure a blade barrier that remains for 2d6 rounds. Once the blade barrier appears at the end of the two round summoning, the wielder and the elfblade can move beyond its stationary boundary.

    • Helm of Valor
      This item appears as a typical elven winged helm, but will radiate enchantment/charm if a detect magic spell is used on it. Originally inspired by those battle leaders who walked unflinching through hails of enemy arrow fire, a helm of valor enables its wearer to ignore missile fire. However, in order to do so, the users of such helms must have implicit trust in both themselves and their helm.

      When a wearer first tries to use a particular helm, he or she must make a successful Wisdom check to attune with it. If unsuccessful, that helm will not function for the user until the individual's Wisdom score has changed for better or worse (thus allowing another check).

      A user who succeeds at the Wisdom check may then attempt to harness the helm's powers. The next time someone successfully attacks the wearer with a missile weapon, he or she may make another Wisdom check to avoid all but 1 point of damage, no matter the usual damage of the missile.

      If this second Wisdom check fails, the wearer suffers the maximum damage the missile can inflict. This check is made for every missile fired at the wearer during this combat, and the modifiers listed below do not apply until the next combat.

      If this second Wisdom check is successful, the wearer gains a +1 to the Wisdom check for the next combat. Note: This applies only to the next combat in which enemies attempt to harm the user. The helm does not work during sparring practice or training. A user who fails a Wisdom check picks up a –1 penalty for the next three combats, while he or she learns to trust in the powers of the helm again. No matter how often the user succeeds in the Wisdom check, the bonus can never exceed 19; a roll of 20 always fails.

      Helms of valor provide no defense against melee weapons (although hurled daggers, axes, and other propelled melee weapons count as missile weapons), nor do they offer any protection against spells such as magic missile. Magical missiles, including enchanted arrows, affect the Wisdom check by –1 per +1 of the enchantment.

      The helm is usable by warriors, priests, and psionically empowered individuals. As with all helms, it is not usable by either wizards or thieves who wish to practice their crafts.


    Equipment:
  • Elven Plate Mail [AC 3, 40lb];
  • Medium Shield [-1 AC bonus, 10lb];
  • Elven Bow (Composite Short)[d6/d3, 4 spd, 8lb, PB: 60 (+5 hit), S: 120 (+3 hit), M: 180 (+1 hit), L: 240 (-2 hit)];
  • Arrow Quiver [10 Sheaf (1d8); 10 Pile (1d6); 5 Razor (1d6+2); 5 Barbed [1d8+2]; 2 Great (1d8 / 1d10); 5 Armor piercing (1d4+1 / 1d4); 3 Elven flare (1d4); 2 Elven message (1d6); 2 Forked (1d6 / 1d3); 3 Singing (1d2)
  • X 2 Long Sword [1d8 / 1d12, 4 spd, 4lb];
  • X 2 Short Sword [1d6 / 1d8, 3 spd, 3lb];
  • X 4 Dagger [1d4 / 1d3, 2 spd, 1lb];
  • X 2 Horseman's Mace [1d6 / 1d4, 6 spd, 6lb]
  • Field Pack [survival gear, rations, Elven rope, bowyer/fletcher tools etc.]

  • Proficiencies (Weapon & Non-weapon):
  • 0 level = 3 NWP Bonus [Riding, (Airborne, Hippogriff), Etiquette, Religion (Torm)]; 3 Racial Skills [+1 hit w/ long and short sword, bow];
  • 1st level = Reading/Writing [Elvish, I]; Sage Lore [Dragons, I]; Composite Short Bow [Chosen Weapon, Bowyer/Fletcher, II (pre-initiative attack, 4/1, +2 point blank attack bonus)]; Two Weapon Style [II]; Ambidexterity [I];
  • 3rd level = Blind-Fighting [II], Long Sword [Class Weapon, -- (3/2, +1 hit)];
  • 5th level = Horseman's Mace [Class Weapon, -- (+1 hit)]
  • 6th level = Weapon [Pending Selection], Ancient History [see history], Singing [I, Chr];
  •  


    Secrets of the Elfblades
    All elfblades are magical swords with these bonuses:
  • +4 to attacks and damage;
  • +2 ACbonus;
  • +2 initiative bonus;
  • Intelligent weapons (Int 16) speak elvish audibly and telepathically;
  • Individually strongwilled and conscious entities when drawn from their scabbards (EGO 30);
  • Elfblades add life to the worthy wielder;
  • Light effects can be snuffed entirely or increased until the wielder is surrounded by a 30-foot radius of light equal to the daylight of highsun.
  • Elfblades have two powers, activated by command words, usable three times per day, plus one power usable at will as often as desired. Each has a core power unique to that blade with special conditions for the power.
  • Elfblades bond with their wielders during the bladerite ritual. If a wielder is accepted, the individual elfblade will maintain a magical link with its wielder, allowing it to be summoned directly to the wielder's hand despite any distances or physical barriers, provided both blade and elf are on the same plane. Wards, antimagic shells, and other magical barriers interfere at the DM's discretion.
  • Should a wielder ever change alignment, race, or sex without the elfblade's consent or knowledge, the blades can immediately impose a blade-rite test upon the wielder, with any appropriate penalties. Alternately, the blade may choose simply to inflict random bursts of pain (1d4 hp damage while in hand) upon the corrupted wielder, or the weapon can attempt full ego domination in order to force the wielder to either abandon the blade or return the blade to the High Mages.
  • The Blade-Rite Rituals
    The blade-rite rituals are invoked whenever a new wielder is chosen for any of the elfblades. The blade-heir (the attempted wielder) is put through tests of talent (measuring the elf's ability in leadership, battle, or magic), mind (the elf's Intelligence in terms of the same), and heart (the elf's character and wisdom in wielding this talent). These tests occur within the mind of the tested elf, though all effects are suffered as if the tests were real. Mechanically, the tests are checks on 1d20 with -5 penalties, but penalties increase to -8 if the wielder is not of the same alignment as the blade. The checks are made against the character's level, Intelligence, and Wisdom scores; if all are successful, the tester becomes the new blade-wielder. Penalties for failing the tests are described for each blade. When a wielder dies, an elfblade is rendered inert and nonmagical until drawn in a blade-rite ritual or drawn at a place of power (such as the Dancing Place or hidden places in Cormanthor or Evermeet). If an elfblade is stolen, any who attempt to hold it unsheathed immediately suffer the penalties of failing the blade-rite ritual. Any N'Tel'Quess (non-elves, drows and half-elves can attempt to wield a blade) that dare to try wielding an elfblade are struck dead (2d12 hp of permanent damage and succeed a system shock check at half normal Constitution score or die).

    Blade-Rite Risks: Should a wielder fail to pass the bladerituals, his grip around the swords pommel suddenly feels as if he is gripping the unsheathed blade, and he suffers damage equal to his own Strength score plus 1d6 points. This damage cannot be healed by any magical means and can be healed only naturally and slowly; deep palm scars remain forever, despite any later healing or magics. If the failed wielder is a N'Tel'Quess or of evil alignment, the blade also becomes a dancing sword and attacks the unworthy user. The elfblade pursues and attacks such a victim for 1d6 turns, trying its best to slay the usurper.

    Hiel Troiye 12/20/2004 
    View the details of this row. Xemal Tengu (Crow head) , Samurai 1 / 4 (500 xp) / LG Random woods throughout the land / Sojobo (not actually family, king of Tengu), Shijin (Lived in same forest for a period) Shihan Dai (teacher), Samurai, Heavenly Dog (I wouldn't reccomend calling me that one), Mountain goblin/demon

    Tengu / Male / 56

    3 feet / (I'm going to have to fill this in later) (feathers) black / dark green, but the eye appears glossy black at a distance / pink He's caring, yet stern. Often his mischevious past surfaces in his reactions without his notice. He places his honor above his life, and at timescan seem very different caused by his quest for enlightenment. Due to the conflicting characters (tengu-mischevious, and his search for enlightenment) he can appear quite chaotic, but Bushido, the code of honor, is the seal that binds his mentalities together.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Like most Tengu, he considers himself a teacher, and is willing to pass on his knowledge of tactics and weaponry to anyone who demonstrates they honestly want to learn and that their intentions are nothing but honorable. Until he gains more worldly experience, he is a very mediocre teacher.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    His wish is to set up a proper establishment for teaching any willing followers of the sword, hidden away in some deep wood. To live out his life helping others and with the strength to eventually reture his sword.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Th17
    Ac 10(6)
    Hp22
    Str14
    Dex20
    Con14
    Int15
    Wis12
    Cha13
    Cum13
    Mv9 Fly24 McC
    Profs: (check or lower on a d20)
    Etiquette- Cha0- check of 13- act properly
    Heraldry-Int0- check of 15- recognize and understand adornments of rank and social position
    2Hand style +1Th +2Dmg when using 2hands on Katana
    Lajitsu- free w/spec-
    Katana-
    Katana specialzation- +1th +2dmg
    Wakizashi-
    Observation-Int0- notice small details
    Jump-Str0- run 20' and jump 2d6'+lvl.
    Ride land-Wis+3- Control mount and trick ride. Fight from saddle
    Tumble-Dex0- can also forego all attacks to gain +4ac. 1/2dmg from 60' or less falls
    Fast Talk-Cha0- To baffle or con someone. They save adj for Int.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Sound imitation
    Wing baffle- opponent vs para. Fail = +2Th
    Alter self- 3x/day- 50% change in features
    Shout 3x/day. As spell. 30' long cone. 1' x30'. 2d6 dmg vs para 1/2. Fail = deaf for 2d6. Crystal/glass shattered no save.
    Phantasmal force-As spell
    Invisible at will- As spell
    Ghost light 1x/rd (unlimted)AS spell
    Misdirection 1x/day- AS spell- direction reversed
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    As Samurai can perform:
    -Kaia Shout- gives 18/00 Str for 1rd. Can do number of times per day = to thier level
    -Will do +1 dmg for every 3rd level over 2nd level (+2 at 5th level)
    -At 6th level can induce fear. 1HD or less affected. vs para. Fail = flee or surrender. Can turn on or off
    - At 9th level can Great Kaia Shout. last 2rds. And everyone within 10' must save or be para for 1 rd.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    (My sincerest thanks to Mr Raven for converting my character for me!)

    Heward's Handy Haversack- Dmg 2ed
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    A well worn pack, made of well tanned leather with brass hardware and buckles. The pockets function as bagsof holding.
    -two side pockets contain 2 cubic feet, or 20 lbs of material
    -main pouch contains 8 cubic feet, or 80 pounds of material
    -item being searched for is on top of 'pile' inside pack
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Horn of fog- Dmg 2ed
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    small bugle-like device blows forth a cloud of fog like 'fog cloud' spell. each round blowing creates 10ft cube 'fog cloud'.
    The cloud lasts 2d4 rounds after last blowing. Each pause begins a new cloud.
    The device makes a deephorn like noise, the note dropping abruptly towards the end.

    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------

    Ring of regeneration, 1hp restored per round obsidian (not sure which ring is magic)

    +1 Wakizashi- speed 4- 3lbs d8 all- Generations Heirloom
    +1 Katana- speea- speed 4- 6lbs S-M d10 L d12- Generation Hierloom
    Kusari Gama- s-md4 Ld6 speed2 10' reach
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    Armor: Light leather +2ac
    Kabuta (Helm)- Kote left arm- Sode right arm, Hara ate (torso + pelvis)
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    (everything in the pack except for the mat and rations. Rations rolled up in the mat and tossed over his shoulder)
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    2week dry ration 14lbs
    Goza (straw mat)
    Hooded 4lbs full (no refills)
    Rice paper (20)
    Flint steel tinder fire start kit- 1lb
    Quill, Ink, Ink vial, ink stone- 1lb
    Empty book- 1lb

    2 rings
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    1100gp- 110lbs-

    For many years from his birth he followed the action of his fellow tengu. Many of his action were hideous things that would merit certain destructionwere they ever discovered. As he watched many of the newborn race get involved in a private war resulting in much blood-shed and terror. Sickened, he left home.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    While flying, cloaked in the illusion of a large bird, he was captured by some young children. They beat him to take his feathers. He was saved by a wandering monk, and decided to devote his life towards ascension much like the monk. After this he began to view life as the most valuable thing possible, and devotes his life to life's protection.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    He wandered for a time, and spread the Tengu sword-styles which assisted the creation of the samurai and ninja of the area.
    ----------------------------------------------------------------------------------------------------------------------------------------------------------------------
    After the first war of the Kamakura era the illusion that he could go through life without killing melted away. He broadened his wanderings, preserving life when he could, but killing when he must, and that sums up his life up until the present.

    Someone describe 2e monster classing to me please. I'm confused on how much xp I need to advance. Xemal 8/16/2003 
    View the details of this row. Rebecca McHewlet   Born in the kingdom of Bamarre, Rebecca lived there all her life intill her Grandfather whom she loved very much died of what was known as gray death. Having noone she really connected to anymore she moved on to Elmshade where she hopes to find her 'new life'.  
    Half Elf-Female-30
    5'4- 134 Red-Brown-A light cream white
      Rebecca 11/7/2003 
    View the details of this row. Jeyelle Windwalker Battle Cleric/ 9th Level/ NG Qualanost Forest Acolyte/Follower of Apollo
     

    Jeyelle is a holy battle cleric for the Sun God, Apollo. She is a slight, russet haired wood elf, standing 5'1" and weighing only 100 lbs. Her grey eyes are kind and she always seems to have a somewhat shy nature until provoked or in battle, where she wields her Mace of Disruption with a skilled hand. Even though she is young for an elf, (90 years old), she is wise in her faith, and her God has shown her great favor in the past, bestowing several gifts upon his follower. 

    5'1"/ 100 lbs. Deep reddish brown hair/ grey eyes/ fair skinned
    Quiet and soft-spoken until provoked, or when defending the name of her God. Usually keeps to herself and dislikes being in large crowds. Has anavid hate for undead, and is quite adept at destroying them.

    * +2 Healer's Cloak of Protection ~ (Black with a Red Cross down the back of it.) This cloak can heal 40 HP 3x/Day as a 20th level Paladin (same as Heal spell) and can restore lost levels 1x/Day (same as Restoration spell).

    * Sun Amulet (Amulet of Ravenkind II, Page 598 Magica Encyclopedia ) ~ Acts as Jeyelle's Holy Symbol. This ancient, platinum sunburst symbol with a large, crystal prism in the center of it is Jeyelle's Holy Symbol. It has the following additional properties:

    +2 to Jeyelle's Turn Undead rolls

    1x/Week can do "Sunflare" which is a flare of sunlight 20 feet radius and lasts for 1d10 rounds (very useful vs. vampires, etc.)

    *(1) Scroll of Resurrection (as per spell)

    *Ring of Wings (fused to Jeyelle permanently) ~ gives Jeyelle the appearance of being an Ariel, though she is not. The wings are 6 ft. each and look like grey dove's (angelic) wings. They usually remain hidden beneath her long, black healer's cloak until she needs them. They are permanently there and attached to her body physically, so she can fly at a moment's notice (i.e. does not have to activate the ring to make them appear).

    (4) Premade Heal/Med packs ~ Made using her Healing and Herbalism Profs. each does 1d8 hp healed and contains salves and bandages.

    (1) Small sack with 1gallon waterskin, 2 weeks iron rations, small, silver mirror, tinder box and flint, pouch with smooth stones, thorns and various other components she might need.

      MSN NicknameArienne_Starsinger 11/21/2003 
    View the details of this row. Denora Willowood Druid/ 8th level/ NG   Initiate level Druid (Band of the Hand)
    Swanmay (Human appearance)/ Female/ 24
      
    Denora appears to most to look like a ranger-type. She is an average-looking, 24-year old human woman with green eyes and deep chestnut brown hair. She is fair skinned and has light freckles on her face. She usually wears a brown cotton tunic & under-vest, green and brown leathers, iridescent green chiton armor, a forest camouflage long cloak, and high, soft brown moccasin boots.
    Height: 5'6" Weight: 130 Hair: Dark brown Eyes: Green Skin: Fair
    In truth, Denora is an initiate level druid, although she looks like she could be a ranger. She keeps her Swanmay heritage a secret if at all possible, but will shapechange if she feels her life is in danger, and that’s the only way she can escape. She carries a simple (+1) black, ironwood staff with a silver tip and an engraved, steel ring around the top (the ring is actually one of 5 rings of the druidic order "The Band of the Hand" and holds a semi-powerful wood sprite spirit inside of it called "Tallacan". See below for Tallacan’s powers, etc.). Denora also carries an ornately carved oaken Long Bow over her back, complete with a green, embossed leather quiver, that holds up to 20 sheaf arrows. A silver sickle rests at her side, and she carries an iron dagger in her right boot.

    *** Magical Items ***

    * Bloodhawk Feather Token - "Kanda" - Can change into snake bow instantly, turns regular arrows into snake arrows (1d6 dmg. Save vs. poison @ -1 or para. 1d4 +2 rnds.)

    Can also summon a 12' anaconda ("Kanda") that is lime green, takes one full round to form. Att: 1/1 1d4 Bite, 2d6 Crush. HP: 50 Thaco: 13 AC: 5 Mvmt: 6/ 9 Swim Saves as 10 HD creature.

    * Scarab Brooch of Night - Can use 3x/Day up to 1 hour per use. Forms Globe of Darkness 20' diameter, 100' range.

    * Chimes of Animal Friendship - Can use 3x/day Just jangle chimes to use, acts as per spell.

    * Necklace of Lilith - (worth 82,000 gp) This heavy, gold necklace is Egyptian looking and inlaid with 4 rare gems in a circle in the middle of it. Three of the gems have powers, the other is just a normal (albeit precious) jewel. Red Diamond: Atonement 1x/day (gives back levels lost) Ruby: Cure Blindness/Disease/Serious Wounds 1x/day. Sapphire: Has falcon spirit inside ("Rodanne") that can be summoned 1x/day for 8 hours to act as scout, etc. Emerald: Normal gem.

    * Empty Ring of Eqqus - Can bind an animal to the ring. Acts as a figurine of wondrous power. The ring is empty at the moment.

    * Elemental Stone - This teardrop shaped, blue stone has the power to summon 1 of 3 elemental types (Earth, Air or Water) 1x/Week. Can be up to 16 HD (roll for HP, etc.). Stone is mounted on a small, silver circlet that Denora wears. A Fire Elemental may never be summoned with this stone.

    * Band of the hand Steel Ring ("Tallacan") Bonded to Ironwood Staff and gives the staff 4x dmg if it hits fire mages - This steel ring has elemental symbols on it and is one of 5 such rings created by the Druidic order "The Band of the Hand". These druids fought evil fire mages, and each ring was made specifically to bond with a druidic staff of wood, bone, stone, etc. and has a spirit inside of it. The spirit inside of Denora’s is a Wood Sprite spirit named "Tallacan", and she can do the following powers, when summoned or asked by Denora:

    ** Call Lightning 1x/Day - Dur: 12 turns 1 Bolt/turn (12d8 + 2d8 dmg.)

    ** Control Winds (p. 282 PHB) - 1x/Week : Starts at 3 mph winds, but can reach gale force with enough time. Lasts 12 turns, affects 480' radius, takes 5 turns to go from 3 mph to 55 mph storm and fades @ 3mph/rnd. Note: If small enough space on the ground, the eye may shrink and affect caster.

    ** Weather Summon (p. 292 PHB) - Varies. The weather shows up within 1d12 + 5 turns after 4 turns, it is obvious what kind of storm has been summoned. Storm cannot be changed and cannot be dispelled. 1-100 miles sq. radius and may last 1 turn to days. Extreme weather ex: tornado lasts 1 turn generic affect 50 mi. last 1 day.

    ** Extinguish Fires (this is almost automatic, if Denora and Tallacan are within 10' of a fire, it will be extinguished, due to Tallacan’s power), but can also be extended up to 20'.

    ** Sticks to Snakes/Warp Wood/Gaze reflection/Cure Poison/Water Breathing (as per Spells)

    ** Open Portals to Elemental Planes 1x/Day (Cubic Gate) - can gate in 10%/ton of H2O, Earth, Air, Positive Energy, etc. but no Fire. Can also step thru gate and stay for 12 hours...can keep open up to 12 hours.

    ** Magic Missles 1x/Day (5d4 =4) elemental missles (dbl dmg) can be any element but fire.

    ** Mend 3x/Day (as per spell)

    ** Spirit of the Ring (Change Staff) - 1x/Day summons treant-like creature - 24' high, 12 HD, HP: 40, AC: 0 2/1 Att. 4d6 each arm (can do structural dmg.) Lasts for 12 turns.

    Regular Gear for Denora

    (most is in a small backpack, or in small pouchesshe keeps at her side/waist.)

    * 8 Goodberries (6 are blueberries, 2 are holly berries)

    * (2) First-Aid kits (Bandages, ointments, etc. each kit can heal 1d8 dmg.)

    * 3" steel pulley

    * (1) Red skin 1/2 gallon waterskin

    * 2 weeks iron rations

    * (2) doses sneeze dust

    * (2) Bunches of Holly w/ Berries (for Goodberries)

    * (4) Applications of bug repellent salve (16 hours duration)

    * scented soap, oil & perfume (made from natural ingredients like lavendar, etc.)

    * small, silver mirror

    * Tinder Box/Flint

    * small oil gourd (1/2 full of oil)

    * (2) Magnetic heat stones (to cook on)

    * set of wooden fork and spoon

    * 3 vials *immunity to Ra Mind Potions

    * 1 vial Giant Boar Antidote

    * Leather thongs to tie back hair

    * Money: 10 pp 40 sp 29 gp 1 diamond worth 5 gp

    Special Abilities, Immunities & Powers:

    In Druid (Human Form):

    * Can identify plants, animals & pure water with perfect accuracy

    * Can pass through overgrown areas (thick thorns, briars, tangled vines, etc.) without leaving a trail and at normal movement.

    * Passplant

    In Swan Form:

    * Only be hit by +1 or better weapon

    * 16% Magic Resistance (2% per hit die)

    * Can fly at Mvmnt 19 MC: D

      MSN NicknameArienne_Starsinger 12/26/2003 
    View the details of this row. Arienne Starsinger Mage/Alchemist/ 15th/ NG Sylvanesti Mistress Arienne
     
    Sylvan Elven Female/120 yrs. old
    5'6" / 110 lbs. Long, loose silvery curls/ piercing, crystalline blue eyes/richly tanned skin
    Arienne appears as a slight, elven female, about 5'6" 110 lbs. usually dressed in charcoal grey robes lined with silver runes that glow faintly.She has long, silvery hair, usually kept loose, and dark, tanned skin from being a ship's wizard on the ocean. She has sharp, intelligent crystal blue eyes that seem to pierce the soul. She wears several magical looking rings, and a small, silver amulet around her neck. She wears a silver diadem circlet around her head, and carries a smooth, black adamantium metal staff that glows softly with runic writing. She is not much of a melee fighter and prefers to keep her hands free for casting. She does seem to have a weakness for silver jewelry, as is evidenced by the numerous earrings and arm bracelets that she wears. She has a beauty that is common among her race; She is Sylvan, and looks almost noble....
      MSN NicknameArienne_Starsinger 11/21/2003 
    View the details of this row. Talossa Giovella Fighter/Mage/ 5th Level/ NG Borovia (Ravenloft) Vistani
     
    Talossa is a human female, 5'8 130 lbs. that looks like a gypsy. She has long, raven tresses and dark, smoky eyes that stare from beneath long, black lashes. Her skin is smooth and olive complected and she has an alluring, mysterious beauty that men find hard to resist.
    She is usually dressed in a swirling, crimson skirt, a white, lace-up bodice that is covered by a black leather vest. Talossa also wears a slightly magical looking purple Cloak that is made for travelling.She wears high, black leather boots and has various silken scarves that she wears about her waist. She has many small pouches that also adorn her inner vest pockets and waist. She carries daggers cleverly hidden in strategic places, and a long, black whip is always apparent at her hip.
    5'8" / 130 Raven black curls/ Dark golden brown eyes/ Olive complexion
      MSN NicknameArienne_Starsinger 11/21/2003 
    View the details of this row. Mathyas Steele Mercernary/3rd level/Neutral Good Norwood/Son of a soldier, Sir Cuthbert Steele and his wife, Gertrude. "Sir Mathyas," "Lord Steele" "Captain Steele."

     

    Human/Male/23 years old.

    6'4"/200lbs. Short and blonde, but long in back/One eye is brown, while the other is covered by a black eyepatch/Tanned and rough. Mathyas is undoubtedly a pompous man, carrying such annoying mannerisms as insisting on being addressed as "Sir Mathyas" or "Lord Steele," bringing up his military experience with every chance he gets,, and traveling with a band of loyal followers who praise his every word and action. However, this does not make him an evil man. He is excessively friendly and trusting, which at times borders on sheer gullibility. He will almost always buddy up to someone or at least attempt to within five minutes of meeting them. Nonetheless he is by no means a "Choir boy" persay. He tends to drink too much, shoot his mouth off too often, and is quite a bit of a lech. Yet at the end of the day, there might be something about him that tells a person that he's an alright fellow. He usually hides his more sinful nature behind an air of nobility. He has quite a silver tongue, using it to charm and persuade people. Indeed he always tries to behave himself as a perfect gentlemen, and he expects no less from his fellow soldiers. Mathyas claims to have had his weapons blessed by, "the most holy of priests who will ever walk this land." The righteous and honorable, "Father Duncan." Of course, whenever Mathyas drops his name at an attempt for some quick prestige, (which he tends to do often,) he seems to be the only one that has heard of this "Father Duncan," inciting the man to begin labeling those all around him heathens and philistines. Of course the reason for Father Duncan's obscurity is because in actuality, Father Duncan was a beggar who mugged a priest and put on his robes and was about to exit said priest's temple when none other than Mathyas showed up demanding to have a blessing put upon his axe and blade. When the arrogant ex-soldier offered money, the beggar kindly obliged. Of course this fact makes none of Mathyas's possesions magic or extraordinary in any way. Regular sword, regular axe, sheath for sword, case for axe. Leather chest armor, leather belt with metal buckle, leather boots, cloth pants, black eyepatch. In small backpack: 20' of rope, Flint/Steel, various animal skins for sleep, flask, 2 months military food rations. Mathyas Steele was born in Norwood as the son of a human soldier in the Norwood army, Cuthbert Steele. At a young age, Mathyas was prepped by his father for military training lasting into his teens and until he was ready serve in the Norwood army. However, in what his father saw as disgraceful, Mathyas never took his service completely seriously, opting for drinking and lusting after anything in a skirt with two legs. Of course he was a ferocious warrior which kept him in the army for awhile. However, even a great warrior can overstep his boundries when he beds a General's concubine. Mathyas would have been killed by the General himself had it not been for his father's intervention. However, it was agreed upon that Mathyas no longer deserved the priviledge of military rank and was dishonorably diacharged from the military and completely ousted from Norwood, however to save face, all parties involved said Mathyas left of his own accord. However, since he was a beloved soldier no matter how much of a fool he was, a group of his fellow soldiers and companions left their ranks to follow him out of Norwood. To this day, Mathyas and his companions have been traveling as a sort of mercernary troupe, and they have wandered into Elmshade Village with hopes of landing another job, which they have recently done. Mathyas and his fellow soldiers are now the new Elmshade Guard, with "Captain Steele" commanding them.     Mathyas Steele 7/17/2004 
    View the details of this row. Ireana Lytol Swashbuckler(fighter/thief) lv 9 Chaotic Neutral Sword Coast Pirate, Swashbuckler, Captain Human female 24 5'3" 122lbs Raven, blue,very light tan she is a kill first ask questions later but is very good with stratigies and planned attacks +2 Rapier of Speed (gives haste and +2 to Init), +2 Blade of the harsh winters night (Kukuri once every 3 months can summon a massive blizzard),+5 leather cloathes,boots of elven kind,Iron bands of billarro, +1 dagger ring, 2) healing potions, and 2) potions of speed gloves, Trident parring dagger, Black powder pistol, rope Grew up on the sword coast. she along with a few friends built the ship that she now owns and sails. Famous for her pirating skills and sailing. she has never failed to take a ship. Her ship is the fastest known to the sword coast and she has a 10,000 gold bounty on her head +3 to attack, +0 damage. Proficentcies +10 rapier, +4 to Kukri, +2 Dagger, +2 Pistol (thats attack and damage) Str 12, Int 11 wis 9 Dex 18 Con 18 Cha18 MSN NicknameKaze_Deatharcher 11/30/2003 
    View the details of this row. Syndra Deleshard 4th lvl Mage NG    
    Human Female, 19 years old
     
    5'5" 130 lbs. Chestnut brown hair, Light Blue-Grey Eyes, Fair skinned Syndra is from a middle-class family in the sea-port town of Calimshan. She set out on her own at 18 and has been traveling and adventuring ever since, trying to learn more spells and study magic as she goes. She is rather gregarious, always loves a good time, but also has the dedication and discipline necessary to be a good mage someday. Right now, she's not that experienced, but she's the type of person that will try to make friends with anyone and speak her mind if upset or challenged. She has long, chestnut brown hair and bright, light greyish eyes. She has a relatively slender build, but she's not very strong. She isn't all that street smart (low Wis score) and sometimes seems to lack common sense, but she's book smart and knows alot about alot of different things. Her warm personality and friendly, average looks (high Cha score) combined with her outgoing nature have earned her true friends wherever she goes. Soft Light grey tunic and +2 Cloak of Protection,+2 Smooth, oaken quarterstaff of animated attack Small Sack 3 small pouches for spell components       MSN NicknameArienne_Starsinger 12/26/2003 
    View the details of this row. Calista Rashonne 3rd Lvl Mage NG    
    Sylvan Elf Female 141 yrs. old
     
     
    5'5" 110 lbs. Coppery colored hair, Hazel eyes, fair skinned     Gold: 25 Spellbook (bound in green leather and stamped with an ivy leaf pattern, roughly 5 inches by 7 inches) Small sack Smooth, oaken quarterstaff (Reg) 20 ft. coiled, silver elven rope Dagger (Reg) Scrollcase (waterproofed with 5 sheets blank parchment inside) 1 gallon water or wineskin 2 weeks iron rations Spell component pouches (3) (3) braided leather thongs for her hair Silver circlet (Reg) small whetstone (5) small, silver hoop earrings for each ear small, steel mirror carved, wooden whistle on a leather thong around her neck Soft, grey fleece robes (Reg) Dark Grey High Soft Moccasin Boots brown, cotton breeches (under robes)       MSN NicknameArienne_Starsinger 12/26/2003 
    View the details of this row. Hevalya Wyndholm Druidess, Neutral/Good Tonyrefail, Wynndenshire  
     Race: Human
     Gender: Female
     Age: 29
    5'6", Voluptuous Hair: Chocolate Brown, Eyes: Pale Blue, Skin: Sunkissed Good-natured, Kind-hearted, tends to ramble at times in conversation.   Large moonstone ring upon her right, middle finger. (I'll get back to you on this one)   Skilled seamstress, Attuned to the weather and it's changes, Air is her strongest Element. MSN NicknameChildOfAncients 1/8/2004