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 Post subject: Kore Omnus
PostPosted: February 24th, 2009, 11:35 am 
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Location: A page of reality in a book of fiction.
Gender: Male
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Province: Nunavut
County: Carmarthenshire
First Language: English
Favorite Race: Plane Touched
Favorite Class: Hierophant
[Certain things subject to change, more to follow.]

<Kore Omnus> "The Heart"
<Male>, <Human> (<Deity, Divine Rank 0>), <class t.b.a.>

DESCRIPTION
Age: <30's>
Height: <6'2">
Weight: <above average>
Hair: <Black, shoulder length, unattended>
Eyes: <Glowing a deep imperial purple>
Skin: <caucasian/tanned/glows lightly as though infused with energy>
Facial Hair: <black, fairly long, no discernible style>
Handedness: <ambidextrous>
Scars/Tattoos: <large scar of a stabbing over his heart>

<General Physical Description>
Kore Omnus is a tall and strong looking individual, although his otherwise regal visage goes hidden behind an out-of-control beard and wild hair. He generally walks stooped, lower than his stature, and therefore appears more frail than he truly is. Even if he were to walk straight and shaven though, he would appear frailer than he truly is.

<General Str, Health, Agility>
Kore possesses great strength and endurance courtesy of his divine aspect. His strength is on par with that of an ogre's. His constitution can be considered indomitable, though this can be attributed primarily to his extraordinary resillience. He is no more agile than an average, albeit skilled, mortal. Kore Omnus does not eat, sleep, breathe or age. (Str 21, Con 15, Dex 12, Damage Reduction 15/+2)

<Voice>
Kore Omnus' voice reverberates as though at least three other tones echo his words. Of his own, his voice is deep and steady.

<Disabilities>
Though not technically a disability, Kore's divine resillience is less than could be expected of a deity. His resistance to weapons, magic, and fire are roughly half that of a Divine rank 0 deity.

Clothing/Armor
Kore Omnus is dressed in the rags of what was once a fine outfit, but now appears to have been through not only the test of time but scoured by fire. On his chest, usually obscured by a ragged cloak, hangs a breastplate with a large hole over the heart.

Weapons/Equipment
Kore is both unarmed and unequipped save for his rags. His breastplate was formerly an Adamantite breastplate of Invulnerability, though it's magic has long since drained.

Items of Interest
t.b.a.


PERSONALITY
<General Personality Traits>
Kore Omnus no longer cares about his surroundings, he has sunk into a deep depression and moves from day to day like a ghoul.

<General Int, Wis, Cha>
A smart man, though proven unwise in the past, Kore has an attraction to him that is bolstered by the divine spark within him. However, his charisma is supressed by his complete lack of caring about his appearance or what people might think of him. (Int 15, Wis 9, Cha 21, 12 supressed.

<Likes/Dislikes>
Kore used to like justice, and disliked people who got away with evading it. Now, he no longer cares about either.

<Fears>
Kore no longer cares enough about anything to fear anything, nor is there much that can harm him in his surroundings.

<Attitudes towards friends/strangers>
He has no current friends, and does not approach strangers. If approached, he will often dismiss whoever it is, preferring to stay alone.

<Opinion of the World>
Kore has suspended his opinion of the world.

HISTORY
Birthplace: <Faerun, specifics undisclosed.>
Hometown: <t.b.a.>

<Family/Relationships>
None
<Friends>
None
<Enemies>
Undisclosed

OTHER INFORMATION
<Religious preferences>
Kore Omnus is, himself, a god of sorts. Even if that did not nullify the question, he is also too nihilistic to give faith to another, god or otherwise.

<Skills>
t.b.a.
<Magic Items>
Adamantite Breastplate of Invulnerability, depowered and damaged.
<Pets/Animal Companions>
None

_________________
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Current active characters:
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Benedict Graham
Emerald of the Red Lotus


Last edited by Morakai on March 11th, 2009, 10:27 am, edited 1 time in total.

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 Post subject: Re: Morakai's Characters
PostPosted: February 24th, 2009, 2:53 pm 
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Gender: Male
Country: Canada
Favorite Race: Dwarves
Favorite Class: Auspician
I have to say I like the deity concept, but do you have any ideas of what class he might be yet?

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 Post subject: Re: Morakai's Characters
PostPosted: February 24th, 2009, 11:22 pm 
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Location: A page of reality in a book of fiction.
Gender: Male
State: Mississippi
Province: Nunavut
County: Carmarthenshire
First Language: English
Favorite Race: Plane Touched
Favorite Class: Hierophant
No, I have a lot left to define and I'm not even sure *if* I'll use him for anything other than the conceptual. I might throw him into a solo RP though.

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 Post subject: Mirfal Gren - The Soul
PostPosted: March 11th, 2009, 11:21 pm 
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Attachment:
Kore Foe1.jpg
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<Mirfal Gren> "The Soul"
<Male>, <formerly Gray Elf> (<Deity, Divine rank 0>), <Sorcerer>

DESCRIPTION
Age: <180ish>
Height: <10" sharp>
Weight: <900lbs>
Hair: <none>
Eyes: <on fire>
Skin: <brown-red/scaled>
Facial Hair: <none>
Handedness: <ambidextrous>
Scars/Tattoos: <rare arcane runes pattern all across Mirfal's scaly body, which no longer has the need for clothing>

<General Physical Description>
Far from still appearing as an ordinary Gray Elf, Mirfal Gren has ascended to become an entirely new being. Standing ten feet tall, not counting his impressive horns, he more closely resembles an abyssal demon than the once graceful elf he was. His skin has turned to grayish red scales that seem to exhume an interior heat, completely negating his previous appearance and any semblence of gender other than his posture. Fire burns within his eyes and mouth, and wisps of smoke occasionally rise from his scales.

<General Str, Health, Agility>
While not as physically strong as his figure seems to imply, Gren's strength has notably increased since his transformation. His new body is immune to toxins, poison and most mundane weaponry, though his agility has suffered from his body's new mass and scaly structure. (Str 17, Con 15, Dex 11, Damage reduction 10/+1)

<Voice>
Mirfal Gren's voice echoes with at least three other voices within it. Of his own, his voice is relatively high pitched, with a remaining semblance of the elven accent, and seems to drip with venomous spite no matter the context.

<Disabilities>
Mirfal has lost the ability to feel as acutely as a being with skin would. He is unable to feel temperature changes or light touch.

Clothing/Armour
<What he/she typically wears or how they dress>
Mirfal Gren wears no clothing.

Weapons/Equipment
<What equipt. typically carried/worn>
Gren carries a staff that matches a being of his size. The bottom tip is wickedly sharp, the top splits into a fan of three blades, gently blazing with a constant flame.

Items of Interest
<Items that stand out or are special>
Mirfal's staff is highly magical, empowering fire based magic.

PERSONALITY
<General Personality Traits>
Petty. Wrathful. Greedy.

<General Int, Wis, Cha>
Originally quite charismatic in his own right, Gren has substituted charisma for raw magical power since his infusion with the divine spark. However, his divine energy coupled with his powerful visage grant him a new source of charisma quite different from his first. He is cunning and always plans for eventualities. (Int 15, Wis 14, Cha 27)

<Likes/Dislikes>
Likes power, magical and otherwise. Dislikes sharing, of any kind.

<Fears>
Betrayal

<Attitudes towards friends/strangers>
Friends are to be kept at arm's reach if no further, for trust can only be betrayed if it is given. Strangers are to be given no such thing.

<Opinion of the World>
Too large to take alone, but too precious to share. A conundrum

HISTORY
Birthplace: <t.b.a.>
Hometown: <t.b.a.>

<Family/Relationships>
None

<Friends>
Mirfal can more or less count two beings as his friends, though as said he doesn't quite trust them, and the feeling is mutual. More to be added.

<Enemies>
Many.

OTHER INFORMATION
<Religious preferences>
A deity in his own right, Mirfal Gren enjoys his own brand of religion and actively tries to obtain followers, despite having no specific portfolio or domain.

<Skills>
Vast magical power

<Magic Items>
His staff is a surefire giveaway for a magical item, though he likely possesses many others.

<Pets/Animal Companions>
t.b.a.

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 Post subject: Re: Morakai's Characters
PostPosted: August 6th, 2010, 6:23 pm 
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Location: A page of reality in a book of fiction.
Gender: Male
State: Mississippi
Province: Nunavut
County: Carmarthenshire
First Language: English
Favorite Race: Plane Touched
Favorite Class: Hierophant
<Benedict Graham>
<Male>, <Human>, <Ranger>

DESCRIPTION
Age: <34>
Height: <6' sharp>
Weight: <average for his height and build>
Hair: <silvery grey>
Eyes: <bright amber>
Skin: <caucasian/tanned/some minor scars>
Facial Hair: <grey, stubble>
Handedness: <right>
Scars/Tattoos: <None>

<General Physical Description>
Benedict is a man in good physical form, tall and powerfully built. He exercises regularly to keep in optimal shape, something he wishes his son would do too.

<General Str, Health, Agility>
Very agile, especially with the bow, above average strength and constitution

<Voice>
Commanding, deep, but caring and friendly

<Disabilities>
An old wound to his leg occasionally causes him pain in cold weather.

Clothing/Armor
Benedict usually wears plain colours, greys and blacks, though he also carries an outfit in browns and greens for blending into forested areas when hunting.


Weapons/Equipment
Benedict carries a longbow with a quiver at his belt, as well as a long (skinning) knife. He has a bastard sword that he carries on his back, though he doesn't wear it as such when scouting or foraging. When not wearing it on his back he has it wrapped in a woolen sheet and carries it by his side.
He carries an assortment of arrows, including regular ones and blunted arrows.

Items of Interest
Benedict wears a locket around his neck that can open with a latch. Inside is an image of his wife made through minor magic, who died some time ago when giving birth to his son, Isaac. The locket was a gift she had made for him when they got married. He never takes it off.

Benedict also owns a good-for-nothing son...

PERSONALITY
Strong belief in Law and justice, believes in taking responsibility for your actions and facing consequences. The only exception he has made to this was his son's imprisonment, as the boy was jailed for something that was an accident.

<General Int, Wis, Cha>
While not exceptionally intelligent, Benedict has a lot of common sense and picks up new skills quickly if properly instructed. He can be gruff and unyielding when confronted with people who don't know him very well, and he is quite strict with his son Isaac.

<Likes/Dislikes>
Benedict likes hunting and exploring new, uncharted places. Sometimes he'll venture into the forest for days, practically disappearing, just wishing he could become one with the wild. But he always returns to his son Isaac, who by then has usually caused trouble in the Inn his father told him to stay at for the time being. He knows he shouldn't leave the boy alone too long, but he also feels it's his duty to teach the boy about responsibility and he attempts to do so by trial and error, at times.

Benedict dislikes people who hunt animals for no reason other than killing them. Hunting should have a purpose in his eyes. He also dislikes Isaac disobeying him, a feat the youth has become quite adept at.

<Fears>
He fears being a bad father, and losing his son like he did his wife.

<Attitudes towards friends/strangers>
Towards friends, you won't find a more loyal companion. Towards strangers, he can be distant and aloof, but he will give most people he meets the benefit of the doubt and will try to help people who need it.

<Opinion of the World>
The world is there to live in it, but it has to be respected as well.

HISTORY
Birthplace: <to be decided>
Hometown: <on the road, traveling from town to town>

<Family/Relationships>
His wife, Mary-Ann Graham, is deceased.
His son, Isaac Graham, travels with him and the adventurers they've joined up with.

<Friends>
Not staying in one place too long makes it hard to make more meaningful friends than the adventurers they travel with.

<Enemies>
Benedict has no specific enemies.

OTHER INFORMATION
<Religious preferences>
Torm
<Skills>
Hunting, archery, tracking, The Slap, The Stare
<Magic Items>
His locket and possibly two or three other items.
<Pets/Animal Companions>
Arlington, a black Labrador Retriever, who is the family dog.

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 Post subject: Re: Morakai's Characters
PostPosted: August 10th, 2010, 11:11 am 
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Location: A page of reality in a book of fiction.
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First Language: English
Favorite Race: Plane Touched
Favorite Class: Hierophant
<Emerald of the Red Lotus>
<Female>, <Human>, <Cleric of Sune>


Attachment:
Emerald small.jpg
Emerald small.jpg [ 17.14 KiB | Viewed 3216 times ]


DESCRIPTION
Age: <24>
Height: <5'2">
Weight: <135lbs>
Hair: <Black, very long (lower back), straight>
Eyes: <brightly emerald green eyes>
Skin: <oriental>
Handedness: <ambidextrous>
Scars/Tattoos: <Emerald's skin is completely unblemished>

<General Physical Description>
Beyond the concept of beautiful.

<General Str, Health, Agility>
She is very dextrous and in good health, though not very strong. [Str: 10, Dex:16, Con:14]

<Voice>
Sensual

<Disabilities>
She can be too trusting.

Clothing/Armor
A very light, simple cloth robe, as green as the emerald that is her namesake. The robe is cinched around her waist with a simple cloth belt.

Weapons/Equipment
She carries a plain quarterstaff that she walks with.

Items of Interest
None whatsoever. Perhaps the only thing of interest is that she has nothing.

PERSONALITY
<General Personality Traits>
Very forward, unafraid, utterly without shame.

<General Int, Wis, Cha>
Though quite clever, Emerald's primary skills lie in her deep wisdom and supernatural charisma, which is helped by her profound, unearthly beauty. [Int: 12, Wis: 18, Cha: 25]

<Likes/Dislikes>
Likes sex, love, joyful activities, festivals.
Dislikes inequality, closed-minded people, people who think they know right from wrong when all they see is law from chaos.

<Fears>
Very little. Her brother coming to harm when she isn't there to bail him out, as she has oft had to.

<Attitudes towards friends/strangers>
Strangers are friends you haven't met yet. Friends are often lovers you haven't... well, you get the picture...

<Opinion of the World>
Full of interesting people and places, but also full of poverty and suffering. She wants to do her part to make it a better place and alleviate the troubles of the needy.

HISTORY
Birthplace: <Somewhere in Kara-Tur>
Hometown: <Traveling>

<Family/Relationships>
Emerald has a twin brother, Ken, with whom she travels the strange land of Faerûn. As for relationships, Emerald is, bluntly put, a prostitute. She offers her services where she can, earning money that she donates to the poor or charities.

<Friends>
Emerald makes many friends.

<Enemies>
She holds no grudges, and is capable of forgiving even evil people if they show remorse.

OTHER INFORMATION
<Religious preferences>
Sune
<Skills>
A skilled courtesan and companion for hire, Emerald is very able in the art of love that is so important to her faith.
Emerald is also able to understand and speak some of the Words of Creation.
<Magic Items>
None whatsoever. Emerald has taken a Sacred Vow of Poverty. Her only possessions are her green robe, her quarterstaff and a bound together lock of ruby red hair, which serves as her divine focus and holy symbol. Her spoils from adventuring she splits with her brother, giving her own share away to those who need it more.
<Pets/Animal Companions>
None.

<Special>
Emerald of the Red Lotus has taken a Vow of Poverty, forsaking material possessions and wealth. Because of this she is blessed with divine benefits.

In game terms, this has given her increases to armor class, ability scores, feats and special benefits. Emerald does not need to eat, drink, or breathe. She can endure comfortably in temperatures between -50 F and 140 F. She is mind shielded from detect thoughts, discern lies or any attempts at identifying her alignment.

A comprehensive list of the feats involved may be added should the DM ask it.

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 Post subject: Re: Morakai's Characters
PostPosted: September 15th, 2010, 5:39 pm 
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Location: A page of reality in a book of fiction.
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First Language: English
Favorite Race: Plane Touched
Favorite Class: Hierophant
Yes, the name is cliché. As intended.

Fourth Edition Character

<Xavier "Dracul" Draconis>
<Male>, <Eladrin>, <Warlock (Infernal Pact)>

DESCRIPTION
Age: <47, physically appears 28>
Height: <5'10">
Weight: <110lbs>
Hair: <Black, waist length, straight>
Eyes: <Eldritch looking orbs of purple>
Skin: <pale>
Facial Hair: <none>
Handedness: <Left>
Scars/Tattoos: <Xavier's back is tattood with a flock of bats flying upwards, ending in a single large bat at the back of his neck>

<General Physical Description>
Xavier Draconis bears his nickname of "Dracul" proudly. Pale skin, long black hair and pupil-less purple eyes, Xavier is fond of letting commoners think he might be a vampire. Despite his paleness, he is the very picture of health.

<General Str, Health, Agility>
Decent strength, superb constitution, decent agility.

<Voice>
Deep, resounding, bitter. At times he almost seems to snarl.

<Disabilities>
Doomed to a terrible fate. At age 25 Xavier was to be sacrificed to a dark pact sealing his omen-riddled brother into destiny. Rather than face the sacrifice like the humble lamb he was meant to be, Xavier turned wolf, sealed an Infernal Pact and hightailed it. The ritual was initiated though, and whatever dark power was meant to have his soul has gotten a taste... and wants more.

Clothing/Armor
<What he/she typically wears or how they dress>
Xavier prefers dark colours, black, purple with the occasional golden trim to complete the look. He prefers fine clothing that make him seem noble, further enforcing the "vampire" feel he tries to exude. In combat he wears black lacquered leather armour.

Weapons/Equipment
Xavier wear an ornate longsword engraved with runes and an emblazoned daemon. Usually leaving the weapon sheathed, he also carries a slender wand.

Items of Interest
<Items that stand out or are special>
Aside from his ornate sword, he wears a signet ring with a stylised "D" on it, wrapped in flames.

PERSONALITY
<General Personality Traits>
Xavier is an arrogant, self-assured figure with low trust values both outbound and inbound. Bitter at times, he does possess a dark sense of humour and dry wit.

<General Int, Wis, Cha>
Highly intelligent, average wisdom and charisma.

<Likes/Dislikes>
Likes Fire, power, and the combination of the two.
Dislikes putting his safety in others' hands.

<Fears>
His sudden but inevitable Doom, capital D.

<Attitudes towards friends/strangers>
Aloof.

<Opinion of the World>
There to find a way out in.

HISTORY
Birthplace: <The Draconis estate>
Hometown: <Traveling>

<Family/Relationships>
Xavier is part of the esteemed Draconis line of Eladrin Warlocks. However, when he was 15 years old his younger brother, Isaac, was born. This wouldn't be such a bad thing, except Isaac's birth was foreshadowed by a total eclipse, fish that washed up dead on the shore and a slight drizzle of blood and ashes. Festooned with omens, Isaac instantly became the favourite of Xavier's parents, both powerful warlocks. Xavier has had to endure 10 years of his brother's rising star as the supremely talented boy was taught the way of the Warlocks, culminating in the boy's 10th birthday, where it was decided a great feast would be held for Isaac, sealing his pact with Eldritch powers. As feasts go in the Draconis family, they are always topped off with blood sacrifice. This time, it turned out, Xavier was to be the "guest of honor".

Xavier barely managed to escape with his hide intact, but was forced to seal his pact with the Infernal powers to do so. Nevertheless, he is sure that whatever he was to be sacrificed to is not pleased at his escape and will one day find him.

As is to be expected, relations with his family are... cold.

<Friends>
If the term friends can be applied, Xavier is friends mainly with Horns, a tiefling.

<Enemies>
His family, who see it as a personal slight that he did not have the decency to be sacrificed like a good son.

OTHER INFORMATION
<Religious preferences>
As a follower of the Infernal Pact, Xavier's "religious" tendencies shift between whichever devil will grant him the power he needs, although he pays some homage to Asmodeus, while understanding fully that the Infernal Pact was once created to fight the Archfiend.

<Skills>
Arcana, Bluff, History, Thievery

<Magic Items>
His wand, quite possibly his longsword, and maybe 1 or 2 trinkets.

<Pets/Animal Companions>
He is occasionally seen with a small bat, though whether it's a pet or even the same bat every time is uncertain.

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Current active characters:
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 Post subject: Re: Morakai's Characters
PostPosted: May 27th, 2011, 3:00 pm 
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Location: A page of reality in a book of fiction.
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State: Mississippi
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First Language: English
Favorite Race: Plane Touched
Favorite Class: Hierophant
<Almaz "Doc" Smolderbeard of the Firemountain Clan>
<M>, <Dwarf> <(Outsider)> <Cleric of Kossuth 8/Thaumaturgist 5/ Divine Disciple 5>

DESCRIPTION
Age: <213>
Height: <4’2”>
Weight: <142lbs>
Hair: <Greying black, long, loose>
Eyes: <Black with an occasional fiery ember>
Skin: <Tanned and usually covered in soot and grime from smithing>
Facial Hair: <He has a long, thick beard, with the tips of the hairs constantly smoldering like a burning pipe. Small wisps of smoke trail up now and again>
Handedness: <Right>
Scars/Tattoos: <a long blackened scar on his face, various tattoos of flames. The symbol of Kossuth, a twined red flame, is burned into the palm of both hands and tattooed on his forearms in two halves, so that when he places his arms together it is formed in full.>

<General Physical Description>
Almaz is a dwarf of average height and unusual leanness, with a wrinkled face and a long blackened scar running from beneath his beard, up past the side of his face and to his forehead. His most distinguishable feature is his long, thick beard that constantly smolders like pipeweed, the edges curling around and regrowing as they wisp out in trails of smoke. Whether the result of a Wild Magic effect or a blessing from Kossuth, Almaz leaves up to doubt. His eyes similarly glow at times and further emphasise that he is something more than a regular dwarf.

<General Str, Health, Agility>
A dwarf past his physical prime, Almaz Smolderbeard is nevertheless an imposing figure. Though he stands less tall than his massive brother, Shahta, his arms are corded with thick muscle from spending most of his time in forges and smithies. Old age, however, has taken the edge off his normally impeccable health and the spring from his step and it has made him lean, by a dwarf’s standards at least.

<Voice>
Gravelly, deep

<Disabilities>
Almaz is by quite a few years the senior brother. Though physically no match for his brother, he makes up for it in his wisdom and the power of his god.

Clothing/Armor
Although usually wearing heavy armour, Almaz occasionally needs to move a little more unhindered. When not armoured, he wears a Red tunic with orange accents and blackened leather pants.

Weapons/Equipment
Though Almaz has a maul, Voz’Rozhden, he is not seen carrying it unless he wears his armour. He does carry a Bag of Holding and a circle of cloth hangs from his belt.

Items of Interest
Almaz’s holy symbol is a diamond shard in the shape of a flame. Within the diamond thrums an ember of raging fire, that looks as though it wants to come out badly.


PERSONALITY


<General Int, Wis, Cha>
Of average intellect and charisma, Almaz’s greatest strength is his wisdom, sharpened through his many years and honed like the finest dwarvencraft blacksmithing.

<Likes/Dislikes>
Likes a good ale now and then. Loves fire and destruction, perhaps a bit too much.
Dislikes elves

<Fears>
Almaz fears and respects the wrath of his deity, for it is as unrelenting as an inferno.
He fears the disapproval of his brother, who is the last person from his past still with him.
He fears he may never find their missing brother Zhulik and blames himself for the disappearance, as indeed he blames himself for the loss of all his brothers and his clan.

<Attitudes towards friends/strangers>
Like most dwarves, Doc is harsh and unyielding when you first meet him, and he has a temper to match his brother’s if pushed the wrong way, but to his friends he is loyal as can be.

<Opinion of the World>
A place with much opportunity for redemption. Like a swamp, it is tainted with rot. By fire, it can be purified, remade, and reborn. Volcanic soil is the fertile ground on which the world will regrow. Perhaps that way, amends can be made.


HISTORY
Birthplace: Voz’Kharak, an active volcano in Northern Faerun, until it erupted and the mountain collapsed, taking the Halls of the Firemountain Clan with it.
Hometown: Though Doc and his brother have an outstanding invitation to come live with many dwarven settlements and cities, including Citadel Adbar and Mithril Hall, the two have never truly settled, though at times they stay in one place for a while.

<Family/Relationships>
Almaz is one of seven brothers, one of which still travels with him to this day. His other brothers are, for the most part, dead, as indeed are all of his clan. Traveling with him to this day is Grumpy, the last brother that Almaz hasn’t lost. As the healer, “Doc” has saved all of his brothers many times from certain death, but all but two finally fell on his watch, and he blames himself personally for their loss. When asked about his brothers, Almaz is very closed about it, but there are two that he will eventually speak of if urged.

The first is his brother Zhivo, or as he’ll tell you with a glint of moisture in his eyes and a rueful smile, “Sneezy” as his brothers called him in jest. Allergic to practically every living creature that walks, crawls or otherwise dwells in Faerûn, Zhivo’s ailments were the one thing Almaz’s clerical magic couldn’t cure. Despite this, Zhivo was as motivated and brave, perhaps even braver, than his healthier brothers, for he had the added hazard of his ailments. This, too, is why Almaz will even speak of what happened, for his brother’s bravery is an inspiration to him to this very day.

When traveling with his brothers across Faerûn they were found by a messenger from faraway Chult; Orcs had been ravaging various towns and cities with the aid of domesticated giant lizards. Riding these so called Dinosaurs, the orcs were unstoppable and across Faerûn, warriors were sought who could stand to these monsters. When the messenger reaches the dwarven brothers, a glint struck up in each of their eyes. Orcs. The brothers had never before fought orcs. Despite the creatures’ reputation as hereditary enemies of the Dwarves, the brothers had never encountered them directly, fighting various other enemies instead. Thus, they answered the call and a massive battle ensued as Dinosaur-riding orcs faced off with the remaining Dwarven brothers. Zhivo, in particular, fought the hardest and his skills with animals came to great effect, especially as the hairless lizards proved not to trigger his allergies. Countless massive beast fell to him until but one remained, an enormous bipedal lizard that the locals had dubbed Tyrranosaur, after the Tyrant that rode it, an Orc Warlord of impressive stature who had first started taming the beasts. In the midst of the orc’s speech he got a mouthful of heavy crossbow bolt as Zhivo took his head off with masterful precision. Moments after, the battle was joined with the beast until fate struck a terrible blow. Zhivo, so brave and heroic, was swallowed up in one gulp by the Tyrranosaur. Shahta, ever the one to try to protect his brothers, charged after and was swallowed as well, though the bigger, armoured dwarf seemed to be giving the monstrous lizard some trouble in swallowing and eventually keeled over, the dwarven fighter carving his way out of the beast’s gut, his brother carried upon his shoulder... dead.

When pushed, asked why he did not resurrect his dead brother, Almaz will first glare at whoever asked, then down his drink solemnly before answering in a grim voice: “Our clan is dead, long since, and our hand is what done it. Whate’er the After has awaitin’ us, ‘twill be our right due. To walk away from tha’s to walk away from the Clan... and we’ll ne’er do that again. They be in heaven, and we are bound fer hell. If we can do enough good in this world, perhaps we’ll see them once again.”

With that, Almaz will say no more on the subject of his dead brothers. He does, however, have two living brothers, though only one travels at his side. Zhulik, the scout of the group, is a great mystery to the elderly dwarf. When asked about him, his eyes go distant and the embers burning within them seem to dull momentarily. With great difficulty, one can steer Almaz away from the brooding mood he usually falls into when thinking of his lost brother; lost, indeed, for he cannot be found. After the death of his twin, Ohran, at the hands of a Drow ambush, the remaining brothers were laying out a reckoning of slaughter amongst the dark elves when they came across a strange structure in the deep, seeming to be part temple and part fortress. Zhulik, ever cautious, warned his brothers back and set out to scout ahead of them. With awe-inspiring grace the dwarven rogue scaled one of the structure’s walls and went into a window. That was the last that any of the brothers ever heard or saw of Zhulik. No body was found as the dwarves eventually stormed the temple-fortress, tearing its walls to the ground and killing every drow to occupy its foul halls. Zhulik seemed to have vanished from the face of the world.

Every morning since, at sunrise when preparing spells, Almaz has cast the most powerful Divination spell he has available to him to try and find his brother. So far, nothing has yielded any results. It has been 12 years.

<Friends>
Almaz’s truest friend is his brother Shahta, and after that his loyal companion,Vyklyu. The brothers have made friends on their travels though many of these are far apart and they do not see each other often.

<Enemies>
Though an enemy of all those who would do evil, Almaz has a particular hatred of the drow, for costing him the lives of two of his brothers. Almaz also has no love for servants of the other Elemental lords, particularly Istishia, the Lord of Water.

OTHER INFORMATION
<Religious preferences>
A devoted disciple of Kossuth, Lord of the Flames

<Skills>
Besides the skills expected of a cleric, the knowledge of religion and diplomacy, Almaz is a more than capable blacksmith, who is able to make wondrous magical items.

<Magic Items>
Foremost among Doc Smolderbeard’s equipment are his armour and weapon.
The massive maul he wields is Voz’Rozhden, which the dwarf uses not only to smite foes but to do his smithing work with. It’s name in the now next to lost dwarven dialect of the Firemountain clan means “Reborn in Fire”. Voz’Rozhden has been with him since the Firemountain fell and has grown alongside him. The weapon, set with various gemstones in the head, is strongly enchanted for improved effectiveness and releases a prismatic burst from the gems upon a well-placed hit. Doc is capable of casting and storing a spell upon the weapon, to be released when it strikes. (+5 Large Spell Storing Maul of Prismatic Burst)

Alongside his weapon, Doc takes the most pride in his Mountain Plate armour, a veritable fortress of metal that covers him head to toe. The armour is finely crafted and enchanted, and the visage of a red dragon adorns the chestplate. When battle is imminent, the dragon head roars, alerting Doc to the danger. The armour protects from ranged attacks, going so far as to reflect nonmagical projectiles to their owner. A further enchantment has increased the spell resistance of the wearer. (+3 Roaring Mountain Plate of SR 13)

Aside from the above, Doc carries a variety of lesser magic items, including Winged Boots, Strongarm bracers to allow him to wield a Large weapon, a Ring of Arming that stores his weapon and armour to be called forth when needed and several items increasing his general effectiveness in combat.

<Pets/Animal Companions>
As a Thaumaturgist, Doc has gained the services of a Planar Cohort, a Steel Predator from the Plane of Acherus named Vyklyu. The large metal-eating creature is deaf and communicates telepathically with Doc.

_________________
Caution: The above poster is bitter and cynical. His posts may not be friendly.
Current active characters:
Isaac Drake Xavier Draconis
Benedict Graham
Emerald of the Red Lotus


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