Author: Kelly Berger
Overview
Location: [World of Orlec] Tervias is the land of the misty coast and peaks. It consists of jutting peaks among sea-level lowlands where not much grows but grasslands, some desert, and the the jagged Shrouded Hills to the east.
>>> Ataku, the cloud realm (of the cloud giants)
When: Summer season
Premise: The characters are traveling, returning to the heartlands near Montvin, and encounter
Story and Progress:
Challenges:
Rewards:
Cloud Realm of Ataku
Ata-Ku “Cloud Kingdom”
Background
Misty forest
Spirit of the huntsmen and his pack
Preceding sign p79
Characters gain hp for killing > 10 = volcanic fumes, p280 MM
At the edge of woods is howling; jackelware? Appropriate for demons?
Howling for his long lost love put to rest
Runes of fog
Soft = enter heart of fog
Hard = hardier thrown?
—– is this orlec/mist coast? —–
Tribesmen
Fanatic will
4+ more fanatic tribesmen attack same group of PCs on second round if all are still alive (4+) then all under influence of Rally battle maneuver and gain 4hp
Nothic – what will it charge for the truth? Wipe a wizard spell known out
Captive tribesmen
General = shamans showed us how to rule over the mist warriors lands = no more raiding for females
officer/sub-chief
Specific = for checking the shaman __ of the boar raiders
Visited onyx pike in the peaks
General
For ages the clan of Ashelon ruled over The Misty Coast. Protecting from threats by land and by sea, even once taking to the skies to do battle with the sea dragon named Gaeskal. For years the clan fought against the dragon, as the dragon sought to “free” the Ka-Uri (folk of the coast) from the rule of the giants and subjugate the peoples to its own will. Soon, each side grew to represent one side or another as allies were pulled in to get the upper hand and the clan found itself fighting a proxy battle for powers greater even than them. The King at the time, “Breeze of the Cloud Topped Sun” was a powerful shaman among his people – old and wise. He had defended against the raiders from the sea – the Gaernians (and their terrible death magic) – and the dragons and the celestial allies. In a final pitched battle, the king sacrificed his own life and conjured forth a massive black winged creature. This creature enveloped the dragon and spit out its bones. It was said to have shocked even the king himself, who was forced then to put down the black creature before it recovered, lest it turn on its masters. Since then, the Misty Coast has been acknowledged as the clan’s territory and left mostly alone. Raiders from the sea and the tribes that live inland in the forests and grasslands harass the towns and villages of the coast, but swift justice is always brought down by the clan. In each of the towns the clan protects is the Nebelwarnung – the Mist Warning. It connects to the cloud island and creates a column of mist for the giant to descend on directly to the place in need. This ancient warning and defense system worked for ages, and is the primary means of defense for all the peoples. There is a station in every town which can be activated by any of the folk, and an alarm goes off if an enemy comes within 30’.
The Greatest and youngest of Torveyur, in the clan of Ashelon, ascended the throne over 40 years ago. He made many enemies, as he conquered the southern stretch of the misty shores, taking the Isles of Mazynt and the fire giant lord Kaliduur. The fire giants came from the sea, with their steam and evil sea-creatures in one last battle. The soft fog settles over the lands of Mazynt forever, and the great ruby known as The Blood of the Sun (a gift from the Efreeti) was the trophy the cloud giants took. The fire giants became one with the volcanic rock and vanished forever. No one goes to the Isles of Mazynt any more. Though the south lands the cloud giants took their name. It is said that the evil minions of the fire giants still dwell in sea caves on the islands, waiting for revenge.
Orlec Specific
In the histories, the mist covered the coast for as long as anyone can remember. About 100 years ago, the ocean vanished. The tide went out and did not come back for days. When it did, Grey Peak – named differently then as Emerald Peak, began to accumulate the ash that caused it to turn grey. The one sun became 2 and the days were different than before. But the protection of the Ashelon did not change.
The peoples of “the Misty Hills” (The Land of Many Streams) have been fighting the Ka-Uri (folk of the coast) and their cloud giant protectors for several hundreds of years. In that time, The Painted Men adopted the worship of Sauzhor, who came to their shamans in a vision. Sauzhor is a minion of the greater Yugoloth, Inajira. They have spent the last 50 years spreading the faith under false pretenses. Sauzhor is the many-colored one; He promotes beauty and passion (lip service – violence and carnal pleasure more like) and has usurped the animism of the people in favor of more bestial natured expression. His faith is now a unifying force to fight against the cloud giants of Ataku. The Cazua (from the sea) and the folk of the Land of Many Streams have been raiding the towns, villages, hamlets and shores in greater and greater numbers.
The shamans raised a mighty host and descended upon the southern lands of Mazynt. At each town and village they would send in an agent, chosen by the shamans, to disable and hold the alarm the people normally used to summon the cloud giants or their allies. They would be concealed by a fog – something normally a good omen and protective from the cloud giants. They made their way down the coast, starting from Wolfnor and making their way to Deascot, then turning north again and attacking Innslow and finally Shadowby. Once Shadowby was secure, and the silvery cloud island was drawn to the peaks above it in response to their call for aid… the summit was made and an assault on the cloud island was attempted. The supernatural aid supposedly summoned by the shamans was enough to catch the clan unawares.
Driving the peoples to unite against their ancient enemies, they assaulted the cloud fortress in a massive battle at the NW tip of the Grey Peak Mountains. The battle was massive, and the culmination of years of warfare along the fiefs of the cloud giants’ realm burst forth in the fanaticism of the tribesmen. Thousands of warriors from the inland battled for days with the cloud giants, sacking their floating city and its allies. It literally rained blood wherever it flew in that time, and the peoples of the lands fled in terror.
The demon Sauzhor tried to take control of the floating city personally but was entrapped by its magics. Stuck, but having access to the full elemental power of the city (a gateway to the elemental plane of water is providing it power like he never had before), the demon is luring in anyone in the hopes of freeing itself. He has created a channel to the plane of Ravenloft – and is using the Nebelwarnung to send misty tentacles through which he extends his senses and can spy on the party and their efforts.
= Ravenloft Gifts – Rewards for evil acts and intents
Punishments – Physical manifestations of the taint of evil.
Tribesmen
The Campaign of the Tribesmen
It takes place in the south, in the fief of Mazynt. The Shaman (of the painted, many-colored peoples) named Asuri was given the fevered dreams and visions that he carried to the other shamans – first to his right-hand man Doostbin. The fire of the south burned once more – a fire of the tribesmen. The south is where the shamans focused their efforts. Even so far as going to meet on the water with the Cazua, sacrificing one of themselves to get their involvement in raiding from the sea in coordination. For 2 years they have attacked more and more. Each attack took captives and a little loot – to entice the tribes into forming the horde. The viciousness feeds the hunger of the Yugoloth fiend… and in turn he grants more and more power to the shamans.
Grey Men
The ash that comes from the Grey Peaks is considered sacred and the tribesmen collect it and smear it on their faces and hands. The grey once covered only a portion of their hands and face, not like a full mask.
Painted Men
The many-colored painted men were once dancers and revelers. The paint reflected the many feelings they had, now it is shades of red.
Boar Riders
The fierce boar riders would train the adolescents to tame and ride wild boars. Now they mate with them and spawn were-boars!
Sacked Fief of Mazynt
Dwelling Places
Deascot
250 + 100 in hamlets
Leaders hung in the Inn, flies buzzing
Calina
350 + 100 in hamlets
Innslow
500 + 150 in hamlets
Wolfnor
650 + 200 in hamlets
There are survivors; 5 groups.
>> Reign in blood – clouds move at night, can be tracked to 5 miles away and blood. Tribes follow under it = evidence.
Shadowby
500 + 100 in hamlets
In the shadow of the Grey Peak mountains is the town of Shadowby. It has been burned and sacked. The sacking is more ruthless than the others.
Biltville
Godsreach
400 + 100 in hamlets
One of the 2 villages at the top of the Grey Peaks.
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
Cloud Castle
Inspiration: B3 palace of the silver princess (old DnD module)
https://roll20.net/compendium/dnd5e/Cloud%20Giant#content
http://www.fantasynamegenerators.com/giant-names.php#.WaCAR1GGNEY
Each 10’ is a arm pull faster and faster… armor gets light
You come upon a scene of horror. As you move through the thick, syrupy fog, you make out a strange voice, then the sun seems to burst all at once. The ground is still made of cloud, and it is soggy to your touch. In a clearing ahead, you see the body of a massive giant being dismembered by a strange, purple, chitinous creature. It holds one of the fingers with a great ring aloft as it shouts in strange tongues. All eyes swivel towards you – the creature’s insect eyes glow red and it points its trident at you – commanding several tribesmen dressed in skins to attack you. Although all injured, they shout and charge you with fury and a drive that is terrifying.
===================
The body is a nearly 30’ tall giant… it’s body is torn up – dozens of weapons wounds, several large wounds, burn marks, and obvious post-mortem disfigurement. Pieces of it lie about – its ring finger lies still clutched in one of the demonic creature’s 4 hands. Searching through the cloud “grounds”, you find a massive morning star nearby, and nearly 8 score dead tribesmen. A few of them appear to be shaman types….
===================
> The ring pulses with a soft blue light, almost like a beacon.
> It guides you to a grotto where there are packs and supplies at the edge of the cloud island.
As the cool shadows of the grotto embrace the ring, which is nearly humming now, a wispy shadow, perhaps the faintest of life forces flickers in the air before you.
>>
Mortals! I am the spirit of Hixrog… and I was once the mighty lord of this place. What you see now is the result of a terrible act of evil and barbarity. For generations the tribes of the folk of the Land of Many Streams and the peoples of the Misty Coast have been at war. We have sheltered and protected our coastal and mountainous citizens from those tribesmen of the inland reaches. Their jealousy and greed grew and united them however, and so they came in the hundreds, perhaps thousands, to lay low on our cloud island on the high peaks. They came with their allies, strange beasts, dogs, fire, and spear. I tried to reason, but I was forced into fighting. I must have slew dozens of them – their best warriors and fiercest shamans. Alas, even I was overwhelmed eventually… The shamans brought forth creatures of evil. My spirit lives on feebly, in this ring. It is all that keeps the magic of this place going I fear, and it will fade eventually. I ask for one thing, creatures, I ask for revenge!
I cannot see you, only sense you. Even a strong wind will tear me apart. You have powerful auras and can perhaps do what has to be done. We are defeated, yet the power of the place lives on. I am weak, and growing weaker – but the power of this place must not fall to the enemies – for it is great, attached to many realms. It is powered by a great red gem in the castle, and can be controlled by a silver torc – a torc that has been taken from Banja, my fallen mate and wife. It is with one of the creatures that has defiled this place… you must find it. Each day now, I have only enough power to manifest once… at sunrise. Kill those that still prowl the island and I will use the last of the power I have to take you wherever you may need to go, within 500 miles. If you do this for me, I will reward you.
…
[fading off] Reach the Temple in the Water, and I will transform you with power each time you bring me the heads of the enemy…
Hints
Cannot go through Passwall on Hidden Room
Won’t come out into the light [1 CLUE]
Putting on the defiled altar will Exile the creature and the ring disappears
Land of Many Streams is not the name the giants use (Misty Lowlands) [1 CLUE]
Detects as neither good or evil (cloud giants are good or evil) [1 CLUE]
4 CLUES = Solved; It cannot be the Cloud Giant king directing the efforts of the party.
Cloud Island = Difficult Terrain
Packs will slow 5’
CURSE: Cruel Hindrance (p64 DMG) – DC 10 Charisma check to make a cooperative actions or action is wasted. = Gehenna
Arcana DC 20 check [1 CLUE]
For characters with no corruption
The adventure is complete and the cloud island is handed back over to the cloud giants.
… In this case, the treasure vault can be opened and each uncorrupted PC will be given an item.
The rest of the group is corrupted but they have somehow purified or resisted and the cloud giants are all dead.
… There is no curse upon them; Feat (none that grant ability bonuses)
Aftermath:
IF the PC’s remove the fiend from control, the tribesmen will mingle with the remaining population of the area and they will become their own people in the south.
THE LANDING
You crest the clouds, as they cling and pull you, slowing you to a crawl. The ramp is long lost to the mist, but you stand on the edge of an amphitheater made of mist and ice.
P64 DMG – larvae
DC 20 check to know its gehenna
Art >> Ice crystals
——————–
THE VILLAGE
> Several strange creatures here lie amidst an obvious altercation between the giants and tribesmen. Men AND women on one side. Bullywugs attacked the
Boar Riders = snout men who look like boars. Amidst one is a lycanthrope.
Art >>
WIND COLLECTORS
Broken and cloud island not moving. These were strange sails and devices that collected wind power and “drove” the island. Now lie broken and shattered.
Fiddling> BAM!
4-5 tribesmen each attacking it, while it sends small lightning bolts at them.
Art >>
THE FROST FOREST
Animated Shrub/Animated Tree
Battle:
Cold – ice coats a lot. Falling ice (D4/2)
Art >>
The ice cavern
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
THE GNARLED WOODS
Animated Shrub/Animated Tree
Nothic Oracle – can be asked for knowledge; asks that the party leave but will surrender if pressed. Exchange a portion of soul for knowledge. Soul = deformities/corruption.
The Gorgon Kyte will awaken eventually
It can be killed with the ruby (Blood of the Sun)
Battle: One hill giant is left of 5, and a dead cloud giant and apes, a giant constrictor snake, and a pair of massive goats.
Art >>
THE LOAMY FOREST
Heavy precipitation = no hearing, only point black ranged for sight and difficult terrain that requires a DC 10 survival check or even half again movement penalty
No open flame
THE THIN FOREST
Animated Shrub/Animated Tree
Battle: Lightning marks, 2 cloud giants, a hundred dead tribesmen of all tribes. Dead Mezzoloth.
Art >>
The pool of cleansing (insects descend and pick of disease and bacteria and poison
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
Crows in the forest; beware; ranger insight or druidcraft the weather is no longer controlled/no master
THE FARMS
Art >>
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
STABLES
One adolescent hippogriff (beaten and battered) – is mean, and evil from its torment and will attack horses, dogs, etc. – Nothing a player can do.
Art >>
THE GARDENS
Grapes, apples, pears, pumpkins and squash, cucumber, potato, beans and leeks.
> Mounds of bodies (hundreds at each), hunting hawks. A cloud giant at each.
>
Evil magic has animated the foliage.
Animated Tree
Animated Shrub
Swarm of Ravens
“” “” Insects
Deer (dead)
Bear (dead)
Art >>
THE MISTY LAKE SHORE
Art >>
THE OCEAN BEACH
Art >>
Animate kelp (bull whip kelp; equiv of animate shrub but ¾ cover in water)
Gulls crying, telling the party something. Telling them the caverns have been corrupted, that the servants of ___ (the fire giant) are within! Run! Flee! Eggs smashed (giant) and sad. Attacks PCs – picks up rocks and drops!
THE FALLS
PCs will be able to see a trapped creature (merrow) that is being pursued by the Mermen; this is through the portals next to the falls.
THE CRYSTAL CAVERNS
Swarm of Quippers
Art >>
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
Kaleidecopic staff (looking through a sex viewer and you can focus in on your kink)
CASTLE/KEEP
Gate
…smoldering ruins…
Art >>
Ravens.. “Beware, beware”
Blood Moat
Stable
Hippogriff (mean and evil)
“As you walk the empty halls”
“Blood everywhere in this hall…”
“Grant us revenge…” / “Avenge us…” – leads party to atrocity and hidden compartment
Ichor/demon… possession
Larva! Ghehenna
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
Secret Room
Hiding Place of Cloud Giant Adolescents
Using fog cloud to obscure and illusion will make it seem like three angry ogres.
Once the last of these are killed, the power of cloud island will start to waiver; it will begin to descend.
Art >>
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
Room of the Ancients
Major Image
Art >>
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
Red Room
Made to think the gem powers the cloud island
Used for meditation. The ruby powers the dreams and visions of the red room. They are aggressive and blood filled, fire, smoke, and ash (same color as grey men). Red and white masks are there for wearing that prevent the incense you inhale from killing you. Most are broken, on the floor.
Compulsion: Slaves, Raid, Torture
Can summon an efreeti that will try and get it back – wields red scimitar.
Art >>
Trinkets >> (5/10/20/50/100); roll D3 times and all trinkets are carved and decorated.
——————-
Hixrog Spirit/Euclalia (daemon)
Disembodied but can coalesce 1/short rest to communicate.
Can use all of its powers as normal. It has the following items that were sacrificed to it/given to it by the shamans:
Ring of Mind Shielding (this is currently providing the vessel of the defeated daemon)
1/Short Rest: Nondetection, Arcane Eye, Hallucinatory Terrain, Gust of Wind, Fog Cloud, Control Weather
Characters have 10 rounds to make minimum safe distance.
If they choose to hold onto treasure, the encumbrance penalty should be enough to ensure they are dead – they will not make it to the single broken cloud boat left.
Getting off the Cloud Island
Feather Fall
Levitate
Heading to the Elemental Plane of Water
The Cloud Boat
Descent of the Cloud Boat
The boat can hold up to 8 people or about 1500 lbs – no more.
There is an air elemental bound to the sail that will help direct it. The failing cloud energy keeps it afloat – this goes out after the main cloud island does as its being bolstered by the air elemental.
A character must possess either a skill with boats (guaranteed success), or use their Athletics of Insight skills to try and force or guess how to “land” the craft. The harrowing descent should be enough to make any PC fill their britches, and scream in terror – the speeds and forces involved are beyond anything they normally experience. Being able to speak Primordial will grant Advantage on the Insight or Athletics check.
Success: The boat grinds to a halt
Failure: 6D6/21 damage; death can be negated by taking a major wound and equipment failure.
5’ movement, -1 Ability, Short Rest doubled for rest;
Success = 25 miles; Major = 50 Miles; critical = 100 miles. Failure = 10 miles.
If characters succeed in evading the evil influence,
Characters not present for the playing, are assumed to have succumbed to the same Corruption Score as the character with the lowest who participated.
Further Adventures
The Emerald Peak – 2 peaks 1 on either side that are mostly grey and covered in ash (comes out between them) but when it rains they glint green – they are emerald color (moss!?). No – they are actually encrusted with emeralds and its a gateway to a different world. Ashes from the volcano in the Steel Realms blow through sometimes.
Onyx Top Peak (in the Iron Top Mountains)
It’s actually the Gorgon Kyte- a 200’ sheet basically, like a massive cloaker. It has parasites that burrow into bone, flesh, and even rock and the kite has wrapped itself around a hill top and gone to sleep to heal after its fight with the dragon.
= steel realms; created by the bathing of a cloaker in the light of the Murkenstone and the blood of Sun Stealer’s dead vampiric daughter Serip Ament (when she was killed and her blood filled the caverns of ___. These are extinct now.
> “massive black sails as big as towns, blot the sun out and cast a cold shadow of the Deeping over the land the cover. Also called dream blisters. They sleep and drift, dreaming and their dreams cause madness.”
Thought Veil – insinuate ___, hesitation, doubt, lack of clarity
Dream Fog – (passive) – blissful distractions, saps the will
= mentally ___ until dispelled. Increase every DC of everything by 1 (up t 4 cumulative harder); like a barrier to clear thought
HOOKS
Aeric – Hates the dragon character and should be presented an opportunity to kill him. Gnesh is now lycanthrope and it should hit the knight that he is evil and must be stopped. For the greater good. Say Gnesh looks at him menacingly (fed into how he sees dragons – evil, avaricious, etc.)
Jack – Can usurp the power of the fiend and shamans and control the tribal horde to attack montvin
Prick Wagon –
Gnesh – Heart of Fire can defeat the dragon, does not need Jack. Emerald portal can take him home to defeat his enemy.
Kale – new body offering (but deformed) to make him normal sized. Offer power as well.
Baggage Train
Aahzh
Groomsman/drover
Teamster
Danny
Trickster wizard; small, passes as a kid, with performer background – goblin?
Earl
Priest of war – but from far away land ravenloft pulled. mizras /mobli man. No heavy armor or martial weapons but gets war magic as eldritch; at 4th level can cast bane 1/short rest when entering into a fight where the odds are against him and allies within 30’.
Strength 11
Dexterity 15
Constitution 16
Wisdom 16
Charisma 11
Intelligence 9
Sanity 12
Transition rules: -1 level (F7 goes to Paladin 6th); cannot change path. Must be narrative to go with it.
Arabus
Rocky
Monk, shadow, fallen aismiar
Misfits all
Its a contract, not a suicide pact
When you fuck up often enough, dont expect your brothers to uphold what you insult as it applies to you
Concept: 3 Brothers. When working together, theyre greater than the sum total of their parts.
Background:
1
Mother was a Nakrian, taken back to Umbak during a raid. Their father was a knight’s house groomsman – master of horses of Umbakian noble house. Their father cast them out into the streets when they were 5 – no longer cute and starting to be more trouble than they are worth.
Notes: Well spoken, begun ability to be literate.
2
All Background: Urchin
Mix and match skills to get entire coverage. They have different shades of dark skin, one super light, one super dark. They took care of each other. Grew up on the border of Dunstand. In the wars of the golden child, they were forced to flee to Fandelok.
Notes: They can strip down and be a force of stealthy thieves
3
They were adopted by homesteaders in north Fandelok – on the other side of the hills from Dunstrand. Busy trade route. All of them determined by 16 that they loved their adopted family, but they had to get out of dodge. They enlisted in the army of Fandeolk – always fighting against Umbakian aggression. Pay back time. They all agreed to support each other to get positions of respect and power.
4.
One was smart and became an non-commissioned officer (battlemaster)
One loved the outdoors and became a feared rager… leader of shock troops (berserker)
The other found his outlet in the ranks of the faithful of Mizras (paladin)
Order: is ____
5
They served in several campaigns, including working with the Grollen against the Umbakians, developed a reputation. Earned the nickname of the brothers grim in the army. Reaper, Red, and Ragged. Developed their own code – code grim. 10 years they spent serving.
6
It all went horribly wrong. Along the banks of the river, the three met days before a major battle. They had all become hardened vets, and shared their stories. They reveled in how on the next day they would all be in the same force commanded by a general they respected. They gamed, laughed, and reminisced. They fell asleep in the sun and awoke in the bright light. They were late to the battle, but made it just in time. Their forces were triumphant, but something was wrong. The battlemaster’s team intercepted a supply train and killed it to a man – including children. The berserker lead an assault on soldiers holed up in a house.. And cut down a family before he could stop himself. The paladin lead his contingent of faithful against a village’s church of Light… and slaughtered several white robed followers (women and children) before understanding they were innocents. Cursed by the light, their reputations ruined, and their superiors seeking them for punishment. Their anger welled up, and hate consumed them. They armed themselves and prepared to fight their own brothers as they were cornered in the forest. But then a mist covered them, and the mist caressed them… whispering to them. It offered power for service and showed them how the light had cursed them. And so they stepped through the mist and into a battle against giants. Part of a force that defeated one, they celebrated with new found allies – tribesmen. Then the horror and insanity crept in. After helping to secure the giants defeat, the tribesmen entered into cannibalism of the giants, and all manner of carnal excesses with the giants servants and each other. There were strange creatures and looting for days. The brothers took what loot they could, and managed to take chance by leaping off one end of the floating cloud city into the tops of trees they could barely see. One of them ended up with a permanent limp.
Notes: Saw the party go up and leave, and followed the war band escorting the party out of the region.
6
Coming out of the cloud island, their dreams are disturbing and overtake them. All three of them break.
Battlemaster – Manic Depression (‘it will never worked – we’re doomed/sounds like a horrible plan but its all i got’)
Berserker – Constantly angry/split personality
Paladin -Goes from nice guy to deadly in a split second. Speaks through gritted teeth – angrry all the time. Sometimes speaks with inner voice and does not realize hes speaking out loud
7
Connects with the group as they travel south on the road. Cover story ruined by paladin blurting out inner voice. Confess to their role in cloud island – they were summoned creatures, how odd. Aahz develops concoction to keep split personality in check/keep calm (drug addict to be normal). Paladin became drunk. Battlemaster can sleep worrying about it all bases covered. All have nightmares but barely keep it together if they are around each other and their awful sense of humor.
Things i want to prove:
It ain’t about stats – point buy
Creative back story
Cooperative fighting
3rd level
Athletics all free as 10 year soldier
Improvised weapons free
Cunning action in regards to working with and around each other (at least one other must be within 30’
– 1 essence (mingled/bonded/attuned)
War stories = song of rest
All divine apt 1; god of war – “Live by it, die by it. I Live for it, Let others die for it.” Sure I like to play, I just have dangerous toys. War, what is it good for? Settling disputes.. That’s what. Soldiers clash with soldiers – this is the way. Only the weak and wicked purposefully spill the blood of innocents. Any that take up arms loses their innocence; No matter what they may have been before, they are a soldier.
Our credo
Find a cause and stick to it
Combat is the ultimate test; honor the foe that honors you; nothing says the edge of war cannot be blunted by the path of peace; peace is a temporary state of non aggression. Bend the wind of war to a just cause and the foes will line up like wheat for the harvest.
always wager 5,10,20… im up 567 to 88, wiff why? He has his tally. I have mine. Never same. No one cares.
Dad used to call him “donk”
Almost 31; Handsome, dashing, daring…none too smart
Lightest of the 3 brothers.
Str 18
Int 8
Wis 15
Dex 9
Cha 17
Con 14
San 10
You think I’m big, you should see my little brother… barbar is youngest
Im a fuckin people person
Persuade, insight, Craft: Armorer (3 years waiting for brothers to come of age)
Sentinel, polearm mastery at 4th
Aura double size for bros grim
Curse: 6 fingers on left hand; white hair
Get shield
Speaks to cats
War Spear (2D6; reach, 2 handed)
Barbar
Age: 27
Str 16
Int 11
Wis 13
Dex 13
Con 19
Cha 11
San 11
Survival, athletics
Advantage to never harm brothers in rage/bez
Curse: must eat raw meat once per day or -1 CON adj; growls when tense or excited
Jumps x2 height and distance
Battlem
age: 28
Str 14
Int 15
Wis 11
Dex 12
Con 15
Cha 13
San 13
Curse: always shredding something – toothpick, leaves, paper, scratching a coin on table; makes bone toothpicks from enemies
Darkvision 30’