Author |
Topic |
Targon Moonrise
Learned Scribe
163 Posts |
Posted - 01 Apr 2003 : 00:47:20
|
I know little about halflings but yours sounds kinda cool. A captain of his own ship, nice and I like the name of his ship. |
May Melkor smile upon every spell you cast. |
|
|
branmakmuffin
Senior Scribe
USA
428 Posts |
Posted - 02 Apr 2003 : 07:47:24
|
I seem to be jumping into this rather late.
My favorite is my legitimately-rolled-up-played-up-in-levels-accordong-to-the-rules 1st edition bard. He was a Half-Elf named Redmond. He had psionics, too, but they were hokily acquired due to the DM's misunderstanding of how a magical tome worked.
He was a 2nd level Bard when I quit playing so I didn't get to to play him much as a Bard. I like him so much, he has an incarnation in every game I GM, no matter the genere, no matter the rules system. |
|
|
Yasraena
Senior Scribe
USA
388 Posts |
Posted - 02 Apr 2003 : 10:10:17
|
quote: Originally posted by branmakmuffin
I seem to be jumping into this rather late.
My favorite is my legitimately-rolled-up-played-up-in-levels-accordong-to-the-rules 1st edition bard. He was a Half-Elf named Redmond. He had psionics, too, but they were hokily acquired due to the DM's misunderstanding of how a magical tome worked.
He was a 2nd level Bard when I quit playing so I didn't get to to play him much as a Bard. I like him so much, he has an incarnation in every game I GM, no matter the genere, no matter the rules system.
That's pretty impressive Bran. I know those rules. 1st Ed Bards are probably the hardest PC's to make, mainly because it takes so damn looong to get them to the Bard class. I'd like to read about his adventures to get there if you have any. |
"Nindyn vel'uss malar verin z'klaen tlu kyone ulu naut doera nindel vel'bolen nind malar." Yasraena T'Sarran Harper of Silverymoon |
|
|
branmakmuffin
Senior Scribe
USA
428 Posts |
Posted - 02 Apr 2003 : 16:43:51
|
quote: Originally posted by Yasraena
quote: Originally posted by branmakmuffin
I seem to be jumping into this rather late.
My favorite is my legitimately-rolled-up-played-up-in-levels-accordong-to-the-rules 1st edition bard. He was a Half-Elf named Redmond. He had psionics, too, but they were hokily acquired due to the DM's misunderstanding of how a magical tome worked.
He was a 2nd level Bard when I quit playing so I didn't get to to play him much as a Bard. I like him so much, he has an incarnation in every game I GM, no matter the genere, no matter the rules system.
That's pretty impressive Bran. I know those rules. 1st Ed Bards are probably the hardest PC's to make, mainly because it takes so damn looong to get them to the Bard class. I'd like to read about his adventures to get there if you have any.
None of his adventuring was in FR. It was all in the DM's own world and in Krynn (thanks to a magical portal). |
|
|
Alruane
Senior Scribe
USA
434 Posts |
Posted - 25 Nov 2013 : 10:23:04
|
My human paladin, low level, died early. But he was my first ever character so, he was memorable. :3 |
" I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?" ~Joneleth Irenicus
"Wisdom? My dear boy, wisdom is knowing that you do not know everything. Wisdom is realizing, a wise man ALWAYS has questions. Not answers."
~Alruane |
|
|
The Arcanamach
Master of Realmslore
1847 Posts |
Posted - 04 Dec 2013 : 00:56:06
|
My favorite NPC is Xarthalion (aka The Arcanamach). He's an enormously powerful wizard (basically my homebrew Elminster, though his story is quite convoluted). Without going into all of his 'history' (much of which is left undetailed on purpose so that I can add to it when needed) I will tell the following:
1. He is actually an amalgamation of 3 people. A human male from Waterdeep, a star elven male from Myth Drannor (I will explain this in a bit), and 'half-elven' female spirit (note the quotes are there for a reason). The human was orphaned and raised by Durnan and went down the well at the Yawning Portal and eventually ended up in the Ruins of Myth Drannor. The star elf was a member of the Llundlar clan. In my world, the Llundlar's were a star elven clan that used to magic to appear as gold elves (star elves in my world exist in several places with a very secret mission). That young star elf got into a bit of trouble during the Weeping War and was trapped in stasis in the crypts of his home until the magic faltered and he was freed...upon which he went to the surface. The young 'half-elven' spirit was truly part fey but was a child of Lady Polaris and appeared to be a half-elf. She died during Karsus' Folly and her spirit wandered into Myth Drannor centuries later. The 3 ended up in the same place during a wild magic surge and their bodies/spirits merged into one being.
2. The new person took on the name Xarthalion (an amalgamation of their names) and became an adventurer who gained much wealth and power. He is is basically a N 1/2em Wiz but has tendencies toward both law and good. His elven heritage allows him to use elven magic without penalty as well.
3. During his many travels he came across the Orb of Labelas. It looks like a Bajoran Orb from Deep Space Nine and is a greater artifact. It has many powers but, for the most part, he cannot control them. He is 'connected' to the Orb and he is randomly transported backwards, forwards, and even sideways through Time. In my homebrew, the Arcanamach is a mysterious wizard who appears throughout history and does things, both great and small, and then vanishes (think Quantum Leap here).
4. He is both an ancestor and a descendant of many powerful individuals in the Realms, including Chosen and some Magisters. Also, he is one of MYTRYL'S Chosen (he is, in fact, Nether...the individual who 'discovered' the Nether Scrolls). He is also in league with the Terraseer.
5. He is powerful enough to challenge minor and lesser deities (although victory against a lesser deity is by no means assured...I really despise deicide and the idea of mortals killing deities without artifact(s) and divine support). The point is, for my homebrew he is the 'top dog' (more or less) of wizards in the world.
6. He lives in a very special place located in the Star Mounts (not gonna give info here other than to say think of Castle Greyskull for some idea of the location's power).
7. His biological age is over 2000 years, but his historical impact spans about 12,000 years due to his timejumping.
8. Unbeknownst to historians, Karsus was actually the 2nd person to create a 12th-level spell. Xarth created a personal mantle spell of 12-level in power that fundamentally altered his being in the process of casting it (he is a living, and very mobile, mantle).
9. Anyway, no other players have ever knowingly encountered him as he always appears in disguise. That merchant that you asked directions from? Might have been him. That pretty lass you got lucky with in the tavern last night? Might have been him. The guy that jumped in, stopped you from slaying the villain, then mysteriously disappeared? Might have been him. That random healing effect that took place from some unknown source? Might have been him. You get the point. |
I have a dream that one day, all game worlds will exist as one. |
Edited by - The Arcanamach on 08 Dec 2013 17:32:39 |
|
|
Alruane
Senior Scribe
USA
434 Posts |
Posted - 04 Dec 2013 : 01:01:58
|
This one seems to have MANY similarities to our beloved Elminster. Very interesting facts and points about this character, |
" I wonder if you are destined to be forgotten. Will your life fade in the shadow of greater beings?" ~Joneleth Irenicus
"Wisdom? My dear boy, wisdom is knowing that you do not know everything. Wisdom is realizing, a wise man ALWAYS has questions. Not answers."
~Alruane |
|
|
Diffan
Great Reader
USA
4441 Posts |
Posted - 05 Dec 2013 : 21:05:16
|
This is probably my all-time favorite character that was created back in the AD&D 2e days and later updated to each iteration of D&D (3.5, Pathfinder, 4e, and now D&D:Next). The stats I have on hand are that of v3.5 but you get the gist of what he's all about.
SIR MARCUS, SOLDIER-AT-ARMS; CR 12 Male human paladin 12 of Torm LG medium humanoid (human) Init +1; Senses Listen +2, Spot +2 Aura courage (10 ft. allies +4 against fear) Languages Common, Elven ===================================================================== AC 25, touch 13, flat-footed 24 (+10 armor, +3 shield, +1 Dex, +1 deflection) hp 115 (12 HD) Immune disease, fear Fort +20, Ref +14, Will +15 ===================================================================== Speed 20 ft. (4 squares) in +2 full plate of calling; base 30 ft. Melee +1 holy valorous longsword +20/+15/+10 (1d8+10/19-20 plus 2d6 against evil) or Melee mwk silver maul +19/+14/+9 (1d10+8/x3) Ranged +2 composite shortbow [Str +4] +15/+10/+5 (1d6+6/x3) Base Atk +12; Grp +18 Atk Options Power Attack, smite evil 3/day (+7 attack, +12 damage or +36 when charging) Special Actions lay on hands 84 points/day, turn undead 10/day (+9, 2d6+16; 9th) Combat Gear wand of cure moderate wounds (40 charges; CL 5th), 4 flasks of holy water Paladin Spell Prepared (CL 6th): 3rd—diamond steel, find the gap, righteous fury 2nd—knight’s move, remove paralysis, strength of stone 1st—divine sacrifice, lesser restoration, rhino’s rush Spell-Like Abilities (CL 12th): At will—detect evil 3/week—remove curse ===================================================================== Abilities Str 22, Dex 12, Con 16, Int 10, Wis 14, Cha 25 SQ moderate aura of good Feats Awesome Smite, Battle Blessing, Combat Brute, Improved Sunder, Power Attack, Weapon Focus (longsword) Skills Concentration +5, Diplomacy +12*, Handle Animal +10, Heal +7, Jump +6, Knowledge (arcana) +1, Knowledge (nobility/royalty) +2, Knowledge (religion) +5, Profession (cook) +2, Ride +5, Sense Motive +8 Possessions combat gear plus +2 full plate of calling, angel-helm, +1 animated heavy steel shield, Trueheart (+1 holy valorous longsword), +2 composite shortbow [Str +4], amulet of health +2, belt of Strength +4, cloak of Charisma +4, ring of protection +1, vest of resistance +2, adventuring kit, quiver with 20 arrows, silver holy symbol (Torm), 140 pp, 100 gp, 40 sp. ===================================================================== Aura of Courage (Su): Immune to fear, and each ally within 10 feet of Sir Marcus gains a +4 moral bonus on saving throws against fear effects. PH 44 Aura of Good (Su): The power of Sir Marcus’s aura of good (see the detect good spell) is equal to his paladin level, just like the aura of a cleric of a good deity. PH 44 Charging Smite (Ex): When using the charging action and smiting, Sir Marcus can triple the smiting damage. If he misses on the attack, the attempt isn’t considered used for the day. PH2 53 Detect Evil (Sp): Detect evil at will, as the spell. PH 44 Discerning Insight (Ex): Sir Marcus can recognize when a person is trustworthy or not. He gains a +3 bonus on Sense Motive checks when trying to get a "hunch" about the subject's personality after a 1-minute conversation. Web Enhancement:“Dead Levels” WotC website. Divine Grace (Ex): Sir Marcus adds his Charisma modifier, if any, to his saving throws. PH 44 Divine Health (Ex): Immunity to disease. PH 44 Remove Curse (Sp): Remove curse 3/week, as the spell. Sir Marcus may use up two remove curse attempts to produce a break enchantment effect as the spell. CM 33 Smite Evil (Su): Three times per day, Sir Marcus can attempt to smite evil with one normal melee attack. He adds +7 to his attack roll and deals an extra 12 points of damage. PH 44 ===================================================================== Skills: Sir Marcus has a +2 bonus on Diplomacy checks when enforcing the law.
Sources Used: PH (player's handbook), PH2 (player's handbook 2), CM (complete mage), CC (complete champion), SC (spell compendium)
Combat/Tactics: Sir Marcus always starts combat by casting find the gap followed by moving into position for a charge attack and then using Battle Blessing to cast righteous fury. On the next round, he casts rhino’s rush and charges his opponent using Power Attack to its fullest effect, and smites. This usually brings down most opponents, but if the creature in question is more resistant, the next round he’ll follow up with casting divine sacrifice and make a full attack afterwards until his enemy is defeated. Often he does this routine mounted.
Friends/Allies: Most notably, Sir Marcus has many friends among the clergy of the Triad and those who worship Torm including Hykros Allumen (high priest of the Halls of Justice in Waterdeep and Sir Gareth Cormaeril (exchequer of the Knights of Samular). In addition, he’s made fast friends among the Harpells of Silverymoon and been known to teach military tactics at the Citadel of Strategic Militancy, the stronghold for the Order of the Red Falcons. Foes/Enemies: This list is longer than Sir Marcus would like to count, but they include the church of Bane, Shar, Cyric, Velsharoon, and Malar. In addition, the Cult of the Dragon and Zhentarim consider him a great foe and will pay handsomely for his head. In particular, he’s caused the warriors and raiders of Darkhold great discomfort and fear as he often spoils their plots for highway robbery and attacks on the small settlements around that keep.
Appearance: Though Sir Marcus has seen the better part of thirty winters, he still fights as if he’s in the prime of his life. His hair is blond yet a small amount of gray is starting to creep in at the sides and his goatee is a mix of the two. He’s a staggering six and a half feet tall and when astride his mount, he seems a mountain of a man. Because he still wonders and adventures throughout Amn, Tethyr, Silverymoon, and the Western Heartlands, he’s been able to keep fit and remain healthy.
Personality: Either at court or in a tavern, Sir Marcus is always respectful to all he meets, even ruffians who think him an easy target. He also shows the utmost courtesy to women, be they fair maidens or courtesans. He styles himself as a helpless romantic and usually acts accordingly. When on the battlefield he gives command with the authority of one who’s seen it all and always leads from the front, as a true paladin should.
History: Sir Marcus has always had the best opportunities as he was the single child of a wealthy lord in Tethyr. From early childhood, he has been fascinated with knights and their seemingly endless devotion to the causes of good. It was at the age of eight, that he had decided that he would pursue the mantle of paladin.
As he grew of age, he was granted entry into the Hall of Justice in Waterdeep to being a squire to a paladin of Tyr named Sir Caleb Dundragon. Sir Caleb showed him all he could about the responsibilities of knighthood and the sacrifices he would have to make to become a paladin and stay on that path. Marcus absorbed every word and to this day keeps those lessons close to heart.
A year before he was to take his knight’s trials and gain entry to paladin-aspirant, he and his lord Sir Caleb were beset by ravaging pack of ghouls led by a sinister vampire that had been terrorizing the region west of Cormyr. The battle was one of great proportions as Marcus fought off the ghouls while Sir Caleb confronted the vampire. Marcus handled himself well, turning some of the ghouls while hacking down the others. Sir Caleb however, met his end that day against the vampire. As Marcus turned, the vampire dropped Sir Caleb’s lifeless corpse to the ground and laughed as Marcus brought up his sword for his attack. That laugh suddenly stopped as Marcus charged, and with him he brought the full power of his deity’s wrath. With one single swing, Marcus ended the vampire’s un-life as its head dropped to the ground.
From that moment on, Marcus knew he was granted his calling. Soon he was awarded his knighthood and rose fast among the other paladin-aspirant in the Halls of Justice’s history to become a full-fledged paladin the following year. From there, he would do great and heroic deeds for the hope that people would follow his lead.
Motivation/Goals: Currently, he’s serving as liaison between Amn and the elves of the Shilmista forest with the hopes of bringing the two communities together for the benefit of all. He’s also accepted (for brief periods) among the elves of Evereska for his one man crusade against Darkhold and for his valor against the Pharimm that still stalk the area. His goal is the ever-pursuit and prevailing of justice throughout the land and the elimination of evil from the face of Faerûn.
|
|
|
hashimashadoo
Master of Realmslore
United Kingdom
1152 Posts |
Posted - 10 Dec 2013 : 16:12:38
|
Amra Laelithar Sun Elf Wizard 6/Ruathar 3 fiery blonde hair cut cheek length on the right side but hip length on the left piercing green eyes 5'1" 88 lbs (very slight, even for an elf)
Born into a poor but magically gifted elven family in Silverymoon. Her father Saevel (another one of my PCs) was absent for the majority of her life, being an adventurer working in and around Waterdeep. Amra fell in with a bad crowd in her formative years and became a member of a group of youths who fancied themselves as the local thieves guild. Poor close-up eyesight inherited from her father precluded her from the standard lockpicking and pickpocketing activities of her peers, though surprsingly she had a knack for clockwork. Apprenticed to a furrier, by day this was her cover for her more larcenous activities by night. As the brains of the outfit, she also acted as a lookout and distraction for her friends and they made several petty thefts in the city, but a stolen necklace she didn't want to fence was noticed by the owner and she had to make herself scarce.
Having failed to complete her apprenticeship, she had to live by her impressive wits when she couldn't find respectable work and passed her time training stray dogs, sneaking back to the city to see her family whenever she felt she could. While flitting from villages to small towns, she encountered a group of usurers who were using trickery rather than honest theft to fleece poor elven families similar to hers out of what little coin they had. She joined with a group of irate townsfolk and played a key role in planning the attack that drove away the usurers but took an arrow in the belly during the fighting.
She was healed by a sage living in that town and while convalescing, impressed him with her grasp of history and magic. The sage, who was also a minor wizard, took her on as an apprentice and she proved to be a quick study, devouring all the arcane lore he had as well as most of his more mundane texts. With nothing more to teach her, they bade each other farewell and Amra resolved to travel to Waterdeep to find her absentee father who, according to her mother, was also a knowledgeable wizard. On the way though, Amra was caught up in her first adventure which involved a trek into the Underdark to rescue a girl for her fiancee...
Personality Amra isn't particularly friendly to those she doesn't already know, meaning that she has few people she can call 'friend'. Most of those whom she can live back in Luruar and she has yet to make any real connections to her adventuring party. They all respect her for her arcane abilities (and the fact that she has saved the lives of each and every one of them at least once) but she doesn't feel a connection with any of them. She gets on best with Tankrin, the other elf woman in the party, but suspects that the ranger has ties to the Eldreth Veluuthra which, having grown up in Silverymoon, does not sit well with her. Matters were further complicated when the other wizard in the party, who shared her larcenous past, absconded with a portion of the party's treasure.
She has a love of gems and jewellery, especially a set of diamonds that she seems incapable of being parted from (unbeknownst to her, this is a magical compulsion that has yet to be explored) and is viewed occasionally as greedy by her fellows. |
When life turns it's back on you...sneak attack for extra damage.
Head admin of the FR wiki:
https://forgottenrealms.fandom.com/ |
Edited by - hashimashadoo on 10 Dec 2013 16:29:53 |
|
|
dahksinol
Acolyte
Philippines
4 Posts |
Posted - 09 Apr 2014 : 04:00:43
|
My favorite character would have been my Dragonborn Paladin Thrask wielder/best friend of Thomas 'Tom' Thompson, a Shardmind Warlock who uses his ability to change shape into a crystalline great sword. Much fun was had when we were all disarmed by a band of hobgoblins in what I think was our fifth campaign. Tom transformed into a spear while the Hobgoblin warlord was in mid-speech and, without hesitation, Thrask threw the shardmind-turned spear straight at the hobgoblin (a natural twenty). The narration went something along the lines of the hobgoblin warlord exploding in a messy soup of blood and gore as the eldritch powered spear came in contract with his flesh. With the warband in disarray, Thrask then used his draconic breath and incinerated half of the stunned and shocked hobgoblins while our rogue and fighter were busy using their binds as garrotes. Thirteen hobgoblins were dead by the fourth round as soon as Thrask had gotten hold of the nearest falchion and the fighter a sword and shield. |
|
|
Cbad285
Learned Scribe
161 Posts |
Posted - 10 Apr 2014 : 08:32:56
|
I'm pretty fond of my ranger, Victus Carrington. Not gonna go into stats, hes in the heros lore if yer game ever nears the spiderhaunt woods an you care to use him to whatever ends.
Victus started out as a guard in Daggerdale after the Freedom Riders took it back from the zhents. I played him through a few skirmishes until he was made a ranger for the Dale and was sent out to investigate movement by hillsfar in the north. I took it upon myself to kill some troops attempting to gain info on why they were so close to the Dales but ended up being captured and sold into slavery as a gladiator. We played a large piece of his time through the gladiator games which made him into a real mean guy, having to kill friends he'd made to survive. Eventually he escaped when he was almost killed and was buried in a shallow grave outside the city walls. After that I took up with some mercenaries and struck out at Hillsfar patrols on the road towards Daggerdale. After a time Victus returned to Daggerdale and retired from it's service which is where I leave him for community use. In our house campaign he later married Randle Mourn's daughter and became lord of daggerdale for a time. But he could never get used to living in the city and eventually went on to kill Zastam *name spelling?* after the necromancer destroyed Scardale. The battle cost Victus his life but he did kill Zastam. By that point I had duel classed from a Ranger into a Forest Ranger. I know it's a prestige class but we wanted to play out the change through XP. After that we had a character give up his elven soul to restore Victus to life (He had been refusing to pass on from the grey waste and was on the verge of joining the wall). Today Victus is about 50 some-odd years old and duel classed agian into a priest of Torm. He sails on a Junker somewhere in the dragon sea with a group of calishite pirates called the Ahadar. Effectively he is a 10th level Ranger, 13th level Forest Ranger, 5th level Priest of Torm. His faith always came into question via his ranger spells but we just explained that by creating a love affair between Torm and Melekki.
I could go on for days about Victus, but by far he is my favorite character, and I've had some good ones in my day.
Currently I'm playing Victus's son, Turel. Turel just recently learned who is father was and is also a pirate in the dragon sea with his own fleet of ships. So as of last game he is hunting the junker down in hopes to shed light on why he was sent to Westgate under the name Pearlmade and left to be raised by a whore and her band of thieves... |
"Beware the Dream Fever!" |
|
|
Cards77
Senior Scribe
USA
746 Posts |
Posted - 27 Apr 2014 : 03:16:07
|
My first favorite was my first ever character: a 2nd edition "barbarian" named Lander. He had a 18/99 STR. He was a beast, know for his ability to kill with his bare hands and brute strength.
However my recent favorite character comes from the other recent scroll in this forum: Full Name: Grinkle Race: Hobgoblin Homeland: Unknown, somewhere near Yartar possibly. Age: 19 Height: 5'10" Weight: 200 lbs Hair: Dark brown Eyes: Yellow Skin: Reddish-Orange Class: Rogue 5 Alignment: Chaotic Neutral (with leanings towards Chaotic Good) Stats: STR 17, DEX 21, CON 16, INT 16, WIS 15, CHA 13
Personality: A gentle hobgoblin. Quiet and intelligent. Not quick to violence but when forced into a corner very few humanoids would stand toe to toe against him. Grinkle has some interesting idiosyncrasies that the humans, half-elves, and others around him find extremely unsettilng. He STILL has no concept of keys, though he's quite fond of locks, and picks locks rather than using keys, even if he has one. The fact that a lock can be opened so easily with only one certain piece of metal is an idea totally foreign to him.
He also has the unsettling habit of eating everything with his hands, bones and all.
He does not like the concept of inns. He feels trapped and if forced to stay in one he will push the furniture against the door and sleep in the corner of his room.
He smells HORRIBLE as he does not bathe. His hair is dreadlocked and waxy from being unwashed. He believes that this makes him harder to see, and he refuses to wash his armor for this reason. In fact he often smears wet ashes or mud on his armor to black out any areas that could glint off the sun.
He's extremely hardy, often traveling many miles with little to eat or drink. He often chews flayleaf when he's forced to sleep during the night, as he's primarily nocturnal in nature.
He refers to ALL magic as "elf magic", which he fears and holds in great awe.
He refers to all of elven blood as "elveses". He does not trust eleves, though he will tolerate them, because they are generally thoughtful and intelligent.
He does NOT like "Dwarveses" finding them smelly, loud and rude.
He views Halflings as a potential food source.
He has no experience with gnomes, assuming them to be bald wrinkly halfings of some kind.
He once found a wand of wonder, which he kept for a time calling it his "magic stick". He used it to save one of his adventuring companions from a deep bat that was about to kill her. He blasted the bat with a massive lightning bolt from the wand and then would never touch the wand again after that.
Likes: Finding "shineys" (gold), exploring, finding secret places, guiding those in need to safety, anything that aligns with Shaundakul's portfolio.
Dislikes: Oppressors of the weak, slavers, elven magic.
Backstory: Grinkle was born into a tribe of hobgoblins somewhere South East of Yartar in 1350 DR. He does not know this.
Grinkle was a runt of his tribe, and barely survived. He was mostly kept as a slave, forced to clean, cook and do other tasks for the tribe. The tribe eventually occupied an abandoned border keep. Little did they know that one of my old PCs (Kenrick the Younger) had just inherited the deed for the place, from his deceased uncle in Waterdeep. Kenrick the Younger proceeded to lead a group of adventurers to the keep and liberate it from the hobgoblin tribe. After slaughtering the hobgoblins, he found Grinkle who had locked himself in a secret room. Kenrick couldn't bring himself to kill such a pathetic creature only 12 years old. He could see the scars all over Grinkle's body where he'd been beaten and whipped. Despite Grinkles mistreatment he did not lash out when Kenrick found him, and Kenrick could tell he did not have the hard look of a typical hobgoblin.
Kenrick took him in, taught him to read, write and speak Common. He found Grinkle to be remarkably intelligent, and when fed a diet appropriate for a growing hobgoblin, Grinkle grew to fill his frame with muscle, and was somehow blessed with a remarkable athleticism, along with inheriting the natural toughness of hobs. Together they traveled the Silver Marches adventuring during the field season and trapping during the winter. Kenrick trained Grinkle as a top-notch scout (wilderness rogue), and taught him his signature fighting style (dual short swords).
Grinkle served the newly emancipated Keep as it's chief scout and patrol leader. Grinkle would often patrol the areas around the keep for weeks at a time, surviving on very little.
As a hob among the humans of the keep, Grinkle was a loner with few friends. A mercenary named Farl eventually befriended Grinkle. Farl a former knight had a serious drinking problem. While in a drunken stupor one night Farl beat a man in the keep so severely that he died from his injuries. Rather than face murder charges at the Keep, Farl left almost immediately for the road. Grinkle had grown somewhat bored at the keep and had seen the rangers and clerics of Shaundakul stop at the keep, guiding folk through. He decided to go after Farl, to keep him safe, and find adventure along the way.
They traveled north toward Silverymoon, as Farl fled his inner demons and descended further into alcoholism. They stayed off the main roads and skirted the hills whenever possible to avoid potential pursuit from the keep.
They had several adventures together, including killing a young black dragon. Grinkle often went off by himself into the High Forest to explore. He discovered a previously unknown ruined city from the ancient kingdom of Earlann. He spent several months exploring the underground complexes. After several trips, he became a follower of Shaundakul and worked with that deities clerics to defeat a lich residing in the ruins, and to secure and investigate a series of portals found within the underground ruins. |
Edited by - Cards77 on 27 Apr 2014 03:44:40 |
|
|
Topic |
|
|
|