Welcome to the Nature's Allies - Out of Character thread Welcome! First order of business is the posting of PCs. Everyone, please post only once. After everyone has posted their characters, then the thread is open for use.
I will be posting all pertenant campaign background information in this post and the next.
Campaign Flavor: Dark humor, mystical whimsy, some slap stick, tense social exchanges, and a sense of purpose and urgency. Story book tales and the dreary fight for survival. A world of contrasts.
With the strong influence of the Feywild book, this will have a very magical, adventurous feel. Stopping to strip the dead orcs of weapons and shields would be atypical in this game. Finding a rare plant (consumable), two stolen earrings (magical), and the money pouch of a noble would be interesting loot I foresee this party enjoying.
The vibrant and haunted autumn of your past will be a stark contrast to the muted, striving for survival, spring of the mortal world. The contrast between realms will be apparent through out. Each glimpse of something fey will almost seem to explode with radiance compared to the dull, nearly lifeless world you have stepped into.
Nat 1's: To give me some room for mischief, when you roll a nat 1 make a saving throw. If you fail, I get to have a little fun. And this goes for the monsters as well.
Some examples of what can go wrong: -Thrown off balance from drinks being knock onto the floor - Acrobatics or fall prone. -Sunlight catches you right in the eye - Fort or stagger randomly as a move action -Minion gets killed by being pushed off the cliff by a comrade -Make a MBA against an adjacent ally, on a hit they become prone -Minion flees in terror from the dragonborn sneezing
Skill Challenges: For now, I don't present skill challenges by rules. Instead, I'll present the situation and as you determine how you proceed, I'll ask for rolls. This allows me to naturally evolve a non-combat encounter. I loosely follow the SC structure, but 3 failures don't always mean failure. 6 might still not fail it... but of course, if the course of action has extreme risk, 1 failure may be all you get.
Posting: Please find a comfortable way for tracking your used powers/ hp / APs / etc. Any permanent changes and equipment should be updated on the initial OOC post of your PC. Those posts will be where I go to find any answers about your PC.
When posting to IC, please always have story text/dialogue/flavor text present (even a memory to give insight into your PC). If you need to just inquire, discuss tactics or how to proceed, or talk about the weather, please use the OOC thread.
Beyond just powers: I encourage players to go beyond just what your power card says... or even your powers. -Beyond the card: The card has fluff and rules. The fluff are just guide lines. If your PC is holding a clip board and you want to say he whacks the evil survey taker on his head repeatedly, pushing him back into his evil den of criminals, by all means use the rules for your Tide of Iron power to see how it turns out. All I ask is you PM me your idea before posting so I can make sure its in line.
-Beyond powers: Use the environment to your advantage if you can. The effects of your efforts will be most likely rewarded with strength equal to an encounter power.
-Beyond combat: Careful pre-planning or a bold plan can turn drawn out combat rounds into a solution requiring only a few skill checks.
This game is a creative narrative and I follow the rule of cool.
Adventure Histroy Among the mysteries lands of the Feywild is a mountain valley eternally caught in the last days of Autumn. This Land of Eternal Autumn is blanketed in a spectrum of reds, oranges, and golds, for it is nearly all forests. The v-shaped valley starts at the base of a Mountain capped forever in snow. Long arms of the mountain embrace the valley, as high walls of stone continue down to the sea coast. Cold ocean spray covers the rugged coast line in perpetual mist along the wide point of the valley's V.
Within the autumn forests lies majestic beauty and dire perils. The autumn tales of the mortal world can be found in these leaf covered lands. The greatest animal's travel here to find their last beds. While haunting spirits of the oldest Eladrin, gone mad from eternal time, stalk ancient ruins caught in their last moments before being finally consumed by time. Arcane magic drawn from energies released when life breaths it's last is abundant within the confines of the Land of Eternal Autumn.
Many on the Court of Gloom draw from this darker source of energy. Thindreve is one such lady of the court. With her influence within the court and her meticulous grooming of Carwyn, she hopes to one day see her half-breed son hold a seat on the court (an unheard of event in the life of the court).
Other then her golden tongue, charming airs, and stunning beauty, Thindreve's influence steams from the Tree of Balanos. Her great-grand father Ehubrydd owed much to the glorious tree and in his passing he entrusted the care of her garden to his descendants. With such a potent healing source in the land of perpetual decay, Thindreve has gained many favors among the other fey on the court.
One such favor is owed to Balanos herself. Minerva the bladesinger had traveled to her in a bad state, both physically and mentally. With the tree's care, she recovered from her grievous wounds but not from the hole that was caused by never knowing her true family. Their quest together ended in the reunion of Minerva with her older brother, a trainer of displacer beasts, and her Parents. Her young brother, Thistlebark, she still has yet met for he has been out adventuring.
When word reached the Faerie Queen (a cousin of the pixies) of Thistlebark's discovery and request for his brother and others to join him, it was discussed among the court who would be sent. Thindreve saw the perfect opportunity to elevate her son's standing and called in favors. In a remarkable quick manner, the court agreed to send Carwyn and Eternity with the Beast Master, Needleroot, and his sister. Balanos was the final member to join the party....
No background/theme chosen yet...nothing seems to match at the moment
This is in progress, but I'm in general thinking that Eternity is keenly interested in the interplay between life and death, the boudry line. What allows some things to cross over? Why are others so hard to push through in whichever direction? His primary interest is Necromantic in nature, but he has enough of an Evocation background to deflect any questions, often presenting himself as an evoker with a passing interest in necromancy. He plays his necromantic interest off as casual and something he only dabbles in to stay abreast on what the kids are doing these days so that he may sound an early warning if any of them are heading down a darker path. He's like grown adult that's obsessed with Harry Potter or Twilight. "No I'm not really on 'Team Jacob'. I'm wearing this shirt and hat and button ironically. Duh."
As for ties with the group, I like the idea that he made a bargain with some fey at some point (perhaps an unspecified service in return for more necromantic knowledge) and that debt got handed off/traded/sold to one of the other adventurer's. Let's say it was Lin's Pixie and that service is to "do his best to keep him/her" alive. It serves him right to make an open-ended pact to get stuck guarding a near-immortal for life.
--in progress-- Defenses AC 22; Fort 16, Ref 19, Will 19 HP: 44/44 Healing Surges Remaining 8/8 (12) Init +4 Speed: 6 Status: Action Points: 1.0 [ ] Other combat related info: Wand Expertise: You ignore partial and superior cover on implement attacks you make with a wand. Melee Basic AttackShow
Standard Action Improvised weapon (unarmed) Target: One creature Attack: +2 vs AC Hit: 1d4-1
Standard Action (Arcane, Implement, Necromancy, Shadow, Zone) Ranged 10 Target: One nonflying creature Attack: +12 vs Reflex Hit: 1d8+8 damage. The squares adjacent to the target become a zone that lasts until the end of your next turn. The ground of the zone is difficult terrain for your enemies. You gain 2 temporary hit points (Necromancy Apprentice).
Minor Action Ranged 5 Target: One object or unoccupied square Effect: The target sheds bright light until the end of the encounter or until you use this power again. The light fills the target's space and all squares within 4 squares of it. Putting out the light is a free action.
Standard Action (Arcane, Fire, Implement, Necromancy, Necrotic, Shadow) Ranged 10 Target: One creature or object Attack: +12 vs Reflex Hit: 2d8+8 Necrotic damage. You gain 2 temporary hit points (Necromancy Apprentice). Effect: Each creature adjacent to the target takes 5 fire damage.
Standard Action (Arcane, Implement, Cold, Evocation, Zone) Close blast 5 Target: Each creature in the blast Attack: +12 vs Fortitude Hit: 2d6+8 cold damage. One damage die that results in a 1 can be rerolled. Use the new result even if it is another 1 (Evocation Apprentice). Effect: The blast creates a zone that lasts until the end of your next turn. The zone is heavily obscured to creatures other than you, and any creature but you that starts its turn in the zone is slowed until the end of its next turn.
Immediate Reaction (Arcane, Necromacy, Shadow) Ranged 5 Target: You or one ally. Trigger: A nonminion living creature dies within 5 squares of you. Effect: The target gains temporary hit points equal to his or her healing surge value.
Standard Action (Arcane, Implement, Necromacy, Necrotic, Shadow) Area burst 1 within 10 Target: Each enemy in the burst Attack: +12 vs Will Hit: 3d6+8 Necrotic damage and the target is immobilized (save ends). You gain 2 temporary hit points (Necromancy Apprentice). If the target is undead, it takes no damage and is not immobilized. Instead the target must take a free action to move as far as its speed allows to a square farther away from you, and it is dazed (save ends). Miss: Half damage.
Standard Action (Arcane, Evocation, Implement, Fire) Area burst 3 within 20 Target: Each creature in the burst. Attack: +12 vs Reflex Hit: 4d6+8 Fire damage. One damage die that results in a 1 can be rerolled. Use the new result even if it is another 1 (Evocation Apprentice). Miss: Half damage.
Standard Action (Arcane, Force, Evocation, Implement) Ranged 20 Target: One creature or object Attack: +12 vs Reflex Hit: 2d8+8 Force damage. One damage die that results in a 1 can be rerolled. Use the new result even if it is another 1 (Evocation Apprentice). Make a Secondary Attack. Secondary AttackShow
Area burst 1 centered on the primary target Attack: +12 vs Reflex Hit: 1d10+8 Force damage. One damage die that results in a 1 can be rerolled. Use the new result even if it is another 1 (Evocation Apprentice).
Standard Action (Arcane, Implement, Necromancy, Shadow) Area burst 1 within 10 Target: Each creature in the burst Attack: +12 vs Fortitude Hit: 2d8+8 damage. You gain 2 temporary hit points (Necromancy Apprentice). Effect: The burst creates a zone that lasts until the end of your next turn. Creatures take a -2 penalty to attack rolls while within the zone, and any creature that enters the zone takes 5 damage. The damage increases by 2 for each creature reduced to 0 hit points by the attack.
Standard Action (Arcane, Implement) Ranged 10 Target: One conjuration or zone Attack: +12 vs Will (of the creature of the conjuration or zone). Hit: The conjuration or zone is destroyed. All its effects end, including those that normally last until a target saves.
Standard Action (Arcane, Charm, Enchantment, Implement) Area burst 2 within 20 Target: Each creature in the burst. Attack: +12 vs Will Hit: The target is slowed (save ends). First Failed Saving Throw: The target is unconscious instead of slowed (save ends). Miss: The target is slowed (save ends).
Feats: 1- Master of Stories: Intimidate Skill skill, Skald's Aura 1/encounter 2- Teeny Target: Gain cover from attacks when in an ally's space 4- Master at Arms: +1 to Weapon Attacks. 6- Wand Expertise: +1 to attacks with wands. I ignore any cover with implements I make with a wand.
Racial & Theme Features: Fey Origin: COnsidered a Fey Creature. Speak with Beasts: Can communicate with natural & Fey Beasts. Wee Warrior: I have a reach of 1. -5 penalty to Strength checks to break or force open objects. - +2 to Diplomacy & Intimidate Checks.
Class Features: Instinctive Attack: When I make a MBA, I use Int, instead of Str. Guarded Flourish: My rangedand area attacks do not provoke opportunity when I wield a one-handed weapon; +2 to AC when wearing light or no armor, not usign a shield, and a weapon in one hand, with no weapon in the other. Blade Magic: I can use a Rapir as a wand, though I can only enchant it as a weapon. Arcane Strike: When I use a bladesinger daily attack, I can make an MBA as a minor action. Spellbook Cantrips Requirements: When I use wither my Bladesong power, or my Bladespells, I must use them when wielding a one-handed weapon with no weapon in the other hand. Trigger for Bladespells: I hit a Target with a melee attack while following the above Requirement.
Wealth/Equipment: 143gp, Adventurer's Kit, Climber's Kit, Veteran's Leather Armor +2, Challenge-Seeking Rapier +2, Bag of Holding, Cloak of Distortion +1
Dancing Fire No Action * Arcane, Bladespell, Fire Ranged 10 Effect: 3 fire damage, and grants CA until my EONT.
Magic Missile Standard * Arcane, Force, Implement Ranged 20 Effect: 9 force damage. Special: I can use this power as a RBA.
Shadow Sever No Action * Arcane, Bladespell, Necrotic Ranged 10 Effect: 3 necrotic damage, and falls prone if it is the same size or smaller than the target of the triggering attack.
Unseen Hand No Action * Arcane, Bladespell, Force Ranged 10 Effect: 3 force damage, and slide 3 squares.
Bladesong Minor * Arcane Effect: Until my EONT, I gain a +2 to attack and defense, and +5 to damage.
Chameleon's Mask Free * Arcane, Illusion Trigger: I make a Stealth Check. Effect: I make an Arcana Check, instead.
Dauntless Gaze Immediate Interrupt * Fear, Martial Close burst 3 Trigger: An enemy willingly moves. Effect: The enemy is marked by me and grants CA until my EONT.
Iaijiatsu Free * Martial Trigger: I roll initiative. Effect: I can draw a weapon and shift 3 squares. If I end that move adjacent to an enemy, I gain a +2 to my next attack roll I make against that enemy until my EONT. If my Initiative is higher that any enemy's, I can score critiacal hits on a roll of 18-20 on my first turn in an encounter.
Pixie Dust Move Ranged 5 Effect: One ally can fly up to 6 squares.
Shield Immediate Interrupt * Arcane Trigger: I am hit by an attack. Effect: I gain a +4 to AC & Reflex until my EONT.
Shrink Minor Melee 1 Target: One object sized for a Medium/Small creature, is not in a container, does not contain anything, and is not held, worn, or carried by anyone other than me. Effect: The target shrinks to a size appropriate for a Tiny creature's use. This remains until my next extended rest (if not on my person) or until I or another pixie use this power on the target again. A weapon retains its statistics, and acts as an improvised one-handed weapon for a non-Tiny creature.
Skald's Aura Minor * Aura, Healing, Martial Effect: I activate an Aura 5 that lasts until the EoE. IF it ends prematurely, I can reactivate it as a minor action. 1/encounter, I or an ally can spend a minor action to spend a HS and regain 2d6 extra HP, or to spend a minor action to allow another ally in the aura to spend a HS and gain an extra 2d6 HP.
Spook Free * Arcane, Shadow Trigger: I make an Intimidate Check. Effect: I make an Arcana Check, instead.
Suggestion Free * Arcane Trigger: I make a Diplomacy Check. Effect: I make an Arcana Check, instead.
Burning Hands Standard * Arcane, Fire, Implement Target: Each Creature in the Blast Closer blast 5; +11 vs. Reflex; 2d6 + 7 fire damage; Miss: Half Damage.
Color Spray Standard * Arcane, Implement, Radiant Target: Each Creature in the Blast Close burst 5; +11 vs. Will; 1d6 + 7 radiant damage, and dazed until my EONT.
Expeditious Retreat Move * Arcane Effect: I shift 12 squares.
Ray of Enfeeblement Standard * Arcane, Implement, Necrotic Ranged 10; +11 vs. Reflex; 1d10 + 7 necrotic damage, and the target is weakened until my EONT.
Shock Sphere Standard * Arcane, Implement, Lightning Target: Each Creature in the Burst Area burst 2 within 10; +11 vs. Reflex; 2d6 + 7 lightning damage; Miss: Half damage.
"It's dangerous to go alone, Jerk-wads!" (Borderlands 2)
“All right, I've been thinking. When life gives you lemons, don't make lemonade! Make life take the lemons back! Get mad! I don't want your damn lemons! What am I supposed to do with these? Demand to see life's manager! Make life rue the day it thought it could give Cave Johnson lemons! Do you know who I am? I'm the man whose gonna burn your house down - with the lemons!” (Portal 2)
Nettleroot is unusual in the Pixie world, in that the trail of dust he leaves when he takes to the air consists of only two colours. He is identified by a trail of silvery grey, interspersed with an occasional bright flash of deep red. He has six wings which he keeps neatly groomed.
Nettleroot has a sleek set of his jaw and his body is built broader than those of other Pixies, yet considering his size he is still slim. He speaks in a heavy tone of voice than most of his kind, though most other species still say it is high-pitched and child-like. His eyes are pure silver orbs, though usually, when speaking to Humans or other mortal creatures an iris appears of a rich red colour.
His clothes and weapons are specifically built to appear similar to the giant Eladrin, his armor finely carved from the scale of a sea-drake, and his needle of a sword forged in one of the finest Pixie smithies.
Nettleroot grew up in the Court of Gloom, yet he always had a taste for the outside world. He was one of the first young Pixies of his generation to break free of the Court and seek his glory and joy in other parts of the Land of Eternel Autumn and beyond.
Before he left, however, he spent many a day frolicking through the woods and across the streams of the huge valley, often playing hide-and-seek or games of tag with his younger brother Thistlebark and sister Minerva. That all changed when, for reasons still unknown to Nettleroot, his parents decided their daughter should find a safe haven elsewhere. The event changed the young Pixie, whom had always treated his younger siblings with love, for from that day onward his multitude of colours dwindled, until finally his trail of dust was nothing more than a silvery grey, with the occasional flash of red.
In later years Nettleroot had often wondered if Minerva had even been old enough to know what had happened, and if she even remembered his face and that of his parents. Yet he did not feel anger towards his elders. They would not have done what they did without a solid reason, even if they failed to communicate it towards their sons.
Nettleroot often returned to the Court of Gloom after his initial venture out into the wide world, but always, after a few months, he would leave once more. He would travel for months, sometimes years, but always did he return. Once his little brother was old enough he would occasionally take the young Pixie with him, though the trips never lasted long. Nettleroot is protective of his younger sibling, and he would never take him into danger. Soon, however, Thistleback started leading the way, intent on proving that he could hold his own if danger struck. And so he did.
Then, one day while travelling out on his own, Nettleroot came across a wounded Owlbear cub, his mother lying dead beside him. Always having nursed a love for Nature and its plentitude of creatures, the Pixie decided to nurse the cub back to health. It forged a strong bond between the two, and Nettleroot decided to name the Owlbear young Min, after his sister. Returning from the voyage back to the Court of Gloom, its inhabitants quickly noted the friendly manner of the beast, and Nettleroot felt safe to leave the thing behind in the loving care of his parents.
Similarly, more and more creatures came to inhabit the Court over the course of the years, each one lovingly accepted by family or friends. The latest, and most impressive, addition to Nettleroots group of tamed Fey beasts is a pair of Displacer Beasts. Usually quite vicious, the Pixie managed to calm the mother and young after he discovered them deep in an abandoned Blink Dog warren. They were severely underfed and the youngest was suffering from an illness.
Like many times before Nettleroot started bringing them food, using his powers to keep the creatures calm, talking and singing to them and using his dust to let them rest peacefully. Through conversation he learned that the mother, barely old enough to raise young, called herself Vinkuguaighaelshuyam, which Nettleroot quickly shortened to Vink. She had been unable to gather food for her cub after giving birth to it, too weakened by the ordeal. In honour of the Pixie, Vink decided that he name the young Displacer Beast. It did not take him long before he decided to name it Rose.
Upon returning to the Court, he drew quite a crowd, his silvery streak of light dancing in between the two dangerous creatures. He quickly explained that they were both young, and harmless in his care. It would take him longer to train the duo, however, so unlike normal he would keep them at his side a while longer. A part of him even whispered that he might never say goodbye to these two beauties.
Displacer Beast Companions Rose (Ranger Beast Companion)Show
Rose - Level 6 (Wolf) Displacer Beast Ability Scores: Strength: 15, Constitution: 14, Dexterity: 15, Intelligence: 6, Wisdom: 14, Charisma: 6 Size: Medium Speed: 7 Vision: Low-light Defenses: AC 20, Fortitude 18, Reflex 18, Will 19 Hit Points: 62 Healing Surge Value: 15 (2 surges per day) Attack Bonus: 10 Damage: 1d8 Melee Basic Attack: Bite; +10 vs AC; 1d8 + Strength modifier (+2) damage. Combat Advantage: When a wolf has combat advantage against a target, the wolf gains a bonus to damage rolls against the target equal to the wolf's Wisdom modifier (+2). Trained Skills: Endurance, Perception
Vink - Level 6 Displacer Beast Ability Scores: Strength: 15, Constitution: 16, Dexterity: 20, Intelligence: 2, Wisdom: 16, Charisma: 6 Size: Medium Speed: 8 Vision: Low-light Defenses: AC 21, Fortitude 17, Reflex 21, Will 21 Hit Points: 23 Healing Surge Value: 11 (- surges per day) Attack Bonus: 11 Damage: 1d8 Melee Basic Attack: Tentacle; +11 vs AC; 1d8 + Strength modifier (+2) damage. Displacement: Aura 1; Allies gain a +1 power bonus to all defenses while in the aura. Standard Action: +11 vs AC; 1d8 + 3 damage, and the displacer beast gains partial concealment until the end of its next turn. Perception: +13
Attack bonus with Weapon (Paladin) powers: (Lv)3+(Cha)5+(Prof)3+(Enh)2= +13 Attack bonus with Implement (Warlock) powers: (Lv)3+(Cha)5+(Enh)2= +10 - Special modifiers to attack: +1 to Arcane attacks after hitting with Virtuous Strike (which counts as Arcane itself) - Other special modifiers on Virtuous Strike (which is a Basic Attack): - - Song of Serendipity gives a +2 bonus to the next attack roll before the end of Carwyn's next turn, to an ally within 5 squares (Skald's Aura). - - White Lotus Hindrance makes the enemy Carwyn has hit treat all squares adjacent to him as Difficult Terrain until the end of Carywn's next turn. - - Gauntlets of Arcane Might gives Carwyn 2 THP whenever he hits a Marked enemy with Virtuous Strike or another Arcane attack. THPS allow Carwyn to use Spirit of Vice (Domination): inflicting 5 damage to him (Cha modifier) to gain a +5 bonus to damage for his next attack.
Damage: 1d8+5+2 = 1d8+7 (1d8+12 with Spirit of Vice or with Combat Advantage thanks to Dark Menace, 1d8+17 using both features)
Divine Sanction Damage: 3+Cha = 8 Radiant damage
Marking: - Encounter powers marking with Divine Sanction: Valorous Smite (On a hit: each enemy within 3 squares, until end of next turn), Call To Challenge (each enemy within 3 squares, until end of next turn). - Daily powers marking with Divine Sanction: Unyielding Faith (On a hit, the target, until end of encounter) - Daily powers marking without Divine Sanction: Set Determination (Sustain minor, Carwyn gains 8 THP each time he hits the target)
Triggered Actions: - Shadow Warp: Free action once per round, when dropping enemy to 0 HP or when adjacent enemy drops to 0 HP -> Carwyn slides himself or any creature within 5 squares. The target is slided 3 squares.
Item Powers: - Amulet of Seduction: Daily, Standard Action, +9 vs Will, adjacent enemy. On a hit: the target cannot attack you (save ends). While this effect lasts, if the target is adjacent to you when you are targeted by a melee or a ranged attack, the target interposes itself (as an immediate interrupt) and becomes the target of the attack instead. If the target takes damage from any source, the effect of this power ends. - Imposter Armor: Minor: transform the armor in a normal set of clothes. In this form it doesn't provide Armor bonus but it doesn't impose penalties either. Add armor enhancement bonus to Bluff checks made to disguise.
Carwyn is the son of a very romantic story ended in sadness. That of his parents. Long ago, in the Land of Eternal Autumn, ruled by a fey Court of Gloom, a small group of heroes came from the sea in a magnificent vessel. They were Tuathan, humans blessed by ancient and mysterious fey. Fascinated by the beauty of the lands, as many others visitors they became nearly compelled to stay in those painted forests and windy coasts for a long time. Cadfael, their leader, fell in love with Thindreve, a noble she-eladrin with a ruling position in the court. He was a great warrior, and she was a powerful magic user that dabbled in dark arts, as was typical of that land. Together they had the most heroic adventures and became a couple loved by most, but also bitterly envied by a few. Carwyn was only a child when his father was poisoned by an unknown someone. The days training with his father in swordplay were over: for a few years the Tuatha stayed there idle, physically and mentally crippled. Then his fellow Tuathans, after building suspicion over Thindreve herself over the years, finally found the strength of will to go away from the Autumn lands, and they brought Cadfael with themselves under the cover of night, never to be seen again. Thindreve was already in a deep state of sadness for the fate of his husband, and when Cadfael was gone, she strangely recovered instead of giving in to suffering. But she became quite obsessed with her son, teaching him powerful arcane arts and even making him deal with dangerous shadowy entities to grant him power. She wanted him to become as strong as possible, and at the same time she was very protective of him. He grew up a very handsome and charismatic leader, a gifted poet and singer of the Tuathan tales and sagas of old, and of dark and insidious magical songs of the fey. Under the guidance and fellowship of Eternity, an eladrin necromancer, and Nettleroot, a pixie beast-master, he became a strong warrior, hunter, and leader just like his father, while also cultivating his shadowy arcane powers. A fiery, curious, and bold personality inherited by both his parents compelled Carwyn to experience adventures on a daily basis, so he was enthusiast when the Faerie Queen called out for experienced adventurers specifically from the Autumn Gloom Court to follow a strange reptilian guide all the way to the mortal world.
Fair, tall and handsome, Carwyn's passion for both the telling and the living of heroic tales is readily apparent. His somewhat angelic visage and traits like his blond and long wavy hair, and his clean beard-less face are deceptive though. Or perceived as such, when his battle songs take on a dark twist and he summons shadowy magic to help him in battle. The darkness of his magic is also mirrored by his nearly black eyes, which always project a sense of strife and always have an unsettling though fascinating shine on them. He's also very confident in the use of seduction and trickery and has a somewhat twisted sense of honor, as is typical of many fey. As such, he values challenges, duels, and oaths, but then he never plays fair, believing that the end justifies the means. After all, the story has to end with the heroes being victorious...
Carwyn's sword has been his mother's sword before and is beautiful and elegant, showing typical eleadrin manufacturing. His armor is a polymorphing piece of magic, able to change on Carwyn's whims, both in the clothing and armor form. His shield displays his personal araldics: a capricorn, representing a powerful union of water and earth like that of his parents, a myterious creature of the unknown sea like his Tuatha father was when he arrived in the Land of Eternal Autumn.
His amulet is a splendid jewel said to include nymph's hair in its making. Its perfectly worked gem of a rich blue-green aquamarine acts as the enthralling focus of the object, able to seduce and enslave an enemy even in the heart of battle. Maybe related to this jewel, Carwyn's favorite color, often visible in his ever-changing clothes and armor, is aquamarine's blue-green color.
Carwyn's paladin powers are indeed divine at their roots, but they came natural to him (although through childhood training with his father) thanks to his Tuathan heritage, and he never actively worshipped any deity to receive them. They indeed come from Corellon, but they're tied to Tuathan blood and their ancient blessing from even more ancient fey, probably when Corellon walked the earth. As such, Carwyn is rather indifferent toward religion, although he sympathizes for Sehanine's faith, and Corellon's mysteries, that he knows though musical and poetic literature. So, the radiant force coming from his Virtuous Strike, Divine Sanction and so on, is more the light of the essence of the Feywild than a divine light, and they feel both to him and his enemies as powers coming from inside, not outside. The same can't be said exactly for his dark Binder powers, which come in fact from a bond with a shadowy fey power of Gloom. Even like this, he has of course good control over them, and he has grown very aware of how he can use them, giving the impression that these powers too are some sort of innate ability of him.
Balanos would be described by most as a stunningly beautiful and somewhat magnificent woman under normal circumstances. However, closer inspection shows her to be no woman. Her hair is green and often has leaves and acorns growing in it. Her skin is brown and covered in what appears to be tattoos, and on close inspection there is dimension to these tattoos, appearing rough like the bark of a tree. Those who look into her eyes will have their gaze calmly and deeply returned, and her warm gold orb-like eyes tell a story reaching back through the ages in which she has lived. She wears leather armour covered in intricate patterns and carries a strangely shaped crossbow and spear with her.
More than one thousand years ago a young Eladrin named Ehubrydd was walking home from training with her master in Mithrendain when she stopped to rest in the forest. She had sustained an injury to her wrist and chose to sit at the foot of the most beautiful tree in the forest. This was Balanos’s tree and, perceiving Ehubrydd’s great beauty and obvious distress, Balanos stepped out and spoke, encouraging Ehubrydd to touch her tree and be healed. Each impressed by the grace, beauty, and power of the other the two became firm friends. As the decades passed Ehubrydd obtained many honours and Balanos grew in power, and in order to cement their friendship Ehubrydd and her husband built their family palace next to the place where Balanos was planted. Ehubrydd encircled Balanos in a towering wall in which was a beautiful garden in Balanos’s honour, thereby ensuring Balanos’s safety. The best gardeners designed the garden to contain the most potent herbs and the most beautiful flowers, but Balanos remained so magnificent that her power and beauty were such that, from her, no detraction could be made.
Balanos reached fame as a most powerful healer when she healed Ehubrydd’s son, brought home mortally wounded from battle. This son had reached such fame for his valour, his courage, and his skill that everyone took a keen interest in his fate. This healing did not go unnoticed, and from that day many people came to Ehubrydd’s house to see Balanos and experience her healing. Ehubrydd led an extremely long life (even for an Eladrin) due to the healing help of Balanos, and when her friend finally died Balanos wept for many years. Balanos’s tree remains in the palace of Ehubrydd’s descendants where she is cared for with filial love and affection.
Balanos has aided the decendents of Ehubrydd to this day, and in exchange is kept happy and safe by the family. When Balanos heard of the party being organised to travel to the mortal world, and of who was to be going, she surprisingly asked to be included (though for what reason is not clear, except perhaps to Thindreve).
Mooraha has dabbled a bit in the dark arts (flying monkeys, goblin minions and such) and got herself into trouble now and again in Shinaelestra. Battling giants (or attempting to), studying the land and ploting to to be the greatest villan in pixie history. She had a bit of a thing for wanting to take over the world. After all of her failed attempts and after pissing off the dragon, Crystalience, at the Lake of Dreams, she had her mind erased and found herself wanting to use her powers to protect the innocent and completely forgot about her goal to rule the world.
On her path to find her next great adventure she came upon a pitiful Owlbear who was being picked on by a bunch of kobolds. She turned all the kobolds into frogs and saved the owlbear, who is now her trusty sidekick, Leo. Now, Leo is special. He's slow but packs a punch. Sometimes at night you can hear him squeeking and he loves cuddling his stuffed blink dog named Tweet.
Later in her journey, she met a young lad named Thistlebark. Who was obviously screaming for a womens touch by the look of him. She loves him, cares for him and married him.
And please welcome my wife to the group. She has been watching me play for the last few months and setting up this Nature's Allies game finally got her wanting to jump into PbP. I promise not to play favorites.