This will be where the Reign of Winter character sheets shall go.
Raena Aldern
"There's nothing worse than a witch, except for maybe two--but especially if they're from Irrisen."
Tall with a body of dense, taut muscle and general mass, this woman of overt non-Taldan human, as physically imposing as the biggest human men, has an almost perpetual scowl on her face. It almost seems like she's ruminating something upsetting, seen in the fire burning in amber eyes. Said fire is rivaled only by the fiery red hue of her messy mop of hair. Combined with the hard-set features of someone who's seen a great deal of hardship clue in the learned to her Ulfen-Erutaki heritage.
She's adorned in various furs and leathers, heavy fabrics meant for a much colder climate than the summers of Taldor. Gear aimed at surviving the harsh wilderness is overt on her person, a length of rope across her shoulder and back while other miscellaneous items weigh down her backpack. Beyond all of this is an exquisite halberd slung over her back, a scene of an imposing man facing down a bear made from ice of immense size carved into the axehead.
Suffice to say, finding someone of the cold north so far down south is not common.
Posting at MordusKull's request:
Domovoy's Sheet
Rusalka Sheet
Theme
Once upon a time there lived an elven apprentice winter witch by the name of Rusalka.
She lived in the small village of Demgazi and despite her somewhat grim profession and the mistrust many placed on her due to her practice of the arcane- Rusalka was a very winsome elf, with a good heart and a penchant to help others.
This is why when Demgazi fell under attack by orc raiders, Rusalka gladly sacrificed herself so that others could escape. Her body was riddled by orc arrows, and her corpse fell in a lake, where it submerged in a watery grave. She hadn't even managed to acquired her familiar that would make her a full fledged witch.
Rusalka's tale would not end there, as her spirit proved to be remarkably strong and refused to move on. She lingered in the lake near her corpse and was satisfied watching over her village.
Still, the years went on and having been slain at such a young age for an elf, Rusalka sometimes accidentally drew young handsome men to the lake and drowned them. She'd feel horrible afterwards and she'd retreat back to her corpse, but still, fifty or so years later, she'd succumb to temptation and do it again.
In her third attempt, the young man she was trying to drown was rescued by a stranger. A dwarf by the name of Domovoy Boyak. Domovoy had traveled to the village of Demgazi to act as their apothecary and being naturally fearless and reckless, he had dived after the young man to recusitate him. Rusalka was impressed and very unfortunately for Domovoy, he had quite an aptitude for psychic magic, which meant there was a nice hole in his head for Rusalka to inhibit.
After so many years of loneliness, Rusalka decided to pull her ultimate prank and see if she could posses Domovoy. The results were a mixed bag, as Rusalka found the dwarf's head quite spacious and she could simply live there without taking possession of his body. Slowly she began to open up to Domovoy, who quite frankly began to be tortured by the spirit of the elf girl who constantly chatted in his head. For years the two struggled for dominance, but Domovoy never really sought to get rid of Rusalka, he was certain he could outlast her. What happened instead was a symbiotic relationship, where Rusalka essentially continued studying her witch lessons through Domovoy.
As the return of Baba Yaga approached, Rusalka forced Domovoy into a pilgrimage to Taldor, and the dwarf agreed-- if only to shut her up for a while.
Domovoy's Sheet
Rusalka Sheet
Theme
Once upon a time there lived an elven apprentice winter witch by the name of Rusalka.
She lived in the small village of Demgazi and despite her somewhat grim profession and the mistrust many placed on her due to her practice of the arcane- Rusalka was a very winsome elf, with a good heart and a penchant to help others.
This is why when Demgazi fell under attack by orc raiders, Rusalka gladly sacrificed herself so that others could escape. Her body was riddled by orc arrows, and her corpse fell in a lake, where it submerged in a watery grave. She hadn't even managed to acquired her familiar that would make her a full fledged witch.
Rusalka's tale would not end there, as her spirit proved to be remarkably strong and refused to move on. She lingered in the lake near her corpse and was satisfied watching over her village.
Still, the years went on and having been slain at such a young age for an elf, Rusalka sometimes accidentally drew young handsome men to the lake and drowned them. She'd feel horrible afterwards and she'd retreat back to her corpse, but still, fifty or so years later, she'd succumb to temptation and do it again.
In her third attempt, the young man she was trying to drown was rescued by a stranger. A dwarf by the name of Domovoy Boyak. Domovoy had traveled to the village of Demgazi to act as their apothecary and being naturally fearless and reckless, he had dived after the young man to recusitate him. Rusalka was impressed and very unfortunately for Domovoy, he had quite an aptitude for psychic magic, which meant there was a nice hole in his head for Rusalka to inhibit.
After so many years of loneliness, Rusalka decided to pull her ultimate prank and see if she could posses Domovoy. The results were a mixed bag, as Rusalka found the dwarf's head quite spacious and she could simply live there without taking possession of his body. Slowly she began to open up to Domovoy, who quite frankly began to be tortured by the spirit of the elf girl who constantly chatted in his head. For years the two struggled for dominance, but Domovoy never really sought to get rid of Rusalka, he was certain he could outlast her. What happened instead was a symbiotic relationship, where Rusalka essentially continued studying her witch lessons through Domovoy.
As the return of Baba Yaga approached, Rusalka forced Domovoy into a pilgrimage to Taldor, and the dwarf agreed-- if only to shut her up for a while.
Vas Sellen's Character Sheet
Verduran Forest is a vast wild wood on the northern borders of Taldor. Under the protection of the Wildwood Lodge the woodland has survived and thrived. It was into this place that one of the Lodge gave birth to a son. Vas' mother was an herbalist and not one of the more militant members of the Lodge while his father was one of the many rangers that served the druids. While his parents were rather unremarkable, Vas was not. His ice blue eyes, incredibly pale skin streaked with bluish lines and eventually white hair were all odd, considering his parent's darker complexions by comparison. His parents, followers of the Green Faith, were initially unsure of what to make of their child. It was one of the older druids of the Lodge who told them:
"Your child has been touched by a spirit of the land. One of you might have had an being of frost along your family line, but it has been brought to the fore in him."
Vas thus was saddled with something that neither of his parents knew how to help him with. His parents moved throughout the woodland with their child, rarely staying long in any of the isolated settlements, not wanting their child to become an oddity. This, of course, had the opposite effect. Vas grew up with few friends and his slow physical development meant that he saw first his father pass, having succumbed to an illness, then his mother who passed of old age when Vas was barely in his teens.
The next few years were long ones for Vas as he wandered the woodland, rarely going into settlements. But eventually he reached the forest edge and decided explore beyond, wanting to experience more of the world and, perhaps, find someone else like himself.
Verduran Forest is a vast wild wood on the northern borders of Taldor. Under the protection of the Wildwood Lodge the woodland has survived and thrived. It was into this place that one of the Lodge gave birth to a son. Vas' mother was an herbalist and not one of the more militant members of the Lodge while his father was one of the many rangers that served the druids. While his parents were rather unremarkable, Vas was not. His ice blue eyes, incredibly pale skin streaked with bluish lines and eventually white hair were all odd, considering his parent's darker complexions by comparison. His parents, followers of the Green Faith, were initially unsure of what to make of their child. It was one of the older druids of the Lodge who told them:
"Your child has been touched by a spirit of the land. One of you might have had an being of frost along your family line, but it has been brought to the fore in him."
Vas thus was saddled with something that neither of his parents knew how to help him with. His parents moved throughout the woodland with their child, rarely staying long in any of the isolated settlements, not wanting their child to become an oddity. This, of course, had the opposite effect. Vas grew up with few friends and his slow physical development meant that he saw first his father pass, having succumbed to an illness, then his mother who passed of old age when Vas was barely in his teens.
The next few years were long ones for Vas as he wandered the woodland, rarely going into settlements. But eventually he reached the forest edge and decided explore beyond, wanting to experience more of the world and, perhaps, find someone else like himself.
Frode Torsten
Character Name: Frode Torsten
Player Name: Miss
Current XP: 0
Current Level: 1
Favored Class: Wizard (+1 Hitpoint)
Race: Human
Class: Wizard, Spell Sage 1
Age: Middle Aged
Size: Medium
Alignment: TN
Deity:
Speed: 30ft,
Initiative: +1
Hero Points:
Resistances:
Middle Aged: -1 to Strength, Dex, Con. +1 to Int, Wis, and Charisma.
Strength: 6
Dexterity: 12
Constitution: 12
Intelligence: 20 (17+3)
Wisdom: 15
Charisma: 15
Hit Dice:1d6
Total HP: 8
Current HP: 8
Base Attack Bonus (BAB): 0
Fortitude: +1
Reflex: +1
Will: +4
AC: 12
Touch: 11
Flat-foot: 11
Skills (skills with C/ are class skills)
Acrobatics [dex]:
Appraise [int]:
Bluff [cha]:
Climb [str]:
C/Craft [int]: Armor, Weapons, Sculpture, Clockwork 1, +10
Diplomacy [cha]:
Disable Device [dex]: N/A
Disguise [cha]:
Escape Artist [dex]:
Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
Intimidate [cha]:
C/Knowledge Arcana: 1, +10
C/Knowledge Local: 1, +9
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]:
C/Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]:
C/Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +9
Stealth [dex]:
Survival [wis]:
Swim [str]:
C/Use Magic Device [cha]: 1, +7
Proficiencies: Simple Weapons
Feats:
Spell Focus: Evocation, Spell Specialization (Currently Burning Hands)
Abilities:
Focused Spells: 1/day increase caster level by 4 when casting spell.
Traits:
(Campaign)Adaptive Magic: +1 Use Magic Device, +1 Knowledge Arcana, UMD is a class skill.
(Regional)Metamagic Master: Fireball, Metamagic feats applied for 1 less level.
(Magical)Spark of Creation: +1 to Craft checks, 5% discount when creating items.
(Social)Rich Parents: 900 additional starting gold
(Drawback)Entomophobe: -2 penalty attacks vs. vermin, -2 vs. nauseate save against swarm's distraction ability.
Languages: Common, Skald, Hallit, Aklo, Giant, Draconic
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Bopping stick, -1, 1d6-2. Blunt.
Armor: Haramaki, 3gp 1lb.
Gear: 667//970gp. Cold weather outfit (free outfit). 1 pair of snowshoes, 5gp. Wizard's Kit: 21 gp, This kit includes a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one. Travelling Spellbook, 10gp. 1 scroll box, 5 gp. Masterwork backpack, 50gp. Cleats, 5gp. 358 gp leftover. Master Artisan's Tools (Sculpture), 55 gp
5 scrolls of Endure Elements, 62.5
10 scrolls of Burning Hands (5th level Spellcasting) 125
5 scrolls of Grease (5th level Spellcasting) 62.5
5 scrolls of Color Spray 62.5
5 scrolls of Mage Armor (5th level Spellcasting) 62.5
5 scrolls of Infernal Healing 62.5
5 scrolls of Windy Escape 62.5
Scroll Box:
1 Scroll of Endure Elements
2 Scrolls of Burning Hands
1 Scroll of Grease
1 Scroll of Color Spray
1 Scroll of Mage Armor
2 Scrolls of Infernal Healing
2 Scrolls of Windy Escape
Cantrips: All Cantrips
Spells: Infernal Healing, Burning Hands, Mage Armor, Endure Elements, Color Spray, Windy Escape, Grease
Spells Prepared:
Cantrips: Dancing Lights, Mage Hand, Spark
1st Level: Burning Hands DC 17 (3d4), Windy Escape, 1 Open Slot -- DC 16
Character Name: Frode Torsten
Player Name: Miss
Current XP: 0
Current Level: 1
Favored Class: Wizard (+1 Hitpoint)
Race: Human
Class: Wizard, Spell Sage 1
Age: Middle Aged
Size: Medium
Alignment: TN
Deity:
Speed: 30ft,
Initiative: +1
Hero Points:
Resistances:
Middle Aged: -1 to Strength, Dex, Con. +1 to Int, Wis, and Charisma.
Strength: 6
Dexterity: 12
Constitution: 12
Intelligence: 20 (17+3)
Wisdom: 15
Charisma: 15
Hit Dice:1d6
Total HP: 8
Current HP: 8
Base Attack Bonus (BAB): 0
Fortitude: +1
Reflex: +1
Will: +4
AC: 12
Touch: 11
Flat-foot: 11
Skills (skills with C/ are class skills)
Acrobatics [dex]:
Appraise [int]:
Bluff [cha]:
Climb [str]:
C/Craft [int]: Armor, Weapons, Sculpture, Clockwork 1, +10
Diplomacy [cha]:
Disable Device [dex]: N/A
Disguise [cha]:
Escape Artist [dex]:
Fly [dex]:
Handle Animal [cha]:
Heal [wis]:
Intimidate [cha]:
C/Knowledge Arcana: 1, +10
C/Knowledge Local: 1, +9
Knowledge [int]:
Knowledge [int]:
Knowledge () [int]:
Knowledge () [int]:
Linguistics [int]:
C/Perception [wis]:
Perform [cha]: N/A
C/Profession [wis]: N/A
C/Ride [dex]:
C/Sense Motive [wis]:
Sleight of Hand [dex]:
C/Spellcraft [int]: 1, +9
Stealth [dex]:
Survival [wis]:
Swim [str]:
C/Use Magic Device [cha]: 1, +7
Proficiencies: Simple Weapons
Feats:
Spell Focus: Evocation, Spell Specialization (Currently Burning Hands)
Abilities:
Focused Spells: 1/day increase caster level by 4 when casting spell.
Traits:
(Campaign)Adaptive Magic: +1 Use Magic Device, +1 Knowledge Arcana, UMD is a class skill.
(Regional)Metamagic Master: Fireball, Metamagic feats applied for 1 less level.
(Magical)Spark of Creation: +1 to Craft checks, 5% discount when creating items.
(Social)Rich Parents: 900 additional starting gold
(Drawback)Entomophobe: -2 penalty attacks vs. vermin, -2 vs. nauseate save against swarm's distraction ability.
Languages: Common, Skald, Hallit, Aklo, Giant, Draconic
Weapons (Name, attack modifier, damage, type of damage, critical, range):
Bopping stick, -1, 1d6-2. Blunt.
Armor: Haramaki, 3gp 1lb.
Gear: 667//970gp. Cold weather outfit (free outfit). 1 pair of snowshoes, 5gp. Wizard's Kit: 21 gp, This kit includes a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, soap, a spell component pouch, torches (10), trail rations (5 days), and a waterskin. The kit does not contain a spellbook because a wizard begins play with a spellbook and does not need to purchase one. Travelling Spellbook, 10gp. 1 scroll box, 5 gp. Masterwork backpack, 50gp. Cleats, 5gp. 358 gp leftover. Master Artisan's Tools (Sculpture), 55 gp
5 scrolls of Endure Elements, 62.5
10 scrolls of Burning Hands (5th level Spellcasting) 125
5 scrolls of Grease (5th level Spellcasting) 62.5
5 scrolls of Color Spray 62.5
5 scrolls of Mage Armor (5th level Spellcasting) 62.5
5 scrolls of Infernal Healing 62.5
5 scrolls of Windy Escape 62.5
Scroll Box:
1 Scroll of Endure Elements
2 Scrolls of Burning Hands
1 Scroll of Grease
1 Scroll of Color Spray
1 Scroll of Mage Armor
2 Scrolls of Infernal Healing
2 Scrolls of Windy Escape
Cantrips: All Cantrips
Spells: Infernal Healing, Burning Hands, Mage Armor, Endure Elements, Color Spray, Windy Escape, Grease
Spells Prepared:
Cantrips: Dancing Lights, Mage Hand, Spark
1st Level: Burning Hands DC 17 (3d4), Windy Escape, 1 Open Slot -- DC 16
Adalward, Human Ranger
brief backstory
Adalward comes from the north and followed the winter outbreak south while tracking game. He is a bit of a gruff loner and doesn't really have any relatives further north aside from a cousin, the local blacksmith of the community and his family.
He helps out around that family (cousin, wife and 2 kids) whenever he can, mainly by providing fresh meat, but has put that aside to stop whatever is going on. This kind of winter is unnatural in his opinion, and he has seen a lot of winters.
Adalward comes from the north and followed the winter outbreak south while tracking game. He is a bit of a gruff loner and doesn't really have any relatives further north aside from a cousin, the local blacksmith of the community and his family.
He helps out around that family (cousin, wife and 2 kids) whenever he can, mainly by providing fresh meat, but has put that aside to stop whatever is going on. This kind of winter is unnatural in his opinion, and he has seen a lot of winters.
Sora Kyoshin - Cleric of Shizuru
Raised by her grandparents, Sora knew little of the land that they claimed was her homeland. Always on the move with them, peddling their wares from place to place, Sora never had any true friends in her youth. However she did have the teachings her grandmother gave her, schooling in the blade and the honor of serving Shizuru. It wasn't until she was over twenty, with her grandfather now gone and her grandmother dying that she was told of her past; that her parents died trying to repel an invasion of the lands that her family had called home for centuries and she had been spirited away. Now she was the last of their family, the last Kyoshin.
Raised by her grandparents, Sora knew little of the land that they claimed was her homeland. Always on the move with them, peddling their wares from place to place, Sora never had any true friends in her youth. However she did have the teachings her grandmother gave her, schooling in the blade and the honor of serving Shizuru. It wasn't until she was over twenty, with her grandfather now gone and her grandmother dying that she was told of her past; that her parents died trying to repel an invasion of the lands that her family had called home for centuries and she had been spirited away. Now she was the last of their family, the last Kyoshin.
Ayla Wintermane
(History forthcoming.)
TLDR: Daughter of a magus from the elven homeland and a an arctic elf ranger. Ayla grew up in the elven homeland, studdied arcane sciences at the university, and served in the militia. Now she seeks to experience her mothers' homeland--and perhaps meet her mother's kin.
(History forthcoming.)
TLDR: Daughter of a magus from the elven homeland and a an arctic elf ranger. Ayla grew up in the elven homeland, studdied arcane sciences at the university, and served in the militia. Now she seeks to experience her mothers' homeland--and perhaps meet her mother's kin.
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