Androoh's Characters

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Whirlwind
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Androoh's Characters

Unread post by Whirlwind »

Hi there,

Here's a list of all my characters. Some are more active than others.

- Androoh.
INDEX:
Hidden: show
NOTES:
Hidden: show
BASE CLASSES COVERED:

Bard - Lindal / Belladonna
Barbarian - Gremok / Bjorn / Vrargax
Commoner - Rimardo
Cleric - Aunzith / Henrik
Druid - Stonefist
Favoured Soul - Kethra / Norbert
Fighter - Kethra / Gordak / Coranzen
Man-at-Arms - Jebeddo
Monk - Stonefist
Paladin - Elofindar
Phantom - Mei
Ranger - Camden / Viktor
Rogue - Jebeddo / Rimardo / Coranzen / Camden / Khemed
Sorcerer - Mei / Tharryx / Vrargax
Swashbuckler - Malakai / Zendra
Spirit shaman - Khemed
Warlock - Viktor / Belladonna
Wizard - Narnay / Aunzith / Zendra



PRESTIGE CLASSES COVERED:

Acolyte of the Skin - Vrargax
Arcane Trickster - Mei
Archmage - Narnay
Assassin - Viktor
Bear Warrior - Bjorn
Bodyguard - Malakai / Coranzen
Blackguard - Tharryx
Bladesinger - Zendra
Breach Gnome - Jebeddo
Champion of Corellon Larethian - Elofindar
Darkfire Disciple - Henrik
Divine Champion - Jebeddo / Henrik
Dragon Disciple - Tharryx
Duelist - Malakai
Dwarven Defender - Gordak
Eldritch Knight - Zendra
Elemental Archer - Camden
Feytouched - Belladonna
Frenzied Berserker - Gremok
Ghost-faced Killer - Vrargax
Guild Thief - Rimardo
Harper Agent - Lindal
Howling War Drummer - Gremok
Hierophant - Norbert
Master Spy - Mei
Mystic Theurge - Aunzith
Sacred Fist - Stonefist
Sarol'Vedruk - Coranzen
Silverstar of Selune - Kethra
Shadow Adept - Narnay
Shadow Dancer - Camden
Stormlord - Khemed
Techsmith of Gond - Norbert
Warrior of Darkness - Gordak
Warsling Sniper - Lindal
Weapon Master - Elofindar
Whirling Dervish - Malakai
Wilderness Stalker - Viktor



RACES/REGIONS COVERED:

Lightfoot halfling - Western Heartlands
Strongheart halfling - Luiren
Rock gnome - Eastern Heartlands
Shield dwarf - Earthfast mountains
Aasimar - Sembia
Air genasi - Cormyr
Fire Genasi - Dragon Coast
Drow - Sshamath
Duergar - Gracklstugh
Sun elf - Evereska
Half-elf - Moonsea / Silverymoon
Half-orc - Swordcoast north
Mountain orc - Amn
Calishite human - Calimshan
Halruaan human - Halruaa
Illuskan human - Frozenfaar
Lantanna human - Lantan
Deep Imaskari human - Deep Imaskar
Shou expatriate human (Chiang lung dragon bloodline sorcerer) - Shou Lung / Kozakura
Tanarukk - Northern Underdark
Tiefling - Turmish / Unther



BACKGROUNDS COVERED:

Astrologer - Aunzith
Acolyte - Kethra
Acrobat - Malakai*
Bandit - Khemed
Bounty hunter - Viktor
Courtier - Elofindar
Confidant - Coranzen
Devout - Tharryx
Diplomat - Henrik
Engineer - Norbert
Entertainer - Lindal
Guard- Jebeddo
Hermit - Stonefist
Hunter - Bjorn
Investigator - Camden
Leader - Gremok
Mercenary - Gordak
Merchant - Rimardo
Polyglot - Malakai*
Scholar - Narnay
Spy - Mei
Survivor - Vrargax
Soldier - Zendra
Wild Child - Belladonna

* - Malakai has two backgrounds occurring from being created before ToT rules being implemented which means he possesses one more language than he should have.
Last edited by Whirlwind on Sun Dec 08, 2024 12:08 pm, edited 51 times in total.
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Re: Androoh's Characters

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Elofindar Sunweaver - Eagle Sentinel (level 4)
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A haughty warrior from a noble bloodline. He seeks to recover a relic of his people lost somewhere within the Heartlands.
General Information:
Image
Name: Elofindar Sunweaver.
Epithet: Eagle Sentinel.
Age: 171.
Race: Sun Elf.
Sex: Male.
Date of birth: 1189 DR - Year of the Lynx.
Place of birth: Evereska.
Alignment: Lawful Good, slight neutral leaning.
Patron deity: Corellon Larethian.
Profession:
- Noble Militia Warrior of the Swords of Evereska (currently).
- Adventurer (currently).

Classes (planned build):
- 13 paladin.
- 10 champion of corellon larethian.
- 7 weapon master.

Primary language:
- Elven (fluent).
- Common (fluent).

Secondary languages:
- Chondathan (good).
- Sylvan (good).

Theme Music:


Last edited by Whirlwind on Wed Nov 13, 2024 6:25 pm, edited 5 times in total.
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Gremok Elf Butcher - Savage Hordemaster (level 4)
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An aging orc warrior nearing his death and the last of his tribe, he has traveled north to find his place within a new one.
General Information:
Image
Name: Gremok Elf Butcher.
Epithet: Savage Hordemaster.
Age: 40.
Race: Mountain Orc.
Sex: Male.
Date of birth: 1320 DR - Year of the Watching Cold.
Place of birth: Troll Mountains.
Alignment: Chaotic Evil, neutral leaning.
Patron deity: Gruumsh.
Profession:
- Tribal Elder / Warrior (formerly).
- Hunter (currently).
- Adventurer (currently).

Classes (planned build):
- 20 barbarian.
- 5 frenzied berserker.
- 5 howling wardrummer.

Primary language:
- Orc (fluent).
- Common (Good).

Secondary languages:
- Chondathan (basic).
- Jotun (good).
- Ghukliak (basic).

Theme Music:
- Gesaffelstein - Hate or Glory (Remix)

Last edited by Whirlwind on Tue Nov 12, 2024 8:10 am, edited 3 times in total.
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Re: Androoh's Characters

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Jebeddo Scheppen - Stern Hammer (level 21)
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A stoic gnome warrior of Gaerdal Ironhand, keen to prove his mettle and the heroism the forgotten folk are capable of.
General Information:
Image
Name: Jebeddo Scheppen (see below).
Epithet: Stern Hammer.
Age: 97.
Race: Rock Gnome.
Sex: Male.
Date of birth: 1263 DR - Year of the Tressym.
Place of birth: Hardbuckler, Scheppencroft.
Alignment: Lawful Neutral, leaning good.
Patron deity: Gaerdal Ironhand.
Profession:
- Miner (formerly).
- Temple Guard - Friendly Arm Inn (currently).
- Adventurer (currently).

Classes (planned build):
- 16 man-at-arms.
- 3 rogue.
- 5 breach gnome.
- 6 divine champion.

Primary language:
- Gnomish (fluent).
- Common (fluent).

Secondary languages:
- Chondathan (good).
- Dwarvish (good).
- Draconic (basic).
- Thieves Cant (basic).

Theme Music:


Additional Information:

Hidden: show
Jebeddo's full name / nicknames:

Gnomes like long names, usually possessing a half dozen or so, a clan name and various nicknames.

Jebeddo's would be:

Jebeddo (given by father), Kellen (given by mother) Jorston (from one of Hardbuckler's elders), Yospip (from aunt), Zilrug (from youngest uncle), Orwin (from eldest uncle), Scheppen (clan name).

Nicknames amongst the clan would be 'Tunnel-Runner', 'Grim-Hammer' and 'Jebneblin' (due to his humourless deep gnome-like nature). He would often mention to other gnomes he is the son of Fonkin 'the intangible' or nephew to Farbild 'the unmovable'.

To non-gnomes, he'd introduce himself as Jebeddo Scheppen, potentially adding 'warrior / 'servant of Gaerdal Ironhand.'

Big folk might refer to him as a 'Toy Soldier', both affectionately and in insult.
Physical description:

Jebeddo is tall for a gnome standing about 3'8" tall and weighing 60ib. He is lean and muscular and possesses excellent posture, never appearing to slouch (base strength: 15), he is exceptionally fit and known for his stamina from his long patrols of the tunnels beneath Hardbuckler and Scheppencroft. Now approaching middle age and with his first century of life nearly completed, his thick black beard is starting grey, which along with his bald head would make him look slightly older at first glance. Unknowingly though, Jebeddo owes his heightened strength and constitution from sampling his father Fonkin's experimental alchemical formulas and potions growing up.

Jebeddo possesses ruddy, careworn features, slightly pockmarked skin, a wide nose and a naturally downturned mouth which make him look perpetually dour. Though lacking the typical carefree humour the rest of his people would be known for other gnomes might consider him moderately attractive, were he not so stern and serious.

His most attractive physical feature would be his sapphire coloured eyes, though they might appear to rarely blink when the gnome's mind is fixated on an issue that has captured his full attention. Along with several prominent veins to stand out atop his bald pate, this might make him look slightly demented however.

He'd typically always be encountered wearing his armour, which he would fastidiously maintain in perfect condition. The rare occasions where he'd not be wearing it, his clothing would be plain and practical, favouring dull, earth-tones.



Psychological description:


Though a generally a private person and typically only showing heightened emotion in combat, he can be outspoken on the merits of duty to one's clan, self-discipline and the importance of having a trade or specialism (base charisma: 14). He can be reckless in wanting to defend the pride of gnomes and his warrior training more or less instills him with the discipline not to act too flippantly even whilst being slightly blunt in his opinions and dealings with others (base wisdom: 8).

He sees it as part of his sacred duty to defend the innocence of his niece and nephew and blames himself for being unable to save his uncle Farbild from duergar slavers. This has lead to him actly over confidently and having a lingering, oft-times demented sense that he must constantly prove himself.

Something of a 'black sheep' or 'cracked gem' in his family, Jebeddo never really fit in with other gnomes in Hardbuckler and has been a life-long bachelor never finding love. He lacked his father's intellect to the degree his brother has inherited and whilst showing above average intelligence (base intelligence: 14) and potential aptitude toward engineering found himself more inspired more by his uncle Farbild sermons, desiring to follow in his footsteps as an initiate of the Gaerdalian faith.

As such, this has lead to a minor rift between himself and the rest of his family. Whilst they care about him, they quietly hope he will eventually give up on his dangerous job as a warrior and learn to enjoy life. As such they view Jebeddo as well-meaning despite his moralising words - a trait he picked up from Farbild and common amongst most followers of the Stern.

In recent times he has come to enjoy the company of Shield Dwarves, counting a few of them as good friends due to possessing a similar grim disposition and appreciation of hard work.



Religious Views:

Jebeddo deeply respects Garl Glittergold but doesn't readily find his god's sense of humour and the light-hearted merriment of his people something he relates to. He holds Gaerdal Ironhand in higher regard, feeling him to be a deity that teaches gnomes practical lessons on how to survive and compete against the larger races.

Jebeddo's tutelage under Farbild and experiences fighting kobold skirmishers in the upperdark has instilled a grim sense of impending danger beyond the boundaries of Hardbuckler that threatens to destroy the settlement without the presence of Gaerdal's church keeping an eye out for it's peoples.

Having seen the remains of Svirfneblin butchered by duergar and his own beloved uncle fall to their incursions in the defence of Scheppencroft awakened him to the grim reality of being a warrior and what it takes to win a battle. He would be over-zealous in his hatred of kobolds and more recently, grey-dwarves.

Other gods he'd venerate would be Gond (interchangably as Nebelun) as he finds contraptions, mechanisms and invention associated with the Wonderbringer fascinating and often ponders how such could improve the security of Hardbuckler.

The Red Knight - for her focus on strategy and battle tactics. The Lady of Strategy inspired Jebeddo to pen the largely ignored work, 'Jebeddo Scheppen's Seven Stratagems: A Treatise on Modern Burrow Warfare' covering his philosophy and thoughts on combat (with many of his views/suggestions being decidedly reckless).

Leira - In offering the rare prayer to the Lady of Mists, Jebeddo concedes that deception can be effective in battle and times of war in order to defeat one's opponents and that gnomes being smaller than most of their enemies need all the advantages they can get.

Helm - for his focus on being vigilant. He sees the Watcher as being very similar to Gaerdal and the bigger-folk's version of the Stern.

Biography:


Family:

Fonkin Scheppen - father, NG wizard/alchemist in Hardbuckler.
- specialist in illusion / transmutation magic.

Selmyra Scheppen - mother, LG farmer/gardener in Hardbuckler.
Zanissa Scheppen - aunt, NG, merchant/former-adventurer (rogue) in Hardbuckler.
- taught Jebeddo various rogue skills and symbols used in Thieves Cant.

Felkas Scheppen - younger uncle, LG gem-smith / sculptor in Hardbuckler.
Farbild Scheppen - eldest uncle - LN warrrior-cleric of Gaerdal Ironhand, died saving gnomes from Duergar.
Glumfoodle Scheppen - brother - CG apprentice alchemist to Fonkin and a pyromaniac.
Breena Scheppen - Glumfoodle's wife, LG - baker/herbalist.
Namfoodle Scheppen - young nephew, Glumfoodle's son, NG.
Ellywick Scheppen - young niece, Glumfoodle's daughter, LG.





History:

The Scheppen gnomes are known as being a fairly prosperous mining clan in Hardbuckler and said to have originated from the eastern realms long ago. They now reside in a clan-hold largely housed beneath the ground, atop which sits Scheppencroft - a walled garden, surrounded by oak-trees and containing a domed, low stone building located in the north-east section of the town. Within, one would find various stairways and tunnels leading to various rooms and chambers below the earth containing the dwellings of it's various members as well as various booby-trapped tunnels known only to themselves.

They have dwelled in the Western Heartlands for centuries largely keeping to themselves, with the odd individual from their ranks traveling to other lands and potentially making names for themselves amongst the big folk over the years.



Future:

Keen to explore the Heartlands, visit Kraak Helzak and see the wider realms, Jebeddo has volunteered to defend the Temple of Garl Glittergold at the Friendly Arm Inn. He is also keen to prove himself a warrior of Farbild's calibre and hopes his travels will lead to this.
Heirloom items:

Scheppen-Clang - A powerful warhammer once wielded by the warrior-cleric, Farbild, the unmovable. The weapon was passed down to Jebeddo shortly prior to his uncle's death. Of masterwork quality, it is rumoured to have been crafted in Songfarla, the Hidden Kingdom. The weapon bears the symbols of the Scheppen clan and Gaerdal Ironhand on the opposing sides of it's head.

Gaerdalian Helmet - Crafted in Hardbuckler and given to Jebeddo to mark his membership of Gaerdal Ironhand's faith as a divine champion. Though relatively plain in appearance, the helmet is finely crafted.

Ring of Tricks - Gifted to Jebeddo by his over-protective mother, Selmyra shortly before his departure from Hardbuckler. bearing the symbol of Garl Glittergold, the golden rune-marked ring is supposed to grant the use of various protective spells 'for an emergency' but Jebeddo appears to have forgotten how to activate it's power.


Plot hooks:

◈ Plot hook idea #1

At some point in the recent past, Jebeddo's uncle Farbild lead other Gaerdalian warriors to save a group of deep gnome refugees from a militant force of duergar slavers whilst attempting to flee from the uppderdark. Farbild fought valiantly to protect the svirfneblin using both his skills as a breach gnome and powers as a cleric of the Stern to block the duergar's advance into a narrow tunnel that the deep gnomes used to escape to the surface.

Jebeddo witnessed the deed and watched with awe as his uncle single-handedly put down ten veteran duergar warriors lead by their cruel leader, Molrek Xornbane, a rune weaver - a battle-priest serving the sinister deity, Laduguer, known as the exile.

Drawing on the last of his power, Farbild fought the grey-dwarf cleric to a bloody stale mate, making his enemy respect him and actually agree to leave with the remaining duergar. With Molrek and the grey dwarves abandoning their pursuit of the svirfneblin the venerable gnome then succumbed to the injuries suffered in the battles, ultimately passing on his warhammer Scheppen-Clang to his nephew.

Jebeddo often wonders what became of the rune weaver and the duergar slavers, hoping one day in the future he might possess the prowess to face him in battle and get revenge for his mentor - should their paths cross.




◈ Plot hook idea #2

In a more general sense, Jebeddo aspires to make the forgotten folk be seen in a more heroic light to the other races and impress his patron deity, Gaerdal Ironhand. To that end he aspires to join a notable military operation like the Order of the Radiant Heart or the Everwatch Knights of Helm. Jebeddo wishes to learn what he can from other races in terms of fighting / strategy to then one day return to Hardbuckler and lead a fighting force of his own, as well as bolster the settlement's security.

So as a plot hook, perhaps as his power and reputation potentially grows, this might affect the town for better or worse in a way that affects him.

Last edited by Whirlwind on Tue Nov 12, 2024 8:11 am, edited 3 times in total.
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Re: Androoh's Characters

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Kethra Norstrom - Moonlight Guardian (level 16)
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Favoured by the Moondmaiden, she accepts her fate reluctantly whilst seeking her lost, beloved mentor.
General Information:
Image
Name: Kethra Norstrom.
Epithet: Moonlight Guardian.
Age: 27.
Race: Second generation half-orc
(Illuskan human / Mountain orc).

Sex: Female.
Date of birth: 1334 DR - Year of the Blazing Brand.
Place of birth: Neverwinter, outskirts.
Alignment: Neutral Good.
Patron deity: Selûne.
Profession:
- Silverstar of Selûne (currently).
- Adventurer (currently).

Classes (planned build):
- 12 favoured soul.
- 8 fighter.
- 10 silverstar of selûne.

Primary language:
- Illuskan (fluent).
- Common (fluent).

Secondary languages:
- Orc (basic).
- Celestial (good).

Theme Music:
- The 69 Eyes - Star of Fate
- Two Steps from Hell - Last of the Light

Last edited by Whirlwind on Tue Nov 12, 2024 8:00 am, edited 3 times in total.
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Re: Androoh's Characters

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Khemed el Dimzar - Mystic of Storms (level 3)
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A former black raider from the deserts of Calimshan, now a wandering shaman with visions of destuction.
General Information:
Image
Name: Khemed el Dimzar.
Epithet: Mystic of Storms.
Age: 50.
Race: Calishite Human.
Sex: Male.
Date of birth: 1310 DR - Year of Storms.
Place of birth: Memnon.
Alignment: Chaotic Neutral, leaning evil.
Patron deity: Bhaelros (Talos).
Profession:
- Raider (formerly).
- Illicit Substance Dealer (occasionally).
- Adventurer (currently).

Classes (planned build):
- 3 rogue
- 17 spirit shaman.
- 10 Stormlord.

Primary language:
- Common (fluent).
- Alzhedo (fluent).

Secondary languages:
- Animal (good).
- Thieves Cant (good).
- Auran (good).
- Chondathan (fair).

Theme Music:
- Dead can Dance - Echolalia

Last edited by Whirlwind on Mon Nov 25, 2024 5:43 am, edited 9 times in total.
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Re: Androoh's Characters

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Lindal Mosshand - Singing Sniper (level 3)
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A loveable rascal with a heart of gold and a talent for song. He learned his skill with the sling from his uncle, Eldon.
General Information:
Image
Name: Lindal Mosshand.
Epithet: Singing Sniper.
Age: 39.
Race: Lightfoot Halfling.
Sex: Male.
Date of birth: 1334 DR - Year of Chains.
Place of birth: Baldur's Gate, farmlands.
Alignment: Chaotic Good.
Patron deity: Shalamora (Tymora).
Profession:
- Singer, Musician (currently).
- Adventurer (currently).

Classes (planned build):
- 19 bard.
- 5 harper agent.
- 6 warsling sniper.

Primary language:
- Halfling (fluent).
- Common (fluent).

Secondary languages:
- Chondathan - (fluent).
- Iluskan - (basic).
- Elven - (fair).

Theme Music:


Last edited by Whirlwind on Tue Nov 12, 2024 8:06 am, edited 3 times in total.
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Malakai Stormwind - Blade of the Winds (level 30)
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A restless air genasi swordsman of boundless curiosity and a grandiose taste for destiny.
General Information:
Image
Full name: Malakai Stormwind.
Epithet: Blade of the Winds.
Age: 34.
Race: Air genasi (Illuskan heritage).
Sex: Male.
Date of birth: 1326 DR - Year of the Striking Hawk.
Place of birth: Stonelands, outskirts.
Alignment: Chaotic Neutral, slight good leaning.
Patron deity: Shaundakul.
Profession:
- Courier (formerly).
- Busker, performing acrobatics (formerly).
- Master of Caravans for Rocky Creek (formerly).
- Adventurer (currently).
Classes (planned build):
- 14 swashbuckler.
- 7 duellist.
- 3 bodyguard.
- 6 whirling dervish.

Primary language:
- Common (fluent).
- Chondathan (fluent).

Secondary languages:
- Auran (good).
- Illuskan (fair).
- Cormanthan (fair).
- Alzhedo (basic).
- Midani (basic).

Theme Music:
- Arcis - Explorer
- Daniel Avery - Lone Swordsman

Additional Information:

Hidden: show
BACKGROUND:

In 1326 DR, Astrid Helder, a newly sworn Waterdhavian agent of the Lord's Alliance was returning from Cormyr after a mission to obtain a valuable artifact. Her group was forced to travel with Zhentarim whilst traveling through the Sword region of the Anauroch whilst keeping her identity a secret. They were attacked during the night by Bedine raiders. Pregnant at the time, she embarked on her mission due to stubborn Illuskan pride.

Many died during the raid and she escaped to Stonelands though the weight of her injuries during raid took their toll as she collapsed at base of ancient shrine called the Tempest Mound. With her dying breaths she prayed to the gods for her child to be saved.

Shalendra Dawnsong found her and called upon the favour of Shaundakul whom the shrine belonged to ease the mother's pain and to save the babe. This worked and the shrine was blasted by elemental winds of strange nature. Astrid died but was survived by a son of strange bearing, named Malakai by Shalendra given it's meaning of 'god's message' or 'god's messenger'.

Malakai was raised by Shalendra and two other Shaundakun rangers, Zora Chernov and Darvin Greycastle. They raised him well and taught him various skills, but the boy grew impatient and sought to eventually leave by his 16th year feeling restless and isolated and eager to carve his own path. Shalendra revealed some of his mother's artifacts to him, including a ring that bore his father's name. Malakai sought to learn of the man's fate and had the ring scryed in the village of Dhedluk within Cormyr by a retired war wizard, 'Stern Moira', via her divination pool, Malakai was able to communicate with Victor Stormwind back in Waterdeep.

With a reason to leave Cormyr now established, Victor convinced Malakai to linger in Cormyr a while longer and gain some experience of the world. Darvin introduced him to Alejandro Serrano, an Amnian caravaneer who was eager to enlist Malakai as a worker based on his exotic nature. Serrano saw Malakai's presence as a blessing from Shaundakul a god of caravans and travel and taught the young man how to use a rapier effectively, finding the genasi to be one of his most prized pupils.

Malakai also got to see much of Cormyr working for Serrano's trading coster, earning the nickname, 'Malakai of the winds', as much in reference to his elemental nature as his airy boasts, for the young Stormwind was fond of his unique appearance and enjoyed the attention it got him. During this time, Malakai's distaste for the nobility of the forest country grew.

The genasi's departure from Cormyr owed to an arrogant noble whom discovered Serrano teaching Malakai swordfighting in what the old man believed to be an abandoned woodland. Given the laws in Cormyr demanding blades be bound up with peace rope unless one was licenced or given permission, the arrogant noble by the name of Eskandar Torchtower demanded a duel with Malakai based on the latter's disregard of the law and the lack of respect owed by him.

The duel was closely fought, but Torchtower's use of a Sembian guard blade gave him the advantage and Malakai received a wound to his face leaving him with a prominent scar on his chin. Serrano had observed closely and his assistant revealed possession of a purple dragon knight ring, which quelled Torchtower's irritation given it served as effective ability to bear/use weapons.

Malakai saw this as a lesson of humility by his teacher in a somewhat annoyed manner, choosing to part company from Serrano and his coster but the two settled their differences on the morn of his departure. From this point, Malakai chose to travel east to make his way to Waterdeep. During this period he encountered the rogue, Chantelle Fournier a sleeper agent of the Shadow Thieves organisation who established a relationship with the genasi in Baldur's Gate. Unknown to Malakai, she was instructed to keep an eye on him but her affection for him was mostly sincere.

The two enjoyed Baldur's Gate for a time but with news of Dragonspear castle an the arrival of demon armies, the pair ultimately departed to Waterdeep by ship in order to track down Victor Stormwind and avoid any danger. During the time spent there, Chantelle would disappear periodically but Malakai would meet his father in Osprey Tower, learning of his membership to an organisation called the Grey Hands. Through Victor, he would also make friends with Harbek Fireforge, a dwarven warrior-cleric of Dumathoin and Vardis Dundragon, a sickly human mage specialised in Abjuration magic and knowledgable of Netherese history.

Malakai and Victor would meet but the relationship would remain distant and business-like, the older man not taking well to Malakai's overconfident and slightly arrogant manner. Malakai would form an adventuring company with Harbek, Vardis and Chantelle in the Dessarin Valley outside of Waterdeep under Harbek's leadership, as 'Harbek's Delvers' it is during this time their last adventure together, tracking down stone tablets for Harbek (which served as a record of his clan's ancestral history) Vardis almost died contracting mummy rot protecting them from the undead.

With their company more or less fractured, Malakai, Harbek and Chantelle would encounter a Zakharan janni in Waterdeep by pure chance. The trio implored the janni to provide a wish that could save the mage. Aware of Malakai's elemental nature and finding him fascinating on this basis alone, she quickly developed a flirtatious relationship with him which didn't go unnoticed by Chantelle. Unable to provide a wish however, Nashmia helped them find a potion known as the 'water of Eldath' which saved the life of Vardis.

Even with the recovery of the young mage, the group decided to stop adventuring together their friendship with each other somewhat strained but intact. Harbek returned to Citadel Abdar, Vardis decided to remain in Waterdeep but retire from adventuring and Chantelle and Malakai's on-off relationship finally fizzled out.

Malakai would find himself restless once more and eager to make a name for himself as an adventurer alone. He'd swiftly bump into Nashmia again and learn of Zakhara and the reason for her presence in the north (tracking down a fleeing sha'ir - a kind of mage), far from her home to the south. Malakai would learn of the genies of Calimshan and Zakhara, sparking his imagination and igniting his desire to travel there one day based on their elemental nature. Nashmia would find that Malakai's own connection to the winds not owing to genie blood to be strange but pondered a connection between Shaundakul and a god of Zakhara, Haku given the tale he shared of his birth.

The pair traveled together for a while and Malakai learned something of her fighting style, the outer planes of existence, more of Zakhara and even some of it's language. The two would part ways but the janni seemed convinced the two would meet again in the future, seeing their meeting as fated.

Malakai would then return to the Western Heartlands and begin his adventuring career, eventually spending a month of summer in the small town of Greenest. Here he would encounter Jackard Marks and Solomon Peyton, owners of the trading coster, Rocky Creek. The two retired adventurers would develop a friendship with Malakai offering him a position as their master of caravans and work to strengthen trade in the region, with Malakai developing a reputation for traveling perilous trade routes. The genasi had also developed a good working relationship with a Shou traveler, Sayushi Furuki whom had been contracted by Rocky Creek to act as a provisioner and run their kitchens. Sayushi further inspired Malakai with tales of the wider realms and spelljammer ships.

During this period, Malakai won the horse, Dreamer from a Calishite merchant in a tavern on the outskirts of Berdusk. The horse was an intelligent cross-breed of Calimite and Chionthar and served him well during many of his travels. Dreamer was eventually gifted to Lord Aaron Lyonaler as part of the Order of the Radiant Heart's efforts to employ cavalry in their operations.

The genasi would also join an organisation known as the Whitewood Vanguard, serving under Captain Michael Dunn and Lieutenant Micar'mizzrym Iliathor. The Vanguard were a group of vigilante adventurers at odds with groups like the Zhentarim and Red Wizards. Taking part in many of their battles, he'd also be gifted a darksteel blade by one of his adventuring colleagues, a dwarf known as Doan Mardain. Malakai took to calling the blade, 'Storm Razor' and sought fruitlessly to strengthen it's power when learning of the presence of Duergar stockpiles of darksteel in the southern mines near Nashkel.

With the Time of Troubles nearing, Malakai then decided to leave the Heartlands and embark on his journey south in search of Zakhara, perhaps never to return north.

Knowledge of his affairs and adventures past this point remain unknown.
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Mei Shin - Wandering Trickster (level 2)
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An enigmatic traveler from distant lands with a talent for magic and larceny and a hunger for treasure and secrets.
General Information:
Image
Name: Mei Shin.
Epithet: Wandering Trickster.
Age: 33.
Race: Shou Human
(Chiang-lung dragon bloodline).

Sex: Female.
Date of birth: 1327 DR - Year of Blue Flame.
Place of birth: Karatin.
Alignment: True Neutral.
Patron deity: Celestial Bureaucracy.
Profession:
- Agent of the Nine Golden Swords (currently).
- Treasure Hunter (currently).
- Adventurer (currently).

Classes (planned build):
- 8 sorcerer.
- 7 phantom.
- 10 arcane trickster.
- 5 master spy.


Primary language:
- (fluent).
- Common (fluent).

Secondary languages:
- ().
- ().

Theme Music:
- The Sisters of Mercy - Phantom

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Narnay Manaq'anra - Shade Binder (level 4)
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A mysterious, aloof beauty and skilled mage. She seeks power but ponders a home she has all but forgotten.
General Information:
Image
Name: Narnay Manaq'anra.
Epithet: Shade Binder.
Age: 83.
Race: Deep Imaskari Human.
Sex: Female.
Date of birth: 1277 DR - Year of the Beholder.
Place of birth: City of the Great Seal.
Alignment: Lawful Evil.
Patron deity: Shar.
Profession:
- Scholar (currently).
- Translator/Scribe (currently).
- Adventurer (currently).

Classes (planned build):
- 10 wizard.
- 10 shadow adept.
- 10 archmage.


Primary language:
- (fluent).
- (fluent).

Secondary languages:
- ().
- ().
- ().
- ().
- ().

Theme Music:


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Coranzen Jhalavar - Maimed Slayer (level 2)
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A cold-hearted drow warrior. A fresh source of trauma forces him to adapt his fighting style.
General Information:
Name: Coranzen Jhalavar.
Epithet: Maimed Slayer.
Age: 155.
Race: Drow Elf.
Sex: Male.
Date of birth: 1205 DR - Year of Seven Trinkets.
Place of birth: Sshamath.
Alignment: Neutral Evil.
Patron deity: Selvetarm.
Profession:
- Warrior, House Jhalavar.
- Bodyguard.
- Adventurer (currently).

Classes (planned build):
- 12 fighter.
- 10 sarol'vedruk.
- 3 bodyguard.
- 5 rogue.

Primary language:
- Drow (fluent).
- Drow Sign Language (fluent).
- Undercommon (fluent).

Secondary languages:
- Common (good).
- Elven (good).
- Dwarvish (basic).
- Gnomish (basic).
- Orcish (basic).

Theme Music:


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Stonefist - Oathbound Ascetic (level 4)
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A venerable dwarf hermit stirred from meditations and seeking enlightenment in a changing land.
General Information:
Image
Name: Stonefist.
Epithet: Oathbound Ascetic.
Age: 199.
Race: Shield Dwarf.
Sex: Male.
Date of birth: 1161 DR - Year of the Quiet Earth.
Place of birth: Earthfast Mountains.
Alignment: Lawful Neutral.
Patron deity: Grumbar.
Profession:
- Ascetic hermit, Grumbarryn sect/hold (currently).
- Adventurer (currently).

Classes (planned build):
- 4 monk.
- 16 druid.
- 10 sacred fist.

Primary language:
- Common (fluent).
- Druidic (fluent).

Secondary languages:
- Dwarvish (good).
- Animal (good)
- Elven (fair).
- Undercommon (fair).
- Jotun (fair).

Theme Music:


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Viktor Volkov - Doomed Hunter (level 30)
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A taciturn bounty hunter seeking vengeance. A forced pact with a demon grants him power - but at what cost?
General Information:
Image
Full name: Viktor Kindroth Volkov Galanodel
Epithet: Doomed Hunter.
Age: 44.
Race: Half-elf (damaran human / wood elf).
Sex: Male.
Date of birth: 1315 DR - Year of Spilled Blood.
Place of birth: Harrowdale.
Alignment: Neutral Evil.
Patron deity: Malar.
Profession:
- Scout (formerly).
- Fiend Hunter (formerly).
- Bounty / Monster Hunter (currently).
- Adventurer (currently).
Classes (planned build):
- 3 ranger (hunter kit).
- 11 warlock.
- 8 assassin.
- 8 wilderness stalker.

Primary language:
- Common (fluent).
- Damaran (fluent).

Secondary languages:
- Elven (fair).
- Animal Empathy (good).
- Shadow Cant (fair).
- Abyssal (basic).
- Infernal (basic).

Theme Music:
- Carpenter Brut - Night Stalker
- Perturbator - Corrupted by Design


Additional Information:

Hidden: show
Physical description:

Viktor stands a height of 5'10" and possesses a lean and athletic physique composed of wiry muscle. From a distance he might pass for a full blooded elf, though his fair skin tone would be closer in tone to his damaran mother. He possesses high cheek bones, chiseled features and could be considered fairly attractive.

Though capable of growing a short beard, the half-elf would typically maintain a five-o'clock shadow covering of stubble.

Two prominent scars would mark his features, one running through his eye-brow and another the side of his mouth.

Viktor's once thick, lustrous brown hair became white and brittle following his pact to Jur'Dranag. He has since then maintained the practice of keeping his head fully shaved all the time.

His years spent out the wilderness operating as a scout and bounty-hunter have made him exceptionally nimble and he would move with a smooth, practiced and almost predatory gait when out hunting his prey.



Psychological description:


Joyless, stoic and gloomy would be suitable words to describe the half-elven bounty-hunter. Viktor is an introverted loner content in his own company and at peace hunting in outdoor places.

He is usually distrustful of others he meets due to growing up in Mulmaster and being exposed to it's vices and criminal underbelly in his younger days, betrayed numerous times in various dangerous scenarios but managing to otherwise survive.

Having seen the disparity in wealth of the city instilled the half-elf with an inherent sense of exploitative hierarchy existing in every structure of the world, including all civilized cities and amongst all the beasts of the wilds, where the strong are born prey on the weak.

He greatly values self-reliance and not relying on the strength and charity of others where possible.

Whilst Viktor doesn't readily seek out conflict, but would have no problem betraying others for personal gain and using verbal provocations to manipulate their emotions. The half-elf hunter would generally lack empathy for the plight of others in pain, supporting and helping them only if serves him in the long run.

He would also show an uncanny lack of discomfort/hesitation in the matter of killing and taking another person, creature or beast's life due to his training as a bounty hunter and a killer for hire.


Warlock Pact:
Image


Jur'Dranag
The Void Stalker, The Black Messenger

A cruel and ancient Nabassu who manipulated a Viktor into accepting a warlock pact. Jur'Dranag's rapacious thirst for life-force and souls drives Viktor forward in an endless pattern of hunting and killing. A powerful servant of the demon lord, Orcus, this mature nabassu would differ from other demons of it's kind due to possessing an unusual level of patience.

The half-elf would harvest life-force for his patron every time he'd slay an opponent in battle or hunt particularly dangerous prey. By using his soul reaving aura invocation and his vampiric blade, 'Life Drinker', the nabassu would siphon this essence back to itself to continuously gorge upon.

Viktor first encountered the dark entity in the ruins a long-abandoned tomb nestled within the Earthspur Mountains, near Ironfang Keep and to the south of Mulmaster. Now the lair of a rogue mage thought long dead, this powerful summoner sought to bargain with the sleeping evil sealed within it's depths.

Traveling in a team of thirteen hunters, Viktor and the group was sent by the Brotherhood of the Cloak to eliminate the mage, motivated with promises of a handsome reward upon their return.

Though warned in advance of the danger they would face, the over-confident hunters would pay for their hubris with their very lives. Facing many powerful fiends the mage had summoned to defend herself, both hunter and demon were slaughtered in a blood-bath. Viktor would be the the last of them to die, as the youngest and most inexperienced of them he was shielded from much of the fighting though still suffered deadly wounds.

Weakly attempting to stagger out of the tomb as he bled out, the half-elf was instead lured to the ante-chamber the mage and her fiends had been guarding by a whispering voice in his mind. Within the unadorned chamber he beheld a raised plinth of stone marked with a circle of abyssal runes and sigils of power whose meaning he didn't understand - the seal of the demon, Jur'Dranag and it's ancient prison.





Image



Religious Views:
Image

The Beastlord and the Doombringer


Viktor wouldn't pray to many gods offering only minimal lip-service dependent on circumstance. The exceptions to this would be Malar and the demi-god, Hoar though he would not be especially fervent in his devotions.

Whilst acknowledging and conceding that even the 'good' gods cover important aspects of life he would ultimately find Malar's self-serving dogma of survival-of-the-fittest as closest to his own personal, amoral philosophy.

The bounty hunter would have taken to worshipping the Beastlord after time spent with the bounty hunter group to have trained him, occasionally making offerings at various altars across the lands before embarking on hunts.

Viktor would later learn of Hoar during his time in the Heartlands, learning of the deity through various groups opposed to the Zhentarim. The Doombringer's teachings would align to his dark desire for revenge against the elven supremacist group to slay his father and the mages serving the Brotherhood of the Cloak in Mulmaster.

In his youth he'd have been lightly aware of the Seldarine, specifically Rillifane Rallathil, but his worship of them ended after his father was slain.

In recent times he'd also become more aware of Helm, the Watcher through his dealings with the holy warrior, Ravenna Ouspenskaya.

Biography:


Family:

Halgondas Galanodel - Viktor's deceased father [N/NG]. A wood-elf trader and scout of the Elven Court (Semberholme). The elf was decidedly less aloof than most wood elves in openly communicating with outside races. He would later pay for his example at the hands of the Eldreth Veluuthra whom he was openly critical of amongst his people.




Inessa Volkov - Viktor's mother [N/LN]. An artist supporting her brother's mercantile operation by making pottery and clothing that is popular with the nobility of Mulmaster. She is the only person Viktor possesses unconditional affection toward despite their strained relationship. Upon forming his pact with Jur'Dranag, he left Mulmaster to spare her the knowledge of his doomed fate.



Maksim Volkov - Viktor's uncle [LN]. Viktor shares a cool business-like relationship with the merchant and former adventurer, who is grimly aware of the darker relationships Viktor maintains within Mulmaster. After several failed attempts to help reform the half-elf, he has instead quietly persuaded him to keep his distance from the family until he can change his ways.




Delshandra Galanodel - Older half-sister living in the Elven Court [NG]. The wood-elf only met Viktor a handful of times in his youth helping him better understand the elven language. As such Viktor isn't aware of their real connection and no relationship currently exists between the two. It would also be unknown to him if she ever sought to find him after the death of their father.


Image

Cormanthor - The Elven Court
History:

Viktor's youth in Harrowdale was fairly peaceful and uneventful. His mother had once lived in Mulmaster and moved to the Dalelands in her youth where she fell in love with an elven trader from the Cormanthor forest, the two lived on the boundary of the dale and Viktor would be taught how to live off the land, hunt and fish by his father, who'd slowly introduce him to the ways of the fair folk. During this time, Viktor would also be exposed to human culture in the Dalelands (he would be true neutral in alignment at this point).

Later in his life, Viktor's father tragically died in attack on their home by the Eldreth Veluuthra when he and his mother were returning from a trip to Harrowdale. The young half-elf and his mother caught sight of the assailants from a distance as they returned to their cabin during the evening. Of the seven, the most notable was a female wearing a crown of red leaves, but they disappeared swiftly into the dark shadows of the nearby woodlands never to be seen again. Halgondas' dead body was subsequently discovered within their cabin, laid almost respectfully within his bed and a single wound piercing his heart.

Inessa then learned the reasons for the attack detailed within a scroll bound with a vine left atop their dining table. The group's condemnation for his father's partnering with a human and teaching the ways of their people to a half-breed 'abomination' was considered a grave violation of their laws and that an example was to be made. Following the funeral of his father, Viktor and his mother, Inessa subsequently left the Dalelands and moved to Mulmaster to live with her brother, Maksim.

Both gradually became embittered people despite living in a relatively safer area of the city and well provided for by his uncle. His mother would remain a widow and rarely smile after the loss of Halgondas only finding minor pleasure in the craft work she enjoyed.

Viktor found himself struggled to fit in with the humans around him in Mulmaster becoming a gloomy and reclusive figure to his family. Despite the small amount of information he knew around his father's demise and the racist motivations of the group to kill him, he found he did not feel hatred toward elves collectively, however, he would feel utterly alienated from anything elven.

In his efforts to find connection amongst the humans living in Mulmaster, his curiosity found him becoming exposed to all their their cruelty and vices in the dark, crime-ridden backstreets. Having lived a comparatively simple and pure life in the Dalelands he now found himself becoming far less naive, ruthless and distrustful of others (would then become neutral evil alignment).

Despite his mother's protests, Viktor thought to use the skills taught to him by his father in the Dalelands as a scout in order to put distance between himself and the city, eventually becoming a member of a group of hunters with different specialisms. The hunters were employed occasionally by the Brotherhood of the Cloak as agents for quiet operations requiring a more physical approach.

It is during this time that Viktor was trained by one of the leaders of the hunter group to effectively hunt and slay small fiends, such as imps and quasits as well as tutoring him in the arts of assassination as demons and devils would be occasionally summoned in the depths of Mulmaster by rogue spellcasters wishing to escape the notice of the Brotherhood (or act against it). The hunters would then be sent to eliminate the spell casters and their summoned fiends.


- This is the reasoning for his single favoured enemy of outsiders and his assassin levels / bounty hunter background.



Image

Mulmaster - The City of Danger
Future:

In entering into a pact with a demon, Viktor is aware that he himself would be targeted by the Brotherhood of the Cloak as a dangerous magic user were he to linger in Mulmaster. He now decides to travel and keep a far distance from the city in an attempt to both appease his patron and learn how to better control his new abilities.

Sharing a telepathic link and using it's dark power to peer into his dreams, Jur'Dranag would enjoy tormenting Viktor with vengeful ideas and reminding the hunter of his weakness - both against the Brotherhood who used him as an expendable asset and the group to have slain his father.

Fully aware of the fiend's manipulations, the bounty hunter would certainly feel no remorse in claiming the souls of his father's killers and the mages of the Brotherhood to slake Jur'Dranag's endless thirst but make them painfully suffer in the process.

Viktor is also acutely aware that the fiend owns part of his very soul, wishing on one hand to be free from his servitude to it but on the other, entirely reluctant to relinquish the dark powers he now has at his disposal that make a formidable bounty-hunter to be feared.

For now, he travels from place to place across the Heartlands pondering his vengeance. He believes he has tracked the movements of one of the elves to have slain his father to the Heartlands. This elf female would be notable for her facial tattoos, wearing a crown of leaves and wielding a sword with a golden winged hilt, but he has since lost her trail and her face would seem faded in his mind - much to Jur'Dranag's dark and cruel amusement.

For now, Viktor can be found typically spending extended period in Soubar to dwell amongst the other misfits who'd call the place their home.

His dark patron has provided him a lead that will mutually serve their dark agendas - the supposed whereabouts of a potent weapon that can claim the souls of those it slays.
Heirloom items:

◈ Bounty Hunter's Hat - A brown capotain hat with a skull buckled band given to Viktor when joining the hunter group in Mulmaster. Such hats are usually worn by those specialised in capturing/slaying others.

◈ 'Life Drinker' - A plain looking but well-crafted shortsword. Shortly after entering into his pact with Jur'Dranag, the blade was given an unholy 'blessing', allowing it to effectively leech the life force of anything it would strike (+3b, vampiric regen 2).

◈ Elven Medallion - An extremely old mithral amulet of elf make bearing the embossed, faded symbol of Rillifane Rallathil. Originally the possession of Viktor's father.


Plot hooks:

◈ Plot hook idea #1

Perhaps Viktor can eventually get his vengence against members the Eldreth Veluuthra or the Brotherhood mages who trapped him and feed their souls to his patron. Jur'Dranag wishes the bounty hunter to claim an artifact within the Heartlands to better achieve this aim.




◈ Plot hook idea #2

Perhaps Viktor can find away to break free from his pact to Jur'Dranag and keep his soul. However, the bounty hunter seems reluctant to lose his warlock powers.





◈ Plot hook idea #3

Having stalked a monster known as the quill spawn in the southern Heartlands, Viktor would feel inspired to destroy this monster one day and offer it's heart to Malar for favour in his future goals - vengeance against the elves to execute his father, Halgondas.


Image




◈ Plot hook idea #4

Having formed a working relationship with the new Lord Regent of Darkhold and former commander of the Crimson Watch during his time spent operating out of Soubar, Viktor has now joined the Zhentarim as one of their agents, hoping it's network and resources will eventually serve his ends in finding his father's killers.

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Rimardo - Tainted Trader (level 1)
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A world-weary trader from Turmish wanting a simple life. His devilish nature and shady past seem inescapable however.
General Information:
Image
Name: Rimardo.
Epithet: Tainted Trader.
Age: 48.
Race: Tiefling (hellspawn).
Sex: Male.
Date of birth: 1312 DR - Year of the Griffon.
Place of birth: Turmish.
Alignment: True Neutral, leaning evil.
Patron deity: Mask / Waukeen.
Profession:
- Adventurer (formerly).
- Underworld fence - Rundeen (occasionally).
- Carpet / Incense / Curio Merchant (currently).

Classes (planned build):
- 3 rogue.
- 5 guild thief.
- 22 commoner.

Primary language:
- Common (fluent).
- Turmic (fluent).

Secondary languages:
- Thieves Cant (fluent).
- Chondathan (good)
- Alzhedo (good).
- Damaran (basic).

Theme Music:


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Tharryx Anskuld - Scion of the Avaricious (level 16)
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A strange sorcerer from the far east seeking to awaken the dark power of the blood running in his veins.
General Information:
Image
Full name: Tharryx Anskuld.
Epithet: Scion of the Avaricious.
Age: 32.
Race: Tiefling (blue abishai).
Sex: Male.
Date of birth: 1328 DR - Year of the Adder.
Place of birth: Unthalass Undercity.
Alignment: Lawful Evil.
Patron deity: Tiamat.
Profession:
- Cultist Agent / Scribe (formerly).
- Adventurer (currently).
Classes (planned build):
- 12 sorcerer.
- 10 dragon disciple.
- 8 blackguard.

Primary language:
- Common (fluent).
- Untheric (fluent).

Secondary languages:
- Elven (fair).
- Abyssal (fair).
- Infernal (fluent).
- Aragrakh (fair).
- Draconic (good).

Theme Music:
- Thomas Bergersen - Dragonland (Sun)
- Secession Studios - Bloodline


Additional Information:

Hidden: show
Physical description:

The man known as Tharryx would carve a memorable figure owing both to his unusual ancestry and appearance. Most notable would be his piercing yellow eyes with their slitted snake-like pupils. Given that he is distantly related to a blue abishai devil, Tharryx would combine human, draconic and devilish traits, for abishai are the baatzeu servitors of the goddess, Tiamat herself, the Queen of Chromatic Dragons.

Rarely appearing to blink, he would regard his surroundings with an alien intensity and his humourless expression would come off as unsettlingly unscrutable to those encountering him. The entirety of Tharryx's flesh would be blue in tone, with aspects of his physiology covered with scales reminisicent of the wyrms he'd trace his lineage to.

Barring these notable aspects of his appearance, Tharryx could be considered strangley handsome. Possessing athletic muscularity and low body fat, his ancestry would grant him physical strength even a warrior might respect. Tharryx would never slouch, standing a height of 6'2" and with excellent posture. Generally exhibiting open body language and controlled gesticulations, he would convey a proudly sophisticated, regal sense of confidence.

Atop his head he'd sport thick curly hair, black in hue and a neatly cultivated and shortly cropped beard would cover his lips and chiselled jawline, providing him a with a dignified visage.

However, despite all of the above, Tharryx generally opts to hide what he is from others based on the negative reception his presence generally creates, hiding his face behind an ornate metal mask and cladding himself in dark toned, voluminous mage robes.




Psychological description:


Generally having lived the majority of his existence on the periphery of civilised society and mentored in the art beneath Unthalass, Tharryx's unique ancestry and dark origins owe to his cold, detached psychology, superiority complex and a cruel sense of entitlement.

Tharryx is a complex man of contradictions, both fatalistic in feeling his origins mark him for greatness but spiced with a sense of bitterness from the knowledge he will never be seen as normal and that a quiet, peaceful existence isn't afforded to him due to being a tiefling - a monster in the eyes of many.

At the same time Tharryx relishes every opportunity to aggressively unleash the sorcerous power he possesses against any to stand in his way and is consumed with a desire for power and authority. Instilled with a measure of patient pragmatism due to the lessons of his dark masters and life experiences, Tharryx knows that his personal actions are what will bring his desired grandiose destiny closer. This affords him a level of drive most would lack and he would respect an academic approach to learning more on how to hone his arcane abilities.

Tharryx is keenly aware that he is an outsider and grudgingly sees benefit in joining forces with others if they serve his long term goals. Though he would generally keep his allies at a distance, never fully trusting them even if they show loyalty and capability. He would respect anyone singularly skilled in a particular area, whether martial or magical, some times even overlooking, what he'd privately consider their inferior ancestry.

This consuming desire for more power would leave little room in his life outside this pursuit. Having never known the romantic love of another person or relationships with others that weren't strictly related to business or his ambitions, his generally distant and transient presence around others contrasts with his inner desire to be seen and remembered.



Religious Views:

Image



Image ◈ Tiamat

Above any other deity, Tharryx would devote all his prayers to Tiamat, the Queen of Chromatic Dragons. Indoctrinated from youth to view the draconic deity with fearful awe and adoration, Tharryx sees Tiamat as a being of supreme majesty and power worthy of adulation, fear and respect by all lesser mortals to walk the realms.

Tharryx would also view the dragon goddess as a divine mother figure, owing both his hellish and draconic traits to her alone through his abishai ancestry. In achieving his desired draconic apotheosis, he hopes he can form a closer bond to his divine progenitor and appease her through further acts in the future. In doing so, Tharryx hopes to cast off the weakness of his human parentage and to a far lesser extent, his hellish traits too.
Image ◈ Bahamut

Tharryx despises Bahamut due to the brainwashing he underwent as a member of Tiamat's Cult beneath Unthalass. The tiefling would view the Platinum Dragon as a conceited and weak deity. Though currently not compelled to confront / oppose members of Bahamut's faith on his own, Tharryx senses it would likely be a matter of time before he is at odds with this so-called God of Dragon's followers the stronger his own powers and faith in Tiamat grows.
Image ◈ Mystra

Tharryx views Mystra with indifferent respect. He would irritably concede her control of the weave and this being a factor into his magical abilities. During the Time of Troubles, a desperate Tharryx would have made reluctant offerings to the Lady of Magic when his magical abilities temporarily ceased to function. The tiefling sorcerer would love nothing better than claiming control of the weave for himself and handing it's reins to almighty Tiamat (whilst hoping he could control a portion of it's power himself).
Image ◈ Gilgeam

Tharryx considered the God King of Unther a formidable enemy to his goddess before she defeated him prior to his hurried departure from the Old Kingdoms. Whilst he was moulded to detest the Father of Victory as much as Bahamut from the cultist priest's ceaseless sermons beneath Unthalass, he held the tyrannical deity and his hated followers with wary respect.
◈ Other deities

Of the other deities, Tharryx would be largely indifferent toward or hold them in contempt. He would regard the draconic deity Io / Asgorath with respect but know little detailed lore on the World Shaper based on the harshly directed teachings of Tiamat's clerics, instructing him to focus on her alone. Of the other draconic deities, he would know scant details of for similar reasons and reserve judgment for now.

He would view the gods of races like halflings and gnomes as laughably ineffectual and weak, the Seldarine as strange and whimsical, but worthy of learning of given the elven peoples abilities with magic (though he would only know faint details of their creator, Corellon Larethian), the Mordinsamman he would have little opinion on but probably respect them for their structured ways.

Of the Gods of Fury, he would respect their capacity for destructive power and see them as deities to be appeased if absolutely required but find their chaotic temperaments (and by extension, those of their followers) as unsophisticated, infantile and inferior to the power of the draconic gods.

Of the Deities of Knowledge and Invention he'd hold them with various degrees of respect and distaste, dependent on the observed work and tendencies of their followers he'd happen to encounter on his travels.

He would know little of the Primordials and have no defined view on them but like see them as simplistic and primitive.

Of the other gods he'd have learned of in the west, again, Tharryx would view them with varying degrees of wary respect (deities such as Tempus, Cyric, Bane and Shar), indifference (deities such as Hoar, Bhaal, Myrkul, Helm, Selûne and Chauntea) or contempt (deities such as Tymora, Beshaba, Sune, Lathander, or those to comprise the Triad).
Biography:


Family / Ancestry:

Image Ulzaxrah [LE] - Tharryx's blue abishai ancestor. Demoted in hellish rank due to some unknown past failure, he retained horns similar to those of a red abishai as a reminder of his lost status. Ulzaxrah was a cold and calculating devil with a penchant for performing vile magical experiments on human victims to craft future servants of the cult he served.

Amongst these included Tharryx's mother, an agent of the Cult of the Dragon who was forced to birth several children. Of her three babies, only Tharryx survived (the others dying due to deformities). Due to the influence of Ulzaxrah's dark magic, Tharryx inherited his tiefling nature and sorcerous powers.

The abishai took little notice of Tharryx after he was satisfied with his experiment and returned to the hells. Shortly after his mother died, succumbing to the abuse inflicted from the cruel abishai's rituals and black magic. Tharryx was then raised by Tiamat's cult priests beneath Unthalass, indoctrinated into their ways and tutored on how to control his dormant magical abilities.

Image Oum Jezzara [NE] - One of many fanatical leaders of the Serpent Guards who guarded the temple of Tiamat beneath Unthalass. A powerful and ambitious half-red dragon, Oum Jezzara was both a divine champion and eldritch knight in service to the Dragon Queen's cult and a mentor to Tharryx after Ulzaxrah pawed him off to the temple.

As close to a real mother to Tharryx as she could even be considered, she was a fierce and impatient teacher but later came to respect the tiefling's potential for magic. When Unthalass was nearly destroyed during the Time of Troubles due to Tiamat and Gilgeam's battle, Oum Jezzara died in the devastation. The priestess, Shudu-Ab may have played a part in this though.

Image Salazar Anskuld [LN] - Tharryx's biological Turami father who had emigrated to Unther in his youth. A resilient and skilled sellsword from Turmish with whom Tharryx's mother was forcibly made to procreate with by Ulzaxrah. Some how, the man managed to escape the undercity of Unthalass following this ordeal.

In 1354 DR, Tharryx met the man a few times when the Church of Tiamat's agents tried to later kill him, but Salazar was forewarned of their intentions by his tiefling son allowing him to safely escape from Unthalass. Despite this strange show of mercy, Tharryx would have no interest in meeting his father again and Salazar would be ignorant of their familial bond due to Tharryx's robed/masked appearance during their encounters.

Curiously though, he would adopt his father's surname as a small reminder of his human roots however. He would also later adopt the use of a trident as a personal weapon, having observed the Turmishan warrior wield one prior to their final meeting.


History:

Alasklerbanbastos, known as the Great Bone Wyrm, and the self-proclaimed Dragon King of Old Unther, was an ancient blue dracolich who worked to restore the presence of the Cult of the Dragon in Unther in 1322 DR. Due to this activity, the Church of Tiamat clashed with agents of his organisation beneath Unthalass, resulting in many of their cell being seized, interrogated, tortured and slain.

The abishai wizard, Ulzaxrah was summoned to Faerûn to the aid of the Church of Tiamat during this time. His temporary service served as part of some earlier punishment he'd suffered in the hells demoting and transforming him from a red to blue abishai.

Ulzaxrah's irritation at having to serve mortals lead to him performing evil magical experiments on those unlucky enough to be abducted by the church from the surface. Amongst their number was the Mulan woman who was Tharryx's mother and a serving member of the Cult of the Dragon.

Living out the remainder of her days on borrowed time within the dark cells of Tiamat's temple beneath Unthalass, she was questioned for hours by masked interrogators before subsequently being handed over to the sinister abishai wizard, Ulzaxrah as a guinea pig in his twisted magical experiments.

Ulzaxrah took vindictive delight in telepathically tormenting his captive, using his powerful magic to compel her into performing debased acts with other victims whom the church had captured from the surface of Unthalass.

Having endured Ulzaxrah's foul ritual magic in two previous failed attempts to to craft her unborn child in the abishai's unholy image, she would later bring a third child to term, the process accelerated due to her hellish captor's perfected use of spells and incantations. Once ready, Ulzaxrah then used his sinister powers to force the birth resulting in the death of Tharryx's mother.

Shortly afterward, Ulzaxrah was called back to Avernus to ultimately serve in the Blood War and the babe whom he called Tharryx (meaning 'tainted seed') was left in custody of the Church of Tiamat's clerics to raise.

Tharryx would learn of basic spellcraft, incantations and meditation techniques from his assigned teacher, Oum Jezzara - a fantical half-dragon warrior who held the hard-earned title of 'Oum' (meaning 'supreme' in Aragrakh/Draconic) for her unquestionable devotion to her deity. In learning from her how to focus his mind and enunciate magical words clearly, Tharryx was then able to sense ambient arcane energies and develop an instinct for when magic was being worked or present in an environment. He also mastered the ability of activating magic without somatic gestures.

He would also be closely monitored whilst serving Jezzara in scribing reports and missives, cataloguing artifacts and treasures seized by the church. Through this work, Tharryx would learn various tongues and observe more nefarious things happening around the temples subterranean complex. All the while, the dark teachings of Tiamat's faith would be drilled into his mind on a daily basis until he accepted without question the absolute might of the Dragon Queen.

In time, Tharryx was allowed to join in on several surface operations and would see the surface world for the first time during his twenty first year of age. Having known only the darkness of the undercity and it's connected deep warrens, the seed of wonder began to germinate in the young sorcerer's mind as to what else there was to discover but knew well not to express his interest to anyone within the church.

Image

Unthalass, The City of Gems

In 1354 DR, he gleaned interesting information from spying on Jezzara's private letters that the human man to play a part in his birth had returned to Unthalass and that an 'example' was to be made to the enemies of the Church.

Tharryx would be instructed to join disguised members of the Serpent Guard and other agents to take part in a surface raid and in doing so face off against a group of mercenaries serving the Great lord, Zimrilim on the boundaries of the city's great slums.

Amongst the hired blades however was Salazar Anskuld, Tharryx's long-lost father who had once escaped the clutches of the church many years back through sheer determination.

Paranoically sensing that Oum Jezzara specifically wanted him to witness the man's death - with or without informing them of their shared blood, Tharryx instead decided to leave carefully hidden notes in populated areas of the great slums addressed to Salazar himself.

Why Tharryx chose to warn his father is uncertain. Though it is probable that at this juncture he was intensely curious as to who the man was and what part he played in his strange origin. Whilst Salazar was a stranger to him, he found he didn't want him slain immediately before he could potentially learn more from the man himself, but in warning him he knew he might never see his father again.

The pair would speak briefly before this event taking place however, with Tharryx's fiendish features concealed behind his silver mask and garbed in a black hooded robe. Though suspicious of Tharryx, the sorcerer managed to convince Salazar to escape the city before drinking a potion of invisibility. Tharryx subsequently fled down several alleyways to regroup with the Serpent Guards whom he lied to about losing sight of.

Though not immediately suspected of anything untoward, Tharryx would be harshly chastised for his disappearance by his cult masters upon returning to the undercity and watched closely in the days to follow.

Four years would then pass before the realms would endure the Time of Troubles in 1358 DR, a period in realms history where the deities of Faerûn were forced to walk the earth in their mortal avatar forms. Growing tired of his servitude and the slow development of his magical gifts, it is during this period of unrest and uncertainty in Tharryx's history that he devised a plan to escape from the church in order to pursue his freedom.

It is only by this catastrophic twist of fate, that Tharryx's dreams of escape was essentially handed to him due to the the epic battle of godly avatars transpiring above ground which would devastate vast swathes of Unthalass. Called to the surface during this turmoil, Oum Jezzara was sent forth to observe and render aid to the mighty dragon queen, should the deity even require it.

Sensing this to be his only opportunity to follow through on his plan, Tharryx fled into deep warrens under a veil of invisibility and bolstered with haste magic. Before doing so, he would steal various items from Oum Jezzara's chambers including various potions, scrolls and a wyrm-bone talisman once belonging to the half-dragon warrior.

Making his way toward the sunlit world above, he would witness the devastation for himself, countless crushed and battered bodies, the distressed screams of the dying, buildings ruined and on fire and the thunderous, ground shaking sounds of his Gilgeam and Tiamat clashing in the distance.

Disoriented and fearful for his survival, the sorcerer fled the burning ruins of Unthalass to embark on a dangerous journey west, traversing Chessenta, Chondath, Turmish, Eastern regions of Amn and then finally arriving in the Sword Coast after a year of intense travel.



Image

The Time of Troubles
Future:

Tharryx has walked a long, perilous road to make as much distance between himself and Unthalass as possible. Much of his travel has been achieved via teleportation magic, wands of haste and overland travel via caravans. When he has rested within settlements he has found himself never welcomed for too long, some times even chased out. This has worked to his advantage though and has allowed the sorcerer to cover distances in a much swifter manner.

Of his numerous experiences, his most recent one would have been within a disease-struck hamlet outside of Iriaebor. When villagers within the local tavern discovered his strange appearance they accused Tharryx for their pox-ridden sheep and attempted to stone him to death.

Tharryx is therefore wary of anyone he meets, slow to trust and calls no one his friend. He has formed temporary alliances during his travels with other travelers wishing to keep their secrets and this has afforded him a a means of continuous survival.

Having finally arrived in the Sword Coast, the tiefling has made his way to Baldur's Gate, arriving during the night to better conceal his appearance and managing to stay out of sight thanks to his ability to make himself invisible. Seeking refuge from the city's more dangerous streets, Tharryx took the risk of entering the Elfsong tavern one evening. Within he had a chance encounter with a group of individuals with comparably dark and ambitious agendas to his own.



Image


Finding Tharryx's suspicious behaviour and appearance amusingly intriguing, the elven leader of the group sought conversation with the sorcerer in one of the tavern's dimly-lit and curtained side booths. Initially unsettled by the group's welcoming curiosity toward him, Tharryx felt compelled enough in allowing the travelers to look upon his features.

Though the group were surprised by Tharryx's fiendish visage, the tiefling sensed an opportunity to form an alliance with them. He would later inform of his intentions to find a dragon's graveyard through their many shared travels and subsequent adventures together. In working closely with his new dark-hearted cohorts, Tharryx has attained a measure of security and developed a strange kinship, even whilst keeping them at a cautious distance. It is thanks to his continued association with his new allies that the tiefling has began to rapidly unlock additional arcane powers.

Tharryx feels confident in achieving his ambition of finding the Well of Dragons but for now is content to bide his time and explore the Heartlands where he feels a measure of freedom for the first time in his life. Thanks to the aid/oversight of his new companions, the sorcerer has also taken strides toward to augmenting his powers with martial skills too through training in the use of a trident and shield - a weapon he had observed his human father wielding prior to their final encounter.

Though the memory of his experience in Tiamat's cult ever remains in his memory and his private devotions to the Dragon Queen remain strong, Tharryx has observed other tieflings in the Heartlands who don't readily conceal their fiendish nature from others. Inspired by their example, Tharryx's now feels a growing compulsion to dispense with his mage robes and mask and actively seek his destiny in the Sword Coast on his own terms.
Heirloom items:
Image ◈ Tharryx's Arcane Journal

- A thick leather-bound tome full of notes, diagrams, sigils, maps, collected pieces of lore related to the outer planes, arcane magic and information on Aragrakh - the ancient pre-cursor language to draconic. It is via this tome that Tharryx has furthered his understandings of the art and effectively worked out how to awaken his draconic sorcery to greater heights, though some processes presently remain unknown to him.
Image ◈ Tharryx's Mask

- A silver mask that serves as a foci for Tharryx's sorcerous power. It is through the use of this mask, Tharryx better learned the meta-magical technique of casting magic without somatic gestures. Having been thoroughly indoctrinated by the cult of Tiamat that it's agents should remain silent, unseen and unnoticed, the mask helped reinforce these lessons and the sorcerer has something of a strange psychological attachment to the mask, feeling it offers a protective barrier against a reality he would reluctantly participate in.
Image ◈ Talisman of Tiamat

- This painted wyrm-bone amulet shows the holy symbol of Tiamat, the Dragon Queen. This was once the possession of the red half-dragon Oum Jezzara, one of many fanatical leaders of the Serpent Guards who guarded the temple of Tiamat beneath Unthalass.

When Unthalass was largely destroyed during the Time of Troubles due to Tiamat and Gilgeam's battle, Oum Jezzara died in the devastation and Tharryx seized the talisman for himself from her abandoned chamber believing it to possess dormant powers he hoped to awaken later.

Plot hooks:

◈ Plot hook idea #1

Image Tharryx wishes to locate a site known as the Well of Dragons where he wishes to find an artifact called the Scroll of Kalzareinad. Having began to delve into studies to awaken his draconic blood's innate magical power, Tharryx believes the lore contained within the scroll will ultimately help him complete his draconic apotheosis and hopefully provide him further secrets.

Now a dead power, Kalzareinad was formerly the dragon demigod of dragon magic, in particular the selfish, uncaring, or evil application of it. In 1358 DR, the dragon goddess Kereska subsumed the entirety of his portfolio and worshipers.


◈ Plot hook idea #2
Image When avatars of Tiamat and Gilgeam clashed in Unthalass during the Time of Troubles, most of the city was devastated in the epic battle. Tharryx used the chaos to abandon the cult of Tiamat to pursue his own ambitions. In doing so, he left the undercity temple of the Dragon Queen with stolen notes and lore on the language known as Aragrakh as well as lore pertaining to the scroll of Kalzareinad and a dragon's graveyard in the west.

Whilst the rest of Tiamat's cult may believe Tharryx to have died back in Unther, should he gain notoriety in the west they might wish to track him down - either to make him return or to slay him for fleeing.

And given that the sorcerer left with forbidden knowledge of Aragrakh and wyrmish artifacts, some chromatic dragons might take offence and punish him for his insolence were they to discover this. Tharryx wishes to awaken his power in time so that he can defy / destroy such potential rivals.
Last edited by Whirlwind on Sun Oct 20, 2024 5:00 pm, edited 31 times in total.
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