Black skin, kind hearts

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~Ozy~

PC's Unofficial Poetry Critic
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    The drow. Throughout all of Faerun, their name inspires fear and dread. If you see one of these elvish devils, you run for your life. If they're feeling merciful, it only takes you two weeks to die. Millenia ago, the surface elves dove them underground, deep into the Underdark, the massive cave network running all across Faerun. There, the drow grew still more evil, still more twisted as they discovered Lloth, the Spider Queen, Godess of Chaos. They perfected the arts of fighting and magic, transcending every level imaginable through necessity. The Underdark is not a forgiving home.

    However, some drow shunned the evil ways of their kin. Some, such as the infamous rogue, Drizzt Do'Urden even went so far as to flee to the surface world. Inspired by him, a group of the all too rare goodly drow banded together and escaped to the surface. Though they met with rejection and fear, the decided to remain in seclusion, high in the mountains of Faerun. There, the lived equitably, unlike the matriarchal drow society, calling themselves the Nystrameil (the Uncommon Ones in the drow tongue).

    Lloth, though, doesn't let go so easily. She maintains an elite group known as the Kazhid'hea, the Cutters to protect the entrances to the Underdark, act as liasons to the surface world from the two drow cities of Menzoberranzan and Ched Nasad, and most importantly, to destroy any group of runaways they can find. Unlike the rest of drow society, skill rules the rankings of the Kazhid'hea, instead of gender and House ranking. These warriors, mages, and priestesses are conditioned from birth to tolerate the harsh sun of the surface and to fight with unparalelled skill. And now they have found the small mountain camp of the Nystrameil.

    After the first skirmish, the Nystrameil have sent messengers to Silverymoon, the Moonwood, and Mithral Hall in desperate need of aid in their one-sided fight against Lloth's elite army.

    Information-Locations

    Silverymoon: Famous around Faerun for being a city of art and learning. Ruled by the magically powerful Lady Alustriel, it is a predominately human city, though any races aside from drow (excepting Drizzt, who has proven himself a goodly creature many times over) and orckind (the orcs, trolls, and goblins) are welcome inside her walls. Many underestimate her military prowess.

    Mithral Hall: Home of Clan Battlehammer, Mithral Hall also provides refuge and home to Drizzt and his companions when they aren't on the road. The Hall is led by Bruenor Battlehammer, the Eighth King of Mithral Hall. He is widely considered the most famous of all dwarves. The weapons and armor produced by the Hall are thought to be the best in the Realms.

    The Moonwood: After the fall of Myth Drannor, the elves of Faerun were scatered across the Realms. The Moonwood provided ready settlement to many of them and now is considered the largest elvish settlement in Faerun, if not Toril as a whole.

    Information-Races (by no means all-inclusive)

    Elves: Slender of build, all elves, be they Sun, Moon, Wood, or Dark share similar charicteristics, a fine bone structure and an average height of about 5'3''. Many times, their magical prowess far exceeds that of the other races. They they are not physically strong, they are exceedingly fast and make excellent mages, archers, and assassins.

    Humans: The most balanced race in the Realms, a human can succeed in almost any field, though they are best suited to the warrior class. They stand roughly 5'9''. Stronger in constitution than elves, they can weild heavier weapons and armor, though their speed suffer drastically. a human subspecies, the barbarians has an average height of about 6'6'' and is perfectly suited for warriorship, though they are magically incompetent.

    Dwarves: A charging dwarf is not a thing to be in they way of. Though comically short (about 4' even), they can weild the heaviest of weapons and armor with ease. Even their females have beards. Dwarves are absolutely loyal to their friends and kin and would willingly die to save another. Stong of constitution and with a decent speed, they make excellent melee fighters, but little else. They also are uniqe in that they can access the battlerager class.

    Information-Classes (again, not all-inclusive)

    Ranger: Perhaps the most balanced of classes, rangers are decent in ranged combat, melee combat, and spellwork, though they are masters of none. They prefer to spend time alone in nature, acting as guardians of Mielikki, Godess of the Forests. Though they are predominately solitary, rangers will associate with almost any race, though they bear a particular hatred for orckind

    Paladin: The classical knight in shining armor, Paladins are masters of melee combat, preferring heavy armor and a big sword to anything else. They have limited access to clerical magic as well. A subclass, the fallen paladin is capable of accessing clerical magic of the darker gods instead of the lighter.

    Assassin: Though not necessairily evil, you wil most often find assassins working for evil means, mainly because evil tends to have more gold. Assassins are masters of stealth and lighter weaponry. They don't have much in the way of defense or magic, though their speed can more than make up for this.

    Cleric: Clerics can be found working for any god and are also referred to as priests/priestesses. The spells granted to them by prayr to their particular god/ess can be shockingly powerful. They have minor skill with melee weapons, most likely a small mace.

    Mages: Flowing robes, lightning, and fireballs, the mage is unique among all classes for having no melee skill. Their magic, though, is undeniably the best. A skilled mage can decimate entire legions coming after him if he has the right spells prepared.

    Battlerager: A class unique to dwarves, the battlerager is remarkable for their tolerance for pain, foolish courage, and most notably, their smell. They rarely take off their army and bathe still less. They make a lot of noise when atacking, but if they latch onto you, you're going to die. Their preferred weapon is their own bodies, encased in ridged, spiked armor that they shake to turn their opponent to mashed pulp.

    Information-Gods

    Too lazy to type it all up, so you get a link: https://www.geocities.com/rtrmdnd/gods.html

    Form-
    Name:
    Age:
    Gender:
    Alignment: (Combination of Lawful, Chaotic, Neutral and Good, Evil, Neutral)
    Race:
    Class:
    Appearance:
    Personality:
    History:
    Primary weapon:
    Secondary weapon:
    Other items:
     
    Name: Salizbury
    Age: 15
    Gender: Female
    Alignment: Neutral
    Race: Dwarf
    Class: Cleric
    Appearance: Short, dwarf like. Her beard is incredibly long, hair blonde and black eyes. She is usually found wearing a dress of a color close and hiding her with the surroundings. However, she is very slender and has a long neck.
    Personality: She likes to be by herself most of the time, and is not good around others powerful than her, but has a very kind heart to her friends and ordinary citizens in need. She is very talented and learns many things easily.
    History: Very little is known about her early years, except for that she was born in Mithral Hall, and left to find a better future in Silverymoon. Ever since then, she has been serving as an apprentice for one of its preists.
    Primary weapon: Prayer
    Secondary weapon: dagger
    Other items: None..
     
    Name: Umbra
    Age: 32
    Gender: Male
    Alignment: Chaotic Neutral
    Race: Human
    Class: Ranger
    Appearance: Clad in hides from head to doe, he looks more like a wildman than a ranger. His long light brown hair and beard are almost always messy, or tangled if he just washed himself in a creek. He stands tall and large for a human at 6'2'' and has a strange look in his dark green eyes that seems to frighten most people after a while.
    Personality: Queit, and secluded. He keeps most things to himself, speaking only when he feels that there's something that needs to be said. He isn't distrustful of other people, he simply just wants nothing to do with them.
    History: Driven away from society by an event during his youth, he's only not moving away from the forestlands near Silverymoon because he's already settled in firmly there. He still refuses to acknowledge the existance of the people, however. He lives on his own skill, and barely ever uses his magic, which has atrophed over time.
    Primary weapon: A light shortsword, used as often for stabbing as for swordplay.
    Secondary weapon: A light shortbow. Used mainly for bringing down game, but he's very accurate with it, and can fire much faster than a longbow user.
    Other items:
     
    Name: Dinin Sun'wett
    Age: 253
    Gender: Male
    Alignment: Chaotic Evil
    Race: Drow
    Class: Assassin
    Appearance: Slight of build, even for drow, Dinin stands 5'1'' and looks scrawny. Only looks. He moves with a grace that belies the nusual strength in his muscles. Like all drow, his hair is snow white and his skin is pure ebony. Unlike the crimson eyes of most of his kin, though, he bears lavender eyes similar to those of the rogue Do'Urden. Wears drow mail that allows for silent movement but is stronger than a full suit of plate. Covers this with a modified drow cloak, woven with enchantments to keep his armor and weapons in perfect condition even in the sunlight.
    Personality: Most of the time, his face is a mask of perfect calm, though he often wears a small smile when he's killing someone, or about to kill. More than a lottle touchy about his height, calling him short or any equivalent is liable to have you in his torture chambers.
    History: Jealous of the tales of the two weapons masters from House Do'Urden (Zaknaefein and Drizzt), Dinin devoted himself from a young age to perfecting his skill in the arts of combat. His devotion and skill soo earned the notice of House Baenrae, the ruling House of Menzoberranzan, and soon thereafter, he was recruited into the Kazhid'hea. Using his newfound freedom and without the matriarchal rule of drow society over him, he was allowed to hone his skills even further and rapidly climbed the ranks through a combination of assassination, blackmail, and political manuverings. Now, he commands as much respect as any drow matron mother and is as free to act as he wishes as Matron baenrae herself.
    Primary weapon: Katana
    Secondary weapon: Kodachi
    Other items: Several health potions, rope, food, locpicks, and various small acids and knives used for torture.
     
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