~Ozy~
PC's Unofficial Poetry Critic
- 5,246
- Posts
- 21
- Years
- Age 37
- White Sword Tower
- Seen Jun 12, 2012
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:
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: