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PostPosted: Mon May 21, 2007 6:07 pm 
Fang vs. Fang
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Me too... I didn't get to play with this character too long, but I felt comfortable with him from the very first seconds I played him. The whole thing lasted only for about 15 sessions. The game system we used was GURPS, world was Forgotten Realms. The character is stored somewhere safe, deep in the endless piles of material the GM has, so some of the details are a bit fuzzy.

Name: Aran of Dragoncoast
Race: Halfling
Age: 26 (relative, compared to human)
Class: Fighter/Rogue

Aran grew up in the harsh Dragoncoast region of Faerun. He has never been too open about his past, but it is quite obvious it was rough and he had to do some things that trouble him to the present day. He openly admits to stealing money and conning people in his childhood. Because of the rough life on Dragoncoast, he was probably part of a thieves guild or some kind of a gang. Why he left, no one besides him knows.

After leaving Dragoncoast, Aran has tried to earn his living as a more or less honest sword-for-hire. Life isn't always easy for a halfling mercenary. Somewhere in between having to constantly prove himself and having his shield bashed by guys twice as big, he has thought about his choice more than twice. He definitely isn't above stealing or conning people.. As long as the risks are low and the profits high. Still, something deep inside draws him to life of adventure more than life of pickpocketing and sneaking.

Aran is far from evil, even if he does (to the present day) lie or steal to get a few coins. He values life, and would never kill anyone if it wasn't necessary. He has a very open and optimistic philosophy about life. He tries to see the light in every situation and lift the spirit of others in dark times. His first responsibility is to his own life, but right after that is the life of the people he considers friends. Or just people he feels responsible for.
He has a habit of saying "Tymora gives and Tymora takes away. One should be on the receiving end, if one remembers to give donations to the proper temple." (#1)

Most of the time you see Aran dressed ready for the road and adventure. He wears his worn scale mail on top of his dirty and smelly, but oh so comfortable shirt and pants. Naturally, he doesn't wear anything on his feet. His old and dented small shield is usually slung on his backpack. He has his shortsword always ready in it's scabbard. If he isn't wearing his scale helmet it is usually tied to his belt.
He is very strong for a halfling. He is also a bit taller than the average lightfoot hin found on Faerun, (IIRC) totaling about one yard. He was also heavier, weighing awesome 40 pounds. He has brown straight hair, about shoulder height and brown eyes. He has sharp facial features and he might even look attractive if his face wasn't always smeared in muck, dried blood, ichor or other nasty stuff and if he washed his hair a bit more. Or bathed more in general. Like almost all halflings, he doesn't have a mustache or a beard.

That's generally it. I could tell shortly how his short but eventful travels unraveled so far, but its getting late. Aran surprised me in many, many situations. Some of these might not seem too bad, but if any of you have played GURPS, you know better:

Survived several encounters with a stone golem. Survived being thrown 11 yards (6 yards high!) by the same golem (thanks to his moderate acrobatic abilities and helmet for absorbing most of the damage).

Killed a mind flayer! (Fine, he wasn't alone, but the killing blow counts.. :))

Killing an orc in hand to hand combat. (#2)

Survived an encounter with a demon from the Abyss. (Ok, he ran, but still I count that as an encounter)

Survived being hit by a fireball.

Beat a knife wielding human thug armed only with a wooden stick! (If you know the system, you know this is hard! Critical hit to the nuts FTW...)

Avenged the death and body theft of his best friend. He never recovered the body to give him a proper burial though :(

And as a grand finale: survived adventuring with the most manipulative and evil wizard he has ever seen - Creo. Creo was a PC played by my friend.. He managed to kill or get killed 3 PCs and countless NPCs. Creo enjoyed insulting people, electrocuting people, making magical experiments on people and making others take the blame for all the things he did. Oh, and he was the guy who summoned the demon that Aran survived encountering :). Quite a character, maybe I'll ask my friend to write a bit about him, but thats another story.


#1 Tymora is the goddess of luck on Faerun.
#2 The orc was kinda naked (wearing a loin cloth) and weaponless. Still, it attacked and didn't even try to run when outmatched. The orc was living with another male orc in a small cave filled with their dung and big pile of bones. I never found out wtf was going on there, I think the orc was degenerated or something... Degenerated or gay! We still have good laughs remembering the fights with the naked gay orcs.

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PostPosted: Sun Jun 17, 2007 10:51 am 
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Naakim
World: Al Qadim
Race: Human
Class: Thief (Kit: Beggar-Thief)

Naakim was an orphan boy raised on the streets of Hiyal, City of Intrigue. While he had to steal to survive, he did try to sate his conscience by playing music for money. He was fairly skilled with a recorder that he vaguely remembered his mother giving him as a young child. Once he reached puberty, however, his interest in the young ladies eventually lead to his greatest troubles. He tried to romance the daughter of a prominant merchant and the girl enjoyed his attentions, even if she wasn't interested in the scraggly, skinny youth. Her father caught them talking and he ran the boy out of the city.

Naakim hooked up with a caravan that was attacked by horrid half-demons (Nasnas). When the ijami wizard Sven of the northlands rescued him, he was the only survivor. He attached himself to this crazy, blond-haired unenlightened maniac as his guide and followed him loyally for a long time. Perhaps not the wisest decision. They picked up a few friends along the way, a city guard named Jamal, a fisherman named Duncan (who also was half-norse like Sven), and others.

Naakim nearly got them all killed during a sailing trip when he serenaded them one evening. His playing was so soothing that the navigator, an elf-woman, fell asleep at the tiller and they crashed on an island. He and the elf got into a love-hate relationship and after the voyage, agreed to meet up and rekindle their romance.

During a visit to a city, Naakim was framed for murder by a mysterious genie who had taken on his form. Fortunately Naakim was able to prove his innocence because he had accidently taken a quaff from a potion of longevity, which had taken 8 years off of his life. He was only 18. So he spent a frustrating few months as a young adult in a child's body.

He finally got his chance to get his adult body back when the party faced the WitchKing. A powerful Lich who, once revealed, gripped Naakim's arm in a fight and aged him 10 years and whitening his black hair! Naakim took a few weeks to recover from that, but once he did he became a new man. He played an important role in a mystery to save the Prince of Huzuz, City of Delights, and finally settled down in the great city with a home, some actual wealth, and a new sense of worth.

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PostPosted: Wed Jul 11, 2007 6:42 pm 
Orc
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One of the many villians that have earend a place "forever in my heart" :D is "the king of the No-Ones", the self proclaimed leader of a terribel race of CE extraplanetars with bodies totally composed from black worms, bugs and other vermin. He dresses in dark reds and browns, wearing spiked gaunlets and covering his hideous face with a pale ceramic mask.

He was on of the archvillians of the campaign we played quite a qhile ago. Every PC had a own archenemy they had to defeat. The king of the No-Ones was the Enemy of the LG monk in the group and the two had some quite dramatic duels.
The Monk always lost against the terrible thing, escaping barely each time and only with the help of his friends and allies. The king in return got to slay many loved NPCs the monk failed to protect ("oh nos! very dramatic!" *gg*) every time stepping out nearly unharmed from the encounters with the monk.

What this charakter made special for the group was the spectacular defeat of this hated enemy: Later in the story, the monk encountered the king again and after a little rp between good and evil the two started one of this typically cheesy "karate movie" fights.
The player of the monk, after rolling total crap in evry fight before rolled 4 twentys in the same round, instantly killing his hated enemy.
Inplay, the monk delivered a single mighty blow in the face of the king, breaking his mask and hammerin him into the ground... literaly.


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PostPosted: Wed Mar 12, 2008 4:25 am 
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Beholder King wrote:
Lazarus wrote:
Fang is without a doubt my favourite YAFGC character. The only time I've ever used a Kobold (as a DM or player) he was loosely based off of Fang (but somewhat more sane).


No kidding! Can you describe more fully in the 'favorite RPG character' thread??


I'm running a forum game where I don't always conform to the standard alignment stereotypes. The starting city Celeste is one where the population are tested and those that show as Evil are barred, those that show as neutral are not allowed full citizenship, and there's little to no racial descrimination there. Dispite an almost completely open choice of race and class the party are 4 Elves, 2 Humans, and a Dwarf (including Cohorts).

Recently the group returned to Celeste for some R&R and to recieve a new mission. The mission the've taken had them sailing up the coast to investigate a possible attack on a village over a week away. The're boss hired a fishing boat to carry them to their destination. The fishing boat was under the command of a Kobold called Captain Quba, I never described the crew makeup.

Along the way they stopped to investigate something following them beneath the waves, and ended up fighting an attack by Sea Devils and Sharks. While most of the crew fled below deck to let the adventurers do their thing Quba started Shark fishing and had one snagged by the time the Sea Devils were dead. Suffice to say the party were sick of Shark soup, steaks, and broth by the time Quba dropped them off.

I basically played Quba as excentric and uneducated, but very competent about running his ship and commanding his crew. I don't know if I'll use him again, that depends if they need to travel again by sea. I referenced YAFGC so you may have picked up more readers?

Edit: The forum that hosted my game was lost, and the game history with it. The game lives on but the pages with Quba are gone forever.


Last edited by Lazarus on Tue May 06, 2008 6:24 am, edited 1 time in total.

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Wed Apr 30, 2008 5:46 am 
Kobold
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Ooooh, i wanna do this too! I played this character for 12-13 sessions, but then, cause of different reasons, we stopped playing... sadly..

Name: Krrr'g'g (known as Tallstrider)
Race: Tri-kreen
Class: Ranger/Druid

In short: Tallstrider was, as most other tri-kreens, a member of a nomad tribe all through his youth, his abilities to communicate with surrounding nature and animal life earned him a high position amongst the scouts of the tribe. But that also lead to disaster, as Tallstrider was guiding the tribe through the deserts, as so many times before, searching for the next oasis where they would make stop to trade with locals, Tallstrider made a fatal mistake, guiding the tribe into new areas of the desert they thought was uninhabited... in some way they were true, no living creature lived there... That night, the tribe was caught off guard as skeletons clawed their way up through the sand, dragging many tribemembers down before they could even fight back. Had it been only skeletons, they could have stood their ground, they could have beaten the weak undead, but they didnt come alone. As the tribe fought to gain the upper hand, a terrible roar pierced the sounds of battle, Tallstrider, fighting 2 skeletons looked in fear as a mummy lord came into the battle... The tribe was no match for the following onslaught, many warriors was paralyzed with fear as the mummy attacked their lines, they didnt move as it tore their limbs off, one by one... The last thing Tallstrider remember, is the mummy, slamming his fist into his face...

Why was Tallstrider left alive? Where did the whole tribe go? nothing was to be seen when it awoke the following morning.. Since that day, Tallstrider has searched for a reason to why the Mummy would leave a single survivor, and how the tribe could be avenged...


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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Wed Apr 30, 2008 10:42 am 
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Morgana, elven wizard from the Silver Marches. She was a generic happy go lucky noble elf who wanted to know more of the world in order to use her magic for the best purposes when she returned home. She was dressed in regal black clothing but her boots and shoes were always torn and scruffy from walking. Plus she had the absolute familiar, a small red cat called Zari (That means Dice) that everybody hated with a passion.
Though she was very protected, or because she was very protected, (Silver Marches is a very tolerant, cultured, good aligned city were nothing evil can walk in) she was initially very aggressive and angry at nearly everything that she felt threatened her party. What i liked with her is that once she adventured and learned to fight (which means she was not as afraid as when she left the city) she evolved and became again serene, teasing and pretty soon, once she was too far from her noble upbringing, quite mischievous and very naughty.
Which came very handy when an elven fighter courted her, and the rest of the party thought that this was the right time to play a prank, placing a bucket over her door and casting an illusion on the water inside to look like excrement. In she goes for a romantic night and splash...what i liked was that the Morgana of two years earlier would have retaliated with Flesh to Stone, but the person she had become secretly polymorphed their swords, and in they go next day into the fray, all heroic and dashing, drawing their weapons...their pink, sparkly, ridiculous but still magical swords...that she refused to turn to normal before she had them apologize to her hated, haughty cat.

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Wed Apr 30, 2008 3:10 pm 
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Way kewl characters...Alas, my fave isn't a fantasy character...But it's fun reading your's

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PostPosted: Thu May 01, 2008 12:16 pm 
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SlitherSlither wrote:
We still have good laughs remembering the fights with the naked gay orcs.


This is a sentence that I never imagined seeing it print! :clap:

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Thu May 01, 2008 10:22 pm 
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Come on Captshade, make an appropriate thread and tell us about him/her. We will definitely contribute, nothing a gamer likes more than talking about his/her character!

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Wed Sep 24, 2008 4:52 pm 
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WINDSOR (formerly Ageragck the Many-Killer)
Race: Gnoll
Class: Fighter

CHARACTER ORIGIN:

Ageragck was the greatest of his tribe -- his name alone had become a colloquialism for "agonizing, crushing death," thanks to a massive stone-capped warhammer he carried. Even his own kind fled from his path as he walked through the warrens, surveying all that was his, as occasionally he would decide, for any or no reason, that something had offended him -- and if that something were fortunate, he would simply kill it.

If they weren't lucky...let's just say he liked his meat very, very rare. Still screaming, really.

The walls of his "throne room" were decorated in the skulls and hides of all manner of "food races," the floor a littering of trophy pieces of armor and weapons. Had he taken a "krowwl," a...well, the closest analogy in our language is "concubine," I suppose, though the gnollish word translates more closely to -- well, never mind, this is a family forum -- she might be there, starved and barely alive, not certain whether she truly wanted to live to see Ageragck's usually-large-for-the-breed pups carried to term. It was a lonely life for her; straying beyond the edges of the pit-room meant death, as did speaking out of turn...as did breathing, if he decided to forbid it on a whim. Her only company would be the handful of still-living, crying and praying "snacks" he kept at hand for midnight munchies. A connoisseur among gnolls, he was not as fond of carrion as his underlings.

The summer was rank with carnal stench and filth and the maggots were thriving in the latrines of the warren when his ragtag "army" returned home from the decimation of a local mercenary company, and Marngg, Ageragck's latest "trusted second" (they tended to last a month at best), decided he was of sufficient station to review the spoils before his master did. Among the pile of metal, leather and the occasional severed limb still gripping its weapon, Marngg found a treasure that he was certain would not be missed -- a large, heavy steel helm with a jeweled crown and filigreed sideplates, and it was even gnoll-sized!

Now, perhaps you and I would think twice about trusting an ornate gnoll-sized helmet that had been alleged plucked from a human head, but Marngg wasn't chosen for his cunning. Indeed, Ageragck knew better than to trust ANY intelligent members of his band -- he liked them stupid, strong, and easily led. He was no dummy...but another like him would mean competition. And so, Marngg, in his blessedly finite vision, decided that perhaps his master would not notice if he were to suddenly have a new shiny helmet that he'd never worn before, shiny and undented, while allegedly preventing anyone from picking through the master's treasure pile.

It was a strange and horrible cry that Marngg gave upon seeing Ageragck approach, and immediately he drew blade and charged his once-commander. His people, in the perhaps three seconds hindthought they paid him after his terrible and excruciating defeat and death at Ageragck's feet, assumed that old Marngg had simply snapped, and chosen a very poor time to challenge his master for control of the tribe, that he'd bitten off more than he could chew -- an idiom that does indeed translate to gnollish almost literally. It was, though, his final words that gave Ageragck a moment's pause -- clear brown eyes slowly losing focus, he whispered through shattered lungs, "[Great Ancestor], let him see what I have seen now. Let him be forgiven too." With a snort of disgust, Ageragck tore the helm from his head, and tested the weight of his hammer with a terrible downswing -- hindspike first. Marngg was still gurgling in what can but be described as liquid misery as Ageragck the Terrible, Ageragck the Many-Killer, Ageragck the Ever-Hungry lifted the shining helm to his head, and took his grisly-won trophy.

And that was when everything changed.

The sound of tearing cloth and splintering bone filled his ears as he relived his life, moment by moment, through the eyes and screams of every one of his victims. One by one, he felt the horror, the pain, the misery, the panic -- one by one he lived the lives he had ended, or broken beyond repair. He watched those lives stretch into the silvery depths of the present's edge, and into the future, and then saw the chains of would-be causality he'd destroyed, the futures that could have been, would have been, if not for the choices he made. He was filled with the despair of thousands, and it gnawed at him, chewing at the taut leathery knot of pride and selfishness that was, until this moment, the whole of Ageragck's being.

And Ageragck learned a lesson that gnolls seldom learn -- that what he ate, and hurt for sport, were people, just like him. One by one the stories replayed for him, until he felt himself living and dying as Marngg....until he lay, shivering and sobbing in short, quavering little jackal-hyena-barks, at the feet of a figure in white. Gentle fingers touched his forehead, and though he knew not why, he did not recoil from their furless touch. //Ageragck has died today.// the voice whispered into his mind. //But -you- still live. You need not hate yourself. You did not know. You couldn't see what you were doing. Even willful harm can be forgiven.// The figure stroked the whimpering gnoll's brow. //Will you return to the waking world, knowing what you know now? Will you become what you could be, instead of what you were? Will you take this forgiveness and use it to become something new?//

He didn't even hear himself whisper, //Yes.// as he was returned to the pits again, and for the first time, the stench of rotting meat and offal sickened him.

And it was this way that Ageragck the Terrible rose sadly to his feet, and walked calmly and purposefully from his domain to the surface, no longer one of his own kind. In this way, with a whimper of disgust, did the end of the Reign of the Many-Slayer draw to a close.

CHARACTER'S IN-GAME HISTORY:

Ageragck became a penitent, and his first experiences with the world of humankind were less than positive. He was arrested for entering the nearby city -- "his kind" was forbidden to pass beyond the outer wall -- and sold into slavery after months on the chain gang. His buyer was a carnival owner, who enlisted him as a strongman to push the treadwheel powering the carnival's new wonder, a carousel. The work was grim and the accommodations lacking, but compared to the uncertainty and squalor of gnollish living, he couldn't much complain. He even managed to befriend an elven acrobat, who was touched by his gentleness and intrigued by his introspection. She dubbed him 'Windsor,' at first in jest, later to replace a name he wanted to forget. When the carnival owner boasted that the day "that animal" could sign his own release papers, he'd free him and give him a purse of silver for his road expenses, Windsor struggled to learn to write -- at least his own name! -- and with Nynaeve's help, carved a rudimentary inkwell and channel into the thick topcoat of one of his claws, and practiced the shapes until he could write his name recognizably, if not legibly.

I am most relieved to report that Windsor made the fateful proficiency roll, in the moment of truth. And a disgusted Mr. Tortello, though he reneged on the silver, let Windsor go, and fired Nynaeve for "conspiring to rob him of a perfectly good draft animal."

Windsor wanted to become a paladin, but this was, perhaps, a bit ambitious for a creature whose heart, thanks to a helm of opposite alignment, was in the right place, but who lacked a thorough understanding of what exactly it meant to be a champion of lawful good. (The dogface thing wasn't helping him much, either.) He became a mendicant, and parlayed the spectacle of himself in a traveler's cloak singing hymns to the regional pastoral good-patriarch-god-of-justice-and-fairness into a fairly lucrative little gig. Over time, he learned to invest that money back into the church, and became its handyman in exchange for meals and permission to use surplus materials now and then to build his home in the back of the church's rather large pastoral backyard.

Over the years and between adventures -- which were really the less interesting part of Windsor's story -- Windsor learned to read, and memorized the holy text of his newfound god. There was little resistance to his eventually becoming a deacon, and he was widely regarded as a walking miracle, the lion who had chosen to become a lamb. He never became a paladin in character class, but he certainly became one in demeanor and in heart. He was happy to lift sword and charge into battle to protect those who couldn't protect themselves, but he happiest moments were spent mending fences, cooking hunter's stew, and preaching the good word. He also became a fairly accomplished cartographer and wilderness artist in his later years, still drawing ink sketches with his carved claw.

Nynaeve remained his best friend and adventuring companion for the rest of his days. She never really took a shine to his god -- far too patriarchal and rules-happy for a chaotic good elf who valued her freedom -- but she liked watching him get fired up and explain the layers of parables to his flock. She was the thrillseeker, and enjoyed adventuring for the rush. He loved her dearly and wouldn't deny her the chance to risk life and limb for a good cause.

Windsor died quite spectacularly, in a raid on Baator. It seems the cocky, impulsive demigod son of a lawful evil deity had taken it upon himself to avenge an insult by kidnapping the ambassador of the Celestial Bureaucracy, who was instrumental in the thousands-of-years-pending "merger" philosophically of the Bureaucracy and the council of generally-harmonious-and-cooperative western-minded lawful good Powers. (What happens when two huge rival lawful good worlds collide? They sit and exchange gifts and thoroughly share their ideologies, until both can be expressed flawlessly in the language of the other! It's most civil and usually very friendly, but tedious and bureaucratic and takes forever.) Rescuing her was far too difficult for an army -- Baator's pretty well stocked with soldiers and not keen on occupation -- so the attempt was made with a small crack team of specialists led by a highly atraditional solar.

Windsor stole what was to be the death scene of the solar -- a mounting battle with baatezu gating in more baatezu every round, as our solar performed martial arts moves with as many holy strike touches as he could deliver, a fight to rival the playground battle in The Matrix Reloaded! -- by observing that the team could afford to lose him, but not Jaryen (the solar). He managed to hold them off for six rounds. (I would prefer not to recount the seventh round in any appreciable detail.)

I like to think that somewhere on the sunwarmed slopes of Mount Celestia, which glows in the luminous Silver Sea like Frederic Church's final and most glorious masterpiece in colors that defy descriptions by my coarse mortal tongue, in a little town near the base of the mountain, a helpful hound archon serves as town constable and welcoming committee. The spots can be seen if you look closely at his fur, but they've faded from years of that liquid amber sun and gentle murmuring moon. He remembers his life, because, as he would explain, "Some of us never want to forget." And he'll tell you the story of Ageragck, if only to remind you that one is never out of reach of the light of the Mountain. "We can turn our faces from it," he would say, "but it still pours down upon our backs, when we do."

PLAYER OBSERVATIONS:

Windsor was born from a question I've had about what, exactly, it's like to put on a helm of opposite alignment, for the wearer. While "magic" could certainly account for a spontaneous one-eighty of alignment, it seemed like a poor place to stop the inquiry. I wondered if it wasn't more that the donning of the helmet resulted in a supernatural force fairly high up on the food chain of the opposite alignment to one's own whispering an Undeniable Truth (tm) into the mind of the wearer, something so large and so world-eclipsingly vivid that it couldn't help but change the way one looks at life, the universe, and indeed, Mr. Adams, everything. I like to think I'm a fairly competent author, so I tried to pen an experience that'd get "lawful good" through even to a particularly chaotic and particularly evil gnoll.

Yeah, Windsor went on quests and adventures. But his heart was never really in 'em. The real Windsor scenes were the between-quest character development moments, and watching him grow and mature as he pursued an ideal he didn't fully understand. Watching him learn that keeping one's gains is not as good as passing them on the more needy, then watching him learn that the burden of fitting into society was his, not society's, was the real adventure, for me. The game in which I played Windsor was a flexible one with regard to "canon," and though I'm not sure Windsor's story would have worked fully in a strictly-canon game, I still think it was a marvelous one, and very much worth writing.

Windsor is dearly missed, and I'm so glad I could give him a really spectacular curtain call at the end.


Last edited by Rancourt on Sun Oct 12, 2008 3:28 pm, edited 1 time in total.

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Sat Sep 27, 2008 3:32 pm 
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Beautiful story, and it must have taken a very good DM and party to help with that kind of detail.

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Wed Oct 01, 2008 12:33 pm 
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The women in gaming discussion has been moved to its own thread.

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Mon Jun 15, 2009 2:22 am 
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Hopefully nobody minds the thread necromancy here....

And I gotta say Rancourt, nice job on Windsor!

One of my favorites:
Luthien Shielcia
World of Origin: Valen
Class: Psion// Psychic archer
Race: Best described as a rather mutated elf, with a smidge of dragon thrown in.

Backstory

Luthien was born to her proud parents in the Galen Empire (foresty northern kingdom in Valen). Her mother was an elvish wizard, her father a half silver dragon duskblade with a penchant for destroying "psionic monsters" Despite her very strange appearance she was raised as most elven children are, at least for a time. At a relatively young age she began showing signs of what her parents believed to be innate arcane talent, but were horrified to discover was psionic talent. Determined to "fix" their precious daughter, both parents began extensive research to try to find a way to convert her talents into arcane ones. Their research yielded few results, and these results lead to painful treatments Luthien was subjected to. Her parents also hid her from the other elves during this time period, so she was rarely allowed outside.

As time passed their methods grew more and more desperate, and less logical and sane. Luthien's "condition" only seemed to worsen; she slowly became less and less receptive to arcane magic, her body almost seeming to rebel against it. It was in her mid-thirties that she became fully aware the process was slowly killing her, and when her parents let her out for some evening air she simply flew away from home.

Her first night away from home she was forced to land many miles away due to an incoming storm. She took shelter in the nearby town, but had no money to rent a room in an inn. She was wandering the street pondering her situation when a drunken man grabbed her and started dragging her to an alleyway. She panicked, and lost control of her psionic powers and released a burst of broken crystals, killing the man almost instantly. As she stared down at the bloody corpse in horror, she heard a woman scream. The woman had witnessed the entire event, and Luthien had no choice but to flee as a mob gathered. She became wanted for murder, and now avoids that area.

After traveling for a few weeks Luthien boarded a boat to Delphi, to get far away from her home country. On the boat she met a half mad wizard, who upon hearing about her troubles (because mad wizards are nature's psychologists) he gave her an odd pendant, insisting that "EVERYONE LOVES KITTIES!!!" and promptly teleported off the boat, splashing into the water on the horizon.

After traveling from town to town in Delphi, she was eventually confronted by a middle aged man in a bar. "Ah, its nice to meet another psion." After spewing her tea across the table, he explained himself and agreed to take her in and teach her. In a way she because his surrogate daughter, and he doted on his "cute apprentice" fairly often. All good things must come to an end however, and despite Luthien's still quite young age he found himself very very old. Wanted to spare his beloved apprentice of watching him die on his deathbed, he gifted her with a protective cloak, tailored by him specifically for her, and told her she needed to travel and learn on her own.

After a few scrabbles with some of the wandering monsters (most notably a pack of fiendish wolves lead by their half fiend father) she is a fairly savvy solitary adventurer.

Appearance:
Luthien is a very odd looking girl. Most commonly seen in large loose fitting pants with plenty of pockets, a form fitting black sleeveless shirt, and a large dark blue hooded loose robe. This fortunately hides her rather thin frame; she often didn't get enough food to eat when she was younger and it shows. She also carries her longbow with her at all times, and still has that strange pendant given to her during her boat ride.
What really makes her stand out however are the large mostly feathered wings arcing from her back (some draconic membrane is visible on the bottom edge). Nobody really knows why she was born with them, her parents theorized it had to do with her "psionic taint" To top it off she has long pure white hair, pale skin, slight fangs, cats eye pupils, and mismatched eyes. Her right is is violet, her left a light sky blue. Her hair often covers her right eye, but really there's no coming off as normal for her.

Personality:

Luthien is withdrawn and hesitant to interact with people. Particularly men, whom she has the slightest fear of. Despite her childhood she's pretty well adjusted, and doesn't dwell on it. She's usually calm, calculating, and only really reacts badly to being touched, or men or arcane casters doing anything she interprets as threatening.

She is a self proclaimed traveler, and is mostly curious about whatever world or land she finds herself in. She's unfortunately rather naive; she's spent most of her life either isolated or sheltered. Above all else she is a survivalist, but is generally good natured enough to help others in desperate need.

Combat capabilites:
Luthien is swift, silent, and deadly. While she's not great at taking a blow, she does tend to deflect them with some of her psionic abilities. She's best at being a sniper, but is a rather capable psion when she chooses to reveal herself.

Companions:
She tends to travel alone, for fear of being discovered, but has come to make a rather odd friend after being tossed across the planes by an interplanar storm and the Dreamscape phenomenon. His name is Kahs, a drow/incubus hybrid, and excellent musician. In Valen there are no drow, so Kahs explaining what he was to Luthien was somewhat awkward, but hasn't really stopped the strange friendship from growing. They are currently traversing Eberron.

Yeah.... sorry for the text wall. :shifty: Here's some cake for anyone who bothered to read that. :choccake:


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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Mon Jun 15, 2009 5:54 am 
Enforcer
Enforcer
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Joined: Wed May 09, 2007 7:09 am
Posts: 4632
Location: Greece
Well, it was an interesting text wall :-) . She seems interesting to play!

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 Post subject: Re: Your Favorite D&D (or other fantasy RPG) Characters
PostPosted: Mon Jun 15, 2009 10:30 pm 
Goblin
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Joined: Mon Jun 15, 2009 1:29 am
Posts: 32
She's usually pretty fun, mostly due to the um confusion between her and her friend. People typically expect Kahs to be the deadly one, but if they mean either of them ill tend to find out too late that she'd make a pretty good assassin. -_-
The only difficulty is she's a little afraid of both men and arcane magic, which come up often in settings, and her instinctive response to having her psionic powers found out is to run away at top speed.

She's also my character with the longest 'characters she's not allowed to meet' list, for obvious reasons. :P

Morgana also looked fun to play, are you still playing her or is that campaign over?


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