Post by Shrill on Nov 13, 2006 16:18:32 GMT -4
Name: Shrill, formerly Jog Gar
Race: Kobold
Class: Fighter, although he's more of a archer. He's also a skilled shifter, able to take on the forms of any race he has encountered and studied.
Physical Description: Shrill stands at a very non-impressive height of 3,6 feet, sporting the classical reptilian looks of Kobolds, with light brown scales, a rat like tail and a short maw. His clothes consists of very little, mostly scraps of tanned leather crudely stitched together and thrown over him.
But this only serves to put his weapon in sharper contrast. A fine elven longbow, intricately carved from flawless light brown oak, it's his most and only treasured possession and he always keeps it attached to his plain leather quiver.
Personality: Shrill is very gentle for a kobold. In fact, very little of the creature's personality fits with that of his species. Soft spoken, kind and unassuming, the little being hides a big heart and a strong will. He sees no reason for order, law being only a means of suppression as far as he is concerned. He takes everything with wide-eyed amazement and sports a burning passion for life.
Short History: A prime from Faerun, Shrill once served as a decorated archer in Waterdeep's army before retiring, carving out a peaceful living in a small forest. But when a group of thugs sought to kidnap the local druid, a Nymph and guardian of several important artifacts, Shrill rose to the task. Dispatching the thugs with his bow, Shrill was given the art of shapeshifting in return. He now travels the planes, exploring.
Long History: Shrill started out a simple existence. Born in the lair of a silver dragon, he lived most of his young years as another servant. But when a group of adventurers attacked his then master, he saw his chance for freedom. Leaving the lair and never looking back, the then selfish and cruel Kobold made his way to Athkatla, where he carved out a living scavenging trash for food and pickpocketing the recently deceased.
But when he found a meal in the garbage of a unlicensed wizard things changed. As discarded spell components and failed potions mixed, they changed the mind of the young kobold. Once cruel and spiteful, the spell opened his eyes to the beauty of the world, blinding Jog Gar with it's radiant glory. Although the spell soon wore off, the experience forever changed him.
Not soon after, Jog Gar came upon a warrior from Waterdeep under attack from thugs and felt he should help. And although his assistance was hardly needed nor made a difference, the warrior saw something in the kobold and offered him a place in Waterdeep's army. Jog gladly accepted. And so it came to be that he became a archer under the benevolent rule of King Tyr.
This was also where he earned his current name, given to him for his high pitched and yipping way of speech. He liked it so much he took it on permanently, discarding his birth name as a sign of his transformation.
Shrill showed to have a natural affinity for the weapon he had chosen, mastering the art of shooting with a longbow. Of course, what was a longbow for him hardly constituted as more then a slightly over-sized shortbow among his peers.
Even so, he quickly found his place in his regiment and served his king honorably for many years. But like many men of war he soon grew tired of the fighting and chose to retire to a nearby wood.
Shrill lived a quite happy life there for many years, sharing it with only a Nymph who had long been a faithful servant of nature as a druid.
Although they both spent much of their time by themselves, the two still shared a mutual respect for each other and the others way. Shrill never chopped down a tree and the Nymph didn't object as he hunted the occasional rabbit when winter took it's toll on his food supply.
But this peace did not last. Eventually a group of unsavory adventurers came to the wood, looking for the legendary artifacts that where under the guardianship of the Nymph. Using surprise and powerful magics the thugs captured the druid.
But they had dismissed Shrill, seeing him as nothing but a harmless Kobold. But they paid dearly for their oversight as he attacked, striking from within the embrace of the trees before quickly vanishing into the forest again. He quickly withered away at the adventurers until the wizard of the band fell, the enchantments that bound the druid falling with him.
The adventurers fell quickly as the Nymph unleashed the full force of nature upon them.
As a boon to her saviour, the Nymph offered Shrill a request and the promise to fulfill it to the best of her abilities.
Shrill thought long and hard, unable to find anything he required that he did not already have. Until he recalled one summer day many a year ago, when he had witnessed the druid transform into a bird and taking flight.
So that was to be his request. Shrill asked the Nymph to teach him how to change his shape like it was not but clothes.
And she did, showing Shrill how to transmute his bones and alter his flesh as he wished.
Shrill, finding a joy in his new power beyond explanation, reveled in his gift.
Not but a year later, he set off on a journey to use his newfound ability to help others.
It eventually came to pass that Shrill stumbled upon a seemingly ordinary magic map in the city of Athkatla, on sale in one of the countless stalls. He eventually stumbled upon it's secret, uncovering it's ability to locate portals and discover their key.
Gear: Elven longbow. A exquisite bow of great craftsmanship, this bow was given to Shrill as a gift, a reward for his services to the city of waterdeep. Crafted by a fellow archer, it was made especially for him. Enchanted with the magics of a wizard that served alongside him, none but him can shoot it, the string refusing to budge to the hands of anyone but Shrill.
The bow is simple, plain but for the intricate carvings of leaves and trees along it's surface. A soft leather cord is wrapped around it's center for grip, a personal modification by Shrill that seems somewhat out of place. The weapon is also further enchanted by magic, aiding Shrill's already excellent skills.
Map of Aymon. At first, this seems to be nothing but a badly made and well worn magic map, showing the surronding area and the it's location. Although it's always correct, the ink seems smudged in places and the lines are unevenly drawn. It's frayed at the edges and there seems to be a large stain in the corner, possibly from ale or wine.
However, when one comes close to a portal the map shows it's true power. Every portal in it's vicinity is marked by a red dot, and by touching a a portal's respective dot text appears, detailing the means to activate it. If it requires a tune to be whistled it shows the notes, if it requires a potion the map describes the formula.
Quiver a plain leather quiver for holding arrows, it sports tow straps on the side for attaching a bow.
Bag of gold and gems A slightly enchanted bag of holding, this small bag hold a suprising amount of items thanks to the simple enchantment upon it. Shrill uses it to store gold, coins and precious stones he finds on his travels.
Knife a simple knife, used for cutting up food or severing rope.
Guild: none, although he probably fit in well with the Revolutionary league, the sensates or even the chaosmen.
Torment: Torn between his endless lust for travel and his desire to live a quiet life, Shrill often finds himself deeply tormented by a drive to help others yet a equally strong drive to refuse and simply return to his life in Faerun.
How did you find this site: Senseless cruelty.
I am aware that I ask for him to possess a non approved class (namely that of the shifter.) I'm hoping you will allow this on the merits of a (hopefully) unique concept although I am more then willing to edit if you do not.
And am I wrong the the assumption that I'm the first player here?
Race: Kobold
Class: Fighter, although he's more of a archer. He's also a skilled shifter, able to take on the forms of any race he has encountered and studied.
Physical Description: Shrill stands at a very non-impressive height of 3,6 feet, sporting the classical reptilian looks of Kobolds, with light brown scales, a rat like tail and a short maw. His clothes consists of very little, mostly scraps of tanned leather crudely stitched together and thrown over him.
But this only serves to put his weapon in sharper contrast. A fine elven longbow, intricately carved from flawless light brown oak, it's his most and only treasured possession and he always keeps it attached to his plain leather quiver.
Personality: Shrill is very gentle for a kobold. In fact, very little of the creature's personality fits with that of his species. Soft spoken, kind and unassuming, the little being hides a big heart and a strong will. He sees no reason for order, law being only a means of suppression as far as he is concerned. He takes everything with wide-eyed amazement and sports a burning passion for life.
Short History: A prime from Faerun, Shrill once served as a decorated archer in Waterdeep's army before retiring, carving out a peaceful living in a small forest. But when a group of thugs sought to kidnap the local druid, a Nymph and guardian of several important artifacts, Shrill rose to the task. Dispatching the thugs with his bow, Shrill was given the art of shapeshifting in return. He now travels the planes, exploring.
Long History: Shrill started out a simple existence. Born in the lair of a silver dragon, he lived most of his young years as another servant. But when a group of adventurers attacked his then master, he saw his chance for freedom. Leaving the lair and never looking back, the then selfish and cruel Kobold made his way to Athkatla, where he carved out a living scavenging trash for food and pickpocketing the recently deceased.
But when he found a meal in the garbage of a unlicensed wizard things changed. As discarded spell components and failed potions mixed, they changed the mind of the young kobold. Once cruel and spiteful, the spell opened his eyes to the beauty of the world, blinding Jog Gar with it's radiant glory. Although the spell soon wore off, the experience forever changed him.
Not soon after, Jog Gar came upon a warrior from Waterdeep under attack from thugs and felt he should help. And although his assistance was hardly needed nor made a difference, the warrior saw something in the kobold and offered him a place in Waterdeep's army. Jog gladly accepted. And so it came to be that he became a archer under the benevolent rule of King Tyr.
This was also where he earned his current name, given to him for his high pitched and yipping way of speech. He liked it so much he took it on permanently, discarding his birth name as a sign of his transformation.
Shrill showed to have a natural affinity for the weapon he had chosen, mastering the art of shooting with a longbow. Of course, what was a longbow for him hardly constituted as more then a slightly over-sized shortbow among his peers.
Even so, he quickly found his place in his regiment and served his king honorably for many years. But like many men of war he soon grew tired of the fighting and chose to retire to a nearby wood.
Shrill lived a quite happy life there for many years, sharing it with only a Nymph who had long been a faithful servant of nature as a druid.
Although they both spent much of their time by themselves, the two still shared a mutual respect for each other and the others way. Shrill never chopped down a tree and the Nymph didn't object as he hunted the occasional rabbit when winter took it's toll on his food supply.
But this peace did not last. Eventually a group of unsavory adventurers came to the wood, looking for the legendary artifacts that where under the guardianship of the Nymph. Using surprise and powerful magics the thugs captured the druid.
But they had dismissed Shrill, seeing him as nothing but a harmless Kobold. But they paid dearly for their oversight as he attacked, striking from within the embrace of the trees before quickly vanishing into the forest again. He quickly withered away at the adventurers until the wizard of the band fell, the enchantments that bound the druid falling with him.
The adventurers fell quickly as the Nymph unleashed the full force of nature upon them.
As a boon to her saviour, the Nymph offered Shrill a request and the promise to fulfill it to the best of her abilities.
Shrill thought long and hard, unable to find anything he required that he did not already have. Until he recalled one summer day many a year ago, when he had witnessed the druid transform into a bird and taking flight.
So that was to be his request. Shrill asked the Nymph to teach him how to change his shape like it was not but clothes.
And she did, showing Shrill how to transmute his bones and alter his flesh as he wished.
Shrill, finding a joy in his new power beyond explanation, reveled in his gift.
Not but a year later, he set off on a journey to use his newfound ability to help others.
It eventually came to pass that Shrill stumbled upon a seemingly ordinary magic map in the city of Athkatla, on sale in one of the countless stalls. He eventually stumbled upon it's secret, uncovering it's ability to locate portals and discover their key.
Gear: Elven longbow. A exquisite bow of great craftsmanship, this bow was given to Shrill as a gift, a reward for his services to the city of waterdeep. Crafted by a fellow archer, it was made especially for him. Enchanted with the magics of a wizard that served alongside him, none but him can shoot it, the string refusing to budge to the hands of anyone but Shrill.
The bow is simple, plain but for the intricate carvings of leaves and trees along it's surface. A soft leather cord is wrapped around it's center for grip, a personal modification by Shrill that seems somewhat out of place. The weapon is also further enchanted by magic, aiding Shrill's already excellent skills.
Map of Aymon. At first, this seems to be nothing but a badly made and well worn magic map, showing the surronding area and the it's location. Although it's always correct, the ink seems smudged in places and the lines are unevenly drawn. It's frayed at the edges and there seems to be a large stain in the corner, possibly from ale or wine.
However, when one comes close to a portal the map shows it's true power. Every portal in it's vicinity is marked by a red dot, and by touching a a portal's respective dot text appears, detailing the means to activate it. If it requires a tune to be whistled it shows the notes, if it requires a potion the map describes the formula.
Quiver a plain leather quiver for holding arrows, it sports tow straps on the side for attaching a bow.
Bag of gold and gems A slightly enchanted bag of holding, this small bag hold a suprising amount of items thanks to the simple enchantment upon it. Shrill uses it to store gold, coins and precious stones he finds on his travels.
Knife a simple knife, used for cutting up food or severing rope.
Guild: none, although he probably fit in well with the Revolutionary league, the sensates or even the chaosmen.
Torment: Torn between his endless lust for travel and his desire to live a quiet life, Shrill often finds himself deeply tormented by a drive to help others yet a equally strong drive to refuse and simply return to his life in Faerun.
How did you find this site: Senseless cruelty.
I am aware that I ask for him to possess a non approved class (namely that of the shifter.) I'm hoping you will allow this on the merits of a (hopefully) unique concept although I am more then willing to edit if you do not.
And am I wrong the the assumption that I'm the first player here?