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==Player Characters== ===Anton de Mathesio=== '''Description.''' House de Mathesio was a rising mercantile house in Amn, owning interests in the shipping trade to Maztica as well as various forests and mines in the country’s interior. However, the scion of the family, Anton, was something of a disappointment to his hardheaded parents. From his earliest years, he was fascinated by stories of magic and enchantment –even though, in magic-fearing Amn, these cautionary stories inevitably ended in tragedy for any who dared to dabble in the forbidden arts. Anton was always far too wild and restless to learn anything at all of bookkeeping. He had enough natural talent to make a capable swordsman, and his parents were considering sending him to the army on strength of that, when disaster struck. Anton, it was discovered, had been paying a local hedge-witch for lessons in magic and alchemy. The superstitious old woman knew little of the greater arts, and the authorities had more or less turned a blind eye to her practises, but a member of the nobility learning from her was a different matter. Anton’s parents planned to ruin themselves bribing the correct magistrates to allow their son to go free, but Anton had other ideas. He simply slipped away from the family castle one night, planning to make his way to lands further east, where he could finally study magic at will. Anton is a charming but impractical individual. Besides his passion for magic, he has a generally romantic view of the world, a boundless passion for poetry, and various chivalrous impulses. The truth is that his qualities are not at all suited to the slow and steady study of magic and most potential mentors would reject him out of hand -but perhaps he'll find a way to learn all the same. '''High Concept.''' ''Dashing Mystic Swordsman'' '''Trouble.''' ''“Until Next Time, Dmetrio!”'' '''Aspects.''' ''The Code Duello; Tricks I Don’t Fully Understand; The Hypotenuse in a Love Triangle'' '''Approaches.''' *'''Good (+3).''' Flashy *'''Fair (+2).''' Clever, Quick *'''Average (+1).''' Forceful, Sneaky *'''Mediocre (+0).''' Careful '''Refresh.''' 3 '''Stress & Consequences.''' *[ 1 ] [ 2 ] [ 3 ] *[ 2 ] Mild. *[ 4 ] Moderate. *[ 6 ] Severe. ---- ===Iraedra=== '''Description.''' Iraedra does not know the circumstances of her birth. She was raised a slave in Thay, stolen from whomever her parents were when she was but an infant. Developing an understandable distaste for sorcerers while in that land, she eventually slew her owner when he came home drunk, strangling him. She fled justice and struggled to survive in the wild and among the common people of Thay, growing increasingly incensed at the oppression there. Eventually, she was caught by the authorities, and then rescued by a friendly sorceress from a neighboring realm. Iraedra spent some time struggling with the idea of decent wizards, and on Midnight's ascension, Iraedra was one of the first to be called to service by the new goddess. She has spent the past ten years training and beginning her calling. Iraedra is a woman who is still learning. She sees it as her duty to learn what it means to be a paladin even as her goddess is learning what it means to be divine. She is open to new ideas and tends to do her best thinking on her feet, but her uncertainty also leaves her a bit prone to being provoked or confused. She always carries with her her Trusty Sword (Pinnace) and an old blue scarf gifted her by the sorceress who saved her life. She wears it at her hip, in the fashion of the women of Cormyr; but where they wear purple scarves to show they seek romance, Iraedra wears a blue one for her search for her goddess. '''High Concept.''' ''Knightly Paladin, seeking to serve Mystra'' '''Trouble.''' ''Entangled in the Weave'' '''Aspects.''' ''Draw your steel, blackhearts! I'll take you all on!; Imposing; A Force for Good'' '''Approaches.''' *'''Good (+3).''' Forceful *'''Fair (+2).''' Clever, Quick *'''Average (+1).''' Flashy, Sneaky *'''Mediocre (+0).''' Careful '''Magical Tutor.''' Because I have a history with magic, once per session I can declare a story detail for free when teaching someone to perform a new magic spell, provided they have the capacity for magic. '''Never Say Die.''' Because I am a survivor, I get a +2 to Quickly overcome when turning the tables during instances of physical conflict (being cornered, grappled, etc.). '''Refresh.''' 3 '''Stress & Consequences.''' *[ 1 ] [ 2 ] [ 3 ] *[ 2 ] Mild. *[ 4 ] Moderate. *[ 6 ] Severe. ---- ===Sen Terval=== '''Description.''' Sen is a tall Aglarondan woman of half-elf descent with silver hair and violet eyes. Sen is possessed of the Bardic Gift. Her voice - her music - can have astounding effects on others. This isn't always good. Sen is nearly as agile as her Elven family, and a lot more so than most people would expect. Of course, beyond a certain point, grace like that is often assumed to be a result of training - specifically as a thief or assassin. In part, due to her Elvish heritage, in part, due to her grace, and in part something else entirely, Sen is an archer par excellence. '''High Concept.''' ''Peripatetic Half-Elf Bard'' '''Trouble.''' ''I'm '''not''' a Harper, dammit!'' '''Aspects.''' ''To Laugh, to Sleep, to Cry; Nimble little minx; A Bow is a stringed instrument, right?'' '''Approaches.''' *'''Good (+3).''' Quick *'''Fair (+2).''' Clever, Flashy *'''Average (+1).''' Careful, Sneaky *'''Mediocre (+0).''' Forceful '''''The Bardic Gift.''''' Because I'm a Bard, when I'm being Flashy with my music, I get a +2 to Create an Advantage based on some emotional state. '''Refresh.''' 3 '''Stress & Consequences.''' *[ 1 ] [ 2 ] [ 3 ] *[ 2 ] Mild. *[ 4 ] Moderate. *[ 6 ] Severe.
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