Post by Beast Master on Jan 11, 2012 23:52:30 GMT -6
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GENERAL-
Name:[/b][/color] Ardearian
Rank: Timeless
Profession: Guardian of the Village of Worms
Alignment: Lawful Evil
PHYSICAL-[/b]
Race: Hydra
Age: Unknown
Sex: Female
Height: 50 Feet (approximate)
Weight: 73 Tons (approximate)]
Eye Color: Yellow irises with green pupils
Voice Description: A series of high pitched screams and shrieks that the Hydra uses as intimidating roars and shouts
Build / Complexion: Many, many heads attached to a large quadrapedal body. Its skin is blue in color with a golden hue in the sunlight.
Physical Description: Ardearian is roughly one hundred and twenty feet in length and about fifty feet tall at the shoulder. Two tails bring up the back end while the huge stump of the main neck separates into dozens of heads in the front. The heads sport short horns at the back that seat on top of a crest, while the head itself ends in a short maw filled with razor sharp teeth. Each head sports only one eye, in the front center of the forehead.
MENTAL-
Likes:
Dislikes:
Strengths / Skills:
Weaknesses:
Fears:
Behavior: There are a few important differences between Ardearian and her Dragon cousins. First and foremost is that while her cousins are sentient and extremely intelligent, Ardearian is more like a well-trained dog (imagine her as Solabrens version of Cerberus, if you will). She has a few very simple tasks in her life; chief amongst those is to keep interlopers from descending into the Bowels of Solabren through the Village of Worms.
The second main difference is that unlike her Dragon cousins or even their lesser family members the Wyverns, Ardearian completely lacks flight. She makes up for this in raw physical power. Between her sheer might and simplistic being, Ardearian is a formidable adversary. Emotions do not cloud her desire to perform that which she is meant to do, and anyone stupid enough to descend into the Village is very quickly savaged in a fashion that none can comprehend.
She is quick to strike and devastatingly efficient; she holds no punches nor relinquishes any ground in her battles, and never has she lost a fight. The few warriors who have escaped her clutches alive are none-the-better for it, as they will never forget the brutal efficiency at which they were nearly dispatched.
HISTORICAL-[/b]
Place of Birth: The Bowels of Solabren, Pit of Nergael
Current Residence: Village of Worms
Chosen Pantheon: The Godlings
Preferred Deity: Nargel
Past History: Little is known of Ardearian or her origins, though Elven history of the Village of Worms indicates that she has not always dwelled within its belly. The first recorded encounter with the dread hydra occurred near the turn of the Age of Swords as human crusaders swept the Village for what remained of the nearly shattered Elven populace. They found Ardearian deep down in the core of the Village. The Elves were never found and were presumed to be destroyed by the monster. Of the crusaders, which records indicate numbered fifteen upon entering the hole, only four emerged alive. The tale of the creature was quick to spread, and after sentients continued to encounter Ardearian in the depths of the Village of Worms, it was hypothesized that she was there to defend intrusion by the living into the Pit of Nergael through the Village of Worms.
Site History:
**********[/b]
STATISTICAL-
Total Experience Points: 623
Unused Experience Points:
Settlements:
Companions:
Physicality:
Mental Fortitude:
Magical Prowess:
**********[/b]
**********
GENERAL-
Name:[/b][/color] Flowering Death
Alignment: Chaotic Evil
PHYSICAL-[/b]
Race: Pseudoent
Age: 3 Years
Sex: Genderless (But has decidedly male abilities…)
Height: 7’8”
Weight: 390lbs
Voice Description: Does not make any known sound.
Build / Complexion: A lithe, thin creature of green coloration, knotted at the limbs and sporting bright beautiful colors at the points of flowering.
Physical Description: Being comprised of vegetable matter, it should be no surprise that a great multitude of twisted, knotted vines comprise the limbs of the creatures humanoid body. The body is skinned in a series of leaves, each of which is mottled with black dots that help to break up the look of the creature to better camouflage it in the surroundings of Eire. Each appendage ends in a flower with four petals, inside of which a series of four claws hide that enables it to fight, climb, and survive. Vines extend from the forearms and back, each of which acts as its own prehensile appendage and can also help maneuver it through the canopy of the trees where it hides.
Perhaps its most striking feature is the head, a giant, bulbous flower that opens four ways, just like the flowers at the ends of its limbs, which is lined with a number of jagged teeth. The flower itself is of striking beauty…but is obviously a very dangerous attribute. The least striking feature of its body is the slot running between its legs…and the bizarre appendage that extends from it…
MENTAL-
Likes:
Dislikes:
Strengths / Skills:
Weaknesses:
Fears:
Behavior: Savage and stealthy, this creature shies away from the company of others, but is none-to-shy to attack a group of passers-by who enters the forest. Its only desire is to harass and kill the denizens of any race other than its own…of which there is only a handful. A certain level of ethereal sentience inhabits its body, but nothing that translates into actual intelligence; rather, it is best described as a certain set of instincts that drives the creature to survive, kill, and procreate.
HISTORICAL-[/b]
Place of Birth: The Northern Tisolomond Fields
Current Residence: The Forest of Eire
Known Family:
Past History: Flowering Death was created by Convus Logonios from the bark of a great Forest Ent and then gestated inside of a human mother. The creature grew quickly after its birth and Convus was unable to control it, and was quick to set it free to prevent himself from coming of any physical harm. It fled into the night, and instinctively headed in the direction of the tropical climbs of the Forest of Eire, where it currently resides.
Roughly one year ago it encountered its first true victim, the Powoos known as Kjoloch, who wound up mothering its first litter of Podlings…
Site History: None (Currently)
STATISTICAL-
Total Experience Points: 500
Unused Experience Points: 29 (Counting 1 XP Coin Purse)
[/li][li] Hallucinogenic Pollen (Major Magical Ability):[/b] When a target prey creature / female gets within range of Flowering Death, it can spray a Hallucinogenic Pollen that can disorient a foe so badly that they are unable to fight back at their full ability. This also makes targets more susceptible to Unwanted Implantation… (Drops Combatant Fortitude stats by 5 points) (Spent 50 XP)
[/li][li] Unwanted Implantation (Major Magical Ability):[/b] An ability as horrific in its act as its end state; Flowering Death implants a female target / victim with up to 6 Podling seeds, which germinate within the body and emerge 72 hours later. (NOTE: Because of the nature of such an ability, the player would have to consent for such a thing to happen first. We do not want to overstep any comfort boundaries with the members here at Solabren.) (Spent 50 XP) (A Dice will be rolled to see how many Podlings are added to Flowering Deaths inventory afterwards) [/li][/ul][/li][/ul]
Combatant Fortitude:[/b]
**********
GENERAL-
Name:[/b][/color] Kragok the Terrible
Profession: Hssondi Warlord
Alignment: Chaotic Evil
PHYSICAL-[/b]
Race: Hssondi
Age: 72
Sex: Male
Height: 6’1”
Weight: 240lbs
Eye Color: Golden
Voice Description: Raspy and weak, it instantly reminds you of a serpent or weakness. It does not fit his form at all; that of strength, power, and tyranny…
Clothing: Kragok is adorned in a leather studded under armor that is plated with a superior dragon scale over layer. It’s thick and brown in color with blue trim. A helmet adorns his head that sports two horns that curl backward, much like a Dresari’s horns might, and the helmet is open in the front with a T style slot. Physically, he’s stoutly built and in a picture one would think he is shorter than what he actually is because of his squat appearance. The crest on the back of his head is missing a piece, cut away in a battle many years ago.
Build / Complexion: Tall, but stocky and squat in appearance, with dark green scales. This is, of course, encased in his nearly perfectly crafted plated dragon scale armor.
Physical Description: If one had to pick a single word to describe Warlord Kragok, it would most likely be “power”. His body is a well-muscled and toned testament to the superior breeding of the Hssondi race, descended from the dragons themselves, and is only complimented by the structure of the superior armor he wears.
MENTAL-
Likes:
Dislikes:
Strengths / Skills:
Weaknesses:
Fears:
Personality Description: Cold, crass, and calculating would best describe Kragok the Terrible. He likes to remain on the move, bouncing from location to location to keep larger war bands from ambushing him before he comes to his time of full power. He laughs in battle; a wicked, completely Hssondi laugh, with drawn breaths and the hissing of his reptilian lips. Truly, he loves what he does…
HISTORICAL-[/b]
Place of Birth: Hsshinde, Tsond Mountains, Aesterholm
Current Residence: Kragoks Barricade, Belkreg Crevasse
Chosen Pantheon: Hssondi Pantheon
Preferred Deity: The Bringer of Death
Past History: Kragok was born to a Hssondi hatchling brood of soldiers, meant to spend their entire lives training for service in the Sacred Army of Hsshinde. He showed signs of a physique and mentality far ahead of his peers at an early age. By adulthood, Kragok was trusted with some of the most important covert missions the Sacred Army had to offer. By forty, he had been ordained into the Sacred Army’s Officer Core, and by fifty was the officer solely in charge of covert operations. In the years since, he has taken it up as his sacred duty to start a war to push the “hair folk” out of Aesterholm to turn the entire continent into a Hssondi agricultural and military complex.
Site History: The raids at the beginning of the war to destroy the human hold on Aesterholm began in the Age of Stars 4010, the 5th Day of Estria. His first major attack was when he destroyed the Ilnfari Oasis between Contobur and the coast in an effort to cripple human supply lines as well as to let the humans know the might of the Sacred Raiders. Here he was opposed by a limited opposition of townsfolk as well as Lorryn, Zaralyn Vestran, and Ignisa Aravell. Unfortunately, the rag tag and uncoordinated effort by the three warriors wasn’t enough to stave off the Sacred Raiders and Kragok, and the oasis was totally destroyed before the Hssondi raiders returned to the desert, masked by a sandstorm.
STATISTICAL-
Total Experience Points: 1276
Unused Experience Points:[/color] 40
Settlements:
Equipment:
[/li][li]Basic Epic Items:[/b]
[/li][li] Basic Epic Items:
[/li][li]Advanced Epic Items:
[/li][li] Dragon Scale Armor:[/b] Kragoks own personal hand crafted armor, the Dragon Scale Armor is made up of the superior, yet light weight, scales of dragons; hard as steel but as light as turtle shell. Interlaced with only the finest leather from executed Hssondi prisoners, it’s extremely flexible and easy to maneuver in, but is nearly invulnerable to attack. Only the most devastating of armor piercing weapons have an effect. (Spent 50 XP )[/li][/ul]
[/li][li]Companions:
Physicality:
Mental Fortitude:
Magical Prowess:
[/li][li] Magic of Casting Energy (Major Magical Ability):[/b] Aside from his Staff of Reckoning, Kragok can create mild firestorms with this ability, as well as use telekinetic force to send objects / opponents flying for a short distance, or to destroy simple structures. His ability to use this seems to be near limitless… (Spent 50 XP) [/li][/ul][/li][/ul]
Combatant Fortitude:[/b]
**********
GENERAL-
Name:[/b][/color] Salabog
Profession: Harbinger of the Final Twilight
Alignment: Chaotic Evil
PHYSICAL-[/b]
Race: Great Worm
Age: As old as Solabren herself…
Length: 300 Feet
Weight: Indeterminable
Voice Description: A simple bassy howl that has the ability to shatter glass, level walls, and stop hearts at close range. It is icy and cold like a howling wind at Freyin Glacier.
Build / Complexion: Rusty, bloody red in color, the beast is widest at the mouth, which opens nearly 30 feet in width, and tapers down to a slim end, barely as wide as a mans fist.
Physical Description: The largest known creature in Solabren, the Great Worm is a tremendous 300 feet in length. It’s body is covered with tiny almost human like arms, which are in turn covered in tiny hands, and fingers. The face is a great circular hole that opens and closes with a sphincter like motion, and is lined the whole way around with thousands of jagged teeth. It’s skin is impervious to most magical and conventional attacks and is of a dried blood color.
MENTAL-
Likes:
Dislikes:
Weaknesses:
Fears:
Behavior: To say that Salabog is intelligent would be inaccurate. It survives to fulfill one simple function; to bring about the end of all life on Solabren, and once released from its tomb it will stop at nothing to bring about this end state. It knows near fear, nor joy, nor pain. Once released, it will simply begin its reign of terror and bring about the Final Twilight.
HISTORICAL-[/b]
Place of Birth: Unknown
Current Residence: Unknown
Past History: In the beginning, before the creation of the Elves or the Godlings, it is said that the Forgotten of Prophecy foretold of a day when They wouldn’t be remembered in any form or fashion; when they would be overshadowed by their children; and when their greatest creation, the Elves, would be little more than a phased-out memory. It was foretold that the Godlings would revolt and that their own creations would push the Forgotten away as the leading power in the cosmos.
With no way to undo what was written in the stars for them, the Forgotten combined their power in order to bring an end to their own children and that which they would create. The end result was the Great Worm, Salabog, a beast that, once created, was even shunned by the Forgotten, locked away in a tomb to be lost in the annals of time.
When the Godlings seized power from their parents it was Nargel who reigned in the knowledge of the Great Worm and how to free it. Keeping this knowledge secret, Nargel destroyed all the written tomes of it’s being and memorized the process, which now leaches out to the Morpheose. In turn, the Morpheose seek to unleash the power of the Great Worm and bring about the Final Twilight; Nargel’s great harvest of souls.
The followers of Dwr have said that someday a Morpheose of Elven decent will arise with the knowledge of how to find the Tomb of Salabog, thus brining on the Final Twilight.
Site History: Currently, Salabog sleeps in its tomb, location unknown…
STATISTICAL-
Total Experience Points: 600
Unused Experience Points: 33
Settlements:
Companions:
Physicality:
Mental Fortitude:
Magical Prowess:
[/li][li] Absorption of Essence (Major Magical Ability): A dual acting ability. First, Salabogs gaping maw acts like a great vacuum, sucking in anything and everything nearby it and dissolving it into nothingness, through which anything that is living’s soul will be extracted and absorbed into the beast itself. Secondly, anything that dies in the wake of this great creature is absorbed by default, processed into the creature’s body. Most of these souls will pass from Salabogs form and into the Pit of Nergael, although a few will remain behind to power the Great Worm. (Spent 50 XP)
[/li][li] Firestorm (Major Magical Ability): When attacked, Salabog has the ability to release a wall of fire from its body that extends for thousands of feet in all directions. The searing heat is enough to kill almost anything caught within its blast. (Spent 50 XP)
[/li][li] Life-draining Aura (Major Magical Ability): Being within immediate range of Salabog slowly drains the life from anyone who doesn’t immediately flee. Over exposure not only drains health, but heightens the effect of Dreadful Presence and Absorption of Essence. (Spent 50 XP)
[/li][li] Mist of Flesh Rendering (Major Magical Ability): A black mist that crawls from Salabogs mouth or can be spewed for hundreds of feet in a straight line. Anyone engulfed in the mist who does not immediately flee will literally experience the agony of their flesh rotting from their bones in what will be the final moments of their life.[/li][/ul][/li][/ul]
Combatant Fortitude:[/b]
**********[/b]
GENERAL-
www.wizards.com/dnd/images/ff_gallery/50122.jpg [/img]
Name:[/b][/color] Shub
Profession: Roaming NPC
Alignment: Chaotic Neutral
PHYSICAL-[/b]
Race: Shub
Age: Unknown
Sex: Genderless
Height: Varies
Weight: Varies
Voice Description: Shub’s only have a handful of vocal noises, all of which are best described as a conglomerate of gurgles, burps, and sputters.
Build / Complexion: Pasty and almost translucent in color, usually of a hue of dark red or gray meat.
Physical Description: Almost always occurring in a spherical or semi-spherical form and covered in thick tentacles, the Shub is best described as a ball with teeth. It lacks eyes and any form of sense-organ, and relies wholly on some undescribed means of navigation and an innumerable count of tentacles for capturing prey and finding its way about.
MENTAL-
Weaknesses:
Fears:
Behavior: A solitary organism, the Shub relies on its own hardiness to survive and absorbs organic matter as it encounters it in order to grow larger. While it can absorb plant matter, meat is Its primary means of sustenance. When it encounters something it wishes to absorb, it absolutely will not stop its pursuit until it has either been destroyed or until its target is absorbed. It feels no pain, but will naturally shy away from fire. If damaged gravely enough a single Shub will often split into two or more Shubs. Cut off extremeties or chunks will be reabsorbed by a Shub main body.
HISTORICAL-[/b]
Past History: Unspoken and therefore forgotten, the history of the Shub has been lost in the annals of time. Every society, however, has its own tales of these terrifying creatures in one form or another going back all the way to the Age of the Elves.
Site History:
STATISTICAL-
Total Experience Points: 250 XP
Unused Experience Points: 83
Physicality:
Mental Fortitude:
Magical Prowess:
Combatant Fortitude:[/b]
**********[/b]
GENERAL-
Name:[/b][/color] Ardearian
Rank: Timeless
Profession: Guardian of the Village of Worms
Alignment: Lawful Evil
PHYSICAL-[/b]
Race: Hydra
Age: Unknown
Sex: Female
Height: 50 Feet (approximate)
Weight: 73 Tons (approximate)]
Eye Color: Yellow irises with green pupils
Voice Description: A series of high pitched screams and shrieks that the Hydra uses as intimidating roars and shouts
Build / Complexion: Many, many heads attached to a large quadrapedal body. Its skin is blue in color with a golden hue in the sunlight.
Physical Description: Ardearian is roughly one hundred and twenty feet in length and about fifty feet tall at the shoulder. Two tails bring up the back end while the huge stump of the main neck separates into dozens of heads in the front. The heads sport short horns at the back that seat on top of a crest, while the head itself ends in a short maw filled with razor sharp teeth. Each head sports only one eye, in the front center of the forehead.
MENTAL-
Likes:
- Darkness
- Solitude
Dislikes:
- Company
Strengths / Skills:
- Vast, almost perfect knowledge of the location it guards, the Village of Worms
- Skin that is almost impenetrable to human weapons
Weaknesses:
- Has trouble seeing in the light
- Rarely ventures beyond the mouth of the Village of Worms
Fears:
- Nargel
Behavior: There are a few important differences between Ardearian and her Dragon cousins. First and foremost is that while her cousins are sentient and extremely intelligent, Ardearian is more like a well-trained dog (imagine her as Solabrens version of Cerberus, if you will). She has a few very simple tasks in her life; chief amongst those is to keep interlopers from descending into the Bowels of Solabren through the Village of Worms.
The second main difference is that unlike her Dragon cousins or even their lesser family members the Wyverns, Ardearian completely lacks flight. She makes up for this in raw physical power. Between her sheer might and simplistic being, Ardearian is a formidable adversary. Emotions do not cloud her desire to perform that which she is meant to do, and anyone stupid enough to descend into the Village is very quickly savaged in a fashion that none can comprehend.
She is quick to strike and devastatingly efficient; she holds no punches nor relinquishes any ground in her battles, and never has she lost a fight. The few warriors who have escaped her clutches alive are none-the-better for it, as they will never forget the brutal efficiency at which they were nearly dispatched.
HISTORICAL-[/b]
Place of Birth: The Bowels of Solabren, Pit of Nergael
Current Residence: Village of Worms
Chosen Pantheon: The Godlings
Preferred Deity: Nargel
Past History: Little is known of Ardearian or her origins, though Elven history of the Village of Worms indicates that she has not always dwelled within its belly. The first recorded encounter with the dread hydra occurred near the turn of the Age of Swords as human crusaders swept the Village for what remained of the nearly shattered Elven populace. They found Ardearian deep down in the core of the Village. The Elves were never found and were presumed to be destroyed by the monster. Of the crusaders, which records indicate numbered fifteen upon entering the hole, only four emerged alive. The tale of the creature was quick to spread, and after sentients continued to encounter Ardearian in the depths of the Village of Worms, it was hypothesized that she was there to defend intrusion by the living into the Pit of Nergael through the Village of Worms.
Site History:
**********[/b]
STATISTICAL-
Total Experience Points: 623
Unused Experience Points:
Settlements:
- The Village of Worms- The hydra claims the entire cave system as her own. (Spent 50 XP)
Companions:
- Offspring- Ardearian’s own brood; there are 30 hydralings in the batch. (Fighting Group x5) (Spent 250 XP)
Physicality:
- Vitality: 25
- Strength: 25
- Endurance: 25
- Speed: 7
- Agility: 9
Mental Fortitude:
- Social: 1
- Skill: 1
- Cunning: 5
- Slyness: 12
- Will: 12
- Intelligence: 6
Magical Prowess:
- Overall Magical Aptitude:
- Innate Abilities:
- Hydra’s Hide: (Advanced Innate Ability) Ardearian’s own skin is a magical defense barrier against anything sharp. It can deflect all but the strongest blows from standard weapons (particularly slashing or stabbing with axes, swords, and spears) and protects her limbs, tails, and body almost perfectly. Its main point of weakness is at the base of the necks, but this is compensated by…
- Dual Regrowth: (Advanced Innate Ability) If one of the hydra’s heads are severed, then two will grow back in its place very quickly.
- Magical Abilities:
- Black Fire: (Major Magical Ability) Being sensitive to light, Ardearian has limited herself from using even the most fundamental of her kinds weapons, namely fire. Instead, she has a magical ability known as Black Fire that works by burning a target just as severely as flames would, and it also corrodes and damages anything inorganic that it comes into contact with. Black Fire can almost completely destroy some metallic objects and weapons that have not been well taken care of will get eaten up with rust very quickly. Black Fire has a very limited range, however, of only about 25 meters.
- Hand to Hand: 20
- Close-Armed: 0
- Ranged Combat: 0
- Extended Accuracy:
- Fighting Style:
**********[/b]
**********
GENERAL-
Name:[/b][/color] Flowering Death
Alignment: Chaotic Evil
PHYSICAL-[/b]
Race: Pseudoent
- Created by expert alchemist and botanist Convus Logonios in the Northern Tisolomond Fields. The pinnacle of his greatest work, the creature escaped and fled to the Forest of Eire, where it has learned to thrive on the rainforest environment and the warm bodies of passing bystanders. While it can be physically harmed in battle, plant poisons, fire, and frost seem to be its greatest weaknesses.
Age: 3 Years
Sex: Genderless (But has decidedly male abilities…)
Height: 7’8”
Weight: 390lbs
Voice Description: Does not make any known sound.
Build / Complexion: A lithe, thin creature of green coloration, knotted at the limbs and sporting bright beautiful colors at the points of flowering.
Physical Description: Being comprised of vegetable matter, it should be no surprise that a great multitude of twisted, knotted vines comprise the limbs of the creatures humanoid body. The body is skinned in a series of leaves, each of which is mottled with black dots that help to break up the look of the creature to better camouflage it in the surroundings of Eire. Each appendage ends in a flower with four petals, inside of which a series of four claws hide that enables it to fight, climb, and survive. Vines extend from the forearms and back, each of which acts as its own prehensile appendage and can also help maneuver it through the canopy of the trees where it hides.
Perhaps its most striking feature is the head, a giant, bulbous flower that opens four ways, just like the flowers at the ends of its limbs, which is lined with a number of jagged teeth. The flower itself is of striking beauty…but is obviously a very dangerous attribute. The least striking feature of its body is the slot running between its legs…and the bizarre appendage that extends from it…
MENTAL-
Likes:
- Water
- Sunshine
- The forest canopy
- Warm bodies
Dislikes:
- Drought
- Monster hunters
Strengths / Skills:
- Can maneuver the forest canopy with ease
- Can detect prey from miles away
Weaknesses:
- Fire
- Frost
- Plant Poisons
Fears:
- Being a plant, fear is an abstract concept to Flowering Death
Behavior: Savage and stealthy, this creature shies away from the company of others, but is none-to-shy to attack a group of passers-by who enters the forest. Its only desire is to harass and kill the denizens of any race other than its own…of which there is only a handful. A certain level of ethereal sentience inhabits its body, but nothing that translates into actual intelligence; rather, it is best described as a certain set of instincts that drives the creature to survive, kill, and procreate.
HISTORICAL-[/b]
Place of Birth: The Northern Tisolomond Fields
Current Residence: The Forest of Eire
Known Family:
- The Podlings (See Companions)
Past History: Flowering Death was created by Convus Logonios from the bark of a great Forest Ent and then gestated inside of a human mother. The creature grew quickly after its birth and Convus was unable to control it, and was quick to set it free to prevent himself from coming of any physical harm. It fled into the night, and instinctively headed in the direction of the tropical climbs of the Forest of Eire, where it currently resides.
Roughly one year ago it encountered its first true victim, the Powoos known as Kjoloch, who wound up mothering its first litter of Podlings…
Site History: None (Currently)
STATISTICAL-
Total Experience Points: 500
Unused Experience Points: 29 (Counting 1 XP Coin Purse)
- Currently pending the addition of “The Canopy” WMD, 1 XP, 12 additional Podlings (for a total of 18), Limb Reconfiguration, and Sap Spray
The Canopy: During its time in the Forest of Eire, Flowering Death has learned to literally tap itself into the other plants of the forest canopy and can now use the canopy itself as one giant weapon. It has the ability to create a rain of leaves for hundreds of yards that warriors cannot see through, a rain of Hallucinogenic Pollen (See Major Magical Abilities), drop ensnaring vines all around warriors, and even Sap Spray down all around targets. (Added “The Canopy” WMD on 5/1/12)
Companions:- The Podlings- Flowering Deaths offspring. There are currently EIGHTEEN of them. They are magical only in the sense that they are Pseudoents, but do not have any of the same powers as their parent. (War-party, Spent 300 XP)
- Added 12 Podlings from Bonus Generator 5/1/12
Physicality:- Vitality: 10
- Strength: 10
- Endurance: 10
- Speed: 10
- Agility: 10
Mental Fortitude:- Social: 1
- Skill: 1
- Cunning: 5
- Slyness: 5
- Will: 5
- Intelligence: 5
Magical Prowess:- Overall Magical Aptitude: 10
- Innate Abilities:
- Limb Reconfiguration: If Flowering Death or one of its Podlings loses a limb or other body part, it will sprout a new one within the next two posts.
- Magical Abilities:
- Sap Spray (Minor Magical Ability):
- The Podlings- Flowering Deaths offspring. There are currently EIGHTEEN of them. They are magical only in the sense that they are Pseudoents, but do not have any of the same powers as their parent. (War-party, Spent 300 XP)
[/li][li] Hallucinogenic Pollen (Major Magical Ability):[/b] When a target prey creature / female gets within range of Flowering Death, it can spray a Hallucinogenic Pollen that can disorient a foe so badly that they are unable to fight back at their full ability. This also makes targets more susceptible to Unwanted Implantation… (Drops Combatant Fortitude stats by 5 points) (Spent 50 XP)
[/li][li] Unwanted Implantation (Major Magical Ability):[/b] An ability as horrific in its act as its end state; Flowering Death implants a female target / victim with up to 6 Podling seeds, which germinate within the body and emerge 72 hours later. (NOTE: Because of the nature of such an ability, the player would have to consent for such a thing to happen first. We do not want to overstep any comfort boundaries with the members here at Solabren.) (Spent 50 XP) (A Dice will be rolled to see how many Podlings are added to Flowering Deaths inventory afterwards) [/li][/ul][/li][/ul]
Combatant Fortitude:[/b]
- Hand to Hand: 8
- Close-Armed: 4
- Ranged Combat: 8
- Extended Accuracy: 0
- Fighting Style: Alone, Flowering Deaths fighting style is to let his target get close enough that he can subdue them with his Hallucinogenic Pollen and then tear them to shreds with his claws or capture them for more nefarious purposes. In a group, or when attacking a group, the strategy remains almost the same, except that the Podlings get involved for a fast and furious (if not uncoordinated and clumsy) melee.
**********
GENERAL-
Name:[/b][/color] Kragok the Terrible
Profession: Hssondi Warlord
Alignment: Chaotic Evil
PHYSICAL-[/b]
Race: Hssondi
- Hssondi are as hardy and strong as the Winterborn wish they could be (+7 to Vitality, +7 to Strength, +7 to Endurance) with a world renown combat ability (+15 to distribute however you want in Combatant Fortitude). Strict warrior discipline and rampant prejudice has detrimentally effected their social skills, however (-10 to Social), and their education systems are lacking as well (-5 to Intelligence). Many races make it a golden rule to shun the Hssondi because of their cruelty and racism.
Age: 72
Sex: Male
Height: 6’1”
Weight: 240lbs
Eye Color: Golden
Voice Description: Raspy and weak, it instantly reminds you of a serpent or weakness. It does not fit his form at all; that of strength, power, and tyranny…
Clothing: Kragok is adorned in a leather studded under armor that is plated with a superior dragon scale over layer. It’s thick and brown in color with blue trim. A helmet adorns his head that sports two horns that curl backward, much like a Dresari’s horns might, and the helmet is open in the front with a T style slot. Physically, he’s stoutly built and in a picture one would think he is shorter than what he actually is because of his squat appearance. The crest on the back of his head is missing a piece, cut away in a battle many years ago.
Build / Complexion: Tall, but stocky and squat in appearance, with dark green scales. This is, of course, encased in his nearly perfectly crafted plated dragon scale armor.
Physical Description: If one had to pick a single word to describe Warlord Kragok, it would most likely be “power”. His body is a well-muscled and toned testament to the superior breeding of the Hssondi race, descended from the dragons themselves, and is only complimented by the structure of the superior armor he wears.
MENTAL-
Likes:
- Hsshinde and the Tsond Mountains
- The Mighty Dragons who begot his beloved people
- The pain and suffering of the “hair folk” anywhere they may take refuge
Dislikes:
- The “hair folk”, I.E. any sentient of Mammalian origin. Humans, Elves, Ferdanies…
- Sunderbran in its entirety
Strengths / Skills:
- Military tactics and conflict
- “Shock and Awe” raids where he can cause extreme amounts of death and destruction in short periods of time
- Crafting armor and weapons for himself and his Sacred Raiders
Weaknesses:
- Being easily goaded by his hate for the “hair folk”
- Does not like traveling by sea
Fears:
- That someday the mighty Hssondi race might be overcome by the “hair folk”, or even made slaves
Personality Description: Cold, crass, and calculating would best describe Kragok the Terrible. He likes to remain on the move, bouncing from location to location to keep larger war bands from ambushing him before he comes to his time of full power. He laughs in battle; a wicked, completely Hssondi laugh, with drawn breaths and the hissing of his reptilian lips. Truly, he loves what he does…
HISTORICAL-[/b]
Place of Birth: Hsshinde, Tsond Mountains, Aesterholm
Current Residence: Kragoks Barricade, Belkreg Crevasse
Chosen Pantheon: Hssondi Pantheon
Preferred Deity: The Bringer of Death
Past History: Kragok was born to a Hssondi hatchling brood of soldiers, meant to spend their entire lives training for service in the Sacred Army of Hsshinde. He showed signs of a physique and mentality far ahead of his peers at an early age. By adulthood, Kragok was trusted with some of the most important covert missions the Sacred Army had to offer. By forty, he had been ordained into the Sacred Army’s Officer Core, and by fifty was the officer solely in charge of covert operations. In the years since, he has taken it up as his sacred duty to start a war to push the “hair folk” out of Aesterholm to turn the entire continent into a Hssondi agricultural and military complex.
Site History: The raids at the beginning of the war to destroy the human hold on Aesterholm began in the Age of Stars 4010, the 5th Day of Estria. His first major attack was when he destroyed the Ilnfari Oasis between Contobur and the coast in an effort to cripple human supply lines as well as to let the humans know the might of the Sacred Raiders. Here he was opposed by a limited opposition of townsfolk as well as Lorryn, Zaralyn Vestran, and Ignisa Aravell. Unfortunately, the rag tag and uncoordinated effort by the three warriors wasn’t enough to stave off the Sacred Raiders and Kragok, and the oasis was totally destroyed before the Hssondi raiders returned to the desert, masked by a sandstorm.
STATISTICAL-
Total Experience Points: 1276
Unused Experience Points:[/color] 40
- Spent 100 XP to add 2 Sacred Raiders 5/1/12
- Spent 50 XP to add 2 Kragoks Promises’ to Inventory 5/1/12
- Spent 60 XP on additional weapons and armor for Sacred Raiders 5/1/12
Settlements:
- Kragok’s Barricade: Located in the Belkreg Crevasse, this major fortress currently stands between Hsshinde and anyone who would dare approach it. It is guarded by a series of Hssondi soldiers who have sworn their allegiance to Kragok. (Spent 50 XP)
Equipment:
- Basic Kit:
- Survival pack, complete with flint, honing equipment, healer equipment, herbs, herbal treatments, cooking utensils, crafting utensils, furs, water skins, and tender. (Spent 20 XP )
- Weapons / Armor:
- Dual Steel Axes (Spent 20 XP)
- Steel Spear (Spent 10 XP)
[/li][li]Basic Epic Items:[/b]
- None
[/li][li] Basic Epic Items:
- Kragoks Promise:
- Currently, there are NINE Promises in Kragoks inventory; one for Kragok and one for each Sacred Raider
- Earned as bonus from Death by a Scaled Hand (5/1/212)
- Added TWO to Inventory 5/1/12 (Spent 50 XP)
[/li][li]Advanced Epic Items:
- Staff of Reckoning:
[/li][li] Dragon Scale Armor:[/b] Kragoks own personal hand crafted armor, the Dragon Scale Armor is made up of the superior, yet light weight, scales of dragons; hard as steel but as light as turtle shell. Interlaced with only the finest leather from executed Hssondi prisoners, it’s extremely flexible and easy to maneuver in, but is nearly invulnerable to attack. Only the most devastating of armor piercing weapons have an effect. (Spent 50 XP )[/li][/ul]
[/li][li]Companions:
- Hsshunka- A terrible creature from the inner dwelling of the Tsond Mountains, Hsshunka fairs well in almost any climate. Standing in at some twenty five hands in height, it is a great reptilian / amphibian style creature with a maw full of razor sharp teeth, massive claws, powerful legs, and a long tail that can easily send the biggest warhorse sprawling. (Spent 25 XP)
- The Sacred Raiders: Kragoks personal war band, they currently number eight.
- Generally Speaking, the Sacred Raiders Average 8 points in all Physicality slots and Combatant Fortitude slots.
- Average 3 in most Mentality slots, save for Skill (5) and Will (10).
- Outfitted with basic swords, axes, shields, and like weaponry. (Average 30 XP per Raider, 180 XP total)
- Spent an additional 60 XP on weapons and armor 5/1/12
- Oufitted with basic studded armor (10 XP per raider, 60 XP total)
- Generally Speaking, the Sacred Raiders Average 8 points in all Physicality slots and Combatant Fortitude slots.
Physicality:
- Vitality: +17 (+7 Racial, +10 XP)
- Strength: +17 (+7 Racial, +10 XP)
- Endurance: +17 (+7 Racial, +10 XP)
- Speed: 6
- Agility: 6
Mental Fortitude:
- Social: 5 (-10 Racial, +15 XP; only good in Hssondi Culture)
- Skill: 8
- Cunning: 8
- Slyness: 4
- Will: 10
- Intelligence: 5 (-5 Racial, +10 XP)
Magical Prowess:
- Overall Magical Aptitude: 100
- Magical Abilities:
- Magic of Summoning Energy (Major Magical Ability):
[/li][li] Magic of Casting Energy (Major Magical Ability):[/b] Aside from his Staff of Reckoning, Kragok can create mild firestorms with this ability, as well as use telekinetic force to send objects / opponents flying for a short distance, or to destroy simple structures. His ability to use this seems to be near limitless… (Spent 50 XP) [/li][/ul][/li][/ul]
Combatant Fortitude:[/b]
- Hand to Hand: 10 (All from Racial)
- Close-Armed: 10 (+5 from Racial, 5 from XP)
- Ranged Combat: 8
- Extended Accuracy: 6
- Fighting Style: Kragoks fighting style is simple; hit hard, hit fast, kill as many people as you can as quickly as you can, and then mop up the stragglers. He often starts off by riding in and using magic to cause as much mayhem and chaos as possible to confuse and scare targets, and will then start targeting the warrior class for eradication before mopping up what is left of the local population…
**********
GENERAL-
Name:[/b][/color] Salabog
Profession: Harbinger of the Final Twilight
Alignment: Chaotic Evil
PHYSICAL-[/b]
Race: Great Worm
- One of a kind, Salabog was created long ago by the Forgotten as the ultimate harvester of all that lives amongst the lands of Solabren. An unstoppable monster, it can travel great distances in a very short period of time by burrowing or swimming, and has an insatiable appetite for anything living in its wake. (Start with 600 XP)
Age: As old as Solabren herself…
Length: 300 Feet
Weight: Indeterminable
Voice Description: A simple bassy howl that has the ability to shatter glass, level walls, and stop hearts at close range. It is icy and cold like a howling wind at Freyin Glacier.
Build / Complexion: Rusty, bloody red in color, the beast is widest at the mouth, which opens nearly 30 feet in width, and tapers down to a slim end, barely as wide as a mans fist.
Physical Description: The largest known creature in Solabren, the Great Worm is a tremendous 300 feet in length. It’s body is covered with tiny almost human like arms, which are in turn covered in tiny hands, and fingers. The face is a great circular hole that opens and closes with a sphincter like motion, and is lined the whole way around with thousands of jagged teeth. It’s skin is impervious to most magical and conventional attacks and is of a dried blood color.
MENTAL-
Likes:
- Death
- Destruction
- Chaos
- Anguish
Dislikes:
- Civilization
- All Sentient Creations of the Godlings
- Solabren
Weaknesses:
- No Known Weaknesses
Fears:
- No Known Fears
Behavior: To say that Salabog is intelligent would be inaccurate. It survives to fulfill one simple function; to bring about the end of all life on Solabren, and once released from its tomb it will stop at nothing to bring about this end state. It knows near fear, nor joy, nor pain. Once released, it will simply begin its reign of terror and bring about the Final Twilight.
HISTORICAL-[/b]
Place of Birth: Unknown
Current Residence: Unknown
Past History: In the beginning, before the creation of the Elves or the Godlings, it is said that the Forgotten of Prophecy foretold of a day when They wouldn’t be remembered in any form or fashion; when they would be overshadowed by their children; and when their greatest creation, the Elves, would be little more than a phased-out memory. It was foretold that the Godlings would revolt and that their own creations would push the Forgotten away as the leading power in the cosmos.
With no way to undo what was written in the stars for them, the Forgotten combined their power in order to bring an end to their own children and that which they would create. The end result was the Great Worm, Salabog, a beast that, once created, was even shunned by the Forgotten, locked away in a tomb to be lost in the annals of time.
When the Godlings seized power from their parents it was Nargel who reigned in the knowledge of the Great Worm and how to free it. Keeping this knowledge secret, Nargel destroyed all the written tomes of it’s being and memorized the process, which now leaches out to the Morpheose. In turn, the Morpheose seek to unleash the power of the Great Worm and bring about the Final Twilight; Nargel’s great harvest of souls.
The followers of Dwr have said that someday a Morpheose of Elven decent will arise with the knowledge of how to find the Tomb of Salabog, thus brining on the Final Twilight.
Site History: Currently, Salabog sleeps in its tomb, location unknown…
STATISTICAL-
Total Experience Points: 600
Unused Experience Points: 33
Settlements:
- The Tomb of Salabog- Currently, this is Salabog’s place of rest. (Major Location, spent 50 XP)
Companions:
- The Deathly Swarm- A massive swarm of leech like organisms that devour the souls of any creature they latch on to. They are dispatched easily enough one on one, but the swarm has hundreds of members. (Spent 100 XP)
Physicality:
- Vitality: 20
- Strength: 20
- Endurance: 20
- Speed: 5
- Agility: 5
Mental Fortitude:
- Social: 1
- Skill: 1
- Cunning: 10
- Slyness: 10
- Will: 20
- Intelligence: 5
Magical Prowess:
- Overall Magical Aptitude: 250
- Magical Abilities:
- Dreadful Presence (Major Magical Ability):
[/li][li] Absorption of Essence (Major Magical Ability): A dual acting ability. First, Salabogs gaping maw acts like a great vacuum, sucking in anything and everything nearby it and dissolving it into nothingness, through which anything that is living’s soul will be extracted and absorbed into the beast itself. Secondly, anything that dies in the wake of this great creature is absorbed by default, processed into the creature’s body. Most of these souls will pass from Salabogs form and into the Pit of Nergael, although a few will remain behind to power the Great Worm. (Spent 50 XP)
[/li][li] Firestorm (Major Magical Ability): When attacked, Salabog has the ability to release a wall of fire from its body that extends for thousands of feet in all directions. The searing heat is enough to kill almost anything caught within its blast. (Spent 50 XP)
[/li][li] Life-draining Aura (Major Magical Ability): Being within immediate range of Salabog slowly drains the life from anyone who doesn’t immediately flee. Over exposure not only drains health, but heightens the effect of Dreadful Presence and Absorption of Essence. (Spent 50 XP)
[/li][li] Mist of Flesh Rendering (Major Magical Ability): A black mist that crawls from Salabogs mouth or can be spewed for hundreds of feet in a straight line. Anyone engulfed in the mist who does not immediately flee will literally experience the agony of their flesh rotting from their bones in what will be the final moments of their life.[/li][/ul][/li][/ul]
Combatant Fortitude:[/b]
- Hand to Hand: 10
- Close-Armed: 10
- Ranged Combat: 10
- Extended Accuracy: 10
- Fighting Style: Salabog’s fighting style is as simple as using its massive size, powerful magical abilities, and Deathly Swarm to simply out match any opponent while absorbing the soul of every creature it comes into contact with and leaving nothing in its wake except the lifeless husk of the world.
**********[/b]
GENERAL-
www.wizards.com/dnd/images/ff_gallery/50122.jpg [/img]
Name:[/b][/color] Shub
Profession: Roaming NPC
Alignment: Chaotic Neutral
PHYSICAL-[/b]
Race: Shub
- Created a long time ago in an unspeakable and thus forgotten manner, the Shub remains as one of the most dangerous beasts of Solabren. Found in almost every corner of every continent, they rane from the very small to the very, very large, sometimes bigger than an inn. Their physicality is what makes them dangerous (+15 Vitality, +15 Stamina, +15 Hand to Hand), as they lack internal organs and heal almost instantaneously against conventional damage. They lack most mental skills except for their drive to survive (+15 to Will, ONLY 1 XP in other mental categories). Extreme exposure to fire seems to be their only weakness (can only be significantly damaged by fire).
Age: Unknown
Sex: Genderless
Height: Varies
Weight: Varies
Voice Description: Shub’s only have a handful of vocal noises, all of which are best described as a conglomerate of gurgles, burps, and sputters.
Build / Complexion: Pasty and almost translucent in color, usually of a hue of dark red or gray meat.
Physical Description: Almost always occurring in a spherical or semi-spherical form and covered in thick tentacles, the Shub is best described as a ball with teeth. It lacks eyes and any form of sense-organ, and relies wholly on some undescribed means of navigation and an innumerable count of tentacles for capturing prey and finding its way about.
MENTAL-
Weaknesses:
- Fire
Fears:
- Also Fire
Behavior: A solitary organism, the Shub relies on its own hardiness to survive and absorbs organic matter as it encounters it in order to grow larger. While it can absorb plant matter, meat is Its primary means of sustenance. When it encounters something it wishes to absorb, it absolutely will not stop its pursuit until it has either been destroyed or until its target is absorbed. It feels no pain, but will naturally shy away from fire. If damaged gravely enough a single Shub will often split into two or more Shubs. Cut off extremeties or chunks will be reabsorbed by a Shub main body.
HISTORICAL-[/b]
Past History: Unspoken and therefore forgotten, the history of the Shub has been lost in the annals of time. Every society, however, has its own tales of these terrifying creatures in one form or another going back all the way to the Age of the Elves.
Site History:
- Shub encountered by Jericho Almados, Cyri Stormborn, and Airo Maldorn on the plains of Caldrea, 1st of Estria, 45 Year of the Reign of Empress Resvina
STATISTICAL-
Total Experience Points: 250 XP
Unused Experience Points: 83
Physicality:
- Vitality: +20 (15 from Racial, -5 from XP)
- Strength: 10
- Endurance: +20 (15 from Racial, -5 from XP)
- Speed: 2
- Agility: 2
Mental Fortitude:
- Social: 1
- Skill: 1
- Cunning: 1
- Slyness: 1
- Will: 25 (+15 from Racial, - 10 from XP)
- Intelligence: 1
Magical Prowess:
- Overall Magical Aptitude: 120
- Innate Abilities:
- Reconstitution- An injured Shub can reabsorb any part severed from its body to restore its health.
- Division- If its body is damaged badly enough, one Shub can become two or more Shubs.
- Reconstitution- An injured Shub can reabsorb any part severed from its body to restore its health.
- Magical Abilities:
- Extreme Resilience (Major Magical Ability)- The ability of a Shub to continue fighting through almost any conventional style attack and most magical attacks. Its only known weakness is fire and extreme heat. (Spent 50 XP)
- Sixth Sense (Major Magical Ability)- Being without any known sense organs, a Shub has a bizarre and unknown sense that allows it to target any living being within miles of its position and remain locked onto its position. It is impervious to nearly all illusions, save for tactile illusions. (Spent 50 XP)
- Extreme Resilience (Major Magical Ability)- The ability of a Shub to continue fighting through almost any conventional style attack and most magical attacks. Its only known weakness is fire and extreme heat. (Spent 50 XP)
Combatant Fortitude:[/b]
- Hand to Hand: 20 (+15 from Racial, -5 from XP)
- Close-Armed: 1
- Ranged Combat: 1
- Extended Accuracy: 1
- Fighting Style: There isn’t much to say about a Shub’s “fighting style”. It has one strategy; never stop attacking / advancing. A Shub will continue to advance against its target regardless of how much damage it is taking. This makes it extremely dangerous as it can often roll over its targets defenses and absorb them regardless, if its big enough.
**********[/b]