Joined: Fri Dec 11, 2009 7:55 am
Re: AD&D Forgotten Realms
Advanced Dungeons and Dragons 2nd edition.
All class, race and FR handbooks are allowed. Just when you use something from them, just tell me.
Character's will start at 1st level, max HP 1st level +3.
Starting gold is 75% of max. If a kit gives gold bonus, its 75% of max as well.
No evils or CN alignments. No drows.
Character has to be from one of the Dalelands.
A nice paragraph or two for background as it will come into play if adventures take you to your home daleland.
Also, need a confirmation on which day you prefer.
Joined: Fri Oct 15, 2010 9:27 pm
Re: AD&D Forgotten Realms
I know she is a child but I love role-playing and character development. Whatever penalties and limitations you impose on her I will accept but I would love to play her as is. I would like to use Openrpg for this but can download Maptools. Although I do not know how. Need help with that. I prefer the former though. Well hope you like her!
Name: Marianna 'Maria' Fireheart
Height: 3 feet 10 inches
Weight: 48 lbs
Hair: Reddish Brown
Character Class: Invoker
Alignment: Neutral Good
Description: You see a female, standing just a few inches short of 4 feet. She has a very young, probably slightly babyish face which is very childlike for a supposedly young halfling adult. But she can't be a Halfling since she is wearing boots instead of walking hairy barefooted. And she hasn't the pointed ears of an elf. But the real clue to her age is that she lacks any breasts, usually present in adult females of most humanoid species. They have yet to develop indicating she is still in early puberty, perhaps 9-10 years of age. She is a very lithe child, though not too thin. Fairskinned with a slightly sallow complexion, her head is surrounded by a beautiful mane of wavy, reddish brown hair that runs down to her shoulders. She looks at you with piercing, mysterious hazel eyes. Her attire consists of a green shirt, light brown pants and a hooded blue cloak which partially conceals a backpack. On her belt is a large multipocketed belt pouch and sheathed dagger.
Personality: Maria is a shy, introverted child that is full of surprises. She is someone who likes to stay in the background but despite this can be very outspoken at times. The little girl is very intelligent and witty. She can also be very sarcastic and blunt. But she has a meek exterior that hides the courageous, often formidable inner strength that she possesses within. The child is kind and helpful and a champion of the oppressed and the downtrodden.
Quirks/Flaws: Naive and a bit self critical. Bit of a bookworm and sometimes can be oblivious to her surroundings when she has her nose in a book. Very outspoken and will say what she feels at the most inopportune times. Annoyingly sarcastic and bluntly honest.
Motivations: Day to day. Her strongest motivations are survival and avoiding capture by the red wizards. She would not mind becoming a more powerful invoker in her own right but long term goals are somewhat furthest from her mind at the moment. She has just recently been orphaned, is travelling in a strange unfamiliar land, and is on the run from powerful wizards! That's enough to give adult adventurer's humungous migraines let alone a prepubescent girl!
-hoping for her to have to constantly put up with the red wizards. Would love to see her give them a merry chase about Faerun, especially since they are unaware of how well she has developed in her magic!
-other organizations being interested in her because of her abilities with magic which would make sense. The good organizations will try to protect her and find her a mentor, the evil ones will try to manipulate her and turn her to the dark side. After all there's the Arcane Brotherhood and the Harpers, the red wizards are going to have a lot competition soon!
Umara Fezim was a red wizard unlike any other. Instead of choosing to be power hungry and ruthlessly competitive like the other red wizards in training, she chose to do some good with her training, feeling that the backstabbing, self serving nature of the red wizards could only lead to their downfall. A very idealistic and kindhearted person she was alienated by her fellow trainees, but it only served to make her stronger both mentally and physically. Despite her do gooderness she proved to be a very formidable and clever red wizard which served her well and helped her survive as she developed as an evoker during her years in red wizard school.
So when she gained her right to become a red wizard, she chose to instead join the ranks of the Guild of Foreign Trade and serve as a merchant. She was also trained as an alchemist and chose to ply this trade, mostly to get out of Thay. She had no wish to get involved with the internal conflicts of the other red wizards so she chose to travel outside of Thay and work with the enclaves to help establish trade with the nations to the east. Given that she was one of the best alchemists in Thay and that her goody two shoes nature made her a little more trusted than most other red wizards, she was successful.
But she also left Thay for an even less patriotic reason, wanderlust. For several years she went adventuring whenever she was not working with the enclaves. But she made sure she contributed some of what she gained from adventuring to the enclaves to ensure that they knew she still worked for them.
Umara worked with a particular adventuring group who were neutral enough to accept Umara and her red wizardly background and 'complications'. Although she was very honest with them and while not necessarily telling all of the red wizards' secrets or conspiracies, generally being trustworthy and caring enough to do what is best for the party and their well being. So quickly she earned their trust, a trust she repeatedly continued to earn. The group was working around the vicinity of Daggerdale, since one of their group, a man named Randal Bloodaxe hailed from there and was working to free his people from Zhentarim rule. Because of this the party often went on missions for Randal Morn.
In 1357, the adventurers where one of the mercenary groups selected by Randal Morn and Mourngrym Amcathra to help defend the overland pass between Shadowdale and Mistledale through Tilver's Gap to Cormyr. The group fought bravely and Umara, who was already getting an earful from her red wizard superiors for threatening to induce the wrath of the Zhentarim by helping Randal Morn's cause, risked her life constantly, even for a clear enemy of her people and earned the respect of Randal and Mourngrym and their allies. Eventually the crisis was averted and the group parted ways with Bloodaxe and continued on.Because
Because of her deeds in Daggerdale, Umara was walking on eggshells with her superiors and to appease them offered to go on a few missions, nonevil ones that is, that would help them get some valuable artifacts with the help of her friends who suggested the idea in the first place. It was also at this time that she had a budding relationship with one of her adventuring group, a man Waterdhavian named Allistair Fireheart. Eventually Umara at least earned a bit of forgiveness for her actions in Daggerdale, even though she has no regrets for helping Randal Morn, and Umara was still allowed to continue working for the enclaves. Her position and influence within the enclaves helped them to get needed healing supplies. She did have to screen them first before getting it to her party. Given that these were coming from red wizards that were not as good natured as Umara, precautions had to be made.
Umara still continued to antagonize other red wizards though. One time she was supposed to alchemically alter one of her potions to turn it into a powerfully new addictive drug for sale at the enclaves. Instead she gave the potion, unaltered, to a farmer to help cure his daughter who had accidentally ingested a lethal poison, saving her. Grateful the farmer compensated for the loss of funds even though Umara insisted on giving the potion without fee.
In Eleasias 1359, the party was in the Sword Coast in and around Waterdeep. They were investigating some banditry north of Waterdeep in the caravan route leading to Neverwinter. It was rumored that the bandits were led by a wizard working for the Arcane Brotherhood. On the night before the party went out to hunt down the bandits Umara and Allistair had a night of unrequited passion after Allistair proposed marriage. Then as soon as morning came the party went out and hunted down the wizard to his lair in the mountain ranges just east of the Mere of Dead Men. Eventually the party battled their way through the underground fortified lair of the wizard and confronted him in his study room and Umara and Allistair got into a magical battle with him while the rest of the party fought off his minions. The two won but Allistair was mortally wounded and died in Umara's arms. Eventually a grief stricken Umara parted ways with her adventuring friends.
Grief stricken and alone, Umara returned to Bezantur,Priador for a while. The while turned out to be a longer stay than she expected as in a few weeks she would realize she was pregnant. Not willing to risk the unborn child by traveling too much and wishing to ensure that her child at least had a stable home, Umara retired and took a position at a red wizard school to teach Evocation magic.
Nine months later Umara gave birth to a healthy baby girl whom she named Marianna or Maria for short. She poured all her love and affection into the child and allowed her little girl to grow and develop on her own terms within reason. To Umara's pleasant surprise Maria was very intelligent and by three was already reading fluently and by 4 could to a limited degree even write fluently as well.
This came to the attention to the red wizards and against Umara's objections had Maria tested for magical aptitude. She tested very high. To keep Maria from being taken away from her, Umara agreed to reluctantly train her daughter in the Art herself citing that her daughter would learn better under her tutelage. So every 6 months between the ages of 5 to 8 Maria was required to attend a meeting with a senior red wizard to show her progress as a red wizard. Maria always toned down her abilities though because she learned magic quickly, actually thriving on the training and the challenges that it provided.
By the time she was 7 Maria had already mastered basic Cantrips and was well on her way to learning Read Magic. She would master it just before she reached the age of 8 and was well on her way to becoming an Invoker like her mother. Maria did not want to become a red wizard though, sharing her mother's ideals and beliefs and largely growing to hate the backstabbing, deceitful life the red wizards seemed to live for. Especially when a necromancer named Shamar Grezznar in the service of Szass Tamm has wanted to get to Maria since she was 5 because of her potential. Even on one occasion he tried to send undead to kidnap her while she was on an errand for her mother. Fortunately Maria escaped.
Then one night, after Maria celebrated her 8th birthday and was given her first spellbook as a birthday present, Umara managed to smuggle both her and her daughter onto a ship at the docks of Bezantur. The ship was commanded by a family friend. And eventually the ship left Thay in the dead of night.
During her boat journey Maria polished off her wizarding skills and mastered all the new spells she had in her spellbook. After a few months the boat was forced to head to the city of Yhaunn after it collided with a shallow corral gouging a harmless hole on its side. But before they could reach the city the ship was hit by a severe storm. The already disabled ship did not stand a chance and eventually sank. But before the ship sank Maria's mother put her in the lifeboat just as a broken beam fell on both of them. Umara pushed Maria out of the way and into the lifeboat but was crushed by the beam. Just as she was about to die Umara barely casted a levitation spell that released and safely set the lifeboat away freeing Maria from the sinking ship.
The boat reached ashore, just south of Yhaunn. Now Maria bravely continues to live on to this day, surviving on her wits and if necessary her magic. And this is where her adventures begin!