- Character
- Combat Modifiers
- Signature Abilities & Feats
- Spells
- Classes
- Skills
- Magic Items & Gear
- Tales
- Biography
- Portrait
Name: Otiorin Taletreader (or "Mister Scoundrel" if you ask Bria)
Alignment: Chaotic Good (Neutral Good tendencies)
Classes: Sorcerer and Rogue
Race: Half-Elf (Grey Elf)
Deity: Corellon Larethian, God of Surface Elves and the sun.
Level: 13th (7th level Sorcerer/6th level Rogue)
Size: Medium
Age: 22
Gender: Male
Height: 5 feet, 8 inches (173 cm)
Weight: 140 lbs (64 kg)
Eyes: Brown
Hair: Brown
Build: Athletic
Ethnic appearance: Otiorin shares the ethnic appearance of his father's and mother's peoples, but mostly his father's.
Place of Birth: Waterwind, Home of the Grey Elves, Averlund, Sharseya.
Hobbies: Games of chance, storytelling, socialising.
Physical appearance: Otiorin was previously a slender young man with the physique of a climber, toned but understated. Now, with the blessing of the fae, his muscles are more promenent and his body has more presence. He moves with more grace than a human, but not as gracefully as an elf, enough than he can choose to pass as an elf in settlements where elves are rarely seen. The pointed ears of his mother's heritage are less pronounced in Otiorin's case, but his do still come to a point at the top, although the body of the ear is more rounded like a human's.
Character concept: Otiorin was the bored son of Waterwind who became enamored by tales of heroism told to him by his mother. One such tale lead him to the desire to go into the greater world and seek out the Sunfire Blade, a legendary weapon of one of Waterwind's greatest heroes, to reunite it with it's mated blade, the Moonlit Edge.
Character background: Otiorin has always been something of a dabbler, changing his interests as often as he changes his clothes. His tutors always told him he could excel in any subject he set his mind to, if only he applied himself to it. Of course, all his tutors were elves and to them, applying oneself to a subject fully would require a full human lifetime. Otiorin found that concept tiring and so never really sought to focus on any particular subject.
Ability Scores
Strength: 13 (+1 modifier)
Dexterity: 18 (+4)
Constitution: 16 (+3)
Intelligence: 12 (+1)
Wisdom: 10 (+0)
Charisma: 15 (+2)
Initiative: +8 (+4 Dexterity, +4 Improved Initiative)
Action Points: 11/11
Diamond of Fate: 1/1
Hit Points: 98/98
Armor Class: 22 (+4 Leather Armor, +4 Dexterity, +2 Amulet of Natural Armor, +2 Ring of Force Shield).
Touch Armor Class: 11 (+2 Dexterity, +2 Ring of Force Shield)
Flat-footed: 23 (+4 Armor, +2 Amulet of Natural Armor, +2 Ring of Force Shield)
CM Bonus: +8 (+4 Class, +4 Dex Bonus)
CM Defense (Trip and Disarm too): +19 (+4 Class, +1 Str Bonus, +4 Dex Bonus)
Movement: 40 feet/round (+30 Half-Elf, +10 Boots of Striding and Springing)
Sorcerer: BAB +3, Saves +2/+2/+5, Spells (7/6/3)
Rogue: BAB +4, Saves +1/+4/+1, Sneak Attack +3d6, Evasion, Uncanny Dodge, Trap Sense +1, Rogue talent.
Melee Attack: +8/+3 (Base Attack +7/+2 [Sorcerer +3, Rogue +4], Strength +1 or Dexterity +4 with weapons with the Weapon Finesse trait)
Ranged: +11/+6 (Base +7/+2, Dexterity +4)
SAVING THROWS (Sorcerer base +2/+2/+5, Rogue base +2/+5/+2)
Fortitude: +7 (+2 Sorcerer, +2 Rogue, Constitution +3)
Reflex: +11 (+2 Sorcerer, +5 Rogue, +4 Dexterity)
Will: +7 (+5 Sorcerer, +2 Rogue)
Signature Ability 1: Silver Eyes, Silver Tongue
Otiorin has a +1 bonus to Deception (formerly Bluff) and Diplomacy checks.
Signature Ability 2: Elven Ears, Elven Hands
Otiorin gains a +1 bonus to attack with all Elven-made weapons.
Dragon-sight (Cap'n, I am adding this to Oti's Bloodline powers as just something I feel a dragon-blooded character should have, so you'll find it in the Classes tab. Feel free to pick another Signature Ability for Oti (see Shop Talk for details if you need them).
Signature Ability 3: Elfish Style, Elfish Sharpness
Otiorin gains a +2 damage bonus with all Elfish weapons.
FEATS
Sorcerer Bonus Feat
Eschew Materials
Character Feats
1st level - Two-Weapon Fighting. Reduce weapon penalties for fighting with a weapon in the off-hand from -6 Main Hand, -10 Offhand to -2/-2 if both weapons are light. (Cap'n, Weapon Finesse is now a weapon Trait. PCs no longer need to select it). Improved Two-Weapon Fighting automatically gained (now that Otiorin meets the prerequisites). When fighting with two weapons, Otiorin can attack (Weapon Finesse for Sunfire Blade) two additional times at the cost of accuracy. The first additional attack takes his base modifiers from +10/+5 to +8/+8/+3 (like Rapid Shot)). The second additional attack (if used) comes at a -5 penalty (+8/+8/+3/-2).
3rd level - Endurance. Add +4 bonus to certain hardiness checks and Saving Throws.
5th level - Diehard. Automatically Stabilize and remain conscious below 0 Hit Points.
7th level - Rapid Shot. Add an additional attack per round at the cost of accuracy (base Ranged Attacks go from +10/+5 to +8/+8/+3).
9th level - Deadly Aim. Y ou can cause more damage with ranged attacks at the cost of accuracy (11th level provides a -2 to hit and a +4 to damage).
11th level - Manyshot. Shoot two arrows simultaneously (if attack hits, both arrows strike for separate damage. Sneak Attack is added once).
13th level - Vital Strike. Deal twice the normal damage on a single attack.
Spells Per Day
0 - - (Does not Memorize, therefore can cast Cantrips freely.)
1st - 7
2nd - 7
3rd - 4
Sorcerer Spells Known
Cantrips (7) - Acid Splash, Daze, Detect Magic, Ghost Sound, Prestidigitation, Ray of Frost, Read Magic.
1st Level (4) - Shield, Summon Monster I, Snowball, True Strike.
2nd Level (3) -Enhance Ability (new Spell - see Shop Talk), Ice Slick, Levitate.
3rd Level (2) - Blink, Invisibility Sphere.
Bloodline Spells Known
1st Level - Mage Armor
2nd Level - Resist Energy
3rd Level - Fly
Sorcerer Special Abilities
Weapon proficiencies - All simple weapons, no armor or shield proficiency.
Spells - Arcane spells.
Bloodline (Draconic)
Bonus Bloodline spells at 3rd level and every two levels thereafter - Mage Armor, Resist Energy, Fly.
Claws (d6 + Str bonus) creatable as a Free Action, at 5th level they count as magic weapons for purposes of overcoming Damage Resistance (DR). Treated as natural weapons, they allow two claw attacks as a Full Attack Action using one's full Base Attack Bonus.
Dragon Resistances - Gain DR 5 vs. cold and a +1 Natural Armor bonus (Cap'n, Natural Armor bonuses do not stack and Oti's Amulet of Natural Armor +2 provides the greater benefit and thus has been added to his Armor Class.
Dragon-sight (A Dannigan addition, free of charge ). Otiorin's Dragon-sight works at will as a free action. This works similarly to a Detect Magic cantrip in that it the longer Otiorin stares upon something using the sight, the more information he gains. However, the information it provides is much different than that of the cantrip.
Bloodline Feat (gained at 7th Sorcerer level): Improved Initiative
Cantrips
Bonus Feat - Eschew Materials
Rogue Special Abilities
Weapon and Armor proficiencies - All simple weapons, plus the hand crossbow,, rapier, sap (blackjack, not sap!! =) ), shortbow and short sword.
Sneak Attack - Added when opponents are flat-footed or distracted (DM's discretion) - currently adds +3d6 damage.
Trapfinding - Add 1/2 level to Perception checks made to locate traps and to Disable Device Skill checks.
Evasion - Successful Reflex Saving Throws against attacks that normally deal half-damage deal none.
Rogue Talent (2nd level, Bleeding Attack) - adds 1 point of Bleeding damage per die of Sneak Attack damage for 1 Round per d6 of the Sneak Attack.
Rogue Talent (4th level, Combat Feat: Point-Blank Shot) - +1 to attack and damage rolls at targets within 30 feet (see Shop Talk for Condition - Bleeding change).
Rogue Talent (6th level, Weapon Training. Weapon Focus: Short swords.
Trap Sense - +2 bonus on Reflex Saving Throws made to avoid traps and +2 to Armor Class versus attacks made by traps.
Uncanny Dodge - Cannot be caught flat-footed, nor does he lose his Dexterity bonus to AC if the attacker is invisible.
Here are the Skills in the game followed by their Ranks, Key Abilities, Untrained Actions, and (divided by ///) Trained Actions.
Skill Points = 80 (7th level Sorcerer x 4 = 28) + (5th level Rogue x 8 = 40) + (+1 Intelligence x 12 levels = 12).
Acrobatics - 5 Ranks - (Dexterity) - Balance, Tumble Through. /// Maneuver in Flight, Squeeze**.
Arcana - 10 Ranks - (Intelligence) - Recall Knowledge***. /// Borrow an Arcane Spell**, Decipher Writing** ***, Identify Magic** ***, Learn a Spell** ***.
Athletics - 5 Ranks - (Strength) - Climb, Force Open, Grapple, High Jump, Long Jump, Shove, Swim, Trip. /// Disarm.
Crafting - 0 Ranks - (Intelligence) - Recall Knowledge* ***, Repair**. /// Craft*, Earn Income* ***, Identify Alchemy**.
Deception - 13 Ranks - (Charisma) - Create a Diversion, Impersonate**, Lie. /// Feint.
Diplomacy - 5 Ranks - (Charisma) - Gather Information**, Make an Impression**, Request.
Intimidation - 1 Rank - (Charisma) - Coerce**, Demoralize.
Linguistics**** - 1 Rank - (Intelligence) - (None) /// Recall Knowledge (only the basics of culture native to the language)***. Decipher Writing***.
Lore - 1 Rank - (includes Profession from Pathfinder 1.0) - (Intelligence) - Recall Knowledge***. /// Earn Income* ***. Lore: Dungeoneering - 1 Rank.
Medicine - 1 Rank - (Wisdom) - Administer First Aid, Recall Knowledge***. /// Treat Disease*, Treat Poison, Treat Wounds**.
Nature - 2 Ranks - (Wisdom) - Command an Animal, Recall Knowledge***. /// Identify Magic** ***,Learn a Spell** ***.
Occultism - 0 Ranks - (Intelligence) - Recall Knowledge***. /// Identify Magic** ***,Learn a Spell.** ***.
Perception**** - 10 Ranks - (Wisdom) - Search, Sense Danger. /// (None)
Performance - 1 Rank - Charisma) - Perform. /// Earn Income* ***.
Religion - 0 Ranks - (Wisdom) - Recall Knowledge***. /// Decipher Writing** ***, Identify Magic** ***,Learn a Spell** ***.
Sense Motive**** - 5 Ranks - (Wisdom) - Perceive. /// Recognize Feint.
Society - 1 Rank - (Intelligence) - Recall Knowledge***, Subsist* ***. /// Create Forgery*, Decipher Writing**.
Stealth - 10 Ranks - (Dexterity) - Conceal an Object, Hide, Sneak.
Survival - 5 Ranks - (Wisdom) - Sense Direction**, Subsist* ***. /// Cover Tracks*, Track*.
Thievery - 13 Ranks - (Dexterity) - Palm an Object, Steal. /// Disable a Device, Pick a Lock.
*This skill action can be used only during downtime.
**This skill action is used during exploration.
***This is a general skill action, with a description appearing on pages 234-240 instead of under the entries for the various skills it's used for.
****Skills from Pathfinder 1.0 (that therefore will not have Skill action descriptions in Pathfinder 2.0).
Languages
Racial: Elven, Common.
Class: Thieves Cant.
Intelligence bonus language: Celestial.
Linguistics: Draconic.
MAGIC WEAPONS AND ARMOR
Nimoue and Astellie
“I name thee, Nimoue, the Shimmering Stream and Astellie, the Favor of the Moon.”, he half-whispered to the bared blades, before gently resheathing them.Blades forged in Waterwind as gifts to Otiorin by his mother delivered to him by High Paladin Lord Malakye of Corellon
(Image credit: Johnathan Turner of ArtStation)
Among the starry elves of Waterwind, Elven Thornblades are coveted weapons among Corellon's warriors. Worn only by those who have done right by Corellon Larethian, they are seen as the stuff of the elite. Native enemies of the elves will recognize these weapons and have good reason to fear them for they are sharper and dealer than typical short swords. The addition of silver means added pain against monsters vulnerable to that famous metal.
Silver-edged Elven Thornblades
Weight: 4 lbs.
Damage: 1d6+3 + 1d6 Holy damage per successful hit.
Critical: 18-20/x2
Type: Slashing, Piercing, Magic, Holy, Silver.
Special Abilities: See below.
These unnamed swords are +3 to hit and damage and have been enchanted to add 1d6 additional Holy damage upon a successful strike.
Elven Thornblade - This blade is suited for thrusts and parries, making it especially capable of inflicting deep, penetrating wounds. A wielder with Weapon Finesse can apply her Dexterity modifier to attack rolls with an elven thornblade instead of her Strength modifier. An elven thornblade grants no additional benefit when wielded two-handed. In addition, attacks with an elven thornblade gain a +2 bonus on attack rolls made to confirm critical hits.
Sylvia and Sylvan
This, except one is creamy white and the other silky black. They are in pristine condition and appear very valuable. As told by High Paladin Lord Malakye of Corellon, they are both on loan from Archbiship du Blake to see how they fare in real combat.
(Image credit: Pinterest)
Sylvia and Sylvan (named after a pair of two of Queen Dayna's beloved cats).
Weight: 4 lbs.
Damage: 1d6+3 + 1d6 Holy damage per successful hit.
Critical: 19-20/x2
Range: 30 feet.
Type: Piercing, Magic, Holy.
Special Abilities: See below.
Designed by King Thayne Wildegard, the third Ruler of Highwind, this pair of repeating hand crossbows is unlike any technology currently available. For some time, King Wildegard has tried to add every advantage to his kingdom in their war against the Armies of the Black Fang. While he has agreed not to personally take part in any battle, the young king has combined his inventive and cunning Wildegard heritage and his love of creating useful things to create these. This is his first attempt at creating new ranged weapons and while they have tested well outside of battle, the Ruler of Highwind is eager to see how they fare in combat, especially in a trusted and skilled adventurer's hands. While these repeating hand crossbows are a unique pair, if they are successful, His Highness would greatly desire to see mundane versions of these weapons in the hands of his loyal archers and adventurers.
* * *
The repeating hand crossbow - this weapon uses special hand crossbow bolts (normal-sized crossbow bolts are too large to fit into the clip). Each clip holds 5 bolts and takes one Standard action to reload or a Full Attack Action to reload both (unless the character has the Rapid Reload Feat which cuts the time down to an Immediate Action each or a Standard Action to reload both). A 6th bolt can be placed in each receiver (a Standard or Immediate Action for each bolt thus placed), preferably before a battle.
* * *
Sylvia and Sylvan are a unique magical pair of repeating hand crossbows. One is creamy white (Sylvia), the other silky black (Sylvan). They are best used by a character who possesses the Two Weapon Fighting Feat who also specializes in ranged combat. They provide the following benefits:
These weapons are very hard to hear in operation; the sounds of the weapon cocking and the string firing are greatly decreased. Targets within hearing range are at a -10 Enhancement penalty to Listen checks when making attempts to hear the crossbows in action. The sounds of the bolts striking what they hit are not muffled.
Sylvia and Sylvan are Good-aligned weapons. Evil creatures touching them take a temporary drain of 1 Negative Level for each crossbow until they are released (no Saving Throw or Spell Resistance allowed). Under no circumstances will they function for Evil creatures.
These weapons inflict an additional 1d6 Holy damage per hit.
These weapons possess the Called and Ghost Touch Ranged Weapon Qualities.
When Sylvia is wielded, the wielder cannot be Blinded, takes no penalties from bright light, and can even stare at the sun without harm.
When Sylvan is wielded, the wielder gains Low Light vision if they do not naturally possess it. If they do, they gain Darkvision out to 60 feet. If they naturally possess both types of vision, the Darkvision extends out to 120 feet.
Leather Armor +2 "Mageskin" - +4 Armor Class, +4 Max Dex, -2 armor check, 20% arcane fail. The bonuses of the 1st level spell Mage Armor (and only that spell) stacks with this armor.
Non-magic Weapons
Hand Crossbow - +10/+5, d4 Piercing damage, Crit: 19-20/x2. Range: 30 ft. Weight: 2 lbs. 20 arrows (iron-headed normal).
Shortsword - 1d6 Slashing or Piercing damage, Crit: 19-20/x2. Weight: 2 lbs.
Magical Items
1 pair of Cat Burglar's Boots (+2 to some Skills, provides hidden Masterwork Thieves tools, more). Currently contains a set of Masterwork Tools - Both purchased from Ben & Misha's on 14 Apr 2021. =)
Amulet of Natural Armor +2 - Adds +2 to Armor Class via Natural Armor bonus.
"It'd be nice to see some flavor text here"
Flavor text (chocolate) - An old, dented steel badge-become-amulet with an engraving of a strong-looking military horse in plate mail barding in mid-gallop. Otiorin was given this by a grateful young priest of Pelor whom he had saved from con men and thugs in the slums of Summerset. She had another gift for Otiorin for saving her humble little church of the sun from financial troubles, but that tale belongs behind closed curtains, candlelit rooms, and soft white lace.
Ring of Force Shield - A shield-sized and shaped wall of force that can be activated and deactivated at will as a free action.
"Again, flavor text!"
Flavor text (strawberry?) - A would-be devil of a wizard possessed this charming copper band that never seems to lose its shine. That mysterious and hateful wizard was in the habit of magically-defacing the only restaurant in all of Summerset belonging to gnomes (whom he hated). When the proud family of gnomes listened to Otiorin who had solved the mystery that later allowed them to capture the magic-user in the act, they filled Otiorin's belly and backpack with their very finest - along with it came this untarnishable ring that had somehow not made it along with the city guard as they hauled the wizard off to jail.
Ring of Mind Shielding - The wearer is continually immune to detect thoughts, discern lies, and any attempt to magically discern her alignment.
"Flaaaaavor. Teeeext."
Flavor text (coffee-flavored!) - A kindly neighbor of Otiorin's mother in Waterwind, well beyond his two-thousandth year of life, had a penchant for coffee. Every morning, the ancient fellow would take his cane and wander down to the market where he was freely provided with his favorite brew (he had one for every day of the week and some for certain holidays). Otiorin earned this stunning coral circle studded with twinkling sapphires from the fellow when, upon learning that he had not shown up for his daily stroll, went to his home to find him frantically-choking on a slice of bread at his breakfast table. Not knowing any better and with all of the imagination and desperation of a very young and panicked half-elf, Otiorin belted the elderly elf in his breadbasket (tummy). Corellon Himself must have been watching because it worked. Furthermore, the wise old elf insisted on taking the estranged and troubled half-elf down to the market to share some coffee with him. A single short year later, the ancient fellow peacefully departed Sharseya, but even today, Otiorin's mother is extremely proud of her son.
Boots of Striding and Springing - These boots increase the wearer's base land speed by 10 feet and perform great leaps adding +5 to Athletics checks.
"Boots that apparently excel at striding and sprinting (you should probably replace this text with actual information)"
Flavor text (coffee or die) - These boots used to attack people. No, really. They belonged to a Summerset infantry sergeant who used them to motivate his soldiers. They were cursed boots, always kept in a magical box, but once released, they were the terror of the company for these hard, high leather boots made for long years of marching would set after anyone the belligerent sergeant pointed at, kicking rear ends and stomping on toes. And he pointed often. Well, one day, he made the mistake of aiming his finger at a Bishop of Saint Cuthbert who called upon the God of Retribution and sure enough, the boots began chasing the sergeant all over the camp. The sergeant screamed for help which attracted Otiorin's attention for no soldier in the camp could catch either the sergeant nor the attacking clodhoppers. Otiorin was told he could keep them if he could catch them. It was not a tough job for a young elven-blooded rogue, but upon catching them, the bishop screeched that the boots were not to blame but the box - which he discovered reeked of evil magic! Once the old, wooden box was hurled into the campfire, the curse vanished along with the young dragon-blooded half-elf with his new and hardy boots.
Troll Potion - A "gift" from Powerpaw's now-dead Ettin nemesis from the arena, Dubble Trubble. Potion of Fast Healing 7. This potion allows one to heal 7 Hit Points every round via regeneration. Duration: d4+4 minutes.
Quall's Feather Token - Tree. A small, hardy, and weathered wooden disk about the size of an adult man's palm with the carving of a great oak upon its front and back. It always smells of the bark of an oak tree, a faint but pleasing scent to those who have sharp noses. It is a token that causes a great oak tree to spring into being (5-foot-diameter trunk, 60-foot height, 40-foot top diameter). This is an instantaneous effect. After the token is used, the disk remains, perchance to become a valued keepsake.
One glance at the wooden disk tells everyone with Elven blood that the disk is of Wood Elven make, an item bearing the holy symbol of Rillifane Rallathil, one of the ancient and good-hearted gods worshipped by Wood Elves and Gray Elves alike, though mostly the former. Legends say (automatically known to anyone with 3 or more Ranks in Religion or with Elfish heritage) that Rillifane the Leaflord is either a green-skinned elf or a great tree whose size is so astounding that his roots mingle with every other plant in the world. According to his clerics, "Rillifane is primarily concerned that all creatures have the opportunity to act out their roles in nature without abusing them. Rillifane's cleris are deadly enemies of those who hunt for sport and those who harm trees maliciously or unnecessarily."
GEAR
Currency: 3,338 gold pieces (in Bag of Holding) carried as 30 mithril coins and 338 gold pieces. 9,9000 gold pieces in assorted jewels (gift from Count Barathus Varelys).
A sturdy leather backpack,
a comfy bedroll,
2 small sacks,
1 large sack,
a dagger,
a hooded lantern
3 flasks of oil,
50 feet of hemp rope,
Traveler's Outfit
set of boots, breeches, belt, shirt and jacket.
6 tindertwigs (Matches, basically, but better. Lighting a torch is a standard action instead of a full-round action with flint and steel),
A tinderbox (much like flint and steel, but far more convenient),
two weeks of good rations,
two full waterskins,
Grappling hook.
"'The Swords of Sun and Moon - A Bard's Perspective of the Facts' by Gander Ganderflash of the Gnomes. From Chapter Fourteen: Stoking the Fires of Preparation. =)
Location: Near the Dungeons of Castle Anguish
Time/Date: Unknown. Last you knew it was mid-afternoon, Monday, 22nd September in the year 1118.
Weather: Snowy in a Loviatar-wants-you-to-die-here kind of snowy. Really, just don't go out there. =)
"Most assuredly, Master Oscar, I've heard tales of the hero who bore these swords, but never much on the lore about them themselves.", he replied, unsheathing the two shortswords from their scabbards and laying them gently in his lap, steel to steel.
Laying the swords this way, Otiorin failed to burn himself. The Sunfire Blade, as before when it did not wish to be sheathed, burst forth a sunny-orange glow of violent fire when drawn forth, but when close to the ever-cool steel of its mate, those raging fires softened, calmed, and by the time the swords touched, the fires had descended into a mellow glow while the iciness of the Moonlit Edge also seemed not to be so cold but instead, comfortable and cool. Thus they rested upon Otiorin's lap like a miniature sun and moon, gathered restfully. They stayed there glowing and winking together as if keeping some secret unbeknownst to the rest of you.
Bria stared with childlike eyes full of wonder at this show of magic. "Oooh, I didn't know they worked that way..." She opened her paw for him to take and stared at the pair of blades. "Did you just figure that out now, Oti, or did you learn that from somewhere?"
* * *
(Enjoy a Sharseyan tale, friends! =) )
For all of the minds out there that refuse to behave and stay put. "L'enfant" by Vangelis (remastered by Vangelis)
In the moss-glow of the Pohjolan caves, Oscar stood from his perch on the column where you could easily see him and asked all of you. "Would you prefer this tale told in Common or its original language?"
Powerpaw raised his paw. "Uuuuhh, Common? Not evwiebody speaks elfie, little-face. Heck, dey don't even haz elfie-faces in Shamballah!"
Oscar nodded his understanding. "Then Powerpaw, at your pleasure, I will paraphrase my own humble thoughts to aid with everyone's comprehension (like this)."
Bria rejoined Otiorin and snuggled herself beside him. "Ooooh! Story time... I like it when he reads books that aren't there. It's like he's peering through time or something."
Oscar seemed to be doing just that. His tiny black eyes looked far away like a man lost in a dream. His paw reached up and out and seemed to grip something rather large, so he used two paws to pull at it. For those among the wise, this was no theatrical display; this was a man traveling through the depths of his own mind, through well-trodden portals only he knew, recalling experiences he had lived in his previous life as a human. As his tiny black claws flipped through the pages that were, his eyes gazed upon a memory. Through the sole power of his highly-unusual mixture of intellect and natural gifts, Oscar recalled. Oscar began his recollection and even a little dragon in your party perked her ears and listened as the Sage of Highwind's rich voice spoke eloquently of a tale none of you knew.
"'The Swords of Sun and Moon - A Bard's Perspective of the Facts' by Gander Ganderflash of the Gnomes.
"The Sunfire Blade. The Moonlit Edge. Thus are they named now. But they were not always so. They are swords forged by Waterwind hands. But they were not forged in Waterwind."
Oscar turned a page. "(In the human year 803), two elves, not one, forged the Swords of Sun and Moon. Mistarias Alarias of Waterwind, called "Featherlight" for her grace and birdlike nature, a historian and follower of Aerdrie Faenya (the Elven Goddess of Air and Weather). Kelfas the Metalsmith of Waterwind, a rogue and cleric of Erevan Ilesere (the Elven God of Mischief and Chance). Both young elves. Both full of life and imagination. It was they that, in their love, sought to create something new, something beloved by their gods, and something good to add to to the world. While most Waterwind magic users of their generation sought to master and refine the spells and magical powers of old, Kelfas and Mistarias were two never to follow the rules for long. Kelfas was looking for a masterpiece of a lifetime to bring into being. Mistarias, a tale of her own to add to the history of the Waterwind elves.
Mistarias was hot-blooded, passionate, and had a wrath that burned like fire. Kelfas was the shadow that soothed her anger and made her think. Kelfas's faults lay in his feelings of terrible loneliness and lack of light for himself in his heart. Mistarias was the sun that brought him light and warmth feeling of happiness.
But while they loved each other, they also mistrusted one another.
"Both desired something worthy of their god's attention, but neither could do it alone. And so they prayed together from aeries high and in the pools of moonless shadows to Aerdrie and Erevan with offerings pleasing to both deities. Long did they scour the libraries and bard-songs and tales of the elves to reach their goal. In time, the gods became pleased with their doings and each bestowed upon them a long-lost secret. Each secret was worthless on its own, but if the couple trusted each other, then they would put together the puzzle they longed to add to the world.
But it was not to be. Being young, neither trusted the other enough to will themselves to speak it. They kept their secrets, and in doing so, they unknowingly brought their dream of creation to a halt that lasted for years.
"And so it was, in the compassionate land of Waterwind, that they grew much in love as adults. They continued to follow their paths, their sacrifices to their gods, and their dream. One day, for the chaos of it, they visited the lands north of Summerset where no elf had trodden for a human's age. The wilds ran everywhere and tribes of creatures fought daily for their land and thus their survival. There, they discovered hobbits. At first, they mistook them for gnomes, but the friendly hole-dwellers were not offended. Instead, they took in the elves and in the safety of their deep tunnels, and there they showed Kelfas and Mistarias the reason of their safety - an underground forest the hobbits called 'The Helping Hands'. 'For hands that aided were hands that loved' said they.
"After at least two dinners, some cups of brookwine, and a lit pipe or three, Kelfas and Mistarias learned that every hobbit living in the Helping Hands trusted the other with their lives. And there were many dangers. To go out topside was to invite doom from the treacherous gnolls and greedy-handed kobolds. To go near the lakes and rivers was to invite disaster by the Kuo-Toa (before the extinction of that race at the hands of the dragon, Grimauldin). The hobbits trusted each other and their wood to survive. And so they lived their daily lives, only going topside when they needed to gather what little the wood below could not provide.
Oscar turned another page and continued to read from memory alone. "The hobbits had succeeded in bringing Kelfas as Mistarias closer together than they had been within Waterwind's walls. In return, Mistarias taught the hobbits the elven ways of how to listen to the birds who knew danger better than anyone and Kelfas taught them roguish strategies that would help them evade would-be predators from above. 'Thank you,' one hobbit had shook their hands heartily. 'These secrets will indeed bring us prosperous times!' Mistarias turned to Kelfas and remembered her own secret gift from Aerdrie and he remembered his from Erevan. They shared their secrets and quickly saw their dream reignited! They knew from the wisdom of their two gods that they would have much to do and many adventures to do it with. These adventures took many, many years, but years for an elf are like stars in the sky, and thus time was with them. Their challenges strengthened their love. Their victories brought them growth and understanding.
"Their adventures took them beyond Cratia to the Frozen North where the blood-freezing cold made even the human barbarians loathe to roam. There, in the deep of the night, in the frostiest of winters in a dwarf's age, under a sky that hid a new moon, Kelfas forged the Sword of the Moon for her - a lady to serve her lady. Its cold served to bring peace to her angry heart and the coolness that reminded her to think with the moon's radiance and that she was the woman whom he loved more than any treasure or mischief.
"Then they crossed to realms beyond Averlund where the land knew no greenness nor water, where the ground was naught but a sea of lifeless sand, during a summer where the sun was brighter than anyone had ever remembered, during the afternoon when the sun was at its highest and hottest. It was then that she forged the Sword of the Sun for him - a lord to serve her lord. Its unbridled heat would warm him in the darkest of nights and provide him light to see into himself the things she loved most about him.
"At long last, they returned to their beloved city-on-the-sea, the jewelled Waterwind, where they were accepted with open arms and minds, where eager friends lended their hearts to their every need, for the travels of a dangerous world are not easily trodden, and the passing of time draws one only forward, not back, even for Corellon's children.
"Mistarias and Kelfas then created a monument in the honor and appreciation of Aerdrie of the Sky and Erevan of the Shadow. They called forth their brethren to celebrate and many an elf came with joy in their faces and gifts from their hearts. There, during this ceremony of thanks, Kelfas and Mistarias reached to their hips and drew forth their swords before the elves of Waterwind. The Sword of the Sun lit ablaze like a dragon's fire. The Sword of the Moon glowed like a living piece of ice. Thus the swords were dangerous and uncertain when apart. And for the very first time, Kelfas and Mistarias laid the swords together. They laid beautifully for a single moment upon the joined altar. But before elves of many ages, a great wind filled with huge shadows did suddenly descend upon them all.
Oscar turned a page.
"The children of Corellon Larethian cried out in fear and dismay for fear of the night and the evil that often lurks within. 'Aie! Shadows of darkness are upon us!' but Kelfas stood forth and calmed them, sparing their fears with the wisdom of Erevan. And the old ones of Corellon cried out in caution and terror, for the wild, lashing winds of the coastal city of Waterwind had laid many a creature and boat broken and low, but Mistarias, the dear of Aerdrie, sang to them with the songs of birds and mystical feathered creatures, and reminding them that wind could be read, and thus, followed, replacing their woes with wonder.
"The shadows lifted. The winds made their way onward. And there upon the joined altar lay the Swords of Sun and Moon, glowing softly together, each bringing peace to the other.
"A young knight of Corellon Larethian and friend of Mistarias and Kelfas stepped forward and bade his elves take heed. 'Harken! Look you there! What do your eyes see but two joined together in love? By my beating heart, these swords are lovers true!' And so the swords gained a different name, 'The Lovers.'
"And so it was that the Swords of Sun and Moon stayed always on the hips of Mistarias and Kelfas. Where many folk across many ancestries use rings or jewels as tokens of adoration or promises of marriage, Kelfas and Mistarias wore them as their own vows until the year where they passed away together. But the Swords of Sun and Moon carry on their legacy today in Waterwind. The couple willed them to the young knight of Corellon Larethian, now the proudest of paladins of the God of Elves - the fabled Malakye of Waterwind, Right Hand of the Queen, and Sword of the Nine whom, with The Lovers, has laid many a terrible evil low and put more goodness into the world than perhaps even Kelfas and Mistarias ever dreamt. The End."
Oscar closed his eyes and put his paws together as if closing a book. Then he sighed and looked to Otiorin and what he bore upon his lap.
"There, of course, is now more to the tale, Wanderer Taletreader. Since that time, Gruumsh the foul God of Orcs sent his army to despoil Waterwind in an act of vengeance for Corellon Larethian taking one of his eyes in battle. A single elf stood in the chasm. A single elf with two swords." Oscar watched Otiorin with great seriousness. "That elf was Malakye, the grandest and most heroic of all of Corellon's paladins, by statement of Queen Illidimirith of Waterwind. Indeed that day, Malakye fell and the Sunfire Blade and Moonlit Edge gained those names in their separation. But Paladin-Lord Malakye held on until the forces of light reached the passage and thus was Waterwind and its community saved from pillage, torture, and the other evils orcs are well-known for.
"Now, in your hands, in this moment, are The Lovers reunited. I know not how the Sunfire Blade came to Pohjola, land of Loviatar and other gods, but it is here and today a legend is reborn.
Oscar sat down, tired but unfinished, like most good sages throughout history. "Know you that Malakye has been reborn; this from my highest and most-trusted authority on the subject. You may bet your last coin The Blessed One will learn of the separation of The Swords of Sun and Moon. And you may wager your last drop of blood that he will make it his life-quest to find and reunite them as you have..."
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(this is 100% copy/paste of your old history, all I did was insert paragraph breaks where it made sense to do so)
The tale of Otiorin Taletreader.
Otiorin's tale began with his birth in the Grey Elven kingdoms high in the mountains. His mother was of Elven birth, but his father was Human, a distinguished if diminished heir to a throne burned in one of the many wars Humans perpetrate upon each other. Otiorin was not greatly interested in his father's ancestry growing up, his mother's lineage was far more interesting and rich with history. As a boy, Otiorin was noted as having a fanciful tongue. He was able to weave fantasy and reality into his words with such seamless skill, some were always worried which words tripped from his able tongue were truth or falsehood. This state of affairs did not trouble Otiorin overmuch, he enjoyed the notoriety as he matured into a young man.
In the rest of his world, however, things were far from rosy. This was due, in the most part, to Otiorin's inability to settle and focus on a task. It drove his parents almost to distraction that he would take up a hobby or profession, perform it for a while, then discard it when it appeared he seemed to be doing well at it. His mother fretted that he had some malady of the mind, but in truth, he had simply become bored. Each task he turned his hand to, beit playing the lute or economics or history or swordsmanship, swiftly sapped his will to learn and he would quickly lose enjoyment and drift away from the lessons.
It was with a heavy heart that his mother suggested that he should perhaps experience something of the human world beyond the safety of the mountain kingdoms. The suggestion at first appalled Otiorin, but as he took time to consider it, he felt a surge of excitement welling up within him. Maybe his mother's suggestion was exactly what he was looking for! For so long he had abided in the Elven lands, among people who drifted timeless as the rocks around them, unchanging and content. The atmosphere was.... stale, stagnant. While Elven music was full of life and vibrancy, the people were stoic and immobile. While the wines were rich and full-bodied, the people were rarified and dry. Yes! Otiorin had heard tales of the Human lands, where there were places a man could purchase a heady brew and a plate of well-cooked meats, have every whim served by pretty wenches and entertained by talented minstrels. Where all avenues were open to those with the right skills and their coffers would swiftly be filled to overbrimming with coin and gems.
Otiorin left with almost unseemly haste, his meager possessions supplemented by a weapon gifted to him by his mother as a means of protecting himself on the roads. He entered the first Human settlement he encountered in high spirits, expecting all his dreams to be fulfilled. He was greatly disappointed. The settlement was little more than a habitat for mud farmers, those dwelling there dour and suspicious of the bright young Half-Elf who appeared in their midst. Women dragged their daughters back within-doors, whether they were pretty, ugly or indifferent and the fare at what he assumed was the inn consisted of a watery beer that had hints of vinegar in it and a thin gruel that was even less appetizing than the persistent rain that swept the streets outside. Otiorin was about to give up on this grand adventure in the Human lands when a trader's caravan rolled in to the village. The leader of the caravan recognized the young man for his ancestry and invited him to talk. The trader had had dealings with the Grey Elves in the past and was willing to spirit Otiorin away to a town where he could better experience Humans and their world. This village, he joked, is still living in the Dark Ages. Again opportunity knocked and Otiorin not only opened the door, but he took it's cloak and boots and settled it by the fire.
A week's travel brought Otiorin to a large settlement where he parted ways with the caravan. This was more like it! It wasn't up to his fullest expectations, but it was close. Otiorin had the time of his life in this place, dining well each evening and, more often than not, sharing a bed with a comely lass. But the few days of the high life abruptly ended the moment he felt the bottom of his coin purse. The minute he spent his last few coins, his world closed in. He was suddenly not so welcome at his regular haunts and his plate was less and less piled high. He resolved he should find work. After all, were not Human lands replete with folk seeking a talented employee? Sadly not. After a failed attempt at being a minstrel, a silversmith, a stablehand and an hour as a dunnykin-diver, Otiorin determined he was not meant for usual avenues of employment.
As he roamed the streets at a late hour, he glimpsed a shadowy figure drifting across a rooftop. The dark-clad form flitted from casement to window, deft hands working the panes and shutters and, with lithe, silent movements, entered within and exited moments later. A rogue! Otiorin watched entranced, as the cat-burglar finished their job and disappeared into the night once more. That was a job to do! Excitement, danger, money! All the things he was seeking. With his natural agility and skills, Otiorin considered himself well-suited to a life crossing the benighted tiles.
Thus he embarked on the career of a rogue. During his work, he also discovered an aptitude for spontaneously drawing on the magical nature of his mother's heritage, distracting a guard-dog with a series of spectral sounds in the near distance to draw it away from his hiding place. Otiorin did not question these powers, instead using them to his advantage in his profession. Otiorin continued in this line of employment for some months, at first working to fill his own purse then, as he became visible to the underworld agents, taking contracts to steal to order. These contracts were always taken through intermediaries since neither he nor his clients wished to be too familiar with one another.
And yet, as his wealth and prestige grew, Otiorin's old curse began to rear its ugly head. Apathy and boredom. His skills were more than a match for most of the guards and defenses of the locations he burgled and the local authorities, despite having some inkling of his identity, had little evidence to link him to any of the crimes. Otiorin, for his part, had become interested reading about the various ancient tombs and abandoned dungeon complexes that adventurous types sought out for the chance to unearth great treasures, deadly traps, and dangerous foes. This was starting to get his attention far more than his nightly forays across rooftops and through windows. He started to visit a variety of establishments in the town, known to house and support adventurers who passed through on regular occasions, striking up conversations with many diverse groups but not really meshing well enough with any of them to really fit in. That was until he saw a table in the snug of The Unfurled Banner.
At the table, there was a young Human woman, dressed in light robes he could identify as a magic-user of some description, a Halfling lady clad in sturdy armor, a burly-looking human man dressed in hard-wearing garb and smelling of smoke and iron, another Human man with a dour face and the look of years spent under the sun and rain, along with what appeared to be a Human warrior and a cleric of some description. Otiorin had never really been one for religion, he'd only really attended the temple back home when his mother had hauled him out to worship and, even then, he'd tended to doze or be distracted by the young female acolytes accompanying the cleric leading the services. With a round or two of drinks and a few hours of haggling, Otiorin managed to get himself a 'trial run' with the group, acting as a scout and trap-handler for their next foray. Otiorin was well pleased with the outcome and hoped it would give him more of what he was looking for.
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