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Falon

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  1. POSTING TEMPLATE Aravorn Half-Human Human (Eladrin Half-Elf) Fighter 1 Keeper AC: 17 | HP: 12/12 | Saves: 6-1-4-0-2-1 Init: +3 | Passive Perception/Insight: 14/14 Maneuver DC: 14 | Exertion pool: 4/4 Longsword. +6 to hit; reach 5 ft; one target; 11 (1d8+6) slashing damage. "Speech should always be in quotes and in bold." Thoughts should be in italics Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  2. The keeper background states that "You may select an object, location, or creature other than yourself to serve as your charge, working with your Narrator to make sure that your choice fits well within the game." Should that be someone from the other player characters (which will require postponing some elements from my application backstory that lead to that choice until the final adventuring party is selected) or there will be an some NPC at the start of the game that I can tie parts of my background to?
  3. Aravorn Half-human Half-Elf (Human Heritage, Preternatural Awareness Elf Gift) Fighter 1 Age 32 Height 5 feet 5 inches Weight 152 pounds Size Medium Culture Eladrin Background: Keeper VITALS HIT POINTS 12 HIT DICE 1 (1d10+2) ARMOR CLASS 17 (Scale Mail + Medium Shield) SPEED 30 ft. MANEUVER DC 14 PERCEPTION 12 (passive) IMMUNITIES None INSIGHT 12 (Passive) RESISTANCES None VULNERABLE None SKILLS & SAVES STRENGTH 18 (+4) Athletics* +6 STR Save* +6 DEXTERITY 12 (+1) Acrobatics +1, Sleight of Hand +1, Stealth +1D Dexterity Save +1 CONSTITUTION 14 (+2) Constitution Save* +4 INTELLIGENCE 10 (+0) Arcana +0, Engineering +0, History +0, Investigation* +2, Nature +0, Religion +0 Intelligence Save +0 WISDOM 15 (+2) Animal Handling +2, Culture +2, Insight* +4, Medicine +2, Perception* +4, Survival +2 Wisdom Save +2 CHARISMA 12 (+1) Deception* +3, Intimidation* +3, Performance +1, Persuasion +3 Charisma Save +1 * Denotes Proficiency, A Denotes Advantage, D Denotes Disadvantage, E Denotes Expertise PROFICIENCIES & LANGUAGES Armor Light armor, medium armor, heavy armor, shields Weapons Simple weapons, martial weapons Tools Disguise kit, thieves' tools Senses Darkvision 60 ft. Languages Common, Elvish, and Sylvan. EQUIPMENT Backpack, steel scale mail, longsword, medium shield, torches (2), tinderbox, waterskin, rations (6 Supply), hunting snare, climbing gear, 50 ft. silk rope, bedroll, blanket, traveler's clothes, thieves' tools. 7 sp, 8 cp remaining out of 140 gold. Carry Capacity: 114/270, Maximum Supply: 18, Maximum Bulk: 5 BACKGROUND: KEEPER Connection. Your former comrade and friend who betrayed their charge. Idriel He-Who-Whispers-Of-Decay (Faerie Noble Houndmaster Fighter) is the fay cataphract who was the first to fall to the demon's corruption and enable the Faerie Queen's descent into madness. He slowly tainted her compassion, erroded her conviction, and broke her will, clearing the path for the fell influence. Memento. A single piece from a once-renowned artifact, now shattered. Duty of Care. You may select an object, location, or creature other than yourself to serve as your charge, working with your Narrator to make sure that your choice fits well within the game. You gain an expertise die on Insight and Perception checks to identify direct threats to your charge, as well as on Deception and Intimidation checks made to directly protect your charge. You may change your charge with permission from your Narrator, though keep in mind such a change likely involves a significant shift in your circumstances, morals, or goals. DESTINY: DEVOTION Devotion can be a pure or foolish thing. A beloved, a nation, a cause—anything may be the object of your Devotion, but very few are worthy of it. For you the choice is clear: the love at the center of your life is worth dying or killing for, and there is no limit to your service and sacrifice on its behalf. SOURCE OF INSPIRATION Its Own Reward. You draw inspiration from seeing your duty through to the end. You gain inspiration whenever you complete a quest, fulfill a difficult promise, or commit an act of self-sacrifice that includes grievous injury to yourself. Complete a quest, keep a promise to your own detriment, keep an innocent safe while seriously endangering yourself, commit an act of genuine self-sacrifice. FULLFILLMENT FEATURE Miraculous Revival. Universal forces are often inclined to restore those who die heroically for noble causes, blessing their sacrifice by making them better than they were before. As long as you have not died of old age, 24 hours after you die (or in 24 hours, if your death triggered gaining this feature) you miraculously revive intact with full hit points. You appear after “narrowly surviving” the circumstances that killed you—climbing out of the chasm you fell down, crawling from the rubble of the structure that collapsed over you, waking up from impossibly lethal wounds that prove superficial, or magically transporting from the plane of existence you were caught in. In addition, the first time you are revived in this way, you gain a +1 bonus on all future attack rolls, ability checks, and saving throws. INSPIRATION FEATURE Selfless Aid. Your aid is a lifeline and a steadying source of resolve. Whenever you take the Help action to aid an ally attacking a creature, you may spend your inspiration. If you do, in addition to the normal benefits of the Help action, that creature has disadvantage on attack rolls against creatures other than you until the start of your next turn. COMBAT Action Bonus Action Reaction ATTACKS Longsword +6 to hit; reach 5 ft; one target; 11 (1d8+6) slashing damage. Deffensive (medium). This weapon is designed to be used with a light or medium shield. When Aravorn makes an attack with this weapon and is using a light or medium shield he can use a bonus action to either make an attack with his shield or increase his Armor Class by 1 until the start of her next turn. Sacrafice Shield. When he takes a critical hit, Aravorn can use his reaction to block it and sacrifice his shield, turning the critical hit into a regular hit. Afterwards his shield is broken, or if his shield is magical it instead becomes mundane for 1 hour. COMBAT MANEUVERS Save DC 14 | Initiation Ability Strength | Exertion Points 4 Maneuvers Imposing Glare (1 point). For a moment you unleash your fury forcing your enemy to hesitate. Choose one hostile creature you can see within 30 feet. If it can see you, it makes a Charisma saving throw or is frightened of you until the end of your next turn. After you have used this maneuver against a creature, until the end of combat it has advantage on saving throws to resist Imposing Glare. Purge Magic (1 point). As soon as your senses seize upon the uttering of an incantation or a hand working the gestures of magic your body reflexively reacts with violence. When a creature you can see within your reach casts a spell, you can use your reaction to make a melee weapon attack against it. Challenger Strike (2 points). When you activate this maneuver, you take the Attack action and make a weapon attack, as well as any additional attacks grated by Extra Attack, against a single creature. On a hit, make a Persuasion check against the creature’s passive Insight. On a success, the creature has disadvantage on attacks made against creatures other than you until the end of your next turn. SPELLCASTING Spell Casting Ability Charisma CANTRIPS Resistance (innate ability, concentration 1 minute). The touched target gains an expertise die to one saving throw of its choice, ending the spell. The expertise die can be rolled before or after the saving throw is made. FEATS & FEATURES Prophetic Instincts. Your ability to detect danger is nearly supernatural. You gain a bonus to initiative rolls equal to your Wisdom modifier, and you can’t be surprised while conscious. Fast Learner. With their shorter life spans, humans can acquire knowledge at a higher rate than more long-lived heritages (although not all acquire the wisdom to use it). You gain proficiency in one additional skill of your choice. In addition, you require half as much time as normal to train yourself in the use of a suit of armor, tool, or weapon during downtime. Intrepid. Your survival instinct is remarkably strong. When you make an ability check, attack roll, or saving throw, you can choose to gain an expertise die on that roll. Once you use this trait, you cannot use it again until you finish a short or long rest. Fighting Style - Dueling. When you are wielding a melee weapon in one hand and no other weapons, you gain a +2 bonus to damage rolls with that weapon. Soldiering Knack - Clearsight Sentinel. You gain darkvision. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. In addition, you do not suffer disadvantage on Wisdom (Perception) checks in lightly obscured areas (such as in light fog, moderate foliage, or heavy precipitation). Twilight Step. You have learned how to skip out of the Material Plane, fly through the Ethereal plane, and land back in your native realm. You can forego your movement on your turn to teleport 30 feet to an unoccupied space you can see. Once you have used this trait, you cannot do so again until you finish a short or long rest. APPEARANCE WIP BACKSTORY “She's a queen. That's pretty high,' said Nanny Ogg. 'Almost as high as witches.” ― Sir Terry Pratchett, Lords and Ladies WIP / notes to self - Protector of the Toranos-al-valar, a faerie shard that captures the last spark of the Fairy Queen's fleeting sanity. The shard is a weapon that shapes inself to his wearer. Originally a mercurial rapier in the hands of the Queen, in Aravorn's possession it has taken the shape of a hammer with a shattered head that is as light as a feather while in his back, but once gripped it becomes heavy as the weight of the world and impossible to wield. - Originates from the Greyfell Forest, east of Endora, Aravorn is an eladrin with himan blood in his vein, deprived from the mercurial essence of his kin and unable to manifest any other aspect besides the one of his birth. ALLIES & ORGANIZATIONS WIP FOLLOWERS & STRONGHOLDS None yet. FUTURE CHARACER DEVELOPMENT Advancement from the Fighter class into the Gladiator Archetype (lvl 3) and then more Fighter levels... maybe pick some Berserker levels eventually to spice it up. Feats/ASI: Tenacious (Wisdom), +2 Str, , Tenacious (Dexterity), Athletic. Maneuvers: Perceptive Stance, Imposing Glare, Purge Magic, Overconfident Gambit, Stunning Assault, Faith Within, Instinctive Counterattack, Dispelling Assault, Perfect Edge Stance, Devoted Assault, To the Death... Str 18 (17+1), Dex 12, Con 14, Int 10, Wis 11, Cha 16 (15+1)
  4. Items for DM approval: Cloak of Protection (uncommon) - Dungeon Master's Guide Stirring Dragon's Wrath Glaive (rare) - Fizban's Treasury of Dragons Party Role. Social competence, frontline presence, and melee damage capability (with shifting emphasis on the last two depending on active spells). Insight, Deception and Persuasion proficiency, coupled with with outstanding Charisma and Decept wisdom open up a lot if not all options in social encounters while Spirit Shroud or Shadow of Moil, coupled with Armor of Agathys enhance his damage dealing and tanking capabilities. A familiar and his cused spectre ability, together with good perception score help with his exploration and information gathering abilities.
  5. Jhaan Jagor Medium humanoid (half-elf), Chaotic Good Armor Class 19 (15 half-plate + 2 Dex + 1 Defense Fighting Style + 1 Cloak of Protection) Hit Points 71 (1d10+2 plus 7d8+14) Speed 30 ft. STR 9 (-1) DEX 14 (+2) CON 12 (+2) INT 10 (+0) WIS 14 (+2) CHA 20 (+5) STR save +3 DEX save +3 CON save +6 INT save +1 WIS save +3 CHA save +6 athletics -1 acrobatics +5 arcana +3 animal handling +2 deception +8 sleight of hand +3 history +0 insight +5 intimidation +5 stealth +5D investigation +0 medicine +2 performance +5 nature +3 perception +5 persuasion +8 D Disadvantage religion +0 survival +2 Senses. Passive perception 15 (darkvision 120 ft.). Languages. Common, Magius, Solamnic, Elven. Tool proficiencies. Calligraphy tools. Eldritch Invocations. Beguiling Infuence, Eldritch Mind, Thirsting Blade, Devil's Sight. • Beguiling Infuence. You gain proficiency in the Deception and Persuasion skills. • Eldritch Mind. You have advantage on Constitution saving throws that you make to maintain your concentration on a spell. • Thirsting Blade. You can attack with your pact weapon twice, instead of once, whenever you take the Attack action on your turn. • Devil's Sight. You can see normally in darkness, both magical and nonmagical, to a distance of 120 feet. Fighting Style. Defense. While you are wearing armor, you gain a +1 bonus to AC. Feats. Strixhaven Initiate, Elven Accuracy (+1 Cha), Slasher (+1 Dex). Equipment. Half-plate, Stirring Dragon's Wrath Glaive, Cloak of Protection, wand arcane focus, a bottle of black ink, an ink pen, an abacus, a book of arcane theory, spyglass, fine clothes (including a vest with 100 tiny pockets), a signet ring, a scroll of pedigree, waterskin, tinderbox, mess kit, backpack, bedroll, rations (10 days), spell component pouch (an undead eyeball encased in a gem, and 30 gp worth of charcoal, incense, and herbs), brass brazier, and a pouch containing 6 pp, 25 gp, and 12 sp. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Accursed Spectre (recharges after long rest). You can curse the soul of a person you slay, temporarily binding it in your service. When you slay a humanoid, you can cause its spirit to rise from its corpse as a specter. When the specter appears, it gains temporary hit points equal to half your warlock level. Roll initiative for the specter, which has its own turns. It obeys your verbal commands, and it gains a special bonus to its attack rolls equal to your Charisma modifier (+5). The specter remains in your service until the end of your next long rest, at which point it vanishes to the afterlife. Spellcasting. Your spellcasng ability is Charisma (spell save DC 16, +8 to hit with spell attacks). You have the following warlock spells prepared, and you have two 4th level spell slots that recover on short or long rest. One per long rest you can cast the Find Familiar spell without using a spell slot. • Cantrips (at will): Friends A sm, Guidance AC vs, Mage Hand A vs, Minor Illusion A sm, Prestidigitation A vs. • 1st level: Armor of Agathys A vsm, Find Familiar 1h vsm. • 2nd level: Suggestion AC vm. • 3rd level: Counterspell R s, Fly AC vsm, Spirit Shroud BC vs. • 4th level: Shadow of Moil AC vsm, Raulothim's Psychic Lance A v, Dimension Door A v. Pact of the Blade. You can use your action to create a pact weapon in your empty hand. You can choose the form that this melee weapon takes each time you create it. You are proficient with it while you wield it. This weapon counts as magical for the purpose of overcoming resistance and immunity to nonmagical attacks and damage. • Your pact weapon disappears if it is more than 5 feet away from you for 1 minute or more. It also disappears if you use this feature again, if you dismiss the weapon (no action required), or if you die. • You can transform one magic weapon into your pact weapon by performing a special ritual while you hold the weapon. You perform the ritual over the course of 1 hour, which can be done during a short rest. • You can then dismiss the weapon, shunting it into an extradimensional space, and it appears whenever you create your pact weapon thereafter. You can't affect an artifact or a sentient weapon in this way. The weapon ceases being your pact weapon if you die, if you perform the 1-hour ritual on a different weapon, or if you use a 1-hour ritual to break your bond to it. The weapon appears at your feet if it is in the extradimensional space when the bond breaks. • Your Hex Warrior feature can affect any weapon, allowing you to use your Charisma modifier, instead of Strength or Dexterity, for the attack and damage rolls, when you attack with that weapon. ACTIONS Stirring Dragon's Wrath Glaive. Melee weapon attack (x2): +9 to hit, reach 10 ft., one target. Hit: 12 (1d10+6) slashing damage plus 1d6 lightning damage. BONUS ACTIONS Hexblade's curse (recharges after a short or long rest). You can place a baleful curse on someone. Choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus (+2). • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (12 hp). Second Wind (recharges after a short or long rest). You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level (+1).
  6. Jhaan Jagor - Half-elf Quandrix Student | Fighter 1/Hexblade Warlock 7 Name: Jhaan Jagor Character concept: A young half-elf born into a noble family who "failed upwards" trice - first his squirehood, then his initiation into the High Sorcery, and finally when he found himself possesed by the weapon of Garail Kes-Filon - an ancient vampire and former cleric of Sargonnas. Race, Background, Subclass Class: Silvanesti Half Elf Quandrix Student Fighter/Hexblade Warlock Background and Concept: WIP Life Goals: Apparent goal: Unearth the truth behind the assassination the family of Garail Kes-Filon. To be developed: Find a place to live that he can trully call his own and feel accepted. Secrets: For Jhaan to keep: WIP For Jhaan to find: Garail Kes-Filon is not trully dead, but lies in torpor while influencing the young half elf through his blade... until the time has come for the ancient vampire to walk the earth once more. Friends and Foe: WIP Friend - Acquantance - Gerard Uth Mondar. Former solamnic knight, sheriff of Solace. Foe - Darkend Grimstone. Duegar slaver. Quirks and Mannierism: WIP
  7. Party Role: A non-bard jack of all trades (except brute strength and ranged firepower) characters that can can hardly outshine a specialist, but helps a lot with: • scouting (stealth, acrobatics, perception, investigation, darkvision, thieves' tools). • tanking (decent AC, conditional self-healing, disadvantage to a key enemy's attacks with wrathful smite). • decent single target damage (bonus damge, increased critical range and occasional extra attack against a single target). • some "AOE" damage (green-flame blade). • social interactions (comprehend languages, friends, commanding presence, forgery kit, insight proficiency and @lvl 2 persuasion plus deception proficiency).
  8. Custom Background: Based on the Faction Agent background. Skill Proficiencies: Insight and one Intelligence, Wisdom, or Charisma skill of your choice (Perception), as appropriate to your faction. Languages: Two of your choice Tool Proficiencies: None Thieves' Tools, Forgery Kit Equipment (irrelevant due to rolled starting wealth): The badge or emblem of your faction, a copy of a seminal faction text (or a code-book for a covert faction), a set of common clothes, and a pouch containing 15gp The Lords' Alliance (patron: Duchess Morwen Daggerford) On one level, the agents of the Lords' Alliance are representatives of the cities and other governments that constitute the alliance. But, as a faction with interests and concerns that transcend local politics and geography, the Alliance has its own cadre of individuals who work on behalf of the organizations, wider agenda. Alliance agents are required to be knowledgeable in History, and can always rely on the aid of the governments that are part of the Alliance, plus other leaders and groups who uphold the Alliance's ideals. Background Feature: Safe Haven As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
  9. Jhaan Jagor Medium humanoid (half-elf), Lawful Neutral Armor Class 18 (14 scale mail, 2 shield, 2 Dex) Hit Points 11 (1d8+3) Speed 30 ft. STR 12 (+1) DEX 16 (+3) CON 16 (+3) INT 14 (+2) WIS 14 (+2) CHA 18 (+4) STR save +1 DEX save +3 CON save +3 INT save +2 WIS save +4 CHA save +6 athletics +1 acrobatics +5 arcana +4 animal handling +2 deception +4 sleight of hand +3 history +2 insight +4 intimidation +4 stealth +5D investigation +4 medicine +2 performance +4 nature +2 perception +4 persuasion +4 D Disadvantage religion +2 survival +2 Senses. Passive perception 14 (darkvision 60 ft.). Languages. Common, Giant, Elven. Tool proficiencies. Thieves' tools (Dex) +5, forgery kit (Int) +4. Equipment. Scale mail, longsword, shield, wand arcane focus, badge of the Lord's Alliance, fine clothes, waterskin, tinderbox, mess kit, backpack, bedroll, rations (10 days), thieves' tools, 1 gp, 1 sp. Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep. Martial Adept (recharges after a short or long rest). You can use the Commanding Presence or maneuver, your supperiority die is d6. • Commanding Presence. When you make a Charisma (Intimidation), a Charisma (Performance), or a Charisma (Persuasion) check, you can expend one superiority die (d6) and add the superiority die to the ability check. • Riposte. When a creature misses you with a melee attack, you can use your reaction and expend one superiority die to make a melee weapon attack against the creature. If you hit, you add the superiority die (d6) to the attack's damage roll. Spellcasting. You are a 1st-level spellcaster. Your spellcasng ability is Charisma (spell save DC 14, +6 to hit with spella attacks). You have the following warlock spells prepared and you regain your spellslots on short or long rest. • Cantrips (at will): Friends A sm, Green-Flame Blade A sm. • 1st level (1 slots): Wrathful Smite BC v, Comprehend Languages A vsm. ACTIONS Longsword (versatile 1d10). Melee weapon attack: +6 to hit, reach 5 ft., one target. Hit: 9 (1d8+4) slashing damage. BONUS ACTIONS Hexblade's curse (recharges after a short or long rest). You can place a baleful curse on someone. Choose one creature you can see within 30 feet of you. The target is cursed for 1 minute. The curse ends early if the target dies, you die, or you are incapacitated. Until the curse ends, you gain the following benefits: • You gain a bonus to damage rolls against the cursed target. The bonus equals your proficiency bonus (+2). • Any attack roll you make against the cursed target is a critical hit on a roll of 19 or 20 on the d20. • If the cursed target dies, you regain hit points equal to your warlock level + your Charisma modifier (5 hp).
  10. WIP Jhaan Jagor - Half Elf Noble | Hexblade Warlock | Lord's Alliance Agent Name: Jhaan Jagor Character concept: Illegitimate son of Duke Maldwyn Daggerford, bound to bear the shard of his cursed sword Lawflame after the duke's demise. Race, Background, Subclass Class: Half Elf Faction Agentmodified Hexblade Warlock Description: WIP Character's Plothook: WIP Past is Prologue: WIP Deity: Lathander (Lip Service), Surtur (In Secret) Is Might Right? There can be no other way. Without might to uphold it, right is nothing but a blabber.
  11. Are we supposed to roll for stats in our application? Don't see it in the adventure overview or the How to Apply post, but many of the applications so far have rolls.
  12. More of less complete. Wanted to add few more relevant tidbits, but my hand can't handle it yet.
  13. Experiencing some unexpected health issues that prevent me from finishing my application, but hopefully my hand will be cast-free and good enough to do it before the deadline or my dearest sister will have to lend me her beautiful hand just like she did for this reply. Cheers everyone! XOXO
  14. Rakath-El — Samurai Fighter 5 ACStudded Leather 12 + 4 Dex: HPHit Dice: 5d10+10: SpeedWalking: 30 ft.: 16 34/44 30 ft. StrengthStrength Save: +2 Athletics: -1: DexterityDexterity Save: +4 Acrobatics: +7 Sleight of Hand: +4 Stealth: +7: ConstitutionConstitution Save: +5 Constitution Checks: +2: 8 18 14 (-1) (+4) (+2) IntelligenceIntelligence Save: +0 Arcana: +0 History: +0 Investigation: +0 Nature: +0 Religion: +0: WisdomWisdom Save: +2 Animal Handling: +2 Insight: +5 Medicine: +2 Perception: +5 Survival: +5: CharismaCharisma Save: +1 Deception: +1 Intimidation: +1 Performance: +1 Persuasion: +4: 10 14 12 (+0) (+2) (+1) LanguagesCommon, Solamnic, Elven, and Nerakese Combat ProficienciesArmor Proficiencies: All Armor, Shields Weapon Proficiencies: Martial Weapons, Simple Weapons Tool ProficienciesThieves's Tools, Woodcarver's Tools The elf accepted Fairla's assistance with a relieved smile and addressed her question. "Eh... hard to say for sure. More dangerous that it should be, safer that it could. I had the displeasure to meet few goblins skulking by the road." He noded towars his newly-bandaged wound. "And there are wilder tales, though I can't attest to their truthfulness. Just this LinarasSunday I did hear a caravan guard swear he saw bats the size of a grown man flying in the night sky." Rakath entertained the tought of an elder kender getting tossed in the air by a group of man-sized bats and took a worried look at Arlo. "Do you have reason to believe your uncle is lost somewhere within the city or beyond, little one? Did you spoke with the city militia already? Maybe they can offer some insights on his whereabouts?" The bird on Arlo's shoulder uttered a gurgling croak and by force of habbit the elf rubbed the ink marks on his hand. "The people of Gateway believe that birds bring us messages from the gods themself. How did that saying go..." "A raven for boy, strong and tall like his father, Two ravens for girl, with the eyes of her mother, Three ravens for copper, to the haggard farm hand, Four ravens for gold, to the lord of the land, Five for sorrow, six for joy, and seven for secret hidden from all... But beware, beware, of a murder of crows, for it bodes us ill omen and the Dark Queen's shadow grows." "No word for your uncle in it though... maybe that divination works only in the city of Gateway, eh?"
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