namo Posted February 19 Clone Share Posted February 19 (edited) Adalmar Skimwave Shaman of Sea and Tooth, Wind and Claw Reminiscence of the Seacliff Shamans In the happy days of yore We soared through the sky Then came the dragons They swatted us down Chased us away In the happy days of yore We danced atop the waves Then came the monsters of the abyss They tore us apart Chased us away In the toil and gloom of the days of now We are bound to the earth But ever we go back to the shore There, with the wind and surf for lullaby We dream of what used to be. Details Gender: Male Race: Seacliff Dwarf Nationality: Andorin, mostly (see backstory) Age: 61 Possible Offices: Windmaster >> Master-at-arms & DoctorBoth together is a good combination: you want to listen to and obey the person who can be the only thing standing between you and death... > Quartermaster > Navigator (in order of decreasing preference) Role: melee, battlefield control, skills Build: Ranger (wildshape variant) 5 / Master of Many Forms 4 || Druid (Avenger, Swift and deadly hunter) 9 Alignment: Neutral Good Appearance The picture above shows Adalmar when he cleans up. Aboard a ship he tends to dress much more simply: a simple, roughspun woolen shirt and breeches. He spends much of his time in other shapes anyway, so he cares little for clothes. What little vanity he has does show up though his jewelry: he likes his baubles, be they ring, earring, anklet... His wilding clasps, that allow him to keep using some items while in wildshape, take the shape of silver piercings. His hair and beard were originally light brown but have been bleached by sun and salt. He is stout, as befits someone who indulges food and ale a little too much. He has tattoos all over, but they're all small: waves on one bicep and clouds on the other, an outstretched raptor claw on his back, fins on his feet and, most visible, some celestial bodies on his face and neck. Personality Adalmar is a serious dwarf, not prone to laughter. He is not shy in the least, and he likes company - but he himself is hardly companionable for, while he is a great listener, he talks little - and does not, for the life of him, know how to engage in small talk. He is reliable to a fault, and will see things through to the best of his ability, even if it may take years. He is the kind of person that will remember you forever, and "repay" you, if you do him the smallest of kindnesses. He hates and is afraid of fire in all of its shapes - even a little cooking fire will have him keep his distances. He is otherwise scared of very little; this is not quite bravery, but rather that he feels he has very little left to lose. Backstory Beginnings Kazonn, Adalmar's birthplace, was a troglodytic village carved into the cliffs of the island of Zidra, about a day's trip (20-30 miles) from the Rodanese enclave in Darsha. It housed a lively community of seacliff dwarves, who earned a living as fishermen or divers: the area is the main provider of the precious red pearls. These milky-red gems don't come from oysters at all, but are actually the "heart" of a little aquatic magical beast called dithus, whose only defenses were their camouflage abilities and a strong paralytic poison. Red pearls are used as jewelry mainly, but there is a legend that they can be used to power certain forbidden rituals. Adalmar's youth was happy and carefree, with loving parents and a handful of siblings. He loved to dive, and carve driftwood; he learned to weave the local purple kelp into nets, to clean jellyfish to turn into nutritious paste. And he showed some affinity with spirits and the unseen world, so he apprenticed to a shaman, Merrow (that was her nickname, for she had been taught by seapeople). She taught him to work wind and wave, to read the clouds and to take the spirits of animals onto himself. Voyages When he came into adulthood, the call of the unknown gripping his heart, he decided to go abroad. It was not unknown among seacliff dwarves, this sea madness, and though it was frowned upon, it was not forbidden: Adalmar was judged to be a serious young dwarf who would eventually return to serve his community. In preparation for this, he had learned Rodanese - for his people traded with Guancho, the Imperial enclave, frequently. That definitely helped him get hired aboard a ship, as deckhand first. He took on short contracts, choosing the next one based on which island he wanted to visit next. He got to experience that the world was much bigger than Zidra, something he had been taught but couldn't quite fathom. He spent much time in the Hebdiren archipelago at first, and then ventured beyond. His skills grew, and he was to apply to for other positions such as lookout, or minor weatherworker. He wised up to the greyness in the world too: greed, pettiness, unexpected kindness, absurd generosity, senseless violence. He dabbled in magics that the pure-hearted shamans back home would have frowned upon, like shapeshifting into non-natural creatures. But he was careful not to lose himself. When he came back to Kazonn, years later, he was changed, yet he found his place again among his people, serving as shaman. He had some long, happy years again, putting his heart and his hands to work at simple tasks. This ended when Kazonn was destroyed. The Last Dive He had been diving deeper than ever, so deep that he had to shapeshift into aquatic creatures to withstand the pressure, and even then he had to be careful to make stops on his way down, and even more stops on the way back up: the dive lasted days, with him feeding, like a true beast, on raw fish caught in his jaws. When he emerged, he knew at once something was wrong: there were columns of dark smoke coming from the village, the air smelled of ash, and part of the cliff seemed to have melted, even. All in the village had perished. He spent some time organizing the survivors, the ones who had been away like him, sending them away to another dwarf community. Then he cast out again into the world, only he knowing why or to where. Faith Adalmar worships an ideal, not a god. He worships Nature first, but he is not a radical putting its supposed purity above everything else. Indeed, he worships Knowledge second, for sentience is a treasure! Whatever depredations sentient beings cause, he won't reject them as a whole, because he won't reject himself. ...as you can probably tell, Adalmar likes to think, and talk, about religion, and theology, and philosophy. He has not formally studied any of the above, however, so he will get easily outmatched when debating with actual clerics. Hooks Contacts Merrow, Female Seacliff Dwarf [Skill]: his old mentor is still alive, but retired. She has for a while been living as a hermit some ways away from Kazonn, which is how she escaped the massacre. But in her very old age, more than 220 years, she has detached herself from the world; instead she remains deeply in touch with the spiritual world. Celia, Female Andaroni Human [Information]: his informant in the Andaroni navy. He has bribed her over the years... until she became a bit more than just an informant, though less than a friend. She has allowed him to (mostly) rule out a possible implication of the Andaroni navy in the burning of Kazonn. Ding (nickname), Male Rodanese Halfling [Influence]: Ding and Adalmar have known each other for a long time, and shared months aboard the same ships - Ding also likes to switch up contracts rather than stay forever with the same crew. He mostly works as a Quartermaster, and haggles with the best of them in each harbour. Edited March 8 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted February 20 Author Clone Share Posted February 20 (edited) ABILITY SCORES 9 8 16 14 18 10 point buy 35 18 8 racial bonuses 11 10 20 16 20 10 level increases 13 22 items HIT POINTS 117 = 8 x 9 class + 5 x 9 Con SKILL POINTS 162 = (10 x 8 + 7 x 4) classes (Ranger + MoMF) + 3 x 12 Int + 2 x 9 Lore BAB 8 = 1 x 5 Ranger + 0.75 x 4 MoMF BASE SAVES all good saves throughout the levels => +6 / +6 / +6 (Ranger / MoMF have good Fort/Ref saves, Druid has good Will saves) OOC notes Character Points (19): 15 spent on 5th level spells 2 spent on improving the Point Buy 2 spent on feats Edited March 1 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted February 20 Author Clone Share Posted February 20 Reserved Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
dalamb Posted March 1 Clone Share Posted March 1 If this makes it to the application short list I might want a bit more of the mechanics information in the second post. But don't bother just yet. Other than that, is the application complete now? If so could you remove wip and add complete as a prefix? Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted March 1 Author Clone Share Posted March 1 (edited) No, I'm not finished yet. I'm afraid the backstory is going to grow longer still. 😅 OK, as mentioned I keep breakdowns on the character sheet, but I'll copy-paste them here. edit: done! Edited March 1 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
namo Posted March 8 Author Clone Share Posted March 8 (edited) Application complete. The backstory is probably too wordy, and in need of editing/tightening, but most everything is there. Edited March 8 by namo (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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