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, welcome to Triplefang

10:04, 26th April 2024 (GMT+0)

Introduction.

Posted by FritzholmFor group 0
Fritzholm
GM, 12 posts
Dungeon Mastering
without a net
Thu 18 Jun 2009
at 23:25
  • msg #1

Introduction

Who are you?

The party will consist of four characters, all related by blood.  You are young members of the Triplefang clan, the best and the brightest of the new generation.  The elders have recognized not only your potential to attain greatness, but also your willingness to do heroic and selfless deeds along the way.  Each of you have a forte.  It is characterized by a legendary statistic.  Each of you must chose a different legendary stat, which your character will be shaped around.  As the game progresses it will grow from remarkable to truly legendary.

Where are you?

You will begin the game in Volge, a traditional Triplefang village.   Once a land of nomadic barbarians, the times are now changing.  Within your parents lifespan major advances have been made in agriculture and construction.  A few isolated cities have sprung up, including the jewel of the Triplefang lands, Silvergate.  Trade with the distant empire is flourishing.  Still, many thing are as they were.  The land is dominated by a vast, lush wilderness, and you are not alone in it.  There are rival human clans - some friendly, some not.  There are dwarves in the hills and goblins in the woods and swamps.  Though they are not a typical problem in daily life, monsters prowl the outskirts of your lands.  There are many dangers for those who go looking for them.  Outdoor skills will come in handy and are very common.
Snow
player, 2 posts
Sorceress
Thu 18 Jun 2009
at 23:36
  • msg #2

Re: Introduction

I am Snow Frostwynd Triplefang.  I grew up to family tales of a white dragon that took a fancy to one of my ancestors.  As the story goes, she adopts a mortal guise to satisfy her curiousity regarding the race of humans.

Drake blood passes through all her children.  Unfortunately, as a general rule, the blood thins with each generation.   One child, usually female, in each generation will usually be gifted displaying the gift to manipulate arcane forces.  As she matures, the manipulation of chill and frost become more impressive and comes more readily.  In my generation, I am this child.

~~~~~~~~~~~~~
Character Class ~ Sorceress (with a little bit of rogue)
Legendary Stat ~ Charisma
This message was last edited by the player at 03:12, Fri 19 June 2009.
pete
player, 2 posts
Class: Ranger
Legendary: Dexterity
Mon 22 Jun 2009
at 17:31
  • msg #3

Glúmr Triplefang (pronounced Gloom-Meer)

Glúmr Triplefang (pronounced Gloom-Meer)

Glúmr's father, Hólmfastr Triplefang, was a mighty warrior who died an honorable death in battle when Glúmr was a baby.   His mother, Astryd Triplefang, named him Glúmr, meaning "firey gaze" because his bright hazel eyes that seem to change color to reflect his emotions.  She never remarried and raised him alone as a single mother.  Fearing he would meet the same end as his father, his mother tried to push him into the role of gatherer, teaching him about the different plants and their usefulness.  Likewise she delibertly did not teach him to read, fearing such things could draw him away from the safety of the clan home.  She would also have him tend the horses, leaving him with a love for the animal and skill in the saddle, but being without a father, they never had the gold coin to be able to give Glúmr his own.

Glúmr was drawn to the wilderness.  His love and respect of his mother kept him well rooted with the clan, but the calling to see what lies at the end of the road was always nagging him.  The adventure spirit was passed on from his father.

Spending time growing up in the surrounding wilderness to the tribe, Glúmr learned to use a bow and was quite proficient at it. His name, may have indirectly guided him into archery as his preferred weapon. He studied the nature, the plants and animals, the elements.  Due to his passion, he pulled knowledge from anyone who would talk to him about it.  Sometimes neglecting his chores to spend time talking with clam mates who have come back from adventuring, or to practice his bow skills out in the wilderness.  Learning the ways of Ehlonna, he grew into the role of a ranger with love for natural things and the deep urge to protect those things.

While spending time in the wilderness around Volge, Glúmr's skill with a bow increased and his name became more familiar to the tribe with every goblin his arrow pierced.  When he reached manhood, the elders requested council with him.  They expressed their sadness as he grew up without a father to guide him, and their happiness to see some of his fathers blood in his veins despite his mother's trials to keep him sheltered.  They also expressed their gratitude in his extermination of local goblins and are amazed with his prowess with a bow as he has shown in exhibitions.  Because of these factors, the elders have a special request for him.  One that his mother with loath as it will whisk him away from the safety of Volge and her home, out into the dangers of the wilderness and the looming dark power that is growing constantly.

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Character Class: Ranger
Legendary Stat:  Dexterity
This message was last edited by the player at 19:06, Mon 22 June 2009.
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