Category:Bernard: Difference between revisions

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==Present==
==Present==
===[[Sooty]]===
===[[Sooty]]===
My first character, Sooty is an Elvish Ash mage prone to taking wild gambles.  At first glance he's a rather immoral character being quite prepared to do things for money, but once you work past that he's actually concerned with doing the right thing and helping others less fortunate out, though with knowledge and his hands, rather than showering them with money.<br>
My first character, Sooty is an Elvish Ash mage prone to taking wild gambles.  At first glance, he's a rather immoral character, being quite prepared to do things for money, but once you work past that, he's concerned with doing the right thing and helping others less fortunate out, though with knowledge and his hands, rather than showering them with money.<br>


===[[Veor]]===
===[[Limedhl Estel]]===
A later experiment, Veor is a Human Ice mage from somewhere on the ice shelves up near Svenway/Norway.  He comes from a family with a history of Ice Magic, so is confident in his craft working it carefully. He has a code to which he sticks, however has little concern for those he passes by outside that code.<br>
A Water mage, Lim left Elfheim when it stopped being an idealistic Kerff paradise and started becoming militant. He gambled his way around the Western Kingdoms, falling into the guild, and since then, he has discovered that he has failed at avoiding combat and danger.
 
=Worlds I GM=
==[[Farwey]]==
 
This was the plane I started to GM on, so as to get some experience, and a place to play with new idea's.
Other GM's are actually welcome to work on it if they wish.  It is linked by a portal currently anchored to the 3rd broom closet on the left in the guild basement, though it's initial portal exit was in the middle of The Sweetwater just before it hits seagate.  Guild Security managed to move the exit a few miles, though not with entire stability.
The Portal itself is a 'long' portal though it seems instant to the user, entities traveling the portal will usually be drained of fatigue.  It's unknown what will happen if an entity already out of fatigue attempts transit.


===[[Kurt]]===
An Earth mage, Kurt is a local from Regar's keep, joined the guild to overcome a childhood curse.  He is slowly trending more towards the Druidic style of Earth magic.


===[[Vath]]===
An E&E, Vath is from the free cities to the northeast of the Sea of Grass and has made his way to the guild after the clan he was a servant to lost a significant battle.  He is working on using E&E as a support college in combat.


==Past==
===[[Veor]]===
A later experiment, Veor is a Dragon-Troll Shapechanger Ice/Rune Shaman from somewhere on the ice shelves up near Svenway/Norway.  He comes from a human family with a history of Ice Magic, so is confident in his craft working it carefully.  He has a code to which he sticks, however has little concern for those he passes by outside that code.<br>
Veor is now practically retired in Pasifika, bringing Ice Magic to the tropics.


=Areas I GM=
==[[Farwey]]==


===Farwey Adventures planned===
The end of the age came about on Farwey, and the portal reverted to it's original location down the bottom of the sweet-water harbour. Not entirely inaccessible but unpleasant to get to and the other end is buried under a castle now, though there is likely to be enough room to go through and live, but probably not to get out of the castle easily.<br>
Currently no specific adventures in planning, though plenty of potential plot hooks.<br>
However with the end of the age there also hasn't been any call for adventurers to the plane.
Previous parties there are almost certain to be able to advise you of loose ends they failed to clean up on any given adventure.
If you are one of those previous people, or happen to spot a plot hook you want to follow, please feel free to contact me about chasing it up, and I'll consider if I can run an adventure for it or not.


===Farwey Adventures Run===
===Farwey Adventures Run===
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[http://dq.sf.org.nz/library/snsp0301.pdf Hunt For The Maiden] <br>
[http://dq.sf.org.nz/library/snsp0301.pdf Hunt For The Maiden] <br>
[http://dq.sf.org.nz/library/snwi0301.pdf Escorting A Lord] <br>
[http://dq.sf.org.nz/library/snwi0301.pdf Escorting A Lord] <br>
==Pasifika==
I co-GM parts of Pasifika, however enquires about details are best directed at Keith for this, I tend to work more on the numbers behind the scenes.
==Thonia==

Latest revision as of 01:50, 23 June 2024

Characters; Past and Present

Present

Sooty

My first character, Sooty is an Elvish Ash mage prone to taking wild gambles. At first glance, he's a rather immoral character, being quite prepared to do things for money, but once you work past that, he's concerned with doing the right thing and helping others less fortunate out, though with knowledge and his hands, rather than showering them with money.

Limedhl Estel

A Water mage, Lim left Elfheim when it stopped being an idealistic Kerff paradise and started becoming militant. He gambled his way around the Western Kingdoms, falling into the guild, and since then, he has discovered that he has failed at avoiding combat and danger.

Kurt

An Earth mage, Kurt is a local from Regar's keep, joined the guild to overcome a childhood curse. He is slowly trending more towards the Druidic style of Earth magic.

Vath

An E&E, Vath is from the free cities to the northeast of the Sea of Grass and has made his way to the guild after the clan he was a servant to lost a significant battle. He is working on using E&E as a support college in combat.

Past

Veor

A later experiment, Veor is a Dragon-Troll Shapechanger Ice/Rune Shaman from somewhere on the ice shelves up near Svenway/Norway. He comes from a human family with a history of Ice Magic, so is confident in his craft working it carefully. He has a code to which he sticks, however has little concern for those he passes by outside that code.
Veor is now practically retired in Pasifika, bringing Ice Magic to the tropics.

Areas I GM

Farwey

The end of the age came about on Farwey, and the portal reverted to it's original location down the bottom of the sweet-water harbour. Not entirely inaccessible but unpleasant to get to and the other end is buried under a castle now, though there is likely to be enough room to go through and live, but probably not to get out of the castle easily.
However with the end of the age there also hasn't been any call for adventurers to the plane.

Farwey Adventures Run

Storm to Port Winter 807 (High)
Oh Not another Bard Summer 806 (Low/Medium)
The Ghoul Preservation Society Summer 805 (Low)
Rings of Deception
Hunt For The Maiden
Escorting A Lord

Pasifika

I co-GM parts of Pasifika, however enquires about details are best directed at Keith for this, I tend to work more on the numbers behind the scenes.

Thonia