Name: Elquin Moss
Constellation: The Drowner
Deity: The Dreamer (Not through choice)
AttributesPhysique: 13
(3,5,5,3)
+1d4 damage
16 HP
+10 Close combat
+10 SurvivalAgility: 16
(6,4,6,4)
Movement: 4
Initiative: -2
+10 Thief
+10 BowsInt/Will: 13
(6,3,1,4)
+10 Divine
+10 Magic
+10 Medical
Mana: 24
Memorization Points: 18Charm: 13
(4,2,4,5)
+10 CommunicationSenses: 79
(19,16,7,11,19,14)SkillsBows: 40
(20 +10 + 10)Close combat: 70
(25 +10 + 35)Medical: 15
(5 +10)Survival: 40
(5 +10 +25)Magic: 10
(0 +10)Divine: 50
(0 +10 +40)Thief: 100
(10 +10 +80)Communication: 30
(20 +10)Lore: 0
(0)Craft: 60
(0 +60) (Drawing)
EquipmentArms and Armament3x lightweight shortspears (Effectively Javelins), for melee and throwing. rear-pointing barbs on the head (To catch inside the target).
3x weighted daggers, one stashed in each boot and one displayed on his belt.
Short Sword, also displayed on his belt.
Sword Breaker (
http://medieval.stormthecastle.com/armorypages/sword-breaker.htm)
Brigandine; traditional brown
soft-soled leather boots
Thin leather gloves
Miscellaneasmallclothes
Bedroll
Cloak, brown
Flint
Leather strips for bandaging and facial concealment
Rope
11-foot pole, retractable
Ball of string
Lockpicks and thief tools
leather pouch of a dozen clear glass marbles
Flour
Torches x 3
Candles x 3
Square of Beeswax
Dry rations
Cup, bowl.
Sticks of Charcoal
Paper
Iron pitons x 5
disguising kit
Perks and Dark SidesDark Side: Insanity
Elquin is beginning to lose grip on reality. Plagued nightly by dreams and nightmares - often Lucid - Elquin's grasp of the line between what is a dream and what is real is blurring. As such, he will sometimes see things which are not there, reply to unheard voices, and speak in odd accents, with odd inflections and even in foreign languages. In some cases may require a 'sanity' roll to disbelieve seeing/hearing things that aren't there. This insanity isn't always apparent is is applicable at GM discretion.
Perk: Nightwalker (1)
The character favours the night; he has spent much of his life slinking through her shadows and basking in her moonglow. Where others falter in the dark, this is where his talents flourish. However during the daytime he will find himself somewhat less effective. +10 to skills at night. -5 to skills during the daytime.
Perk: Touch of the Dreamer (3)
Whether Elquin likes it or not, The Dreamer has a keen interest in him. The mysterious deity's touch has passed to him some interesting talents. Sometimes his dreams can be prophetic in nature, giving him hints of what is or may be to come. In times of dire need, The Dreamer may intervene by way of making dreams reality - the world may alter in some small ways to favor Elquin. Arrows may slow midflight giving time to jump out of the way. When falling, the ground below may be strangely softer than normal to give him only bruises instead of broken bones. Bars restricting him may turn out to be bendable, even though they're hardened iron.
(One re-roll once per day, pick the highest roll. Prophetic dreams at GM discretion. Dreamer abilities at GM discretion.)
Misc: Ethenorden Mist-Walking.
Info and Background
AppearanceAnyone who catches sight of Elquin Moss will see all the hallmarks of a heavily Ethenorden background - short, dusk-skinned, with trimmed hair and often seen wearing the Ethenorden standard Brigandine, half-hidden beneath non-descript brown linens and hooded cloak. Those who engage Elquin in conversation will find him to be an exceptionally polite if simplistic individual, however something seems off with him: His eyes never seem to focus on yours, always darting around as though he can see something hidden from everyone else, and his words are often distracted and odd; sometimes speaking with odd inflections or accents, and even sometimes in languages strangely foreign to the land.
Early LifeElquin's early years are split into two halves. The first half denotes a standard life of an Ethenorden child; traveling with his nomadic family, learning to hunt and gather, and learning as well of the jealousy and cruelty of the world. It need not be expanded on.
The second half of Elquin's life are made up of odd memories. Memories of playing in a grand palace of gold; running through the halls, climbing great stairs and playing with stick and cone soldiers. It was oddly empty in the palace, and yet at the time it did not seem strange to Elquin. The mists were always strong within the palace and they gave him comfort equal to that of loving parents.
One eve, whilst playing with his soldiers of sticks, the mists swirled as though parting for an old friend, and through them came an oddly featureless man in yellow robes. The mists allowed him through, yet clung to him like tar on the feathers of a bird, and the man came and knelt down by Elquin as he played.
"I am the Dreamer, Elquin. Remember me." he spoke, and then he was gone.
This was the first and last time Elquin met the strange entity known as The Dreamer, yet in the years since he has whispered in his ears at night, and lately even at daytime. As Elquin matured, he came to realize that the Golden Palace of his childhood existed only in his dreams, and yet it was as real to Elquin as breathing. The Dreamer revealed to Elquin that the palace which was held within a Golden City, was once his abode, and exists now only in the Dreamscape.
Whilst he slumbered, Elquin visited the Golden City many times; each visit seeming to take years, except span but a single night. Hidden by the mists, he spied many odd sights and strange visions inside the golden walls.
Elquin spoke of his recurring lucid dreams to his parents, who at first thought nothing of them. One eve, however, Elquin told his mother of a dream where he was playing with his stick soldiers next to a fountain within the palace, and when he looked into the water he saw the reflection of Faria - Elquin's aunt. He looked up to see if she was there, but she was not. When he peered down again, he noticed one of his soldiers had fallen into the water and was sunken at the bottom - one of it's legs were broken off and a miniature spear was lying next to it, a wooden fish carved on the end.
The next week, Faria had a terrible accident while alone, spear-fishing in the river. She slipped on a rock beneath the water and broke her ankle. Too injured to fight the current, she was swept under and sadly drowned.
It was after this sad event that Elquin's parents decided to send Elquin to the monks of the Ketange-Ishatal circle; perhaps the learned and mystical monks of the monestary could figure out what these dreams meant!
Growing upThe monks had few answers however. The Dreamer was a mysterious deity, and why he had chosen Elquin was a mystery. At the urging of the monks, Elquin stayed at the monestary for years and reported his dreams - although many he kept to himself; especially those detailing the Golden City.
Elquin's presence in the Ketange-Ishatal circle was a curiousity: He had little interest in study and the learned arts. He thought magic to be tedious and dull and did not bother to learn much more than rudimentary reading and writing skills. Such an individual within the Monestary was nearly unheard of!
Being uninterested in studying in a place of devoted learning meant that Elquin was in a near-constant state of immeasurable boredom. He spent much of his time with the charcoals, learning to draw and sketch, but eventually that grew tiresome. With nothing else to do whilst others his age were studying, Elquin took on a mischevious streak; he began to exploring places that he shouldn't. At first, he was caught often and reprimanded or punished with chores, but as the years drew on he got better and better, and was caught less and less. No door or lock could keep it's secrets from him, and the shadows and nighttime became his closest friend. By the time he reached adulthood, there were few places he had not been and few sensitive conversations he had not heard.
Instead of punish Elquin for this, it became apparent his skills could be used FOR the Monks. They enlisted Elquin's skills and often sent him out into outlying lands and regions to collect information. It was not long before Elquin became relied upon and well respected amongst certain circles within the Monastery.
AdulthoodSadly, The Dreamer's influence has taken it's toll on Elquin's sanity. Lately, it seems the man is finding it harder and harder to distinguish the waking world from the Dream world. He sees and hears things that are not there, and responds to unheard voices. His eyes are tired and sometimes fearful, as though each night he sleeps, he is being chased by something in his head. Though he does his best to keep this inner torment to himself, it is apparent to those who watch. The Monks of the Ketange-Ishatal Circle are aware of Elquin's slow descent into insanity, and though to his face they remain friendly and pleasant, behind his back they whisper to one another - lamenting their fellow's illness, and sharing words of equal pity and fear; wondering if he can still be trusted to perform for the Monastery.
OOC: Privileged information: GM info about Elquin's dreams and The Dreamer; unsorted.
What you know of the dreamer, you know from his own whispering inside your slumbering mind
Plus any scrolls you might have found in the forbidden section of the monestary
Once, when you were but a child, a man in a yellow robe walked into your palace
Around him the mists swirled, it was as if they parted to allow him passage, yet clinged to him like tar on the feathers of a bird
He sat down by your side, and you played with stick and cone soldiers.
"I am the Dreamer, Elquin, remember me", he said. And then he was gone.
That was the first and last time you met the dreamer, yet in the years since, he has whispered in your ears at night, and lately even at daytime
Once he told you that he was the first. The creator of Prime Creation, and the lord of the Angels
Yet he had sons and daughers, disobedient sons and daughters, and one day the eldest, Aahr, the Prince of Decay, rose against him in rebellion along his other children
They shattered his essence, and chained him in the darkest fragments of existence
Then they waged an aeons long war against his Prime Creations, and even his mightiest creations, like the Eternals, were forced on the run, and Prime Creation remade into the illusion known as Second Creation
The Dreamer has told you, that the Dreamscape is the echo of First Creation, for it cannot truly be undone
And the Golden City in its midst, a city you have visited a handful number of times in your dreams, was once his abode
As you grew older, your recognized the Golden City, and realized that the palace you grew up in exists only there, and not in the waking world
Within the Golden City, you have spied many things during the handful times you've been there. Each time you were there seemed like years, yet you would awaken and find only one night had passed in the waking world
The last time you was there, however, the Golden Princess sensed your presence, and she screamed in anger and sent her Golden Legion to hunt you down. And hunt you down they still do, you can hear their tracking dogs when you sleep, and you can hear her faint shouts at times when you are awake
The Dreamer has told you that you are his chosen one. And he has plans for you. He will reveal those plans, one at a time. The first one he has already revealed: In the dark forest, where bloodthirsty spirits roam, is a blue marble in a red pond. You must acquire that blue marble.
The rumors say that the Golden Princess of the Golden City is so beautiful, that to look upon her is to die.