The Mith’ganni (Twilight Elves)
The Mith’ganni are something of a mystery, even among the Dur’amani of the woodlands. Rather than embrace the skyshrouds and forest floors, they make their homes beneath the open stars of the great flatlands of Elrithia. However, they are much more nomadic than their cousins are, constantly moving about the prairies, seemingly upon a whim.
It is very rare to find a Mith’ganni settlement that is more than a month old, and even moreso to find a large pack of them. They organize themselves by clans, and generally stay among their own when wandering. Very occasionally, two or more small clans will rank up with each other, and form a larger traveling band, but this often happens only if a number of deaths have taken their toll on both that make the joining.
It is not only due to their reclusive and wandering nature that they are so uncommon and unknown among other peoples. They are a dying race, and their numbers are few. The Mith’ganni do not bear children as frequently as humans, or even the other races of Elves do. A female only becomes able to bear children at the time that the world is within the constellation of Ostra, an event that takes place once every three hundred and sixty years. Some people find this a rather romantic reality, but the Mith’ganni see it as nothing more than a curse upon their being. It is believed it is the magic of the Moon that allows them to breed, and thus is why they are called Twilight Elves, though this is also believed to be related to their small number; they are at their twilight of existence.
An average Mith’Ganni male usually stands between five and a half, and six feet tall, weighing anywhere from one hundred and forty to one hundred and ninety pounds, though there are always exceptions. A female is somewhat smaller, usually a few inches shorter, though weight is often more deceiving regarding their builds. Their skin is a pale white, and their hair ranges from grey to light brown. Their eyes are among their most unique features, being slightly less almond-shaped than their kin, though bearing a bit more of a gentle slant to them, and they often bear the unique colour of an off-yellow, reflective of the moon.
Tribal clothing is generally more durable than elegant, though their dancing and festival clothes are quite detailed, favouring intricate embroidery over using expensive materials in their crafting.
+2 Dexterity, +2 Constitution: The Mith’ganni are graceful like their forest-dwelling cousins, and are also much hardier due to their constant traveling.
-2 Intelligence, -4 Charisma: The Mith’ganni lack any form of solid education beyond simple storytelling and what they encounter in their travels, and due to their wilder nature, they are often regarded with much suspicion and distrust.
+2 Ride, +2 Handle Animal: Mith’ganni grow up around horses, and thus learn the basics of controlling and riding at a young age.
+2 Craft; Clothing (Durable): As they are always roaming, the Mith’ganni know how to make and repair clothes that last.
-2 Sense Motive, -2 Appraise: Spending much of their time away from civilized society, Mith’ganni are not especially good at telling when somebody means them harm, nor do they effectively know the currency value of many goods.
-Restless Spirit: Being a people who spend all their time out and roaming, they are not used to confined areas. Indoors do not bother the Mith’ganni, but when they rest, they are especially familiar with looking to the constellations for relaxation. When it comes time to rest, and the stars are not visible, only a half-night of rest is achieved for all relevant purposes (Recovery, fatigue, etc.). Furthermore, spells are not memorized, and should this persist for a week or more, they lost the benefit of all Elven racial abilities and suffer a -8 to all rolls.
Language: Elven (Mith’ganni Dialect), Common
-Immune to magical sleep and +2 saving throw bonus against Enchantment. The Mith’ganni retain some of their resistances from their forest kindred.
Its been a few days since I checked this thread, due to a busy week, but...
Hot damn! Ayrn IS back! And with these submissions, I take it you are interested in having a go here, since you missed out the last time? But no Raslan?? Haha.
I have the next two days off, so I should be able to get everything sorted out and get us ready to begin. I'll also cap the player limit now, since we have enough participants. Any who haven't got sheets in, try to do so ASAP. I'll start putting completed sheets into the Q/A.
There are a few things I need to straighten out with a few people that will need some reformatting, but from the looks of things, we're pretty much on-track.
If there's space for me to play, Tiamat and I have been collaborating on a combo of K'urns -- his being a Shaman-type character (Sorcerer), and mine being the warrior-type.
Tek, we're wondering if you could send us a bit more information regarding the K'urns. Specifically, we're looking for:
1) What's their home environment like? Dry desert, wasteland? Like the Sahara desert, or more like the deserts in Arizona?
2) What do the people typically wear? What weapons do they typically use?
3) How do they survive in the wasteland? Are they nomads? Is there a specific animal they hunt for food, or a plant they grow? Is there a specific animal they use for transportation? (i.e. Camels or horses)
4) How are the clans structured? Is there one tribe with multiple clans? A number of differ tribes?
5) How far away is the wasteland from Alcania (sp?) and, more specifically, Vyrrmas? What's the K'urn's relationship with the Sylns, and specifically with Vyrrmas? Are they trading partners? If so, what do they trade?
Sounds good, Eol. Looking forward to the submission
Ayrn, I've sent you the K'urn info you requested. I hope it meets your needs.
Also, thanks to Shield Wolf for reminding me... One thing I forgot to include in my list of special character features required is a list of five known monsters. This, I have found, is a very important aid in preventing metagaming, as any special information beyond known monsters is obviously brought from outside knowledge and not that of the character. A bit of advice for this... Be realistic when it comes to picking these. Its better to not know how to recognize or combat something strong, like a Beholder, than it is to not understand how the organizational structure of Goblins is composed. As low-level characters, you won't have experienced anything outrageous without good reason. Anything really out of place or unrealistic will have to be revised, but PM me your choices and I'll add them in.
Ranged Attack #1: Halfspear [+6 attk or +7 PB; 1d6+3 dmg; 20/x3 crit; 20 ft range] Ranged Attack #2: Throwing Axe [+6 attk or +7 PB; 1d6+3dmg; 20/x2 crit; 10 ft range] Ranged Attack #3: Short Bow [+6 attk or +7 PB; 1d6 dmg; 20/x3 crit; 70 ft range] Ranged Attack Options: Point Blank Shot; Precise Shot
BACKGROUND INFORMATION Ambition: To die honourably in battle against a worthy foe; to have his name honoured amongst his tribesmen in song
Obsession: To return once again to his land and his people. Shenandoah longs for home and the ways of his people. In his daily life, Shenandoah seeks to remind himself of home by remaining faithful to the traditions of his people.
Phobia: Cities. Shenandoah hates the hustle and bustle of urban areas with their cramped enclosures.
Trigger: Wanton waste and exploitation of natural resources... and, of course, anyone threatening the life of Quitosonas. Physical violence towards his adopted brother is always repaid in kind.
Tek, above is my character submission for this game. I deleted my other two character posts above.
Shenandoah and Quitosonas have a shared history, which I believe Tiamat has submitted (or will be submitting to you).
Otherwise, I think I need to only add the 5 known creatures piece. I also have a couple questions regarding this:
1) How detailed do these five known creatures need to be? Is "Animals" acceptable for one of the five known? Or are you looking for something more specific, like "Black Bears"? Similiarly, as an example, would "Dragons" do? Or are you looking for something specific, like "Red Dragons"?
2) What are some common creatures/ foes/ etc to the Wastelands? And what are some come creatures/ foes that we would have encountered in our travels to Alcana? (I imagine all sorts) Are goblinoids a common threat? Minotaurs? Undead?
3) I would be content (though not trying to make more work for you Tek) if you chose five that you think Quitosonas and Shenandoah would have encountered in their travels... maybe 2 from the Wasteland, and 3 from their journey towards Alcana?
Anyway... I am away until October 25th. I may be able to find some wireless connection while I'm gone, but otherwise I'll check in next Monday.
When it comes to selecting them, it can typically be broken down into categories (Except where the difference between them is relatively great: You could pick Skeletal, Zombie, or Spectral for Undead, but not Undead as a whole. Make sense?
For everybody, Dragons are unknown. They're new and reclusive to the world. Also, too powerful for really anything to be known about them.
As far as animals go, that's largely unnecessary (Unless you're from a region where particularly exotic animals might come from, like a Hippopotamus or something of that sort.
Right from teh get-go, its not terribly important, but once we move on, they can be selected. So no rush! Its just good to have characters in. WE'll be able to start soon.
It looks like all sheets are in and in order, which is pretty much the last thing we need here. Now, the final aspect is time, on my part. After his wife being a week overdue, a fellow I work with is now a proud father. So, while he spends some time with his new little daughter, everybody else is picking up some of his shifts. Myself as well. So, next time I have a day off is Tuesday or Wednesday, and that is when we shall begin The Search For Tomorrow. Thanks for being patient all!