Welcome Guest (184.72.184.104)! (Login - Register)
DriveThruRPG.com
Home - FAQs - Forums - Join a Game - Game Index - Links

Jessica Darkwood (Topic #36805)

Cauldera (#36764) > NPCs (#36768) > Jessica Darkwood

Cauldera

Welcome to Cauldera. What can I say. It's D&D 4.0. It'll have dungeons and dragons.

The Story: Current Threads
Chapter 2.0: Decent into the Malachite Fortress (LP)
Monk-ee see- Monk-ee do (LP)


Old Stories
Chapter 1.8: Grell o'Hell. (LP)
Chapter 1.5: Jzadirune (LP)
Chapter 1.7: Helping Hands (LP)
Halfling Cubed (LP)
Chapter 1.6: No Scoop for You! (LP)
Chapter 1: Life's Bazaar (LP)
Chapter 0: Adventure Begins (LP)

Other Threads
OOC (LP)
Party Treasure Horde (LP)

Maps
Combat Map (LP)
Playermap (LP) - Jzadirune
Cauldron City Map (LP)
CH0-Regional Map (LP)


Possible Recurring NPCs
- Ditch (LP) - Assasin -
- Jessica Darkwood (LP) - Mage-
- Mr. Chad Hymnsmith (LP) - Bard (Presumed DEAD)
- Dug (LP) - Barbarian
- Kelzanarr (LP) - Avenger
- Veion Tolra (LP) - Cleric

ACTIVE NPCs
- Pitch (LP) - Accrobat -

Player Characters (LP)
- Aelonn (LP) - Ranger/Cleric
- Catra Rosewood (LP) - Thief
- Warryn Starsong (LP) - BladeSinger
- Cael'dre Belleza (LP) - Knight
- Arune Muk-Taw (LP) - Warlord
- Hyke (LP) - Monk





Main Game Forum

Subscription Options

You must be logged in to subscribe to this topic by e-mail or to add it to your favorites.



Support RPM through Kachingle or Flattr:


This Character is an NPC
Category: Character
I know this character is a child but I love roleplaying and character development. Whatever penalties and limitations you impose on her I will of course accept but I would prefer to play has as an 11 year old mage destined to defeat Rary the traitor and become a powerful force of good in Oerth. The background and answer to your questions are on the sheet, the link below.

'http://www.myth-weavers.com/sheetview.php?sheetid=337336'
Post Reply
Body
Smash
avatar
Czar
10/15/2011 7:42:44 PM
PostID: 412201
This may work out as to how you're going to start the adventure. Let me look and let you know. I may add to your background...


   Like this post
onlie2005

10/15/2011 8:15:13 PM
PostID: 412207
We could say that an innkeeper and close family friend has learned about Jessica's father's death and has taken her in. She came to Cauldron at his or her behest and offered her shelter and is now her adopted parent.
   Like this post
onlie2005

10/15/2011 8:59:18 PM
PostID: 412210
Is this based on Forgotten Realms Campaign Setting?
   Like this post
Smash
avatar
Czar
10/16/2011 12:26:39 AM
PostID: 412213
Not particularly. but if the story moves outside the intial adventure scope it could be. If you have background elements from FR, go ahead and use it. I'll just have to figure out where in the FR geography Cauldron is in.
   Like this post
onlie2005

10/16/2011 6:39:03 AM
PostID: 412220
I actually have a child mage that was specifically built for the Forgotten Realms setting. A child who is destined to stop and ultimately destroy Szass Tamm, the undead leader of the evil red wizard nation of Thay. She is admittedly 2 years younger than Jessica though. But I can add 2 years if you wish. Here is the background.

Background

The Fezirs were a generation of red wizards who unlike their fellow Thayan wizards, did not share the lust for power and conquest. In fact they were derided in Thay for their kindness to other species and slaves. The large, close knitted family was also very powerful though and because they were generally well liked by the native merchants as well as being powerful wizards, they were not easily bullied by the other red wizards and zulkirs. Besides, they were known for their aptitudes in alchemy, scroll and potion making, and construction of magical devices. This family was notorious for breeding skilled craftsmen and women, so they were tolerated by Szass Tamm who needed their skilled family members to help with the enclaves.

But by 1374 they had had enough. Thay was becoming too nightmarish for their tastes. With all the civil wars erupting and the increasing undead, the older Fezirs had decided that it was time to move on to more safer pastures. So they packed up their entire family and left Thay for good. Szass Tamm would not have it though. But the Fezirs put together were more than a match for Tamm and his minions. Still a magical war broke out between Szass Tamm and the Fezirs. Szass Tamm won, barely, but there was one survivor, the youngest named Shamar Fezir who had eventually escaped reluctantly from Thay before the final battle at the behest of his grandfather.

Shamar eventually went westward. He became an adventuring wizard and earned his living through magic and research. Eventually he met another woman from Thay, a former escaped slave whom was a wizard in training. He took her in and helped her finish her training. But it became more than a relationship between master and apprentice, the two fell in love and eventually married. They settled down in the Dragon Coast setting up a potions shop in Westgate. Soon the Fezir family was growing in numbers once more and for 100 years the Fezirs had become a pillar of the community.

For 3 generations the Fezir family earned the trust of the city and were much beloved for their kindness and charitable actions. It no longer mattered where the family originated and the the Fezirs held no ill will to anyone anyways. For that matter, though unsuccessfully, the Fezirs rallied many of the more honest merchants in Westgate to form a union just as powerful as the Fire Knives, Night Masks and other not so honest organizations in order to make Westgate more civilized. They held their own and became a thorn on the Night Mask's side, constantly keeping the organization in check. While they could not totally eradicate the corruption, they did stem it and made life easier for the more honest working people of Westgate. Shamar's grandson Lido had once found himself taking on Orbach and might have one had it not been the fact that Lido was mortally wounded himself and he had to barely escape Orbach's minions who came to the vampire's rescue. The result of the legendary battle between the Fezir organization and the Night Masks led to the Night Masks being so weakened that the Fire Knives were able to eradicate them. However the notoriously feisty and risilient Fezirs were as stubborn and unbreakable as ever. The Fire Knives got rid of one enemy but gained an even more powerful one in its stead. But the Fire Knives were constantly foiled time and again by the Fezir family.

Maria was born a fourth generation Fezir from the mother Umara's side. Her father was Allistair Fireheart, a Waterdhavian who came to the community as a visiting scholar and fellow wizard who fell in love with Umara. The two decided to move to northwest and set up a wizarding school in Cauldron where they set up a potions shop there.

Maria's childhood was happy and filled with knowledge. Even at a young age she was an avid learner, being able to read fluently when she was 3 and even write to a limited degree when she was 4. Her parents guardedly encouraged this but had no problem teaching her magic when she asked them to when she reached 5 years of age. They believed in encouraging children to pursue knowledge and learning as much as possible. It was the use of knowledge, not the knowledge itself that determined the morality of a person as well as their own actions. Since Maria was an avid book learner and a very stubborn and determined student she began mastering Cantrips and to a limited degree At Will spells fairly early by the age of 7.

At about the time Maria turned 8, tragedy struck. The Fezir family was visited by a few powerful red wizards working for Szass Tamm along with a few Fire Knives assassins. They all got into a magical battle and slaughtered each other. Apparently Tamm's wizards had somehow learned that there was a very young child who would be among the youngest wizards in the Faerun history and that some Thayan Diviners believed that she might one day grow up to lead the destruction of Szass Tamm and his minions. The night before Maria's birthday, Allistair gave her her first spellbook with a new set of spells to learn. After placing Maria under the care of Marsh Laval who was a family friend, Allistair and Umara travelled to Thay to get to the bottom of the prophecy about their daughter. They never returned. Apparently Szass Tamm confronted the two himself and while they fought valiantly, they were killed before Tamm could get the necessary information needed to locate Maria.

Maria was devestated by the loss of her parents and felt responsibility for it. She continues to live on bravely, surviving on her wits and if necessary her magic. She now lives in the Lantern Street Orphanage. And this is where her adventures begin!

1. Why you are in Cauldron

Lived there all her life. Local resident.

2. a Contact and how you know them

The person in charge of the Lantern Street Orphanage. A few tolerant children as friends including a best friend named Kat who is the same age as her and her older brother Randal who is 10. When not studying magic she usually hangs out with them and their friends.

3. a nemesis and why you are at odds

Szass Tamm and any red wizards still under his employ. Because a diviner from Thay has predicted that she will be the one to destroy Szass Tamm and ultimately defeat his plans using the Dread Rings.

4. character background Why you chose your class

See above.

5. Your character's 5 year plan (motivation)

Same as Jessica, become a powerful mage in her own right. She is uncertain about her destiny and really is not very happy about it. But is motivated to destroy the lich and avenge her family's death.

6. equipment wish list items

Magic Wand +1 and higher.
Magic Cloth Armor +1 and higher.
   Like this post
onlie2005

11/3/2011 3:21:23 PM
PostID: 413875
Sighing and realizing that a fight was in the cards, Jessica points her wand at the thug directly in front of her and unleashes a silvery bolt of energy that strikes him unerringly.

OOC: Cast Magic Missile on T1. Automatically hits. 7 damage.
   Like this post
onlie2005

11/3/2011 3:22:10 PM
PostID: 413876
OOC: Sorry forgot to include initiative.


Secure Rolls:
Initiative 1d20(17)+1 = 18
   Like this post
page  of 1 pages containing 7 items.Items per page:

Your Ad Here

Home - Control Panel - FAQs - Forums - Join a Game - Create a Game - Game Index - User Directory - Privacy Policy -
System Time: 5/21/2013 12:55:26 PM
RPG,D&D Library