Difference between revisions of "Liktar Cozen"

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[[File:Ds-logo.gif|right|250px]]
 
[[File:Ds-logo.gif|right|250px]]
  
'''''Liktar Cozen''', 5th level male human ranger''
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'''''Liktar Kozen''', 5th level male human ranger''
  
 
Str 19 Dex 17 Con 18 Int 17 Wis 18 Cha 15
 
Str 19 Dex 17 Con 18 Int 17 Wis 18 Cha 15
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===Quar's Air Drake Talon Bone Long Sword===
 
===Quar's Air Drake Talon Bone Long Sword===
  
'''modified master-crafted bone long sword, +3 to hit/+2 to damage (non-magical), speed 4, weight 2 lbs., damage 1d8/1d12'''
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''modified master-crafted bone long sword, +3 to hit/+2 to damage (non-magical), speed 4, weight 2 lbs., damage 1d8/1d12''
  
 
Description:  The long sword is slightly curved, as from a great talon.  It is exceptionally hard and sharp, with a very resilient edge.  It is a strange white and black marbled color, with a long hilt made of fused bone wrapped in old tightened leather that provides an exceptional grip.
 
Description:  The long sword is slightly curved, as from a great talon.  It is exceptionally hard and sharp, with a very resilient edge.  It is a strange white and black marbled color, with a long hilt made of fused bone wrapped in old tightened leather that provides an exceptional grip.
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Description:  A very old steel knife that has been constantly sharpened over many years.  The knife is unusually long, and is slim, bearing a significant curve.  The hilt of the knife is wrapped in old leather, and the steel construction ends in a steel pommel.
 
Description:  A very old steel knife that has been constantly sharpened over many years.  The knife is unusually long, and is slim, bearing a significant curve.  The hilt of the knife is wrapped in old leather, and the steel construction ends in a steel pommel.
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===Chief Ar'Nievel's Obsidian Long Sword===
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:''Obsidian Long Sword +2''
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:Wt.:  3 lbs.
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:'''Combat Statistics''':  Obsidian weapons normally suffer a -2 to attack and -1 to damage.  The weapon was well-crafted before it was enchanted, decreasing the penalties to -1 to attack and -1 to damage.  As the sword is a +2 weapon, the weapon's actual combat bonuses work out to be +1 to hit and +1 to damage.
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:'''Description''':  Ar'Nievel's blade is pitch black obsidian, and is crafted in the fashion of the Obsidian Runner elf tribe, having an unusually long and thin blade.  It is even longer than most Obsidian Runner long swords, and is slightly thicker, in measure with Ar'Nievel's great size.  The wrist-guard is made of gray obsidian, which is thick and heavy for heavy sword-play.  The tines of the wrist-guard are fairly long, and flair outward at their tips, where there are symbols of power.  The grip is wrapped tightly in black leather, which is sealed with blood-etched symbols of fire warding.  The base of the grip ends in a pommel of pumice, which is deeply carved with the symbol of the Burnt Tree, which is colored white.
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:Owner:  Artan
  
 
==Tracking Abilities==
 
==Tracking Abilities==
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===Quar, the Mighty Elf Ranger===
 
===Quar, the Mighty Elf Ranger===
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[[File:420951-bigthumbnail.jpg|thumb|left|350px|Quar the Ranger.  His origins remain a mystery.]]
  
 
One day the great elf wandered Quar appeared before the council at Euripis, and asked for aid or magic from amongst the ''ukova'' to assist him in support of a mighty warrior who would soon rise up to defend the Path of the Preserver and the Way of the Druid.  The ''ukoven'' lamented that they dare not leave the elemental springs that sustained their magical lives, for the ''ukova'' believe that they will die should they ever stray from the island for long.  However, the ''ukoven'' leaders instead suggested that Liktar, a half-ukoven, be asked to accompany Quar, for Liktar was strong, and was born of a powerful mind and a resilient soul.
 
One day the great elf wandered Quar appeared before the council at Euripis, and asked for aid or magic from amongst the ''ukova'' to assist him in support of a mighty warrior who would soon rise up to defend the Path of the Preserver and the Way of the Druid.  The ''ukoven'' lamented that they dare not leave the elemental springs that sustained their magical lives, for the ''ukova'' believe that they will die should they ever stray from the island for long.  However, the ''ukoven'' leaders instead suggested that Liktar, a half-ukoven, be asked to accompany Quar, for Liktar was strong, and was born of a powerful mind and a resilient soul.
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====Liktar and Quar Reach Walis====
 
====Liktar and Quar Reach Walis====
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==Game Notes==
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===Donations and Charities===
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3 Assalia, FY 19:  Liktar gives 128 silver pieces to the Free Army by way of Vykant
  
 
[[File:Cave-under-lava-XL.jpg|thumb|left|800px|The mystical hot springs grotto near what the ''ukoven'' believe to be the source of their elemental powers.]]
 
[[File:Cave-under-lava-XL.jpg|thumb|left|800px|The mystical hot springs grotto near what the ''ukoven'' believe to be the source of their elemental powers.]]
  
[[Category:Characters]]
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[[Category:Characters]] [[Category:Dark Sun Player Characters]]

Latest revision as of 08:23, 25 June 2018

Ds-logo.gif

Liktar Kozen, 5th level male human ranger

Str 19 Dex 17 Con 18 Int 17 Wis 18 Cha 15

Equipment

Quar's Air Drake Talon Bone Long Sword

modified master-crafted bone long sword, +3 to hit/+2 to damage (non-magical), speed 4, weight 2 lbs., damage 1d8/1d12

Description: The long sword is slightly curved, as from a great talon. It is exceptionally hard and sharp, with a very resilient edge. It is a strange white and black marbled color, with a long hilt made of fused bone wrapped in old tightened leather that provides an exceptional grip.

Quar's Steel Knife=

Description: A very old steel knife that has been constantly sharpened over many years. The knife is unusually long, and is slim, bearing a significant curve. The hilt of the knife is wrapped in old leather, and the steel construction ends in a steel pommel.

Chief Ar'Nievel's Obsidian Long Sword

Obsidian Long Sword +2
Wt.: 3 lbs.
Combat Statistics: Obsidian weapons normally suffer a -2 to attack and -1 to damage. The weapon was well-crafted before it was enchanted, decreasing the penalties to -1 to attack and -1 to damage. As the sword is a +2 weapon, the weapon's actual combat bonuses work out to be +1 to hit and +1 to damage.
Description: Ar'Nievel's blade is pitch black obsidian, and is crafted in the fashion of the Obsidian Runner elf tribe, having an unusually long and thin blade. It is even longer than most Obsidian Runner long swords, and is slightly thicker, in measure with Ar'Nievel's great size. The wrist-guard is made of gray obsidian, which is thick and heavy for heavy sword-play. The tines of the wrist-guard are fairly long, and flair outward at their tips, where there are symbols of power. The grip is wrapped tightly in black leather, which is sealed with blood-etched symbols of fire warding. The base of the grip ends in a pommel of pumice, which is deeply carved with the symbol of the Burnt Tree, which is colored white.
Owner: Artan

Tracking Abilities

Base Score (wisdom): 18

Bonus Adjustment (1 every 3 levels): + 1

Liktar's Primary Terrain: mountains, cliffs, elevated rocky terrain

Special Bonus, trained by Quar the Ranger: + 1

Terrain Tracking Modifiers

fresh snow (clearly outlined footprints): + 6

soft or muddy ground, loose dirt floor (good impression of prints, but not as defined as fresh snow): + 4

thick brush, dense jungle (broken branches, crushed weeds): + 3

forests, fields, dusty indoor area (occasional marks of passage): + 2

normal ground, wood floor, plains with sparse vegetation (infrequent marks of passage): 0

desert, dry sand: -1 or -2

swamp (spongy surface but little mud for prints, much vegetation): - 5

rocky terrain, solid ice, stone floors, shallow water (prohibits all but the most minute signs of passage): - 10

Illumination Modifiers

good illumination, sunny day, continual light or equivalent outdoors: 0

twilight, light fog, snow, single torch in dark interior of building: - 3

night with full moon, day with moderate fog: - 6

overcast night with no moon, dense fog, blizzard, blowing sand: - 10

Special Tracking Modifiers

every additional creature being tracked: + 1

every three experience levels (round down) of the ranger: + 1

each additional tracker assisting ranger (use the score of the best tracker, total bonus for assistance is limited to ranger level bonus of the best tracker): + 1

animal follower assists in tracking: + 1 (or more)

trail is in specialized ranger's primary terrain: + 2

every 12 hours since trail was made: - 1

every hour of rain, snow, silt, or sleet since trail was made: - 5

creature being tracked attempts to hide trail (covering footprints, detouring into stream, passing through secret door): - 5

ranger being tracked attempts to hide trail (make tracking check, slow speed as per tracking): - 1 / every three levels

specialized ranger being tracked in his primary terrain attempts to hide trail (make tracking check, slow speed as per tracking): - 2 / every three levels

Movement Modifiers

Tracking Scores

1-6: 1/4 normal movement rate

7-14: 1/2 normal movement rate

15+: 3/4 normal movement rate

tracker moving at 1 1/2 speed: - 1

tracker moving at x 2 speed: - 2

tracker moving at forced march (2 1/2) speed: - 4

tracker running at x 3 speed: - 6

tracker running at x 4 speed: - 8

tracking running at x 5 speed: - 10

Biographical Details

Father

Endimar Cozen

Endimar was a young human defiler mage aboard the Balican schooner called the White Sail, a ship famous for sailing to some of the remotest spots on Athas. He was an adventurer, and was born a free man in the coastal village of Break Shore, near Raam. Endimar studied magic, making himself most useful aboard silt skimmers. He eventually became skilled enough and rich enough to make his way to Balic, where he met the dwarf Cassander, captain of the famous White Sail.

After several adventures with Cassander, Endimar had learned the legend of the men of the Silt Archipelago regarding the mystical island of Zufaidh, a strange floating island said to have magical palaces and gardens. Endimar became determined to reach this island, and convinced Cassander to sail there in quest of it.

The White Sail was severely damaged by an attack of beasthead giants when approaching the Vanishing Lake. Many members of the crew were seized by the giants before the schooner managed to sail away. Among those taken was Endimar.

The Island of Muln is the most southern major island in the so-called Silt Archipelago, and lies not far south of Vanishing Lake. Muln is home to three separate giant tribes, who are suspicious of all outsiders, and who are very protective of their ukoven allies. These peaceful giants were defeated by the mysterious beasthead giants that guard the mystical island of Zufaidh in the middle of Vanishing Lake. Muln is very wild, and possesses giant animals, which the giants husband. The island is home to all manner of nature, which grows powerful and wild on Muln, causing storms, vibrant belts and even snows. Geography and geology on Muln is often wild in the extreme.

After many mysterious adventures, Endimar alone amongst the captives escaped, and nearly dead, reached the strange and distant island of Muln. There on the silt beach he was discovered by the ukoven woman Lykona, a druidess who restored Endimar to health. Endimar was taken to the ukoven village of Euripis on the southern portion of the island, where he beheld many wonders, and became enthralled with the magical people. He soon forsake defiling magic, and turned to the Path of the Preserver. He lived with the ukoven for several years, and married Lykona. Lykona bore a son for him, Liktar, the only half-ukoven known.

The ukoven believe that the hot springs of Muln are the source of their supernatural powers, and bathe in them frequently. The springs are numerous, especially in the southern part of the island. The springs in the north form small streams which leak into the Silt Sea.

Eventually, Endimar met another survivor of the White Sail expedition, an elf thief and defiler named Iasin. Overjoyed to have found another survivor and a fellow civilized person, Iason told Endimar of his many adventures, and of his desire to reach Zufaidh. Iason also told Endimar of his wish to have magic great enough to return him to that secret and enchanted island. Knowing that the giants and ukoven of Muln would kill his former shipmate should they learn a defiler had reached their island, Endimar rejected the elf, and told him he must leave. When Iason said that such a command was surely a death sentence for him, Endimar gave the elf his magic levitation ring, which had brought him to the island in the first place. That night, Iason cast a spell upon Endimar's mind, and learned the story of Endimar's having reached Zufaidh, and of his adventures on the magic island.

Iason left Muln the next morning, and eventually returned to Zufaidh, trying to gain the mighty powers he believed he could find there. Iason was instead captured by the beathead giants, and he told them of Endimar's location, and said to them that it was Endimar who had told to him the secret of how to reached the hidden island of Zufaidh.

Guided by Iason, an army of beasthead giants came to Muln, and slew many of the normal giants that inhabited the mountains of the island. Soon they threatened Euripis, and loudly demanded the death of Endimar and of all those who harbored him. The evil giants destroyed much of Euripis. At last, Endimar appeared before the chief of the beasthead giants and wounded him with powerful magic, but was himself crushed alive by the mighty chief. So wounded, Iason escaped the beasthead giant chief and that night stole Endimar's spellbook from the ukoven.

Mother

Lykona, ukoven druidess (N(G))

Lykona is the very beautiful ukoven druidess who watches the silty northern beaches of Mult. Her power is over silt and sun, to a lesser extent. She is called an embersoul amongst her people, as her spirit is harsh and jaded, even physically, by defiling and by the duress of the world.

Iasin Blacksilt was the second defiler on board the White Sail, after Liktar's father, Endimar. Iasin is arguably responsible for the death of Endimar, for the elf thief betrayed Endimar's trust in his bid to unlock the magical secrets of the mystical island of Zufaidh. Furthermore, the ukoven maintain an enduring hatred of the elf and a mistrust of his entire race due to the great evil he wrecked upon their people and their allied giant clans. Liktar himself, who was quite young when the elf brought the beasthead giants to Muln, never saw Iasin personally, but believes the stories told by the ukoven warriors that the elf's eyes glowed red with spell-power, and that the elf could hide with ease within the billowing silt of the battlefield. Shortly before the battle, upon Iasin's return to Muln, Endimar told Liktar in brief about Iasin and the island of Zufaidh, and that from the magical island Endimar feared that Iasin had stolen "the secrets of Zufaidh", in which case Liktar's father announced to the boy that he would not be able to defeat the elf. Although not killed by Iasin directly, it is likely that Liktar would place principle blame for the death of his father upon Iasin Blacksilt. The ukoven believe Iasin survived the battle between the giant clans, but his ultimate fate after the battle is completely unknown.

Maternal Grandfather

Lykander, ukoven druid (N)

Named after the supposed founder of Euripis, Lykander is a direct-line descendant of this individual. Lykander is a powerful druid, whose domains are the mountains and sunlight at the heart of Muln. He can almost never be found save for upon Mount Entalis. He is the chief guardian of the Dark Tree, a secret and powerful tree in ukoven culture.

History and Background

In his teenage years, Liktar became a great climber of the sheer cliffs and mountains in the center of Muln. His climbing adventures could last for days, and from such efforts and his ukoven blood, he became exceedingly strong without gaining the weight of too many heavy muscles.

Liktar was young when his father and many of his mother's people were killed by beasthead giants. He however learned much from his father, including the basic lore of magic, and of the outside world, about which the ukoven know little.

Liktar was embraced by his ukoven half-kin, and knows most all their secrets, some of which is rather profound.

While on Mult, Liktar's great passion was the climbing of the mountains and cliffs at the center of island.

Quar, the Mighty Elf Ranger

Quar the Ranger. His origins remain a mystery.

One day the great elf wandered Quar appeared before the council at Euripis, and asked for aid or magic from amongst the ukova to assist him in support of a mighty warrior who would soon rise up to defend the Path of the Preserver and the Way of the Druid. The ukoven lamented that they dare not leave the elemental springs that sustained their magical lives, for the ukova believe that they will die should they ever stray from the island for long. However, the ukoven leaders instead suggested that Liktar, a half-ukoven, be asked to accompany Quar, for Liktar was strong, and was born of a powerful mind and a resilient soul.

Quar tested and approved of Liktar, agreeing to train him in the ways of a ranger. Using great gliders, they crossed the Sea of Silt.

Liktar spent over a year with Quar, and traveled with him in the Deep South, learning from the great elf the ways of a great ranger and defender of the land.

Quar and the Defiler at the Crimson Monolith

Quar and Liktar at the Last Tree

Liktar and Quar Reach Walis

Game Notes

Donations and Charities

3 Assalia, FY 19: Liktar gives 128 silver pieces to the Free Army by way of Vykant

The mystical hot springs grotto near what the ukoven believe to be the source of their elemental powers.