Droogami

Mrs Clempp's page

31 posts. Alias of Johnny_Panic.


Full Name

Mrs Clempp

Race

Advanced Fhoo, Cat

Size

Small

Age

Unknown

Alignment

TN

About Mrs Clempp

Sol Xue De Ron Ole.

Cohort: Ye-terel Pseudodragon

Descriptions
Sex - Female
Race - Elf
Classes - Cleric (The Green Faith) [L9]
Alignment - TN alignment.
Age - 201
Hight 6'4" (Size Mid)
Wight - 60kg
Hair - Golden Gray
Skin - Pail Golden Gray
Eyes - Sliver Blue

Personality
Patient, Quiet, methodical, realistic. Lady Sol Xue De Ron Ole says little but when she talks she says what she means. Well spoken and with fine manners she is happy to talk to just about anyone who respects her.
She is elf nobility yet dose not use a noble name. Sol is well educated and seems well read on many subjects. Sol has that elf stillness that many of her race have, spending hours at a time static and watching. Her faith is that of the green way, where all things living have a place and natures order. Things from outside like Devils seek only to harm that, that could be why she has a deep hatred of Devils. She is a hardened fighter, having been in the war from its start and in this way she dose not suffer fools gladly. Battle soon weeds out the foolish. At times she can be playful, loving jokes and she always have time for gnomes and halflings. She is very friendly with half-orcs. Speaking Orc well. He respects dwarfs but finds humans hard work, often thinking they are more like misdirected children. If you meet her you may feel there is a deep sadness behind her light smile, something deep that was hurt long ago.

Description
Lady Sol Xue De Ron Ole, is tall for an elf, standing some 6'4" and well dressed in fine Elf garb. Her hair is a golden gray as is her skin. Marking her as a Duck elf. At night her eyes seem silver and she has superb night sight. Her clothing is very well made of elf design. Marking her as a noble. She has no armor on that can be seen, but a number of magic fine possibly magic items. She carries a long elf cold Dagger in one boot and always a fine Elf Bow, with which is she is quit deadly. She moves with elf grace, quick and fast. Around her often fly's a small Pseudodragon who seems to be a pet or companion.

Sol Xue De Ron Ole Image

CRUNCH:

INITI +4
Perf Combat +
Speed 40' [50']

Stats 20 points spend

Str [14][+2][2p][+2Item]
Dex [18][+4][5p][+2Race][+2Item]
Con [10][+0][2p][-2Race]
Int [16][+3][2p][+2Race][+2Item]
Wis [21][+5][7p][+1levels][+2Item][+2GM]
Cha [14][+2][2p][+2Item]

AC 21/22^/26/31* - Tch 15/16^/20/23* FI - 17/21/24* [10+5^Armor+1Encharment+4Dex+0NA+0Other+1Deflection<Item>]
*Shield Spell +4 [1minx3day]
^+5/+6 9 hours
Armor
Armor Mithral Shirt+1+1GM 15lb

AC [+4 Armor /+1/+2^ 9h Enchantment] ACP 0 SF 5%

SAVES
FOR [+08][+6Cleric+0con+2item]
REF [+09][+3Cleric+4dex+2item]
WIL [+13][+6Cleric+5wis+2item]

CMB +8
CMD 20/15FI

HP 79/79 = [9x8]+[9x0Con]+FC[9x1]

Resistance
+2 racial saving throw bonus against enchantment spells and effects.

Immunity's

BAB +6/+1
AM +6/+1[+8/+3]
AR +6/+1[+10/+5]

Mili
Cold Iron Long elf Dagger TH+8/+3 [DMG1d4+2]
Bow see feats.

Ranged
See Channel 30'
Intelligent Living Steel [+1GM][+1+^] Comp Long Bow +2 Str DMG [1d6+2Str+1En+1GM] 20x3 R110'
Base to hit, TH+12/+7 [6BAB+4Dex+1En+1GM]
Rapid shot, TH+10/+5/+10
Greater magic weapon, TH+13/+8 [+2TH +2DMG 9hours][6BAB+4Dex+2En+1GM]
Rapid shot, TH+11/+6/+11
*[http://www.d20pfsrd.com/magic/all-spells/d/divine-favor]divine-favor[/url] 9mins [+3+1Trait=+4 TH + DMG] luck Bonus [TH+17/+12]
Rapid shot, TH+15/+10/+15]
[Point Blank Shot = +1 TH if within 30']

Adamantine Arrows
Weapons fashioned from adamantine have a natural ability to bypass hardness when sundering weapons or attacking objects, ignoring hardness less than 20.

FEATS and Traits Drawbacks:

Feats
-:Weapon Finesse
1:point-blank-shot
2:rapid-shot
3:stabbing-shot
4:precise-shot
5:Leadership

-:Breadth-of-experience[Item]

Traits
1:Soaring Sprinter [‎Combat Trait]‎
As a youth, you often leaped and ran at treacherous heights, either because it was the only place with enough freedom for you to play or because it was not a good idea to play any lower.
Benefit(s): You gain a +2 trait bonus on Acrobatics checks to keep your balance or jump, and Acrobatics becomes a class skill for you.
2:Fate's Favored [Fate Trait]
The fates watch over you.
Benefit: Whenever you are under the effect of a luck bonus of any kind, that bonus increases by 1.

==============================================

Dusk Elf
Rather than being tied to the terrain around them, some elves are linked to the night itself. Though not tied to demon worship and evil as drow are, these elves are similarly attuned to the magical concepts of darkness and shadow. These elves have the arcane focus, darkvision, dreamspeaker, and silent hunter alternate racial traits.

Racial Traits

Ability Score Racial Traits:
Elves are nimble, both in body and mind, but their form is frail. They gain +2 Dexterity, +2 Intelligence, and –2 Constitution.

Size:
Elves are Medium creatures and thus receive no bonuses or penalties due to their size.

Type:
Elves are Humanoids with the elf subtype.
Base Speed: Elves have a base speed of 30 feet.

Languages:
Elves begin play speaking Common and Elven. Elves with high Intelligence scores can choose from the following: Celestial, Draconic, Gnoll, Gnome, Goblin, Orc, and Sylvan. See the Linguistics skill page for more information about these languages.
Defense Racial Traits

Elven Immunities:
Elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.
Feat and Skill Racial Traits

Keen Senses:
Elves receive a +2 racial bonus on Perception checks.
Magical Racial Traits

Shadowplay: Elves can take this trait in place of elven magic, also gaining the fetchling's spell-like abilities racial trait.
Magical Racial Traits

Spell-Like Abilities (Sp): Can use disguise self once per day as a spell-like ability. He can assume the form of any humanoid creature. Caster level is equal to his total Hit Dice. At 9th level in any combination of classes, he gains shadow walk (self only) as a spell-like ability usable once per day as a spell-like ability. Caster level is equal to his total Hit Dice.

Offense Racial Traits

Weapon Familiarity:
Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word “elven” in its name as a martial weapon.
Senses Racial Traits

Darkvision:
Though uncommon, some groups of elves are born with darkvision, rather than low-light vision. In many cases this is taken as a sign of a drow in the elf's ancestry, and can lead to persecution within the elf's home community. Elves with this racial trait gain darkvision with a range of 60 feet, but also gain sensitivity to light and are dazzled in areas of bright light or within the radius of a daylight spell. This racial trait replaces low-light vision.

Skills:

-=Skills=- [54] points(; 2class, 3INT 1Other)

^Acrobatics*(Dex)____+18{+9rank,+4Dex+2Trait}
^Appraise(Int)____+6{+1rank,+3Int}
Bluff(Cha)____+2{+0rank,+2Cha}
Climb*(Str)____+2{+0rank,+2Str}
^Craft(ALL) (Int)____+3{+0rank,+3Int}
^Diplomacy(Cha)____+6{+1rank,+2Cha}
Disable Device____+4{+0rank,+4Dex}
Disguise (Cha)____+2{+0rank,+2Cha}
Escape Artist*(Dex)____+4{+0rank,+4Dex}
^Fly*(Dex)____+4{+0rank,+4Dex}[spell]
Handle Animal (Wis)____+2{+0rank,+2Wis}
^Heal(Wis)____+11{+1rank,+5Wis+2Item}
Intimidate(Cha)____+2{+0rank,+2Cha}
^Knowledge (Arcana)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Dungeoneering)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Engineering)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Geography)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (History)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Local)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Nature)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Nobility)(Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Planes) (Int)____+10{+2rank,+3Int+2feat}
^Knowledge (Religion) (Int)____+10{+2rank,+3Int+2feat}
^Linguistics(Int)____+10{+3rank,+3Int}
^Perception(Wis)____+21{+9rank,+5Wis+2race+2Item}
^Perform (ALL)(Cha)____+2{+0rank,+2Cha}
^Profession(all)(Wis)____+7{+0rank,+5Wis+2feat}
Ride*(Dex)____+4{+0rank,+4Dex}
^Sense Motive(Wis)____+11{+3rank,+5Wis}
Sleight of Hand*(Dex)____+4{+0rank,+4Dex}
^Spellcraft(Int)____+10{+4rank,+3Int}
Stealth*(Dex)____+4{+0rank,+4Dex}
Survival(Wis)____+5{+0rank,+5Wis}
Swim*(Str)____+2{+0rank,+2Str}
Use Magic Device(Cha)____+6{+4rank,+2Cha}

Concentration [+14][9CL+5Wis]

ACP [0]

*ACP applies to these skills

^In Class Skill Bonus +3

-=Non-Standard Skill Bonuses=-
+2 Heal [Item]

-=Languages=-
Common, Elven, Sylvan, Celestial, Abyssal, Infernal, Draconic, Aquan, Auran, Ignan, Terran, Orc, Gnome.

Cleric:

Class Skills
Skill Ranks Per Level: 2 + Int modifier.

The cleric's class skills are Appraise (Int), Craft (Int), Diplomacy (Cha), Heal (Wis), Knowledge (arcana) (Int), Knowledge (history) (Int), Knowledge (nobility) (Int), Knowledge (planes) (Int), Knowledge (religion) (Int), Linguistics (Int), Profession (Wis), Sense Motive (Wis), and Spellcraft (Int).

Thought Domain [Associated Domain: Knowledge]

Granted Powers:
You are a scholar and a sage of legends. In addition, you treat all Knowledge skills as class skills.

Lore Keeper (Sp): Knowledge skill 29
You can touch a creature to learn about its abilities and weaknesses. With a successful touch attack, you gain information as if you made the appropriate Knowledge skill check with a result equal to 15 + your cleric level + your Wisdom modifier.

Read Minds (Su): 9/day
At 8th level, you can broaden your mental spectrum to encompass those around you. Doing so allows you to read the mind of every creature within 30 feet as if you had cast detect thoughts. This ability allows you to read the surface thoughts of any creature that you are aware of after only 1 round of concentration. Creatures in this area are allowed a Will save to negate the effect. The DC of this Will save is 10 + 1/2 your cleric level + your Wisdom modifier. You can use this ability for a number of rounds per day equal to your cleric level. These rounds do not need to be consecutive.

Domain Spells: 1st—comprehend languages, 2nd—detect thoughts, 3rd—seek thoughts, 4th—divination, 5th—telepathic bond, 6th—find the path, 7th—legend lore, 8th—mind blank, 9th—foresight.

Travel Domain
Granted Powers: You are an explorer and find enlightenment in the simple joy of travel, be it by foot or conveyance or magic. Increase your base speed by 10 feet.

Agile Feet (Su): 8/day
As a free action, you can gain increased mobility for 1 round. For the next round, you ignore all difficult terrain and do not take any penalties for moving through it. You can use this ability a number of times per day equal to 3 + your Wisdom modifier.

Dimensional Hop (Sp): 90' [5' used]
At 8th level, you can teleport up to 10 feet per cleric level per day as a move action. This teleportation must be used in 5-foot increments and such movement does not provoke attacks of opportunity. You must have line of sight to your destination to use this ability. You can bring other willing creatures with you, but you must expend an equal amount of distance for each creature brought.

Domain Spells: 1st—longstrider, 2nd—locate object, 3rd—fly, 4th—dimension door, 5th—teleport, 6th—find the path, 7th—teleport (greater), 8th—phase door, 9th—astral projection.

Channeling: [5/day]
DMG[5d6] DC15 [1/2] 30' [Positive Eng]

Spells

Level 0 (at Will) DC15
1: Detect Magic
2: Mending
3: Read Magic
4: Spark

1st DC16
*: Longstrider +10' 9 hours [used]
1: Divine Favor 9mins
2: Shield of Faith 9mins +3AC
3: Tap-inner Beauty 9mins
4: Comprehend Languages
5: -
6: Weapon-wand 9m Wand use.
-: Cure-light-wounds

2ed DC17
*: Detect Thoughts 60'
1: Align Weapon [Lawful]
2: Bulls strength 9mins +4STR
3: Eagles Splendor +4Cha 9mins
4: Summon Monster2
5: -
-: Cure Moderate Wounds

3ed DC18
*: Fly
1: Magic Vestment +2AC
2: magic-circle-against-chaos
3: channel-vigor 9r
4:
-: Cure Serious Wounds

4th DC19
*: Dimension Door 760'
1: Greater Magic Weapon 9 hours +2
2: giant-vermin
3: restoration
-: Cure Critical Wounds

X: Revenant-armor < [6/9 days]

5th DC20
*: Teleport 900miles
1: -
2: Plane Shift
-: Communal Cure Light Wounds

<= used

Gear/Possessions:

-------------------------------=GEAR/POSSESSIONS=-------------------------- -----

Starting Gold = 46,000gp [spent 45,000,] [Left 1,000gp]

Weapons:
Intelligent Living-steel +1{+1Ring} Comp Long Bow [Str+2] [8000gp] [1.5lb]

Armor
Mithral Shirt+1 [2100gp] 15lb

Belt: Belt of Physical Might [10,000gp] [+2Str/+2Dex] 1--lb
Body: -
Chest: -
Eyes: -
Feet: -
Hands: Holy Symbol Tattoo [100gp]
Head: -
Headband: Gem of Mental Superiority +2 [16,000gp] --lb
Neck: -
Shoulders: Fine Black hooded Cloak 10gp
Wrists: -
Ring L: Ring of Sustenance [2,500gp] --lb
Ring R: Battleborn Ring L9

None slotted Items

Handy Haversack [2000gp] 1lb
This custem made Handy Haversack also acts as a Quiver for Sol's bow.
The left side pouch holding her Arrows in large Quiver inside. She also can place her bow in he main Pocket.

[arrows]
120 Normal Arrows. 24gp
10 Admintie Arrows. 600gp
40 Cold Iron 20gp

[other]
-:Note Book and Pen 4p --lb
Cap of Human Guise 800gp
-:Signal Whistle 5sp --lb
-:Grooming Set 1gp 2lb
-:Holy book 1lb ___gp
-:Whiskey, Oldlaw [flask] 1x [10/10] 10gp
-:1st aid [healers] kit 10/10 50gp 1lb
-:Fine Clean Undergarments 30gp 2lb
-:Winter/summer clothing 50gp 15lb
-:Small Cigars 16x[boxs of 20] [40gp]

Wayfinder Campos [1700gp]
Slotted Ioun Stone
-:Iridescent Spindle (Ioun Stone Cracked)
This stone grants a +4 competence bonus on Constitution checks to hold your breath. Price: 500 gp.
*Slotted power, Iridescent spindle: Endure elements, [Constant] as the spell, as well as protection against exposure to vacuum and underwater pressure.
-:Incandescent blue sphere: (Ioun Stone Cracked)
This stone grants a +1 competence bonus on one Wisdom-based skill. Price: 200 gp.
*Slotted power, Blind-Fight

-=Carrying Capacity=- .
Light 0-36 lb. Medium 27–53 lbsHeavy 54–80 lbs
-=Current Load Carried=- 21lb [light]
Starting cash 46,000Cr
-=Money=- 0 GP 0 SP 0 CP

Battleborn Rings for level 9:
•+2 Resist to saves
•+1 Deflection to AC
•+1 Bonus feat
•1/day spend a swift action to gain a move action
•+1 "GM bonus" to wearer's armor. (stacks with existing enhancement)
•+1 "GM bonus" to wearer's weapon. (stacks with existing enhancement)
•+2 "GM bonus" to any ability score.

Intelligent Living-steel +1 Comp Long Bow [Str+2] [8000gp] [1.5lb] [Ego 6]

An intelligent magic item has a base price increase of [500gp].
Int10/Wis10/Cha10 [Neutral]

Empathy (Su): [0gp]
Empathy allows the item to encourage or discourage certain actions by communicating emotions and urges. It does not allow for verbal communication.

Speech (Su): [500gp/+0ego]
An intelligent item with the capability for speech can talk using any of the languages it knows.

Senses: 60'/Dark vision' [1000gp/+0ego]
Senses allow an intelligent magic item to see and hear out to the listed distance. Adding darkvision or blindsense allows the item to use those senses out to the same range as the item's base senses.

Item can cast a 0-level spell at will [+1,000gp/+1ego]
Mage Hand [At will]
Item can cast a 0-level spell at will [+1,000gp/+1ego]
Mending [At will]
Item can cast a 1st-level spell 3/day [+1,200gp/+1ego]
Shield [3/day]

Purpose
Defeat/slay a particular race or kind of creature [+0gp/+2ego]
[Devil]

Back story:

--------------Youth--------------

Lady Sol Xue De Ron Ole was born in another age, the age of Ascendance, when hope, freedom and wounder filled the world. The grate lay lines span out feeding harmony and health into the land. She came from a noble house of Toria in the great Everwood. The Keep Tree of the family standing tall and linked deep to the cities roots. Long is the history of the "De Ron Ole" in the ranks of the past over stand heroes and lords. Sol Xue and her brother En Suo came into a world of light and happiness. Their mother a noted beauty who voice they said could lift the heavens. Her Father a merchant lord traveling the great "Elf Gates" bring delights to the city from all the reams they linked to.

Great rooms of light and nature all around. They had the best servants and teachers to look after and teach them. Such was her childhood, such was the life of elf nobility. Game and play for days, weeks and years.
She and En Suo leaned the ways of elf kind. Patience, knowledge and wisdom. Classes in everything, the others races, from the orcs who knew anger and a way of life, to the great empire building humans. To the dwarf clans and thire master builders. Maths, art, culture, lecturers, trips and books. But her she and her brother liked best, where the epic tails of long dead heroes. The great wars of the past and deeds done. They where children and as such did not know the real meaning of war.

----------The way of arms--------------
Her bother En Suo loved the way of the sword. In his hands he could make a long elf blade sing. She spent hours siting watching Weapons master Lic-Rank showing En Suo, this move and that swing. Over and over, she would look on or read a book hearing the clash of blades. But for her it was always the great elf bows, she could beat En Suo at target shooting and even on a blessed hunt she could shoot as well as any there. It was her great uncle who after one such hunt gave her his bow. Far-sight

"It is a named bow, little Sol, she is made of a wood very hard to find and will always shoot true if you trust her."

And so it was she spent her time with Weapons master Lic-Rank, shoot Far-sight at targets high and low. She even showed her how to fight hand to hand with the bow such was its straight.

"You may be destined to be a fine lady Sol, but if an assassin comes in the night, with your dusk eyes and this bow. I want you to have three arrows in him before he hist the ground dead. No AGAIN! and this time focus."

-----------A life that was not-------------

En Suo was her father said, destined to be an officer in the city guard. Mother had hopes he would become Lord Commander one day and being honor to the family. When She asked what her destiny was, her mother would just smile and say, "O we will find something for you" She did not know than that she was a prize other houses would seek. In marriage she would was to be the chain that linked deals long made. If she had know back then this was her fate, she doubted she would have complained.

As they got older their father felt it was time they leaned more of the world 1st hand. To see the family holdings and trade sites. So it was they went into the elf gate and come out in places far away. Sol loved this, she found that travel and knowledge where things she could not get to much of. She relished the trips, En Suo was not so fond, yes he went but he did not like the food, or the heat was to much, or locals smelly. He just wanted to get it over with and get home. She ran wild, seeking new things and wounder to be found. They lost her so often that her mother have her a magic compass.

"This will always show you the way home, Sol, me and your father a sick of sending servants to find you. The next time you get lost your on your own."

This had worried her but she leaned to find her own way, she had take to the Green way and was spending more and more time at the tree temple learning its ways. They showed her magics that helped her on her trips, and ways to learn and know more. She knew by then she was to be wed to an other noble as part of the family honor. But she wished she could join the ranks of the priestesses. So she spent her young adult days, life was all set out and all was well. What could go wrong in such a world.

-----------The fall of Mylosis------------

That all changed with the fall of Mylosis. They had been there, she had been there on the very day of its fall. Over a century ago new. It had been one more business trip. They had come out the Great Mylosis elf gate. It was called great becouse it was like no other. Other gates where small, passage way things. But this one let many pass at once. One never got to see the great gate true. One just came into being on one of many side rooms and left to enter buildings trading floor. Here things where being packed into shipping rooms. All manner of races talking and traded. The Gate and building was heavy protected by elf, human and dwarf Guard. They said the gate true was in fact a grate magic crystal attuned to the lay lines, held in the roof of the building by dwarf architecture, built by humans and powered by elf magic. Such a wounder in a city of wounder's.

There mother and father had a meeting up at the great city palace, En Suo was none to please as ever, and said he would would stay here on the trade floor Observing trade which she knew meant he would its drinking wine and if he could find company to bore with tales of his sword play. She said nothing of this to father as she wanted to do more exploring around the city. She waved her mother and father good by and set off into the city, She had no idea then that was be the last time she would ever see them. It was while walking in a street with little care in the world that she bore witness to the disgraces of Hell. That was the moment that Ultruu, the accused Balor came and blighted the world, came to that city of light and wound, came and turned the ley lines red.

------------Flight-------------

The 1st she know of this was the scream, and shouts. Evil dark winged things came poring out the sky. People on the streets stood and looked on in shock, not moving even as talents teeth and claws ripped into them. A city in shock, she looked on as one woman, standing next to her cart of apples had her head ripped off, blood shooting up and body falling like an old rag doll. She was transfixed, she could not move. Another, a man and young boy running down the street. Something large came down fast and the man was gone, pulled up and into the air. The boy no more than 10 stopped looking up as if to find the man, The child's father?[i] She thought in the panic all around thinking that as if it was a normal thing to do. Then something with teeth, something on four legs coming at the child. Then next thing she knew she was standing in the street, in-front of the child, at her thing the beast. Three arrows in its body. A woman came running over snatched the child and with a soundless mouthing of [i]Thank you ran past Sol. She had looked around at where the woman was going and could see a band of guards and city folk protecting an ever growing number of people. One of the guards calling out.

"To the city Gate, to the GATE! get out the city!!"

She again shock, what how. Then it came to her, she had pulled her bow and acted as she had been trained to do, entering the battle trance and using her bow to kill. She had killed. She had not more time to think as he had been prodded hard. She spun around. There in front of her was a dwarf in bright gold Armor, Hammer in hand, shield in the other. Looking hard at her, his helm guard up.

"Lass your a fine shot with that bow, Me and some others need to give them locals time to get away, you think you can help us"

She looked past him and there where others, and old human with what looked like a fine magic great-sword. A half-orc with a bloody axe, a group of humans who looked like one whole street gang from the Warren. All she could do was nod her head, Thoughts of her mother, father brother pushed aside as the need to do something took over. The dwarf smiled.

"Good lass, now lets get to a killing devils"

He was good, she learned his name later, its was Knight Commander Sir Kenric Iron Fist, of the clan Iron fist. If ever there was someone to be next to when hell comes he was the one. They fell back slowly, letting more and more of the city folk join the fleeing band behind them. The Devils seemed never ending, the whole city seemed to be on fire. Fighting where ever you looked. But they where no alone, Others came to Kenric call, and the small band grow, many fell. Time and again it looked like all was lost but they at last made it to the gate. There to meet city Guard helping the feeling escape the city. There was a short lull in the fight. She was packing more arrows into her Quiver when Kenric came over.

"You did a grand job lass, seen you shoot down two coming my way. You seeking to head back in"

Yes she had said, her brother was at the elf gate and she needed to get to him.

"Ent ya herd, The elf gate is ne more nore anything in it. Just rubble and rock now. They say they tried and to take as many and they could into the gateways. But the Devils came on mass. So the gate guard pulled the whole building down on top of em. Gate an all, When a dwarf made building comes down ant nothing going come out of that alive."

In a day of shocks they one came hard, her bother could be dead, he could be, her only hope was he got into the gate before its destruction.
Then it hit her, her mother and father, they had been at the city palace.

"My brother may be safe, but my parents are still in the city. I need to find them I have a means to find them or..."

She held out the small magic compass her mother had given her. It pointed back into the city not moving. A worried look on her face.

He pattered her on the back.

"Alright lass, well ya best come with us, we'er going back in to see who we can save, we will see what we can find if we can."

An hour later she found them, both dead in what remained of the family carriage. They must have been trying to get back to the Elf gate. The thing that had smashed into the side of the carriage was still there. Dead her father in hits grip, his blade deep in its flesh. Mother was off to one side, A wound so deep she must have dead almost at once. Sol took there heart stones as the others stood guard. Then the half Orc cast a spell and the while area burned. She walked away from the fire a deep and lasting hate burning in her heart.

--------After the Fall------------

She stayed with Kenric, there band saving who they could can leaving the city. They headed into the lands around, fighting when and where they could. Always being beaten back, other bands where known to them, and they she grew use to seeing comrades fall. The half-orc Nirog became her lover and companion. She married him 2 years later and they where known with in the bad for always standing in a fight so others could pull back. They had no children they both felts having any would be wrong in a world so broken. He was killed on a snow covered farm. A small band of Devils sort to loot a town, they had killed most, and while she worked to clear the town center he has taken some of the new troops to clear out the small farms around town. They walked into a grater Devil feeding in an old barn. When she found him she knew at once he had sacrificed himself to save the new troops. Fight the best to the death. She alimented his passing, it was on that very same day she got news her brother En Suo was alive. Such is the way of the fates.

-----------My brothers keep-------------

Her brothers letter told of his passing into the gate and making his way back to Toria. He had sort the clerics about there mother and father, He had the sad news to tell her hey had passed over. He did not know that she had found them dead. But the seer had said she was still alive. So he had sent out scouts to find news of her. The Elf gates where closed after the lay lines where tainted. Travel now was by spell and foot, She it had taken him some time to find her. He was now the head of the house De Ron Ole and was working to protect it form the war. He went on with other news but she did not care. The last thing he said was he wanted her to come home. She looked at the letter for a long while, Home
That was such an odd idea to her now. She had been fighting so long that home was like a dream. No she could not go home, she and the others where needed. They where linked to no state or army but to a will stem the flow of evil and hell spawn. She folded the letter put it away and never read it gain. That has been many years ago, long years of fighting here and there. She left Kenric and headed out on her own. For a time with her own band, then with others. Things slowed down and a strange kind of balance came over the war. So few now remembered the start of it that most just thought this was how things should be.

------The Consortium of Light------------

It was years later she once more crossed paths with Kenric. He hunting a devil band, she looking for a stolen Child. They found both and had one dead devil group and saved child in short order. Also she found one small Pseudodragon called Yeter'el who to her annoyance has never left her side seance. He had been held in bag which a Devil had taken as a plaything. She puts up with him and at times he is even of use, but other he can be a down right pain. While they where heading back to give the child back to her family. Kenric told her of the The Consortium of Light. The she would be fine addition to its membership, he had said. The annoying Yeter'el had agreed, not even knowing them. But she did not need much persuading. So with his recommendation to Xavius himself she joined this diverse group of adventurers, soldiers, clergy and commoners. She liked the fact they leaned on one another for safety and strength. It was on Xavius suggestion that she started writing to her brother. She told of all that had happened. They now communicate regally, he has even helped fund her with in the group. But She as point blank refused to go home. She feels that until the darkness has pasted there will be no true home for her there.

PC 10 Minute Background:

Five things about Sol Xue De Ron Ole

1. Sol is a Elf noble but when he war started she played that down, and just uses the name Sol Xue, and not her family name of De Ron Ole.
2. She was there at the start of the war, when Mylosis fell. In the streets fighting hand to hand.
3. Sol is old, but looks only middle aged , this is down to some gifted magic a few years ago. She has no idea who it worked just a one healing spell did this to her when miscast.
4. She was married once to a Half Orc, but had no children. She specks Orc well and understands thire culture.
5. She is a war veteran and has been a number of key battles. She has a slight reputation for being ruthless when dealing with devils.

Two goals:
1.) To vanquish the Devil army and being the land once more back to balance of the green faith.
2.) To get vengeance on the ones who killed her mother and father.

Two secrets: [One known to your PC one unknown]
1.)She hate the war, she wants to run and hide from it, to go back to her life when she was young. A family and children but fate has driven her to be a battle maid, fighting all her life to save the land. She feels robbed in a way, as if life is unfair, but she never shows it. To the outside world she is a hard fighter who cares only about killing devils.
2.)Her brother has been working to uncover the unrest in the Eleven City, he has been trying to get her to come home so he can hand the family business to her. Until she dose he is finding it hard to deal with the unrest. She can have the life she wants all she need do is go home. But she has vowed not to until the evil is gone.

Three relationships: [two Allies / one enemy]
1.)Her brother En Suo De Ron Ole, current lord of the elf house De Ron Ole. He is her Twin and as such she has a deep link with him and he to her. He is wise and clever, and spends his time running the family trade business.
2.) Knight Commander Sir Kenric Iron Fist, of the clan Iron fist. The day the war started she meet him and they have been friends ever-since. He has been her battle teacher and helped train her in some of the hardiest fighting in the war. They still keep in touch as they are both in The Consortium of Light.
3.)The Pit mage'Nalish-Gorash' a enemy who has sort revenge on Sol after she shattered staff of souls, in the battle of the 3 hills. She shot it with an cold iron arrow braking the Gem that held trapped souls. His power broken she place in the order of hells revoked for such weakness. He slunk off and has more than once tried to entrap and kill her.

NOTES:

Mylosis, the Jewel of the West, was once the grandest city on the face of Atma. Founded by the Archmage Gengis Battleborn, it was a haven for robust trade, culture, and magic users of all stripes and backgrounds. Known far and wide for its splendor, it attracted goodly folk from every land on the globe. Travelers knew the city without ever having laid eyes on it before; far and wide people spoke of a tower of pure shining emerald thrusting thousands of feet into the sky, glimmering for miles in every direction, where the mightiest wizard in living memory makes his home in the clouds above the city he founded.

It has been more than a century since Mylosis fell to the disgraces of Hell. Ultruu, the ambitious balor-turned-godling, harnessed the energies of the founding of the Atma itself, corrupting and exposing the ley lines at the heart of the Jewel of the West.

Legions of devils flowed like a tidal wave upon the once-peaceful streets. Raw magic whipped up into storms left paths of devastation in their wake. When the city fell, so did the foundation of freedom upon which the millions of Mylosian countrymen stood upon. Accompanying these horrors was the untimely disappearance of the city's patron, Archmage Battleborn. With these events in motion it did not take long for the Age of Ascendance to crumble to dust.

After many long decades of crippling war with the armies of sin, an uneasy peace has settled into this many parts of the realm. Commonfolk live their lives in relative peace since the worst days of the war seem to be behind them. The Armies of Sin have swept through and conquered much of once was wholesome well tended lands, but left in their wake fear of reprisal and fear of rekindled aggression. Roaming bands of bandits, devils, and otherworldly creatures sometimes break the relative peace. Strange magical storms and other unexplained phenomenon remind of unharnessed eldritch energies let loose from the ley-line nexus in the heart of the ruins of Mylosis. New lords were left in place of old ones-- some mortal collaborators, others more hellish. The desire of Ultruu was not to smother life, but to conquer it. Average folk live in fear of liars, conspirators, and accusers.

The time has come for heroes. A handful of city-states and nations who once proudly held sovereignty over these lands have decreed this new Age of Despair will be brought to an end. Representatives from these factions are assembling in Archdale, where a once-abandoned castle now acts as the closest stronghold to the ruin of Mylosis; a castle that guards the mountain passage into the Mylosian plains.

There, in close proximity to the ruins of the Archmagus' once-beautiful city, they will convene and forge a new alliance to usher in a new age of peace, law, and freedom from the hellish shackles of tyranny... that is, if they can stop warring with each other.