| Shalafi2412 |
Hello all potential Knights, Wizards, Priestesses, Kender, and more...gather round as we take a trip to the classical world of Krynn. See the sights, breathe in the atmosphere, play with gnomish contraptions, search a kender's pouches, complement that knight on his huge shiny lance, die to..err...attempt the Test of High Sorcery. All this and more can be yours!
Just wanted to do an interest check on a Dragonlance campaign.
The campaign would start off prior to the Summer of Chaos, go through the Knights of Takhisis invasion, the release of Chaos and the end of the war. This is based off a 3.5 campaigh that I ran several years that ran for about 2 abd a half but I would like to update it.
The game will be Pathfinder, with the 3.5 Dragonlance material available for use, such as the Knights of Solamnia PrC's, Wizard of High Sorcery PrC, etc (no other 3.5 material is allowed).
Available races: Human (civilized or nomadic), Elf (Qualinesti, Silvanesti, or Kagonesti), Dwarf (hill or mountain), Gnome, Kender, Half-Elf, and Minotaur (will incur distrust and have roleplaying negatives).
Available classes: Barbarian, Cavalier, Cleric, Druid, Fighter, Mariner, Monk, Noble, Paladin, Ranger, Rogue, Wizard, and Alchemist (gnome only).
Available alignments: Any non-evil
Stats: everyone will use 16, 15, 14, 13, 12, 11 placed however you desire then apply racial adjustments.
Deities domain and favored weapon list:
Paladine: Good, Law, Nobility, Protection, Sun; Longsword
Kiri-Jolith: Glory, Good, Law, Strength, War; Greatsword
Majere: Good, Healing, Knowledge, Law, Protection; Unarmed Strike
Habbakuk: Air, Animal, Good, Travel, Water; Scimitar
Mishakal: Community, Good, Healing, Liberation, Protection; Heavy Mace
Branchala: Chaos, Charm, Good, Luck, Trickery; Rapier
Shinare: Community, Law, Luck, Nobility, Travel; Halberd
Chislev: Air, Animal, Earth, Plant, Weather; Spear
Gilean: Community, Knowledge, Liberation, Protection, Rune; Quarterstaff
Reorx: Artifice, Earth, Fire, Rune, Strength; Warhammer
Zivilyn: Knowledge, Plant, Repose, Rune, Travel; Club
Sirrion: Chaos, Charm, Fire, Glory, Luck; Heavy Flail
Takhisis: Darkness, Destruction, Evil, Law, Trickery; Shortsword
Sargonnas: Evil, Fire, Law, Strength, War; Greataxe
Chemosh: Darkness, Death, Earth, Evil, Trickery; Scythe
Morgion: Death, Destruction, Evil, Madness, Plant; Glaive
Hiddukel: Chaos, Charm, Evil, Knowledge, Trickery; Dagger
Zeboim: Chaos, Destruction, Evil, Water, Weather; Trident
If interested please let me know what you would be interested in playing. I am thinking of either doing the Dragonwar with Huma or the time of Beldinas Pilofiro, maybe the Lost Battles?
| Shalafi2412 |
Kender
+2 Dexterity, +2 Charisma, -2 Strength (max starting wisdom, 16)
Small: Kender are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Normal Speed: Kender have a base speed of 30 feet.
Fearless: Kender are immune to fear, magical or otherwise.
Kender Luck: Kender receive a +1 racial bonus on all saving throws.
Keen Senses: Kender receive a +2 racial bonus on Perception skill checks.
Lack of Focus: Kender have a -4 racial penalty on all concentration checks. Kender don't necessarily lack magical talent, but their general lack of focus discourages them from pursuing careers in magic.
Nimble Fingers: Kender receive a +2 racial bonus on Disable Device and Sleight of Hand skill checks. Kender can use the trained only aspects of these two skills even if they have no ranks in the skills.
Taunt: Kender receive a +4 racial bonus on Bluff checks to taunt someone.
Weapon Familiarity: Kender are proficient with slings and hoopaks and treat any weapon with the word "kender" in its name as a simple weapon.
Languages: Kender begin play speaking Common and Kenderspeak. Kender with high intelligence scores can choose from the following: Dwarven, Ergot, Elven, Goblin, Solamnic.
Kagonesti Elves
Racial Traits:
+2 Dexterity, +2 Wisdom, -2 Intelligence
Medium size
Normal Speed: Kagonesti have a base speed of 30 feet
Elvensight: Kagonesti Elves have low-light vision and can see twice as far as humans in conditions of dim light. Elvensight also includes darkvision up to 30 feet.
Elven Immunities: Kagonesti Elves are immune to magic sleep effects and get a +2 racial bonus against enchantment spells and effects.
Elven Naturalist: Kagonesti Elves gain the wild empathy ability and can improve the initial attitude of an animal. A Kagonesti Elf rolls a 1d20 and adds his Charisma bonus to determine the wild empathy check result. A Kagonesti Elf who gains this ability from another source, such as levels in Druid or Ranger, gain a +2 racial bonus on wild empathy checks. Kagonesti Elves also receive a +2 racial bonus on all Survival checks made to find or follow tracks.
Keen Senses: Kagonesti Elves recieve a +2 racial bonus on all Perception skill checks.
Weapon Familiarity: Kagonesti Elves are proficient with longbows (including composite longbows), longspears, shortbows (including composite shortbows), short spears, short swords, and spears and treat any weapon with "elven" in its name as a martial weapon.
Languages: Kagonesti Elves begin play speaking Elven and Sylvan. Kagonesti Elves with high intelligence scores can choose from the following: Common, Ergot, Gnoll, Goblin, Khurish, Ogre, Solamnic.
Tinker Gnomes
+2 Dexterity, +2 Intelligence, -2 Strength (max starting wisdom, 16)
Small: Tinker Gnomes are small creatures and gain a +1 size bonus to their AC, +1 size bonus on attack roles, a -1 penalty to their Combat Maneuver Bonus and Combat Maneuver Defense, and a +4 size bonus on Stealth checks.
Slow Speed: Tinker Gnomes have a base speed of 20 feet.
Guild Affiliation: Tinker Gnomes select a Guild that they are affiliated with at character creation. His guild is a part of one of three broad groups which are Craft Guilds, Technical Guilds, and Sage Guilds. If he selects a Craft Guild he receives a +2 racial bonus on all Craft skill checks, Technical Guild Gnomes receive a +2 racial bonus on all Profession skill checks, and Sage Guild members receive a +2 racial bonus on all Knowledge skill checks.
Gnomish Engineering: Tinker Gnomes receive a +2 racial bonus on Craft (alchemy) and Craft (tinkering) skill checks.
Life Quest: Tinker Gnomes are difficult to deter from their individual Life Quests, they receive a +2 racial bonus on Will saving throws.
Weapon Familiarity: Tinker Gnomes are proficient will all crossbows (including repeating crossbows) and treat all weapons with the word "Gnome" in its name as martial weapons.
Languages: Tinker Gnomes begin play speaking Common and Gnome. Tinker Gnomes with high intelligence scores can choose from the following: Dwarven, Ergot, Ogre, and Solamnic.
Minotaurs
+2 Strength, +2 Constitution, –2 Dexterity, -2 Charisma
Medium size
A minotaur’s base land speed is 30 feet.
+2 natural armor bonus.
Gore: A minotaur may use his horns as natural weapons to make a gore attack, dealing 1d6 points of damage plus the minotaur’s Strength modifier. If the minotaur charges, his gore attack deals 2d6 points of damage, plus 1 ½ times his Strength modifier. A minotaur can attack with a weapon at his normal attack bonus and make a gore attack as a secondary attack (–5 penalty on the attack roll and half Strength bonus on the damage roll).
+2 racial bonus on Intimidate, Profession (sailor), and Swim checks. Minotaurs are familiar with the sea and naturally adept at skills useful among seafarers.
Minotaurs may take the scent special quality as a feat.
Automatic Languages: Common, Kothian. Bonus Languages: Kalinese, Nordmaarian, Ogre, Saifhum.
nightdeath
|
Am interested but how about the other races?
Silvanesti Elves
Hill Dwarves
Mountain Dwarves (With all their clans)
Also classes
I assume Mariner is from DL.
Paladins are rare in DL aren't they?
I would like the classic, Dragonwar. Huma Dragonsbane is one of my favourites when it comes to noble knights.
I would like to play a plainsman barbarian.
"Sir" Janos Donner
|
I would love to join. I am a huge fan of the setting, and am really wanting to play a (non-jerk) Knight of Solomnia Cleric type. Paladine, Kiri-Jolith, or maybe even Mishakel or Majere, (depending on if you might allow it).
I included (the avatar) an old dragonlance character I had, as an example of what I might go with if accepted, but it will obviously need rebuilt.
DM Beckett
|
Donner as in the last High Clerist?
Nightdeath, I don't understand your question about the races.
Yes. Again, that was an old character, and the idea was that Janos was a descendant of the last official high Clerist (not that he himself was him), and the motivation was that he wanted to one day become the High Clerist, possibly the first since the Cataclysm. But that I can change, like I said, this is just a very basic idea for an old character I had, and would need to rebuild, changing it to be appropriate to your game
| Urgosh The Minotaur |
Inquisitor 2
Init +3; Senses Perception +7
==DEFENSE==
AC 20, touch 12, flat-footed 19 (+6 armor, +1 dex, +2 natural armor)
hp 20 (2d8+4)
SR 0
Fort +5, Ref +1, Will +5
Armor Steel Lamellar, Medium
==OFFENSE==
Spd 20 ft/x4
Melee Greatsword +5 (2d6+6) 19-20/x2
==STATISTICS==
Str 18, Dex 12, Con 15, Int 12, Wis 15, Cha 9
BAB +1, CMB +5, CMD +17
Feats Armor Proficiency (LIGHT / MEDIUM / HEAVY) (PFCR 118), Shield Proficiency (PFCR 133)
Skills Bluff +4, Diplomacy +4, Intimidate +5, Knowledge (local) +2, Knowledge (religion) +5, Perception +7, Sense Motive +8, Survival +7
SQ Track (PFCR 64)
SU Judgment (PFAPG 38 - 39), Ferocious Strike (PFAPG 90), Ferocious Strike (PFAPG 90)
SP Detect Alignment (at will)
MC Inquisitor Domain (PFAPG 38), Inquisitor Orisons (PFAPG 38)
Traits Birthmark (Faith) (PFAPG 328), Defender of the Society (Combat) (PFCh: FcGd 62)
Languages Common, Kalinese
Gear
Spells (CL 2)
L0: Create water, Detect Magic, Light, Stabilize,
L1: (3/Day) CLW, Shield of Faith, Disguise Self
---
Well there was a minotaur along with Huma so who is to say that during the war vs Takisis Urgosh wasn't one of the few who did follow in the fight vs Sargonas :)
| Shalafi2412 |
Shalafi2412 wrote:Yes. Again, that was an old character, and the idea was that Janos was a descendant of the last official high Clerist (not that he himself was him), and the motivation was that he wanted to one day become the High Clerist, possibly the first since the Cataclysm. But that I can change, like I said, this is just a very basic idea for an old character I had, and would need to rebuild, changing it to be appropriate to your gameDonner as in the last High Clerist?
Nightdeath, I don't understand your question about the races.
Ok
"Sir" Janos Donner
|
I have updated the character sheet to reflect the above specified character creation guidelines.
I wasn't sure if you use Traits, but I assumed so and included them. Let me know what you think. :)
Also didn't know if I should start out as a Knight or be trying to attain it, or if you had any guidance on that. I could go either way.
DM Beckett
|
The Mariner Class is sort of a Rogueish/Rangerish like class, but focuses much more on favoring boats and water. It gets reduced and limited sneak attack, and sort of like Favored terrain boats, a bit of swashbuckling, but in my personal opinion is almost a borderline NPC class. If that's what you are looking for, I might suggest the Swashbuckler ACG playtest class to fill that niche.
The Noble class is (actually not a noble), but more alone the lines of a NPC class Aristocrat on steroids. It's pretty good, having a lot of skills, a decent combat ability, and the ability to call in Favors which can border on story fait. In some ways they are kind of like a spelless Bard.
DM Beckett
|
Any chance that you might allow the 3.5 Knight class rather than the Cavalier?
The reason I ask is that I kind of hate the Cavalier. It comes almost close to doing what I would like, but basically fails. If not, I might consider multiclassing Cleric/Noble, but just wanted to check, (and might be getting way to far ahead of myself, ha ha ha).
| YoricksRequiem |
The Mariner Class is sort of a Rogueish/Rangerish like class, but focuses much more on favoring boats and water. It gets reduced and limited sneak attack, and sort of like Favored terrain boats, a bit of swashbuckling, but in my personal opinion is almost a borderline NPC class. If that's what you are looking for, I might suggest the Swashbuckler ACG playtest class to fill that niche.
The Noble class is (actually not a noble), but more alone the lines of a NPC class Aristocrat on steroids. It's pretty good, having a lot of skills, a decent combat ability, and the ability to call in Favors which can border on story fait. In some ways they are kind of like a spelless Bard.
Neat, thanks. Sadly, not interested in either of those. Mariner definitely seems outshined by the Swashbuckler, or even the Bucaneer Gunslinger Archetype. Or even the Freebooter Archetype for the Ranger.
Likewise, the Noble seems incredibly weak. I really do like the Favours mechanic, but that doesn't make up for how much you lose. If you do compare it to the Bard, you're talking about losing 2 skills and all your spells just for that one thing. I've played an Archaeologist Bard with low Cha before (essentially making myself Spellless) and it was fun, but definitely feels a bit crippled, and this seems even more so than that.
"Sir" Janos Donner
|
No worries.
The basic storyline I was going to go with is that I was a minor noble whose family had fallen out of favor back in the day, and who is striving to become a Solomnic Knight (or is either way works). He is a preist, and is now trying to travel the world to learn the various styles and schools of healing, hoping to better incorporate it into the Knighthoods existing battle tactics. I was also thinking about retaining the lost heir of the last High Clerist, (keeping in mind that no one really knows what actually happened), and hopes to one day become the first new High Clerist. He is a faithful and mostly peaceful warrior-priest of Paladine. I'll write it up with more detail once I get a chance. On one hand, I would like to work towards becoming a Knight, but on the other, I don't want to push that one the game if there is already a story in mind, so I could go wither way.
"Sir" Janos Donner
|
High Clerist has to be a cleric of Kiri Jolith. Why a great healer if not a follower of Mishakel?
Yah, I forgot about that and will probably switch over to KJ.
As far as the healer, part of the character concept is that he is respectful off all the good deity's, believing that all of them have lessons to teach, but at the same time, he is most interested in the Knighthood. It's a way for him to improve it, and it's mostly going to focus on trying to learn from the various races as an out of character excuse why he would travel and be friends with elves, dwarves, and kender, something to work towards, and things like that. I'm not trying to be the best healer, (and I also do not expect him out of character to actually become the High Clerist), that's just a part of his motivation. I'm augmenting his original story a bit, because it's been a while, and the other game I played in was at a point before the gods returned, (so I had no magic and little actual knowledge of the divine). I'm still kind of tossing around idea, so let me write up a full background and we will go from there. Suggestions are always welcome, I'm just kind of still in the planning phase, and completely open to intergrating the other characters.
| GM Tribute |
Count me in. Roleplaying to beat Tasslehoff Burrfoot would be too much of a challenge for any kender I would fear to take. Although tempting to try a gully dwarf cleric with poor counting skills, I would like to try a Tinker Gnome wizard on a life quest to discover how to stop time!!
Tinker gnome wizard--let us decide on the specialty later, though illusionist seems indicated for old time sake.
Sage guild--possibly aspiring to wear red robes
17INT; 18DEX; 14CON; 13WIS; 12CHA; 9STR;
nightdeath
|
Shalafi2412 wrote:Donner as in the last High Clerist?
Nightdeath, I don't understand your question about the races.
Well in Dragonlance the Elves are split into 3 sub races and the dwarves 2 with them being the Hill dwarves and the mountain Dwarves, which then spreads as different 'dwarves' by clans.
I'm a fan of Dragonlance and was thus wondering about the other sub-races not mentioned. They had slightly different racial bonuses.
For Elves.
Kagonesti
Silvernesti
Qualinesti
Dargonesti elves (Sea Elves)
Dimernesti elves (River Elves)
I don't expect the last two elves though.
Dwarves.
Neidar (Hill Dwarves)
Theiwar (Dark Dwarves-interested in magic)
Dewar (Dark Dwarves- assassins)
Aghar (Gully Dwarves)
Hylar (The oldest and most noble of the clans.)
Daewar (Highly respected clan known for fighting skill.)
Klar (A hill dwarf clan trapped in Thorbardin, used by other mountain dwarves as servants. They are fierce fighters and good friends.)
Other Races
Orgre
Irda
Draconians.
| Cronax |
I give you Bronan Krass, half elven vagabond:
When a child with pointed ears was born to a pair of respectable (human) Solamnic nobles, eyebrows were raised and a certain Qualinesti merchant left the city in quite the hurry. Not willing to sully his wife’s honor and by extension his own, the lord never disputed the parentage publicly. Still, an uneasiness hung over Bronan’s childhood. The scandal of his mother’s indiscretions kept his parents always distant from the boy.
It got to the point that when Bronan reached the age of maturity, he decided to set out on his own in search of a new life. Though they never admitted it, his family was glad to see him go. The daily reminder of their dishonor was now out of sight and mind. With only his faithful mutt Caltrop and his wits, Bronan began wandering A looking for adventure and purpose.
Bronan has a slim build and a habit of slouching. Of medium height, he is hardly an imposing figure. His hair is sandy and unkempt and a perpetual veneer of stubble graces his angular features. His clothes are dusty and worn, a result of time on the road. His demeanor alternates between easy going and enthusiastic
Caltrop is a floppy eared mutt about two feet tall at the shoulder. His fur is a deep brown and shaggy, making him look something like a detached mop head.
Neutral Good Half Elf Cavalier (Huntmaster) 1
Scores (str 16, dex 15, con 16, int 11, wis 12, cha 13)
AC 19 (Flat Footed 17, Touch 12)
ACP -5
CMD 16
HP 13
Initiative +1
Saves (Fort +5, Refl +3, Will +1)
Speed 30’
Languages (Common, Elven, Solamnic)
Skills
Handle Animal [1R] +5 (+2 with dogs, +4 with animal companions)
Survival [1R] +5 (+1 when sheltering or foraging for allies)
Knowledge: Nature [1R] +7 (+2 for dogs)
Perception [1R] +7
Climb [1R] +2
Feats ( Huntmaster, Coordinated Maneuvers, Skill Focus: Knowledge: Nature)
Abilities
Low Light Vision
Immune to magic sleep
+2 save vs enchantment
Order of the Dragon
Bestial Challenge 1/day (+1 damage, +1 attack if threatening the target, -2 AC vs other targets)
Hunting Pack (Dog)
Tactician Standard, 1/day (dogs gain Coordinated Maneuvers for 3 rounds)
Traits ( Armor Expert, Youthful Mischief)
Attack (BAB 1)
Whip +4 for 1d3+3 nonlethal
Warhammer +4 for 1d8+3 (20x3)
Sling +3 for 1d4+3
CMB +4
Gear
Scale Mail
Whip
Warhammer
Heavy Wooden Shield
Studded Leather (dog sized)
Sling
10 bullets
Ranger’s Kit
32 gp
If someone does play a Kender, I would request that they take (and the GM allow) the Halfling feat 'Well-Prepared'
| Shalafi2412 |
DM Beckett wrote:Shalafi2412 wrote:Donner as in the last High Clerist?
Nightdeath, I don't understand your question about the races.
Well in Dragonlance the Elves are split into 3 sub races and the dwarves 2 with them being the Hill dwarves and the mountain Dwarves, which then spreads as different 'dwarves' by clans.
I'm a fan of Dragonlance and was thus wondering about the other sub-races not mentioned. They had slightly different racial bonuses.
For Elves.
Kagonesti
Silvernesti
Qualinesti
Dargonesti elves (Sea Elves)
Dimernesti elves (River Elves)
I don't expect the last two elves though.Dwarves.
Neidar (Hill Dwarves)
Theiwar (Dark Dwarves-interested in magic)
Dewar (Dark Dwarves- assassins)
Aghar (Gully Dwarves)
Hylar (The oldest and most noble of the clans.)
Daewar (Highly respected clan known for fighting skill.)
Klar (A hill dwarf clan trapped in Thorbardin, used by other mountain dwarves as servants. They are fierce fighters and good friends.)Other Races
Orgre
Irda
Draconians.
Yes, they are represented. Draconians not at this point.
Daniel Stewart
|
Ok..here is the crunch for my submission....where should our backgrounds be from? What period are you looking to play?
Human Ranger 1
NG Medium humanoid (human)
Init +6; Senses Perception +5
--------------------
Defense
--------------------
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 13 (1d10+3)
Fort +4, Ref +6, Will +1
--------------------
Offense
--------------------
Speed 30 ft.
Melee shortsword +6 (1d6+2/19-20/×2)
Ranged longbow +5 (1d8/×3)
Special Attacks favored enemy (goblinoids +2)
--------------------
Statistics
--------------------
Str 14, Dex 18, Con 15, Int 12, Wis 13, Cha 11
Base Atk +1; CMB +3; CMD 17
Feats Weapon Finesse, Weapon Focus (shortsword)
Traits reactionary, weathered emissary
Skills Climb +5, Heal +5, Intimidate +4, Knowledge (geography) +5 (+7 vs. goblinoids), Knowledge (nature) +5 (+7 vs. goblinoids), Perception +5 (+7 vs. goblinoids), Stealth +7, Survival +6 (+8 vs. goblinoids, +7 to track)
Languages Common, Goblin
SQ track, wild empathy
Other Gear Studded leather armor, Longbow, Shortsword, Backpack (12 @ 25 lbs), Bedroll, Belt pouch (3 @ 1.44 lbs), Blanket, Chalk, Mess kit, Rope, String or twine, Torch (4), Trail rations (4), 34 GP, 6 SP, 7 CP
--------------------
Special Abilities
--------------------
Favored Enemy (Goblinoids +2) (Ex) +2 to rolls vs Favored Enemy (Goblinoids).
Track +1 Add the listed bonus to survival checks made to track.
Wild Empathy +1 (Ex) Improve the attitude of an animal, as if using Diplomacy.
nightdeath
|
My brief submission
Not a very good name I admit
Str: 18
Dex: 14
Con: 15
Int: 12
Wis: 13
Cha: 11
The Shaman said that his destiny was not on the plains where his people roam. He said that the gods had already claimed him and he was not for this tribe any longer. The signs were there.
He gave his best during hunts and came back with game but was never praised for it.
Finding the best forage spots earned him thanks and nothing more.
He used his body to build shelter for his tribe but no one offered him the use of theirs during storms.
His offers of food were accepted but was never offered in return.
He sees the pity. He sees the longing in his parents eyes. He sees the tribe struggling to not accept him as their own.
Why?
The birthmark of a dragon upon his back, Wings interposed across his shoulders mark him.
A Mark of Destiny the shaman said.
A Mark of Pain, Despair and Loneliness is what it represented.
Thus Witnessed by the Winds, He is now Windsworn. Sworn to go where the wind blows. Where it blows, he cares not for he follows where the wind goes.
"Sir" Janos Donner
|
Darn, it looks like someone else has made a cleric for this game. I'll have to create something else I suppose. I am thinking of playing a Wizard as it does seem no one has made one yet.
No reason we can't have two. I was thinking about going more with a Paladin-lite sort of Cleric, and not so much the spellcasty kind. Wizard could also be cool, though. Don't let me stop you from doing what you want. If you do go Cleric, we could use that to sort of act like each other's foils a bit, RPing the differences in faiths. Could be really interesting in the Kingpriest era when they start persecuting neutral and then even other good faiths.
Daniel the choices I have are the Dragon War with Human or the last Kingpriest. I am putting it to a vote.
I'm good with either. It will really impact the build ad story of the character I make, though, so the more info we get the better. For example, if we go with the Kingpriest, I will drop the whole concept about striving to be the High Clerist, and probably go with something much more along the lines of a knight-cleric caught in the middle of two rights, struggling to pick sides or find the greater good.
nightdeath
|
Nightdeath, what class is he?
My brief submission
Not a very good name I admit
** spoiler omitted **
Vote: Age of Huma
Sorry forgot to include that. Let me redo this.
He's a Human (Normadic) Plainsman Barbarian.
Human Barbarian 1
Str: 18
Dex: 14
Con: 15
Int: 12
Wis: 13
Cha: 11
The Shaman said that his destiny was not on the plains where his people roam. He said that the gods had already claimed him and he was not for this tribe any longer. The signs were there.
He gave his best during hunts and came back with game but was never praised for it.
Finding the best forage spots earned him thanks and nothing more.
He used his body to build shelter for his tribe but no one offered him the use of theirs during storms.
His offers of food were accepted but was never offered in return.
He sees the pity. He sees the longing in his parents eyes. He sees the tribe struggling to not accept him as their own.
Why?
The birthmark of a dragon upon his back, Wings interposed across his shoulders mark him.
A Mark of Destiny the shaman said.
A Mark of Pain, Despair and Loneliness is what it represented.
Thus Witnessed by the Winds, He is now Windsworn. Sworn to go where the wind blows. Where it blows, he cares not for he follows where the wind goes.