INFO

Jan. 8th, 2025 04:04 pm
i_paladin: (Default)
Paladin
HOME HISTORY
PERSONALITY ABILITIES
" QUOTE OF SOME SORT HERE. "
 
   
NAME. Paladin.
NICKNAME. None.
AGE AND DOB. 30 DOB: N/A
OCCUPATION. Adventurer/Paladin
RACE AND LEVEL. Tiefling 5th level
   
ORIENTATION. Pansexual.
DATING STATUS. Single
   
HEIGHT. 5'5"
BUILD. Wiry.
HAIR. White and long, shaved on one side
EYES. Black with blue irises
   
PB. None
CANON D&D 5e Homebrew.
JOURNAL. I_Paladin
TIME ZONE. Central
PALADIN OF RENSFORD
HOME HISTORY
PERSONALITY ABILITIES
" QUOTE OF SOME SORT HERE. "
The Tiefling now called Paladin grew up in one of the last remaining cities of the Old Empire, Greykeep. Parents, both human had been desperate for a child and in that desperation, turned to a priest who made a promise of a child but never a child of human parentage.

Greykeep is a perfectly fine place to raise a child, as long as you are human or halfling and have money, it is a different story if you have Infernal blood running through your veins. It was in that party of the city in which Paladin grew up. Where filth and crime packed in as close as the rats and tenants. Where power was abused and bloody alliances were formed.

It was easy for the young tiefling to run through these streets, to covert with petty criminals and thieves, searching for the guidance and acceptance she didn't receive at home, thrilled with the idea of respect from others and the ability to take whatever she wanted. To steel from the rich merchants that refused to visit their end of the city, to wander through the stalls of the black market and greet people by name. Rejected by her own family, Paladin made due with the community of the ghetto she was put.

It was from them she learned to move silently, to count cards, to read body language and faces, and to draw blood with thrown daggers. For years the path of the gambler, the conman, and thief was the one she trod happily with no qualms or regrets. And she would be on this path still if it were not for the night where the God Lhuitantl (lhwee-TAHN-tul) interceded on her behalf. In exchange for her life she would serve him, and though she is resentful of the servitude the power it grants her is wildly appealing.

On the start of this new path, she renamed herself Paladin and left the familiar streets of Greykeep to explore and listen to the divine direction of her patron deity. Currently this has landed her at the coastal town of Rensford where she resides with her traveling companion, Bogbad the Orc. From here she goes adventuring and occasionally performs services for the Margrave who provides protection to surrounding villages.

Currently Paladin is very much enjoying her role as Adventurer and Protector to the town of Rensford and the surrounding villages.

HOME HISTORY
PERSONALITY ABILITIES
" QUOTE OF SOME SORT HERE. "
MBTI ( ENFP PERSONALITY “THE CAMPAIGNER” ) The ENFP personality is a true free spirit. They are often the life of the party, but unlike Explorers, they are less interested in the sheer excitement and pleasure of the moment than they are in enjoying the social and emotional connections they make with others. Charming, independent, energetic and compassionate, the 7% of the population that they comprise can certainly be felt in any crowd.
The start of the path did not begin shiny and bright, suddenly born anew, free from the sin and wickedness of her former life. Paladin taking up the mantle of a God did not erase all of who and what she was, all she had learned and come to believe about the world. It did nothing to change the bent of her moral compass.

But man, one hit of that hero feeling and damn it can do a lot to change a person's perspective on things. There was a thrill with the con too, watching a rich man sweat across the table from you as you have him down to his last two copper. A certain delicious little schadenfreude that left her with a smile on her lips. But it's nothing like saving a life against all odds, feeling like you've done something right. To see gratitude on people's faces after an evil is gotten rid of. Hell, just seeing anyone make eye contact with you with a smile is one hell of a kick. At least for Paladin, for that abandoned little tiefling all those years ago.

So she's on the hero kick. Kicking asses, taking names, righting wrongs. This is what drives her, what she is passionate and dedicated to. With this rise in status, gathering of power comes a realization: her actions can make a positive difference in the lives of many. That with her status and powers comes the ability to even the playing field so to speak, lend her power to their voice. Her passion is to defend those who cannot defend themselves. So when she gets summoned and there's work to do, shit gets real.

Generally gregarious and easy going, Paladin does not play around when there is a quest to be done or when people's lives are on the line. Serious, steadfast, and more brave than smart, Paladin tends to take on all and not rest till the job is done. Paladin can become obsessive and singularly focused on one task till it absolutely completed. That being said, her goal is not ultimate murder and death, if there is a way around killing, Paladin will search for it. She met her companion Bogbad when he attempted to raid a fishing village.

But there are times when there isn't even a need to consider a nonviolent path to a solution. Paladin can and will be cruel to the absolute evil and wicked that come across her path, and to those who have betrayed their own, retribution is swift. Selling out the many to the strong a and evil for personal gain is the ultimate sin in her eyes. Perhaps in those moments she lets her demonic ancestry take hold.

Outside of work Paladin is social, a drink at the inn is where you will find her most nights. For special occasions, usually after returning from the field: a night at the House of Health. Paladin has no love life of which to speak of. Given her occupation and the duality of her gender she supposes that a steady partner is in the cards for her. Paladin is what can loosely be called intersexed. For the majority of the time she is female, has female sex organs. For brief periods she is male, and has male sex organs. This isn't something she shares openly but will talk about it.

So instead of attempting to find Mr/Mrs right she pays coin for her encounters when they don't come free. Men, women, they come in all types at the House of Health and that's what she loves.

HOME HISTORY
PERSONALITY ABILITIES
" SOME QUOTE HERE. "
HEALING ( Lay on hands ) Outside of Cure Wounds, Paladin has a pool of twenty-five points that she can use for healing. A solid five points spent will cure poison or disease. These points refresh after a long rest, and grows with every character level achieved.

DIVINE ( Divine Smite ) When you hit a creature with a melee weapon attack, you can expend one paladin spell slot to deal radiant damage to the target, in addition to the weapon’s damage. The extra damage is 2d8 for a 1st-level spell slot, plus 1d8 for each spell level higher than 1st, to a maximum of 5d8. The damage increases by 1d8 if the target is an undead or a fiend.

INFERNAL ( Hellish Rebuke ) You point your finger, and the creature that damaged you is momentarily surrounded by hellish flames. The creature must make a Dexterity saving throw. It takes 2d10 fire damage on a failed save, or half as much damage on a successful one.

STEEL ( Short Sword/Daggers )

Short sword (sword of warning): 1d6+5

Thrown Dagger: 1d4+4.

At fifth level you may make two attacks for every one.

DEFENSIVE ( Hold Person ) Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target.

 

coding credit:[community profile] proverbially
i_paladin: (Default)
 


It's hard to pull myself away from, the burdens of truth and the things that I've done
But for now we'll for forget the reasons, leave this city and become anyone.
i_paladin: (Default)
Paladin stares at the entry box for the email with a look of utmost concentration. Here she was, finally, and now she could think of nothing to write. An unexpected obstacle that the Tiefling had not bargained for. After finally getting the damn thing to wake up properly (the monitor was off the desk attendant explained). After finally logging in (that went fine). But then there was the fact that she couldn't find Adia's email address (user error). Now the words just simply wouldn't come.

It was Paladin's first message, in a world unfamiliar with social morays and rules. Fingers tapped on the desk, on her cheek, against a bicep while arms crossed.

Fuck it. We're doing it live.



adia. it is time for the holidays in this world and mine and i would like to invite you for a drink to celebrate. also i have not forgotten the matter of the honey. my debt shall not go unpaid.

friday evening at the inn question mark

paladin
i_paladin: (Default)

paladin! made by the lovely [personal profile] healplz 

i_paladin: (Default)
The Dawrven convoy from the Northern settlement is late in returning to Rensford. By the time Ruska, the matriarch of the Dwarven enclave in Rensford reached out to Paladin the convoy was two days late. By the time the Tiefling heads out on the Northern road to try and locate the party, they are four days late.

Bogbad, the Orc Fighter in tow the two set out only to be stopped by one of the young Dwarf males of the city to explain that his friends in the convoy might have finally convinced the party to take a detour in their trip to Rensford, to explore a once held iron mine for an entrance to the Underway which would lead them to the lost Dwarven city of Jazdirune. This city was once a thriving metropolis, filled with artisans and one of the main sources for magical Dwarven weaponry. Currently, there is still a generational divide within the Dwarven people if they should risk taking back previous powerful strong holds, or stay safe in their current settlements.

Finding Jazdirune would be a great score for the Dwarves.

On their way they run into one of the Unchosen, Yahini. The Unchosen are clerics of sorts, they serve the unknown 13th God and go around helping any in need or distress, they can heal and perform religious rituals. Since they are neutral they are left alone by any and all sentient groups. To attack one of the Unchosen is considered a grave offense.

Yahini joins Paladin and Bogbad and during their travel on day three, Bogbad spots, in the distance a large flying form that seems to be following them.  A chase ensues, the party ducks into the woods attempting to evade the flying beast, darting from cover to cover and attempting to stay on small game trails and far away from the threat.  It's Bogbad's horse that causes the party to falter and the beast to catch up, and what a beast it is, a Manticore.

One of the spikes from the beast's tail strikes Yahini, but the rest of the party does not let the manticore get in another attack.  Scattering through the forest and using ranged weapons Bogbad does serious poison damage with his cross bow and Paladin's daggers and magic do the rest of the work.  In the end the beast is felled and they ride away with a pelt, a spiked mane and the spiked tail that was such a threat.

Up into the mountains they go after a long rest.  There are signs of violence all through the narrow roads and across the massive stone bridge that leads up to the main mountain top.  An ominous first sign: a Dwarf grave.  Then spiders, further and further up the mountain side they go, finding pools of blood and a net of hair and spider silk.

It is at another landing where the group is attacked by a swarm of spiders and two massive spiders.  The bigger beast are easily disposed of, it's the swarm that crawls all over the adventurers that cause more troubles.  When they finally perish, the group settles down for a much needed rest. 
i_paladin: (Default)
This story starts off in a Tavern because all stories like this start off in such a place.  A place with candle light, a crackling fire and low voices that occasionally rise and fall in joy or anger.

Usually in these stories there is one lone figure, sitting off in a corner, shrouded in darkness and mystery.  This is where the story diverges a bit.

Because Paladin is not necessarily a solitary creature, she enjoys company, stories, a bit of drink and a whole lot of cards.  It's a casual game the Tiefling is playing now, the patrons of the inn have gotten used to her onyx skin with it's strange blue markings, and her genderless features.  Even have gotten used to her taking all their money on occasion.

Her presence in the inn isn't solely for cards: a little bird whispered in her ear that there was coin to grab for sword work.  Not necessarily what she has become known for, but there's no reason to pass up coin as long as the work is legit.
 
The teal haired Tiefling laughs and tosses her losing hand on to the pile of coins and takes another look around the inn as if her future patron would simply walk in with an aura of looking for hirelings.
i_paladin: (Default)
I am of old and young, of the foolish as much as the wise,
Regardless of others, ever regardful of others,
Maternal as well as paternal, a child as well as a man,
Stuff'd with the stuff that is coarse and stuff'd with the stuff
that is fine,

[...]
 
 
 
 
With music strong I come, with my cornets and my drums,
I play not marches for accepted victors only, I play marches
     for conquer'd and slain persons.

Have you heard that it was good to gain the day?
I also say it is good to fall, battles are lost in the same spirit in
     which they are won.

I beat and pound for the dead,
I blow through my embouchures my loudest and gayest for
     them.

[...]

This is the meal equally set, this the meat for natural hunger,
It is for the wicked just the same as the righteous, I make
     appointments with all,
I will not have a single person slighted or left away,
The kept-woman, sponger, thief, are hereby invited,
The heavy-lipp'd slave is invited, the venerealee is invited;
There shall be no difference between them and the rest.
i_paladin: (refined)
Like most mess halls for inns Paladin has stayed at, this place has a sort of seat yourself policy. If there is a seat open, take it? If someone sits next to you that you don't like, deal with it (at least that's the general rule of thumb.) The seat that Paladin takes is at a smaller table off to the side but still near enough to the massive hearth that they can smell the wood burning and feel the pleasant heat of it as well. It always reminds Paladin about the only enjoyable part of winter: the nights around the fire, safe in a warm inn, drinking ale. Literally the only part of the white death of winter that she enjoys.

Paladin had slept for ten and a half hours and still it didn't feel long enough. The only reason they are not currently in bed wrapped up in blankets and oblivious to the rest of the world is because her stomach is so empty that it is physically making her sick. The sweet and savory smells from the kitchen are not helping this problem.

Waking, a note was sent to room 228 with an invitation for dinner if Amelia could make it, and then she got dressed.

Unsurprisingly Paladin favors blacks and whites, tonight: black slacks, jacket and tie, with the usual white collared shirt, all clean and cut to fit that androgynous frame.

One of the serving boys comes by with a basket of bread and some butter and it's hard for Paladin not to simply drool, that will happen after the boy is sent off for a glass of wine.
i_paladin: (hands)
the water is unearthly cold. damp, centuries of untouched cave cold. pure and metallic from the water washing down soil and rock over day and night to fill this baptismal pool that will serve well as a tomb.

breathing was at a premium before her head hit the water. arms squeezed tight pushing into her own sides, elbows digging in, ribs cracking in painful self abuse. while her chest caves in the lungs still work to expand, the heart snarls and leaps in a fight against the inevitable cave in, against that invisible, constant specter.

heels dig at the rock in struggle. the floor crumbles in betrayal and there is no movement except forward, deeper into the wet darkness.



into the waiting basin, the wooden edge of the tub digging into her chest and shoulders, knowing pressure, reminding her of where she is and who is behind her while her eyes are closed and she seeks escape. it pairs with the impossibly strong, bony fingers that shove at the back of her head, finding purchase in the short hair, a previous punishment that is proving an unlikely advantage: nothing to grasp while she tries to fight back.

the water is tepid, soapy, foul. an accumulation of body and cleaning. a fetid pool to get rid of a foul, rancid creature. an attempt to return a gift that was spawned unwillingly.

panic is the birth of all screams, no matter what the price paid for such a relief.

the water fills her lungs and nose and is swallowed down and choked on before being forced back up. wet is all there is. darkness follows, wet and black, faint and all encompassing with laughter as it’s music, mocking, cruel laughter as if this death were a joke. the punchline for a 10 year long joke.



the water won’t leave her lungs. even as air flows into them it is still blocked by what feels like a lake of water there. it vomits forth, forever, splattering on her soaked shirt, on to the stone darkness under her. the water brings panic and fear and choked noises that echo around her, from her, among the jingle of metal and the steady drip and splash of moisture from the ceiling.

to move is to invite agony. it is not her effort that brings her to her side but the heat and strength of a figuring towering over her, faded and gray in the faint light bobbing above them. the hands are not gentle but move with an urgency that suggest that fear and concern are at the root of the actions, not aggressive dismissal. she is thankful for them. how they unwind the trappings around her and bring her back to the cold stone that presses against her cheek and ignore the noises she makes. noises not of lung clearing and stoic regathering, but of childish panic and fear.

the weight rests on her shoulder. the weight of him rests on the floor. steady, labored breathing. the breath of a fighter after a fight. the heat and hammer heart of a battle won.

drowning out the splatter and peck of the constant, unending, never ceasing, cascading water around them.
i_paladin: (crit success)
 

Rensford (originally Restenford)
 
Paladin's home base not her hometown.  A year prior to arrival Rensford was attacked by pirates.  The city was saved but at huge expense, the Speaker (head of the church) and Wizard of the town were both killed in it's defense leaving the town sparse on men between the age of 18-25 and protection.

Areas of note:
1.  The Keep - city strong hold, home of the Margrave/seat of power
2.  Old Way Inn - major tavern/inn 
3.  Temple - all temples are inclusive of all the gods/goddesses but emphasis here on the twin deities, Katu and Kala.
4.  Crypt/Morgue 


Dieties


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Paladin

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