NPCs

Stories of the those from House Dragoon Talanador, the Company of the Dragon and the Tavern itself.

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Legendary Adventurer
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Ric Flair

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Location: Generally found at the Golden Ivy Tavern. If not there, then on the SpellJammer, his ship.

NPCs

Post by G »

Notable NPCs from the world according to G. Note: There are some occasions where the NPC is played by an actual player. Mai, for example, is mostly an NPC, but is, on occasion, played in a room.
G'nort Dragoon-Talanador
Duel of Swords Legend. Best In The World™.
First All Time DoS Title Holder.
Listed as "Daddy" in your daughters contacts list.
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Legendary Adventurer
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Ric Flair

Posts: 4124
Joined: Wed Feb 11, 2004 1:09 am
Location: Generally found at the Golden Ivy Tavern. If not there, then on the SpellJammer, his ship.

Mai Yasuke

Post by G »

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Profession: G'nort Yada Yada Yada Talanador's assistant

Appearance: Long dark hair, pretty almond eyes, approximately 5'7" tall when barefoot; in her work heels she tends more towards 5'9" to 5'10".

Skills: While skilled in any number of ways, there are a few were Mai excels: Keeping her sanity as G's Executive Assistant (in other words, she runs everything) Getting things done Working on very little sleep Being impressive Being unimpressed

Never without her notepad and a pencil stuck within the spirals.[/img]
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Ric Flair

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Location: Generally found at the Golden Ivy Tavern. If not there, then on the SpellJammer, his ship.

GnomCorp

Post by G »

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Ogie Oglethorpe:
The Human Relations Manager.

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Kari Takko:
Head of Research and Development.

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Jarmo Myllys:
The Chief Scientist.

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Jani Hurme:
The Operations Manager.
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Stasis Clone
Necromancy
Level: Sor/Wiz 9

As clone, except that if the original individual is still alive, the cloned body falls immediately into stasis and does not rot. If the original individual later dies, the soul transfers to the stasis clone, which leaves stasis and immediately begins to function as per the normal clone spell.

If multiple stasis clones exist for the same original creature when it is slain, the soul goes into the most recently created stasis clone.
quote:
d20 SRD (SpellsC.rtf), pages 6-7

Clone
Necromancy
Level: Sor/Wiz 8
Components: V, S, M, F
Casting Time: 10 minutes
Range: 0 ft.
Effect: One clone
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

This spell makes an inert duplicate of a creature. If the original individual has been slain, its soul immediately transfers to the clone, creating a replacement (provided that the soul is free and willing to return). The original’s physical remains, should they still exist, become inert and cannot thereafter be restored to life. If the original creature has reached the end of its natural life span (that is, it has died of natural causes), any cloning attempt fails.

To create the duplicate, you must have a piece of flesh (not hair, nails, scales, or the like) with a volume of at least 1 cubic inch that was taken from the original creature’s living body. The piece of flesh need not be fresh, but it must be kept from rotting. Once the spell is cast, the duplicate must be grown in a laboratory for 2d4 months.

When the clone is completed, the original’s soul enters it immediately, if that creature is already dead. The clone is physically identical with the original and possesses the same personality and memories as the original. In other respects, treat the clone as if it were the original character raised from the dead, including the loss of one level or 2 points of Constitution (if the original was a 1st-level character). If this Constitution adjustment would give the clone a Constitution score of 0, the spell fails. If the original creature has lost levels since the flesh sample was taken and died at a lower level than the clone would otherwise be, the clone is one level below the level at which the original died.

The spell duplicates only the original’s body and mind, not its equipment.

A duplicate can be grown while the original still lives, or when the original soul is unavailable, but the resulting body is merely a soulless bit of inert flesh, which rots if not preserved.

Material Component: The piece of flesh and various laboratory supplies (Cost: 1,000 gp).

Focus: Special laboratory equipment (Cost: 500 gp).
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More to come.
Last edited by G on Tue Mar 11, 2014 12:47 am, edited 10 times in total.
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Ric Flair

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Location: Generally found at the Golden Ivy Tavern. If not there, then on the SpellJammer, his ship.

The Golden Ivy Tavern

Post by G »

The Golden Ivy Tavern has a few NPCs that will always maintain the operational status of the business. After all, how can you use a business without employees? There's a couple that have been around already for ages, and have been used in past stories. I'm just going to flesh them out a little bit.

Miss Maude: Housekeeping. She's been working there for years, in her 60's, and has that attitude of "Don't mess with me or I'll get to whoopin' on alla ya's!" She's probably best described as the stereo-typical black housecleaning woman from the old Tom & Jerry cartoons and all that or in appearance as the old Aunt Jemima from the early 50s. She's well compensated for her work, and G'nort has a high respect for her and even he won't get on her bad side as he's felt the smack of her mop more than once.

Rosencrantz and Guildenstern: Real names are Lewis and Carter, but G likens them to a pair of characters read from Shakespeare's Hamlet. Characters that are there, but not very prominent in what they do. They're standard teenagers whose job is much like that of a Bellhops. They help with bags and items immediately needed to a persons room, as well as bringing up room service if needed.

Gilgrim: The dwarf who works in the kitchen. A former adventurer who has learned experience in the actual art of cookery. A gourmet chef. He doesn't consider himself a cook, more of a Culinary Artist. Stands just under 4 feet tall, with the standard graying beard but tied to avoid any strands of hair getting into peoples food. Excellently skilled with butcher knives.

Beni and Mick: Stable boys. Mick is a bit of a rough housing teen who is fun, and Beni is the model sycophantic and self centered, it's almost always about him.

Tara and Lina: These young ladies handle everything from the mundane business aspects to checking in new guests. Tara is cheerful and happy and her personality seems to be able to make other people smile. Lina is the more serious business type who wants to make sure things run properly so as to avoid any difficulties later on. She will always greet you with a smile, but it's more reflex than genuine.
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G
Legendary Adventurer
Legendary Adventurer
Ric Flair

Posts: 4124
Joined: Wed Feb 11, 2004 1:09 am
Location: Generally found at the Golden Ivy Tavern. If not there, then on the SpellJammer, his ship.

Urnst Characters

Post by G »

Human People:
Juri Maeda:
Human Warrior: Seiyuu of Urnst Island Nation. Strong fighter, serious demeanor, and putting the nations best interests above her own, or any single person, G'nort included. Has no interest in romance or fun, takes herself, her job, and her people very seriously. It's those qualities that led G'nort to believe her to be perfect for the job as "Seiyuu" or Voice of the blossoming nation of Urnst.

Leyna Danatal:
Human Barbarian Shamaness: She used to rule the human tribes on Urnst before she met G'nort and willingly handed the Chieftan powers over to him, thus paving the way for his taking sole leadership and forming a stronger, tighter, respectable World Power. She is content to let G'nort lead her people to a better life, which he has done so far, and has proven worthy to her. They're no longer married.

Donkarnoj Redstaff: Human mage, wizard extraordinaire and flamboyantly theatric in regards to his wizardly abilities. Loves a good show, extremely competent in his craft.


Wood Elven People:

Airie Morisat:
Wood Elf Druidess. The powerful Druish Princess from the Forest elven nation located on the Mid-West of Urnst Island. She has the adventurers spirit.

Nickle Endime:
Wood Elven Ranger: Aloof but loyal follower to Princess Airie, a very capable fighter, though not overstrong, basically assigned to Airie to report her status to the Royal Court.

Nanami Morisat:
Wood Elven Warrioress: Carefree and eager for more adventure than her cousin Airie, Nanami is always out either looking for trouble, getting in trouble, or letting trouble find her. All this done with a cheerful girlish attitude and a smile on her face.

Leary Thistlewind:
Wood Elven Bard: Teller of Tales, Singer of Songs, Reader of Passages. Leary is about as skilled as Don, but the two of them together are a troublesome duo. Leary tends to have a higher opinion of himself than he deserves and figures that no matter who you are, you've already heard of him.

High Elven People:
Miho Kuramit:
High Elven Enchantress: Strong yet vulnerable Enchanter from the "Civilized" Elf city of Marait. Wandering spirit and has the keen ability to change appearance at will.

Mallin Lofod:
High Elven Cleric: Respectable healer and guide to the realms of the gods. Spiritual leader amongst the High Elven race.

Dark Elven People:
Nyaranyara Cho'danne:
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Strong Dark Elven Necromancer from the underworld of Urnst, she opposes the current rule, hungers for power, and wouldn't mind doing away with the other elven population, although not opposed to any alliances to further her means. Nyaranyara rules the Northern domain of Havelok and every inhabitant knows she's the absolute dictator. Her small council of Priestesses of Lloth impose her will upon the people. Most of Nyaranyaras enforcers are average fighters equipped with small axes and war hammers.

Tira Ma'chanta:
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Dark Elven Shadow Knight: Where Nyaranyara Commands, Tyra follows through as the right hand mistress. Cunning, devious, vicious, malevolent and cold hearted, she commands the Dark Elven armies as General for the absolute ruler.

Fibrezo Teprac:
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Dark Elven Wizard: Underling and "Yes Man" to Nya and Tira, but also high ranking in his own right. Not a slouch in the magic areas and able to summon powerful elemental allies. He's as dark and corrupt as the two Dark Ladies, yet willing to bide his time as cold and calculating.
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