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Taelin Anavast

Black Sheep of Anavast Taelin Baz Anavast

Born to a father who never wanted him, and a mother who tried her best, Taelin was raised within a world he didn't belong. Too high born to be a part of the servant's children, and lacking the pedigree to be accepted amongst the lordlings and lass, he was doomed to be an outsider from the start.   Thus he took to the education offered to him, training with the master of arms during the day, and the court wizard at night, developing talent for both blade and spell, weaving them in his own unique way.   With the Legitimate heir of Lord Anavast coming of age, however, there could be no confusion as to the path of succession. It became clear that Taelin would need to leave the land he grew up on and seek his own fortune. Perhaps when the heir had settled into power, he would be welcome to return and serve the new Lord Anavast.

Physical Description

General Physical Condition

Relatively lean, wiry build. Average height, but much faster than he looks

Body Features

Blue Eyes, Black Hair, relatively pale with Elfish pointed ears

Facial Features

Mustache and Beard, Narrow Almond-shaped face

Identifying Characteristics

Scar across right cheek from a training acident

Physical quirks

ruffles fingers through spellbook pages when standing still

Apparel & Accessories

Blue Greatcoat with Yellow Trim, Backpack, SpellBook with Waterproof Binding, Rapier and Dagger Sidearm

The bastard son of the minor Lord Anavast and an human housekeeper, Taelin has never been accepted in the ranks of the noble-born or the commoners. Now he leaves to seek his own fortune in the world.

View Character Profile
Alignment
Neutral Good
Age
24
Children
Gender
Male
Eyes
Blue
Hair
Black, Medium Length
Skin Tone/Pigmentation
Pale
Height
5' 8"
Weight
165lb

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Into The Sunless Citadel

We start overlooking the entrance to the Sunless Citadel, into a Crag leading down the way to the dungeon. Our detachment of the Iron Wolves were sent here as part of a contract to retrieve a noble’s son & daughter after meeting in Oakvale (?)   The two children had been part of an group that set out into the citadel, and have been missing for a month. The client is offering 125GP for each child, double if they make it back alive. If they are dead, we need to get their signet rings….we also can keep any loot.   From what we’ve heard, this place used to be a Draconic stronghold located inside a crack in the earth and then into the underground, formerly held by dragonfolk. (Something like Petra in Egypt, real life.   We check our gear one more time, before we head into it. We look over the ledge to the other side, looks dark and scary, at least there is a staircase. It’s Ok, Iron Wolves shouldn’t be scared or anything.   We drop some stones tinged with Light, trying to get a picture on the bottom. Looks safe outside the debris. The stairs are down in dimness. Taelin takes the rope ladder roughly 50ft down to a platform. As the rest are climbing down, the rubble pile starts to move, and dire rats emerge. A few of us take some nasty bites, but the rats are slain….Taelin probably has a disease now. Awesome.   We take our time climbing down the stairs, sinking deeper into the darkness of the valley as the sun slips out of view. Before is the edifice of the Citadel, and we start to slips towards it, lighting our way into a small courtyard. It seems the citadel has sunk down, and this is a battlement on the tower. The crumbling masonary at the north end doesn’t seem like a safe place to go. As Skold runs to the door, he steps on some sort of trigger, opening a door beneath him, and he can’t dive back in time. 2 Skeletal goblins, 1 dead one, and a live dire rat is within.   Dave runs in with a rope, as Skold gets chomped by a Dire Rat. He splatters it, after we all failed to help him. He gets mad. It’s OK, we get him out with a rope, and shuffle along the catwalk, “Sonnie” takes the lead. He pushes the door, and it opens way smoother than expected...and inside, blood, immediate blood, and bodies of gobbos on a circular floor. One is stuck by a spear, and three doors lead off to other sides.   We enter in, Taelin looks for traps, but does not find anything. These goblins have been dead for awhile, given the rat bites. Nothing on particular value is on them. We flip a coin and go to the north door, Dave taking the lead on this one. Inside is corridor with more doors in it. One of them is a stone door, with a dragonlike fish swimming in an aquatic setting. It’s locked so we go through the door to the west.   Inside is a large room with a fire with embers. A large cage here is empty, but there is a bed roll nearby       We enter in, surround the sleeping figure, and wake him. A frail, scarred Kobold named Meepo. He doesn’t know where the kids are, but he said he takes care of the clans dragon….that they used to have. A wyrm, Calcryx the goblin recently stole it. Yusdrayl cast Meepo out for it.   Yusdrayl is the leader of the Kobold clan here, a magic user. Meepo is not, but he has animal husbandry. Calcryx is a leader of the goblins that are here, they’ve been pushing the kobolds back farther. Meepo wants us to get the dragon back so he can be back in the good graces of the clan. He thinks he can get us clear passage back through the kobold area…..we discuss and accept, and are lead to a chamber with a ton of kobolds, and their leader….       Inside, the clan leader is sitting on a throne, with six kobold guards. She immediately calls out Meepo. Skold talks up to her, offering to assist her, if they will help up find to adult humans. She knows they fought the goblins, but doesn’t know what happened to them.   Skold asks if they can help us fight the goblins if we retrieve the dragon, which she declines, but offers a reward if we bring it back. Meepo can come with. We try to get healing, but they don’t give us that and we go after trading some threats….   Meepo leads us to the North, along the backway, but he doesn’t know much about life past this. We walk along passageways, and make Meepo walk at point with us for awhile, to build trust. Eventually we come to a room with large red stain on the floor, otherwise empty. There are rat tracks, and three or four humanoids, but too big to be something small like goblins or kobolds. Rat tracks are about a day old, the humanoid tracks have been here maybe a month...the rat tracks tend to scurry around a bit.   The next room has a fountain in it. And leads further norther. Meepo doesn’t know anything about it. Sonnie checks the door to the west, but a blade swings down at him, but he slides away from it. Dave tries to disable the trap, but it triggers, and seriously wounds him. We stablize him, but have to retreat back to Oakhurst, the closest town for the night with Dave on a stretcher.   Session Ends here…..

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