Chronicles of Iridia
Raivyn Tuhid

Description

Bio

Raivyn was born in the Crimson Crescent to a poor family, with an older sister, Kyra, and a younger brother, Ja’Roh.. When he was at the age of five, a monk from the Crimson Brotherhood witnessed him defending his sister from a group of older boys, and he unleshed a ki blast at them. He was taken to the temple of the Crimson Brotherhood and told that he was one of two candidates to be the “Herald of the Crimson Mother”, and was to recieve training to become such. His rival, Marth, was a year older than Raivyn, and constantly was his superior in every aspect.

Once Raivyn reached the age of 16, he was told by his masters that he and Marth were to fight in combat to decide which of the two would compete in combat the the honor of recieving the sacred sword of the Brotherhood, Roesor, and become the “Herald”. Raivyn, having been brainwashed by the group, wanted the honor of the title to serve whom he thought was an honorable group, and he defeats his rival and knocks him to the ground after several minutes of fierce combat. His mentor comes up to him as Raivyn is standing over his foe, who had become his best friend after the years that they had trained together, and handed Raivyn Roesor. He then told Raivyn to kill Marth and take his rightful place among the Brotherhood. Raivyn hesitated, not wanting to murder his closest friend. Marth, in a fit of rage, stood up and grabbed the sword from him and struck him with it. Raivyn grabbed the sword from him and ran away into the desert.

In his haste, he forgot to grab provisions or protective gear, and passed out in the desert looking for water. Some time later, he awoke in a tent, with "the most beautiful woman he had ever laid eyes on: standing over him. She looked at him and brought him a flask of water, and after letting him drink from it, told him “You are a fool to try to beat the desert.” After nursing him to help over several days, Raivyn found himself among the Ju’Mannih, a nomadic desert tribe.

According to the tribes customs, the women choose the man that they are to marry, and the woman who had nursed him back to help, Phera, was the chieftan’s daughter, which would make Raivyn the next in line to be the chief of the tribe. After several months of living with the tribe, Raivyn saw her father performing a dance, weilding his sword with a grace that he had never witnessed before. Raivyn asked him about the art form, and he told him that, if he was to be chief, and to be able to protect his daughter, that he would teach him the art form. three years passed, and Raivyn and Phera had a son, who was not to be named until he was two years old, according to the tribal customs. Raivyn took on her name, hoping to forget his past, and became known as Raivyn Tuhid.

Once he became comfortable enough with the tribe, Raivyn removed the wraps that he wore to cover up the Crimson Brotherhood’s tattoos that he was given as his status within that group. A wanderer came to stay with the tribe for a few days and noticed the tattoos, but Raivyn paid him no mind, as they were something that he never thought about. A week later, while Raivyn was out with the men hunting for food, they looked at the direction of their tribe and saw a pillar of smoke rising from it. They ran back to make sure that everyone was safe, and Raivyn looked upon his tent, smoke rising from it in flames. He then saw the most horrible sight that he had ever witnessed: the bodies of his wife and child, charred and mutilated. He ran over to them and held them close, and let out a scream that his “father” described as “a sound that would turn the most hardened warrior away in fear”.

Raivyn promised his father that he would not rest until the Crimson Brotherhood had been destroyed and he had avenged the lives of his family. Raivyn set out to become strong enough to defeat them and return to his tribe. He joined the Iron Army for citizenship and to receive the training that he needed, and was assigned to Renard’s unit. Through their travels, he became a member of the Ux Arytissi tribe, and has been stated by Renard to be the “rear” of the tribe.

Takissis' D&D 3.5E Character Sheet

Character Name: Campaign: Player: Level:
Class: Race: Alignment: Deity:
Size: Age: Gender: Height:
Weight: Eyes: Hair Skin:
Ability
Name
Ability
Score
Ability
Modifier
Temp
Score
Temp
Modifier

Total

Wounds/Current HP

Speed
STR HP
DEX AC = 10 + + + + + + + Damage Reduction
CON Total Armor Shield Dex Size Natural Deflect Misc
INT Total Dex Misc Experience Points
WIS Touch Flat-Footed Initiative = +
CHA
Saving Throws Total Base
Save
Ability
Mod
Magic
Mod
Misc
Mod
Temp
Mod
Grapple Spell
Resistance
Base Attack
Bonus
Fortitude = + + + + =
Reflex = + + + + Total BAB Str Size Misc
Willpower = + + + +
Weapons and Gear Skill Name Key
Ability
Skill
Mod
Ability
Modifier
Ranks Misc
Modifier
Attack Attack Bonus Damage Critical Appraise Int
Balance Dex
Range Type Notes Bluff Cha
Climb Str
Attack Attack Bonus Damage Critical Concentration Con
Craft Int
Range Type Notes Craft Int
Craft Int
Attack Attack Bonus Damage Critical Decipher Script Int
Diplomacy Cha
Range Type Notes Disable Device Int
Disguise Cha
Armor/Protective Item Type AC Bonus Max Dex Escape Artist Dex
Forgery Int
Check Penalty Spell Failure Speed Weight Special Properties Gather Information Cha
Handle Animal Cha
Shield/Protective Item AC Bonus Weight Check Penalty Heal Wis
Hide Dex
Spell Failure Special Properties Intimidate Cha
Jump Str
Feats Special Abilities Knowledge Int
Knowledge Int
Knowledge Int
Knowledge Int
Knowledge Int
Listen Wis
Move Silently Dex
Open Lock Dex
Perform Cha
Perform Cha
Perform Cha
Languages Profession Wis
Profession Wis
Ride Dex
Search Int
Sense Motive Wis
Sleight of Hand Dex
Other Possessions Spellcraft Int
Item Wt Item Wt Spot Wis
Survival Wis
Swim Str
Tumble Dex
Use Magic Device Cha
Use Rope Dex
Light
Load
Medium
Load
Heavy
Load
Lift Over
Head
Lift Off
Ground
Push or
Drag
Money
PP - , GP - , SP - , CP -
Known Spells Spell Save Arcane Spell Failure %
Domain/School 1: Domain/School 2: Spells
Known
Spell
Save DC
Level
Spells
Per Day
Bonus
Spells
0 0
1st
2nd
3rd
4th
5th
6th
7th
8th
9th
0: 2: 4: 7:
5: 8:
1: 3:
6: 9: