Description

Truin Goldmoon, [high] elf male

Truin Goldmoon grew up on a peaceful elven farming colony. Like all elves, he understood that magic is part of his elven heritage. His early adolescence was very unfocused, with his trying his hand at a variety of trades. His inability to find focus and constant daydreaming attracted the attention of one of his instructors who convinced him to sit down and discuss the problem with her. Unfortunately, Truin didn't understand it himself. He just couldn't find anything that captured his attention for long.

Unable to help, the instructor asked a local priest of Corellon Larethian to talk with Truin. After a few discussions the priest deduced that Truin was not content on the peaceful asteroid. He wanted to see more, to know more, to experience more of the world than the local community could offer. The priest discussed the matter with Truin's parents and Truin and an agreement was made. Truin would study magic in order to travel the spheres. He must return to visit his family every year, however, and once he had had his fill of space he would settle down someplace he was happy.

Truin's training is now over. He has found magic exciting and its possibilities endless. More important he is looking forward to traveling the spheres. Truin hired on with a passing merchant vessel and has now made it to an important port and is looking for work. He intends to hire himself out as a helmsman in order to fund his travels.

Personality: Truin has an insatiable desire to see new things. He is never truly content where he's at for long, as he always wants to see what else is out there. As he has never seen true horror, like someone being killed, he doesn't understand that the world is not all beautiful, interesting, and friendly. The stories he's heard of adventures and battles, stories meant to scare him and teach him that not everything in the world is idyllic, only served to excite him. Despite his intelligence and his theoretical knowledge, Truin does not truly understand other races, other ways, and most other people in general. To him society is no more complex than a year on the farm (a year with little variation by season, given where he grew up) and he doesn't understand the complexities of urban life. Truin is likely to come to a quick and untimely end if he doesn't get lucky and find good companions to aid him. If he does survive it is likely that he will either return home embittered and saddened by the evil of the outside world or that his naivette will turn into a powerful idealism. His experiences and companions (if any) will surely determine the course of his life.

Equipment: soft soled boots, cloak, dagger (carried as a tool, not a weapon--but still usable as such if needed), belt pouch with 12 cp and 8 sp, 2 spare sets of common clothing, chest with lock

3e Stats

W1; hp 5; Init +2; MV 30'; AC 12; Atk +1 melee (1-4+1, dagger) or +2 missile (1-4+1, dagger); AL CG; SV Fort +2, Ref +2, Will +3; S 12; I 16; W 12; D 14; Cn 14; Ch 16
languages: common, elf, draconic, dwarf, sylvan
skills: spellcraft +11, knowledge(arcana) +7, alchemy +7, scry +7, profession (farmer) +5
feats: simple weapons, skill focus (spellcraft), scribe scroll
spells: 3L0, 2L1
spellbook: all cantrips, charm person, shield, sleep, enlarge, protection from evil, magic missile

2e Stats

Note: In 2e Truin is not proficient with his only weapon. AC 6 (armor spell); W1 (uses peasant wizard kit); hp 4; #AT 1; Dmg by weapon; AL CG; THAC0 20; S 12; I 16; W 12; D 13; Cn 15; Ch 16
proficiencies: common, elvish, read/write elvish, dancing, artistic ability (painting), agriculture, read/write common, spacemanship, spelljamming, spellcraft, wildspace navigation, cooking, herbalism, longbow
spells: 1L1
spellbook: read magic, detect magic, sleep, charm person, armor, mending
kit affects: gains +2 reaction bonus from commoners/peasants, elvish commoners will give him free food and lodging, may not own any non-weapon item worth over 15 gp, may only own one non-weapon item worth over 10 gp, may not own more than 75 gp in non-weapon goods (including money)