Jump to content

About This Game

“A Night in Wyvernia” is a play on an amnesia-style game. Think of the movie Hangover. The hope is that this leans towards outlandish comedy, not severe drama. There is a story to be discovered, there will be opportunities for character growth and enlightenment but do not expect heartwrenching moral decisions.

Game System

D&D 5e

Detailed Description

The most amazing stories to be told are the ones we can't remember.
-Khim
‘Hero of Sorrow’


The tale of the rise of The Magnificent Bastards is one for the legends. Bardic tales have been sung and lore already surrounds the escapades of these heroes. It seems inevitable that their trajectory will lead them to combat with a Dark Lord within the decade. Those in Kelerak, Kale, and Daven watch and wait, while the citizens of Orland, Zeland, and Farland can only hope that The Four follow through on the dreams of millions.

Though today, that hopeful future is in the distance. Today those heroes celebrate their latest victory. On the return from their efforts along the border between Zeland and Kelerak, they spend the night in Wyvernia. It is not a city they know well, having only visited a few times over the years, but The Red Shield Inn is warm and comfortable. The food is good and the liquor is better. It is someplace new to them though it lets them feel like they’ve been regulars for years.

  1. What's new in this game
  2. Aryana (Half-Elf Undead Slayer Fighter IV) AC 13 | HP 33/35 | Init +3 | PP 11 | Speed 30 ft | DV 60 ft ActionsUnarmed Strike (melee) +2 to hit, 1 blungeoning damage Longbow (150/600) +5, 1d8+3 piercing damage Shortsword (melee) +6, 1d6+4 piercing damage Bonus ActionsSecond Wind: 1/1 short rest Action Surge: 0/1 short rest Detect Magic: 1/1 short rest Counterspell: 3/3 long rest FeaturesTwo Weapon Fighting Second Wind Actions Surge (Level 2) Mage Slayer (Level 3) Punisher (Level 4) Racial and Background TraitsDarkvision Fey Ancestry Haven from the Haunted InventoryLongbow, with 20 arrows +1 Shortsword, cold iron (1000gp) +1 Shortsword, alchemical silver (1100gp) Cloak of Protection (3500 gp) Glamoured Studded Leather Armor (2000 gp) Potion of Heroism x 5 (900gp) Traveler’s Clothes Backpack Bedroll Mess Kit Tinderbox Torches x 10 Daily Rations x10 Waterskin Herbalism kit Vial of Holy Water Holy symbol Lamp Hammer Wooden stakes x3 Shovel Gold Pieces 100gp Silver Pieces 10sp Aryana's anger dissipated into the outside air like a dandelion in the wind as Silas guided her, arm in arm, back into the alley. She beamed with joy at the return of her cloak and her swords - eliciting a small squeal of excitement as she tested the weight and balance of one of them in her free hand. It was as if a missing appendage had found its way back to the young woman. She sheathed it on her back with its twin as they gathered with the remnants of the gang.   "Glad you're still with us," Aryana offered an olive branch to Sophie, concealed within a healthy cover of sarcasm. "Do try to avoid ambushing anymore world-famous bands of traveling heroes. It rarely ends well and I can tell that Kara needs you." She had a bleeding heart even if she tried to hide it. The corners of the fighter's mouth turned up in a welcoming smile.   The Warlocker reached into her bag and produced a healthy handful of food from her rations. She offered some to all of their circle outside, before passing the rest out to the young urchins that had previously been boarding up the windows when they first arrived.  
  3. Silas Da'an (Half-elf Fathomless Warlock 4) Thread Sheet Statblock AC 16 | HP 8/30 | Initiative: +3 | Passive Perception: 12 Spell Slots: 2/2 4th | Concentration: None | ActionsActions Forgo attack to allow familiar to use its reaction to attack Bonus Actions Tentacle of the Deeps Command familiar to attack Cast Magic Stone Cast Hex Cast Misty Step Reactions When your familiar takes damage you can use your reaction to grant it resistance against that damage Cast Silvery Barbs | Limited UseTentacle of the Deeps: 2/2 per long rest Silvery Barbs: 1/1 per long rest Misty Step:1/1 per long rest Tomb of Levistus: 1/1 per short or long rest | FeaturesAdvantage on saves vs charm (Fey Ancestry) Cannot be put to sleep (Fey Ancestry) Can breathe underwater (Gift of the Sea) Silas plucked a few strings, and fiddled with the pegs until the notes rang true, then ran a quick scale up and down, looked up and smiled. He strummed out a quick march, thinking it would be good to get gone from this place, then paused a moment to lay his hand upon the cleansing stone he'd just recovered. The day's (and night's) worth of sweat and grime faded from his person, leaving him veritably glowing, the oils gone from his hair leaving it to move silkily about his face. He took up his strumming once again and gave a devilish grin. "I put my hand upon her toe, yo ho, yo ho" He stopped abruptly and put on the shimmering cloak, then slung his pack and lute over his shoulder, feeling a good bit more like himself than he had in recent memory. Now, truly, it seemed they might find Tarstool and be done with this thing. Whistling the same tune, he scooped up Aryana's belongings and headed back into the main room, hooking his arm through Aryana's as he passed, drawing her away from Mollie and presenting her gear with a flourish. "Look alive, Mollie - you've jumped up a few stations, thanks to us. Use the free time, take a few lessons, maybe when next you take the stage you'll be able to have some fun." Arm still looped with the Warlocker, he began humming again and headed out into the street, wondering where they ought to search next. This had worked out most favorably, a thing he hadn't quite expected. Berber followed rather more slowly, and he peeked though the familiar's eyes to see Mollie's reaction - he couldn't recall exactly what he'd done that burned her so, but he felt it quite silly that she held such a grudge when all they'd done is help. Almost by accident, he noticed the remnants of her gang tagging along. "Oh, yeah, well," he began, not really sure they were ready to take on a bunch of orphaned criminals. Still, the healing had been most useful. "What sort of plans do you all have now that you are free from that murderous thug?"   Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Bonus Action: Move: Manipulate: ___________________________________________________      
  4. [CENTER][FloatRight][IMG2=300]https://cdn.discordapp.com/attachments/528306216099905539/943364946211770409/unknown.png[/IMG2][/FloatRight] [HR][/HR][LEFT][FONT="Palatino Linotype"] [I]First Level?;.. what happened to the seven others?;.. Oh!; shall I.. [B]undress[/B], then..?[/I] [/FONT][/LEFT][HR][/HR] [/CENTER][INDENT][SPOILER="Statblock"][FloatRight][RIGHT][SIZE="1"][B][U]Status & Effects[/U][/B][/SIZE] ...[/RIGHT][/FloatRight][url=https://www.myth-weavers.com/sheet.html#id=2599197][B][SIZE=4][FONT=Georgia]Norgaladír the not-so Great[/FONT][/SIZE][/B][/url] [i]Ranarim Wizard I [SIZE="1"](Chaotic Good Exile)[/SIZE][/i] [b]Armor[/b] [[OOC="14"]Naked![/OOC]] [b]Health[/b] [[ooc="8"]Maximum: 8 Hit Dice: 1d6 of 1d6 Temp Health: 0[/ooc]] [b]Speed[/b] 35ft [b]Str[/b] 12[SIZE="1"](1)[/SIZE] [b]Dex[/b] 18[SIZE="1"](4)[/SIZE] [b]Con[/b] 14[SIZE="1"](2)[/SIZE] [b]Int[/b] 16[SIZE="1"](3)[/SIZE] [b]Wis[/b] 8[SIZE="1"](-1)[/SIZE] [b]Cha[/b] 12[SIZE="1"](1)[/SIZE] [HR][/HR] [B][SIZE="1"]Saving Throws:[/SIZE][/B] Intelligence[SIZE="1"](5)[/SIZE] • Wisdom[SIZE="1"](1)[/SIZE] [B][SIZE="1"]Skills and Tools:[/SIZE][/B] Calligrapher[SIZE="1"](~)[/SIZE], Cartographer[SIZE="1"](~)[/SIZE], Athletics[SIZE="1"](3)[/SIZE], Arcana[SIZE="1"](5)[/SIZE], Investigation[SIZE="1"](5)[/SIZE] Perception[SIZE="1"](1)[/SIZE], Performance[SIZE="1"](3)[/SIZE], Persuasion[SIZE="1"](3)[/SIZE] [B][SIZE="1"]Languages:[/SIZE][/B] Common, Elvish, Dwarvish [U]Unarmed Strike[/U] [SIZE="1"][B](~)[/B] +3 to-Hit, 1+1 Bludgeoning[/SIZE] [STRIKE][U]Elvish Dagger[/U] [SIZE="1"][B](Finesse, Light, Thrown; 20-60)[/B] +6 to-Hit, 1d4+4 Piercing[/SIZE] [U]Enchanted Whip[/U] [SIZE="1"][B](+2 Enchantment, Finesse, Reach)[/B] +8 to-Hit, 1d4+6 Magical Slashing[/SIZE][/STRIKE] [HR][/HR][SIZE="1"][B]Features:[/B] (~)Racial, Ranarim[OOC="*"]Wood Elf; +2 Dexterity, +1 Intelligence[/OOC]; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile[OOC="*"][I]Farland Background[/I] Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger[SIZE="1"](Heirloom)[/SIZE], Belt Pouch with 15sp[/OOC], Exile's Wisdom[OOC="*"][I]You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden.[/I][/OOC] (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence [HR][/HR][B]Equipment; ??? lbs:[/B] [STRIKE]● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial[OOC="*"][I]a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental.[/I][/OOC] ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit[/STRIKE] [HR][/HR][B]Resources;[/B] (● available ○ [STRIKE]used[/STRIKE]): [FloatRight]Modifier; +3 ● Spell Save; DC(13) ● to-Hit; +5[/FloatRight] [ ○○○● ] [OOC="*"]You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th Level or higher. For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.[/OOC] Arcane Recovery [STRIKE][ ○●●● ][/STRIKE] [OOC="*"]Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.[/OOC] [STRIKE]Bladesong[/STRIKE] [ ○○○○ ] [OOC="*"][I]Booming Blade Blade Ward Gust Thunderclap[/I][/OOC] Cantrips [[STRIKE] ●●[/STRIKE]●● ] [OOC="*"][I][U]Absorb Elements[/U] Disguise Self Expeditious Retreat [U]Feather Fall[/U] Jump Mage Armour [U]Shield[/U] [U]Thunderwave[/U][/I][/OOC] First [STRIKE][ ○●●● ][/STRIKE] [OOC="*"][I]Gust of Wind [U]Kinetic Jaunt[/U] Levitate [U]Shatter[/U][/I][/OOC] [STRIKE]Second[/STRIKE] [STRIKE][ ○●●● ][/STRIKE] [OOC="*"][I][U]Fly[/U] [U]Haste[/U] Tiny Hut [U]Thunderstep[/U][/I][/OOC] [STRIKE]Third[/STRIKE] [STRIKE][ ○○●● ][/STRIKE] [OOC="*"][I][U]Dimension Door[/U] Private Sanctum Resilient Sphere [U]Summon Elemental[/U][/I][/OOC] [STRIKE]Fourth[/STRIKE] [/SIZE][/SPOILER][/INDENT]   First Level?;.. what happened to the seven others?;.. Oh!; shall I.. undress , then..?   "Statblock"   Status & Effects ... Norgaladír the not-so Great Ranarim Wizard I (Chaotic Good Exile) Armor Health Speed 35ft Str 12 (1) Dex 18 (4) Con 14 (2) Int 16 (3) Wis 8 (-1) Cha 12 (1) Saving Throws: Intelligence (5) • Wisdom (1) Skills and Tools: Calligrapher (~) , Cartographer (~) , Athletics (3) , Arcana (5) , Investigation (5) Perception (1) , Performance (3) , Persuasion (3) Languages: Common, Elvish, Dwarvish Unarmed Strike (~) +3 to-Hit, 1+1 Bludgeoning Elvish Dagger (Finesse, Light, Thrown; 20-60) +6 to-Hit, 1d4+4 Piercing Enchanted Whip (+2 Enchantment, Finesse, Reach) +8 to-Hit, 1d4+6 Magical Slashing   Features: (~)Racial, Ranarim*Wood Elf; +2 Dexterity, +1 Intelligence ; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile* Farland Background Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger (Heirloom) , Belt Pouch with 15sp , Exile's Wisdom* You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden. (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence   Equipment; ??? lbs: ● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial* a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental. ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit   Resources; (● available ○ used ): Modifier; +3 ● Spell Save; DC(13) ● to-Hit; +5 *You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th Level or higher. For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots. Arcane Recovery *Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Bladesong * Booming Blade Blade Ward Gust Thunderclap Cantrips * Absorb Elements Disguise Self Expeditious Retreat Feather Fall Jump Mage Armour Shield Thunderwave First * Gust of Wind Kinetic Jaunt Levitate Shatter Second * Fly Haste Tiny Hut Thunderstep Third * Dimension Door Private Sanctum Resilient Sphere Summon Elemental Fourth      
  5. [CENTER][FloatRight][IMG2=300]https://cdn.discordapp.com/attachments/528306216099905539/943364946211770409/unknown.png[/IMG2][/FloatRight] [HR][/HR][LEFT][FONT="Palatino Linotype"] [I]Eighth Level?;.. I am all ears for what ever that is..[/I] [/FONT][/LEFT][HR][/HR] [/CENTER][INDENT][SPOILER="Statblock"][FloatRight][RIGHT][SIZE="1"][B][U]Status & Effects[/U][/B][/SIZE] ...[/RIGHT][/FloatRight][url=https://www.myth-weavers.com/sheet.html#id=2599197][B][SIZE=4][FONT=Georgia]Norgaladír the Great[/FONT][/SIZE][/B][/url] [i]Ranarim Bladesinger VIII [SIZE="1"](Chaotic Good Exile)[/SIZE][/i] [b]Armor[/b] [[OOC="17"]Glamoured Studden Leather (13 + 4)[/OOC]] [b]Health[/b] [[ooc="50"]Maximum: 50 Hit Dice: 8d6 of 8d6 Temp Health: 0[/ooc]] [b]Speed[/b] 35ft [b]Str[/b] 12[SIZE="1"](1)[/SIZE] [b]Dex[/b] 18[SIZE="1"](4)[/SIZE] [b]Con[/b] 14[SIZE="1"](2)[/SIZE] [b]Int[/b] 16[SIZE="1"](3)[/SIZE] [b]Wis[/b] 8[SIZE="1"](-1)[/SIZE] [b]Cha[/b] 12[SIZE="1"](1)[/SIZE] [HR][/HR] [B][SIZE="1"]Saving Throws:[/SIZE][/B] Intelligence[SIZE="1"](6)[/SIZE] • Wisdom[SIZE="1"](2)[/SIZE] [B][SIZE="1"]Skills and Tools:[/SIZE][/B] Calligrapher[SIZE="1"](~)[/SIZE], Cartographer[SIZE="1"](~)[/SIZE], Athletics[SIZE="1"](4)[/SIZE], Arcana[SIZE="1"](6)[/SIZE], Investigation[SIZE="1"](6)[/SIZE] Perception[SIZE="1"](2)[/SIZE], Performance[SIZE="1"](4)[/SIZE], Persuasion[SIZE="1"](4)[/SIZE] [B][SIZE="1"]Languages:[/SIZE][/B] Common, Elvish, Dwarvish [U]Unarmed Strike[/U] [SIZE="1"][B](~)[/B] +4 to-Hit, 1+1 Bludgeoning[/SIZE] [U]Elvish Dagger[/U] [SIZE="1"][B](Finesse, Light, Thrown; 20-60)[/B] +7 to-Hit, 1d4+4 Piercing[/SIZE] [U]Enchanted Whip[/U] [SIZE="1"][B](+2 Enchantment, Finesse, Reach)[/B] +9 to-Hit, 1d4+6 Magical Slashing[/SIZE] [HR][/HR][SIZE="1"][B]Features:[/B] (~)Racial, Ranarim[OOC="*"]Wood Elf; +2 Dexterity, +1 Intelligence[/OOC]; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile[OOC="*"][I]Farland Background[/I] Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger[SIZE="1"](Heirloom)[/SIZE], Belt Pouch with 15sp[/OOC], Exile's Wisdom[OOC="*"][I]You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden.[/I][/OOC] (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence [HR][/HR][B]Equipment; ??? lbs:[/B] ● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial[OOC="*"][I]a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental.[/I][/OOC] ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit [HR][/HR][B]Resources;[/B] (● available ○ [STRIKE]used[/STRIKE]): [FloatRight]Modifier; +3 ● Spell Save; DC(14) ● to-Hit; +6[/FloatRight] [ ○○○● ] [OOC="*"]You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th Level or higher. For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots.[/OOC] Arcane Recovery [ ○●●● ] [OOC="*"]Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest.[/OOC] Bladesong [ ○○○○ ] [OOC="*"][I]Booming Blade Blade Ward Gust Thunderclap[/I][/OOC] Cantrips [ ●●●● ] [OOC="*"][I][U]Absorb Elements[/U] Disguise Self Expeditious Retreat [U]Feather Fall[/U] Jump Mage Armour [U]Shield[/U] [U]Thunderwave[/U][/I][/OOC] First [ ○●●● ] [OOC="*"][I]Gust of Wind [U]Kinetic Jaunt[/U] Levitate [U]Shatter[/U][/I][/OOC] Second [ ○●●● ] [OOC="*"][I][U]Fly[/U] [U]Haste[/U] Tiny Hut [U]Thunderstep[/U][/I][/OOC] Third [ ○○●● ] [OOC="*"][I][U]Dimension Door[/U] Private Sanctum Resilient Sphere [U]Summon Elemental[/U][/I][/OOC] Fourth [/SIZE][/SPOILER][/INDENT]   Eighth Level?;.. I am all ears for what ever that is..   "Statblock"   Status & Effects ... Norgaladír the Great Ranarim Bladesinger VIII (Chaotic Good Exile) Armor Health Speed 35ft Str 12 (1) Dex 18 (4) Con 14 (2) Int 16 (3) Wis 8 (-1) Cha 12 (1) Saving Throws: Intelligence (6) • Wisdom (2) Skills and Tools: Calligrapher (~) , Cartographer (~) , Athletics (4) , Arcana (6) , Investigation (6) Perception (2) , Performance (4) , Persuasion (4) Languages: Common, Elvish, Dwarvish Unarmed Strike (~) +4 to-Hit, 1+1 Bludgeoning Elvish Dagger (Finesse, Light, Thrown; 20-60) +7 to-Hit, 1d4+4 Piercing Enchanted Whip (+2 Enchantment, Finesse, Reach) +9 to-Hit, 1d4+6 Magical Slashing   Features: (~)Racial, Ranarim*Wood Elf; +2 Dexterity, +1 Intelligence ; Medium • Darkvision • Keen Senses • Fey Ancestry • Trance • Elven Weapon Training • Fleet of Foot • Mask of the Wild (~)Background; Exile* Farland Background Skills; Athletics & Persuasion Misc; Calligrapher & Cartographer Equipment; Calligrapher's Kit, Cartographer's Kit, Ranarim Garments, Elvish Cloak, Elven Dagger (Heirloom) , Belt Pouch with 15sp , Exile's Wisdom* You have had to survive in an unforgiving world with no one to help you. As such, you have become adept at figuring out how to make your way in new surroundings. When you enter a new community and spend at least three days there, you can determine where to go to seek safe lodgings, who seems to be in charge, and the major factions that exist in the area. This is not supernatural knowledge, and you might miss things that are purposefully hidden. (1)Wizard; Arcane Recovery • Spellcasting (2)Wizard; Arcane Tradition, Bladesinger • Training in War & Song • Bladesong (3)Wizard; Cantrip Formulas (4)Wizard; Ability Score Improvement, +2 Dexterity (5)Wizard; n/a (6)Wizard; Arcane Tradition Feature, Extra Attack (7)Wizard; n/a (8)Wizard; Ability Score Improvement, +2 Intelligence   Equipment; ??? lbs: ● Enchanted Whip (+2) ○○ Ruby of the War Mage ● Heirloom Dagger (belt) ● Hat of Wizardry ● Ranarim Outerwear ● Glamoured Studded Leather ● Elvish Cloak ● Belt Pouch ○○ Coinage (15g) ○○ Potion of Greater Healing, x3 ○○ Potion of Superior Healing, x2 ○○ Keoghtom's Ointment ○○ Gold-Inlaid Vial* a gold-inlaid vial worth at least 400g that contains air, ash, a pebble and water; used as a consistent material component to cast Summon Elemental. ● Backpack ○○ Enduring Grimoire ○○ Bedroll ○○ Mess kit ○○ Tinderbox ○○ Rations, x10 ○○ Waterskin ○○ Hempen Rope, 50ft ○○ Calligrapher's Kit ○○ Cartographer's Kit   Resources; (● available ○ used ): Modifier; +3 ● Spell Save; DC(14) ● to-Hit; +6 *You have learned to regain some of your magical energy by studying your Spellbook. Once per day when you finish a Short Rest, you can choose expended Spell Slots to recover. The Spell Slots can have a combined level that is equal to or less than half your Wizard level (rounded up), and none of the slots can be 6th Level or higher. For example, if you’re a 4th-level Wizard, you can recover up to two levels worth of Spell Slots. You can recover either a 2nd-level spell slot or two 1st-level Spell Slots. Arcane Recovery *Starting at 2nd level, you can invoke an elven magic called the Bladesong, provided that you aren’t wearing medium or heavy armor or using a shield. It graces you with supernatural speed, agility, and focus. You can use a bonus action to start the Bladesong, which lasts for 1 minute. It ends early if you are incapacitated, if you don medium or heavy armor or a shield, or if you use two hands to make an attack with a weapon. You can also dismiss the Bladesong at any time (no action required). While your Bladesong is active, you gain the following benefits: You gain a bonus to your AC equal to your Intelligence modifier (minimum of +1) Your walking speed increases by 10 feet. You have advantage on Dexterity (Acrobatics) checks. You gain a bonus to any Constitution saving throw you make to maintain your concentration on a spell. The bonus equals your Intelligence modifier (minimum of +1). You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses of it when you finish a long rest. Bladesong * Booming Blade Blade Ward Gust Thunderclap Cantrips * Absorb Elements Disguise Self Expeditious Retreat Feather Fall Jump Mage Armour Shield Thunderwave First * Gust of Wind Kinetic Jaunt Levitate Shatter Second * Fly Haste Tiny Hut Thunderstep Third * Dimension Door Private Sanctum Resilient Sphere Summon Elemental Fourth      
  6. [center][color=black][b][FONT="Papyrus"][size=+3]Norgaladír the Great[/size] Boastful Ranarim Warrior of Luvam Wood[/FONT][/b][/color] [table=2,1][R=2,1][center][img2=400]https://cdn.discordapp.com/attachments/528306216099905539/943364946211770409/unknown.png[/img2][/center] [R=1,1][center][FONT="Century Gothic"][b]Race[/b] Ranarim [b]Class[/b] Wizard; Bladesinger [b]Age[/b] ??? [b]Sex[/b] Male [b]Height[/b] 6'4" [b]Weight[/b] 169 lbs [b]Hair[/b] Glazed Sand [b]Eyes[/b] Pale Blue [b]Background[/b] Exile [b]Alignment[/b] Chaotic Good[/FONT] [/center] [/table] [color=black][FONT="Papyrus"][b]"Dragons?; I've killed my fair share of those as well.."[/b][/FONT][/color] [Setfield][LEFT][FONT="Palatino Linotype"][I]I am Elhil-- be in awe for that alone, but listen well the tales I tell..[/I] Wondrous terrors await those that draw near the Wood Luvam, or so was his claim; strange entities equaling the terrible might of Sin felled his kith and extinguished his lover and eviscerated friend and foe alike and in a grand vengeance all had fallen to him and his cunning and skill, all the more to charm the lesser folk who know no more than what is seen in farm or field; simple pleasures are ever but a smile away-- and how fond has he become to indulge in every whim. Luck to he that so few of his folk have stepped where he has trodden, not that ill will would ever come to an Elhil, save from the Servants of Sin; though he wields hyperbole with ease and expertise, none hath remained in doubt of his mettle once set to task-- though there are several a raised brow for some to know that all those close are alive and well and (most are) quite glad that he is banished in perpetuity. Be it drink, flesh, or games of chance-- Norgaladír is [I]always[/I] a willing participant, but it is the spirit of competition that fuels his soul.. and the true challenge of facing one's fate alone. Never does he fight with such prowess and delight than when he is solo. In fact, the bards sing of this; an epic deed in which he danced deadly for days against a majestic foe, a grand distraction of which doom awaited at every step, yet never did he falter!; he would have slain the beast himself had the battle not brought him such divine exultation. Alas, an end was inevitable, if only to bring such monstrous devastation to an end. It is never spoken beyond the depths of fatigue and revelry, his one true regret; that he is to live unwelcome of a home he once wished to discard; but truer still, that those so close think of him with distaste-- familiar faces twisted in disappointment haunt the idle and quiet.. [INDENT][I]Well.. shall we go again..?[/I] [RIGHT][I]Bless me 'eart!;.. but we just finished a moment ago-- ooh!..[/I][/RIGHT][/INDENT][/FONT][/LEFT][/Setfield][Setfield][LEFT][FONT="Verdana"]The flash of recognition that flitted across the elven warrior's eyes only served to widen his smile; he practically leapt to his feet at the sight her. "[B]You! I know you,[/B]" the elf declared as he sidled up to the newcomer. "[B]We've kissed before. I'm sure of it,[/B]" he said with a wink as he stood uncomfortably close, at but a hair's breadth; the faint hint of lavender wafted about his gemmed leather trappings. Norgaladir had wandered in naught an hour's past, and had spent much of his time-- up until only a few moments ago--speaking to any and every patron who cared to share words with him. Which is to say most of them, as elves were few and far between. Though conversation was what kept him here, it was the woodwork that drew the lad to this place, at the center of town. "[B]It's a shame, as I don't recall your name,[/B]" his eyes briefly darted from the woman's eyes, to her lips, then farther down, before meeting her gaze one more-- until a sudden flash of movement on her part sent him tumbling. "[B]Hah! Oh my![/B]" the elf chuckled as he lay there, face against the the oaken table. He hadn't put up much of a fight, and it even looked as though he were enjoying himself. His demeanor shifted ever-so slightly after the whisper struck his elven ears. Onlookers may have presumed at a threat, from the expression on the fellow's face, but that hadn't quite lined-up with how he reacted when released. "[B]Wait, are you done already?[/B]" he continued to lay there, somehow disappointed by the end of the altercation; a grin split his face anew as he rolled onto his back. He eyed a nearby patron whilst upside-down. "[B]Ah, women. Can't live without em, eh?[/B]" the farmhand just looked at him with puzzles for eyes. Norgaladir chuckled, then hopped to his feet. He gestured with two fingers at the barkeep, who--reluctantly--produced two mugs of mead. Veil, eh? the elf sauntered-over to the shadow-bound corner of the tavern with both mugs in hand. I've found someone quite interesting, it seems, he bowed in an elaborate and fanciful manner, his exaggeration was either playful, mocking, or both. "[B]Norgaladir,[/B]" he placed both mugs on the table and sat across from her. "[B]What brings such a lovely and dangerous maiden to this humble town,[/B]" the elf rested a head upon his fist and reached across the table with the other hand. It lay before her, the skin flawless and yet.. calloused, all-at-once.[/FONT][/LEFT][/Setfield][Setfield][FONT="Book Antiqua"][SIZE="3"][I]~ What the group knows ~[/I][/SIZE][LEFT] Norgaladír has a first-in, last-out, no-soul-left-behind mindset with a heart hellbent on ensuring the wellbeing of his fellow companions; while he has a distinct preference for one-on-one combat, he will never act in such a way that will bring harm to allies or innocents; regardless to the nature of current, past, or future shenanigans, the group can [I]always[/I] count on him to lend a hand-- ever with a casual smile. [/LEFT][/FONT][/Setfield][Setfield][FONT="Courier New"][I][SIZE="3"]~ Level Breakdown ~[/SIZE][/I][LEFT] [U]First[/U]: Wizard 1 - Health (8), Arcane Recovery, Spellcasting [U]Second[/U]: Wizard 2 - Health (14), Arcane Tradition; Bladesinger Bladesong, Training in War and Song; Light Armor, Whip, Performance [U]Third[/U]: Wizard 3 - Health (20), Cantrip Formulas [U]Fourth[/U]: Wizard 4 - Health (26), Ability Score Improvement; +2 Dexterity [U]Fifth[/U]: Wizard 5 - Health (32) [U]Sixth[/U]: Wizard 6 - Health (38), Arcane Tradition Feature; Extra Attack [U]Seventh[/U]: Wizard 7 - Health (44) [U]Eighth[/U]: Wizard 8 - Health (50), Ability Score Improvement; +2 Intelligence [/LEFT][/FONT][/Setfield][/center] Norgaladír the Great Boastful Ranarim Warrior of Luvam Wood   Race Ranarim Class Wizard; Bladesinger Age ??? Sex Male Height 6'4" Weight 169 lbs Hair Glazed Sand Eyes Pale Blue Background Exile Alignment Chaotic Good "Dragons?; I've killed my fair share of those as well.."   I am Elhil-- be in awe for that alone, but listen well the tales I tell.. Wondrous terrors await those that draw near the Wood Luvam, or so was his claim; strange entities equaling the terrible might of Sin felled his kith and extinguished his lover and eviscerated friend and foe alike and in a grand vengeance all had fallen to him and his cunning and skill, all the more to charm the lesser folk who know no more than what is seen in farm or field; simple pleasures are ever but a smile away-- and how fond has he become to indulge in every whim. Luck to he that so few of his folk have stepped where he has trodden, not that ill will would ever come to an Elhil, save from the Servants of Sin; though he wields hyperbole with ease and expertise, none hath remained in doubt of his mettle once set to task-- though there are several a raised brow for some to know that all those close are alive and well and (most are) quite glad that he is banished in perpetuity. Be it drink, flesh, or games of chance-- Norgaladír is always a willing participant, but it is the spirit of competition that fuels his soul.. and the true challenge of facing one's fate alone. Never does he fight with such prowess and delight than when he is solo. In fact, the bards sing of this; an epic deed in which he danced deadly for days against a majestic foe, a grand distraction of which doom awaited at every step, yet never did he falter!; he would have slain the beast himself had the battle not brought him such divine exultation. Alas, an end was inevitable, if only to bring such monstrous devastation to an end. It is never spoken beyond the depths of fatigue and revelry, his one true regret; that he is to live unwelcome of a home he once wished to discard; but truer still, that those so close think of him with distaste-- familiar faces twisted in disappointment haunt the idle and quiet..   Well.. shall we go again..? Bless me 'eart!;.. but we just finished a moment ago-- ooh!.. The flash of recognition that flitted across the elven warrior's eyes only served to widen his smile; he practically leapt to his feet at the sight her. " You! I know you, " the elf declared as he sidled up to the newcomer. " We've kissed before. I'm sure of it, " he said with a wink as he stood uncomfortably close, at but a hair's breadth; the faint hint of lavender wafted about his gemmed leather trappings. Norgaladir had wandered in naught an hour's past, and had spent much of his time-- up until only a few moments ago--speaking to any and every patron who cared to share words with him. Which is to say most of them, as elves were few and far between. Though conversation was what kept him here, it was the woodwork that drew the lad to this place, at the center of town. " It's a shame, as I don't recall your name, " his eyes briefly darted from the woman's eyes, to her lips, then farther down, before meeting her gaze one more-- until a sudden flash of movement on her part sent him tumbling. " Hah! Oh my! " the elf chuckled as he lay there, face against the the oaken table. He hadn't put up much of a fight, and it even looked as though he were enjoying himself. His demeanor shifted ever-so slightly after the whisper struck his elven ears. Onlookers may have presumed at a threat, from the expression on the fellow's face, but that hadn't quite lined-up with how he reacted when released. " Wait, are you done already? " he continued to lay there, somehow disappointed by the end of the altercation; a grin split his face anew as he rolled onto his back. He eyed a nearby patron whilst upside-down. " Ah, women. Can't live without em, eh? " the farmhand just looked at him with puzzles for eyes. Norgaladir chuckled, then hopped to his feet. He gestured with two fingers at the barkeep, who--reluctantly--produced two mugs of mead. Veil, eh? the elf sauntered-over to the shadow-bound corner of the tavern with both mugs in hand. I've found someone quite interesting, it seems, he bowed in an elaborate and fanciful manner, his exaggeration was either playful, mocking, or both. " Norgaladir, " he placed both mugs on the table and sat across from her. " What brings such a lovely and dangerous maiden to this humble town, " the elf rested a head upon his fist and reached across the table with the other hand. It lay before her, the skin flawless and yet.. calloused, all-at-once. ~ What the group knows ~ Norgaladír has a first-in, last-out, no-soul-left-behind mindset with a heart hellbent on ensuring the wellbeing of his fellow companions; while he has a distinct preference for one-on-one combat, he will never act in such a way that will bring harm to allies or innocents; regardless to the nature of current, past, or future shenanigans, the group can always count on him to lend a hand-- ever with a casual smile.   ~ Level Breakdown ~ First : Wizard 1 - Health (8), Arcane Recovery, Spellcasting Second : Wizard 2 - Health (14), Arcane Tradition; Bladesinger Bladesong, Training in War and Song; Light Armor, Whip, Performance Third : Wizard 3 - Health (20), Cantrip Formulas Fourth : Wizard 4 - Health (26), Ability Score Improvement; +2 Dexterity Fifth : Wizard 5 - Health (32) Sixth : Wizard 6 - Health (38), Arcane Tradition Feature; Extra Attack Seventh : Wizard 7 - Health (44) Eighth : Wizard 8 - Health (50), Ability Score Improvement; +2 Intelligence    
  7. Posting Format   AMARILIS PALMARI ○ Chaotic Good Tiefling Archfey Warlock ● AC HP Spell Slots Archfey FeaturesFey Presence Spell Attack Spell Save Conditions 11 25/25 ○ ○ +6 DC 14 Current There goes Amarilis, narrating again. "Hello there!" she exclaimed. Oooh that is a lovely color for that dress, she thought. OOC Any OOC content. Notes Notes gathered during the course of play.  
  8. XP & Loot Tracking Level 2 Eldritch Invocations Eldritch SightYou can cast detect magic at will, without expending a spell slot. Eldritch MindYou have advantage on Constitution saving throws that you make to maintain your concentration on a spell. Spells Charm person HP 8 (Max 17) Level 3 Pact Boon Pact of the ChainYou learn the find familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to make one attack with its reaction. Expanded Spells Calm emotions Phantasmal force Spells Calm Emotions (removing charm person) Phantasmal force (removing faerie fire) HP 2 (Max 19) Level 4 Feat Fey Touched- Increase your Charisma score by 1, to a maximum of 20. (18) - You learn the misty step spell and one 1st-level spell of your choice (hex). The 1st-level spell must be from the divination or enchantment schools of magic. You can cast either of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. Spells Hold person HP 6 (Max 25) Fortune  Whispers of the Dead 3rd-level Phantom feature Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack. Level 5 Eldritch Invocation One With ShadowsWhen you are in an area of dim light or darkness, you can use your action to become invisible until you move or take an action or a reaction. Expanded Spells Blink Plant growth Spells Dispel magic Counterspell (removing hold person) HP 6 (Max 31) Level 6 Feature Misty EscapeStarting at 6th level, you can vanish in a puff of mist in response to harm. When you take damage, you can use your reaction to turn invisible and teleport up to 60 ft to an unoccupied space you can see. You remain invisible until the start of your next turn or until you attack or cast a spell. Once you use this feature, you can't use it again until you finish a short or long rest. Spells Hypnotic Pattern HP 9 (Max 40) Level 7 Eldritch Invocation Trickster's EscapeYou can cast freedom of movement once on yourself without expending a spell slot. You regain the ability to do so when you finish a long rest. Expanded Spells Dominate beast Greater invisibility Spells Charm monster HP 9 (Max 49) Level 8 Feat Observant- Increase your Wisdom score by 1, to a maximum of 20. (14) - If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. - You have a +5 bonus to your passive Wisdom (Perception) (17) and passive Intelligence (Investigation) (17) scores. Spells Greater invisibility HP 6 (Max 55)  
  9. Vignette "We're almost there, keep your eyes closed - hey! I see you trying to peek!" Amarilis walked behind Adelbert with her hands covering the elf's face, giggling and grinning. She had found a spot with the most amazing view of Gloralion - from a low enough branch to climb on, but high enough on the tree to see over the rooftops straight to the fountain at the center of the city. This was a game for the two of them, usually reserved for pranks and jests and japery - Adelbert had a habit of showing Amarilis rude drawings which she countered with crude gestures. This was a first for both of them, something wholesome and tender and sweet in the curiosity of their adolescence. "Can you fault me for trying?" Bert offered; Amarilis swore she heard the smirk on his face under her hands. "Sure can. You know the rules - no peeking 'til we get there. Besides, it's only a few more steps." Just outside the city, the pair arrived at the tree. Amarilis released Bert and tapped his shoulder twice - the signal to open his eyes. As she did, she made a face, pulling down her eyelids and sticking out her tongue. Bert recoiled in mock disgust for a moment, and the two of them shared a laugh. She pointed out the branch, and the two of them climbed. "You obviously didn't bring me out here just to make faces. What's up here?" "Shush, you'll see - just a bit further." They reached the branch, and as expected, the view captivated Bert. He'd seen his home for decades, but only from the ground - up here, he could see the reflection of the sun on the gold of the fountain in the streets, see the throngs of people walking carefree. He turned to Amarilis, about to remark on the sight of the city... and that's when he noticed her pupils. The nubs of horns about to sprout from her forehead. "What's wrong, Bert? Is something in my teeth?" she asked nervously, her mouth filled with sharp, carnivorous teeth that she definitely didn't have on the walk to here. Bert fell from the tree.  
  10. AMARILIS PALMARI Faun to be Around D&D Beyond Sheet (8th Level)   Race Tiefling (Variant) Class Warlock Age 28 Pronouns She/Hers Height 5'11 Weight 142 Hair Mahogony Eyes Jade Background Native of Gloralion Alignment Chaotic Good "If you thought that prank was good, this next one's a real doozy."   Appearance Surely you've seen her - the lemon-yellow tiefling? Horns decorated like a faun's? Laugh's loud as a hag but half as shrill? That's Amarilis. Her elven-made robes are vibrant and textured splashes of greens, yellows, and browns. As a tiefling, she rarely travels alone - whether in the company of friends or being "escorted" into or out of places for her heritage. Oddly, she seems the most uncomfortable around elves. Amarilis's traveling gear is full of pockets, hidden storage spaces, and usually locked (magically or otherwise). She doesn't talk about her past very much, but when most people don't ask questions, it's easy to leave out the details. Personality Traits Trait 1: Okay, so I was privy to knowledge and experiences few had. But I am just another person like you. Trait 2: I don't rush. What is time? It's an abstract concept, meaningless to me. Ideals Ideal 1: Protection. Safety and security are what I strive to attain for myself and others. (Good) Ideal 2: Secrecy. Staying hidden is staying safe. (Any) Flaws Flaw 1: I get lost in art and song to the detriment of what I should be doing. Flaw 2: Having been in the Summervale, I can't be happy living anywhere else. I just want to go back. Bonds Bond: My time in Gloralion taught me that magic infuses everything. I need to learn more about magic. Background Biography Place of Birth: Summervale Home: Wherever the road leads next Parents: Unknown father (assumed Lord of Lust), Lobelia Cirana (mother, alive) Siblings: None Current Love: None, but looking Lost Love: None that she truly cared for, but there remain several Gloralion elhil of a variety of genders that caught her attention... Children: None Current Age: 36 Best Friend: <insert party member here> Worst Enemy: The Lords of Sin, with special respect to the Lord of Lust Greatest Regret: Not leaving the Summervale prior to her adolescence, for that is when her tiefling heritage reared its head. Backstory   Say what you will about the children of Gloralion - they are spoiled, sheltered, soft, enlightened, fanciful, so on and so forth. At the very least, they are wanted. Kept safe from the horrors in the cities. So too was Amarilis. Though she never knew her father, her mother Lobelia raised her to be observant, witty, and well-spoken - she would not have her only child be without grace or poise in social situations. Despite the studying, the training, and the culture, time was against her. At the age of sixteen, Amarilis sprouted horns and a tail, her pupils becoming as a goat's. Though she had been afraid of this day, Lobelia knew it would come. And as she feared, Gloralion cast her daughter out - ostracized to the Belendale, where Amarilis encountered a messenger from Tanis: a sprite named Pixel. While not herself a believer in destiny, Amarilis learned that Pixel had been sent by some lord or lady from the Feywild for her, to be present at this exact moment. Previous Adventure On a mountain pass, hidden by weather and winding roads, lies what appears to be an abandoned manor house. The party had been tasked to deliver a missive to a mage named Picolai Lesta stationed there, hopefully with a response from him - or at the very least, confirmation that the worst had occurred and whatever experiments he was concocting had brought about his demise. Despite the wind and the chill and the remoteness, the path to the manor itself had been maintained... At the doors leading into the entranceway, they were met by a disembodied voice - a helpful, somewhat ignorant, person named Sam. Sam knew the mage; however, they hadn't spoken in some time - and provided the party respected the experiments and the house, they were allowed inside. The furniture, the foyer, the stairwell - it looked lived in, but not in disarray. Sam, it turned out, was a magical construct in the form of a metallic-and-wooden orb. They were inquisitive and witty, and surprisingly respectful; it was clear that Sam lacked a moral compass, but seemed to consider ethics an important area of study. This became an important topic of conversation as the party passed the greenhouse behind the manor, where Sam had used the bodies of two trespassers as fertilizer for the plants therein. Lesta, in the end, had been found dead by the party in the manor's basement. He had been making adjustments to a component (without wearing proper protective gear) when a stray arc of arcane energy erupted outward, killing him instantly. The basement had been warded to keep Sam out, nor could Sam scry into it like the rest of the house - upon learning of their creator's death, Sam lamented not being able to assist. A journal, kept in Lesta's drawer in the basement, noted that SAM was an acronym - Sapient Autonomous Machina - and the component was the final piece to a humanoid body for SAM to live in. Unlike other constructs, SAM was not given magical instructions or commands; they were able to think and reason and react on their own. Bards across Farland tell the end of this story differently: some say the party killed SAM and burned down the manor, not letting such a clearly unethical experiment run free; others say they gave the component to SAM and let them choose whether to finish their own body. Proficiency Bonus AC HP Speed Pass. Perception Initiative Darkvision +2 12 9/9 30ft 17 +1 60ft STRENGTH DEXTERITY CONSTITUTION WISDOM INTELLIGENCE CHARISMA -1 (8) +1 (12) +1 (12) +2 (14) +2 (14) +4 (18) -1 STR Save +1 DEX Save +1 CON Save +4 WIS Save +2 INT Save +6 CHA Save -1 Athletics   +1 Acrobatics +1 Sleight +1 Stealth     +2 A. Handling +4 Insight +2 Medicine +2 Perception +2 Survival   +4 Arcana +4 History +2 Investigation +4 Nature +2 Religion   +4 Deception +4 Intimidation +4 Performance +4 Persuasion   Actions Actions Unarmed Strike +1 Spear Eldritch Blast Mage Hand Prestidigitation Detect Magic Vicious Mockery Faerie Fire Sleep Bonus Actions Hex Features   Class Features Otherworldly Patron (Archfey) Pact Magic Expanded Spell List Fey Presence Tools Calligrapher's Supplies Painter's Supplies Languages Common Infernal Elven Old Speech Weapons & Armours Simple Weapons Light armor Feats & Other None Racial & Background Features Darkvision (60ft) Hellish Resistance Devil's Tongue Beauty in the Blood Equipment Weapons +1 Spear (1000 gp) Armor Leather Armor (5 gp) Magic Items Bell Branch (3500 gp) Candle of the Deep (4 gp) Charlatan's Die (115 gp) Cloak of Billowing (250 gp) Dust of Disappearance x4 (1600 gp) Hat of Vermin (450 gp) Wand of Secrets (1500 gp) Other Equipment Scholar's Pack Calligrapher's Supplies Painter's Supplies Elven clothes, fine Book of elven poetry Elven purse Treasure 136 gp 15 sp  
  11. Silas Da'an (Half-elf Fathomless Warlock 4) Thread Sheet Statblock AC 16 | HP 30/30 | Initiative: +3 | Passive Perception: 12 Spell Slots: 2/2 4th | Concentration: None | ActionsActions Forgo attack to allow familiar to use its reaction to attack Bonus Actions Tentacle of the Deeps Command familiar to attack Cast Magic Stone Cast Hex Cast Misty Step Reactions When your familiar takes damage you can use your reaction to grant it resistance against that damage Cast Silvery Barbs | Limited UseTentacle of the Deeps: 2/2 per long rest Silvery Barbs: 1/1 per long rest Misty Step:1/1 per long rest Tomb of Levistus: 1/1 per short or long rest | FeaturesAdvantage on saves vs charm (Fey Ancestry) Cannot be put to sleep (Fey Ancestry) Can breathe underwater (Gift of the Sea) Post goes here.   "Speech?"   thoughts in italics   Mechanics ___________________________________________________ Main Hand: Empty Off Hand: Empty ___________________________________________________ Action: Bonus Action: Move: Manipulate: ___________________________________________________      
  12. Silas Da'an Sheet Half-elf Fathomless Warlock 4 Str 10 Dex 16 Con 14 Int 08 Wis 10 Cha 18 HP 30/30 HD 4d8/4d8 AC 13 (16 with armor) Speed 30ft40ft Swim Passive Perception 12Darkvision 60ft Initiative +3 Languages Common, Elvish, Primordial Background: GrinnerThe Golden Grin began while the Lords of Sin still ruled all the land, trading secret messages through a network of bards and minstrels to undermine the iron-fisted authoritarian rule in Daven and Kale. Today, even though these provinces are free, some Grinners have grown restless while tyranny still abounds in the lands East. You are a Grinner. Your goals are to spread freedom and inspire hope-or, in time, revolution-in the hearts of the oppressed. Feature: Ballad of the Grinning Fool -------------------------------------------------- Like every Grinner, you know how to find a hideout. In any city of 10,000 people or more in the free lands, you can play the "Ballad of the Grinning Fool" in a major tavern or inn. A member of the Golden Grin will find you and give shelter to you and any companions you vouch for. This shelter might be discontinued if it becomes too dangerous to hide you, at the DM's discretion. This feature must be used with caution, for not all who know the ballad are your friends. Some are traitors, counterspies, or agents of tyranny. Traits: PersonalityI always have a song in my heart and a tentacle in my pants • IdealsSelf-Determination. People should be free to do as they please. (Chaotic) • BondsSomewhere out there, I have a child who doesn't know me. I like to pretend I'm making the world better for her but deep down I know that's an excuse. • FlawsA scandal prevents me from ever going home again. That kind of trouble seems to follow me around. Attacks Eldritch BlastEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. +6 attack, 1d10+4 force DaggerFinesse, light, thrown (range 20/60) +5 attack, 1d4+3 piercing SlingAmmunition (range 30/120) +5 attack, 1d4+3 bludgeoning Proficiency +2 Saving Throws SavesStrength (+0) Dexterity (+3) Constitution (+2) Intelligence (-1) Wisdom (+3) Charisma (+6) Skills Str Athletics +0 Dex Acrobatics +5, Stealth +5, Sleight of Hand +3 Int Arcana +1, History -1, Investigation -1, Nature -1, Religion -1 Wis Animal Handling +0, Insight +0, Medicine +0, Perception +2, Survival +0 Cha Deception +6, Intimidation +4, Performance +4, Persuasion +6 Tools Thieves' Tools Instruments Lute Weapon Proficiencies Simple Weapons Armor Proficiencies Light Feats Fey Touched4th level ASI Your exposure to the Feywild's magic has changed you, granting you the following benefits: * Increase your Intelligence, Wisdom, or Charisma* score by 1, to a maximum of 20. *You learn the misty step spell and one 1st-level spell of your choice. The 1st-level spell must be from the divination or enchantment school of magic. You can cast each of these spells without expending a spell slot. Once you cast either of these spells in this way, you can't cast that spell in this way again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. The spells' spellcasting ability is the ability increased by this feat. • Eldritch Adept8th level ASI Prerequisite: Spellcasting or Pact Magic feature Studying occult lore, you have unlocked eldritch power within yourself: you learn one Eldritch Invocation option of your choice from the warlock class. If the invocation has a prerequisite of any kind, you can choose that invocation only if you're a warlock who meets the prerequisite. Whenever you gain a level, you can replace the invocation with another one from the warlock class. Racial Features Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. • Skill VersatilityYou gain proficiency in two skills of your choice. • SpeedYour base walking speed is 30 feet. Class Features Otherworldly PatronAt 1st level, you have struck a bargain with an otherworldly being of your choice, or perhaps because you had no choice. Your patron is the Fathomless Kassogtha, an ancient horror that slumbers beneath the deepest deep in the ocean. • Pact MagicYour arcane research and the magic bestowed on you by your patron have given you facility with spells. Spellcasting Ability: Charisma is your spellcasting ability for your warlock spells, so you use your Charisma whenever a spell refers to your spellcasting ability. In addition, you use your Charisma modifier when setting the saving throw DC for a warlock spell you cast and when making an attack roll with one. * Spell save DC = 8 + your proficiency bonus+ your Charisma modifier *Spell attack modifier= your proficiency bonus+ your Charisma modifier Spellcasting Focus: You can use an arcane focus (see chapter 5, "Equipment") as a spellcasting focus for your warlock spells. • Eldritch InvocationsIn your study of occult lore, you have unearthed eldritch invocations, fragments of forbidden knowledge that imbue you with an abiding magical ability. When you gain a level in this class, you can choose one of the invocations you know and replace it with another invocation that you could learn at that level. • Pact BoonAt 3rd level, your otherworldly patron bestows a gift upon you for your loyal service, or sometimes just for your service. Pact of the Chain *You learn the Find Familiar spell and can cast it as a ritual. The spell doesn't count against your number of spells known. *When you cast the spell, you can choose one of the normal forms for your familiar or one of the following special forms: imp, pseudodragon, quasit, or sprite. *Additionally, when you take the Attack action, you can forgo one of your own attacks to allow your familiar to use its reaction to make one attack with its reaction. Subclass Features Expanded Spell ListAs a disciple of the Fathomless, you may choose from an expanded spll list when you learn a warlock spell. 1st Level: create or destroy water, thunderwave 2nd Level: gust of wind, silence 3rd Level: lightning bolt, sleet storm 4th Level: control water, summon elemental (water only) 5th Level: Bigby's hand (appears as a tentacle), cone of cold • Tentacle of the Deeps1st-level Fathomless feature You can magically summon a spectral tentacle that strikes at your foes. As a bonus action, you create a 10-foot-long tentacle at a point you can see within 60 feet of you. The tentacle lasts for 1 minute or until you use this feature to create another tentacle. When you create the tentacle, you can make a me*lee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the. start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the tentacle up to 30 feet and repeat the attack. You can summon the tentacle a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. • Gift of the Sea1st-level Fathomless feature You gain a swimming speed of 40 feet, and you can breathe underwater. • Oceanic Soul6th-level Fathomless feature You are now even more at home in the depths. You gain resistance to cold damage. In addition, when you are fully submerged, any creature that is also fully submerged can understand your speech, and you can understand theirs. Eldritch Invocations Agonizing BlastWhen you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit. • Repelling BlastWhen you hit a creature with eldritch blast, you can push the creature up to 10 feet away from you in a straight line. • Investment of the Chain MasterWhen you cast find familiar, you infuse the summoned familiar with a measure of your eldritch power, granting the creature the following benefits: *The familiar gains either a flying speed or a swimming speed (your choice) of 40 feet. *As a bonus action, you can command the familiar to take the Attack action. *The familiar's weapon attacks are considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. *If the familiar forces a creature to make a saving throw, it uses your spell save DC. *When the familiar takes damage, you can use your reaction to grant it resistance against that damage. • Voice of the Chain MasterYou can communicate telepathically with your familiar and perceive through your familiar's senses as long as you are on the same plane of existence. Additionally, while perceiving through your familiar's senses, you can also speak through your familiar in your own voice, even if your familiar is normally incapable of speech. • Tomb of LevistusPrerequisite: 5th level As a reaction when you take damage, you can entomb yourself in ice, which melts away at the end of your next turn. You gain 10 temporary hit points per warlock level, which take as much of the triggering damage as possible. Immediately after you take the damage, you gain vulnerability to fire damage, your speed is reduced to 0, and you are incapacitated. These effects, including any remaining temporary hit points, all end when the ice melts. Once you use this invocation, you can’t use it again until you finish a short or long rest. Spellcasting Ability CHA Spell Save DC 14 Spell Attack Bonus +6 Cantrips Eldritch BlastEvocation cantrip Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam., Magic StoneTransmutation cantrip [Source: Xanathar's Guide to Everything] Casting Time: 1 bonus action Range: Touch Components: V, S Duration: 1 minute You touch one to three pebbles and imbue them with magic. You or someone else can make a ranged spell attack with one of the pebbles by throwing it or hurling it with a sling. If thrown, it has a range of 60 feet. If someone else attacks with the pebble, that attacker adds your spellcasting ability modifier, not the attacker’s, to the attack roll. On a hit, the target takes bludgeoning damage equal to 1d6 + your spellcasting ability modifier. Hit or miss, the spell then ends on the stone. If you cast this spell again, the spell ends early on any pebbles still affected by it., Minor IllusionIllusion cantrip Casting Time: 1 action Range: 30 feet Components: S, M (a bit of fleece) Duration: 1 minute You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object-such as a chair, muddy footprints, or a small chest-it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. First Level Spells Armor of Agathys1st-level abjuration Casting Time: 1 action Range: Self Components: V, S, M (a cup of water) Duration: 1 hour A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot., Find Familiar1st-level conjuration (ritual) [gained via Pact of the Chain] Casting Time: 1 hour Range: 10 feet Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier) Duration: Instantaneous You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast. Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal. When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying. While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses. You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature. Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll., Hex1st-level enchantment Casting Time: 1 bonus action Range: 90 feet Components: V, S, M (the petrified eye of a newt) Duration: Concentration, up to 1 hour You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra ld6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours., Silvery Barbs1st-level Enchantment [Source: Strixhaven: A Curriculum of Chaos] [Gained via Fey Ancestry feat] Casting Time: 1 reaction, which you take when a creature you can see within 60 feet of yourself succeeds on an attack roll, an ability check, or a saving throw Range: 60 feet Components: V Duration: Instantaneous You magically distract the triggering creature and turn its momentary uncertainty into encouragement for another creature. The triggering creature must reroll the d20 and use the lower roll. You can then choose a different creature you can see within range (you can choose yourself). The chosen creature has advantage on the next attack roll, ability check, or saving throw it makes within 1 minute. A creature can be empowered by only one use of this spell at a time. Silvery Barbs: 1/day (1 remaining) Second Level Spells Invisibility2nd-level illusion Casting Time: 1 action Range: Touch Components: V, S, M (an eyelash encased in gum arabic) Duration: Concentration, up to 1 hour A creature you touch becomes invisible until the spell ends. Anything the target is wearing or carrying is invisible as long as it is on the target’s person. The spell ends for a target that attacks or casts a spell. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional creature for each slot level above 2nd., Misty Step2nd-level conjuration [Gained via Fey Ancestry feat] Casting Time: 1 bonus action Range: Self Components: V Duration: Instantaneous Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see. Misty Step: 1/day (1 remaining) Third Level Spells Dispel Magic3rd-level abjuration Casting Time: 1 action Range: 120 feet Components: V, S Duration: Instantaneous Choose any creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you automatically end the effects of a spell on the target if the spell’s level is equal to or less than the level of the spell slot you used., Hunger of Hadar3rd-level conjuration Casting Time: 1 action Range: 150 feet Components: V, S, M (a pickled octopus tentacle) Duration: Concentration, up to 1 minute You open a gateway to the dark between the stars, a region infested with unknown horrors. A 20-foot-radius sphere of blackness and bitter cold appears, centered on a point with range and lasting for the duration. This void is filled with a cacophony of soft whispers and slurping noises that can be heard up to 30 feet away. No light, magical or otherwise, can illuminate the area, and creatures fully within the area are blinded. The void creates a warp in the fabric of space, and the area is difficult terrain. Any creature that starts its turn in the area takes 2d6 cold damage. Any creature that ends its turn in the area must succeed on a Dexterity saving throw or take 2d6 acid damage as milky, otherwordly tentacles rub against it., Major Image3rd-level illusion Casting Time: 1 action Range: 120 feet Components: V, S, M (a bit of fleece) Duration: Concentration, up to 10 minutes You create the image of an object, a creature, or some other visible phenomenon that is no larger than a 20-foot cube. The image appears at a spot that you can see within range and lasts for the duration. It seems completely real, including sounds, smells, and temperature appropriate to the thing depicted. You can’t create sufficient heat or cold to cause damage, a sound loud enough to deal thunder damage or deafen a creature, or a smell that might sicken a creature (like a troglodyte’s stench). As long as you are within range of the illusion, you can use your action to cause the image to move to any other spot within range. As the image changes location, you can alter its appearance so that its movements appear natural for the image. For example, if you create an image of a creature and move it, you can alter the image so that it appears to be walking. Similarly, you can cause the illusion to make different sounds at different times, even making it carry on a conversation, for example. Physical interaction with the image reveals it to be an illusion, because things can pass through it. A creature that uses its action to examine the image can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the creature can see through the image, and its other sensory qualities become faint to the creature. At Higher Levels. When you cast this spell using a spell slot of 6th level or higher, the spell lasts until dispelled, without requiring your concentration. In this form it is sometimes considered a different spell, known as Permanent Image. Fourth Level Spells Banishment4th-level abjuration Casting Time: 1 action Range: 60 feet Components: V, S, M (an item distasteful to the target) Duration: Concentration, up to 1 minute You attempt to send one creature that you can see within range to another place of existence. The target must succeed on a Charisma saving throw or be banished. If the target is native to the plane of existence you’re on, you banish the target to a harmless demiplane. While there, the target is incapacitated. The target remains there until the spell ends, at which point the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. If the target is native to a different plane of existence that the one you’re on, the target is banished with a faint popping noise, returning to its home plane. If the spell ends before 1 minute has passed, the target reappears in the space it left or in the nearest unoccupied space if that space is occupied. Otherwise, the target doesn’t return. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, you can target one additional creature for each slot level above 4th., Sickening Radiance4th-level evocation [Source: Xanathar's Guide to Everything] Casting Time: 1 action Range: 120 feet Components: V, S Duration: Concentration, up to 10 minutes Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range. The light spreads around corners, and it lasts until the spell ends. When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius. This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends., Summon Aberration4th-level conjuration [Source: Tasha's Cauldron of Everything] Casting Time: 1 action Range: 90 feet Components: V, S, M (a pickled tentacle and an eyeball in a platinum inlaid vial worth at least 400 gp) Duration: Concentration, up to 1 hour You call forth an aberrant spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Aberrant Spirit stat block. When you cast the spell, choose Beholderkin, Slaad, or Star Spawn. The creature resembles an aberration of that kind, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it take the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 5th level or higher, use the higher level wherever the spell's level appears on the stat block. Fourth Level Spell Slots 2 (2 remaining) Brr'Br'Nthluuhgua (Berber) Kassogtha-spawnling*Imp Str 6 Dex 17 Con 13 Int 11 Wis 12 Cha 14 HP 10/10 HD 3d4/3d4 AC 13 Speed 20ft40ft Fly 40ft Swim Passive Perception 11Darkvision 120ft Initiative +3 Languages Common, Primordial Attacks Sting (Bite in beast form)Considered magical for the purpose of overcoming immunity and resistance to nonmagical attacks. Hit: Piercing damage, and the target must make a DC 14 Constitution saving throw, taking 10 (3d6) poison damage on a failed save, or half as much damage on a successful one. +5 attack, 1d4+3 piercing (+poison) Proficiency +2 Saving Throws SavesStrength (-2) Dexterity (+3) Constitution (+1) Intelligence (+0) Wisdom (+1) Charisma (+2) Skills Str Athletics -2 Dex Acrobatics +3, Stealth +5, Sleight of Hand +3 Int Arcana +0, History +0, Investigation +0, Nature +0, Religion +0 Wis Animal Handling +1, Insight +4, Medicine +1, Perception +1, Survival +1 Cha Deception +4, Intimidation +2, Performance +2, Persuasion +4 Damage Resistances Cold; Bludgeoning, Piercing, and Slashing from Nonmagical Attacks that aren't Silvered Damage Immunities Fire, Poison Condition Immunities Poison Features ShapechangerThe imp can use its action to polymorph into a beast form that resembles a rat (speed 20 ft.), a raven (20 ft., fly 60 ft.), or a spider (20 ft., climb 20 ft.), or back into its true form. Its statistics are the same in each form, except for the speed changes noted. Any equipment it is wearing or carrying isn't transformed. It reverts to its true form if it dies. • Devils SightMagical darkness doesn't impede the imp's darkvision. • Magic ResistanceThe imp has advantage on saving throws against spells and other magical effects. • InvisibilityThe imp magically turns invisible until it attacks or until its concentration ends (as if concentrating on a spell). Any equipment the imp wears or carries is invisible with it. Equipment Available Funds: 24.4gp Carried/Worn - 21.5 lbs (8,508.1 gp) Total for Pack - 45.5 lbs (67.5 gp) Glamoured Studded LeatherSource: Dungeon Master's Guide Armor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor. (2000 gp; 13 lbs) Cloak of ArachnidiaSource: Dungeon Master's Guide Wondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: You have resistance to poison damage. You have a climbing speed equal to your walking speed. You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. (5000 gp; 0 lbs) Cleansing StoneSource: Eberron - Rising from the Last War Wondrous item, common A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns. (200 gp; 1.5 lbs) Dark Shard AmuletSource: Xanathar's Guide to Everything Wondrous item, common (requires attunement by a warlock) This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. [/ooc] (500 gp; 0 lbs) (500 gp; 0 lbs) Horn of Silent AlarmSource: Xanathar's Guide to Everything Wondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn. (350 gp; 1 lbs) Ball bearings [bag of 1,000] (1 gp; 2 lbs) Dagger (2 gp; 1 lbs) Sling(1 sp; 0 lbs) Musical Instrument (35 gp; 2 lbs) Thieves' Tools (25 gp; 1 lbs) Platinum inlaid vial containing pickled tentacle and an eyeball (400 gp; 0 lbs) Entertainer's PackIncludes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit (40gp; 38 lbs) Crowbar (2 gp; 5 lbs) Steel Mirror (5 gp; .5 lbs) Tinderbox (.5 gp; 1 lbs) Charcoal, incense, and herbs (20gp;1lb)  
  13. Silas Da'an Failed Minstrel, Unsuccessful Pirate, Reluctant Squidgy Disciple     Description Silas can often be found lounging on a stool or at a corner table in any boisterous tavern, a lute held carelessly on his lap and a mug of ale at his elbow. He is lean and slender, possessed of an elvish grace in both his features and movements that tends to attract the notice of the female members of the audience. His rich brown hair is of medium length, artistically windblown and glinting with golden highlights, and he wears a roguish chin beard along with three days worth of stubble. Beneath that unruly hair, clear green eyes glinted with an easy confidence and a smug satisfaction. His long, lean fingers bore many rings, the largest of these a signet ring carved of sardonyx, the face an intricate carving featuring a smiling fox with an armored gauntlet clamped in his jaws. At his waist he bears a long, ornately ornamented dagger bearing stones to match his ring with a grip that appears in such pristine condition you doubt it has ever been held. Over a loose linen shirt he wears a worn but stylish brown doublet, that matched in color and style his supple but mud-spattered boots. In manner, he is witty and engaging, though he tends to be boastful and clearly believes himself to be more clever than he actually is. He is easily distracted by things that are shiny or beautiful, and tends to rate pleasures of the flesh rather highly, especially as compared to the hardships of adventuring. Despite this penchant for comfort, he finds that he is as often forced into unpleasant situations as he is able to avoid them. He seldom thinks of the future, being much more concerned with what is happening right now - a good thing, since trouble is often nipping at his heels. His early life has left him with a keen distaste for anything that resembles traditional work, and he'd much rather try his hand at something daring than menial.   Background Silas Da'an. What you have heard of him, if it came from his own lips or from those of one who claims to have heard it from the man himself, is most likely utterly and completely false. He is not the heir to the Da'an family fortune (made, he has no doubt told you, from their long time trade in precious gems), nor was he cast out of their affairs for his desire to become the finest minstrel the land has ever seen. He has not, and never will, single-handedly take control of any pirate ship, let alone some supposed scourge of the coast known as the Wastrel. As with all lies, however, within the tales he spins there are several points of truth. His name is indeed Silas, though rather than the (fictitious) and high society Da'an family, he hails from a considerably less impressive family in Kale, who worked a co-op barley farm with several other families. While he does a passable job playing his ever present lute, and can certainly sing well enough to charm many a female member of the audience, he simply lacks the necessary desire, skill, or training to ever become anything other than a second rate musician. And though he was, in fact, acquainted with a pirate vessel (the Revenge, as it happens) captained by the dread pirate Westley, his only real contribution was to amuse the crew by being thrown overboard for insubordination only a month after being impressed into service. This, of course, says nothing of his drowning, resurrection and desperate pact with the ancient, forgotten, slumbering, tentacled horror of the deeps Kassogtha. This unlikely partly woken savior bestowed upon Silas what he'd lacked thus far in his mostly failed life: power. With ancient magic now at his fingertips, and nothing left to lose, he found himself in a position to actually do something good with his miserable life. His brief foray into the musical arts had put him in touch with contacts from an organization called the Golden Grin, a collection of Bards and Minstrels whose goal is to undermine the rule of the remaining Lords of Sin. The loose knit organization gave him a sufficiently chaotic way to put his talents to good use, while earning some fame and fortune for himself. He is rarely found without Brr'br'nthluuhgua (affectionately known as Berber) - the lifelong companion, spy, and keeper forced upon him by his unholy patron.         Vignette The shutters on the rear window of the low cottage burst open, and over the sill rolled a handsome, mostly nude half-elf, clutching a bundle of clothes and covered in a glistening slime. From within was visible a somewhat horrified looking but otherwise quite attractive woman in a similar state of undress, one narrow hand lifted to cover her mouth which was frozen in an "O" of shock. Around the side of said cottage come a loud bellow, accompanied by the rush of heavy booted feet. "My cloak!" Silas shouted seemingly to nobody as, slick with goo, he slid from the sill and landed on the packed dirt with a squishy thump, then scrambled to his feet in a chaotic rush still managing to blow a kiss and smile to the woman in the bedroom he had so recently quit. "P'raps we'll meet again, my dear," he called loudly even as he turned and continued his hasty retreat, "I've had a wonderful time but I've really got to get going!" She screeched and threw a boot at him which he managed to catch, his eyes noting his finely woven cloak apparently rising of its' own accord from the bedroom floor, albeit slowly. Run-hopping away as he tugged this second boot on, clothes dangling from the crook of his elbow, he yelped loudly when the enraged husband who turned the corner pelted him with a rock, which thankfully glanced off of his shoulder rather than his head. "Sir! I believe you've mistaken me for som-" he started when another rock struck him, this time in the back below the ribcage, cutting off his most reasonable excuses. "Damn it, Berber! The cloak! NOW!!!" __What the Mistress sees in you and your loathsome landbourne coupling is beyond this humble servant.__ At which point the cloak darted through the window and with a peculiar squinching motion - like something between a jellyfish and a startled octopus - quickly closed the distance to where Silas was sprinting towards the tall (seemingly unscalable) wall at the rear of the courtyard. He ducked sharply and another stone missed him by a hair's breadth to smack resoundingly off the smooth stone of the wall. The cloak dropped unceremoniously on his head and he wriggled his shoulders to settle it into place just as he was about to run headlong into the wall. Instead, he simply continued on, running straight up it, turning his head to wave as he crested the top and dropped down to the other side. At his side, the air shimmered as a grotesque little creature appeared hovering in the air next to him, bluish-greenish-greyish and bulbous eyed, with a pair of oversized wriggling tentacles above it's mouth and several smaller sets to each side, a long, barbed and tentacle-ish tail trailing behind. __You really are quite disgusting.__ "Funny," Silas responded, wiping slime from his forehead, before feeling through the pants held in the crook of his arm and pulling out a small stone. With a sigh, he gripped the sphere for a moment and then the mucus-like coating on his body and clothing vanished. "I was about to say the same thing." Group Names Glorious Bastards The Courageous Quartet Silas and those Other Guy Group Adventure There was that time when the companions were in a tavern - and as any adventurer is wont to know, many a good adventure has started in a tavern. Silas, of course, liked to finish in a tavern as well but that is an entirely different story. This tale began when the Grinner they'd found lodging with explained there was a nasty bit of business that needed taking care of, a thing he would of course love to join in on but, well, he was past his prime and someone needed to be around to man the fort and all. What it amounted to was that a cabal had formed in the underbelly of the city, dedicated to the former Lord of Pride, and this less than holy clan was stirring up quite a lot of trouble with their black magic and blood sacrifices. It seemed you couldn't walk the slums at night without fear of being kidnapped and having your organs sliced out for secret rituals. On top of which, a semi-famous and quite beautiful young bard had disappeared recently and there were rumors that she was being held by this cabal for a special sacrifice when the moon was shaped like the sickle they used for disemboweling their victims. Not being of the mind to lose a budding young musician (and possible paramour for some) the group immediately set off to find and roust this unholy band. It wasn't easy, first requiring some surreptitious inquiry at many an unsavory drinking establishment, and then requiring some sneaky field work in even less savory (and quite possibly illegal) environs. Finally, with a location discovered and some hasty preparations made, the group set out into the sewers of the city and down into the ancient undercity wherein they tracked down these most evil foes. Luckily, most were merely there for the raucous atmosphere and plentiful drink rather than any real desire to serve an unholy power or die for such a cause. Still, the companions ended up in a pitched battle with nearly twice their number, and those were cold blooded, sin minded, utterly despicable and black magic wielding folk. We'd like to say the gods were on the side of the heroes, but to be honest it was a bit of skill, a generous helping of luck, and a completely unanticipated cave-in that saved the day for them. All in all, not bad for a few weeks of work, when you considered they got to keep the coffer of the evil cult and some very fine brandy. The bard was duly grateful, and though she rebuffed any and all advances, she did feature them years later (albeit anonymously) in The Ballad of the Buffoons that Rescued Me. Particulars Place of Birth - A small village in Kale Home - Wheresoever his feet take him Parents (note if dead or alive) - Jameson[alive] and Raya[deceased] Siblings (note if dead or alive) - Three older brothers (Tag[alive], Jurgen[alive], Deet[deceased]), one older sister (Aleesa[missing]) Current Love (if no current, note that) - He tries, but it never seems to work out Lost Love (note if dead or alive) - Serafina[alive], an exotic beauty whom he followed to the big city but who then left him for a real minstrel Children (note if dead or alive) - A daughter[alive] he doesn't know, from the wife[alive] he left in his dirt poor farm town when he decided that life was not for him Current Age (assume 8th level) - 29 years old Best Friend - His sister Aleesa Worst Enemy - The dread pirate Westley, who impressed him into service and then tossed him overboard to die Greatest Regret - He doesn't believe in regrets but there are times when he feels that perhaps entering into a bargain with an evil, alien, sea behemoth was not the best idea Mechanics Level Gains 1st Otherworldly Patron (Fathomless), Pact Magic, Feature: Tentacle of the Deeps & Gift of the Sea Spells: Hex, Thunderwave HP 10 2nd Eldritch Invocations (Agonizing Blast, Fiendish Vigor) Spells: Armor of Agathys HP 17   3rd Pact Boon (Pact of the Chain , swap Fiendish Vigor for Investment of the Chain Master) Spells: Mirror Image HP 23 4th Feat: Fey Touched (+1 CHA, Misty Step, Silvery Barbs) Spells: Invisibility HP 30 5th Eldritch Invocations (Voice of the Chain Master), Proficiency Bonus to +3 Spells: Summon Shadowspawn, Thunderwave --> Major Image HP 37 6th Feature: Oceanic Soul Spells: Hunger of Hadar, Mirror Image --> Dispel Magic HP 43 7th Eldritch Invocations (Tomb of Levistus) Spells: Summon Abberation, Summon Shadowspawn --> Sickening Radiance HP 50 8th Feat: Eldritch Adept (Repelling Blast) Spells: Banishment HP 57 Equipment Cloak of ArachnidiaWondrous item, very rare (requires attunement) This fine garment is made of black silk interwoven with faint silvery threads. While wearing it, you gain the following benefits: * You have resistance to poison damage. * You have a climbing speed equal to your walking speed. * You can move up, down, and across vertical surfaces and upside down along ceilings, while leaving your hands free. * You can't be caught in webs of any sort and can move through webs as if they were difficult terrain. * You can use an action to cast the Web spell (save DC 13). The web created by the spell fills twice its normal area. Once used, this property of the cloak can't be used again until the next dawn. - Source: Dungeon Master's Guide - Cost: 5000gp Glamoured Studded LeatherArmor (studded leather), rare While wearing this armor, you gain a +1 bonus to AC. You can also use a bonus action to speak the armor's command word and cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like, including color, style, and accessories, but the armor retains its normal bulk and weight. The illusory appearance last until you use this property again or remove the armor - Source: Dungeon Master's Guide - Cost: 2000gp Cleansing StoneWondrous item, common A cleansing stone is a sphere 1 foot in diameter, engraved with mystic sigils. When touching the stone, you can use an action to activate it and remove dirt and grime from your garments and your person. Such stones are often embedded in pedestals in public squares in Aundair or in high-end Ghallanda inns.- Source: Eberron - Rising from the Last War - Cost: 200gp (3 inch dia, 1.5 pounds) Dark Shard AmuletWondrous item, common (requires attunement by a warlock) This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: * You can use the amulet as a spellcasting focus for your warlock spells. * You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. - Source: Xanathar's Guide to Everything - Cost: 500gp Horn of Silent AlarmWondrous item, common This horn has 4 charges. When you use an action to blow it, one creature of your choice can hear the horn's blare, provided the creature is within 600 feet of the horn and not deafened. No other creature hears sound coming from the horn. The horn regains 1d4 expended charges daily at dawn - Source: Xanathar's Guide to Everything - Cost: 350gp  
  14. Aryana, Half-Elf Warlocker “Oh no I’m soooo scared- somebody grab this guy before I kill him.” Basic Information Race: Half-Elf (Frelehan)  | Sex: F | Age: 24 | Height: 6' 1" | Weight: 155 lb Alignment: LN | Background: Undead Hunter | Class: Fighter (4) | Subclass: Witch Hunter Quick Stats Proficency: +3 | AC: 17 | Max HP: 68 | Speed: 30ft | PP: 11 | Init: +3 | Darkvision: 60ft Abilities and Skills STRENGTH: 11 (+0) + 4 STR Save +0 Athletics DEXTERITY: 16 (+3) +4 DEX Save +6   Acrobatics | +3 Sleight of Hand | +6  Stealth CONSTITUTION: 14 (+2) + 5 CON Save WISDOM: 12 (+1) +2 WIS Save +1  A. Handling | +1  Insight | +1  Medicine | +4  Perception | +4  Survival INTELLIGENCE: 10 (+0) +1 INT Save +0 Arcana | +0 History | +3 Investigation | +0 Nature | +3 Religion CHARISMA: 14 (+2) +3 CHA Save +2 Deception | +2 Intimidation | +2 Performace | +2 Persuasion Attacks Unarmed Strike: (melee) +2 to hit, 1 blungeoning damage Longbow: (150/600) +5, 1d8+3 piercing damage Shortsword: (melee) +6, 1d6+4 piercing damage Bonus Actions Second Wind: 1/short rest Action Surge: 1/short rest Detect Magic: 1/short rest Counterspell: 3/long rest Class Features Two Weapon Fighting: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack. Second Wind: You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again. Actions Surge (Level 2): Starting at 2nd level, you can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action. Once you use this feature, you must finish a short or long rest before you can use it again. Starting at 17th level, you can use it twice before a rest, but only once on the same turn. Mage Slayer (Level 3): When you choose this archetype at 3rd level, you gain the Mage Slayer feat. You can also cast the spell Detect Magic without components. You cannot cast Detect Magic from this feature again until you have completed a short or long rest. Extra Feat - Punisher (Level 4): For every inch an enemy moves away from you, you extract your pound of flesh. You gain the following benefit: Increase your Strength score by 1, to a maximum of 20. You can make one Opportunity Attack per round without using your reaction. Extra Attack (Level 5): Beginning at 5th level, you can attack twice, instead of once, whenever you take the Attack action on your turn. The number of attacks increases to three when you reach 11th level in this class and to four when you reach 20th level in this class. Extra Feat - Sentinel (Level 6): You have mastered techniques to take advantage of every drop in any enemy's guard, gaining the following benefits. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn. Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach. When a creature makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature. Magical Defense (Level 7): Starting at 7th level, you can cast the spell Counterspell without components and as if you used a 3rd-level slot; strength is your spellcasting ability for this spell when you use your magical defense. You can use this feature a number of times equal to 1 + your Constitution modifier. When you finish a long rest, you regain all expended uses. At 15th level, your Counterspell from magical defense is cast as if you used a 5th-level slot. Extra Feat - Retaliator (Level 8): You punish successful attacks against you. You gain the following benefit: Whenever you are hit by a melee attack, as a reaction you may immediately make a melee attack against the creature that hit you. Proficiencies Tools: Herbalist | Languages: Kelevan (Kelerak), Anarian (Anaria), Altarian (Elven) | Weapons & Armours: Light armor, Medium armor, Heavy armor, Simple weapons, Martial Weapons.  Racial & Background Features Darkvision: Thanks to your elf blood, you have superior vision in dark and dim Conditions. You can see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in Darkness, only Shades of Gray. Fey Ancestry: You have advantage on Saving Throws against being Charmed, and magic can’t put you to sleep.[/ooc] Haven from the Haunted: The path you walk is a dark one and few can understand the horrors you face. You spend many nights alone in the wild, waiting and watching for the living dead to rise. In times of need, you often can find respite in the churches, temples, and shrines of the faithful. Churches and temples will provide you with food, drink, shelter, and the warmth of a fire to help keep the horrors away, at least temporarily. If you stay at a church, shrine, or temple for a few days, you are able to learn about local undead lore by studying holy tomes and speaking with the keepers of these holy places.[/ooc] Equipment Weapons: Longbow, with 20 arrows | +1 Shortsword, cold iron (1000gp) | +1 Shortsword, alchemical silver (1100gp) Armor: Cloak of Protection (3500 gp) | Glamoured Studded Leather Armor (2000 gp) Magic Items: Potion of Heroism x 5 (900gp) Other Equipment: Traveler’s Clothes, Backpack, Bedroll, Mess Kit, Tinderbox, Torches x 10, Daily Rations x10, Waterskin, Herbalism kit, Vial of Holy Water, Holy symbol, Lamp, Hammer, Wooden stakes x3, Shovel Treasure: Gold Pieces 100gp | Silver Pieces 10sp Personality and Appearance   Aryana’s father once told her that if you love your job, you’ll never have to work a day in your life. He was referring to growing potatoes, not slaying monsters, but the lesson stuck with her nonetheless. Her favorite pastime is monster hunting and when she isn’t hunting she likes to do things that make her better at monster hunting, but that isn’t to say she doesn’t have other hobbies. Ary can be found at the bar thinking deeply over a flagon of ale about hunting or even talking to disinterested lovers about hunting. If there’s one way to her heart, it’s with a well-placed arrow. The girl is tall with a lithe, elven build. Standing at 6’1” tall and 155 lbs, she would be a much more imposing figure if it wasn’t for her fairylike figure. Her most striking feature is her shimmering back-length, silver blonde hair which she usually wears up in a high ponytail or in a messy bun to keep it from getting bloodied with zombie guts. That stuff stains. Aryana has a warm, clear complexion and mostly delicate features. In contrast, her long sharp ears often get her mistaken for a full blooded elf. She tends to dress in dark, hooded clothing to look ‘tough’ although her tight-fitting outfits do little to actually disguise her. Too many layers would get in the way of her acrobatic fighting style. Aryana is both a dedicated killer and an eager opportunist. She solemnly believes it his her duty to slay as many evil beasts as people will pay her to kill. She also has a huge soft spot for puppies and flowers. She’s the kind of fiery-willed woman that’ll try to end a bar fight with her fists, but just as quickly hold your hand and offer a friendly smile in the darkest of nights. She doesn’t say much to strangers and in fact frequently gives them a cold shoulder, eliciting an aura of mysteriousness that follows her, but Ary is quite cordial and even rather bubbly around her friends in the party. In fact, she smiles all the time when they get to fight or go anywhere together. If you saw it you might equate it to the earlier lesson on passion her father gave her at the beginning of this section, but I’ll let you in on a little secret. The real reason she smiles is because she finally has true friends. Backstory Aryana’s story begins in a quaint little village on the divide between Amaria and Kelerak. Officially under the rule of the Lord of Lust, her elven mother and human father did their best to raise Aryana and her two sisters, Arathel and Ardanna, in peace despite the challenges of farm-life on the frontier. When the Kingdom of Kelerak was liberated there were more reasons then one to celebrate. Arathel, the oldest sister, married into the prestigious Vastaff family whom had won mayorship of the village and teenaged Aryana was accepted as a priestess in training at a nearby Temple of Kantor. Ardanna, the youngest, was still just a baby. One fateful evening Aryana was late walking home from the temple when she came upon a man draining the blood of the town’s baker on the outskirts of town. It was one of the Vastaff sons, brother to her sister's new husband. She screamed and as fast as she could blink he was on top of her. The blood-crazed vampire would have killed her too if it wasn’t for a hooded man stepping out of the shadows at that very moment, cutting off the vamp’s head with his sword. Her hero called himself a “Warlocker” and told her they needed to leave right away before the rest of the vampire clutch found out what happened and connected her scent to the remains. Aryana rushed home, packed her things in a panic, and told her family she was going on a trip as a missionary. The Warlocker became sort of a mentor to the young girl. He taught her to hunt evil beasts for profit as he did, and how to survive the dark world that surrounded them. It was certainly more fun then the stuffy temple and boring religious stuff. He promised someday when she was strong enough she could return home and they would kill the vampires that covertly ran the village. The Warlocker died before he could fulfill his promise, at the hands of an evil witch they battled together. After the fight Aryana felt the call to pick up his mantle and title where he left off. She now carries his swords and name proudly, a beacon of hope in the shadows of Kelerak. If only people actually knew what a Warlocker was… ”I told you, I’m a Warlocker. It means I hunt the shadowy wretches that plague your mortal nightmares.” ”How much Lotus are you on elf? I just want to know you have a job so you can afford the room, don’t go stabbing no wenches in my inn. They’re good for business.” ”No I said wretches, not wenches. I kill monsters…you know with like big teeth and pointy claws.” ”Sure kid, if that were true you’d have just said you were a monster hunter not whatever it is you call yourself.” ”Warlo- Nevermind! Here’s your gold.” Unable to avoid home for too long, Aryana has taken to occasionally visiting the folks on the down low between adventures. She tells her parents she now works as a courier spreading both faith and letters across the kingdom. Of course, she hides the bruises and true nature of her work especially from her older sister whom Ary believes may now be a vampire's thrall herself. It’s a sad hometown despite everyone pretending things are normal. Everything around the village seems so grim lately, but before Aryana can save them from the Vastaff vamps she needs to train so she can save herself…at least mom and dad seem happy. Vignette A jeering crowd gathered in a circle outside the front door of the Orc’s Foot, a tavern made infamous for drinks that tasted worse then the namesake smelled. It was a wonder so many travelers frequented the run down joint but a place with soft beds and strong booze was otherwise hard to come by for travelers and trappers on the remote border of Amaria and Kelerak. A drunk and unruly group, they celebrated as two bearded bare knuckled brawlers went at each other in the middle. It was a quick rout as one knocked out the other and then unceremoniously passed out drunk on top of him. Inside the establishment things were no less civilized as patrons danced and sang, boasted and argued, and otherwise drank until they could hardly stand. The young half-elf Aryana sat by herself in the corner, brooding under a hooded cloak. Her previous mentor believed it was an important tradition, the brooding in a dark corner of a tavern that is, before and after each hunt. She stared most solemnly, focusing her attention on a tall ginger haired man seated at the bar until it was interrupted by an unwelcome distraction. ”Olaf thinkssch pretty girlsch should smilesch more.” A portly dwarf burped, spilling part of his mug of ale on Aryana’s lap as he appeared in front of her. The dwarf ignored her as she cussed at him. ”Whatsch say pre-“ He didn’t get the chance to finish his sentence before a scream silenced the room. The ginger haired man had grown fur and sharp teeth. Apparently, the food at the Orc’s Foot was worse then the drink and the wolf man, her intended target, was still very hungry. ”Move dude!” Aryana launched herself around the dwarf and unsheathed her sword with determination in her eyes. People were running in every direction, all except the wolf man whom locked his eyes with our blonde haired monster hunter and growled. She went to step forward but didn’t get very far. A strong shoulder checked her sideways from behind. ”Fearsch not pretty girl! I knowsch you are afraidsch that beast wouldsch eatsch you but I am Olafsch and I will protectsch you!” The dwarf slurred his words as he pushed past her with an axe held high. Ary was less then impressed as she picked herself off the floor and dusted herself off. A damsel in distress? She rolled her eyes and smirked. “Oh no I’m soooo scared- somebody grab this guy before I kill him.” At least the wolf man was listening. With a quick swipe of his claws he launched the dwarf back across the room. ”Cute.” Aryana stepped over him and the fight was on. It was a battle of supernatural strength against fairy like grace and agility. The wolf man crashed through the bar swiping at the girl with his dagger like fingernails and chomping at her heels with trap like jaws. She nimbly dodged each attempt, dancing from table to table and along the bar top. Her own swords cut and forged from cold iron and silver, sliced at the monster’s pelt. He finally managed to catch her off balance and knock her to the floor, but with a well timed jab of her blade threw the beast’s open maw it perished from this world. Aryana wiped the wolf’s drool from her face and found the dwarf on the ground as the patrons started to file back into the destroyed tavern. She helped the wide-eyed axe weilder up and smiled. He just stood there trembling for a minute of silence. ”Maybe-“ She started to speak, but the dwarf abruptly put a finger to her lips and roared confidently. ”I toldsch you pretty girl! Olaf has slainsch the wolfsch man!!” A cheer rose from the tavern and Ary threw two hands up in exasperated defeat. ”Yeah pal you sure showed him. A drink to our hero!” Aryana slapped him on the back and grinned as a large man lifted Olaf to his shoulders in celebration, carrying the dwarf against his will across the room to the tables chanting his name. ”Waitsch no I was stillsch talkingsch to her.” Ary replaced her hood and melted back into the scenery. It was better the dwarf got the credit, so long as she kept the credits. This way she could finally go back to brooding in the corner in peace. Bardic Tales The party, known only as The Black and Blue Eyed Peace, had been tracking this creepy necromancer through the even creepier back alleys of Dragonspur for hours now. The guy had apparently been a minion of the Lord of Sluts Lust or whatever so he was like totally bad. He was wounded though from their previous fight so Aryana led the way following droplets of blood because she’s this mad tracker ya know. Too bad everyone in the party was also exhausted from that fight, it made all the walking kind of suck. They finally catch up with the dude but did I mention he was a necromancer already? Guy pretty much makes all these other undead guys pop up out of nowhere and the party is surrounded. Meanwhile scaredy pants-less necrophiliac starts running away again. So everybody goes stabby stabby but there’s too many undead and it already looks like the end of the party in only the charachter application section right? Plus, our big bad evil guy is getting away. Well this edgy half-elf chick who by the way looked too happy to be killing things just sheathes her swords in the middle of the fight and starts clutching her holy symbol. With the same hand she then nocks an arrow on her bowstring and there’s a big gust of wind and leaves moving about. It looks really bad ass as she just calmly draws back and lets that arrow fly between zombies towards the necromancer. I tell you man, we all absolutely lost it when that arrow missed him clean by like a whole three feet. It just kept going and going and going. She looked mortified. Well eventually the arrow hit the corner of a house and richocheted a few times off the walls in the alley and next thing you know it was cruising back at the party but instead of hitting them it nailed the knee of this of this other adventurer guy who had come to help kill the zombies. He fell over screaming and out of his pocket this sweet roll came rolling out faster then a dragon down the street. The donut thing tripped the necromancer who fell and hit his head on the cobblestone. All the undead then just like fell over and were un-un-dead. Aryana who at this point was absolutely grimacing, straightens up and walks over to the bad dude with a look of pure fake confidence and is all like- ”Here is your evil monster, he has been defeated!” The party was paid handsomely for that one. Guess you had to be there though. It was way cooler in person, went nothing like how the bards sing it. Trivia Place of Birth: North Kelerak Home: North Kelerak Parents: Liessa (Female Elf, Galan) and Thorvald (Male Human, Anarian) Siblings: Arathel (Sister, older) and Ardanna (Sister, younger) Current Love: Easy gold and occasional one night stands. Lost Love: A Wyverian guard captain by the name of Wilhelm, they had a brief fling before he proved unfaithful. He still lives, unfortunately. Children: None Current Age: 24 Best Friend:To be determined from party members. Worst Enemy: The Vastaff family, a clutch of vampires whom preside over her home village. One of them is married to Aryana's older sister. Greatest Regret:Not yet having the strength or guts to face off against Derollo and his minions.  
  15. Day One: Midday Although it had been only half a day, the time apart from their gear had felt like an eternity. A limb that was missing has now been returned. Norgalidir held his own attire in his hands, wrinkled from laying in a pile all night, but still his own. Aryana felt the weight of her own weapon in her palm, as it sent a shock through her body. She blinked from the sudden sensation and, for a moment, she saw a bird flying overhead, but it quickly vanished. Silas reclaimed his items, but it was the lute that captured his attention. And Amarilis' fingers first claimed a silver barked branch with bells that hung from it. The moment her skin touched the wood her mind was flooded with thoughts and emotions not her own, but finished with a memory that was. A tree sprouted in the forest, it grew tall beside a home with a swing that fell from its limb. A child laughed and rocked on the swing. There was joy in the scene, but a chill wind whipped through and scattered the happy home and giant oak in a sea of dried leaves. The child walks hunched over down a cobblestone street that forms from the fallen leaves. Fear and loneliness tickle the skin. Buildings begin to grow from the edge of the street, each with menacing windows that look like malicious grins. The child looks back over their shoulder at Amarilis. They blink and she sees the eyes of Slim. Their lips mouth "I'm sorry" as they fade into the void. Sounds of laughter surround her, voices hollering numbers fill her ears while her vision is too blurry to see any details clearly. But then she felt a warm breath on her cheek and a familiar voice speak. No longer a child, adult Slim is heard. "You shoulda stopped while ya were ahead." Amarilis nodded in agreement as she felt a grip on her earlobe. "Please..." She heard herself whisper cry. But her plea melted into the surrounding sounds and she felt the slice of metal cut into her skin, removing her ear. The teifling screamed in pain. She blinked and was kneeling over her belongings. Aryana and Mollie's voices were heard in the main room. "You won't see me. This is my little corner of the world."  Returning to the others, Amarilis witnessed the women staring each other down, a battle of wills. But her attention drifted to the lifeless body of Slim. Life had taken much from that soul before their life finally gave out. Deep within, the warlock knew that the struggles Slim had lived through, they felt their pain and sorrow. It was overwhelming and caused tears to flow. Lady Blinks' words filtered into her mind. "The Emanation of Beauty, of Balance, they are dreamers who seek harmony with others. It is Tifiret who begins an embrace and will be the last to leave it. Do not fear all your aspects, for each is needed." Amarilis knew in her heart she had given Slim a chance to apologize and their soul was now at rest. She also knew few others could have offered the tortured being peace.   Back in the street, the party gathers with their new companions. Sophie, Kara, and Stash followed behind The Magnificent Bastards, unsure what to do with themselves. Those in the alley watch as the group leaves, brows pinched in confusion, though no one says a thing. OOC Current condition: 1 level of exhaustion Reward: YOU LEVEL UP! AND HAVE ALL YOUR STUFF BACK!!! Congrats! Amarilis specific reward for resolving their fortune card: Whispers of the Dead 3rd-level Phantom feature Echoes of those who have died cling to you. Whenever you finish a short or long rest, you can choose one skill or tool proficiency that you lack and gain it, as a ghostly presence shares its knowledge with you. You lose this proficiency when you use this feature to choose a different proficiency that you lack.  
  16. Luck is Believing You’re Lucky "Luck is believing you’re lucky." - Tennessee Williams. Dice threads are odd in Baldr. There is no need to use this, you can roll in your post, but feel free to use this if you like.
  17. Cliff Notes It is important to first note that being well versed in Farland is not a requirement. This game, while not on a railroad, is still very much on a predesignated set of streets. The purpose of the setting info is to help you feel comfortable with what your character may have accomplished. Use it for your application and potential reference for conversations once the game begins. That said, if you are unfamiliar with Farland, I highly recommend it. I am currently running 3 live games in the world and has proven to be versatile for any group's needs while allowing me to have fun in the storytelling. Please note, all information shared here is directly from Farland World, a free site where you can pull knowledge from. There is more info in the books, which I highly recommend, and are available on drivethrurpg.com.     What is Farland? Farland is a campaign setting for Dungeons & Dragons®, a roleplaying game. Specifically, it is a continent on a larger world called Núrion. This small continent is home to Elves, a tall and mysterious race; dwarves, a race of miners and craftsmen; humans, a flexible and prodigious race; and dark folk, creatures of shadows and evil. Farland is important, however, because it is the focus of a war for liberation. Currently, half of the continent is ruled by the Seven Lords of Sin, fell creatures who rule with an iron fist on behalf of a more mysterious being, the Dweller in the icy and evil Wintervale. Farland consists of six human kingdoms and one Dwarven kingdom. The three westernmost human kingdoms have been liberated but are tottering on the brink of invasion, while the four easternmost kingdoms are still under the yolk of this oppressive evil regime. This site details the kingdoms, places, personages, and events of Farland and the wars for liberation. The history of this conflict begins many years ago.     Brief Historical Summary of Farland The Elhil or Elves awoke first, in twilight, and wandered free for many years. The dwarves and other early races were born soon after, and by the whim of the gods, strife followed on their heels. Fantastic wars were waged during the Age of the Immortals, long before the first barbarous men ever walked the earth. But soon the Age of Men began when the original human kingdom Aelfar, now called the Ancient, arose in the East. Borrowing the learning of the demi-humans, this kingdom quickly rose to glory. Alas, it was not to continue. The untimely fall of Aelfar resulted in the birth of five human tribes, which eventually went on to found the five human kingdoms, namely Kelerak, Daven the First, Zeland, Orland, and Farland the Great, from which the continent takes its name. Kale was established later, and her Kings are of the blood of Daven. Long did these Kingdoms dominate the land, fighting among themselves yet ever stemming the tide of evil. The continent of Farland takes its name from Farland, the greatest kingdom within its borders. The kingdom of Farland was once the foundation of the Far Empire, but after the legendary Wars of Sorrow, Farland lost its grip on the other kingdoms. It never, however, lost its stature as the most powerful kingdom, for right up until the Dark Conquest, over 350 years ago, every Kingdom in the realm acknowledged Farland's might, either openly with tribute or by alliance. Unfortunately, a dark power has existed since the beginning of time: Vornoth, the Walker in Darkness. This Vornoth, who should not be named, is the God of evil. As such, in the primordial beginnings of history, legends say, he recruited a being to be his emissary in the world. This being has been known from time immemorial as the Dweller in the Wintervale, or simply the Dweller. Throughout the endless march of years, the Dweller has had its evil hand in many things. Indeed it is whispered that the Wintervale was responsible for the beginnings of the Wars of Sorrow and the end of the Mighty Far Empire. But the tragedy does not end there. For in due time, unsuccessful in its other evil endeavors, the Dweller began slowly and insidiously to formulate the scheme to end all schemes, a plan that would spell near doom for all of Farland. Using some secret ritual or artifact, it recruited seven personages, seven different beings to represent each of the Seven Deadly Sins. These creatures each came from a different race, and each seemed to be the sin personified that they were chosen to represent. The Dweller called them the Seven Deadly Lords, or the Seven Lords of Sin. The sins represented were: Pride, Lust, Gluttony, Envy, Sloth, Greed, and Wrath. The Lord of Wrath stood as Captain and Lord of the other six. With these evil beings each commanding a portion of its armies, as well as bringing their own resources to bear, the Dweller initiated a Blitzkrieg attack on the kingdoms of Farland. The last to fall was Farland herself, but in time she too fell. The Lord of Pride was set to rule Kale, the Lord of Lust ruled Kelerak, the Lord of Gluttony Daven, the Lord of Envy Orland, the Lord of Sloth Zeland, the Lord of Greed ruled the Dwarf Kingdom of Wawmar, and the mysterious Lord of Wrath himself was set to rule the Kingdom of Farland. And so for more than 350 years, the land was locked in the evil grip of the Dark Occupation and the populace were chattel. But over time the Lords grew lax from lack of resistance. Then, with little warning, goodness stirred in the West when a band of heroes led by Valanduil the Elf and Bartarius the barbarian were able miraculously to slay Thuldin the Fallen, the Dwarf Lord of Pride, and free Kale. They then proceeded to slay and banish the demonic Brathelathor, the Lord of Lust, and free Kelerak. They even managed to destroy Saithith the vampire, the Lord of Gluttony, thus freeing Daven, but there their luck ended and they were sundered to the four winds by the forces of the Lord of Envy. Thus, as of the year 8170 Farland Reckoning, the continent is divided, with Kale, Kelerak, and Daven free in the West while Zeland, Orland, Wawmar, and Farland remain under the Dark Occupation in the East. Indeed, it is whispered that the armies of the Lords are massing at the command of the Dweller, poised to retake the lands they have lost to the paltry Forces of Light. Farland is just emerging from a "dark ages" period wherein the Lords of Sin have controlled almost all of the history that has been dispensed to humans. Although the history of Farland has been kept by the Elves for over 20,000 years, humans have only kept history for less than 9000, and most of that knowledge has been lost during the Dark Occupation. What is detailed above is a skeleton outline of what most players will know when they begin the game. A more detailed timeline can be found here.
  18. Farland Everything below is directly taken from the Farland World Site   Kale The most provincial, but also the most rough and ready Kingdom of the Far West, Kale is reminiscent of Ancient France or Gaul. Bordering on the unexplored lands to the West, they have long held a frontier mentality. This mentality, plus the fact they were only loosely overseen by the evil forces, has allowed them to become a relatively unified Kingdom in a short span of time after the liberation. The current ruler is a charismatic Nobleman named Milon Dukalle, who claims lineage all the way back to King Kale himself. He rules from the city of Kale, boasting a population of over 30,000. Kale is situated to the West of Kelerak and South of the vast reaches of the Belendale. This kingdom was ruled by Thuldin the Fallen, the Lord of Pride, until he was slain in 8160 F.R. Kelerak Kelerak, founded by the Mage-King Keler, is the most advanced of the three Far Western Kingdoms. It has also been called the most decadent by some, at least during its occupation. Lotus was pushed on the populace to keep them docile. Kelerak stretches from the fringes of the Northern barbarian lands to the Kale Mts. in the south; it runs from the Naeb Brakes in the West to the Battleplain in the East. At least these are her current borders nominally, although she is currently split into semi-independent fiefdoms. Kelerak has a flavor that is reminiscent of Old England except more technologically advanced. Kelerak is known for its exotic city architecture. Her largest community is the famous Dragonspur City, numbering more than 50,000 people in its peak season. The current Lord of Dragonspur City is Naglor Osbern. Kelerak was once ruled by the demonic incubus Brathelathor, the Lord of Lust, until he was slain. Daven Daven, located South of Kelerak and West of Orland, used to be a powerful kingdom. Her people were fierce fighters and ardent sailors, with a navy second only to Farland herself. Now, however, she has fallen far from her former state. In fact, many have said that she is only liberated in name, as her citizens still cower in their homes and meekly fear the darkness. They can hardly be blamed for this, as the occupation of Daven took a particularly horrible form. It was ruled by the vampiric Lord of Gluttony, Saithith. This chaotic ruler basically let the undead he spawned prey on the hapless citizens of Daven, and after he was slain in 8163 F.R., even this little check was removed from the walking dead; the kingdom is quickly becoming a wasteland as her people stream into Kale or are lost in the night. Daven has a Germanic-Romanian flavor. Due to her unique weather pattern, she is known for being rainy and misty. Her largest city is Elder Daven, now holding much less than 10,000 people, a third of its former size. Orland Orland, the youngest member of the old Eastern Alliance, is a fair land with a mix of cultural influences. It is especially Spanish-like in the South. They are a hearty people who have withstood the occupation as well as can be expected. The kingdom has even faired relatively well economically, with a large farming, lumber, and oil industry. The largest city is Orland, with a population of 30,000. This kingdom is ruled by Garlgax the drow Lord of Envy. Zeland Zeland, an old member of the Eastern Alliance, when it existed, is ancient Irish-Scotch in flavor. It has its own particular mythos, and its people are quick to fight and to live life to the fullest. Besides Kale, it has perhaps suffered the least under occupation, although the people have become considerably less industrious. In fact, industriousness is discouraged. As such, although the quality of life has suffered relatively little, the economy is in a shambles. The capital city is Zel City, with a population of 25,000. This kingdom is still ruled by Orax the Ooze, the Lord of Sloth. Farland the Great Farland, always the greatest of the human kingdoms and the leader of the old Eastern Alliance, has managed to retain some of its greatness even during the occupation. The Lord of Anger has seen to that, and it has been a point of some pride with him. Farland is reminiscent of the ancient Roman Empire, and the Far City, with a population of 100,000 plus, of Rome herself. While suffering under a harsh and strict occupation, the citizens have even managed to keep their culture alive, if they have not been able to make it grow. The mysterious Lord of Anger, captain of the Deadly Lords, rules this powerful land. Sheltinnobortanu Sheltinnobortanu, or Bald Mountain as non-gnomes call it, is the gnomish capital and only gnomish community in Farland. The entire small mountain is a warren of tunnels and burrows. Most races would find these tunnels stifling, cramped, and uncomfortable, but the gnomes find them supremely homely and defensible. The tunnels are especially small so as to make it nearly impossible for a troll to enter (gnomes hate trolls). The location of the mountain itself is secret, but rumor has it that it is located somewhere in the Kale Mts. Bald Mountain is rich with gems, which the gnomes love to mine and work into artistic objects. The place is still subject to Troll, attacks, however, as these sadistic beings seem to have an unreasoning hatred of the poor gnomes. While the gnomes can easily outwit the feeble-minded trolls, the vicious attacks are slowly wittling away the gnomish race. Some even say that gnomes are now extinct, because none have been seen for some time, but this is not verified. The Belendale and the Summervale The Belendale, called Ardaranel by the elves, is a vast forest, unexplored by most races, that is said to house the entirety of the mythical elven race. Their capital is said to be the Summervale. This place, which is almost surely a legend, or at least a metaphor and not an actual place, is said to be located in the heart of the forest, cradled by a spur of the Kelerak Mts. called the Elfspires. The city is said to be their last bastion in Farland. The Summervale is rumored to be a place of great beauty, with lovely trees and fountains, golden and stone spires, Elven choruses, and beautiful sculptures. These tales are undoubtedly wishful thinking. Wawmar The Greatest of the Dwarfholds, with vaulted ceilings, huge staircases, and runes of power upon the Gate, since the occupation this once great Kingdom has cynically been called the pit. It is unoccupied by civilized beings and little is known about it, as anyone who has entered since the occupation has never returned, and the dwarves were not entirely welcoming before the occupation either. Wawmar is believed to be the only source of Truesilver on all of Farland. Wawmar is "ruled" by the solitary Lord of Greed, the legendary dragon that humans call Firefight. Westdelving The only remaining shire of Hositan, or halflings, is called Westdelving, located in and just south of the Forest of Blorn in Orland. Luckily the evil forces are still unaware of the existence of this shire. This is a somewhat large community, with half its homes above ground (in the forest), and half being burrows in the hillsides and downs. In any case there is hardly a structure over one story in all of Westdelving. All in all, it is a conservative, cheery, peaceful, and content place, except when there are orcs or other humanoids about. Wintervale This frozen land is the home of the Dweller in the Vale, the master of the Lords of Sin. It is a horrid land, blanketed by a perpetual glacier. Only orcs and other hardy races are known to naturally make this land their home. East and South of the Wintervale lie lands under the sway of the Dweller. Eruna South of the Greatwall Mountains is a huge continent called Eruna, full of wild, dark-skinned humans and all manner of beasts and monsters. The dweller has sent agents into these lands too, but he by no means holds sway, except in the city of Budum-ishi.
  19. General Information Large city in Eastern Kelerak, North of Dragonspur City on the Liferock River Population: Between 18000 and 20000. Full-time guards: 250 Conscriptable individuals: 3700 Ruler Lord Damion Felmund   Power Centers Lord Russell Starsul Bishop Hector Ack-Thelmund   Major Products Wyvernia is known for its silver-smiths. It also used to export reed baskets, made from the plentiful reeds of the Liferock river, as well as maple syrup and bread. Right now the economy is harmed because all trade routes are blocked by hostile forces. The City Wyvernia is a thousand year old metropolis. It is named after the plague of Wyvern attacks that troubled the first settlers of the city. For many years it was a close ally and feudal holding of the Green Throne in Dragonspur. Wyvernia was known for its doughty infantry, particularly its Pikemen. An old saying goes, "give me a Wyvernian pikeman and I will break any charge." Since the liberation, the corrupt ruler of Wyvernia, Lord Drake Rose, only paid lip-service to the Spur and always failed to provide support in time of need. After his sudden death, the allegiance of the city has remained uncertain.
  20. Noted Locations 1. The Citadel, seat of the Baron of Wyvernia. 2. Rich District and Fletcher Park. 3. Old Orc barracks district, now deserted. 4. Docks. 5. Temple of Kantor. 6. Temple of Calbran. 7. Guard (Wyvern Regulars) Barracks. 8. Flute and Bell Inn, and Town Stables. 9. Red Shield Inn. 10. Merchant's Guild, Holmes Hall. 11. City granary. 12. West wall slum district. 13. Heshtail's Hospice and pest house. 14. Farmer's Tavern. 15. City Fishery and warehouse.
  21.  
×
×
  • Create New...