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Nebula

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  1. Thanks, that helped me to prepare the info players will need.
  2. Welcome! Old and young enjoy the hobby since generations it seems. Take care!
  3. I added the rules source for all the races in the blog. Both the hill and mountain version exist. They don't have a different pantheon, gods are rare as described before. Q: There is a class in one of the allowed sourcebooks that was not mentioned in Classes of Zerathan, the artificer. How does it fit in the scenario? Is it not allowed? I added it, but i'm not going to allow the artillery specialist. Q: Is magic in the scenario like in the official DnD scenarios - the result of manipulating an external energy? (In the official lore said force is The Weave, kept by the goddess of magic). The elves believe Ophelya is the goddess of magic and stars. She is more than a goddess, she is all the magical energy in the universe. Q:Is a bard limited to use magic through music? You can come out with another explanation, but it should be different than warlock, sorcerer or wizard. The bard should be distinct from them. Q:Is true faith a necessary component to become a cleric or much like in the official settings clerical powers can be bestowed by the will of a deity, be it as a result of a promise or even without the mortal's consent? Divine power only come from gods or equivalent superpower like nature or elder elementals for the druids. It's up to them if they give or not their powers. Usually gods only give power to their clerics and paladins who have trained to be able to channel (their class) divine powers. Yet, it's possible a god may choose to give power to an unwilling mortals for whatever reasons or lend it temporary for a quest. Q:Is multiclass allowed in the game? Yes as per the PHB. But i will frown on dip (1 level only on a class) and might not allow this.
  4. Fighter, ranger, barbarian all work very well in the setting, we do need a line of warrior. The place is dangerous.
  5. Sounds fun to play, but will come with different kind of challenges. They would be an automatic enemy of the other elvish races. Most non-elf won't recognize the different between a dread elf and the others. Lizardfolk are a territorial enemy but if they behave, they can work together. However in the application process will have to explain me why they left their homelands (banishment?), are a migrant to a large city with a lot of humans (what they hope to find?) and if they can function in a group with the other PCs. A neutral character instead of evil would be easier to incorporate. But Camrina is a real goddess and can help the party a lot if they accept her ways haha but i wonder how it would work with good members in the party. :) she is evil, but have all kind of followers, many follow her just out of fear. She is very powerful since there so many dark things in the world worshipping her.
  6. Will look into the latest questions during the weekend. Take care
  7. I think we also have a passive the GM can use or is it the same thing as GM rolling for us? Thanks.
  8. Shadow elf, Champion of Mordos AC: 15 | HP: 11/11 | Maneuver DC: 13 | Passive Perception/Insight: 12/11 Spell Slots: 1st 2/2 | Spell Attack: +5 | Spell DC: 13 Prepared Spells: Bless, Cure Wound, Protection from evil, Divine Favor | Cantrips: True Strike, Guidance, Dancing Lights DM Inspiration: 1/1 | Lay on hands: 5 | Divine Sense: 3/3 With a finger on her lips, she signals for silence. Telepathically, she communicates to Alyria, revealing one of her magical abilities, though Alyria cannot respond in kind. "Yes... I faced death at a young age, but that's a story for another time. For now, let's avoid revealing our presence to our captors."
  9. WORKOUT TOP (Shepherd's eyes only) Dr. Lee's eyes widen as she carefully surveys the interior of the van, though she refrains from touching anything. By her standards, the place feels filthy; the sleeping bag could use some sun and fresh air, among other things. She assesses the space with the keen eye of someone who is mindful of cleanliness. The baby supplies scattered around catch her attention, sparking a moment of curiosity. Did Shepherd leave a child behind, or did someone he knew? Regardless, there's no sign of Shepherd. Respecting his personal space, she gently closes the door. Stepping back, she takes a deep breath of the crisp, fresh air and lets a smile spread across her face as she takes in the breathtaking scenery of the mountains and lush greenery. With no sign of walkers or Shepherd, she feels completely alone for the moment. It’s the perfect opportunity for some yoga and stretching before eating. Unaware that Shepherd is hiding nearby and could watch her, Hyori unzips and removes her sport windbreaker, then peels off her long-sleeve gym sweater, revealing her rippling abs, rounded shoulders, pristine skin, and tasteful cleavage beneath her workout top. She feels comfortable in her own skin, believing she’s alone. Normally, she would never consciously display her athletic and voluptuous body with others around, as she doesn't want to attract unnecessary attention on herself. Embracing the solitude, she begins her yoga and kata routine, relishing the rare moment of peace.
  10. NULIA LORATHIL Shadow elf, Champion of Mordos AC: 15 | HP: 11/11 | Maneuver DC: 13 | Passive Perception/Insight: 12/11 Spell Slots: 1st 2/2 | Spell Attack: +5 | Spell DC: 13 Prepared Spells: Bless, Cure Wound, Protection from evil, Divine Favor | Cantrips: True Strike, Guidance, Dancing Lights DM Inspiration: 1/1 | Lay on hands: 5 | Divine Sense: 3/3 At the top of the stairs, Nulia takes her time. Her eyesight isn’t particularly keen, so she breathes slowly, straining to hear any potential dangers. Moving with patience, she finally enters the room just as one of her companions is about to lose patience and urge her forward. The room feels ominous, but she finds comfort in the darkness. The only thing that truly bothers her is the light from the hovering, flying flower. Her limp makes it difficult for her to move silently, but it doesn't slow her down. Despite her flaws, she displays remarkable bravery, showing no signs of fear or hesitation. She heads east, sword in hand, and attempts to open the door. Her goal is not just to escape but also to search for other survivors who might have fallen victim to the men-wasps. Mechanics Main Hand: Long Sword Off Hand: Shield Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  11. Elowen Talanis Aasimar, Starwalker 1 AC: 14 | HP: 11/11 | Maneuver DC: 14 | Passive Perception/Insight: 14/16 Spell Slots: 1st 2/2, | Spell Attack: +6 | Spell DC: 14 DM Inspiration: 1/1 bla bla bla... Mechanics Main Hand: Empty Off Hand: Empty Action: Your action goes here. Bonus Action: Your bonus action goes here. Move: Your movement goes here. Manipulate: Your one free object interaction goes here.
  12. Elowen Talanis ELOWEN TALANIS Aasimar, Starwalker 1 Age 21 Height 5 feet 4 inches Weight 110 pounds Size Medium Culture Forsaken Background: Starwatcher VITALS HIT POINTS 11 HIT DICE 1 (1d8+3) ARMOR CLASS 14 (Padded Armor) SPEED 45 ft. (if wearing light armor) MANEUVER DC 14 PERCEPTION 14 (passive), Dim light 60' IMMUNITIES Sleep INSIGHT 16 (Passive) RESISTANCES Radiant Energy VULNERABLE None SKILLS & SAVES STRENGTH 7 (-2) Athletics -2 STR Save -2 DEXTERITY 14 (+2) Acrobatics +2, Sleight of Hand +2, Stealth +2 Dexterity Save +2 CONSTITUTION 16 (+3) Constitution Save +3 INTELLIGENCE 10 (+0) Arcana +2, Engineering +0, History +0, Investigation +0, Nature +0, Religion +2 Intelligence Save* +2 WISDOM 18 (+4) Animal Handling +4, Culture +6, Insight +6, Medicine +4, Perception +4, Survival +4 Wisdom Save* +6 CHARISMA 10 (+0) Deception +0, Intimidation +0, Performance +0, Persuasion +0 Charisma Save +0 * Denotes Proficiency (denotes expertise) 17,15,14,10,10,7 +1 con/+1 wis PROFICIENCIES & LANGUAGES Armor You gain proficiency with light armor, medium armor, and ranged martial weapons. Weapons Simple weapons, Ranged martial weapons. Tools Navigator tools, herbalism kit Senses Dim light 60' Languages Common, Celestial, Elvish, Dwarvish, Infernal ARCHTYPE: Labyrinth Priest Mazes are found in the myths and religions of cultures the world over, and you believe the greatest truths lie within the mystery of the labyrinth itself. With every warren and passage you navigate, your devotion and the power it grants increases, so surely there must be some truth at the heart of your worship. LIGHT STEP When you choose this archetype at 1st level, your Speed increases by 10 feet while you are unarmored or wearing light armor. Also, armor you wear does not impose disadvantage on your Stealth checks. INSPIRED EXPLORER Also at 1st level, you always know which direction is north. You gain proficiency in Survival, and you gain an expertise die on Survival checks you make to navigate through mazes. Additionally, whenever you cast a divination spell of 1st-level or higher, you gain an expertise die that you can apply to one Intelligence or Wisdom ability check you make within the next 10 minutes. You can possess only one expertise die gained in this way at a time. Labyrinth Priest Spells 1 - , 3 - , 5 - , 7 - , 9 - , EQUIPMENT Equipments Backpack, waterskin, rations (10 Supply), Holy symbol (amulet or reliquary), common clothes, robe, and a prayer book, prayer prayer beads. Weapons Padded leather, Longbow, Arrows (60), Quarterstaff Supply: 10 Maximum Bulk: 1 THE STELLAR PILGRIMS' CONCLAVE Lore of The Stellar Pilgrims’ Conclave: The Conclave was formed at the dawn of time, when the first stars were set upon the celestial canvas. Each deity within the Conclave represents a celestial body or a constellation, embodying the vast and varied aspects of the universe. They are the patrons of navigators, astronomers, and all who seek understanding in the night sky. The most sacred time for the followers of the Conclave is during the celestial alignments when the gods’ paths align in the heavens. It is during these events that the Conclave is believed to gather in the celestial domain, a realm of endless night sky, where they observe the movements of the cosmos and the interplay of light and darkness. Temples dedicated to The Stellar Pilgrims’ Conclave are often observatories with open domes that allow worshippers to gaze upon the stars. The clerics and oracles of the Conclave, known as Starwalkers, are revered for their ability to interpret the celestial signs and predict events of significance. The lore speaks of the Conclave’s gift to mortals—the Celestial Sextant, an artifact that allows its wielder to navigate by the stars. Unlike mythical devices that traverse planes, the Celestial Sextant is firmly rooted in the material world, guiding seafarers and explorers across the earthly realm by the constellations above. The symbol of the Conclave is a circle of stars surrounding a spiraling comet, representing the unity and guidance of the celestial deities. To wear this symbol is to carry the blessing of the Conclave, ensuring safe passage through the perils of the world. The lore of The Stellar Pilgrims’ Conclave is a saga of discovery and wonder. It teaches that every soul is a star on its own journey, and that the gods of the Conclave are the shepherds of these celestial travelers, guiding them not through other planes, but across the vast and wondrous expanse of the world itself. Constellations The Thrush As the first constellation of the year, the Thrush is seen as a herald of the other signs, welcoming them with open wings. The Lantern Bearer The serpentine angel known as the Lantern Bearer guides the other signs, protecting them from danger and monotony. The Newlyweds The Newlyweds are represented as an intertwined couple or scarves that slip away for privacy. They are symbols of devotion and new life. The Bridge The constellation of the Bridge carries the travelers of the Steller Pilgrim's Conclave over danger and toward new adventure, and symbolizes the separation between the dark of winter and the light of spring. The Daughter The Daughter is a light-hearted dancer and the first to cross the Bridge into the warmth and sunshine of spring. The Rider The Rider is the guardian of the Steller Pilgrim's Conclave who watches over his companions mounted on his painted steed. He is seen as either a stern barbarian or a boisterous reveler. The Patriarch Seen as the father of the Steller Pilgrim's Conclave, the Patriarch guides the Wagon through danger. The Wagon The Wagon carries the other signs across the sky, and is seen as either a wheel with seven spokes or a seven-pointed star.8 The Pack The beasts of the Pack follow the Wagon and are seen as either loyal hounds or scavenging wolves. The Mother Seen as a cauldron over a warm fire, the Mother provides comfort and sustenance against the coming chill of winter and is the spiritual heart of the Cosmic Caravan. The Stargazer The Stargazer, sometimes written "Star Gazer", is thought of as either a fool or a prophet who watches the heavens, searching for lost treasures or new wonders. The Stranger The Stranger travels his own path that occasionally intersects with that of the Steller Pilgrim's Conclave, and is depicted as a single staring eye. The Follower The Follower travels behind the Conclave and can only be seen on the darkest nights. He is a veiled figure that represents what awaits all at the end of our journeys: Death. BACKGROUND: STARWATCHER You’re one of Wrin Sivinxi’s closest confidantes. You’ve spent many long nights with her under the stars, learning the tales associated with the Stellar Pilgrims' Conclave and how the heavens can predict the future. You know that Wrin has paralyzing claustrophobia; she sees menace in angles and danger in confined spaces, which is why her shop is an all-domed canvas that opens to the sky. If Wrin thinks there’s trouble, you’ll be the first to offer to help. Ability Score Increases: +1 to Intelligence or Constitution and one other ability score. Skill Proficiencies: Arcana and Insight. Tool Proficiencies: Navigator's Tools Languages: One language of your choice. Feature: Celestial Intuition You have an innate connection to the cosmos and can read the stars to predict omens and portents. Once per long rest, you can spend an hour observing the stars to gain insight into an upcoming event, as determined by the DM. The DM may give you a vague hint about an upcoming challenge, opportunity, or threat. Dubious Knowledge: When you fail an Intelligence (Arcana) check to recall information about celestial bodies or events, you still learn a bit of true knowledge along with something that sounds plausible but is actually false. Connection: You have a deep bond with Wrin Sivinxi, who has become a mentor and friend. Your shared nights under the stars have created a strong trust, and you are one of the few who knows about her claustrophobia. Memento: A small crystal that refracts light in multiple colors, given to you by Wrin after a particularly enlightening night of stargazing. It seems to glow faintly when the stars are bright. HERITAGE: PLANETOUCHED AASIMAR Age. Planetouched typically mature at the same rate as humans but have slightly longer lifespans. Planetouched born to non-planetouched parents' lifespans tend to mirror that of their parents’ heritage. Size. Planetouched are usually of similar build and size to humans, though those born to non-human parents more closely resemble the heritage of their parents. Your size is Medium, but can be Small with approval from your Narrator. Speed. Your base Speed is 30 feet. Darkvision. Thanks to your supernatural ancestors, your vision is not impeded by darkened 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 cannot discern color in darkness, only shades of gray. Immortal Blessing. Your connection with the source of your bloodline allows you to cheat death. When you would ordinarily be reduced to zero hit points, you are instead reduced to one hit point. You cannot use this feature again until you have finished a long rest. AASIMAR This heritage of planetouched is created through some sort of divine intervention, or when a bloodline contains celestial blood. These planetouched often have a color scheme that is brighter than those of other heritages, with lots of golds and warm hues being found among them. Their divine blood also twists their features into something frighteningly angelic, resulting in horns that resemble halos or headdresses, and occasionally even planetouched with extra sets of eyes. You have the following traits: Celestial Legacy. You know the guidance cantrip. In addition, you can use an action to touch a willing creature and restore a number of hit points equal to your level. Once you use this trait, you must finish a long rest before doing so again. Divine Protection. You have resistance to radiant damage. Language. You have an innate ability to recognize Celestial, and are able to speak, read, write, and sign it. CULTURE: FORSAKEN In world-shaking catastrophes where magic, disasters, and monsters ran rampant, there were those that gritted their teeth and adapted to survive rather than flee their homes. Such cataclysms are now stories of a distant past, and descendants of the survivors continue to channel and embrace the unpredictability of the magical energies surrounding their ruined lands. Despite having lost most everything—sometimes more than once—these people remain optimistic. They are not bound by tradition and are the culture least likely to be obsessed with the glory of past kingdoms. Forsaken characters are forced to grow up quickly. They often get married after short courtships and form big families—most of them are nonmonogamous. However, they are still relatively suspicious of outsiders. After all, no matter how bright the future might be the bitter sting of grief lasts a lifetime. Characters raised in the forsaken culture share a variety of traits in common with one another. Fleet of Foot. Your Speed increases by 5 feet. Eat Like a Bird. You grew used to eating very little. You can go a number of days equal to half your Constitution modifier without suffering any fatigue from lack of Supply. Improvised Tools. During a long rest, when you have access to raw materials you can jury-rig an improvised tool kit. If you roll a 1 while making a check using the improvised tools or the next time you take a long rest , they break. Pack Rat. You can carry your whole house on your back. You count as one size larger when determining your carrying capacity. Roll With the Punches. After you fail an ability check, you have advantage on your next ability check. You can’t use this trait again until after you finish a short or long rest . Languages. You can speak, read, write, and sign Common, and two additional languages. DESTINY: KNOWLEDGE She seeks universal truths too vast and terrible for mortal minds to comprehend, or untold secrets hidden away from inquiring minds. She fulfills her destiny of Knowledge and gains her fulfillment feature when she has a true epiphany. SOURCE OF INSPIRATION Learning. Gains inspiration whenever she makes an arcane, divine, scholastic, or scientific discovery. FULLFILLMENT FEATURE Converging Theories. Understanding has bridged the gaps and she joins what once was disparate into a unified scientific and spiritual theory. Her Intelligence, Wisdom, and Charisma scores each increase by 2 and their maximums each become 22. INSPIRATION FEATURE Critical Evaluation. Drawing upon a lifetime of study, you leap to accurate conclusions with only preliminary findings. As a bonus action you may spend your inspiration to quickly evaluate a creature or item you can see and accurately determine one objective attribute of your choice. When evaluating a creature in this way, you may determine its resistances , immunities , vulnerabilities , what languages it speaks, or its Armor Class. When evaluating an item in this way, you may determine if it is magical, poisonous, cursed, trapped, or its approximate value. WEALTH COIN POUCH Copper: 0 | Silver: 5 | Electrum: 0 | Gold: 17 | Platinum: 0 BANKED COIN Copper: 0 | Silver: 0 | Electrum: 0 | Gold: 0 | Platinum: 0 ITEMS OF VALUE (Gems, Art, Jewelry, etc.) 1. MAGIC ITEMS ATTUNED ITEMS (Maximum of 3) 1. NON-ATTUNED ITEMS 1. CONSUMABLES 1. COMBAT Action Bonus Action Reaction ATTACKS Staff +0 to hit; reach 5 ft; one target; 1 (1d6-2) piercing damage. Parrying, simple, two-handed Longbow +4 to hit; range 150/600 ft; one target; 4 1d8 piercing damage. Heavy, range (150/600), two-handed SPELLCASTING Caster Level 1 | Spell Casting Ability Wisdom| Spell Save DC 14 | Spell Attack +6 CANTRIPS Guidance (V, S, M). The target may gain an expertise die to one ability check of its choice, ending the spell. The expertise die can be rolled before or after the ability check is made. Bonus from planetouched. Mending (V, S, M). You repair a single rip or break in the target object (for example, a cracked goblet, torn page, or ripped robe). The break must be smaller than 1 foot in all dimensions. The spell leaves no trace that the object was damaged. Magic items and constructs may be repaired in this way, but their magic is not restored. You gain an expertise die on maintenance checks if you are able to cast this spell on the item you are treating. Spare the dying (V, S). A jolt of healing energy flows through the target and it becomes stable. Sacred flame (V,S). As long as you can see the target (even if it has cover) radiant holy flame envelops it, dealing 1d8 radiant damage. Dexterity save negate. 1ST-LEVEL (2 Slots) (Click the spell for more information) Cure Wounds (V, S). One creature (which is not a construct or undead) Cenya can touch regains 1d8+4 hit points. Protection from evil (V,S,M). The target is protected against the following types of creatures: aberrations, celestials, elementals, fey, fiends, and undead. Creatures of those types have disadvantage on attack rolls against the target and are unable to charm , frighten , or possess the target. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against that effect. Bless (V,S,M). The blessing you bestow upon the targets makes them more durable and competent. Until the spell ends, a d4 is added to attack rolls and saving throws made by a target. Guiding Bolt (V,S). A bolt of light erupts from your hand. Make a ranged spell attack against the target. On a hit, you deal 4d6 radiant damage and the next attack roll made against the target before the end of your next turn has advantage. Shield of Faith (V,S,M). Until the spell ends, a barrier of divine energy envelops the target and increases its AC by +2. CLERIC ABILITIES ZEAL OF THE CONVERT You enthusiastically see the hand of a greater entity everywhere. You gain advantage on Persuasion checks when you invoke the name of your deity or movement during a conversation with a pious person. If the listener is negatively disposed to your greater entity or movement, you have disadvantage instead. SACRED ARCHERY You gain proficiency with light armor, medium armor, and ranged martial weapons. FEATS & FEATURES None APPEARANCE Lady Elowen stands at an average height, her presence exuding a unique blend of elegance and intellect rare in these times. Her short, golden hair is cut in a practical yet fashionable style that frames her face with a simple, sophisticated flair, highlighting her sharp jawline and high cheekbones. The gold strands catch the sunlight with every movement, giving her an almost ethereal glow. Her green eye is a captivating focal point, sparkling with curiosity and intelligence. It's the kind of eye that seems to see right through to the heart of any matter, reflecting a deep well of knowledge and an unquenchable thirst for learning. Her other eye, concealed beneath a finely crafted leather patch, adds an air of mystery and hints at a life filled with intriguing stories and possibly adventures. Lady Elowen’s fair skin is complemented by a delicate sprinkling of light freckles across her nose, lending her a touch of youthful charm amidst her scholarly demeanor. She dresses in elegant, flowing gowns made of fine fabrics, often in shades of deep green and gold, colors that mirror her eye and hair. Her attire is always adorned with subtle yet intricate embroidery, reflecting her noble status and refined taste. She often wears a simple yet exquisite pendant shaped like an open book, symbolizing her dedication to knowledge. Her wrists are adorned with delicate bracelets inscribed with ancient runes or literary quotes from the great tomes she so treasures. Lady Elowen’s is beautiful, but there's plenty of other women that are more attractive then her in the world. Yet in a graceful way she navigates her medieval world, always eager to share her love for literature and the joy of intellectual discovery with those around her. Her voice is soft but confident, carrying a wisdom that draws people in, whether she is reciting poetry, debating philosophical ideas, or teaching young squires the art of critical thinking. In a world where knowledge is power and books are treasures, Lady Elowen shines as a beacon of enlightenment and elegance, her golden hair and green eye marking her as a true jewel of her time. BACKSTORY Elowen's homeworld was a planet named Arkonia, nestled in a remote wildspace far from the known world of Elissar. Arkonia was a place of beauty, knowledge and mystery, inhabited by the Arkonian people, a hybrid race with Celestial and Human blood. Arkonians were distinct with unusual birthmarks resembling tattoos on their faces and bodies, jewels embedded in their skin, and bright, large emerald eyes. Tragedy struck Arkonia when a cosmic plague swept through the land, decimating the population. The plague was relentless, sparing few in its path. As the plague reached its peak, Elowen, one of the few survivors, began to receive visions from a divine being. These visions guided her to a magical portal, offering her a chance to escape the certain death that had claimed her people. Elowen stepped through the portal and found herself in the world of Elissar, alone and disoriented. Driven by the visions and dreams that continued to guide her, she became a wanderer, moving from town to town, learning about her divine savior, and spreading the teachings of the Stellar Pilgrim's Conclave—a mysterious faith that had saved her. As she traveled, Elowen used her knowledge and the wisdom she gained from her visions to help those she met. Her distinctive appearance and profound knowledge of the stars and celestial beings made her both a figure of fascination and reverence. Yet, despite her efforts, she struggled to find a place she could call home. Her journey eventually led her to the island of Kortos, and the bustling town of Otari. In Otari, she encountered Wrin Sivinxi, a scholarly female tiefling. Wrin, known for her vast knowledge and keen intellect, was intrigued by Elowen’s unique heritage and celestial insights. She took Elowen in as one of her pupils, offering her a stable refuge for the first time since her escape. Under Wrin’s tutelage, Elowen's understanding of the stars, Elissar, and the Stellar Pilgrim's Conclave deepened. Wrin taught her about the ancient lore of Elissar, the movements of the celestial bodies, and the secrets of the magical constellations. Elowen, in turn, shared her divine visions and the celestial knowledge she brought from Arkonia. One fateful night, as they studied the heavens together, they discovered a celestial alignment that had not been seen in millennia. This alignment, Wrin theorized, could be linked to the cosmic plague that destroyed Arkonia. Driven by this discovery, the two embarked on a quest to learn about the plague. Their journey took them through ancient ruins, forgotten temples, and libraries. Throughout their quest, Elowen’s faith and determination grew stronger. She began to have more vivid and frequent visions, providing crucial guidance and insight. Her bond with Wrin deepened, turning into a partnership of mutual respect and admiration. Elowen chose to stay in Otari to continue studying and learn about the demise of her people, where she and Wrin established a small academy, teaching others about the stars, the divine, and the importance of preserving their world. Elowen's journey from a devastated homeworld to becoming a guardian of celestial knowledge is just beginning as the Stellar Pilgrim's Conclave have other plan in mind for their young follower. ALLIES & ORGANIZATIONS Clergy of the Stellar Pilgrims' Conclave. Wrin Sivinxi’s confidante, friend and pupil. FOLLOWERS & STRONGHOLDS None
  13. Rolling... Not weak like Nulia, but i think i should go to the temple to review my luck soon. :)
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