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basshero

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  1.   Alyx d'Medani, Man in Distress "Something crazy and drunk and unhinged" Level: 1 Class: Summoner Eidolon: Devotion Phantom Background: House Orphan Deity: Spirits of the Past Height: 5'10" Weight: 157 lbs Eyes: x Skin: x Hair: x Ancestry: Half-Elf Gender: Male Age: 37 yrs   Abilities Ability | Modifier STR: 10 | +0 DEX: 16 | +3 CON: 14 | +2 INT: 10 | +0 WIS: 12 | +1 CHA: 18 | +4 Hit Points: 18 Armor Class: 18 Size: Medium Speed: 25 ft Perception: +4 ◆ Fort Save: +5 ◆◆ Ref Save: +7 ◆ Will Save: +6 ◆◆     Abilities Ancestry HumanRarity: Common Hit Points: 8 Size: Medium Speed: 25 ft Ability Boosts: Two Free (Dex, Cha) Languages: Common, Additional languages equal to 1 plus your Intelligence modifier. Choose from the list of common languages and any other languages prevalent in your region. . Heritage Mark of DetectionAt least one of your parents is a half-elf descendant of a mark of detection bloodline, whether or not they manifested a mark. You have slightly pointed ears and other telltale signs of half-elf heritage. You gain the elf trait, the half-elf trait, the dragonmarked heritage trait, mark of detection trait, and low-light vision. In addition, you can pick elf, half-elf, human, dragonmarked heritage, and mark of detection feats whenever you gain an ancestry feat. Background House Orphan (Medani)Many dragonmarked heirs have chosen to give up their birthright to be freed from the edicts. Choose two ability boosts. One must be to Wisdom, Charisma, or Intelligence; and one is a free ability boost. You've trained the skill related to your house (table 4-1), and the Lore of Dragonmarked Houses. You gain the associated skill feat related to your house. Ancestry Features Low-light visionA creature with low-light vision can see in dim light as though it were bright light, so it ignores the concealed condition due to dim light. Class Features Class ProficienciesPerception: Trained (◆) Saves: Fortitude: Expert (◆◆), Reflex: Trained (◆), Will: Expert (◆◆) Skills: Medicine: Trained (◆), Occultism: Trained (◆) Attacks: Simple Weapons: Trained (◆), Unarmed Attack: Trained (◆) Defenses: Unarmed Defense: Trained (◆) Class DC (Dexterity): Trained (◆) Spells: Trained in Occult Spell Attack (◆), Trained in Occult Spell DC (◆) | Eidolon (Devotion Phantom)Allisera Devotion Phantom Eidolon Your eidolon is a lost soul, unable to escape the mortal world due to a strong sense of duty, an undying devotion, or a need to complete an important task. Most phantom eidolons are humanoid with a spectral or ectoplasmic appearance, though some take far stranger forms. Your link with your eidolon prevents them from succumbing to corruption and undeath, and together, you will grow in strength and fulfill your phantom's devotion. Tradition Occult Home Plane Ethereal Plane Size Medium Suggested Attacks fist (bludgeoning), tendril (bludgeoning), unarmed attacks shaped like a weapon Stalwart Guardian Str 18, Dex 14, Con 16, Int 10, Wis 10, Cha 10; +2 AC (+3 Dex cap) Swift Protector Str 14, Dex 18, Con 16, Int 10, Wis 10, Cha 10; +1 AC (+4 Dex cap) Skills Medicine, Occultism Senses darkvision Languages Elvish Speed 25 feet Eidolon Abilities Initial dutiful retaliation; Symbiosis steadfast devotion; Transcendence devotion aura | Occult SpellsYour deity's power grants you special divine spells called devotion spells, which are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you regain 1 Focus Point by spending 10 minutes using the Refocus activity to pray to your deity or do service toward their causes. Focus spells are automatically heightened to half your level rounded up. Certain feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. You gain a devotion spell depending on your cause, Lay on Hands, and you are trained in Divine spell attack rolls and spell DCs. Your spellcasting ability is Charisma. | Dutiful RetaliationDUTIFUL RETALIATION (Reaction) TRIGGER An enemy within 15 feet of you hits you with a Strike and deals damage to you. REQUIREMENTS Your eidolon is within 15 feet of you. ACTION Your eidolon instinctively flashes with ectoplasmic energy, allowing them to strike back against an enemy who dares to harm you. Your eidolon makes a melee unarmed Strike against the triggering enemy, even if that enemy isn't within your eidolon's reach. | Link SpellsYour connection to your eidolon allows you to cast link spells, special spells that have been forged through your shared connection with your eidolon. Link spells are a type of focus spell. It costs 1 Focus Point to cast a focus spell, and you start with a focus pool of 1 Focus Point. You refill your focus pool during your daily preparations, and you can regain 1 Focus Point by spending 10 minutes using the Refocus activity to specifically connect with your eidolon, such as by having a heart-to-heart conversation, playing together, or meditating in unison on the nature of your bond. Focus spells are automatically heightened to half your level rounded up, much like cantrips. Focus spells don't require spell slots, and you can't cast them using spell slots. Taking feats can give you more focus spells and increase the size of your focus pool, though your focus pool can never hold more than 3 Focus Points. The full rules for focus spells appear here. You learn the evolution surge link spell, which allows you to grant your eidolon one of several useful benefits. Link cantrips are special link spells that don't cost Focus Points, so you can cast them as often as you like. Link cantrips are in addition to the cantrips you choose from your tradition's spell list. Generally, only feats can give you more link cantrips. Unlike other cantrips, you can't swap out link cantrips gained from summoner feats at a later level, unless you swap out the specific feat via retraining. You learn the boost eidolon link cantrip, which briefly improves your eidolon's capabilities, allowing it to attack with greater power. | Tenets of GoodYou follow a code of conduct, beginning with tenets shared by all champions of Cause, and continuing with tenets of your cause. Deities often add additional strictures. Tenets are listed in order of importance, starting with the most important. If a situation places two tenets in conflict, you aren’t in a no-win situation; instead, follow the more important tenet. For instance, as a paladin, if king asked you if you’re hiding refugees so he could execute them, you could lie to him, since the tenet against lying is less important than preventing harm to innocents. Trying to subvert your code by creating a situation that forces a higher tenet to override a lower tenet (for example, promising not to respect authorities and then, to keep your word, disrespecting authorities) is a violation of the champion code. If you violate your code of conduct, you lose your focus pool and divine ally until you demonstrate your repentance by conducting an atone ritual, but you keep any other champion abilities that don’t require those class features. If your alignment shifts but is still one allowed by your deity, your GM might let you retrain your cause while still following the same deity. Tenets of Good You must never perform acts anathema to your deity or willingly commit an evil act, such as murder, torture, or the casting of an evil spell. You must never knowingly harm an innocent, or allow immediate harm to one through inaction when you know you could reasonably prevent it. This tenet doesn't force you to take action against possible harm to innocents at an indefinite time in the future, or to sacrifice your life to protect them.   Feats Skill Feats Class & Archetype Feats Ancestry & General Feats Steady BalanceTRAITS: General, Skill PREREQUISITES: Trained in Acrobatics You can keep your balance easily, even in adverse conditions. Whenever you roll a success using the Balance action, you get a critical success instead. You’re not flat-footed while attempting to Balance on narrow surfaces and uneven ground. Thanks to your incredible balance, you can attempt an Acrobatics check instead of a Reflex save to Grab an Edge.   Ranged ReprisalRANGED REPRISAL TRAITS: Champion PREQUISITE: Paladin Cause You can use Retributive Strike with a ranged weapon. In addition, if the foe that triggered your reaction is within 5 feet of your reach but not in your reach, as part of your reaction you can Step to put the foe in your reach before making a melee Retributive Strike.   Least MarkTRAITS: Uncommon, Dragonmarked Heritage You gain or increase your Focus Pool by 1 and select a new Dragonmark Focus Spell. When you gain new dragonmark focus spells, you may select from any focus spell with the Dragonmark trait and the same trait as your Mark (Mark of Storm). The spell you select may be up to half your level rounded up, but no more than 3rd level. You become trained in Dragonmark attack rolls and DCs, and your spellcasting ability modifier for Dragonmark Spells is Charisma. You gain the Dragonmark trait. | Lyrandar CaptainYou were trained in the navigation and piloting of Lyrandar ships. You become trained in Sailing lore. At 3rd, 6th, and 13th levels, you gain an additional skill increase to Sailing lore. Additionally, if you have a Mark of Storm you may sail elemental ships using Lyrandar focus items. Skills  Trained: ◆ | Expert: ◆◆ | Master: ◆◆◆ | Legendary: ◆◆◆◆ Acrobatics: +3 Arcana: +0  Athletics: +5 Crafting: +0 Deception: +7 ◆ Diplomacy: +4 Intimidation: +4  Lore (Dragonmark Houses): +3 ◆ Lore (Sailing): +3 ◆ Medicine: +4 ◆ Nature: +1 Occultism: +0 ◆ Performance: +3 Religion: +4 Society: +3 Stealth: +4  Survival: +1  Thievery: +4   Attacks MELEE RANGE Longspear, Reach ◆◆, +9 1d8+4 P Spear, Thrown 20 ft ◆◆, +9 1d6+4 P Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆◆, +9 1d4+4 P  Fist, Agile, Finesse, Nonlethal, Unarmed ◆◆, +9 1d4+4 B Dagger, Agile, Finesse, Thrown 10 ft, Versatile S ◆◆, +7, 1d4+4 P Sling, Propulsive ◆◆, +7, 1d6+2 B Spear, Thrown 20 ft ◆◆, +7 1d6+4 P   Inventory Platinum Gold   Silver Copper 0 1   0 9 Weapons & Armor Hide Armor Buckler   Longspear Spear Dagger Sling Adventuring Gear Worn Stowed Backpack, Flint & Steel, Healer's Tools, Sling Bullets (10), Waterskin   Bedroll, Chalk (10), Climbing Kit, Clothing (Explorer's), Clothing (Fine), Rations (2 Weeks), Soap, Torch (5), Writing Set Current Bulk: 6.6 Encumbered: 9.0 Maximum:  14.0   CHARACTER CREATION   APPEARANCE   PERSONALITY Working in intelligence, you need a certain affinity for rumors and secrets. Some imagine this to be a sign of great mental strength and resiliency, but they are wrong. It's a nagging ache in the back of your skull, persistent and unrelenting. It's there while you sleep, prodding you awake at all hours of the night. You drown yourself in work, but the ache only gets stronger like a hot poker in your eye; drown yourself in alcohol and its still there, knocking out your brains; Courage, Dreamlily, and other drugs help stem the pain enough to focus but is temporary at best, like drinking water through a cloth sack. The only people who can work in intelligence, are superhuman or dead. Everyone else, sooner or later, falls short--falls out--like me. Not at all, Alyx could hear Alli say. Alyx only beats himself up over this issue because he's responsible. Every one of the agents you've worked with knew they had the best escape plan possible because of your work. You did your duty, and you did it well. There's no need to beat yourself up over every failure, especially something as out-of-place as the Mourning. But of course, you never listen to me. Of course not. Alli was dead and her voice he hears constantly now is just his survivor-guilt-ridden superego doing its best to keep him afloat and functioning in society. Proof again, of how much the Last War destroyed his life. Moral Intentions   BACKGROUND The Last War House Medani has the dubious distinction of being too political within higher society. When the other dragonmarked houses did their best to remain neutral during the Last War, House Medani invested itself heavily in its support of Breland. Even now, members of House Medani constitute a sizable number of positions in Brelish intelligence and police agencies. Alyx d'Medani, owes his present position as a detective with the Sharn Watch to this backdoor and cronyism, despite now being closer to a public nuisance and liability. He was not always this way. During the Last War, he worked with distinction with the Dark Lanterns and Brelish intelligence in the Cyran Theatre. He provided logistical support to spies ferreting out troop movements, House Cannith technologies, and even political assassinations. Unfortunately, he lost many friends, including his lover and would-be-fiance, Allisera d'Cannith, on the Day of Mourning. His friends will tell others with a sad and bitter expression that the event completely changed Alyx's life trajectory. The Thousand Yard Stare TLDR: At the end of the war, Alyx was recruited by Channara d'Medani to join her first expedition into the Mournland. Cyran survivors and the kin of those who died on that day joined together to investigate. They returned with a haunted gaze, and many swore never to return. Among those, Alyx d'Medani was one who made such an oath. End of the Line Returning from the Mournland, Alyx d'Medani fell into a life of hard drinking and psychotic drugs. He tried to forget what he had seen, and what had become of Allisera. However, he could always hear her somewhere in the back of her mind; could hear her whispering clues and urgent warnings when he wandered the streets. It was maddening, but also perhaps, a way forward.
  2. Out of curiosity, is there any particular city or premise that the party is getting together for? It'd help a bit with preparing backgrounds and character concepts. As for character concepts, it depends on where the story takes place. I'm considering an Aasimar maestro bard connected to the Radiant Idols if it's in Sharn, a Valenar Elf tank build with a mount if more outdoors, or perhaps a House Medani excoriate who communicates with the dead to investigate crimes.
  3. Thank you. I think the Sentinel shield makes the most sense. I would like to keep my options open depending on what the final party looks like.
  4. For magic items, I am thinking of: Sentinel Shield |  Uncommon | DMG This is featured in her backstory as the wyrmstone tablet that Skenyrd discovered and that gave birth to her. It begins writing out events that are happening around the attuned person. It's not as powerful as an oracle in predicting the future, but is enough to give advantage on initiative and perception rolls. Moon Sickle |  Uncommon | TCoE This is featured in her backstory as a shard of the astral sea she obtained when she met Amus, the Red Tide. It appears like black iron with white specks in the day, but shines with soft moonlight at night. When it is used to cast a healing spell, the healing spell covers the recipient with seawater. Healing Potion |  Common | DMG Reflavored as a goodberry tonic. Made from coffee cherries. 
  5. Found a useful youtube video walking me through the character creation process for sword world and thought I could share it with you. Hopefully it makes it easier for those who are on the fence to try the system. https://www.youtube.com/watch?v=ZBCwcIYcfzg
  6. Dice rolls and prompts GENERATION GUIDELINES   Stats: Please feel free to roll for your stats. Anything below a 27-point-buy and you may use that instead or accept your results as is. Character Level: 3rd Starting Gold/Equipment: Per Class and Background. Allowed Material: All official, Subclasses from the Tal'Dorei Campaign Setting Reborn. Banned Material: Any flying race. Players Needed: 5 Prohibited Alignments: Any Evil Supernatural Gift: Please choose a Supernatural Gift from the Mythic Odysseys of Theros.   Please feel free to read up on the setting at this Link: The Serene Holds There you will be able to find settlements, regions, deities, and much more to help you flesh out your character. The world is much wider than this small piece of land so if none of the areas fit with your character please feel free to have them come from somewhere else, the world is still wide open for world-building.
  7. Hemetre Nyxborn Genasi of Malekir "Forsworn, forspoken, forespoke." Druid (Circle of Stars) 3 Water Genasi (+2 WIS, +1 CHA) Armor Class 16 (12 Studded Leather + 2 DEX +2 Shield) Hit Points 27 (3d8+3) Speed 30 ft. | Swim 30 ft. Senses Darkvision 60 ft. Languages Malek Common, Elvish, Draconic, Primordial, Druidic Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 8(-1) Save -1 Athletics -1 Dexterity 15 (+2)  Save +2  Acrobatics +2 | Sleight of Hand +2 | Stealth +2 Constitution 13 (+1) Save +1 No skills associated. Intelligence 14 (+2) Save +4  Arcana +2 | History +4 | Investigation +2 | Nature +2 | Religion +4 Wisdom 18 (+4) Save +6  Animal Handling +4 | Insight +6 | Medicine +4 | Perception +6 | Survival +4 Charisma 10 (+0)  Save +0 Deception +0 | Intimidation +0 | Performance +0 | Persuasion +0 (E) denotes expertise. / Bold denotes proficiency.   ATTACKS WEAPONS Unarmed Attack +4 to hit for (1d4+2) bludgeoning damage Shillelagh +6 to hit for (1d8+4) bludgeoning damage | magic Guiding Bolt +6 to hit for (4d6) radiant damage.     PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Herbalism Instruments None Weapons Scimitar, Shortsword, Simple  Armors Light, Medium, Shields DRUID CLASS ABILITIES Spellcasting (Druid) | Wild Shape | Circle of Stars | Star Map | Starry Form RACIAL TRAITS Acid Resistance | Amphibious | Darkvision | Swim | Call to the Wave | Necrotic Resistance | Radiant Resistance | Cloak of StarsAs an action, you wrap yourself in a starry cloak, appearing like a silhouette formed of the night sky. When you do, attack rolls have disadvantage against you. This cloak lasts for 1 minute, until you doff it (no action required), or until you die. Once you use this trait, you can't use it again until you finish a long rest. FEATS None   SPELLS SPELL SLOTS (DC14) Cantrip Acid Splash | Guidance | Sacred Flame | Shape Water | Shillelagh | Spare the Dying 1st [ ] [ ] [ ] [ ] Absorb Elements | Bless | Create/Destroy Water | Entangle | Faerie Fire | Goodberry | Guiding Bolt | Healing Word 2nd [ ] [ ]  Darkvision | Moonbeam   EQUIPMENT & ENCUMBRANCE TOTAL ENCUMBRANCE (84 lbs.) Weight: 84 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.10 lbs.) Brass: 0 | Copper: 0 | Silver: 200 | Gold: 0 (5 Coins x .02 lbs. = 0.1 lbs. Total Weight) EQUIPMENT READIED (25 lbs.) Equipped items can be retrieved with a 'manipulate item' interaction. Armor (17 lbs.) Traveler's Clothes - 4 lbs. | Studded Leather - 13lbs. Weapons (7 lbs.) Quarterstaff - 4 lbs. | Scimitar - 3 lb. Readied Items (1 lbs.) Star Map (Wyrmstone tablet, totem), Pouch - 1lb,  EQUIPMENT STORED (59 lbs.) Stored items can be retrieved with an action. In Backpack (36 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Tinderbox - 1lb | 10 Rations - 20 lb | 9 torches - 9lbs Strapped to Backpack (23 lbs.) Waterskin - 5 lbs. | 50ft of Rope - 10lb | 1 torches - 1lbs | Bedroll 7 lbs.  EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below) APPEARANCE Age 73 | Height 5'6" | Weight 130 lbs. | Hair Black | Eyes Sandstone | Complexion Tanned Appearing as a slight, young beauty of roughly 20 years, Hemetre is easily identified by the rapunzel-length hair that swirls chaotically around her head as if caught in a constant breeze or current. Her clothes, crafted from crocodile skin and adorned with sparrow feathers tell much of her origin and background. While it might be easy to dismiss her as a young woman, she is remarkably mature for her age and is strangely familiar with old-fashioned words and expressions.  Her hair shifts from the fathomless black chaos of Nu-Us, to the brilliant sky-blue of Lake Malekir's life-giving waters and the radiant gold flecks of sunburst that followed the shattering of the Wyrmstone and birthed the world. It is apparent even after one day that Hemetre is possessed of extraordinary and divine gifts. However, the true value and importance of the Nyxborn can only be seen in the artifact that is never far out of her reach: a clay tablet covered in ever-changing draconic glyphs and runes. This is the core of her existence and the divine act that gave her life: a shattered fragment of the fabled Wyrmstone.   BACKGROUND Astral Drifter Source Spelljammer Personality Traits: I use old-fashioned euphemisms and expressions.  I have read every book in my father’s massive library – twice! Ideals: Greater Good. My gifts and abilities are meant to be shared, not to be used for my own benefit. Bonds: I have an ancient text holding terrible secrets that should never fall in the wrong hands. Flaws: Most people run and scream when they see a demon. I stop and take notes on its anatomy. Background Feature:  Divine Contract.  You gain the Magic Initiate feat and must choose cleric for the feat. You gain 2 cantrips and 1 1st-level spell from cleric spell list. In the Astral Sea, you crossed paths with Amus, the Red Wave. The encounter was brief and nonviolent, yet it made a lasting impression on you. This deity saw fit to share one secret or obscure bit of cosmic lore with you. Work with your DM to determine the details of this knowledge and its impact on the campaign. BACKSTORY In the beginning, before creation, was the Nu-Us. The Nu-Us was dark and fathomless, filled with nothing but the possibility of everything, it flowed like water, as turbulent as the Dead Tides and as calm as the waters of Lake Malakir. But around the Nu-Us, were eight powerful and mighty Divinities of Eld: four men and four women; their names and domains lost to us, remembered only briefly in waking dream. These Divinities, with a mighty swing and a flash of light, split the Nu-Us to create sea and sky. And at the horizon where Nu and Us met, was an egg fashioned from sand and loam, the Wyrmstone. From this egg came the first of our Gods, Nuru of the Sun and Amus of the Tide. From these two gods was born the people of the world, and upon the Wyrmstone's remains did their people build the great city of Malekir. At least, this is the story told of the creation of the Amenmerian pantheon and the people of the Scorched Sands. It is easy to ignore such stories as folklore or curiosities, but archaeologists have discovered artifacts from the Shetasut Dominion and the even evidence of the legendary Wyrmstone that destroyed the ancient Elves and created the Scorched Sands. One such artifact discovered by the archaeologist and wizard, Neman Skenyrd, was a fragment of a clay tablet covered with draconic runes and glyphs. This tablet was a simple curiosity, initially thought to be a fragment of the creation myths of the Malekiri. However, its text soon began changing. Skenyrd, who was transcribing this tablet, soon realized the clay tablet was still being written; and somehow, his name had appeared in its latest entry. In less than a fortnight, the wizard could be seen talking and chatting comfortably with the mysterious clay tablet. His collegiate fellows in Sheke imagined Neman had simply gone crazy and had prepared an intervention. To their surprise however, they instead discovered a prepubescent girl with black hair was seen talking back to him in his offices. Her name was Hemetre, and she was Neman Skenyrd's daughter. This caused some stir, but the gossip never rose above stories of an eccentric professor and his precocious daughter digging up ancient relics in the Scorched Sands. Hemetre grew intermittently for the next 10 years traveling back and forth with the professor between archaeological digs, Malekir, and University of Sheke. Skenyrd's now famous collection of Wyrmstone Tablets grew with each new expedition and success. This fame brought attention to this important moment of history, but it also brought unexpected dangers to archaeology as well. Perhaps they were Amenmerian zealots, jealous wizards, or one of the local communities that had developed a distaste for foreigners digging up their ancient graves. Regardless of who the attackers were, Neman Skenyrd and Hemetre were ambushed in the city of Tasu. Neman was grievously wounded and was hospitalized and offered sanctuary by the Holy Order of Amus. Hemetre, was safe and managed to escape with the wyrmstone tablets.  Although Neman is unable to recall the specifics of the ambush, Hemetre has told him that divine intervention saved them. The wyrmstone tablets have a central role in events to come and she had been assigned the divine duty of escorting these tablets by the god, Amus. Unseen enemies lurk in every corner, but visions and instructions on the wyrmstone tablet have guided her to the Thalassocracy of Baromenes.   
  8. Thanks a lot. I wrote a character establishing moment to give you a better idea of how this character would work in your campaign. This kind of RP would be done chiefly in the downtime and perhaps to help him establish a court and police system in any potential kingdom.
  9. Character is ready for review. Any advice or comments are welcome. I'll finish the character establishing moment before the deadline.
  10. Myrdin Steelsong Aldori Aldori Quaestor   "Though many Aldori claim to be unparalleled in the battlefield, it is only so because we are unparalleled when honing our steel. Whether you are baring steel or fighting alongside me, know this: My words are my steel and this is my battlefield."   Rogue 1 Medium humanoid male (Variant Human), lawful neutral Armor Class 14 (leather armor) Hit Points 10 ( 1d8 +2 ) Speed 30' ft. Senses normal Languages Common, Dwarvish, Thieves cant Proficiency Bonus +2   ABILITIES & SKILLS  Proficiency Bonus: +2 Strength 8 (-1) Save -1  Athletics -1 Dexterity 16 (+3)  Save +5  Acrobatics +5 | Sleight of Hand +5 | Stealth +5 Constitution 14 (+2) Save +2 No skills associated. Intelligence 12 (+1) Save +3 Arcana +1 | History +5(E) | Investigation +5(E) | Nature +1 | Religion +1 Wisdom 10 (+0) Save +0  Animal Handling +0 | Insight +2 | Medicine +0 | Perception +2 | Survival +0 Charisma 14 (+2)  Save +2 Deception +4 | Intimidation +4 | Performance +2 | Persuasion +4 * Includes +1 from Luckstone / ** Includes +1 from Luckstone and Jack of all Trades / (E) denotes expertise. / Bold denotes proficiency.   PROFICIENCIES & ABILITIES  PROFICIENCIES Tools Vehicles (land), Thieves Tools Games Cards  Weapons Aldori Dueling Sword, Hand Crossbow, Longsword, Rapier, Shortsword, Simple Weapons Armors Light ROGUE CLASS ABILITIES ProficienciesYou are trained in the following: Thieves Tools Investigation Perception Persuasion Sleight of Hand | ExpertiseYou have Expertise in: History Investigation | Sneak Attack (1d6)Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack if you have advantage on the attack roll. The attack must use a finesse or a ranged weapon. You don’t need advantage on the attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll. | Thieves CantDuring your rogue training you learned thieves’ cant, a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a message than it does to speak the same idea plainly. In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves’ guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run. RACIAL TRAITS LanguagesYou can speak and write common and dwarvish. | Ability Increases+1 Dexterity, +1 Charisma | SkillsYou are you trained in History. | FeatYou gain one feat of your choice. Skilled.  FEATS SkilledYou are trained in three Skills. Deception. Insight. Stealth.   WEAPONS WEAPONS Twin Aldori Dueling Swords +5 to hit for (1d6+3) piercing OR (1d8+3) slashing. | Finesse, light, versatile Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Shortbow +5 to hit for (1d6+3) piercing damage. | Ammunition, two-handed (80/320)   EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (79.38 lbs.) Weight: 79.38 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (0.38 lbs.) Copper: 0 | Silver: 10 | Gold: 9 | Obsidian: 0 | Platinum: 0 (19 Coins x .02 lbs. = 0.38 lbs. Total Weight) EQUIPMENT READIED (30 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (13 lbs.) Leather Armor - 10 lbs., Common Clothes - 3 lbs. Weapons (12 lbs.) (2) Aldori Dueling Sword - 8 lbs. | (2) Dagger - 2 lb. | Shortbow - 2 lbs.   Readied Items (2 lbs.) Thieves Tools - 1lb. | Quiver of arrows - 1 lb. EQUIPMENT STORED (49 lbs.) Stored items can be retrieved with an action. In Backpack (24 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Torch - 3 lbs | (10) Torch - 10 lbs. | (10) Rations - 5 lbs. | Trophy (scrap of a banner) Strapped to Backpack (25 lbs.) Waterskin - 5 lbs. | Hempen Rope & Grappling Hook - 10 lbs. | Bedroll & Blanket - 10 lbs. EQUIPMENT NOT CARRIED (--) * Denotes magic item (see below)   MAGIC ITEMS NON-ATTUNED   ATTUNED (3/3)     APPEARANCE Age 28 | Height 5' 9" | Weight 155 lbs. | Hair Black| Eyes Grey | Complexion Fair Myrdin is a human male of less-than-average height who keeps an immaculately clean and polished appearance by applying scented oil to his short, black hair and ducktail beard. In addition to his distinct grooming habits, Myrdin is never too far from his metal-brimmed infantryman cap and robes of office. His fastidious appearance also reflects his attentive personality and obsessive attention to detail; a trait he uses to great effect in his occupation. While he would be considered as an upright and outstanding professional, his colleagues do note some ruthless and opportunistic tendencies in his interpretation of the law and justice.   BACKGROUND SWORD SCION - Aldori Quaestor Source Custom Personality Traits:  I find common ground between the fiercest of enemies, empathizing with them and always working towards peace. No one could look at my regal bearing and not realize I am a cut above the unwashed masses. Ideals:  Service. Law serves the interests of the communities and people under it. (Good) Bonds: A powerful person killed someone I loved. One day soon, I will have my revenge.  Flaws: Secretly, I believe things would be better if I were a tyrant lording over the land. Background Feature: Official InquiryYou're experienced at gaining access to people and places to get the information you need. Through a combination of fast-talking, determination, and official-looking documentation, you can gain access to a place or an individual related to a crime you're investigating. Those who aren't involved in your investigation avoid impeding you or pass along your requests. Additionally, local law enforcement has firm opinions about you, viewing you as either a nuisance or one of their own. CONCEPT Myrdin is a Quaestor, a low-level magistrate invested with legal and military authority to investigate crimes and military matters. While his role as a fighter is straight-forward enough, it is his role as a lawyer and magistrate that is most noteworthy. Myrdin will be primarily responsible for enforcing the Aldori Sword Pact, officiating Aldori duels, investigating potential crimes involving said duels, and uncovering corruption within the ranks of the Aldori swordlords. He must work within the law, although the nature of the Stolen Lands and the mandate provided to him by the Council of Swordlords gives him some esoteric solutions and undefined legal boundaries with the local municipal governments. BACKSTORY Aldori swordsmen are an eccentric lot, known as much for their bravado and braggadocio as for their martial prowess. Their reputation, martial ideology, and storied history from their founding to the present has provided Brevoy with an outstanding militia that can be quickly marshaled into a functional army. However, the question of who and what this army is directed at keeps many a Rostlander noble and Brevic governor awake at night. Currently, the command of this army is divided between members of the Council of Swordlords--consisting of the most influential Aldori in Restov--and whose members serve as an advisory board to the many municipal governments of Rostland. Obviously, this division of authority does not sit well with every nobleman and noblewoman; who compare this dynamic as their Swordlord advisors holding a knife to their throats. Even more problematic is the civic and political capital governors expend to handle crimes and disputes between the rank-and-file members of this army. This brings the governors in frequent conflict with the notoriously independent Aldori who look unfavorably upon outsiders interfering with their time-honored traditions and values; as well as undervaluing the risks to life and limb they face everyday to maintain regional stability. Some Aldori even loudly advocate for secession or military coups. To curtail these more radical elements and assuage political fears, Sir Richard Iannuchi the Lord Commander of the Council of Swordlords, appointed 20-some Aldori Quaestors with the role of investigating and enforcing criminal and martial law upon the Aldori residing in Rostland and Brevony. These men and women are charged with traveling the realm and to serve as the primary investigator for any crimes involving Aldori. After investigating the cases, they are to determine whether the case and evidence should be handed over to local law enforcement, local military adjudicators, or to the Council for judgement. Myrdin Steelsong began this career as a young Aldori minor nobleman in the city of Restov. Like many sword scions, he trained from an early age in the Aldori dueling sword and its techniques. His father, a noble of the robe, served as a judge under Lord Mayor Ioseph Sellemius and helped tutor his son in a broad range of subjects. After finishing his studies at home, he was admitted to the Restov College of Law at the age of 16 before graduating and entering military service at the age of 21 as a young man. There, he served 5 years with distinction with the 11th Aldori Heavy Infantry before becoming an aide-de-camp to the Aldori Sword Marshall, Dame Ravness Iunianus, at 26. It was with her recommendation, and Myrdin's connection to the homeland of Aldori swordsmanship, the Crown of Brevony, and his family relations with nobility that he was appointed as an Aldori Quaestor. The Council hopes his connection would warrant a favorable-enough opinion from the Crown, nobility, and the Aldori that none could question his judgment or accuse him of favoritism in the performance of his duties. All of this was challenged a year after his appointment, at the age of 28, with an investigation: the unlawful killing of Dame Ravness Iunianus. CHARACTER ESTABLISHING MOMENT The midday sun shone brightly through the windows of the great hall to four distinguished figures sat around a conference table. In the center of that table was an inlaid seal, made of gold and tourmaline depicting a shining city: the holy symbol of Abadar. "So, to summarize:" Judge-Magister Braun said, addressing the other three members at the table, "On the 12th of Abadius, Marchioness Clarida Della Fiorni welcomed Dame Ravness Iunianus and the 11th Aldori Heavy Infantry to the city of Pitax. They were invited to assist with the coming northward expedition into the Stolen Lands." "On the 19th, the 11th Aldori Heavy Infantry began patrols to acclimate to the terrain and learn the lay of the land. In one of these patrols, a scout reported a thunder of Ogres, 20-strong. This message was sent by raven and received by the commander at Fort Marshall. Dame Ravness Iunianus and her platoon were closest to the scene and was notified by sending stone immediately. Dame Ravness reported that evening with plans to set out on the morning of the 20th." "That was the last message received by Dame Ravness. Dame Ravness Iunianus failed to report as usual in the morning of the 20th and every day thereafter. A rescue party was immediately sent. It was not until the 29th when Jovfreh Belavarah and Drey Yarnes returned with proof that Dame Ravness Iunianus and her platoon were dead." "Investigations led by Quaestor Myrdin Steelsong Aldori began immediately given the state of the body. He has called for Ealdorman Stefano Moskoni from the City of Pitax and Magister Illora Nuski of the Technic League to this council." "Today is the 2nd of Calistril, and we have convened under Abador's Hall of Law in Restov to outline the scope of this formal investigation of an Aldori Sword Marshall. I Judge-Magister Braun will be mediating. Quaestor Myrdin Steelsong Aldori, please present your case." The attention of the three men turned towards Myrdin Steelsong, wearing a black robe with red trim, who returned a cordial but strained smile. As amiable and polite as these three were, it would be a folly to assume they were anything except enemies who would cut him down given even half an opening. His only chance at successfully completing this investigation was to sow enough doubt between Pitax and the Technic League that they couldn't bring their full legal power to bear and stonewall him. "Thank you, Honorable, Judge-Magister Braun." Myrdin began, drawing out time as he composed himself. "As you mentioned, Pitax has made many attempts to expand their borders northwards into the Stolen Lands. The plans for an official expedition to claim these lands have been an open secret among their nobles for some time. At the same time, the Technic League has quite a few official claims in the area--of archaeological, historical, and magical importance for their great cause. Although there have been conflicts between the them, they have worked well together to claim the vast wilderness despite sometimes massive losses." Myrdin began slowly, his words emphasizing and dredging up years of memories for the Ealdorman and Magister of their mutual conflicts in the area. He especially wanted to remind them of the unofficial claims made by the Technic League and the chaos wrought by overzealous Pitaxian pioneers. The Quaestor had collected quite a few testimonies and evidence of skirmishes between pathfinders hired by the two factions and needed to expose those old wounds before he made his request. Myrdin watched the two's reactions carefully. His lips loosened into a smile as Illora Nuski sipped her tea, pointedly ignoring the death stare from Stefano Moskoni, as he reviewed a choice selection successful claims made by the two sides. They were ready. "Now, my investigation of the wounds inflicted upon the late Dame Ravness Iunianus and members of the 11th Heavy Infantry suggests signs of magic: specifically fire and lightning. While there is a remote possibility of an Ogre Mage in the Stolen Lands, there have been little evidence of a powerful monster capable of destroying a platoon commanded by a Sword Marshal. We cannot discount potential wrongdoing or potential illegal claims by renegade wizards in the area. I am sending an official request to Pitax and the Technic League for a Right of Inquisition of their territories to investigate any connections to the crime and the loss of his Majesty's soldiers." Myrdin voiced his final request, fully expecting the two representatives to push back. Unfortunately for them, they couldn't do so too forcefully without exposing themselves to criticism by the other representative; and so Myrdin Steelsong would hopefully get his Right granted.
  11. Myrdin Steelsong Aldori - Human Rogue AC: 14 | HP: 10/10 | Initiative: +3 | Passive Perception: 12 Post goes here. "Speech" thoughts in italics   (Picture should link to your character thread or character sheet, whichever you are keeping updated.) 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. Alignment The universe is divided into two competing cosmic forces: Those of Order, and those of Chaos.   Order seeks to build and preserve the world. The rigid hierarchy between gods and mortals, the Emperor and Earth, and peaceful harmony are all representations of Order in the world of Hingashi. In comparison, Chaos is the force of change. The entrepreneurial spirit and innovation, the change of seasons, competition and conflict are examples of Chaos.   Good and evil exist as well, and is an essential part of all living things. This essence is a spiritual substance known as tama, and exists in two forms: the gentle tama, and the assertive tama. They are separate agents within each spirit; however, despite their polarization, they coexist in harmony within all spiritual things. Kami are often used to illustrate both the gentle and the assertive nature tama. If you treat the kami with respect and reverence, you will meet their gentle tama. However, treating them with ill-intent or haughtiness may rouse their wrathful tama.   Although rare, a disastrous strike to the spirit can destroy the delicate balance of tama in one's soul. When such a catastrophe happens, that creature becomes akin to a monster and a danger to the world. Such was the case with Tsukiyomi-sama whose loss of her tama resulted in the War of Heaven and Earth, and the disease associated with starmetal.   Religion   Kami Description Major Domain Minor Domain Alignment Shojo-sama (she/her) The Female-Who-Invites. Among the first deities. With her husband Shōdan-sama, created the land of Hingashi, and birthed the rest of the kami. Life Death Chaotic Neutral Shodan-sama (he/him) The Male-Who-Invites. Among the first deities. With his wife Shōjō-sama, created the land of Hingashi, and sired the rest of the kami Forge Nature Lawful Neutral Tensho-sama (she/her) The Heaven-Shining-Great-August-Deity. The great goddess of the Sun, supreme among the deities. Tenshō-sama ordained Suinushi-sama as Emperor. Light Life Lawful Neutral Tsuki-sama (he/him) His Augustness, Moon-Night Possessor. A brother of Tenshō-sama, and governs the moon Umbra. He and Tenshō-sama have an ancient quarrel, hence they are in different parts of the sky. Twilight Light True Neutral Tsukiyomi-sama {she/her) Her Augustness, Death-Moon Possessor. A sister of Tenshō-sama, and goddess of the moon Dia. She was shattered and her bodies buried in the underworld. Death Twilight Chaotic Evil Ran-sama (he/him) His-Swift-Impetuous-Male-Augustness. Another brother of Tenshō-sama, and also in conflict with her. Through his cunning, Ran-sama slew Chinushi-sama, giving rise to the chinushi-zu. Tempest Trickery Chaotic Neutral Inga-sama (she/her) Her Augustness Heavenly-Alarming Female. The goddess of the dawn and revelry. When Tenshō-sama once went into hiding, Inga-sama made the other kami laugh so much that Tenshō-sama came out of hiding to see what the commotion was about. Light Trickery Chaotic Neutral Kaze-sama (he/him) The Prince-of-Long-Wind. The god of the wind, and often paired with Kaminari-sama in holy places. Kaze-sama has a terrifying green-skinned appearance and carries a bag of wind around his shoulders. Tempest Arcana Chaotic Neutral Kaminari-sama (he/him) The Eight Thunder-Deities. The god of storms, and often paired with Kaze-sama in holy places. Kaminari-sama has a similarly terrifying appearance, and carries with him the taiko drums of thunder. Tempest Nature True Neutral Yono-sama (she/her) The goddess of fertility and agriculture. Yōnō-sama has a close relationship with the kitsune, and is often depicted with a fox-like appearance. She is the most widely venerated kami in Hingashi. Nature Life Chaotic Neutral Bushi-sama (he/him) The Eight-Banners-Deity. The divine protector of Hingashi and the god of warriors. The Azure invoke Bushi-sama before going into battle. War Peace True Neutral Kanushi-sama (he/him) The Shining-Elder. The kami of fire. The trauma of giving birth to Kanushi-sama killed Shōjō-sama, which sent her to the underworld. Forge Death Chaotic Neutral Sobai-sama (he/him) The Many-Minds’-Thought-Combining Deity. Sōbai-sama is the great mediator; the most wise of the kami. Order Knowledge Lawful Neutral Mizu-sama (she/her) The guardian of pools, lakes, seas, and the ocean, and all who reside in them. Also the goddess of the sewers. Nature Grave Chaotic Neutral    
  13. Hello Rumrunner.   Sorry for the late replay as I am still adding to the lore and wasn't paying attention. I hope to get a good chunk more of this project done before Thanksgiving, enough to at least give you enough material to work with and start accepting applicants.   Yes, we will be using modern firearm variant rules from the DMG. I'll be explaining the specific rules and weapons for those in the technology posts as well. The link you posted is more-or-less accurate, although I will include some changes in how firearms interact with armor and damage reduction. I would also ask you not to post links to sites that pirate content, as per Myth-weaver EULA.
  14. Dragonkin Dragonborn are the descendants of Toyotama-hime, the Mermaid Princess and Mother of Dragons. She slumbered deep in the ocean's depths, nurturing the egg of her children. From this growing egg, sprang her children, wriggling free and formed from the detritus of her heir, the wise and powerful Dragon King. From the largest of these shavings of divinity emerged the Dragon King's servants: known as True Dragons. Smaller fragments that fell off formed the first Dragonborn and Kobolds.   Dragonborn.  Dragonborn bear some resemblance to Humans, although they possess horns and one or more limbs possess the scaly skin and physique of true dragons. These draconified limbs are the source of many Dragonborn's monstrous physical abilities. In contrast, a Dragonborn's mental and magical prowess are stored in its horns. Both are a great source of pride for Dragonborn, as is its value for collectors. Dragonborn live in great underwater cities at the bottom of seas and large lakes. They are a largely insulated people because of their habitat, but a few Dragonborn journey above land in search of adventure or a life outside the confines of their society. Dragonborn must be wary of hunters and bandits, as dragonhorn is a prized material. In fact, a common story for Dragonborn bards tells of a Dragonborn setting out for the Walking World seeking vengeance and the return of a loved one's horn. Dragonborn (Hingashi Variant) Ability Score Increase. Your Constitution increases by 1. Creature Type. You are a Dragon. Size. You are Small or Medium. Speed. Your walking speed is 30 feet. Your swim speed is 30 feet. Darkvision. 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 discern colors in that darkness only as shades of gray. Draconic Heritage. You have been gifted with a great ability to assist your divine duties to the Dragon King, or to help you on your own journey of self-discovry. Choose one of the following heritage options when you select this race: Draconic Arm. One of your arms is much larger than the other, covered in scales and ending in sharp claws like those of a dragon. If you choose this draconic heritage, you gain the following features: Your Strength increases by 2. You have proficiency in Athletics. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. You can use your draconic arm to make unarmed strikes. When you hit with it, the strike deals 1d6 + your Strength modifier slashing damage. Draconic Visage. A portion of your face is covered in scales, with one or both of your eyes sporting slitted pupils like those of a dragon. One draconic horn grows from your skull. If you choose this draconic heritage, you gain the following features: Your Intelligence or Charisma increases by 2. You have proficiency in one of the following skills of your choice: Arcana, Deception, History, or Persuasion. Starting at 3rd level, you can cast the spell flaming sphere spell with this trait. Starting at 5th level, you can also cast the spell scorching ray with this trait. Once you cast either of these spells with this trait, you can’t cast that spell with it again until you finish a long rest. You can also cast these spells using spell slots you have of the appropriate level. Intelligence, Wisdom, or Charisma is your spell-casting ability for these spells when you cast them with this trait (choose when you select this race). Draconic Scales. A portion of your body is covered in extremely thick draconic scales and scutes. If you choose this draconic heritage, you gain the following features: Your Constitution increases by 2. Your AC increases by 1, regardless of the armor you are currently wearing. You have resistance to slashing damage Draconic Gait. Your legs are elongated, resembling those of a dragon. A tail grows from the base of your spine. If you choose this draconic heritage, you gain the following features: Your Dexterity increases by 2. You have proficiency in one of the following skills of your choice: Acrobatics, Sleight of Hand, or Stealth. Your walking speed is 40 instead of 30. You gain a swimming speed equal to your walking speed. Languages. Your character can speak, read, and write Common and Draconic.   Kobold.  Kobolds bear the strongest resemblance to Humans and can even pass off as Human to the unassuming observer. They however possess a small draconic feature, such as scaly skin, horns, or draconic nails that betray their inhuman nature. The most tell-tale sign of a Kobold from a Human is their aptitude with water. Kobolds have integrated themselves with Human societies, where their magical prowess grants them a certain amount of prestige and recognition.  Kobold Variant Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. Creature Type. You are a Dragon. Size. You are Small or Medium. Speed. Your walking speed is 30 feet. Darkvision. 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 discern colors in that darkness only as shades of gray. Draconic Legacy. The kobold connection to dragons can manifest in unpredictable ways in an individual kobold. Choose one of the following legacy options when you select this race: You have advantage on saving throws to avoid or end the frightened condition on yourself. You know one cantrip of your choice from the sorcerer spell list. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race). You can make unarmed strikes with your tail. When you hit with it, the strike deals 1d6 + your Strength modifier bludgeoning damage, instead of the bludgeoning damage normal for an unarmed strike. Child of Water. You can breathe underwater and have a swim speed equal to your move speed. At 5th level, you gain the ability to cast water walk on yourself. You regain the use of this ability after you complete a long rest. Languages. Your character can speak, read, and write Common, Draconic, and one other language.   True Dragons.  True dragons come in many varieties, but all possess four limbs, flight, and an unsurpassed physical and magical strength. Many preside over vast regions and protect important sites as part of their duties to the Dragon King. Many support communities of Dragonborn and Kobolds who act as their servants and intermediaries with other mortal races like Humans, Elves, or Goblinoids.   Elfin Folk The children of the goddess of the moon, Tsukuyomi-no-Mikoto, Elves have been scarred by a tragic history. Long ago, they enjoyed eternal life on the twins moons, Dia and Umbra; occupied by the Elves and Gnomes, respectively. The Elves and Gnomes built large cities on their homeworlds, traveling back and forth between earth and moon as needed. They often served as messengers and heralds for the Court of Heaven and the Earthly Gods, which granted them a favored position in the celestial order. This role and peace however, was shattered when war broke out between the gods. Known as the War Between Heaven and Earth, the conflict ended with the destruction of the Elven homeworld, Dia.    Elves.  Elves claim origin to the Bright Moon Dia, and are characterized by extremely long and pointy ears and eternal youth. In fact, Elves dramatically slow their aging from 20 years old and never appear more than 40 years old despite living for approximately 200 years. This pales in comparison to their past selves who could live for nigh on eternity and never aged past 20 years old. They also tend to be tall and strikingly beautiful or awe-inspiring, a trait they inherited from their role as the intermediaries between Heaven and the earth-born people. Elven society is split into two main political alignments: Those who have adapted to life on Earth and those who wish to return to the Spirit World and their place on Dia. Subraces such as the Wood Elves, Dark Elves, and High Elves have adapted to Earth and lost their connection to travel to the astral sea. In comparison, Eladrin and Shadar-Kai maintain their ability to traverse worlds, albeit in a much more limited capacity. Their appearance also tends to be more otherworldly as their body and temperament distorts and rejects the natural world.   Half-Elves.  Elven blood is notoriously puissant and overpowers many characteristics of other races. The most stubborn and characteristic of these traits is the elongated and pointed of Elven ears, which are only diminished after many generations. This trait is so famous that it is said one can tell the heritage of an Elf is simply by the length and shape of their ears. Like their Elven ancestors, Half-Elves age significantly slower after 20 years of age, but rarely live more than than 120 years. Half-Elves have their own culture and community, although they frequently sit at the crossroads of two or more cultures. In this regard, they are the successors to the role of mediator of all the Elfin Folk.   Gnomes.  Also sometimes called fairies, gnomes are Elfin Folk from the Twilit Moon Umbra. Like Elves, they possess the elongated elves and eternal youth, but are much more diminutive standing at most 3 feet tall. They still serve as messengers and heralds between the heavens and earth, but unlike Elves, they assist the Heavens in communicating with the natural world of animals, plants, and less sentient spirits. They consequently have a more unassuming and homely impression than the Elves. Many gnomes still have livelihoods closely tied to the natural world, but as the world industrialized and changed, some gnomes have found an affinity with machinery and simplistic artificial intelligences. In the current era, Gnomes are found in equal measure in the rural outskirts and industrialized city cores.   Goblinoids Servants of the Battle Lord, Maglubiyet, goblinoids first made themselves known in Hingashi as invaders from another world. Led to this world by their god, their arrival introduced amazing new technologies like firearms and explosives. The invasion tested the Human's Imperial rule as they marshalled together the Kami, Elfin Folk, Dragonkin, and Starborn to repel and fight this foreign god. In the end, the Human hero slew Maglubiyet in single combat. The goblinoid army he brought easily surrendered after hearing of his defeat. From conversations with the captive goblinoids, Battle Lord Maglubiyet was one of many gods who traveled the multiverse. The Battle Lord conquered worlds, enslaved its people, and used it to conquer and other worlds. Most disturbing was the revelation he was only one of many godly invaders, and considered relatively benign because he doesn't completely eradicate the worlds he invades.    A Goblinoid's most distinguishing characteristic is their mask. Every goblinoid is given a mask by their parents and wear this mask at all times. Before they are considered adults, each child must hunt or scavenge material for their own masks, which they then craft as a rite of passage. The attention and styling of a goblin mask tells much about an individual's skills, history, and aspirations. A second name related to their mask is often given to a Goblinoid upon becoming an adult.   Bugbears.  Tall, hairy, and gangly, bugbears are an imposing walking mass of fur, fang, and claws. Despite this fearsome appearance however, they are incredibly agile and have an inexplicable talent for squeezing through small spaces. Because of these traits, bugbears are some of the best private security workers in the industry. Those unwilling to use violence or even the threat of violence are often found employed as factory workers where their unique physique can be used to greatest advantage. A few others even find success in portraying their warm, fuzzy, and affable appearance for advertising; especially among women and children. Bugbear Variant Ability Score Increase.  Increase one ability score by 2, and increase a different one by 1. Creature Type. You are a Fey. Age. Bugbears reach adulthood at age 16 and live up to 80 years. Size. Bugbears are between 6 and 8 feet tall and weigh between 250 and 350 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Darkvision. 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 you make to avoid or end the charmed condition on yourself. Long-Limbed. When you make a melee attack on your turn, your reach for it is 5 feet greater than normal. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Sneaky. You are proficient in the Stealth skill and can travel through terrain space as if you were a small creature. Languages. You can speak, read, and write Common and Goblin.   Goblins.  The smallest and most prolific of goblinoids, goblins are characterized by their short stature, green skin, and robust noses. Their masks are shaped to make the most use of this large and wonderful appendage, which is as useful for the chemical synthesis of explosive powders as it is for the cooking and perfume business on the street. While this stereotype of the Goblin huckster is pervasive, goblins work in all levels of society and industry. Goblin (Hingashi Variant) Ability Score Increase.  Increase one ability score by 2, and increase a different one by 1. Creature Type. You are a Fey. Age. Goblins reach adulthood at age 8 and live up to 60 years. Size. Goblins are between 3 and 4 feet tall and weigh between 40 and 80 pounds. Your size is Small. Speed. Your base walking speed is 30 feet. Darkvision. 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 you make to avoid or end the charmed condition on yourself. Fury of the Small. When you damage a creature with an attack or a spell and the creature's size is larger than yours, you can cause the attack or spell to deal extra damage to the creature. The extra damage equals your proficiency bonus. You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest. Keen Smell. You have a nose even better than a hound. You have a bonus equal to your proficiency modifier on any skill check to track or identify a creature by smell. Languages. You can speak, read, and write Common and Goblin.   Hobgoblins.  With a leonine mane of hair that decorates their masks, the hobgoblins give a daunting but dignified impression. Hobgoblins are the most strict and hierarchical of any of the goblinoids, and are a people who strongly value strength, loyalty, and honor. Because of these values and disposition towards order, prominent members of both organized crime rings and law enforcement count many hobgoblins among their ranks.   Hobgoblin Variant Ability Score Increase. Increase one ability score by 2, and increase a different one by 1. Creature Type. You are a Fey. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. 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 discern colors in that darkness only as shades of gray. Fey Ancestry. You have advantage on saving throws you make to avoid or end the charmed condition on yourself. Fey Gift. You can use this trait to take the Help action as a bonus action, and you can do so a number of times equal to your proficiency bonus. You regain all expended uses when you finish a long rest. Starting at 3rd level, choose one of the options below each time you take the Help action, whether as a bonus action or an action: Hospitality. You and the target of your Help action each gain a number of temporary hit points equal to 1d6 plus your proficiency bonus. Passage. You and the target of your Help action each increase your walking speeds by 10 feet until the start of your next turn. Spite. Until the start of your next turn, the first time you or the target of your Help action hits a creature with an attack roll, that creature has disadvantage on the next attack roll that it makes within the next minute. Fortune from the Many. If you miss with an attack roll or fail an ability check or a saving throw, you can draw on your bonds of reciprocity to gain a bonus to the roll equal to the number of allies you can see within 30 feet of you (maximum bonus of +5). You can use this trait a number of times equal to your proficiency bonus, and you regain all expended uses you finish a long rest. Languages. Your character can speak, read, and write Common and one other language.       Humanity Humanity first rose to prominence after the War of Heaven and Earth ended in the victory of the Court of Heaven. Without the earthly gods to govern and rule over the earth, the Court of Heaven turned to the mortals to serve as their intermediary. From among the numerous races available, the gods chose the first Dragon Emperor from the Human race to serve as the new bridge between Heaven and Earth. The Dragon Emperor and his court have served faithfully in this capacity ever since.   Humans come in a wide range of shapes, sizes, and colors. However, more than any other race, they are marked by a great capacity for both good and evil. This is marked by a substantial transformation of their soul. In its most extreme states, these transformations even affect their physical body and can effect permanent changes to a Human's psyche and spirit.   Ardling.  Through meditation, contemplation, and dedication to refine one's spirit for transcendence, a Human or animal can achieve an ascended state of enlightenment. Ardlings live mostly among their own tribes in the wild, however they have been known to make trips into urban centres, often out of mere curiosity. When interacting with folk from other races, an Ardling will almost always adopt a humanoid or anthropomorphic form. Even in their humanoid forms, Ardlings have distinct characteristics that belie their true nature; it is often their tail that gives them away. Ardling Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. Creature Type. You are a Celestial. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. 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 discern colors in that darkness only as shades of gray. Skills. You gain proficiency in the Nature skill and one other skill or tool of your choice. Bakemono. You can use an action to shapeshift into your beast form, into a humanoid, or into an anthropomorphic (semi-humanoid) form halfway between the two. Your appearance in all three forms is hereditary just like any other race, and any equipment you wear in your human form adjusts to the size of your anthropomorphic form. When shifted into your beast form, the following rules apply: Your game statistics are replaced by the statistics of the beast, but you retain your alignment, personality, hit points, and Intelligence, Wisdom, and Charisma scores. You also retain all of your skill and saving throw proficiencies, in addition to gaining those of the beast. If the beast has the same proficiency as you and the bonus in its stat block is higher than yours, use the beast’s bonus instead of yours. You can’t cast spells, and your ability to speak or take any action that requires hands is limited to the capabilities of your beast form. Transforming doesn’t break your concentration on a spell you’ve already cast, however, or prevent you from taking actions that are part of a spell, such as call lightning, that you’ve already cast. You retain the benefit of any features from your class or other source and can use them if the new form is physically capable of doing so. However, you can’t use any of your special senses, such as darkvision, unless your new form also has that sense. You choose whether your equipment falls to the ground in your space, merges into your new form, or is worn by it. Worn equipment functions as normal, but the DM decides whether it is practical for the new form to wear a piece of equipment, based on the creature’s shape and size. Your equipment doesn’t change size or shape to match the new form, and any equipment that the new form can’t wear must either fall to the ground or merge with it. Equipment that merges with the form has no effect until you leave the form. Resistance. You are resistant to Radiant damage. Languages. Your character can speak, read, and write Common, Celestial, and one other language.   Humans (Imperial).  Humans are a vibrant and varied people found throughout the multiverse. However, because of the Dragon Emperor and his descendants, many Humans in Hingashi have powerful abilities against evil. This blessing is received in a rite of passage to adulthood, and is usually accompanied by a second name. Human (Imperial Variant) Ability Score Increase. Increase one ability score by 2 and increase a different one by 1, or you increase three different scores by 1. Creature Type. You are a Humanoid. Size. You are Medium. Speed. Your walking speed is 30 feet. Skills. You gain proficiency in one skill or tool of your choice. Imperial Inspiration. You gain inspiration whenever you complete a long rest. Imperial Resilience. Whenever a healing spell, or single instance of healing from any source targets you, you may roll one of your hit-dice and add that to the total healed. You can use this ability a number of times equal to your proficiency modifier. Languages. Your character can speak, read, and write Common and one other language.   Tieflings.  A spirit consumed by a fervent desire to change the world or right a wrong can find themselves transformed or reborn as a Tiefling. Where Ardlings have discarded their material desires in hope of ascending and discovering a purer self, Tieflings instead drown in their desires to acquire the power of realizing the necessary change in the world. In this regard, Tieflings share the goals of the chinushi-zu in shaping the world around them to suit their desires. A Tiefling is often driven to action to right a wrong or great systemic failures in society. Tieflings are marked by horns and a red or blue coloration to their skin.  Tiefling Variant Ability Score Increase. Increase two different ability scores by 1. Creature Type. You are a Fiend. Size. You are Medium. Speed. Your walking speed is 30 feet. Darkvision. 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 discern colors in that darkness only as shades of gray. Fiendish Lineage. You gain an ability unique to your motive for becoming a Tiefling. Increase your choice of Intelligence, Wisdom, or Charisma by 1. This will determine your spellcasting ability for the spells associated with your lineage. Choose one of the following lineage options when you select this race: Your poisonous mind has given you an equally poisonous body. You are resistant to poison damage and can cast the Poison Spray cantrip. At 3rd level, you know the Ray of Sickness spell; and at 5th level, you know the Hold Person spell. You regain the ability to cast these spells after completing a long rest. Your deadened emotions has caused your body to rot. You are resistant to necrotic damage can cast the Chill Touch cantrip. At 3rd level, you know the False Life spell; and at 5th level, you know the Ray of Enfeeblement spell. You regain the ability to cast these spells after completing a long rest. Your wrathful mind burns the entire world around you. You are resistant to fire damage can cast the Fire Bolt cantrip. At 3rd level, you know the Hellish Rebuke spell; and at 5th level, you know the Darkness spell. You regain the ability to cast these spells after completing a long rest. Fiendish Presence. You know the Thaumaturgy cantrip. Intelligence, Wisdom, or Charisma is your spellcasting ability for that cantrip (choose when you select this race). Languages. Your character can speak, read, and write Common, Infernal, and one other language.     Starborn When the Bright Moon Dia fractured in the War between Heaven and Earth, its remains were scattered across the sky. Some of these remains rained down on the earth, giving life to the Starborn. Born from the remains of the dead moon, these three races are instinctively drawn towards the starmetal that birthed them, and can be characterized by an insatiable appetite and greed for valuable metals. This appetite has been the source of many conflicts between the Starborn and other races, as well as between themselves. Dwarves and Orcs have fought over a single starmetal rock for centuries, creating much enmity between the two.   Dwarves.  Born from the fragments of Dia buried in mountains and underground, Dwarves are a robust and strong people who have made their home deep in the earth. They are generally far removed from the concerns of the Heavenly Court and spirit world, preferring the measured study and science of steel and fire. The Age of Steel brought the first Dwarvish migration from their underground homes to the world above, and with it, more conflict with the other races. While stubborn and prideful, Dwarves are not without their charms and their skill has greatly accelerated the industrialization of Hingashi. Dwarf (Starborn Variant) Ability Score Increase. Increase your Constitution score by 2 and increase one other ability score by 2. Age. Dwarves mature at the same rate as humans, but they're considered young until they reach the age of 50. On average, they live about 350 years. Size. Dwarves stand between 4 and 5 feet tall and average about 150 pounds. Your size is Medium. Speed. Your base walking speed is 25 feet. Your speed is not reduced by wearing heavy armor. Darkvision. Accustomed to life underground, 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. Dwarven Resilience. You have Resistance to Poison Damage. You also have Advantage on saving throws you make to avoid or end the Poisoned Condition on yourself. Dwarven Toughness. Your Hit Point Maximum increases by 1, and it increases by 1 again whenever you gain a level. Forge Wise. Your divine creator gave you an uncanny affinity for working with stone or metal. You gain Tool Proficiency* with two of the following options of your choice: Jeweler’s Tools, Mason’s Tools, Smith’s Tools, or Tinker’s Tools. Stonecunning. As a Bonus Action, you gain Tremorsense* with a range of 60 feet for 10 minutes. You must be on a stone surface or touching such a surface to use this Tremorsense. The stone can be natural or worked. You can use this Bonus Action a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Languages. You can speak, read, and write Common and Dwarvish.   Half-Orcs.  The fragments of the Bright Moon Dia, known as starmetal, had a powerful and fantastic impact all across the world. To the Humans and Elves who came in contact with the first of these fallen fragments however, it initiated a dramatic physiological mutation of their body. For many, their skin turned green and their bodies were ravaged by symptoms of rampaging magic. It also came with extreme trauma, especially for the Elves. The psychological and physiological symptoms of the rampaging magic were relieved by fragments of starmetal, which would absorb the energy. To this day, many Half-Orcs create charms from starmetal or other metals to give to their children during their growth spurts, and there is an exorbitant demand for the material. For those who have learned to harness this rampaging magic however, it is a powerful tool to reinforce their body's resiliency and natural strength. Half-Orc (Variant) Ability Score Increase. Increase one ability score by 2 and your Constitution score increases by 1. Age. Half-orcs mature a little faster than humans, reaching adulthood around age 14. They age noticeably faster and rarely live longer than 75 years. Size. Half-orcs are somewhat larger and bulkier than humans, and they range from 5 to well over 6 feet tall. Your size is Medium. Speed. Your base walking speed is 30 feet. Adrenaline Rush. You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Darkvision. 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. Magic Intuition. You have proficiency in two of the following skills of your choice: Arcana, Insight, Intimidation, Medicine, Nature, Perception, and Survival. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead and heal hit points equal to one hit-die. You can't use this feature again until you finish a long rest. Languages. You can speak, read, and write Common and Orc.   Orcs.  An Orc is born when a half-Orc matures from a child to an adult without a suitable starmetal shard nearby. Unable to control the rampaging energies and emotions as children, many die, their bodies boiling and bubbling horribly. Those who survive until adulthood, often have their body significantly changed, and are known as Orcs. In modern society, Orcs are typically of lower socio-economic status because they were unable to afford the environment needed to grow properly. Orc Variant Ability Score Increase. Increase one ability score by 2 and your Constitution score increases by 1. Age. Orcs reach adulthood at age 12 and live up to 50 years. Size. Orcs are usually over 6 feet tall and weigh between 230 and 280 pounds. Your size is Medium. Speed. Your base walking speed is 30 feet. Adrenaline Rush. You can take the Dash Action as a Bonus Action. When you do so, you gain a number of Temporary Hit Points equal to your Proficiency Bonus. You can use this trait a number of times equal to your Proficiency Bonus, and you regain all expended uses when you finish a Long Rest. Darkvision. 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. Menacing. You gain proficiency in the Intimidation skill. Powerful Build. You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift. Relentless Endurance. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest. Languages. You can speak, read, and write Common and Orc.       Hengeyokai The Hengeyokai are a catch-all term for any races not mentioned above.  
  15. Technocrats   Imperialists   Kami   Mortal  
  16. Sources of Magic: A mother hears her baby’s cries and she instinctively knows exactly what’s wrong. A hermit imitates the shrieks of the kotengu in order to frighten bandits who may threaten his life. A shakuhachi player visits a decaying bamboo grove to hear the whistling of the North-East wind as it blows through. In Hingashi, there is a magic inherent in each sound; this is known as sonon, meaning “sacred sound”. A magic-user is an individual who has learned to harness this power and utilize it to great effect. Some creaturess, such as Ardlings, Tieflings, and Dragons are born with an inherent understanding of this power and use it to create their iconic spells and abilities. Others achieve proficiency by being taught or with the use of magical tools.   Kami and the Imperial Pact Magic began with the rituals and prayers between the Kami and the people of Hingashi. The combination of offerings, sound, and dance first offered in annual events and to bring fortune were the first instances of magic. Where ever people learned these rituals, people prospered and so magic spread. Following the War between Heaven and Earth however, the Emperor became the sole arbiter between the people and the Kami. Rituals were still performed, but lacked the power to move the Kami. Faced with this crisis, the Emperor extended their divine power in the form of pacts to distinguished nobles and Imperial family members. In time, the power of this pact spread throughout the nation and bound the disparate people to the Imperial throne.   Arcane Arts Disciplined study of traditional rituals and the sonon that gives magic its power, led to the development of the arcane arts. This art came to prominence during the great war between Humans and Goblinoids when the Imperial family actively consolidated the knowledge of hermits and other magic-users they forcibly recruited to fight the armies of Goblinoids. War Wizardry remains under strict Imperial control and is one of the oldest and most respected traditions of this branch of magic, but many of these magic-users have also found schools specializing in their own magic after the war. Rivalries between magic schools are common, and it was not uncommon for mages to journey and challenge the disciples of other schools.   Powder The most recent technological innovation combines goblin gunpowder with the arcane sonon, to create an industrial revolution to magic. By utilizing special tools and preparations to shape the sound generated by gunpowder, the common man has finally obtained the power and convenience of magic. Technology has progressed exponentially and has far outstripped the Emperor's ability to arbitrate laws to control all its ramifications. As a result, magical crimes have increased as these tools become increasingly affordable. Powder, the catalyst and fuel for this new technology is strictly regulated, as are the spells in which it is used. Powder can be used to cast a spell with a simple tool, without the use of verbal or somatic components. It still requires one to aim the tool and to ignite the powder for sound to propagate, but an understanding of arcane ritual and sonon are unnecessary. Consequently, any effect that disrupts the formation of sound or combustion of powder can interfere and disable a powder-cast spell. Powder is categorized into grades, with higher grades allowing for more powerful spells and restricted spells. Allotment of powder is strictly regulated and logged for all citizens. Most can buy general-use powder at their local convenience store, but Grades 1 to 5--utilized for spell levels 1 to 5--requires certificates and security clearances. Rumors exist of even more powerful grades of powder being circulated in criminal networks, known as black powder. 
  17. The Founding Era Deep in the sea of time, the creator kami (see Religion) gave birth to Shōjō-sama and Shōdan-sama. The two were given an instruction to solidify and shape the earth, which they did hence with water dripped from a jeweled spear. Following this they birthed between them the many kami that make up the Hingashi pantheon, including the Three Precious Children: Tenshō-sama (Heaven-Shining-Great-August-Deity), Ran-sama (His-Swift-Impetuous-Male-Augustness), and Tsuki-sama (His Augustness, Moon-Night Possessor).   The next tale concerns the former two. Following a wager, Ran-sama was thrown out of heaven for gloating over Tenshō-sama with such violence that she retired in anger, plunging the world into darkness. His wandering led him into an encounter with Chinushi-sama, the eight-headed and eight-tailed dragon-serpent, whose heads he cut off.    However Chinushi-sama’s severed heads continued on living, impelled by malice and madness, until each head regrew a body, spawning the eight chinushi-zu (Chinushi-sama’s Heads). Their names were Ieyasu, Kenshin, Motonari, Nobunaga, Shingen, Tatsuoki, Ujiyasu, and Yoshikage. The chinushi-zu quickly began bickering, so they say, and so Tenshō-sama summoned Suinushi-sama, the dragon god of the sea, to corral the chinushi-zu and lead them away from chaos and destruction. Suinushi-sama was granted the Heavenly Sword, which had been discovered by Ran-sama in the tail of Chinushi-sama, and by wielding this artifact the chinushi-zu were frightened of Suinushi-sama and became reverent of him. Thus Suinushi-sama became the Dragon Emperor of land and sea.   The Imperial Age During this era, Suinushi-sama governed as Emperor, overseeing the prosperity of Hingashi. Art, culture, and religious practice flourished under his rule. Whenever his authority was questioned, Emperor Suinushi-sama brandished the Heavenly Sword, and quelled the insurrection. While this is widely looked back upon as a Golden Era by the Hinganese, this would ignore the poor working conditions of the nōmin and the unbalanced wealth distribution towards the landowners. The Dragon Emperor was characteristically indifferent about such injustices, and spent most of the later years of the Imperial Age flitting between the capital and his underwater palace Ryūgū-jō, leaving such bureaucracy in the hands of equally indifferent officials, as his home was the ocean and Emperor Suinushi-sama could not bear the land for long.   As the centuries passed, Emperor Suinushi-sama became increasingly more reclusive and his authority and decrees came only indirectly from the palace bureaucrats and military daimyō. Three-hundred years of ubiquitous chaos ensued. The land was rent and torn; crops failed; evil yōkai emerged from the forgotten places and fed on the bodies of the fallen; and most of all no-one felt safe. In time, the most prominent of these military leaders named themselves shōgun, becoming the de-facto ruler of Hingashi.   War of Heaven and Earth In truth, the seven daimyō and the shōgun were actually the chinushi-zu. They had taken advantage of their position to isolate and imprison the Dragon Emperor. Without his powers, the demon lords asserted their power to claim and rule the lands of Hingashi and beyond.    The Steel Age   The goblins invaded   The New Age    
  18. Character Creation Basics Starting Level: 3rd Level Health: Max at 1st Level. High average at subsequent levels.  Point Buy: Normal 27 Point Buy Allowed Races: Core, Goliath, Goblin, Hobgoblin, Tabaxi, Tortle.  Human Variant: Human is replaced by Human (Variant) Bonus Feats: All characters begin with one Feat of their choice.   Other Information Personality. Be as detailed as you like. I would however recommend you have a gimmick to use and default to if you can't imagine anything for your character to do. Appearance. Describe your character's appearance and behavior. Image not required. Please credit the artist. Background. Have at least a rough outline that I can build off of. You are free to add lore for your character to the world. Be as detailed as you like. Hook (optional). You are meeting with the famed woodblock painter and artist, Shutamaru, in Yozekura Hanamachi, a redlight district. He has invited you for tea and to ask for protection of two Maiko (apprentice Geisha). Writing Sample. Write your character establishing moment. It could be a scene from your introduction or a scene you wish we had in the campaign, but we should have a clear idea of what your character will do. Whether you decide to twist things up later or not, is up to you.  
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