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Wilovar Haften, Merchant
“Trade is the lifeblood of civilisation”

Character Sheet

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Basic Information

Race: Half-elf        |     Sex: Male     |      Age: 47       |   Height: 5'11"  |   Weight: 65kg


Alignment: Chaotic Good | Background: Failed MerchantCustom, loosely modeled on Guild Artisan and Failed Merchant from Acquisitions Incorporated


Class:  Cleric (2) | Domain:  Trickery | Profession: Merchant

 

Description

Young looks belie his age, an effect of his elven blood. The other hint of his heritage he keeps covered with loose cut brown hair tucked over the points of his ears. He tries to remain well dressed, customers expect a wealthy merchant, but a closer look shows signs of age to his clothes, and careful repairs designed to extend their life where the truly wealthy would just buy more. Either he's less well off than his persona, or he's used to making things stretch - maybe both. Still, he's quick with a smile, reaching all the way to his deep brown eyes, and seems genuinely interested in your stories, and selling you a good deal. He haggles hard with those who can afford it, and over weighs with those who are truly in need. Beyond everything remains a youthful outlook, and unquenched optimistic curiosity about the world.

Backstory 

Wilovar was born in the poorer end of Danzig, a small town far from the kings reach. His father was elven, or so his mother says, he certainly never met the man. Certainly his look gives some truth to the story though he cuts his hair long to hide the point of his ears and plays off his willowy figure as simply lean, and the rest of the kids on the block had no trouble calling him b*stard. Though that to be fair was definitely true whatever race his parentage, can't argue that one for all he'd love to. Certainly went through a period of blaming his mother in his teens too till he mellowed out and mended fences.

 

Growing up in a poor neighbourhood with a single mother working hard as she could to keep them fed meant Wil shouldered whatever responsibility he could from as early as he can. He never bulked out much - possibly a lack of protein - but proved quick in finger mind and wit for all his lack of education. He found himself wheeling and dealing from a young age, carting off waste sawdust and offcuts from the carpenters as tinder for the smiths, brushing up their waste iron filings for the potters, helping carry goods to market... whatever he could turn to a profit with only himself he tried. Did quite well for a while, learned the value of getting goods from where they were to where they needed to be.

 

It was his own hard upbringing that did him harm in the end. The Broken Knives (a local gang) started putting a tax on basic produce coming into the poorer districts where the guard didn't bother patrolling. All window dressing for a bit more extortion really. Problem was the poor folk could already barely meet the rates and then they started going hungry. Will remembered what it was like being hungry, having no-one in your corner, and he remembered his ma raising him right. So against his better judgement he started smuggling in goods for sale at the regular prices. It couldn't last obviously, the Knives quickly realised people had stopped buying but weren't dying. Didn't take long to catch Wilovar neither and the lad couldn't put up much of a fight against several burly enforcers. Ended with a broken cart and ribs that felt near the same.

 

Out of goods and cash, he had no choice but to take a loan from the very crew that did him wrong. He set to work again building up his own little trade network, even taking goods to nearby cities like Parlnu and Narva. He never learned his lesson though, and before long ended up smuggling goods for sale to the poor past his own patrons. Once was a beating, twice they couldn't let stand. Not after they'd lent him the money to do it. His commitment to trade however, had earned him the eye of Waukeen. About to be captured the goddess lent him a trace of her divinity. A perfect double of Wilovar stepped forward, drawing the thugs attention, and Will made a break for it. He left the city that night with fervent prayers of gratitude. Knowing he needed both distance and protection, he caught a flyer for a mercenary company hiring on new hands across the mountains, the Silver Hawks. Romantic visions of forging new roads between little villages of honest hardworking folk free from the corruption of the cities blossomed behind his eyes, and he made his way to sign up. Just before he left, he penned a quick letter to his mother, letting her known he was OK, alive, and joining up with the Silver Hawks beyond the mountains, and promising to write again. Despite the risk he just couldn't leave her wondering.

Knives

Father - a mysterious elven figure who Wilovar has never met. Whether or not he knows of Wilovar's existence is up for debate, Wil's mother never speaks of him. Wilovar's own opinions are mixed; curiosity, anger, sadness, fear all war. He thinks he'd like to meet the elf just to ask him why he wasn't good enough to stay for, but is afraid of the answer he might receive, or worse ignorance and indifference. Wilovar carries a single heirloom, handed on by his mother as he aged, a worn signet ring she swears was his...

 

Kirsty Mollyweather (Mother) - human with a bright shock of red hair, now winnowed with grey, and warm face mapped with the lines of her life - mostly joy, but worry and sadness too. Luckier than some, he had at least one loving parent figure growing up, his ma. She sought to do right by him as best she could, though working as a bar maid only bought so much money. Still, when he fell on hard times she always had a place for him, a warm meal and clean clothes. It was fear for her wellbeing that partly motivated his leaving, lest the Broken Knives decided she would be good leverage. Ironically, this simply left her worrying about him instead.

 

Broken Knives - criminal gang based largely in Danzig, though growing tendrils into other nearby cities. They deal mainly in smuggling, with the standard side rackets in drugs, extortion and loan sharking. Distinctly antagonistic towards Wilovar, especially since he cut ties owing not insignificant debts. Now though, it's a matter of reputation as much as gold.

 

Waukeen - goddess of trade. Wilovar is certainly new to her service, and perhaps unfamiliar with the traditional church structure and duties of a priest. However he's very clear he owes her big, and suspects the goddess of trade may be more... transactional with her worshippers than other deities.

Waukeen

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Finn Duneth - a halfling playmate growing up with Wilovar, who drifted away to more criminal enterprises as they aged. It was him who introduced Wilovar to the Broken Knives for the initial loan, vouching for him. Will feels guilty for the impact his fleeing will have had on Finn, Finn probably feels a combination of guilt for what's happened to Will, and anger as his childhood friend for costing Finn - unable to understand the moral need his old friend had over an obligation to a friend. Finn too may have had to flee the Broken Knives, or may be still working for them and looking for redemption... He's unlikely to have renounced his criminal ways though, sticking to his principles of me and mine first, everyone else can take a trip down the river.

Finn Duneth

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Gilthur Hammerbrand - a dwarven carpenter, gruff and dour, who took pity on the young lad who swept his workshop every day - respecting his work ethic - and offered to teach him a few tricks of the trade, enough to jury rig an axle repair til the next town for example. Respected an older Wil's dedication to feeding the poor too, though thought him stupid for it, and more so for taking a loan...

Gilthur Hammerbrand

 

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I've deliberately not listed his half-elven parentage as a knife as I'm not really interested in exploring a fantasy racism theme - he's self conscious of it as it represents hi father's abandonment of him, but I imagine there are plenty of half-elven people running around from perfectly happy families, and the majority of people aren't going to be looking down on him for it (though sure, the odd person might).

 

Racial & Background Features

Race

Ability Score Increase. Your Charisma score increases by 2, and two other ability scores of your choice each increase by 1. [Wisdom, Dexterity]

Age. Half-elves age at much the same rate as humans, reaching adulthood at the age of 20. They live much longer than humans, however, often exceeding 180 years.

Alignment. Half-elves share the chaotic bent of their elven heritage. They both value personal freedom and creative expression, demonstrating neither love of leaders nor desire for followers. They chafe at rules, resent others' demands, and sometimes prove unreliable, or at least unpredictable. They are good and evil in equal numbers, a trait they share with their human parents.

Size. Half-elves are more or less the same size as humans, ranging from 5 to 6 feet tall. Your size is Medium.

Speed. Your base walking speed is 30 feet.

Darkvision. Thanks to your elven heritage, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.

Fey Ancestry. You have advantage on saving throws against being charmed, and magic can't put you to sleep.

Languages. You can read, speak, and write Common, Elven, and one language of your choice. [Dwarven]

Skill Versatility. You gain proficiency in two skills of your choice. [Sleight of Hand, Stealth]

 

Background

Skill Proficiencies: Perception, Deception

Tool Proficiencies: Vehicles (land)

Languages: [Halfling]

Equipment: Mule and pack saddle, a merchant's scale, a set of traveler's clothes, and a belt pouch containing 15 gp.

 

Class Features

Hit Points

Hit Dice: 1d8 per cleric level
Hit Points at 1st Level: 8 + your Constitution modifier
Hit Points at Higher Levels: 1d8 (or 5) + your Constitution modifier per cleric level after 1st

Proficiencies

Armor: Light armor, medium armor, shields
Weapons: All simple weapons
Tools: None
Saving Throws: Wisdom, Charisma
Skills: Choose two from History, Insight, Medicine, Persuasion, and Religion

Equipment

You start with the following equipment, in addition to the equipment granted by your background:

  • (a) a mace or (b) a warhammer (if proficient)
  • (a) scale mail, (b) leather armor, or (c) chain mail (if proficient)
  • (a) a light crossbow and 20 bolts or (b) any simple weapon
  • (a) a priest's pack or (b) an explorer's pack
  • A shield and a holy symbol

Spellcasting

As a conduit for divine power, you can cast cleric spells.

 

Divine Domain - Trickery

Blessing of the Trickster

Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

 

Channel Divinity

At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.

When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.

 

Channel Divinity: Turn Undead

As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

 

Channel Divinity: Invoke Duplicity

Starting at 2nd level, you can use your Channel Divinity to create an illusory duplicate of yourself.

As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

Feats

None at present

 

Inventory

Weapons

Mace

 

Armour

Scale mail, shield

 

Magic Items

None yet

 

Carried

Traveler's Clothes

Explorer’s Pack: Includes a backpack, a bedroll, a mess kit, a tinderbox, 10 torches, 10 days of rations, and a waterskin. The pack also has 50 feet of hempen rope strapped to the side of it.
 

 

Wagon (-35gp)

Mule x 2 (-8gp)

Pack saddle x 2 (-5gp)

Animal Feed / day * 28 (-1.4gp)

Rations / day * 4 (-2gp)

Barrel * 1 (-2gp) filled with fresh water

2-person Tent (-2gp)

Blanket (-0.5gp)

Bullseye Lantern (-10gp)

Soap * 5 (-0.1gp)

Block & Tackle (-1gp)

Carpenter's tools (-8gp)

Assorted trade goods (wheat, flour, salt, bolts of cotton, seeds) (-20gp)

Merchant's scale

Total 95gp


Money 20 Gold, 0 Silver, 0 Copper

 


 

  • What do you expect from this game?
    • Chance to explore a new place with small points of civilisation toughing it out in the wilds, dealing with more mundane threats such as goblins and wolves rather than overarching evil liches, though including undefeatable threats as well like a marauding dragon that needs tribute. Generally more 'successes' than 'failures', rather than an entirely bleak world where you're just holding back the darkness a little longer.
  • What do you expect from me (The GM?)
    • Open communication about when real life is getting in the way, collaboration with the players - surprises but not gotcha moments that bank off a players misunderstanding over a characters ignorance. Some sort of narrative acknowledgement of the players effect on the world, good as well as bad - e.g. "as you travel through Beren's Hold, you notice how lively and full the town is compared to last time you were here, now the threat of goblin raids has faded. Several people offer friendly waves, and the smith comes up and shakes your hand in thanks."
  • What do you expect from other players?
    • Respect other players agency - not writing in their reactions. Actively work together and find reasons for your character to do so, rather than the group having to persuade or drag you along every hook (sure have disagreements and conflict, but have "Will grumbles as they embark on yet another charity mission, wondering how he could turn this to a profit" rather than "Will refuses to join the group without the lure of gold), let other characters shine rather than trying to one-up or dominate the story on only your arc.
Edited by PureChance (see edit history)
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spacer.pngWilovar Haften

Half Elf Merchant, Waukeener 


AC: 18 (Scale, Shield) | HP: 15/15 () | HD: 2/2 | Speed: 30 ft. | Initiative: +2
Senses: Passive Perception 15, Insight 15, Investigation 10. Darkvision 60ft.
Str: 8 (-1) | Dex: 14 (+2) | Con: 12 (+1) | Int: 10 (+0) | Wis: 16 (+3) | Cha: 16 (+3)
Languages: Common, Elven, Dwarven, Halfling
Spell Slots: L1 3/3 | L2 0/0


 

 

 

OOC

Action: -

Bonus Action: -

Movement: -

Reaction: -

Object Interaction: -

Actions & Resources

Actions:

Mace . Melee Weapon Attack: +1 to hit, reach 5 ft., one target. Hit: 1d8 - 1 bludgeoning damage.

Light Crossbow . Ranged Weapon Attack: +4 to hit, ranged 80/320 ft., one target. Hit: 1d8 + 3 piercing damage. Loading, Two-Handed

Sacred Flame . Cantrip (V,S): Creature you can see, range 60 ft., one target, no cover. DEX Save: 1d8 radiant damage.

 

Bonus Actions:

-

 

Reactions:

-

 

Class Features:

Blessing of the Trickster . Starting when you choose this domain at 1st level, you can use your action to touch a willing creature other than yourself to give it advantage on Dexterity (Stealth) checks. This blessing lasts for 1 hour or until you use this feature again.

Channel Divinity (1/1)

  • Turn Undead

    As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.

    A turned creature must spend its turns trying to move as far away from you as it can, and it can't willingly move to a space within 30 feet of you. It also can't take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there's nowhere to move, the creature can use the Dodge action.

  • Invoke Duplicity

    As an action, you create a perfect illusion of yourself that lasts for 1 minute, or until you lose your concentration (as if you were concentrating on a spell). The illusion appears in an unoccupied space that you can see within 30 feet of you. As a bonus action on your turn, you can move the illusion up to 30 feet to a space you can see, but it must remain within 120 feet of you.

    For the duration, you can cast spells as though you were in the illusion's space, but you must use your own senses. Additionally, when both you and your illusion are within 5 feet of a creature that can see the illusion, you have advantage on attack rolls against that creature, given how distracting the illusion is to the target.

 

 

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I think we’re on the same page in terms of expectations! I wanted to lean more into the effect players might have in the local area and on real people, instead of having them totally ignore society to go kill a god or something.

Agreed on the “fantasy racism” I figure in this world people of mixed heritage are pretty normal. I’ve had players who really want to lean into that but I could take it or leave it.

Loving the character, I’m going to totally steal the idea that Danzig is the closest large city west of the mountains. Perhaps a weeks travel west of the foothills?

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Yeah absolutely go ahead and use Danzig in that capacity - it would need to be close by for the gang to remain a credible threat, and also for Wilovar to flee in that direction.

Distance seems reasonable as well, I imagine most cities would need to be that far apart to be separate cities, with small farming hamlets (like farmhouse and labourers cottages) just outside the city, becoming sparser closer to the wilderness.

 

What might help is a rough map of the borderlands area? I my head I think I had civilization on the right of the mountains and borderlands on the left, but sounds like it's the other way around? Probably not relevant save for cardinal directions making sense later on though.

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Loving the character. Yes, a map of the area will probably be in order once we start getting into the game proper here. I may try to run this similar to a hex-crawl, no experience in that so I'm trying to decide how many "new things" I want to throw in all at once.

Looks like you're a PBP pro with the posting format and everything. Definitely going to be helpful for new players (like myself!) to see!

Going to mark this as "review complete".

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