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Rytari Azstarys

Noble Sapphire Dragonborn Tempest Cleric

Character Sheet

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“Deliver thunder, Aedros,
if you choose not to speak to me."

 

Cleric 3

Medium humanoid male (Sapphire Dragonborn)

Neutral Good


Armor Class 19

Hit Points 30 ( 3d8 + 6 )
Speed 30' ft.


Senses passive perception 16

Languages common, draconic

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 16 (+3)
Save +3
Athletics +5


Dexterity 12 (+1) 
Save +1 
Acrobatics +1 | Sleight of Hand +1 | Stealth +1


Constitution 14 (+2)
Save +2
No skills associated.


Intelligence 10 (+0)
Save +0
Arcana +0 | History +0 | Investigation +0 | Nature +0 | Religion +2


Wisdom 18 (+4)
Save +6
Animal Handling +4 | Insight +6 | Medicine +4 | Perception +6 | Survival +4


Charisma 13 (+1) 
Save +3 
Deception +1 | Intimidation +1 | Performance +1 | Persuasion +1

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools Navigators
  • Instruments none
  • Weapons Simple, martial
  • Armors Light, medium, heavy, shields

CLERIC CLASS ABILITIES
SpellcastingAs a conduit for divine power, you can cast cleric spells.

Cantrips

At 1st level, you know three cantrips of your choice from the cleric spell list. You learn additional cleric cantrips of your choice at higher levels, as shown in the Cantrips Known column of the Cleric table.

Spell Slots

The Cleric table shows how many spell slots you have to cast your cleric spells of 1st level and higher. To cast one of these spells, you must expend a slot of the spell's level or higher. You regain all expended spell slots when you finish a long rest.

You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.

For example, if you are a 3rd-level cleric, you have four 1st-level and two 2nd-level spell slots. With a Wisdom of 16, your list of prepared spells can include six spells of 1st or 2nd level, in any combination. If you prepare the 1st-level spell Cure Wounds, you can cast it using a 1st-level or 2nd-level slot. Casting the spell doesn't remove it from your list of prepared spells.

You can change your list of prepared spells when you finish a long rest. Preparing a new list of cleric spells requires time spent in prayer and meditation: at least 1 minute per spell level for each spell on your list.

Spellcasting Ability

Wisdom is your spellcasting ability for your cleric spells. The power of your spells comes from your devotion to your deity. You use your Wisdom whenever a cleric spell refers to your spellcasting ability. In addition, you use your Wisdom modifier when setting the saving throw DC for a cleric spell you cast and when making an attack roll with one.

Spell save DC = 8 + your proficiency bonus + your Wisdom modifier

Spell attack modifier = your proficiency bonus + your Wisdom modifier

Ritual Casting

You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Spellcasting Focus

You can use a holy symbol as a spellcasting focus for your cleric spells.
| Channel DivinityAt 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.

Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.

Beginning at 6th level, you can use your Channel Divinity twice between rests, and beginning at 18th level, you can use it three times between rests. When you finish a short or long rest, you regain your expended uses.
| Turn UndeadAs 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.
 | Harness Divine PowerAt 2nd level, you can expend a use of your Channel Divinity to fuel your spells. As a bonus action, you touch your holy symbol, utter a prayer, and regain one expended spell slot, the level of which can be no higher than half your proficiency bonus (rounded up). The number of times you can use this feature is based on the level you've reached in this class: 2nd level, once; 6th level, twice; and 18th level, thrice. You regain all expended uses when you finish a long rest.


TEMPEST SUBCLASS ABILITIES
Heavy Armor, Martial Weapons | Wrath of the StormAlso at 1st level, you can thunderously rebuke attackers. When a creature within 5 feet of you that you can see hits you with an attack, you can use your reaction to cause the creature to make a Dexterity saving throw. The creature takes 2d8 lightning or thunder damage (your choice) on a failed saving throw, and half as much damage on a successful one.

You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
| Destructive WrathStarting at 2nd level, you can use your Channel Divinity to wield the power of the storm with unchecked ferocity.

When you roll lightning or thunder damage, you can use your Channel Divinity to deal maximum damage, instead of rolling.


RACIAL TRAITS
Breath Weapon (thunder)When you take the Attack action on your turn, you can replace one of your attacks with an exhalation of magical energy in a 15-foot cone. Each creature in that area must make a Dexterity saving throw (DC = 8 + your Constitution modifier + your proficiency bonus). On a failed save, the creature takes 1d10 damage of the type associated with your Gem Ancestry. On a successful save, it takes half as much damage. This damage increases by 1d10 when you reach 5th level (2d10), 11th level (3d10), and 17th level (4d10). | Thunder ResistanceYou have resistance to the damage type associated with your Gem Ancestry. | Psionic MindYou can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature, but the creature must be able to understand at least one language.


FEATS
Heroic DestinyGreat deeds lie in your future, and it will take extraordinary effort to kill you before you accomplish those deeds. Choose or roll a random destiny using the Heroic Destiny table. Additionally, you gain the following traits.

Defy Death. You have advantage on death saving throws.

Hard to Kill. When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. Once you use this trait, you can’t use it again until you finish a long rest.

 

WEAPONS

WEAPONS

  • Moontouched Longsword +5 to hit for (1d8+3) slashing damage
  • Dagger +5 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60)
  • Toll the Dead DC15 Dex save or 1d8/1d12 necrotic damage (60)

 

SPELLS

SPELL SLOTS 4/4 (1st), 2/2 (2nd)

  • Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: level +WIS = 7

CANTRIPS

Toll the Dead (sound of thunder)Necromancy cantrip

Casting Time: 1 action
Range: 60 feet
Components: V, S
Duration: Instantaneous

You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.

At Higher Levels. The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).
| ThaumaturgyTransmutation cantrip

Casting Time: 1 action
Range: 30 feet
Components: V
Duration: Up to 1 minute

You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:

Your voice booms up to three times as loud as normal for 1 minute.
You cause flames to flicker, brighten, dim, or change color for 1 minute.
You cause harmless tremors in the ground for 1 minute.
You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
You instantaneously cause an unlocked door or window to fly open or slam shut.
You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.
| LightEvocation cantrip

Casting Time: 1 action
Range: Touch
Components: V, M (a firefly or phosphorescent moss)
Duration: 1 hour

You touch one object that is no larger than 10 feet in any dimension. Until the spell ends, the object sheds bright light in a 20-foot radius and dim light for an additional 20 feet. The light can be colored as you like. Completely covering the object with something opaque blocks the light. The spell ends if you cast it again or dismiss it as an action.

If you target an object held or worn by a hostile creature, that creature must succeed on a Dexterity saving throw to avoid the spell.


FIRST LEVEL

Fog Cloud1st-level conjuration

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Concentration, up to 1 hour

You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the radius of the fog increases by 20 feet for each slot level above 1st.
(C)* | Thunderwave1st-level evocation

Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous

A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.

In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
* | Bless1st-level enchantment

Casting Time: 1 action
Range: 30 feet
Components: V, S, M (a sprinkling of holy water)
Duration: Concentration, up to 1 minute

You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.
(C) | Command1st-level enchantment

Casting Time: 1 action
Range: 60 feet
Components: V
Duration: 1 round

You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn’t understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can’t follow your command, the spell ends.

Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.

Drop. The target drops whatever it is holding and then ends its turn.

Flee. The target spends its turn moving away from you by the fastest available means.

Grovel. The target falls prone and then ends its turn.

Halt. The target doesn’t move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
| Healing Word1st-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V
Duration: Instantaneous

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
(B)


SECOND LEVEL

Gust of Wind2nd-level evocation

Casting Time: 1 action
Range: Self (60-foot line)
Components: V, S, M (a legume seed)
Duration: Concentration, up to 1 minute

A line of strong wind 60 feet long and 10 feet wide blasts from you in a direction you choose for the spell’s duration. Each creature that starts its turn in the line must succeed on a Strength saving throw or be pushed 15 feet away from you in a direction following the line.

Any creature in the line must spend 2 feet of movement for every 1 foot it moves when moving closer to you.

The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected flames, such as those of lanterns, to dance wildly and has a 50 percent chance to extinguish them.

As a bonus action on each of your turns before the spell ends, you can change the direction in which the line blasts from you.
(C)* | Shatter2nd-level evocation

Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a chip of mica)
Duration: Instantaneous

A sudden loud ringing noise, painfully intense, erupts from a point of your choice within range. Each creature in a 10-foot-radius sphere centered on that point must make a Constitution saving throw. A creature takes 3d8 thunder damage on a failed save, or half as much damage on a successful one. A creature made of inorganic material such as stone, crystal, or metal has disadvantage on this saving throw.

A nonmagical object that isn’t being worn or carried also takes the damage if it’s in the spell’s area.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot level above 2nd.
* | Spiritual Weapon2nd-level evocation

Casting Time: 1 bonus action
Range: 60 feet
Components: V, S
Duration: 1 minute

You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again.

When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier.

As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it.

The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell’s effect resemble that weapon.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above the 2nd.
(B) | Prayer of Healing2nd-level evocation

Casting Time: 10 minutes
Range: 30 feet
Components: V
Duration: Instantaneous

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.
| Lesser Restoration2nd-level abjuration

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.
Augury2nd-level divination (ritual)

Casting Time: 1 minute
Range: Self
Components: V, S, M (specially marked sticks, bones, or similar tokens worth at least 25 gp)
Duration: Instantaneous

By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:

Weal, for good results
Woe, for bad results
Weal and woe, for both good and bad results
Nothing, for results that aren’t especially good or bad
The spell doesn’t take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion. If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.
(Rit)


THIRD LEVEL 

TBD

(C) concentration. / (R) reaction spell. / (B) bonus action spell / (Rit) Denotes Ritual / * Tempest domain spell

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (121.14 lbs.)

  • Weight: 121.14 lbs. / 240 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (X.XX lbs.)

Copper: 0 | Silver: 5 | Gold: 52 | Obsidian: X | Platinum: 0

(57 Coins x .02 lbs. = 1.14 lbs. Total Weight)


EQUIPMENT READIED (70 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (66 lbs.) Splint 60 lbs. | Shield with holy symbol 6 lbs.
  • Weapons (4 lbs.) Moontouched longsword 3 lbs. | Dagger 1 lb.
  • Readied Items (0 lbs.) Signet Ring | Amulet of the Devout +1

EQUIPMENT STORED (50 lbs.)

Stored items can be retrieved with an action.

  • In Backpack (30 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | Fine Clothes 4 lbs. | Rations x10 days 20 lbs. | Soap 0 lbs. 
  • Strapped to Backpack (20 lbs.) Waterskin - 5 lbs. | Silk Rope 5 lbs. | Bedroll & Blanket - 10 lbs.

EQUIPMENT NOT CARRIED (??)

  • At Home Entire Villa with servants and lots of money. None of which should apply during the adventure

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED

Moontouched Sword


ATTUNED (1/3)

Amulet of the Devout +1

 

APPEARANCE

Age 23 | Height 6' 5" | Weight 300 lbs. | Hair none| Eyes Deep gold | Complexion Iridescent Blue


His skin and scales are an iridescent blue, slightly changing color between sapphire and silver as the angle changes as if the light is refracting slightly in his scales. His deep gold eyes stand in stark contrast to the light blue skin. He is tall and strong and carries himself with the casual confidence of one born in nobility. His voice is deep and confident, almost like the sound of rolling thunder.

He enjoys the fine life. He likes good wine, a soft bed, and nice, clean clothes. He is a good person, but he can be mercurial. He has always known he was destined for greatness, but it took the fall of his house for him to learn his true destiny. 

 

BACKGROUND

NOBLE
Source PHB


  • Personality Traits: Despite my noble birth, I do not place myself above other folk. We all have the same blood.
    However, if you do me an injury, I will crush you, ruin your name, and salt your fields.
  • Ideals: It is my duty to protect and care for the people around me. 
  • Bonds: I owe my life to the priest who took me in when my parents died. I know that I will sacrifice my life to save the world and I'm ok with that.
  • Flaws: By my words and actions, I often bring shame to my family.

Background Feature: Position of Privilege 


BACKSTORY

Rytari has had three visions in his life. He was the only child to a noble merchant Dragonborn family of Skiero, and had his first vision when he was seventeen. Aedros spoke to him in a dream, telling him that his path lay in following the Drowner and that he should become a champion of the sea god, sailing to the ends of the world to spread his word. Rytari was having too much fun as a socialite to take on any kind of discomfort, and sailing seemed like too much work, so he ignored the vision. He told himself it was just a dream in order to justify ignoring it. 

Less than two months later, both of his parents drowned at sea. Rytari missed his parents, of course, but found their deaths in some ways to be a blessing. He became the head of the household and a minor politician. He enjoyed the new power and responsibility, and ran the business well at first. However, over the next few years, he enjoyed drinking and gambling too much and eventually lost his fortune, his political power, and his status. He lost everything and was reduced to being an urchin on the streets of Skiero.

With no money and no power, he was an easy mark. He took to begging and pickpocketing in order to survive, but was never very good at it. One night, drunk, hungry, and tired as he wandered the streets with nowhere to go, he received a second vision from Aedros. "Pledge your support to me, be my hero, and I will restore your wealth and title." This time, he quickly agreed and the vision disappeared. He wasn't sure if it was real and slept on the streets that night as a beggar. It was his last night of shame. 

The next day, he awoke with a pounding headache to find a priest he knew named Father Vronti shaking him, telling him that his family also owned a small estate and farmland just outside Vespoe that Rytari had never known about. Rytari moved to the estate immediately. His money and social status was restored, and he set about fulfilling his promise to Aedros. He enjoyed being a playboy again, but cut back his drinking and gambling just enough to not lose his position again. Instead, he was focused on finding out the meaning of his visions. He studied with Father Vronti, but they could not figure out his purpose...until three days ago.

That's when he had the dream that all of the others have had too. This must be the payment for Aedros plucking him off the streets. Reluctantly, he left his beautiful new villa and set off to save the world. But he has learned enough to know this is real and no longer doubts his visions.

He continues to talk and pray to Aedros but has heard no response. He has accepted that he is going to die for this, and finds freedom in that knowledge. His previous stresses and concerns are no longer important. He is ok with dying to save the world, he just doesn't want to suffer for it. 

 

Edited by BobtheWizard (see edit history)
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Rytari Azstrasys - Dragonborn Tempest Clericspacer.png


AC: 19 | HP: 33/33 | Initiative: +1 | Passive Perception: 16 


Post goes here.

"Speech"

thoughts in italics

 


Mechanics

Main Hand: Empty
Off Hand: Empty


Action: Your action goes here.

Bonus Action: none

Reaction: none

Movement: none

Object Interaction: none

Concentration: none

Conditions: none

 

     
Edited by BobtheWizard (see edit history)
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Hey there! Rytari Looks great, Amulet of the Devout is very thematic and makes a ton of sense. I just have a few questions to get a better feel for Rytari. Other than that I will mark this as completed!

  • Being from Skiero how would you say Rytari's family came into Nobility?
  • Have they always lived there?
  • Are/is/were his family well-liked among the people? What were they known for?
  • Did Rytari's ancestors fight against Ugius's champion during the Tyranny of Dragons?
  • Would Rytari consider his current mission as a way to atone for his past life? 
  • What does he hope to find in Baromenes? Answers? An end to the visions?
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7 hours ago, TheWordWeaver said:

Hey there! Rytari Looks great, Amulet of the Devout is very thematic and makes a ton of sense. I just have a few questions to get a better feel for Rytari. Other than that I will mark this as completed!

  • Being from Skiero how would you say Rytari's family came into Nobility?
  • Have they always lived there?
  • Are/is/were his family well-liked among the people? What were they known for?
  • Did Rytari's ancestors fight against Ugius's champion during the Tyranny of Dragons?
  • Would Rytari consider his current mission as a way to atone for his past life? 
  • What does he hope to find in Baromenes? Answers? An end to the visions?

Skiero seemed like a meritocracy to me, so they became nobility by accumulating wealth from maritime trade.

Let's say his grandparents immigrated there from the Scorched Sea. They started the Azstarys Trading Company from scratch and were very successful. Then Rytari's parents expanded the business and turned that into a political base.

His family is well liked. Dragonborn aren't unheard of in Skiero, but definitely stand out. His parents were merchants and philanthropists. The good thing about being a trader is the workers you are exploiting live far away, so locally, you are just providing good jobs and favors. After their deaths, there is probably a marble statue of them somewhere in Skiero. Most people in Halaea or port cities throughout the Serene Holds probably recognize the Azstarys name, even if the company is no longer as active as it once was.

I can't find Ugius and Tyranny of Dragons information. All I can find is this The Serene Holds. If it's in there, I missed it. If you have a link, I'd appreciate it. Anyway, his ancestors would have fought on the side of good, and his parents would have reminded him of their sacrifices every time he misbehaved. 

He doesn't think he needs to atone. He was lost and spoiled, not evil. He looks back on that time like he was a child and now he is an adult and wide awake. He now knows responsibility and purpose in a way he never learned from his parents, despite their best efforts to teach him. He now regrets not listening to them earlier, but thinks his former life might have led him to this place. Mostly, he believes in the gods now in a way he never did before. 

Rytari wants to save the world. He wants to make sure that when this vision says "You will be the last to die" it is as a sacrifice to save the world, not as the last person in the world to die after all else is lost. So he will confront this potential apocalypse head on to try to thwart it. He sees the visions as instructions, not torment. He will follow them, trusting that Pnigménos will guide him. While he still wakes up in a sweat after every dream, he is trying to study it to see if there are any clues that could help him. 

Edited by BobtheWizard (see edit history)
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6 hours ago, BobtheWizard said:

Skiero seemed like a meritocracy to me, so they became nobility by accumulating wealth from maritime trade.

Let's say his grandparents immigrated there from the Scorched Sea. They started the Azstarys Trading Company from scratch and were very successful. Then Rytari's parents expanded the business and turned that into a political base.

His family is well liked. Dragonborn aren't unheard of in Skiero, but definitely stand out. His parents were merchants and philanthropists. The good thing about being a trader is the workers you are exploiting live far away, so locally, you are just providing good jobs and favors. After their deaths, there is probably a marble statue of them somewhere in Skiero. Most people in Halaea or port cities throughout the Serene Holds probably recognize the Azstarys name, even if the company is no longer as active as it once was.

I can't find Ugius and Tyranny of Dragons information. All I can find is this The Serene Holds. If it's in there, I missed it. If you have a link, I'd appreciate it. Anyway, his ancestors would have fought on the side of good, and his parents would have reminded him of their sacrifices every time he misbehaved. 

He doesn't think he needs to atone. He was lost and spoiled, not evil. He looks back on that time like he was a child and now he is an adult and wide awake. He now knows responsibility and purpose in a way he never learned from his parents, despite their best efforts to teach him. He now regrets not listening to them earlier, but thinks his former life might have led him to this place. Mostly, he believes in the gods now in a way he never did before. 

Rytari wants to save the world. He wants to make sure that when this vision says "You will be the last to die" it is as a sacrifice to save the world, not as the last person in the world to die after all else is lost. So he will confront this potential apocalypse head on to try to thwart it. He sees the visions as instructions, not torment. He will follow them, trusting that Pnigménos will guide him. While he still wakes up in a sweat after every dream, he is trying to study it to see if there are any clues that could help him. 

Thank you for the swift answers!

Hmm, you should have access to the information but I will share the links just in case. As for Ugius, he can be found at this link under the Neruian Pantheon. The Tyranny of Dragons is a short history excerpt under the History of Olara dropdown. The Serene Holds dropdown holds a history tab as well.

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I had just missed it. I was clicking on the map instead of the arrow next to Olara. Wow. That's a lot of detail. Nice job. If Aedros and Pnigménos are the same god, do you mind if we use Aedros? It sounds cooler to me.

As far as Ugius, whether it's true or not, Rytari's family would tell him that his ancestors were one of the first draconic families to rise up against the evil god. Probably some ancestor was a famous warrior in that battle (Kryzati Azstarys if you need a name). It's yet another thing for Rytari to have fallen short of in his youth. 

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32 minutes ago, BobtheWizard said:

I had just missed it. I was clicking on the map instead of the arrow next to Olara. Wow. That's a lot of detail. Nice job. If Aedros and Pnigménos are the same god, do you mind if we use Aedros? It sounds cooler to me.

As far as Ugius, whether it's true or not, Rytari's family would tell him that his ancestors were one of the first draconic families to rise up against the evil god. Probably some ancestor was a famous warrior in that battle (Kryzati Azstarys if you need a name). It's yet another thing for Rytari to have fallen short of in his youth. 

Thank you! Legend Keeper can be hard to navigate so no worries, I tried to fill in as much detail without being too strict to allow for you all to make your own space. Hopefully it feels that way. 😅 

If you would like to use Aedros that is fine, I tried to make most of the Halysian and Neurian gods different sides of the same coin. Being so close together I felt the differences in their gods would be mostly cultural with a few exceptions of course. The Dominant Religion does not mean the only religion on the city/country pins and it makes sense some would worship a god differently than another would ie Aedros vs Pnigmenos.

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