Jump to content

Oonquawll (Uncle) - Tortle Divination Wizard / Knowledge Cleric


Recommended Posts

Oonquawll (Uncle)

uncle.jpg.41c5ff79814ae83e626a8fd5dcbacb22.jpg

 

 

WIZARD 2 / CLERIC 1

Medium humanoid male (Tortle), neutral good


Armor Class 19

Hit Points 21 ( 2d6 + 1d8 + 6 )
Speed 30'


Senses  passive perception 20' ft.

Languages Common, Goblin, Elvish, Draconic, Primordial (Terran)

Proficiency Bonus +2

 

ABILITIES & SKILLS 

Proficiency Bonus: +2

Strength 10 (+0)
Save +0
Athletics +0


Dexterity 10 (+0) 
Save +0 
Acrobatics +0 | Sleight of Hand +0 | Stealth +0


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


Intelligence 16 (+3)
Save +5 
Arcana +7 | History +7 | Investigation +3 | Nature +5| Religion +5


Wisdom 14 (+2)
Save +4 
Animal Handling +2 | Insight +4 | Medicine +4Perception +4 | Survival +2


Charisma 12 (+1) 
Save +1 
Deception +1 | Intimidation +1 | Performance +1 | Persuasion +1

Bold denotes proficiency.

 
PROFICIENCIES & ABILITIES

 PROFICIENCIES

  • Tools  Herbalism Kit
  • Instruments  none
  • Weapons  Daggers, darts, slings, quarterstaffs, light crossbows
  • Armors Light Armor, Medium Armor, Shields

WIZARD CLASS ABILITIES
Arcane RecoveryYou have learned to regain some of your magical energy by studying your spellbook. Once per day when you finish a short rest, you can choose expended spell slots to recover. The spell slots can have a combined level that is equal to or less than half your wizard level (rounded up), and none of the slots can be 6th level or higher. For example, if you're a 4th-level wizard, you can recover up to two levels worth of spell slots. You can recover either a 2nd-level spell slot or two 1st-level spell slots. | Ritual CastingYou can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared. | Arcane Tradition (Divination Savant)Beginning when you select this school at 2nd level, the gold and time you must spend to copy a Divination spell into your spellbook is halved. | PortentStarting at 2nd level when you choose this school, glimpses of the future begin to press in on your awareness. When you finish a long rest, roll two d20s and record the numbers rolled. You can replace any attack roll, saving throw, or ability check made by you or a creature that you can see with one of these foretelling rolls. You must choose to do so before the roll, and you can replace a roll in this way only once per turn.

Each foretelling roll can be used only once. When you finish a long rest, you lose any unused foretelling rolls.


CLERIC CLASS ABILITIES

Ritual CastingYou can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared. | Domain SpellsEach domain has a list of spells-its domain spells that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day.

If you have a domain spell that doesn't appear on the cleric spell list, the spell is nonetheless a cleric spell for you.

Cleric Level 1: Command, Identify
Cleric Level 3: Augury, Suggestion
Cleric Level 5: Nondetection, Speak with Dead
Cleric Level 7: Arcane Eye, Confusion
Cleric Level 9: Legend Lore, Scrying
 | Blessings of KnowledgeAt 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion. Your proficiency bonus is doubled for any ability check you make that uses either of those skills.

RACIAL TRAITS
ClawsYou have claws that you can use to make unarmed strikes. When you hit with them, the strike deals 1d6 + your Strength modifier slashing damage, instead of the bludgeoning damage normal for an unarmed strike. | Hold BreathYou can hold your breath for up to 1 hour. | Natural ArmorYour shell provides you a base AC of 17 (your Dexterity modifier doesn’t affect this number). You can’t wear light, medium, or heavy armor, but if you are using a shield, you can apply the shield’s bonus as normal. | Nature's IntuitionThanks to your mystical connection to nature, you gain proficiency with one of the following skills of your choice: Animal Handling, Medicine, Nature, Perception, Stealth, or Survival. | Shell DefenseYou can withdraw into your shell as an action. Until you emerge, you gain a +4 bonus to your AC, and you have advantage on Strength and Constitution saving throws. While in your shell, you are prone, your speed is 0 and can’t increase, you have disadvantage on Dexterity saving throws, you can’t take reactions, and the only action you can take is a bonus action to emerge from your shell.


FEATS

None

 

WEAPONS

WEAPONS

  • Quarterstaff +2 to hit for (1d6+0) bludgeoning damage. | Versatile (1d8)

 

SPELLS

SPELL SLOTS 4/4 (1st), 2/2 (2nd)

  • Cleric - Spell Save DC: 14 | Spell Attack Mod: +4 | Spell Prepared: 3 + 2 domain
  • Wizard - Spell Save DC: 15 | Spell Attack Mod: +5 | Spells Prepared: 5

CANTRIPS (CLERIC)

| GuidanceDivination cantrip

Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Concentration, up to 1 minute

You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.
(C)| 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.
| MendingTransmutation cantrip

Casting Time: 1 minute
Range: Touch
Components: V, S, M (two lodestones)
Duration: Instantaneous

This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage.

This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.
 |


CANTRIPS (Wizard)

| Toll the DeadNecromancy 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).
| Mage HandConjuration cantrip

Casting Time: 1 action
Range: 30 feet
Components: V, S
Duration: 1 minute

A spectral, floating hand appears at a point you choose within range. The hand lasts for the duration or until you dismiss it as an action. The hand vanishes if it is ever more than 30 feet away from you or if you cast this spell again.

You can use your action to control the hand. You can use the hand to manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. You can move the hand up to 30 feet each time you use it.

The hand can’t attack, activate magical items, or carry more than 10 pounds.
| MessageTransmutation cantrip

Casting Time: 1 action
Range: 120 feet
Components: V, S, M (a short piece of copper wire)
Duration: 1 round

You point your finger toward a creature within range and whisper a message. The target (and only the target) hears the message and can reply in a whisper that only you can hear.

You can cast this spell through solid objects if you are familiar with the target and know it is beyond the barrier. Magical silence, 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood blocks the spell. The spell doesn’t have to follow a straight line and can travel freely around corners or through openings.
|


FIRST LEVEL (Cleric)

| 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.
| Identify1st-level divination (ritual)

Casting Time: 1 minute
Range: Touch
Components: V, S, M (a pearl worth at least 100 gp and an owl feather)
Duration: Instantaneous

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.

If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.
| 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) | Detect Evil and Good1st-level divination

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.

The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(C) | 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) |


FIRST LEVEL (Wizard)

| False Life1st-level necromancy

Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
| Feather Fall1st-level transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
(R) | Magic Missile1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
| Shield1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
(R) | Sleep1st-level enchantment

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
|

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

WIZARD'S SPELLBOOK

These spells are not available unless they have been prepared ahead of time. (Unless they are a ritual.)

FIRST LEVEL

| Alarm1st-level abjuration (ritual)

Casting Time: 1 minute
Range: 30 feet
Components: V, S, M (a tiny bell and a piece of fine silver wire)
Duration: 8 hours

You set an alarm against unwanted intrusion. Choose a door, a window, or an area within range that is no larger than a 20-foot cube. Until the spell ends, an alarm alerts you whenever a tiny or larger creature touches or enters the warded area. When you cast the spell, you can designate creatures that won’t set off the alarm. You also choose whether the alarm is mental or audible.

A mental alarm alerts you with a ping in your mind if you are within 1 mile of the warded area. This ping awakens you if you are sleeping. An audible alarm produces the sound of a hand bell for 10 seconds within 60 feet.
 | Chromatic Orb1st-level evocation

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a diamond worth at least 50 gp)
Duration: Instantaneous

You hurl a 4-inch-diameter sphere of energy at a creature that you can see within range. You choose acid, cold, fire, lightning, poison, or thunder for the type of orb you create, and then make a ranged spell attack against the target. If the attack hits, the creature takes 3d8 damage of the type you chose.

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.
| Comprehend Languages1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S, M (a pinch of soot and salt)
Duration: 1 hour

For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.

This spell doesn’t decode secret messages in a text or glyph, such as an arcane sigil, that isn’t part of a written language.
 | Detect Magic1st-level divination (ritual)

Casting Time: 1 action
Range: Self
Components: V, S
Duration: Concentration, up to 10 minutes

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any.

The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.
(C) | False Life1st-level necromancy

Casting Time: 1 action
Range: Self
Components: V, S, M (a small amount of alcohol or distilled spirits)
Duration: 1 hour

Bolstering yourself with a necromantic facsimile of life, you gain 1d4 + 4 temporary hit points for the duration.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you gain 5 additional temporary hit points for each slot level above 1st.
| Feather Fall1st-level transmutation

Casting Time: 1 reaction, which you take when you or a creature within 60 feet of you falls
Range: 60 feet
Components: V, M (a small feather or piece of down)
Duration: 1 minute

Choose up to five falling creatures within range. A falling creature’s rate of descent slows to 60 feet per round until the spell ends. If the creature lands before the spell ends, it takes no falling damage and can land on its feet, and the spell ends for that creature.
(R) | Find Familiar1st-level conjuration (ritual)

Casting Time: 1 hour
Range: 10 feet
Components: V, S, M (10 gp worth of charcoal, incense, and herbs that must be consumed by fire in a brass brazier)
Duration: Instantaneous

You gain the service of a familiar, a spirit that takes an animal form you choose: bat, cat, crab, frog (toad), hawk, lizard, octopus, owl, poisonous snake, fish (quipper), rat, raven, sea horse, spider, or weasel. Appearing in an unoccupied space within range, the familiar has the statistics of the chosen form, though it is a celestial, fey, or fiend (your choice) instead of a beast.

Your familiar acts independently of you, but it always obeys your commands. In combat, it rolls its own initiative and acts on its own turn. A familiar can’t attack, but it can take other actions as normal.

When the familiar drops to 0 hit points, it disappears, leaving behind no physical form. It reappears after you cast this spell again. As an action, you can temporarily dismiss your familiar to a pocket dimension. Alternatively, you can dismiss it forever. As an action while it is temporarily dismissed, you can cause it to reappear in any unoccupied space within 30 feet of you. Whenever the familiar drops to 0 hit points or disappears into the pocket dimension, it leaves behind in its space anything it was wearing or carrying.

While your familiar is within 100 feet of you, you can communicate with it telepathically. Additionally, as an action, you can see through your familiar’s eyes and hear what it hears until the start of your next turn, gaining the benefits of any special senses that the familiar has. During this time, you are deaf and blind with regard to your own senses.

You can’t have more than one familiar at a time. If you cast this spell while you already have a familiar, you instead cause it to adopt a new form. Choose one of the forms from the above list. Your familiar transforms into the chosen creature.

Finally, when you cast a spell with a range of touch, your familiar can deliver the spell as if it had cast the spell. Your familiar must be within 100 feet of you, and it must use its reaction to deliver the spell when you cast it. If the spell requires an attack roll, you use your attack modifier for the roll.
| Magic Missile1st-level evocation

Casting Time: 1 action
Range: 120 feet
Components: V, S
Duration: Instantaneous

You create three glowing darts of magical force. Each dart hits a creature of your choice that you can see within range. A dart deals 1d4 + 1 force damage to its target. The darts all strike simultaneously and you can direct them to hit one creature or several.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the spell creates one more dart for each slot level above 1st.
| Shield1st-level abjuration

Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell
Range: Self
Components: V, S
Duration: 1 round

An invisible barrier of magical force appears and protects you. Until the start of your next turn, you have a +5 bonus to AC, including against the triggering attack, and you take no damage from magic missile.
(R)| Sleep1st-level enchantment

Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute

This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).

Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.

At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
 |

(C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell.

 

EQUIPMENT & ENCUMBERANCE

TOTAL ENCUMBERANCE (63.64 lbs.)

  • Weight:  63.64 lbs. / 150 lbs. max. (15 x STR Score)
  • Status: Unencumbered
  • Penalty: None

MONEY POUCH (1.14 lbs.)

Copper: 5 | Silver: 2 | Gold: 0 | Obsidian: 0 | Platinum: 0

(7 Coins x .02 lbs. = 0.14 lbs. Total Weight)


EQUIPEMENT READIED (15 lbs.)

Equipped items can be retrieved with a manipulate item interaction.

  • Armor (0 lbs.) 
  • Weapons ( 4 lbs.)   
    • Quarterstaff (4 lbs.)
  • Readied Items ( 11 lbs.)
    • Component Pouch (1 lb.)
    • Pouch (1 lb.)
      • 2 Healing Potion (1 lb.)
    • Pouch (1 lb.)
      • 5 Pieces of Chalk (-)
    • Herbalism Kit (3 lb.)

EQUIPMENT STORED ( 47.5 lbs.)

Stored items can be retrieved with an action.

  • In Backpack ( 32.5 lbs.) 
    • Spellbook (3 lbs.)
    • Scroll Case w. Notes (1 lb.)
    • Common Clothes (3 lbs.)
    • Book of Lore (5 lbs.)
    • Bottle of Ink (-)
    • Quill Pen (-)
    • 10 Sheets of Parchment (-)
    • Small Bag of Sand (-)
    • Small Knife (0.5 lbs.)
    • 5 Days Rations (10 lbs.)
    • Waterskin (full) (5 lbs.)
  • Strapped to Backpack (15 lbs.) 
    • Winter Blanket (5 lbs.)
    • 50' Rope (10 lbs.)

EQUIPMENT NOT CARRIED (--)

  • At Home 

* Denotes magic item (see below)

 

MAGIC ITEMS

NON-ATTUNED


ATTUNED

ATTUNED (0/3)

 

 

APPEARANCE

Age 18 years | Height 5' 3" | Weight 380 lbs. Hair None | Eyes Yellow | Complexion Scaly


Oonquawll has yellowish eyes and a pleasant face, usually bearing a faint, absent-minded smile. His greenish brown skin is rough and scaly and he has a horny protrusion on his chin that is reminiscent of a beard. His shell is enormous and makes up a significant part of his weight. It is made even larger by a huge backup stuffed with scrolls and papers and other tools of the scholar's trade. He wears a brimless red hat decorated with a gold eye with a spiral for the pupil. He leans on a walking stick when he walks.

Uncle is typically rather calm and placid. He moves and speaks deliberately and gives the impression that every word and action is considered and deliberate. He is an old soul and very kindly, giving the impression of being much older than his 18 years with an avuncular or even grandfatherly air to him.

 

BACKGROUND

Hermit
PHB 


  • Personality Traits: 
    • I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
    • I am utterly serene, even in the face of disaster.
    • Slow and steady wins the race.
  • Ideals: 
    • Greater Good. My gifts are meant to be shared with all, not used for my own benefit. (Good)
    • Knowledge. The path to power and self-improvement is through knowledge. (Neutral)
  • Bonds: 
    • I'm still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
  • Flaws: 
    • Most people scream and run when they see a demon. I stop and take notes on its anatomy.

Background Feature: Discovery

The quiet seclusion of your extended hermitage gave you access to a unique and powerful discovery. The exact nature of this revelation depends on the nature of your seclusion. It might be a great truth about the cosmos, the deities, the powerful beings of the outer planes, or the forces of nature. It could be a site that no one else has ever seen. You might have uncovered a fact that has long been forgotten, or unearthed some relic of the past that could rewrite history. It might be information that would be damaging to the people who or consigned you to exile, and hence the reason for your return to society.

Work with your DM to determine the details of your discovery and its impact on the campaign.


BACKSTORY

Oonquawll was born and grew up in the Evermoors. Showing an early propensity for magic he was apprenticed to a wizard and formed an impromptu 'adventuring party' with a fledgling lizardfolk barbarian named Rhutaxl and a grung rogue named b'Esh'n'Esh and a tortle druid named Seny. None of them really knew what they were doing but set out to explore the surrounding swamps. They had a few reasonably successful outings but then went to explore an old monastery that they had heard about deep in the swamp. They found the place but, when they didn't find any treasure or monsters, just a massive library, they got bored and returned home. On the way back Rhutaxl was killed and Seny badly wounded in a fight with a huge albino alligator which pretty much soured the group on any further 'adventuring'.

Unlike the others, Oonquawll was intrigued by the monastery and began spending more an more time there, finding that it was devoted to the idea of collecting, preserving and assimilating knowledge rather than to any particular god of knowledge. This resonated with the young tortle with his wizardly bent and his people's mystical inclinations and he began spending more and more time there, eventually making it his hermitage, reading, meditating, thinking deeply, deepening his devotion to the pursuit of knowledge until it became almost a faith for him. He even found himself able to draw on this faith a bit to perform minor miracles although his primary focus continued to be wizardry, although his focus on knowledge did lead him to specialize in divination magic.

After a few years in semi-isolation, Oonquawll began having disturbing dreams. He couldn't remember most of them, just a few images: a darkened sky erasing the sky, moon and stars, a rain of fire, and a pair of eyes, one glowing ember red, the other extinguished, gazing at him with contempt from the darkness, but they filled with with a sense of dread and a foreboding that something terrible was in the offing. The feeling of impending doom began to build in him and he eventually headed to the Vance's Academy of Adventure, hoping to consult with some of the faculty there and learn something about what he was experiencing.

The mages at Vances' were intrigued by Oonquawll's visions but couldn't offer any real insight. However, seeing the Academy raising up a new generation of adventurers led Oonquawll to decide that perhaps the faculty couldn't help him because the visions were specific to him and meant to spur him to action. He decided to ask to stay on and study at the Academy, despite uneasy memories of his earlier adventures. They had been young and naïve with no idea what they were actually doing. He believed Vance's could help him find the preparation he had lacked.

In order to pay for his tuition, Oonquawll worked in the infirmary, using his knowledge of medicine to assist the healers there. He also made some money on the side using his knowledge of herbalism and nature to collect various plants to sell to those looking for medicine, spell components and, occasionally, a good time. His work in the infirmary, along with his kindly demeanor, use of his knowledge and divination magic to dispense advice, appearance much older than his years and the difficulty most have pronouncing his name have led to him being known by a simplifying of his proper name to "Uncle" by a good number of the student body.

On the cusp of graduation, Uncle finds himself no closer to understanding the significance of his visions but feeling much more prepared to face the challenges of going out into the world to seek answers for himself in whatever dark corners he might be led to seek them. He looks to the future with hope, though he is uncertain what exactly it will hold for him or what he will discover.

 

 

 

Edited by The Eyeball Kid (see edit history)
Link to comment
Share on other sites

  • 4 weeks later...
17 hours ago, The Eyeball Kid said:

@bwatford Unless there's anything else you need (and I realize you may not have time to give feedback before the final review) I think Uncle here can be considered complete.

Thanks for the application, everything looks to be in order.

Good luck in the final selection.

Link to comment
Share on other sites

ร—
ร—
  • Create New...