Algiedi Posted August 4, 2023 Clone Share Posted August 4, 2023 (edited) Skógrinn Chainbreaker and Vordani Freerunner " "You look at these mountains and think you see the soul of your people. The paths and roads hewn out by great chiefs before you were born, carved out with blood, forged with fire, bound together with steel. Good. Look at my face. What do you think you're fighting now?" SORCERER 1 / WARLOCK 4 Medium humanoid female (Eladrin), chaotic good Armor Class 13 (16 mage armor) Hit Points 31 ( 6 + 4d8 + 5 ) Speed 30' ft. Senses darkvision, passive perception 60' ft. Languages Common, Elvish, Aglorionian, Vordani Proficiency Bonus +3 ABILITIES & SKILLS Proficiency Bonus: +3 Strength 8 (-1) Save -1 Athletics -1 Dexterity 16 (+3) Save +3 Acrobatics +3 | Sleight of Hand +3 | Stealth +6 Constitution 12 (+1) Save +4 No skills associated. Intelligence 13 (+1) Save +1 Arcana +7(E) | History +4 | Investigation +1 | Nature +1 | Religion +1 Wisdom 8 (-1) Save -1 Animal Handling +0 | Insight -1 | Medicine -1 | Perception +2 | Survival -1 Charisma 18 (+4) Save +7 Deception +7 | Intimidation +4 | Performance +7 | 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 Forgery, Alchemist (Trance) Weapons Daggers, darts, slings, quarterstaffs, light crossbows, Shortsword (Trance) Armors None SORCERER CLASS ABILITIES Sorcerer Origin: EntropistYou carry the forces of entropy in your bloodline, fueled by the elemental rule of chaos, and are driven to turn all things into their natural and eventual state of nothingness. | Touch of EntropyStarting at 1st level, your touch destroys non-organic matter. If the nonmagical object isn’t being worn or carried, you can choose to cause your touch to destroy a Tiny object at 1st level, a Small object at 5th level, a Medium object at 9th level, a Large object at 13th level, and a Huge object at 17th level. If the object is being worn or carried by a creature, the creature can make a Dexterity saving throw against your spell save DC to avoid your touch. If the object touched is a non-magical weapon being carried, it takes a permanent and cumulative -1 penalty to damage rolls. If its penalty drops to -5, the weapon is destroyed. If the object touched is either a nonmagical armor or a nonmagical shield being worn or carried, it takes a permanent and cumulative -1 penalty to the AC it offers. Armor reduced to an AC of 10 or a shield that drops to a +0 bonus is destroyed. | Entropic AuraStarting at 1st level, as a bonus action you can choose to begin emanating an aura of entropy that interferes with the natural order of reality. The radius of your aura is 5 feet at 1st level, but increases to 10 feet at 6th level, 15 feet at 11th level, and 20 feet at 16th level. Within your aura, objects cannot be repaired (ex.: by mending spell). Additionally, all healing effects are hampered by your aura and require a DC 10 Constitution saving throw to function. Likewise, you can use another bonus action to end the emanation. WARLOCK CLASS ABILITIES Otherworldly Patron (Fathomless)At 1st level, you have struck a bargain with an otherworldly being of your choice: the Fathomless. The Fathomless is a mysterious entity of cold entropy. It has seen fit to use Skogrinn as a vessel to make its mark on the Kingdom of Aglorian. | Tentacle of the DeepYou can magically summon a shard of frozen entropy that strikes at your foes. As a bonus action, you create a 10-foot-long spike at a point you can see within 60 feet of you. The spike lasts for 1 minute or until you use this feature to create another spike. When you create the spike, you can make a melee spell attack against one creature within 10 feet of it. On a hit, the target takes 1d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. When you reach 10th level in this class, the damage increases to 2d8. As a bonus action on your turn, you can move the spike up to 30 feet and repeat the attack. You can summon the spike a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest | Gift of the SeaYou gain a swimming speed of 40 feet, and you can breathe underwater. | Eldritch Invocations•Lance of Lethargy. Once on each of your turns when you hit a creature with your eldritch blast, you can reduce that creature’s speed by 10 feet until the end of your next turn. •Armor of Shadows. You can cast mage armor on yourself at will, without expending a spell slot or material components. | Pact BoonPact of the Talisman. Your patron gives you an amulet, a talisman that can aid the wearer when the need is great. When the wearer fails an ability check, they can add a d4 to the roll, potentially turning the roll into a success. This benefit can be used a number of times equal to your proficiency bonus, and all expended uses are restored when you finish a long rest. If you lose the talisman, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and it destroys the previous amulet. The talisman turns to ash when you die. RACIAL TRAITS DarkvisionAccustomed to twilit forests and the night sky, 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. | Keen SensesYou have proficiency in the Perception skill. | Fey AncestryYou have advantage on saving throws against being charmed, and magic can't put you to sleep. | TranceYou don’t need to sleep, and magic can’t put you to sleep. You can finish a long rest in 4 hours if you spend those hours in a trancelike meditation, during which you retain consciousness. Whenever you finish this trance, you can change your season, and you can gain two proficiencies that you don’t have, each one with a weapon or a tool of your choice selected from the Player’s Handbook. You mystically acquire these proficiencies by drawing them from shared elven memory, and you retain them until you finish your next long rest. | Fey StepAs a bonus action, you can magically teleport up to 30 feet to an unoccupied space you can see. 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. When you reach 3rd level, your Fey Step gains an additional effect based on your season; if the effect requires a saving throw, DC 15 (8 + your proficiency bonus + your Charisma modifier): •Autumn. Immediately after you use your Fey Step, up to two creatures of your choice that you can see within 10 feet of you must succeed on a Wisdom saving throw or be charmed by you for 1 minute, or until you or your companions deal any damage to the creatures. •Winter. When you use your Fey Step, one creature of your choice that you can see within 5 feet of you before you teleport must succeed on a Wisdom saving throw or be frightened of you until the end of your next turn. •Spring. When you use your Fey Step, you can touch one willing creature within 5 feet of you. That creature then teleports instead of you, appearing in an unoccupied space of your choice that you can see within 30 feet of you. •Summer. Immediately after you use your Fey Step, each creature of your choice that you can see within 5 feet of you takes fire damage equal to your proficiency bonus. FEATS Skill ExpertProficiency: Performance Expertise: Arcana ASI: Charisma ATTACKS WEAPONS Dagger +6 to hit for (1d4+3) piercing damage. | Finesse, light, thrown (20/60) Quarterstaff +2 to hit for (1d6-1/1d8-1) bludgeoning damage. | Simple, versatile SPELLS Eldritch Blast +8 to hit for (1d10) force damage. | Ranged (120) | 2 attacks Ray of Frost +8 to hit for (2d8) cold damage. | Ranged (60) BONUS Tentacle of the Deep +7 to hit for (1d8+4) cold damage. | Reach 10 ft. SPELLS SPELL SLOTS 2/2 (1st), 2/2 (2nd) Pact Sorcerer - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 2 Warlock - Spell Save DC: 15 | Spell Attack Mod: +7 | Spells Known: 5 CANTRIPS (Sorcerer) Mind SliverMind Sliver Enchantment Cantrip Casting Time: 1 action Range/Area: 60ft. Components: V Duration: Instantaneous Attack/Save: INT 15 Source: TCoE, pg. 108 You drive a disorienting spike of psychic energy into the mind of one creature you can see within range. The target must succeed on an Intelligence saving throw or take 2d6 psychic damage and subtract 1d4 from the next saving throw it makes before the end of your next turn. This spell’s damage increases by 1d6 when you reach certain levels: 5th level (2d6), 11th level (3d6), and 17th level (4d6). | Minor IllusionMinor Illusion Illusion Cantrip Casting Time: 1 action Range/Area: 30ft./5ft. Components: S, M(a bit of fleece) Duration: 1 minute Source: PHB, pg. 260 You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature. | Shape WaterShape Water Transmutation cantrip Casting Time: 1 action Range/Area: 30ft. Components: S Duration: Instantaneous Source: XGTE You choose an area of water that you can see within range and that fits within a 5-foot cube. You manipulate it in one of the following ways: You instantaneously move or otherwise change the flow of the water as you direct, up to 5 feet in any direction. This movement doesn’t have enough force to cause damage. You cause the water to form into simple shapes and animate at your direction. This change lasts for 1 hour. You change the water’s color or opacity. The water must be changed in the same way throughout. This change lasts for 1 hour. You freeze the water, provided that there are no creatures in it. The water unfreezes in 1 hour. If you cast this spell multiple times, you can have no more than two of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action. | Sword BurstSword Burst Conjuration cantrip Casting Time: 1 action Range/Area: Self/5ft. Components: V Duration: Instantaneous Attack/Save: DEX 15 Source: SCAG, pg. 143 You create a momentary circle of inky black thorns that sweep around you. All other creatures within 5 feet of you must succeed on a Dexterity saving throw or take 2d6 force damage. This spell’s damage increases by 1d6 when you reach 5th level (2d6), 11th level (3d6), and 17th level (4d6). CANTRIPS (Warlock) Eldritch BlastEldritch Blast Evocation cantrip (shadow) Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 237 A beam of inky black energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam. | Ray of FrostRay of Frost Evocation cantrip Casting Time: 1 action Range/Area: 60ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 271 A frigid beam of blue-white light streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, it takes 2d8 cold damage, and its speed is reduced by 10 feet until the start of your next turn. The spell's damage increases by 1d8 when you reach 5th level (2d8), 11th level (3d8), and 17th level (4d8). | MendingMending Transmutation 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. FIRST LEVEL (Sorcerer) Magic MissileMagic Missile 1st Level Evocation Casting Time: 1 action Range/Area: 120ft. Components: V, S Duration: Instantaneous Source: PHB, pg. 257 You create three inky black darts of entropic energy. 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. | Shield (R)Shield 1st-level abjuration Casting Time: 1 reaction, which you take when you are hit by an attack or targeted by the magic missile spell Range/Area: Self Components: V, S Duration: 1 round Source: PHB, pg. 275 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. FIRST LEVEL (Warlock) Armor of AgathysArmor of Agathys 1st Level Abjuration Casting Time: 1 action Range/Area: Self Components: V, S, M(a cup of water) Duration: 1 hour Source: PHB, pg. 215 A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.| Illusory ScriptIllusory Script 1st Level Illusion Casting Time: 1 minute Range/Area: Touch Components: S, M(a lead-based ink worth at least 10 gp, which the spell consumes) Duration: 10 days Source: PHB, pg. 252 You write on parchment, paper, or some other suitable writing material and imbue it with a potent illusion that lasts for the duration. To you and any creatures you designate when you cast the spell, the writing appears normal, written in your hand, and conveys whatever meaning you intended when you wrote the text. To all others, the writing appears as if it were written in an unknown or magical script that is unintelligible. Alternatively, you can cause the writing to appear to be an entirely different message, written in a different hand and language, though the language must be one you know. Should the spell be dispelled, the original script and the illusion both disappear. A creature with truesight can read the hidden message. | Hex (B)(C)Hex 1st-level Enchantment Casting Time: 1 bonus action Range/Area: 90ft. Components: V, S, M(the petrified eye of a newt) Duration: Concentration, up to 1 hour Source: PHB, pg. 251 You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability. If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours. | Mage ArmorMage Armor 1st-level Abjuration Casting Time: 1 action Range: Touch Target: A willing creature who isn't wearing armor Components: V S M (A piece of cured leather) Duration: 8 hours You touch a willing creature who isn’t wearing armor, and a protective magical force surrounds it until the spell ends. The target’s base AC becomes 13 + its Dexterity modifier. The spell ends if the target dons armor or if you dismiss the spell as an action. (at-will) SECOND LEVEL (Warlock) Hold Person (C)Hold Person 2 Enchantment Casting Time: 1 action Range/Area: 60ft. Components: V, S, M(a small, straight piece of iron) Duration: Concentration, up to 1 minute Attack/Save: WIS 15 Source: PHB, pg. 251 Choose a humanoid that you can see within range. The target must succeed on a Wisdom saving throw or be paralyzed for the duration. At the end of each of its turns, the target can make another Wisdom saving throw. On a success, the spell ends on the target. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, you can target one additional humanoid for each slot level above 2nd. The humanoids must be within 30 feet of each other when you target them. | Cloud of Daggers (C)Cloud of Daggers 2nd-level conjuration Casting Time: 1 action Range/Area: 60ft./5ft. Components: V, S, M(a sliver of glass) Duration: Concentration, up to 1 minute Source: PHB, pg. 222 You fill the air with inky black shards in a cube 5 feet on each side, centered on a point you choose within range. A creature takes 4d4 slashing damage when it enters the spell’s area for the first time on a turn or starts its turn there. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 2d4 for each slot level above 2nd. * Denotes a Midgard spell. / (C) Denotes concentration. / (R) Denotes reaction spell. / (B) Denotes bonus action spell. EQUIPMENT & ENCUMBERANCE TOTAL ENCUMBERANCE (82 lbs.) Weight: 82 lbs. / 120 lbs. max. (15 x STR Score) Status: Unencumbered Penalty: None MONEY POUCH (--- lbs.) Copper: 0 | Silver: 7 | Gold: 310 | Obsidian: 0 | Platinum: 0 (--- Coins x .02 lbs. = --- lbs. Total Weight) EQUIPEMENT READIED (35 lbs.) Equipped items can be retrieved with a manipulate item interaction. Armor (8 lbs.) Traveler's Clothes - 4 lbs. | Fine Clothes - 4 lbs. Weapons (8 lbs.) +1 Wand of the War Mage - 2 lbs. | Dagger - 1 lb. | Quarterstaff - 4 lbs. Readied Items (9 lbs.) Spell Component Pouch - 2 lbs. | Darkstone Amulet - 3 lbs. | Healer's Kit - 3 lbs. | Whitestone Talisman EQUIPMENT STORED (47 lbs.) Stored items can be retrieved with an action. In Backpack (31 lbs.) Backpack - 5 lbs. | Mess Kit - 1 lbs. | (10) Rations - 10 lbs. | Tinderbox - 1lb. | (10) Torches - 10 lbs. | (50gp) Lead Ink - 5 lbs. | (10) Sheets of Parchment | (3) ink pens | (2) Bottles of Ink Strapped to Backpack (16 lbs.) Waterskin - 5 lbs. | Hempen Rope & Grappling Hook - 9 lbs. | Bedroll & Blanket - 10 lbs. EQUIPMENT NOT CARRIED (--) At Home x 15gp - fine clothes 50gp - lead ink 1gp - (10) parchment 0.3gp - (3) ink pens 2gp - (2) ink bottles 100gp - Darkstone Amulet 50gp - Alchemist's Supplies 10gp - Shortsword * Denotes magic item (see below) MAGIC ITEMS NON-ATTUNED ATTUNED (2/3) +1 Ebrin War RodEbrin War Rod Source: PHB Wondrous item, uncommon (requires attunement by a spellcaster) This item functions as if it were a Wand of the War Mage. While holding this wand, you gain a +1 bonus to spell attack rolls. In addition, you ignore half cover when making a spell attack. Darkstone AmuletDarkstone Amulet Source: XGtE This amulet is fashioned from a single shard of resilient extraplanar material originating from the realm of your warlock patron. While you are wearing it, you gain the following benefits: You can use the amulet as a spellcasting focus for your warlock spells. You can try to cast a cantrip that you don't know. The cantrip must be on the Warlock spell list, and you must make a DC 10 Intelligence (Arcana) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case, you can't use this property again until you finish a long rest. APPEARANCE Age 439 | Height 5' 9" | Weight 126 lbs. | Hair Varies | Eyes Pale Blue | Complexion Fair Skogrinn is an arresting and well-dressed woman of obvious Elven descent. An impressive set of Vordani slave tattoos, eleven white tusks, have been chiseled into her ageless face. A ritual performed by chieftains of the White Mammoth Clan and other Vordani, slaves and other property of the chiefs are marked with a red-hot chisel and ink whenever their ownership changes. If true, the placement and care taken for the placement of the tattoo tells a remarkable story as to the length of her enslavement and her position and role in the clan. With a more detailed inspection, it is difficult to place the age of this particular Elf. While she possesses the eternal youth inherent to all Elvenkind, her style of clothes and hair seem out of place. The red cloak she wears is in remarkable condition, albeit dated and out-of-fashion. Historians might recognize the design and threading as one commonly worn by the original Redcloaks, and if real, an antique heirloom. Gold and fine jewelry add a certain prestige to her appearance, although even these bear an uncanny resemblance to the opulent military medals of the Ebrin Dynasty. Taken together, this incongruity reveals a startling fashion statement and an additional chapter to her story. A conversation with Skogrinn reveals herself to be soft-spoken and an attentive listener; albeit one who is a little behind the times. It is evident that she has a stubborn distaste for the Vordani, but has an equally strong taste for adventure and novelty. Arcanists know that it is possible to understand qualities of how a spellcaster has studied and honed their craft by their movements and methods. For example, a shadow wizard may spend hours pondering the dark and bitter reflections of a dying forest or studying the dying remains of fiery embers. These reflections on the real world can be seen in the weaving of their iconic spells mimicking shadowy vines and fireballs. It is a deceptive, but gentle magic that accepts the inevitability of death. In comparison, Skogrinn's magic techniques has the distinct impression of violently rejecting natural laws like death. It rends and tears apart reality and removes objects from death and decay. It is a power that exists solely to bring violent change to the natural order and a textbook example of a magic corrupting the world. BACKGROUND Vordan Freerunner Source Custom Personality Traits: I pepper my speech with archaic and old colloquialisms that show my age. I would rather make a new friend than a new enemy. Ideals: Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic) Bonds: Someone I loved died because of I mistake I made. That will never happen again. Flaws: I have a tell that reveals when I'm lying. Skogrinn's fingers fidget. An arcanist may recognize the movements as similar to those used for illusion spells. Background Feature: Adventurer Guild Contact. You have a reliable and trustworthy contact who acts as your liaison to a network of other adventurers. You know how to get messages to and from your contact, even over great distances; specifically, you know the local messengers, caravan masters, and like-minded individuals who can deliver messages for you. BACKSTORY "Path Through the Mountain" by Scott Buckley The Eladrin have a belief: a life without four seasons is a life wasted. There are moments when one feels happy and joyous, generous and forgiving, dour and sad, or even eager and excitable. Experiencing and carving your way through all these seasons is the path to a fulfilling life. Sitting in quiet meditation, Skogrinn used the age-old tradition of ritualistic trance to skim through four centuries of memories. Eladrin are not known to be particularly affable creatures, making a more striking impression to the other lineages with the level of their detachment than their beauty. Although, their near-immortal lifespan contributes to a dim sense of time for their people as a whole, there is a remarkable lack of social structure between Eladrin themselves. Nearly all Eladrin travel the world alone; and on the rare occasion two Eladrin happen to meet and procreate, they will raise the child for 20 years before leaving them on their own to apprentice in a nearby village or town. These new adults are then expected to make their own way in the world, with no expectation of ever meeting again. This practice teaches all adults the harshest and most important lesson of the changing seasons and the bonds that Eladrin forge. Skogrinn was a winter fey born on the frozen foothills of the Vordan mountains. Food and shelter were always difficult to find in the rural north thanks to half a century of neglect by the Wyltammer Regency. The neighboring Vordani did not make life easier either, especially when they scoured the village for those magically gifted. Thankfully, the family easily passed themselves off as Elves and did not attract attention from the priesthood. She never understood how they managed this until Skogrinn received her final gifts and presents from her parents on her 20th nameday: an amulet of braided metal thread holding a single, radiant crystal of light. This talisman, they claimed, would protect her and her future family if she would form a pact with it. Uncertain, and unwilling to part from her parents, a young Skogrinn tried to delay the pact ritual. However, her parents adhered to tradition and departed the next day; although not before teaching her the ritual necessary to form the pact. Sulking, the Eladrin did not form the pact for a full year, but that was enough time for a magefinder priest to catch her scent. As a young, magic-tainted Eladrin, she was an excellent trophy and the villagers soon offered up as tribute to the White Mammoth chieftain in return for peace. Her few remaining possessions and personal gifts were divided between the villagers, including the talisman that would have protected her. This unfortunate series of events did introduce Skogrinn to an Elf sorcerer pseudonymously named Kochbez, who provided her informal training in the arcane arts until his death. Thus apprenticed to a sorcerer and a Vordani slave, the young Eladrin absorbed as much knowledge as she could while waiting for any opportunity to escape. With such a difficult century as the foundation for her formative years, the other seasons did not come easily to Skogrinn. However, the catalyst for a new season came when King Talenar I began his campaigns against the Vordani tribes. As one of many slaves freed by the King's armies, she eagerly joined the Ebrin Dynasty in their war to free slaves and to defend against the northern barbarians. A memory of a shattered iron chain and the iron sting of blood rose unbidden to her mind. It is still disturbing how easily she succumbed to revenge and destruction when offered that choice. She returned to her home village in hopes of reclaiming any keepsakes, and annihilated her hometown with entropic magic. The only piece that remained was the talisman. While these events helped her bring an end to a century-long problem of hers, it did not help ease her regrets. The shame and regret she felt on her twentieth naming hadn't disappeared with time, but only submerged and buried beneath the passing of centuries. It's not a pleasant memory, but they are a good reminder for Skogrinn not to lose sight of herself in anger. Curiously, the talisman did give her some solace. During her trances, an entity would call out to her and offer advice or directions on what to do. Although initially suspicious, the entity did help her develop magic to make her stronger. Even more importantly, it guided her to the town of Gorso, where she could finally lay to rest the remains of her mentor, Kochbez. There, she met his children, a Half-Elven mercenary band. They were working humbly as hired guards to protect traveling merchants from monsters. However, as the adventuring party grew older, they couldn't help but look on with envy at the older merchants who retired to live in the cities as guildmasters. Seeing an opportunity, the first Adventurer's Guild was established using the elder adventurer's knowledge of monster migrations and breeding grounds to preemptively remove threats against merchants and trade. Business and trade flourished, and the guild spread its influence to later be incorporated into the greater alliance of city guilds. Skogrinn offered some advice and history lessons to the party, but chiefly worked as a clerk where she mastered the paperwork and seals necessary for travel between cities. The Azennar dynasty brought an age of unprecedented peace and unity to the kingdom. The inclusion of new people previously considered monsters and the friction that change caused taught her much about generosity towards others and the forgiveness of ancient hatreds. It was almost enough for her to overcome her hatred of the Vordani, until Grand Chief Jonarr and the White Mammoth Clan invaded. The talisman in the entity did not contact her for many decades, but appeared mysteriously one day to command her to personally collect and destroy as many black crystals as possible. Suspicious of the veracity of the vision, she used her contacts in the adventurer's guild to investigate and soon received many reports of a rare mineral with a disturbing history: dark crystal. Investigation of the material revealed it to be possibly connected to the Dark Star, and a priority alert was soon issued to all adventurers. Naturally, Skogrinn also joined on many quests to find and destroy the material; but there were many more who harvested or smuggled the material for less noble purposes. This shadow war between the law and smugglers was excellent training and helped Skogrinn develop her skills; just in time for her to contribute to the great Vordani invasion. Unlike in her youth, the ancient Eladrin made significant contributions to the kingdom's war effort. She spent many decades after the truce was signed to liberate and smuggle Vordani slaves captured in the war. It was from this time that the name of Skogrinn of Gorso, chainbreaker and Vordani freerunner, came to be known through tale and song; and the most likely reason the adventuring company invited her to join them. Recent news coming from the town of Gorso have been distressing, and warrant a careful investigation. It is her hope that this adventurer company would be a good way of restoring proper rule in the region and to keep the entropist faction in check. Opening her eyes, Skogrinn's pale blue eyes stared into the mirror to see her swirling golden hair fading into an autumnal ochre. Affability, generosity, and trust came easily to her now and using these memories would help her make friends. The entity in the talisman had given her a new vision and advised her to seek help in Ornabyr. Judging from her past experience, she knows she ignores its advice at the peril of herself and her friends in Gorso. Edited August 21, 2023 by Algiedi (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Algiedi Posted August 4, 2023 Author Clone Share Posted August 4, 2023 (edited) PC Skogrinn Eladrin Sorcerer 1 / Warlock 4 AC: 16 (Mage Armor) | HP: 31/31 | Initiative: +3 | Passive Perception: 12 Spell Slots: 1st 2/2, 2nd 2/2 | Spell Attack: +8 | Spell DC: 16 Sorcery Points: 0/0 | Fey Step: 3/3 | Talisman: 3/3 | DM Inspiration: 1/1 Post goes here. "Speech" thoughts in italics 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. Edited August 21, 2023 by Algiedi (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted August 7, 2023 Clone Share Posted August 7, 2023 @Algiedi I have marked Skógrinn as completed. Everything looks solid. Good luck in final selection. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted August 21, 2023 Clone Share Posted August 21, 2023 Just a reminder that the picture in your post template is not a picture of your character. ????😉 Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Algiedi Posted August 21, 2023 Author Clone Share Posted August 21, 2023 Sorry, couldn't figure out how to change the photo without changing its position. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted August 21, 2023 Clone Share Posted August 21, 2023 (edited) No worries. Once you change the picture, while still editting, hold down the control key and right click on the image. Then choose edit image. There you can adjust the size of it and at the bottom is a bar the says left center right. Click on right and it will align your picture on the right. Edited August 21, 2023 by Draidden (see edit history) Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Draidden Posted August 21, 2023 Clone Share Posted August 21, 2023 Oopps. Looks like you figured it out. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Algiedi Posted August 21, 2023 Author Clone Share Posted August 21, 2023 Reference Materials Description of a raid from an enslaved Dane Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
bwatford Posted August 21, 2023 Clone Share Posted August 21, 2023 Ok, a few corrections on your posting template: Passive Perception should be 12 Spell DC should be 16 You should not have any sorcery points as 1st level sorcerers do not have access to them. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
Algiedi Posted August 21, 2023 Author Clone Share Posted August 21, 2023 Thanks bwatford. I must've forgotten to remove those from the template. Name xDiceName xDiceResult xDiceString xDiceRolls Link to comment Share on other sites More sharing options...
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