[hider=Darunia Genmaris] [color=39b54a]Name[/color]: Darunia Genmaris [color=39b54a]Race[/color]: Drow [color=39b54a]Age[/color]: 113 [color=39b54a]Gender[/color]: Male [color=39b54a]Appearance[/color]: [hider=Darunia][img]https://i.pinimg.com/originals/22/e1/ef/22e1ef8dae1a54e5b8c4fc5842482d1f.jpg[/img][/hider] [color=39b54a]Level[/color]: 0 [color=39b54a]Proficiency[/color]: +1 [color=39b54a]Health[/color]: 2/2 [color=39b54a]Stats[/color]: [i]Strength[/i] - 12 (+1) [i]Dexterity[/i] - 14 (+2) [i]Constitution[/i] - 12 (+1) [i]Intelligence[/i] - 10 (+0) [i]Wisdom[/i] - 12 (+1) [i]Charisma[/i] - 16 (+3) [color=39b54a]Proficient Skills[/color]: Perception(+1), Deception(+4), Stealth(+3), [color=39b54a]Proficient Tools[/color]: Playing cards, Thieves' tools. [color=39b54a]Traits[/color]: [i]Darkvision[/i] - 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.(This involves your Racial Abilities, Background Abilities, and Languages) [i]Keen Senses[/i] - You have proficiency in Perception. [i]Fey Ancestry[/i] - You have advantage on saves against being charmed, and magic can't put you to sleep. [i]Trance[/i] - Elves meditate deeply, remaining semiconscious, for 4 hours a day in place of sleeping. You gain the same benefit that a human does from 8 hours of sleep. [i]Languages[/i] - You can speak, read, and write Common and Elvish. [i]Superior Darkvision[/i] - Your darkvision has a radius of 120 feet. [i]Sunlight Sensitivity[/i] - You have disadvantage on attack rolls and on Perception checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. [i]Drow Magic[/i] - You know the Dancing Lights cantrip. When you reach 3rd level, you can cast the Faerie Fire spell once per day. When you reach 5th level, you can also cast the Darkness spell once per day. Charisma is your spellcasting ability for these spells. [i]Drow Weapon Training[/i] - You have proficiency with rapiers, shortswords, and hand crossbows. [color=39b54a]Abilities[/color]: None. [color=39b54a]Inventory[/color]: A crowbar, a set of dark common clothes including a hood, and a belt pouch containing 9 GP, 5 SP. [color=39b54a]Background[/color]: His distant family always had two words to describe Darunia: troublemaker, and curious. As a very young child living in an underground society of other Drow, Darunia had little restraint when it came to respecting others' belongings. No amount of punishments, chastisings, or forced labor could change his ways. A detriment to his family and his community, no one seemed to mind whenever he was exiled by the matriarch after a troublesome incident involving the theft of a very expensive idol. As he was sent out of the town, he etched the face of the Drow priestess in his memory: Sylmae Caiwraek. It was when he was 31 years old that he felt the harsh and painful embrace of the sun grip at his face, and for a while, Darunia became a drifter. A new outlook for life was placed before the Drow: he earned a distinct loathing for the sun, his curiosity was obliterated, and he held strong contempt for authority. How do you win against the one who sets the rules? His penchant for sticking his nose in other people's business and sneaking around from place to place became a boon in time. His hatred for authority softened greatly as time passed, and he came to respect the boundaries of others... mostly. Traveling from place to place cost money, leaving Darunia with the task of picking odds and ends with him from place to place, sneaking onto carriages for free rides, and selling whatever he'd taken from his previous stop in the next. This was not exactly a profitable venture, and it failed several times. The young Drow saw his fair share of prison time and then some, owing to his heritage. Jail gave him enough time to learn how to hide in the shadows, how to pick locks, and how to seal lips, but his most important lesson came when he met up with Lompen, a gnome footpad who was a regular in the jail. Lompen saw potential in Darunia, and the two became literal partners in crime. In their time together, Lompen taught Darunia the secrets of breaking and entering, how to find what could and could not be pawned off, avoiding detection, and how to guage the routes of a patrol. The closest thing he had gained to an ally, Darunia was very grateful for Lompen's company, and the two became fast friends. This friendship shattered, however, when Lompen stabbed Darunia in the back one night after a heist gone awry. Leaving him stuck in a window, the young gnome has owed a massive debt to a local crime syndicate, and they had come to collect. Lead by a swarm of bloodhounds, a gang of angry orcs came to the trapped Drow and nearly slaughtered him in the one-sided battle that followed. While that night is one buried away by his mind, he will never forget the insignia that emblazoned the uniforms of the orcs: a red circle, depicting a bat with two swords being held in its wings. Darunia fled into the night with haste, a kind he had never felt before. He fled to the sanctuary of the forest, his body screaming in pain. This incident was what sparked his seemingly primal fear of dogs and orcs, and sparked an interest in nature for Darunia. He began to take note of the creatures of the forest, their intricate designs and builds, how they fought for survival... It was in observing their methods that he was able to improve his own. On one fateful night in the forest, he soon found a new town for him to slink through: Frontier Town. He had a simple mission: learn the lay of the land, gather intrigue, and pull the strings of the rich to suit his own ends. His goal? To rise above the law of the land, and to eventually get his revenge on those who have wronged him. Sylmae Caiwraek, Lompen, and the group who nearly tore him to pieces that fateful night... They would all suffer under his heel. [/hider]