Deep in the frostbitten highlands stands the village of Greyharrow, a place long abandoned by the world’s trade routes and forgotten by those who once claimed it. Only the Waystone Inn remains alive, the former trading station turned into a reluctant beacon for those with nowhere else to go. Runaways, drifters, petty criminals, and people fleeing pasts they’d rather keep buried all find their way here eventually. In Greyharrow, no one asks questions, no one judges, and no one looks too closely. For many, this ramshackle settlement has become the closest thing to a second home. A place where the world finally stops chasing them, and they get a second chance, whether they deserve one or not. The town itself is surrounded by an old, yet incredibly sturdy mountain wall that forms a nearly perfect circle, and has a large, arcane tower that sits abandoned on the mountains at the bottom of the circle. This observatory has always had an aura of mystery, as no one has ever managed to break in, or loot it. Thus, hundreds of adventures and dozens of groups fall victim to the magical defenses this ancient fortress still boasts. Yet beneath the worn wooden floors of the houses and ice-cracked stone on the street, something far older hums through a ley line that the village unknowingly sleeps atop.
One winter night, that ancient power ruptures. An arcane engine within the old observatory seemingly detonates. At first, it only felt like the ground itself shook underneath their feet. Yet, within a moment, an impossible storm of color and sound preceded reality breaking around the town, tearing Greyharrow from its moorings. When reality returned, the Waystone Inn, its residents, and the entirety of the town find themselves now drifting through the Astral Seas, dancing among the very stars themselves, where time and distance lose their meaning. They are unmoored, frightened, and utterly alone in a place that offers no maps, no mercy, and no promise of return.
Now the village of Greyharrow, clinging to its floating shard of earth, serves as an unwilling vessel carrying its mismatched crew across astral storms and dying worlds. Their mission is simple at first glance. Figure out how the magic of The Observatory works, figure out where they are, and figure out how to get home. Yet as this motley crew advances, they will quickly learn that something vast and alien is stirring beyond the horizon. Is it an intelligence waiting, watching, and preparing to break through? Or do the stars themselves hide horrors that are best left unspoken?
For the setting, this will be a homebrew world. I am going to make this a fantasy story with almost every DnD fantasy race available. As long as it's in the Player's Handbook, I am good to go. The time period will be undisclosed in a sense. At most, there is a very active and alive steampunk world somewhere in the world we hail from. Things like trains, airships, and even some steam-powered carlike contraptions do exist. However, they do not exist in our corner of the frontier. Thus, your character can have experienced devices, or be able to make devices, like that but we will be without them at the start of the story. You will have agency to try and create devices that fit that setting as we advance; however, so if your character is someone who likes to create you will have that ability. Fashion is also flexible, owing to the diverse and evolving timelines our characters will come from.
The basic premise of this RP is that you will play as one of the many rabblerousers who either call Greyharrow home or as an unlucky traveler caught in the chaos. Regardless of how or when you arrived, you were present in the Tavern when the observatory seemingly exploded. While the building still stands, there is no doubt that your current predicament is caused by something that happened on it's grounds. It will be up to you to discover the cause of the explosion and see if there is any way to turn this city around and head home. Whether or not that is possible needs to be discovered.
This story could be one that takes many years in the story itself, and as such, your characters are liable to age. Keep that in mind when creating characters. As well, keep in mind that I will not pull any punches. As such, your character very well might die. I am going to be open to a variety of different character concepts. If you don't know if your idea will work, you can always message me here or join (discord), and we can either talk publicly or privately! The one area I will be strict on will be face claims. The more realistic the better, but for this story, I will NOT allow for anime-themed face claims.
This will be an ever-evolving story that can change depending on where you the players take it. If you make the right choices at the right moment, you may find that the story is more optimistic. However, the inverse is also true.
RULES & NOTES
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1. First and foremost, I reserve the right to reject anyone from the RP and boot them out at any time. I hate to do this, and I will try to avoid it, but sometimes, some people are too disruptive to the RP or aren't a good fit and must be removed.
2. Please try to be respectful towards all other players.
3. This will be a homebrew creation. Thus, there will be some flexibility with the setting.
4. The tone of the RP will be relatively dark and brooding, but not edgy. It'll have plenty of dark moments and probably some pretty graphic moments - with occasional nudity. However, I like to balance this with enough humor and heartwarming moments.
5. no "wip" sheets on the OOC. Post a complete sheet, or don't post anything at all. If you need something looked over, feel free to private message me. Speaking of which, the character tab is for accepted characters only.
6. Keep in mind that your character can die. If they make the wrong move, it can result in their death, and I will not jeopardize the story to save them.
7. You're allowed to have as many characters as you can handle... don't go too crazy. I want to keep it to about two characters max per person, but if you have a good idea, I'll allow more.
8. I only describe the essential lore for character-making. That is because I like doing stuff from top-to-bottom, meaning I like to explore the crazy world in character. Please let me know if you want any details about the lore for making a character.
9. This RP will strictly be "first come, first serve." I will not reserve any /characters/roles/etc, and they will go to whoever finishes their character sheet first. If there's a conflict over it, I will decide the outcome.
10. All I ask for is one post a week. Your character will be deemed inactive if it's been a week since your last post. Please be aware that once your character has been deemed inactive, I have free reign to control them, or they can be killed off.
12. Some rules are so beaten into your head that it should be obvious. Do not break them and feign ignorance.
12. Normally I would say no to any FC that is too anime in theme. However, given that this is a fantasy RP and detailed FC's are hard to come by, I will be more lax PROVIDED it is not an actual anime image. Anime style art is potentially okay. My first character will have such a FC, and all I ask is that you try and keep it to that standard....................................................................
RESOURCES & LINKS
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RESOURCES
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............................................................ "So what be yer fancy? You like a sword, magic, or somethin' else."
All across the world, there are thousands of different professions, schools of magic, and fighting styles. For this RP, these will be simplified down to two key elements: your class and your subclass. A class is a broad spectrum descriptor for what your character can do. Your subclass is what tells us in detail what your character will do. For example, a cleric is a holy champion of a god or goddess who channels their power from a divine or cosmic force. A Death-Domain Cleric tells us their power comes from some form of god or goddess of the dead, and may have a focus on necrotic magic or other death-related skills.
While a subclass can offer insight into who a character is, it is by no means an absolute description. A Death Domain Cleric may conjure images of an evil individual who seeks to bring death to the world, yet this is not often the case. Instead, they could be someone who honors their divine patron by visiting ancient battlefields and providing final rites to the restless dead who haunt it, providing them the ability to finally cross over. Classes, and their subclasses, are useful to tell us what your character can do, but you will always have the ability to make it your own
In a traditional DnD story, we would have character sheets with stats such as strength, intelligence, wisdom, and so forth. In this story, we will not. Instead, we will work with a simplified format for spell casting and skill gain. Every magic-based class will start with two abilities, every cleric will start with one divine spell, and every martial class will start with their weapons and fighting styles. These will be up to you, though they will need to make sense for your character. Thus, we will NOT be using dice rolls, and instead work through the flow of the story.
Each class, and its subclasses, has various strengths and weaknesses that help balance them in combat encounters. This will often have a rock, paper, scissor vibe in that a knight, or paladin, could be weak when they face a true magic user like a wizard, sorcerer, or warlock. Those same magic users are weak when faced with a ranger, rogue, or other ranged sources. And those ranged classes would be weak against the armor and might of a fighter, paladin, or cleric. There’s going to be a lot of common sense when it comes to it. A heavily armored knight is likely to be hard to kill if you come at him with a pair of daggers, and a mage might be hard to pin down if you don’t have something ranged to hit them with. Again, there is no set rule for what will happen outside of common sense will prevail.
Please reference this website when you are looking for information on each class, subclass, and so on. This is not a definitive list, and it is not something I am going to hold everyone to. However, it does contain a trove of information that should be helpful when creating a character.
............................................................ ""Which kind of elf do you be?""
This link is going to be a useful tool for creating your character. In terms of what is and isn't allowed, I want to stick to races in the Player's Handbook for player characters. This is not a firm rule; however, it will need to be a fantastic character for me to move on with this. This is to simplify and keep a consistent theme for the characters.
I will want you to maintain the aesthetic or rules that they have. Like you can be tall for a dwarf, but tall for a dwarf is still going to fall within their height range, or just a hair above. Elves will have their usual characteristic and so on, so forth
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LINKS
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Spell Examples Warlock Patrons(use this as a reference! Again, we are borrowing a lot from DnD but you can be as creative as you want with the patron) Use this for your frontline characters. Again, feel free to be creative. For Paladin style players. I will have you either borrow from this list or create your own, but you must create your own oath regardless. If you are looking for information on Bards. Wizard fans rejoice! Sorcerer and their origins! Cleric's have this spot here. I will have you create the god that your cleric follows. Remember, like the Warlock, a cleric may have their patron's voice in their head. A Druid can have whatever wild shape you like, and I will give you the flexibility to create the creatures they can turn into. If you prefer the sneakier classes, this is a good resource to use.
The tone of the RP seems to clash with the image header you used, lol, cool idea though and I'll stalk it up to maybe. You'll probably fill out fast, anyway. Text-based D&D I rarely have good mileage with.
She/Her | 23 | Human | White | 65 inches | 110 lbs | _______________________________________________ Unpolished. _______________________________________________ Skills & Talents "My heading isn’t the best, and my potions are rather terrible, but I accidentally pulled that bird guys soul back into his body so I’m kinda a big deal." ___________________________________
[Potion Class Passed] ⫻ (Ed has training in the creation, improvement, and detection of potions. The quality of their created potions is suspect. While it’ll always do what they intend to do, the strength can vary dramatically. As well, there are naturally curious and will tinker with existing remedies to create something new. If someone happens to come across an unknown potion, or ingredient, they’ll be able to test and figure out what both are or what they can be used for.) [A cure for all ages] ⫻ As a Cleric of the Cycle Ed is able to help everyone of all ages, races, and across a variety of conditions. They are no doctor, but their skills are more than sufficient to help a wounded friend recover well without the use of their magic. To date, Ed has helped deliver more babies than they have fingers in Greyhaven. [A bit of a book worm] ⫻ Before they fell from their goddesses grace, Ed was known as an astute scholar who had a real thirst for knowledge. Their understanding of undeath, diseases, cultural funeral rites, and customs was among the best for her age. Specifically, Ed is incredible knowledge when it comes to the sinister forms of undead and how to beat them.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I need thread, cloth, and a proper bath."
In terms of height Edwina is neither the shortest person nor is she particularly tall. Standing at a height of five foot five inches, she is never quite overlooked nor does she stand out. She has a rather slender build as she does not have any curves, outside of her hips, to speak of. Her long, dark brown hair, is wavy and has been cut haphazardly by Ed over the past four years. Their skill with these blades is improving but her hair shows that’s she’s still not all to proficient. That is not to say her hair looks bad, but it is clear that she has been the source of its misfortune in the past. Her vivid green eyes tend to command attention at all times, and many will come you learn that she holds eye contact for a couple seconds too long.
As it stands, Edwina is in a dire situation when it comes to her clothes. Most notably, her tights are currently ripped after the explosion at the Arcane Tower as she was thrown across the cobblestone streets of the town, and they were the last pair she had. Her boots are showing signs of use. The strings that laced them up are missing half their length, which has caused the boots you collapse down on themself. Her black skirts has mud caked into the fabric all across its form. Ed keeps a potion belt wrapped around their waist, and she usually has it filled with having potions. Her purple blouse is at least new, and without any strains or tears. She did have to replace the top button with the revenants of her Pendant of the Many Faced Goddess. Various bracelets adorn her wrist, each one handmade during her forever. Lately, she’s adopted a comically oversized witch hat to complete the look.
Psychology ▔▔▔▔▔▔▔▔ "I believe this is a test from my Goddess."
MAIN GOAL ⫻ Ed’s main goal is quite simple. They want nothing more than to return to the good graces of her lady. Ever since she critically failed at the raising of her undead construct, her goddesses voice has been missing in her head. Thus, she searches constantly for the final rites of her summon and is currently adhering to the rest of her tenets religiously.
PHILOSOPHY ⫻ Everyone is at a different spot on their journey to the grave. You can dread it, run from it, but death comes for us all. That does not mean that you shouldn’t help others rage against the coming end, and one should do everything they can to either save someone or make them comfortable.
SECRETS ⫻ That they are not a full fledged Cleric of the Circle yet. As they were on their pilgrimage when their goddess went silent, they haven’t completed the tasks required of them to claim that title. They have started to claim it all the same to help survive after arriving at Greyharrow.
SEXUALITY ⫻ Straight-ish
FEARS ⫻ That their connection to their goddess is lost forever. While they still have their magic, and they can still perform all the rites, Ed is afraid they will lose it all if she does not help her summon to the other side.
WHAT BROUGHT THEM TO GREYHARROW ⫻ As soon as her goddess went silent, it is protocol for a Cleric to be declared an apostle by their temple. As such, brothers and sisters of her order are out looking for her to bring her home to answer for her transgression. She needs time to fix her mess, and places like Greyharrow offer anonymity and time.
WHAT DO OTHERS IN TOWN THINK OF THEM ⫻ In town, opinions of Ed are mixed. Their eagerness to help tend to the wounded, pregnant women, the sick, and the elderly is well-liked; yet their persistent undead summon has caused many to mistrust them. People see undead and begin to wonder how long until they’re threatened to join the ranks of skeletons and reanimated corpses. As well, people don’t trust her because she’s a closed book. She gives so little that she might as well not reveal anything about herself.
EQUIPMENT ⫻ Ed carries very little that is practical. While her tome contains her spells and notes on her work, she does not carry a weapon to protect herself in close quarters. Instead, she relies on her undead construct to keep people at bay with its presence alone. Thus, the backpack that she carries with her everywhere she goes contains only tools and ingredients for her craft. Incense, prayer beads, medical supplies, pestle and mortar, and other tools to make her potions.
FLAWS ⫻ If there’s a problem to solve only she can solve it, without help, and without guidance. This is often far from the truth. Even with her order if she gave them the chance it is likely they’d assist and winsome her back into the flock after she served whatever punishment her goddess decided.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "This is all I’ve known."
Edwina began her life in a town called Last Rest, born to two followers of The Many Faced Goddess. Nestled in a high mountain valley shaped almost like a cupped hand, Last Rest is a place of hardship, adversity, and overcoming it through community. Seasons tend to be exaggerated, with winter being particularly brutal with low temperatures and high amounts of snow. Food scarcity is a particular problem that plagued the area, and the town often faced shortages if winter dragged on for a week too long. Despite this, Edwina had a relatively happy childhood as she was a part of a vibrant community that took care of each other, and respected the cycle of life and death. While she did attend more funerals than any child should, this allowed her to develop an interest in the funeral rites of her people, learn more about the Followers of The Many Faced Goddess, and determine that was a path she wanted to travel down. On the day of her eighth birthday Edwina was taken to the Temple of the Cycle in town and given to the Faith.
The training began at once and last for a full ten years. The training was brutal, focusing on expanding the magical capacity of each recruit and enhancing the endurance to allow for the traveling that would later define their clerical duties. Edwina took to the training well, and devoted herself to mastering the academic, magical, and physical tests that were thrown her way. It was during this time she felt the presence of the goddess for the first time. She came to Edwina in a dream, and commended the young acolyte for their dedication and craft. The Many Faced Goddess’s face mirrored the age of Edwina, and appeared to be a young teen as well. From that moment, Edwina had felt a strong warmth inside the very essence of her soul. A reminder that she was one of her goddesses devout.
On her eightieth birthday Edwina was considered finished with her training. Before she was given the title and status of Cleric of the Cycle, she was sent off to complete a pilgrimage. The pilgrimage was expected to last a year and she would be required to heal someone at every stage of the life cycle, welcome someone to their death, perform a funeral rite thirteen times, summon an undead construct and release it, and finally defeat an infectious, unnatural, or evil form of undead. Six months into this pilgrimage Edwina has completed all but two of those tasks, and she decided to do both at the same time. As such, she located a small vampire colony nestled deep inside an old mine system. Before she engaged them, she knew she needed to raise an undead construct to aid in the fight. She searched for three days before she stumbled on and excavation site that unearthed an ancient battlefield. The creatures appeared to be Aarakocra, and Edwina knew their funeral rites. However, in truth, they were not. When Edwina summoned the creature she realized she made a mistake when she felt the presence of a soul inside the body. Before she could undo her mistake she felt the warmth of the goddess fall from her body, and lost the ability to use necromancy and necrotic spells.
Fear replaced faith, and Edwina fled with an animated construct following close behind. She knew she would be brought in by her order if discovered, andand thus Edwina fled to a place a Cleric of the Cycle rarely travelled to, Greyharrow, and began a new life there. Edwina still holds her faith and belief despite the lack of her goddess, and hopes that if she can return her good graces by still completing her pilgrimage.
WARLOCK, CLERIC, & PALADIN ▔▔▔▔▔▔▔▔▔▔▔▔▔ "If I could release you, I would, but I am fucking stuck with you until I figure out what funeral rites you need."
TYPE ⫻ Cleric - Cycle Domain
PATRON ⫻ Ed gets their power from the Many-Faced Lady, who imbues Ed with the purpose of respecting and ensuring the cycle of life into death.
TERMS ⫻ Ed follows five tenets for their faith.
Tenet 1: The body is now, the soul is forever.
Cycle clerics believe that the soul passes fully beyond death, leaving behind an empty vessel in their wake. Because of this, animating a corpse is not an act of enslaving a spirit, rather it is recycling what has been left behind. This is the theological foundation for their ability to control the undead without violating their tenets.
Tenet 2: Honor every phase of existence
Each phase of life has meaning, purpose, and sanctity. This tenet guides Ed to help with childbirth, aid those in the middle of their journey, and treat the undead or corpses not as abominations, but as a reflection of a cycle being broken. When Ed finds a broken cycle like a restless dead, shade, or other form of undeath, it is their solemn duty to help them transition to the next stage of existence by whatever means are necessary. A cycle mage thusly does not believe in causing premature death, and will often go out of their way to not kill those they fight. As well, Death is not some scary end that one must rush towards or from, but instead just a part of the Cycle we all go through
Tenet 3: Stewardship of the dead
Even after a soul has completed a cycle, it is the job of a Cycle Cleric to guard the graves and tombs of the undead to ensure that nothing calls a soul back to the mortal plane. They are often spotted chasing down grave robbers, fighting Liches and other undead villains, and traversing the world to ensure that this mission is spread far and wide. These clerics will only create undead constructs responsibly, taking careful precautions to ensure that the soul isn't called home to the body, and will dismiss these constructs respectfully, offering final rites and a proper burial. To them, the undead serve a part in the cycle of life and should never be made to mock it.
Tenet 4: The Cycle must be maintained
The Cycle of Life and Death always hangs in the balance. Too much life can lead to death, and too much death can lead to despair. Thus, a cycle mage must always be proficient in healing and necromancy to ensure that the balance they seek to protect out in the world is also reflected by the magic inside their body. A Cycle Cleric will also intervene when needed if the cycle is thrown out of balance. If a Lich is killing off a population to raise as an undead army, the Cycle needs to be balanced by the death of the Lich. If a mage is using forbidden magic to extend the lives of themselves and their subjects, the cycle needs to be balanced by the death of the mage. A good Cycle mage with thusly heal the dying, but won't prolong the inevitable. Knows that undeath is only tolerated when it serves a purpose to the cycle, and unnatural, infectious, or born of malice forms of undeath, such as Lichs, Vampires, Wights, need to be opposed.
Tenet 5: Return what you borrow
When a Cycle Cleric animates the dead, they incur a debt that must be paid back eventually. A Cycle Mage can animate the dead for various reasons, most often to aid in a larger mission, but the situation can be more complicated. Regardless of the reason why, a ritual must be performed to ensure that the body is honored for its service. This ritual is the debt coming due. It will cleanse the body after use, lay it to rest, honor it's previous life, and ensure that the spirit is never able to return.
MAGIC ⫻
HEALING TOUCH: Edwina is able to break a target with just the touch of her hands. To this she must first pull up her tome, and recite one her healing prayers, and place her hands on a target. Each healing chant will come with a flash of green light that emanates from her hand, and the luminosity determines how strong of a healing spell she used. The first is used for cuts, scrapes, and minor infections. “Mother Of Phases, heed my call. From decay growth, from wound weave whole.” This version of the spell requires very little of her energy to pull off. The second version is used to comfort someone sick, or close to death. It is often informal, but it will always have the weird “hurt turns to peace“. This spell will help take away the pain an individual is feeling, and turns that sensation into one that causes peace and happiness. The duration isn’t long so Edwina will often need to reapply the spell as needed, and as such she can deplete her stamina if she uses this at the wrong time or too soon. The final is her last ditch verse that uses up her entire magical reserve to use.
“The anointment of The Many Faced Goddess is upon you. Today is not your day to die. Into oblivion you shall not pass, for I am the shield of the tomb, the gatekeeper between realms. Arise.”
PURIFY FOOD AND DRINK: Ensuring that one has access to clean food and water is an important aspect to every traveling cleric is able to stay healthy, and help those in need by giving them water free of toxins and food free from mold and contamination. She’ll either need to place a hand on the food, or a container filled with any drinkable liquid, and chant “In the name of The Many, may this food and drink be pure.” Like her healing touch, she’ll radiate a green glow from her hand.
CURRENT WANDS/TOMES/STAFFS ⫻ Edwina carries a tome with the emblem of her order on the cover. The tome itself is less a magical tool and more of a quick reference guide for how to defeat specific forms of undeath, funeral rites for distant cultures, and a list of the various chants and use cases for them. The tome was written by her and was part of her training to create, and have approved, her very own tome for her magic. There is still a hundred pages that remain empty, but it is her goal to have it fleshed out.
LIMITS ⫻ Edwina has lost all access to her necromancy and necrotic spells. This used to account for most of her offensive abilities and, as it stands her animated undead construct is her only offensive or defensive ability, and the creature seems more than interested in anything other than that.
Edwina will not attempt to heal someone who is already too far gone to heal and will instead focus on making them comfortable. Whereas a Cleric of Life might fight until the light leaves their marks eyes, Edwina will never rob someone of a dignified end to their cycle.
Her magic is potent but it is draining. Prolonged use of this magic will exhaust her quickly.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Extra Quote here."
Anyyyything else?
Character Name Here, or get a banner from 1001fonts.com
"Character quote here."
_______________________________________________ First Middle Last
Pronouns | Age | Ethnicity or Race | Subrace | Height (In Inches) | Weight (Pounds/LB) | _______________________________________________ Single word that defines your character. _______________________________________________ Skills & Talents "Quote about Skills here." ___________________________________
[REMOVE THIS. A list of everything your character is good at... just, uh, keep it realistic. If I see one judo black belt with survival skills training, cooking, and rifle training, I'm gonna slap a bitch. REMOVE THIS.] [Skill name here] ⫻ (Brief (or lengthy) explanation of skill/talent here)
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about appearance here."
Essentially how your character looks. Be detailed here. Go over skin color, build, height, hair and horns (including color, style, etc), scars, and other body alterations (Piercings, tattoos, etc). Along with describing clothing style but that's optional.
Psychology ▔▔▔▔▔▔▔▔ "Quote about personality here."
MAIN GOAL ⫻ (What does your character hope to accomplish in life?)
PHILOSOPHY ⫻ (What is your character's outlook on life?)
SECRETS ⫻ (What is your character hiding?)
SEXUALITY ⫻ (Your character's sexual preference?)
FEARS ⫻ (What does your character fear?)
WHAT BROUGHT THEM TO GREYHARROW ⫻ (Everyone has a reason for coming to this city. What is yours?)
WHAT DO OTHERS IN TOWN THINK OF THEM ⫻ (Are you known as an honorable thief, or a crazed lunatic?)
EQUIPMENT ⫻ (What equipment do they carry? Weapons, armor, tools, and other items should be listed here)
FLAWS ⫻ (What holds your character back?)
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about backstory here."
Pretty standard affair. I'm not going to expect a super long essay here, just the basics and whatever.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Extra Quote here."
Anyyyything else?
WIZARD, DRUID, & SORCEROR (DELETE IF NOT APPLICABLE) ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about magic here."
TYPE ⫻ (Put what class your character is, and what subclass they might be considered)
MAGIC ⫻ (Put the style of magic here, with a one-sentence description of what your magic does.)
MAGIC ABILITIES (Put the name of your spells here) ⫻ (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one. A wizard starts with two spells, a sorcerer starts with three, and a druid starts with either two spells or one spell and a wildshape.)
CURRENT WANDS/TOMES/STAFFS ⫻ (Put what tools your character currently has. Tell us the state of the tools, whether or not they are proficient with it, do they grant, and any moves they know with them.)
LIMITS ⫻ (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
WARLOCK, CLERIC, & PALADIN (DELETE IF NOT APPLICABLE) ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about your oath, tenet, or pact here."
TYPE ⫻ (Put what class your character is, and what subclass they might be considered)
PATRON ⫻ (Put source of your character's powers here (name the patron, godly figure, or oath, with a one-sentence description of what your magic does.)
TERMS ⫻ (Put the terms of the contract your warlock signed, the tenets of your characters faith, or the Oath they swore and how they swore it.)
(MAGIC ABILITIES (Put the name of your spells here)) ⫻ (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one. A warlock starts with one spell, and a spell from their patron, a cleric with two, and a paladin starts with two spells, or abilities, or some combination thereof.
CURRENT WANDS/TOMES/STAFFS ⫻ (Put what tools your character currently has. Tell us the state of the tools, whether or not they are proficient with it, do they grant, and any moves they know with them.)
LIMITS ⫻ (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
BARBARIAN, FIGHTER, MONK, & ROGUE (DELETE IF NOT APPLICABLE) ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about fighting style or experience here."
TYPE ⫻ (Put what class your character is, and what subclass they might be considered)
FIGHTING STYLE ⫻ (Which form of combat does your character prefer, with a one-sentence description of how your character likes to fight. A barbarian starts with rage and one style (describe what they do to rage and when they are enraged), a Monk starts with two Ki moves, a rogue gets two abilities, and a fighter can know three maneuvers or abilities.)
CURRENT WEAPONS ⫻ (Put what weapons your character currently has. Tell us the state of the weapons, whether or not they are proficient with it, and any moves they know with them.)
TRAINING ⫻ (Go in-depth with how exactly your character learned to fight. Were they raised in a monastery and trained with their fellow monks, did they have to learn how to fight in the alleys of a big city, or were they a squire for a knight?)
LIMITS ⫻ (What are the limits to their abilities? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
BARDS, RANGERS (DELETE IF NOT APPLICABLE) ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about the bardic style or ranger focus here."
TYPE ⫻ (Put your character classes here, and any subclasses they have)
MAGIC OR FIGHTING STYLE (Put the name of your spells here) ⫻ (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one.) Which form of combat does your character prefer, with a one-sentence description of how your character likes to fight. For the ranger, you get one spell and one fighting style, and the bard gets one spell and one fighting style.)
COLLEGE OR COMPANION ⫻ (Did your bard go to a bard college and, if so, which one was it? As well, does your Ranger have a companion? What animal is it? How do they fight? You can have a companion without expending your one spell.)
CURRENT WEAPONS/TOMES/STAFFS ⫻ (Put what weapons your character currently has. Tell us the state of the weapons, whether or not they are proficient with them, and any moves they know with them.)
TRAINING ⫻ (Go in-depth with how exactly your character learned to fight. Were they raised in a monastery and trained with their fellow monks, did they have to learn how to fight in the alleys of a big city, or were they a squire for a knight?)
LIMITS ⫻ (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
MULTICLASS (DELETE IF NOT APPLICABLE) ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Quote about the classes here."
TYPE ⫻ (Put your character classes here, and any subclasses they have)
MAGIC OR FIGHTING STYLE (Put the name of your spells here) ⫻ (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one.) Which form of combat does your character prefer, with a one-sentence description of how your character likes to fight.)
CURRENT WEAPONS/TOMES/STAFFS ⫻ (Put what weapons your character currently has. Tell us the state of the weapons, whether or not they are proficient with them, and any moves they know with them.)
TRAINING ⫻ (Go in-depth with how exactly your character learned to fight. Were they raised in a monastery and trained with their fellow monks, did they have to learn how to fight in the alleys of a big city, or were they a squire for a knight?)
LIMITS ⫻ (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
[CENTER][h1]Character Name Here, or get a banner from 1001fonts.com/[/h1][/CENTER] [i]"Character quote here."[/i] [table][row][/row][row][cell] [center][img]no overly anime[/img] [sup]_______________________________________________[/sup] [sub]First Middle Last
Pronouns [b]|[/b] Age [b]|[/b] Ethnicity or Race [b]|[/b] Subrace [b]|[/b] Height (In Inches) [b]|[/b] Weight (Pounds/LB) [b]|[/b] [sup]_______________________________________________[/sup] Single word that defines your character. [sup]_______________________________________________[/sup] Skills & Talents[/sub] [i]"Quote about Skills here."[/i] [sup]___________________________________[/sup][/center][hider=] [sub][REMOVE THIS. A list of everything your character is good at... just, uh, keep it realistic. If I see one judo black belt with survival skills training, cooking, and rifle training, I'm gonna slap a bitch. REMOVE THIS.] [b][Skill name here] ⫻[/b] (Brief (or lengthy) explanation of skill/talent here)[/sub][/hider]
[/cell][cell][sub][b] Appearance[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about appearance here."[/i]
[indent]Essentially how your character looks. Be detailed here. Go over skin color, build, height, hair and horns (including color, style, etc), scars, and other body alterations (Piercings, tattoos, etc). Along with describing clothing style but that's optional.[/indent]
[/cell][/row][/table][sub][b] Psychology[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about personality here."[/i]
[INDENT][b]MAIN GOAL ⫻[/b] (What does your character hope to accomplish in life?)
[b]PHILOSOPHY ⫻[/b] (What is your character's outlook on life?)
[b]SECRETS ⫻[/b] (What is your character hiding?)
[b]SEXUALITY ⫻[/b] (Your character's sexual preference?)
[b]FEARS ⫻[/b] (What does your character fear?)
[b]WHAT BROUGHT THEM TO GREYHARROW ⫻ [/b] (Everyone has a reason for coming to this city. What is yours?)
[b]WHAT DO OTHERS IN TOWN THINK OF THEM ⫻ [/b] (Are you known as an honorable thief, or a crazed lunatic?)
[b]EQUIPMENT ⫻[/b] (What equipment do they carry? Weapons, armor, tools, and other items should be listed here)
[b]FLAWS ⫻[/b] (What holds your character back?) [/INDENT]
[sub][b] Backstory[/b][/sub] [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about backstory here."[/i]
[indent]Pretty standard affair. I'm not going to expect a super long essay here, just the basics and whatever.[/indent]
[sub][b]WIZARD, DRUID, & SORCEROR[/b][/sub] (DELETE IF NOT APPLICABLE) [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about magic here."[/i]
[indent][b]TYPE ⫻[/b] (Put what class your character is, and what subclass they might be considered)
[b]MAGIC ⫻[/b] (Put the style of magic here, with a one-sentence description of what your magic does.)
[b]MAGIC ABILITIES (Put the name of your spells here) ⫻[/b] (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one. A wizard starts with two spells, a sorcerer starts with three, and a druid starts with either two spells or one spell and a wildshape.)
[b]CURRENT WANDS/TOMES/STAFFS ⫻[/b] (Put what tools your character currently has. Tell us the state of the tools, whether or not they are proficient with it, do they grant, and any moves they know with them.)
[b]LIMITS ⫻[/b] (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
[b]WEAKNESSES ⫻[/b] (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU) [/INDENT]
[sub][b]WARLOCK, CLERIC, & PALADIN[/b][/sub] (DELETE IF NOT APPLICABLE) [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about your oath, tenet, or pact here."[/i]
[indent][b]TYPE ⫻[/b] (Put what class your character is, and what subclass they might be considered)
[b]PATRON ⫻[/b] (Put source of your character's powers here (name the patron, godly figure, or oath, with a one-sentence description of what your magic does.)
[b]TERMS ⫻[/b] (Put the terms of the contract your warlock signed, the tenets of your characters faith, or the Oath they swore and how they swore it.)
[b](MAGIC ABILITIES (Put the name of your spells here)) ⫻[/b] (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one. A warlock starts with one spell, and a spell from their patron, a cleric with two, and a paladin starts with two spells, or abilities, or some combination thereof.
[b]CURRENT WANDS/TOMES/STAFFS ⫻[/b] (Put what tools your character currently has. Tell us the state of the tools, whether or not they are proficient with it, do they grant, and any moves they know with them.)
[b]LIMITS ⫻[/b] (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
[b]WEAKNESSES ⫻[/b] (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU) [/INDENT]
[sub][b]BARBARIAN, FIGHTER, MONK, & ROGUE[/b][/sub] (DELETE IF NOT APPLICABLE) [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about fighting style or experience here."[/i]
[indent][b]TYPE ⫻[/b] (Put what class your character is, and what subclass they might be considered)
[b]FIGHTING STYLE ⫻[/b] (Which form of combat does your character prefer, with a one-sentence description of how your character likes to fight. A barbarian starts with rage and one style (describe what they do to rage and when they are enraged), a Monk starts with two Ki moves, a rogue gets two abilities, and a fighter can know three maneuvers or abilities.)
[b]CURRENT WEAPONS ⫻[/b] (Put what weapons your character currently has. Tell us the state of the weapons, whether or not they are proficient with it, and any moves they know with them.)
[b]TRAINING ⫻[/b] (Go in-depth with how exactly your character learned to fight. Were they raised in a monastery and trained with their fellow monks, did they have to learn how to fight in the alleys of a big city, or were they a squire for a knight?)
[b]LIMITS ⫻[/b] (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
[b]WEAKNESSES ⫻[/b] (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU) [/INDENT]
[sub][b]BARDS, RANGERS[/b][/sub] (DELETE IF NOT APPLICABLE) [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about the bardic style or ranger focus here."[/i]
[indent][b]TYPE ⫻[/b] (Put your character classes here, and any subclasses they have)
[b]MAGIC OR FIGHTING STYLE (Put the name of your spells here) ⫻[/b] (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one.) Which form of combat does your character prefer, with a one-sentence description of how your character likes to fight. For the ranger, you get one spell and one fighting style, and the bard gets one spell and one fighting style.)
[b]COLLEGE OR COMPANION ⫻[/b] (Did your bard go to a bard college and, if so, which one was it? As well, does your Ranger have a companion? What animal is it? How do they fight? You can have a companion without expending your one spell.)
[b]CURRENT WEAPONS/TOMES/STAFFS ⫻[/b] (Put what weapons your character currently has. Tell us the state of the weapons, whether or not they are proficient with them, and any moves they know with them.)
[b]TRAINING ⫻[/b] (Go in-depth with how exactly your character learned to fight. Were they raised in a monastery and trained with their fellow monks, did they have to learn how to fight in the alleys of a big city, or were they a squire for a knight?)
[b]LIMITS ⫻[/b] (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
[b]WEAKNESSES ⫻[/b] (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU) [/INDENT]
[sub][b]MULTICLASS[/b][/sub] (DELETE IF NOT APPLICABLE) [sub][sup]▔▔▔▔▔▔▔▔▔▔▔▔▔[/sup][/sub] [i]"Quote about the classes here."[/i]
[indent][b]TYPE ⫻[/b] (Put your character classes here, and any subclasses they have)
[b]MAGIC OR FIGHTING STYLE (Put the name of your spells here) ⫻[/b] (Go in-depth with what exactly their magic allows them to do. Please be as detailed as possible because if it's not in the sheet, they can't do it. If they have a wide range of spells, copy this section for each one.) Which form of combat does your character prefer, with a one-sentence description of how your character likes to fight.)
[b]CURRENT WEAPONS/TOMES/STAFFS ⫻[/b] (Put what weapons your character currently has. Tell us the state of the weapons, whether or not they are proficient with them, and any moves they know with them.)
[b]TRAINING ⫻[/b] (Go in-depth with how exactly your character learned to fight. Were they raised in a monastery and trained with their fellow monks, did they have to learn how to fight in the alleys of a big city, or were they a squire for a knight?)
[b]LIMITS ⫻[/b] (What are the limits to their magic? The stronger/more complex the abilities, the more limits I want. Remember, we start weaker and grow into strength.)
[b]WEAKNESSES ⫻[/b] (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU) [/INDENT]
And for a little extra treat, some locations.
[table][row][/row][row][cell][h3][b]NAME[color=2e2c2c].[/color]HERE[/b][/h3][/cell][cell][/cell][/row][row][cell][center][img]Image Here[/img][color=2e2c2c]............................................................[/color] [i]"Put a quote here."[/i][/center][/cell][cell]Put a brief description about the location. [/cell][/row][/table][indent]Put the rest of the description here if it ends up being longer than the provided pic.[/indent]
The Waystone Inn is a building that has lasted longer than the areas recorded history. As the story goes, the Waystone Inn was founded as a trading post along the grand trade route that ran through the new town, up into the red wastes, and across to the Spine Mountain range. It's position on the edge of the cold desert meant that they were the last stop before the long, dangerous track across unforgiving landscapes. Thus, the trading post was a popular spot for these merchants, caravans, and travelers to prepare for their journey ahead. The station expanded it's size, began to provide alcohol and good, and offered lodging. With one half dedicated to trading, and the other to providing entertainment, the Waystone became both a local and world renowned location to visit.
Fortunes change. At the peak of the Waystones popularity, there was a large and global war that forever altered the landscape. With the fallout from that cataclysm new, and safer, trading routes were opened and fewer, and fewer, caravans crossed the Red Wastes. As the caravans began to dry up, so too did the traveling merchants. And as the traveling merchants began to seek greener pastures, the adventures who would be told tales of wonder were instead sold a story about another location. Within a hundred years, the Waystone Inn found itself with only a local crowd and a size far too big to accommodate.
Fifty years ago, the local gangs made a truce and established the Waystone as a neutral middle ground where conversations could be had without threat of violence, and this led to the tavern adopting a more criminal clientele. A traveling bard witnessed this transaction and misconstrued the terms of the deal, embellishing it to suggest that both the town and this tavern was a place where those who were down on their luck or needing a fresh start could find refuge. This has led to a resurgence, as the tavern is often packed with locals and adventurers alike, and has become known as a hub for those seeking treasures in the Waste.
WILDENBLOOM.REMEDIES
............................................................ "Ain't much left right now. We need to find a way to replenish our stocks."
As adventures began to travel out into the wastes, they often came back battered and broken. A dangerous raid into a challenging area was only worth it so long as you had ways to prepare ahead of time. As such, one adventure, a Sir Arthur Brierwood, created the Wildenbloom Remedies apothecary. Focusing strongly on healing potions, cures, and other remedies, the apothecary became a must visit location for any traveling crew. While the quality has been known to be suspect at times, they are truly the only option one has when it comes to most potions. They are trained in-house as opposed to recruiting a trained alchemist. This has allowed the potion masters flexibility in their process, leading to unique and more niche potions made with whatever ingredients grew locally.
ARCANE.TOWER
............................................................ "You would have thought someone would have gotten in by now. It's right there, near the middle of the town."
Arcane towers dot the landscape of the world, yet none have quite the mystery behind them as the Arcane Tower at Greyharrow. The tower predates the town around it. Before the trading route was established, various Mage Circles made camp at the base of the structure in an attempt to gain access to what is stored inside. Despite the countless attempts over the years, none have managed to break through the protective barriers that encase the exterior of the building. There have been many Mages of legend who have dedicated their craft to breaking this impossible building, and many more will surely come in time. While not proven, it is suggested that the interior of the Arcane Tower is filled with automated defenses, such as suits of armor, turrets, and more. This legend was started by locals who swear that if you look at the various windows at the exact right time you will spot a shadow that moves.
In the educated magic circles, it is known that there is something different about this Arcane Tower. There is no record of the mage who built it, no god has laid claim to it, and it has been stuck, jutted into the landscape, for far longer than life existed there. What's more, it is also understood that the exterior of this tower subtly changes with the world around it. As Greyharrow adopted stone buildings and walls, it was recorded over the next century that the Arcane Tower adopted a similar style. In fact, early depictions of the tower do not contain the two "guard towers" that flank the North and South side. Thus, not only is the tower impervious to all weapons and magic, but it is aware of the world around it.
After the explosion, the top of the tower appears to have opened. From this opening, a bright ball of energy raises up and hangs in the sky above as if replacing the absent sun in the sky above. This ball of energy provides warmth, plants respond to it as if it was the sun, and energy appears to be pulled from it and used in the creation and maintenance of a barrier that protects the town. This ball of energy will rise, and then fall later in the day, casting darkness on all. In this darkness, the barrier begins to show signs of weakness. This suggests that the ball of energy is the source of the barrier, and it needs to be recharged daily.
GULDA.WARES
............................................................ "You ain't gonna find a finer weapon in the area."
There has been a Gulda Orc in Greyharrow for the past two hundred years, and they have always worked their weapon shop. Their weapons tend to focus on simplicity over flashy ones, and thus you will find swords, axes, and spears over more ornate and complicated forms. Their quality is decent, as the ore quality tends to be on the suspect side. Still, if you require a weapon, you will not find a better weapon in the surrounding area because there are no other vendors to be found.
............................................................ "This place is somewhere I feel I can belong. It's hard to find something like that everywhere else."
In the modern world, Greyharrow is a place unlike any other. A collection of ne'er-do-wells, rabblerousers, and other nefarious individuals, mixed in with lost, displaced, and downtrodden folks, make this town a place where second chances are realized. If you have nowhere else to go, Greyharrow will open her doors for you. As such, this is a town where terrible ideas like 'redemption' and 'fresh starts' are spoken of often, even if some ignore the call for it. Bandits and other gangs call this place their base of operations, though they often focus their attention elsewhere instead of bothering the people who reside within their sphere of influence. Those who come towards the town run the gauntlet of breaching through the raiding parties, bandit gangs, and other nefarious groups, yet once they get within the walls, they are generally safe from these factions. The people of Greyharrow will often take justice into their own hands instead of waiting for assistance.
The town has been built up over the years inside the caldera of an impact crater. At the center of town, a large Arcane Tower juts upwards into the sky, far above the town below. There are three rings within this town, each one representing a different era of building. The first ring is known locally as the Oldspire Ring. This was the part of the town that was built when Greyharrow was a commercial trading zone. The buildings tend to be larger, more spacious, and luxurious. While they, like the rest of the town, spot various levels of disrepair, the buildings tend to see more care, maintenance, and attention. The second ring was built after the town became a haven for criminal elements. There tend to be hangouts, shanty districts, clubs, and hideouts hidden within the confines of this area. Locally, the people call this area Outrider Warrens. It is ill-advised to travel alone at night unless you know where you are going or know who might be prowling the streets, or how to fight. The final ring is simply named Harvest, as farmers have crammed fields between the cramped housing of Outrider and the ridges of the caldera. The food is not great, and plagues have been common, but when you are as isolated as Greyharrow you need to ensure you have options for food generation. The landscape is spotted with farmhouses and granaries that store the food for the town.
He/him | 23 | Goliath | Hill Giant | 95Inches | 264pounds | _______________________________________________ Straightforward _______________________________________________ Skills & Talents "When there is a will there is a way." ___________________________________
Hill Giant's strength Courtesy of Latrom's Hill giant ancestry he can knock over any creature with supernatural strength, however he has not mastered this ability lacking the ability to use it consecutively.[Applies Prone]
Knowledge of the Land Born in a nomadic family he learnt how to survive off the land with ease, Latrom can identify plant properties, animal markings and can navigate the land to find water and shelter.
[Hardy] Thanks to his upbringing Latrom has an uncanny ability to heal himself from most minor injuries and wounds without the use of magic. A scratch will heal twice as quick, a sore muscle will soothe itself, and bigger cuts will seemingly clot faster than they should. A life spent on the road has conditioned his body to be ever ready to respond to damage, and this carries forward to this day. [Can evolve further as Latrom experiences hardship.]
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Intimidating in stature."
Latrom is a Goliath a head taller than others, bearing wavy short brown hair with a straightforward stature looking down at you with black pupils.
He carries on him a traditional suit made of high-quality leather worn and frayed along the edges with an interlocking knot pendant. The pendant was lovingly carved from an ox's bone and strung with its tendons, the suit was impeccably sown from the hide of that very same ox.
Under all the thick leather clothing is a pristine earthy brown skin covering a stout body with muscular yet flexible limbs. Wearing the traditional suit combined with his imposing stature caused many to mistake him for a bugbear at first sight in the dark.
Psychology ▔▔▔▔▔▔▔▔ ""I patron myself for who else is worthy of my belief.""
MAIN GOAL ⫻ (To see and understand his home continent on his grand pilgrimage)
PHILOSOPHY ⫻ (To truly live you must stand I rather die standing than kneel and wait for piss to flow.)
SECRETS ⫻ (Nothing)
SEXUALITY ⫻ (Straight)
FEARS ⫻ (Losing the people he cares about)
WHAT BROUGHT THEM TO GREYHARROW ⫻ (Passing though to travel the continent he considers home on his grand pilgrimage.)
WHAT DO OTHERS IN TOWN THINK OF THEM ⫻ (The people consider Latrom honorable and benevolent for his oath.)
EQUIPMENT ⫻ Latrom has in his possession thick leather armour (traditional suit suit), a holy symbol (interlocked knot pendant), a waraxe and a shield.
FLAWS ⫻ (Latrom lacks creativity and flexibility, he will fail to see other ways of solving problems other than the most obvious and will not bend on his morals even if it kills him.)
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I look back at the past and smile at the memories."
Latrom Lyve was born in a nomadic family, named with the hope of being the reverse of mortal and evil. His father having advanced knowledge of herbology often using this knowledge to prevent or cure any illnesses that he may catch, his mother experienced in geology and ecology navigated the land with confidence predicting water, shelter and animal migratory locations. In his early years he was taught how to find and identify if a plant was poisonous or edible if the animal tracks were prey or predator, along with the knowledge on how to find water and shelter based of geographical landmarks and features.
In his early teenage years his parents increased the distance they traveled while lowering the rest frequency to temper Latrom's body and mind with vigorous travel, his father sympathetic of his plights slowed the traveling pace every so often while Latrom adapted to the tempering in his own way. A few years later he completely adapted, however with his mind no longer struggling with the tempering he spent the rest of his teenage years lost in thought about his morals and listening to his parents tell stories about their pilgrimage.
At the age of 20 he proclaimed his intent to go on a pilgrimage as well, his parents expressed their approval as long as he could hunt a magic beast. His parents spent many months tracking down a beast to prove his readiness and at the beginning of spring he went to hunt an earth ox, leader of a herd. Having succeeded in this hunt at the age of 20 he set out on his pilgrimage to explore the continent he calls home, with the parting gifts of a traditional suit and Interlocked knot pendant lovingly made from the mighty ox he hunted.
Latrom on his pilgrimage carrying a war-axe and shield on his back and wearing his parent's parting gifts. He contently explored the land for nearly three years seldomly stopping at towns to sell the hides and medicinal herbs he gathered on his travels while contracting equipment repairs and rest.
Latrom misses his parents, however doesn't regret setting out on the pilgrimage and affectionately swears the oath of ancients, dreaming of all the wondrous sights around the world he has yet to explore.
Walking north he arrived at a farming town called "Actara" and found an inn called the "Warming Hearth". The inn-keeper, a dwarven monk bartered with him saying "I can give you 3silver pieces for the deer hide,5 copper for the 2 rabbit hides and 2 silver for the 2ib of herbs." Latrom accepted and asks."Any noteworthy towns or locations to see on my pilgrimage? "
The inn-keeper enthusiastically said "The city of Grayharrow where an arcane tower resides, it is protected by a magical defenses no one has been able to get past for decades!"Latrom, although not interested in breaking through the barrier was curious about what it looked like asking. "Where is Grayharrow from here?"
The inn-keeper told him that 1 hours travel eastward lies a river leading north to Grayharrow. He arrived at Greyharrow town 3 years after he set out, planning to trade for tools and supplies difficult to acquire in the smaller towns.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Killing should only be done when necessary, whether for food or to protect your own or another's life."
WARLOCK, CLERIC, & PALADIN: ▔▔▔▔▔▔▔▔▔▔▔▔▔
"They adorn their armor and clothing with images of growing things-leaves, antlers, or flowers-to reflect their commitment to preserving life and light in the world."
TYPE ⫻ Paladin
PATRON ⫻ Following the Oath of Ancients
TERMS ⫻ The tenets of the Oath of the Ancients have been preserved for uncounted centuries. This oath emphasizes the principles of good above any concerns of law or chaos. Its four central principles are simple.
Kindle the Light. Through your acts of mercy, kindness, and forgiveness, kindle the light of hope in the world, beating back despair.
Shelter the Light. Where there is good, beauty, love, and laughter in the world, stand against the wickedness that would swallow it. Where life flourishes, stand against the forces that would render it barren.
Preserve Your Own Light. Delight in song and laughter, in beauty and art. If you allow the light to die in your own heart, you can't preserve it in the world.
Be the Light. Be a glorious beacon for all who live in despair. Let the light of your joy and courage shine forth in all your deeds.
MAGIC ⫻
Will of Healing
Latrom communes with his targets mind using his intent to rapidly accelerate the healing of the wounded or ill body. He must use his willpower to channel his intent to the targets mind, and he can channel it in one of two ways. First, he can directly channel his intent through physical contact to achieve the strongest healing possible. When he heals a target this way, he can heal most physical wounds provided he has time, and his willpower doesn't falter.
The second method is to channel it through his holy symbol and project the healing effect outward towards a specific target. While it may be only half as effective at healing when compared to the touch, it does give him a fifteen-foot range to heal his target.
This feature has no effect on undead and constructs lacking the ability to naturally heal and/or a mind of their own .
[Vision of Intent] ⫻
"Latrom can determine the presence of both good and evil, within fifteen to 60ft, and can possibly ascertain what their intent is by actively staring into their eyes.
When a strong presence enters a fifteen to sixty foot radius, Latrom will be struck with an instantaneous vision from the perspective of the perpetrator with effectiveness depending on 2 conditions. The vision will give more or less detail depending on if he fulfills 2 conditions, 1 whether they are within 15ft or above and 2 if Latrom is staring into their eyes.The vision fulfilling 1 condition can only determine if they are good or evil while fulfilling both allows him to ascertain their intentions aswell, this may not provide as much information as needed, but often enough, this serves as an effective early warning tool.
The way he can tell whether a perspective belongs to an evil or good person is by how the vision appears to him. If the vision is bright, with clear surroundings, the intent of the presence is good. If the vision is dark and foggy, the perspective belongs to an evil presence."
CURRENT WANDS/TOMES/STAFFS ⫻ Latrom carries the holy symbol of the interlocking knot, a simple gift his parents gave him in the hope that his good deeds will come around.
LIMITS ⫻ Latrom can perceive good and evil presence within a 60ft radius, however past 15ft he must make eye contact to view their presence. His Will of Healing only affects those with the ability to naturally heal on their own and/or an independent mind.
Finish the OOC Finish locations Finish NPC’s Finish PC’s
I am aiming to have this OOC up with the next 2-5 days, and IC starting soon thereafter. If you finish your character sheet in the meanwhile always feel free to drop them here so I can review ahead of time! As well, Discord is chill so feel free to stop by!
NOTE. If you're going to make an NPC, PLEASE SEND THEM TO ME FOR APPROVAL. This way, I can add your NPC to the page without needing a possible deletion request.
[row][cell][h2][b]First Name Here[color=2e2c2c].[/color]Last Name Here (If applicable)[/b][/h2][/cell][cell][/cell][/row][row][cell][center][img]NO OVERLY ANIME, and try not to use an oversized ass photo please[/img]
[b]Age | Name | Race | Pronouns [/b][i]"Optional quote here."[/i][/center][/cell][cell] [b]Description:[/b] [indent]Write their description here.[/indent]
[b]Class and Magic:[/B] [indent]If applicable.[/indent] [/cell][/row]
35 | Gulda the Bloodfiend | Orc | She/her"You think your grummy lil' hands are too good for my weapins, eh? Fuck you, and fuck your little hands"
Description:
Gulda is a woman who has been a troublemaker since the day she fell out of her mother. She was bullying kids twice her age, joined a bandit group at fifteen, and eventually realized that it was easier following in the family tradition than it was trying to fight every day and, thus, returned home. She spent the next seven years learning the tricks of the trade from her mother, Gulda, and eventually took over the armory upon her passing. During that time she took up the faith of her family and used those seven years to train to be a cleric. Since then, Gulda has worked hard to bring her weapons and armorers to as many people as possible, and employs the use of the local mining company to supply her with materials.
She is known to have a short temper that only grows shorter after drinking.
Class and Magic:
Gulda is a Forge Domain Cleric whose mastery of metalwork extends into her divine magic, allowing her to craft weapons and armor imbued with protective and destructive blessings.
Bram.Hollowick
37 | Bram Hollowick | human | He/Him "If the ratio is off, the potion will not work. Sloppy work. Again."
Description:
Bram Hollowick grew up in the soot-choked mining town of Orde’s Rift, where he learned alchemy by distilling poisons to keep the tunnel horrors at bay. His talents caught the attention of a crime syndicate, who forced him to manufacture illicit brews. Bram eventually turned on them, burning their storehouses and vanishing into the night. Greyharrow is the only place far enough and lawless enough, where the syndicate’s reach can’t easily find him, though he never stops glancing over his shoulder. It has been a decade since then, and he has opened and run the thriving apothecary in town and is in the process of training the next generation.
Class and Magic:
Alchemist Artificer — Bram is a grim, methodical brewmaster who crafts volatile concoctions, healing drafts, and deadly chemical weapons from improvised components.
Sadie.Sevina
??? | Sadie Sevina | Human? | ??? "O..Oh! Oh, you need a potion. Right. That makes a lot of sense, actually. You know, on account of this being a potion shop and all. Hmmm? Rambling? How do you figure?""
Description:
Sadie arrived in Greyharrow on the eve of a violent storm, wandering in from the wasteland with nothing but a threadbare cloak, a calm smile, and eyes that seemed to weigh every corner of the town at once. Though she claims to be “just a traveler,” her uncanny grasp of alchemical principles and her ability to finish Bram Hollowick’s formulas before he explains them intuitively suggests a past steeped in far more than casual study. She drifts through Greyharrow as though she’s waiting for something, or someone, often staring into space as if listening to a voice only she can hear. Despite her aloof demeanor and habit of disappearing for hours, she asked Bram to take her as an apprentice with a certainty that unsettled him, and he couldn’t shake the feeling that she knows exactly why she came to Greyharrow… even if she refuses to say.
Class and Magic:
Unknown: It is speculated that she is either a Wizard or a Mystic
Liliana.Scratch
350+ | Liliana Scratch | Pronouns "Oh, boys! Did I overhear you find yourself bewitched by a situation beyond your control? I may be able to help."
Description:
Liliana is a High-Elf who has resided in town for as long as any longer-lived species could remember. Stories say she was once a part of a Mage Guild's expedition to the Arcane Tower. Electing to stay to uncover the mysteries of the town and buying the Inn to base out of while she did. Others say she is the founder and has used Blood Magic, as evidenced by her unusual red iris color, to extend both her life and her beauty. More often than not, most mentions of Liliana in the modern world tend to be based around those stories, as she is a recluse and is often locked away in her home studying. When she does make an appearance, her arrival is usually preceded by the strong smell of sulfur. Liliana is the definition of elegance in motion, and if one is blessed by her pressence, they will remember it for the rest of their lives.
Class and Magic:
Liliana is a Wizard whose origins and magical training are shrouded in secrecy, leaving others to wonder what hidden school of magic, or forbidden knowledge, she truly draws her power from.
Sharmin.Mildmeadow
199 | Sharmin Mildmeadow | Gnome | He/Him "I'm here because there is nothing I'd rather be doing right now. I just looove playing the hits."
Description:
Sharmin, unlike most others in town, is a relatively well-known Wizard and Bard who used to travel the world performing magical shows to sold-out crowds. Suddenly, ten years ago, after playing cards at a Tavern in the Human city of Ultdori, he vanished from the collective radar, and there was a real worry that he had racked up a sizeable debt and was taken down to the docks and thrown in. Those fears were alleviated when it was revealed that he had entered into a small town, far out in the fringes of society, to decipher the secrets of an ancient Arcane Tower.
Class and Magic:
Sharmin is a Wizard and Bard who wields arcane power with scholarly precision yet never misses a chance to embellish his spellcasting with theatrical flair, turning every incantation into a performance.
Keel.Trefor
20 | Keel Trefor | 20 | High-Elf | She/Her "Oh. Oh, you did this wrong, master. Are you sure you were a great wizard once?"
Description:
The daughter of a powerful lord, Keel is one of the many wizards who have attempted to breach the Arcane Tower and failed. Despite all the setbacks over the year and a half that she has been here, she is still determined to be the wizard to break the spell and plant her name in the history books. Like Sharmin, Keel disappeared from her room one night, and her father feared the worst until a messenger arrived a year later with details of where she had gone. Her father has tried to bring her home three times since then, and each time his soldiers were intercepted by the monsters of the road. Despite her age, she is a well-respected Wizard with a thirst for knowledge and is currently furthering her training under Sharmin.
Class and Magic:
Keel is an eager Order of Scribes Wizard who, though still inexperienced and often overwhelmed by her own spellbooks, learns with remarkable speed and is poised to grow into a formidable mage.
Liora.Silentstep
31 | Liara Silentstep | Human | She/Her "As long as you keep a drink in my hand, I will uphold our bargain."
Description:
If you lived on the coast near Waterdeep you would have no doubt heard the tale of the great pirate Liora Silentstep. Captain of the fleet of seven, devastator of trade, and the queen of monsters. This legendary pirate was renowned for her ability to lead her fleet in the art of defeating sea monsters. She was a terror to the merchant fleets and celebrated for her ability to party after a successful mission. Sadly, her ship sank off the coast during a particularly bad storm, and the world assumed she perished. That was, at least, until she appeared as a bodyguard in some far-flung inn.
Class and Magic:
Liora is a daring Swashbuckler Rogue who moves through danger with effortless charm and razor-sharp agility, turning every fight into a dance she’s already won.
Salvador.Longtooth
31 | Salvador Longtooth | He/Him "....."
Description:
Salvador is an Orc man who has resided in Greyharrow from birth. Their family traces their lineage to a nomadic group that used to call the Red Wastes home, and settled down in town when it formed. Ever since then, their family has been connected to the inn in one form or another, and often the Longtooth clan serves as bartenders or bouncers. Salvador is one of two bartenders who work the counter, and he has often been described as the 'silent type' as he is a man of no words. While he can speak, he simply finds that his facial expressions and shrugs convey more emotion than his words. Salvador is responsible for also taking care of all the stray cats around town.
Class and Magic:
Salvador is a hauntingly quiet Bard whose rare, angelic singing voice can sway hearts and hush entire crowds, leaving those who hear it wondering why someone so gifted chooses silence over speech
Rosa.Longtooth
25 | Rosa Longtooth | She/her "OI, YOU FUCKING CUNTS. IF I HAVE TO COME OVER THERE I WILL RIP YOUR NECK FROM YOUR HEAD."
Description:
Rosa was once a proud fighter who had been relegated to the footnotes of history. They are a former adventurer who used to travel in a large group. The group was responsible for defeating dragons, saving the King, and stopping world-ending threats. Sadly, in her party's final adventure, they experienced a wipe as everyone, but her, perished during a relatively easy bandit encounter, and Rosa was the only survivor. She was broken, bruised, and had an arrow through her one eye. After spending several months in a coma at a temple, she emerged broken and a shell of the woman she once was. She wanted to retreat from the world, and so she did, traveling far and wide until she landed at the Waystone Inn and found work at a bar, and fell in love with the bartender. She married her now husband a week ago, and the two are already expecting their first of many children.
Class and Magic:
Rosa is a disciplined Battle Master Fighter who reads opponents and dispatches threats with cold, tactical efficiency honed through years of frontier mercenary work. She wields a heavy glaive that is mounted over the bar
Another PC down. My goal is OOC up by Sunday night! Just need to finish NPC's and Locations before we go live. We are STILL open and accepting new characters.
They/She | 24 | Half-Elf | Human/Wood-Elf | 69in | 155LBS) | _______________________________________________ Infectious. _______________________________________________ Skills & Talents "If you know what you are looking for you can find pretty much anything." ___________________________________
[Forager] ⫻ Lila is an expert-level forager. When they go out in nature, provided they have been in a similar area beforehand, they can usually find pretty much anything that is needed. Whether that is an ingredient for a potion, food for a meal, or fresh water Lila will deliver. While this is even more evident in a Swamp biome, they will remain capable regardless of their location. [Bonk] ⫻ Lila has a strong first swing of her staff. Owing to her childhood beating up the other kids, she is rather proficient at using her club to knock people down or out. [Devilish Charm] ⫻ Despite the underlying anger that fuels her every waking moment, Lila can turn up the charm. She has an infectious smile that has disarmed more situations than she can count, a certain manic quality that some guys lose their mind for, and a pretty face. This allows her to charm a target if needed, whether to get free food or drinks, or information, and gives her the flexibility to talk her way out of many situations that might be hard otherwise
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "That mud that you hate so much is actually from my home, and I miss my home, so choose your next words carefully."
Lila is an individual who stands out in the crowd for both good and bad reasons. She is rather tall, with long, flowing hair that is often unkept, with various foliage and other messy items strewn within. It is obvious she cuts her own bangs, and while choppy, it frames her face in a good way. She often wears tighter tops underneath her green robes that do show that she is curvy, but each piece of clothing has splashes of mud and other signs of life off the grid, keeps the focus away from her body. Her boots are of high quality, but the initials of J.L on the lip clearly show that she stole them from another traveling woman, and it also shows that she has laced them up incorrectly.
Yet many a person has overlooked those detractions, as in every instance of knowing Lila, you will be constantly exposed to an infectious smile that beams warmth and kindness. A natural joy is present in every step she takes, and she commands attention when she dances. Like her personality, her appearance is truly free of the constraints of this modern world.
Psychology ▔▔▔▔▔▔▔▔ "You’re not sleeping with the fishes. What do you take me for, some common criminal who will tie a cinderblock to your feet and drop you into the deep part of the lake? No. I won’t do that, but I doubt you will like the alternative."
MAIN GOAL ⫻ Lila yearns for a return to the swamp that she calls home. Not only because her family is still there, but because of the connection she felt with the swamp itself. It was as if that place carved out a piece of her soul, and she left it behind to save it.
PHILOSOPHY ⫻ Harmony is achieved through consequences. You can’t expect to enforce everything proactively; sometimes you need a strong and visible consequence to deter future transgressions
SECRETS ⫻ Lila hides her killings well. While she avoids killing unnecessarily, and will often only do it if her back is up against the wall, she has killed many people for their crimes against nature. As such, she has a rather large bounty that keeps her moving from place to place.
SEXUALITY ⫻ Queer
FEARS ⫻ Lila is well aware that she has an anger problem, but she has managed to contain the worst of the outbursts till now. She knows that there is another level to her rage she has yet to bring forth, and she fears the person that she might become.
WHAT BROUGHT THEM TO GREYHARROW ⫻ As a person with a bounty, you learn to move from place to place. And as you move from place to place, you learn of possible safe havens. Greyharrow is one of those places. While she does not plan to stay, the harsh climate contains very little in the way of her beloved swamp biome, she did yearn for a break from the sleepless nights and long hours on the road.
WHAT DO OTHERS IN TOWN THINK OF THEM ⫻ The prevailing opinion is that Lila is a fun person to be around, but to be careful. Those who are around crime all their life know the signs that someone is hiding something dangerous, and Lila has ticked many of those boxes.
EQUIPMENT ⫻ Lila has a gnarled swampwood staff. It is twisted, water-worn, and stained a dark color with peat. This staff serves as her druidic focus. As well, she often has a small sickle used for harvesting herbs, fungus, and swamp moss. She has it stapled to their side. For protection, Lila has a standard leather armor that is dyed a green-brown color, and it is patched with strips of reed fiber. Lastly, she has a backpack that contains her rations, pouches for collected ingredients, fifty feet of rope tied to the side, a component pouch, and other necessities for traveling the world.
FLAWS ⫻ Lila is quick to anger and even quicker to violence if the situation demands it. She is also incredibly naive even though she has spent the past few years on the road. She will believe certain obvious lies and often put herself in danger.
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I actually don’t think it’s surprising I grew up where I did."
Lila Fenroot grew up in an overlooked swamp village on the far outskirts of the human city of Oniburgh. The village was a place that reeked of decay, yet for some reason, Lila developed a strong connection with the swamp itself even from a young age. Where the other kids would walk across the piers and other elevated bridges to navigate Lila would instead cross through the murky, muddy waters themself. Where the other kids saw a stinking mess of a town, Bsaw the fireflies that danced over the water, heard the croaking choirs of frogs, and felt the soft hum of life beneath the mud. As her parents were absent from the family, often working long hours out on the lake, she spent much of her free time exploring and experiencing nature.
It was early on that people began to realize a few things about Lila. First, she was incredibly happy and easy to get along with, and had a brilliant smile. They also noticed that she was a carefree girl who was content playing with the animals versus her fellow villagers. As such, there was always mud on her boots, her hair was tangled with a brush, and everyone found her disarming and oddly charming. That was, until people started abusing the swamp in front of her. As she reached her teenage years, she would often start, and finish fights with people who disrespected the life around her home. Often, these people would say it was like the swamp itself had started to rise up around them as vines grew from nowhere and lashed at them. This led to many realizing that, while Lila was a sweet, young teen who could brighten your day with her smile, she could flip at the drop of a hat and bring more pain than a child should be able to.
By her seventeenth birthday, the eventuality came to fruition. A caravan bearing the insignia of a rather large company based in Oniburg was spotted all day downriver from her village. Within an hour of their presence, the water began to grow cloudy, fish began to float to the surface, and an unnatural odor began to permeate the air. Lila knew right away what was happening and, despite the protest of others, wen’t to confront the culprits. As she approached the campsite, she could see barrels being dumped into the water, and while it did not break the inviting smile that crossed her face, it did bring anger to her voice. This anger only grew as the industrialists laughed at her demands that they leave. They insulted her village, her muddy clothes, and the swamp as a whole. Lila left the camp and pleaded with the swamp to help her drive these invaders out and a nature spirit, who had been following her for a long time, responded and boosted her natural magic. She would return to the camp that night.
A week later, a magistrate, with two bodyguards, arrived at the destroyed campsite. There was nary a trace of those who were here, yet the signs of a fight were evident. Wagons were tossed and turned, with vine-like grooves dug into the wood, strips of clothing could be seen caught in the branches above, and there were weapons strewn across the area. He asked aloud what had happened, and out walked Lila with her infectious smile and arms wrapped in barbed vines. While the magistrate was spared and told to deliver a message that this swamp would kill anyone else who dared to disturb it, the two bodyguards were claimed without Lila needing to raise a hand. Knowing that as long as she resided here, the swamp would face danger, Lila delivered the Magistrate to the outskirts of the city and took off for a life on the run. Before she left, the swamp gifted her a staff that has gone everywhere she has since.
She eventually found her way to a far-flung city known as Greyharrow. She has resided in the city for a week now and plans to move on soon. Lila feels like some part of her is missing out here, and she longs for a return to her swampy home.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Ohhhhhh, is that what they meant?"
Anyyyything else?
DRUID ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Nature is beautiful, and it is also terr."
TYPE ⫻ Druid - Circle of Land (swamp)
MAGIC ⫻ Lila is a Druid who uses nature magic, poison, and acid to fight.
THORN WHIP ⫻ Lila is able to conjure a Thorn-laden whip and can use it to lash out at a target. She can either summon the whip into her hand and use it herself or cause one to grow forth from the ground beneath her feet. The thorns on the whip are painful and contain a mild poison that irritates the area it wraps around. Lila will use this tool to pull a target into a more dangerous position or pull them off their feet and open them to strikes. To cast this spell, she will need to grab a single thorn from her component bag and combine it with her own magic.
ENTANGLE ⫻ Like her Thorn-Whip, Lila can grab a thorn from her component bag and use her magic to create a nearly impassible grasping-vine area. The vines will automatically seek out all who enter their fifteen-foot radius and grab at them. When one makes contact, several more will follow up and grab at different spots on the target's body. After the vines have grabbed hold, they will begin to slowly constrict like snakes around an easy dinner, trying to squeeze the life out of a target.
CURRENT WANDS/TOMES/STAFFS ⫻ After she defeated the forces of corruption in her village, the swamp rewarded her with a gnarled swampwood staff. It is twisted, water-worn, and stained a dark color with peat. The staff itself vibrates with a latent magical energy and serves as a conduit for Lila to cast her spells.
LIMITS ⫻ Lila will need components to cast her spells. As such, if someone were to steal her component bag, she would be at a disadvantage in a fight.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)
She/Her | 24 | Tiefling | Fierna Lineage | 62 inches | 119 Lbs | _______________________________________________ Regret. _______________________________________________ Skills & Talents "That thing.. I know it changed me, but I never quite grasp how much." ___________________________________
[Gift from the Sea Turtle] ⫻ When she took the pact with her Patron, Kel had physical changes that have allowed her to feel at home in the open water. She received two gifts from her patron, even if they sometimes feel like a curse. First, she is a powerful swimmer, able to move quickly through the water. Secondly, she has gained the ability to breathe underwater thanks to the salt-like coating that the patron forced into her lungs. [Master of disguise] ⫻ From her earliest memories to her recent years with The Outcasts, Kel has learned to blend into wherever she needs to. This can be quite the challenge thanks to her pale pink skin, but with the right makeup and outfit, she can disappear into the shadows or in a crowd [Knows where to stick them] ⫻ Kel knows where to stick a knife to end someone quickly. She does not embellish her attacks, nor does she try to be flashy. Just a single stab, a quick end, and a burial under the waves.
Appearance ▔▔▔▔▔▔▔▔▔▔▔▔▔ "If Felix could see me in this dress, I doubt I would have it on long."
Like many Tieflings Kel looks like a devil. She has a pale pink hue to her skin that paints a clear picture of which demon her ancestor fucked. She has two horns that are swept back and point upwards at their tip, with two bony plates at the base of the horns. Her legs are digitigrade with claw-like feet that have become webbed thanks to her pact. Her tail is almost as long as she is tall, and often it swishes too and fro like a cat excited to pounce on their next prey. She has hardened scale-like spots on her shoulders, face, and the lower part of her back. These have slowly grown on her skin ever since she made her pact, and are a physical manifestation of that terrible deal she made. Lastly, her ears are pointed with elven style points, yet this, too, is an inheritance from her devilish ancestors.
Despite her work, Kel tends to dress in warm, vibrant colors, and this sense of fashion is also reflected in her short hair. As a base, she dyes her hair a mint green color and has a pinkish highlight strewn throughout. She often wears fashionable outfits and knows how to accessorize well. Even her horns are often adorned with jewelry. She often wears clothes that allow her scales to shine. No one has noticed they are more turtle-like than the traditional scales that may dot a Tiefling, and once again, she chalks this up to the general populace being ignorant about who or what Tieflings are. Yet if she finds herself on a mission, she will hide all of her personality away behind a dull, black outfit. The colorful hair gets hidden beneath a cap and a hood, her pink skin melts away as she covers up every inch of her exposed flesh with makeup or various layers of cloth, and her pretty face and dour expression vanish completely with her mask
Psychology ▔▔▔▔▔▔▔▔ "Quote about personality here."
MAIN GOAL ⫻ At this point, Kael'zar is only hoping for a spark of joy. Everything that she held dear, from her family to her home, and to her love, was stolen from her. She has also become involved in a criminal syndicate, does the bidding of some giant turtle, and lives far from the water. At this point, she just wants to be happy.
PHILOSOPHY ⫻ Life is meaningless, but that does not mean that moments within it aren’t. To survive in this hellscape of a world, you need to find someone, or something, that makes existing an additional bearable.
SECRETS ⫻ Kel is a Warlock, and she hides that fact to everyone. Not even her ‘friends’ within The Outcasts know of her true power. The world sees her as a thieving Tiefling, and she works hard to ensure that remains the case. She will often steal things rather poorly to keep the illusions up.
SEXUALITY ⫻ Straight
FEARS ⫻ She fears that she will die alone. Kel knows that the bill with her patron will keep coming due, and she will be required to give more and more to pay off her debt. Kel knows that eventually she will not be fast enough or clever enough to survive a mission. Despite these facts, the only thing she truly fears is to never find a love like the one she had for Felix.
WHAT BROUGHT THEM TO GREYHARROW ⫻ Her patron directed her to the town to investigate the Arcane Tower.
WHAT DO OTHERS IN TOWN THINK OF THEM ⫻ Kel is known as an honorable thief, with a flair for the dramatic. She is a fixture at the Waystone and is often seen chatting with Rosa at the bar.
EQUIPMENT ⫻ Kel carries a light crossbow and twenty bolts, on her person at all times. She was gifted an arcane focus that she wears as a jewel on her forehead. It is shaped like a sea star holding a ruby in its body and is a vibrant red color. When away from town, she will often have a simple dungeoneer’s pack on her back and two black daggers that are holstered in two slots on her black leather armor. A black cloak often accompanies her regardlessss of being in town or away..
FLAWS ⫻ (What holds your character back?)
Backstory ▔▔▔▔▔▔▔▔▔▔▔▔▔ "I still miss him. I doubt that will ever change."
Kael'zar Vexmoor grew up in the poor Dock Ward of Waterdeep. It was a part of town that saw constant conflict that, as the story goes, was only broken up by the buildings that made up the district itself. From her earliest memories, she vividly recalls the stench of fish, rot, and blood. As is the case with many tieflings who reside in the lower wards, she learned how to move unnoticed, how to listen through the cracks in doors to determine if somewhere was safe, and ultimately how to keep her head down when people decided to scapegoat her people once more. She rarely saw her mother, who worked the night shift gutting fish down at the wharves, and her father was missing from the day she was conceived. Even at this young age, at this terrible place, Kael'zar was quiet, clever, and hungry for something more than the filth she waded through every morning.
As she grew into her teen years, she would have the occasional run-in with the law. While she was rarely actually accused of stealing, it was becoming common knowledge that this sneaky Tiefling may be the cause of many a missing purse. It was after one of these thefts, at the age of seventeen, that Kael'zar fell for a person named Felix Darran. She had taken a coin purse from him and slipped through the back alleyways until she thought she had lost him. As she was examining her haul, he had snuck up on her and reminded her that stealing was bad. While she wanted to run, this man managed to talk a poor Tiefling into giving back her ill-gotten goods and to share a meal with him. Felix was a charming smuggler who actually saw the girl for who she was and not the infernal curse that plagued her bloodline. She idolized him, loved him, and followed him everywhere he went. One night, she followed him into a job she should have never touched.
The duo had stolen a ledger belonging to the Dock Ward Captains’ Guild. The duo never looked at what they took and were only told that it was important. Felix was caught first, and Kael'zar watched as they dispatched him without even a second thought. Just put him against a wall, drove a blade through his heart, and let him stay where he fell. When they searched his corpse, they realized the ledger was with his devil girlfriend, and they sought to find her. Kael'zar ran home as fast as her legs could take her through the various shortcuts. When her mother learned what had happened, she pressed all the money to her name into her daughter's hand and told her to run. Within moments, she was the most wanted person in the Dock Ward, and posters were sent all across Waterdeep. Someone needed to answer for the missing ledger, and the Ward did not care what lies they had to spread to catch her.
It took twenty-four hours for Kael'zar to escape the city, and when she did, she ran straight into the dark and never looked back. Kael'zar fled north along the coast, finding rest beneath overhangs and piers, but she stayed near the water at all times. As she fled, she began to sense that The Sea of Swords was trying to talk to her. The wind would sound like a warm whisper as it whipped up and down the coast, and the waves themselves felt like beckoning hands trying to draw her in. Eventually, the forces of Waterdeep cornered her near a cove and Kael'zar, who was exhausted, numb, and starving, waded out into the knee-deep surf and begged the thick fog that covered the sea for help
And the abyss answered.
Kael'zar watched as the mist parted, revealing a massive, primordial turtle bigger than the entirety of the Dock Ward. While it did not speak in the normal sense, she could hear a whispering voice in her mind that sounded like the tide crashing against the walls of a cliff. It offered her refuge, power, and protection, and in return, she would need to do the bidding of this patron, serve, and be obedient. With her heart broken, she agreed to the terms, and her lungs quickly filled with salt as a strong rush overwhelmed her mind. She passed out into the water, awaking several hours later surrounded by the corpses of the Dock Ward forces. The mist was gone, as was the massive creature, but she knew deep within her core that she was forever changed by this decision.
For the next five years, she did the bidding of her abyssal patron. For the most part, she was instructed to move up and down the coast, targeting massive fisheries that were overfished in the seas. She was commanded to kill, destroy, and pave the way for the ocean to pull these places beneath the waves. As she traveled, she heard stories of this powerful Arcane Tower less than a month's ride away, and this information got back to her patron, who was intrigued. It wanted to see this oddity for itself, and it commanded Kael'zar to investigate the tower, and if she were to get inside, to observe what was there, and take anything that could be of value to the patron, no matter the cost.
Two years have passed since then, and Kael has kept herself busy in Greyharrow. She quickly learned that when she was away from the ocean, she was penniless and hunted still. Thus, she quickly realized that power, real or otherwise, was a currency in this town. She was approached by the leadership of The Outcasts and offered a place in their criminal empire, which she was compelled to accept. Initially, she was little more than an enforcer, yet her skills and talents did not go unnoticed. Within three months, she was put to work as a saboteur and as an assassin, and has done work almost exclusively outside the city. Her patron still finds time for her to drag unwilling souls into the ocean on these trips, and she yearns for the day she can be free of the chains that bind her. Because the longer she works for The Outcasts, the more she feels that the girl that Felix loved is no longer the woman she became, and that breaks her heart once more.
Other ▔▔▔▔▔▔▔▔▔▔▔▔▔ "Another one visited me in my dreams last night. I couldn’t look away this time. I watched as the waves pulled him in."
WARLOCK ▔▔▔▔▔▔▔▔▔▔▔▔▔ "We fucked up and drew the ire of an ancient abysal creature, and I was in the wrong place, at the wrong time."
TYPE ⫻ Warlock - Fathomless
PATRON ⫻ Kel does not know the name of her patron. All she knows is they are this ancient, massive, island-like turtle that comes and goes as they please. This patron grants Kel water-based magic and deadly tentacles to crush her foes.
TERMS ⫻ Every so often, the Patron will visit Kel and give her a mission. This mission can be small, like capturing a specific individual and dragging his body to the ocean for consumption, or large, like sabotaging the support pillars of a fishery to cause its collapse. It is expected that she will make haste with completing the mission, and if she delays, her patron will visit her again, but bring the wrath of the depths with them.
CREATE OR DESTROY WATER ⫻ Kel can create or destroy up to ten gallons of water at a time. Typically, she will need to have a container for this water, and each time she creates it will be clean, drinkable water. As well, she can cause this created water to rain down on the area in a thirty-foot radius. She can use this rain to extinguish torches or fires in the area, or create a slick surface for her to engage with. Her destroy water component also allows her to dispatch fog in a similar thirty-foot radius.
TENTACLE OF THE DEEP ⫻ Twice a day, Kel can channel the magic of her patron to summon a swirling water-filled Tentacle of the Deep. This tentacle can be created anywhere within a thirty-foot radius, and it will strike out at enemies without her direction. It attacks by wrapping itself around a target, squeezing, and covering their face with its swirling watery form. Targets killed with this spell are pulled into the whirlpool and disappear through its base to parts unknown.
LIMITS ⫻ The water that Kel creates is just normal water. It is useful for putting out fires or creating a slick surface, but overall, she does not have much utility with it. As well, she can only use this form three times per day before she herself starts to feel dehydrated.
The Tentacle summon only lasts for one minute at a time. Thus, if she gets in a prolonged fight, she may have burn both of her granted summons and be without it for the rest of the day.
WEAKNESSES ⫻ (DO NOT FILL THIS OUT, I WILL PROVIDE IT FOR YOU)