What was their life like before their mentor disappeared? What was their family life like? Is their mentor a family member? If not, what happened to make them leave their family to join their mentor? Do they have a faith? What is their lifestyle?
Personal Characteristics:
Personality traits go here. Also, what are your character's ideals? Their bonds? Their flaws?
Allies?
Enemies?
Are they a part of an organization?
Extra Information:
Any other information that you feel is needed should be put here. Do they have a pet? Maybe they have a familiar? Are they allergic to anything?
Skills and Abilities:
Abilities:
You must have three abilities and give a short description of each ability. They should pertain to the class that you have chosen for your character.
What are the drawbacks of those abilities?
Skills:
A minimum of three basic skills that your character contributes to the group with a short description. What can they do OUTSIDE of their abilities to help further the group?
@Expllo I edited my character! Hopefully it helps a bit more.
29 - Female - Elven (Falon’Din’sil Clan)
Class + Specialization: Rogue ~ Assassin
Custom Traits:
(Your custom traits, in which you create these! These can range from spells, to physical skills, racial traits, or unique magical heirlooms. This is where I encourage creativity to set yourself apart from the rest of the cast and class features) (No need to follow the order below, do as you see fit, as they are only examples)
1. Daggers of Falon'Din Obtained on an excursion within the ancient temple deep within the Lava Ruins, Rae seemed to bond with daggers. When she returned home, she applied her trademark red floral etchings on the blades and handles. These daggers siphon energy from her opponents once nicked. When fully charged, the red inscriptions begin to glow and then she can throw them to explode within her targets.
2. Falon'Din's Fury Rae's Valislin begins to glow as she embraces her calm fury, using whichever weapon is most expendable at the moment, either daggers (normal daggers, not her special ones) or arrows, she unleashes rapid-fire projectiles treating her targets like pin cushions until she deals a deadly blow.
3. Murder of Roses (similar to Murder of Crow) Using her advanced agility and her poison concoction of Cave Adder venom, Deepstalker Claws, and Blood Lotus, Rae's enemies believe she vanishes in a rain of dark red rose petals, she leaps rapidly between nearby targets, dealing damage with each strike. The final leap deals significant damage to any enemies near the strike zone.
4. Poison Blades Rae has a keen fascination with plants for both healing and poisoning purposes, she uses her poisons to create Poisoned Blades with her daggers and the tips of her arrows.
5. Passion of Mythal Rae is extremely talented with a bow- similar to her daggers. Her bow, etched with red foral markings, aptly named Passion of Mythal, as Mythal was the mother of all things. The bow is made of what appears to be a mix of charcoaled wood with an obsidian inlay. The bow and her Valsilin connect in combat to allow her to tap into the Elven connection of nature. This allows her to use some elemental effects such as Rain of Decay, Reeling Bolt, and Exploding Arrow, applying one effect to a single arrow when her bow is charged.
Story traits:
(Leave this empty for now. These are rewards granted via story progression)
Some where in an eclectic scholar’s library, shoved way in the back behind other books lies the vague history of the Falon’Din’sil
“Falon’Din’sil” – “Ghosts of the Forgotten”
(Falon’Din = the elven god of death and the beyond - Sil = ghosts/shades/echoes)
Dalish Folklore Terms:
“The Hollow Kin” - A humanized term Dalish use among themselves, implying elves in form, but spiritually empty.
“Blood-Sung” - Those “sung” or shaped by blood magic.
“The Sunless” - A reference to their subterranean life.
(A cautionary tale—what becomes of elves who delve too far into the old magics)
“We do not speak of the Falon’Din’sil. They walked too deep and listened too long. Now they are only echoes beneath the earth.”
Before the fall of Arlathan, the elven empire was vast and fractured into many castes and sects. One such sect, known as the Falon’Din’sil, followed an esoteric and extreme interpretation of Falon'Din’s teachings. They practiced early, now-forbidden blood magic rituals, claiming they were divine in origin and allowed direct communion with the gods.
When Arlathan fell and the Dalish scattered, this dark sect retreated northward, crossing the sea to the lands that would eventually become Par Vollen. There, they established hidden enclaves within the volcanic caves and jungle-covered ruins. They avoided contact with humans, and later, with the Qunari, blending into myth and fearsome rumor.
Their society is matriarchal, with power held by seer-queens known as Night-Mothers (Vir Daelen). These women are feared and revered as both blood mages and visionaries who can "see" through the Fade. They do not follow the Qun and live as an isolated, spiritualist culture with strict taboos around outsiders. Official Qunari history describes them as extinct, wiped out during the conquest.
Born to an alchemist father and a mother who owned a tailor shop, Rae lived in the Fani’Orair’Inon District, to humans this would be similar to a Merchants’ market. While it was nothing like the Fani’Ortaor Barastena'las, the Noble District, it was more comfortable than the Slums. Her family still struggled to make ends meet as supplies were always in short supply living underground. Only those who lived in the Noble District could afford to have consistent food to keep their bellies full. Rae learned her mother’s techniques of appliqué and other methods of embroidery to help further the business while her father worked for the Temple of Falon’Din’sil as a senior healer and chemist, teaching her the importance of give and take with ingredients. Being kind people, there were many times that Rae helped her parents make healing packages for those in the Slums.
At the age of twelve, young Elven attend the Academy at the Temple, taught by the priests and priestesses. If they show promise in furthering the Clan’s mission, the young ones are removed from their families and placed in the dormitories to be instructed day and night. It was during her first confession with High Priestess Asalandiva, when the priestess had a vision of Rae walking on the Surface. Keeping this knowledge to herself, Asalandiva had Rae taken from her home and kept in the Temple to try and change the vision she saw. Raeretha was assigned to the Espionage Command taught in the many ways of hand to hand combat and spying.
After one graduates the Academy, they are sent into the Deep Roads to journey to the Lava Ruins (an ancient Elvhen temple said to have collapse within the sky during the Fall of Elvhenan) for their Vallaslin. In the Chamber of Visions, one must offer a drop of life (blood) into the Pool of Gold, then they will receive their markings by the priests and priestesses. Common elves who aren’t taken from their families receive the traditional Vallaslin with either charcoal or volcanic ash. Those like Rae, who show promise, obtain theirs with a powdered form of red lyrium, carefully crafted by the High Priest and Priestess who know how to properly stabilize it.
When she returned home with the red inking her skin, she was assigned to the intelligence and espionage unit for the clan. Rae’s parents were also allowed to join the Noble District now that they had a daughter with a higher position in the clan. Rae still wasn’t allowed to rejoin her parents as she now belonged to the Temple.
Raeretha, being a constantly curious person, has an affinity for flora and fauna. This trait didn’t make her very many friends in the Academy. In fact, she was constantly harassed for being too entranced with her experiments. Being underground wasn’t ideal for ingredients to grow and thrive. So, Rae paid top dollar for any interesting specimens she found on the trade market. Although, by the time the Dwarves got to Falon’Din’sil, many ingredients had perished or were sold to other Dwarves. Making friends with the Dwarves that traded with them, Raeretha learned of the Surface and all the kinds of ingredients they had available to them. Since Rae’s clan refused to contact the Surface, she settled for purchasing books from the Dwarves, dreaming of what the surface may look like. It was during this time that Rae figured out how to apply the stabilized red lyrium to thread, allowing her to embed her clothing with enhanced properties. She also enjoys music and singing, and while she was tasked to learn how to play the lyre as a part of her upbringing, she keeps such enjoyment to herself since she took up the mantle of assassin and spy, not of the bard.
During her last travels within the Deep Roads for the Clan, Raeretha and her troop began to notice signs that the Blight was different than normal. Rae told the Night Mother, the leader of the Clan, of her troop’s findings of the mutating Blight. Instead of being taken seriously, she was told to take a brief leave as the Night Mother and the Head Priest and Priestess knew of how stubborn Rae could be. Soon, one of her troop members and fellow Academy graduate, Anise, who was nicked by a darkspawn in a skirmish became sick with the mutated blight and was sent into Forced Isolation in the Lava Ruins. Anise was a Elvhen from the Slums. He was proud to have been chosen and further his family out of the desperate streets of the Slums. Proudly boasting that he would bring honor to the Clan by finding lost artifacts from Elvhenan. He was always recanting the tales of the Grey Wardens of old, how he modeled himself after them even though they hadn’t had contact since the First Blight.
Anise’s former enthusiasm and belief in the tales of old encouraged Rae to implore the Night Mother to allow her to go find aid, whether it was from the Dwarves or the Grey Wardens. The situation was clear that Falon’Din’sil needed help. The Night Mother and other elders denied Raeretha such a request, forbidding her to even leave her home until her leave of absence was over. Rae followed orders for a while until she caught word of the new blight spreading in the Slums. The Night Mother ordered the Slums to be blocked off, having food and water delivered over the wall that was built. That was the tipping point for Raeretha to pursue help from the Surface on her own, even if it meant exile afterwards. After all, once one ‘abandons’ the Clan, they are considered a traitor to Falon’Din.
Rae gathered what she could, grabbed her weapons, and headed to Kal-Sharok to get herself to the surface. She managed to get through the Deep Roads barely by covering herself in the guts of a darkspawn she killed, knowing that she wouldn’t be able to fight a large number of them at once without her troop. A Dwarf warrior almost mistook her for a ghoul until she proved that she was healthy and well. After a brief cleansing from the Kal-Sharok Shaperates, who believe that she is a scholar who got separated from her group, they sent her to the surface.
Homeland:
The volcanic catacombs of Par Vollen, known as Anor’or’iseth i’nisathe, the Land of Heat and Ash.
Motivation:
She hopes to strengthen relations with the surface similar to the Dwarves.
Relations:
Eolaselan (father) and Halesta (mother)
Head Priestess Asalandiva- Teacher and Mentor in the the Academy
The Night Mother, formerly known as Gaelathebanah.
Anise, a trusted member of her troop unit, unknown about his health status.
Raeretha hasn’t yet considered a relationship as her people usually wait until their forties to get married and start a family. But the surface is different than the Below, who knows what could develop?
Equipment List:
-A set of dark leather-bound journals to record her findings.
-A set of charcoal sticks -A traveling alchemist set to create healing elixirs and/or poisons -Her lyre if it strikes her fancy to play -Her mission attire is made of black leather and expertly decorated with red floral embroidery.
-Her casual clothes are a white embroidered blouse and a black corset and trousers.
-A small sewing and embroidery kit from her time at the Academy.
Signature: (Type “WhiteAngel25” to agree to the rules of the RP, including giving me permission kill off your character (within reason) in order to avoid any misconceptions down the line)
Vradia is a diverse land of people and countless opportunities for adventures. A world of great design filled with warriors, mages, alchemists, rogues, royalty, and villains. Together we can build a unique experience to allow various stories to play out. Vradia was once a continent divided into kingdoms but was brought together under the First Emperor about five millennia ago known as the Unification War. There are five major regions of Vradia: Sands of Regand, Ellegaz Plains, Evergreen Forest, Western Rife Mountains, and the capital city, Volenstul. To the south, there are the Sands of Regand. The desert region of Vradia.
The Sands of Regnad were as mystic and beautiful as they were dangerous. Rolling hills of sand and dirt would meet the occasional dry cliffs and plateaus to form the landscape. Various animals would call the crevices of the landforms home and also provide shelter for those looking to get out of the sand storms. The arid desert was home to two major cities, Dolg and Revlis.
Dolg was the first oasis established settlement by Vradia’s first emperor. It is the major hub for all the small villages and towns that have built themselves within the cliffs. Revlis was formed out of the need to mine the minerals within the mountainous plateaus and soon many mining settlements became one city.
The Evergreen Forest to the East
The trees of the Evergreen Forest seemed to be as tall and as ancient as the mountains they guarded around, especially from the forest floor. Various species of flora and fauna thrive within the vast landscape of emerald and other bright hues. The Elvian people roamed amongst millions of tree roots, living at the bases of their ancestral protectors.
Every once in a while, an Elvian settlement would pop up along the Emerald Trade Route that allowed the Elvian people to trade with the rest of Vradia. The Emerald Trade Route is the only way in and out of the Evergreen Forest. Many emperors have tried to expand within this ancient place only to have every effort be squashed and driven back.
The capital city of Vradia, Volenstul, is located more so to the North side of the Ellezage Plains.
This is the capital city of Vradia, where the Emperor and his family resided in the castle. It was home to many noble and common families alike. The close quarters of the Downtown and Harbor districts were the most populated filled with the poorest commoners within the city’s walls. This area was famous for being the hub of mercenaries and thieves for hire.
The Rosebud District was the main square of the town serving as the marketplace for merchants. Many of the commoners and nobles were able to converse and interact with one another here. This area was the go-between for various people and businesses. Many of the noble families live in the Upper Ring District, the various wide-open estates of land that surrounded the Capital Castle.
A mage in the Capital was sent Htead Gallows, a mage protection facility that was ‘supposed to’ help the mage grow and learn how to control their power and themselves.
The Western Rife Mountains. Once home to the ancient species of dragons and their keepers, Dragonians. The temples dedicated are now desolate and empty.
High above the lowlands of Vradia, rested the Western Rife Mountains, once home to dragons and the people that worshipped the beasts of the skies, the Dracoians. The Western Rife Mountains were the border between the Ellezag Plains and the Evergreen Forest. Before the First Emperor, the ancient Dragonian civilization was vast and thrived amongst the winged creatures. Temples were built to protect and serve the dragons being one of the few intelligent creatures outside of humans, Elvians, dwarves, and the like. After the Unification War, the First Emperor ordered all dragons to be hunted to extinction as they posed a threat to the people’s safety.
The once gleaming temples dedicated to dragons were abandoned after the rumor of the last dragon was killed. Bandits and other miscreants have managed to pilfer a majority of precious artifacts from a life long ago, except for one temple, the Temple of Gikn Gradon. No matter how many attempts were made, many people were forced to turn around whether supplies were destroyed or a majority of their men were killed, no one was able to reach Gikn Gradon.
The countryside of the Ellezag Plains.
The Ellezag Plains are a vast, wide-open space that makes up a good chunk of Vradia. The Elvian that have chosen to leave the Evergreen Forest and mingle with humans roam nomadically throughout this area. Many small towns, villages, farms, and cities call this area home. This area saw the most bloodshed when the First Emperor decided to unite the regions. It was an area of many warlords and tribes before the Unification War.
The Plot
A strange plague has begun to spread across Vradia. First, it was just a few individuals, then it took over a whole village. Currently, the strange illness is being contained with the Royal Guard setting up checkpoints throughout Vradia along the Trade Roads. Those that exhibit symptoms are taken away.
People that contract this disease first have symptoms of pneumonia but as they’re being treated for that, their skin, hair, and flesh becomes necrotic causing chunks of their muscle to fall off with the simplest of movements. Once the whole body has molted its original body, gray flesh is left behind as well as soulless blind appearing eyes. By that time, the infected person attacks, consuming whoever is within the household, however, they leave one victim behind to continue the disease.
These infected individuals can only be killed by cutting off their heads or burning them. Some experts believe that the person they once were is stuck within their minds as their body is controlled by whatever the disease is. Some believe that the disease turns the person into a mindless beast. No one knows for certain as no one can get a clear study of these infected without being attacked themselves.
The people that show symptoms, whether reported to village or town authorities or the checkpoints, are immediately taken to the nearest mage tower as the mages have been granted temporary protection in the public to allow these infected to be contained. This ‘protection’ for the mages is quickly built camps with poor conditions, nothing like the slightly better conditions in the towers depending on which tower a mage was sent to.
Our characters are all apprentices of the current experts in different parts of Vradia secretly studying the disease for the Emperor. One day our characters wake up and their respected mentor has disappeared. Clues bring our characters together and find that the mentors are a part of a secret society, they realize that they have a duty to continue their mentors’ work.
This RP is heavily inspired by the Dragon Age and Elder Scroll franchises with D&D sprinkled in. Your character can be multi-classed and you can choose from the various races. Humans, Dragonians, and Elvian (elves) are native to the region but that doesn’t mean dwarves and other races haven’t made their way here in the last five thousand years or even before the First Emperor unified the land.
I’m thinking of a small group of people (5 or 6 people) for this RP considering this is my first time GMing in almost a decade. I’m just starting to get back into group RPs so bear with me a bit.
Also, this RP is going to be +18 due to the heavy nature of things that can occur. So, please be 18 or older. Vradia is a kingdom that has had a lot happen within its ancient borders and it can get dark at times. There will be gore and heavy subject matter, which will require trigger warnings with each post if such situations are occurring when they are happening (if that makes sense). That being said if characters develop a mature relationship, take things to the PMs or fade to black. If you cannot handle such things, please do not apply.
Main discussions of the RP will be held on Discord.
(Your custom traits, in which you create these! These can range from spells, to physical skills, racial traits, or unique magical heirlooms. This is where I encourage creativity to set yourself apart from the rest of the cast and class features) (No need to follow the order below, do as you see fit, as they are only examples)
1. Daggers of Falon'Din Obtained on an excursion within the ancient temple deep within the Lava Ruins, Rae seemed to bond with daggers. When she returned home, she applied her trademark red floral etchings on the blades and handles. These daggers siphon energy from her opponents once nicked. When fully charged, the red inscriptions begin to glow and then she can throw them to explode within her targets.
2. Falon'Din's Fury Rae's Valislin begins to glow as she embraces her calm fury, using whichever weapon is most expendable at the moment, either daggers (normal daggers, not her special ones) or arrows, she unleashes rapid-fire projectiles treating her targets like pin cushions until she deals a deadly blow.
3. Murder of Roses (similar to Murder of Crow) Using her advanced agility and her poison concoction of Cave Adder venom, Deepstalker Claws, and Blood Lotus, Rae's enemies believe she vanishes in a rain of dark red rose petals, she leaps rapidly between nearby targets, dealing damage with each strike. The final leap deals significant damage to any enemies near the strike zone.
4. Poison Blades Rae has a keen fascination with plants for both healing and poisoning purposes, she uses her poisons to create Poisoned Blades with her daggers and the tips of her arrows.
5. Passion of Mythal Rae is extremely talented with a bow- similar to her daggers. Her bow, etched with red foral markings, aptly named Passion of Mythal, as Mythal was the mother of all things. The bow is made of what appears to be a mix of charcoaled wood with an obsidian inlay. The bow and her Valsilin connect in combat to allow her to tap into the Elven connection of nature. This allows her to use some elemental effects such as Rain of Decay, Reeling Bolt, and Exploding Arrow, applying one effect to a single arrow when her bow is charged.
Story traits:
(Leave this empty for now. These are rewards granted via story progression)
Some where in an eclectic scholar’s library, shoved way in the back behind other books lies the vague history of the Falon’Din’sil
“Falon’Din’sil” – “Ghosts of the Forgotten”
(Falon’Din = the elven god of death and the beyond - Sil = ghosts/shades/echoes)
Dalish Folklore Terms:
“The Hollow Kin” - A humanized term Dalish use among themselves, implying elves in form, but spiritually empty.
“Blood-Sung” - Those “sung” or shaped by blood magic.
“The Sunless” - A reference to their subterranean life.
(A cautionary tale—what becomes of elves who delve too far into the old magics)
“We do not speak of the Falon’Din’sil. They walked too deep and listened too long. Now they are only echoes beneath the earth.”
Before the fall of Arlathan, the elven empire was vast and fractured into many castes and sects. One such sect, known as the Falon’Din’sil, followed an esoteric and extreme interpretation of Falon'Din’s teachings. They practiced early, now-forbidden blood magic rituals, claiming they were divine in origin and allowed direct communion with the gods.
When Arlathan fell and the Dalish scattered, this dark sect retreated northward, crossing the sea to the lands that would eventually become Par Vollen. There, they established hidden enclaves within the volcanic caves and jungle-covered ruins. They avoided contact with humans, and later, with the Qunari, blending into myth and fearsome rumor.
Their society is matriarchal, with power held by seer-queens known as Night-Mothers (Vir Daelen). These women are feared and revered as both blood mages and visionaries who can "see" through the Fade. They do not follow the Qun and live as an isolated, spiritualist culture with strict taboos around outsiders. Official Qunari history describes them as extinct, wiped out during the conquest.
Born to an alchemist father and a mother who owned a tailor shop, Rae lived in the Fani’Orair’Inon District, to humans this would be similar to a Merchants’ market. While it was nothing like the Fani’Ortaor Barastena'las, the Noble District, it was more comfortable than the Slums. Her family still struggled to make ends meet as supplies were always in short supply living underground. Only those who lived in the Noble District could afford to have consistent food to keep their bellies full. Rae learned her mother’s techniques of appliqué and other methods of embroidery to help further the business while her father worked for the Temple of Falon’Din’sil as a senior healer and chemist, teaching her the importance of give and take with ingredients. Being kind people, there were many times that Rae helped her parents make healing packages for those in the Slums.
At the age of twelve, young Elven attend the Academy at the Temple, taught by the priests and priestesses. If they show promise in furthering the Clan’s mission, the young ones are removed from their families and placed in the dormitories to be instructed day and night. It was during her first confession with High Priestess Asalandiva, when the priestess had a vision of Rae walking on the Surface. Keeping this knowledge to herself, Asalandiva had Rae taken from her home and kept in the Temple to try and change the vision she saw. Raeretha was assigned to the Espionage Command taught in the many ways of hand to hand combat and spying.
After one graduates the Academy, they are sent into the Deep Roads to journey to the Lava Ruins (an ancient Elvhen temple said to have collapse within the sky during the Fall of Elvhenan) for their Vallaslin. In the Chamber of Visions, one must offer a drop of life (blood) into the Pool of Gold, then they will receive their markings by the priests and priestesses. Common elves who aren’t taken from their families receive the traditional Vallaslin with either charcoal or volcanic ash. Those like Rae, who show promise, obtain theirs with a powdered form of red lyrium, carefully crafted by the High Priest and Priestess who know how to properly stabilize it.
When she returned home with the red inking her skin, she was assigned to the intelligence and espionage unit for the clan. Rae’s parents were also allowed to join the Noble District now that they had a daughter with a higher position in the clan. Rae still wasn’t allowed to rejoin her parents as she now belonged to the Temple.
Raeretha, being a constantly curious person, has an affinity for flora and fauna. This trait didn’t make her very many friends in the Academy. In fact, she was constantly harassed for being too entranced with her experiments. Being underground wasn’t ideal for ingredients to grow and thrive. So, Rae paid top dollar for any interesting specimens she found on the trade market. Although, by the time the Dwarves got to Falon’Din’sil, many ingredients had perished or were sold to other Dwarves. Making friends with the Dwarves that traded with them, Raeretha learned of the Surface and all the kinds of ingredients they had available to them. Since Rae’s clan refused to contact the Surface, she settled for purchasing books from the Dwarves, dreaming of what the surface may look like. It was during this time that Rae figured out how to apply the stabilized red lyrium to thread, allowing her to embed her clothing with enhanced properties. She also enjoys music and singing, and while she was tasked to learn how to play the lyre as a part of her upbringing, she keeps such enjoyment to herself since she took up the mantle of assassin and spy, not of the bard.
During her last travels within the Deep Roads for the Clan, Raeretha and her troop began to notice signs that the Blight was different than normal. Rae told the Night Mother, the leader of the Clan, of her troop’s findings of the mutating Blight. Instead of being taken seriously, she was told to take a brief leave as the Night Mother and the Head Priest and Priestess knew of how stubborn Rae could be. Soon, one of her troop members and fellow Academy graduate, Anise, who was nicked by a darkspawn in a skirmish became sick with the mutated blight and was sent into Forced Isolation in the Lava Ruins. Anise was a Elvhen from the Slums. He was proud to have been chosen and further his family out of the desperate streets of the Slums. Proudly boasting that he would bring honor to the Clan by finding lost artifacts from Elvhenan. He was always recanting the tales of the Grey Wardens of old, how he modeled himself after them even though they hadn’t had contact since the First Blight.
Anise’s former enthusiasm and belief in the tales of old encouraged Rae to implore the Night Mother to allow her to go find aid, whether it was from the Dwarves or the Grey Wardens. The situation was clear that Falon’Din’sil needed help. The Night Mother and other elders denied Raeretha such a request, forbidding her to even leave her home until her leave of absence was over. Rae followed orders for a while until she caught word of the new blight spreading in the Slums. The Night Mother ordered the Slums to be blocked off, having food and water delivered over the wall that was built. That was the tipping point for Raeretha to pursue help from the Surface on her own, even if it meant exile afterwards. After all, once one ‘abandons’ the Clan, they are considered a traitor to Falon’Din.
Rae gathered what she could, grabbed her weapons, and headed to Kal-Sharok to get herself to the surface. She managed to get through the Deep Roads barely by covering herself in the guts of a darkspawn she killed, knowing that she wouldn’t be able to fight a large number of them at once without her troop. A Dwarf warrior almost mistook her for a ghoul until she proved that she was healthy and well. After a brief cleansing from the Kal-Sharok Shaperates, who believe that she is a scholar who got separated from her group, they sent her to the surface.
Homeland:
The volcanic catacombs of Par Vollen, known as Anor’or’iseth i’nisathe, the Land of Heat and Ash.
Motivation:
She hopes to strengthen relations with the surface similar to the Dwarves.
Relations:
Raeretha hasn’t yet considered a relationship as her people usually wait until their forties to get married and start a family. But the surface is different than the Below, who knows what could develop?
Equipment List:
-A set of dark leather-bound journals to record her findings.
-A set of charcoal sticks -A traveling alchemist set to create healing elixirs and/or poisons -Her lyre if it strikes her fancy to play -Her mission attire is made of black leather and expertly decorated with red floral embroidery.
-Her casual clothes are a white embroidered blouse and a black corset and trousers.
-A small sewing and embroidery kit from her time at the Academy.
Signature: (Type “WhiteAngel25” to agree to the rules of the RP, including giving me permission kill off your character (within reason) in order to avoid any misconceptions down the line)