This page (dubbed Legacy of the Stars) is dedicated to Celestine (aka Whiteheart). I owe Whiteheart more than he could ever imagine, and this is why I dedicate this page to him and his life. I would not be the person I am today, or the DM I am today without his help in getting me here.
As our group did everything online, with no cameras, we did not know that Celestine / Whiteheart was going to depart from his mortal life in 2024. We sincerely hope that wherever he ended up, he is having a blast playing Dungeons & Dragons in his afterlife!
Because of Skiie's character death, and the extensive backstory I had created, White wanted to create an entire 10-level "Hero Campaign" around my backstory. Unfortunately, he started missing more and more sessions or falling asleep during my RotFM sessions and the rest of us did not understand that his health was deteriorating. At the time we figured he was staying up late playing other games. Tragically he died in June of 2024. Due to this misfortune, Skiie's backstory was never explored. I find it fitting that it should end up on a page dedicated to my mentor. And I hope that it helps others create memorable backstories for their own cherished characters.
Party:
Irieonna Lightouch - Forest Gnome: 17 Life Cleric; 4 Spearwielder Fighter
Lazam Dauwimpole - Ghostwise Halfling: 12 College of Lore Bard; 9 Swashbuckler Rogue
Skiie Etser'ligoth - Drow Elf: 16 Deep Stalker Ranger; 5 Oath of the Ancients Paladin
Rhogar Nemmonis - Metallic Dragonborn: 18 Rune Knight Fighter; 3 Paladin
Oort Goldbeak - Aarakocra: 18 Path of the Storm Barbarian (left the party early)
Nisabel Hopehammer - Mountain Dwarf: 12 Fighter (left the party early)
Crystalliney Firesong - Human: 14 Swashbuckler Rogue (left the party early)
Opal Shrewdown - Half Elf: 15 Divine Soul Sorcerer (left the party early)
Appearances:
Varric Thethras - Hill Dwarf: 15 Lore Mastery Wizard
Aloshan Spiritleaf - Wood Elf: 10 Circle of the Moon Druid
Skirt of Snakes - Tabaxi: 17College of Eloquence Bard; 1 Fighter
Granger Whist - Half Elf: 10 Pact of the Tome Warlock
Varric joined us for a very short time as part of the party.
The other 3 were originally part of a one-off side mission in the middle of the campaign that was intended to end badly, specifically so that our main characters could come and rescue them at a later point in time. Further on down the line, Skirt (along with some of our employees at the Master's house) were involved in the massive fight against the property in the pinnacle fight.
Notable NPCs:
Elaria Feywing / Erris Dawnforge - Eladrin: Beastmaster Ranger (Previous Owner of the Master's House before leaving us the house upon her death)
Sorcha Emberhope - Drow: Divine Soul Sorcerer (lost powers and became a Monk)
Oria Darkbane - Aasimar: Oath of Predation Paladin; Necromancy Wizard (and apparently the BBEG much to our dismay)
About:
Appearance:
Very pasty dark black skin that makes you cringe when you see it. It seems to suck the light out of a room. Deep purple eyes that almost look black against the black skin of the Drow. Long flowing purple hair tied back in a pony tail. Facial hair has been carefully shaven to not offset the dark complexion of the Drow skin. A light tattoo between the shoulder blades reveals a symbol dedicated to the Goddess Mielikki. Brand marks can be seen
on the lower back and along the upper right leg as though he was once a servant or a slave.
Characteristics:
Personality Traits - I’ve lost too many friends, and I’m slow to make new ones.
Ideals - Live and Let Live. Ideals aren’t worth killing over or going to war for.
Bonds - Those who fight beside me are those worth dying for.
Flaws - I made a terrible mistake in battle that cost many lives—and I would do anything to keep that mistake secret.
Attuned Items:
-Eilistraee Piwafwi
-Forest Queen's Oath (a Homebrewed crossbow blessed by two deities)
-Dragon Scale Mail (Black & Green)--[Acid & Poison]
The Known Backstory:
A long long time ago, 197 years ago to be exact, I was born (I think?) in the Underdark. I understand the biology of elves of course, and I realize that I am a distant race of elf. However, as secretive as the mating rituals and the birthing rituals are, it kind of makes me wonder if we were really born, if we were hatched, or maybe just created out of magic. Nonetheless, I am and therefore, I was somehow created. So I guess, in that case, how, really does not matter. Although the why should not matter either, it really does, because it helped me see what I should have become and it also helped me become what or who I am today.
The sole reason that drow males are not sacrificed (which some are) to Lolth (the godess) is to fight to the death in the name of Lolth and for the house that they were born into. Now when I say the house that we were born into, I am not talking about an actual house like many of those above ground are used to. No, above ground, you are born to a house and you are raised with a few other siblings until you are of age and you go find another dwelling to stay in. The Drow houses were more like small cities, each with its own house name. Some were WAY more powerful than others, but Lolth wanted every female to crave the power of the next highest house and so, wars were fought between houses. Instead of growing up with a few siblings, I grew up with a few hundred siblings. Much more like a family of rats might grow up with.
At a very young age we are taught to fight, communication will come later, because realistically if you can fight, that is all that really matters as long as your house wins the battles. Thinking back on it now, just gives me a headache how stupid and utterly useless the whole idea even is. We train in every weapon skill available until we take on certain skills that will stay with us for the rest of our life, I took onto the crossbow at a very young age. I am also capable of shooting the long bow, and the short bow, but my special skillset is in the crossbow. I also took on pretty easily to the use of short swords. I can handle daggers and melee weapons pretty easily as well, but nothing sets in my hands for the melee dance as nice as a perfectly balanced set of short swords. I trained for over 50 years before I was "allowed" (forced) to do battle with another house. Naturally our house won. We won a lot. Of course when I say that, we were not a powerful house by any means. I think in the 150 years that I lived in the Underdark we only started a war maybe 3 times? All were successful, but in that time there were probably another 40 wars of houses trying to knock us out of the spot we were in, not one war did we lose. During one of the battles I was knocked unconscious and left for dead. I probably should have been dead by all accounts. However when I came to, the war was over and the wards had been placed on our house and I was unable to get back in. I stayed near a gate for a few nights, but as the wards were up and no war had been declared, I finally started to get hungry and decided to go look for food on my own. That is when I joined up with the mercenary band.
The mercenary band is mainly Drow like myself that wound up on the streets and formed a group together that specialized in murder. But they were so much more than that. To join them, you had to give up your house, and you had to claim them as your new home. Likewise we were not allowed to fight against someone we had a grudge against from another house, because now we were in this band together. And this band stuck together no matter what. The best thing about this was that the band was led by a male. I am not sure if he was once royalty, or what happened specifically with him, and how this band came to be. Not for a lack of trying. I tried to get him to open up to me, mostly what I got from him was jokes and aimless retorts. I worked my way up in rank and became as close as I could with the officers and the leaders in the company. However I also knew that I would never amount to being anything more than a scout. I was taught a lot more while with the merc's and one of those things, that I caught on quick with was stealth. the same nimbleness that kept me plucking the bow string or pulling back a bolt on the crossbow, also helped me stay quiet and become one with the shadows of the Underdark. Not to sound conceded, but I do believe I was the best Scout they ever had. Up until that day...
Somewhere around the age of 160 or so (who really keeps track after 100 right?) after that day... I decided to adventure on my own. There had to be something better. Something that I could dedicate my life to other than kill or be killed. After months of mapping out the Underdark and finally figuring a way to stop circling, I reached the light of day above ground. You want to talk about going blind? I couldnt see a damned thing!!! I waited until nightfall in the cave and then came out to hunt for some animals, which of course had no chance against my skill. After a few days getting used to this fireball in the sky I decided to head out and find others to talk with. I am starting to get used to this "sun" these surface-dwellers call it, but I am unsure that I will ever get used to it fully. I am much better suited to hunt at night when my darkvision can set in and I can track much better.
I had heard mainly by legend that a Drow from over 400 years ago had once gone above ground and that he made plenty of friends across the lands. I was now walking in his footsteps and was on my way of achieving the same fame (and fortune?) that he had in the stories that I had heard among the merc's. Although, at this point, I am constantly wondering if the stories were true or not. Every town that I have come across would not allow me to pass through the gates. These people above ground are just as mystifying to me as the people I grew up with in the Underdark. I travel from city to city, I will not give up hope that there are decent people up here. Certainly I will find some people that look past the color of my skin and the history of my people and let me in and get to know the real me. Who knows, maybe someday I will meet this legendary Drow that did this centuries before I was able to escape.
A Special Treasure:
A dagger taken from a slain foe
In the case of the mercenary work in the Underdark, you take what you kill and you give some to the collective at the end of the battles. Over the years I have collected many such treasures off of fallen warriors, some comrades, some enemies, however the one thing I kept when I escaped my past and ran from the Underdark, was this special dagger I retrieved from a battle with a Duergar. Most Duergar fight very hardy and are at the front of the battle. This little rascal was very elusive and although I no longer enjoy the fighting just for the thrill of the kill as I was taught to enjoy it back then, this reminds me that we can all overcome the nature per se of what we are told we have to be. Drow are very cunning creatures and we are taught at a young age to fight to the death and specialize in a certain fighting skill. Gray Dwarves are pretty much all the same they are bred to be warriors. They charge into battle and dont look back. The few that dont have the brawn to go head first stay and operate machinations that they have positioned that shoot boulders and missiles and the like into the fray.
The dagger that I retrieved off of this kill is very special to me because of all things, this dwarf decided to be an assassin. You wouldnt think that would work with the natural clumsiness of a dwarf, however this lil guy was very evasive and snuck up on me in the back of the battle as I was launching volleys of arrows at the machines that the dwarves had at the rear of their line. Unfortunately for the poor Duergar, although my archery skill is much greater, I was also taught how to use blades. And thus, the fat rogue ended up dying to my blade as I fought for my very life. The fact that the dwarf got past so many of my own kind and got as close as he did to me, was pure amazing. It made me realize that maybe I didnt have to stay in the Underdark and do the bidding of others, maybe I too could overcome the obstacles in my life and do good rather than evil.
The Secret Backstory (part of my flaw):
That day… I thought about that day a lot when I left, I am not sure how it happened. What happened, well that is easy, honestly, I was obviously set up. But by who? And how? I keep trying to piece this together. Our group was hired by a minor house seeking a slight increase in power. The best part of this power grab was that it was against the house I grew up in, so I knew most of where everything was placed. I am sure that it was my horrid bitch of a younger sister that set me up. She was the one that was in charge of locking the gates when I was kicked out of our house. Certainly, she set me up for failure again.
We stormed the back gates which was definitely the way to go in at that early hour, however when we hit the main complex it was as if they were waiting for us. I was leading a small group of 4 scouts. We had climbed up the tower of the main complex and were signaling the others. The back gardens (if you can call them that) were completely void of kobold slaves which was strange. It was as if House Etser-ligoth had up and disappeared. When all of the troops had breached the back gates and had made it stealthily into the gardens, our rogues were ready to breach the windows on the complex mage towers and all of a sudden there was this bright light. Sunlight to be specific.
When everyone could see again, they were all trapped. Webs were everywhere. If that wasn’t enough it was a special spell web that ate the troops. It was a poisonous acid that literally ate at the skin of my brethren. I was safe, I was the only one that was safe. Whatever had happened made it look as if I was the cause for all of the deaths. I looked down at the front gates where the mages of House Tiamyn stood with my commanders. They were waiting for the front gates to open from the control room in the mage tower. All of a sudden, an ambush happened on the front side of the complex and they all perished.
One of my commanders was able to escape and he saw that I was still alive at the top of the tallest tower. No doubt that he thought I had arranged this whole thing. I stayed on that tower for 3 days before I dared trying to move out. I climbed up the cavern walls and across to an area where I could make it down to the ground safely. I talked to a couple of contacts that I had. Turns out that of the forces that attacked my old house… 472 had died, and although it was not in any way my fault, I was the lead scout and therefore I was to blame.
If that wasn’t enough my old house retaliated against House Tiamyn that same day and obliterated them killing another 752 and taking the Royal family captive for breeding. I had to leave. I bought a couple of maps with the money that I had saved up and attempted to leave Menzoberannzan for good. I could no longer go back to the mercenary band; I was still forbidden inside the house I grew up in. Surely no house would take me in at this point, and honestly other than my will to live nagging at me, I was just over this existence.
I teamed up with a scout of great renown by the name of Istor Rurk, a Svirfneblin I had saved in battle a few years back that had said if I ever needed anything, I could count on him. Count on him I did and he helped suit me up with falsified documents and gear to get me to the surface. If there was ever one that I might have named friend in the Underdark, he would have been it.
About:
Appearance:
I am beautiful and black... You know what they say, once you go black, you never go back... besides I can keep you warm at night. In addition to being a humanoid, I have fine black fur all over my body. If you are into something a bit wild, I also have claws! Dont worry, I know just what you will like and what I can get away with baby! /purrrrr
Through a wizard experiment gone wrong about 15 years ago, my tail is longer than most Tabaxi you may see, assuming you have ever seen one before. My beautiful twitching tail is 5ft long. Sometimes it seems to have a mind of its own! /wink-wink
Characteristics:
Personality Traits - I am utterly serene, even in the face of disaster.
I often get lost in my own thoughts and contemplation, becoming oblivious to my surroundings.
Ideals - Free Thinking. Inquiry and curiosity are the pillars of progress. (Chaotic)
Bonds - I’m still seeking the enlightenment I pursued in my seclusion, and it still eludes me.
Flaws - Now that I've returned to the world, I enjoy its delights a little too much.
The Backstory:
My name is Skirt of Snakes of the Snoring Mountain Clan in the Chultan Peninsula. You can just call me Skirt. Most my friends do, well, typically we are more than friends, but its all good. Back home, it was normal growing up thinking you were normal until you get curious and want to go on adventures and find out that there are totally different races of people!!! The great thing about it all is that we are basically all built the same way and I can use my guile on all males just the same. Because in the end, they all seem to want the same things... riches, and love (in a physical sense). I learned from a very young age that males wanted me for basically one reason. Now I use that to my advantage in getting what I want from them as well. I took on to music at a young age, we had a female Drow scholar who visited us about once a month on the darkest of nights and she would sell us materials from the underdark. My mother bought me a Zither once a most beautiful instrument which took me 2 years to perfect the sound. I took that with me wherever I went, even when I decided to leave home to see the world. One of the first "lovers" of mine was an abnormally cruel Drow. When I woke up the next morning, my Zither was gone. I will never forgive that scoundrel....Oh yeah, and I like squirrels.... they are fun to play with!!!
Where was I? Oh yeah... so there was this time, and I loved that time when I think back on it now, that I was into some pretty nasty stuff. No not that kind of stuff, get your head out of the sewer!! Speaking of heads, I got over my head on a job that I swore I could do, with a very very bad man in Baldur's Gate. Honestly it was a quite simple job... To this day I am unsure WHY it actually fell apart the way that it did... but it did, and its done. I only got out of that city alive because of that damned Warlock. I told him that I had heard of a place called the Master's House and that I was going to go study there if he ever had need of me I owed him one. Never, I repeat... NEVER tell someone you owe them one, you will constantly be peaking over your shoulders wondering when that nasty person will come back and turn in on that favor. You may very well live in fear of it. I know I would had it not been for the squirrels. Did I mention how much I love squirrels?
Anyhow, I came to the Merriam Vale and studied with the great Elaria Feywing. There was something off about that lady, she seemed like she was hiding something somedays. Only someone like me and my prior trickery would probably pick up on that, but it wasnt always... just sometimes. It was great studying at her house and going on adventures with our group that started there. That is where I met Aloshan Spiritleaf kind of a cute guy if you go for those shapeshifting druid types... Even I have a limit, shapeshifting is a bit odd in my book, and trust me my book has some odd things in it! After my time at the Master;s House I decided there was had to be more to life, and so I went up into the mountains to fend for myself. That is where my past leaves off and my present shall continue. By the way, there were lots and lots of squirrels in the mountains! SO fun to play with!
Party:
Dorinda Moonbrook - High Elf: 14 Wild Magic Sorcerer
EagleOne - Stout Halfling: 14 Scout Rogue
Virhice Doom - Wood Elf: 14 Way of the Open Hand Monk
Elro - Firbolg: 8 Grove Warden Ranger; 6 Dragon Domain Cleric (Cold)
Agrius - Hill Dwarf: 13 Circle of the Shepherd Druid (left the party early)
Krev Delmirev - Dragonborn: 6 Assassin Rogue (left the party early)
Darrak - Hill Dwarf: 2 Circle of the Land Druid (left the party early)
Perrin - Forest Gnome: 3 Arcane Trickster Rogue (left the party early)
Appearances:
Daigan Healsword - Half-Orc: 13 War Domain Cleric
Wix Ribbitman - Harengon: 1 Hexblade Warlock; 12 College of Eloquence Bard
Loryn - Rock Gnome: 13 Battle Smith Artificer
Tabitha Nightmane - Half-Elf(1/4Human,1/4Tabaxi): 10 Bladesinging Wizard
I forget why Tabitha was created. White wanted me to create her for something special. She stayed with the party for a very short time.
The other 3 had to do with a side-quest for Agrius who had to leave the main party to visit family. On her way back home, she metup with Wix and Daigan. In turn, the player wnded up playing Loryn while Agrius was on her side quest outside of the main campaign.
Notable NPCs:
Eradane Palemoon - Wood Elf: Grove Warden Ranger (A previous mentor of Elro's)
Gr'shikara - White Dragon: I (a "somewhat simple" Firbolg Ranger) made friends with him early on in the campaign. Because he was young, he had not taken to becoming (or learning) to "be evil" quite yet, though his brother was already on the way to becoming evil.
About:
Appearance:
A friendly looking possibly half-giant? Elro has Earthen Grey skin the color of which you may think of when walking up a mountain path of ground up rocks. His hair is unkempt and a light brown that reminds you of pine needles covering a forest floor. In his hair, almost a part of it is sprigs of leaves and branches as if he tried to decorate his hair as humans do in the great cities. His deep brown eyes make you think of a burly grizzly bear, or at least of the stories told of such a creature.
Characteristics:
Personality Traits - I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear.
I feel far more comfortable around animals than people.
Ideals - Nature. The natural world is more important than all the constructs of civilization. (Neutral)
Bonds - An injury to the unspoiled wilderness of my home is an injury to me.
Flaws - I am slow to trust members of other races, tribes, and societies.
Attuned Items:
-Gauntlets of Ogre Power
-Plate Armor of Fire Resistance +1
-Dragon's Fang Hammer
The Backstory:
Elro, as people have called him for many years, comes from a forest. The Border Forest that was burned down by the Drow in -2439 DR and again 100 yrs ago. He spent his life as much of his kind did looking after the animals in his forest grove. Guarding the magic of the forest. He never had a need for a name and still doesnt, but it was the humans that needed something to call him when he arrived at city after the great fire.
Elro is not sure what happened and being part of nature, he understands the destruction that humans have brought upon this land. Them and of course the evil black elven folk. Fire is a very natural occurrence, but the fire that destroyed his home was not natural. This much he knows for fact. it was a magically induced fire. Why someone would want to destroy his home, he was unsure of, and more, why they would want to harm all of the kind beasts that call the forest THEIR home as well. But alas as the forest burned, the home that Elro had known and taken care of for the past 70 years, he understood it was time to wander out and meet the the inhabitants of this vast land.
He went to a small town whom thought he was a angry half-giant and shunned him, but eventually after days of sleeping outside the towns walls an older halfling lady came out and offered him some grains which he eagerly accepted. She took him in and taught him proper common tongue. He had learned some of this as a kid from his parents, but had never needed to use it and was out of practice. In return, she used his strength & height to get things done around the house. Eventually she passed away and again he had nothing. The house was worthless without the lady there, it had no place in nature as it was, and therefore was not a necessity. So Elro packed up and left the town to visit other places. Hoping he would eventually find a new forest to call his home.
He would get to a town and they would use him to do various things, sometimes helpful, sometimes nefarious. Of course the times that people got him to do something nefarious, it did not typically end up very well for the individuals that hired him. They typically met their fate in a jail cell, sometimes at the end of a noose.
Finally he reached a small town of older people that would eventually die out leaving the city in ruins. He helped them guard from the evil creatures, and one of the town guards, Hagen taught him the ways of beginning a life as a Ranger. Naturally, they all died eventually, and their children had moved on to greater towns and cities, so Elro took off to wander the realm as a new Ranger.
About:
Appearance:
Somewhat average height, and weight, Wix is a female Harengon (rabbitfolk) with a Bright Sorrel coat of fur. She has a couple tufts of white fur between her ears and the insides of her ears are also white hair. As her snout protrudes from her face, she has a cute little Auburn button nose, with a bit of white fur around the mouth. Moving up her face you see long white eye lashes just above the most mesmerizing eyes you may have ever seen. Swirls of Blue and Purple iridescent colors seem to methodically dance around in her eyes. Although she is wearing armor, it is a bit amazing as you look down and notice she does not have any boots to wear!
Characteristics:
Personality Traits - I'm full of witty aphorisms and have a proverb for every occasion.
I always want to know how things work and what makes people tick.
Ideals - Freedom. Everyone should be free to pursue his or her own livelihood. (Chaotic)
Bonds - I created a great work for someone, and then found them unworthy to receive it. I'm still looking for someone worthy.
Flaws - I would kill to acquire a noble title.
Attuned Items:
-Reveler's Concertina
The Backstory:
I was born into a noble family in one of THE most PRESTIGIOUS well okay, maybe not. Honestly, I was born into a family of people in a carnival. But most people definitely do NOT need to know that.
I spent most my life learning how to con people, sorry, I meant learning how to sell people on things they probably did not need, but I could convince them that they did. My parents died at a young age and I was pretty much raised by the carnival. My performance family were artists at working a crowd and garnering gold to support ourselves. We did not make a lot, but we were happy in our existence.
Some point about 20 years ago there was a fire at our carnival. I do not know how it started, if it was one of the flame breathers that screwed up or if someone deliberately set something on fire. Everyone was running around in the chaos, trying to get the fire under control that nobody saw the raiders come. A bunch of us were captured. We were taken out of the Feywild by some portal into a land called Faerun, and the lot of us were sold to criminals. The raiders were a strange bunch of creatures. They walked like us, some of them talked like us, but the looked really odd. I found out later that they were called Humans, and Elves.
I was sold to a prestigious noble who taught me how to read & write in "Common" as they called it, and taught me the ways of this existence. He had a fondness of music and taught me to play many different instruments. In return, I taught him some of my native tongue Sylvan, and how to persuade people into doing some things that they may (or may not) like to do.
He admitted to me later in life that his parents had died at a young age and he had inherited their fortunes. He never married and the reason that he bought me is that he had never seen a creature like myself before, and he just had to get to know me! We became great friends, and about two years ago as he was getting old in age, he gave me some coin and told me to go out in the world and make a name for myself. He also gifted me this amazing Concertina, it had been in his family a few generations, and with no offspring of his own, I believe you all call them children(?), he wanted his family's heirloom to continue to gift the world with it's music.
He bought me some armor and had some people in town teach me how to fight, and he bought me a portal to this nifty land you call the Margreve. I have been around here about a year, doing odd things, favors if you will for people that need them, and learning about this interesting land. My goal is to make a name for myself here and go back to Waterdeep before my friend gets too old and departs from his world. I made him a promise that I would find a husband and return to tell him all the stories of my travels, and in return when he does pass on, my husband and I will take his name and continue his family's legacy in Waterdeep. It very well may be the first of someone of my kind becoming what you all call a noble.
About:
Appearance:
A pale white half-elf contrasts with the deepest darkest black hair one could imagine. Average half-elf height of 5'2" and a slender build.
Characteristics:
Personality Traits - I know a story relevant to almost every situation.
I change my mood or my mind as quickly as I change key in a song.
Ideals - Creativity. The world is in need of new ideas and bold action. (Chaotic)
Bonds - I idolize a hero of the old tales and measure my deeds against that person’s.
Flaws - I once satirized a noble who still wants my head. It was a mistake that I will likely repeat.
The Backstory:
Half-Elf isn't really the right terminology, or maybe it is. Technically my parents were both half-elf. Though my mother you would not believe it. My father was a true half-elf with parents one of Human descent and one of Elven descent. My mothers mother was an elf, however my grandfather on her side was a Tabaxi. So my mother was technically a half Elf, half Tabaxi. Before you go saying "I would hate to be in HER shoes..." I got to live the life of being half Elf, quarter Human and quarter Tabaxi. Talk about being an outcast of sorts and not being able to do a damn thing about it.
My mother and father met at a pub. No, not like that! They were both Bard's I forget the whole story, but one of them was playing on stage and the other walked in with a group. In admiration they started dueling and ended up falling in love. At least for a time. I never really knew my father. I remember him coming and going a lot when I was younger. When I was 13, we were told that he was killed scribing an adventure party in a lost castle somewhere. Apparently the love he had for my mother could not compete with his love for the road. It really did not phase me, I hardly knew him.
My mother would tell me as a kid, put your heart into it and you can achieve anything! I may have broke her heart when I told her I was an understudy to become a Wizard. I think she really wanted me to become a singer like herself. As a child I could not stop reading. Anything I could get my hands on I would. My memory retention was really solid and one of my tutors at our local learning library had mentioned that I may have the skillset to become a wizard. I started studying small spells called cantrips. Eventually my call to the road developed.
I joined up with a few friends from the library and we started doing quests around town. Eventually a renowned adventuring group came through our town and just happened to have lost their wizard recently. I shudder to think how. With my protective magiks they were interested in me joining with them. So I did. After some time, I asked our scout for some self defense lessons. Apparently I would have been a good fighter had I not picked up on books and magiks so well. Or at least that is what he told me. He was kinda cute, so maybe he was just joking with me. I dunno. He though I should use daggers and be one of those sneaking fighter types that kill from the shadows. He said my hair would help me blend in with the shadows. I preferred to use longer weapons than daggers however. I would train every night before bed with the simple swords he gave me. One night as I was focusing on my patterns I started singing a song that my mother used to sing to me as a child and it clicked... I could use protective magiks and my swords at the same time to cause even more damage to our enemies whoever they were...
Thus I figured out what bladesinging was. The next cbig city we came across I had to go to the library so that I could see if anyone else had done this. Sure enough, Bladesinging is quite popular. I gained some knowledge from a few cities here and there and tuned my craft fighting against my familiar who is typically great at dodging.
This leads me to present day... Our fearful leader. No... I said that correctly! Our leader led us to this mysterious mansion in the middle of the Bandit Wastes that "appeared out of nowhere" as the stories had been told. Well he did not last very long in that dreadful place. The only 2 out of our 8 person party that did not die, was him, and I.
We got about 6 rooms in and he swore he saw one of us get cut in half and turned quickly and hightailed it out of there. We wandered through the house trying to find its secrets and trying to find some things of rare quality to sell in town. We got split up somehow and myself and our cleric found ourselves in this room in the basement with 4 witches. Before we could do anything, we were held in place. Our healer was put in a cage and they cast some spell on me. I felt my hair growing and it started swirling all around me and the room got bigger and bigger until it stopped. I tried to call out. It was at that moment that I realized the room had not gotten bigger around me. I had instead gotten smaller. They turned me into an animal. Apparently my Tabaxi blood helped in making me a cat. Ishould have known calling my familiar Catsmeow would bite me in the ass someday. I was just trying to poke some fun at the fact that I was part cat, in a way.
I ran throughout the house and I watched in horror as my team got killed off one by one. They kept our healer alive until last so that they could siphon her holy powers into a dark energy that powered the house to jump to a different location. The witches seemed to find me every day so that they could keep catting this spell to keep me a cat indefinitely. And so I have stayed through many jumps awaiting adventurers that would put an end to my misery.
Party:
Lina - Aasimar
Bard (1st life)
Druid (2nd life)
Cleric (3rd life)
Zeph - Goblin
Fighter (1st life)
Monk (2nd life)
Rogue (3rd life)
Valas - Drow Elf Wizard
Scribe (1st life)
Evoker (2nd life)
Diviner (3rd life)
Jet - Emerald Dragonborn
Ranger (1st life)
Warlock (2nd life)
Druid (3rd life)
Aegis - Half-Orc
Barbarian (1st life)
Paladin (2nd life)
Artificer (3rd life)
Mystra (greater goddess / Mother of all Magic) granted us a total of three lives (each) in Undermountain. Once we died a third time, we could no longer return to the material plane. Thus, each "character" was assigned certain classes for each of those lives, the goal of course to not die.
Appearances:
Shrimp - Zeph's pet spider
Carter - An awakened sentient cart that can buy and sell items by means of transmuting them into gold or vice versa.
Notable NPCs:
Halaster - The BBEG; ee are in his home. He is "the mad mage" we are here to stop.
Party:
Celestine - Wood Elf: 8 Circle of the Stars Druid (the player, and therefore the character has moved on from the material plane)
Nowhere Phadra - Tiefling (Glasya): 8 Arcane Archer Fighter (the above player's father, who I believe couldn't return for a reminder that his son was no longer here)
Claudette Vandercolin - Dhampir: Phantom Rogue
Ilikan Thuliaga - Goliath: Drakewarden Ranger w/ summoned pet so aptly named "Drake"
Ardan - Wood Elf: Hunter Ranger w/ Crag Cat social companion
Durcar Kerrhylon - Metallic Dragonborn: Oath of the Dragonlord Paladin w/ Void Wyrmling battle companion
Bestiola - Rolypoliod: 3 War Magic Wizard (left the party early)
Dr. Chunk N Stein - Human: 14 Swashbuckler Rogue (left the party early)
Finnegan Purehand - Stout Halfling: 7 Oath of Conquest Paladin (left the party early)
Sohrin Bloodhawk - Duergar: 8 Way of the Open Hand Monk (left the party early)
Notable NPCs:
Cora - Innkeeper in Bremen (Deceased: Chardalyn Dragon attack on Ten-Towns)
Tali - A researcher in Bremen (Deceased: Chardalyn Dragon attack on Ten-Towns)
Speaker Duvessa Shane - Speaker of Bryn Shander (Still alive, trying to manage the refugees in Kuldahar)
Hlin Trollbane - Nowhere's contact for the Harpers in Bryn Shander (Nobody has seen her sinc the attack, unknown if alive or dead)
Mama Dee - Proprietor of Mama Dee's Orphanage in Bryn Shander (Deceased: Chardalyn Dragon attack on Ten-Towns)
Serrah - (pronounced Sara) worked for Mama Dee in Bryn Shander (Deceased: Chardalyn Dragon attack on Ten-Towns)
Garn the Hammer - Proprietor of Blackiron Store in Bryn Shander (Deceased: Chardalyn Dragon attack on Ten-Towns)
Elza - Proprietor of Blackiron Store in Bryn Shander (Deceased: Chardalyn Dragon attack on Ten-Towns)
Penly Witby - Proprietor of the General Store in Bryn Shander (Deceased: Chardalyn Dragon attack on Ten-Towns)
Copper Knobberknocker - A gnome tinkerer the party helped to create a weather changing machination (Deceased: Chardalyn Dragon attack on Ten-Towns)
Roark - Drow: Divine Soul Sorcerer (Deceased: Chardalyn Dragon attack on Ten-Towns)
Hilda Dejarr - Mother of Finn & Silja in Dougans Hole (Deceased: Chardalyn Dragon attack on Ten-Towns)
Finn Dejarr - (15) One of the children saved near Dougans Hole (Deceased: Chardalyn Dragon attack on Ten-Towns)
Silja Dejarr - (13) One of the children saved near Dougans Hole (Still alive, carrying her brother's baby & upset that he died & left her with a baby to raise herself)
Speaker Danneth- Speaker of Easthaven (Deceased: Chardalyn Dragon attack on Ten-Towns)
Scython - Owner/Operator of the Easthaven Ferry (Deceased: Chardalyn Dragon attack on Ten-Towns)(the ferry has been burnt to ash)
Rinaldo - A bard the party met at The White Lady Inn in Easthaven (Deceased: Chardalyn Dragon attack on Ten-Towns)
Smiley - (mimic) Proprietor of Smiley's Goods in Easthaven (Still alive, blackened by the fire. His mimic compatriots however, all burnt in the fires.)
Olivessa Untapoor - Helped Finnigan (past group member) become speaker of Good Mead (Deceased: Chardalyn Dragon attack on Ten-Towns)
Keegan Velryn - Party helped find Boy (the dog) and Garret (Deceased: Chardalyn Dragon attack on Ten-Towns)
Garret Velryn - Party helped find him and Boy (the dog) for Keegan in Targos (Deceased: Chardalyn Dragon attack on Ten-Towns)
Boy - Keegan & Velryn's dog (Still alive, but missing both back legs)
Glen Korr - Drow: Divine Soul Sorcerer (Deceased: Chardalyn Dragon attack on Ten-Towns)
Atenas Swift - Proprietor of Frozenfar Expeditions in Caer Konig (Deceased: Chardalyn Dragon attack on Ten-Towns)
Jarthra Farzassh - Mountain Guide working out of Frozenfar Expeditions in Caer Konig (Deceased: Chardalyn Dragon attack on Ten-Towns)
Allie Shorard - Proprietor of the Northern Lights inn in Caer Konig (Deceased: Chardalyn Dragon attack on Ten-Towns)
Cori Shorard - Proprietor of the Northern Lights inn in Caer Konig (Deceased: Chardalyn Dragon attack on Ten-Towns)
Speaker Nimsy Huddle - Speaker of Lonelywood where The Sunchasers have a house (supposedly[?]) (Deceased: Chardalyn Dragon attack on Ten-Towns)
Dottie Huddle - Nimsy's daughter, and proprietor of Dottie's Goods in Lonelywood (Deceased: Chardalyn Dragon attack on Ten-Towns)
Iriskree Harrowhill - Proprietor of The Happy Scrimshander in Lonelywood (Deceased: Chardalyn Dragon attack on Ten-Towns)
Velynne Harpell - Necromancy Wizard from the Arcane Brotherhood (currently traveling with the party)
Xerophon - 2000+ yr old Doppleganger they freed in Ythryn (currently traveling with the party)
High Necromancer Cadavix - 2000+ yr old wizard they met in Ythryn (Deceased: sacrificed his life to help save the party)
High Enchantress Ivira - 2000+ yr old wizard they met in Ythryn (Deceased: had ingested Midnight Tears and died while everyone slept)
Kingsport - An awakened Penguin the party freed from an arcanaloth in Ythryn (currently traveling with the party)
Luminous - A sentient candelabra the party came across in Ythryn (currently traveling with the party)
Timesworth - A sentient miniature grandfather's clock the party came across in Ythryn (currently traveling with the party)
Auril (The Frostmaiden) - (Still hunting this meddlesome group of adventurers down in hopes to put an end to their legendary story)
If you would like to follow along our campaign, you can do so on the RotFM Playlist on YouTube. These videos were initially recorded to keep track of our progress, and not meant "for public viewing" so please keep that in mind. They were initially recorded by White (the DM that convinced me to give this a try) and when he died, I started doing it myself. You will notice a difference if you look at the original videos which were of his screen (he had DM privilege as it was his account we played in) versus my videos where I set up a secondary account so that the POV would be "from the player" and not give any spoilers or hidden NPCs, enemies, etc on the DM layer of the map.
They are still not professional masterpieces in any way, and while I have garnered the support and the permission of the players in our campaign to publish these on the Skiie Media YouTube channel, these were and are continued to be created privately. We currently do not stream D&D. I do not know if or when that will be a possibility. In essence, that would require our entire team to be on board, and get additional software, that I do not want to require them to have to enjoy their game. Because while D&D is for everyone involved including the Dungeon Master... the fact of the matter is that this is their game that I am simply here to narrate and help them navigate & referee the challenges they may come up against.
I may entertain the idea of doing a live D&D stream in the future, it is highly unlikely however that this specific campaign will ever be livestreamed.
Story Progression:
Our story started the characters off at Level 2 on Alturiak 15, 1494 DR in Icewind Dale meeting up at one of the five Taverns in Bremen. Well some of them at least. It was crowded that night as everyone was trying to stay warm during the sacrifice to Auril. Each of the towns had to sacrifice something. In Bremen, it was their heat, and our party did not know this as some of them met for the first time - both in game and in real life. In fact, only two of our PC's knew each other from previous our campaign starting, though not much longer. Nonetheless after some trials that night it was solidified that these people, these random adventurers, would become an adventuring troupe by the name of Finnigan's Fellows, sorry, I keep getting that wrong... The Sunchasers, yes, that is what they are now known as! Though there is a rumour that that Auril herself has made minions of The Sunchasers as hide nor hare has been seen of them by any public official (or well anyone at all to be completely honest) since they left Targos on the 17th of Kythorn in the year of 1494 DR.
They woke up early on the 9th of Kythorn and set out towards Targos from Kuldahar where they had managed to negotiate the people of ten-towns as being refugees in the Druidic grove after the Sundering of ten-towns occured. Just less than a tenday later they appeared in Targos for a short visit before heading out towards the East towards a rumoured island to "take care of" The Frostmaiden. Their are whispers among the Reghed tribes of a group that has dismantled some of the tribes, and helped other in the past month. But none can be absolutely sure if these whispers are true.
You see, the party that left Kuldahar was a party of five made up of 2 Elves, a Goliath, a Tiefling and an unnaturally beautiful looking Human woman. But the people that are now using that same name, are one of the same Elves, Goliath, and the beautiful Human, however the other Elf and the Tiefling have disappeared and in their place are a Golden Dragonborn that has a Void Dragonling at his side. They could not possibly be the same group... and we all know that the frozen North claims many such adventuring parties every year! That said, it has been over a month since The Sunchasers left the tentown refugees in Kuldahar to put an end to the Rime and the Rime still thrives. The people of the Dale, those that like to stay up late at night, have noticed something. Something strange... Where Auril used to need to weave her magic over the Dale every night, it has become less and less that people see her weaving the spell. Some talk of hope that the Rime will end, but others more wise in their years, cower in fear that Auril's magic is starting to stick and she no longer needs to place it every night, and soon it will become permanent.
About our Characters:
Celestine:
Appearance:
Celestine is of average height at about five and a half feet and weighs only about 120lbs. Her skin is well tanned but leathery, like someone who spends most of her time outside. Her eyes are a pale blue and once you look at them it's very difficult to turn away. However, the most striking feature you'll notice when you first look at her is the full head of stark white hair. It's fairly long, down to about her shoulder blades, and always seems to look wet even when it's dry.
Her clothing is a mix of cloth and leather scraps stitched together to cover most of her skin, from ankle to collarbone. Over her clothing she wears a set of leather armor woven from strips of leather rather than the conventional design. Her boots are made from soft white fur and appear to be particularly warm and water proof. She wears a full body length cloak of white fur that appears to be well used but still in serviceable condition. On the cloak there is a hood that when pulled up still has the wolf ears attached.
Characteristics:
Personality Traits - I trust animals more than humanoids.
Ideals -
Bonds - Rillifane Rallathil - elven goddess of nature
I feel responsible for getting Nowhere's mentor Khalid, killed.
Flaws - I don't mind letting other humanoids die, as long as it's not my friends.
Currently afraid of trolls (corruption curse).
Attuned Artifact: Suor'Shal (Mender's Spear [in Elven])
Requires attunement by a devoted of Rillifane Rallathil or
Upon picking up this spear, it is dark as the night sky itself. It seems to be made from Gaboon Ebony. Carved into the business end of the spear are what look to be stars. The carved parts are lighter in hue against the rough dark sheen of the shaft. The Spear tip is made from black bone and is secured to the Ebony shaft with Mahogany fasteners. The design seems ancient in nature in comparison to modern day spears. Though the fact that this weapon has held up in this condition for that long seems nearly impossible.
Upon attuning to this Spear, the stars that looked as if they were carved into the spear glow with a low blue calming energy. The light is not enough to give off radiant light in fact other creatures do not notice this light at all.
This spear is magical in nature, for the sake of combat this spear is a magical weapon for the sake of overcoming magical resistances. Also for the sake of combat, the weapon allows you to utilize your Dexterity modifier instead of Strength when wielding this weapon. This spear has 15 charges. While holding it, you can use an action to expend one or more of its Charges to cast one of the following Spells from it, using your spell save DC and Spellcasting modifier:
Conjure Flame (1 charge)
Cure Wounds (1 charge per spell level up to 4th)
Lesser Restoration (2 charges)
Armor of Agathys (at 2nd level) (2 charges)
Shield (2 charges)
Mass Healing Word (4 charges)
Conjure Flame – A flickering flame appears at the top of the staff. The flame remains there for up to 1 hour and does not harm the spear or a creature interacting with the flame. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The flame will keep any creatures within 20 feet of it warm. The spell ends at the end of the hour or if you dismiss it as an action.
The spear regains 1d8 + 4 expended Charges when you wake up from a long rest. All spells contained within the spear can only be cast from the spear. These do not count as spells known to your character.
The spear may be used with the spell Shillelagh as a staff normally would. The spells contained in the staff can be cast only through the use of the staff. They do not count against your spell list, and cannot be used in any other capacity.
At level 6, you now know the Mind Sliver cantrip. The list of spells you may cast through the spear has increased as well. Once per long rest you may Twin any single-target spell as long as it does not have a range of self. The spear will now regain 1d10 + 4 Charges when you wake up from a long rest. The head of the spear seems to have a bit more heft in it while weighing the same as it did before, the balance has also somehow not changed. (+1).
At level 10, you may now use Armor Of Agathys (at second level) or Shield up to 3 times per Short Rest by expending 2 charges for each use. Additionally, once per Long Rest you may use Counterspell at 3rd level without expending a charge. The stars near the tip of the spear have taken on a crystalline appearance, as you run your hands over them, they have in fact turned into Celystine crystals. If an EVIL creature ends it’s turn within 5ft of you it takes 1d6 Radiant Damage. The wood of this spear has hardened and now has 22 charges.
At level 14, the spear has hardened to almost a petrified quality. Due to this stone-like feel, the spear allows you to hit creatures a bit harder (+2) and the spear now has 30 charges and regains 2d10 + 6 Charges upon waking from a long rest. In addition, you may now use Mass Cure Wounds for 6 charges. While holding this spear, you may now use your reaction to absorb a spell that is targeting only you and not with an area of Effect. The absorbed spell’s Effect is canceled, and the spell’s energy recharges the spear for the same number of charges as the level that was cast at you.
Nowhere Phadra:
Appearance:
Nowhere Phadra is a Tiefling (Glasya) fighter who is an accomplished archer. He is rather small for his race at 27 yrs. and only 5ft. and 134lbs. With his black skin and long flowing auburn mane, offset by small curled horns and yellow eyes, his smaller stature causes him to blend into the background and become less noticeable than others. A useful trait for a shifty character who lives by stealth, pilfering, and sleight of hand.
Characteristics:
Personality Traits - I'm a thief; I admit it. My only saving grace is that I only steal to live. I do not steal from greed. Any time I find myself with more than I need I give it away.
Ideals -
Bonds -
Flaws - In general, I trust no one.
Attuned Artifact: Quiver of the Bowman Arcanus
Requires attunement by a Tiefling
This quiver looks to be made of a black marble, however it is not as heavy as marble should be. Upon touching the quiver, it feels cool to the touch. Each of the quiver's two compartments connects to an extradimensional space that allow the Quiver to hold numerous items while never weighing more than 2 pounds. The short compartment can hold up to one hundred Arrows. The large compartment holds up to six bows, quarterstaffs, spears or similar items. When reaching into the quiver the item you are longing to grab, always appears, unless the item is no longer within the space. This allows the user to both stow and pull out a stored weapon as part of their free action on their turn if they so deem.
Upon Attunement, the wearer understands Abyssal and can read the name Geryon on the opposite side of the quiver. Likewise, the quiver no longer feels cool to the touch. Once per turn, when a single ranged attack hits, you can use your Bonus Action to Sear the same target with the arrow that just hit. You can use this ability a number of times equal to your proficiency bonus per short rest.
At level 6, the wearer gains 1 additional Arcane Shot use per rest period. The wearer is now somewhat resistant to ranged weapon attacks (of slashing, bludgeoning or piercing damage). When hit by a ranged weapon attack, the wearer may reduce the incoming physical damage by 1d4. The player may decide this after the attack is made, but before damage is rolled. This may happen up to PB times per Short Rest. Twice per short rest the user may use a reaction to call upon the quiver and use the spell Bowman's Rebuke against damage taken from any creature it can see within 60 feet.
If any creature (other than the attuned owner) intentionally touches the quiver and is not resistant to Cold damage, they instantly take 2d8 cold damage.
DC 17 Religion check revealed that the creature depicted on the side of the quiver is Geryon Patron of Gozadak which was built on an oasis and was once an ancient city of elves that had turned to a massive slave market by the time of the Thousand Schisms. Geryon's clergy is diverse, with diviners, warriors, and craftsmen alike seeing him as their patron, though he is most often associated with charlatans and swindlers.
At level 10, the wearer is no longer affected by disadvantage when standing within 5 feet of their target. In addition each piece of ammunition pulled from the quiver is imbued with magical energy (+1 additional dmg). When you use Sear, the same heat seems to transfer to another creature within 10 feet (you may choose the target). Once per long rest you may call upon the Upe (imp) as a bonus action. The imp will last for 1 hour, you dismiss it as a bonus action or it hits zero hit points.
At level 14, the wearer gains an additional Arcane Shot use per rest period. The wearer is now fully resistant to all piercing damage, and resistant to bludgeoning or slashing damage from a ranged attack. Lastly, when not using an Arcane Shot option, the arrow will do an additional 1d6 elemental energy. This energy type must be chosen after a long rest and cannot be changed until after the next long rest. Elemental energy is limited to acid, cold, fire, lightning or thunder damage.
Once per long rest, the wearer may speak Geryon’s name in Abyssal and receive a blessing from Geryon. This blessing allows the user to sprout bat-like wings and fly for up to 1 minute. Anytime you use Sear, the arrow will radiate heat that hits for the same damage to all enemy creatures within 10 feet of the recipient of the attack.
Claudette:
Appearance:
Claudette possesses a striking, ethereal beauty that defies her 150 years—a testament to her Dhampir heritage, which keeps her in the permanent bloom of youth. She stands at a graceful 5'6" and weighs a lithe 150 pounds, carrying herself with an effortless, predatory elegance. Her most captivating features are her piercing, shimmering blue eyes, which seem to hold a depth far beyond her relative years, and her voluminous, slate-black hair that cascades around her shoulders. Her skin is remarkably pale, contrasting sharply with her dark locks and creating a hauntingly vivid aesthetic. There is an undeniable aura of mystery about her; though she has walked the world for over a century, she moves and speaks with the energy of a woman in her prime, an ageless wanderer who seems perfectly at home in the shadows.
Characteristics:
Personality Traits - The best way to get me to do something is to tell me I can't do it.
` I don't pay attention to the risks in a situation. Never tell me the odds.
Ideals - Freedom. Chains are meant to be broken, as are those who would forge them. (Chaotic)
Bonds - Someone I loved died because of a mistake I made. That will never happen again.
Flaws - If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Attuned Artifact: Mor Ath Arkhol (Death by Stone in [DeepSpeech])
Requires Attunement by one that has been touched by death or undeath
As you pick up this Rapier, you notice the impression on this blade as though it was forged by manipulating the properties of obsidian. In fact, it seems to be so dark as though it is almost shunning the light away from it. As you slide your hand over the smooth and comfortable hilt, you notice seven engraved runes along either side of the grip. The seven runes are different, but the copies on the other side are the same. As your hand continues down the hilt to where the grip ends and the pommel begins, you notice a small black onyx gemstone centered opposite the front base where the guard should meet the grip. As you gaze upon the guard, a picturesque raven is ornately implanted within. Whomever designed this guard must have spent hours carving each precious feather so that the raven almost looks as though it is alive. Set in the sockets of the raven’s head on either side of the peak of the guard are two black opals. The pommel consists of one large stone that looks clear at first glance, but as you stare at it, you see wisps of black and grey within the center of the stone (Black Phantom Quartz).
Upon Attunement to this Rapier, this weapon gains the “light” property. The magic sways your mind and you sense that if you critically fail a roll on a Sneaky skillset (Thieves’ Tools, Sleight of Hand, or Stealth) you may be scrap that roll and immediately re-roll. You may use this ability once per short rest. You also innately know that if you press the Black Onyx, the Black Phantom Quartz pommel will pop open, and the inside of the handle is void of material. You may store a single vial of basic poison within the hilt, and it will automatically apply the poison as the poison is used. A single vial is good for 6 applications.
LVL 6: You feel a resistance to necrotic energies overcome you. As you get more immersed within the confines of the dark, you feel as though you could cast the Darkness spell once per long rest by willing the darkness to seep out from the rapier to a point within 60 feet of you (this costs an action to cast, however it does not require concentration, the darkness cannot be moved or dropped and lasts for one minute). Once per long rest you may use a Bonus Action to conjure a Swarm of Ravens to serve at your command for up to 1 minute. When the minute is finished, or the swarm has perished it will disapparate in a puff of black smoke seeping back into the guard of the hilt. You will also notice that two of the runes have disappeared from either side of the grip, and now resides on either side at the base of the obsidian blade. The blade is now lightly magically enhanced.
LVL 10: The sword blesses you with the ability to heal yourself once per combat using a bonus action to cast Cure Wounds at level 2. Another two runes have disappeared from the grip and moved up the flats of the rapier from where you noticed the first two residing. When you snatch a token from a departing soul, instead of creating a trinket, the rapier siphons the departed soul into the blade and one of the runes dimly glows a shiny blue that matches your eyes. You are the only one that notices this coloration. The rapier additionally allows you to cast a spell called Blade Fan an amount of times per day limited only by your proficiency bonus. You also gain 2 uses per short rest of Nimble Reflexes. Your Swarm of Ravens has become slightly more powerful than they had been previously.
More to come (possibly)
Ilikan:
Appearance:
Ilikan 7'5" massive ranger. The first thing anyone would notice would be the red tattoos or scars on his bald forehead. From there you would naturally be drawn to his noticeably bony or prominent supraorbital ridges above his eyes. His eyes bright blue and sometimes glowed a little to the frown on his lips that seem to always show his displeasure. Thick neck on which a golden amulet resides and can be seen when not wearing armor. His muscled body from hard work and physical labor in the mines from an early age.
His gray skin was extremely tough (often compared to stone).was littered with bony growths called "lithoderms". These growths were roughly the size of a coin and appeared like studded pebbles on his arms, shoulders, torso or head.
Characteristics:
Personality Traits - I begin or end my day with small traditional rituals that are unfamiliar to those around me.
I have different assumptions from those around me concerning personal space, blithely invading others’ space in innocence, or reacting to ignorant invasion of my own.
Ideals - Adventure. I’m far from home, and everything is strange and wonderful! (Chaotic)
Bonds - My freedom is my most precious possession. I’ll never let anyone take it from me again.
Flaws - I have a weakness for the new intoxicants and other pleasures of this land.
Attuned Artifact: Fothisev di Kereska (Head of Kereska [in Draconic])
Requires attunement by a devoted of Kereska, or the wielder must swear allegiance to Kreska if not previously devoted.
As you look around this cavern, you see a glint in the corner. Initially it seems like the biggest gem you may have ever seen! Upon closer inspection it looks to be the snout of an extremely small multicolored dragon sticking out from the dirt wall of the cavern.
Once the tool has been dug out, in all its glory, you see before you a miner’s pickaxe of unique material and size. The whole pickaxe looks to be made out of some crystal-like substance and has a very faint aura emanating from within. It seems to have been made for a giant or the kin of a giant as it is far too large for a typical dwarf or gnome that would normally use such a tool. The coloration looks to be both transparent and opaque at the same time as it slowly changes in every color imaginable.
As you hold the blunt side closer to you, you look down and see what looks to be the dragon’s snout. Moving towards the business side, you get to where you might imagine the forehead to be. In the middle is an upright five-pointed star. The coloration of the star changes its appearance in contrast to the pickaxe. If the pickaxe is lightly colored, the star is darkly colored, etc. The two points at the bottom stretch downward as if pointing to the sockets of the eyes. At each of these points, a smooth blue circular gem seems to float within the head. As you glance over the rest of the star, the next two points reach out to the side of the head at equal distances as the top point which meets the “V” region wear the pointed ears stretch far away from the elongated head of the pickaxe. Instead of one solid piece coming out from the head of the pickaxe, coming to a stretched flat edge, this tool seems to have been magically cut in a way so that there are two points coming out of it. Both points end in what looks to be an almost needle-like precision of craftsmanship the Dwarves of Mithral hall would be jealous of and containing a magic the Elves of Silverymoon would be amazed at.!
Upon attunement and allegiance to Kereska, you understand that this war pick does 2d8 piercing damage (1d6 for each of the ears). When carrying this weapon, a faint glow of dim light stretches out 20 feet from the weapon. When sheathed, the faint glow disappears. At the opposite end of the pickaxe (bottom of the handle) there is a much smaller replica of Kereska’s head. As you palm the extension, it comes loose in your hand turning into a set of Jeweler’s Tools. You feel as though your knowledge in the Arcane has deepened. You may use this weapon as an arcane focus. While attuned to this weapon, you are proficient in Arcana and Jeweler’s Tools.
Level 6: You have developed some control over this interesting tool. While the pickaxe is in your hands, you may change the light quality between dim light to 20 feet; Bright light to 20 feet and dim light another 20 feet; or no light whatsoever. The weapon now allows you once per long rest to cast Darkvision without using a spell slot. On a critical hit, the head will flash with an extremely bright light causing the target that is struck and up to two adjacent targets (enemies within 10 feet of the initial target) to become blinded until the end of your next turn. While blinded they are unable to take Attacks of Opportunity and have disadvantage on all attacks. When holding the tool, it almost feels lighter, as though you may be able to swing it faster garnering a light magical increase to both your attack and your damage (+1).
At level 10, an ancient magic emanates from the pickaxe. An eldritch ward forms around the neck of the weapon. You and any friendly creatures within 10 feet of you have resistance to damage from spell attacks (single target) made by spells. On a short or long rest, you may now choose to imbue the ears of the dragon with alternating energy instead of piercing. The options available are Cold/Fire, Radiant/Necrotic, Poison/Acid, Force/Psychic or Thunder/Lightning. Kreska has enhanced your kinetic vigor granting you +2 Strength while attuned to her tool (to a maximum ASI of 22).
More to come (possibly)
Ardan:
Appearance:
I am Ardan I'm 5feet 6inches tall weigh 130lbs, have blueish white eyes, white hair, am 100 years old which is young for an elf.
During my time in the military I acquired a few scars; a lance wound in my left thigh, and an arrow scar in my lower back. I learned many things while serving that would help me in my further adventures.
Characteristics:
Personality Traits - I’m haunted by memories of war. I can’t get the images of violence out of my mind.
I can stare down a hell hound without flinching.
Ideals - Greater Good. Our lot is to lay down our lives in defense of others. (Good)
Bonds - I would still lay down my life for the people I served with.
Flaws - I have little respect for anyone who is not a proven warrior.
Attuned Artifact: Faer Taless -o i Irbryn (Energy Enforcer of the Hunt [in Elven])
Requires Attunement by a Hunter
This bow is as white as the snow it was found near, the only coloration in the bow is the graining which seems as though mithral had somehow grown inside the wood. It seems to have a sheen of reflection along the front of it. The center of the bow comes out to almost a point near where the nocked arrow will sit. When looking very closely, one might notice two very small holes adjacent to that tip.
This bow is considered magical for the sake of overcoming magical resistances. When firing with ammunition, the arrows damage can be changed each turn by thinking of one of the four elements. When you choose an element, elemental energy will funnel from the two small holes at the tip of the bow changing the arrowhead to a ball of elemental energy. Instead of piercing, you can choose Fire, Earth (Poison), Water (Cold), or Air (Thunder) if you do not choose an element the bow will shoot piercing damage.
If the bow is ever shot without ammunition, a magical arrow shoots off in the form of a lightning bolt. As this takes no ammunition, its damage is only 1d6 and will result in electrical (lightning) damage. This damage type cannot be changed. The ammunition created by the bow in this way vanishes the instant after it hits or misses a target.
Once per combat an arrow can explode on impact doing like damage to all enemies within 5 feet of the target. The target can be the ground in an empty space.
At 6th Level - You sense the presence of the original wielder of this bow. The bow strengthens it’s attacks by giving you +1 to all attacks with it. It also gifts you the abilities that the original wielder once knew:
Solonor’s Judgement - When this bow is bathed in moonlight, attacks with it impart 1d6 radiant damage in addition to its normal weapon damage.
Solonor’s Favor - While attuned and able to see the moon or are in Solonor's Moonbeam, the wielder has advantage on Perception and Survival checks.
On a critical hit, a beam from the moon (Moonbeam Lvl 3) appears centered on the space the target is currently standing in. This lasts for 1 minute and does not require concentration, however cannot be moved from that space. The beam affects any creature per the wording of the spell, with the exception that the direct group you are travelling with is immune to the effect. This effect can only be applied once per target, but overlapping moonbeam’s do stack damage if the fate of Solonor allows multiple critical hits.
At 10th Level - You have now gained Solonor's Acuity which increases your Wisdom ASI (and it's maximum) by 2. Once per day by speaking the command word Gamp (claw in Elvish) (as a Free Action), your next arrow animates, becoming a bolt of energy and the arrowhead becoming an outstretched claw. If the attack hits, it deals an additional 1d6 force damage, and any further arrows seek out the target, ignoring the effects of partial cover and distance. When your attacks hit their hardest, the moonlight comes down a bit stronger on your foes now. In addition, a second beam finds you, granting you 5 rounds of moonlight even when no moon is present. Once per combat you can take advantage against a Drow, Svfirneblin or Duergar.
More to come (possibly)
Durcar:
Appearance:
Gold Scaled with majestic horns protruding from his head. He is wearing chain mail of simple make and wielding a double bladed scimitar.
Characteristics:
Personality Traits - Nothing can shake my optimistic attitude.
Ideals - Faith. I trust that my deity will guide my actions. I have faith that if I work hard, things will go well. (Lawful)
Bonds - Everything i do is for the common people.
Flaws - I put too much trust in those who wield power within my temple's hierarchy.
Attuned Artifact: Altiui Ocret di Xymor (Wing Claw of Xymor [in Draconic])
A long hilt made out of platinum with a large curved blade tapering out from it. The blade looks as though it was formed from the bone of a dragon. A smaller blade curved in the same fashion as the top is seen protruding at the base of the hilt. A name forms in your mind Altiui Ocret di Xymor which you know to mean Wing Claw of Xymor (the name he went by before taking on the name Bahamut).
Two-Handed. This weapon requires two hands to use. This property is relevant only when you attack with the weapon, not when you simply hold it.
Special. If you attack with a double-bladed scimitar as part of the Attack action on your turn, you can use a bonus action immediately after to make a melee attack with it. This attack deals 1d4 slashing damage on a hit, instead of 2d4.
Damage: 2d4
Damage Type: Slashing
Properties: Two-Handed, Special
Weight: 6
Upon attunement this scimitar is considered magical for the sake of overcoming magical resistances. You are able to read, write, and speak Celestial, the language of Bahamut himself. This tool from the legendary diplomat grants the wielder proficiency in Persuasion. If the wielder already has proficiency, it instead grants them Expertise. Once per short rest you may use the Shield spell as a reaction. (This does not grant you the Shield spell as an actual spell in your arsenal however).
At 6th Level – The damage type for the platinum dragon is imbued within the tool allowing it to deal 1d6 additional force damage to each attack made with either end of the tool. In addition, the platinum seems to be even stronger than it was, allowing you to gain +1 to both your damage and your AC while attuned to this tool. You can now read, write, and speak Auran. Once per Long Rest you may cast the See Invisibility spell. (This does not grant you the See Invisibility spell as an actual spell in your arsenal however).
At 10th Level – When you critically strike a creature with this weapon, you gain the effects of the Shield spell until the start of your next turn. (This effect does not stack). In following Bahamut’s ways you have gained the art of telepathy. As a Bonus Action you can speak telepathically to any creature you can see within 60 feet of you. Your telepathic utterances are in a language you know, and the creature understands you only if it knows that language. Your communication doesn't give the creature the ability to respond to you telepathically. You may now use the Shield spell twice per Short Rest. In addition, once per Short Rest Mass Healing Word (of 4th level) may emanate from this claw at your behest as a Bonus Action. Your allies now benefit from your Aura of the Guardian.
Aura of the Guardian
You can shield others from harm at the cost of your own health. When a creature within 10 feet of you takes damage, you can use your reaction to magically take that damage, instead of that creature taking it. This feature doesn’t transfer any other effects that might accompany the damage, and this damage can’t be reduced in any way.
At 18th level, the range of this aura increases to 30 feet.
More to come (possibly)
Bestiola:
Appearance:
Bestiola was the result of a wizard experiment, gone extremely wrong. It's appearance was that of an enlarged Roly-Poly bug (or insectoid). Due to this nature, like Tortles, it would not be able to use traditional armor over its natural armor.
Characteristics:
Lost to the mists of time
Attuned Artifact: Lost to the mists of time
Unfortunately due to this player leaving the game extremely early in the campaign, the character sheet and therefore the details were all lost.
Dr. Chunk N' Stein :
Appearance:
Plague doctor-esque hooded outfit, short sleeves mid-drift exposed and one leg has thigh high shorts. Every bit of exposed skin is covered in bandages to cover scarification from monastic order. (like A mummy except head face and fingers). dark out fit with plague doctors mask
Characteristics:
Personality Traits - I express affection or contempt in ways that are unfamiliar to others
Ideals - Open. I have much to learn from the kindly folk I meet along my way. (Good)
Bonds - I'm fascinated by the beauty and wonder of this new land.
Flaws - I pretend not to understand the local language in order to avoid interactions I would rather not have.
Attuned Artifact: Tegil Narfinn (Mask of Firehair [in Celestial])
Requires Attunement by a devout follower of Sune
This mask is made from a rare silver alloy called Pandelver from the plane of chaos. While it is not in the shape one might typically choose for a mask, the exterior is still a very beautiful looking mask due to the material it was crafted from. The interior on the other hand is absolutely breathtaking. The wearer may actually believe they are gazing upon Lady Firehair herself. The intricate desig patterns carved on the inside of the mask are what truly sets this mask apart from any other mask ever created.
Set on either side of the beak-like nosepiece extruding from the exterior of this mask is a crystal lens that seemingly refracts light. There are more to these crystals than one might expect however.
Because of this fashion accessory being made from Pandelver, once per combat encounter, you may cast the Mind Sliver cantrip as a Bonus Action.
Upon attunement, this mask allows you to cast the Warding Wind spell once per Long Rest assuring you have the ability of clean air when it is needed. While the scent of the incoming air is always amazing through this magical mask (never needing to change out herbs) the spell will allow you to not take in vapors or gases etc. In addition, as this mask is in and of itself a disguise, it will allow you to reach within yourself to Disguise Self a number of times per Long Rest equal to your Proficiency Bonus. Lastly, as you look intently at something further out than you ought to be able to see, the lenses shift allowing you to make out details of even extremely distant creatures and objects as small as 2 feet across, but only in conditions of clear visibility.
At 6th Level – The looks and stares that you have received while wearing this odd mask has been embedded within the mask allowing you resistance against Psychic Damage. Pulling from your willpower the artifact allows you to use the Quickened Healing feature taught by some monasteries, through the mask however, you may use this feature as a bonus action. Thrice per Long Rest, you may cast the spell Mass Healing Word (at its minimum level). You also gain advantage upon the first herbal craft (healing potion or herbal poison) you make each day.
I was still trying to figure out what role the player was wanting to fulfill, so the 10th level upgrade had not been completely figured out before the player had to leave the campaign for personal reasons.
Finnegan Purehand:
Appearance:
Finnigan carries himself with the unwavering discipline of a veteran, his modest stature of 3'2" belying the sheer force of will he projects. His pale, weathered skin bears the faint, crisscrossing lines of a life spent in arduous labor, a testament to his origins as a clan crafter before he donned the mantle of his oath. He possesses a shock of unruly brown hair and eyes of a similar shade that seem to constantly survey the horizon, searching for both challenge and duty. Though he is small, his frame is solid and compact, radiating a quiet, grounded strength that makes him appear far more formidable than his weight of 52 pounds would suggest. He is a humble figure until he draws his weapon, at which point the ironclad resolve of his calling becomes immediately apparent to all who stand against him.
Characteristics:
Personality Traits - I believe that anything worth doing is worth doing right. I can't help it I'm a perfectionist.
I don't part with my money easily and will haggle tirelessly to get the best deal possible.
Ideals - Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
Bonds - I owe my clan a great debt for forging me into the person I am today.
Flaws - I'm quick to assume that someone is trying to cheat me.
Attuned Artifact: Moradin's Censer (Finnegan left during Chapter 1 around Level 3 or 4, so we never got very far with the player, I leveled his character to be played in a much further out encounter that he appeared in. This is the full custom item I made designed for his character.)
Requires Attunement by a Cleric or Paladin of Moradin.
The head of this warhammer has a depiction of Moradin's Anvil on either side of the hammer. It is perforated with tiny holes in the shape of Moradin's Flame, arranged on the top and bottom of the hammer head. The hammer counts as a holy symbol for you. When you hit with an Attack using this magic warhammer, the target takes an extra 1d8 radiant damage.
As a Bonus Action, you can speak the Command word (Juonnh) [means health in common] to cause the warhammer to emanate a thin cloud of incense out to 10 feet for 1 minute. At the start of each of your turns, you and any other creatures in the incense each regain 1d4+1 Hit Points. This property can't be used again until the next dawn.
At level 3, Moradin has blessed you with Dwarven Sight. You can now see in dim light within 60 feet of you as if it were bright light, and in Darkness as if it were dim light. You can’t discern color in darkness, only Shades of Gray.
At level 6, this hammer becomes infused with Moradin's might. When you hit with an attack the extra radiant damage taken is now 2d8 damage on a one handed attack, or 2d10 on a two handed attack. The fury of Moradin also graces you with +1 to your Attack and Damage rolls. Once per Short Rest you may use your reaction to cast the Shield spell at no cost of a spell slot.
At level 10, this hammer grants a +1 bonus to your AC, and it's healing property increases to 1d8 +2 HP. Moradin has gifted you with the use of the Shield spell up to 3 times per Short Rest without using a spell slot, as well as the ability to steel a creature's mind in a fortress against psychic intrusions. You can now cast Intellect Fortress at it's base level once per day without the need to concentrate on the spell
At level 14, if this hammer is used to make a ranged attack, it magically returns to the wielder's hand immediately after it is used. When thrown, roll a d20+Cha, on a 20 or better, a bright light will flash on the impact dealing an additional 1d8 radiant damage and blinding all enemies within 10ft of the target for the next round. Additionally the wielder gains an additional +1 to attack and damage rolls. Lastly, the wielder can smash the hammer into the ground once per day which emanates a radiant blast from the point of impact out 20 feet. All enemies in the area take 3d8 radiant damage, all friendlies in the area take the same amount in healing.
Sohrin Bloodhawk:
Appearance:
A stocky but muscular build, almost 5 foot tall Dwarf, with greyish scarred skin that indicates a duergar. Really long black hair with a black long beard with braids in it. Wearing a discolored white cloth robe, simple but functional. Calloused bare hands and feet only wrapped in cloth. Not holding any weapons but carrying 2 hand held cross bow on my belt. Donning Dwarven jewelry.
Characteristics:
Personality Traits - When I see others struggling, I offer to help.
I don’t like to sit idle.
Ideals - Competition. I strive to test myself in all things. (Chaotic)
Bonds - I will overcome a rival and prove myself their better.
Flaws - I indulge in a habit that threatens my reputation or my health.
Attuned Artifact: Mark of the Silent Keeper (Sohrin came in mid-campaign and left shortly thereafter. This is the full custom item I made designed for his character.)
Requires Attunement by a dwarf.
This tattoo resembles a green gem inside a brown mountain.
This tattoo has embedded a font of arcane knowledge and effects lost to the ages. You have been blessed by Dumathoin the Silent Keeper. You gain proficiency in the History skill. This gift grants your unarmed strikes to hit a bit more precise and a bit harder (+1 mechanically speaking), and you have learned the Eldritch Maul ability. As a bonus action, you can move this tattoo to any place on your body, and change it’s size from no smaller than a copper piece, to an intricate work of art that covers all of your skin. You have also learned the Disguise Self spell which you can cast a maximum of once per day.
6th Level – Your tattoo itches as you wake up in the morning as it splits into three tattoos. The two new tattoos have different patterns of art and can also be resized or repositioned. The first is one that looks like a boulder. It allows you to cast the Mold Earth cantrip as an Action. The second one looks like a vine erupting from the earth. This allows you to cast the Ensnaring Strike spell. Once either of these tattoos are used, they disappear for the rest of the day, appearing again after a long rest. Your main tattoo now allows you to use the ability Grasping Tendrils as an action.
10th Level – Your tattoo itches as you wake up in the morning as it again splits into three tattoos (for a total of 5 tattoos currently). One of the new tattoos looks to be a dwarven statue which allows you to cast Become Stone once per long rest. The other tattoo resembles a fissure in the earth which allows you to cast the Erupting Earth spell once per day. The main tattoo strengthens your resolve increasing your armor class by 1 point and allowing you resistance against bludgeoning damage.
Become Stone: (HB spell)
2nd level Transmutation
Casting time: Bonus Action
Range: Self
Duration: 1 round
You solidify into a statue. Until the start of your next turn, you are petrified. Your AC increases by 5 and you gain 15 Temporary hit points. Any remaining temporary hit points fade when the spell ends.
Knowing at this point that it was unlikely that the party would get to 14, I did not level this item to 14th level.
Party:
Valakhad - Kalashtar: 5 Virtues Chosen (Estra)
Aramil Nightbreeze - Eladrin: 4 Arcane Trickster Rogue; 1 Wizard
Riardon - Wood Elf: 5 Assassin Rogue
Durcar Kerrhylon- Dragonborn: 5 Oath of the Dragonlord Paladin
Muirnar Steelhammer - Hill Dwarf: 3 Life Domain Cleric (was on a temporary hiatus)
Baern Ironaxe - Hill Dwarf: 5 Grave Domain Cleric (my healer while Muirnar was away)
Appearances:
Mibera - Mountain Dwarf: 2 Ranger
Mellow Von Carstein - Dhampir: 2 Bard
These two were in the party for a very short amount of time..
Notable NPCs:
Noric Ironaxe - Mountain Dwarf: 20 Champion Fighter (Possible future leader of the Ironaxe Strongold)
Halia Ironaxe - Mountain Dwarf: Clan Mother
Torrik Ironaxe - Mountain Dwarf: Clan Father
Oradin Steelfaith - Mountain Dwarf: 20 Life Domain Cleric
Brigga - Mountain Dwarf: CR 1/8 Fighter
Cerraelia - Mountain Dwarf: CR 1/8 Fighter
Realm Deities:
Hestacia - Goddess of nature, fertility, female sexuality, and food. A beneficent goddess often referred to as the “Divine Mother” or “The Captive Queen”, portrayed as a nude elven woman in chains. She is literally the mother of all the gods. To her worshippers all life is precious. Holy symbol is a pair of white closed shackles, two circles with a chain connecting them from below.
Rethbon - God of perversion, destruction, death, male sexuality, and drink (alcoholic). A maleficent god often referred to as “Death” or “The Mother’s Jailer”, portrayed as a heavily muscled human with a massive double-headed axe. He is literally the father of all gods and the most powerful. To his servants, strength and power are the only things that matter and women are nothing more than playthings and broodmares. Holy symbol is a black double-headed battle axe behind a skull.
Cystheria - Goddess of magic, knowledge, and history. A reclusive neutral goddess known only to those who follow her, often referred to as “The All Knowing” or “The Mind’s Eye” and portrayed as an elven female surrounded by flowing robes. Only her followers, typically mages, even know of her existence. Only her father, Rethbon, is more powerful. Holy symbol is dark blue a swirl of stars coalescing into a half-closed eye.
Du'argo - God of craftsmen, commerce, luck, and Earth. Often referred to as “The Maker” or “The Maimed One” and portrayed as a disfigured dwarven male dual-wielding a smithy hammer and a mining pick. Millennia ago the beneficent Du’argo attempted to free his mother, Hestacia, from his father, Rethbon. In the resulting struggle Rethbon shattered Du’argo’s leg and not even the magics of the gods were able to fully restore him. Holy symbol is brown and depicts a smithing hammer and mining pick crossed over a cracked anvil.
Legend speaks of a place called Du'argo's Cradle, where Du'argo birthed the dwarven people., though the immature tend to call it Du'argo's Loins.
Murik - God of assassins, thievery, distrust, and Air. Often referred to as “The Dagger” or “The Unseen” and portrayed as an elven male in black leather. Holy symbol depicts a blade up dagger under an eye mask. Has a tendency to seduce people into aiding his endeavors.
Rash'an - Goddess of soldiers, warfare, anger, and Fire. Often referred to as “The Searing Flame”, or “The Soldier’s Maiden” and portrayed as a dwarven female in full armor with helmet, shield, and axe. Holy symbol is red and depicts a flaming shield with a sword on it.
Estra - Goddess of sailors, pirates, smugglers, and the Water. Often referred to as “The Vengeful Wave”, or “The Sailor’s Mistress” and portrayed as a human female with a clam shell top and scaled leggings, and carrying a trident and net. Holy symbol is light blue and depicts a trident superimposed over a crashing wave.
The waters of Estra's Tears, a sea on the east side of the continent, give off a faint magical glow. It is said to be filled with the tears she shed after the failed attempt to free her mother, Hestacia.
The above were the realm's deities that we were allowed to choose from, this homebrewed realm did not follow the Faerun Pantheon, but a custom set of deities with their own special powers dependent on the one that you chose to align with. As a sailor, mine was with Estra as you can read below.
About:
Appearance:
You see what looks to be a strong young male in blue dyed, leather armor. His skin is as pale and white as the clouds of a warm summer day and his hair as bright as the brilliant yellow sun. He has surprisingly supple lips for a lad such as he. He stands at 6' tall and for a male of his standing is of average weight. If one was to get too close for comfort, or were in a situation of which he may be compromised in a bed per se, you would see a bit of an anomaly. The only feature that does not lend to the fact that this young man may be human. His irises are of a deep Golden color, deeper even than that of his yellow hair.
Characteristics:
Personality Traits - I’m well known for my work, and I want to make sure everyone appreciates it. I'm always taken aback when people haven’t heard of me.
I don’t part with my money easily and will haggle tirelessly to get the best deal possible.
Ideals - Generosity. My talents were given to me so that I could use them to benefit the world. (Good)
Bonds - I owe my ship a great debt for forging me into the person I am today.
Flaws - I’m quick to assume that someone is trying to cheat me.
Attuned Items:
-Guardian Emblem
The Backstory:
The ocean, Estra. It is one, and it is life. All I am is because of her. Well, her and my family.
Let me start from what I was told. I was born on the water. A blessing from The Sailor's Mistress, Estra. My mother was a galley chef, my father the first mate of a ship. I was raised by the sea, by the ship. My family were the 20 souls on that vessel that I learned from. I am told that I am part of a celestial lineage of humans dating back before time itself.... if one could actually believe something like that. As far back as I can remember I have played on the deck of a magnificent ship sailing from port to port. I was taught to swim at a very young age, you either learn to swim, or allow the tides to take you to your death. If you are in a fight to the death, swimming can be the difference between them.
My family was in a very specific and lucrative business of providing goods that people needed yet had a hard time coming by. We would pick up the goods from one port and ship them to another port. We would have our fun in the port with those poor common folk and then set sail again to live in the majesty of the great ocean under the light of the sun and stars. People often mistake boats as being all work, and having no solace. But I challenge you to be screwed by someone whilst gazing up at the brilliance of billions of stars above and not find the beauty in the world! It definitely puts things in perspective. When I came "of age" whatever that means, I started having dreams. Except they were not wild and fantastical, they seemed to be distant memories of times that I do not know. I cannot be certain if they were past or future, but they came to me and they forced me to focus on them. I tried to push them away. I pushed myself into learning the alchemical processes and properties when I was in ports. I am still trying to find a way to mitigate these memories that come back to me every night as I lay down. The only thing that seems to help is being exhausted by a good fuck. The memories are still there, but they are a lot less intense. If I can somehow figure out a way to get the high of a good fuck, and bottle it in a potion, perhaps I can push these intense memories away every night.
These memories have been haunting me for about 10 years now. My mother died prior to my coming of age, so I cannot ask her what it all means and my father has no foresight in to this affliction. The only thing that he was able to say is that my mother was a very frisky woman, not unlike myself. Nights when he was just too tired to have a roll in the hay, were followed by mornings where she seemed to be out of it and sometimes in pain. She died peacefully in her sleep, or so I hope. With these memories that afflict me, I cannot help but wonder if they somehow killed her while she slept. Alas, why I am here in this hellish area that knows not what the true beauty of the ocean is.
I have known Estra my entire life, we have our prayers that all will mutter prior to eating a meal, and every morning when we wake up to see the water. It becomes a ritual and is nothing more. I know as the sea exists, that she does as well, but to what extent does she know or even care about us mortals? We would offer her prayers and sacrificial offerings of fish in times of despair. When one would get sick, or die, we would offer our prayers and would see nothing in return. One day, about three weeks ago, I prayed directly to her, I asked why my mother had died before being able to explain what was happening to me? I asked what was my purpose here? I asked if there was any meaning for my life, and if there wasn't to please take myself as an offering to end these cursed memories and offer some solace to my family that has to deal with my urges every night on the ship. I wore them out. I know I did. But it was the only way for the memories to subside upon sleep. If I didnt have a fun "meaningful" night if you get my drift, I was a bitch at the rise of the sun. If I was thoroughly satisfied, I was great, and everyone else was tired and sometimes in miserable moods.
I believe I received an answer from her. One night that I slept, I feel like I had a vision, it did not sound like a dream that others have described, and yet it was not like the memories that would typically inflict my mind. I envisioned this place that I am at now. When the day broke after one of the most peaceful sleeps that I have known since I was a child, I sought out my father who has been the Captain of our vessel for the last three years. I described to him the vision and he told me that when we get to Wellingtague Port I might find a caravan or guide that would be able to get me there. I was both terrified and excited to be doing this. I was looking forward to getting to port as one of the most enjoyable people outside of my family that I have spent time with lives nearby the port. Sometimes we miss each other, but the times that his uncle and him are in the village, we have one hell of a time. He used to go by the name Ara but recently he changed it to Aramil, I guess that is some sort of custom of his people. Strange if you ask me, but he is kinda cute if you go for that handsome brooding type (which I do). The only issue would be that I am pretty sure he thinks I am a guy... I have always had short hair as long hair gets in the way on a ship. And when I am in port, I do act like one of the guys, that was taught to me as a very young child. The world of land dwellers works a lot different than the one I grew up in.
~~~~~~~~~~~~
My family were dominated by me, this world is not ready for what I have to offer. Two weeks ago and many many miles, I set out on a journey with one of my few friends outside my family's ship. When I told him where I was headed, we sat down with his uncle and figured out a great route to take. Aramil explained that Varis had taken on a new trade in the village and that he was expected to go make a life of his own. He offered to guide me through these strange lands, I couldn't very well say no to such a handsome man that had recently become available now could I? I wonder how long it will take him to figure out that I am not the "man" he thought I was. I sincerely hope he is not the type of man my family warned me existed in these lands. I suppose only time will tell.
Party:
Gareth - Human: Cleric
Jack - Human: Warlock
Gavin - Half-Elf: Bard; Fighter
Kuurk - Kenku: Ranger
Malnik - Human: Rogue
Bilbar - Forest Gnome: School of Healing Wizard
Appearances:
Notable NPCs:
About:
Appearance:
To the casual observer, Bilbar is a walking contradiction. Standing at a solid 3'8", he possesses a surprisingly beefy, muscular build that contrasts sharply with his soft, mediocre features—a face that looks like it was meant for baking cookies, not war. His rough pink skin is weathered from exposure, and his long, wavy black hair is usually tied back carelessly to keep it out of wounds he is stitching.
Characteristics:
Personality Traits - I use sarcasm & insults commonly.
Ideals - I am a realist. The tankard is neither half-full nor is it half-empty. It is always full, for when liquid vacates the
space, air takes up the space that the liquid once was! Just because you cannot see the air, does not mean that
the tankard is getting less full!
Bonds - I have a solution for everything.
Flaws - I sporadically uses long words to sound smart.
I have lost many friends.
Attuned Items:
-Barrier Tattoo (Rare)
-Cloak of Displacement
-Scaled Ornament (Stirring)
The Backstory:
Bilbar speaks with a sharp tongue, insulting his companions while simultaneously saving their lives. He is a realist; to him, optimism is for fools who haven't studied probability. He uses obfuscating vocabulary when he is annoyed, mostly to remind people that he IS smarter than them.
The Tragedy: The Withering Silence
Seventy years ago, Bilbar *was* a different gnome. He lived in the root-hollows of the Jagged Forest (the Thurram Wood) with his beloved wife, Nissa, and their young daughter, Dimple. He was a renowned Sage then, happy and light-hearted. Lords and Lady's across the realm would invite him and his lovely bride to their estates for the most grand of festivities.
Then came the Shadow-Blight, an affliction unleashed by a cult seeking to corrupt the forest. It wasn't a normal disease; it was a curse that withered the body. When Nissa and Dimple fell ill, Bilbar did everything right. He used every poultice, prayed to every gods, and purchased every antidote. But traditional methods were useless against this dark magic.
He held them as they faded, watching the light leave their eyes. He realized then that nature was insufficient. Nature is chaotic. Nature allows death. He needed something stronger. He needed absolute vitality.
Bilbar’s worship of Lathander is unique. He does not worship Lathander because he is "happy" or "hopeful." He worships Lathander because Lathander represents the raw, burning, undeniable energy of LIFE.
Bilbar views Lathander as a nuclear reactor of vitality. He realized that to fight magical death, he needed to treat healing not as a "prayer," but as a science. He began studying Arcane Healing—a controversial blend of divine energy channeled through wizard-like formulas and alchemical rigor.
He swore a dual oath:
To Lathander: That he would force the sun to rise on those who were dying, whether they deserved it or not.
To Nissa and Dimple: That he would hunt down the cultists that created the Shadow-Blight and ensure their biological functions are permanently ceased.
Party:
Thadd Pole - Grung: Phantom Rogue & Barbarian
Elijah Vale - Human: War Mind Tactitian
Dingle Barry - Human: Circle of Winter Druid
Gilkos Nazur - Blue Dragonborn: Oath of Vengeance Pladin & Life Domain Cleric
Bruni Starvein - Dwarf: Circle of the Stars Druid & Life Domain Cleric
Appearances:
Notable NPCs:
Lord Dagult Neverember - Human: Champion (Lord Protector of Neverwinter)
Story Progression:
Our story starts the characters off at Level 9 in Port Llast just North of Neverwinter. The characters of the 3 players were all led here for one reason or another. It was almost as if fate had led them here to meet, too bad coincidences don't really exist in this kind of web. As they happened to sit at the only table left at a crowded tavern, they started to hear the rumours of undead rising to the South. While seeing the undead is not uncommon along the Sword Coast, the peculiar thing is that these creatures were not randomly attacking of their own mindset or lack thereof. They were ignoring people and walking off. Other rumours sparked of missing Nobles in Neverwinter. The Port Llast gravedigger let them (and honestly everyone else as well) know that one of these things that got up out from the ground had a third eye in it's forehead and it looked deep into Jack's [the gravedigger] soul! It took from him something old, something secret! And then it turned around and sauntered off heading South towards Neverwinter
As the party eventually arrived in Neverwinter they sought an audience with Lord Neverember at his bequest. He explained that a number of residents in the past tenday had gone missing and while none of them knew each other (to their knowledge) it was very discerning that people were just vanishing in the dead of night. When he hired Diviners to find out what was going on, the Diviners lost the trail of each individual at the same place: the Hallix family mausoleum. Strange that they were all being taken to the same place; stranger still that they could not divine what was being done inside that mausoleum. This is the reason why this group has been hired. Their job? To retrieve all of the missing people and return them, as well as deal with the people that took them. Their pay? Each will get their own house in the Protector's Enclave in Neverwinter. The party has just reached the mausoleum and entered to find a small group of undead beings, nothing out of the extraordinary. However they have yet to find a single missing victim.