Here you will paste your application, and link your character sheet.
I said no backstories in your application, but at this point if you have one written out that you'd like to store here, feel free to include it. "No backstories" is a philosophy of application-creation, moreso than a principle of character writing.
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On indefinite hiatus from the site.
Last edited by Wynamoinen; Nov 2nd, 2020 at 07:19 PM.
Appearance: Heliae is a human of slim build, standing at 5'10" and weighing approximately 130 pounds. They are 27 years-old. Heliae's appearance is rather unique, and their skin is a puzzle of both dark and light pigmentation, a condition in modern times known as vitiligo. The caramel brown and white tones swirl together like blots of ink on parchment. Their thick, dark hair has been cropped short on the sides, while the top is longer front swoops down their face, often covering their electric blue eyes. Heliae wears nondescript clothing, often a tunic or something that does not suggest any gender specificity.
Raemka – positive. Heliae admires Raemka’s street-wise ways, being new to the streets themself.
Haemon – untrusting, though mistaken. While not directly a noble, Haemon's close friendship with aristocrats make Heliae nervous. Heliae is also off-put by Haemon's view of servants having a very particular place in society. Heliae does not fit that norm, and is hesitant to trust Haemon, though he has treated them before.
Applecore – complicated. Applecore's arrogance is a not trait that Heliae would admire or seek out in someone. However, having a shared background as an orphan, of sorts, gives Heliae empathy towards Applecore.
Dunyazad – positive. Heliae feels an empathetic bond to Dunyazad as a fellow servant. The two have crossed paths before, though not for 10-15 years. Dunyazad was attending to children at a wedding, at which Ruby, Heliae's keeper, was a guest. Upon meeting again Dunyazad recognizes Heliae, though their appearance is far more neutral now than it was when they were identifying as female (longer hair, less generic dress).
Heliae Eshe was born to parents of low standing, before the fall of their city and the invading of foreigners. Born a girl, they were sold into slavery by their parents at a young age, in hopes of saving their only child from the perils of war. An attractive and well-spoken child, Heliae was purchase by Anyket aristocrats as a companion for their child. The family that purchased Heliae lived on the outskirts and did not have many other children for their daughter, Ruby, to socialize and play with. And so, they purchased Heliae as a companion to keep their daughter company. Both children were 9 years of age at the time.
The children grew up together, and spent practically every moment of each day with one another, with the exception of meals and sleeping. As they aged, Heliae began to question their identity, in regards to gender. They found themself much more comfortable with short hair and wearing generic clothing. Heliae does not feel like a traditional woman, but also does not trust and does not want to be a man. They toe the line between the two genders, never specifying to those they meet.
During their time with Ruby and their family, they were taught by the child the way of the desert druids, a family secret and tradition. When we find Heliae as a part of this adventure, they have been largely living alone, practicing their craft in solitude.
According to law, each member of nobility is allowed to pardon/release one prisoner or slave annually starting with their 25th birthday. On her 25th birthday, Ruby (who Heliae is a servant to) choose to release Heliae. Given their deep affection and daresay, love, that Heliae feels for Ruby, they were hesitant to leave. However, their mistress provided their freedom, and as a last following of her demands, Heliae departed, a free person. Heliae left and has since been questioning what the meaning of their existence is, if not to serve her. So when we find Heliae as part of this story, they've been wandering about the desert by their lonesome, trying to find purpose.
Heliae looked out the window of their quarters. It was raining, rare for the desert oasis town. They pulled the tattered muslin and embroidered bed linens over their bare legs. The unusual dampness finding its way to the young person’s bones radiated through them, making them crave warmth.
It had been 1,460 days since Heliae had seen their parents. They remembered the last time they were all together. It was burnt in their memory: The jostling back and forth, up and down, on the hard, wooden seat of the cart… the way their mother touch her fingers to her lips, and waved them in the air. “I will come for you!” she had said. Now, so many tearful nights later, Heliae was still alone, and out of tears. They knew that their parents’ promises to fetch them and repay their debt were false. Mother and father would never come for them, and even if they did, they would not have the means to buy Heliae back. After four years, they had come to understand that much.
There was a knock at the door, snapping Heliae out of their daydream. The three, light raps startled Heliae. No one announced themselves before entering the teen’s quarters, they simply came and went as they pleased. As a servant of the house, Heliae was not granted the privilege of privacy. Their gaze shifted as the door crept open. Their mistress’ face peeked around the corner, and her hands emerged, filled with satchels of one plant or another. “Ready to go? The rare rain is calling me.”
“I need to dress. A moment, please.” Lady Ruby obliged, a courtesy not often shown to the slave. Heliae pulled up their skirt and tucked their hair, newly cropped short on the sides, under a beige linen scarf. After sliding their feet into dusty sandals, they left the room, ready to help Lady Ruby in her gathering of natural materials for whatever spells she was keen to learn that day.
Heliae followed Lady Ruby each day, always on the same path. For nearly eight years the noble child had been Heliae’s peer in age, but for all intents and purposes was her master. Heliae’s purpose as the family’s servant was to keep Ruby company, as she was the family’s only child and there were few children available for play. Heliae spent their days carrying the young lady’s bits and bobs as they traversed the desert, looking for elements to complete various potions and spells, or as a lookout when Ruby would assume the shape of a creature, alerting her if predators were nearby. The two spent so much time with one another they could be considered friends if it weren’t for the circumstances that put them together. Heliae, a servant, and Ruby, the nobility.
Leaving the royal entourage of guards behind, Heliae made their way down the large dune, feet dragging through the hot sand. It was windy that day and they held their forearm to their face to avoid getting sand in the eyes. "Lady Ruby, where are we going? I haven't seen any plants for miles." When they reached the bottom, Ruby stopped abruptly, turning and giving Heliae a knowing smile that they'd seen every day for almost a decade. Ruby seemed to vanish before Heliae’s eyes. Heliae searched the horizon for some manner of beast or another. What is she today? Heliae had just noticed the virtually microscopic tracks through the sand before it happened.
Suddenly, faster than they could think a single thought, the world went from predictable to incredibly large. Grains of sand were the size of urns, and climbing over each one was more like climbing over the rocks in a riverbed. The ground shifted and changed rapidly, and Heliae struggled to steady their footing. The young servant looked for their companion, and then to their own feet, realizing where there should be two, there were six. And they were…black.
“H...how did I? What?!" Heliae realized in that instant that Ruby hadn’t been just treating them as a servant, but had been teaching the entire time. After years of watching the young druid do the same, Heliae had finally taken the form of another creature themself. Of course the first creature I would assume the shape of would be a sand beetle. So small and – Heliae’s side was impacted and they looked to the left, seeing another black beetle, its hard shell glistening in the hot desert sun. They recognized at once their master, their friend, their teacher.
Last edited by NightCheese; Nov 8th, 2020 at 08:13 PM.
Name:Altrix: a Domantine house servant of low station dedicated to tending, teaching, and overall raising the children of a wealthy family. Reports to the housekeeper or majordomo, but never the Domina or Dominus. Effectively, a nanny and governess. Altrix Dunyazad (character sheet)
Race:Half-orc tribes of the Anykhet mountains, descended from generations of half-orcs. Literally translates to "peoples of the mud-home." Have an earth affinity and, in addition to traditional half-orc presentations, sometimes manifest earth genasi presentations, such as stony ridges protruding from their bones, rocky fissures in their skin that emanate faint light, or dust unsettling from them when they move. Leutakimah (Half-Orc)
Gender Identity: Female; She/Her
Class: Bard, College of Lore
Appearance: Her already short stature seemed even shorter from her hunch - craned forward from a lifetime of picking up children that were not her own. Old Dunyazad wore her years plainly, in the folds around her eyes and cheeks and knuckles. One sunspot for every story she'd come to carry, she'd say. And there were so many.
Inside the domūs and villas, the standard was to keep one's hair in a tight bun, suspended with wooden hairpins. The uniform only changed slightly between families and generations, but it was usually some flowing robe with a long, embroidered apron. More as a badge than for any utility. Jowls stoic and unmoving around the other servants, of course. Especially around the Domina. And when reporting and deferring to the housekeeper, she kept her gravelly voice down to only the gentlest of whispers, no more than dust settling. To be seen was to be trouble.
When she was traversing the open city streets, whether on an errand or slipping away to exchange news with some distant, native-born kin, Old Dunyazad leaned on a gnarled cane to keep a steady pace. Her eyelids hung low, barely moving when she'd wrinkle her brow and tut, as was her response to so many things anymore. Swaddled in the layered wraps of her cowl - another must for all good Domantine house servants venturing outside - the altrix might even appear as any common dwarf. Maybe at a quick glance, anyways. A sarab, her people would have teased her. Able to pass. None of the traditional protruding incisor underbite. No gemtone sheen to her eyes, which had instead begun to develop a mild haze. Her only real mark as a child of the Leutakimah - the half-orc tribes of the Anykhet mountains - was that small areas of sand-colored skin would appear to sometimes shift and settle along the surface, almost granular. But surely, it must have been a trick of the light. This was just a common dwarf, an Anykhet local, a hunched elderly maid running some nothing errand, after all, no?
Most wouldn't know it, but Dunyazad loved to smile. Sometimes at the most simple things, though she didn't always have the opportunity. Her jowls would pull back and crease a thousand and one times on either side.
Dunyazad was just a girl when her desert-mountain peoples scattered from their ancestral home. They were no exception to the growing Domantine threat throughout Anykhet and Dunyazad was swept up in the movement to try and commingle among the expanding empire. Little did they know that this meant coersively splitting up the immigrating Leutakimah peoples. Little Dunyazad, daughter of several generations of wise women and community mother, was sent to be a scullery maid for empire nobility.
When she was still young, the other native Anykhet servants saw her natural talents as a mountain witch and keeper of lore and stories among her peoples. She was elevated to become an Altrix, or second mother, nanny, and governess to the noble children. Though this didn't come with any additional status in the eyes of the Domantine, it did solidify her role among the other servants as a sort of center. For many displaced Anykhet natives, to be around Dunyazad in the backroom kitchens just before bed, and to hear her many collected stories from all Anykhet peoples, was to have found a new home.
She was a good servant and served a handful of different esteemed Domantine families throughout the Five Cities. Dunyazad grew to love the Domantine children as her own (at least those who were not cruel), and many of them learned to love her in turn, though never expressed openly before other servants, and certainly not before other Domantine or their own family. A good altrix was always detached, but it was an unspoken and commonly known secret that what made an altrix good was the genuine paternal love for their wards. This connection created a new space for Dunyazad - the children were curious about her, and so when no one else was around, she began to weave her people's ancestral lore into their Domantine lessons. It was a great risk, but the children loved the stories and so kept the secrets. And so Dunyazad found a new life for her scattered people's ways, told in secret to a few Domantine children at a time, and to the disparate tribes that had now become a single Anykhet peoples under Domantine rule.
This went on for many years and Dunyazad gained her own quiet fame among the nobility as being a competent and sought-after altrix. Her servitude found her back in Synkel. Her last ward had grown of age enough that it wasn't appropriate for them to have an altrix anymore. And so, in the waning years of her life, Dunyazad prepared for her employ to be traded to a new family again. But the Domantine empire was fading and Synkel was not what it used to be. In an unexpected turn of events, Dunyazad's masters approached her with an offer: go to the aid of Alexandros, safeguard his daughter Ismene, and gain your freedom. It was a common secret that Dunyazad had inherited the gifts and wisdom of mountain witches, and with her relationships and renown among the noble Domantine youth, it was hoped that she could aid in any scenario that included the youth's willful abandonment of the city. The masters, desperate to recover a missing child of their own and see the city return to greatness, gave Dunyazad one of their house treasures, with the promise that she could keep it should the mission be successful.
And so Dunyazad set out, on what she hoped to be her final task as a servant, before she could return to the desert mountains and spend her last years among her tribe and within her homeland. Surely, this was her only goal, having spent so much time tending to the stories and ways of her people. But having lived a lifetime raising Domantine children... was there a part of her that sought to tend to Ismene and whatever plagued Synkel as if they were her own...?
PC String 1: Applecore | positive. They first encountered one another some two decades prior under positive circumstances. Dunyazad offered Applecore (then by a different name) a job at her manor or a role as a student at the academy. They may have different approaches, but Dunyazad is pleased to see Applecore have grown up wise and strong and take pride in her Anykhet identity.
PC String 2: Haemon | suspicious and mistaken. Upon learning he is an Elean from Paralimnos, she will appreciate that they became a part of Anykhet peacefully. But upon learning he is a physician, she will think his craft is bad luck, knowing the role Elean scholars played in the draining of their own water source, and subsequently in her mind, the ruin of their own city and the land. (Unless knowledge about the draining of their lake is a secret.) Dunyazad may have just recently heard rumors (through her extensive servant rumormill and native Anykhet contacts) of an Elean physician from Paralimnos staying as a guest with a Domantine noble, and that positive connection with Domantine nobility may further cast suspicion on his motives in her mind. This wouldn't be any open hostility or disrespect but would be more of a shrewd distrust.
String 3: Heliae | positive. She will find a kindred spirit in a fellow former-servant, and see their skin pattern and connection to the land as very auspicious and honorable. She would be very curious to see the paths that Heliae chooses to take. They once crossed paths, as servants attending to their respective masters' duties, at a formal event, and now recognize one another.
Was it a decade ago? It must have been two decades, now... Her hair was greying but not grey. And her skin wrinkled but didn't sag. It was that time when the altrix Dunyazad found herself having to say goodbye to kin both new and old.
"By the silk weaver on Shutters' Run..." That could be anywhere. Dunyazad began her search under the many arches under the Thoroughfare. It was the most common spot for vagrants and the truly destitute, and despite being full enough of her own lost peoples, it was best to be done with that place while the sun was still high. Never mind the daylight - the really dangerous cutthroats simply wouldn't awake before noon.
But no luck. None matching the girl's description. A sun-kissed waif of a Dulamah, according to her tip. A girl fresh from the dunes with neither kin nor means, much less a roof. Made sense enough, not finding her here though. A place as crowded as the Thoroughfare could be frightening even for longstanding residents.
Dunyazad continued her search in the other likely places, ambling about almost lazily and relying heavily on her gnarled, wooden cane. It was much more walking than she was used to. It wasn't often that she had such a large stretch of time outside the domu walls, so she was present in each step over the mismatched cobbletones and dirt-tread sidestreets, as if their rough, even surfaces were a final act of defiance against the confines of civilization. Still, she had a purpose today, so she made sure not to idle... too much.
No Dulamah sleeping in the alleys along the Pious Path. The genasi breadmakers hadn't seen any new faces lurking about lately either, though Mrs. Bhutujo shared that her nephew had returned safely from his trip to the steppes. They were due for a bit of fine news. It wasn't until the altrix Dunyazad began to make her way towards the Tamarisk Orphanage - if you could even call it an orphanage - that she heard something of a scuffle through the everyday chatter and bustle of the city's slums. The voices were contentious, but light. Perhaps light enough to be the voices of children? Then one voice in particular cut through the rest. A girl's voice. "... -m NOT AFRAID!" Dunyazad hurried through several narrow, winding sidestreets to see a gang of urchins surrounding a tall, slender child of Anykhet. A Dulamah. She'd found the girl.
The urchins, all boys and one of them with a bloodied face, were advancing on the Dulamah. Dunyazad approached them casually, and with a quick conjure of her eatiq, Dunyazad casts Thunderwave!sent a magical blast of force at the street urchins. She had to direct it at the ground beneath them - no need to blast the flesh off their bones - but it was more than enough to send them fleeing. The old woman looked over either shoulder to see if any loitering eyes had caught her casting native magicks. At empire children, no less. But it seemed they were alone now. She turned to the Dulamah girl, who seemed to be doing everything to keep her ferocity contained. Dunyazad tutted and shrugged her wrinkled brow. A shame, that restraint.
"I didn't need your help," the girl barked. Now this amused Dunyazad. "Are you... sahir? Learned so many of your own old magics, have you? Hm! You're blown far away from your dunes, Dulamah. As I've fallen far from my cliffs. Not that such places are so different now. In this place, we are only Anykhet, little one."
The girl said nothing. She was listening. Dunyazad continued. "The owl doesn't let the vermin steal its food, does it? Come, little one. I am Dunyazad. In the desert beyond I would have been an Literally, "wise-woman." In the Leutakimah peoples, kept the tribe's histories. Sometimes also possess skills in magic, alchemy, science, and medicine.aimra'at hakima but in the time of the Domantine I am only an altrix. The House servant responsible for keeping horses and other animals within wealthy Domantine domūs and villas.caupo has need of another hand, and you certainly have the build..." Then a doubt came over Dunyazad. Her eyes trailed off as she gave a deeper consideration to the girl's words. Perhaps she didn't need Dunyazad's help? At least, not in the way that Dunyazad had thought. She wondered at what it would meant to "save" this orphaned child of Anykhet from the streets. Yes, the girl would make a fine stablehand. She'd have food. And a roof. But, what story would there be to tell of her...?
When Dunyazad returned to the moment, she had an entirely different thought in mind. "Oh, but the owl makes the vermin its food, doesn't it? Very well. You may choose to fish for refuse in the streets. Or you may choose to labor in the domus for scraps. Or... you may choose to go to the academy and find a man called Herzig. But you must arrive well before the sun rises, before morning bell, when Herzig is entirely alone. Tell him Dunyazad sent you. Tell him you are to belong there... should you choose it."
A ferocity returned to the girl then. Different from earlier, when she was readying herself to fight. It was a ferocious light.
****
"Sso you found her, then? The Dulamah?"
"Yes, Vishra. I found the Dulamah girl. She is named Nesma." She'd returned to the person who first told her about the wayward Dulamah: a fellow Leutakimah, from her own village no less, named Vishra. When Vishra was young, he was expected to become one of their greatest boneyard hunters, tracking carrion crawlers in a sandstorm and able to spot a swarm of resting rock-moths from thirty paces. But that was a long time ago. Now he hauled stones for new Domantine constructions. But there were never enough jobs to go around and the pay was never in full. Dunyazad met him in one of the many poorly-lit entrances to the Undermarket tunnels, as they usually did, though he'd just picked up another side job and had to rush off, as he always had. Sharing sightings of new tribefolk that'd wandered into the city was a common practice among their scattered network, to determine who among them might be most able to help.
"And you brought her to your domu? Found her work as a sstablehand?" The brawny man asked with his mild lisp. He told folks it was from a healer who'd set his jaw wrong after a brawl, but Dunyazad knew the truth. Several years back, an empire-human was looking for a reason to not pay for some work, and accused him of sowing dissent. It was easy enough to target the Leutamkimah brute, with his visible incisor-underbite and bone-ridges protruding from his cheekbones. Even went as far as trying to have his tongue cut out. Only tried, though; Vishra preferred the pay.
"Nesma has work, now, yes. And a home, yes," the much shorter altrix confirmed, her course and gravely voice perhaps a bit lower than normal. The sunsoaked, greenish skin around Vishra's eyes narrowed in suspicion. Not much slipped past his keen senses and he didn't like that she avoided his question, much less had reason to. Dunyazad tutted and told the rest of the truth: "She went to Herzig. At the academy."
"To... shoulder parccelss?"
"To study."
The former hunter growled wickedly from the back of his throat and began to wave his thick, scarred arms as he went on. "Have the ssunss dried you mad, Dunyazad?! Ssending one of ourss there?! She will be found to be a... an imposster! Why not take her with you, work with you in your palacce! That iss what we disscusssed. Where she will be ssafe!"
The outburst was expected, Dunyazad supposed. But that didn't make it any less tedious. In a rare display of Leutakimah fashion, her own hand gestures became wide and animated as she responded. "Would she really have been safe...? You should have seen her, Vishra. About to fend off some ruffians, and I moved in to keep her safe. Safe! She had a shirasa about her, Vishra! In her eyes! A ferocity of the spirit! Look," Dunyazad produced an empty scabbard from her robes, taken from Nesma as a sort of symbolic payment. She held it outstretched to Vishra. "She carried with her an Treasures within the Dulamah tribes, passed down through a family's generations. Often indicates that the bearer and their family are competent guardians of the tribe. A fabric band is woven around the scabbard for every life its sword has saved. Runes on the side tell the history of the family and tribe. alsard-scabbard, Vishra. Among her people, this girl would have become a noble warrior. But when I intervened on her behalf, to keep her safe as you'd say, all her shirasa was for the winds. If I'd plucked her from the streets only to land in some nothing-Domantine labor, it would be to rob her of that spirit entirely. No different than what the empire's done to all of us."
"Do not play thesse gamess with your wordss! What you do is recklesss! You are recklesss!"
Dunyazad tutted and waved his warnings away. "What threat to the Domantines is a little old Leutakimah? Nothing fell will come of me. And Herzig will look after Nesma's admissions to the academy."
"It iss not ssolely you who rissk, jafatan! You risk the girl! You risk Herzig! You risk all of us when you taunt the Domantine! Your bookss and sstoriess and thiss," he grabbed the alsard-scabbard out of Dunyazad's hand and shook it in the air as he hissed. "Thesse are nothing! Thesse are danger! There iss no shirassa or Leutakimah in the Domantine - there iss only half-orc and fighting for what little work there iss for uss! All there iss now, iss for uss to ssurvive. I thought you undersstood that, Dunyazad, but insstead you are a sstubborn fool! The next time you think one of our people need ssaving, do uss a favor and jusst forget all your sstoriess!" Vishra hurled the scabbard away and stomped off into the Undermarket, fuming. Dunyazad scurried immediately after the scabbard, finding it lodged into the sticky refuse of a nearby canal. She crouched to pluck it out, groaning as she lowered herself but ignoring the filth of her surroundings much as she ignored Vishra's departure. A few quick brushes knocked the largest bits of unclean from the scabbard.
Now alone with only the distant haze of the city's chatter, Dunyazad looked down at the soiled, empty relic of the Dulamah. "... you are not so entirely wrong, Vishra my kin. But you and I are getting old. One day I pray you can see what I see. If the Domantine take from us our spirit, then what have we really survived...?" The altrix Dunyazad looked up from the scabbard and peered deep into the sky, as if some reassurance were there, waiting to be read in the wind and the clouds.
Instead, all she saw was a sun fading over a very faraway mountain horizon.
The little Leutakimah tucked the relic within her robes and raised her servant's cowl up over her greying hair. She began her walk back towards the domu.
Another delayed lesson. Another inevitable punishment. Something menial no doubt, like having to flip the chickens' bedding in the middle of the night.
Her Domina sauntered through the hallways, painted everywhere that she wasn't padded, and almost ready for the feast, except she'd surely keep changing her wig right up until she ran out of time to change again. At her side was her eldest son, Elcan, dressed plainly since he was, up until a moment ago, in the middle of lessons. Several paces behind was the housekeeper, Yusk, who was particularly stern even by lizardfolk standards. She had a flurry of short horns protruding through the green scales of her brow and skull. Despite wearing as simple of a robe as the rest of them, she was a legend of her own right among the servant class of noble houses. Following several paces behind Yusk were a handful of other lesser servants, silent and hands clasped and eyes averted. At the rear of them was Dunyazad.
The scents of roasted pheasant and fresh fruit and many cheeses all wafted through the halls, but the servants weren't even allowed to smell them. It was an equally impossible challenge to keep the children's schedule when the servants couldn't speak to the dominae unless spoken to, and even then, only at a whisper. But this was the way of things.
"And don't forget that when the magistrate arrives, you must be sure to speak to him of..."
"Yes, mother."
"And do be sure that when you greet the senator, you must introduce yourself as..."
"Yes, mother."
"And Elcan, you musn't forget that when the lead augur is announced, you must..."
"Yes, mother."
Elcan was approaching puberty, which meant he was taller than old Dunyazad, but it also meant his time with her would be coming to an end soon. Politicking and plots and all the other unsatiable hungers of the courts were awaiting him. He wasn't the first to grow out of the altrix's care, nor would he be the last. It would simply be inappropriate for a Domantine child of a proper station to linger around their altrix after aging.
He'd make a good citizen though. Obedient, when necessary. And terribly clever. A fine student if he were to be sent to the academy. Dunyazad also knew the young human would have a strong enough heart, when the time would come to need it, since he'd been drinking up all her stories since he was just so little.
She recalled the very first time she asked if he wanted to hear a tale, glancing over either shoulder to see that no other servants were around. Not just any tale, though. A secret tale. His eyes doubled in size. He gasped. And suddenly, in all the drab opulence of his family's wealth and pampering, the child was allowed to be small in a big world again. It was the first time that she let the child see her smile.
There was the tale of how the Dulamah tribes became able to survive the coldest of desert nights. The tales of all seventy two of the Leutakimah rock spirits. And the tale of the first Anykhet lizardfolk to grow her scales. But for fear of being strung up on the Wall with the other agitators, altrix Dunyazad did not simply tell her stories. Each had to be woven into the proper Domantine lessons as some lesser-known, purely academic factoid. Paavu Lonehunter Ogolakanu, a progenitor in many Dulamah histories, became simply "Paavu," the offspring of a lesser Domantine mountain god, Ogareoi, who was infamous for its avalanches. And each the seventy two Leutakimah rock spirits became a different chapter in Ogareoi's lost sagas. The first Anykhet lizardfolk became a deified mortal, embarking on many adventures alongside the famous heroes of classic Domantine literature.
And so the altrix Dunyazad, so far removed from her peoples by so many miles and years, found new life for the ways of her peoples, in the very empire that sought to scatter them.
"And Elcan my son," The Domina was moving quickly throughout the hallways now. Likely for no reason other than she knew the servants had to keep silent even when they hurried. But Dunyazad had a lifetime of practice at hurrying unseen and unheard through decorated hallways like these. Such was the way of things here. "You simply must must must not forget to-" The colorful noblewoman suddenly halted in place, one bejeweled finger pointing upwards as if to pin her thought to the air. "What is that dreadful thing to which you must insist on clinging?"
There, wrapped in Elcan's arms in front of him, was one of his many stuffed dolls. Perhaps he had too much heart, to be this much of a sentimentalist at such a young age. Dunyazad tutted silently in her mind. She'd get another menial punishment for not plucking that from him before he raced to his mother's summons. The doll had a plush bear's head under a grey fabric helmet and a mock-philosopher's robes, and-
Dunyazad blanched. This was one of Elcan's favorites. Such a favorite that when its limbs tore from ware, Dunyazad replaced its arms with...
"It's Ser Paladine, mother," he answered plainly.
"What are those ghastly markings about its arms? Are those... desert markings?" The sneer in her voice was unmistakable. Much as Dunyazad had woven her people's tales into the children's Domantine lessons, so too had she repurposed a tribal relic into the child's favorite toy. A scabbard of the Dulamah tribes, inscribed with runes that told its histories, now cut in half and sewed as the stuffed bear's arms. A gift for the boy, to remember her stories after he grew up from his altrix.
A damning gift, for Dunyazad. A thousand and one thoughts flooded her mind as panic took hold of her. She'd be labeled an agitator for certain, subverting the eldest child of a Domantine noble house with contraband thoughts. How many other families would they accuse her of poisoning against their own empire? Worse, they could come down hard on Elcan to ensure he was properly indoctrinated. Even worse than that... all her stories, all her people's ways that had managed to live on this long, would become the real targets.
"I, uh..." Elcan began, searching for words. Come on, child. You've kept these stories of the children of Anykhet quiet this far. "Ser Paladine is a champion of the people, you see, and..." Yes, that's it, child! You always were clever. "... and he fights for..."
And then Elcan glanced over his shoulder. At Dunyazad. A flash of his eyes that lasted just for a moment. But it was long enough to damn her. Dunyazad's stony face, hanging and wrinkled, had softened then. So that was it. She'd survived the scattering of her people, the changing times and politics of half a dozen different noble families, more than one assassination attempt on her wards, and the slow decline of an empire.
But her end was to come from the glance of a child that loved her.
Dunyazad sighed. Perhaps from relief more than anything. Throughout decades in identical hallways, it was perhaps the most noise she'd made out in the open without being spoken to first.
"... he fights for spoils of wars? Oh, you silly child, playing at conqueror. You're becoming a man so quickly," the Domina finished his thought. Likely out of impatience more than anything else. "But you simply must leave it in your room before the guests arrive, yes?" She snapped and pointed at Ser Paladine, at which point housekeeper Yusk immediately scurried forward to take the stuffed doll from Elcan, then scurried back. "Oh, don't look so glum, my little raisin. You do understand you will be a man soon and must prepare for these sorts of things. These guests will be your entire world once you..." And the Domina was off again. Elcan followed soon after her. Somehow, it seemed, their mistress didn't realize that Dunyazad had been telling her peoples' stories to the children.
Housekeeper Yusk, however, did not follow after the Domina. She clutched at Ser Paladine in a death grip and scowled directly at Dunyazad. "Depart us." The housekeeper hissed. She kept her gaze on Dunyazad as the other house servants followed after the Domina, trying especially hard to sink into themselves. When it was only the housekeeper and the altrix remaining, the housekeeper shook the stuffed doll in the air.
"What is this?!"
"Th-"
"Be silent! I know what this is." Yusk’s seething anger suggested as much. A lizardfolk that breathed like a dragonborn. "These are alsard-scabbards. Do you supplant their textbooks with leaflets?! Are you some agitator banging on the walls?! If I turned you in I would at least save the rest of us. Save the Domina the coin of hiring new staff! Would that you simply throw yourself into the Iteru!" Yusk panted, visibly upset but trying to collect herself. Dunyazad was as model of a servant as Yusk, with more experience even, so she was entirely unprepared for this. She stared at the floor and said nothing.
The green-scaled lizardfolk mirrored the Domina's sneer for a while until she continued at a slightly slower pace. "You would be punished if only for the shame brought to the Domina's family name. Imagine, the gossip of a mountain witch rewriting history in the minds of the nobility's children! Ptah! It is no secret that the other servants all listen to your tales around the hearth. Do not forget that here you are only altrix. Only servant!" Yusk looked down at the stuffed bear in her hand, little Ser Paladine, and seemed to study it intently. Her grip seemed to soften. Her scowl faded into something else that she tried to hide behind a lifetime of expressionless faces. "You... be more careful." Yusk thrust the doll into Dunyazad's possession and spun on her heels to follow after her Domina.
Dunyazad was stunned. Be more careful...? Yusk was the most loyal housekeeper among the Domantine. Stern and dutiful and unyielding. And she... let Dunyazad go...?
Dunyazad blinked, trying to process what had just happened. Then she blinked at the stuffed bear and its secret stories.
So Yusk was keeping those secrets, too. Because...?
... because even though Yusk was who she was, she needed those stories to be told, too. Dunyazad looked after Yusk's trail with the same softness as earlier. They could never speak of this again. Not in the domu, where others might overhear. Not while either of them were servants, for fear of the risks that came with indulging in sentimentality, as she'd just seen. Something welled up inside of Dunyazad then, as she realized there had been untold stories, waiting and yearning to be known, hidden all around her this whole time.
She found herself holding Ser Paladine close, in both arms much like Elcan had. The altrix reset her face and hurried silently after the others.
Dunyazad | Regional Half-OrcLeutakimah | Size: Medium | Level 3 Lore Bard HP: 18/18 | AC:10 base + 2 DEX + 2 Studded Leather Armor14 | Speed: 30 ft. | Hit Dice: 3/3 (d8) | Prof. Bonus: +2 Left Hand: Empty | Right Hand: Empty
STR: 10 (+/-0) | DEX: 14 (+2) | CON: 11 (+/-0) | INT: 12 (+1) | WIS: 14 (+2) | CHA: 14 (+2) Proficient Skills: Deception (+4) | History (+5) | Insight (+6) | Intimidation (+4) | Perception (+4) | Performance (+4) | Persuasion (+4) | Religion (+3) | Stealth (+4) Languages: Leutakimah, Common, Anykhet, Dulamah | Other Proficiencies: Light Armor, Simple Weapons, Lyre, Shawma, Drums Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 4/4 | 2nd Level Spell Slots: 1/2 Known Spells:Source: Player's Handbook
Enchantment cantrip
Casting Time: 1 action
Range: 60 feet
Components: V
Duration: Instantaneous
You unleash a string of insults laced with subtle enchantments at a creature you can see within range. If the target can hear you (though it need not understand you), it must succeed on a Wisdom saving throw or take 1d4 psychic damage and have disadvantage on the next attack roll it makes before the end of its next turn.
At Higher Levels. This spell’s damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4).
Spell Lists. BardVicious Mockery | Source: Player's Handbook
Illusion cantrip
Casting Time: 1 action
Range: 30 feet
Components: S, M (a bit of fleece)
Duration: 1 minute
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else’s voice, a lion’s roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends.
If you create an image of an object—such as a chair, muddy footprints, or a small chest—it must be no larger than a 5-foot cube. The image can’t create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it.
If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Spell Lists. Bard, Sorcerer, Warlock, WizardMinor Illusion | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Touch
Components: V, S
Duration: Instantaneous
A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.
Spell Lists. Artificer, Bard, Cleric, Druid, Paladin, RangerCure Wounds | Source: Player's Handbook
1st-level enchantment
Casting Time: 1 action
Range: 90 feet
Components: V, S, M (a pinch of fine sand, rose petals, or a cricket)
Duration: 1 minute
This spell sends creatures into a magical slumber. Roll 5d8, the total is how many hit points of creatures this spell can affect. Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures).
Starting with the creature that has the lowest current hit points, each creature affected by this spell falls unconscious until the spell ends, the sleeper takes damage, or someone uses an action to shake or slap the sleeper awake. Subtract each creature’s hit points from the total before moving on to the creature with the next lowest hit points. A creature’s hit points must be equal to or less than the remaining total for that creature to be affected. Undead and creatures immune to being charmed aren’t affected by this spell.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, roll an additional 2d8 for each slot level above 1st.
Spell Lists. Bard, Sorcerer, WizardSleep | Source: Player's Handbook
1st-level evocation
Casting Time: 1 action
Range: Self (15-foot cube)
Components: V, S
Duration: Instantaneous
A wave of thunderous force sweeps out from you. Each creature in a 15-foot cube originating from you must make a Constitution saving throw. On a failed save, a creature takes 2d8 thunder damage and is pushed 10 feet away from you. On a successful save, the creature takes half as much damage and isn’t pushed.
In addition, unsecured objects that are completely within the area of effect are automatically pushed 10 feet away from you by the spell’s effect, and the spell emits a thunderous boom audible out to 300 feet. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d8 for each slot level above 1st.
Spell Lists. Bard, Druid, Sorcerer, Warlock, WizardThunderwave | Source: Player's Handbook
1st-level conjuration (ritual)
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a piece of string and a bit of wood)
Duration: 1 hour
This spell creates an invisible, mindless, shapeless, Medium force that performs simple tasks at your command until the spell ends. The servant springs into existence in an unoccupied space on the ground within range. It has AC 10, 1 hit point, and a Strength of 2, and it can’t attack. If it drops to 0 hit points, the spell ends.
Once on each of your turns as a bonus action, you can mentally command the servant to move up to 15 feet and interact with an object. The servant can perform simple tasks that a human servant could do, such as fetching things, cleaning, mending, folding clothes, lighting fires, serving food, and pouring wine. Once you give the command, the servant performs the task to the best of its ability until it completes the task, then waits for your next command. If you command the servant to perform a task that would move it more than 60 feet away from you, the spell ends.
Spell Lists. Bard, Warlock, WizardUnseen Servant | Source: Player's Handbook
2nd-level illusion
Casting Time: 1 action
Range: 60 feet
Components: V, S, M (a bit of fleece)
Duration: Concentration, up to 1 minute
You craft an illusion that takes root in the mind of a creature that you can see within range. The target must make an Intelligence saving throw. On a failed save, you create a phantasmal object, creature, or other visible phenomenon of your choice that is no larger than a 10-foot cube and that is perceivable only to the target for the duration. This spell has no effect on undead or constructs. The phantasm includes sound, temperature, and other stimuli, also evident only to the creature. The target can use its action to examine the phantasm with an Intelligence (Investigation) check against your spell save DC. If the check succeeds, the target realizes that the phantasm is an illusion, and the spell ends.
While a target is affected by the spell, the target treats the phantasm as if it were real. The target rationalizes any illogical outcomes from interacting with the phantasm. For example, a target attempting to walk across a phantasmal bridge that spans a chasm falls once it steps onto the bridge. If the target survives the fall, it still believes that the bridge exists and comes up with some other explanation for its fall—it was pushed, it slipped, or a strong wind might have knocked it off.
An affected target is so convinced of the phantasm’s reality that it can even take damage from the illusion. A phantasm created to appear as a creature can attack the target. Similarly, a phantasm created to appear as fire, a pool of acid, or lava can burn the target. Each round on your turn, the phantasm can deal 1d6 psychic damage to the target if it is in the phantasm’s area or within 5 feet of the phantasm, provided that the illusion is of a creature or hazard that could logically deal damage, such as by attacking. The target perceives the damage as a type appropriate to the illusion.
Spell Lists. Bard, Sorcerer, WizardPhantasmal Force | Source: Player's Handbook
2nd-level enchantment
Casting Time: 1 action
Range: 30 feet
Components: V, M (a snake’s tongue and either a bit of honeycomb or a drop of sweet oil)
Duration: Concentration, up to 8 hours
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it purses the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t preformed.
If you or any of your companions damage the target, the spell ends.
Spell Lists. Bard, Sorcerer, Warlock, WizardSuggestion Funds: 33gp, 5sp | Weapons:Re-skinned quarterstaff: 1d6 B | 4 lbs | Versatile (1d8)Gnarled Walking Cane | 1d4 P | 1 lbs | Finesse | Light | Thrown (20/60)Dagger | 1d6 P | 3 lbs | Ammunition | Range (30/120) | Light | LoadingHand Crossbow | Equipment:WornStudded Leather Armor | Reliquary of the 72 Rock SpiritsHoly Symbol | Prayers of the Domantine PantheonPrayer Book | Adventuring Gear (Wondrous Item)
Category: Items
Item Rarity: Uncommon
Weight: 2
This stoppered flask sloshes when shaken, as if it contains water. The decanter weighs 2 pounds.
You can use an action to remove the stopper and speak one of three Command words, whereupon an amount of fresh water or salt water (your choice) pours out of the flask. The water stops pouring out at the start of your next turn. Choose from the following options:
• "Stream" produces 1 gallon of water.
• "Fountain" produces 5 gallons of water.
• "Geyser" produces 30 gallons of water that gushes forth in a geyser 30 feet long and 1 foot wide. As a Bonus Action while holding the decanter, you can aim the geyser at a creature you can see within 30 feet of you. The target must succeed on a DC 13 Strength saving throw or take 1d4 bludgeoning damage and fall prone. Instead of a creature, you can target an object that isn't being worn or carried and that weighs no more than 200 pounds. The object is either knocked over or pushed up to 15 feet away from you.Decanter of Endless Water | Worn at beltHand Drums | Domantine servants' robes, wornCommon Clothes | Quantity: 2, worn at belt
Type: Adventuring Gear
Weight: 2 lbs
As an action, you can spread a bag of caltrops to cover a square area that is 5 feet on a side. Any creature that enters the area must succeed on a DC 15 Dexterity saving throw or stop moving this turn and take 1 piercing damage. Taking this damage reduces the creature's walking speed by 10 feet until the creature regains at least 1 hit point. A creature moving through the area at half speed doesn't need to make the save.Caltrops | Quantity: 2, worn at belt
Type: Adventuring Gear
Weight: 2 lbs
As an action, you can spill these tiny metal balls from their pouch to cover a level, square area that is 10 feet on a side. A creature moving across the covered area must succeed on a DC 10 Dexterity saving throw or fall prone. A creature moving through the area at half speed doesn't need to make the save.Ball Bearings | Quantity: 2, worn at belt
Type: Adventuring Gear
Weight: 1 lb
As an action, you can splash the contents of this vial onto a creature within 5 feet of you or throw the vial up to 20 feet, shattering it on impact. In either case, make a ranged attack against a creature or object, treating the acid as an improvised weapon. On a hit, the target takes 2d6 acid damage.Flask of Acid | Quantity: 4, kept in chest
Type: Adventuring Gear
Weight: 1 lb
Oil usually comes in a clay flask that holds 1 pint. As an action, you can splash the oil in this flask onto a creature within 5 feet of you or throw it up to 20 feet, shattering it on impact. Make a ranged attack against a target creature or object, treating the oil as an improvised weapon. On a hit, the target is covered in oil. If the target takes any fire damage before the oil dries (after 1 minute), the target takes an additional 5 fire damage from the burning oil. You can also pour a flask of oil on the ground to cover a 5-foot-square area, provided that the surface is level. If lit, the oil burns for 2 rounds and deals 5 fire damage to any creature that enters the area or ends its turn in the area. A creature can take this damage only once per turn.Vial of Oil | Containing all other belongingsChest Racial Traits:Strength +2, Constitution +1Ability Scores | Thanks to your orc blood, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.Darkvision 60' | You gain proficiency in the Intimidation skill.Menacing | When you are reduced to 0 hit points but not killed outright, you can drop to 1 hit point instead. You can't use this feature again until you finish a long rest.Relentless Endurance | When you score a critical hit with a melee weapon attack, you can roll one of the weapon's damage dice one additional time and add it to the extra damage of the critical hit.Savage Attacks Class Traits:You can cast any bard spell you know as a ritual if that spell has the ritual tag.Ritual Casting | You can use a musical instrument (found in chapter 5) as a spellcasting focus for your bard spells.Spellcasting Focus | You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.Bardic Inspiration (d6, 2/2) | Starting at 2nd level, you can add half your proficiency bonus, rounded down, to any ability check you make that doesn't already include your proficiency bonus.Jack of All Trades | Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance spend one or more Hit Dice to regain hit points at the end of the short rest, each of those creatures regains an extra 1d6 hit points.Song of Rest | When you join the College of Lore at 3rd level, you gain proficiency with three skills of your choice.Bard College: Lore | At 3rd level, choose two of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. At 10th level, you can choose another two skill proficiencies to gain this benefit.Expertise | Also at 3rd level, you learn how to use your wit to distract, confuse, and otherwise sap the confidence and competence of others. When a creature that you can see within 60 feet of you makes an attack roll, an ability check, or a damage roll, you can use your reaction to expend one of your uses of Bardic Inspiration, rolling a Bardic Inspiration die and subtracting the number rolled from the creature's roll. You can choose to use this feature after the creature makes its roll, but before the DM determines whether the attack roll or ability check succeeds or fails, or before the creature deals its damage. The creature is immune if it can't hear you or if it's immune to being charmed.Cutting Words
__________________ Pronouns: he/him | Posting Status: condition green | Games:Beobachterin the Ragman | Madame Darling | Co-GM of Age of Desolation: Gallaht cottontailwind's PC: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!"
Last edited by Wynamoinen; Feb 4th, 2021 at 07:16 AM.