Post your characters or links to them in this thread. Character creation guidelines are below.
Characters begin at 5th level. They will likely reach level 11 by the end of the adventure.
Ability scores are generated using the Standard Array of 15, 14, 13, 12, 10, 8 or Point Buy Method described on page 13 of the Player’s Handbook.
PCs get one free feat at creation.
Starting gold is 500+1d10x25 GP (plus normal starting equipment). Unwanted starting equipment can be sold back for half the list price.
Uncommon magic items can be purchased with starting gold with DM approval (prices vary).
Official Wizards of the Coast and Kobold Press material is allowed (if there are variant versions, please use the most recent).
UA material is available with DM approval.
Just a note on my character creation philosophy: I like to grant a lot of freedom to players to pull from multiple sources. I do this because I trust my players to create PCs that are fun for them to play and interesting to everyone else. The idea is not to look for broken combinations from multiple sources. I believe characters should be powerful enough to be heroic and fun to play, but they should also be flawed. They are the stars of the game. Their journey should be internal as well as external. In my last game, I didn’t choose the players who put forth “optimized” characters. The players for this game are already determined, so nobody will be turned away. I just thought it was worth mentioning what I’m looking for. I like flawed characters. They are necessary for a good game.
Last edited by 4eyedBadger; Sep 15th, 2020 at 01:50 PM.
Starting at 6th level, when you cast a spell that deals damage of the type associated with your draconic ancestry, you can add your Charisma modifier to one damage roll of that spell. At the same time, you can spend 1 sorcery point to gain resistance to that damage type for 1 hour.Elemental Affinity
+Shield (lvl 1)
+1 Sorcery Point
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Current status: Caught up and ready to roll.
Appearance: Asbjorn is a tall, fit and broad-shouldered man with an attractive face framed by his flowing golden-blonde hair and thick, blonde beard. His eyes are strikingly blue and have a tendency to change at times of great emotion, when they start to glow slightly with bright yellow light. He is almost never in public without his thick scale armor and a trusty weapon of some kind. He usually carries either a single-bladed battleaxe or a well-made longsword in his belt as well as a large, round shield.
His weapon of choice, be it a battleaxe or a longsword, is always an ornate weapon. The haft of the axe is engraved with runes from his northern home and the ornate head of the razor-sharp axe is made from a red-tinted steel that makes the weapon look bloodied even when it is freshly cleaned. The longsword has a dark-grey hilt, shaped into the leering head of some otherworldly beast making up the pommel. The blade is always sharp, made of a red-tinted metal that seems to ripple a little when light strikes it, creating the illusion of wet blood running down the blade.
Personality Traits:
- I fear that the shadow that came with Loki’s gift will eventually consume me, making me as ruthless and power hungry as my ancestors.
- I call upon whichever god of the north I think may be able to help me with any given problem.
Ideal: Honor and duty. Since leaving my clan I have vowed to spend my life trying to understand the darkness I carry within me and finding a way to rid my family of it once and for all.
Bond: Family. My younger brother now rules in my place and my two younger sisters work as his emissaries. I have left the family to protect them but if they are threatened I will do everything in my power to keep them safe.
Flaw:
- I am plagued with guilt. Both over how my father and his ancestors used Loki's gift to secure ever more power for my clan, but also for carrying within me the evil that embodies my ancestor's lust for power and conquest.
- I am used to women throwing themselves at me and am quite happy to take them into my bed. It would be rude to deny them, after all.
Goals and ambitions: Asbjorn has two main reasons for his self-imposed exile and traveling away from his family. He wants to limit the power of the darkness inside him, that has influenced the his father and all the previous jarls for generations, over his family and keep it away from his brother. But he also wants to vex the dark entity by using his power to do good. For this reason, his day-to day goal is to protect the general population, especially when their local leaders fail to do so. At the same time, he understands that social order must prevail and will not actively undermine the rightful rulers. His long-term goal is to rid himself of the shadow that has possessed his ancestors, and now rests within him, or at least ensure that the curse ends with him.
The Story of the Bloody Jarls:
The visitor wrapped his cloak around him as he walked into the great hall of Orri No-Nose, the Trollkin jarl of one of the smaller provinces in Thursrike. Despite the bitter frost outside, the roaring fire in the hall of the jarl made the huge hall warm and dry.
"Any traveler is welcome to share my fire and my mead for one night, stranger," the half-drunk jarl intoned, standing up from his throne-like wooden chair at the head of the table, as his guards made sure his human visitor had no weapons larger than the knife he carried in his belt. "But it is customary for those who come from afar to entertain me and my guests in some way, to return the renowned hospitality of my hall," the burly Trollkin continued. "How will you uphold your end of the bargain, traveler?"
The stranger accepted a horn of mead offered to him by a servant gratefully and raised it in a toast to his host. "The hospitality of the great Orri No-Nose is renowned even in my home in Trollheim. As is his appetite for stories. I will therefore sing for my supper, if I may, by telling you a story you may not have heard before, great jarl," the stranger replied, his deep voice drowning out the few remaining Trollkin and Ogres, as well as the few human visitors in the great hall.
"A story you say? A well-told tale is worth a night in my hall. A well-told story new to my ears might be worth two," the jarl shouted in reply, sitting down again and snagging a leg of lamb from the trough in front of him. "Drain your horn stranger, tell us your name and begin your tale!" he commanded.
The visitor slowly up-ended his horn, gulping the mead from the oversized receptacle. "It will be as you command, great jarl. You may call me Volundur Two-Tongues, and I will tell you how the travels of Baldur and Loki to Midgard started wars and feuds that have lasted for generations in Trollheim," the stranger began.
"It was on a night like this one, late in the spring, when two strangers came to a small farm, high on a heath in the poorest part of Trollheim. The visitors were tired and hungry after a long day of traveling and asked the farmer for his hospitality. This was, of course, granted by the elderly farmer, and the two men warmed themselves by the fire. There they dried their wet clothes and warmed their bellies with the farmer’s mead, just as I do here, although the farmer’s fire far from as grand as yours, great jarl, and his mead much weaker," the stranger continued. By now, even the smallest Trollkin children had stopped teasing the dogs and each other and had sat down to listen.
"The two visitors could not have been more different. One was tall, fair of skin with blonde hair and beard, and by far the most handsome man the farmer and his family had ever seen. The other was dark of hair and beard with a large nose, and a slight build. You may have guessed that the pair were none other than the gods Baldur and Loki, down in Midgard to have some fun away from the other gods, as was their want," the storyteller continued, ignoring the old Trollkin woman who spat emphatically into the fire when he mentioned the god Baldur but smiled contently when he spoke of Loki.
"Although the two gods were used to dine in the company of such goddesses as Freyja, Sif and Frigg, both were smitten by the looks of the farmer’s youngest daughter, Elva. The fair-skinned blonde girl was of marrying age, but yet unmarried, and spent the evening preparing a meal and filling the horns of the two guests in her father’s small hall," the stranger who called himself Volundur Two-Tongues continued.
"It was clear that both desired to share her bed, but it was clever Loki who set his machinations in motion first. He regaled the farmer and his family with tales of the gods, telling stories so fantastic I could never repeat them. For a long evening he entertained the farmer’s family, his stories becoming rowdier as the fire burned lower. Next to him, Elva took in every word, enthralled by Loki’s storytelling," the traveler said, trying to ignore the unusually attractive Trollkin lady who seemed to take this as an invitation to sit next to him, smiling in what Trollkin might consider a seductive manner.
"But despite Loki’s clever plans, it was not his bed Elva snuck to in the middle of the night, for she was as taken by Baldur’s good looks, as any here would be. A god’s attractiveness is something to behold, and she could no more resist going to his bed than I could resist draining another horn of mead, were it to be offered to me," the stranger continued. After a small pause he gratefully accepted another full horn of mead and drained it in one go. Storytelling was thirsty work.
"Naturally, Loki heard Elva and Baldur, but although he desired the girl for himself, he was compelled to leave her to Baldur this night. And in the morning, after breaking their fast, the two gods continued on their way, ignorant of the gift Baldur had left the girl with. For as you an I know, the fertility of the gods is such that if they spend the night with a mortal woman, she will for sure be with child after the experience," the storyteller said, winking at the Trollkin woman sitting next to him. She winked back, making her intentions very clear.
"The two gods soon returned to Valhalla, thinking no more of Elva or her condition. But no matter how hard he tried, Loki could not get his desire for the human girl out of his head. This is why he returned to the farmstead, more than a year later. But as he approached the farm, he could see Elva walking back from the fields, a small child in her arms. As she cooed to the baby, whose head was already crowned with blonde hair, Loki realized how Baldur had gifted the human girl with his divine child. He turned away, leaving Midgard once again."
"But as easily as his desire for Elva had been raised, so was his jealousy aroused by seeing the fruits of that night in her arms. Once back from his trip to Midgard, he sought out the norns. In part, he was curious what fate had in store for the child, but he was also there with a gift for the norns, for he intended to try to bribe them to shorten the skein of Baldur’s child severely, out of sheer spite," Volundur continued. The old Trollkin hag cackled contently at Loki’s plans, clearly approving of the god’s petty behavior towards his fellow god and his offspring.
"When he spoke to the norns, they told him of this magnificent skein they had just woven, of a boy who would rise from a simple farmer to become a jarl of his people, and how his name and those of his descendants would be known throughout the North, as well as in other parts of Midgard, where men appreciate stories of bold heroes capable of great deeds. Loki saw the skein with his own eyes, smooth and long, and knew nothing he could offer the three norns could cause them to add knots or even shorten the skein of Baldur’s son with Elva, as he had hoped. But gods have other ways to influence the life of us mortals," Volundur said dramatically, the hood of his cloak hiding most of his face as he spoke.
"When Loki realized that fate had great things in store for Baldur’s son, he thought long and hard what he could do. Clearly, he could not change fate. But, ever clever, Loki decided that he could do something to claim the deeds of the young boy in greater part than Baldur could. And so he traveled to those who dwell in the shadow and paid them to forge a weapon worthy of a hero. A weapon that could take any shape and appear in the owner’s hand whenever he desired. The weapon was forged from the shadow itself, quenched in the blood of a king, or so it was said," the storyteller continued, holding the attention of everyone in the hall. The machinations of the god Loki were always popular with Trollkin.
"The forging of the weapon took five long years, but for the gods such time passes like mere days for us mortals. When it was finally done, Loki returned. The creatures in the shadows told him that only the final step of the forging was incomplete. To seal the magic of the blade, its owner would have to sate its thirst with the blood of the innocent. That would bind the weapon and the shadow carried within it to the owner, and all his heirs from that day forth. Loki smiled contently, for he knew this weapon would be what people spoke of when talking about Baldur’s son with Elva far more than his divine heritage. The god of trickery named the weapon Valinn, a play on words since as you know the word means both "The Chosen" and references the fields of the dead after a battle," the man who called himself Volundur said.
"And now, for the third time, Loki returned to Midgard and the farm of Elva’s father. There he found the aging father and his lovely daughter. She was still unmarried, having refused every suitor, since none of them could ever measure up to the god who had fathered her child. Loki, disguised as a wanderer such as myself, asked for the hospitality of the farmer once again."
"Early the next morning, Loki and Thorri, the son of Baldur and Elva, were the first to wake. As Thorri played with his wooden sword outside, Loki sparred with him playfully. But no matter how the young Thorri tried, he could not land a blow on Loki. This, Loki told him, was because his wooden sword was not good enough, and right then and there, outside the farmhouse, he gave the boy the weapon Valinn, forged from the shadow itself," the storyteller said, looking around to see that everyone in the hall was now completely spellbound by the story.
"The weapon took the shape of a deadly axe with a head made from red-tinted steel that made the weapon look bloodied as the rays of the morning sun hit it. Loki encouraged Thorri to show his grandfather and mother his new axe, and the boy returned to the farmhouse, where his family was getting ready for a day in the fields. He walked past one of the servants as the slave bent over the coals, getting a new fire going. As Thorri passed the slave, something came over the boy. He raised his axe and chopped the man’s head from the body, by doing so binding the weapon to himself and his descendants. Later, the only explanation he could give as to why he killed the innocent man was that he was simply in the perfect position to be beheaded, and he wanted to try out his new axe," Volundur continued. The Trollkin around him roared with laughter, clearly enjoying seeing Loki’s plan come to fruition.
"Eventually, the boy who killed his first man at the age of five, became a jarl, just as the norns had foretold, fighting in many battles and fathering a son who would sail further south to raid than any man of the North had done before him. But that is another story, for another night," Volundur said, bowing his head to jarl Orri as he took a seat at a bench close to the fire.
"A good story, well told!" Orri said loudly, thumping the table with his fist, encouraging his warriors to do the same. Once the ruckus died down, he rose to his feet, a little unsteady from the drink. "You are welcome to stay in my hall for the night, and another night after that, if you wish. But tomorrow night I will call on you to continue the story. You promised wars that lasted for generations, but so far only a lowly human slave has been slain."
The visitor who called himself Volundur smiled, his blonde beard visible from under the hood of his cloak. "I will, of course, accept your hospitality, great jarl. If that is your will I will continue the tale tomorrow. Then you shall hear how Baldur’s son, wielding Loki’s weapon, started wars and feuds that are still ongoing to this day," he said, bowing his head slightly to the broad-shouldered Trollkin jarl. He could feel the warmth from the Trollkin woman next to him and put his arm over her shoulders. In wintertime it was prudent to share a bed to keep warm. And for other things. And he had to admit, she was unusually attractive, for a Trollkin.
"Volundur Two-Tongues!" jarl Orri No-Nose shouted over his hall as he and the many other Trollkin present had mostly finished the evening meal. "You owe me a story of feuds and wars, human, and I don’t deal well with disappointment," he bellowed as a dwarven slave brought him another horn of mead.
Far down the long table, a cloaked human stood up, putting down the bowl of meat broth he had been eating. "Indeed you are owed, and I am a man who always pays his debts," the human said loudly, his deep voice catching the attention of most of the Trollkin around him, as well as the few humans who weren’t slaves forced to serve the Trollkin jarl and his guests.
"Let me continue the story I started last night, great jarl, about the son of Baldur and of Loki’s jealousy," the man who called himself Volundur continued, gratefully accepting a horn of mead from a servant woman. "Young Thorri, Baldur’s son by the famer’s daughter Elva, was always bigger and stronger than other boys his age, able to outfight and outrun boys several years older from an early age. But despite his fair looks and strong body, there was always something dark about the boy, ever since he killed his first man at the age of five."
"Thorri always seemed to push himself and others too hard. People said he got a neighbor’s son killed by daring him to follow him, leaping over a river in the middle of winter, and one boy he sparred with got Thorri so angry he drew his axe Valinn, gifted to him by Loki himself, and killed the lad with several lethal blows to the head," the visitor continued. The Trollkin warriors around him smiled savagely at this, and he was reminded that life was considerably cheaper in Thursrike than in his home in Trollheim.
"At the age of 12, Thorri went to the town of Hrutsvik with his uncle and his sons to a feast thrown by their jarl early one spring. At the feast, jarl Tumi called upon his warriors to go raiding with him in the summer, and declared his intentions to sail to the southern shores of the Nieder Straits. All of the warriors present rejoiced, but none more than Thorri, who stood up and proudly told everyone present that he intended to go raiding with his uncle and his jarl."
"Now, as you know, humans develop slower than you Trollkin, and no boy had ever been raiding at the tender age of 12," the stranger said, gesturing at some of the younger Trollkin. "This might be why Thorri’s bravado was met with laughter. And nobody laughed louder than Eysteinn the Tall, the jarl’s own brother. With obvious derision, Eysteinn told the boy that he was too young and too feeble to kill anything bigger than a kitten. You can imagine how that hurt the pride of the boy most people already knew claimed the god Baldur as his father."
"Now, Thorri hung his head and turned away, causing Eysteinn to roar with laughter. His mirth came to an abrupt end when Thorri turned around quickly, his axe Valinn in his hand. He hurled the axe straight over the length of the long table and buried it in Eysteinn’s forehead," the man who called himself Volundur said dramatically, swinging his right arm as if hurling a weapon towards the Trollkin jarl and his family, sitting at the head of the table. Unlike the hand of the young man in his story, his hand was quite empty, but this did not stop some of the Trollkin sitting next to him scrambling to their feet, thinking this visitor was about to murder their jarl. A grin was visible, partially hidden by a blonde beard, as the visitor stood still and gave the Trollkin warriors time to sit down again.
"The hall of jarl Tumi was deadly silent for a moment, but something about the way the boy killed a man twice his age and half again his size made the whole thing seem far more heroic than it really was, and soon the warriors sitting close to him started to cheer. As the shouts celebrating the rash youth reverberated through the hall, jarl Tumi realized that although he could order Thorri’s death, the young boy’s popularity with the men would make it a costly affair, politically at least. He wisely decreed that Thorri could go raiding, but that his share of the loot would go towards Eysteinn’s family as recompence for the murder."
The Trollkin warriors around him made it clear by nodding and laughing that they considered this a fair conclusion, so the man who called himself Volundur Two-Tongues continued the tale. "As you can imagine, Thorri was a fierce and fearless warrior during the raiding season. By the end of it, he led his shipmates into battle instead of his uncle, so great were both his fighting skills and his leadership abilities. Whether it was his divine blood or the whisperings of the shadow gifted to him by Loki himself he was not only a natural warrior, cunning and fearless, but also a great leader of men, able to inspire his allies to great deeds."
"At the end of summer jarl Tumi’s raiders had a record haul to bring with them to Trollheim. But when his shipmates reminded Thorri that his share would be forfeit to the jarl for killing Eysteinn, Thorri would have none of it. Instead, he told the men to sail the ship to the small cove near his father’s farm. The raiders who sailed with him became his fiercest supporters in the following years of bloodshed, and the core of the warriors formed his bodyguard later, when he became the jarl. But now I’m getting ahead of myself, jarl Orri," the visitor continued, his smile visible under the hood of his voluminous cloak.
"Since Thorri refused to give up his share to jarl Tumi, the jarl was forced to declare a blood feud against the farmer’s son who thought he could stand up to the jarl. He exiled Thorri for three years, and let it be known that anyone who could kill him during that time would not only earn his gratitude, but the hand of his daughter as well. "
"Although he wanted nothing more than to stay and fight, Thorri’s mother convinced him to go into exile and return in three years. The young man spent most of that time in the northernmost part of Trollheim, even further north than Vernerhall and the Den of Fenris. The jarl’s men pursued him, eager to claim the jarl’s daughter and gain his favor. Thorri could trust no one with his life during those three years, wandering the north alone. Even the son of Baldur was hard pressed to survive not one, but three winters in the foothills of the Reaching Mountains, for us humans are not nearly as tough as Trollkin," Volundur continued, easily soliciting murmurs of agreement from the Trollkin around him about the last part.
"Thorri survived his three years in exile, evading some of his pursuers and killing others, even when heavily outnumbered. Back in his home region, his reputation grew immensely during that time, as nothing the jarl did seemed to work and even his best warriors failed to return home after heading after the young exile. When Thorri returned at the end of his three years of exile, he got the welcome of a hero from many of the low-borne farmers and warriors, but most of all from his former shipmates. If jarl Tumi had hoped the exile would marginalize Thorri, he was badly mistaken."
"In the years after this, Thorri built up his reputation as a fearless, cunning and honorable warrior, raiding every summer, buying first one longship and after a while several. His grandfather’s simple farm turned into a village that would one day rival the town of jarl Tumi. It was, therefore, inevitable that the two men would lock horns once again. This happened after Thorri’s warriors drove off families that had cleared the nearby forest and started farming. He claimed the land belonged to him now that his grandfather was dead. Jarl Tumi claimed the land as his own and would not negotiate for it," the stranger said, holding the full attention of everyone present as they sensed the violence to come.
"At first there were skirmishes, where one side killed a few men and retreated, but soon jarl Tumi gathered his warriors in secret and attacked Thorri’s farm. Thorri was away when it happened, but villages and warriors alike were slaughtered and his mother taken hostage. Perhaps jarl Tumi hoped Thorri would negotiate for the life of his beloved mother, but there he was badly mistaken. Thorri gathered his warriors and found that many and more flocked to his banner. Perhaps they sensed that the balance of power was shifting, perhaps it was Thorri’s god-given charisma, or perhaps they were simply tired of being ruled by jarl Tumi."
"Less than a month after his village was destroyed, Thorri led an army in an all-out attack on the jarl’s stronghold in Hrutsvik. It was neither as large nor as strong as your fortress, jarl Orri No-Nose, but it was a well-defended town nevertheless. No one can guess if Thorri and his men would have won the day, had not a group of jarl Tumi’s men betrayed him, opening one of the gates and letting Thorri’s men inside. After that the slaughter began as Thorri spared no man who had taken up arms against him. Jarl Tumi was foolish to allow himself to be captured alive, especially after he killed Thorri’s mother Elva, who had been his prisoner. Thorri avenged his mother cruelly. He had Tumi locked in a cage and slowly roasted over hot coals. It took Tumi over two days to die, horribly blistered and burnt all over, and it is said that the smell of roasted flesh turned even the toughest of warriors off meat for weeks," the man known as Volundur continued. The Trollkin jarl and his men clearly were no strangers to creative execution methods, so the unusually cruel method Thorri used to execute his rival drew only a few disgusted looks from his audience. Mostly, it seemed to give the Trollkin an appetite for more meat and mead.
"Now that Thorri had killed his rival he had become jarl himself. He forced jarl Tumi’s daughter to marry him, presumably to solidify his power base. This did not prevent Tumi’s surviving relatives from declaring a blood feud, which would last for several decades until the last killing took place, wiping out the last surviving family members."
"Jarl Thorri was a strong leader, and under his rule the small jarldom he ruled was constantly being expanded. He went to war with all of his neighbors, often more than one at a time, and won every major battle he fought during his lifetime. He became an infamous villain to many, constantly warring on his neighbors, but to his people he was a generous jarl, feared and loved in equal measure," the visitor to jarl Orri’s great hall continued.
"It would be fair to say that jarl Thorri was known far more for his aggression towards his neighboring jarls and his skill with his weapon, Valinn, than he was for being the son of Baldur, just as Loki had intended. It is said that Valinn whispered ceaselessly to Thorri, ever eager for war and bloodshed, and that Thorri was more than happy to oblige."
"Thorri’s son, and his son after his day, inherited not only the jarldom, but also Baldur’s divine blood. But they also inherited the weapon Valinn, forged from the shadow and given to Thorri by the god Loki. And because of the trickster’s gift, the wars and blood feuds continued for generations after Thorri’s day," the man who had introduced himself as Volundur Two-Tongues said, holding out his horn for a re-fill as a sullen dwarven servant passed him by with a jug of mead.
"But the stories of Thorri’s descendants, who still rule his jarldom to this day, are longer still and the evening is getting late. Perhaps tomorrow would be a good time to conclude the story and tell you how both Baldur’s blood and Loki’s gift have influenced the descendants of Thorri to this very day," the stranger said, bowing his head to the Trollkin jarl.
"Good!" jarl Orri No-Nose bellowed. "You will stay with us for a third night and we will have the rest of the story tomorrow. But now it is getting late, and Volundur here needs his rest. I know Janna here didn’t give him much time to sleep last night!" the Trollkin jarl shouted, pointing at the Trollkin woman who had shared Volundur’s bed the night before. Janna seemed utterly unperturbed, if not proud, of being singled out like this. She got up off her bench and made her way back to the human storyteller with a grin, causing the other Trollkin to shout with approval, thumping the table and shouting encouragements to both her and the human stranger she had taken a liking to.
For his part, the man known as Volundur drained his horn and got up again. He put one arm around Janna’s hips, pulling her towards him, and made his way out of the hall.
"Look who it is, finally ready for his supper! Volundur Two-Tongues. Two tongues he has and I have not even the one nose!" jarl Orri No-Nose shouted over the ruckus. The great hall was packed with Trollkin, Ogres and the occasional human visitor. The fire roared in the central firepit, keeping the cold winter night at bay.
"Did Janna keep you busy today as well as last night? Too busy to finish your tale, wanderer?" jarl Orri thundered, causing the Trollkin lining his table erupt in laughter. The tall, hooded stranger smiled and bowed politely.
"Any Trollkin woman would be hard for a mere human to handle, jarl Orri, but she is not the reason I came late this evening. You see, I heard that a great warrior, a kinsman of yours, had arrived this afternoon. I simply didn’t want to intrude, since I assumed you would want to hear the stories of his exploits before I continued my tale," the man who called himself Volundur replied.
"My nephew Randvel Long-Stride has returned to us from his travels, and sits at my right side this evening, in a place of honor," jarl Orri replied, slapping the short but muscular Trollkin sitting next to him on his back. A group of Trollkin warriors, also new to the hall, cheered loudest. Randvel clearly didn’t travel alone.
"News of Randvel’s exploits have traveled far and wide and I am glad finally be in his presence. Sadly, he will need to hear the last of my stories without the benefit of the first two to set the scene, but I am sure that a sailor as clever as Randvel Long-Stride will understand the context. I heard that he had visited Trollheim, the scene of my story, so he might have an idea about the players involved," the human visitor to jarl Orri’s hall said smoothly.
"Yes, yes, enough fancy words, finish the story and stay one last night if you will, Volundur Two-Tongues, but a fourth you will not have, so in the morning you will leave us," the Trollkin jarl bellowed, raising an enormous horn of mead to his nephew. "Skal!" he shouted, upending the horn and guzzling down his drink before sitting down heavily into his throne-like seat.
"As you command, jarl Orri," the man replied. "Now comes the conclusion of the story. A story about the Trollheim jarls who came to be known as the Bloody Jarls. The first was Thorri, Baldur’s son and wielder of the weapon Loki had crafted, Valinn. His reign was long, but even the son of Baldur cannot live forever. A skilled warrior he might have been, but even the greatest of warriors can be taken by surprise."
"Thorri didn’t die in one of the many battles he instigated with his neighbors, nor in the many raids he went on. No, the first man known as the Bloody Jarl was killed by Ketill, his first-born son, as Thorri supped one evening. Without warning, Ketill buried his axe in his father’s forehead, killing him instantly. After the slaying he proclaimed to everyone who would hear him that now his grandfather, jarl Tumi, had been avenged, for as you recall Thorri forced Tumi’s daughter into marriage," the man called Volundur said. He could sense he was losing the crowd here, since only a few of the Trollkin even remembered jarl Tumi and his daughter.
"What happened next surprised everyone present, Ketill included. Since he had left his axe buried in his father’s head he was unarmed. But not for long. As Thorri’s life left his body, a shadow poured out of his mouth, nose and ear. It hovered over him for a moment and then plunged inside Ketill, as he stood over the dead jarl. Stunned, Ketill suddenly found that his right hand clutched the haft of his father’s weapon, Valinn. To him it was an enormous axe, but it was unmistakably the same weapon. The runes on the haft and blade were the same and the blade was forged of the same red metal that always seemed wet with blood. For it was not only Thorri’s hunger for war that gave him the name the Bloody Jarl, but also the blade of his axe."
"Nobody contested Ketill when he claimed the title of jarl. Like his father his reign was bloody. He always seemed to be at war, expanding his jarldom by warring on his neighbors. He was sorely tested when he defeated an alliance of three neighboring jarls, but even there he prevailed, leading his forces in battle and winning the day against overwhelming odds through tactics, training and the sheer ferocity of Ketill and his men," the stranger continued. As the story turned to war and violence the Trollkin around him finally settled down and gave the story their full attention.
"There have been six Bloody Jarls, starting with Thorri and Ketill. Well, seven, I suppose, but the last one seems to take a different tact from his predecessors. After Ketill fell in battle his son Ymir continued the bloody work of his family, the weapon Valinn ever in his hand. He was slain by an assassin sent by jarl Unnar, prompting his daughter and only heir, the shieldmaiden Helga, to start a blood feud with jarl Unnar that lasted for three generations. Helga was herself slain in this bloody feud, but her son Runar avenged her death," the traveler said, his deep voice carrying well over the now quiet hall.
"The most recent jarl to hold the title of the Bloody Jarl was jarl Grimur, son of Runar. Like his ancestors he fought to expand his holdings, making war on his neighbors. You could call it a family tradition by now. And like his father he was a fierce warrior. In his hands Valin tended to manifest as a sword worthy of a king, and jarl Grimur always felt he should be the king of all Trollheim, rather than just a jarl. For such was the ambition that came with Loki’s gift to Baldur’s son, all those years ago. Never content, a hunger for power and conquest ever gnawing at them. Later in his life Valinn would take the shape of a greataxe, as Grimur’s bloodthirst grew."
"It is less than a year now since Grimur was slain in battle with an alliance of two jarls. But although he died well, taking many of his foes with him and earning his place next to the gods in Valhalla, it was only by treachery that he was slain in the end. A company of mercenaries fought with Grimur that day. Like me, he knew that Trollkin warriors are second to none, so he hired a large group to fight with him. When the battle hung on a knife edge the leader of the Trollkin mercenaries signalled his men and as one they turned traitor, attacking jarl Grimur’s men from the rear. The story I heard was that the leader of the Trollkin, a mighty warrior, slew jarl Grimur, taking the jarl by surprise and chopping his head off," the storyteller continued. The Trollkin around him seemed unsure how to react to this. On the one side, some cheered half-heartedly as one of their own took down a man who was surely a villain to most. But on the other hand, the act could be considered cowardly and dishonorable. And even Trollkin cared for their honor, at least in some ways.
"The Bloody Jarl lost that day, but his two sons and two lovely daughters survived their father, and they were far from defeated. The weapon Valinn, as well as the shadow that used to reside in jarl Grimur, was transferred to his eldest, a young man by the name of Asbjorn. What happened next stunned his father’s enemies. Rather than seeking vengeance, jarl Asbjorn called for a Thing. At the Thing, he started negotiations for peace with his neighbors, something his ancestors would have never done," the man known as Volundur continued. A confused look came over the faces of several of the Trollkin warriors present. Making peace didn't make for as good a story as making war.
"It is hard to say with any certainty why jarl Asbjorn was able to resist the urge to make war, the urge made so strong by Loki’s weapon, Valinn. Some think it might have been the three years he spent as a prisoner of Alaric the Peace Bringer, the dwarven king of Thunder Mountain. Other say that he will be corrupted, just like his ancestors, and that the peace he forged will not survive a year. Perhaps this is why jarl Asbjorn, in an unprecedented move, left his jarldom on a self-imposed exile. He left his brother, Hallbjorn, to rule in his place, with his two sisters, Hledis and Gunnhildur as advisors and emissaries."
"And what of jarl Asbjorn? Where did he go in his exile? Not many know. He left his warriors and family behind, taking only Valinn, the weapon forged for Loki and gifted to the son of Baldur, with him, perhaps hoping that by removing it and the darkness that comes with it from the jarldom there might finally be peace in this part of Trollheim," the man who called himself Volundur continued. Perhaps sensing that the story was about to come to an end, the Trollkin in the great hall of jarl Orri No-Nose started muttering. This was no way for a story to end.
"But fear not, jarl Orri. This is not the end of my tale. In the spirit of the story, it will have a bloody ending. An ending that will have everyone here roaring. For I know where jarl Asbjorn went in his exile. And I also know why he went there," the stranger said dramatically, standing up and draining his horn.
"You know much and more, traveler," jarl Orri replied. Perhaps it were the warrior’s instincts or the excitement over the promised ending that got him on his feet, and he stood unsteadily, glaring at the visitor. "How is it that you are privy to the thoughts of a jarl?" the ugly-looking Trollkin demanded.
"I have the very best source, jarl Orri. And I can tell you that jarl Asbjorn set off to avenge his father. To seek out the Trollkin traitor who broke his oath to Asbjorn's father and killed him in cowardly fashion," he said, raising his voice to be heard over the clamor. Suddenly, the jarl’s nephew, Randvel Long-Stride, stood, staring at the visitor.
As the Trollkin warrior stood, the man who called himself Volundur shook the cloak off his shoulders. The young blonde human grinned fiercely, and although he drew no weapon, a short-hafted throwing axe suddenly appeared in his hand. The Trollkin around him gasped when they noticed the red runes on the shaft and how the blade seemed to run red with blood in the light from the large fire.
"I will have my vengeance, Randvel Oathbreaker," the man revealed to be jarl Asbjorn shouted as he took one step closer to his father’s killer and threw Valinn with all his might at the Trollkin’s head. His aim was true, but Randvel managed to get his left hand up to ward off the axe. Instead of burying itself in the Trollkin's forehead, it nearly cut off the arm just below elbow. Randvel screamed in pain as his arm flopped around uselessly. Like the others present he was armed only with his knife, but looking around he saw that jarl Orri carried his sword. The jarl neither helped him nor hindered as he yanked out the weapon and advanced on the human.
Despite not moving, Asbjorn had Valinn in his hand again before the Trollkin could cover the distance between them. As his opponent was armed with a sword, he willed Valinn to take the shape of a razor-sharp longsword. The Trollkin around Asbjorn moved as one man to the side, clearing a path for Randvel to approach, as well as an area for the two to fight.
Randvel slowed his approach, and as Asbjorn watched the Trollkin’s arm started to mend. A trollkin's stamina and recovery from wounds was something to behold. Asbjorn frowned. He had really wanted the initial strike to be lethal, but since that didn’t happen he had to use other tools at his disposal. Although he disliked using the shadow that came with Loki’s gift, he did so now, setting it loose as Randvel approached. The shadow’s anticipation for blood made Asbjorn shiver involuntarily, a most uncomfortable feeling.
"Your father was a weakling. Baldur’s blood is spent by now, and like your dead father you are nothing but a man. And now I will kill you, just like I killed your father," Randvel said, circling his opponent. Then, with a roar, he struck, putting all his weight behind a blow that would have decapitated Asbjorn had he not ducked under the swing. Before his opponent could recover, the human thrust his sword at Randvel’s torso. As the blade was extended, the shadow he had carried within him since the day his father died caused Valinn’s red blade to erupt in green-tinted flames. The tip bit deep into the Trollkin, who screamed in a mixture of alarm and pain. Like the trolls from which the Trollkin descended, he knew no worse pain than being burnt by fire.
Screaming in rage, Randvel laid about him, wielding his sword with both hands. Asbjorn was hard-pressed to defend himself, but managed to parry or dodge every one of the blows, ending with his opponent’s blade in a lock with his own. Randvel was clearly stronger, and he grinned evilly as he pushed his human opponent back and struck a mighty blow. This time, Asbjörn was too slow to get his sword back up and the Trollkin’s blade bit deep into his left shoulder.
Wincing with pain, he knew he had to finish the fight now, for he might not survive another blow like this one. As Randvel raised his sword to strike again, Asbjorn vanished, only to appear behind the Trollkin. Despite the temptation, he resisted the urge to strike at Randvel’s unprotected back. Instead, he used the time until the Trollkin noticed where he was to recover his breath slightly.
Randvel bellowed a fierce battle cry when he found Asbjorn again and charged him, his sword held high for a downward chop. As he struck, Asbjorn deflected the blow off his angled sword, letting the Trollkin’s momentum carry him past him. He then spun in a half-circle and swung Valin at shoulder-height. The blade, sheathed in evil-looking green flames, took Randvel’s head clean off. The head landed with a thud on the floor. The stunned Trollkin that had formed a circle around the two combatants stared in shock.
After a moment of silence, jarl Orri No-Nose pushed his way to the front of the throng. "You have abused my hospitality and slain my nephew. I hope your vengeance was worth your life, for by killing him here you have forfeit it," the Trollkin jarl snarled.
Asbjorn threw Valinn down. The red-bladed sword clattered on the wooden floor of the jarl’s great hall. To the Trollkin closest to the weapon it seemed as if the blade was actually absorbing the blood, leaving the red-tinted steel clean once more. "It is true, I have abused your hospitality, for which I can only apologize. But slaying your kinsman was my right. An oathbreaker he was and a traitor. He gave his word to my father to fight by his side, and just now he confessed in front of you all that he murdered the man he swore to fight for. I say killing this traitor was my right. My duty as my father's son," Asbjorn said coldly.
As he stood there without his cloak and unarmed, surrounded by angry Trollkin, he somehow seemed far less vulnerable than he should. Slowly a light formed around him, causing the warriors next to him to take an involuntary step back. The light became more powerful and seemingly radiated from the man himself. "Perhaps Baldur’s blood is not all spent," he stated boldly as he glowed with what even the dimmest of Trollkin recognized as divine radiance.
"It is your right as jarl to kill me for what I have done here tonight. But consider your actions carefully. You were not responsible for your nephew breaking his word. You did not command him to murder my father. But if you take vengeance on me for killing him, this will start of a blood feud between our families. A feud with a family backed by the gods themselves," Asbjorn said, taking a step closer to the trollkin Jarl, the divine light pulsing slightly as he moved. "Are you willing to make such enemies over your nephew? An oathbreaker?"
Jarl Orri No-Nose was silent for a little while, town between two paths of action. "Leave this hall, Asbjorn Grimsson. You are not welcome here," he finally said, walking back to his throne. On his way he grabbed a dwarven slave by the throat, lifting him up off the floor. "You, clean this filth off my floor," he demanded, half-throwing the emaciated dwarf towards the headless body of Randvel the Oathbreaker.
Brief Backstory:
Every father is a hero to his little boy, but to the first son of the most feared jarl of Trollheim, his father was almost like a god. From an early age, Asbjorn, son of jarl Grimur, was taught that he and his family were better than the other so-called ruling families of Trollheim. And for most of his childhood his father the jarl was at war with at least one if not more of his neighboring jarls, constantly vying for power and land. When not at war, jarl Grimur was off raiding, sailing south with his warriors looting and pillaging to finance his wars.
The fact that his family was better than the other families was always illustrated by two things. His father, just like his ancestors five generations back, carried a weapon forged for a god. To his father, the weapon Valinn took the shape of a huge greataxe. But if the stories were to be believed it took the shape of an ornate longsword to his grandfather, Runar the Red, and the shape of other weapons still for his father and his father before him. The other thing that set jarl Grimur and his family apart from others was that he claimed to be a descendant of the god Baldur himself. According to the family legends, the god visited the mother of Ketill and spent a night with her, starting the family that would rule this part of Trollheim for generations.
Baldur’s divine blood, just as much as the weapon Valinn, had allowed the family to forge a legend that inspired stories for skalds from all over the Northlands. Always at war, ever seeking more power and glory, never content. As if an inhumane hunger for more gnawed upon them, threatening to end them if it were not fed with conquest and blood.
Asbjorn learned from his father and the warriors closest to him, raised to succeed his father after his day. Although the title of jarl was not hereditary, the child of the previous jarl had a very strong claim on the position. But as neither his survival nor succession were guaranteed, his parents didn’t tempt fate. This is why his younger brother Hallbjorn and his two sisters, Hledis and Gunnhildur, were also expected to excel not only in personal combat and on the battlefield, but also in how to rule and lead.
As a young man, Asbjorn was constantly training for both war and diplomacy, although he liked the former better until he grew to understand the cost of violence on the society of the Northlands. He went on his first raid on his father’s longship at the age of 15, acquitting himself well enough in battle but also proving his abilities as the leader of men.
The sons and daughters of jarls are not only useful as heirs, they are also expected to speak on behalf of the jarl, acting as diplomats with both friends and foes. As jarl Grimur waged war on his neighbors almost constantly, he had precious little need for diplomacy. The first time Asbjorn went with his father to negotiate with a real power was when they sailed to the halls of the dwarven king Arlaric the Peace Bringer of Thunder Mountain.
Jarl Grimur desired to trade with the dwarves but found the dwarven king suspicious of the man dubbed The Bloody Jarl, a nickname Grimur inherited from his father, just as he inherited Valinn. After negotiating with the dwarven king, jarl Grimur agreed to leave his first-born son with the dwarf as a hostage to ensure the safety of the dwarven merchants and timely payment for dwarf-forged weapons and armor.
For three years the teenaged Asbjorn was the hostage of king Arlaric the Peace Bringer. He was treated well, and for some reason the king kept him by his side as much as he could, teaching the young human what he could about good governance, the history of the north and other useful things. After just over three years of peaceful relations with jarl Grimur, the king finally agreed to send Asbjorn back to his family, feeling that a hostage was no longer needed to keep the jarl honest.
The years with king Alaric left a mark on Asbjorn who returned to his family with a different perspective on life. Suddenly, his father’s wars seemed petty and useless, whereas before he had simply never thought of them as anything other than the way of life in Trollheim. He tried to influence his father in ways that might bring an end to the endless conflict, but was completely unsuccessful in his endeavor. The last real effort he made ended with his father shouting at his son that Trollheim would know peace when they were all united under his rule and not a moment sooner, all the while unconsciously gripping the haft of his greataxe, Valinn. And once he was king of Trollheim he would turn his eye to Huldramose and Bjornrike, he boasted.
Dismayed, but unable to change his father’s mind, Asbjorn continued to work as his father’s emissary when he had to, and led men on raids to the south as well as in battles with the neighboring jarls. He was his father’s son, after all, and loyalty to his father and his jarl came before anything else.
It was some years later that the Bloody Jarl finally bit off more than he could chew. He had just crushed one of his neighbors when two others joined forces and struck when jarl Grimur was weak, hoping to end the threat to their lands and their own power. Undeterred, jarl Grimur assembled his forces once more. In addition, he secured the services of a rowing tribe of Trollkin that had fought for him before.
The battle hung at a knives’ edge when the leader of the Trollkin betrayed Grimur, charging into the rear of his forces and killing the jarl in personal combat. Asbjorn and his sister Hledis managed to lead the surviving forces on a fighting retreat and the two jarls facing them had no stomach for more fighting and let them leave, taking the body of the fallen jarl with them.
There was no real debate over who would claim the title of jarl now that Grimur was slain. Asbjorn ordered that his father’s funeral be held immediately, placing his father’s body on a great pyre on board his ship Oldukljufur, placing his father’s greataxe Valinn on the dead jarl’s chest and setting the ship on fire as the ship drifted out onto the fjord. As the ship burned a shadow suddenly burst out of the flames, flying upwards at first, but then plunging down towards the shore and straight into Asbjorn’s chest. The young jarl was hurled backwards, and when he came to again an ornate sword with red-tinted blade that looked to be slick with blood in the light from his father’s burning pyre lay in his hands. Valinn was his, as was the shadow that had inhabited his ancestors ever since Loki gifted Baldur’s son with the weapon, seven generations ago.
To his family’s surprise, Asbjorn didn’t immediately set about trying to rebuild his army and take back the lands lost in the war with his neighbors. Indeed he did what none of his ancestors had ever done, he called a Thing. Although the other jarls were skeptical, they agreed to come to the Thing once they knew that king Arlaric the Peace Bringer himself would attend and guarantee the safety of every man, woman and child present.
The price for peace was steep. Asbjorn had to give away lands his ancestors fought and died for, as well as treasures raided by his family for generations. But to him it was worth it to finally have peace. But even as he spoke of peace and prosperity, he could feel something inside him gnaw away at him, urging him to go back on his word and betray the peace he had finally managed to secure. Only then did jarl Asbjorn realize that everything he had given up to end the constant warring had not been enough. He would have to give far more.
This was why he packed food, furs, weapons and his shield, and left his jarldom one fine spring day. He left his brother Hallbjorn in charge, aided by his two sisters; the shield maiden Hledis and Gunnhildur, beloved of Sif. He still claimed the title of jarl, but knew that he would never be able to rule in peace unless he could find a way to rid himself and his family of the shadow that had hung over the descendants of Baldur for seven generations. With no idea where to start, he decided to do something intimately familiar to every man of the north, seek vengeance. He would seek out the treacherous Trollkin who betrayed and murdered his father and kill him. In the frozen Northlands, blood calls for more blood.
__________________ People say I'm evil and twisted, but I really have the heart of a young boy. In a jar, on my desk.
Personality Trait: Flirtation and flattery are my preferred tricks for getting what I want.
Personality Trait: The best way to get me to do something is to tell me I can't do it.
Ideal:Nation. Ishadia must be returned to its former glory.
Bond: I hold no greater passion than my service to my cause.
Flaw: I put too much trust in the words and teachings of the Prophet.
Flaw: My hatred of my enemies is blinding and unreasoning.
Appearance: Zenda is a creature of grace and balance. She is tall without being lanky or gangly, slender without being skinny. Dark eyes and fine features of perfect symmetry highlight divine charms, or cold indifference, depending on her mood. Dark hair floats loose and free around her face, fading exotically to bright white at the ends. Her dusky skin has been kept smooth, protected from the ravages of Ishadia's wind and sun. However, if you are so fortunate as to be allowed close enough to see, you will find a fine pattern of ritual scarring across her back and arms, a series of geometric symbols and runes of unknown providence.
She dresses as befits her profession, fine fabrics loose and flowing to enhance her dancing. But meticulous attention has been paid to make sure that everything will serve a secondary purpose. Silk scarves catch the eye and disguise her true location, but they tear away easily in the hand. Nothing that could be used to bind or catch. Subtle reinforcements are secreted here and there throughout her clothes, silk draped over hard leather, bright ornaments hiding steel rivets.
Personality: Zenda is a creature of many parts, hard to pin down to a single aspect. She presents a sweetly innocent demeanor to those she dances for, keeping her true self hidden well away. She is fanatically loyal to the group that has been her family, literal and figurative, since her birth. To them she is a deadly warrior and a skilled agent, a tool to further their cause and bring about Ishadia's destiny. She is well aware of her role, and expects no more or less from any other of the Children. Anyone and anything may need to be sacrificed in the name of the greater good, even her own life should Father so wish it. Perhaps it is that fatalistic pursuit of a singular goal that fuels her passion. She drives herself harder than any other, eager to prove herself worthy, and ready to hurl herself into the fray in the hopes that she will leave a lasting mark on the path they all follow.
"Ishadia is weak! I see that flash in your eyes. Anger! And you should be angry! But waste not your wrath upon the messenger. The anger you feel is because you know the words I speak to be the truth!"
"Ishadia is weak! We are beset by heretics and men who fornicate with serpents and their kin! Our borders contract, our palaces crumble and our army cowers within walls, too afraid to ride out in defense of our lands! The empire is but a fading memory, propped up by weak men with weaker hearts. An entire generation has lived, huddled in the shadow of our past, bereft of the glory that should be their birthright!"
"Ishadia is weak... but it was not always thus. Once we were beloved of the gods, first among nations. The divine walked among us and showered us with their blessings. 'Where are they now?' I hear you ask. Look around you! Would you stoop to save a people who cannot muster the courage to save themselves? The gods have given us everything that we need for our salvation. They have given of themselves. They have given us blood! Divine might flows through our veins, the mark of true Ishadi! But we have squandered this gift, we have allowed the lines to weaken and thin, intermingling with foreigners and the godless."
"Ishadia is weak... but it does not have to be! Scattered far and wide, there are those among you in which the blood still flows true. It is stamped plainly upon your features, writ large into your very flesh for all to see. But it is not enough to be born great. You must also possess the courage to act! We must cultivate the divine within us. Join us! Join others like yourselves and help rebuild the empire. That which once was great, shall be once more!"
Zenda smiled sweetly at the man she danced in front of. There was a trick to making even the most insincere expression reach your eyes, but she still hadn't quite mastered it. Had he bothered to look that high, the fat merchant might have seen the disgust and cold hatred reflected behind her veil. But as it was, her eyes were just about the only part of her body not subjected to his lustful gaze.
These sort of men was all the same, convinced that the scent of enough gold could swallow up the stench of grease and stale sweat that suffused them. Rich traders, come to circle over Ishadia, just waiting for the kingdom to finally die so they could pick over her corpse like so many vultures. They were arrogant and foul in ways Zenda couldn't even begin to give voice to. But tonight, her hatred was reserved for this man in particular. He may have been posing as just another trader with a few wagons to his name and delusions of grandeur, but another Child had been able to discover the deeper truth. This man was a Mhroti spy! Inside his fleshy exterior beat the cold-blooded heart of a lizard.
Zenda's mind flicked briefly to her twin swords, currently tucked away behind a low divan. How she longed to slice him open like the treacherous worm he was. This kind always wore such cute expressions of surprise as they tried frantically to stuff their own intestines back into their bodies, as if they couldn't quite comprehend their own mortality. But that was not tonight's mission. Tonight her blades would remain sheathed, unless something were to go wrong, of course.
Father had explained it to her patiently. A worm was just a worm, unless you could use it as bait to catch bigger fish. This man was here to learn Ishadian secrets, but now that his schemes had been brought to light, they could dig deeper and see what secrets he possessed. All of that required Zenda to wait patiently, not one of her best skills, but one she was trying to cultivate. Each time a new customer pushed aside the beaded curtain and paused at the threshold of the darkened room, her pulse would quicken to match the rhythm of the drum beats. But each time she was soon disappointed when they inevitably slunk off to some other corner, quickly obscured by the miasma of hookah smoke that permeated the chamber.
It wasn't until well after midnight that the Children's plan ultimately bore fruit. Zenda's legs burned from hours of dancing, and her skin crawled from close proximity to the supposed merchant. But it would all be worth while if he could prove useful to the cause. He could lead them to his local contacts and then they could burn out the whole nest of vipers. Briefly distracted by her own thoughts, she looked up to realize that someone had finally come to join her target at his couch. Father had been right, as he always was. Zenda's body swayed and spun as she circled the room to get a closer look. The spy's eyes had spent the whole night crawling over her flesh, but now they passed right over her, like any ther part of the furniture. He was a fool to underestimate her, like so many others who had not seen the danger in front of them until it was too late. But tonight it served her purpose well.
As she neared the pair, huddled together in their nefarious plotting, the visitor looked up at her and Zenda nearly gasped in surprise. The local Pasha! Time seemed to stand still for a brief moment as his gaze locked onto her. A frisson of fear mixed with excitement ran down her spine. Had she given her presence away? Then his look turned into a leer as he let it drift down her body. The drum beats sped up once more and she spun out of view as the pair returned to their discussion.
Zenda's mind reeled, matching her body as she continued her dance. The local corruption clearly ran much deeper than they had expected. Was the Pasha aware of his host's identity? Was he just another unwittingly dupe of the Dragon Empire? Or was this part of a wider treachery? Either way, the time had come for the Children to bring the light of Ishadia to bear and burn out this scaled infestation!
"The Seven Cities? But, father..." Zenda paused and then began again. "But, Father," The tonal distinction was a subtly important one. The Prophet was both, of course, but it wouldn't do to lean to much on familial ties. After all, the Children were supposed to be all a single family, united in faith and purpose. "I wanted," she cut herself off again and took a deep breath before her words got the better of her. "I had hoped I would be there when we move against Pasha Mostafa. After all, I was the one who uncovered his involvement." The last words sounded petulant, even to Zenda's own ears. But they had already been spoken, hanging in the air between her and the most important man in her life. Plus, they were true.
The Prophet offered a rare smile to the girl... no, woman who knelt before him. "My Child... my daughter..." He sat up a little and leaned closer to her. "It was you who cast light upon this new corruption. You succeeded where no other could, and not just this day. You have proven yourself to Us time and again." His smile faded away and he let out a deep sigh. "That is why it must be you who journeys into the setting sun." He pulled his gaze away from Zenda and looked to the west, his eyes taking on the blank, distant look they always did when his mind trod the many branching paths of fate. "My vision remains clouded. I can see only the winds of change rising among the Septimes." He shook his head and met her eyes once more, his voice tinged with regret. "If I could, you know I would keep you here by my side. But the fickle hand of destiny is rarely so kind. I do not know what you will find in the barbarian lands, nor what you task you will be called upon to perform... But I know it must be you, someone I can rely on completely. Someone I can trust to hold firm to the faith, and share the light of truth with all you meet."
As the weight of the Prophet's words settled around her, Zenda could only bow deeper in submission to his will. She was filled with a mixture of regret, and pride, and fear. She had never strayed far beyond the confines of Ishadia. Never at all if you counted the country's rightful borders... the borders that would become fact once more when the dragon infidels were pushed back from whence they came. A journey far to the west, into lands unknown would be an unprecedented voyage, one she felt ill-prepared for. But who was she to stand in the way of destiny? She nodded her acquiescence and rose to begin preparations. There was much to be done.
The Prophet leaned back among his cushions and rested his eyes for a moment until he was disturbed by a voice from the chamber's entrance.
"You sent her away then?"
He looked up suddenly in surprise, then scowled a little as he recognized the face of the intruder.
"Oh, it's you. Yes, she'll leave in the morning. She's too much of a true believer. I can't afford to have her mucking up the next steps or asking too many questions. The Pasha will prove much more useful once he's in our pocket than he would as a corpse." The man who called himself a prophet shrugged. "I gave her some vague nonsense about winds in the west. They're always going to war over something or other, she's bound to run into one battle or another. And if we need her again... well, "Fate" can simply reveal new truths to me and call her home."
Relevant Equipment:Midgard Word Book, pg. 401Temple Sword (x2), Studded Leather Armor, While wearing this ring, you can cast the jump spell from it as a bonus action at will, but can target only yourself when you do so.Ring of Jumping (A), While these bracers are worn, any time you are targeted by a spell or effect which imposes the frightened condition, you may use a reaction to gain advantage on a saving throw against the spell or effect.
Forged in Magic: Reforged, pg. 157Valor Guards (A), You regain 2d4+2 hit points when you drink this potion.Potion of Healing (x3)
You have resistance to necrotic damage and radiant damage.Celestial Resistance | You know the Light cantrip. Charisma is your spellcasting ability for it.Light Bearer | Your life in the open desert has adapted your body to a range of environmental conditions. You may survive on 1 gallon of water in hot conditions (or ½ gallon in normal conditions) without being forced to make Constitution saving throws and you are considered “naturally adapted” to hot climates (see DMG pg. 110). You are also able to read the natural environment to predict natural weather patterns and temperatures for the next 24 hours, allowing you to cross dangerous terrain at the best times. The accuracy of these predictions are up to the DM, but should be largely reliable unless affected by magic or unforeseeable events such as distant earthquakes or volcanic eruptions.Nomad | Feat: You master fighting with two weapons, gaining the following benefits:
You gain a +1 bonus to AC while you are wielding a separate melee weapon in each hand.
You can use two-weapon fighting even when the one-handed melee weapons you are wielding aren't light.
You can draw or stow two one-handed weapons when you would normally be able to draw or stow only one.
Dual Wielder | Fighting Style: When you engage in two-weapon fighting, you can add your ability modifier to the damage of the second attack.Two-Weapon Fighting | Martial Archetype: Midgard Heroes Handbook, pg. 39Sword-Dancer | While wearing light or no armor, you can add your Charisma modifier (minimum of 1) to your armor class, and you ignore difficult terrain.Light on Your Feet | You can attack twice, instead of once, whenever you take the Attack action on your turn.Extra Attack | Feat: You have honed your proficiency with particular skills, granting you the following benefits:
Increase one ability score of your choice (Dexterity) by 1, to a maximum of 20.
You gain proficiency in one skill of your choice (Deception).
Choose one skill in which you have proficiency (Performance). You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.
Scourge Aasimar As an action, you can touch a creature and cause it to regain a number of hit points equal to your level. Once you use this trait, you can't use it again until you finish a long rest.Healing Hands [ ] You can use your action to unleash the divine energy within yourself, causing a searing light to radiate from you, pour out of your eyes and mouth, and threaten to char you.
Your transformation lasts for 1 minute or until you end it as a bonus action. During it, you shed bright light in a 10-foot radius and dim light for an additional 10 feet, and at the end of each of your turns, you and each creature within 10 feet of you take radiant damage equal to half your level (rounded up). In addition, once on each of your turns, you can deal extra radiant damage to one target when you deal damage to it with an attack or a spell. The extra radiant damage equals your level.
Once you use this trait, you can't use it again until you finish a long rest.Radiant Consumption [ ]
Fighter You have a limited well of stamina that you can draw on to protect Yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level.
Once you use this feature, you must finish a short or long rest before you can use it again. Second Wind [ ] You can push yourself beyond your normal limits for a moment. On your turn, you can take one additional action.
Once you use this feature, you must finish a short or long rest before you can use it again. Action Surge [ ]
I am patient with those who express regret for their wrongdoing.
I have a gallow's sense of humor, and respect the choices of others.
Ideal: Purpose. I have found a greater purpose in my life and pursue it at any cost (any). Bond: I will have revenge upon those who organized my exile. Misto Cherno will burn. Flaws: I am prone to bouts of extreme violence when stressed - these displays may shock others.
Appearance: With a visage that almost seems tailored to be nondescript Renfield has done what he can to blend with the crowds. Honey brown eyes and darkened copper hair give a false sense of friendliness on a somber olive slate. Gone are the vibrant silks and fanciful furs of his people, instead he wears simple temple garb of whatever deity he cries to for that week. The various amulets of the gods stashed in his pouch like trinkets with little care to them. The flavour of the week displayed happily around his neck showing off the tarnish and slight damage that has been allotted from frequent storage.
Personality: With a stoic air about him Renfield often swings between helpful and indifferent. Lively and friendly to dark and drab. The longer he stays in one spot the more restless he seems to be, almost to the point where Ren will pace whilst talking to someone who is stationary. Superstitious to a fault the father will diligently follow the dogma of the deity he is pleading to that week in his almost desperate throes for something.
Backstory:
A tale of old:
It wasn't a "family," in the traditional sense. Then again, nothing about this dynamically changing fortress on wheels was traditional. Of the three only Ivan, being the oldest, was the only one who recalled which Clan he hailed from. How Elna or Mikolaj came to the city is lost to time. Though, if asked they honestly would care about as much as anyone cared to know the story of the wart on Hemish's left cheek. They were inseparable, the three of them. Which, was needed here where a life could be snuffed out in a heartbeat and the weak were made into a slave of some form or another.
Ivan, Elna, and young Mikolaj. Three young miscreants in the mobile town of evil. Misto Cherno.
Ivan was strong. Skin kissed by the sun and muscles apt for fending off those who tasted a bit too much of the thing they called "Wine" in Madame Klautro's tabor. Elna was a natural-born leader; strong-headed and cunning. Through her guile did they often make ends meet. Then there was Mikolaj. A scrawny individual with just enough muscle on him to keep to the wanderer's ways, yet sadly he bore two left feet. When the night pyres were lit and music played his moves were often the jest of many of those who observed. Yet it mattered little to him, for what he lacked in martial prowess he made up for in charisma. With a kind face and weak build, he was often viewed as non-threatening or trustworthy by those on the road or in town. If Elna or Ivan were to begin to falter in their ploy then Mikolaj would step in. Distract and persuade their target(s) into opening new avenues. Yes, while he lacked the body to fight the young man wielded an arguably more powerful weapon; a forked tongue.
For nearly over a decade the three were together. Most of the time as a family, though some periods as lovers. There was even a very short-lived attempt at establishing their own clan; the Hatali. Through treaties and back-alley deals did their clan grow. No honor amongst thieves aside from their shared heritage of the Kariv on the wandering plains. When they neared thirty souls strong the wonderous news of Elna's first child came to light. None knew who the father was, though none cared. The way of the Kariv was a cultural one and the child would be loved and raised by its clan. Yet, in Misto Cherno factions came and went in constant flux and budding forces were often snuffed out with extreme prejudice. Only the strong survived, and none were as strong in this portion of the city than Lazros.
Time passed and the clan grew in numbers until they finally became noticeable by the other factions of the city. The assault on their clutch of talbors came as many did, in the early morning. Elna and Ivan were away for the night along with a few members to strike at a caravan a few wheels away. Mikolaj was busy tending to the early-rising toddler that was Taras when the screams started. There was no fighting it, there was no way to counter - not when Elna and Ivan were gone for he was no leader. Just a coward of a man trying to protect a child and that was exactly what he did.
THe Hatali were washed from the City that day. Though the coward and child did live they no longer had sanctuary as they did before. Elna and the others never returned. Mikolaj's family was whittled down to just one small child. Young Taras quickly became the wanderer's reason for living. He poured every ounce of love he had left in his beating heart into this young one. Yet life is cruel and in a place where one often migrates about, disease is bound to spread easily from exotic sources.
It was a mystery as to how or what the young child was ill with. With no knowledge or knack for medicine, Mikolaj made the largest mistake he had ever made in his life. He turned to the occult.
Lazros was a powerful mage who was rumored to know who was plotting against him and evade every attack on his life. Thanks to a powerful Oracle that stood by his side. Though, it was surely Lazros who wiped out his clan; Mikolaj gave in and begged. Begged to the mage for salvation for young Taras through the Oracle, he offered the only thing he had left to give in exchange: himself.
Taras perished in the ritual. Along with it went Mikolaj's last trace of family, though in its wake a seed was planted in his heart. A seed of anger and vengeance. This city was nothing but evil, consuming all life it came into contact with. For the next few years, Mikolaj did as he was told, often being used in whatever way Lazros' group saw fit. Slowly nourishing the seed and building his resolve. It wasn't until fate intervened on a failed attempt at robbing a courier that the seed finally sprouted.
The time had finally come. The beginning to the end of this accursed town started now.
Just another day:
The service was over and the copper coin fell into Renfield's calloused hands. The darkened cloak adorn on Charun's priest matched the scenery quite nicely; the make-shift graveyard. If he would but offer a smile to add a bit of comfort to the mourning troupe his job would be well done. Yet that was an impossibility today. Their buddy was dead and yet this was nothing more than a job, nothing more than a farce to Renfield.
It was impossible since it was day three here in this graveyard on the outskirts of town. An unofficial one with very little stones, not a whole lot of bodies in the ground, and no guardian. A poor-man's graveyard, and their deaths was his profit. A 'kindly' priest who could guide those of weak mind and soul and weaker pockets to the next plane for but a copper while the church charged more - so much more. Yet, they didn't know of his operations; not yet at least. For come next week he would be out of business once more until next time.
That was the game, round and round Renfield went moving on before any real pattern could be established. Keep low, keep quiet, keep unknown, keep moving. Yet he hadn't moved this time, a damn kindness to a bunch of sloppy fools made the shadows grow. Behind every tree, each stone, a resting spot for a black dog to sit and watch him. Only seen by the paranoia of a wanderer's mind Renfield knew Gnash would come for him if he didn't move on.
Holding up the counting stick he saw the peg ran through the third bead holding it fast to two others, pinning them to the left portion of the stick whilst the other four slide freely. Few more days of service, then he could move on completely. Who was next week? He wasn't fully sure - probably Ceres, Renfield really did like her. Yet, sometimes it was a touch more difficult to convince her to help him when working for her lover. Just another part of the game he played.
A runner:
The rains from the heavens were a sign, definitely a sign for him. It was time to do as was expected of a Kariv and move on - though, not with the walled caravan, no. Not anymore.
Not for this oath-breaker.
It would only be a matter of time before the Mage's goons were on his tail seeking his blood, despite having already claimed his son's in that loosely worded "ritual." His failure was still seen as such and a severance of the oath he had made. As by Kariv traditions, it was now the Mage's (gleeful) duty to end his life. Yet with the sudden disappearance of the Oracle an opportunity had been gifted to the oath-breaker. One likely crafted by the gods that seemed to torment him day and night.
"Go west," was the general theme around what they said yet each one had their own way of saying it. Servitude or death.
What lovely choices he had.
The travel was long, lonesome, and at night: infuriating. Like a pack of children fighting over a toy they never ceased or let up on the imagery shoved into his head despite finally complying with them. Along the trail the wanderer cut the long hair he was once proud of, trimmed the beard to match those he often saw in towns and cities. The name "Renfield," was picked up while passing through Ponteretto. "Weavers" was just a simple common sounding surname, a far cry from his minor clan name. Though Renfield ran, being ushered forward by voices unknown to him; he knew that with what had transpired all that awaited him back in the wandering realm was death. He had to become stronger, strong enough to support the burden he took upon himself - or at least find some fools willing to do it for him.
Your time in the Black City left a mark on your spirit and your flesh. Dark deeds lie in your past, and you have a keen insight into the motivations of evil-aligned beings. Unless a creature's alignment is obscured by magical means, you know whether a creature's alignment is evil after interacting with it for a minute or more. Also, you must choose the location on your body where the five-spoked wheel was branded into your flesh. Showing the mark to bandits, criminals, burglars, thieves, and other unsavory types (GM's discretion) grants you advantage on Charisma checks when dealing with them, but good folk are likely to turn against you if your past is revealed.Know Evil, Turn Undead, Destroy Undead, Touch of DeathChannel Divinity, Reaper
At 1st level, the cleric learns one necromancy cantrip of his/her choice from any spell list. When the cleric casts a necromancy cantrip that normally targets only one creature, the spell can instead target two creatures within range and withing 5ft of each other.Reaper, Practiced Expert:
You have honed your proficiency with particular skills or tools, gaining the following benefits:[list][*]Increase one ability score of your choice by 1, to a maximum of 20 {WIS}[*]You gain proficiency with one skill or tool of your choice. {Deception}[*]Choose one of your skill or tool proficiencies. Your proficiency bonus is doubled for any ability checks you make that uses the chosen proficiency. {Persuasion}Practiced Expert(UA) Skills: Deception +5, Performance +5, Persuasion +8, Religion +4, Survival +7 Languages: Common, Minotaur Combat Equipment: Quarterstaff (+1<>1d6-1), Sling (+2<>1d4)
Personality: Despite his towering physique, Bato is barely a young adult by his people's standards and still shows the telltale signs of adolescence. He is by turns tempestuous and joyous, his moods driven by a reckless spirit and warrior's pride. In Sarkland, the life of a Unscaled races. The lowest in the Mharoti Empire's strict hierarchical caste system.Jambuka is cheap, a pit fighter's life cheaper still. Cowardice equals death, a lesson young Bato learned early, his instinctive fecklessness forged by necessity into a shrewd animal cunning, reinforced by a faith in his own strength. Bato is at his best the night after a prize fight, when one could find him lounged among the pillows of one of the City of Dust's many untoward establishments, licking his wounds with arak on his lips and a haze of white dream-hammer smoke about his head.
Ideal: Luxury. Strength, power, influence? Feh! Bato sees them all as means to an end, the end being the life of absolute pampered luxury, the likes of which he's only sniffed at. Bond: Batoyangi is wanted for committing the highest crime a Jambuka could, that of spilling the blood of his betters - an Edjet, an elementalist wizard that owned his debt. Flaw: Ah, Batoyangi! How easy he is to tempt and distract! Be it gold, victuals, drink, drugs, flaterry or flesh, the young gnoll's appetites make his dedications as varied and fickle as his moods.
Backstory:
Early Years
Batoyangi was barely one year of age when his tribe emigrated from their original home in the savannas of the Southlands. His auntie, Majhuyoag, was the matriarch who led their flight, fleeing the spreading cult of Laughing Nkishi, the Shadow Who Laughs, the mass conglomerate of savage gnolls who sought to conquer and ingest all the smaller tribes around them. Though his understanding of the time was limited to that of a child, Bato remembers that the cult desired to absorb their tribe specifically and had begun hunting them, for reasons Mama Majhuyoag only referred to cryptically as "the blood".
They fled north into the Sarklan desert, dogged by the cult and with numbers dwindling by thirst, violence and defection, until there was little more than a handful of their tribe remaining. The cult had stopped their chase, it seemed, but only because Majhuyoag had unknowingly delivered them into the maw of an even greater and hungrier beast - the Dragon Empire. The ragged remains of their tribe was set upon by one of the many military platoons that patrolled Mharoti territory. It no contest, but a swift and brutal eradication of vermin. Bato saw Mama Majhuyoag fall, killed or taken he did not know, but he himself escaped into the sand dunes - too small and swift for capture perhaps, or simply beneath the soldier's notice.
Current Day
The city of Sarkland was the commercial center of the Mharoti province of Gizmiri, ruled by a colossal red wyrm by the name of Atshah, Heart of the Desert. It was said that this dragon ruler made the desert by his very presence, such was his embodiment of the element of fire. This desert city, the City of Dust, was where Batoyangi grew into maturity. He moved through street urchin, to finding himself embroiled in the world of underground pit fighting. It was a tradition of the city that existed before it was under draconic rule, and it persisted even today, adopted by the wealthy dragonkin and the much less numerous unscaled who were given trade permits.
Batoyangi was thrown to the wolves of the pit as a young pup, meant as little more than chum for the more experienced fighters. But the little gnoll had a vicious streak in him and latched on to the throat of the bigger and stronger brawler who faced him, bearing countless blows in desperate and dogged terror, not letting go until his enemy had bled out and the fight was called. He survived and caught the eye of an old Edjet named Golwan, an old and cunning blademaster turned spice trader turned loan shark and underground pit fighting patron.
He took Batoyangi in and sponsored the gnoll's training. At the time, Bato was pleased, seeing Golwan as his savior, but it soon became clear that all Golwan gave, he expected paid back in multitudes. The Edjet indebted Batoyangi to him, binding him with contracts and debt that the gnoll would die fighting in the pits long before he could pay him back. Golwan would use Bato as his muscle as well, sending him with his other employees to scare and maim those that needed it, and to kill those who had gone past that point. This part, Bato didn't mind. It was the lack of freedom that chafed at him. Which is why Batoyangi, reckless, cunning Batoyangi, decided to kill him.
Last edited by Vislands; Aug 26th, 2020 at 05:10 PM.
Name: Zephyr Race: Human Age: 22 Class:Divine SoulSorcerer, UndyingWarlock Alignment: Chaotic Neutral BackgroundMidgard Heroes, pt. 122Prophet
Appearance: Zephyr is slender and delicate in his frame. His golden-wheat hair is often pulled and accentuates his youthful, boyish features. A shock of pale golden-brown eyes are set beneath soft brows and flawless, tanned skin. An air of self-indulgent arrogance is carried about him, unknowingly coming across as egotistical and naïve. Zephyr’s clothes are well-tailored in reds, blacks and golds underneath crafted leather armor.
For all his softness, Zephyr wields two daggers at his hip. At least those he doesn't act naïve about their purpose or how to use them. The young diviner is simple and elegant in his looks and dress.
Personality: Zephyr may look well-groomed and plain in the eyes of passersby, but it’s his off-putting quirks that are a sight to behold. His proclivity to crouch on his haunches rather than simply sit in chairs is peculiar to witness and, as if a wild animal, his tendency to hiss in displeasure at persons or objects of particular irksome variety. He has an insatiable curiosity that often leads the human into questionable situations, unable to quell his desire to know more about the world outside of the Wasted West.
Despite the look of his age, Zephyr behaves rather child-like. He can easily become discouraged or frustrated, but on the other hand, easily emotes his joy and interest. His moods often change rapidly, and has an are of chaotic energy about him. Zephyr isn't easily intimated by new things-- in fact, quite the opposite. He is fearless.
Trait: I have responsibilities put on me and I don’t take them seriously. I'd gladly be rid of it if I could. Trait: My curiosity motivates me more than anything else. If there is a chance for an experience I haven’t had, I won’t think twice to try it.
Ideal: Freedom. My secluded lifestyle has left me hungry for the new and unexpected.
Flaw: In fact, the world does revolve around me.
Bond: I aim to understand what my purpose is for myself. No longer will I rely on others to tell me who and what I am.
Brief Backstory: Zephyr has gone his entire life in seclusion; kept under the ever-watchful eyes of those who call him their charge and ward-- or as Zephyr would say, their most coveted possession. He grew sick and tired of being treated of a divine relic, or some sort of omen or vessel for a greater power. No one had the right to use him, at least no mortals had that right.
That the entire world as Zephyr knows it, is nothing but the deep heart of a wasteland, ravenous goblins, and the roaming, otherworldly monstrosities. The normality of life outside the deadlands is the most bizarre and astounding in the eyes of the fair-haired human. His curiosity, even as a child, was peaked. It was forbidden to leave. Forbidden to speak about the heathens that lived outside the confides of jealous sect of Totivillus. That didn't stop Zephyr. In fact, it only emboldened him.
One day, Zephyr gave his guards the slip, stealing supplies to help his escape and cross the dangerous, pockmarked desert and into the wilds of civilization
__________________
Posting Status: Returned from Hiatus
I took the Oath of Sangus
Last edited by Odyssey; Nov 17th, 2020 at 03:37 PM.
Name:Arkady the Mad Race: Human variant Age: 32 Class: Fighter (Griffon Knight) Alignment: Chaotic Neutral Background:Heroes HandbookMiner Personality Traits: When in the open sky I can remember the pieces of myself and cling to them. The more constrained I become, the more they rip away from me.
If I had wings, I'd never be on the ground. Wait, do I? [spins around looking at his back] Not yet! *snaps* Ideal: Slavery, imprisonment, indenturement, these are fates worse than death. Freedom is equal to air, water, food and shelter as a condition for life Bond: There is no greater bond than to my griffon. We fight together, we eat together, we watch over each other at night. I would die for her and she for me. Is that true of other company? Oh, it is? Then with them too. Flaws: I have trouble telling apart that which really exists and the things my mind makes up. This makes me a liability to my friends.
The things others hold sacred are a joke to me. Sometimes they make me laugh hysterically, and other times they are terribly unfunny.
Appearance: Though not an old man, his time as a prisoner of war definitely aged Arkady beyond his years. He has a hard look and blue eyes that can give a thousand yard stare but they are usually undermined by uncontrolled giggling or laughing or acting like a fool. The Canton dwarves shave their prisoners (for louse control and humiliation) and it is something Arkady continues to do for his own reasons though has has taken to leaving a goatee and moustache with only the hint of grey in it. Like most hermits and madmen, he is skinny but deceptively strong, wirey with an iron grip. He keeps his many weapons and armor in serviceable condition, but he isn't sentimental about his gear.
There is no Arkady without his mount, Tempest. She is not the mild, speckled griffons favored by the riders in Zobeck. Tempest comes from the Ironcrag mountains around the Juralt Valley where the griffons are half-wild. She is dark brown to blend into the mountains with talons like swords and rear haunches muscled for leaping. She has a mane of long feathers and a cruel beak that could rip a man apart. Often the looks she gives have the impression she wants to do just that. It is hard not to have a healthy respect for this creature.
Personality: Arkady is at once fun to have around and a nuisance. He's quick to laugh and try to make others laugh even when it it not appropriate to do so. He mumbles to himself which sometimes devolves into argument. But he has a soft heart and genuinely seems to care about those he's with. It is not hard to notice that when he is alone with his griffon he seems almost normal, leading people to question if his lunacy is just an act. He doesn't relish fighting, but when pressed to it he is brutally efficient at ending it quickly with a great amount of bloodshed. He isn't a coward in the broad sense though he has a great many phobias that are ever evolving with his madness. His greatest redeeming quality is loyalty; there is no doubt Arkady will be where he is needed when he is needed and be the last man standing to cover a retreat.
The story as it really is:
There was a boy. His eyes smarted from staring for an hour at the clear blue sky. He shifted his seat on the low stone wall between the road and the endless fields of two row barley. His bony bottom was going to sleep. There was a girl too, carefully unwinding the twine and dragging it over the dusty road and grabbing weeds. And at last there were griffons. Two riders were there too, hidden in the sky atop those fantastic creatures. But the boy knew they were there. The girl was yelling and already running. He hopped down from his seat with his eyes still on the sky. His foot kicked the waxed muslin where he knew where it lay and he snatched it up for her. In a heartbeat there was a tug and the kite made its wobbly procession into the cloudless blue. For a moment there were three griffons; two living, breathing legends that were bound back to The Crossroads, to Zobeck, and one painted figure, black on yellow, intersected underneath by a cross of willow. It was the closest either the boy or girl had come to flying with them. One of the riders saw and peeled away in a tumbling gyre; an acknowledgement of those two below before they returned to formation. The boy whooped and called and ran after them, tripping and stumbling and laughing.
He had watched these knights of the clouds for season upon season. But never did the sight pale in his eyes. They were the most beautiful thing he would ever see.
There was a squire mucking out the aerie. He kept the saddles oiled and the hearth burning in the nursery where the eggs lay nestled. The squire was not much older than the boy. He had a gentle hand with animals. They sensed the kindness in his heart. But griffons are not animals. They are magic in flesh and as wild as any creature man knows, even the calm, trained ones of Zobeck. They took nips at him when he walked by and drew blood even though they were gentle nips. A griffon senses fear and a griffon responds to fearlessness. One day a beak tore deep in his chest and the squire was removed to the temple to save his life.
There was talk among the Knights that the squire would not return. He cried and begged. "The straw needs changing! The hearth needs tending! The wood this time of year burns too hot," he said, "and the coals need spreading or the eggs stay too warm. The bones need to be pulled or the griffons get too restless!" But they left him to heal. He did not wait and snuck out in bandages to the tower to resume his duties. Even if the Knights would not have him, even if the griffons tore at him, he wanted to be with them...had to be with them. It was the only thing he knew.
But griffons did not nip at the squire anymore even though he smelled of the deep wound. With their golden eyes on him, he found in time he could rest his hands within their feathers or on the hot fur of their bodies, not just when they were distracted. The Knights did not replace him.
There was a flight. It was not his first but they all felt that way. The rush of the open sky and the slow, powerful sweep of wing underneath was like being a God.
His companion was odd. Quickplume, he was called, flew with his head turned askew. The young knight had bonded with no other. The griffons of the tower were a proud lot. They preened and knew their worth and accepted riders as charismatic as themselves. Quickplume was not so inclined. This rider and griffon bonded on a deeper level than personality.
Not since the time of Sir Lowen Wott had seven Knights flown together. Some in Zobeck said the Knights were a dead order, more pomp than circumstance. The way of the Crossroads was progress and griffons were old tech. Within the order themselves there was a feeling of that as well. Yet the old oaths remained: Honor, Fealty, Courage, Defense. And none kept those tenets more to heart than the youngest rider.
Most stowed their heavy lances, long as a pike and weighted behind for balance. They were too cumbersome to hold for the long flight west to the mountains. But the young rider held his to pierce the sky. A blue pennant trailed merrily from the bladed tip. The woman on the wall saw and waived its mate in her hand as she cheered. The long silk coiled and snaked about her in the breeze. They would not see each other again.
There was a time deep in the enemy's mountain. His mount was slain and he was captured. The spell of his order had kept him alive but now the dark consumed his soul. How much time, he could not say. Sheared like an animal and tossed into the mines, the man worked and bled under the fleeting light of meager torches. Was he a man? He was not a Knight. There was no Order without the Griffon. For a long stretch he mourned his friend who had trusted him. A hole was in his soul where Quickplume had been. And slowly, surely, the hole filled with the darkness under the mountain.
Stone and ore and light extinguished to blackness were his waking time. The creatures with him did not talk in the tongue he recognized. He listened to gibberish. He struck the wall. The torches lit and went out. Lines formed around his eyes, squinting in the dim light. In his dreams, there was sunlight. The dreams switched places with consciousness. He could not control himself in the daylight world. There were gaps, jumps in time and location and the people he was with. Some he knew and some had no faces. In the dark dreams he could control himself. But he was trapped. Madness crept in.
In one moment a grub crawled out of the living rock. It spoke to him in a language he knew and gripped his arm with its grubby hands. It tried to correct his mind. It spoke Dwarfish like all creatures under the earth do. It taught him so he might understand the captors. It called itself a Reaver and gave itself a name, Frejar. Did the man have a name? With a companion, even a pasty, pudgy, white blob of one, his mind righted in a way with time. Arkady. He heard the name in a girl's voice in a memory. Or was it a dream?
Frejar lived in the mountain but said it was not always this way. It would remain when Arkady left. Could he tell his tale to the Reaver's family when he got free? Arkady tried in his waking hours but never found Frejar's grubkin. "No," Frejar said, "You are under the mountain, but will one day be free. Remember me when you walk the surface again. My people keep the ancient ways. You are lost, Arkady, but your spirit is strong. I will teach you the writing of Wodi, futhark the humans say, as it is known to me. I know you have the talent. Some new magic is learned, some granted. But the old magic is the magic of spirit. Runes are brought to life with intent. Without spirit, a rune is only a symbol. Yes, I will teach you those known to me. They will bring you safety on your journey to my kind and when you show them what you have learned they will know my fate is true. Come."
Arkady learned the Wodi runes in his dreams. Vivid, ever-repeating dreams of mining in the long, cold dark.
more to come...
Last edited by UngainlyFool; Sep 21st, 2020 at 08:32 AM.
Personality: Lucia is a confusing and alien presence to most mortals who've had the misfortune of attracting her attention. The shadow fey are an unusual people, and even among them Lucia's logical leaps would prove dubious. Mortals tend to find the seamless blend of seemingly irrelevant observations, questions, and hypotheticals jarring, particularly when they result in impressive displays of knowledge, insight, or trickery. It doesn't help that she expects people to keep up and rarely cares to make time for explanations. Despite this, she's a perpetually cheery sort, in her own way. When something or someone has her attention Lucia nearly walks on air and is excited to share with anyone nearby, and even in dark moments she has words of comfort to share.
For her own part, Lucia operates with arrogance that comes from a lifetime of informed superiority and certainty. Life doesn't work the same way that it did in the Shadow Realm, but it certainly seems like it should, even if everything is unnecessary bright all the time. Modifying her behavior is out of the question, though she occasionally does try to make it a bit easier for her favorite mortals.
Trait: I tend to confuse people, which is quite tiresome. I understand that the mortals have a more difficult time following my logic, but it's not that outlandish, is it? Trait: I'm an eternal optimist. I can always find the bright side of a situation, even (perhaps especially) when others would rather I not. Ideal: There's always light enough to guide us through the darkness, if we care to look, and the darkness is not to be feared. Bond: I've come to follow my star. I'm in no particular hurry, but before the end of my path I will find it. Flaw: Places, things, events - people, too - that I find boring are the worst, and I'm liable to tune them out entirely. Flaw: I tend to assume that my customs are superior. They are, of course, but this breeds problems when dealing with the world outside.
Appearance: Lucia is a small, slim woman marked by oddities at every turn. Her lines and curves of her face and body are sharp and soft by turn, elegant and refined as though by an artist. Her hair falls in waves of darkness down to the middle of her back. It sparkles with something like starlight, particularly noticeable in dim light, and with these alone Lucia would be eye-catching in even the most densely packed city. However, she is marked as strange and possibly dangerous in other ways; her skin is deathly, inhumanely pale, and her eyes are an endless black pitch that seems to see everything despite their uniformity. Despite it all, Lucia carries herself with the air of someone who expects to be unnoticed and unobtrusive, rarely taking up much space and watching events unfold from a safe distance.
The roots of House Ayamath resemble nothing so much as a gnarled, twisted, and ancient tree, one that has survived storm, fire, and flood, changed but still whole. Family lore traces their origins back to the ancient Elven city of Thorn and the dark days of the Black Sorceress’ revolt. Like many of those who would become the shadow fey, they were. confronted with the forces of darkness and were left with a choice: retreat and possible death, or a dark bargain of their own. House Ayamath chose the latter and refused to go gently. Bargain struck, they joined the Shadow as one of the shadow fey and were twisted into a dark mirror of their more careful kin. That was over five hundred years ago, and it was Lucia’s grandmother who joined the bargain on her house’s behalf. Life in the Shadow Realm and the Courts of the Shadow Fey is fickle and dangerous, and the nature of Shadow is such that it obscures what came before, but for House Ayamath the act of defiance in the face of destruction remains their founding principle.
Today, House Ayamath is one of the few afforded permanent residence in the Winter Palace, as well as are afforded regular access to the Queen’s Royal Halls. House Ayamath maintains an estate of their own, however, away from the deadly intrigues of the Courts. The House of Bright Shadow is the closest thing they now have to an ancestral home, cunningly hidden in the Sable Wood and readily available only to their most trusted guests and allies.
Control of House Ayamath has passed hands only once since their retreat to the Shadow Realm. Lady Camilar Ayamath was already old when the House made its bargain. Two hundred years ago, she officially handed the reins to her daughter, Lady Suzertha, settling into an active retirement in the Courts as a spy and schemer. Suzertha is not young, but centuries await her as the Lady of Bright Shadow. Her daughter and heir, Telucamatia, was born after her ascension.
As a result, Lucia’s childhood, if such a thing exists among the Shadow Fey, was anything but boring. Magic, politics, schemes, betrayal, and deceit were common themes of her upbringing, as one might expect. Lucia proved a ready student, rarely stumbling and recovering with haste whenever she might make an error. She was, despite her aptitude, also a wild and flighty child, prone to flights of fancy, inane questions, and impromptu investigations of the House and the wood around it. These indiscretions were frowned upon, at first, but soon were ignored. Despite the shadow fey’s penchant for malicious caprice, they also possess deep wells of affection and even love. Lucia, with her quick wits, endless energy, constant curiosity, and surprising optimism became the heart of her House. Both her mother and grandmother came to dote on her frequently, when not at the Winter Palace, and the servants, caretakers, and teachers left for her in the House did the same.
The House itself proved an endlessly entertaining (and, at times, dangerous) target of exploration for a child with few limitations and no sense for danger. The House, at its base, was a magical construct, and a chaotic one at that. While the heavily trafficked areas of the House were largely stable from repeated use, the more deserted segments could change at a moment’s notice. Hallways could turn into loops, rooms could change locations, shadows could play tricks and lure guests. Lucia found it endlessly entertaining, and attempting to catalogue every inch of the ever shifting House became her abiding hobby. In this way, House Ayamath raised an impossibly sunny child in the darkness of the Shadow Realm.
Time passes inexorably, even for the shadow fey. Lucia grew from child to woman under the watchful eyes of her House, and even the ever-changing halls of her home proved boring eventually. She began to travel farther afield, exploring the wood, but even that could not contain her boredom. While her mother debated bringing her to the Courts directly (a dangerous prospect for an optimistic and naive young woman, even one as clever as Lucia, but perhaps less dangerous than allowing her boredom free rein), Lucia stumbled onto her new obsession on the day she accidentally found herself clear of the woods for the first time. The night sky of the Shadow Realm parted time reveal, wonder of wonders, stars. Perhaps it was sentimentality that inspired her instant connection with them, perhaps it was simply boredom, but the obvious symbolism of the light shining in darkness instantly drew Lucia to them. It didn’t take long for her to start delving into the magic of darkness and starlight as a result. Illumination magic became Lucia’s obsession, and trips away from the House became more and more common, as she hopes to catch a glimpse of the stars away from the boughs of the wood. This was ultimately a limited pursuit with few avenues for improvement, as the House was far removed from the stars and their light. Lucia, never easily deterred, needed other options.
The answer was the fabled Court of One Million Stars which hangs high above the Shadow Realm. Learning of its existence was trivial. Finding a way up to the Court was not. It took several decades of study, during which Lucia traveled and saw more of the Realm than ever before, spending less and less time at the House. The Realm has never been a safe place, of course, but to Lucia’s family it was still preferable to having her take a place in the Courts. These years of travel and study began to chip away at the naïveté Lucia was brought up with; she saw some truly terrible things in her search for the stars. It could not dent her optimism and enthusiasm however, nor her complete confidence in her own ability to accomplish whatever she’d set her mind to. She succeeded, in the end, discovering a star bridge at just the right moment to make her ascent to the heavens. The sight of the sky when Lucia finally broke through the cloud that concealed the stars above enthralled her. The guards at the gate were bemused when she arrived demanding entrance, but even abroad nobility has its privileges. She entered the Court of One Million Stars, determined to see and learn more.
The Court of One Million Stars was made for people like her. There was, of course, the usual plotting one could expect where any number of shadow few congregate, and she was hardly alone there. All sorts of creatures made their way to the Court of One Million Stars, but her blood ties to the Court of the Shadow Fey provided access to inner circles and even a place to stay, sleep, and work. She remained in contact with her mother sporadically during this time, and Lucia’s expanded horizons and interesting contacts were prized pieces of information for Lady Suzertha. For her part, Lucia was far too interested in the stars above and their interplay with the darkness to care.
Even in a place that seemed tailor made for her interests, repetition bred monotony for Lucia. Years turned into a handful of decades as she grew and learned to navigate a broader world, but her attention could not be held by all of the Court’s million stars forever. Her mother began to hint that Lucia should return to the House and prepare for an introduction to the Courts, and Lucia strongly considered it. She changed her mind when the star fell.
No one had been expecting it; though the world is chaotic, the stars themselves were orderly, predictable. Starfall was rare and unusual as a result, and when it happened in front of Lucia’s eyes she could scarcely believe it. The star streaked across the sky and vanished into the clouds below, a red and blue orb of fire and light that pierced the gloom before disappearing. It did not land in the Shadow Realm, but instead fell somewhere in Midgard. Her contacts and teachers cautioned Lucia; the star would not stay for long in Midgard, and everyone knew that when it left for the blackness above it would take something with it. Lucia could not be warned away, her curiosity demanded that she seek it out, and as time passed even the more experienced scholars admitted that there was something strange about the star, for it lingered in Midgard far longer than anyone expected. Lucia decided to leave the Court of One Million Stars then, bound not for home but for Midgard and her star.
Lucia Ayamath found Midgard to be a strange place. The world was vibrant and alive and endlessly attracting her curiosity. The sun was a painful and intrusive presence. The people were strange and slow and rather dull, on the whole. And there was just so much to see!
Lucia has spent slightly more than a year traveling Midgard, rarely staying long in any one place. She is, ostensibly, trying to find her star, but information is scarce and distractions abound. For now, this world has her full attention.
Name:Nae'laa Race: Jinnborn (Genesai reskinned) Age: 19 Class: Wizard (Elementalist) Alignment: Chaotic Neutral Background: Exile of the Black City
Personality Traits:
Actions mean far more than words and rarely will I forgo the first for the latter. Often that leads to others qualifying me as impulsive, but I prefer to think of it as seizing opportunities and letting my instincts guide me through the chaotic situations which I thrive in.
An unabashed extrovert, I love having a good time and thrive as the center of attention. I'll often go out of my way to include others or find a way to make someone smile.
Ideal:
I value freedom and individuality above most things. I avoid those I feel are suffocating or overly clingy, while also standing up for those that I feel are being taken advantage of or need to be protected.
Bond:
What started out as a passing interest has morphed into almost an obsession. I spend hours pouring over the spell book that came into my possession and intend to decipher its every page.
Flaws:
Despite being compassionate at heart, I find it uncomfortable to allow myself to be vulnerable or witness the vulnerability of others. I will often maintain a hard exterior in the face of pain or sorrow - whether it be mine or someone else's.
Good intentions are not enough to combat the chaos which seems to rule my life, though much of it is self created. I'm rarely on time, no matter how early I try to be, I'm easily distracted, regardless of how interested I am in something, and I have little time to slow down and organize neither my belongings nor my thoughts. Thus, I can be overwhelming to those around me and seen as less-than-reliable. In fact, those who know me best have learned to compensate for me, often expecting me to forget things or procrastinate until the last possible moment.
Appearance:
Personality:
Fire knows nothing of mercy.
Even among the Jinnborn, rarely are ones born so connected to the Elemental immortals from whom the jinnborn descendedjinni that the very elements crackle beneath their skin and mastery over them comes before words. Those born so blessed are treasured among the people of the path, often growing into respected and coveted positions of influence in the tribe's eternal search for the Hidden World. Nae'laa was one such person.
After a century of no such births, it was no surprise that Nae'laa's birth was cause for celebration. Similarly, in hindsight, it shouldn't have been a surprise that she lasted only a handful of the years in the tribe.
The Fire-based people of the pathsab siraat had a well-deserved reputation for being severe and unyielding, driven by pride and competitiveness that burned with a fiery passion which seemed impossible to extinguish. As Nae'laa grew and her powers began to manifest, many of the tribe became outspoken in their belief that she would be the one to lead them to the Hidden World. This did not go unnoticed by Daruk, who had made a name for himself by carving his way into the council of elders despite his young age. He worked to transform the tribe since his rise, working with the pathless as mercenaries or conquers, bringing unprecedented riches and conveniences to its members. Still, there were those who clung to the old ways, quietly speaking of the new hope that Nae'laa represented and seeing her birth as a sign, occurring exactly one moon after Daruk had been named accepted.
Just as one cannot blame fire for burning, nor water for being wet, nor can one blame a member of the sab siraat, especially the fire based, for following the path set before them at any cost. Through the pathless, Durak learned of a man willing to pay a handsome price for one so connected to the elements as Nae'laa - an opportunity that would set her life down a path that few of her people had ever traveled before.
There are no wrong turnings. Only paths we had not known we were meant to walk.
Nae'laa was smuggled out in the middle of the night beneath the cloak of the new moon, only to wake up from a magical sleep after many days among the Black City. Wagon wheels creaked and beasts lumbered as Misto Cherno rolled across the great Rothenian Plains and she found herself in the company of a powerful mage. His obsession with controlling elemental magic and her unique 'affliction' as he called it led to long years at his side, part slave, part experiment, part protege. He taught her minor magic in an attempt to learn how her blood affected the power that she drew upon, studying the differences when she cast with arcane energy, vs tapping directly into the elements, and what effect the great ley lines had upon her. The work was constant and exhausting, often including criminal acts, as Misto Cherno was known for. His power made him a powerful force within the roaming city, and few thought to challenge him or deny him what he desired. Nor did she, and over time she adjusted to her place, even going out of her way to please him, calling him father and claiming to see messages in the fire from Baba Yaga herself. She became a treasured companion to the mage and was often sought upon by those in the city for guidance, contributing her own coin into her father's pockets, but she was still a prisoner with no freedom to go as she pleased or pursue her own interests. Perhaps most frustratingly, he denied her desire to pursue further mastery of magic, stalling her at the most basic of spells and punishing any attempts to learn it on her own.
Madness is a beautiful irony where perfection and flaws are the best of friends.
The Jinnborne are not meant to stray from the path for long. Exiling one is likely a death sentence, by their own hand or someone else's, as madness is sure to set in. This was unknown to her, however, as the few ways of her people that she knew had long since drifted from her mind. In its place, the madness slowly nestled, turning what started as a deceitful attempt to gain favor into a delusion. Slowly, whispers came to her and visions really did appear in the flames. She found herself consulting them more often, and more earnestly.
As she grew older it became harder to ignore what sorts of enterprises her master was involved in and the lengths that he was willing to go. Any illusions she had were shattered one night when she was forced to participate in a ritual that ended in the death of a young boy of only four or five years. She fought and pleaded on behalf of the child, but the mage had none of it. She went to bed that night crushed, refusing to eat or speak for days. He had her guarded, night and day. He would come to her and assure her that it would get easier, that she would recover and they would resume their work once more. His words haunted her and when she finally stopped wallowing, a plan started to form. For months, she worked at his side as he wished, regaining his trust and confidence. Luckily, he'd spared her more nights like the other for quite some time, preferring to ease her in rather than break her. She even seemed to take interest in some of the less honorable activities of the Black City, learning to pick locks and walk in the shadows, all of which he took as a sign that she was adjusting.
One night she acted, stealing the mage's spell book and disappearing in the middle of the night to join with a caravan, heading west into the more developed areas of the world, joining a sea of faces large enough even to conceal her own. Still, she kept her ear to the ground, fleeing at any sign of trouble, knowing she was no where near strong enough to compete with him should she be found. In some cities she'd join thieves guilds, listening for contracts or rumors that might lead to hers. Other times, a vision in the flames would appear and she would drop everything, often leaving behind all but her clothes, gold, and the spell book. In each city she sought out scholars, hoping to find someone able to decipher the strange coded text in which it was written, yet no one could, so she poured over it for hours each day, piecing together small things that she could remember from her time with him. It was a terribly long process, but slowly she gained confidence, each time staying a little longer, tempting fate more and more. Yet, each time she would cave, moving on before he could get too close.
Last edited by DaysUntold; Oct 12th, 2020 at 01:40 PM.
Name: Khamyra - Sweet Smelling Soul Race: Tabaxi Age: 22 Class: Darkness Cleric Alignment: Chaotic Good Background: Far Traveller
Personality: Finding comfort in the shadows, Myra is quiet and everwatchful of the people, places, and things around her. Learning as much as she can and finding unconventional solutions to all sorts of problems are where Myra thrives. When something intriguing catches her eye, she will explore and learn as much as she can about it. She prefers constantly being on the move, and is always looking for a new adventure.
Trait: I often make others uncomfortable under my observant gaze though, they are to blame for being so intriguing. Trait: I have excellent control over my outward emotions and expressions. My tail however, does have a mind of its own which can be quite bothersome. Ideal: The world has many curiosities to offer, I am here to explore them all. Bond: I will one day find my home, where I am meant to be, until then I will explore the world. Flaw: Once my curiosity is piqued it can be quite difficult to turn away, even if I or those around me are in danger.
Appearance: Despite her tall figure, Myra uses her fluid and graceful movements to meld into any shadow. Her deep black fur, highlighted by silver streaks adorning her body, allows her to all but disappear from view. The occasional glint from silver streaks, and her everwatchful icey blue eyes are often all that can be seen of her. Even with her affinity for the shadows, Myra does love wearing colorful clothing from all areas she's travelled. She often has mix-matched colors, clothes, and trinkets on, and is constantly finding and gathering more.
The warmth of the sun shining on her fur, the gentle sway from the River Nuria, and the calmness found during the quiet night, give Myra a sense of familiarity and comfort. Since she was a young child, travelling throughout Nuria Natal has been the closest Myra has ever felt to her family or her homeland, of which she only has fleeting memories. After many months of aimless wandering and searching for her home, Myra was found next to the River Nuria by Latija, an elderly perfume merchant. Latija offered Myra more than just a home, but a friendship and a direction in life. She is the one who introduced Myra to the religious workings of Bastet. Latija was Myra’s biggest supporter and encourager, and for many years the two of them sailed up and down the River Nuria, selling perfumes and sharing the wisdom of Bastet. Unfortunately, in the past year Latija passed away, and Myra has been looking for a new path to start down, using her faith in Bastet as a guide.
Last edited by 4eyedBadger; Sep 22nd, 2020 at 01:08 PM.
Name:Kazimir Age: 113 Gender: Male (he/him) Race: That's a lie. He's not an elf. He's an Elfmarked but he'll gut ya if you rat him out. Nobody likes a snitch!100% True-Blooded Elf Class: Bard (College of Entropy) Background: Gambler Alignment: Chaotic Neutral Theme:“Casanova” by Rayland Baxter
Personality Trait One: I lie about almost everything, even when there's no good reason to. Strike that. Especially when there’s no good reason to. Personality Trait Two: I'm a born gambler who can't resist taking a risk for a potential payoff. And if you came out on top as much as I do, you would be too! Ideal:Independence. When people follow orders blindly they embrace a kind of tyranny. Bond: I seek to finish the Song that's haunted me for what feels like eons. It comes to me in my dreams. Bits and pieces. Slipping in and out of my consciousness like water through a sieve. It is a madness I thirst after, like a drunk that laps after a drop of spilled wine. I cannot resist its call. Because I know if I learn its words, if I play its ephemeral notes, I could change the world. It does not matter if it is for the better or for the worse, so long as I am the one to write it. Flaw:
I'm always in debt. I spend my ill-gotten gains on decadent luxuries faster than I bring them in. And after a hundred years of dodging debt collectors, the list of places that I don't owe somebody something are coming up uncomfortably short.
An innocent person is in prison for a crime that I committed. I'm okay with that. Most days.
Physical Appearance: Handsome. Suave. Five feet tall. Every woman's dream.
Kazimir | Human (Elfmarked) | Bard (College of Entropy) | Level 6
Relevant Equipment: Hand Crossbow, Leather Armor, Lute, Dagger, One Shoe, Lucky Coin
Thanks to your elf 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.Dark Vision | You have advantage on saving throws against being charmed, and magic can’t put you to sleep.Fey Ancestry | 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 d8.
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 4 times per day. You regain any expended uses when you finish a long rest.Bardic Inspiration | 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 | 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 regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.
The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.Song of Rest | College of Entropy: You learn to borrow a little bit of other people's luck for yourself. When a creature that you can see within 60 feet of you makes an attack roll, ability check, or
saving throw with advantage, you can use your reaction to expend one of your uses of Bardic Inspiration to grant that
creature a penalty to the check equal to the number rolled on your Bardic Inspiration die. You gain Inspiration that
is usable only on yourself and lasts for a number of rounds equal to the number rolled on the Bardic Inspiration die. If you do not expend the Inspiration before that time, it is lost. Stealing luck, regardless of whether you use the
Inspiration, causes a chaos magic surge.Luck Stealer | College of Entropy: When you cast a chaos spell, you cause a chaos magic surge and regain one use of your Bardic Inspiration. You regain the use of infusion of fortune after a short or long rest.Infusion of Fortune | You regain all of your expended uses of Bardic Inspiration when you finish a short or long rest.Font of Inspiration | You gain the ability to use musical notes or words of power to disrupt mind-influencing effects. As an action, you can start a performance that lasts until the end of your next turn. During that time, you and any friendly creatures within 30 feet of you have advantage on saving throws against being frightened or charmed. A creature must be able to hear you to gain this benefit. The performance ends early if you are incapacitated or silenced or if you voluntarily end it (no action required).Countercharm