Last edited by Elanir; Nov 10th, 2020 at 12:55 AM.
Reason: Changed the post somewhat to show that Haemon has been misinformed about Ismene‘s disappearance.
Raemka strode up the path to the Heights. The tabaxi was an imposing figure—tall, strongly-built, dark-furred, bristling with weapons. Like most pit fighters, his clothing was minimal, The spectators liked to see what they were paying for. Especially the noble women.just a few strips of white and blue cloth and light brown pants. From time to time he stopped and cocked his head, listening intently. In the distance, Synkel was coming alive, as it did every evening. But it felt... different. Subdued. Guilty. Ever since the children had started disappearing, Synkel had become a joyless city.
Raemka was not deaf. He had heard the rumors. At first it seemed to him that it was just a case of children running away from domineering parents. In his experience, that happened more often that people liked to admit. But as time went on, and more and more children went missing, the rumors got darker. "Kidnapped," they said. "Slavers," some opined. "The Curse," a few muttered ominously. When he enquired about the Curse, all he got was shaking heads. Thinking back to his own family in Khem, Raemka wondered how the citizens of Synkel could continue going about their normal business. Still, he wasn't a local. It wasn't his business to tell people how to behave.
Aten disappeared below the horizon just as Raemka arrived at the gates of the Dukas estate. At first the guards didn't want to let him through, despite the letter of introduction he bore from Livianus, the master of the arenas. He didn't blame them. Besides, it gave his eyes time to adjust to the darkness. Staring out into the night, Raemka answered their questions simply and without rancour. Eventually, word must have come through from the house, and they let him through.
He was met, at an outhouse, by an Anykhetian house servant. "Welcome, my name is Nechotas, I am Master of the House. You are here to answer the call for aid?" Raemka nodded and presented his letter of introduction. Nechotas gave it only a cursory glance. As the man prattled on, Raemka dropped his pack to the ground, and began to divest himself of his weapons, leaning them up against the side of the outhouse. Firstly, a Domantine shield of superior quality; it had been a gift from a grateful magistrate in Nekheb, whose life Raemka had saved... twice. Then his Anykhetian battle-axe, his light crossbow, and his javelins.
By that time, Nechotas seemed to have finished. Raemka had a quick look inside the outhouse, and observed a familiar face. "Haemon!" he called out. "Is someone dying, then?"
Heliae stood at the base of the hill, their head slowly rising upward to assess the climb. They exhaled, slowly, as if it were the first time doing so for the entire day. Could this ascent be the last before finding new purpose? How strange it was, to search for one to serve, when Heliae had spent their entire memory dreaming of freedom. Now that the dream was reality, it was almost too much to bear.
After the exhale, came a single, sharp inhale. With this, the young Druid’s foot lifted from the dirt, taking a single step, towards what, they were not sure. Purpose, perhaps. Another fool’s errand, more likely. With each step the sky turned from burnt orange to a deep, navy blue, and with the change in color came the cool air the exhausted so longed for. Heliae continued to climb at a moderate pace. While they were young and their body able, it was indeed the close of another day of travel, which had been blisteringly hot. Their gate was graceful, and their tall and lean frame seemed to glide. The only indication of Heliae’s weariness was the slight hunch to their shoulders, a permanent affliction from too many nights sleeping on the desert’s sand and rocks. As they kept pace, Heliae could feel the cool air wicking away the dew-like drops of sweat along their hairline. The damp large square scarfshemagh became increasingly cold as night fell on the desert.
The gated entrance to the Dukas Estate was now in view, and Heliae stopped for a moment’s breath. Unsure of who would greet them, the former servant knew better than to show any signs of weakness, no matter how excusable, to nobility. Heliae removed their dusty and sweaty cowl, revealing their face, which was an uncommon mix of two pigments. Their face was a puzzle of caramel brown and almost translucent tones, resembling spilled ink on paper. The elders used to say that Heliae was a cursed child, and would almost always mention their appearance when talking about The Curse. “This is arabic, which I used a translator for. My apologies if it's not correct!fatat dhat wajihin,” they would call to her. The girl with two faces.
Thick, black bangs unfurled from the scarf, slightly waved from the layers of sweat and dirt. Heliae flipped it from their face with a flick of their neck, eventually attempting to smooth it, unsuccessfully, with the heel of their hand. Born a girl, and now of mature woman’s age, Heliae’s appearance suggested neither strongly male nor female. Their facial features were soft, though slightly angular due to their slim build. Their hair was short, but there was no indication of facial hair, and long black eyelashes fluttered around electric blue eyes. This confused most people they interacted with at first, but for Heliae, the ambiguity was where they found comfort, not constricted by any set of societal guidelines for a particular gender. It was one way they could always be free, master or no master.
The druid had heard of Lord Dukas’ plea for help... a young woman in need of protection, in travelers’ camps frequented by their kind. Places filled with folks like Heliae, who were going neither to, nor from, just going. For the past few years, since their release frok servitude, Heliae had reluctantly been traveling, keeping to themself and honing their druidic practice.
Heliae sought purpose and was growing tired of being alone. They were slow to trust others, but after spending 15 years in service to another, as Ruby Zemanthe’s companion, Heliae greatly missed being needed. It was a complex existence, being the girl, now woman’s, companion. What began as enslavement progressed into true friendship. Their relationship could have possibly turned in to more if they had been different people in a different time. The day of Heliae’s release, on Ruby’s 25th birthday, was truly bittersweet.
Heliae shifted their thoughts away from Ruby, back to the task at hand. Heliae could see the gates now, with buildings and lit torches sprawling beyond. With less than 20 steps, they would be at the entrance to the Dukas Estate. As they approached, a man named called out in greeting. There was no turning back now.
“Good evening, Nechotas. Indeed, I am here to answer the call. I am Heliae Eshse, of-“ they paused for a moment. Unsure of where, exactly they were from now. “-formerly of service to the Zemanthe family. I come to offer my services of protection to this house.”
Nechotas motioned to the evening’s accommodations, hardly lavish, but more comfortable than the traveler had seen in some time. “This will do just fine, thank you. Please extend my thanks to the Lord and his family for their generosity and hospitality.”
Walking through the gate, a servant extended a hand with a cup in it, offering wine to Heliae. They gave a slight nod and shook their head side-to-side in reply, tapping the waterskin tethered to their bag. I hate being waited on.
Across the room, Heliae spotted a man and immediately recognized him from their time with the Zemanthe family. Making their way hesitantly, Heliae approached Haemon, the physician. They had met some time before, perhaps a decade or more ago, and he had created them a slave to keep their patches of fair skin from burning in the desert sun. They were grateful for the care, but almost hopeful he would not remember, as the encounter had not been entirely positive in Heliae’s mind. It was clear the man did not appreciate Heliae’s less-than-traditional relationship with the Zemanthe family. He was with another, a tabaxi, whom Heliae did not recognize.
Unsure of whether Haemon would remember them, Heliae opted for a simple greeting to the pair. “Greetings, gentlemen, have you too answered the call for protection of Lord Dukas’ daughter, Ismene?”
"Tozzing nobles... this one family's estate is larger than the entire Academy!"
Standing at the gatehouse, looking up at the palatial estate of Alexandros Dukas, Applecore muttered under her breath. A few terse words with the guard stationed there and she pushed past him to the outbuilding. Into the space came a physically imposing sight. At nearly one full 1 fathom = 2 meters = 6.5 feeturgye, the woman stood above all others present in both height and bearing; the first thing that may be noticed even before her appearance is her haughty gaze as she appraised the surroundings and those present. Her half-lidded, almost sleepy eyes revealed gold paint swept across and past her eyelids as they quickly moved over Hmm... A young one, but perhaps not so young to be threatened by these disappearances. Older than Academy age, at any rate. I wonder why... he? she? why they were invited to this assignment? What skills or insight do they posses?Heliae and Hmph... no question about this one. All those weapons and exposed muscles surely makes a statement. If we come to violence I hope his bite is at least as bad as his presentation's bark.Raemka, but lingered on The Elean healer... Haemon. I suppose it makes good sense to bring a physician along, there could very well be a component to this problem that needs his expertise. And he seems to treat the Domina with some familiarity... and condescension. I didn't think him a noble...?Haemon with a flash of recognition.
Once silent assessments were made the woman seemed to remember the multiple packs she was carrying and hefted them near to where Raemka dropped his belongings, her gait odd and off-kilter as the packs didn't seem balanced properly and the mace hanging from a loop on her belt banged against her leg. Dropping two large, bulging bags they hit the ground with hefty metallic clanks emanating from inside and she unstrapped a spear, leaning it against the marble post. The mace joined the pile, along with an ornate looking shield. The messenger bag strapped across her chest stayed put as she stretched out her back. Dark-skinned and freckled, the middle-aged woman's auburn locks cascaded freely down to her rear, constrained only by a bright blue head scarfkeffiyeh tied around the back of her head instead of covering it entirely, as was traditional. She carried more fat than muscle, though that is not to say she didn't look powerful. Her green dress is plainly cut and free-flowing to the knee, though the bare shoulders leave more skin exposed than might be considered "appropriate". A Those who are familiar with the Old Gods of Anykhet would recognize Mesiddica, protector of women.stylized owl is embroidered onto the dress's right hip and she wore multiple Piercings in her nose and bottom lip, large circular earrings, a choker, and an upper arm bracelet in the form of a snake.adornments of rough-worked gold.
Stepping over to the servants she spoke her first word in front of the group. "Water." It was a statement, not a question. Her voice carried out confidently, deep while still retaining a distinctly feminine tone. Once a cup was offered to her she gulped most of it down, splashing the rest onto her face and wiping down her forehead, cheeks, and neck. She refilled the cup with wine and only then did she address the head servant. "Kyai Applecore. If we are forced to sleep out here than I suppose it shall be so. Will your guards be on alert all night? You've had no change in staff the past weeks? And Ismene is here at the estate, is she not? I've lost too many students this week, tracked down one family after the next, only to be met with failure and despair. I am not going to lose this one now that I've finally gotten ahead of this... this... whatever this is!"
Once her questions were answered to her satisfaction Applecore approached Heliae, Raemka, and Haemon. She stood freely and straight, putting one hand on her hip and looked over them once more while sipping her wine, as if searching for something she missed the first time. She intended the smile and nod to be friendly, though it undoubtedly still carried the unmistakable superiority she seemed to continuously exude. "Kyai Applecore. Headmistress for Synkel's Academy of Education and Knowledge." She turned to Haemon, addressing him specifically. "Physician Haemon. I did not expect to see you a part of such a risky proposition, yet it seems you may have a personal concern for Ismene and the Dukas family? I'm glad we'll have the... skills of one such as yourself. If you can keep up?" There was a hint of resentment when she mentioned Haemon's skills and the jab at his age was obvious, though Haemon might know from previous interactions that that was considered friendly small talk for the blunt Dulamah.
Eventually she turned her direct questions onto the young human and the tabaxi. "And you two? You have singular interests as well? Or were you invited purely for your talents?"
Applecore | Re-skinned GoliathDulamah | Size: Medium | Level 3 Knowledge Cleric HP: 27/27 | AC: 16/Armor, no shield14/Shield, no armor12/Without armor or shield10 | Speed: 30ft | Hit Dice: 3/3 (d8+2) | Prof. Bonus: +2 Left Hand: Empty || Right Hand: Empty
STR: 14 (+2) | DEX: 10 (+0) | CON: 14 (+2) | INT: 14 (+2) | WIS: 15 (+2/Saving Throw+4) | CHA: 8 (-1/Saving Throw+1) Proficient Skills: Arcana (double proficiency bonus from Blessings of Knowledge class trait+6) | Athletics (+4) | History (double proficiency bonus from Blessings of Knowledge class trait+6) | Insight (+4) | Religion (+4) | Sleight of Hand (+2) | Stealth (rolling with disadvantage when wearing scale mail+2) Languages: Common, Anykhet, Dulamah, Domantine | Other Proficiencies:Light, Medium, ShieldsArmor, Simple Weapons, Disguise Kit, Thieves' Tools Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 4/4 | 2nd Level Spell Slots: 2/2 Cantrips:Divination Cantrip
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: 1 Minute (Concentration)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance | Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 1 Minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy | Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).Toll the Dead | Domain Spells:2nd Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Self
Components: V,S,M
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
-Weal, for good results
-Woe, for bad results
-Weal and woe, for both good and bad results
-Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.Augury | 1st Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: 1 Round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command | 1st Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Touch
Components: V,S,M (a pearl worth 100gp)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Identify | 2nd Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 30 feet
Components: V,M
Duration: 1 Hour (Concentration)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.Suggestion Prepared Spells:1st Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V,S,M
Duration: 1 Minute (Concentration)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless | 1st Level Divination
Casting Time: 1 Action (Ritual)
Range: Self (30 foot radius)
Components: V,S
Duration: 10 Minutes (Concentration)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Evil and Good | 1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Inflict Wounds | 2nd Level Divination
Casting Time: 1 Action
Range: Self
Components: V,S,M
Duration: 10 Minutes (Concentration)
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | 2nd Level Enchantment
Casting Time: 1 Action
Range: 60 feet (15 foot radius)
Components: V,S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.Channel Divinity:As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead, Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.Knowledge of the Ages Funds: 12gp, 9sp, 8cp | Weapons:+4 to-hit | 1d6+2 Bludgeoning DamageMace | +4 to-hit | 1d6+2 or 1d8+2 Slashing Damage
Thrown (20/60) | VersatileSpear | Equipment:
14 + Dex AC | Not Currently Worn | Disadvantage on Stealth checks when worn
Applecore's holy vestments were granted to her when she pledged herself to Mesiddica, although she hasn't ever found a need to actually wear them and finds them quite ridiculous.Scale Mail |
+2 AC when wielded
Much like her cleric's armor, the shield of Mesiddica holy warriors has sat unused for many years in Applecore's storage.Shield | Mesiddica's Medallion | Worn around neckHoly Symbol |
Wonderous Item, Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.Lantern of Revealing | WornNice Clothes | Worn on beltSmall Knife | Map of Synkel, bedroll, mess kit, tinderbox, torches (10), rations (10), waterskin, hemp rope (50 feet with grappling hook attached), ink well & pen, paper (5 sheets), holy water (1 vial), potion of healing, caltrops (2 bags), manacles, thieves' tools, pearl worth 100gpMessenger's Bag Racial Traits:STR +2, CON +1Ability Scores | You have proficiency in the Athletics skill.Natural Athlete | You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | reskinned from "Mountain Born"
You’re acclimated to extremely hot and arid climates.Desert Born | Class Traits:You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.Ritual Casting | You can use a holy symbol as a spellcasting focus for your cleric spells.Spellcasting Focus | Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level
Spells Known
1
Command, Identify
3
Augury, Suggestion
Divine Domain: Knowledge | At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.Blessings of Knowledge
Old Dunyazad knew the winding hallways of more than one estate within the Heights. Resided there on a number of occasions, even. But today, she trekked from across town, so she'd set out early, knowing the time it would take at her pace.
The old, crumpled woman thought back to how she’d come to enter into the Heights, alone, not entirely owned and not entirely free: two heads of a noble house had clammored on the ground before a servant, weeping and begging. "Go to her. Go to Ismene! Go and see her safe!" Lady Porcia Tertia Balbii crawled on the harsh stones before the housemaid - the altrix - grasping incessantly at Dunyazad's withered hands. And she was the more subdued of the two.
"You belong to the House Balbii and you must obey! I command. I demand!" Lord Sabinus of the Balbii was pacing around the room, garbed in his last good set of court robes, flailing his arms and occasionally knocking into something. A great jar half-filled with rice, or a standing candleabra. It was unlit, fortunately. "Use your witches' curses! We don't care, damn you!"
"Please, we know you are of the deserts. We do not mind that you are a desert witch. You have always been modest. Please! Go to Ismene!" The Domina wasn't letting go of the servant's hands now. She clung to them firmer and firmer, the ribbons of her ornate headdress flitting about her as she plead. She'd stopped blinking and instead streamed tears down her hastily-painted face.
Dunyazad was in fact a model servant, but for once, her silence wasn't entirely by choice. She blinked at the scene unfolding around her. For the first time in so, so many years, Dunyazad was shocked.
"What is it?! Too proud?" Lord Sabinus seized upon Dunyazad's hesitation. His outbursts were worsening. "You want more pay? You want gold? Have it!" He clutched two handfuls of coins from a small, nearby coffer and threw them at the old servant. She winced reactively, but Lady Porcia didn't even seem to notice as they bounced off of her.
At least the majordomo had the sense to clear the once-decorated receiving hall of other servants and exit himself. To say that two nobles groveling before one of their servants was unbecoming would be an understatement. But they'd just lost their eldest child and grief laid low even the highest born. Otho was the boy's name. He was only the last of a growing number of disappearing youth. And Dunyazad had reared the child herself. He'd been too grown to have an altrix for several years now, but if the old servant had any guilty flaw, it was that she and her charges were too bonded. Too much like real family.
"Please, Dunyazad. You raised the boy. He could be out there all alone! He could need help!"
"Coin isn't enough?! Fine! We'll grant your freedom! Just go!"
The truth was twofold: they had indeed lost their eldest, but as Synkel faded, so too did House Balbii fall into ruin. Run out of money and friends, in both the Five Cities and in Domantine proper. They needed Synkel to survive, if only for themselves. They needed to send aid to the Dukas, if only to seize upon a desperate moment to gain favor. And they needed to find their missing heir if only because, at the prospect of losing everything, the only thing of any real worth was their family.
"Please, if you must hate us for being of the Empire, we accept it. We've heard the stories of what happened to your peoples. But do not allow Otho to suffer for it!"
"Freedom isn't enough, eh? Want to see us ruined?! You'd get a real laugh then, wouldn't you?!"
Through all their shouting, which may as well have been to themselves, Dunyazad could only manage a whisper - a low, rolling gravel of a whisper: "I will go."
The nobles' roars and wails stopped immediately. After a brief silence, and their outbursts had fully passed, the mother and father began to sob faintly.
And so Dunyazad passed by the house of the elven moneylender who was, in an open secret, a quarter bugbear. By late afternoon, she passed by the breadmaker that cheated on their spouse with the supplies courier, so the neighboring herder's daughter said. And as dusk neared, she passed by the clerk-filled plaza surrounded by once-opulent government buildings. It was nice to walk upon the sun-bared stones, uneven in pavement as if in one final defiance of being stolen from the mountains and carved into domestication within the great city. Strange, though, to travel with such a heavy pack, and not having kitchens and closets and a small village of staff readily on-hand. As shadows claimed the streets entirely, Old Dunyazad did not find herself looking east to the river, like so many idealists and tourists, but south to the mountains that watered the city, out of sight. She took one last look to those mountains before she approached the doors of the House of Dukas.
"I am come on behalf of Lady Porcia Tertia and Lord Sabinus of the House Balbii. House Balbii answers the call for aid to Lady Ismene," She offered plainly. It would be an odd thing for nobles to send a servant instead of a retinue of trained warriors, much less... a crumpled old woman. But with her servant's cowl up, she followed the dress and etiquette codes of their kind, and was expected to be let in without any real difficulty. "Yes, Nechotas. I alone am sent from the Balbii. Yes, unorthodox, perhaps. But you understand these times," She said to the head servant. She'd only encountered Nechotas a few times, silent and in passing while trailing after their respective masters at some overbearing function. But there was a familiarity of station. If Nechotas heard rumors of the Balbii's looming destitution or of Dunyazad's spellcraft, then her lone appearance on behalf of the noble house would surely reignite those rumors.
Dunyazad couldn't help but approach the shed as she had for the past many decades - quiet as a sand mouse, with neat and orderly steps, her hands clasped together before her, and her head bowed. She still wore the simple, green robes and brown apron of a Balbii servant - the color pattern was out of fashion by several cycles, now - and her hair was pulled in a tight bun and suspended with wooden hairsticks. She was small, and looked smaller with a chest strapped to her back. And when she spoke, her voice was both soft and course, low and with an earthen rumble. "This area shall be fine, thank you," was all she said with a bow. In all, she still appeared and behaved much like a lifelong servant: quiet, composed, and with a subtle sense of knowing.
As the others were conversating, Dunyazad mostly kept her distance with her eyes low. She listened to everything but appeared as though she were merely waiting. All the time in the world, as if not even there. Her kind - the lowborn - were made to blend in with the walls, and so too did they learn to see and hear as walls do.
It was strange to be waited on by other servants so she waived them on with a faint hand gesture. She set down her chest but relied heavily on her gnarled wooden cane and kept it in-hand. Her wrinkled eyes settled upon each of the others that had answered the call for Ismene - some familiar, some new, and some infamous. Only after Kyai Applecore began to chat did Dunyazad approach, almost meagerly. "Esteemed Kyai. The academy flourishes in your guidance, and so too does Anykhet prosper." When the tall Dulamah looked down at her, at a mere four feet and a few inches, Dunyazad finally craned her neck up to peer at them with foggy eyes. Her mouth widened and her jowls pulled back, creasing her face a thousand and one times on either side. She smiled warmly. "Hello, little one."
__________________ Pronouns: He/Him | Posting Status::) | PCs:Dr. Ouzo, The Altrix Dunyazad, Varley, Old Man Ingo cottontailwind: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!"
Last edited by cottontailwind; Nov 11th, 2020 at 12:27 PM.
"Kyai Applecore. Headmistress for Synkel's Academy of Education and Knowledge."
Raemka stiffened as the dulamah introduced herself, but gave no other sign of recognition. He watched her surreptitiously. Yes, this was the one—the one the Domantines wanted dead so badly. "I am called Raemka," he said, responding to her questions. "I have no personal interest in this matter, so I must suppose that it is for my skills that I have been brought here. I'm sure Haemon can explain what those skills are." His voice was deep and rumbling, like a rockslide.
He pulled aside one of the lengths of canvas and stared out into the night, only half-listening to the conversation. He was unsettled. What was the point of all these guards? Curse or no, the threat to Ismene was something these guards were not equipped to handle. Free to make his own choices, Raemka knew what he would do. He would hail himself to the main house and spend the night on Ismene's roof. And yet, the house servant, Nechotas, had been insistent. They were not to disturb the Dukas family tonight.
Nechtos monitors each of the aid-givers as they arrive. He is well-trained. He makes his opinions of each individual quite well known while for the most part standing ramrod straight and studiously blank-faced.
Haemon gets a small nod of respect from the Master of the House, and he adds, "You are welcome here, healer. The Lord will be well-informed, rest assured." Raemka fits the expectations of a guard (albeit an impressive one), and so his entrance is easy and natural and goes silently unremarked. Heliae's entrance, on the other hand, fits few expectations. Nechotas does not remark on their entrance, either, beyond the simplest greeting. But the raised eyebrows and a look down the nose give an unmistakable impression of heavy judgement. Haemon might wonder what exactly the Lord will be well-informed about.
Applecore enters to interrupt the silent judgement. The Master's judgement is less silent here. He audibly huffs as the Headmistress asserts herself into the room, and treats herself to the offerings before addressing the group. He accidentally raps his rod on the flagstones out of irritation, but he answers the questions that are thrown out. "The guards of course will keep you perfectly protected as long as you remain on the grounds. Our staffing is not of concern. Yes, Ismene remains safe and secure," he gives a small look to Haemon, "the rumors around town notwithstanding. Those of you who take the position will be introduced to her tomorrow."
Finally, Dunyazad enters the gates. Nechotas does not obviously judge her as he judged the last two. Instead, the smallest look of confusion passes over his face. "Mistress," he greets her respectfully. "YOU are here to..." but he cuts off the question as she walks with purpose. He nods and guides her to the gathered group.
A few minutes of conversation pass, and it becomes apparent that the gathering is as large as it will become. The head servant motions for the gates to be closed, and then he addresses the group. "No more will arrive tonight. If that is all?" He looks about the group to see if there are any last minute issues. He gives the sense of impatience - he is not here to offer explanations, only to ensure hospitality. Once necessities are met, he says,
"Then I will bid you good night."
Great introductions all! Now that we're gathered, I'd like to establish a few relationships within the narrative. I don't want to overwhelm your posts, so in your next post, please
1) continue naturally with whatever interactions or conversations are underway
2) introduce a positive existing relationship or impression you have with one of the other PCs. This might be a story you heard, a kindness you saw, in interaction you had, or a deep long-term relationship. Give the reader a sense of that.
I've asked you guys to also think of a more... I dont' want to use the word "negative" - I don't want to introduce a bunch of inter-party strife. But a little tension, and difficulties to overcome, can always make things interesting.challenging relationship with one of the other PCs. Please hold off on that for a moment.
In the third post of this scene, I'll ask you to introduce that more challenging relationship. Maybe you've heard things about them, maybe you've had interactions. Maybe in the coming post, they'll say something awkward! Thinking about that now is good. But let's try to keep that out of the next post, so that we can build the positive, and have some conversation first.
__________________
GM of Uncaged: Found Family, a folklore-inspired D&D 5e one-shot adventure.
Thankfully, before Heliae had a chance to speak, Raemka answered the goliath. As the tabaxi opened the canvas, revealing the night sky, Heliae's gaze slowly followed. They listened to the wind coming through and could tell based on the smell of the air the force of the wind that the desert was calm tonight. Almost eerily so. Though the druid had only in been in the presence of others for a few moments, they already found themself longing for solitude. Heliae studied the tabaxi for a moment, puzzling through how they recognized him. The Desert Storm, it must be him…
Heliae’s concentration shifted as the Dulmah’s voice cut the air of the quiet corner. “Or were you invited purely for your talents?" They looked over their shoulder, and then up, as Applecore stood nearly a quarter meter taller. Heliae knew that this would be part of the job. A team was being assembled, and they would need to be part of it. That included small talk. Come now, Heliae, answer her. Heliae found the very air about Applecore to have a hint of arrogance that left Heliae uneasy.
However, one of the few things Heliae disliked more than arrogance or demands from strangers was rudeness from themself, so they mustered a response for the headmistress. “I was not invited. I heard the call at various camps and bazaars, and thought my previous experience with providing protection and knowledge of the desert could be of use.” Heliae took a small sip from their waterskin, returning its plug and wiping their hand on their pant leg, which they extended in greeting. “I seek to protect the desert from The Curse, whether that be those that live in it or the land itself. The name’s Heliae Eshe.”
Their appearance and voice likely confused the others, as the two did not seem to match. Heliae’s voice was soft and slow, almost intentional. They sounded like a woman, but their hair and dress implied otherwise. Their slight build and straight hips made it hard to discern. It made no difference to the druid, as they were the most comfortable this way… unassuming and in between.
Turning back to Raemka, Heliae nodded to the outside. The lanterns and fires dotted the desert night, the sun now behind the dunes for its daily rest. “It seems foolish to assemble a team of protection for Ismene, only to keep them all under cover, no? I’d much rather be out there, myself.” Heliae looked the tabaxi up and down, quickly, and the memory came back, in fragments, like specks of dust in the air. They had seen Raemka before, yes, in a fight. Or after, Heliae couldn’t exactly recall. Raemka was a known fighter in the city and they had heard the tales of The Desert Storm.
Perhaps it was the visible strength he exuded or seeing a commonality in their disinterest in the presumed measuring up of one another, but Heliae felt drawn to the tabaxi. While they had been traveling for years on their own, and could work with the desert to survive, they by no means were considered a skilled soldier or fighter. While Raemka and Heliae’s skills of use were seemingly opposite, someone like this could be of great value as an ally to the druid. Maybe, just maybe, coming away from their self-imposed seclusion would not be entirely intolerable.
Heliae’s eyes scanned the room a single time, then came back to the tabaxi. “Are you acquainted with the others already, or have you come alone?”
Turning back to Raemka, Heliae nodded to the outside. "It seems foolish to assemble a team of protection for Ismene, only to keep them all under cover, no? I’d much rather be out there, myself."
Raemka nodded, distracted. "Hrmm. Foolishness, yes. As those that travel the wastes know, danger does not wait for you to be ready. What if the girl is taken tonight?" The thought seemed to agitate Raemka, and he took a half step out of the outhouse. "I am just a pit fighter. It is not my place. But if it was my daughter, or my sister..." He left the statement hanging.
He turned to face Heliae. For a moment, he struggled to focus on the young Anykhite, as if unaccustomed to such intimate conversation. "Did I hear you say you'd spent time in the desert?" A slight smile creased Raemka's face. "It is beautiful, is it not? The stars at night..." He paused as, frustrated by his inability to find the right words, his smile turned into a slight frown. "And even during the day, looking out from the tops of dunes there are strange patterns in the sand."
"It is beautiful, but dangerous too. Cruel. In one breath it offers hope, in the next breath it takes it away." Raemka slowly took in Heliae's appearance. They reminded him a little of Aat, his companion and partner-in-crime back in Khasut. The same lean, ambiguous build. The same quick movements. The same desire for companionship after having been alone for too long. Younger, though. Thank the gods. Aat had led him on a merry dance.Not as confident. "It is wise not to judge things by their appearance, don't you think? In the desert, that can get you killed."
Heliae’s eyes scanned the room a single time, then came back to the tabaxi. "Are you acquainted with the others already, or have you come alone?"
"I know Haemon, yes. But then, I think everyone in Anykhet knows Haemon. He does good work." Raemka seemed to find this amusing, and his low chuckle reverberated around the outbuilding. "And I know of the Kyai, by..." He hesitated, unwilling to say too much. "... by reputation, of course."
Seeing Raemka being led to the very same place Haemon himself was waiting, pleased the physician, but he decided against showing it. The TabaxiTa-bash-ke was a master of the arena and his mere presence inspired confidence in the Elean that with his help things would in the end turn out all right. That didn’t mean that he would welcome him with a smile. The last time they had met words had been exchanged, words that could not be easily forgotten, at least not by the stubborn Elean. It seemed that Raemka remembered as well, for his way of greeting the man who had treated his wounds more times than he cared to count was one of irony – or at least that was the way he interpreted it.
"Haemon! Is someone dying then?"
The physician‘s eyes met those of the gladiator, his gaze icy. "That is a strange thing for one so well acquainted with death to be asking. There is always someone dying, Raemka, you know that. Treating the wounds other cause feels like trying to dam the great Iteru, hopeless, but I will keep on trying nonetheless."
The concern for Ismene‘s fate and his friend‘s state of mind seemed to wake a belligerence in Haemon instead of paralyzing him with sorrow and he would have continued the exchange with this killer for pay, but the arrival of more people silenced him, which was probably for the best.
Heliae, the freed servant, arrived and softened the Elean‘s heart. He was glad they were healthy and well. They, he pondered, would have been clearly a „she“ for my old master. He followed the philosopher Aristoboulos‘ system of strictly categorizing the world. A man born a man was forever a man and a woman remained a woman no matter what she felt and thought about her own identity. Nothing could change what nature decreed. Black and white and nothing inbetween the two extremes. An attractive version of the world, surely, but sadly inaccurate. There is such great diversity among us if one only has the eyes to see it. Why, even the gods gave birth to two-sexed child of Aphrodite and HermesHermaphroditus, who are we to think we know better?
"Greeting, Heliae. I trust you are doing well. I heard of your manumission. A truly admirable and certainly deserving act. I am glad you are here to share this family‘s pain with the rest of us."
Then, Kyai Applecore appeared, his Meline, and it was as if the sun had risen in this part of the Dukas‘ estate, blinding everyone with the intensity of its radiance. Haemon had oftened wondered how a barbarian woman who was named after a thing without worth, a woman who was rumored to have scoured the streets to find something that could alleviate the hunger of her empty stomach, could command such authority. The Elean chuckled silently. No, he was wrong. An apple core was not a thing without worth. It was the beginning of a great apple tree that could nourish dozens. In Meline‘s case it was a spiritual hunger her apples sated, which was all the more worthwhile. Unfortunately, this tree was covered in thorny vines. If only she had been more modest, like a proper Elean woman.
"Meline, if you know me at all, you know that I will not stand idly as a friend and benefactor suffers. I will do all in my power to ensure Ismene’s safety. Why do you speak of her being here however? I heard that she has already been taken like so many others." There was confusion intermingled with hope in the physician‘s face. Could Iufaa have been wrong? Oh, he would teach him a proper lesson if that truly was the case. Then, the kyai‘s last words caught his attention and Haemon’s expression hardened once more. "Don‘t worry, teacherdidaskale, I am more than capable of keeping up. I will not ask you to carry me on your back." He didn’t say it, but he knew that he didn’t have to. Only beasts of burden carried others on their backs.
Nechotas must have guessed Haemon’s lack of reliable information concerning his master‘s daughter even before his exchange with the Dulamah scholar, but apparently he took his time before correcting him. Many servants were like that, relishing any little power they had over their betters. Still, the news was so unexpected and so welcome that Haemon‘s stern facade melted as he sighed with relief. "The names of Demeter and Kore be blessed, I am so glad to hear this, Nechotas. I truly believed her gone…" Smiling for the first time ever since hearing the rumors concerning Ismene‘s disappearance, the physician felt generous enough to share his smile with everyone present. "I should have known better that putting faith in the gossip circulating in the city."
Feeling partly sorry for his unkind remarks, Haemon tried to think of a way of mitigating their impact, when another figure slowly approached them. It was that elderly servant of the noble Balbii family, the one he had thought a female dwarfnane some time back. What was her name? Dounase? Douyazo? No, something more exotic. Dunyazad! To hear haughty Nechotas call her a mistress when he obviously thought so very little of Heliae and the kyai surprised, even amazed, the Elean. What was the reason of this respect, what was her secret?
"Chaire", he welcomed her in the traditional Elean way, avoiding to mention her name, but also not wanting to call her servant. "It seems we shall spend the night here. Please, come sit near the fire. I trust no piece of cloth or fur to chase away the night‘s cold as well as firePrometheus‘ gift."
As he saw the elderly woman slowly walk towards him, Haemon’s eyes sought those of Heliae. He would have liked speaking with them about their new life of freedom. Did they stay in contact with their noble friend? Were they still as close as they had been? Seeing however that Heliae approached the Ta-bash-ke, he preferred to wait instead of following them. Eleans were rumored to be too curious for their own good and he wouldn’t have such malicious rumors confirmed by being indiscreet.
“I was not invited. I heard the call at various camps and bazaars... The name’s Heliae Eshe.”
Applecore stared at the young human with the outstretched hand for a moment, unmoving. Her eyes scanned over Heliae, taking in the other's stance, movements, and yes, even the odd skin pigmentations. The stare wasn't mocking or petty, but it was full of judgement... of appraisal. "You were not invited by another and instead invited yourself because you knew your talents warranted your involvement?" The raised eyebrow added weight to scrutiny and she continued to hold it, seemingly waiting out Heliae's outstretched hand just to see how long it would be offered freely.
Eventually she took the druid's hand and shook it firmly. "Anykhet needs you, Heliae Eshe. If we're ever to prosper once more as we did in generations past, we need more bold people of singular drive. Don't lose that." Holding on to their hand, Applecore pulled it slightly from side to side, looking over Heliae once more. "And... exactly what talents are those? You don't seem the type to jump in the pit with the Ta-bash-ke, over there." She jerked her head towards Raemka.
***
"Hello, little one."
The Dulamah went from a commanding presence to a shaky, hesitant girl in an instant. Her eyes shot wide and she stared at the diminutive altrix for several long seconds before uttering in a cracked voice, "It's you..."The old woman from the alley. All those years ago... She alone knows the weak girl I was before.
Once she had recovered, Applecore spared a quick glance to the others present while reaffirming command of her faculties. A small, close-mouthed cough ensured her voice would once again resonate with confidence, although there remained a hint of subconscious deference that she couldn't seem to dispel. "Dunyazad. It seems the Gods deem old acquaintances reignited on this pursuit. Still cowtowing to noble children? I fear Ismene may be too old to fill her head with the embellishments of our near-extinct cultures." She pressed the offensive now, possibly as a defense mechanism from being confronted with her childhood savior and exposing a vulnerability. "You know, if you spent less time filling those children's heads with fairy tales and instead bewitched their influential parents to join the protests against Domantine occupation you could say that Anykhet prospers with actual conviction instead of empty sentiments..."
Internally realizing she may have crossed the line into blatant hostility, Applecore turned her face even further downward and stared at the ground before meeting the Leutakimah's eyes for a fleeting second once more, her insecurities exposed to the woman who saved her, before turning away and picking at the food that was offered so she didn't have to face Dunyazad.
Applecore | Re-skinned GoliathDulamah | Size: Medium | Level 3 Knowledge Cleric HP: 27/27 | AC: 16/Armor, no shield14/Shield, no armor12/Without armor or shield10 | Speed: 30ft | Hit Dice: 3/3 (d8+2) | Prof. Bonus: +2 Left Hand: Empty || Right Hand: Empty
STR: 14 (+2) | DEX: 10 (+0) | CON: 14 (+2) | INT: 14 (+2) | WIS: 15 (+2/Saving Throw+4) | CHA: 8 (-1/Saving Throw+1) Proficient Skills: Arcana (double proficiency bonus from Blessings of Knowledge class trait+6) | Athletics (+4) | History (double proficiency bonus from Blessings of Knowledge class trait+6) | Insight (+4) | Religion (+4) | Sleight of Hand (+2) | Stealth (rolling with disadvantage when wearing scale mail+2) Languages: Common, Anykhet, Dulamah, Domantine | Other Proficiencies:Light, Medium, ShieldsArmor, Simple Weapons, Disguise Kit, Thieves' Tools Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 4/4 | 2nd Level Spell Slots: 2/2 Cantrips:Divination Cantrip
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: 1 Minute (Concentration)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance | Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 1 Minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy | Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).Toll the Dead | Domain Spells:2nd Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Self
Components: V,S,M
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
-Weal, for good results
-Woe, for bad results
-Weal and woe, for both good and bad results
-Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.Augury | 1st Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: 1 Round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command | 1st Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Touch
Components: V,S,M (a pearl worth 100gp)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Identify | 2nd Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 30 feet
Components: V,M
Duration: 1 Hour (Concentration)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.Suggestion Prepared Spells:1st Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V,S,M
Duration: 1 Minute (Concentration)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless | 1st Level Divination
Casting Time: 1 Action (Ritual)
Range: Self (30 foot radius)
Components: V,S
Duration: 10 Minutes (Concentration)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Evil and Good | 1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Inflict Wounds | 2nd Level Divination
Casting Time: 1 Action
Range: Self
Components: V,S,M
Duration: 10 Minutes (Concentration)
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | 2nd Level Enchantment
Casting Time: 1 Action
Range: 60 feet (15 foot radius)
Components: V,S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.Channel Divinity:As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead, Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.Knowledge of the Ages Funds: 12gp, 9sp, 8cp | Weapons:+4 to-hit | 1d6+2 Bludgeoning DamageMace | +4 to-hit | 1d6+2 or 1d8+2 Slashing Damage
Thrown (20/60) | VersatileSpear | Equipment:
14 + Dex AC | Not Currently Worn | Disadvantage on Stealth checks when worn
Applecore's holy vestments were granted to her when she pledged herself to Mesiddica, although she hasn't ever found a need to actually wear them and finds them quite ridiculous.Scale Mail |
+2 AC when wielded
Much like her cleric's armor, the shield of Mesiddica holy warriors has sat unused for many years in Applecore's storage.Shield | Mesiddica's Medallion | Worn around neckHoly Symbol |
Wonderous Item, Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.Lantern of Revealing | WornNice Clothes | Worn on beltSmall Knife | Map of Synkel, bedroll, mess kit, tinderbox, torches (10), rations (10), waterskin, hemp rope (50 feet with grappling hook attached), ink well & pen, paper (5 sheets), holy water (1 vial), potion of healing, caltrops (2 bags), manacles, thieves' tools, pearl worth 100gpMessenger's Bag Racial Traits:STR +2, CON +1Ability Scores | You have proficiency in the Athletics skill.Natural Athlete | You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | reskinned from "Mountain Born"
You’re acclimated to extremely hot and arid climates.Desert Born | Class Traits:You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.Ritual Casting | You can use a holy symbol as a spellcasting focus for your cleric spells.Spellcasting Focus | Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level
Spells Known
1
Command, Identify
3
Augury, Suggestion
Divine Domain: Knowledge | At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.Blessings of Knowledge
Dunyazad nodded at Haemon's invitation to join them at the fire, much like a servant would, but she also smiled as she dipped her head, most unlike a proper servant. "You are kind and the gods are indeed generous," was all she said. The Elean looked over to who may have been the youngest of them. Heliae. In truth, Dunyazad was as curious about them as the others. Eager, almost, to comment on the times they'd crossed paths as servants, as if to gauge if they remembered her at all.
And then there was Raemka. His motives were curious enough, as a child of Anykhet who survived the empire's fighting pits. She was certainly eager to see Applecore's ideology meet with Raemka's history and seemingly absent sense of allegiance. But to hear him reflect on the desert at night... there was a hint of a poet to him then. Was there more to this wandering tabaxi?
Dunyazad watched over the Kyai's mannerisms as she spoke, keeping that same smile, almost as if an audience merely watching a show. After Applecore's remarks, but just before the moment of silence was too long, Dunyazad chuckled - a low, throaty rumble that almost could have been a coughing fit - though any open chuckle from a servant was as out of place as her unbridled smile.
"Yes, it would indeed make for a poor altrix to serve anything but the child's becoming, wouldn't it? Even in the telling of stories. How wonderful it is, then, to see a thing so simple as a string of words nourish the psyche of a child, who then achieves greatness." She only smiled then, casting her gaze downward in so much deference that her eyes may have been shut altogether. Though if that smile was out of joy or coy, it was difficult to know. When the dignified Kyai commented on fairy tales and the overt resistances to Domantine occupation, the much smaller woman tutted and shrugged her brow, though not necesarilly in disagreement. She peeled a gnarled hand from her cane and waved it in a rolling motion in the air, as if to hurry the topic along. Arguing with her kin about their peoples' survival, both spiritual and tangible, was nothing new to Dunyazad. "The full maxim read as: Boulders arguing as to whether the roll down a hill makes them slave or conqueror to the slope forget that they are of the hill all the same. It was an excerpt of a popular dialogue among Domantine philosophers, often used colloquially to illustrate a moot point, or debating minutia while missing a larger idea. Dunyazad didn't care much for Domantine literature, but held onto a few favorites throughout all her lessons to noble youth, if only because the earth motif reminded her of home. Boulders arguing, and all that. History is no less history when dressed in deeds told at the bedside as much as read under sober candlelight." With her wide smile and low gaze renewed, she changed the conversation in a hum, "Oh, but it would not seem often that those whom chase after Pheme, as they say, enjoy the Academy's support. Would you share with the uneducated, then, what the bookrolls have to say on the mass disappearance of a place's youth?" Applecore had already indicated that she didn't know the cause, but Dunyazad lobbed an opportunity for the gold-painted Dulamah to put what knowledge and theories she did have on display before the group, after having retorted herself into a corner.
__________________ Pronouns: He/Him | Posting Status::) | PCs:Dr. Ouzo, The Altrix Dunyazad, Varley, Old Man Ingo cottontailwind: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!"
Last edited by cottontailwind; Nov 17th, 2020 at 12:48 PM.
Nechotas takes no offense when the group turns to talk amongst themselves rather than to him. In fact, he prefers it; it's a sign that things are going smoothly in the house. He departs with little ceremony and much alacrity. He does not appear again that night, though at one point more wine and water and a small tray of date-sweetened pastries arrive. At another point, a pair of large brass braziers are produced and lit, as are an additional set of small oil lamps. This is not a place to set up a campfire, but the occasional breeze brings a chill. The guards do not bother the group and the servants come and go unobtrusively, all as you'd expect in a well-run estate.
The night passes as the group talks, and eventually sleeps. Their open-air accommodations will call to them to wake early the next morning.
OK, I think this will be the last of my scene-zero free-form updates. Unless I hear objections, we'll gather one more round of player posts, and then I'll transition us to the next morning in a new thread.
As I've previewed, I'd like you to use this last post (at least in part) to establish a relationship that will more more I don't want to use the word "negative" - I don't want to introduce a bunch of inter-party strife. But a little tension, and difficulties to overcome, can always make things interesting.challenging. Maybe you've heard things about this person, maybe you've had interactions. Maybe they said something just now that you found problematic! Share some insight about your perception of them, and what it is about YOU that makes this relationship something that might require some work.
__________________
GM of Uncaged: Found Family, a folklore-inspired D&D 5e one-shot adventure.
Moving away from the little altrix, Applecore couldn't help but chide internally. Why does that woman have to be so damned... so... reasonable?! Is she so daft she can't even see I'm ridiculing her? The truth in fact, one that Applcore knew deep beneath her surface thoughts, was that Dunyazad was absolutely correct. She was enlightening the children of Synkel in much the same way that Apple was, perhaps even more subtely and successfully. And for all the knowledge at her fingertips, the Kyai could not explain the disappearances. Or even get ahead of them, it seemed, until tonight.
With fresh wine and a mouthful of fruit the Dulamah stomped away from the group until she found herself approaching the tabaxi, Raemka. Still full of bottled lightning, unsatisfied with Dunyazad's calm and casual discounting, she needed an outlet. And this brute could do the job... She took a stance next to him as he stared off into the darkness of the Dukas estate. "So... Raemka. You mentioned earlier your "skills" lay in if the guards should fail, and based off of your... obvious physique it seems you fancy yourself some sort of warrior. Please enlighten me, are you so confident in your abilities that you can succeed where an entire estate's worth of trained guards will fail? If all of them are killed, what can you do that they could not? One more sword at the end of one more muscled arm seems an effort in futility, no?"
The comments were an unconcealed attempt to get a rise out of the pit fighter. Applecore needed to release the indignation that dwelled within her...
Applecore | Re-skinned GoliathDulamah | Size: Medium | Level 3 Knowledge Cleric HP: 27/27 | AC: 16/Armor, no shield14/Shield, no armor12/Without armor or shield10 | Speed: 30ft | Hit Dice: 3/3 (d8+2) | Prof. Bonus: +2 Left Hand: Empty || Right Hand: Empty
STR: 14 (+2) | DEX: 10 (+0) | CON: 14 (+2) | INT: 14 (+2) | WIS: 15 (+2/Saving Throw+4) | CHA: 8 (-1/Saving Throw+1) Proficient Skills: Arcana (double proficiency bonus from Blessings of Knowledge class trait+6) | Athletics (+4) | History (double proficiency bonus from Blessings of Knowledge class trait+6) | Insight (+4) | Religion (+4) | Sleight of Hand (+2) | Stealth (rolling with disadvantage when wearing scale mail+2) Languages: Common, Anykhet, Dulamah, Domantine | Other Proficiencies:Light, Medium, ShieldsArmor, Simple Weapons, Disguise Kit, Thieves' Tools Spell Save DC: 12 | Spell Attack Modifier: +4 | 1st Level Spell Slots: 4/4 | 2nd Level Spell Slots: 2/2 Cantrips:Divination Cantrip
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: 1 Minute (Concentration)
You touch one willing creature. Once before the spell ends, the target can roll a d4 and add the number rolled to one ability check of its choice. It can roll the die before or after making the ability check. The spell then ends.Guidance | Transmutation Cantrip
Casting Time: 1 Action
Range: 30 feet
Components: V
Duration: 1 Minute
You manifest a minor wonder, a sign of supernatural power, within range. You create one of the following magical effects within range:
-Your voice booms up to three times as loud as normal for 1 minute.
-You cause flames to flicker, brighten, dim, or change color for 1 minute.
-You cause harmless tremors in the ground for 1 minute.
-You create an instantaneous sound that originates from a point of your choice within range, such as a rumble of thunder, the cry of a raven, or ominous whispers.
-You instantaneously cause an unlocked door or window to fly open or slam shut.
-You alter the appearance of your eyes for 1 minute.
If you cast this spell multiple times, you can have up to three of its 1-minute effects active at a time, and you can dismiss such an effect as an action.Thaumaturgy | Necromancy Cantrip
Casting Time: 1 Action
Range: 60 feet
Components: V,S
Duration: Instantaneous
You point at one creature you can see within range, and the sound of a dolorous bell fills the air around it for a moment. The target must succeed on a Wisdom saving throw or take 1d8 necrotic damage. If the target is missing any of its hit points, it instead takes 1d12 necrotic damage.
The spell’s damage increases by one die when you reach 5th level (2d8 or 2d12), 11th level (3d8 or 3d12), and 17th level (4d8 or 4d12).Toll the Dead | Domain Spells:2nd Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Self
Components: V,S,M
Duration: Instantaneous
By casting gem-inlaid sticks, rolling dragon bones, laying out ornate cards, or employing some other divining tool, you receive an omen from an otherworldly entity about the results of a specific course of action that you plan to take within the next 30 minutes. The DM chooses from the following possible omens:
-Weal, for good results
-Woe, for bad results
-Weal and woe, for both good and bad results
-Nothing, for results that aren't especially good or bad
The spell doesn't take into account any possible circumstances that might change the outcome, such as the casting of additional spells or the loss or gain of a companion.
If you cast the spell two or more times before completing your next long rest, there is a cumulative 25 percent chance for each casting after the first that you get a random reading. The DM makes this roll in secret.Augury | 1st Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 60 feet
Components: V
Duration: 1 Round
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it.
Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the GM determines how the target behaves. If the target can't follow your command, the spell ends.
Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you.
Drop. The target drops whatever it is holding and then ends its turn.
Flee. The target spends its turn moving away from you by the fastest available means.
Grovel. The target falls prone and then ends its turn.
Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.Command | 1st Level Divination (Domain Spell)
Casting Time: 1 Minute (Ritual)
Range: Touch
Components: V,S,M (a pearl worth 100gp)
Duration: Instantaneous
You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it.
If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.Identify | 2nd Level Enchantment (Domain Spell)
Casting Time: 1 Action
Range: 30 feet
Components: V,M
Duration: 1 Hour (Concentration)
You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can't be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn't met before the spell expires, the activity isn't performed.
If you or any of your companions damage the target, the spell ends.Suggestion Prepared Spells:1st Level Enchantment
Casting Time: 1 Action
Range: 30 feet
Components: V,S,M
Duration: 1 Minute (Concentration)
You bless up to three creatures of your choice within range. Whenever a target makes an attack roll or a saving throw before the spell ends, the target can roll a d4 and add the number rolled to the attack roll or saving throw.
When you cast this spell using a spell slot of 2nd level or higher, you can target one additional creature for each slot level above 1st.Bless | 1st Level Divination
Casting Time: 1 Action (Ritual)
Range: Self (30 foot radius)
Components: V,S
Duration: 10 Minutes (Concentration)
For the duration, you know if there is an aberration, celestial, elemental, fey, fiend, or undead within 30 feet of you, as well as where the creature is located. Similarly, you know if there is a place or object within 30 feet of you that has been magically consecrated or desecrated.
The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.Detect Evil and Good | 1st Level Necromancy
Casting Time: 1 Action
Range: Touch
Components: V,S
Duration: Instantaneous
Make a melee spell attack against a creature you can reach. On a hit, the target takes 3d10 necrotic damage.
At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d10 for each slot level above 1st.Inflict Wounds | 2nd Level Divination
Casting Time: 1 Action
Range: Self
Components: V,S,M
Duration: 10 Minutes (Concentration)
Describe or name an object that is familiar to you. You sense the direction to the object's location, as long as that object is within 1,000 feet of you. If the object is in motion, you know the direction of its movement.
The spell can locate a specific object known to you, as long as you have seen it up close--within 30 feet--at least once. Alternatively, the spell can locate the nearest object of a particular kind, such as a certain kind of apparel, jewelry, furniture, tool, or weapon.
This spell can't locate an object if any thickness of lead, even a thin sheet, blocks a direct path between you and the object.Locate Object | 2nd Level Enchantment
Casting Time: 1 Action
Range: 60 feet (15 foot radius)
Components: V,S
Duration: 10 Minutes
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw.
An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.Zone of Truth At 2nd level, you gain the ability to channel divine energy directly from your deity, using that energy to fuel magical effects. You start with two such effects: Turn Undead and an effect determined by your domain. Some domains grant you additional effects as you advance in levels, as noted in the domain description.
When you use your Channel Divinity, you choose which effect to create. You must then finish a short or long rest to use your Channel Divinity again.
Some Channel Divinity effects require saving throws. When you use such an effect from this class, the DC equals your cleric spell save DC.Channel Divinity:As an action, you present your holy symbol and speak a prayer censuring the undead. Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails its saving throw, it is turned for 1 minute or until it takes any damage.
A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.Turn Undead, Starting at 2nd level, you can use your Channel Divinity to tap into a divine well of knowledge. As an action, you choose one skill or tool. For 10 minutes, you have proficiency with the chosen skill or tool.Knowledge of the Ages Funds: 12gp, 9sp, 8cp | Weapons:+4 to-hit | 1d6+2 Bludgeoning DamageMace | +4 to-hit | 1d6+2 or 1d8+2 Slashing Damage
Thrown (20/60) | VersatileSpear | Equipment:
14 + Dex AC | Not Currently Worn | Disadvantage on Stealth checks when worn
Applecore's holy vestments were granted to her when she pledged herself to Mesiddica, although she hasn't ever found a need to actually wear them and finds them quite ridiculous.Scale Mail |
+2 AC when wielded
Much like her cleric's armor, the shield of Mesiddica holy warriors has sat unused for many years in Applecore's storage.Shield | Mesiddica's Medallion | Worn around neckHoly Symbol |
Wonderous Item, Uncommon
While lit, this hooded lantern burns for 6 hours on 1 pint of oil, shedding bright light in a 30-foot radius and dim light for an additional 30 feet. Invisible creatures and objects are visible as long as they are in the lantern's bright light. You can use an action to lower the hood, reducing the light to dim light in a 5-foot radius.Lantern of Revealing | WornNice Clothes | Worn on beltSmall Knife | Map of Synkel, bedroll, mess kit, tinderbox, torches (10), rations (10), waterskin, hemp rope (50 feet with grappling hook attached), ink well & pen, paper (5 sheets), holy water (1 vial), potion of healing, caltrops (2 bags), manacles, thieves' tools, pearl worth 100gpMessenger's Bag Racial Traits:STR +2, CON +1Ability Scores | You have proficiency in the Athletics skill.Natural Athlete | You can focus yourself to occasionally shrug off injury. When you take damage, you can use your reaction to roll a d12. Add your Constitution modifier to the number rolled and reduce the damage by that total. After you use this trait, you can’t use it again until you finish a short or long rest.Stone's Endurance | You count as one size larger when determining your carrying capacity and the weight you can push, drag, or lift.Powerful Build | reskinned from "Mountain Born"
You’re acclimated to extremely hot and arid climates.Desert Born | Class Traits:You can cast a cleric spell as a ritual if that spell has the ritual tag and you have the spell prepared.Ritual Casting | You can use a holy symbol as a spellcasting focus for your cleric spells.Spellcasting Focus | Each domain has a list of spells — its domain spells — that you gain at the cleric levels noted in the domain description. Once you gain a domain spell, you always have it prepared, and it doesn’t count against the number of spells you can prepare each day.
If you have a domain spell that doesn’t appear on the cleric spell list, the spell is nonetheless a cleric spell for you.
Cleric Level
Spells Known
1
Command, Identify
3
Augury, Suggestion
Divine Domain: Knowledge | At 1st level, you learn two languages of your choice. You also become proficient in your choice of two of the following skills: Arcana, History, Nature, or Religion.
Your proficiency bonus is doubled for any ability check you make that uses either of those skills.Blessings of Knowledge