Morgan
Morgan's penultimate thought was on Umberlee. While the primordial woman hadn't found her way into Westhaven for the sake of her faith and accepting the Order of the Gauntlet's quest hadn't happened for any pious reasons, the daughter of the waves would always feel herself beholden to the greatest being in the ocean, and not even her connection to Silvanus would dull how fervent a follower Morgan was at the end of the day.
Her tribe of primordial undines had always raised a single speaker to perpetuate the tribe's wisdom to the younger generations, to remind them that without the Wavemother's favor, even the warm coastal waters of their home would have to fear the dwellers of the deep sea. That all of them were to maintain the rites, traditions, and worship to Umberlee as it allowed them to prosper in their simple way of life.
Morgan had never been a very traditional girl. In fact, since birth she had always struggled to connect with her brethren, even though she would have wanted to do so badly. In her youth, the genasi girl had turned her feelings of isolation into developing an untypically inquisitive spirit compared to the other children. And although she had always struggled to express the things she experienced and learned on the little explorations that she started to venture on, it helped her grow in different ways that soon got noticed by the previous speaker.
As much as Morgan stood out as the odd one in their small tribe, she had the sort of dedication, interest, and care that was needed to absorb all knowledge that one chose to teach her. Later in life Morgan learned how small her world had been at the time and how the lore of her tribe covered so very little of what there was in existence, even within the ocean alone. But not at that time. In her youth, the teachings of the speaker had been so precious to her.
Although the young undine had always felt that her brethren were commonly afflicted with narrow-mindedness, when the previous speaker had sat her down and taught her the wisdom of bowing to the Wavemother, Morgan had easily understood. Learning the ceremonies and rites gave her a way to fit in with the others, and taking on the role of a healer for her people got her desire to care for others noticed very easily, even if she struggled to express herself in more interpersonal interactions. Morgan trained to become the next speaker, and she did so gladly. To protect her tribe from all harm and to help them earn the fickle mercy of Umberlee, Morgan took her role very seriously. She took those prayers to the Wavemother just as seriously as everything else that she did with her life.
Umberlee valued being worshipped unconditionally, but as the queen and the strongest being in the ocean, she also valued raw strength. So even as Morgan strove to become a teacher and healer for her tribe, she also strove to grow strong. In their tribe, only the warriors got to wear the rare armor that the oreshaper forged in his submarine, ever-glowing chamber that rested deep beneath their bay, but Morgan trained incessantly to earn the warriors' respect so that she was able to wear one of their armors as she more frequently began to scale the cliffs and travel deeper into the forest. That had been the time during which Morgan had grown most comfortable with who she was and who she wanted to be for her tribe.
But now, all of that was no more. Their coastal bay, Morgan's home, the smokers, the reefs, the wrecks further out, or even a large stretch of the surrounding forest. The follower of Umberlee had always known that there was always someone bigger, that her tribe had to be careful, and that they weren't even close to the top of the ocean's food chain. But their tribe had been safe for a long time. Until the warmth of their waters and the seafloor itself turned against them and the bay simply exploded in all but the matter of a single day. Morgan had grieved, not understanding how it could have happened in her absence, or why she was the only one who had survived. Umberlee obviously hadn't had a hand in it. She was the goddess of storms, not the goddess of fire, smoke, steam, or molten rock.
And so Morgan had found her way into the West Marches and Westhaven in particular. She couldn't accept that her tribe had been simply wiped out, and all the care that she was left to pay as tribute to her people was to keep them in her memory. It had been hard. Morgan didn't know if she could live like this, but she knew that the Wavemother still knew of her, and that her prayers still reached. She had been raised to be both wise and strong as her tribe's speaker, and she was still serious in everything that she did. Morgan decided what would be her life's purpose. It wasn't to aid the people of Fishbark, but it still led her that way. There was no way that she would turn around before she had uncovered all that she could learn about that very strange, organically grown wreck on the shores of their island.
Like that, Morgan had arrived at its breached entryway together with her pack. She still struggled to understand these three male adventurers that completed their pack and she didn't know how to make herself understood, but she knew that she would look out for them and that in their own ways, they promised to have her back in return. Morgan knew where she wanted to go, and in the spirit of exploration and duty, so she did. The undine priestess had always known that there was always a bigger fish. Yet as she fervently strived to prove herself to the Queen of the Deep Sea, Morgan had never imagined that her nemesis would be so small, so slender, and lithe.
Never before had the primordial woman witnessed anybody use their blade like that. Was it because she had been irritated by her pack? That she had grown complacent? Had she simply been careless? Or was this simply the difference in their levels of skill? Morgan's staff of the speaker and the magical roil surrounding it descended on her foe, but it never struck. Instead, the enemy's blade sliced through the pious woman's armor and abdomen like butter, and after a split-second of awe and surprise, Morgan found herself being the one that was felled.
There wasn't really enough time to comprehend how it had happened as the genasi already crumpled in on herself. Her sight faded to black and even her thoughts of earning Umberlee's favor grew faint. As the spark of Morgan's life was extinguished, only two brief thoughts remained. I failed... Now I can be with the others... to be just like them...
Actions Movement : -
Action : -
Bonus Action : -
Reaction : -
Notes : -
Rolls : Lady Luck
Stat Block Morgan | Ranger / Cleric (Life Domain) | Level 3 | Inspiration [x]
HP: 0 /30| HD: 2/2d10 1/1d8 | AC: 18 /16 | Prof Bonus: +2 | PP: 15 | INI: +2 | Speed: 30 ft
Attributes & Saves: Str 14 (+2), Dex 14 (+2), Con 17 (+3), Int 10 (+0), Wis 16 (+3) , Cha 7 (-2)
Skill proficiencies: Athletics (+6), Insight (+5), Medicine (+5), Perception (+5), Survival (+5)
Other proficiencies: Common, Primordial, Sylvan, Gnomish, Druidic Languages | All armor, shields Armor Proficiencies | Simple weapons, martial weapons Weapon Proficiencies | Chimes (instrument) Tool Proficiencies
Racial abilities: Acid Resistance | Swim speed: 30 ft | You can breathe air and water Amphibious | You know the Shape Water cantrip. When you reach 3rd level, you can cast the Create or Destroy Water spell as a 2nd-level spell once with this trait, and you regain the ability to cast it this way when you finish a long rest. Constitution is your spellcasting ability for these spells. Call to the Wave 1/1
Class abilities: Whenever you use a spell of 1st level or higher to restore hit points to a creature, the creature regains additional hit points equal to 2 + the spell's level. Disciple of Life | This 1st-level feature replaces the Favored Enemy feature and works with the Foe Slayer feature. You gain no benefit from the replaced feature and don't qualify for anything in the game that requires it. When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level. Favored Foe 2/2 | You learn two cantrips of your choice from the Druid spell list. They count as ranger spells for you, and Wisdom is your spellcasting ability for them. Whenever you gain a level in this class, you can replace one of these cantrips with another cantrip from the Druid spell list. Fighting Style (Druidic Warrior)
Feats & Background: Recall all maps and geography, find fresh water and food for 5 other people per day Outlander
Equipment: Coral amulet (holy symbol) | Shillelagh: Attack bonus (+5), magical bludgeoning damage (1d8+3) Seashell staff (druidic focus) | Attack bonus (+4), bludgeoning damage (1d8+2), Versatile (d10) Warhammer | Javelin: Attack bonus (+4), piercing damage (1d6+2), Thrown (30/120) Harpoon | Nacre shield | Instrument of Illusions: While you are playing this musical instrument, you can create harmless, illusory visual effects within a 5-foot-radius sphere centered on the instrument. If you are a bard, the radius increases to 15 feet. Sample visual effects include luminous musical notes, a spectral dancer, butterflies, and gently falling snow. The magical effects have neither substance nor sound, and they are obviously illusory. The effects end when you stop playing. Holographic chime | Healing kit (10) | Goodberry (currently all at the Journey 5* )
Spell stats: Spell DC (13) | Spell Attackbonus (+5)
Spell slots: Level 1: 0/3
Spells: Guidance
Light
Sacred Flame
Shape Water
Shillelagh
Thorn Whip
Cantrips | Absorb Elements
Bless
Cure Wounds
Detect Magic
Goodberry
Healing Word
Purify Food and Drink
Sanctuary
Level 1
Last edited by Mindsiege; Mar 12th, 2023 at 10:10 PM .