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Character Roster (Campaign)

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(UPDATED 08/20/2022) Player Character Information only... Chapter 1: Lamentation of Ravens (30 days earned) (20 day window) Chapter 2: Ravens Under the Sun (30 days earned) (10 day window) Chapter 3 (part I): Conspiracy of Ravens (20 days earned) (10 day window) Isilir Backstory: In the Deep End Chapter 3 (part II): A Gathering of Ravens (20 days earned) (30 day window) Chapter 4: Breaking Point (20 days earned) (20 day window) Chapter 5: Lost Souls (20 days earned) (20 day window)
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Alanius Pietas Ibrahim Gant III (Evermeet) High Elf (Lawful Neutral Psi Warrior) Knight Personality Traits If you do me an injury, I will crush you, ruin your name, and salt your fields. Ideals Responsibility. It is my duty to respect the authority of those above me, just as those below me must respect mine. (Lawful) Despite my noble birth, I do not place myself above other folk. We all have the same blood. Bonds Nothing is more important than the other members of my family. Flaws I harbor dark, bloodthirsty thoughts that my isolation and meditation failed to quell. Faction: Harper (8) "Harpshadow Agent"  (start w/3) Chapter 1: Lamentation of Ravens - Gathered critical information about the political dynamic between Sembia & Vesperin. (+1) Chapter 2: Ravens Under the Sun - Giving the Cup of Truth to House Blacktree. (-1) Chapter 3 (part I): Conspiracy of Ravens - Refusing the offer to thwart the political influence of Cormyr over Vesperin. (-1) - Prevented the Brotherhood from acquiring the Cup of Truth. (+1) Isilir Backstory: In the Deep End - Aiding the oppressed Nereid from a tyrant. (+1) Chapter 3 (part II): A Gathering of Ravens - Prevented Cormyr from acquiring the Cup of Truth. (+2) Chapter 4: Breaking Point (Impiltur) - Aided the weak, the poor, and the oppressed from the clutches of the Fraternity of Tharos. (+1) Chapter 5: Lost Souls (Impiltur) - Thwarted the Fraternity of Tharos from summoning a demon without political help from New Sarshel. (+1) Piety: Selune 6 (start w/1) Favored of Selune:  You gain Inspiration when you aid another in something meaningful to them. Chapter 3: Conspiracy of Ravens - Genuinely attempting to help Ser Anton find his place in his life's journey. (+1) Isilir Backstory: Into the Deep End - Helped Isilir with his personal quest (+1) Chapter 4: Breaking Point - Helped Sergor Marsk with an important life quest (his deceased wife). (+2) Chapter 5: Lost Souls - You help several citizens of New Sarshel overcome the grief of a loved one, by returning the bloodstones. (+2) - You are ignoring the elven blood oath to hunt the doppelganger that stole the "Bladesong" of the Evermeet Fencing Academy. (-1) Story Awards Chapter 1: Lamentation of Ravens - Knightly Conduct I (Personal):  You have impressed Raven Knight Ser Reginald Longbottle by your conduct while clearing the name of his friend Ser Anton Blacktree. Ser Longbottle is willing to provide one of the two recommendations you require to squire as a Knight of the Golden Rooster. Continued conduct in line with the Knightly Code and a second recommendation may result in you being able to join the ranks of the Knights of the Golden Rooster Knight in Ravens Bluff. Chapter 2: Ravens Under the Sun - Favor of the Great Family of Ravens Bluff (Group):  House Blacktree are favorably impressed with you. You are limited to one favor from the house. You may spend these favors to request that House Blacktree use its power and influence to intercede on your behalf in a single matter in Ravens Bluff. The DM decides exactly how the particular House intercedes. Chapter 3: Conspiracy of Ravens & Gathering of Ravens - In Service of the Elven Blood Oath (Personal):  You have done a great service for Elven House Evanera, while at the same time striking a blow to the Doppelganger. Your deeds will not be forgotten... by either group. The DM decides exactly how the particular groups express their gratitude/ire. - Knightly Conduct II (Personal): You have impressed Knight of the Golden Rooster Ser Anton Blacktree by your conduct while rescuing his mother and keeping the Cup of Truth out of devious hands. Ser Blacktree is willing to provide one of the two recommendations you require to squire as a knight of the Golden Rooster. Continued conduct in line with the Knightly Code and a second recommendation may result in you being able to join the ranks of the Knights of the Golden Rooster Knight in Ravens Bluff. - Squire of the Golden Rooster (Personal): You have received two recommendations to join the the Knights of the Golden Rooster for your right and honorable conduct in the service of the people of Ravens Bluff. While not swearing total allegiance to Ravens Bluff, you have sworn an oath to defend Ravens Bluff from all enemies, to bolster morale and pride among the citizens, to behave honorably and bravely, to deal fairly with all persons they meet. Your membership in this knighthood may have several benefits in future dealings with Ravens Bluff. Chapter 4: Breaking Point - Favor of Sergor Marsk (Group):  Sergor Marsk is a master weapon-smith and he has a keen interest in and knowledge of magical weapons as well as the history of  Impiltur. His skill and knowledge promises to be much more useful than the few gold coins he paid you for the help of his niece. - Favor of House Deesbrock (Group):  House Deebrock in New Sarshel is obliged to you, and can provide shelter, a good word, and any other low cost assistance a minor noble family could likely supply within  the bounds of New Sarshel. Chapter 5: Lost Souls - Savior of Lost Souls (Group): Through courage and steadfastness, you freed countless souls from demonic clutches. By doing so, you have earned the gratitude of not only the poor of New Sarshel and their Ilmatari protectors, but also the local Kelemvorites. They are not likely to forget this deed. - Blessed by Ilmater (Personal): In return for your sacrifice, the Crying God has blessed you. A tattoo of a small blue tear has appeared in the corner of your left eye, the exact effects of which remain a mystery for now. Ilmatari and those versed in religious matters instantly recognize the symbol as a blessing from Ilmater. People who look favorably upon Ilmater’s teachings treat you with the utmost respect. Others may pity, fear or respect you depending on their predilections and values. You cannot hide the tattoo with makeup. Equipment Rapier +1 (Sergor Marsk) (uncommon) Cologne of Bewitching (common) This tiny vial contains magic cologne, enough for one use. You can use an action to apply the cologne to yourself, and its effect lasts 1 hour. For the duration, you have advantage on all Charisma checks directed at humanoids of challenge rating 1 or lower. Those subjected to the cologne's effect are not aware that they’ve been influenced by magic. Dread Leather Helm (common) Heritage Item: Ibrahim's Sash, Evermeet (uncommon) This delicate sash is covered in in an array of red and purple flowers. While wearing the sash, you have advantage on dexterity (stealth) checks made to hide in areas containing flowering plants. The sash has 3 charges. When a creature you can see targets you with an attack, you can use use your reaction to expend 1 of its charges to release a shower of petals from the sash. If you do so, the attacker has disadvantage on the attack roll. The sash regains 1d3 expended charges daily at dawn. This requires attunement. Backstory Ibrahim Gant was an exiled swordsman who found employment in the service of House Amarillis, eventually distinguishing himself and marrying a younger daughter of the House. Four generations on and the Gants still serve, a small but valued cadet branch that provides knights and bodyguards to the Amarillis. Alanius was going to be the one to break that trend.  He entered his magical apprenticeship early, working on arcane skills at an age when most elves are still reveling in their eternal bloom of youth. Not particularly gifted, Alanius made up for this with determination and practice, mastering fundamentals absolutely before moving on to higher secrets. Soon the Abjuration and Evocation colleges were in a quiet rivalry for who would get the promising young acolyte. Then came the Spellplague. In some places it was a blue flame that changed the very landscape, in others a force that warped flesh and bone, mind and magic. It’s influence was chaotic, unpredictable, and widely felt. In Alanius case it’s touch was light, leaving him whole and sound… save for his magic. That was stripped away. The next decade was the hardest of the young elf’s life. Losing a skill or ability is always hard. Losing what you define yourself by is worse. Bereft and rudderless, Alanius crawled into a bottle, and would have proceeded to discover if elves could die of alcohol poisoning were it not for his uncle Colm. The younger elf was dragged into the family’s training salle and beaten within an inch of his life. The next day uncle Colm did the same, only with a practice blade. By the third Alanius had sobered enough to try and hit back. In this way Alanius came to learn the traditional arts of his family. Further “percussive instruction” was occasionally needed when he became maudlin, but he would come to take to blade work with the same determination he had in spellcasting. Ten years after losing his magic and trying to drink himself to an early grave, Alanius has graduated the family blade school and left home as armsman to one of the young Amarillis scions. Of average height but slim for an elf, Alanius favors a lighter style than most of his lineage. Fighting with a saber and steel buckler, he wears a simple leather buff coat and lobster tailed helm for protection. Other than the family crest on his shield (the dolphin vert on azure quartered party per cross with the lance sanguine on argent), his only decoration is a red sash, a gift from uncle Colm that conceals a holdout dagger. Belted at his side is the last of his magical tomes which Alanius peruses from time to time. Questionanaire What is the most evil thing you have ever done? Necromantic Ritual. When was the time you were the most frightened? When my magic was first stripped from me. Under what circumstances do you find killing to be acceptable and unacceptable? If necessary to carry out my duty, to defend an innocent, or to defend myself. In your opinion, what is the most evil thing any human being could do? Break one's oath for personal gain. Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it? There are plenty of things that are physically disgusting and I would refuse to do, but if we mean morally... Kill or cause harm for my own personal gain. Too much of my early life was focused on the self, my self is not worth another's pain. Who or what, if anything, would you die for (or otherwise go to extremes for)? Duty and family, which fortunately coincide at the moment. Who is the most important person in your life, and why? Probably tied between mother and uncle. Between them they pulled me from my darkest place. What is your most treasured physical possession? The inherited sash of Ibrahim Gant, founder of my house. This red sash was a sign of office in his homeland, and it has been carried by every generation. Oft damaged and stained, always lovingly repaired, it is the symbol of everything we aspire to.
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Isilir Amarillis (Evermeet) Half Elf (Chaotic Neutral Warlock) Noble Personality Traits No one could doubt by looking at my regal bearing that I am a cut above the unwashed masses. I take great pains to look my best and follow the latest fashions. Ideals Independence. I must prove that I can handle myself without the coddling of my family. (Chaotic) Bonds My noble family has given me title and privalege, but it is my friends who give me love. Flaws In fact, the world does revolve around me. My father's ambitious nature sometimes takes over. Faction: Harper (8) "Harpshadow Agent"  (start w/3) Chapter 1: Lamentation of Ravens - Gathered critical information about the political dynamic between Sembia & Vesperin. (+1) Chapter 2: Ravens Under the Sun - Giving the Cup of Truth to House Blacktree. (-1) Chapter 3 (part I): Conspiracy of Ravens - Refusing the offer to thwart the political influence of Cormyr over Vesperin. (-1) - Prevented the Brotherhood from acquiring the Cup of Truth. (+1) Isilir Backstory: In the Deep End - Aiding the oppressed Nereid from a tyrant. (+1) Chapter 3 (part II): A Gathering of Ravens - Prevented Cormyr from acquiring the Cup of Truth. (+2) Chapter 4: Breaking Point - Aided the weak, the poor, and the oppressed from the clutches of the Fraternity of Tharos. (+1) Chapter 5: Lost Souls - Thwarted the Fraternity of Tharos from summoning a demon without political help from New Sarshel. (+1) Piety: Sehine Moonbow (4)  start w/1 Chapter 1: Lamentation of Ravens - Ignored the Omens of the Greater Ravens of Ravens Bluff. (-1) Chapter 2: Ravens Under the Sun - Solved the Runestones symbols and their meaning in the Temple of Mystra. (+1) Chapter 3 (part I & II): Conspiracy of Ravens & Gathering of Ravens - Becoming concerned with real world politics (concerning Vesperin & Cormy) and using pragmatic solutions for them. (-1) Isilir Backstory: In the Deep End  - Discovering some of the Mysteries of your Patron. (+1) Chapter 4: Breaking Point - Discovering the mystery of the Bloodstones and their connection to the Fraternity of Tharos. (+1) - Helping Jiltrix decipher her dreams of being a lycanthrope. (+1) Chapter 5: Lost Souls - Paying heed to the events of your dreams concerning the Shadowfell. (+1) Story Awards Chapter 2: Ravens Under the Sun - Favor of the Great Family of Ravens Bluff (Group):  House Blacktree are favorably impressed with you. You are limited to one favor from the house. You may spend these favors to request that House Blacktree use its power and influence to intercede on your behalf in a single matter in Ravens Bluff. The DM decides exactly how the particular House intercedes. - Touch of the Dead Goddess (Personal): You have braved the depths of the Spellplague infested temple of Mystra. Whilw most of the effects of your time in that place have faded, one remains. Anyone who successfully attempts to detect magic upon you sees wisps of red mist surrounding you and seven blueish white stars shining around your head.  Chapter 3: A Gathering of Ravens - An Ear for News (Personal): Lady Silva is favorably impressed by with you. You are limited to one favor from the Trumpeteer. You may spend this favor to request the Trumpeteer (Broadsheet Organization) use its power and influence to intercede on your behalf in a single matter in Ravens Bluff. The DM decides exactly how the particular the Trumpeteer intercedes. Isilir Backstory: The Deep End - A Patron Blessing (Personal): You have performed a service for your patron. His debt is paid, his love returning to her home and he does not forget your willingness to help him. You have earned the Thanks of your patron. Chapter 4: Breaking Point - Favor of Sergor Marsk (Group):  Sergor Marsk is a master weapon-smith and he has a keen interest in and knowledge of magical weapons as well as the history of  Impiltur. His skill and knowledge promises to be much more useful than the few gold coins he paid you for the help of his niece. - Favor of House Deesbrock (Group):  House Deebrock in New Sarshel is obliged to you, and can provide shelter, a good word, and any other low cost assiatnce a minor noble family could likely supply within  the bounds of New Sarshel. Chapter 5: Lost Souls - Savior of Lost Souls (Group): Through courage and steadfastness, you freed countless souls from demonic clutches. By doing so, you have earned the gratitude of not only the poor of New Sarshel and their Ilmatari protectors, but also the local Kelemvorites. They are not likely to forget this deed. - Spellscar (Personal): Interacting with the Shadowfell in your dreams has spread the spellplague, granting you a spellscar. Your spellscar allows you to cast Disguise Self , requiring no material components. Once you use your spellscar, you must finish a long rest before you can use it again. Equipment Candle of Invocation, Neutral: no gate spell (rare) Cloak of Many Fashions (common) Potion of Healing (common) Rod of the Pact Keeper +1 (uncommon) Heritage Item: Mother's Pendant (uncommon) This pendant is engraved with the crest of your mother side of the family. It preserves a memory to be reexperienced later. While wearing the pendant , you can use an action to speak the command word and open the pendant. The open pendant stores what you see and experience for up to 5 minutes. You can shut the pendant at any time (no action required), stopping the memory recording. Opening the pendant with the command word again overwrites the contained memory. While a memory is stored, you or another creature can touch the pendant to experience the memory from the beginning. Breaking contact ends the memory early. In addition, you have advantage on on any skill check related to details or knowledge of the stored memory. If you die while wearing this pendant, it preserves you. Your body is affected by the gentle repose spell until the pendant is removed or until you are restored to life. In addition to, at the moment of your death, you can store any memory in to the pendant. A creature touching the the pendant perceives the memory stored there even after your death. The pendant requires attunement. Backstory Saryll Amarillis is a scheming and morally reprehensible noble of House Amarillis of Evermeet. The other nobles of House Amarillis dislike Saryll because his true nature is not a secret, but Saryll believes that it is his half-elven blood which has caused the others to dislike him. Saryll decided to make an attempt to change his family's opinion by courting a full blooded elf and marrying her. There was a decent chance that their offspring would be fully-elven, and then Saryll would use his child to eventually subvert leadership of the house. Unfortunately for Saryll, when his son was born he proved to be very much half-elven.  The boy was named Isilir (or moon victor).  In his early years, Isilir remembered loving his mom, Alluviette, and being ignored by his father. He also remembered how cold his father treated her.  When Isilir's mother died under mysterious circumstances when he was eight years old he immediately suspected his father. He would come to learn that he wasn't the only one.  At Alluviette's funeral Isilir's grandfather pulled him aside to talk. "Isilir, my boy, I have something for you." Isilir's grandfather took the boy's hands and placed in them a red, round crystal pendant on a silver chain. "This belonged to your mother. I want you to have it. It even has a name. 'Mother's Requital'." The old elf waited to see if that name sparked any questions, but Isilir was so numb from his mother's death that all he could do was stare down at the gift. "I think it's best if you keep it's origin secret from your father. If he asks about it, just tell him it's a gift from your friend, Shellandrea." Isilir put the pendant on and has never taken it off since then. As the years passed Saryll began to train his son in how to manipulate others and win over social situations. He eventually gave him more and more responsibilities in his sordid activities. As Isiler grew older he began to resist the more illegal and morally reprehensable responsibilities he was given. Saryll began having to coerce Isilir using threats against the few people Isilir cared for. So it continued for years, and Isilir's political skills grew. It was a bitter sweet day when Saryll announced to isilir that the young man was being sent to Myth Drannor. He would still be required to complete certain tasks for his father in and around the Dalelands, and he would be sent along with a knight armsman of the Amarillis named Alanius Gant, but this was a level of freedom that Isilir longed for.  Recently, Isilir was sent along with his cousin Alanius by his father to negotiate a business deal in Sembia.  The deal hinged on loosening Netherese ties in the region. After successfully negotiating terms according to the parameters his father gave him, Isilir was free to carouse. While engaging in a night of drinking, he wandered onto the beach west of town and stumbled upon a small beach party that was celebrating around a campfire.  Before long he became the center of attention as he danced and told stories and jokes. The host of the party eventually took him aside and introduced himself as the Emir Kazazidil ibn Bahr Alnujum the noble genie lord.  Kazaz offered to befriend Isilir and give him power to outshine his father and eventually get from under his thumb.  In exchange, Kazaz can brag to his fellow genies about what an amazing and powerful vassal he has.  Isilir accepted and was shown amazing secret knowledge of the cosmos... just in time for the adventures to come. Shellandrae Amarillis - 2nd cousin to Isilir, he and Shelly grew up together and are very fond of one another. So much so that she was one reason Isilir's father decided to send him away from Evermeet. Shelly's father paid for Isilir's father to send him away. Again, the assumed reason is that he didn't want his daughter marrying a half-elf, but the real reason is the he didn't want his daughter marrying into Isilir's father's toxicity. Questionnaire What is the most evil thing you have ever done? Acting in my father's behalf, I brokered a deal supplying a highly addictive and dangerous substance to a clan of satyrs and nymphs in the Feywild. The substance has proven to be permanently mind numbing to those creatures, and with continued use would lead to an inability to reason out how to sustain one's self. When was the time you were the most frightened? As a child in the Feywild, I was the victim of some eladrins' prank. They cast a series of illusions to basically create a waking nightmare for me, and they continued it until I had thoroughly wet myself.  The illusions faded away to reveal the eladrin laughing at me.  Lesson learned; never trust an eladrin. Under what circumstances do you find killing to be acceptable and unacceptable? If someone's decisions put them in violent contention with me then I have no quams with killing that person. Killing an innocent who holds no responsibility for being the target of violence is unacceptable.  A person who decides to take a walk through the park is an innocent, but if that person walking in the park had decided to work for a cult of bane then that is unfortunate for their safety. In your opinion, what is the most evil thing any human being could do? Negatively affecting someone's afterlife by unnatural means. Killing a decent person with a hellfire dagger is an example.  Worse would be to curse their life in such a way as to force a negative afterlife, such as if lycanthropy leads to an eternity of serving Malar. Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it? I'm really not sure there is anything. I can conceive of circumstances that would lead to me doing things I really would never want to do. Who or what, if anything, would you die for (or otherwise go to extremes for)? My childhood friend Shellandrae and/or my cousin Alanius. The newfound family that is my party. Who is the most important person in your life, and why? Shellandrae was a soulmate from whom I had no secrets, and she loves me regardless. Secretly, that is why I remain open about my less-than-honorable side. Once you've experienced that sort of acceptance it seems foolish to hide yourself in order to trick others to like you. What is your most treasured physical possession? I still have a letter my mother wrote to me from before she died, telling me about how I'm good enough and smart enough to accomplish anything I put my mind to. It tells me that I don't have to follow in anyone's footsteps, and that I can be greater than any other person in my life. It inspired me as a child, and encouraged me to break free from my father as an adult.
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Crow (Sembia) Half Elf (Neutral Good Monk) Investigator Personality Traits I like to analyse the situation before acting, although if push comes to shove she doesn't mind jumping into a fight and thinking on the spot. It doesn’t matter if the whole world’s against me. I’ll always do what I think is right. Ideals Greater good. The abilities that I earned are meant to be shared with all, and not solely for my own benefit. (Good) Bonds I use my cunning mind to solve mysteries and find justice for those who’ve been wronged. Flaws I believe doom follows me and that anyone who gets close to me will face a tragic end. I’m exceptionally cautious, about giving people any information about myself as I'll believe it will be used against me. Faction: Harper (20) "Harpshadow Agent"  (start w/3) Chapter 1: Lamentation of Ravens - Gathered critical information about the political dynamic between Sembia & Vesperin. (+1) Chapter 2: Ravens Under the Sun - Giving the Cup of Truth to House Blacktree. (-1) Chapter 3 (part I): Conspiracy of Ravens - Refusing the offer to thwart the political influence of Cormyr over Vesperin. (-1) - Prevented the Brotherhood from acquiring the Cup of Truth. (+1) Isilir Backstory: In the Deep End - Aiding the oppressed Nereid from a tyrant. (+1) Chapter 3 (part II): A Gathering of Ravens - Prevented Cormyr from acquiring the Cup of Truth. (+2) Chapter 4: Breaking Point - Aided the weak, the poor, and the oppressed from the clutches of the Fraternity of Tharos. (+1) Chapter 5: Lost Souls - Thwarted the Fraternity of Tharos from summoning a demon without political help from New Sarshel. (+1) Chapter ? - bought +1 short sword from faction (-1)           -Defeated cultist of Bane and Cyric (+1)           -Protected commoners +1 Piety: Waukeen (15)  start w/1 Chapter 1: Lamentation of Ravens - Negotiated a trade agreement with the Silent Sail. (+1) Chapter 2: Ravens Under the Suns - Encouraging a trade for the Mine of Residuum from House Blacktree. (+1) Chapter 3 Conspiracy of Ravens & Gathering of Ravens - Obstructing public trade of the Residuum mine. (-1) - Failed to encourage trade/negotiations between Cormyr and Ravens Bluff. (-1) - Paying fair wages for the Half Orc Mercenary group. (+1) Chapter 4: Breaking Point - Establishing a business relationship with Haldar, despite his immoral disposition. (+1) Chapter 5: Lost Souls - No significant positive/negative outcome. (0) Chapter ? - Gave 200gp to the orphanage in New Sarshel (+1) - Gave 300gp to llmater clerics to help the church and people in poverty (+1) - Gave 200gp to villagers Ravensbluff who were affected by cultist of Bane (+1)          - Protect merchant district (+1)          - Take magical items from harper warehouse (+1)  FAVORED GOD: WAUKEEN Piety 5+ Waukeen trait You gain Inspiration when you make a good deal, pay a wage or finalize a transaction of importance. CASH COW Piety 12+ Waukeen trait When you reduce a creature to 0 hit points, it drops a number of gold pieces equal to its CR (round down). Piety: Illmater (3) Story Awards Chapter 2: Ravens Under the Sun - Favor of the Great Family of Ravens Bluff (Group):  House Blacktree are favorably impressed with you. You are limited to one favour from the house. You may spend these favours to request that House Blacktree use its power and influence to intercede on your behalf in a single matter in Ravens Bluff. The DM decides exactly how the particular House intercedes. Chapter 3: A Gathering of Ravens - An Ear for News (Personal): Lady Silva is favourably impressed by with you. You are limited to one favour from the Trumpeteer. You may spend this favor to request the Trumpeteer (Broadsheet Organization) use its power and influence to intercede on your behalf in a single matter in Ravens Bluff. The DM decides exactly how the particular the Trumpeteer intercedes. - In Service of the Wolf (Personal): You have done a great service to the Mark of the Wolf (a secret group of former killers-for-hire acting as a sort of vigilante group that eased relations between merchants and adventurers, provided ancillary support to local law enforcement and contributed to the lack of growth of local thieves gangs), while at the same time striking a blow to the Brotherhood (Thieves Guild). Your deeds will not be forgotten... by either group. Chapter 4: Breaking Point - Favor of Sergor Marsk (Group):  Sergor Marsk is a master weapon-smith and he has a keen interest in and knowledge of magical weapons as well as the history of  Impiltur. His skill and knowledge promises to be much more useful than the few gold coins he paid you for the help of his niece. - Favor of House Deesbrock (Group):  House Deebrock in New Sarshel is obliged to you, and can provide shelter, a good word, and any other low cost assiatnce a minor noble family could likely supply within the bounds of New Sarshel. - Favor of Haldar (Personal):  It's always good for an adventurer to have a frind with good contacts amongst all the paranoid people of New Sarshel whether demon hunter, master thief or simple sailor. The fact that he owns a general store that specializes in serving those in the adventuring business is an added bonus. Chapter 5: Lost Souls - Savior of Lost Souls (Group): Through courage and steadfastness, you freed countless souls from demonic clutches. By doing so, you have earned the gratitude of not only the poor of New Sarshel and their Ilmatari protectors, but also the local Kelemvorites. They are not likely to forget this deed. - Blessed by Ilmater (Personal): In return for your sacrifice, the Crying God has blessed you. A tattoo of a small blue tear has appeared in the corner of your left eye, the exact effects of which remain a mystery for now. Ilmatari and those versed in religious matters instantly recognize the symbol as a blessing from Ilmater. People who look favorably upon Ilmater’s teachings treat you with the utmost respect. Others may pity, fear or respect you depending on their predilections and values. You cannot hide the tattoo with makeup. Chapter ?: in return for realising the pirate mercenary in your capture your party was given a coin that allow you all to freely walk around in their territory in Sembia. Equipment Aquatic Ear Worm (rare) To attune to this aquatic symbiont, you must hold it against against the skin behind your ear for the entire attunement period, whereupon it burrows into your head and bonds to your skull. While the aquatic earworm is inside you, you can speak, read and write Primordial (aquan). While the aquatic earworm is inside you, you have a +1 bonus to Armor Class, you have resistance to poison, can breathe underwater and have a swimming speed of 30 feet. You gain advantage to resist or escape the grapple/restrained condition inflicted by creatures that have tentacles, maws, and pincers. The aquatic earworm can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the aquatic earworm ends, and it exits your body. The aquatic earworm requires fresh blood be fed to it. Immediately after you finish any long rest, you must either feed half of your remaining Hit Dice to the aquatic earworm (round up) or take 1 level of exhaustion. This requires attunement. Lord Erzoured's Platinum Ring (unknown) Hellfire Dagger (uncommon) Moon Touched Dagger (common) Potion of Healing (common) Heritage Item: Circlet, Elven (uncommon) Robe of Serpents (uncommon) - Thay Robe Shortsword, +1 (uncommon) - Harpers Potion of Climbing (common) - Cultitst Eldritch Claw Tattoo (uncommon) - Crafted CR 6 (fiend link) This circlet is made of rare leaves woven together with elk sinew. When you are reduced to 0 hit points while wearing the circlet, it explodes in a burst of razor sharp leaves. Each creature within 10 feet of you must make a 8 + proficiency + dexterity modifier (Dexterity) saving throw, taking 3d6 piercing damage on a failed save, or half as much damage on a successful one. You then regain 2d4 hit points in the start of your next turn. The circlet cant be used this way again until the next dawn. The circlet requires attunement. Backstory F rom a young age, she was trained by her father to protect herself from dangerous people, her father was a strict teacher but a loving father and Sharia knew he was hard on her to toughen her up for the world. Her father's teachings included knowing the inner workings of people to find out their true intention, learning how to deceive people by knowing herself and hitting things fast and hard if she got into any trouble and he was the only person in Sharia life that she truly respected and look up to. Sharia was curious about her father's behaviour as he would disappear for days, weeks or months at a time, the length he would disappear increased as Sharia got older, and if she asked about where he was going to her only answer was that she would learn everything in time, although Sharia didn't hate the alone time she had as during the times where her father would disappear. Seeing the injustices in Sembia she would put her training to the test and would investigate crimes that the guards of Searloon would avoid as they didn't want to be entangled with the thieves' guilds and other big crime organisations, and were more focused on tearing down secret temples and shrines that didn't worship Shar, however, Sharia wasn't scared to get her hands dirty and she didn't mind the extra money should make, so she became a private investigator using the alias Investigator Sparrow, carrying a card that has a golden silhouette of a sparrow to identify her. She would help the poorer people in the city who were ignored by the authorities for free as they couldn't afford to offer payments for her service, merchants who were stolen from, and business owners. A merchant with a hood covering his face came to her after she helped him find his missing shipments and gave her an upright coin with a female profile facing left and told her that she gained the goddess Waukeen's attention, it eventually became her lucky coin and Sharia started learning more about the goddess and admire her more because of her achievements. Her exploits often made her negatively cross paths with local law enforcement who were corrupt, pawns of Nethril and the various thieves guild, however, she was usually would wear a mask and hood to hide her identity when she would run into them during an investigation. She would commit illegal actions such as sneaking into private property and stealing to gather evidence of wrongdoing or simply take out the offenders. Her good but dangerous deeds caught the attention of the resistance which she agreed to help out from time to time going under the alias of Crow. One day her father told her about both of them leaving for the Dalelands to go to a secret temple where the old order resides, that Shira will learn great things and be blessed by the higher being, but before they left, Shira ran away during the night to help the resistance out of an attack, however, she came across a S hadar-kai agent which nearly resulted in her death, however, her father had followed her secretly and fought of the agent and told Sharia to run handing her a mysterious pin, with great reluctance she ran home. It has been 3 months since that event and her father has yet to return, Sharia now presumed that he is dead and blames herself and Nethril. She vowed to get revenge on the Shadar-kai that killed her father and weaken Netheil hold on Faerûn so no one else has to go through their tyranny , but also find more information about the old order her father talked about before he was killed to learn more about him and herself. But first, she needed to get out of Sembia as her exploits as an investigator caught the attention of not very nice people in power, although she believes no one has connected her to her other identity it's better safe than sorry. Crow downtime activities: -  After helping Anton Blacktree with providing evidence of his innocents Crow began working with Lady Silva Sinaran as an investigator which made Crow grow a closer relationship with Lady Silva. Crow also began learning information from the Sembian refugees that resides in Ravensbluff about the four ravens and gained two contacts. -After another round of events recovering the cup of truth and saving Lady Blacktree from her kidnappers, Crow decided to go undercover acting as a sembian refugee to find information on the brotherhood after gathering the information she handed it to Lady Silva. -Before the final departure to Impiltur Crow decided to research demons and devils gaining knowledge and insight about them. -After defeating demons in Implitur, saving Jiltrix's sister and niece, and defeating the two harbingers, Crow swore loyalty to Lord Erzoured earning his ring, Crow begins working for him by gathering information from one of the houses in Ravensbluff, but by slowly earning his trust Crow begins to gather harmful information on him. -Afterward, by learning that her father is alive when she fought to save Jiltrix's sister, she begins investigating the location and actions of her father, gathering information from one of her informants she bargains a deal that she will complete a dangerous task for their information. Questionnaire What is the most evil thing you have ever done? I Killed a thief who was wearing a mask only to find it was a child. When was the time you were the most frightened? When I nearly died to the shadow kai and had to run using my father as a distraction. Under what circumstances do you find killing to be acceptable and unacceptable? I will not kill a person who has given up and has shown true remorse or regret for their actions. In your opinion, what is the most evil thing any human being could do? Kill defenseless people or creatures. Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it? Acting like a follower of shar, as I do not want to resemble or become like my enemy. Who or what, if anything, would you die for (or otherwise go to extremes for)? I would choose to die if my death would cause a major change in the world. Who is the most important person in your life, and why? My father, because he is my only parent figure although currently, I think he is dead or missing. What is your most treasured physical possession? An elven circlet that was given by my elven mother as a gift when I was just a baby, it is the only connection I have with her besides her blue eyes.
Rex (Cormyr) Human (Chaotic Neutral Eldritch Knight) Knight of the Order Personality Traits I’ve lost too many friends, and I’m slow to make new ones. I can stare down a hell hound without flinching. Ideals Good soldiers follow orders. Bonds One day I will repay the one who helped me. Flaws I have little respect for anyone who is not a proven warrior. I’d rather eat my armor than admit when I’m wrong. Faction: Lord's Alliance (6) "Redknife"   (start w/3) Chapter 4: Breaking Point - Ensured the safety and prosperity of New Sarshel by eliminating the Fraternity of Tharos. (+2) Chapter 5: Lost Souls - Defended New Sarshel against the demonic forces that threaten it. (+1) Piety: Azuth (4)   start w/1 Chapter 4: Breaking Point - Understanding the magical properties of the Bloodstones and it's connection to the demon stone. (+2) Chapter 5: Lost Souls - destroying the alter of chaotic demon/blood magic. (+1) Story Awards Chapter 4: Breaking Point - Favor of Sergor Marsk (Group):   Sergor Marsk is a master weapon-smith and he has a keen interest in and knowledge of magical weapons as well as the history of  Impiltur. His skill and knowledge promises to be much more useful than the few gold coins he paid you for the help of his niece. - Favor of House Deesbrock (Group):  House Deebrock in New Sarshel is obliged to you, and can provide shelter, a good word, and any other low cost assistance a minor noble family could likely supply within the bounds of New Sarshel. - The Glory of New Sarshel (Personal): You have done a great service for the city, while at the same time striking a blow to the Fraternity of Tharos. Your deeds will not be forgotten . . . by either group. - Favor of Bhuklyn (Personal Downtime): It's always good for an adventurer to have a friend with good contacts amongst the merchant guilds of New Sarshel. The Bhuklyns are a collective of wealthy merchants, living within the city of Ravens Bluff. They made their living as iron-workers, making such everyday items as pots, cooking pans, hooks, chests and safe-boxes, including their specialty rodent-proof "Bhuklyn's boxes", all stamped with the symbol of their house. The endogenous presence of their items within homes throughout the Bluff led to the saying "Bhuklyn's is everywhere" . The Bhuklyns had phenomenal sales throughout the entirety of the Vast, and rewarded their purveyors with a larger-than-usual amount of the sales profits. While the Bhuklyns saw this as fair, it inspired significant loyalty within their vendors. Chapter 5: Lost Souls - Savior of Lost Souls (Group):  Through courage and steadfastness, you freed countless souls from demonic clutches. By doing so, you have earned the gratitude of not only the poor of New Sarshel and their Ilmatari protectors, but also the local Kelemvorites. They are not likely to forget this deed. - Blessed by Ilmater (Personal):  In return for your sacrifice, the Crying God has blessed you. A tattoo of a small blue tear has appeared in the corner of your left eye, the exact effects of which remain a mystery for now. Ilmatari and those versed in religious matters instantly recognize the symbol as a blessing from Ilmater. People who look favorably upon Ilmater’s teachings treat you with the utmost respect. Others may pity, fear or respect you depending on their predilections and values. You cannot hide the tattoo with makeup. Equipment Cloak of Protection, Cormyr (uncommon) Lightbringer (mace), Lathander (uncommon) Earring of Message (common) Potion of Greater Healing (uncommon) Scroll of Acid Arrow (2), Save DC 13, +5 Attack bonus (uncommon) Stone Defender Shield (component CR4) Heritage Item: Satchel Bag, War Wizard (uncommon) This bag has an interior space considerably larger than its outside dimensions, roughly 2 feet in diameter at the mouth and 4 feet deep. The bag can hold up to 500 pounds, not exceeding a volume of 64 cubic feet. The bag weighs 15 pounds, regardless of its contents. Retrieving an item from the bag requires an action. If the bag is overloaded, pierced, or torn, it ruptures and is destroyed, and its contents are scattered in the Astral Plane. If the bag is turned inside out, its contents spill forth, unharmed, but the bag must be put right before it can be used again. Breathing creatures inside the bag can survive up to a number of minutes equal to 10 divided by the number of creatures (minimum 1 minute), after which time they begin to suffocate. Placing a bag of holding inside an extradimensional space created by a handy haversack, portable hole, or similar item instantly destroys both items and opens a gate to the Astral Plane. The gate originates where the one item was placed inside the other. Any creature within 10 feet of the gate is sucked through it to a random location on the Astral Plane. The gate then closes. The gate is one-way only and can’t be reopened. This requires attunement. Backstory There are next to no records about his early life. What we have been able to confirm is that growing up he was part of a group, when the Reechers attacked he picked up a sword and started swinging. He never stopped. As he grew, so did the sword, and once he was old enough he decided to enlist. Official accounts are still unclear as to where the name came from, all that has been confirmed is the nickname "REX". The name stuck. Cormyr kept their promise and Rex saw more than his share of battle. The War Wizards offered Rex magic and he spent several years acting as a scout. He specialized in going the types of places that you wouldn't send a normal wizard into.  His current mission: Locate and assist the Hammer of Shadows however possible. If asked the following true statement, "It's in the interest of both Vesperin and Cormyr that this alliance flourish." Rex is the spirit of friendship to demonstrate Cormyr's commitment to that alliance.
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Jiltrix (Dalelands) Lycanthrope (Neutral Druid) Outlander Personality Traits I place no stock in wealthy or well-mannered folk. Money and manners won’t save you from a hungry owlbear. I have a lesson for every situation, drawn from observing nature. Ideals Nature. The natural world is more important than all the constructs of civilization. (Neutral) Bonds I will bring terrible wrath down on the evildoers who destroyed my homeland. Flaws Don’t expect me to save those who can’t save themselves. It is nature’s way that the strong thrive and the weak perish. Faction: Emerald Enclave (8) "Summerstrider"  (start w/3) Chapter 2: Ravens Under the Sun - Dedicated to help the Mongrelfolk survive and prosper. (+1) - Failed to defend the ecosystem of the Kuthik. (-1) Chapter 3: Conspiracy of the Raven & Gathering of the Ravens - Restoring the natural order of the land near the Temple of Mystra that's contaminated with Spellplague. (+2) Isilir Backstory: In the Deep End - Helped the aquatic elf restore the natural order of the Salt Marsh by destroying the Deep One. (+2) Chapter 4: Braking Point - Disrupting the operations of the Fraternity of Tharos from upsetting the natural balance and order of Impiltur. (+1) Chapter 5: Lost Souls - Trapped in the the Shadowfell (0) Piety: Lurue  (5) start w/1 Chapter 2: Ravens Under the Sun - Failed to exhaust every other option before exterminating the Kruthik. (-1) - Befriending the Mongrel Folk. (+1) Isilir Backstory: In the Deep End - Befriended and helped the Nereid attain freedom from her captors. (+1) Chapter 3: Conspiracy of the Ravens & Gathering of the Ravens - Progressed on a personal quest to Mentor Kara. (+1) - Devoted a significant amount of time restoring natural order among the Mongrelfolk area allowing a fey creature to exist. (+2) Chapter 4: Breaking Point - Failed to understand or embrace the lycanthrope beast within her. (-1) Chapter 5: Lost Souls - Traveled to the Shadowfell for an extended period of time. (+1) Story Awards Chapter 2: Ravens Under the Sun - Favor of the Great Family of Ravens Bluff (Group):  House Blacktree are favorably impressed with you. You are limited to one favor from the house. You may spend these favors to request that House Blacktree use its power and influence to intercede on your behalf in a single matter in Ravens Bluff. The DM decides exactly how the particular House intercedes. Chapter 3: A Conspiracy of Raven & Gathering of Ravens - Knightly Conduct I (Personal): You have impressed a religious order called the Knights of the Phoenix (dedicated to keep the city safe from undead and extra-planar creatures) by your conduct while recovering the Cup of Truth. The religious order is willing to provide one of the two recommendations you require to squire as a Knight of the Phoenix. Continued conduct in line with this religious order a second recommendation may result in you being able to join the ranks of the Knights of the Phoenix in Ravens Bluff. - Favor of the Mongrelfolk (Personal): You have performed a great service for the Mongrelfolk. The village is saved, the Mongrelfolk return to their normal daily routines. The village can build up their food stores and now have hopes to survive the future. Chapter 4: Breaking Point - Favor of Sergor Marsk (Group):  Sergor Marsk is a master weapon-smith and he has a keen interest in and knowledge of magical weapons as well as the history of  Impiltur. His skill and knowledge promises to be much more useful than the few gold coins he paid you for the help of his niece. - Favor of House Deesbrock (Group):  House Deebrock in New Sarshel is obliged to you, and can provide shelter, a good word, and any other low cost assistance a minor noble family could likely supply within  the bounds of New Sarshel. Chapter 5: Lost Souls - Mark of the Beast (Personal): A small abyssal birthmark appears in a prominent location on your body, that marks you as an agent of the Abyss. You make Charisma checks with advantage when interacting with fiends. (once per chapter) Equipment Moonsickle +1 (uncommon) Potion of Healing (common) Scroll of Revivify (uncommon) Heritage Item: Sacred Plant Tattoo (uncommon) Produced bya special needle, this magic tattoo depicts mistletoe or other sacred plant and uses ink that resembles liquid bark. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. If your attunement to the tattoo ends, the tattoo vanishes, and the needle reappears in your space. While attuned to the tattoo, you can try to cast a cantrip that you don't know. The cantrip must be be on your spell list, and you must make a DC 10 Intelligence (nature) check. If the check succeeds, you cast the spell. If the check fails, so does the spell, and the action used to cast the spell is wasted. In either case you cant use this property again until you finish a long rest. This requires attunement. Backstory Jiltrix came to be here through the slave trade stolen from the forests of Cormanthor in the Dales. Typically slavery is hidden through the trade of animals and their "handlers" in Jiltrix's case it was even more tragic as she was the animal and her sister Shae the handler. Each held hostage of the punishment of the other. Her days in slavery were spent performing at dinner parties in bear form and thus now it is only in great peril she can take on that form as the memories are too painful. Her and her sister were able to escape with the help of an unknown stranger and upon learning their weakness was the love of the other went separate ways and vowed to never cross paths again. She believes that only the strongest survive and view companionship and loyalty are weaknesses. It will take time for her to trust or depend on others again as she only sees these traits as weapons to be used against her thus justifying never returning to the forest where she was raised or acknowledging her family in any way. When in reality her family shuns her at her failure to rescue her sister sooner and the monstrous thing she had become to achieve escape.  Currently she aims to correct political wrongs and, while she feels the strongest should survive, feels a deep desire to give the weak a fighting chance and an opportunity to prove themselves as she was given during their escape. For example she will not rescue you and drop you on your doorstep but she will distract or team up on your attacker and give you the fighting edge that may be needed. She always wonders about the stranger that saved her and begrudgingly feels gratitude for her rescuer, unsure if she ever wants to know their identity. QUESTIONNAIRE What is the most evil thing you have ever done? I don't know. I constantly atone for the things I can't recall during my transformation. The unknown eats at my conscience. When was the time you were the most frightened? The first time I shifted into  a werewolf to save my sister. I had no understanding of what the priest of Malar had done to me or why this primal anger was overtaking me. Under what circumstances do you find killing to be acceptable and unacceptable? Killing to survive vs killing for enjoyment. In your opinion, what is the most evil thing any human being could do? The Enslavement of  a creature. Is there anything you absolutely refuse to do under any circumstances? Why do you refuse to do it? I will never purposely infect a human with lycanthropy willing or not. Even if they are willing they have no idea the horrors it brings. Who or what, if anything, would you die for (or otherwise go to extremes for)? I would die to end the cycle of lycanthropy, to eliminate someone I know is spreading it. Who is the most important person in your life, and why? I no longer know. My sister is the person who I was most motivated to save by any means necessary but that was so many years ago and I fear anyone I get close to now I will inadvertently hurt. What is your most treasured physical possession? Due to shifting I don't treasure physical items much but along my left arm is a sleeve tattoo, currently it encompasses my collar bone and upper shoulder like a half mantle telling my life story and as I grow I am able to add more to the design.