Delvers Company Inactive Characters
This page lists all inactive members of Delvers Company. They are divided using the index by which thread they were last active in. See also: Delvers Company Characters.
Crimes of the Ancient Stronghold
Lorelei Adriatic
Look: Lorelei was truly blessed by Shelyn, deep blue eyes and a fine face with porcelain feminine features. She is not as muscular as others of her kind, slender through her midsection with ample bosom, her curves a gift from the nymphs of the sea as her mother would say. Her silken armor hangs loosely around her, hanging low on her back, the material diaphanous in places and held in the front with an attached choker and large smooth blue stone inlaid. The entire outfit is trimmed in gold, however when she travels Lorelei hangs a large, golden cloak of vicuna with an oversized hood to help her blend in until it is time for a performance. The hood hides her odd white-blue hair which she dismisses as albinism if asked. It is kept long with two lengths braided in the front and two in the back among the free flowing locks.
Soft spoken and kind, she greatly enjoys the company with others, taking great pleasure in the joy of others. She uses her performances to earn coin because she has to. A smile, a dancing patron or a kind compliment is all she really needs to sustain her. Worried that her timidity would seem a weakness on the surface world to be exploited (or worse reminded of the virtual imprisonment by her father under the auspices of protection and caring) she is out to prove herself. Lorelei is curious, somewhat naive given her lack of understanding of the world around her, caring, generous and good natured. She always tries to be helpful and cheery and is happiest when giving others joy. She appreciates humor and can have a bit of a sarcastic streak when the mood strikes her. She isn't meek, but neither overly aggressive. Preferring to be a peacemaker but not adverse to violence should it come to it.
Armor: 0
Hit points: 15
Damage: d6
Str: 8 [-1] Dex: 13 [+1] Con: 9 [+0]
Int: 15 [+1] Wis: 12 [+0] Cha: 17 [+2]
Alignment: Good - Perform my art to alleviate burdens and entertain others
Bonds:
- Having often been protected by Phelypsis, I want to gift her with something that helps her achieve the strength she needs while teaching her the true value of love.
- I am writing a ballad of Nuria's adventures.
- I'm curious about Sydney's magical ways and would like to know more about them.
- Need a new bond
- Need a new bond
Race: Human/Mermaid
- Move: Mermaid’s transformation allows you to breath underwater and swim very fast
Equipment Load: 3 / 8 Coin: 3
- A flute made from shells stolen from her father's treasure chamber
- Dungeon rations (5 uses weigh 1)
- Her mother’s superbly crafted ceremonial dress, woven with sea silk and embroidered with gold also stolen (worn, 0 weight)
- A rapier with a hilt carved from red porphyry, glistening with feldspar crystals embedded within (close, precise, 2 weight)
Moves
- Human - When you first enter a civilized settlement someone who respects the custom of hospitality to minstrels will take you in as their guest
- Arcane Art
- Bardic Lore - A Bestiary of Creatures Unusual
- Charming & Open
- A Port In The Storm
- Eldrich Tones (Level 2)
Nuria
Modified Immulator class: [1] (with the following changes: Light A Fire Under Them, Moth To The Flame and Flames In Your Eyes use CHA instead of WIS.)
Look: Born member of a cult that worships the 'living flame', Nuria is the priestess and vessel of her god. Fiercely beautiful, she acts much like the flame she emulates: she burns high and fast, driven by intense passions and hunger for more. Those she touches may find themselves catching flame -- or all too quickly devoured and left a husk. Both metaphorically and literally. She stands tall and blessed with a sculpted compromise between athleticism and a fully feminine figure. Two features set her apart from regular humans: her ears that are pointed and almost look elfin, which sport two helix piercings and a sharp sickle-shaped bone through each lobe. Her eyes burn a bright yellow. Both sides of her head is shaved, leaving her with a wild mohawk that ends in a long, braided tail. She wears leather armor -- of a sort. It only really covers her arms and shoulders properly, the remaining bits look more like a particularly spiky leather bikini. A collar of the same material prominently sits around her neck.
When she came of age, the cult members sacrificed themselves to her flame, which granted her power and her unusual appearance -- and left her alone in the world. A grown woman, she decided to reach out and touch more of the world. Her frantic behaviour is in parts driven by a fear that she can never have anything permanent, for such is not in her own nature and anathema to the flame inside her.
Armor: 2 (Special: If damage is odd, roll 1d4 for Fighting Fire with Fire)
Hit points: 21
Damage: d8
Str: 12 [0] Dex: 13 [+1] Con: 17 [+2]
Int: 9 [0] Wis: 8 [-1] Cha: 16 [+1]
Alignment: Chaotic - Like wildfire!
Bonds:
- With all of Sydney's teasing, she's due a well-earned 'revenge' to cheer her up.
- Still horny for horns - I must learn more about what really gets Phel going.
- Wait, Eisa's gonna come along this time? Can she fight?
Race: Godlike (Non-magical heat and fire cannot harm you.)
Equipment Load: 6/9 Coin: 25
- A Symbol of your sacrifices past
- light metal staff (close, two-handed, 1 weight)
- 3 Dungeon Rations(5 uses, 1 weight)
- 2 Healing Potions (0 weight)
- 2 Adventuring Gear (5 uses, 1 weight)
- sturdy flasks of burning oil (?)
- 2 bandages (3 uses, 0 weight)
Moves Burning Brand, Fighting Fire with Fire, Give Me Fuel Give Me Fire, Zuko Style, Hand Crafted, Firesuit, Weapon of Flames (+1 damage)
Phelypsis
level 3 Custom Andra Barbarian / 0/10 experience
Look: Phelypsis is a demon born woman with a blush red skin, yellow slit eyes and thick purplish grey hair, which usually just puffs on top of her head in one big mess. She has large cow ears covered in short fur and tiny nub-like horns on her forehead. Phelypsis has gentle and soft facial features with eyebrows seemingly incapable of looking angry.
Her 7'8" tall athletic body is equipped with toned abs, and muscular arms of someone used to solving conflicts with pure brawn and endurance. Due to various reasons she has accumulated a significant and very visible 'padding' around chest, butt and thighs, which give a stark soft contrast to Phelypsis' otherwise firm body. After long periods of lazy time she may also grow bit of a belly.
Phelypsis also has a short one feet long tail with a tuft matching her hair color at the end. She has normal feet and hands and generally has very few demon characteristics for one of her race.
Phelypsis wears fluffy furs and hide dress reinforced with chainmail that reaches about half way her thigh and has generous cuts at the side to allow good mobility. Underneath she has worn leather pants about to burst from their seams. Regardless of weather Phelyipsis usually also wears warm gloves, boots and a colorful scarf. She wields a heavy and crude looking two handed sword of iron with lots of cuts and dents and a torn cloth wrapped around the handle.
Armor: 3
Hit points: 25
Damage: d10
Str: 18 [+3] Dex: 9 [-] Con: 15 [+1]
Int: 12 [-] Wis: 13 [+1] Cha: 8 [-1]
Alignment: Neutral - Teach them the way of Andra
Bonds:
- I'm certain that putting my body between Eisa and harm is a smart move.
- I'm secretly envious of the way Nuria dares to let her passion burn so hot.
- Yula is supsicious. I won't let her make the first move.
- I need to make up all the rough groping and handling to Sydney, or she will hate me.
Race: Andra tribal - When you enter parlay with a tribal people in good faith, you may roll using Strength instead of Charisma
Equipment Load: 9/17 Coin: 25
- Adventuring gear; 5 uses, 1 weight
- Plate; 3 armor, worn, clumsy, 4 weight
- Ornage two handed sword; close, ornate, two-handed, +1 damage, 2 weigh
- Knife; hand, , 1 weight
- Dungeon rations; Ration, 5 uses, 1 weight
- Mother's earring, a wooden pearl with a fishing hook.
Moves The Upper Hand, What Are You Waiting For?, Musclebound, Armoured, Bend Bars, Lift Gates, Armour Mastery, Berserker
Sydney Malorne
Look:
Sydney is mercilessly sarcastic and a bit of a tease. She keeps her hair cut short in order to better display her neck and shoulder line and keeps a firm collar around her neck which is attached to her dress, making the garment harder to remove. She does this both to make people think about how hard it would be to get her undressed and, also, to let her ask people to help her do just that. She prefers muted, dark colors to offset the deep crimson of her eyes and mystic symbols tattooed on her skin. It is these symbols from which she derives her power and, should blood or filth obscure their pattern, she would lose all ability until she was able to sufficiently clean them back off.
Armor: +0
Hit points: 13
Damage: 1d4
Str: 8 [-1] Dex: 13 [+1] Con: 9 [+0]
Int: 16 [+2] Wis: 12 [+0] Cha: 15 [+1]
Alignment: Neutral - Discover something about a magical mystery
Bonds:
- Phelypsis will play an important role in the events to come. I have foreseen it!
- Nuria is keeping an important secret from me.
- Lorelei is woefully misinformed about the world; I will teach them all that I can.
Race: Human (take a cleric spell)
Equipment Load: 5/15 Coin: 0
- Bag of books (5 uses, 2 weight)
- 4 healing potions
- Dungeon rations (5 uses weigh 1)
- Dagger (hand, 1 weight)
Moves Spellbook (Light, Unseen Servant, Prestidigitation, Magic Missile, Invisibility, Detect Magic, Cure Light Wounds), Spell Defense
Eisa Valiard
level 2 Cleric / 0/9 experience
Look:
Physical - Eisa has in all likelihood been wearing the same clothing for at least ten years, since she was a little girl. Though her blossoming features outgrew and spilled forth from the sides of her light blue leotard many years ago it is a cherished item that has seen repairs time and again that she is incredibly unlikely to part with. In her dark brown hair one can find flecks which have been dyed bright red and below that a pair of piercing ice-blue eyes, matching the colour of a sapphire gemstone in the centre of her forehead.
Personality - While some would call her miserly for choosing to repair and keep the same articles of clothing and equipment for years and in some cases over a decade rather than spend any amount however small to buy something new, this is simply a trait that has been burned into Eisa's mind - if she cherishes something she will want to hold onto it at all costs. Gold comes and goes but sentiment is something to hold on to. Also the same gold which could have been used to purchase something for herself could instead be used to fill her belly or find lodging for a few more nights or aid others who need it more.
In addition she enjoys cute and fluffy things, though can be a little embarrassed to admit it at times.
As with her patron deity Eisa is a dancer and uses the momentum from her dance as the somatic component in any spells the water god has chosen to grant her, which themselves then gain an almost liquid appearance. In addition to this, during her performances she will often attempt to use prestidigitation-based illusions to gain an appearance even closer to her patron, for example an extra set of arms.
Up until recently Eisa has felt that her role in the Delvers' organisation has been best served by staying behind, patching them up on their return, training with them and cooking hearty meals as a reward for their efforts, but now that one of their number has been somewhat flattened she believes that her role is to ensure no harm (or at least less harm which she can then tend to) comes to the group.
Armor: 1
Hit points: 17
Damage: d6
Str: 15 [+1] Dex: 13 [+1] Con: 09 [+0]
Int: 08 [-1] Wis: 16 [+2] Cha: 13 [+1]
Alignment: Good - Endanger yourself to heal another
Bonds:
- Nuria has insulted my deity; I do not trust them.
- Yula is a good and faithful person; I trust them implicitly.
- Sydney is in constant danger, I will keep them safe.
- I am working on snuggling up in Phelypsis' breasts
Race: Human - Your faith is diverse. Choose one wizard spell. You can cast and be granted that spell as if it was a cleric spell. (Prestidigitation)
Equipment Load: 5/25 Coin: 0
- Chainmail (1 armor worn, 1 weight)
- Staff (close, two-handed, 1 weight) and bandages (0 weight)
- Dungeon rations (5 uses, 1 weight)
- Symbol of the divine, A bronze pendant inlaid with a sapphire stone in the middle of its forehead depicting a four-armed feminine figure either dancing or reclining in the throws of passion (0 weight)
- Adventuring gear (1 weight) and dungeon rations (5 uses, 1 weight)
Moves Divine Guidance, Turn Undead, Commune, Cast a Spell
Advanced Moves First Aid
Scourge of the Demon Queen
Olivia
level 1 Cleric / 0/8 experience
Look: Dark wheat complexion contrasted by virginal white linen trimmed by amber, gentle sugar-brown eyes and meticulously brushed wavy walnut hair to the thigh stuffed into a white hood. Olivia is a compact woman who prides herself on living off of modest portions, and so is light enough to carry, with slender curvature equally broad at shoulder and hip but never squared, often trapezoid. On her white cloak she wears the brass pin of Saint Ovara, which is a stylized bee, the fleur-de-lis. She has a scent of faint beeswax, city streets, and the thin paper of a well read digest.
Both hands link around an old oak staff, crowded by decorative bracelets like wrists cuffed to a whipping post. It is a demonstration of harmlessness rather than a weapon. Like her sisters she is a healer, an agent of social harmony, a pretty white feather just behind the driving point of civilization's arrow there to bolster the allies and beautify conquest. Although no longer naive enough to believe the party line on a Supercolony utopia for all, it remains her anchor, her shield, her fallback in case everything goes sour.
Armor: 1
Hit points: 8+Constitution
Damage: d6
Str: 8 [-1] Dex: 12 [+0] Con: 13 [+1]
Int: 9 [+0] Wis: 15 [+2] Cha: 16 [+3]
Alignment: Lawful - Endanger yourself following the precepts of your church or god.
Bonds:
- _______________ has insulted my deity; I do not trust them.
- _______________ is a good and faithful person; I trust them implicitly.
- _______________ is in constant danger, I will keep them safe.
- I am working on converting _______________ to my faith.
Race: Human - Your faith is diverse. Choose one wizard spell (Charm Person). You can cast and be granted that spell as if it was a cleric spell.
Equipment Load: 3/18 Coin: 0
- Dungeon rations (5 uses weigh 1)
- Chainmail (1 armor, 1 weight)
- Staff (close, two-handed, 1 weight)
- Bandages (0 weight)
- Healing potion (0 weight)
Moves
- Deity - You serve and worship some deity or power which grants you spells. Give your god a name (Saint Ovara) and choose your deity’s domain (Civilization). Choose one precept of your religion (Your religion has important sacrificial rites, add Petition: Offering).
- Divine Guidance - When you petition your deity according to the precept of your religion, you are granted some useful knowledge or boon related to your deity’s domain. The GM will tell you what.
- Turn Undead - When you hold your holy symbol aloft and call on your deity for protection, roll+Wis.
On a 7+, so long as you continue to pray and brandish your holy symbol, no undead may come within reach of you. On a 10+, you also momentarily daze intelligent undead and cause mindless undead to flee. Aggression breaks the effects and they are able to act as normal. Intelligent undead may still find ways to harry you from afar. They’re clever like that.
- Commune - When you spend uninterrupted time (an hour or so) in quiet communion with your deity, you:
Lose any spells already granted to you. Are granted new spells of your choice whose total levels don’t exceed your own level+1, and none of which is a higher level than your own level. Prepare all of your rotes, which never count against your limit.
- Cast a Spell - When you unleash a spell granted to you by your deity, roll+Wis.
On a 10+, the spell is successfully cast and your deity does not revoke the spell, so you may cast it again. On a 7–9, the spell is cast, but choose one: You draw unwelcome attention or put yourself in a spot. The GM will tell you how. Your casting distances you from your deity—take -1 ongoing to cast a spell until the next time you commune. After you cast it, the spell is revoked by your deity. You cannot cast the spell again until you commune and have it granted to you. Note that maintaining spells with ongoing effects will sometimes cause a penalty to your roll to cast a spell.
Sara'luthwen Elanorriel
level 1 Summoner / 0/8 experience
Elf Summoner
Level: 1 Xp: 0
Look: -- Appearance: Sara stands at a surprisingly petite height for an Elven woman, standing at only 5'5, and is of an athletic, well-maintained lithe-but-curvaceous build - her body being what she has learned the humans call "An Hourglass Figure," many men apparently being very interested in her ample, DD-chest - that regularly attracts a lot of unwanted attention to the surprisingly shy, naive young girl. Her long blond hair falls down to around her waist (impossible to take care of without the use of magic!) and her bright, kindly emerald green eyes peer out from a smooth, gracefully curving face. Her skin is soft and smooth, though she has a marring scar across the middle of her back and spine, stretching from her left shoulder blade down to her right hip. Her lips are smooth, graceful and pleasantly plump and her ears end in sharp points, clearly marking her as a pureblooded, "Aristocratic" elf. Despite having left her family and her clan, she still insists on wearing the traditional Spiritualists Garb of her people; a snow-white bustier with golden trim and traditional tribal patterns swirling on the chest that wraps around her body and under her arms and meets in the centre of her back, held in place by a series of thick white laces in a criss-cross pattern.
Her lower half is covered by a short white skirt with yet more golden trimmings and metal ornaments hanging from the waist, with the option of adding a series of white train-like attachments that trail behind her for ceremonial or formal functions. Her stomach and the area just below her chest-level is uncovered, her soft flesh allowed to be exposed to the air around her with the golden winged tattoo that marks her as a Mage among her clan. Her fingerless white and gold gloves extend up to just below her shoulders and match her mid-thigh-high travelling boots. Unfortunately for her, such dress is considered "revealing" and provocative among many human settlements, earning her yet more unwanted attention when wandering around settlements on her own. Were she not a mage, she has no doubt that she would have been taken advantage of by evil, scrupulous men many, many times. Still...it is all she has left of her family and her traditions, and she refuses to allow the more base nature of Mortalkind to strip her of that connection, or intimidate her into changing her own bodies desires and comfort to conform.
-- Personality:
Sara is a woman out of her element; she only left her clan to explore and discover the world a few short months ago, and is still learning about the intricacies of normal, everyday life outside of her nomadic people. As such she can come across as fairly shy and nervous, though once her initial nerves have passed she generally attempts to be friendly and outgoing to everybody she meets, and often comes across as innocent and naive...because she is. However, she is not stupid and often surprises people with her unexpected intelligence in certain matters...you don't live very long as a "Hedge Mage" if you don't have some brains, after all. The elements themselves are very punishing towards fools. She did learn very quickly of course, after one or two note worthy incidents, that many people are not what they seem and many more people only want her for what she can do for them. As such, though she is still naive and is perhaps slightly quick to trust others, she is aware of the fact that she must be more careful and always endeavours to be cautious...though she still finds it exceedingly difficult not to see the best in others and will often be the first to offer assistance or sympathy even when it might prove dangerous or unwise to lower her guard to do so. Her devotion to the Old Gods of her Clan can make her seem like a bit of a prude sometimes, but the truth is that she accepts all sexualities and approaches to intimacy; life is a gift from the Gods, after all, and if your body desires something it is because the Gods will it, and if the Gods will it, then it must be holy and just...right?
-- Basic History:
Sara was born into the Tua'thu'ain, a small clan of Nomadic Elves in the far reaches of the world, away from most – if not all – wider civilisation, only occasionally coming across small villages and settlements here and there who were equally as isolated and separate from the goings on of the various Kingdoms and Empires vying for dominance. Their home was wherever they pitched their huts, following the Game and avoiding trouble, moving from forest to plateau to rolling grassland as befit the season and the climate. Life was hard, of course – some months they would travel for miles and miles around and find only the barest of supplies, and some summers were so dry and humid that it felt like the sun itself became a vengeful Fire Elemental, bearing down on them attempting to crush them beneath its might – and every day brought with it the capacity for great calamity and danger. Living in the wilds, beyond the reach of civilisation tended to do that...Monsters were more frequent and more bold, creatures long since thought extinct prowled the night and it was only through the bravery of their Hunters and the Strength of their Clan that they ever survived the long winter nights in particular. Central among the Strength of The Clan were two things; the first, that every youth was tested when they exited childhood – the equivalent physical maturity of a human 8 year old – and assigned a Master to teach them a craft, be it Ranger, Fletcher, Weaver, etc so they could grow to support the Clan in whatever ways it required.
Second was the tenant that what the Clan needed, the Clan got. That if the Clan required a sacrifice from you, you gave it, willingly. And one sacrifice that was needed was one Youth to step forwards and take the heaviest mantle of them all; L'yaranel, which roughly translates in Common to “The Guide,” or “Guardian.” L'yaranel is the title given to the leader – or the “Guide” - of the Clan, the man or woman whose job it is to divine the signs from nature and the stars, to dictate their path, offer physical and spiritual comfort and healing, to offer insight into the Gods designs, whose job it is to commune with the Spirits and the Ancestors in times of trouble, whose duty it is to ensure that the Clan survives and remains strong and safe. In short, their job is to ensure the Clans physical and Spiritual survival. Thankfully, the Tua'thu'ain worship forgiving Gods who emphasise the natural aspects of the Elven body, emphasising the holiness of the Bodies desires and needs, and the necessity of treating everybody you meet with the respect they show you, and the importance of family and Clan, so the latter is not as difficult as some more “civilised” faiths. However, it can be challenging sometimes to truly discern the Gods will, and that is one area where the L'yaranel comes in.
Every generation, the Youth with the greatest Magical potential is selected and taken for training under L'yaranel, becoming L'ynoryel, or “The Guided,” whose destiny it is to one day replace L'yaranel as the Guardian and Guide of the Clan, and in time, train their own apprentice in order to ensure the survival of the Tua'thu'ain. This youth is instructed in plantlife, the movement of the game, the signs of the Earth, methods of healing and symptoms of both common and uncommon ailments. They are taught Theology and – like any other Tua'thu'ain youngster – how to ride and shoot. They are tutored in magic, guided towards their own strengths and style of Spellcasting and channelling of the Gods Will. Magic, after all, cannot be forced; every individual has their own attunement to the natural world, and that must be nurtured and discovered, not brutalised and bullied. It must come naturally and must stem from within the person themselves, not taught from a textbook with no flexibility or adaptability. And then, when they are the equivalent of 17 Human Years Old, they are sent off into the world for their Tua noy'liara, their “Great Pilgrimage,” where they are tasked with exploring the world, visiting strange and exciting new places, gathering wisdom and knowledge and experience beyond what they would otherwise find within the clan, effectively turned loose to mature and grow and come back with the maturity needed to carry the great burden of L'yaranel. Many Tua noy'liaren last in excess of twenty or thirty years, and Sara is only at the beginning of hers, only two years into her Great Journey, and she still has a lot to learn.
She has never known anything other than her Clan, and even with her trusty Spirit Companion, Fenariel by her side, she is scared and uncertain...but determined to live up to her Clans ideals, her Faiths Tenants and her parents hopes and dreams for their daughter. After a particularly hairy moment in an ancient ruin that turned out to be far, far more than she had bargained for, the group she met along the way invited her to join their “Guild” and, after some contemplation, Sara decided to accept. She needed to see the world, and what better way of doing it than being part of an Adventurers Guild, whose sole job was exploring and discovering? Even better to be part of a group, so she could gain experience working with a team, and who could better guarantee her safety should the worst happen. She's only been with the Guild a few short months, but has already been through a good few small adventures of her own...but something tells her that this one...this one right here, right now...this would be the biggest one thus far. And though she cannot hide the fact that she is nervous...she's also exhilarated. This was what the Pilgrimage was all about; and with her trusty Fen by her side, her Ancestors watching over her and her fate already ordained in the skies above...how could she possibly accept anything besides absolute success? She would not fail. For the sake of her Clan...she could not fail.
Armor: 0
Hit points: 17
Damage: d4+2
Str: 8 [-1] Dex: 13 [+1] Con: 9 [+0]
Int: 12 [+0] Wis: 16 [+2] Cha: 15 [+1]
Alignment: Good - Give someone aid according to the spheres you have insight into.
Bonds:
__________ also respects the ancestors, so I will respect them.
__________ helped my complete an important task.
__________ is a friend of the spirits, so I will be their friend as well.
My companion seems to like __________. They must be someone I can trust.
Race: X - X
Fenariel Cunning: 2 Ferocity 2 Instinct: 1 Armour: 0
Strengths (as many as its Ferocity): Changeable, Huge.
Weaknesses (as many as its instinct): Frightening.
Training (1+Cunning): - Fight Humanoids - Fight Monsters - Scout.
When you work with your animal companion on something it’s trained in: ...and you attack the same target, add its ferocity to your damage. ...and you discern realities, add its cunning to your cunning. ...and you parley, add its cunning to your roll. ...and you take damage, add its armour to your armour. ...and you track, add its cunning to your roll. ...and someone interferes with you, add its instinct to their roll.
Equipment Load: X/X+Str Coin: 0
- Clothes appropriate to your calling and present situation
Dungeon rations (10 uses, 1 weight) An item that symbolizes her devotion: A silver headband, kept in the locks of her golden hair that symbolises that she is a Guide on her pilgrimage into the world. It has been passed down from Guide to Guide to symbolise their devotion to their fate. Her exotic shortbow, made for use either from horseback, foot, on the move, from a high perch...an all around versatile composite bow, equally good at hunting game or punching through armour. Ammo (4 uses) Bandages (3 uses, slow) Dungeon rations (5 uses, 1 weight). An item that connects her to her ancestors; A ceremonial golden hilted, silver bladed knife, the handle adorned with rich gilding and more than a few small, pure gems of varying colours. It has been handed down along the women of her family from time immemorial, a remnant of their Old Home, before their Clan was Nomadic. Nobody knows who those ancient Clansmen were, what their home was like, where it was or why they left...only that a very few family heirlooms survived the passage of time and their hard-weathered life, moving from place to place...and this dagger is one of them. Her carrying it is a promise; she will return one day to pass it on to her daughter. The memory of her ancient Ancestors depend on it. Moves By Claw and Fang, Devotion (Plants, Animals, Healing), Codes and Strictures, Cast a Holy Spell, Prayers to the Dead, Words from Beyond, Spectral Companion
Silent Dale
level 1 Thief / 0/8 experience
Look: A slender woman of 5'5", her shifty stark blue eyes constantly appraise her surroundings, and tawny brown hair, typically worn under a hood, falls messily past her shoulder. Out of necessity, she wears dark colored leathers, which fit snugly, in order to slip through tight spaces without catching and tearing. A number of daggers, both displayed and hidden, adorn her ensemble - from the pair tucked into her thigh-high boots to the pair hidden under her forearm covers. Below the forearm covers, she wears finger-less gloves, which allow her thin, nimble fingers the freedom they require. Upon her hip is a thin-bladed rapier with a basket made of finely weaved silver.
Armor: 1
Hit points: 15
Damage: d8
Str: 8 [-1] Dex: 16 [+2] Con: 9
Int: 12
Wis: 13 [+1] Cha: 15 [+1]
Alignment: Neutral – Avoid detection or infiltrate a location
Bonds:
- I stole something from _______________.
- _______________ has my back when things go wrong.
- _______________ knows incriminating details about me.
- _______________ and I have a con running.
Race: Human
Equipment Load: 4/9+Str Coin: 10
- Dungeon rations (5 uses weight 1)
- Leather armor (1 armor, 1 weight)
- 3 uses of Oil of Tagit (applied): The target falls into a light sleep
- Rapier (close, precise, 1 weight)
- 3 throwing daggers (thrown, near, 0 weight)
- Adventuring gear (1 weight)
Moves
You are a professional. When you spout lore or discern realities about criminal activities, take +1.
Trap Expert - When you spend a moment to survey a dangerous area, roll+DEX. ✴ On a 10+, hold 3. ✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions: • Is there a trap here and if so, what activates it? • What does the trap do when activated? • What else is hidden here?
Tricks of the Trade - When you spend a moment to survey a dangerous area, roll+DEX. ✴ On a 10+, hold 3. ✴ On a 7–9, hold 1. Spend your hold as you walk through the area to ask these questions: • Is there a trap here and if so, what activates it? • What does the trap do when activated? • What else is hidden here?
Backstab - When you attack a surprised or defenseless enemy with a melee weapon, you can choose to deal your damage or roll+DEX. ✴ On a 10+ choose two. ✴ On a 7–9 choose one. • You don’t get into melee with them • You deal your damage+1d6 • You create an advantage, +1 forward to you or an ally acting on it • Reduce their armor by 1 until they repair it
Flexible Morals - When someone tries to detect your alignment you can tell them any alignment you like.
Poisoner - You’ve mastered the care and use of a poison. Choose a poison from the list below; that poison is no longer dangerous for you to use. You also start with three uses of the poison you choose. Whenever you have time to gather materials and a safe place to brew you can make three uses of the poison you choose for free. Note that some poisons are applied, meaning you have to carefully apply it to the target or something they eat or drink. Touch poisons just need to touch the target, they can even be used on the blade of a weapon. • Oil of Tagit (applied): The target falls into a light sleep • Bloodweed (touch): The target deals -1d4 damage ongoing until cured • Goldenroot (applied): The target treats the next creature they see as a trusted ally, until proved otherwise • Serpent’s Tears (touch): Anyone dealing damage to the target rolls twice and takes the better result.
Velaria Folkhein
level 1 Bard / 0/8 experience
Elf Bard
Level: 1 Xp: 0
Look: Princess of the mixed kingdom of Folkenheim, Velaria was always a girl enslaved to her imagination and sense of wonder. At a young age she developed a fascination with heroes and epic tales, and dreamed of becoming an adventurer herself. Often she would skip lessons or shirk her royal duties in favor of reading story books and sneaking off with the other children around the castle to play pretend that she was a heroic knight. While at first her parents believed it merely a fleeting phase of youth, as she grew older she became increasingly more bold in her actions, even going so far as to sneak out of the castle to roam around the streets of the capital, seeking out 'villains' to put to justice. When one such endeavor almost got her seriously hurt at the hands of a petty thief, her parents sought to put an end to her games, assigning her the orcish knight Brunhilda Faithshield as her personal guard, hoping the herm's intimidating presence would dissuade her from acting up.
Unfortunately this proved much the opposite, as seeing such a strong woman carrying such a distinguished title, hearing the stories of her former adventures, it only made her desire for adventure stronger. Over the next few years Velaria spent her time working her way into her guard's good graces, slowly winning her over until she was truly dedicated to her, body and soul (and perhaps in desire as well as she would later discover). With Brunhilda's assistance the princess was able to flee the capital for good, venturing forth into the world in search of adventure. She quickly learned however the harsh realities of the world. Ideals and fantasies were not the same as real life, a lesson she quickly learned when she lost her virginity to Brunhilda, the hermaphroditic orc seeing the girl's body as the only reward for her assistance the girl had to offer. The two ventured together for a time, only to be separated when a group of bandits raided the town they were staying in. Foolishly wanting to fight Velaria rushed forward towards the bandits, whilst the veteran Brunhilda opted to flee their overwhelming numbers. Lacking in formal training and skill Velaria was quickly captured, and would have been sold into slavery a few days later had a group of Delvers not come to liberate the slaver camp she was being held at.
Armor: 0
Hit points: 20
Damage: d4
Str: 9 [+0] Dex: 15 [+1] Con: 12 [+0]
Int: 13 [+1] Wis: 8 [-1] Cha: 16 [+2]
Luck 3
Alignment: - X
Bonds:
This is not my first adventure with______.
I sang stories of__________long before I ever met them in person.
___________is often the butt of my jokes.
I am writing a ballad about the adventures of _______.
_______trusted me with a secret.
___________does not trust me, and for good reason.
Race: Elf - When you enter an important location (your call) you may ask the GM for one fact about the history of that location.
Equipment Load: X/X+Str Coin: 0 Load: 3/18 (Str +9) Instrument: Royal Harp Clothing: Ostentatious clothes Weapon: Dueling rapier (close, precise, 2 weight) Stuff: Dungeon Rations (5 uses, 1 weight), Bandages (0 weight) Moves Arcane Art, Bardic Knowledge, Fool, Port in the Storm
Yula Fractae
level 2 Shadow Dancer / 0/8 experience
Look: Couple of paragraphs of description
Armor: X
Hit points: 20
Damage: d8
Str: 8 [-1] Dex: 16 [+2] Con: 12 [+0]
Int: 16 [+2] Wis: 13 [+1] Cha: 9 [+0]
Alignment: Chaotic - Strike fear into the hearts of thine enemies
Bonds:
- I don't trust Phelypsis because of her demonic heritage and the inherent destruction it can bring.
- I protected Eisa previously and want to keep her safe no matter the cost.
- I was forced to duel Nuria, but threw the match without using my full power./ I respect Nuria's strength.
- __________ obviously doesn’t trust me, and this needs to change.
Race: Kitsune - You may create little will-o-wisps of light to illuminate a small area.
Equipment Load: 5/9 Coin: 0
- Dungeon rations (5 uses weigh 1)
- Rapier (close, precise, demonic (disguised), 2 weight)
- Dark clothes and a cloak
- A perfumed note from a lost love, separated by a jealous lover
- Adventuring gear (5 uses, 1 weight)
- Five torches and a tinderbox (1 weight)
Moves Signature Weapon (Perfectly Weighted, Abyssal), Dance of Blades, Gather Darkness, Walking Through Darkness, Fixation on the Darkness (Dark, Dark Hands)
Bits and Bobs
Charname
level 1 CHARCLASS / 0/8 experience
CHARRACE CHARCLASS
Level: 1 Xp: 0
Look: Couple of paragraphs of description
Armor: X
Hit points: X+Constitution
Damage: dX
Str: X [+X] Dex: X [-X] Con: X [+X]
Int: X [X] Wis: X [X] Cha: X [X]
Alignment: X - X
Bonds:
Race: X - X
Equipment Load: X/X+Str Coin: 0
- Dungeon rations (5 uses weigh 1)
Moves
Inactive
Briar Thorn
Level 1 Ranger / 0/8 experience
Look: Bright and cheery, Briar is in truth a sweet little rose. Who will chat your ears off if you give her the chance, on a number of subjects. She stands in at 5'4", with soft features and raven hair, slim of build and slight of chest. She tends to simple clothing, even if her armor doesn't quite reflect that; she forsakes the usual forest greens of her long-lived kin for earthy browns, reinforced by chain at the joints and in other key places. Still, for that dark look she wears a smile, especially for the natural world and those who respect it - a smile accented by the lively glint in her emerald eyes.
'Gale' is the name of her dusky hawk; a fierce and loyal tiercel, watching her back and aiding her hunts. She talks to him as if he understood her... and he actually seems to, spreading his black-and-brown wings or clacking his beak at just the right moments, roosting on her shoulder when she needs comfort, and a dozen other minor little things...
Armor: 1
Hit points: 21
Damage: d8
Str: 8 [-1]Dex: 16 [+3] Con: 13 [+1]
Int: 12 [+1] Wis: 15 [+2] Cha: 9 [0]
Alignment: Neutral - Help an animal or spirit of the wild.
Bonds:
- I have guided Olivia before and they owe me for it.
- Serana is a friend of nature, so I will be their friend as well.
- _____ has no respect for nature, so I have no respect for them.
- Dale does not understand life in the wild, so I will teach them.
Race: Elf - When you undertake a perilous journey through wilderness whatever job you take you succeed as if you rolled a 10+.
Equipment Load: 7/19 Coin: 0
- Dungeon rations (5 uses, weigh 1)
- Leather Armour (1 armor, weigh 1)
- Bundle of Arrows x2 (3 ammo, weigh 1) (6/6, weigh 2)
- Hunter's Bow (Near, Far, weigh 1)
- Short Sword (close, weigh 1)
- Adventuring Gear (5 uses, weigh 1)
Hawk
Ferocity: +2 Cunning: +2 Instinct: +2
Strengths: Fast, Keen Senses
Tricks: Fight Humanoids, Fight Monsters, Hunt
Weakness: Savage
Moves: Hunt & Track, Called Shot, Command
Hjalmar
Look: A dwarf's dwarf, exemplary of the breed in his crudeness and gusto, Hjalmar is a creature of moods. He can be lazy when sated, aggressive at the slightest hint of an insult, and nigh impossible to budge once he's decided to stand his ground. Hjalmar has all the hallmarks of the type: a thick thatch of beard rife with braids and bands of metal; a brawny silhouette, near as wide as he is tall; and a belly that's clearly tried to engulf one too many kegs of ale. He may be a bit quicker to take offense than most dwarves, but he's stalwart and loyal as they come once he's decided someone is a worthy comrade.
What does set him apart from most other dwarves is a bloodline tainted by lycanthropy. He can't turn into a boar, no, but he's hairier than most dwarves (and that's saying something) and has been known to grow goring tusks in battle...and use them. Perhaps he's a bit more long-jawed, squint-eyed and low-browed than many of his kind, but given that most folk are used to judging dwarves by the tops of their heads, who's to say? It's certain that he's a bit more feral, a bit more visceral...more given to sating his urges than most more "civilized" dwarves. He's a gluttonous feaster, a deep drinker, and a breaker of beds as well as ale-steins over heads.
Armor: 1
Hit points: 24
Damage: d8
Str: 15 [+1] Dex: 13 [+1] Con: 16 [+2]
Int: 12 [+0] Wis: 8 [-1] Cha: 9 [0]
Alignment: Chaotic: "Rules are f'r sheepies, an' sheepies get fooked"
Bonds:
- Sydney wouldn't survive a day in the wild.
- Nuria's struggles to contain the power within her are similar to mine; I hope she overcomes them.
- Phelypsis's athletic prowess is incredible, but not as impressive as mine.
- I applaud Lorelei's mastery of her craft, but I worry for her in the journey ahead.
Race: Dwarf (X)
Tribe Clan: Stonesplitter Clan! Ye wanna see wha' I useta split rocks? Ooh, wayt, net thet clan...
RAZORCLAW (SHIFT +STR): Your tribe encourages savagery and brute force. You gain the shifter move “rend and tear”. In addition, you grow sharp claws tusks (hand, 1 piercing, messy, implanted) while shifting.
Equipment Load: 6/24 Coin: 0
- Leather Armor (1 armor, weight 1)
- Dungeon rations (5 uses weight 1)
- Adventuring gear (5 uses weight 1)
- Greataxe (close, +1 damage, two-handed, 2 weight) and 2 javelins (near, thrown, 1 weight)
- The hide of a fearsome creature you have slain
Moves: Weretouched (Boar: Forceful Charge, Rend & Tear, Smash'N'Boar'n), The Beast Within (Lust, Poor Impulse Control, Stubbornness), Shifting, Talk Like The Animals
Serana vi Marion
level 1 Arcane Duelist / 0/8 experience
Look: Standing statuesqe at 5'10 Serana carries herself with the rigidity and formality that suggests a combination of formal upbringing and strict military training. She has a lean, athletic build with lightly toned muscles, betraying her power and swiftness, though she also carries the supple curves of a healthy woman, her body meticolously (and no doubt arcanely) groomed to be both functional in combat and pleasing to the eye, fitting to the tastes of her old fae master. Her face is also naturally fair without need for adorments, and despite her many battles her skin is smooth and free of scars. While she was born a regular human, her time amongst the hedge has left her noticably warped and altered. The most mundane of these changes being her hair, stained partway black from it's normal auburn shade, and pale skin. Though more prominent and exotic features include the inhuman horns growing along the sides of her head, the painted rose sigils embedded across her body (crest of the fae court she belonged to), and her steely blue eyes that glow with ephemeral light whenever she channels her arcane abilities. However these features are usually a rare sight to most passerby, as Serana spends most of her time adorned in her armor. Crafted by the fae, the ancient, jaded metal and leather of her armor is surprisingly sturdy given its ornate, ceremonial apperance. Her helm bares the semblance of a great owl, and all throughout the armor has had hedge vines woven into it, establishing a link between it's wearer and nature. The plants interwoven in the armor are eternally living, and will slowly grow back when damaged, and will even bloom flowers in time with the seasons.
Armor: 3
Hit points: 21
Damage: d8
Str: 16 [+2] Dex: 15 [+1] Con: 13 [+1]
Int: 12 [+1] Wis: 8 [-1] Cha: 9 [+0]
Alignment: Neutral - Help throw off the chains of fellow slaves/captives
Bonds:
- _______broke up a fight I was involved in. I was probably going to lose, but they don’t need to know that part.
- Yula I are regular training partners.
- I may have killed a relative of______ at some point in the past.
- _________ seems like they would fold at the first sign of trouble. I don’t trust them.
Race: Human - Your fighting style is showy and impressive. Gain +1 forward to parley with anyone who has seen you fight.
Equipment Load: 10/10 Coin: 0
- Dungeon rations (5 uses, 1 weight)
- Noble's Silks (0 weight)
- Scale Armor (2 armor, worn, clumsy, 3 weight)
- Bastard Sword (+1 damage, two-handed, close, 2 weight)
- Rapier (precise, close, 2 weight)
- Parrying Dagger (hand, +1 armor, 1 weight)
- Adventuring Gear (5 uses, 1 weight)
- Healing Potion (0 weight)
Moves Arcane Bladework, Throw Down the Gauntlet, The Riddle of Steel, Student of the Blade (Flowing, Void-Edged, Mirage, Soul-Siphoning)