Explainer is the Game Master of this RPG and god of the world of El'Boren.
- Borrowed Catchphrase: "How do you want to do this?"
- Cliffhanger: Loves doing this.
- Combat Commentator
- Combat Referee
- Cross-Dressing Voices: When he plays female NPCs.
- Finish Him!: Especially for boss fights or particularly tough enemies.
- Man of a Thousand Voices: Well, someone has to voice everyone who is not a PC...
- The Narrator: One of his jobs as the GM
- Previously On : Always begins each session with a recap of the previous session.
- The Storyteller
- To Be Continued: Complete with Roundabout playing in the background!
- World Building: Comes with being the GM.
The Fated Inquisition
Our heroes of this story.- Anti-Hero Team: Typical for a D&D adventuring party. Hectar is a perpetual grump who is pretty uncharismatic despite being The Leader; Frey is money-obsessed and prioritizes herself over her friends; Achan steals things out of compulsion; Rikah is the level-headed Team Mom, but has been struggling with a survivor complex and other psychological issues that have been steadily getting worse; Gundar does not think highly of himself or his abilities and is rather emotional; Moana is also emotionally charged, which doesn't always mix well with her strength; Sven is a Noble Bigot who doesn't always say the right things and has been partaking in increasingly reckless behavior; Vatis is Chaotic Neutral and prefers to fool around rather than focus on the dangers at hand. Even Astrid, despite wanting to be like the Ideal Heroes she read about, has Freudian issues and is prideful to the point of arrogance.
- Bag of Holding: As per any D&D adventuring party. Hectar usually carries it, but has entrusted it to Rikah on a few occasions.
- Central Theme: Family is a recurring theme with most of the party, to varying degrees.
- Due to her upbringing, Astrid's relationship with her parents is strained, at best. That being said, she still wants to make them proud and acknowledge her capabilities as an adventurer.
- Achan is seeking vengeance on the judge who sentenced her father to death.
- Frey is currently trying to track down her father. She also secretly yearns to have a relationship like the one she had with her mother.
- Gundar was adopted into a community of fey, and is willing to do anything to save them from the demons invading their home.
- In a way, Hectar may view Rao as a parental figure, moreso than the priests who actually raised him.
- Moana never quite got over the loss of her adoptive father and crewmates, but has found some solace in Rikah.
- Rikah was raised by an entertainment troupe, and wants nothing more than to reunite with the only family she's ever known. She has also adopted Moana.
- Sven set out to restore honor to his family name and live up to the deeds of his ancestor.
- Vatis abandoned his family after his brother was sacrificed to the cult of Luna. He found a second family in his troupe.
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Character Alignment: Interestingly, the alignments of the party members are evenly split into fourths:
- Lawful Good: Gundar and Hectar
- Neutral Good: Rikah and Sven
- Chaotic Good: Achan and Moana (and Astrid)
- Chaotic Neutral: Frey and Vatis
- The Chosen Ones: The party was described as "fate-touched" by a skein witch, and stated that all of their destinies are entwined with each other in some way.
- Fire-Forged Friends
- Ragtag Bunch of Misfits: The players often joke about how many "special snowflakes" are in the party.
- Stealth Pun: The Fated Inquisition refers to most of the party's individual quests for information in addition to being Fate-Touched. It's also a nice Shout-Out to Monty Python's Flying Circus.
- You All Meet in a Cell: With the exception of Gundar, who the party comes across shortly after escaping.
- Alliterative Name: Sven Sorvath, and going by her troupe name, Rikah Rouven.
- Bonding over Missing Parents: How Rikah and Moana became so close.
- Born Lucky: Gundar and Moana have the Lucky feat, which allow them to reroll any d20 they or their opponents make (3 times per long rest).
- Death by Origin Story: Achan's parents, Frey's mother, Moana's adoptive father, Rikah's entire group of people, and Vatis's brother and fellow musicians.
- Disappeared Dad: Both Frey and Rikah are searching for their respective fathers.
- Land, Sea, Sky: Gundar represents Land, being a druid and a forest gnome; Moana represents Sea, having lived in a fishing village and spending lots of time at sea; and Rikah represents Sky, being an Aarakocra and possessing Flight.
- Opposites Attract: Seems to be the case for Hectar and Frey. The former is stoic, tactical, and Lawful Good; while the latter is more impulsive, selfish, and Chaotic Neutral.
- Parental Abandonment: Another common theme among the party.
- It's presumed that both of Achan's parents are dead, with her father risking his own life so she could avoid punishment from the law.
- Frey has never even met her father; her mother died a few years prior to the campaign starting.
- Gundar was found as a baby in the middle of a forest.
- Hectar was left to be raised by priests of Rao.
- It's unknown if Moana has actual parents (or even a creator of sorts), but her adoptive father and his crew were all killed by a dragon turtle.
- Rikah has essentially been abandoned twice; once by her parents before she hatched (for unknown reasons), and again when her troupe mysteriously vanished.
- Parental Neglect
- Astrid's parents were (and still are) overprotective of their daughter, going so far as to force her to master abjuration magic so she would stay safe. Well-intentioned, but their efforts neglected Astrid's interests and aspirations, resulting in her contempt for them.
- Vatis had a twin brother, and their parents got their names mixed up so often that they themselves forgot who was who. That, and they totally sacrificed one of their children to appease Luna's worshipers.
- Scars Are Forever: Several of the party members.
- Not entirely a scar, but Frey has been marked by the Witch of Desecration after she failed to possess her.
- Gundar has a scar on his back from when someone he was close to betrayed him and stole the Fey Stone.
- Rikah has one in the center of her chest from the Demon Prince the party had fought. It's been stated that her feathers are incapable of growing back in that spot.
- Sven retains some scars from the reaper's necrotic attacks.
- After Moana's eye was restored, she bears a scar in the form of a permanent dark smudge mark around her eye.
- Sole Survivor: Vatis after being attacked by the Cult of Luna, Moana after being attacked by a dragon turtle while out at sea, and Rikah by way of Genocide Backfire.
- Status Buff: Most, if not all, of the spellcasters are capable of doing this in some shape or form.
- Taken for Granite: Both Frey and Rikah were petrified for the entire fight with two medusa sisters. Thankfully they were restored to normal afterwards.
- The Three Faces of Adam: Sven, Gundar, and Hectar loosely fall into this.
- Sven (The Hunter): Strives to achieve greatness like his ancestor did and restore honor to his family. Also, he's a ranger.
- Gundar (The Lord): Is trying to maintain his role as the guardian of his home by retrieving the Fey Stone. He knows what he must do but should not lose sight of the allies that surround him.
- Hectar (The Prophet): Knowledge Domain cleric, and has high wisdom. His only known aspiration is to fulfill the pilgrimage Rao has sent him on, which may or may not involve aiding the rest of the party in achieving their own goals.
- The Three Faces of Eve: Moana, Rikah, and Frey loosely fall into this.
- Moana (The Child): Playful, innocent, and childlike in appearance.
- Rikah (The Wife): Motherly, kind, and devoted to family.
- Frey (The Seductress): Independent, flighty, and craves a close relationship.
Frey is the product of a chance encounter between a human and a dragon. She grew up on a horse ranch with her mother, who was a fortune teller. After her death, Frey temporarily took over the fortune telling business with little success due to a lack of trust from the other townsfolk. Eventually, Frey sets out to locate her father, wherever he may be.
- The Ace: Arguably the biggest damage dealer in the party. And one of the tankiest. The only exception is Dexterity saving throws.
- An Ice Person: Being a white Dragonkin, Frey possesses ice magic.
- Badass in Distress: Was restrained and unable to cast any spells for nearly the entire fight with the Bloody Vanguard.
- Beware the Quiet Ones: Frey usually keeps to herself, but as mentioned above, she is very powerful when provoked.
- Chaotic Neutral
- Counterspell
- Disappeared Dad: Dragon daddy done left with all the jewels!
- Exposed to the Elements: Has recently taken a liking to wearing a skimpy dancer's outfit. In the middle of winter.
- Fatal Flaw: Her greed. She was almost frozen solid due to a magical trap surrounding a big, shiny gem in the Witch's house.
- Fortune Teller: She carries around a Crystal Ball to scry with.
- Gold Fever: She has an obsession with gold and jewels, a trait she takes after her father.
- Half-Human Hybrid: Of the Draconic Humanoid variety.
- Hide Your Otherness: Usually wears a hooded cloak to conceal her scales and pointed ears.
- Averted as of recently, as she now runs around in what's essentially a fancy bikini.
- Long-Range Fighter
- Misunderstood Loner with a Heart of Gold: Her draconic heritage resulted in a tainted reputation from the townsfolk, which caused Frey to become wary of strangers and look out only for herself. Deep down, she yearns to have a close relationship like she had with her mother.
- Mystical White Hair
- No-Sell: Being a white dragonkin and having magic items, Frey is essentially immune to cold damage (or rather, the damage she takes is reduced so much she might as well have complete resistance).
- Older Than They Look: She is 27 years old but is physically a teenager. Frey has a slow aging process, and actually dreads the idea of becoming extremely old.
- Orphan's Plot Trinket: The only physical evidence of her father's existence is a crystal orb with claw marks on the surface.
- Portent of Doom: The skein witch's Sealed Destiny allowed Frey to predict when and how Rikah would die.
- Power Fist: Wears the Gauntlets of Ogre Power, which boosts her strength score to 19.
- The Quiet One
- Red Oni, Blue Oni: The red to Hectar's Blue.
- Running Gag: Her abysmal Dexterity saving throws.
- Secret Keeper: They're not scales; it's a skin condition!
- Status Buff: Has access to spells that can bestow these on other players, specifically False Life.
- Teleportation: Is capable of this via Teleportation Circle.
A brash and irritable young man, Hectar's usually the one keeping the rest of the party in line. Raised by priests in the Bronze Desert, Hectar grew up with an unwavering devotion to the god Rao, despite his troublesome behavior. All his life he could hear a voice providing him guidance, which he believed to be the voice of Rao. When the voice instructed him with a simple, "Go," Hectar left his temple and set out on a pilgrimage. He was unsure of where he was going or what he would be doing, but he knew it was a journey fit only for him.
- Badass Bookworm
- Badass Preacher
- Bolt of Divine Retribution: Guiding Bolt.
- Chick Magnet: Apparently. He even managed to get a vampire to fall for him (and now is skirting a relationship with Frey). Not to mention, all of the female players at one point admitted to Hectar being quite attractive.
- Combat Medic
- The Comically Serious: Hectar is a very no-nonsense kind of guy, which makes the situations he gets roped into all the more amusing.
- Disapproving Look: Hectar's default expression.
- Distressed Dude: When he gets kidnapped by Jess.
- Divine Intervention: Has access to this spell.
- Doorstop Baby: Hectar's parents left him with the priests of Rao.
- Even the Guys Want Him: Sven might be getting a little too friendly for his liking.
- Facepalm: He does this almost as often as sighing.
- Friendless Background
- Good Is Not Nice: You thought a Lawful Good cleric would be kind and patient? Not this guy.
- Healing Hands: Being a Cleric, knowing spells such as Cure Wounds are expected. He can also dispel curses in this way.
- Humans Are Flawed: In regards to the one time Hectar was supposed to be keeping watch while everyone else slept and didn't see an approaching pack of wolves because he lacked night vision.
- Interrogating the Dead: Has access to Speak with Dead.
- Irony: Hectar is The Leader and often The Face of the party, but his Charisma score is actually pretty low.
- Jerk with a Heart of Gold: Despite his abrasive nature, Hectar does go out of his way to help others and maintain peace.
- Last Chance Hit Point: Death Ward.
- Lawful Good
- The Leader: The team has made Hectar the unofficial head of the group.
- Mind Manipulation: Occasionally uses spells like Suggestion and Command. He once used Mass Suggestion to take out an entire group of mutants without even dealing damage!
- Mission from God: Even though he still has no idea what his mission is.
- Only Sane Man: While everyone is acting with reckless abandon, Hectar is the one left to suffer.
- Perpetual Frowner: The only time he has ever smiled was against his will via magic.
- Real Men Love Rao
- Religion Is Magic: As per the Cleric class.
- Running Gag: Guiding Bolt does quite a bit of damage...if it would hit.
- Sour Supporter
- The Smart Guy: He's the one who does most of the research when the situation calls for it.
- Squishy Wizard: His max health and AC are among the lowest, though his AC has improved upon acquiring heavy armor.
- Status Buff: Has access to spells that can bestow these on other players.
- The Stoic
- Red Oni, Blue Oni: The Blue to Frey's Red.
- Team Dad
- Token Religious Teammate
- Turn Undead
- Undying Loyalty: To Rao, his god.
- The Unsmile: Whenever Hectar has been forced to smile, it has been described as unsettling and not at all genuine.
- Verbal Tic: He often gives a long, drawn-out sigh, especially in response to whatever antics are going on due to the rest of the party.
- White Mage
An enchanted construct with the form of a young girl. However, she boasts enormous physical strength and defense thanks to her metal body. Moana has no memory of her past, but was happily adopted by an old fisherman and became well known throughout the village, mostly for her knack for pulling in large catches. One day, her father's crew was attacked by a Dragon Turtle while they were out fishing. Moana managed to scar one of its eyes before it destroyed the ship, killing everyone except her. When she finally reached land, she was quite far from home. With a heavy heart, she began walking, hoping she was heading in the direction towards her village.
- Amnesiac Hero: Has no memory of her past.
- An Axe to Grind: Moana carries a huge battle axe called "Geoff".
- She recently acquired another axe, which she named...Jeff.
- Artificial Human: Her race is classified as Warforged.
- The Baby of the Bunch: Due to her childish appearance and behavior.
- Badass Adorable
- Baleful Polymorph: Was briefly turned into a rat during a storm because she's a living lightning rod.
- Berserk Button: Do not try to harm Rikah. It will not end well for you.
- Brainwashed and Crazy: Maoana doesn't have a high mental fortitude, and is thus prone to Mind Manipulation.
- Chaotic Good
- Cross-Dressing Voices: A female character played by a man.
- Curtain Clothing: When she's not wearing her armor, Moana sports a dress made out of a pirate flag.
- Curtains Match the Window: Has blue eyes and hair.
- Deceased Parents Are the Best: Her adoptive father was eaten by a Dragon Turtle.
- Dumb Muscle: Lowest Intelligence score, highest Strength score.
- Eating Optional
- Elemental Weapon: Owns a lightning javelin and the Sun Blade.
- Eye Scream: Lost an eye to the Witch of Desecration's Fleshbane spell during the first encounter with her. Thankfully it was later retored by Hectar's Heal spell.
- Faux Flame: While Moana was missing an eye, a blue, ghostly flame constantly leaked from the gaping hole in her face.
- Heroic BSoD: Has a minor one upon realizing that she almost killed Rikah while Brainwashed and Crazy.
- Hidden Depths: Moana learned how to speak Orcish through a book she had found during their travels. It has yet to be revealed in-game, however.
- She also has moments where she rolls surprisingly well on Stealth checks, despite having disadvantage. Taken Up to Eleven when the more stealthy characters (like Rikah) roll embarrassingly low.
- Living Emotional Crutch: While the whole party is this to some extent, Moana in particular has become this for Rikah.
- Magically Inept Fighter
- Magitek: It's assumed that this is how Moana came into being.
- Mighty Glacier: Although she's not quite as slow as this trope implies.
- I Call It "Vera": Has a greataxe named Geoff, another axe named Jeff, a crossbow named Sammy, and a mace named Kindness.
- No-Sell: Being a living construct, she is immune to poison and disease.
- Older Than They Look: Moana had been living in the fishing village for at least fifteen years, and who knows how long she's been around before that.
- Pint-Sized Powerhouse: Most people wouldn't expect a young girl to be able to cleave enemies in half with a greataxe.
- Red Oni, Blue Oni: The Red to Rikah's Blue.
- Running Gag: Her low Intelligence score is often Played for Laughs.
- Stealth Pun: "Kill them with Kindness."
- Walking Armory
- You Gotta Have Blue Hair
Rikah was raised by an entertainment troupe who had found her as an egg during their travels. She became one of the more popular performers until one day her family vanished without a trace. Rikah was shortly after taken to a monastery by the chief monk who claimed to be an old friend of the troupe leader, where she trained under his guidance. She left once she overheard rumors of her family passing through a neighboring village, vowing to continue her training while she was away. She has faced many hardships along the way, and new threats relating to her origins have begun to rise, but Rikah tries to remain optimistic through it all.
- Abnormal Limb Rotation Range: Being an Owlkin, Rikah can turn her head further than other races are capable of doing.
- Acquired Poison Immunity: Purity of Body makes her immune to poison and disease.
- Action Survivor: Rikah has stated several times that she does not consider herself an adventurer. The only reason she keeps going is to find her missing troupe members (aside from the bond with the party that has grown during their travels). Her skills as a monk are what allows her to keep up with the party, and she seems to survive through sheer dumb luck most of the time, but it's taken a heavy toll on her emotional well-being.
- Affectionate Nickname: Although it's mostly invoked OOC, Rikah is referred to as "Bird Mom" by the party.
- Ambiguous Disorder: Given everything that Rikah has gone through, it comes as no surprise. She has had several panic attacks and Heroic BSODs related to past trauma, and is likely to have PTSD or some kind of anxiety disorder. She even took up therapy at one point.
- Arrow Catch: Rikah can pull this off thanks to Deflect Missle. She even has the potential to throw it right back at her opponent!
- Back from the Dead: Rikah suffered a fatal blow as a last-ditch effort by the Demon Prince that was infecting the Dragon Turtle. Luckily, Hectar had Revivify handy.
- Badass in Distress: Oh boy, Rikah seems to have a knack for being in the wrong place at the wrong time.
- Was kidnapped during their visit to Vaaton and almost subjected to a gruesome fate.
- Died during the battle with a Demon Prince inside a dragon turtle (but was immediately revived).
- She was petrified for the entire fight against some Medusas. Because it happened mid-flight, she plummeted into the fast-moving river. Had Gundar not retrieved her right away, there would have been a very high chance that she would have been lost.
- Was briefly inflicted with a curse while exploring a cave.
- Was swallowed by a purple worm and fell unconscious while inside its stomach, but managed to get spit out before she could be digested.
- Failed her saving throws against the violet effect of Prismatic Spray and was banished to the Air Elemental Plane.
- Was brutally attacked by a Hunter of His Own Kind, and currently remains a target.
- Bare-Fisted Monk: More like owl-fisted monk!
- Bare Your Midriff: Her new outfit as of her stay in Aaqa.
- Bird People: Of the Cute Owl variety.
- Break the Cutie: Fate seems to really have it out for poor Rikah, and it only seems to get worse.
- Claustrophobia: Aarakocra have an innate fear of being trapped underground or otherwise confined to the earth.
- Daddy's Girl: Is shown to be very close with Rouven.
- Despair Event Horizon: Comes dangerously close to this after learning the fate of the Owlkin people. And this was after her long-running Trauma Conga Line. She may currently still be skirting the edge of this.
- Et Tu, Brute?: When she sees one of the Aarakocra she had previously met (and was looking forward to meeting again) attacking her alongside Girax.
- Evil Me Scares Me: Upon realizing the No-Holds-Barred Beatdown she gave to an owlbear.
- And then again upon seeing her inner shadows.
- Fatal Flaw: Rikah tends to give others a fair chance, preferring informed opinions over gut instinct, sometimes to the point of naivete.
- Flight: Courtesy of her race.
- Fragile Speedster: Rikah can't take hits very well, but she has a combination of racial and monk abilities, feats, and magical items that make her the fastest and most elusive in the party. *
- Genocide Backfire: Appears to be the only surviving Owlkin in existence.
- Glass Cannon: Rikah can dish out quite a bit of damage via Flurry of Blows and has a high AC thanks to Unarmored Defense, but her Constitution score isn't the best and her max HP is among the lowest.
- Go Through Me: Her homebrew feat Good Samaritan allows her to do this as an action, giving the would-be attacker disadvantage.
- Hates Being Alone: As a result of constantly being separated from people she cares about. Rikah is very hesitant to be anywhere by herself, and will not leave the group behind voluntarily. The fact that she's the last known Owlkin and is presumably alienated from the entire Aarakocra race only reinforces this.Rikah: (To Hectar) Aside from my troupe, you guys are all I have...
- Hates Being Touched: Thanks to Azon, Rikah does not like strangers touching her feathers.
- The Heart: Is referred to as such by Hectar, and is made apparent by the fact that once Brissel was saved, the party's first priority was finding her."She has continued to prove reliable, and is, in my opinion, the pillar that helps allow this group to stay strong and cohesive. I fear what might happen to us if she were to pass."
- Heroic BSoD: Has one in response to her violent retaliation during the fight with the owlbears.
- And another one upon discovering that Avros has connections with Azon and won't elaborate further on it.
- Has a major one after Girax's ambush and learning that she is the Last of Her Kind.
- Heroic Safe Mode: As of the final round of the Veremonia Maeth, Rikah has slipped into this as a last-ditch effort to shield herself from further stress.
- Hidden Depths: Thanks to her Entertainer background, Rikah is proficient in Performance checks, the pan flute, and disguise kit.
- It's also been revealed that she can speak Primordial, the more universal language of elementals. Rikah admits that she doesn't remember learning the language from anywhere, and is most likely an innate ability of her race.
- Hide Your Otherness: Has taken to concealing herself in a Cloak of Protection in attempt to hide the fact that she is an Aarakocra, as well as to keep out of Girax's radar.
- Horrible Judge of Character: Which has been the cause of several encounters and Rikah's growing trust issues. See Fatal Flaw above.
- Hurting Hero
- I Just Want to Be Normal: Rikah's ideal life consisted of living happily with her troupe until she found others like her, settling down with a mate and starting a family of her own. She's now tragically realized that this life can never be achieved. It's reached a point where her sense of normalcy extends to her race; being an Owlkin has caused her nothing but misery throughout her adventure.
- Impaled with Extreme Prejudice: During the battle with the Demon Prince, one of his tentacles pierced her heart.
- Improbable Infant Survival: Rouven rescued her from the Talon Clan's onslaught when she was just an egg. All the other Owlkin children and eggs weren't as lucky...
- Informed Ability: Rikah is supposed to either poof out her feathers or flatten them against her body in response to a threat, depending on its size, much like the owl she is based off of. Her player always forgets to mention it in-game.
- The Insomniac: Being an Owlkin, she is nocturnal by nature, but many other races aren't. Rikah's training and being raised by diurnal races helped a lot, but there are some nights where Rikah only gets the bare minimum of sleep.
- Interspecies Adoption: Her father is a wood elf who masquerades as a human, and her troupe consists of several different races that are not her own.
- Also later adopts Moana herself.
- It's Personal: Azon and Girax.
- Ki Manipulation: Allows Rikah to stun enemies, take extra attacks, and even heal herself.
- Last of Her Kind: As far as anyone knows, she is the last remaining Owlkin.
- Magically Inept Fighter
- Mama Bear: Rikah will do everything in her power to protect those she cares about from harm. Especially Moana.
- Meaningful Name: Her last name (Rouven) is a corruption of the word "roving" (rovin'), which means "wandering".
- Mundane Made Awesome: She once used her Deflect Missile ability to catch a piece of fruit that Gundar had thrown at her. While she was meditating.
- My God, What Have I Done?: Introducing herself to Ruva and Tubaktu unwittingly revealed herself to Girax, resulting in an ambush that put many people in danger, destroyed an inn, and almost killed her father and another troupe member.
- Nice Girl: Rikah is genuinely very sweet and caring, despite everything she has gone through during her adventure.
- Nervous Wreck: Can you blame her?
- Neutral Good
- No-Holds-Barred Beatdown: Delivers one to an owlbear after it clawed at her scar. Specifically, she rolled max damage on three of her four attacks, and rolled a natural 20 on intimidation, which caused the remaining owlbears to flee.Sven's Player (OOC): Stop, stop! He's already dead!
- It was so jarring that Agatha had to make a wisdom save against being too disturbed to take her turn.
- No-Sell: Along with her Acquired Poison Immunity above, the Ring of Free Action makes Rikah immune to any magical effects that would reduce her speed or otherwise restrain her.
- Only Sane Woman: Compared to Moana and Frey.
- Not So Above It All: She does have her moments, though.
- OOC Is Serious Business: Rikah has devolved to a very timid Nervous Wreck who has difficulty trusting others. While it has been a gradual process, it took a nosedive upon leaving Aaqa.
- Parental Abandonment: Her adoptive family mysteriously vanished while she was out running errands.
- Parental Substitute: Becomes this for Moana.
- Rapid-Fire Fisticuffs: Flurry of Blows, which allows her to make 4 attacks per turn
- Red Oni, Blue Oni: The Blue to Moana's Red.
- Running Gag: Whenever Moana refers to Rikah as her mother in front of an NPC, they usually make an embarrassing remark about it.Salty Sheila: Your father was into some strange things.
- Sanity Slippage: The constant barrage of trauma and unfortunate events has deteriorated Rikah's state of mind. Made prevalent during the Veremonia Maeth, where the Deadly Game nature of the tournament harshly challenges her personal morals, while she's struggling to cope with the Awful Truth of her people.
- Super Reflexes: Evasion allows Rikah to, if the save is made, take no damage from attacks that require a Dexterity saving throw. Even if she fails, she only takes half damage!
- Survivor Guilt: Has shades of this, considering that she was spared from the Talon Clan before she was even born.
- Team Mom
- Temporary Blindness: Happens as a result of failing her save against Prismatic Spray. When she failed the second save, she was banished to the Air Elemental Plane.
- These Hands Have Killed: Has this realization upon seeing her inner shadows.Zaikander: Your hands child... They have brought more death then most swords do.
- Trapped in Another World: Fell victim to the violet effect of Prismatic Spray, which banished her to the Air Elemental Plane.
- Trauma Button: The party learned during a fight against a herd of owlbears that her scar is one.
- Any mention of Vaaton or Azon is enough to make her extremely anxious.
- If anyone mentions Girax, Rikah will immediately be on high alert.
- Traumatic Haircut: Azon manages to pluck a good chunk of Rikah's feathers before she is rescued from his clutches.
- Troubled Fetal Position: Rikah assumes this after Girax's attack on the tavern.
- Unluckily Lucky: For all the times she has found herself in horrible situations, Rikah has managed to survive or end up with circumstances that allow her to survive. Her player even states that Rikah is the luckiest unlucky character she has ever seen.
- The Woobie: Even the GM feels bad for her!
- Younger Than They Look: Rikah is a fully grown adult Aarakocra, despite being only 6 years old. Aarakocras reach full maturity at around 3 years, and don't live for nearly as long as other races.
- Your Days Are Numbered: Minion will be paying her a visit in one month's time. What will happen then isn't made quite clear, but it will definitely be unpleasant.
Sven is the descendant of a once-legendary hero, who's status faded into skepticism with each descendant failing to live up to the heroic deeds of the past. When a nobleman takes away his family's sacred bow - the only remnant of this ancestor, Sven decided enough was enough and tried to steal it back. He failed and was labeled a criminal by his town. Unable to return home, Sven set out to restore honor to his family, and become a hero like his ancestor had done.
- Annoying Arrows: Averted, as rangers are very skilled at taking out foes with arrows.
- Archer Archetype
- Arrows on Fire: His Flaming Arrows.
- Big Brother Instinct: Seems to have developed this towards the rest of the party, especially towards Frey.
- Born-Again Immortality: Turns out that the Sorvath legacy is true...and was blessed by the elf god Corellon, resulting in the same life cycle that elves have.
- Born Lucky: In addition to having the Lucky feat, the players often joke about how Sven rarely ever rolls low on saving throws.
- As of recently, though, this feat has been sacrificed in exchange for a level in the Bard class. Despite this, Sven's player is just damn lucky when it comes to rolls.
- Bow and Sword, in Accord
- Chronic Hero Syndrome: Sven is all too willing to throw himself into the fray in order to protect a friend, and gets visibly upset when he fails to do so.
- Eternal Hero: Sven's great ancestor was blessed by Corellon, gifting him the same longevity of elves; never truly dying but instead returning to the world anew.
- Famous Ancestor: Though the "famous" part has faded into obscurity nowadays.
- Fantastic Racism: So far he has been racist against Achan, Gundar, and especially Frey. He's become much more open-minded, though.
- Fire, Ice, Lightning: Has access to Flame Arrows, Lightning Arrows, and the Frostbrand Sword.
- Forest Ranger: Prior to the update to the ranger class, Sven's favored terrain was exclusively forests.
- Healing Hands: Knows Cure Wounds.
- Heart Is an Awesome Power: Thanks to taking a level in bard, he is now capable of giving others Inspiration.
- Improbable Aiming Skills: The Sharpshooter feat allows Sven to ignore an enemy's cover and does not have disadvantage when shooting arrows from beyond their normal range.
- Long-Range Fighter: Although he's not completely useless in close-combat, most of Sven's damage output relies on shooting things from a distance.
- Marked to Die: The effect of Hunter's Mark.
- Massive Numbered Siblings: It's been stated that Sven comes from a big family.
- Neutral Good
- Noble Bigot: Especially towards Frey, given that his ancestor used to slay dragons, and that dragons are one of his favored enemies. He has gotten a lot better over time, and now actively tries to keep Frey safe.
- Past-Life Memories: The first of many to come, beginning with the great ancestor that started it all, Gregory Sorvath. This revelation helped save Sven's life at the hands of the Drow priestesses of Lolth.
- Peek-a-Bangs
- Put on a Bus: After a few sessions, Sven left the party with nothing but a brief note explaining why.
- Status Buff: Has access to spells that can bestow these on other players, especially now that he's taken a level in bard.
- Unexplained Accent: Sven, for some reason, speaks with a Southern American accent.
Vatis spent his childhood playing music with his twin brother, until the religion worshiping the goddess Luna spread into their city. Vatis's brother was sacrificed to the church in order to spare the rest of the family, and Vatis fled the city, his brother's death still fresh in his mind. He was found by a group of travelling musicians, who happily accepted him. They traveled and entertained for many years until followers of Luna attacked their settlement one night. Vatis was the only survivor. Having lost everything, he swore vengeance against Luna and her followers.
- The Bard
- The Casanova
- Chaotic Neutral
- Con Man: Ripped a doorknob off by accident and pretended to repair it for money.
- Consummate Liar: As per the bard class, Vatis has ridiculously high deception. He managed to trick Rikah's father into believing that he once took on a dragon by himself.
- Dark and Troubled Past: Moreso than the rest of the party.
- Despair Event Horizon: Presumably suffered this after the death of his troupe, going so far as swearing vengeance on Luna and her followers.
- Everything's Louder with Bagpipes
- Extreme Omnisexual: He's even vaguely expressed interest in Rikah in his notebook."Friendly bird, must find out where she hides her eggs. Also I wonder if she... No.. no. She couldn't, she is just a bird... BUT... They do have to reproduce somehow... I wonder..."
- Heart Is an Awesome Power: Can give others inspiration, and usually does so through compliments.
- Horned Humanoid
- Jack-of-All-Stats: The Jack of All Trades feature that is exclusive to bards.
- Let's Mock the Monsters: Vicious Mockery, with the intention of dealing damage.
- The Loonie
- Loud of War: His instruments of choice are the loudest and most obnoxious, such as bagpipes and the kazoo.
- Magic Music: Being a bard, this is a given.
- Name Amnesia: An interesting case; the cause was instead his parents constantly mixing up his name with his twin brother's. Eventually, not even they knew which name belonged to who.
- Non-Human Sidekick: Has a pet (highly toxic) blue dragon snail, named Blu.
- Only One Name: And even then, it's a nickname.
- Playing with Fire: As a tiefling, he has access to Hellish Rebuke.
- Put on a Bus: On the way to the Stele Mountains, Vatis left the party on account of personal duties.
- The Bus Came Back: Has since rejoined the party and is assisting them in retrieving Rikah.
- Squishy Wizard
- Thinking Tic: Tends to sit down when thinking.
Departed Companions
Members of The Fated Inquisition who have left the campaign for one reason or another. They will be missed.Achan once lived a nomadic lifestyle with her father, stealing only what they needed to get by. After getting caught stealing fruit, the two of them were sentenced to have their hands cut off the next morning. During their escort, Achan's father risked his life so she could escape. Achan wishes to exact revenge on the judge that sentenced her father to death, but deep down, she's not quite sure if she would truly act on her desires.
- Back Stab: Being the assassin archetype, Achan can inflict a lot of damage when using Sneak Attack.
- Can't Get Away with Nuthin': Try as she might, her attempts at thievery and lying are often foiled. The more failures she goes through, the more depressed she becomes of her skills.
- Cat Folk: Though her character design makes her look more like a Cat Girl.
- Chaotic Good
- Combat Pragmatist: A given, since she's a rogue.
- Deceased Parents Are the Best: Her mother (and presumably father) are both dead.
- Glass Cannon: Could do massive amounts of damage via Sneak Attack, but could not take a hit at all.
- How Do I Shot Web?: Achan has the power to become a dangerous, almost invisible threat...if her player knew what she was doing half the time.
- Jive Turkey: The player tries to give Achan an urban accent that sorta comes and goes.
- Kleptomaniac Hero: Due to her upbringing.
- Lovable Rogue: She takes this role as the fun loving assassin!
- One Head Taller: In terms of Gundar x Achan, the latter is significantly taller.
- Pragmatic Hero: Comes with the territory of being a Chaotic Good rogue.
- Put on a Bus: Due to problems in the player's life, she was forced to stop playing D&D. It is uncertain that she'll return. Fare thee well, gangster cat.
- Revenge Before Reason: Presumably what her character arc would revolve around.
- Rose-Haired Girl
- The Sneaky Girl
- Sticky Fingers: She even stole toilet paper once because there was nothing of value that she could steal at that moment.
- Trademark Favorite Food: Being a Cat Folk, she loves fish.
- Visual Pun: She's a cat burglar!
- Weak, but Skilled
A tenacious member of Brissel's Grey Court. She aspires to be a famous adventurer, but up until recently her overprotective parents have made this goal very difficult. After assisting The Fated Inquisition in the fight to save Brissel from ruin (disobeying her orders in the process), she was tasked with aiding them in finding their missing comrade as punishment. To Astrid, this is her chance to go on her very own grand adventure, and to finally prove herself a capable hero.
Having completed her task to help retrieve Rikah, Astrid has begrudgingly returned to her duties in Grey Keep.
- Adventure-Forbidding Father: Both parents have tried to dissuade Astrid from pursuing the adventurer's life while she was growing up, out of concern for her own safety.
- Anti-Magic: Knows spells like Counterspell, Dispel Magic, and Globe of Invulnerability. Her training in abjuration magic allows her to make very efficient use of such spells.
- Anti-Regeneration: Chill Touch does damage and prevents the target from regaining HP until Astrid's next turn.
- Artificial Limbs: A magical arm bracer that produces a constant Mage Hand replaces her left forearm.
- Badass Bookworm
- Baleful Polymorph: Knows Polymorph.
- Barrier Warrior: Very few of her spells do direct damage.
- Blue Is Heroic
- Body Motifs: Astrid knows hand-related spells such as Chill Touch and Bigby's Hand.
- Chaotic Good
- Combat Pragmatist: Played with. Most of the spells Astrid knows revolve around crowd control and making it easier for the rest of the party to take out enemies.
- Combat Tentacles: Has access to Evard's Black Tentacles.
- Court Mage: Astrid is a member of the Grey Court, a group of wizards whose job is to maintain runes that help protect Grey Keep and the royal family that resides within.
- Declaration of Personal Independence: Joining The Fated Inquisition is this for her.
- Deflector Shields: Knows spells like Globe of Invulnerability and Wall of Force.
- 11th-Hour Ranger: Joins the party just before the second battle with Diall.
- Energy Absorption: Absorb Elements gives her resistance to whatever type of damage triggers the spell until her next turn. She technically can also use that captured energy on her next melee attack, but she primarily uses it for defensive purposes.
- Extendable Arms: Astrid can use her Mage Hand prosthetic arm like the regular cantrip, meaning she can extend it up to 30 feet.
- Familiar: Uses Find Familiar to summon her fey spirit companion. His name is Chester.
- Flash Step: Misty Step.
- Flight: Knows the Fly spell.
- Flying Weapon: Animate Objects.
- Freudian Excuse: Most of Astrid's spells revolve around taking control away from her enemies, a reflection of how little control she had over her own life.
- Giant Hands of Doom: Bigby's Hand.
- Glory Seeker
- Handicapped Badass: Astrid may be missing an arm, but she is still capable of shutting you down.
- Hidden Depths: Whether she was stuck at home or holed up in Wizarding School, Astrid had ample time to pick up some skills. She knows a lot about folklore and legends, and knows how to speak Giant, Draconic, and Undercommon.
- I Just Want to Be Badass: Astrid wants nothing more than to be a heroic adventurer like in the stories she had read as a child. Before The Fated Inquisition came around, the closest she had gotten was placing protective runes in Grey Keep.
- Invisibility: Knows the spell of the same name, as well as Greater Invisibility.
- Long-Range Fighter
- Master of One Magic: Played with. Despite her parents' insistence on only needing to learn abjuration magic, Astrid has managed to learn spells from other schools in secret. She still has a primary focus in magic that defends and disables, though.
- My Beloved Smother: Her mother has a mastery of enchantment magic, and may have used it on Astrid a few times to end an argument.
- No-Sell: Counterspell isn't the only trick Astrid has up her sleeve. She's also armed with Otiluke's Resilient Sphere and Wall of Force, which state that nothing short of a Disintegration spell can penetrate them. She also has Globe of Invulnerability, which protects her and those near her from spells that are 5th level and lower. Even if they are cast at higher levels.
- Power Perversion Potential: Animate Objects sure came in handy at the brothel...
- Regenerating Shield, Static Health: Her Arcane Ward gives her a pool of temporary hit points that regenerates every time she casts an abjuration spell. She can even project this ward onto others as a reaction!
- Safety Worst: Astrid's parents are very overprotective. This was taken Up to Eleven after she lost her arm. They are the reason why she (indignantly) mastered abjuration magic.
- Screw Destiny: Astrid is a very firm believer in free will, and does not think highly of things (or people) that take that away.
- Sheltered Aristocrat: Though not an aristocrat, her family is of higher rank and she was definitely sheltered. She acts very independent, but does have some issues with social interaction and tends to underestimate the situations that she's in. She'll never admit it, though.
- Spell Book: As per the wizard class.
- Sphere of Destruction: Fireball.
- Status Buff: A few of her spells do this, albeit for herself only.
- Squishy Wizard: Played painfully straight. She has among the lowest AC and max HP, if not the lowest. Luckily as an abjuration wizard, she's not quite that easy to take down.
- She got slightly less squishy upon getting the Tough feat.
- "Well Done, Daughter!" Girl: She wants to make her family proud, but through the career path that she chooses.
- Wizarding School: Astrid graduated at the top of her class from the esteemed Magic Academy in Vaaton.
Gundar was found as a baby by some fey who lived in the forest. He was taken in by one of the families and was raised in their sacred haven as one of their own. Once he proved himself worthy, Gundar was given the duty of guarding the Fey Stone, a magical stone that protected their home from danger. One night, the stone was stolen, resulting in demons attacking the village. Gundar managed to escape through a portal, although he feared for the fate of his family and friends. In order to return peace to his home, Gundar must recover the Fey Stone.
- Because You Were Nice to Me: The reason behind his infatuation with Rikah.
- Beware the Nice Ones: Gundar is really sweet...until another character (or the GM) gets him pissed.
- But Now I Must Go: After recovering the Fey Stone, Gundar departed from the group, presumably to restore order to his home and aid the survivors.
- The Chosen One: Played with. Despite being told that the Fey Stone chose him to be its guardian, Gundar believes that there is nothing special about him, and that he was told this to make the bequeathing more legitimate.
- Commitment Issues: Has an irrational fear of marriage.
- Cross-Dressing Voices: A male character played by a woman.
- Druid
- Dude Looks Like a Lady: Many people mistake Gundar for a woman, even the GM!
- Forgot About His Powers: Gundar's player recently realized all of the racial bonuses she hadn't accounted for, which could have given Gundar an edge in previous fights.
- Elemental Embodiment: As of level 10, Gundar can transform into elementals.
- Green Thumb: Being a druid, he has spells that can control plants. He also enjoys gardening.
- No to mention his green skin gives him a literal green thumb.
- Healing Hands: Has access to spells such as Cure Wounds.
- Heroic BSoD: Has a few minor ones as the fates of the Varsillio family gradually revealed themselves.
- Also presumably suffered one after his home was overrun by demons.
- Heroic Self-Deprecation: Gundar has explicitly stated to the group that he does not think highly of himself or his capabilities.
- Hidden Depths: He lately seems to have been taking initiative in situations instead of Hectar.
- In the Back: He was on the receiving end of this.
- Last of His Kind: Apparently.
- Lawful Good
- Leap of Faith: Does this often, but faith is usually not on his side. Luckily, he's small enough for Rikah to carry back to safety.
- Long-Haired Pretty Boy
- Love Confession: In which he asked Achan to be his "partner".
- And inadvertently confessed to Rikah. Although he never actually stated it, a natural 20 insight check made it painfully obvious.
- Meaningful Name: His last name has ties to Oisin from Celtic Mythology (both were found in the forest as a child, and Oisin's mother was even turned into a deer by a druid!).
- My Greatest Failure: Having the Fey Stone stolen from him, resulting in demons invading his home and attacking his family and friends.
- My Greatest Second Chance: With the Fey Stone's location now revealed, Gundar now has the opportunity to retrieve it and save his home.
- Nature Hero: Lived in a cave separated from society.
- Nature Lover
- Nice Guy
- Older Than They Look: 131 years young!
- Parental Abandonment: It's currently unknown if he actually was abandoned, but Gundar believes he was.
- The Power of the Sun: Sunbeam.
- Running Gag: The size of a lot of objects (especially gems) are measured in units of Gundar (or a body part of Gundar).
- Socially Awkward Hero: His Charisma is pretty low.
- Status Buff: Has access to spells that can bestow these on other players.
- Teleportation: Transport Via Plants.
- Voluntary Shapeshifting: As a druid, Gundar can use Wild Shape to transform himself into various beasts (and recently, elementals).
- Whip It Good: Grasping Vine.
- Youthful Freckles
Shopkeepers
Shopkeepers get their own special section due to how memorable they are.Brissel
- Draconic Humanoid
- Ensemble Darkhorse: The players all loved Hubo, and even expressed wishes to see him again.
- Only Shop in Town: It's a bit strange that Hubo's shop was the only one still standing.
Vaaton
Dimra
Allies and Other Characters
Brissel
Vaaton
Dimra
- Bar Brawl: Has the Tavern Brawler feat.
- Good Old Fisticuffs: Her weapon of choice.
- Grievous Bottley Harm: Tavern Brawler allowed her to do this with a mug of ale.
- Ambiguously Evil: It's been stated that Avros is not necessarily evil, just misguided.
- The Archmage
- Hidden Agenda Villain: Less emphasis on "villain" (maybe), but he is very tight-lipped about why he needs so much magic and his relationship with Azon.
- Mage Tower: He lives in one just outside of Dimra.
- Mentor Archetype: To Agatha.
- Not Evil, Just Misunderstood: Other characters say this about Avros. Although having connections with Azon muddies things up for the party.
- Papa Wolf: Despite his seemingly Tough Love towards Agatha, he made it very clear that her safety is just as important as retrieving the Well of Many Worlds.
- Parental Substitute: He adopted Agatha years ago.
- The Apprentice: To Avros.
- Beleaguered Assistant: Not necessarily to the degree that this trope implies. But still, Avros does like to assign her to tasks he can't seem to be bothered doing.
- GMPC
- Heart Is an Awesome Power: Being a Divination wizard allows her to use portent dice to replace any roll she chooses, including those of her opponents!
- Meganekko
- Youthful Freckles
Air Elemental Plane
- A Form You Are Comfortable With: When he formally introduces himself to Rikah. Also silver dragons as a whole enjoy doing this.
- An Ice Person: As a silver dragon, he has ice breath.
- Big Damn Heroes: Barges into the tavern Just in Time to drive off Girax and the Talon Guard, sparing Rikah and Rouven from death.
- Gentle Giant: Zaikander's size is categorized as gargantuan. He is also Lawful Good and very kind to those he deems worthy.
- Human Disguise: Often takes the form of an elderly man with a long beard, which is how he first showed himself to Rikah.
- Lawful Good
- Long-Lived: It's unclear how long Zaikander has been alive, but dragons are known to live for centuries, with ancient dragons being the oldest. He stated that he was alive during the later part of the Dark Era.
- Secret Test of Character: Did this to Rikah upon their first meeting, not only to determine whether she was good and worthy of his help, but to also determine if she was ready to make the journey to Aaqa.
- Trapped in Another World: Was banished to the Air Elemental Plane as punishment for attacking the evil goddess Luna.
- You Can't Go Home Again: He is cursed to never be able to return to the Material Plane.
Aaqa
- Bears Are Bad News: The troupe was attacked by a dire bear, which was the catalyst for their kidnapping.
- Color-Coded for Your Convenience: Each troupe member has a primary color attributed to them.
- Rouven: Purple
- Telfor: Green
- Rell: Teal
- Oris: Brown
- Midge: Blue/Indigo
- Saxon: Gray
- Rikah: Red/Orange
- Egocentric Team Naming
- Family of Choice: Everyone joined the troupe for one reason or another, and have found a new family in each other.
- Half-Human Hybrid: Oris (half-orc) and Saxon (half-elf).
- Indentured Servitude: In exchange for saving their lives, The Lord of the Pavilion brought them to Aaqa as new entertainment for the city.
- Multigenerational Household: There is quite the age range among the troupe members.
Marcus Rouven
- Beardness Protection Program: His human guise has a bit of a goatee.
- Big Fun: Especially as a human.
- The Dandy
- The Determinator: Much to the GM's surprise, Rouven rolled a natural 20 on his death save, pulling himself back to consciousness. Not even a KO will stop him from protecting his child.GM: Wow...He really is an elf.
- Disappeared Dad: Mysteriously vanished roughly three years ago, along with the rest of his troupe.
- Doting Parent: Is this for Rikah.
- Family Man: Rouven regards his troupe members as his family and nothing less. Regardless of their age, he acts like a father figure to them, providing encouragement and morale.
- Human Disguise: Has been masquerading as a human for at least a few years, now.
- Inelegant Blubbering: When he finally reunites with Rikah.
- Interspecies Adoption: Considering the family aspect of his troupe.
- This applies especially to Rikah and Telfor, the two youngest members.
- Invisibility: Cast this on Rikah to provide her an opportunity to escape Girax. Much to his horror, Rikah refused to leave her family behind.
- Last-Name Basis: Because of the troupe name, nearly everyone calls him Rouven.
- Liar Revealed: Rouven's human disguise faded after a surprise attack from Girax, revealing that he is actually a wood elf.
- Magic Music: He is a bard.
- Oh, Crap!: When Girax and his guards ambush the tavern everyone is staying at, the way Rouven says his name embodies this trope.
- Older Than They Look: Being an elf, he's stated to be somewhere in his 300s.
- Papa Wolf: Is willing to go toe-to-toe with a vastly powerful hunter in order to protect his daughter.Rouven: (To Girax) Leave my child alone!
- Parental Favoritism: Although he clearly treats everyone in the troupe like family, he tends to favor Rikah a bit more. Can be justified in that Rikah was the one he raised from birth, therefore is more like his child than anyone else. The fact that Rikah is the last known survivor of a race of people he was dear friends with certainly plays a part in it as well.
- Pretty Boy: Despite being overweight, his elven features still shine through.
- Stepford Smiler: Has shades of this as a result of witnessing the genocide of the Owlkin, a race that he had befriended years ago, in addition to other misfortunes he may have had. Being an actor, he seems to hide it pretty well.
- The Storyteller: The troupe as a whole focuses on telling stories via theatrics, but Rouven himself is the narrator.
- Team Dad
Telfor Rouven
- Casanova Wannabe: Telfor tries very hard to woo every female he comes across, but due to being young and inexperienced, he never has much success.
- Foolish Sibling, Responsible Sibling: With Rikah, who is the closest to him in age. He is more rambunctious and prone to trouble, while Rikah is calmer and more well-behaved.
- Meaningful Rename: His real last name is Berk, but has since denounced it in favor of Rouven.
- Messy Hair
- The Prankster: According to Rouven, he never outgrew his penchant for mischief.
- Quirky Bard
- Youthful Freckles
Aurelia "Rell" Vyddrin
- Bare Your Midriff
- Cool Big Sis: Rikah regards her as this.
- Do Not Call Me "Paul": For one reason or another, she insists on others calling her Rell.
- Draconic Humanoid
- Playing with Fire: Being a brass dragonborn gives her a natural flame breath.
Oris Mogdak
- Barbarian Longhair
- Beard of Barbarism
- The Big Guy
- Gentle Giant: As imposing as he is, he cares for his new family very much, and is shown to be quite sociable (probably thanks to Rouven's influence).
- Undying Loyalty: To Rouven, who saved him from an injury that caused his tribe to abandon him.
- Walking Shirtless Scene
Midge Gramboodle
- Cloudcuckoolander: Midge is described to be scatterbrained and eccentric in normal conversation.
- Cool Old Lady
- Handicapped Badass: Despite being bound to a wheelchair, Midge is more than happy to cast Hold Person on anyone who threatens the troupe.
- Long-Lived: Gnomes tend to live for quite a long time. Midge is somewhere in her mid-300s.
- Miniature Senior Citizens: She's a gnome.
- Older Sidekick: Can be considered this for Rouven, the troupe leader.
- Scatterbrained Senior
Saxon Faladir
- Chick Magnet: Is reported to have the most fangirls, much to Telfor's dismay.
- Long-Haired Pretty Boy
- The Stoic: Though not so much once you start talking to him.
- The Quiet One: Saxon very much prefers to observe. He is actually quite pleasant to talk to, you'll just have to be the one who initiates conversation.
Elsewhere
- Plant People
- Nature Spirit: Both of them have a strong connection to nature and forests. Camilia herself is an actual forest nymph.
- Rescue Introduction: The party saved her from near-death at the hands of Florilius.
Villains
- Affably Evil: He is clearly not a good guy, but he remains civil in his interactions. He is willing to share helpful information with the party (not without a price, of course) and refers to his sidekicks as his compatriots. He was even nice enough to invite the party to lunch before the final round of the tournament.
- Arch-Enemy: Is considered this for Rikah.
- Black Cloak
- Dark Is Evil
- Dark Lord on Life Support: Under his cloak is a mess of flesh and machine that helps keep him alive.
- Deal with the Devil: Azon convinced Hectar to allow him to transport everyone out of the shrinking Dragon Turtle in exchange for a future favor. He never stated what exactly this favor would be; only time will tell...
- Establishing Character Moment: The first time this guy is introduced, he talks about how he wants to harvest Rikah's feathers (and possibly her remaining body parts).
- Evil Poacher: It's implied that Rikah isn't the only Aarakocra that he has hunted down.
- Evil Sounds Raspy
- Evil Wears Black
- The Faceless: His face is hidden by the hood of his cloak, and is seemingly made of darkness.
- Hidden Agenda Villain: Despite encountering him multiple times, his MO is still unknown.
- Knight of Cerebus: One can argue the campaign got notably darker upon his introduction.
- Mad Doctor
- Vader Breath
- Bitch in Sheep's Clothing: He chased off Rikah's would-be attacker and seemed genuinely concerned about her well-being while in Vaaton...and then he casts Sleep on her.
- Black Knight
- The Faceless: He has yet to be seen without his armor.
- No Name Given: His name has not yet been revealed, usually being referred to as "the armored individual" or some other variation.
The family consisted of:
- Aerithgrad (AKA The Witch of Desecration), the mother and Lady of the house
- Suvious, the eldest
- Emillia, the first daughter
- Grisar, the second son
- Almesty, the youngest daughter
- Florilius, the youngest
- Demonic Possession: The Witch of Desecration attempted this on Frey during her final moments, but Frey was just "too cool" for her.
- Headless Horsewoman: Almesty.
- Long-Haired Pretty Boy: Grisar was once this, although his corrupted form still retains his luscious locks.
- Names to Run Away from Really Fast: Do you really want to be around someone called "The Witch of Desecration"?
- Scaled Up: Grisar, as well as Emillia's heart and eyes.
- White Hair, Black Heart: The Witch of Desecration
- Why Won't You Die?: The Witch says this word-for-word to Hectar, who she was desperately trying to take out.
- And Your Little Dog, Too!: Targets Rouven in addition to Rikah.
- Annoying Arrows: Averted.
- Archer Archetype: A damn terrifying one at that.
- Battle Trophy: He wears a crown made up entirely of Owlkin talons.
- Bird People: He is some kind of hawk Aarakocra.
- Death Glare: The only expression he has shown so far.
- The Dreaded: To Rouven, who has encountered him once before; and Rikah, who's first encounter was a near-death experience.
- Establishing Character Moment: Before he even reveals himself, he shoots at Rouven in an attempt to take him out.
- Flight: As an Aarakocra.
- Hunter of His Own Kind: Has a scathing hatred for the Owlkin subrace, as he believes they are responsible for the Flaying Fever.
- Killing Intent: Towards Rikah, to a terrifying degree. Up until this point, the only other character who struck such fear in her was Azon.
- Misplaced Retribution: Wiped out the Owlkin people because they were the first to have the disease.
- Multishot: Swift Quiver allows him to make 4 shots per turn.
- Nicknaming the Enemy: Only refers to Rikah as some variation of "Pestilence" or "Plague-bearer".
- Revenge Before Reason: Girax is so driven to avenge his family that he justifies the outright genocide of a subrace of his own people with the claim that the plague began with them.
- His current target wasn't even alive during the events of the plague.
- Roaring Rampage of Revenge: He lost his family to the plague, so he's set out to destroy every last Owlkin.
- Abnormal Limb Rotation Range: Switches between his smiling face and frowning face in this manner.
- An Offer You Can't Refuse: Extends this to Rikah as a way to spare her from the madness that he wishes to inflict on her. Despite everything, Rikah can't bring herself to accept. Minion wasn't happy with that.
- Being Tortured Makes You Evil: Implied.
- The Corruptor: He's certainly not helping Rikah's Sanity Slippage.
- Dream People
- Dream Weaver
- Driven to Madness: Intends to do this to Rikah.
- Enemy Within
- Floating Mask: How he normally presents himself.
- Humanoid Abomination
- Laughing Mad: Has a grating and oppressive laugh that can be heard in a dream without Minion physically being there.
- Nightmare Fuel: This guy is horrifying to look at. His mask/face is leathery skin that has been stitched together a la Frankenstein's Monster, and teeth from various creatures line his maw. His otherwise empty eye sockets hold two pinpricks of light, and his entire body is concealed by a cloak made of various feathers. The other side isn't much better.
- Not So Different: It may have been a ruse to get her to side with him, but he seems to understand Rikah's suffering due to enduring his own misfortunes.Minion: I can tell you that I feel the same. All creatures suffer, but our suffering is greater... Because you and me; we are chosen.
- Two-Faced: Each face is a twisted resemblance of the theatre masks of comedy and tragedy.