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GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#1: Oct 21st 2017 at 5:09:52 AM

My name is Euranasia Miriam Iefkos, and I have a dream. And that dream, the one thing I ever wanted to do, was to write a book. Not just any book, oh no, a book that contained every bit of information on the history, culture, people and yes, even the dangers of every nation, every mountain, plain and lake of this, our continent, the Great West.

On the third day of the month of Dawnbreak, year 8749, I began to fulfill my dream. I was only twenty two, then, young and idealistic. With permission and blessing from her Royal Majesty, Queen Cornelia XII Clavem, and with but a few hired adventurers by my side, we began to embark on an adventure that lasted months, years, as we explored every inch of the continent. The book you hold now in your hands is the fruit of that Great Journey...

- Excerpt from "The Book of the Great West", by Euranasia Iekos

Hello, everyone! So, what is this? Well, I've been in the mood for both a slower roleplay and a Dungeons and Dragon campaign. And well, this looks to be fun.

Anyway, the setting itself is an original setting developed by my friend Insano, who has graciously allowed me to have fun with it.

Information on the setting can be found here.

The premise itself is simple: You are one of the adventurers hired by Eura Iefkos to accompany her on her journey over the entirety of the Great West, exploring cities and mountains and caves, solving mysteries and finding treasure.

Before we get to the technical stuff, here's a bit of lore in addition to what's on the link up there.


The Great West

"We're going to conquer it! Well, not by force of arms, obviously, but I intend to see everything and know everything about it! No mystery left unsolved, no stone unturned! From the crystal cities of Kallian to the infernal Pyre! Eeeeehhhh!"

The United Kingdom of Allurand

"Home. Our great Kingdom, the major power of the Great West, has stood strong and proud since King Janus I Clavem unified the nine regions of Allurand over four thousand years ago. Still, we don't know everything about Allurand, so we'll definitely dig deeper into the history of our home. I can't wait~! We start our journey in Sedura, the capital of Allurand."

"As for current events....well, the Kingdom has been in a relative time of peace for the last few hundred years, although you do get the occassional grumblings and small rebellions, in Artina especially. Much more troubling are the clans of Orc raiders displaced from the south. Artina has been hit by multiple raids just last year, and there's been sightings as far north as Mèsis."

The Pantheon of Allurand: The Eleven Ladies

"The eleven human goddesses of Allurand, nine for each of the regions and two greater sisters above them for the Kingdom as a whole."

  • I. Irida, the Lady Above (NG): Goddess of the Sky who controls the weather, The Shining Light, Highest of the Eleven, she is the most important human goddess in the Third Age.
  • II. Anteze, the Red Lady (CG): The Patroness of Artina, The Goddess of War, The Protector of the People, and the Guide of Adventurers.
  • III. Mireena, The Songstress of Winter (NG, leaning Lawful): The Patroness of Elysius, The Goddess of Magic, Goddess of Music, and Lady of Winter.
  • IV. Bara, the Great Huntress (CN, leaning Good): The Patroness of Hara, Goddess of the Hunt, Lady of the Wilderness, and Goddess of the Gatherers.
  • V. Anile, the Forge Mother (LG): The Patroness of Mèsis, Goddess of Blacksmiths, Lady of Weapons, The Great Craftswoman.
  • VI. Madina, The Protector of Civilization (LN, leaning Good): The Patroness of True Allurand, Goddess of Law, The Bringer of Order, Lady of Civilization
  • VII. Tari, Hawk of the Waves (CN): The Patroness of Usryk, Lady of Waves, Goddess of Sailors, Fisher of Men
  • VIII. Havas, Mother of Fertile Lands (NG): Patroness of Copia, Goddess of Agriculture, She Who Makes Food Grow, Lady of Farmers.
  • IX. Berin, Lady of Innovation (LN): Patroness of Baryon, Goddess of Science, The One Who Looks to the Future, Lady of Knowledge
  • X. Yvana, the Dawndancer (NG, leaning Chaotic): Patroness of Zemir, Goddess of Commerce, Lady of Merchants, Goddess of Travellers
  • XI. Thanasia, the Lady Below (TN): The Gentle Reaper who guides the souls of the dead, Keeper of Souls and Lady of Eternal Rest.

The Republic of Kallian

"North of Allurand lies Kallian, an elven haven created shortly after the Second Apocalypse. The elves of Kallian are proud and regal, if arrogant and mistrusting. The beauty of their crystal cities are peerless, although Kallian is notoriously closed off. The Republic openly despises the practice of nobility and royalty, and are governed by the Trus Eivel - The High Council elected by the people. Ooooh, I can't wait to go there and dive right into all that elven knowledge~!"

The Pantheon of Kallian

"Kallian has six gods, although we only know of three...the ones called the Greater Three."

  • I. Zipher, the Eagle (LN): God of Power, of Pride and Military Might.
  • II. Rozel, the Raven (CN): God of Mischief, of Freedom, and of Thieves.
  • III. Aleza, the Dove (CN): Goddess of Love, of Beauty, and of Pleasure (Aleza was slain during the Second Apocalypse)

The Wild North

"Beyond Kallian, we don't know what's out there. I'm so excited! Who know what we'll find?!"

The Pyre

"Now, we'll head South of Allurand, past Artina. Located in the Great West, the Pyre was once a tropical paradise that dwelled under the shadow of the mountain Baradur, where crafts were made in the highest degree. But the war caused the mountain to reveal its long-dormant volcanic nature and explode with fire, divinely stoked by the God-Empress of Dragons, burning the region and its peoples to death. Now it's a cinder of its former beauty, covered in smoke and ash that chokes all life that could grow here. In the wastes lie secrets and dangers that know neither mercy nor rest, and all who wish to cross the equator from one side of the Great West to the other would be wise to sail around the perpetually smoky ruin, which burns eternally with hunger for more fuel. ....Nice Place."

The Crimson Crown/The Star Crowns

"South of the Pyre lies a land that we know even less of than Kallian. Thousands of years ago, in the early days of Allurand, The Crimson Crown, an empire united by the Red King (a monstrous ancient dragon) was the Kingdom's greatest threat. When the Red King was slain, the Crown fractured into twelve smaller Star Crowns. Since the Crown is beyond the Pyre, and well, the place still gives me the creeps, we'll visit this place last. But rest assured! We'll explore it as thoroughly as everywhere else!"

The Wild South

"Beyond the Crowns, our literal last stop. We also know nothing about this place. But hey, it'll be an adventure~."


Okay, so that's the lore down. Obviously, that's not all of it, because well, this is an exploration rp and I want us to discover stuff together.

Anyway, for the technical stuff. Yes, we're going to use dice and stats. Unfortunately, I'm phone locked so I can't use Roll 20, so here's what I'm going to do. I'll be linking a doc that we can put the character sheets in for easy editting, and where we'll also put the Initiative tracker, enemy HP, treasures and all the other stuff.

Here's the rules for the RP regarding rolls and the like:

  • We'll be using this site to roll, and since we can see each roll, it'll be fair. Just join in, no need to register: The Dice Room's name is Allurand.
  • For Combat Rolls, this is how it's going to work: at the start of the battle, I'll roll Initiative for everyone to make things easier. When it's your turn, you'll have twelve (12) to sixteen (16) hours depending on how important the battle is to post your actions and rolls (roll for damage in your post as well as to hit). Exceeding that time will have your turn skipped. Once you post, I will post if you hit, the damage the enemy takes, and other effects.
  • For Non-Combat rolls, if a check is needed, you will have eight (8) to ten (10) hours to post your saving throw. Exceeding the limit will make your character automatically fail the saving throw.
  • If you wish to use a skill or specialty to roll ("I'll make an Arcana check to see if I can Identify this magic item".), just post it and the roll you get. Your success or failure will be in my next roll.
  • For convenience, Eura has a bag of holding and your funding for day to day expenses can be summed up as "yes". However, if you wish to buy something extra that's not part of daily expenses, you have to pay from your own pocket.
  • The minimum amount of players I'll take is four, and the maximum is six.
  • Bonds, Ideals and Flaws won't be used.
  • Backgrounds can be ignored. (They're optional.)
  • We'll be using the Point Buy system for character creation.

Okay, that's about it, so have fun!

And noooow, CHARACTER SHEEEET!


  • Name:
  • Age:
  • Gender:
  • Alignment: Eura would prefer to hire good-aligned adventurers, but she won't outright say no to LN and TN ones. CN and evil-aligned are right out.
  • Description:
  • Origin: From which part of the Great West arw you? Something like "Allurand (Mèsis)" or just put in "Kallian".
  • Race: Everything from the Player's handbook. And well, since there are original races in the setting, here's how it's going to work. Full blooded Dragon and Giant P Cs are a NO. But those with ancestry can be represented by Dragonborn and Goliath. Lizardfolk and Tabaxi will stand in for Beastkin, Aarakocra for Avians, and Tritons for Itchyans.
  • Background: Optional
  • Class: No Restrictions, just...well, I'd prefer it if there wasn't overlap, but that's not a hard rule. Also, for Clerics and Paladins, you'll either have to use our pantheons up there or worldbuild your own deity.
    • Class Features:
  • Stats: Level One (We start at 1st level and level up after completing certain milestones)
    • HP:
    • AC:
    • Initiative:
    • Speed:
    • Saving Throws
    • Ability Scores
      • STR:
      • DEX:
      • CON:
      • INT:
      • WIS:
      • CHA:
    • Proficiencies:
    • Magic: Spell Slots/Spell Attack/Spell Save DC
      • Spells Known: (Organize by level: Cantrip/1st Level/ETC)
    • Equipment:
      • Current Money: Everyone starts with 100 Silver, 25 Gold
  • Personality:
  • Bio:


Alright, that's it~. Let's have fun!

Eura's Crew: Current 5/6

edited 25th Oct '17 6:44:17 PM by GrimHelm

Nothing is what it seems. Master of Shipping and Sadism.
TheRealWren Omega Overlord. Or superjwren329. Either or. from I...honestly have no idea. Since: Jan, 2011
Omega Overlord. Or superjwren329. Either or.
#2: Oct 21st 2017 at 10:22:21 AM

...Well, I'll have a bit of fine tuning to do here and there, but aside from that, it's mostly ready to go, I hope...

  • Name: Oleander A...the rest of the name's hard to make out...
  • Age: 26.
  • Gender: Male.
  • Alignment: Neutral Good...?
  • Description: ...Not quite that fancy or with the heterochromia (both his eyes are red), but it'll do. ...And yes, that is a monocle. Alternatively, this works too. 5'7. About 52 kilograms.
  • Origin: Who can say? Some say Kahrma, a small settlement not far from Artina. Very little of note can be found there, a school, library and farmland...yet not much seems to happen there, despite being rather lacking with fortification/defenses.
  • Race: Human.
  • Class: Warlock.
    • Class Features: Otherworldly Patron (Vlfwrte...?, Great Old One. True Neutral.), Pact Magic.
  • Stats: Lvl 1.
    • HP: 10.
    • AC: 12.
    • Initiative: 1
    • Speed: 30ft.
    • Saving Throws: Wisdom, Charisma.
    • Ability Scores. A +1 for all scores being human.
    • STR: 9 (-1)
    • DEX: 12 (+1)
    • CON: 14 (+2)
    • INT: 15 (+2)
    • WIS: 14 (+2)
    • CHA: 15 (+3)
    • Proficiencies: Deception, Investigation, Light Armor, Simple Weapons. (+2 until Level FIVE.)
    • Magic: Level 0, Eldritch Blast (1d10 Force, DC 13, SAM 5), Mage Hand (N/A) LV 1, Hex & Comprehend Language (N/A). 1 Spell Slot.
      • Spells Known: LV 0/Cantrip: Eldritch Blast, Mage Hand. LV 1: Hex, Comprehend Language/1st Level/ETC)
    • Equipment: Scholar's Pack (Backpack, Book of Lore, Bottle of Ink, Ink Pen, 10 Sheets of Parchment, Little Bag of Sand & Small Knife), Leather Armor, Crossbow (Light) & 20 Bolts, Dagger, Arcane Focus (Staff) Typical starting equipment for the class. Selling the spare Crossbow (12 gp, 50sp) & one of the daggers (1gp) to pick up a Bedroll (1gp), Waterskin(2sp), 10 Days of Rations (50sp).
      • Current Money: 98 Silver, 34 Gold, I believe. Subject to change.
  • Personality: To say Oleander's a bit...odd is a bit of an understatement. While he's certainly polite and somewhat affable to his fellow explorers or those in public, especially with that smile on his face, some would find it a little unnerving as he tends to react to most situations back taking it all in stride.

    • When it comes to the subject of magic or learning something new or knowledge that was 'forbidden' or unknown, that's a surefire way to get his interest, becoming surprisingly driven to memorize and document what's been discovered as despite the rather friendly and idly discussing/rambling at what could be found, he tends to be quite...contemplative and somewhat scheming with his smile and attitude becoming even more subdued.

  • Bio: ...Some say knowledge is the root of all things. Others say it's best to let what's forgotten stay that way, buried beneath the sands of time. For a young scholar...it's quite clear what 'creed' he lives by. Not many recall much of this scholar's history or his past, save for his insatiable desire to discover and record what knowledge he could. Some say he was an incredibly powerful sorcerer as well, capable of binding even Outsiders and Infernals to his will.

    • ...yet in reality, before all of this, he never possessed the ability to use magic, not until he chanced upon several blank pages torn out of a tome. One not written by human hands and still to this day it remains lost to mortals...yet the power in these unwritten pages was enough to stir some otherworldly shade that had been forgotten for countless years...if ever so slightly. In the mist of dream and the waking world...that scholar was faced with the voice of that lost God...bestowing him with the tiniest fraction of power to give Oleander that 'spark' of magical potential...meager compared to what Sorcerers tended to be born with, yet enough for him to use this gift.

    • With the faint dreams and commands to become stronger and discover what physical remnants of Vlfwrte's power remained in the waking world...that thirst and desire for knowledge simply burned all the brighter as the Slumbering God and the one who'd 'awoken' forged their covenant.

    • It was never in any doubt that Oleander would join the 'expedition' as some would call it, as his and their common goal on finding more secrets and forgotten knowledge lost to the ages were aligned...while he also seeks to discover what caused this lesser and forgotten god and it's kin to simply disappear or fall into slumber for countless years...and if there were any way to possible awaken what once was.

    • After all, with the potential of so much knowledge of the past and nature of magic itself on offer and this eldritch/former 'God' almost effectively at his mercy, their 'bond' is one out of mutual necessity, with the scholar's efforts to find and help reawaken what slumbering power this Great Old One possess, who in turn will strengthen Oleander's grasp over the arcane and that power to use magic as if either side neglected to fulfill their part of the bargain, both could very likely cease to exist.

edited 22nd Oct '17 6:51:31 AM by TheRealWren

Hope you weren't expecting anything witty here. Maybe some day.
Insano Mad Pinoy from At my laptop, refusing to waste time Since: Mar, 2011 Relationship Status: What is this thing you call love?
Mad Pinoy
#3: Oct 21st 2017 at 4:25:09 PM

Almost done here. Just let me know if you don't want me to have a Background.

  • Name: Anguis
  • Age: 20
  • Gender: Male
  • Alignment: N/CG
  • Description: To humans, Anguis looks like an elf. But to elves, Anguis looks like a human. Regardless of perception, he is a pale-skinned humanoid standing at nearly 6 feet tall, with fiery eyes and a sheen of dragon-like scales that protect parts of his body and are just as tough as chainmail. Anguis wears unassuming clothes that nonetheless keep him almost fully covered in the cold of Baryon.
  • Origin: Baryon
  • Race: Half-Elf
    • Racial Traits:
      • Darkvision: Dim light is like bright light and darkness is like dim light within 60 ft.
      • Fey Ancestry: Advantage of saving throws against being charmed, and can’t be put to sleep by magic.
      • Skill Versatility: Proficiency in two skills of your choice (Perception and Stealth).
      • Languages: Speak/read/write Common, Elvish, and one extra language of your choice (Dwarvish)
  • Background: Sage
    • Skill Proficiencies: Arcana, History
    • Languages: Two of choice (Beastkin and Giant)
    • Equipment: Black ink bottle, quill, small knife, set of common clothes, a letter from a dead colleague posing a question you have not yet been able to answer.
  • Class: Sorcerer (Draconic Origin)
    • Class Features:
      • Dragon Ancestor (Red): Can speak/read/write Draconic. Whenever you make a CHA check when interacting with dragons, proficiency bonus is doubled if it applies to the check.
      • Draconic Resilience: HP maximum increases by 1 at level 1 and every level-up. When not wearing armor, AC=13+DEX mod.
  • Stats: Level 1
    • HP: 9 (6+2+1)
    • AC: 16 (13+3)
    • Speed: 30
  • Ability Scores
    • STR: 10 (+0)
    • DEX: 16 (+3)
    • CON: 14 (+2)
    • INT: 10 (+0)
    • WIS: 10 (+0)
    • CHA: 16 (+3)
  • Proficiencies: +2
    • Armor: None
    • Weapons: Daggers, darts, slings, quarterstaffs, light crossbows
    • Tools: None
    • Saving Throws: CON, CHA
    • Skills: Insight, Persuasion
  • Magic:
    • Spell Save DC: 13 (8+2+3)
    • Spell Attack Modifier: +5 (2+3)
    • Spells Known:
      • Cantrip: Fire Bolt, Minor Illusion, Mage Hand, Prestidigitation
      • 1st-Level (2 spell slots): Magic Missile, Shield
  • Equipment:
    • Arcane focus (wand): 1 lb
    • Explorer’s pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft. of hempen rope (59 lbs total)
    • Three daggers: 1d4 piercing, finesse, light, thrown 20/60, 1 lb each.
    • Wealth: 25gp, 100 sp
  • Personality: Anguis is a constantly curious half-elf, looking for his final place in the world as he discovers more about his draconic and elven heritage while immersing himself in the human cultures of the world his mother lived in. He's well-studied, observant, quiet, and proud of how all those traits suit him. He is eager to meet new people and study curiosities for his research, though he initiates with a quiet voice and a polite smile. He prefers persuasion over force.
  • Bio: Anguis was born from the marriage of a traveling elven scholar and a scholar of Baryon. Though his father's occupation kept him distant, Anguis led a normal, if sheltered, family life in the cold reaches of Baryon, where his mother taught him everything she could in the two decades he lived with her. On his 12th birthday, Anguis' skin was covered in scales, he could now grasp magic at his fingertips, and deciphering texts rendered in draconic was suddenly made simple to him. Further research into his mother's line revealed that six generations ago a red dragon had made its way into the family tree, and now a fraction of its power had passed on to him. It was from then on that he began to try honing his inherent power despite his mother's warnings, and he concluded his second decade of life by taking after his father and traveling the world, wanting to seek knowledge where it can be found and to study in institutions where it is kept, particularly knowledge of draconic power. To serve his ends, he seeks to satisfy both his wanderlust and his thirst for knowledge by taking a comprehensive journey through the Great West as his first great endeavor.

edited 22nd Oct '17 10:46:12 PM by Insano

Allurand and surrounding world loading, 28%...
guyshane Combat mode, engage Since: Jan, 2012 Relationship Status: You can be my wingman any time
Combat mode, engage
#4: Oct 21st 2017 at 11:55:13 PM

  • Name: Julius Gells
  • Age: 27
  • Gender: Male
  • Alignment: Chaotic Good
  • Description: A tall, well-muscled orcish looking fellow with a greenish tinge to his skin and long black hair. His eyes are a burning reddish-orange.
  • Origin: Sedura
  • Race: Half-orc
  • Racial traits:
    • Darkvision: to 60 feet
    • Relentless Endurance: When reduced to 0 hit points but not killed outright drop to 1 instead. Can only be used once per long rest.
    • Menacing: Proficient in intimidate
    • Savage attacks: When you score a critical hit you can roll the damage die again and add the amount to your total damage.
  • Class: Warlock, Pact of the Fiend
  • Class Features: Fiend patron: Zarathos, Pact Magic
    • Dark one's Blessing: Starting at 1st level, when you reduce a hostile creature
to 0 hit points, you gain temporary hit points equal to your Charisma modifier + your warlock level (minimum of 1).
  • Stats: Level One
  • HP: 10
  • AC: 12
Initiative:
  • Speed: 30 feet per turn
  • Saving Throws: Wisdom and Charisma
  • Ability Scores
  • STR: 13+2= 15 (+2)
  • DEX: 12 (+1)
  • CON: 14+1= 15 (+2)
  • INT: 11 (0)
  • WIS: 8 (-1)
  • CHA: 15 (+2)
  • Proficiencies: Light Armor and Simple Weapons, Investigation, Deception
  • Magic: Level 0 2, Level 1 2/Spell Attack 4/Spell Save DC 12
  • Spells Known:
    • Level 0: Eldritch Blast, True Strike
    • Level 1: Burning hands, Hellish rebuke
  • Equipment: Leather armor, component pouch, mace, shield (typically worn on the back so he can cast)
  • Current Money: 100 Silver, 10 Gold
  • Personality: Julius is a man clearly haunted by something. He doesn't tell others what that is but when he gets close you can see his attention go to a tunnel. Aside from that he tends to be a bit on the grim and serious side, as he's not precisely happy about being bound to a monster from the lower plains. He is however, reasonably clever, rather than saying his spells are due to a Warlock's pact he refers to them as "old orcish tricks".
  • Bio: Julius and his wife lived in the slums of the human lands while also providing support for Julius's orcish mother who lived nearby. One day after coming home from work as a local constable Julius found his wife and mother dead in a room. Before he had time to grieve someone stabbed him in the back, literally.. He knew very little about who or what they were but the next thing he knew he was in a dark land. Before him stood an inhuman skeleton, wreathed in flame. The being Zarathos was a spirit of vengeance who had long masqueraded as a god of the orcish people. The demon offered Julius a deal. in exchange for their souls and the souls of 1000 other sinners he would grant the half-orc life and power to take his revenge. Julius accepted and a symbol of an inverted triangle in a ring was forever seared into his memory. He's been searching for signs of the killers ever since.

-dramatic music ensues-
GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#5: Oct 22nd 2017 at 12:09:49 AM

Backgrounds aren't really necessary here, so you can get rid of that Insano.

In any case, Wren is still editting his sheet, but Anguis and Julius are:

HIRED!

Nothing is what it seems. Master of Shipping and Sadism.
TheRealWren Omega Overlord. Or superjwren329. Either or. from I...honestly have no idea. Since: Jan, 2011
Omega Overlord. Or superjwren329. Either or.
#6: Oct 22nd 2017 at 4:37:56 AM

I'll go finish the edits with the OTHER sheet, but since we really don't need three spellcasters and I said I'd make an alternative, well, here we are.

  • Name: Johnathan Brillante.
  • Age: 22
  • Gender: Male
  • Alignment: Lawful Good.
  • Description: Something like this. Yep.
  • Origin: Mèsis.
  • Race: Human.
  • Class: Fighter.
    • Class Features: Fighting Style - Dueling (+2 damage rolls if using one weapon with his other hand free/holding a shield), Second Wind (1d10 + Level HP, 1 per long/short rest), Knightly Regard (Background; You receive shelter and aid from members of your order or those sympathetic with their aims. This aid can be in the form of shelter, meals or healing when appropriate although considering his standing/not yet a proper Paladin, it might not be much.)
  • Stats: Level 1.
    • HP: 13.
    • AC: 18.
    • Initiative: 0.
    • Speed: 30ft.
    • Saving Throws: Strength and Constitution.
    • Ability Scores
    • STR: 16 (+3)
    • DEX: 10 (0)
    • CON: 16 (+3)
    • INT: 11 (0)
    • WIS: 12 (+1)
    • CHA: 12 (+1)
    • Proficiencies: All armor & shields. Simple & Martial Weapons. Perception (+3) and Athletics (+5) (Standard/Class). Persuasion (+3) & History (+2), Musical Instrument: Lute (Background), Can speak in Common, Dwarvish.
    • Magic: N/A
      • Spells Known: See above.
    • Background: Knight of the Order (Order of Sovereignty).
    • Equipment: Chain Mail, Warhammer (1d8 Bludgeoning Damage) Hand Axe (1d6 Slashing) Shield, Explorer's Pack (Backpack, Bedroll, Mess Kit, Tinderbox, 10 pitons, 10 torches, tinder box, 10 days of rations, waterskin, 50ft of Hempen Rope) (Starting Equipment). Sold one Handaxe for 2GP, 5sp. Set of traveler's clothes, a necklace/medallion symbolizing his rank as a Knight-To-Be from his mentor. A small bag of 10gp (Background)
      • Current Money: 105 Silver. 35 Gold.
  • Personality: Johnathan's attitude towards life and general demeanor are surprisingly positive as he strives to help those in need...courteous and humble. Although that doesn't necessarily mean he's always serious as the young man does have his childish or overly idealistic moments.

  • Bio: Growing up with no memory of his actual parents, nor any real knowledge of them beyond stories told by his adoptive guardian, a middle-aged dwarf known as Magnus, an apparent friend of his parents and a talented smithy in Mèsis along with being one of Johnathan's role-models, with the knights and warriors who protected the settlement/city during his youth, being something he wanted to be when he was no longer a child.

    • Eager to learn and take up arms to follow in Magnus' footsteps as a smith and guardian for those who weren't capable of defending themselves, the Dwarf decided to humor his 'son's' request only to find the young man was determined to see this dream of his through. At the end of his teenage years, Johnathan made it clear he wanted to join the Order of Sovereignty, the Paladins who follow the deity of Law, Madina.

    • Despite his adoptive father's insistence on staying and to continue learning the art of forging armor and weapons while being of assistance protecting Mesis without needing to be a fancy knight, both of them refused to budge on the matter until they grudgingly came to a compromise. He had one year to become proper Paladin, or at least be close to finishing his training.

    • The road to becoming a knight was one full of lessons, having to discover his talents and flaws. Being merely average at academics and studies, the young man focused on trying to recall what information he could and used his youthful enthusiasm to show he was still willing to learn. When it became apparent that he was nowhere near the sort of finesse in combat others in the Order possessed to the point some would consider him somewhat clumsy, it drove the young man to focus on fighting defensively with sword/mace and shield in hand instead, rather than the more elegant weapons and improve on his physical strength and getting used to the knightly armor.

    • When the moral lessons involving the shade of black and white in terms of enforcing the law reared their head, he was content to simply learn and discern the truth from those who'd broken the law to try and decide on what punishment would be just.

    • ...Yet while the end of the year arrived and his mentors claimed he was more more than qualified to become a Paladin, he has yet to be knighted or acknowledged as more than a common warrior by the populace and the remainder of the Order of Sovereignty, hence his status as a 'Fighter'. Undeterred however, the young man accompanies the expedition to learn of the world and hopefully prove his valor and worth while hopefully remaining on the right path.

edited 24th Oct '17 6:40:40 PM by TheRealWren

Hope you weren't expecting anything witty here. Maybe some day.
GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#7: Oct 22nd 2017 at 7:53:24 PM

Johnathan is Hired!

Nothing is what it seems. Master of Shipping and Sadism.
TroyandHawk The Blinder from Back Home. Since: Jul, 2012 Relationship Status: 700 wives and 300 concubines
The Blinder
#8: Oct 22nd 2017 at 7:59:32 PM

  • Name: Gmork, The Moose-slayer
  • Age: 60
  • Gender: Male
  • Alignment: Chaotic Good
  • Description: Gmork is a broad-shouldered orc, reaching almost nine feet in height. His skin is a mess of scars, burns, and tattoos. His right ear and a chunk of his nose are missing. His left hand is missing his ring and pinky finger.
  • Origin: The Wild North
  • Race: Orc
    • Daksight: 60 feet
    • Savage Attack: When you roll a critical hit with a melee weapon, you can roll one of the weapon dice again and add it to the total.
    • Relentless Endurance: When you are reduced to 0 hit points but are not killed outright, you can drop to 1 hp instead. Can only be used once per long rest.
  • Background: Tribe Barbarian
  • Class: Barbarian
  • Class Features:
    • RAGE
Stats: Level One (We start at 1st level and level up after completing certain milestones)
  • HP: 14
  • AC: 14
Initiative:1
  • Speed: 30 feet
  • Saving Throws
    • STRE+5
    • CON+5
Ability Scores
  • STR: 16 (+3)
  • DEX: 12 (+1)
  • CON: 16 (+3)
  • INT: 8 (-1)
  • WIS: 11
  • CHA: 10 (+0)
  • Proficiencies:
    • Light Armor, Medium Armor, shields Weapons: Simple Weapons, martial Weapons. Can speak Orcish and Common
    • Intimidation
    • Athletics
  • Equipment:
    • Three Javelins: 1D4
    • Great-ax-2D12
    • Hide Armor: 11
  • Current Money: 100 Silver, 25 Gold
  • Personality: Gmork is an orc who wishes to die. He's grown old and wishes to gain a death worthy of his gods. Gmork will ride into battle, saving those who need saving. Hopefully. He is rather racist against Dwarfs (Short little cocktroughs that they are) and Half-Orcs (Why any or would stick their perfectly good cock into a human is beyond him.) but, he'll fight alongside anyone who proves their worth. Though he will always fight the biggest threat.
  • Bio: Orcs of the Bandar never die of Old age. Wether it is the raids, the war between houses, or raids from one house to another. However, more orclings die to the mooses that dwell on the mountains. Save for one who got drunk and butchered a herd of the beasts with a maul-thus, began the tale of Gmork, the moose slayer. One that has become a legend amongst his people. However, as Gmork inches towards the age where he will no longer lift his ax, he realized the shame that would face him if he would die without a war around him. So, Gmork set out on a thousand raids-each more dangerous than the last. Unfortunately, he would never die. He would remain standing, scarred and bloody and became a legend among orcs. Yet, he knows one thing: Good guys always die! So, he is a hero!

edited 23rd Oct '17 10:47:30 PM by TroyandHawk

Good to be back
KR_Vandal Since: Jun, 2014
#9: Oct 22nd 2017 at 8:17:04 PM

Done.

Name: The Wayfarer

Age: 33

Gender: Male

Alignment: Chaotic Good

Description: A redheaded man with the lean broad-shouldered build of a monk and often clad in the flowing robes of a traveling Zemirin, along with a sash with a rather intricate design. He smells strongly of spices to hide the faint smell of last night's booze.

Origin: Zemir

Race: Human

Class: Monk

Stats: 1

  • HP: 10

  • AC: 15

  • Initiative: +4

  • Speed: 30 ft

  • Saving Throws: Strength, Dexterity

  • Ability Scores:

    • STR: 10

    • DEX: 16, +3

    • CON: 14, +2

    • INT: 10

    • WIS: 16, +3

    • CHA: 11

  • Proficiencies: Simple Weapons, Shortswords, Flute, Woodcarvers' Tools, and Land Vehicles

  • Skills: Acrobatics +5, Animal Handling +5, Insight +5, Survival +5

  • Magic: n/a

  • Equipment: 25g, 100s

    • Quarterstaff, 10 Darts, Explorers' Pack, Woodcarvers' Tools, Shovel, Iron Pot, and One (1) Set of Common Clothes

Personality: The Wayfarers have always put the good of the common man over trifling things such as "law" or "authority." This one is no exception, being very rough-mannered and prone to carousing. While brusque, he displays strong empathy and is usually the first to lend a friendly ear to any cause or story.

Bio: Long ago, a blink before the eyes of the Goddesses of Allurand, a terrible crime happened. In the greatest scheme of life, such things occur. The Ladies Above gave comfort to the survivors and, as gods are wont to do, left it at that. But one of them refused to forget, refused to forgive Them for their failure. And so they trained, honing their bodies and minds, and all the while investigating the cause of the terrible crime that ruined their life, but of those that did the same for the lives of others in earlier years. All evidence they found served only to reveal the goddesses' apathy for the least of their followers and this only angered them more.

Thus was born the First Wayfarer; a warrior dedicated to rooting out evil and standing for justice when the establishment will not or cannot. Every generation, the mantle passes from one warrior to the next. From all walks of life, from many practices they have come. And every single one has stood in defense of the rights of the smallfolk, by ll means necessary.

This latest Wayfarer bearing the red sash of the office was formerly the guard of a spice merchant. When it was found out that his master was dealing in proscribed harmful substances, he marched his sodden self over to the place of business and proceeded to wreck everything, including the guards and the chief miscreant. When the dust had settled and the magistrates had moved in to pick up the mess, our hero was then approached by his predecessor.

Ailing and at the end of his time, the sash was passed down, from old to new. For every generation must have a Wayfarer trodding the well-worn paths, dispensing justice for those in need.

edited 24th Oct '17 11:16:50 AM by KR_Vandal

4maskwolf Since: Apr, 2015 Relationship Status: Barbecuing
#10: Oct 22nd 2017 at 9:32:23 PM

  • Name: Eberk Lutgher
  • Age: 76
  • Gender: Male
  • Alignment: NG
  • Description: Eberk is about what most non-dwarves would expect when they hear the word "dwarf": 4'8" with tanned skin, brown eyes, black hair, and a long beard kept carefully braided. A dwarf, and those who spend significant time with dwarves, would notice that he's more heavyset than the average dwarf and his hair is cut much shorter than dwarven custom, barely reaching halfway down his neck.
  • Origin: Allurand (Ellysius)
  • Race: Hill Dwarf
    • Racial Traits
      • Darkvision 60ft
      • Advantage against and resistance to poison
      • Stonecunning (double proficiency bonus for history checks related to the origin of stonework)
      • +1 hitpoint per level
  • Background: Far Traveler
  • Class: Cleric of Groutgrougret, dwarven goddess of storms and earthquakes, the Worldmover.
    • Class Features
      • Divine Domain: Tempest
      • Wrath of the Storm: Upon being hit by an attack within five feet, can use reaction to make an enemy make a dexterity save. 2d8 lightning or thunder (choice) damage, halved by successful save. Can be used three times per day (wisdom modifier).
  • Stats
    • Level: 1
    • HP: 11 (8 base +2 con +1 hill dwarf)
    • AC: 18 (16 chain mail +2 shield)
    • Initiative: -1 (-1 dex)
    • Proficient Weapon Attack Bonus: +4 (2 strength + 2 proficiency)
    • Speed: 25 ft (25 ft dwarf)
    • Languages: Common, Dwarvish, Elven (Far Traveler)
    • Ability Scores
      • STR: 14 (+2)
      • DEX: 8 (-1)
      • CON: 15 (13 +2 racial) (+2)
      • INT: 12 (+1)
      • WIS: 16 (15 +1 racial) (+3)
      • CHA: 10 (0)
  • Proficiencies (+2 bonus)
    • Armor: Light, Medium, Heavy, Shields
    • Weapons: All Simple, all Martial
    • Tools: Mason's tools (Dwarf), Dwarven Checkers (Far Traveler)
    • Saving Throws: Wisdom, Charisma
    • Skills: History, Religion, Insight (Far Traveler), Perception (Far Traveler)
  • Magic
    • Save DC: 13 (8 base +2 proficiency +3 wisdom)
    • Attack Modifier: +5 (2 proficiency + 3 wisdom)
    • Spells:
      • Cantrips: Spare the Dying (stabilize dying creature, 1 action), Thaumaturgy (parlor tricks, 1 action), Light (object emits 20/40 light for one hour, 1 action)
      • Available Spellcasts: 2 1st level
      • Domain Spells (always prepared): Fog Cloud (20 foot radius fog, heavy obscurement, concentration up to one hour or dispersal by moderate wind, 1 action), Thunderwave (target adjacent squares, con save, 2d8 thunder and push 10 feet away, half and no push on save, also pushes objects in blast, makes loud noise, 1 action)
      • Prepared slots: 4 (1 level + 3 wisdom)
      • Default Prepared: Cure Wounds (1d8 + 3 heal, touch range, 1 action), Bless (three creatures can add 1d4 to all attacks and saves, concentration up to one minute, one action), Detect Magic (sense magic within 30 feet, can use action to see auras around the sources, concentration up to 10 minutes, 1 action), Shield of Faith (+2 armor to one creature, concentration up to 10 minutes, one bonus action)
  • Equipment
    • Holy Symbol of Groutgrougret
    • Warhammer (1d8 bludgeon, versatile 1d10)
    • Chain Mail (AC 16, disadvantage on stealth)
    • Light Crossbow and 20 bolts (1d8 piercing, 80/320, two-handed, loading)
    • Explorer's Pack: Backpack, bedroll, mess kit, tinderbox, 10 torches, 10 days of rations, waterskin, 50 ft. of hempen rope
    • Shield (+2 AC)
    • Wealth: 25 gp, 100 sp
  • Personality: Eberk possesses an insatiable curiosity about the wider world, never content to stay in one spot for long. He believes that hardship is an important part of life and seeks out new challenges whenever possible to strengthen himself, in accordance with what he sees as his patron's will. While he can be somewhat gruff with others, like many dwarves, he rarely turns down a request for assistance: hardship can only strengthen someone if they survive the experience, after all.
  • Bio: Eberk grew up a member of the Lutgher clan, taught his parents masonry trade from the moment he could hold a chisel. Through his younger years he felt called to the great blizzards that would rage outside the clan's halls, often sneaking past the guards to walk amidst the storms. It was on one of these walks that he first communed with Groutgrougret, swearing his life to her service as a priest. His clan was not fond of his choice of worship, as most believed her to be little more than a force of nature and destruction, but tolerated it in hopes of currying favor with the Worldmover. Upon reaching adulthood, he purchased a set of armor and weapons and set out into the world, and has yet to return to his home since, in part because his clan looks poorly on those who leave their close-knit community.

edited 23rd Oct '17 6:41:02 PM by 4maskwolf

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#11: Oct 22nd 2017 at 10:00:03 PM

Oh, thank the Red Lady, a cleric! Eberk is HIRED!

Nothing is what it seems. Master of Shipping and Sadism.
JohnTheSavage from Down Under Since: Nov, 2015 Relationship Status: Yes, I'm alone, but I'm alone and free
#12: Oct 23rd 2017 at 10:03:47 AM

So are we using backgrounds or not? You said they can be ignored, but why would we want to? It's 2 free proficient skills and an extra tool proficiency plus a ribbon with no drawbacks. Not having one is just a straight up gimping, especially since this campaign seems like it'll have more exploration and skill use than combat.

I made up a little bit of stuff about Ichthyans to flesh out Thenoyana a bit, hope that's okay. Other than that, sheet's pretty much done, except for inventing an original Ichthyan underwater musical instrument (drawing a blank on this right now and just wanted to get the sheet submitted).

  • Name: Thenoyana Fyon
  • Age: 24
  • Gender: Female
  • Alignment: Chaotic Good
  • Description: While Thenoyana stands out amongst her fellow Ichthyans, she can blend in with humans reasonably well (when she wants to) as she is one of the more uncommon human hybrid Ichthyans, rather than one of the more common uplifted fish. With shoulder length red hair, a heart-shaped face and a winning smile, Thenoyana would resemble a conventionally attractive human woman if not for the prominent gills running from the sides of her neck and down her shoulders.
  • Origin: (The ocean off the coast of) Usryk
  • Race: Triton/Ichthyan
  • Class: Bard
  • Class Features: 1d6 Bardic Inspiration
  • Stats: Level 1
    • HP: 10/10
    • AC: 13
    • Speed: 30ft. Walking, 30 ft. Swimming
    • Saving Throws: Charisma, Dexterity
  • Ability Scores
    • STR: 10 (+0)
    • DEX: 14 (+2)
    • CON: 14 (+2)
    • INT: 13 (+1)
    • WIS: 8 (-1)
    • CHA: 16 (+3)
  • Proficiencies:
    • Weapons: All Simple, Longsword, Rapier, Hand Crossbows, Shortswords
    • Armor: Light
    • Skills: Acrobatics, Performance, Persuasion, Deception, Religion
    • Tools: Disguise Kit, Drums, Bagpipes, Musical Saw, [Original Ichthyan Instrument I'll come up with later]
  • Magic:
    • Spell Slots: 1st level spells: 2
    • Spell Attack: +5
    • Spell Save DC: 13
    • Spells Known:
      • Cantrips: Vicious Mockery, Minor Illusion
      • 1st Level: Disguise Self, Tasha’s Hideous Laughter, Unseen Servant, Thunderwave
      • 1/day Triton Spellcasting: Fog Cloud
  • Background: Entertainer
  • Equipment: Rapier, Leather Armor, Entertainer's Pack (includes a backpack, a bedroll, 2 costumes, 5 candles, 5 days of rations, a waterskin, and a disguise kit), Drum, Dagger, [Original Ichthyan Instrument I'll come up with later], Favour of an Admirer (Small Coral Carving), a Costume (Set of Traditional Ichthyan Garb)
    • Current Money: 100 Silver, 25 Gold
  • Personality: A real social butterfly, Thenoyana has an easy confidence about her, yet remains approachable through her sunny disposition and sense of humour. There's nothing Thenoyana loves more than a good joke, usually at someone's and as often as not, her own expense. A natural rebellious spirit, Thenoyana has a strong distaste for tradition, preferring independent, out-of-the-box thinking.
  • Bio:
    • Thenoyana never knew her birth parents and never really cared to. She was born aboard a ship headed for some port in Usryk but a storm sank the ship and everyone aboard. As the baby Thenoyana fell into the waves one of the primal Ichthyan gods looked on in dismay. To have a being die so young would've been such a waste of potential. The god thus transformed Thenoyana into one of the human-hybrid Ichthyans and allowed the ocean currents to whisk her away to her new kin.

    • Being a hybrid immediately marked Thenoyana as special to the Ichthyan Tehomites she now lived with. This stemmed from the idea that a hybrid Ichthyan must have acted in such a way that impressed the gods while they were still non-Ichthyan, as opposed to the usual randomness of uplifted animals. Therefore, hybrids are considered to be the chosen of the gods and vessels of their will. Obviously, this is not always the case, as it was with Thenoyana.

    • Still, she reaped the benefits of her high social status, receiving a well rounded education in academics, magic and music. A curious sort, Thenoyana devoured her studies, but found the more she learned, the less happy she was with what she learned. The dogma of her fellow Tehomites, the lack of knowledge about the surface world, the brutality used to maintain the Empire, all of it just seemed so damn stupid, but no-one could criticise any of it.

    • Frustrated and wanting to change things, Thenoyana began to turn her skills in performance to produce satire and sometimes outright mockery of the Tehomites. Thenoyana quickly found out that the Tehomites would not tolerate this behaviour, not even from a hybrid. After all, even a vessel of the god's will can be corrupted.

    • After the first assassination attempt, Thenoyana became a fugitive, travelling around but still performing where she could before moving on, trying to stay one step ahead of her would-be killers. Eventually, Thenoyana decided that it would be better to lie completely low until they gave up on her, then see about returning. To that end she travelled to the surface world, where the Tehomites wouldn't follow. Thenoyana quickly found herself curious about this strange new world but alone, distrusted, and out of work. Signing on to Eura's expedition killed about 4 birds with one stone.

edited 23rd Oct '17 10:05:42 AM by JohnTheSavage

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#13: Oct 23rd 2017 at 5:43:21 PM

Honestly, I wasn't going to use Backgrounds at all....and then someone loopholed my wording. ("Can be ignored").

I was greatly amused and thought it was in the true spirit of Dn D.

Dang it, Insano.

So, yeah, if everyone wants to add backgrounds, they can.

Nothing is what it seems. Master of Shipping and Sadism.
TroyandHawk The Blinder from Back Home. Since: Jul, 2012 Relationship Status: 700 wives and 300 concubines
The Blinder
#14: Oct 23rd 2017 at 6:21:11 PM

Is Gmork accepted?

Good to be back
Eachiunn Rise Above Fate from Yes Since: Jun, 2013 Relationship Status: YOU'RE TEARING ME APART LISA
Rise Above Fate
#15: Oct 23rd 2017 at 9:56:40 PM

  • Name: Victor Navarre
  • Age: 50
  • Gender: Male
  • Alignment: CG
  • Description: A ruggedly handsome middle aged man with silver hair wearing a rather sturdy leather duster
  • Origin: Allurand
  • Race: Human
  • Background: Criminal
  • Class: Rogue
  • Class Features: Thieve's Cant, Sneak attack (1d6), Expertise
  • Stats: Level 1
  • HP: 8
  • AC: 14
  • Initiative: +2
  • Speed: 30
  • Saving Throws: Dex, Int
  • Ability Scores:
    • STR: 10 (+0)
    • DEX: 14 (+2)
    • CON: 10 (+0)
    • INT: 13 (+1)
    • WIS: 15 (+2)
    • CHA: 16 (+3)
  • Proficiencies: Deception, Insight, Intimidation, Investigation, Persuasion and Stealth
  • Equipment: Backpack, Bedroll, Crowbar, Dice Set, Grappling Hook, Longsword, Playing Cards, 50 feet of Hemp rope, Studded leather armour, 3 Torches, 1 Whetstone and a wedding ring on a silver chain.
  • Current Money: Everyone starts with 100 Silver, 25 Gold
  • Personality: Outwardly friendly and personable, Victor is nevertheless quite obviously a rogue. Though his days of professional sneaking around and thievery are behind him, Victor still enjoys the occasional small heist (usually on someone in need of being knocked down a peg and with the wealth usually ending up in the hands of the needy), but would rather talk his way past any obstacles instead of using the other skills most rogues would employ. While he doesn't let it show, Victor is a bitter and broken man deep down due to a fairly recent tragedy in his life and seeks adventure as something of a way to cope with and overcome his demons.
  • Bio: When he was a younger man, Victor was something of a name in the various thieves guilds and other underworld enterprises of Allurand, best known for his ability to seemingly bypass any obstacle if it meant getting to his mark, be it by means of stealth, trickery or brute force. Naturally, it's hard for just one man to pull off incredible heists, which is where Victor's partner in crime came in. An elf woman by the name of Mara, she and Victor were inseperable when on the job and off, which eventually led to the two getting married and staying that way for quite some time. Unfortunately, nothing good lasts forever. While engaged in a high profile heist on a powerful mage's tower, Victor carelessly knocked over a glass orb which, when shattered upon the ground, unleashed a magical explosion that seemingly killed Mara. Soon after the explosion, Victor was arrested and thrown into prison for a year and a bit before a few of his old cronies bailed him out. With his heart still shattered, Victor turned to drink and soon became a wreck. Drifting from bar to bar for nearly two years straight, Victor quickly lost everything he owned. It was only when Victor had tried to sell his wedding ring to by more drink that he realized that he had truly hit rock bottom. Quickly deciding to turn his life around, Victor slowly worked his way back up into the state he had been before his prison sentence, and while he wasn't nearly as skilled as he once was, Victor's silver tongue and underworld contacts have kept him a formidable rogue nevertheless. All he needs now, is a job.

edited 23rd Oct '17 11:30:50 PM by Eachiunn

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#16: Oct 23rd 2017 at 11:03:27 PM

Okay, so we have more sign-ups than slots, so here's what I'll do, I'll wait for KR to finish his sheet up there, and until then people can still submit sheets. I'll judge en masse and pick two. We're going to have a waitlist, so if I accept more than two, the others will be there, if they want. If someone drops, we'll put in someone from the waitlist (bump their levels up if needed.)


Anyway, for now: here's the woman who hired you and you have to escort.

  • Name: Euranasia Miriam Iefkos ("Eura")
  • Age: 22
  • Gender: Female
  • Alignment: NG
  • Description: "I'm so excited for this journey!"
  • Origin: Allurand (Artina/Elysius)
  • Race: Human
  • Background: Noble
    • Feature: Position of Privilege. Thanks to your noble birth, people are inclined to think the best of you. You are welcome in high society, and people assume you have the right to be wherever you are. The common folk make every effort to accommodate you and avoid your displeasure, and other people of high birth treat you as a member of the same social sphere. You can secure an audience with a local noble if you need to.
  • Class: Wizard
    • Class Features
      • Arcane Recovery
      • Spellcasting
  • Stats: Level One
  • HP: 5
  • AC: 12
  • Initiative: +2
  • Speed: 30
  • Saving Throws: Intelligence, Wisdom
  • Ability Scores
    • STR: 10 (0)
    • DEX: 14 (+2)
    • CON: 9 (-1)
    • INT: 16 (+3)
    • WIS: 14 (+2)
    • CHA: 15 (+2)
  • Proficiencies:
    • Weapons: daggers, darts, slings, quarterstaffs, light crossbows
    • Tools: Gaming Set - Chess (Background)
    • Languages: Common, Elven, Dwarven
    • Skills: Arcana, Religion, History (Background), Persuasion (Background)
  • Magic:
    • Spell Slots
      • 1st Level: 2
    • Spell Attack: +5
    • Spell DC: 13
    • Spells Known:
      • Cantrips: Minor Illusion, Firebolt, Frostbite
      • In Spellbook: Alarm, Detect Magic, Shield, Feather Fall, Tasha's Hideous Laughter, Burning Hands
      • Prepared: Shield, Feather Fall, Tasha's Hideous Laughter, Burning Hands
  • Equipment:
    • Quarterstaff (+2 to hit, 1d6 Dmg)
    • Arcane Focus (Mireena's Eye, A Crystal found in Elysius)
    • Explorer's Pack
    • A set of fine clothes, a signet ring, a scroll of pedigree, and a purse containing 25 gp (Background)
    • Bag of Holding: Contains food, drink, tents, sleeping bags and all the funds
    • Current Money:
      • Personal: 50 GP, 100 SP
      • Journey Funds (For food, water, transportation and lodgings): Yes
  • Personality: Most of the time, Eura comes off as the stereotypical noble: Calm, polite, and impeccably graceful. However, it doesn't take much to show the real Eura. A shameless nerd, Eura is curious and intelligent, she lives for knowledge, and constantly asks questions. Easily excited, Eura can be a an unstoppable blabbermouth when it comes to subjects she likes. On the other hand, she's unfailingly kind, always optimistic, incredibly nosy...and just can't seem to stop trying to help everyone she meets. She's innocent and naive, a bit spoiled, and has an extreme loathing of physical exertion. Also, has a fear of sailing: she gets seasick very easily.
  • Bio: Euranasia Iefkos was born in Artina, the youngest daughter of Count Asterios VII Iefkos, Lord of Viyana, and his wife, Lysa Valir. Through her mother Lysa, she was the niece of Lysa's brother, Duke Petros Valir, Duke of Elysius, Headmaster of Màna Academy. As she grew up, Eura alone of Lysa's children inheritted the passion and talent for magic of her Elysian family. Along with this, she grew an overwhelming thirst not only for knowledge, but to share that knowledge with others. While her brothers, James and John, were taught the ways of politics, trade and governance, Eura was educated in her Lord Uncle's Academy, becoming a wizard. It was at the Academy that Eura formed her dream: The Book of the Great West, inspired by the large tomes of knowledge written in the Great East and Great North. On the year that she graduated, she returned home to find that her brother James had suceeded their father as Lord of Viyana. After a year of (sometimes rather extreme) persuasion, James reluctantly let his sister go on her journey. ....The young count probably thought that Eura would give up very quickly due to the harsh physical requirements of travelling.

edited 24th Oct '17 3:59:26 AM by GrimHelm

Nothing is what it seems. Master of Shipping and Sadism.
KR_Vandal Since: Jun, 2014
#17: Oct 24th 2017 at 11:17:08 AM

Wayfarer's done, by the by.

GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#18: Oct 24th 2017 at 10:29:14 PM

Victor is HIRED!

As for the other one...boy, you're making it dang hard to pick. I'll keep on thinking about it. Watch this post.

Nothing is what it seems. Master of Shipping and Sadism.
GrimHelm Sumanai Man from Somewhere Out There Since: Jun, 2013 Relationship Status: And they all lived happily ever after <3
Sumanai Man
#19: Oct 25th 2017 at 6:43:05 PM

Alright, I made my last decision. Thenoyana is hired while Gmork and the Wayfarer are on the waitlist.

Discussion Thread: here.

Nothing is what it seems. Master of Shipping and Sadism.
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