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	<id>https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darad+Zhall</id>
	<title>RPGnet - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://wiki.rpg.net/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=Darad+Zhall"/>
	<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php/Special:Contributions/Darad_Zhall"/>
	<updated>2026-05-15T05:53:30Z</updated>
	<subtitle>User contributions</subtitle>
	<generator>MediaWiki 1.43.0</generator>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425711</id>
		<title>D&amp;D 5e: Exile Character 01</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425711"/>
		<updated>2022-08-16T21:23:51Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[File:Kofla.jpeg|400px|thumb|]]&lt;br /&gt;
&lt;br /&gt;
== Kofla Fogtide ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; School of Necromancy Wizard 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 11; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Insight:&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;STR&#039;&#039;&#039; 9 &#039;&#039;&#039;-1&#039;&#039;&#039; Save (-1) || &#039;&#039;&#039;DEX&#039;&#039;&#039; 14 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) || &#039;&#039;&#039;CON&#039;&#039;&#039; 15 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;INT&#039;&#039;&#039; 18 &#039;&#039;&#039;+4&#039;&#039;&#039; Save (+7) || &#039;&#039;&#039;WIS&#039;&#039;&#039; 13 &#039;&#039;&#039;+1&#039;&#039;&#039; Save (+4) || &#039;&#039;&#039;CHA&#039;&#039;&#039; 10 &#039;&#039;&#039;+0&#039;&#039;&#039; Save (+0)&lt;br /&gt;
&lt;br /&gt;
==Skills and Feats==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Proficiencies&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Arcana +7&lt;br /&gt;
: Deception +3&lt;br /&gt;
: Religion +7&lt;br /&gt;
: Sleight of Hand +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Feats&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chef (+1 CON)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
:&#039;&#039;&#039;AC&#039;&#039;&#039; 12 | &#039;&#039;&#039;HP&#039;&#039;&#039; 32 | &#039;&#039;&#039;HD&#039;&#039;&#039; 5D6 &lt;br /&gt;
:Initiative Modifier +2&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Save DC&amp;lt;/u&amp;gt;&lt;br /&gt;
: 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Attack Modifier&amp;lt;/u&amp;gt;&lt;br /&gt;
: +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Slots&amp;lt;/u&amp;gt;&lt;br /&gt;
: 4/3/2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Firebolt, Mage Hand, Mind Sliver, Minor Illusion&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1st Level:&#039;&#039;&#039; Find Familiar, Magic Missile, Silent Image, Unseen Servant&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;2nd Level:&#039;&#039;&#039; Dark Vision, Dragon&#039;s Breath, Maximillian&#039;s Earthen Grasp, Mirror Image&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;3rd Level:&#039;&#039;&#039; Animate Dead, Counter Spell, Fireball&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Quarterstaff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Heirloom Item&amp;lt;/u&amp;gt;&lt;br /&gt;
: Preserved Finger Bone&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Kofla.jpeg&amp;diff=425710</id>
		<title>File:Kofla.jpeg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Kofla.jpeg&amp;diff=425710"/>
		<updated>2022-08-16T21:22:14Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425251</id>
		<title>D&amp;D 5e: Exile Character 01</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425251"/>
		<updated>2022-08-05T16:01:40Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kofla Fogtide ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; School of Necromancy Wizard 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 11; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Insight:&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;STR&#039;&#039;&#039; 9 &#039;&#039;&#039;-1&#039;&#039;&#039; Save (-1) || &#039;&#039;&#039;DEX&#039;&#039;&#039; 14 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) || &#039;&#039;&#039;CON&#039;&#039;&#039; 15 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;INT&#039;&#039;&#039; 18 &#039;&#039;&#039;+4&#039;&#039;&#039; Save (+7) || &#039;&#039;&#039;WIS&#039;&#039;&#039; 13 &#039;&#039;&#039;+1&#039;&#039;&#039; Save (+4) || &#039;&#039;&#039;CHA&#039;&#039;&#039; 10 &#039;&#039;&#039;+0&#039;&#039;&#039; Save (+0)&lt;br /&gt;
&lt;br /&gt;
==Skills and Feats==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Proficiencies&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Arcana +7&lt;br /&gt;
: Deception +3&lt;br /&gt;
: Religion +7&lt;br /&gt;
: Sleight of Hand +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Feats&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chef (+1 CON)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
:&#039;&#039;&#039;AC&#039;&#039;&#039; 12 | &#039;&#039;&#039;HP&#039;&#039;&#039; 32 | &#039;&#039;&#039;HD&#039;&#039;&#039; 5D6 &lt;br /&gt;
:Initiative Modifier +2&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Save DC&amp;lt;/u&amp;gt;&lt;br /&gt;
: 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Attack Modifier&amp;lt;/u&amp;gt;&lt;br /&gt;
: +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Slots&amp;lt;/u&amp;gt;&lt;br /&gt;
: 4/3/2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells Prepared&amp;lt;/u&amp;gt;&lt;br /&gt;
:&#039;&#039;&#039;Cantrips:&#039;&#039;&#039; Firebolt, Mage Hand, Mind Sliver, Minor Illusion&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1st Level:&#039;&#039;&#039; Find Familiar, Magic Missile, Silent Image, Unseen Servant&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;2nd Level:&#039;&#039;&#039; Dark Vision, Dragon&#039;s Breath, Maximillian&#039;s Earthen Grasp, Mirror Image&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;3rd Level:&#039;&#039;&#039; Animate Dead, Counter Spell, Fireball&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Quarterstaff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Heirloom Item&amp;lt;/u&amp;gt;&lt;br /&gt;
: Preserved Finger Bone&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425250</id>
		<title>D&amp;D 5e: Exile Character 01</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425250"/>
		<updated>2022-08-05T15:54:20Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Skills and Feats */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kofla Fogtide ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; School of Necromancy Wizard 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 11; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Insight:&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;STR&#039;&#039;&#039; 9 &#039;&#039;&#039;-1&#039;&#039;&#039; Save (-1) || &#039;&#039;&#039;DEX&#039;&#039;&#039; 14 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) || &#039;&#039;&#039;CON&#039;&#039;&#039; 15 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;INT&#039;&#039;&#039; 18 &#039;&#039;&#039;+4&#039;&#039;&#039; Save (+7) || &#039;&#039;&#039;WIS&#039;&#039;&#039; 13 &#039;&#039;&#039;+1&#039;&#039;&#039; Save (+4) || &#039;&#039;&#039;CHA&#039;&#039;&#039; 10 &#039;&#039;&#039;+0&#039;&#039;&#039; Save (+0)&lt;br /&gt;
&lt;br /&gt;
==Skills and Feats==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Proficiencies&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Arcana +7&lt;br /&gt;
: Deception +3&lt;br /&gt;
: Religion +7&lt;br /&gt;
: Sleight of Hand +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Feats&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Chef (+1 CON)&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
:&#039;&#039;&#039;AC&#039;&#039;&#039; 12 | &#039;&#039;&#039;HP&#039;&#039;&#039; 32 | &#039;&#039;&#039;HD&#039;&#039;&#039; 5D6 &lt;br /&gt;
:Initiative Modifier +2&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Save DC&amp;lt;/u&amp;gt;&lt;br /&gt;
: 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Attack Modifier&amp;lt;/u&amp;gt;&lt;br /&gt;
: +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Slots&amp;lt;/u&amp;gt;&lt;br /&gt;
: 4/3/2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Quarterstaff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Heirloom Item&amp;lt;/u&amp;gt;&lt;br /&gt;
: Preserved Finger Bone&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5e:_Exiles_of_the_Neverwhen&amp;diff=425196</id>
		<title>D&amp;D 5e: Exiles of the Neverwhen</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5e:_Exiles_of_the_Neverwhen&amp;diff=425196"/>
		<updated>2022-08-02T16:04:01Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Characters */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__notoc__&lt;br /&gt;
[[File:Exile0002.png|700px|center]]&lt;br /&gt;
==Characters==&lt;br /&gt;
[[D&amp;amp;D_5e:_Exile_Character_01|&#039;&#039;&#039;Kofla Fogtide&#039;&#039;&#039;]] &#039;&#039;played by&#039;&#039; [https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D_5e:_Exile_Character_02|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]] &#039;&#039;played by&#039;&#039; [https://forum.rpg.net/index.php?members/kittlefish.62862/ Kittlefish]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D_5e:_Exile_Character_03|&#039;&#039;&#039;Luxley&#039;&#039;&#039;]] &#039;&#039;played by&#039;&#039; [https://forum.rpg.net/index.php?members/thorya.156264/ thorya]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D_5e:_Exile_Character_04|&#039;&#039;&#039;Baskar Hammerhands&#039;&#039;&#039;]] &#039;&#039;played by&#039;&#039; [https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D_5e:_Exile_Character_05|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]] &#039;&#039;played by&#039;&#039; [https://forum.rpg.net/index.php?members/cerulean-lion.5469/ Cerulean Lion]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D_5e:_Exile_Character_06|&#039;&#039;&#039;Lady Marga Cressi Mol&#039;&#039;&#039;]] &#039;&#039;played by&#039;&#039; [https://forum.rpg.net/index.php?members/jmucchiello.4018/ jmucchiello]&lt;br /&gt;
&lt;br /&gt;
[[D&amp;amp;D_5e:_Exile_Character_07|&#039;&#039;&#039;Character Name&#039;&#039;&#039;]] &#039;&#039;played by&#039;&#039; [https://forum.rpg.net/index.php?members/zer0zer0.189940/ zer0zer0]&lt;br /&gt;
&lt;br /&gt;
== Metagame Tools ==&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Threads&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
Recruitment/Development Thread&lt;br /&gt;
&lt;br /&gt;
OOC Thread&lt;br /&gt;
&lt;br /&gt;
IC Thread&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Resources&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
[http://orokos.com/roll/?action=roll Orokos] - Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
[https://roll20.net/compendium/dnd5e/BookIndex Roll 20] - 5e Online.&lt;br /&gt;
&lt;br /&gt;
[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] - If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
----&lt;br /&gt;
&#039;&#039;&#039;Wiki Edits:&#039;&#039;&#039; If you are waiting for moderation on your character wiki, go &#039;&#039;&#039;[https://forum.rpg.net/index.php?threads/rpg-net-wiki-pages-pending-approval.860604/ HERE]&#039;&#039;&#039; to get put on the pre-approved list.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
===&amp;lt;u&amp;gt;Expectations&amp;lt;/u&amp;gt;===&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*I prefer to keep as close to a daily posting rate as seems reasonable, with the understanding that posting might be less frequent on weekends and holidays. In practical terms that usually works out to 3-4 IC posts per player per week. I may opt to move on ahead of your character action at 24-36 hrs from the most recent GM update if you have not yet posted.&lt;br /&gt;
&lt;br /&gt;
*Please post as you have opportunity rather than wait for turn/initiative order. I&#039;ll sort out action sequence when I update.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*If you will &#039;&#039;not&#039;&#039; be able to post, please ping us in OOC if you can, so we know what is going on, or post to the [https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread] (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039; Post Formatting&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Please include as much of the following header as applies to your character at the top of each IC Post: &lt;br /&gt;
::&#039;&#039;&#039;Character Name&#039;&#039;&#039; [AC ? | HP Current/&#039;&#039;&#039;Max&#039;&#039;&#039; | Spell DC ? | Spell Slots&lt;br /&gt;
&lt;br /&gt;
*OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
*Please link your results back to your dice roller.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Please DO NOT post your dice rolls or action statements in the OOC thread.&#039;&#039;&#039; That&#039;s more running around than I want to do for GM updates. Thanks.&lt;br /&gt;
&lt;br /&gt;
==A Note on PVP==&lt;br /&gt;
I prefer not to run games that lean heavily to PVP. So, if you wan&#039;t to do something that directly acts against another player&#039;s chasracter there are two options. &lt;br /&gt;
* &#039;&#039;&#039;Unilateral Permission:&#039;&#039;&#039; The other player agrees to your action. No rolls are needed. Just RP it out.&lt;br /&gt;
* &#039;&#039;&#039;Limited Permission:&#039;&#039;&#039; The other player doesn&#039;t agree that it is an automatic thing, but does agree to let the dice decide.&lt;br /&gt;
&#039;&#039;&#039;Note:&#039;&#039;&#039; If the players involved do not agree to PVP, it doesn&#039;t happen. Move on with something else.&lt;br /&gt;
&lt;br /&gt;
==[[D&amp;amp;D_5e:_Exiles_of_the_Neverwhen#Characters | Back to the Top]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425195</id>
		<title>D&amp;D 5e: Exile Character 01</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D_5e:_Exile_Character_01&amp;diff=425195"/>
		<updated>2022-08-02T16:03:16Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: Created page with &amp;quot;== Kofla Fogtide ==  &amp;#039;&amp;#039;&amp;#039;Race:&amp;#039;&amp;#039;&amp;#039; Human  &amp;#039;&amp;#039;&amp;#039;Class/Level:&amp;#039;&amp;#039;&amp;#039; School of Necromancy Wizard 5  &amp;#039;&amp;#039;&amp;#039;Background:&amp;#039;&amp;#039;&amp;#039; Charlatan  &amp;#039;&amp;#039;&amp;#039;Proficiency Bonus:&amp;#039;&amp;#039;&amp;#039; +3  &amp;#039;&amp;#039;&amp;#039;Passive Perception:&amp;#039;&amp;#039;&amp;#039; 1...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Kofla Fogtide ==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Race:&#039;&#039;&#039; Human&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Class/Level:&#039;&#039;&#039; School of Necromancy Wizard 5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background:&#039;&#039;&#039; Charlatan&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Proficiency Bonus:&#039;&#039;&#039; +3&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Passive Perception:&#039;&#039;&#039; 11; &#039;&#039;&#039;Passive Investigation:&#039;&#039;&#039; 14; &#039;&#039;&#039;Passive Insight:&#039;&#039;&#039; 11&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;STR&#039;&#039;&#039; 9 &#039;&#039;&#039;-1&#039;&#039;&#039; Save (-1) || &#039;&#039;&#039;DEX&#039;&#039;&#039; 14 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) || &#039;&#039;&#039;CON&#039;&#039;&#039; 15 &#039;&#039;&#039;+2&#039;&#039;&#039; Save (+2) &lt;br /&gt;
&lt;br /&gt;
: &#039;&#039;&#039;INT&#039;&#039;&#039; 18 &#039;&#039;&#039;+4&#039;&#039;&#039; Save (+7) || &#039;&#039;&#039;WIS&#039;&#039;&#039; 13 &#039;&#039;&#039;+1&#039;&#039;&#039; Save (+4) || &#039;&#039;&#039;CHA&#039;&#039;&#039; 10 &#039;&#039;&#039;+0&#039;&#039;&#039; Save (+0)&lt;br /&gt;
&lt;br /&gt;
==Skills and Feats==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Proficiencies&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Arcana +7&lt;br /&gt;
: Deception +3&lt;br /&gt;
: Religion +7&lt;br /&gt;
: Sleight of Hand +5&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Feats&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
:&#039;&#039;&#039;AC&#039;&#039;&#039; 12 | &#039;&#039;&#039;HP&#039;&#039;&#039; 32 | &#039;&#039;&#039;HD&#039;&#039;&#039; 5D6 &lt;br /&gt;
:Initiative Modifier +2&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Save DC&amp;lt;/u&amp;gt;&lt;br /&gt;
: 15&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Attack Modifier&amp;lt;/u&amp;gt;&lt;br /&gt;
: +7&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spell Slots&amp;lt;/u&amp;gt;&lt;br /&gt;
: 4/3/2&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;Spells&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Weapons&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: Quarterstaff&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Armor&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
: N/A&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Heirloom Item&amp;lt;/u&amp;gt;&lt;br /&gt;
: Preserved Finger Bone&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_LEGACY&amp;diff=419504</id>
		<title>DRYH: LEGACY</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_LEGACY&amp;diff=419504"/>
		<updated>2022-04-13T20:02:40Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Player Character Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
You are the descendant of a famous or infamous Awake who once walked the Mad City, wreaking havoc among the Nightmares of that place and changing reality to suit their whims. They&#039;re long gone now, but something of their presence lingers in you. Something the Nightmares recognize. Something they fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LEGACYAWAKE0001.png|550px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And how may man die better&#039;&#039; / &#039;&#039;than facing fearful odds&#039;&#039;&lt;br /&gt;
::&#039;&#039;For the ashes of his fathers&#039;&#039; / &#039;&#039;and the temples of his gods?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Character Table==&lt;br /&gt;
I will use this table to keep track of dice pools as well aqs hope, despair, and legacy coins. Please use the information I am tracking to keep your headers up to date. Please alert me immediately to any discrepancies between your numbers and mind so I can fix things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Played by&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! [[File:D002.png|24px|Discipline Dice]]&lt;br /&gt;
! [[File:PM002.png|24px|Permanent Madness]]&lt;br /&gt;
! [[File:X002.png|24px|Current Exhaustion]]&lt;br /&gt;
|&lt;br /&gt;
! Fight&lt;br /&gt;
! Flight&lt;br /&gt;
|&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|[[File:L0001.png|24px|Legacy Coins]]&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
|[https://wiki.rpg.net/index.php/DRYH:_Damaged_Souls_-_Bastion_Graves &#039;&#039;&#039;Bastion Graves&#039;&#039;&#039;]&lt;br /&gt;
E: Physician&#039;s Hands&lt;br /&gt;
&lt;br /&gt;
M: Necromancy&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
| 0&#039;&#039;&#039;/2&#039;&#039;&#039;&lt;br /&gt;
| 0&#039;&#039;&#039;/1&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DRYH:_Legacy_-_02 | Nic Woodbury]]&#039;&#039;&#039;&lt;br /&gt;
E: Mixology&lt;br /&gt;
&lt;br /&gt;
M: Chaos&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/strange-behaviour.186867/ strange behaviour]&#039;&#039;&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
| 0&#039;&#039;&#039;/1&#039;&#039;&#039; &lt;br /&gt;
| 0&#039;&#039;&#039;/2&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[DRYH:_Legacy_-_03 | Character 3]]&#039;&#039;&#039;&lt;br /&gt;
E: For the King&lt;br /&gt;
&lt;br /&gt;
M: Battle is Joined&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/bluenose.158938/ Bluenose]&#039;&#039;&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
| 0&#039;&#039;&#039;/?&#039;&#039;&#039;&lt;br /&gt;
| 0&#039;&#039;&#039;/?&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DRYH:_Legacy_-_04 | Heather Morris]]&#039;&#039;&#039;&lt;br /&gt;
E: An Eye for Detail&lt;br /&gt;
&lt;br /&gt;
M: Life Immitates Art&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039;&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
| 0&#039;&#039;&#039;/2&#039;&#039;&#039;&lt;br /&gt;
| 0&#039;&#039;&#039;/1&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;10&amp;quot;|&#039;&#039;&#039;HOPE COINS&#039;&#039;&#039;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;10&amp;quot;|&#039;&#039;&#039;DESPAIR COINS&#039;&#039;&#039;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GM&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;11&amp;quot;| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ Brahnamin]&#039;&#039;  &#039;&#039;- Keeper of Shenanigans, Huzzah!&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Generation Summary==&lt;br /&gt;
:&#039;&#039;&#039;Choose your character&#039;s Name&#039;&#039;&#039; and a &#039;&#039;&#039;Concept&#039;&#039;&#039; that fits your character. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Answer the Five Questions&#039;&#039;&#039; to define what your character is all about.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Answer the Sixth Question&#039;&#039;&#039; regarding your character&#039;s Legacy/&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Questions &#039;&#039;&#039;1-5&#039;&#039;&#039; and &#039;&#039;&#039;6&#039;&#039;&#039; can be found in the Character Template link below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Divide three points&#039;&#039;&#039; between your &#039;&#039;&#039;Fight&#039;&#039;&#039; and your &#039;&#039;&#039;Flight&#039;&#039;&#039; response. You can have three in one and none in the other or two in one and one in the other.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Choose your Exhaustion Talent&#039;&#039;&#039; - that thing that you do better than anyone else.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Choose your Madness Talent&#039;&#039;&#039; - that impossible thing you do that no one should be able to do.&lt;br /&gt;
&lt;br /&gt;
:When you choose your character&#039;s madness talent, frame the range of that talent based on the following breakdown of madness dice included in the roll.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1 die:&#039;&#039;&#039; indicates the most basic use of the Talent&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;2-3 dice:&#039;&#039;&#039; indicates a moderate use of the Talent&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;4-5 dice:&#039;&#039;&#039; indicates an impressive use of the Talent&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;6 + dice:&#039;&#039;&#039; indicates an almost godlike use of the Talent. &lt;br /&gt;
----&lt;br /&gt;
You are welcome to use this [[DRYH:_Damaged_Souls_-_Character_Template|&#039;&#039;&#039;Character Template&#039;&#039;&#039;]] or one of your own. Just be sure it links to your character&#039;s name in the table above and that I don&#039;t have to sign in anywhere to see it (I do not require editing privileges).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Rules Summary==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dice You Have to Roll&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:Each roll will include all your discipline, all your permanent madness, and all your current exhaustion&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Additional Dice Options&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:Once per roll, you may increase your exhaustion by one.&lt;br /&gt;
:Any time you roll, you may add one to six dice of temporary madness to your roll.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reading the Dice&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:To determine the degree of success, count the dice that show 1, 2, or 3.&lt;br /&gt;
&lt;br /&gt;
:To determine the strength of a pool, find the die of that color showing the highest number(s).&lt;br /&gt;
&lt;br /&gt;
:If you meet or beat the GM’s degree, you succeed. Otherwise, you fail.&lt;br /&gt;
&lt;br /&gt;
:To determine what dominates, pick the pool with the highest strength and compare it to the GM&#039;s Pain roll.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Basic Consequences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:If discipline dominates, things stay under control. You have the option to remove a response check-mark or decrease your exhaustion by one.&lt;br /&gt;
&lt;br /&gt;
:If exhaustion dominates, your resources are taxed. Increase exhaustion by one.&lt;br /&gt;
&lt;br /&gt;
:If madness dominates, things get more chaotic. Check off a response and behave accordingly.&lt;br /&gt;
&lt;br /&gt;
:If pain dominates, you pay a greater price. Pay a coin into the GM’s despair coffer.&lt;br /&gt;
&lt;br /&gt;
:If you fail to win your roll, the GM may place an additonal consequence on you beyond whatever pool Dominates.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Major Consequences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:If exhaustion is increased above 6, you crash.&lt;br /&gt;
&lt;br /&gt;
:If you must check off a response, but can’t, you snap.&lt;br /&gt;
&lt;br /&gt;
:If you crash, you fall asleep, or face some other serious defeat (like death).&lt;br /&gt;
&lt;br /&gt;
:If you snap, you go mad for a time, clear out your responses, lose one discipline, and gain one permanent madness.&lt;br /&gt;
&lt;br /&gt;
:If you lose all discipline, you become a Nightmare. You’re an NPC now.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Talents&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:To make minor use of an exhaustion talent, your exhaustion must be at least one. On the affected roll, your minimum number of successes is equal to your current level of exhaustion.&lt;br /&gt;
&lt;br /&gt;
:To make major use of an exhaustion talent, you must increase your exhaustion by one, and you may add your current level of exhaustion to the roll as successes.&lt;br /&gt;
&lt;br /&gt;
:To make use of a madness talent, you must add one to six temporary madness dice to the roll, as determined by the GM for the potency of the effect.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Coins&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:The GM may spend one coin of despair to add or remove a 6 from any pool in play; the coin pays into hope. If this causes pain to dominate, no coin is paid into the despair coffer.&lt;br /&gt;
&lt;br /&gt;
:Any player may spend coins of hope one for one to remove exhaustion, or to remove response marks if their character is in a safe place to do so, or to add a 1 to the protagonist’s discipline pool at any time for each coin spent.&lt;br /&gt;
&lt;br /&gt;
:Any player may spend five minus their current discipline in coins of hope to recover one point of discipline and remove one point of permanent madness.&lt;br /&gt;
&lt;br /&gt;
:Each character has three Legacy coins. At any time, the player may spend Legacy exactly the same as Hope, but with no restrictions on safety, etc.&lt;br /&gt;
&lt;br /&gt;
:When a legacy coin is spent it goes to the GM, but may only be spent to activate a Legacy Talent. Unlike Despair coins, Legacy can only be spent on the character it came from, and once spent it returns to that character to spend again as normal.&lt;br /&gt;
&lt;br /&gt;
==Metagame Tools==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Threads&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/index.php?threads/dryh-legacy-of-the-awake.896073/ IC Thread]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/index.php?threads/dryh-legacy-of-the-awake.896072/ OOC Thread]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/index.php?threads/closed-development-dryh-legacy-of-the-awake.895974/ Development Thread]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Resources&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;u&amp;gt;[http://orokos.com/roll/?action=roll Orokos]&amp;lt;/u&amp;gt; Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&amp;lt;/u&amp;gt; If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://www.drivethrurpg.com/product/28052/Dont-Rest-Your-Head Don&#039;t Rest Your Head RPG (PDF)]&amp;lt;/u&amp;gt; You can play in this game without your own copy, but if you&#039;d like to pick it up, the PDF is available at DriveThruRPG for &#039;&#039;&#039;$5.00&#039;&#039;&#039; at the time of this posting. &lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; I am not affiliated with Evil Hat Productions and receive no compensation of any kind from any purchase of this product.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;U&amp;gt;[[LEGACY MAD CITY|Setting Details]]&amp;lt;/u&amp;gt; Please note that this is an info-dense page that you do not &#039;&#039;have&#039;&#039; to read, but it is available if you would like to. This is by no means an exhaustive portrayal of quarters and nightmares of the Mad City, and pain ratings should be read as approximate rather than set in stone.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: I am asking for a &#039;&#039;&#039;daily&#039;&#039;&#039; posting commitment for this game as a general rule, with less frequent podting on weekends and holidays. Meatworld being what it is, this generally averages to 4-5 IC posts per week.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Meatworld, amirite? You are more important than the game, so no worries when things come up, but if you will NOT be able to post, &#039;&#039;&#039;AND YOU ARE ABLE&#039;&#039;&#039;, please ping us in OOC so we know what is going on or post to the &amp;lt;u&amp;gt;[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&amp;lt;/u&amp;gt; (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Formatting&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Please use the following header in all IC posts: &lt;br /&gt;
:&#039;&#039;&#039;Character Name | 3D | 0E | 0PM | FT 0/? | FL 0/? | L P3/0G&#039;&#039;&#039; &lt;br /&gt;
:*D indicates total number of discipline dice&lt;br /&gt;
:*E indicates current number of dice in your exhaustion pool&lt;br /&gt;
:*PM indicates permanent madness which will go up congruent with losing discipline dice&lt;br /&gt;
:*FT indictes fight responses marked vs total&lt;br /&gt;
:*FL indicates flight responses marked vs total&lt;br /&gt;
:*L indicates how many legacy coins you have vs how many of your coins the GM has.&lt;br /&gt;
&lt;br /&gt;
: If you are addressing another PC in your post it is helpful to &#039;&#039;&#039;bold&#039;&#039;&#039; their character name as well so it stands out for them.&lt;br /&gt;
&lt;br /&gt;
: OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dice Conventions&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Please list your dice in the description line in Orokos in the order you are rolling them. ie - Discipline, Exhaustion, Madness (and how many of each you are rolling). These can be abbreviated D,E,M.&lt;br /&gt;
&lt;br /&gt;
: Please roll your dice in such a way that individual results are displayed, not sums, and so that each pool is distinct from the other pools.&lt;br /&gt;
&lt;br /&gt;
:: So if you wanted to roll 3 Discipline dice, 2 Exhaustion, and 5 Madness, the description line in orokos would include the notation D3, E2, M5&lt;br /&gt;
&lt;br /&gt;
:: The best notation I know (for orokos) for the above roll would be 3#1d6; 2#1d6; 5#1d6 (be sure to separate each pool with a semicolon [;] and a space).&lt;br /&gt;
&lt;br /&gt;
: Please link all dice rolls back to your dice roller via the bb code option in orokos as the site history is having issues atm. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Do not post dice rolls or actions in the OOC Thread.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;PVP&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have much patience when it comes to GMing PVP games. Intercharacter conflict and disagreement is fine, but when it comes to actions or expression meant to force a specific response, I default to the following:&lt;br /&gt;
: &#039;&#039;&#039;Unilateral Permission:&#039;&#039;&#039; The other player agrees to your action. No rolls are needed. Just RP it out.&lt;br /&gt;
: &#039;&#039;&#039;Limited Permission:&#039;&#039;&#039; The other player doesn&#039;t agree that it is an automatic thing, but does agree to let the dice decide.&lt;br /&gt;
: &#039;&#039;&#039;No Permission:&#039;&#039;&#039; If the players involved do not agree to PVP, it doesn&#039;t happen. Move on with something else.&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419502</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419502"/>
		<updated>2022-04-13T18:59:56Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Heather.jpg]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 2&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT (Run For It!):&#039;&#039;&#039; Not every break in goes off without a hitch. Sometimes things go wrong and you need to run. Luckily Heather&#039;s time running Track and Field in High School paid off.&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT (What&#039;s Yours is Mine):&#039;&#039;&#039; Heather&#039;s been stealing for a long time. Not that she needed the money, but the thrill that came with it was too much to resist. She can casually swipe the change out of your pocket, or with enough effort she can even steal something a bit more abstract.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Heather.jpg&amp;diff=419501</id>
		<title>File:Heather.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Heather.jpg&amp;diff=419501"/>
		<updated>2022-04-13T18:59:23Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419464</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419464"/>
		<updated>2022-04-13T05:19:40Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 2&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT (Run For It!):&#039;&#039;&#039; Not every break in goes off without a hitch. Sometimes things go wrong and you need to run. Luckily Heather&#039;s time running Track and Field in High School paid off.&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT (What&#039;s Yours is Mine):&#039;&#039;&#039; Heather&#039;s been stealing for a long time. Not that she needed the money, but the thrill that came with it was too much to resist. She can casually swipe the change out of your pocket, or with enough effort she can even steal something a bit more abstract.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419463</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419463"/>
		<updated>2022-04-13T05:19:29Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 2&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT (Run For It):&#039;&#039;&#039; Not every break in goes off without a hitch. Sometimes things go wrong and you need to run. Luckily Heather&#039;s time running Track and Field in High School paid off.&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT (What&#039;s Yours is Mine):&#039;&#039;&#039; Heather&#039;s been stealing for a long time. Not that she needed the money, but the thrill that came with it was too much to resist. She can casually swipe the change out of your pocket, or with enough effort she can even steal something a bit more abstract.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419462</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419462"/>
		<updated>2022-04-13T05:19:22Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 2&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT (Run For It):&#039;&#039;&#039; Not every break in goes off without a hitch. Sometimes things go wrong and you need to run. Luckily Heather&#039;s time running Track and Field in High School paid off.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT (What&#039;s Yours is Mine):&#039;&#039;&#039; Heather&#039;s been stealing for a long time. Not that she needed the money, but the thrill that came with it was too much to resist. She can casually swipe the change out of your pocket, or with enough effort she can even steal something a bit more abstract.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419461</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419461"/>
		<updated>2022-04-13T05:18:59Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Talents */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 2&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT (What&#039;s Yours is Mine):&#039;&#039;&#039; Heather&#039;s been stealing for a long time. Not that she needed the money, but the thrill that came with it was too much to resist. She can casually swipe the change out of your pocket, or with enough effort she can even steal something a bit more abstract.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT (Run For It):&#039;&#039;&#039; Not every break in goes off without a hitch. Sometimes things go wrong and you need to run. Luckily Heather&#039;s time running Track and Field in High School paid off.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419460</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419460"/>
		<updated>2022-04-13T05:15:39Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Responses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 2&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT&#039;&#039;&#039; That thing you do better than anybody ever did . . .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT&#039;&#039;&#039; That thing you do that shouldn&#039;t EVEN be possible . . .&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419459</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419459"/>
		<updated>2022-04-13T05:15:29Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Responses */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 1&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 2&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT&#039;&#039;&#039; That thing you do better than anybody ever did . . .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT&#039;&#039;&#039; That thing you do that shouldn&#039;t EVEN be possible . . .&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419458</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419458"/>
		<updated>2022-04-13T05:15:04Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Sixth Question */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
*Heather&#039;s mother, Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
*Madness Talent: Life Imitates Art&lt;br /&gt;
*Exhaustion Talent: An Eye for Detail&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT&#039;&#039;&#039; That thing you do better than anybody ever did . . .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT&#039;&#039;&#039; That thing you do that shouldn&#039;t EVEN be possible . . .&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419457</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419457"/>
		<updated>2022-04-13T05:14:03Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Five Questions */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; After her compulsive stealing finally caught up with her Heather&#039;s mom finally sat her down and told her about her trip to a bizarre place. How her selfish choices nearly cost her everything, and how the journey gave her the strength to turn her life around. Now Heather&#039;s nights are plagued with nightmares brought upon by her mother&#039;s insane story and the haunting images in her paintings.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; She finally got caught stealing from one of her clients and was arrested.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A young woman with an athletic build and short raven black hair. She has her mother&#039;s stern eyes and sharp facial features.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; An apathetic, impulsive, kleptomaniac who&#039;s scared of falling into a boring rut. Anytime her life is about to stabilize and achieve some semblance of normalcy she finds some new way to screw it up.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To retrace her mother&#039;s steps. To see if the stories and images in her paintings are true, and hopefully put a stop to the terrible nightmares. Perhaps she would even find inspiration and purpose in the city just like her mom did.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT&#039;&#039;&#039; That thing you do better than anybody ever did . . .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT&#039;&#039;&#039; That thing you do that shouldn&#039;t EVEN be possible . . .&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419456</id>
		<title>DRYH: Legacy - 04</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Legacy_-_04&amp;diff=419456"/>
		<updated>2022-04-13T05:12:10Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* High Concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_LEGACY|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Avatar Icon 001.png|300px]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Heather Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A house cleaner. The job is a front to help her case homes so she can break in and steal from her clients.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; This is the source of your Insomnia. This is what landed you in the Mad City.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; This is the scene right before the start of the game. This is your first solid brush with Nightmares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; When people look at you, what do they see? This is the mask you show the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; When people look at you, what DON&#039;T they see? This is what lives under the mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; Where are you headed? What do you want? What do you need? What will you do to get it?&lt;br /&gt;
----&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHO ARE YOU DESCENDED FROM, AND WHAT WERE THEIR TALENTS?&#039;&#039;&#039; You are the direct descendant of a famous/infamous Awake. Who were they and what were their Exhaustion and Madness talents?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT&#039;&#039;&#039; That thing you do better than anybody ever did . . .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT&#039;&#039;&#039; That thing you do that shouldn&#039;t EVEN be possible . . .&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
==[[DRYH:_LEGACY|Return to Main Page]]==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_LEGACY&amp;diff=419455</id>
		<title>DRYH: LEGACY</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_LEGACY&amp;diff=419455"/>
		<updated>2022-04-13T05:11:18Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Player Character Table */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
You are the descendant of a famous or infamous Awake who once walked the Mad City, wreaking havoc among the Nightmares of that place and changing reality to suit their whims. They&#039;re long gone now, but something of their presence lingers in you. Something the Nightmares recognize. Something they fear.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
[[File:LEGACYAWAKE0001.png|550px|center]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;And how may man die better&#039;&#039; / &#039;&#039;than facing fearful odds&#039;&#039;&lt;br /&gt;
::&#039;&#039;For the ashes of his fathers&#039;&#039; / &#039;&#039;and the temples of his gods?&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Player Character Table==&lt;br /&gt;
I will use this table to keep track of dice pools as well aqs hope, despair, and legacy coins. Please use the information I am tracking to keep your headers up to date. Please alert me immediately to any discrepancies between your numbers and mind so I can fix things.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
| &#039;&#039;&#039;Character&#039;&#039;&#039;&lt;br /&gt;
| &#039;&#039;&#039;Played by&#039;&#039;&#039;&lt;br /&gt;
|&lt;br /&gt;
! [[File:D002.png|24px|Discipline Dice]]&lt;br /&gt;
! [[File:PM002.png|24px|Permanent Madness]]&lt;br /&gt;
! [[File:X002.png|24px|Current Exhaustion]]&lt;br /&gt;
|&lt;br /&gt;
! Fight&lt;br /&gt;
! Flight&lt;br /&gt;
|&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;|[[File:L0001.png|24px|Legacy Coins]]&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
|[https://wiki.rpg.net/index.php/DRYH:_Damaged_Souls_-_Bastion_Graves &#039;&#039;&#039;Bastion Graves&#039;&#039;&#039;]&lt;br /&gt;
E: Physician&#039;s Hands&lt;br /&gt;
&lt;br /&gt;
M: Necromancy&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/pandorym.151691/ Pandorym]&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
| 0&#039;&#039;&#039;/2&#039;&#039;&#039;&lt;br /&gt;
| 0&#039;&#039;&#039;/1&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;col&amp;quot; rowspan=&amp;quot;5&amp;quot;|&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DRYH:_Legacy_-_02 | Nic Woodbury]]&#039;&#039;&#039;&lt;br /&gt;
E: ???&lt;br /&gt;
&lt;br /&gt;
M: ???&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/strange-behaviour.186867/ strange behaviour]&#039;&#039;&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
| 0&#039;&#039;&#039;/1&#039;&#039;&#039; &lt;br /&gt;
| 0&#039;&#039;&#039;/2&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|- &lt;br /&gt;
| &#039;&#039;&#039;[[DRYH:_Legacy_-_03 | Character 3]]&#039;&#039;&#039;&lt;br /&gt;
E: For the King&lt;br /&gt;
&lt;br /&gt;
M: Battle is Joined&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/bluenose.158938/ Bluenose]&#039;&#039;&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
| 0&#039;&#039;&#039;/?&#039;&#039;&#039;&lt;br /&gt;
| 0&#039;&#039;&#039;/?&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;[[DRYH:_Legacy_-_04 | Heather Morris]]&#039;&#039;&#039;&lt;br /&gt;
E: An Eye for Detail&lt;br /&gt;
&lt;br /&gt;
M: Life Immitates Art&lt;br /&gt;
| &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039;&lt;br /&gt;
! 3&lt;br /&gt;
!0&lt;br /&gt;
!0&lt;br /&gt;
| 0&#039;&#039;&#039;/?&#039;&#039;&#039;&lt;br /&gt;
| 0&#039;&#039;&#039;/?&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &#039;&#039;&#039;P3/0G&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| &lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;10&amp;quot;|&#039;&#039;&#039;HOPE COINS&#039;&#039;&#039;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;10&amp;quot;|&#039;&#039;&#039;DESPAIR COINS&#039;&#039;&#039;&lt;br /&gt;
!scope=&amp;quot;row&amp;quot; colspan=&amp;quot;2&amp;quot;| 0&lt;br /&gt;
|-&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;12&amp;quot;|  &lt;br /&gt;
|-&lt;br /&gt;
| &#039;&#039;&#039;GM&#039;&#039;&#039;&lt;br /&gt;
|scope=&amp;quot;row&amp;quot; colspan=&amp;quot;11&amp;quot;| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ Brahnamin]&#039;&#039;  &#039;&#039;- Keeper of Shenanigans, Huzzah!&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Character Generation Summary==&lt;br /&gt;
:&#039;&#039;&#039;Choose your character&#039;s Name&#039;&#039;&#039; and a &#039;&#039;&#039;Concept&#039;&#039;&#039; that fits your character. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Answer the Five Questions&#039;&#039;&#039; to define what your character is all about.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Answer the Sixth Question&#039;&#039;&#039; regarding your character&#039;s Legacy/&lt;br /&gt;
&lt;br /&gt;
::&#039;&#039;Questions &#039;&#039;&#039;1-5&#039;&#039;&#039; and &#039;&#039;&#039;6&#039;&#039;&#039; can be found in the Character Template link below.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Divide three points&#039;&#039;&#039; between your &#039;&#039;&#039;Fight&#039;&#039;&#039; and your &#039;&#039;&#039;Flight&#039;&#039;&#039; response. You can have three in one and none in the other or two in one and one in the other.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Choose your Exhaustion Talent&#039;&#039;&#039; - that thing that you do better than anyone else.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Choose your Madness Talent&#039;&#039;&#039; - that impossible thing you do that no one should be able to do.&lt;br /&gt;
&lt;br /&gt;
:When you choose your character&#039;s madness talent, frame the range of that talent based on the following breakdown of madness dice included in the roll.&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;1 die:&#039;&#039;&#039; indicates the most basic use of the Talent&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;2-3 dice:&#039;&#039;&#039; indicates a moderate use of the Talent&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;4-5 dice:&#039;&#039;&#039; indicates an impressive use of the Talent&lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;6 + dice:&#039;&#039;&#039; indicates an almost godlike use of the Talent. &lt;br /&gt;
----&lt;br /&gt;
You are welcome to use this [[DRYH:_Damaged_Souls_-_Character_Template|&#039;&#039;&#039;Character Template&#039;&#039;&#039;]] or one of your own. Just be sure it links to your character&#039;s name in the table above and that I don&#039;t have to sign in anywhere to see it (I do not require editing privileges).&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Rules Summary==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dice You Have to Roll&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:Each roll will include all your discipline, all your permanent madness, and all your current exhaustion&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Additional Dice Options&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:Once per roll, you may increase your exhaustion by one.&lt;br /&gt;
:Any time you roll, you may add one to six dice of temporary madness to your roll.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Reading the Dice&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:To determine the degree of success, count the dice that show 1, 2, or 3.&lt;br /&gt;
&lt;br /&gt;
:To determine the strength of a pool, find the die of that color showing the highest number(s).&lt;br /&gt;
&lt;br /&gt;
:If you meet or beat the GM’s degree, you succeed. Otherwise, you fail.&lt;br /&gt;
&lt;br /&gt;
:To determine what dominates, pick the pool with the highest strength and compare it to the GM&#039;s Pain roll.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Basic Consequences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:If discipline dominates, things stay under control. You have the option to remove a response check-mark or decrease your exhaustion by one.&lt;br /&gt;
&lt;br /&gt;
:If exhaustion dominates, your resources are taxed. Increase exhaustion by one.&lt;br /&gt;
&lt;br /&gt;
:If madness dominates, things get more chaotic. Check off a response and behave accordingly.&lt;br /&gt;
&lt;br /&gt;
:If pain dominates, you pay a greater price. Pay a coin into the GM’s despair coffer.&lt;br /&gt;
&lt;br /&gt;
:If you fail to win your roll, the GM may place an additonal consequence on you beyond whatever pool Dominates.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Major Consequences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:If exhaustion is increased above 6, you crash.&lt;br /&gt;
&lt;br /&gt;
:If you must check off a response, but can’t, you snap.&lt;br /&gt;
&lt;br /&gt;
:If you crash, you fall asleep, or face some other serious defeat (like death).&lt;br /&gt;
&lt;br /&gt;
:If you snap, you go mad for a time, clear out your responses, lose one discipline, and gain one permanent madness.&lt;br /&gt;
&lt;br /&gt;
:If you lose all discipline, you become a Nightmare. You’re an NPC now.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Talents&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:To make minor use of an exhaustion talent, your exhaustion must be at least one. On the affected roll, your minimum number of successes is equal to your current level of exhaustion.&lt;br /&gt;
&lt;br /&gt;
:To make major use of an exhaustion talent, you must increase your exhaustion by one, and you may add your current level of exhaustion to the roll as successes.&lt;br /&gt;
&lt;br /&gt;
:To make use of a madness talent, you must add one to six temporary madness dice to the roll, as determined by the GM for the potency of the effect.&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Coins&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
:The GM may spend one coin of despair to add or remove a 6 from any pool in play; the coin pays into hope. If this causes pain to dominate, no coin is paid into the despair coffer.&lt;br /&gt;
&lt;br /&gt;
:Any player may spend coins of hope one for one to remove exhaustion, or to remove response marks if their character is in a safe place to do so, or to add a 1 to the protagonist’s discipline pool at any time for each coin spent.&lt;br /&gt;
&lt;br /&gt;
:Any player may spend five minus their current discipline in coins of hope to recover one point of discipline and remove one point of permanent madness.&lt;br /&gt;
&lt;br /&gt;
:Each character has three Legacy coins. At any time, the player may spend Legacy exactly the same as Hope, but with no restrictions on safety, etc.&lt;br /&gt;
&lt;br /&gt;
:When a legacy coin is spent it goes to the GM, but may only be spent to activate a Legacy Talent. Unlike Despair coins, Legacy can only be spent on the character it came from, and once spent it returns to that character to spend again as normal.&lt;br /&gt;
&lt;br /&gt;
==Metagame Tools==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Threads&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/index.php?threads/dryh-legacy-of-the-awake.896073/ IC Thread]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/index.php?threads/dryh-legacy-of-the-awake.896072/ OOC Thread]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/index.php?threads/closed-development-dryh-legacy-of-the-awake.895974/ Development Thread]&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;&amp;lt;u&amp;gt;Resources&amp;lt;/u&amp;gt;&#039;&#039;&#039;&lt;br /&gt;
:&amp;lt;u&amp;gt;[http://orokos.com/roll/?action=roll Orokos]&amp;lt;/u&amp;gt; Online Dice Roller.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&amp;lt;/u&amp;gt; If you can&#039;t post for whatever reason let us know here or in OOC.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;u&amp;gt;[https://www.drivethrurpg.com/product/28052/Dont-Rest-Your-Head Don&#039;t Rest Your Head RPG (PDF)]&amp;lt;/u&amp;gt; You can play in this game without your own copy, but if you&#039;d like to pick it up, the PDF is available at DriveThruRPG for &#039;&#039;&#039;$5.00&#039;&#039;&#039; at the time of this posting. &lt;br /&gt;
:&#039;&#039;&#039;Note:&#039;&#039;&#039; I am not affiliated with Evil Hat Productions and receive no compensation of any kind from any purchase of this product.&lt;br /&gt;
&lt;br /&gt;
:&amp;lt;U&amp;gt;[[LEGACY MAD CITY|Setting Details]]&amp;lt;/u&amp;gt; Please note that this is an info-dense page that you do not &#039;&#039;have&#039;&#039; to read, but it is available if you would like to. This is by no means an exhaustive portrayal of quarters and nightmares of the Mad City, and pain ratings should be read as approximate rather than set in stone.&lt;br /&gt;
&lt;br /&gt;
==Expectations==&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Frequency&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: I am asking for a &#039;&#039;&#039;daily&#039;&#039;&#039; posting commitment for this game as a general rule, with less frequent podting on weekends and holidays. Meatworld being what it is, this generally averages to 4-5 IC posts per week.&lt;br /&gt;
 &lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Absences&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Meatworld, amirite? You are more important than the game, so no worries when things come up, but if you will NOT be able to post, &#039;&#039;&#039;AND YOU ARE ABLE&#039;&#039;&#039;, please ping us in OOC so we know what is going on or post to the &amp;lt;u&amp;gt;[https://forum.rpg.net/showthread.php?709532-Grand-Central-Absences-Station Absences Thread]&amp;lt;/u&amp;gt; (I pretty much check that thing every time it lights up).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Post Formatting&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Please use the following header in all IC posts: &lt;br /&gt;
:&#039;&#039;&#039;Character Name | 3D | 0E | 0PM | FT 0/? | FL 0/? | L P3/0G&#039;&#039;&#039; &lt;br /&gt;
:*D indicates total number of discipline dice&lt;br /&gt;
:*E indicates current number of dice in your exhaustion pool&lt;br /&gt;
:*PM indicates permanent madness which will go up congruent with losing discipline dice&lt;br /&gt;
:*FT indictes fight responses marked vs total&lt;br /&gt;
:*FL indicates flight responses marked vs total&lt;br /&gt;
:*L indicates how many legacy coins you have vs how many of your coins the GM has.&lt;br /&gt;
&lt;br /&gt;
: If you are addressing another PC in your post it is helpful to &#039;&#039;&#039;bold&#039;&#039;&#039; their character name as well so it stands out for them.&lt;br /&gt;
&lt;br /&gt;
: OOC blocks are fine for showing dice rolls and brief OOC comments directly related to a particular post. Please sblock if you need to include large blocks of text related to your IC post. All other OOC content should go in the OOC thread itself.&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;Dice Conventions&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
: Please list your dice in the description line in Orokos in the order you are rolling them. ie - Discipline, Exhaustion, Madness (and how many of each you are rolling). These can be abbreviated D,E,M.&lt;br /&gt;
&lt;br /&gt;
: Please roll your dice in such a way that individual results are displayed, not sums, and so that each pool is distinct from the other pools.&lt;br /&gt;
&lt;br /&gt;
:: So if you wanted to roll 3 Discipline dice, 2 Exhaustion, and 5 Madness, the description line in orokos would include the notation D3, E2, M5&lt;br /&gt;
&lt;br /&gt;
:: The best notation I know (for orokos) for the above roll would be 3#1d6; 2#1d6; 5#1d6 (be sure to separate each pool with a semicolon [;] and a space).&lt;br /&gt;
&lt;br /&gt;
: Please link all dice rolls back to your dice roller via the bb code option in orokos as the site history is having issues atm. &lt;br /&gt;
&lt;br /&gt;
:&#039;&#039;&#039;Do not post dice rolls or actions in the OOC Thread.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;u&amp;gt;&#039;&#039;&#039;PVP&#039;&#039;&#039;&amp;lt;/u&amp;gt;&lt;br /&gt;
&lt;br /&gt;
I don&#039;t have much patience when it comes to GMing PVP games. Intercharacter conflict and disagreement is fine, but when it comes to actions or expression meant to force a specific response, I default to the following:&lt;br /&gt;
: &#039;&#039;&#039;Unilateral Permission:&#039;&#039;&#039; The other player agrees to your action. No rolls are needed. Just RP it out.&lt;br /&gt;
: &#039;&#039;&#039;Limited Permission:&#039;&#039;&#039; The other player doesn&#039;t agree that it is an automatic thing, but does agree to let the dice decide.&lt;br /&gt;
: &#039;&#039;&#039;No Permission:&#039;&#039;&#039; If the players involved do not agree to PVP, it doesn&#039;t happen. Move on with something else.&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=418353</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=418353"/>
		<updated>2022-03-24T15:35:28Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Act 2: Blood, Fire, and Steel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
&lt;br /&gt;
While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
&lt;br /&gt;
Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
&lt;br /&gt;
After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition. &lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24211981 The Wyrmdirge]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=414512</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=414512"/>
		<updated>2021-12-27T16:10:43Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (3)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics (Expert):&#039;&#039;&#039; +6&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance (Expert):&#039;&#039;&#039; +7&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note of Potential:&#039;&#039;&#039; Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw.&lt;br /&gt;
*Ability Check: The creature can roll the Bardic Inspiration die again and choose which roll to use.&lt;br /&gt;
*Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. Each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.&lt;br /&gt;
*Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw they gain temporary HP equal to the number rolled plus 3.&lt;br /&gt;
&#039;&#039;&#039;Performance of Creation:&#039;&#039;&#039; As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can&#039;t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. Once you create an item with this feature, you can&#039;t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
*Knock&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*164 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=411133</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=411133"/>
		<updated>2021-11-12T05:57:57Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Zurn: Kobold Bard (2) */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (3)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics (Expert):&#039;&#039;&#039; +6&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance (Expert):&#039;&#039;&#039; +7&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note of Potential:&#039;&#039;&#039; Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw.&lt;br /&gt;
*Ability Check: The creature can roll the Bardic Inspiration die again and choose which roll to use.&lt;br /&gt;
*Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. Each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.&lt;br /&gt;
*Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw they gain temporary HP equal to the number rolled plus 3.&lt;br /&gt;
&#039;&#039;&#039;Performance of Creation:&#039;&#039;&#039; As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can&#039;t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. Once you create an item with this feature, you can&#039;t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
*Knock&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*165 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=408055</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=408055"/>
		<updated>2021-10-17T05:52:46Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (2)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics (Expert):&#039;&#039;&#039; +6&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance (Expert):&#039;&#039;&#039; +7&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note of Potential:&#039;&#039;&#039; Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw.&lt;br /&gt;
*Ability Check: The creature can roll the Bardic Inspiration die again and choose which roll to use.&lt;br /&gt;
*Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. Each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.&lt;br /&gt;
*Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw they gain temporary HP equal to the number rolled plus 3.&lt;br /&gt;
&#039;&#039;&#039;Performance of Creation:&#039;&#039;&#039; As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can&#039;t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. Once you create an item with this feature, you can&#039;t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
*Knock&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*165 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=408045</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=408045"/>
		<updated>2021-10-17T00:46:45Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (2)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics (Expert):&#039;&#039;&#039; +6&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance (Expert):&#039;&#039;&#039; +7&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note of Potential:&#039;&#039;&#039; Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw.&lt;br /&gt;
*Ability Check: The creature can roll the Bardic Inspiration die again and choose which roll to use.&lt;br /&gt;
*Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. Each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.&lt;br /&gt;
*Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw they gain temporary HP equal to the number rolled plus 3.&lt;br /&gt;
&#039;&#039;&#039;Performance of Creation:&#039;&#039;&#039; As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can&#039;t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. Once you create an item with this feature, you can&#039;t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
*Knock&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*320 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407522</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407522"/>
		<updated>2021-10-10T20:38:37Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Skills */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (2)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics (Expert):&#039;&#039;&#039; +6&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance (Expert):&#039;&#039;&#039; +7&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note of Potential:&#039;&#039;&#039; Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw.&lt;br /&gt;
*Ability Check: The creature can roll the Bardic Inspiration die again and choose which roll to use.&lt;br /&gt;
*Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. Each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.&lt;br /&gt;
*Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw they gain temporary HP equal to the number rolled plus 3.&lt;br /&gt;
&#039;&#039;&#039;Performance of Creation:&#039;&#039;&#039; As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can&#039;t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. Once you create an item with this feature, you can&#039;t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
*Knock&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*220 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407513</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407513"/>
		<updated>2021-10-10T20:29:45Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (2)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance:&#039;&#039;&#039; +5&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Note of Potential:&#039;&#039;&#039; Whenever you give a creature a Bardic Inspiration die, you can utter a note from the Song of Creation to create a Tiny mote of potential, which orbits within 5 feet of that creature. When the creature uses the Bardic Inspiration die, the mote provides an additional effect based on whether the die benefits an ability check, an attack roll, or a saving throw.&lt;br /&gt;
*Ability Check: The creature can roll the Bardic Inspiration die again and choose which roll to use.&lt;br /&gt;
*Attack Roll: Immediately after the creature rolls the Bardic Inspiration die to add it to an attack roll against a target, the mote thunderously shatters. Each creature of your choice that you can see within 5 feet of it must succeed on a Constitution saving throw against your spell save DC or take thunder damage equal to the number rolled on the Bardic Inspiration die.&lt;br /&gt;
*Saving Throw: Immediately after the creature rolls the Bardic Inspiration die and adds it to a saving throw they gain temporary HP equal to the number rolled plus 3.&lt;br /&gt;
&#039;&#039;&#039;Performance of Creation:&#039;&#039;&#039; As an action, you can channel the magic of the Song of Creation to create one nonmagical item of your choice in an unoccupied space within 10 feet of you. The item must appear on a surface or in a liquid that can support it. The gp value of the item can&#039;t be more than 20 times your bard level, and the item must be Medium or smaller. The item glimmers softly, and a creature can faintly hear music when touching it. The created item disappears after a number of hours equal to your proficiency bonus. Once you create an item with this feature, you can&#039;t do so again until you finish a long rest, unless you expend a spell slot of 2nd level or higher to use this feature again. You can have only one item created by this feature at a time.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
*Knock&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*220 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407508</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407508"/>
		<updated>2021-10-10T20:17:33Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (2)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance:&#039;&#039;&#039; +5&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
*Knock&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*220 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407507</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407507"/>
		<updated>2021-10-10T20:17:25Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (2)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance:&#039;&#039;&#039; +5&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 21 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*220 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407506</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407506"/>
		<updated>2021-10-10T20:17:07Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;21&#039;&#039;&#039; || 21 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots: 1st 4/4, 2nd 2/2&amp;lt;br&amp;gt; Bardic Inspiration 3/3 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Party 2: Sharks and Shadows==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs of Freeport==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
&lt;br /&gt;
==Known Gods and Divine Beings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407503</id>
		<title>CharacterD&amp;D 5E: Freeport 4</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_Freeport_4&amp;diff=407503"/>
		<updated>2021-10-10T19:47:42Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Class Features */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Zurn: Kobold Bard (2)==&lt;br /&gt;
&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 14/+2 (Save +2)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 8 /-1 (Save -1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 16/+3 (Save +5)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:&#039;&#039;&#039;Acrobatics:&#039;&#039;&#039; +4&lt;br /&gt;
:&#039;&#039;&#039;Athletics:&#039;&#039;&#039; +2&lt;br /&gt;
:&#039;&#039;&#039;Arcana:&#039;&#039;&#039; +4&lt;br /&gt;
:Animal Handling: -1&lt;br /&gt;
:&#039;&#039;&#039;Deception:&#039;&#039;&#039; +5&lt;br /&gt;
:History: +2&lt;br /&gt;
:Insight: -1&lt;br /&gt;
:&#039;&#039;&#039;Intimidation:&#039;&#039;&#039; +5&lt;br /&gt;
:Investigation: +2&lt;br /&gt;
:Medicine: -1&lt;br /&gt;
:Nature: +2&lt;br /&gt;
:Religion: +2&lt;br /&gt;
:Perception: -1&lt;br /&gt;
:&#039;&#039;&#039;Performance:&#039;&#039;&#039; +5&lt;br /&gt;
:Persuasion: +3&lt;br /&gt;
:Sleight of Hand: +3&lt;br /&gt;
:Stealth: +3&lt;br /&gt;
:Survival: -1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Common&lt;br /&gt;
:Draconic&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 13 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 15 | HD: 1d8 | Initiative: +3&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +5, Damage 1d8+3 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +5, Damage 1d4+3 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Piercer&#039;&#039;&#039;&lt;br /&gt;
*Increase your Strength or Dexterity by 1, to a maximum of 20.&lt;br /&gt;
*Once per turn, when you hit a creature with an attack that deals piercing damage, you can reroll one of the attack&#039;s damage dice, and you must use the new roll.&lt;br /&gt;
*When you score a critical hit that deals piercing damage to a creature, you can roll one additional damage die when determining the extra piercing damage the target takes.&lt;br /&gt;
==Draconis Kobold Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Trap Sense:&#039;&#039;&#039; You have advantage on saves made to avoid traps, and resistance to damage done by traps.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Arcane Lore:&#039;&#039;&#039; You are trained in Arcana.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dragon-blooded:&#039;&#039;&#039; You know one cantrip of your choice from the sorcerer’s list.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Languages:&#039;&#039;&#039; You can speak, read, and write Common and Draconic&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Bardic Inspiration:&#039;&#039;&#039; Use a bonus action to grant someone within 60ft a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. Can be used 3 times per long rest.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Jack of All Trades:&#039;&#039;&#039; Add half your proficiency bonus to any ability check you are not already proficient in.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Song of Rest:&#039;&#039;&#039; If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1,1,1,2,2&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 13&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +5&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Fire Bolt&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Vicous Mockery&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Heroism&lt;br /&gt;
*Feather Fall&lt;br /&gt;
*Hideous Laughter&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Sleep&lt;br /&gt;
&lt;br /&gt;
==Smuggler Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*Athletics&lt;br /&gt;
*Deception&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Vehicle(Water)&lt;br /&gt;
&#039;&#039;&#039;Down Low:&#039;&#039;&#039; You are acquainted with a network of smugglers who are willing to help you out of tight situations. While in a particular town, city, or other similarly sized community (DM&#039;s discretion), you and your companions can stay for free in safe houses. Safe houses provide a poor lifestyle. While staying at a safe house, you can choose to keep your presence (and that of your companions) a secret.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I never stop smiling.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*I uphold the unwritten rules of the smugglers, who do not cheat one another or directly harm innocents.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*I intend to become the leader of the network of smugglers that I belong to.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*Lying is reflexive, and I sometimes engage in it without realizing.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Leather Armor&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Lute | Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Disguise Kit&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*220 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407269</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407269"/>
		<updated>2021-10-07T18:53:46Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || 15 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots: 2/3&amp;lt;br&amp;gt; Bardic Inspiration 1/3 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Party 2: Sharks and Shadows==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs of Freeport==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
&lt;br /&gt;
==Known Gods and Divine Beings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
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&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
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The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
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&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
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&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=407264</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=407264"/>
		<updated>2021-10-06T18:59:43Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Act 2: Blood, Fire, and Steel */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
&lt;br /&gt;
While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
&lt;br /&gt;
Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition. &lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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=Other NPCs=&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-24042800 The Grand Battle]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407235</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407235"/>
		<updated>2021-10-05T17:43:31Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || 15 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots: 2/3&amp;lt;br&amp;gt; Bardic Inspiration 2/3 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Party 2: Sharks and Shadows==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs of Freeport==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
&lt;br /&gt;
==Known Gods and Divine Beings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407234</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407234"/>
		<updated>2021-10-05T17:28:40Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || 15 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots: 3/3&amp;lt;br&amp;gt; Bardic Inspiration 2/3 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Party 2: Sharks and Shadows==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs of Freeport==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
&lt;br /&gt;
==Known Gods and Divine Beings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407233</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=407233"/>
		<updated>2021-10-05T17:27:36Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || 15 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots: 3/3 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Party 2: Sharks and Shadows==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs of Freeport==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
&lt;br /&gt;
==Known Gods and Divine Beings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406855</id>
		<title>DRYH: Damaged Souls - 02</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406855"/>
		<updated>2021-09-22T15:47:31Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Kat1.jpg]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A famous artist&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; Scandal and controversy. Her recent rise in popularity has drawn the press and media to her like so many insects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; A reporter came forward with evidence that Kat&#039;s recent works were not painted by her, but rather by her lesser known associates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A confident and charismatic artist who has been enjoying a meteoric rise in popularity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; A selfish, entitled, and haughty woman who has been responsible for the early death of many art careers by stealing the work of bright eyed and naive young artists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To restore her public image by any means necessary, even if that image is a lie.&lt;br /&gt;
----&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHAT NIGHTMARE DOGS YOUR STEPS?&#039;&#039;&#039; The Copy Cat. A nightmarish reflection of herself born from a failed self portrait.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 3&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;An Eye for Detail:&#039;&#039;&#039; Having a keen eye for even the finest details has been a boon to Kat in her artistic career.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Life Imitates Art:&#039;&#039;&#039; While Kat might&#039;ve lost her creative spark, she is still an exceptionally skilled artist. With enough effort she can create art that appears more lifelike than the real thing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406854</id>
		<title>DRYH: Damaged Souls - 02</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406854"/>
		<updated>2021-09-22T15:47:13Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Kat1.jpg]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A famous artist&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; Scandal and controversy. Her recent rise in popularity has drawn the press and media to her like so many insects.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; A reporter came forward with evidence that Kat&#039;s recent works were not painted by her, but rather by her lesser known associates.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; A confident and charismatic artist who has been enjoying a meteoric rise in popularity.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; A selfish, entitled, and haughty woman who has been responsible for the early death of many art careers by stealing the work of bright eyed and naive young artists.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; To restore her public image by any means necessary, even if that image is a lie.&lt;br /&gt;
----&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHAT NIGHTMARE DOGS YOUR STEPS?&#039;&#039;&#039; The Copy Cat. A nightmarish reflection of herself born from a failed self portrait.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; 0&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; 3&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;An Eye for Detail&#039;&#039;&#039; Having a keen eye for even the finest details has been a boon to Kat in her artistic career.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Life Imitates Art&#039;&#039;&#039; While Kat might&#039;ve lost her creative spark, she is still an exceptionally skilled artist. With enough effort she can create art that appears more lifelike than the real thing.&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406853</id>
		<title>DRYH: Damaged Souls - 02</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406853"/>
		<updated>2021-09-22T15:44:10Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* High Concept */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Kat1.jpg]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Katarina &amp;quot;Kat&amp;quot; Morris&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; A famous artist&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; This is the source of your Insomnia. This is what landed you in the Mad City.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; This is the scene right before the start of the game. This is your first solid brush with Nightmares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; When people look at you, what do they see? This is the mask you show the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; When people look at you, what DON&#039;T they see? This is what lives under the mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; Where are you headed? What do you want? What do you need? What will you do to get it?&lt;br /&gt;
----&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHAT NIGHTMARE DOGS YOUR STEPS?&#039;&#039;&#039; One specific Nightmare from the Mad city always seems to be somewhere near, perhaps only caught out of the corner of your eye or elusive as a shadow among shadows. Perhaps it is something more solid and real. Describe this Nightmare.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT&#039;&#039;&#039; That thing you do better than anybody ever did . . .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT&#039;&#039;&#039; That thing you do that shouldn&#039;t EVEN be possible . . .&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406852</id>
		<title>DRYH: Damaged Souls - 02</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=DRYH:_Damaged_Souls_-_02&amp;diff=406852"/>
		<updated>2021-09-22T15:42:50Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;__NOTOC__&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;br /&gt;
&lt;br /&gt;
[[File:Kat1.jpg]]&lt;br /&gt;
----&lt;br /&gt;
==High Concept==&lt;br /&gt;
&#039;&#039;&#039;MY NAME IS . . .&#039;&#039;&#039; Character Name&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AND I AM . . .&#039;&#039;&#039; Character Concept&lt;br /&gt;
----&lt;br /&gt;
==Five Questions==&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S BEEN KEEPING YOU AWAKE?&#039;&#039;&#039; This is the source of your Insomnia. This is what landed you in the Mad City.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT JUST HAPPENED TO YOU?&#039;&#039;&#039; This is the scene right before the start of the game. This is your first solid brush with Nightmares.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT&#039;S ON THE SURFACE?&#039;&#039;&#039; When people look at you, what do they see? This is the mask you show the world.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT LIES BENEATH?&#039;&#039;&#039; When people look at you, what DON&#039;T they see? This is what lives under the mask.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;WHAT IS YOUR PATH?&#039;&#039;&#039; Where are you headed? What do you want? What do you need? What will you do to get it?&lt;br /&gt;
----&lt;br /&gt;
==Sixth Question==&lt;br /&gt;
&#039;&#039;&#039;WHAT NIGHTMARE DOGS YOUR STEPS?&#039;&#039;&#039; One specific Nightmare from the Mad city always seems to be somewhere near, perhaps only caught out of the corner of your eye or elusive as a shadow among shadows. Perhaps it is something more solid and real. Describe this Nightmare.&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Responses== &lt;br /&gt;
You have three points to divide between fight and flight responses. You can put all three in one and none in the other or two in one and one in the other.&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FLIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;TOTAL FIGHT RESPONSES&#039;&#039;&#039; ?&lt;br /&gt;
----&lt;br /&gt;
&lt;br /&gt;
==Talents==&lt;br /&gt;
*&#039;&#039;&#039;EXHAUSTION TALENT&#039;&#039;&#039; That thing you do better than anybody ever did . . .&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;MADNESS TALENT&#039;&#039;&#039; That thing you do that shouldn&#039;t EVEN be possible . . .&lt;br /&gt;
&lt;br /&gt;
----&lt;br /&gt;
[[DRYH:_Damaged_Souls|&amp;lt; &amp;lt; &amp;lt; Return to Main Page]]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Kat1.jpg&amp;diff=406851</id>
		<title>File:Kat1.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Kat1.jpg&amp;diff=406851"/>
		<updated>2021-09-22T15:41:51Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=406203</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=406203"/>
		<updated>2021-09-09T14:31:44Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || 15 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots: 0/3 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Party 2: Sharks and Shadows==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Notable NPCs of Freeport==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
&lt;br /&gt;
==Known Gods and Divine Beings==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=406202</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=406202"/>
		<updated>2021-09-09T14:31:21Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || 15 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots Used: 3/3 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Party 2: Sharks and Shadows==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
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|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
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==Notable NPCs of Freeport==&lt;br /&gt;
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*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
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==Known Gods and Divine Beings==&lt;br /&gt;
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&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
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Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
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&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
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Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
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&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
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The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
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&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
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A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
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&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
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The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
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&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
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In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=405402</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=405402"/>
		<updated>2021-08-31T17:12:53Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
[[File:Mauden.jpg|thumb|Mauden the Aurochs]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition. &lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Mauden.jpg&amp;diff=405401</id>
		<title>File:Mauden.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Mauden.jpg&amp;diff=405401"/>
		<updated>2021-08-31T17:10:48Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_ROTGQ_-_Banisi&amp;diff=404892</id>
		<title>CharacterD&amp;D 5E: ROTGQ - Banisi</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=CharacterD%26D_5E:_ROTGQ_-_Banisi&amp;diff=404892"/>
		<updated>2021-08-22T21:45:18Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Backstory */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Banisi: Goblin Artificer (1)==&lt;br /&gt;
[[File:Banisi.png|thumb|Banisi]]&lt;br /&gt;
==Attributes==&lt;br /&gt;
: &#039;&#039;&#039;STR:&#039;&#039;&#039;  8/-1 (Save -0)&lt;br /&gt;
: &#039;&#039;&#039;DEX:&#039;&#039;&#039; 13/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;CON:&#039;&#039;&#039; 15/+2 (Save +4)&lt;br /&gt;
: &#039;&#039;&#039;INT:&#039;&#039;&#039; 18/+4 (Save +6)&lt;br /&gt;
: &#039;&#039;&#039;WIS:&#039;&#039;&#039; 12/+1 (Save +1)&lt;br /&gt;
: &#039;&#039;&#039;CHA:&#039;&#039;&#039; 10/+0 (Save +0)&lt;br /&gt;
&lt;br /&gt;
==Skills==&lt;br /&gt;
:[Proficiency Bonus: +2]&lt;br /&gt;
:Acrobatics: +1&lt;br /&gt;
:Athletics: -1&lt;br /&gt;
:Arcana: +4&lt;br /&gt;
:Animal Handling: +1&lt;br /&gt;
:Deception: +0&lt;br /&gt;
:&#039;&#039;&#039;History:&#039;&#039;&#039; +6&lt;br /&gt;
:&#039;&#039;&#039;Insight:&#039;&#039;&#039; +1&lt;br /&gt;
:Intimidation: +0&lt;br /&gt;
:&#039;&#039;&#039;Investigation:&#039;&#039;&#039; +6&lt;br /&gt;
:Medicine: +1&lt;br /&gt;
:Nature: +4&lt;br /&gt;
:Religion: +4&lt;br /&gt;
:Perception: +1&lt;br /&gt;
:Performance: +0&lt;br /&gt;
:Persuasion: +0&lt;br /&gt;
:&#039;&#039;&#039;Sleight of Hand:&#039;&#039;&#039; +3&lt;br /&gt;
:Stealth: +1&lt;br /&gt;
:Survival: +1&lt;br /&gt;
&lt;br /&gt;
==Languages==&lt;br /&gt;
:Dwarven Trade&lt;br /&gt;
:High Dwarven&lt;br /&gt;
:Goblin&lt;br /&gt;
&lt;br /&gt;
==Combat==&lt;br /&gt;
&#039;&#039;&#039;AC:&#039;&#039;&#039; 17 | &#039;&#039;&#039;HP:&#039;&#039;&#039; 10 | HD: 1d8 | Initiative: +1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Light Crossbow:&#039;&#039;&#039; Attack +3, Damage 1d8+1 Piercing, Range 80/320&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Dagger:&#039;&#039;&#039; Attack +3, Damage 1d4+1 Piercing, Range 20/60&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Feats==&lt;br /&gt;
&#039;&#039;&#039;Telekinetic&#039;&#039;&#039;&lt;br /&gt;
*Increase your INT, WIS, or CHA by 1, to a maximum of 20.&lt;br /&gt;
*You learn the mage hand cantrip. You can cast it without verbal or somatic components, and you can make the spectral hand invisible. If you already know this spell, its range increases by 30 feet when you cast it. Its spellcasting ability is the ability increased by this feat.&lt;br /&gt;
*As a bonus action, you can try to telekinetically shove one creature you can see within 30 feet of you. When you do so, the target must succeed on a Strength saving throw (DC 8 + your proficiency bonus + the ability modifier of the score increased by this feat) or be moved 5 feet toward you or away from you. A creature can willingly fail this save.&lt;br /&gt;
==Goblin Racial Features==&lt;br /&gt;
&#039;&#039;&#039;Size:&#039;&#039;&#039; Small&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Speed:&#039;&#039;&#039; 30&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Darkvision:&#039;&#039;&#039; You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can&#039;t discern color in darkness, only shades of gray.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Fury of the Small:&#039;&#039;&#039; Once per short rest, you can deal 1 extra damage to a creature with a size larger than yours.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Nimble Escape:&#039;&#039;&#039; You can take the Disengage or Hide action as a bonus action on each of your turns.&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Class Features==&lt;br /&gt;
&#039;&#039;&#039;Magical Tinkering:&#039;&#039;&#039; Imbue a Tiny nonmagical object with a magical property of your choice: 5ft. radius light, up to 6 second long recorded message, emits odor or nonverbal sound, static visual effect including up to 25 words of text. You can affect a maximum of 4 objects at a time.&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spells Slots:&#039;&#039;&#039; 1,1&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Save DC:&#039;&#039;&#039; 14&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Spell Attack Bonus:&#039;&#039;&#039; +6&amp;lt;br&amp;gt;&lt;br /&gt;
&#039;&#039;&#039;Cantrips&#039;&#039;&#039;&lt;br /&gt;
*Mending&lt;br /&gt;
*Mage Hand&lt;br /&gt;
*Sword Burst&lt;br /&gt;
&#039;&#039;&#039;Spells Known&#039;&#039;&#039;&lt;br /&gt;
*Cure Wounds&lt;br /&gt;
*Faerie Fire&lt;br /&gt;
*Identify&lt;br /&gt;
*Tasha&#039;s Caustic Brew&lt;br /&gt;
&lt;br /&gt;
==Clan Crafter Background Features==&lt;br /&gt;
&#039;&#039;&#039;Skill Proficiencies&#039;&#039;&#039;&lt;br /&gt;
*History&lt;br /&gt;
*Insight&lt;br /&gt;
&#039;&#039;&#039;Tool Proficencies&#039;&#039;&#039;&lt;br /&gt;
*Jewler&#039;s Tools&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Personality Trait&#039;&#039;&#039;&lt;br /&gt;
*I believe that anything worth doing is worth doing right. I can’t help it—I’m a perfectionist.&lt;br /&gt;
&#039;&#039;&#039;Ideal&#039;&#039;&#039;&lt;br /&gt;
*Aspiration: I work hard to be the best there is at my craft.&lt;br /&gt;
&#039;&#039;&#039;Bond&#039;&#039;&#039;&lt;br /&gt;
*One day I will return to my guild and prove that I am the greatest artisan of them all.&lt;br /&gt;
&#039;&#039;&#039;Flaws&#039;&#039;&#039;&lt;br /&gt;
*I’m horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I’m surrounded by rivals.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
*Light Crossbow&lt;br /&gt;
*Dagger&lt;br /&gt;
&#039;&#039;&#039;Armor&#039;&#039;&#039;&lt;br /&gt;
*Scale Mail&lt;br /&gt;
*Shield&lt;br /&gt;
&#039;&#039;&#039;Gear&#039;&#039;&#039;&amp;lt;br&amp;gt;&lt;br /&gt;
Backpack | Bedroll | Candles x5 | Rations x5 | Water skin | Maker&#039;s Mark chisel | A gem worth 10g&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Money&#039;&#039;&#039;&lt;br /&gt;
*5 Gold&lt;br /&gt;
&lt;br /&gt;
==Backstory==&lt;br /&gt;
&lt;br /&gt;
Banisi is the daughter of the matriarch of the Blood-Eye clan, a small tribe of goblins that once made their home in a network of caves in the Path of Shale. The goblins enjoyed a life of relative peace and safety, until a band of Dwarves serving House d&#039;Ruvyn arrived drawn by rumors of rich silver deposits within the Goblin home. With the Goblins so entrenched within the cave, and the Dwarves armed with their military engineering, the ensuing battle would surely have taken a heavy toll on both sides. Wishing to avoid mutual devastation the leader of the Dwarven band met with the Goblin matriarch to negotiate a treaty. Eventually the two sides settled on a compromise: the Goblins would leave their home to relocate elsewhere, but in exchange House d&#039;Ruvyn would adopt the matriarch&#039;s daughter and raise her as their own.&lt;br /&gt;
&lt;br /&gt;
So it was that Banisi came to live among the Dwarves, but despite the luxury of her new life growing was not without its own unique set of hardships. While her foster parents raised her well, it was an upbringing brought about by negotiations and contracts. As such her life was without the love and tenderness of a normal family. Likewise Banisi had difficulty finding friends among the Dwarven children, and was often alone for most of her childhood. This was not all bad however, as it allowed her to focus her wealth of time and energy on learning the engineering trade of her adoptive House. The years went by and when Banisi finally reached maturity she had proven herself to be an exceptional engineer. Perhaps it was this unique spark and drive that caused the Gay Queen to take notice.&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=404293</id>
		<title>Freeport 5e</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Freeport_5e&amp;diff=404293"/>
		<updated>2021-08-13T00:31:48Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: /* Party 1: Lost Souls Shanty */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;br /&gt;
= Freeport: City of Adventure! =&lt;br /&gt;
[[File:FreeportGambleLabels.png]]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Party 1: Lost Souls Shanty==&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[Freeport_5E_-_Salt Stormborn | Salt Stormborn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; minotaur warlock|| &#039;&#039;[https://forum.rpg.net/index.php?members/brahnamin.70442/ brahnamin]&#039;&#039; || +2 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;11&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_2|Borzak Leaping-Flame]]&#039;&#039;&#039;&amp;lt;br&amp;gt; fire genasi fighter || &#039;&#039;[https://forum.rpg.net/index.php?members/mr-adventurer.3201/ Mr Adventurer]&#039;&#039; || +0 || &#039;&#039;&#039;17&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(19 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 11/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_3|Ganzorig Ilkhos]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human artificer || &#039;&#039;[https://forum.rpg.net/index.php?members/leliel.77613/ Leliel]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;14&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +6&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH -1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_4|Zurn]]&#039;&#039;&#039;&amp;lt;br&amp;gt; kobold bard || &#039;&#039;[https://forum.rpg.net/index.php?members/darad-zhall.171869/ Darad Zhall]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;15&#039;&#039;&#039; || 15 || &#039;&#039;&#039;13&#039;&#039;&#039; || 9/9 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots Used: 1 || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_5|Grozdan Sleet]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/sam-i-am.17480/ Sam I Am]&#039;&#039; || +0 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;10&#039;&#039;&#039; || 10 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +3&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/spreadsheets/d/1ELVtS2lPhtGKQapFQQEXoTe0_LhpQXCq6uaj1b9C8Og/edit?usp=sharing Sharas]&#039;&#039;&#039;&amp;lt;br&amp;gt; tiefling warlock (genie) || &#039;&#039;[https://forum.rpg.net/index.php?members/sirmoogle.194395/ SirMoogle]&#039;&#039; || +2 || 13 || 15 || 15 || 14 || 11/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell slots: 2/2 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN ±0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +6&#039;&#039;&#039;&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
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==Party 2: Sharks and Shadows==&lt;br /&gt;
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{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;Character&#039;&#039;&#039;&amp;lt;br&amp;gt; Race/Class || Player || INIT || &#039;&#039;&#039;AC&#039;&#039;&#039; || &#039;&#039;&#039;MX&#039;&#039;&#039;&amp;lt;BR&amp;gt; &#039;&#039;&#039;HP&#039;&#039;&#039; || CR&amp;lt;br&amp;gt; HP || &#039;&#039;&#039;SP&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;DC&#039;&#039;&#039; || &#039;&#039;&#039;Passive&#039;&#039;&#039;&amp;lt;br&amp;gt; &#039;&#039;&#039;INS/PER&#039;&#039;&#039; || Notes || Resources || &#039;&#039;&#039;Saves&#039;&#039;&#039; &lt;br /&gt;
|-&lt;br /&gt;
|colspan=&amp;quot;10&amp;quot;|&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Astrid_Halsfjar Astrid Halsfjar]&#039;&#039;&#039;&amp;lt;br&amp;gt; human sorceror || &#039;&#039;[https://forum.rpg.net/index.php?members/stormraven.9897/ Stormraven]&#039;&#039; || +3 || &#039;&#039;&#039;13&#039;&#039;&#039; || &#039;&#039;&#039;13&#039;&#039;&#039; || 13 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/11 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; || Spell Slots 3/3 || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;[https://wiki.rpg.net/index.php/Saleyas_Shark-Sister Saleyas Shark-Sister]&#039;&#039;&#039;&amp;lt;br&amp;gt; sea elf barbarian || &#039;&#039;[https://forum.rpg.net/index.php?members/garyfury.7014/ Garyfury]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(17 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;23&#039;&#039;&#039; || 23 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 10/12 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +4&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_8|Pietr]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human cleric || &#039;&#039;[https://forum.rpg.net/index.php?members/naxuul.7981/ Naxuul]&#039;&#039; || +1 || &#039;&#039;&#039;16&#039;&#039;&#039; &amp;lt;br&amp;gt; &#039;&#039;&#039;(18 w/shield)&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;13&#039;&#039;&#039; || 15/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +3&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +1&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_9|Ailis Callan]]&#039;&#039;&#039;&amp;lt;br&amp;gt; tabaxi rogue || &#039;&#039;[https://forum.rpg.net/index.php?members/elfwine.167913/ Elfwine]&#039;&#039; || +3 || &#039;&#039;&#039;14&#039;&#039;&#039; || &#039;&#039;&#039;9&#039;&#039;&#039; || 9 || &#039;&#039;&#039;n/a&#039;&#039;&#039; || 14/15 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +2&#039;&#039;&#039;  &lt;br /&gt;
|- &lt;br /&gt;
|&#039;&#039;&#039;[https://docs.google.com/document/d/1Ci5WYt_q3Z00pLzFM5qyySIUsHdRqiDozkt3VP3Vt38/edit Shalgray]&#039;&#039;&#039;&amp;lt;br&amp;gt; half-elf bard || &#039;&#039;[https://forum.rpg.net/index.php?members/ninjapaladin.150634/ NinjaPaladin]&#039;&#039; || +3 || &#039;&#039;&#039;15&#039;&#039;&#039; || &#039;&#039;&#039;17&#039;&#039;&#039; || 17 || &#039;&#039;&#039;13&#039;&#039;&#039; || 13/13 || xx&amp;lt;br&amp;gt;  xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; xx&amp;lt;br&amp;gt; ||  || &#039;&#039;&#039;ST +0&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;DX +5&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CO +2&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;IN -1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;WS +1&#039;&#039;&#039; &amp;lt;BR&amp;gt; &#039;&#039;&#039;CH +5&#039;&#039;&#039;  &lt;br /&gt;
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==Notable NPCs of Freeport==&lt;br /&gt;
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*&#039;&#039;&#039;Egil,&#039;&#039;&#039; acolyte of Oghma, god of knowledge.&lt;br /&gt;
*&#039;&#039;&#039;Milos,&#039;&#039;&#039; assistant to Thuron at the Temple of Oghma.&lt;br /&gt;
*&#039;&#039;&#039;Milton Drac,&#039;&#039;&#039; Sea Lord of Freeport&lt;br /&gt;
*&#039;&#039;&#039;Nelton,&#039;&#039;&#039; novice at the Temple of Oghma&lt;br /&gt;
*&#039;&#039;&#039;Rittorio,&#039;&#039;&#039; mercenary captain of the Yellow Shields.&lt;br /&gt;
*&#039;&#039;&#039;Scarbelly,&#039;&#039;&#039; orcish pirate captain of the &#039;&#039;Bloody Vengeance.&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Thuron,&#039;&#039;&#039; high priest of Oghma&lt;br /&gt;
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==Known Gods and Divine Beings==&lt;br /&gt;
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&#039;&#039;&#039;Oghma, God of Knowledge&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Scribe, Master of Lore, Keeper of the Scrolls&#039;&#039;&lt;br /&gt;
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Patron of scribes, scholars, and teachers. Oghma is said to have given mortals the gift of writing, and treasure knowledge above all else. His priests are universally literate, and usually work as scribes, loremasters, sages, and bookbinders in addition to being clergy.&lt;br /&gt;
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&#039;&#039;&#039;Protius, God of the Sea&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Old Man of the Sea, the Spuming Nooga&#039;&#039;&lt;br /&gt;
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Protius is seen as both a mighty sea dragon and a great whale. He is the patron of sailors and of the sea, and is wholly unconcerned with the land. All sailors revere him, regardless of their other beliefs, and call upon him for blessings. Rare is the ship that will depart from port without making a small offering to Protius. His clergy are few in number, but all are expert sailors and carpenters.&lt;br /&gt;
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&#039;&#039;&#039;Tritherion, God of Freedom&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;The Summoner&#039;&#039;&lt;br /&gt;
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The god of Individuality, Liberty, Retribution, Ambition and Self-Defense. His holy symbol is the Rune of Pursuit, a triskelion. They dedicated themselves to Trithereon in his aspect as the god of Ambition. His rites include an annual individual quest (like a modern day scavenger hunt with added religious incantations and rituals) that starts with a 24 hour waking fast - with Trithereon granting a vision of the items to be acquired during the proceeding week to complete the quest.&lt;br /&gt;
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&#039;&#039;&#039;Aita-Bai, God of the Dead&#039;&#039;&#039;&lt;br /&gt;
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&#039;&#039;Shepherd of the Lost, the Necromancer&#039;&#039;&lt;br /&gt;
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A foreign god of the strange Nekai people, Aita-Bai is little known in Freeport. He is a patron of death and the dead, and also of arcane magic.&lt;br /&gt;
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&#039;&#039;&#039;The Eye of Naan&#039;jaala&#039;&#039;&#039;&lt;br /&gt;
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The Eye is a great waterspout that can be seen reaching up to the heavens on the windward side of the Reach several times a year. The minotaurs of the Reach believes it is the breath of the Great Dragon, a prominent figure in their pantheon. It is believed that a message from the Great Dragon issues forth on its roar, but even the elders who speak the draconic tongue cannot decipher what that message might be, but it is known that the salt miners of the kobold villages religiously transcribe the messages on scrolls of shark vellum.&lt;br /&gt;
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&#039;&#039;&#039;Valielur, the Deepest Lord&#039;&#039;&#039;&lt;br /&gt;
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In the beliefs of the Teyrannel sea elves, Valielur is a titanic, immortal sea serpent that swims the lowest reaches of the ocean, the ultimate apex predator of the sea. Teyrannel commit the bodies of the dead to the deep, believing that through the chain of life they will ultimately become part of the flesh of Valielur. They don&#039;t worship it per se but regard it with a sort of religious awe -- the spirits of the Teyrannel are taken up by the gods, but Valielur will ultimately devour all the world.&lt;br /&gt;
&lt;br /&gt;
== Retired Characters ==&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot; &lt;br /&gt;
|&#039;&#039;&#039;[[CharacterD&amp;amp;D_5E:_Freeport_10|Gettis Oataheir]]&#039;&#039;&#039;&amp;lt;br&amp;gt; human bard || &#039;&#039;[https://forum.rpg.net/index.php?members/jasoneleigh.108956/ JasonELeigh]&#039;&#039; ||&lt;br /&gt;
|}&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=User:Darad_Zhall&amp;diff=404145</id>
		<title>User:Darad Zhall</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=User:Darad_Zhall&amp;diff=404145"/>
		<updated>2021-08-10T17:30:33Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: Created page with &amp;quot;==Currently Playing==  ==Played==  ==Games I&amp;#039;m Running==  ==Game&amp;#039;s I&amp;#039;ve Ran==&amp;quot;&lt;/p&gt;
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&lt;div&gt;==Currently Playing==&lt;br /&gt;
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==Played==&lt;br /&gt;
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==Games I&#039;m Running==&lt;br /&gt;
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==Game&#039;s I&#039;ve Ran==&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=403768</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=403768"/>
		<updated>2021-08-03T19:29:02Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum). Trusted deputy of Lhorna, current emperor of the Jhorzan Empire. Vhlaka commands the Imperial presence in Aukroa from the arcanotek citadel Fortress Umbram, located on the Northern border of No Man&#039;s Land. When the need arises Vhlaka is not above entering combat himself, where his deadly and unparalleled swordsmanship can cut a swathe through even the most skilled opposition. &lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
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The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
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The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
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Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
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Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
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The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
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There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
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There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
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====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
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Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
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To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
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Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
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The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
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The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
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The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
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The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
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But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
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The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
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If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
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=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
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==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=403757</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=403757"/>
		<updated>2021-08-03T18:18:40Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
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&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
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=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
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While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
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Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum).&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what spurred her to assist Church and Terbish in infiltrating the Imperial research facility by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
&lt;br /&gt;
But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
&lt;br /&gt;
Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
&lt;br /&gt;
=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
&lt;br /&gt;
Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
&lt;br /&gt;
Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
&lt;br /&gt;
A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
&lt;br /&gt;
The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
&lt;br /&gt;
====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
&lt;br /&gt;
====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
&lt;br /&gt;
====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
&lt;br /&gt;
====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
&lt;br /&gt;
====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
&lt;br /&gt;
====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
&lt;br /&gt;
====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
&lt;br /&gt;
As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
&lt;br /&gt;
The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
&lt;br /&gt;
The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
&lt;br /&gt;
Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
&lt;br /&gt;
==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
&lt;br /&gt;
The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
&lt;br /&gt;
To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
&lt;br /&gt;
Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
&lt;br /&gt;
==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
&lt;br /&gt;
Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
&lt;br /&gt;
The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
&lt;br /&gt;
The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
&lt;br /&gt;
===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
&lt;br /&gt;
Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
&lt;br /&gt;
The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
&lt;br /&gt;
====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
&lt;br /&gt;
When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
&lt;br /&gt;
Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
&lt;br /&gt;
For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
&lt;br /&gt;
===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
&lt;br /&gt;
It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
&lt;br /&gt;
Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
&lt;br /&gt;
For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=403756</id>
		<title>D&amp;D5:NoMansLand</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=D%26D5:NoMansLand&amp;diff=403756"/>
		<updated>2021-08-03T18:07:58Z</updated>

		<summary type="html">&lt;p&gt;Darad Zhall: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=The Basics=&lt;br /&gt;
*D&amp;amp;D 5th&lt;br /&gt;
*Aikireikinu&#039;s [https://docs.google.com/document/d/1hmp24dXYH1tGhkc1KECwCKS40j-rrj4ZGgCyGl4xPVQ/edit houserules]&lt;br /&gt;
*IC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/ link]&lt;br /&gt;
*OOC [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863075/ link]&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
==[https://docs.google.com/document/d/1geK222GDE8VJpRDP1KBmIojQD48ayPymb59pivpM0LY/edit Terbish Half-Fang, the Ork-Kin Warlock]==&lt;br /&gt;
[[File:Terbish.jpg|thumb|Terbish Half-Fang]]&lt;br /&gt;
A member of the Eyeless Moon clan and half breed daughter of their leader, Ravekhram the Sky-Cleaver.  Terbish was the smallest and weakest of her many siblings in one of the strongest Orc clans in the Khanate, as such she was considered the runt of her family and treated very poorly. When she wasn&#039;t outright ignored she was often bullied by her stronger siblings under the pretense that it was simply to help toughen her up. So when talks of succession began to creep up Terbish decided it was finally time for her to move on. Taking her trusted Aurochs Mauden with her, Terbish left her people behind and set out to find her place in the vast world.&lt;br /&gt;
&lt;br /&gt;
While seeking shelter from a vicious storm Terbish stumbled upon some ancient ruins. It was there, while making a pit for a fire, that she unearthed an old crossbow housing the essence of an even older entity. The being addressed itself simply as &#039;Weapon&#039;, and offered Terbish a deal. In exchange for freeing it from its earthly prison Weapon would grant her the power she so desperately wanted. The two entered a covenant of convenience, and armed with new found strength Terbish found herself being guided north. She traveled past the creeping Marsh of the Drowned, through the thick forest of Sylverda, until her journey finally brought her to the small frontier town of Sarnkel. Armed with the ancient weapon and its magic Terbish quickly made a name for herself among the citizens. It did not take long for her skill with bow and spell to draw the attention of the Wayfarers, and after a few trials was deemed worthy to be counted among their ranks.&lt;br /&gt;
&lt;br /&gt;
Terbish and Weapon met their demise at the hands of Mor de Caenen, who unleashed the world rending magic &#039;&#039;Annihilation&#039;&#039; upon them. But it was not be their end, as Altana&#039;s influence was able to sunder their fate and Terbish was granted life once again. However the process had changed them. What was once a pact of convenience had now become a true partnership, and weapon and wielder now worked together as one.&lt;br /&gt;
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*&#039;&#039;&#039;[https://docs.google.com/document/d/11mvHUAYEiv-iG2nz3uRUHFzoeb-58-xfHpyfGpuAHKM/edit?usp=sharing Mauden the Aurochs]&#039;&#039;&#039;&lt;br /&gt;
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==[https://ddb.ac/characters/47958444/YA7mgG Church, the Dragonborn Cleric]==&lt;br /&gt;
[[File:ChurchA.jpg|thumb|Church the Arcanotek]][[File:Church.png|thumb|Church the Dragonborn]]&lt;br /&gt;
A former Arcanotek trooper of the Jhorzan Empire branded Hammer-017 that was left to rot in the wasteland after a failed scouting expedition. Its remains were eventually discovered by a scouting party from Sarnkel and brought back to Zhid for repairs and reconditioning. By removing the control gaes that stifled its mind and senses the Tek awoke to an overwhelming cascade of new feelings, thoughts, and emotions. Fearing that it would drown in the endless sea of possibilities Mytahl offered up her library for the Tek to use. There it could find something to focus its attention, and learn more about the world that was kept hidden from it for so long. Hammer&#039;s curiosity proved to be nearly insatiable, and it quickly devoured tome after tome. Eventually Hammer came upon a curious book, The Chronicles of the Calamity. Within its pages they learned about the life and deeds of the ancient dragon Auraryuma. They learned how it wielded unfathomable power, but never used it selfishly or recklessly. They learned how people would travel for miles to seek his aid, but only those that sought answers themselves first would receive it. And finally they learned how he gave everything he had: his power, his children, and eventually his life, to protect the people of the realm. Desperate to find some guidance in their life Hammer was inspired to entreat Auraryuma&#039;s aid. With great effort they managed to force their mangled and neglected vocal chords to recite the ancient hymns. Whether he was surprised at the nature of his newest follower, or simply impressed by the effort none can say. But for whatever reason Auraryuma answered, and granted the defective arcanotek his blessing. It was in that moment of enlightenment that Hammer became Church, a bastion of faith that offered succor to the weak and weary.&lt;br /&gt;
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After meeting her end at the hands of Mor de Caenen and the forbidden magic &#039;&#039;Annihilation&#039;&#039; Church was reborn as a being of flesh, blood, and flame. Her heart and soul had long outgrown their cold metal shell, and finally she was granted a form befitting her gentle and indomitable spirit.&lt;br /&gt;
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=Allies=&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kannae&#039;&#039;&#039;, (Cat-kin, Seedsinger). The black haired assertive older twin by 1 hour. She is quick to offer physical chastisement to those she feels deserve it.&lt;br /&gt;
*&#039;&#039;&#039;Ve&#039;kathex&#039;&#039;&#039;, (Cat-kin, Seedsinger). The white haired passive younger twin. He is the opposite of his sister in many ways, but shares her love of Sylverda and desire to maintain the delicate balance with Mother Forest.&lt;br /&gt;
*&#039;&#039;&#039;Ixtlach&#039;&#039;&#039;, (Lizard-folk, Rogue). A friendly traveling merchant clad in colorful garb who is actually a spy for the Quetzlan Resistance. A fact he seems a little too eager to share with wandering adventurers he meets on the road, or perhaps he is simply an exceptional judge of character.&lt;br /&gt;
*&#039;&#039;&#039;Iktzura,&#039;&#039;&#039; (Lizard-folk, Leader). A leader of the Quetzlan Liberation Faction. He harbors an intense dislike for Colonizers and those who sympathize with them, but is not above accepting their help to clean up his own messes. Mor de Caenen revealed a secret location to Iktzura full of imprisoned Voidborn, claiming that the gullible Lizard-folk could use them to fight the Colonizers. However, the Voidborn quickly turned on Iktzura and slaughtered most of his companions. &lt;br /&gt;
*&#039;&#039;&#039;Nera zu Scathus&#039;&#039;&#039;, (Starborn, Arcanoteknician). A self proclaimed genius Arcanoteknician whose ambition is only matched by his ego. Nera viewed the Empire and their grand designs as simply a means for his brilliance to be recognized. His magnum opus was to be a recreation of Perditam Terminam, a massive quadrupedal Arcanotek built to house the ancient Omega Weapon. However his machinations were foiled by the Wayfarers, and the prototype was destroyed. Afterwards he defected to the Wayfarers and was placed under the watchful eyes of Zhid, Spike, and Largo. Only time will tell where Nera&#039;s true loyalties lie.&lt;br /&gt;
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==Wayfarers==&lt;br /&gt;
The Wayfarers are a group of enlightened individuals who try to maintain peace and justice within Aukroa. It&#039;s a group that people can only join by invitation, usually by having a member observe candidates and recommend them.&lt;br /&gt;
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It&#039;s not exactly a secret society, as the leaders of the Allied States and the Wild Nations and the Empire know of them, but exactly who they are and what they do is more obscure for the common folk, who view them (not inaccurately) as something akin to a social club for do-gooders.&lt;br /&gt;
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The Wayfarers have been active in Aukroa for several centuries, and like any such society has had its dark times. For now, at least, they remain true to their purpose, and seek to thwart both the tyranny of the Empire, and the less noble impulses of the Allied States. Their activities within the Wild Nations are more restricted, as they&#039;re viewed as being tools or fools of the Allied States.&lt;br /&gt;
===Wayfarers of Note===&lt;br /&gt;
*&#039;&#039;&#039;Mytahl Exeter&#039;&#039;&#039;, (Land-kin, Diviner). Mythal is middle-aged copper skinned, dark haired human woman, originally from Zukrut, the City of Brass and Gold. While the Wayfarers don&#039;t have leaders per se, Mytahl maintains a network of informants and coordinates information sharing among the Wayfarers. She has relatively good relations with the leaders of the Allied States, and was one of the petitioners that awakened Auraryuma. She&#039;s quiet about her own past, and the general impression is less one of secretiveness but rather a desire to forget. She&#039;s typically found at the &#039;&#039;Wandering Stars&#039;&#039;, a inn in Sarnkel, a fortified town in No Mans Land, near the Sylverdan border. The &#039;&#039;Wandering Stars&#039;&#039; serves as an unofficial headquarters for the Wayfarers.&lt;br /&gt;
*&#039;&#039;&#039;Yayala Sutoto&#039;&#039;&#039;, (Lightfoot, Merchant). Yayala is a blond-haired halfling woman of indeterminate age. She manages financial matters for her more adventurous Wayfarer brethren and often aids in missions financially where she can. Her network of suppliers and traders serves as a supplementary information network. She&#039;s usually cheerful, but frets that she can&#039;t help more directly.&lt;br /&gt;
*&#039;&#039;&#039;Zhid&#039;&#039;&#039;, (Starborn, Arcanoteknician). Zhid is an older starborn man, with slate-grey skin, white hair, and golden eyes and crystal. He defected from the Imperial Manufactuary College during the war and has found a home among the Wayfarers. His passion is creating arcanotek that can improve the daily lives of people. When a Wayfarer needs help with arcanotek, or if a wayward arcanotek trooper is looking for maintenance or modifications, he&#039;s always ready to lend a hand. He&#039;s assisted by Spike, a halfling man, and Largo, a goliath man.&lt;br /&gt;
*&#039;&#039;&#039;Ashvuln&#039;&#039;&#039;, (Wolf-kin, Assassin). Ashvuln is a grey haired human man, originally from Zukrut. Where Mytahl manages the flow of information, he&#039;s usually out in the field gathering it from sources within and without the Allied States. He keeps to himself, and prefers to work alone.&lt;br /&gt;
*&#039;&#039;&#039;Aidraziel&#039;&#039;&#039;, (Elf, Mercy Monk). Aidraziel is a fair-skinned elvish woman with long leaf-green hair tied in a braid that reaches to her knees. She has a jovial and easy-going personality, a sharp contrast to her partner Pfaffendo. Despite her happy and carefree attitude she harbors a deep hatred for the Empire after the subjugation of her fellow countrymen at Ashgurt.&lt;br /&gt;
*&#039;&#039;&#039;Pfaffendo&#039;&#039;&#039;, (Gnome Scribe Wizard). Pfaffendo is a bark-skinned gnomish man with red-hair. Compared to his partner&#039;s casual attitude Pfaffendo is much more serious and analytical. Using his keen intellect to solve problems on and off the battlefield.&lt;br /&gt;
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=Enemies=&lt;br /&gt;
*&#039;&#039;&#039;Mor de Caenen: The Maker&#039;&#039;&#039;, (Undead, Wizard). An arrogant and powerful undead apparition who claims to be &amp;quot;unsundered&amp;quot;, a trait that only adds to his superiority complex. He was responsible for the rise and fall of numerous empires, with the Jhorzan Empire being his most recent creation. He also created Omega Weapon, the ancient entity that Terbish draws her strength from. He is capable of possessing the bodies of the dead and summoning voidborn to do his bidding.&lt;br /&gt;
*&#039;&#039;&#039;Vhalka ze Orzh: The Bloody Viper&#039;&#039;&#039;, (Starborn, Consul Millitum).&lt;br /&gt;
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=Personal Background=&lt;br /&gt;
*&#039;&#039;&#039;Beltari Zefaris,&#039;&#039;&#039; (Tiefling Bard). An inquisitive and eccentric young woman with pale grey skin and long white hair. A wandering minstrel by trade, Beltari came to Sarnkel to explore the Wasteland for inspiration in hopes of overcoming a nasty bit of writers block. After several close encounters with the hostile wildlife of the wastes she hired Church for protection. During their time together she grew fond of the confused and awkward arcanotek who was still struggling with her newfound freedom. Beltari taught Church how to speak properly and helped the steel soldier find her own voice.&lt;br /&gt;
*&#039;&#039;&#039;Karath,&#039;&#039;&#039; (Orc, ???).&lt;br /&gt;
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==Auraryuma, the Golden Calamity==&lt;br /&gt;
[[File:Auraryuma.jpg|thumb|Auraryuma]]&lt;br /&gt;
Auraryuma, first born of Bahamut and Tiamat, had dwelt in Aukroa since time immemorial. Rarely did he stir from the great caldera of Dragonpeak, to the relief of those that live on the continent. To entreat his aid was to entreat his judgement, and few mortals could measure up to his exacting standards. His all consuming breath could immolate armies or, if he was feeling merciful, merely bring them to their knees. His mastery of the arcane allowed him to herald his arrival with a swarm of stars plucked from the heavens.&lt;br /&gt;
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It was not from malice that he brought destruction wherever he passed, for it was simply a consequence of his passing. Such was it in times past, that people would seek his wisdom, and reach out to him in prayer, or by pilgrimage to the foot of Dragonpeak. From such a remove, he would answer, if the petitioner was sincere, and had exhausted other avenues before reaching out to him.&lt;br /&gt;
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When the Jhorzan Empire invaded, the leaders of the allied state asked for his advice, and he gave it. And yet the Empire was not halted. They asked again, for his aid, and he sent forth his three eldest children. And the Empire killed them. They asked him again, to intervene personally. And so he stirred.&lt;br /&gt;
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He spread his great wings and shrugged off 100 years of snow that had fallen on him. He flew across the continent, to the north, each beat of his wings spawning storms in his wake.&lt;br /&gt;
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And, in a day, his life, that had lasted countless eons, ended. The Empire had committed one of their irreplaceable arcanotek titans, Perditam Terminam, relic of their past before the Starborn fell to earth, to the battle. Such was the devastation wrought that there are few alive who can honestly claim to have witnessed it.&lt;br /&gt;
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Those who prayed to Auraryuma claim to still receive answers, and that the eternal flame of his spirit still lingers within his ruined body, perhaps to be reborn someday.&lt;br /&gt;
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==Uxetlavanku, the Ebon Plague==&lt;br /&gt;
[[File:EbonPlague.png|thumb|Uxetlavanku]]&lt;br /&gt;
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Guardian of the Marsh of the Drowned and niece of Auraryuma. Uxetlavanku fought on the side of the Queztlan Resistance until her uncle sided with Sylverda. Now she spends most of her time in a deep sleep, her shadowy apparitions haunting the marsh when her dreams grow restless.&lt;br /&gt;
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While Uxetlavanku is haughty and arrogant even by draconic standards, she is fiercely protective of the Marsh&#039;s denizens, and will even lend her aid to those who show them kindness. This sliver of empathy is what lead to her assisting Church and Terbish in infiltrating the Imperial research facility, by unleashing her shadowy might against the Empire&#039;s airborne defenses.&lt;br /&gt;
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==Khokhluu, the Azure Tempest==&lt;br /&gt;
[[File:AzureTempest.jpg|thumb|Khokhluu]]&lt;br /&gt;
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=Locations=&lt;br /&gt;
[[File:NoMansLandMap.jpg]]&lt;br /&gt;
==Sarnkel==&lt;br /&gt;
Sarnkel is a rough and tumble fortified frontier town. Originally a trading post on the trade route between Sylverda and the former city-state of Ashgurt, now the Imperial Province of Ashgurt, it became a destination for veterans of the war who didn&#039;t feel they could return home, Ashgurt refugees, and adventurous souls seeking their fortune picking through the debris field of No Mans Land.&lt;br /&gt;
==The Wasteland==&lt;br /&gt;
The Wasteland was once an extension the  great Mother Forest, where the forest gave way to the rolling taiga and cold plains of Ashgurt.&lt;br /&gt;
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During the war, it was the site of the front lines, where Imperial soldiers and arcanoteks battled the miitaries of the Allied states and their magics. Men and women of all races fought until the earth was stained red. Arcanoteks battled summoned elementals of flame and wind and earth. Finally, Auryruma battled the arcanotitan Perditam Terminam, and it ended, Everything ended.&lt;br /&gt;
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The colossal energies released scoured and twisted the land. Strange glowing twisted formations of crystal jut forth from the ground. Multi-hued miasma drifts from cracks in the rocks. Fused and mangled bodies of men and machines dot the landscape. And at the center of it all, visible from miles away, the towering corpse of Auraryuma grapples for eternity with the wreckage of Perditam Teminam.&lt;br /&gt;
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But the Wasteland is not at peace, even now. Creatures that survived the aftermath have become malformed monstrosities. The spirits of the dead, chained by their regrets and unable to pass on haunt the land. Arcanoteks, shattered but functioning, lurch aimlessly in search of a purpose. And at night, when the twin moons are both less than a quarter full, the energies permeating the Wasteland weaken the barriers between worlds, allowing the Voidborn to cross over. And the day is no safer, for when both moons are more than three-quarters full, the Brightborn can cross over.&lt;br /&gt;
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Still, if one is cautious, there can be riches to found, scavenged from the battlefields, or mined from the peculiar rock formations.&lt;br /&gt;
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=Background Information=&lt;br /&gt;
==Religion, Gods, and Worship==&lt;br /&gt;
The nature of religion in Aukroa and the rest of the world is somewhat fluid. There are seven generally observed gods known throughout the world, though the names differ by region or culture, and even the nature of the gods might be seen as different in different areas. For example, in the City-State of Sylverda, Aenri is the goddess of the Sun, the sky, and weather, whereas in the Khanate of Rau, they are worshiped as Anriu, god of the Sun, judgement, and victory in battle.&lt;br /&gt;
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Besides these gods, any sufficiently powerful creature, such as ancient dragons like Auraryuma the Golden Calamity, may also be worshiped as a god. Similarly, the spirits of natural areas, such as the Mother Forest where Sylverda is located, may also be worshiped as gods. Even mighty heroes can be worshiped as gods.&lt;br /&gt;
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Religion and worship is not generally focused on a specific deity, but takes a more holistic approach, combining aspects of pantheism and animism. In a community, a cleric or druid fills the role of one who acts as a go between for the people and the gods, conveying their wishes, asking the gods for blessings for their people, sometimes for curses against their enemies, and leads the people in rituals to honor the gods so that the people&#039;s gratitude will reach them.&lt;br /&gt;
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A typical temple or shrine with honor all of the Seven, ancestral heroes of the community, local spirits, and any sufficiently powerful creatures that may have influenced the community in the past or present.&lt;br /&gt;
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The Jhorzan Empire is a notable exception. There, the only acceptable form of worship is of Jhorzan heroes, with all other worship suppressed. The state creed of the Empire is one of Jhorzan supremacy, and its central tenet is that only the weak seek power by submitting to so-called gods, who are seen as no more than monsters. If the weak wish to bow their heads to a greater power, then they need look no further than the Jhorzan Empire, as personified in the Emperor.&lt;br /&gt;
===The Seven===&lt;br /&gt;
As noted, how the Seven are seen in the World varies considerably, and the following is just some common views of them. The gender ascribed to the deities varies from culture to culture, often times in relation to how its aspects are seen in that culture.&lt;br /&gt;
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====Aenri (Sylverda), Aarim (Wyffleum), Azarn (Zukrut), Anriu (Rau), Ahnar (Darkwood), Atzea (Quetzlan)====&lt;br /&gt;
Broadly the deity of the Sun, Dawn, Light, and the Sky. May sometimes cover elements derived from those, such as Weather in Sylverda, or Victory in Battle in Rau (the Orcs are predominantly nocturnal, so battles are fought at night, ending when the Sun rises, leading to the idea that the Sun judges who the victors of a battle were).&lt;br /&gt;
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====Ymalia (Sylverda), Ynarie (Wyffleum), Ykarna (Zukrut), Yneru (Rau), Ytmata (Darkwood), Yssele (Quetzlan)====&lt;br /&gt;
The deity of the cycle of death and rebirth, nature, and the harvest. In Sylverda serves mainly as the goddess of nature, including non-living elements, such as streams, the wind, and rocks. In the Darkwood, seen as the god of gifts and reciprocity.&lt;br /&gt;
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====Malam (Sylverda), Wyllam (Wyffleum), Marut (Zukrut), Maht (Rau), Muzam (Darkwood), Mzalam (Queztlan)====&lt;br /&gt;
Deity of farming, fishing, and more generally crafting. In Wyffleum, also the god of war and raiding, for they traditionally till the land in the growing season, and go raiding on the seas in the winter, so for them farmer and raider are near synonymous.&lt;br /&gt;
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====Oshan (Sylverda), Ollym (Wyffleum), Ozhut (Zukrut), Othak (Rau), Ofran (Darkwood), Otlan (Quetzlan)====&lt;br /&gt;
Deity of wanders, refugees, exiles, couriers, peddlers, and adventurers. In Sylverda, also the god of guards, and seen as the patron of the Warden who protect the Mother Forest. Among the Quetzlan, she is the goddess of sorrow and longing, as they see themselves as exiles from their true home.&lt;br /&gt;
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====Suleri (Sylverda), Suterm (Wyffleum), Samza (Zukrut), Serarm (Rau), Svula (Darkwood), Ussele (Quetzlan)====&lt;br /&gt;
Deity of writing, knowledge, and tradition. In Zukrut, also the god of merchants due to the connection to ledgers and mathematics. In Rau, the goddess of secrets, representing the hidden knowledge of each of the clans.&lt;br /&gt;
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====Tsuma (Sylverda), Thuma (Wyffleum), Tzuka (Zukrut), Taeme (Rau), Tsulam (Darkwood), Tlalu (Quetzlan)====&lt;br /&gt;
Deity of the night, the stars, the twin moons, and love. In Sylverda, also the god of mischief, trickery, and children, due to ever changing faces the moons present at night. Darkwood has the same associations, but views the deity as changing genders with the phases of the moons.&lt;br /&gt;
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====Feorn (Sylverda), Fyern (Wyffleum), Feork (Zukrut), Faena (Rau), Felu (Darkword), Ftaek (Quetzlan)====&lt;br /&gt;
Deity of fate, magic, and law. In Wyffleum, the goddess of the sea and the wind, for sailors are always at their mercy as fate decrees. In Quetzlan, the god of rightful rulership whose visions guides kings on the proper path for the betterment of their subjects.&lt;br /&gt;
===Other Worlds and the Afterlife===&lt;br /&gt;
====The Afterlife and the Flow====&lt;br /&gt;
When a creature dies, its soul enters of the flow of energy that courses through the world until it is reborn. This might take a matter of days, weeks, months, or even years. While a soul is in the flow, it can be reached by such magics that allow one to commune with the dead. It is even possible, though risky, for sufficiently powerful magic-wielders to enter the flow and seek out an as of yet unreborn soul.&lt;br /&gt;
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As such, there is no concept of an &#039;afterlife&#039; in the World, just of an unending cycle of death and rebirth. The exact number of souls in the world, and whether it is possible for a soul to be reborn as a higher or lower creature, is the subject of much religious debate.&lt;br /&gt;
====The Void and the Bright====&lt;br /&gt;
Besides the Flow, there are two other recognized parallel world: the Void and the Bright.&lt;br /&gt;
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The Void is a world plunged into perpetual darkness and haunted by all manner of horrific creatures, known collectively as the Voidborn &lt;br /&gt;
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The Bright is, similarly to the Void, a world consumed by perpetual light, and populated by terrifying creatures, known collectively a the Brightborn.&lt;br /&gt;
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Both the Void and the Bright contain ruins hinting that they were not always as they are. Most adventurers powerful enough to even attempt to explore those ruins never return.&lt;br /&gt;
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==Aukroa==&lt;br /&gt;
Aukroa is one of the three great continents in the world, along with Zulemna (home of the Jhorzan Empire) and far off Ru-Za-Ma-He. The three continents form a rough horizontal crescent, with Aukroa on the left, Zulemna in the middle at the top, and Ru-Za-Ma-He on the right, in the great world sea.&lt;br /&gt;
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The north, where Sylverda lays claim, is heavily forested on the inner crescent side, with a low chain of mountains separating It from the steppes on the far side.&lt;br /&gt;
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To the south, the forest gives way to grasslands and rolling hills, surrounding the vast Lake of the Dragon&#039;s Descent. On the lake, and spreading for several miles nearly to the shores of the inner crescent is the nation of Wyffleum.&lt;br /&gt;
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Still further south, the land turns rough and rocky, and rises again in great volcanic mountains. Mountain streams feed fertile regions thick with volcanic ash, and there the great city-state of brass and gold, Zukrut is found.&lt;br /&gt;
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==The Nations==&lt;br /&gt;
===The City State of Sylverda===&lt;br /&gt;
Nestled in the dense forests of northern Aukroa, the city of Sylverda has always prided itself on living in harmony with its surroundings. The city sprawls through clearings in the Mother Forest and many small streams flow through it. Wood is the preferred material for construction, and living trees as sometimes shaped to serve as structural elements. Stone and metal are used where they must be.&lt;br /&gt;
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Rather than fields of crops, and herds of animals, Slyverdans blend their food crops and game with the forest. Fruit bearing trees, berry-bearing bushes, mushrooms, and various vegetables and beans grow all around the city, free for all to harvest under the guidance of the Foresters. Herds of deer, sheep, and boars call the forest home. Hunting is likewise managed by the Foresters, with all citizens permitted to hunt as needed, or to sell their spoils to those that can&#039;t hunt.&lt;br /&gt;
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The Wardens of the Foresters serve as what standing military Sylverda has, though most citizens are adept enough to bows or spears to make effective skirmishers, particularly on their home ground.&lt;br /&gt;
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The city-state is governed by the the Lady Ve&#039;meehta, cat-beastkin high druid of Ymalia, goddess of the natural cycle, Lord Tsyramak, brass dragonborn commander of the Foresters, and Lord Hvelien, wood elf master of the Unbroken Circle, the assembly of mages. The Three are advised on all matters by the Elders of the nine wards of the city and the various outlying villages. Ve&#039;meetha is Currently the First of the Three, having been in her position longer than the other two.&lt;br /&gt;
&lt;br /&gt;
The residents of the city are mostly humans, landkin, beastkin, and elfkin predominantly; elves, wood elves and eldarin, but also some shadow elves who hail from the deepest, darkest part of the forest; and dragonborn, brass, copper, green, and black being the most common. All of the other peoples of the world can be found within Sylverda, but not in great numbers.&lt;br /&gt;
&lt;br /&gt;
The most common mounts and beasts of burden are domesticated axe-beaks, who are better suited to the root tangled terrain of the Mother Forest than horses.&lt;br /&gt;
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===The &amp;quot;Wild&amp;quot; Nations===&lt;br /&gt;
While it is more diplomatic to refer to the Orc, Goblin, and Lizardfolk nations by their proper names, or as the Peoples of the Land, in common usage they are referred to as the Wild Nations. They are the original inhabitants of Aukroa, along with many other across the continent, who lived there for millennia, before the refugees from the fourth continent settled in Aukroa following its destruction in the Rain of Unending Sorrow.&lt;br /&gt;
&lt;br /&gt;
Sylverda, keeping with its governing philosophy of harmony with its surroundings has, in general, had better relationships with the Wild Nations than its sister cities have, but there have been conflicts.&lt;br /&gt;
====The Khanate of Rau====&lt;br /&gt;
Across the Low Mountain, in the Steppes of Rau, the Orcs, and those other peoples who dwell with them, live. Ferocity is their guiding principle, though they see it as the way they live with each other, not with other peoples, who they see as inherently weaker. They are nomadic, living and moving with their great herds of aurochs, who serve as food, mounts, beasts of burden, and weapons of war. There are eleven Clans, who are ordered from strongest to weakest. Between the Clans, there is the expectation that only the weaker may instigate hostilities with the stronger; preying on the weak is seen as disgraceful, while the weak seeking to become strong is seen as praiseworthy.&lt;br /&gt;
&lt;br /&gt;
Every three years, the eleven clans come together to have a Grand Battle, where each Clan does battle with their strongest warriors, though typically not to the death. The battle begins as the last sliver of light vanishes at dusk, until the first glimmer of light at dawn. The Clan whose warriors stand within the Circle of Judgement by the time the Grand Battle ends are judged the strongest, and their leader becomes Khan of the Clans until the next Grand Battle. The other clans are judged by their performance in the Grand Battle, and a new order of strongest to weakest is recognized.&lt;br /&gt;
&lt;br /&gt;
The last three battles have seen victory by the Eyeless Moon clan, led by Ravekhram the Sky-Cleaver. The Khantate is usually held by the Eyeless Moon, or their traditional rivals, the Horns of Graz, led by Vrememami the Doom-Eye.&lt;br /&gt;
&lt;br /&gt;
There is a twelfth clan, the Silent Stones, who do not take part in the Grand Battle, and serve as adjudicators between the clans.&lt;br /&gt;
&lt;br /&gt;
There is some mild trade between the Khanate and Sylverda, but neither has much that the other desires. Sylverda would very much like the Khanate as an ally, should war break out with the Empire again, but the Khanate&#039;s view is that only the weak seek allies. The sour note in the relations between the nations comes from encroachments on Khanate lands by settlers from Wyffleum. As Sylverda and Wyffleum are allied states, the Khan considers Sylverda to be in part responsible for restraining their fellow Allied State, while Wyffleum seeks to have Sylverda help protect their settlers from Orcish raids.&lt;br /&gt;
&lt;br /&gt;
====The Darkwood Demense====&lt;br /&gt;
Deep in the Mother Forest, is the land of the Goblins and their allies, the Darkwood Demense. It overlaps in part with the villages of the Shadow Elves, but for the most part, their relations are good, and of all the Peoples of the Land, they have the best relations with Sylverda.&lt;br /&gt;
&lt;br /&gt;
Goblins delight in cunning and trickery. They are very territorial, and anyone wishing to enter the Darkwood should try to make contact at the edge, lest they be viewed as a trespasser. People who wander into their woods without permission are likely to find themselves subjected to a series of embarrassing tricks and traps that end with them safely, if somewhat tattered, back outside the Darkwood. People who enter with hostile intent are dealt with much less gently.&lt;br /&gt;
&lt;br /&gt;
To the outside observer, there seems to be very little organization or hierarchy in Goblin culture. Paradoxically, they admire both the very clever, and the very foolish, and disdain those that fall between those measures. Every trickster needs someone to trick, else the trick goes wasted. A complete fool can make a fool of the most clever goblin, and a clever person makes the best target for the most clever of tricks.&lt;br /&gt;
&lt;br /&gt;
Their sense of property is communal, rather than personal, excepting what a goblin might carry on their person. Anything can be used by anybody, as long as a majority doesn&#039;t object at the time. They&#039;re aware that other cultures have a rather different view property, and generally confine their borrowing to their fellow goblins.&lt;br /&gt;
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Their lack of hierarchy can make them difficult for outsiders to deal with, but, generally, if an outsider can get a goblin to vouch for them, and doesn&#039;t cause too much trouble, the other goblins will abide by what the the first goblins decided. A person who plays their role in a trick with good humor or wit is appreciated.&lt;br /&gt;
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The main source of conflict are poachers in the Darkwood, for there are many creatures in the Darkwood, such as displacer beasts, that are valued for their hides or other parts. If the goblins feel the Wardens aren&#039;t doing enough to stop poachers, they may retaliate by raiding Sylverdan lands for game or forage, or by stealing from nearby settlements.&lt;br /&gt;
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====The Queztlan Resistance====&lt;br /&gt;
On the southern edge of the Mother Forest, between the forest and the Lake of the Dragon&#039;s Descent, is the Marsh of the Drowned. There, the Lizardfolk and their alllies make their home. The relations between the Resistance and Sylverda can be described as tense, at best.&lt;br /&gt;
&lt;br /&gt;
The Lizardfolk have never forgiven the ancestors of the inhabitants of Sylverda for driving their ancestors from their homes. What had once been a grand nation of philosopher-priests has become a nations of soldiers under eternal military rule. When The Jhorzan Empire went to war with the Allied States, the Queztlan Resistance joined as co-belligerents, forcing Sylverda to keep troops on its southern border and disrupting the movement of troops from Wyffleum marching to aid Slyverda.&lt;br /&gt;
&lt;br /&gt;
The Queztlans managed to rouse the black dragon Uxetlavanku from her centuries longs slumber, and called upon the ancient pact between their ancestors and her. For a while, the Queztlans made inroads into Sylverda, but a heroic band of individuals battled Uxetlavanku to standstill, forcing her to retreat to nurse her wounds. Before she could rejoin the fight, Auraryuma entered the battle against the Empire on the Allied States side, and rather than risk conflict with her uncle, Uxetlavanku resolved to stay in her lair.&lt;br /&gt;
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When the war with the Empire reached its current stalemate, Sylverda and it allies were able to drive the Queztlan Resistance back to their previous borders. The High Marshall of Wyffleum, LLyenne Sweynne, wanted to push on and conquer the Marsh of the Drowned, but Lady Ve&#039;meehta of Sylverda insisted that they go no further, stating that she recognized the legitimate grievances of the Queztlan, and while she could not do much to address them, at very least she would do all in her power to not add to them.&lt;br /&gt;
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Functionally, the Queztlan Resistance is a military dictatorship, and has been for centuries. Its children are raised on stories of their glorious past, and the crimes of the Allied States. What it lacks, are the numbers and the power to carry out their wishes. The current leader is Regent Skerk&#039;sa (regent, because the Queztlans will acknowledge no king until they once again hold dominion over their ancient homeland).&lt;br /&gt;
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For now, conflict with Sylverda is limited to raids and border harassment. For now, the Sylverdan leaders refuse to retaliate, but there are rumblings of discontent among the Wardens and the villages near the Marsh of the Drowned.&lt;br /&gt;
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===The Jhorzan Empire===&lt;br /&gt;
&lt;br /&gt;
The Jhorzan empire was founded nearly 1500 years ago by the Starborn, who arrived on the continent of Zulemna around the same time that the Rain of Endless Sorrow destroyed the fourth continent. The Starborn arrived in Zulemna as refugees, at the mercy of the nations present at the time. Unique among all peoples of the world, the Starborn seem to be completely incapable of using magic directly, and found themselves driven from region to region until they eventually settled in the harsh lands of north central Zulemna.&lt;br /&gt;
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It was there they discovered thaumium, the crystalline substance that fuels all arcaontek. And with it, they built engines of war. Remembering every slight, every indignity they had suffered, they waged war across the continent. The size of the Empire has varied over its long life, sometimes covering the entire continent and beyond, as it does now, other times just the central provinces as rebellions temporarily succeed, or wars of succession fracture the Empire.&lt;br /&gt;
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Life under Imperial rule is harsh beyond measure within the conquered provinces, with their inhabitants being seen as little better than animals. The Empire uses a mixture of collaborators hoping to gain citizenship or some measure of rights, and imperial forces to maintain control. Provinces that have been under imperial rule for centuries without rebellion are usually treated as proper imperials, and they tend towards being even more fervent in their loyalty than the Home Provinces. It is these provinces of nion-Starborn that provide the battlefield spellcasters that the Empire would otherwise lack.&lt;br /&gt;
&lt;br /&gt;
The latest wave of expansion, which saw the Empire reclaim dominance over Zulemna, and establish control over portions of Aukroa and Ru-Za-Ma-He began 30 years ago, and paused 10 years ago. The wars of conquest were halted in part by the loss of their offensive forces in Aukroa in the battle between Auraryuma and Perditam Terminam, but the main factor was the death of Emperor Kharza from natural causes, which sparked a war of succession between his brother Kzarna, and his son Lhorma.&lt;br /&gt;
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For now, in Aukroa, the Empire maintains forces in the north of Aukroa, on the far side of No Mans Land, anchored by the presence of the arcaontek Fortress Umbram. Those forces have been predominantly content to maintain control of the land they&#039;ve captured, with occasional forays into No Mans Land, searching for something.&lt;br /&gt;
&lt;br /&gt;
But now there is news that the forces of Lhorma have gained the upperhand in the war of succession, and it may not be long before a new emperor sits upon the Stellar Throne. And it was Lhorma who dispatched his trusted deputy, Consul Millitum Vhalka ze Orzh, to take command of Fortress Umbram. Vhalka ze Orzh, the Bloody Viper, who had recently brutally quelled rebellion in the eastern lands held by Lhorma.&lt;br /&gt;
====The Starborn====&lt;br /&gt;
&lt;br /&gt;
The true origin of the Starborn is hinted at by the name they chose for themselves, but the veracity of the claim is more difficult to prove. Regardless, they are a tall, human-like people. Their skin tones range from midnight blue to slate grey to alabaster white. Their hair is rose, purple, cyan, or white. Their eyes are gold, silver, or ruby. In their foreheads, they have a small crystal that usually matches their eye color.&lt;br /&gt;
&lt;br /&gt;
If they have a core tendency, it is arrogance paired with a selective sense of honor. This combination makes them unlikely to consider subterfuge as their first option in their dealings. The strong have no need of trickery. Those that match them strength for strength may receive a certain amount of grudging respect. They value intelligence, competence, and loyalty, but only in those they accept as equals.&lt;br /&gt;
&lt;br /&gt;
=The Story Thus Far=&lt;br /&gt;
==Act 1: Echoes of Wars Past==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23228630 A Simple Job]&lt;br /&gt;
*Chapter 2: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23315935 The Forest Bleeds]&lt;br /&gt;
*Chapter 3: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23462720 Refugees of the Void]&lt;br /&gt;
*Chapter 4: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23721943 The Empire Stirs]&lt;br /&gt;
*Chapter 5: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23796229 The Founding Festival]&lt;br /&gt;
*Chapter 6: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23848036 The Alpha and the Omega]&lt;br /&gt;
*Chapter 7: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23948277 Hearth and Home]&lt;br /&gt;
&lt;br /&gt;
==Act 2: Blood, Fire, and Steel==&lt;br /&gt;
*Chapter 1: [https://forum.rpg.net/index.php?threads/d-d5-no-mans-land.863074/post-23960887 A Family Reunited]&lt;/div&gt;</summary>
		<author><name>Darad Zhall</name></author>
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