Children of the Sea:Anzhela
A young woman with a pale complexion and curly raven-dark hair. Her typical dress consists of fur-trimmed leather vest, boots and long gloves, with a long skirt. The skirt is a matter of style, Anzhela wears pants under it. Mainly to prevent wardrobe accidents during adventuring antics.
- STR: 8 +1 = 9
- DEX: 14 +1 = 15
- CON: 12 +1 = 13
- INT: 10 +1 = 11
- WIS: 13 +1 = 14
- CHA: 15 +1 = 16
- Human Warlock lvl 1
- Alignment: Chaotic Good
- Hit Dice: 1d8
- Hit Points: 8 + 1 (CON) = 9
- AC: 11 (armor) +2 (DEX) = 13
- Proficiency Bonus: +2
Skills and Proficiencies
- Proficiencies: Light Armor, Simple Weapons
- Saving Throws: Wisdom, Charisma
- Skills: Arcana, Intimidation, Investigation, Stealth
- Tool Proficiencies: Disguise Kit, Thieves’ Tools
- Languages: Common, Halfling
- Strength -1
- Dexterity +2
- Constitution +1
- Intelligence +0
- Wisdom +4
- Charisma +5
- Otherworldly Patron: Great Old One - Carnamagos
- SQ: Awakened Mind (Speak telepathically to any creature in 30')
- Cantrips Known (2): Eldritch Blast (d10 force 120'), Mage Hand (30', 10 lbs carry/manipulation, 1 min)
- Spells Known (2):
- Dissonant Whispers (1): 60', Wis save, 3d6 damage and use reaction to move away / half damage and no move on save
- Witch Bolt (1), 30', conc, Initial damage 1d12 + 1d12 lightning, following rounds 1d12 auto unless target out of range or witch does something else.
- Spell Slots: 1
- Personality trait: I ask a lot of questions
- Ideal: Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things. (Chaotic)
- Bond: My town or city is my home, and I'll fight to defend it.
- Flaw: It's not stealing if I need it more than someone else.
- Feature: City Secrets
- You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions *you lead) can travel between any two locations in the city twice as fast as your speed would normally allow.
- 10 gp
- Light crossbow, 1d8 piercing, range 80/320, loading
- 20 bolts
- Arcane focus (crystal) (replaces non-cost component)
- dungeoneer’s pack
- Leather armor
- 2 daggers
- mace, 1d6 bludgeoning
- Small knife
- Map of Cliffcove
- A pet mouse. (Named Devourer. Anzhela usually keeps her loose and the mouse tends to climb around her person.)
- Silver skull on a choker (Token from unknown father)
Anzhela was born the daughter of Ivanna Melnyk. Someone must have fathered her too, but all Anzhela got out of her mother regarding her father was that he was no longer in the picture. That, and a tiny silver skull ornament that her father had left behind. As she grew up, Anzhela stopped asking about her father, although he started wearing the skull around her neck on a choker. She did not really even find the absence of a father strange, for only women lived in the alley she grew up in. It was a dead end alley at the port district of the town of Cliffcove. Most citizens kept away from the alley, although men did sometimes visit, but only to buy bottles and pouches from the older women, and they never stayed for long, leaving as soon as their purchases were done. And they were jumpy, looking terrified on the couple of occasions when Anzhela had approached them.
As she grew up, Anzhela learned the reasons. The alley was called Witch Alley, for that is what the women living there were. A coven of Sea Witches who had resided there even back when the town was just a hamlet. They served an entity called Carnamagos. And as Anzhela grew, her mother started training her to one day join the coven. She learned minor incantations, eldritch lore, and of the Great Old One the Sea Witches served. Carnamagos lived in the sea depths. He protected the witches and their home - which was a big reason for why the witches were left alone - taught them secrets and gave them gifts, but he also expected things in return. Ceremonies, offerings thrown into the sea, and acts on his behalf. Carnamagos taught that ownership was transience and change was the nature of things. The low are lifted up, and the high and mighty are brought down. And sometimes the witches made this happen. A rich but unscrupulous merchant might have his house mysteriously robbed and his illicit dealings exposed to the town guard, while a family of paupers woke to a pouch of gold left on the table of their hovel.
Anzhela got to take part in this even as a young girl. She was only allowed to take part in breaking in or other more dangerous acts only as she was older, but an urchin girl was not paid much attention on the streets and markets, so she would case the locations and spy on targets. She learned the streets well and made some friends in the halfling community. As a young girl she liked halflings for being grown ups her size, and they were among the people least bothered by the witches. In particular she enjoyed visiting the store of an elderly Halfling dressmaker, Esmeralda Needler. Anzhela was determined to one day wear some of the stylish dresses she saw in Needler's store, and the old lady, whose sons had left for a life at sea and rarely visited, was happy for the company.
Then Anzhela came of age and time came for her to make her own pact with Carnamagos.
"Carnamagos! Carnamagos! Carnamagos!" the witches chanted on the shore some distance from the town as Anzhela stood in the waves some distance to the sea. The sun had set and fog started to rise. That night the fog seemed especially thick, and soon the witches on the shore could no longer be seen, and even their voices sounded muffled and distant. Then something loomed in the fog, further to the sea. Something enormous.
"Are you Carnamagos?" Anzhela asked.
"Can you come closer so I can see you?"
It would not be safe for you to see me.
"All right..." Anzhela cleared her throat and said the words she had been instructed to say. "I am Anzhela Melnyk, and I have come to pledge myself to your service, Great Old One!"
And what would you ask of me in return?
Anzhela hesitated. She had not been told that Carnamagos would ask that! But then she thought about what she wanted. "I want to protect my home - but I also want to leave it and see the world! I want to see new places, meet people, have friends and adventures! I want to explore, to find hidden mysteries and treasures! I want to be the bringer of change!"
Acceptable. You will be my envoy and explorer in the world outside Cliffcove. And after you prove yourself, I will give you gifts and tools to help you fulfill your goals and desires. But first you must act to protect your home as you wanted, for something is happening in the keep nearby.