As important stuff comes up that folks will likely want to refer to, I will do what I can to keep a tidy list of hyperlinks right here in the first post. That way, when/if this OOC gets to be many, many pages long ... you won't have to waste a ton of time sifting through the thread to find this ruling or that.
These first few aren't house rules per se, more of a philosophy ... and even though this is the House Rules post, let me start with:
I am very much a Rules-as-Written DM
As much as is possible, I enjoy crafting a tale that works within the rules. I really dig getting into the spirit of a game. One of my pet peeves is joining a game, only to find that the DM has house-ruled everything to death (often this was to fix some sort of perceived game-balance problem, but then the new rule invariably causes other issues).
To me, the rules are a constant. They are a touchstone.
We all have the books — they are the common language, the lens through which we view the game — if it's in the books ... it's in the game. The exception of course, being rules labeled as 'Variant' or 'Optional.' (please see below for a list of the variant/optional rules in play)
With that said, I guarantee it ... I am going to get some of this wrong. If I make a ruling and I have missed a rule that should have been applied or contradicted a rule in the book, please bring it to my attention. I'll be more than willing to review it and — after I get up to speed on how things should be — alter my ruling.
Also, as house rules get announced ... I will always track it here in this thread so that we all have a common point of reference. I will also hyperlink all of these sorts of posts on the introductory post of the OOC thread. That way we can all find them later without too much headache.
Questions are OK, arguments are not
With the previous assumption in mind, I am certain that we will uncover some of the gray areas between the rules. If something comes up where it rests on my judgement, and I make a ruling that doesn't quite sound to your liking, let's chat. I'll gladly explain my thinking ... but I probably won't change it. I only mention it here because I've seen games get absolutely derailed by minutiae, and sometimes I have seen players think that each portion of every single DM ruling is up for discussion. That is not a rabbit hole I want to go down.
I promise, I'm not being a jerk. But sometimes I will say no. Sometimes the stakes will feel high. That needs to be OK.
Besides, it's always darkest before the dawn. You guys are heroes, and you can win. I believe it ... you should too.
Character death is a possibility
I'll say it right up front: I am not trying to kill you. With that being said, however, combats will be deadly. Plan accordingly. A wizard wading into combat, or the we-pick-a-fight-in-every-tavern shtick might work once in a while, but if it's the only trick in your toolbox ... eventually it will end in tears.
You will, of course, have access to healing magics and such, but spells like Raise Dead are going to be above your pay grade for a while.
I'll say it right now: When you walk into an encounter ... it has not been scaled to your level.
[Note the triple emphasis: Bolded, Underlined, and Italicized ]
What does this mean? Well, in some games, when a DM throws something at you ... it is because you are supposed to plow headlong into the middle of that encounter and arrive, victorious, on the other side. It might be a hell of a fight, but it was designed from the very outset to be a fight that you could win. With this tale — like all West Marches tales — all of that is out the window. For a lot of these encounters, if you can beat it, great. And if you can't beat it, and are a bit late in recognizing it ... you're dead. The successful conclusion of an encounter — and the resultant development in the plot — do not necessarily hinge on an unmitigated victory.
This land is deadly, the encounters are deadly, and sometimes the right answer will be to get away while you still can.
Optional and Variant Rules
Here is a quick rundown of Optional or Variant rules in play. This list is not exhaustive. As the list gets adjusted, I will come back to re-edit this post and call the change/edit/addition/removal to your attention with an OOC post.
Variant: Customizing Ability Scores via point buy [PHB, pg 13] Variant: Playing on a grid [PHB, pg 192] Optional: Multiclassing & Feats [I didn't realize these were optional rules ... but they are both in] Variant: Potion Miscibility [DMG, pg 140] Variant: Scroll Mishaps [DMG, pg 140] Optional: Planar Weirdness [DMG, Chapter 2]
If it is a roll you can do on your sheet, great, the game log will capture it. Most times the roll you have made will be obvious with regard to what is occurring in the IC thread (e.g. we are in a fight and you roll an attack with the associated damage).
If the roll is not obvious, however, please let me know either in the IC or the OOC what you have rolled and what your intentions are.
I would like — as much as is possible — to avoid using the in-thread die roller for any combat-related stuff. The in-thread die roller on D&D Beyond has proven itself to be too wonky for my taste. (the mouseovers often contain wildly incorrect information, which leads to questions of whether or not the roll had been input correctly)
Occasionally, there will be a need to make a roll that occurs outside of the rolls that have been made possible on your sheet. In those instances, feel free to use the much-maligned in-thread die roller and make those rolls here in this OOC thread (and remember to label them). If the mouseover wonkiness rears its ugly head, I will deal with it on a case-by-case basis.
Lastly, please do not spam the die roller. What do I mean by that? An example: If a player wants to take an action in the IC thread, and they post that their character is doing such-and-such ... I really, really don't want to check the die roller and see that four different rolls representing four different skills have been made (only one of which 'made the cut' to be posted as the action the player intended to take).
So, if you toss a d20 for an ability check or what-have-you, and we later determine that another skill was more appropriate ... not to worry. The numerical result of the initial d20 will stand and we'll simply add the correct modifier to that roll after the fact and move on with life.
Rothgar Ironguts - Dwarven Blacksmith (married to Lucinda)
The aptly — if simply — named smithy in town, the Forge, is located in the heart of Havenford's marketplace. The proprietor Rothgar is an expert in metallurgy and weaponcraft. He can offer advice on the best materials and techniques for crafting or repairing weapons and armor. Rothgar's Forge offers top-quality weapons, armor, and custom-made gear for adventurers. He also provides repair services at reasonable prices.
Lucinda Ironguts — Dwarven Militia Captain (married to Rothgar)
The Havenford Barracks are strategically positioned within Havenford's fortified walls, overlooking the town square. Captain Lucinda Ironguts is a stalwart defender of Havenford, entrusted with the vital task of maintaining law and order within the bustling town. Captain Ironguts coordinates the recruitment and deployment of militia forces, offering contracts for those willing to serve as guardians of the town.
Elara Swiftfoot - Halfling Shopkeeper and Innkeeper
Swiftfoot Lodge, a cozy inn nestled near the town's eastern gate. Elara, a retired adventurer, is herself a skilled tracker and wilderness guide. She can offer advice on navigating the surrounding wilderness, identifying natural hazards, and tracking elusive creatures. The neighboring shop, Swiftfoot Outfitters sells essential supplies for outdoor expeditions, including rations, tents, rope, and survival gear.
Baron Donovan Stormshield - Human Lord
Lord of the nearby Stormshield Hall, the stately residence of this nobleman is perched atop a hill and commands a sweeping view of Havenford. Baron Stormshield is a seasoned warrior with extensive knowledge of tactics and combat strategy. He can offer advice on defending against threats, organizing effective patrols, and coordinating group tactics. Stormshield Garrison provides training to the town militia in combat skills and martial techniques. Baron Stormshield has been known to offer contracts for mercenary work and protection services as well.
Mirabelle Greenleaf - Herbalist and Alchemist
Greenleaf Apothecary, a cozy shop adorned with colorful flowers and herbs tucked away in a quiet corner of Havenford. Mirabelle is a skilled alchemist who specializes in brewing potions, salves, and remedies from rare and exotic ingredients. She can provide adventurers with healing potions, antidotes, and other alchemical concoctions to help them survive their journeys. In addition to her alchemical expertise, Mirabelle is well-versed in the properties of various plants and herbs, making her an invaluable resource for adventurers seeking information about local flora and fauna. Greenleaf Apothecary sells a wide range of potions, elixirs, and herbal remedies designed to aid adventurers on their quests. Mirabelle also provides consultation services for those seeking specialized concoctions or alchemical knowledge.
Madam Zara - Fortune Teller
Zara's Tent of Wonders, situated on the outskirts of town, is a colorful tent adorned with mystical symbols and draped with shimmering fabrics. Zara is a mysterious fortune teller who claims to possess the ability to see glimpses of the future. Adventurers seeking guidance or insight into their destinies often seek out her services, hoping to uncover hidden truths or avoid impending dangers. While the accuracy of her predictions is a matter of debate, Madam Zara's cryptic advice and enigmatic warnings can sometimes provide adventurers with valuable clues or hints about their upcoming adventures.
Professor Archibald Fairweather - Scholar and Historian
Fairweather Library, a sprawling building filled with dusty tomes, ancient scrolls, and scholarly artifacts, located near the town square. Professor Fairweather is a renowned scholar and historian who has dedicated his life to studying the history and lore of the frontier. His extensive collection of books and documents contains valuable information about the region's past, including legends, folklore, and ancient civilizations. Adventurers seeking knowledge about the places they intend to explore or the creatures they may encounter can consult Professor Fairweather's library for valuable insights and research materials. Additionally, Professor Fairweather is always eager to learn from the firsthand experiences of adventurers, making him a willing ally and collaborator for those willing to share their tales of daring and discovery.
With regard to the background feature, military rank, Yaudara can expect to use that with members of the Havenford militia.
@All, A new NPC has been added to the NPC post, Lucinda Ironguts, the Havenford militia captain.
With regard to rank ... Yaudara falls below Lucinda, is equal in rank to a handful as-yet-unnamed militiamen with the title of sergeant, and outranks the rest of the standard militiaman.
Excellent. My original thought was Yaudara could be on a Penance of Duty for the Order of the Golden Lion, but he could shift to being part of the militia if that works better. Or being attached to the militia could be part of the Penance. Whatever works best to bring the party together. And if that means tweaking the background, I'm ok with that, too. I originally thought "knight" might fit better, but it seemed too noble for a starting character.
@All, A new NPC has been added to the NPC post, Lucinda Ironguts, the Havenford militia captain.
Just so you guys can understand the 'method behind the madness', as it were, I will always try to keep the info we need for the tale somewhat organized.
Occasionally — as has just happened in the post I am quoting above — I will add to an existing post (a new NPC, new location, or what-have-you).
When I do ... I will call your attention to it with a post in the OOC and let you know what the edit was.
... but he could shift to being part of the militia if that works better. Or being attached to the militia could be part of the Penance.
No thank you. I think it works better if Yaudara is not directly reporting to / working for the town militia. The rank equivalencies will stand, but Yaudara is not technically in this particular chain of command.
I am slightly confused why DnD Beyond thinks he should start with an HP of 14.
Edit: I changed it to HP 10 (d8 + 2 from Con, so 10 at first level). If I'm missing something, please correct me.
Also, here is Faen's background with some TODOs for myself to fill in later.
Faen Galanodel (Moonwhisper)
Got lost in the Feywild as a child (TODO: What was his like before then? Does he remember?)
He was on his own until he was found by an Archfey, where he learned his craft while being forced to be a performer in their Court. (TODO: Who was this Archfey? What was going on when they found Faen? How was living with them?)
His Fey Mark (Feylost background) is that of a red fox tail (TODO: How did he get this?)
He eventually won his freedom to return to his home world, but he has since found himself incredibly restless, unable to stay still. (TODO: How did he win his freedom?)
His Feywild visitor (Feylost background) is a Faerie Dragon (TODO: Name) that visits him when he sleeps (TODO: What does the Faerie dragon seem to want from him?)
As such, he's taken to the road, seeking out adventure, finding himself ever-drawn to the wondrous and magical.
Additional info:
Faen is more than happy to work within the Law if it means that greater good can be achieved; there might just be some "rough edges" in relationships. He believes that, generally, stringent laws are more hurtful than harmful, but there are always exceptions.
He also would be very interested in learning about the artifacts in the old Abbey, same as your character. He has a slight naivety and curiosity to him that makes him drawn to such things for its own sake, while of course enjoying the obvious rewards (monitory or otherwise). I think that, for him, myths and mysteries like that add a kind of wonder to life that he lusts for after living in the Feywild for so long.
As far as the Feywild Glen, I think he would have conflicted feelings about it: he was technically a prisoner of the fey, but it was one of the few places that he felt like he had anything resembling a home in his life. It's a family that he both misses, but also one that he had to work to get away from (the complexities of trauma and all that). Overall though, Faen holds a very benevolent heart, and doesn't want to see living things suffer, so if the fey are hurting others, obviously he would be actively opposed to that.
He was on his own until he was found by an Archfey, where he learned his craft while being forced to be a performer in their Court. (TODO: Who was this Archfey? What was going on when they found Faen? How was living with them?) [<-- I will take the Who and the as-yet-unnamed Why, you may take the What and the How.]
His Feywild visitor (Feylost background) is sometimes a Faerie Dragon (feel free to name this dragon, but Faen will sometimes be visited by other fey beings as well) that visits him when he sleeps (TODO: What does the Faerie dragon seem to want from him?) [<-- I will get this one.]
I misspoke. I adjusted Balen's race to the MMotM version of changeling (as opposed to the ERftLW version which we not be using in this tale).
@SunDial365, you will have to reallocate a language slot for Balen. It looks like the only difference is one less spoken language. That, and in the MMotM version you can designate small or medium size. I selected medium for you when I did the swap, but you may of course, adjust this.
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This thread will be for OOC communications, gang.
As important stuff comes up that folks will likely want to refer to, I will do what I can to keep a tidy list of hyperlinks right here in the first post. That way, when/if this OOC gets to be many, many pages long ... you won't have to waste a ton of time sifting through the thread to find this ruling or that.
Handy Dandy Hyperlinks
Original Recruitment Thread
[IC] Chapter One: Tremors and Tribulations
[IC] Chapter Two: Back into the Depths!
Havenford NPCs
On Absences
On Crafting Magic Items
On Leveling Up
On Lifestyle Expenses
On Profanity
On Exploration
On Foraging
Handwavium:
Searing Smite & Flammable Objects
...
Our Current Map
Location: The Crystal Cavern
"Herein Lie the House Rules"
Some Core Assumptions
These first few aren't house rules per se, more of a philosophy ... and even though this is the House Rules post, let me start with:
I am very much a Rules-as-Written DM
As much as is possible, I enjoy crafting a tale that works within the rules. I really dig getting into the spirit of a game. One of my pet peeves is joining a game, only to find that the DM has house-ruled everything to death (often this was to fix some sort of perceived game-balance problem, but then the new rule invariably causes other issues).
To me, the rules are a constant. They are a touchstone.
We all have the books — they are the common language, the lens through which we view the game — if it's in the books ... it's in the game. The exception of course, being rules labeled as 'Variant' or 'Optional.' (please see below for a list of the variant/optional rules in play)
With that said, I guarantee it ... I am going to get some of this wrong. If I make a ruling and I have missed a rule that should have been applied or contradicted a rule in the book, please bring it to my attention. I'll be more than willing to review it and — after I get up to speed on how things should be — alter my ruling.
Also, as house rules get announced ... I will always track it here in this thread so that we all have a common point of reference. I will also hyperlink all of these sorts of posts on the introductory post of the OOC thread. That way we can all find them later without too much headache.
Questions are OK, arguments are not
With the previous assumption in mind, I am certain that we will uncover some of the gray areas between the rules. If something comes up where it rests on my judgement, and I make a ruling that doesn't quite sound to your liking, let's chat. I'll gladly explain my thinking ... but I probably won't change it. I only mention it here because I've seen games get absolutely derailed by minutiae, and sometimes I have seen players think that each portion of every single DM ruling is up for discussion. That is not a rabbit hole I want to go down.
I promise, I'm not being a jerk. But sometimes I will say no. Sometimes the stakes will feel high. That needs to be OK.
Besides, it's always darkest before the dawn. You guys are heroes, and you can win. I believe it ... you should too.
Character death is a possibility
I'll say it right up front: I am not trying to kill you. With that being said, however, combats will be deadly. Plan accordingly. A wizard wading into combat, or the we-pick-a-fight-in-every-tavern shtick might work once in a while, but if it's the only trick in your toolbox ... eventually it will end in tears.
You will, of course, have access to healing magics and such, but spells like Raise Dead are going to be above your pay grade for a while.
I'll say it right now: When you walk into an encounter ... it has not been scaled to your level.
[Note the triple emphasis: Bolded, Underlined, and Italicized ]
What does this mean? Well, in some games, when a DM throws something at you ... it is because you are supposed to plow headlong into the middle of that encounter and arrive, victorious, on the other side. It might be a hell of a fight, but it was designed from the very outset to be a fight that you could win. With this tale — like all West Marches tales — all of that is out the window. For a lot of these encounters, if you can beat it, great. And if you can't beat it, and are a bit late in recognizing it ... you're dead. The successful conclusion of an encounter — and the resultant development in the plot — do not necessarily hinge on an unmitigated victory.
This land is deadly, the encounters are deadly, and sometimes the right answer will be to get away while you still can.
Optional and Variant Rules
Here is a quick rundown of Optional or Variant rules in play. This list is not exhaustive. As the list gets adjusted, I will come back to re-edit this post and call the change/edit/addition/removal to your attention with an OOC post.
Variant: Customizing Ability Scores via point buy [PHB, pg 13]
Variant: Playing on a grid [PHB, pg 192]
Optional: Multiclassing & Feats [I didn't realize these were optional rules ... but they are both in]
Variant: Potion Miscibility [DMG, pg 140]
Variant: Scroll Mishaps [DMG, pg 140]
Optional: Planar Weirdness [DMG, Chapter 2]
On Using the Die Roller
All rolls in the game must be viewable to the DM.
If it is a roll you can do on your sheet, great, the game log will capture it. Most times the roll you have made will be obvious with regard to what is occurring in the IC thread (e.g. we are in a fight and you roll an attack with the associated damage).
If the roll is not obvious, however, please let me know either in the IC or the OOC what you have rolled and what your intentions are.
I would like — as much as is possible — to avoid using the in-thread die roller for any combat-related stuff. The in-thread die roller on D&D Beyond has proven itself to be too wonky for my taste. (the mouseovers often contain wildly incorrect information, which leads to questions of whether or not the roll had been input correctly)
Occasionally, there will be a need to make a roll that occurs outside of the rolls that have been made possible on your sheet. In those instances, feel free to use the much-maligned in-thread die roller and make those rolls here in this OOC thread (and remember to label them). If the mouseover wonkiness rears its ugly head, I will deal with it on a case-by-case basis.
Lastly, please do not spam the die roller. What do I mean by that? An example: If a player wants to take an action in the IC thread, and they post that their character is doing such-and-such ... I really, really don't want to check the die roller and see that four different rolls representing four different skills have been made (only one of which 'made the cut' to be posted as the action the player intended to take).
So, if you toss a d20 for an ability check or what-have-you, and we later determine that another skill was more appropriate ... not to worry. The numerical result of the initial d20 will stand and we'll simply add the correct modifier to that roll after the fact and move on with life.
Some Recurring NPCs and Town Locations
Rothgar Ironguts - Dwarven Blacksmith (married to Lucinda)
The aptly — if simply — named smithy in town, the Forge, is located in the heart of Havenford's marketplace. The proprietor Rothgar is an expert in metallurgy and weaponcraft. He can offer advice on the best materials and techniques for crafting or repairing weapons and armor. Rothgar's Forge offers top-quality weapons, armor, and custom-made gear for adventurers. He also provides repair services at reasonable prices.
Lucinda Ironguts — Dwarven Militia Captain (married to Rothgar)
The Havenford Barracks are strategically positioned within Havenford's fortified walls, overlooking the town square. Captain Lucinda Ironguts is a stalwart defender of Havenford, entrusted with the vital task of maintaining law and order within the bustling town. Captain Ironguts coordinates the recruitment and deployment of militia forces, offering contracts for those willing to serve as guardians of the town.
Elara Swiftfoot - Halfling Shopkeeper and Innkeeper
Swiftfoot Lodge, a cozy inn nestled near the town's eastern gate. Elara, a retired adventurer, is herself a skilled tracker and wilderness guide. She can offer advice on navigating the surrounding wilderness, identifying natural hazards, and tracking elusive creatures. The neighboring shop, Swiftfoot Outfitters sells essential supplies for outdoor expeditions, including rations, tents, rope, and survival gear.
Baron Donovan Stormshield - Human Lord
Lord of the nearby Stormshield Hall, the stately residence of this nobleman is perched atop a hill and commands a sweeping view of Havenford. Baron Stormshield is a seasoned warrior with extensive knowledge of tactics and combat strategy. He can offer advice on defending against threats, organizing effective patrols, and coordinating group tactics. Stormshield Garrison provides training to the town militia in combat skills and martial techniques. Baron Stormshield has been known to offer contracts for mercenary work and protection services as well.
Mirabelle Greenleaf - Herbalist and Alchemist
Greenleaf Apothecary, a cozy shop adorned with colorful flowers and herbs tucked away in a quiet corner of Havenford. Mirabelle is a skilled alchemist who specializes in brewing potions, salves, and remedies from rare and exotic ingredients. She can provide adventurers with healing potions, antidotes, and other alchemical concoctions to help them survive their journeys. In addition to her alchemical expertise, Mirabelle is well-versed in the properties of various plants and herbs, making her an invaluable resource for adventurers seeking information about local flora and fauna. Greenleaf Apothecary sells a wide range of potions, elixirs, and herbal remedies designed to aid adventurers on their quests. Mirabelle also provides consultation services for those seeking specialized concoctions or alchemical knowledge.
Madam Zara - Fortune Teller
Zara's Tent of Wonders, situated on the outskirts of town, is a colorful tent adorned with mystical symbols and draped with shimmering fabrics. Zara is a mysterious fortune teller who claims to possess the ability to see glimpses of the future. Adventurers seeking guidance or insight into their destinies often seek out her services, hoping to uncover hidden truths or avoid impending dangers. While the accuracy of her predictions is a matter of debate, Madam Zara's cryptic advice and enigmatic warnings can sometimes provide adventurers with valuable clues or hints about their upcoming adventures.
Professor Archibald Fairweather - Scholar and Historian
Fairweather Library, a sprawling building filled with dusty tomes, ancient scrolls, and scholarly artifacts, located near the town square. Professor Fairweather is a renowned scholar and historian who has dedicated his life to studying the history and lore of the frontier. His extensive collection of books and documents contains valuable information about the region's past, including legends, folklore, and ancient civilizations. Adventurers seeking knowledge about the places they intend to explore or the creatures they may encounter can consult Professor Fairweather's library for valuable insights and research materials. Additionally, Professor Fairweather is always eager to learn from the firsthand experiences of adventurers, making him a willing ally and collaborator for those willing to share their tales of daring and discovery.
CharGen
When creating your characters, please select the following options on the Character Builder.
Alright gang, we're off to a great start with regard to players joining / character building.
It doesn't take too long to finish a character when using D&D Beyond, so I expect that we will begin later today or perhaps tomorrow.
When your character is ready for review, please let me know.
I believe Yaudara is ready to go.
I agree. Yaudara is GO!.
With regard to the background feature, military rank, Yaudara can expect to use that with members of the Havenford militia.
@All, A new NPC has been added to the NPC post, Lucinda Ironguts, the Havenford militia captain.
With regard to rank ... Yaudara falls below Lucinda, is equal in rank to a handful as-yet-unnamed militiamen with the title of sergeant, and outranks the rest of the standard militiaman.
Excellent. My original thought was Yaudara could be on a Penance of Duty for the Order of the Golden Lion, but he could shift to being part of the militia if that works better. Or being attached to the militia could be part of the Penance. Whatever works best to bring the party together. And if that means tweaking the background, I'm ok with that, too. I originally thought "knight" might fit better, but it seemed too noble for a starting character.
Just so you guys can understand the 'method behind the madness', as it were, I will always try to keep the info we need for the tale somewhat organized.
Occasionally — as has just happened in the post I am quoting above — I will add to an existing post (a new NPC, new location, or what-have-you).
When I do ... I will call your attention to it with a post in the OOC and let you know what the edit was.
Hi! Just wanted to check in. I think Balen is ready.
Okay, the world presents some problems and we don't know what to do / You've come to find your feelings aren't exactly what you knew.
Chin up! / Don't bet on sinking ships because they'll turn your chips to trash. / You've got to set your sights and hopes on setting not to crash!
The truth can seem quite bleak if you don't make your plans unfurl / But I would not let that mar my opinion of the world!
No thank you. I think it works better if Yaudara is not directly reporting to / working for the town militia. The rank equivalencies will stand, but Yaudara is not technically in this particular chain of command.
I'd prefer if we started tomorrow if that's possible
Here is Faen: www.dndbeyond.com/characters/121269840/WlqtRC
I am slightly confused why DnD Beyond thinks he should start with an HP of 14.
Edit: I changed it to HP 10 (d8 + 2 from Con, so 10 at first level). If I'm missing something, please correct me.
Also, here is Faen's background with some TODOs for myself to fill in later.
Faen Galanodel (Moonwhisper)
Got lost in the Feywild as a child (TODO: What was his like before then? Does he remember?)
He was on his own until he was found by an Archfey, where he learned his craft while being forced to be a performer in their Court. (TODO: Who was this Archfey? What was going on when they found Faen? How was living with them?)
His Fey Mark (Feylost background) is that of a red fox tail (TODO: How did he get this?)
He eventually won his freedom to return to his home world, but he has since found himself incredibly restless, unable to stay still. (TODO: How did he win his freedom?)
His Feywild visitor (Feylost background) is a Faerie Dragon (TODO: Name) that visits him when he sleeps (TODO: What does the Faerie dragon seem to want from him?)
As such, he's taken to the road, seeking out adventure, finding himself ever-drawn to the wondrous and magical.
Additional info:
Faen is more than happy to work within the Law if it means that greater good can be achieved; there might just be some "rough edges" in relationships. He believes that, generally, stringent laws are more hurtful than harmful, but there are always exceptions.
He also would be very interested in learning about the artifacts in the old Abbey, same as your character. He has a slight naivety and curiosity to him that makes him drawn to such things for its own sake, while of course enjoying the obvious rewards (monitory or otherwise). I think that, for him, myths and mysteries like that add a kind of wonder to life that he lusts for after living in the Feywild for so long.
As far as the Feywild Glen, I think he would have conflicted feelings about it: he was technically a prisoner of the fey, but it was one of the few places that he felt like he had anything resembling a home in his life. It's a family that he both misses, but also one that he had to work to get away from (the complexities of trauma and all that). Overall though, Faen holds a very benevolent heart, and doesn't want to see living things suffer, so if the fey are hurting others, obviously he would be actively opposed to that.
Balen is GO!
I just marked that Balen was using his equipment so that the AC and Attacks section of the sheet would calculate correctly.
I will take some of those off your plate. :)
Please see below (emphasis added).
Awesome! okay
Okay, the world presents some problems and we don't know what to do / You've come to find your feelings aren't exactly what you knew.
Chin up! / Don't bet on sinking ships because they'll turn your chips to trash. / You've got to set your sights and hopes on setting not to crash!
The truth can seem quite bleak if you don't make your plans unfurl / But I would not let that mar my opinion of the world!
Faen is GO!
I misspoke. I adjusted Balen's race to the MMotM version of changeling (as opposed to the ERftLW version which we not be using in this tale).
@SunDial365, you will have to reallocate a language slot for Balen. It looks like the only difference is one less spoken language. That, and in the MMotM version you can designate small or medium size. I selected medium for you when I did the swap, but you may of course, adjust this.