Welcome to Harav, a world with rich history, mighty magick, and brave warriors. In this world, you may encounter majestic dragons, venture into forgotten crypts, or parley with powerful rulers. You might journey to another plane of existence or even come face to face with a deity. While obstacles may seem insurmountable, in Harav, those of true heart can always prevail.
Harav is my homebrew high magic heroic fantasy world. I'll be starting a pbp campaign shortly. Please read the below handout, it has the history and most of the character creation rules. For simplicity, I'll copy the rules below.
Backstory (sorry I may have been a bit over creative)
I come from a long line of druids, my da was the chief druid of our clan for many generations. For many years, we have guided our clan in the ways of the land, and upheld the laws and customs of the clan. While I may not have been the smartest student, I had enough knowledge to get me through my training, and recognised as a druid. After my initial schooling, I served the neighbouring clan, which is normal, as the druids serve the land and the customs, not just the Laird or certain tribes, yes, even when different clans are fighting, us Druids all still meet together to uphold the ancient customs and traditions. Over the years I continued to study, and serve either a neighbouring clan, and more recently my own. One day, on my way back to the village after teaching some young student, I noticed something strange afoot. There was smoke coming from the village, but no sound of battle, or habitation. I arrived to a scene of horror, and anguish, my clan, family, friends, brothers in arms were all dead. Slaughtered where they stood, but not robbed. The war band was gathered around the Laird's hut, and in among them was our chief druid and the Laird. The chief druid's staff was broken in two and his body mutilated. It was as if he, was the target, rather than the people. I stayed and performed the death rites for all I could, the neighbouring clan, seeing the smoke sent people to see what was happening, and they assisted me. After some time, I visited all the neighbouring clans, and a strange tale was being woven - all the chief druids of each clan had been killed and mutilated, but by what? Where there was more than one druid in the village, all the druids were killed. I ended up finding solace in nature, and wandered the land, looking for clues to who was behind the attacks on our order. I still look for the one responsible, I am unsure what I will do when I find them, and I am still undertaking my studies in nature, however at a much slower rate with no one to guide me. Maybe there are some other druids out there who escaped, and others from different lands who even though may have different customs could still be called on to assist.
Rollback Post to RevisionRollBack
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Vor was always considered to be a bit . . .odd, but when he began showing a sort of latent psi ability he became a bit more than odd in the eyes of his fellow villagers. Strange for them were things like a gleeman passing through, a cow that ate some nettles or poison ivy. Anyway, everyone was glad to see Vor depart their primitive paradise and Vor was just as happy to shake the dust from his heels as he headed out to discover himself, as the saying goes. Then fate intervened; at some nameless tavern which claimed fame for being sited at a fairly well trafficked crossroads he was given a letter by a complete stranger, who told him that they were to busy with a task to attend to the Kings request. But, he continued, Vor looked as though he could use some 'work' and, since the letter was not addressed to a particular person, he should do in his place. That's was, of course, if he was of a mind to try his hand at an adventure.
Well, Vor wasn't the sort to fall off a turnip wagon, kings were rich, so he accepted the letter and headed for Nernrihm Hold and, when he arrived at the gates, showed the letter to the guard, "Where am I to go to present this?"
She has always been stronger and quicker, she's proven that time and again. So she deals with punishment, knowing her day will come.
Someday she will be faster than the speed of sound, a shadow that attacks and slips away. She knows all of this, and seeing her grin, her Master drives the lash harder, but she doesn't care about pain anymore. Every searing upon her back strengthens her resolve and knowing: She has a fate to meet.
Backstory: Ipayur was a simple water genasi living with his family in a fishing village in the cold North region. However, a powerful evil mage destroyed his town, harming his family. The mage had summoned a zombie horde too, and Ipayur barely escaped with his life, but an encounter with the mage left him a mark that will always remind him of that day. An ugly scar runs down his cheek. Ipayur swore revenge, but after years of mourning, he began to regain his enthusiasm in life. Inwardly, he still fears that day, and he doesn't admit that he is actually a big scaredy-cat at heart. He has a necklace with a worthless blue gem on it, but it is worth his life to him. It is the necklace his mother gave him, and he believes it protects him from evil. The encounter with the mage had not only hurt his face. Against foes, he viciously kills them with no mercy, after the tragedy. However, he also ferociously defends his friends, trying to protect them from danger with his life, believing that he has nothing to lose.
Backstory: Great-grand nephew of King Frostbeard's cousin Durellin, Duradin stands in 298th for the throne of Nernrhim's mighty seat, following a disastrous sluicing accident the year before. A native of Taundover's deep mines and the secret paths made by and for its dwarves, Duradin has navigated Nernrhim's byzantine politics, natural to any well-endowed dwarf kingdom, to situate himself in the court, volunteering to serve honorably as a recruit within the King's personal cohorts. Though only recently inaugurated into their storied ranks, he wears the Sapphire Bond on his forearm as proudly as any of his kin in the service. His oaths to King and Clan are extensive, and include protecting the interest of the Throne in any contest of skill or honor. Though of humble, but not ignoble, origins among dwarf-kin, he hopes one day to achieve certain high titles and rewards in the King's court through mighty deed and purity of mettle. Such is his last hope for real advancement in that society, as he lacks the rare spark of genius in craft that sets some dwarves apart, even amongst their own, nor does he possess the utterly fantastical wealth with which to purchase access to high society. At last his chance arrives, to protect the King's interest within a hired band of foreigners and strangers, a chance to prove himself worthy of his aspirations to power and nobility.
Backstory: She doesn't know how she came to be raised in the monastery; it's all she's ever known. The Masters tell her Zen koans when she asks.
Some students bullied her. She was quiet and kept her head down and tried to avoid them. One day, one of the boys, his gang around him, went too far. She reacted with a flash and they were all knocked unconscious before she ran away.
But that didn't help her make friends. So she tried another approach... she pretended to lose a battle, in order to make herself less feared by her peers. The Master was not fooled.
Someday she will be faster than the speed of sound, a shadow that attacks and slips away. This is what she tells herself over and over again, as she tries to not react to each blow of the Master's flail.
Ability scores: STR: 8, CHA: 10, CON: 12, WIS: 13, INT: 14, DEX: 15 (used point buy, these stats are without racial bonuses)
Race: Forest Gnome
Class: Rogue
Backstory:
Breehana got the first part of her name from her great-grandmother, which was probably a sign of destiny's sense of irony. As much as her namesake was a reserved (for a gnome at least) and wise woman, the little girl turned out to be a reckless little creature, controlled by seemingly undying curiousity. She spent most of her time wandering the forest, looking for new experiences and new faces, causing a lot of worry for her parents. Though her kin preferred to hide and stay in the shadow of the trees she was sometimes reaching the nearby clearings. One day on a similar trip, she stumbled upon a great building, a manor that frightened her at first. The uncanny beauty of the sight, however, lured her closer slowly, until Breehana first met the owner of the enormous halls. Or, rather, the soon-to-be owner. They were both young ones back then, on the edge of childhood and adulthood: a cheerful gnomish girl with a thirst for knowledge and adventure, and the shy human child with their love for books and music. As much as the two were different, it did not take long before the human girl became the closest friend Bree ever had. The noble family who possessed the house provided her access to their library and were more than happy to finally have someone who could make their quiet and gathered daughter open up a bit. Meanwhile, Breehana became more and more of a seeker of knowledge, asking uncomfortable questions, trying to reveal all secrets that were hidden from her. After she gathered what she could among her own, she headed for the nearby towns and cities. But many grew tired with this behaviour and preferred that she minded her own business. This did not quench her thirst, though, in fact it made her even more interested. She started to sneak into public libraries, into guild halls, private collections of tomes, once even the home of a wizard. Meanwhile, Bree grew into an adult woman, and so did her old friend, who married a local noble. By the time the gnome woman celebrated their twenty-second birthday, she was asked to be the private tutor for their children. Though she had no previous experience, she gladly accepted and was indeed a beloved teacher for three years. This was the time when her pupils' magical capabilities were discovered and they had to search for a mentor more capable in those fields. This was the time Breehana had to look for a way of living of her own. She was not a child anymore, nor a tutor. She bid farewell to her family and friends, her students, and left to seek her fortune, and getting the letter urged her to head straight to the mountains.
I won't be able to share the character sheet here though, I hope we can work with that.
Class: Paladin (Oath of Conquest), Corellon Larethian
Background: Outlander
Backstory:
Tommus fidgeted as he read and re-read the letter. Stories of his achievements had preceded him at every town and village he had passed by in recent months, but still to have received a letter from ‘King Cordio Frostbead’ himself. His hands shook as he reached out and took a rather large swig of the wine he had opened.
The wine was a good vintage; expensive but worth it. The more time Tommus had been spending around civilisation the more he had developed a taste for the fermented grape beverage. “I wonder what this ‘proposal’ entails?” He thought to himself nervously.
Currently, Tommus had found himself far from home. He felt a little uncomfortable being in large cities, or towns, and the letter had called for him to go to ‘Nernrihm Hold’. Tommus had never been there before, but he was certain that it would be rather on the large side, especially if it contained a ‘King’.
Again, Tommus took a drink of the wine. He must remember to get some more before departing. It always paid to be well-stocked before setting out on an adventure. Besides, the wine he had brought not more than 3 days past had almost run out. An oversight on his part.
Standing up, swaying a little, Tommus staggered his way towards where his armour stood. It was lavishly decorated in all sorts of reds, yellows and oranges, the filigree depicted leaves, twigs and other autumnal patterns. To him it felt like a second skin once worn. “Might be needing you again, old boy.” Tommus said to his armour, his speech slurred, “bessst we get you looking nice. Got a ‘King’ to be meeting.”
Tommus could not explain the headache he was currently experiencing, but he put that down to squinting at the fine handwriting contained in the letter. “Let it not be said that I, Tommus Iavas, kept a King waiting. No sir.” He said, though there was no-one around. “Mayhaps, there might be the chance to get some work, or more importantly some moneys, or more imporrrtantly shtil some wine.” He laughed.
He Looked over to the shady corner of the room he had rented – he had forgotten the name of the Inn, it was unimportant, he would be moving on shortly. “HA! I see you there.” He said to the vacant corner, “Oh, I see. Not the talkative type?!” He paused and waited for a response, none was forthcoming. “You… You can’t judge me!” With purpose, Tommus strolled to the corner, he found nothing. “Maybe… maybe besht I get sshome shleep.”
As Tommus tentatively made his way to the wooden bed pallet. He lay on his back, images filling his mind; a King thanking him, bestowing gifts, hanging medals from his chest. His clan was there brimming with pride. Corellon Larethian, himself, appeared and congratulated him on a job well done. Then there would be a feast, in his honour, with lots of food and drink, especially wine, lots of wine.
Tommus grinned to himself - what a thought. He would leave on the morrow and go to this ‘Nernrihm Hold’. He would see what this ‘King Cordio Frostbead’ had to offer. It was decided. He clutched the now empty wine bottle closely to himself as he drifted off into a deep sleep, smiling happily.
This post has potentially manipulated dice roll results.
Name: Akanos “Kane” Novak
Race: Tiefling (Subrace) Descendant of Mephistopheles
Class: Warlock (Subclass) Fiend
Backstory: Akanos Novak was born the son of a tavern keeper and a mother unknown to him. His father treated him like a slave and he was bullied and humiliated by the townspeople for being a Tielfing. At age 16, he ran away to join a mages’ college. After displaying his inert talent for magic, Kane graduated from the college with honors from being an exceptional student. Kane went adventuring a few years, discovering different relics and treasures. When he was 20, Kane discovered a temple dedicated to the Archdevil Mephistopheles. There was a landslide and Kane became trapped. After four days, Kane was on the verge of starvation and lack of oxygen. Suddenly, Mephistopheles himself appeared. He told Kane that he had been observing him for some time, and he told him that Kane is his descendant from a pact made with Mephistopheles 2,000 years ago. Mephistopheles offered Kane a deal: become his disciple and he will not save Kane’s life, but he will grant him magical power beyond comparison. Kane, wanting to live and tempted by the power, he accepted. Moments later, Kane was teleported outside the temple. Since then, Kane has used his powers for good and has argued with Mephistopheles several times over his good deeds. Kane is kind and caring to his friends. However, he is merciless against his enemies.
Leshanna is a bounty hunter out of the Fey Wilds. She takes on contracts to hunt down criminals that flee from justice, though justice is not really what she cares about. She loves the hunt, pitting her skills against those of her quarry, and besting them. Due to this she often takes on the more dangerous of criminal contracts, only really caring to hunt down those who would test her abilities.
when she recieved the letter she first scoffed at it, considering it not really worth her time. Then she began to reconsider, wondering what such an invitation could truly mean.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Welcome to Harav, a world with rich history, mighty magick, and brave warriors. In this world, you may encounter majestic dragons, venture into forgotten crypts, or parley with powerful rulers. You might journey to another plane of existence or even come face to face with a deity. While obstacles may seem insurmountable, in Harav, those of true heart can always prevail.
Harav is my homebrew high magic heroic fantasy world. I'll be starting a pbp campaign shortly. Please read the below handout, it has the history and most of the character creation rules. For simplicity, I'll copy the rules below.
https://homebrewery.naturalcrit.com/share/FSi8_9L3N-5H
You'll be creating 3rd Level characters. Any ability score generation method is fine, reroll 1s once if rolling.
Available Material
Notes: This will be a high rp campaign.
Each character in the party received this letter:
Nernrihm Hold is located in the northeastern mountain range, the Taundover Mts. It is one of the 6 major dwarfholds in Harav.
To Apply:
Race:
Class:
Backstory:
I'll select 3 to 6 characters. Application is open until Feb 7 at 10 PM MST.
Edit: I've gotten several requests for Elemental Evil. That's fine too.
Ability scores: 16 16 14 15 11 13
Bowing out
Ability scores: 15 12 15 17 13 14
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
https://ddb.ac/characters/18700924/EKztHc
Race: Human
Class: Druid (Circle of the Land: Forest)
Backstory (sorry I may have been a bit over creative)
I come from a long line of druids, my da was the chief druid of our clan for many generations. For many years, we have guided our clan in the ways of the land, and upheld the laws and customs of the clan. While I may not have been the smartest student, I had enough knowledge to get me through my training, and recognised as a druid. After my initial schooling, I served the neighbouring clan, which is normal, as the druids serve the land and the customs, not just the Laird or certain tribes, yes, even when different clans are fighting, us Druids all still meet together to uphold the ancient customs and traditions. Over the years I continued to study, and serve either a neighbouring clan, and more recently my own. One day, on my way back to the village after teaching some young student, I noticed something strange afoot. There was smoke coming from the village, but no sound of battle, or habitation. I arrived to a scene of horror, and anguish, my clan, family, friends, brothers in arms were all dead. Slaughtered where they stood, but not robbed. The war band was gathered around the Laird's hut, and in among them was our chief druid and the Laird. The chief druid's staff was broken in two and his body mutilated. It was as if he, was the target, rather than the people. I stayed and performed the death rites for all I could, the neighbouring clan, seeing the smoke sent people to see what was happening, and they assisted me. After some time, I visited all the neighbouring clans, and a strange tale was being woven - all the chief druids of each clan had been killed and mutilated, but by what? Where there was more than one druid in the village, all the druids were killed. I ended up finding solace in nature, and wandered the land, looking for clues to who was behind the attacks on our order. I still look for the one responsible, I am unsure what I will do when I find them, and I am still undertaking my studies in nature, however at a much slower rate with no one to guide me. Maybe there are some other druids out there who escaped, and others from different lands who even though may have different customs could still be called on to assist.
Odo Proudfoot - Lvl 10 Halfling Monk - Princes of the Apocalypse (Campaign Finished)
Orryn Pebblefoot - Lvl 5 Rock Gnome Wizard (Deceased) - Waterdeep: Dragon Heist (Deceased)
Anerin Ap Tewdr - Lvl 5 Human (Variant) Bard (College of Valor) - Waterdeep: Dragon Heist
Ability scores: 12 16 15 13 11 16
Vor
Human Soul Knife 10 Ht Pts for lvl 2&3
Vor was always considered to be a bit . . .odd, but when he began showing a sort of latent psi ability he became a bit more than odd in the eyes of his fellow villagers. Strange for them were things like a gleeman passing through, a cow that ate some nettles or poison ivy. Anyway, everyone was glad to see Vor depart their primitive paradise and Vor was just as happy to shake the dust from his heels as he headed out to discover himself, as the saying goes. Then fate intervened; at some nameless tavern which claimed fame for being sited at a fairly well trafficked crossroads he was given a letter by a complete stranger, who told him that they were to busy with a task to attend to the Kings request. But, he continued, Vor looked as though he could use some 'work' and, since the letter was not addressed to a particular person, he should do in his place. That's was, of course, if he was of a mind to try his hand at an adventure.
Well, Vor wasn't the sort to fall off a turnip wagon, kings were rich, so he accepted the letter and headed for Nernrihm Hold and, when he arrived at the gates, showed the letter to the guard, "Where am I to go to present this?"
https://ddb.ac/characters/23784746/jpcsSr
I can't get the Soul Knife abilities on my character sheet, might be able to if I am accepted into the campaign.
Panic is a mechanism that strengthens the gene pool.
A Tabaxi Monk takes her lashings.
She has always been stronger and quicker, she's proven that time and again. So she deals with punishment, knowing her day will come.
Someday she will be faster than the speed of sound, a shadow that attacks and slips away. She knows all of this, and seeing her grin, her Master drives the lash harder, but she doesn't care about pain anymore. Every searing upon her back strengthens her resolve and knowing: She has a fate to meet.
Ability scores: 14 15 12 15 13 14
Race: Water Genasi
Class: Barbarian - Path of the Raging Hearth
Backstory: Ipayur was a simple water genasi living with his family in a fishing village in the cold North region. However, a powerful evil mage destroyed his town, harming his family. The mage had summoned a zombie horde too, and Ipayur barely escaped with his life, but an encounter with the mage left him a mark that will always remind him of that day. An ugly scar runs down his cheek. Ipayur swore revenge, but after years of mourning, he began to regain his enthusiasm in life. Inwardly, he still fears that day, and he doesn't admit that he is actually a big scaredy-cat at heart. He has a necklace with a worthless blue gem on it, but it is worth his life to him. It is the necklace his mother gave him, and he believes it protects him from evil. The encounter with the mage had not only hurt his face. Against foes, he viciously kills them with no mercy, after the tragedy. However, he also ferociously defends his friends, trying to protect them from danger with his life, believing that he has nothing to lose.
Ability scores: 12 9 14 11 9 14
Race: Dwarf, Mountain
Class: Fighter (Champion, possibly)
Backstory: Great-grand nephew of King Frostbeard's cousin Durellin, Duradin stands in 298th for the throne of Nernrhim's mighty seat, following a disastrous sluicing accident the year before. A native of Taundover's deep mines and the secret paths made by and for its dwarves, Duradin has navigated Nernrhim's byzantine politics, natural to any well-endowed dwarf kingdom, to situate himself in the court, volunteering to serve honorably as a recruit within the King's personal cohorts. Though only recently inaugurated into their storied ranks, he wears the Sapphire Bond on his forearm as proudly as any of his kin in the service. His oaths to King and Clan are extensive, and include protecting the interest of the Throne in any contest of skill or honor. Though of humble, but not ignoble, origins among dwarf-kin, he hopes one day to achieve certain high titles and rewards in the King's court through mighty deed and purity of mettle. Such is his last hope for real advancement in that society, as he lacks the rare spark of genius in craft that sets some dwarves apart, even amongst their own, nor does he possess the utterly fantastical wealth with which to purchase access to high society. At last his chance arrives, to protect the King's interest within a hired band of foreigners and strangers, a chance to prove himself worthy of his aspirations to power and nobility.
https://ddb.ac/characters/44203588/6VJioL
In other words,
Race: Tabaxi
Class: Monk
Backstory: She doesn't know how she came to be raised in the monastery; it's all she's ever known. The Masters tell her Zen koans when she asks.
Some students bullied her. She was quiet and kept her head down and tried to avoid them. One day, one of the boys, his gang around him, went too far. She reacted with a flash and they were all knocked unconscious before she ran away.
But that didn't help her make friends. So she tried another approach... she pretended to lose a battle, in order to make herself less feared by her peers. The Master was not fooled.
Someday she will be faster than the speed of sound, a shadow that attacks and slips away. This is what she tells herself over and over again, as she tries to not react to each blow of the Master's flail.
She has a fate to meet.
Ability scores: STR: 8, CHA: 10, CON: 12, WIS: 13, INT: 14, DEX: 15 (used point buy, these stats are without racial bonuses)
Race: Forest Gnome
Class: Rogue
Backstory:
Breehana got the first part of her name from her great-grandmother, which was probably a sign of destiny's sense of irony. As much as her namesake was a reserved (for a gnome at least) and wise woman, the little girl turned out to be a reckless little creature, controlled by seemingly undying curiousity. She spent most of her time wandering the forest, looking for new experiences and new faces, causing a lot of worry for her parents. Though her kin preferred to hide and stay in the shadow of the trees she was sometimes reaching the nearby clearings. One day on a similar trip, she stumbled upon a great building, a manor that frightened her at first. The uncanny beauty of the sight, however, lured her closer slowly, until Breehana first met the owner of the enormous halls. Or, rather, the soon-to-be owner. They were both young ones back then, on the edge of childhood and adulthood: a cheerful gnomish girl with a thirst for knowledge and adventure, and the shy human child with their love for books and music. As much as the two were different, it did not take long before the human girl became the closest friend Bree ever had. The noble family who possessed the house provided her access to their library and were more than happy to finally have someone who could make their quiet and gathered daughter open up a bit.
Meanwhile, Breehana became more and more of a seeker of knowledge, asking uncomfortable questions, trying to reveal all secrets that were hidden from her. After she gathered what she could among her own, she headed for the nearby towns and cities. But many grew tired with this behaviour and preferred that she minded her own business. This did not quench her thirst, though, in fact it made her even more interested. She started to sneak into public libraries, into guild halls, private collections of tomes, once even the home of a wizard.
Meanwhile, Bree grew into an adult woman, and so did her old friend, who married a local noble. By the time the gnome woman celebrated their twenty-second birthday, she was asked to be the private tutor for their children. Though she had no previous experience, she gladly accepted and was indeed a beloved teacher for three years. This was the time when her pupils' magical capabilities were discovered and they had to search for a mentor more capable in those fields. This was the time Breehana had to look for a way of living of her own. She was not a child anymore, nor a tutor. She bid farewell to her family and friends, her students, and left to seek her fortune, and getting the letter urged her to head straight to the mountains.
I won't be able to share the character sheet here though, I hope we can work with that.
PM sent
Ability scores: 14 15 17 16 12 11
Name: Tommus 'Tom' Iavas
Race: Elf - Eladrin (Autumn)
Class: Paladin (Oath of Conquest), Corellon Larethian
Background: Outlander
Backstory:
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Ability scores: 13 12 9 10 11 15
Coriana - Company of the Grey Chain
Wagner - Dragon Heist: Bards.
DM - The Old Keep
Character: Rexus Masarfuli
Race: Aasimar
Class: Paladin/Oath of Vengeance
Backstory: (short version) .Acolyte.
banished from Bytopia, found a cleric who taught him the ways of Torm and Tyr, sent him off to help neighboring cities and towns.
ability scores: 15, 10, 13, 11, 11, 15.
ddb.ac/characters/43559073/pfifeQ
theres link
https://www.dndbeyond.com/profile/Tumblebee/characters/44157557
Smivbandrel do'Ambli, deep gnome, artificer.
Banished from his hometown because he blew up part of it in a experiment gone wrong.
Now looking for new employment in everything chemical
A wizard is never late, nor is he early, he arrives precisely when he means to
Your handout seems to be missing details on the 12th class, wizards. It looks like it got mashed together with the Warlock class. Just FYI!
Name: Akanos “Kane” Novak
Race: Tiefling (Subrace) Descendant of Mephistopheles
Class: Warlock (Subclass) Fiend
Backstory: Akanos Novak was born the son of a tavern keeper and a mother unknown to him. His father treated him like a slave and he was bullied and humiliated by the townspeople for being a Tielfing. At age 16, he ran away to join a mages’ college. After displaying his inert talent for magic, Kane graduated from the college with honors from being an exceptional student. Kane went adventuring a few years, discovering different relics and treasures. When he was 20, Kane discovered a temple dedicated to the Archdevil Mephistopheles. There was a landslide and Kane became trapped. After four days, Kane was on the verge of starvation and lack of oxygen. Suddenly, Mephistopheles himself appeared. He told Kane that he had been observing him for some time, and he told him that Kane is his descendant from a pact made with Mephistopheles 2,000 years ago. Mephistopheles offered Kane a deal: become his disciple and he will not save Kane’s life, but he will grant him magical power beyond comparison. Kane, wanting to live and tempted by the power, he accepted. Moments later, Kane was teleported outside the temple. Since then, Kane has used his powers for good and has argued with Mephistopheles several times over his good deeds. Kane is kind and caring to his friends. However, he is merciless against his enemies.
Stats: Ability scores: 10 13 12 15 12 9
Ability scores: 13 12 17 12 14 11
Name: Leshanna Nightwind
Race: Eladrin
Class: Wizard (conjuration)
Background
Leshanna is a bounty hunter out of the Fey Wilds. She takes on contracts to hunt down criminals that flee from justice, though justice is not really what she cares about. She loves the hunt, pitting her skills against those of her quarry, and besting them. Due to this she often takes on the more dangerous of criminal contracts, only really caring to hunt down those who would test her abilities.
when she recieved the letter she first scoffed at it, considering it not really worth her time. Then she began to reconsider, wondering what such an invitation could truly mean.