Left on the doorstep of an orphanage in Tenurst, Arwyn and Arianrhod and were raised among orphans and abandoned children from all across the island. They were mischievous children who enjoyed playing pranks on their friends and the employees of the orphanage and exploring the nearby neighborhoods. The two were quite skilled at jumping, leaping, walking across clotheslines, and tumbling, among other things. They took it upon themselves to become heroes, constructing colorful costumes and calling themselves Sparrowhawk and Sylph. Using their abilities to sneak about, spy, and defend bullied and downtrodden children in the area, they became an amusing urban legend among the youth of the city. As a result of their unique personalities, they often put off any potential adoptive parents and thus stayed in the orphanage for the first ten years of their lives.
Then came a day when Arwyn took off his costume and no longer wanted to play Sparrowhawk to Ari's Sylph. He was soon adopted, but despite his urging to his new parents to take Ari too, they would not take in the unruly Sylph. Though brokenhearted to be separated from her brother, Ari retreated further into her Sylph persona to cover up the grief. She kept up her activities as Sylph before she was recognized by the acrobat and martial artist Sarnai Solongo of the Cirque Fortuna, a traveling circus. The veteran entertainer adopted the young girl and began training her as her apprentice. Under Solongo's tutelage, Ari faded away and turned into her new life as Sylph. She became an even greater acrobat and a skilled martial artist, but she also learned a wide variety of other performance skills from other members of the Cirque like music, juggling, dancing, painting, and poetry.
Over the years, the Cirque Fortuna began to lose more money than it gained. Many performers began moving on until only a small group of five (including Sylph) were left and became the Fortuna Five. All this time, Sylph kept up her clandestine heroic activities, but on her 18th birthday she took down the wrong bully: the son of a local noble. The noble came down hard on Sylph and had her imprisoned. She managed to escape imprisonment, but could not find her traveling companions anywhere. Convinced that they would never abandon her willingly, she has spent the last year looking for them with the hopes of one more reunion performance. In addition, she is searching for her brother Arwyn in the hopes of reviving the old dynamic duo that was Sparrowhawk and Sylph.
In the meantime, though, Sylph has taken on the job a roving solo performer while also using her combat skills to protect those who cannot protect themselves.
Grew up on the streets of the city, mother a drunk, father was some sailor she never met. Ran with questionable friends, minor criminal activity nothing too evil. Then her best friend was accused of a crime she didn't commit, and locked in the castle dungeon. Valentina is searching for a way to win her friend's freedom.
Backstory: Oriphyn grew up primarily in an Elven community, distancing themselves from racial integration on the outmost cliffs of Tenurst, though he was taught to regard most other races as equals. Oriphyns ancestors highly praised the Blue Dragon which bestowed his people with their innate magic. To get a sense of what life is like outside of his home, Ori has his heart set on discovering the rest of the world and setting a good name for his kind. His upbringing gave him the knowledge to be kind to others first and foremost, with a devotion to the Blue Dragon second. His people are readily perceived as they all carry the emblem of the Blue Dragon which has become their arcane focus. Around his head, Ori wears a thin silver headpiece in which a pale blue pendant hangs. When Ori meditates or focuses his arcane magic, his blue pendant will shine brightly as he feels his ancestral bonds with the Blue Dragon weave through his entire being. Though Ori’s main goal is set on traversing the plane and peacemaking, he has yet to unfold the prophecy of the Blue Dragon and what is truly in store for him and his people.
This post has potentially manipulated dice roll results.
Valentina rushes toward the sound of screaming. She attempts to free anyone caught in the netting, and administer first aid although she is not trained in this. If any of the people under the mast are still alive she calls out for others to help her move it off the victims.
Name: Sylph
Race: Human (variant)
Class: Monk
Ability scores:
4 11 16 10 10 7Gonna do point buy insteadSheet: Here
Backstory:
Left on the doorstep of an orphanage in Tenurst, Arwyn and Arianrhod and were raised among orphans and abandoned children from all across the island. They were mischievous children who enjoyed playing pranks on their friends and the employees of the orphanage and exploring the nearby neighborhoods. The two were quite skilled at jumping, leaping, walking across clotheslines, and tumbling, among other things. They took it upon themselves to become heroes, constructing colorful costumes and calling themselves Sparrowhawk and Sylph. Using their abilities to sneak about, spy, and defend bullied and downtrodden children in the area, they became an amusing urban legend among the youth of the city. As a result of their unique personalities, they often put off any potential adoptive parents and thus stayed in the orphanage for the first ten years of their lives.
Then came a day when Arwyn took off his costume and no longer wanted to play Sparrowhawk to Ari's Sylph. He was soon adopted, but despite his urging to his new parents to take Ari too, they would not take in the unruly Sylph. Though brokenhearted to be separated from her brother, Ari retreated further into her Sylph persona to cover up the grief. She kept up her activities as Sylph before she was recognized by the acrobat and martial artist Sarnai Solongo of the Cirque Fortuna, a traveling circus. The veteran entertainer adopted the young girl and began training her as her apprentice. Under Solongo's tutelage, Ari faded away and turned into her new life as Sylph. She became an even greater acrobat and a skilled martial artist, but she also learned a wide variety of other performance skills from other members of the Cirque like music, juggling, dancing, painting, and poetry.
Over the years, the Cirque Fortuna began to lose more money than it gained. Many performers began moving on until only a small group of five (including Sylph) were left and became the Fortuna Five. All this time, Sylph kept up her clandestine heroic activities, but on her 18th birthday she took down the wrong bully: the son of a local noble. The noble came down hard on Sylph and had her imprisoned. She managed to escape imprisonment, but could not find her traveling companions anywhere. Convinced that they would never abandon her willingly, she has spent the last year looking for them with the hopes of one more reunion performance. In addition, she is searching for her brother Arwyn in the hopes of reviving the old dynamic duo that was Sparrowhawk and Sylph.
In the meantime, though, Sylph has taken on the job a roving solo performer while also using her combat skills to protect those who cannot protect themselves.
the following are rolled with "always reroll 1s". If this is not allowed, will redo.
Ability scores: 17 13 15 13 14 14
Valentina
Human Fighter
Background Urchin
Grew up on the streets of the city, mother a drunk, father was some sailor she never met. Ran with questionable friends, minor criminal activity nothing too evil. Then her best friend was accused of a crime she didn't commit, and locked in the castle dungeon. Valentina is searching for a way to win her friend's freedom.
Name: Oriphyn Syldvor
Race: High Elf
Class: Sorcerer
Ability scores: 10 15 8 15 12 15
Backstory: Oriphyn grew up primarily in an Elven community, distancing themselves from racial integration on the outmost cliffs of Tenurst, though he was taught to regard most other races as equals. Oriphyns ancestors highly praised the Blue Dragon which bestowed his people with their innate magic. To get a sense of what life is like outside of his home, Ori has his heart set on discovering the rest of the world and setting a good name for his kind. His upbringing gave him the knowledge to be kind to others first and foremost, with a devotion to the Blue Dragon second. His people are readily perceived as they all carry the emblem of the Blue Dragon which has become their arcane focus. Around his head, Ori wears a thin silver headpiece in which a pale blue pendant hangs. When Ori meditates or focuses his arcane magic, his blue pendant will shine brightly as he feels his ancestral bonds with the Blue Dragon weave through his entire being. Though Ori’s main goal is set on traversing the plane and peacemaking, he has yet to unfold the prophecy of the Blue Dragon and what is truly in store for him and his people.
Sounds great! Can’t wait to start!
Oriphyn rolls a 13 for perception check.
Valentina
Sleight of Hand: 22
Stealth (disadvantage): 8
Perception: 6
Valentina rushes toward the sound of screaming. She attempts to free anyone caught in the netting, and administer first aid although she is not trained in this. If any of the people under the mast are still alive she calls out for others to help her move it off the victims.
Medicine 21
Athletics 6