Terra Terra is a vast land unstained by the corrupting influence of civilization and filled with opportunity and adventure. Ancient civilizations and slumbering monsters lurk in windswept deserts, frigid tundra, dense forests, tropical jungles, festering swamps, majestic mountains, endless plains, and a myriad of other environments. Will you claim new lands in the name of your monarch, slay monsters for fame and glory, or adventure for the love of gold? Whatever your calling, adventure awaits!
When the continent of Atlas sank beneath the waves in what is known as The Drowning, the desperate survivors abandoned their ruined homeworld and set out in search of a new land to claim as their own. When the first ship touched the silver shores of Terra, the civilizations, united only in their common misfortune, discarded their temporary alliance and raced to claim lands for their own races. Explorers and adventurers swept across the land, while architects and builders constructed towns and settlements. The great capital city of the new world, The God's Hope, was born, and thousands of refugees took shelter behind it's strong walls. The High Council was formed in an effort to restore order, allowing the races a representative in the chaotic political landscape.
Well met, fellow adventurer! Welcome to Terra, land of discovery. Explore new lands in the name of your monarch and raise your nations banner in conquest. But the path to prestige and wealth is not for the faint of heart. There will be friends to be made, foes to be fought, and secrets to discover. Whether you quest for gold, honor, or fame, good luck, and may the gods be with you!
Character Options and Application Information This adventure will be custom created by the players according to their personal preferences, and will take them from 1st-3rd (or possibly 5th) level. Please fill out the following character application, complete the survey, and post them to this thread.
Homebrew is accepted but must be passed by me first.
Use the Point Buy or Standard Array ability score systems, encumbrance on, XP-Based Advancement, 1st level. I will be accepting 4 applications.
Character Application Name Race/Class Brief Backstory/Description
Adventure Survey: 1. What environment are you interested in exploring? (Choose 1-2) A. Arctic (Yeti, snowstorms, barbarian villages) B. Coastal (Pirates, naval battles, warships) C. Desert (Mummies, curses, pyramids) D. Forest (Fey, enchantments, silvan cities) E. Grassland (Gnolls, quicksand, lion packs) F. Jungle (Lizardfolk, dangerous rope bridges, lost temples) G. Mountain (Giants, avalanches, caves) H. Swamp (Zombies, thick fog, ancient ruins) I. Underdark (Dark elves, chasms, myconid colonies) J. Underwater (Sahuagin, shipwrecks, Atlantis) K. Urban (Thugs, underworld guilds, inns)
2. What is your favorite aspect of D&D 5e? (Choose 1) A. Exploration B. Combat Encounters C. Social Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2) A. Mystery (Sherlock Holmes) B. Adventure (Indiana Jones) C. Swashbuckling (Pirates of the Caribbean) D. Horror (H.P. Lovecraft) E. Intrigue (Legend of the Five Rings) F. Other (Please specify)
Astra is an Alm monk, She is from the Alm kingdom of Vraynast. She was sent to terra by her queen to scout the lands of Terra. She has fewer 'Channels' then most and has bone protrusions on her temples, jaw, elbows, hips and back of feet. Her hair is black and long. she has been training to be a royal guard and has been sent to scout as a training exercise. https://ddb.ac/characters/6798714/u9Fkxp
A flood of natural disasters contributed to the downfall of Atlas in what is now known as the Years of Ruin. Earthquakes accompanied by tsunamis and volcanic eruptions shook the continent, leveling cities and leaving in their wake red ruin. The great ice floes of the north melted under the heat of a thousand underwater volcanoes, unleashing floods and hurricanes on the unsuspecting world. Atlas crumbled before the raw power of the elements, and its inhabitants were left with a terrible choice: remain on the continent, even as it fell apart around them, or join the increasing numbers of refugees as they sought a relief to the pain in the salt and open air of the ocean, and perhaps a new life in a land beyond. Within a decade, the storms and earthquakes had taken the lives of 50,000 of Atlas’ inhabitants, and another 100,000 had sailed away with nothing but a dream to guide their vessels. Entire forests were demolished by desperate refugees and made into rafts and boats. The end came in the Thirteenth Year of Ruin. The broken continent, reduced to a quarter of it’s original size, fell before a malicious grand finale of the elements. Thus Atlas and those who refused to abandon it drowned in water, and the glory of civilization was buried in earth. Here the story of Atlas ends, and the story of Terra begins.
The Colonization of Terra
The first ship to ever touch the silver shores of Terra was The Lost Dove. The passengers and crew, almost exclusively elves, sent doves to the preceding ships with news of their discovery and current location. The Lost Dove’s captain, Lucius Graydove, is often credited with the discovery of Terra. Within a week a dozen other ships had landed, and the colonization of Terra began. Dwarven architects began to lay down the foundations for the capital of the new world, which would be completed half a century later and named The God’s Hope. The temporary alliance between the great races was discarded as they raced to claim territory, and relationships between the civilizations became strained and in some cases openly hostile. Towns, villages, trading posts, and settlements sprang up along the coast and grew in population at an alarming rate as thousands of refugees arrived daily. The unchecked population growth rate resulted in an increased crime rate, and corrupt nobles took advantage of the confusion to create a sprawling criminal underworld. According to one census, nearly a quarter of the total population was living in the slums of The God’s Hope by 40 A.D. Inflation reduced the value of Atlas’ national currency, and some merchants and artisans refused to accept the coins entirely. Crime thrived and chaos reigned. In an effort to restore order the High Council was created in 7 A.D., a congregation of senators elected by the people of Atlas and approved by the monarchy. The number of representatives granted each race was determined by it’s population size. The High Council resolved border disputes, distributed territory, ruled on ‘crimes against the state’, and introduced and passed laws according to a majority system. This complex political system, a combination of monarchy and democracy, gave rise to a revolutionary form of government. The Watch was established in the year 17 A.D. to combat the underworld guilds which had risen to power and restore some measure of security to the settlers of Terra. The High Council established the platinum, gold, silver, and copper coins as the national currency, stabilizing the shattered economy. The natives of Terra viewed the settlers with mixed emotions. Many welcomed the technologically advanced explorers and their knowledge, while other races remained hostile. The drow and duergar forged an alliance in their mutual enmity of the races of Atlas, dettering all but the bravest or most foolhardy from the Underdark and the wealth of metals, minerals, and natural resources that it provided. Other races, including the kenku, loxodoni, tortles, and tabaxi welcomed the settlers and became significant allies. This gave rise to the argument that the native races should be allowed a seat on the High Council and remains one of the most hotly debated subjects among politicians and scholars.
Now, a century later, hundreds of cities, towns, villages, and settlements have been constructed in the safety of the western coast. The monarchs reign from their castles and fortresses and keep a watchful eye on their domains. The increasing population requires new settlements to be established deeper in the continent, and adventurers and explorers race to plant their monarch's banner in uncharted soil for the wealth and advancement of their civilizations. A world remains to be discovered!
Character Application Yawgou Tortle Cleric of Life Domain A natural healer, Yawgoo was initially drawn to the teachings of the Church of Pelor, hoping to benefit all those in desperate need of healing regardless of their personal alignments. However, he disagreed with the Pelorian practice of constant proselytization, instead opting for a life of quiet balance. He now finds himself in the land of Terra in search of his own hermitage where he can live out much of his life in isolation, but still be easily reached by those who may require healing.
Adventure Survey: 1. What environment are you interested in exploring? (Choose 1-2) A. Arctic (Yeti, snowstorms, barbarian villages) B. Coastal (Pirates, naval battles, warships) C. Desert (Mummies, curses, pyramids) D. Forest (Fey, enchantments, silvan cities) E. Grassland (Gnolls, quicksand, lion packs) F. Jungle (Lizardfolk, dangerous rope bridges, lost temples) G. Mountain (Giants, avalanches, caves) H. Swamp (Zombies, thick fog, ancient ruins) I. Underdark (Dark elves, chasms, myconid colonies) J. Underwater (Sahuagin, shipwrecks, Atlantis) K. Urban (Thugs, underworld guilds, inns)
2. What is your favorite aspect of D&D 5e? (Choose 1) A. Exploration B. Combat Encounters C. Social Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2) A. Mystery (Sherlock Holmes) B. Adventure (Indiana Jones) C. Swashbuckling (Pirates of the Caribbean) D. Horror (H.P. Lovecraft) E. Intrigue (Legend of the Five Rings) F. Other (Please specify)
4. What drives your character to adventure?
Yawgou is looking for a place to call his hermitage, where he can live in solitude but still do the most good as a healer.
Character Application Belzaphira (character sheet) Yuan-ti Pureblood Storm Sorcerer Belzaphira was born to a small clan of Yuan-ti Purebloods that lived on the coast of Terra. Her ancestors watched as The Lost Dove made landfall and the Atlasians began to spread across Terra. Her family moved constantly, shifting away from the encroaching populations, always sticking to coastal areas when possible. By the time Belzaphira was born, her family's hatred of the invaders was vehement beyond measure. Belzaphira was no different. Raised in the insular little community, she never knew anything other than hatred. She had latent storm energy flooding her body, which meant her clan routinely sent her out of the town on trips and missions to avoid her outbursts damaging their homes. This was fine, until she was caught out in the surf, wounded, on a small boat off the Western coast after a fishing trip was interrupted by a freak storm and was rescued by the inhabitants of a small settlement. Even though she was closed off and fearful, they showed her compassion and caring, helping her back to health and showing her the measure of the hated "invaders" was far from what her clan had believed. Over her convalescence, she grew to trust and like the residents of the settlement and decided to not return to her family. That has been over five years ago, and she hasn't once looked back, only forward to how she can repay those "invaders" that gave her succor when she needed it most.
Adventure Survey: 1. What environment are you interested in exploring? (Choose 1-2) B. Coastal (Pirates, naval battles, warships) H. Swamp (Zombies, thick fog, ancient ruins)
2. What is your favorite aspect of D&D 5e? (Choose 1) B. Combat Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2) B. Adventure (Indiana Jones) D. Horror (H.P. Lovecraft)
4. What drives your character to adventure? Belzaphira is looking for two main things from adventuring: repaying the debt to those that rescued her and making sure she is recognized as OTHER than her family, knowing their behavior and outlook is wrong.
Name: Bear Hislia Race/Class: Shifter (Beasthide) Barbarian Brief Backstory/Description: Bear used to be part of a troupe of actors and entertainers; she was a kind of strongman. After a couple of performers were discovered murdered, Bear left the troupe. She was proven innocent, but some of the others still suspected her, so she decided to become an adventurer.
Adventure Survey: 1. What environment are you interested in exploring? (Choose 1-2) B. Coastal (Pirates, naval battles, warships) K. Urban (Thugs, underworld guilds, inns)
2. What is your favorite aspect of D&D 5e? (Choose 1) B. Combat Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2) B. Adventure (Indiana Jones) C. Swashbuckling (Pirates of the Caribbean)
4. What drives your character to adventure? Bear doesn't like to be idle. She likes to be useful, and she also doesn't like to be alone with her thoughts. She also needs the money, and since she isn't very smart, being the muscle for an adventuring party is something she feels comfortable doing. She's bad at planning, but she's great at following orders.
Terra
Terra is a vast land unstained by the corrupting influence of civilization and filled with opportunity and adventure. Ancient civilizations and slumbering monsters lurk in windswept deserts, frigid tundra, dense forests, tropical jungles, festering swamps, majestic mountains, endless plains, and a myriad of other environments. Will you claim new lands in the name of your monarch, slay monsters for fame and glory, or adventure for the love of gold? Whatever your calling, adventure awaits!
When the continent of Atlas sank beneath the waves in what is known as The Drowning, the desperate survivors abandoned their ruined homeworld and set out in search of a new land to claim as their own. When the first ship touched the silver shores of Terra, the civilizations, united only in their common misfortune, discarded their temporary alliance and raced to claim lands for their own races. Explorers and adventurers swept across the land, while architects and builders constructed towns and settlements. The great capital city of the new world, The God's Hope, was born, and thousands of refugees took shelter behind it's strong walls. The High Council was formed in an effort to restore order, allowing the races a representative in the chaotic political landscape.
Well met, fellow adventurer! Welcome to Terra, land of discovery. Explore new lands in the name of your monarch and raise your nations banner in conquest. But the path to prestige and wealth is not for the faint of heart. There will be friends to be made, foes to be fought, and secrets to discover. Whether you quest for gold, honor, or fame, good luck, and may the gods be with you!
Character Options and Application Information
This adventure will be custom created by the players according to their personal preferences, and will take them from 1st-3rd (or possibly 5th) level. Please fill out the following character application, complete the survey, and post them to this thread.
Playable Races of Atlas: Dragonborn, Dwarf (Hill, Mountain), Elf (High, Wood, Eladrin, Sea,), Gnome (Forest, Rock), Half-Elf, Halfling (Lightfoot, Stout), Half-Orc, Human, Tiefling, Aaracrokra, Genasi (Air, Earth, Fire, Water), Goliath, Aasimar, Firbolg, Goblin, Hobgoblin, Orc, Triton, Changeling, Kalashtar, Shifter, Warforged, Centaur, Vedalken.
Playable Races of Terra: Dwarf (Duergar), Elf (Drow), Gnome (Svirfneblin), Bugbear, Kenku, Kobold, Lizardfolk, Tabaxi, Yuan-ti Pureblood, Tortle, Loxodon, Minotaur.
Homebrew is accepted but must be passed by me first.
Use the Point Buy or Standard Array ability score systems, encumbrance on, XP-Based Advancement, 1st level. I will be accepting 4 applications.
Character Application
Name
Race/Class
Brief Backstory/Description
Adventure Survey:
1. What environment are you interested in exploring? (Choose 1-2)
A. Arctic (Yeti, snowstorms, barbarian villages)
B. Coastal (Pirates, naval battles, warships)
C. Desert (Mummies, curses, pyramids)
D. Forest (Fey, enchantments, silvan cities)
E. Grassland (Gnolls, quicksand, lion packs)
F. Jungle (Lizardfolk, dangerous rope bridges, lost temples)
G. Mountain (Giants, avalanches, caves)
H. Swamp (Zombies, thick fog, ancient ruins)
I. Underdark (Dark elves, chasms, myconid colonies)
J. Underwater (Sahuagin, shipwrecks, Atlantis)
K. Urban (Thugs, underworld guilds, inns)
2. What is your favorite aspect of D&D 5e? (Choose 1)
A. Exploration
B. Combat Encounters
C. Social Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2)
A. Mystery (Sherlock Holmes)
B. Adventure (Indiana Jones)
C. Swashbuckling (Pirates of the Caribbean)
D. Horror (H.P. Lovecraft)
E. Intrigue (Legend of the Five Rings)
F. Other (Please specify)
4. What drives your character to adventure?
Thanks for your interest, and good luck!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Astra is an Alm monk, She is from the Alm kingdom of Vraynast. She was sent to terra by her queen to scout the lands of Terra. She has fewer 'Channels' then most and has bone protrusions on her temples, jaw, elbows, hips and back of feet. Her hair is black and long. she has been training to be a royal guard and has been sent to scout as a training exercise. https://ddb.ac/characters/6798714/u9Fkxp
1. D,F
2. A/B (depends on the world)
3. B,D
The Years of Ruin
A flood of natural disasters contributed to the downfall of Atlas in what is now known as the Years of Ruin. Earthquakes accompanied by tsunamis and volcanic eruptions shook the continent, leveling cities and leaving in their wake red ruin. The great ice floes of the north melted under the heat of a thousand underwater volcanoes, unleashing floods and hurricanes on the unsuspecting world. Atlas crumbled before the raw power of the elements, and its inhabitants were left with a terrible choice: remain on the continent, even as it fell apart around them, or join the increasing numbers of refugees as they sought a relief to the pain in the salt and open air of the ocean, and perhaps a new life in a land beyond. Within a decade, the storms and earthquakes had taken the lives of 50,000 of Atlas’ inhabitants, and another 100,000 had sailed away with nothing but a dream to guide their vessels. Entire forests were demolished by desperate refugees and made into rafts and boats. The end came in the Thirteenth Year of Ruin. The broken continent, reduced to a quarter of it’s original size, fell before a malicious grand finale of the elements. Thus Atlas and those who refused to abandon it drowned in water, and the glory of civilization was buried in earth. Here the story of Atlas ends, and the story of Terra begins.
The Colonization of Terra
The first ship to ever touch the silver shores of Terra was The Lost Dove. The passengers and crew, almost exclusively elves, sent doves to the preceding ships with news of their discovery and current location. The Lost Dove’s captain, Lucius Graydove, is often credited with the discovery of Terra. Within a week a dozen other ships had landed, and the colonization of Terra began. Dwarven architects began to lay down the foundations for the capital of the new world, which would be completed half a century later and named The God’s Hope. The temporary alliance between the great races was discarded as they raced to claim territory, and relationships between the civilizations became strained and in some cases openly hostile. Towns, villages, trading posts, and settlements sprang up along the coast and grew in population at an alarming rate as thousands of refugees arrived daily. The unchecked population growth rate resulted in an increased crime rate, and corrupt nobles took advantage of the confusion to create a sprawling criminal underworld. According to one census, nearly a quarter of the total population was living in the slums of The God’s Hope by 40 A.D. Inflation reduced the value of Atlas’ national currency, and some merchants and artisans refused to accept the coins entirely. Crime thrived and chaos reigned. In an effort to restore order the High Council was created in 7 A.D., a congregation of senators elected by the people of Atlas and approved by the monarchy. The number of representatives granted each race was determined by it’s population size. The High Council resolved border disputes, distributed territory, ruled on ‘crimes against the state’, and introduced and passed laws according to a majority system. This complex political system, a combination of monarchy and democracy, gave rise to a revolutionary form of government. The Watch was established in the year 17 A.D. to combat the underworld guilds which had risen to power and restore some measure of security to the settlers of Terra. The High Council established the platinum, gold, silver, and copper coins as the national currency, stabilizing the shattered economy. The natives of Terra viewed the settlers with mixed emotions. Many welcomed the technologically advanced explorers and their knowledge, while other races remained hostile. The drow and duergar forged an alliance in their mutual enmity of the races of Atlas, dettering all but the bravest or most foolhardy from the Underdark and the wealth of metals, minerals, and natural resources that it provided. Other races, including the kenku, loxodoni, tortles, and tabaxi welcomed the settlers and became significant allies. This gave rise to the argument that the native races should be allowed a seat on the High Council and remains one of the most hotly debated subjects among politicians and scholars.
Now, a century later, hundreds of cities, towns, villages, and settlements have been constructed in the safety of the western coast. The monarchs reign from their castles and fortresses and keep a watchful eye on their domains. The increasing population requires new settlements to be established deeper in the continent, and adventurers and explorers race to plant their monarch's banner in uncharted soil for the wealth and advancement of their civilizations. A world remains to be discovered!
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
I will try to create a party as balanced as possible, so classes that the party is thin at will be prioritized.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Character Application
Yawgou
Tortle Cleric of Life Domain
A natural healer, Yawgoo was initially drawn to the teachings of the Church of Pelor, hoping to benefit all those in desperate need of healing regardless of their personal alignments. However, he disagreed with the Pelorian practice of constant proselytization, instead opting for a life of quiet balance. He now finds himself in the land of Terra in search of his own hermitage where he can live out much of his life in isolation, but still be easily reached by those who may require healing.
https://ddb.ac/characters/6813644/8c2jiQ
Adventure Survey:
1. What environment are you interested in exploring? (Choose 1-2)
A. Arctic (Yeti, snowstorms, barbarian villages)
B. Coastal (Pirates, naval battles, warships)
C. Desert (Mummies, curses, pyramids)
D. Forest (Fey, enchantments, silvan cities)
E. Grassland (Gnolls, quicksand, lion packs)
F. Jungle (Lizardfolk, dangerous rope bridges, lost temples)
G. Mountain (Giants, avalanches, caves)
H. Swamp (Zombies, thick fog, ancient ruins)
I. Underdark (Dark elves, chasms, myconid colonies)
J. Underwater (Sahuagin, shipwrecks, Atlantis)
K. Urban (Thugs, underworld guilds, inns)
2. What is your favorite aspect of D&D 5e? (Choose 1)
A. Exploration
B. Combat Encounters
C. Social Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2)
A. Mystery (Sherlock Holmes)
B. Adventure (Indiana Jones)
C. Swashbuckling (Pirates of the Caribbean)
D. Horror (H.P. Lovecraft)
E. Intrigue (Legend of the Five Rings)
F. Other (Please specify)
4. What drives your character to adventure?
Yawgou is looking for a place to call his hermitage, where he can live in solitude but still do the most good as a healer.
The fact that you used Oogway for your character image won you an automatic spot. ;)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Character Application
Belzaphira (character sheet)
Yuan-ti Pureblood Storm Sorcerer
Belzaphira was born to a small clan of Yuan-ti Purebloods that lived on the coast of Terra. Her ancestors watched as The Lost Dove made landfall and the Atlasians began to spread across Terra. Her family moved constantly, shifting away from the encroaching populations, always sticking to coastal areas when possible. By the time Belzaphira was born, her family's hatred of the invaders was vehement beyond measure. Belzaphira was no different. Raised in the insular little community, she never knew anything other than hatred. She had latent storm energy flooding her body, which meant her clan routinely sent her out of the town on trips and missions to avoid her outbursts damaging their homes. This was fine, until she was caught out in the surf, wounded, on a small boat off the Western coast after a fishing trip was interrupted by a freak storm and was rescued by the inhabitants of a small settlement. Even though she was closed off and fearful, they showed her compassion and caring, helping her back to health and showing her the measure of the hated "invaders" was far from what her clan had believed. Over her convalescence, she grew to trust and like the residents of the settlement and decided to not return to her family. That has been over five years ago, and she hasn't once looked back, only forward to how she can repay those "invaders" that gave her succor when she needed it most.
Adventure Survey:
1. What environment are you interested in exploring? (Choose 1-2)
B. Coastal (Pirates, naval battles, warships)
H. Swamp (Zombies, thick fog, ancient ruins)
2. What is your favorite aspect of D&D 5e? (Choose 1)
B. Combat Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2)
B. Adventure (Indiana Jones)
D. Horror (H.P. Lovecraft)
4. What drives your character to adventure?
Belzaphira is looking for two main things from adventuring: repaying the debt to those that rescued her and making sure she is recognized as OTHER than her family, knowing their behavior and outlook is wrong.
We have a sorcerer, a cleric, and a monk. The party could use a tank.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Test test Attack: 11 Damage: 7
Casts Cure Wounds
Name: Bear Hislia
Race/Class: Shifter (Beasthide) Barbarian
Brief Backstory/Description: Bear used to be part of a troupe of actors and entertainers; she was a kind of strongman. After a couple of performers were discovered murdered, Bear left the troupe. She was proven innocent, but some of the others still suspected her, so she decided to become an adventurer.
Adventure Survey:
1. What environment are you interested in exploring? (Choose 1-2)
B. Coastal (Pirates, naval battles, warships)
K. Urban (Thugs, underworld guilds, inns)
2. What is your favorite aspect of D&D 5e? (Choose 1)
B. Combat Encounters
3. What adventure theme are you interested in playing in? (Choose 1-2)
B. Adventure (Indiana Jones)
C. Swashbuckling (Pirates of the Caribbean)
4. What drives your character to adventure?
Bear doesn't like to be idle. She likes to be useful, and she also doesn't like to be alone with her thoughts. She also needs the money, and since she isn't very smart, being the muscle for an adventuring party is something she feels comfortable doing. She's bad at planning, but she's great at following orders.
That completes the party! I'll have the campaign link and game thread posted by tomorrow morning.
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
The adventure setting and theme have been decided!
Setting: Forest 2/4 votes
Theme: Adventure 3/4 votes
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash
Good luck!
Down the Rabbit-Hole (Tales from Terra: Chapter One)
Flayr Flameseeker | Genasi/Fire | Wizard/School of Evocation | Level 2 | Custom Campaign: Cold Cash