[Fantasia Campaign] Gardens and the Graves Rogue's Gallery

Isida Kep'Tukari

Adventurer
Supporter
Here is a sample character for you to take your format from. OOC

Frida
Female Frost Fairy level 10

Diminutive Fey
Alignment: Neutral Good
Chosen Family: Nocane
Hair: Shimmering White
Eyes: Dark Blue
Age: Elder

Str: 4 (-3) [2 points, -6 racial]
Dex: 20 (+5) [6 points, +6 racial]
Con: 11 (+0) [5 points, -2 racial]
Int: 12 (+1) [4 points]
Wis: 19 (+4) [5 points, +6 racial]
Cha: 24 (+7) [16 points, +6 racial]

Class and Racial Abilities:
-6 Str, +6 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha, Darkvision 60 ft., Low light vision, SR 14, DR 5/cold iron, Can cast spells as an 8th level sorcerer, Empower Spell as bonus feat, Can use improved invisibility at will against those who are not pure of heart., Summon elder spirit - 1/week a fairy can call an elder spirit of their race to help them by providing knowledge. This acts as a commune spell, Child of Nature (Ex) - continually under endure elements, Frost - Can rebuke fire spirits as a cleric 3/day, and extinguish small fires (no larger than a camp fire) 3/day. Can cause frost at will (as ray of frost).

Hit Dice: 10d8
HP: 62
AC: 19 (+5 Dex, +4 size)
Init: +5 (+5 Dex)
Speed: 30ft., fly 30ft. (good)

Saves:
Fortitude +5 [+4 base, +0 Con, +1 from torc]
Reflex +10 [+4 base, +5 Dex, +1 from torc]
Will +13 [+8 base, +4 Wis, +1 from torc]

BAB: +7/+2
Melee Atk: +4/-1 (1-2+1d6 frost/19-20/x2/P, Icicle, +1 frost dagger)
Ranged Atk: +12/+7 (1-2+1d6 frost/19-20/x2/10 ft. range./P, Icicle, +1 frost dagger)

Skills:
Concentration +5 [5 ranks, +0 Con]
Hide +21 [+5 Dex, +16 size]
Knowledge (arcana) +19 [13 ranks, +5 Int, +1 Education]
Knowledge (architecture and engineering) +16 [10 ranks, +5 Int, +1 Education]
Knowledge (dungeoneering) +10 [5 ranks, +5 Int]
Knowledge (geography) +10 [5 ranks, +5 Int]
Knowledge (history) +8 [3 ranks, +5 Int]
Knowledge (nature) +17 [12 ranks, +5 Int]
Knowledge (the planes) +15 [10 ranks, +5 Int]
Spellcraft +20 [13 ranks, +5 Int, +2 synergy from Knowledge (arcana)]

Feats:
Empower Spell (racial bonus)
Magical Talent (BoEM I) (1st level)
Subliminal Spellcasting (BoEM III) (3rd level)
Etch Object Rune (BoEM I) (6th level)
Extend Spell (9th level)

Languages: Common, Sylvan

Spells Known and Spell Slots Per Day
6/8/8/8/7/7/7/7/5/3
Save DC +7
0th - dancing lights, detect disease (BoEM III), detect magic, detect poison, flare, mental alarm, prestidigitation, read magic, silent portal.
1st - betray the years (BoEM III), blissful sleep (BoEM III), blue bolt (BoEM III), comprehend languages, iced fire (BoEM III).
2nd - detect thoughts, lethality denied (BoEM III), power craft (BoEM III), see invisibility, undaunted fixture (BoEM I).
3rd - dispel magic, major image, nondetection shrink item.
4th - bestow curse, suppress lesser (BoEM III), ice storm, roses of life (BoEM III).
5th - dream, lesser ironguard (FRCS), phantom foil (BoEM II), sending.
6th - call of the sapphire (BoEM II), dhulark’s glasstrike (MaoF), guards and wards.
7th – control weather, summon shimmering swarm (from MM III), window to elsewhere (BoEM III).
8th – antipathy, sympathy.
9th – doorway to elsewhere (BoEM III).


Equipment

Animated pennywhistle (BoEM III) – 600gp
Ring of Marking (Materia Magica) – 2,000gp
Rod of Seeking (Materia Magica) – 19,800gp
+1 frost dagger (Icicle) – 8,302gp
Bracelets of armor +2 – 4,000gp
Stone of Alarm – 2,700gp
Stone Horse – 10,000gp
6 bottles of unguent of timelessness – 600gp
Torc of resistance +1 – 1,000gp

Appearance: Freya is a small frost fairy, translucent and seemingly no more substantial than an icicle. Her clothes are her long hair, and she wears jewelry that glimmers like frost in the sun.

Personality: Freya is a devoted elder fairy, always looking out for the welfare of the house of Nocane. She is willing to travel with them to aid them, and often acts as the “fairy godmother” by aiding them with spells or lending them use of her magical items in order to complete their quests. Her stone horse, for example, is a statue in the family garden, but to those members of the family that need it, she will animate it for them. For those areas of the garden that contain fairy magic, she will use her spells to ward off servant and family members, keeping them from disturbing what should not be disturbed. She is much more likely to incapacitate that harm an intruder, and more likely to aid a member of her family against evil than take direct action.

Background: Freya is the cousin of one of the fey that caused the human Nocane family to carry fairy blood in their veins. At the urging of her cousin, and on her own conscience, she willingly took up the mantle of protector of the Nocane family. She is the one that helps and guides all those younger guardians that come to the Nocane gardens.
 
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Steve Gorak

Adventurer
Tuk
Male Frost Fairy level 10

Diminutive Fey
Alignment: Neutral Good
Chosen Family:
Hair: Shimmering White
Eyes: Dark Blue
Age: 83

Str: 6 (-2) [4 points, -6 racial]
Dex: 20 (+5) [6 points, +6 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 18 (+4) [6 points, +4 racial]
Wis: 20 (+5) [6 points, +6 racial]
Cha: 26 (+7) [10 points, +2 level, +6 racial, +2 cloak]

Class and Racial Abilities:
-6 Str, +6 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha, Darkvision 60 ft., Low light vision, SR 14, DR 5/cold iron, Can cast spells as an 8th level sorcerer, Empower Spell as bonus feat, Can use improved invisibility at will against those who are not pure of heart., Summon elder spirit - 1/week a fairy can call an elder spirit of their race to help them by providing knowledge. This acts as a commune spell, Child of Nature (Ex) - continually under endure elements, Frost - Can rebuke fire spirits as a cleric 3/day, and extinguish small fires (no larger than a camp fire) 3/day. Can cause frost at will (as ray of frost).

Hit Dice: 10d8 +10
HP: 72
AC: 35 (+5 Dex, +4 size, +2 shield (ring of force shield), +2 (ring of protection), +2 (amulet of nat. armor), +10 persistent gird the warrior spell (cast every morning, 8th level slot)
Init: +5 (+5 Dex)
Speed: 30ft., fly 90ft. (good)

Saves:
Fortitude +5 [+4 base, +1 Con]
Reflex +13 [+8 base, +5 Dex]
Will +13 [+8 base, +5 Wis]

BAB: +7/+2
Melee Atk:
Ranged Atk:

Skills:
Skillpoints: 120 Bluff : + 20 [ 13 Ranks + 7 (Cha) ]
Diplomacy : + 26 [ 13 Ranks + 7 (Cha) + 2 Bluff synergy + 2 sense motive synergy + 2 Knowledge (nobility and royalty) synergy ]
Handle animal : + 12 [ 5 Ranks + 7 (Cha) ]
Hide : + 26 [ 5 Ranks + 5 (Dex) + 16 size ]
Knowledge (dungeoneering) : + 9 [ 5 Ranks + 4 (Int) ]
Knowledge (nobility and royalty), : + 9 [ 5 Ranks + 4 (Int) ]
Knowledge (nature) : + 11 [ 5 Ranks + 4 (Int) + 2 Survival synergy ]
Knowledge (geography) : + 9 [ 5 Ranks + 4 (Int) ]
Move silently : + 18 [ 13 Ranks + 5 (Dex) ]
Ride : + 17 [ 10 Ranks + 5 (Dex) + 2 Handle animal synergy ]
Sense motive : + 18 [ 13 Ranks + 5 (Wis) ]
Spot : + 18 [ 13 Ranks + 5 (Wis) ]
Survival : + 12 [ 5 Ranks + 5 (Wis) + 2 Knowledge nature (aboveground) and dungeoneering (underground) synergy + 2 bonus from getting lost (knowledge gography) ]
Tumble : + 15 [ 10 Ranks + 5 (Dex) ]


Feats:
Empower spell (Racial)
Eschew materials (1st level)
silent spell (3rd level)
Extend spell (6th level)
Persistent spell (9th level) (FR campaign setting)

Languages: Common, Sylvan

Spells Prepared
Axtual slots: 6/7/8/7/6/7/7/6/3/3
Max slots: 6/8/8/7/7/7/7/6/5/3

Spells cast: Detect magic (1), circle binding (4), persistent thunderlance (8), persistent circle binding (8)


Save DC +7
0th - Comrades’ Trail (BOEMIII p34), Minor Ward (BOEMI p18), detect magic, read magic, light, ghost sounds, mage hand, mending, message
1st - Blast of Cold (BOEMIII), Unseen Servant, Comprehend Languages, Detect Secret Doors, feather fall
2nd - web, Mirror Image, minor image, resist energy, power craft (BoEM III)
3rd - Induce Vulnerability (BOEMIII p75), Major Image, Slow, Blindsight (FR magic of faerun p 82)
4th - Circle of Binding (BOEMIII p75), Gird the Warrior (BOEMIII p23), Thunderlance (FR campaign setting p. 75), ice storm
5th - Hold Monster, Telekinesis, Cone of Cold, wall of stone
6th - Oroster’s Revenge (BOEMIII p24), Dispel Magic Greater, Freezing Sphere
7th – Teleport- Greater, Scrying, greater, Summon monster VII
8th – Polymorph any object, Charm Monster, Mass
9th – Summon monster IX


Equipment:
Wand of charm animals 750 gp
Wand of Cure serious wounds 11250 gp
Boots of levitation 7500 gp
Cloak of Charisma +2 4000 gp
Protection +2 8000 gp
Force shield 8500 gp
Amulet of natural armor +2 8000 gp
Crown of the mage (as hand of the mage) 900 gp
2 blue gems (50 gp ea) 100 gp

Money
0 gp

Appearance:
Tuk has long whit hair that always seems to be moving in the wind. He has pale white skin.
He is usually seen with a white plate armor that seems to be made of solid ice (persistent gird the warrior spell cast every morning), and a pale blue cape.


Personality:
Tuk is very outgoing, and has a knack for convincing people. He is also very confident, knowing that if he doesn't get his way, he has the powers to convince.

Background:
Tuk was born in a small elven kingdom. He spent his youth fraternizing with elves and other creatures of the forest. The elves decided to leave to a far away land, and even though they urged him to come, he decided to stay. He then had a streak of wanderlust, and traveled the land. His powers grew very quickly and when he returned home, he learned that the future of the feys rested in the hands of a few families in another land, far away. He learned that one such family was actually his kin, and decided to go and protect them.
 
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hafrogman

Adventurer
Gus, who is fun!

Gus

Male Mushroom level 10
Diminutive Fey
Alignment: Chaotic Good
Chosen Family: Rashaan
Hair: hair? Cap: red
Eyes: eyes? Body: white
Age: only as old as he feels

Str: 8 (-1) [0 points]
Dex: 12 (+1) [0 points, +4 racial]
Con: [22] (+6) [13 points, +2 racial +1 level +2 amulet]
Int: 14 (+2) [6 points]
Wis: 22 (+6) [13 points, +4 racial +1 level]
Cha: 16 (+3) [6 points, +2 racial]

Class and Racial Abilities:
+4 Dex, +2 Con, +4 Wis, +2 Cha
Can use improved invisibility at will against those who are not pure of heart.
Fey
Speed 20 ft.
Darkvision 60 ft.
Can create potions as if they had the Brew Potion feat, for any spell up to 4th level. Don't need to spend gold to do so. The potions are actually little mushrooms that one eats to get the effect.
Can produce spores that have any of the the following effects - cause hallucinations as per the major image effect, cause a sanctuary effect, and/or cause a discern lies effect.
Can cast spells as an 18th level cleric.

Hit Dice: 10d8 +60
HP: 122
AC: 16 (+1 Dex, +4 size +1 deflection)
Init: +1 (+1 Dex)
Speed: 20ft

Saves:
Fortitude +14 [+7 base, +6 Con +1 luck]
Reflex +5 [+3 base, +1 Dex +1 luck]
Will +14 [+7 base, +6 Wis +1 luck]

BAB: +7/+2
Melee Atk: +6/+1
Ranged Atk: +8/+3

Skills:

Appraise +9/6
Balance +13/7
Climb +7/7
Concentration +15/8
Escape Artist +16/6
Heal +13/6 (+2 10 times)
Hide +10/6
Jump +5/7
Knowledge (Arcana) +9/6
Knowledge (Local) +9/6
Knowledge (Nature) +11/6
Listen +16/7
Move Silently +10/6
Open Lock +12/6
Sense Motive +13/6
Sleight of Hand +8/6
Spellcraft +13/8
Spot +16/7
Survival +13/6 (+2 above ground)
Tumble +13/7


Feats:

Brew Potion (racial bonus)
Agile (1st level)
Acrobatic (3rd level)
Alertness (6th level)
Stealthy (9th level)

Languages: Common, Draconic, Sylvan


Spells:

Spells as 18th level Cleric

Domains:

Protection (ward 1/day; +18 resistance to next saving throw within 1 hour)
Healing (+1 caster level for healing spells)

level 0/1/2/3/4/5/6/7/8/9

spells 6/8/8/7/7/6/6/4/4/3

DC: 16 + spell level

0: Create Water, Cure Minor Wounds, Detect Magic (x2), Light, Purify Food and Drink
1: Cause Fear, Command, Cure Light Wounds (x2), Entropic Shield, Obscuring Mist (x2), Shield of Faith
2: Cure Moderate Wounds (x3), Delay Poison, Hold Person (x2), Make Whole, Status
3: Bestow Curse, Create Food and Water, Cure Serious Wounds (x2), Invisibility Purge, Protection from Energy, Stone Shape
4: Air Walk, Cure Critical Wounds (x2), Neutralize Poison, Repel Vermin, Sending, Tongues
5: Break Enchantment, Greater Command, Insect Plague, Spell Resistance, True Seeing, Wall of Stone
6: Greater Dispel Magic (x2), Find the Path, Geas/Quest, Heal, Heroes' Feast
7: Holy Word, Regenerate, Repulsion (x2)
8: Discern Location, Earthquake, Holy Aura, Mind Blank
9: Etherealness, Mass Heal (x2)


Equipment:

Spicy Mushroom Soup [as elixir of fire breath] [3] (3,300 gp)
Salve of Slipperyness [3] (3,000 gp)
Elemental Gem [Earth] (2250 gp)
Diamond [for raise dead] (5,000 gp)

Amulet of Health +2 (4,000 gp)
Luckstone (20,000 gp)
Ring of Protection +1 (2,000 gp)

Vest of Escape (5,200 gp)
Healer's Kit (50 gp)
Reliquary [Holy Aura Focus] (500 gp)

Random assortment of "borrowed" human objects
thimbles, needles, scraps of cloth, bent silverware,
broken crockery, a child's old shoe, a quill, rusted tools,
costume jewelry, string, candles etc.

A small assortment of human coins
(some of the larger ones used as furniture)
(and the smaller change used to place in the way of small children deserving of a treat)

Mushroom Patch

at any time gus can be assumed to have a variety of magical mushrooms growing in his patch

Cure Critical Wounds
Neutralize Poison
Water Breathing
Remove Disease
Remove Curse
Protection from Energy
Bear's Endurance
Bull's Strength
Eagle's Splendor
Owl's Wisdom
Endure Elements



Appearance:

Gus is smaller than other all the other mushroom spirits, but still takes after them in appearance. When standing still he looks like a miniature red capped toadstool, with a white body. When moving he's a tiny little person with a wide brimmed red hat.

Personality:

Gus may be smaller than the other mushrooms, but he's never let that stop him. He may be weak and clumsy compared to his cousins, but he is possessed of an indominatable spirit. He is always full of optimism and inner strength. He is also insatiable curious, about a great many things, but especially about these strange creatures called "humans". He often goes onto expeditions into the family home, exploring the gigantic world. He often "borrows" things lost or discarded by the people, and decorates his home with these found objects.

Background:

Gus is the youngest of the mushrooms in addition to being the smallest, but he has still been living in the same place for countless ages. He spent his younger years with the garden's other mushroom spirits, but eventually set off to his own little corner of the garden. He lives in a small hollow in the ground, and tends a mushroom patch most of his days. There he grows a variety of little fungus, some "doctored" with spells. He tries to steer his family to eating these enchanted mushrooms in order to protect them against the various diseases, posions and nasties floating around the human world. If he isn't gardening in his patch then he's out exploring. Either crusing the garden, or tempting fate and sneaking into the house.
 
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Lady Shatterstone

First Post
Oribella: Autumn Fairy/Female

Oribella
Female Autumn Fairy level 10
Diminutive Fey
Alignment: Neutral Good
Chosen Family: Goldbloom
Hair: Deep Orange-red
Eyes: Golden
Age: A Guardianship away from Elder. (5 millennia)

Str: 4 (-3) [2 points, -6 racial]
Dex: 20 (+5) [6 points, +6 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 18 (+4) [6 points, +4 racial]
Wis: 21 (+5) [8 points, +6 racial]
Cha: 28 (+9) [10 points, +6 racial, +2 ability, +4 Enchantment]

Class and Racial Abilities:
-6 Str, +6 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha, Darkvision 60 ft., Low light vision, SR 14, DR 5/cold iron, Can cast spells as an 8th level sorcerer, Empower Spell as bonus feat, Can use improved invisibility at will against those who are not pure of heart., Summon elder spirit - 1/week a fairy can call an elder spirit of their race to help them by providing knowledge. This acts as a commune spell, Child of Nature (Ex) - continually under endure elements, Autumn - Can rebuke plants and magically controlled plants 5/day as a cleric. Can send plants into dormancy at will (though usually only do this the cycles, or on the advice of elder spirits.)

Hit Dice: 10d8
HP: 62
AC: 21 (+5 Dex, +4 size, +2 Bracers)
Init: +5 (+5 Dex)
Speed: 30ft., fly 90ft. (good)

Saves:
Fortitude +8 [+7 base, +1 Con,]
Reflex +8 [+3 base, +5 Dex,]
Will +12 [+7 base, +5 Wis,]

BAB: +7/+2
Melee Atk: +4/-1 (1d4-2 /19-20/x2/P, +1 dagger)
Ranged Atk: +12/+7 (1d4-2+1 /19-20/x2/10 ft. range./P, +1 frost dagger)

Skills:
Bluff 14 (Cha + 9) 5
Concentration /14 (Con + 1) 13
Diplomacy /15 (Cha + 9) 6
Decipher Script /9 (Int + 4) 5
Gather Information /14 (Cha + 9) 5
Hide / 16 (Dex + 5) 11
Intimidate /14 (Cha + 9) 5
Knowledge: Arcane /17 (Int + 4) 13
Knowledge: Geography /12 (Int + 4) 8
Knowledge: History /13 (Int + 5) 8
Knowledge: Nature /17 (Int + 4) 13
Listen /13 (Wis + 5) 8
Move Silently / 16 (Dex + 5) 11
Search / 10 (Int + 4) 6
Sense Motive / 9 (Wis + 5) 4
Slight of Hand / 9 (Dex + 5) 4
Spellcraft / 17 (Int + 4) 13
Spot / 13 (Wis + 5) 8
Survival /15 (Wis + 5) 10

Feats:
Empower Spell (racial bonus)
Dreamspeaker (CBoEM) (wis. 15+)
Consume Spell (CBoEM) (caster level 3rd)
Presence (WotW) (cha.15+)
Extend Spell (9th level)

Languages: Common, Sylvan, dwarven, elven. Goblinoid, Draconic

Spells Prepared
6/9/8/8/8/8/8/8/6/4
Save DC +7
0th - dancing lights, learn heritage (CBoEM), detect magic, detect poison, flare, mental alarm, prestidigitation, read magic, comrade’s trai(CBoEM).
1st - betray the years (CBoEM), blissful sleep (CBoEM), fey storage (CBoEM), comprehend languages, blast of cold (CBoEM)).
2nd - glitterdust, gust of wind, yoke (CBoEM), legacy (CboEM), energy lash (CBoEM)
3rd - dispel magic, tongues, hold person, sleet storm.
4th - scrying, remove curse, hallucinatory terrain, circle of binding (CboEM).
5th - dream, passwall, phantom foil (CBoEM), break enchantment.
6th - call of the sapphire (CBoEM), vestorimin’s golden aura (CBoEM), guards and wards.
7th – control weather, master creature of mist (CBoEM), window to elsewhere (CBoEM).
8th – antipathy, utter thrall (CboEM).
9th – doorway to elsewhere (CboEM)).


Equipment:
Bracelets of Armor +2 – 4,000gp
Ring of Protection +1 – 2,000gp
Dagger +1 – 2,302gp
Gown of Charming – 16,000gp (cha. +4)
Blast Globes (MoF) – 8,000gp
Ice Necklace of Ulutiun (MoF) – 5,000gp
Moonfire Salve (MoF) – 2,500gp
Glass of Mist (MoF) – 9,000gp


Money: 198gp


Appearance: Oribella is a tiny blaze of autumn color. She has ankle length, deep orange-red hair that she weas down crowned with a wreath of dried brown leaves. She wears a short dress with an empire-waist trimmed with the same leaves that decorate her hair. The bodice is the same orange-red as her tresses of hair. The skirt of her dress is an array of autumn colored leaves ranging from brown to red to orange to gold. Her skin is akin to blonde maple, her arms, legs, and feet are bare. Her only jewelry is a tiny acorn on a short cord around her neck. Her wings are thin and delicate with jagged edges, which resemble dried maple leaves.

Personality:
As an autumn fairy Oribella is much like that season itself. Ranging between extremes without a moments notice. Warm and sunny, to cold and cloudy, and like the season she can be gentle or blustery. Oribella’s moods may be fickle and inconstant, but her love and loyalty are as stead as rocks. Once they have been gained they last long after a person’s death. To strangers and new comers she is a shinning place in the sun full of smiles and giggles even in her darkest of moods.
To her core Oribella is a charitable and helpful spirit. She has devoted her life and energy to the aid of plant and animal. Nothing brings Oribella more joy then using her magic for good.


Background: On the first day of autumn a late blooming orange rose was about to open its bud to the delight of little Morgan. She had been up since first light watching the rose while she tended to the garden. When the mid-morning sun was full upon the rose, Morgan stopped weeding and turned her undivided attention to the orange bud. Slowly the flower peeled back its petals one by one. As the sweet scent from the rose’s center began to perfume the air Morgan noticed a small figure curled up in the middle. She gently picked up the tiny winged creature and placed it upon her lap. As the little thing uncurled Morgan giggled with excitement. “It’s a fairy!”

The fairy stood up, stretching and looking around, as she lays eyes on her beautiful orange home gleaming in the sun she just smiles. Thinking to herself that after two thousand years she finally gets a human to care for and look after. Turning around she raises her head to look Morgan in the face, bowing low she smiles to the little girl. “Well, little on you have found me, would you like to name me as well?” the Fairy asks sweetly. Morgan places her back in the center of the blossom and lies down on her stomach to be face to face with her little golden friend. Scrunching up her features in thought the light in Morgan’s eyes gets brighter as a name comes to mind. “I will name you Oribella. It means beautiful golden child, what do you think? I think it is fitting as you have such beautiful golden brown skin.” Says a giddy Morgan. The fairy holds her arms out to inspect them in the sun light, smiling she nods in agreement. “Oribella it is!” Morgan giggles and claps her hands together with happiness. “Such a clever girl you are! What is the name your mother gave you, dear one?” asks the fairy. “My name is Morgan, and I am eight years old.” Replies the girl with pride. Oribella just laughs sweetly.

Morgan spends the rest of her day with the fairy upon her shoulder as she completes her chores. The girl tells Oribella everything there is to know about herself and her family. Her mother had died when Morgan was three along with the baby she was trying to deliver. Morgan is the only family of the woodcutter in this part of the forest. Oribella realizes that it will be her purpose to befriend and help protect this darling child. When the woodcutter returned home at Sunset his daughter told him of her day and all about Oribella. He smiled at his pride and joy telling her that a fairy was a wonderful friend to have. “She will always be around and will always love you. Treat her with kindness, respect, and love and she will help keep you safe and happy within her power. You are a lucky girl, my little love.” He tells her.

Many happy years passed, and as Morgan grew older so did her father. One autumn the time came for the gentle woodcutter to begin his endless sleep. Oribella helped ease him into his next passage of time, as she did so she and Morgan wished his spirit well and both the young woman and sprite grieved deeply. A few more autumns had passed when Morgan took ill. Oribella did all she could, but it was a strange illness, unlike anything she had seen before. Though Morgan was still young she faced the illness without fear. With complete faith in her dear fairy Morgan thought back on the past seventeen years. Wonderful years full of love and laughter, playing games of chase with the forest creatures, watching Oribella help the season turn full of color, and so many more beautiful thoughts to ease her mind.

Another full turn of the seasons had passed, it was autumn again and Morgan was fading fast. On the first day of the season Morgan called Oribella to her bedside and in wake voice asked the unthinkable. “Sweet, sweet Ori, please help ease the pain. I know you can.” Morgan pleaded. Unsure of herself Oribella called upon the elder spirits for guidance. They told her the protection and well being of the young lady was up to her. After a days time and many arguments within her Oribella did what was asked of her. With a heavy heart and the aid of the elder spirits she sent Morgan to her endless sleep to be reunited with her mother, father, and the baby sibling.

Three thousand years have passed since Oribella parted with the woodcutter family. During those long years she has spent lifetimes with a few different families always budding from an orange rose on the first day of autumn. All her families were dear to her but none so much the first one she was sent to. She has now set out again to spread her autumn magic and search for a new place to belong. She desires to spend time among other immortals again. She hasn’t the heart to watch another family slip from existence and she feels she can do the most good traveling the world over. In her travels Oribella searches for fairy glades, mushroom ring, and sparkling ponds, any sign of an abundance of magic. She happens upon a garden radiating magic, so she decides to make her new home within the mystical place.
 
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Ashy

First Post
Grouse Hedgenettle
Male Thistle level 10
Diminutive Fey
Alignment: Neutral Good
Chosen Family: Rashaan
Hair: Purple
Eyes: Dark Blue
Age: Elder

Str: 12 (+1) [2 points, +2 racial]
Dex: 18 (+4) [6 points, +4 racial]
Con: 19 (+5) [5 points, +4 racial]
Int: 12 (+1) [4 points]
Wis: 13 (+1) [5 points]
Cha: 20 (+5) [16 points, +2 racial]

Class and Racial Abilities:
+2 Str, +4 Dex, +4 Con, +2 Cha, Low-light vision, Can use improved invisibility at will against those who are not pure of heart, Can cast spells as an 8th level bard, Can use dances to cause the effects of bardic music (and vituoso performances from Song and Silence). As an 8th level bard, they can produce the effects of countersong, fascinate, inspire courage, inspire competence, suggestion, song of freedom, mass suggestion, calumny, jarring song, mindbending melody, greater calumny, magical melody, or revealing melody. These dances bring their own music with them, with no need for instruments or players. Despite the fact that this level is lower than necessary for some of the effects, they can do them anyway. This simply allows them 8 uses per day and helps determine the strength of the effects.

Hit Dice: 10d8 +50
HP: 62
AC: 18 (+4 Dex, +4 size)
Init: +4 (+4 Dex)
Speed: 30ft.

Saves:
Fortitude +10 [+4 base, +5 Con, +1 from torc]
Reflex +9 [+4 base, +4 Dex, +1 from torc]
Will +10 [+8 base, +1 Wis, +1 from torc]

BAB: +7/+2
Melee Atk: +8/+3 (1d4-2+1d6 frost/19-20/x2/P, Icicle, +1 frost dagger)
Ranged Atk: +11/+6 (1d4-2+1d6 frost/19-20/x2/10 ft. range./P, Icicle, +1 frost dagger)

Skills:
Hide +34 [13 Ranks, +5 Dex, +16 size]
Knowledge (arcana) +14 [13 ranks, +1 Int]
Knowledge (nature) +14 [13 ranks, +1 Int]
Move Silently +18 [13 ranks, +5 Dex]
Perform (dance) +18 [13 ranks, +5 Cha]
Spellcraft +16 [13 ranks, +1 Int, +2 synergy from Knowledge (arcana)]
Survival +14 [13 ranks, +1 Wis]

Feats:
1st level - Spell Focus (enchantment)
3rd level - Greater Spell Focus (enchantment)
6th level - Lace Spell: Resistance (BoEM II)
9th level - Green Ear (S&S)

Languages: Common, Sylvan

Spells Known/Spell Slots per Day
4/6/5/5/5/4/2
Save DC +5
0th -6 detect magic, ghost sound, keep dry (BoEM III), keep fresh (BoEM III), mage hand, percussion (S&S).
1st -5 alarm, ambient song (S&S) betray the years (BoEM III), blissful sleep (BoEM III), cure light wounds.
2nd -5 calm emotions, daze monster, delay poison, locate object, whispering wind.
3rd -5 blissful slumber (S&S), daylight, lesser geas, dispel magic, speak with animals.
4th -4 break enchantment, follow the leader (S&S), listening coin (S&S), Leomund’s tiny hut.
5th -4 dream, mind fog, mirage arcane, shadow walk.
6th -3 animate objects, mass charm monster, find the path.


Equipment:

Stalwart eye (A&E) – 10,000gp
Belt of resistance +1 – 1,000gp
5 doses of pixie dust (A&E) – 5,400gp
3 jars of Keoghtom’s ointment – 12,000gp
Rod of wonder – 12,000gp (using the far more amusing table from Enclyclopedia Magica)
Deck of illusions – 8,100gp
Elixir of truth – 500gp

Appearance: Grouse is a very old thistle, and his appearance is both hoary and prickly at the same time. When standing still and trying to hide from the "big'uns", he looks like little more than a old, dried thistle plant with most of his purple tufts missing, scattered about, or hung upon his many barbs. When moving about, he looks like an old, withered and weathered man with craggy, sharp features, a balding head (frilled with purplish tufts of downy hair). His fingers, toes, nose, chin and the tips of his ears are very long and sharpen and darken into dangerous looking barbs, but there is a measure of grandfatherly tenderness hidden deep within his dark blue eyes that even he, in his worst of moods, cannot quench. He wears nothing save an old pair of sand-colored and horribly battered overalls.

Personality: Much like his physical appearance, Grouse's attitude is an unusual mixture of course sarcasm, biting satire, and cuddly grandpa. He is just as inclined to "give ya a whuppin'" as he is to "put ya on his knee and spin ya a yarn" - while he might seem unpredictable from moment to moment, his overall attitude is as predictable as the seasons. It does not seem that he will be changing that anytime soon, as it has served him well for generations...

Background: Grouse has simply always been... He has never been one much for exploring, adventuring, or even socializing; generally, he speaks only when spoken to (unless he is running off "a pasle of whipper-snappers" with a stick) and yet he is considered a source of immense wisdom amongst fairies far and wide. He has always been found, for the most part, in the same manner that he can be found today, puttering around his "garden", complaining that nothing ever grows properly (but then again, he never plants anything either...)
 
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Mimic

First Post
This is all that I can get done for right now.

Sky
Male Dawn Fairy level 10
Diminutive Fey
Alignment: Neutral Good
Chosen Family: Rashaan
Hair: Shimmering White
Eyes: Sky Blue
Age: Elder

Str: 6 (-2) [4 points, -6 racial]
Dex: 23 (+6) [6 points, +6 racial, +1 level, +2 gauntlets]
Con: 12 (+1) [6 points, -2 racial]
Int: 19 (+4) [8 points, +4 racial]
Wis: 20 (+5) [6 points, +6 racial]
Cha: 24 (+7) [8 points, +6 racial, +1 level, +2 cloak]

Class and Racial Abilities:
-6 Str, +6 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha, Darkvision 60 ft., Low light vision, SR 14, DR 5/cold iron, Can cast spells as an 8th level sorcerer, Empower Spell as bonus feat, Can use improved invisibility at will against those who are not pure of heart., Summon elder spirit - 1/week a fairy can call an elder spirit of their race to help them by providing knowledge. This acts as a commune spell, Child of Nature (Ex) - continually under endure elements, Dawn -Can awake creatures from natural sleep or give creatures a +4 save on saving throws versus a magical sleep at will. -Can cause dew at will (as the dampen variety of prestidigitation).

Hit Dice: 10d8 +10
HP: 72
AC: 21 (+5 Dex, +4 size, +2 Bracelets)
Init: +5 (+5 Dex)
Speed: 30ft., fly 90ft. (good)

Saves:
Fortitude +10 [+8 base, +1 con, +1 torc]
Reflex +10 [+4 base, +5 dex, +1 torc]
Will +14 [+8 base, +5 wis, +1 torc]

BAB: +7/+2

Skills:
Concentrate +6 [+5 ranks, +1 con]
Decipher script +9 [+5 ranks, +4 int]
Diplomacy +14 [+10 rank, +4 int]
Escape artist +11 [+5 rank, +6 dex]
Gather information +12 [+5 rank, +7 cha]
Hide +16 [+16 racial bonus]
Knowledge: arcana +14 [+10 rank, +4 int]
Knowledge: arch & eng +9 [+5 rank, +4 int]
Knowledge: dungeoneering +9 [+5 rank, +4 int]
Knowledge: geography +9 [+5 rank, +4 int]
Knowledge: local +9 [+5 rank, +4 int]
knowledge: nature +9 [+10 rank, +4 int]
Knowledge: planes +9 [+5 rank, +4 int]
listen: +10 [+5 rank, +5 wis]
Move silent +11 [+5 rank, +6 dex]
Search +9 [+5 rank, +4 int]
Sense motive +10 [+5 rank, +5 wis]
Spell craft +14 [+10 rank, +4 int]
spot +15 [+10 rank, +5 wis]
survival +10 [+5 rank, +5 wis]

Feats:
Empower Spell (racial bonus)
Silent spell (level 1)
Spell focus: Illusion (level 3)
Mirror Sight (level 6)(Boem)
Combat casting (level 9)

Languages: Common, Sylvan, Elven, Draconic, Celestial

Spells Known and Spell Slots Per Day
6/8/8/8/7/7/7/7/5/3
Save DC +7
0th - Acid Splash, Dancing Lights, Daze, Detect Magic, Disrupt Undead, Flare, Light, Ray of Frost, Read Magic
1st - Color Spray, Mage Armor, Magic Missile, Obscuring Mist, Ray of Enfeeblement
2nd - Hypnotic Pattern, Locate Object, Mirror Image, Scorching Ray, Web
3rd - Lightning Bolt, Phantom Steed, Suggestion, Vampiric Touch
4th - Bestow Curse, Invisibility, Greater, Remove Curse, Stoneskin
5th - Cone of Cold, Mordenkainen's Private Sanctum, Sending, Teleport
6th - Disintegrate, Mislead, Undeath to Death
7th – Mordenkainen's Sword, Reverse Gravity Spell Turning,
8th – Screen, Sunburst
9th – Bigby's Crushing Hand

Equipment
Ioun stone - clear 4,000 (sustains a creature without food or water)
Heward's Handy Haversack 2,000
Gloves of dexerity +2 4,000
Bracelets of Armor +2 4,000
Torc of resistance +1 1,000
Cloak of Charisma +2 4,000
Ring of Wizardly (lvl 1) 20,000
Circelet of Blasting 6,480
Broach of shielding 1,500
Ring of clusiness (cursed) 500
Gauntlets of Fumbling (cursed) 1,300
Various other shiny trinkets, shiny objects that could be used as mirrors and assorted semi-precious gems (total cost = 220)

Appearance:

Personality:

Background:
 
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Dalamar

Adventurer
Puck
Male Flower level 10

Diminutive Fey
Alignment: Neutral
Chosen Family: Nocane
Hair: Orange flower bud
Eyes: Black with large glints
Age: Young

Str: 4 (-3) [4 points, -8 racial]
Dex: 20 (+5) [4 points, +8 racial]
Con: 14 (+2) [4 points, +2 racial]
Int: 14 (+2) [2 points, +4 racial]
Wis: 24 (+7) [16 points, +4 racial, +2 level]
Cha: 21 (+5) [8 points, +8 racial]

Class and Racial Abilities:
-8 Str, +8 Dex, +2 Con, +4 Int, +8 Cha; Sleep and lullaby at will, deep slumber 3/day; Fey; Low-light vision; Control plants 3/day, Charm plants at will (in the fairy tale world, darn near everything talks. This spell-like ability gives a +10 to Diplomacy checks for 10 minutes); Can cast spells like an 18th level druid; Can use improved invisibility at will against those who are not pure of heart. Child of Nature (continually under an effect similar to endure elements

Hit Dice: 10d8+20
HP: 82
AC: 19 (+5 Dex, +4 size)
Init: +5 (+5 Dex)
Speed: 30ft.

Saves:
Fortitude +9 [+7 base, +2 Con]
Reflex +11 [+7 base, +5 Dex]
Will +10 [+3 base, +7 Wis]

BAB: +7/+2
Melee Atk: No melee attack
Ranged Atk: +12/+7 (1-2+1d6 frost/19-20/x2/10 ft. range./P, Seed-Thrower, +1 [prolly some ability] sling)

Skills: 130 skill points to spend

Feats:
Somebody have good suggestions for feats?

Languages: Common, Sylvan, Terran

Spells Normally Prepared Suggestions taken
6/7/7/7/6/5/5/4/4/2
Save DC +7
0th - Create Water (3), Cure Minor Wounds, Detect Magic (2)
1st - Entangle (3), Faeria Fire (2), Pass Without Trace, Produce Flame
2nd - Barkskin, Lesser Restoration, Soften Earth and Stone (2), Summon Swarm, Wood Shape (2)
3rd - Diminish Plants (2), Plant Growth (2), Spike Growth (2), Waterbreathing
4th - Antiplant Shell, Dispel Magic (2), Repel Vermin, Scrying (2)
5th - Commune with Nature, Transmute Mud to Rock, Transmute Rock to Mud, Treestride (2)
6th - Find the Path, Liveoak, Move Earth, Repel Wood, Stone Tell
7th – Animate Plants, Control Weather, Sunbeam, Transmute Metal to Wood
8th – Animal Shapes, Earthquake, Sunburts (2)
9th – Storm of Vengeance, Sympathy


Equipment
Work in progress

Appearance: Like a flower ;)

Personality: If you know Puck from the Berserk manga, you've got a pretty good understanding. For others, the explanation is forthcoming

Background: Working on it...
 

Seonaid

Explorer
Freyja

Freyja
Female Frost Fairy level 10

Diminutive Fey
Alignment: Neutral Good
Chosen Family: Rashaan
Hair: Shimmering White
Eyes: Dark Blue
Age: Younger than old, older than young

Str: 4 (-3) [2 points, -6 racial]
Dex: 20 (+5) [6 points, +6 racial]
Con: 12 (+1) [5 points, -2 racial, +1 level]
Int: 16 (+3) [4 points, +4 racial]
Wis: 20 (+5) [5 points, +6 racial, +1 level]
Cha: 26 (+8) [16 points, +6 racial, +2 cloak]

Class and Racial Abilities:
-6 Str, +6 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha
Darkvision 60 ft.
Low light vision
SR 14
DR 5/cold iron
Can cast spells as an 8th level sorcerer
Empower Spell as bonus feat
Can use improved invisibility at will against those who are not pure of heart.
Summon elder spirit - 1/week a fairy can call an elder spirit of their race to help them by providing knowledge. This acts as a commune spell.
Child of Nature (Ex) - continually under endure elements
Frost - Can rebuke fire spirits as a cleric 3/day, and extinguish small fires (no larger than a camp fire) 3/day
Can cause frost at will (as ray of frost).

Hit Dice: 10d8+10
HP: 72
AC: 21 (+5 Dex, +4 size, +2 amulet)
Init: +5 (+5 Dex)
Speed: 30 ft., fly 90 ft. (good)

Saves:
Fortitude +7 [+3 base, +1 Con, +3 from torc]
Reflex +15 [+7 base, +5 Dex, +3from torc]
Will +14 [+7 base, +4 Wis, +3 from torc]

BAB: +7/+2
Melee Atk: +8/+3 (1-2+1d6 frost/19-20/x2/P, Icicle, +1 frost dagger)
Ranged Atk: +16/+11 (1-2+1d6 frost/19-20/x2/10 ft. range./P, Icicle, +1 frost dagger)

Skills:
Concentration +6 [5 ranks, +1 Con]
Hide +21 [+5 Dex, +16 size]
Knowledge (arcana) +19 [13 ranks, +5 Int, +1 Education]
Knowledge (architecture and engineering) +16 [10 ranks, +5 Int, +1 Education]
Knowledge (geography) +10 [5 ranks, +5 Int]
Knowledge (history) +8 [3 ranks, +5 Int]
Knowledge (nature) +17 [12 ranks, +5 Int]
Knowledge (the planes) +15 [10 ranks, +5 Int]
Move silently +18 [13 Ranks, +5 Dex]
Sense motive +18 [13 Ranks, +5 Wis]
Spellcraft +20 [13 ranks, +5 Int, +2 synergy from Knowledge (arcana)]
Spot +18 [13 Ranks, +5 Wis]

Feats:
Empower Spell (racial bonus)
Eschew materials (1st level)
silent spell (3rd level)
Extend spell (6th level)
Still Spell (9th level)

Languages: Common, Sylvan

Spells Known and Spell Slots Per Day
6/8/8/8/8/7/7/7/6/3
Save DC +7
0th - dancing lights, light, detect magic, detect poison, flare, prestidigitation, read magic, ghost sounds, mage hand
1st - Unseen Servant, Detect Secret Doors, feather fall, comprehend languages, Ventriloquism
2nd - detect thoughts, web, Mirror Image, minor image, see invisibility
3rd - dispel magic, major image, nondetection, shrink item
4th - bestow curse, ice storm, Detect Scrying, Wall of Ice
5th - dream, sending, Telekinesis, Cone of Cold
6th - guards and wards, Greater Dispel Magic, Freezing Sphere
7th – control weather, Greater Teleport, Greater Scrying
8th – antipathy, sympathy
9th – Summon monster IX

Equipment

+1 frost dagger (Icicle) – 8,302gp
Stone of Alarm – 2,700gp
6 bottles of unguent of timelessness – 900gp
Torc of resistance +3 – 16,000gp
Boots of levitation – 7500 gp
Cloak of Charisma +2 – 4000 gp
Amulet of natural armor +2 – 8000 gp
(1598 gp left)

Appearance: Freyja shimmers as ice struck by sunlight. Her hair and skin color shift frequently with her moods and the weather. In general, her hair is white and falls to her buttocks. Her skin is tinted pale, pale blue--almost so faint that it is impossible to tell. She has large blue eyes which help promote her impression of innocence and naivete. She often wears nothing but has been known to hastily don "natural" clothing (the sort woven of fallen leaves and ice crystals) when necessary.

Personality: Freyja is polite to a fault but obeys her own internal code. She is not above playing pranks for fun or spite, but she generally sulks if they are not received as intended or if she is the butt of a joke herself. She can be cold and aloof, but when she pledges herself to a person or cause, she is steadfast in her loyalty.

Background: Freyja is kin to the Rashaan, being a (much younger) cousin of one who propagated the Rashaan line. In her young adulthood, she spent a good deal of time exploring the worlds she could access. She assumed the role of guardian after wanderlust left her. Guardianship suits her much better, she finds, and looks forward to holding the job for some time to come.
 
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Prof Yeti

First Post
Aurus the Dawn Fairy

Aurus
Male Dawn Fairy level 10
Diminutive Fey
Alignment: Neutral Good
Chosen Family: Rashaan
Hair: Blonde
Eyes: Golden
Age: Immortal (Young – Relatively Speaking)

Str: 6 (-2) [4 points, -6 racial]
Dex: 20 (+5) [6 points, +6 racial]
Con: 12 (+1) [6 points, -2 racial]
Int: 18 (+4) [6 points, +4 racial]
Wis: 20 (+5) [6 points, +6 racial]
Cha: 24 (+7) [10 points, +6 racial, +2 Level]

Class and Racial Abilities:-6 Str, +6 Dex, -2 Con, +4 Int, +6 Wis, +6 Cha
Darkvision 60 ft.
Low light vision
SR 14
DR 5/cold iron
Can cast spells as an 8th level sorcerer
Empower Spell as bonus feat
Can use improved invisibility at will against those who are not pure of heart.
Summon elder spirit - 1/week a fairy can call an elder spirit of their race to help them by providing knowledge. This acts as a commune spell.
Child of Nature (Ex) - continually under endure elements
Dawn - Can awake creatures from natural sleep or give creatures a +4 save on saving throws versus a magical sleep at will.
Cast Dew – at will (as the dampen variety of prestidigitation).

Hit Dice: 10d8+10 (8,6,6,6,6,6,6,6,6,6 + 10 Con)
HP: 72
AC: 22 (+5 Dex, +4 size, +3 Bracelet)
Init: +5 (+5 Dex)
Speed: 30 ft., fly 90 ft. (good)

Saves:
Fortitude +7 [+3 base, +1 Con]
Reflex +15 [+7 base, +5 Dex]
Will +14 [+7 base, +5 Wis]

BAB: +7/+2
Melee Atk: +12/ +7 Dagger (+1 Flaming/Return) [1d4-2 +1d6 Flame/ 19-20x2]
Ranged Atk: +12/ +7 Dagger (+1 Flaming/Return) [1d4-2 +1d6 Flame/ 19-20x2]

Skills:
Concentration + 13 [12 Ranks, +1 Con]
Diplomacy +17 [10 Ranks, +7 Cha]
Hide +34 [13 Ranks, +5 Dex, +16 Racial]
Knowledge (Arcana) +17 [13 Ranks, +4 Int]
Knowledge (Geography) +12 [8 Ranks, +4 Int]
Knowledge (History) +13 [9 Ranks, +4 Int]
Knowledge (Nature) +13 [9 Ranks, +4 Int]
Listen +18 [13 Ranks, +5 Wis]
Move Silently +18 [13 Ranks, +5 Dex]
Search +17 [13 Ranks, +4 Int]
Sense Motive +15 [10 Ranks, +5 Wis]
Spellcraft +14 [10 Ranks, +4 Int]
Spot +18 [13 Ranks, +5 Wis]
Survival +15 [10 Ranks, +5 Wis]

Feats:
Empower Spell (racial bonus)
Eschew Materials (1st level)
Weapon Finesse (3rd level)
Silent Spell (6th level)
Still Spell (9th level)

Languages: Common, Sylvan

Save DC: Spell Lvl +7
Spell Per Day: 6/8/8/8/7/7/7/7/5/3
Spells Known
0th – Dancing Lights, Detect Magic, Detect Poison, Flare, Ghost Sounds, Light, Mage Hand, Prestidigitation, Read magic
1st – Endure Elements, Feather Fall, Magic Missile, Sleep, Comprehend Language
2nd – Detect Thoughts, Knock, Minor Image, See Invisibility, Web
3rd – Daylight, Deep Slumber, Dispel Magic, Nondetection
4th – Bestow Curse, Dimension Door, Remove Curse, Scrying
5th – Break Enchantment, Dream, Sending, Permanency
6th – Disintegrate, Guards and Wards, Greater Dispel Magic
7th – Banishment, Greater Teleport, Limited Wish
8th – Antipathy, Mind Blank
9th – Summon Monster IX

Equipment
Worn or Carried
Bracelet [of Armor +3] – 9,000 gp
Ring of Feather Fall – 2,200 gp
Brooch [of Shielding] – 1,500 gp
Necklace [of Adaptation] – 9,000gp
Dagger [+1 Flaming/ Returning] – 18,302 gp
Wand [of Magic Missiles 9th Lvl] – 6,750 gp

Containers
Bag of Pockets [as Heward’s Handy Haversack] – 2,000 gp
Money (248 Gp Remaining)

Appearance:
Aurus’ skin glows with a soft light giving off a golden aura. It increases in intensity as the sun rises in the sky, reaching its brightest as the sun crests the horizon, before returning to a soft glow. His hair is a soft golden reaching to his lower back, while his eyes are a bright yellow. Preferring to wear very little, like most fairies, Aurus seems content with a simple loincloth held by an equally simple belt. He also carries an ornate dagger and wand of ash in simple sheaths, with a small bag made of treated leather across his shoulders. A simple gold ring and necklace complete what little clothes/possessions he owns.

Personality:
Aurus tries hard to be polite and courteous at all times. Unfortunately his impulsive nature has more than once caused him problems. He loves pranks, whether giving or receiving. Normally bright and cheery he can become a terror if his people or home is threatened.

Background:
Aurus was born in a land far from his present location. He spent his time wandering the world and learning some of its secrets. Over the years he watched the human race grow and develop, becoming enraptured with their potential. So much so when his kin and most other left for other worlds Aurus decided to stay. But after a short time (fairy time), his wanderlust sated he decided to settle down. Learning from the elders that the last of the lines were in danger he quickly assumed the mantle of guardian. Finding the location of a distant relative (Rashaan), he eagerly joined with others of his kin to protect them and their connection to the land of the fae.
 

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