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<blockquote data-quote="Isida Kep'Tukari" data-source="post: 2304686" data-attributes="member: 4441"><p><strong>Death Gift</strong></p><p><strong>Female Elf Wizard 5/ Blood Magus 2</strong></p><p><strong>Alignment:</strong> Neutral </p><p><strong>Patron Deity:</strong> Undying Court</p><p><strong>Region:</strong> Lantan</p><p><strong>Height:</strong> 4' 11''</p><p><strong>Weight:</strong> 86lbs</p><p><strong>Hair:</strong> Pale Blonde</p><p><strong>Eyes:</strong> Green</p><p><strong>Age:</strong> 147</p><p><strong>XP:</strong> 24,262</p><p></p><p><strong>Str:</strong> 8 (-1) [0 points] </p><p><strong>Dex:</strong> 16 (+3) [5 points, +2 racial, +1 level]</p><p><strong>Con:</strong> 14 (+2) [6 points, -2 racial, +2 periapt] </p><p><strong>Int:</strong> 18 (+4) [10 points, +2 headband] </p><p><strong>Wis:</strong> 14 (+2) [6 points] </p><p><strong>Cha:</strong> 13 (+1) [5 points] </p><p></p><p><strong>Class and Racial Abilities:</strong></p><p>+2 Dex, -2 Con, immune to sleep spells and effects, +2 to saves versus enchantments, low-light vision, proficient with longsword, rapier, longbow, and shortbow, +2 bonus to Listen, Search, and Spot checks, can make a Search check just for passing within 5 ft. of a secret door. Arcane spells, bonus feats, familiar, proficient with club, dagger, heavy and light crossbows, and quarterstaff. Not proficient with any armor or shields. Blood component (deal 1 point of damage to raise caster level by one), durable casting (subtracts level from damage during Concentration checks), stanch (automatically stabilizes), scarification (Scribe Scroll in alternate medium).</p><p></p><p><strong>Hit Dice:</strong> 5d4 + 2d6 +14 +3 (Toughness)</p><p><strong>HP:</strong> 41</p><p><strong>AC:</strong> 13 (+3 Dex) [17 with <em>mage armor</em>, 21 with the addition of <em>shield</em>]</p><p><strong>Init:</strong> +3 (+3 Dex)</p><p><strong>Speed:</strong> 30ft </p><p></p><p><strong>Saves:</strong></p><p>Fortitude +11 [+4 base, +2 Con, +2 Great Fortitude, +2 familiar, +1 cloak]</p><p>Reflex +5 [+1 base, +3 Dex, +1 cloak]</p><p>Will +7 [+4 base, +2 Wis, +1 cloak]</p><p></p><p><strong>BAB:</strong> +3</p><p><strong>Melee Atk:</strong> +3/ (1d8-1/19-20/x2/S, MW longsword) </p><p><strong>Ranged Atk:</strong> +7 (1d8-1/x3/100 ft./P, +1 longbow)</p><p></p><p><strong>Skills:</strong></p><p>Bluff +7 [6 ranks, +1 Cha]</p><p>Concentration +12 [10 ranks, +2 Con]</p><p>Decipher Script +12 [8 ranks, +4 Int]</p><p>Knowledge (arcana) +12 [8 ranks, +4 Int]</p><p>Knowledge (history) +12 [8 ranks, +4 Int]</p><p>Listen +4 [0 ranks, +2 Wis, +2 Alertness]</p><p>Spellcraft +14 [10 ranks, +4 Int, +2 synergy from Knowledge (arcana)]</p><p>Spot +4 [0 ranks, +2, +2 Alertness]</p><p></p><p><strong>Feats:</strong></p><p>Great Fortitude (1st level)</p><p>Scribe Scroll (wizard bonus 1st level)</p><p>Toughness (3rd level)</p><p>Transdimensional Spell (ComArc) (wizard bonus 5th level)</p><p>Right of Counsel (Eberron) (6th level)</p><p></p><p><strong>Languages:</strong> Common, Elven, Draconic, Orc Gnoll, Goblin</p><p></p><p><strong>Spells Prepared</strong></p><p>Save DC +4</p><p>0th - <em>detect magic x2, ghost sound, read magic</em></p><p>1st - <em>grease, mage armor (cast), lesser orb of electricity, lesser orb of fire, shield.</em></p><p>2nd - <em>familiar pocket (cast), invisibility, glitterdust, web.</em></p><p>3rd - <em>dispel magic, resonating bolt, Transdimensional web.</em></p><p>4th - <em>burning blood, defenestrating sphere.</em></p><p> </p><p><strong>Spellbook</strong></p><p>0th - <em>acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue</em></p><p>1st - <em>alarm, expeditious retreat, feather fall, grease, mage armor, lesser orb of electricity (ComArc), lesser orb of fire (ComArc), shield</em></p><p>2nd - <em>familiar pocket, glitterdust, invisibility, web</em></p><p>3rd - <em>corpse candle (ComArc), dispel magic, fly, resonating bolt (ComArc)</em></p><p>4th - <em>burning blood (ComArc), defenestrating sphere (ComArc)</em></p><p></p><p><strong>Equipment:</strong></p><p><strong><em>+1 longbow</em></strong> – 2,375gp</p><p><strong>60 arrows</strong> – 3gp</p><p><strong>MW longsword</strong> – 315gp</p><p><strong><em>Headband of intellect +2</em></strong> – 4,000gp</p><p><strong><em>Periapt of health +2</em></strong> – 4,000gp</p><p><strong><em>Cloak of resistance +1</em></strong> - 1,000gp</p><p><strong>Scarification of <em>alarm</em>, 7th level</strong> – 87gp, 5sp, 7XP</p><p><strong>Scarification of <em>expeditious retreat, 7th level</em></strong> – 87gp, 5sp, 7XP</p><p><strong>Scarification of <em>feather fall, 7th level</em></strong> – 87gp, 5sp, 7XP</p><p><strong>Scarification of <em>corpse candle, 7th level</em></strong> – 262gp, 5sp, 21XP</p><p><strong>Scarification of <em>fly, 7th level</em></strong> – 262gp, 5sp, 21XP</p><p><strong>Scarification of <em>Transdimensional web, 7th level</em></strong> – 262gp, 5sp, 21XP</p><p><strong>Spellbook</strong> (100 pages of vellum, wooden cover with slipcase, <em>waterproof, minor elemental resistance</em>) – 2,090gp</p><p><strong>Spell component pouch</strong> – 5gp</p><p><strong>Travler’s outfit</strong> – free</p><p><strong>Belt pouch</strong> 1gp</p><p><strong>Identification papers with portrait</strong> – 5gp</p><p><em><strong>Heward's Handy Haversack</strong></em> (2,000gp)</p><p>~<strong>Scroll of <em>Transdimensional resonating bolt, 7th level</em></strong> – 350gp, 28XP</p><p>~<strong>Scroll of <em>Transdimensional resonating bolt, 7th level</em></strong> – 350gp, 28XP</p><p>~<strong>Scroll of <em>defenestrating sphere, 7th level</em></strong> – 350gp, 28XP</p><p>~<strong>Scroll of <em>burning blood, 7th level</em></strong> – 350gp, 28XP</p><p>~<strong>Scroll of <em>familiar pocket, 7th level</em></strong> – 175gp, 14XP</p><p>~<strong>Scroll of <em>invisibility, 7th level</em></strong> – 175gp, 14XP</p><p>~<strong>Scroll of <em>glitterdust, 7th level</em></strong> – 175gp, 14XP</p><p>~<strong>Bedroll</strong> 5sp</p><p>~<strong>Everburning torch</strong> 110gp</p><p>~<strong>Waterskin</strong> 1gp</p><p>~<strong>50 ft. silk rope</strong> 10gp</p><p>~<strong>Paper (10 sheets)</strong> 4gp</p><p>~<strong>Ink (two vials)</strong> 16gp</p><p>~<strong>Inkpen</strong> 1gp</p><p>~<strong>Trail rations (20 days worth)</strong> 10gp</p><p>~<strong>Scholar's outfit</strong> 5gp</p><p>~<strong>Cold weather outfit</strong> 8gp</p><p></p><p><strong>Money</strong></p><p>70gp, 5sp</p><p></p><p><strong>Krell, rat familiar:</strong> Tiny magical beast; HD 7: hp 20; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 17 (+2 size, +2 Dex, +3 natural) touch 14, flat-footed 14; Base Atk +3; Grp -9; Atk +7 melee (1d3-4, bite); full Atk +7 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SQ low-light vision, scent, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL N; SV Fort +4, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2.</p><p></p><p><em>Skills and Feats:</em> Balance +10, Bluff +2, Climb +12, Concentration +10, Decipher Script +7, Hide +14, Knowledge (arcana) +7, Knowledge (history) +7, Listen +4, Move Silently +10, Spellcraft +11, Spot +4, Swim +10; Alertness, Weapon Finesse.</p><p></p><p>Rats have a +4 racial bonus to Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always take 10 on a Climb check, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. </p><p></p><p><strong>Appearance:</strong> Death Gift is a pale and very thin elf woman with long, platinum blonde braids of hair that hang down her back. Her large green eyes look out of her elegant face with wisdom beyond her years. She moves with easy grace in robes of charcoal gray. A swordbelt is buckled at her side, and a longbow is at her back. Those looking closely might spot a dark gray rat hiding underneath the collar of her robes.</p><p></p><p><strong>Personality:</strong> Death Gift has a fatalistic outlook on life, believing, like most of her people that death is nothing to be feared. Her experiences in her youth have given her the certainty that her life is pre-ordained, and that all will fall out as her ancestors will it. She chuckles quietly at those who espouse free will, and feels secure in her ancestors’ hands. </p><p></p><p><strong>Background:</strong> When Arianna was a youngling, she fell deathly ill of a strange illness her people called the Spirit Plague. It is believed that when a family or bloodline fails to honor their ancestors, the ancestors may call some of the living to join them. It happens very rarely, but her family knew what they must do. They left their child in the City of the Dead to appease whatever transgressions they may have made, as well as other sacrifices to honor their ancestors.</p><p></p><p>Arianna lay in a death-like trance for days as she experience visions. Her ancient ancestors appeared before her and spoke to her in her dreams. They told her she would pass beyond the veil and return with more power than before, and she must leave Aerenal to learn the true nature of life and death. Her ancestors explained her family was losing touch with the realities of life and death, and she was a chosen representative to bring them the truth.</p><p></p><p>She emerged from the City of the Dead with a new purpose and a new name, Death Gift. She drove herself to master the arts of wizardry, all the while knowing that some day she would die. With her strange, fatalistic outlook, she threw herself fearlessly into situations in order to prove her courage and devotion. When she was a hundred and forty, she died by a lightning strike as she slept on a mountain peak. She was found several days later by a kindly cleric of the Sovereign Host, who took pity upon her and raised her. </p><p></p><p>After her experience beyond death, she was energized with new abilities, and an even greater understanding of her quest. There is an ancient legend in her family about an elf that would pass beyond the veil and back three times, and who would help bring a great power to light that would unite life and death into a single, blissful whole. Many people said she had died in the City of the Dead. One death. Then she died again by lightning. Two deaths. And though she does not actively seek death, and the legend is much-discredited, she has begun to wonder if she is this figure from fable. The idea scares her.</p><p></p><p>Recently (in the last decade) she has been traveling in Breland, and finally settled in Sharn two years ago. It seemed that something was urging her to stay there, and Death Gift trusts her instincts, believing they are the will of her ancestors speaking through her. It has come to her attention that Tophran Damilek, a dragonshard dealer, is seeking adventurers to assist him. This, she believes, it what she was brought to Sharn to discover.</p></blockquote><p></p>
[QUOTE="Isida Kep'Tukari, post: 2304686, member: 4441"] [b]Death Gift Female Elf Wizard 5/ Blood Magus 2[/b] [b]Alignment:[/b] Neutral [b]Patron Deity:[/b] Undying Court [b]Region:[/b] Lantan [b]Height:[/b] 4' 11'' [b]Weight:[/b] 86lbs [b]Hair:[/b] Pale Blonde [b]Eyes:[/b] Green [b]Age:[/b] 147 [b]XP:[/b] 24,262 [b]Str:[/b] 8 (-1) [0 points] [b]Dex:[/b] 16 (+3) [5 points, +2 racial, +1 level] [b]Con:[/b] 14 (+2) [6 points, -2 racial, +2 periapt] [b]Int:[/b] 18 (+4) [10 points, +2 headband] [b]Wis:[/b] 14 (+2) [6 points] [b]Cha:[/b] 13 (+1) [5 points] [b]Class and Racial Abilities:[/b] +2 Dex, -2 Con, immune to sleep spells and effects, +2 to saves versus enchantments, low-light vision, proficient with longsword, rapier, longbow, and shortbow, +2 bonus to Listen, Search, and Spot checks, can make a Search check just for passing within 5 ft. of a secret door. Arcane spells, bonus feats, familiar, proficient with club, dagger, heavy and light crossbows, and quarterstaff. Not proficient with any armor or shields. Blood component (deal 1 point of damage to raise caster level by one), durable casting (subtracts level from damage during Concentration checks), stanch (automatically stabilizes), scarification (Scribe Scroll in alternate medium). [b]Hit Dice:[/b] 5d4 + 2d6 +14 +3 (Toughness) [b]HP:[/b] 41 [b]AC:[/b] 13 (+3 Dex) [17 with [I]mage armor[/I], 21 with the addition of [I]shield[/I]] [b]Init:[/b] +3 (+3 Dex) [b]Speed:[/b] 30ft [b]Saves:[/b] Fortitude +11 [+4 base, +2 Con, +2 Great Fortitude, +2 familiar, +1 cloak] Reflex +5 [+1 base, +3 Dex, +1 cloak] Will +7 [+4 base, +2 Wis, +1 cloak] [b]BAB:[/b] +3 [b]Melee Atk:[/b] +3/ (1d8-1/19-20/x2/S, MW longsword) [b]Ranged Atk:[/b] +7 (1d8-1/x3/100 ft./P, +1 longbow) [b]Skills:[/b] Bluff +7 [6 ranks, +1 Cha] Concentration +12 [10 ranks, +2 Con] Decipher Script +12 [8 ranks, +4 Int] Knowledge (arcana) +12 [8 ranks, +4 Int] Knowledge (history) +12 [8 ranks, +4 Int] Listen +4 [0 ranks, +2 Wis, +2 Alertness] Spellcraft +14 [10 ranks, +4 Int, +2 synergy from Knowledge (arcana)] Spot +4 [0 ranks, +2, +2 Alertness] [b]Feats:[/b] Great Fortitude (1st level) Scribe Scroll (wizard bonus 1st level) Toughness (3rd level) Transdimensional Spell (ComArc) (wizard bonus 5th level) Right of Counsel (Eberron) (6th level) [b]Languages:[/b] Common, Elven, Draconic, Orc Gnoll, Goblin [b]Spells Prepared[/b] Save DC +4 0th - [i]detect magic x2, ghost sound, read magic[/i] 1st - [I]grease, mage armor (cast), lesser orb of electricity, lesser orb of fire, shield.[/I] 2nd - [I]familiar pocket (cast), invisibility, glitterdust, web.[/I] 3rd - [I]dispel magic, resonating bolt, Transdimensional web.[/I] 4th - [I]burning blood, defenestrating sphere.[/I] [b]Spellbook[/b] 0th - [i]acid splash, arcane mark, dancing lights, daze, detect magic, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, read magic, resistance, touch of fatigue[/i] 1st - [i]alarm, expeditious retreat, feather fall, grease, mage armor, lesser orb of electricity (ComArc), lesser orb of fire (ComArc), shield[/i] 2nd - [i]familiar pocket, glitterdust, invisibility, web[/i] 3rd - [i]corpse candle (ComArc), dispel magic, fly, resonating bolt (ComArc)[/i] 4th - [i]burning blood (ComArc), defenestrating sphere (ComArc)[/i] [b]Equipment:[/b] [b][I]+1 longbow[/I][/b] – 2,375gp [b]60 arrows[/b] – 3gp [b]MW longsword[/b] – 315gp [B][i]Headband of intellect +2[/i][/b] – 4,000gp [b][I]Periapt of health +2[/I][/b] – 4,000gp [b][i]Cloak of resistance +1[/i][/b] - 1,000gp [b]Scarification of [I]alarm[/I], 7th level[/b] – 87gp, 5sp, 7XP [b]Scarification of [I]expeditious retreat, 7th level[/I][/b] – 87gp, 5sp, 7XP [b]Scarification of [I]feather fall, 7th level[/I][/b] – 87gp, 5sp, 7XP [b]Scarification of [I]corpse candle, 7th level[/I][/b] – 262gp, 5sp, 21XP [b]Scarification of [I]fly, 7th level[/I][/b] – 262gp, 5sp, 21XP [b]Scarification of [I]Transdimensional web, 7th level[/I][/b] – 262gp, 5sp, 21XP [b]Spellbook[/b] (100 pages of vellum, wooden cover with slipcase, [I]waterproof, minor elemental resistance[/I]) – 2,090gp [b]Spell component pouch[/b] – 5gp [b]Travler’s outfit[/b] – free [b]Belt pouch[/b] 1gp [b]Identification papers with portrait[/b] – 5gp [i][B]Heward's Handy Haversack[/B][/i] (2,000gp) ~[b]Scroll of [I]Transdimensional resonating bolt, 7th level[/I][/b] – 350gp, 28XP ~[b]Scroll of [I]Transdimensional resonating bolt, 7th level[/I][/b] – 350gp, 28XP ~[b]Scroll of [I]defenestrating sphere, 7th level[/I][/b] – 350gp, 28XP ~[b]Scroll of [I]burning blood, 7th level[/I][/b] – 350gp, 28XP ~[b]Scroll of [I]familiar pocket, 7th level[/I][/b] – 175gp, 14XP ~[b]Scroll of [I]invisibility, 7th level[/I][/b] – 175gp, 14XP ~[b]Scroll of [I]glitterdust, 7th level[/I][/b] – 175gp, 14XP ~[b]Bedroll[/b] 5sp ~[b]Everburning torch[/b] 110gp ~[b]Waterskin[/b] 1gp ~[b]50 ft. silk rope[/b] 10gp ~[b]Paper (10 sheets)[/b] 4gp ~[b]Ink (two vials)[/b] 16gp ~[b]Inkpen[/b] 1gp ~[b]Trail rations (20 days worth)[/b] 10gp ~[b]Scholar's outfit[/b] 5gp ~[b]Cold weather outfit[/b] 8gp [b]Money[/b] 70gp, 5sp [b]Krell, rat familiar:[/b] Tiny magical beast; HD 7: hp 20; Init +2; Spd 15 ft., climb 15 ft., swim 15 ft.; AC 17 (+2 size, +2 Dex, +3 natural) touch 14, flat-footed 14; Base Atk +3; Grp -9; Atk +7 melee (1d3-4, bite); full Atk +7 melee (1d3-4, bite); Space/Reach 2-1/2 ft./0 ft. (5 ft. with tail); SQ low-light vision, scent, alertness, improved evasion, share spells, empathic link, deliver touch spells, speak with master; AL N; SV Fort +4, Ref +4, Will +5; Str 2, Dex 15, Con 10, Int 8, Wis 12, Cha 2. [i]Skills and Feats:[/i] Balance +10, Bluff +2, Climb +12, Concentration +10, Decipher Script +7, Hide +14, Knowledge (arcana) +7, Knowledge (history) +7, Listen +4, Move Silently +10, Spellcraft +11, Spot +4, Swim +10; Alertness, Weapon Finesse. Rats have a +4 racial bonus to Hide and Move Silently checks, and a +8 racial bonus on Balance, Climb, and Swim checks. A rat can always take 10 on a Climb check, even if rushed or threatened. A rat uses its Dexterity modifier instead of its Strength modifier for Climb and Swim checks. A rat has a +8 racial bonus on any Swim check to perform some special action or avoid a hazard. It can always choose to take 10 on a Swim check, even if distracted or endangered. It can use the run action while swimming, provided it swims in a straight line. [b]Appearance:[/b] Death Gift is a pale and very thin elf woman with long, platinum blonde braids of hair that hang down her back. Her large green eyes look out of her elegant face with wisdom beyond her years. She moves with easy grace in robes of charcoal gray. A swordbelt is buckled at her side, and a longbow is at her back. Those looking closely might spot a dark gray rat hiding underneath the collar of her robes. [b]Personality:[/b] Death Gift has a fatalistic outlook on life, believing, like most of her people that death is nothing to be feared. Her experiences in her youth have given her the certainty that her life is pre-ordained, and that all will fall out as her ancestors will it. She chuckles quietly at those who espouse free will, and feels secure in her ancestors’ hands. [b]Background:[/b] When Arianna was a youngling, she fell deathly ill of a strange illness her people called the Spirit Plague. It is believed that when a family or bloodline fails to honor their ancestors, the ancestors may call some of the living to join them. It happens very rarely, but her family knew what they must do. They left their child in the City of the Dead to appease whatever transgressions they may have made, as well as other sacrifices to honor their ancestors. Arianna lay in a death-like trance for days as she experience visions. Her ancient ancestors appeared before her and spoke to her in her dreams. They told her she would pass beyond the veil and return with more power than before, and she must leave Aerenal to learn the true nature of life and death. Her ancestors explained her family was losing touch with the realities of life and death, and she was a chosen representative to bring them the truth. She emerged from the City of the Dead with a new purpose and a new name, Death Gift. She drove herself to master the arts of wizardry, all the while knowing that some day she would die. With her strange, fatalistic outlook, she threw herself fearlessly into situations in order to prove her courage and devotion. When she was a hundred and forty, she died by a lightning strike as she slept on a mountain peak. She was found several days later by a kindly cleric of the Sovereign Host, who took pity upon her and raised her. After her experience beyond death, she was energized with new abilities, and an even greater understanding of her quest. There is an ancient legend in her family about an elf that would pass beyond the veil and back three times, and who would help bring a great power to light that would unite life and death into a single, blissful whole. Many people said she had died in the City of the Dead. One death. Then she died again by lightning. Two deaths. And though she does not actively seek death, and the legend is much-discredited, she has begun to wonder if she is this figure from fable. The idea scares her. Recently (in the last decade) she has been traveling in Breland, and finally settled in Sharn two years ago. It seemed that something was urging her to stay there, and Death Gift trusts her instincts, believing they are the will of her ancestors speaking through her. It has come to her attention that Tophran Damilek, a dragonshard dealer, is seeking adventurers to assist him. This, she believes, it what she was brought to Sharn to discover. [/QUOTE]
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