Elvi Suntouched
Game: D&D 3.5e w/Homebrew and Pathfinder elements
Class: Paladin of Pelor
Race: Raptoran (homebrew race of humanoids with avian features such as wings and birdlike feet)
Age: mid-late 20s
Gender: Woman
Orientation: Asexual
Alignment: Lawful Good
Personality:Elvi is a good and helpful person at heart. She loves doing what she can to better the lives of others, spurred on by her beliefs. She is not the type to forcibly convert anyone, or pressure anyone. She hopes that her good example and actions might lead more people to follow in Pelor's light. She's very humble, very loyal to those she cares about, and does not hype herself up in any way. She is a bit ditzy and forgetful, which works in the party's favor sometimes, but she really does try her best.
Backstory: Elvi's mother died when she was young, and her father died even before that. While her father worshipped the wind gods typical of archipelago Raptorans, her mother worshipped Pelor and brought her to a temple with an orphanage before she passed. Elvi grew up with a great respect for Pelor and the people that raised her, and she wanted to do all she could to pay them back for all they gave her. So she became a Paladin, hoping to spread good in Pelor's name through her help and just deeds. When she takes up a job to clear out some Skaven bothering a village, she meets the group that will become her party, and they free her from a trap.....and eventually lead to her death. But it's okay, because they bring her back. The fact that they'd kill a Paladin they just met, that was helping them, tells Elvi they need a moral compass to their group, and she takes that job upon herself! She's still trying. Very hard.
Class: Paladin of Pelor
Race: Raptoran (homebrew race of humanoids with avian features such as wings and birdlike feet)
Age: mid-late 20s
Gender: Woman
Orientation: Asexual
Alignment: Lawful Good
Personality:Elvi is a good and helpful person at heart. She loves doing what she can to better the lives of others, spurred on by her beliefs. She is not the type to forcibly convert anyone, or pressure anyone. She hopes that her good example and actions might lead more people to follow in Pelor's light. She's very humble, very loyal to those she cares about, and does not hype herself up in any way. She is a bit ditzy and forgetful, which works in the party's favor sometimes, but she really does try her best.
Backstory: Elvi's mother died when she was young, and her father died even before that. While her father worshipped the wind gods typical of archipelago Raptorans, her mother worshipped Pelor and brought her to a temple with an orphanage before she passed. Elvi grew up with a great respect for Pelor and the people that raised her, and she wanted to do all she could to pay them back for all they gave her. So she became a Paladin, hoping to spread good in Pelor's name through her help and just deeds. When she takes up a job to clear out some Skaven bothering a village, she meets the group that will become her party, and they free her from a trap.....and eventually lead to her death. But it's okay, because they bring her back. The fact that they'd kill a Paladin they just met, that was helping them, tells Elvi they need a moral compass to their group, and she takes that job upon herself! She's still trying. Very hard.
Miscellaneous Info
- Elvi's holy steed is a white stallion (akin to a LipizElvizian)
- Elvi actually isn’t all that afraid of death, though she’d rather avoid it. She is afraid of letting down the mother from her orphanage, as well as Pelor in general, in some way, as well as people finding out about the little “crisis of faith” I told you about, of which she is deeply deeply ashamed whenever she remembers. (She might be scared that somehow Pelor will KNOW and she won’t be fit to wear the banner of his light anymore). She was also scared of standing in front of Kash for a while
- Her current goal is “defend this strange group of friends, keep them away from the path and clutches of evil as much as possible, and help people in the name of Pelor and spread his light wherever this ragtag bundle of humanoids goes”
- Elvi’s biggest strength (beside her fort saves) is probably her kindness and her drive to seek the good in people. She will give others the benefit of the doubt in most cases. This is also her biggest weakness, because she hasn’t seen much of the world before traveling with this group, and is thus terribly naive.
- She has a deep platonic bond with the snow elf of the party, Elsa
- Elvi cannot use the flight abilities of the raptorans to their full ability in her armor, only being able to glide at best. It probably says a lot that she gave up the ability of flight to better be a defender in Pelor's name
- She once stopped a riot with "the proper application of horse"
- Elvi won't let a bad backstory for a villain excuse their actions. She is of the opinion that there are actions that can't be excused by a terrible past
- Elvi probably gargles water and whistles while showering
- She can be a stick in the mud, kinda clueless and forgetful, and sometimes she files her priorities a bit wrong
- So far she’s in the process of realizing that the place she’s from isn’t build on as sound and Good principles as she believed.
- would own a "Mom Squad" jacket along with other members of the party (as they kind of all serve as parents to Ry, the oldest adopted sewer child)
- her favorite type of music is one I don’t really have a word for, I guess? she likes lilting, airy melodies, things with flutes or light strings at the forefront. (the closest I can think of right now is like, the first Synchronicity). Flowing hymns you’d hear pouring out of churches, words lost to all but the gods they’re sung to. Children’s songs and lullabies. I also think she’d be fond of the sound of sitar.
- the Pelorian orphanage, gesturing to Elvi: we have made a paladin!
raptoran society: fucked up a perfectly good bird is what you did! look at it, it’s got organized religion!
Rubella "Ruby" Finnael
Game: Pathfinder
Class: Swashbuckler (Mouser specialty)
Race: Human
Age: 15
Gender: Girl
Orientation: ???
Alignment: Chaotic Neutral
Personality: Ruby is a rambunctious teen. She has a dream of life on the sea based on romanticized and somewhat censored tales told to her by the sailors she's met on the docks, and she's shaped her life plans around those. She has a very small amount of self-control and tends to follow her gut instincts and urges. This only comes in handy sometimes. She is not self-centered, but she also knows that it's important to make sure she lives another day, and tends to plan her moves according to that philosophy. She's an act first, think about it later kind of teen.
Backstory: Ruby grew up and lives around the docks of Old Kintargo. She longs for a life on the sea, having completely romanticized the idea after hearing so many tales from the docked sailors. Those who come often (and can tolerate a rambunctious youngster) will speak with her, sharing a gentler, sensationalized version of their exploits. This has only fueled her longing further. With her father gone, her family consists of just herself and her mother. For most of Ruby’s life, her mother worked constantly in order to provide for her daughter, keeping up multiple jobs and moving endlessly between them. As she grew older, Ruby thus gained more and more freedom, inevitably leading to her spending more time listening to sailors and getting into trouble. She has gained a knack for using her size to her advantage, slipping between people with ease, and has learned ways to move against those even bigger than her. Due to their situation, Ruby has gotten used to not having, and finding her own means to keep herself afloat. Recently, her family situation has looked up...in a way. A richer gentleman of Kintargo took notice of her mother at one of her service jobs and, after an amount of advances, asked for her hand. There was only one catch - he was not interested in caring for another man’s child, especially one already practically grown. While reluctant, Ruby’s mother accepted the engagement in order to send Ruby back money, and give her child a better life than she could have afforded working herself to death on her own.
Class: Swashbuckler (Mouser specialty)
Race: Human
Age: 15
Gender: Girl
Orientation: ???
Alignment: Chaotic Neutral
Personality: Ruby is a rambunctious teen. She has a dream of life on the sea based on romanticized and somewhat censored tales told to her by the sailors she's met on the docks, and she's shaped her life plans around those. She has a very small amount of self-control and tends to follow her gut instincts and urges. This only comes in handy sometimes. She is not self-centered, but she also knows that it's important to make sure she lives another day, and tends to plan her moves according to that philosophy. She's an act first, think about it later kind of teen.
Backstory: Ruby grew up and lives around the docks of Old Kintargo. She longs for a life on the sea, having completely romanticized the idea after hearing so many tales from the docked sailors. Those who come often (and can tolerate a rambunctious youngster) will speak with her, sharing a gentler, sensationalized version of their exploits. This has only fueled her longing further. With her father gone, her family consists of just herself and her mother. For most of Ruby’s life, her mother worked constantly in order to provide for her daughter, keeping up multiple jobs and moving endlessly between them. As she grew older, Ruby thus gained more and more freedom, inevitably leading to her spending more time listening to sailors and getting into trouble. She has gained a knack for using her size to her advantage, slipping between people with ease, and has learned ways to move against those even bigger than her. Due to their situation, Ruby has gotten used to not having, and finding her own means to keep herself afloat. Recently, her family situation has looked up...in a way. A richer gentleman of Kintargo took notice of her mother at one of her service jobs and, after an amount of advances, asked for her hand. There was only one catch - he was not interested in caring for another man’s child, especially one already practically grown. While reluctant, Ruby’s mother accepted the engagement in order to send Ruby back money, and give her child a better life than she could have afforded working herself to death on her own.
Miscellaneous Info
- She tends to loot the most useless items, such as "a bag of pearls" or "a set of normal silver buttons", in part because she loves collecting weird stuff
- She knows how to curse in several languages, including Infernal
- Ruby can eat an impossible amount of McDonald’s french fries
- She probably wouldn't hate brussel sprouts. She'd at least try them.
- She's only 4' 8"
- A list of nicknames she's been called: murderess (suicidebyfacepalm), the flying doombrat (suicidebyfacepalm), little hellion (silk-starling), Rubes, Ruby Dooby Doo, Rube Cube, “a smol meme”, “that kid what climbed the fountain and killed a dude” (all me), the deathflea (@suicidebyfacepalm), murder-hungry munchkin (@tokilladm)
- Ruby actually really loves hearing from her mom, despite insisting she’s fine on her own
- Her biggest fears are powerlessness, being trapped and unable to escape (figuratively and literally)
- She hates the Forced Romantic Love Interest trope
Meri
Game: D&D 5e
Class: Barbarian (Spirit Totem specialization, custom Shark Totem)
Race: Seal shifter (selkie)
Age: late 20s
Gender: Woman
Orientation: bisexual w/a preference
Alignment: True Neutral
Personality: Meri a self-sufficient, helpful type who’s spent most of her life drifting from place to place for survival. Her barbarian background makes her plenty able to hurt and destroy things, though for the most part she has used that strength for less violent purposes. Her actions and motives tend to be decided by whatever best guarantees her safety, and possibly the safety of anyone she cares about. She likes to think she doesn't trust easily, but if someone shows trust and respect to her she tends to bond to them rather quickly.
Backstory:Meri grew up with her parents, being taught a nomadic lifestyle and the basic means of survival. As a shifter, she learned that changing location came more from eventual necessity, but she tried to view the varied places she saw as a positive outcome. Once she reached her early teens, her parents sent her off on her own. They feared her being older would make life harder for all of them if they stayed together. While they'd made sure Meri knew enough to keep herself alive, she was still too young to be alone. A half-orc in one of the first towns she stopped in recognized this and, in their concern, took her under their metaphorical wing to learn the ways of the barbarian. Meri could keep herself alive, sure, but she had no solid way to defend herself if ever she was forced into combat. They taught her what they could, knowing their time together would be short, and prepared her as best they could for when she could begin her totem path. They told her to think of an animal whose attributes they wanted borrow, something whose strength, or speed, or nature might exceed what she could already draw from her other form. Meri thought back to when she was younger, and her parents were teaching her the dangers within the water. Specifically, their warnings about sharks, swift and strong and vicious beasts that could easily tear things apart, seal or no. It felt...fitting. She chose the shark. She picked up her totem sometime later, a shark tooth that hangs from her neck. While she's gotten used to the travel, Meri still found herself wishing she had someplace she could regularly return to, some central point she could fall back on, even as she wandered. Something like a ship. When she heard about the Howling Eel, she knew she had to get on there. What better person to accept a shifter on their crew, than a shifter themselves? Meri wasn't sure if it was her speed in the water, her willingness to pull her weight, or sheer pity that lead Captain Reed to allow her aboard, but she's quite grateful. She wouldn't call herself a pirate per se, but she's not opposed to this new life and what it might hold.
Class: Barbarian (Spirit Totem specialization, custom Shark Totem)
Race: Seal shifter (selkie)
Age: late 20s
Gender: Woman
Orientation: bisexual w/a preference
Alignment: True Neutral
Personality: Meri a self-sufficient, helpful type who’s spent most of her life drifting from place to place for survival. Her barbarian background makes her plenty able to hurt and destroy things, though for the most part she has used that strength for less violent purposes. Her actions and motives tend to be decided by whatever best guarantees her safety, and possibly the safety of anyone she cares about. She likes to think she doesn't trust easily, but if someone shows trust and respect to her she tends to bond to them rather quickly.
Backstory:Meri grew up with her parents, being taught a nomadic lifestyle and the basic means of survival. As a shifter, she learned that changing location came more from eventual necessity, but she tried to view the varied places she saw as a positive outcome. Once she reached her early teens, her parents sent her off on her own. They feared her being older would make life harder for all of them if they stayed together. While they'd made sure Meri knew enough to keep herself alive, she was still too young to be alone. A half-orc in one of the first towns she stopped in recognized this and, in their concern, took her under their metaphorical wing to learn the ways of the barbarian. Meri could keep herself alive, sure, but she had no solid way to defend herself if ever she was forced into combat. They taught her what they could, knowing their time together would be short, and prepared her as best they could for when she could begin her totem path. They told her to think of an animal whose attributes they wanted borrow, something whose strength, or speed, or nature might exceed what she could already draw from her other form. Meri thought back to when she was younger, and her parents were teaching her the dangers within the water. Specifically, their warnings about sharks, swift and strong and vicious beasts that could easily tear things apart, seal or no. It felt...fitting. She chose the shark. She picked up her totem sometime later, a shark tooth that hangs from her neck. While she's gotten used to the travel, Meri still found herself wishing she had someplace she could regularly return to, some central point she could fall back on, even as she wandered. Something like a ship. When she heard about the Howling Eel, she knew she had to get on there. What better person to accept a shifter on their crew, than a shifter themselves? Meri wasn't sure if it was her speed in the water, her willingness to pull her weight, or sheer pity that lead Captain Reed to allow her aboard, but she's quite grateful. She wouldn't call herself a pirate per se, but she's not opposed to this new life and what it might hold.
Miscellaneous Info
- On the first day we played for this campaign, Meri has bit the hand off a mermaid, ripped its arm off, held it in place by biting its tail, and killed one of its sharks
- some of the enemies that attacked Meri got pushed together into a “tangle of limbs” that, upon my turn, I wanted to attack with an axe strike and a bite. so @lavender-starling put into the chat:
us, fools: limb tangle
Meri, intellectual: spaghetti - She once beheaded someone in one hit with her axe