Difference between revisions of "Rigel"
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{{DND5CharacterSheet | {{DND5CharacterSheet | ||
− | |Image=[[Image: | + | |Image=[[Image:Star elf warlock.jpg|center|350 px]] |
− | |CharacterName= | + | |CharacterName=A-Ri'el |
− | |Race= | + | |Race=Star Elf |
− | |Class= | + | |Class=Warlock |
− | |Background= | + | |Background=A-Ri'el is the principal owner in a small rockery named in town named Raven's Pack (Note: a pack of raven's is known as a "conspiracy"). The business is actually both a vehicle for and a front for the moving of coded information by adventurers, organizations, and even more covert redirects by municipalities. As a small business owner with 'sub-rosa' gov't contracts they are able to gain insight into the greater geopolitical movements in the area and channel that information back to the their faction known only as the "The Tryptic." Their partner in the rockery is also a member of that society but both are unaware of the other's particpation. |
− | |Alignment= | + | |Alignment=Chaotic Good |
− | |Patron Deity=x | + | |Patron Deity=Celestial known only as Rigel |
− | |Ability Scores=Strength | + | |Factions=x |
− | |Bonus= | + | |Ability Scores=Strength 13 (+1), Dexterity 18 (+4), Constitution 16 (+3);<br> Intelligence 13 (+1), Wisdom 14 (+2), Charisma 20 (+5) |
− | |Saving Throws= | + | |Bonus= +4 |
− | |Skills= | + | |Saving Throws=Wisdom, Charisma |
− | |Tools= | + | |Skills=Arcana, Religion, Perception, Insight, Persuasion |
− | |Languages= | + | |Tools=None |
− | |Armor= | + | |Languages=Common, Elvish, Celestial, Draconic, Orc |
− | |Weapons= | + | |Armor= None but can cast Mage Armor at will |
+ | |Weapons=Moon-Touched short Sword - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. | ||
|Traits=x | |Traits=x | ||
− | |Armor Class= | + | |Feats=Observant |
− | |Initiative= | + | |Attacks=x |
+ | |Armor Class= 14 (17) | ||
+ | |Initiative=+4 | ||
|Speed=x | |Speed=x | ||
− | |Hit Points= | + | |Hit Points=85 |
− | |Hit Dice=x | + | |Hit Dice=D8+3 (Constitution Bonus) |
− | |Ideals= | + | |Personality=x |
− | |Bonds= | + | |Ideals=They have a calling that puts them above the law primarily their devotion to their "Celestial" and the mission of the faction. (Chaotic) |
− | |Flaws= | + | They try to help those in need, even at great personal cost and as part of my spiritual practice. (Good) |
+ | They kill monsters to make the world a safer place, but do so with a fury that is sometimes disproportionate. (Good) | ||
+ | Change. They believe we must help bring about the changes the gods are constantly working in the world. (Chaotic) | ||
+ | They refuse to become a victim, and will not allow others to be victimized. | ||
+ | |Bonds=Their contact with their "Celestial" and understanding of what that asks of them is still emergent. Their true origins as a Star Elf and the tragic destiny that befell my people as well as the prophecy of return remains hidden. | ||
+ | They transcend gender, which is not so rare in elven races, but seemingly prototypical for them and a result of my connection with my deity. This does not mean that they are non-sexual and do find themselves attracted to deep and even cosmic levels of intimacy with those they feel safe and aligned with. | ||
+ | |Flaws= They want to place their faith in their spiritual practices but remain existentially anxious and uncertain about their place in the Universe. As a result, they are preoccupied with 'seeking' and spiritual activities. | ||
+ | They see omens in every event and action which is also a reminder to them that they so desperately need to find meaning of their life. | ||
+ | They feel a pervasive sense of feeling different and am very sensitive to people treating them as such. They feel socially confident and event highly competent but don't trust people's motives or trust them to even live by their own articulated values. | ||
+ | They are intolerant of normative faiths but respect those who do worship other gods. | ||
}} | }} | ||
__NOTOC__ | __NOTOC__ | ||
− | '' | + | ''That which emanates from within, is the beyond'' - Initiatory Tryptic Axiom |
==Origin== | ==Origin== | ||
− | Origin Story | + | '''Origin Story''' |
A-Ri'el is a name that was given in communion with their patron (no gender ascribed). "A" stands for "Alpha" - "Ri" for "Rigel" and "el" for "emanation into elvish form" and also elvish for "part of a whole" or "god or deity". They consider themselves to be "The Left foot of the Primary One", a metaphor for being a force to be reckoned with and "a pivotal and foundational member" of the group of "Eminates" (members of the Tryptic) towards ascension. All of this seems to follow and some would say even be the prototypical myth surrounding the constellation of Orion. The celestial being that A-Ri'el communes with and is in service to is actually a deity and one of the secret guides of the Tryptic. A-Ri'el is unaware of this truth, thinking only that their Celestial is a deeply personal relationship. In fact the name given to A-Ri'el is his secret designation within the Tryptic and speaks to his primacy in his role as a channel with the entity that can best be reflected and identified with by the star Rigel itself-Alpha Orionus, 7th brightest star in the heaven. Because the relationship with this being is emerging many in the faction know it's nature only by what can be seen and intuited and it is largely metaphorical. For example: just as the Witch Nebula reflects the light of Rigel in the sky, the faction believes only being using magic and seership can understand the being and relay its mission. Note - all of this information is achieved via scrying and advanced spell work that puts a person in direct contact with the diety (a skill in which they are still learning and mastering). It is only after the last 30 years that A-Ri'el has come into the early stages of communion with their Celestial and as a result, earned the privileges and powers associated with that devotion. | A-Ri'el is a name that was given in communion with their patron (no gender ascribed). "A" stands for "Alpha" - "Ri" for "Rigel" and "el" for "emanation into elvish form" and also elvish for "part of a whole" or "god or deity". They consider themselves to be "The Left foot of the Primary One", a metaphor for being a force to be reckoned with and "a pivotal and foundational member" of the group of "Eminates" (members of the Tryptic) towards ascension. All of this seems to follow and some would say even be the prototypical myth surrounding the constellation of Orion. The celestial being that A-Ri'el communes with and is in service to is actually a deity and one of the secret guides of the Tryptic. A-Ri'el is unaware of this truth, thinking only that their Celestial is a deeply personal relationship. In fact the name given to A-Ri'el is his secret designation within the Tryptic and speaks to his primacy in his role as a channel with the entity that can best be reflected and identified with by the star Rigel itself-Alpha Orionus, 7th brightest star in the heaven. Because the relationship with this being is emerging many in the faction know it's nature only by what can be seen and intuited and it is largely metaphorical. For example: just as the Witch Nebula reflects the light of Rigel in the sky, the faction believes only being using magic and seership can understand the being and relay its mission. Note - all of this information is achieved via scrying and advanced spell work that puts a person in direct contact with the diety (a skill in which they are still learning and mastering). It is only after the last 30 years that A-Ri'el has come into the early stages of communion with their Celestial and as a result, earned the privileges and powers associated with that devotion. | ||
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What is also a secret to A-Ri'el is that they are also a Star Elf and carry with them the legacy of that tragic civilization, Sildëyuir. Their rage towards Orcs and Sorcerers is socio/biological/spiritually embued into them. As a result, they have an uncanny ability to sense Orcs and can intuit malevolent intention in magic users which almost always sends them into a highly activated stance and prepared to fight (the irony is that because of the mystery of their organization - they may not really know the true alignment of their calling or their "Celestial". A'Ri'el does not know that it is the ongoing assault on their homeland that lies at the hear of their essential heart wound, pervasive sense of 'otherness', and desire to take care of the less fortunate, promote spiritual awareness and awakening, and master the occult. It is also unclear, what role the "Celestial" has in the convergence of A-Ri'el's past and destiny. | What is also a secret to A-Ri'el is that they are also a Star Elf and carry with them the legacy of that tragic civilization, Sildëyuir. Their rage towards Orcs and Sorcerers is socio/biological/spiritually embued into them. As a result, they have an uncanny ability to sense Orcs and can intuit malevolent intention in magic users which almost always sends them into a highly activated stance and prepared to fight (the irony is that because of the mystery of their organization - they may not really know the true alignment of their calling or their "Celestial". A'Ri'el does not know that it is the ongoing assault on their homeland that lies at the hear of their essential heart wound, pervasive sense of 'otherness', and desire to take care of the less fortunate, promote spiritual awareness and awakening, and master the occult. It is also unclear, what role the "Celestial" has in the convergence of A-Ri'el's past and destiny. | ||
+ | |||
+ | ''History of the Star Elves:'' | ||
+ | Aeleen (Star Elves) | ||
+ | Nearly unknown to any on the material plane, Star Elves, like their twin race the Wild Elves, were the first elves to come into existence in the multi-verse. As fate should have it, before the splitting of the Children of Darkness and of Light, these Star Elves sprang forth from the very creative essence of the multi-verse, on their own, without the aid of The Gods. | ||
+ | They mostly live scattered throughout the upper reaches of the outer planes. On rare occasion, star elves with the required amount of skill have traveled to other planes for a myriad of reasons, usually through some odd circumstance. | ||
+ | |||
+ | The green depths of the Yuirwood hide an ancient secret long forgotten by folk beyond Aglarond's borders, and not widely known even within—the star elves, an elven subrace that retreated from Faerûn to an extraplanar refuge known as Sildëyuir. Sometimes referred to in ancient texts as mithral elves, the star elves concealed the existence of their hidden kingdom for almost two thousand years, leaving behind nothing but mysterious ruins and old, strong magic in the stone circles of the Yuirwood. While the star elves have kept themselves apart from the rest of Faerûn for many centuries, their isolation is coming to an end. Besieged by an insidious peril from beyond their circles of the world, they face the possibility of being driven from Sildëyuir back to their ancient abode in the Yuirwood. | ||
+ | |||
+ | Sildëyuir is a plane of finite size that is conterminous with the Yuirwood in Faerûn, perhaps two to three hundred miles from end to end. The plane has many of the same features and hills as the Yuirwood, and its borders match those of the Faerûnian forest. Sildëyuir is covered with dells with silver-boled trees and streams. Its forests are not as dense as the Yuirwood’s, and its trees are taller and more majestic with very little undergrowth. Phosphorescent lichens grow on the silver-trunked trees, and unlike the humidity of the Yuirwood, the air of Sildëyuir is cool. At the borders of the demiplane, the forest grows thicker and thicker, and any track one follows or makes simply bends back on itself. Sildëyuir is in perpetual twilight. The sky in the distance above the crowns of the trees is a soft pearl-gray, and it seems as if there is no east or west, for the same source-less illumination lights the horizon no matter in what direction one looks. Near the sky’s zenith, however, the skies are the purple velvet of true night and are filled with preternaturally brilliant stars. During the “night,” the sky darkens into pure blackness. Time is slower in Sildëyuir; two days or years on the Material Plane is about one day or year in Sildëyuir. Sildëyuir can be accessed by circles of ancient stone menhirs built by the star elves which serve as portals from the Yuirwood, and vice versa. Sildëyuir is not connected to the Ethereal and Shadow Planes, although it is linked to the Astral Plane. | ||
+ | |||
+ | Sildëyuir is a relatively quiet place. There are a few animals such as white owls, silver-gray deer, black squirrels, large gray-furred bears, and foot-long emerald and sapphire dragonflies. The star elves, masters of song magic and the lords of the realm, live in elegant citadels of glass and pale white stone. They are a peaceful people, and their demiplane is a closely guarded secret, unknown even to most elves. The star elf population has been dwindling for centuries. They once had true cities long ago, but with the entire plane to themselves, they never saw a need to crowd together, so their keeps, towers, and small towns are separated by great distances, and several citadels are abandoned. | ||
+ | |||
+ | For several centuries, Sildëyuir has been slowly invaded by strange sorcerers from the Ethereal Plane called nilshai. They haunt the lonelier stretches of the forests, creating portals to their own realm that exude sluggish, silver-gray mists. The gray mists mark the border of a creeping blight. Beyond them, Sildëyuir is tainted and corrupted. The trees are dead and rotting, and thick, oily black moss grows everywhere. The silver starlight in these areas is gone, and the sky is black. The air is humid and stinks of overpowering rot. The blight essentially transforms the land into a pallid, festering jungle. There are huge, rotting toadstools that emanate a sickly green phosphorescence, and bulging, fluid-filled fungi hang from the rotting trees. The nilshai also loose monsters in the forests. Recently, the nilshai invasion has gotten worse. The nilshai now occupy citadels that were recently occupied by star elves, the former residents mysteriously vanishing. Some star elves are now considering leaving Sildëyuir and returning to the Yuirwood, while others advise seeking help from Aglarond and beyond. The Evermeetian sun elf Araevin Teshurr, now Grand Mage of the reestablished Myth Drannor, has promised to aid the star elves, and the high mages of Evermeet are considering to help. | ||
==Traits== | ==Traits== | ||
===Racial Traits=== | ===Racial Traits=== | ||
− | + | Hearty Physique: Gain +1d8 hit points to your hit point maximum; once at character creation, and again at 4th, 12th, and 17th level advancement. | |
− | + | ||
+ | Eladrin Elf Traits: | ||
+ | |||
+ | +2 Dexterity | ||
+ | |||
+ | Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray. | ||
+ | |||
+ | You have proficiency with the longsword, shortsword, shortbow, and longbow. | ||
+ | |||
+ | Keen Senses: You have proficiency in the Perception skill. | ||
+ | |||
+ | Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep. | ||
+ | |||
+ | Fey Step: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest. | ||
+ | |||
+ | Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep. | ||
+ | |||
+ | Blessing of the Cosmos: The creative essence that flows through their veins has gifted them with the ability to heal others; a pool of star-fire that exists within each of them powers this ability. With this pool, they can restore a number of hit points equal to their level x 3. As an action they can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in their pool. Alternatively, they can expend 5 hit points from their pool to cure the target of one disease or neutralize one poison affecting it. They can also cure multiple diseases and neutralize multiple poisons with a single use of this ability, expending hit points separately for each one. | ||
+ | |||
+ | At 3rd lvl they learn the Spare the Dying cantrip. | ||
+ | |||
+ | At 6th lvl they gain use of the Scorching Ray spell, and can cast it as a 2nd lvl spell without expending spell slots. The damage type for this spell is changed to radiant damage. Wisdom is the spellcasting ability for this spell. They are able to use this ability once per long rest. | ||
+ | |||
+ | Appearance: They have pale skin that sometimes takes on a gold or silver sheen, and hair of gold, red, or silver-white. Their eyes are gray or violet; sometimes with gold or silver flecks. Similar to the sun elves or moon elves, most star elves are tall (usually between 6 and 8 feet tall) and slender. Star elves are graceful and strikingly handsome by human standards; because of this, they gain a +1 to Charisma at character creation. | ||
+ | |||
+ | Temperament: Star Elves tend to keep to themselves, and live in small communities as well as members of larger societies. They are very observant and wise, finding wonder in all things new and unknown. | ||
+ | Languages: Celestial, Elven, and one other of their choice. | ||
+ | |||
+ | Star Elf Weapon Training. You have proficiency with the rapier and shortbows. | ||
+ | |||
+ | Otherworldy Touch. As a bonus action, you can confer your otherworldly touch to one melee weapon. This object becomes magical if it wasn't already, and you may use your Charisma for the attack and damage rolls of melee attacks using that weapon. This effect lasts for 1 minute, or until you are no longer wielding the weapon. | ||
+ | |||
+ | Extraplanar. Star Elves are not native to this world. Spells such as banishment will return you to your native realm of Sildëyuir. | ||
===Class Traits=== | ===Class Traits=== | ||
− | + | Armor: Light armor | |
− | + | Weapons: Simple weapons | |
+ | Tools: None | ||
+ | Saving Throws: Wisdom, Charisma | ||
+ | Skills: Arcana, Religion | ||
+ | |||
+ | As a devotee of a Celestial, they have the following expanded spell list: | ||
+ | SPELL LEVEL SPELLS | ||
+ | 1st cure wounds, guiding bolt | ||
+ | 2nd flaming sphere, lesser restoration | ||
+ | 3rd daylight, revivify | ||
+ | 4th guardian of faith, wall of fire | ||
+ | 5th flame strike, greater restoration | ||
+ | |||
+ | At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known. | ||
+ | |||
+ | At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level. | ||
+ | |||
+ | As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total. | ||
+ | |||
+ | Your pool regains all expended dice when you finish a long rest. | ||
+ | |||
+ | Eldritch Invocations: | ||
+ | Ascendant Step - You can cast levitate on yourself at will, without expending a spell slot or material components. | ||
+ | |||
+ | Ghostly Gaze - As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest. | ||
+ | |||
+ | Book of Ancient Secrets - Gain ability to Ritual Cast and 2 1st level ritual spells - Comprehend Languages, Identify | ||
+ | |||
+ | Armor of Shadows - | ||
+ | Eldritch Sight | ||
+ | |||
+ | Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets. | ||
+ | |||
+ | Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier. | ||
===Subclass Traits=== | ===Subclass Traits=== | ||
− | + | Faction Agent | |
+ | |||
+ | Skill Proficiencies: Insight, Persuasion | ||
+ | Languages: Orc, Draconic | ||
+ | Safe Haven: | ||
+ | As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities. | ||
===Background Traits=== | ===Background Traits=== | ||
− | + | Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good. | |
+ | |||
+ | A mystery school that comprises of a devotional faith and a complex cosmology in which a Celestial Deity is the singularity/monad in which a secret society of individuals are emanations from and seeking to unify in a secret dimensional space. | ||
+ | |||
+ | Enemies: | ||
+ | |||
+ | Sorcerers of any maligned alignment | ||
+ | Orcs (extreme hatred) | ||
+ | High class born individuals that are oblivious to their privilege and don't use their power to further the common good | ||
+ | Members of other factions not yet revealed but whom have an opposing mission to that of the Tryptic (typically to spread evil and keep beings asleep and enslaved). | ||
+ | |||
+ | As part of my long-term destiny to help bring peace to the Star Elves I'm becoming known to the following: | ||
+ | The Nishai, a race of sorcerers and their leader Tolg’byri | ||
+ | Maligned Star Elves and followers of Mourel Duskwalker | ||
+ | Half-orc leader of the current efforts to conquer the realm of the Star-elves named Savera | ||
+ | |||
+ | |||
+ | ALLIES: | ||
+ | Agents of the Tryptic | ||
+ | Mystery School Initiates - Elves in particular | ||
+ | Nonbinary and gender variant/queer beings | ||
+ | Seasoned adventurers types that have heard of them as having a strong will, integrity, and spiritual underpinnings and a whisper of being very connected with a powerful network of operatives. Note - this is hard-won because their beauty and otherworldliness make some intrigued and even sexually attracted and others anxious and uncertain, which can lead to aggressiveness. | ||
+ | Chaotic, good, Chaotic Neutral, and Lawful neutral types. | ||
==Resources== | ==Resources== | ||
− | + | 0cp | |
− | + | 0sp | |
+ | 0ep | ||
+ | 400gp | ||
+ | 0pp | ||
===Magic Items=== | ===Magic Items=== | ||
− | + | Rod of the Pact Keeper: | |
+ | While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. | ||
+ | In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest. | ||
+ | |||
+ | Daern's Instant Fortress: | ||
+ | You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty. | ||
+ | |||
+ | The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening. | ||
+ | |||
+ | Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically. | ||
+ | |||
+ | The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points. | ||
==Equipment== | ==Equipment== | ||
===Carried Equipment=== | ===Carried Equipment=== | ||
− | + | Weapons: Dagger (2), Short bow, Arrows (20), Staff (Arcane Focus) | |
− | |||
===Stored Equipment=== | ===Stored Equipment=== | ||
− | + | Abacus, Waterskin (3), Torch (2), small knife, Rations (7 days), Parchment (30 sheets), Paper (10 sheets), ink pens (2), ink bottle (1), holy symbol, adventurer clothing, map/scroll case, Book of Shadows, block of incense, tinderbox, 5 sticks of incense, emblem of faction, a copy of a seminal faction text in code. | |
===Lifestyle=== | ===Lifestyle=== | ||
− | + | Modest Lifestyle bordering on Comfortable 1-2GP/Day | |
− | |||
==Important Individuals== | ==Important Individuals== | ||
* x | * x |
Latest revision as of 23:11, 23 February 2018
A-Ri'el
|
Race: Star Elf, Class: Warlock Background: A-Ri'el is the principal owner in a small rockery named in town named Raven's Pack (Note: a pack of raven's is known as a "conspiracy"). The business is actually both a vehicle for and a front for the moving of coded information by adventurers, organizations, and even more covert redirects by municipalities. As a small business owner with 'sub-rosa' gov't contracts they are able to gain insight into the greater geopolitical movements in the area and channel that information back to the their faction known only as the "The Tryptic." Their partner in the rockery is also a member of that society but both are unaware of the other's particpation., Alignment: Chaotic Good Patron Deity: Celestial known only as Rigel Factions: x |
Ability Scores
|
Strength 13 (+1), Dexterity 18 (+4), Constitution 16 (+3); Intelligence 13 (+1), Wisdom 14 (+2), Charisma 20 (+5) |
Proficiencies
|
Bonus: +4 Saving Throws: Wisdom, Charisma Skills: Arcana, Religion, Perception, Insight, Persuasion Tools: None Languages: Common, Elvish, Celestial, Draconic, Orc Armor: None but can cast Mage Armor at will Weapons: Moon-Touched short Sword - In darkness, the unsheathed blade of this sword sheds moonlight, creating bright light in a 15-foot radius and dim light for an additional 15 feet. |
Traits
|
x |
Feats
|
Observant |
Combat
|
Attacks: x Armor Class: 14 (17), Initiative: +4, Speed: x Hit Points: 85, Hit Dice: D8+3 (Constitution Bonus) |
Social
|
Personality Traits: x Ideals: They have a calling that puts them above the law primarily their devotion to their "Celestial" and the mission of the faction. (Chaotic) They try to help those in need, even at great personal cost and as part of my spiritual practice. (Good)
They kill monsters to make the world a safer place, but do so with a fury that is sometimes disproportionate. (Good)
Change. They believe we must help bring about the changes the gods are constantly working in the world. (Chaotic)
They refuse to become a victim, and will not allow others to be victimized. |
That which emanates from within, is the beyond - Initiatory Tryptic Axiom
Origin
Origin Story
A-Ri'el is a name that was given in communion with their patron (no gender ascribed). "A" stands for "Alpha" - "Ri" for "Rigel" and "el" for "emanation into elvish form" and also elvish for "part of a whole" or "god or deity". They consider themselves to be "The Left foot of the Primary One", a metaphor for being a force to be reckoned with and "a pivotal and foundational member" of the group of "Eminates" (members of the Tryptic) towards ascension. All of this seems to follow and some would say even be the prototypical myth surrounding the constellation of Orion. The celestial being that A-Ri'el communes with and is in service to is actually a deity and one of the secret guides of the Tryptic. A-Ri'el is unaware of this truth, thinking only that their Celestial is a deeply personal relationship. In fact the name given to A-Ri'el is his secret designation within the Tryptic and speaks to his primacy in his role as a channel with the entity that can best be reflected and identified with by the star Rigel itself-Alpha Orionus, 7th brightest star in the heaven. Because the relationship with this being is emerging many in the faction know it's nature only by what can be seen and intuited and it is largely metaphorical. For example: just as the Witch Nebula reflects the light of Rigel in the sky, the faction believes only being using magic and seership can understand the being and relay its mission. Note - all of this information is achieved via scrying and advanced spell work that puts a person in direct contact with the diety (a skill in which they are still learning and mastering). It is only after the last 30 years that A-Ri'el has come into the early stages of communion with their Celestial and as a result, earned the privileges and powers associated with that devotion.
The deity is one of light and radiance and has a specific interest in intervening in the worldy affairs as part of a "Counsel" of entities known as the "Triadic Eye" that is overseeing the awakening of beings on the material plane and 2 others. All members "Emanates" (a general name for Tryptic agents) believe that they are in fact emanations from a cosmic monad that is one of these beings. A-Ri'els particular "monad" or group on this material realm make up a subfaction, which consists of 3 classes or missions and are reflected by the 3 star system of Rigel. The classes are "The Star" - Rigel A, the "The Challice" - Rigel C, and the "Blade" - Rigel B. Their roles are to act as a Channel, Healer, and Warrior respectively. Some say that these classes translate to the Warlock Pacts. One secret of the group is that "Stars" are non-binary, while the Chalice and the Blade are male or female. While each member must be skilled in all 3, each has a focus. A higher level secret of the sub faction is that each star in the Orion Constellation is actually a reflection of one of the beings in the counsel which in turn may be an emanation of a greater singularity. In other words, the constellation itself could be the reflection of an actual entity. What is also unclear is how many constellations make up the Tryptic or the hierarchy and make-up of the Counsel.
A-Ri'el is of the "Star" sub-faction and thus is considered a more direct conduit to their deity. They can fight and heal but their secret mission to be a direct channel for Rigel and offer insight discovered through adventuring back to the group and help steer the group. They do this by joining a group of seemingly disparate adventurers to learn about the awakenings of beings in this world and intervene as they are called or as guided. A general narrative for the group is that the Tryptic, and humanity are occulted, meaning blocked by the unseen forces from showing their truest nature and radiance and it is the job of this group to clear the path.
A-Ri'el was enculturated as an Eladrien but grew up outside of a formal enclave or family system. Instead they never knew their parents and were raised with other elves that seemed to have a refuge status, special needs, or experienced a tragedy. They were well cared for by the community but weren't able to ever really identify with the story of their parents being killed. This 'otherness' fueled their need to seek and explore and at a very early age, they found themselves enamored by mysticism and the occult and showed a remarkable penchant for seership and magical workings, even uncommon amongst elves. They also were uncommonly beautiful, strong-willed, able to persuade, and had an unquenchable need to explore. It was during a lone "walkabout" in the woods that they fell into trance and were contacted by their "Celestial" and given a mission to "awaken self and others." They shared this information with the elders of the community and was soon contacted and taken into the arms of the Order of the Blue Star, a mystery school that had been watching the young elf's development and abilities (and which had been infiltrated by the Tryptic). A-Ri'el, was taught ways to deepen their relationship with the celestial and use if for guidance and during initiation, they were tattooed with a blue star on the back of their neck to indicate becoming "fully contacted". Years later, the growing relationship with the Celestial has brought about transformation both in beauty, ability, temperament, and in their left eye which is slightly larger. Now they maintain their connection (and constantly strive to deepen it as per their mission with the Tryptic, by performing ritual daily, attempting seership, and interpreting prophecy and contact as it is expressed in nature). They remain unaware of some of the higher order secrets about their nature and the nature of the entity they are cultivating a relationship with. As their connection to it grows, so is its nature, and the mission revealed.
What is also a secret to A-Ri'el is that they are also a Star Elf and carry with them the legacy of that tragic civilization, Sildëyuir. Their rage towards Orcs and Sorcerers is socio/biological/spiritually embued into them. As a result, they have an uncanny ability to sense Orcs and can intuit malevolent intention in magic users which almost always sends them into a highly activated stance and prepared to fight (the irony is that because of the mystery of their organization - they may not really know the true alignment of their calling or their "Celestial". A'Ri'el does not know that it is the ongoing assault on their homeland that lies at the hear of their essential heart wound, pervasive sense of 'otherness', and desire to take care of the less fortunate, promote spiritual awareness and awakening, and master the occult. It is also unclear, what role the "Celestial" has in the convergence of A-Ri'el's past and destiny.
History of the Star Elves: Aeleen (Star Elves) Nearly unknown to any on the material plane, Star Elves, like their twin race the Wild Elves, were the first elves to come into existence in the multi-verse. As fate should have it, before the splitting of the Children of Darkness and of Light, these Star Elves sprang forth from the very creative essence of the multi-verse, on their own, without the aid of The Gods. They mostly live scattered throughout the upper reaches of the outer planes. On rare occasion, star elves with the required amount of skill have traveled to other planes for a myriad of reasons, usually through some odd circumstance.
The green depths of the Yuirwood hide an ancient secret long forgotten by folk beyond Aglarond's borders, and not widely known even within—the star elves, an elven subrace that retreated from Faerûn to an extraplanar refuge known as Sildëyuir. Sometimes referred to in ancient texts as mithral elves, the star elves concealed the existence of their hidden kingdom for almost two thousand years, leaving behind nothing but mysterious ruins and old, strong magic in the stone circles of the Yuirwood. While the star elves have kept themselves apart from the rest of Faerûn for many centuries, their isolation is coming to an end. Besieged by an insidious peril from beyond their circles of the world, they face the possibility of being driven from Sildëyuir back to their ancient abode in the Yuirwood.
Sildëyuir is a plane of finite size that is conterminous with the Yuirwood in Faerûn, perhaps two to three hundred miles from end to end. The plane has many of the same features and hills as the Yuirwood, and its borders match those of the Faerûnian forest. Sildëyuir is covered with dells with silver-boled trees and streams. Its forests are not as dense as the Yuirwood’s, and its trees are taller and more majestic with very little undergrowth. Phosphorescent lichens grow on the silver-trunked trees, and unlike the humidity of the Yuirwood, the air of Sildëyuir is cool. At the borders of the demiplane, the forest grows thicker and thicker, and any track one follows or makes simply bends back on itself. Sildëyuir is in perpetual twilight. The sky in the distance above the crowns of the trees is a soft pearl-gray, and it seems as if there is no east or west, for the same source-less illumination lights the horizon no matter in what direction one looks. Near the sky’s zenith, however, the skies are the purple velvet of true night and are filled with preternaturally brilliant stars. During the “night,” the sky darkens into pure blackness. Time is slower in Sildëyuir; two days or years on the Material Plane is about one day or year in Sildëyuir. Sildëyuir can be accessed by circles of ancient stone menhirs built by the star elves which serve as portals from the Yuirwood, and vice versa. Sildëyuir is not connected to the Ethereal and Shadow Planes, although it is linked to the Astral Plane.
Sildëyuir is a relatively quiet place. There are a few animals such as white owls, silver-gray deer, black squirrels, large gray-furred bears, and foot-long emerald and sapphire dragonflies. The star elves, masters of song magic and the lords of the realm, live in elegant citadels of glass and pale white stone. They are a peaceful people, and their demiplane is a closely guarded secret, unknown even to most elves. The star elf population has been dwindling for centuries. They once had true cities long ago, but with the entire plane to themselves, they never saw a need to crowd together, so their keeps, towers, and small towns are separated by great distances, and several citadels are abandoned.
For several centuries, Sildëyuir has been slowly invaded by strange sorcerers from the Ethereal Plane called nilshai. They haunt the lonelier stretches of the forests, creating portals to their own realm that exude sluggish, silver-gray mists. The gray mists mark the border of a creeping blight. Beyond them, Sildëyuir is tainted and corrupted. The trees are dead and rotting, and thick, oily black moss grows everywhere. The silver starlight in these areas is gone, and the sky is black. The air is humid and stinks of overpowering rot. The blight essentially transforms the land into a pallid, festering jungle. There are huge, rotting toadstools that emanate a sickly green phosphorescence, and bulging, fluid-filled fungi hang from the rotting trees. The nilshai also loose monsters in the forests. Recently, the nilshai invasion has gotten worse. The nilshai now occupy citadels that were recently occupied by star elves, the former residents mysteriously vanishing. Some star elves are now considering leaving Sildëyuir and returning to the Yuirwood, while others advise seeking help from Aglarond and beyond. The Evermeetian sun elf Araevin Teshurr, now Grand Mage of the reestablished Myth Drannor, has promised to aid the star elves, and the high mages of Evermeet are considering to help.
Traits
Racial Traits
Hearty Physique: Gain +1d8 hit points to your hit point maximum; once at character creation, and again at 4th, 12th, and 17th level advancement.
Eladrin Elf Traits:
+2 Dexterity
Darkvision - Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
You have proficiency with the longsword, shortsword, shortbow, and longbow.
Keen Senses: You have proficiency in the Perception skill.
Fey Ancestry: You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Fey Step: You can cast the misty step spell once using this trait. You regain the ability to do so when you finish a short or long rest.
Trance: Elves don’t need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is “trance.”) While meditating, you can dream after a fashion; such dreams are actually mental exercises that have become reflexive through years of practice. After resting in this way, you gain the same benefit that a human does from 8 hours of sleep.
Blessing of the Cosmos: The creative essence that flows through their veins has gifted them with the ability to heal others; a pool of star-fire that exists within each of them powers this ability. With this pool, they can restore a number of hit points equal to their level x 3. As an action they can touch a creature and draw power from the pool to restore a number of hit points to that creature, up to the maximum amount remaining in their pool. Alternatively, they can expend 5 hit points from their pool to cure the target of one disease or neutralize one poison affecting it. They can also cure multiple diseases and neutralize multiple poisons with a single use of this ability, expending hit points separately for each one.
At 3rd lvl they learn the Spare the Dying cantrip.
At 6th lvl they gain use of the Scorching Ray spell, and can cast it as a 2nd lvl spell without expending spell slots. The damage type for this spell is changed to radiant damage. Wisdom is the spellcasting ability for this spell. They are able to use this ability once per long rest.
Appearance: They have pale skin that sometimes takes on a gold or silver sheen, and hair of gold, red, or silver-white. Their eyes are gray or violet; sometimes with gold or silver flecks. Similar to the sun elves or moon elves, most star elves are tall (usually between 6 and 8 feet tall) and slender. Star elves are graceful and strikingly handsome by human standards; because of this, they gain a +1 to Charisma at character creation.
Temperament: Star Elves tend to keep to themselves, and live in small communities as well as members of larger societies. They are very observant and wise, finding wonder in all things new and unknown. Languages: Celestial, Elven, and one other of their choice.
Star Elf Weapon Training. You have proficiency with the rapier and shortbows.
Otherworldy Touch. As a bonus action, you can confer your otherworldly touch to one melee weapon. This object becomes magical if it wasn't already, and you may use your Charisma for the attack and damage rolls of melee attacks using that weapon. This effect lasts for 1 minute, or until you are no longer wielding the weapon.
Extraplanar. Star Elves are not native to this world. Spells such as banishment will return you to your native realm of Sildëyuir.
Class Traits
Armor: Light armor Weapons: Simple weapons Tools: None Saving Throws: Wisdom, Charisma Skills: Arcana, Religion
As a devotee of a Celestial, they have the following expanded spell list: SPELL LEVEL SPELLS 1st cure wounds, guiding bolt 2nd flaming sphere, lesser restoration 3rd daylight, revivify 4th guardian of faith, wall of fire 5th flame strike, greater restoration
At 1st level, you learn the light and sacred flame cantrips. They count as warlock cantrips for you, but they don’t count against your number of cantrips known.
At 1st level, you gain the ability to channel celestial energy to heal wounds. You have a pool of d6s that you spend to fuel this healing. The number of dice in the pool equals 1 + your warlock level.
As a bonus action, you can heal one creature you can see within 60 feet of you, spending dice from the pool. The maximum number of dice you can spend at once equals your Charisma modifier (minimum of one die). Roll the dice you spend, add them together, and restore a number of hit points equal to the total.
Your pool regains all expended dice when you finish a long rest.
Eldritch Invocations: Ascendant Step - You can cast levitate on yourself at will, without expending a spell slot or material components.
Ghostly Gaze - As an action, you gain the ability to see through solid objects to a range of 30 feet. Within that range, you have darkvision if you don’t already have it. This special sight lasts for 1 minute or until your concentration ends (as if you were concentrating on a spell). During that time, you perceive objects as ghostly, transparent images. Once you use this invocation, you can’t use it again until you finish a short or long rest.
Book of Ancient Secrets - Gain ability to Ritual Cast and 2 1st level ritual spells - Comprehend Languages, Identify
Armor of Shadows - Eldritch Sight
Starting at 6th level, your link to the Celestial allows you to serve as a conduit for radiant energy. You have resistance to radiant damage, and when you cast a spell that deals radiant or fire damage, you can add your Charisma modifier to one radiant or fire damage roll of that spell against one of its targets.
Starting at 10th level, you gain temporary hit points whenever you finish a short or long rest. These temporary hit points equal your warlock level + your Charisma modifier. Additionally, choose up to five creatures you can see at the end of the rest. Those creatures each gain temporary hit points equal to half your warlock level + your Charisma modifier.
Subclass Traits
Faction Agent
Skill Proficiencies: Insight, Persuasion Languages: Orc, Draconic
Safe Haven: As a faction agent, you have access to a secret network of supporters and operatives who can provide assistance on your adventures. You know a set of secret signs and passwords you can use to identify such operatives, who can provide you with access to a hidden safe house, free room and board, or assistance in finding information. These agents never risk their lives for you or risk revealing their true identities.
Background Traits
Chaotic good (CG) creatures act as their conscience directs, with little regard for what others expect. Copper dragons, many elves, and unicorns are chaotic good.
A mystery school that comprises of a devotional faith and a complex cosmology in which a Celestial Deity is the singularity/monad in which a secret society of individuals are emanations from and seeking to unify in a secret dimensional space.
Enemies:
Sorcerers of any maligned alignment Orcs (extreme hatred) High class born individuals that are oblivious to their privilege and don't use their power to further the common good Members of other factions not yet revealed but whom have an opposing mission to that of the Tryptic (typically to spread evil and keep beings asleep and enslaved).
As part of my long-term destiny to help bring peace to the Star Elves I'm becoming known to the following: The Nishai, a race of sorcerers and their leader Tolg’byri Maligned Star Elves and followers of Mourel Duskwalker Half-orc leader of the current efforts to conquer the realm of the Star-elves named Savera
ALLIES:
Agents of the Tryptic
Mystery School Initiates - Elves in particular
Nonbinary and gender variant/queer beings
Seasoned adventurers types that have heard of them as having a strong will, integrity, and spiritual underpinnings and a whisper of being very connected with a powerful network of operatives. Note - this is hard-won because their beauty and otherworldliness make some intrigued and even sexually attracted and others anxious and uncertain, which can lead to aggressiveness.
Chaotic, good, Chaotic Neutral, and Lawful neutral types.
Resources
0cp 0sp 0ep 400gp 0pp
Magic Items
Rod of the Pact Keeper: While holding this rod, you gain a +1 bonus to spell attack rolls and to the saving throw DCs of your warlock spells. In addition, you can regain 1 warlock spell slot as an action while holding the rod. You can’t use this property again until you finish a long rest.
Daern's Instant Fortress: You can use an action to place this 1-inch metal cube on the ground and speak its command word. The cube rapidly grows into a fortress that remains until you use an action to speak the command word that dismisses it, which works only if the fortress is empty.
The fortress is a square tower, 20 feet on a side and 30 feet high, with arrow slits on all sides and a battlement atop it. Its interior is divided into two floors, with a ladder running along one wall to connect them. The ladder ends at a trapdoor leading to the roof. When activated, the tower has a small door on the side facing you. The door opens only at your command, which you can speak as a bonus action. It is immune to the knock spell and similar magic, such as that of a chime of opening.
Each creature in the area where the fortress appears must make a DC 15 Dexterity saving throw, taking 10d10 bludgeoning damage on a failed save, or half as much damage on a successful one. In either case, the creature is pushed to an unoccupied space outside but next to the fortress. Objects in the area that aren't being worn or carried take this damage and are pushed automatically.
The tower is made of adamantine, and its magic prevents it from being tipped over. The roof, the door, and the walls each have 100 hit points, immunity to damage from nonmagical weapons excluding siege weapons, and resistance to all other damage. Only a wish spell can repair the fortress (this use of the spell counts as replicating a spell of 8th level or lower). Each casting of wish causes the roof, the door, or one wall to regain 50 hit points.
Equipment
Carried Equipment
Weapons: Dagger (2), Short bow, Arrows (20), Staff (Arcane Focus)
Stored Equipment
Abacus, Waterskin (3), Torch (2), small knife, Rations (7 days), Parchment (30 sheets), Paper (10 sheets), ink pens (2), ink bottle (1), holy symbol, adventurer clothing, map/scroll case, Book of Shadows, block of incense, tinderbox, 5 sticks of incense, emblem of faction, a copy of a seminal faction text in code.
Lifestyle
Modest Lifestyle bordering on Comfortable 1-2GP/Day
Important Individuals
- x