Idea
The Pun Tyrant
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[/class]- [div class=outter][div class=top][div class=emblem][/div]E'Lania Treeance
Half-Elf, Lvl 1 Shadow Sorcerer Lvl 2 Abjuration Wizard (1100/2700 XP)[/div][div class=background]
[/div][/div]- [div class=text]Age/Gender: 745 Years-Old
LittleHagLady
Height/Weight: 3' 8'' / 34ibs
Languages: Common, Elvish, Draconic, Dwarvish, Sylvan
More Appearance Details: Golden Hair, Blue Eyes, Appearance of a Small Child about 7 or 8 years old, short yet slender. Wears clearly finely woven elven clothing, proper of her status as the eldest of her town and a member of the council.
Proficiency Bonus: +2[div class=stripe style="background-color:white"][div class=circle]
Hit Points: 22
Hit Dice: 3d6
Armor Class: 12
Innitiative: 2
Speed: 30
Passive Perception: 9
SpellCasting Ability: Charisma/ Intelligence
Spellsave DC: 13
Spell Attack Bonus: 5
Str[/div]Athletics: -2[/div] [div class=stripe style="background-color:white"][div class=circle]
6Dex[/div]Acrobatics: +2|Sleight of Hand: +2|Stealth: +2[/div] [div class=stripe style="background-color:white"][div class=circle style="background-color:green;color:white;"]
14Cons[/div][/div] [div class=stripe style="background-color:white"][div class=circle]
14Int[/div]
16Arcana: +5|History: +5|Investigation: +5|Nature: +5|Religion: +3[/div] [div class=stripe style="background-color:white"][div class=circle]Wis[/div]
8Animal Handling: -1|Insight:-1|Medicine: -1|Perception:-1|Survival: -1[/div] [div class=stripe style="background-color:white"][div class=circle style="background-color:green;color:white;"]Char[/div]
16Deception: +3|Intimidation: +5|Performance: +3|Persuation: +3[/div][/div] - [div class=story]Alignment:[/div]
True Neutral
Personality Traits:
*Compulsive Researcher- Maybe it's out of force of habit, maybe I'm just that curious a person, but I can't help myself when it comes to my drive to learn more about ticks, how they work, what makes them tick, especially if advances my goals. I do have breaks when things get too risky, but otherwise I'm taking every opportunity to learn more about things. You never know when nor where a clue about something you actually want to know about might show up!
*Ancient- Having become more reclusive as the centuries passed, I may be just a tiny tiny bit out of touch with modern times. I often find myself using ancient dialect or expecting old-fashioned things (namely when it comes to medicine) and can still bear great curiosity towards all the nifty new ways civilization has advanced.
*Goal-Oriented- I am someone who has clear goals and I am willing to persevere in my quest to achieve those goals. I have had a lot of time to think of things like priorities, and so I know I have mine quite well-defined.
Ideal:
*Life is life. It is one's duty to preserve it, and if that doesn't get in the way, preserving that of others. Undeath is just not being dead anymore. You still died. I will find a way that I will not die, ever, in any way.
*You are what you earn to be. Even when nobody can see it, you are still changed by what you do- but don't think others won't notice as well. They just pretend not to sometimes. So work for to the best of what you want to become.
Bonds:
*Grovetall Town- I may be reclusive, but one cannot help becoming attached to a place they live in for over half a millenia, nor to the people they've seen grow up since infants. In a sense, I fee like the whole town's mother or grandmother. No, definitely mother.
*Quest for Immortality- It was my father's research that set me up to complete it and end my aging. My father gave his life for mine, and his work lives through it as well. Everything I have achieved, become, and succeeded, it was all because I was alive. And I intend to keep it that way. I shall become a true immortal one day. Nomatter what.
Flaws:
*Single-Minded- I am the kind of person who tunnel visions when they find a goal. I gain and lose interest in things pretty easily, depending on whether I feel they are advancing my purpose or not, and paradoxically it seems like I always focus only on a singular thing, to the point of sometimes becoming oblivious to the well-being of others or even my own.
*Protective Paranoia- I was told I'd get used to seeing death. That I'd wish for my own. Neither of those came true to me. Yet I have seen plenty of death, and though I haven't aged a day, I'm as close to it as ever. Can you blame me for a little white lie so we don't put ourselves in any more danger than we need to? We could be killed!
*Detachment- I am a little insenstive at times, as I find it hard to relate to a lot of people for their problems seem far too fleeting to me and grew up in such different cultures. I may seem out of place among people, become merciless when angered or just be unable to comprehend that I've done something hurtful. Honestly, it sometimes makes me feel quite lonely, being like this.
Background: (Sage -Modified-)
E'Lania was born the daughter of an elven alchemist and a human merchant. The merchant's family was afflicted by a curse caused by a previous incident in their bloodline pertaining to the shadowfell. However, it was in their search for a way of ridding themselves of it that the family found many of the secrets that would come to lead them to prominence, and which first caught the eye of Gaviãn Treeance, prodigal elven alchemist who had come to study at the same university as the daughter of the Tappester group. At first it was simple intellectual curiosity and exploring magic and alchemy together, but it came to evolve into love. From that union came to be born E'Lania, and she would give no end of troubles to her parents.
Eventually, however, the time to say goodbye came. Gaviãn knew his village would never approve of his relationship with that human woman, they had only even permitted him coming to human lands to study on account of his talent as an alchemist. Dalila Tappester was likewise unable to simply stay: She lived as a peddler, as was the policy of her family for those yet to prove themselves among their ranks. E'Lania was as such no more than 4 years old when she parted from her mother and went home to her father ears covered by a hoodie and false ears out of wax.
There was always the risk of the ears falling off or seeming fake, but her father made sure to prepare counter-measures. As little kids, elves were closer to humans than when they grew up, so he used his alchemic knowledge to produce transmuter's stones that would restore E'lania's youth continually. He made occasional trips with her too, visiting dwarf mountains, human cities and even the village of a lizardman he'd befriended, all so people would notice E'Lania's youthfulness less and question it less. It was during those travels that E'Lania discovered her magic as a sorcerer and happily practiced with it. Her father noted that it had odd effects on her though, and insisted she use it more sparingly.
He knew though, that the farse couldn't last forever. People were starting to wonder why E'lania seemed to not only not age as a kid normally would, but in fact almost seem younger than she was before. In desperation, her father left the town in search of a way to ammend the situation, leaving his daughter behind with a trusted friend. His friend, learning of E'Lania's nature as a sorceror, decided to train her on her talents rather than research instead.
In parallel she too praticed, both her magic and the magic her father had laid out on his research. Of course, she was nothing like her father in terms of what she could do with her magic, but she did try to pratice with her father's transmutation stones, unknowing of how valuable they truly were. One day though, she received news of her father's severed arm being found floating in the river. An investigation was sent out while E'lania grieved her father's loss. In her grief, wishing more than ever for the life of her father, her sorcerous magic triggered like it never had before, summoning a twilight of magic into a transmutation stone that caused it to shrink and shrivel, like a bloomed flower suddenly rotting in moments. It was like obsidian and cole alike now. But there was no time to ponder about things, as the noise caused people to come to her aid...only to find E'lania with her ears uncovered. And even that shock wouldn't get a chance to last.
Scouts returned sooner than expected, carrying E'Lanias father who had warned them of an incoming undead horde, not two days away. It had showed up out of nowhere and was headed straight for their village. People began setting traps, trying to gather their things to evacuate, others panicked and just started trying to run immediately. E'Lania was one of the ones who ended up staying behind, stubbornly hiding in her wish to keep her father's research safe, and also out of fear of the other villagers who might come for her. As a matter of fact, some did, blaming her existence for the invading dreadhorde. Many others who had stayed though weren't so lucky as to have an underground place to hide. There were the pious, those who simply couldn't leave on their own or had been abandoned, those who stood to fight and so on. E'lania wanted to keep her father's work safe, but she couldn't just abandon the village she lived in! She knew she couldn't fight, so instead she decided to help people find shelter in the face of the oncoming invasion. Her father might be dead soon. dead She was now certain she hated that word more than any other. She went out in search, ignored what was thrown at her, use what little magic she had to distract the undead and get away with people as best she could, many wouldn't even want to come, she wouldn't force them, but she would try protecting their children at least. She even offered people to come to her precious lab with all the memories and work of her father, she helped move the sick, hide those she could, until she found herself caught by the undead.
She thought it was the end, but unlike how things usually went, she wasn't killed right away. Instead, she was brought before the lich. The powerful being had sense intense and powerful magic in the village, one of the kind he liked. He demanded E'lania gave up the transmutation stone she had accidentally altered. Frigthened, the little girl protested, stumped her foot, tried to lie and negotiate, whatever she could, though she knew she was ony denying the inevitable. Resigning to what had to be her inevitable fate, she swallowed the stone to get back at the lich. It was bitter like nothing she had ever tasted, like poisonous ashes in her mouth, and down her throat. But still with the sweet taste of victory.
The lich revealed the stone to be a tool of immortality, a step closer to it, neveraging magic, a blessing of the shadowfell. They swore to tear E'lania apart and take the stone from her very stomach, but that was when the heroes who would defeat the lich arrived, and did exactly that. The village was saved, though the damage dealt to it was no joke. Some in the elven village had even died...twice, once as people and once as undead. It was the most horrible thing E'Lania had ever seen, and given the timing, she knew that those undead had been responsible for what happened to her father. She wanted nothing more than to destroy... yet she was received with praise by the elvish village that she had helped keep safe, in her own way. She let those thoughts of chasing after the invaders be drowned out by the happiness of being able to return to her father.
Of course, things weren't fine from the getgo. Many still blamed her and her father for what happened to the village. Some were suspicious of the lich having pulled E'lania over instead of killing her. To hide the facts about the shadowfell, and in her own hatred for it, for many decades E'lania would not use a single spell as a sorcerer, but only through her studies as a wizard. She was picked on by those who still hated or feared her...but cheered for those who accepted her for her good deeds. Her father in particular was there for her, even during the toughest times, and taught her to deal with the fact that she would never again age and to prize that life she had acquired. He passed on shortly after, that day marking the shift in her standing with the village, perhaps out of pity, being given a true chance to prove she deserved a place among them.
Over time, she was able to establish herself better among the elves and even travelled a bit. She helped out some people she encountered, including the chief of the lizardmen tribe she had met with her father, whose village chief she came to save. She would also come to take on a couple disciples in her days (though one grew bored and left) and briefly stopped by a random location to explain convenient information to a group of passing adventurers. She still questions the purpose of that last one to this day, but would happily do it again for the generous payment in books.
Some 200 years prior to the present day, E'Lania took up a project of studying a robot in her attempts to research real immortality, believing the warforged's body to potentially contain hidden clues about it. She got the inspiration after meeting Bentley ( @DeftDefiant ) in one of her last expeditions out of her town. The robot, it seemed, was lost and came to reveal to be on the run. E'Lania proposed giving them shelter in return for the right to experiment on them. The robot ended up agreeing after a small discussion, and E'Lania pretended that it was a summon she conjured, which even further increased her standing in Grovetall.
What at first was mere curiosity became a disappointment and opportunity alike. It was disappointing that the warforged were far from invencible or unkillable, so they wouldn't be the jumping point to completing her research. Furthermore, their means of immortality just weren't something she could bring to herself, even if she wasn't someone who'd achieved the same by other means. And yet, the more she grew to know Bentley, the more she realized he was probably the only person she ever met who would ever truly understand her plight of long-life. How remaining loyal to it was a burden she couldn't even share with anyone, for they would just pass away and leave her to carry it all on her own. She felt a connection to Bentley, as a potential long-life-long companion, which was why she was so heartbroken when the robot decided to leave. She of course allowed him to go, but after that became far more reclusive, almost never leaving even her home, much less go travel outside of town. At most, if she really needed something, she might briefly travel to a nearby city or something of the sort.
~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~
Today E'Lani is a member of the council of the elvish village that grew into an elvish town, Grovetall. Why she isn't officially a leader, her sheer age still gives her a great deal of influence among her community. Over time, she's become more and more reclusive in her research, growing into a full obsession with becoming immortal, fully and truly immortal. Her contacts are limited, so she is grateful to have had access to people like CHARACTERNAME ( @Silanon ) who brought her information from the world outside her town, in return for her own learnings. Still, she has yet to hear any news of what became of her mother. She knows the woman was only human, so she is most definitely dead, but the last bits of information she was able to gather witnessed her mother weeping for her lost family, unknowing that E'Lani had in fact survived, and that she declared she had enough and would "settle down already".
Recently, E'lani got involved with the affairs of the Gollana family, who often brought her supplies from the forest. She congratulated them on the new baby and grew curious when they mentioned her doing some extraordinary feats in the name of some deity. Little did she know that one day she would be visited by a man named Dendarian requesting certain products from E'lani. She gave them to the man for a pretty heft sum, and felt like bragging to the Gollanas, only to find that they had been killed in some kind of raid overnight.
Guilt crushed E'lani, wondering if she had had any part in this result. She began to watch over their little daughter, Athaclenna ( @Psychie ) as she was taken in by the temple, and tough she didn't interfiere she did come check up on the girl often. E'lani has also stayed at the temple rather recently once again after she caught a certain illness and nearly kicked the boot in those days. Having survived, E'lani knows sitting around shifting through books isn't going to solve the problem of finding immortality. Not fast enough anyway. She needs to go out and get that knowledge herself.
And what best way to do it than by accompanying that little girl (Athaclenna, age 110) who is also on a journey?
- [div class=text]
Half-Elf:
*Darkvision: Thanks to your elven heritage, 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.
*Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Sorcerer:
Shadow Sorcerous Origin
*Eyes of the Dark: From 1st level, you have darkvision with a range of 120 feet.
*Strength of the Grave: Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Wizard:
*Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
*Spellbook:At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want
to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
Abjuration School
*Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.
*Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Sage:
*Specialty- Researcher
*Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an aDventure or even a whole campaign.
[/div] - [div class=text]
Proficiencies:
Weapons - Daggers, darts, slings, quarterstaffs, light crossbows
Skills - History, Arcana, Intimidation, Investigation, Nature
Tools- Alchemist's Supplies
Attacks:
Quarterstaff (single hand) 1d6 bluedgeoning
Quarterstaff (two hands) 1d8 bludgeoning
Dagger 1d4 +4 piercing
Dart (thrown) 1d4 +4 piercing (range 20/60)
[/div]
- [div class=text]
- [div class=outter][div class=top2][div class=emblem2]
E'Lania Treeance
Half-Elf, Lvl 1 Shadow Sorcerer Lvl 2 Abjuration Wizard (1100/2700 XP)[/div][div class=background]
[/div][/div][div class=pic2]
- [div class=text]Age/Gender: 745 Years-Old
LittleHagLady
Height/Weight: 3' 8'' / 34ibs
Languages: Common, Elvish, Draconic, Dwarvish, Sylvan
More Appearance Details: Golden Hair, Blue Eyes, Appearance of a Small Child about 7 or 8 years old, short yet slender. Wears clearly finely woven elven clothing, proper of her status as the eldest of her town and a member of the council.
Proficiency Bonus: +2
Hit Points: 22
Hit Dice: 3d6
Armor Class: 12
Innitiative: 2
Speed: 30
Passive Perception: 9
SpellCasting Ability: Charisma/ Intelligence
Spellsave DC: 13
Spell Attack Bonus: 5
[div class=stripe2 style="background-color:white"][div class=circle]Str
6
Athletics: -2[/div] [div class=stripe2 style="background-color:white"][div class=circle]Dex[/div]
14
Acrobatics: +2|Sleight of Hand: +2|Stealth: +2[/div] [div class=stripe2 style="background-color:white"][div class=circle style="background-color:green;color:white;"]Cons[/div][/div] [div class=stripe2 style="background-color:white"][div class=circle]
14Int[/div]
16[/div] [div class=stripe2 style="background-color:white"][div class=circle]
Arcana: +5|History: +5|Investigation: +5|Nature: +5|Religion: +3Wis[/div]
8[/div] [div class=stripe2 style="background-color:white"][div class=circle style="background-color:green;color:white;"]
Animal Handling: -1|Insight:-1|Medicine: -1|Perception:-1|Survival: -1Char[/div]
16[/div][/div][/div]
Deception: +3|Intimidation: +5|Performance: +3|Persuation: +3 - [div class=story]Alignment:[/div]
True Neutral
Personality Traits:
*Compulsive Researcher- Maybe it's out of force of habit, maybe I'm just that curious a person, but I can't help myself when it comes to my drive to learn more about ticks, how they work, what makes them tick, especially if advances my goals. I do have breaks when things get too risky, but otherwise I'm taking every opportunity to learn more about things. You never know when nor where a clue about something you actually want to know about might show up!
*Ancient- Having become more reclusive as the centuries passed, I may be just a tiny tiny bit out of touch with modern times. I often find myself using ancient dialect or expecting old-fashioned things (namely when it comes to medicine) and can still bear great curiosity towards all the nifty new ways civilization has advanced.
*Goal-Oriented- I am someone who has clear goals and I am willing to persevere in my quest to achieve those goals. I have had a lot of time to think of things like priorities, and so I know I have mine quite well-defined.
Ideal:
*Life is life. It is one's duty to preserve it, and if that doesn't get in the way, preserving that of others. Undeath is just not being dead anymore. You still died. I will find a way that I will not die, ever, in any way.
*You are what you earn to be. Even when nobody can see it, you are still changed by what you do- but don't think others won't notice as well. They just pretend not to sometimes. So work for to the best of what you want to become.
Bonds:
*Grovetall Town- I may be reclusive, but one cannot help becoming attached to a place they live in for over half a millenia, nor to the people they've seen grow up since infants. In a sense, I fee like the whole town's mother or grandmother. No, definitely mother.
*Quest for Immortality- It was my father's research that set me up to complete it and end my aging. My father gave his life for mine, and his work lives through it as well. Everything I have achieved, become, and succeeded, it was all because I was alive. And I intend to keep it that way. I shall become a true immortal one day. Nomatter what.
Flaws:
*Single-Minded- I am the kind of person who tunnel visions when they find a goal. I gain and lose interest in things pretty easily, depending on whether I feel they are advancing my purpose or not, and paradoxically it seems like I always focus only on a singular thing, to the point of sometimes becoming oblivious to the well-being of others or even my own.
*Protective Paranoia- I was told I'd get used to seeing death. That I'd wish for my own. Neither of those came true to me. Yet I have seen plenty of death, and though I haven't aged a day, I'm as close to it as ever. Can you blame me for a little white lie so we don't put ourselves in any more danger than we need to? We could be killed!
*Detachment- I am a little insenstive at times, as I find it hard to relate to a lot of people for their problems seem far too fleeting to me and grew up in such different cultures. I may seem out of place among people, become merciless when angered or just be unable to comprehend that I've done something hurtful. Honestly, it sometimes makes me feel quite lonely, being like this.
Background: (Sage -Modified-)
E'Lania was born the daughter of an elven alchemist and a human merchant. The merchant's family was afflicted by a curse caused by a previous incident in their bloodline pertaining to the shadowfell. However, it was in their search for a way of ridding themselves of it that the family found many of the secrets that would come to lead them to prominence, and which first caught the eye of Gaviãn Treeance, prodigal elven alchemist who had come to study at the same university as the daughter of the Tappester group. At first it was simple intellectual curiosity and exploring magic and alchemy together, but it came to evolve into love. From that union came to be born E'Lania, and she would give no end of troubles to her parents.
Eventually, however, the time to say goodbye came. Gaviãn knew his village would never approve of his relationship with that human woman, they had only even permitted him coming to human lands to study on account of his talent as an alchemist. Dalila Tappester was likewise unable to simply stay: She lived as a peddler, as was the policy of her family for those yet to prove themselves among their ranks. E'Lania was as such no more than 4 years old when she parted from her mother and went home to her father ears covered by a hoodie and false ears out of wax.
There was always the risk of the ears falling off or seeming fake, but her father made sure to prepare counter-measures. As little kids, elves were closer to humans than when they grew up, so he used his alchemic knowledge to produce transmuter's stones that would restore E'lania's youth continually. He made occasional trips with her too, visiting dwarf mountains, human cities and even the village of a lizardman he'd befriended, all so people would notice E'Lania's youthfulness less and question it less. It was during those travels that E'Lania discovered her magic as a sorcerer and happily practiced with it. Her father noted that it had odd effects on her though, and insisted she use it more sparingly.
He knew though, that the farse couldn't last forever. People were starting to wonder why E'lania seemed to not only not age as a kid normally would, but in fact almost seem younger than she was before. In desperation, her father left the town in search of a way to ammend the situation, leaving his daughter behind with a trusted friend. His friend, learning of E'Lania's nature as a sorceror, decided to train her on her talents rather than research instead.
In parallel she too praticed, both her magic and the magic her father had laid out on his research. Of course, she was nothing like her father in terms of what she could do with her magic, but she did try to pratice with her father's transmutation stones, unknowing of how valuable they truly were. One day though, she received news of her father's severed arm being found floating in the river. An investigation was sent out while E'lania grieved her father's loss. In her grief, wishing more than ever for the life of her father, her sorcerous magic triggered like it never had before, summoning a twilight of magic into a transmutation stone that caused it to shrink and shrivel, like a bloomed flower suddenly rotting in moments. It was like obsidian and cole alike now. But there was no time to ponder about things, as the noise caused people to come to her aid...only to find E'lania with her ears uncovered. And even that shock wouldn't get a chance to last.
Scouts returned sooner than expected, carrying E'Lanias father who had warned them of an incoming undead horde, not two days away. It had showed up out of nowhere and was headed straight for their village. People began setting traps, trying to gather their things to evacuate, others panicked and just started trying to run immediately. E'Lania was one of the ones who ended up staying behind, stubbornly hiding in her wish to keep her father's research safe, and also out of fear of the other villagers who might come for her. As a matter of fact, some did, blaming her existence for the invading dreadhorde. Many others who had stayed though weren't so lucky as to have an underground place to hide. There were the pious, those who simply couldn't leave on their own or had been abandoned, those who stood to fight and so on. E'lania wanted to keep her father's work safe, but she couldn't just abandon the village she lived in! She knew she couldn't fight, so instead she decided to help people find shelter in the face of the oncoming invasion. Her father might be dead soon. dead She was now certain she hated that word more than any other. She went out in search, ignored what was thrown at her, use what little magic she had to distract the undead and get away with people as best she could, many wouldn't even want to come, she wouldn't force them, but she would try protecting their children at least. She even offered people to come to her precious lab with all the memories and work of her father, she helped move the sick, hide those she could, until she found herself caught by the undead.
She thought it was the end, but unlike how things usually went, she wasn't killed right away. Instead, she was brought before the lich. The powerful being had sense intense and powerful magic in the village, one of the kind he liked. He demanded E'lania gave up the transmutation stone she had accidentally altered. Frigthened, the little girl protested, stumped her foot, tried to lie and negotiate, whatever she could, though she knew she was ony denying the inevitable. Resigning to what had to be her inevitable fate, she swallowed the stone to get back at the lich. It was bitter like nothing she had ever tasted, like poisonous ashes in her mouth, and down her throat. But still with the sweet taste of victory.
The lich revealed the stone to be a tool of immortality, a step closer to it, neveraging magic, a blessing of the shadowfell. They swore to tear E'lania apart and take the stone from her very stomach, but that was when the heroes who would defeat the lich arrived, and did exactly that. The village was saved, though the damage dealt to it was no joke. Some in the elven village had even died...twice, once as people and once as undead. It was the most horrible thing E'Lania had ever seen, and given the timing, she knew that those undead had been responsible for what happened to her father. She wanted nothing more than to destroy... yet she was received with praise by the elvish village that she had helped keep safe, in her own way. She let those thoughts of chasing after the invaders be drowned out by the happiness of being able to return to her father.
Of course, things weren't fine from the getgo. Many still blamed her and her father for what happened to the village. Some were suspicious of the lich having pulled E'lania over instead of killing her. To hide the facts about the shadowfell, and in her own hatred for it, for many decades E'lania would not use a single spell as a sorcerer, but only through her studies as a wizard. She was picked on by those who still hated or feared her...but cheered for those who accepted her for her good deeds. Her father in particular was there for her, even during the toughest times, and taught her to deal with the fact that she would never again age and to prize that life she had acquired. He passed on shortly after, that day marking the shift in her standing with the village, perhaps out of pity, being given a true chance to prove she deserved a place among them.
Over time, she was able to establish herself better among the elves and even travelled a bit. She helped out some people she encountered, including the chief of the lizardmen tribe she had met with her father, whose village chief she came to save. She would also come to take on a couple disciples in her days (though one grew bored and left) and briefly stopped by a random location to explain convenient information to a group of passing adventurers. She still questions the purpose of that last one to this day, but would happily do it again for the generous payment in books.
Some 200 years prior to the present day, E'Lania took up a project of studying a robot in her attempts to research real immortality, believing the warforged's body to potentially contain hidden clues about it. She got the inspiration after meeting Bentley ( @DeftDefiant ) in one of her last expeditions out of her town. The robot, it seemed, was lost and came to reveal to be on the run. E'Lania proposed giving them shelter in return for the right to experiment on them. The robot ended up agreeing after a small discussion, and E'Lania pretended that it was a summon she conjured, which even further increased her standing in Grovetall.
What at first was mere curiosity became a disappointment and opportunity alike. It was disappointing that the warforged were far from invencible or unkillable, so they wouldn't be the jumping point to completing her research. Furthermore, their means of immortality just weren't something she could bring to herself, even if she wasn't someone who'd achieved the same by other means. And yet, the more she grew to know Bentley, the more she realized he was probably the only person she ever met who would ever truly understand her plight of long-life. How remaining loyal to it was a burden she couldn't even share with anyone, for they would just pass away and leave her to carry it all on her own. She felt a connection to Bentley, as a potential long-life-long companion, which was why she was so heartbroken when the robot decided to leave. She of course allowed him to go, but after that became far more reclusive, almost never leaving even her home, much less go travel outside of town. At most, if she really needed something, she might briefly travel to a nearby city or something of the sort.
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Today E'Lani is a member of the council of the elvish village that grew into an elvish town, Grovetall. Why she isn't officially a leader, her sheer age still gives her a great deal of influence among her community. Over time, she's become more and more reclusive in her research, growing into a full obsession with becoming immortal, fully and truly immortal. Her contacts are limited, so she is grateful to have had access to people like CHARACTERNAME ( @Silanon ) who brought her information from the world outside her town, in return for her own learnings. Still, she has yet to hear any news of what became of her mother. She knows the woman was only human, so she is most definitely dead, but the last bits of information she was able to gather witnessed her mother weeping for her lost family, unknowing that E'Lani had in fact survived, and that she declared she had enough and would "settle down already".
Recently, E'lani got involved with the affairs of the Gollana family, who often brought her supplies from the forest. She congratulated them on the new baby and grew curious when they mentioned her doing some extraordinary feats in the name of some deity. Little did she know that one day she would be visited by a man named Dendarian requesting certain products from E'lani. She gave them to the man for a pretty heft sum, and felt like bragging to the Gollanas, only to find that they had been killed in some kind of raid overnight.
Guilt crushed E'lani, wondering if she had had any part in this result. She began to watch over their little daughter, Athaclenna ( @Psychie ) as she was taken in by the temple, and tough she didn't interfiere she did come check up on the girl often. E'lani has also stayed at the temple rather recently once again after she caught a certain illness and nearly kicked the boot in those days. Having survived, E'lani knows sitting around shifting through books isn't going to solve the problem of finding immortality. Not fast enough anyway. She needs to go out and get that knowledge herself.
And what best way to do it than by accompanying that little girl (Athaclenna, age 110) who is also on a journey?
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Half-Elf:
*Darkvision: Thanks to your elven heritage, 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.
*Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
Sorcerer:
Shadow Sorcerous Origin
*Eyes of the Dark: From 1st level, you have darkvision with a range of 120 feet.
*Strength of the Grave: Starting at 1st level, your existence in a twilight state between life and death makes you difficult to defeat. When damage reduces you to 0 hit points, you can make a Charisma saving throw (DC 5 + the damage taken). On a success, you instead drop to 1 hit point. You can't use this feature if you are reduced to 0 hit points by radiant damage or by a critical hit.
After the saving throw succeeds, you can't use this feature again until you finish a long rest.
Wizard:
*Ritual Casting: You can cast a wizard spell as a ritual if that spell has the ritual tag and you have the spell in your spellbook. You don't need to have the spell prepared.
*Spellbook:At 1st level, you have a spellbook containing six 1st-level wizard spells of your choice.
The spells that you add to your spellbook as you gain levels reflect the arcane research you conduct on your own, as well as intellectual breakthroughs you have had about the nature of the multiverse. You might find other spells during your adventures. You could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
Copying a Spell into the Book. When you find a wizard spell of 1st level or higher, you can add it to your spellbook if it is of a level for which you have spell slots and if you can spare the time to decipher and copy it.
Copying a spell into your spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. You must practice the spell until you understand the sounds or gestures required, then transcribe it into your spellbook using your own notation.
For each level of the spell, the process takes 2 hours and costs 50 gp. The cost represents material components you expend as you experiment with the spell to master it, as well as the fine inks you need to record it. Once you have spent this time and money, you can prepare the spell just like your other spells.
Replacing the Book. You can copy a spell from your own spellbook into another book-for example, if you want
to make a backup copy of your spellbook. This is just like copying a new spell into your spellbook, but faster and easier, since you understand your own notation and already know how to cast the spell. You need spend only 1 hour and 10 gp for each level of the copied spell.
If you lose your spellbook, you can use the same procedure to transcribe the spells that you have prepared into a new spellbook. Filling out the remainder of your spellbook requires you to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
Abjuration School
*Abjuration Savant: Beginning when you select this school at 2nd level, the gold and time you must spend to copy a abjuration spell into your spellbook is halved.
*Arcane Ward: Starting at 2nd level, you can weave magic around yourself for protection. When you cast an abjuration spell of 1st level or higher, you can simultaneously use a strand of the spell's magic to create a magical ward on yourself that lasts until you finish a long rest. The ward has hit points equal to twice your wizard level + your Intelligence modifier. Whenever you take damage, the ward takes the damage instead. If this damage reduces the ward to 0 hit points, you take any remaining damage.
While the ward has 0 hit points, it can't absorb damage, but its magic remains. Whenever you cast an abjuration spell of 1st level or higher, the ward regains a number of hit points equal to twice the level of the spell.
Once you create the ward, you can't create it again until you finish a long rest.
Sage:
*Specialty- Researcher
*Researcher: When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an aDventure or even a whole campaign.
[/div] - [div class=text]
Proficiencies:
Weapons - Daggers, darts, slings, quarterstaffs, light crossbows
Skills - History, Arcana, Intimidation, Investigation, Nature
Tools- Alchemist's Supplies
Attacks:
Quarterstaff (single hand) 1d6 bluedgeoning
Quarterstaff (two hands) 1d8 bludgeoning
Dagger 1d4 +4 piercing
Dart (thrown) 1d4 +4 piercing (range 20/60)
[/div]
- [div class=text]
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Spells
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Cantrips: (7)
*Mage Hand (Wizard)
*Blade Ward (Wizard)
*Acid Splash
*Mending (Sorcerer)
*Mold Earth
*Shape Water
*Thunderclap (Sorcerer)
First Level: (10)
*Witch Bolt (Sorcerer)
*Protection From Evil and Good (Sorcerer)
*Mage Armor (Wizard)
*Shield (Wizard)
*Sleep (Wizard)
*Identify (Wizard) (Ritual)
*Snare (Wizard)
*Comprehend Languages (Wizard) (Ritual)
*Unseen Servant (Wizard) (Ritual)
*Alarm (Wizard) (Ritual)
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Items
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Equipped:
*Arcane Focus - The transmutation stone she swallowed came to be her arcane focus, currently inside her body.
*Quarterstaff (1d6 bludgeoning simple melee, versatile- 1d8 bludgeoning)
*2 Daggers (1d4 pierceing, simple finesse, light, thrown)
*Backpack
*2 Sacks
*Spellbook - Floating Spellbook
*Fine Clothes
Currency:
40 GP
8 CP
Carrying:
*Black Ink
*Quill
*letter from a dead colleague posing a question you have not yet been able to answer
*Bedroll
*Mess Kit
*Tinderbox
*10 Torches
*10 Days of Rations
*Waterskin
*50 Feet of Hempen Rope
*Alchemist's Supplies
*25 Paper Sheets
*8 Darts
(note: took explorer's kit)
Trinket:
21- "A tiny gnome-crafted music box that plays a song
you dimly remember from your childhood"
*People often mispronounce her name as "Lamia", which has accidentally resulted in the creation of a myth of a lamia goddess in a certain lizardman village.
*Her family name was originally "Treedance", but over the generations became shortened.
*Despite taking pride in her old age, she often lies about it to other races. They make her feel self-conscious about her real age from the perspective of short-living races.
*Due to her connection with the shadowfell, she has a bigger connection to the undead (which she hates) and hears whispers on occasion that she cannot understand, coming from the shadowfell or its denizens. The main times when this happens are when she casts spells as a sorcerer (as opposed to as a wizard), tough her magic carries an ominous aura in general. Reactions to this vary, as citzens of Grovetall have come to consider this aura a symbol of her might, but many see it as a threat. This is part of what may make her seem intimidating despite her childish appearance.
*She's learned a few disguise skills, though she's no master of disguise. She at least knows how to make false elf ears from her time growing up in disguise
*Her immortality is based on transmutation magic- this means her body is not so much on a constant state of stasis, but one on a constant state of reversal that contradicts the innitial state of progression. This makes smaller wounds faster to recover from (no mechanical benefit, just lore) but prevents her from developing her body past a certain extent. Because of this, her dexterity comes from her intense training to pass as an elf by seeming as nimble as possible.
*Her family name was originally "Treedance", but over the generations became shortened.
*Despite taking pride in her old age, she often lies about it to other races. They make her feel self-conscious about her real age from the perspective of short-living races.
*Due to her connection with the shadowfell, she has a bigger connection to the undead (which she hates) and hears whispers on occasion that she cannot understand, coming from the shadowfell or its denizens. The main times when this happens are when she casts spells as a sorcerer (as opposed to as a wizard), tough her magic carries an ominous aura in general. Reactions to this vary, as citzens of Grovetall have come to consider this aura a symbol of her might, but many see it as a threat. This is part of what may make her seem intimidating despite her childish appearance.
*She's learned a few disguise skills, though she's no master of disguise. She at least knows how to make false elf ears from her time growing up in disguise
*Her immortality is based on transmutation magic- this means her body is not so much on a constant state of stasis, but one on a constant state of reversal that contradicts the innitial state of progression. This makes smaller wounds faster to recover from (no mechanical benefit, just lore) but prevents her from developing her body past a certain extent. Because of this, her dexterity comes from her intense training to pass as an elf by seeming as nimble as possible.