Hey everyone, welcome back. As Nastara said I switched characters, had her be a ditzy, bumbling princess who tends to get the party into more trouble than she gets them out of. We should probably rework out connections again, if nobody minds the hassle.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Velaria</div><div class="spoiler_body"><br/><div class="floatright">(http://static.zerochan.net/Sky.Zelda.full.2037618.jpg)</div><br/><strong><span class="bbc_u">Name:</span></strong> Velaria Folkhein <br/><strong>Race:</strong> Elf<br/><strong>Alignment:</strong> Good<br/><strong>Class:</strong> Bard<br/><strong>Lv:</strong> 1<br/><br/><strong>Health:</strong> 12 (8 + Con)<br/><strong>Damage:</strong> 1d4<br/><br/><strong><span class="bbc_u">Stats</span></strong><br/><strong>Dex-</strong> 15 (+1) <strong>Str-</strong> 9 (0) <strong>Cha-</strong> 16 (+2)<br/><strong>Con-</strong> 12 (0)  <strong>Int-</strong> 13 (+1) <strong>Wis-</strong> 8 (-1)<br/><strong>Luck-</strong> 3<br/><br/><strong><span class="bbc_u">Moves</span></strong><br/><br/><strong>Elf</strong>- When you enter an important location (your call) you can ask the GM for one fact from the history of that location.<br/><br/><div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Arcane Art</div><div class="spoiler_body">When you weave a performance into a basic spell, choose an ally and an effect:<br/><br/>    Heal 1d8 damage<br/>    +1d4 forward to damage<br/>    Their mind is shaken clear of one enchantment<br/>    The next time someone successfully assists the target with aid, they get +2 instead of +1<br/><br/>Then roll+Cha.<br/><br/>✴ On a 10+, the ally gets the selected effect.<br/><br/>✴ On a 7-9, your spell still works, but you draw unwanted attention or your magic reverberates to other targets affecting them as well, GM’s choice.</div></div><br/><br/><strong><br/>Bardic Knowledge</strong> - Legends of Heroes Past<br/><br/><br/><strong>Fool-</strong> Lower Damage by 1 level, Raise HP by 2<br/>You have an extra Stat, Luck. When you rest, set it to 3. When you miss, you may lower your luck by 1 to reroll, take the second result and explain how you hit through sheer luck. If your luck hits Zero, you may not reroll and take -1 to ALL ROLLS until you rest.<br/><br/><br/><strong>Port in the Storm</strong> - When you return to a civilized settlement you’ve visited before, tell the GM when you were last here. They’ll tell you how it’s changed since then.<br/><br/><br/><strong><span class="bbc_u">Gear</span></strong><br/><br/><strong>Load:</strong> 3/18 (Str +9) <br/><br/><strong>Instrument:</strong> Royal Harp <br/><br/><strong>Clothing:</strong> Ostentatious clothes <br/><br/><strong>Weapon:</strong> Dueling rapier (close, precise, 2 weight)<br/><br/><strong>Stuff:</strong> Dungeon Rations (5 uses, 1 weight), Bandages (0 weight)<br/><br/><br/><strong><span class="bbc_u">Bonds</span></strong><br/><br/>This is not my first adventure with______.<br/><br/>I sang stories of__________long before I ever met them in person.<br/><br/>___________is often the butt of my jokes.<br/><br/>I am writing a ballad about the adventures of _______.<br/><br/>_______trusted me with a secret.<br/><br/>___________does not trust me, and for good reason.<br/><br/><br/><span class="bbc_u"><strong><br/>Bio: </strong></span><br/>Princess of the mixed kingdom of Folkenheim, Velaria was always a girl enslaved to her imagination and sense of wonder. At a young age she developed a fascination with heroes and epic tales, and dreamed of becoming an adventurer herself. Often she would skip lessons or shirk her royal duties in favor of reading story books and sneaking off with the other children around the castle to play pretend that she was a heroic knight. While at first her parents believed it merely a fleeting phase of youth, as she grew older she became increasingly more bold in her actions, even going so far as to sneak out of the castle to roam around the streets of the capital, seeking out 'villains' to put to justice. When one such endeavor almost got her seriously hurt at the hands of a petty thief, her parents sought to put an end to her games, assigning her the orcish knight <div class="spoiler_container"><div class="spoiler_header" onclick="hideSecond (this);" role="button">Brunhilda Faithshield</div><div class="spoiler_body">(http://fc06.deviantart.net/fs71/i/2011/089/a/3/elspeth_fan_art_by_lorraine_schleter-d3cu3ed.jpg)</div></div> as her personal guard, hoping the herm's intimidating presence would dissuade her from acting up. <br/><br/>Unfortunately this proved much the opposite, as seeing such a strong woman carrying such a distinguished title, hearing the stories of her former adventures, it only made her desire for adventure stronger. Over the next few years Velaria spent her time working her way into her guard's good graces, slowly winning her over until she was truly dedicated to her, body and soul (and perhaps in desire as well as she would later discover). With Brunhilda's assistance the princess was able to flee the capital for good, venturing forth into the world in search of adventure. She quickly learned however the harsh realities of the world. Ideals and fantasies were not the same as real life, a lesson she quickly learned when she lost her virginity to Brunhilda, the hermaphroditic orc seeing the girl's body as the only reward for her assistance the girl had to offer. The two ventured together for a time, only to be separated when a group of bandits raided the town they were staying in. Foolishly wanting to fight Velaria rushed forward towards the bandits, whilst the veteran Brunhilda opted to flee their overwhelming numbers. Lacking in formal training and skill Velaria was quickly captured, and would have been sold into slavery a few days later had a group of Delvers not come to liberate the slaver camp she was being held at. <br/><br/></div></div>