Colony Chronicles - Character Sheets
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		<h2 id="linktree">Play-By-Post: Bondage, D/s, S&amp;M =&gt; Bondage: Exotic Small Groups =&gt; Topic started by: Sain on 15-06-2019, 00:01:41</h2>
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				Title: <strong>Colony Chronicles - Character Sheets</strong><br>
				Post by: <strong>Sain</strong> on <strong>15-06-2019, 00:01:41</strong>
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				Post your character sheets here :-)
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			<dt class="postheader">
				Title: <strong>Re: Colony Chronicles - Character Sheets</strong><br>
				Post by: <strong>Ziether</strong> on <strong>17-06-2019, 01:10:52</strong>
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				Backstory to be completed over the next few days:<br><br><hr><br>(https://i.imgur.com/Tcr9rNs.png)<br><span style="font-family: georgia;" class="bbc_font"><strong>Name:</strong> Grunkar Broadfinger<br><strong>Race:</strong> Mountain Dwarf<br><strong>Class:</strong> Fighter<br><strong>Height:</strong> 4’3”<br><strong>Weight:</strong> 180<br><strong>Languages:</strong> Dwarvish, Common<br><strong>Alignment:</strong> Neutral Good<br><strong>Ability scores:</strong> Str 17 | Dex: 13 | Con: 16 | Int: 10 | Wis: 8 | Cha: 12<br><strong>Skill proficiency (Background):</strong> Athletics, Intimidate<br><strong>Skill proficiency (Class):</strong> History, Perception<br><strong>Tool proficiency (Background):</strong> Dice Set, Land Vehicles<br><strong>Tool proficiency (Class):</strong> None</span><br><br><hr><br>(https://i.imgur.com/rieSiUp.png)<br><span style="font-family: georgia;" class="bbc_font"><strong>Armour:</strong> Chain Mail<br><strong>Shield:</strong> Shield<br><strong>Equipment pack:</strong>Explorer’s Pack<br><strong>Martial weapon:</strong> battleaxe<br><strong>Secondary weapon:</strong> hand axe x2<br><strong>Background Equipment:</strong> Sergeant’s Insignia, goblin’s dagger, bone dice, clothing, belt pouch with 10gp<br><strong>Trinket:</strong> A scroll case full of ash. The lid has a tiny iron spike on the top.</span><br><br><hr><br>(https://i.imgur.com/8Xkit6W.png)<br><span style="font-family: georgia;" class="bbc_font"><strong>Bonds:</strong><br>(Character bonds not yet established – goes here)</span><br><br><strong>Description: </strong><br><div class="floatright">(https://i.pinimg.com/564x/ba/50/b3/ba50b3e88e9b92df87fab3c799ef6cab.jpg)</div><span style="font-family: georgia;" class="bbc_font"><br>A dwarf not well-suited to a life within the confines of the walls and tunnels of his clan’s holdings, Grunkar has an intense natural inclination to wander. He is very devoted to the task at hand, but has a hard time truly understanding others. Grunkar is a very devout religious dwarf, worshipping across the dwarven pantheon, but favoring Torm, hoping to emulate his god’s form by standing as a bastion before oncoming danger. He fears the terrors of the deep places of the world, and is distrustful of those who wield mind-altering magics, knowing all too well the horrors that can be unleashed when one is made to act against their will. Grunkar tries to be sociable when involved with others, but finds himself speaking on subjects his fellows seldom care about, or going off on unrelated tangents. He loves his beard more than gold, gems, ale, and she-dwarves, and will compose doggerel verses about it when he has time to spare.<br><br>Grunkar is, well, a dwarf’s dwarf. A stout, hearty fellow, he is broad and well-thewed, made even more stout by the thick armor he wears, a nearly ever-present addition to his own bulk. Even when going about peaceable business and eschewing his favored plates of steel, Grunkar carries a solid shield over his shoulder, a versatile tool when danger presents itself. He favors axes over blunt instruments, primarily the long-hafted blades of his people, but he keeps a smaller axe on his belt as a tool or weapon of last resort. Grunkar favors practicality over displays of grandeur when it comes to his garb, often sticking to drab leggings and tunics, simple leather boots, and warm furs to ward off the elements. His pack is brimming with such garments at most times, however, as they don’t really fit under his armor well.<br><br>Grunkar’s bushy brown brows flow from one side of his face to the other with only the barest of breaks between them. He keeps the edges of his moustache and beard neatly trimmed, a flowing mass of deep brown with flecks of red throughout. Impeccably groomed, the adornment begins at his temples, cascading from the edges of the rest of his hair down his cheeks to meet his moustache. From there the combined threads of hair are woven intricately into a fine pattern, various geometric shapes interspersed with each other, occasionally tied off with tiny rings of silver binding them together and pulling them into place. The rare red hairs are wound about the silver rings, giving them a subtle striped pattern. After the beard leaves his chin, it is worked into three larger braids, each bound with a piece of string of a different hue. The leftmost braid is bound in blue, signifying the sky, the vast expanse that limits dwarven ambition. The rightmost is bound in a shiny onyx black, signifying the depths of the world from whence his people came, his history. The middle braid is bound in white, signifying righteousness, his goal in the world. At the tip of each braid, each are brought together and tied with a plain brown band with tiny, poor quality emerald flecks, signifying the life he must live to bind it all into one cohesive whole.<br><br><strong>Backstory: </strong><br>While Grunkar is not the most comfortable among his own kind anymore, that wasn’t always the case. Like the overwhelming majority of mountain dwarves, he was born and raised within the holdings of his extended family, the teeming clan serving to show the young dwarf exactly how society was supposed to operate. Brought up under the watchful eye of the priesthood of the dwarven gods, Grunkar learned a healthy respect for power and authority, but at the same time chafed against the rigidity of their people’s tradition. The pressures of dwarven society to conform and to serve were too much for the young man, and as soon as he had served his required tour of duty as a clan guardsman for ten years, he was officially released from mandatory service. He was a full citizen with rights to have grievances heard, to marry, to operate a business, and, most importantly, to leave.<br><br>Departing was not a hasty decision for Grunkar. He was a damned good warrior, and the expectations of his family were just too much for him to remain among them. He loved them dearly, but knew that they would be more proud of his decisions when they heard of them on the tongues of bards than if he were to stay behind and fail to follow protocol by establishing a trade and finding a suitable dwarf to marry and produce children with. Those were not his priorities. While he loved being a dwarf and sought to proudly display the culture he descended from, there was no way he was going to remain under the protective cover of the mountain’s halls when the greater world stood just beyond their gates.<br><br>Dwarves are nothing if not stubborn, and Grunkar was very much a dwarf. He struggled to fit in with the mercenary company he joined, his refusal to drink and carouse with the others inciting the soldiers to question if he was a real dwarf and suggesting that he might do better in a monastery or cloister than among sellswords. As much as their words stung, they only served to harden Grunkar’s resolve. He needed to prove himself as a valuable asset. There was no other option. So he served. So he fought. So he endured. And after five years, he carried a sergeant’s insignia and the respect of scores of men he’d kept alive in campaigns across the length and breadth of the region.<br><br>But Grunkar saw wanted more. He needed to be farther from his clan and from the roiling cities filled with every temptation known. Even though he was hard-headed and pious, temptation was strong, and Grunkar knew that he would fail if he didn’t help himself. Signing on to a new mercenary company, Makbet’s Legion, he was made to sail across the great sea to bring his skills to New World, where fledgling lords were already looking for private armies to bring pressure on their rivals and claim larger and larger swaths of land. Commander Makbet was a good man, though, and the Legion swore only to serve masters who could show that their causes were largely noble. The mercenaries were all men and women of honor, and Grunkar was proud to serve amongst them for two years, defending the lands they were hired to keep against the incursions of their marauding neighbors. It was far from the beautiful wanderings he longed for, but it served to get him to where such things could be done, and he had sworn two years of service.<br><br>Finally free, Grunkar found he wasn’t the only dwarf who had made his way to the New World to find his fortune. Though the others often shared little of his values, they served as a bridge to success for the hired blade. Grunkar only knew the ways of warfare, with little care given to other pursuits, so he found himself drawn to adventuring parties. The idea of supporting a small team of specialists was exactly what he sought. They traveled far and wide, and most would allow him to keep his eccentricities without really questioning them. As long as he pulled his weight when the time came to act, he was welcomed.<br><br>Grunkar is now a grizzled veteran adventurer, although he has never really managed to escape the bottom rung of the ladder of advancement. He still refuses to consume intoxicants, even when in great distress or pain. He still cleaves to his religious beliefs, venerating Torm above all others, but also paying homage to the entire dwarven pantheon. Strength and defense are honorable pursuits in his mind, and he champions them greatly. The charms of the flesh have been little of an issue for Grunkar. Most of those he has associated with have not been attracted to male dwarves, so he has not had to decide whether or not to give in to the calls of his loins. He has stood watch while others have engaged in such acts, and the mercenary companies he served with were often rife with sexual escapades, leaving him quite educated despite his lack of experience. Many feminine forms and some masculine ones have their appeal, but aesthetic preferences are moot when one remains warded by layers of steel, free from the lowering of inhibitions brought on by copious volumes of ale, and cognizant of the dangers inherent when one’s guard is compromised. Perhaps that will change. Perhaps not.<br></span><br>
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			<dt class="postheader">
				Title: <strong>Re: Colony Chronicles - Character Sheets</strong><br>
				Post by: <strong>Mirrah</strong> on <strong>29-06-2019, 14:32:52</strong>
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				Nhyris Extaminos (WIP) (https://docs.google.com/spreadsheets/d/1N2JXQ2MXYdg5c1XWKJKYHSyguLjNg5Eet4YUNSW4vbA/edit?usp=sharing)<br><br>Will add more of a description and backstory. For now, this is her brief description.<br><br><em>Nhyris likes shiny things, gems and jewelry. Though she doesn’t talk about it much, she believes that a show of wealth is like a show of power, and weaker people will cower at the sight of it. She also is aware that wealth can be dangerous, so she favors wearing a cloak with a deep hood to cover her head and upper body, and loose, non-restrictive clothing underneath. With the hood on, she could pass for an average human female, or a half human. Her body is of willowy build and her hair black with a gloss of dark green. Her golden reptilian eyes and the smattering of green scales on her body are the things that usually set her apart though. Another thing of note that is not readily visible is the stylized black tattoo of a moth on the middle of her back, over her heart.<br><br>Born a clone in a sorcerer’s laboratory and awakened by accident at full growth, she looks just like the Original, and doesn’t know yet what might happen to her if the original ever dies. As far as she is aware, she was created for various purposes. Though her recollection of the Original’s recent memory is hazy at best, she does retain clearer memories of the Original’s past. She works to set herself apart from the Original, however, wanting to be an existence on her own terms, with her own power and identity. After wandering homeless and cautious of being pursued by the sorcerer and the Original, she grasped at the first hint of power that was dangled in front of her--a Patron and a pact. Now, she wanders as a Warlock with a five inch cube box that she carries with her everywhere, strapped like an odd pack at her back.<br><br>Nhyris isn’t good, but she isn’t exactly evil either, though she may occasionally be swayed to do evil if there is enough persuasion. Being neutral, at the core, she cares little for law or chaos, and instead looks out for her best interests.</em>
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			<dt class="postheader">
				Title: <strong>Re: Colony Chronicles - Character Sheets</strong><br>
				Post by: <strong>Ershin</strong> on <strong>07-07-2019, 10:48:50</strong>
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				Pretty much done, but the background needs a bit of refinement<br><br><hr><br><div class="floatleft">(https://i.imgur.com/i2LqHEL.jpg)</div><br><span style="font-family: georgia;" class="bbc_font"><span style="font-size: 14pt;" class="bbc_size"><strong>M</strong></span>áiréad</span> Stonecutter<br><br><strong>Class</strong>: Artificer (____)<br><strong>Alignment</strong>: Neutral Good<br><strong>Race</strong>: Human (Variant)<br><strong>Size</strong>: Medium<br><strong>Background</strong>: Clan Crafter<br><strong>Height</strong>: 4’9<br><strong>Weight</strong>: <br><strong>Age</strong>: 19<br><br><div align="center"><table class="bbc_table"><tbody><tr><td><strong><span class="bbc_u">STR</span></strong></td><td><strong><span class="bbc_u">DEX</span></strong></td><td><strong><span class="bbc_u">CON</span></strong></td><td><strong><span class="bbc_u">INT</span></strong></td><td><strong><span class="bbc_u">WIS</span></strong></td><td><strong><span class="bbc_u">CHA</span></strong></td></tr><tr><td><div align="center"><em>8</em></div></td><td><div align="center"><em>14</em></div></td><td><div align="center"><em>14</em></div></td><td><div align="center"><em>16</em></div></td><td><div align="center"><em>10</em></div></td><td><div align="center"><em>12</em></div></td></tr><tr><td><div align="center"><em>(-1)</em></div></td><td><div align="center"><em>(+2)</em></div></td><td><div align="center"><em>(+2)</em></div></td><td><div align="center"><em>(+3)</em></div></td><td><div align="center"><em>(+0)</em></div></td><td><div align="center"><em>(+1)</em></div></td></tr></tbody></table></div><br><div align="center"><table class="bbc_table"><tbody><tr><td><strong><span class="bbc_u">Armor Class</span></strong></td><td><strong><span class="bbc_u">Initiative</span></strong></td><td><strong><span class="bbc_u">Speed</span></strong></td></tr><tr><td><div align="center"><em>16</em></div></td><td><div align="center"><em>+2</em></div></td><td><div align="center"><em>30ft</em></div></td></tr></tbody></table></div><br><div align="center"><table class="bbc_table"><tbody><tr><td></td><td><div align="center"><strong><span class="bbc_u">Hit Points</span></strong></div></td><td><div align="center"><strong><span class="bbc_u">Hit Dice</span></strong></div></td></tr><tr><td></td><td><div align="center"><em>10</em></div></td><td><div align="center"><em>1d8</em></div></td></tr></tbody></table></div><br><br><div align="center"> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Skills</div><div class="spoiler_body"><div style="text-align: left;">Acrobatics &nbsp;&nbsp;&nbsp;+2<br>Animal Handling +0<br><strong>*Arcana &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+7 (ex)</strong><br>Athletics &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;-1<br>Deception &nbsp;&nbsp;&nbsp;+1<br><strong>*History &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+5</strong><br><strong>*Insight &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+2</strong><br>Intimidation &nbsp;&nbsp;&nbsp;+1<br><strong>*Investigation +5</strong><br><strong>*Medicine&nbsp; &nbsp;&nbsp;&nbsp;+2</strong><br>Nature &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+3<br><strong>*Perception &nbsp;&nbsp;&nbsp;+2</strong><br>Performance &nbsp;&nbsp;&nbsp;+1<br>Persuasion &nbsp;&nbsp;&nbsp;+1<br>Religion &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+3<br>Sleight of Hand +2<br>Stealth &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+2<br>Survival &nbsp;&nbsp;&nbsp;&nbsp;&nbsp;&nbsp;+0</div></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Languages</div><div class="spoiler_body"><div style="text-align: left;">Common<br>Dwarven<br>Elvish<br>Undercommon</div></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Proficiencies</div><div class="spoiler_body"><div style="text-align: left;"><strong>Saving Throws:</strong> Intelligence, Constitution<br><strong>Armor:</strong> Light, Medium, Shields<br><strong>Weapons:</strong> Simple, hand crossbows, heavy crossbows<br><strong>Tools:</strong> Thieves' Tools<br>Tinker's Tools<br>Cooks' Utensils (Prodigy)<br>Carpenter's Tools (Artificer)<br>Cartographer's Tools (Clan Craftsman)</div></div></div><hr><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Features</div><div class="spoiler_body"><div style="text-align: left;"><strong>Background: </strong><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Clan Crafter</div><div class="spoiler_body"><strong>Skill Proficiencies:</strong> History, Insight<br><strong>Tool Proficiencies:</strong> One type of artisan's tools<br><strong>Languages:</strong> Dwarvish or one other of your choice if you already speak Dwarvish<br><strong>Equipment:</strong> A set of artisan's tools with which you are<br>proficient, a maker's mark chisel used to mark your<br>handiwork with the symbol of the clan of crafters you<br>learned your skill from, a set of traveler's clothes, and<br>a pouch containing 5 gp and a gem worth 10 gp<br><strong>FEATURE: RESPECT OF THE STOUT FOLK</strong><br>As well respected as clan crafte rs are among outsiders,<br>no one esteems them quite so highly as dwarves do. You<br>always have free room and board in any place where<br>shield dwarves or gold dwarves dwell, and the individuals<br>in such a settlement might vie among themselves to<br>determine who can offer you (and possibly your compatriots)<br>the finest accommodations and assistance.</div></div><br><strong>Racial:</strong> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Feat - Prodigy</div><div class="spoiler_body">You have a knack for learning new things. You gain the<br>following benefits:<br>• You gain one skill proficiency of your choice, one tool<br>proficiency of your choice, and flue ncy in one language<br>of your choice.<br>• Choose one skill in which you have proficiency. You<br>gain exper tise with that skill , which means your proficiency<br>bonus is doubled for any ability check you make<br>with it. The skill you choose mus t be one that is n't<br>already benefiting from a feature, such as Expertise,<br>that doubles your proficiency bonus.</div></div><br><strong>Class:</strong> <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Magical Tinkering</div><div class="spoiler_body">At 1st level, you learn how to invest a spark of magic in objects that would otherwise be mundane. To use this ability, you must have thieves’ tools, tinker’s tools, or other artisan’s tools in hand. You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:<br><br>• The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.<br>• Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away. You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.<br>• The object continuously emits your choice of an odor or a nonverbal sound (wind, waves, chirping, or the like). The chosen phenomenon is perceivable up to 10 feet away.<br>• A static visual effect appears on one of the object’s surfaces. This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.<br><br>The chosen property lasts indefinitely. As an action, you can touch the object and end the property early.<br><br>You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time. The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object). If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.</div></div></div><br><br></div></div><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Spells</div><div class="spoiler_body"><div style="text-align: left;"><strong>Attribute</strong>: Intelligence<br><strong>Spell DC</strong>: 13<br><strong>Spell Attack</strong>: +5<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Cantrips</div><div class="spoiler_body">Mending, Prestidigitation</div></div><br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">1st level</div><div class="spoiler_body">Arcane Weapon</div></div></div></div></div><hr><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Equipment</div><div class="spoiler_body">Scale Mail<br>Two Daggers<br>Light Crossbow and quiver of 20 bolts<br>Thieves' Tools<br><div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">Dungeoneer's Pack</div><div class="spoiler_body">Backpack<br>Crowbar<br>Hammer<br>10 Pitons<br>10 Torches<br>Tinderbox<br>10 days Rations<br>Waterskin<br>50 ft Hempen Rope</div></div><br>A set of traveller's clothes<br>A maker's mark chisel<br>Cooks Utensils<br>15gp<br></div></div></div><hr><strong><span class="bbc_u">Background</span></strong><br>Máiréad began her life as a foundling, unbeknownst to her. Her birth parents were travelling merchants who were on their way to the <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">ancient dwarven halls</div><div class="spoiler_body"> Or at least the dwarves claim them to be, this particular hall and forge is of a much more recent construction, with digging starting with the rest of the colonisation of the New World, but so stubborn are the bearded ones that they insist it is much older than the settlements of other races.</div></div> under the mountains to trade with the stout folk - while Dwarves are known as some of the finest craftsmen in the world there are simply some things beyond their scope or are seen as too un-dwarven to create themselves allowing a healthy business relationship with humans who would often times act as intermediaries between themselves and rivals such as the elves. Before a scout patrol could find them Máiréad's wagon was beset by creatures most foul - <div class="spoiler_container"><div onclick="hideSecond (this);" role="button" class="spoiler_header">lycanthropes that either killed or turned others into their kind</div><div class="spoiler_body">I'm thinking that the alpha took an interest in Máiréad's mother, choosing to turn her rather than simply kill and devour, possibly keeping her as a mate?</div></div>. The scouts fought off the savage wolf creatures, finding only a crying infant in the mostly ruined wagon. She was taken back to the forges and brought before the Counsel of Crafters, some of the most highly respected of their kin in this particular colony to decide her fate. Brother Herval Stonecutter, a tinkerer of reknown, bade that he keep her, for he and his wife had been found to be unable to have children of their own and he wished simply for a wee lass to care for and call his own, to raise and to teach, to pass on his wealth of knowledge.<br><br>And so it came to be that the girl was brought up by Stonecutter and his wife, her entire life being told that she was a Dwarf with none wanting to go against the word of Stonecutter by telling her otherwise. She was mentored by the tinker and was seen by him as proficient in the craft to the point he put her work before his peers, leading to her being seen as a Clan Crafter, being given the title and merits this entailed.<br><br>During her life she was fascinated by curiousities and gadgets human traders brought to the Halls, unbeknownst to her similar to those her parents had once traded with many years ago. She expressed a desire to learn more about their manufacture to her father who, after many years, finally permitted her to leave the safety of the rocky cradle she had spent the majority of her life. Leaving the mountain, she promised to learn all she could while in the wider world and bring everything she could back to her family, vowing to become an even greater crafter on her travels.<br><hr><strong><span class="bbc_u">Appearance</span></strong><br>Dark of skin, wild of hair. Wears glasses she doesn't need as she believes her eyesight to be lacking - she is a dwarf and yet has trouble seeing in the dark or in dim light.<br><hr><strong><span class="bbc_u">Personality</span></strong><br>Curious, friendly but with an edge of stubbornness that seems to be ingrained into dwarves. Generally speaking wants to know how everything works. Will gush uncontrollably about fine pieces of crafting from architechture to weaponry to eating utensils, and be quick to admonish poor craftsmanship. Can't help but try to improve upon designs she comes across and wants to learn every craft she can<br>Whole-heartedly believes she is a dwarf.<br>Enjoys singing the songs of her people (https://www.youtube.com/watch?v=VgqkWI0YC5k) (or at least humming them to herself) while she works. Feels shame about her lack of upper body strength to actually use a pick to mine for her own materials, enjoys that (up until coming into the wider world of the tall folk) she was the one asked to reach for items from the top shelf.<br><br>Can probably hold her ale. She's never been told otherwise even after having blacked out on several occasions.
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			<dt class="postheader">
				Title: <strong>Re: Colony Chronicles - Character Sheets</strong><br>
				Post by: <strong>Silk</strong> on <strong>10-07-2019, 00:36:27</strong>
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				<div class="floatright">(https://i.pinimg.com/736x/73/7e/c8/737ec8b66b8fb115ed70525f917f9537--character-concept-art-game-character.jpg)</div><div class="floatleft">(https://i.pinimg.com/originals/7c/a6/d6/7ca6d68b9efc289566bd9b83c62d8f9a.jpg)</div><br>Character sheet : https://www.myth-weavers.com/sheet.html#id=1954282<br><br><hr>Backstory is currently WiP
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