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#dol dorn
cryoverkiltmilk · 6 months
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Another Halfling from @mlarayoukai . Laranna Eversky, Fighter/Paladin of Kord (Kurgess if I play her in Pathfinder, Dol Dorn if in Eberron). Transfemme but still swole and candy-colored AF (you can't fight the forces of evil if you ain't cute). Loves her riding mule, Benny, loves tests of strength, and will make any bad decision necessary in pursuit of trying a new booze. Doesn't show up so well in this art style (which I still love!) but she's jacked to the point she's been mistaken for a shorter Dwarf on more than one occasion.
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melissa-titanium · 4 months
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A study of ur doll design cuz i think she is super cool :3
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OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD OH MY GOD SHUT UP .SHUT THE FUCK UP. HOLY SHIT. HOLY SHIT. HOLY. SHIT. HOLY. SHIT. HOLY. SHIT. HOLY.SHIT. THERES NO FUCKING WAY. BYE. BYE, BYE,BYEBYENEYNEYNEYNEYBRESGUIAERGHAERGIUAHJREIGOEGRAAAAIJEGRAIIEJIRGARF I <33333 FFFFFFFFFFFFFFFFFFFFFFFFFFU CKING ADORE HOW U DO HER HAIR. AND HER STUPID ASS GLOVES. HOLY FUCK. HOLYFUCKING SHIT BYE SHES SO PERFECT. SHES SO PERFECT THISISLIKE EXACTLY HOW I IMAGINE HER I FUCKING. BYE. UR STYLE<33333 UR ART STYLE <33333333333 ARHIUGAHAIEURGHFEAIUWHIERGUFHDISG SHAKES YOU BAKC AND FORTH <33333333333 SO GOOD. SO GOOD. SOGOOD. SOGOOD. SOGOOD THANKYOU SOMUCH BYE <333333 IUDFGHSIUDHAGOUIHADFGDFIOJFGIDHJJFIJO!!!!!!!!!!!!!!!!
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dungeonmastertyrant · 4 months
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Cleric (War Domain)
Cleric Spells
Cleric level 1: Divine Favor and Shield Of Faith
Cleric level 3: Magic Weapon and Spiritual Weapon
Cleric level 5: Crusader's Mantle and Spirit Guardians
Cleric level 7: Freedom of Movement and Stoneskin
Cleric level 9: Flame Strike and Hold Monster
Bonus Proficiencies: At 1st level you gain proficiency with martial weapons and heavy armor.
War Priest: From 1st lever your god delivers bolts of inspiration to you while you are engaged in battle. When you use the Attack action you can make 1 weapon attack as a bonus action. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Channel Divinity: Guided Strike: Starting at 2nd level you can use your Channel Divinity to strike with supernatural accuracy. When you make an attack roll you can use your Channel Divinity to gain a +10 bonus to the roll. You make this choice after you see the roll but before the DM says whether the attack hits or misses.
Channel Divinity: War God's Blessing: At 6th level when a creature within 30 feet of you makes an attack roll you can use your reaction to grant that creature a +10 bonus to the roll using your Channel Divinity. You make this after you see the roll but before the DM says whether the attack hits or misses.
Divine Strike: At 8th level you gain the ability to infuse your weapon strikes with divine energy. Once on each of your turns when you hit a creature with a weapon attack you can cause the attack to deal an extra 1d8 damage of the same type dealt by the weapon to the target. When you reach 14th level the extra damage increases to 2d8.
Avatar of Battle: At 17th level you gain resistance to bludgeoning piercing and slashing damage from nonmagical attacks.
Gods in this domain their alignment and their symbol:
Bane LE Upright black right hand thumb and fingers together, Tempus N Upright flaming sword, Torm LG White right gauntlet, Tyr (Dnd Tyr not Viking Tyr) LG Balanced scales resting on a warhammer, Erythnul CE Blood drop, Heironeous LG Lightning bolt, Hextor LE Six arrows facing downward in a fan, Kord CG 4 spears and 4 maces radiating out from a central point, Trithereon CG Triskelion, Ulaa LG Mountain with a circle at its heart, Paladine LG Silver triangle, Kiri-Jolith LG Bison's horns, Sargonnas LE Stylized red Condor, Dol Arrah LG rising sun, Dol Dorn CG Longsword crossed over a shield, The Fury NE Winged Wyrm with woman's head and upper body, The Mockery NE 5 blood splattered tools, The SIlver Flame, LG Flame drawn on silver or molded from silver, The spirits of the past CG varies, Bahamut LG Dragon's head in profile, Grolantor CE Wooden club, Gruumsh CE Unblinking eye, Hruggrek CE Morningstar, Kurtulmak LE Gnome skull, Maglubiyet LE Bloody axe, Surtur (DND Surtur not Viking Surtur) Flaming sword, Thrym (DND Thrym not viking Thrym) CE White double bladed axe, Morrigon CE 2 crossed spears, Nuada N Silver hand on black background, Ares CE Spear, Athena LG Owl, Hercules CG Lion's head, Nike LN Winged woman, Bast CG Cat, Odin NG Watching blue eye, Heimdall LG Curling musical horn, Sif CG Upraised sword, Surtur (Viking Surtur) LE Flaming sword, Thor CG Hammer, Thrym (Viking Thrym) CE White double bladed axe, Tyr (Viking Tyr) LN Sword.
Source: Players Handbook
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Just some random pseudo-norse syllables
Perhaps just take two random syllables to create a nordic/scandinavian inspired name. Serndul, Binfern, Varslyn...
bal bam ban bar barl barm barn barr bars bart bas bel bem ben ber berl berm bern berr bers bert bes bil bim bin bir birl birm birn birr birs birt bis bjal bjam bjan bjar bjas bjel bjem bjen bjer bjes bjil bjim bjin bjir bjis bjol bjom bjon bjor bjos bjul bjum bjun bjur bjus bol bom bon bor borl borm born borr bors bort bos bral bram bran brar bras brel brem bren brer bres bril brim brin brir bris brol brom bron bror bros brul brum brun brur brus bryl brym bryn bryr brys bul bum bun bur burl burm burn burr burs burt bus byl bym byn byr byrl byrm byrn byrr byrs byrt bys dal dam dan dar darl darm darn darr dars dart das del dem den der derl derm dern derr ders dert des dil dim din dir dirl dirm dirn dirr dirs dirt dis dol dom don dor dorl dorm dorn dorr dors dort dos dul dum dun dur durl durm durn durr durs durt dus dyl dym dyn dyr dyrl dyrm dyrn dyrr dyrs dyrt dys fal fam fan far farl farm farn farr fars fart fas fel fem fen fer ferl ferm fern ferr fers fert fes fil fim fin fir firl firm firn firr firs firt fis fjal fjam fjan fjar fjas fjel fjem fjen fjer fjes fjil fjim fjin fjir fjis fjol fjom fjon fjor fjos fjul fjum fjun fjur fjus fol fom fon for forl form forn forr fors fort fos fral fram fran frar fras frel frem fren frer fres fril frim frin frir fris frol from fron fror fros frul frum frun frur frus fryl frym fryn fryr frys ful fum fun fur furl furm furn furr furs furt fus fyl fym fyn fyr fyrl fyrm fyrn fyrr fyrs fyrt fys gal gam gan gar garl garm garn garr gars gart gas gel gem gen ger gerl germ gern gerr gers gert ges gil gim gin gir girl girm girn girr girs girt gis gol gom gon gor gorl gorm gorn gorr gors gort gos gul gum gun gur gurl gurm gurn gurr gurs gurt gus gyl gym gyn gyr gyrl gyrm gyrn gyrr gyrs gyrt gys hal ham han har harl harm harn harr hars hart has hel hem hen her herl herm hern herr hers hert hes hil him hin hir hirl hirm hirn hirr hirs hirt his hjal hjam hjan hjar hjas hjel hjem hjen hjer hjes hjil hjim hjin hjir hjis hjol hjom hjon hjor hjos hjul hjum hjun hjur hjus hol hom hon hor horl horm horn horr hors hort hos hral hram hran hrar hras hrel hrem hren hrer hres hril hrim hrin hrir hris hrol hrom hron hror hros hrul hrum hrun hrur hrus hryl hrym hryn hryr hrys hul hum hun hur hurl hurm hurn hurr hurs hurt hus hyl hym hyn hyr hyrl hyrm hyrn hyrr hyrs hyrt hys kal kam kan kar karl karm karn karr kars kart kas kel kem ken ker kerl kerm kern kerr kers kert kes kil kim kin kir kirl kirm kirn kirr kirs kirt kis kjal kjam kjan kjar kjas kjel kjem kjen kjer kjes kjil kjim kjin kjir kjis kjol kjom kjon kjor kjos kjul kjum kjun kjur kjus kol kom kon kor korl korm korn korr kors kort kos kral kram kran krar kras krel krem kren krer kres kril krim krin krir kris krol krom kron kror kros krul krum krun krur krus kryl krym kryn kryr krys kul kum kun kur kurl kurm kurn kurr kurs kurt kus kyl kym kyn kyr kyrl kyrm kyrn kyrr kyrs kyrt kys lal lam lan lar larl larm larn larr lars lart las lel lem len ler lerl lerm lern lerr lers lert les lil lim lin lir lirl lirm lirn lirr lirs lirt lis lol lom lon lor lorl lorm lorn lorr lors lort los lul lum lun lur lurl lurm lurn lurr lurs lurt lus lyl lym lyn lyr lyrl lyrm lyrn lyrr lyrs lyrt lys mal mam man mar marl marm marn marr mars mart mas mel mem men mer merl merm mern merr mers mert mes mil mim min mir mirl mirm mirn mirr mirs mirt mis mol mom mon mor morl morm morn morr mors mort mos mul mum mun mur murl murm murn murr murs murt mus myl mym myn myr myrl myrm myrn myrr myrs myrt mys
nal nam nan nar narl narm narn narr nars nart nas nel nem nen ner nerl nerm nern nerr ners nert nes nil nim nin nir nirl nirm nirn nirr nirs nirt nis nol nom non nor norl norm norn norr nors nort nos nul num nun nur nurl nurm nurn nurr nurs nurt nus nyl nym nyn nyr nyrl nyrm nyrn nyrr nyrs nyrt nys pal pam pan par parl parm parn parr pars part pas pel pem pen per perl perm pern perr pers pert pes pil pim pin pir pirl pirm pirn pirr pirs pirt pis pol pom pon por porl porm porn porr pors port pos pul pum pun pur purl purm purn purr purs purt pus pyl pym pyn pyr pyrl pyrm pyrn pyrr pyrs pyrt pys ral ram ran rar rarl rarm rarn rarr rars rart ras rel rem ren rer rerl rerm rern rerr rers rert res ril rim rin rir rirl rirm rirn rirr rirs rirt ris rjal rjam rjan rjar rjas rjel rjem rjen rjer rjes rjil rjim rjin rjir rjis rjol rjom rjon rjor rjos rjul rjum rjun rjur rjus rol rom ron ror rorl rorm rorn rorr rors rort ros rral rram rran rrar rras rrel rrem rren rrer rres rril rrim rrin rrir rris rrol rrom rron rror rros rrul rrum rrun rrur rrus rryl rrym rryn rryr rrys rul rum run rur rurl rurm rurn rurr rurs rurt rus ryl rym ryn ryr ryrl ryrm ryrn ryrr ryrs ryrt rys sal sam san sar sarl sarm sarn sarr sars sart sas sel sem sen ser serl serm sern serr sers sert ses sil sim sin sir sirl sirm sirn sirr sirs sirt sis sjal sjam sjan sjar sjas sjel sjem sjen sjer sjes sjil sjim sjin sjir sjis sjol sjom sjon sjor sjos sjul sjum sjun sjur sjus sol som son sor sorl sorm sorn sorr sors sort sos sral sram sran srar sras srel srem sren srer sres sril srim srin srir sris srol srom sron sror sros srul srum srun srur srus sryl srym sryn sryr srys sul sum sun sur surl surm surn surr surs surt sus syl sym syn syr syrl syrm syrn syrr syrs syrt sys tal tam tan tar tarl tarm tarn tarr tars tart tas tel tem ten ter terl term tern terr ters tert tes til tim tin tir tirl tirm tirn tirr tirs tirt tis tol tom ton tor torl torm torn torr tors tort tos tul tum tun tur turl turm turn turr turs turt tus tyl tym tyn tyr tyrl tyrm tyrn tyrr tyrs tyrt tys val vam van var varl varm varn varr vars vart vas vel vem ven ver verl verm vern verr vers vert ves vil vim vin vir virl virm virn virr virs virt vis vol vom von vor vorl vorm vorn vorr vors vort vos vul vum vun vur vurl vurm vurn vurr vurs vurt vus vyl vym vyn vyr vyrl vyrm vyrn vyrr vyrs vyrt vys wal wam wan war warl warm warn warr wars wart was wel wem wen wer werl werm wern werr wers wert wes wil wim win wir wirl wirm wirn wirr wirs wirt wis wol wom won wor worl worm worn worr wors wort wos wul wum wun wur wurl wurm wurn wurr wurs wurt wus wyl wym wyn wyr wyrl wyrm wyrn wyrr wyrs wyrt wys zal zam zan zar zarl zarm zarn zarr zars zart zas zel zem zen zer zerl zerm zern zerr zers zert zes zil zim zin zir zirl zirm zirn zirr zirs zirt zis zol zom zon zor zorl zorm zorn zorr zors zort zos zul zum zun zur zurl zurm zurn zurr zurs zurt zus zyl zym zyn zyr zyrl zyrm zyrn zyrr zyrs zyrt zys
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misswoozi · 2 years
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This may be inaccurate as all I did was a quick perusal of the Wikipedia List of D&D Deities to see who may make sense.
Fantasoshi
Messenger Taeyeon: 
Avandra, the Changebringer, also known as "She Who Makes the Path", is the goddess of freedom, trade, travel, adventure, and luck
Mercenary Jessica: 
The Sovereign of Strength and Steel, Dol Dorn is the patron of all who fight for a living.
Innkeeper Sunny: 
The Sovereign of Hall and Hearth, Boldrei is the goddess of hearth and home standing watch over the individual homes, as well as the community at large.
Performer Tiffany: 
Branchala, also known as The Bard King, the Song of Life, and the Songmaster, represents the godly power of inspiration.
Animal Trainer Yuri: 
Obad-Hai is the god of Nature, Woodlands, Freedom, Hunting, and Beasts.
Hunter Hyoyeon: 
Obad-Hai is the god of Nature, Woodlands, Freedom, Hunting, and Beasts.
Alchemist Sooyoung: 
Sirrion is the god of alchemy, creativity, passion, and transformation. 
Diplomat Yoona:
Zivilyn is the deity of wisdom, enlightenment, and insight.
Scribe Seohyun: 
Gilean is the chief deity of the Gods of Neutrality and the Divine Power of knowledge.
THIS IS TREMENDOUSLY COOL AND VERY HELPFUL
THANK YOU!!! I will be using this to inspire me going forward!
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looceyloo · 2 years
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So, you haven't played a Twilight Cleric, but can you share a little bit about any clerics you have played?
Yeah! Unfortunately I have not had the chance to finish art of all of them, but heeere goes!
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Thyra the human Tempest Cleric, who I actually played in 4e as a Storm Warpriest (lv10+ Clerics could specialize and become warpriests). She’s from an island of fighters devoted to Kord, God of storms and war. Because of how 4e worked, she ended up being mechanically more similar to a battlemaster fighter with healing and lightning magic I guess? High battlefield control, consistent damage output, tanky as heck. Probably the second most outwardly pious character I’ve played.
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Kardah the half-orc War Domain Cleric, who I played in a short-lived campaign set in Eberron. She was a gladiator who bought her way out through the sheer martial prowess, and consequently devoted her life to the teachings of Dol Dorn. She was the party tank, though we also had a paladin. When she healed, it was flavoured as words of encouragement or exhorting her party to overcome injury.
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Little River (Xiao He), the human Trickster Domain Cleric that I played in a Wuxia themed oneshot! I wish I could have played her more. She’s a farmgirl with a mischievous streak that got dragged into adventure with her brother. Her idol is the monkey king, of course.
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Emi, Tiefling Grave Domain Cleric, for a single player oneshot set in fantasy east Asian amalgam setting. She’s a priestess on a pilgrimage, funding her travels with exorcisms and performing funeral rites. Quiet and less naïve than she appears. She’s very much a support character, which is funny given I played her in a single player oneshot (oops).
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Atychia, Yuan-ti Pureblood (flavoured as half-Gorgon) Arcana Domain Cleric of Hekate in a Theros/Ancient Greek campaign! As a priestess of the temple of Hekate, she is singularly devoted to the preservation of magic and mysteries, and maintaining a delineation between the living and the dead. She never takes off her mask!
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dolamrotha · 7 years
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( @faithserum ) 
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     “ are all of your kin so deadly? ” a VIPER must bite, she supposes, a snake shall have its jaws, still she has never known such skills as these women have: spear and knife and venom, too. “ my father knew not into what trap he sent his daughter! “ but she is SMILING, playful, unthreatened. they are ALLIES, or so her father says, she is no playing-piece for them. “ would you teach me your art, lady tyene, if i asked?” 
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Star Wars Alien Species - Kel Dor
Dorin was a dark and dusty planet in the Expansion Region. It was the homeworld of the Kel Dors, with an atmosphere of a unique gas and helium.
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The planet was situated between two black holes, making access to the planet limited, while space travel for the natives was highly dangerous. Dorin's atmosphere contained very little oxygen, and barely supported life, although some flora did exist on the planet. This atmosphere mix affected the evolution of the Kel Dor, requiring them to wear antiox breath masks to filter out oxygen while off-world. Likewise, many non-Kel Dors visiting Dorin would have to wear breath masks of their own for the gases they required. Humans, however, could survive at least a short time in the atmosphere without suffering any ill effects.
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The Kel Dors were aware of and used the Force long before they joined the Galactic Republic and the Jedi. This proud Force tradition was known as the Baran Do Sages. The Baran Do Sages often acted as advisers to rich and powerful Kel Dor families. Initially, their powers centered on weather-prediction, but as the Baran Do Sages learned more about the Force, they realized they had an affinity for detecting, and subsequently preventing, dangerous events. Wars and disasters were often averted simply by the insight of a Baran Do Sage. After joining the Republic, the Baran Do Sages dwindled in power and number, due to the Jedi's greater knowledge of the Force, and their taking of Force-sensitive infants. Those Kel Dors who were even aware of their existence considered them to be eccentric wizards. Some traditional families still sent Force-sensitive children to learn from them, however. Because of their obscurity, the Sages managed to escape the Great Jedi Purges, for the most part, unscathed.
Kel Dors were noted for their simple approach to justice, and they typically saw moral issues in black and white. On the one hand, the Kel Dor were noted for their hospitality, they would never turn away a stranger in need. Yet, Kel Dors were not averse to taking the law into their own hands, and had no compunctions about putting to death a thief who was merely stealing to feed himself.
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Kel Dor surnames, like Human surnames, were based on ancient family trades or jobs, or even a description of a particularly famous Kel Dor in the family. The Koon family name, for example, meant 'explorer'.
Kel Dor given names were based, loosely, on the sounds generated by Dorin's unique atmospheric phenomena. This tradition was highly popular among the Kel Dors, and the upper classes considered it bad luck to name a child away from Dorin. Kel Dor names tended to be short, usually monosyllabic, due to an ancient superstition about the "wind spirits" of Dorin. Upon hearing the sustained wind-sound of a long name, so the story went, the wind spirits would have mistaken the child for one of their own, and carried him or her off to be raised as a wind-child. No one believed in this myth for thousands of years, but the effect it had on Kel Dor naming conventions remained.
The tradition of using the sounds of atmospheric phenomena meant that Kel Dor given names appeared to have almost no meaning to an outsider, but another Kel Dor who had heard the sound in question and could identify the phenomenon would understand the significance and meaning of the name.
Likewise, objects and techniques were often named after their purpose or effect. For example, the Baran Do Force technique ayna-seff, which caused brain activity to become undetectable, translated to "dead brain" in Galactic Basic Standard.
Dorin joined the Galactic Republic in 5975 BBY, and had direct representation in the Galactic Senate. Because so many Jedi came from Dorin, the Republic funded the construction of an enclave on the planet. The atmosphere limited the regular students to Kel Dor, although many Jedi of other species visited the enclave to learn from the Kel Dor masters. While its isolation allowed the planet to remain unharmed by the Old Sith Wars, nearly all Jedi at the enclave on Dorin were killed by Sith assassins following the Jedi Civil War. During the New Sith Wars, the planet was the site of a battle won by the Sith.
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During the Clone Wars, General Grievous led an attack on Dorin, but the Galactic Republic defeated his forces.
Dorin fell within space controlled by the Galactic Empire during the Hunt for Zsinj of 7–8 ABY and was within the core territory of Grand Admiral Thrawn's confederation during his campaign against the New Republic in 9 ABY. Dorin was outside of Imperial space by the following year, during which it was attacked by Imperial forces as part of an offensive by the reborn Emperor Palpatine's alliance of Imperial factions. Dorin later joined the New Republic, and the Baran Do engaged in contact and exchange with the New Jedi Order.
During the Yuuzhan Vong War, the planet fell into the hands of the invaders. After 35 ABY, the territory of the Imperial Remnant expanded, and Dorin was within the borders of the Remnant during the Second Galactic Civil War of 40–41 ABY. In 43.5 ABY, Luke and Ben Skywalker traveled to Dorin to consult the Baran Do and their involvement in Jacen Solo's fall to the dark side.
Early in the reign of the Darth Krayt's Galactic Empire, Dorin was blockaded by the Imperial Navy. The Sith then ordered that the best and brightest of Kel Dor offer their service to the Empire, or their people would suffer. As a result many Kel Dor entered the Imperial service, though the blockade remained in place. A secret route onto the world, called the Dorin Run, was discovered by smugglers, though it lay so close to the black holes, that all but the most reckless considered it too dangerous to use.
Their skin ranged in color from peach to a crimson red. Most had dark, black eyes, although some were born with silver irises, a mark that was often seen as an affinity for the Force.
Kel Dors were, as a whole, considered an unattractive species due to their strange facial structure. Their noses were described as falling short of becoming a beak, with a gaping opening that descended to the mouth, a toothless chasm with drooping fleshy strands. In place of teeth, Kel Dor had an upper and lower hard-palate, visible only when they pulled their lips back. Framing their head were extrasensory organs which terminated in small black tusks.
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Due to Dorin having a unique atmosphere composed of helium and a gas unique to their world, the Kel Dors were forced to wear an antiox breath mask and protective goggles whenever in atmospheres of a different composition. This equipment protected them from carbon dioxide, nitrogen, and oxygen, which were fatal to a Kel Dor. The breathing mask also helped to amplify the Kel Dor's voice, as they were forced to shout to produce any sound when out of their native atmosphere. Without their protective goggles, Kel Dors were considered effectively blind when away from Dorin. They were also able to survive in the vacuum of space for a short time, though it was unknown exactly how long they could withstand it.
The Kel Dors also had heightened reflexes, a result of the extrasensory organs in their heads. As a species, they were thought to be typically quick and wise, but of a weaker constitution, when compared to other species. Kel Dors were also said to communicate with their minds using a form of telepathy. This form of telepathy was thought to be a Force technique known only among the masters of the Baran Do order, but was later exposed to be a lie spread by the Baran Do sages.
The average Kel Dor stands between 1.6 and 2 meters or 5.2 and 6.6 feet tall and weighs 70 kilograms or 154 pounds.
Kel Dor age at the following stages:
1 - 11 Child
12 - 15 Young Adult
16 - 44 Adult
45 - 59 Middle Age
60 - 69 Old
Examples of Names: Dorn Tlo, Plo Koon, Sha Koon, Torin Dol.
Languages: Kel Dor, or Kel Dorian, was the native language of the Kel Dor species from Dorin. Most Kel Dor were fluent in both Kel Dor and Basic, preferring to use Basic over their own language when away from their homeworld due to oxygen atmospheres making it more difficult to understand. It was easier to speak the language when in Dorin's atmosphere, though this did not prevent some non-Kel Dor from learning the language. Vylanthar Merric and Commander Doel Scherp both had learned the language, as well as the Jedi Bultar Swan and Ahsoka Tano.
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quasitsqueeries · 2 years
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The war domain
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There are several ways you could run a war domain cleric. The most straightforward is to focus on weapon attacks, while using your spells to buff your allies. They have martial weapon proficiency and divine strikes, and all of their features focus on making their weapon attacks better, so they’re likely to be focused on attacking with their weapons more than anything else. What this can mean is that this domain might actually benefit from the ability they use for their weapon being their highest, followed by wisdom. Many of their domain spells are buffs, with a standard effect that’s not influenced by their spell modifier, so having a higher wisdom doesn’t help. They could focus on spells like bless, shield of faith, magic weapon, crusader’s mantle and spirit guardians, while doing a decent amount of damage with weapons. Many of those spells require concentration, so it could be a good idea to take a ranged weapon (a longbow is a good option, or a heavy crossbow with the crossbow expert feat, since this domain can make multiple attacks) and sit back a bit where you’re less likely to be hit. Playing this way gives the sense of a strategist, supporting their allies, which is in keeping with many of the war domain deities like The Red Knight, Helm, Torm and Tyr in the Forgotten Realms, Dol Arrah and Dol Dorn in Eberron, the elf god Corellon Larethian, Clangeddin Silverbeard of the dwarven pantheon, Arvoreen of the halflings and Gaerdal Ironhand of the gnomes.
However, buffing allies and shooting enemies with a bow or crossbow feels less in keeping with other war deities like Gruumsh, Bane and Uthgar. In cases where a deity’s approach to war is to instill fear in their enemies it might make more sense to focus on debuff spells, clerics of Bane should cast the spell bane a lot. In this case, taking wisdom as your highest ability is probably useful, since debuff spells tend to impose saves, and it’s easier to get advantage to improve your chances of an attack succeeding, than it is to impose disadvantage on a save. Some deities might also regard ranged combat as cowardly, these clerics may prefer to use melee weapons, if they’re also hoping to cast spells requiring concentration it may be worth taking the combination of the tough and eldritch adept feats mentioned in my first post on clerics.
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kristenbeeapples · 4 years
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Okay, guesses for Kristen’s new subclass since Ally all but confirmed it’s happening on the Fireside Chat:
Grave Domain 
Gods of the grave watch over the line between life and death. To these deities, death and the afterlife are a foundational part of the multiverse’s workings. To resist death, or to desecrate the dead’s rest, is an abomination. Deities of the grave include Kelemvor, Wee Jas, the ancestral spirits of the Undying Court, Hades, Anubis, and Osiris. These deities teach their followers to respect the dead and pay them due homage. Followers of these deities seek to put restless spirits to rest, destroy the undead wherever they find them, and ease the suffering of dying creatures. Their magic also allows them to stave off a creature’s death, though they refuse to use such magic to extend a creature’s lifespan beyond its mortal limits. 
Either Death or Grave domain would make sense but I think Grave is more likely since it’s more neutral and about guiding people to the afterlife rather than necromancy/undeath which has negative connotations. Kristen’s died 3 times now (stop it brennan) and has come away from each death experience with a new outlook on religion and faith. Worshipping death, after spending her early years in the life domain, would make total sense, especially since so much of her questioning religion was about the afterlife. The bit about ‘resisting death’ being an abomination might be difficult since she’s done it a bunch, but I think Brennan could probably homebrew a reason to get around it if that’s what they go with.
Cool things that come with this domain: as a reaction you can cancel a critical hit on an ally within 30ft of you, which is super clutch, and can also cast Spare the Dying as a bonus action. Cool!*
(More below the read more!!)
Knowledge Domain
The gods of knowledge – including Oghma, Boccob, Gilean, Aureon, and Thoth – value learning and understanding above all. Some teach that knowledge is to be gathered and shared in libraries and universities, or promote the practical knowledge of craft and invention. Some deities hoard knowledge and keep its secrets to themselves. And some promise their followers that they will gain tremendous power if they unlock the secrets of the multiverse. Followers of these gods study esoteric lore, collect old tomes, delve into the secret places of the earth, and learn all they can. Some gods of knowledge promote the practical knowledge of craft and invention, including smith deities like Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.
Given Kristen’s whole thing about asking questions, I think this could work! If it turns out the mystery goddess is good (which... I am doubtful lol) the bit about deities that hoard knowledge would tie in really nicely, and I imagine Kristen could persude her to start sharing knowledge more freely and be on a more equal footing with her deity which is what she wants. If Ally is allowed to re-roll one of their lower stats like the others did last ep, they could re-roll intelligence which would fit well with this domain. (Tragically, I don’t really see an outcome where it would make sense for them to re-roll dex.) This is the one I like the least though - I feel like this is maybe mid-freshman year Kristen rather than current Kristen, especially now that she’s gotten rid of her philopsophy students. But who knows!
Cool things that come with this domain: you can use channel divinity to read minds and cast Suggestion!! What the Fuck!! That’s rad, and also would lead to many shenanigans, I’m sure.
Protection Domain
The protection domain is the purview of deities who charge their followers to shield the weak from the strong. The gods’ faithful dwell in villages and towns on the borderlands, where they help bolster defenses and seek out evils to defeat. These gods believe that a strong shield and a suit of armor is the best defense against evil, second only to a stout mace on hand to respond to any attacks in kind. Deities who grant this domain include Helm, Ilmater, Torm, Tyr, Heironeous, St. Cuthbert, Paladine, Dol Dorn, the Silver Flame, Bahamut, Yondalla, Athena, and Odin.
Okay this domain is basically all the Bad Kids, but I think it would especially work for Kristen ‘why do good people suffer?’ ‘I cast Greater Restoration on Riz’ Applebees. Play-wise I think this subclass is a little limited so might not happen but story-wise? Would absolutely be perfect for Kristen. She’s always trying to look after others and having that mechanically validated would be so cool. It would be maintaining the spirit of what Kristen believed her faith to be (helping others) whilst rejecting the shitty parts of it! Good!
Cool things that come with this domain: you can use your channel divinity to bless your ally, so that if they’re attacked in the next minute the attacker takes 2d10 + your wisdom modifier damage. 
Twilight Domain
The Twilight Domain governs the transition and blending of light into darkness. It is a time of rest and comfort, but also the threshold between safety and the unknown. Deities of healing or respite (such as Boldrei, Hestia, Mishakal, or Pelor), bravery or protection (such as Dol Arrah, Hajama, Helm, or Ilmater), travel or transition (such as Fharlanghn, Hermes, the Raven Queen, or the Traveler), or the night and dreams (such as Celestian, Morpheus, Nut, or Selune) might grant their clerics the Twilight Domain. Clerics who server these deities tend to be brave, delving into the dark to hold its dangers at bay and to bring comfort to those lost far from the light. 
I hadn’t thought about this before but I spotted it as I was looking through the domains on the 5e wiki and remembered this was Tracker’s domain. Given that Kristen was talking about wanting to be twin goddesses with the Unnamed Goddess and Tracker, this could work out if it turns out the Unnamed Goddess is good (which again, big if). BUT IF it does happen this is the domain of dreams, which would be such a good counterbalance to the Nightmare King in the final battle and I imagine would make for a lot of really cool imagery/themes. I also just really like the vibes of this domain? Like, Tracker and Kristen as lesbian moon cleric gfs... ideal.
Cool things that come with this domain: Kristen could finally have darkvision lol (with no limit, which is rad!). You also get the Twilight Sanctuary that Tracker can make and an ability called Steps of the Brave which allows advantage on saves against being frightened and the ability to use flying instead of walking speed for one turn. 
Unity Domain
A sense of oneness shines at the heart of healthy communities, whether bound together by friendship, blood, faith, or some other uniting force. The gods of unity deepen such bonds and delight in their strength. Clerics of these gods preside over marriages and other familial bonding customs, but they also nurture the emotional bonds of friendship and camaraderie. Their divine blessings bolster and protect allies in battle through these deep bonds and turn aside malign influences.
Okay, listen, if you follow me you KNOW Power of Friendship Kristen is basically my whole thing, so I might be a little biased, but read that above description and tell me that does not sound like Kristen and her relationship with The Bad Kids to a T.  Kristen loves her friends, they motivate her, she spends all her time in and often out of battle trying to protect them. It would make complete sense for the narrative and would really emphasise the queer found family vibes of D20/The Bad Kids. Don’t ask me to elaborate further because it will be an incoherent mess and I’ve already babbled about this enough times, just Trust Me On This One, y’all. 
Cool things that come with this subclass: you can use channel divinity to share the burden of damage between your allies, so you can decrease the damage on people who are weaker/already hurt and give more to the tanks, which is extremely clutch. Emboldened Bond is basically Bless for two people which is made by creating a bond between them... the cutest!! I love this subclass.
BONUS: Kristen multi-classes into paladin
I was thinking about this a couple of weeks ago and then I re-watched the talkback episode of Fantasy High that Ally and Zac were on and was reminded that Kristen was originially conceived as a paladin. (Which is wild to think about now, given how important Kristen’s cleric stuff is.) Anyway, this could work, because it would be a bit of a distance from very intense, direct religious worship that has been harmful to Kristen in the past whilst also allowing her to maintain faith if you get what I mean? She would also be able to more physically protect her friends and be able to do like good amounts of damage. My guess if this happened she would go Oath of Devotion, whilst also switching subclasses to one of the ones I listed above. No idea if that’s possible, no idea if this would be a strategic multiclass, also probably not very likely to happen, just think it would be cool! Paladins are the best class, fight me.
Thanks for reading this whole thing which got WAY out of hand. If any of these turn out to be the right answer, but especially Power of Friendship Kristen, I reserve the right to brag about it forever. Fingers crossed for next week/whenever the finale ends up being!
*All of these subclasses have cool things at higher levels too, I was just picking my fave abilities that Kristen would be able to use at the level they’re all currently at. 
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romera-rp · 4 years
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LABEL: Vantablack. NAME: Roksana “Sana” Sirsk. AGE: 27 years old. RACE: Human. CLASS: Pact of the Hexblade Warlock. RELIGION: None. ALIGNMENT: True Neutral. GENDER: Female. FACECLAIM: Medalion Rahimi. STATUS: Vantablack is an original character.
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Roksana is the daughter of two paladins, champions of Dol Dorn and Dol Arrah, both destined to die for their gods. She grew up on stories of their self-written prophecies and lessons of duty and honour. However, she didn’t know that duty was the most important thing to them until she was fifteen when her father died leading a crusade. Her sister was less than a year old, and her mother seemed more motivated by the death than heartbroken. She began to work harder than ever, chasing her own honourable death, and Roksana stayed home with her sister. Ten years later, her mother finally reached her destiny, and Roksana was left with an eleven-year-old and enough coin to last them a month. She immediately got to work, taking to the bounty board in her hometown of Runswick and finding that the small jobs weren’t enough to support her and her sister. So she scraped together some courage and took a job all the way across the country. She had to embellish her skills and accomplishments to get the job, but it seemed easy enough: venture into a coastal cave and return anything she found there. Roksana still doesn’t know if her client had meant for her to retrieve Darthranok - an ancient and rather talkative sword - or if they knew that she would be bound to it, and she doesn’t intend to find out. Roksana never returned to her client to finish the job, opting instead to embrace the powers Darthranok gave her and find higher-paying jobs elsewhere. Given that she’s now an accomplished mercenary with an income steady enough to provide her sister with a good life, she can’t help but think she made the right choice.
Witty, resolute, self-assured, stubborn, indifferent, greedy. 
[ CHECK OUT THE FULL ROLEPLAY ]
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roksanas · 4 years
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ROKSANA SIRSK -  CHARACTER DEVELOPMENT QUESTIONNAIRE
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BASICS -
1. Height?
Roksana is 5’4.
2. Eye colour?
Dark brown.
3. Do they need glasses?
Nah baby this human has 20/20 vision and can see in regular and magical darkness for 120 feet. It’s an invocation, but she will claim she’s just more evolved than most humans.
4. Scars and birthmark?
She has quite a few prominent scars on her hands from burns and cuts when she was training as a blacksmith. She also has a long, vertical scar beneath her ribs from a job that went sideways. She almost died before getting to a cleric; she doesn’t talk about it.
5. Tattoos and piercings?
On her right ear she has 3 lobe piercings, an industrial and a forward helix, and on her left she has a helix, a tragus, and 3 lobe piercings. As for tattoos, she has the symbols of Dol Arrah, Milil, Lathander, and the Raven Queen down her left forearm, and the symbols of Dol Dorn, Tymora, Malar, Sune down her right forearm.
6. Right or left handed?
Sana does most things with her right hand, but she’s trained herself to be useful with both in battle.
7. Any disabilities? Physical or mental.
Sana has lost most of the hearing in her left ear, and as such is hard of hearing.
8. Do they have any allergies?
Roksana is allergic to dogs and NO ONE is allowed to talk to her about it. 
9. Favourite colour?
Black, or navy blue. 
10. Typical outfits?
Sana likes well-made clothing, and most of her spending is on clothes. She wears mostly black and white. A lot of her tops are blouses, often sporting either lace, embroidery, or flowy sleeves. She loves elaborate dresses, corsets worn in untraditional ways, and interesting belt buckles. If she’s on a job, she wears a breastplate underneath a cloak or a powerful-looking coat. She’s also a fan of leather gloves.
11. Do they wear any makeup?
Sana rarely wears makeup, but she can’t resist a bit of eyeliner here and there.
12. What weapon do they use, if any?
She almost exclusively uses Obit, which is both her pact blade and her spellcasting focus. Obit likes to call itself Darthranok, and speaks to her telepathically. 
PERSONALITY -
13. Are they more optimistic or pessimistic?
Sana considers herself a realist, which is to say...she’s mostly pessimistic. If she has any optimism left, it resides in Zari, who does her best to see the light in every situation when Sana is focusing on solutions. She doesn’t waste a lot of time on pessimism, but she certainly doesn’t expect anything good from others or from any situation she walks into.
14. Are they introverted or extroverted?
Introverted. Definitely charismatic and a skilled socializer, but she only gains energy when she’s alone or only around people who are close to her.
15. What are their pet peeves?
Most of Sana’s pet peeves are exhibited by her clients. She hates when people explain things slowly when she didn’t ask them to, she hates when people aren’t punctual - particularly with their payments - and she hates when people act like they know her. Above all, she hates being pitied, and even annoys herself when she gets caught up in the habit of self-pitying. Some smaller pet peeves include loud chewers, Zari wearing her clothes, and people standing too close to her.
16. What bad habits do they have?
She picks at her nails, leans back in pretty much every chair she sits in, and leaves loose strands of hair littered about the house. She always thinks she’s right, she consistently asks too much for the jobs she undertakes, and she tries to get to know people without letting them know her.
17. Do they have any phobias?
The most constant fear she has, the one that gives her the most nightmares, is losing Zari. When she’s away from Khaggon, it often keeps her up at night and she’s considering bringing her sister along on all her jobs again.
18. How do they display affection?
Acts of service all the way. She doesn’t get close with many people, but when she does choose to let someone in she’s very all-or-nothing. She will go out of her way to get that person what they need, and loves to provide for the people she loves. She’s not especially physically affectionate, but when she’s exhausted she can’t deny that she likes to cuddle.
19. How competitive are they?
Oh, god. You don’t wanna know. If she gets even the slightest idea that someone’s coming for her job or for her money, she will go to extreme lengths to make sure they never try that again. She also tends to swear and yell a bit too much when playing card games.
20. If they could change one thing about themselves, what would it be?
She’d like to be a bit softer, a bit more trusting, a bit more open-hearted - if she could manage.
21. Do they have any obscure hobbies or routines?
She loves making her own knives, especially ones that are just for display with elaborate handles. For the past five years, she’s had an omelette for breakfast every morning that she hasn’t been in the wild or otherwise incapacitated. She reorganizes her closet and jewelry once or twice a month, just for kicks. She likes to gamble.
BACKSTORY -
22. What are the names and ages of their close family members? Parents, siblings, etc.
Zari, her sister, is thirteen. Esfir, her mother, would be fifty-two, and her father, Ashkin, would be fifty-one. Roksana was also close to her maternal grandmother, Shirin, who would be eighty-five now.
23. Is their family alive and are they still in contact with them?
Esfir and Ashkin have been dead for almost three and thirteen years respectively, and Shirin has been dead for eight years. Her sister is very much alive, and very much in contact with her.
24. Where are they from? City, nation?
Runswick born-and-raised, though she currently lives in Khaggon. 
25. Did they have a childhood best friend?
Ever since she can remember, Sana’s best friend has been a girl named Evangeline. She’s a wealthy merchant’s daughter, and has recently started a family in Runswick. They rarely see each other anymore, but they do still write to each other.
26. Have they had any pets?
The only pet she had growing up was a cat named Stinky. She found him as a stray when she was ten, and he had an incredibly pungent smell. Since then, she always wanted a dog, but their fur gives her hives and their dandruff stuffs her up - so, instead, she got Zari a gray tabby. (Zari’s always liked cats better, anyway.) Her sister named him Quincy, and though Sana is sure he’ll never be as great as Stinky, she is glad that Zari has company when she’s away. 
27. Did they grow up rich or poor? What were their living conditions like?
Sana lived in a small home, and had very little excess in her upbringing. Her parents were both righteous and honorable, and usually found that justice was all the payment they needed for their adventures. They did, however, provide Sana and Zari with what they needed, though some months were pretty tight.
28. What is their educational background?
Sana was taught by Evangeline’s governess until she was fifteen.
29. As a child, what did they want to be when they grew up?
Until her father died, she thought perhaps she would be a paladin just like her parents. Then she wanted to be a blacksmith, of course.
30. What advice would they give to their younger self?
Honestly, she’d probably try to dash her hopes earlier in life. She’d tell herself to get used to things not going right. She’d probably be a badder bitch if she let go of childish dreams earlier on. This, however, is far from any advice she’d ever give to Zari.
31. Growing up, were they ever bullied or were they the bully?
She probably made fun of a boy here and there, but she was never bullied. In fact, after her father died, she was treated with so much pity that it makes her gag thinking about it. Even the children in her neighborhood acted like she was fragile.
32. Who do they look up to/who is their role model?
Herself, tbh. But also Zari, because she’s extremely emotionally intelligent and good at a lot of things that she struggles with.
PRESENT -
33. Do they currently have a place of residence?
Yes, she has a small home in Khaggon that she paid for in coin.
34. What is their most treasured possession?
If not Obit, then this particularly sharp and rad dagger that she made herself with a raven’s head as the hilt.
35. What is their drink of choice?
Any sort of liquor. She likes shots.
36. Which king/queen are they loyal to, if any?
Rolland, if she has to choose. She surely doesn’t trust him, but Hegaehend is her home, and she won’t side with anyone who’s trying to invade it.
37. Have they ever killed anyone?
Oh, yeah. She’d never call herself an assassin, but she has been paid to kill specific marks, or paid to finish jobs that had no restrictions on who was left dead or alive. Her sword also feeds on life force, and she doesn’t want to know what will happen if it gets too hungry.
38. What was their last promise and did they keep it?
She promises Zari that she’ll be safe every time she leaves, and she hasn’t died yet, so she considers that a promise kept.
LOVE -
39. What was their first kiss like, if they’ve had one?
Sloppy, gross. She was thirteen and had a crush on the guy for an entire year, and then everything good she’d ever thought about him disappeared when he shoved his tongue down her throat. He tasted like ham.
40. Are they in a relationship/have a love interest?
Nope. She has friends with benefits scattered here and there, but she wouldn’t consider them love interests.
41. Have they ever been in love?
Yes. When Sana was twenty-one, she fell head-over-heels with a half-elf named Mikas. They’d grown up in the same social circle, and he had a tendency to flirt with everyone in that social circle. But after a long night out and a talk under the stars, things were different between them. They were inseparable for a year, and it was a good year, but after that year came two more years that were much less enjoyable.
42. Have they ever had their heart broken?
Of course. She gave her all in the relationship with Mikas. It was the most vulnerable she’d ever been with someone, and he probably still knows her better than anyone. But he still didn’t want to be with her. After that one good year, he stopped trying. He stopped finding time to spend with her, stopped making her feel heard, and then he left her for some girl he hardly knew. Now, she won’t accept anything less than 100% effort from a romantic partner - not that she particularly wants one.
SPIRITUALITY -
43. Do they follow a god, if so who?
Nope! She has those religious symbols tattooed on her mostly as a joke. Probably insensitive, but she likes to keep people guessing about what her religious background is. She’s also still pretty bitter about gods and what they expect of their champions.
44. What do they think happens to them after death?
Regardless of her religious beliefs, she likes to believe in an afterlife. She’s seen ghosts and other kinds of spirits, and she likes to believe that if someone deserves to live on past their mortal life, then they will. It helps her sleep at night to think that the people she kills will live on if they deserve to, and that if they don’t deserve to, then she did the world a service.
45. What is their spirit animal?
Listen I know I said lion for Avi, but she’s a Leo so how can I not say lion…….otherwise maybe a raven or smth.
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half-elfdisaster · 5 years
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Session 35
19th June 3529 AT
Attended Coal and Tyrnor’s wedding with shark gift in tow.
Torven and Tildrah share dance and everyone ships the fuck out of them.
Summer got drunk.
20th June 3529 AT
Iko (The Bear) challenges The Jester at the fight club and wins a timbrel.
Summer asks Rasrash about what he knows about Mitsu and the Seven Sister and is discomforted by how much he knows but comforted by him reassuring her information on thieves should stay between thieves.
Rasrash has quit the council stating he only ever ended up in the position to be used as a connection for Naesala and the thieves guild.
The Curators say their goodbyes and teleport to the House of Sacrifice to start their journey to the border.
At the temple they meet the stern, grizzled old priest of Dol Dorn, Hazar, who gives them a classic, old grandfather talking to and sends them on their way.
They join an archer quadrant led by captain, Tiwa Zinkhad, who leads them to Ozryn.
23rd June 3529 AT
Travelling in heavy rain only one day out from Ozryn they are met with the unusual sight of a meteor falling through the clouds and smashing into the forest.
Artemyste scouts only to find the meteor was an unconscious angel who is now getting dragged away by naga’s and snakes.
Fight doesn’t go well as Sarhiri, Torven, Tiwa and archers are mass suggested to leave while Iko gets banished, leaving just Artemyste and Summer to fight their way out and are unable to stop the naga’s teleporting out with the angel.
After some fortunate greater and lesser restorations, Tiwa tells them of a legend of Dol Dorn and Dol Arrah sending down one of their champions in times of war when the sides are supernaturally stacked against them. The angels presence means there is something of true evil on the other side.
Sarhiri, realising her dick has always been in more control than her brain, has to save the angel as quickly as possible.
Using polymorph to turn into a purple t-rex Sarhiri charges with the others on her back right into what she thought was the naga’s den only to find the angel as a statue and it actually being a medusa lair.
Herself, as a t-rex, and summer proceed to start to turn to stone upon that reveal.
Que to be continued music 
Updated Kill Count
Torven: +1 (48)
Artemyste: +1 (35)
Summer: +5 (34)
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codexanathema · 2 years
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D es por Dol Arrah y Dol Dorn
¿Cómo incorporar la fe en Dol Arrah y Dol Dorn en tu campaña?
Este artículo es parte de una serie durante todo Abril 2022 tanto para el Reto de la A a la Z como para el Carnaval de Blogs Roleros. En el mundo de Eberron, la población venera un panteón de dioses en lugar de deidades individuales. La llamada Hueste Soberana está compuesta de nueve dioses relacionados entre sí, pero ningunos de forma más cercana que Dol Arrah y Dol Dorn. La primera, Soberano…
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feyariel · 3 years
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Deity Project Progress: 1/X
As I said earlier, I succeeded at completing a deity entry (and made two relevant subdomains). This one was particularly easy because I already had in mind to do something a bit different with the mercane (formerly arcane) and witchwyrds, so this gives me a starting point.
Deity - Rhabdomûl
Keeper of the Final Vault, Merchants' Friend
Alignment: Lawful Neutral
Gender: Vaguely masculine (as much as mercane or witchwyrds display gender at all)
Areas of Concern: Exchange, trade, mercantilism, reciprocity, appraisal
Domains/Subdomains: Community, Law, Protection, Travel, Void; Appraisal (Travel),* Cooperation, Exploration, Honor (Law instead of Glory), Trade, Vault (Protection)*
Symbols: A hand (palm upward or outward) holding a coin, animals with hands or grasping limbs (e.g., monkeys, squirrels, octopodes), gold and silver (especially as accent colors)
Rhabdomûl is the divine embodiment of the mercane and witchwyrd races' drives to travel and exchange. To the deity, the act of exchange itself has value as the simplest, fairest, and most effective memes of attending to individual needs while also promoting peace. Followers of Rhabdomûl hold that trust, more than altruism or profit, is the most important virtue in exchange. As such, they view exploitative acts like theft to be abhorrent and uphold the work of bankers as sacred. Rhabdomûl appears as an ostentatiously garbed mercane or witchwyrd and is known to travel the cosmos like others of those races; it is said that the deity's personal secret chest, the Final Vault, contains treasures beyond mortal imaginings.
The name is not set in stone; it started as an anagram of Abadar, incorporated rhabdos (Greek, "rod, staff, wand") because it sounded similar, and added an ending. I'm going to workshop it with my table.
This is not going to be the final iteration of this deity. I tailored this version for my current table, which includes a libertarian capitalist (the shop owner) and someone I suspect to hold similar values (the player). Thus, I went for rocking the boat the least I could and just made the Platonic Ideal of the Mercane. For my own setting, the race's attitude will emphasize exchange as the proper means of engaging in mutual aid rather than necessarily as a means for profit and the deity may or may not remain (but if so will get a much more detailed personality).
Deities Replaced Thus Far
Inner Sea Pantheon: Abadar · Asmodeus · Calistria · Cayden Cailean · Desna · Erastil · Gorum · Gozreh · Iomedae · Irori · Lamashtu · Nethys · Norgorber · Pharasma · Rovagug · Sarenrae · Shelyn · Torag · Urgathoa · Zon-Kuthon
Greyhawk (Baklunish): Al'Akbar · Al'Asran · Al'Zarad · Azor'alq · Daoud · Geshtai · Istus · Mouqol · Tharoth the Reaper · Xan Yae · Zuoken
Greyhawk (Oeridian): Bleredd · Celestian · Cyndor · Daern · Delleb · Erythnul · Fharlanghn · Heironeous · Hextor · Johydee · Kurell · Kuroth · Lirr · Merikka · Olidammara · Pholtus · Procan · Rudd · Sol · Stern Alia · Stratis · The Velaeri (Velnius; Atroa, Sotillion, Telchur, Wenta) · Zilchus
Sovereign Host: Arawai · Aureon · Balinor · Boldrei · Dol Arrah · Dol Dorn · Kol Korran · Olladra · Onatar
Faerûn: Akadi · Auril · Azuth · Bane · Beshaba · Chauntea · Cyric · Deneir · Eldath · Finder Wyvernspur · Garagos · Gargauth · Gond · Grumbar · Gwaeron Windstrom · Helm · Hoar · Ilmater · Istishia · Jergal · Kelemvor · Kossuth · Lathander · Lliira · Lolth · Loviatar · Lurue · Malar · Mask · Mielikki · Milil · Mystra · Nobanion · Oghma · Red Knight · Savras · Selûne · Shar · Sharess · Shaundakul · Shiallia · Siamorphe · Silvanus · Sune · Talona · Talos · Tempus · Tiamat · Torm · Tymora · Tyr · Ubtao · Ulutiu · Umberlee · Uthgar · Valkur · Velsharoon · Waukeen
Pantheons: Core 3.5 · Greyhawk (Baklunish, Flan, Oeridian, Suloise, Tuov) · Faerûn · Sovereign Host & Dark Six · Inner Sea · Other
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sarkesh · 4 years
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CHARACTER DEVELOPMENT QUESTIONNAIRE
BASICS -
1. Height? Sarkes is 5′6″ 
2. Eye colour? His eyes are similar to Tigers eye!
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3. Do they need glasses? Sarkesh doesn’t need glasses but he thinks they’re cute. 
4. Scars and birthmark? He has plenty of sars on his body from fights. He thinks they make him look 70% cooler. 
5. Tattoos and piercings? Sarkesh has his earlobes pierced but doesn’t have any tattoo yest . He’s thinking of getting a few though. 
6. Right or left handed? Sarkesh is ambidextrous.  7. Any disabilities? Physical or mental. None except being a dumb ass . 8. Do they have any allergies? He’s allergic to citrus fruits. Brings him out in hives.   9. Favourite colour? Sarkesh likes warm earthy tones and neutral colours. His favorite colour is green. 
10. Typical outfits? Sarkesh is normally dressed for a fight. If he’s not in his soldiers gear he’s in his fight club gear. In rare occasions when he’s lounging he’s normally in loose clothing.
11. Do they wear any makeup? Sarkeh has never work make up willingly but he wont make a fuss if you want to put some on him like his sister did when they were kids. He’s secure in his masculinity. 
12. What weapon do they use, if any? Can he pick all of them? His favorite weapon of choice is a double bladed scimitar or a spear. 
PERSONALITY -
13. Are they more optimistic or pessimistic? He’s obnoxiously optimistic
14. Are they introverted or extroverted? Sarkesh is Extroverted he loves talking to people.
15. What are their pet peeves? Mess and not being organized and not returning gear or returning it in a bad condition 
16. What bad habits do they have? He talks loudly and talks while he’s eating and bites his nails. 17. Do they have any phobias? He’s claustrophobic. 
18. How do they display affection? Very loudly and often. He’ll give you a nick name and if you don;t like it he’ll try new one until you give up. He’s your annoying brother. 
19. How competitive are they? He’s very competitive and he loves physical challenges and he’s very easily egged on to do something. 
20. If they could change one thing about themselves, what would it be? His height he’d like a couple of extra inches. Being 5′10″ sounds like it’d be fun. 
21. Do they have any obscure hobbies or routines? Not really, he’s pretty basic. He likes to read books about fighting techniques etc.
BACKSTORY -
22. What are the names and ages of their close family members? Parents, siblings, etc.  His younger sister Poppy is 23.  23. Is their family alive and are they still in contact with them? His parents are currently missing in action and his grandparents are retired and busying running their general store. He see’s his sister often enough and writes to his grandparents frequently.  24. Where are they from? City, nation? Sarkesh considers himself as from Khaggon.  25. Did they have a childhood best friend? He had a large group of boys he used to play with as a child. As he grew older they grew apart. He’ll still say a friendly hello if he meets them on the street. 26. Have they had any pets? He’s never had nay pets but once the war is over he’d like to have a dog.  27. Did they grow up rich or poor? What were their living conditions like? Sarkesh grew up lower middle class. His parents made enough to make sure they lived comfortably.  28. What is their educational background? Sarkesh has a basic education of writing, reading, mathematics and history. He spent more time learning how to fight rather than academics.  29. As a child, what did they want to be when they grew up? Sarkesh wanted to be many things when he was a child and never really settled on one thing for long.  30. What advice would they give to their younger self? Drink some milk so you won’t end up short.  31. Growing up, were they ever bullied or were they the bully? Sarkesh was never bullied growing up but there was some fun hazing when he joined the military.  32. Who do they look up to/who is their role model? His mother is his role model. She’s powerful and strong and he wishes he was more like her.
PRESENT -
33. Do they currently have a place of residence? He’s mostly living the barracks at the minutes. Before he was living with his grand parents.  34. What is their most treasured possession? His double bladed scimitar. It was made especially for him and he got it for his 18th birthday. 
35. What is their drink of choice? He likes beer, ale and cider. He’ll do shots if he’s peer pressured in to doing them.
36. Which king/queen are they loyal to, if any? If he’s asked he’ll say Rolland.  
37. Have they ever killed anyone? Yeah there’s a war on shit happens.  38. What was their last promise and did they keep it? He promised his parents he’d look after his sister and so far she’s not dead so Sarkesh is doing a good job. 
LOVE -
39. What was their first kiss like, if they’ve had one? He had his first kiss as teenager and it was with a girl from school. It was probably bad looking back, all first kisses are bad but at the time Sarkesh was kinda over the moon. 40. Are they in a relationship/have a love interest? He’s had his fair share of relationships. He dated a few girls as teenager, a fellow solider when he joined the military but he ended up breaking it off with Sarkesh. 
41. Have they ever been in love? Yes he has. 
42. Have they ever had their heart broken? Hasn’t everyone?
SPIRITUALITY - 43. Do they follow a god, if so who? He follows Dol Dorn but doesn’t outwardly talk about his religion. He’s got other things on his mind. Worship isn’t one of them. 
44. What do they think happens to them after death? Sarkesh likes to believe there’s an after life but he’s not sure. He’ll let you know once he’s experienced it.  45. What is their spirit animal? A bear! Like a cute brown one. Good for hugs but also may rip your face off.
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