Slandria
  1. Characters

Slandria

"Nameless", Guardian of Earth
Player (MimeTrix)

Nameless is a Drow who stands at 5’7” and weighs at 170 lbs. She has long navy blue hair that is normally kept tied back with a few strands that hang in front of her face. Her eyes are dark yellow and stern. Her glare is enough to send chills up anyone’s spine.

The markings on her face are unknown to most. They are deep scars that bear striking resemblance to symbols in her bluish tinged skin. Her overall build is strong and athletic and maintains various scars from a horrible past. She is versatile in fighting but sticks to long range. The more distance she can maintain between her and the enemy the better.

Nameless is known to not be of the friendly type. She tends to keep to herself for the most part and hardly ever has a smile on her face. No one can get through her walls although many have tried. However, she will allow people to be near her and will not turn anyone away. Although it may not seem like it, she hates being alone and always wants someone by her side. She keeps a companion named Frodo with her at all times. She will tolerate others and will give them the proper respect but she will not let anyone get too close to her other than her cat.

Frodo is a small cat she found within the forest. The two have been inseparable and have developed a strong bond with one another. In her journey she has had countless of people at her side but all of them became a distant memory. Frodo is the only one to remain and the only one she can show her true nature with.

Nobody knows who Nameless really is or where she comes from. Every person she encounters she gives them the same story.

“I am Nameless, my name means nothing to me or anyone else. Who I am doesn’t concern you. Where I’m from shouldn’t matter to you. Either way, you are nothing to me and nothing can change that.”


Character Sheet on DnD Beyond

The Future

Nameless’ real name is Slandria. She was born deep within the forest hidden away from most. Her village was small but the community was close and a peaceful one. Her village was faithful to the ones above. They prayed for everything and anything in the hopes that their prayers would be answered.

Slandria was born to be the next priestess of their village. Her mother was the current holder of the position and her father was the leader. As the priestess, her job was to be the voice for the village to the higher powers. She was to call and listen for the responses. Ancient runes were carved into her face matching the runes carved into the artifacts. The same marks were on her mother’s face which symbolized their status as the priestess of the village.

Her sister was her best friend and stood by her side during Slandria’s training with her mother. Through tireless nights and days, Slandria learned everything that she could to prepare herself to take on the role of the priestess.

One fateful night visitors had come to the village. They had discovered the ancient rituals that the Drow village conducted. Some of these rituals had artifacts that were important to the village. It was the priestess’ job to protect these artifacts as they were they means to communicate with the ones above. The village trusted the strangers and welcomed them with open arms. However, in doing so their fate was sealed.

The strangers slaughtered the village leaving Slandria and her sister alive. Their goal was to kill the two girls and take their mother to harness the artifacts, however their mother fought off the attackers and died in the process. With the priestess dead they took the two girls with them. Slandria was the only one out of two of them who knew how the artifacts worked.

Keeping to her responsibilities, Slandria refused to perform the rituals to harness the power of the artifacts for the raiders. They tortured her day and night and even killed her sister in the process. However, she remained faithful and strong.

She was eventually left for dead bleeding profusely as the raiders decided to try and find other means of utilizing the artifacts. She believed that her life was going to end there. However, her life was spared from death by a wandering wizard.

The wizard took care of her and healed her wounds. Deep scars were left in her body as a reminder of the torment she had gone through. The sadness and sorrow within her grew into hate. She trusted no one and never opened her arms.  Even the wizard who had saved her life was an enemy to her. She took her opportunity and killed them in cold blood.

She was left to fend herself. Her goal was to kill those who had slaughtered her family and take back what was rightfully hers. It was her goal as the priestess of her village to protect the artifacts. She was willing to go through anything to take her revenge. Even if it meant taking people out along the way, she was willing to do it.

She had grown to use others for her own personal gain. She joined people along their journeys in the hope of finding what she was looking for. Never once does she reveal who she is or where she’s from, therefore she has remained Nameless to all she comes across. When she no longer saw people’s usefulness she would cast them aside by any means necessary. Her hands have been stained red as the hatred in her heart grows. She refuses to let anyone get close to her.

Those who have journeyed with her have disappeared or have been found dead. No one can put a name to the culprit, they are Nameless.

As years went on Nameless was taken in by a group of druids who treated her once again as a priestess amongst them. However, given her status she was a notable trouble maker for sneaking off.

She left the grove to attend the battle of champions where she was injured. On her way back she was injured further by a band of bandits and found by a group of adventurers. She took them back to the grove where she and the others learned that they were in search the sage of Earth. 

Nameless took them to the place of prayer where it was believed to a connection to the sage. She helped them try to decipher the codes that were in the stone and they eventually were able to find a flower connected to Daru. Completing the ritual they were able to release the sage from his curse. 

Years later, Nameless found herself alongside the rest of her grove fighting in the 2nd Demon War as an Ally to the newly named sages. 

Title
"Nameless", Guardian of Earth

Type
Player (MimeTrix)

Race
Drow

Gender
Female

Pronouns
She/Her

Ranger

Fey Wanderer - Subclass

A fey mystique surrounds you, thanks to the boon of an archfey, the shining fruit you ate from a talking tree, the magic spring you swam in, or some other auspicious event. However you acquired your fey magic, you are now a Fey Wanderer, a ranger who represents both the mortal and the fey realms. As you wander the multiverse, your joyful laughter brightens the hearts of the downtrodden, and your martial prowess strikes terror in your foes, for great is the mirth of the fey and dreadful is their fury.

Dreadful Strikes

3rd-level Fey Wanderer feature

You can augment your weapon strikes with mind-scarring magic, drawn from the gloomy hollows of the Feywild. When you hit a creature with a weapon, you can deal an extra 1d4 psychic damage to the target, which can take this extra damage only once per turn.

The extra damage increases to 1d6 when you reach 11th level in this class.

Fey Wanderer Magic

3rd-level Fey Wanderer feature

You learn an additional spell when you reach certain levels in this class, as shown in the Fey Wanderer Spells table. Each spell counts as a ranger spell for you, but it doesn’t count against the number of ranger spells you know.

Fey Wanderer Spells

You also possess a preternatural blessing from a fey ally or a place of fey power. Choose your blessing from the Feywild Gifts table or determine it randomly.

Feywild Gifts
ROLL TABLE TO VTT
d6Appearance
1Illusory butterflies flutter around you while you take a short or long rest.
2Fresh, seasonal flowers sprout from your hair each dawn.
3You faintly smell of cinnamon, lavender, nutmeg, or another comforting herb or spice.
4Your shadow dances while no one is looking directly at it.
5Horns or antlers sprout from your head.
6Your skin and hair change color to match the season at each dawn.

Otherworldly Glamour

3rd-level Fey Wanderer feature

Your fey qualities give you a supernatural charm. As a result, whenever you make a Charisma check, you gain a bonus to the check equal to your Wisdom modifier (minimum of +1).

In addition, you gain proficiency in one of the following skills of your choice: DeceptionPerformance, or Persuasion.

Beguiling Twist

7th-level Fey Wanderer feature

The magic of the Feywild guards your mind. You have advantage on saving throws against being charmed or frightened.

In addition, whenever you or a creature you can see within 120 feet of you succeeds on a saving throw against being charmed or frightened, you can use your reaction to force a different creature you can see within 120 feet of you to make a Wisdom saving throw against your spell save DC. If the save fails, the target is charmed or frightened by you (your choice) for 1 minute. The target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a successful save.

Fey Reinforcements

11th-level Fey Wanderer feature

The royal courts of the Feywild have blessed you with the assistance of fey beings: you know summon fey (a spell in chapter 3). It doesn’t count against the number of ranger spells you know, and you can cast it without a material component. You can also cast it once without a spell slot, and you regain the ability to do so when you finish a long rest.

Whenever you start casting the spell, you can modify it so that it doesn’t require concentration. If you do so, the spell’s duration becomes 1 minute for that casting.

Misty Wanderer

15th-level Fey Wanderer feature

You can slip in and out of the Feywild to move in a blink of an eye: you can cast misty step without expending a spell slot. You can do so a number of times equal to your Wisdom modifier (minimum of once), and you regain all expended uses when you finish a long rest.

In addition, whenever you cast misty step, you can bring along one willing creature you can see within 5 feet of you. That creature teleports to an unoccupied space of your choice within 5 feet of your destination space.