1. Characters

Alicia Crescent

Durthan
Player Character

Appearance

Hair
Auburn Red

Eyes
Blue

Face
White (Slightly Tan)

Body
Athletic, Thin

Dress
Light Blue with White Clothing

Ornamentation
Light facepaint that gives a squirrel-like appearance

Personality

Personality
-A bit of a firebrand. Especially when it comes to navigating conflict.
-Protective of her charges, sometimes to a fault.
-Is genuinely nice to be around and caring, when not worrying over something.
-Takes pride in her accomplishments, sometimes to a fault.

Mannerisms
-In dangerous situations, is always thinking and observing. Usually has a plan in mind.
-If others become caustic with her, she always bites back. Only with superiors does she keep calm and respect her station.
-Has a tendency to roll her eyes when dealing with stubbornness from her compatriots.
-If given the option to help someone in need, will do so unless convinced not to.

Ideals
-To respect the spirits and entreat with them whenever possible.
-Still retains the Rashemen spirit, despite her circumstances.
-Desires true peace and stability above all else. Childhood has a big impact here.
-Unification and Friendship lead to greater strengths. Each individual has a place.
-The common people are the backbone of society.

Preferences
-An informative book over balladry or poetry.
-Someone who challenges her intellect rather than kowtows to her. (even in Recreation)
-Prefers control over her own body and appearance. (Hexblood conflicts with this)
-Friendship over romantic involvement
-Callousness will not be tolerated. To care is to live.
-Monstrous or non; all races are tolerated at the very least unless proven to be lacking in morality.

Bonds
-Her old group is the closest, with the rest of the Durthans and the Bheur a close second.
-Even if she has not seen him for the longest, that boy she rescued way back during her magical training.
-The party. Even if they are relatively strangers, she still feels the need to protect them as they were a member of her "tribe".

Goals
-To ressurect the Durthan as a unified, strong force without compromising their ideals.
-To uncover the mysteries of the Shaar, and by extension the House of Seasons as well.
-To end the corruption latent in Wyclarian politics (is aware this may not happen in her lifetime)
-(Short Term) To learn of the fate of the ones who traveled through the portal to the Shaar, even if it means locating where they fell.

Flaws
-Is immensely prideful and will not back down from an argument.
-Can come off as overprotective.
-Although she has a hard time tolerating stubbornness, is in fact stubborn herself. (Hypocrisy)
-Will often tackle situations that she may not be properly prepared for.

Fears
-Of losing herself, especially to the Hexblood power. An act that was done out of necessity, nothing else.
-A healthy fear of the Fae and hostile spirits (will develop later as a result of her quest).
-Losing loved ones and friends. Unknown status of her parents still weighs on her.

Reactions

Activities

Relationships

-Nikol, her Talthor friend is a constant companion and confidant when she's at her most vulnerable.

-The hagspawn guarding her is considered a close friend at this point, but the short period they've known each other keeps her somewhat distant.

-Members of her old group from her time as a Blethran.

-Her displaced Full Moon Coven. Their status is a constant worry for her.

-The party, hopefully...

Combat

-Will often suggest flanking strategies considering the abilities of the Night Riders.

-Her and the hagspawn guard each other with radiant and arcane magics.

-Her relative frailty keeps her from engaging in close combat, preferring to stay out of range.

-Will provide support and healing to those who need it.

History

Alicia Crescent was born during Midsummer (between Flamerule and Eleasis) to a mixture of Rashmoni (Father) and Durthan(Mother) parents one year after the events of the razing of the Durthan Stronghold in Ashenwood(Fortress of the Half Demon). --1480--

Childhood (1480-1490)

Her mother never divulged her true nature outright to Alicia. She believed that simply having the guidance necessary to understand the realities of the world would be enough to show her daughter the right path.

Up until the age of 10, Alicia grew up on idyllic property located along the Golden Way, with the Tirulag Forest just nearby. Having equal exposure to Rashmoni and foreigner influence, she had an eclectic upbringing, even learning how to read and write.

(1490-1494) Training as an Ethran

Having strong magical potential, she was eventually chosen to become an Ethran and to undertake the training required. Alicia went with her parents blessing with the ulterior motives that she would see first hand how the Wyclarians treated their citizens.

During this period in Alicia's life, she was partnered with another boy and they soon became fast friends (name undecided).

(1493) Alicia learned of the fate of male casters through reading up on Wyclarian history. This caused to her to become distraught with the order for the first time. Acting out she informed the boy of their intentions and helped him escape the city undetected.

(1494-1496) Fighting for The Common Folk

After successfully becoming Blethran at the age of 14, she went on a Pilgramage(Dajemma) with several others. This first group eventually became close friends to Alicia, considering her the Maternal figure in the group.

Over a two year period, they successfully outed a Thay plot by a extremist faction and helped the locals living on the Eastern Border of Rashemen fend off the intruders.

(1496) Alicia's group returned to what they expected to be a heroes welcome as news had already traveled ahead. However, the Wyclarian elite found their actions to be detrimental to efforts to renew trade relations with Thay.

Alicia managed to convince them not to execute the entire party on the spot but they were in turn exiled promptly and her Blethran status revoked.

In protest, she sheared the length of her hair to just below her neckline and cauterized the tips ensuring that it would not regrow. Truthfully, Alicia did this to take responsibility and protect her unit from further shame.

(1496-Present) Life in Exile

(Latter 1496) The group of now-exiles traveled with Alicia back to her old home by the Golden Way, to find the entire property tore down to cinders. Her parent's corpses were not found at the site, but a telltale diary of her mother's was left behind in the rubble.

After a cursory look, it revealed that the Wyclarians had always suspected that Alicia was half-Durthan and surmised that her acting out back during training was evidence. She was only allowed to go on a pilgrimage so they could do a formal investigation. Having found their proof, Alicia was to be tried and executed regardless of her actions against Thay.

The only reason she got out of it was the possible negative reaction to a public execution of a group of young heroes. Understandably, Alicia was furious with this and took her mother's diary as well as anything she could scavenge to the North Country.

(1497-1498) 

This year was eventful for Alicia, who set up a Full Moon Coven with the assistance of scattered Durthan around the area and other political dissidents. She took on an apprenticeship role as her lack of experience could not be ignored.

Her stance was unique in that the spirits would fall on the side of the righteous, and the Wyclarians (and by extension the Iron Lord himself) had been found wanting in morality as of late.

The eventual decision to become a Hexblood did not come lightly. The diary she had detailed the last known location of a Bheur Hag that had been friendly to their family and by extension the old Durthans as well.

Alicia needed the power to properly lead her new charges and entreat with the House of Seasons. A united front of Durthan and Spirit would be needed for what was coming next.

Alicia had no intentions to take over Immilmar. She only wanted to send a strong message that their stance was not one of strength, only to hide corruption and creeping weakness in the Wyclarian courts. However, it did not take long for news to reach the capital of Rashemen...


Legends (Rumors, Myths, Tall Tales)

Title
Durthan

Type
Player Character

Race
Hexblood

Families
Prejhenovani

Age
18

Gender
Female

Pronouns
She/Her

Appearance

Hair
Auburn Red

Eyes
Blue

Face
White (Slightly Tan)

Body
Athletic, Thin

Dress
Light Blue with White Clothing

Ornamentation
Light facepaint that gives a squirrel-like appearance

Personality
-A bit of a firebrand. Especially when it comes to navigating conflict.
-Protective of her charges, sometimes to a fault.
-Is genuinely nice to be around and caring, when not worrying over something.
-Takes pride in her accomplishments, sometimes to a fault.

Mannerisms
-In dangerous situations, is always thinking and observing. Usually has a plan in mind.
-If others become caustic with her, she always bites back. Only with superiors does she keep calm and respect her station.
-Has a tendency to roll her eyes when dealing with stubbornness from her compatriots.
-If given the option to help someone in need, will do so unless convinced not to.

Ideals
-To respect the spirits and entreat with them whenever possible.
-Still retains the Rashemen spirit, despite her circumstances.
-Desires true peace and stability above all else. Childhood has a big impact here.
-Unification and Friendship lead to greater strengths. Each individual has a place.
-The common people are the backbone of society.

Preferences
-An informative book over balladry or poetry.
-Someone who challenges her intellect rather than kowtows to her. (even in Recreation)
-Prefers control over her own body and appearance. (Hexblood conflicts with this)
-Friendship over romantic involvement
-Callousness will not be tolerated. To care is to live.
-Monstrous or non; all races are tolerated at the very least unless proven to be lacking in morality.

Bonds
-Her old group is the closest, with the rest of the Durthans and the Bheur a close second.
-Even if she has not seen him for the longest, that boy she rescued way back during her magical training.
-The party. Even if they are relatively strangers, she still feels the need to protect them as they were a member of her "tribe".

Goals
-To ressurect the Durthan as a unified, strong force without compromising their ideals.
-To uncover the mysteries of the Shaar, and by extension the House of Seasons as well.
-To end the corruption latent in Wyclarian politics (is aware this may not happen in her lifetime)
-(Short Term) To learn of the fate of the ones who traveled through the portal to the Shaar, even if it means locating where they fell.

Flaws
-Is immensely prideful and will not back down from an argument.
-Can come off as overprotective.
-Although she has a hard time tolerating stubbornness, is in fact stubborn herself. (Hypocrisy)
-Will often tackle situations that she may not be properly prepared for.

Fears
-Of losing herself, especially to the Hexblood power. An act that was done out of necessity, nothing else.
-A healthy fear of the Fae and hostile spirits (will develop later as a result of her quest).
-Losing loved ones and friends. Unknown status of her parents still weighs on her.

Reactions

All Feats

Inspiring Leader - Feat

You can spend 10 minutes inspiring your companions, shoring up their resolve to fight. When you do so, choose up to six friendly creatures, (which can include yourself) within 30 feet of you who can see or hear you and who can understand you. Each creature can gain temporary hit points equal to your level + your Charisma modifier. A creature can't gain temporary hit points from this feat again until it has finished a short or long rest.

[   ]

All Racial Traits

Cold Regeneration - Racial Trait

If the temperature around the Hexblood is 0 degrees Fahrenheit or lower, the Hexblood regains 5 hit points at the start of their turn. If they take fire damage, this trait doesn’t function at the start of the Hexblood’s next turn.

Eerie Token - Racial Trait

As a bonus action, the Hexblood can harmlessly remove a lock of their hair, one of their nails, or one of their teeth. This token is imbued with magic until they finish a long rest. While the token is imbued in this way, they can take these actions:


Telepathic Message. As an action, the Hexblood can send a telepathic message to the creature holding or carrying the token, as long as they are within 10 miles of it. The message can contain up to twenty-five words.


Remote Viewing. If the Hexblood is within 10 miles of the token, they can enter a trance as an action. The trance lasts for 1 minute, but it ends early if they dismiss it, (no action required) or are incapacitated. During this trance, they can see and hear from the token as if they were located where it is. While they are using their senses at the token’s location, they are blinded and deafened in regard to their own surroundings. When the trance ends, the token is harmlessly destroyed.


Once a Hexblood creates a token using this feature, they can’t do so again until they finish a long rest, at which point their missing part regrows.

[   ]

Hex Magic - Racial Trait

The Hexblood can cast the Disguise Self and Hex spells with this trait. Once they cast either of these spells with this trait, they can’t cast that spell with it again until they finish a long rest. They can also cast these spells using any spell slots they have.

Intelligence, Wisdom, or Charisma is the spellcasting ability for these spells (choose the ability when you gain this lineage).

[   ]

Hexblood Ancestry - Racial Trait

The Hexblood has advantage on saving throws against being charmed, and magic can’t put them to sleep.

Divine Soul

Favored by the Gods - Sorcerous Origin

Starting at 1st level, divine power guards your destiny. If you fail a saving throw or miss with an attack roll, you can roll 2d4 and add it to the total, possibly changing the outcome. Once you use this feature, you can’t use it again until you finish a short or long rest.

[   ]

Font of Magic

Extended Spell - Metamagic

When you cast a spell that has a duration of 1 minute or longer, you can spend 1 sorcery point to double its duration, to a maximum duration of 24 hours.

Twinned Spell - Metamagic

When you cast a spell that targets only one creature and doesn’t have a range of self, you can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell (1 sorcery point if the spell is a cantrip).


To be eligible, a spell must be incapable of targeting more than one creature at the spell’s current level. For example, Magic Missile and Scorching Ray aren’t eligible, but Ray of Frost and chromatic orb are.

Empowered Healing - Sorcerous Origin

Starting at 6th level, the divine energy coursing through you can empower healing spells. Whenever you or an ally within 5 feet of you rolls dice to determine the number of hit points a spell restores, you can spend 1 sorcery point to reroll any number of those dice once, provided you aren’t incapacitated. You can use this feature only once per turn.