Backstory
It was a quiet life, but a happy one. Inarea’s flock was thriving, and her life with Alovarea and their daughter, Reilana, was a source of pure joy. They lived on the far eastern cliffs of the Thylean Steppes, rarely coming into contact with the other creatures of the plains. Game was plentiful, the seasons were mild, and the sky rang out with siren song. Life could not have been more perfect.
And then, without warning, it all vanished. Inarea returned from a hunt to find her village empty: neither sign nor sound of siren for miles around. Her nest was as quiet and lonely as if her wife and daughter and never existed. Inarea spent days, weeks, waiting for them to return, waiting to wake up from this terrible nightmare, waiting to hear the songs of her people somewhere over the sound of the sea far below. Then she began to search up and down the coast, and finally she ventured into the Steppes to search for evidence of her flock. But they were nowhere to be found. And in that time, Inarea went a little mad. Some days she thought her madness had caused her to invent her people altogether. Had she always been alone? Had they ever even existed?
Finally, when she could bear it no longer, she sought out the Fates. She swore herself into their service in exchange for arcane magic, divination, and a chance to find her wife and daughter and the rest of her flock. She knew they were evil, knew that the price of finding her family might very well be her own demise, but she did not care. She must find them, and if she could not restore them to their home, she would do everything within her power to honor their memories.
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Rumors
- Inarea killed her entire flock and went mad; there is no pact, she is just a lunatic
- Inarea was created by the Fates to cause trouble and lure adventurers to their death
- Inarea is crazy enough to willingly deal with the Fates in exchange for power
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Interaction with Fates
Inarea, who is Neutral Good, naturally despises her patrons, and had any other deal been available to her, she would have made that instead. She fears that they will find a way to use her for their own evil ends, but is also enjoying use of her new magical abilities.
The Fates do not come to her; instead, they require that Inarea consult them every morning at dawn. They are indifferent to her personally, and see her as a pawn that they can (and will) use for their own means. They are not actively unkind to her, but since they’re evil and all, they aren’t all that nice, either
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Epic Path: The Haunted One
Odyssey p. 24
You were the leader of a flock of sirens from the far reaches of the steppes. Your flock vanished as if they had never existed.
Heroic Tasks:
- To be reunited with your family.
- To reclaim your family name and legacy by tracking down your family artifacts:
- Lesser: Amulet of Health (emblazoned with family crest)
- Greater: Helm of Brilliance (a crown worn by ancestors, who were past rulers of Mytros)
Divine Blessing
Blessing of Magic Resistance. You have advantage on saving throws against spells and other magical effects.
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Background: Outlander
Handbook p. 128
Wanderer
You have an excellent memory for maps and geography, and you can always recall the general layout of terrain, settlements, and other features around you. In addition, you can find food and fresh water for yourself and up to five other people each day, provided that the land offers berries, small game, water, and so forth.
Origin: Leader of a fairly isolated flock of sirens
Personality Traits: I watch over my friends as if they were a nest of hatchlings (but in the case of my adventuring party, I try to make sure no one notices). I tend to tidy up and try to keep plans organized and efficient. In short … I’m the mom friend.
Ideal: Every member contributes to the survival of the tribe, and your feelings about individuals have no impact on the work you must do.
Bond: I will do everything in my power to find what happened to my flock and honor their memories.
Flaw: I assume that other races/tribes/societies lack the “flock mentality” prevalent among sirens, and thus I am slightly judgmental toward them, and I sometimes hold these “faults” against them.
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Siren Traits
Odyssey p. 35
Enthralling Voice
You have advantage on Performance and Persuasion checks made with your voice. Additionally, your powerful lungs allow you to hold your breath for up to 1 hour.
Wavering Emotions
Your mood affects your ability to sing and fly. After any short or long rest, you must choose whether you are feeling joyful or sad. While you are feeling sad, you lose your flying speed but gain songs of sorrow. While you are feeling joyful, you gain your flying speed but lose songs of sorrow. Your mood may change before the next time you rest, but it won’t affect which ability you have access to until after your next rest is completed.
Songs of Sorrow
Your lamentations have a powerful effect on anyone who can hear them. You can cast the charm person spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 3rd level, you can cast the enthrall spell once with this trait and regain the ability to do so when you finish a short rest. When you reach 5th level, you can cast the hold person spell once with this trait and regain the ability to do so when you finish a short rest. Charisma is your spellcasting ability for these spells, and the targets of your spells must have the ability to hear you singing.
Age: Sirens mature at the same rate as humans, but they live about five times as long.
Size: Sirens are slightly shorter than humans, and they have a wingspan of about 6 feet. Your size is Medium.
Speed: Your base walking speed is 30 feet. You have a flying speed of 30 feet. To use this speed, you can’t be wearing medium or heavy armor.
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Warlock Traits
Handbook p. 99, Odyssey p. 50
Arcane Focus
Bronze armband (to be described) — the wedding band given to her by her wife Alovarea
Fate’s Bidding
Starting at 1st level, you are expected to consult with the Fates each morning to learn what they have planned for you. You can cast one divination spell without expending a spell slot immediately after completing a short or long rest. If you do so, you gain temporary hit points equal to your warlock level (minimum of 1). You must choose a spell that you could normally cast, and you must have the necessary material components.
Weapons
Light Crossbow: 1d8 piercing, ammunition range 80/320, two-handed
Dory (plural Dorata, basically a spear): 1d6 piercing, thrown range 20/60, versatile (1d8)
Daggers (2): 1d4 piercing, finesse, light, thrown range 20/60
Spellbook
Warlock Table: Handbook p. 100
Warlock Spells: Handbook p. 191, Odyssey p. 50
Attacks
Eldritch Blast
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage.
The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Functional
Comprehend Languages (Div)
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text.
This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Materials needed: a pinch of soot and salt
Prestidigitation
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
- You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor.
- You instantaneously light or snuff out a candle, a torch, or a small campfire.
- You instantaneously clean or soil an object no larger than 1 cubic foot.
- You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour.
- You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour.
- You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
Interpersonal
Charm Person
Note: This is part of the Songs of Sorrow trait and can only be used when you are sad.
You attempt to charm a humanoid you can see within range. It must make a Wisdom saving throw, and does so with advantage if you or your companions are fighting it. If it fails the saving throw, it is charmed by you until the spell ends or until you or your companions do anything harmful to it. The charmed creature regards you as a friendly acquaintance. When the spell ends, the creature knows it was charmed by you.
Protection from Evil and Good
Until the spell ends, one willing creature you touch is protected against certain types of creatures: aberrations, celestials, elementals, fey, fiends, and undead.
The protection grants several benefits. Creatures of those types have disadvantage on attack rolls against the target. The target also can't be charmed, frightened, or possessed by them. If the target is already charmed, frightened, or possessed by such a creature, the target has advantage on any new saving throw against the relevant effect.
Materials needed: holy water or powdered silver and iron, which the spell consumes
Backstory
February 22nd, 2022
February 22nd, 2022
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