Einkil Torunn, a friendly hill dwarf who makes ~moonshine~ from local wild swamp produce @Necroes Karlin Vicorin, half-elf inheritor of Ye Olde 'Magic' Bookstore and owner of the cat Yardstick @Lusus Naturae Jhank, the sincerest lizard folk you ever did meet, who also runs Swampmuck's only forge @Lugia Bartholomew Strongheart, the most darn tootinest friendliest human bartender, who knows everyone who's everyone @rush99999 Dreeda Brom, the aspiring Verdan tinkerer with an ambitious and adventurous spirit @Cao the Exiled ~, A half-orc cattle breeder who aspires to make the best cheese ever.@Lucius Cypher
Homes & Buisnesses
@Necroes Einkil's burrow is a abysmal mudfloor hut outside of town near the swamp. It has nothing of interest to it. There is no brewing stand or secret tunnel to a willow glade here. @Lusus Naturae Ye Olde 'Magic' Bookstore is around the size of a small one storey house and has been in the family for a few generations. It can be found on the outskirts of Swampmuck's village square, and has a plethora of reading material that will leave you ~enchanted~. @Lugia The forge, found on the village square. The actual forge itself can be found outside the door, while the stone building has a few low quality items for sale inside. Jhank's living quarters are pushed up behind the counter. @rush99999The Adamant Tankard has been owned by the family for generations since the founding of Swampmuck and owes it's name to a precious family heirloom. It can be found off the Town Square. The Tavern is a bigger then average in Swampmuck, standing at 3 storeys, with a large firepit, regular hogroasts, wood floor beer garden, kitchen, pantry, cellar and several bedrooms for paying guests. It has a selection of meals, Home Brew drinks and Local Brew drinks, most of the latter provided by Einkil. @Cao the ExiledDreeda's hut can be found on the outskirts of Swampmuck to the south, near the swamp. It is crude in nature, comprised of one big room. The most interesting item is a good quality shelf, on which a small doll sized tinker goblin sits with a letter. Dreeda lives and works on their projects here.
Allignment: Neutral Good || Commoner 1: Unexceptional || Hill Dwarf Age: 84, 4th of the 3rd Month || Male || Medium || Movement 25 ft
STR: 10 [+0] || DEX: 10 [+0] || CON: 14 [+2] INT: 8 [-1] || WIS: 11 [+0] || CHA: 10 [+0] Height:4'1" || Weight:135 lbs. || Build: Average Language 1: Dwarvish || Language 2: Common ||
Einkel is average height for a dwarf, and average weight for his height. His brown hair is long and unkempt, but his beard is braided. He usually wears a ragged set of old leather britches and top, along with furs on his wrists and legs. He carries a number of 'bobbles' he found in the woods over the years, generally teeth or leaves he thought looked neat. His cloak comes with a hood made from the head of a bear.
Racials:
► Dwarven Resilience: Advantage against poison; Resistance to poison damage ► Stone Cunning: Add double proficiency to Intelligence(History) checks related to stonework ► Dwarven Toughness: Hit point maxium increased by 1, plus 1 per level. ► Tool Proficiency: Proficient with brewer's supplies. ► Dwarven Combat Training: Proficient with battle axe, hand axe, light hammer, and warhammer
Personality Traits: I would rather make a new friend than a new enemy.
Ideal:Redemption There's a spark of good in everyone. Bond: I'm trying to pay off an old debt I owe to a generous benefactor Flaw: If there's a plan, I'll forget it. If I don't forget it, I'll ignore it.
Home:Hidden burrow in the hills
Location: Mudfloor hut outside town, Lifestyle type: Squalid
Ye Olde 'Magic' Bookstore is a small shop(probably around the size of a small one storey house) found on the outskirts of Swampmuck's villiage square, while it boasts of its 'magical' books and reading material that will leave you 'enchanted' it is nothing of the sort not even sporting a spellbook or two, much to poor Karlin's disappointment, there however is a range of both fictitious and factual books on display, any that arn't on display were likely taken by Karlin himself mainly being books on magical theory or stories of great and powerful wizards.
Allignment Neutral||Good Commoner 1: Unexceptional || Lizardman Age 35, 4th Day of the 6th month || Sex: male || Size Medium || Movement 30 ft (and 30 ft swim speed)
Height 6' 2"|| Weight 220 lbs|| Stocky Build Language 1 Common || Language 2 Draconic
Optiona He's a stocky lizardman, short and wide for his species. He has grey scales, yellow eyes with slit-like pupils, and two fins that could be mistaken for ears on his head. He also has a few scars, most of them bite or claw scars from his fellow lizardman. His tail is also slightly long for his species, which is apparently an undesirable trait among them... his face doesn't usually display emotions, given that he's a reptile, and thus, doesn't have proper lips.
Racials:
► Cunning Artisan: As part of a short rest, he can harvest bone and hide from a slain beast, construct, dragon, monstrosity, or plant creature of size Small or larger to create one of the following items: a shield, a club, a javelin, or 1d4 darts or blowgun needles. To use this trait, he needs a blade, such as a dagger, or appropriate artisan's tools, such as leatherworker's tools. ► Bite: His fanged maw is a natural weapon, which you can use to make unarmed strikes. If he hits with it, he deals piercing damage equal to 1d6 + his Strength modifier, instead of the bludgeoning damage normal for an unarmed strike. ► Hold Breath: He can hold your breath for up to 15 minutes at a time. ► Hunter's Lore: He gains proficiency with the following skills: Perception and Nature ► Natural Armor He has tough, scaly skin. When He isn't wearing armor, his AC is 13 + his Dexterity modifier. He can use his natural armor to determine his AC if the armor he wears would leave him with a lower AC. A shield's benefits apply as normal while he uses his natural armor. ► Hungry Jaws In battle, he can throw himself into a vicious feeding frenzy. As a bonus action, he can make a special attack with his bite. If the attack hits, it deals its normal damage, and he gains temporary hit points (minimum of 1) equal to his Constitution modifier, and he can't use this trait again until he finishes a short or long rest.
+1: Athletics, CON saving throws, STR saving throws No Modifier: Acrobatics, Arcana, History, Insight, Investigation, Medicine, Religion, Slight of Hand, Stealth, WIS saving throws, INT saving throws, DEX saving throws -1: Intimidation, Decption, Persuasion, Performance, CHA saving throws
Background: Commoner (basically, Folk hero without the heroic part, yet.)
► Feature: Rustic Hospitality
He blends in among commoners, and can find a place to rest, hide, or recuperate among them, unless he's shown himself to be a threat to them. They will shield him from the law, or anyone else searching for him, but they will not risk their lives for him.
Current Wealth: 0 gp, 10 sp, 0 cp, 0 ep Current Weight: 26 lbs
• Smith's Tools (8 lb, 20 gp) • Shovel (5 lb, 2 gp) • Iron Pot (10 lb, 2 gp) • Name (# lb, # gp) • Name (# lb, # gp) • Name (# lb, # gp) • Clothing: Commoner's clothes, basic boots
Personality Traits: Since he was more or less raised in Swampmuck, rather than his own kin, he actually understands humans and other 'smooth-skins' better than his own kind... mainly because they kicked him out of their village from a young age. Despite his awful looks, he's probably one of the only lizardmen capable of holding a normal conversation with a human.
Ideal: Sincerity: He thinks there's no good in pretending to be something that he's not. Bond: A proud noble once beat him up, and now he wants to take revenge on any bully he sees. Flaw: He has a bit of trouble trusting his allies.
Home:
Lives in Swampmuck's only forge, where he also works, Poor lifestyle
The forge is a very simple and small place... the actual forge, where things are made, is just outside the front door, while inside, there's a counter, and... a few items on display. These items are usually the things Jhank couldn't sell to anyone, so they're either of very poor quality, or generally considered to be useless. Behind the counter is his bed, meaning that yes, he lives where he works, and yes, he couldn't find a single other spot FOR that bed. Usually, when he's selling something to someone, he's actually sitting on the bed to do so, not that they can usually tell. Thankfully, someone had enough sense to make the building out of stones, so that way, it won't go up in flames any time soon.
The Adamant Tankard has been owned by the Strongheart family ever since it was built back during the founding of Swampmuck. It is above averagely sized by inn standards, standing a good 3 stories high. Entering through the front door will take you to the beating heart of the Tankard. Here you'll find the tavern area, and you will also possibly be loudly welcomed by a certain friendly barkeep if he's present at the time and sees you come in. In the center of the room is a large fire pit that provides warmth and also aids in the cooking of a hog roast that is served every other night. If you walk through the tavern area and head out the back door, you'll find yourself in a beer garden with a wooden floor so people don't have to walk on the muck for which the town was named. There is also a door behind the bar, which leads to the kitchen, where the food is taken from the pantry and prepared for customers in the tavern and the drink kegs are brought up from the cellar and taken out to the bar. Opposite the bar is a flight of stairs that leads to the upper levels. Ascend the first flight and you'll find the bedrooms where those who have paid for room and board at the Tankard may rest for the night. Ascend the second flight and you'll find the attic room, the Tankard's largest bedroom that is reserved for the innkeeper.
The Adamant Tankard has something in its kitchen and cellar for everyone, from hog roast to sweet rolls and dwarven stout to bog standard ale. The Tankard also has a list of 'House Brews' made by the innkeeper himself, as well as a list of 'Local Brews' made by other local brew masters. The inn is named after an heirloom of the Strongheart family, a large tankard made of pure adamantine. It is reserved for the innkeeper and is kept in a strongbox in a hidden compartment under the bar when not in use. Bartholomew Strongheart is the Adamant Tankard's current innkeeper, inheriting ownership of the inn from his father after he was killed in a bar fight 5 years prior. Though he's almost always manning the bar, when matters call him elsewhere, Bartholomew's siblings keep the Tankard running smoothly while he's away.
The Late Horatio Strongheart (May He Rest In Peace) Bartholomew's father and the previous innkeeper of the Adamant Tankard. He died 5 years ago while trying to break up a bar fight. The entire town attended his funeral.
Angela Strongheart (née Greenwood) Bartholomew's mother and the widowed wife of Horatio. She has never truly been happy since the death of her husband.
William Strongheart Horatio's younger brother and Gabriel's adoptive older brother. He was there the night Horatio died. He saw it happen and he blames himself for not being able to do more.
Jezebel Strongheart (née Goodberry) William's halfling wife. Whenever she's at the Tankard, she is allowed nowhere near the pantry or cellar, lest she eat and drink all the inn's stock.
Gabriel Strongheart The adopted protector aasimar younger brother of Horatio and William. He was born in the Adamant Tankard and was taken in by the Stronghearts when his mother died shortly after giving birth to him. He left Swampmuck upon reaching adulthood to become an adventurer. He returns every year for the harvest festival if he is able to.
Adam Greenwood Angela's older brother. Ever since Horatio's death, Adam has spent every free moment he has trying to make his sister happy again.
Lily Greenwood (née Vanovar) Adam's half-elven wife. She isn't particularly happy about her husband paying more attention to his sister than to her or their children.
Bethany White (née Strongheart) Bartholomew's younger sister and the second child of Horatio and Angela. She is married and has two children. She is somewhat concerned by her older brother's lack of a wife and occasionally attempts to set him up with anyone she thinks would make a good wife for Bartholomew.
Matthew Strongheart Bartholomew's younger brother and the third child of Horatio and Angela. He is married and has one child, with a second expected to arrive in a few months. He is an avid dragon chess player.
Matilda Strongheart Bartholomew's younger sister and the fourth and youngest child of Horatio and Angela. She is unmarried and childless. She dreams of one day becoming an adventurer.
Percy Greenwood The son of Adam and Lily Greenwood. He has ambitions to become mayor of Swampmuck.
Sophie Greenwood The daughter of Adam and Lily Greenwood. She shares Matilda's desire to become an adventurer.
Marcus White Bethany's husband and Bartholomew's brother in-law. Is considered to be the biggest grump in town, but has a brighter side that can occasionally be brought out by those he loves.
Lerissa Strongheart (née Creed) Matthew's tiefling wife. Currently pregnant with their second child. Has six horns rather than the usual two.
Richard and Rachel White The twin children of Bethany and Marcus White. They have both recently learned to speak their first words.
Amnon Strongheart The first child of Matthew and Lerissa Strongheart. Was born with nine tails rather than the usual one.
Unborn Nephew/Niece The second and unborn child of Matthew and Lerissa Strongheart. Lerissa believes it is going to be a girl.
Name: Dreeda Brom Campaign: Peasants of Mass Destruction Class: Commoner 1 Race: Verdan Deity: That-Which-Endures Alignment: CG Experience: 0 Next Level: Background: Artisan Guild
Other Proficiencies Dagger Spear Tinker Tools
Hp: 7 Armor Class: 10 Initiative: +0
Weapons / Attack Dagger/ +0/ 1d4
Equipment Tinker tool kit Letter of introduction
Personality I'm full of witty aphorisms and have a proverb for every occasion.
Ideals Freedom. Everyone should be free to pursue his or her own livelihood.
Bonds The workshop where I learned my trade is the most important place in the world to me.
Flaws I'm horribly jealous of anyone who can outshine my handiwork. Everywhere I go, I'm surrounded by rivals.
Features & Traits Racial~ Limited Telepathy: You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
Racial~ Persuasive: Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
Racial~ Telepathic Insight: Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.
~Home sweet home~
Dreeda's hut is crude and run down. The hut in all is roughly 107 square inches, all one open room. To the west lays a rickety old cot that's lined with deer pelt and a patchwork blanket. A pillow of papers both blank and drawn blue prints. A cobble stone fireplace rests cold to the north with ashes of the pervious nights fire. To the east is a counter, meant for the prepping of food but used mostly to hold half finished trinkets, more paper and tools. In the middle of the hut is a worn out table covered with papers and more trinkets. A small space is cleared off for eating. To the south east isn't he only door leading in and out. Lastly, next to the bed is a shelf which looks to be the only thing of good quality. A small doll sized tinker goblin stands in the middle with two candles on either side. The letter of introduction sits underneath it and a small place that reads "May he craft with the artificer's of old, guiding those down below with the wisdom above. Rest in Piece Master Liam Evertinker. Pinned to the front is the prints used to craft the semi-autonomous goblin that she has yet to replicate.
Verdan Race Details The verdan owe their existence to chaos. Descended and transformed from a large clan of goblins and hobgoblins, those who became the verdan were simply living their lives, doing goblinoid things. But then passing through the shadow of That-Which-Endures changed them forever. Now the newest race to call Faerûn home, the verdan do their best to find their way in an unfamiliar world.
Reality is a descent into chaos punctuated by brief flashes of order, whence we arose and so imagine it to be the norm rather than a distant outlier. That-Which-Endures held entropy back for a mere instant, and the Verdan emerged. I’m sorry, was that the question?
— K’thriss Drow’b
Created by Chaos When the power of That-Which-Endures mutated the verdan, their skin was turned the color of jade and their blood began to flow black. Their ears grew pointed, and they gained a limited form of telepathy — but at the cost of forgetting their history. The underground homes of the goblins were places of terror to the new creatures those goblins became, and the verdan quickly fled to the surface and into the sunlight.
When they arrived in the new lands of the surface, the verdan found that they were often mistaken for smaller, green-skinned half-elves. Attracting curiosity but no real questions, they have thus been able to make their way reasonably freely in the world.
THAT-WHICH-ENDURES
That-Which-Endures is a nameless, faceless, mysterious entity, something between a multiverse-spanning primordial spirit and an over-god. It represents the amoral and all-encompassing power of entropy — the force that unknowingly and uncaringly changes order into chaos, and that breaks matter and time down into its component parts so that all can be rebuilt. Some who study this entity claim that it is clearly evil and destructive. Others call it simply a necessary part of the cycle of death and rebirth. In the end, though, That-Which-Endures shows precious little interest in what people say about it.
Ongoing Mutations Because the verdan have not dwelled long in the world, they are still discovering new things about themselves. Chief among these discoveries is that their physical forms change as they age, signifying that the mutative power of That-Which-Endures is not done with them. The first verdan emerged from the Underdark as creatures of goblin stature. But they soon learned that their kind were fated to eventually undergo a dramatic, painful, and random growth spurt that sees them transformed to hobgoblin size over a period of days.
At the same time, many verdan undergo changes in coloring as they age. Male verdan typically have little to no hair, while females sport shocks of wiry hair that they try to tame in a variety of styles. But the color of any verdan’s hair, skin, and eyes can transform from their original jade tones to pale white, deep ebon, or any other shade in between. A verdan’s ears also undergo numerous spontaneous alterations over their lifetime, from the typical range of point and peak seen among the elves, to huge ears that sweep back from the head like wings, and which are often pierced behind the head with a single ring to keep them from flapping about.
Changes in gender are also a known and accepted part of verdan life. These fluid aspects of form and identity are seen as blessings, allowing an individual to experience more of the world and grow in empathy and understanding. There is no pattern to any verdan’s mutations, as verdan from the same family can shift in drastically different ways. The verdan assign no cultural or biological relevance to any particular coloration, physical features, or gender.
Cultural Chameleons The clan homes of the Underdark goblinoids who became the verdan covered an enormous area. As the verdan fled to the surface world, they emerged in culturally diverse locations. Some found themselves near dwarven strongholds, others near elven enclaves, and others near the widespread human settlements of Faerûn.
Without a cultural identity or memory of their own, the verdan quickly adopted the cultural practices of the areas into which they migrated. Still, a sense of not truly belonging is felt even by verdan who have been welcomed into other cultures. They are often stricken with wanderlust, keeping their possessions limited and easily portable. It is not unusual to see individual verdan or whole families trooping along the roads of the world with their tents and belongings strapped to their backs.
Even when they are happily steeped in a culture, the verdan remain on the lookout for oppression and curtailment of freedoms. They understand the need for laws that protect, but they rail against laws that restrict and oppress — especially those designed to protect the power and wealth of the elite. When living among enlightened folk, verdan are still the first to speak out against cultural restraints on individuals, particularly those based on physical characteristics such as gender, race, or appearance.
Wide-Eyed and Curious Verdan are hungry to undertake new challenges and absorb new experiences. When they meet other verdan who have traveled to different parts of the world, they drop everything to spend as long as possible sharing stories and observations from their respective travels. However, their inexperience in the world and their racial amnesia sometimes lends the verdan a kind of innocence that works against them. Some are credulous and easily fooled by hucksters, but most verdan have an intuition bred by empathy that helps them eventually sort out those who are sincere from those who are not.
Verdan Names The oldest verdan names spring from goblinoid traditions, but more recent names reflect the character of the different cultures these folk have encountered since coming out into the sunlight. When a group of verdan live near dwarves, they might take on more dwarven-sounding names, only to change those names when they wander into a human area. A verdan is also not hesitant to change their name as their physical appearance changes — or, indeed, whenever the mood strikes them.
Verdan make no differentiation between male, female, and family names, and often eschew family names altogether.
When a verdan character gains an ability score improvement at certain levels, that increase can be tied to a physical mutation at the player’s determination. A boost to Strength might be accompanied by a growth spurt and the development of rippling muscle, while an increase in Intelligence might produce a stylishly large forehead.
Verdan Traits Verdan characters have a number of traits in common with others of their kind. Languages You speak, read, and write Common, Goblin, and one additional language of your choice. This language typically has some connection to one of the areas or cultures that has been part of your life.
Ability Score Increase Your Constitution score increases by 1, and your Charisma score increases by 2.
Age Verdan reach adulthood at around the age of 24, and it is thought that they might live to nearly 200 years old. However, because no verdan has died of old age since the race’s initial creation, their upper age limits remain subject to speculation.
Alignment Verdan are generally good, although their absence of racial identity and shared history can sometimes see individual verdan become untethered from any moral or ethical framework.
Size Verdan start out similar in size to the goblins they were created from, ranging from 3 to 4 feet in height. But at some point after reaching maturity, each verdan undergoes a sudden growth spurt of 2 feet or more. At 1st level, you are a Small creature. When you reach 5th level, you become a Medium creature.
Speed Your base walking speed is 30 feet.
Black Blood Healing The black blood that is a sign of your people’s connection to That-Which-Endures boosts your natural healing. When you roll a 1 or 2 on any Hit Die you spend at the end of a short rest, you can reroll the die and must use the new roll.
Limited Telepathy You can telepathically speak to any creature you can see within 30 feet of you. You don’t need to share a language with the creature for it to understand your telepathy, but it must be able to understand at least one language. This process of communication is slow and limited, allowing you to transmit and receive only simple ideas and straightforward concepts.
Persuasive Your people’s lack of history makes you trustworthy and humble. You have proficiency in the Persuasion skill.
Telepathic Insight Your mind’s connection to the world around you strengthens your will. You have advantage on all Wisdom and Charisma saving throws.