Scrapblast and Ryt are addded! I have to add my take, I think Cricket is going to ADORE Ryt. I feel like she is the type that loves children, especially with her sporadic and energetic self, I believe they will be good friends. Even though she is 120 years old, she is practically still a baby (even though she is considered a young adult) by fairy age and maturity levels.
Scrapblast and Ryt are addded! I have to add my take, I think Cricket is going to ADORE Ryt. I feel like she is the type that loves children, especially with her sporadic and energetic self, I believe they will be good friends. Even though she is 120 years old, she is practically still a baby (even though she is considered a young adult) by fairy age and maturity levels.
Working on the lore for the place my gnoll comes from, I’m thinking a big ole savannah/desert ruled by a draconic sorcerer of some sort. I’m excited to see what other people come up with!
Working on the lore for the place my gnoll comes from, I’m thinking a big ole savannah/desert ruled by a draconic sorcerer of some sort. I’m excited to see what other people come up with!
I'm excited to see what everyone else is coming up with as well!! I'm excited for the characters to go through everyone's place of origin. It'll be exciting!!
I'm creating an origin for Cricket, which will literally be a giant fungi forest.
Virro comes from a patch of isles off from the mainland called the Geshora isles.
If I've got some free time later, I'll use all the main details of our characters go have an AI write a ballad about them. Already had it write one for a different character of mine and their party and damn, it was good.
Once upon a time, in a world full of magic and wonder, A caravan set out on a journey to distant lands, A group of travelers seeking adventure and new sights to see, Their leader a wise man
With a multitude of people, both young and old, The caravan made its way across the land, Singing songs and telling tales as they went, Inviting all who wished to join their band.
They traded in goods and artifacts, From exotic spices to rare magical artifacts, And put on shows for all who would see, From acrobatic feats to magic tricks, they entertained with glee.
They traveled far and wide, to the ends of the earth, Exploring realms both wondrous and wild, Meeting new friends and encountering foes, But always pushing forward with bravery and bold.
Through scorching deserts and lush forests they trekked, Over towering mountains and stormy seas, Never losing sight of their ultimate goal, To explore the world and all its mysteries.
And though their journey was long and hard, Filled with challenges both great and small, The caravan persevered and remained strong, A shining beacon of hope to one and all.
For they were the wandering caravan, A group of travelers bound by fate and friendship, Exploring the world and all its wonders, Leaving a trail of joy and wonder in their wake.
Experimenting with a secondary sheet, also as a way to flesh out Dinnin lore. And, since I didn't see anyone else rocking the dorfs, I also get to flesh out some dorf lore >:3.
More is definitely to come, but I wanted to get this down since it's been bubbling in my head.
Gadri Abzan
Race, Age, Time in the Caravan: Dwarf, 237 years old, caravaneer for some 70-odd years.
Appearance:
Standing at a squat and broad 4'6", with the powerful muscles and roughened hands of a craftsdwarf, complete with heavy toolbelt and numerous of their own crafts dotting their appearance. Gadri normally dons a padded turban with space left free for a carefully braided black beard which fits well with their swarthy skin and short-cropped hair. In the forge, they don a thick forging gown and sturdy boots, trading them for finer robes and looser headware when not in the forge, along with heavy kohl around their eyes. Additionally, Gadri is never seen without a pair of gloves, thick for forging or thin for general purpose.
Many of the intricacies of Dinnin-dwarvish appearance can easily be missed by those who are not used to the desert-dwelling branch of the race, from how they braid their facial hair to the precise location of jewllery and clothing folds. To those in the know, the braiding of their beard and the cut and manufacture of their clothes tell that Gadri is a tetra- a 'third gender' that Dinnin-dwarves recognise, believing some to be closer to the stone that formed the race than others. Additionally, they are clearly not only a craftsman, but one of the rare scriptsmiths, a unique and rare dwarven trade- as evidenced by the words intricately woven across much of their jewellery.
History: Gadri is a dwarf. A rather dwarfish sort of dwarf, although one tinged by their Dinnin faith and life experiences on the road. They abstain from intoxicants (other than coffee and nutmeg, both of which are rare to encounter on the road,) dedicate themselves to their craft, and are generally rather taciturn and stoic, but despite this, they've travelled with the caravan and had a long enough life to be a valuable source of information.
Their story begins in one of the holds of the Great Clans that litter the deserts, the overwhelming majority of whom had settled close to or within mountainous territory, in order to minimise the effects of the ancient Covenant made between the Dinnin and their God. The dwarves who lived in these territories were slowly incorporated into the Clans, being neither strictly Dinnin, nor exactly Kaffin, much as the Ainok are.
It was here, as part of Clan Abzan, that Gadri was born. Apprenticed as a smith at a young age, they grew up in the hold, working with steel and flames, directing the kaffin that laboured under the watchful gaze of their betters, and being brought up in all the ways a true dwarf was supposed to behave. Their skill with smithing earned them the attention of a scriptsmith (what other dwarves would consider 'runesmithing,' although using the Dinnin script rather than an indiginous dwarvish one, lending it certain unique attributes.) This was no small thing- becoming a scriptsmith takes a significant portion of a dwarves young life- lasting almost a century, including several decades of their dwarvish adolescence.
Hard, delicate and precise toil forged a dwarf meticulous over details and extremely proficient in their craft, but alas, Gadri was not destined to bring honour to their clan and forge great crafts for the emir. Instead, fate took a different path. As so often happens with the delicate web of politics that make up the Holds, skullduggery and backstabbing reared its ugly head up, and as the mess settled, Gadri's hammer was stained with the blood of a fellow Abzan.
Kinslaying, regardless of reason, is a dire crime within the Holds, and although their skill as a scriptsmith was enough to save their life, Gadri could no longer stay in the holds. The back of their right hand was marked with a heavy brand and they were cast out of the hold.
Personality: Try to think of how it ties into their history, and into the next section:
Motivation: An exile from their people, Gadri has no real home to turn to. For them, the almost seventy years they've spent within the caravan makes it as good as their home. One day, perhaps, they would like to wash the blood from their hands and return to their homeland... But until that day comes, they serve as the caravan's premiere smith and metalworker.
Skills, Strengths and Weaknesses, and Tools:
Like all dwarves, Gadri is unusually magically resistant- both to the hostile effects of magic cast upon them, and for the purposes of channeling magic themselves. Dwarves are not immune from magical effects- a fireball still scorches them and some can indeed channel arcane power, but dwarves as a whole have instead developed their own system of bending the immaterial to their will- Scriptsmithing. Known by several other names- runesmithing, glyphcrafting, and so on and so forth, the core of scriptsmithing is the same. With strike of hammer and bloom of flame, dwarves can imbue items, thereafter elevated to 'artifacts' with potent magical power. Each scriptsmith goes through decades of their life training in scriptsmithing- from days as a journeyman apprentice, writing and reciting the words, to a proficient student, capable of wielding the hammer themselves, to finally a fully qualified smith, each hammerblow pulling from sources beyond to fill their crafts with power.
By now, Gadri is a more than competent scriptsmith, capable of forging great artifacts for others, should they have the time and ingredients to do so. The very finest of scriptsmith crafts are made from the legendary 'starmetal,' believed to be leftover fragments of (the) God(s) themselves. In its raw form, starmetal is fantastically magically unstable, throwing out wayward energies that sicken and even kill those handling it unprotected- but the dwarves, with their natural resistances, are able to forge and refine it, creating artifacts with a beautiful damascene finish. Fantastically rare, Gadri has only three precious artifacts made from this stuff- their hammer, chisel, and a single ring, each one with its script woven with their own hands.
Scriptsmithing's potential, in the hands of a master smith, is almost unlimited. So long as one knows the words with which to express their intent, a scriptsmith can create anything from wondrous automata to staves capable of stopping a rampaging oliphaunt dead in its tracks. Alas, such a thing requires a dwarf far more ancient and far more competent than Gadri, whose crafts, while still potent, are greatly limited by not only their resources but also their age. One simply does not become a master scriptsmith in a century or two.
What They Most Want:
If They Had a DnD Alignment, It Would Be:
Three Likes:
Three Dislikes:
Do They Follow Their Heart or Their Mind?:
Worst Fear:
Favorite Color:
Most Like The Animal: That is, which animal they are most like- not which one they like the most.
Favorite Time of Day:
How They Dress:
Favorite Season:
What Gods/Spirits/Whatevers They Worship (If Any): No, M., Jesus isn't an option