#scepter the wizard monk
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Suncrest Campaign Character Epilogues
Audie (Human Wizard)
About a month after the final battle, as repairs are underway, the party gets a random Sending message from Max's friend Ihava the punk-rock tabaxi, namely, “Hey, did you do something with time travel? Because some dead heroes just showed up in the city and they’re very confused.” As an archivist, and also as the member of the party who's done the most reading and research into the Bastion of Life's specific adventuring party from 50 years ago, Audie is far and away the one that they want to talk to most--especially Rochelle Willowfeather, the tiefling monk who led that doomed final stand. Audie, once she stops stammering, is able to help her find records of the aarakocra settlement where her wife had lived--but sadly in the fifty years since Rochelle was frozen, her wife has passed away. She takes it hard, though her friends help her through it. Seeing as how she just helped to save the world, and how she has glowing letters of recommendation from the incredibly famous, miraculously resurrected heroes upon whose legacy was founded the entire Spellbound Dominion, Audie finally gets a full-ride scholarship to wizard college. Unlike her sister Summer, she completes her degree and starts only the occasional fight with administration. She applies for a work-study position. Her apprentice at her old archive is VERY confused but also very supportive.
Andromeda (Aarakocra Paladin)
Andromeda joins the City Guard. Deeply affected by Olassa's sacrifice, and having seen in the Violet Guard what a city guard can look like without honest people keeping its power in check, she wants to honor her mentor's memory. She enlists as a recruit, starting from the bottom. As an experienced and honest mid-level paladin, however, she climbs the ranks quickly and joins the officer track. While she, UNDERSTANDABLY, keeps her god-touched flail Morningstar (a legendary weapon) as her primary weapon, when she becomes an officer she commissions (possibly from Farrah!) a halberd as well. It's mostly a ceremonial weapon, but she trains with it and learns to wield it regardless. (Throughout the campaign, while she also wore a longsword for emergencies--Olassa's signature weapon was always the halberd.) Eventually, within a few decades, Andromeda is named Guard-Captain of the city of Suncrest.
Farrah (Tiefling Fighter)
Farrah, very excited to meet The Legendary And Miraculously Resurrected Heroes Upon Whose Legacy Was Founded The Entire Spellbound Dominion, happily invites them home to meet her mom! They all immediately start fangirling and asking for Brenda's autograph. This is the BEST running gag in the campaign. Farrah, after speaking with her blacksmithing master, transfers her apprenticeship. Instead of learning to make weapons she trains under a silver-and-goldsmith and learns to make tiny, beautiful things that require a lot of patience. Once she's satisfied she has basic skills in this area, she takes the armor of the fae commander who led the occupation of Suncrest, melts it down, and reforges it into a statue--an excellent likeness, in solid silver, of the Wolves of the Wild Court of Winter. This ninth-level casting of "Fuck You" is casually gifted to V, to display in the Sigil Rampant. In fact, the party periodically drops by with souvenirs from their travels to hang up there, now that V owns the place. Farrah also returns to the smithing guilds in Requiem for a while, learning how to forge enchantments into items, before ultimately returning to Suncrest as a mage-smith.
Max (Human Bard/Rogue)
Max never uses that last Wish. Consideration was given to using it for a resurrection--bringing back Olassa, or even the village of Little Ivywood. Ultimately however, Max's caution won out. He remains attuned to the scepter, but puts it in a chest and buries the chest in an unmarked, undisclosed location, sharing its coordinates with only Audie and Ihava in case of catastrophe--Ihava because she can be trusted to use it wisely, and Audie because she can be trusted to overthink any potential Wish so badly that if she ever goes mad with power the next generation of adventurers will have plenty of time to storm her evil fortress and take it from her before she can do anything diabolical with it. Also because he trusts his friend or whatever. In the meantime, he finds that bardic wanderlust again. He splits his time on the road between Suncrest and Requiem, spending--reluctantly--some time with his family. His route isn't regimented, but it's predictable, so that his friends can always find him if necessary. Eventually, about five years after the final battle, the two fae warlocks--Max and Farrah--wake in the middle of the night with a sharp pain in their serpent marks. Peering into the 'eye' of the peacock feather, they see the image of a plain, battered, half-rotten leather diary...which slowly pans out to show its location in the false bottom of a chest...being rolled and tossed....into a rickety cart......in a cave....in the Underdark. They understand, inherently, that this is their first mission as eyes of the Feathered Serpent. And the adventure continues. But first...
Nimbus (Human Ranger)
Nim also remains in Suncrest--or around it, rather. He doesn't join the Guard outright, but he's on their payroll regardless as a woodland scout and makes regular reports. He often talked about wanting to be able to send his sister to wizard school--Paisley Salvia is incredibly smart and "wizard" is the smartest thing Nim knows. They start by bringing her to study in an academic apprenticeship at one of the government programs in Suncrest to, essentially, get her gen-ed requirements in. When given the opportunity, however, Paise actually ends up not wanting to learn magic--she's much more interested in the mechanical and the mundane, using the real world around her to do great things. She wants to become an artificer...and unlike wizardry, which can only be really learned in Dumplinmere, there's no better place to do that then the rugged and resource-rich city of Suncrest. Nim is, of course, delighted. Paise is also extremely happy to be pursuing her dreams close to home, and of course that's mostly due to proximity to her family...but there is, of course, another consideration. Thesh Nightshadow, the young bugbear girl that she kinda sorta got outed as being in a relationship with when they were [checks notes] kidnapped by werewolves while meeting each other in the woods and had to be rescued by her older brother. (Thesh, when they found her, was barely conscious and half-delirious from fever. When the were-cult, mistakenly believing that torturing a maiden would force Albion the unicorn into their killzone, grabbed Paisley, Thesh tried to fight them. They broke her jaw. It had been left untreated for, at that point, nearly a week--she could very easily have died without Andromeda's intervention. Nim didn't even have the heart to tease them very much.) Anyway. Thesh is the daughter of the chieftain of the Talonholde clan and is training to follow in his footsteps. That means learning politics, logistics, military tactics, conflict resolution, and woodsmanship. For some of those, Nim gets her into the academy in Suncrest--but for the latter, even her village's best hunters unilaterally agree that Nimbus, who has class levels to their "Bugbear Commoner" stat sheets, is the best possible teacher. She ends up training under him a lot, and they get very close as a result. And about five years after the world nearly ended, the party attends their wedding--but the bugbear wedding ceremony I wrote for myself will be its own post ;)
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Dungeons and Dragons Masterpost!
(Each story is based in a campaign I DM)
*TRIGGER WARNINGS ARE AT THE BEGINNING OF EACH STORY!*
One-Shots:
Baby Mine - (PC Origin Story) Scepter has lived a life of anger and resentment toward his mother’s abandonment. No matter what, he was never good enough - his brother was better, so he stayed up above while Scepter lived down on Earth. He always thought his celestial family never wanted him; little did he know how wrong he was. - Angst
Noid’s Entrance - (Prequel to ‘Monster’ - coming soon!) Noid used to think her life was simple living in the forest. She had her cave home, and peaceful days playing with the animals and living off what the forest provided. She had no idea of any life other than the one she had, no memory of it. Little did she know the real truth of it all. - Angst
#dnd#dungeons and dragons#dnd 5e#gem quest campaign#minty the dm#drive the paladin#scepter the wizard monk#peanut the assassin rogue#lathia the princess of osishiri#drive the prince of keri#naris the princess of keri#naris the brave#noid the forgotten#minty's homebrew#dnd fic#minty's masterposts
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Time Elemental
The last of the elementals, time elementals are also one of the weirdest of the bunch, and significantly more powerful to boot. When players find themselves interacting with time elementals, they’re dealing with a representation of one of the strangest, most inevitable forces in the universe. Time’s relentless march forward is something we all take for granted, an immutable constant. Time elementals don’t see things that way. Parallel possibilities are inherently part of their existence, their touch warps and ages living flesh, they can step through time to anywhere on the same plane, and they can even draw upon their counterparts in nearby dimensions, pulling additional versions of themselves in to help resolve whatever challenge they’re confronting. Compose of time and strange matter beyond the experience of mortal life, exactly what the time elementals are is enigmatic, and their existence is difficult to understand. Time travel is a complex topic – one entire books have been written about – and handling it sanely requires some forethought, but it can be a compelling topic, either “fixing” the course of destiny when it went awry to create a new, better world or returning the world to the state it should been. Time elementals could be complications, adversaries, guides, or allies in these endeavors, and might play every role at different times in response to inscrutable whims and unknowable motivations. These creatures are intelligent but informed by senses and experiences that are utterly alien. Play that up – adventures involving a time elemental are never normal, and a sense of the surreal, of time disjointed, is entirely appropriate.
Wrenched from its normal existence, a noble time elemental has become a central figure in the lich Khalzun’s quest for mythic power. Intending to exploit the time elemental’s nature, Khalzun wants nothing less to steal the power of a slumbering danava titan, siphoning its power from a dozen centuries at once to gain power over the essence of reality as well as rooting itself so deeply in reality’s foundations as to make its phylactery indestructible. If the time elemental can be freed, it will turn its own considerable power on the lich, and it has traced the strands of time and fate that link the undead wizard to its phylactery, information it will gladly reveal to its rescuer.
Only ruins today, inhabited by meager survivors of the many disasters that came for the city, Hallowspire was once a center of arcane education and eldritch lore. Desperate to save his homeland from the future he awakened into, one of the masters of the arcane once known as magisters has begun a ritual to unleash temporal magic using the scepter of lost ages, but the attempt backfired severely, unleashing several time elementals guarding the semi-stable portal, each determined to prevent humanity from doing more damage to the timestream.
Smoky, indistinct figures have long haunted many places on the world of Oitune, some will-o’-wisps, some merely mistaken for them. These beings are time elementals, misunderstood as aberrant predators, but their presence points to places where time itself wears thin, able to step between parallel worlds where history has taken a different course or fashion portals between different times. Rumors of these beings sometimes attract the blue-robed mystics and monks of the ritualistic Order of Shrouded Truths. Eager to catalog their experiences, only the most senior of the brethren of the Order realize that they are the scouts, assistants, and subtle tools of a bythos tribunal. Alien in outlook and with a deeply inhuman outlook on reality, the aeons take a grave interest in matters of time, and though they value the Order’s ability to serve as intermediaries between the inscrutable mortals and their own immortal natures, the Order is little more than a tool in their estimates, and the loss of brethren in the field is of little importance. For their part, though anything excessively destructive to time attracts their ire, the time elementals have little awareness of the aeons and sometimes assist those seeking to move between worlds and times, although other times the elementals drive them away.
- Tome of Horrors Complete 259-260
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So hot-take, random classes and how they'd function as monarchs?
Why settle for random when I could do ALL OF THEM? (In pathfinder, anyway)Barbarian: Mostly encountered as warrior-royalty, so while the position is sometimes hereditary, they’re a far cry the pampered royalty of civilized lands. Successful ones will have at least one advisor, likely a druid, skald, or shaman, to help decide policy.
Bard: Brilliant orators and poets, bards make excellent kings in their own right on account of their vast selection of knowledges and social skills. Those they patron will enjoy all sorts of buffs in their presence, while their detractors will accuse them of ensorcelling the public.
Cleric: How good of royalty these will make depends on what sort of deity they worship. Expect the kingdom to be somewhere between monarchy and theocracy. They may set their line up as ruling through very literal divine mandate.
Druid: Though most have no interest in ruling, those that do certainly have the minds to capably deliberate on topics before deciding policy. Those that rule successfully can craft kingdoms that live in harmony with nature, and trust it to come to their aid when the need arises.
Fighter: Plenty of monarchs have risen from the humble seat of the warrior, so how well a fighter rules depends on the person, though they will lack the personal mystical power of some other classes.
Monk: Having little need for such positions of power, monks make for a very unlikely candidate here, being more likely to be appointed or elected based on personal capability rather than anything else. They may come to view a monarchy they head as being like any monastary, and try to guide their subjects to set aside conflict and live in harmony.
Paladin: More likely than fighters, paladins have the divine guidance to lead their nation towards law and good, and the charisma to attract people under their banner.
Ranger: Focused as they are with mastering their environment, rangers are a rare choice for monarch, but one that does accept that call will likely rule pragmatically and practically, having little patience for the politicking of other nations. Alternatively, more urban rangers might embrace the political dance and treat it as a great hunt, stalking trade agreements and backing rivals into a corner.
Rogue: The front and center nature of being a monarch makes the underhanded talents of a rogue hard to use, but it can be done, these sneaks often putting on a spotless public face while pursuing their agendas, benevolent or otherwise, from the shadows.
Sorcerer: Almost certainly using their bloodline as proof of their mandate to rule, sorcerers certainly have the charisma to rule. However, they will almost certainly enlist other mages as advisors to round out their mystic arts. They can tend to be full of themselves, however, leading to poor judgement if flattered.
Wizard: Mastering the art of magic through study is already a major headache, so only the most masochistic, foolish, or arrogant wizards try to also rule a kingdom at the same time. However, from that category, occasionally you see a few great wizard kings emerge capable of mastering both, and they often tend to be some of the greatest mages of their time. They have a tendency to focus on solutions rather than the people involved when deciding policy, however.
Alchemist: Suffers the same problem as wizards, though they have to consider the nature of their experiments. The more monstrous they seem, the more they must hide them lest they lose the trust of the people.
Cavalier: Works much the same way as the paladin, though most cavaliers would be veterans of past conflicts. As such they’ll need to diversify to stay on top of matters outside of the military. Then again, as knights, they already have a tendency to be knowledgeable there.
Gunslinger: Cunning and bold, gunslingers can react quickly and get the job done when it needs doing. However, this will likely grate on more conservative and cautious members of their court.
Inquisitor: A risky choice for a monarch, inquisitors vary in disposition, but the fact that as a class they fight and hunt for the church first means they might end up putting their people at risk for their agendas.
Magus: Similarly to the wizard, except dividing their focus up even further, magi do bring a certain clearheadedness that comes from training to cast in the heat of battle, which can to quite helpful.
Oracle: These divine mystics can be just as capable of their cleric counterparts, though they may lack the wisdom of clerics. Furthermore, their curses might be seen by others as weakness, but a cunning oracle can prove them quite wrong.
Shifter: Warriors of the wild, shifters have little reason to choose great leadership roles, but if one is born into a monarchy, they can lead their nation to respect nature, and make sound judgement.
Summoner: Depending on the nature of their eidolon, it could help or hinder their acceptance by the people, though that does give me ideas for royal families with hereditary eidolons as unique guardians, possibly some becoming unfettered, but remaining to protect the family long after their original master dies.
Vigilante: Much more likely than the rogue, the vigilante can take on the social persona of monarch, then turn around and become the vigilante when needed. Just expect them to not have much free time at all.
Witch: Though rare, witch-monarchs do happen, though most are arcane tyrants ruling through fear and strange magics. Others, however, might be great healers and protectors with patrons devoted to benevolent crafts and curses used for justice.
Arcanist: suffer much the same problem of both sorcerers and wizards, but their arcane innovations may make the kingdom a mystical powerhouse. or blow it up.
Bloodrager: acts much like the barbarian, with the added twist of having volatile arcane power. Useful for striking fear into foes, not so much for diplomacy.
Brawler: Much like the fighter, their value as a leader varies by person, but they can make things awkward if they keep offering to wrassle foreign diplomats.
Hunter: Functions as a cross between druid and ranger. Their animal companion is almost certainly going to be on their heraldry, though depending on the companion, it may be easy or exceedingly difficult to ascribe positive associations with the symbology.
Investigator: As the “genius” class, investigators have the potential to be masterful tacticians and rulers, though it is also very easy for them to casually manipulate their subjects.
Shaman: Used to acting as a spiritual guide and voice of wisdom, shamans make great leaders, though civilized nations may be skeptical of their use of the old ways. Still, being able to ask the very earth itself about events upon it is quite useful indeed.
Skald: Somewhere between barbarian and bard, skalds are normally advisors and history-keepers, but some may indeed become the heads of nations, recounting tales of past kings and leaders to better understand the dilemmas that lie before them.
Slayer: Much like rogues, being a public face makes if very hard to be both a monarch and a slayer, especially when the political backlash of getting personally involved in killing is so terribly high.
Swashbuckler: The bane of every advisor and minder, swashbucklers may be too focused on even the tiniest acts of adventure and rebellion to act as monarch 24-7, but that’s not to say that they can’t buckle down and put work into it when needed, and their antics may further endear themselves to the people.
Warpriest: A risky choice for the same sort of reasons as the inquisitor, warpriests imply that warfare is their main focus, which may lead their theocratic kingdoms into crusades and wars of varying levels of import. Alternatively, a warpriest of a more defensive god may instead be the ultimate defender, leading their subjects in pushing back the hordes on all sides.
Kineticist: Certainly as capable of anyone else of ruling a nation, they likely train their elemental talents to better protect their people in times of need, and invest in various defenses, not only of their own element, but others, to do so.
Medium: As vessels of the dead, it can be hard for a nation to trust such a leader unless they have a deep spiritual connection to their departed. They can certainly rely on their spirits to give them the skills needed for each new challenge, though.
Mesmerist: Making for excellent and charming leaders, most end up being tyrants, beguiling members of their court with their natural charm and mental magics. More benevolent ones might use their power to give them an edge in diplomacy, but nothing more.
Occultist: With various symbols of office being a common trapping of royalty, I can definitely see occultists litterally tapping into their scepter, crown, and other royal symbols for power.
Psychic: Powerful mentalists that they are, psychics have much the same sort of power as wizards in this regard, if not as flashy or diverse, but they tend to have much more free time as they develop their powers by meditating on their discipline. Indeed, the discipline itself really helps shape how they will lead.
and finally
Spiritualist: Depending on who their phantom is, spiritualists can make for interesting and powerful rulers, perhaps having a ghostly guardian, or the phantom of a previous member of their line. Either way, they always have someone watching their back or potentially spying for them.
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Sometimes a family is a kind-natured Paladin prince with Dad issues, a water-bending princess with a taste for adventure, a demigod Wizard Monk with Mom issues, a reformed cultist lesbian with a dead girlfriend, a hurt child healing from her past while seeking revenge, a big-hearted forest gremlin with memory issues and her pet mouse.
#dnd#dnd 5e homebrew#dnd 5e#minty the dm#gem quest campaign#gem quest party#drive the paladin#princess lathia of osishri#scepter the wizard monk#peanut the assassin#naris the strong#noid the forgotten#george the mouse#they're a family your honor <3#minty says a thing
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The One Thing You Can’t Replace ft. My DnD Party
Noid: Another story I heard about myself, this one happened during the war. We had this guy in our party named Drive, he was 21 when I was 39 so he was 18 years younger than me. Drive’s uncle, King of Westra, was a douchebag. One day he and his generals decided to leave town with us on an embassy staying behind, which you should never do if you’re a douchebag.
Noid: So, Jango decided to throw a party at the King’s Castle….Hooray…! Everyone around town heard about it, and we all got up individually and said ‘Okay, let’s go over there and destroy the place’.
Noid, laughing a bit: So I walk into this party, and everyone I’ve ever met was there, and everyone was drinking like it was the end of the world. Everyone was drinking like it was the Dark Ages and we’d drop dead from sunlight. It was completely unsupervised, we were like dogs without horses we were running wild.
Noid: I walk down into the ballroom and they had this huge glass chandelier hanging above it, Peanut took a running jump and landed on it, crashing it to the ground and breaking it in half. Jango figured out which room was the King’s and went upstairs and set his bed on fire.
Noid, smiling: So the party was going great.
Noid: So I’m standing in the basement, holding a red solo cup - you’ve seen movies - so I’m standing there and I’m beginning to blackout a little bit and I just hear Lathia murmur ‘Something something Cloaked’.
Noid, smiling: And in a brilliant moment of word association, I yell ‘Frick the Cloaked! Frick the Cloaked!’ ...and everyone else joined in. A hundred drunk overpowered children yelling ‘Frick DA Cloaked’, with the confidence of guys who’ve like, already been the jail and aren’t afraid of it anymore, like that ‘I’ve served my nickel you come and take me’ confidence but overpowered children.
Noid: Anyway, the reason Lathia said ‘Something something Cloaked’, was because the Cloaked were there. The Cloaked eyepatched leader named Boss walked down the stairs to the ballroom and looked out over a sea of drunk people yelling ‘Frick the Cloaked’ in her FACE, and she was almost impressed. She was like-
Boss: Wow…
Noid: Then she leaned over her shoulder to the Undertaker and said-
Boss: Get the scouting party.
Noid: Now my friend Scepter who is now a husband, this man has a wife, he smashed a bottle of ale on the ground and yelled-
Scepter: SCATTER!
Noid: And everyone ran in different directions, we all ran in different directions. It’s like that scene from Ratatouille when the humans come into the kitchen and all the rats go different ways, we all ran in different directions. I ran into the dungeon and climbed up through the loose bars and now I’m running through the field and looked up at this big wall and thought ‘I’ve never climbed a wall that high before’
Noid: And then I woke up in my room.
Noid: The next day I went back to peace talks because that’s what we did back then. And who do I see but Drive.
Drive: Were you at Jango’s party last night?
Noid: And I said no, you know, like a liar.
Drive: Things got really out of hand, someone broke the chandelier, someone burnt my Uncle’s bed. But the worst thing, the worst thing is I lost these old wedding photos of him and my aunt, and my uncle’s freaking out about it.
Noid: Then I had that thought that only blackout drunks and Jango can have… Did I do that? And I thought no, I couldn’t have done that, but I was never sure until 3 years later…
Noid: I’m sitting down with Naris, a kid who was also with us during the war, and we were just talking and catching up until she gets up and looks to me and says-
Naris: Come here, I wanna show you something.
Noid: She takes me to her bedroom and then she takes me to a side room off of her bedroom - never a good thing to have. *Beginning to laugh a bit* She shows me this tiny room filled wall to wall with stolen old photos taken from people’s possessions over the years. And I just look at it and I just say ‘Why…?’ And Naris said-
Naris, smiling: Because it’s the one thing you can’t replace,
#dnd#dnd 5e#dnd memes#minty the dm#minty's homebrew#drive the paladin#jango the barbarian#scepter the wizard monk#peanut the rogue#princess lathia of osishri#princess naris of keri#noid the forgotten#credit: john mulaney
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OUT OF CONTEXT DND SESSION QUOTES 1
Lathia: So... uh, I should probably explain... the bracelet is something betrothed couples used to talk to each other back in my kingdom, and it's really special, it's how we'd communicate since we weren't allowed to be alone together.
Scepter, smirking: So, are we engaged?
Lathia, blushing deep red: UHM, WELL, YOU SEE IT'S... UH... NO- I MEAN, NOT TO SAY I WOULDN'T WANT TO-!
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Ashley: What the f*ck are you doing here, Peanut?!
Peanut, smiling as Ashley has a knife up to her throat: OH MY GOD, HI ASHLEY!
Ashley: Gods almighty kill me now.
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Peanut: So, we may have a bit of a problem.
Drive: What kind of problem..?
Peanut: The drunk kind.
Drive: Peanut, are you drunk-?
*CRASH*
Lathia, throughly drunk: F*CK YOU, TIN MAN!
Drive: o.o
Peanut: *SIGH*
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Noid: Noid has the perfect solution to the puzzle door.
Drive: What kind of solution...?
Noid, pulling out a bag: Noid will eat a magic berry.
Drive: Uh I don't think that's such a good idea-
*Noid downs berry and passes out*
Drive: O.o UHHHHHHHH-?!
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Scepter, looking up at Peanut stuck on a tree branch, arms crossed and throughly pissed, holding back laughter: I-
Peanut: I don't wanna talk about it.
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Noid, sad: Noid and Drive... *sniff* went to fight a giant that turned into a house... then Noid ate a nice-nice berry... and then Noid remembered bad things... and then Kane was not Kane... and then Noid hurt people. Noid was so scared.
#minty the dm#noid the forgotten#scepter the wizard monk#drive the paladin#peanut the rogue#princess lathia of osishri#scepter x lathia#ashley the angered#dnd#dnd 5e#dnd 5e homebrew
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They're in Love Your Honor:
*Scepter, standing in corner's shadows*
*Lathia rolls higher than Scepter and sees him in the shadows, she walks over really confused*
Lathia: What are you doing?
Scepter: I'm waiting for danger.
Lathia: Why are you hiding in the shadows? We're not in danger anymore. You shouldn't have to live paranoid, and just enjoy the moment.
Scepter: Danger is everywhere.
*Lathia sighs, rubbing her head in annoyance*
Lathia: Why do I always fall for the himbos?
#princess lathia of osishri#scepter the wizard monk#scepter x lathia#they're in love your honor#dnd#dnd 5e#minty the dm#gem quest campaign
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Okay, so a bit of background (This is gonna be a long one, buckle up folks!):
(TW: Death, Talks of murder, alcohol.)
I've been working really hard on this climax in the plot where the PCs go to this party forcefully by this Evil King called Ayren (He's also PC Prince Drive's and his NPC Princess Naris's Uncle, adding extra drama here). They got separated for a bit in getting there due to this "Safety" shield he put up around the kingdom that kinda messes up memories if you fail ur Wisdom Save.
A Dragonborn Rogue PC named Peanut got split up from the others and kinda babysat the party's quirky collection of NPCs (I'll expand on them more if you want later) except for Naris ofc, who stayed with Drive and the final and third PC an Asimaar Monk/Wizard named Scepter in this rebel bunker and got to the kingdom through a secret tunnel (Turns out it wasn't so secret). In the tunnel they were escourted by Rebel Leader Lyn (Who's their biggest Fan-) and what seemed to be a new recruited healer to the rebellion, a woman named Dianara (Ik it's spelled weird, but it's based off the greek name from that Hercules myth). Dianara and Drive slowly begin to develop feelings with each other, getting closer and becoming something like friends. Too bad she turned out to be one of the King's posse they previously killed, Vivica the Sorcerer. Anyway, after Drive and Vivica reconnect again and smooth things over.
Drive's been trying to find his cousin Elizabeth, Ayren's daughter because he thinks she'll help them. He soon realizes something happened between them he doesn't remember and resolves to find her anyway to at the very least figure out what he did and what happened. He doesn't remember any of his time in the kingdom, barely remembers her except for the few memories that float to the surface as he wanders around Ayren's palace. He also realized a LONG, LOOONG while ago that his father, King Aster, "got crazy" after finding this gem to bring back their dead Mom and has been angry at and put pressure on Naris for three years without him knowing. They find evidence he had been possessed by someone with incredible magic power. Naris and he talked, and she told him that she wanted revenge on the people who really did this to her Dad.
NOW, ONTO THE SESSION!
After getting forced to put on these fancy outfits the King made for them, they get down to the ballroom - tons of innocents from the kingdom with their number branding on their wrists (A attempt to keep out rebels), food, and drink, as well as music. Drive and Naris stay together until Drive spots Vivica in this fancy black dress, gets kinda flustered, and goes over to talk to her. Naris, who is nine/ten btw, gets confused at her brother and goes into the crowd to go meet up with the others and figure out some kind of plan.
The two are ofc a little awkward, and then Drive notices Vivica being a little distant. She says that she has to do this "thing" at midnight that she can't tell him about. He tries his best to reassure her and they dance. Vivica keeps acting a little more tense than usual, but Drive keeps shrugging it off. When they're done dancing, Vivica sees something in the distance. She quickly and sternly says "I have to go. Now." and leaves. Oddly enough, afterward, he spots Vivica rushing out the door at the end of the ballroom, terrified. He meets up with Peanut and talks with her, who had gotten some ale from the bar and just stored it in her inventory for later (She often uses it for wounds). Peanut spots what looks to be her dead girlfriend dancing, and takes Drive to meet her. She's strangely giddy for someone like Holly, and the two teases Drive for a bit on his crush on Vivica before he goes after the sorcerer toward the garden.
Holly after Drive leaves claims that the King brought her back to life, and now they could run away together like they always wanted to (It's something with her backstory). Regretfully, Peanut says she'll think about it, sensing that maybe that's not really Holly, and moves to go after Drive. She finds Naris, who claims she just talked to Vivica a while ago who was looking for Drive. They both realized he got tricked and Naris rushes after him. When she hears her friend Ashley in trouble, she sighs and turns to go after her and out the other end of the ballroom.
Drive slowly follows behind Vivica in the hedge garden before Vivica is tackled by... ANOTHER VIVICA?! Drive realizes he got tricked and quickly casts his Guardian of Faith (he's a paladin), as well as his Zone of Truth. The actual player was having a hard time thinking of what question to ask after a couple failed until the player playing Peanut said to ask a misleading question, which it did and the fake was quickly revealed. The zone of truth hurt both Drive and the Fake a little bit - Drive lied in the question, after all - and eventually they get cornered. The Fake changes into one of the King's posse, the leader of the Cloaked, Boss. She goes on to say how stupid Drive was to falling for all that in the first place, calling Vivica a traitor and that she can't hide forever from the King, and then, she says bye and runs off. Drive is quick to chase after. Vivica stayed behind, shocked and scared at being found out.
Back to Peanut - she busts down the door, which is quickly locked behind her. Darkroom. One light on a table with her knife that she lost on it, and a note. The note claims if she's a "worthy adversary" she'll make the right choice. One is a friend, the other is a foe. She realizes Ashley and Holly are both tied up, two people who she doesn't fully trust (Ashley got possessed a bit ago and kind of stabbed her in a past session). The player had the hardest time deciding who to kill since the note claimed if she did nothing she'd die. Regretfully, she chooses Holly and uses her Breath Weapon.
Except. That doesn't seem to kill her. "Holly" gets up from her chair. shifting into one of the King's assassin posse as well as Peanut and Ashley's former commander, second-in-command to the Boss - the Undertaker. Peanut tries setting her on fire with the booze and it doesn't work, since she's flame retardant apparently. She quickly frees Ashley and the two face down the Undertaker together.
Back to Drive - he eventually chases her all the way to a room he's visited before. Elizabeth's former room. She tells Drive who she really is - Elizabeth herself. Years ago, after an argument went wrong, Drive accidentally pushed her off the balcony, killing her. After her own mother was exposed as a traitor and then being betrayed by her cousin, she swore to kill him and get revenge for what he did.
Drive bows his head to die, but Elizabeth just smiles. ("Oh Drive, this trap wasn't for you.")
Cue Naris rushing in, pulling out her fire gem (Gem needed to save the universe, Naris and all PCs have one.) and drawing quick to defend her brother from Elizabeth. Elizabeth just smiles and eggs her on, as Guards enter the room followed by King Ayren himself. As the King taunts her, he reveals that he was the one to possess Aster to do all that to her all that time ago. Drive tries to talk some sense into her but it's no use. She gets so angry she begins to glow like fire, claiming she'll kill him as she makes a strike just as it turns midnight. Immediately, the King using his power turns the force around on her, holding her in a chokehold and claiming they'll kill both him and her and everyone in the castle if Drive tries to attack. Regretfully, he stands down. "Let her go."
Elizabeth gives him two options - they could kill her right here right now, or... he could take her place and get executed at dawn. Naris tries to scream no, tries to tell him not to do it, he does it anyway and gives them the condition that all his friends would be safe. They agree, and Naris gets dragged, kicking and screaming and crying from the room, and Elizabeth uses a bit of magic to knock Drive out.
And... that's where that session ended.
I'm just really proud that the choices put both the Players as well as the characters in a tough spot. Makes me feel like a good DM.
Anyway, what do you think? I'd be happy to talk more about it or answer any questions.
Do you ever just have a DND session that goes really well?!
My last one did, and I’ve been gushing thinking about it since yesterday. 😅
#minty says a thing#dnd club#minty the dm#drive the prince of keri#drive the paladin#naris the brave#elizabeth the betrayed#the undertaker#the cloaked#peanut the assassin rogue#vivica the sorcerer#scepter the wizard monk
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Official Reference Sheet for My DnD Gem Quest Party!
Hey guys, Minty here! I know I’ve posted a lot about my Gem Quest Campaign DnD Party, but I’ve never really explained their characters, or even the party NPCs, so this post will be a reference to that for anyone interested who wants to learn more about them! I may do a separate one for the villains if enough people are interested. Anyway, enjoy!
Also, don’t mind sending in a ask or two about them if you’re curious, I’m more than happy to answer! <3
Mind that this does contain spoilers for the campaign as a whole!
(TW: Abuse, Death, Abandonment, murder, homophobia, amnesia. Let me know if I should tag anything else!)
Scepter (Wizard/Monk, Aasimar, PC):
Family/Allies: Dawn, Goddess of the Light (Birth Mother), Abaddon (Birth Father, Assigned Guardian), Alan (Half-Brother, Guardian), Penelope (Step-Mother), Butler (Close friend), Del (Monk Teacher)
Backstory: Scepter was born the child of the Light Goddess, Dawn, and Abaddon, her mortal lover in an attempt to create a heir to take Dawn’s place as the poison Goddess Talona gave her slowly kills her. After his birth, they quickly realize he’s not immortal, and therefore not a suitable heir to replace Dawn. Despite Dawn’s protests, they send him to the Mortal Plane to live with his father, Abaddon. While Scepter grows up in a very fortunate and wealthy lifestyle due to his father’s black-market jobs, he slowly begins to find out that he’s the son of a god when he finds a gift from Dawn given for him - a magic broom. Abaddon tells Scepter his Mother, Dawn, didn’t want him because he was powerless and that he always will be. After Abaddon remarries to Penelope, Scepter begins to actively rebel against his parents and biding his time until he could leave, learning magic along the way, proving to himself that his father is wrong. After leaving, he goes to a monastery to be trained in the ways of the monks, which is where he meets one of his lifetime mentors - Del. Del taught him to fight as well as the ways of balance and how to control his power with his mind and not his emotions.
Personality: Calm, Wise, Smart. A clear leader of the group who always comes up with plans to outsmart the enemy. Values the pursuit of knowledge and will stop at nothing to get it, which is one of his only weaknesses. He’s very driven and will stop at nothing to complete his goal. Charismatic, Scepter almost always knows just what to say, and often uses words more than violence. Level-headed, he often has to keep the others in the party in check.
Alignment: Lawful Good
Relationship(s): Dawn, Goddess of Light (Familial, Bad) Abaddon / Penelope (Familial, Bad) Del (Familial, Good) Princess Lathia of Osishri (Romantic, Warm)
Gem (as of now): Scepter is the holder of the Water Gem, found in the Kingdom of Osishri. The Gem Spirit inside is Dewdrop.
Other special items: Magic Broom, Campaign Magic Map (Greg)
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Prince Drive of Keri (Paladin, Human, PC):
Family/Allies: King Aster (Adopted Father), Queen Lianna (Adopted Mother, deceased?), Princess Naris (Adopted sister), Captain Elrik (Mentor), Noid/Evelyn Dior (Mentor/Birth Mother), Kane Estin (Birth Father, deceased), King Ayren (Adopted Uncle)
Backstory: After being found on the side of the road - soaked, cold, and alone, a nearby King and Queen take pity on the child and raise as their own, having not been able to have a child by blood. From the note, the only words that could be made out of the note was the word ‘Drive’, so they named their new son Drive. Drive grew up with happy days filled with fun and surrounded by love as he grew to want to become a knight and be as powerful as his father, even owning a wooden play sword he used to practice dueling with before he was ready to train. When he was nine, he traveled with his parents as a tragedy struck the kingdom - the two King’s younger sister, a duchess and her family were rumored to have been charred to ash by a dragon. As they searched for any hope of survivors, they found a small baby, the Duchess’s daughter, Naris in a trunk someone had stashed her in for safekeeping. Thus, Drive had a new adopted sister, and the two grew to become very close as the years ticked by. One evening, while going on a trip to their uncle, King Ayren’s Kingdom of Westria, the royal family was attacked by a group of horned creatures. The creatures nearly killed Drive but Lianna sacrificed herself so that he and Naris could get away to safety. King Aster was driven to a deep, depressive, grief - he blamed himself so much that he was determined to fix it and bring her back from the dead, pushing his duties and family aside and throwing himself into his work. One night he spoke of a gem foretold by legend to grant a wish, and he set out into the great unknown to retrieve it and fix his mistake. Upon his return with the gem, he demeanor completely changed into one of rage, cruelty, and manipulation. Drive was constantly fighting his own mind and his own ideas for his father’s expectations, making him feel like he was never good enough for his own father. When his father finally decided to set him on training to become the next Guard Captain in Elrik’s place, he was so excited that over the years he became numb and oblivious to how his father and more importantly, his sister changed.
Personality: Determined, extremely protective, compassionate, and caring. Drive feels like the protector of the party, always wanting to help everyone - his kingdom, his home, his friends, and his sister. Perhaps too Charismatic, he’s too attractive and forced to wear a helmet to somewhat stunt his looks enough he won’t be bothered by random people. He can be a bit awkward sometimes and not really know what to say, but whenever he does say something meaningful, you know it’s from the heart. He’s also somewhat the combat trainer in the group in teaching both Naris and Lathia combat moves to help them. If anyone tries to mess with or hurt his sister, he will do everything in his power to take them down and make sure they can never hurt Naris again. His protective anger over his sister is his greatest weakness.
Alignment: Lawful Good
Relationship(s): King Aster (Familial, Tense), Princess Naris (Familial, Protective), Captain Elrik (Mentor, Respected), King Ayren (Familial, Tense)
Gem (as of now): Drive is the holder of the Earth Gem, found in an ancient forest women tribe founded under a God’s worship and word. Gem Spirit inside is Fern.
Other special items: Signature Helmet
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Jango (Barbarian, Dwarf, PC):
Family/Allies: Sarnora (Mother), Grimdrak (Father)
Backstory: Jango grew up as the son of Sarnora and Grimdrak up in the dwarf mountain village. His family had a business of brewing ale, they often traded with merchants or other suppliers, since many of the towns and cities did not have the room or the money to distill ale. Jango grew up with the nickname ‘Little lion’, being one of the smallest dwarves in the entire village, yet with the heart of a mountain lion. He pushed himself day in and day out to do his part to help, and eventually over time he got strong enough to help handle the mill by himself. Overtime, his father became a massive drunk and would often end up drinking half their supply - his parents would often argue and fight late into the night. Finally, his mother had enough and kicked him out permanently - Jango has not seen him since. One day, a giant beast, one of the pack leaders of the mountain lions the village had been fighting, killed a large portion of the village overnight. Saddened, Jango set out on his own to kill the beast and save his village once and for all. After coming home with one of the beast’s teeth, he was crowned hero of the village. Now, he still works for the family business and helps his Mom run it when he isn’t out making deliveries.
Personality: Chaotic, Unpredictable, quick to anger. When he’s not drunk out of his mind, Jango usually is quick to solve problems by fighting and violence, especially if said person does anything to set him off. He’s used to being powerful and isn’t used to being the one getting beaten down. Often the others work to reign him in, mainly Scepter. Though his ways are a bit unconventional, his intentions are mainly pure and his loyalty is true.
Alignment: Lawful Neutral
Relationship(s): Sarnora (Familial, Good), Grimdrak (Familial, Bad)
Gem (as of now): Jango is the holder of the Fire Gem, found in the kingdom of Keri in King Aster’s possession, then with Naris’s dragon form, leading to Drive joining the party. The Gem Spirit inside is Ember.
Other special items: Bucket O’Ale
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Peanut AKA Galleria (Assassin, Dragonborn, PC):
Family/Allies: General Holly (Lover, deceased), Sasha (Friend), Undertaker (Mentor), Boss (Mentor), One (Mentor)
Backstory: Galleria began and grew up within the walls of the Cloaked castle and under the care of many of the others captured, and one of the few Dragonborns amongst the recruits. She was taken when she was barely a year old, and her village was raided, burned, and attacked. Her caretaker and mother, Connie Wilde, protected her with her life, but was too weak for the army and they were sadly separated. Connie was taken into slavery, and Galleria was taken into their army for her breath attack and poison immunities. She got the nickname Peanut from the other kids, since she was the youngest recruit taken. When she was about 6, she was put to training within her group under many of the Generals, where she met her friends Sarah and Holly. They were strong each within their own right, but together they were unstoppable. They advanced through the ranks, eventually coming under the command of the right hand herself, the ruthless Undertaker - known for sniffing out all and any traitorous behavior, being ruthless with her punishments and training and pushing all her recruits to their absolute limits just to see them waver and suffer. Though the training is rigorous, Peanut and Holly do well and support each other throughout it all. Sarah crumbled and was sent to become one of the guards of the castle, and deemed too weak to become one of the Cloaked. Holly and Peanut grew closer and bonded over watches and scouting missions. They were the perfect team to get rid of targets, and were barely ever apart. They both truly cared and loved each other, they acted as if they were dating, but they never really got super intimate or ever really made it official. They were back from a mission one day, and were hanging out in the dorm alone chatting about the mission and where they could pass by next when Peanut hugged Holly and then gave her a quick kiss. They kissed each other before, but this was the first time they risked it inside the castle - they stilled when they heard a gasp and saw Naris enter the room with their dinner, and she dropped it to the floor in shock. It didn’t take long for her to spill what she saw and when she did it was all over. Holly was tortured and eventually beheaded for her ‘traitorous’ actions, and Peanut was stuck in the dungeon on the list for her own public execution. The Undertaker, angry and embarrassed that she let a traitor slip by her grasp, she threw Holly’s beheaded head inside with Peanut to shut up her resistance and complaints, and to make sure she was hurt. This broke down her spirit and nearly broke her mind. Then, just when things seemed hopeless, the party passed by her cell and the rest is history.
Personality: Skilled, Sly, and Smart. She can easily make her way out of almost any situation, and is highly skilled in murder and taking out targets, getting information, and leaving paractically no trail behind. Though she wears a calm and content look on the outside, her heart is badly broken and her sadness and anger over Holly still stew beneath the surface - Cloaked are taught to hide and dispose of all emotions, since they are an ‘inconvience’ and get in the way of getting targets taken care of and cloud the judgement of Loyalty. Many of the others are getting used to her casual murder talk as a solution to almost anything, and are kind of intimidated by her skill. Her tough personality hides a gentle and kind center.
Alignment: Chaotic Good
Relationship(s): Sarah (Friend, Tense) One (Familal, Warm), Boss (Mentor, Cold), Undertaker (Mentor, Cold)
Gem (as of now): Peanut is the holder of the Wind Gem, found in the infected village of Sewinda, that was deep in the clutches of Corruption’s control. With teh Mayor’s help, they restored and saved the village in return for the Gem.
Other special items: None of note.
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Princess Lathia of Osishri (Fighter, Osishirian, NPC):
Family/Allies: Prince Kyro (Brother), Queen Navine (Mother), King Garris (Father)
Backstory: Youngest in the royal family, Lathia has known nothing but the small bubble under the ocean for her whole life. Due to a curse placed in the royal family by the Sorceress Vivica, all women of the royal family must become model wives and all men trained to fight and protect - if they do not embrace these rules, on their 20th birthday they will die. This would be fine if it weren’t for the extra abilities the Sorceress gave them in return for being stuck under the ocean - elemental bending, represented by certain dyed colors in the hair of those with the talent. Thus, Navine had always been hard on Lathia and often pushes and forces her to practice and become the wife the curse expects her to be for her own survival. When her brother, Kyro, brings home Outsiders from above, she sees her slim chance of figuring out what life is really like up above, and what she’s dreamed it would be like. She sneaks around her family to the PCs for answers, and even begins to fall for a few of them. Drive, at her request, begins to teach her to fight, which after that night she practices frequently. When Kyro gets attacked by the Sorceress Vivica on his Coming of Age day, Lathia doesn’t hesitate to save him, even when her impulsiveness almost gets her killed. The PCs save her and her brother, and help her while she’s recovering and dealing with Kyro, who’s now in a coma. Lathia finally realizes her feelings for Scepter after their night in the library, where they read until Lathia falls asleep in Scepter’s shoulder, in which case Scepter slowly brings her to bed and leaves her with a forehead kiss - Lathia was not completely asleep at the time. Upon waking up and realizing that the PCs went after the Sorceress, she packs a bag and sneaks out to save them on her own. Luckily, with her knowledge, she saves Scepter and Drive from Vivica’s spells, and Drive frees Jango from the cage Vivica threw him in. Once finally cornered, Lathia makes the ultimate sacrifice and reveals herself to fight and have them escape, not realizing her birthday was drawing near, turning her whole body to stone under the light of the moon. Her spirit quickly became trapped in the spirit waters that ran through Vivica’s lair. Once she was defeated into a pile of ash, the PCs finally met the reinforcements headed by Fernando - Lathia’s betrothed. Fernando and Kyro, now awake from his coma, go with the PCs to find the gem, and end up having to face Vivica’s Spirit Form. When they are in deep trouble, this is enough to trigger her Coming of Age and earn her own two bending abilities - water and shadow. While Scepter retrieves the Water Gem, Lathia confronts Fernando and tells him off, saying that she will never marry him. Once everyone is free and safe and the water gem is retrieved, Lathia makes a speech to her people and says that they will rebuild and make a new and better kingdom, putting her brother Kyro in charge as both the King and Queen step down. Kyro asks her why she couldn’t take it, and she tells him that she’s leaving, that she wants to explore this world, find new discoveries for her people, and help make sure that the PCs don’t get into too much trouble. He lets her go, telling her to keep her necklace their mother had given all of the royals in case they were ever kidnapped or lost, as a memento of them, and to lead her home.
Once joining the party, she helps take down some of the Cloaked by charming and pretending to love them, a skill she’s sadly learned well with her years being in a forced relationship with Fernando. With a little encouragement from Drive, Lathia confesses to Scepter that same night, and they share their first kiss. When Scepter’s Dad makes a deal for a date with Lathia in return to give them the means of finding Naris, Lathia quickly agrees and Scepter saves her from being trapped and mind controlled by his own father. That night, they promise each other to not be reckless, to be safe and to always be there for each other. Once retrieving Naris, she begins to look after the girl a lot when the others are out, and gets to know her and care for her like one of her own. She almost loses Scepter, Drive, and Peanut when Corruption nearly kills them while inside their gems, leaving Scepter hardened, traumatized, and nearly emotionless. She tries her best to be there for him and comfort him, giving him space and time to heal. Even though she doesn’t completely understand what he went through, that doesn’t change the way she feels and her love for him.
Personality: Strong-willed, Optimistic, Loving. She’s almost like the embodiment of the ‘He’s a little confused, but he’s got the spirit’ meme. She’s learning how to use a sword and get a grip on her new powers, still, she’s a very strong fighter. She can be a bit awkward at times, especially with her first real relationship with Scepter, or when she panics in stressful situations. She’s thoughtful and rarely ever jumps in headfirst - only if others are in serious danger. Despite her rocky relationship with her family, she still loves them and her Kingdom with all her heart.
Alignment: Lawful Good
Relationship(s): Prince Kyro (Familial, Good) Queen Navine (Familial, Neutral) King Garris (Familial, Neutral) Scepter (Romantic, Warm)
Other special items: Explorer’s Journal, Golden Jewel Necklace
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Princess Naris of Keri (Fighter, Human, NPC):
Family/Allies: Prince Drive of Keri (Older Adopted Brother/Mentor), King Aster (Adopted Father), Queen Lianna (Adopted Mother, deceased?), King Ayren (Adopted Uncle), Duchess Diana of Saxon (Birth Mother), Duke Bryce of Saxon (Birth Father), Captain Elrik (Family Friend)
Backstory: Naris was born the daughter of the Duke and Duchess of Saxon, one of the few shared branches between Keri and Westra, and a peaceful region near the mountains. Sadly, tragedy struck all too quickly during a dragon attack, leaving the Duke and Duchess’s year old daughter as the sole survivor, locked in a chest and saved from the burning flames. Around a few months later King Aster and his adopted son Drive are sent to look for survivors once they hear the news of the attack, and find the child, taking her under their care and adopting her as their own. Sadly, tragedy struck only two years later with the death of Queen Lianna. The Queen’s death threw King Aster into a deep depression from grief and self-blame for her death, making the two sibilings closer and closer over the years as they help to support each other, especially after their father left to find one of the fated magical gems of legend and bring their Mom back to life. Upon his return, it didn’t take long for him to change into something more darker, putting pressure on, manipulating, and abusing his seven year old daughter. He swore her to secrecy and made her so scared of saying a word by promising if she did, Drive would be next. While Drive grew older, trained with Elrik and got better at fighting and becoming a better leader for his people, Naris’s spirit broke day by day as she tried her best to squeeze into her father’s mold for her, getting punished for even the smallest mistakes. Eventually, she fought back and grabbed her father’s sacred treasure - the glowing gem he’d returned with so long ago - and tried to break it and have it release its hold on her father somehow. Her father, angry, stabbed her on the side as she leaped through the window and made it into the woods. There, the gem began to speak with her, asking her what she wanted and promising her every wish and desire. Determined to finish the fight against her father and end his torture and hold on her once and for all, she wished to strike fear into her father’s heart, and turned into a fire-breathing dragon. She stormed the palace and tore it to bits, searching for her father to teach him a lesson, but eventually was stopped when the party pulled the gem away from her with the help of her brother, Drive. After some celebration, she convinces Drive to join the party.
She gets in over her head when she tries to prove she can make it on her own after some of the party call her ‘useless’, which ends up getting her into trouble with the forest tribe. After primsing she’d be more safe, the party gets kidnapped by the Undertaker that night and the truth of their father’s abuse is finally out in the air thanks to her. When the Undertaker realizes they’re kinda strong, she takes Naris and runs off, kidnapping her. She takes her to the Cloaked Castle to become her obedient servant, slave, and pet - torture increases for every act of rebellion, every mistake. Eventually they wear down her spirit and mind enough to somewhat brainwash her into forgetting Drive and her family entirely, believing that she’s the Undertaker’s daughter and calling her ‘Mother’. Once saved, things between her and Drive are tense to say the least, but slowly are making their way to somewhat normal and are trying their best to openly talk about what happened with their father instead of just trying to forget it.
Personality: Strong-willed, confident, pure of heart, but sometimes a bit reckless. Still learning to fight from her brother and now Peanut, she’s determined to succeed and set things right for herself and make sure she’s never as weak or vulnerable as she was with her father, she promised herself that she won’t stop fighting, that she’d never give up fighting against people like her father. She has doubts about herself and her abilities due to her abusive past, and she struggles talking about it with her brother, who blames himself often for the abuse. Though she’s grown up very fast mentally, there’s still a bit of childlike curiosity and wonder to her about the world around her, and just topics she never got around to learning about on her own. She gets nightmares a lot and can be a bit averse to any physical contact at times due to her trauma. All in all, she still tries to see the best in people, and uses her adapted survival skills and tactics built up from her past to help get out of jams.
Like her brother, she’s also very protective of those she loves and would do anything for them, and she cares about them deeply, often being the ones to heal them with her own healer’s kit after taught fights or battles.
Alignment: Neutral Good
Relationship(s): Prince Drive of Keri (Familial, Close), King Aster (Familial, Cold), Peanut (Mentor, Respected), King Ayren (Familial, Tense)
Other special items: Pink Ribbon, Old Photo, Wooden Play Sword, Healer’s Kit
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Noid AKA Evelyn Dior (No Determined Class, Human, NPC)
Family/Allies: Kane Estin (Husband, Deceased), Jane Dior (Mother), George Dior (Father), Rose (Close Friend), Ketin Estin (Son, Deceased?)
Backstory: Evelyn Dior was born into the rich family of the Diors, famous jewelry makers. Her home life was extremely strict as she was taught what to do or say, and was quickly groomed into a ‘well-mannered’ lady in rich society. Though, she was not happy with the lessons or the awkward dinners between her and her betrothed, who was nine years older than her. One day, when learning about the business from her father, she met Kane - one of the miners who worked in getting the metal they needed to craft with - and they became good friends, then best friends, then romantic feelings began to bloom on her 18th birthday. When she finally confessed her feelings and was about to kiss him, her father broke it up and fired Kane, saying that he’ll make sure that he would never see his ‘little angel’ ever again, not if he could help it. He beat up Kane and quickly left. That argument sparked the final match to get Evelyn to leave her family for good and start a new life with Kane. With the help of her servant as well as best friend Rose, they snuck out before sunrise, leaving practically nothing behind.
The two quickly got married and Evelyn changed her last name from Dior to Estin, to officially leav her old life behind. Life was good and eventually they started a family together, Evie pregnant with their first child. Unfortunately, the child was not strong enough to make it and began to slowly die as Evie just lies in bed, writhing in agony as the couple just cries and mourns their dying baby. Desprate, Evie summons a demon named Hragroth and they make a deal - the demon gives her a black stone to help save her child in exchange for the sacrifce of her eye. She agrees, and her child is saved. Kane finds out she did something and confronts her, leading to a bit of an argument between the two, and eventually Kane says that if she really had no other choice, he’ll stand by her. Their son is eventually born a few months later and is named Ketin, after his father.
While Kane is at work, Evelyn begins to have odd moments with the baby in her arms or playing in his crib - she’ll just try to grab him or snatch something off him, something she couldn’t quite describe, or sometimes even hiss and growl at him, making him cry and snapping her out of it. Other times, she’ll act a bit off around Kane, and once he caught her sleepwalking and trying to throw their child into the burning coals of the fire. She goes to get rid of the stone but when her child is snatched from her arms and taken, she uses it without hesitation and straight up murders the baby-snatcher in cold blood with these dark tenticles coming up from the ground. She saves Ketin, but the townspeople see the whole thing. They accuse her of witchcraft and conspiring against the town, and despite Kane’s protests that it isn’t true, even he’ll admit he’s starting to become scared of his wife.
One night, the town organizes a riot and begins to burn down Evelyn and Kane’s house, both still inside. Luckily Kane smells the smoke and gets them to safety, not before proclaiming that she needs to let them burn her at the stake and get rid of the demon inside of her, saying that it will be better for Ketin’s safety and the safety of the town, and he even calls out to them as they begin to march toward the two with torches and pitchforks. Evelyn finally goes completely berserk and murders nearly the entire town trying to escape with Ketin, a letter attached that she scribbled ‘Drive and take to the Diors’. She rushed through the rain and lightning as they chased her up a cliff, clutching her child close. She falls off the cliff, the black stone shattering into four pieces to become a part of the four phrophecy stones. The basket holding Ketin flies through the air and eventually lands toward the road, to be picked up by King Aster and Queen Lianna who couldn’t have a child of their own - calling the child ‘Drive’ since that was the only part of the note they could make out in the smeared and wet ink stained paper.
As for Evelyn, she hears her husband cry out “NOOOO” as she falls, hitting her forehead against a rock and leaving her memories fuzzy. The ‘no’ turns into Noid, which she assumes her name is when she wakes up in a ravine, hurt and bleeding.
Found by Scepter, who became her first friend and confidant, who asks about her past and makes her get kind of really upset, though he eventually forgives him. Recently, she’s realized she lost her baby and wants to find it because she misses it and doesn’t know what happened to her baby.
Personality: Defensive, erratic, has good inetions and a good heart. Speaks in third person. Craves friendship and companionship. Hates talking about the past because ‘the bad memories hurt’. Hates all the Cloaked, thinks their parctices are wrong and wants to get rid of them all and stop their reign of terror. Is not much of a fighter, but will fight if she needs to, is more on the fighting tactic side of fighting. Being sheltered in a cave for years, she loves to learn what’s changed in the time she’s been gone. Always a bit of a wild card, Noid just wants to make friends and kick butt. Fun fact - she’s eaten a mostly vegetarian diet while living in the cave, but just discovered meat and loves it.
Alignment: Chaotic Good
Relationship(s): Kane Estin (Romantic, Close), Jane Dior (Familial, Cold), George Dior (Familial, Cold), Ketin Estin (Familial, Loving Protector)
Other special items: Locket
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