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Fendór
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fendor · 4 years ago
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battlemap of the Quirky Thing.
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fendor · 4 years ago
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An old map with draconic script along with an “X”.
shafaer wer tolgalen di brengulch persvek wer rinov waphir skjalli wer japachi loex shiviri wer ariloexokarthel di orn sauriv
On the Isle of Despair In the ever living grove The quiet dead guards The tomb of Silver Eye
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fendor · 4 years ago
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Title:  My New Aunties Medium:  Coloured wax on recovered parchment Artist:  Happy Consequences
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fendor · 4 years ago
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Turg Stormcloak Meena Farstrider “D” Happy Consequences
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fendor · 4 years ago
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Map of the Apothecary in Port Maeloran.
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fendor · 4 years ago
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fendor · 4 years ago
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The Kingdom of Maeloran Featuring Maeloran Castle (top left corner), Port Maeloran (middle right), the villages of Swindon (top left), Sutton (top middle), and Barrowbend (bottom middle), and the town of Treebog (bottom left).
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fendor · 4 years ago
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Miss Knotwise
Tobias and Rosa Knotwise, deciding that their passion and talents for research in herbology and alchemy were wasted among the generally well-cultivated fields and unambitious neighbors of their homeland of the Foloi Fields, as well as seeing a need to flee after (mostly) accidentally poisoning some of said neighbors with an experimental brew, set off for a journey of adventure and discovery among the exotic flora and fauna of the Silverthorn Jungle at the southern end of the eastern continent.  Making there new home along the banks of the Silversong River near the base of the Thornspire, they built a comfortable cottage with a well-tended garden of foodstuffs from home, a large green house to cultivate interesting specimen from the surrounding jungle, and a detached (for safety sake) alchemical and apothecarial laboratory.  They lived a contented life, studying and experimenting with the various plants of the jungle, developed a reasonably good relationship with the Goblins of Nott's Landing with whom they would trade, and eventually gave birth to a daughter, you.
Growing up, your parents, while being loving and nurturing, allowed you a lot of freedom to be and do your own thing, though, of course, you spent time learning some of their passions ("No child of mine is going to be ignorant in the healing arts." "A good homecooked meal is the best way to make people happy, even if that people is just you.")  and how to defend yourself ("A good blade can get you through rough vegetation, or someone tries to rough you up."  "A short bow, for when you really need to stab someone across the room.").  However, you were always more interested in wandering the jungle and befriending nature spirits (who began to follow you around, a swarm of little green fairy-lights fascinated by this wild child) and the local wildlife, especially the, to you, large lizard creatures.  
A pack of Compsognathus, bipedal carnivores about the same height as a fully grown halfling, had claimed a section of jungle north of your home as their hunting grounds.  You had spent weeks trying to get them to trust you, bringing treats and soothing words.  As you were making your way home one evening, you heard a terrible roar.  Making your way towards the noise, you see that a adolescent thunder lizard had seemingly cornered a young male compy.  Quickly drawing your bow, you fire an arrow into the corner of its mouth as it lunged for its prey, making it jerk its head in pain, allowing you to slip in and stand between it and the smaller lizard.  Screaming defiance up at the T-Rex three times your height, you loose another arrow, this time directly into its eye, causing it to rear back in pain, before withdrawing to seek easier hunts elsewhere.  
As you stood there, buzzing with adrenaline and trying to catch your breath, you felt a gentle nudging at your side.  Turning to see what it is, the lizard nuzzles against you and gently licks your face in thanks for saving his life.  He followed you home that night, and has followed you everywhere since.  
Now grown to young adulthood, your wanderlust is no longer satisfied with your jungle home.  So, with a tearful but understanding goodbye from your parents, you mounted up on your compy friend, and, surrounded by a pack of mini-compies (the physical form that your befriended swarm of nature spirits has taken since the night of the T-Rex), made your way to the city of Nott's Landing to seek your fortune.  You were in town just a few days before you got a job offer from a Tabaxi sea captain who was fascinated by your horde of lizards.  
You now find yourself sailing the seas aboard the Quirky Thing under Captain Feather in the Wind, cooking the meals and looking after the ship's hawkstriders. ~~~~~~~~~~~~~~~~~~~ Mark of Healing Halfling, Outlander-ish Background, Lizard Mistress Ranger
ASI:  Dexterity +2, Wisdom +1 Size:  Small Speed: 25 feet Armor: Light armor, medium armor, shields Weapons: Simple weapons, martial weapons Tool Proficiency:  Alchemist's supplies, Cook's utensils, Herbalism kit, CHOICE of one musical instrument Saving Throw Proficiency:  Strength, Dexterity Skill Proficiency:  Animal Handling, Athletics, Nature, Perception, Stealth, Survival (CHOICE of one of these for expertise) Languages:  Common, Halfling, Goblin, CHOICE of two additional
ABILITIES Lucky:   When you roll a 1 on an attack roll, ability check, or saving throw, you can reroll the die. You must use the new result, even if it is a 1. Brave:   You have advantage on saving throws against being frightened. Nimble:   You can move through the space of any creature that is of a size larger than yours. Medical Intuition:   Whenever you roll a Wisdom (Medicine) check or an ability check involving an Herbalism Kit, roll a d4 and add the number rolled to the total ability check. Healing Touch:   You can cast the Cure Wounds spell with this trait. Beginning at 3rd level, you can also cast the Lesser Restoration spell with this trait. Once you cast either spell with this trait, you can't cast that spell again until you finish a long rest. Favored Foe:   When you hit a creature with an attack roll, you can call on your mystical bond with nature to mark the target as your favored enemy for 1 minute or until you lose your concentration (as if you were concentrating on a spell). The first time on each of your turns that you hit the favored enemy and deal damage to it, including when you mark it, you increase that damage by 1d4. You can use this feature to mark a favored enemy a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest. This feature's extra damage increases when you reach certain levels in this class: to 1d6 at 6th level and to 1d8 at 14th level.
Canny Explorer: Choose one of your skill proficiencies. Your proficiency bonus is doubled for any ability check you make using the chosen skill. You can also speak, read, and write 2 additional languages of your choice. (these are already listed as CHOICEs above) Archery Fighting Style: You gain a +2 bonus to attack rolls you make with ranged weapons. Spellcasting: You can cast spells using your Wisdom.  Isn't that awesome?  (I'm not copying the spellcasting bit from the PHB). Spellcasting Focus: You can use a druidic focus for the material components of a spell that do not have a gold cost. Spells of the Mark Expanded Spell List (from Race): On top of the regular Ranger spells, you can also choose from the following when level appropriate: 1st level spell:  Healing Word 2nd level spell:  Prayer of Healing 3rd level spell:  Aura of Vitality, Mass Healing Word 4th level spell:  Aura of Purity, Aura of Life Primal Awareness: You can focus your awareness through the interconnections of nature: you learn additional spells when you reach certain levels in this class if you don't already know them, as shown in the Primal Awareness Spells table. These spells don't count against the number of ranger spells you know. Ranger level 3:  Speak with Animals Ranger level 5:  Beast Sense Ranger level 9:  Speak with Plants Ranger level 13:  Locate Creature Ranger level 17:  Commune with Nature You can cast each of these spells once without expending a spell slot. Once you cast a spell in this way, you can't do so again until you finish a long rest. Ranger Conclave (Lizard Mistress): At 3rd level, you choose to emulate the ideals and training of a ranger conclave. Your choice grants you features at 3rd level and again at 7th, 11th, and 15th level. Gathered Swarm: A swarm of intangible nature spirits has bonded itself to you and can assist you in battle.  Until you die, this swarm remains in your space, crawling on you or skittering around you within your space.  These spirits have taken on the form of miniature Compsognathus, only a few inches in height. Once on each of your turns, you can cause the swarm to assist you in one of the following ways, immediately after you hit a creature with an attack: The attack's target takes 1d6 piercing damage from the swarm. The attack's target must succeed on a Strength saving throw against your spell save DC or be moved by the swarm up to 15 feet horizontally in a direction of your choice. You are moved by the swarm 5 feet horizontally in a direction of your choice. Swarmkeeper Magic: Also at 3rd level, you learn the Mage Hand cantrip if you don't already know it. When you cast it, the hand takes the form of your swarming nature spirits. You also learn an additional spell of 1st level or higher when you reach certain levels in this class, as shown in the Swarmkeeper Spells table. Each spell counts as a ranger spell for you, but it doesn't count against the number of ranger spells you know. Ranger level 3:  Faerie Fire, Mage Hand Ranger level 5:  Web Ranger level 9:  Gaseous Form Ranger level 13:  Arcane Eye Ranger level 17:  Insect Plague Animal Companion: At 3rd level, you learn to use your magic to create a powerful bond with a creature of the natural world. With 8 hours of work and the expenditure of 50 gp worth of rare herbs and fine food, you call forth an animal from the wilderness to serve as your faithful companion. You normally select your companion from among the following animals: an ape, a black bear, a boar, a giant badger, a giant weasel, a mule, a panther, or a wolf. However, your DM might pick one of these animals for you, based on the surrounding terrain and on what types of creatures would logically be present in the area. At the end of the 8 hours, your animal companion appears and gains all the benefits of your Companion’s Bond ability. You can have only one animal companion at a time. If your animal companion is ever slain, the magical bond you share allows you to return it to life. With 8 hours of work and the expenditure of 25 gp worth of rare herbs and fine food, you call forth your companion’s spirit and use your magic to create a new body for it. You can return an animal companion to life in this manner even if you do not possess any part of its body. If you use this ability to return a former animal companion to life while you have a current animal companion, your current companion leaves you and is replaced by the restored companion. Companion's Bond Your animal companion gains a variety of benefits while it is linked to you. The animal companion loses its Multiattack action, if it has one. The companion obeys your commands as best it can. It rolls for initiative like any other creature, but you determine its actions, decisions, attitudes, and so on. If you are incapacitated or absent, your companion acts on its own. When using your Natural Explorer feature, you and your animal companion can both move stealthily at a normal pace. Your animal companion has abilities and game statistics determined in part by your level. Your companion uses your proficiency bonus rather than its own. In addition to the areas where it normally uses its proficiency bonus, an animal companion also adds its proficiency bonus to its AC and to its damage rolls. Your animal companion gains proficiency in two skills of your choice. It also becomes proficient with all saving throws. For each level you gain after 3rd, your animal companion gains an additional hit die and increases its hit points accordingly. Whenever you gain the Ability Score Improvement class feature, your companion’s abilities also improve. Your companion can increase one ability score of your choice by 2, or it can increase two ability scores of your choice by 1. As normal, your companion can’t increase an ability score above 20 using this feature unless its description specifies otherwise.
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fendor · 4 years ago
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Captain Feather in the Wind (Feather, for short) is a perfectly legitimate business person, thank you very much.  Aboard her ship, the “Quirky Thing”, she mainly plies her trade carrying goods between Dustwash and Nott’s Landing, but as her name signifies, she will go where the winds, and both literal and figurative fortune, takes her.  ((The stats and things are no longer accurate.  She’s a 14th level sword bard.  I forgot I statted her out.))
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fendor · 5 years ago
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The World of Fendór
Fendór has almost the opposite problem to the world of Astren.  Where, on Astren, the Material Plane has been sealed off completely from the other Planes, on Fendór, there are cracks in the skin of reality, creating open portals to the other Planes.  As far as most people know, these portals have existed for all of history.  They are all, mostly, claimed, controlled, exploited, protected and/or guarded against by a city/race.
Another departure from my usual is that, while some intermixing does occur, mostly the races are regional and territorial.  While there are trade agreements and some-times alliances, this is NOT a united world by any stretch of the imagination.  Currently, there are no active wars, though border or trade disputes may occur.
Alignment, however, is still very much all over the place and usually a matter of opinion.
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Listed below are the major population centers, their race(s), which plane its portal leads to if it has one, and, where the name isn't plain English words stuck together, a simple pronunciation guide to the name, using basic sounds with the accented syllable in CAPS (Fendór, for example is pronounced [FEN-door]).
There are, of course, smaller towns and villages not listed, with the lands surrounding the capitols being controlled by that cities race(s).
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NOTE:  If there is a race you wish to play that I haven't listed, it's not because they don't exist in this world.  I just didn't think of them.  If your race isn't listed, let me know.
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Sylneas [sill-NAY-us] Race:  Wood Elves Portal:  Feywild
Rabesh [rub-EHSH] Races:  Lizardfolk, Naga Portal:  Water
Maeloran [MAY-lore-on] Race:  Human
Drogash  [droh-GASH] Races:  Orc, Goliath Portal:  Wind
Scaleshield Race:  Dragonborn Portal:  The Nine Hells Note:  The portal is not located in the city, but in the southwest corner of the region.  The region itself is a valley surrounded on all sides, including the coastline by the Scaleshield Mountains.  The city of Scaleshield sits in a natural gap that is the only safe entrance into the valley.
Dustwash Races:  Tabaxi, Aarakocra
Fathemar  [FATH(rhymes with math)-eh-mar] Race:  High Elves Portal:  The Seven Heavens
Eratheas  [ur-ATH-ee-us] Race:  Dark Elves Portal:  Shadowfell
Atwater Race:  Halflings
Belor's Folly  [BAY-lore] Race:  Gnomes
Alfold  [ALL-fold] Race:  Dwarves Portal:  Earth
Leideran  [LAY-dur-on] Race:  Human
Saholin  [SOW-leen] Race:  Tiefling Portal:  Fire
Nott's Landing Race:  Goblin
Moonrest The last spot marked on the map is slightly different.  Moonrest is not a city to visit, nor does it belong to any specific race.  Deep in the wooded hills of this area is valley of petrified forest.  This valley is watched over by a village of people who are druids first, and whatever race second.  They guard not one, but two portals:  one to the Ethereal Plane, and one to the Astral Plane.  Travelling through these Planes allows access to any other Plane, meaning that, not only does Moonsrest encounter threats from every Plane, including from the unquiet spirits of the dead, but a person could use the Moonrest portals to access any other portal (with some travel time) on Fendór.
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FINAL NOTE:  As always, gods are non-specific unless required by plot or character.
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fendor · 5 years ago
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Map of Fendór
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