NPC Vote:
Who shall help you in this new and strange land (Choose 4):
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Petorin (Artificier 3/Expert 3)
A hard-working and taciturn man who is nonetheless a very trustworthy friend to Sylvar, and not just because the latter promised to help him toth his studies
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Jervan Malrae (Aristocrat 3/ Wizard-Diviner-3)
A minor noble from Dambrath, forced to flee when the natives drove all half-drow. Joined the Exodus because he didn't have anywhere else to go, and sought opportunity to rebuild his family's fortunes.He's rather cynic and mistrustful (hence the specialization, skill-distribution, and spell selection), and his attitude is generally sarcastic and biting. Though he's also skilled and experienced enough that he can turn into a pleasant and gregarious companion at the drop of a hat. He is closest with Elurin the Bard's genuine open-heartedness being enough to mostly overcome the half-drow's habitual suspicion
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Uriona DeVir (Druid 3/Aristocrat 1/Warrior1)
A young noble turned wild child, Uriona fled the Underdark with the help of her tamed earth elemental. Being persecuted by drow for being half... something, and looked down upon by surface elves for her ancestry, she enjoys her trade of stone stalactites for great trees. Recently she found a community of half-elves and enjoys the fact that the slight rounding to the points of her ears isn't a source of violence, as well as the occasional friendship. She dreams of founding a underground settlement... though not very far underground.
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Aaron Traporain (Bard 3/Aristocrat 3)
Noble by Day, spymaster by night, he leverages all the surrounding kingdoms to help out his fellow citizens. His network of contacts and friends is many, and his list of enemies is few, because he's willing to talk things out... or convince them in other ways. He has dreams of being as good a bard as Elurin though less because of the beauty he would be able to make and more because of the power it would grant him
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Kirk (Cleric3/Magewright 3)
A cleric of Gond, and loved by all. A true dichotomy, as he tries to apply the teachings of Gond to studying magic. He hasn't learned more than the spell of Magecraft, but it's about the journey not the destination, and his diverse research has led him across many fields. Gond rewards him for his inquisitiveness by granting him the ability to heal as many people a day as he needs, though not necessarily as much as they want to be healed. Kirk also understands the need for defense, and has learned about crafting weapons so that no person needs ever the dark.
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