Tsᴜᴛʜᴀ Sᴛᴏɴᴇʙʟᴏᴏᴅ (
prettyrocks) wrote2020-09-09 07:28 pm
Entry tags:
Aefenglom app
Player Information
Name: Chris
Age: 32
Contact:
millennialfalcon
Other Characters: Jin Zixuan
Character Information
Name: Tsutha Stoneblood
Canon: OC (D&D)
Canon Point: Session 54, after her vision of the future of Tarl
Age: 20 (a young adult in half-orc years)
History: session-by-session timeline
Tsutha was born into a tribe of orcs and half-orcs that lived in the remote woods near the city of Tarl. The tribe was the very definition of "it takes a village" and Tsutha was raised by the community rather than her individual biological parents. Tsutha was born with Wild Magic abilities, which is uncommon among her people but not unheard of. She started receiving traumatic visions of the future in her teens. She tried to tell her friends, but they all thought she was crazy. She began to believe them, and think that it was all in her head and that she was going mad. Ultimately, she decided to leave the tribe to travel the world because she was afraid she would never be accepted by her people.
She made her way to the central continent, where she met the party (Walter, human wizard, Mazon, half-orc fighter, and Mardin, aasimar paladin) and began traveling with them for lack of anything better to do. There she learned about the demon lord Irgath, and how he was trying to gain a foothold over the Prime Material Plane. Along with her friends, Tsutha dedicated herself to trying to stop him. The party met the Silver Raven, a creator god and Irgath's enemy, who told Tsutha that within her bloodline there have always been people who see things, and that she was not "crazy." Mardin parted ways with the party, and so Tsutha, along with Walter and Mazon, returned to Tarl to learn more about the history of visions in her family.
They learned that a group of ogres had taken over the orc-run city of Tarl. Garm, the king of Tarl and as many of his people as he could manage to rescue were given shelter by Tsutha's people in their caves. The party agreed to help Garm retake his city. Tsutha met the Gynosphinx that was the source of her family's prophetic visions, and bonded with her magically to learn how to better control her visions.
The party sought help from the white dragon Ysheba, protector of the orcs of Tarl, who told them that her voice had been stolen by a hag. They discovered that the hag was involved in the siege of Tarl, through the use of a plague crystal and soldiers raised from the dead by necromancy. They rescued a band of orc soldiers, and with them stormed the Palace of Tarl. The party fought the hag, and had her cornered, until she escaped by plane shifting away from them. They found the shadow dragon who had led the siege, fought him, and escaped with their lives only to see the shadow dragon and a lone ogre flee from the Kingdom of Tarl and head north to Kannish.
In the aftermath, the halfling bard Marzia joined the party and they all decided to try to help Garm restore the newly freed city. The party traveled the desert, coming face to face with the escaped hag and finally killing her. The Gynosphinx sacrificed herself to save the party from the last remaining ogre.
Some time later, Mazon was abducted by a dryad to the Feywild for a wedding. The group followed, and found Mazon ready to wed the dryad, and realized he has been put under a charm spell. Walter removed the charm spell from Mazon, and in retaliation the dryad charmed Walter to become her new bride instead. Marzia tried and failed to remove the charm from Walter, and Tsutha tried attacking the dryad, but Walter dispelled her magic attacks. Marzia and Tsutha finally managed to burn the dryad and freed Walter from her influence. Marzia cast a spell to teleport them back to the Prime Material Plane.
Tired of adventure, Mazon decided to retire to his chicken farm outside of Tarl and left the party.
The remaining party found themselves at Marzia's old bard college and was shown a mysterious book that had a picture of them in it. Tsutha had a vision, which led the party to islands which Marzia had been on course to explore before she joined up with the group. The group explored the submerged ruins in the islands and unlocked a floating platinum structure which rose from the water between the islands. On the structure, called a "Nest," there were four temples. Tsutha attempted to trigger a vision to tell them what to do, and found a magic coin in her efforts which allowed her to polymorph into a sphinx. Marzia and Tsutha nearly died in the northernmost temple, which was dedicated to divination/necromancy. Walter opened a portal back to Meadowwilde, and the group went through it, finding themselves near the Magical University.
While Walter spent time studying cosmology, Tsutha and Marzia relaxed in their rented room and ordered room service. Marzia cast a charm spell over the halfling who delivered them their food and told him to spread the word that they were having a party. This caused the party to get in trouble with the city guards. Marzia, trying to make sure the delivery guy wouldn't rat them out, accidentally nearly killed him with a Phantasmal Force spell.
The party met Alex the Arcane, from a race of spacefaring creatures who specialize in Spelljamming technology. They learned that they can build a Spelljammer of their own by gathering certain items: the heart of a dragon, the stomach of a stone giant, and the eye of a Beholder. The party met with the Shadow Mage King, ruler of Meadowwilde and Walter's distant relative, and decided to go after the Beholder's eye first. The king sent a bodyguard with them as they went to battle Artholx the Beholder. Before they left, the party spent a day shopping. Tsutha obtained a vial of Oil of Etheralness, an Amulet of the Planes, and a book, the Tome of Leadership and Influence, which once read will make her more charismatic and increase the potency of her spells. Luckily for Tsutha, it is a picture book with not many words.
In the Beholder's lair, the party fought a blinded crystal dragon before facing Artholx himself. As combat progressed, their bodyguard was killed, and Marzia and Tsutha were both turned to stone before Walter was finally able to defeat Artholx. Marzia's statue was shot into a planar rift and ended up tumbling into the Elemental Plane of Air.
Walter returned to Meadowwilde and unpetrified Tsutha, delivered the dragon heart and Beholder eye to Alex the Arcane, and the pair set out to rescue Marzia alongside a drow guide named Zelia. Using Tsutha's visions, the party located Marzia's statue in the home of a wizard. Zelia offered her own heart in exchange for Marzia. The wizard accepted with no hesitation and cut out Zelia's heart, which was secretly cursed. The act of cutting out her cursed heart released a Nightwalker that chased after the wizard. Tsutha unpetrified Marzia and attempted to use her Amulet of the Planes to escape back to Meadowwilde. Something went wrong and the party ended up in the Beastlands instead.
There they met Adari, a druid, and her moose companion, who joined the party as a way to escape the Beastlands, where she had been stranded. Attempting to use the Amulet again, the party ended up in Mechanus, where a Judge sent them back to the City of Tarl. They arrived safely at Mazon's farm, where they learned they were invited to have dinner with King Garm, to celebrate them as heroes.
Tsutha had a vision of an orc and a drow pulling the magic and knowledge from the temple of the Gynosphinx in her homeland. The party decided to first head to the caves to make sure everyone was alright. They found the caves abandoned, with a large plant growing over the entrance to the temple. Angered, Tsutha unleashed a fireball to kill the plant, inadvertently releasing a cloud of spores which knocked the party unconscious.
Upon waking, the party met the drow Vithare, who boasted about stealing the magic from the cave, but offered to let the party leave unharmed if they did the same for her. Marzia instead attacked Vithare, but the drow defeated her in three strikes. Walter polymorphed Vithare into a small turtle and trapped her in a chest. Tsutha touched Vithare's book of corruption and enhanced her prophetic powers.
The group returned to Mazon's farm and attended the dinner with the king, where he announced that he was abdicating the throne, in favor of a joint leadership between his daughter as representative of the orcs of Tarl, and an young orc named Guthakug as representative of Tsutha's tribe. Garm offered the party members citizenship in Tarl, but only Tsutha accepted.
Back at Mazon's farm, Tsutha entered a vision state, attempting to see the future of Tarl. She had a vision of gnolls being herded into a prison by war priests, and tossed down into a pit which led to subterranean caves where a figure who appeared to be Gruumsh, the evil orc god, sat upon a throne.
Personality:
Tsutha's main motivation is that she wants to be accepted, to belong. And she doesn't always particularly care where that acceptance or belonging comes from. She's a follower, a joiner, someone who latches onto whoever shows her kindness and is ride or die for them all the way. In her youth, she felt like she belonged among her tribe, but as she began to grow older and began receiving prophetic visions and was bullied for it, she felt less and less like she belonged there. Her choice to leave was made out of a sense of self preservation, but once she set out on her journey, Tsutha discovered a wandering spirit in herself. She found herself to be someone who doesn't need to set down physical roots, who can pack up and move at a moment's notice, whose home is wherever her heart decides to be at any given moment.
When she met the party, her heart latched onto them and decided they were home. Even though many of the party's members came and went throughout Tsutha's time with them, as long as there was at least one person she recognized who treated her kindly, she was on board. The person who embodies that the most for Tsutha is Walter Thull. Walter comes from the most preeminent magical ruling family in Meadowwilde, and is a very talented wizard in his own right, but he decided he wanted nothing to do with his family and sought out adventure on the road. Walter has always had Tsutha's back, and shown her respect for her true magical prowess. While Tsutha can be self conscious and full of doubt, Walter always believes in her. Even though hers is a different kind of magic than Walter's, he appreciates how powerful Tsutha can be and what an asset she can be to the party. For that recognition, Tsutha will do anything for Walter. She doesn't need to know the details. If Walter said to jump, Tsutha wouldn't stop and ask, "how high?" She would start leaping as high as she could right off the bat.
Tsutha's upbringing instilled in her a set of values that emphasized the needs of the community over the needs of the individual. That's not to say Tsutha is completely selfless; she likes to indulge in the finer joys for personal pleasure (like a bottle of wine, a bubble bath, and a mountain of turkey legs) as much as the next person! But when it comes to making important choices, who to serve, who to fight for or against, she's more inclined to let someone else make the decisions for her. The only times she'll go against the grain is when it comes to protecting her own, such as when the rest of the party declined the offer of citizenship from the king of Tarl. Tsutha decided to agree and accept the offer as a show of thanks to the king for protecting and supporting her tribe.
Orcs, and those of orcish blood, are known for their strength, courage, and violent nature. Both Tsutha's tribe and the more civilized orcish city of Tarl are full of examples of brave warriors. While Tsutha is brave in her own way, she favors magical strength over physical. She doesn't act like a violent person most of the time, but the moment you put her friends or family in danger, her anger comes out in spades. It can lead her to make some rash decisions spurred by raw emotional reaction, such as when she found her tribe's ancestral temple sacked and overgrown with a mysterious plant. Tsutha reacted out of pure rage, and cast a fireball to burn the plant to ashes. This had the unintended effect of releasing a cloud of spores which knocked the party unconscious.
As is evidenced by the fireball incident, thinking things through is not Tsutha's strong point. Thinking in general is not Tsutha's strong point. She received no formal education, and relies on her friends to explain things to her more often than not. She understands people's motivations and ways that the world works, but the finer points of religion and politics are beyond her grasp. She doesn't feel bad about being dumber than everyone else, because she knows that her friends don't tease or resent her for it, but that they're patient enough to help her understand things that she struggles with.
Tsutha is curious. There isn't a whole lot that she knows, but she wants to know all sorts of things. If left to her own devices, Tsutha is always picking things up, absently fiddling with them, and sometimes accidentally breaking them. On more than one occasion, Tsutha's friends have had to compensate shopkeepers for Tsutha's curious yet clumsy nature. She's always very apologetic afterwards, and offers to try to fix the things she broke, but most of the time the owners of the broken object in question would rather she just leave the item alone lest she break it further.
Tsutha prefers the natural world to life in a city. She's been to a few of her world's larger cities since joining up with the party, but she always feels more comfortable when they are in the wilderness somewhere, whether it's her tribe's cave systems or wandering the desert mountains. Thanks to Walter and Marzia's ability to travel via teleportation spells, Tsutha has seen more places than she ever thought she would. With each new place comes new excitement, which spurs on Tsutha's love of travel and adventure. Even though she accepted the king's offer to become a citizen of Tarl, she is a citizen in name only, and intends to continue traveling with the party, not set down roots in one place like Mazon did.
Above all else, Tsutha is carefree, almost to a fault. She'll join a fight if that's what her friends are doing, but she's not going to worry too much about the long term implications of her actions or the global political sphere as a whole. Whereas Walter, being royalty, is all too aware of the delicate balance found at court, Tsutha doesn't really give two shits about all that fiddly stuff, and just wants to live her life doing what she wants, when she wants, with the people she wants to do it with. Companionship is of the utmost importance to Tsutha. Her worst nightmare would be to be abandoned and alone.
Upon finding herself on Geardagas, Tsutha will at first be confused and upset that she can't immediately return to her friends. Her first course of action would be to attempt to use her Amulet to plane shift herself back home. But once that shock passes and she learns more about this new land and her role in it, she will be excited by the prospect of being able to learn whatever kind of magic she wants to learn, without being restricted by her natural sorcerer inclinations. Starting out from zero again will be a minor setback, but the wealth of opportunities before her will make the whole ordeal worth it. She will be eager to learn, and eager to make bonds with new friends. She'll never forget her old friends and family, but if she really is stuck here with any promise of return out of her control, then she may as well make as many new friends as she can.
Abilities & Skills:
Tsutha is a sorcerer, focusing on offensive magic that encompasses a variety of natural elements, from earth and fire to acid and poison. See her full character sheet here for details. Tsutha's sorcery comes from Wild Magic, which means it is hard to control and often reacts in unpredictable ways. In addition to her sorcerer abilities, Tsutha is a seer, who is able to see visions of the future. She has been practicing this power and learning to target her visions to a specific topic or event rather than receiving visions at random, unbidden. She learned to control these abilities from the magical Gynosphinx who was the protector of her people.
Magic aside, Tsutha is a half-orc. This means she is a bit tougher and stronger than a human, with better constitution and endurance. She is able to take a lot of hits and stay standing when others would pass out from the pain. (Being a sorcerer, she stays away from melee fighting and doesn't often take many hits, but she has the potential to all the same.) Tsutha is sturdy and strong, but she isn't very dextrous. Fine motor skills are not her strong suit. Likewise, intelligence is another weakness of Tsutha's. She has no formal learning whatsoever, and is functionally illiterate.
Having grown up in the wilderness, Tsutha is very good at hunting and cooking animals. No matter where the party is traveling on a particular day, Tsutha can find them something to eat. She also knows the basics of sewing, but only to repair holes in her own animal hide clothing. She has an excellent memory for geography, and can memorize the layout of an area just by looking at a map or walking around a city.
Inventory/Companions:Amulet of the Planes* - allows the user to cast the spell Plane Shift, and transport each creature and object within 15 feet to travel to a different plane (sometimes the plane you choose, sometimes a random plane, depending on the intelligence and skill of the user)
Robes made out of tanned animal hides
Fur cloak
Staff topped with a crystal* - Tsutha's magic focus implement *I am aware that all magical items will lose their enchantments upon passage through the mirror.
Choice: Witch
Reason: Tsutha is incredibly easygoing and accepting of change. She would be equally suited to both becoming a monster and learning the new magic of this world. However, Tsutha is a sorcerer, which means she was born with magic, and has been able to use magic for most of her life. She would rather keep the ability to do magic in a somewhat different form than lose it altogether. Also, I want to play with the idea of a non-human witch being somewhat concerning to the locals.
Sample: TFLN thread (handwaving that Tsutha 1. has a cell phone, and 2. is using text to speech) + short action thread
Name: Chris
Age: 32
Contact:
Other Characters: Jin Zixuan
Character Information
Name: Tsutha Stoneblood
Canon: OC (D&D)
Canon Point: Session 54, after her vision of the future of Tarl
Age: 20 (a young adult in half-orc years)
History: session-by-session timeline
Tsutha was born into a tribe of orcs and half-orcs that lived in the remote woods near the city of Tarl. The tribe was the very definition of "it takes a village" and Tsutha was raised by the community rather than her individual biological parents. Tsutha was born with Wild Magic abilities, which is uncommon among her people but not unheard of. She started receiving traumatic visions of the future in her teens. She tried to tell her friends, but they all thought she was crazy. She began to believe them, and think that it was all in her head and that she was going mad. Ultimately, she decided to leave the tribe to travel the world because she was afraid she would never be accepted by her people.
She made her way to the central continent, where she met the party (Walter, human wizard, Mazon, half-orc fighter, and Mardin, aasimar paladin) and began traveling with them for lack of anything better to do. There she learned about the demon lord Irgath, and how he was trying to gain a foothold over the Prime Material Plane. Along with her friends, Tsutha dedicated herself to trying to stop him. The party met the Silver Raven, a creator god and Irgath's enemy, who told Tsutha that within her bloodline there have always been people who see things, and that she was not "crazy." Mardin parted ways with the party, and so Tsutha, along with Walter and Mazon, returned to Tarl to learn more about the history of visions in her family.
They learned that a group of ogres had taken over the orc-run city of Tarl. Garm, the king of Tarl and as many of his people as he could manage to rescue were given shelter by Tsutha's people in their caves. The party agreed to help Garm retake his city. Tsutha met the Gynosphinx that was the source of her family's prophetic visions, and bonded with her magically to learn how to better control her visions.
The party sought help from the white dragon Ysheba, protector of the orcs of Tarl, who told them that her voice had been stolen by a hag. They discovered that the hag was involved in the siege of Tarl, through the use of a plague crystal and soldiers raised from the dead by necromancy. They rescued a band of orc soldiers, and with them stormed the Palace of Tarl. The party fought the hag, and had her cornered, until she escaped by plane shifting away from them. They found the shadow dragon who had led the siege, fought him, and escaped with their lives only to see the shadow dragon and a lone ogre flee from the Kingdom of Tarl and head north to Kannish.
In the aftermath, the halfling bard Marzia joined the party and they all decided to try to help Garm restore the newly freed city. The party traveled the desert, coming face to face with the escaped hag and finally killing her. The Gynosphinx sacrificed herself to save the party from the last remaining ogre.
Some time later, Mazon was abducted by a dryad to the Feywild for a wedding. The group followed, and found Mazon ready to wed the dryad, and realized he has been put under a charm spell. Walter removed the charm spell from Mazon, and in retaliation the dryad charmed Walter to become her new bride instead. Marzia tried and failed to remove the charm from Walter, and Tsutha tried attacking the dryad, but Walter dispelled her magic attacks. Marzia and Tsutha finally managed to burn the dryad and freed Walter from her influence. Marzia cast a spell to teleport them back to the Prime Material Plane.
Tired of adventure, Mazon decided to retire to his chicken farm outside of Tarl and left the party.
The remaining party found themselves at Marzia's old bard college and was shown a mysterious book that had a picture of them in it. Tsutha had a vision, which led the party to islands which Marzia had been on course to explore before she joined up with the group. The group explored the submerged ruins in the islands and unlocked a floating platinum structure which rose from the water between the islands. On the structure, called a "Nest," there were four temples. Tsutha attempted to trigger a vision to tell them what to do, and found a magic coin in her efforts which allowed her to polymorph into a sphinx. Marzia and Tsutha nearly died in the northernmost temple, which was dedicated to divination/necromancy. Walter opened a portal back to Meadowwilde, and the group went through it, finding themselves near the Magical University.
While Walter spent time studying cosmology, Tsutha and Marzia relaxed in their rented room and ordered room service. Marzia cast a charm spell over the halfling who delivered them their food and told him to spread the word that they were having a party. This caused the party to get in trouble with the city guards. Marzia, trying to make sure the delivery guy wouldn't rat them out, accidentally nearly killed him with a Phantasmal Force spell.
The party met Alex the Arcane, from a race of spacefaring creatures who specialize in Spelljamming technology. They learned that they can build a Spelljammer of their own by gathering certain items: the heart of a dragon, the stomach of a stone giant, and the eye of a Beholder. The party met with the Shadow Mage King, ruler of Meadowwilde and Walter's distant relative, and decided to go after the Beholder's eye first. The king sent a bodyguard with them as they went to battle Artholx the Beholder. Before they left, the party spent a day shopping. Tsutha obtained a vial of Oil of Etheralness, an Amulet of the Planes, and a book, the Tome of Leadership and Influence, which once read will make her more charismatic and increase the potency of her spells. Luckily for Tsutha, it is a picture book with not many words.
In the Beholder's lair, the party fought a blinded crystal dragon before facing Artholx himself. As combat progressed, their bodyguard was killed, and Marzia and Tsutha were both turned to stone before Walter was finally able to defeat Artholx. Marzia's statue was shot into a planar rift and ended up tumbling into the Elemental Plane of Air.
Walter returned to Meadowwilde and unpetrified Tsutha, delivered the dragon heart and Beholder eye to Alex the Arcane, and the pair set out to rescue Marzia alongside a drow guide named Zelia. Using Tsutha's visions, the party located Marzia's statue in the home of a wizard. Zelia offered her own heart in exchange for Marzia. The wizard accepted with no hesitation and cut out Zelia's heart, which was secretly cursed. The act of cutting out her cursed heart released a Nightwalker that chased after the wizard. Tsutha unpetrified Marzia and attempted to use her Amulet of the Planes to escape back to Meadowwilde. Something went wrong and the party ended up in the Beastlands instead.
There they met Adari, a druid, and her moose companion, who joined the party as a way to escape the Beastlands, where she had been stranded. Attempting to use the Amulet again, the party ended up in Mechanus, where a Judge sent them back to the City of Tarl. They arrived safely at Mazon's farm, where they learned they were invited to have dinner with King Garm, to celebrate them as heroes.
Tsutha had a vision of an orc and a drow pulling the magic and knowledge from the temple of the Gynosphinx in her homeland. The party decided to first head to the caves to make sure everyone was alright. They found the caves abandoned, with a large plant growing over the entrance to the temple. Angered, Tsutha unleashed a fireball to kill the plant, inadvertently releasing a cloud of spores which knocked the party unconscious.
Upon waking, the party met the drow Vithare, who boasted about stealing the magic from the cave, but offered to let the party leave unharmed if they did the same for her. Marzia instead attacked Vithare, but the drow defeated her in three strikes. Walter polymorphed Vithare into a small turtle and trapped her in a chest. Tsutha touched Vithare's book of corruption and enhanced her prophetic powers.
The group returned to Mazon's farm and attended the dinner with the king, where he announced that he was abdicating the throne, in favor of a joint leadership between his daughter as representative of the orcs of Tarl, and an young orc named Guthakug as representative of Tsutha's tribe. Garm offered the party members citizenship in Tarl, but only Tsutha accepted.
Back at Mazon's farm, Tsutha entered a vision state, attempting to see the future of Tarl. She had a vision of gnolls being herded into a prison by war priests, and tossed down into a pit which led to subterranean caves where a figure who appeared to be Gruumsh, the evil orc god, sat upon a throne.
Personality:
Tsutha's main motivation is that she wants to be accepted, to belong. And she doesn't always particularly care where that acceptance or belonging comes from. She's a follower, a joiner, someone who latches onto whoever shows her kindness and is ride or die for them all the way. In her youth, she felt like she belonged among her tribe, but as she began to grow older and began receiving prophetic visions and was bullied for it, she felt less and less like she belonged there. Her choice to leave was made out of a sense of self preservation, but once she set out on her journey, Tsutha discovered a wandering spirit in herself. She found herself to be someone who doesn't need to set down physical roots, who can pack up and move at a moment's notice, whose home is wherever her heart decides to be at any given moment.
When she met the party, her heart latched onto them and decided they were home. Even though many of the party's members came and went throughout Tsutha's time with them, as long as there was at least one person she recognized who treated her kindly, she was on board. The person who embodies that the most for Tsutha is Walter Thull. Walter comes from the most preeminent magical ruling family in Meadowwilde, and is a very talented wizard in his own right, but he decided he wanted nothing to do with his family and sought out adventure on the road. Walter has always had Tsutha's back, and shown her respect for her true magical prowess. While Tsutha can be self conscious and full of doubt, Walter always believes in her. Even though hers is a different kind of magic than Walter's, he appreciates how powerful Tsutha can be and what an asset she can be to the party. For that recognition, Tsutha will do anything for Walter. She doesn't need to know the details. If Walter said to jump, Tsutha wouldn't stop and ask, "how high?" She would start leaping as high as she could right off the bat.
Tsutha's upbringing instilled in her a set of values that emphasized the needs of the community over the needs of the individual. That's not to say Tsutha is completely selfless; she likes to indulge in the finer joys for personal pleasure (like a bottle of wine, a bubble bath, and a mountain of turkey legs) as much as the next person! But when it comes to making important choices, who to serve, who to fight for or against, she's more inclined to let someone else make the decisions for her. The only times she'll go against the grain is when it comes to protecting her own, such as when the rest of the party declined the offer of citizenship from the king of Tarl. Tsutha decided to agree and accept the offer as a show of thanks to the king for protecting and supporting her tribe.
Orcs, and those of orcish blood, are known for their strength, courage, and violent nature. Both Tsutha's tribe and the more civilized orcish city of Tarl are full of examples of brave warriors. While Tsutha is brave in her own way, she favors magical strength over physical. She doesn't act like a violent person most of the time, but the moment you put her friends or family in danger, her anger comes out in spades. It can lead her to make some rash decisions spurred by raw emotional reaction, such as when she found her tribe's ancestral temple sacked and overgrown with a mysterious plant. Tsutha reacted out of pure rage, and cast a fireball to burn the plant to ashes. This had the unintended effect of releasing a cloud of spores which knocked the party unconscious.
As is evidenced by the fireball incident, thinking things through is not Tsutha's strong point. Thinking in general is not Tsutha's strong point. She received no formal education, and relies on her friends to explain things to her more often than not. She understands people's motivations and ways that the world works, but the finer points of religion and politics are beyond her grasp. She doesn't feel bad about being dumber than everyone else, because she knows that her friends don't tease or resent her for it, but that they're patient enough to help her understand things that she struggles with.
Tsutha is curious. There isn't a whole lot that she knows, but she wants to know all sorts of things. If left to her own devices, Tsutha is always picking things up, absently fiddling with them, and sometimes accidentally breaking them. On more than one occasion, Tsutha's friends have had to compensate shopkeepers for Tsutha's curious yet clumsy nature. She's always very apologetic afterwards, and offers to try to fix the things she broke, but most of the time the owners of the broken object in question would rather she just leave the item alone lest she break it further.
Tsutha prefers the natural world to life in a city. She's been to a few of her world's larger cities since joining up with the party, but she always feels more comfortable when they are in the wilderness somewhere, whether it's her tribe's cave systems or wandering the desert mountains. Thanks to Walter and Marzia's ability to travel via teleportation spells, Tsutha has seen more places than she ever thought she would. With each new place comes new excitement, which spurs on Tsutha's love of travel and adventure. Even though she accepted the king's offer to become a citizen of Tarl, she is a citizen in name only, and intends to continue traveling with the party, not set down roots in one place like Mazon did.
Above all else, Tsutha is carefree, almost to a fault. She'll join a fight if that's what her friends are doing, but she's not going to worry too much about the long term implications of her actions or the global political sphere as a whole. Whereas Walter, being royalty, is all too aware of the delicate balance found at court, Tsutha doesn't really give two shits about all that fiddly stuff, and just wants to live her life doing what she wants, when she wants, with the people she wants to do it with. Companionship is of the utmost importance to Tsutha. Her worst nightmare would be to be abandoned and alone.
Upon finding herself on Geardagas, Tsutha will at first be confused and upset that she can't immediately return to her friends. Her first course of action would be to attempt to use her Amulet to plane shift herself back home. But once that shock passes and she learns more about this new land and her role in it, she will be excited by the prospect of being able to learn whatever kind of magic she wants to learn, without being restricted by her natural sorcerer inclinations. Starting out from zero again will be a minor setback, but the wealth of opportunities before her will make the whole ordeal worth it. She will be eager to learn, and eager to make bonds with new friends. She'll never forget her old friends and family, but if she really is stuck here with any promise of return out of her control, then she may as well make as many new friends as she can.
Abilities & Skills:
Tsutha is a sorcerer, focusing on offensive magic that encompasses a variety of natural elements, from earth and fire to acid and poison. See her full character sheet here for details. Tsutha's sorcery comes from Wild Magic, which means it is hard to control and often reacts in unpredictable ways. In addition to her sorcerer abilities, Tsutha is a seer, who is able to see visions of the future. She has been practicing this power and learning to target her visions to a specific topic or event rather than receiving visions at random, unbidden. She learned to control these abilities from the magical Gynosphinx who was the protector of her people.
Magic aside, Tsutha is a half-orc. This means she is a bit tougher and stronger than a human, with better constitution and endurance. She is able to take a lot of hits and stay standing when others would pass out from the pain. (Being a sorcerer, she stays away from melee fighting and doesn't often take many hits, but she has the potential to all the same.) Tsutha is sturdy and strong, but she isn't very dextrous. Fine motor skills are not her strong suit. Likewise, intelligence is another weakness of Tsutha's. She has no formal learning whatsoever, and is functionally illiterate.
Having grown up in the wilderness, Tsutha is very good at hunting and cooking animals. No matter where the party is traveling on a particular day, Tsutha can find them something to eat. She also knows the basics of sewing, but only to repair holes in her own animal hide clothing. She has an excellent memory for geography, and can memorize the layout of an area just by looking at a map or walking around a city.
Inventory/Companions:
- Bag of Holding* containing:
- Tome of Leadership and Influence* (picture book) - increases the reader's charisma and magical ability
- Lucky Coin* - allows Tsutha to focus her visions and transform into a sphinx once per day
- Folding Boat* - 12 inch long wooden box that folds out into a 24 foot long boat capable of holding fifteen people comfortably
- Helm of Feather Fall* - designed to look like a chicken head, allows the wearer to slow their descent and avoid falling damage
- Yeti skin tent* - regulated interior temperature, blends in with its environment, only selected people can see it, and you can see through the walls from the inside
- Vial of Oil of Etherealness* - when applied, allows the user to step into the border regions of the Ethereal Plane for one hour
- Vial of Acid
- Healing Potions* (2)
- Club
- Dagger
- Bedroll
- Captain's hat
- Hunting trap
- Mess kit
- 50 feet of hempen rope
- Tinderbox
- Torch
- Waterskin
- Tome of Leadership and Influence* (picture book) - increases the reader's charisma and magical ability
Choice: Witch
Reason: Tsutha is incredibly easygoing and accepting of change. She would be equally suited to both becoming a monster and learning the new magic of this world. However, Tsutha is a sorcerer, which means she was born with magic, and has been able to use magic for most of her life. She would rather keep the ability to do magic in a somewhat different form than lose it altogether. Also, I want to play with the idea of a non-human witch being somewhat concerning to the locals.
Sample: TFLN thread (handwaving that Tsutha 1. has a cell phone, and 2. is using text to speech) + short action thread
