Faewild app

Dec. 2nd, 2023 09:51 am
prettyrocks: (29)
Player Information
Name: Chris
Age: I'm almost twice 18 at this point
Pronouns: she/they
Contact Info: [plurk.com profile] millennialfalcon / objectpermanence @ discord
Other Character(s): n/a

Character Information
Name: Tsutha Stoneblood
Canon: Original/D&D
Canon Point: Session 54, after her vision of the future of Tarl
Age: 20 (a young adult in half-orc years)
CRAU: n/a
CRAU Info: n/a
Personal History (OC/Malleable Protags): session-by-session timeline
(Click to view... this got really long.) 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 gifts of prophecy, 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 bridegroom 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 his home city of Meadowwilde, and the group went through it, finding themselves near the Magical University there. 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 girls 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 would make her more charismatic and increase the potency of her spells. Luckily for Tsutha, it was 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 turned out to be 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 in doing so enhanced her prophetic powers. The group returned to Tarl 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 honorary 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.

Appearance: image here. 6'4", green skin, purple eyes, messy black hair half shaved, prominent lower tusks. Tsutha typically wears a handmade dress made out of animal hides, with a thick fur cloak over it.
Current Condition: fine and healthy
Abilities:
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 dexterous. 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:
  • 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
  • Amulet of the Planes - allows the user to cast the spell Plane Shift, and transport each creature and object within 15 feet to a different plane of existence (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
  • Small pouch with a collection of pretty looking rocks and stones
  • Staff topped with a crystal - Tsutha's magic focus implement
I am aware that all weapons, armor, and magical items will be confiscated upon passage through the faerie ring, with the possibility of being purchased back later. The items I would most like her to be able to keep, apart from her clothes, are the Captain's hat and her rock collection.

Personality: Please pick five (5) of these questions to answer! Please try to keep answers between 100-300 words for each question.

❧ If your character had to choose between saving a loved one and saving an entire city of innocents, who do they pick?
Tsutha's upbringing instilled in her a set of values that emphasized the needs of the community over the needs of the individual. If it was a choice between saving herself and saving an entire city of innocents, there would be no question in Tsutha's mind to lay down her life to save others. That said, if it was a choice between saving one of her loved ones and a whole city, Tsutha would have a much harder time deciding. Ultimately, she may decide to go with her culture's values and save the many over the few, but she would be filled with grief and regret over the loss of her loved one. Even if she went the opposite direction and saved her loved one, she would be wracked with guilt. Either way, it would be a traumatizing choice for Tsutha to have to make, and she wouldn't be happy with either result.

❧ What three adjectives would you use to describe your character and why those three?
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 is fiercely protective over her people, and her loved ones. Even though she was bullied by her peers as a teen, she still will go to great lengths to protect her tribe from danger. Her friends, also, count among the people Tsutha would give anything to protect. Walter, Marzia, Adari, and Mazon are the most important people in the world to Tsutha, to the point that their safety and well-being matters more to her than her own. 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.

❧ What does home mean to your character? When was the last time they were home and how will they deal with being away?
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. In her youth, she felt like she belonged among her tribe, but as she got 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. So, home to Tsutha is wherever her friends are. While she has returned to her tribe over the course of the party's travels, and fought hard to protect the community that raised her, she is just as happy to leave again when party business takes them elsewhere. Being separated both from the home of her youth and the party she now thinks of as her home, Tsutha will be a little shaken, but ultimately will adapt pretty easily. She's been on her own before, in the years between leaving her tribe and meeting up with the party. She will have no trouble being on her own again, until she finds a new group of friends to think of as her people.

❧ What lie does your character tell themselves the most often? What lie do they tell other people?
The biggest lie that Tsutha tells herself is that she needs other people to make decisions for her. She's a follower, a joiner, someone who latches onto whoever shows her kindness and is ride or die for them all the way. That, coupled with her low intellect, makes her doubt her ability to take charge of situations and act as a leader. However, after studying her Tome of Leadership and Influence, Tsutha is starting to gain more confidence in her ability to lead and use good judgement. The biggest lie that Tsutha tells others is that she doesn't need anyone else to get by. In many ways, she doesn't, but there is still a deep seated part of her that craves love and acceptance, and she would be miserable if she turned everyone away by being selfish or callous. This doesn't happen, because most of the time Tsutha acts selflessly and shows people genuine interest and kindness, but she tries to do so in a way that guards her heart in the event that she is ever shunned or bullied again and has to choose to walk away from that pain in order to protect herself.

❧ If someone were to set a trap for your character, what would be the best bait? Why?
The deep, meaningful answer for how to set a trap for Tsutha would be to use one of her friends as bait, by putting them in a perilous position. Tsutha would rush in blindly to try to save them, thereby falling easily into the trap that has been laid. However in reality, the much simpler answer is that Tsutha will walk into just about any trap, because she's not always smart enough to suspect foul play or notice when something doesn't look right. Put a pretty looking rock in the middle of a clearing, and Tsutha will go right for it to pick it up, making her easy prey for anyone who wants to catch her.


Miscellaneous
Sample: TDM top level here
Invite Link: I know all the mods.
Reservation Link: n/a
Permissions: here

Anything else: I think this is a fun game you guys have built and I can't wait to see it in action.