May. 5th, 2019 06:14 pm
thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
PLAYER

Name: Nat
Age: 27
Contact: [plurk.com profile] salvatrice
Other Characters: N/A
Interests: I like action scenes and learning about elf stuff, and Adalia herself likes adopting things she shouldn't. Also, VIVE LA ELVHEN RESISTANCE.

CHARACTER

Name: Adalia Enneris (she's picked up a last name in her travels!)
Canon/OC: OC, same universe as Six
Canon Point: During her self-imposed exile to Candlekeep
Journal: [personal profile] thunderproof
Age: 24

Canon World
The world of Faerûn is much like the world of Dragon Age — vaguely medieval setting, magic, elves, dwarves, the whole bit. It differs in a few key places, however:

Magic in the Forgotten Realms comes from the manipulation of the Weave, which can be seen as Faerûn's equivalent of the Fade, though the Weave has less to do with dreams. Anyone can learn to manipulate the Weave through rigorous study, some are born with the power to manipulate it, and still others learn to tap into its power by making pacts with powerful entities. While magic is somewhat unusual in Faerûn, it is not a source of fear and distrust like it is in Thedas — no mage in Faerûn is more susceptible to demons than anyone else.

In Faerûn, elves are much as they are in Tolkien's legendarium: ethereal, powerful beings who are longer lived than humans and have their own forest-dwelling societies away from the cities of man. If elves are ever enslaved or subjugated, it's definitely not a systemic problem. Half-elves carry features of their elven parents to a lesser degree, so a half-elf in the Forgotten Realms may have slightly pointed ears, be slightly taller than other humans, and so on.

Other than these points, the world of the Forgotten Realms will be very familiar to anyone familiar with Dragon Age; the differences are mostly cosmetic.


History
  • Abandoned at Candlekeep as a child, came into her magic at seven, left to find her family at nineteen.
  • Joined a caravan guard on the promise of an even better job to come.
  • Got embroiled in a race against time with an evil dragon cult trying to resurrect their god of undeath, Alacruun; sold her soul and future to Alacruun to save two of her party.
  • Adventured some, went to a mountain to find help in the fight against Alacruun, instead found a clutch of dragon eggs, one of which Adalia rescued, and a young black dragon, who the party killed despite Adalia's protests.
  • A month after this, Alacruun appears embodied, minus a lot of power, in the body of a tiefling. He joins Adalia's party in secret, and he and Adalia begin a romantic relationship.
  • Months later, Alacruun begins to try to force his way into the Material Plane, and a fight ensues. Adalia, unsure about whose side she's on, hesitates long enough for Alacruun to kill one of her party members and succeeds in bringing his dragon body to the Material Plane.
  • Adalia's party abandons her, she turns to drink to deal with her failure. Eventually her sister, Six, finds her at the behest of Sarenrae, and gets Adalia sober.
  • Adalia, Six, and the baby dragon she rescued take on the quest of becoming powerful enough to kill a god of undeath, foiling his plans for world domination where they can, side questing it up.
  • Adalia kills Alacruun.
  • For three years, Adalia bounces around Faerun. At first she works in a temple to Sarenrae, and then she spends time as a mercenary, and then she joins a ship as its resident storm sorcerer.
  • Eventually, she quietly returns to Candlekeep, where she begins unlearning all her most powerful magic and resigning herself to a life that ends in the same place it began.

Personality
In the years it's been since Adalia started her quest for belonging, she's less changed so much as grown into her already-established personality. While there are some things that have mellowed — her obsessive search for family ended with her discovery of her sister, and her excitability has diminished greatly with growing maturity — she hasn't so much left things behind as she's developed traits she already embodied. Where Adalia was narcissistic and arrogant in the manner of a teenager, now she is one of the strongest people on her plane, and she knows it. Where she was once scrambling to figure out her morality and what she could allow, her sense of right and wrong is now fully developed.

As a teenager, Adalia was torn between her instinct to only trust herself, and the fear that by doing so she was being selfish. This dichotomy caused her no shortage of distress, as she tried to figure out how to stick to her guns while also allowing others to make important decisions. Now that she's grown, Adalia has left that angst behind — she is more open to communication and input from others, while still being willing to step up when she feels she needs to. Mathias' death was the turning point in her willingness to trust others, the wake-up call she needed in order to even begin to be willing to listen to other people.

At 19, Adalia was still figuring out what being a "good person" meant to her — she knew she wanted to be one, but what exactly that entailed wasn't clear. Over the course of her journey, she's come to the conclusion that good is about sacrifice, and living for others before yourself, and she's content with that. She killed the love of her life for the good of the world, and she'd do it again if she had to, because it's the only moral choice that exists. With this developed sense of morality, and the confidence in her decisions that she has grown into, she is just as willing to put her foot down when her party turns into a bunch of murder hobos as she was when she was a kid — but now she has the fire power to back herself up.

With all this growth has come a sense of melancholy — Adalia killed the love of her life, met and was disappointed by her father, and returned to the sad and lonely home of her childhood, entirely intending to live the remaining 180 years of her life alone. Not even her half-sister Six was enough to convince her to stay in the world. All of her magic was bent toward learning how to kill a god, and Adalia has come to resent and regret that, and is now slowly and quietly unlearning everything she knew, so that she can try to be more than an instrument of death. She's trying to claw out of depression, but resigning to it seems more comforting, in its own way.

Strengths & Weaknesses
STORM SOUL — Adalia's magic comes from a connection to the elemental plane of air, which affords her a few unique talents. Before or after casting a spell, Adalia can take her version of a Fade Step — gusts of wind push her ten feet in the direction of her choosing. Whenever she casts a spell that deals lightning or thunder damage, sparks fly off of her, damaging enemies of her choice nearby. Additionally, Adalia can subtly control the weather around her. When it's raining, she can stop the rain in a 20‐foot radius centered on her, and if it's windy, she can choose the direction that the wind blows in a 100‐foot radius around her. When Adalia is hit by a melee attack, she can cause a bolt of lightning to leap from her to her attacker in reaction, dealing a moderate amount of damage. When she does this, the attacker must brace themselves or be pushed in a straight line 20 feet away from her. At the peak of her power, Adalia gains the ability to fly and is immune to lightning and thunder damage. She can choose to reduce her flying speed for one hour and choose eight people to spread her flight ability to for that hour.

SORCERER — As a level 19 sorcerer, Adalia has access to a range of spells and abilities.
UTILITY SPELLS — Adalia has a number of spells, many of which she has only recently learned, which are mostly useful outside of combat.
PRESTIDIGITATION — a minor magical trick which novice spellcasters use for practice. create one of the following magical effects: an instantaneous, harmless sensory effect; instantaneously light or snuff out a candle, a torch, or a small campfire; instantaneously clean or soil an object no larger than 1 cubic foot; chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour; make a color, small mark, or symbol appear on an object or a surface for 1 hour; create a nonmagical trinket or an illusory image that can fit in your hand and that lasts six seconds.

MAGE HAND — causes a spectral, floating hand appears at a point within thirty feet of Adalia. It can be used to lift and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate magical items, or carry more than 10 pounds.

MENDING — repairs a single break or tear in an object no bigger than one foot in any dimension that Adalia touches, such as repairing broken glasses, mending a tear in a garment, or repairing a lightly damaged wagon wheel. It can physically repair a magic item or construct, such as a mage's staff, but can't restore magic to such an object.

POLYMORPH — due to the restrictions on her spellcasting caused by the Fade, this spell's sphere of influence has changed. Now, it is an expanded Shapechanger specialization, and Adalia uses it to change into one of six forms. The transformation lasts for an hour, or until she drops unconscious or dies. Two of the six forms are already set (dire wolf and magpie), with four to be chosen after Adalia finds Thedosian animals she shares an affinity with. While in her creature forms, Adalia retains a general sense of self, but is limited in the actions she can perform by the nature of her new form, and she can't speak, cast spells, or do anything that requires hands or speech. Her gear melds into the new form, and she can't activate, use, wield, or otherwise benefit from any of her equipment.

HASTE — Adalia chooses a willing target within thirty feet of her, doubling their speed for a minute. This makes them harder to hit, and allows them to take more action in a shorter amount of time. When the spell ends, the target can’t do anything for six seconds as a wave of lethargy sweeps over it.

TELEKINESIS — Adalia can exert her will on one creature or object that she can see within 60 feet of her. Creatures can attempt to reist her grip, and she can only lift items weighing up to 1000 pounds. She can switch targets mid-spell, but if she does so, the prior target is no longer affected.

DETECT MAGIC — for ten minutes, Adalia senses the presence of magic within 30 feet, seeing a faint aura around any visible creature or object in the area that bears magic. The spell can penetrate most barriers, but it is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

KNOCK — a target that is held shut by a mundane lock or that is stuck or barred becomes unlocked, unstuck, or unbarred. If the object has multiple locks, only one of them is unlocked. A target that is held shut with arcane lock has its spell suppressed for 10 minutes, during which time the target can be opened and shut normally. When cast, a loud knock, audible from as far away as 300 feet, emanates from the target object.

COUNTERSPELL — Adalia attempts to interrupt a target casting a spell. Depending on the strength of the spellcaster, Counterspell may succeed or fail.

TONGUES — grants a touched creature the ability to understand any spoken language it hears. When the target speaks, any creature that knows at least one language and can hear the target understands what it says.

CONFUSION — assaults and twists creatures' minds, spawning delusions and provoking uncontrolled actions. Each creature in a 10-foot-radius sphere centered on a point you choose within range must resist the spell's effects or be affected by it for up to a minute, with reactions ranging from running in a random direction, not moving at all, making a random attack, or behaving as normal.

ANIMATE OBJECTS — objects come to life at Adalia's command.

PYROTECHNICS — Adalia chooses an area of nonmagical flame within sight that fits within a five-foot cube, extinguishing the fire in that area and creating either fireworks or smoke from the process.

SEEMING — allows Adalia to change the appearance of any number of creatures that she can see within range. She gives each target you choose a new, illusory appearance. An unwilling target can attempt to resist the spell's effect. The spell disguises physical appearances as well as clothing, armor, weapons, and equipment. She can't change a target's body type, so must choose a form that has the same basic arrangement of limbs.

COMBAT SPELLS — In addition to her utility spells, Adalia has a number of combat-focused spells, most of which involve lightning or thunder energy.
BOOMING BLADE — Adalia makes a melee attack with a weapon against an enemy. On a hit, the target takes damage as normal, and it becomes sheathed in thunderous energy until it moves, taking minor thunder damage, at which point the spell ends.

CALL LIGHTNING — Adalia conjures a storm cloud in the shape of a ten foot tall cylinder with a sixty-foot radius 100 feet directly above her. If she is in stormy conditions when this spell is cast, the spell gives her control over the existing storm instead of creating a new one. The spell fails if she can't see a point in the air where the storm cloud could appear (for example, if she's in a room that can't accommodate the cloud). A bolt of lightning flashes down from the cloud to a point of Adalia's choosing. Each creature within five feet of that point must dodge or take lightning damage. If the spell was cast during a storm, the damage is more severe. Until the spell ends, Adalia can use her action to call down lightning in this way again, targeting the same point or a different one.

LIGHTNING LURE — Adalia creates a lash of lightning energy that strikes at an enemy. The target is pulled ten feet in a straight line toward her, taking minor lightning damage if it ends up within five feet of her.

SHOCKING GRASP — lightning springs from Adalia's hand to shock an enemy she touches, causing a small amount of lightning damage and temporarily stunning them.

SPARK — Adalia hurls a spark of electricity at a creature or object within range, causing a minor amount of lightning damage when it hits.

STATIC SHOCK — Adalia charges her body with static, dealing a small amount of lightning damage to anyone who touches her. If she's holding any weapon made of metal, the charge transfers to the weapon, which deals lightning damage.

CHAIN LIGHTNING — Adalia creates a bolt of lightning that arcs toward a target of her choice within sight. Three bolts then leap from that target to as many as three other targets. A target can be a creature or an object and can be targeted by only one of the bolts.

THUNDERWAVE — a wave of thunderous force sweeps out from Adalia in a fifteen foot cube, dealing thunder damage and pushing any creature in the cube ten feet away from her. Unsecured objects are also pushed ten feet by the spell's effect, and the spell emits a thunderous boom audible out to 300 feet.

BRONZE DRAGON'S BREATH — Adalia touches one willing creature and imbues it with the power to exhale lightning energy in a fifteen foot cone for a minute.

SHATTER — a sudden loud ringing noise, painfully intense, erupts from a point of Adalia's choice. Each creature in a ten-foot-radius sphere centered on that point takes thunder damage. Any creature made of inorganic material such as stone or metal is especially susceptible to this spell. A nonmagical object that isn’t being worn or carried also takes damage if it's in the spell's area.

LIGHTNING BOLT — a stroke of lightning forming a line 100 feet long and five feet wide blasts out from Adalia. Each creature in the line takes lightning damage. The lightning ignites flammable objects in the area that aren't being worn or carried.

STORM SPHERE — a twenty-foot-radius sphere appears centered on a point Adalia chooses for a minute. Each creature in the sphere when it appears or which runs into it takes bludgeoning damage, and can't move through the space easily. Until the spell ends, Adalia can cause a bolt of lightning to leap from the center of the sphere toward a creature within sixty feet of the center, causing lightning damage. Creatures within thirty feet of the sphere have difficulty hearing anything over the cacophany.

RAY OF SICKNESS — Adalia sends a ray of sickening greenish energy toward a creature within sixty feet of her. If the creature can't fight off the energy, they are poisoned.

ELECTRIFIED ARROWS — Adalia touches a quiver containing arrows or bolts. When a target is hit by a piece of ammunition drawn from the quiver, the target takes extra lightning damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.
FIGHTER — Though Adalia is naturally a spellcaster, she ran into the front of the fray enough that one of her party members took it upon himself to train her in melee combat. As a level 1 fighter she has enough knowledge that she can wear armor and wield a blade and still cast, and she can tap into adrenaline reserves to push herself through damage that might otherwise be debilitating.

ALCHEMY — Adalia is an expert alchemist. She can create alchemical concoctions, and can visually identify potions rather than having to taste them. Additionally, she can enhance any one healing potion using her alchemist's supplies over the course of an hour, enabling it to heal more damage than it would have otherwise. She has a book full of her alchemical recipes called Solve et Coagula.

LANGUAGES — As far as more mundane talents go, Adalia speaks seven languages: Celestial, Common, Draconic, Dwarven, Elven, Infernal, and Primordial.

Suggested Nerfs
STORM SOUL — Being able to react to every melee hit with a lightning bolt that pushes her attacker back 20 feet is probably a bit much; likewise, immunity to lightning and thunder damage is right out. I suggest nerfing the former completely, and turning immunity into half-damage. Flight is also probably right out, but if I could be allowed to keep it (which I would admittedly very much like to do), I'd suggest it as a specialization.

SORCERER — Polymorph was previously agreed upon as one of Adalia's specializations, functioning as an expanded (six creature rather than three) Shapechange spec, which is still an acceptable nerf. Knock is probably right out, because it'd be too useful and we can't take the fun away from the rogues. Animate Objects I didn't even explain entirely because that one's a clear no. Seeming seems (haha) A Bit Much, and may be nerfed or discarded entirely. Tongues is Too Powerful in the context of Thedas' dead languages and must be discarded.

ALCHEMY — Adalia shouldn't be able to visually identify Thedosian potions, as they are not the potions she's worked with for the past five years, though may be able to learn to identify them with time and practice. Also, this was one of Adalia's two previous specializations, which I think is completely fair to carry forward, with no change to her previous recipe loadout.


Arrival Inventory
  • Her clothes.
  • A single red feather, braided into her hair, which acts as her magical focus and allows her to cast at a slightly heightened level.
  • Solve et Coagula, her book of alchemical recipes.


'Human'ization
Adalia is a half-elf, so she'll be rifted in as a full elf.


Fit
Adalia's done this god-killing business once and by god she'll do it again. Also, she was happier last time she was in Thedas than she's... basically ever been in Faerun, even taking into account all of the terrible parts that made her really not happy. Thedas is a place where she has something to fight for, and that makes all the difference in her mental state.

SAMPLES

Recent TDM tl
DAD

Aug. 14th, 2018 02:35 am
thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)


Thread Tracker August, 2018
Thread Title
Start Due On End Characters Summary
i'm not one to ever pray for mercy 08.01.18 00.00.00 00.00.00 adalia, gwenaëlle a trip to some marshes to collect some herbs.
get in loser we're going pirating 08.05.18 00.00.00 00.00.00 adalia, charles vane vane tries to take adalia to minrathous.
it's all fun and games, until... 08.06.18 00.00.00 00.00.00 adalia, myira charis catches a bird who's more than a bird.
she's not heavy she's my sister 08.07.18 00.00.00 00.00.00 adalia, six six frets.
Thread Title 00.00.00 00.00.00 00.00.00 Name, Name, Name Short Summary
Thread Title 00.00.00 00.00.00 00.00.00 Name, Name, Name Short Summary
Thread Title 00.00.00 00.00.00 00.00.00 Name, Name, Name Short Summary
Thread Tracker July, 2018
dream interpretation 07.23.18 00.00.00 00.00.00 adalia, casimir casimir interprets dreams as real boy practice
remember your goals, and do nothing that does not further them 07.23.18 00.00.00 00.00.00 adalia, solas solas dislikes the negotiation outcomes. so does adalia.
she is not the rock to break yourself against 07.23.18 00.00.00 00.00.00 adalia, solas adalia, as usual, misunderstands gwenaëlle.
i have other things to fill my time 07.27.18 00.00.00 00.00.00 adalia, hanzo tevinter roommates meet, a dragon says hello
Thread Title 00.00.00 00.00.00 00.00.00 Name, Name, Name Short Summary
Thread Title 00.00.00 00.00.00 00.00.00 Name, Name, Name Short Summary
Thread Title 00.00.00 00.00.00 00.00.00 Name, Name, Name Short Summary
Thread Title 00.00.00 00.00.00 00.00.00 Name, Name, Name Short Summary
✓ Completed ▷ In-Progress ✗ Abandoned Overdue
Code by Tessisamess

Apr. 24th, 2018 06:47 pm
thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
1. Are looks important in a relationship? yyyyyes, insomuch as adalia has a type and anyone who fits that type will have an easier time catching her attention. that being said, in the original tabletop game i played her in, she dated a dwarf, so it's not impossible for her to just care about the person rather than wanting a tol and broad boyf.
2. Are relationships ever worth it? probably not tbh, but she's gonna be in one anyway because fuck it, the world is random and everything is shitty anyway, might as well be happy while she can. being with alacruun is absolutely not going to be worth all the pain that will come later, but she's not gonna leave him until she has absolutely no other choice.
3. Are they a virgin? SHE WAS UNTIL ALACRUUN!!! he was very good, she is happy with her first time.
4. Are they interested in a comitted relationship? she's in one, so yes!
5. Can they commit to one person? absolutely, and i think monogamy would come easier to her than polyamory. which isn't to say she couldn't do it, i think curiosity at least would mean that she'd try, but i don't think it's something that would make her more happy than monogamy.
6. Do they believe in love at first sight? nope. she doesn't know what love is, really, but she's pretty damn sure it requires knowing a person and not just liking their face.
7. Do they ever want to get married? if alacruun would stop being such a power-hungry bitch, she'd have married him and moved to the seaside by now.
8. Do they get jealous easily? nehhhhh... not really? she's possessive, but she's certain enough that alacruun has no romantic interest in anyone but her that she wouldn't get jealous. he's just... hers. stop touching her dragon.
9. Do they have a crush on anyone? gestures at alacruun
10. Do they have any piercings? nope
11. Do they have any tattoos? nope, though i want her to have a stylized lightning bolt going from her left ring finger all the way up her arm and ending right above her heart. maybe someday when i canon update her.
12. Do they like kissing in public? hey look everyone this dragon is hers. do you see that? she's got her tongue down his throat, she licked him, he belongs to her, that's how this works. (yes)
13. Do they think someone has feelings for them? though she cannot entirely fathom WHY, alacruun loves her and she knows it.
14. Do they think they can last in a relationship for 6 months and not cheat? absolutely, both because she's just not interested in anyone else and because if she cheated on alacruun he would literally murder the person she cheated on him with, and she doesn't need that on her conscience.
15. Do they think they’ll be married in 5 years? she thinks she'll be dead in like... one, but if alacruun weren't such an asshole, yes, they'd be married in five years.
16. Do they want to be in a relationship this year? gestures at alacruun again
17. Has anyone told them they don’t want to ever lose them? i can't remember if alacruun has said that in so many words, but she knows that he wants to keep her forever. it's half romantic and half he's a dragon and if there were multiple of her he would absolutely start an adalia hoard.
18. Have they ever been cheated on? no
19. Have they ever cheated on someone? no
20. Have they ever had sex with a man? yes, it was great, 10/10, alacruun is good at humanoid sex
21. Have they ever had sex with a woman? nah, but she'd be down to, both out of curiosity and cuz she's just not fussed about the gender of who she fucks.
22. Have they ever kissed someone older than them? alacruun is thousands upon thousands of years old, so yes.
23. Have they ever liked someone they didn’t expect to? if you had told her when she sold her future to alacruun that she would let that dragon put his dick in her she would have thrown a lightning bolt in your face.
24. Have they ever wanted someone they couldn’t have? she vaaaaguely had a crush on mat, one of her traveling companions for a while, but she was like a little sister to him and also a project to turn into someone more palatable, so that fizzled.
25. Have they ever written a song or poem for someone? Have they ever considered it? no and no, she is not the most artistically creative person, so it'd just go poorly.
26. How long can they just kiss until their hands start to wander? dunno, she's never tested it. probably not very long, she's very handsy.
27. If they have a significant other, what is their favorite thing about him/her? alacruun is so weirdly kind. he's the first person ever who has respected her and her beliefs and her ideas and maybe he wants to change her mind but he's never treated her like a stupid kid or like someone who needs to change in order to be worthwhile. he accepts and respects her just as she is, and that's the weirdest and most gratifying thing in the world.
28. Is there someone they would do absolutely anything for? nnnno... well. in fade rift, she'd do pretty much anything for solas, at this point, she thinks he's a smart dude who knows his shit and she trusts that whatever he wants he has a good reason for, plus she's beginning to suspect that there's way more to him than meets the eye and she wants to know what it is, and the best way of finding out is making herself trusted and invaluable to him. that's not romantic, though, more pragmatic and opportunistic.
29. Is there anyone they’ve given up on, romantically or emotionally? Why? her entire adventuring party. none of them care about her, none of them like her, and she's not going to purposefully sell them out or let them die because of it, but she has to not care about them or be crushed by just how much they don't care about her. mat especially is someone she has to not care about, since she trusted and liked him and turns out he just sees her as a project.
30. What are five ways to win their heart? trust in her intellect, engage her intellect, respect her and take her seriously, make her feel special, andddddd dance with her.
31. What is the biggest age difference they'd accept between them and any of their partners? nnnnnn see this is a difficult question to answer given alacruun is so much older. the real answer is any, so long as the person looks no older than fifty-ish.
32. What is the first thing they notice in someone? bearing. adalia doesn't focus on individual traits so much as she does how the whole comes together and what it says about how the person approaches the world.
33. What is the sexiest thing someone could ever do for/to them? probably dom for her and let her actually relax for a while. she doesn't do it a lot cuz she is terminally high-strung and anxious, so for someone to wrest control from her and force her to only worry about doing what they say, how they say it, would be the best thing ever.
34. What is their definition of “having sex”? anything where somebody has an orgasm is sex.
35. What is their definition of cheating? relying on someone else for the things you would usually rely on your partner for.
36. What is their favourite fantasy? she doesn't really have many, being as she's still very inexperienced, but she wants to go down on alacruun real bad. also sex with alacruun in his dragon form is an intriguing idea, but she's pretty sure it couldn't ever work.
37. What is their idea of the perfect date? going somewhere together and talking/debating for hours.
38. What’s something sweet they’d like someone to do for them? please, someone, someday, somewhere, tell her you're proud of her. please. she's never heard it before, she'd cry.
39. What’s the most superficial characteristic they look for? TALL. in men, anyway. she likes em tall.
40. What’s the sweetest thing anyone’s ever done for them? that time in fade rift alacruun heard her say "we need to destroy the chantry" and he said "so we'll destroy the chantry". she very nearly cried over how easily he just went with that, given she knows that it wouldn't be that simple and it's a stupid idea anyway.
41. What’s the sweetest thing they’ve ever done for someone? uhhhhh she didn't get another ring of mind-shielding when alacruun had his followers try to steal hers? that was probably the nicest thing she's ever done for him.
42. What’s their opinion on age differences in relationships? fine? so long as you two make it work who cares, older guys marry younger women all the time for political reasons, the world hasn't ended. (also she has a bit of a daddy kink, so she's just Into It in general).
43. What’s their dirtiest secret? i mean romantically/sexually she doesn't really have any. she hasn't had an opportunity to put herself into situations where she develops those kinds of secrets.
44. When was the last time they felt jealous? Why? she's always just generally jealous of anyone who seems like they have their life together and who has a family and a purpose. romantically... she hasn't, really, alacruun's pretty clearly hers, so she's not worried on that front.
45. When was the last time they told someone they loved them? NEVER! she is never going to tell alacruun she loves him because if she doesn't it'll hurt less when she has to kill him, right?
46. Who are five people they find attractive? alacruun, solas, iorveth, loghain if he was like ten/fifteen years younger, fern was cute as heck
47. Who is the last person they hugged? uhhhhhhh has she hugged anyone in fade rift... i think fern? and then in "canon" she hugged alacruun.
48. Who was their first kiss with? in fade rift it was elros, in canon it was alacruun
49. Why did their last relationship fail? it didn't, cuz she's never been in a relationship until alacruun.
50. How long does it take for them to fall for someone? judging by her relationship with alacruun, months, although that was because she hated him for a bit there. maybe less time, if she doesn't hate the person she's falling for first.

Mar. 26th, 2018 12:23 am
thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
CHARACTER

Name: Adalia
Original app: Here.

Strengths & Weaknesses
Adalia was canon updated recently, making her a level 10 sorcerer/level 1 fighter. As tying Adalia's power progression to canon updates is easiest for me to keep track of, I would like to maintain that as the primary method through which her powers grow. That said, I'm not entirely certain what canon updates I'll perform when, as I only recently canon updated, and I have no plan to update again any time soon. Since it took me over half a year to update her for the first time, it's very likely it will take me another half a year at least to gain even a few of these abilities. I'm including information on all of her possible progress in this "update", and will gain the approved abilities from it whenever I canon update.

STORM SOUL — Unchanged from her original app.

FIGHTER — Unchanged from her original app.

STORM GUIDE'S TOME — Unchanged from her original app.

The spells Adalia knows at level 11 are as follows, those of which have already been approved left undescribed to save space:
CANTRIPS — Booming Blade, Lightning Lure, Prestidigitation, Shocking Grasp, Spark, Static Shock

FIRST LEVEL SPELLS — Thunderwave

SECOND LEVEL SPELLS — Bronze Dragon's Breath, Shatter
PYROTECHNICS — Adalia chooses an area of nonmagical flame within sight that fits within a five-foot cube, extinguishing the fire in that area and creating either fireworks or smoke from the process.
Fireworks. The fire explodes with a dazzling display of colors. Each creature within ten feet of the target must shield their eyes or become blinded for a short period.
Smoke. Thick black smoke spreads out from the target in a twenty-foot radius, moving around corners. The area of the smoke is difficult to see through, making combat a challenge. The smoke persists for a minute or until a strong wind disperses it.

THIRD LEVEL SPELLS — Haste, Lightning Bolt
ELECTRIFIED ARROWS — Adalia touches a quiver containing arrows or bolts. When a target is hit by a piece of ammunition drawn from the quiver, the target takes extra lightning damage. The spell's magic ends on the piece of ammunition when it hits or misses, and the spell ends when twelve pieces of ammunition have been drawn from the quiver.

FOURTH LEVEL SPELLS — Polymorph, Storm Sphere

FIFTH LEVEL SPELLS — Telekinesis

Additionally, Adalia can use Sorcerer Points not only to give herself more Spell Slots but also to add certain Metamagic effects to her spells. As keeping track of Sorcerer Point quantities is not as important in written RP, I will instead consider these effects contingent on Adalia's "power reserves", and do my best to avoid overusing them. Though Adalia is at level 11 now and thus would have access to the third Metamagic effect (Extended Spell), it was not approved previously as part of her canon update. The effects she would have at level 11, her current canon point, are:
  • CAREFUL SPELL — When Adalia casts an area of effect spell, she can protect five allies from the spell's full force, shaping the spell around them.
  • EXTENDED SPELL — When Adalia casts a spell with a duration of one minute or longer, she can spend a sorcery point to double its duration, to a maximum duration of twenty four hours.
  • TWINNED SPELL — When Adalia casts a spell that targets only one creature and doesn’t have a range of self, she can spend a number of sorcery points equal to the spell’s level to target a second creature in range with the same spell.

  • Due to her time spent with Alacruun, a wizard, Adalia has the feat Magic Initiate (Wizard) at level 11. This gives her access to two more cantrips and a first level wizard spell she can cast once a day.
    CANTRIPS
    MAGE HAND — A cantrip which causes a spectral, floating hand appears at a point within thirty feet of Adalia. It can be used to lift and manipulate an object, open an unlocked door or container, stow or retrieve an item from an open container, or pour the contents out of a vial. The hand can't attack, activate magical items, or carry more than 10 pounds.
    MENDING — This cantrip repairs a single break or tear in an object no bigger than one foot in any dimension that Adalia touches, such as repairing broken glasses, mending a tear in a garment, or repairing a lightly damaged wagon wheel. It can physically repair a magic item or construct, such as a mage's staff, but can't restore magic to such an object.

    FIRST LEVEL SPELL
    RAY OF SICKNESS — Adalia sends a ray of sickening greenish energy toward a creature within sixty feet of her. If the creature can't fight off the energy, they are poisoned.


    Further canon updates and "level ups" would give Adalia access to the following spells, feats, metamagic, and other abilities, not necessarily all at once (Abilities bracketed by double exclamation points [!!ability!!] denote possibly bonkers D&D shit that may have to be heavily nerfed or gotten rid of entirely.):

    STORM SOUL!!When Adalia is hit by a melee attack, she can causes a bolt of lightning to leap from her to her attacker in reaction, dealing a moderate amount of damage. When she does this, the attacker must brace themselves or be pushed in a straight line 20 feet away from her. At the peak of her power, Adalia gains the ability to fly and is immune to lightning and thunder damage. She can choose to reduce her flying speed for one hour and choose eight people to spread her flight ability to for that hour.!!

    SIXTH LEVEL SPELLS
    CHAIN LIGHTNING — Adalia creates a bolt of lightning that arcs toward a target of her choice within sight. Three bolts then leap from that target to as many as three other targets, each of which must be within 30 feet of the first target. A target can be a creature or an object and can be targeted by only one of the bolts.
    !!MENTAL PRISON — Adalia attempts to bind a creature within an illusory cell that only it perceives. If unable to shake off her mental influence, the target takes a high amount of psychic damage, and Adalia makes the area immediately around the target appear dangerous to it in some way. She might cause the target to perceive itself as being surrounded by fire, floating razors, or hideous maws filled with dripping teeth. Whatever form the illusion takes, the target can’t see or hear anything beyond it and is too afraid to move for the spell's duration. If the target is moved out of the illusion, makes a melee attack through it, or reaches any part of its body through it, the target takes a ton of psychic damage, and the spell ends.!!


    SEVENTH LEVEL SPELLS
    !!REVERSE GRAVITY — This spell reverses gravity in a 50-foot-radius, 100-foot high cylinder centered on a point within range. All creatures and objects that aren't somehow anchored to the ground in the area fall upward and reach the top of the area. A creature can attempt to grab onto a fixed object it can reach, thus avoiding the fall. If some solid object (such as a ceiling) is encountered in this fall, falling objects and creatures strike it and take damage just as they would during a normal downward fall. If an object or creature reaches the top of the area without striking anything, it remains there, oscillating slightly, for a minute. At the end of that minute, affected objects and creatures fall back down.!!


    EIGHTH LEVEL SPELLS
    !!POWER WORD STUN — Adalia speaks a word of power that can overwhelm the mind of one creature she can see within range, leaving it dumbfounded. If the target is mentally and physically weak, it is stunned. Otherwise, the spell has no effect. A stunned creature can't move or easily communicate, and is easy to attack.!!


    NINTH LEVEL SPELLS
    !!MASS POLYMORPH — Similar to Adalia's earlier spell, Polymorph, she can choose up to ten people to shapechange into one of the six beasts she can turn herself into, choosing either the same animal or a different one for each target. The spell lasts an hour or until the polymorphed individual goes unconscious or dies. While in their creature forms, the polymorphed individuals retains a general sense of self, but are limited in the actions they can perform by the nature of their new forms, and can't speak, cast spells, or do anything that requires hands or speech. Their gear melds into the new form, and they can't activate, use, wield, or otherwise benefit from any of their equipment.!!


    At level 17 Adalia would learn the Metamagic effect DISTANT SPELL — When Adalia casts a spell that has a range of five feet or greater, she can double its range. When she casts a spell that requires touch, she can make the range of the spell 30 feet.

    In addition to these abilities, Adalia also gains three feats, which give her non-magical skills in various endeavors.
    • ALCHEMIST — Adalia has learned alchemy and is an expert alchemist. She can create alchemical concoctions, and can visually identify potions rather than having to taste them. Additionally, she can enhance any one healing potion using her alchemist's supplies over the course of an hour, enabling it to heal more damage than it would have otherwise.

    • PRODIGY — Adalia has a knack for learning new things. She learns to use herbalist's tools as a way to augment her alchemy, and learns Infernal, the language of devils, demons, and other inhabitants of the Nine Hells.

    • WAR CASTER — Adalia's practiced casting spells in the middle of combat, learning techniques which allow her to maintain concentration on mentally taxing spells even when she takes damage and perform the movements of spells even when wielding weapons or a shield in one or both hands.


    Suggested Nerfs

    In light of how much power Adalia would have at level 20 (should she ever be canon updated to the point she has access to all of it), making Polymorph into a second Specialization (in addition to her pre-approved Alchemist Specialization) makes sense. In addition, the spells Mental Prison, Reverse Gravity, Power Word Stun, and Mass Polymorph may need to be removed from her abilities entirely. Also, Adalia's new Storm Soul abilities will need to be nerfed — she can't be immune to lightning and thunder, and proooobably flying without the aid of her broomstick is right out. Otherwise, there's a lot she can do, so I'm open to any more nerfs you want to impose.

    Arrival Inventory

    Original Inventory:
    • Her clothes.
    • A single red feather, braided into Adalia's hair, which acts as her magical focus.
    • Charis, the silver dragon hatchling.
    • Storm Guide's Tome, a book with unreadable text.
    • Solve et Coagula, a book of alchemical recipes.
    • Dragonguard, a magical breastplate that halves damage taken from dragon breath attacks.
    • Animated Shield, a magical shield that hovers around Adalia for a minute when she speaks its command word and deflects attacks.
    • Broom of Flying, a... flying broomstick.

      In addition, Adalia gained the Legendary sword Bolt in Thedas. Should she be allowed to keep her flight ability, she would give the Broom of Flying to a friend.
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

    ▸ post your character
    ▸ leave a prompt
    ▸ tflns welcome
    ▸ this post may be nsfw





    Feb. 5th, 2018 09:15 pm
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
    SFW

    1. Who cooks? — adalia if she must, though she's not super great at it, she's passable enough that they would have flavorful meals. both of their preference is to have someone else do it for them.
    2. Who’s the messiest? The cleanest? — messiest is adalia, hands down, but neither of them is overly fastidious. their home would have a lot of books strewn about rather than on the shelves they're supposed to live on.
    3. Who fixes the vehicle after a breakdown? — what is a vehicle? pretending they have one, though: adalia. she will figure this fucking thing out or die trying, goddamnit, alacruun hand her the socket wrench.
    4. Living space has a leak! Who fixes it? — they both make an attempt, but neither of them is a very handy person. depending on the source of the leak adalia could just stop the rain in that particular part of the house until they can figure it out, but if it's pipes or something the living space might have to be given up for lost — unless it's candlekeep or their cottage on the seaside in which case adalia will fucking figure it the fuck out.
    5. Who buys the groceries? — adalia has a garden in which she grows all their groceries. alacruun hunts because he's a dragon and it placates his need to kill and subjugate lesser beings.
    6. Going out to eat: Who pays? Who orders the most food? And who has dessert? — alacruun has a ton of treasure, he pays. he also orders the most food, because dragon. they both have dessert, mostly because adalia orders it and insists on sharing it with alacruun, because how can you be evil when ice cream exists?
    7. Would they go to the beach? — i mean in their ideal future they want to live on the seaside, so. yes.
    8. Who knows how to swim? Who doesn’t? — they both do, alacruun because he's had thousands of years to learn and would never let the ocean beat him, and adalia because there's no way she'd go without learning how to swim. doesn't matter she grew up in a library, she would learn.
    9. Is someone multilingual? Do they try to teach another language to the other? How does it go? — they both are, and they both try to teach the other languages they know that aren't in the other's repertoire. adalia tries to teach alacruun primordial and alacruun teaches her long-dead languages.
    10. Any pets? Or plants? — aside from adalia's garden, , *heck yes*. adalia's the person who brings home a new pet every week. definitely normal ones, like dogs and cats and birds, etc, but also unusual ones like tressyms and otyughs and other things adalia finds struggling out in the wildnerness and wants to love.
    11. Baths or showers? Together or separate? Any bubbles or bubble fights? — bubble baths together, definite bubble fights because adalia will always be a child inside and alacruun finds it adorable.
    12. Can they stand silence? Who talks the most? Who talks the least? — they can stand it, but they also just really enjoy talking to each other, so there's not a lot of silence. adalia talks slightly more, because she's bad at waiting her turn in a conversation, but generally they both talk just as much as the other.
    13. Who stays up late? Who sleeps the most? Does the other have to force them to sleep/wake up? — adalia stays up late, alacruun stays up later. adalia sleeps the most because she sleeps at all, but she will drag alacruun into bed with her as often as she feels he needs to be dragged. on particularly lazy days i feel like neither of them wants to leave the bed, they just wanna hang out and cuddle.
    14. Who is the highest maintenance? Does the other mind? — alacruun by fucking far. adalia only minds insomuch as if she does not maintain him he will start trying to take over the world again. otherwise she finds it pretty funny and likes to make fun of him for it to whatever extent he can laugh too and not feel like she's really making fun *of* him not with him.
    15. Vacation ideas: who decides them? Where would they go, if anywhere? — alacruun decides, because he's seen so many cool things he wants to share with her. they go anywhere old and interesting, magically or historically or whatever. adalia takes him to candlekeep because he coud probably die happy there, with all the books.

    NSFW

    1. How often do they have sex, if at all? — once they start having it, often. they're both touch-starved and adalia is a young adult with crazy hormones, they have a lot of sex.
    2. Who brings ideas? Who initiates? — alacruun probably brings more ideas, just because before he was imprisoned he had thousands of years to figure out what he likes and shit, but they both initiate.
    3. Any kinks they clash on? — maybe eventually, but idk that either of them is even thinking kink at first, vanilla sex is a revelation enough as it is.
    4. Oddest place they’d have sex? — in camp with the rest of the party sleeping around them, maybe???
    5. Favourite positions? anything where they're facing each other and can touch a loooot. adalia riding alacruun/in his lap is probably high on the list.
    6. Dom/top? Sub/bottom? Any switches? — alacruun is probably more dominant, but just because he knows more than adalia does. when she's more confident she'll be very demanding and pushy. they're more switch-y than anything.
    7. Genital headcanons? — let's say they have them and leave it at that
    8. Favourite erogenous zones? — p much anywhere since they're both so touch-starved, but adalia's inner thighs are hella sensitive.
    9. Quickest turn ons? Immediate turn offs? — adalia's turn-ons include alacruun's undivided attention, praise, the feeling that she's special to him. more physically... look, he's really hot. turn-offs are whenever he talks about conquering the world or like he doesn't hear himself fucking talk, you're a smart dragon, you know you're being evil, fucking stop it.
    10. First to orgasm? Last to orgasm? Who comes the most? Does someone ever end up unfinished? — i feel like they both finish quickly at first, when alacruun is still dsperate for touch, and then it's mostly adalia coming first. hc dragons have great refractory periods so they come the same amount of times, generally, unless one particularly wants to focus on the other for whatever reason. i don't think either of them would accept the other *not* coming, though.
    11. Favourite romantic gestures during sex/orgasm? — IDK HOW TO INTERPRET THIS QUESTION but i guess like... eye contact? kissing? body worship??? anything that involves touching the other a whole lot.
    12. How are their afterglows? — adalia demands cuddling and i don't think alacruun really minds. she likes to be the little spoon but sometimes it's face-to-face cuddling and nuzzling their noses together.
    13. Who’s loud? Who’s quiet? Does one try to make the other louder/quieter? How? — adalia is loud because she is always loud, but it's mostly just gasping and little noises, i don't think either of them is a screamer, necessarily. adalia tries to make alacruun louder because she gets embarrassed about the noises she makes, but i don't think he needs much encouraging tbh.
    14. Lights on or off? Do they look at each other? Or is someone embarrassed? — on, how can they look at each other if they're off??? adalia is embarrassed insomuch as she's inexperienced and she hates the feeling of not knowing something, but she's not embarrassed about sex itself, certainly not enough to force alacruun not to look at her, that would be stupid. how could she appreciate his face if he couldn't look at her???
    15. Open or closed relationship? Do they sometimes share? — THE MOST CLOSED. alacruun would eat anyone who wanted adalia and adalia would fry anyone who wanted alacruun. they are both very secure in their possessive relationship and don't need anyone else, thank you very much.

    Jan. 8th, 2018 01:04 am
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
    AN INTRODUCTION TO CANDLEKEEP

    by Ed Greenwood, 2004







    Know, O seeker of knowledge, that there are many libraries in Faerûn, some of them vast and impressive, but there is only one Candlekeep. All who value and treasure knowledge are welcome within its gates, not just those of particular wealth, status, races, or faiths.

    Candlekeep is approached by its own road, The Way of the Lion, that runs arrow-straight westwards from The Coast Way, and though the monastery stands alone, far from habitation or amenities — for no lesser creatures than dragons appear out of nowhere, without warning, to destroy structures raised within eyesight of its walls, and sometimes the folk building them, too — that road is rarely lonely save in the worst weather. There are always folk seeking entrance to Candlekeep.

    It is the custom of supplicants approaching Candlekeep to keep some distance apart from other travellers to the monastery, for it is the practise of the monks of Candlekeep to demand a price in return for entrance whose nature requires an interview, and the monks (as well as almost all supplicants) prefer that such dealings be made in the open but in relative privacy. In other words, someone approaching the gate usually stops to remain out of earshot of whoever is at the gate trying to get in — and so on, down the Way of the Lion.

    Heralds, priests of Oghma, Deneir, Gond, and Milil, and certain archmages — such as the Chosen — and others deemed "friends of Candlekeep" are admitted without payment, as are those returning to the monastery after having fulfilled the payment on an earlier visit. However, many such persons make it a practise to try to enrich the library of Candlekeep at their every visit anyway. (Moreover, it is the general practise of the monks to try to keep such visitors away from most of the reading-rooms and tome-chambers of Candlekeep.)

    The price for entrance into Candlekeep is a book, chapbook, scroll, or fragment of writing not yet in the collection of the monastery. Spellbooks are valued over tomes of non-magical lore, and written works over collections of artwork or maps. Complete works are valued over incomplete, works in good condition and of "notable" content over frivolous, but so long as the writing is something of more worth than idle fiction or diary pages personally scribbled by the supplicant or by someone recent and anonymous, it 'counts.' Obscure collections of plays or minstrels' sayings, sages' diaries, and local genealogies or accounts of happenings in a village or hamlet are the works most often accepted, these days.

    Most sages and heralds elsewhere in Faerûn will describe an appropriate entrance-gift as being a book of not less than 10,000 gp in value, but that misinformation arose from a practise (popular almost a century ago) of magelings penning their own spellbooks, striving to craft a unique arrangement of spells with some variant magics among them, and so gain entrance to Candlekeep. Sages attempted by means of a monetary value to make a general recommendation as to the amount of unoriginal magic a supplicant would need to satisfy the monks of Candlekeep. Such recommendations are outdated.

    In certain cases, furnishing the monks with a copy of a work already in the libraries of Candlekeep—but a copy more complete than the already-owned work, or with augmentations, or in far better condition, will be deemed payment of the entry-price. Though the writing is known as "the entrance-gift," it's not a voluntary gift—come without it, even if promising delivery later, and admittance is not thine.

    The arched gates of Candlekeep are as high as three men, and fashioned of spell-shrouded vertical bars of unknown, lightning-repelling black metal (an alloy devised in vanished Netheril, some say) as thick as many human forearms. Both of them bear, centered in their upper third, the castle-and-flames device of Candlekeep, worked of the same metal and joined to the bars, so that each gate seems to have been formed all of a piece rather than being welded or fitted together.

    During the daily time of daylight, one of these two gate-panels usually stands open far enough for two thin humans to pass through belly-to-belly, while the other stands shut (and ‘pinned' by bolts slid down into sockets in the solid bedrock beneath). The gap between the panels is customarily guarded by five purple-robed priests, colloquially known as ‘the monks of the gate,' and it is they who greet arriving persons and request the entrance-gift.

    One monk will step forth to parley with arrivals, whilst his or her fellows keep watch, ready to unleash spells if need be. The watching monks always use discern lies or more powerful spells of like nature on supplicants, and there will always be monks overseeing the monks of the gate from high towers, ready to send aid or unleash magics.

    Many monks of Candlekeep (including at least one member of each gate-guard detail) bear at their belts a rod of absorption or a rod of flame extinguishing . Some senior monks carry rods of negation or other magic items. Many monks of Candlekeep wear rings while on duty guarding doors or areas or shadowing seekers; typically, these are of energy resistance , force shield , invisibility , mind shielding , and ram . (Candlekeep is rumored to have quite an arsenal of magic items, but the monks decline to speak of such matters, and openly use magic only when they must.)

    Both gate-duty and the role of parleying are performed in rotation, and so almost any monk of Candlekeep may be encountered by a visitor at the gates, but among those often performing such services are the tall and impressive Amanther (a wizard practised in the talent of swiftly recognizing spells by the first moments of their castings—through the gestures, incantations, and components involved—or of their manifesting magical effects), the jovial, hand-rubbing Larth (who's a shrewd judge of human character, and accomplished in more than a dozen languages, possessing smatterings of a dozen more), and the gray-haired, burly Thaerabho (whose right cheek is sword-scarred, and whose expertise is the doings of those who wield magic in Faerûn outside temples and priesthoods). Among any duty-group of monks of the gate will be some able to use tongues , others who can cast true seeing , a few battle-competent wizards or sorcerers (many of Candlekeep seem to favour employing various power word spells), and at least one who can dimension door to deliver a message or item in an emergency (the wards of Candlekeep prevent most translocational spells from working, but there are specified spots and ‘paths' between them that the wards leave open, and those who know them can successfully teleport from one to another—whereas someone unaware of these would fail, and be stunned by the attempt).

    Most supplicants know the price of entry, but to those who do not, the parleying monk will politely make it known, and examine any book proffered on the spot.

    A supplicant who is refused will be spoken to politely, usually with some variation on the words: "The fire for knowledge lives in us all, and it is with regret that we must refuse this gift/deny your entreaty/turn you from our gates at this time. Return again when you can, with hope, for we desire not to bar any true seeker who can meet the rules of Candlekeep."

    A supplicant who is accepted is customarily greeted with the words: "You are most welcome within our walls, seeker of wisdom," and then asked their name, land (that is, title and affiliation, as well as residence), and their "intent within." The answer given to this last question often tells the monk something of the supplicant's own knowledge—for the wisest and most honest will openly name specific topics they desire to see lore about, or even specific texts they wish to consult.

    The supplicant is then termed a ‘seeker,' and is immediately and thereafter addressed by the name they give to the parleying monk; if they prefer the monks of Candlekeep to call them by some other name, and request this, they will be politely questioned as to their reasons for the change (in an interview covertly observed by other monks employing mind-reading or at least discern lie magics). Monks not knowing or remembering the name of particular seekers will usually address them as "goodsir" or "goodlady."

    The parleying monk usually personally escorts a seeker ‘into' the gate (that is, into the gap between the two halves of the gate) and then says: "Be welcome here, [name], so long as you treat books with the reverence they deserve, eschewing fire, damp, the torn page, and the removal of lore from the eyes of others. Cross the yard ahead of you to the green-hued door, and give your name to the Keeper of the Emerald Door. You'll be provided with food, a bath, quarters in which to sleep, and a moot with the monk who will escort you on your first visit to the rooms of the tomes."

    All monks of Candlekeep who have dealings with the general public (that is, supplicants and seekers not admitted to the Inner Rooms) tend to cultivate low voices, polite but spare speech, and expressionless faces. It is not considered proper for monks of Candlekeep to be anything less than politely grave when first greeting supplicants.

    Monks of Candlekeep know and use subtle hand-signals to express such things as: "Stay back"/ "Follow that person" OR "Follow me"/ "Keep watch over this place OR that person"/ "Aid me, please"/ "Yes"/ "No"/ "Danger" . . . and so on.

    Fire is the first enemy of all monks of Candlekeep, and those who'd destroy or deface books, mold, damp, and the various worms that gnaw books are their other foes.

    Monks of Candlekeep customarily wear soft slippers when indoors at the monastery, and cultivate quiet habits, moving deftly and remaining statue-still for long periods, rather than fidgeting or making idle conversation. Though some monks enjoy smoking and/or drinking, such pursuits are NEVER conducted in the presence of books that might be damaged; some monks go so far as to never touch a book except when masked and/or gloved, to keep their own body moisture from encouraging stains or the growth of mold on precious tomes.

    Candlekeep crowns a long, rising-from-landward ridge of rock that juts out into the Sea of Swords. Its walls rise from the cliffs of hard, purple-black volcanic rock (upon which little grows beyond small tufts of lush moss, and ghostly, glow-by-night crawl-dapple lichens), and enclose a small forest of many-windowed stone towers. Vast and labyrinthine caverns (guarded against intrusions from the Underdark, some say, by the ghost of a dragon and worse things besides) underlie the ridge, and even most of the monks who dwell there know not every hidden door, back passage, and cloaked-in-stone spiral stair of the place. Even the memory of the exact site of the small, humble tower of the seer Alaundo, around which this great fortified monastery grew, has been lost. Few outside the ranks of the monks of Candlekeep even know the true current count of how many towers stand in the monastery.

    However, even the awestruck visitor cannot help but notice the major features of the place, which are these: frowning stone fortress walls, enclosing a cobbled courtyard that slopes sharply down from the seaward or western side to the gates, with several small buildings built along the inner sides of the south wall, and a great mass of twenty or more interlinked towers rising in the north half of the walls.

    As aforementioned, Candlekeep also holds lower, safe buildings (primarily for the use of visitors). Ranged along the south wall of Candlekeep, these include the temple of Oghma, a bathing-hall and common hearth-room (dining hall) for guests (the shrines to Deneir, Gond, and Milil stand as side-chapels to this hearthroom, and are reached through open archways in its walls), sleeping-quarters for guests, stables, and an infirmary.

    The House of the Binder is a plain, rather severe rectangular building built of large fieldstone boulders topped with a slate roof. Inside its great iron double doors is a forecourt with three much smaller doors of oak, all leading into the same interior hall.

    Aside from alcoves leading to privies built in the narrow space between the temple and the seaward wall of Candlekeep (the temple stands hard against the south wall of the fortified monastery, about four paces east of its west or sea- wall), the interior of the temple of Oghma is a single vast hall, about sixty feet across (east-west) by a hundred feet long.

    It is lit by the glowing illusion of a pair of spread, palms-uppermost hands of human male appearance (ending at the wrists, and presumably those of the god himself) that float about twenty feet off the floor at the rear of the temple. The hands are about eight feet long, and float about twenty feet apart, with the space between them being filled by the glowing illusion of an open book. There are no words on the book, and both hands and book can be seen through.

    Their light is strongest just beneath them, where there are six plain stone reading-tables and benches, arranged in a ring about a raised, circular stone altar graven with the symbol of the god. It is the practise to leave writings as offerings here (such gifts always vanish, sooner or later), or to kiss the altar and whisper things learned, in reverence to the god.

    The rest of the hall is bare, but faithful of Oghma are allowed to camp in it, though they may not cook or make any fire within the temple. In fact, no fire not caused by the hand of a priest of Oghma will ignite, kindle, or remain alight within the temple.

    The other buildings along the south wall of Candlekeep are of similar massive stone construction, but inside have lower ceilings, with massive crossbeams. Westernmost (closest to the temple) is the Baths or bathing-hall, fed by a natural spring welling up from the Realms Below, and with its own outside entrance and arch-topped double door to the Hearth. All races and both genders use the baths together, dine together, and share the sleeping-quarters (though in bunking they form their own separations, and can request a monk to watch over them in slumber to ensure others disturb them not).

    The Hearth or dining hall is a vast room with circular holes in the ceiling and a great circular firepit surrounded by several smaller firepits (filled with sand and either a blazing fire or a fire laid for lighting). The attic above the Hearth is used as a smokehouse for fish and meats, the smoke rising up through the holes. The hall is filled with an everchanging (rearranged by diners and monks as desired) array of stout wooden tables [of the sort we moderns would call "picnic tables"] having their own built-in bench seats. Tunnels guarded by spells, mysterious guardian creatures, and monks link the Hearth with certain chambers in the cellars of the southernmost towers across the courtyard, where the cooking is done.

    Candlekeep fare is plain but good and filling, and usually expertly seasoned: stews, soups, handloaves of hardbread, strong cheeses, and ale are staples, with much use being made of mushrooms grown in the monastery and radishes grown in a walled field nearby to the north, in a bowl valley hidden to most visitors by rising, broken ground. Sea-caves below the monastery contain colonies of sea-turtles tended by the monks for their eggs, which also feature prominently in the monks' cuisine. Eel was formerly a staple, but the creatures have grown very scarce in the waters near the monastery over the last few decades.

    The shrines to Deneir, Gond, and Milil all open off the south wall of the Hearth, and take the form of simple rectangular rooms with kneeling-benches of smooth-carved wood, with handrails before them, situated some paces away from raised stone altars. Symbols of the gods are graven into the stone walls behind the altars, bowl-shaped depressions are carved out of all of the altars for use in offerings (some rituals involve small burnings), and a device of the god is often placed upon the altar (or put down on the floor behind it; there are storage crypts for these devices in the floor behind each altar, beneath easily-lifted, marked stones).

    The device of Deneir is a floating candle that when lit causes the illusory image of a single staring eye to appear in the air before its base; the device of Gond is a complex machine of many moving parts and processes, that once started into motion continues for a day or more out of its own powers (priests of Gond visit Candlekeep at least annually to ceremonially replace this ‘pleasure of the Maker' with a new one—as so far as is known, these devices serve no useful mundane purpose); and the device of Milil a silver harp that plays by itself when certain prayers are uttered close to it.

    Arched double doors link the Hearth with the House of Rest, or living quarters for visitors (the guesthouse or sleeping-hall). Recently rebuilt from a series of separate guesthouses erected over the years, this long, low structure is divided into two levels, with belongings stored in overhead lofts reached through usually-left-open trapdoors by many small, simple stone stairs, and sleeping bunks below. The sleeping-bunks consist of small walled rooms of four bunks, dimly lit by spell-radiances that emanate from the floors. Such rooms have doors that can be closed, privacy-curtains that can be strung, and there are sound-deadening magics here and there to keep shouting, snoring, or sounds of intimacy from spreading far and disturbing many. The sleeping-quarters are tirelessly patrolled by monks, night and day, to prevent thefts, molestations, attacks, and to magically quell noises that might inhibit slumber—and guests are permitted to eat and sleep whenever they desire, not at predetermined times.

    The courtyard separating these structures from the fabled towers of the monks is known as the Court of Air (because, the old Candlekeep joke has it, it holds nothing else, and so nothing else "has court there"), and at least twelve towers have doors opening onto it in their walls. The only one of these that customarily stands open by day is a broad, arch-topped green door known as the Emerald Door (it is of dark green hue, but glows with a radiance often described as "inner fire" in fog and darkness; hence its name). Day and night, it is guarded by a duty-monk known as the Keeper of the Emerald Door, who has many runner-monks to call upon to accompany guests (for the Keeper never leaves his post). This post is fulfilled in rotation, but always by shrewd senior monks of Candlekeep possessed of some personal magical aptitude. Runner-monks usually take visitors back across the courtyard to the buildings along the south wall (for the bath, food, and quarters mentioned by the parleying monk at the gate), unless they don't intend to stay the night. Among the runner-monks are many spry, scuttling old men of craggy ugliness—including Morgreth ("MORE-greth") and Dallow ("DAh-lo")—and at least one young woman of great strength and beauty, Belabra ("Bell-AB-rah").

    It has been noted by more than one guest that no window of any tower facing the courtyard of Candlekeep is closer to the ground than some sixty feet.

    Sea-breezes customarily blow onshore at Candlekeep, and in winter that means snowstorms (the great drifts usually form east of the walls, as the winds scour the courtyards bare) and ice; the seaward side of the towers closest to the sea are often thickly coated or even filled with ice, temporarily becoming uninhabitable. For this reason, the seaward towers of Candlekeep are kept open for use in other seasons for discussions, gazing-out-to-sea meditations, and exercise (from acrobatics to war-sparring).

    For reasons of the security of the collection, the southernmost towers of Candlekeep (that is, those adjoining the courtyard) are given over to audience-chambers, "the necessariums," and to reading-rooms.

    In the soundproofed audience-chambers, visitors can meet around tables to formally discuss lore with monks and each other.

    The necessariums are privies (with compost-chambers below), pantries, kitchens, and storage cellars. At all times, Candlekeep stores enough food to feed its monks for at least three seasons, and has its own bakehouse, brewery, herb-gardens (in shuttered levels high in many towers), salt-slopes (for deriving salt from pumped seawater), winepress, granaries, and wells. There are no lay servants at Candlekeep: the monks themselves see to all their own needs, from shovelling out garderobe-piles and midden-heaps to blowing ornate glass lamp-hoods, and from weaving their own robes to dressing replacement stones for the walls of their towers. As a result, among the Avowed of Candlekeep, just about any worldly skill can be found, at least at the rough-and-ready level—and superb crafters are common. Violent intruders have discovered that alertness and swift battle-skills are also among the accomplishments of the monks of Candlekeep.

    Beyond the Emerald Door is an entry hall that looks like just what it is: a fortress room built to aid defenders striking at intruders. Portcullis can be dropped from above and spikes winched up from beneath the floor, and small holes all around the room are firing-ports usable by archers in galleries behind the walls. This hall has four inner doors. One (to the north) leads into a dead-end ‘prison' series of furnished apartments known as ‘The End' that unwelcome but powerful visitors can be lured into; one (to the east) leads into the reading-rooms; one (to the north) admits visitors into a grand audience-chambers (which in turn gives into audience chambers beyond); and the last (to the west) opens into the outdoors again.

    Specifically, this West Door opens into terraced rock-gardens of great beauty and tranquility, that ascend from this door in an arc north and west, to encircle the highest central tower of Candlekeep (the tower known as Exaltation, which consists of level upon level of empty rooms where spellcasting and alchemical experimentations can be carried out, and aerial steeds can be stabled and arrive and depart through large wall-ports; connected by flying bridges [some of them covered but most open to the elements] to many other towers of Candlekeep, this tower is regarded by ignorant visitors as the dwelling-place of ‘the most senior ruling monks,' and for reasons of security the Avowed neglect to correct this mistaken impression).

    The monks often walk in the gardens, which they refer to as ‘the Grove' because of its many trees. Several natural springs rise in these gardens, and are guided among garden plots to fill pools and then cascade down over rocks. Formerly, the Grove has no wall to separate it from the Court of Air, and its rivulets ended in sinkhole-ponds in the courtyard. Many intrusions into the Grove, and thefts of the herbs planted there, eventually caused the Avowed to wall off easy access to this private paradise.

    The living-quarters of the monks are scattered everywhere in Candlekeep, but tend to be to the east and in the upper levels of towers, with more senior monks in the northernmost towers, and the more junior monks in towers to the south of them.

    The cell of a monk of Candlekeep tends to be a small, dark stone room lit by a single driftglobe of magical radiance (that goes on or off when touched and magically commanded, and when ‘on' moves about in accordance with the activator's will) with a (typically littered) desk, a great chair, a bed, and crammed-to-sagging bookshelves (full of books made by monks: copies of writings in the monastery collection or diaries of their own writing, on paper made by the monks, of ink made by the monks, and bound between boards by the monks. Most monks seem to prefer ornately-carved wooden furniture of heavy build, made of dark wood (and yes, the monastery has always numbered several competent carpenters and furniture-makers among the Avowed).

    The layout of the interlinked towers of Candlekeep can be confusing even to someone who's dwelt there for a season or more. Inside the clusters of towers are so many covered bridges linking them, and rooms and passages that sprawl unbroken from one tower to the next without visible seam, that one seldom knows just which tower one is standing in at a given point. There are small ramps and stairs (of three to seven steps only) in countless places, as well as the great spiral stairs that ascend and descend among several floors, because levels aren't necessarily constant from one tower to the next. Nor is there any formal or logical arrangement of chambers, or any symmetry of overall layout. The best that can be done without extensive maps is to say that the reading-rooms lie in an east-west band immediately north of the audience-chambers, on four levels, and the tome-chambers are to the north of them, sprawling throughout the remainder of the towers on at least eight levels and along numerous passages, with the Inner Rooms NOT clustered in one place, but scattered and hidden, only the flaring of wards warning of one's approach to such a chamber.

    In general, the visitor attempting to move from one of the upper doors of the Grove (that is, the doors linking the towers to the gardens, literally ‘above' the level of the West Door of the entry hall) east to the other side of Candlekeep proper (that is, to the other end of the clustered towers) will pass along either the Long High Hall or the not-quite-straight series of chambers to the north of it known as Ardreth's Walk (after a long-dead monk given to sleepwalking). At the eastern end of the Long High Hall is a short, low passage that takes two diagonal turns (as it pierces the now-contiguous walls of two towers in succession) and then emerges into a ‘crossroads' room known as Dry Fountain, a lofty hall with open galleries on two upper levels that connect with each other and the floor level through several railless staircases around an open space that contains, yes, a dry fountain in the shape of a vast bowl with a pillar of reaching hands rising from the center of it, a closed stone book floating unobtainably just above the outstretched fingertips of the uppermost hands.

    From the four compass-point doors of Dry Fountain's floor level, direct routes can easily be traced across Candlekeep—and one of them links with the crossroads chamber of Ardreth's Walk, an octagonal dome-ceilinged chamber with galleries on four levels (but no linking stairs) known as the Lushpool Court (or just "Lushpool") because a pond magically warmed to tropical humidity lies at its center, complete with hanging plants, clinging vines, and fruit trees. Its warmth makes it popular in fall and winter, and a place usually hurried through at other times of the year.

    The separations of the towers prevent any chambers from becoming dominant crossroads locales in the loftier levels of Candlekeep, but there is one crossroads-chamber in its cellars: The Howling Well, so named for the feature that makes it easy to locate: a peculiarity of rock resonance and air-currents causes its walls to echo with the sounds of the Endless Chant long after the Chant has passed it by. It can therefore be located by anyone able to hear, merely by moving towards the increasing noise, which is best described as "a vast whispering."

    There are many well-chambers in Candlekeep's cellars, because many springs rise within the volcanic horn it's built on, but The Howling Well is lit by seemingly-permanent, drifting dancing lights radiances, and many passages and two ascending stairs intersect at it (offering more routes than any other spot in the monastery cellars).

    Reading-rooms are all that most seekers ever see of the towers of Candlekeep proper, beyond the entry hall and various garderobes (washrooms) and audience-chambers. To penetrate "deeper within" one must customarily become a monk (surrendering all one's worldly goods to the monastery and renouncing the outside world—which one will see thereafter only rarely, on short missions undertaken for the community).

    The only books in reading-rooms are copies of tomes held elsewhere in the collection, and (as rarely as the monks can make possible) books brought out to a specific reading-room by a specific monk (who's charged to watch over the tome until it is returned to its rightful place) from the tome-chambers. Seekers sit at study-tables, each watched over by their own everpresent ‘escort' monk. Seekers deemed interesting or potentially dangerous (especially those known to be keeping secrets from the monks) often ‘draw' additional monks to their reading-room, who stay to watch for trouble, the covert leaving behind of magic or items, and so on. These monks usually bear magical rods or wands or items that allow them to detect magic or see invisible beings, and generally also possess some personal aptitude for magic.

    Most study-tables are the slightly-sloping sorts known as ‘reading-tables' (polished wood slabs tilted down towards a seeker, with a ledger-lip to stop volumes sliding into a seeker's lap), and most seekers sit at backless benches to discourage sleeping (and so wasting the time of escort monks).

    Quiet is of course paramount in reading-rooms, with converse kept brief and conducted in lowered tones. Should discussions arise, those taking part usually rise of their own accord and go forth into other chambers, so as not to disturb the studies of others.

    Among the current escort monks are known to be a tall, pockmarked man with unruly, straw-like hair, who answers to the name of Esmer ("EZZ-mur"); a youth of nondescript looks who seems perpetually-bored and on the verge of falling asleep (though he's anything but), heavy-lidded eyes, and gaunt build named Auloemaun Thrie ("ALL-oh-mon Th-REE"); and a grandly-bearded, flashing-eyed ‘great wizard' of a man called Othraun Kepsur ("OTH-ron KEP-sir").

    Beyond the reading-rooms are the tome-chambers, where the great bulk of Candlekeep's collection resides. These are narrow, crowded rooms (kept dark or dim, with monks relying on driftglobes and conjured dancing lights to see by) lined with bookshelves and equipped with ladders, stools, and drain-holes in the floor to let out water (if a flood should ever occur, or a tower's upper levels get blasted away and rains come, perhaps) and let in some air.

    Some tome-chambers are devoted to recent recorded history (both rumors and observations) set down by the monks themselves. Certain viewpoints of monks debating matters with other monks and with visitors are also recorded, and all such writings by monks of Candlekeep are known as ‘scrolls,' regardless of their actual physical form. The vast majority ARE scrolls, stored in bone tubes capped at both ends with wrought, ornamented (often into the heads of monsters or wild creatures such as foxes and owls) metal plugs and sealed with wax.

    Collectively the tome-chambers are referred to as ‘the library' of Candlekeep, but it's a mistake to think of the library as being a single room, or even a cluster of directly-connected rooms. On rare occasions visitors to the monastery are permitted to enter a tome-chamber—but non-Avowed are forbidden to write down anything in such a room: note-taking is allowed only in reading-rooms and audience-chambers.

    The most valuable tomes of Candlekeep's library (including all texts containing actual spells) are kept in what is known as "the Inner Rooms" (in old texts, "the Innermost Rooms"), admittance to which is forbidden to all save those who've dwelt a decade or more at Candlekeep as a monk, and whose thoughts have been magically probed often. The great, many-layered wardspells that permeate Candlekeep (and among other things prevent anything but wax and wicks from burning, and destroy insects and molds) prohibit the bodies of living creatures from entering the Inner Rooms unless they possess a pass-token (square tablets of enspelled stone bearing a certain rune; one such is depicted on page 32 of Volo's Guide to the Sword Coast ) or have been personally spell-attuned to the wards (the rare beings who have are the Keeper, the First Reader, and all Great Readers, plus by default [thanks to the nature of the wardspells] the Chosen of Mystra), or who are taken through in direct physical contact with someone who's attuned to the wards (who must be willing and conscious during entry).

    Traps are said to abound in the Inner Rooms, and reports of their configurations and appearances vary wildly. It is certain that the popular conception of a single cluster of guarded central chambers is wrong: so-called ‘Inner Rooms' are scattered widely throughout the towers of Candlekeep.

    The Avowed of Candlekeep (as the monks formally refer to themselves; in daily speech, they're more likely to say "we scribes" or just "we") are led by the Keeper of the Tomes, who sets rules and policy for Candlekeep by decree. Second in authority after the Keeper is the First Reader (traditionally the most learned sage of the Avowed, and often the most charismatic, eloquent, and forceful personage to be found within the walls; as a result, down the years, the Keeper and First Reader have often been at odds). The Keeper's word is law, but the Avowed can vote to ‘cast down' (reduce to the ranks of the Seekers) or ‘cast out' (expelled from the monastery). It is very rare for any monk of the rank of Scribe or above to be killed in punishment, but blindings and de-handings have been popular sentences in the past.

    Authority then descends to the Great Readers (learned monks who earn their places by merit; their numbers can vary from none to a meximum of eight), and then to ‘the Offices:' the Chanter, the Guide, and the Gatewarden (listed here in order of rank).

    The Chanter leads the ongoing marching chant of the remaining prophecies of Alaundo (as each prophecy is decreed by the Keeper to have been fulfilled, it is removed from the chant) that wends its way endlessly through Candlekeep. All of the Avowed who can stand and speak must join this procession for at least the recitation of nine prophecies per day, but most of the marchers are Seekers or Scribes, with either the Chanter or one of his three understudies (the Voice of the North, the Voice of the East, and the Voice of the South) at its head. The route of the Endless Chant is set by this leader, but in practise is seldom modified from a long circuit that climbs stairs near the Emerald Door so that it can be heard echoing in the entry hall, winds east among the middle levels of the towers, drops down to granary-cellars to turn north and then back west, climbs steadily as it goes west, and then descends again as it turns south to complete the circuit.

    The Guide has absolute control over all tutoring (largely by other monks of varying ranks) of the acolytes (new seekers or arrivals in the monastery who desire to join the Avowed but who have not yet become ‘Seekers' or full brothers/sisters among the Avowed), and oversees the teaching of members of the Avowed.

    The Gatewarden orders and oversees the security of Candlekeep, the escorting (and watching over) of visitors, all dealings with visiting clergy (who, even if of Oghma, are seen as honoured guests lacking authority, rather than members of the Avowed). The security staff commanded by the Gatewarden consist of five underofficers. These include four Watchers who wander as they will, exempt from all other duties, so they can keep watch over the land and sea around the monastery, typically from lookouts high in the towers, and patrol Candlekeep itself, commandeering Scribes as they see fit to stalk after certain visitors or use spells to spy on approaching supplicants and other creatures nearby. The fifth underofficer is the Keeper of the Portal, who oversees the gate guard and the monks detailed to watch over Candlekeep's connections to the Underdark and other (magically hidden) wall-gates and exterior tunnel-doors (there are at least three in the north-facing cliffs of the volcanic crag crowned by the monastery, and at least one to the south, somewhere under the stables). In addition to the monks they call upon in times of need, all five of these underofficers command a dozen assistants each (all armed monks experienced in battle).

    Below the Offices are the Master Readers, sometimes called ‘Masters of Realmslore' by the Heralds and by sages elsewhere in the Realms. They are the senior monks, and the lowest rank among the Avowed who have a vote in filling vacancies among the ranks above them.

    Below the Master Readers are the great bulk of monks: the Scribes, and below them the Seekers, the lowest rank in the Avowed (‘acolytes,' the novices in training, are not considered full members of the Avowed; to be accepted as a Seeker requires satisfying any five monks AND at least one monk actively working as a tutor under the Guide, or the Guide himself).

    Master Readers obey higher-ranked monks, supervise those of lesser rank, and are the primary interpreters of written works owned by Candlekeep. It is they who debate truths, send others (or go forth themselves) to do practical research where tomes fail, or to acquire new tomes to make up such gaps and shortfalls, do much magical experimentation, and attempt to prove the veracity and improve the quality of the written lore accumulated at Candlekeep. Most of them specialize in interpreting arcane phrases and in mastering a variety of written and spoken languages. Many can identify the age or origin of a work by hearing a snatch of its prose read aloud or by a glance at its written text.

    Scribes do a share of the work necessary for the maintenance of the community, obey all Avowed of higher rank, and devote themselves otherwise to learning and to making written copies of works owned by Candlekeep (and compiling new books, by drawing on the lore contained in other works and rephrasing it, for sale by Candlekeep).

    Seekers fetch and carry for all monks of higher rank, do much of the daily gruntwork of keeping the monastic community running, and in the time left to them devote themselves to research, trying to better themselves so they'll be recommended by Master Readers for elevation.

    The Keeper of the Tomes is the only person allowed to wear robes of pure white within the walls of Candlekeep (aside from this restriction, visitors can wear anything except weapons or armor). All monks of high offices (from the First Reader down the Gatewarden) wear robes of various hues (they can change the colors of their garments as desired), but these robes must be adorned with a strict rank code of various combinations of white stripes and adornments stitched in gold. The various underofficers all wear brown homespun, the Readers wear maroon cassocks, and the Scribes wear cassocks of any hue trimmed with crimson (across the shoulders and in a vertical bar down the front). Seekers wear mauve robes, and acolytes wear robes of pure black. All Avowed wear black weathercloaks on occasion, or homepsun of various hues as work clothes.

    The Avowed are almost exclusively human, though there's no bar to other races, and are overwhelmingly (over eight in every ten) male, though females aren't forbidden. It should be noted that one of the reasons so few female monks are seen by visitors is that some female Avowed prefer to wear magical male guises to avoid the attentions of visitors.

    It should be noted that there's no bar to marriage, relationships, and sex among the Avowed, regardless of age, rank, race, or gender. Avowed often bathe together, and nudity or partial nudity is not seen as a cause for embarrassment or censure among them. However, Candlekeep is no cauldron of lust, either: most of its Avowed are rather disinterested in the physical side of existence, and are most ecstatic when uncovering long-hidden lore, finding books unexpectedly, proving hunches and conclusions as fact, and laying bare deliberately-concealed secrets.

    The monks of Candlekeep don't stink or resemble walking flea-heaps. They bathe daily (some of them twice or thrice daily), keep hair and nails trimmed, and they dine and drink heartily, well, and often. Many of the Avowed are skilled at treating the injured and sick, knowing much herb-lore and recognizing a wide variety of diseases. Recognizing poisons and their effects, and applying remedies and antidotes in the briefest time possible, is a speciality of at least a dozen senior monks of Candlekeep—and they've saved the lives of scores of poisoned persons who've had wealth enough to be teleported to the monastery gates. (No person desiring or obviously needing entry into the infirmary will be forced to provide an entrance-gift, or subject to parley at all—unless they recover and then want to enter Candlekeep proper.)

    Daily rituals of the Avowed include private personal prayers to at least one deity important to the individual monk (most Avowed pray to three or four), a time for meditation alone, some debate or discussion with fellow monks, counsel with an Avowed of superior rank who's assigned as ‘mentor' (mentors watch their charges for signs of emotional upset, irrational behaviour, magical influences, illness, and boredom; the daily meetings are usually of the very brief "All okay?" variety, but may become long-term therapy if the need arises), and participation in the Endless Chant (which many monks find acts as an ideal ‘mindless mind-settler').

    The chief source of income for the monks of Candlekeep is the sale of writings made by its monks (compilations and reinterpretations of lore from the monastery library) and copies (made by the monks) of notable works, including short ‘travelling spellbooks' consisting of a handful of minor arcane magics, and a generous number of blank pages.

    In some cases, patrons commission the copying in its entirety of a particular work owned by Candlekeep (and pay handsomely). The most common paying work performed by the Avowed is the copying out of specific sentences or passages of non-magical lore (if less than a page, a minimum fee of 100 gold pieces is charged). Wizards or others desiring to glean magical lore from the monastery must pay a stiff fee for entry or to sponsor a researcher acting for them, but this fee is discounted greatly if paid in the form of spellbooks or spell scrolls.

    Typical of the compilations done by the Avowed in recent years are the following volumes (at least a score of each were offered for sale in Baldur's Gate and in Waterdeep during the last decade):

    A Bestiary of Northwestern Faerûn 50 gp

    A Codex of Important Mages, Their Fates and Achievements 100 gp

    Common Prayers, Symbols, and Sayings of Many Faiths 50 gp

    Sword Coast Herbs and Their Uses 50 gp

    Treasure Tales of the Sword Coast 50 gp

    Written Scripts and Important Texts 100 gp



    All of these tomes give as author simply "The Avowed of Candlekeep," and command far higher resale prices than they were originally sold for (as they're considered superbly useful collections of lore). They are handsomely bound in green-dyed calfskin, stamped in gilt with the castle-and-flames badge of Candlekeep.

    Candlekeep also buys books, and even sponsors adventuring-groups and lore-seekers to undertake expeditions across Faerûn to procure particular tomes for the monastery collection. Candlekeep does not condone book theft, but tends to turn a blind eye to its likelihood in such cases.

    As well as holding countless lore-secrets, Candlekeep has scores of secrets of its own, from the whereabouts of Avowed who vanished within its walls down the years to who keeps moving certain doorstops from their agreed-upon places.

    Many colourful tales recount this or that oddity of Candlekeep, from its ghosts (most of them being harmless apparitions of monks who stride around by night seeking to retrieve favourite books that someone has moved or are busily reading) to its unexpected magics. These latter include portals that lead to Waterdeep and elsewhere; certain books kept in the inner chambers that are themselves portals (operating only when opened and held by someone who reads aloud just the right words, in the right sequence); and particular tomes whose precise locations can be traced as they are moved about Candlekeep, thanks to spells added to the wards.

    "Lurking spirits" is the usual casual monks' explanation for disembodied voices that intone a few words when a book is opened, or to someone sitting alone studying in a particular room at a certain time—or the habits of some books of moving about from place to place by themselves.

    Many books in the Candlekeep collection are known to have magical properties, notably the power to ‘project' three-dimensional floating images (some of which speak and emit sounds, and others of which are frustrating silent) or to reveal some writings to some readers, and others to other readers (depending on the nature of the beings perusing them, or what passwords are uttered).

    As for the dragon guardians who appear only to destroy buildings erected too close to the walls of Candlekeep (or to battle dragons attacking the monastery, or to carry the bodies of dead Keepers of the Tomes out to sea and to an unknown resting-place), these remain mysteries not spoken of by the Avowed. If pressed, some will go so far as to murmur, "There are worse guardians. Much worse."

    Candlekeep is held in reverence throughout much of Faerûn, and even those who lust after its lore (such as ambitious Red Wizards of Thay and Zhentarim) fear to openly storm it—particularly after both various Chosen of Mystra and the being known as Larloch have down the years made public their intent to utterly destroy anyone who steals from or harms the Avowed and the collection they guard.

    Candlekeep's carefully-maintained neutrality, and primary purpose of collecting and preserving lore rather than sitting in judgment on anyone outside its walls, holds it apart from much strife and debate—and word has spread across Faerûn that there is but one rule at Candlekeep (or rather, "The Rule of Candlekeep"): "Those who destroy knowledge, with ink, fire, or sword, are themselves destroyed."

    In everyday terms, that means the monks will slay and burn the body of anyone who willfully damages the writings in any book of their collection, or who attempts arson or damaging magic in or into the towers of Candlekeep proper. (This would include knowingly introducing bookworms or other book-devouring life into the monastery.)

    The Avowed value their own copies and compiled works slightly less highly, preferring at least a decade of magically-enforced servitude (for Candlekeep but not necessarily at Candlekeep) be visited upon anyone damaging or destroying a Candlekeep-created book.

    Those who deface a book and succeed in obliberating part of its writings are sometimes blinded or have one or both hands severed, and cast out to beg or die. Intent matters in sentencing (accidentally spilling ink over a tome merits far lesser punishment).

    Defacement that consists of augmentations (for example, scribbling rude comments or refutations on a book's pages) will often earn temporary magical blinding (and perhaps feeblemindedness ) for a year or two, or being forced into servitude (with water breathing or similar magics) as a shellfish-gatherer for the monastery, set to work underwater along the seashore. If the augmentations are helpful elaborations or corrections, the punishment will be far less severe (often exile from Candlekeep forever, and one-time forfeiture of all goods to the monastery).

    Book thieves typically suffer exile, blinding in one eye, loss of all worldly goods, and enforced transportation far across Faerûn from Candlekeep—or a deal: bring back this particular book to us within two years, and you'll escape all punishment. Fail to do so, and we'll hunt you down. If a book is damaged or destroyed as a result of its theft, of course, the usual punishments for such disasters apply.

    Mere unauthorized entry into Candlekeep (sneaking in), if it results in no damage to Avowed or books, is usually punished by expulsion plus a beating (for adults) and giving the intruder 'a good scare' (usually by means of spells to invade the dreams of the guilty afterwards, as well as frightening them on the spot).

    Truly, lore and writings are valued above life in the citadel of learning that is Candlekeep.

    In some cases, members of the Avowed will receive lesser sentences for crimes than outsiders do, but there is also at least one crime specific to the monks of Candlekeep: No study of magic may be made (by any monk, of any rank below Keeper of the Tomes) unsupervised at Candlekeep (in other words, without the full knowledge and permission of specified superiors). The penalty is expulsion and feeblemindedness. Moreover, the use by any Avowed of magic for personal gain or inquiry, as opposed to the service or defense of Candlekeep, is grounds for instant 'casting out' from the monastery, forever. Monks who resist the discipline of their fellow monks, or attack or steal from their fellows, risk being feebleminded or magically driven into dunderheaded servitude of enforced docility for months or even years.

    There's also one other little mystery of Candlekeep. From time to time, random monks will 'go staring' and prophecy in a voice not their own. Although such utterances are typically cryptic, and are never added to the Endless Chant, most Avowed believe that such occurrences are the result of 'the spirit of Alaundo rising within' affected monks, and refer to it in awe as: "Alaundo Speaks!"
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

    HOW'S MY DRIVING?
    anon on, ip logging off, comments screened
    NAME
    NAT
    AGE
    26
    TIMEZONE
    PST
    PLURK
    SALVATRICE
    © TESSISAMESS
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

    📜 thread tracker & history;

    FIRSTFALL
    Adalia arrives in Thedas, meeting Elros, Inessa, Skadi, Alistair, Daenerys, Prompto, and Loghain. That night, her dragon egg hatches, an event attended by Daenerys and whose aftermath is seen by Ellana, Inessa, Elros, and Anders. Not long after, Nell and Kostos scare her about Nevarra, and Myrobalan soothes her ruffled feathers. Rather than take a chance on the country of dragon hunters and necromancy, Adalia flies back to Kirkwall on her flying broomstick, at which point she introduces the Inquisition to Charis and solicits help with welcome packets for Rifters. During that introduction, she has conversations with Araceli, Kain, Malcolm (that one doesn't go great), Anders, Korrin, Inessa, Gwen (that one doesn't go great either), Samouel, and Myr. Also on crystal, she makes plans to learn to use a microscope with Cosima.
    HARING
    stuff is still happening wow
    © TESSISAMESS
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
    PERMISSIONS
    OUT OF CHARACTER
    BACKTAGGING into gd eternity, my friends. if i ever accidentally drop something that you really want to continue, please let me know. in times of lots of plot, or my having a backlog i'd like to get through more quickly, i may ask to handwave the remainder of a thread, but if you want to continue, nine times out of ten i'll be down!
    THREADHOPPING sure! ask first if the thread seems more on the serious side, but nine times out of ten it'll be a yes.
    FOURTH-WALLING no thank you!
    OFFENSIVE SUBJECTS please no graphic descriptions of animal violence!
    IN CHARACTER
    PHYSICAL AFFECTION stuff and things
    PHYSICAL VIOLENCE lori!!!
    RELATIONSHIPS stuff
    MENTAL INFORMATION things
    MAGICAL INFORMATION also things
    FIRST IMPRESSIONS
    VISUAL Character appearance! General features, specific scars, tattoos, other things. Comments about any changes that may happen over the course of their time in the game/psl. Describe details, and if you want, you can even link some examples for everyone!
    FASHION This is a good place to describe general fashion or link to fashion posts.
    DEMEANOUR How does your character hold themselves? What kind of feel do they give off? Give a general sense of their attitude.
    SOUND What do they sound like? Describe it and/or link to clips! Also a good place to talk about languages and accents.
    SCENT What do they smell like? Specific perfumes, what they bathe in, anything else?
    MENTAL INFORMATION Any information on psychic shields or other things that telepaths might want to know.
    MAGICAL INFORMATION Any basic information that magical people might sense when they encounter your character.
    CODE BY TESSISAMESS

    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)


    ALCHEMICAL INK
    Though not all inks are wrought by alchemy, alchemy provides the finest inks that do not fade or flake over time. A single bottle is useful for hundreds of pages worth of writing.
    ALCHEMIST'S FIRE
    An alchemically created, highly reactive liquid, stored in a glass vial — not unlike a molotov cocktail, but many times more potent. A creature or object struck by the contents of such a vial bursts into flames, taking sustained fire damage until the flames are put out. A creature may end this damage by spending six seconds extinguishing the flames.
    ALINDULTH
    A pain deadening compound that comes with a euphoric high, this substance is highly addictive. One must ingest the liquid to feel its effects, which numb the user to all pain and systemic ills, including nausea and shock. If a user takes a second dose within three hours of the first, they must have a hardy constitution, or fall unconscious for several minutes.
    CAMPSTONE
    These small disks of alchemically refined flint are used to start fires quickly. By placing the disk down and placing something flammable atop it, all it takes to start a fire is striking the item with something made of steel. The alchemy refines the flint's natural spark-creating trait, causing it to flare a small fire to life, catching whatever is set on it afire immediately. Each stone has ten uses before it shatters.
    CLEANSEWATER
    Originally developed by alchemists as a quick and easy way of purifying water for drinking, just a small amount of cleansewater can cleanse a bucketful of water. When applied, the water swirls into a blackish hue, killing bloodsharks and purifying even the most stagnant swamp water. A single dose is enough to cleanse a day's worth of consumable water. Adventurers of course quickly learned that larger amounts of cleansewater can have a devastating effect on aquatic and amphibious creatures. When a dose is added to a body of water, everything within a 20 foot radius is poisoned for one minute.
    DARKEYE OIL
    Prepared in small glass bottles with thin glass applicator wands, darkeye oil is dropped directly into the eyes. After six seconds of blindness, the user's sensitivity to light is reversed: they can see in complete darkness, while areas of dim light are lightly obscured, and areas of full light are heavily obscured. Exposure to full daylight while these drops are in effect can blind the user if they do not shield their eyes. The drops last for one hour, and if the character is blinded during that time, the blindness lasts for the full duration of the drops.
    DRUNKARD'S HEAD REMEDY
    A paper packet of powder that is added to hot water and drunk quickly (mostly because of the awful taste), a mug of drunkard's head remedy will stop the nausea, headache, and sensitivity to light and noise that comes from a long night of carousing. It does make the patient ravenously hungry afterwards, however.
    EMETIC ELIXER
    This emetic, which comes in a bottle with ten doses, does one simple thing: it induces vomiting within twelve seconds of consumption. Once the emetic begins to take effect, it is increasingly difficult to avoid the urge to vomit, though once two minutes have passed the body has processed the worst of the effects.
    GLOWPOWDER
    This glowing powder (which comes in a tube whose contents can be blown in a 10 foot cone) sticks to what it touches and glows with a dim light about the brightness of campfire sparks. It is useful for searching for the seams and edges of hidden doors or panels when used around an area of no more than 125 square feet. It can also be blown at invisible targets. If the target fails to avoid the glowpowder, it glows in their outline, making them easier to notice.
    GRUEL PELLET
    Proving that alchemy is often effective if not particularly aesthetically pleasing, a single gruel pellet dropped into a bowl of hot water quickly dissolves and then congeals that water into a mass of lumpy goo of an unappetizing grey-green color. Though it tastes of three-day-old socks, the resulting gruel is very nourishing. These pellets are sold in small pouches with nine pellets apiece — a full day's worth of meals.
    HEALING MIST
    A gas created through the distillation of spindleweed, Healing Mist is a native Thedosian healing agent. It comes stoppered in glass vials, which can be thrown at the feet of one's self or one allies, upon which the gas will cloud around anyone within its vicinity, healing them. The mist is a potent curative, and is capable of waking up those who have fallen unconscious.
    ORICHALCUM
    Alchemical gold is created through the refinement of normal gold, broken down in a metallurgical crucible, refined according to alchemical principles, and then reformed into a small one-pound ingot. It gleams a soft orange-gold color that looks as though it is sitting in a pool of sunlight, even in a darkened room. Alchemical gold is both harder and lighter than mundane gold. The creation of orichalc refines and strengthens the normal solar and radiant associations of gold.
    PAIN RELIEF ELIXER
    A rich syrup that smells of bitter plant oils, this elixir is used to reduce pain and inflammation — though it also usually renders the one who drinks it unconscious. The pain reduction lasts for two hours, during which time the patient lapses into unconsciousness. It is possible to have pain reduced and stay conscious, but it is difficult. The time unconscious increases by 1 hour per additional dose consumed by the patient at the same time, and short of a few odd allergies, no one has ever been known to actually take harm from the syrup. The elixir is a very strong-tasting concoction, and a fair amount of it must be consumed to have an effect, which is why it is almost never used for nefarious purposes (as it is very difficult to hide it in food or the like). The unconsciousness fades at the end of the pain reduction period.
    PHANTOM INK
    Though visible when wet and thus while writing, phantom inks disappear from the page once they are completely dry, and can be brought back to the page only by treating them with a specific technique or ingredient. The particular recipe Adalia employs can be made visible again only through magical illumination. She is also trying to develop a recipe, using the one she already knows as a base, for an ink that can only be illuminated through the use of veilfire.
    SLEEPING DRAUGHT
    A simple, overly-sweet tasting syrup that tastes of citrus which comes in bottles of twenty doses, often used by those who have trouble getting to sleep or staying asleep. A character under the effects of this elixir finds it difficult to notice disturbances in their environment while asleep, and must often be jostled awake. Its effects fade after eight hours.
    SLEEPING GAS
    This pellet, capable of being thrown as a projectile, creates a cloud of gas in a 10 foot radius of the point of impact that lingers for eighteen seconds. Creatures affected by the gas are briefly stunned, and then fall asleep after six seconds. For one minute after, only damage or someone taking an action to wake them can rouse them; after that, the sleep is normal, and simple jostling or loud noises can wake them.
    SMOKEBOMB
    This small clay sphere is filled with smooth powders that react to contact with open air. When the sphere is cracked (which can be accomplished by throwing or stomping on the sphere quite hard), it creates a cloud of acrid smoke in a 20 foot radius, causing the area to become heavily obscured. It lasts for 5 minutes or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it.
    SPARK GRAVEL
    Spark gravel looks like small pieces of ashen-white gravel, though the individual pellets are of uniform size. On impact, spark gravel ignites into a flurry of very tiny bursts of white sparks with a small snapping sound. Many adventurers use snap gravel as a sort of proximity alarm, spreading a single dose in a 5 foot by 5 foot area; if anything treads into the area, it sets off the snap gravel. While the snaps aren’t terribly loud, they do echo decently, carrying through dungeon corridors up to two hundred feet away, and they are bright enough to be seen through the darkness for a similar distance. Each preparation of spark gravel yields five doses.
    SUREGRIP
    This tacky substance comes in a small tub of five applications' worth of gel. It is applied to the hands (and sometimes feet) in order to provide a better grip. A single application lasts for one hour.
    TANGLEFOOT
    A targeted creature that is hit with this vial of black, fibrous goo is coated in the stuff, which rapidly hardens into sticky strands that inhibit movement. The goo dries out and flakes away entirely in one minute.
    WITCHWEED SMOKESTICK
    Similar to a regular smokestick, the smoke from this item causes stinging and slight dizziness. Anyone attempting to cast a spell within the area must work to keep their concentration; failure to do so means the spell is disrupted. This smoke lasts for ten minutes, but loses its efficacy against spellcasting after thirty seconds.
    WITHERSTALK TEA
    Witherstalk tea is an effective preventative for those women interested in primal relations but uninterested in children. Taken daily, it significantly reduces the probability of pregnancy.
    CODE BY TESSISAMESS
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
    POLYMORPH


    DIRE WOLF

    its teeth are large with great shearing ability, and its bite force is the strongest of any canine. as with other wolves, the dire wolf is a pack hunter.


    DIRE WOLF

    THREAD



    MAGPIE
    one for sorrow, two for mirth, three for a funeral, four for birth, five for heaven, six for hell, and seven for the devil, his own self.


    MAGPIE

    THREAD


    ???

    ???


    ???

    THREAD


    ???

    ???


    ???

    THREAD




    ???
    ???


    ???

    THREAD


    ???

    ???


    ???

    THREAD




    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
    ADALIA ENNARIS
    BASICS
    name. Adalia Ennaris
    age. 24
    race. Half-elf
    nationality. Faerûnian
    occupation. Head Archivist
    rank/title. Archivist Ennaris
    hair. Blonde, curly
    eyes. Gunmetal blue
    skin. Pale
    height. 5'06"
    build. Slim, sturdy
    bearing. Awkwardly charming

    DISTINGUISHING FEATURES
    Scar on her left cheek from her temple to her chin; circular scar on her abdomen, with a corresponding scar on her back, from being speared by a javelin, geometric lightning tattoo from her left ring finger to her heart, spiraling around her arm and shoulder.
    Home
    STATUS
    TBA.

    DIVISION: Research
    PROJECTS: N/A
    Home
    REPUTATION
    Generally Adalia is known as a helpful, friendly person, if somewhat strange — though also maybe accidentally condescending and rude. Always interested in anything to do with the ancient elves, has been poking around a bit about the Dalish Creator gods.
    Home
    HOOKS
    She can be found in the Archives more often than not, and will always be happy to be involved in anything involving elves. When not there, she may be doing research in the library or gathering herbs in Sundermount. Adalia likes magic, dragons, alchemy, and helping; she dislikes the concept of Circles and Templars (but thus far has nothing against templars themselves), Thedosian race politics, and anti-mage, anti-elf, and anti-dragon sentiment.
    Home
    INVENTORY
    ANIMATED SHIELD
    SOLVE ET COAGULA
    BLUE GALOSHES
    CLOAK SET
    DRAGON SLIPPERS

    ???
    ???
    ???


    Home
    SPECIALIZATIONS
    ALCHEMY Adalia is trained in the basic arts of alchemy. Though a novice, she has an interest in expanding her knowledge base and using her alchemical pursuits for the good of others.
    POLYMORPH One of the spells Adalia learned in Toril, Polymorph allows her to take the shapes of beasts. In Thedas her trip through the rift has restricted her magic such that she only has a few shapes she can choose from, and for the moment she can only turn into a dire wolf and a magpie.
    Home
    player
    name. nat age. 27 timezone. pst pb. imogen poots code. tessisamess
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
    PLAYER

    Name: Nat
    Age: 26
    Contact: [plurk.com profile] salvatrice
    Other Characters: N/A
    Interests: At this point I just want to prove to myself I can stick here!!! But more seriously, I like action scenes and learning about elf stuff, and Adalia herself likes adopting things she shouldn't (in her game she adopted a full-grown goblin, a dragon egg, and an otyugh that tried to kill her. if she doesn't adopt a nug, a deepstalker, and an abandoned half-elf in-game, i'm playing her wrong).

    CHARACTER

    Name: Adalia
    Canon/OC: OC
    Canon Point: After rescuing the dragon egg and killing Alacruun's child
    Journal: [community profile] candlekeep
    Age: 19

    Canon World
    The world of Faerun is much like the world of Dragon Age — vaguely medieval setting, magic, elves, dwarves, the whole bit. It differs in a few key places, however:

    Magic in the Forgotten Realms comes from the manipulation of the Weave, which can be seen as Faerun's equivalent of the Fade, though the Weave has less to do with dreams. Anyone can learn to manipulate the Weave through rigorous study, some are born with the power to manipulate it, and still others learn to tap into its power by making pacts with powerful entities. While magic is somewhat unusual in Faerun, it is not a source of fear and distrust like it is in Thedas — no mage in Faerun is more susceptible to demons than anyone else.

    In Faerun, elves are much as they are in Tolkien's legendarium: ethereal, powerful beings who are longer lived than humans and have their own forest-dwelling societies away from the cities of man. If elves are ever enslaved or subjugated, it's definitely not a systemic problem. Half-elves carry features of their elven parents to a lesser degree, so a half-elf in the Forgotten Realms may have slightly pointed ears, be slightly taller than other humans, and so on.

    Other than these points, the world of the Forgotten Realms will be very familiar to anyone familiar with Dragon Age; the differences are mostly cosmetic.


    History
    • Adalia was abandoned at Candlekeep as a child, came into her magic at seven, and left to find her family at 19.

    • She joined a caravan guard in Neverwinter on the promise of an even better job to come.

    • Got embroiled in a race against time with an evil dragon cult trying to resurrect their god of undeath, Alacruun.

    • In the course of their travels, two of her party died, so she sold her future to Alacruun in order to save them.

    • Later, she sold her soul to get their paladin access to his god, which Alacruun had cut off when he resurrected the warriors.

    • After a bunch of adventuring, the party went to a mountain to find a gold dragon which the paladin's goddess assured them could help in their fight against Alacruun.

    • Instead they found a clutch of dragon eggs, one of which Adalia managed to save from her infanticide-happy party, and a young black dragon.

    • Adalia tried to keep the young dragon alive because he seemed as confused and angry at Alacruun as the party was, but they ended up killing him anyway.

    • She distrusts most of the party, wants to keep her egg safe, and is pretty darn sure she's gonna die soon. It's at this point, shortly post-dragon fight, that she comes through the Fade and ends up in Thedas.

    Personality
    Curiosity could be Adalia's middle name. While in some cases her drive to seek out the truth can turn out poorly, mostly it just means that Adalia is interested in everyone and everything she comes across. She wants to know how things work, about the people she meets, and unravel the secrets of the universe. When it comes to getting information from people, Adalia can be awkward, but she's personable and genuinely interested in everyone she meets, so even so, it's in a charming enough way that she's usually able to get the information she wants.

    The tendency of adventuring parties to turn into roving bands of murderhobos is well-documented, but with Adalia in tow, her party's done less of that than most. She’s got a moral compass which, though it never really points toward the law, does point toward good, and she doesn't let other people ignore her. Whatever Adalia does, whether it be saving a dragon egg or killing bandits, it's with the knowledge that she is always walking a very treacherous tightrope. More than just being concerned for herself, however, Adalia also believes that there's always a chance to be a better person. This belief in good, and in the capability of all creatures to choose good, means Adalia will give a chance to anyone she sees as deserving of it, from goblins to dragons.

    Like many teenagers, Adalia suffers from arrogance and narcissism. She isn't selfish, per se — she goes out of her way to help people and will put herself in terrible positions to keep others safe. Really, Adalia's weakness is more that she thinks both that she's the only person with a viable solution to any given problem, and that everything that has happened over the course of her party's journey is her fault. Though she thinks of herself as logical and very aware of her own faults, the truth is that no matter what she says, in her head, the universe revolves around her. She doesn't let others in on her plans or ask for help, she just does without consideration for whether the people around her will approve of or appreciate her actions.

    In that vein, Adalia is not very self-aware. She's never spent much time thinking about her motivations or her emotions, so she tends not to be aware of why she's doing things or how she really feels. It's a problem she's become more cognizant of lately, but she still thinks of herself as a meek librarian when she is actually very headstrong and passionate and even, on her worst days, argumentative and domineering. Similarly, she has an overestimated sense of both her intellect and her magical abilities. While she has gotten more powerful recently, she's nowhere near powerful enough to take on an ancient dragon god, much less match him in a battle of wits, but she's convinced that even if she may not have the upper hand in this situation, she has it under control.

    Strengths & Weaknesses
    STORM SOUL — Adalia's magic comes from a connection to the elemental plane of air, which affords her a few unique talents. Before or after casting a spell, Adalia can take her version of a Fade Step — gusts of wind push her ten feet in the direction of her choosing. She's also resistant to physical damage caused by lightning or thunder. Whenever she casts a spell that deals lightning or thunder damage, sparks fly off of her, damaging enemies of her choice nearby. Coolest of all, Adalia can subtly control the weather around her. When it's raining, she can stop the rain in a 20‐foot radius centered on her, and if it's windy, she can choose the direction that the wind blows in a 100‐foot radius around her.

    SORCERER — As a level 7 sorcerer, Adalia has access to a range of spells and abilities. Generally, she keeps to spells which are lightning- or thunder-based, as they are what come the most naturally to her, but there are two exceptions: Polymorph, which functions as an expanded Shapeshifter specialization, allowing Adalia to magic herself into any form comparable to hers in power, and Haste, which is a lot like the native Thedosian Haste, except it leaves people lethargic for a few seconds after it wears off. Additionally, as a sorcerer, Adalia has energy reserves she can call on to morph her spells in ways that wizards and warlocks can't, making a damaging spell hurt even more or casting the same spell on two different creatures.

    FIGHTER — Though Adalia is naturally a spellcaster, she ran into the front of the fray enough that one of her party members, a fighter named Mat, took it upon himself to train her in melee combat. She is not nearly as proficient in it as she is in casting, but as a level 1 fighter she has enough knowledge that she can wear armor and wield a blade and still cast, and she can tap into adrenaline reserves to push herself through damage that might be debilitating otherwise.

    HOW TO SURVIVE STORMS: A GUIDE — During her travels, Adalia came across a tome that resonates with the same energy that she embodies, which gives her access to more magic. Adalia can touch an ally and heal them slightly of any damage, or suck the air out of an enemy's lungs for a moment, doing a small amount of damage. Additionally, though not a spell she would normally have access to, Adalia can cast the spell Cure Wounds once per day to heal an ally of a significant amount of damage.

    ALACRUUN'S MARKED — When Adalia agreed to work for the black dragon Alacruun in return for her companions' safety, he granted her a small degree of power as a reward. She can do more magic than she should be able to at this stage in her development of her powers, and she has an uncanny ability to sweet-talk, intimidate, or deceive anyone she talks to.

    ALCHEMY — Adalia has taught herself the basics of alchemy and begun to try her hand at making different potions and alchemical items. She has a book full of alchemical recipes called Solve et Coagula.

    LANGUAGES — As far as more mundane talents go, Adalia speaks six languages: Celestial, Common, Draconic, Dwarven, Elven, and Primordial.

    Suggested Nerfs
    ALACRUUN'S MARKED — As per the FAQ, since this power relies on an entity that can't come with Adalia to Thedas, it's nerfed.
    HOW TO SURVIVE STORMS: A GUIDE — This one I think could go either way. The DM never specified whether the book itself gave Adalia her abilities, or whether it just unlocked potential she always had. For my part, I would prefer if she was allowed to keep this one, because her desire to help and heal people has become one of the most important parts of her character. That said, as an alchemist she could work with herbalists on making healing potions to satisfy that need to help, so if it has to be nerfed, it's not a tremendous loss.

    Other than that, I'm not sure any of her abilities are too far out of the realm of what's possible in Dragon Age that she'd need nerfing. If you disagree, I am open to any changes you'd like to make!


    Arrival Inventory
    • Her clothes.

    • A single red feather, braided into Adalia's hair, which acts as her magical focus and allows her to cast at a slightly heightened level.

    • Black dragon egg, hours from hatching into a silver dragon.

    • How To Survive Storms: A Guide, a book with unreadable text.

    • Solve et Coagula, a book of alchemical recipes.

    • Dragonguard, a magical breastplate that halves damage taken from dragon breath attacks.

    • Animated Shield, a magical shield that hovers around Adalia for a minute when she speaks its command word and deflects attacks.

    • Broom of Flying, a... flying broomstick.


    'Human'ization
    Adalia is a half-elf, which in the Forgotten Realms means she has features of both her elf and human parent. Her eyes have the tapetum lucidium of the elves and her ears are slightly pointed, but in most other ways she looks like a normal human.


    Fit
    For Adalia, one of her biggest motivators is finding her biological family, to the point that she can estrange her found family with that fervor. Taking her away from her own world forces her to pay more attention to the people around her and make deeper bonds with them, as she has no chance of finding her "real" family and thus, if family is so important to her, she must make one. Additionally, as a mage from another world where magic is not the norm but is also not as stigmatized as it is in Thedas, she will have Very Strong Opinions about the treatment of mages in Thedas, and would be all for the mage revolution... until she sees what an abomination can really do. In essence, I think Fade Rift would challenge Adalia in ways she needs to be challenged and force her to grow up.

    SAMPLES

    CDC AU with Peter Nureyev
    Toplevel on a TDM post

    Note that in these threads, Adalia is referred to as Sarra. Because of the existence of Sera in the DA universe, and the fact that I did have another name for Sarra in mind (her real name, in fact!) I decided to switch to Adalia for the sake of not confusing people or characters.

    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)
    Some time before her first birthday, Adalia was abandoned in front of the gates to Candlekeep, the biggest and most exhaustive library in Faerûn. Her innate magic made itself known when she was a child, and the monks at the library realized she would need magical training. They trained her as well as they could to master her gift, and upon turning nineteen, she decided she wanted to leave Candlekeep. Much as she loved the library, it was never a home for her, and the monks were never her family. All she'd ever wanted was to know where she came from and why her parents had abandoned her, and she was ready to go out into the world to search for the answers herself. With the blessing of the monks, Adalia made her way across Faerûn until she made it to Neverwinter, where she was approached with a proposition: deliver goods to a nearby town with a group of other adventurers, and once they'd done that they would all be let in on a very lucrative business deal. Adalia agreed, and the group left the following morning.

    The caravan escort consisted of Adalia, a fighter named Mat, a wizard named Elly, a half-angel paladin named Akrasiel, and a drow rogue calling herself Lia. Everything was going well enough when they came upon dead horses beset by goblins — their employer Gundren and his bodyguard Sildar had been ambushed in the night. Their bodies were nowhere to be found, however, and after dispatching the goblins the group conducted a quick search for their benefactor, which led them to a cave full of goblins holding Sildar captive. Once the cave was clear, they grabbed Sildar and took him with them to a nearby town called Phandalin, where he explained to them what had happened: the goblins were working for someone called the Black Dragon and needed Gundren to give them directions to Wave Echo Cave, a mine which had been lost for centuries but which Gundren had found a map to. Their only lead was Cragmaw Castle, a dilapidated ruin the goblins had made their home — which no one knew how to find. The group had to find someone who could provide them directions; until then, it was side quest time.

    They quickly set about making themselves useful in Phandalin, where many of the residents needed help. Fetch quests abounded, but there was one exciting quest: a group of dragon cultists had taken over a rundown manor house on the outskirts of town, and the mayor wanted them to either kill the cultists or run them out. The party managed the latter through a clever application of illusion magic, Adalia's persuasive abilities, and the cultists' own stupidity — Elly manifested illusions of a small black dragon, Adalia spoke as the "herald" of the Black Dragon, and the cultists were too dumb to see through the ruse.

    Emboldened by their success, when Adalia came across a necklace with a black dragon pendant on it, she put it on. As soon as it settled around her neck, the room around her was replaced with darkness. A booming voice spoke to her, and, convinced she was talking to the Black Dragon the cultists worshiped, Adalia gave her name and asked for Phandalin's protection, hoping to trick him into thinking she was a cultist. She felt something touch her cheek, heard a low, menacing laugh, and then came back to herself in the dilapidated manor. Distraught by the vision, Adalia tried to get rid of the necklace, but Lia grabbed it before she could and put it in her bag. Uneasy, the group finished taking care of the manor.

    After that came more side quests. Adalia was nervous to begin with due to the terrifying vision the necklace gave her, and her unease only grew next she looked in a mirror — where she had felt something touch her cheek in the vision, a scar full of divination magic now sat. Certain no one else in the group was taking the threat seriously, Adalia took a stolen trinket from one of the cultists — a talisman emblazoned with a black dragon — and meditated on it. Once again she had a vision, this time of a group of cultists gathered in a ring talking about their god. Their talismans gave him power on this plane, apparently, and they planned to do something with them in the coming days. When Adalia came out of the vision, she put the talisman away again, and when morning came, lied to her companions about having destroyed it.

    Over the next few days, they sought out a banshee for yet another fetch quest. The banshee would answer any question asked of her if given a beautiful enough bauble, and once everyone else had concluded their business, Adalia gave up a ring to ask if the banshee knew anything about her past. It did, in fact, and pointed her toward the derelict village of Thundertree, where a book with energy "just like hers" resided. Adalia all but insisted the party make for Thundertree immediately, but a hobgoblin attack on Phandalin delayed the group long enough for her to make yet another in a string of terrible decisions: she stole the necklace she had worn out of Lia's pack, and hid it along with the talisman in a secluded corner of town.

    In Thundertree, the party met a druid who bade them kill or drive off a dragon that was terrorizing the area. If they did this, he would show them the way to Cragmaw Castle. While searching the ruins, Adalia found her book, which embued her with healing magic she'd never had before. Finding evidence of the dragon also brought the party into contact with followers of Bahamut, the Platinum Dragon. Bahamut had sent them out to Thundertree to fight the dragon, but their number was reduced in their first effort against it. The remaining two agreed to help the party kill the dragon the next morning, and before leaving their hideout Adalia prayed over an offering to Bahamut for help.

    As she slept, Adalia was shown yet another vision, this time of a juvenile platinum dragon — Bahamut — who told her that the course she was on would only lead to her own ruin. It was difficult for him to speak to her, and he could not solve the problem of her connection to the Black Dragon, but he would aid her as he could. When she woke up the next morning, the scar on her cheek was somewhat healed, and for the first time in her life, Adalia had faith. She was going to come clean about the lies she had been telling, destroy the Black Dragon's talismans, and become a follower of Bahamut. For the first time in a week, she had hope.

    It was not to last.

    The first seconds of the fight with the dragon went about as poorly as they could possibly go. It bit the leader of Bahamut's followers in half and belched acid on Akrasiel and Mat, immediately dissolving them both. At that moment, Adalia was faced with a choice:

    Reach out to Bahamut, the good god who had tried to offer her guidance the night before, but whose connection to her was weak?

    Or reach out to the Black Dragon, the evil god who had marked and spelled her, but whose connection to her was as tangible as the scar on her cheek?

    In the end, she chose the Black Dragon. He answered her call, but at a price: if he was going to bring back her friends, she would have to give him something just as valuable. Adalia offered herself, her future — and the Black Dragon accepted. Akrasiel and Mat were brought back to life, they slew the dragon, but Adalia couldn't feel their victory. Akrasiel and Mat were glowing faintly green, and Akrasiel could no longer talk to his goddess. She'd chosen wrong.

    After returning to Phandalin, Adalia gathered her party and came clean. The others insisted they destroy the talisman, and Adalia agreed, but once it was broken the Black Dragon spoke to all three of them: they were each connected to him now, and he could kill them if he so wished. If they collected his artifacts and protected them, they could empower themselves — but they would be helping him by doing so. Akrasiel and Mat angrily declined, but Adalia remained quiet, too afraid of losing her friends again to antagonize the being that owned their souls. Rather than be cowed, Akrasiel and Mat destroyed the necklace, and again Adalia let them, but this time with much more unease. Akrasiel made no secret of how he would feel if either Mat or Adalia attempted to keep him from destroying the Black Dragon's artifacts, however, so she said nothing about her misgivings. She simply waited in silence and planned.

    On their way to Cragmaw, the party was approached by an angel of Eldath, Akrasiel's goddess. It explained that the dragon was Alacruun, a timeless god of undeath. He'd been banished to a different plane many years ago, but was now preparing to reenter the prime material plane. Akrasiel and Mat's connection to him made it so that they were dead in the eyes of the gods, and Adalia, who had willingly sold her soul, didn't even exist. Armed with more information, when the party made camp for the night Adalia suggested that she and Elly use their knowledge of magic to try to get Akrasiel back in touch with Eldath. To everyone's surprise, it actually worked, and for the first time in days Akrasiel could have a conversation with his goddess. She told him of a gold dragon named Dormu who resided in a mountain nearby, telling them that he could help them in their fight against Alacruun. Great, they said, and added it to their ever-growing list of places to go and people to see.

    When they finally got to Cragmaw Castle, they fought their way through a veritable army of goblins, hobgoblins, and doppelgangers, and in the end managed to rescue Gundren. He was less concerned about his own life than he was about his brother, who had gone ahead of him to Wave Echo Cave — that was the business venture he had meant to invite the party into when their whole quest began. Wave Echo Cave was the Rockseekers' birthright before it fell, and Gundren and his brother had figured out its location. They were going to let the adventurers in on it if they could help clear the mine, but that was clearly not a concern anymore. What was of concern was Gundren's brother, Thardin. He had gone ahead to the cave, and Gundren wanted the party to go find him. Adalia disagreed with the necessity of such an errand when they had a problem as big as an evil dragon god from the beginning of time to contend with, but the party chose not to commit to anything until they'd dropped Gundren back off at Phandalin. Once there, they had a short debate — Adalia believed that going to find Bahamut's cultists and seeking out their help with their problem was their best bet, but the rest of the party wanted to go to Wave Echo Cave. Outnumbered, she conceded the point, but it led her to make another terrible choice.

    Convinced they would need divine assistance to have a shot at surviving whatever Alacruun had in store, Adalia took their night of preparation before their trek to Wave Echo Cave to make a deal with him: she would become Alacruun's servant, helping him in whatever ways she could without alerting her party members to their partnership, even fighting on his side when it came to it, if he would release Akrasiel's soul. Delighted by the proposal, the Black Dragon agreed to the deal, and even gave Adalia more magical power, as well as the gift of a silver tongue. The next morning, the party made their way to the cave, and as they approached it, Akrasiel heard a voice in his ears — Eldath was finally able to get through to him again. Though Adalia's life was forfeit, at least she hadn't sold away her freedom and her soul for nothing.

    The trek through Wave Echo Cave was long and arduous, but in the end Thardin was rescued, and the group made the return trip to Phandalin, though for them it was more of a pit stop than anything: they planned to leave again the next morning to find the gold dragon Eldath had told them about. Before they left for the mountain, Mat convinced Adalia to tell him what she'd done to regain Akrasiel's freedom, but agreed not to tell the rest of the party.

    The journey to the mountain took them several days and a few long battles, but eventually they arrived, and after exploring some underground caverns, found the ruins of a tower. Outside the tower Akrasiel and Adalia found a clutch of black dragon eggs, hours from hatching, and in their panic, Akrasiel and Mat began destroying them. Adalia, horrified at the thought of killing creatures that hadn't even been properly born yet, managed to save one, but Akrasiel and Mat both insisted that she let them destroy it. Before the argument could escalate too far, Lia interrupted them — there was a young black dragon in the tower, along with an even larger clutch of eggs. The two warriors ran into the tower guns blazing, but the dragon seemed not to really know anything — its whole life had been spent in this tower, and it was as angry at its father as they were. Though Adalia tried desperately to call her friends off and even told the dragon to flee, in the end it was killed, and Akrasiel destroyed the rest of the eggs. Adalia could keep the egg she had, he said, but if the wyrmling hurt anyone after it hatched, he would kill it. Adalia feigned agreement and the party made for the surface, frustrated and tense.
    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)



    SENDING CRYSTAL | WRITTEN CORRESPONDENCE | IN PERSON

    thunderproof: ᴀʟʟ ɪᴄᴏɴs ʙʏ METAHUMANS. ᴅᴏ ɴᴏᴛ ᴛᴀᴋᴇ. (Default)

    ▸ post your character
    ▸ leave a prompt
    ▸ tflns welcome
    ▸ this post may be nsfw





    Page generated Jun. 4th, 2025 12:43 pm
    Powered by Dreamwidth Studios