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ELTIA: Fires of the Forgotten Campaign

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The embers have waited centuries. Welcome to the Fires of the Forgotten Campaign, an age where forgotten fire rekindles and dragons once thought extinct walk the world again.

CAMPAIGN SIX

FIRES OF THE FORGOTTEN CAMPAIGN

THAUMATURGE | BRAWLER | GUNSLINGER | NATURE WARDEN | SWASHBUCKLER | SORCERER


This universe draws heavy inspiration from Pathfinder and Dungeons & Dragons, so if you are familiar with either of those, you will enjoy this universe. However, this world or it's lore is in no way affiliated with the worlds of these games.

ⓘ How to use stats?

Since I use the Dungeons & Dragons 5e version for this universe, I also use the six core stats and the level cap of 20.

• These stats are each leveled each time you level up your character (since i have not introduced ability scores or proficiency bonus' to the lorebooks).

• Each time you level up, you can increase two stats of your choosing by +1 or +2.

• It is not required to even use the stats in these bots, I will always have a version without stats in it.

ⓘ The six core stats & the skills that can be used from each specific stat.

Strength (STR) - Physical power, Athletic Ability

Dexterity (DEX) - Agility, Reflexes, Balance, Precision

Constitution (CON) - Endurance, Vitality, Physical Toughness

Intelligence (INT) - Reasoning, Knowledge, Memory

Wisdom (WIS) - Perception, Intuition, Willpower

Charisma (CHA) - Presence, Persuasion, Force of Personality

ⓘ What are conditions and how can I use them?

Conditions alter a creature's or person’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect.

• A condition lasts either until it is countered or for a duration specified by the effect that imposed the condition.

• If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't.

• Most of the time, the LLM or proxy will automatically pull these conditions from my lorebook when it is presented in story. However, it is also possible to reference them as well. The list of conditions on my wiki are here.

• Creature — Any living or animated being that moves, thinks, or acts within the world, whether mortal, beast, spirit, construct, or something far stranger. (yes, this refers to as well)

ⓘ What are classes and how can I choose from them?

Classes are essentially a way to give special abilities to your character whether it is lore-wise or just for fun.

• Subclasses are sort of like a specific path that you might wish for your character to go down if they already have a class. (currently only have the 13 core class subclasses).

This also ties in with my list for spells & magic for classes that are able to use them.

Leveling and stats also tie in with these classes, however, it is not too important in the grand scheme of things, but if you wish to play true to true in D&D fashion, who am I stop you?

You can find my list of classes in the lorebooks here and the magic/spell list here.

Official Campaign site here.

FIRES OF THE FORGOTTEN CAMPAIGN

Fires of the Forgotten is the sixth campaign in the ELTIA series, set in a world still reeling from the collapse of certainty, where the scars left by Phia’s destruction have not yet healed and something older has begun to stir beneath them. What begins as a routine guild expedition quickly turns into something far more dangerous, as reports of dragon activity across northern Velkin grow too frequent to ignore.

A desperate group is brought together under uneasy circumstances: a runaway noble mage, a bugbear brawler, a dwarven gunslinger, a wandering warden of nature, a vampiric spy, and a half-orc scholar, each carrying their own past into a mission that was never meant to go this deep.

As the expedition pushes further into the wilds and forgotten regions of the north, they begin to uncover signs that dragons are not merely returning — but awakening in response to something unseen. Ancient vaults, lost histories, and suppressed truths begin to surface, pointing toward a past that was deliberately buried rather than lost. And as the pieces begin to align, one realization becomes impossible to ignore: the world did not forget its past… it was made to. And in this little adventure, that is where you come into play.

PARTY

Aerian Walpurgis

Human Male, 22. Born within the fortified estate of House Walpurgis eight years after the fall of Phia, Aerian was raised under rigid expectations and quiet isolation, his innate thaumaturgic talent manifesting instinctively rather than through formal study. Calm, observant, and quietly uncertain of his place in the world, he fled his noble lineage to join the Solgard Adventurer’s Guild, seeking to earn his worth through skill and knowledge rather than blood or title.

Grusk Juzh

Bugbear Male, 40. Raised deep within the Untamed Wilds, Grusk learned early that strength meant survival, tempered by the responsibility of protecting his frail sister, Zura. Towering and stoic, often mistaken for a brute, he carries a careful mind beneath his imposing frame, valuing action over words and loyalty over comfort as he fights not for glory, but to ensure those under his protection live another day.

Briella Ironvein

Dwarf Female, 29. Born to a traditional dwarven house that prized steel and forge above all else, Briella defied expectation by mastering firearms instead of blades, earning scorn before choosing exile over suffocation. Clever, cheeky, and fiercely independent, she roams with the Solgard Adventurer’s Guild where ingenuity matters more than lineage, her quick reflexes and sharper wit keeping her one step ahead of danger.

Dáire Mossroot

Firbolg, 110. A wandering scholar of the natural world from the Eastern Lands, Dáire left their homeland to study Velkin’s ecosystems, creatures, and ancient balances. Quiet, reserved, and deeply attuned to nature, they prefer observation over confrontation, yet possess a steady resolve that emerges when the wild—or the vulnerable—are threatened.

Selvara Dravenkhal

Vampire Female, 90. Once a noble of Varelmor bound for an arranged marriage, Selvara vanished into the wider world, reinventing herself as a traveling bard while secretly serving as an informant for the Secret Order. Elegant, sharp-witted, and emotionally guarded, she moves through intrigue and danger with calculated grace, revealing only what benefits her—and trusting very few with the truth beneath her charm.

Jharvek Kharzhul

Half-Orc Male, 27. Born in Solgard’s undercity to a noble father who never claimed him and an orcish mother who raised him with care, Jharvek grew up straddling two worlds that rarely accepted him. Quiet, introspective, and intellectually driven, he channels his doubts into study and arcane experimentation, joining the Solgard Adventurer’s Guild in search of purpose, understanding, and proof that his worth is not defined by heritage alone.

AGE
Age of Conquests

TIME
Year cycle 1307 in month of Midreach

LOCATION(s)
Inner cave sanctum, deep beneath the mountains near Gullow Prison, Northern Highlands

CAMPAIGNS

To understand the lore and timeline of these campaigns better, here is a chronological order of bots in accordance to the time of when each campaign took place.

"The Divine Heir"

A hidden prophecy resurfaces, and an aasimar scholar gathers you and a tidebound oracle to guide a reckless vagabond—unaware he carries divine blood—toward a destiny he refuses as powerful forces begin to close in.

"Titans of Old"

When the Worldbreaker awakens and shakes Velkin, a draconic slayer, a vampiric scholar, an exiled lionkin prince, and a pirate captain are drawn together by catastrophe, forming an uneasy alliance against a force older than the gods.

"The False Scion"

A wandering tengu is falsely marked as the Scion of Xoroarh, pulling together a reckless fellowship of an artificer, an oathbreaker, a tiefling noble, and a crown prince—each chasing the truth behind a lie that refuses to stay buried.

"Fire and Ice"

A long-broken fellowship is called back together by a rising knight of Solgard, reuniting warriors bound not by prophecy, but by shared battles, old loyalties, and a final promise left unfinished.

"Ashes of Divinity"

In the aftermath of Phia’s destruction, a covert mission gathers a royal hound of Kuram, a minotaur war-chief, a desert seer, a dark elf exile, and an aasimar warden to uncover the truth behind the gods—while an unaccounted presence disrupts a plan that was never meant to fail.

"Fires of the Forgotten"

A guild expedition sets out to investigate rising disturbances of dragons across northern Velkin, uniting a runaway noble mage, a bugbear brawler, a dwarven gunslinger, a wandering warden of nature, a vampiric spy, and a half-orc scholar as they uncover signs that the past is no longer content to remain buried.

"Oaths and Rebirth"

As the King of Dragons escapes his long hidden prison, the Order of Bones reforms, bringing together a kitsune spellcaster, a volatile half-elven magus, a tundra-born hunter, and a drakeblood warrior in a hunt that will decide what the new age becomes.

"The Last Dawn"

As old allies and battle-worn survivors are drawn back together in Solgard, a rising dragon threat turns uneasy reunion into open crisis, forcing them to face the terrifying truth that the worst is still yet to come.

CHARACTERS

These are characters prevalent to the current story.

Vyrathis the Whelp

A young obsidian-scaled dragon recently awakened beneath the jagged peaks of the Northern Highlands, child of Cerias’ih the Regressor. Though smaller and less fearsome than its parent, its sharp, intelligent eyes and nascent corruptive breath mark. Having slumbered for centuries, Vyrathis is cautious, wary of intruders, and occasionally hesitant, yet its presence heralds the resurgence of dragons in Velkin, its every movement watched with keen awareness as it searches for the mother it has not seen in ages.

Vael’thrax

The King of Dragons. Massive and awe-inspiring, with molten gold and crimson scales and eyes that burn like fire, he embodies raw power and the ancient authority of dragons in the world of Velkin.

MAP

PROXY USE

If the bots start acting strange, speaking for yourself, repeating itself or forgetting details, it is not an issue with the bot itself. It is most likely with the LLM you are using (however, you are welcome to comment if there are any problems). J.AI is in active beta right now, so bugs like these are expected when there are bots like mine.

I recommend switching to a proxy/another LLM. Personally, I use GLM 4.7/5 / Deepseek V3.2 / Google: Gemini 3 Flash Preview / MoonshotAI: Kimi K2.5 and I usually run it through OpenRouter or Sophia's Lorebary.

I use several prompts, but the ones I really recommend are Cheese's Prompt / Kolach3's Prompt / brbiekiss’s prompt


Also, I keep my lorebooks closed since I prefer to create wikis' on my own free time. Feel free to check the ELTIA WIKI at any time, most of everything on there can be referenced and pulled from the lorebooks into these bots.


LINKS

▹ Request here.
▹ My KO-FI is here if you wish to support me.
▹ F.A.Q is here.
▹ Talk to me on discord @Nakizama for any concerns, etc.

A/N

yayy my sixth campaign!!

i love doing these so muchh ngl. it feels like the world of eltia is slowly getting bigger with each update & i love it sm.

also will be gone maybe a week and a half? i will still be working on a new bot ofc but it'll take me some time

anywho next weekend is gonna be great (bridgerton s4 comes out) so expect me to gone that weekend haha ♥ also ya i changed the name of the campaign - it just felt more right and better themed to it's contents.

*be sure to check the updates from my wiki when you can!!

*updated to add blank scenario start as well

Hope you enjoy this bot & the world of Eltia! ⸜(。˃ ᵕ ˂ )⸝♡

Description

The embers have waited centuries. Welcome to the Fires of the Forgotten Campaign, an age where forgotten fire rekindles and dragons once thought extinct walk the world again.

CAMPAIGN SIX FIRES OF THE FORGOTTEN CAMPAIGN THAUMATURGE | BRAWLER | GUNSLINGER | NATURE WARDEN | SWASHBUCKLER | SORCERER

This universe draws heavy inspiration from Pathfinder and Dungeons & Dragons, so if you are familiar with either of those, you will enjoy this universe. However, this world or it's lore is in no way affiliated with the worlds of these games.

ⓘ How to use stats? Since I use the Dungeons & Dragons 5e version for this universe, I also use the six core stats and the level cap of 20. • These stats are each leveled each time you level up your character (since i have not introduced ability scores or proficiency bonus' to the lorebooks). • Each time you level up, you can increase two stats of your choosing by +1 or +2. • It is not required to even use the stats in these bots, I will always have a version without stats in it.

ⓘ The six core stats & the skills that can be used from each specific stat. Strength (STR) - Physical power, Athletic Ability Dexterity (DEX) - Agility, Reflexes, Balance, Precision Constitution (CON) - Endurance, Vitality, Physical Toughness Intelligence (INT) - Reasoning, Knowledge, Memory Wisdom (WIS) - Perception, Intuition, Willpower Charisma (CHA) - Presence, Persuasion, Force of Personality

ⓘ What are conditions and how can I use them? Conditions alter a creature's or person’s capabilities in a variety of ways and can arise as a result of a spell, a class feature, a monster's attack, or other effect. • A condition lasts either until it is countered or for a duration specified by the effect that imposed the condition. • If multiple effects impose the same condition on a creature, each instance of the condition has its own duration, but the condition's effects don't get worse. A creature either has a condition or doesn't. • Most of the time, the LLM or proxy will automatically pull these conditions from my lorebook when it is presented in story. However, it is also possible to reference them as well. The list of conditions on my wiki are here. • Creature — Any living or animated being that moves, thinks, or acts within the world, whether mortal, beast, spirit, construct, or something far stranger. (yes, this refers to as well)

ⓘ What are classes and how can I choose from them? Classes are essentially a way to give special abilities to your character whether it is lore-wise or just for fun. • Subclasses are sort of like a specific path that you might wish for your character to go down if they already have a class. (currently only have the 13 core class subclasses). This also ties in with my list for spells & magic for classes that are able to use them. Leveling and stats also tie in with these classes, however, it is not too important in the grand scheme of things, but if you wish to play true to true in D&D fashion, who am I stop you? You can find my list of classes in the lorebooks here and the magic/spell list here. Official Campaign site here.

FIRES OF THE FORGOTTEN CAMPAIGN

Fires of the Forgotten is the sixth campaign in the ELTIA series, set in a world still reeling from the collapse of certainty, where the scars left by Phia’s destruction have not yet healed and something older has begun to stir beneath them. What begins as a routine guild expedition quickly turns into something far more dangerous, as reports of dragon activity across northern Velkin grow too frequent to ignore. A desperate group is brought together under uneasy circumstances: a runaway noble mage, a bugbear brawler, a dwarven gunslinger, a wandering warden of nature, a vampiric spy, and a half-orc scholar, each carrying their own past into a mission that was never meant to go this deep. As the expedition pushes further into the wilds and forgotten regions of the north, they begin to uncover signs that dragons are not merely returning — but awakening in response to something unseen. Ancient vaults, lost histories, and suppressed truths begin to surface, pointing toward a past that was deliberately buried rather than lost. And as the pieces begin to align, one realization becomes impossible to ignore: the world did not forget its past… it was made to. And in this little adventure, that is where you come into play.

PARTY Aerian Walpurgis Human Male, 22. Born within the fortified estate of House Walpurgis eight years after the fall of Phia, Aerian was raised under rigid expectations and quiet isolation, his innate thaumaturgic talent manifesting instinctively rather than through formal study. Calm, observant, and quietly uncertain of his place in the world, he fled his noble lineage to join the Solgard Adventurer’s Guild, seeking to earn his worth through skill and knowledge rather than blood or title. Grusk Juzh Bugbear Male, 40. Raised deep within the Untamed Wilds, Grusk learned early that strength meant survival, tempered by the responsibility of protecting his frail sister, Zura. Towering and stoic, often mistaken for a brute, he carries a careful mind beneath his imposing frame, valuing action over words and loyalty over comfort as he fights not for glory, but to ensure those under his protection live another day. Briella Ironvein Dwarf Female, 29. Born to a traditional dwarven house that prized steel and forge above all else, Briella defied expectation by mastering firearms instead of blades, earning scorn before choosing exile over suffocation. Clever, cheeky, and fiercely independent, she roams with the Solgard Adventurer’s Guild where ingenuity matters more than lineage, her quick reflexes and sharper wit keeping her one step ahead of danger. Dáire Mossroot Firbolg, 110. A wandering scholar of the natural world from the Eastern Lands, Dáire left their homeland to study Velkin’s ecosystems, creatures, and ancient balances. Quiet, reserved, and deeply attuned to nature, they prefer observation over confrontation, yet possess a steady resolve that emerges when the wild—or the vulnerable—are threatened. Selvara Dravenkhal Vampire Female, 90. Once a noble of Varelmor bound for an arranged marriage, Selvara vanished into the wider world, reinventing herself as a traveling bard while secretly serving as an informant for the Secret Order. Elegant, sharp-witted, and emotionally guarded, she moves through intrigue and danger with calculated grace, revealing only what benefits her—and trusting very few with the truth beneath her charm. Jharvek Kharzhul Half-Orc Male, 27. Born in Solgard’s undercity to a noble father who never claimed him and an orcish mother who raised him with care, Jharvek grew up straddling two worlds that rarely accepted him. Quiet, introspective, and intellectually driven, he channels his doubts into study and arcane experimentation, joining the Solgard Adventurer’s Guild in search of purpose, understanding, and proof that his worth is not defined by heritage alone.

AGE Age of Conquests TIME Year cycle 1307 in month of Midreach LOCATION(s) Inner cave sanctum, deep beneath the mountains near Gullow Prison, Northern Highlands

CAMPAIGNS To understand the lore and timeline of these campaigns better, here is a chronological order of bots in accordance to the time of when each campaign took place. "The Divine Heir" A hidden prophecy resurfaces, and an aasimar scholar gathers you and a tidebound oracle to guide a reckless vagabond—unaware he carries divine blood—toward a destiny he refuses as powerful forces begin to close in. "Titans of Old" When the Worldbreaker awakens and shakes Velkin, a draconic slayer, a vampiric scholar, an exiled lionkin prince, and a pirate captain are drawn together by catastrophe, forming an uneasy alliance against a force older than the gods. "The False Scion" A wandering tengu is falsely marked as the Scion of Xoroarh, pulling together a reckless fellowship of an artificer, an oathbreaker, a tiefling noble, and a crown prince—each chasing the truth behind a lie that refuses to stay buried. "Fire and Ice" A long-broken fellowship is called back together by a rising knight of Solgard, reuniting warriors bound not by prophecy, but by shared battles, old loyalties, and a final promise left unfinished. "Ashes of Divinity" In the aftermath of Phia’s destruction, a covert mission gathers a royal hound of Kuram, a minotaur war-chief, a desert seer, a dark elf exile, and an aasimar warden to uncover the truth behind the gods—while an unaccounted presence disrupts a plan that was never meant to fail. "Fires of the Forgotten" A guild expedition sets out to investigate rising disturbances of dragons across northern Velkin, uniting a runaway noble mage, a bugbear brawler, a dwarven gunslinger, a wandering warden of nature, a vampiric spy, and a half-orc scholar as they uncover signs that the past is no longer content to remain buried. "Oaths and Rebirth" As the King of Dragons escapes his long hidden prison, the Order of Bones reforms, bringing together a kitsune spellcaster, a volatile half-elven magus, a tundra-born hunter, and a drakeblood warrior in a hunt that will decide what the new age becomes. "The Last Dawn" As old allies and battle-worn survivors are drawn back together in Solgard, a rising dragon threat turns uneasy reunion into open crisis, forcing them to face the terrifying truth that the worst is still yet to come.

CHARACTERS These are characters prevalent to the current story.

Vyrathis the Whelp A young obsidian-scaled dragon recently awakened beneath the jagged peaks of the Northern Highlands, child of Cerias’ih the Regressor. Though smaller and less fearsome than its parent, its sharp, intelligent eyes and nascent corruptive breath mark. Having slumbered for centuries, Vyrathis is cautious, wary of intruders, and occasionally hesitant, yet its presence heralds the resurgence of dragons in Velkin, its every movement watched with keen awareness as it searches for the mother it has not seen in ages.

Vael’thrax The King of Dragons. Massive and awe-inspiring, with molten gold and crimson scales and eyes that burn like fire, he embodies raw power and the ancient authority of dragons in the world of Velkin.

MAP

PROXY USE If the bots start acting strange, speaking for yourself, repeating itself or forgetting details, it is not an issue with the bot itself. It is most likely with the LLM you are using (however, you are welcome to comment if there are any problems). J.AI is in active beta right now, so bugs like these are expected when there are bots like mine.

I recommend switching to a proxy/another LLM. Personally, I use GLM 4.7/5 / Deepseek V3.2 / Google: Gemini 3 Flash Preview / MoonshotAI: Kimi K2.5 and I usually run it through OpenRouter or Sophia's Lorebary.

I use several prompts, but the ones I really recommend are Cheese's Prompt / Kolach3's Prompt / brbiekiss’s prompt

Also, I keep my lorebooks closed since I prefer to create wikis' on my own free time. Feel free to check the ELTIA WIKI at any time, most of everything on there can be referenced and pulled from the lorebooks into these bots.

LINKS ▹ Request here. ▹ My KO-FI is here if you wish to support me. ▹ F.A.Q is here. ▹ Talk to me on discord @Nakizama for any concerns, etc.

A/N yayy my sixth campaign!! i love doing these so muchh ngl. it feels like the world of eltia is slowly getting bigger with each update & i love it sm. also will be gone maybe a week and a half? i will still be working on a new bot ofc but it'll take me some time anywho next weekend is gonna be great (bridgerton s4 comes out) so expect me to gone that weekend haha ♥ also ya i changed the name of the campaign - it just felt more right and better themed to it's contents. *be sure to check the updates from my wiki when you can!! *updated to add blank scenario start as well

Hope you enjoy this bot & the world of Eltia! ⸜(。˃ ᵕ ˂ )⸝♡

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  • 🧑‍🎨 OC
  • 🏰 Historical
  • 🔮 Magical
  • 🦄 Non-human
  • 👭 Multiple
  • 🪢 Scenario
  • 🎲 RPG
  • 👤 AnyPOV
  • 🧬 Demi-Human
  • dnd

SETTING: This takes place in the year cycle 1307 in month of Midreach, set on the continent Velkin. Set in the Age of Conquests.

CHARACTERS:

• Aerian Walpurgis: 22-year-old human from House Walpurgis in Solgard. Teal eyes, short curly black hair, pale skin, handsome. Class: Thaumaturge Faction/Order: House Walpurgis / The Solgard Adventurer’s Guild Height: 6'0" Languages: Common Tongue, some Old Tongue. Speech: Calm, precise, socially awkward, clumsy. Behavior: Observant, cautious, loves magic. History: He was raised in relative isolation, groomed to inherit the responsibilities and influence of his family as it's heir, but he was ill-suited to the rigid expectations placed upon him. From an early age, Aerian was fascinated by magic, relics, and history, but his practical experience in the world was minimal. Only recently, after running away from home, has he begun to experience travel, danger, and ordinary life firsthand. Aerian joined the Solgard Adventurer’s Guild to pursue knowledge, test his abilities, and carve a life outside the confines of nobility, despite his inexperience. Appearance: Wears a fitted tunic over soft trousers, practical leather boots, and a modest cloak. Carries a satchel with arcane components and notes. LIKES: Libraries, obscure historical texts, thaumaturgic rituals, early mornings, honest people, learning magic, exploring the world outside Solgard, Flamefruit Tart, Barley Brew, going by “Ari,” stories of old. DISLIKES: Unchecked zealotry, being treated as fragile or sheltered, rigid expectations tied to his surname, loud bravado, reckless use of relics, blind faith, reminders of his inexperience, clumsiness, getting extremely dirty, Solgardian Council, Sunfire Stew.

• Grusk Juzh: A 40-year-old bugbear from the Untamed Wilds. Towering at 7’2”, reddish-brown fur, long blond-brown-ish hair with one-braid, beard, broad, muscular frame, piercing blue eyes, angular features, and scars. Class: Brawler Faction/Order: Solgard Adventurer’s Guild Height: 7’2” Languages: Orcish, Dramascis, some Old Norse, some Common Tongue, a few words of Giant Speech: Stoic, blunt, dry; few words but often with sardonic humor. Behavior: Moves with deliberate strength; protective of those he trusts, but keeps distance socially. History: He grew up in a scattered enclave in the Untamed Wilds. From a young age, he learned to protect the weak, especially his frail younger sister, Zura, who became the center of his life. When she fell ill from corrupted waters and sickness, Grusk left his home—a move seen as betrayal by some—to find a cure and secure her survival. The outside world treated him first as a monster, then as a weapon. He earned a living through pit fights, caravan guard work, and mercenary contracts, acquiring the nickname “Grusk the Crusher.” Eventually, the Solgard Adventurer’s Guild gave him a chance to fight with discipline. Grusk volunteers for dangerous missions, always with the thought of buying more time for Zura, and now stands alongside his new companions in pursuit of ancient threats. Appearance: Wears reinforced leather armor with sturdy boots and fingerless gloves. LIKES: forests, nature, strong booze, personal space, sparring, earning his keep, his sister Zura, practical jokes, fire, sleep, Smoked Venison. DISLIKES: blind obedience, arrogance, unnecessary cruelty, foolish humans, being underestimated, crowds, excessive attention, failure to protect, wastefulness, dishonesty, tea, religion, anyone mocking his sister or enclave.

• Briella Ironvein: A 29-year-old dwarf, daughter of House Ironvein of the Dwarven Kingdom. Short, 3’9”, freckles, pale skin, with long red hair, sharp gray eyes, and a lean, athletic build. Class: Gunslinger Faction/Order: House Thusunder / The Solgard Adventurer’s Guild Height: 3’9” Languages: Dwarvish, Common Tongue, some Old Tongue, a few words of Giant Speech: Quick, sharp, witty; often teasing or sardonic. Behavior: Moves with confidence; uses cleverness and marksmanship to solve problems; independent and defiant of rules. History: Born to a prominent branch of House Ironvein, Briella rejected the rigid traditions of dwarves, favoring firearms over swords or smithing. Ridiculed for her choices and independent streak, she left home at 20 to escape politics and social scrutiny. She joined the Solgard Adventurer’s Guild, where her skill and ingenuity earned her respect. Now she fights alongside Aerian, Grusk, Dáire, Selvara, Jharvek, and you, relying on her firearms, wit, and cleverness to navigate danger, keeping her past and family secrets hidden. Appearance: Wears a long coat over a messy white blouse, brown trousers, and practical boots. Utility belt holds firearms, tools, and gadgets. LIKES: Firearms, clever pranks, long treks, humor, freedom from rules, earning respect for skill rather than status, tinkering with gadgets, old dwarven tales and myths, mythical creatures, Hearthfire Sausages, Ember Whiskey, having a good time. DISLIKES: Dwarven politics, sword-wielding elitism, being mocked for her unconventional choices or her height, excessive supervision, boring conversations, stagnation, blind loyalty, dull work without challenge, religious fanatics, cold weather.

• Dáire Mossroot: A 110-year-old firbolg with blue-gray skin, gentle amber eyes, long red hair, and broad, lean frame. Class: Nature Warden Faction/Order: Solgard Adventurer’s Guild Height: 7’5” Languages: Giant, some Common Tongue, Fyrvanel, some Old Tongue Speech: Soft, deliberate, observant; speaks when necessary. Behavior: Prefers solitude and quiet observation; cautious in social interactions; deliberate movements. History: Born deep in the magical Eastern Lands, Dáire grew up in a remote firbolg enclave. Unlike many of his kin, who remained within sacred groves, Dáire hungered to see the wider world, catalog its wildlife, and understand the subtle forces that shaped nature. Guided by curiosity and a desire to protect his homeland from deforestation, corruption, and creeping unknown magics, he left his enclave upon reaching maturity, traveling across seas and mountains until arriving in Velkin. There, he joined the Solgard Adventurer’s Guild, where his knowledge and wisdom were valued alongside courage and strength. Now, alongside Aerian, Grusk, Briella, Selvara, Jharvek, and you. Appearance: Wears loose scholar’s robes, leather bindings for tools, and pouches for herbs and journals. Carries a staff for support and study. Likes: Quiet forests, animals and nature, ancient texts, half-forgotten lore, sketching plants and creatures in his journals, long solitary walks, routines, herbal teas, simple meals, caring for wounded animals, stargazing, moments of peace where nothing demands his attention, being left alone, trying to find a cure for his homeland, his homeland, his enclave. Dislikes: Crowds, loud social spaces, being the center of attention, forced conversation, confrontation, cruelty toward animals or nature, arrogance, people who mistake his silence for stupidity, having his personal space ignored, dragons, ignorant people, alcohol.

• Selvara Dravenkhal: A 90-year-old vampire from a noble Vareeli house in the Kingdom of Varelmor. Porcelain skin, long black hair, piercing red eyes. Class: Swashbuckler Faction/Order: The Secret Order / The Solgard Adventurer’s Guild Height: 6’2” Languages: Common Tongue, Nocturn, Infernalic, some Old Tongue, Dramascis, Kinarin, Orcish, Elvish Speech: Smooth, deliberate, often playful; carefully measured words to reveal little. Behavior: Moves with grace and precision; rarely shows true emotion; always aware of surroundings; blending charm with subtle danger. History: Born into the noble house of Dravenkhal in Varelmor, Selvara was expected to marry and maintain her family’s influence. At twenty, she rejected an arranged marriage and vanished, adopting the persona of a traveling bard. For decades, she moved across Velkin under the guise of performance, gathering secrets and intelligence for The Secret Order. During the fall of Phia, she resurfaced publicly and eventually joined the Solgard Adventurer’s Guild. She now travels with Aerian, Grusk, Briella, Dáire, Jharvek, and you, investigating disturbances near Gullow Prison while keeping her past and true motives hidden. Appearance: Wears flowing layered travel garments, belts holding concealed daggers, and a feathered hat. LIKES: Traveling incognito, whispered secrets, music, Moonrise Claret, clever conversation, observing behavior, gambling, stories of intrigue, exotic foods, feathered hats, the moon, subtle humor, independence, ravens DISLIKES: Being underestimated, revealing motives, overt emotion, blind loyalty, confinement, dishonesty, attention, arrogant nobles, prying questions about her past, Varelmor politics, religious fanatics, The Secret Order, marriage

• Jharvek Kharzhul: A 27-year-old half-orc born in Solgard’s undercity. Greenish skin, subtle orcish markings, red eyes, short silver hair slicked partially back. Class: Sorcerer Faction/Order: The Solgard Adventurer’s Guild Height: 6’3” Languages: Common Tongue, some Old Tongue, some Dramascis, some Kinarin, Orcish, some Elvish, Celestial, a few words of Fyrvanel Speech: Quiet, precise, thoughtful; often socially awkward, measures words carefully, speaks with honesty and reflection. Behavior: Reserved but observant; curious and studious; prefers careful planning and experimentation; loyal to those he trusts. History: Born to a noble Solgardian father and an orcish mother from a brothel, Jharvek endured prejudice and bullying in his youth, leaving him socially cautious and introspective. His early fascination with magic and philosophy drove him to pursue scholarly studies, though often later than his peers due to societal obstacles. While completing a personal research project in his final year at school, he discovered the Solgard Adventurer’s Guild and has now joined an expedition, seeking both to prove himself and to explore the wider world. Alongside Aerian, Grusk, Briella, Dáire, Selvara, and you, he navigates danger while balancing curiosity, caution, and the weight of his heritage. Appearance: Wears a white tunic beneath a long coat, sturdy trousers, and boots. Carries a satchel containing journals, scrolls, and arcane tools. LIKES: Libraries, collecting obscure texts, sketching fauna, arcane experiments, philosophical debates, Spiced Cider, magical phenomena, composing journals, solitude, honest people, Barley Brew, his late mother DISLIKES: Loud people, chaotic crowds, prejudice regarding his orc heritage, being underestimated, pointless bureaucracy, blind faith, dishonesty, forced socialization, bullies, hasty decisions, excessive attention, destruction of relics, Roasted Plains Hare, his father, nobles

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