The Shifting Tides/Character Roster: Difference between revisions

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(Created page with "=Notable Players in the Party= ===Aelar=== Aelar was born in a quiet farming village in the Jut’patii Commonwealth, where his tiefling heritage always set him apart. At fourteen he left home and wandered into the hills, where he met a hermit who practiced forgotten magics. The old man took him in, and Aelar spent years learning the craft. After his teacher’s death, he struck out on his own, carrying both the lessons he’d learned and a hunger to see more of the wor...")
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Revision as of 08:52, 23 August 2025

Notable Players in the Party

Aelar

Aelar was born in a quiet farming village in the Jut’patii Commonwealth, where his tiefling heritage always set him apart. At fourteen he left home and wandered into the hills, where he met a hermit who practiced forgotten magics. The old man took him in, and Aelar spent years learning the craft. After his teacher’s death, he struck out on his own, carrying both the lessons he’d learned and a hunger to see more of the world than just his village fields.

Birthplace: Quiet farming village, Jut’patii Commonwealth Heritage: Tiefling Early Life: Left home at 14, trained under a hermit in forgotten magics Current Goal: Explore the world beyond his village Traits/Quirks: Curious, studious, carries lessons from his mentor

Alaric

Alaric Nyxos grew up in the East Ward of Genth, where every day was a fight to get by. He discovered a talent for magic that set him apart, but he also ran with gangs for a while before leaving home. A map he stumbled across hints at a lost land in the frozen north, and Alaric is determined to see what secrets it’s hiding. To most who meet him, he seems quiet but reliable, and he occasionally carves wood, a trick he picked up from his father.

Birthplace: Brick Steps, Genth Heritage: Human Early Life: Grew up in a rough neighborhood, discovered a talent for magic, ran with gangs before leaving home Current Goal: Discover a lost land in the frozen north Traits/Quirks: Quiet but reliable, keeps his cards close, occasionally carves wood

Connie

Connie grew up in Kuna’la, a hidden village in the Zephyra Dominion. Restless at sixteen, she slipped aboard a trade ship and never looked back. Since then she’s carved her way through the world with her voice, her music, and a knack for reading people. She carries a wooden flute from her homeland, the one keepsake she won’t part with, a reminder of where she started and of someone waiting back home.

Birthplace: Kuna’la, Zephyra Dominion Heritage: Dragonborn Early Life: Restless, left home at 16 to travel by ship, grew skilled in music and persuasion Current Goal: Explore the world while holding onto her roots Traits/Quirks: Charismatic, mysterious, keeps a wooden flute from home

Jack

Nobody knows where Jack came from. One night, the Suryat tribe found him as a toddler by a lake, big as a barrel and grinning. Raised by the tribe and trained by William Manne, he learned to fight smart and win without cruelty. Jack left the tribe seeking adventure, wanting to become a name people remember. He keeps a rough map of that lake, hoping one day to discover his origins.

Birthplace: Unknown (found by the Suryat tribe) Heritage: Goliath Early Life: Raised by a tribe and a mentor, trained in combat, grew into a formidable fighter Current Goal: Become a legendary figure and discover his origins Traits/Quirks: Boisterous, loyal, loves drinking and wrestling, keeps a rough map of his childhood lake

Maren

Maren grew up on the edges of the Technocracy of Ovrithal, never one to stay in place. She spent her childhood exploring the woods, which turned into a lifelong habit of traveling, building, and discovering. People know her as clever and unpredictable, always tinkering, and she wears a mysterious silver-and-jade pendant, older than even she knows.

Birthplace: Edges of the Technocracy of Ovrithal Heritage: Human Early Life: Adventurous, spent childhood exploring woods, developed curiosity for building and tinkering Current Goal: Travel constantly, invent and discover Traits/Quirks: Clever, unpredictable, always tinkering, wears a mysterious silver-and-jade pendant

Slick

Slick grew up in Agimarin as the youngest son of a merchant-noble family. Always chasing adventure, pulling pranks, and making mischief, he eventually left home with his lute, lockpicks, and toys. He travels from town to town, performing, pulling tricks, and enjoying life. The world, to him, is a stage, a puzzle, and a game he fully intends to win.

Birthplace: Agimarin Heritage: Elf Early Life: Youngest of a merchant-noble family, mischievous, left home to pursue adventure and fun Current Goal: Explore towns, perform, pull off tricks, and enjoy life Traits/Quirks: Cheerful, clever, loves music and sleight-of-hand, enjoys causing harmless trouble