
Brimleydower |

Go ahead and shift our character creation discussions over to here. Once we've got characters set up, backstories settled, and backgrounds figured out, I'll start guiding us through some proper worldbuilding for the region we're playing in.
Stat Arrays:
As a gentle reminder, you guys can swap a single stat with another player (if both agree to it) but only once.

Barazi |

Also, as to our backgrounds Jelani:
I was kinda thinking that wherever Barazi was from was a long way away, and she was one of the few survivors that was scattered across the world. And that she isn’t a slave long (except for the trip on a boat) before being rescued or released by her buyer.
If you are an urbanite, it’d be far easier (and helpful) if you perhaps saw in her a link to your Elven ancestry and didn’t like seeing her in chains. So you either buy/rescue her. I was going to play her as so being from such an insular community that she doesn’t even know Common, so you could be her tutor/translator too.
Or, if you WANT to be a blood relation, maybe your father was an adventurer and came across my tribe a few years ago. He fell for an Elven woman there (my aunt), and she agreed to leave with him. Then you two happen to see my character as a slave for sale and your mother recognized me. Then we’d be cousins AND you save me.
She, at game start, likely has little in the way of possessions unless this is some time after her rescue.
I’ll work on her build ASAP. Have in laws in town this weekend.

Jubal Breakbottle |

OK Here's the skeleton of the crunch:
* Forest Gnome
* Cleric of Knowledge - Arcana*, History*, Insight, Medicine, Sylvan, Draconic
* Folk Hero - Cartographer's tools
Skeleton of background:
He's an apprentice/courier for an organization of good magic users who protect the land from evil magic. He travels all around the land collecting information and bringing messages among the organization that's why he is well known by the commoners who he heals, mends their stuff, brings news, etc.
Beyond 1st level, he will advance as an Illusionist.
Need to do family things and a lot of work things so will try to create a profile by the end of tomorrow.
cheers

DM Jelani |

In that case, why don't I just be an anti-slavery crusader? Maybe I was born a slave, and after eventually being freed somehow I made it my life mission to travel the world doing what I can to free anyone enslaved or in unjust bondage.
I could be part of some underground railroad type organization, or I could just be a solo flier.
In this scenario, I imagine my person would have just found her enslaved somewhere and freed her whichever way was easiest 1) buy her, 2) trade something for her, 3) murder her master(s).
I'll probably be female as well, since I haven't played a woman in a while and it would go against the trope a bit.

Barazi |

That’s fine by me. I was really considering not knowing Common, but I’m thinking it’ll just be a new language you taught her and, while she understands most of it, she still speaks it very broken and basic.
I’m still debating what look I wanna go with for her:
Dressed somewhat civilized, assuming you are teaching her some about civilized life.
or
or

Ruach "Rosetongue" Ceallaigh |

This is my character (Jelani). I decided to stop fighting the class mechanics and just go melee. I'll use my spells for ranged damage I guess.
@ Brimleydower - Can I replace the starting leather armor with hide armor (same price)?
I gave myself a longsword without paying for it...is that okay? If I'm doing it right I think I got the two daggers for free.
I'd like to get and use a shield until I can afford some much better armor. Do I need to spend 10 of my 15 GP to get one?
Can I cast spells without a hand free? If not, can I cast spells with my shield in one hand and my rod focus in the other?
What is the action economy of drawing/sheathing things?
Edit: Like, if I'm fighting someone with my shield and longsword out, and they hit me, can I use a reaction to cast shield? Or would that only be possible if I had my arcane focus in one hand? Or something else? Thanks.

Brimleydower |

Hmmm... looks like they neglected to include it on the wiki page I linked, but you can elect to roll for starting gold and buy your gear directly instead of using the standard package. That's just a quick-build feature, mostly. Warlocks can start with 4d4x10 gold instead. That's in addition to whatever gold your Background grants you. Beyond that, I'm cool with people swapping things out on their quick-build lists for something of equal value if they'd like.
Spellcasting with a Somatic or Material component requires a free hand to cast. Also of note: you can draw a weapon for free on your turn, or you can sheath your weapon for free on your turn. Doing one or the other costs you nothing, in essence, but trying to do both in the same round would eat up your Action. Easiest way around that is to pick up the Warcaster Feat at earliest convenience.
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits
You have advantage on Constitution saving throws that you make to maintain your concentration on a spell when you take damage.
You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
When a hostile creature’s movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, rather than making an opportunity attack. The spell must have a casting time of 1 action and must target only that creature.
An arcane focus or spell component pouch only require a free hand to interact with to satisfy the Material component of a spell. So it's less a case of having to hold your rod focus to cast a spell than it is casting a spell requires you to briefly interact with it (or fish something out of your component pouch). That's not to say you can't just go around holding your focus for thematic reasons, holding it or not holding it won't interfere with it in terms of spellcasting mechanics. Only becomes an issue if both of your hands are otherwise occupied.
With a shield and a weapon in use, shield can't be cast. I'd be cool with a buckler/targe/madu homebrew shield that only provides +1 AC (compared to a normal shield's +2) but allows you to keep a hand free for spellcasting, if you'd like to do that.

Ruach "Rosetongue" Ceallaigh |

I guess I'll just skip the shield then.
When holding a longsword do I need to specify how many hands I have on it at a time? Is it an action to change that? Like, if I'm utilizing the versatile property to get the 1d10 damage with two hands, and then someone attacks me after my turn, can I just take one hand off the hilt to cast shield? Or would I have to wait until my next turn to do a free action to change my handedness?
Once my Pact Blade becomes my arcane focus through improved pact weapon it's a moot point, right? Even if I'm wielding a two-handed weapon, if that weapon is my focus, then I can cast spells, correct?

Brimleydower |

Taking a look at the character sheet...
We'll need to cobble together some details about your Patron, specifically with regards to the sentient weapon you're drawing power from. Although that might become easier to peg after you've settled on a backstory.

Belbajak Sweetwater |

Here's Belbajak
The clan of Sweetwater has been in the special delivery business since the last war. Papi Sweetwater worked as a scout for a cadre of magic users protecting the land. After the war, he continued couriering books, scrolls and anything too large for birds among the cadre. As the years went on, some of the cadre became more isolated, so he began delivering living supplies to them, too. Then, they needed more deliveries, so it became a family business.
This cadre of magic users are an organization of magic users and scholars devoted to protecting the land from evil. (I can develop more here. Please let me know the sandbox in which you want me to build.)
Belbajak grew up in the family business. He first accompanied his grandparents and great aunts and uncles on local runs. Then, he accompanied his parents, aunts and uncles on further deliveries and performed local deliveries on his own. The Sweetwater name is well-known and so is Belbajak. They are known to work for magic users who commoners revere as legends, as well as to share stories and minor magics.
The way it currently works is that the Sweetwaters operate a network of birds that travel between the cadre and merchants to deliver messages of demand and deliveries.
While many of his cousins focused on the business or the travels, the primary lesson that Belbajak learned was ‘knowledge is power.’ This obsession caused him to read every book in the burrow, because Papi created a library. Papi and other relatives sometimes took their payment in books and stories too, which they wrote in journals for the library.
Belbajak’s obsession has also transformed into a dedication to the god of magic and knowledge. (I can develop more here. Please let me know the sandbox in which you want me to build.) He wears the god’s symbol around his neck and can work his blessings. Belbajak is currently studying a spellbook that he found in the family library.

Brimleydower |

I'm compiling a list of questions to dig deeper for characters that I'll go into when they are finished. In the meantime, there are a few nuggets of setting lore I've already taken some liberties with.
Something to be considering in Belbajak's case is magic in general: for many centuries, stretching far beyond living memory (excepting possibly dragons or elves), the potency and efficacy of magic and spells in general have been waning. In game terms, this means 3rd and 4th level magic were the most any spellcasters could ever hope to acquire. In the last decade or so, this suddenly changes. The knock-on effect this will have in-game is that magic and magic-users have been uncommon compared to that of, say, Golarion or Forgotten Realms. On the other hand, with the magic's resurgence, I'd expect the world to be on the cusp of a Magic Renaissance. Something to consider, at any rate.

Jubal Breakbottle |

I swapped Belbajak's 16 Con with his 12 Wisdom increasing many of his skill bonuses and giving him two more prepared spells.
Something to be considering in Belbajak's case is magic in general: for many centuries, stretching far beyond living memory (excepting possibly dragons or elves), the potency and efficacy of magic and spells in general have been waning. In game terms, this means 3rd and 4th level magic were the most any spellcasters could ever hope to acquire. In the last decade or so, this suddenly changes. The knock-on effect this will have in-game is that magic and magic-users have been uncommon compared to that of, say, Golarion or Forgotten Realms. On the other hand, with the magic's resurgence, I'd expect the world to be on the cusp of a Magic Renaissance. Something to consider, at any rate.
One thing that I'd like to introduce in this sandbox is the notion of war. In real-life before the 20th century, war affected most everyone on the planet every generation. In most fantasy settings, war seldom occurs. Don't get me wrong, I'm not suggesting that we necessarily adventure in a war. What I'm suggesting is that we anchor the setting history to the last wars and potential new wars that threaten the commoners who always get hurt.
Potentially, Belbajak's own cleric level 1 would not have been converted from an obsession to genuine blessings without the current easier access to magic. Potentially, it's a resurgence of his own god of magic and knowledge, but you probably already have a storyline.
Since I feel that Thornleaf is in the countryside, any increase in magic items would be a trickle with the big increases in available magic items would be in towns and cities. For example, potions of healing would now be available in the Thornleaf general store at the price of good armor.

Ruach "Rosetongue" Ceallaigh |

Taking a look at the character sheet...
Add in your Proficiency Bonus to your Wis and Cha saves.
Daggers are finesse weapons, so you can apply your Dex to attack and damage bonuses (including thrown). Range increments of 20ft./60 ft. means you can throw it up to 60 ft. but will have Disadvantage on any attacks greater than 20 ft. away from you.
Thieves' tools require being proficient in Thieves' tools to utilize them. We'll need to cobble together some details about your Patron, specifically with regards to the sentient weapon you're drawing power from. Although that might become easier to peg after you've settled on a backstory.
I traded my disguise kit proficiency and disguise kit for thieve's tools since they cost the same, and it makes more sense for Ruach. He needs to be able to break into places to free slaves more than he needs to disguise himself.

Brimleydower |

Jubal brought up war as it relates to current timeline, specifically as being more than just some background coloring. I had designs on this world being driven more by the civilized races, and that dovetails nicely with that concept. My initial thinking is that supernatural creatures follow the wax and wane of magic in the world (with a few exceptions). For the most part, they will have passed into the realm of myth, although those few who plumb the forgotten ruins and deep wilderness would know that to be untrue. Tegardless, I'm leaning towards less of a "go kill monsters" angle as a base, in favor of kingdoms and fiefdoms at odds.
Humanoids aren't included in this. Goblinoids, giants, gnolls, kobolds, etc. are all very much an active factor.
Dragons always exist, but their potency would follow along with the fall and rise of magic. Those few who know enough to worry would likely be bracing for the less kindly dragons to begin exercising their renewed prowess. Metallic dragons are rare in their true forms, but I like the idea of them meddling in "human" affairs/politics in shapeshifted forms. This wouldn't be common knowledge, but it's likely, maybe, that most kingdoms have a dragon among the ruling officials.
Orcs aren't a brutish, conquering horde (usually). More on that later when I'm at a computer, but the short version is that orcs have a very civilized empire. Half-orcs are one of the most populous races on the planet (due to a long history of human enslavement and interbreeding that was ended a while back).

Jubal Breakbottle |

How long is your magic cycle from wax and wane? Are you splitting the magics of arcane and divine, or do they both wax and wane at the same rhythm?
Would there have been a magic dark ages? Where knowledge of magic was "lost" before it was rediscovered? Did the magic dark ages coincide with the collapse of an empire, like the Roman?
What is the level of technology? Do you want to simplify by making it very analogous to a time in history? With a similar path of development both past and future?

Barazi |

Well, I already had said I was from “parts unknown” in advance, SO TOO LATE BRIMLEY! Haha
Anywho
I’ve said the gist of her background above. But, I figure that her slavers we’re traveling through the small village of Thornleaf while en route to a larger city to find a good price for Barazi. This is possibly where Ruach finds and rescues her. The pair maybe hide out in the woods to avoid pursuit until things die down, before returning to the town a bit later.
Seems that both Ruarch and Argyri have anti-slavery things going on...perhaps they are partners?
Also seems likely that Belbajak had heard of the slavers through his business arrangements. Also, the pair/trio could have been hiding out near Sweetwater and came across some of Belbajak’s family while hiding out.
As to the slaver organization itself:
I’m thinking something along the lines of Faerun’s Zhentarim. They have a zealous backing of wealthy and unscrupulous merchant lords. They deal in various goods and use their organization to try and set prices where THEY want them, be it through economic leverage, market control, or downright thuggery. It’s been rumored (but never proven) that they’ve even driven countries to war to exploit the economic boom of the need for arms, armor, and supplies (Hint: they totally have done that on multiple occasions).
One trade they partake in is slavery. They take it very seriously, as the purchase of an individual slave is often a very profitable venture. As such, they take a very active interest in eliminating organizations that interfere with their slave dealings to prevent true groups from forming and opposing them. It’s far cheaper to crush these sort of things before they get out of hand.
They stay in business, however, because none of these rumors have ever been proven true. Sure, they deal in slavery. But they do offer good rates on goods, and that filthy talk of muggings and murders is all just hearsay from jealous merchants trying to give them a bad name.

Brimleydower |

No distinction between magic types. They are just different vehicles to the same ability. Wizards use math, sorcerers use latent talent and force of will, clerics siphon off some divine intervention, etc.
Magic isn't on a cyclical ebb & flow. It worked just fine throughout ancient history, then declined for many centuries. Now magic has awakened to its former glory once more. As I mentioned previously, magic was merely limited, somewhat muted, for a long period of time. The most powerful wizard in the world would have been capable of 4th level spells.
As to why magic faded? We'll have to decide, as well as why it is resurgent.
Technology will be vanilla D&D. Which is to say crossbows, steel, emerging naval tech.
The area you guys are starting in re: slavers... my thought was that the nation(s) frowns on slavery. It is illegal to own a person as property. However, it is also a very feudal/fiefdom place, so the whole serfs, peasants vs. nobility aspect is often little better than slavery.
Of course, money talks loudly, so rich foreigners might be able to conduct their slave trade enterprise without interference if the proper donations are made. The only stipulation would be that, perhaps, the transportation or transaction involving slaves needs to be transient. So they wouldn't be permitted to just have a slave pen in operation within these borders, but they could transport them onto a frigate or meet buyers to conclude business so long as they have paid for the right to do so and operate within a defined period of time.
This, imo, would make this area an appealing place to setup shop for the more liberty driven wing of the Booze-God Argyri serves. They could simply buy slaves and free them when coffers permit. If funds are strained, maybe they set up in the wilds as faux-brigands to secure their freedom by force.

Ruach "Rosetongue" Ceallaigh |

Re: Tech level - [rant]As a history student, and since it's a pet peeve of mine, I have to point this out. Vanilla DnD tech = Eurasian weapons and armor randomly mixed together from the 6th century through the 17th century, with everything else except weapons/fortifications being 17th-18th century tech level (in most settings anyway). And they give half the weapons historically inaccurate names. -sigh-[/rant]
Re: Background: I wrote up some pretty detailed notes for Ruach last night, but I want most of it to be unknown to the other players. I will write it up as narrative today (hopefully) and send it to Brimley, and then I'll put the parts he would tell his companions about in his profile.
I travel under cover as a wandering minstrel, not an anti-slavery crusader. So I could see Argyri and Ruach traveling together. Perhaps I perform while he works the crowd; or he distills brandy and sells it to the rural inns and public houses while I offer them performance. If the latter we'd need a cart, mule and small portable distillery. I would have suggested ale or mead, but ale doesn't keep well and mead needs a bee colony. Beer we'd need a supply of hops, which is also not practical on the road. For Brandy all we need is wine, which we can buy almost anywhere and then make better.
I think Ruach rescued Barazi at least three months ago, and took her in. He started teaching her common, and how to be normal, while telling everyone she is his simpleminded half-sister as a cover story. He feels bad for her and wants to make sure she's ready to take care of herself in the world before he cuts her loose. Some of her druidic skills might also prove useful in freeing other slaves. Also, Ruach definitely still needs to get in her pants, but he's waiting to seduce her until he won't have to deal with her afterward (least that's what he's been telling himself).
That being said, perhaps Argyri and I have been together for as much as a year (I'd like us to have a closer partner-type relationship). Then we freed Barazi a few months ago from a pen out in the wilds, and we've been on the move ever since trying to stay off the Red Right Hand's radar (the slavers/crime cartel/Zhentarim).
The three of us roll into Thornleaf after a couple weeks on the road, looking for mattresses, baths and proper food for a couple nights. While performing in the common room, Belbajak arrives to deliver a package to the innkeep. He is fascinated by Ruach's use of magic in the performance, and seeks the trio out for conversation after the show. Then the DM steps in and some tragic event occurs which will unite the group through circumstance into the team of heroes who will save the day! /end
Thoughts?

Jubal Breakbottle |

As to why magic declined, an industrious magic user could have discovered the source of magic in the world and plugged it for whatever reason at the height of the empire. Maybe they didn't want future generations to be as powerful as him.
Without the source steadily refilling the world like a bathtub, the inherent magic in the world was used up causing the empire to fall. Turning the place in squabbling children of the empire. Slavery is a practice of barbarians or the Eastern Empire. Recently, the plug was unblocked and the world has been steadily refilling with magic.
Belbajak lives in Thornleaf, so he could have been in town between deliveries. He loves to party.

Ruach "Rosetongue" Ceallaigh |

Belbajak lives in Thornleaf, so he could have been in town between deliveries. He loves to party.
Sorry, I thought he lived in Sweetwater (I guess that basically is Thronleaf, eh?). If he's normally in town he could have just shown up to sample the brandy and hear the performance, then gets interested in the magical part and comes to meet us after the show.

Brimleydower |

Re: Tech level - [rant]As a history student, and since it's a pet peeve of mine, I have to point this out. Vanilla DnD tech = Eurasian weapons and armor randomly mixed together from the 6th century through the 17th century, with everything else except weapons/fortifications being 17th-18th century tech level (in most settings anyway). And they give half the weapons historically inaccurate names. -sigh-[/rant]
Yeah, it's a hot mess, and most of it's baked into the culture of D&D at this point. I'm mostly just trying to avoid reinventing the wheel in terms of mechanics/statistics based on what's available in the core rulebooks.
Re: Background: I wrote up some pretty detailed notes...
All of the backstory stuff looks good on my end. I may take some liberties with NPCs you guys know ahead of time to help spur things along, but I'll ultimately wait until everyone signs off on previous affiliations before I start contributing directly.
As to why magic declined, an industrious magic user could have discovered the source of magic in the world and plugged it for whatever reason at the height of the empire. Maybe they didn't want future generations to be as powerful as him
I have some thoughts on the magic situation that I can incorporate, but I'm open to hearing any thoughts from the others before I work it in officially. I had a thought that game world history would be worlds apart from the truth of the situation, specifically where one ultra-mega-powerful wizardly sort is blamed for being a power-hungry tyrant whose ambition brought about the magical dark age.
I'm specifically interested in who/what the God of Magic is, especially in what prevented them from fixing the damage to magic for the better part of a millennium.

Jubal Breakbottle |

I had a thought that game world history would be worlds apart from the truth of the situation, specifically where one ultra-mega-powerful wizardly sort is blamed for being a power-hungry tyrant whose ambition brought about the magical dark age.
I'm specifically interested in who/what the God of Magic is, especially in what prevented them from fixing the damage to magic for the better part of a millennium.
So, maybe there's a legend of Nero fiddling that gets passed down to explain the loss of magic.
Here's some ideas about the God of Magic (GoM). We can pick a direction and explore. The GoM :
1. was killed. Recently was reborn.
2. was imprisoned. Recently was escaped or set free
3. got fed up with how the world was using magic and :
a. left the world for another. Recently returned
b. set aside his portfolio to live in the world as an immortal for love. Recently, his love died and he recovered his mojo
Any sound interesting?
Yes, I imagine the Sweetwater burrow is about a mile outside of Thornleaf (25 minute walk on short legs) in the middle of the neighboring woods.

Barazi |

Barazi Stuff:
Barazi's people, The Eldrunai, were probably on that large, central C-shaped island in your circle. Her village likely situated within the main body of the island just a mile or so from the harbor in the middle. They likely regarded Mithromar as a sort of heralded promised land, but being so secluded and insular in their ways, never sought out going there. Rather, they believed their kin would one day come for them.
They never did, obviously.
Mafia Organization Stuff:
I kinda like "The Red Hand" as the name of the mercantile organization. On paper and to the general public, it seems like a legitimate business organization, but rumors (rightfully so) persist that they dabble in slavery, use bribery and violence to control markets, and meddle in political affairs to generate business. No proof has ever been presented to verify such claims, and what little attempts that have been made, either the cases were dropped, no witnesses would come forward, or evidence was "lost."
Background Tie in Stuff:
I'm fine with what you've put together so far, Jelani. What languages does Ruach speak? I figure when you found her, she was likely wearing just some tattered furs (the same ones she was captured in), and her druidic focus (a charm bracelet of sorts, made of sea shells, claws, and fangs). She also has a necklace of a large fang from a creature you have never seen before which she is very protective of. Since then, you've helped her put together her current gear list.
She could likely help out in your show, using her Druidcraft (druidic prestidigitation of sorts) to add some random effects to the performances. I highly doubt she was taught how to dance, so she probably would be a detriment in that regard, though she likely knows some songs in Elven or Sylvan.
Much to Ruach's frustrations in the seduction front, she probably seems quite enamored with Argyri. To Ruach, it seems like she fancies him, but in truth, she's just never seen someone as big or strong as him, and is fascinated by it. Ruach probably has no clue this is the case.
That is, until Belbajak starts hanging around. Then she becomes enthralled by him, as she has never seen or interacted with a gnome before. Belbajak would probably buy into Ruach's story of her being his simple-minded sister, but if he ever speaks to her in Sylvan, he will quickly learn that she is not as simple minded as she initially seems.

Barazi |

God of Magic:
I like the idea that the God of Magic, Gahm (hehe), was imprisoned somehow, perhaps about the time of the rise of the Orcish Empire of Resk? He was captured and imprisoned by the Orcish God, which helped to pave the way for the expansion of his people. He managed to escape only recently.
However, the god's haven't been able to communicate with their followers for quite some time and still can't, since nobody has yet to advance their practice to a spell level capable of doing so. Though this has not prevented their ability to bestow minor magics to their devout followers. But, without Gahm's presence to enhance the flow of all magic both divine and arcane, they could only send down enough power to bolster 3rd level spells, 4th if they really tried and had a follower devout enough (aka, 20th level).
Maybe this vanishing of Gahm and the ability to directly speak with gods via Divination and Commune and such has caused the world to not necessarily forget about their gods, but to view them as silent benefactors rather than Faerun style, up in your face, always meddling sort of behavior.

Brimleydower |

Yeah, Gods in practice will be distant, otherworldly entities that seem inscrutable at times. Their communication with those who worship them is through omen and prophecy. I don't want another soap opera of the Gods pantheon.
I'd also like to avoid doing racial pantheons. Different cultures might come up with various representations of deities, or even myriad aspects that encompass one Power. The orcs of old likely revered the God of Battle, no doubt. Chiefly whichever facet of that deity represented their interests (slaughter, massacre, might through strength).
Overall, think of it less as the gods couldn't communicate with their followers so much as the means of petitioning them directly vanished overnight.

Brimleydower |

I guess I can go ahead and dump my thoughts regarding the old megawizard that fried the magical network and see where that lead.
In-game history paints the wizard as a mad tyrant with unfathomable power. In actuality, it was a cabal of wizards, each a master of their respective magic tradition/school of magic, led by the most powerful wizard that ever lived. This "Mage Sovereign" (a she, despite what historic sources claim), while responsible for a great many woes, was actually a bit of a heroic figure while she lived.
She brought the various hordes of monstrous humanoids to heel under her banner, including the orcs. Her single consuming goal was to throw off some otherworldly invader. Initially I had thought demons, but the more I mull it over, I like Lovecraftian baddies for it.
Long story short, she concocts a ritual that would close off the gate these entities were using to invade. This would be the first and only 10th level spell ever used. The ramifications are great, of course. The magical backlash changes the face of the planet, and renders most natural leylines inert. The wizard cabal that assist in the ritual are erased from existence.
Lacking an overbearing wizard to lead them, the still-united orcish hordes begin their bloody conquest of the western continent under the mighty High chief Resk.

DM Jelani |

Barazi Stuff:
Barazi's people, The Eldrunai, were probably on that large, central C-shaped island in your circle. Her village likely situated within the main body of the island just a mile or so from the harbor in the middle. They likely regarded Mithromar as a sort of heralded promised land, but being so secluded and insular in their ways, never sought out going there. Rather, they believed their kin would one day come for them.They never did, obviously.
Mafia Organization Stuff:
I kinda like "The Red Hand" as the name of the mercantile organization. On paper and to the general public, it seems like a legitimate business organization, but rumors (rightfully so) persist that they dabble in slavery, use bribery and violence to control markets, and meddle in political affairs to generate business. No proof has ever been presented to verify such claims, and what little attempts that have been made, either the cases were dropped, no witnesses would come forward, or evidence was "lost."Background Tie in Stuff:
I'm fine with what you've put together so far, Jelani. What languages does Ruach speak? I figure when you found her, she was likely wearing just some tattered furs (the same ones she was captured in), and her druidic focus (a charm bracelet of sorts, made of sea shells, claws, and fangs). She also has a necklace of a large fang from a creature you have never seen before which she is very protective of. Since then, you've helped her put together her current gear list.She could likely help out in your show, using her Druidcraft (druidic prestidigitation of sorts) to add some random effects to the performances. I highly doubt she was taught how to dance, so she probably would be a detriment in that regard, though she likely knows some songs in Elven or Sylvan.
Much to Ruach's frustrations in the seduction front, she probably seems quite enamored with Argyri. To Ruach, it seems like she fancies him, but in truth, she's just never seen someone as big or strong as...
He speaks common, elven and orc.

Jubal Breakbottle |

Jubal good with the Godly stuffs? I want any religion devoted players to have full control and final say over the deity they are connected to.
I'm good so far.
We now need to figure out how the gate was reopened. On purpose? By accident? from this side or the other side. "the door swings both ways"