
Tupilek |

Who were his parents (beyond their names)? What are the twin fangs? How did they disappear? How did the druids come across him? How old was he when this happened? What was the 'druid enclave' like? Why did he choose the 'ranger's path'? Who trained him? What kind of harsh conditions? What sort of interactions does this druid enclave have with the outside world? How did he hear about the orcs? What made him want to risk his life to fight them love? hate? loss? What inspired said emotion?
Give us at least one exciting event from his life. You've got a good outline, but it's too sketchy. Just needs more details. The campaign world is pretty fluid from my understanding. We are creating it with our stories. Just make up some cool stuff.
I mean, I'm not the one judging you and I'm no expert on writing. I'm just saying what pops into my head as I read your story. Hope it's helpful.
Edit:Also your story feels more like a standard high-fantasy type background rather than something neolithic. You could inject some more Paleolithic/Neolithic flavor. I'm not sure if this world is still hunter-gathery or has begun the shift to agriculture and settlements. I'm picturing it sort of during the beginning of the Neolithic revolution. I guess DM could weigh in on that.

Harakani |

@Caedmon
I echo everything Tupilek said!
Mechanically you might want to look at polearm master.
I note that Caedmon would make a good druid - and could probably do pretty well memorising enough poems to pass as a bard. Cha 7 is pretty extreme - why is he so bad with people? Heck, with stats like those he's going to have been all round competent in everything.
Fighters are armour specialists. There is no advanced armour here. Hide certainly, but beyond that? It's extremely unlikely he trained with heavy armour, unless it is hide armour and an armoured kilt. Barbarians and rangers make better hunters. So WHY is this guys a fighter instead. Sounds like when the Rangers were being taught about animals he was just wanting to learn to kill people, and trying to put as much armour on as possible. Cad and Unbreakable both get less armour, but are still distinctively not rangers and not barbarians.
What happened to the druid enclave? Are they using magic to survive? Why is there a bunch of druids hanging together in a world where it can be difficult to get enough food to survive?
Were the druids disappointed that he did not become a druid or bard? Was he pressured into it despite having an aptitude? Was he just obsessed with making sure he had food and could look after himself after the traumatic events of his childhood?
Narratively, look at the whys: Why is it important that he lost his parents? Why is it important he was raised by druids and bards? Why couldn't he be just any hunter from any village.
EXAMPLE: Druids suggest a hunter-gather society to me, and that tends to be nomadic. Waynemarkstubbs mentioned nomadic elves. Any reason that he couldn't have been adopted by elves (given the slight elven cast to his features). Growing up 7 times faster than the other children his age would lead to some interesting characteristics - in many ways it would feel like he is the only one who is ageing. Might also explain not wanting to take a career (druid/bard) that involves more time spend memorising than he has expected lifespan.
This is a good background summary. Short and fact rich. If you want to make it a story you need to have a scene (or set of scenes). You need to have some sense of character. Decide if this is Caedmon telling someone about himself, or someone else talking about him. Sounds like he has decided to leave his community - is the scene where he tells them goodbye a good place to start?

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Here is Druaggh my half-orc witch. Everything is more or less done except for equipment. I am also working on revising his background same story just better flow and elaborated a little more.
Chaotic Neutral Half-Orc Male
Barbarian
Scarred Witch Doctor 01
Age: 16
Height: 6’04” Weight: 220 lbs
Hair
Eyes
Skin
Medium Sized Humanoid (Human, Orc)
Speed: 30 ft.
Senses: Darkvision; Perception +0
Initiative Modifier +1
Location
Homeland
Deity
Strength 15 (+2)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 08 (-1)
Wisdom 10 (0)
Charisma 15 (+2)
Scarshield (+1 Natural Armor) 1 minute
Base Attack Bonus +0
Combat Maneuver Bonus +2
Combat Maneuver Defense 13
Armor Class/Touch/Flat-Footed 11
(+1 Dexterity)
Hit Points 9/9
03 FORT save (+3 Constitution)
01 REF save (+1 Dexterity)
02 WILL save (+2 Witch, +0 Wisdom)
+2 save vs. effects that cause pain/pain descriptor
Half-Orc Racial Traits: Darkvision, Favored Class (Barbarian), Intimidating, Orc Blood, Orc Ferocity, Weapon Familiarity
Character Traits: Focused Mind, Tusked
Witch Class Abilities: Cantrips, Fetish Mask, Scarshield
Feats: Simple Weapon Proficiency (All), Skill Focus (Survival)
Skills:
-01 Craft 0+0-1
01 Fly 0+0+1
02 Heal 0+0+0+2
10 Intimidate 1+3+2+2+2
-01 Knowledge Arcana 0+0-1
-01 Knowledge History 0+0-1
-01 Knowledge Nature 0+0-1
-01 Knowledge Planes 0+0-1
00 Profession 0+0+0
-01 Spellcraft 0+0-1
03 Survival c.c. 0+0+0+3
02 Use Magic Device 0+0+2
Languages: Common, Orc
Spells (Concentration +06)
0: (3/at Will) (DC 13) Arcane Mark, Bleed, Dancing Lights, Daze, Detect Magic, Detect Poison, Guidance, Light, Mending, Message, Putrefy Food and Drink, Read Magic, Resistance, Spark, Stabilize, Touch of Fatigue
1: (2/day) (DC 14) Burning Hands, Cause Fear, Cure Light Wounds, Enlarge Person, Mage Armor, Shadow Weapon
Weapons/Attacks
Bite +2 (1d4+2
Unarmed
Armor
Equipment
Wealth 180 gp

waynemarkstubbs |

No-one knows the world. As I said earlier, it is still vaguely formed in my head, and we will be exploring it together.
But so far, we've had, from the imaginations of those involved:
Proud mammoth riders, who follow the mighty herds across the taiga, ranging far across the world in pursuit of those creatures to which their own survival is tied.
Ice-blooded barbarians, immune to the chill winds, who fight vicious internicine tribal battles for status and advancement, and exile to the wilderness those who end up on the losing side.
A nomadic caste of ancient knowledge seekers, recording their scant discoveries in intricate, delicately carved patterns on the bones of their ancestors, and use hedge-magic to cow and impress their host communities.
Ancient nature spirits who rise to protect the land, and choose the most unlikely champions - dwarven exiles from a doomed city riven by political violence.
And that's just a few.
Here's something to get you started:
The Stories tell that, where the bubbling hot springs west of the Mistwoods end, and the land rises to the west, eventually turning to the foothills of the Skyraker Mountains, there is a great moorland, avoided by all but the bravest or most foolhardy of warriors seeking the Test of Adulthood. Here, the thin soil is warm to the touch, even in the darkest winter, and great choking clouds of smoke and embers can sweep down on the unwary as quickly as the great predators that also dwell here. Some say that the earth itself burns beneath the ground; certainly grassfires can sometime sweep across it faster than a man can run, and many have been lost when great sinkholes and karsts have opened without warning beneath their feet.
Yet if one climbs ever higher, so that freezing fogs replace the ashclouds, and the chill returns despite the warmth of the soil, there, where the stoats dance and the ravens circle, you will find the Henge.
Ancient, even before the Worldbreaking, two concentric rings of dozens of trilithons stand in the mists, made of an unbreakable blue-grey stone that matches none found for leagues in any direction. Many of the massive lintels have fallen, and many of the remaining rest precariously on tilting posts. Draw closer yet, and you will see, half eaten away by the moss and lichen and years, fantastic, swirling, unreadable carvings in the faces of the stones.
The druids of the Henge, who guard this site, and may yet know some of its secrets, are known to range wide in the land. It is said that they sometimes emerge from the mists whenever a child is lost in the forest, or a foundling abandoned in the wilderness by desperate parents, or the young survivor of an ambush weeps over the bloody corpses of her parents. These orphans are raised by the taciturn druids to be guardians and fierce warriors, but when they reach adulthood they are freed to find their own path in the cold world. No oath is laid upon them but one - should a messenger bring them a piece of the same blue-grey stone, they are sworn to make all haste to defend the Henge.
The more curious of the children have sometimes asked the druids what threat it is that they are sworn to defend the henge from. The looks on the faces of the druids have meant no-one has ever asked such a question a second time.

tomtesserae |

I wrote this scene before you posted the new information about the druids of the Henge. Kovrin is a human druid. I can change the background to comply with what you've written. I'm posting this to show I'm interested.
Kovrin and his father, Mav, stood before the cavern’s entrance. ”When the initiation or training become unbearable, think of your two brothers and know you have it easy.” Mav knelt and placed his hands on Kovrin’s shoulders. ”Perhaps there will be no need, but if I don’t escape, you’ll know —“
“Kovrin? Kovrin!” Finish preparing the paint,” his master stood on the bone scaffold with a sienna covered brush in one hand and a gourd container in the other. The light from the bear fat lamp showed the new reindeer and mammoths on the cave wall, surrounded on three sides by thick stick figures wielding bows and spears. Kovrin stirred the red powder, cave water, blood, and urine together.
”Sorry Master Ostern,” ” he said standing on the lowest intersection of lashed bones to hand him the new gourd. He then passed up a leather sack containing arrowheads and spearheads.
”We must focus on this ritual,” Ostern said. He nodded to where he wanted Kovrin to stand. Ostern began chanting, praising the forces of nature, the spirits of the seasons. In harmony, Kovrin sang an echo of each line. Picking a stone arrowhead from the sack Ostern dipped the tip in the red pigment and marked one mammoth and seven reindeers. With his fingers he made wounds on the animals. He dipped each weaponhead into the pigment and placed it into a special sack made from mammoth ears. Finally, he prayed that the hunters’ weapons would bring swift death to the animals.
Kovrin took the sack while Ostern climbed down the scaffolding. Ostern examined his work on the walls, next to the paintings from past generations of druids. Satisfied he nodded, ”You know what to do,” he said as he hefted the sack onto his back. ”I expect dinner by the time I return from delivering these.”
”Yes master,” Kovrin bowed, then began dismantling the scaffolding.
”The first elf I saw,” he remembered his father whispering, the coals' red light illuminating their tent, ”was before my first teeth fell out. He came to camp as an eagle and changed in front of the New Year’s bonfire. The music stopped. There was panic and confusion. The elf spoke then he and the chief went into a tent. People began celebrating again, welcoming the new year with new men, boys finally come-of-age. I didn’t understand much and remember even less. Ostern had just become a man, but there was something not quite right. His parents were proud, but also a bit sad, apprehensive I now think. At dawn he left with the elf. A dozen, fifteen years later, Ostern returned walking into the camp, the many-furred cloak of a druid pinned at his shoulder. I don’t know if he can turn into an animal like that elf. But you will study with Ostern. Maybe he can teach you, maybe you can gain that ability yourself. Eventually use your knowledge to stop the troglodytes. Become a mouse, a packhorse, or a bat and spy on them. Learn their weaknesses and use that to stop them. They took your older brothers. They will take me before another of my children goes. Kovrin, my boy, I know this a great task to put on your shoulders. I believe you can do what I ask of you.”

Caedmon The Hunter |

The druids of the Henge, who guard this site, and may yet know some of its secrets, are known to range wide in the land. It is said that they sometimes emerge from the mists whenever a child is lost in the forest, or a foundling abandoned in the wilderness by desperate parents, or the young survivor of an ambush weeps over the bloody corpses of her parents. These orphans are raised by the taciturn druids to be guardians and fierce warriors, but when they reach adulthood they are freed to find their own path in the cold world. No oath is laid upon them but one - should a messenger bring them a piece of the same blue-grey stone, they are sworn to make all haste to defend the Henge.
Sweet. Just what I needed.

Rotolutundro |

I'd like to submit Arilan the elf druid for consideration.
Appearance:
With eyes the pale blue of a husky and his narrow face painted in streaks of black, Arilan bears the aspect of the striped dire wolf. His shaggy black hair falls loose about his face, and he wears leathers studded with the bones of the elk he has brought down himself. His speartip is a hardened spike of antler from such an elk. Ever watchful, his smile reveals sharp teeth.
Background:
One of the fey nomads of the northern forests, Arilan is a swift and silent predator of the taiga. Since he was a child, he has run to keep up with his nomadic tribe, first to follow the great elk on their eternal wanderings, then to hunt with his brethren in the Mistwoods. When he came of age, he dreamt a dream of great omen, in which the world changed. The shaman took him under her wing, teaching him the secrets of the wild and the spirit world. When those living fell, the tribe would consume them to honor their spirits and build their strength. The tribe roamed the icy wilderness far from other tribes who would not understand their ways.
This had been their way since the Time of the Shattering, when even the dead must do what they could to aid the living in their desperate struggle to survive. But when orcs began moving into their territory, they defiled the earth and anything living caught upon it, and the hunters would not honor so vile a foe. The air itself stank of corruption where the orcs camped, and they could not be driven off by the archers of the tribe, for they had what the elders remembered as iron. When Arilan's mate was caught unaware by the river with their son, who had not yet earned his first name, Arilan learned how terrible iron could be. Spears shattered against it, arrows could not pierce it, and huge, terrible blades cut down those foolish enough to stand and fight. To this day, Arilan's lean body bears the scars of this lesson. The river, freezing though it was, carried the remains of his hunting party away, and those who lived could not honor the dead.
When the orcs turned the hunters into the hunted, it was agreed that the shaman could not be spared - but Arilan could be sent to the southern tribes to speak of this unexpected worry. With the birth-charm of his son about his neck, Arilan was only too willing to go.

Wheatbeard |

DM:
Also, what I add to Wheatbeard's inventory for RP equipment may vary depending on the location the party begins. As of now, I'm not sure what that is.
Since we are in a very different setting, some of the reagents for druidic magic may be essentially unavailable (like herbed oils, holly, etc.). Should I substitute some alternate plant/fluid for such things?

waynemarkstubbs |

@wheatbeard - we can assume he has access to whatever the 'this world' equivalent is.
@belle - the only one of these I would have a real problem with is Mute, unless you can demonstrate that you are an awesome expressive writer with flawless english. Dwarfism I know nothing about - it is a real world condition and I would expect it to be well researched and sensitively portrayed.
General rule - be careful to stay on the right side of the line between "a challenging roleplay experience" and "pissing off the other players".

Belle Mythix |

New character,
For a few years, she learned about animals, plants, what happened to the world… and how to punch people…
Later, she helped keep "order" in and around the village.
A little while ago, the village chief asked to see her, What does the old geezer want this time? she thought. She went to his tent, sat and listened. "Sampara" , the chief said, "Your are growing into a fine young woman, you will soon pass the Test of Adulthood.", Sampara was surprised but still nodded, the chief continued, "You must travel the world to learn more about it, its people, its dangers and more importantly, about yourself." . The chief paused a few seconds, took a deep breath, then said: "Our Seer had a vision, in another land an ancient metal has resurfaced, striking fear in the hearts of men, go there in our steed; be our eyes, ears and hands… Good Luck!" .
Sampara nodded to the chief then left. She went and gathered a few things.
As she was leaving, her old mentor showed up and said: "Don't forget to wrestle a bear if you have spare time." After saying goodbye to each others, Sampara left on her journey.
Female Human monk (Martial Artist) 1
CN Medium humanoid (human)
Init +2; Senses Perception +6
Defense:
AC 15, touch 15, flat-footed 12 (+2 Dex, +1 dodge, +2 Wis)
hp 14 (1d8+6)
Fort +4, Ref +4, Will +4
Offense:
Speed 40 ft.
Melee: flurry of blows +1/+1 (1d6+2, x2)(B) or unarmed strike +2 (1d6+2, x2)(B) or stone Dagger +2 (1d4+1, 19-20/x2)(P or S)
Ranged:
Special Attacks flurry of blows, stunning fist (1/day, DC 12)
Statistics:
Str 14, Dex 14, Con 14, Int 13, Wis 14, Cha 10
Base Atk +0; CMB +2; CMD 14
Traits: Devotee of the Green (Knowledge Nature), Militia Veteran (Survival)
Feats: Dodge, Fast Learner, Improved Unarmed Strike, Stunning Fist, Toughness,
Skills: Acrobatics (Dex) +6, Climb (Str) +6, Knowledge (Nature) (Int) +6, Perception (Wis) +6, Stealth (Dex) +6, Survival (Wis) +7, Swim (Str) +6
Languages Common, Elven
Gear: Carrying Capacity; up to 58 = Light, 59 to 116 = Medium, 117 to 175 = Heavy
Battle gear: Dagger, Quarterstaff,
Other: Common Backpack, Bedroll, Belt pouch, Blanket, Fishing kit, Flint and "steel", Soap, Waterskin, Traveler's Outfit, ; 28 lbs, light; 51,89 GP

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I know I’m a bit late to the game but I hope the team would consider this character, I read the recruitment post last Friday and have been thinking of a concept that would fit and hopefully enrich the story, I’m a big fan of gritty stories and tend to shy away from High fantasy, so the premise of this campaign intrigued me to say the least,
I thought it would be interesting to create a hero or order based on the Prometheus myth, thinking of a group that tries to foster the growth of society relying on knowledge and organization, how this concept contrasts with the harsh brutality of the world as presented I think provides good role playing opportunities,
Maltheus tribe had started to learn the rudiments for forging and they traded with surrounding tribes, at one point the experimentation went out of control and burned the entire valley as the fire raged on, he inexplicably survived, when other tribes came to forage what was left they found him, burned but still alive, the first decision was to kill him for who would take care of someone outside their tribe but seeing his incredible survival it was thought it had a deeper meaning so instead of killing him outright to prevent more suffering, they nursed him back to health, this was a community effort for the resources needed to care his injuries were a significant burden, so during the time of his recovery the care would run in turns between the tribes that had traded with his now extinct tribe, he did recover and this was also seen as an omen, the experience gave him with a deep sense of community and thought it was only fair that he helped the tribes as he could, when he recovered he was an outcast, people feared his strange survival and also thought it would be bad luck to outright kill him, he tried to help and earn the favors sometimes afforded to him, a shaman or great spirit talked counseled him and explained the history of his tribe, he learned how the shaman lived, separate from the tribes but serving all, feared but respected, it was really common sense that kept the shaman relevant and important to the tribes, nothing more than that but it was an important and needed role, a guide an adviser a protector a teacher.
Maltheus CR 1
XP
Male Human Paladin 1 (Divine Hunter, oath of vengeance)
N Medium humanoid (Human)
Init +2; Senses Perception +5
DEFENSE:
AC 14, touch 12, flat-footed 14 (defensive strategist) (+2 armor, +2 Dex)
hp 12 (1d10+2)
Fort +3, Ref +2, Will +2
Defensive Abilities:
OFFENSE:
Speed 30 ft.
Melee:3 hand Axe : to hit: +3 damage 1d6+2 (ranged 10: to hit: +4 damage 1d6+3)
Ranged: C.LongBow: to hit +3 damage 1d8+2 (range 110, point blank shot +1/+1)
Special: Smite evil 1/day
STATISTICS
Str 15, Dex 14, Con 12, Int 14, Wis 10, Cha 14
Base Atk +1; CMB +3; CMD 15
Feats: point blank shot, Fast Learner, Precise shot (from divine hunter)
traits: Defensive strategist, Magical Knack
Skills(2+1+int): Climb (str) +3, *Craft (stone Weapon) (Int) +, *Heal (Wis) +, Knowledge (Engineering) (Int) +3, Perception (Wis) +3, *Profession (wis), *Sense Motive +6, Stealth (Dex) +3, Suvival (Wis) +3, Swim (Str) +3
Languages: Common,
SQ Detect evil
Gear:

Bonewright |

I have written some more background... hope it is okay
There was no snow on this mountain. Only ash.
My teacher had brought me here. Two weeks ago I had asked “When we say we can hear the dead, we mean we can read their writings, yes? No-one can really talk to the dead?” My teacher had not answered, but stopped suddenly. He paused, turned south and started walking again. For two weeks we walked. We walked out from the ice to a mountain - this mountain.
The mountain looked strange - short, and squat, flat at the top. It felts strange - warm to the touch. It smelt strange - like old eggs. My teacher taught me that in the days when the World Broke the land had buckled and convulsed. An old mountain here had caught fire somehow and covered the area - including a village - with ash. The ash had hardened over time, and those who had been in the village were frozen in death beneath our feet. We walked over the buried remains of a graveyard of the old times.
We camped overnight and in the morning crept up over a rise and looked down into an area that had been hollowed out. Down sixteen feet I saw there was a village, looking like it had been carved out of ash. I looked around and as I looked forward I saw something stranger.
Dead bones, walking.
The dead were there. Bones covered in blood, carefully scraping away the ash from a house on the edge of the hollow.
My teacher covered my mouth before I could scream and indicated we should descend to our camp. Running his finger along a necklace lodged around his neck he spoke.
”Long ago, my teacher’s teacher’s teacher learned to truly speak to the dead."
"He came to this place to talk with those who knew the secrets from before the World was Broken. He came, and he succeeded."
"He became a great master of our order. He learned the secrets of the water, to go into water but stay dry. He learned the secrets of fire, to walk on fire but not be burned. He learned the secrets of air, to fall but not be harmed. He learned the secrets of the earth, to be on one side of a wall, and then upon the other. Finally he started to learn the secrets of death."
"He called upon his students to bring him the bones of dead Bonewrights, and he carved upon those bones the secrets that he had learned. Then he restored to them movement, and healing, and blood. But he could not restore to them a mind. There was a cost. The Dead Who Walk hunger for life, and will steal it from the living unless a strong enough will controls them.”
”Feeling his death coming upon him, he sent away all his students and set out to truly learn the secret of death - to die, but still live. He planned to work the secrets upon himself while alive, in the hopes his mind also would survive the transition.”
”Did he succeed?" I asked, eyes flashing with the thought of immortality to restore the lost secrets of the past.
”No-one knows. He never came out from his cave. The Dead Who Walk still follow his last orders, and uncover the village. They allow any Bonewright who comes to study them - but be warned. No order was left to let those who study leave alive, for their master's will had always stopped them from attacking."
"The Dead Who Walk will welcome you to their master, and allow you to study as you will - but you will never leave.”
My master smiled at me
”I believe that one who is strong enough, prepared enough, may be able to walk in and learn all his secrets, then know enough to understand the final secret of Death, and leave. One day, when I feel my own death coming, I will walk into that cave. Many have gone before me - even my teacher - but none have returned. Perhaps I will be the first.”
Seven years later my teacher felt his death coming. One day, when I feel my own death coming, I will walk into that cave. Many have gone before me - even my teacher - but none have returned. Perhaps I will be the first.

Rotolutundro |

Here's my second bid: Pherrim, a catfolk rogue (survivalist)
One of the catfolk who hunt the mountains and taiga alone, Pherrim was never one of the strongest of his brethren, and his territory was small. Still, it was his, and he did not appreciate losing it to the orcs who came boiling out of their own lands. He found he was not alone; marks were left for catfolk eyes on trees and lichen scrapings, and though it was near-unheard of, his people gathered one night, setting aside territorial differences, to decide what should be done.
Of course, those who still had their territories were unwilling to leave them, but among those remaining, it was decided that they would range far and wide to see what the tribes could be coaxed to do, for they stood together as most catfolk did not. Pherrim was one of these, and when the truce broke and all catfolk sped for their destinations, Pherrim ran towards the lowland tribes that crossed the southern end of his territory. He would see the orcs driven back, no matter who he had to work with to see it done!

Rotolutundro |

...Aaaand I just went back through all the posts and realized Spugly already made a catfolk rogue. A survivalist, on top of it. -_-; Man, and I was just getting really into the idea. I don't know how I missed that the first time around. :( Well, Pherrim is statted among my aliases, if it makes a difference now.

waynemarkstubbs |

Evening. Summary post. If I've missed you out, or you're in the wrong category, sing out.
@Bearded Ben - like the concept of the halfling bard, but I need a bit more than you've given me - more fluff or the crunch, please.
The following characters are pretty much complete, and I'm happy to have them as candidates:
Akron - Human Ranger (Belle Mythix)
Asheru - Human Oracle (Zack Muad'Dweeb)
Caedmon - Human Ranger (Azaelas)
Bonewright - Human Wizard (Harakani)
Moklik - Human Ranger (James Martin)
Sidara - Human Barbarian (Mark Thomas)
Tupilek - Human Cavalier
Birran - Catfolk Rogue (Spugly)
Graevus - Human Magus (Vonklinen)
Wheatbeard - Dwarf Druid (Stratos)
Sampara - Human Monk (Belle Mythix)
Maltheus - Human Paladin (Altazor)
Arilan - Elf Druid (Rololutundro)
Druaggh - HalfOrc Witch (DaWay)
The following characters are not yet complete, or are being revised, or I've asked you for more info:
Dwarf Monk (Kastarr Eunson)
Kovrin - Human Druid (Tomtesserae)
Human Rogue (Tomtesserae)
Uqalik - Halfling Bard (Bearded Ben)