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Diana is the princess of Divelinson and current heir to the Voxville throne. She can be known as an outspoken individual but at the cost of her father's reputation. Because of her father's actions she is often treated poorly by the very citizens she one day will rule over.

Graduate of Frecia Academy, a prestigious magic academy, Diana has taken an extreme interest in the history of Dragons and Draconic kind. The mass disappearances of the noble beasts was brought to her attention during magic training. Her mentor introduced her to the whimsy and strength of the magnificent beings through storytelling as child. Wanting to know more, she sought out to conduct studies. This lead to the recent discovery of the ruins in Kawit where her father invaded. She wanted to pull together a team of individuals to explore the ruins and explore the history. 

It became public knowledge that Diana was often referred to as a sickly individual. She was often bedridden and weak. However, in recent years she is looking better than ever. She thanks her mentor and all that they've done for her with the remedies they have created. It was long believed that the illness that she had was what killed her sister Dria Voxville as well as her mother Harmony Voxville


Character Sheet on DnD Beyond 

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Medium Fey (Merfolk), Chaotic Evil
Armor Class 18 Scales
Hit Points 78 (12d8 + 12)
Speed 40 ft.
STR
12 (+1)
DEX
14 (+2)
CON
10 (+0)
INT
12 (+1)
WIS
12 (+1)
CHA
18 (+4)
Saving Throws DEX +5, CHA +7
Skills Acrobatics +2, Deception +2, Persuasion +5, Stealth +2
Damage Vulnerabilities Fire, Lightning
Damage Resistances Acid, Bludgeoning, Necrotic
Damage Immunities Thunder
Condition Immunities Charmed
Senses Darkvision 120ft, Passive Perception 15
Languages Common, Sylvan Common and Sylvan
Challenge 6 (2,300 XP)
Proficiency Bonus +3

Is immune to any conditions caused by sound or needing hearing

Sing (5/day) The siren releases a debilitating beautiful song. All who can hear it within 120ft must succeed a constitution saving throw of DC20 or be charmed. At the end of each of its turn, the target can make another con save. On a Success, the condition ends and they become immune to the siren song for the next 24 hours.

As a bonus action the siren can move the charmed targets 10ft closer to them. 

Actions

X2 Claw Melee Weapon Attack: +1 to hit, reach 5ft, one target, Hit (2d6 + 4) slashing damage.

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The Pantheon of the Gods is hierarchy of various Godlike figures. The Pantheon is separated into two known branches.


The branch of Drakonias consists of the following:

Their children Unknown and some who are known as The Horrors or Unknown are worshiped as if they were part of the pantheon. The Saints are recognized as chosen who can transcend into the pantheon where as the others are not allowed to enter. 


The branch of Theros only knows:

  • Pharika the Snake Goddess of Affliction.


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Communication is the foundation of civilization.

—Baron Lysse Lyrriman d’Sivis

The Mark of Scribing deals with communication—both the written and spoken word. A gnome who bears the mark can feel words as though they are living creatures, struggling to make their meaning known. The mark provides a range of gifts. It translates languages, but it also allows its bearer to communicate with others at a distance.

House Sivis

Leader: Lysse Lyrriman d’Sivis

Headquarters: The Labyrinth (Korranberg, Zilargo)

Bearing the emblem of the cockatrice, the gnomes of House Sivis facilitate communication. This is seen most literally in speaking stones, magic items allowing a Sivis heir to send a short message to another speaking stone. House Sivis’s message stations employs these items as the backbone of their long-distance communication network. The house also trains and licenses scribes, notaries, interpreters, cartographers, barristers, heralds, bookbinders, and others who work with words. House Sivis has an especially close relationship with House Kundarak, as Kundarak letters of credit must be notarized with a Sivis arcane mark.

House Sivis takes great pains to maintain the trust of its clients and holds a position of absolute neutrality in all disputes, whether between houses or nations. Sivis gnomes are typically friendly, curious, and engaging, but that kindly exterior might conceal a scheming mind. Gnomes have a natural love of intrigue, and the different families within the house often engage in subtle schemes and feuds. Doyenne Lyssa Larriman, the leader of the house, takes pains to ensure that these intrigues never threaten the house or its reputation.

Ability Score Increase

Your Charisma score increases by 1.

Gifted Scribe

When you make an Intelligence (History) check or an ability check using calligrapher's supplies, you can roll a d4 and add the number rolled to the ability check.

Scribe’s Insight

You know the message cantrip. You can also cast comprehend languages once with this trait, and you regain the ability to cast it when you finish a short or long rest. Starting at 3rd level, you can cast the magic mouth spell with this trait, and you regain the ability to cast it when you finish a long rest. Intelligence is your spellcasting ability for these spells.

Spells of the Mark

If you have the Spellcasting or the Pact Magic class feature, the spells on the Mark of Scribing Spells table are added to the spell list of your spellcasting class.

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The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords. The gods of the forge teach that, with patience and hard work, even the most intractable metal can be transformed from a lump of ore to a beautifully wrought object. Clerics of these deities search for objects lost to the forces of darkness, liberate mines overrun by orcs, and uncover rare and wondrous materials necessary to create potent magic items. Followers of these gods take great pride in their work, and they are willing to craft and use heavy armor and powerful weapons to protect them. Deities of this domain include Gond, Reorx, Onatar, Moradin, Hephaestus, and Goibhniu.

Forge Domain Features

Cleric LevelFeature
1stDomain Spells, Bonus Proficiencies, Blessing of the Forge
2ndChannel Divinity: Artisan’s Blessing
6thSoul of the Forge
8thDivine Strike (1d8)
14thDivine Strike (2d8)
17thSaint of Forge and Fire

Domain Spells

You gain domain spells at the cleric levels listed in the Forge Domain Spells table. See the Divine Domain class feature for how domain spells work.

Forge Domain Spells

Bonus Proficiencies

When you choose this domain at 1st level, you gain proficiency with heavy armor and smith’s tools.

Blessing of the Forge

At 1st level, you gain the ability to imbue magic into a weapon or armor. At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor or a +1 bonus to attack and damage rolls if it’s a weapon.

Once you use this feature, you can’t use it again until you finish a long rest.

Channel Divinity: Artisan's Blessing

Starting at 2nd level, you can use your Channel Divinity to create simple items.

You conduct an hour-long ritual that crafts a nonmagical item that must include some metal: a simple or martial weapon, a suit of armor, ten pieces of ammunition, a set of tools, or another metal object (see chapter 5, “Equipment,” in the Player’s Handbook for examples of these items). The creation is completed at the end of the hour, coalescing in an unoccupied space of your choice on a surface within 5 feet of you.

The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation.

The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Soul of the Forge

Starting at 6th level, your mastery of the forge grants you special abilities:

  • You gain resistance to fire damage.
  • While wearing heavy armor, you gain a +1 bonus to AC.

Divine Strike

At 8th level, you gain the ability to infuse your weapon strikes with the fiery power of the forge. Once on each of your turns when you hit a creature with a weapon attack, you can cause the attack to deal an extra 1d8 fire damage to the target. When you reach 14th level, the extra damage increases to 2d8.

Saint of Forge and Fire

At 17th level, your blessed affinity with fire and metal becomes more powerful:

  • You gain immunity to fire damage.
  • While wearing heavy armor, you have resistance to bludgeoning, piercing, and slashing damage from nonmagical attacks.
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The dragons are long gone and there is a portion of history that is completely missing from the timeline. No one is able to explain why the dragons are gone or what happened to them. It’s almost as if that portion of history was erased from memories and no one can find the ties as to why. That was until Divelinson invaded the land of Kawit and uncovered the Gorga Ruins. The ruins was the first signs of the draconic history that is missing.

Diana Voxville, a researcher is tasked in uncovering the information of the forgotten history. She is a newly graduated scholar and artificer hiring a team of individuals to escort her and protect her in the journey of her research. She has postings that she has everywhere and is conducting interviews on who she feels best suited to escort her. However, due to her royal status and her recent father’s invasion of another country she finds it hard to get that help. Most people shun her and do not acknowledge her despite her plea for help.

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A large rock quarry stood within the regions of Chiropetra. Long ago, two opposing sides fought over the rights of the area. These were two nobleman who have since perished within the battle. No side won as the battle was brought to a draw with the deaths of their leaders.

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