The Heroes

Jia-rhaz Xil'myriin is a half-drow blade  dancer hailing from the Drow city of Veldor'dhun located near Arrapha in the Kingdom of Amarak. She has spent the last 15 years or so traveling across Eressea before meeting up with the party in Crosswater.

Through the usage of Mask of Many Faces, Jia often takes on alternate forms on her travels. Some of her most common cover identities include:

Lexa

Alexandra "Lexa" Tzahr (Tiefling)

Kensia

Kensia Anzara (Human)

Salandra (Half-elf)

Kallisto

Andromache (Triton)

Vystra (Dwarf)

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He is a young Tiefling who prefers to obscure most of his background. It is not to say that his life has been hugely harder than most Tieflings, but that’s not saying much. The particular Tiefling clan/troop that he comes from were rather like gypsies who traveled as the impulse strikes and entertained yokels and traded exotic goods in mostly small villages and towns  ignored by great merchants southeast and southwest of Aquileia.
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Damaris Spindrift, Commander of the Cerulean Army and Champion of Poseidon's Vanguard, is a triton from the Kingdom of Coralan. She is daughter of Deimos and Malantha

ALIASES:

Maggie the Dragon (in the Pits in Kirkwall)

Hagfish, in the Feywild

Darkness Breaker to the Orcs

General Damaris Spindrift, Commander of the Cerulean Army and Champion of Poseidon’s Vanguard


Damaris Spindrift is the only daughter of General Deimos and Cmdr Malanthe Spindrift in Coralan. As is tradition, the oldest/only child pursues the family vocation, and Damaris was groomed her entire life to be a warrior, rising through the ranks with the understanding that one day she would inherit her father's rank. Everything changed house Akheilos staged a coup, deposing the House of Anemora from the throne in a single bloody banquet in the palace in Riefafa, below the Great Reef. 

Damaris and her father were at the banquet and defended the Anemora royal family to the last. Damaris's last memory of the palace is of falling, mortally wounded, and seeing the King take a trident to the chest. When she wakes up, she is on Skelliwick, A local fisherman had found her washed up on shore, unconscious, and brought her to the local healer woman. The healer woman and her daughter bring Damaris to health. Mara stays in the village doing odd jobs and mourning until she regains her strength enough to leave. She decides to go find work more in line with her skills, and perhaps get farther away from the Coralan kingdom in case the usurpers come looking for survivors. However unlikely that might be. 

She falls in with a white dragonborn, an elf, a half elf, and a tiefling, and starts a new adventure. 


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Taulius Arelius is a wood elf druid descended from the Celadrin House of elves. Growing up in the Valorian Empire, his family life was relatively itinerant, traveling among the larger inner cities of the empire. He grew up outside the confines of the Elvish region as his father, Maratus Kultainen, also known as Animus Arelius, was an itinerant enchanter, serving the high born members of the empire on his travels. His family was never well to do. While his father had talent, and had a way with people, he was also obsessed with regaining the cultural artifacts and histories from the early times before the Rifts were opened. What relics remained and were not lost to the mysteries of time could be found in the treasuries of the noble houses of Valoria, and even they were few and far between. All these things together drove Taulius’s father to wander from town to town and city to city. His desire to be in the good graces of the noblemen also drove his decision to name Taulius according to the language of the empire, though secretly, he gave him an elven name which Taulius held closely to his heart, believing it to be an omen of his destiny. 

As Taulius grew, saw more of the world, and specifically more of the cities and nobleman, he grew increasingly disgusted. He agreed with his father wholeheartedly that the cultural heritage of the elves needed to be recovered, but he felt his ancestral yearnings for the woods and wilderness. The call of nature and older, more natural times was heavy upon him. Late one evening, in his 82nd year, after an argument with his father, he gathered his belongings together and left. He loved his Father, but could no longer bear to live in the cities, and pander to the whims and caprices of the courtiers.

His sister Veria was 16 when he left. 

He struck out towards the Cloakwood, eventually running across a druid named Ibis Athenacius. Taulius discovered that he was once a noble son of a lord of Valoria, but did not wish to grow up to inherit his father’s title. He ran away from home as a youth and began learning of the woods, beasts, trees and plants. Now in his early 60’s, Athenacius was well versed in the druidic arts, and sensing a kindred spirit, took young Taulius under his wing. Together they roamed the woods and heaths until tragically, Athenacius was killed by an Owl bear. Taulius was distracted while on watch and wondered away from camp. While he was gone, the owl bear attacked Ibis and killed him.

Taulius buried his friend, and found a large red feather from the Owlbear, and his mentor’s family crest which he had kept always around his neck on a string. It was a circular metal medallion with an owl on one side, and the face of a warrior goddess wearing a helm on the other. Somehow trusting that despite his grief, that this fate was for his good, tied the feather to a string, and follows it wherever the wind takes him.

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Toura is a Stone Crow woman who was captured and enslaved by the Frostwolf tribe. She was gifted to Klun'Ragthroknaar after the Battle of the Maw. Despite being given her freedom by the party she has vowed to stay with them until her life debt has been paid. 

May the stars carry your sadness away,
May the flowers fill your heart with beauty,
May hope forever wipe away your tears.
And, above all, may the silence make you strong!

— Traditional orcish song
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The World

Thorgrim Ironspike is a Rift Warden assigned to the Caer Belmont garrison. He is good friends with Tamsyn. His personality can often lead folk to believe that he doesn't like them...because he doesn't. But he is loyal and would gladly give his life for his comrades and for the safety of the world. 

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Crow's Rest is an archipelago west of Eressea, and more specifically refers to the port that serves as a haven for the pirates and swashbucklers of the Corvus Concord. The main island used to be a fortress for an ancient civilization. They left behind the ruins of the city, and more importantly the enchantment of the surrounding ocean. All around the island the ocean rises like an incredibly high wall. There is only one main entrance into the harbor, through a narrow gate and fortress constructed of the finest stone and metal. Within the watery walls is a small archipelago of four main islands, with each island connected by an intricate bridge of unknown, but possibly elven, make. There are delicate spires of pale stone and silvery scroll work rising up out of the skyline, evidence of the former denizens of the city. 

There is very little law to speak of, the little that there is is known as the Bilge King's Law. No killing (aside from sanctioned duels), and no stealing from the Bilge King or the Murder. Everything else is simply a case of not pissing off the wrong people, or making sure you don't get caught. It is recommended that you keep a tight hold of your valuables while at the Crow's Rest.

Notable People

  • Bilge King - The Murder votes for one pirate to assume the role, and defines for how long they can hold onto that power. Generally speaking a new vote is held every year, but requires a majority of the Murder to agree on holding a new election
  • The Murder - The council of pirate captains that are in charge. 

Points of Interest

The Docks

  • Blithe's Blunder - a tavern
  • Smuggler's Guild

Scurvytown

  • Silk's - brothel run by Silk
  • Sea Dog's Rest - an inn and tavern
  • Bliss's Body Art Emporium

Windsward

  • Silvio's villa
  • Ocean's Fortune - a store for high end items
  • Mainmast Imports - A import company and front for The Hand of Fate

Bilge King Hold

  • The Treasury 
  • Captain's Quarters - residence of the Bilge King
  • Armory - rumor has it that secret weapons testing goes on within the confines of the armory

Activities

  • The Rapscallion's Regatta is an annual sea race is organized by the Bilge King. The course changes each year, but is always a dangerous route among the various reefs and sandbars of western Eressea. Many ships fail to survive the course, but there are always a large number of entrants each year. Entrants must be captain of their own ship, and there is an entrance fee of 1000 gold pieces. The winner receives the total of all the entrance fees, the grant of a small island or anchorage within the Crow's Rest archipelago. 
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Entity list

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