Returned from exile only to be exiled again by calamitous events.


Mighty (16), Agile (12), Tough (14), Smart (15), Willful (13), and Commanding (16)

Practiced alchemist, chirurgeon, herbalist, and hunter. Knowledgeable in climbing, diagnosis, grappling, religions, surviving the wilds, tracking, and witchcraft.

Armours & the Flower of Battle:
a) chainmaille
b) glave (2d6)
c) pole weapon (1d10)
d) light arcuballista (1d8) and 20 bolts

Healthy (36 body), Armored (class 16 protection), and Resilient (bludgeoning, piercing, and slashing damage taken from non-magical weapons is reduced by 3 while wearing mail or other heavy protection)

Conversant in common tongues (Asharic) and two other cultures (Ferrieres and Waleskan).

Resistant to spells, traps, poisons, diseases, and similar threats that can be overcome through great strength or rugged constitution.

Supplies: a purple handkerchief embroidered with the name of a
powerful archmage, trakesian authorized travel papers, dungeoneer’s pack, herbalism kit, scroll case, winter blanket, 158 gold pieces, 58 silvers, and 53 copper pennies.

Additional rules:

  • When you roll a 1 or 2 on a damage die for an attack you make with a melee weapon that you are wielding with two hands, you can reroll the die and must use the new roll, even if the new roll is a 1 or a 2. The weapon must have the two-handed or versatile property for you to gain this benefit.
  • You have a limited well of stamina that you can draw on to protect yourself from harm. On your turn, you can use a bonus action to regain hit points equal to 1d10 + your fighter level. Once you use this feature, you must finish a short or long rest before you can use it again.
  • You can push yourself beyond normal mortal limits for a brief instant. On your turn, you can take one additional action on top of your regular action and a possible bonus action. Once you use this feature, you must finish a short or long rest before you can use it again.
  • When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon’s damage die for this attack is a d4, and the attack deals bludgeoning damage.
  • While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.
  • 4d8 superiority dice. You regain all of your expended superiority dice when you finish a short or long rest. DC 13.
  • Parry. When another creature damages you with a melee attack, you can use your reaction and expend one superiority die to reduce the damage by the number you roll on your superiority die + your Dex modifier (d8+1).
  • Pushing Attack. When you hit a creature with a weapon attack, you can expend one superiority die to attempt to drive the target back. You add the superiority die to the attack’s damage roll, and if the target is Large or smaller, it must make a Str saving throw. On a failed save, you push the target up to 15 feet away from you.
  • Rally. On your turn, you can use a bonus action and expend one superiority die to bolster the resolve of one of your companions. When you do so, choose a friendly creature who can see or hear you. That creature gains temporary hit points equal to the superiority die roll + your Cha modifier (d8+3).

“Once again there was the desert, and that only.”
- Stephen King, The Gunslinger

The largest deserts of the world (Sahara, Arabian Desert, Gobi Desert, Syrian Desert) are realms of desolation on the surface. The desert is a place of bones, where the innards are turned out, to desiccate into dust. Deserts are also home to a hidden people, the tieflings of the wastelands, a horned community of fire.


In the Mouth of the Shark mokona