D&D - Icewind Dale: Rime of the FrostMaiden - OOC

Falcon

Adventure Finder
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Posting Speed
  1. 1-3 posts per week
Online Availability
I have a shifting work schedule, so My online times will be random.
Writing Levels
  1. Adept
  2. Advanced
  3. Prestige
  4. Adaptable
Preferred Character Gender
  1. Male
  2. Female
  3. No Preferences
Genres
Fantasy, scifi, futuristic modern, fantasy modern, Action/adventure, Mystery, Fan-based,
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IC Thread | Discord


SOME SECRETS ARE WORTH DYING FOR

Feel the cold touch of death in this adventure for the world’s greatest roleplaying game.

In Icewind Dale, adventure is a dish best served cold.

Beneath the unyielding night sky, you stand before a towering glacier and recite an ancient rhyme, causing a crack to form in the great wall of ice. Beyond this yawning fissure, the Caves of Hunger await. And past this icy dungeon is a secret so old and terrifying that few dare speak of it. The mad wizards of the Arcane Brotherhood long to possess that which the god of winter’s wrath has so coldly preserved—as do you! What fantastic secrets and treasures are entombed in the sunless heart of the glacier, and what will their discovery mean for the denizens of Icewind Dale? Can you save Ten-Towns from the Frostmaiden’s everlasting night?

Icewind Dale: Rime of the Frostmaiden is a tale of dark terror that revisits the forlorn, flickering candlelights of civilization known as Ten-Towns and sheds light on the many bone-chilling locations that surround these frontier settlements.

(Icewind Dale: Rime of the Frostmaiden, Back Cover)



 
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This will be played as a hybrid between Iwaku and Discord. Dice and quick game activities (such as conversations) will be done in discord, and then the results will be included in standard style posts.

For this reason I highly encourage Collabs for any time when players feel doing so may be appropriate.

Combat will be done in initiative order, but outside of combat no turn order will be enforced

Things To Know
  • Everyone will start at level one
  • Milestone leveling
  • All Official sourcebooks allowed, including Unearthed Arcana
  • Roll for Stats (roll 4 d6, drop the lowest number, add the rest to get the total. Apply the total to a stat)


Rules
  1. Please respect each other
  2. Keep bedroom content in the appropriate age restricted Iwaku section
  3. Players are by invitation only (Those to whom I Personally Invited)
  4. If you use colored text please make sure it works across all backgrounds (I prefer no colors in dialogue though)
  5. I reserve the right to add rules if needed.

 
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Click on the links below to see various points of information

  • "North of the Spine of the World and west of the towering Reghed Glacier is a frigid expanse few dare to explore, let alone inhabit. This icy land of windswept tundra recently became locked in a perpetual, dark winter without reprieve. Auril the Frostmaiden, the divine embodiment of winter's fury, has withdrawn to this cold corner of the world to live among mortals. Further, she has cast a terrible spell over Icewind Dale, to the detriment of most of its denizens."
    (Icewind Dale, 5)​

    Auril's spell keeps the sun from rising casting this corner of the world in o near endless night. Called the Everlasting Rime by the local people of Ten-Towns, it has become a cold existence. They long to bring the Sun and Summer back to their homes, some even to the point of giving on sacrifices once every new-moon. This has been going on for more than Two Years.
    • There is almost no Sunlight in the Dale
    • Blizzards, Avalanches, and other cold conditions are common and Have their own rules and effects
    • Overland travel will be difficult without correct gear

  • The Ten towns located in Icewind Dale are the sole source of civilization in the area as far as anyone knows. Each town has it's own unique history, and residents, as well as it's own secrets.

    One thing is common though. those who inhabit the town are so bundled up in the cold that it's often hard to tell one from the other out of doors. Even a monster might walk down the street unnoticed with it's face concealed from the cold.
    • Each town will be different when it comes to services, comfort, and friendliness
    • Each town makes a sacrifice of Some sort to Auril every New Moon (once a month)
    • Each town has its own quest you May choose to go on
      [*[ Each town Has a speaker who represents their town on the Ten-Town Council
    Your Characters probably know a little about each town proportionate to how long they've been in the area. Below are a few basics to remember.


    • Breman

      This is where our Adventure will be starting off​


      " Founded by dwarf prospectors, the sleepy town of Bremen sits on the west bank of Maer Dualdon, at the mouth of the Shaengarne River. "
      (Icewind Dale, 27)​

      Population: 150
      Leader: Speaker Dorbulgruf Shalescar, and elder shield Dwarf Man
      Rival Towns: Lonelywood, Targo, Termaline
      Exports: Gold, knucklehead trout scrimshaw

      There's not a lot to Breman, not anymore. Once a prosperous fishing town, located on the southwestern shore of Maer Dualdon, the deepest of the lakes, where the Shaengarne River meets the lake, the two years of winter now mean the fishermen had to drag their nets over the ice to get to the portion of lake still open to fishing. Although the winter is a reprieve from the seasonal flooding incurred every spring. It does have an inn though, and an unusual Five Tavern center.

      Whether you've decided to settle down here, or are just passing through, fate brings your paths together in this out of the way location.


    • Bryn Shander


      "The first stop for most visitors to Icewind Dale is Bryn Shander, a walled town perched atop a cold, lonely, wind-lashed hill. Bright lanterns suspended over narrow streets twist in the wind and add flecks of color to the town’s otherwise drab surroundings.
      The friendliness of this settlement has dwindled of late. Auril's unyielding winter has greatly reduced the number of visitors to Bryn Shander, and local trade is suffering for it, eating away al the local's sense of humor and goodwill. Still, there is no safer place in Icewind Dale to Spend coin or spend the night."

      (Icewind Dale, 32)​

      Population: 1,200
      Leader: Speaker Duvessa Shane, Young Human Woman
      Rival Towns: None
      Exports: Scrimshaw

      The largest of Ten-Towns, and the only town not on a lake, this town is the gateway to Icewind Dale. Often the first town than anyone new to the area visit, it has the most to offer, and is perhaps one of the most secure boasting a 30ft high wall. It has it's flaws though. It's not the friendliest of places, it's full of politics, and like every big city it has it's secrets.



    • Caer-Dineval


      "Whether arriving “by land or by lac,” visitors are immediately confronted by the fortifications for which the town is famous: its clifftop fortress, known as the Caer, and the ruined watchtower at the mouth of the frozen harbor. Most of the town’s buildings, which date back to the town’s Cormyrean founders, line the path that winds down the steep slope from the Caer to the harbor, whose docks are perched on the rocky shore. "
      (Icewind Dale, 37)​

      Population: 100
      Leader: Speaker Crannoc Siever, Human Man
      Rival Towns: Caer-Konig, Easthaven
      Exports: Knucklehead trout, scrimshaw

      Caer-Dineval is located on the northwestern bank of Lac Dinneshere, not far south of Caer-Konig. The town layout forms a half-circle around Knucklehead Harbor which if overlooked by Caer castle. The Cliffs of Dinev lay to the east.

      There used to be a Ferry to Easthaven before the lake froze. And the ferry is a sore point with many of the residents as it keeps them from getting timely deliveries from Good Mead, a place names for it's products. Adding to the unrest of late is the fact that the town Speaker has fallen ill.


    • Caer-Konig


      "The white, snow-covered slopes of Kelvin’s Cairn loom large behind this quiet lakeside town. Caer-Konig started as a camp for a group of mountaineers from the northern Moonsea region. As the camp grew, a wooden palisade was added to discourage raiders. Later came the stone castle of Caer-Konig. Alas neither the palisade or the castle faired well; both fell to orcs before falling into ruin."
      (Icewind Dale, 46)​

      Population:150
      Leader: Speaker Trovus, Silver Dragonborn male
      Rival Towns: Caer-Dineval, Easthaven
      Exports:Knucklehead trout, scrimshaw


      Located on the northern shore of Lac Dinneshere, Caer-Konig isn't that far from Caer-Dineval. The two towns share the fishing waters and often engage in a careful rivalry and both need the resources the half frozen lake offers.
      With the Easthaven ferry frozen the town has fallen into even further isolation.




    • Dougan's Hole


      " Dougan’s Hole is the smallest and most insular of the ten towns. Its residents aren't fond of visitors, and inbreeding has caused the population to dwindle in recent years."
      (Icewind Dale, 53)​

      Population: 50
      Leader
      : Speaker Edgra Durmoot, Elder Humand Woman
      Rival Towns
      : Good Mead
      Exports: Not Much

      This town is not the friendliest and has seen a dwindling population. It's also not uncommon for the residents to have more pointed teeth and misshapen ears. With the lake near the town mostly frozen ice fishing is become more and more common. So much so that you may see dark figures out on the ice well into evening.

    • Easthaven

      "Walking into Easthaven is like stepping into Icewind Dale's past-- The place is a living example of the boomtown way of life that gripped all of Ten-Towns centuries ago. In the generations since, as other towns have settled into a predicable pattern of existence, Easthaven has continued to grow and reinvent itself."
      (Icewind Dale, 59)​

      Population: 750
      Leader
      : Speaker Danneth Waylen, Human Man
      Rival Towns
      : Caer-Dineval, Caer-Konig
      Exports:Knucklehead trout, scrimshaw

      Located to the south of Lac Dinneshere, Easthaven has boomed in growth with the construction of the Eastway. It's founder were thieves who refused the to bow to the thieves guild. Eventually they made their way to Icewind Dale. In a form of tribute to their founders, pickpocketing is legal in East haven, and it's not unusual to see signs warning people to "watch thy pouch!"


    • Good Mead

      " Founded by immigrants from Chult and the Vilhon Reach, Good Mead is nestled between Redwaters and a nearby evergreen forest. The town's squat dwelling adorned with carvings of Dinosaurs and serpents are overshadowed by the two story structure of the mead hall, its eaves carved and painted to resemble wyverns.As honey is the key ingredient in mead, the town literally buzzes with the droning of bees."
      (ICewind Dale, 72)​

      Population: 100
      Leader:Speaker Kendrick Rielsbarrow , Human man
      Rival Towns: Caer-Dineva;, Caer-Konig
      Exports: Knucklehead trout, scrimshaw, mead

      Good Mead is names for it's main export. In fact it is the prime supplier of mead to Icewind Dale. The Mead Hall is possibly the most prominent building in the town and contained a fire heated space dedicated to the bees, allowing them to keep thriving even in the coldest of winters. This is a good thing as winter refuses to end.

      Additionally, The Chultian founders may or may not have brought a dinosaur o two with them. Rumor abound the other towns on the matter but only the locals of Good Mead know the truth. Of course, it's unlikely one of these giant lizards could have survived the two year winter, so by this time the point is probably moot.


    • Lonelywood

      "Founded by a Sembian family from Urmlaspyr, Lonelywood is a quiet town of loggers, fishers, and scrimshanders scratching out a living on the edge of the world. The town’s oldest buildings and docks bear carvings of dragons, lions, and goats that pay deference to the family’s crest, which featured a chimera.

      Roughly half of Lonelywood’s able-bodied residents trawl the lake for knucklehead trout, while most of the others spend their days in the forest felling and hewing the trees that are used to construct boats and buildings. Lonelywood’s timber is taken by cart to be sold in other settlements, Termalaine and Targos in particular. "

      {Icewind Dale, 79)​

      Population: 100
      Leader
      : Speaker Nimsy Huddle, Strongheart Halfing Woman
      Rival Towns
      : Knucklehead, Timber
      Exports:

      While the residents work together quite well, Lonleywood also has a reputation for appealing to a shadier clientele, ever before the winter came. The nearby woods offers a secluded place for dealings every bit as much as it offers timber. A visitor can find quite a few friends as long as they don't ask about anyone's past.

      There are no Inns here, but some locals are willing to rent out a room for a night or two.


    • Targos

      "Like Bryn Shander, Targos is encircled by a wooden wall, which helps to protect the town against orcs and other threats from the wilderness. The wall extends out into the lake, creating a safe harbor for the town’s boats. But now Auril's long winter has frozen the water in the harbor, and many of Targos's boats are trapped in the ice. Fishers must drag their smaller vassals across the ice to get to the unfrozen waters beyond the harbor walls.

      Almost all the towns in Icewind Dale make their living off the lakes, but nowhere is that fact more evident than in Targos. The town has always had the biggest fishing fleet and the biggest fishing industry, and everything that goes on here revolves around hauling the knucklehead trout out of Maer Dualdon. "

      {Icewind Dale, 86)​

      Population: 1,000
      Leader: Speaker Naerth Maxildanarr, Human Man
      Rival Towns: Breman, Lonelywood, Termalaine
      Exports: Fish, knucklehead, scrimshaw

      One of the larger town's of the Dale, Targos could almost be called a city in comparison to places like Dougan's hole. It's industry had always revolved around fishing though, and the winter has hit it hard. However the protection of it's walls and the deeper waters of Maer Dualdon mean the town can still do well enough to maintain it's dominance of the trade.

      Also of note, although not born locally Speaker Naerth Maxildanarr is one of the more recent additions to the council. He moved from Luskan a few years prior to the long winter, and a combination of cordial, down to earth manners and money helped him quickly establish a good reputation in the area. This allowed him to be elected to speaker when his predecessor stepped down into retirement.

    • Termalaine

      "Founded by Calishite settlers who appreciated beauty, Termalaine is widely regarded as the most picturesque town in Icewind Dale, spreading out from the shore of Maer Dualdon and bordered on the north and west by tall pines. its buildings incorporate carvings of wizards, homunculi, tigers, and smiling djinn.

      For most visitors, the enchantment of the town is dispelled as soon as they feel the icy claws and teeth of the cold wind sweeping down from the north, shearing through their layers of clothing. Termalaine was built in the path of this dreadful gale, which continues well past the town to harry fishers on the southern half of the lake."

      {Icewind Dale, 93)​

      Population: 600
      Leader
      : Speaker Oarus Masthew, Half-Orc Man
      Rival Towns
      : Bremen, Lonleywood, Targos
      Exports: Knucklehead trout, scrimshaw, tourmaline

      This town has fishers and shipbuilders, but they also have a mine. This mine provides a spread of gemstones and extends northeast of the settlement. However it is not unheard of for the underdark to occasionally hamper the miners efforts when a creature or wo makes it way in. Any time this happens the mine is promptly sealed until the problem can be taken care of.


  • Icewind Dale used to be green sunny, and have all four seasons... Used to....
    Over the last two years the winter has become permanent.

    The sky is always overcast making the lighting dim. The brightest it ever gets in about equivalent of a normal area during a rain storm. It's not unusual for a blizzard to whip up on short notice or an avalanche to occur in the mountains.
    Most locals get around by snowshoe or crampons. Those who need to travel between towns usually do so in caravans with either axe beaks or dog sleds.


  • The Calendar is comprised of a 365-day year. this is made up of 12 months including three weeks each. Each week is ten days long and often referred to as a ten-day.


  • 0c0f93acd5029a6561efd8259fc4e14f.png
    maps%2Fh3hahA7ncus2dszNtJhAhf4ioaRhXvXcTBwlLBUD.jpeg



 
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This will be a place where I keep game event logs, NPC Information, and location information
for areas the party has visited



  • Chapter One
    The characters have spent the long night in Breman, spread across different taverns in order to weather the sacrifice of warm in large groups where body heat may prove helpful. Shula and Sylva learn some interesting things about Tali and Dannika who are researching the weather and animal life. Dannika wants to find a Chawinga and asks that they let her know if they see one.

    When morning comes the characters are allowed outside and as Sigred makes her way around she meets Grynsk a dwarf fisherman who is trying to hire workers to catch knucklehead trout. She promises to find his employees and goes to the tavern he indicated he was in the night before. In asking around she meets Emery, Esther,Kutolo, and Jon Jon. Kutolo mentions that there's a giant fish in the lake and for a moment everyone things they are going monster hunting. However, a moment later Grynsk appears and asks who is going to help fish for knucklehead trout.


  • In Breman
    Grynsk Berylbore
    Dwarf
    fisherman

    Tali
    Half-Elf
    Wildlife Researcher

    Dannika Graysteel
    Half-Elf
    Weather Researcher


  • None Yet


 
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"Like the famous drow Drizzt Do'Urden, many people who come to Ten-Towns are outcasts, fugitives, or pariahs in search of a place where they can be tolerated, if not accepted. Some came here determined to make their fortunes. Others come for the solitude, or to escape notice and stay out of reach of the law of the southern cities. Today, four-hundred years after the formation of Ten-towns, most folk are here because they were born here, and expect to die here..."
(Icewind Dale, 17)





@Applo

Name: Sylva Grimm
Age
: 23
Race
: Half-Elf
Class
: Rogue - Archetype at lvl 3
Token Color
: Green


@Elle Joyner

Name: Emery Fen
Age
: 19
Race
: Half-Elf
Class
: Warlock - In Game Reveal
Token Color: Light Gold




@Fyrra

Name: Shula
Age: 20
Race: Human
Class: Sorcerer - Wild Magic
Token Color: Magenta



@KatSea

Name: Esther
Age
:
Race
: Human
Class
: Fighter - Archetype at lvl 3
Token Color
: Lavender




@Midian

Name: Sigrid Argyris
Age
: 25
Race
: Half-Elf
Class
: Cleric - Tempest
Token Color
: Slate




@Sail

Name: Kutolo
Age
: 26
Race
: Human
Class:
Cleric - Grave
Token Color
: Purple


@The Wanderer

Name: Jon Jon
Age
: 18
Race
: Human
Class
: Monk - Monastic Tradition at lvl 3
Token Color
: Light Brown




Here is a Link for a fillable Character Sheet, Provided by Wizards of the Coast. You may use any other 5E Sheet maker you like as long as you can send me a link or screen shot in some way before the game starts


 
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Initiative Order
Battle Map
No Current Battle​
1617080338357.png


 
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Sigrid Argyris.jpg

Artist unknown, recolor by Falcon for the campaign.

This is Sigrid Argyris, a Neutral Good half-elven Tempest Cleric who worships the primordial ocean deity Istishia. After being called by her deity to end the reign of Auril for abusing the power of storms, she left her ship full of fellow worshippers and made her way to do just that.

She's 25 years old and stands about 5'9, and has black hair and bright blue eyes. While not unfriendly, she's often found alone and is a chronic fidget. She carries a war pick, crossbow, and shield, and loves a good fight as long as it's for a just reason. Her clothes reflect her seafaring heritage, but she is notable for always wearing her hood up and keeping a small distance from others. Those who get a good look at her face find she has dark purple, deep circles under her eyes.

At rest, Sigrid usually looks slightly intimidating until she speaks or acts. After a few drinks she might lead willing tavern patrons in a rousing sea shanty praising her god and/or the ocean. Would rather talk about just about anything besides herself.
 
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This is Jon Jon, a Lawful Good Human Monk, out on pilgrimage to find enlightenment, seek and deliver justice to those in need as to please his deity of worship, Bahamut. And potentially find the home of said god in the north, though the chances of that happening are very slim since Jon Jon doesn't know about the fact that Bahamut doesn't actually live in the North.

Eighteen years of age and standing roughly at 5'8, brown hair kept in a short near buzzcut style with matching brownish colored eyes. Jon Jon is a simple young man who while not the brightest of the bunch, carrying simple tools and weapon, of which is a simple wooden staff. He also carries with him a wooden ornate mask, and tools to carve wood. His garb being simple cloth with added layers for the cold environment he finds himself in, Jon Jon gives off the vibe of a seasoned wanderer that takes nothing from no one. When in actuality, it couldn't be farther from the truth.

At rest, Jon Jon can be found praying to his God and reading simple books that may or may not be for children, or at least those of a less-than smart demographic. Or shadow-training, fighting non-existent opponents as to hopefully keep his fighting ability at the ready, and to practice any teachings he may come into learning.
 
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Drawn by tumblr user dearasteria, I think? Shamelessly palette-swapped by me, because I swap palettes.

This is a traveler from the far-away land of Mulhorand, where trade has recently opened up following the abolishment of slavery. She seems a cheerful enough sort, for one as far away from home as she is, though her gaze is just likely to be cast out to the horizon as it is to linger on the local city-life and their customs. After years and a number of forays into unfamiliar lands, she has found her way to Icewind Dale, apparently missing any message about the dangers and inhospitable weather that might have convinced most travelers to stay away.

Standing at 172 cm with a sturdy build, one could be forgiven for dismissing Shula as a common laborer from overseas, or one of many deck-hands for a ship. Particularly keen observers might notice the way her clothing sometimes flutters as though caught in a breeze, when there is no wind to cause such a thing. Indoors, even. It's not proof on its own, but it's enough to mark her as a potential sorcerer, considering her lack of proper arms or armor beyond a simple hunting crossbow and some daggers. She looks to be nearing her twentieth winter, yet her eyes are still full of wonder when seeing new lands. even in the frozen tundra.

When alone, she tends to practice with her flute, yet she never seeks out an audience. Should an audience find her, she is usually willing to speak with a stranger, but isn't above ignoring them for seemingly no reason at all. There's just something chaotic about her.
 
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Emery Fen is a long way from home, but if that particular notion is at all disappointing to this half elf maiden, she doesn't seem particularly keen to reflect on it. There isn't much, to be honest, that Merry reflects on for very long. Not the brightest of shining lanterns, what Merry lacks in intellect she certainly makes up for in heart. Compassionate, charming and enthusiastic, she brings a warmth most needed in the frigid north.

With rather pronounced ears, a length of wavy blonde hair and wide, bright russet eyes, her features are generally a mirror of her consequent naivety and jubilance. On the smaller side for her race, she stands at 5'6" and has a rather slim figure, punctuated by somewhat gangly limbs and a long, slender neck. She wears a red and gold garment, cropped at the midsection with a skirt that flows about her ankles, several bangles and a red gem about her throat. Her feet are almost constantly bare.

Never far from her is her companion and guardian, and what she refers to with fondness as her funny little ginger friend.
 
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Art by Planar Bindings. Some Recoloring and simple additions by me.

This is Ursi, or possibly Sarah. Then again, you are pretty certain you heard someone say this half-elf’s name was Rowan and just now the barmaid called her Anna. Whatever this tattoo covered maiden is called is really a moot point. She bolted into the night the moment you called out and took the contents of your pockets with her. If you do manage to convince this green eyed creature to tarry a moment and talk to you, you may find out many interesting things; such as the fact that she is from somewhere you have never heard of down south and that she is in Icewind Dale for no real reason at all.

At five feet and eight inches tall, Sylva, for that is her real name, cuts a gaunt, untidy figure. Her clothes generally tend to be a miracle of patchwork, pouches and jewelry while to say that her mousey brown hair is an unkept mess is an understatement. Those who have spent any time at sea or any place where sailors gather might recognise the simple tattoos that litter her body as those common amongst superstitious mariners. That said, most folk fail to notice these finer details as their gaze tends to get stuck on the half-elf’s eyes. A vibrant emerald green in colour, they seem to almost glow like stained glass on a brilliant summer's day in a way that many find deeply unsettling.

When she isn’t enriching herself at others expense, Sylva is a chronic people watcher; her eyes are never still for long as she seems to try and watch everything at once. Her other most apparent habit is talking and tending to a small mouse that lives in one of her many pockets and pouches. While she can come across as cold and callous, anyone who snatches a glimpse of her looking after her little friend can have no doubt that Sylva is capable of deep and genuine tenderness.​

 
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Announcement:

I am going to move the IC into the Discord so we can have a more around-the-table like experience.
Our Iwaku IC thread will now be used for Logs