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Avorianna "Ria" Crouxius
#1
Avorianna “Ria” Crouxius

Race: Half-Fey: Felvad/ Elf

Gender: Female

Age: Currently around 19ish... so she says

Height: 4’ 8”

Weight: Won’t say but is slender

Strength: Average

Physical Description/ Personality: Just call her Ria, no need for formalities. Ria is a short, slender, pale skinned half-fey. Her skin seems to shimmer slightly if caught in the right light. She has striking sea green eyes that are slightly larger and rounder than humans and flame red curly hair that reaches down to her knees. Freckles are darted all around her hourglass figure most of them are located on her face; she refers to them as fire kisses. She is almost always seen wearing a smile. Do not cross her though because even though she has a small and seemingly weak figure due to the labor she puts towards her house, being half-fey, smithing and daily chores she has a fit body and good endurance… though… she is still small... Her pointy ears are 3” longer than a human’s. On her right ear she has multiple piercings and on her left she has a gauge made of bone. She has a large scar located on her left arm, and a small scar on her right cheek. Ria is not in touch with her feminine side very much and dresses like a gypsy, in plain clothing, or in her blacksmithing gear. She dislikes shoes for some reason, so don’t ever wear shoes inside her house. Ria is a bit wild, very energetic and likes to tease people playfully. Since she has no family left she treats her customers and friends like family. She is opinionated and stubborn and is always fair with the price of her work. She knows she does good work and doesn’t want to be ripped off but is always up for trading or bargaining. She is also kind and is in love with food. She likes to read, dance, and play the violin and enjoys when people come to visit. Her face usually always has some sort of soot smear from metal working, dirt from the garden or ingredient of food on it (usually flour or dough). She has a tattoo of a strange symbol near the left side of her collarbone above her chest that sprawls across her shoulder and down to her sternum. Ria has a habit of humming or singing songs while doing chores or cooking. She also has a bit of a strange humor.

Apparel: Ria has a few outfits for occasions. She dresses in leathers head to toe for smithing/weapon repairing. She also wears her “laundry day” clothing which is just a basic oversized long sleeve shirt with plain fabric pants wearing either foot wraps or no shoes at all. Her most common outfit is a white puffed sleeved peasant blouse with dark brown embroidered leather arm bracers with a light colored leather side button waistcoat, thick leather belt with a dagger holder, a colorful double layered sash skirt and tan baggy fabric pants that are tucked into her shin high leather shoes. With whatever outfit she wears she has a bandana in her pocket, to clean her face off, as well as wears her mother’s necklace and father’s ring. She usually wears her hair either down, pulled back by a bandana, up in a messy bun, or in a messy braid.

Backstory: There are only three things Ria knows about her mother. The first being that her mother was a fey. The second being that her mother had a big heart and was kind to anyone she came across; and the third being that Ria is almost a spitting image of her mother (except for the curly hair; that was all her dad). Ria’s mother passed when she was born so she was raised by her elven father. Her and her father moved to Ballena in hopes of a better future and to leave their past behind them. Her father was a talented master blacksmith that was able to imbue weapons and armor with amazing magical properties. Due to Ria having no mother figure she became the cook of the house at a young age. She fell in love with making food. After learning her father’s trade she applied that to the food she made. She learned how to imbue food with magical properties to assist adventurers and has now become very adept in this skill. Due to the fights in Ballena between the city and the pirates Ria’s father was being pressured to make better and better weapons with stronger and stronger magical properties. Four days after a big battle began Ria’s father was murdered mysteriously after leaving the house one night. Warned by her neighbor that night Ria took any valuable belongings (magical door, mother’s necklace, father’s ring, father’s hammer and a few other items) and fled town. Ria has no clue who her father was helping in first place, and who murdered him. She travels the land helping adventurers (for a price) and has yet to step foot back into Ballena again. Ria’s dream now is to open up a traveling inn and be able to cook and share her space with any whom need it.

The Story Of Ria: None so far

Affiliations and Contacts: None so far.

Skills and Abilities

Aspect: Forged Road: Interdimensional Inn-Keeper

Feywild Lodgings - Ria and Silkie are the only two creatures native to Avarka capable of using the orb that grants passage to their little home. However, being a fey creation, it seems to be accessible to other fey... at least some of the time, for some fey, for some reason... One large room on the ground floor of the house seems to be kitted out like an old fashioned saloon, including bar, stools and even a poker table. Currently only has two guest rooms but is currently being expanded upon.
- Faerie Tip Jar - On a counter near the corner of the bar sits a glass jar that seems to flit in and out of existence. A note attached to the jar in an elegant, floral script reads 'Gratuities Accepted'. When a total of 375 Gold has been placed in the Tip Jar a denizen of the fey realm will either make improvements, make a deal, or make themselves welcome.
- Rest Your Head - Sleeping in any of the beds in Ria's inn has a wonderful restorative effect, owing to the use of sheets threaded the from fibres harvested from the fantasmagoric prairies of the feywild. After sleeping at Ria's inn, people find they have the stamina of a nature fey, able to run, jump and climb without any rest for hours and still feel great. Dawn, midday, dusk or midnight all end this effect.
- Play A Game - A pair of dream sprites named Aequum and Libratum have taken up residence in the Inn. Eight inch tall winged creatures, these dream sprites are almost certainly twins. One wearing an outfit or silver the other gold. Playing games with them might cost you a coin or two, but it is an activity that always brings joy, energy and revitalisation. Playing with the twins grants the ability to cast a single additional spell level 3 or lower at some point that day. Effect expires at midnight.

Aspect: True Mage: Regardless of how you came to it, you were trained in the ways of a true mage and earned the right to call yourself such by manipulating the basest force of Avarka. You can learn primal magic, the art of raw force and direct manipulation of magic. Primal magic spells cost 30g per spell level to learn. You automatically learn the Minor Telekinesis and Shield spells. You can learn the highest level spells (8+) of every art. Chose a single non-primal magic art. This art is your "focus". Focus: Vital Arts Whenever you learn a 2nd level or higher spell of your focus art, you can learn any lower level primal spell for free (e.g., if your focus is Fire and you buy a level 3 fire spell you can learn a level 2 primal spell for free) Once per post, you can cast a 2nd level or lower Primal spell without it counting against your spell per post (For example, you could cast shield and another spell in the same post).

Spells
True Mage- lvl 1- Minor Telekinesis - You can manipulate any unattended object in sight that weighs at most 5lb, or push/pull any target with just enough force to lift 5lb. Capable of fine and precise movements. If the object is later grabbed this spell does not end (if maintained). (Comes with True mage)
True Mage- lvl 1- Shield - Raise your hand, palm out, to generate a barely visible construct of applied force, circular with a 1ft radius, in the air inches from your palm. Acts as a suspended shield, tough as wood (modifier 1). It is frozen in place until you stop maintaining it or recast it elsewhere (is not a summon). (Comes with True Mage)
True Mage: lvl 1- Recognize - Get the gist of how magical a nearby creature is within, the general strength of its spellcasting, and what art(s) it most closely aligned with. By focusing for a lengthy period of time, it may be possible to sense potential and other, more esoteric phenomena. Can be resisted, target feels a bit off.
True Mage: lvl 2- Hone - By contact generate a film of force over a dull object, granting any dull edges sharpness and refining any already sharp edges.
True Mage: lvl 3- Skein - Generate a paper-thin layer of force over your body. It is not strong enough to protect from slashes or blows but does prevent actual physical contact and can prevent burns and the like.
Vital: lvl 1- Divine - Sense the presence of any fey or spirits around you and get a sense of their mood.
Vital: lvl 1- Grow - Rapidly accelerate the growth of a plant or seed by the equivalent of several months.
Vital: lvl 2- Peer - You are able to see and decipher other people's auras, revealing their emotions.
Vital: lvl 3- Weave - Grow from the earth an intertangled mass of leafy vines and other plant life that knit themselves into any sort of simple woven object (A natural-looking mat to hide under, a basket, etc). The object can remain weakly attached to the earth, and lasts about a day if detached.
Vital: lvl 4- Heal - By touch, accelerate a target's healing processes within a body part. Instantly heals bleeding and minor cuts. Will close more serious gashes over the next few posts. Will heal in a day what would normally take weeks. Once cast will keep healing that injury until done without requiring maintaining.
330 G spent


Weapons and Armor
Rough Bow - A faintly magical wooden bow reinforced with Chitin (modifier 3). To celebrate her choosing to follow his path as a master craftsman, Ria's father helped her (or rather she helped him) create this simple bow. Ria is a pretty good shot.
<ui><li>Unpolished - The Rough Bow was specially designed to be improved at a later date as Ria progressed in her training. Specifically, it can once ever absorb a recently created magical bow in order to gain the ability to instantly switch forms between it's current form and that bow's form. It's toughness in both forms becomes whichever form is more durable. Any runes on the bow effect all forms (each form doesn't get its own modifier slots).</li> </ul>

The Meek - A steel dagger made as a gift for Ria by her father. (1 Minor)
<ui><li>Blood Aversion - Whenever the Meek comes into contact with blood, it will teleport both itself and its wielder to a safe location within 30’. The wielder can control the destination, but they cannot teleport to a spot that is obviously closer to a source of danger* than another spot. If the blood belonged to the dagger’s own wielder the dagger and wielder are not teleported together – the dagger dumps itself as far away from the wielder as it can while staying within the 30’ area of effect. *The dagger errs on the side of ridiculous paranoia when it comes to ‘sources of danger’.
</li> <li>Sleeping Courage – After teleporting, The Meek will not activate Blood Aversion again for 3 posts. Furthermore, any cuts made by it during this period will be vastly more painful than normal for a few moments.</li> </ul>

A homemade bola - Ria has taught herself how to make bolas for both hunting purposes and to use if she ever got into a fight. She has mastered the use of the bola.

Other Magical Possessions

Magical Door- ( Warning: Lots of reading! For full effect and enjoyment read all or just skim for understanding. I also made a mockup of the house in Sims 4. Provided photos. Sims 4 mock up is not exact but can give you an idea of layout and placement of most objects. For example... I was not able to place herbs hanging from the ceiling.)
Her father’s finest creation, a smaller than baseball sized orb that projects a portal above it when placed on a surface. The sphere itself emits a high magical signal showing that many strong imbuements have been placed on it, two of which is protection from destruction and chosen wielding, making Ria and Silkie now the only ones is able to pick it up and hold it. The space tends to reflect the emotion of the wielder. Inside the magical door is a set space that has a house located inside it. The house has magical properties imbued in it (most likely from her mother). The house itself is fireproof, and water seems to draw endlessly while inside the space. The space was originally made for Ria‘s family before she was born but after her mother died the space became just for Ria and her father. It was completely finished when she became old enough to travel from their home town (around 4 years old). It became her home on the go. They traveled the land visiting the cities before finally stopping in Ballena and calling it home. It is full of memories and stories and still contains some old toys and stuff of Ria’s.
You first enter on top of a large symbol on the ground and are greeted to the sight of a two story cottage looking home. Outside of the house is a large garden for growing herbs and some vegetables, a clothes line that Ria also uses as an extra drying rack, a chicken coop, a pond with a bench near it, a fire pit, and the gravestones of her parents. Behind the house is fenced off area that has an unfinished extension added upon it as well as a soon to be extended flower garden. There is also a canopy area that is used to shelter horses and the like as well a large garden. There is a little courtyard that leads from the hallway down to the main inn area that has seating and lots of flowers everywhere.
Inside the house it is worn and homey, the floors are basic and the walls are the same, the house is filled with things new and old, it is always messy somewhere in this house and is packed to the brim with good smells. When you enter there is a small foyer to wipe your shoes and hang your coat; then as you look forward you are greeted to the site of Ria’s pride and joy, her kitchen. Ria’s kitchen is filled to the brim with cooking tools, and hanging from the ceiling anywhere she can find space is a variety of different herbs, spices and fruit all which are in different stages of drying. On the floor is a large painting of some sort of symbol accompanied by other smaller symbols. To the left is a hutch with a small table and chair on top of it to the left. Ria made this table and chair for her Sylph friend Silkie. There is a two person kitchen table next to the hutch. In the corner next to the hutch is a large vase that is always full of water. Off to your right of the kitchen there is a butcher’s table for any fresh kill or piece of meat that ends up her way. On either side of the butcher’s table is two doors, to the left is the main washroom and to the right is Ria’s old room still full with some of her toys and her books. It now serves as a guest room, should she have anyone that needs a place to sleep.. just… mind the mess.. and Silkie. The dollhouse that is still located in the room serves as a home for Silkie.
Off to the left of the foyer is the entryway to the upstairs, and downstairs as well as the living room and entrance to the Inn extension. In the living room there is a fireplace and a sofa, there is also a strange music player, chess table, and a bookshelf full of books collected over the years. The back wall of the living room leads you to the Inn area. Ria has been working very hard to create her dream inn. So far she only has a hallway with a bedroom with a queen sized bed off to the left side, a washroom off to the right, and a large room that serves as the dining room/ lounge area/ saloon area. In the rec room as Ria calls it has a large table that seats 8 with window seating, a couch, bookshelf, poker table and a bar with stools. Located on the corner of the bar is the Fey Tip Jar; Ria puts a few coins each payment towards her dream, and she hopes you do the same.
Downstairs in the original house area you are greeted by three doors, the left door leads into the forge room. This space used to belong to Ria’s father and truly shows that a master craftsman used to use this space. On the floor there is a very large series of intricate black painted symbols that trails around the room and up the walls. Every corner, shelf space and chest space is full with materials of varying qualities as well as partially made weapons, armor and items, most of which is things that her father was working on. There are tools scattered around the room, it seems to be some sort of organized mess. In the middle of the room against the largest wall is a huge forge fire made by Ria’s father himself, and off to the left is the anvil, showing its age and well use. On the other side of the hall downstairs is a “cooler room” used for storing ice and things that need to be kept cold as well as any extra food that cannot fit in the cooler in the kitchen; as well as a storage room for dry items and any tools that a smith may need that should not be stored in the forge. (Tanning rack, any leather scraps, etc.)
Upstairs on the second floor is the master bedroom and master washroom as well as a storage room. Ria never lets people upstairs due to the memories, and the mess… oh dear the mess… Ria hasn’t had the heart to sort through her father’s stuff so she shoved everything to one side of the room to sort through it “later”. Ria remembers her dad having a secret storage room next to his room but has lost the key to get inside. Inside the room unknown to her is items her father had stored away for safekeeping… or for other reasons. Her father put the family’s secrets in this home, unknown to Ria.

Other Mundane Possessions
A Violin: A well-used but well maintained violin that Ria has taught herself to play over the years.
Tambourine: A colorful tambourine Ria likes to play while dancing.
Mother’s necklace: An expensive looking locket that Ria wears at all times. The locket seems to be stuck closed.
Father’s ring: A ring laced with strange symbols in the inside written a language Ria cannot read. Ria placed the ring on her mother’s necklace.
Father’s Hammer: A well-used blacksmith hammer that has sentimental value to Ria.

Pets

Silkie - Silkie is a Sylph that acts as Ria’s second set of eyes. Silkie has been around Ria’s family before Ria was born. Apparently Silkie was important to Ria’s mother. She seems to sometimes have a very childlike personality and at other’s very serious. She likes to play pranks on guests and generally be playful. She is also very protective over Ria. (2 Minor)
Spirit Hand - Silkie is intangible, but can channel her presence through the air around her to both talk and temporarily interact with creatures and objects in a manner similar to using touch-range Minor Telekinesis (5lb of force). This does not, by itself, count as a spell.
Invisibility – Silkie is invisible while inside the sphere realm. While outside of the sphere, Silkie appears as a barely perceptible shimmer in the air. This becomes more easily seen the farther she is from Ria and/or the sphere to a maximum of being blatantly obvious upon moving 30' away. This is not how Sylph invisibility normally works, suggesting there is something larger at play here...
Air Heritage - Silkie can learn level 1-3 storm spells, but can only cast one per post and no more than two every five posts.
Guardian - Silkie can sense the presence or absence of magical effects on those she's very familiar with. Furthermore, in place of casting a storm spell, she can suppress any one magical effect directly acting on the body/mind of another. This suppression lasts for a post and doesn't work if the target willingly accepted the effect in the first place.
Traveler’s Tounge - Silkie speaks several contemporary languages, having traveled extensively with Ria's parents.

Gold: 70

Minors:
1 Minor – The meek (weapon)
2 Minors- Silkie the Sylph
1 Minor - Magical door
2 Minors - Forged road Inn abilities


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Reply
#2
Ability Suggestions, as per chat:

First up is the dagger, which I'd call 1 minor:

The Meek - A steel dagger made as a gift for Ria by her father.<ul><li>Blood Aversion - Whenever The Meek comes into contact with blood, it will teleport both itself and its wielder to a safe location within 30’. The wielder can control the destination, but they cannot teleport to a spot that is obviously closer to a source of danger* than another spot. If the blood belonged to the dagger’s own wielder the dagger and wielder are not teleported together – the dagger dumps itself as far away from the wielder as it can while staying within the 30’ area of effect. *The dagger errs on the side of ridiculous paranoia when it comes to ‘sources of danger’.</li>
<li>Sleeping Courage – After teleporting, The Meek will not activate Blood Aversion again for 3 posts. Furthermore, any cuts made by it during this period will be vastly more painful than normal for a few moments.</li></ul>

-----

Hrm, not sure how many minors Silkie should count as. 1.5? Going to get a second opinion on this.

Silkie - Silkie is a Sylph that acts as Ria’s second set of eyes. Silkie has been around Ria’s family before Ria was born. Apparently Silkie was important to Ria’s mother. She seems to sometimes have a very childlike personality and at other’s very serious. She likes to play pranks on guests and generally be playful. She is also very protective over Ria.
<ul> <li> Spirit Hand - Silkie is intangible, but can channel her presence through the air around her to both talk and temporarily interact with creatures and objects in a manner similar to using touch-range Minor Telekinesis (5lb of force). This does not, by itself, count as a spell.</li>
<li> Invisibility – Silkie is invisible while inside the sphere realm. While outside of the sphere, Silkie appears as a barely perceptible shimmer in the air. This becomes more easily seen the farther she is from Ria and/or the sphere to a maximum of being blatantly obvious upon moving 30' away. This is not how Sylph invisibility normally works, suggesting there is something larger at play here...</li>
<li> Air Heritage - Silkie can learn level 1-3 storm spells, but can only cast one per post and no more than two every five posts. </li>
<li> Guardian - Silkie can sense the presence or absence of magical effects on those she's very familiar with. Furthermore, in place of casting a storm spell, she can suppress any one magical effect directly acting on the body/mind of another. This suppression lasts for a post and doesn't work if the target willingly accepted the effect in the first place. </li>
<li> Traveler’s Tounge - Silkie speaks several contemporary languages, having traveled extensively with Ria's parents. </li></ul>

-----

On the bow, I think the below is either 0 or .5 minors:

Rough Bow - A faintly magical wooden bow reinforced with Chitin (modifier 3). To celebrate her choosing to follow his path as a master craftsman, Ria's father helped her (or rather she helped him) create this simple bow. Ria is a pretty good shot.<ul><li>Unpolished - The Rough Bow was specially designed to be improved at a later date as Ria progressed in her training. Specifically, it can once ever absorb a recently created magical bow in order to gain the ability to instantly switch forms between it's current form and that bow's form. It's toughness in both forms becomes whichever form is more durable. Any runes on the bow effect all forms (each form doesn't get its own modifier slots). </li>
</ul>

---

I still need to work out how that sphere's entrance works, but we can probably get it down to 1 minor. Probably.
Reply
#3
Silkie definitely feels like Two. That bow definitely feels like a freebie.
Reply
#4
Those seem like good creations. On the bow, make a mention of passing rune things onto ammunition?
Reply
#5
I have updated her profile to add Magi's edits and Udo's mention of the runes being passed onto ammo. I am still unsure of WHAT to call her forged road and anything that would entail. I basically want her to be able to craft things and run an inn inside the magic door space. any suggestions would be welcome! Big Grin
Reply
#6
Feywild Lodgings - Ria and Silkie are the only two creatures native to Avarka capable of using the orb that grants passage to their little home. However, being a fey creation, it seems to be accessible to other fey... at least some of the time, for some fey, for some reason... One large room on the ground floor of the house seems to be kitted out like an old fashioned saloon, including bar, stools and even a poker table. [Forged Road: Interdimensional Inn-Keeper]
- Faerie Tip Jar - On a counter near the corner of the bar sits a glass jar that seems to flit in and out of existence. A note attached to the jar in an elegant, floral script reads 'Gratuities Accepted'. When a total of 375 Gold has been placed in the Tip Jar a denizen of the fey realm will either make improvements, make a deal, or make themselves welcome.
- Rest Your Head - Sleeping in any of the beds in Ria's inn has a wonderful restorative effect, owing to the use of sheets threaded the from fibres harvested from the fantasmagoric prairies of the feywild. After sleeping at Ria's inn, people find they have the stamina of a nature fey, able to run, jump and climb without any rest for hours and still feel great. Dawn, midday, dusk or midnight all end this effect.
- Play A Game - A pair of dream sprites have taken up residence in the Inn. Eight inch tall winged creatures, these dream sprites are almost certainly twins. One wearing an outfit or silver the other gold. Playing games with them might cost you a coin or two, but it is an activity that always brings joy, energy and revitalisation. Playing with the twins grants the ability to cast a single additional spell level 3 or lower at some point that day. Effect expires at midnight.
Reply
#7
The bow not passing runes to ammunition was intentional - Avo doesn't care so much about the weaponry so I stuck with something that was definitely worth 0 minors. Whatever bow she ends up combining with Crude bow will have something or other that deals with the ammunition issue anyhow.

-----

On strength: Typical for a fey would make Ria as strong as a physically fit 5'6" woman, which is within Average (For PCs, anyway).


Assuming the strength is fixed, and the bow doesn't do the ammunition thing, Ria is approved.
Reply
#8
I will fix both of those when I get to a computer. Smile
Reply
#9
Fixed!
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