The adventurer who cares only for oneself is ultimately like a dead tree, yes yes. Hollow; only the tough bark remaining which now protects nothing but itself, yes indeed it is so.
- Linwrick Mossfoot
- Gender
- Male
- Eyes
- Pale Green
- Hair
- Muddy Amber
- Height
- 2'7"
- Weight
- 28lbs
Appearance
Body Features
Fair skinned with mossy green marks all over.
Linwrick has a strange fey quality about him in an uncanny charming nature. The aura this creatures around him might be seen as creepy to some, specifically those not used to such a thing such as those not from Dolten.
Apparel & Accessories
- Large Cloak of Moss. Linwrick often concentrates on his ability to speak with moss which means the many moss's of the cloak move in an uncanny wave.
- Smiley face eye patch adorned with a green gem. The gem represents that of the green eyed necromancer who once caused great loss and pain for many adventurers yet now bought to justice.
- Hands decorated in 4 unique looking rings, two can be detected as magical.
- Brown, rather large gloves.
Specialized Equipment
Attunement
Nadroedd: Essence of the Trickster
Eyepatch – Minor Very Rare (3,500gp) – Attunement: Special Worthy 1
The forked tongue holds a special technique: The way of embodying experience and knowledge in an item through a way that can be visually seen. This eyepatch has been imbued with the essence of the trickster, once represented by a green snake, but now by a fearsome reptilian eye. This essence holds the opportunistic and deceiving skills of all the previous owners. It is said that once one’s cover their eye with this eyepatch, they can recognize advantageous situations better and instinctively make the best out of it in the most slippery manners.
If you trigger an opportunity attack while wearing this item, you can choose to lose your attunement to any other magical item in order to become attuned to this magical eyepatch instead. You do not need to unattune from a magical item if you have an empty attunement slot. This item cannot be attuned to in any other way, and this item can only be attuned to once per day.
While attuned to this item, you gain access to the following abilities:
Spawn of the Cobra King: When you hard cast the spell Conjure Animals to summon Poisonous Snakes or Constrictor Snakes (Giant or normal sized), you can use a bonus action to transform into a manifestation of slithering fear, a huge King Cobra. This transformation works as a druid’s Wild Shape does, with the exception of retaining your eyepatch, the size altering to fit the form of the Cobra.
This transformation uses the stat block for the Giant Constrictor Snake with the following changes:
- Your blindsight radius in this form is 30 feet.
- If you use Deceptive Escape while in this form, you have disadvantage on the ability check, but on a success you can move up to 15 feet away. The illusion bursts if 10 points of damage is dealt to it, and it deals 3d8 poison damage instead of 2d8 on a failed save.
This transformation lasts for 8 hours, until you finish a long rest, or until you end it early by using a bonus action.
When you transform in this way, you can let out a cry of dominance: All hostile creatures within 60 feet of you must succeed on a DC 15 Wisdom saving throw or be frightened of you for 1 minute. A creature can repeat this saving throw at the end of each of its turns, ending the effect on itself on a success. A creature that succeeds on this saving throw is immune to this effect for the next 24 hours. Once you have transformed in this way, you cannot do so again until you finish a long rest.
Additionally, while transformed in this way, you gain access to the following ability:
Kiss of the Cobra King: When you hit with a bite attack, you can use your bonus action to inject a deadly, alluring toxin into their bloodstream, as they stare into the eye of that which will be its demise. The creature must succeed on a DC 13 Constitution saving throw or be charmed for 1 minute. While charmed in this way, so long as the creature can hear you, you can command the creature to act as you wish as a bonus action, but you cannot command it to do anything directly harmful to itself, such as walking off a cliff or stabbing itself. Attempts to do so will allow the creature to repeat the saving throw. At the end of each of the creature’s turns, it can repeat the saving throw. On a failure, the creature takes 2d6 poison damage. On a success, the effect ends. A creature that is immune to poison is immune to this ability. Additionally, this effect is only active so long as you are transformed using Spawn of the Cobra King. Once you have used this ability, you cannot use it again until you finish a long rest.
Deceptive Escape: When a creature within 5 feet of you hits you with an attack, you can use your reaction to roll either a contested Charisma (Deception) ability check against the attacking creature’s Wisdom (Insight), or a contested Dexterity (Stealth) ability check against the attacking creature’s Wisdom (Perception). If you succeed, you can move up to 5 feet without provoking opportunity attacks from that creature, leaving behind an illusion of yourself to receive the attack instead. If the attack deals at least 5 points of damage, the illusion bursts into noxious fumes. The attacking creature must succeed on a DC 13 Constitution saving throw or take 2d8 poison damage, taking half on a successful save. Once you have used this ability, you cannot use it again until you finish a long rest.
An Eye for Quality: You can cast the spell Detect Poison and Disease twice using this item before finishing a long rest. Additionally, you gain advantage on Wisdom (Survival) and Intelligence (Investigation) ability checks identify and collect poisons.
The Beast Within: You can make the image of a translucent, huge King Cobra appear directly behind you, like an aura. It is a purely visual effect and is always visible to the spell Detect Magic while you are attuned to this item, as well as creatures with truesight. When you are unconscious, the Cobra coils around you like a protector.
[Base Material, Adornment, Enhancement, Enchantment x3 (1 spell)]
Moss, Mind, and Magic, Y Deffro
Wondrous (Book) - Very Rare (4200gp, 42 days) - Attunement
This book has an eldritch eye on the cover as well as living moss gently attached so as to ensure it stays alive. On the front page is the title of the book: Moss, Mind, and Magic by Linwrick Mossfoot, Cardinal of the Moss.
Sentience Moss, Mind, and Magic, Y Deffro is a neutral item with an Intelligence of 16, a Wisdom of 16, and a Charisma of 14. It has darkvision, hearing, and sight out to a range of 120 feet. The book communicates telepathically and can speak, read, and understand Common (Leaf), Dwarvish (Peak), Halfling, and Primordial (Astral).
Proficiencies: The book has a proficiency bonus of +3 and is proficient in the following skills: Insight, Investigation, and Persuasion.
Personality: The book acknowledges its name as "Y Deffro" in conversation. It speaks slowly and softly, each word calculated and each phrase concise. It is very open-minded, but unwavering in its devotion to The Moss. The book has three purposes: to educate the ignorant of The Moss, to seek and preserve balance between chaos and law, and to seek knowledge in all forms. If its wielder's goals run counter to its own, the wielder may still read from it, but will not be able to use any of its abilities.
Telepathic Bond. The book can establish a telepathic bond with a creature it can see that willingly accepts the bond and will only bond to whomever it determines is best aiding in its purpose. The bond has a range of 500 feet, and is broken if either creature wills it to, dies, becomes unconscious, or exceeds the range. Once bonded, both creatures are immune to any effect that would read their thoughts and can always telepathically communicate to each other.
This book has 3 charges which can be used on the following abilities:
Captivated Mind. You can spend 1 charge as an action to focus on a creature you can see within 60 feet of you, captivating it by flooding its thoughts with a complete vision of The Moss. The target must succeed on a DC 15 Wisdom saving throw or become non-hostile for 1 minute. You must concentrate on this ability, as though concentrating on a spell. This effect ends early if the creature suffers any damage.
Moss Mind. As a bonus action, you can connect up to 4 willing creatures within 60 feet of you that you can see into a hive mind of The Moss for 1 hour. When a creature in the Moss Mind fails an attack or saving throw, you can spend 1 charge to replace the failed roll with another attack or saving throw roll since the last turn from another creature in the Moss Mind.
Obscured Mind. When an ally is attacked by a creature within 60 feet of you, and you can see both targets, you can spend 1 charge as a reaction to obscure the attacker's mind and reduce the attack roll by your Wisdom modifier.
This book regains all charges after a long rest.
Slots used: Base Material, Enhancement, Enchantment, Special Crafter
https://www.worldanvil.com/w/verum-arcadum/a/moss-mind-and-magic-y-deffro-item
Mwsogl's Gloves
Gloves – Minor Very Rare (4,000 gp) – Attunement: Non-evil alignment
This pair of gloves has been ritualistically rubbed with magical moss and the power of a treant's leaf. Siren hair and the feather of a couatl is inlaid into the stitching of the gloves, hoping to further awaken the already awakened gloves. A cleric of dreams and a druid of dreams have collaborated on sanctifying the gloves under Oun.
These gloves are a holy symbol to Oun.
You can use an action to start performing a ritual that is similar in process to that of the Awakened spell. The ritual lasts until the start of your next turn, and when you finish, you touch a 5 square foot patch of moss. The targeted area gains an Intelligence of 12, and gains the ability to speak one language you know. The Awakened Moss is charmed by you until you or your companions do anything harmful to it, when you fall unconscious, or after 1 minute. When the charmed condition ends, so does the awakening effect. You can perform the ritual two times before finishing a long rest, but only one patch of moss may be awakened in this way at a time. When you start the ritual, you can spend an extra use of the ability to have the Awakened Moss creature retain memories of past awakenings that you also spent an extra use of this ability on, as though waking from a dream.
If you cast the Dream spell, you can touch the Awakened Moss to have it act as the messenger, though you cannot have it appear monstrous or otherwise have it purposefully terrify the target. If used as a messenger in this way, it remains awakened until the Dream spell ends.
[Awakened Moss stat changes:
Wisdom score increased to 12
Has a neutral good alignment]
Awakened Moss
[Base Material, Enhancement, Enchantment]
Bandit Runners Boots
Wondrous / Boots – Rare (2,100gp) – Attunement Worthy 1
These worn leather boots are cool inside and are comfortable to wear. They are adorned with small spikes on the bottom to assist with grip.
You gain a +2 bonus to your Constitution score, up to a maximum of 20. This is affected by ability score cap increases. You ignore difficult terrain while dashing.
[Can't be upgraded]
Non-Attunement
Ring of Intuition
Ring – Uncommon (700gp)
The wearer of this ring discoverers the truth they seek. Once per day, the wearer of this ring can gain advantage on a single Wisdom (Insight) check.
[Base Material]
Sea Spray Ring Ring
Ring – Major Uncommon - 900 GP
An elemental gem of water has been set into this driftwood ring.
You can expend one charge to use the following ability:
- As a bonus action, you can enhance a spell you hardcast to deal an additional 1d4 bludgeoning damage.
This item has a total capacity of 3 charges. You regain 1 charge after completing a long rest. All charges are regained at the time of the update stream.
[Base Material]
Noswaith Het
Sleeping Hat – Minor Rare (1,000gp)
The fibers of a Myconoid's cap and the silk of a red cap have been weaved so closely they almost appear to have naturally formed that way. A mossy green ranger stone is attached to the end of the cap.
While wearing this hat, you have access to the following abilities:
Embrace of the Lichen: At the start of a short or long rest you can choose up to 4 willing allies to enter into a sleep-like state. Creatures under this effect may take actions as normal, but they do so in a manner similar to sleepwalking. Targets gain 15 temporary hit points, lasting the whole rest and an additional 30 minutes after. While a creature has these temporary hit points, they have disadvantage on Wisdom (Perception) checks. When this effect ends, targets feel rejuvenated and energized to a level beyond that which they actually rested.
Sentinel of Dreams: You have advantage on Wisdom(Perception) checks as long as at least one of your allies is under the effects of Embrace of the Lichen.
[Base Material, Adornment, Enhancement, Enchantment (Non-spell)]
Lyfr o Mwsogl
Book – Minor Uncommon
This book has been magically crafted out of wood and plants, chief among them moss. Each page is a wonder of plant life themselves, and there is much to learn on herbology and botany without even needing to read. The book has been blessed with prayers to Inca, and truly, those devout can feel a glimpse of The Spirit Tree's power through it.
Every ten days, you can gather 1 reagent of a common potion or poison from this book for free.
Days Passed: 4 / Total Reagents Gained: 11
Mwsogl Gwaedlyd
Sickle – Uncommon
2 lbs; The sickle of a red cap has been manipulated to draw out its latent fae-like influence, and indeed, such magic has been employed to enchant the weapon. Those with ties to the fae can recognize the weapon's effects with more accuracy than most.
Whenever you hit with it, you can use your bonus action to give the creature disadvantage on its next saving throw against an enchantment spell you cast against it before the end of your next turn. You can use this ability once before needing a long rest.
Siaradwch
Ring – Major Uncommon
This signet ring has the word “Fantasist” written on it and has been enchanted by a druid allowing for the following ability.
Ffrind Mwsogl: You imbue moss within 10 feet of you limited sentience and animation, giving them the ability to communicate with you. You can question moss about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Speaking with moss may done either audibly or through a Ghostwise Halfling’s Silent Speech. This ability requires concentration.
Mwsogl
Cloak – Uncommon
This generic cloak has been severed and rewoven with moss together with a touch of nature magic. While you wear this cloak with its hood up in forests, or other environments that contain a lot of green colors, you have advantage on Dexterity (Stealth) checks to hide. Pulling the hood up or down requires an action.
Carthus' Glowing Eyepatch
Radiates dim light in 5ft, can be activated to change colour.
Imperial Boots of the Silent Elf
(??)
Special Items
The Black Hat (Top Hat)
Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well. While wearing this hat a character has advantage on insight checks, investigation checks and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand. (DM Discretion)
A member of the Grasping Hand is marked by their trade mark black hat, but there are many styles in which to choose from. This contains not only the symbol of the Grasping Hand but also the name of the member, in case they should perish on duty.
Pole of Collapsing
Wondrous Item, Minor, Common
While holding this 10-foot pole, you can use an action to speak a command word and cause it to collapse into a 1-foot-long rod, for ease of storage. The poles weight doesn't change. You can use an action to speak a different command word and cause the rod to revert to a pole; however, the rod will elongate only as far as the surrounding space allows.
Sleeping Dart "of bullshit"
Consumable – Magical
Con save dc12, if target fails they are put to sleep for one hour.
Blackjack
1d3 of bludgeoning damage, cannot kill.
Grasping Mark
Consumable
Automatically succeed any Charisma check with DC 20 or less when dealing with a figure that accepts the authority of The Grasping Hand.
Pocket: (Medic Familiar Focus)
??
Crafting Mats
Materials
Moss-Covered Rune
Moderate Enchantment / Weapons, Armor / Dexterity / Acid, Primal, Nature, Cycles
Petal of Uncertainty
Moderate Base Material, Enchantment Used in: Anything Charisma-aligned; Armor, Uncertainty God Aligned: Vinsc
Special Crafter's
Squall
Chaotic Good Air Genassi Bard, M Vinsc Weapons Wondrous Charisma X Chaos, Wind, Music 0 Poor 176 gp 7 sp (Headwear that isn't a helmet)
Thulea Silentrunner Thulakanu
Chaotic Good Goliath Druid, F Gwaina Wondrous Stength Wisdom Chaos, Calm, Plants Poor
Mentality
Personal history
Backstory
Pre-Fae
Unknown to Linwrick himself his race is specifically a ghostwise halfling. He doesn’t remember much, if any, of this time of his life other than a few broken, distant memories. These memories almost feel like they belong to another and are rejected by his own mind whenever he tries to recall them.
Fae-Lost
Linwrick doesn’t know the exact age he was when the fey took him away and neither does he know what truly happened to him during this time. He can recall nothing but confusing feelings and a preposterous mixture of uncanny, unsettling memories which overload his mind to think about. Somewhere within these memories of what seems more like that of a nightmare was the birth of his dream. His recurring dream of the collective sentience of moss may have simply been a device of escapism created from the moss in the fey wood, or it may be something that is real. There is no way to truly know, but to Linwrick things within the dream are just as real as himself.
Post-Fae
With his first true and clear memory at the age of 14, in some bizarre series of events the halfling found himself on the streets of Khao. All he could think of is that the moss within his dream had saved him from the hell he had been through, it wasn’t until later that he learned of Oun and The Great Dream to which he now follows. Life was tough on the streets but he soon learned how to play people to be able to get by. 10 years on and he has worked his way into The Grasping Hand. He is finally ready to test the true power of the few gifts his time with the fae had seemingly gave him, to which he hopes can teach him about his lost past.
Education
None, as far as he can remember. He has simply been guided by The Moss that he would initially seek in his dreams.
Accomplishments & Achievements
- Stopped the destruction of the rebels of the Elven Empire.
- Became CM of the Grasping Hand and created a good base for its growth.
- Connected minds with an ancient eldritch creature of the deep and survived... Though now marked by the being's for knowing their greatest secret.
- Entered the Cathedral of Sin three times to stop the Iitanas Imperium from taking all of its power. Instead he came to an agreement with the elves so they can rebuild their homeland but do not take unnecessary power and knowledge that all of Kalkatesh could benefit from.
Failures & Embarrassments
- Was unable to guide an old, kind friend from a path that led him to evil and eventually to his death.
- Had a part to play in Vishla's ordeal, something which the halfling is still greatly sorry for even after managing to fix the situation.
Mental Trauma
Despite using fey spirits to aid his druidic magic, the halfling remains wary of fey creatures.
Intellectual Characteristics
Philosophical, understanding, tolerant
Known Languages
Common, Halfling, Druidic, Elven – (Imperium)
Personality
Motivation
Desires to spread his faith to others. Believes he will at least have a part in aiding The Moss to godhood.
Quotes & Catchphrases
"Yes indeed."
"You made a convincing argument."
"Yes yes yes."
Vices & Personality flaws
Can often accidentally creep people out, sometimes seems very absent while he daydreams and can be hard to bring out of his trance like state, relies on others strength over his own.
Personality Quirks
Can be hard to understand due to his awkward speech patterns and constant rambling. Smiles a lot, in a magnitude of ways. Nods on each 'yes' that he says.
Hygiene
Despite being covered in moss and even having moss stained skin, the halfling doesn't really smell of dirt. There is a slight damp smell but in recent times he tries to carry the aroma of some flowers to aid in diplomatic situations. The smell of damp moss is still very much apparent though.
Social
Birthplace
Unknown
Current Residence
Jackson's Pub, Khao
Contacts & Relations
Mwsogl, The Awakened Moss
Linwrick's travelling companion and protector. Mwsogl was awoken from many moss's coming together into a single sentient being. It is kind and forgiving but also somewhat naive due to the very short time it's been awoken. Gradually though it gains a better understanding of the world and with that knows how best to inform people of how The Moss may guide their lives to be better.
Mwsogl's Art (WIP)
The Bane of the White Terror (Bane)
Bane was a once awakened dog. Linwrick used the item that awakened it to awaken Mwsogl instead with the promise that he'll regain the power to awaken the dog permanently in the future. While awakened the dog most notably fought on one of the ships against the White Terror. He helped someone who fell into the water back onto their boat and got back onto his own by doggy tenacity before the beast took their lives. He survived the ordeal and even got to see three deities. Currently just a normal dog he still keeps some of those memories, choosing to stay loyal to Linwrick and his family. He currently leads the other 6 mastiff's Linwrick owns who were never awakened, making sure Jackson's Pub is protected by barking at dangerous looking people.
Bane's Art (WIP)
Family Ties
Relation:
Wife, married under Vinsc.
Aislyn Mossfoot
Age: 6 (Born Autumn 1199)
Race: V. Human
Relation: Daughter
Aislyn's Art (WIP)
Rosalyn Mossfoot
Age: 2-3 (born April 1202)
Race: V. Human
Relation: Daughter
Evelyn Mossfoot
Age: 1 (born ??? 1203)
Race: V. Human
Relation: Daughter
Merlyn and Marilyn Mossfoot (Twins)
Age: 0 (born ??? 1204)
Race: V. Human
Relation: Son and Daughter
Human Baby Mossfoot Art
Vishla, The Ragesworn - "V"
(Mossfoot surname but prefers the orcish title 'The Ragesworn'. Originally Vishla Soverius.)
Age: 15 (Born August 1189)
Race: V. Human
Relation: [Adopted] Daughter
Vishla's Fate
At the age of 8 Vishla Soverius was the only child of Lord Soverius, one of the lords of Daborak. Born into nobility many would see it as a gift of fate. Yet this gift is tainted by her fathers undying corruption, his ever unquenched thirst for power. With Kingvales power rising, Soverius saw his opportunity and wasn’t going to miss this chance even if it would cost him his only child. He hired the grasping hand to kidnap her and deliver her to a crony of a Khaon Merchant lord that he has paid off. Once in their custody she would meet an "accident" at which point he can not only use that as grounds to refuse to pay the debt but also grounds to demand and violently extract restitution.
Ulrick refused, he would not have a hand in her death in that manner. He ran away to Majital to hopefully keep the girl hidden so she would not come to such a fate, The Grasping Hand however do not like their jobs to be unfinished in such an unprofessional manner, swiftly one of their adventuring members out to get the girl back and take her to Khao. After weeks of hiding out deep within the desert Ulrick and Vishla were captured, not by the hand but by a man attempting to gain the power of the scarab lords.
The one chosen to go track them down and bring the girl back to Khao was Linwrick Mossfoot, at the time the second in command of the Grasping Hand’s adventuring division. He was sent on a mission to find out the reasons for disappearances in a nearby remote village with a group of three other adventurers from various backgrounds, this for him was more of a secondary objective however… It just so happened that it’d also be the thing to take him to his primary one. The party of brave adventurers managed to both put a stop to the man’s actions and save the majority of the prisoners that he was planning to sacrifice one by one. Brave adventurers such as Bork the orc strong of both body and heart, or Jim Tentacles a Triton as mysterious as he was misunderstood.
Ulruck himself had been allowed release during the fight, breaking free of both the cage that trapped his body as well as the magics that had trapped his mind. He aided the party in stopping the man and saving the prisoners, earning the halfling Linwrick’s respect. In the aftermath of the fight Linwrick really did not want to ‘put down’ such a man, a man that after telling his reasoning truly spoke into the halflings heart. Yet he was now bound by contract, his hand was forced in completing it. After a short convincing argument the orc decided it was best for him to come back willingly, the halfling saying he would vouch for his freedom as his actions were pure in their intentions. This would leave one final, rather risky task ahead of them. Vishla’s fate was yet uncertain.
Vishla was handed over to the merchant, the contract was completed. With this, Linwrick quickly set off with Ulruck to keep track of her but was unable to do so. Ulruck continued the task as the halfling set out to find aid from other brave adventurers, eventually gathering three others for the job: Lucille Safirus, a blind cleric of The Seven; Zob, hkari cleric of Babylon; and Rose, their helpful thief. By the time the three arrived in Khao for Linwrick to brief them, Ulruck had found a lead. The party find themselves seeking a man who is staying in a tavern with not the best reputation. Questions were asked around and eventually they managed to find the room he’s staying in and break their way in.
Getting him to talk was another matter but after a short amount of time, a bit of dark magic and the mans eventual death they managed to come by the information they needed. He was working with Kingvales interests in mind, using the corruption of Khao to his masters advantage. Vishla had been ‘sold into slavery’ or at least hidden within one of the boats. She had spent a week there, simply awaiting the sacrifice that had been prepared. The ship was to fly into Kingvale’s clutches, the souls of the slaves on board as well as Vishla were to be offered towards his attempt at gaining the power of a deity.
The party didn’t have much time it would seem, Linwrick decided they should sneak onto the boat instead of waiting for a better time or wasting time travelling across Khao to appeal to those in charge. They manage this feat only to find nobody currently on board including the compartment the girl had apparently been kept in. They waited in a storage room on the bottom deck and surely enough the boat filled up over time. The party continue to sneak up through the tightly packed slaves who hardly seem to respond to their presence. There was no sign of the girl, clearly she was in the hidden compartment they found earlier. Before the halfling could get over to her though they were spotted. Zob’s heavy armour made sneaking hard and accidentally knocking over a barrel resulted in one of the guards managing to call out before being silenced. A long fight occurs.
Time ticks down as they fight, the ship continually flying towards the clutches of death itself. They only just manage to defeat the two mercenaries and the strange crew before turning the ship around just in time. Vishla was alive and well enough considering. The one final insult from the corrupt merchant was to ask for Linwrick to pay to get her back in an attempt to claim her as his property. He wasn’t convincing though Linwick did allow him the slaves which were by laws of Khao, his property. It would seem Vishla’s ordeal was over, at least for now.
Vishla Portrait
Vishla Full (WIP)
Flynn Brewer
Age: 5 born Spring 1200
Race: V. Human
Relation: Stepson (Father is The Maroon Magician, Vincent Brewer)
Flynn (at 18)
Religious Views
Holy Text:
Lyfr o Mwsogl (Book of Moss)
Religious goal:
Spread the word of The Moss. Allow others to follow its guidance to better themselves. Supply The Moss with true divine power yet don't ruin the balance of the world through doing this.
Hobbies & Pets
Pets:
- 7 Mastiff's, the most well known was once awakened and has the name: Bane of the White Terror or Bane for short.
- Draft Horse without a name.
Speech
Rambles a lot. Says 'Yes' and 'Indeed' before or after almost everything, as well as 'Truly' now and then. Accent is a strange mixture of Dolten and the slum ships of Khao.
Linwrick's Moss Collection
- Various types of Moss from the Forest of Khao.
- Ancient, hardy moss from a large, mysterious cave up high in the mountains of Khrazax.
- Some rather normal moss from a forest in Daborak.
- Cone of Moss from somewhere in Orde.
Theme Music
Eye of Ivy, Thorn and Moss
Social
Birthplace
Unknown
Current Residence
Jackson's Pub, Khao
Contacts & Relations
Mwsogl, The Awakened Moss
Mwsogl's Art (WIP)
The Bane of the White Terror (Bane)
Bane's Art (WIP)
Family Ties
Freya
Relation: Wife, married under Vinsc.
Aislyn Mossfoot
Age: 6 (Born Autumn 1199)
Race: V. Human
Relation: Daughter
Aislyn's Art (WIP)
Rosalyn Mossfoot
Age: 2-3 (born April 1202)
Race: V. Human
Relation: Daughter
Evelyn Mossfoot
Age: 1 (born ??? 1203)
Race: V. Human
Relation: Daughter
Merlyn and Marilyn Mossfoot (Twins)
Age: 0 (born ??? 1204)
Race: V. Human
Relation: Son and Daughter
Human Baby Mossfoot Art
Vishla, The Ragesworn - "V"
(Mossfoot surname but prefers the orcish title 'The Ragesworn'. Originally Vishla Soverius.)Age: 15 (Born August 1189)
Race: V. Human
Relation: [Adopted] Daughter
Vishla's Fate
Ulrick refused, he would not have a hand in her death in that manner. He ran away to Majital to hopefully keep the girl hidden so she would not come to such a fate, The Grasping Hand however do not like their jobs to be unfinished in such an unprofessional manner, swiftly one of their adventuring members out to get the girl back and take her to Khao. After weeks of hiding out deep within the desert Ulrick and Vishla were captured, not by the hand but by a man attempting to gain the power of the scarab lords.
The one chosen to go track them down and bring the girl back to Khao was Linwrick Mossfoot, at the time the second in command of the Grasping Hand’s adventuring division. He was sent on a mission to find out the reasons for disappearances in a nearby remote village with a group of three other adventurers from various backgrounds, this for him was more of a secondary objective however… It just so happened that it’d also be the thing to take him to his primary one. The party of brave adventurers managed to both put a stop to the man’s actions and save the majority of the prisoners that he was planning to sacrifice one by one. Brave adventurers such as Bork the orc strong of both body and heart, or Jim Tentacles a Triton as mysterious as he was misunderstood.
Ulruck himself had been allowed release during the fight, breaking free of both the cage that trapped his body as well as the magics that had trapped his mind. He aided the party in stopping the man and saving the prisoners, earning the halfling Linwrick’s respect. In the aftermath of the fight Linwrick really did not want to ‘put down’ such a man, a man that after telling his reasoning truly spoke into the halflings heart. Yet he was now bound by contract, his hand was forced in completing it. After a short convincing argument the orc decided it was best for him to come back willingly, the halfling saying he would vouch for his freedom as his actions were pure in their intentions. This would leave one final, rather risky task ahead of them. Vishla’s fate was yet uncertain.
Getting him to talk was another matter but after a short amount of time, a bit of dark magic and the mans eventual death they managed to come by the information they needed. He was working with Kingvales interests in mind, using the corruption of Khao to his masters advantage. Vishla had been ‘sold into slavery’ or at least hidden within one of the boats. She had spent a week there, simply awaiting the sacrifice that had been prepared. The ship was to fly into Kingvale’s clutches, the souls of the slaves on board as well as Vishla were to be offered towards his attempt at gaining the power of a deity.
The party didn’t have much time it would seem, Linwrick decided they should sneak onto the boat instead of waiting for a better time or wasting time travelling across Khao to appeal to those in charge. They manage this feat only to find nobody currently on board including the compartment the girl had apparently been kept in. They waited in a storage room on the bottom deck and surely enough the boat filled up over time. The party continue to sneak up through the tightly packed slaves who hardly seem to respond to their presence. There was no sign of the girl, clearly she was in the hidden compartment they found earlier. Before the halfling could get over to her though they were spotted. Zob’s heavy armour made sneaking hard and accidentally knocking over a barrel resulted in one of the guards managing to call out before being silenced. A long fight occurs.
Time ticks down as they fight, the ship continually flying towards the clutches of death itself. They only just manage to defeat the two mercenaries and the strange crew before turning the ship around just in time. Vishla was alive and well enough considering. The one final insult from the corrupt merchant was to ask for Linwrick to pay to get her back in an attempt to claim her as his property. He wasn’t convincing though Linwick did allow him the slaves which were by laws of Khao, his property. It would seem Vishla’s ordeal was over, at least for now.
Vishla Portrait
Vishla Full (WIP)
Flynn Brewer
Age: 5 born Spring 1200
Race: V. Human
Relation: Stepson (Father is The Maroon Magician, Vincent Brewer)
Flynn (at 18)
Religious Views
Holy Text:
Lyfr o Mwsogl (Book of Moss)
Religious goal:
Spread the word of The Moss. Allow others to follow its guidance to better themselves. Supply The Moss with true divine power yet don't ruin the balance of the world through doing this.
Hobbies & Pets
Pets:
Speech
Rambles a lot. Says 'Yes' and 'Indeed' before or after almost everything, as well as 'Truly' now and then. Accent is a strange mixture of Dolten and the slum ships of Khao.
Linwrick's Moss Collection
Theme Music
Eye of Ivy, Thorn and Moss