Ninzel Hemlyn Character in Campaigns Assorted | World Anvil
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Ninzel Hemlyn

Ninzel (Celwyn Isona Jomila) Helmyn (Caramip) (a.k.a. Duckie/Duckling)

Rock gnome bard. She's about twenty five or thirty, definitely fully graduated from school, but never managed to take that final step to leave home until now.   Home: She’s from the Coldarran Alliance, I think (I like the idea of respecting all kinds of strength). Definitely traveling to the Marithian Archipelago from a fair distance. Definitely from somewhere with a large gnome population, and she’s never been anywhere else. Therefore, if she's clueless about somewhere else, it's because she read the wrong book about it.   Family and friends: Parents are Coniburt and Shedna. They’re lovingly overbearing and she’s glad to be away from them. Has a brother Bilkam who she doesn’t trust (this may or may not be a fair impression). Had an elvish mentor named Siora who is the one who sent her to the archipelago. They’re all from her hometown of…Greenreach. Therefore located far away but might travel if needed.   Her father is some kind of tinker while her mother is probably a baker.    Why is she traveling? On the surface, it's because she wants to explore the world, and this is finally her chance to do so. Also her parents kicked her out.   Secrets: She finally left her comfortable home because she's been entrusted with a particular artifact by her mentor Siora which desperately needed to be hidden from some terrible people who are now actively attempting to get it back. (I don't know what this artifact is or what it does, but I figure it can be concealed and rendered useless in a small locked box.) This would probably come out fairly quickly because she would act shifty.   Secondary secret is that the artifact was stolen by Siora so this isn't something Ninzel should have and she knows it. This one she would keep a lot more hidden.   Goals: To discover something new. She's not picky about what, just so long as it's new and not something weird or gross. And also to survive her travels and somehow be able to return home.   What is important to her? She wants to learn more. Knowledge and its pursuit is extremely important. She didn't want to be bogged down by the specificity of study required by magic. The idea is eventually she'll compose some kind of symphony recording her knowledge in music, which she feels is superior to just a book.   Uncommon magic item: Amulet of Proof against Detection and Location -- 1lb, While wearing this amulet, you are hidden from divination magic. You can't be targeted by such magic or perceived through magical scrying sensors. (Requires attunement which I assume she has done.   Additional feat: Linguist -- You have studied languages and codes, gaining the following benefits:
Increase your Intelligence score by 1, to a maximum of 20.
You learn three languages of your choice.
You can ably create written ciphers. Others can't decipher a code you create unless you teach them, they succeed on an Intelligence check (DC equal to your Intelligence score + your proficiency bonus), or they use magic to decipher it.     List of nicknames
  • Yosany: a pet name from her father that means something in gnomish.
  • Duckling: mother's pet name for her.
  • Zen: From her brother
  • Hemlock: from a group at school that was trying to bully her but she thought it was neat that they gave her a name
  • Ealirel: From her mentor Siora it's a name that means something musical in an elvish dialect
 

The Symphony

  First movement has a "tar glove on violin" noise representing Quackthulu. A solo representing the floor CD from the Temple of Wisdom and Knowledge (probably has its own theme riffing on the overall temple theme). Ghost ship melody haunting and dangerous. Dangerous plant music playing off the temple theme. Xero gets a theme and we play a rousing bar fight type music for the fight at Varth's rest.   Eye of the Leviathan possibly starts sneaking in with little themes here. As does the Starfinder in contrast.   Kraken/Black Hand battle is probably one piece. Icy music for Doller's Rift.   Playlist for rough representation is here. https://www.youtube.com/playlist?list=PLl3faiin3_JvkRkyja4DI3RPxFcHQsXWg      

Collected information

  Chose Rock Gnome.
Bard, College of Lore (when reach L3). 3 chosen instruments are: Horn, Bagpipes, Viol.
Chosen proficient skills are probably: Investigation, Persuasion, Sleight of Hand.
3'1" tall, 36lbs.
Sage background, scribe specialty.
Diplomat's pack, rapier, horn.    

People she's connected with

  Professor Sonata, trumpet teacher in the Mira University; he'll help play the symphony when the time comes.    

Ninzel "Duckling" Helmyn

5 Level (0/14000 XP for level-up) Sage Background Rock gnome Race / Species / Heritage Chaotic good Alignment
Bard
Level 5
Hit Dice: 5/5
1d8+2 Class 1

STR
9
-1
DEX
12
+1
CON
14
+2
INT
18
+4
WIS
10
+0
CHA
18
+4
50
Hit Points
+1
Initiative (DEX)
13
Armor Class (AC)
+3
Prof. Bonus
25
Speed (walk/run/fly)
Spellcasting ...
+7 Attack mod
CHA Ability
+4 Abi Mod
15 Save DC
+6 Expertise Bonus
+3 Proficiency Bonus
+1 Jack of all Trades
-1 Strength
+4 Dexterity
+2 Constitution
+4 Intelligence
+0 Wisdom
+7 Charisma
saving throws
+2 Acrobatics DEX
+1 Animal Handling WIS
+7 Arcana INT
+0 Athletics STR
+7 Deception CHA
+10 History INT
+1 Insight WIS
+5 Intimidation CHA
+7 Investigation INT
skills
+1 Medicine WIS
+5 Nature INT
+1 Perception WIS
+7 Performance CHA
+10 Persuasion CHA
+5 Religion INT
+4 Sleight of Hand DEX
+4 Stealth DEX
+1 Survival WIS
Skills
  Weapon / Attack AB Abi Dmg Dmg Type
Rapier +4 DEX 1d8+1 piercing
Mockingbird +8 CHA 1d8+1 piercing
Attacks

Spell Book

Researcher. When you attempt to learn or recall a piece of lore, if you do not know that information, you often know where and from whom you can obtain it. Usually, this information comes from a library, scriptorium, university, or a sage or other learned person or creature. Your DM might rule that the knowledge you seek is secreted away in an almost inaccessible place, or that it simply cannot be found. Unearthing the deepest secrets of the multiverse can require an adventure or even a whole campaign.

Features & Traits
Horn
A bottle of black ink, a quill, a small knife, a letter from a dead colleague posing a question you have not yet been able to answer, a set of common clothes, and a belt pouch containing 10 gp
Rapier
Diplomat's pack
Small carved wooden box, tightly sealed
"A Translation Guide to the Ancient Language"
A map of Mira
Shield (+2AC)
Violin
Wand of Magic Missiles
3 potions of healing
Fancy dress (tailored, orange)
Cold weather cloak

Equipment Copper: 0, Silver: 09, Electrum: 0, Gold: 933, Platinum: 0 Money
Common, Gnomish; for Sage background Elvish and Primordial (an exotic language as per pg 116). For Linguist feat: Dwarvish, Giant, Goblin.
Lt armor, simple weapons, hand crossbows, longswords, rapiers, shortswords.
Horn, bagpipe, viol.
Artisan's tools.
Calligraphy tools.

Languages & Proficiencies
"Nothing I like more than a good mystery." "I've read every book in the world's greatest libraries, or at least that's what I say."

Personality Traits
Beauty. What is beautiful points itself beyond us to what is true.

Ideals
Ancient text that must not fall into the wrong hands (essentially)

Bonds
Easily distracted by the promise of information.

Flaws


™ & © Wizards of the Coast - D & D 5e Character Sheet v2.06, made by Tillerz - Updated: 2023-02-09
To print this sheet: Expand the spell book (if you have any entries there), then click "Print Sheet" at the top, select "Print to PDF" and format A3. Then print the resulting PDF to whichever format you need with "fit to page" selected.

Physical Description

Identifying Characteristics

Has an extra finger on her right hand. Favors warm colors, browns and pinks and oranges and reds and yellows, but tends to default to pink. Not an expensive dresser but has ended up with some nicer pieces thanks to generous patrons.
Children
Eyes
Brown
Hair
Blond, long, kept in a complex series of braids
Height
3' exactly

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