Faithful Silence Character in The Sundered Worlds | World Anvil
BUILD YOUR OWN WORLD Like what you see? Become the Master of your own Universe!

Faithful Silence

CW: spiderwebs, absent parent, strained parent-child relationship, broken friendship

Illriah Silence was afraid of the Abyss. She was right to be afraid, the votaries told her. It was not a peaceful place and had nearly destroyed Lilryth. Their goddess did not call them to worship the Abyss' might and terror but to know it and guard against it.
Naturally, Silence understood the safest place from the Abyss was in the bosom of Web of Faith. She left as soon as they would take her and replaced her mother's name with Silence, the only part of her mother's exucursions to Abyssal Rift she ever enjoyed.
Silence has made peace with her past, though she's maintained a distance from her mother. Her fear of the Abyss is as-yet unconquered, and now that she has the backing of the Web, she's determined to conquer it. Silence has begun a pilgrimage to the burial site of Semeln the Hordebreaker in the hope that the holy power of his tomb will enlighten her. She's made it her mission to leave peace in her wake.


Silence has always had an affinity for introspection and critical observation. She's a naturally gifted listener whose talents were honed in the therapies of the Web. In her spare time, she belonged to a looselegs league and doesn't want to lose her skill while on the road; she carries her ball with her and practices whenever she can.
Vocationally, Silence was on the path to becoming a Faithful counselor. She had dedicated herself to the Web and gone through the first levels of training, but as she studied further she realized something was holding her back. It was almost impossible for her to connect to a community so interwoven with the Abyss when her fear of its infinite layers was so much a part of her. She chose to undertake her pilgrimage to better serve her community. Her best friend, Ellinyr—another child raised by the votaries who grew up to join the Faithful—begged her not to go. They were not speaking when Silence left, and she regrets not properly saying goodbye. She's determined to make her pilgrimage worth it and has vowed to repair her relationship with Ellinyr upon her return.
Silence believes every person is worthy of trust. Even when she knows someone is lying to her, she encourages them to speak their truth without shaming them for lies they've already told. She seeks common ground between the fiercest enemies and works always toward peace.


Like most of her kin, Silence's appearance has been shaped by her environment. Her form is thin and square, sturdy like the pillars of rock that form the Deep caverns of her home; her hair is the darkness of the underground. She carries her weight near her center and keeps her energy close to her person. Her quiet is not reticient but inviting, leaving room for others to speak and be heard.
She wears a pristine silvery-white dress, a gift from the other votaries of her chapel. It remains free of stains and keeps her a comfortable temperature in all but the most extreme of environments. The full skirt comes to her calves, the high neck protects her throat, and the billowly sleeves tighten on the forearms to leave her room for casting and fighting. Soft purple boots keep her footfalls quiet, and she wears a thin white cloth to protect her eyes from the surface sun until she acclimates.
Over it all, she wears the violet iron breastplate of the Web, crisscrossed with delicate silver inlay cascading down from her left shoulder. She carries an Abyssal Piercer to match.
Two black leather hip pouches hold all her belongings, and a sheath at the small of her back holds a silver dagger with a silk-wrapped hilt. A parting gift from her mother, it's supposed to project a barrier that the horrors of the Abyss cannot cross. She hasn't tested it yet.

Fighting & Casting Style

Silence's magic primarily boosts and protects her allies. She stays within range of as many as possible and tends to avoid direct engagment with enemies. Her movements are simple and direct. While she is still coming into her power, she demonstrates the beginnings of a sublime, minimalist style in both martial and magical arts.
Her spells are often accompanied by white, shimmering lights. Gossamer strands of spiderwebs and sparkling crystals are the most common manifestations of her magic.
Current Status
Seeking the tomb of Semlen the Hordebreaker
fluid, slight preference to feminine
soft femme
dark yellow, hopeful
black, mid length, unbound or in a low twist
Skin Tone/Pigmentation
pale lavender, smooth and as-yet unblemished
carried lightly on the feet
Aligned Organization

Faithful Silence

1 Level (0/300 XP for level-up) Acolyte Background Elf, Mythalenairra Race / Species / Heritage Alignment
Level 1
Hit Dice: 1/1
1d8+0 Class 1

Hit Points
Initiative (DEX)
Armor Class (AC)
Prof. Bonus
Speed (walk/run/fly)
20 /
Crossbow Bolts
Spellcasting ...
+6 Attack mod
WIS Ability
+4 Abi Mod
14 Save DC
+4 Expertise Bonus
+2 Proficiency Bonus
+1 Strength
+0 Dexterity
+0 Constitution
-1 Intelligence
+6 Wisdom
+5 Charisma
saving throws
+0 Acrobatics DEX
+4 Animal Handling WIS
-1 Arcana INT
+1 Athletics STR
+3 Deception CHA
+1 History INT
+6 Insight WIS
+3 Intimidation CHA
-1 Investigation INT
+6 Medicine WIS
-1 Nature INT
+4 Perception WIS
+3 Performance CHA
+5 Persuasion CHA
+1 Religion INT
+0 Sleight of Hand DEX
+0 Stealth DEX
+4 Survival WIS
  Weapon / Attack AB Abi Dmg Dmg Type
Spear +3 STR 1d6+1 piercing
 Thrown (range 20/60), Versatile (1d8)
Dagger +3 STR 1d4+1 piercing
 Light, Finesse
Light Crossbow +2 DEX 1d8 piercing
 Ammunition (range 80/320), loading, two-handed

Spell Book

Ancestry: Elf
  • Darkvision: You still benefit from the preternatural sight of your ancestors. You can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of gray.
  • Fey Ancestry: You have advantage on saving throws against being charmed, and magic can't put you to sleep.
  • Trance: Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 5 hours a day. While meditating, you can dream after a fashion; such dreams are actually metal exercises made possible due to your ancestral connection to the Land of Dreams . After resting this way, you gain the benefits of a long rest.
  • Culture: Mythalenairra
  • Superior Darkvision: If you have darkvision from your ancestry, it has a radius of 120 feet. If you do not have darkvision from your ancestry, you have adapted to a life of underground darkness. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can't discern color in darkness, only shades of grey.
  • Twinkling Tricks: Mythalenairran culture honors Lilryth by incorporating her magic into everyday life. You know the dancing lights cantrip. When you reach 3rd level, you can cast the faerie fire spell once with this trait and regain the ability to do so when you finish a long rest. When you reach 5th level, you can cast the darkness spell once with this trait and regain the ability to do so when you finish a long rest. Charisma is your spellcasting ability for these spells. You do not need material components to cast these spells in this way.
  • Sunlight Sensitivity: You've spent a signficant portion of your life underground, far away from the sunlight. You have disadvantage on attack rolls and on Wisdom (Perception) checks that rely on sight when you, the target of your attack, or whatever you are trying to perceive is in direct sunlight. This trait no longer affects you when you have been above ground for one year.
  • Background: Acolyte
  • Shelter of the Faithful: As an acolyte, you command the respect of those who share your faith, and you can perform the religious ceremonies of your deity. You and your adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of your faith, though you must provide any material components needed for spells. Those who share your religion will support you (but only you) at a modest lifestyle. You might also have ties to a specific temple dedicated to your chosen deity or pantheon, and you have a residence there. This could be the temple where you used to serve, if you remain on good terms with it, or a temple where you have found a new home. While near your temple, you can call upon the priests for assistance, provided the assistance you ask for is not hazardous and you remain in good standing with your temple.
  • Class: Cleric
  • Spellcasting: You prepare the list of cleric spells that are available for you to cast, choosing from the cleric spell list. When you do so, choose a number of cleric spells equal to your Wisdom modifier + your cleric level (minimum of one spell). The spells must be of a level for which you have spell slots.
  • Ritual Casting
  • Spellcasting Focus
  • Divine Domain: Peace
  • Emboldening Bond: Starting at 1st level, you can forge an empowering bond among people who are at peace with one another. As an action, you choose a number of willing creatures within 30 feet of you (this can include yourself) equal to your proficiency bonus. You create a magical bond among them for 10 minutes or until you use this feature again. While any bonded creature is within 30 feet of another, the creature can roll a d4 and add the number rolled to an attack roll, an ability check, or a saving throw it makes. Each creature can add the d4 no more than once per turn. You can use this feature a number of times equal to your proficiency bonus, and you regain all expended uses when you finish a long rest.

  • Features & Traits
    Explorer's pack, breastplate, Abyssal Piercer, fellward dagger, shield w/ symbol of Lilryth, light crossbow, crossbow bolts

    Equipment Copper: 0, Silver: 0, Electrum: 0, Gold: 15, Platinum: 0 Money
    Common, Abyssal, Sylvan, Celestial, TBD

    Languages & Proficiencies
    "I can find common ground between the fiercest enemies, empathizing with them and always working toward peace."
    "I’ve spent my whole life in the chapel and I have little practical experience dealing with people in the outside world."

    Personality Traits
    "I always try to help those in need, no matter what the personal cost."

    "I will do anything to protect the chapel that raised me."

    "Every decision should be given appropriate time to deliberate."


    ™ & © 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.

    Cover image: by Athevra via Adobe Spark


    Please Login in order to comment!