Fang is a half-orc, leaning more on the orc side than human. His family has always lived on the edges of civilization, and he's learned everything he knows from them. Fang prioritizes his connection to people above all else, and it's through that connection he fuels and channels his rage. Fang desperately wants to be well-liked, and relies on his strength to get him out of most situations. He is also very superstitious, with a strong distaste for magic. "And the fate of man is in the hands/ Of he who stands and heeds the call" -Greta Van Fleet, Black Smoke Rising
Description here
Splatted on the floor of Zerendar's tower after getting pushed off a balcony by Jeremy (by accident). Their last gift to this world was The Scripts, a prophecy of Zerendar. https://archiveofourown.org/works/59731684?view_full_work=true
This character is no longer in the game.
A bullywug who grew up far away from society, Laetiporus was raised by a single grandmother. He always dreamed of going to the outside world, but his grandmother was scared of leaving the forest. From her he also inherited a fear of outsiders -- but realized he had to get over this fear if he was going to care for Mortimer, his giant cursed rabbit. He finally ventured out, and now loves the outside world with his lovely village. He dreams of one day visiting the mystical land of "Poland" that his grandmother always told him stories about.
This character is no longer in the game.
Lol
The party found the Forge Goddess' Foundry using their compass-rock, and went into it to locate Zerendar's lair. When entering, they met Sharner, a strange halfling wizard who had also been cursed by Zerendar! But his curse was from a completely different location, and he had his own copy of Zerendar's pocketwatch. Inside the foundry, they learned that the lair entrance was in a now-collapsed tower, and Zerendar asked them what was not collapsed in the structure. Conveniently, he had a back entrance in one of those areas (the foundry ward)! Before going to it however, the party chose to explore. They found a grand mural of the Forge Goddess providing flames to the crucible at the heart of her Foundry, an ancient vault which was mostly empty, but had 6 Mithral weapons of various types (+1, Light, and glow on command), and an ancient temple with a mural depicting the "6 Gods of Centrum, and Life Itself". Strangely this mural showed the gods without their gnomish names, none of them were gnomes, and the Steam Goddess Var'Das was replaced with a Trickster God. They had some fun adventures along the way, including fighting Thadgrid and Jaggna, two dwarven guard statues by the vault. After exploring the Foundry, they entered Zerendar's lair through a magically conjured ladder. Because Zerendar is paranoid, he warded most of his lair against the type of communication used to communicate with the party. Because of that, he left them a very helpful sheet of paper describing how to get past his traps and riddles (it was very confusing but its all they've got). We leave off on the party finally getting past the entrance traps, and going up an elevator to the rest of the lair.