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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
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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.
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The party rappels down the pit and finds a stone room at the bottom, decorated with a red and gold carpet. Through a doorway they enter a room of trials which tests their collective skills - Strength, Dexterity, Constitution, Intelligence, Wisdom, and Charisma. After passing the tests, they step through a newly-opened door and into a circle of runes. But the circle is a trap! They each get cursed, with the Curse of Zerendar. All their souls are bound to him so that upon death, they get trapped for eternity instead of continuing to the afterlife. Zerendar offers them a deal: Serve him as his executors, and they can earn freedom from the curse. Agreeing, the party has his rune embedded in each of their hands and is now able to communicate to him anywhere and any time. From this room the party is able to exit the cave, and returns to the Adventurer's Guild with their gathered spider eggs. They earn a profit on them and are given free lodging at the Guildhouse.