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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 sets out to Norwood Keep on instructions from both Zerendar (to retrieve his pocketwatch) and the Adventurer's Guild (to "deal with" the bandits presumed to live there). As they leave town, they overhear an argument where Lord Zemtyr mentions having a vast grain hoard that he refuses to share with the townsfolk -- even though it would meet the production quota and prevent the water shutoff. The party heads to the keep, seemingly empty of bandits - though their recent presence is unmistakable. They explore and find a room leading to an underground stream, where Zerendar's pocketwatch is hidden. However, the Norwood Bandits return to their home base while the party is there, cornering them inside the keep's main hall. As the party is surrounded, the bandits leap to attack.