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Revision as of 14:09, 25 September 2025 by Doublecheese247 (talk | contribs) (Adventure Journal Entry for Steady Wind)
Steady (Dee) Wind
Dee preparing to grapple.
Languages Common, Giant, Primordial, Draconic
Affiliations Shepherds
Place of Birth Ruins of Inegros
Date of Death Not Yet
Place of Death Not Here
Species Tabaxi
Gender Male
Height 6' 4"
Weight 150 lbs
Eye Color Green


Steady (Dee) Wind is a Tabaxi Rune Knight Fighter

Physical Appearance

Dee is a Tabaxi standing tall at a height of 6'4". His body is slender but well defined. The short fur on his body is a mix of dark yellows, tans, and browns along with rosette spots of black that have him resemble a common leopard. Though you cannot see much of his fur behind his armor and clothing. . His eyes are green and have a vertical pupil that is commonly found in feline races.

Personality

Dee is an inquisitive person by nature. His recent obsession led him to travelling to Mek to learn more about the Giants and their use of Runes. As such, his ears instantly perk up when there is talks of runes and will do almost anything to learn more. Outside of learning about Giants and their Runes, Dee is pretty respectful, but reserved until he picks up a new interest/obsession. He doesn't put too much value towards money and gold unless it is to be used to increase his chances of survival and/or to barter for more information.

History

Dee grew up in southern Isonhound in the ruins of the port city of Inergos. There he learned about the old events and horrors that took place in Inergos that lead to its destruction. He was also able to learn more about Pteris as Inergos was used as a stopping point for people traveling into Isonhound from Pteris with a lot of those travelers coming from Mek in particular.

After coming into travelers and hearing their stories of the Giants in and around Mek, Dee became very interested in traveling to Mek to see these Giants in person. Dee wanted to be able to use their Runes. And so, after saving up enough money for food, some gear, and a ticket, Dee joined a return voyage to the Pteris port city of Mek.

Once there, Dee spent the majority of his time working at a dock to earn enough money for room and board at the local tavern. On his time off, he would try and find a local Giant that he could talk to.

After working the dock for a while, Dee was approached by an associate of the Shepherds and asked him to join their operations after observing him and learning that he is from the old ruins of Inergos. Dee and the associate came to an agreement that Dee would join the Shepherds after he was done learning what he could from the Giants of Mek. With that, the associate left after leaving Dee a note stating where he could find them.

Dee spent the next two years continuing to learn the history of the Giants that live in and around Mek along with the history of the Pteris continent. As time passed, Dee started becoming more proficient with the use of runes and even became able to embrace the might of the Giants that allowed him to grow in size and strength. Once he felt satisfied with the information and understanding of runes that he possessed, Dee decided to fulfill his promise and left Mek in search of the Shepherds.

Dee joined up with the Shepherds and started working with them to support the people living in the Northern Badlands. During his travels and work with the Shepherds, Dee started becoming more proficient with his abilities to use Runes and his ability to embrace the Giant's Might.

When Dee got back from a separate convoy mission, he heard the request for reinforcements from Duke Solon after the Shepherds, Scrappers, and Federation banned together to fend off a demonic raid at the Arboretum. With that, Dee packed up his things and started making his way to the Arboretum...

Languages

Dee knows how to read/write/speak Common, Giant, Primordial, and Draconic.

Powers and Abilities

After studying under the Giants of Mek, Dee gained enough understanding of their runes to allow him to tap into their power during fights. Currently Dee is only able to use two runes with those being the Fire Rune and the Stone Rune.

The Fire Rune allows Dee to summon fiery shackles after landing a hit on a creature. The creature takes some fire damage and must succeed a strength save or be restrained for 1 minute. While restrained, the creature takes some fire damage at the start of each of its turns while it attempts to escape the shackles. While having the Fire Rune inscribed onto an object, Dee becomes more proficient with his ability checks related to what the Fire Rune is inscribed onto.

The Stone Rune allows Dee to charm a nearby creature for 1 minute unless they succeed a wisdom saving throw. While charmed, the creature cannot move and descends into a dreamy stupor. Dee does this by embracing his inner little cat and gives the target a pleading/cute eyed look (think Puss in Boots). If successful, the target enters a dreamy stupor where all they can think about is how cute Dee was. While having the Stone Rune inscribed on an object, Dee has advantage on Insight checks along with an extended darkvision of 120 ft.

During his studies, Dee also became able to imbue himself with the power and might of the giants. This allows him to grow in size along with whatever he is wearing. This gives Dee an advantage when competing with strength. He is also able to channel this increase in size to strike harder when attacking.

Attacks and Weapons 

Dee is well versed in the use of martial weapons, but overall, he prefers using his fists and his claws, as to him, nothing is better than beating an opponent using raw strength and ability compared to using powerful weapons. When he does use weapons, he prefers to use his trusty halberd and throwing axes.

Adventure Journal Entries

09.24.25 Bugs and Bats, Bats and Bugs. Birds?

Dee arrived at the Arboretum the morning of this mission after finishing a long trek through the desert. Upon arriving, he checked in with the Shepherds who were already there to get caught up on what events have occurred that lead to the call for reinforcements. Dee learned that there were multiple missions going on at the same time that resulted in the Shepherds, Scrappers, and Federation joining together at the Arboretum. However, in the end, the Conservatory was destroyed in the process. Now, the three groups are using the time to complete some other missions while rebuilding the Conservatory and the Arboretum as a whole.

After getting filled in, Dee was put right to work and was assigned to an escort mission. Once assigned, Dee went to the casino where the briefing would be taking place. There, he met Suki, she runs the casino for the Federation. Dee was also introduced to his team members: Delaia, the Tiefling artificer, Stix, the Stiched warlock, Davin, the Halfling ranger, Razzadrog, the Goblin artificer, and Leonard, the Half-elf bard.

Suki then leads our group into one of the private side rooms inside the casino. There we get told that the mission we have been assigned to is an escort mission of a Federation member that was rescued from a Shend slave camp. The escorts name is Brandran, and Dee finds that he is not right in the head as Brandran keeps repeating "Watch out for the bugs, watch out for the bats, they're coming for me." or something along those lines. But, according to Suki, Hektor, the Federation boss, wants Brandran escorted back to Federation HQ. Suki then let us know that there are two carts with horses waiting for us outside the casino. One with enough water for the journey, and the other to carry Brandran. She also gives us a map with the route we are supposed to take marked out as apparently, the route we will be using is one of the lesser known Federation routes which should help us avoid the majority of the roaming demonic creatures.

With that, our group sets out to escort Brandran to the Federation HQ. The first two days of travel pass by with nothing important happening. However in the morning of the third day, we find that there are two vultures that appear to be following us as we travel. We argue over whether to leave the vultures alone, get them to go away, or just kill them. Delaia then makes a good point that if the vultures are following us, and they are up in the clear sky, possible raiders might see them as well and guess that they are following something. After that point is made, we quickly come to the decision to shoot the vultures down. Davin takes care of that with a couple nicely placed long bow shots. We then continue traveling for the rest of the day before camping during the night.

In the morning, I wake up after being alerted that there are more vultures in the sky along with there being movement in the sand surrounding our small camp. I quickly don my armor and grab my halberd and get ready to defend Brandran and the group. Out of the sand pop out these little demonic looking rats appear, and the first thing that I notice is that they have a very repulsive smell to them. The vultures also start diving towards us, and that's when we notice that two of the vultures look different compared to the rest. Right as the fighting starts, Stix does something that none of us expected or even really understood. They took their locket off, opened it up, and then "ate" Brandran before closing the locket and putting it back around their neck. Unfortunately for us, all of the enemies also saw that and started speaking some language that Dee couldn't understand, but didn't really need to as all of the enemies were staring at Stix's locket. The fighting then begins in earnest and it is soon found out that the little stinky bug creatures dissolve into this black ichor that then seeps into the ground. It would also be absorbed by the two strange looking vultures if the ichor landed on them. During the fight, Stix gets swarmed by both of the strange looking vultures, some regular vultures, and some of the bugs. This results in them getting taken down which forces Brandran out of the locket. Brandran eventually gets clawed by one of the strange vultures, this causes him to start seizing before being grabbed by a strange vulture that starts trying to fly away. Before it could get too far with Brandran, Davin grabs a hold of the vulture to prevent it from flying away. The other strange vulture then starts morphing into this hobgoblin/vulture hybrid and starts speaking to our group saying something along the lines of "Brandran isn't worth this fight, he's one of us and belongs to us, and that we cannot save him." And then to prove his point, Brandran suddenly stopped seizing, and asked the other vulture to let him go, and the vulture let him go. Brandran then transformed into a vulture as well before starting to fly away. As he was flying away, Davin shot him with an ensnaring arrow, causing him to fall to the ground and revert back to his normal deep gnome form. After Brandran falls to the ground, the rest of the group proceeds to wrap up the fight, knocking the two weird vultures unconscious as we couldn't seem to kill them, and finishing off the last of the regular vultures. Unfortunately, during the fight, one of the horses died, and the other ran away.

After tying up the two vultures and Brandran, we went and retrieved the horse that ran away and tied it back up to its wagon. We also used Razzadrogs metal creature thingy to pull the wagon with the water barrels in it. And with that, we continued our journey to the Federation HQ with no major events occurring besides knocking out the two vultures and Brandran as they would keep trying to escape when able to.

At the Federation HQ, we got to meet Hektor, the leader of the Federation. He was glad we were able to bring Brandran, but was surprised to hear that he is either an undercover agent of Shend or has been corrupted into being an agent of Shend. Hektor also lets us know that the Federation will work on extracting information from the vulture-kin and work on breaking Brandran to figure out his motives. He also believes that this whole mess is part of something bigger and the Federation will only act once it has more concrete information.

Hektor then dismisses us after informing us that he will be sending us back to the Arboretum with a caravan of his own men to ensure that nothing goes awry. And so, the following morning comes, and we begin the seven day trek back to the Arboretum after "successfully" completing our escort mission.

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