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Revision as of 03:12, 10 December 2022 by Warden (talk | contribs) (Created the page for the new character.)
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Adira Graven
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Adira Graven is a human artificer/necromancer wizard. She was raised as an acolyte and priestess to the Lord Undying, the Necrolord Prime, creator of necromancy, and lord and master of the stellar realms.

Physical Appearance

Adira Graven has dark brown hair that runs in tightly-bound braids down her back, and beneath her cowled hood. She has pale skin, but this is difficult to descern beneath the thick makeup which she ritually applies each and every morning: a stark black and white bone mask reminiscent of her skeletal companions. She wears solid black clothing that obscures her figure, but beneath the robes, has been seen to wear a set of black studded leather armor. Her eyes are a pale blue, and she is 5' 2" tall. Her figure would best be described as frail, but she has a strength that belies her appearance. She is perhaps 100 pounds, and carries a dagger as an emergency weapon, but prefers to remain at a distance and act through magical means. Her preferred weapon in combat is her spell tome, which she carries with her constantly, and also serves as her prayer book. The arcane inscriptions within have been passed down through the generations, and it merely takes time for the well-prepared mind to decipher the secret powers contained within.

Personality

Adira is a reluctant adventurer. While she intellectually values the experience she has gained since setting off, she wishes this entire task could be completed back home. She is also endlessly tired of explaining to people who attempt to prevent her from traveling with her companions, that, no, these skeletons will not harm anyone, and in fact, they are her family. No, she will not leave them behind or bury them. They willingly provided their bones for ritual resurrection, and it is in fact an honor to carry the bones of her dead parents with her on her adventures.

Yet, even with all that, Adira rarely gets the peace she most desires. She would be perfectly content to study mathematical and arcane formulae uninterrupted for days, even weeks, barely even acknowledging the needs of her own body. She also has little patience for fools, braggards, and "comedians." Even so, she acknowledges that all sorts of these characters make competent adventurers, and she cannot discount their contributions.

She absolutely takes herself seriously, and will not permit mockery of her faith or her ideals. Aside from that, she will put up with nearly anything in the name of furthering her goals. She will not acknowledge any other source of necromantic energy, describing it as a perversion of the unnatural order, and will gladly assist in destroying any other undead. She is unconpromising and rigid, and will not allow things to stand if they are at odds with her beliefs.

As a lawful good person, she sees a right way for herself and others to be treated in the world, and she will do whatever she can to ensure everyone can experience the peaceful paradise she wants to help restore/create. But she lacks empathy, and social experience, and does not truly understand how anyone else could want something good, but different from her vision of the future.

History

A brief history of your character's life.

The followers of the Necrolord Prime (not to be confused with false gods of undeath) form a very minor religion with only a few dozen adherents (sometimes uncharitably called cultists) that operates a small chapel and graveyard where those who believe that the dead should be honored by being able to continue to contribute to the living world. The religious order operates a small farm, run primarily by skeletal laborers. Or, they did until ten years ago.

Ten years ago a plague ravaged the order, and the vast majority of its members died. All but two of the children perished, and in a desperate action, the high priest and priestess, Adira's parents, ritually sacrificed themselves in order to both prevent the disease from killing her and the remaining few members of the order, and prevent such a deadly disease from spreading across the greater world of Quelmar. They unleashed a wave of cleansing necrotic energy that reduced them to skeletons, but also destroyed every last trace of the contagion. However, the bulk of the damage was already done. Only a few of the more ancient members of the order, and two children remained alive, and the entire chapel seemed doomed to die even after the powerful sacrifice.

Over the last 10 years, Adira has trained and studied, poured over countless ancient texts, and discovered there is only one way to restore vitality to the house of the Necrolord: walk his path herself. Thus, Adira gathered her will, her supplies, and her knowledge and set out as an adventurer, just as the Necrolord Prime had prior to his ascension. While the exact paths he walked may be lost to time, the secret texts show that through study, experience, and exploring the far corners of the world, great powers can be achieved. Far greater than that gained by mere introspection and examinations of the texts themselves. Only this power could possibly be enough to restore the House of the Necrolord to its former glory, and bring its people back to life.

Languages

Adira speaks Common, Draconic, Celestial, and Deep Speech fluently, and has a basic grasp of many other writing systems. She knows the Comprehend Languages spell, and is comfortable using it regularly to assist in understanding any strange text or conversation.

Powers and Abilities

Adira hangs back, using her skeletons as shields to block incoming attacks. She prefers to offer support to her fellow combatants in the form of debilitating effects and necrotic damage against foes. If that is not viable, she is unafraid to retreat, and does not consider battle a source of individual pride so much as the ability to solve puzzles, which may include combat as a solution.

Adventuring in the Greedy Green

Adira has gone on multiple minor adventures so far: defeating an owlbear, unblocking a spring that had been infested with smoke mephits, and even negotiating a dragon wyrmling a safe lair after it was caught harassing a village. Yet, she has only recently come to the atention of the other adventurers of Isonhound and the greater threat they fight. Where her path takes her next remains to be seen, but she will soon find herself in the thick of things: In the Greedy Green!

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