Quite unless he knows you, easy to overlook, deadly to any enemy of the Raven Queen
https://www.worldanvil.com/w/nemylanthinor-pacio49/map/eb50f329-cdb6-4d63-ade4-a4ee427c1bae
At first glance an average human teenage boy who has taken up the adventurer's life.
17 years old
Pale luminous skin - like cream or a marble statue.
Tall, thin, shoulder length dark black hair with a bit of a waive.
Blue eyes - when not covered with a hood or mask they sparkle in the light like cut sapphires and in the dark look like frozen flames.
A bone white enamel (1/2) mask covers his upper face. Light blue glass in the eye holes.
Those who are very astute or highly intuitive can feel the touch of death on Flæm. Going around without his mask and hood can reveal him to his enemies.
Wears a hooded coal black cloak- split in the back like a duster to allow riding a mount.
The air around him (his 5' square) has the touch and smell of winter.
Warlock Patron Attitude: You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.
Warlock terms: When directed, you must take immediate action against a specific enemy of your patron.
Warlock binding mark: On the palm of my weapon hand is the image of a weapon. Black Hilt and grey blade/body. The exact type of weapon changes reflecting what I have bonded for the CHR bonus.
His Aasimar mark is a coal black tattoo moving as it will around his body. The tattoo's glinting red eyes sparkle like tiny gems. Occasionally the raven flys off turning briefly back into a real bird.
Aasimar Angelic Guide: The guide for Fflam Ddu : Bookish and lecturing, speaks to him mostly in his dreams. Sometimes they will get into discussion during the day leaving Flæm looking like he is talking to himself.
Clothing appropriate to my duries as an urban bounty hunter.
Background and personal history.
Father: Brait Te'Ðu
Bard lvl 2, knowledge
Mother: Myrkr Te'Ðu
Fighter 3, champion
Yunger Brother: Hrafn Te'Ðu (two years younger)
Flæm's parent, distant cousins, of a very old and minor nobel house. A small estate far from the closest city who's only real claim to notoriety being the happy peasants of the two villages and outlying farms.
Flæm's earliest memory, when he was 4 or 5 years old, his father taking him on a ½ day trip -it seemed forever to the young child- and showing him a wide near-by valley, with a small river trees on either side, open grass land and in one corner a small graveyard up against the hill and an old, dilapidated, small, stone, building near the entrance.
His father telling him 'this is our land now. Our lands are nearest and we were granted this valley on the condition we found a village and settle the area.'
Over the next year Flæm and family visited many times. The ground was fertile and resources plentiful. A mage and later a cleric were hired to investigate the cemetery and stone ruins. Finding wards against undead still active and the mark of the Raven Queen on the stone building Brait and Myrkr hired artisans to restore what was discovered to be a small shrine, even doing some of the work themselves - having more time than money.
When Flæm was 7 a small ceremony was held dedicating the founding of the new village and the work on the shrine completed. Word was put out, as only a bard can, that a priest of the Raven goddess was welcome to claim the graveyard and shrine.
This is when evil struck. Skeletons and zombie raised by a necromancer-priest of Orcus razed the village while the evil priest himself attacked at the shrine striking down everyone present.
Having caught the eye and favor of the Raven Queen the boys were saved. A large raven lead them to safety. In their dreams this bird spoke to them, telling them were to go, what to do, helping them find caravans to work for as scullery boys or whatever work they could get from kind strangers. Nearly a year later after many miles of travel the boys found themselves at a hidden cloister of the Raven Queen.
Greeted by name the boys were welcomed and told they had a home here if they wanted it. The next morning the raven who had lead them here was gone and Flæm found he now had a "tatoo" of a raven on his chest (most of the time anyways - it moved around). The unnamed bird still speaks to him in his dreams, giving him advise. On very rare nights a tall dark haired woman - the raven on her shoulder - would be in his dreams too - when Flæm turned 13 she spoke to him asking if he would server her and bring vengeance for the unquite dead - thinking of his parents Flæm said yes. His training started the next day. Two years later his brother began taking lessons too.
His last two years of training with the Raven church Flæm was stationed at a temple in a city. As part of the city charter temples are tasked to help with the local municipality in some way. In this light Flæm was 'lent' out and tasked with helping the local police find people, places, things (please feel free to assign a location) watch. Urban bounty hunter background comes from here. The church slyly teaching a hick boy the ways of the big city.
Ten years after the dream in which he spoke with 'HER' Flæm is on his way to an Inn in a far away land. His faithful raven companion leading the way - mostly in his dream, on rare occasions the raven tattoo will fly off his body becoming again a real bird or a wild raven will fly up and mutter a word or three before leaving as fast as it came.
Thinking about the pact he recently made with one of her avatars (the Hexblade) and remembering the promise to one day take her service too
Notes: Aasimar can have enemies - the priest-necromancer that killed his family works unless you have something else in mind.
Flæm was born human and became a Scourge at 13 when he accepter her. The tiniest bit of her divine spark now dwells in him changing him to an Aasimar.
Hrafn - his brother is training to be a priest.
Flæm is a typical teenager - a bit over confident - sworn to his cause - Serving HER and vengence for his family.
In time after lvl 5 and I pick up some vengency pally levels he will also start seeking vengence for those who are not able to move on to the afterlife - those wro were wronged, or murdered, ghost, spirits and the like stuck in the mortal world.
There is a hate of necromancers and priests or orcust.
Undead must be destroyed is a tenate of faith.
At first glance an average human teenage boy who has taken up the adventurer's life.
17 years old
Pale luminous skin - like cream or a marble statue.
Tall, thin, shoulder length dark black hair with a bit of a waive.
Blue eyes - when not covered with a hood or mask they sparkle in the light like cut sapphires and in the dark look like frozen flames.
A bone white enamel (1/2) mask covers his upper face. Light blue glass in the eye holes.
Those who are very astute or highly intuitive can feel the touch of death on Flæm. Going around without his mask and hood can reveal him to his enemies.
Wears a hooded coal black cloak- split in the back like a duster to allow riding a mount.
The air around him (his 5' square) has the touch and smell of winter.
Warlock Patron Attitude: You are mostly left to your own devices with no interference from your patron. Sometimes you dread the demands it will make when it does appear.
Warlock terms: When directed, you must take immediate action against a specific enemy of your patron.
Warlock binding mark: On the palm of my weapon hand is the image of a weapon. Black Hilt and grey blade/body. The exact type of weapon changes reflecting what I have bonded for the CHR bonus.
His Aasimar mark is a coal black tattoo moving as it will around his body. The tattoo's glinting red eyes sparkle like tiny gems. Occasionally the raven flys off turning briefly back into a real bird.
Aasimar Angelic Guide: The guide for Fflam Ddu : Bookish and lecturing, speaks to him mostly in his dreams. Sometimes they will get into discussion during the day leaving Flæm looking like he is talking to himself.
Clothing appropriate to my duries as an urban bounty hunter.
Background and personal history.
Father: Brait Te'Ðu
Bard lvl 2, knowledge
Mother: Myrkr Te'Ðu
Fighter 3, champion
Yunger Brother: Hrafn Te'Ðu (two years younger)
Flæm's parent, distant cousins, of a very old and minor nobel house. A small estate far from the closest city who's only real claim to notoriety being the happy peasants of the two villages and outlying farms.
Flæm's earliest memory, when he was 4 or 5 years old, his father taking him on a ½ day trip -it seemed forever to the young child- and showing him a wide near-by valley, with a small river trees on either side, open grass land and in one corner a small graveyard up against the hill and an old, dilapidated, small, stone, building near the entrance.
His father telling him 'this is our land now. Our lands are nearest and we were granted this valley on the condition we found a village and settle the area.'
Over the next year Flæm and family visited many times. The ground was fertile and resources plentiful. A mage and later a cleric were hired to investigate the cemetery and stone ruins. Finding wards against undead still active and the mark of the Raven Queen on the stone building Brait and Myrkr hired artisans to restore what was discovered to be a small shrine, even doing some of the work themselves - having more time than money.
When Flæm was 7 a small ceremony was held dedicating the founding of the new village and the work on the shrine completed. Word was put out, as only a bard can, that a priest of the Raven goddess was welcome to claim the graveyard and shrine.
This is when evil struck. Skeletons and zombie raised by a necromancer-priest of Orcus razed the village while the evil priest himself attacked at the shrine striking down everyone present.
Having caught the eye and favor of the Raven Queen the boys were saved. A large raven lead them to safety. In their dreams this bird spoke to them, telling them were to go, what to do, helping them find caravans to work for as scullery boys or whatever work they could get from kind strangers. Nearly a year later after many miles of travel the boys found themselves at a hidden cloister of the Raven Queen.
Greeted by name the boys were welcomed and told they had a home here if they wanted it. The next morning the raven who had lead them here was gone and Flæm found he now had a "tatoo" of a raven on his chest (most of the time anyways - it moved around). The unnamed bird still speaks to him in his dreams, giving him advise. On very rare nights a tall dark haired woman - the raven on her shoulder - would be in his dreams too - when Flæm turned 13 she spoke to him asking if he would server her and bring vengeance for the unquite dead - thinking of his parents Flæm said yes. His training started the next day. Two years later his brother began taking lessons too.
His last two years of training with the Raven church Flæm was stationed at a temple in a city. As part of the city charter temples are tasked to help with the local municipality in some way. In this light Flæm was 'lent' out and tasked with helping the local police find people, places, things (please feel free to assign a location) watch. Urban bounty hunter background comes from here. The church slyly teaching a hick boy the ways of the big city.
Ten years after the dream in which he spoke with 'HER' Flæm is on his way to an Inn in a far away land. His faithful raven companion leading the way - mostly in his dream, on rare occasions the raven tattoo will fly off his body becoming again a real bird or a wild raven will fly up and mutter a word or three before leaving as fast as it came.
Thinking about the pact he recently made with one of her avatars (the Hexblade) and remembering the promise to one day take her service too
Notes: Aasimar can have enemies - the priest-necromancer that killed his family works unless you have something else in mind.
Flæm was born human and became a Scourge at 13 when he accepter her. The tiniest bit of her divine spark now dwells in him changing him to an Aasimar.
Hrafn - his brother is training to be a priest.
Flæm is a typical teenager - a bit over confident - sworn to his cause - Serving HER and vengence for his family.
In time after lvl 5 and I pick up some vengency pally levels he will also start seeking vengence for those who are not able to move on to the afterlife - those wro were wronged, or murdered, ghost, spirits and the like stuck in the mortal world.
There is a hate of necromancers and priests or orcust.
Undead must be destroyed is a tenate of faith.
Appearance
Mentality
Personality
The major events and journals in Flæm's history, from the beginning to today.
The list of amazing people following the adventures of Flæm.
Social