Dain Aithlin Helekian

Red haired, blue eyed half elf ranger

Description:

Name: Dain Aithlin Helekian Age: 43
Hair: Dark Red Eyes: Blue
Height: 5’10’ Weight:127

Race: Half Elf
Alignment: Chaotic Good
Size: Medium
Speed: 30 ft.

Class/Level: Ranger 5
HP: 55
AC: 16

Attacks
2 attacks
Short Swords – +5 (Silvered)
1st – 1d6 +2
2nd – 1d6 +2
Longbow – +5

Abilities
STR: 12 – 1
DEX: 14 – +2
CON: 16 – +3
INT: 10 – 0
WIS: 11 – 0
CHA: 16 – +3

Spells Known
4 – 1st level
2 – 2nd level

Ranger Skillz
• Favored Enemy: Monstrosities
• Natural Explorer
• Fighting Style – Two Weapon Fighting
• Spellcasting
• Primeval Awareness

• Hunter’s Prey: Horde Breaker. Once on each of your turns when you make a weapon attack, you can make another attack with the same weapon against a different creature that is within 5 feet of the original target and within range of your weapon.
• You ignore difficult terrain.
• You have advantage on initiative rolls.
• On your first turn during combat, you have advantage on attack rolls against creatures that have not yet acted.
• Difficult terrain doesn’t slow your group’s travel.
• Your group can’t become lost except by magical means.
• Even when you are engaged in another activity while traveling (such as foraging, navigating, or tracking), you remain alert to danger.
• If you are traveling alone, you can move stealthily at a normal pace.
• When you forage, you find twice as much food as you normally would.
• While tracking other creatures, you also learn their exact number, their sizes, and how long ago they passed through the area.

Half Elf Things
Darkvision – 60 ft
Fey Ancestry- Advantage against charm, can’t be put to sleep by magic.

Skills
Acrobatics (Str): +2
Animal Handling (Wis): 0
Arcana (Int): 0
*Athletics (Str): +4
*Deception (Cha): +6
History (Int): 0
Insight (Wis): 0
Intimidation (Cha): +3
Investigation (Int): 0
Medicine (Wis): 0
*Nature (Int): +3
Perception (Wis): 0
Performance (Cha): +3
*Persuasion (Cha): +6
Religion (Int): 0
*Slight of Hand (Dex): +5
*Stealth (Dex): +5
*Survival (Wis): +3

Saving Throws
*Strength: +4
*Dexterity: +5
Constitution: +3
Intelligence: 0
Wisdom: 0
Charisma: +3

Proficiencies
Armor: Light armor, medium armor, shields
Weapons: Simple weapons, martial weapons
Tools: Disguise kit, Forgery kit

Languages
Elvish
Common
Deep Speech
Infernal

Equipment
Scale Mail
2 shortswords
Dungeoner’s Pack – Backpack, crowbar, hammer, 10 pitons, 10 torches, tinderbox, 10 days of rations, waterskin, 50 ft. of rope
Longbow and 20 arrows
A set of fine clothes
A disguise kit – Add proficiency bonus to creating disguises
A forgery kit – Add proficiency bonus to forging documents
Belt pouch w/15 gold
Boots of Elven Kind – Advantage on stealth checks based on sound
Cloak of Elven Kind – Checks to see me are at disadvantage, advantage on checks to hide
Trinket: An empty glass vial that smells of perfume when opened

Background: Charlatan
Scheme: I put on new identities like clothes.
Personality Trait: I fall in and out of love easily and and always pursuing someone
Ideal: Material goods come and go. Bonds of friendship last forever. (Good)
Bond: Somewhere out there, I have a child who doesn’t know me. I’m making the world better for him or her.
Flaw: I can’t resist a pretty face.
Feature: False Identity – You have created a second identity that includes documentation, established acquaintances and disguises that allow you to assume that persona. Additionally, you can forge documents including official papers and personal letters, as long as you have seen an example of the kind of document or handwriting you are trying to copy.

Bio:

Even before the Merchant Prince was the Merchant Prince (he was Gilt “Hardluck” Botherstone back in the day – his nickname changed as his fortunes did) he was always up to shenanigans. He’s a friend of Zia’s mother Zharra, so maybe she’s how you met him (or vice versa).

Anyway, I could see him having hired you very handsomely to head out into the edge of the Southland, the Invoker’s territory and break an orb containing a stored spell, and not having warned you it would draw the attention and ire of every undead for miles around (though he’s
not heartless: the ’don’t open this until after you break the orb’ sack he sent along turned out to be a very useful go bag, including a wand to summon a portal out, but it was a dodgy half hour there). And maybe he’s managed to dodge you ever since (he’s good at that) so you haven’t been able to yell at him?

Mother is Silver Lodge and is named Daenys.

The Silver Lodge was formed about a hundred years ago to deal with a rising threat of ‘aberrations’ in the land. The worst of these are the one-eyed flying monstrosities called beholders, but they were diverse, and it soon became clear that they didn’t all serve one master. Two notable ‘Old Ones’ are the god of the beholders and the unnamed Cthulhoid entity served by an ancient being known as the Magician. The Magician traveled from body to body over millennia, and it’s believed that ‘she’ (given that it’s not known whether her soul even originated on this plane, gender could be a totally alien concept to her, but both her most recent incarnation’s body, and the people she created to attempt to inhabit, were female) was attempting to break down the barriers between reality and the Far Realms to allow her master through.

So anyway, a long time ago the hundred-year-long war between the Europeans and the Natives ended when the chief arcanist of the Europeans tried to harness the power of the goddess of civilzation Erathis and fucked up, killing Erathis and creating a breach into the Far Realms. (She’s really sorry.) This almost led to a huge beholder invasion but a group of disparate heroes fixed it and three of them apotheosed into the Triple Goddess who now governs civilization (The Angel, the Devil, and the Wolf.) It’s generally understood by your order that they also subdued but did not seal completely the breach and that the goddess works to keep it suppressed. (A fourth member of that group got caught in the backlash and now wanders the Earth (well, mostly the bars of Vegas) as the Trickster.)

And somewhat less long ago, more like thirty years, the Magician tried to open a breach too, but to do it she needed a better host, so she artificially created clones, basically, identical female tieflings. Some of them were better suited to it than others, but the best candidate rebelled, transferred her consciousness into a goat, and killed the goat. With tentacle magic. (This is Zharra, Zia’s mother.) This is not extremely well-known to the world at large, but the Silver Lodge keeps track of this kind of thing. You’re also aware that Zia bears a very close resemblance to her mother at her age…almost identical.

Anyway, the Silver Lodge tries to stop this sort of thing, through research, stabbings, and rituals you’re not privy to. There are all sorts of rumors about what the higher-ups get up to, but it’s a dour sort of place. Self-sacrifice is a virtue – everyone who signs up is expected to die if necessary to save the world.

So after that whole Magician thing stuff was pretty quiet for a while, which pretty well coincides with most of your life to date. A year or two ago, your mom got hold of you, though, and said things were starting up again. She recalled you to the home lodge in Independence (D&D St. Louis, situated over a huge canyon that is the remnants of
the blast that killed Erathis and a place where the barrier is even thinner than the Lodge’s old headquarters in Arkham) and convinced you (you can explain that part to me) to join up, and you’ve been practicing as a member there. Maybe you’ve been on a few field missions, though there actually isn’t that much going on up North.

What you learned, and why mom wanted you, probably, is that this time it’s all happening in Aztlan, where the dragons (and the dragonborn) live. About a year and a half ago they sent an advance team (probably including you as the wilderness guide, though that’s up to you) to Tenochtitlan and slowly introduced them all as ‘ex-pats’ on the run for one reason or another. Your wizard, Vadania, spent a year creating an illicit teleportation circle for ease of communication with the outposts back home (which the PCs just wrecked like three days ago). You’ve been trying to make connections to organizations here that work against aberrations. Many paladins of Huitzilopotchli swear oaths to defend the land against ‘demons who live behind the moon’, and that sounds super promising, but none of them have been willing to talk to you much about what that means. Lorna, your researcher, has been working in the archives, but there’s so much there and she doesn’t really have the cultural context, so it’s slow going.

VASILY: Expedition leader, initiate into the higher ranks of the Lodge. Has a hawk familiar and arcane powers. (There are rumors that all the high level members of the Lodge have sworn warlock pacts to an Old One, but all the Old Ones you know of are awful monstrosities, so… It’s not really talked about.) Vasily is a human with long, greasy black hair. His cover is as a dockworker – if people dig a little bit they’ll learn that he took out some bad loans and made a break into the wilderness to the South, and through sheer luck made it
to Tenochtitlan. (People try this every year, out of desperation usually. Most are never heard from again.) When Vasily realized that Zia was here, he looked into her, and to his horror realized that she had sworn a warlock pact to the very entity the Magician served. Until
very recently, he had the team working on trying to work out how to separate her from her well-defended companions and kill her before something worse would happen.

VADANIA: A high elf wizard who poses as ‘The Astounding Vadania’, a sleight-of-hand illusion artist who guarantees that no magic is used in her stage shows (there absolutely is, she’s just an abjuration specialist). She and Zia are both stage performers and she took that
as an opportunity to befriend her, and just interviewed her over brunch. Vadania believes Zia may not be aware that she swore a warlock pact; Zia, as a tiefling and someone who has had truck with devils, may be under the impression that she had to make an actual promise for a pact to be valid. While this kind of contract law is exactly how infernal pacts work, a pact with an Old One can be formed simply by allowing it to enter and infect her body. She may even have believed she was dreaming at the time. Vadania would very much like to not kill Zia as she feels that she’s an innocent, and has convinced Vasily to send you to do more recon.

LORNA: An artificer and arcane researcher into the psionic arts. Psionics are believed to have been the universe’s immune response to the invasion of aberrations, as psionic powers were very effective against them. Unfortunately, after the breach was suppressed, no new psions have been born. A few are still alive, but they’re mostly very old or transitioned off-plane by now. Lorna wants to understand how psionics works, and specifically if it can be induced. It would be an incredibly effective weapon for the Lodge, if it could be harnessed. She’s also a specialist in the creation of magic items, especially
mind-focused ones – she made translation earpieces that the PCs (and those of you who didn’t study Draconic) use to communicate with the locals. Lorna doesn’t care much one way or the other about Zia – she’s learning a lot from the House of White about psionics as they existed here in Aztlan.

DELG: A dwarf who’s made inroads in the black market here (you get the sense he had a life before the Lodge). He’s been genuinely running a profit through the ritual circle, so he’s kind of pissed at the PCs for wrecking it. The PCs are coming to talk to him soon, you suspect, and the plan is for you to pose as one of his underlings while he sends them off on some wild goose chase into the hinterlands. That should give you a few days to probe Zia and make a recommendation. Once you get back, they’ll make a decision about what to do with her.

Dain Aithlin Helekian

Dungeons and Dragons: Aztlan Lithera