"Hey! I didn't set it on fire this time!"


Level 2 Chaotic Neutral Half-Elf Sorcerer

STR: 10
DEX: 12
CON: 12
INT: 14
WIS: 12
CHA: 17

Skills: Deception, Insight, Intimidation, Perception, Persuasion, Religion

Background: Guild Artisan (Tinkers, Pewterers, and Casters)

As an established and respected member of a guild, Eris can rely on certain benefits that membership provides. Her fellow guild members will provide her with lodging and food if necessary, and pay for her funeral if needed. In some cities and towns, a guildhall offers a central place to meet other members of her profession, which can be a good place to meet potential patrons, allies, or hirelings.

Guilds often wield tremendous political power. If she is accused of a crime, her guild will support her if a good case can be made for her innocence or the crime is justifiable. She can also gain access to powerful political figures through the guild, if she is a member in good standing. Such connections might require the donation of money or magic items to the guild’s coffers. She must pay dues of 5 gp per month to the guild. If she misses payments, she must make up back dues to remain in the guild’s good graces.

Personality Trait: Eris always wants to know how things work and what makes people tick.
Ideal: Freedom – Everyone should be free to pursue his or her own livelihood. (Chaotic).
Bond: The workshop where she learned her trade is the most important place in the world to her.
Flaw: She’d do anything to get her hands on something rare or priceless.

Languages: Common, Elvish, Draconic, Abyssal

Equipment: A set of artisan’s tools (tinkers), a letter of introduction from her guild, a set of traveler’s clothes, two daggers, a light crossbow (20 bolts), a spellcasting focus (amber-colored gem in a bronze setting, worn as a necklace), and a belt pouch containing 135 gp, 1 sp.

Cantrips: Fire Bolt, Ray of Frost, Prestidigitation, Mending
Level 1: Color Spray, Witch Bolt, Ray of Sickness


Eris has never quite been sure where her magic comes from, but what she does know is that it’s fun, even with the risk of the wild magic in her blood dropping a fireball at her own feet. That very risk, of course, enhances the experience, despite what the stodgy wizarding types in Ingstradt University like to say.

Eris is an indifferent student, passing her classes on pure natural talent and attention to detail, a trait she picked up while learning her trade (something the University is unaware of, to her amusement.) Her membership in the Artisans Guild of Tinkers, Pewterers, and Casters is of much higher value to her than her role as a student, and the only reason she stays at all is because of Pliggen Plignoggen (’Noggen), and the entertainment she gets from causing chaos in his vicinity. That, and the fact that her brother, Auric, enjoys making stories from her antics.

Quite a bit more clever than she lets on, Eris does what she likes and evades responsibility by donning the guise of a flighty, barefooted bohemian. When her antics became too much for the staid University to handle, she was “assigned” to ‘Noggen as an “assistant”, and shipped out of the country. Hoping to find something worthwhile on this new adventure, Eris’ imagination has been fired by the thought of a race of dragon-people, and is determined to befriend the lot of them.


Dragonland John_G Asyrus