Character Creation: Maple

Beginning Stats 10 15 (17) 12 8 11 (12) 15 Wood Elf: +2 Dex, +1 WisASIs: (4) +2 Dex; (8) +1 Dex (12), +1 Cha; +2 Cha

Health Rolls: 10, 10, 10, 7, 6, 6, 6, 5, 5, 5, 5, 5, 5, 5, 5

Weapon #1: +2 Longbow of Judgment’s Venom. You can use a bonus action to cause your bow to sine a bright green light. The bow sheds a shimmering light out to 20ft and dim light out to 40ft. While alight, you deal +1d6 Poison damage, +1d6 Radiant damage. The light persists until you use a bonus action to speak the command word again or until your drop or sheathe the bow. Requires attunement. This item was crafted by Dwarves. Every time it releases an arrow, a fragment of an ancient song plays. This item was used in religious ceremonies dedicated to a particular deity. It has holy symbol worked into it. The god’s followers might try to persuade its owner to donate it to a temple, steal the item for themselves, or celebrate its use by a cleric or paladin of the same deity. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and harmless creatures might frolic in the item’s presence.

Weapon #2: +1 Rapier Bane of the Otherworldly. When you attack and hit a creature with the Aberration, Fey, or Fiend type, you deal an extra 1d6 piercing damage, and you gain advantage on saves against their spells and spell-like abilities. Requires attunement.

Armor: +1 Studded Leather. Requires attunement.

Item #1: Bear-skin Cloak. You are under constant effect of Enhance Ability (Bull’s Strength). If you use the shove action, you can knock your opponent away 10ft instead of 5ft, or prone. Requires atunement.

Item #2: Quiver of Ehlonna. Each of the quiver’s three compartments connects to an extradimensional space that allows the quiver to hold numerous items while never weighing more than 2 pounds. The shortest compartment can hold up to 60 arrows, bolts, or similar objects. The midsize compartment holds up to eighteen javelins or similar objects. The longest compartment holds up to six long objects, such as bows, quarterstaffs, or spears. you can draw any item the quiver contains as if doing so from a regular quiver or scabbard.

Item #3: Ring of Climbing. You gain a climb speed of 20ft.

Item #4: Saddle of the Cavalier. While in this saddle on a mount, you can’t be dismounted against your will if you’re conscious, and attack rolls against the mount have disadvantage.

Handcrafted Item: The Great Elk’s Skull.

  • This item allows Maple to transport through a large or larger sized tree to his sacred grove, no matter where he is, no matter what plane of existence he is on. Maple's body remains inside the tree, but his spirit continues on to the grove. While there, Maple may deposit anything natural in the grove from his inventory or collect anything from the grove that is natural. Upon returning from the grove, Maple has those items in his possession. Maple may perform this travel once a week, but the duration is limited to the equivalent of a long rest (or roughly eight hours). While Maple is in the grove, he recovers double the normal amount of HP from hit die and he recovers twice as fast from exhaustion.
  • You can use your Nature's Wrath Channel Divinity option at a distance of 30 feet instead of 10 feet.
  • Requires attunement.
Roleplaying Grant: For your loyalty to the protection of nature, in service to the gods of the elves of San'Asera, you have been granted a sacred grove that you may work to your desires. In this grove is an ancient sacred pool, engraved with inscriptions written in a language none of your people know. This pool is believed to yield answers in times of confusion. Also in this grove, you may freely detail one building that functions as your home

Boon: Bonus skill proficiency.

Trinkets: A glass jar containing lard with a label that reads, “Griffon Grease”. A tiny silver bell without a clapper.

Other: 2,000gp. You may purchase any item below 100gp without cost or consulting me. DO NOT GO OVERBOARD.

Let’s say this is the location for the “canon” things about Maple. I’m still tweaking who I want him to be but I’ll make any changes here.

Description:
• Chosen champion of Ehlenestra. 1st authority in knowing and carrying out her will. He has met her and walked in her grove.
• Skin the color of deer fur, hazel-green almond eyes, short dirty-blond hair, face covered by elk skull helm
• Wears bear pelt cape
• Deer hide clothes under armor
• Bare foot
• Warn/rough hands, strong
• Light on feet, bounce in step, quick moving, often looks like playing a game of tag or hide/seek

Backstory:

Synopsis:
Grew up in a forest clan never knowing society outside of the forest. After 200 years he began exploring other forests, eventually discovered Ehlenestra’s grove. Won her approval by driving away foresters and protecting sacred trees. Began serving in various missions for her by journeying to other forests to discover sacred woodland sites, protect these realms, establish elven clans to protect woods, create alliance of woodland peoples under Ehlenestra.
Seeks to spread joy to “industrialized” over-worked peoples, oppressed peoples, city people who don’t know the beauty of nature.
Scarred by the burning of an ancient hemlock forest that contained some of his closest friends. Caused by an evil warlock in favor of industrialization (Saruman type?)

The elves with tree names take their names when they are granted the duty, from the clan elders or the gods themselves, of protecting the clans sacred grove. The name represents the main tree of that grove.

Has a friend named Hemlock who he met in his travels. Hemlock is in charge of another sacred grove for an allied clan. They have a friendly rivalry that persists through various games and competitions they have going. Their game of choice tends to be mounted or foot races through the forests with magic allowed. Though high spirited, and generally friendly, Maple is sore that Hemlock has had an edge in the last 20 or so years. Their last race was 2 years ago through the forest of . Maple is still unsure how Hemlock was able to run through the tops of the trees with such lightness. He suspects his rival must have learned a new spell and seeks some way to break his current losing streak.

The ancient grove that was burned by the evil warlock was on part of Hemlock’s clan lands. He is even more devastated by the loss and still trying to track down everyone who went missing on that tragic day. This is the main reason why Maple has not seen him in so long.

Maple carries maple branches from his grove that represent the protection of Elhenestra and his clan. He bestows these branches on friends, allies, and children. The branches can be carried by these people or placed upright in the ground on their lands. It does not signify a promise of military protection like a treaty but more a first step of friendship and connection to the elves under Elhenestra. If people can respect these branches, especially children, then a first sign of respect for nature is demonstrated.
[October 6, 2015 at 5:53 pm]

Maybe he is having re-occuring nightmares of the undead armies ravaging the lands. Another reason for him to want to leave San’Asera would be to learn more about these armies and evils that are destroying so much of nature.
[October 6, 2015 at 9:37 pm]

Maple is a renowned knight from the lands of San’Asera for his heroic work in unifying the elvish people of San’Asera and his continuing efforts to protect nature from its would-be enemies. His strength and devotion have earned him entrance in the courts of the Great King, Bielarun, and the High Queen, Vomeiril, of San’Asera. Most of San’Asera is ruled by a druidic, matriarchal gerontocratic confederacy. The only ones with the right to overrule this confederacy are the Great King and High Queen. To have their blessing is an honor in the world of the San’Aseran Elves, and even the Druids of Ebrethel.

The San’Aseran Elves are more reclusive than their Solressian and Tessahn cousins of the Sulanaar Islands. They control vast portions of land and intend to keep it that way. They are known for being more than willing to engage in trading with the plethora of ports their shores have, though for them to move from their homeland would be nonsensical.

When King Wravien requested the Great King and High Queen’s aid, they denied to assist him in his defense against the undead. Now, their decisions have backfired and the undead plague the woods of northern San’Asera.

The ancient Druids of Lindelin called a meeting, which the Great King and High Queen refused to attend due to their elvish arrogance. Instead, they sent Maple in their place. At the council, Maple heard about the need for the great heroes of Nirath to rise up against the former champions of their world, specifically the last Mage of Yore Rolve Melstrom. He also learned about an ancient evil named Sabiel, whose power was far beyond what the Druids thought containable. It was decided that the heroes who had conquered the Necromance would go to deal with the Mage of Yore, but Maple did not go. He remained in San’Asera.

With the armies of Mor’Rahk assaulting farther outwards from their southern Saertyrk position, and the armies of Sovilar crushing the resistances of Mirdroth, Maple has been tasked with finding the adventurers. The Druids of Lindelin have called him to their most sacred groves, and have told him that their ambassador, Laris Ownlyar, adopted daughter of Archruid Breloc Ownlyar, had already left ahead of him. She was one of the heroes who conquered the Necromance. It is Maple’s task to join the heroes and fight against these enemies of nature. The Druids have told Maple that Laris’s task was to uncover the source of the great storm over Lasad. He is to go and assist her in whatever capacity possible, for she will turn her attention to the forces of Mor’Rahk, Sovilar, and Sabiel afterwards.
[October 6, 2015 at 11:10 pm]