Eos (Jave)

## **Appearance**

Initial Appearance:

Eos is a 6'5" tall High Elf. She has waist-length light blonde hair, a pair of lavender eyes. She is usually seen with a dark blue wizard dress-robe with yellow-gold trim.

Post-Aberrant Dragonmark appearance

A scrawling tattoo of an Aberrant Dragonmark appeared on Eos' face, found mostly on the lower half, around it grew flesh-colored scales.

Post-Aberrant Dragonmark appearance + Mutations

Eos' eyes bulged out occupying most of the sockets with little room for the eyelids. Eos' hands changed into scissor-like claws. Eos' legs folded into themselves stunting her height but somehow redistributing the mass all over her body.

Post-Aberrant Dragonmark appearance + Mutations + Third Eye

Normally a Divination wizard's third eye is just an arcane object located on their forehead, but in Eos' case, she grew an actual third eye on the count of all the mutations her body has suffered.

Post-Aberrant Dragonmark appearance + Mutations + Third Eye + Curses

Eos' lavender pupils morphed to look like it has slits. Eos' mouth momentarily fell off but was cured.

## **Personality**

Eos is a cynical introvert who prefers the company of her thoughts compared to other people. She does occasionally lend a helping hand within the longhouse to struggling newbie adventurers. She also keeps note of slights and promises and takes them seriously. Weirdly she also tends to pick up items that are cursed/haunted by a weird history; she doesn't mind this aspect of the item proved useful in her endeavors.

## **Abilities**

Eos' being part of the longer-lived races has a diverse array of skills that they picked up throughout their lives.

### **Racial**

***Age.***

Although elves reach physical maturity at about the same age as humans, the elven understanding of adulthood goes beyond physical growth to encompass worldly experience. An elf typically claims adulthood and an adult name around the age of 100 and can live to be 750 years old.

***Mutated Darkvision.***

Accustomed to twilit forests and the night sky, she has a superior vision in dark and dim conditions. she can see in dim light within 120 feet of her as if it were bright light, and in darkness as if it were dim light. she can also see through magical darkness. she can't discern color in darkness, only shades of gray.

***Cursed Keen Senses.***

she has the proficiency and an advantage in Perception skills. Animals (beasts) view Eos as hostile.

***Fey Ancestry.***

she has an advantage on saving throws against being charmed, and magic can't put her to sleep.

***Trance.***

Elves don't need to sleep. Instead, they meditate deeply, remaining semiconscious, for 4 hours a day. (The Common word for such meditation is "trance.") While meditating, she can dream after a fashion; such dreams are mental exercises that have become reflexive through years of practice. After resting in this way, she gains the same benefit that a human does from 8 hours of sleep.

***Languages.***

she can speak, read, and write Common and Elvish. Elvish is fluid, with subtle intonations and intricate grammar. Elven literature is rich and varied, and their songs and poems are famous among other races. Many bards learn their language so they can add Elvish ballads to their repertoires.

***Elf Weapon Training.***

she has proficiency with the longsword, shortsword, shortbow, and longbow.

***Cantrip.***

she knows one cantrip of her choice from the wizard spell list. Intelligence is her spellcasting ability for it.

***Extra Language.***

she can speak, read, and write Sylvan

### **Background**

As an Inheritor Eos has the following bonuses

* **Skill Proficiencies** Survival, and Religion
* **Languages** Undercommon
* **Tool Proficiencies** Flute proficiency

### **Class**

 Spellcasting
As a student of arcane magic, she has a spellbook containing spells that show the first glimmerings of her true power.
Cantrips
At 1st level, she knows three cantrips of her choice from the wizard spell list. she learns additional wizard cantrips of her choice at higher levels, as shown in the Cantrips Known column of the Wizard table.
Spellbook
At the 1st level, she has a spellbook containing six 1st-level wizard spells of her choice. her spellbook is the repository of the wizard spells she knows, except her cantrips, which are fixed in her mind.
Preparing and Casting Spells
The Wizard table shows how many spell slots she has to cast her spells of 1st level and higher. To cast one of these spells, she must expend a slot of the spell's level or higher. she regains all expended spell slots when she finishes a long rest.
She prepares the list of wizard spells that are available for her to cast. To do so, choose some wizard spells from her spellbook equal to her Intelligence modifier + her wizard level (minimum of one spell). The spells must be of a level for which she has spell slots.
she can change her list of prepared spells when she finishes a long rest. Preparing a new list of wizard spells requires time spent studying her spellbook and memorizing the incantations and gestures she must make to cast the spell: at least 1 minute per spell level for each spell on her list.
Spellcasting Ability
Intelligence is her spellcasting ability for her wizard spells since she learns her wizard spells through dedicated study and memorization. she uses her Intelligence whenever a spell refers to her spellcasting ability. In addition, she uses her Intelligence modifier when setting the saving throw DC for a wizard spell she cast and when making an attack roll with one.
**Spell save DC** = 8 + her proficiency bonus + her Intelligence modifier
**Spell attack modifier** = her proficiency bonus + her Intelligence modifier
Ritual Casting
she can cast a wizard spell as a ritual if that spell has the ritual tag and she has the spell in her spellbook. she doesn’t need to have the spell prepared.
Spellcasting Focus
she can use an arcane focus as a spellcasting focus for her wizard spells.
Learning Spells of 1st Level and Higher
Each time she gains a wizard level, she can add two wizard spells of her choice to her spellbook. Each of these spells must be of a level for which she has spell slots, as shown on the Wizard table. On her adventures, she might find other spells that she can add to her spellbook (see "her Spellbook").
her Spellbook
The spells that she adds to her spell book as she gains levels reflect the arcane research she conducts on her own, as well as intellectual breakthroughs she has had about the nature of the multiverse. she might find other spells during her adventures. she could discover a spell recorded on a scroll in an evil wizard's chest, for example, or in a dusty tome in an ancient library.
A spellbook doesn't contain cantrips.
***Copying a Spell into the Book.***
When she finds a wizard spell of 1st level or higher, she can add it to her spellbook if it is of a spell level she can prepare and if she can spare the time to decipher and copy it.
Copying a spell into her spellbook involves reproducing the basic form of the spell, then deciphering the unique system of notation used by the wizard who wrote it. she must practice the spell until she understands the sounds or gestures required, then transcribe it into her spellbook using her notation.
For each level of the spell, the process takes 2 hours and costs 50 GP. The cost represents material components she expends as she experiments with the spell to master it, as well as the fine inks she needs to record it. Once she has spent this time and money, she can prepare the spell just like her other spells.
***Copying from a Spell Scroll.***
A wizard spell on a spell scroll can be copied just as spells in spellbooks can be copied. When she copy a spell from a spell scroll, she must succeed on an Intelligence (Arcana) check with a DC equal to 10 + the spell's level. If the check succeeds, the spell is successfully copied. Whether the check succeeds or fails, the spell scroll is destroyed.
***Replacing the Book.***
she can copy a spell from her spellbook into another book—for example, if she wants to make a backup copy of her spellbook. This is just like copying a new spell into her spellbook, but faster and easier, since she understands her notation and already knows how to cast the spell. she needs to spend only 1 hour and 10 GP for each level of the copied spell.
If she loses her spellbook, she can use the same procedure to transcribe the spells that she has prepared into a new spellbook. Filling out the remainder of her spellbook requires her to find new spells to do so, as normal. For this reason, many wizards keep backup spellbooks in a safe place.
***The Book's Appearance.***
 Arcane TraditionPHB p112
 School of DivinationPHB p116
The counsel of a diviner is sought by royalty and commoners alike, for all seek a clearer understanding of the past, present, and future. As a diviner, she strives to part the veils of space, time, and consciousness so that she can see clearly. she works to master spells of discernment, remote viewing, supernatural knowledge, and foresight.
Divination Savant
Beginning when she select this school at the 2nd level, the gold and time she must spend to copy a divination spell into her spellbook are halved.
Portent
Starting at 2nd level when she chooses this school, glimpses of the future begin to press in on her awareness. When she finishes a long rest, roll two d20s and record the numbers rolled. she can replace any attack roll, saving throw, or ability check made by her or a creature that she can see with one of these foretelling rolls. she must choose to do so before the roll, and she can replace a roll in this way only once per turn.
 Cantrip FormulasTCE p75
*3rd-level wizard optional feature*
 Ability Score ImprovementPHB p112
When she reaches the 4th level, she can increase one ability score of her choice by 2, or she can increase two ability scores of her choice by 1. As normal, she can't increase an ability score above 20 using this feature.
 Arcane Tradition featurePHB p112
 Expert DivinationPHB p116
 Ability Score ImprovementPHB p112
When she reaches 8th level, she can increase one ability score of her choice by 2, or she can increase two ability scores of her choice by 1. As normal, she can't increase an ability score above 20 using this feature.
 Arcane Tradition featurePHB p112
 The Third EyePHB p116
Starting at the 10th level, she can use her action to increase her powers of perception. When she does so, choose one of the following benefits, which lasts until she is incapacitated or she takes a short or long rest. she can't use the feature again until she finishes a rest.
***Darkvision.***
she gains dark vision out to a range of 60 feet.
***Ethereal Sight.***
she can see into the Ethereal Plane within 60 feet of her.
***Greater Comprehension.***
she can read any language.
***See Invisibility.***
 Ability Score ImprovementPHB p112
When she reaches the 12th level, she can increase one ability score of her choice by 2, or she can increase two ability scores of her choice by 1. As normal, she can't increase an ability score above 20 using this feature.
If her DM allows the use of feats, she may instead take a feat.

## **Belongings**

### **Trinkets**

Taka's golden monocle

Taka's foldable hat

Orphelin's Charlatan's Dice

### **Mundane**

125 Medicinal Herb samples plucked via herbalism kit planted in pots with volcanic soil

125 Incense plant samples plucked via herbalism kit planted in pots with volcanic soil

spare 6 pitons

10 charcoal

1 sulfur

1 leather collar

3 merrow hair

13 merrow knuckles

Chimera mane

### **Magical**

1 potion of greater healing

scroll of fireball

Moon Touched Longsword'

Enduring Spellbook

Cloak of many fashions

Breathing Bubble

Oriel's Spellbook

Chrona's Spellbook

Kimba's Spellbook

Guud's Spellbook

Scrooge's Spellbook

Scrooge's Spellbook 2

Wand of Fear

Bloodstone Gem

Ring of Mind Protection

Wand of Wonder

Attuned:

Helm of Teleportation

Wand of the War Mage +2

Stone Of Good luck with Temperate minor enchantment

## **Relationships**

Alexandra (Chester) - Eos found working with this person to be awkward as they said they wanted to find out what happened to their brother, Samael; an event Eos knows all too well considering she was there. This awkwardness continued to further adventures culminating with the death of Alexandra by stacking mutations and turning into a mound of flesh. Part of the reason why Eos won’t allow her mutations to heal is to remember them.

Argentum Steeltooth (Shanks) - Eos is a tad uncomfortable with him as she witnessed Aurum be killed and never offered condolences to him. Added to the awkwardness is that his "echoes" are just different Aurums of another timeline makes it more of an awkward working relationship,

Ashtred (Francis) - Eos acted as their OnSite mentor on their first mission in Eden.

Aurum Steeltooth (Shanks) - Eos' interactions with him are very stressful due to the high-stakes circumstances surrounding them. They first met when Capture Cireza's Power Source mission was issued; wherein exposure to the heart caused horrible mutations that are fatal when compounded. On that mission, they lost two members. The second and last interaction she had with him was on the Battle to Defeat Cireza. They were on the Assault tactics team and were utterly decimated by the number of spiders in the area. Eos also saw his valiant effort of going down and back up repeatedly to which ultimately lead to him finally swarmed by the spiders pinned to a wall. Seeing all that unfold whilst paralyzed and being dragged away still haunts Eos to this very day.

Azrael (Chester) - Eos acted as their OnSite mentor on their first mission in Eden. Eos begrudgingly accepted her as the better diviner on the count of the fact that she could use spells that require hard to acquire components on a whim.

Bardman (Omac) - Eos found this person rather eccentric in speech and in deeds, which to his credit makes him very memorable.

Blue (Omac) - As a fellow spellcaster Eos admired this person for their adaptability on the field in changing the attributes of their spells. She did find his insistence to announce his presence via Thunderclap mildly disturbing.

Bolin (Joshua) - Their interactions on the longhouse with him mispronouncing words and idioms started their friendship. When she heard he had died she tried to do right by his son, Jacob.

Cyrus Morgan (Rod C.) -They only ever had scant interactions, the first was when they went through the Feywild influenced forest. Eos counted him extremely lucky that he was half-elven; else he would have aged to his twilight years early. She also pointed him to Sahadin to have a curse on his "lucky" item removed. Little did she know that his luck had a limit as he died soon after. Although fleeting, their interaction gave Eos a mild dose of lucky item superstition; hence her keeping her Stone of Good Luck at all times.

Deniase Heirlaen (Bread) - Eos regarded this person as rather odd. As an Inheritor, she knows how big of a weight family expectations had on a person, but she finds Denaise a bit too suicidal. She saw this first hand when in the initial attack of the spiders at Eden they were way too eager to be in the frontlines. When they were petrified Eos suggested to Sazivier to have a statuette made to commemorate them; mostly because she didn’t believe they'd make it out alive. Exceeding her expectations her fellow Edenians all banded together for a common goal of seemingly reviving this person and succeeded, owing to Eos believing that fate isn’t truly set in stone(pun intended). After that, she saw him just going through the motions and putting their hands in so many jars(a metaphor for multiclassing?), which as an Inheritor is confusing as one would think they already had set goals in mind as they progress. This was especially true when Denaise requested the mission to visit Guud. Along the way, they persuaded the party in involving themselves with the murder of another hobgoblin ambassador. To this day Eos was cursing herself for participating in the murder as she saw the consequences and lived through it. Compounding this is the feeling of betrayal that she felt when Denaise turned traitor vowing to hunt down the remaining Edenians. This incident, in particular, made her study counters to her field of magic, an ironic fallacy that isn’t lost on her.

Diandra Exonia P Vali - Eos finds her very outspoken and self-assured persona to be very much the opposite of herself. She also offers Eos’s drive to communicate more to other people, leading to the development of Telepathic Bond being a staple spell in Eos' arsenal. Upon receiving a week-long siege of Eldritch nightmares, their interactions are strained since she was very sensitive to the presence of Eldritch influence at the time (around the time Diandra dipped to warlock). After this, though their interactions went back to normal, with the occasional girls’ talk and tea time in her Tiny Hut as an added interaction.

Dren (Omac) - Eos appreciated this person's straightforwardness even though they are quite crafty. One of the defining moments they shared with this person was during the initial meeting with the Scorpion King, being tasked to clear a den of snakes. Here she received her Enduring Spellbook, her current spellbook of choice. Her last interactions with him were before and during the Final Cireza fight; Dren having just given a long 10-minute speech and at the end dying while trying to save Xemnon. He is part of the many reasons why she is slightly irrational when dealing with spiders.

Eranthis (Hideki)

Jacob (John)

Jim Potter (David)

Kaizen (Vincent)

Kimba (Julian)

Klaus (Francis)

Orphelin (John Paolo)

Ragnar(Vincent)

Riki "Maru" Martin (Matt)

Samael (Chester)

Taka (Julian)

Teresa Heatherly (John)

Trey Heatherly (John)

Vatlix Panzer (Francis R)

Vehesper(Jave)

Xemnon (Ansel)

## **Significant Events**

Things that her character has gone through during their active playtime

## **Backstory**

Eos was the youngest of the twins sired by Astron Specere, an astromancer, and Stella Mantreaia, an auger. Born in the Wizards Conclave Tower Complex, a hermetic structure of towers located on top of the Old World's tallest Mountain Range whose purpose is raising wizards in varying fields and distributing them to various kingdoms of the Old World, the twins were exposed to the practice of the arcane arts at an early age. Growing up with two heaven-obsessed parents influenced much of the children's interests and set them down the path of astromancers after their father. Upon reaching the age of 220 their father sent her off after hearing about a new world beyond the ocean. With astromancy being the observation of the stars with variable results from various heights and coordinates all over the world as a devotion to the craft. Before she set off she was given the Specere Family Arcane Formulary, which contains notes, formulas as well as her ancestor's thoughts on the notable signs of the stars as well as spells, and she hopes that this new world would provide new insight to the field of astromancy.