Kasmut

Generated by Midjourney.

### Languages

Common, Sylvan, Aquan, Celestial, Draconic, Dwarvish, Elvish, Gnomish, Primordial

## Character stats

### AC

81
16

### CON

14
13
13

### CHA

16
19
17

**Kasmut** was already a foreigner to Cyrake *before* The Party set sail to explore new lands. As befitting a clergyman of the Great River, Kasmut is proficient in Arcana, History, Insight, Medicine and Religion. His is accompanied by his two familiars, Sobek and Montu.

## Character background

Jar of Ma'at
HeirloomTyet Amulet
Holy SymbolWas
Starter Mace
The long-and-short version is that Kasmut lacks a finalized backstory and does not have a specific personal goal within the campaign. In the broadest strokes: Kasmut's presence in Cyrake was described as pilgrimage and he is the type of person who accepted the call to adventure with The Party. Kasmut has never shared whether his pilgrimage is the equivalent of *backpacking across Europe to find himself* or the Egyptian Clergyman equivalent of the Muslim Hajj.

The last written draft of Kasmut's personal story was that he is in Cyrake to facilitate a trade between his Patron and Hades; that his Patron wished for him to ferry some wayward Egyptian souls from Hades to Duat (one underworld to another). Whether or not this task was a part, the whole or unrelated to his pilgrimage was not decided, and the actor neglected to bring up this goal before the party left Cyrake (due to a combination of new-to-roleplay anxiety and getting caught up in the week-by-week adventure). The actor offered writing-off this plot thread as an activity he performed *off-screen* during one of the campaign's early downtimes so that his slate would be clear for future adventures - but the DM had other ideas.

Among Kasmut's items is a sacred jar. This jar is how Kasmut would ferry souls between his Patron and Hades. As with the trade itself, the actor has so far neglected to reference this jar throughout the campaign. The actor has imagined that the jar contains 'Holy Water' - specifically water that is *holy* to the religion of the Great River. It is part of Kasmut's faith that *The Great Nile* leads our souls to Duat and that to keep a piece of the River close *physically* is to keep it close *spiritually*. Whether or not this jar was to function as a phylactery-like container or as a conduit was another bit of deliberate ambiguity.

## Character progression

During his first adventure with *The Party*, Kasmut found himself separated and overwhelmed by a small horde of over-sized sewer rats. His familiar–a crocodile skink named Sobek–made a valiant stand and rolled a legendary *three* critical strikes in a row that bought enough time for The Party to arrive. For his bravery and prowess in battle, the gods blessed Sobek with the *Rogue* class - a feat not usually possible for familiars. The Party sometimes jokes that Kasmut is the familiar and Sobek the master. *Maybe they're right.*

Kasmut used 'Destroy Water' against a hostile Water Elemental. He was later made aware that he is wanted for crimes against the Plane of Water. He has wondered what it means to kill that which has no soul, especially since it is within his power to create Water Elementals. Surely it is the Nile from which he creates water, and back to the Nile any water he destroys? He has wondered if the Plane of Water is the source of the Nile.

Kasmut drew from the *Deck of Many Cards* and suddenly found himself in the company of *two* familiars. The second–an eager Fighter–would go by the name of Montu.

During The Party's expeditions to the islands near Cyrake, Kasmut acquired the Sylvan language.

Kasmut used some downtime aboard *SHIPNAME* to practice his Familiars' relocation capabilities. Kasmut can now use a ~~action~~ reaction to have one of his familiars vanish from this plane, although it still requires an action to have them return. Kasmut additionally acquired the ability to use an action to teleport a single familiar within 30m to a new location within 30m, or to have his two familiars swap places with each other.

For his role as The Party's barrelman, Kasmut acquired Ship Navigation skills including the non-verbal semaphore language.

### Future goals

Kasmut's relationship with his familiars already permits him to communicate with them telepathically; to see what they see and to hear what they hear. He wonders if–with practice–he might be able to speaking through them remotely.

Kasmut similarly hopes that Francein will train him in general Telepathy - certain that his experience with Familiars will give him an advantage in picking up the skill.

## Trivia

* Not including premade characters from a couple of Convention-hosted one-shots: Kasmut is Tom's first tabletop roleplay character.
* Kasmut was conceived as Cleric / Warlock with Isis being described as his Patron rather than Deity. He was intended as a circumvention of the classic *Evil Necromancer* by coming from a culture that reveres the cycle of life, death and rebirth; a clergyman for a Death God. While Kasmut never ended up multi-classing - he still retains Necromantic themes as befitting the *Domain of Fate*.