Faetra

Faetra is a Forest Gnome Druid. She is one of the original members of the IKP. Don't be fooled by her diminutive stature: Faetra's preferred battle style is to use Wild Shape to transform into a variety of fearsome creatures, allowing her extreme versatility and the ability to transcend her own stats. She has auburn hair, hazel eyes, and brown skin; in addition to being less than 4 feet tall, Faetra is distinguished by LinkTM-like wardrobe. She is the luckiest lass.

## Personality

Faetra is an energetic and compassionate soul. She can be absent-minded, and her tendency towards whimsy can spiral into fanciful escapism and guilelessness. Perhaps more than any other member of the IKP, Faetra has a strong sense of morality and duty—she prizes fairness, and prefers to solve difficult situations through deescalation, whenever possible. Faetra feels a strong kinship with the wilderness and its creatures, and though she oftentimes appears to be a simple, playful Gnome, Faetra can be surprisingly sensitive and perceptive.

## History

Compared to the other members of the IKP, Faetra's character is more closely aligned with the idea of a classical, Romantic hero. Ironically, Faetra's personal history revolves around her heroic failures. Faetra was raised alongside her sister in a Forest Gnome commune. When this home was threatened by a dangerous beast, many attempted to slay the monster—and none survived. Eventually, it was Faetra's turn. During the battle it became clear to Faetra that she would lose, but in a miraculous coincidence the creature tripped and fatally injured itself. Her luck had saved her tiny hide, spared her village, and made her a local hero, but this boon proved to be a curse in disguise as Faetra felt unworthy of the praise and gratitude heaped upon her. Overshadowed by her own mistaken deeds, Faetra decided to leave her former life behind and become an adventurer, in the hopes of eventually becoming a true hero.

## Relationships

* Faetra had a close relationship with her younger sister growing up, but they lost contact after Faetra began her adventuring lifestyle.
* Faetra manages to get along with all members of the IKP, but particularly Krumgrum.

## Trivia

* It's possible that Faetra has never used any of her physical weapons in battle.
* Faetra has almost died twice: in chapter 3, fighting against a giant scorpion, and again in chapter 3, fighting Wolfgang.

## Inventory

* **Gauntlets of Ogre Power.** A pair of magical gauntlets that enhance the user’s strength. When wearing these gauntlets, your Strength score is increased to 19. These gauntlets have no effect on a person with a Strength score of 19 or higher. Obtained by Faetra in the Lost Mines of Phandelver prior to the start of the second campaign.
* **Wand of Magic Missiles.** This wand has 7 charges. While holding it, you can use an action to expend 1 or more of its charges to cast the magic missile spell from it. For 1 charge, you cast the 1st-level version of the spell. You can increase the spell slot level by one for each additional charge you expend. The wand regains 1d6 + 1 expended charges daily at dawn. If you expend the wand's last charge, roll a d20. On a 1, the wand crumbles into ashes and is destroyed. Obtained by Faetra in the Lost Mines of Phandelver prior to the start of the second campaign.
* **The Cloak of the Rat**. A black woolen cloak with a hood and long train. While wearing the cloak and in an area of dim light or darkness, the wearer can use an action to cast Polymorph on themselves, transforming into a rat. Original Intelligence, Wisdom, and Charisma scores are retained. Afterwards, the cloak can't be used again until the next dawn. Found by Faetra in the Mortimer Manor in Chapter 1.
* **Selune's Talisman**. A smooth shard of sea glass, carefully etched with the symbol of Selune (a pair of eyes surrounded by seven stars). Each shard has been strung with a short length of twine, as if it could be attached to a bag or charm bracelet. Planchette sends the talismans to Nyx in a letter, who then shares them with Faetra, Callus, and Krumgrum.
* **Diffident's Diary**. A leather-bound book, dyed a dull pink, filled with pages of rough parchment. The book is held shut by a heart-shaped lock. Upon purchase, the user will be inspired to fill the pages with original poetry. In order to be confident enough to share these works, the user must make a Constitution saving throw (DC 13), and, if successful, can then read a single poem from the book. Anyone able to hear the poem must make a Constitution saving throw (DC 15) or be forced to retreat 35 ft. Bought at Wishbone, by Faetra.
* **Teleportation Gourd**. A bright orange gourd, apparently freshly harvested. Once per day the user may make a Dexterity check to throw the gourd. When the Gourd lands, the user and everything they are carrying is instantly teleported to the Gourd's location. 0: the gourd lands in a dangerous situation. 1-8: the gourd lands 30ft from the intended location. 9-12: the gourd lands 20ft from the intended location. 13-15: the gourd lands 10 ft from the intended location. 15-20: the gourd lands at the intended target. Bought at Wishbone, by Faetra.
* **Whaler's Whisky**. A thick brown liquid with a very intense, spicy scent. Once consumed, the drinker can walk on water for 1 hour. Bought at Wishbone, by Faetra.
* **MMSS Field Research Journal**. A large, magical tome enchanted by Lazlow. The leather binding is emblazoned across the front with the emblem of the MMSS, which is a simple Spirograph made up of three ovoids. Lazlow gifts one to each of the members of the IKP; the journals automatically record data about whatever plane the user is in.
* **Stone of Very Far Speech**. A green, tear-drop shaped opalescent stone. The outline of a fern has been carved onto the face, and it hangs on a simple leather string. Fernwei gifts one to each of the members of the IKP; she enchanted them to work across different planes of existence. They have been attuned to the frequency of Fernwei and Lazlow's stones.
* **Patchwork Purse.** Purchased by Faetra at Wishbone. By reaching into the purse, the user can produce an official-looking badge that might allow them to skirt by rules and regulations, such as a sheriff's badge or an ID badge.
* **Gun(?).** A strange, pistol-like object carried by Murgrum Moray. Comes with a few battery-looking objects that seem to go with it. Looted by Krumgrum, then given to Faetra. The batteries, later revealed to be Galaxite, were given to Lazlow for study.
* **IMP Compass "Manhunter"** A glass compass found inside a burning ship. Exposed gears decorate the face of the compass, lending it a slight “steam punk” air. In dim light, a pink glow can be seen emanating from the centre of the compass. The needle appears jammed, stuck pointing towards “N.” Although its exact function is unknown, the IKP knows that once per day, you can give it criteria ranging from "point to the nearest dwarf" to "point to a specific person", and it will do so. Looted from the wreckage of the S.S. Whirlybird.
* **Snowy Chalice.** A simple chalice that is perpetually cool to the touch. Any liquid placed into this mug loses its special effects, leaving it as basically water. Bought by Faetra at Wishbone.
* **Spectacle Spectacles.** Very fancy glasses that make the wearer look like an expert on any topic. While worn, they impose a -5 to Intelligence checks but grant +5 to Charisma checks. Bought by Faetra at Wishbone.