Freya Firemane

### Languages

Common (Leaf), Deep Speech (Undercommon), Thieves Cant, Infernal (Wicked), Dwarvish, Elvish

### Place(s)

* Dolten (Ward of Witchtown)
* Jackson's Pub, The Floating City

### Connections

* Grasping Hand
* Order of the Moss

## Stats

### Level

* Rogue 9
* Bard 3

## Campaign Appearances

### Main Campaign(s)

*The Dilating One (Present)*, *The Calm Before the Storm*

**Freya Firemane** is a player character of the Living World who appeared in *The Dilating One (Present)* and *The Calm Before the Storm*. She is played by Sivelle.

## Description

### Appearance

Freya is a female human with very pale skin and long straight dark red hair. She is 5 foot tall weighting around 105 pounds. She tends to wear all black clothing including a cloak. She has abnormally sharp fangs for a human and has eyes which change color according to her mood.

#### Eyes

One of Freya's most notable features are her eyes which change color according to her mood. The known colors are:

* Blue - She's in a good mood, having a good day or is in good company. She will be easier to persuade and to work with the bluer her eyes are. Happiness, Passion, Love, Elation
* Green - She's just experienced a loss of some kind or is unsure of herself. Her emotions are high and it will be difficult to reason with her however she will be slightly easier to manipulate. Sadness, Grief, Pain, Anxious
* Gray - She's in survivor mode and has likely cut off emotions as a survival mechanism. She will be extremely difficult to persuade. Calculating, Logical, Analytical
* Violet - Specks of violet will be briefly visible when she is affected by magic or she casts a spell. Her eyes have shifted to be completely violet on three occasions as a reaction to Sevenic influences.
* Multiple Colors - Typically her eyes are somewhere between two colors indicating she might be feeling a number of emotions. Confusion has all colors present starting gray at the center and shifting to green with a blue outer ring and specks of violet. Fear and Despair tend to manifest as a grayish green. These emotions are closely related to how she felt most of her childhood and mirror the typical overcast Doltenian sky. She is likely attempting to escape the situation or change it by any means. She desperate and dangerous like a cornered animal and is just as unpredictable.

### Personality

Freya is very clean and neat unless she is working. She enjoys baths and smells of flowers usually. The first spell she learned was prestidigitation. She is pansexual and has never felt that gender or race should be a limiting factor in attraction. She does prefer those that are beautiful, powerful and a strong attraction to the devilishly handsome. She also has mental trauma from her childhood as a Ward of Witchtown.

## History

### Background

Physically and emotionally abused by the witches of the Great Coven while she was a Ward of Witchtown. Being accomplished chefs and bakers the witches would slip poisons into the childrens' food to test them not always having the proper antidotes prepared. Freya witnessed her best friend, a small Daborakian noble girl die horrifically from a poisoned meal. The witches subsequently forced Freya to wear the dead girl's dress and pretend to be her when the Night Guard came for an inspection of the orphanage due to mistreatment rumors. Freya swore to never love or care for anyone again because the pain she felt from the loss of her friend was worse than the abuse from the witches. After 18 years Freya finally found the courage to leave the witches. To this day she carefully checks all of her food and beverages for poison. She's managed to love again but her ideas of love are severely flawed.

After escaped a life in Dolten and began to travel Kalkatesh in search for a new home and a way to create a power balance within the world. She first visited the Bard's College but was overwhelmed by the emotional freedom they displayed so candidly. She moved on to Orde and explored much of Crestfall then eventually went to the Wall. From there she made the decision that she should find a home in Khao specifically the Floating City. There she joined the The Grasping Hand and has been loyal to them for several years.

### Living World

During her adventuring years, Freya had many accomplishments. Some of which include being one of the two surviving adventurers to replace the Seal of Fire for the druids/Hkari, one of Azolon's Chosen going into the Cathedral of Sin four times, and rescuing four captured adventurers on the Red Road. She also helped defeat the Viaken Valkyrie the Blood Eagle, exposed the misdeeds of The Fallen Lord the Emerald Marquis and carried out a high profile Grasping Hand contract for his capture, and cleansed the Great Tree of Kytolok diving Into the Heart of Madness. She notably negotiated peace between the Dwarves of Krazax and Duergar of the Underworld for the Earthen Crown and eventually protected the continent of Kalkatesh from the Dilating One. She participated in planning for the final battle against the Enemy and the Cataclysm.

## Character Information

### Companions

* Jennu "Jenny" Chidrag - Huge Dragon
* Midnight Ooze - Small Ooze

### Family

* Lady Firemane (relative)
* Nixie Foley (half-sister)
* Linwrick Mossfoot (husband; deceased)
* Aymes (Bellerose) Firemane (husband)
* Children:
	+ Vishla (adopted)
	+ Aislyn
	+ Flynn
	+ Grace (adopted)
	+ Roselyn
	+ Evelyn
	+ Marilyn
	+ Merlyn
	+ Azaleya

### Abilities

#### Origin

**Dolten**

* Having lived in fear, Doltenians are much harder to scare. You gain a +3 bonus to saving throws vs. Fear effects. A Doltenian has a strong mind. +1 Wisdom

##### Sub-Origin

**Ward of Witchtown**

* You know not to trust things as they seem. you receive a +2 to passive perception and investigation. You have had several dark mothers raise you. Through them you are well connected. You see the world in many different ways. Skill Prof – Investigation Corruption Bonus – +1 Constitution Corruption ability: You do not trust anyone completely, you may not benefit from allies performing the aid action.

#### Rogue Abilities

* Sneak Attack
* Skirmisher
* Survivalist
* Uncanny Dodge
* Evasion
* Superior Mobility

#### Bard Abilities

* Bardic Inspiration
* Ritual Casting
* Jack of All Trades
* Song of Rest
* **Bard College: College of Whispers**
	+ Psychic Blades
	+ Words of Terror

#### Bard Spells

* Prestidigitation
* Message
* Healing World
* Disguise Self
* Longstrider
* Dissonant Whispers
* Enhance Ability
* Invisibility

### Notable Items

**Bite of Cold**: +1 dagger - Major Rare - Attunement - 1lb

* This dagger is cold to the touch, almost painfully so, with runes of cold and ice adorning its blade. The handle is made of the bone of an unknown creature, and intricately carved into the visage of a winter wolf.
* This dagger does an additional 1d4 cold damage on hit. Once per long rest the attuned can use their action to make a ranged attack with this dagger, targeting a creature or construct. If that attack hits, the target must make a DC 14 Constitution saving throw, on a failed save they are encased in ice. While encased in ice the creature or construct is restrained, requiring a DC 14 Strength check to free itself. The dagger stays within the ice so long as it persists, unless it is pulled free with an action. If the target succeeds in freeing itself and the dagger is not yet removed, it falls to the target’s feet.

**Dark Noir Haute Couture**: Fine Clothes (Wondrous) - Legendary - Attunement

* This dark dress, masterfully woven with spectral silk, combines contrasting senses of fine doltenian and khaon fashion into a billowing, almost ephemeral piece. It is both beautiful and haunting, while not restricting the wearer's mobility. Your Charisma score increases by 4, to a maximum equal to your ability score cap.
* *Éternelle*: When you would make a Constitution saving throw to maintain concentration, you can substitute your Charisma modifier in place of your Constitution modifier.
* *L’ Ombre*: As an action, you can transform into a phantasmal shadow of yourself. You gain Lifesense out to a range of 30 feet, as well as Truesight out to a range of 5 feet. You are also considered to be under the effects of the Gaseous Form spell, but your fly speed is 20 feet instead of 10 feet. You can maintain this effect for up to 10 minutes, and can end it on your turn (no action required). You can use this ability three times, regaining expended uses when you finish a long rest.
* *Le Déplacement*: While under the effects of L’ Ombre, you can use a bonus action to immediately teleport yourself to an unoccupied space within 30 feet of you, ending all effects of L’ Ombre. When you use this ability, you become invisible, as per the Greater Invisibility spell, until the end of your next turn.

**Fadesteel Autowagon**: Spider, Cargo Capacity – 2,000lbs

* This wagon is like a normal wagon except the top is covered and the walls are reinforced with iron and the bars on the entrance work as a rather efficient jail. It functions like a normal wagon and may contain up to 5 prisoners. This wagon is made of fadesteel and is powered by chromatic core, a dangerous piece of spire magic that can explode if tampered with, however this allows the driver of the contraption easy locomotion that requires 8 hours to recharge for every 24 hours of use. This vehicle does not require horses to move. In addition the fadesteel legs of this version of the autowagon, means it moves normal speed when not on a road. The DC to break the bars is 18. The DC to pick the locks is 18

**The Grasping Hand Black Hat**: Wondrous Scarf

* Much like the once fear inducing inquisitors of old, these black hats provide not only a mark of membership but a few useful enchantments as well. While wearing this hat a character has advantage on insight checks, investigation checks and perception checks, but only when used specifically to track a mark officially contracted by the Grasping Hand.

**Poisoner's Gloves**: (Janus Hilden - Captured) Wondrous Gloves

* This pair of black gloves is equipped with a hidden compartment for a dose of poison. This can be applied in the following way:
	+ Contact poison that can be applied on a handshake, high five or similar function of mutual contact.
	+ Injury poison that can be applied through an unarmed strike or melee weapon.
	+ Injested poison by being sprinkled through the glove into food or drink.
* Applying this poison uses a bonus action and the poison's use can be concealed if the wearer makes a sleight of hand check as a part of this bonus action. Another creature must beat this sleight of hand check to detect the use of the glove. This does not mean they know what the glove was used for, only that material was used within the glove.

**Cloak of Creeping**: Wondrous Cloak - Minor Very Rare - Attunement

* This cloak has been crafted entirely out of silk from the epitome, The Creeping Death. Prayers to The Lord of Secrets and the Fortune Thief have ordained it, and motifs of their designs can be seen on the cloak if at just the right angle and level of light. At the end, the cloak was enchanted with a Siren’s Kiss. You have advantage on Strength (Athletics) checks. Whenever you move at least 20 ft. in a single round, you turn magically invisible until the next beginning or end of your turn, whichever comes first. This can only happen once in a round. While you are invisible, you gain a climb speed of 20 ft., and the ability to move up, down, and across vertical surfaces and upside down along ceilings while leaving your hands free.

**False Daturas**: Wondrous Hair Pins - Major Uncommon

* This set of hair pins are made of white and purple satin flowers adorned with an unique metal. You can cast the Disguise Self spell from this item twice, with both uses refreshing at dawn.

**Kali's Nail** - Dagger - Minor Rare

* This dagger deals an additional 1d4 poison damage. On a critical hit, the target must make a DC 13 Constitution saving throw or become poisoned until the end of their next turn. While wielding this weapon, you are able to cast the Poison Spray Cantrip. This dagger serves as a spellcasting focus. Poison effects focused through this weapon have any associated DC increased by 1 against an injured creature.

**Moss, Mind, and Magic, Y Deffro** - Wondrous Book - Very Rare - Attunement

* This book has an eldritch eye on the cover as well as living moss gently attached so as to ensure it stays alive. On the front page is the title of the book: Moss, Mind, and Magic by Linwrick Mossfoot, Cardinal of the Moss.
* Sentience: Moss, Mind, and Magic, Y Deffro is a neutral item with an Intelligence of 16, a Wisdom of 16, and a Charisma of 14. It has darkvision, hearing, and sight out to a range of 120 feet. The book communicates telepathically and can speak, read, and understand Common (Leaf), Dwarvish (Peak), Halfling, and Primordial (Astral).
* Proficiencies: The book has a proficiency bonus of +3 and is proficient in the following skills: Insight, Investigation, and Persuasion.
* Personality: The book acknowledges its name as "Y Deffro" in conversation. It speaks slowly and softly, each word calculated and each phrase concise. It is very open-minded, but unwavering in its devotion to The Moss. The book has three purposes: to educate the ignorant of The Moss, to seek and preserve balance between chaos and law, and to seek knowledge in all forms. If its wielder's goals run counter to its own, the wielder may still read from it, but will not be able to use any of its abilities.
* Telepathic Bond: The book can establish a telepathic bond with a creature it can see that willingly accepts the bond and will only bond to whomever it determines is best aiding in its purpose. The bond has a range of 500 feet, and is broken if either creature wills it to, dies, becomes unconscious, or exceeds the range. Once bonded, both creatures are immune to any effect that would read their thoughts and can always telepathically communicate to each other.
* This book has 3 charges which can be used on the following abilities. This book regains all charges after a long rest.
	+ Captivated Mind: You can spend 1 charge as an action to focus on a creature you can see within 60 feet of you, captivating it by flooding its thoughts with a complete vision of The Moss. The target must succeed on a DC 15 Wisdom saving throw or become non-hostile for 1 minute. You must concentrate on this ability, as though concentrating on a spell. This effect ends early if the creature suffers any damage.
	+ Moss Mind: As a bonus action, you can connect up to 4 willing creatures within 60 feet of you that you can see into a hive mind of The Moss for 1 hour. When a creature in the Moss Mind fails an attack or saving throw, you can spend 1 charge to replace the failed roll with another attack or saving throw roll since the last turn from another creature in the Moss Mind.
	+ Obscured Mind: When an ally is attacked by a creature within 60 feet of you, and you can see both targets, you can spend 1 charge as a reaction to obscure the attacker's mind and reduce the attack roll by your Wisdom modifier.

**Siaradwch** - Wondrous Ring – Major Uncommon

* This signet ring has the word “Fantasist” written on it and has been enchanted by a druid allowing for the following ability.
* Ffrind Mwsogl: You imbue moss within 10 feet of you limited sentience and animation, giving them the ability to communicate with you. You can question moss about events in the spell's area within the past day, gaining information about creatures that have passed, weather, and other circumstances. Speaking with moss may done either audibly or through a Ghostwise Halfling’s Silent Speech. This ability requires concentration.

**Tellen's Mistake** - Ring - Covenant

* You are proficient in Deception and have advantage on Charisma (Deception) ability checks to pass yourself off while in a disguise. Other creatures have disadvantage on Wisdom (Insight) ability checks to see through your disguises. You have resistance to acid damage.

**Tenebrous Arachnid Armor** - +2 Studded Leather – Major Very Rare - Attunement

* This studded leather armor once crafted from the tanned pelt of a wolf, embroidered with skittering thread, and crafted by a skilled artisan in the ways of pursuant hope, has now been refined with cat's eye lace woven within the skittering thread and enchanted with the latent shadows of the night feather. This armor now serves a premier enhancer of the wearer's physical balance, vision, movements, and cunning, making them just as deadly as a patient spider to an insect caught in its web.
* While attuned to this armor, your Dexterity score increases by 2 to a maximum of 20, and your Strength score increases by 1 to a maximum of 20. Both of these are affected by ability score cap increases. Additionally, you gain the following benefits:
	+ Compound Infrasight: You gain darkvision up to a range of 30 feet. Additionally, the normal range at which you shoot ranged weapons is doubled.
	+ Hidden Mandibles: You have advantage on Dexterity (Sleight of Hand) checks to conceal light weapons and poisons on your person.
	+ Spider's Grace: You can cross surfaces as thin as 1-inch with ease and you have advantage on Dexterity (Stealth) checks. While prone, you can move at your full movement speed, and you do not suffer disadvantage on ranged weapon attacks as a result of being prone.
	+ Superior Senses: You cannot be surprised. If you already have this effect from another source, such as the Alert feat, you can alert one other ally within 30 feet of you when they would be surprised. They can act normally on their first turn of combat.

**The Thorned Crown Series: Sicario** - +1 Longbow - Very Rare - Attunement

* A longbow crafted from wood of a Yew Tree, a permeation of rot spreading across the intricate carvings in the bark. Each arrow pulled seems to elicit a slight tolling of funeral bells, signalling the demise of its target.
* his longbow increases your Charisma score by 2, to a maximum equal to your ability score cap, and deals an additional 1d6 necrotic damage on a hit. Additionally, you gain the following ability:
	+ Curse of Rot: When you kill a creature with this weapon, you can immediately bestow a curse of rot upon its corpse (no action required by you). If it is animated or resurrected within the next minute, the curse activates, and afflicts the creature for 1 minute. For the duration, the creature has disadvantage on ability checks and attack rolls, suffers 2d10 necrotic damage at the start of each of its turns, and cannot regain hit points unless the curse is removed. You can only afflict two creatures with this curse, and you regain both uses on a short or long rest.

**The Emerald Scales** - Major Rare - Soulbound

* Whenever your character's party would be rewarded, any gold awarded has its total increased by 20% (This does not stack with other Scales). This also increases the coined wealth of hoards by 5%. (This is a specific term that a player will be informed of, not any treasure pile.)

**In Firemane Vault:**

* **Mask of Lies** - Wondrous Mask - Major Rare - Attunement
	+ This simple black mask is featureless, save for two cross-shaped slits where the eyes should be, behind these slits, is an empty void of shadows, only devil sight can see beyond this.
		- evil's Deal: Twice per long rest, you can change your appearance as if you had cast alter self to change your appearance, except the duration is Concentration up to 8 hours. While your appearance is changed, you are under the effects of the non-detection spell; however, you suffer disadvantage on any Persuasion checks you must make while in this altered form.
		- Serpent's Tongue: You gain Proficiency in the Deception skill, if you are already proficient, you instead gain a +2 bonus in the Deception skill.
* **Mask of The Veiled Mistress** - Wondrous Mask – Major Rare – Attunement (Rogue)
	+ This porcelain masquerade mask has feathered motifs, and any who wear it seem to give off an air of ill intent. While attuned to this mask, you gain the following abilities and features:
		- Deceitful: Whenever the wielder would sneak attack, they deal an additional amount of damage equal to their Proficiency modifier. The attuned can't be targeted by any detection-based divination magic or perceived through magical scrying sensors.
		- Seven Veils: As an action the bearer of this mask can store a disguise of their own design in this mask. This disguise can later be retrieved and applied as a bonus action. The mask can hold up to seven disguises, the bearer's actual appearance is underneath these disguises as they are otherwise mundane.
		- Sultry: Your Charisma score is increased by two while wearing and attuned to this mask.