✦ ABYSSAL CONCLAVE ARCHIVES ✦

THE PARTY

ADVENTURERS · COMPANIONS · ASSOCIATES · WITNESSES

Record of the Current Party

The following individuals constitute the primary adventuring party currently associated with the Abyssal Conclave. Unlike the general archive of important figures, these records have been compiled to document the individuals directly involved in the ongoing journey.

Four individuals are recognized as the core party. Three additional companions have accompanied the group during various stages of its travels. Their histories, abilities, relationships, and contributions are recorded below.

PARTY 001
VUSK
PARTY 002
VALDAS
PARTY 003
LUMIN
PARTY 004
RHYS
NPC 001
BRIM
NPC 002
ATRICH
NPC 003
TO BE DISCOVERED.
I — THE CORE PARTY
Vusk Azamari
PARTY MEMBER 001
Vuskalia Athryn-Azamari
The Ghost of Pride · Vuskalia, Princess of the Abyss · Vusk
"A quote, personal philosophy, or notable statement belonging to this character."
Race Changeling
Class Rogue, Bard and Barbarian
Level 13
Alignment Unknown
Homeland Vanicara - Pride
Status Active

Character Profile

Full Name
Vuskalia Ko'ru Athryn-Azamari
Pronouns
She/Her
Age
Unknown, However it is known that she is immortal.
Height
5'3"
Affiliation
The Abyssal Conclave
Occupation
Adventurer

Party Record

Party Role
Heavy hitter, Tank Damage
Joined
The beginning
Primary Duty
Protect the party
Combat Role
Frontlines
Current Status
Active

Overview

The daughter of an unworthy king whose mission is to bring on his downfall. hot headed, cursed, and willing to fight for what she believes in. Even though she's down a limb she's still extremely talented in what she does. small woman, big sword.

Vuskalia Azamari is the Princess of the Abyss and heir to a legacy she never wanted. Born beneath the rule of the tyrant king Easu, she was forged into a weapon long before she was allowed to become a person

Personality

Fierce, stubborn, and impossible to break, Vusk walks a path defined by vengeance, loyalty, and survival. Though cursed by forces she refuses to name, she continues to fight for her family, her companions, and the hope that the Abyss can become something better than what her father left behind.

To allies she is fiercely protective. To enemies she is a nightmare carrying a sword too large for someone her size. Beneath her hardened exterior lies someone desperately trying to keep the people she loves safe.

Appearance

Vusk has pale ash-gray skin that gives her an almost ghostly complexion, contrasting sharply with the dark colors of her attire. Her face is angular and weathered, marked by several prominent scars stretching across her nose and cheeks, each one hinting at a life spent on the front lines. Her expression rarely softens, carrying a constant look of exhaustion, determination, and quiet resolve.Her hair is exceptionally long, cascading well past her waist in loose waves. The majority of it is a muted charcoal gray, while two thick white streaks frame either side of her face before continuing through the length of her hair. The contrasting colors naturally draw attention to her face without diminishing her hardened features. Long, pointed elven ears extend from beneath her hair, reinforcing her noble lineage. Around her neck she wears a black leather choker secured with straps, accompanied by a delicate silver necklace bearing a small violet gemstone that serves as one of the few refined pieces she still carries. Vusk's clothing blends practical adventuring gear with remnants of noble attire, creating an appearance that is both intimidating and unmistakably lived in. Nothing about her outfit feels ceremonial. Every piece appears chosen through necessity rather than fashion.

The centerpiece of her outfit is a fitted black leather corset with a sweetheart neckline that exposes her collarbones and shoulders. Rather than being fastened with traditional lacing, the front is held together by an exposed ivory spine, its vertebrae stitched seamlessly into the garment as though the corset itself has been constructed around skeletal remains. The pale bone contrasts sharply against the dark leather, transforming what might have been an ordinary bodice into something unsettling and unmistakably unique. Beneath the corset she wears a fitted black high-neck underlayer that covers her throat and provides additional protection beneath the armor. The outfit embraces asymmetry through mismatched sleeves. Her right arm is covered by a deep burgundy sleeve attached only at the forearm and shoulder, leaving portions of the upper arm exposed through torn openings. The sleeve widens into an oversized bell cuff that drapes loosely over her hand, giving the garment a worn, almost tattered elegance. Her left arm is enclosed in a fitted black sleeve resembling reinforced leather, extending seamlessly into a glove that ends in pointed fingertips. The contrast between the two arms adds to her rugged, pieced together appearance. Around her hips rests an intricate arrangement of aged leather belts layered over one another at varying angles. The belts are weathered from years of travel and combat, carrying small pouches, empty loops, straps, and fastening points for tools and equipment. Rather than appearing decorative, the entire belt system feels practical, something that has gradually evolved alongside its owner over countless journeys.

Instead of trousers, Vusk wears a long burgundy wrap skirt made from heavy fabric that reaches nearly to her boots. Deep slits in the front and sides allow unrestricted movement during combat while preserving the flowing silhouette of the garment. The muted crimson echoes the color of her sleeve, adding warmth to an otherwise monochromatic palette. Her legs are intentionally mismatched, immediately drawing attention to the sacrifices she has made. Her left leg is protected by a rugged brown leather boot featuring wrapped straps, reinforced buckles, thick soles, and crisscrossed lacing suited for long journeys across unforgiving terrain. Her right leg has been replaced by an advanced mechanical prosthetic. Matte black plating forms the exterior, while exposed silver joints reveal the intricate engineering beneath. Small crimson accents glow within recessed sections of the limb, suggesting powerful internal mechanisms. Rather than attempting to disguise the prosthetic, Vusk wears it openly, treating it as another tool earned through survival. Attached over her right hip and upper thigh is a large pale leather guard adorned with crimson markings and reinforced metal fittings, serving as both armor and protection for the prosthetic's upper mechanisms.

Abilities & Specialties

Shapechanger As an action, you can change your appearance and your voice. You determine the specifics of the changes, including your coloration, hair length, and sex. You can also adjust your height and weight and can change your size between Medium and Small. You can make yourself appear as a member of another race, though none of your game statistics change. You can’t duplicate the appearance of an individual you’ve never seen, and you must adopt a form that has the same basic arrangement of limbs that you have. Your clothing and equipment aren’t changed by this trait. You stay in the new form until you use an action to revert to your true form or until you die.
Rage In battle, you fight with primal ferocity. On your turn, you can enter a rage as a bonus action. While raging, you gain the following benefits if you aren’t wearing heavy armor, You have advantage on Strength checks and Strength saving throws. When you make a melee weapon attack using Strength, you gain a bonus to the damage roll that increases as you gain levels as a barbarian, as shown in the Rage Damage column of the Barbarian table. You have resistance to bludgeoning, piercing, and slashing damage. If you are able to cast spells, you can’t cast them or concentrate on them while raging. Your rage lasts for 1 minute. It ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature since your last turn or taken damage since then. You can also end your rage on your turn as a bonus action. Once you have raged the number of times shown for your barbarian level in the Rages column of the Barbarian table, you must finish a long rest before you can rage again.
Frenzy Starting when you choose this path at 3rd level, you can go into a frenzy when you rage. If you do so, for the duration of your rage you can make a single melee weapon attack as a bonus action on each of your turns after this one. When your rage ends, you suffer one level of exhaustion.
Blade Flourish At 3rd level, you learn to perform impressive displays of martial prowess and speed. Whenever you take the Attack action on your turn, your walking speed increases by 10 feet until the end of the turn, and if a weapon attack that you make as part of this action hits a creature, you can use one of the following Blade Flourish options of your choice. You can use only one Blade Flourish option per turn. Defensive Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You also add the number rolled to your AC until the start of your next turn. Slashing Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit and to any other creature of your choice that you can see within 5 feet of you. The damage equals the number you roll on the Bardic Inspiration die. Mobile Flourish. You can expend one use of your Bardic Inspiration to cause the weapon to deal extra damage to the target you hit. The damage equals the number you roll on the Bardic Inspiration die. You can also push the target up to 5 feet away from you, plus a number of feet equal to the number you roll on that die. You can then immediately use your reaction to move up to your walking speed to an unoccupied space within 5 feet of the target.

Equipment & Possessions

Emberstrike
Blueblood Dagger
Godslaying Dagger
Scroll of Wish
A Two Sided Coin
Lifeblade

Relationships

Valdas Athryn
Twin Siblings

Vusk and Valdas are the Twin children of Adah and Easu. They are apart of the Abyssal Royal Bloodline.

Brim Azamari
Husband and Wife

Brim and Vusk are married with a daughter, Atrich and a child on the way.

Atrich Azamari
Mother and Daughter

Vusk is the Adoptive mother of Atrich.

Easu Ko'Ru Athryn
Father and Daughter

Easu is the Evil, Abusive, Horrible father of Vusk.

Role Within the Party

Vusk embodies the image of a fallen noble turned relentless survivor. Her design balances elegance with brutality, combining flowing fabrics and subtle jewelry with scarred skin, exposed bone, weathered leather, and cold steel. Every element of her appearance feels earned rather than ornamental, telling the story of someone who has sacrificed comfort, beauty, and even parts of her own body in pursuit of a cause greater than herself. The result is a character whose silhouette is instantly recognizable, somber, imposing, and unforgettable, with every detail reinforcing the quiet resilience that defines Vusk Azamari.

History & Lore

Vusk was born into the Abyss as the daughter of Easu, an unworthy and tyrannical king. Raised beneath his rule, she was shaped into a weapon before she was ever allowed to simply be a person. Alongside her twin brother Valdas, Vusk became part of a legacy she never asked for. She carries the weight of her family name, the trauma of her father’s rule, and the curse that has followed her for most of her life. Though she is often seen as ruthless, much of that brutality comes from a desperate refusal to be powerless again.

Vusk is haunted by something so terrible that she refuses to speak of it. She has tried to bury it, run from it, and outfight it, but it cannot be slain with a sword or banished with a spell. It comes as memory, nightmare, shadow, whisper, and divine torment. Her path is driven by vengeance, protection, and the hope that one day she can stop surviving long enough to actually live.

Conclave Confidential

Secrets, hidden motivations, unknown information, personal revelations, or information that should not necessarily be known by the general public.

Party Member 002
PARTY MEMBER 002
Valdas Athryn
Prince of the Abyss · Lover of the Lost · Cursed of Navi
"Some things are easier to forget when you're lost in someone else's heart."
Race Changeling
Class Bard / Rogue
Level 13
Alignment Neutral Good
Homeland The Abyss - Vanicara, Pride
Status Active

Character Profile

Full Name
Valdas Arthryn
Pronouns
he/him, they/them
Age
Unknown
Height
6'3"
Affiliation
The Abyssal Conclave
Occupation
Adventurer/Former Court Advisor

Party Record

Party Role
Support
Joined
The Beginning
Primary Duty
Back-line Protector
Combat Role
Sword Fighter
Current Status
Active

Overview

Valdas Arthryn is a Changeling from the Abyss and the son of its King and Queen. Despite his royal heritage, Valdas has never felt comfortable with the expectations and pressure placed upon him as a member of the royal family. The palace is a place he fears rather than one he considers home, and much of his life was spent learning how to navigate the court without becoming completely consumed by it. Valdas was used by the royal court as a means of gathering information. His ability as a Changeling allowed him to blend into different social circles, while his performances gave him an excuse to move between people without raising suspicion. He could become whatever the situation required: a distraction, an entertainer, a source of information, or simply another face among the crowd.

Eventually, Valdas fled the Palace of Pride alongside his sister, Vusk. After escaping, he encountered the party and eventually joined them after being locked in a cell with the rest of the group. Since then, Valdas has become an important member of the Abyssal Resistance. His knowledge of the Abyss, his experience within the royal court, and his ability to blend into different environments make him an invaluable source of information. He primarily supports the party from the back line, especially watching over the spellcasters and making sure they are not left vulnerable or attacked alone.

Personality

Valdas is flamboyant, expressive, and somewhat feminine in the way he carries himself. He enjoys beautiful and pretty things and has a particular fondness for wearing clothing and accessories that make him feel good about himself. Appearance is one of the few things Valdas feels he can control, and he takes comfort in being able to present himself exactly how he wants. His confidence, however, is not always as solid as it appears. Valdas has spent much of his life being defined by other people. As the son of the King and Queen of the Abyss, he was never simply allowed to be Valdas. He was a prince, an asset to the court, a source of information, and someone whose actions reflected upon the royal family. His ability to change his appearance only made this easier for others to exploit. Rather than confront those feelings directly, Valdas learned to lose himself in other people.

After leaving the palace, he began seeking relationships as a way to hide from himself and escape the emotions he did not want to face. He could become absorbed in another person's feelings, problems, and affection until there was little room left to think about his own. This earned him the reputation of being a lover of the lost, as Valdas often found himself drawn toward people who were searching for something themselves. Despite this, Valdas is genuinely caring. His alignment is Neutral Good, and he does want to help people. His support of the party is not simply a role he performs; he genuinely cares about the people around him and wants to keep them safe.

Appearance

Valdas has a thin, lean build reminiscent of a dancer. His body is graceful and light, suited to the quick movements of someone who relies on speed and agility rather than brute strength. His natural appearance consists of grey skin and white hair streaked with black. His overall appearance carries an elegant and almost theatrical quality, fitting both his skills as a Bard and his history of performing within the Abyssal court.

As a Changeling, however, this appearance is not necessarily permanent. Valdas is capable of changing his appearance when necessary, something that became an important part of his life while working within the court. His ability to alter himself allows him to blend into different groups, adopt different identities, and become whoever a situation requires. His clothing tends to be chosen with the same care as his performances. Valdas likes pretty things and uses fashion as a means of making himself feel better, particularly when he is struggling internally.

Abilities & Specialties

Dual Wielding Valdas fights with two short swords, using his speed and agility to strike quickly and overwhelm opponents before they can react.
Bardic Inspiration Valdas can inspire his allies through his performances and presence, giving them the confidence and ability they need to succeed when it matters most.
Thunderclap Valdas creates a sudden burst of thunderous sound around himself, using the explosive noise to strike nearby enemies and disrupt anyone who gets too close. It is particularly useful when someone manages to break through the party's front line and reaches the spellcasters Valdas is protecting.
Starry Wisp Valdas summons a small, luminous wisp that resembles a tiny star, giving him a source of magical light and a subtle way to manipulate the battlefield. The wisp can hover nearby, illuminating dark areas and helping Valdas keep track of his surroundings while providing a more delicate alternative to his more destructive magic.

Equipment & Possessions

Two short swords
Clothing and bracers
Ring of Lust
Magical Item
Floral Sword
Split coin and earrings

Relationships

Party Member
Ally

Describe their relationship.

Party Member
Ally

Describe their relationship.

NPC Companion
Companion

Describe their relationship.

Important Figure
Unknown

Describe their relationship.

Role Within the Party

Valdas serves as one of the party's primary support members. Rather than simply focusing on attacking enemies, he pays close attention to the people behind him. His priority is making sure the party's spellcasters are protected and are not left alone or vulnerable to enemy attacks. His combination of magical support and swordsmanship allows him to defend himself when necessary while still remaining close enough to help the rest of the party.

Valdas also provides something the party cannot easily get from anyone else: knowledge of the Abyss. As someone who was born into its royal family and spent years inside its court, Valdas knows far more about the Abyss than most outsiders ever could. His experience allows him to provide information about its people, politics, locations, and dangers.

History & Lore

Valdas was born in the Abyss as the son of its King and Queen, making him a prince from birth. While being part of the royal family gave him status and privilege, Valdas never felt comfortable with the expectations that came with it. The palace was a place he feared rather than somewhere he could consider home. He constantly felt the pressure of representing his family and the throne, knowing that anything he did could reflect back on the royal family. Because of his position, Valdas was eventually used by the court as a way to gather information. As a Changeling, he could alter his appearance and blend into different groups, allowing him to go places and interact with people that others within the court could not. His performances made this even easier. He could become a distraction for those attending the court while quietly listening to conversations and gathering whatever information he was expected to bring back. He was both entertainer and spy, using his ability to change himself as a tool for the royal family.

Even during his childhood, Valdas was treated as something of a canary in a coal mine. He was used to weed out potential dangers to the throne and identify anything that could threaten the royal family. This taught Valdas from a young age that his value was often tied to how useful he could be to those around him. He learned how to read people, hide what he was thinking, and become whatever someone else needed him to be. Eventually, the pressure of the palace became too much for him. Valdas fled the Palace of Pride alongside his sister, Vusk, leaving behind the royal court and the expectations that had controlled much of his life. Escaping the palace gave him freedom, but it did not immediately teach him how to live with himself.

After leaving, Valdas began seeking out relationships as a way to hide from himself. He would become absorbed in another person's emotions, problems, and affection, allowing himself to become lost in someone else rather than dealing with his own feelings. If he could focus on another person, he did not have to think about everything he had left behind or the expectations that had followed him for so long. Over time, this became a recurring pattern in his life and eventually contributed to his reputation as the Lover of the Lost. Valdas eventually encountered the party after fleeing the palace. He was locked in a cell with the rest of the party, and after escaping alongside them, he became a member of their group. What began as another escape eventually became something more meaningful. For the first time, Valdas found himself surrounded by people he could choose to care about rather than people he was expected to serve, spy on, or impress.

Within the party, Valdas took on a support role. He watches over the back line, particularly the spellcasters, making sure they are not left alone or exposed to attacks. His swordsmanship, magic, and ability to move quickly allow him to protect them when enemies manage to break through the front line. His connection to the Abyss also makes him an important source of information, giving the party knowledge about a realm that most of them would otherwise know very little about. Valdas still carries the weight of his past with him. He is a prince of the Abyss, the holder of the Ring of Lust, the Cursed of Navi, and someone who spent much of his life being used by others. Yet he is also someone who genuinely wants to help the people around him. He may hide behind flamboyance, pretty clothes, performances, and relationships, but beneath all of it is someone who has spent his entire life trying to figure out who he is when he is not being asked to become someone else.

His relationship with Lyr is one of the most painful examples of this. Lyr was his lover, and Lyr's death left a wound that Valdas has never truly been able to move past. Now, Rhys occupies Lyr's body, forcing Valdas to interact with someone who is not Lyr while constantly being reminded of the person he lost. Rhys may look like Lyr, but Valdas knows the difference, and that knowledge does not make the situation any easier. For years, Valdas has escaped difficult emotions by losing himself in other people. Now, surrounded by the resistance and the people he has come to care about, he is slowly being forced to confront the things he has spent so long running from. The Abyss, his family, his royal identity, his curse, and the people he has lost are all still parts of him. Valdas can change his face whenever he wants. He can become someone else, disappear into a crowd, or play whatever role is expected of him. But no matter how many faces he wears, he cannot escape where he came from, or the person underneath all of them.

Conclave Confidential

Secrets and restricted information.

Party Member 003
PARTY MEMBER 003
LUMIN ARTWRIGHT
Adept Mage · Lumin, Font of Magic · Fig Boy
"Here, have some figs!"
Race half-elf
Class Wild magic sorcerer
Level 13
Alignment Lawful Good
Homeland Evernfjord
Status Active

Character Profile

Full Name
Lumin Anne Artwright
Pronouns
He/Him
Age
27
Height
5'6"
Affiliation
The Abyssal Conclave. Lumin is also an ex student of the Eldergrave School of Magic.
Occupation
Adventurer

Party Record

Party Role
Researcher/Therapist
Joined
During the battle with Scylla.
Primary Duty
Magical Support
Combat Role
AoE and Status Effects
Current Status
Active

Overview

During the first few years of their life, Lumin was often watched by their older siblings. It was during this time that the family first noticed the strange surges of magic within them. The first occurred while Lumin was playing outside. Suddenly, they began crying, and their siblings quickly realized something was wrong. As they panicked, strange sores began appearing all over Lumin’s body. They were rushed to a doctor of sorts, but neither the doctor nor the family could understand what had happened.

After several more surges and visits to doctors, they finally realized that the young half-elf possessed wild magic. Hoping to help Lumin gain control over their unpredictable powers, their parents enrolled them in a small school for young children with magical abilities. Lumin made a few friends at first, but as the strange surges continued, the other children began to see them less as a friend and more as a spectacle. Their unusual magic made them seem strange and frightening to the other students, and as a result, Lumin grew up with very few friends. Some of the teachers at the school eventually suggested that pursuing a proper magical education might help Lumin better understand and control their surges. Their parents took this advice to heart. Despite being a middle-class family from a small town, the Artwrights did everything they could to raise the necessary funds to give their youngest child the best magical education they could find.

Once Lumin was old enough to enroll, they began their formal education in kindergarten and continued through elementary, middle, and high school. There were only a few bumps along the way, most of them occurring whenever Lumin’s magic became too difficult to control. In their younger years, their parents attended countless parent-teacher meetings concerning their sporadic magical outbursts. As Lumin grew older, however, they gradually learned how to work with their unpredictable magic rather than simply trying to suppress it. They learned how to recognize their surges, manage them, and deal with the consequences when things inevitably went wrong. Eventually, Lumin managed to make it through college without any major issues. What had once been a frightening and mysterious part of their childhood had become something they had learned to live with and, to an extent, control. One of Lumin’s greatest flaws is also a consequence of the education they received. Because they were enrolled in the magical school from such a young age, they spent most of their life within its walls. By the time they reached high school, they moved into the school’s dormitories and remained there throughout the rest of their education. As a result, Lumin has lived an extremely sheltered life, with very little experience of the world beyond their studies and the school itself. They also have an unfortunate inability to say no to people. Whether it is because they fear disappointing others, are too eager to be helpful, or simply never learned how to stand up for themselves, Lumin has a difficult time refusing a request. They also wear small, pointed silver ear caps to make their ears appear more traditionally elven, as their natural ears have the duller point typical of a half-elf.

As Lumin progressed through school, they found themselves surrounded primarily by elves, with humans joining in greater numbers during the later years to study magic and become wizards. Yet Lumin never truly fit in with either group. The elves looked down on Lumin for being part human, viewing their human heritage as something that made them lesser. The humans, meanwhile, often treated Lumin as though they believed themselves superior simply because they were part elf. Caught between the two groups, Lumin never really belonged to either. In return, Lumin threw themself into their studies and did their best to avoid the bullies. Throughout their education, they had little to no friends, choosing instead to focus on becoming a better spellcaster. Despite everything, Lumin held onto a goal. They wanted to become a court mage in one of the many kingdoms, both to put their skills to use and to prove that their wild magic did not make them a bad spellcaster. They wanted to show that their unpredictable abilities were something they could work with rather than a flaw that defined their worth as a mage.

After twenty long years of schooling, the day of Lumin’s final magic exam had finally arrived. Their nerves bunched and jumped from limb to limb like a live wire, much like the feeling that came just before one of their magical surges. They waited in line wearing the male school uniform, taking slow breaths as they waited for their name to be called. "Artwright, Lumin." A voice called from the field. Lumin stepped forward and entered the large, open testing grounds. All of their college professors sat along a balcony overlooking the students below, watching carefully as each student performed their final examination. Lumin stood in the field, trying to steady their breathing as they waited for the signal.

"Begin." Lumin took a few steps forward and breathed deeply. Soon, they raised both hands, focusing their magic as a small puff of clouds began forming a great distance away. They began casting StormSphere, carefully feeding their magic into the spell as the clouds grew larger and the wind began to rush around them. The storm continued to expand, growing more powerful as Lumin maintained the spell. They pushed themself to keep control as the spell reached its peak. Then, a spark of magic flashed. Everything vanished.Lumin stood frozen in place, both hands still awkwardly held out in front of them. They blinked and slowly looked around. The professors were gone. The testing field was gone. The other students were gone. Lumin lowered their hands, staring at the unfamiliar surroundings with growing confusion. After twenty years of magical education, countless lessons, and years spent learning to control their wild magic, they had finally reached their final exam. And somehow, they had no idea where they had gone.

Personality

Lumin is a kind-hearted person who always wants to help others, often putting their own needs aside in the process. They have a tendency to see the good in everyone, even those who may not deserve it, and will go out of their way to help someone even when doing so comes at their own expense. Despite their sheltered upbringing, Lumin genuinely wants to make a difference in the lives of others. Deep down, Lumin fears being forgotten. Since being unexpectedly transported away from everything they knew, one of their greatest worries is that the people they left behind will eventually move on without them. They desperately hope that they can find their way home before too much time has passed, constantly wondering if years have already gone by in their absence. Still, they hold tightly to the hope that they will return someday. For Lumin, hope is more than just something to believe in,it is what keeps them together. If they allow themself to believe that there is no way home, they fear they will completely fall apart.

Appearance

Lumin has long brown hair, cool olive-toned skin, and hazel eyes. A gentle scattering of freckles crosses his face, adding to his soft and approachable appearance. Since his disappearance, he now bears a large scar across his right cheek. Green leaves have also begun to appear throughout his hair, an unusual change that adds to his increasingly strange and otherworldly appearance.

Abilities & Specialties

Specialty I Primary ability or skill.
Specialty II Primary ability or skill.
Specialty III Primary ability or skill.
Specialty IV Primary ability or skill.

Equipment & Possessions

Weaponless Fighting
Dress and Feather Cape
Spell Book
Mask of Memories
Silver Family Jewlery
The Shard of Stillwater

Relationships

Vusk
Party Members

Vusk is like an older sister to Lumin, however she can be a bit cold to him at times.

Valdas
Party Members

Valdas is like a Wine Uncle to Lumin.

Lyr
Party Member

To Lumin, Lyr was like a father figure.

Rhys
Party member

To Lumin, Rhys is like a younger brother.

Role Within the Party

Describe this character's role and contribution to the party.

History & Lore

Detailed history and character lore goes here.

Conclave Confidential

Secrets and restricted information.

Party Member 004
PARTY MEMBER 004
Rhys Blackburn
The Crow · Rhys, The Dead man Walking · Faelmoon's Red Blade
"Who's body is this?"
Race high-elf
Class Fighter/Warlock
Level 13
Alignment Chaotic Neutral
Homeland The Kingdom of Faelmoon
Status Active

Character Profile

Full Name
Rhys Blackburn
Pronouns
He/Him
Age
126
Height
5'6"
Affiliation
The Abyssal Conclave
Occupation
Adventurer/Soldier

Party Record

Party Role
Brother Figure
Joined
After Lyr's Death
Primary Duty
Protector
Combat Role
Front-liner, with the ability to substitute as a back-liner
Current Status
Active

Overview

Rhys Blackburn, known as The Crimson Crow, is a High Elf originally from the Kingdom of Faelmoon. Though Rhys himself is alive, his original body is currently missing, leaving him trapped within a Vessel named Lyr. He was sent into this body by an unknown source once the Vessel became available, as its original host had become stuck in the overworld. Rhys has no idea where his own body is or what happened to it, and as far as he knows, it remains somewhere beyond his reach.

Because Rhys is currently occupying Lyr's body, most people assume that Rhys himself is Lyr. The distinction is often difficult to explain, particularly when Rhys is forced to explain why he looks nothing like the person everyone remembers. For now, he has little choice but to continue living within the Vessel while searching for answers about his missing body and the force that placed him there.

Personality

Rhys is blunt, confident, and remarkably difficult to intimidate. He is the sort of person who can stare down a hell hound without flinching and would much rather face a problem head-on than waste time looking for a complicated solution. To Rhys, the simplest and most direct path is usually the best one. He is fiercely loyal to those who fight alongside him. Anyone who has earned his trust on the battlefield is someone Rhys considers worth dying for, and he takes the role of protector within his group seriously. This loyalty can sometimes make him reckless, especially when one of his companions is in danger. Rhys has little patience or respect for people who have not proven themselves as warriors. To him, strength and the willingness to stand beside others in a fight matter more than titles, status, or reputation. Someone can earn his respect through their actions, but words alone mean very little to him. Despite his serious nature as a soldier, Rhys also fills the role of the party's joker and brother figure. He can be teasing, sarcastic, and occasionally irritating in the way an older brother might be, but much of this comes from how he connects with the people around him. Beneath the rough exterior is someone who genuinely cares about his companions.

Personality Trait: I can stare down a hell hound without flinching.

Personality Trait: I face problems head-on. A simple, direct solution is the best path to success.

Ideal — Nation: My city, nation, or people are all that matter.

Bond: Those who fight beside me are those worth dying for.

Flaw: I have little respect for anyone who is not a proven warrior.

Appearance

While occupying Lyr's body, Rhys has a distinctly unnatural appearance. The Vessel has tealish-blue skin, with black sclera in both eyes. One eye has a vivid orange iris, while the other has a red iris, giving Rhys an unmistakable and somewhat unsettling gaze. A green scar stretches across the right shoulder, while multiple additional scars cover the body. Although the body is not his own, Rhys carries himself with the same confidence and posture he had in life, making it clear that the person occupying the Vessel is very different from the person it once belonged to.

Original Elf Form

Rhys is a High Elf with short brown hair, black sclera, and red irises. His ears have several piercings, and his body bears numerous scars from his years as a soldier and his time fighting on the front lines. His appearance reflects the life he lived: practical, battle-worn, and marked by years of violence.

Abilities & Specialties

Double Rapier Attack: Rhys is skilled at fighting with two blades simultaneously, using speed and precision to overwhelm his opponents.
Banishing Smite Sword Rhys can wield his magical Banishing Smite Sword to combine his martial attacks with powerful magical force.
Eldritch Blast His pact grants him access to Eldritch Blast, giving him a reliable ranged magical attack when closing the distance is not an option.
Hellish Rebuke Rhys can retaliate against those who harm him by calling upon the power of his pact, turning an enemy's attack back against them.

Equipment & Possessions

Two daggers
Leather armor
His wedding ring, which he wears around his neck on a necklace
Two daggers
A photograph of Rhys and his wife.
Soldier's trinket

Relationships

Party Member
Ally

Describe their relationship.

Party Member
Ally

Describe their relationship.

NPC Companion
Companion

Describe their relationship.

Important Figure
Unknown

Describe their relationship.

Role Within the Party

Rhys naturally fell into the role of the party's protective older brother. He treats those around him as people worth protecting, even when he complains about them or makes jokes at their expense. His military background makes him especially suited to watching the battlefield and stepping between danger and his companions.

Lumin holds a particularly important place in Rhys's life. He considers Lumin a brother figure, and after learning that Lumin is not from this realm, Rhys made a personal vow to help them return home. Whether that means sabotaging his way home alongside Lumin or abandoning everything to sneak away with them, Rhys intends to find a way.

History & Lore

Rhys was born in Faelmoon, an elven city bursting with magic, cottages, and life. People of all races and species came to the city for its atmosphere, its food, and the unique culture surrounding it. Faelmoon was particularly well known for its Wizarding School and its powerful army.

Rhys attended the Wizarding School with the hope of pursuing a magical education. However, while he was still attending, he was drafted into the military. Instead of continuing his studies, Rhys was sent to the front lines as a grunt. War changed him. Rhys slowly built a reputation for himself as Rhys, The Crimson Crow, a name earned because he was seemingly always covered in blood after battle. He was ruthless on the front lines and became known as someone who would follow orders without question. Rhys was a yes man. If he was told to do something, he did it.

Because of his skill and reliability, Rhys was repeatedly offered the opportunity to move up in rank and become a team leader. Every time, he refused. He had no interest in command. His only real wish was to return to Wizarding School and continue the education that had been taken from him. That wish was never granted. Eventually, Rhys made a decision that would change the rest of his life. One night, he struck a deal with a Patron, selling his soul in exchange for magic. As he practiced and learned to control his newfound abilities, he began incorporating them into his fighting style and using them in battle. When the war finally ended, Rhys was allowed to return home. But he was not the same boy who had left.

The war had changed him, and not for the better. He no longer wanted to return to Wizarding School. Instead, he began seeking power elsewhere, looking for it from someone—or some thing—else. A dark entity. A shadow connected to past wars and calamity. Before Rhys could do anything with this new pact, however, he was hunted down by his own city. Rhys had overheard higher-ranking officers discussing the truth behind the war. The King and Queen of Faelmoon had started it themselves. They had told their kingdom that the opposing country had begun the conflict, when in reality, Faelmoon's rulers were the ones who wanted to eradicate humans from their realm. Rhys intended to expose the truth. Before he could speak out, however, he was caught.To silence him, the King and Queen ordered Rhys's execution. He was branded a traitor to the crown and sentenced to beheading. His family was forced to watch as their eldest son was executed. They never learned the truth of what Rhys had discovered. They believed the words of their rulers over the desperate cries of their own son, and Rhys died knowing that his family would never understand why he had been condemned.

Conclave Confidential

Secrets and restricted information.

II — PARTY NPCs & COMPANIONS
Party NPC 001
PARTY COMPANION 001
LYCHEN (BRIM) AZAMARI
Khozhar Zahdrich · Brim, Angel of Death · Leader of the Rebel Alliance
PARTY NPC
Race Reborn High Elf
Class Necromancer
Affiliation The Abyssal Conclave
Role Stratigist
Relationship Party
Status Active

Character Profile

Full Name
Lychen "Brim" Azamari
Pronouns
He/Him
Age
35+
Homeland
Rhovine
Occupation
Father

Companion Record

Joined Party
At the Beginning
Reason
Escape and Defeat Azeroth
Primary Role
Stratigist
Combat Role
High Summoner
Status
Active

Overview

Brim is a descendant of Navi, the Angel of Death, a bloodline that has left him deeply connected to death and the forces surrounding it. He is a Necromancer who was trained by the sinner demon Azeroth, learning to manipulate the dead and wield powers that most people would consider unnatural or horrifying. Despite his skill, Brim has never been comfortable with the abilities he possesses. His necromancy is something he often views as a burden rather than a gift, and the more powerful he becomes, the more afraid he is of what that power could eventually turn him into.

Brim was killed and brought to the Abyss after rumors spread that he was the only person capable of killing Easu. His death did not simply mark the end of his life; it resulted in a transformation that created something far different from the person he had once been. Brim became a demonic angel, carrying both the legacy of Navi and the unnatural nature of his existence within the Abyss. Along with this transformation came the loss of his memories. Brim has no recollection of his previous life and has spent his entire afterlife living without the knowledge of who he once was, what he experienced, or who he may have loved before his death. Despite having no memories of his former life, Brim developed into someone highly intelligent and physically capable. He is not reliant on his magic to be dangerous, possessing considerable physical strength and the ability to hold his own without immediately turning to necromancy. He is also deeply intellectual and genuinely enjoys learning. Reading is one of his favorite ways to spend his time, and he will often seek out books and information simply because he wants to understand something better. Knowledge gives Brim a sense of control in a life where so much has been taken from him.

Brim's morality is complicated. He is not necessarily cruel, but he has a twisted understanding of what is acceptable when the people he loves are in danger. His family is one of the few things he considers completely worth protecting, and Brim would willingly cross lines that others would never consider crossing if it meant keeping them safe. He is capable of doing terrible things for what he believes is a good reason, and he does not always see the contradiction in that. To Brim, protecting his family comes first, and morality becomes secondary when their lives are at stake. Despite everything he is capable of, Brim often rejects his own power. He does not enjoy being a Necromancer, and he actively dislikes relying on the abilities that have followed him since his death. He knows exactly how dangerous his magic can be and understands that there are consequences to manipulating death. Using his power can become deadly, both for his enemies and for those around him, and this has only reinforced his belief that the power he carries may eventually become his downfall.

Personality

Brim is quiet and thoughtful, often preferring to spend his time reading, thinking, or planning rather than speaking unnecessarily. He is not particularly interested in being the loudest person in a room and is comfortable sitting in silence while he considers his surroundings. He tends to observe before acting, taking the time to understand a person or situation before deciding what he should do. His intelligence is one of his greatest strengths, and he often approaches problems from a practical and analytical perspective. He is generally calm and collected, even in situations where others might panic. Brim has a tendency to keep his emotions controlled and his thoughts organized, making him someone who can remain focused when things become chaotic. This does not mean that he lacks emotion, however. In fact, Brim feels things deeply; he simply has a habit of keeping those feelings beneath the surface until they become impossible to contain.

His relationship with his wife is one of the biggest exceptions to his normally controlled nature. When it comes to her, Brim can become incredibly possessive and jealous. His love for her is intense, and the possibility of losing her can bring out a side of him that is much less rational than he normally appears. He is deeply protective of her and can struggle to separate protecting the person he loves from controlling the things around her. His fear of losing her often overrides his usual ability to calmly assess a situation. Brim's relationship with his magic is equally complicated. He hates using his necromancy and often tries to find another solution before resorting to it. His abilities remind him of the darker parts of his existence and of everything unnatural about the life he has been forced to live after death. He knows that he possesses an incredible amount of power, but instead of taking pride in it, he worries about what will happen if he allows himself to rely on it too much. At the same time, Brim's actions prove that he is willing to use the very power he hates when there is no other option. His hatred of his magic has never been stronger than his desire to protect the people he loves. This creates one of the biggest contradictions within his personality: Brim fears becoming a monster because of his powers, yet he will willingly embrace those powers if becoming something monstrous is what it takes to save his family.

History & Lore

Brim was killed by Azeroth, and his death resulted in the loss of all his memories from his previous life. Whatever identity he had before his death was effectively erased, leaving him to enter the Abyss without any understanding of who he had been. He had no memories of his childhood, his relationships, his experiences, or the life he had once lived. For his entire afterlife, Brim has been forced to exist without those answers. His death also triggered a transformation that created a demonic angel. His connection to Navi, the Angel of Death, became an important part of what he had become, giving him a place between concepts that should never have been joined together. Brim was no longer simply the person he had been in life, nor was he entirely a creature of the Abyss. He became something different, something that carried the power of death while still retaining his own sense of self. Azeroth became the one who trained him in Necromancy. Under Azeroth's instruction, Brim learned how to control and manipulate the dead, eventually becoming extremely powerful in his abilities. While his training gave him the means to use his power, it did not make him comfortable with it. Brim continued to struggle with the nature of his abilities and the fear that one day he would lose control of them.

Eventually, Brim became the face of the rebel alliance. He took on a leadership role within the resistance and became one of the people responsible for guiding the party through the conflict. His intelligence, physical strength, and knowledge of necromancy made him an important figure within the rebellion, even though he personally disliked relying on his powers. One of the party's major goals was to gather all of the Overlord's rings. Brim helped lead the party through this mission, taking them further into the conflict and putting himself directly against the forces that controlled the Abyss. The rings became an important part of the resistance's efforts, and Brim's leadership helped keep the party moving toward their goal despite the dangers surrounding them. Brim also liberated Sloth from Azeroth's control. Having been trained by Azeroth himself, Brim understood more than most people about the power Azeroth held and the control he was capable of exerting over others. Freeing Sloth was therefore more than simply removing an enemy's influence; it was another step in Brim's growing opposition to the forces that had shaped his life.

One of Brim's greatest displays of necromantic power came when he resurrected all of Euphoriana's dead. Rather than allowing the fallen to remain buried, Brim raised them and turned them into a massive army. The dead became soldiers once again, giving the resistance the numbers it needed to achieve victory. It was an enormous demonstration of what Brim was capable of, but it also forced him to confront exactly how terrifying his abilities could be when used on such a scale. Brim later brought Eru back from the dead as well. Resurrection is something that should be impossible for most people, yet Brim has repeatedly found himself capable of accomplishing it. Every time he uses his powers in this way, however, he is forced to confront the same fear: that the more he manipulates death, the more he becomes connected to it. One of the most personal sacrifices Brim ever made came when he sacrificed memories of a past lover in order to bring back a War Dragon. Rather than giving up something physical, Brim gave away pieces of his own mind. The memories of someone who had once been important to him were sacrificed so that another life could return. Because Brim already lacks the memories of his original life, the loss carries an especially cruel weight. He has already lived with the emptiness of forgotten memories, and yet he willingly sacrificed more of himself when he believed it was necessary.

Not every consequence of Brim's power was intentional. At one point, his actions caused a zombie outbreak, allowing the dead to spread beyond his control. The outbreak became a disaster of its own and indirectly resulted in Lyr's death. This remains one of the darker consequences attached to Brim's history, particularly because it demonstrates that his fear of his own power is not unfounded. Even when his intentions are not malicious, the consequences of his abilities can reach people he never intended to hurt. Brim's entire history is therefore built around a contradiction. He is a man who fears death and the power he holds over it, yet he has repeatedly used necromancy to save lives, raise armies, free others, and change the outcome of wars. He hates his abilities, but he cannot deny that they have allowed him to accomplish things no one else could. He wants to reject his power, but every time someone he loves is threatened, he reaches for it anyway. Brim may never recover the memories of the person he was before his death. He may never know who he loved, what he lost, or what kind of life existed before Azeroth killed him. But the person he has become is defined by the choices he makes now. He is a Necromancer who hates necromancy, a demonic angel descended from Navi, a leader who would rather quietly read than command, and a man with a deeply twisted morality who would burn through every boundary imaginable if it meant keeping his family safe. His greatest fear is that his power will eventually destroy him. His greatest weakness is that, when the people he loves are in danger, he will use it anyway.

Abilities & Specialties

Summon Undead You call forth an undead spirit. It manifests in an unoccupied space that you can see within range. This corporeal form uses the Undead Spirit stat block. When you cast the spell, choose the creature’s form: Ghostly, Putrid, or Skeletal. The spirit resembles an undead creature with the chosen form, which determines certain traits in its stat block. The creature disappears when it drops to 0 hit points or when the spell ends. The creature is an ally to you and your companions. In combat, the creature shares your initiative count, but it takes its turn immediately after yours. It obeys your verbal commands (no action required by you). If you don’t issue any, it takes the Dodge action and uses its move to avoid danger. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, use the higher level wherever the spell’s level appears in the stat block.
Disarming Presence When a creature within 15 feet of you that you can see targets you with an attack but before the attack roll, you can use your reaction to attempt to beguile it. The attacker must make a Wisdom saving throw. On a failed saving throw, the triggering attack misses, and the attacker cannot attack you until the end of your next turn.Also at 1st level, you gain the ability to hamper your enemies with blessed charm. When a creature within 15 feet of you that you can see targets you with an attack but before the attack roll, you can use your reaction to attempt to beguile it. The attacker must make a Wisdom saving throw. On a failed saving throw, the triggering attack misses, and the attacker cannot attack you until the end of your next turn. An attacker that can't be charmed is immune to this feature. You can use this feature a number of times equal to your Wisdom modifier (a minimum of once). You regain all expended uses when you finish a long rest.
Spiritual Weapon You create a floating, spectral weapon within range that lasts for the duration or until you cast this spell again. When you cast the spell, you can make a melee spell attack against a creature within 5 feet of the weapon. On a hit, the target takes force damage equal to 1d8 + your spellcasting ability modifier. As a bonus action on your turn, you can move the weapon up to 20 feet and repeat the attack against a creature within 5 feet of it. The weapon can take whatever form you choose. Clerics of deities who are associated with a particular weapon (as St. Cuthbert is known for his mace and Thor for his hammer) make this spell's effect resemble that weapon. At Higher Levels. When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for every two slot levels above 2nd.
Animate Dead This spell creates an undead servant. Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes a skeleton if you chose bones or a zombie if you chose a corpse (the GM has the creature's game statistics). On each of your turns, you can use a bonus action to mentally command any creature you made with this spell if the creature is within 60 feet of you (if you control multiple creatures, you can command any or all of them at the same time, issuing the same command to each one). You decide what action the creature will take and where it will move during its next turn, or you can issue a general command, such as to guard a particular chamber or corridor. If you issue no commands, the creature only defends itself against hostile creatures. Once given an order, the creature continues to follow it until its task is complete. The creature is under your control for 24 hours, after which it stops obeying any command you've given it. To maintain control of the creature for another 24 hours, you must cast this spell on the creature again before the current 24-hour period ends. This use of the spell reasserts your control over up to four creatures you have animated with this spell, rather than animating a new one. At Higher Levels. When you cast this spell using a spell slot of 4th level or higher, you animate or reassert control over two additional undead creatures for each slot level above 3rd. Each of the creatures must come from a different corpse or pile of bones.

Relationships

Vusk Azamari
Wife

They Are married

Atrich Azamari
Daughter

Adopted her when she was born

Fetus
Fetus

Contributed DNA

Navi
Decendent

Navi is his patron

Contribution to the Party

Brim has extensive knowledge and connections concerning Azeroth and his army, making him an invaluable source of information for the party. His understanding of their forces, methods, and inner workings allows him to guide the group toward their shared goals. Brim also played a role in the creation of his child, further tying him to the events surrounding the party. Most importantly, his blood carries a unique power that allows the rest of the party to defeat Easu.

Conclave Confidential

Restricted information.

Party NPC 002
PARTY COMPANION 002
NPC NAME
Title · Epithet · Known Alias
PARTY NPC
Race Unknown
Class Unknown
Affiliation Unknown
Role Companion
Relationship Party
Status Active

Character Profile

Full Name
Unknown
Pronouns
Unknown
Age
Unknown
Homeland
Unknown
Occupation
Unknown

Companion Record

Joined Party
Unknown
Reason
Unknown
Primary Role
Unknown
Combat Role
Unknown
Status
Active

Overview

Detailed description of this NPC.

Personality

Personality and behavioral information.

History & Lore

Detailed history and lore.

Abilities & Specialties

Specialty I Ability or skill.
Specialty II Ability or skill.
Specialty III Ability or skill.
Specialty IV Ability or skill.

Relationships

Party Member
Companion

Describe relationship.

Party Member
Companion

Describe relationship.

Party Member
Companion

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Important Figure
Unknown

Describe relationship.

Contribution to the Party

Explain this NPC's importance to the party.

Conclave Confidential

Restricted information.

Party NPC 003
PARTY COMPANION 003
NPC NAME
Title · Epithet · Known Alias
PARTY NPC
Race Unknown
Class Unknown
Affiliation Unknown
Role Companion
Relationship Party
Status Active

Character Profile

Full Name
Unknown
Pronouns
Unknown
Age
Unknown
Homeland
Unknown
Occupation
Unknown

Companion Record

Joined Party
Unknown
Reason
Unknown
Primary Role
Unknown
Combat Role
Unknown
Status
Active

Overview

Detailed description of this NPC.

Personality

Personality and behavioral information.

History & Lore

Detailed history and lore.

Abilities & Specialties

Specialty I Ability or skill.
Specialty II Ability or skill.
Specialty III Ability or skill.
Specialty IV Ability or skill.

Relationships

Party Member
Companion

Describe relationship.

Party Member
Companion

Describe relationship.

Party Member
Companion

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Important Figure
Unknown

Describe relationship.

Contribution to the Party

Explain this NPC's importance to the party.

Conclave Confidential

Restricted information.

PARTY ARCHIVAL NOTICE

These records represent the current known composition of the party and its associated companions. The distinction between "party member" and "companion" is maintained for archival purposes only and does not necessarily reflect the bonds or loyalties shared between the individuals.

Records are subject to revision as the party's journey continues. Information concerning undisclosed histories, private motivations, and supernatural abilities may remain intentionally incomplete.