

❝
I'm here because this is something only I can do-- & I don't want to let those guys down. I've never had anything to fight for before now-- but that's what they are to me. I want to protect them-- I want to prove that I can. I don't want to be left behind again !
❞

character content warnings ;ㅤ
death, blood, gore, violence. mentions of past experienced child abuse. murder / assassination. experienced & self-inflicted dehumanization / weaponization.
OPEN TO ROMANCE ?ㅤNO. single ship with tempest.
OPEN TO SMUT ?ㅤNO. single ship with tempest.
ㅤcore details.ㅤ
| aka. | "Vel" (preferred) | d.o.b. | october 30. |
| class. | barbarian/fighter | alignment. | chaotic neutral |
| origin. | meyin assassin | species. | half-tabaxi (wolf) |
| occupation. | assassin (former), mercenary | hometown. | meyin, hanazira |
| gender. | male (he/him) | orientation. | bisexual/romantic |
class history ;
✧ ( pre-campaign ) assassin rogue ; dropped after near-fatal injury. no longer physically able to maintain these skills for extended battle.
✧ ( pre-campaign ) barbarian levels 1-3 ; reclassed into this. the effects of rage drown out the otherwise debilitating chronic pain from his wounds, allowing him to keep fighting.
✧ ( arc 1 - aiva ) wild magic barbarian levels 3-6 ; took subclass at lvl 3.
✧ ( arc 1 end ) wild magic barbarian level 6 / fighter level 1 ; multiclassed into fighter after extensive training with tempest.
ㅤpersonality.ㅤ
Anyone at first glance sees a man lacking in social grace. Rough around all his edges & slow to trust, the warrior keeps most of his words to himself, unless the situation at hand necessitates speaking up. He is far from uncooperative with allies, however-- although he can come off as gruff, dauntingly taciturn, even cold, at times-- Vel is steadfast and reliable.
A strikingly honest person, to the point of bluntness, Velkyn isn't the sort to tell a lie, even if he could. ( he can't. not even to save his life. ) Beneath the stern exterior lies a loyal heart taking its first beats out of atrophy.
Vel stands by those dear to him, determined to protect them no matter what it may cost him.
A man haunted by his past, LEARNING TO GRAB HOLD OF HIS FUTURE.
ㅤbiography.ㅤ
as a child, vel was found alone, wandering the eastern plains of hanazira, aimless within the lower-lying reaches of shiranako's fog. to this day, he has no memory of how he got there-- perhaps he had wandered too far from his settlement in transit. Perhaps his parents had been among one of the many expeditions lost to the great enshrouded mountain, their young son waiting at camp as the only survivor. Not that it matters. Whatever may have brought him to fend for himself against the wilds surrounding the anomaly, the results are the same-- & Vel can't remember a thing from inside that fog, anyway. Hell, by the time he was found, the runt could barely remember his own name.
The important thing is that he was found. one of Meyin's many blades-- an assassin returning from a job well-done-- came across the boy, drifting like a ghost on the outskirts of the guild's territory, hair as white as the fog he stumbled from. Taking in outsider children to raise within Meyin's culture is far from an uncommon practice; this child carried an impressive resilience about him; an uncommon determination to survive. The kind of potential that could serve an assassin's guild well, in the future, if he could survive the training. with that, Vel was brought into the shadow of meyin-- no older than seven years of age-- & meticulously forged from a lost child into a sharpened knife.
Early on in his training, Vel was introduced to another boy around his age, called Naiya. The two were assigned to each other as partners-- and as insurance. Meyin assassins do not typically act alone. If one falters, the partner is meant to act as a failsafe. Trust only your partner, the boys are told; Lay your life in his hands. Thus, Naiya and Vel were brought up side-by-side, trained to work & fight together, to ensure one another's survival & success, their fates bound tight. Inseparable throughout their lives in Meyin; through every kill, every broken bone.
They were sent on their first supervised job when Vel was nine-- something simple, meant to remain clandestine. Vel was a clumsy child, but even with his unsteady hands, his steps were silent-- it was up to him to slip poison into the target's goblet & escape while Naiya provided a distraction to clear his way. All went well, up until Vel's retreat. The poison kicked in fast, & as the target died, he knocked a lit candle to the floor. The place caught alight quickly & as it all began to come down, Naiya's escape route was cut off. Vel's way out was clear, but it wouldn't stay that way for long. He could cut & run, but instead, the clumsy runt turned & faced the blaze. He doused his cloak in the contents of his waterskin & threw it over a section of the wreckage, climbing over it in order to reach a hand out for Naiya. They escaped with only the loss of Vel's cloak & water, but far more importantly, Vel proved that he would never leave his partner behind.
From that day on, they passed the years together, preserving each other, each guarding the other's back & saving one another's lives countless more times after the first. They were a set of Meyin blades slicked in blood, a perfect match-- an exercise in comorbidity personified. They grew into adulthood and Vel grew stronger, faster, steadier-- advancing at an alarming rate. the deeper he fell into the muck and blood, the deadlier he became-- a weapon; a tool with a purpose, rather than a person with a life. Naiya was no slouch himself, of course, and together they were a truly formidable team.
Eventually, however, there came a job that they failed. A hefty price was set upon the head of a man calling himself Tempest-- an exiled elf & a powerful spellcaster. Vel, now fully grown into a force of nature among the shadows, came close to taking Tempest's life many times-- but never once succeeded. However, despite his victories over his would-be assassin, Tempest never killed Vel. Never even turned him in. But still, the blade refused to abandon his job-- or allow anyone else in Meyin to take it from him & try their hand. For what reason, Vel still can't say. His pride, perhaps, or his single-minded determination to complete a contract once taken. Or, perhaps, he & Tempest were bound from the start by something far more-- a single thread of destiny that would one day braid itself into a rope thick enough to bind them.
The blade that was Velkyn Kilana would never bring that fateful contract to its end. One night, for reasons he had no chance to question, the one person he trusted most in all the world buried his dagger straight into Vel's heart. That night, he fell at Naiya's hand, left to lie bleeding and cold in the falling snow. That night, as his vision went dark, Vel believed that he would die.
And yet, he did not. Though he had no idea how long he was out, Vel's eyes did open again. Naiya was nowhere to be seen. Vel was weak, barely breathing, with that achingly familiar blade still sunk deep into his flesh-- but his heart was still beating. Stubbornly, painfully beating. Suddenly, he was faced with a choice; the first choice of a life spent bereft of options. He could stay down and die as he was, or he could get back up as something new. The only thing he couldn't do was go back.
From there, Vel dragged himself to his feet, casting himself headfirst into the uncertainty of change. He had been fashioned from a person into a blade, but now, he's struck with the daunting task of fashioning a blade into a person-- into himself. He has to learn to adapt to his fresh scars, to the pain that never fades, to the damage dealt so severely that the skills he once relied upon must be replaced & something new must be learned.
Now, Vel is raw strength, the adrenaline rush of battle-rage, and the sharp tactical mind of a warrior-- at his most comfortable in the throes of combat. He makes his living as a traveling mercenary, these days, selling his services to guard caravans, protect those with coin to spare-- hired muscle, if you will. He doesn't know where he's going or where he'll end up-- but this, at least, is a start. A fresh start; not as a heartless, unquestioning sword, but as something truly alive.
Recently, Velkyn received a personal summons-- a job offer with fair pay. He was hired by a man calling himself Alagos, tasked with acting as his bodyguard and "keeping him alive" throughout the duration of a journey heading from Hanazira to the city of Aerath, across the sea in the nation of Aiva. They were joined by several other allies-- each from their own walks of life, each with their own reasons for taking the trip.
Along the way, Vel discovered that the man who's life he was tasked with defending was none other than the man he had spent years of his previous life trying & failing to kill-- a twist of fate that was almost funny, really. Tempest, now in disguise as Alagos, had found himself in a position not so different from Vel's own & had sought to hire the strongest person he knew of as his protector; that being the person who once came closest to killing him.
Despite his detestation for being lied to, Vel can hardly blame Tempest for keeping his identity a secret from his former hunter. Yet, as it turns out, there was nothing for him to fear. The Vel who was bent on taking Tempest's life died under his partner's dagger-- whoever stood in his place now, though irritated, lacked all interest in finishing that old job.
They were both forever changed, stripped bare of all they had once defined themselves by; yet that loss is what opens a new chapter in the intertwined threads of their stories. Vel resolves to see this job through to the end-- to keep Tempest and the others alive. He finds something in them that he wants to safeguard-- not for coin or lack of autonomy, but for the simple, fierce desire to protect that which is dear to him.
ㅤcampaign progress.ㅤ
ACT ONE ; AIVA.
While working as a mercenary in Hanazira, Vel receives a summons to the capital city of Tawzi. It requests him by name & contains a job offer from someone called Alagos. He is offered a considerable sum of gold-- half up-front, the rest upon reaching their destination-- to act as Alagos' bodyguard during an expedition to the city of Aerath in the south of Aiva. He accepts & after two weeks time, they set off with the rest of their group: Clarsynora, Edryn, Sagra, & Moonwryn.
Along the way, proximity to a local anomaly known as The Beast's Chasm causes the group to experience hazy, foreboding dreams that seem to relate to the events of the future. Vel's dream involves the interior of a temple dedicated to
The Ever-Flowing Blood.He goes through the motions of leaving an offering to the deity most widely worshiped in Meyin, as he always has before, & is faced with a choice. Two large paintings hang above two doors, the words "Retribution" & "Judgement" labeling each respectively while a plaque inscribed with"The ties that bind are made of blood"sits upon the wall between. "Retribution" depicts an immediately recognizable figure-- that of Naiya-- while "Judgement" shows him the image of a person who, at first glance, looks similar to Alagos but who he comes to realize is, in fact, Tempest. He's different than he remembers him, but he is undeniably the same man. Vel chooses to step through the door marked "Judgement" & by doing so, is able to figure out that Alagos & Tempest are one in the same, hidden by a magical disguise.Vel chooses not to reveal this to the rest of the party, instead confronting Tempest directly with the fact that he knows the truth. He maintains that he has no interest in killing him at this point & resolves to finish the job he has committed to now-- to
"keep him alive."The two of them reach an odd sort of understanding & begin training together in the mornings.The party make it to the port town of Darei, the principal place of passage through which trade between Aiva and Hanazira is conducted. They meet a shipwright known as Nikodemas Holloway & assist him in stealing a ship he was commissioned to complete but never paid for.
On their way across the sea, Sagra Dazkar loses himself in the curse attached to the stolen holy symbol he carries & steers the ship off-course into a cluster of harpies. The party survives the fight and learn in the aftermath that Sagra has drawn the ire of
The Watcher from the Waves.Nikodemas warns the party that the border patrol of Aiva's navy has gotten exceptionally strict recently. As a result, Tempest reveals his true appearance to the party, along with the fact that he is a wanted criminal.
After Edryn Sephanath attempts to contact
The Watcher from the Waves, she is rebuked by the deity, receiving a painful, boiling scar. The party realizes that Aiva is going to be holding a centennial ceremony to contact their God soon, & that the completion of that ceremony could result in untold harm to its participants in the same vein.To avoid confrontation with Aiva's border patrol, the party make contact with a local pirate crew lead by Roy Mayrana, who publicly opposes both the current government of Aiva as well as a local fleet of pirates who call themself the Death March, whom Aiva's navy seems to have turned a blind eye to. Roy gets them into the country without the need for the involvement of border patrol.
The party attempt to find & persuade the participants of the upcoming ritual not to take part. Though they are able to speak to Yanna Lazaros, the head priest of the primary church for
the Watcher, they are unable to convince him not to join the ritual.Through Yanna, the group finds the name Esisze Rasruft, who Sagra recognizes as a former pirate who left the crew he was part of due to an injury. Sagra, Edryn, and Moonwryn Frwyrfyrr enter the underwater Sea District to speak to Esisze, but are met with the same results.
Meanwhile, Vel, Tempest, and Clarsynora Nerixisys head towards another lead at a smaller, more secluded church to
the Watcher. Vel discovers a deep discomfort in the iconography of the church's many watchful eyes.This group meets its priestess, Kalypse Aroageia, & through a brief but harrowing battle, they free her from the possession of an
Abyssal Demonthat can puppet the bodies of its many hosts all at once. She, too, refuses to back out of the ritual, as she believes that the possessed governor Tyrenelle Wiles will only find a replacement for her, & it will be better for someone who knows what they're dealing with to be present.In two days time, the ritual is held. Yanna, Esisze, Kalypse, & the fourth participant Serde Savakia are magically chained to their pedestals while the demon possessing Tyrenelle attempts to force a corrupted variant of the
Ritual of Awakening.The party, freeing Yanna & Kalypse, expel the demon and put a stop to the ritual, with the additional help of Roy Mayrana & several members of his crew who had shown up to disrupt the ritual as well.
The party are rewarded generously for their actions by Yanna who has taken over governance of the Land District in the aftermath, though they know the demon isn't yet truly dealt with.
Tempest reveals to the party that he had seen his father at the ritual and believes him to be inhabited by the
Abyssal Demon. Without hesitation, Vel accompanies him & the rest of the party skyward into the floating islands above Aerath-- Tempest's home.The party learns about Tempest's status as a terrorist in the Sky District of Aiva. They are able to free his father Lyimil from possession, but they gain no new information.
Though it sits far outside the requirements of Vel's contract with Tempest-- a contract that was technically completed the moment they landed in Aiva, he lingers in the sky for a moment alongside Tempest, who takes the opportunity to show him the Sky District's Dragon. They converse about it for a time before leaving the floating islands behind. Vel calls it beautiful.
Several days later, the party are contacted once again by Roy, who has continued his attacks against the navy & the Death March. He asks that they accompany him into dangerous waters to recover what Roy believes to be a cloaking artifact used by the Death March fleet to evade attackers. Vel is thrilled to head out to sea for the task.
Defeating a lesser kraken, the party reach the shipwreck & find the artifact, which they discover is actually a means of travelling between planes to a layer of
the Abyss, where they suspect the demon originates. Sagra realizes that the demon's connection to the world lies in his twin brother Dagun, possessed & sailing at the head of the Death March.With a heartfelt goodbye, Moonwryn leaves the party, believing her presence to be necessary at the last remaining church to her God,
The Vagabond.The party turns to various sources to secure more information about
the Abyss. Recalling thatThe Ever-Flowing Bloodhas some connection tothe Abyss, Vel takes his chances & contacts the God.Vel spills his own blood, entering a trance-like state as he communes with the deity. Contained within a frozen moment of time, he struggles through a harrowing one-on-one battle, as well as a question posed to him;
"What do you want, Vel?"At the start of his fight with the God, Vel had no answer-- or he didn't think he did, yet something had to be pushing him onwards, didn't it? Why else would he be here, doing something so outside his forte? Why else would he keep getting up, every time he was knocked down, no matter how weak he was in comparison? Finally breaking through the frozen surface of a deeper understanding of himself, Vel manages to earn the respect of
The Ever-Flowing Blood, receiving both information & the legendary sword known asCarnage-- though it remains in an unawakened state for the time being.In the scant time remaining before they face
the Demon, Tempest pays Vel the remaining half of his fee for the contract, thereby rendering it complete & severing it. It hits Vel harder than he expected, particularly after only just beginning to scratch the surface of what he's truly fighting for. That night, Vel expresses his desire to stay with the group for this fight, but moreover to stay at Tempest's side even after this battle's conclusion, should they survive it. To hell with the contract-- he wants to be there to keep Tempest alive of his own volition. He asks Tempest if he wants himgone& is told otherwise. The two of them make a pact to try their best to survive & to not leave the other behind in the aftermath if they do.Having collected their information, the group plans to go confront the
Abyssal Demonby luring it onto theMaterial Plane. They contact all of their able allies for this fight & secure the help of Yanna, Roy, Serde Savakia, Kalypse, and Nikodemas Holloway. Additionally, the four strongest member's of Roy's crew join them; Leina Berschei, Vesaithe Hedmeni, Jora Kiyell, and Oleander.For the first time, Vel feels fear in the impending moments before a fight. Fear of loss, fear of failure, fear of having made the wrong call by suggesting the basis for the plan at hand. Tempest reassures him & they spend the evening before the next dawn's battle standing side-by-side under the stars on the deck of one of Roy's ships.
After a hard fight, the party successfully dispatches the
Abyssal Demonwhile sparing the life of Dagun Dazkar. Vel shares some drinks in the Sea District with Clars & Edryn to celebrate.The party are allowed to rest for many days before Yanna, who still temporarily remains in Tyrenelle's position after the man's resign, requests their presence at a festival to honor their actions and bestow glory upon them for their aid to Aiva. Both Vel and Tempest opt not to receive this honor. Vel cites himself as
"Not being the sort of person who should be honored."
ACT TWO ; MIRI.
After being pickpocketed at the festival, party cleric Clarsynora Nerixisys finds herself with an invitation to a party in Miri containing a thinly veiled threat to the life of her dying God,
The Vagabond. She attempts to free herself from the Fey binding on the letter by revealing herself to be a changeling & taking on one of her other identities-- a secret Vel & Edryn had already been made aware of, but one they had both opted to keep instead of outing. However, this attempt is unsuccessful. Even so, Clars is replaced by Faunalyn Wynzeiros, who shares her memories but has a different personality.The party agrees to help Fauna save her God and make it to Miri. Though Vel has no particular stake in the affairs of the divine, he has come to care about Clars as one of his currently very few friends &, as a result, does not wish to leave Fauna to face this threat alone.
Using Sagra's ship, which had been previously utilized by
the Demonpossessing Dagun, the party recruits Nikodemas Holloway to assist them in manning the vessel for their journey across the sea. Roy Mayrana is unable to come, but sends his crewmate Vesaithe in his stead.The party set out & arrive in Miri with little incident. Upon their arrival in the seaside "duchy" of Quairi, however, they are informed that leaving the village is impossible. Through interactions with the enigmatic Lialda Fousseret & strange conversations with a group of Four Aarakocra, the party are pointed in the direction of a Cat who may be able to help them get in contact with Quairi's Duchess.
After their first night spent in Miri, Vel & Tempest make a plan for Vel to get more information out of Lialda while the rest of the party tries to lure out the Cat. During the shenanigans of the following day, Vel successfully sneaks away without anyone in the party, aside from Tempest, being any the wiser. The party needs more information here if they're going to survive, they can't keep running around blind, & so even though social interaction tends to be a weakness for him, Vel returns to the inn & poses a number of questions to Lialda, as blunt as ever.
While at the inn, Vel encounters Nikodemas who has been looking & behaving severely unwell since earlier that morning, still looking worse for wear. Niko insists that he's fine which doesn't take a genius to rebut, & tells Vel that he is going on a walk. He professes that Vel will only get hurt by following him & leaves. Vel lets him go, but driven by the unease of so many unknown factors in their current situation, he taps into his old training as much as he can & sneaks along after Niko-- thereby discovering that the secret he is keeping is that he is a werewolf.
Sticking to the same integrity that led to him keeping the secrets of both Tempest & Clars, Vel resolves not to tell anyone about this either, as there is objectively nothing they can do about it right now anyway.
As the sun sets, everyone hears howling, which only Vel knows the source of. He isn't concerned until he notes that the howling is moving, meaning that Niko has escaped the confinement he was planning on waiting out the moon in. Vel leaves to investigate, planning to keep an eye on Niko & make sure he doesn't get himself into any trouble. He insists that the fewer people who go out right now the better, & that those who do go should make certain they are adept at keeping themselves stealthy, though he still doesn't explain the truth of the situation. Only when Tempest follows him outside does Vel share with him that the howling is coming from a werewolf.
Unbeknownst to Vel, the rest of the party ignore his wishes & leave the inn long after him, leaving him unable to give them the same warning as it became pertinent. Sagra leaves on his own, turning himself invisible but remaining extremely noticeable by the scent of his cologne, whereas Fauna & Edryn, both wearing heavy armor, go out sometime afterwards as well.
After the others very nearly get themselves bitten by Niko in his wolf form & Niko takes an arrow to the shoulder from Vesaithe, Vel has no choice but to reveal Niko's secret, causing the party to return to the inn. Vel chastises the rest of the party for going against his warnings about stealth & though he regrets the way he shouted at them later & acknowledges that he could have handled things better in his interactions with them prior to the incident, he stands by the rest of his decisions. He still maintains that they should have listened to him & that his judgement in regards to going without them was not incorrect. It bothers him, how little they trusted his judgement & then expected trust in return.
When the sun rises three hours later, the party returns to retrieve Niko from the village streets before heading out to speak with the Cat once again, hoping to meet with Quairi's Duchess and secure a way out of the village.
To Be Continued.


ㅤappearance.ㅤ
| age. | 33 | height. | 5'0" |
| eyes. | pinkish-red, blind in the left | skin. | dark grey |
| hair. | white | build. | athletic, wiry |
the first thing most notice about vel are his scars. his body is littered with them, marred rifts standing stark against the deep grey of his skin-- a living, breathing battlefield. unique paths carve their way into his flesh from head to toe, & from the prominent slashes across his face to the myriad of tiny nicks all over his hands, no mark exists without its own story. Despite the intimidating air these various disfigurements lend him, his features are handsome in their own right. sharp eyes, clever & bright as amaranth-- although the left is pale & sightless-- lined carefully in vibrant red pigment. His skin is dotted with dark freckles-- most notably, one under his left eye & another under his mouth on the same side. when he smiles, that confident, slightly lopsided grin parts to reveal sharp pearly fangs just past the curl of his lips. his white hair is often unruly, grown past his shoulders in soft loose waves, & usually worn partially tied back with a red woven cord. though shorter in stature than average, vel's form packs intense power in the way of lean, whipcord muscle. A man of few words, much of velkyn's emotional state is communicated instead through various displays of body language. his ears and tail are particularly expressive, though his face and stance aren't any better at hiding what he feels. he's an open book for those who dare to read.
his clothing style leans mainly towards hanaziran motifs, though Meyin's influence has taught him to stray from the colors and patterns that are more prominent in other parts of the nation. vel wears mostly blacks & greys, lacking any and all decorative patterns in his everyday wear. He favors clothing that doesn't restrict his movements, doesn't draw attention, & doesn't make too much noise in more strenuous situations. usually, he prefers dressing in form-fitting, sleeveless upper garments. he doesn't hesitate to reveal more skin than one might expect; most of his tops sport cut-outs, showing glimpses of his chest or back, or a hemline that doesn't cover his midriff. In contrast, he wears looser, more fluid pants for the sake of freedom of movement, most often dressing in a pair of hakama-fashioned trousers tied firmly at his waist and cinched with a red sash and a braided grey cord. he tends to only dress in proper armor when heading into a significant battle and will otherwise choose ease of movement & stealth over heavy protection. vel carries carnage, an enormous greatsword with a crimson blade, in its scabbard upon his back. though it maintains pride of place, vel is armed to the teeth even without it & keeps several other weapons on him, close at hand.
ideals
✧ INTEGRITY ; you will never betray another, not even yourself. you hold tight to the things entrusted to you. don't share others secrets, don't tell stories that are not yours to tell. you are an honest man, but this doesn't make you negligent with the trust of others. this integrity in itself is something dear to you-- a part of yourself you refuse to compromise. finish what you start, wield your sword according to what drives you, even if you are still in the process of discovering what that is for yourself.
✧ PROTECTION ; you take the hits so that your loved ones don't have to. both in & out of battle, you roll with the punches. they hurt you less than the average person, you think, so why shouldn't you shoulder them. when others are afraid, you step up next to them, you stand in front of them. reliable and sincere; if anyone seeks to take from you, you don't give up without a fight. make certain they bleed for it.
bonds
✧ meyin ; the crucible you were forged within. you grew up here, stuck deep inside the inner city like a tiny dagger stuck in the ribs of a giant. your worth was predicated on success, on efficiency. your failures were met with either ire by those invested in your advancement or mirth by those who were uplifted by your downfall. it holds countless familiar faces for you: your teacher-- the man who raised you; naiya-- the boy you were raised with; you are all killers, cut from the same cloth and woven into a perpetual cycle. a necessary evil. you've broken free-- or have you?
✧ tempest ; you think he must be what destiny looks like. you took a job on him once, what feels like a lifetime ago, & though you failed time & time again, you refused to let it go. even then, you could not bear to hand him over to anyone else. today you stand side by side rather than opposed & you realize that you've never been happier. after gaining this, you're relieved you failed.
flaws
✧ aggressive ; you are prone to taking decisive action-- for better or worse. even not knowing where it might take you, the road forward is always better than standing still-- than laying down & dying. when things settle into stagnation, you feel your blood begin to boil. yours is not a soul meant for sitting still & when those you're working with turn passive, you take matters into your own hands in the only ways you know how. you are socially graceless & forthright to the point of bluntness, but you get the job done-- no matter what.
✧ forgiving ; a fine trait, but you allow far too much harm to yourself. you believe that the horrors committed against you do not come without reason & so, you do not recoil from them. when someone you love hurts you, you allow them leeway, even if they've left you irreparably broken. once you love, you cannot bring yourself to hate.

mental
✧ symptoms of C-PTSD ; including but not limited to: heightened anxiety & hypervigilance; nightmares & flashbacks; aggression, impulsivity, & self-destructive tendencies; feelings of being permanently damaged & worthlessness.
✧ autism ; associated behaviors include but are not limited to: maintaining intense eye-contact even when others might consider it inappropriate; nonverbal periods; stimming & fidgeting behaviors-- namely finger-drumming & toying with certain bladed weapons; severe irritability when overstimulated; single-minded focus or fixation on certain things.
physical
✧ chronic pain & fatigue ; caused by many old wounds but particularly by the one dealt by naiya. as a result of damage sustained, your body is no longer capable of maintaining the reflexes & precision you were trained to rely on as an assassin. now, physical exertion comes hand in hand with pain-- that familiar piercing sensation in your chest cutting through the endorphins & digging claws into the scar tissue around your heart. forced to start from scratch, you adapted; learning to use the rage in conjunction with the strange magic burning inside you to keep that debilitation at bay. You can't buckle under the pain if you can't feel it.
phobias
✧ scopophobia ; the fear of being watched. as someone who's life once depended on hiding in the shadows or being a face in the crowd, the spotlight has always somewhat unnerved you. however, you have never reacted to something with more visceral discomfort than when you set foot into the lesser church of the watcher from the waves. all those eyes-- it made your skin crawl. it made you want to run.
✧ fear of abandonment ; you don't want to be left behind again. whether by will or chance, you fear loss. you fear being helpless to protect those you care for and so you fight to show that you aren't. that you are worth keeping.
class features ; barbarian
✧ RAGE ; 4 PER LONG REST. advantage on STR checks and saving throws, +2 melee damage with STR weapons, resistance to bludgeoning, piercing, slashing damage. can't cast or concentrate on spells while raging. rage ends early if you are knocked unconscious or if your turn ends and you haven’t attacked a hostile creature or taken damage since your last turn.
✧ RECKLESS ATTACK ; cast defense aside & strike with fierce desperation. you can decide to attack recklessly, giving you advantage on melee weapon attack rolls using STR during this turn, but attack rolls against you have advantage until your next turn.
✧ DANGER SENSE ; an uncanny edge when you dodge away from danger. advantage on DEX saves against effects that you can see, such as traps & spells.
✧ MAGIC AWARENESS ; open your awareness to the presence of magic. know the location of any spell or magic item within 60 feet of you that isn’t behind total cover. When you sense a spell, you learn which school of magic it belongs to.
✧ BOLSTERING MAGIC ; harness wild magic to strengthen yourself or a companion. 3 uses per long rest. touch one creature & confer one of these benefits: 1. For 10 minutes, roll a d3 when making an attack or an ability check. add the number to the result. 2. Roll a d3. The creature regains one spell slot of the number rolled or lower (creature’s choice). Once per creature per long rest.
wild magic surge rage effects
1.shadowy tendrils lash around you. each visible creature of your choice within range must succeed on a CON save or take 1d12 necrotic damage. you also gain 1d12 temporary hit points.2.teleport up to 30 feet to a visible unoccupied space. use again on each of your turns as a bonus action.3.An intangible spirit, which appears as a will o' wisp, appears near any visible creature of your choice that you can see within range. at the end of the current turn, the spirit explodes, & each creature near it must succeed on a DEX save or take 1d6 force damage. use again on each of your turns as a bonus action.4.magic infuses one weapon of your choice that you are holding. damage type changes to force & gains the light & thrown properties. if the weapon leaves your hand, the weapon reappears in it at the end of the turn.5.whenever a creature hits you with an attack, it takes 1d6 force damage, as magic lashes out in retribution.6.surrounded by multicolored, protective lights; gain a +1 bonus to AC, & while within 10 feet of you, your allies gain the same bonus.7.flowers & vines temporarily grow around you; the ground within 15 feet of you is difficult terrain for your enemies.8.a bolt of light shoots from your chest. your target must succeed on a CON save or take 1d6 radiant damage & be blinded until the start of your next turn. use again on each of your turns as a bonus action.
class features ; fighter
✧ FIGHTING STYLE ; GREAT WEAPON FIGHTING. When dealing damage with a Melee weapon that has the Two-Handed or Versatile properties, treat any 1 or 2 on a damage die as a 3.
✧ SECOND WIND ; a limited well of stamina to draw on to protect yourself. 2 times per Long Rest, regain hit points equal to 1d10 + your fighter level. regain one expended use after finishing a Short Rest.
feats
✧ SENTINEL ; take advantage of every drop in any enemy's guard. When you hit a creature with an opportunity attack, the creature's speed becomes 0 for the rest of the turn.
Creatures provoke opportunity attacks from you even if they take the Disengage action before leaving your reach.
When a creature within 5 feet of you makes an attack against a target other than you (and that target doesn't have this feat), you can use your reaction to make a melee weapon attack against the attacking creature.
✧ ALERT ; origin feat : meyin assassin ( criminal ). Initiative Proficiency ; +3 to initiative. Initiative Swap ; Immediately after rolling Initiative, can swap initiatives with one willing ally in the same combat unless you or the ally are Incapacitated.
species traits
✧ DARKVISION ; 60 ft. see in dim light as if it were bright light, & in darkness as if it were dim light.
✧ Beast’s Claws ; Your claws are natural weapons. deal slashing damage equal to 1d4 + your Strength modifier.
✧ Beast’s howl ; let out a terrifying howl. once per short rest. any non-allied creature within a 30 ft radius must succeed on a CHA save or become frightened of you until the end of your next turn.
✧ BEAST'S FORTE ; GAINED PROFECIENCY. INTIMIDATION & PERCEPTION.

played by
ㅤnameㅤㅤaugust.
ㅤageㅤㅤ28.
ㅤpronounsㅤㅤhe/him.
ㅤtimezoneㅤㅤpst.
ㅤastro signㅤㅤleo.
ㅤcharacter campaignㅤㅤimiray.
ㅤcampaign statusㅤㅤongoing.
armor class
18
breakdown ;
✧ 15 base ac ; armor of the steadfast warrior. +1 scale mail. advantage on saves against unwilling movement in any direction.
✧ + 3 ; dexterity bonus.
✧ + 1 ( circumstantial ) ; wild magic rage effect # 6. surrounded by protective lights; you & allies within 10 ft. gain a +1 bonus to AC.
initiative
+3
breakdown ;
✧ +3 ; dexterity bonus.
speed
40 ft.
breakdown ;
✧ 30 ft. base speed ; medium sized creature.
✧ + 10 ft. ; 5th level barbarian > fast movement. increases when not wearing heavy armor.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 20 | 18 | 15 | 11 | 12 | 8 |
✧ SAVING THROW PROFICIENCIES ; STRENGTH & CONSTITUTION.
✧ RAGE EFFECTS ; ADVANTAGE ON STRENGTH CHECKS & SAVING THROWS.
✧ DANGER SENSE ; ADVANTAGE ON DEXTERITY SAVING THROWS TO AVOID EFFECTS YOU CAN SEE.
✧ PHYSICAL SKILL PROFICIENCIES ; ATHLETICS, ACROBATICS, SLEIGHT OF HAND, STEALTH.
✧ MENTAL SKILL PROFICIENCIES ; ANIMAL HANDLING, PERCEPTION, INTIMIDATION.
✧ ABSOLUTELY NOT ; DECEPTION, PERFORMANCE, PERSUASION, ARCANA.

proficiency bonus
+3
modifications ;
✧ no modifier ; no current effects.
passive perception
14
extra ;
✧ +3 ; proficient.
✧ darkvision ; 60 ft.
✧ passive investigation ; 10.
✧ passive insight ; 11.
inspiration
𖤓
✧ DM inspiration ; good for advantage on one roll.
language & tool proficiency
common (language).
draconic (language).
playing cards.
thieves tools.
poisoner's kit.
light & medium armor.
shields.
simple & martial weapons.
current hp
79/79
potential actions ;
✧ self heal ; blood-bound amulet. Upon attacking someone, restore 1d4 hit points at the end of your turn. once per turn.
✧ self heal ; 1st level fighter > second wind. Twice per long rest, you can use a bonus action to regain 1d10 + 1 HP.
temp hit points
0
potential actions ;
✧ + 1d12 ( circumstantial ) ; wild magic rage effect # 1. Shadowy tendrils lash around you. Each creature of your choice within range must succeed on a CON save or take 1d12 necrotic damage. You also gain 1d12 temporary hit points.
hit dice
6d12 & 1d10
breakdown ;
✧ 6d12 ; 6 barbarian levels.
✧ 1d10 ; 1 fighter levels.
death saves
successes ○ ○ ○
failures ○ ○ ○
history ;
✧ survived ; two failures / three successes. pre-campaign, in hanazira. fell at the hand of his old partner, Naiya. dagger to the chest, left to die.

carnage (unawakened)
Greatsword.
Attuned - main weapon.
+1 to attack & damage rolls.
1d8 extra on reckless attack.
✧ received after a communion with the Ever-Flowing Blood. after being thoroughly trounced by the deity, vel scratched the surface of a new understanding within himself and managed to earn the use of the blade he now carries-- after being pierced directly through the chest with it, that is.
blood-bound amulet
self-heal item.
attuned - worn around neck.
1d4 hp regain per turn in combat where an attack hits.
✧ gifted to him as a reward by Magical merchant maevie. during his time in tawzi, vel protected the merchant's cart by pure happenstance. In exchange, he gained a black necklace with a pendant at the center featuring a large, clear gem; a gem which turns red when blood is spilled by its bearer.
armor of the steadfast warrior
hanaziran scale mail.
attuned - usual armor.
+1 magic armor. adv on saves against unwilling movement.
✧ taken from the armory of the ship that the party helped NIKODEMAS HOLLOWAY. steal. on the way across the sea to Aiva, vel helped himself to the armor. they're already thieves, right? besides, it's nice-- useful, too. vel certainly isn't the type to pass up an advantage in battle. Not with how much trouble he gets into.
heartsplitter (not equipped)
an old dagger.
non-magical.
vel calls it this as a dark joke it's not actually named.
✧ stabbed through the heart with this by his former partner Naiya. this near-death experience is what prompted his change-- his process of becoming a person. though it remains a constant reminder of his deepest betrayal; the wound that has never healed-- figuratively & literally, he cannot bring himself to get rid of it.

amulet of water breathing
breathe underwater.
no attunement - worn hanging from his belt.
will never remove this.
✧ purchased for each member of the party after arrival in Aerath. these were necessary to traverse the sea district of the city, but vel has continued to wear his due to his considerable affection for the water & swimming in it. this is one of his favorite items on his person; all because it facilitates him diving into the sea whenever he pleases.
potion of fire breath
potion.
no attunement - kept in bag.
exhale fire up to three times after drinking.
✧ bought following the ceremony of acknowledgement for dealing with the abyssal demon threatening Aiva. after recognizing a familiar merchant, vel chose to spend his hard earned coin on some useful items for himself & faunalyn (previously clars). they have an unpredictable journey ahead; it pays to have a few tricks up their sleeves.
vial of basic poison
poison; self-made.
no attunement - kept in bag.
extra poison damage, though not an instant kill.
✧ made by vel the day before the party set out to battle the abyssal demon. seeing that it was capable of possessing others, vel brewed this vial of poison as insurance in case he lost an important battle of wills. now that the battle is done and the poison rendered unnecessary in terms of its intended purpose, vel still carries it; it could still be useful.
equipment / armor
detail 1.
detail 2.
detail 3.
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I. MAIN VERSE
main writing verse.
follows the events of the campaign outlined in the bio section.
Follows the timeline of the first Imiray D&D campaign as outlined in Vel's bio. Can take place at any point during the timeline, but will generally default to mid-campaign or post-campaign unless specified otherwise. Particular Arcs will be specified in the tag. example tag;
#( main verse. ✧ act one ; aiva. ) velkyn kilana.
II. EVEN IN A CAGE
past verse.
follows Vel's life during his training & work as one of Meyin's assassins.
from the moment Vel wanders out of Shiranako's fog to the first pierce of Naiya's dagger into his flesh. this verse encompasses vel's life as a living weapon, a knife in the dark. this is vel before he began learning to be a person-- before he even knew he could be. example tag;
#( verse two. ✧ even in a cage. ) velkyn kilana.
III. RUN BACK LIKE A DOG
bad end.
the what if scenario of Vel returning to Meyin & to Naiya after the betrayal.
vel never receives the initial summons & job offer from "alagos". he never makes his way to Tawzi, never learns to base his worth upon something other than meyin's values, and eventually does exactly what Naiya expected him to do. he comes 'home'. example tag;
#( verse three. ✧ run back like a dog. ) velkyn kilana.
IV. LIGHT BLEEDS IN
wuthering waves au.
follows an alternate universe based in the world of the game.
Vel is a spectro broadblade resonator. His forte has something to do with wolves & potentially functions similarly to his rage idk more info tba. example tag;
#( verse four ; wuwa. ✧ light bleeds in. ) velkyn kilana.
V. THE ROAD GOES ON
generic fantasy/d&d verse.
can be adapted to cross him over into most other high fantasy settings.
info tba. example tag;
#( verse five ; general fantasy. ✧ the road goes on. ) velkyn kilana.
VI. TBA
tba.
tba.
tba.
verse tba. example tag;
tba.

Tempest

played by albatross.
relation ; soulmate (always).
✧ vel's dearest friend, most trusted companion, and the man he's fallen in love with. though he doesn't yet know how to put that into words, the thought of revealing his feelings and potentially breaking this bond between them would keep him from trying, even if he did. vel has grown adept at reading tempest's heart, even when the man himself does everything he can to cover it. The dance between them continues, just as it did throughout their sordid past. now, they dance it together & no matter what tempest may think of himself, vel considers him the best thing to ever happen to him.
Clars

played by meechi.
relation ; one of his closest friends.
✧ since becoming allies on the initial journey from hanazira to aiva, vel and clarsynora have built up a mutual trust-- a sincere affection, even. they seem to have senses of humor which compliment one another & they both appear to be struggling to attain personhood away from the things that have long sat heaped upon their shoulders. upon finding out that clars was a changeling, vel kept her secret without hesitation until she was ready to share it. he seems to clash with her more recent faunalyn persona a bit more, but he has not disregarded their overall bond.
Sagra

played by tranquil.
relation ; ally. ...friend?
✧ from the moment they met, vel has had a difficult time trusting sagra. the man seems to walk around like he owns the place & everyone in it, inserting himself into their expedition without any warning, any official acceptance. vel was suspicious of him from the start, keeping him at arm's length, always at the end of a blade, at least in his mind. over the course of their journey, they have come to know & appreciate one another in new ways & though vel no longer considers sagra a deliberate threat, his carelessness with himself and others still strains their relationship.
Naiya

played by albatross.
relation ; former partner.
✧ vel's former partner, in all forms of the word. from childhood they were raised & trained alongside one another. practically inseparable for most of their lives, they slipped rapidly into a deep codependency where they both loved and hurt one another in equal measure. their fatal flaw at the core of everything: vel valued naiya more than meyin & naiya valued meyin more than vel. each of vel's failures raised naiya up in the eyes of their home. he seemed to delight in each one, & yet assured vel that he would always be the only one to put up with them-- right until dagger met flesh.
Nikodemas

played by albatross.
relation ; fast friend.
✧ niko & vel have quickly established a positive foundation between them over the course of the party's journey from aiva to miri. they bear similar interests, as well as similar styles of fighting, and their personalities mix quite well, besides. additionally, they seem to have something deeper that strengthens the bond between them; they are both solitary wolves-- & after all, pack animals are not meant to walk alone.
Skittylorice

played by albatross.
relation ; tba.
tba.
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tba

played by name.
relation ; tba.
tba.
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tba

played by name.
relation ; tba.
tba.
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