shuffled: (pic#17035640)
anthem. ([personal profile] shuffled) wrote2024-02-26 05:57 pm

info;


BASIC INFO

NAME: Anthem
CANON: D&D: DiA
HOMEWORLD: Faerun
AGE: 28
GENDER: Female
SPECIES: Mephistopheles Tiefling

FIRST GLANCE

HEIGHT: 5'10"
BUILD: Spindly
HAIR: blue black
EYES: Bright blue iris, black sclera
DRESS: Practical robes.
SCENT: Old books, leather, and chamomile
DEMEANOR: dignified

PERMISSIONS

BACKTAGGING:
4TH-WALLING:
THREADJACKING:
MIND-READING:
FIGHTING:
ROMANCE:
INJURY:
KILLING:
Girl, you've got to be what tomorrow needs.
divination wizard


PERSONALITY
Sharp of mind and silver tongued, Anthem is not quite the dashing hero many would like or expect from those attempting to save the world, but she is their hero nonetheless. She is not cruel or truly unkind, but she can be selfish and critical when the situation calls for it. She is not a woman who trusts easily, and will always need to do a little prodding before accepting an request for aid.

Anthem finds her solace in books and vast libraries, always ready and willing to learn when the chance arises. She has a knowledge of many things - some more useful than others - and can spout lore on a whim thanks to her collected knowledge and excellent memory. She, however, has a bad habit of forgetting other things - like people's names or the location of certain shops in a city she lived in for years. Unimportant things in the grand scheme of things.

She has a fondness for music and has dabbled in the violin. While no bard, she is capable of playing without making one's ears bleed. She has a habit of trying many new hobbies with varying degrees of success.

SUMMARY
Anthem is coming from the end of the Descent into Avernus campaign, for reference.

With her mother dying in childbirth, Anthem was raised by her father, a blacksmith in Elturel, who squirreled away as much money as he could spare for his daughter's hobbies and studies. You see - Anthem was a bright girl with a fascination for the arcane that spawned after speaking with a psychic during a festival in town. The psychic's abilities drew her in, and Anthem was determined to learn such a skill on her own, even if the psychic at the time had vehemently insisted that it was an inherited, not learned trait.

Anthem inevitably proved her wrong as she studied her books, the stars, and all signs she could see in the world to help her hone her mind and her arcane talents. Unfortunately, even her growing skills as a diviner could not foresee her father's death at the hands of an angry customer one evening after he had closed up shop. The man had burst through the door, furious with the quality of a weapon he had ordered, and ended up killing Anthem's father in the scuffle, along with destroying half his shop and stealing a good portion of his coin before fleeing the scene. Devastated, Anthem buried her father and sold the shop to keep herself afloat, thus beginning her life as an adeventurer to keep herself moving, and to keep enough money around to fund her now even more expensive arcane studies.

Eventually, she managed to secure an apprenticeship with a diviner in the neighboring city of Baldur's Gate... just in time for the Companion above Elturel to engulf her home and plunge it into Avernus. Anthem, hearing about the sudden disappearance, was one of the first to offer to aid. She along with four other adventurers (Sparrow the elven rogue, Haaruc the dragonborn barbarian, Annalise the harrengon paladin, and Greystra Maeviir the drow cleric) were forcefully recruited by the resident Flaming Fist captain and put to work, briefly delaying their heroic rescue of the fallen city.

What followed was a chaotic mess of killing cultists of the Dead Three, facing a myriad of political corruption and intrigue, and snatching up magical artifacts to take into the hells with them while unveiling the wicked contracts made between mortals and devils now come to fruition. Eventually, through trial and error mostly, they were able to get into Avernus and free Elturel by cutting the chains with Zariel's angelic sword, the item given to their cleric to wield. The group continues to adventure to this day, with Anthem leaving only every so often to study in the local libraries they come across in their journey.