# Eziri Dalrit > [!infobox] > ## Profile > ![[H10 Eziri Dalrit P00.png]] > ### Roleplay Information > | Table Header | Table Header | > | ---- | --- | > | Player | [[Anthony Wright]] | > | Campaign(s) | [[Yanis Chronicles: Origins Α\|Origins Α]], <br>[[Yanis Chronicles: Origins Ω\|Origins Ω]] | > | First Game | ==August 13, 2023== | > | Story Debut | ==Ramul 07, 3154 NY== | > ### Biographical Information > | Table Header | Table Header | > | ---- | --- | > | Alias(es) | Apprentice ([[H05. Tiberius Glaive\|Tiberius]]) | > | Alignment | [[Alignment#Neutral Good\|Neutral Good]] | > | Gender | Male | > | Pronouns | He/Him | > | Sexuality | Heterosexual | > | Type | [[Humanoids\|Humanoid]] | > | Species | [[Kalashtar]] | > | Race | [[Kalashtar\|Rever-Bound]] | > | Birthplace | [[Nestle\|Nestle, Ner]] | > | Birthday | ==⚠ MISSING== | > | Nationality | [[Ner\|Nerian]] | > | Languages | [[Common]], <br>[[Draconic]], <br>[[Dwarvish]], <br>[[Quori]] | > ### Game Build & Status > | Table Header | Table Header | > | ---- | --- | > | Mortality | Alive | > | Background | [[Clan Crafter]] | > | Lifestyle | [[Expenses#Modest\|Modest]] | > | First Class | [[Cleric]] | > | First Subclass | [[Cleric\|Forge Domain]] | > ### Visual Characteristics > | Table Header | Table Header | > | ---- | --- | > | Skin Type | Normal | > | Skin Tone | Dark | > | Eye Color | Dark gray | > | Hair Type | Normal | > | Hair Color | Gray-blue | > | Hair Style | Short, cropped | > | Height | 6'0 ft. | > | Weight | 195 lbs. | > | Body Type | Mesomorphic | > | Creature Size | [[Medium]] | > | Tattoo(s) | None | > | Piercing(s) | None | ### Early Life Introduced to forging and the faith for following Gond through his uncle. Sort of a steamlodge-type trial where you are spoken to by a god—the faith chooses the forger. ### Becoming An Adventurer ==⚠ MISSING== ### Goals & Ambitions ==⚠ MISSING== #### Personal Quests > [!custom-eziri-quests]- &nbsp; Arcane Artifacts > - [ ] **Part 1 — Your Journey Begins** > - [?] Find the adventuring party [[Bad Company]], last rumored to be in [[Okarthel]], [[Datha]]. > - [ ] Join Bad Company and see if [[H05. Tiberius Glaive|Tiberius Glaive]] can assist you in identifying the ancient [[Kalashtar]] technology you possess. > [!custom-eziri-quests]- &nbsp; Back So Soon > - [ ] Etho's mother, [[Xyrish Eraxan]] mentioned that [[The Lady of Living Death]] released a powerful [[Fiends|fiend]] lord into the world and it has seemingly taken root near [[Nestle]]. [[Ondrea Douxvin]] mentioned that the [[Xiphori Authority]] are fighting back the fiend's forces but is unsure how long they'll be able to hold them off. > - [ ] Return to Nestle and investigate the situation for yourself. - See the list of [[Origins Omega - Party Quests|Bad Company's quests here]]. %% - See a list of completed quests at the bottom of this page under [[#### Completed Personal Quests]]. %% --- ### Accomplishments --- ### Abilities & Studies #### Soulchain Abilities ##### Species > [!custom-eziri-yanima]- &nbsp; 01. Iron Mind > Once per long rest when forced to roll a [[Abilities#Wisdom|Wisdom]] saving throw, you can channel knowledge from dream planes to automatically succeed. > > You must elect to do so before knowing the outcome of the roll. > [!custom-eziri-yanima]- &nbsp; 02. Mental Mitigation > Once per long rest, when you use your Mental Discipline racial trait to resist psychic damage, you may choose to negate the damage all together. > [!custom-player-yanima]- &nbsp; 03. Psionic Network > Once per long rest, while using your Mind Link racial trait, you may extend the effects of it to one additional creature. This second link only lasts for one hour. ##### Background > [!custom-eziri-yanima]- &nbsp; 01. Exceptional Clan Crafter > Once per long rest, you may make an [[History]], [[Insight]], or [[Leatherworker's Tools]] skill check with advantage. > > You must elect to do so before knowing the outcome of the roll. > [!custom-player-yanima]- &nbsp; 02. Compelled Compatriot > Once per long rest, you may turn on the charm for the next hour with any one individual from your hometown or background you choose and gain advantage on all [[Insight]], [[Persuasion]] or [[Intimidation]] checks while interacting directly with them socially. ##### Class > [!custom-eziri-yanima]- &nbsp; 01. The Cleric's Saving Grace > Once per long rest, when making one of your class saving throws, [[Abilities#Wisdom|Wisdom]] or [[Abilities#Charisma|Charisma]], you may roll with advantage. > > You must elect to do so before knowing the outcome of the roll. > [!custom-player-yanima]- &nbsp; 02. Reactive Divinity > Once per long rest, you may activate a Channel Divinity ability as a reaction. --- ### Appearance ==⚠ MISSING== --- ### Identity Both parents are kalashtar. Eziri’s Tolan Dalrit and Edwin Dalrit. More liberal or removed from the traditional kalashtar identity (though his father, Tolan is more traditional than his brother). This drives Eziri to learn a little bit more about his ethnic roots—especially because of difficulty sleeping. Eziri’s quori spirit is rambunctious, driven to explore and learn—like Eziri—but speaks in riddles which is strange. #### [[Personality Traits]] - Eziri is optimistic and idealistic. He believes in heroes and doing good deeds. - He is extremely curious—mostly in technical things. Also curious about how the world works outside his limited purview. Not interested in excessive politics and petty romances (can lead to outbursts). - He can be an excessive tinkerer. Seeking ways to make improvements in the armorer trade. His work will open doors for him. He wants to be remembered as a legendary forger that is told about in tales. #### [[Ideals]] - **Aspiration.** I work hard to be the best there is at my craft. *(Any Alignment)* - **Community.** It is the duty of all civilized people to strengthen the bonds of community and the security of civilization. *(Lawful Alignments)* - **Freedom.** Everyone should be free to pursue his or her own livelihood. *(Chaotic Alignments)* #### [[Bonds]] - Family: Specifically his uncle (a twin of your father’s)—Tor Dalrit—who taught Eziri the trade of forging armor. - Fellow Forgers: Forgers who are like-minded and want to develop innovations in their trade. - Faith: Bonded to the ideals and beliefs of Gond and their followers. #### [[Flaws]] - Prejudice Towards Politicians: he doesn’t think very highly of politicians or those who talk for a living. - He has a wandering curiosity—gets easily distracted around well-crafted armor, weaponry and technology. - Can be impulsive and will occasionally rush into trouble without thinking things through sometimes. #### [[Faith\|Beliefs & Faith]] - **[[Gond]]** The Lord of All Smiths is the god of the Faerun pantheon who pushes his followers towards continuous innovation. %% #### [[Afflictions]] - Necrotic damage, 108, reduced max hit points, rolls 1D8 to recover every long rest. %% --- ### Factions - An active member of [[Bad Company]], the adventuring party. - Tor Dalrit started as a shipwright. He is part of a nameless union in Nestle that keeps ships airborne/sky-worthy and well-running. --- ### Significant Relationships #### Family - [[Edwin Dalrit]] (mother) - [[Tolan Dalrit]] (father) - [[Tor Dalrit]] (paternal uncle) #### Allies - [[Aelgun Kraensherath|Chancellor Aelgun Kraensherath]] - [[Drenshix Rixivish]] - [[Deja Rak]] - [[Echo]] - [[Mendre Gixit]] - [[Mera Akash]] - [[Mow]] - [[Ondrea Douxvin]] - [[Sage Auclair]] - [[Vaşarii Gir]] - [[Vocdraks Tazbor]] - [[Yaster]] - [[Yool]] #### Enemies - [[Silhou Donneyaja]] - [[The Lashai]] #### Pets - [[Benny Lava]] #### Miscellaneous - [[Aru Ternoqi-Na]] - [[Rainis Hibend]] --- %% ### Achieved Information #### Completed Personal Quests > [!custom-eziri-quests]- &nbsp; ✅ Calea Come Home > - [?] Ask around [[Port Vinor]], [[The Village of Vin]], and [[Vinny Forest]] to gather information on Calea's last whereabouts. > - [?] Ask [[Ondrea Douxvin]] if she knows a powerful means of locating a creature. > - [?] Pull Calea back to Yanis-Materia. ### GM Notes #### Build Intent %%