Party

2 characters

Mossy Ironmug

Dwarf · Slyborne · Caleb

Character Sheet

Player
Caleb
Ancestry
Dwarf
Community
Slyborne
Class
Ranger (Beastbound)
Level
1
Domains
Bone, Sage

Traits

agility
2
strength
0
finesse
-1
instinct
1
presence
1
knowledge
-1

Resources

HP
6/6
Stress
0/6
Hope
2
Armor
3
Evasion
13
Thresholds
Major 6 / Severe 12

Companion

Thorn (bear)

Loadout

Experiences
Merchant (+2), Stubborn to a fault (+1)
Equipment
Firework Launcher, Pitchfork, Gambeson (5/11, Flexible +1 Evasion)

Caleb Sims — Mossy IronmugThe Fray

Player: Caleb Sims · Status: Full character details received 2026-06-23
Updated: 2026-06-23
Note: Private death/mortality chat done Jun 18. Caleb is onboard — death = player's choice, In-Between is a feature.


Identity

  • PC Name: Mossy Ironmug — 🟢
  • Pronouns: He/Him
  • Class: Ranger · Bone & Sage — 🟢
  • Subclass: Beastbound — 🟢
  • Ancestry: Dwarf — 🟢
  • Community: Slyborne — 🟢 (changed from Reborn at SZ; confirmed Jun 22)
  • Home-world frame: Beast Feast ("A bright wilderness where every feast is a hunt and every hunt is a feast") — 🟢

Stats 🟢 (from Session Zero sheet)

Field Value
Agility +2
Strength 0
Finesse −1
Instinct +1
Presence +1
Knowledge −1
Active Weapon Firework Launcher · Agility · Very Far · d6+3 phy · Two-Handed · Cumbersome: −1 to Finesse
Secondary Weapon Pitchfork · Strength · Melee · d10+3 phy · Two-Handed
Active Armor Gambeson · 5/11 · Score 3 · Flexible: +1 Evasion (calculated)

Appearance 🟢

Build: 5 ft tall, 56 years old. Heavy-set, broadly muscular Dwarf.
Face/hair: Deep dark orange beard with beard rings. Hair is almost bedhead but slightly neater. Cold, hard eyes. Smooth but tough skin.
Hands: Scarred, rough, callused.
Stance/expression: Guarded stance, scowling expression.
Gear: Gambeson is the main visible armor. Clothing and gear mostly black and gray — ragtag, mismatched look.
Markings: Forearm tattoo/marking referencing his beast-supply merchant past.
Token: A small jagged fragment of the bear trap's jaw — carried always.
Weapons: Two-handed longbow in left hand. Two-handed battle axe sheathed across his back.


Home World — Beast Feast (as a Marble) 🟢

The world, seen as a marble: dark in color — mainly greens, grays, and blacks. The surface is threaded with twists and turns of caves running through it. In one spot it shines bright as the sun outward. Other surface spots are fluorescent green and purple.


Arrival in The Fray — The Scene 🟢

10 minutes before grabbing the golden strand:
Mossy is on a hunt, stalking a Diregazelle. It stops to eat in a clearing. He readies his shot, drops his target. As he moves in to field dress it, he hears a flickering noise — some crackling. Thorn makes a slight growl. He turns to see a rip in space. He approaches, notices a golden strand hanging in the tear. He reaches out to take it.

(Prompt "fell through a door" was reframed to this grabbing moment — the preceding context above is the canonical lead-in.)


Settlement NPCs — Exile Settlement (Beast Feast) 🟢

These are two people Mossy knows in the hidden exile settlement in the western forest. Both are stated by Caleb; neither is invented.

Harlan BrothrootEileen Forest scout
Moss green cloak, sharp eyes, quiet steps. Looks like someone who spent years in the woods; probably smells faintly of smoke, rain, and stew. He's the one who found Mossy in the woods and led him to the settlement. First point of contact; not necessarily a friend, but the reason Mossy found the place.

Brina TurnipwellSettlement crafter
Sturdy, rough hands, practical apron. Blunt and no-nonsense. Seems the sort to keep records, trade supplies, and judge people by how useful they are. The settlement's operational spine.


Backstory 🟢 (from Caleb, Jun 22)

Grew up in Elmore, a community in the Beast Feast world. Worked as a merchant — sold beast supplies (harnesses, dried feed, paw wraps, training gear, camp equipment for animals). His father died in the caverns. His mother is still in Elmore. He has a brother; they were close in their own way.

At a feast, he kept his meal rather than sharing it with the community. He was discovered, reported, and exiled. His brother was also exiled for the same offense. He does not regret keeping the food. He feels the punishment was cruel and disproportionate — an exile over a meal is, to him, an unforgivable overreach.

After exile he wandered the forest west of Elmore and found an injured bear with a damaged paw. Instead of fleeing, he helped it. The two formed a deep bond. The bear is now his only true friend and the only being he trusts completely.

He eventually found (or joined) a hidden exile settlement in the western forest. From there, he began forming a plan to destroy the lure spell that keeps Elmore safe from the cavern creatures.

His motivation is revenge, not redemption. He wants Elmore to suffer because he believes its social rules are cruel.


Animal Companion 🟢 — Thorn

Item Detail
Species Grizzly-style bear
Name Thorn — 🟢
Coat Dark brown fur with black mixed in
Size Large and imposing
Age Full-grown, but still on the younger side
Demeanor Calm and protective
Distinguishing marks Missing fur and scarring around the right paw (trap injury); beard rings styled around its face
Time bonded 6 months — 🟢
Distinguishing history Found injured in the western forest with damaged paw from a bear trap; Caleb healed it rather than fleeing
Bond Caleb's only true friend; the one being he fully trusts
Priority Would not sacrifice the bear for revenge; would sooner sacrifice himself

Meaningful object: Mossy carries a small jagged fragment of the bear trap's jaw — the object that injured Thorn's paw. Totem of origin for the bond.

Mechanical note: This answers the Beastbound unlock. Thorn is fully available for Beastbound mechanics from Session 1.


Key Relationships

Person Status Notes
Mother In Elmore Still lives there. Caleb wants to get her out before he destroys the lure — he does still care about her safety, even if he won't show it easily.
Father Dead Lost in the caverns.
Brother Exiled; whereabouts unknown Also exiled for the same offense. Was close with Caleb — trusted completely in their own way.
The Bear Companion His clearest soft spot and only genuine bond. Non-negotiable.

Personality 🟢

  • Guarded, slow to trust — always suspicious of people, more so with strangers in unfamiliar places (e.g., The Lighthouse)
  • Masks real feelings with humor — most common mode is sarcastic and self-deprecating
  • Also capable of puns and darker humor; darker thoughts tend to stay internal
  • Stubborn to a fault (stated Experience) — doesn't bend easily, even when wrong
  • Greedy and hoarding-minded — "waste not, want not" mentality rooted in family upbringing; he collects and keeps his stuff the way his family did. Not pure avarice — it's a familial survival ethic.
  • Bitter toward Elmore; convinced its justice is hypocritical
  • Despite selfishness, not without loyalty — would share with his brother because family is one of the only bonds he truly believes in
  • Comes across as more casual or funny than he actually is (comedy mask)

Fray quirk — color description: Back in Beast Feast, people describe color by referencing food or visual comparisons ("bark-brown," "blood-orange," "the green of rotten moss"). Mossy expects this and finds it natural. In The Fray, people don't do it — and it annoys him constantly. Small, persistent friction with the new world. Good as a recurring texture in roleplay.

Threshold / tentacle scenario: If a Threshold Mark gave him a tentacle arm, he'd be pissed off — but he'd immediately start figuring out how to use it and find the advantages. Anger first, pragmatism second.


Key Motivations

  1. Destroy Elmore's lure spell (revenge for exile)
  2. Prove Elmore's punishment was cruel and excessive
  3. Protect the bear at all costs
  4. Get his mother out of Elmore before revenge is carried through
  5. Find out what happened to his missing brother

Merchant Background — Beast Supplies

His trade gives him practical knowledge that the party will probably draw on:

  • Animal care, beast behavior, wilderness preparation
  • Harnesses, collars, travel gear; dried feed and specialty beast food
  • Paw wraps, bandages, salves, basic animal care
  • Training tools, whistles, handling gear
  • Camp equipment sized for beasts

Experiences 🟢

Experience Modifier Notes
Merchant +2 Beast-supply trade background
Stubborn to a fault +1 Core personality trait; doubles as a mechanical identity marker

Threshold Marks

Mark slot Mark Notes
1 TBD
2 TBD

🔵 Flavor (PROPOSED): Appetite shifts and animal-sense markers at Beast Feast (World 4). Escalates through Reign of The Were Dragon (World 7) — a form glimpsed in reflection that isn't quite what he usually sees.


Open Items

  • PC name — Mossy Ironmug
  • Bear's name — Thorn
  • Community confirmation — Slyborne
  • 2 Experiences — Merchant +2, Stubborn to a fault +1
  • Art description — full appearance stated ✅
  • Threshold Marks (flavor/mechanics) — TBD through play
  • Lure spell destruction method — TBD (intentionally undefined; let play find it)

Serendel "Dip" Pym

Halfling · Reborn · Phil Preston

Character Sheet

Player
Phil Preston
Ancestry
Halfling
Community
Reborn
Class
Sorcerer (Elemental-Air)
Level
1
Domains
Arcana, Midnight

Traits

agility
-1
strength
0
finesse
1
instinct
0
presence
2
knowledge
1

Resources

HP
6/6
Stress
0/6
Hope
2
Armor
3
Evasion
10
Thresholds
Major 6 / Severe 12

Loadout

Experiences
Aggressive Rationalization (+2), Cursed by the Law of Averages (+2), [second experience TBD]
Equipment
Scepter (primary), Returning Blade (secondary), Gambeson armor (5/11)

Serendel "Dip" PymThe Fray

Player: Phil Preston · Status: outline shared (most-developed PC so far)


Identity

  • PC Name: Serendel "Dip" Pym
  • Pronouns: He/Him
  • Class: Sorcerer · Arcana & Midnight — 🟢
  • Subclass: Elemental-Air — 🟢
  • Ancestry: Halfling — 🟢
  • Community: Reborn — 🟢 (revised from Loreborn after SZ prep conversation with Phil, 2026-06-22)
  • Home-world frame: Witherwild ("A forest slowly eating its own gods") — 🟢

Concept

🟢 An "Accidental Sorcerer" — a halfling academic who uses intellectual theories to aggressively rationalize away his own obvious magical outbursts. Raised by hyper-religious parents who rejected magic on doctrinal grounds — and who secretly dosed him with a power-suppressing elixir hidden in his food and drink throughout childhood and young adulthood, without his knowledge. He has never known about the elixir. When his parents died (of a "serpent disease" or Witherwild-frame illness — cause suggested by Jef at SZ, not yet locked with Phil), the dosing stopped and "weird coincidences" started happening. He has no framework to connect those two facts. He doesn't believe the magic comes from him. Brilliant, book-smart but not life-smart, looks very young (always carded; compensates by dressing dapper; slight receding hairline), happy-go-lucky underdog. "You're a sorcerer, Harry" legacy energy; a grandfather/reputation tie; failing upward; cursed by the law of averages.

Phil's revelation moment (SZ): Sam read the Sorcerer class description aloud — "Not all innate magic users choose to own their craft, but those who do become powerful sorcerers. The gifts of these wielders are passed down through families, even if the family is unaware of or reluctant to practice the magic." Phil's response: "I subconsciously read something and created a character, Jeff."

Inspirations (Phil-stated): Grace (Project Hail Mary) · Bilbo Baggins · Hiccup (How to Train Your Dragon) · Milo Thatch (Atlantis) · Henry Jones Sr. / Indiana Jones — the Harvard-like academic on a routine survey of runes who ends up somewhere far beyond his comfort zone. Professor Whitmore energy visually.

"Goodness, no, gentlemen—you've got the wrong man… my name is Serendel Pym, and I am at best an average academic… cursed by the law of averages. Much like the hottest desert and the coldest mountain combine to make a pleasant afternoon, my life is a chaotic series of extreme horrors and bizarre strokes of luck… 'Dip' will suffice. Just, please... do not blame me when the scales of my luck inevitably decide to balance."

Experiences

Experience Notes
Aggressive Rationalization (+2) — 🟢 canon Confirmed at SZ. +2 when in-character denying magic. Room warms when he's excited; shadows lengthen when he's scared.
Cursed by the Law of Averages (+2) — 🔵 proposed Puts his luck bit in the dice; Hope/Fear duality = luck swinging. Lock option A/B/C with Phil before July 10.
[second experience TBD] — 🔵 proposed "Myself Some Cookies" floated at SZ as placeholder. Phil decides before July 10.

Signature mechanic — Law of Averages

🟢 Phil's idea · 🔵 DH translation · PROPOSED — needs revision after Sam gut-check (2026-06-18)

Trigger Result ~Odds
Fantastic Accident — one die 1–2, other 11–12 Gain Hope + d6 advantage (or GM narrates wild lucky break) ~5.6%
The Scales Balance — both dice 5–8, within 1, non-matching GM gains Fear + mundane misfortune ~4.2%
Doubles Critical success (core rule)

Sam's concern: fiddliness at speed, not the math (5.6% is actually comparable to crit rate). Scales Balance is the main offender. Three revision options in PLAYERS.md — resolve with Phil before SZ#2.

Stats 🟢

Field Value
Agility −1
Strength 0
Finesse +1
Instinct 0
Presence +2
Knowledge +1
Active Weapon Scepter · Presence · Far · D6 Magic / Presence · Melee · D8
Secondary Weapon Returning Blade · Finesse · Close · D8 Magic · Feature: Return
Active Armor Gambeson · 5/11 · Score 3 · +1 Evasion

Primary weapon note: A walking stick — no fancy flavoring. The scepter stats apply.

Story hooks

  • Personal mystery mirrors campaign: power feels outside him; arc = realizing magic is him
  • Grandfather and the compass — Grandfather gave Dip the compass (not as a small child — given later, when older; but the stories started when he was small, playing with it across the table). It opens like a pocket watch. Inside, engraved: "Reality obeys and Fate kneels to the heart of a good man." Dip doesn't remember the inscription from childhood and assumes he just missed it. He ponders it often. He comes from a line of academics and researchers — compasses are standard toolkit in Witherwild, magically anchored to point home. His doesn't work. The direction is always changing. He assumes it's broken, a beloved defective memento. He is wrong on both counts.
    • The inscription: The elixir suppressed Dip's magical sensitivity. The inscription was always there — he couldn't perceive it until the dosing stopped. "Reality obeys and Fate kneels to the heart of a good man" is a description of what a sorcerer does. His grandfather knew exactly what Dip was and engraved the answer into the object he put in his hands.
    • The broken compass: The anchor — the magical anchor that makes a Witherwild compass point home — is not in the compass. It's in his grandfather's backpack. Grandfather separated them before giving Dip the compass. The compass is not pointing to Dip's home. It's pointing toward wherever the grandfather is. A standard Witherwild compass cannot track across that kind of distance. This one is doing something it shouldn't be able to. Dip calls it broken.
    • The hook: The grandfather told Dip he was "brimming with fate" while his parents were secretly suppressing his magic. He had the anchor the whole time. Whether this was protection, misdirection, or something that points toward the Vell/origin breach — hold loosely. Best surfaced during the Witherwild homecoming.
  • The compass is his Weavestone. Personal relational significance: ✓ Home-world-grounding: ✓ (compasses are standard Witherwild academic tools, magically anchored — his grandfather's is a specific artifact within that cultural context). 🟢 Canon.
  • World 2 homecoming (Witherwild): the elixir is gone and he doesn't know it ever existed — magic-renouncing community in crisis, his academic institution in disarray, and somewhere in Witherwild is the knowledge of what his parents actually did to him — and possibly what his grandfather knew. Dip walks back into all of it without knowing what he's walking into.

Community arc (Reborn)

🟢 Community revised to Reborn after SZ prep conversation (2026-06-22). Phil's framing: Dip comes from a cushy, Highborne-adjacent academic life — Harvard-like institution, routine rune survey is what pulled him out into the world. He leaned Loreborn initially because that's where he's from.

Reborn works because: the elixir suppressed not just his power but his identity — and he doesn't even know that happened. The Reborn description — "you were once part of another community but you can no longer remember it" — maps directly onto what the elixir did to him. He's currently finding belonging in Loreborne spaces (academia, rune study) but it doesn't feel quite right. That's the dramatic tension. The discovery that his parents actively hid this from him — and what that means about their "religion" vs. their fear of him — is a deferred revelation, best surfaced during the Witherwild homecoming.

Mechanical arc payoff: Reborn allows a permanent community card swap once Dip discovers who he truly is. The moment he stops denying the magic and accepts himself as a sorcerer — possibly finding a magical community or identity — he swaps the card. That realization becomes a real table moment, not just roleplay flavor. (Note: Phil flagged that finding a magical identity would probably land him in Loreborn anyway, which is a satisfying full-circle.)

Play notes

  • Spotlight lever: rationalizing disasters; accidental brilliance
  • Phil's read on Vell (SZ): "I am putting him in the realm of the guy behind the information booth. I want you to be worth more than you appear to be at the moment. Like you're not answering the questions I need — this is more just an annoyance." — useful lever: Dip treats Vell as an unhelpful desk clerk until something breaks that frame.
  • Rest expectations: TBD at table
  • Current GM reminder: extremes-vs-balance echoes the two halves of Vell
  • Pre-Session 1 open: Law of Averages option A/B/C needs locking with Phil before July 10; second Experience TBD; cause of parents' death (serpent disease?) confirm with Phil before July 10