Thelana is born in the river valley of Ilmarinen, the middle child in a family of twelve. Her eldest brother, Borz, is sold into slavery when she is very young. As the dark hemisphere creeps eastward, famine forces Thelana into the wild. Her life is spent on the edge of survival, hunting for prey and hiding from predators. Wounded by a cannibalistic half-man, she is rescued by Captain Dantes and taken to a nearby military encampment, where she proves her archery skills and is recruited into the Kratan army. Years pass until, on the Plains of Narth, Dantes’ forces are decimated by bogren, and Thelana, torn with longing for the life she knew, abandons the battlefield. In Ilmarinen, she finds the crops and ilm flowers have withered, with no trace of her family. Overcome by grief, she manages her way to the coastal cities, where she meets Kinj, who introduces her to the life of the thief. Later, when he tries to violate her, Thelana steals his mechanical bow-sword and leaves him to die in an alley. Fleeing to Hedonia, Thelana hides in the slums among the city’s outcasts, before making a suicidal attempt to climb into the pyramid Temple of Sargonus. As she pries the giant pearl eye from the idol of the Hedonian Sea God, she is found by the zealous High Priest, and the first Ilmar she has seen since leaving home. With the aid of the Ilmarin stranger, Thelana is apprehended and thrown into a pit beneath the city. There she waits, wondering about the man she has just met. Is he a traitor to their people? Or will he come for her?
Most civilized races see Thelana as either a savage or an animal, owing to her people’s disregard of clothing and tolerance for the wild. To learn more about Thelana’s people, see ILMAR.
Dungeons & Dragons 5th ed. character sheet
Strength: 12 +1
Intelligence: 11 +0
Wisdom: 11 +0
Dexterity: 18 +4
Constitution: 17 +3
Charisma: 12 +1
Level: 1 (+2)
Armor Class: 17 (nude)
Hit Points: 13
Duel Wield: +6 / 1d8 +4 (short sword) + 1d4 (dagger)
Spear: +3 / 1d10 +1
Longbow: +6 / 1d8 +4 (range 150/600)
Alignment: Chaotic Good
Saving Throws: Strength +3, Dexterity +6
Skills: Athletics +3, Nature +2, Stealth +6
Special: Natural Explorer, Favored Enemy: bogren (goblins), horg (orcs)
Equipment: Short sword, longbow, spear, dagger, quiver, arrows, jade cloak
Dungeons & Dragons 5th ed. Race: ILMAR
Ability Score Increase. Dexterity and Constitution increases by 2.
Primitive Survival. The Ilmar can survive one cycle (ten days) without water and 3 cycles without food, can walk across the most rugged terrain without footwear, and can survive comfortably (without clothing) in temperatures just above freezing.
Unarmored Defense. Ilmar hate wearing clothing of any kind. In armor (even light) characters of this type have Disadvantage on all attack rolls and saving throws, and enemies have Advantage against them. While naked, they can commune with the Goddess, Alashiya, gaining a heightened sense of awareness. Unarmored, your Armor Class is equal to 10 +Dexterity modifier +Constitution modifier. This ability does not stack with other unarmored bonuses. Ilmar can use shields and still gain this benefit, as well as small magic items, such as rings, bracelets, and necklaces.
Alignment. Ilmar tend toward chaotic and neutral alignments.
Size. Ilmar are human sized, weighing between 100 to 180 lbs. and standing between 5′ and 6′ tall, tending toward more muscular and slender physiques.
Speed. Base walking speed is 30 feet.
Languages. The Ilmar speak common and their own unique dialect, but literacy is uncommon.
Preferred Classes. Ilmarin characters are limited to the following classes: barbarians, fighters, monks, rangers and rogues. This is due, primarily, to the setting, in that magic is virtually unknown on Aenya. Monks and rangers draw their power from “spiritual” and “quantum” sources. In other settings, Ilmarin PC’s may choose a spell caster class, but lose connection to their deity, and consequently, any racial (non-human) abilities.
Starting Equipment. None