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Ars

Ars Artis, a Waterdhavian entertainer.

Character Backstory

Shield

Ars Artis, is the eldest child in the youngest generation of the Waterdhavian Artis-family. He has a younger sister called Gratia. The family crest is a roaring lion. Ars prefers the carefree life of an entertainer living from day to day over the merchant trade that made his family well-to-do, and will almost always go dressed in a motley jester's suit.

Ars is fond of singing, poetry and generally entertaining people. As a faithful follower of Milil, he likes his wine and women too. Although he usually behaves like a bit of a buffoon, he can be very serious if circumstances call for it, and besides his artistic talents, he is a gifted healer.

Holy Symbol Milil

Faith of Milil

Milil attracts those who love music — and who need to be a part of it, not merely listeners. Such folk tend to be sensualists. They love good wine, good food, pleasing art and architectural or natural surroundings, the amorous company of others, and the beauties of nature — many faithful of Milil enjoy rising before the sun to watch the wakening radiance. For reasons lost in the mists of time, all clergy of Milil are known as Sorlyn (probably after a founding patriarch of the faith).
Dogma
Milil is a god of creativity and inspiration, of the whole song more than just the lyrics or the music. He represents the finished thought, the process that takes an idea from conception to completion. As a result, the ethos of Milil teaches to consider the world in terms of a continuing process, a song that begins at birth and is only silenced with the final chord.
Novices in the Mililan faith are given the following charge:
  • Life is a song: Strive always to make it more beautiful.
  • Destory no music nor instrument, nor stop a singer before the tune is done. Listen to the world around as well as filling it with your own sound. One singer's music is another's noise, and musicianship always.
  • Sing to Milil everyday.
  • Music is the most precious thing folks can create — so encourage its training, use, and preservation at all times and in all possible ways. Awaken a love of song in all folks you can, and offer its performance freely around campfire or on the trail.
  • Cease not in your own seeking for new tunes, new techniques, and new instruments to master.
Day-to-Day Activities
Most Sorlyn spend their time learning lyrics, tunes, and how best to perform them on a slowly expanding repertoire of instruments both in their temple and on the road. They take care to write down both original compositions and those they have learned, as well as recording tunes through the use of the singing stones spell for those as yet unborn. Such records are to be cached in hiding as well as stored in temple vaults to make the survival of the music as likely as possible. Sorlyn also work as tutors to all who profess faith in Milil or who pay for the training, as well as judging many bardic contests and adjudicating bardic disputes between individuals, companies, or colleges.
Tuneservants are more adventurous. They roam the roads of Faerun rescuing or protecting common minstrels and great bards alike when such individuals fall on hard times or into peril. They also accompany adventurers of other faiths on deeds of heroism so that they can compose ballads about what befell (from "Brave Sir Dobbyn Ran Away" to "She Was Only a Wanton Weredragon, But She Was a Fair Lady"). They also embark on adventures of their own to recover music, instruments, and the like from old ruins and tombs, or learn of music long gone by using their stone tell abilities and similar magics is such places.

Character Statistics

Cleric 3 (Light, Milil), Male Variant Human, Entertainer Background, NG.
STRMod.Save DEXMod.Save CONMod.Save INTMod.Save WISMod.Save CHAMod.Save
8-10 14+2+3 12+1+2 1001 16+3+6 14+2+5

AC:19; Init: +2; Speed 30; HD: 3d8 (21); Passive Perception (Wis) 13; DTD 0; Proficiency: +2

Skill Table

Strength-1Wisdom+3
Athletics-1Animal Handling3
Dexterity+2Insight5
Acrobatics4Medicine3
Sleight of Hand4Perception3
Stealth2Survival3
Intelligence0Charisma+2
Arcana0Deception2
History0Intimidation2
Investigation0Performance4
Nature0Persuasion2
Religion2

Spells Known

Cantrips
Light VM / Sacred Flame VS / Thaumaturgy V / Guidance VS

Personality

personality traits
hopeless romantic (PHB130)
loves a good insult (PHB130)
ideals
people (PHB131)
bonds
common people (PHB127)
flaws
sucker for a pretty face (PHB131)
likes being in charge and get angry when otehrs tell him what to do (Rose)

Magic Items

Cloak of Protection
2018-10-27Curse of Strahd Death House — DM: Thomas
DMG pg 158: Wondrous item, uncommon (requires atunement) You gain a +1 bonus to AC and saving throws while you wear this cloak.

Session Logs

Session 0

Created in October 2018 for a Curse of Strahd campaign

Used 10 GP background money to buy 2x healer's kit. Sold starting crossbow and munitions for 13 GP. Bought 5 daggers for 10 GP, blanket for 5 sp.

Totals:0 XP7.5 GP

Session 1

2018-10-27Curse of Strahd Death House — DM: Thomas

Transported by mists. Choked in Death House, unwilling to leave due to possession by ghost of Rose. Gained Flaw. Resurrected by dark powers. Gained disadvantage on Perception (Wis) checks due to itching sores, warts, boils, pustules covering body. These also give resitance to acid damage. Touched by the mists: cats hiss, milk sours at touch, detect as evil undead.
Cloak of Protection found.
Gained:Levels 2,3GP

Session

201 - - — DM:

Gained: XP GP
Totals: XP GP


In-Character Logs

Session 1

Was swallowed up by mysterious mists, met with 3 others who seem to have suffered a similar fate: Zeras, a roguish cat-man, Milo, a wizard, and Abuk, a sorcerous kobold. Our motley crew went into a haunted house to save a baby, and I'm not sure we came out. It looks like I'm now cursed with blemished skin. Wearing a cloak we recovered that makes me feel a little better protected.