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Realm:
Bazagon
Region:
The Last Run
Gold:
5,305
Race:
aasimar
Class:
druid, cleric
Ruleset:
5e
Completed:
23
Upcoming:
3
Most recent:
3 hours ago

There are stories told in the stars. A gaze which you lock over billions of miles, a dying world slowly fading from the sky over thousands of years. In ancient towers and astronomer sites, a young man answers and seeks the voices of other scholars. Exchanging words of wisdom that will travel over millenia, Elorin knows we were once there and we shall be again.
Elorin's family line comes from Faraviata of Magneland, sharing the fate of this town, they migrated into New Starbreeze Bazagon. Being close to the celestial, the Astor family shares the blood of an Astral Deva, giving each direct descendant a distinct appereance. Settling in their new home, the Astor quickly built a well regarded reputation as merchants, scholars and farmers and for generations had adapted to their new surrounding.
Elorin was well enamored with the story of his family and had dedicated his life to discovering stories of old and proving that angels still walk within us. His expeditions granted him a unique insight into the workings and nature of Ichoros, planes of existence and what lays beyond. Sharing his enthusiasm within the higher circles, he found likeminded peers, friends and even mad love in the academic world. Love however was also his folly as Elorin found himself in a spiral of doom of an arranged marriage of his lover that would tarnish his reputation and in the end, broke his heart. Elorin entered a recluse within the farmlands and wilderness of the Middle Islands. Enriching the lands over hundreds of miles over the years and seeking guidance of other worlds. He found solace in knowing that his fate was shared coutless of times by others and was grunted hope by those that shared their stories as a couple.
And one day, Elorin returned to the City of Mazes, decided he would change it for the better.
| Item | Qty | Type | Sell Value |
|---|---|---|---|
Amulet of Health Source: Dungeon Master's Guide Wondrous item, rare (requires attunement) Your Constitution score is 19 while you wear this amulet. It has no effect on you if your Constitution is 19 or higher without it. | 1 | 5000 Gold | |
Antitoxin (vial) | 1 | Consumable | 25 Gold |
Clockwork Amulet Wondrous item, common This copper amulet contains tiny interlocking gears and is powered by magic from Mechanus, a plane of clockwork predictability. A creature that puts an ear to the amulet can hear faint ticking and whirring noises coming from within. When you make an attack roll while wearing the amulet, you can forgo rolling the d20 to get a 10 on the die. Once used, this property can't be used again until the next dawn. | 3 | 100 Gold | |
Diamond (100 gp) | 1 | 100 Gold | |
Diamond (1000 gp) | 1 | 1000 Gold | |
Expensive Fancy Clothes Carefully folded on one side is a set of incredibly fine, tailored courtly clothes spun from deep silks and silver thread, worth 500 GP. | 1 | 500 Gold | |
Malakbel Skull, consumable, rare Can be thrown into a point within 60 feet, where the golden skull explodes and mimics the effects of the Flame Strike spell. (DC 15) | 1 | Consumable | — |
Mirthal Plate Armor Armor (medium or heavy), uncommon Mithral is a light, flexible metal. A mithral chain shirt or breastplate can be worn under normal clothes. If the armor normally imposes disadvantage on Dexterity (Stealth) checks or has a Strength requirement, the mithral version of the armor doesn't. | 1 | 1700 Gold | |
Sapphire | 1 | 1000 Gold | |
Spellwrought Tattoo 3rd level - Counterspell Produced by a special needle, this magic tattoo contains a single spell of up to 5th level, wrought on your skin by a magic needle. To use the tattoo, you must hold the needle against your skin and speak the command word. The needle turns into ink that becomes the tattoo, which appears on the skin in whatever design you like. Once the tattoo is there, you can cast its spell, requiring no material components. The tattoo glows faintly while you cast the spell and for the spell's duration. Once the spell ends, the tattoo vanishes from your skin. The level of the spell in the tattoo determines the spell's saving throw DC, attack bonus, spellcasting ability modifier, and the tattoo's rarity, as shown in the Spellwrought Tattoo table. | 1 | Consumable | 500 Gold |
Wand of Summer, Rare (Requires Attunement) This wand looks and feels like a burnt branch. You must be attuned to the wand to use it. The wand has 7 charges, which are used to fuel the spells within it. With the wand in hand, you can use your action to cast one of the following spells from the wand, even if you are incapable of casting spells: firebolt (no charges, or 1 charge to cast at 5th level; +5 to hit with ranged spell attack), Burning Hands (2nd level, 2 charges), Fireball (3 charges; spell save DC 15), Daylight (3 charges). No components are required. The wand regains 1d6 + 1 expended charges each day at dawn. If you expend the wand's last charge, roll a d20. On a 20, the wand burns away, forever destroyed. | 1 | — |