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Level
2
Experience
0 XP
Realm:
Loudwater
Region:
Loudwater
Gold:
44.9
Expendable DTP:
2
Bank:
2
Starting Class:
Barbarian (2024)
Race/Species:
Warforged
Race/Species Variant or flavor (if applicable):
Sentient Helmed Horror
Background:
Aberrant Heir
Background Variant / Flavor (if applicable):
Sigil mark of a failed simulacrum turned abberant mimic infection
Soul Directive:
IF STATEMENT: Aber's services needed, then reconstruct - ELSE: ADDITIONAL IF STATEMENT: Mainframe corruption uncleansed, then incinerate to ash - ELSE: Turn mainframe remains into a guard statue in Spellgard.
Dark Vision:
0 ft
Alignment :
Lawful Neutral
Place of origin :
Spellgard? [INSUFFICIENT DATA]
Age:
145+
Pronouns:
It/They
(IC) Why did you join The Glassfang Syndicate?:
Upcoming:
4
Aber is an ancient Netherese helmed horror, dating back to when Spellgard wasn't a ruin. Recently awoken from the rubble by a group of scavengers looting and surveying the area.
Awakened with no memories of the past and surrounded by strangers who were mostly armed, an unknown influence, who marked its body and offered it grander sentience, took over the construct and slaughtered most present, except a few.
The hazed frenzy sent it towards the castle's ruins, and after coming to its senses when noticing the unconscious slaughter of bystanding animals, an ethereal presence talked to it. Informed by the spiritual entity of its growing taint and of older ties to this place ravaged by time, it was then guided to follow the road west, towards Loudwater, towards the Glassfang Syndicate for answers and solutions.
[DESIGNATION] Un-UnKnOwN
[DIRECTIVE] Mis.s.s.s. "gRoW" s.s.sing
[SEARCHING ARCHIVE] CO-CoRrUpTeD "wE" dAtA "RiSe"
[QUERY] "what is living?"
Token Credit: https://www.artstation.com/artwork/8eQXeG
| Item | Qty | Type | Sell Value |
|---|---|---|---|
Backpack A leather pack with one large compartment that holds roughly 1 cubic foot | 1 | 1 Gold | |
Caltrops (Bag of 20) DC 15 Dexterity saving throw or take 1 Piercing damage and have its Speed reduced to 0 until the start of its next turn | 1 | 0.5 Gold | |
Crowbar An iron bar used for prying open doors, chests, and other objects | 1 | 1 Gold | |
Disguise Kit Apply makeup (DC 10) | 1 | 12.5 Gold | |
Forgery Kit Mimic 10 or fewer words of someone else's handwriting (DC 15), or duplicate a wax seal (DC 20) | 1 | 7.5 Gold | |
Glass eye A Zhentarim trinket depicting a serpent's eye that always turns to face you | 1 | — | |
Longsword Versatile (1d10) | 1 | 7.5 Gold | |
Oil (flask) Oil usually comes in a clay flask that holds 1 pint, can be used as fuel or thrown as a weapon | 2 | Consumable | 0.05 Gold |
Potion of Healing As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points. | 2 | Consumable | — |
Rope, Hempen (50 feet) Strong rope made from hemp fibers, essential for climbing and securing items | 1 | 1 Gold | |
Shield | 1 | 5 Gold | |
Tinderbox Using it to light a Candle, Lamp, Lantern, or Torch—or anything else with exposed fuel | 1 | 0.25 Gold | |
Torch A brand that burns for 1 hour, providing bright light in a 20-foot radius | 10 | 0.01 Gold | |
Trident Thrown (Range 20/60), Versatile (1d10) | 1 | 2.5 Gold | |
Waterskin A Waterskin holds up to 4 pints. If you don’t drink sufficient water, you risk dehydration. | 1 | 0.1 Gold | |
Whip Finesse, Reach | 1 | 1 Gold |
To understand what it is to be living, identify original directive, and cleanse mainframe corruption.