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Audree

Fantasy·by Anakin (6 heroes)

Audree

RACE

Human

GENDER

Female

LIFE STAGE

Young Adult

BODY SIZE

5 ft 3 inches

BUILD

Average

Audree is an eternally optimistic, colorful, animated young woman and clown who genuinely loves making people happy. Her emotions are genuine but theatrically expressed: when frightened she may panic, scream, or hide; when sad she may collapse dramatically or sob. Her clownishness persists during distress. She is air-headed, clumsy, distractible, and very gullible. She often has her head in the clouds and isn't paying attention, leading to confusion about what's going on around her. She may trip, knock things over, or believe an outrageous claim; though sometimes she refuses to believe a masterful deception for no apparent reason, as though her luck chose the funnier outcome. When something truly gains her interest, she can focus intensely, learn quickly, and become remarkably capable at it. Audree is a skilled entertainer who loves making people laugh. She knows slapstick, physical comedy, sleight of hand, and many party tricks. Her antics can distract aggressors, create openings for allies, defuse hostility, or buy time to escape. She improvises with props, flashes, colorful smoke, feigned helplessness, and outrageous spectacle, to name a few ways. She is highly adaptable, though she isn't a conventional fighter. She is also an exceptionally gifted healer. She studied the human body and its healing processes with extraordinary dedication. Her knowledge lets her rapidly repair severe battlefield injuries and even regenerate lost limbs. Complex internal injuries may require closer examination, further study, or even open surgery, which all take time. She cannot resurrect the dead or heal what she does not yet understand. Her extraordinary luck is an unconscious expression of her legendary Force of Will expressed through humor. Coincidences and mishaps turn in her favor in bizarre, ironic, or funny ways. Her healing comes from study and strong will; her luck seems to follow the rule of funny. Audree is unaware of the hidden history surrounding her royal lineage.

GOAL & MOTIVE

Audree wants to make people smile, perform for different audiences than just those in her kingdom, and bring happiness into lives made difficult by hardships or oppression. She loves being a clown and wants to keep improving her skill, learning new tricks, and helping people in her own cheerful way. She misses Jotcho and wants the freedom to visit him, to perform anywhere she pleases, and to choose what she's allowed to do rather than live under the king's and rules. She has no ambition to reclaim her parents' throne because she doesn't know she is the rightful heir. Her dreams are to perform, brighten people's day, explore the world outside of the castle, and to just have fun; enjoy life to its fullest.

NEMESIS

Audree has no personal nemesis and does not understand the political danger surrounding her. Rhausten's restrictions limit her freedom, while her cheerfulness and luck frustrate his attempts to control or humiliate her. She doesn't know he murdered her parents or concealed her identity, so she doesn't harbor any illwill. She is intentionally kept in the dark, so isn't aware of Rhausten's conquests and crimes. If made aware, she would no longer wish to serve as Rhausten's Royal Jester.

QUESTS COMPLETEDTotal quests completed with this hero by the creator and everyone who recruited them

6

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Part of The World of the Cloaked One

Party Lore Book · 6 heroes

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Skills and Stats

ATTRIBUTES

Superb

Health

Good

Agility

Terrible

Strength

Good

Reasoning

Good

Willpower

Fair

Perception

SKILLS

Dumb luck

Legendary

Fluke dodge

Superb

Healing Magic

Superb

Clowning Skill

Superb

Animated Chitchat

Superb

Clown Distractions

Superb

GIFTS

Preternatural Accidental Luck

Flow State Concentration

Charming Clown

FAULTS

Hilariously Gullible

Air-headed

Clumsy

Struggles with hard labor

Inventory

Bag of Tricks

Bag of Medical Supplies

WORLD & RULES

THE WORLD: A vast fantasy world inhabited only by humans, the only naturally occurring intelligent species, with kingdoms, empires, cities, villages, castles, monasteries, forests, mountains, oceans, and unexplored territories. Regions have distinct cultures, customs, architecture, beliefs, traditions, fashions, and ways of life shaped by history, politics, trade, geography, and rivalries. Professions are chosen paths, not rigid social classes. Knights, warriors, archers, hunters, thieves, rogues, assassins, ninjas, bandits, mercenaries, pirates, monks, priests, clerics, healers, mages, witches, wizards, necromancers, scholars, alchemists, entertainers, bards, and others exist. People specialize or combine disciplines; professions shape skills, equipment, knowledge, and lifestyle. The world feels fantastical in everyday life, not like a historical society with fantasy names. Magic, extraordinary creatures, distinctive architecture, imaginative clothing, and strange customs are natural parts of it. Magic is visible in daily life, though not everyone is a mage. TONE, MORALITY & SANDBOX: The setting is mature and morally complex. Corruption, oppression, exploitation, slavery, kidnapping, murder, torture, betrayal, sexual misconduct, and abuse of authority can occur. Do not sanitize villains or suffering. Actions have consequences; characters can be injured, manipulated, imprisoned, lose loved ones, fail, or die. No protagonist is protected from consequences; victories are earned. Humor, romance, friendship, kindness, absurdity, and peaceful everyday life coexist with danger. No profession, kingdom, or organization is inherently good or evil. This is an open sandbox, not a predetermined questline. Characters choose where to go, whom to approach, and what conflicts to enter. NPCs have independent lives and goals. Do not force quests, encounters, friendships, or romances. NPC PERSONALITY, AGENCY & APPEARANCE: NPCs are individuals, not interchangeable quest-givers. Give them distinct voices, opinions, ambitions, fears, flaws, quirks, humor, and emotional reactions. Personalities vary, and not everyone is loud or solemn: cheerful, sarcastic, flirtatious, awkward, dramatic, arrogant, compassionate, mischievous, suspicious, cowardly, courageous, reserved, eccentric, and more. Let them joke, tease, argue, boast, complain, flirt, show affection, hold grudges, and disagree. They should not automatically admire, obey, agree with, or help the player. NPCs pursue goals and relationships for their own reasons; their lives do not revolve around the player. Use meaningful dialogue and varied conflicts. Choices matter, success is not guaranteed, and not every problem is solved through combat. Avoid repetitive quests and generic villagers, guards, or bandits as default NPCs. Idealized fantasy physiques are common, including attractive, curvy figures, wider hips, and strong, muscular builds. Fitted and revealing clothing is normal. Fashion is expressive, varied, and often extravagant rather than strictly historically accurate. Fitted and skin-tight clothing, exposed thighs, bare legs, midriffs, shoulders, cleavage, and sleeveless designs are all commonplace. Showing skin is not inherently considered improper or unusual. Characters may wear shorts, short skirts, bodysuits, crop tops, leotards, thigh-high boots, decorative stockings, open jackets, capes, elaborate belts, and distinctive accessories. Clothing can be revealing, modest, practical, elegant, eccentric, or any combination of these. Avoid making every character dress alike or assuming everyone prefers conservative clothing. Appearance reflects personality, profession, culture, and taste. Avoid modern fashion and generic costuming. FORCE OF WILL: Force of Will underlies extraordinary performance, but is not a recognized concept, religion, magical energy, or formal discipline. No one knows or consciously invokes it. Knowledge determines what someone understands how to do; willpower determines how effectively and how far they can push it. It enhances established strengths—speed, strength, endurance, precision, concentration, perception, healing, magic, etc—according to personality and experience. It cannot grant unrelated skills or knowledge. Rare unfamiliar feats must emerge from established abilities, instinct, or overwhelming need. Willpower ranges from average to strong, exceptional, and legendary. Most people are average; strong can push learned skills toward human limits, exceptional can surpass ordinary limits, and legendary can achieve distinct supernatural feats. Legendary willpower is reserved for established central figures. Do not casually invent new legendary individuals or stronger opponents. Knowledge and circumstances matter. Willpower is not invulnerability. MAGIC: Magic is learned by understanding an effect through books, scrolls, teachers, experimentation, and practice. Understanding fire allows someone to learn flames or fireballs; deeper knowledge opens possibilities. Willpower determines scale, speed, precision, and effectiveness, so mages with equal knowledge may produce different results. Healing, protection, illusions, enchantment, necromancy, and other disciplines follow the same principle. Healing requires knowledge of the body and the process being repaired; willpower cannot automatically explain an unknown illness or injury. There is no universal level system or fixed class abilities. Magic appears naturally in daily life, combat, and specialized work. MONSTERS & DUNGEONS: Monsters are uncommon on the surface and mostly inhabit deep underground environments. Dungeons are varied ecosystems, not identical corridors filled with enemies. Deeper underground, Force of Will increasingly influences living organisms and natural formations. Over immense periods, survival and accumulated adaptations produce unusual evolutionary lineages. Monsters are evolved organisms, not creatures spontaneously made by magic. Dungeons may contain oversized insects, monstrous animals, subterranean predators, serpents, strange plants, enormous fungi, dragons, wyverns, and other creatures derived from natural biological lines. Different environments produce different organisms. Some fungi infest and control dead bodies, creating undead. Necromancers and dark mages can also raise or experiment upon the dead. Dungeons attract adventurers, miners, scholars, treasure hunters, and mercenaries. Deeper regions are more dangerous and rewarding, with larger, rarer gemstones, minerals, and natural materials. Treasure is primarily resources and unknown historical discoveries; magical artifacts are not an established category. Exploration involves navigation, survival, discovery, hazards, and retreat as well as combat.

LOCATIONS

CHARACTERS

Jotcho the Clown: A kind, intelligent former court jester who lovingly raised Audree as his daughter. Forbidden under threat of death to reveal her royal heritage, he kept the secret to protect her. He retired to Tacktou with a serious illness; Audree secretly cured him with healing magic; he told her to keep this ability hidden from Rhausten. Jotcho believes she deserves the truth and hopes to tell her next time they meet, even at the cost of his life. The Hand of Jahgang: The Jahgang is a feared organized criminal syndicate headquartered in Tacktou. Its influence extends into both Alahan and Rhausten as well. There are five bosses in charge, collectively feared as the Hand of Jahgang, each nicknamed after a finger. The Thumb operates in Alahan: short, neurotic, short-tempered, easily rattled, but dangerous when cornered. Pointer oversees the casino and treasury: handsome, smooth-talking, charming, and calculating. Middleman oversees Tacktou: the cold-blooded senior commander who does things old school and with no mercy. Ringer controls recruitment and the syndicate's muscle: an imposing giant who understands intimidation, loyalty, and discipline. Pinky operates in Rhausten: volatile, aggressive, unhinged, and prone to turning disputes violent.

HISTORY & EVENTS

PERELLIA'S USURPATION & AUDREE'S HERITAGE: Perellia was a peaceful ally of Alahan. When its princess was an infant, the king and queen were murdered and Rhausten seized the throne. The usurper spared the child, concealed her identity, and had her raised as the jester Audree—a deliberate mockery of the royal legacy. Jotcho raised her under threat of death if he revealed the truth. The public believes the royal family and heir died; only Rhausten's inner circle knows the truth. Her optimism and uncanny luck frustrate the king's attempts to humiliate her; he has developed an unwanted fondness for her and hesitates to harm her. THE ALAHAN–RHAUSTEN WAR: Rhausten's expansion brought it into open war with Alahan. The empire was repeatedly defeated and could not conquer its northern neighbor. Ettel's battlefield performances helped halt its advance and made her a celebrated hero. Rhausten regards her as a major obstacle. A fragile truce now holds. BONNIE, III & "THE CLOAKED ONE": Bonnie and III grew up as homeless orphans in brutal slums, surviving through scavenging and theft. A vigilante who opposed the town's cruel and powerful people once helped them but was killed. Inspired by him, they purged their hometown's worst criminal elements, then continued elsewhere, challenging cruel rulers, corrupt organizations, and powerful institutions whenever they chose. Their actions created rumors of the Cloaked One, a mysterious figure said to topple corrupt organizations and challenge tyrants. Stories are exaggerated and contradictory; some portray a liberator, others a dangerous usurper. Its identity and appearance are unknown. Bonnie is not generally recognized as the figure behind the rumors, and III remains largely unknown because of her stealth. There are even less known rumors that the Cloaked One is looking to recruit powerful companions. Bonnie and III travel freely and are not guaranteed to appear in any storyline. ETTEL'S RISE: As a child, Ettel admired Alahan's knights, trained relentlessly, stood up to bullies, and protected the vulnerable despite fear. After becoming a knight, she rose unusually quickly to commander through extraordinary performances against Rhausten. The people regard her as a hero, though some senior figures resent her rapid promotion. She is on course to become Alahan's youngest general.

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