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Sat Oct 3rd, 2020 @ 11:32am

Bronze Nerisei Varan

Name Nerisei Varan

Position Ranger

Rank Bronze

General Information

Gender Female
Species Ithiris
Age 22

Status Information

Occupation Scout
Organization Sunbrawlers
Class Ranger
Orcish Nakfa

Physical Appearance

Height 4'4"
Weight 75lbs
Hair Color Bluish-grey
Eye Color Blue
Physical Description Tiny is almost an understatement where Nerisei is concerned. She stands four feet four inches tall and weighs in at a whopping 75 pounds. The average Human could probably lift her with little trouble. But, the saying ‘good things come in small packages’ rings true for her. Though she be small, she be mighty. Well, at least she is a dancer, athletic, and an excellent climber.

Her fur is a bluish-grey, as is her hair. Her round blue eyes sparkle with mischief and joy. Her voice is soft and a slightly higher octave than most. Since she hunts, she does her best to eliminate most smells from her, though she tends to have an earthy scent about her.

Social Connection

Father Hoshim Varan (nobleman, merchant)
Mother Mishka Varan (deceased)
Brother(s) Tamae Varan (33) (fighter)
Shoito Varan (29) (merchant)
Caede Varan (27) (sorcerer)
Zucor Varan (26) (ranger)
Maskla Varan (23) (fighter)
Other Family Nanny: Kyon Garen

In-depth Information

Personal History Nerisei Varan is the youngest child and only daughter of Hoshim and Mishka Varan. While hard work and determination was expected of her brothers from both of her parents, the same was not expected of Nerisei. At least, not by her mother. Raised in a household that pampered the women, Mishka believed that her daughter should also be pampered. Hoshim would hear none of this, however and made sure the family’s nanny, Kyon Garen knew to bring Nerisei up the same way she had brought up the boys of the family.

Mishka did win on one front, Nerisei was taught the ‘gentler’ arts of dancing and scouting rather than being a fighter or heavy lifter for the business. Though not particularly useful, the dancing did give Nerisei high stamina. This was the only concession Hoshim was willing to make though. He wanted Nerisei to be independent, strong, and resilient. He didn’t want his daughter to be reliant on anyone and able to protect herself despite having five older brothers. They wouldn’t always be around to help, so she would have to be able to help herself.

When she was twelve, this eventuality became a reality when Nerisei was scouting ahead with her brother, Zucor, and got lost in the woodlands. For three days she stayed where she was, aside from finding food and water, hoping someone would come find her. When no help seemed to be coming for her, Nerisei steeled herself and began using the skills the old ranger employed by her father had been teaching her alongside Zucor.

First, she found her own tracks and traced them back to where the travelling party had last camped. Then, after a night alone at the camp, Nerisei followed the wagon wheel tracks, walking for as long as she could before stopping to sleep. It took three more days, but she finally found the travelling party as they were pulling up camp. While they had realized the girl was gone, they figured she’d become scared and scampered back home when they couldn’t find her within a day.

With this event, Nerisei’s ranger training doubled. She vowed from that day forward, to stick with the others and work harder to become better at mapping the land in her mind. Though she wasn’t always perfect at this, Nerisei was generally good at making crude maps for herself on parchment in order to keep herself from becoming lost again.

Unfortunately, when she was sixteen, Nerisei’s mother died while on a trip with one of the family’s travelling parties. They had been sold various berries and goods from a town and were on their way home when the cook mixed up two similar looking berries. The one he chose was poisonous and, Mishka, being the first to taste the sauce made of the berries, unfortunately received a higher dose of the poison and was unable to recover from its effects, even after the antidote was given.

Nerisei mourned for a year before going back to her training, needing to do something with her time rather than simply wallow about the family estate. So, she began travelling with the merchant parties sent out by her father. Now better trained and older, Nerisei was trusted with scouting ahead during the day. The old ranger would take watch at night, while Zucor would take watch over the party while his sister scouted a safe route ahead.

At the age of eighteen, Nerisei stopped travelling with the merchants and began training with the Sunbrawlers Guild to become a ranger and scout for the merchants as a whole and not just her own family. After completing her one Tralirs of training, Nerisei was officially a full-fledged member of the Sunbrawlers Guild and ready to start going on her own adventures.

Personality & Traits

General Overview The only daughter of a noble family, Nerisei could have been brought up in luxury with very little work ethic, but that couldn’t be farther from the truth. While her mother was fond of living in the lap of luxury, her father valued hard work and resourcefulness. So, she learned the ways of a dancer and the family’s trading business. She is polite, soft spoken, sociable, and hard working.

Nerisei is cautious and slow to act sometimes. She likes to assess the situation before acting. She loves scouting ahead of the travelling party during the day and dancing in front of the fire at night.
Strengths & Weaknesses
Hobbies & Interests


Known Skills Acrobatics


Known Spells Lesser Restoration: You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Wild Cunning: You call out to the spirits of nature to aid you. When you cast this spell, choose one of the following effects:

• If there are any tracks on the ground within range, you know where they are, and you make Wisdom (Survival) checks to follow these tracks with advantage for 1 hour or until you cast this spell again.

• If there is edible forage within range, you know it and where to find it.

• If there is clean drinking water within range, you know it and where to find it.

• If there is suitable shelter for you and your companions with range, you know it and where to find it.

• Send the spirits to bring back wood for a fire and to set up a campsite in the area using your supplies. The spirits build the fire in a circle of stones, put up tents, unroll bedrolls, and put out any rations and water for consumption.

• Have the spirits instantly break down a campsite, which includes putting out a fire, taking down tents, packing up bags, and burying any rubbish.

Pass Without Trace: A veil of shadows and silence radiates from you, masking you and your companions from detection. For the duration, each creature you choose within 30 feet of you (including you) has a +10 bonus to Dexterity (Stealth) checks and can’t be tracked except by magical means. A creature that receives this bonus leaves behind no tracks or other traces of its passage.

Zephyr Strike: You move like the wind. For the duration, your movement doesn’t provoke opportunity attacks. In addition, the first time you make a weapon attack on your turn before the spell ends, you make the attack roll with advantage, and your speed increases by 30 feet until the end of that turn.

Find Traps: You sense the presence of any trap within range that is within line of sight.
A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole.

This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.