
Glamoured Studded Leather — (magical)
While wearing this armor, you gain a +1 bonus to Armor Class. You can also take a Bonus Action to cause the armor to assume the appearance of a normal set of clothing or some other kind of armor. You decide what it looks like—including color, style, and accessories—but the armor retains its normal bulk and weight. The illusory appearance lasts until you use this property again or doff the armor.
Dustins Flute (Shillelagh) — 1d6 Bludgeoning, Versatile, Topple (magical)
Dustin Dwint flute when Shillegh is casted upon it
Dagger — 1d4 Piercing, Finesse, Light, Thrown, Nick
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Rapier — 1d8 Piercing, Finesse, Vex
Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Crossbow, Heavy — 1d10 Piercing, Ammunition, Heavy, Loading, Range, Two-Handed, Push
Proficiency with a Heavy Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Horn of Valhalla (Silver) — (magical)
You can use an action to blow this horn. In response, 2d4+2 warrior spirits from the Valhalla appear within 60 feet of you. They use the statistics of a berserker. They return to Valhalla after 1 hour or when they drop to 0 hit points. Once you use the horn, it can't be used again until 7 days have passed.
Troll teeth
canine of a troll
Dustins Tinderbox
Dustins Genie Vessel
Dustins Thieves Tools
A special set of thieves tools Dustin got as a present form Myriam of the Hand
- Armor: Light Armor
- Weapons: Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
- Tools: Carpenter's Tools, Thieves' Tools, Woodcarver's Tools
- Saving Throws: Charisma, Dexterity, Wisdom
- Skills: Acrobatics, Investigation, Performance
- Instruments: Drum, Flute, Lute
- Expertise: Arcana, Stealth
- Languages: Common, Dwarvish, Elvish, Orc, Sylvan
Attack with Dustins Flute (Shillelagh) — +2 to hit, 1d6-1 Bludgeoning
Dustin Dwint flute when Shillegh is casted upon it
Attack with Dagger — +5 to hit, 1d4+2 Piercing
Proficiency with a Dagger allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Nick. When you make the extra attack of the Light property, you can make it as part of the Attack action instead of as a Bonus Action. You can make this extra attack only once per turn.
Attack with Rapier — +5 to hit, 1d8+2 Piercing
Proficiency with a Rapier allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Vex. If you hit a creature with this weapon and deal damage to the creature, you have Advantage on your next attack roll against that creature before the end of your next turn.
Attack with Crossbow, Heavy — +5 to hit, 1d10+2 Piercing
Proficiency with a Heavy Crossbow allows you to add your proficiency bonus to the attack roll for any attack you make with it.
This weapon has the following mastery property. To use this property, you must have a feature that lets you use it. Push. If you hit a creature with this weapon, you can push the creature up to 10 feet straight away from yourself if it is Large or smaller.
Genie's Vessel: Bottled Respite — You can magically vanish and enter your vessel, which remains in the space you left. You can remain ...
You can magically vanish and enter your vessel, which remains in the space you left. You can remain inside the vessel up to {{2*proficiency#unsigned}} hours. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed.
Bardic Inspiration — As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspira...
As a bonus action, a creature (other than yourself) within 60 ft. that can hear you gains an inspiration die ({{scalevalue}}). For 10 minutes, the creature can add it to one ability check, attack roll, or saving throw. This can be added after seeing the roll, but before knowing the outcome.
Mantle of Inspiration — As a bonus action, spend one use of Bardic Inspiration to grant {{scalevalue#unsigned}} temporary HP...
As a bonus action, spend one use of Bardic Inspiration to grant {{scalevalue#unsigned}} temporary HP to up to {{modifier:cha@min:1#unsigned}} creatures you can see and that can see you within 60 ft. Each creature can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Enthralling Performance — Once per short rest, you can choose {{modifier:cha@min:1#unsigned}} creatures that watched and liste...
Once per short rest, you can choose {{modifier:cha@min:1#unsigned}} creatures that watched and listened to you perform for 1 minute. Each target makes a WIS saving throw (DC {{savedc:cha}}) and is charmed if it fails for 1 hour, or until it takes any damage, you attack it, or it sees you attack or damage its allies.
Magical Inspiration — If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or de...
If a creature has a Bardic Inspiration die from you and casts a spell that restores hit points or deals damage, the creature can roll that die and choose a target affected by the spell. Add the number rolled as a bonus to the hit points regained or the damage dealt. The Bardic Inspiration die is then lost.
Cantrips
Mending — Self ft, 1 reaction
Transmutation cantrip
This spell repairs a single break or tear in an object you touch, such as a broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can't restore magic to such an object.
Minor Illusion — 30 ft, 1 action
Illusion cantrip
You create a sound or an image of an object within range that lasts for the duration. The illusion also ends if you dismiss it as an action or cast this spell again. If you create a sound, its volume can range from a whisper to a scream. It can be your voice, someone else's voice, a lion's roar, a beating of drums, or any other sound you choose. The sound continues unabated throughout the duration, or you can make discrete sounds at different times before the spell ends. If you create an image of an object--such as a chair, muddy footprints, or a small chest--it must be no larger than a 5-foot cube. The image can't create sound, light, smell, or any other sensory effect. Physical interaction with the image reveals it to be an illusion, because things can pass through it. If a creature uses its action to examine the sound or image, the creature can determine that it is an illusion with a successful Intelligence (Investigation) check against your spell save DC. If a creature discerns the illusion for what it is, the illusion becomes faint to the creature.
Eldritch Blast — 120 ft, 1 action
Evocation cantrip
A beam of crackling energy streaks toward a creature within range. Make a ranged spell attack against the target. On a hit, the target takes 1d10 force damage. The spell creates more than one beam when you reach higher levels: two beams at 5th level, three beams at 11th level, and four beams at 17th level. You can direct the beams at the same target or at different ones. Make a separate attack roll for each beam.
Green-Flame Blade — Self ft, 1 action
Evocation cantrip
You brandish the weapon used in the spell’s casting and make a melee attack with it against one creature within 5 feet of you. On a hit, the target suffers the weapon attack’s normal effects, and you can cause green fire to leap from the target to a different creature of your choice that you can see within 5 feet of it. The second creature takes fire damage equal to your spellcasting ability modifier. This spell’s damage increases when you reach certain levels. At 5th level, the melee attack deals an extra 1d8 fire damage to the target on a hit, and the fire damage to the second creature increases to 1d8 + your spellcasting ability modifier. Both damage rolls increase by 1d8 at 11th level (2d8 and 2d8) and 17th level (3d8 and 3d8).
Prestidigitation — 10 ft, 1 action
Transmutation cantrip
This spell is a minor magical trick that novice spellcasters use for practice. You create one of the following magical effects within range:
You create an instantaneous, harmless sensory effect, such as a shower of sparks, a puff of wind, faint musical notes, or an odd odor. You instantaneously light or snuff out a candle, a torch, or a small campfire. You instantaneously clean or soil an object no larger than 1 cubic foot. You chill, warm, or flavor up to 1 cubic foot of nonliving material for 1 hour. You make a color, a small mark, or a symbol appear on an object or a surface for 1 hour. You create a nonmagical trinket or an illusory image that can fit in your hand and that lasts until the end of your next turn.
If you cast this spell multiple times, you can have up to three of its non-instantaneous effects active at a time, and you can dismiss such an effect as an action.
1st Level (4 slots)
Comprehend Languages — Self ft, 1 action, ritual
1st-level divination
For the duration, you understand the literal meaning of any spoken language that you hear. You also understand any written language that you see, but you must be touching the surface on which the words are written. It takes about 1 minute to read one page of text. This spell doesn't decode secret messages in a text or a glyph, such as an arcane sigil, that isn't part of a written language.
Healing Word — 60 ft, 1 bonus action
1st-level evocation
A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.
Faerie Fire — 60 ft, 1 action, concentration
1st-level evocation
Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the duration, objects and affected creatures shed dim light in a 10-foot radius. Any attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being invisible.
Dissonant Whispers — 60 ft, 1 action
1st-level enchantment
You whisper a discordant melody that only one creature of your choice within range can hear, wracking it with terrible pain. The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction, if available, to move as far as its speed allows away from you. The creature doesn’t move into obviously dangerous ground, such as a fire or a pit. On a successful save, the target takes half as much damage and doesn’t have to move away. A deafened creature automatically succeeds on the save. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.
Command — 60 ft, 1 action
1st-level enchantment
You speak a one-word command to a creature you can see within range. The target must succeed on a Wisdom saving throw or follow the command on its next turn. The spell has no effect if the target is undead, if it doesn't understand your language, or if your command is directly harmful to it. Some typical commands and their effects follow. You might issue a command other than one described here. If you do so, the DM determines how the target behaves. If the target can't follow your command, the spell ends. Approach. The target moves toward you by the shortest and most direct route, ending its turn if it moves within 5 feet of you. Drop. The target drops whatever it is holding and then ends its turn. Flee. The target spends its turn moving away from you by the fastest available means. Grovel. The target falls prone and then ends its turn. Halt. The target doesn't move and takes no actions. A flying creature stays aloft, provided that it is able to do so. If it must move to stay aloft, it flies the minimum distance needed to remain in the air. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, you can affect one additional creature for each slot level above 1st. The creatures must be within 30 feet of each other when you target them.
Hex — 90 ft, 1 bonus action, concentration
1st-level enchantment
You place a curse on a creature that you can see within range. Until the spell ends, you deal an extra 1d6 necrotic damage to the target whenever you hit it with an attack. Also, choose one ability when you cast the spell. The target has disadvantage on ability checks made with the chosen ability.If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature.A remove curse cast on the target ends this spell early. At Higher Levels. When you cast this spell using a spell slot of 3rd or 4th level, you can maintain your concentration on the spell for up to 8 hours. When you use a spell slot of 5th level or higher, you can maintain your concentration on the spell for up to 24 hours.
Armor of Agathys — Self ft, 1 action
1st-level abjuration
A protective magical force surrounds you, manifesting as a spectral frost that covers you and your gear. You gain 5 temporary hit points for the duration. If a creature hits you with a melee attack while you have these hit points, the creature takes 5 cold damage. At Higher Levels. When you cast this spell using a spell slot of 2nd level or higher, both the temporary hit points and the cold damage increase by 5 for each slot.
Expeditious Retreat — Self ft, 1 bonus action, concentration
1st-level transmutation
This spell allows you to move at an incredible pace. When you cast this spell, and then as a bonus action on each of your turns until the spell ends, you can take the Dash action.
2nd Level (2 slots + 2 pact slots)
Zone of Truth — 60 ft, 1 action
2nd-level enchantment
You create a magical zone that guards against deception in a 15-foot-radius sphere centered on a point of your choice within range. Until the spell ends, a creature that enters the spell's area for the first time on a turn or starts its turn there must make a Charisma saving throw. On a failed save, a creature can't speak a deliberate lie while in the radius. You know whether each creature succeeds or fails on its saving throw. An affected creature is aware of the spell and can thus avoid answering questions to which it would normally respond with a lie. Such a creature can be evasive in its answers as long as it remains within the boundaries of the truth.
Misty Step — Self ft, 1 bonus action
2nd-level conjuration
Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Bardic Inspiration (Bard)
You can inspire others through stirring words or music. To do so, you use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level.
Song of Rest (Bard)
Beginning at 2nd level, you can use soothing music or oration to help revitalize your wounded allies during a short rest. If you or any friendly creatures who can hear your performance regain hit points at the end of the short rest by spending one or more Hit Dice, each of those creatures regains an extra 1d6 hit points. The extra hit points increase when you reach certain levels in this class: to 1d8 at 9th level, to 1d10 at 13th level, and to 1d12 at 17th level.
Mantle of Inspiration (College of Glamour)
When you join the College of Glamour at 3rd level, you gain the ability to weave a song of fey magic that imbues your allies with vigor and speed. As a bonus action, you can expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. When you do so, choose a number of creatures you can see and that can see you within 60 feet of you, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Enthralling Performance (College of Glamour)
Starting at 3rd level, you can charge your performance with seductive, fey magic. If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who talks to it, and it hinders anyone who opposes you, although it avoids violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.
Genie’s Vessel (The Genie)
1st-level Genie feature Your patron gifts you a magical vessel that grants you a measure of the genie’s power. The vessel is a Tiny object, and you can use it as a spellcasting focus for your warlock spells. You decide what the object is, or you can determine what it is randomly by rolling on the Genie’s Vessel table. Genie’s Vessel
d6 Vessel
1 Oil Lamp
2 Urn
3 Ring with a compartment
4 Stoppered bottle
5 Hollow statuette
6 Ornate lantern
While you are touching the vessel, you can use it in the following ways: Bottled Respite. As an action, you can magically vanish and enter your vessel, which remains in the space you left. The interior of the vessel is an extradimensional space in the shape of a 20-foot-radius cylinder, 20 feet high, and resembles your vessel. The interior is appointed with cushions and low tables and is a comfortable temperature. While inside, you can hear the area around your vessel as if you were in its space. You can remain inside the vessel up to a number of hours equal to twice your proficiency bonus. You exit the vessel early if you use a bonus action to leave, if you die, or if the vessel is destroyed. When you exit the vessel, you appear in the unoccupied space closest to it. Any objects left in the vessel remain there until carried out, and if the vessel is destroyed, every object stored there harmlessly appears in the unoccupied spaces closest to the vessel’s former space. Once you enter the vessel, you can’t enter again until you finish a long rest. Genie’s Wrath. Once during each of your turns when you hit with an attack roll, you can deal extra damage to the target equal to your proficiency bonus. The type of this damage is determined by your patron: bludgeoning (dao), thunder (djinni), fire (efreeti), or cold (marid). The vessel’s AC equals your spell save DC. Its hit points equal your warlock level plus your proficiency bonus, and it is immune to poison and psychic damage. If the vessel is destroyed or you lose it, you can perform a 1-hour ceremony to receive a replacement from your patron. This ceremony can be performed during a short or long rest, and the previous vessel is destroyed if it still exists. The vessel vanishes in a flare of elemental power when you die.
Darkvision (Half-Elf)
You can see in darkness (shades of gray) up to 60 ft.
Fey Ancestry (Half-Elf)
You have advantage on saving throws against being charmed, and magic can’t put you to sleep.
Backstory

Aric Stoneheart grew up in Frostvale, a small village in the Silver Marches. Half-elf — his father Gareth was a human hunter and woodsman, his mother Lyariel an elf from the High Forest. He learned music early, playing birdpipes in the woods, and never stopped.
Frostvale
Aric Stoneheart — the boy who would become Dustin Dwint — grew up in Frostvale, a small village in the Silver Marches. His father Gareth was a human hunter who taught him the forest: tracking, trapping, reading the wind. His mother Lyariel was an elf from the High Forest who taught him the older things: patience, listening, the way a melody could carry meaning beyond words. Frostvale was small and safe, nestled between snowy peaks and towering pines, and Aric spent his days wandering the woods with his birdpipes, weaving tunes that echoed through the trees.
It was a good life. It did not last.
The Yak Folk
When Aric was still young, a shadow fell over his village of Frostvale, driving its people from their homes and into the Ice Spire Mountains. There they found the yak folk — the Yaksha — a brutal race of mountain-dwelling slavers who worshipped a being they called the Forgotten God. The villagers were welcomed at first. Given food and shelter in a picturesque valley. On the second night, they were put in chains.
The mines were dark and the work was endless. Most villagers did not survive long. Aric and his best friend Jorlan planned an escape. It failed. Jorlan was taken to the altar of the Forgotten God — a deity so old the yak folk had struck its name from their own records — and sacrificed.
Aric watched. He could do nothing. The guilt of that failure — of leading Jorlan into a plan that cost him his life — would define him for years to come.
The Escape
After weeks of enslavement by the yak folk in the Ice Spire Mountains, Aric prepared another desperate attempt at freedom. That night, he encountered a solitary Goliath who had been watching the slavers’ camp from the shadows. Kürbis Kohl — enormous, calm, and entirely unimpressed by the idea of slavers. He offered to help.
Under cover of darkness, guided by Kürbis’s knowledge of the mountains, Aric slipped away from the yak folk camp. During the escape, he found an old leather-bound tome in the yak folk’s hoard and grabbed it on instinct — a bard’s reflex for anything that looked like it held a story. He couldn’t read it. Didn’t matter. Something about it compelled him to take it.
They travelled together for a time, Kürbis teaching him to survive in the frozen wilderness. A bond formed between the half-elf and the goliath — the kind forged by shared danger and mutual respect.
Jorlan’s Ghost
Not long after escaping the yak folk, while travelling through the Silver Marches with his rescuer Kürbis, Aric began to hear whispers on the wind. Faint at first — easily dismissed as the tricks of a weary, guilt-ridden mind. But the whispers grew louder, more insistent, until they became unmistakable: the voice of his best friend Jorlan, who had been sacrificed by the yak folk after their failed escape attempt. Speaking from beyond the grave.
Kürbis could neither see nor hear the ghost. To the Goliath, Aric’s sudden pauses and whispered arguments with empty air were the marks of trauma, nothing more. But Jorlan was real — as real as a spirit could be — and he was furious. He accused Aric of leading them into danger. Of failing to save him. Of abandoning him to wander the spirit realm alone.
Aric tried to reason with him. Pleaded for forgiveness. But the ghost would not be swayed. His bitterness only grew, his presence a constant weight on Aric’s conscience. Torn between the living friend who had saved him and the dead one who blamed him, Aric pressed forward with a single resolve: to find a way to help Jorlan’s spirit pass on. Whatever it took.
The Wanderlust Revue
While travelling through the Silver Marches with his friend Kürbis Kohl, a Goliath he had been journeying with for some time, they encountered a band of travelling entertainers called the Wanderlust Revue. Drawn by their music and camaraderie, Aric decided to join. It meant parting ways with Kürbis. The farewell was brief — neither of them was good at goodbyes — but Aric vowed to honour the friendship and the debt he owed.
With the Revue, Aric learned to truly play — not just the birdpipes of his childhood, but the flute and the lute. A senior bard in the troupe took notice of his raw talent and became his mentor, teaching him the intricacies of spellcasting and the ways in which music and magic intertwine. Under this tutelage, Aric became a bard in earnest — learning to channel emotion into power, to weave enchantment into song.
One song in particular — a stirring ballad about a Goliath hero who rescued a slave from the mountains — captured audiences far and wide. He never mentioned his own role in the story. He named it The Ballad of Kürbis Kohl. Older members of the band remembered the Goliath who had been travelling with Aric when he first joined, and smiled.
The song gave him his stage name. Aric Stoneheart became Dustin Dwint — the artist, the performer, the bard who wrote songs about real heroes and real debts.
The Tome
Aric carried an old leather-bound tome he had taken from the yak folk — dense, angular script in a language he couldn’t read. It became an obsession. Every night before sleep, the tome came out. He cast Comprehend Languages on it countless times over the years. The spell never took hold. The tome resisted, as if its secrets were protected by magic older than the spell trying to pierce them.
Years of study yielded only fragments. Rituals of devotion and sacrifice. A Forgotten God — the same deity the yak folk worshipped. A connection between this god and the elemental planes. The words spoke of blood and flesh offered in twisted rites.
The horror of what he read should have driven him away. Instead, it pulled him deeper. The tome became a nightly companion, its pages an itch he could not stop scratching. He told himself he was looking for answers — for his village, for the revenge he had sworn. But somewhere beneath the rationalisation, a darker curiosity was taking root.
Don Juan
In the city of Yartar, the Wanderlust Revue had gained a new member. Don Juan — a half-elf paladin of Tyr, sworn to justice — joined primarily as a guard. He was noble-born, though reluctant to speak of his past, and carried himself with the quiet confidence of someone who had been raised to lead and chosen not to.
His swordfighting drew crowds before he said a word. The Revue quickly put him in the acts — flashy bladework, dramatic flourishes, the kind of performance that made audiences forget they were watching a man who could kill them without breaking a sweat. Don Juan took to the stage with the natural ease of someone who had been performing a different kind of role his entire life.
Dustin and Don Juan became fast friends. They sparred — Don Juan teaching swordplay, Dustin teaching him to read a crowd. Beneath the banter, they recognised something in each other: two men carrying debts they hadn’t settled, searching for purpose in the space between entertainment and justice. Don Juan became the closest thing Dustin had to a brother since Jorlan.
Campaign Chronicle
The Pact
That night, while the others slept and the tower drifted through a sky of stars, Dustin sat alone with the tome across his knees. He had read it before — in the Ethereal Plane, where Comprehend Languages had finally pierced its outer layers. But now, armed with what Zephyros's books had taught him about the Yaksha and their enslaved Dao, the passages he'd struggled with before came into sharper focus. The elemental connections. The pathways between planes. The genies, bound and broken and waiting for someone to reach back.
He read deeper than he had before. And somewhere in the space between the words, something answered.
It came not as a voice but as a presence — a weight in the air, a vibration in the stone beneath him, a warmth that rose through the floor of the tower as if the earth itself had reached up through the clouds to find him. It was patient and ancient and vast, and it was interested.
Oliaa Hazrat.
The name formed in his mind like a stone settling into sand. A Dao. An earth genie — one of the enslaved, one of the bound, reaching through the cracks in the tome's protective magic to make contact with the mortal who had carried it all this way.
The offer was simple. Not spoken — felt. Power, in exchange for service. Strength drawn from the earth itself, channelled through a vessel. Not the tome — something smaller. Something Dustin already carried.
His hand went to his belt pouch. The tinderbox. An unremarkable thing — brass and flint, dented from years of travel. But when his fingers closed around it, he felt the metal hum. Warm. Alive.
He thought of Jorlan. The mines. The altar. The sound his friend had made when they dragged him away — not a scream, but a silence, the kind of silence that had lived inside Dustin ever since.
The Dao had been enslaved by the same masters. Bound by the same god. Broken in the same deep places where Jorlan had died.
He didn't hesitate.
When he finally looked up, the first grey light of dawn was seeping through the tower walls. The tinderbox sat in his palm, and something fundamental had changed. He could feel it — a connection, thin as spider silk but strong as stone, running from his chest down through the clouds and into the deep places of the world where the Dao dwelt.
He put the tome away. He tucked the tinderbox back into his pouch. He had made a vow, years ago, in a mountain mine that stank of blood and stone. Vengeance for Jorlan. Freedom for those still chained. And now, for the first time, he had an ally who wanted the same thing.
The College of Glamour
After witnessing the charming power of Rosa — the fey creature at the Everwyvern House whose enchanted wine could bend the will of anyone who drank it — Dustin made a choice. He had dreamed of becoming a Skald of the College of Valor, chronicling tales of heroic deeds. But Rosa's magic spoke to something deeper: the power of performance itself, of commanding attention, of bending reality through sheer presence. He chose the College of Glamour.
The Ironwood Flute
Something about the ironwood called to Dustin — the weight of it, the grain, the way it felt alive in his hands since the pact. He bought a block at Lion's Share in Triboar and commissioned a custom holster from Othovir, like a sword scabbard but shaped for a flute, so the instrument would always be within reach. He couldn't explain why it felt so urgent to have it close. It just did.
During the long rides from Triboar to Yartar, he retreated daily into his genie vessel — six hours of warm, quiet workspace while the tinderbox bounced along in Kürbis's belt — and carved. Slowly, carefully, shaping the ironwood into a flute.
Myriam of the Hand
Before leaving Yartar, Dustin befriended a member of the thieves' guild — a woman called Myriam of the Hand. He asked her to teach him lockpicking. She was reluctant. "Write me a song," she said, half-joking, clearly expecting him to fail or forget. Dustin performed one on the spot — improvised, charming, and good enough to stop the conversation in the room. Myriam was impressed enough to agree to the training, and threw in a special set of thieves' tools as a bonus. Finely made, clearly well-used, and unmistakably stolen from someone who deserved it.
The Flute Is Finished
Somewhere on the road between Yartar and Everlund, Dustin held the completed ironwood flute up to the light for the first time. The wood was dark, dense, warm to the touch — alive with the Dao's connection. It slid into the custom holster on his hip like it had always belonged there. When he played it, the tone was deeper than any wooden flute had a right to be. Earthy. Resonant. As if the notes came not just from the instrument but from somewhere beneath it.
That night, studying the tome again, he found it — the Pact of the Tome. Three new cantrips, drawn from the Dao's knowledge. One of them was Shillelagh. When he cast it on the ironwood flute, the wood hardened, the grain tightened, and the instrument became a weapon. He swung it experimentally. It had the heft of a quarterstaff and the balance of something that wanted to be swung. He packed away the rapier. The flute would do both jobs now.
He packed away the old silver flute too. It had served him well, but this — this was something else entirely.
Composing on the Road
The long ride from Luskan to Fireshear — frozen moors, grey skies, the horses unhappy and the wind unforgiving — gave Dustin nothing to do but retreat into the vessel and write. The ironwood flute was finished. His head was full of melodies he couldn't quite place — darker than what he used to write, driven by rhythms he hadn't learned from any teacher. Celtic drums. Bass undertones that hummed like the earth breathing. He composed feverishly, filling parchment with notation, testing phrases, discarding and rewriting. By the time they reached Fireshear, he had a set list of new material that sounded nothing like the Wanderlust Revue.
The Sound Is Changing
Something had shifted and Dustin knew it. The songs he was writing now — the ones he performed at the Silver Vein in Fireshear — were not folk songs with a darker edge. They were something new. The Dao's influence threaded through every note, and the Glamour training gave him the stage presence to make people feel it. Not just listen — feel. The warlock and the bard were no longer two separate things fighting for the same voice. They were merging into something he didn't have a name for yet.
Thoughts & Reflections
The Right Audience
Don Juan was right — the song was good. Better than good. But my mind was already turning it over, testing it against the world outside this tower. An ode to the glory of giants, performed in taverns full of people whose homes had been flattened by boulders from the sky. I could picture the silence. The cold stares. The half-eaten bread rolls thrown at my head. No — this one would have to wait. The right audience, the right moment. It would come. For now, the song existed, and that was enough.
The Ethereal Plane (a note from the table)
Not every adventurer can make it to every session. When a player can't join, their character slips into the Ethereal Plane — a grey, muted echo of the world where they can observe but not interact. There's no deep lore behind it and no quest to escape. It's simply how our table handles absences without breaking the story. When the player returns, so does their character, stepping back through the veil as if waking from a strange dream. The bloodstone that Dustin found in the hag's house serves as the in-world anchor for these transitions — a convenient bit of magic that none of the characters fully understand, and none of the players need to.