Hanako Mori

Hanako Mori is one of the main characters and protagonists of Adventures in Historia.

Personality
Hanako is a shy, quiet girl. She prefers to keep to herself when possible, finding comfort being around animals more so than people. She feels most comfortable reading books in a grand library or being out in nature, far away from people.

History
Hanako grew in Moonflower Village; a small village populated by Wood-Elves near East City and in the heart of the Emerald Forest. Hanako was told that she was brought to the village by a woman that the elves presumed to be her mother, who left shortly after, but not before the woman told the elves that her name was to be Hanako Mori. It was here that she was inspired to become a druid.

Knowing nothing about her family, she departed from the village at the age of 18 to discover her origins. In her travels, she applied to the Easternia Trading Company as a guard in order to save up money to travel to East City, the capital of Easternia.

Tatsu Fuji
Hanako met Tatsu while applying to the Easternia Trading Company in Evergreen. She was impressed that he was able to correctly discern that she was a Druid by observation. She finds him and his stoic demeanor admirable. Overtime, she developed a crush on Tatsu. During the spring festival, she and Riviere entered a polyamorous relationship with Tatsu.

Riviere Bleu
She finds her confidence and bravery inspiring. Hanako developed a sexual attraction to Riviere after Riviere got drunk and advanced on her. During the spring festival, Riviere proposed that the three of them enter a polyamorous relationship to simplify their situation. Hanako agreed and the three of them began dating.

Emeraldon
Hanako hatched the young Emeraldon in the Emerald Forest. Shortly after his birth, Hanako and Emeraldon became Soul Bonded, fusing their hearts and minds as their souls became linked. Emeraldon looks up to Hanako as a mother figure and is very protective of her.

Rubinex
After Rubinex was born, she, Emeraldon, and Volcanis helped tutor Rubinex like she had done with her dragon, but lacked the interest in learning like Emeraldon. To keep Rubinex's attention, she often fed him treats as a reward for answering questions correctly.

Sapphira
Unlike Rubinex, Sapphira proved to be an adept student. With Volcanis' absence, Hanako took up the role as teacher. The relationship goes further than a teacher-student, and closer to a mother and daughter relationship.

Xoguks
While traveling to Vermillion Village to hatch Rubinex's egg, they ran into Xoguks fending off against hobgoblins. He unfortunately lost his life in the combat and was resurrected after the battle. Since then, Xoguks has been a dear friend to Hanako, despite his tough personality.

Volcanis
Volcanis became a sort of father figure and mentor for Hanako since she grew up without one. She greatly enjoys her time spent with him and soaking up any information that he teaches her.

Blessing of the Forest
Beasts and plants are not hostile towards you, unless you are hostile towards them.

Prodigy
You have a knack for learning new things. You gain the following benefits:
 * You gain one skill proficiency of your choice, one tool proficiency of your choice, and fluency in one language of your choice.
 * Choose one skill in which you have proficiency. You gain expertise with that skill, which means your proficiency bonus is doubled for any ability check you make with it. The skill you choose must be one that isn’t already benefiting from a feature, such as Expertise, that doubles your proficiency bonus.

War Caster
You have practiced casting spells in the midst of combat, learning techniques that grant you the following benefits:
 * You have advantage one Constitution saves that you make to maintain concentration on a spell when you take damage.
 * You can perform the somatic components of spells even when you have weapons or a shield in one or both hands.
 * When a hostile creature's movement provokes an opportunity attack from you, you can use your reaction to cast a spell at the creature, instead of making an opportunity attack. The spell must have a casting time of only 1 action and must target only that creature.

Observant
Quick to notice details of your environment, you gain the following benefits:
 * Increases your Intelligence or Wisdom by 1, to a maximum of 20.
 * If you can see a creature's mouth while it is speaking a language you understand, you can interpret their words by reading their lips.
 * You have a +5 bonus to your passive Wisdom (Perception) and Intelligence (Investigation) scores.

Creatures Small and Unseen
You master the forms of creatures that go unnoticed by men, such as cats and rodents. You gain the following benefits:
 * Increase your Wisdom score by 1, to a maximum of 20.
 * When you use your Wild Shape to transform into a CR 0 creature without a flying speed, you do not expend a charge.
 * While wild shaped into a CR 0 creature, you can take the Dash, Disengage, Dodge, or Hide actions as a bonus action.

One With Nature
Your heart is a seed buried in the richness of the land. You can use your Wild Shape to shapeshift into plants, as well as beasts, abiding by the same rules of Wild Shape described in the Player's Handbook with one more: the creature must have an Intelligence score of 8 or below, otherwise you cannot Wild Shape into it. Additionally, while you are shapeshifted into a plant creature, you are under the effects of a barkskin spell (no concentration required).

Father of Modernity
Some claim that the Old Way, druidism, predates the very study of the Arcane and the Divine. That the Old Way's teaching trickled down to water those studies into what they are today. Just as druidism influenced these arts, so can you be influenced by them. You gain the following benefits:
 * You learn a wizard or cleric cantrip of your choice. It counts as a druid cantrip for you and doesn't count against the number of druid cantrips you know. Wisdom is your spellcasting ability for it.
 * You gain proficiency in the Arcana skill or Nature skill (your choice).
 * Choose an Intelligence skill you are proficient in. Your proficiency bonus is doubled when you make an ability check using that skill.

Draconic Bond Spells
Your bond with your dragon companion has influenced the type of spells you specialize. You gain the following benefits:
 * Increase your Charisma Modifier by 1, up to a maximum of 20.
 * You gain three cantrips from the sorcerer’s spell list. Charisma is your spellcasting ability for these cantrips
 * You learn a number of spells as you gain levels in this class. The spells count as Dragon Rider spells for you, but not against the number of bard spells you know.

Boon of the Druid
You can now use your wild shape to magically assume the shape of a Fey or Plant you have seen before. All other functions and restrictions of Wild Shape apply to these new forms.

Special Equipment

 * Amulet of the Archdruid: Taken from the Wendigo of Emerald Forest.
 * Bag of Holding: Bought from Magical Emporium.
 * Bracers of the Archdruid: Given as a gift by King Hanali
 * Circlet of the Archdruid: Given as a gift by King Hanali
 * Glamour Studded Leather: Gift from Riviere.
 * Gloves of Wilderness: Bought from Magical Emporium.
 * Myrmidon Pyramid: Bought from Wimbell's Wondrous Wares.
 * Ring of the Archdruid: Bought from Wimbell's Wondrous Wares.
 * Robes of the Archdruid: Bought from Wimbell's Wondrous Wares.
 * Staff of the Archdruid: Combined with the Staff of the Woodlands and Wand of the War Mage by Wimbell for trade for the Ring of Air Elemental Command.

Magical Books

 * Manual of Bodily Health: Reward from Castle Elden. Stored in her library.
 * Manual of Gainful Exercise: Reward from Castle Elden. Stored in her library.
 * Manual of Quickness of Action: Reward from Castle Elden. Stored in her library.
 * Set of Skill Tomes: Received as a gift from Riviere and Tatsu.
 * Tome of Clear Thought: Reward from Castle Elden. Stored in her library.
 * Tome of Leadership and Influence: Reward from Castle Elden. Stored in her library.
 * Tome of Understanding: Reward from Castle Elden: Stored in her library.

Fiction Books:

 * Baby Dragon Destroys the Village: A truly heartwarming children’s book.
 * Bahamut Shrugged: An action-thriller written by one of the world’s most controversial philosophers, the novel is set in a dystopia where magic is tightly regulated and only Gon Jalt can liberate magic-users from the non-magical ‘parasites’, i.e. everyone else.
 * Being Familiar With Your Familiar: The Book for Casters Who Wish to Bond with their Animal Companions: A field guide to all common and some uncommonly seen familiars in the area.
 * Bordrick’s Fantastic Adventure: Dwarven choose your own adventure book.
 * Fiends and Fortresses – Fortress Master’s Guide:  A book on how to lead players through a story and gameplay in the popular role-playing game ‘Fiends and Fortresses’.
 * Fiends and Fortresses – Player’s Handbook: A book on how the play the popular role-playing game ‘Fiends and Fortresses’, where players roll dice to fight fantastical creatures and adventure through fortresses while someone designated a ‘Fortress Master’ tells a story.
 * Fifty Shades of Drow: Part history and part fan fiction starring Lolth.
 * Gary’s Guide to Gathering Gold: A story about how some guy named Gary wrote a role-playing game called ‘Fiends and Fortresses’ and made millions of gold selling thousands of copies.
 * Human?: Story about an ogre who, despite his incompetence, convinced everyone that he was actually a very tall human, became a king, then was discovered and beheaded.
 * Rosaline And Mercutio: A romantic tragedy by Bill Shaking-lance.
 * So Long, and Thanks for All the Ale: The story of Tarvish the dwarf, who had unpaid bar tabs worth a total of 10,000 gold all across the country before being arrested.
 * Sparing?: An orc bandit slowly goes from blood raging pillager to being a member of society. A heartwarming tale of death, destruction, and love.
 * The Banshees I Have Loved: A tragedy of five acts.
 * The Dragon with a Girl Tattoo: A psychological mystery thriller about a detective who befriends a shapeshifted silver dragon with a dark past, to find a murderer before he strikes again.
 * The Prophecies: Tales of great adventures. Partway through, all the pages become blank.
 * The Outside: A self-written account by someone you know who saw a vision of them self as a small plastic figurine on a table surrounded by a number of god-like beings after they talked to a group of adventurers.
 * The Spider King: A fictional tale of an adventurer delving into the underdark to slay a fearsome giant spider.
 * The Three Little Goblins: Three goblins set off to build houses of wood, straw, and enchanted brick and start new lives, but the Big Bad Dire Wolf complicates things.

Non-Fiction Books:

 * A Day in the Life of a Lemure:  A beginner demon/devil researcher decided to start his studies on the weakest of all fiend kind, the lemure. After summoning a lemure in a remote location, he watched its behavior for a day. After gathering the information needed, the author had the hideous abomination placed within a special containment vessel, alongside the many empty ones that would house the many other fiends. At the end of the book lies a map to the research facility. If the party decides to go there, they will find out that the author finished doing research on an imp, manes, and dretch as well.
 * AAARRGGHH!: A Barbarian’s Guide to Clobbering Your Enemies:  The writing is messy and misspelled, and some of the letters are are backwards. What’s more, the cover is splattered with blood on the bottom right corner, like someone was violently clobbered by the book.
 * Backstage: Detailing the more mundane dangers of the adventuring life, like insufficient supplies, inappropriate gear, public reactions, illnesses and the common lack of money – with tips and advices how to prevent them (the second edition have humorous footnotes from the author).
 * Bardic Legends From Far Away Lands: A book about legends often sung or performed by bards.
 * Becoming a Paladin: A full guide to becoming the lawful good person you always hoped to be. This thick volume even includes how to protect orphanages and the correct means of smiting your enemies.
 * Berries and You: Informs the reader on edible and inedible berries found in the wild.
 * Castle Architecture: A book about how castles and the like are constructed.
 * Deck of Limiting Things: A collection of possibly true tales about people who used the deck of many things and the chaos that followed.
 * Diamonds in the Rough: A book on soul gems and their proper creation. Written by Wimbell.
 * Eat, Summon, Love: A married woman realizes how unhappy her marriage really is, and that her life needs to go in a different direction. After a painful divorce, she joins a cult of necromancers to ‘find herself’. Based on a true story.
 * Flumphs; the Pleasant Surprises of the Underdark: A journal accounting some time that a researcher spent living with a cloister of flumphs. The author documented at least once every day for a month.
 * Guinness’ Book of World Records: A book crafted over a lifetime by an adventurer named Guinness. It contains accomplishments such as ‘worlds largest dragon’, ‘longest time spent in a beholders lair’, ‘Fattest goblinoid’, and ‘most monstrosities slain in a day.
 * Hit The Apple, Not My Face!: A Detailed Guide to Archery. This book even includes instructions for constructing a simple bow and targets.
 * How to Spot a Mimic: Tips such as listen for breathing, and see if it responds to being touched.
 * How to Win Friends and Enchant People: Despite the title, has nothing to do with magic, but it does have some good advice about how to make yourself seem more approachable.
 * I Can’t Believe It’s Not Harmless!: A hefty guide of herbs, mushrooms and berries that surround the city where the book was found. It contains accurate annotations of the ailments due to consumption or touch, with descriptive drawings of people having diarrhea or throwing up.
 * Incredible Creatures and How to Kill Them: Details weaknesses monsters are known to have. It is part of a five-volume set; the first volume is for beginners (level 1-4), the second for the somewhat experienced (level 5-8) and so on.
 * Memoirs of a Goblin: A dramatic, often erotic, first-person biography of a female goblin groomed to be a concubine in an exotic land. The author is a male elf.
 * My Life as a Human Being: A Dragon’s Observation on Humanoid Culture.
 * Personal Care for Adventurers: Tells adventurers how to maintain a clean, healthy look after weeks in the wilderness.
 * Phylogenetics and the Herbalist: A primer for the professional and newcomer alike.
 * Physiologies of Magical Creatures: Information on the biology of Beholders, Dragons, Unicorns, and more. Full of diagrams.
 * Planeshifting: Details different ways to travel between different planes of existence.
 * Population Dynamics of Cryptosaurs: A treatise on the ever-evolving age structures of dragons by region and plane.
 * Taming the Beast: A perfect book for beginner beastmasters. Gives tips and tricks on how to win over wild creatures of all kinds. It starts with tiny creatures like frogs and crabs, followed by small creatures like eagles and fire beetles, medium creatures like giant badgers and giant frogs, large creatures like owlbears and bulettes, and finishes with huge creatures like elephants and some dinosaurs.
 * The 7 Habits of Highly Effective Adventurers: A self-help book with an optimistic view of the steps a person must take to succeed as an independent contractor with a sword.
 * The Summoning of Dragons: A Celestial’s guide to the methods and dangers of calling on the great reptiles.
 * The Tao of Air: Starts with philosophical musings on how a fickle thing like air is needed for (long-lived) living creatures to breathe. There is a 5% chance of an ancient erotic letter being found loose inside. This book is written in an old dialect that most people (even magic users) have trouble reading. It occasionally goes on long-winded philosophical tangents.
 * The Tao of Death: This volume is missing from most sets after a book-burning campaign, but its existence is well known. This book is written in an old dialect that most people (even magic users) have trouble reading. It occasionally goes on long-winded philosophical tangents.
 * The Tao of Earth:  Starts with philosophical musings about the importance of creation and stability over destruction and change. This book is written in an old dialect that most people (even magic users) have trouble reading. It occasionally goes on long-winded philosophical tangents.
 * The Tao of Fire: Starts with a strict warning to master at least one of the other 3 elemental books first, because while many people think playing with fire is fun, it’s not worth dying over. This book is written in an old dialect that most people (even magic users) have trouble reading. It occasionally goes on long-winded philosophical tangents.
 * The Tao of Life: This volume is the thickest, but somehow the least complete; it contains many anatomical diagrams, as well as several normative references to The Tao of Death. This book is written in an old dialect that most people (even magic users) have trouble reading. It occasionally goes on long-winded philosophical tangents.
 * The Tao of Secrets: The existence of this volume is not widely known, and its veracity is debated among scholars; all claimed copies of this volume appear to consist entirely of blank pages, which nobody has ever manage to cast a spell to extract the information out of – thus suspicions that they’re fake. But they do appear to be just as old as the other volumes …
 * The Tao of Water: Starts with a note: lava and water is basically the same thing! don’t try to use fire spells on it. If you fail to understand this basic, the Tao will forever escape you. This book is written in an old dialect that most people (even magic users) have trouble reading. It occasionally goes on long-winded philosophical tangents.
 * To Kill a Manticore: There isn’t a single manticore in the entire book, it’s about a half-orc on trial for a crime he didn’t commit and the halfling lawyer who represents him.
 * Wish It, Want It, Screw It: detailed accounts of times the Wish spell backfired horribly.