Mara Berevan, Female Elf [Permalink]
Personal [hide]
Description: She wears tight fitting pants and leather jackets. She usually doesn't wear a shirt, and carries nunchakus. She keeps her white hair in a pixie cut. Her half smiles and amber eyes are beguiling and draw you in.
Personality: Quiet and reserved she prefers to listen than to talk. She will nod occasionally and communicate nonverbally. She is motivated by money and will often try and persuade people to work for cheap. She haggles over everything, upselling her goods and buying cheap. She is persistent in everything.
History: Mara was born to in a poor docking district. She spent her early days working in the same smith shop her father was employed at, doing general labor. Her father was a soldier and died while she was still young. Mara was left her father's suit of armor and trained in its use and care. She remains aloof and afraid to be herself due to all the ideals others have placed upon her.
Motivation: To fight the greatest warriors and to fight in the greatest battles ever; and she wants nothing more than to rejoin the army
Ideals: Fighting, Entrepeneur. Flaws: Shy. Bonds: Attractive, Poor, Military. Occupation: Courier
Voice: Scratchy, weak
Attributes [hide]
Medium (5'4") Elf, Neutral Good (CR 2)
Armor Class 11
Hit Points 8 (2d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
8 (-1) | 12 (+1) | 13 (+1) | 12 (+1) | 4 (-3) | 13 (+1) |
Senses Passive Perception 7
Languages Common, Elven, Undercommon
Attacks Melee +1 / 1d6-1, Ranged +3 / 1d6+1, Grapple +1
Possessions: 390 gp.
Henry Gentry, Male Half-Elf [Permalink]
Personal [hide]
Description: This malnourished man wears an entirely yellow suit with pastel socks and a vest with buckled shoes. He wears his hair in dreadlocks. His hazel eyes peer out from beneath his broad yellow hat.
Personality: He considers himself a man of culture and sophistication. He likes a good challenge to his wits. He is able to make almost anything out of random pieces of junk.
History: He was raised in a plains tribe. After coming to the age of reason, Henry took it upon himself to study the necromantic arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He bought a bastard sword and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: He feels the way he acts is they only way to get by in the world; and he is not mentally stable, and does not behave rationally
Ideals: Impeccable, Gifted. Flaws: Insane. Bonds: Poor, Nature. Occupation: Mason
Voice: Irish accent
Attributes [hide]
Medium (5'9") Half-Elf, Lawful Good (CR 2)
Armor Class 11
Hit Points 12 (2d8)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
6 (-2) | 13 (+1) | 10 (+0) | 8 (-1) | 9 (-1) | 9 (-1) |
Senses Passive Perception 9
Languages Common, Elven
Attacks Melee +0 / 1d6-2, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 9 |
Possessions: 1800 sp.
Delg Burrowfound, Male Dwarf [Permalink]
Personal [hide]
Description: This dark-skinned male wears skinny pants and wears a grey and green robe with the hood down. He is tall, broad shouldered and powerfully built. His hair is silver and curly. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
Personality: He has a massive crush on the younger sibling of the Glassblower who has hired him part-time. He will pursue extreme courses of action in the short term, confident that they cannot fail.
History: Delg was born into a poor family. Growing up, he dreamt of becoming a Adept, to bring honor to his family’s name. When he came of age, he applied for a position with his town's local guard, looking to work his way up via merit and eventually become a Adept in service of a powerful lord somewhere. He was part of a huge silver rush, which was taken over by a mining company. The company confiscated a lot of silver, but the shipment was lost. He has recently attracted an admirer that believes he's playing hard to get.
Motivation: He has passion for adventuring and risk; and he's attracted to the pc
Flaws: Insane, Impulsive. Bonds: Has a crush, Poor, Adventurer. Occupation: Glassblower
Voice: Dutch accent
Attributes [hide]
Medium (4'3") Dwarf, Chaotic Good (CR 2)
Armor Class 9
Hit Points 9 (2d6)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 8 (-1) | 8 (-1) | 8 (-1) | 11 (+0) | 8 (-1) |
Senses Passive Perception 10
Languages Common, Dwarven
Attacks Melee +1 / 1d6-1, Ranged +1 / 1d6-1, Grapple -1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 10 | 3 | 1 |
Possessions: 90 gp.
Medrash Nemmonis, Male Dragonborn [Permalink]
Personal [hide]
Description: 6'7" and muscular, this western man dresses in collared shirts and wears a proper scarf over his head. His blue crest is lengthy and is close to two feet long. He has red eyes.
Personality: He has two modes he varies between. On the job he is cold, steely and emotionless. Off the job he is a party animal. He is however nostalgic and wants to reunite with his old comrades. He has some compunction and patriotism and will work for the government before all other clients.
History: He was born to a wealthy landowner in a frontier town, living a normal and happy childhood. He was married off to the eldest child of a minor noble. His spouse died of illness and he inherited everything. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: He has a crush on the local Bellfounder; and wants his loneliness to end
Ideals: Athletic. Bonds: Job, Adventurer, Rich, Has a crush. Occupation: Junk Dealer
Voice: Eastern European accent
Attributes [hide]
Medium (6'7") Dragonborn, Lawful Neutral (CR 1)
Armor Class 11
Hit Points 3 (1d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 13 (+1) | 8 (-1) | 15 (+2) | 12 (+1) | 10 (+0) |
Senses Passive Perception 11
Languages Common, Abyssal, Infernal
Attacks Melee +4 / 1d4+2, Ranged +3 / 1d4+1, Grapple +4
Possessions: Carved bone or ivory statuette (40 gp).
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Their contribution stands as a beacon of hope for all adventurers!