Merihim Mayhem, Male Tiefling [Permalink]
Personal [hide]
Description: The man speaks with an almost imperceptible accent. He seems to always be the slightest bit damp as if he got out from a pool a few moments ago. He wears an entirely black suit with blue socks and a vest with buckled shoes. He has done his best to style his silver hair to look like a famous performer. His silver eyes dart from person to person to random spaces in the air.
Personality: His voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl he speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of his tone. He is terrible with names forgetting people's names several times before they finally stick; this causes him no end of embarrassment.
History: He was raised in a white middle class family as the only child. Merihim was born on a far northern island where he grew up under the tutelage of his mother, an expert Ruler. Recently a tribe of giants attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Merihim fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: To find somewhere to settle down.
Ideals: Fighting. Flaws: Cynical, Forgetful, Mundane. Bonds: Immigrant. Occupation: Ruler
Voice: Speaks fast with a slight lisp
Attributes [hide]
Medium (5'10") Tiefling, Neutral Evil (CR 8)
Armor Class 10
Hit Points 25 (8d6)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 11 (+0) | 11 (+0) | 16 (+3) | 13 (+1) | 13 (+1) |
Senses Passive Perception 11
Languages Common, Celestial, Gnoll, Aquan
Attacks Melee +3 / 2d10+0, Ranged +3 / 2d10+0, Grapple +6
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 14 | 3 | 3 | 3 | 1 | 0 | 0 | 0 |
Possessions: 11000 sp. Smoky quartz (80 gp). Lapis lazuli (15 gp). Azurite (15 gp). 1 Minor magic item. 1 Minor magic item.
Nuthra Verthisathurgiesh, Female Dragonborn [Permalink]
Personal [hide]
Description: A well shaped woman just over fifty, she tends to wear a green poncho over her likewise colored trousers and shirt. She keeps her green crest in a flapper bob. She wears a mask on her face.
Personality: Her voice, at times compared to that of a Nymph, lambasts those who consider themselves "civilized" with snide, belittling remarks; the subtle growl she speaks with growing louder in doing so, one can find it most pronounced, despite the otherwise natural purity of her tone. She is a font of random trivia from the lore and stories she has discovered
History: She was born on a small isolated farm. There was a wharf not far from home where she often wandered off to fish. She has never given up on her music dream.
Motivation: Doesn't want to be a Miller and was forced into it by her family; and marry her brother to traveling adventurers
Ideals: Logical, Artistic. Flaws: Cynical. Bonds: Nature, Family. Occupation: Miller
Voice: Australian accent
Attributes [hide]
Medium (6'7") Dragonborn, Lawful Good (CR 1)
Armor Class 13
Hit Points 5 (1d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 16 (+3) | 16 (+3) | 12 (+1) | 10 (+0) | 9 (-1) | 12 (+1) |
Senses Passive Perception 9
Languages Common
Attacks Melee +5 / 1d4+3, Ranged +5 / 1d4+3, Grapple +3
Possessions: 3000 cp.
Quespa Jharthraxyn, Female Dragonborn [Permalink]
Personal [hide]
Description: She is constantly adorned with expensive silk clothing, often dyed in bright black and tan, and wears rings and necklaces with large, colorful gems. She wears a wide-brimmed hat to hide her balding. Her fierce gold eyes like to dwell on things.
Personality: She is irascible and easily irritated. She plays an instrument quite well.
History: She was a bastard born out of an affair, and her mother always resented and mistreated her for it out of spite. She helped her mother out around the business and became quite the natural. She moves from town to town, unable to find a place to settle.
Motivation: She is unsatisfied with her job; and wants to raise her children well
Ideals: Artistic. Flaws: Antagonistic. Bonds: Rich, Job, Immigrant, Family. Occupation: Weaver
Voice: Low rumbling, strings words together
Attributes [hide]
Medium (6'4") Dragonborn, Neutral Good (CR 6)
Armor Class 12
Hit Points 58 (6d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 15 (+2) | 15 (+2) | 16 (+3) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Draconic, Ignan, Celestial
Attacks Melee +3 / 2d6+0, Ranged +5 / 2d6+2, Grapple +2
Possessions: 3000 sp. 1 Minor magic item. 1 Minor magic item. 1 Minor magic item.
Ahrim Heal, Male Tiefling [Permalink]
Personal [hide]
Description: Wearing a closed helm and plate, one would not know what he was had he not made sure his armor was more form fitting than normal. Outside of the suit he wears a well pressed and immaculate suit (or dress). His hair is brown and curly. His eyes are silver and catlike.
Personality: He snorts whenever he laughs or is feeling confident. He has no love for corruption and racketeering and views those as crimes of the highest magnitude.
History: He was born in the west, but his parents moved at a very young age to the east. He moved out east to avoid the crime he committed. He used his abilities to trick people and travel the world for free.
Motivation: Someone believes him a fraud; and seeks redemption
Ideals: Justice. Bonds: Immigrant, Criminal record, Enemies. Occupation: Map Maker
Voice: Switch between two voices
Attributes [hide]
Medium (5'10") Tiefling, Neutral Evil (CR 1)
Armor Class 13
Hit Points 8 (1d8)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 11 (+0) | 16 (+3) | 11 (+0) | 9 (-1) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common
Attacks Melee +2 / 1d4+0, Ranged +5 / 1d4+3, Grapple +4
| DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
| Spell /Day | 11 | 3 | 1 | 0 |
Possessions: 30 gp.
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Their contribution stands as a beacon of hope for all adventurers!


