Norsko Eastaughffe, Male Half-Orc [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he prefers to wear the grand gowns of high society. He carries his fan with him everywhere and carries himself as the perfect gentleman. He wears his red hair down. He has hazel eyes.
Personality: He will rave to anyone who will listen. He is fiercely devoted to his mother, and views his mother's ex-spouse as an evil person for separating him from his legal half-sister.
History: He got into the Carter business at a young age. When he was little, his rather wealthy family often ventured across the desert to a summer home near a large cave. He would wander through that large cave and adventure through it for days. One day while adventuring a terrible storm took place and he was stranded inside. His family spent the next few days looking for him, and could only assume he was dead when it came time to leave. The family never returned to the desert due to the painful memories there. Norsko took refuge in the large cave and found the beat up dagger and armor he uses now. He has set out to sabotage the competition.
Motivation: To be a Interpreter again.
Flaws: Insane. Bonds: Rich, Family, Job, Nature. Occupation: Carter
Voice: Jittery and nervous
Attributes [hide]
Medium (6'9") Half-Orc, Neutral Good (CR 6)
Armor Class 11
Hit Points 41 (6d12)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 14 (+2) | 12 (+1) | 10 (+0) | 10 (+0) | 15 (+2) | 10 (+0) |
Senses Passive Perception 12
Languages Common, Orc
Attacks Melee +5 / 2d6+2, Ranged +4 / 2d6+1, Grapple +2
Possessions: 900 gp. White pearl (90 gp). Amber (90 gp). Star ruby (1200 gp).
Aura Shoe, Male Tabaxi [Permalink]
Personal [hide]
Description: A man with a cold, calculating air about him, he typically wears a sleeveless long coat of deep green leather and dull tan iron scale mail. His beige fur is thinning but still full. His eyes are green.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He uses divination through singing.
History: A child with a great deal of writing talent his parents made sure he got the chance to thrive. His parents enrolled him in a Commoner school at a young age so that he could practice his arcane talents. He has became unsatisfied with his lot in life, and decided to take up adventuring.
Motivation: He has a rivalry with the Church that dominates his actions; and his religion dominates his actions
Ideals: Gifted, Artistic. Flaws: Sensitive. Bonds: Adventurer, Religious. Occupation: Doctor
Voice: Hard of hearing, loud
Attributes [hide]
Medium (5'7") Tabaxi, Neutral Evil (CR 13)
Armor Class 12
Hit Points 82 (13d4)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 17 (+3) | 14 (+2) | 19 (+4) | 15 (+2) | 12 (+1) | 14 (+2) |
Senses Passive Perception 11
Languages Common, Auran, Orc
Attacks Melee +7 / 4d4+3, Ranged +6 / 4d4+2, Grapple +7
Possessions: 800 pp. Smoky quartz (80 gp). Rhodochrosite (7 gp). Banded agate (7 gp). Jasper (80 gp). Alexandrite (300 gp). Emerald (1100 gp). Coral (50 gp). Alexandrite (300 gp). 1 Medium magic item.
Miles Richie, Male Human [Permalink]
Personal [hide]
Description: This late middle aged man wears silk and lounges about seductively and is in decent physical shape. He has shaved his head bald. His violet eyes dart from person to person.
Personality: He loves justice and goodness and right action. Anyone who does not fulfill this criteria perfectly will no doubt get a lecture from him. He is the most sanctimonious self-righteous Human in existence. He pushes his goals aggressively. He is also a coward if confronted.
History: He was born on a small isolated farm. His father was supposedly a charlatan fortune teller, but he insists his father was legitimate. He bought a shortspear and has really upped his game hunting, due to his understanding of decoy and ambush.
Motivation: His religion dominates his actions; and he is compelled to act according to his religious beliefs
Ideals: Justice. Flaws: Fearful. Bonds: Attractive, Nature, Religious. Occupation: Bellfounder
Voice: Soft and mumbly
Attributes [hide]
Medium (5'0") Human, Chaotic Evil (CR 1)
Armor Class 13
Hit Points 12 (1d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 15 (+2) | 16 (+3) | 15 (+2) | 15 (+2) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Elven, Sylvan
Attacks Melee +4 / 1d4+2, Ranged +5 / 1d4+3, Grapple +3
Possessions: 500 sp.
Fenriz Anarchy, Male Tiefling [Permalink]
Personal [hide]
Description: Relatively heavier built than your average man, he is not imposing. He is typically in his Priest uniform. His red hair is braided into rings. His eyes are likewise black. His teeth are yellowed and unaligned.
Personality: He's a bit of a prankster. He knows he is clumsy and seen as such and will often feign amnesia after injury. A true patriot, Fenriz would do anything for his country. He is fiercely protective of his fellow citizens and foreign allies.
History: A powerful wizard made him what he is. When he came of age, he joined a caravan that would eventually take him to the capital. He would practice along the way and, when he arrived, be apprenticed to a Priest. He's also a talented Jeweler, but doesn't like to broadcast it.
Motivation: Expand his business.
Ideals: Joker. Flaws: Ugly. Bonds: Job, Military, Mentor. Occupation: Priest
Voice: Rhymes sentences (sorry)
Attributes [hide]
Medium (5'9") Tiefling, Lawful Neutral (CR 14)
Armor Class 12
Hit Points 101 (14d10)
Speed 30 ft.
| STR | DEX | CON | INT | WIS | CHA |
|---|---|---|---|---|---|
| 18 (+4) | 15 (+2) | 12 (+1) | 11 (+0) | 10 (+0) | 14 (+2) |
Senses Passive Perception 10
Languages Common
Attacks Melee +9 / 4d6+4, Ranged +7 / 4d6+2, Grapple +4
Possessions: 200 pp. Banded agate (6 gp). Deep green spinel (60 gp). Blue quartz (6 gp). Tiger eye turquoise (6 gp). Violet garnet (200 gp). Freshwater pearl (6 gp). Deep blue spinel (200 gp). Iolite (30 gp). Citrine (30 gp). Iolite (30 gp). Black opal (1100 gp). Rock crystal (30 gp). 1 Minor magic item. 1 Minor magic item.
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Their contribution stands as a beacon of hope for all adventurers!

