Harbek Torunn, Male Dwarf [Permalink]
Personal [hide]
Description: This tall, slender man wears a grey vest with golden trim over his white shirt. His blue leather gloves and pants are well-kept, and his grey boots flare out at the collars. He wears his hair in dreadlocks. His voice is smooth and creepy, always level, but somehow just slightly unnerving.
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 susceptible to being scared and is in actuality easily frightened. He likes to tell stories.
History: Born in the north his family was never financially stable. Ostracized due to the martial powers of his oldest sister, he and his siblings struck out on their own. In the process these unassuming Dwarves became a terror of the countryside. He is untrained/undisciplined, which makes him dangerous.
Motivation: He is not mentally stable, and does not behave rationally; and he is wracked by social anxiety
Ideals: Gifted. Flaws: Insane, Cynical, Fearful. Bonds: Poor. Occupation: Scribe
Voice: Speaks in third person
Attributes [hide]
Medium (4'5") Dwarf, Lawful Good (CR 1)
Armor Class 11
Hit Points 13 (1d10)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 12 (+1) | 16 (+3) | 14 (+2) | 11 (+0) | 15 (+2) |
Senses Passive Perception 10
Languages Common, Dwarven, Goblin, Auran
Attacks Melee +1 / 1d4-1, Ranged +3 / 1d4+1, Grapple +1
Possessions: 150 gp.
Holg Gresham, Male Half-Orc [Permalink]
Personal [hide]
Description: This man stands a little under 6'3" and is a bit bulky. He is very muscular particularly in the legs. He wears a green costume with the symbols of the sun god on his torso. He has moderate length silver hair. His eyes are likewise hazel. His teeth are white and perfect.
Personality: He likes to be helpful to his clients. He likes to prescribe proper advice to his clients. He can't help but pocket interesting objects he comes across
History: His druidic talent manifested at a young age. Aiming to upstage a rival house, his parents had him trained. His parents divorced when he was young, and his father gained full cudstody. He was regularly beaten by his father, who blamed him for driving them apart. He has drifted from career to career and currently works as a Carter.
Motivation: Balancing his hectic life and new Carter responsibilities is difficult; and he is being blackmailed/forced/etc and this influences his actions
Ideals: Gifted. Flaws: Antagonistic. Bonds: Attractive, Job, Criminal record. Occupation: Carter
Voice: Speaks with squeezed throat
Attributes [hide]
Medium (6'3") Half-Orc, True Neutral (CR 2)
Armor Class 13
Hit Points 20 (2d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 16 (+3) | 13 (+1) | 12 (+1) | 11 (+0) | 12 (+1) |
Senses Passive Perception 10
Languages Common, Orc, Goblin
Attacks Melee +4 / 1d6+2, Ranged +5 / 1d6+3, Grapple +3
Possessions: 100 gp. 1 Masterwork Common Melee.
Naeris Madden, Male Half-Elf [Permalink]
Personal [hide]
Description: His left thumb is blackened and bruised, but otherwise he appears quite healthy. He wears a well pressed and immaculate suit (or dress). He keeps his long black hair kept up in a rat tail. He has several tiny amber earrings on each ear.
Personality: He is a pretentious jerk insisting that modern society is full of problems and should revert to a simpler time. He is a big fan of imagination and believes people should spend more time reading and writing.
History: Born to a pair of adventurers, Naeris grew up listening to his mother's many stories. He sought a place where he would be rewarded solely on the merits of his skills. This search led him directly into Marshal work with an outfit from a few towns over. Marshal work suited him well, and with each successful project, he earned more gold and more respect from his peers. He spent several years traveling with his friend, before both settled down to enjoy the fruits of their adventures.
Motivation: Money/treasure.
Ideals: Logical. Flaws: Antagonistic. Bonds: Rich, Adventurer, Job. Occupation: Marshal
Voice: Whispers
Attributes [hide]
Medium (5'3") Half-Elf, Lawful Good (CR 5)
Armor Class 14
Hit Points 20 (5d4)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
18 (+4) | 18 (+4) | 13 (+1) | 13 (+1) | 14 (+2) | 9 (-1) |
Senses Passive Perception 12
Languages Common, Elven, Celestial
Attacks Melee +7 / 2d4+4, Ranged +7 / 2d4+4, Grapple +4
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 12 | 6 | 6 | 4 | 0 |
Possessions: 500 gp.
Beloril Ironfist, Male Dwarf [Permalink]
Personal [hide]
Description: This man is tall and muscular. He wears a faded coat and loose pants complete with small hat. His red hair and beard is wavy and long. His eyes are a pleasant gray.
Personality: Friendly and accommodating he would invite many more into his home than his spouse would be comfortable with if they did not express concern about it. He is able to make almost anything out of random pieces of junk.
History: He was raised in a white middle class family as the only child. 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 Marshal. He has gone from town to town till he finds a spot where he can set up a sustainable business.
Motivation: Balancing his hectic life and new Marshal responsibilities is difficult; and expand his business
Ideals: Athletic, Philantrophist, Gifted. Flaws: Mundane. Bonds: Job. Occupation: Marshal
Voice: Scratchy, weak
Attributes [hide]
Medium (3'11") Dwarf, Chaotic Evil (CR 2)
Armor Class 11
Hit Points 15 (2d8)
Speed 20 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 13 (+1) | 12 (+1) | 13 (+1) | 13 (+1) | 12 (+1) |
Senses Passive Perception 11
Languages Common, Dwarven, Aquan
Attacks Melee +3 / 1d6+1, Ranged +3 / 1d6+1, Grapple +1
DC | 0 | 1st | 2nd | 3rd | 4th | 5th | 6th | 7th | 8th | 9th | |
Spell /Day | 11 | 0 | 0 | 0 | 0 |
Possessions: Moss agate (11 gp). 1 Masterwork Common Melee.
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Their contribution stands as a beacon of hope for all adventurers!
