Percival Thackeray, Male Human [Permalink]
Personal [hide]
Description: 6'4" and muscular, this western man prefers to wear grey pants and tee shirts. He has a long brown beard with little hanging trinkets. His gray eyes lackadaisically let the world flow into them.
Personality: He is highly sensitive about his name. He loathes it, but will not take any guff about it from anyone. He spends most of his days drinking in the Inn, the rowdiest and most dangerous establishment in town. There he gambles, wrestles and listens to stories told by travelers.
History: When he was but 3 years old his parents immigrated from the west. A gifted student he started as a Bather, but he got bored and became a Stableman. He has dedicated himself to building a better village for his children.
Motivation: Meet up once more with his childhood friend; and further expansion of business
Ideals: Athletic. Flaws: Sensitive. Bonds: Adventurer, Immigrant, Job. Occupation: Stableman
Voice: Draws out vowels
Attributes [hide]
Medium (6'4") Human, Lawful Good (CR 4)
Armor Class 10
Hit Points 32 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
17 (+3) | 10 (+0) | 12 (+1) | 14 (+2) | 11 (+0) | 6 (-2) |
Senses Passive Perception 10
Languages Common, Ignan, Goblin
Attacks Melee +5 / 1d10+3, Ranged +2 / 1d10+0, Grapple +4
Possessions: 300 gp. Lapis lazuli (15 gp).
Gerald Berkeley, Male Human [Permalink]
Personal [hide]
Description: He is an average looking southern male in his early mid-life. He is wearing a tight white one piece outfit complete with pants, hood, and a cape. His blonde hair is well kept and his bushy mustache is tapered upwards at the ends. He wears large thick round spectacles.
Personality: Here is a man who knows he is the smartest in the room. He talks down to others constantly. Despite his manner, he is extremely passionate and proud of his job, and he prides himself in being thorough and never missing a detail.
History: Born in the south to a Sailor, Gerald learned a great deal about his mother's area of expertise. His mother took him hunting and taught him how to get in the mind of other creatures. He has gone from town to town working and never settling down anywhere, but has fallen for a local Spice Merchant. He hasn't told them the truth, but wants to settle down with them.
Motivation: His name or reputation has been wronged in the past by goblins, and he desires to right it; and sabotage a competitor
Ideals: Impeccable. Bonds: Job, Nature, Has a crush, Enemies. Occupation: Sailor
Voice: Speaks with lips pursed
Attributes [hide]
Medium (6'0") Human, True Neutral (CR 4)
Armor Class 11
Hit Points 30 (4d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
15 (+2) | 12 (+1) | 12 (+1) | 9 (-1) | 16 (+3) | 14 (+2) |
Senses Passive Perception 13
Languages Common
Attacks Melee +4 / 1d10+2, Ranged +3 / 1d10+1, Grapple +2
Possessions: 200 gp. 1 Masterwork Uncommon Weapon. 1 Masterwork Common Ranged Weapon. 1 Masterwork Common Melee.
Gerard Whitby, Male Human [Permalink]
Personal [hide]
Description: He is an exceptionally muscular looking western young adult. He wears green robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a axe, but if one is not available he will default to his dagger. Beneath his clothing is a huge mess of scar tissue. He has dyed his greying auburn hair a little too much giving a sharp auburn color. His face is scarred and worn.
Personality: He is almost excessively polite to everyone, even when angry. He does suffer from mild PTSD, and the sight of brigands may trigger it at times.
History: His history is one of pain. He was disowned by both parents and raised among the slaves his parents kept. His parents were killed by brigands in a raid when he was still a young child. The brigands captured him, and made him a slave and general play-thing. He was beaten and tortured regularly, leading to his deformed appearance. Days after completing his studies, news broke out that his hometown was attacked by brigands. Gerard was horrified and prayed that his mother was alright. However, he heard that his mother had died fighting off the brigands.
Motivation: Several ex partners dislike his way of doing things and want revenge; and he is currently in port desperately looking for someone to get him out
Flaws: Ugly, Shy. Bonds: Slave, Enemies. Occupation: Interpreter
Voice: Shortens vowels
Attributes [hide]
Medium (6'4") Human, Neutral Evil (CR 3)
Armor Class 13
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
9 (-1) | 16 (+3) | 17 (+3) | 13 (+1) | 15 (+2) | 12 (+1) |
Senses Passive Perception 13
Languages Common, Infernal
Attacks Melee +1 / 1d8-1, Ranged +5 / 1d8+3, Grapple +3
Possessions: 2800 sp.
Aldous England, Male Human [Permalink]
Personal [hide]
Description: He is a paragon of his species. He is larger and stronger than most Humans. His skin is dark but he possesses many tan ritualistic tattoos. He is well dressed, but even with his fine clothing he looks run-down. He is bald on top and has large golden tufts of hair around his ears. His blue eyes are passionate and lively.
Personality: He is quite gentle and does not know the full extent of his strength. He works very hard to maintain that gentleness. He is kind towards other men and children and will generally offer men help without question. Others will generally need to prove themselves to him.
History: The child of a Miller, who enjoyed hunting, Aldous was taken on many hunting expeditions. After coming to the age of reason, Aldous took it upon himself to study the arcane arts in their entirety; because of this, he was labeled a dark omen and banished from his homeland. He used his abilities to travel the world and help people.
Motivation: He made a deal with a demon which lead to his current lot in life, and he's becoming increasingly nervous about it; and marry his brother to traveling adventurers
Ideals: Disciplined, Philantrophist, Gifted. Flaws: Ugly. Bonds: Nature. Occupation: Spy
Voice: Breathy voice
Attributes [hide]
Medium (5'10") Human, Lawful Neutral (CR 3)
Armor Class 12
Hit Points 13 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
12 (+1) | 14 (+2) | 7 (-2) | 9 (-1) | 15 (+2) | 17 (+3) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 200 gp.
Reynard Fawcett, Male Human [Permalink]
Personal [hide]
Description: He wears red robes with leather pauldrons. Though occasionally he wears more armor. He prefers to carry a warhammer, but if one is not available he will default to his kukri. He carries with him a set of kukris, each one with a ruby on the hilt. He only wears one on his belt and the other on his back. He wears a colorful flower in his brown hair. He has a dull look in his gray eyes.
Personality: He is calm most of the time but flees social interaction. Animals are drawn to him, and he is able to talk to them.
History: A studious child he never was much for a social life, not because he was unlikable, but because he did not seek it out. He always admired necromantic-users and wanted to develop the talent, but never had the affinity for it. Recently a tribe of dire rats attacked the village and all able bodies who could hold a blade were quickly armed and sent to the walls. Reynard fought at the side of some of the regions greatest heroes but was never overshadowed.
Motivation: He's looking for his big break; and regain custody of his son
Ideals: Fighting, Gifted. Flaws: Shy. Bonds: Attractive. Occupation: Servant
Voice: Booming voice
Attributes [hide]
Medium (6'0") Human, Chaotic Evil (CR 3)
Armor Class 12
Hit Points 22 (3d10)
Speed 30 ft.
STR | DEX | CON | INT | WIS | CHA |
---|---|---|---|---|---|
13 (+1) | 15 (+2) | 16 (+3) | 11 (+0) | 15 (+2) | 13 (+1) |
Senses Passive Perception 12
Languages Common
Attacks Melee +3 / 1d8+1, Ranged +4 / 1d8+2, Grapple +2
Possessions: 400 gp.
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