Traveling NPCs v1.0
Traveling NPCs v1.0
Traveling
NPCs
Written by Hobie Hill, Daniel James,
Liz Fowler, and Mark Adams
Editing by Pedro Cooray
Design by Daniel James
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Traveling NPCs is third and final installment in the
Voyages of the Vagabond trilogy. Alongside Terrific Terrains
and Magnificant Mounts, this book helps round-out the
aspects of exploration and travel within your fantasy worlds.
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Dedicated to the
memory of
Tony Lynn Burris
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About the Narrator
Toburny Lynnris – Goliath Vagabond
Description: A hulking man with large muscles; when looking upon him
you wonder if he comes from a race of giants. Toburny Lynnris, in fact,
comes from the traces of the Goliath race, but seems to have absorbed
the more human side than his stone giant heritage would give thought.
He wears loose pants that look as if they might have been made of cloth
once, but years of wear and tear have found them patched with all sorts
of leathers. A sleeveless black leather made from some unknown
creature rests upon his torso, but of course to Toburny Lynnris, sleeves
only restrict movement. His brown eyes dart around the room,
hyperactively observing anyone and everything. But only when he
is not wearing his one-of-a-kind set of goggles.
History: Toburny Lynnris was born to a poor family of goliaths who were
trapped mining resources from the earth. As any good son, he found
himself doing exactly what his family and ancestors had done for years,
but when his brother died his life took a different direction. The winds of
travel led him to traverse the realms where many adventures took place.
His adventures brought him across hundreds of animals, travelers, and
ways to get there. For some reason he had a fondness for hags and their
antics, but also kept a safe distance. Yet, no matter the terrain, roads, or
issues, he always found himself back home.
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Traveling NPCs
Introduction 5
Table of Contents 7
Hag NPCs 8
Bandits Groups 28
Nomad Tribes 100
Tavern NPCs 166
Hireling NPCs 176
Traveling NPCs 234
Caravan NPCs 260
Tandel
- The Vagabond Language 270
Legal Information 306
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Hag NPCs Manipulation: Childless by her own right,
Jarra has never wanted anything more than
to be revered. The children she takes from
Arctic Hags the local village live a very comfortable
but cold life
1. Lyell Warrow within her palace
(fortress) of ice.
Quote: “You seem to have strayed far from She will on
your home, child.” occasion make
Alignment: Neutral Evil contracts with
grieving parents
Age: 817 years old that make them
Personality Trait: I am oblivious to social believe they will
etiquette and expectations. have their child
again someday.
Bond: I am bound to this land by an Arch- They never will.
Hag (deity), destined to be here alone. She has already
Ideal: I will slaughter and eat the next cursed the children
unlucky set of travelers to come my way. with her affliction.
Flaw: I cannot resist killing those that are
more beautiful than I am. 3. Daree Scrathe
Manipulation: As she is cursed to be alone, Quote: “You’re shivering, darling.”
Lyell’s biggest manipulating point is that
she will ask for people to keep her Alignment: Chaotic Evil
“company”. If she can bring Age: 61 years old
herself to avoid killing
those that cross her Personality Trait: I lie about almost
path, they will die of her everything, even if there is no reason to.
curse alone. They often Bond: I found a magical artifact that
think they can find a belongs to a deity and I protect it with my
way to escape but life in an attempt to gain favor.
death is inevitable.
Whether she decides Ideal: Attaining power and control will make
she is hungry or the my life better and bring me happiness.
curse of her solitude Flaws: I often forget lies I have told in the
strikes them down past and have to come up with more to
– it is just a cover my previous deceits.
matter of time.
Manipulation: Unsurprising to most, Daree
is a beautiful and articulate liar. She speaks
in riddles and half-truths that lure people to
2. Jarra Illar her. Though there is
very little she wants
Quote: “I love this village as if it were made from people she
of my own kin, why do you not see that?” enjoys using them
Alignment: Chaotic Evil to her own benefit.
Her promises are
Age: 287 years old often empty and
Personality Trait: I am well known for my disguised as good
work and I am deeply offended when people jobs but unless
do not know who I am. you’re very careful
about your words
Bond: I will protect the local village from when asking for
blizzards in return for a child offering every her help, you
fifteen years. will likely get a
Ideal: I will build an ice shrine that reaches twisted version
the heavens in reverence to my power. of your request.
Technically she
Flaw: I am deathly afraid of fire. did what was asked
of her, and that is what
she will argue until her last breath.
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4. Aysreer Tyren Manipulation:
Quote: “I am hungry. It’s your problem now.” As a being that
does not move
Alignment: Chaotic Evil far from her
Age: 1124 years old homestead,
Lyivar needs
Personality Trait: to draw people
I know nothing to her. She
but a hunger keeps a small
that I cannot corral of
satiate. animals that
Bond: I have she will
been wronged use to see
by mortals through –
for many as she has
generations no eyes –
and I relish and leads
any chance desperate
to feast upon travelers back
their corpses. to her so she can either
eat them herself or detect their worth. If
Ideal: The they have no worth she will consume them.
recipe I am If they have a use for her she will keep them
working on is alive, promise them gifts of great power, and
nearly perfect and I wont stop until it’s done. play them like puppets.
Flaw: I never consider the general wellbeing
of the people I call my meals. Occasionally I
will get sick from their sicknesses. Canyon Hags
Manipulation: When trying to lure in prey, 1. Karmen Giles
she will pretend to be a beautiful helpless
young woman who was injured by the Quote: “Oh my dearest, please tell me you
elements and a chance encounter with a have stories to tell.”
bear or other dangerous wildlife. She will go Alignment: Chaotic Neutral
so far as to wound herself to draw blood and
leave a trail they will follow. When people Age: 116 years old
are close enough she turns the weapon on Personality Trait: I always have my ear to
them and begins a cat and mouse chase. the ground to pick up juicy bits of
Aysreer seems to prefer the taste of the information about these wanderers.
lingering adrenaline in her meals.
Bond: I am indebted
to a lesser deity
5.Lyivar Deel because a trick
I pulled on him
Quote: “I haven’t seen another living being went awry.
in so long.”
Ideal: I desire my
Alignment: Neutral Evil independence and
Age: 812 years old freedom back.
Free will matters
Personality Trait: I never divulge details but only if it is
about myself unprompted. They must ask. my own.
Bond: I remain here, looking for the being Flaw: I can be
that stripped me of my vision so I can one over excitable
day see again. about gossip
Ideal: I am seeking revenge and the only nd trivial
way to feel satisfied in my revenge is to force drama, so I
the man that wronged me to suffer. rarely stop to
heck if it is the truth.
Flaw: I will follow any opportunity to bring
me towards my goals without thinking it
through which can lead me to being misled.
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Manipulation: She often pretends to know Personality Trait: I can and will make
more than she really does, pulling at the anything a game.
heartstrings of people that desperately want Bond: I am trapped in this canyon until I
to be liked or acknowledged. What little bit can find someone suited to take my place.
of information she gets is twisted and
manipulated in a way that she considers Ideal: If I am not laughing, I a grow bored
harmless but is often mean-spirited and will and frustrated. Laughter at others expense
hurt feelings. She tears apart friendships is even better.
and romantic relationships for fun with the Flaws: I am unable to leave this relatively
ammunition of gossip given to her by small area and it means my reach is
travelers that recognize her power and want minimal outside of who comes to me.
to leave unscathed.
Manipulation: Appearing like a cute young
woman, Iyal has a smile on her face and
2. Arin Opheel does her best to seem like she is non-
threatening and less dangerous than she
Quote: “If only you could see the real me!” really is. Her magics produce a charm-like
Alignment: Lawful Evil effect to lull people into a sense of security
as she puts them through a gauntlet to
Age: 3108 years old decide if they are
Personality Trait: I can offer great power able to take
and reward when making a deal but very over for her
few people read the fine print. and break
the curse that
Bond: My home is my power source and I has her locked
cannot leave so I defend it fiercely. to this location.
Ideal: I will increase the potency of the People always
power source that is locked within the walls fail but she
of my abode, regardless of the how. makes them
play her
Flaw: I do not think my tricks through “game”.
completely, often injuring unsuspecting
participants in the process.
Manipulation: Turning into
a tempting and beautiful
woman, Arin draws in
mostly men to use as a
ool for her games. She
sets up complicated
scenarios that seem
like a reward for their
servitude that often
leaves an impactful 4.Ferrah Unix
boon to siphon power Quote: “You better prove me your
from the men that worth…quickly.”
believe they are
special to her. Most Alignment: Neutral Evil
things are done Age: 872 years old
“by the book” and
as such she can Personality Trait: I am painfully impatient
never be faulted as and easily bored. It takes a lot to hold my
wronging someone attention.
even if her intentions Bond: I want to be the center of attention
are always cruel and unusual. and enrapture all that pay me mind.
Ideal: My child was taken from me and I will
stop at nothing to find those that took her.
3. Iyal Quell
Quote: “It’s all fun and games!” Flaws: Impatience runs deep and I will often
decide someone is worthless to me before
Alignment: Chaotic Neutral they are given a chance to prove their worth.
Age: 229 years old
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Manipulation: Ferrah Eventually she will force them to witness
transforms herself something horrific and pretend that they are
into an inviting tied to it as much as she is – forming a bond
face only to bring of circumstance – and keep them around to
her guests to her drink from their youthfulness.
home and become
her truest form.
As she speaks
she uses mental Desert Hags
probing to find 1. Vareeha Kippoor
the being’s
deepest fear Quote: “What?”
and she projects Alignment: Lawful Evil
illusions around
her – or makes Age: 378 years old
herself embody Personality Trait: I am indifferent to the
them – to plights of those around me.
strike terror
into their core Bond: This land has been passed down from
so they will speak generation to generation and I must respect
quickly. The people that can maintain their and guard it until
composure through the fear will intrigue her my time is up.
but often screams can be heard from her Ideal: I value
home that are cut off by her boredom. order above all
else and will
not tolerate
5.Syline Pera chaos or
Quote: “Youth is not unattainable; you are disrespect.
just looking in the wrong place.” Flaw: The slaves
Alignment: True Neutral at my command
are property
Age: 7254 years old that I take
Personality Trait: I never rest if what I very seriously
want is within my grasp. and will not
allow others
Bond: I was blessed in my youth with the to go near.
ability to steal youth from the young. I do
that because it is my duty to live on. Manipulation: She says
very little and allows others to believe that
Ideal: I wish to be envied for all of my she understands even less. As an incredibly
power, beauty, and wealth. intelligent being she uses people talking
Flaw: I have next to no down to her to her advantage. Her biggest
close friends because strength is being underestimated so she can
I am willing to step overpower those that she needs to
on anyone to get manipulate or get something from. Every
what I want. person has the same encounter with her but
they often walk away unaware that they
Manipulation: have been swindled – if they walk away at
Syline will spend all that is.
days getting close
to travelers that cross
her path. She offers 2. Hyreen Zune
them food, respite, Quote: “Wanting something from me is a
and kindness, while dangerous desire.”
hiding her true
intentions. Once Alignment: Neutral Evil
they comfortable in Age: 972 years old
her presence she will
begin asking them for Personality Trait: I will behave cruelly so
small things that they people know who I truly am.
feel they cannot say no to.
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Bond: I owe a favor to a arch-mage and I crave. When they go to
cannot move on until the debt is called on. sleep for the night
she will project
Ideal: All I crave is my freedom and I will sounds of their
squirm until it is granted to me. loved ones
Flaw: I have a dangerous allergy to gold. poking at and
manipulating
Manipulation: The area heir deepest
around her home is nsecurities. Upon
treacherous terrain waking they feel
and she keeps it that a need to prove
way to make her themselves and
abode something of she will offer
an “oasis” in the those people
desert. She keeps a place among
people there with her servants to
a promise of food become “heroes”.
and water but
gains strength
in demanding
favors in return. 4. Zanzabarra Jully
She will hold Quote: “Look but do not touch.”
those favors Alignment: Neutral Evil
over people’s
heads for as Age: 1572 years old
long as she can Personality Trait: I am incredibly quick to
– making them anger and violence; easily provoked.
nervous about
when she will call it in – because she Bond: My reputation matters more to me
wants to know that other people are feeling than anything else and I will go to great
the same sort of suffering that she is as she lengths to defend it.
awaits her fate and freedom. The more Ideal: I do not require validation, but I will
people she has under her control the always soak in praise when it is given to me.
stronger she is.
Flaw: When someone has an untrue opinion
of me I am quick to become violent to rectify
3. Crageen Bonelust that thinking.
Quote: “One to add to my collection?” Manipulation: Though straightforward,
Zanza is typically using the threat of
Alignment: Chaotic Evil physical violence to scare people into doing
Age: 391 years old exactly what she wants from them. She
occasionally shifts her shape and grows in
Personality Trait: I truly believe in all size to make herself more
superstitious omens and I allow keeping intimidating to those
“peace” to dictate my life. that do not see her
Bond: The collection of lives I keep and tend as imposing. Her
to are unable to move from where we voice is often
currently are. lowered to seem
deeper and
Ideal: I want to have a massive army of dangerous.
people under my control that do my bidding. She also casts
Flaw: I will take any person willing to indebt a whisper
themselves to me without looking into them inside of
further, often leading to conflict among my people’s brains
slaves. that echo so
they cannot
Manipulation: Crageen promises power ignore her.
and honor. She feeds upon the lost and
desperate that need to make a name for
themselves. By reading their minds and
asking a few very pointed questions she is
capable of finding the things that her guests
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5. Uzeez Lorrick Flaw: I have a severe allergy to pollen and
Quote: “You must have trip and fallen.” ivy but I work with it as often as I can
because I think it is beautiful.
Alignment: Chaotic Evil
Manipulation: Eileen possesses the ability
Age: 443 years old to manipulate plants around her to her will.
Personality Trait: They release a beautiful and intoxicating
I enjoy when smell once a month to draw people in and
games of luck trap them within her clearing. They are then
and chance restrained by the vines and slowly devoured
are added to by the plant life in some sort of ritual to the
my bargains, deity she is actively
even if it is to trying to appease.
my detriment. They smile the
entire time as
Bond: I have they do not
been working realize they are
on a way to experiencing
transform pain or coming
humanoids even remotely
to be like me. close to dying
I will not rest until they are
until it is being
complete. prepared
Ideal: I want to for use
be envied for my cruelty. fertilizer
in her
Flaw: I am often blind to limitations and garden.
suffering that I put my test subjects through
and as such they usually perish.
Manipulation: She stalks targets that she
considers are potentially the most capable of 2. Planiz Harble
surviving the transformation process she
intends to subject them to. Once she has Quote: "You seem lost.”
identified someone she will slowly lure their Alignment: Neutral Evil
loved ones away from them and kill them so
all they have left is her – a person that has Age: 88 years old
inserted herself into their lives. She Personality Trait: I quote tombs written in
promises to make them feel better and then tribute to a fallen god to explain my
they wake up wrapped in webbing and their reasoning.
blood being transfused with a brew of her
own creation. Bond: My faith has
tied me to a deity
that has no idea
I exist. I work to
Forest Hags gain their praise.
1. Eileen Greenbarrow Ideal: All I seek
is praise and I
Quote: “You have tread on my garden. So do not care
careless.” about opinions
Alignment: True Neutral unless it is
that of my god.
Age: 642 years old
Flaw: I have
Personality Trait: I tend to my garden more an terrible
than I tend to myself. It is my pride and joy. impulse to
Bond: I will remain in this clearing until my light fires.
undoing because what I have created here is
my life’s work.
Ideal: I want the world to recognize my
contribution to the beauty of nature.
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Manipulation: She comes across camping 4. Bean Warren
travelers in the forest and makes herself Quote: “There is
appear scared and vulnerable. When she beauty in death.”
rushes into their camp she claims she has
been followed by a dangerous beast to get Alignment:
them to move or fight whatever is Chaotic Neutral
supposedly lurking not far behind her. If Age: 465
they promise to protect her but do not years old
actively seek out the threat to eliminate it
they have failed a test they did not even get Personality
a chance to realize they were taking. They Trait: I am
are all killed and their eyeballs removed to always calm no
be planted in the garden of omen she keeps matter what
at home. occurs in front
of me. My voice
is always even.
3. Lilizar Anept Bond: This
Quote: “I can see your future but I warn you, forest is the
it is grim.” only place I
have ever known
Alignment: Neutral Evil and I do not wish
Age: 310 years old to stray here forever.
Personality Trait: I have a deep Ideal: I wish for others to see the beauty in
understanding of humans and humanity as the unconventional.
a concept and I am proud of it. Flaw: I take personal offense to people that
Bond: Ties of fate appear to me like strands slight the plants and animals that I keep in
of spider webs and it is my job to nurture my care.
and shape them. Manipulation: Bean presents herself like a
Ideal: I desperately seek to see the truth very approachable and kind woman. She is
and turn a blind eye to lies. calm, decently stoic, and passive in every
interaction that she has. Her stoicism is
Flaw: I view everything as good or bad, no in sometimes worrying to people but she
between. This judgment has lost me many makes everyone believe that she is an open
important connections. book and easy to be read. This is why people
Manipulation: When a traveler comes to her come to her so readily to ask for her help.
for guidance she is keen to tell them exactly She grants boons that seem great at first
what they want to hear instead of telling but grow in potency and can often cripple a
them the truth. They get so enraptured in mortal. By that time people have found out
the future she is crafting that the afflicted person in question visited
for them that they are the hag that they were not supposed to be
addicted to her insight seeing and vanish into solitude.
and will do just about
anything they can to
make her predictions 5. Zrytar Rallen
come true. She will Quote: “It is an awful shame that you cannot
bend small amounts see the gift I am giving you.”
of fate to make them
believe she is telling Alignment: Lawful Evil
the truth and Age: 174 years old
eventually drop
them entirely Personality Trait: I struggle to understand
and punish emotions and impulses of other people.
them for their Bond: The trees I grow are worth dying for.
folly. Until Thankfully, it is not me that dies for them.
then
owever, they Ideal: Season change brings me great joy
do her bidding. and should never be complained about.
Flaw: I do not know how to focus or value
anything other than my grove.
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Manipulation: Zrytar is known for preying Flaw: I do not care about other people and
upon women who are they can tell, making it very difficult to find
promised to cruel companionship.
men. She will offer Manipulation: Gregora is known for
them a place to go. blackmailing men into doing what she
She will offer them wants. She spends her time watching from
protection. She afar – often through the eyes of creatures
will offer them that she uses as her familiars – and pin
forever out from points the men that are doing things they
under the thumb should not be. Commonly, they are having
of people that do affairs. She then sends them messages to let
not deserve or them know that she knows and will say
respect them. something to their partners if she is not
When they are appeased. Their first trip to her cottage is
vulnerable they the last trip they make anywhere. They
will happily take never return from their visitation.
her hand and
lead them to the
sanctuary that 2. Kagree Ploy
is her grotto. Quote: “You are filth.”
They eventually
become twisted Alignment: Neutral
humanoid trees Evil
that seep their Age: 1721 years old
blood into the
ground to heal and nurture the beast that Personality Trait:
lurks beneath – hoping it will be born one I hate humanoids
day. more than any
other thing in
the entire
world.
Highland Hags Bond: I
1. Gregora Knolt long for
a life
Quote: “Mind your space.” where I
Alignment: Neutral Evil no longer
see folk
Age: 59 years old roaming my
Personality Trait: precious lands.
I do not care about Ideal: Solitude
what people think gives me great strength
of me. That concern and leads me to a path for greatness.
is trivial.
Flaw: I cannot navigate conversations
Bond: I am the last because I have no practice speaking to
of my bloodline and anyone but my familiars and myself.
it has suddenly
begun to matter Manipulation: With much disdain for
that there will mortals, Kagree doesn’t normally go out of
be none to her way to manipulate people to come to
follow in my her. The manipulation begins when people
footsteps. dare to tread to her abode. She will give
people what they ask for but she will go out
Ideal: I of her way to be sure that is the most
need to inconvenient and painful process for them.
begin the She is fueled by their suffering and as such
process of will tether herself to them and feed them
looking for a nightmares and discomfort to foster that
children to twist into hags so that I can live suffering if she can do it. When they come
on as someone’s ancestor. back to her to ask for their gift to be taken
back she laughs in their faces.
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3. Hocket Izzore Ideal: One day I will be free but until then I
Quote: “I beg of you to leave before I have to will grow in power to overturn my master.
be less polite.” Flaw: Unlike many of my kind I am always
Alignment: True Neutral on the move. Staying in one place for too
long makes me vulnerable.
Age: 4003 years old
Manipulation:
Personality Trait: Time has created more Memories are
opportunities than I know what to do with incredibly
and I am often overwhelmed. vulnerable in
Bond: I have forced myself to live in Sparrell’s
isolation because I was a danger to the presence. She
people around me. will twist and
change the
Ideal: Being alone means no one can tell me series of events
what to do. that are
Flaw: After spending splashed
so much time by upon a
myself I have grown person’s mind
bitter and resentful to make
of those that have herself look
companionship or favorable or
company around even erase
them. her presence
all together.
Manipulation: When she is
When people not in fear of
approach being found she
Hocket they will change
are typically memories of target’s
in dire loved ones to make
straits. them think they have always been alone.
They have She likes to ruin marriages, friendships,
no means and families just for her own amusement
to save because she cannot stay to see things
themselves undone long term.
and she has
so much to offer as she has collected things
and has no one to share it with. They are 5. Vaseen Ooraz
lured in with the visual of her riches and
trinkets but once they have made a deal Quote: “Who is it you think I am, child?”
with her and are given exactly what they ask Alignment: Chaotic Evil
for (most often it is money) things turn
awry. If they stray more than a mile from Age: 477 years old
her home the trinkets turn to mud or Personality Trait: I no longer understand
useless metals. For there to be a worth to much about myself as I have not been
her gift they must stay close to her. No one myself for many years.
ever does.
Bond: I killed the hag that once lived here
and I am living in her shadow, pretending to
be her.
4. Sparrell Norta
Quote: “I am alone by choice, you idiot.” Ideal: I want to ruin the reputation of the
woman I killed and eventually be able to be
Alignment: Neutral Evil myself.
Age: 836 years old Flaw: With each passing day my memory
Personality Trait: I will settle for nothing gets worse. I am starting to get scared.
less than absolute perfection. Manipulation: Vaseen does not possess the
Bond: I sold my soul to an arch-hag that ability to manipulate memories or her
wants to use me to destroy their opposition. surroundings but she does have the ability
I am in hiding. to project illusions. She spends her time
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hidden behind a false wall within the hut of to draw women
a hag she has killed and taken over the life in is much the
of. All of her research is done day in and day same as she does
out to be able to pretend she is the woman with men but she
these people made a deal with. From tends to treat
behind the false wall she projects an them a bit softer
illusion of the woman and spends than she would
her days torturing the people that men. It seems that
have already agreed to contracts she has some sort
they cannot of vendetta against
get out of. men in particular
Soon the and makes them
people will her target if
die and she can help it.
she can move She uses very
in on the area little magic
herself. but alcohol
often helps
her case. Not
much though as she is
attempting to drink their blood and it
tastes significantly worse with liquor in them.
2. Lucine Waltz
Quote: “Your heart is beating so fast. I
should thank it for keeping my meal warm.”
Alignment: Chaotic Evil
Age: 512 years old
Personality Trait: I see people as a tool to
be used and nothing more.
Oasis Hags Bond: My family heirloom was taken from
1. Vyleeta Harpe me and all I want is to get it back.
Quote: “You look like temptation, darling.” Ideal: I am only invested in anything I do
because of the reward and praise.
Alignment: Neutral Evil
Flaw: I can be easily
Age: 3574 years old tricked into caring
Personality Trait: I consider my charisma with promises of
to be my greatest strength. All are power and gold.
captivated by me. Motivation:
Bond: I owe everything to my creator and I Lucine demands
will never fully repay them for what they sacrifices from
have given me. people that come
to her for help.
Ideal: I aspire to prove my worth and step She pulls large
into the shoes of my blessed mother. vials of blood
Flaw: My aspirations are somewhat out of from her destitute
my reach but I am impatient and reach for visitors and
them anyway. keeps them for
as long as she
Manipulation: Straightforward as always, needs. She will
Vyleeta’s manipulative tendencies manifest never drink
as drawing primarily men into her home. from those
She uses seduction to get what she wants that she has a contract with. When
and when people are finally within her the magic is in her possession she uses
clutches, she gets them to agree to things dark magic to manipulate their feelings as
they wouldn’t normally she watches them through a scry. She will
agree to. Her attempts
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pull strings to make them do things that are Personality Trait: My ego is fragile and I do
more useful to her and go places that gives not take kindly to people criticizing me.
her information she is desperate for. It is
not until much later that these people Bond: I owe a great debt to someone that I
realize they are being manipulated. will intentionally never repay. They do not
deserve it.
Ideal: All I want is power and devotion.
3. Martine Eeras Flaw: I am quick to anger and do not stop to
Quote: “I do not need to see you to know you consider the consequences of lashing out.
are beautiful.”
Manipulation: The location
Alignment: Neutral Evil Lanti stays in is beautiful.
Age: 3478 years old She has a mindless
mortal that she uses
Personality Trait: I have limitless patience as her personal
for all things and will not act impulsively. blood bank to care
Bond: My whole life I have been searching for the land
for an answer to a question for a loved one. around her home.
The location is a
Ideal: I am invested in the people that I beacon of hope for
have committed my allegiance to and I those traveling
cannot be swayed. long distances
Flaw: My patience is often comorbid with and the scent of
stalling and things slip past me because I do food and flowers
not act. draws them in.
When they are
Manipulation: Martine is an extremely old close enough she
hag that never shows the world her true reaches out with
form. The biggest ploy she uses to her tendrils of charming
advantage is her ability to shift her form. magic to make herself
She watches and waits, learning as much as seem more kind and inviting than she really
she can about people so she is, with people falling head over heels in love
can take the form of with her. They are given a silver ring to wear
those that they trust and so long as they are wearing it they are
and betray them or tethered to her so she can hear their
gather more thoughts and manipulate their moods.
information.
Her vision is
omnipresent 5. Alyx Rewen
because she
does not have Quote: “You’ve come to the right place.”
eyes so when Alignment: Chaotic Evil
she is called
out for being Age: 103 years old
a fake it is Personality Trait: I find great enjoyment
mostly out of watching people squirm in
because discomfort.
she does
not blink Bond: My predecessor still remains and
her illusory micromanages what I do but one day I will
eyes. Those take over completely.
that figure Ideal: I like to create chaos and keep people
her out are often rewarded for their insight. on their toes.
Flaw: I do not think before I act and that
often backfires but that is part of the fun.
4. Lanti Iiren
Quote: “This will be your greatest mistake.” Manipulation: Doing the bidding of another
person, Alyx often spices up her orders by
Alignment: Lawful Evil making games and tests for her guests to
Age: 612 years old do. The outcome of the games are of no
interest to her but she does force them to
19
admit to and experience some of the most them make deals that are heavily in favor of
emotionally taxing things in hopes of getting her coven so she can maintain her position
something stronger out of as an important figure.
it. Most of the time they
pass and she has to give 2. Saesra Flox
the boon they have Quote: “Show the sea some respect.”
asked for. The ones that Alignment: Neutral Evil
fail however will remain
with her and she will Age: 591 years old
use them – locked in Personality Trait:
small display rooms for I have no patience
visitors to see and for those that do
judge if they not respect my
are willing to domain.
risk that fate
for what they Bond: The
are about ocean is full
to request. of things to
treasure and
I am destined
to find the
most important
of them.
Ideal: My place
Ocean Hags is below the
tides but I
1. Warellen Olyan strive to be
recognized for
Quote: “These are my family and I will my efforts.
protect them. Why do you not do the same?”
Flaw: I can be
Alignment: Neutral Evil lured away from the safety of my home
Age: 2117 years old by the mere vision of beautiful items.
Personality Trait: My Manipulation: Lurking primarily
coven means more to beneath the water, Saesra will project
me than anything else images of beasts and people among the
in this world. mist that floats on the surface. These
images draw sailors closer or chases them
Bond: I will never betray away but ultimately she is trying to guide
or turn my back on my them towards shallow water so she can run
people if I have any choice them aground and pick apart the remains
in the matter. from their ships. Those that she
Ideal: Honesty matters “saves” are often condemned to a life
among the coven but it in the sea but she doesn’t tell them
doesn’t extend to strangers. that beforehand. All she promises is a
way to breathe and they often accept
Flaw: Seeing those that I her offer, unaware that it will come
care about hurt is a good with gills and consequences.
way to manipulate me to
your will.
Manipulation: Though 3. Morynn Graeth
the coven is strong, Quote: “Did you like my song?”
Warellen is known to be
the one of the group that brings Alignment: Chaotic Evil
people to them. She manipulates the seas Age: 476 years old
and the storms to call forth bad weather
and drag unsuspecting people towards her Personality Trait: I have an unrelenting
family. They obviously need help and will need to be praised and appreciated.
ask for help because their only means of Bond: I will collect a mass of fans and
transportation is often taken from them and appreciation to sustain my ego.
they have to stay alive somehow. She makes
20
Ideal: Music moves me and influences my they make sends
power and progress. them down the
path in particular
Flaw: I cannot and cannot be
leave the water diverted without
as I will begin confronting
to age faster Saorie.
than I want to.
Manipulation:
Her song is
something
akin to a siren
and in fact,
they are often
mistaken to a
fault Morynn
takes deep
offense to
people
believing
she is a siren 5. Zare Pollar
because she is Quote: “Join me. There is not far to travel.”
not trying to draw people to their deaths. Alignment: Neutral Evil
She just wants to be their favorite and
admired. Her song creates a charm effect Age: 412 years old
and forms a bond that makes her capable of Personality Trait: I find humanity
calling upon those that have praised her at incredibly interesting, even if it is flimsy.
any time. She gives a boon in return but
they must return to the water and watch Bond: I serve the coven. My job is to protect
her performance at least once a month. and mediate between others and my own.
Ideal: Each individual that sells a part of
themselves to the coven makes me feel more
4. Saorie Varnetta secure. I crave that security.
Quote: “Choose wisely.” Flaw: I am not capable of making
Alignment: True Neutral independent decisions. Everything I do
involves my family’s input
Age: 8572 years old
Manipulation:
Personality Trait: I understand the There is very little
importance and the value of patience and in the way of
forethought. manipulation
Bond: I am the guardian of an important when it comes to
sunken temple that holds great power. Zare and her life.
She does tend to
Ideal: I will bring people to service the deity lie to make people
that my temple is in honor of. They will grow feel bad for her
more powerful in turn. and her people.
Flaw: I am unable to leave the surrounding They know she is
area of my temple because it is the source of powerful but she
my power. undersells the
power so they feel
Manipulation: Saorie believes in the power more comfortable
of choice. She creates an agreement that giving in to deals
forces her devoted contracted beings to that are very
choose between two options. The question wayed in the favor
itself is magically tethered and the option of the coven. They prey
that is not chosen is permanently removed upon people that are weak
from their life. They will not only forget the willed and soft hearted. She
alternative (often people or important scouts carefully for who to bring closer and
events) but they will be unable to remember will use physical force if she has to in an
even through magical means. The choice attempt to save and protect her family.
21
Plains Hags Bond: I would do absolutely anything to
surpass the reputation of my family.
1. Ureeza Strann Ideal: Only those
Quote: “Following my tacks, are you?” that can prove
Alignment: Neutral Evil them- selves
deserve power.
Age: 92 years old
Flaw: I will
Personality Trait: I find it incredibly occasionally reach
uncomfortable to live in one place for long. too far and stretch
Bond: The mount I have has saved my life myself too thin.
on numerous occasions and as such I will Manipulation:
do the same for them. Creea has never been
Ideal: Expanding my seen before she makes
reach and finding new a deal. She keeps those
people and places that have lose their
brings me so much joy. bets and contracts
to her close by and
Flaw: If I am in one makes them
place for too long, I work off their
get impatient and debts but also
angry so I am not pretend to be
home and available her at her
to people as often discretion. She
as I should be. makes mostly men decide their fates against
Manipulation: the face of a beautiful being and then makes
Ureeza has a them follow through with her truest form.
vast knowledge They often feel betrayed and attempt to get
of the world out of it but there is no way to avoid the
and the ways consequences of their actions. The people
to travel. that agree to her terms will then be stuck
She will traveling with her after they have been given
intentionally what they desire and complete their tasks.
lead people
astray to get
them lost 3. Fynole Grantel
and force Quote: “We will find the right path for you,
them to call young one.”
upon her for help. If they
are walking the correct direction she will Alignment: Lawful Evil
use her influence over the creatures that Age: 514 years old
roam the area – primarily the predators – to
force the wanderers off in the wrong Personality Trait: I have sworn myself to
direction. She preys upon their fear and many different deities in an attempt to pick
concern to attempt and get them to agree to and choose what powers I can maintain.
things they would not often or regularly Bond: I spend my days mostly alone in an
agree to. attempt to untangle the promises I have
made.
Ideal: I am the predator in my domain and
2. Creea Dayter none shall challenge me successfully.
Quote: “Continue to wander until you are not
lost, angel.” Flaw: I can be called upon and punished by
various deities that I serve for splitting my
Alignment: Chaotic Evil attention.
Age: 888 years old Manipulation: Fynole presents as a zealot
Personality Trait: I cannot resist taking a for various different deities and uses her
deal and gambling with fate if it means I knowledge to lure in the wayward and
may win out heavily. anxious. She also looks very intimidating
and people rarely question her. Her magic is
normally phrased to be something akin to a
22
divine intervention even if it was just simple with intention of stealing are often punished
enchantments and illusions. She wants and bound to her servitude. They can leave
people to believe that but they are magically collared to come back
she is blessed by and return their findings – destined to find
the gods so her trinkets and prizes to add to her
they will give collection. Those that come looking for help
her more are often rewarded handsomely.
faith than
they other-
wise would. 5. Ola Crase
Plus, the more Quote: “This is my domain and you are
followers she treading dangerously.”
gets for the
deities she Alignment: Neutral Evil
has promised Age: 233 years old
herself to,
the better. Personality Trait: I love the place I live and
I will not share it with anyone else. This is
my home.
Bond: The creatures I look after are special
and do not deserve to serve under mere
mortals.
Ideal: My domain is the source of my power
and I treasure it immensely.
Flaw: As soon as I step too far away from
4. Jurreina Olep my power source I grow weak and fragile.
Quote: “I want what you have.” Manipulation: The sacred place that Ola’s
shack is built upon has a beacon-like
Alignment: Chaotic Evil ability. Not only is there a scent that lures
Age: 2056 years old in animals but there is a beautiful song that
is only perceptible to people that have
Personality Trait: The more I magical powers. The song sounds like the
can gather and collect the more voice of a loved one – regardless of their
happy I become. Trinkets are status of alive or dead. Many people travel
my payment. in to get a chance to speak with the people
Bond: I am forever they have lost or cannot find on their own.
searching for the Ola will offer them a chance to speak to
perfect piece to their beloved for a price. The price is often
add to my much higher than what they get in return
collection. but once they are blessed with a boon from
Ola she will allow them to take one of her
Ideal: Wealth is mounts and that tethers them together.
in the eye of the They can always find their way back.
beholder and
when it comes to
my toys I consider
myself very,
very wealthy.
Flaw: Greed
is my priority
and I can be bought
with very little so long as it is interesting.
Manipulation: The area she exists is always
dressed up to be something it is not
Jurreina lives in a hollowed out tree in a
small grove within the plains. The opening
to her abode is wide and inviting, making
people believe that there is something to
accomplish in searching it. Those that enter
23
Valley Hags Bond: There is a person that means the
world to me but I have no idea where they
1. Reiana Brolle are and no means to find them.
Quote: “Clap for me or I take your hands.” Ideal: I deserve respect regardless of the
Alignment: Chaotic Neutral fact that I have often not earned it.
Age: 117 years old Flaw: When I am uncomfortable I find it
much easier to fill the silence – even if I am
Personality Trait: Having eyes on me is the supposed to be quiet so I am not found.
only thing that fuels me to exist further.
Manipulation: Tetra is
Bond: I desperately want to be famous and I known for sneaking in
will do just about anything to get there. to camps of travelers
Ideal: I am going to prove that I am more that are nearby to her
deserving of the attention I seek than home and taking
anyone else around me. things that are
important to them.
Flaw: Gaining attention matters so much She forces them to
that I do not care how I get it. Often times come to her by leaving
I will do awful things for the recognition. very obvious trails
Manipulation: All Reiana wants is to have back to a house that
people watch her as she does whatever it is they would not have
she is attempting for the day. She uses seen when they first
magic to make her domain as inviting as walked past it. Once it
possible and when people enter they are is available to them
warded and prevented from exiting. She they must pass a
will stalk traveling groups in an attempt series of puzzles
to find the best sort of guests to watch her that have been
show. If they are theatrical in any way there placed outside of
is a good chance she will kill them but those the abode to gain
that just respect her are given a gift that entry. She allows
comes with a curse. They must return when them in if they are
she wants to perform smart enough to not
and though they attempt to force and once they are inside
now have the they have to stay for at least a week. The
ability to house goes invisible again to travelers near
teleport they by and they can only leave when it is visible
must always again.
be at her
beck and
call. 3. Arnetta Ryare
Quote: “Do you actually see what you think
you saw?”
Alignment: Chaotic Evil
Age: 287 years old
Personality Trait: I do my best to never show
my hand.
Bond: I used to be a person of renown
within a kingdom nearby and I have been
disgraced and cast out.
2. Tetra Rozer Ideal: Those that covet wealth need to have
Quote: “I do not feel comfortable in silence.” their priorities realigned.
Alignment: Chaotic Neutral Flaw: My ego is fragile and I lash out
Age: 337 years old aggressively when it is damaged.
Personality Trait: I absolutely love when Manipulation: Though she doesn’t attempt
people insult one another. I even love when I to disguise herself, Arnetta does change the
am insulted if it is a well crafted insult. world around her to make it more inviting
and appealing so people are lulled into a
24
false sense of security. When they are there, time she will use her raised undead pets –
asking for what they want, and prepared to humanoids that are buried just outside of
make a deal she then warps the reality her home – to recreate things from her
around them. She target’s past so they have to see those
makes them see memories acted out by a skeleton or two
things that would just to really strike fear into their hearts. If
scare them or they do not react the way she wants, she
make them will turn back time and continue to replay
panic. Most of it, making them aware that they will keep
the time they seeing it until they give her what she wants.
take the deals
for much less
than they 5. Unjenna Illory
otherwise Quote: “Talk is cheap and you’re racking up
would just quite the tab.”
in an
attempt Alignment: Chaotic Evil
to get out Age: 142 years old
of her
home as Personality Trait: My impatience runs deep
fast as and if someone speaks too much I grow
possible. irritable.
Bond: This area is built on the back of my
people and I stay here to show them respect
and honor their legacy.
4. Dryana Lillar Ideal: It is easier to control the youth
Quote: “These are my pets. Treat them because they fear more rationally.
kindly.” Flaw: My physical body is incredibly weak
Alignment: Neutral Evil and I compensate for it with my magic.
Age: 462 years old Manipulation: Commonly, Unjenna will
target children in an attempt to draw their
Personality Trait: I keep company of the parents in for a visit. She kidnaps in the
unkind and the damned because it makes dark of the night and brings the children to
me feel better about myself. her home with the promise of food and time
Bond: I seek to return spent with a lovely little dog that is nothing
my beloved to his more than a werewolf pup. When the
rightful grave parents realize they are missing she has
and put him to marked their wall with a calling card to tell
his final rest. them where to find the child. She does not
actually want to keep the children but her
Ideal: Death reputation has proceeded her and people
is nothing believe she will
more than a keep them so
suggestion to they do as
those that she says.
know how to
spin time.
Flaw: My
ability to
see far into
the future is
absolutely
abysmal. I can
only look backwards.
Manipulation: Dryana possesses the ability
to turn back time a small amount to
attempt to redo little interactions. She also
can project memories from the past that are
locked away in a person’s head. Most of the
25
Wetlands Hags Ideal: I find deep comfort in knowing who
my oppressor is and what my flaws are.
1. Hurren Swarn Flaw: I have a deathly fear of water and I do
Quote: “I am hungry, deary.” my best to hide it but I never do.
Alignment: Chaotic Evil Manipulation: Yoorel
Age: 578 years old has a small amount
of elemental
Personality Trait: I cannot stand the idea control over the
of someone having any control or authority dry land that is
over me. around her
Bond: The recipe I am perfecting is for a home. She rises
potion that will solve all of my problems. the platforms
so she can
Ideal: Problem solving is an artform that so walk on them
few cherish the way they should. and not get
Flaw: Flattery will get you anywhere with her feet wet
me. but when
it comes
Manipulation: Hurren’s means of to people
manipulation is often just preying upon around
desperation. She asks for far more than a her she
person really needs to give her so they feel opens up
like they are getting a good deal when they small holes
return with an offer that is still in her favor in the ground
but is more favorable to sink their feet into
to them. She always and drags them down into the water to put
heavily implies them in a dangerous situation so they must
that she can agree to things quickly. This is akin to
and will torture but she is never bothered. If they
dismember have something that she wants she will take
or eat the it from them by whatever means necessary.
people
that visit
her space 3. Cyran Xeen
even though
she has no Quote: “Think before you ask. I promise you
flesh-eating will not regret it.”
tendencies. Alignment: Chaotic Evil
Fear is her
biggest ally Age: 3471 years old
and her Personality Trait: Watching people squirm
greatest and suffer brings me joy that I can find no
strength. where else.
Bond: These trees and this swamp is my
home and I am cursed to remain here for as
long as I live.
Ideal: I aspire to show those in power that
2. Yoorel Vern they deserve none of what they have.
Quote: “We all have our chains. I just wear Retribution comes for them.
mine with pride.” Flaw: I am limited in my ability to move
Alignment: Neutral Evil freely, unable to leave the swamp.
Age: 1127 years old Manipulation: Cyran speaks only in riddles.
She talks in twists and turns to confuse the
Personality Trait: I know absolutely no people around her. Though she never
shame and it often works to my advantage. rushes anyone she can sense that her
Bond: The water is rising towards my home presence makes them uncomfortable and
and I am actively looking for a new one. they do not think through their deals
entirely. She will find
26
any loophole she can matters. The left twin will do what you ask.
to make the deal The right twin will do the opposite of what
between herself and you ask. Finding out which one does the
her charge real deal is very difficult.
something that
falls in her favor
and creates 5. Frundle Qaarnz
discomfort within Quote: “Tonight we feast.”
them. Ultimately,
she is looking to Alignment:
screw people Chaotic Evil
over and is Age: 403
very good at years old
not being
backed into Personality
a corner. Trait:
Watching
others suffer
fuels me. I have
never smiled as
big as I do when
they scream.
4. The Twins Bond:
Somewhere
Quote: “Which path will you follow?” out there is
Alignment: Chaotic Evil a man
who has
Age: 72 years old betrayed
Personality Trait: We speak in unison and me and I
the echo of our voices is the most beautiful long to make
song. Pride. Pride makes us. him pay.
Bond: We are cursed to one being and it is Ideal: I deserve much
our greatest goal to find a way to be more respect than I am given.
independent again. Flaw: I cannot resist two things: a pretty
Ideal: We look to punish the one that has face and good food.
forced us to be this way. Manipulation: Frundle is decently
Flaw: More often than we care to admit, we straightforward in her attempts. She does
get on each other’s nerves and pick fights present herself as kind at first, giving soft
just for fun. coos and gentle gestures as people enter her
home. Though, almost immediately it
Manipulation: becomes clear that she is not
One twin always intending to be nice. She can see all.
seems to be on Invisibility and illusion fall away
the side of the within her hut unless it is cast by
person looking herself. She probes into a person’s
for their brain to find the thing they are most
help and afraid of and flash it across their
guidance. minds like a play they would never
The other actually go to. When they are scared
is always enough she offers them a deal to make
antagonistic. it stop. That deal is always in her favor
Occasionally and always involves a clause to be
they switch sure that she does not get screwed
back and forth over.
to confuse the
emotions of the
person just lost in
their swamp. They
symbolize an omen of
choice and the twin you make a deal with
27
28
Bandits but necessary. Except for Sno and his elite
guard, most of the group do not seek to hurt
those they clash against. Group Dynamics -
Bronze Water Seniority and bonds rule in terms of the
Brotherhood’s social ranking. Those born
Brotherhood into this life tend to have more clout than
those who join. While those who call the
“No Waters Too Deep” shots from Fort Vunena are technically
Alignment - Chaotic Neutral higher in authority, many of the raiders look
down upon these ‘sheltered’ individuals.
Insignia - Two Bronze Streams Running
Parallel, Forming a Trail Beliefs and Norms - Many members believe
that they act out of necessity. They steal,
Targets - Large or Rich Riverside Merchants yes, but it is in order to survive. Those who
sell these surplus goods obviously have
plenty already. Wealthy merchants are
Origin targeted not only due to their valuable
In a riverside village, once called Aristke, goods, but because they already have
was an orphanage for children from the everything they need.
region. The kids were given the bare Taboos - Leaving the Brotherhood is
minimum and put to work for the villagers forbidden. Even talk of leaving is barred. In
with no pay. What little money they cobbled the rarest of occasions someone can buy
together would go missing, along with toys their way out of the group but doing so
and treats shared with them by kinder usually involves a mission akin to a suicide
travelers. Even as they grew up, these run. Theft from the syndicate or any of its
young adults were kept as slaves to the members is punished by death.
town. Sick of this way of life, several of them
hatched a plot to run away. They stole a Loyalty - Unfailing dutifulness to the clan is
fishing boat and plenty of supplies, heading greatly encouraged. This unwavering loyalty
off into the unknown waters. The success of may be performed by many but is the truest
this scheme led to similar thefts of larger in those raised within the syndicate. The
ships and the establishment of the Bronze true spirit of these individuals often shines
Water Brotherhood. through to the leadership. Therefore those
raised within the Brotherhood are often
promoted more than others, despite the
Description belief from many that it is simply nepotism.
It is a sign of great loyalty and action to be
Dull colored clothes for temperate weather extended an invitation to stay at Fort
are worn for most of the year. Stolen gear Vunena. All proven members are welcome to
armors many of the raiders. Items of bronze stop nearby to rest and recover. Very few are
are valued as representations of the clan’s given a permanent room in the castle. Older
spirit. Most of the weapons used by the rovers may ‘retire’ to strategic positions,
Brotherhood are stolen. This has led to a especially those capable of information
random assortment of weapons used by the sharing magic. Some individuals are
clan. Training for the more complex interred within the fort to be treated by
weaponry is limited, so simple weapons tend Taye-- in life or death. During the peak of
to be favored by many from the peasantry. summer trade, many of the elite individuals
go with Sno on his vicious onslaught of the
rivers. This often cleans out the old blood
Culture from headquarters and creates space for
The Bronze Water Brotherhood follows the new individuals to be promoted.
following rules. Treat those of the
Brotherhood with respect. Do not reveal
your colors to outsiders. Family is never to Tactics
be deserted, and those who abandon you When readying an attack on the river,
are not family. Any act against the multiple boats are used. Two to four ships
Brotherhood will be met with serious will flank the target, preventing it from
repercussions. The motivation for many of turning towards the shore without a hard
these bandits is belonging and survival. fight. Before an attack, targets will be called
They seek a found family that will protect or assigned to each crew member. Their job
them and provide all that they need. is to disarm that target as soon as possible
Morally, many consider what they do rude
29
when the fight breaks out. This is done by Branches - Anywhere with consistent sea
either knocking the creature unconscious, trade is a viable location for branches of the
forcing them to surrender, immobilizing syndicate. Areas recovering from war are
them, or killing them. When someone has particularly popular for recruitment and
disarmed their target, they will move to construction of new, underground
assist the next closest member until all are information rings.
secured on the deck. Grappling hooks and
gangplanks are used to forcefully board the
ships. ¼ of the crew will be ranged support Interactions
while the rest are melee fighters. Archers
and mages provide cover for the crewmates Targets - For most of the cohort, their
tasked with boarding the target ship. Most targets are simply a payday. They do not
of the time, just enough force is used to wish ill upon these sailors but will force
placate the target crew until the cargo can them into compliance. If attacked, they will
be searched and seized. Those tasked with remove any threat to their safety. Overall,
boarding the ship head straight to the belly they recognize that these people are just
of the ship to find the most valuable cargo. doing their jobs, and many of the bandits
The sails of the target ship are also view themselves as doing the same.
shredded or taken to prevent them from Guards and Soldiers - Heavily armed guard
following after the bandits. The less patrols are avoided whenever possible. The
exploited shoreline raids tend to use more first instinct is to run when hailed by an
deceit. Lone ships will approach the river’s authority. If they must be boarded, the crew
edge while other boats land further up and will often provide forged documents to
down the coast. All groups will converge on escape detection. The strange congregation
the camp at once, hoping to pen them in. of creatures leads to foreign trades as the
Dreary days plagued with rain or fog prime usual cover story.
the landscape for a raid. The knowledge
gathered by portside informants guides Bounty Hunters - Those who know who
where the Brotherhood’s ships trawl for they are looking for are especially dangerous
their targets. If they catch wind of pricey to the Brotherhood. The cleverest ones
cargo coming their way, they will set up an pretend to join the crew and attempt to
ambush for a particular ship. In most other work their way to the stronghold. Few make
cases, they simply explore the rivers in it this far, and even fewer can leave. Most
remote locations and board any boats often, the bounty hunters are after a specific
unfortunate enough to pass them. crew member and abscond with their quarry
when the best opportunity presents itself.
Adventurers - Some hired mercenaries get
Locations dispatched by the merchants who keep
For those who seek a member of the Bronze being robbed. These guards are often
Water Brotherhood, one can find them at placated along with the crews they protect.
the water’s edge. Riverside towns are where However, some parties are sent to
they rest when not riding the currents. specifically attack the Bronze Water
Taverns, shops, and temples near the shore Brotherhood in revenge, or to recover the
may be fronts to collect information. These stolen goods. Members of the syndicate will
places often feature the Brotherhood’s not go down without a fight. They will do
insignia to alert other members of their their best to keep the stolen goods from
affiliation. Otherwise, members of the being retaken, short of giving up their lives.
syndicate live their lives on the river. They
fly no colors, or recognize any authority.
Encounters
Headquarters - The village of Aristke was
burned to rubble several decades back. A captain will usually speak for the ship.
Everyone within it was killed. The roads They will be polite, telling the target that
leading to the village were torn up and they plan to board and for the crew to be
grown over. From the ashes, a fort was peaceful. Once a skirmish has begun, they
built. Now, it is known as Fort Vunena. This will request that everyone remain calm and
small castle protects its inhabitants, the no blood needs to be spilled. After any
leaders of the Brotherhood. Thick forest fighting is resolved and the goods are
hides this construction from the shore, and gathered, the captain will thank the other
a hidden waterway conceals ships resting ship’s crew for their time and wish them a
outside the fort. good day. Then, they will sail away in the
direction best favored by wind and current.
30
Front Henchmen (CR 4) doesn’t matter, just how hard you can work
for your meals. They promise rewards that
Small fronts set up by the Brotherhood may the common peasantry can only dream of.
be run by one individual or a small group. One can climb through the ranks if they are
● 1 bronze water brother dedicated enough, an option completely
nonexistent in other fields. Those of
● 1 bandit captain ‘monstrous’ ancestry, such as goblin folk,
● 1d4+1 Bandits half-orcs, and fel, may join to escape
persecution. Abandoned or mistreated
Boarding Party (CR 11) children and spouses may run for protection
This is the initial group sent to pacify a or family. Invalids and elders who have been
target ship’s crew. 2-5 of the bandits are the forgotten by their community may join for
ranged support. survival or the chance at work.
● 1d4-1 bronze water brothers Requirements - No official requirements are
applied to new recruits. The poor,
● 1 bandit captain untrained, sickly, and old are all viable
● 1d8+3 bandits candidates. There is always work to be
done, and the captains will make sure they
find a job for everyone. Loyalty to the
Attitude Brotherhood is strictly enforced. Any hint of
deserting or stealing from the group is
Traditional in terms of structure; the thoroughly investigated.
highest levels call all the shots, while the
lowest are completely disposable. The Orientation - The first few days aboard a
Brotherhood can protect those without ship are still considered part of the
protection, but they will never let you forget recruitment. To utterly convince wayward
that you owe them everything. Once you folks to join the community, the crew makes
join the organization, you cannot leave them feel welcome. Comradery is built
except through extraordinary means. The through assistance and storytelling. New
Brotherhood is a family, once you join for recruits are often watched after by a high-
life. ranking member. This liaison shows them
the ropes and gives them guidance during
their first voyage. After the first large
Demographics payout, the crew scrutinizes the newbie for
signs of greed or flaking. If they pose a
These bandits are a diverse group in almost threat to the Brotherhood’s way of life, they
all respects. Some of the members are born will be permanently removed.
into life, but many are recruited outcasts
and other wayward souls. In total, there are
a little over 500 members. About 10% of the
population left discriminated from their Wealth
monstrous ancestry. An additional 10% flee Shares - Fine consumables, such as sweets
persecution for their magical or religious and foreign liquor, are split up amongst the
practices. Another 20% join for protection crew that finds it. This crew also gets first
from their birth or married family. dibs on equipment. Excess gear and food is
Abandoned children take up 20% as well. shared among the other crews and stored at
The remaining 40% were born into the the headquarters. Of the treasure found,
Brotherhood, some being up to six half is designated as belonging to the clan
generations into this business. The sick and itself and kept at the fort for purchases. A
elderly tend not to last long with these quarter is split up among the crew that
crews. The physical labor and rocking boats found it, and the rest is split up among the
make the environment too hostile for these other crews. This personal wealth is often
individuals to last exceptionally long. given to a middleman to fetch any requested
goods.
Dues - The books are balanced for any
Recruitment struggling fronts. Mercantile informants are
The world is rough, sometimes more than slipped their sums. There are not many
someone can handle. To these forlorn dues that they owe beyond these.
individuals, the Bronze Water Brotherhood
is a helping hand. Anyone can join and
expect to find work. Your background
31
Important Figures Personality Traits:
Sno Woet - The leader of the group and a ● Resourceful
cruel elven general controls the group's
actions from Fort Vunena. He often excuses ● Ruthless
himself from this sanctuary to lead a crew of ● Calculating
his chosen on a bloody raid. These
excursions often incur far more casualties ● Impatient
than normal. Sno is one of the original ● Bloodhungry
founders of the Bronze Water Brotherhood.
Motivation: Sno
Taye Kleaf - A dwarven cleric who acts as is a man that
the healer of the fleet. She was an outcast keeps his truest
from her original congregation due to her intentions very
dips into necromancy as a way to extend close to his
life. With the brotherhood, she has a list of chest. If he is
individuals consenting to rituals of undeath motivated by
upon their end. Her hopes are to create a anything other
ritual that leaves the mental faculties intact than his clan and
without destroying the soul. Taye acts as his money? No one
the right hand of Sno, ruling in his stead is aware of it. Even
while he is out raiding. Sno isn’t entirely sure what else there
Lumlonamious “Lonnie” Ralwit - A is for him out there other than protecting
dwarven wizard and brother of Taye. He is his people and his wealth. He goes on raids
the only one who openly mocks the powerful occasionally to provide for the people and to
official, a feat unique to him through the contribute to his wealth. A life outside of the
virtue of shared blood. While he often acts a Bronze Water Brotherhood is lost on him.
fool, Lonnie is of sharp wit. He acts as a spy He knows nothing but the life he’s carved
within port towns, playing the drunkard and into these seaside towns and strong ships.
listening in on private conversations. His Occupation: Bandit Captain
charming demeanor gets strangers to open
up to him, and his keen insight often alerts Skills/Feats: Defensive Duelist
him when he is being lied to. History: As an orphan lost in an orphanage
and expected to amount to very little, Sno
demanded that he succeed. He took success
Bronze Water by the bootstraps and he forced it into his
life through sheer willpower. He decided
Brotherhood NPCs very early on that he would amount to more
than an abandoned child. Making a small
Sno Woet group among the other orphans, he raised
Quote: “I do what must be done.” trouble in the streets and was scolded in
ways that did nothing to change him or his
Physical Description: Sno is a harsh temperament. When he aged out of the
looking elven man with pale skin and orphanage he took to the seas as a
vibrant white tattoos that extend from just deckhand and learned how to sail,
below his lip, under his chin, down to his eventually coming to his own and having a
collarbones. He has white hair that matches ship that he paid a lot for. He began to
the tattoos, shaved on the sides of his head gather many and the Brotherhood was
and much longer on the very top. It is kept splintered off from his guidance and he has
pushed back and slicked out of his face but been a leader that took to the shadows ever
a few strands do fall on either side to frame since, only emerging to draw blood and
his eyes. Those eyes are vivid mint green protect his kin.
and are almost always narrowed in some
sort of discerning squint. When his arms are Stats: STR (10), DEX (20), CON (15), INT
exposed – as he often wears cloaks or tunics (18), WIS (12), CHA (14)
without them – all of his scars are tattooed Proficiencies: Dexterity Saving Throw +8,
with various gemstone colors. He is very tall, Intelligence Saving Throw +7, Stealth +8,
lithe but muscular, and has extremely Investigation +7, Sleight of Hand +8
elongated pointed ears.
Class & Level: Lvl 7 Rogue – Swashbuckler
32
Taye Kleaf History: The elder sibling to her younger
Quote: “Life is as long as I make it.” brother Lonnie, Taye has absolutely become
the person that keeps things in line. She
Physical Description: As a dwarf, Taye is was not given much of a chance to be a
relatively short. She is taller than most child. She took care of her brother for all of
dwarves but she still is stout and wide, her life and her parents were nothing more
more muscular than slim. Her body is than no good people that turned their back
covered in scars that have little dots on on their kids. Her maternal instinct was
either side – making it clear that she forced on her and she does resent it. She
stitched herself and allowed the stitches to wanted a chance to get to make up her own
heal into the skin. Her skin itself is very mind but her personality was shaped from
dark brown and contrasts to the darker the second responsibility was placed on her
shade of her hair that is nearly entirely shoulders. This has made her the best
black. She does wear full armor despite her person for a secondary to Sno. She is the
magical proclivities. It has a symbol of her person that everyone can rely upon.
old patronage on it but it has been However, working for Sno meant turning
scratched out and covered with the logo of her back on the church and the deity that
the Brotherhood as a means to tell people blessed her with her divinity and her
she has turned her back on the church and powers. She is grappling with the rejection
stands for the Brotherhood alone. of the church but the harnessing of a divine
Personality Traits: power because she does still very much
value her deity. She just does not like the
● Dedicated construct of organized religion.
● Determined Stats: STR (16), DEX (12), CON (16), INT
● Aloof (18), WIS (20), CHA (12)
● Scrutinizing Proficiencies: Wisdom Saving Throw +8,
Charisma Saving Throw +4, Insight +8,
● Loyal Perception +8, Medicine +7
Motivation: Class & Level: Lvl 8 Cleric – Death Domain
Despite all else,
the things that
Taye wants Lumlonamious “Lonnie” Ralwit
are selfish. Quote: “I see things. I hear things. I know
She might things. I also drink a lot.”
provide a
great use Physical Description: A dwarf with very
to the dark skin and even darker hair. On his right
Brotherhood nostril down to his upper lip is a scar that is
but she does significantly lighter than the rest of his skin.
it for herself. He keeps his beard braided but the hair on
She wants to the top of his head – that is almost
have a full exclusively around the crown and bald on
understanding of the top – is a matted mess that he doesn’t
life and the expectancy of humanity. All tend to. He has a large nose and even larger
she wants is to make people live longer eyes that are always sparkling with some
and value their life even if she can gift them sort of mischief. Lonnie wears a necklace
more to it. She is the secondary to Sno and that is always on display with the symbol of
though she is very fond of him she does his family line that has long since been
resent that his lifespan is so long – her own almost entirely written out and replaced by
being long as well – and she would like to the Brotherhood. It is a shield and a war
extend her own lifespan to live as long as hammer clashing together.
he would. She does not want anyone to get Personality Traits:
to a position to replace her and she does
not want people to think she is replaceable ● Boisterous ● Inconsiderate
at all. ● Loud ● Daring
Occupation: Cleric/Healer & Second in ● Suspicious
Command
Skills/Feats: Healer
33
Motivation: Many people might assume Jett Cavrin
that Lonnie is a man with intentions that
only serve himself. He acts a fool and likes Quote: “Don’t look at me. I have no authority
to be underestimated. He wants people to and I ask no questions.”
believe that he is less capable than he really Physical Description: Jett is one of the
is because they are likely to drop their most nondescript members of the
defenses and their guard in his presence if Brotherhood. He is a medium height,
they think him an idiot. In reality, he wants medium build, and medium attractiveness
to gather as much information as he can for man. His hair is stark white and matches
the Brotherhood. He wants to be an asset. the age of his face. He appears to be coming
He is given so much freedom because he towards the end of his life but is still
manages to come back with more dashingly handsome. Many would describe
information with every trip he takes to the him as a “silver fox”. His outfit is always
shore or the taverns. He wants to be useful somehow very clean and vivid in color. He
and he is very useful. wears things that appear to be silk but are
Occupation: Spy likely just a vague knock-off and is full of
scratches and hitches in the fabric. He’s
Skills/Feats: Observant & Keen Mind always smiling and he seems to look like he
History: The younger sibling of his family’s knows what’s going on, bright blue eyes
name, Lonnie has always looked up to his filled with confidence and softness.
older sister. Their parents turned their back Personality Traits:
on them when they were very young and
though they still existed in their parent’s ● Cheerful
world, they were not treated as if they were ● Inoffensive
useful in any way. The parents neglected
them and Taye had to take care of both of ● Social
them. Through that kindness was respect ● Genuine
born. Lonnie is a pain in the ass but he is
absolutely kind and considerate to her of all ● Nondescript
people. He has made himself a useful part of Motivation:
the Brotherhood and he tries to make Taye’s Jett is a person
life easier even though he regularly fumbles with very basic
over that and makes himself a liability. Very needs and very
recently he has taken to courting a woman basic wants. All
from a noteworthy crime family through he wants is to
sheer mischievous intent. He is trying to get slip under the
an in with the family radar. He is a
so he can get member of the
information to Brotherhood that
his boss. He most people would not
has no real be able to identify if he
love for her. was put in a line up despite
Stats: his extended amount of time within the
STR (12), rankings. He does just the bare minimum to
DEX (16), get by and never offers to do more than he
CON (14), feels is required of him. He wants to
INT (20), maintain some level of anonymity and
WIS (14), obscurity if he can help it. He wants to be
CHA (9) nothing spectacular so people will not ask
more of him. This suits him just fine and if
Profi- people began to notice him they’d want
ciencies: more and he would hate that.
Intelligence
Saving Throw Occupation: Crewmate
+8, Wisdom Skills/Feats: None.
Saving Throw +5,
Insight +5, History: This is a man who knows more
History +8 than he lets on and always has. He is a
single child and has had to spend his entire
Class & Level: Lvl 8 Wizard life occupying himself to the best of his
– Chronurgy Wizard ability. He joined the Brotherhood mostly
34
because he was bored and wanted to find She wants to put as much distance between
something else to do with his life. He is the herself and her demons that haunt her from
epitome of “just a guy” on a ship full of the shoreline as possible. She wants to be
bloodthirsty pirates and people seeking her own person, far away from the tethers
refuge from situations that are dangerous that tie her back down if she lingers at port.
and scary to them. He sees this lifestyle as Occupation: Navigator
something that is more interesting than he
could have experienced on land. He enjoys a Skills/Feats: None
life that keeps him moving and keeps him History: One of many of the battered
away from having to settle and make women that run to the Brotherhood for
decisions for himself. As he ages he protection, Braleen was forced into a
becomes more and more complacent with marriage that did not suit her nor did it suit
the way his life is. He is a man that has the man she married. She has always been
never wanted to be extraordinary and that is too independent to be subservient to a man
okay with him. that has not earned her respect. Because of
Stats: STR (12), DEX (13), CON (11), INT this, the two often clashed and it left her
(14), WIS (9), CHA (10) injured and angry. She was never a victim
that considered herself weak but she was
Proficiencies: Dexterity Saving Throw +3, realizing that with every passing conflict she
Wisdom Saving Throw +2, Investigation +4, was getting closer and closer to an explosion
Survival +4 that might actually risk her life. Braleen
Class & Level: None. packed up what she could carry and
pleaded with a captain of a ship that offered
her protection and a meeting with Sno to
Braleen Iilth find her space among the crew and the clan.
Quote: “It’s better than home.” She often avoids physical confrontations but
has learned under various navigators to be
Physical Description: The most noteworthy a useful part of any crew on the high seas.
thing about Braleen is the scars that cover
most of her face. She has made them more Stats: STR (12), DEX (18), CON (14), INT
obvious to the casual onlooker by smearing (20), WIS (17), CHA (13)
soot and ash over the scars to make people Proficiencies: Dexterity
aware that she is proud of them. Her Saving Throw +7,
otherwise very pale skin is contrasted by Intelligence
honey-colored eyes and yellow blonde hair Saving Throw +8,
that is bleached by the sun. She keeps one Nature +8,
side of her head shaved down into a stripe Survival +8,
pattern and the other side is very long and Sleight of
thrown over one shoulder in soft beachy Hand +7
waves that are regularly quite stiff in
immediate appearance because of the Class &
amount of salt that is dried into the locks. Level: None.
She has full lips and almond shaped eyes
that sit over a small button nose that has a
hoop piercing in either nostril.
Personality Traits:
● Abrasive ● Independent
● Stubborn ● Resilient
● Self-Sufficient
Motivation: Braleen does not want to see
the land again. She gets close when the ship
she is on docks but she hops to another
crew among the Brotherhood if the ship she
has been spending time on is staying to
stock up for more than just a night. Being
close to “home” or in this case, any land
mass that isn’t an island she can walk to
the other side of in a few short hours,
makes her very uncomfortable.
35
Faceless Ones Culture
Secretive stalkers of the secluded, these
In Shadows We Stalk bandits steal more than goods and
Alignment - Chaotic Evil information. They all seek the same goal,
immortality, and are willing to do whatever
Insignia - A Trail of Rising Smoke Shaped it takes to achieve it. Their true quarry are
Like a Humanoid Skull the souls of their targets. It matters not who
Targets - Small villages, isolated cities they hurt to achieve their goals. They’ve
destroyed too many lives to turn back
Quote - “No, you don’t understand! They anyway.
really are faceless, they have no face! I
smacked one in the jaw and his little skull Motivations - Power and fear go hand in
mask came off. There was nothin hand. Most of the bandits fear death in
underneath, just empty darkness. Buncha some capacity, whether subconscious or
undead monsters they are; how could overt. They want to continue their existence
anything living do that to my son?” Coa’el on their own terms, or know that wherever
Onuf, Resident of the Earthpillar Asylum their spirit goes, it will not be favorable to
the material plane.
Group Dynamics - Spellcasters, and
Origin particularly those with access to more
No one sees a greater loss of life than a powerful magic, lead the hierarchy. Those
soldier. When one’s duty is to kill, a part of who have achieved immortality are revered
you breaks. Perhaps for some, that spark of most for their knowledge of the rare rituals
humanity was never there to begin with. For necessary. Anyone granted this boon by an
General Isodualai, the latter can be item is revered only on the surface. Should
assumed. He was good at what he did; a lesser member see the opportunity, they
killing, torture, and blackmail were all skills will take the object of obsession.
that filled his repertoire. Then, on the Bandit Code - We are Faceless. We are
battlefield once more, he suffered a crippling Whispers. To speak our truths to outsiders
wound. Faced with his own mortality, is to forfeit your existence. We do what must
Isodualai took leave from the army and be done. We do what we will. To be One
searched for a way to escape death. On his worthy of life is to seize eternity.
journey, he collected wanderers in the
search for the same. This created the Beliefs and Norms - It is not necessary, or
original cult of the Faceless Ones. remotely encouraged, to share comradery
with others. Most members have their own
goals in mind, and don’t want a
Description ‘brotherhood’ or similar. Should one ask for
a favor, it is understood that they are giving
Loose robes, scarves, and symbols of death the other party a free favor in return.
are common themes to the garb of a
Faceless One. Dark colors and coverings for Taboos - Comments on another’s
the entire body are consistent across every degradation of form is forbidden. This is
level. Masks made from bleached skull mostly because those who note a touchy
fragments are always worn during attacks. lich’s loss of hair or bleached skin are often
Most members carry at least one magical vaporized on the spot. One cannot enter the
item, with higher-ups having around half-a- domain of another without express
dozen on their person at once. Wands, permission as well. Many of these members
staves, and enchanted weapons are most have prized secrets or research they
commonly used by the Faceless Ones. The treasure above all else.
heartier members may use a variety of Loyalty - Fear drives loyalty-- or the push
magical and alchemical weapons to grant to not betray the group, at the very least. If
them the explosive damage of a powerful one were to abandon the group, they would
spellcaster. There are no particular styles undoubtedly meet a sudden end. They also
associated with the group, just those items know that this group is their best chance of
favored by individual members. achieving their goals. Without these fellow
seekers, they may have to face their own
mortality or seek the power and knowledge
another way.
36
Tactics choose to abandon these bandits often find
Cutting off escape points is the first priority themselves the target of a large bounty, or
of any attack. For larger cities, this may blamed for several raids by the main group.
mean enfeebling or dispatching of any who
can perform teleportation magic. After such
precautions are made, large area attacks are Interactions
unleashed on the settlement to wipe out Targets - These bandits target easily
many at once. Soul-catchers are employed conquered locales without any broad ties.
to imprison the released spirits before they They want to avoid word of their slaughter
can escape to the outer planes. getting out, especially word of their identity.
Attacks and Ambushes - Attacks are Souls are the main objective, and revenge
executed in cold and precise ways. No room seekers only slow them from their goals.
for error or escape is given if at all possible. Law Enforcement - Individuals tasked with
Extensive research will be done to prevent tracking down them are usually several
any surprises on the day of the attack. steps behind. That is to say, law
Because of the volume of souls needed, and enforcement is not on the radar of members
the desire to stay hidden, these attacks are with much loftier concerns than those of
done no more than twice a year. No two mortal beings. No special treatment is given
sequential attacks are done in the same to these guards in comparison to any who
region. They do their best to make each get in their way.
attack seem random.
Bounty Hunters - Lone bounty hunters do
Demon Guards – Besides existing in a not pose much of a threat to the higher
demiplane, the Faceless Ones headquarters officials of the Faceless Ones. Members who
employs other defenses against outside stay to themselves may have a struggle; but
wanderers. A small host of demons are should they fall, it is their own fault for
employed as a full-time guard. Some more being so weak. Those who go after the top
powerful beings are imprisoned in delicate agents are usually culled.
traps for curious adventurers. A few higher
officials spend a decent amount of time in Adventurers - Like the bounty hunters,
this demiplane, and they may be called adventurers actually pose a slightly larger
upon for ranged support should an risk due to their willingness to ask for
incursion occur. assistance. Should whispers reach the
bandits about inquisitive individuals, they
have them followed or otherwise watched. If
a twisted undead horde or maddened troll
Locations gets in the adventurers’ way, well, that’s
Wanderers of the world, these murderous just an occupational hazard.
seekers of undeath strike any settlement
that seems open to attack. They prefer
isolated communities to prevent word of Attitude
their deeds getting out. Great care is taken
to prevent others from tracking their Secretive stalkers of the secluded, these
movements and future targets. bandits steal more than goods and
information. They all seek the same goal,
Headquarters - The leader, Myth, created a immortality, and are willing to do whatever
demiplane for himself and his followers after it takes to achieve it. Their true quarry is
his ascension. Within this plane, no the souls of their targets. It matters not who
divination can reach them, and it can only they hurt to achieve their goals. They’ve
be entered with the permission of Myth. destroyed too many lives to turn back now.
This demiplane is tethered to a chunk of
immutable rock in the Astral Sea, and one
can enter without permission from a portal Demographics
within it. This entrance is, of course, heavily
guarded due to the horrors that occasionally Most of the group's members are trained in
attempt to creep inside. the arcane in some way. Around 50% are
mages who trained via tome and study, and
Branches - Some, after achieving lichdom or an additional 30% are gifted with a natural
some other accursed immortal form, choose inclination to magic. Another 10% are those
to leave the Faceless Ones. While on the blessed by an evil power aligned with the
surface this is acceptable, the higher ups group’s goals. The remaining few are
immediately report this to Myth. Those who seekers with specialized martial training.
37
Recruitment form and power required a change of
The places visited by the Faceless Ones persona. Assuring his identity remained a
often collect other seekers of taboo secrets. secret, he imprisoned and consumed the
To these seekers, the bandits give them a souls of anyone who came close to revealing
method of acquiring the resources they any information about him. Now, he relishes
need. They are a means to an end, and that in the network of individuals he created to
suits all parties involved. harvest souls. With no need to leave, he
studies ancient tomes acquired by his
Requirements - A thirst for living beyond researchers and continues to work on his
mortal means and the will to do what it may formula for the perfect immortal form.
take are all that is required. A certain level
of power and bloodthirst can be felt out over Chanswipp - Chanswipp is a demilich kept
the first few weeks. Very few are foolish like a ‘pet’ by Myth. Rumors state that this
enough to seek out the Faceless Ones creature is the remnants of whatever person
without the drive it takes. told the secrets of lichdom to the leader.
Seemingly civil, members can hold full
Orientation - There is no use for one who conversations with this skull as if it was a
cannot hold their own in battle, so officers normal person. However, return speakers
toss new recruits into the soonest raid. They soon realize that the demilich retains no
are tasked with beginning the fight by memory of these conversations, and adopts
taking the first souls by whatever means any information told to it as part of its
they are proficient in. After they prove their ‘memories.’
resolve, a new recruit is a member like any
other. Gray Vianle - Gray Vianle is an archmage
who acts as Myth’s liaison to the outside
world. They have interest in living forever,
but seek something that can retain their
Wealth visage and memory better. Powerful artifacts
Stolen Goods - What survives the attack are their priority, hoping that one may grant
may be rifled through for anything of use. the reprieve from.
Magical items and equipment are almost
always taken. Wealth, food, and other
‘necessities’ are taken by those who value
such things. Tomes and other sources of Faceless Ones NPCs
knowledge are greatly valued. The main Myth Catatonia
treasure is the souls harvested, both for
their functional use and for their memory. Quote: “With my guidance there is
greatness. Do not question.”
Shares - Those who require food, coin, and
other mundane goods split the hoard Physical Description: Like the masses of
amongst themselves. Magical equipment is his kind, Myth is something of a mystery in
identified and passed down the hierarchy. appearance. He wears primarily dark
Officials may trade out gear for upgrades, clothes and does allow his ears to stick out
and not much reaches the lower tiers. from under the mask that is always planted
Sources of knowledge are heavily argued firmly on his face. They are pointed and
over, and often require trading or time to half-elven in nature – one of the only
create duplicates in order to satisfy all signifiers that he was at any point
parties. something other than a lich. The mask on
his face is stark white and stands out boldly
Dues - Payments are made to other against the black and navy tones of his
immortal entities. Patrons of power may loose-fitting but well secured outfits. He has
require sacrifices, which are gladly given as many weapons that hang on his side but the
long as they don’t get too greedy. Devilish most noteworthy thing is a scroll case that
deals may require a flow of gold or souls; is kept over his back. It is decorated in
unseelie spirits may seek living gifts, and beautiful runes, carved into dark leather
eldritch horrors may desire slow and painful with some sort of crushed silver powder. He
deaths. stands taller than most of his clan and his
shoulders are perhaps a bit too wide.
Important Figures Personality Traits:
Myth Catatonia - Myth Catatonia is the lich ● Demanding ● Demeaning
leader of these bandits. He was once the ● Untrustworthy ● Vicious
half-elven general Isodualai, but his new ● Brutal
38
Motivation: The only thing that motivates than Myth, the leader and the lich that
Myth is power. He wants to gain experience Chanswipp is commonly spotted next to. He
in the arcane and see how far he can stretch has a very average build but is slightly more
the limitations of what is left of his physical muscular in his legs than he is in his arms.
body. This power will be held over the others When you remove the mask from his face –
of his clan and used to demand that they which is a frequent occurrence among the
comply with his wishes and his clan – there is nothing but a skull beneath
expectations. He wants to be a ruler that no it. Within the eye sockets of the skull is a
one questions and he wants to be a ruler pair of glowing green eyes with no pupils,
that people fear. There is no softness in his looking more like motes of pure energy than
guidance and it is not something he will anything else. He has all of his teeth but
ever consider an option. He just needs to be they are all varying shades of rotting and
all powerful and expand the limitations he’s decaying. All of his body is covered in
been otherwise confined to. clothing but should he take off a glove or
shoe it would become apparent that he is
Occupation: Leader completely transparent, showing bones
Skills/Feats: Metamagic Adept through the skin.
History: Born a half-elf, Myth was a child Personality Traits:
with very little renown or note. He had two ● Empty
mundane parents that spent their lives ● Clueless
owning an inn that was regularly
disrespected by the locals. They suffered a ● Mirror
lot of vandalizing and burglary and the ● Void of
family was always trying to just stay afloat. emotion
He found himself born with some inherent ● Articulate
magic and began to use it to defend the Motivation:
property but the call of power and the fear Simply put,
he saw in the faces of the people he ran off Chanswipp’s
pulled him further into the corruption. By only motivation
the time he was approaching his twenties he is to serve
was wholly consumed by the lust for power Myth. He
and the need to expand his knowledge past knows nothing
the limitations of his body. He embraced the else but servitude
lich and abandoned his family, going on to and dedication.
find others that would be inclined to follow There is no sense of
his philosophy and way of life. self within this demilich and because of
Stats: STR (9), DEX (14), that, he’s unable to voice any wants and
CON (18), INT (13), needs of his own. He merely mirrors the
WIS (15), CHA (20) motivators that his creator has set for the
Faceless Ones and for himself.
Proficiencies: He holds secrets to his chest because he
Constitution forgets almost everything immediately after
Saving Throw it is shared and as such he makes for a
+7, Charisma fantastic confidant to any person that dare
Saving speak with him.
Throw +8,
Arcana +4, Occupation: Pet
Pers. +8 Feats/Skills: None
Class & History: Once a great sorcerer, Chanswipp
Level: went by the name Mikhail Grace. He was
Lvl 7 revered and even feared. He had a good
Sorcerer understanding of the limitation of his
– Abberant human body and the mortality of its
Mind constraints. He met Myth when the boy was
little more than a child. The boy showed
Chanswipp potential and Mikhail wanted to grant him
the secrets to unlock that potential. Little
Quote: “As you wish.” did he know that Myth would call upon
Physical Description: This is a mundane more than he could ever control. In an
looking man that is significantly shorter attempt to save his life he offered him the
39
secret of the lich and Myth took it greedily. to be important and useful so that they can
When the transformation had happened, all keep their proximity to the most powerful
of the goodness in Mikhail’s heart was person they have ever met. They also know
stolen by Myth and he was turned into a that Myth is the way to extend their lifespan
demilich and cursed to serve Myth for all of and if they do not get started on that soon
eternity, even stripped of his own title. To their body will be their undoing and it will
this day, the world has no idea what be useless to try and live longer.
happened to Mikhail Grace. Many assume Occupation: Liaison
he died.
Feats/Skills: None
Stats: STR (6), DEX (10), CON (10), INT (6),
WIS (9), CHA (11) History: For the masses and for Gray
themselves, there is little known about the
Proficiencies: None. origin of the individual. Gray was born
Class & Level: None. somewhere inland and has traveled blindly
for many years. They don’t remember their
home or their family and as their body is
Gray Vianle being destroyed by the magic they hold, they
have latched on to the powerful that might
Quote: make them capable of undoing whatever
“Limitations curse is ailing them. They consider the start
are nothing.” of their life when they started working for a
Physical pastor that wanted to interject some
Description: malicious subtext to his sermons. Gray
Gray maintains worked in the background as a liaison and
a link to was eventually introduced to Myth, someone
humanity that that would further their goals and promised
is lost to Myth. to help them with their quest for
They have very immortality.
human features Stats: STR (10), DEX (9), CON (16), INT (15),
and a face WIS (12), CHA (20)
beneath the
mask that they Proficiencies: Constitution Saving Throw
wear. Somehow +5, Charisma Saving Throw +8, Deception
their eyes are +8, Persuasion +8
always glowing red from beneath the half- Class & Level: Lvl 6 Sorcerer – Shadow Magic
mask. They show off their lips, teeth, and
jaw but the rest of their face is covered as
their nose is concaving and their eyes are
growing smaller with every passing day. Praden “Bulk” Welsh
They are about six feet tall and have very Quote: “I stop things that come to close.”
slender arms and legs. On their hands they Physical Description: Bulk is a hulking
wear white gloves that have pointed tips, figure of a man. He has broad shoulders, a
reinforced by metal on the inside and massive head and neck that are obscured
frequently repaired to hide the metal by an incredibly long mask that descends all
underneath once it rips. Their outfits are the way to the center of his chest in a fine
classic of the Faceless Ones, preferring dark point. His hands and arms are constantly
colors but accenting them with many belts flexing and he seems to always have
and latches to secure things to their body. something heavy to carry – most frequently
Personality Traits: part of an anchor of a ship that he has
turned into a makeshift weapon. His legs
● Greedy ● Impatient are slightly shorter than one might expect in
● Power Hungry ● Zealous proportion to his body. He wears a floor-
● Ambitious length outercoat that is buckled together by
Motivation: As an acting liaison for Myth, three leather straps and is worn down at the
Gray wants to keep their leader happy. edges that drag along the floor.
They want to be sure that Myth is appeased Personality Traits:
so their relationship maintains a beneficial
value to the lich. If they were to lose their ● Stoic ● Broody
importance, they would be cast aside faster ● Determined ● Finite
than the evening’s rotting dinner. They need ● Uncharismatic
40
Motivation: Protect her body is wrapped in pieces of black cloth
Myth. Bulk’s entire and is only changed when the blood
purpose within the becomes too saturated that she could smell
Faceless Ones is to it. Her mask is sleek and black, shiny and
keep the leader safe. void of any facial features much like what is
All he knows is below the mask. She has a belt of many
keeping an eye on small black daggers that matches a beaded
the goings on of necklace around her throat that she
both the clan and regularly pulls pieces off of to throw – they
the outsiders that expand into a throwing star
occasionally flit when activated.
from place to Personality Traits:
place. In
his youth ● Clinical
he desired ● Precise
to be a ● Intimidating
warrior but he ● Secretive
proved to be too good at ● Intense
such a thing and has since
placed to personally defend Myth as a Motivation:
constant bodyguard. He has found some Hilda might be
sort of comfort and fulfillment in this the most selfless
position and as such enjoys it very much. of all of the
Faceless Ones.
Occupation: Bodyguard Though she
Skills/Feats: Slasher is pulled in
with the idea
History: Joining the Faceless Ones was an of more power,
honor to Bulk. He lost his father to the clan she sees her use
very young and his mother spat on the as invaluable to the
name. She said she would never see her son masses. Her want is to
lost to them but when he came of age he get better at what she does so that she can
turned his back on the bitter woman and perform and further the means of the clan
joined the ranks as a somewhat she has sworn herself to. She wants Myth to
unconventional member. He has no arcane be proud of her and she wants to be
magic but he is a fierce physical warrior and recognized as someone worthy of that pride.
his use was seen quickly by the leader.
Myth pulled him from the forefront of the Occupation: Assassin
raids and stationed him at his side to Skills/Feats: Mage Slayer
maintain security of the lich. Though Myth
is capable of defending himself, he would History: Hilda was found broken and
rather not have to exert himself so much injured by Myth a mere few years ago. Every
that he could be vulnerable. Because of passing day she tries to gain his favor and
that, Bulk is often seen by Myth’s side and because she is both willing and capable, she
no where else. is the one sent alone to take care of threats
or people that Myth does not like. She is the
Stats: STR (20), DEX (9), CON (20), INT (9), only one of the group that is allowed to
WIS (13), CHA (10) travel alone instead of fighting in raids with
Proficiencies: Strength Saving Throw +8, groups. She was born without magic but is
Constitution Saving Throw +8, Athletics +8, slowly learning how to do basic cantrips
Intimidation +2 through time spent with Chanswipp, despite
the demilich not remembering anything he
Class & Level: Lvl 6 Barbarian – Berserker has taught her.
Hilda Draeeth Stats: STR (10), DEX (20), CON (17), INT
(18), WIS (16), CHA (10)
Quote: “I do what needs to be done. Nothing
more. Nothing less.” Proficiencies: Dexterity Saving Throw +8,
Intelligence Saving Throw +7, Stealth +8,
Physical Description: One of the smallest Sleight of Hand +8
of the Faceless Ones, Hilda is very obviously
feminine. She has subtle curves that are not Class & Level: Lvl 7 Rogue – Assassin
hidden beneath tight fitting clothing. All of
41
The Fallen Angels Beliefs and Norms - Fighting is banned
between individuals. In its stead, the Fallen
Lost, But Never Forgotten Overall members have devised face-pulling contests
Alignment - True Neutral to settle scores. Developed by practitioners
of mischief, the competition is simple. The
Insignia - Lightning Shaped Into Wings, opponents start turned away from one
Emerging From a Dark Cloud another, and take on the guise that they
Targets - Corrupt Leaders, Religious wish. Then, they all turn back to face each
Charlatans other. Any who laugh or fail to maintain
their composure are eliminated. Then, the
Quote - “Justice! That is what we come for. match begins anew. Several individuals who
This church is full of nothing but greedy have sworn off pleasure are especially good
drunks seeking to profit from true believers! at this game.
We tear down these walls in worship, not in
blasphemy!” - Afa’io Matron Taboos - Malicious acts, such as theft,
attacks, or murder, are all unacceptable.
The theft or destruction of a holy symbol
belonging to another is charge for removal
Origin from the group. Purposeful interruption of a
Every day, someone finds religion. Just as holy ceremony is also heavily punished.
so, someone loses their faith. Originally the
League of Anti-Paladins, these cast-outs Loyalty - Trust in fellow members is quite
used their foul magic to destroy anything important for the missions that these
praising the gods. Over time, membership individuals take on. These outcasts are
shifted to accept those who had been effectively taking on the limited powers of a
abandoned by corrupt churches, not just god. Even if they don’t trust or agree with all
their deities. These individuals shifted the members of the Fallen, they have to know
focus from complete destruction, to enacting they can trust those of their smaller
divine justice on these false worshippers. platoon. To betray the Fallen is to take on
Thus, the Fallen Angels were formed. the wrath of the entire organization. Death
is almost the certain punishment for any
traitors who walk amongst them.
Culture Clothing - All sorts of vestments are worn
Motivations - Order despite great difference by the Fallen’s members. Some wear
is the goal for Fallen Angel leadership. The mockeries of their previous uniforms, others
golden rule can often be cited to uphold continue to wear the clothes of their old
some unity between members. Those who family. Long robes that cover most of one’s
worship good don’t want to clash with those form are widely used by these holy
who worship evil within their own living followers. One common thread is the plain
quarters, and vice versa. Some may wish to nature of their clothing. They tend to have
sow seeds of chaos, but recognize that doing very simple vestments, only containing one
so can get them cast out as well. or two colors. Most carry on them a holy
symbol of sorts.
Group Dynamics - Those who follow similar
ideals tend to flock together, forming
smaller congregations within the main Tactics
group. Leaders emerge from these sectors
due to divine rank or favor. The smaller Mechanics - The Fallen Angels want those
group leaders are given the responsibility of targeted by them to know the fight they are
managing their peers. Some organize in. Stoic lines of solemn soldiers surround
themselves by alignment; others, by Chain. or cut off the target. For temples, the
avengers slowly march closer, letting the
Bandit Code - Whether we serve now, or church make the first move. Once the fight
spite, we shall assist our peers in granting has started, nothing is held back. They use
divine justice. We recognize that we may not the powers granted to them to destroy the
know the divine plan, but we refuse to be false worshippers. If the church does not
pawns in their game. Whether we serve the strike first, the one who seeks vengeance
powers of good, of evil; of law, of chaos; of marks the person who cast them out and
balance, or instinct; we shall support all starts the strike. For traveling targets, they
Fallen in their endeavors. Whatever we will allow the target to approach their line,
believe, we know the true enemies are those or flee. Fleeing targets are pursued and cut
who make a mockery of our worship. down like the cowards they are.
42
Approaching quarries will be barricaded, Leadership and the domestic members
and the knights will wait for them to attack spend a majority of their time here.
first. A long impasse may be held before any Branches - The Angels have many smaller
action is taken. When the battle starts, the groups who travel together in their quests
bandits will again use their holy powers to for justice. Most of these groups are all
their greatest capacity. No mercy is shown. followers/ex-followers of the same deity.
Weaponry - As shields are often wielded, There is a splinter faction that is not wholly
single-handed weapons are the most associated with the Angels. The Dark
common. Many holy fighters carry the Princes are a group that aims to use their
weapons of their deity. Enchanted weapons twisted divine energy to only further their
are common, but they tend not to be more own gain. Because of past affiliation, the
than uncommon in power. Some of those Angels do not directly condemn their
who seek true retribution by the total actions. However, many in the Angels
destruction of their past have invested express personal dissatisfaction with the
heavily in acquiring blackpowder weapons behavior of this faction.
and other advanced armaments.
Attacks and Ambushes - When a target is
set, the Fallen waste no time in getting to Interactions
where they need to go. For structures, they Targets - Those who have earned the ire of
will drum up a large mix of individuals to the Fallen Angels are treated only as traitors
assist in the attack. They use a diverse of the highest degree. They cannot be
group with varied specialties, such as heavy permitted to continue their blasphemy, to
magic users, ranged and melee weapon hurt other worshippers, or to keep their
masters, and healers. power. The members who seek revenge will
determine the correct punishment for those
For attacking individuals, the Fallen prefer who did them wrong. At the very least,
flat, open plains. They want their quarry to everything of value will be stripped from the
feel the impending doom of their own target, including the things they value most.
making. Terrain that impedes escape, such
as bodies of water, mountains, and Law Enforcement - Most of the law
marshlands may be found to either side of enforcement who go after this group are
the chosen battleground. It is the target’s commanded by the targeted theocracies.
choice to try to avoid the Fallen, but they The Fallen recognize these individuals as
will have great difficulty getting very far. pawns in a much larger game, and will
avoid clashing with them if possible. The
Headquarters - Most members of the Fallen presence of guards does not dissuade the
return to the fort at least twice a year. They Fallen from taking their revenge, however.
bring back resources, holy relics, and other Magic can usually sort out those who are
trophies of their triumph. The headquarters worthy of the Fallen’s wrath from those who
does not move or change, but who would are simply paid to guard them.
dare strike this fort that holds the attention
of so many divine powers? Protective wards Bounty Hunters - Those who choose to
layer around the exterior, keeping both come after the Fallen are different from
prying eyes and malevolent forces at bay. assigned guards. They have made a choice,
and picked the wrong side. A targeted Fallen
Locations member may attempt to turn the bounty
Stomping Grounds - Great pilgrimages are against the hiring party. If not, the hunter is
not uncommon among the Fallen. As an treated the same as the party who hired
outcast may travel hundreds of miles to join them. Rarely, a hunter will make their way
their group, so will their fellows advance in into the ranks of the Fallen. If such
order to help administer justice. Those who treachery is discovered, the target member
are still devout, or have found worship with decides the punishment for this betrayal.
another deity, will often stop in local shrines Adventurers - Due to a rocky past history
to pray and search for any sign of with some adventuring parties, the Fallen
corruption. no longer hires them to assist in their raids.
Headquarters - A religious unity camp has For the most part, adventurers are treated
been constructed by the Anti-Paladins of the similar to bounty hunters or law
past. The Fallen Angels claim this fort as enforcement, depending on what role they
their main headquarters while resting or play. Chosen religious figures within a party
planning a raid. A variety of enchantments may be treated with some reverence by
and wards protect this base from danger. followers of the same deity.
43
Encounters what they had. As a testament to this, one
Attack Party - (CR 6). 6 fallen clerics OR 3 can see that many of those who join the
fallen clerics + 6 acolytes. A small group of group take up roles adjacent to their
avenging individuals are dispatchedafter an previous positions in their ex-organization.
offending party. They seek the blood of the Many holy crusaders also join due to the
chosen heretic(s), along with any foolish promise of revenge. The loss of one’s home
enough to risk their lives to protect them. and family is not easily forgotten. These
individuals who scorn the temples they hail
Siege Unit - (CR 11). 12 fallen clerics OR 4 from are often the most tenacious at gaining
priests + 5 fallen clerics. When taking on a Fallen Angel membership.
structure, a sizable group is sent out. If
possible, they will bring or purchase siege Requirements - Being a divine follower is
equipment for large cathedrals or temples. mandatory. One must have been either cast
out from their church, or abandoned by
Roleplaying - To their targets, the Fallen do their deity. The domain and alignment of
not speak except to proclaim their celestial one’s deity does not matter. All Fallen are
transgression. Those outside of their plan welcome. A goal to enact a justified revenge
for vengeance and treated as the individual’s upon their old life leads many, but is not
doctrine states. A paladin of evil may wholly required. It is, however, essential
deceive and use others for their gain, while that one can bend their adherence to local
a cleric of good may treat the sick of a law in order to assist others in their
village they pass through. No matter their revenge. Those granted power by their deity
affiliation, two members of the Fallen will are especially valued by the Fallen.
treat each other as cordially as they can.
Holy figures are often scrutinized for Orientation - Joining the ranks of the
possible corruption, but treated well once Fallen Angels is quite easy for many. When
the member is satisfied. cast out from a holy organization, word
spreads fast. If the leaders have heard of the
individual's banishment, they are simply
asked to destroy any vestments of the
Attitude organization they have. If it is their deity
The Fallen Angels are composed of religious who supposedly abandoned them, they are
outcasts and abandoned worshippers. They asked to smash any holy symbols they have.
wield their divine power to besiege those This act is judged for sincerity, and the
who scorned them. Tight-lipped and leaders choose to accept or deny the
secretive, this group tends not to interact individual soon thereafter.
with outsiders. The gods may work in
mysterious ways, but these folks have had
enough of this meddling in their lives. Exact Wealth
perception of their deity is different from
individual to individual. Some still worship Stolen Goods - When a target is ransacked
their chosen deity, blaming their previous or slain, everything that could have use is
organization for casting them out. taken. Everything else is burned to ash. The
goods are taken back to the headquarters.
Demographics Members who sought retribution from the
The Fallen Angels are a diverse group, target place or person get first dibs of the
taking in folks of all different races and material goods gathered from within. Things
backgrounds. Nearly 80% of the members like clothing, important relics and the like
have some form of combat training, whereas can be claimed in limited quantity.
the remainder are practicing pacifists or Shares - Wealth is taken to the treasury for
young children. Around 40% of the Fallen the group. The leaders distribute funds to
still worship their original deity to the same buy necessary supplies for everyone, or give
capacity they did prior to being expelled small party funds for the traveling missions.
from their previous affiliation. Healers and cooks are given their own small
salaries in order to purchase what resources
Recruitment they need. Non-combat runners are often
Forlorn disciples and wrathful oathbreakers used to fetch goods from great distances
alike seek a new congregation. The void left away. This is done to avoid tracking of the
by becoming an outcast is a large detriment Fallen Angels’ purchases.
to one’s social, political, and economic
standing. Joining the Fallen Angels allows Dues - Bounty Hunters are paid their
these pariahs to regain some semblance of promised sums from the Fallen’s treasury.
Guards who lay down their arms and refuse
44
to protect the heretics are also rewarded for Challenge: 1 (200 XP)
their holy service. Informants who tell the
Angels where they can find individuals are Holy Resilience. The fallen cleric can spend
similarly compensated for their efforts. an action to heal itself or others for up to 10
Other outside expenses include tributes left hit points once per long rest.
at temples where a member received Spellcasting. The fallen cleric is a 3rd level
guidance from a deity. spellcaster. Its spellcasting ability is
Wisdom (spell save DC 12, +4 to hit with
spell attacks). The following spells prepared:
Important Figures Cantrips (at will): sacred flame, toll the dead,
Tatie Tolbhuta - The human paladin who word of radiance
helped usher in this new era of justified 1st level (4 slots): bane, guiding bolt, inflict
assaults. She still follows the God of Magic, wounds
but scorns the archmages who ruined her 2nd level (2 slots): augury, spiritual weapon
convent. Her personal quest is to hunt down
each of those she holds responsible for her Actions
expulsion and take everything they have Multiattack. The fallen cleric makes two
from them. This is what she feels was done mace attacks.
to her, and so it is just. Mace. Melee Weapon Attack: +3 to hit,
Va’au Trackpoint - A half-elven hunter who reach 5 ft., one target. Hit: 4 (1d6+1)
worships several deities of nature. He is bludgeoning damage.
responsible for creating underground
bounties for the figures that the Fallen deem
corrupt. Va’au began this work on the other
end. He was a bounty hunter who came
after some of the members of the Fallen The Fallen Angels NPCs
after they razed an abbey. Using his powers
of divination, he found the group Tatie Tolbhuta
responsible and tracked them down. Upon Quote: “I will see the organizations burn.”
stumbling across the group, he found them Physical Description: Tall and muscular,
waiting for his arrival. They offered him a Tatie is an extremely intimidating woman.
sizable sum to join their side, and he She has muscles that many would have
accepted. assumed are impossible to show on a female
Lagesgi Senkit - A tabaxi domestic form. Her silhouette is androgynous at first
supervisor for headquarters. He is glance, only made worse by the masculine
responsible for making sure everything is plate armor she wears. Her armor itself is
functioning properly within the fort, from stark black, metal that has been kept over
assigning tasks to keeping an eye on the open flame regularly and is covered in soot.
fort’s supplies. Originally left at his The only parts that are shiny is the golden
monastery as an orphan, the catfolk was inlays around the trim that she keeps
used as a scapegoat by one of his teachers absolutely pristine. It is
who was stealing funds from the convent. uncommon to seem
Tatie out of her armor
but if she is, she is
Stat Block also wearing black
and gold. Her
Fallen Cleric longsword is
Medium humanoid (any), any alignment charred similarly
Armor Class: 18 (chain mail, shield) but the soot is
Hit Points: 27 (5d8 + 5) smudged off due
to how often she
Speed: 30 ft. uses the weapon.
STR DEX CON INT WIS CHA Personality Traits:
13(+1) 9(-1) 12(+1) 10(+0) 14(+2) 11(+0)
● Passionate
Saving Throws: Con +3, Wis +4
● Dedicated
Skills: Insight +4, Medicine +4
● Articulate
Senses: passive Perception 12
● Scorned
Languages: Common plus one additional
language ● Resentful
45
Motivation: Tatie wants nothing more than wears a ruby ring over black leather gloves
to see the church that cast her out burn and carries a simple silvered blade stowed
under her own pillaging. Her betrayal runs on one of his hips.
deep and despite being the leader of the Personality Traits:
Fallen Angels she is motivated by purely
selfish intentions. She will pause her gripe ● Vain
to tend to the masses but if she had her way ● Haughty
she would just follow the leads of getting ● Greedy
revenge and vengeance against those that ● Exploitable
wronged her. She has no concept of what
she could have done wrong and wants to see ● Predictable
people pay for her suffering because she Motivation:
believes it will ease the hurt in her heart if Money. Whoever
she can see others hurt in her stead. is willing to spend
Occupation: Leader the most money
to buy his loyalty
Skills/Feats: Inspiring Leader is the person
History: A devout follower of the God of that Va’au is
Magic, Tatie spent her entire life dedicating loyal to. He
her time and energy to the church and the has turned
archmages that promised to teach her and his back on
shape her into the best paladin she could divinity in the
be. Though she fell from grace, she is still way of a church
uncertain what she did to be betrayed – and but he does still
does consider it a betrayal instead of a fault adamantly worship
of her own – and she was cast away. Not a deity of nature. He finds that his
only was she excommunicated but she connection to nature is the thing that brings
could no longer rely on anyone that she him the most solace – outside of monetary
would have once turned to for support or wealth, however. He is a man that will never
comfort. She formed the Fallen Angels and know a limit to what he wants to gain. No
filled her life with people that understood amount of money will satisfy him so he will
her plight. She cares very deeply for her forever be motivated by more.
followers and her brethren but it has not Occupation: Bounty Hunter
served to soothe the wound that is still very
much festering with every passing year. Skills/Feats: Lucky
Stats: STR (20), DEX (8), CON (15), INT (12), History: Va’au ran away from home in his
WIS (10), CHA (18) teenage years and stumbled upon a thieves
guild that needed a small body to fit in
Proficiencies: Strength Saving Throw +8, small places and grab things from people
Charisma Saving Throw +7, Religion +8, with far too much lining their pockets. He
Intimidation +8 became a pickpocket and eventually rose
Class & Level: Lvl 7 Paladin – Oathbreaker through the ranks to an assassin. No one
suspected the young and beautiful half-elf.
In time he got the name of a noteworthy
bounty hunter, running an underground
Va’au Trackpoint organization meant to hunt the Fallen
Quote: “I go where the money is plentiful.” Angels. He took one of his own jobs to find
Physical Description: With white hair and Tatie in particular and she caught him on
pale skin, Va’au is void of much in the way an infiltration attempt and offered him a
of variation in appearance. His eyebrows are situation he could not refuse. She doubled
long and white as well. He has no facial hair his pay and he left his own underground
but he has a very sharp chin that has a organization in the dust to take up the side
small dimple in the very center. His nose is of the Fallen Angels and get rid of the people
crooked, the left nostril being wider than the that they have slights against.
right. His eyes however are beautiful and Stats: STR (10), DEX (15), CON (18), INT
intentionally lined with charcoal to make (14), WIS (20), CHA (11)
him look more mysterious. He has a scar
across his throat and because of this, he Proficiencies: Charisma Saving Throw +3,
speaks in a breathy and raspy voice that Wisdom Saving Throw +8, Insight +8,
many people find incredibly charming. He Class & Level: Lvl 6 Cleric – Nature Domain
46
Lagesgi Senkit he was thrown out of the church.
Quote: “Everything is in order. Please do not Thankfully, Tatie was in town and made
disrupt my system.” him aware of the Fallen Angels. They are
very close friends and he is one of the most
Physical Description: A striking tabaxi important members of the organization
man that is tiger in appearance but all because he serves as the organizing force for
black. He has fluffy hair around his face her to make sure people can continue their
and under the leather armor that he wears. paths without too much internal conflict. He
His tail is long and he ties cloth to it just as also is the one in charge of the money and
an accent. It commonly flicks around the means, making it distributed fairly and
behind him as an indicator of his emotional being sure that all of the resources are
state. His teeth are very sharp and he smiles taken care of.
frequently to make people uneasy. He has
purely yellow eyes that are all one tone and Stats: STR (12), DEX (19), CON (14), INT
contract and expand independent of one (18), WIS (14), CHA (11)
another, leaving one larger than the other Proficiencies: Dexterity Saving Throw +6,
most of the time. His hands are tipped with Intelligence Saving Throw +7, Investigation
claws that he never retracts, making them a +7, Religion +7
weapon at all times but he has not ever
been impeded by their presence. Class & Level: None.
Personality Traits:
● Organized Creen Unraeth
● Driven Quote: “Not all problems
● Reliable need violence.”
● Loyal Physical Description:
● Scorned Creen is a beautiful
but imposing
Motivation: half-orc woman.
Like many of Half of her head
the others is shaved and
within the the other half
Fallen has a bunch
Angels, of very thick
Lagesgi is black hair.
motivated She has small
by anger tusks that
and spite. stick out
People turned evenly from
their back on him, using him as a scapegoat her bottom jaw.
to get out of consequences of their own There are black
actions. He will likely never forgive them for tattoos on her
it and though he wants vengeance, he has upper biceps,
learned to put the needs of the clan ahead circling the entirety
of himself. He is a good man that sees of her arm and
values in other people’s journeys being hiding orcish text of various religious
solved before his own. He is willing to wait sayings. Around her neck is a symbol of a
but would like to eventually see the people nature deity. Most of her time is spent
that wronged him fall. Otherwise, he keeps wearing very simple robes of muted neutral
everything incredibly organized so that the and earthen colors. She looks like she would
Fallen Angels can run smoothly. be an impressive force but her body has no
Occupation: Domestic Supervisor scars on it and her hands are deceptively
soft, making many believe correctly that she
Skills/Feats: None does not fight. She also carries little more
History: An orphan left at a monastery, than a dagger on her hip.
Lagesgi was raised by religious figures that Personality Traits:
saw him as nothing but a tool to use to their
own ends. He was too young to realize the ● Patient ● Calm
depth of the corruption and selfishness until ● Understanding ● Insightful
it was too late. One of the elders blamed a ● Honest
grand amount of missing money on him and
47
Motivation: Creen wants to see things original dark brunette only on the left side
worked out in a way that is less “barbaric” of his head. His beard is patchy but thick in
than one might expect from her race. When the spots that it is most visible. He has a
most see a half-orc or an orc they expect mustache that hides a burn scar on his
violence, however she has a even temper upper lip but you can still see the burn from
that she wants to spread. Though she the skin of his lips. He wears dented and
understands the need for violence, she dull armor but always refuses a new set
wishes more people could talk out their because he is very fond of it. Instead of a
frustrations and find a viable solution blade he wields a morning star. There is a
without drawing blood. She wants to try and blade tucked away on his back but it is
come to terms with what happened to her beginning to rust and no longer can come
and the people that wronged her so she can free of the sheath without great force.
move on and no longer be burdened by the Personality Traits:
trauma and hurt that follows behind her
like an omen. ● Confident ● Passive
Occupation: Spiritual Guide ● Genuine ● Respectful
● Realistic
Skills/Feats: Prodigy
Motivation: Uriel believes that the path of
History: When her tribe were passing the Fallen Angels is true and he wants to
through a village as peacefully as they see as many of the people that follow Tatie
could, the locals attacked. She was only a come to get closure. He has long since
child and instead of being killed she was written off that his own closure is off of the
taken from her family and kept as table. He is a human that is coming to the
something of a servant to the church. She very end of his life and he will die before he
found solace in the deity but she grew sees the surviving members of his trauma-
resentful of the people that stripped her of coded past come to terms with their hurt
her identity and forced her into a position and wrongdoings. He spends every day
she did not ask for. When she turned flitting about from person to person to figure
twenty-one she ran and never looked back. out where he can be of the most assistance.
She was taken in by the Fallen Angels in an
attempt to give her a new lease on life but Occupation: Assistant
they never managed to convince her to fight. Skills/Feats: None
She did not want to do harm to others and
she has become something of a spiritual History: Born into a religious family, Uriel
guide for those that are doubting their faith had two very noteworthy parents that were
upon entry to the Angels. respected as frequent visitors to the church
that made generous donations. He was
Stats: STR (14), DEX (19), CON (16), INT expected to go with them to every service
(12), WIS (20), CHA (10) and to speak to the pastor or preacher at
Proficiencies: Strength Saving Throw +5, every convenience. He did have a love for
Dexterity Saving Throw +7, Religion +4, religion and the deity of the sun but it was
Insight +8 forced down his throat so much that he
began to ask questions. Asking questions
Class & Level: Lvl 6 Monk was seen as a slight and something that
– Way of the Open Hand would bring shame upon the family. His
first punishment was dramatic and violent.
The second punishment was to kiss a
Uriel Gull scalding brand of the deity. That was when
Quote: “You’re doing the connection broke in Uriel’s mind. He
your best and that is knew that the god he loved would not want
all we can ask of you.” to see him hurt in such a way to pay for
simple curiosity. He ran and lived mostly on
Physical Description: his own until he was middle aged and found
A quick glance tells all Tatie and the Fallen Angels.
that Uriel has earned
the title of the oldest Stats: STR (20), DEX (7), CON (16), INT (10),
member of the Fallen WIS (12), CHA (18)
Angels. He has gray Proficiencies: Wisdom Saving Throw +4,
hair that is still Charisma Saving Throw +7, Intimidation +7,
retaining just a Athletics +8
little bit of its
Class & Level: Lvl 7 Paladin – Oathbreaker
48
The Fang Band elders and children, are the lowest rank.
These individuals can be punished without
Pierce Their Hearts and Slash Their Purses warning by any other individual. Much of
Alignment - Neutral Evil the domestic work is given to these civilians
as well.
Insignia - Two Growling Wolf Snouts,
Facing Away From Each Other Bandit Code - Law is as the chieftain says.
The Fang are our kin; to raise a hand
Targets - Weapon Dealers, Alchemists against a brother is to strike yourself. To
Quote - “They leave only fear an’ orphans in betray a brother is to betray yourself. We
their wake. My father was a blacksmith, a fight, we take, we feast from those who enter
lowly village ironworker, an’ those evil our woods. Only cowards retreat. To be alive
greenskins cut him down on the road. No is to kill!
offense, buddy.” Nebud Ingash, Beggar From Beliefs and Norms - A culture of violence
Wardla still needs peace. While within camp,
fighting is only allowed in approved training
or wrestling matches. Better weaponry
Origin among their ranks is proof of a better
The Fang Orc Clan have wandered the lands fighter, for the best warriors can always
long before they turned to banditry. In the overcome lesser foes in fancy gear. Magical
old days this was simply called raiding, and weapons are especially valued for their
they would wander the lands stealing arcane properties. Sentient items with
anything from anyone. These orcs took similar goals to the orcs are beloved, while
countless lives. Several crews of adventuring those opposed may be abandoned or buried.
parties, or local militias, went after these Taboos - To disobey the chief is to leave the
fearsome orcs. The villains cut down these Fang Band. Any who break the laws are cast
attempts, with no concept of retreating. out, free to be slain by their fellow members.
Then, the archmage Lyefka heard a tale that Otherwise, maiming or murdering one’s
his nephew had died in an attack on his fellow members is the highest crime. A
brother’s village. Lyefka, adept at the art of ‘justified’ incident, ruled on by the chief, is
necromancy, raised hordes of zombies to cause for immediate banishment. Rash
pursue the Fang Clan. Wave after wave attacks are punished by torturous and
clashed with the orc forces, dwindling the entertaining deaths. Being fed to wolves is
numbers of this once-great clan. The orcs, the current favorite.
in turn, took the lesson to mean they must Loyalty - Ultimate loyalty is a must. There
get more powerful weaponry. They is nothing else for any who do not swear
developed a habit of ambushing traders fealty to the chieftain. Without the Band,
dealing in arms, blackpowder, and other any lone orc would be slain by avenging
offensive gear. The undead army scattered villagers or gored by wild beasts. Even their
to dust at the orcs’ hands. Even after Lyefka old clan may hunt them down for betraying
was dead these orcs continued this practice. them. Loyalty to the Band is necessary and
given without thought. This is their home,
their source of life, their protection. Few
Culture outside riches or promises of power are
Motivations - The Band is driven by great enough to convince a Fang orc to
survival and bloodthirst. These can abandon their people.
sometimes be opposing forces, so their code Clothing - Much of the clothes worn by
does its best to discourage in-fighting. Many these bandits is scavenged from their prey,
of the members only want to feast and fight, or made from crudely prepared animal
and the large forest domain gives them hides. These pieces are often filthy, washed
ample opportunity. Threats of exile or death only during rainstorms or when fording a
are often enough to dissuade law-breaking stream. Cuffs and hems are typically bound
and betrayal. tight by rope. Capes are rarely worn, and
Group Dynamics - The chieftain is the never outside of camp. Loose clothing is
ultimate authority, what he says goes. considered a hazard, something that can
Several warchiefs are his direct trip you up or give your opponent an
subordinates. Each warchief commands a advantage. An individual's weapons are
platoon of fighters that fight together in never more than an arm’s reach away. Axes,
raids. Non-combat individuals, such as bows, and blades are worn over the
shoulder, across the back.
49
Tactics the orcs, much of their forest is quite safe
Attacks and Ambushes - The forest trade due to their frequent slaying of anything
routes of weapons dealers, armorers, and else that tries to establish itself in there.
miners stay fairly constant despite the Headquarters - The base of the Band is a
raids. Many of these caravans come from circular encampment protected by spiked
small villages that depend on trade. They fortifications and various simple traps.
may travel on different paths, or at varying Inside, the orcs live a life of luxury. After an
times of day, in an attempt to avoid attack. invigorating raid, they rest by the fire and
The orcs have several watch points staffed eat stolen rations. Nearby wildlife is hunted
by a few orcs who relay any prey spotted in to subsidize their meals between raids.
the forest. Roaming bands or the large Elders and children stay in this
central force may be dispatched to attack encampment year-round. Different platoons
the traders further uproad. come and go as needed.
Headquarters - Only on rare occasions is Branches - Various smaller bands roam the
the main camp moved. More commonly, the same forest, joining and leaving the main
Band rotated between two main structures camp as they go on longer raids. These are
to follow fleeing wildlife. After a season or all still controlled by the main Band, and
two, much of the local wildlife learns to always report back if called upon. Should a
avoid the area around the orcs’ camp. When victim squeal about a larger shipment, or
this happens, the orcs will do a mass rarer goods, one of these small teams may
migration to the other camp. It is at this be sent to investigate these claims.
point where they are the most dangerous.
Since their young children are at such great
risk, any creatures they stumble across are Interactions
wiped out. No survivors are allowed.
Targets - The travelers who have the
Mechanics - The combat tactics of the orcs misfortune to cross paths with an orc
are fairly straightforward. One or two raiding party rarely live to tell the tale. A
platoons will position themselves for an swift attack is launched, killing any guards
ambush, waiting for their target. The orcs and livestock. The goods are searched, and
will be split up to either side of the road, anything the orcs want is taken. Master
hidden among the brush. When their prey is weapons, ammunition, and explosives are
between them, they pounce. The road is cut always taken. Food is usually seized, and
off by warriors on either side, and the draft the slain draft animals may be carved into
animals are hobbled or killed. Melee combat sizable portions and taken as well.
is primarily used, but younger members
may act as archers from the treeline. The Law Enforcement - No town or village
orcs will slaughter anyone with the caravan, wants to claim jurisdiction over the forest.
then search through the supplies. As such, no law enforcement enters, even to
chase after local criminals.
Weaponry - Over many years of raiding, the
Fang Band has amassed a collection of fine Bounty Hunters - Those who are foolish
weapons. Most warchiefs have magical enough to go after the orcs often meet
blades, and those under them often have untimely ends. Many plots have been
masterwork weapons. Axes and polearms hatched to attack the Fang Band leader, or
are particular favorites for many of the destroy the camp. Sometimes, the plans are
fighters. A small collection of explosives, somewhat successful. Past devastation has
alchemist’s fire, and acid flasks are at the led to the orcs being exceptionally hostile
raiders’ disposal as well. These are often towards strangers and anyone who
used in traps, or to protect the base camp, approaches their base camp.
though. Magical ranged weaponry is used by Adventurers - Adventuring parties are
the rare orc archer. Ranged weapons are attacked without mercy should they
less popular due to the less satisfying kills. approach the Band’s base camp. These well-
armed individuals are also great targets for
the bandits. The orcs keep a lookout for
Locations such travelers who pass through their
Stomping Grounds - These orcs live in the woods with no cart or wagon. Magic users
forest of their forefathers. All roads that are also an intriguing target. A few mages
pass through these woods are subject to have been captured and forced to enchant
raiding by the Band, with great distances the orcs’ equipment in the past.
traveled at the promise of rare goods. Beside
50
Encounters a life amongst these orcs comparably
Watchtower - (CR 2). 1 fang band orc OR 3 welcome. The Band offers protection and
orcs. Manning several points just-off the violence, things a lone orc craves. This
forest trails, these orc watchmen keep an lifestyle is similar to the raiding provided by
eye out for travelers. They relay any other orc clans. Those accustomed to this
sightings to raiding parties who set up life thrive within the Band.
ambushes further up the road. Requirements - Only full-blooded orcs are
Raiding Party - (CR 15). 1 orc war chief + 2 allowed to join the Band. Outsiders must
fang band orcs + 13 orcs OR 2 orc war sever all previous clan affiliations. The Fang
chiefs + 7 fang band orcs. These ferocious Band is weary of spies and assassins sent
warriors lie in wait for their prey. They show from other clans. Orcs who join must be
no mercy to any living thing that happens physically fit, capable of holding their own
across their path. in a fight.
Roleplaying - These orcs are rough, Orientation - Those who meet the physical
aggressive people. Any slight insult can and skillful standards of the clan are
cause them to erupt in anger. They have no allowed to enter their camp. It is here that
qualms against killing the helpless, and they face a series of trials to show their
have an especially cruel streak when it desperation for a new home. On the first
comes to elves. Simple orders, threats, and night, they are kept waiting for an audience
howling laughter are all that their targets with the leader. This is to measure their
hear from them. While they have a drive to ability to follow an order, and show their
protect their young, they often treat them subservient rank. Those who fall asleep are
more like students or trainees than family. given a serum to keep them in an unrestful
slumber until after the morning meal.
Either way, a new recruit is either tired or
Attitude hungry for the first day’s activities. Here, a
This forest-dwelling orc band knows well series of physical trials are done. Wrestling
what quarry they seek. The Fang Band is matches against the strongest warriors,
more than just a group of bandits, they are demonstrations of weapon mastery, and foot
a family. Founded by an old orc clan, these races are all done in succession with little
raiders are well-aware of their dominion. rest in-between. Many new recruits pass out
Within their territory, they are confident from exhaustion; any who try to leave are
that none would dare attack them. These killed. If the leader is satisfied with the orc’s
orcs are ferocious warriors. They live for the performance, they are accepted as a full-
pain they inflict upon their traveling prey. member. They are still watched for several
Warfare is the only technology they care for. more months, but in the eyes of battle, they
They have become proficient in the handling are a brother-at-arms.
and creation of explosives. If it weren't for
the rarity of blackpowder in their region,
these orcs would be a much larger threat to Wealth
their neighbors. Stolen Goods - The goods carried by
travelers are picked over for what is deemed
useful by the Band. Food is always taken,
Demographics along with masterwork weapons, interesting
The Fang Band is composed entirely of orcs, jewelry, and armor. Clothing, hide, and tools
no exceptions. Very few of their members may also be pilfered from the wreckage. The
live to see the decline of their health, raiding party only takes as much as they
preferring to go out in battle rather than live can carry. They do not return to the
to and old age. Around 40% of their total wreckage after attacking, for that is done by
population are considered non-combatant scavengers, not warriors.
children. Another 10% are retired elders, Shares - In the aftermath of a raid, the
healers, and other domestic workers. The present bandits get first dibs on what they
remaining members are adult fighters. see. Small squabbles may break out over
weapons or clothes. Ultimately, the
warchiefs can decree who gets what. Food
Recruitment and extra goods are brought back to camp
Orcs who join the Fang Band are desperate. where they are shared with the rest of the
Many exiled orcs, or escaped criminals, find Band.
51
Dues - No law enforcement is on the Fang Aggressive. The orc can move up to its
Band’s payroll. In the past, a portion of coin speed towards a creature it can see as a
had to be delivered to an adult green dragon bonus action.
that had set itself up in the western woods. Actions
This dragon has been unseen for some time,
so they have abandoned this practice. Multiattack. The fang band orc makes two
greataxe attacks.
+1 Greataxe. Melee Weapon Attack: +6 to
Important Figures hit, reach 5 ft., one target. Hit: 10 (1d12+4)
slashing damage.
Atohofe Inlheo - A large, well-equipped orc.
He sees the incoming trade routes as wild Shortbow. Ranged Weapon Attack: +4 to
game. A large scar streams from his right hit, range 80/320 ft., one target. Hit: 5
cheek, continuing down across his chest. It (1d6+2) piercing damage.
was given to him by an elven blademaster
and only furthers his hatred towards elves.
Since the incident, it has become common
practice to capture elves and slowly torture The Fang Band NPCs
them just outside of the base camp. Atohofe Inlheo
Pryste Inheo - The wife of the chieftain. She Quote: “You know what you’ve done and
was once part of a rival clan who ventured how you must pay.”
into Fang Band territory. When her people
were slaughtered, she was taken in along Physical Description: One of the tallest
with several other children. Years passed, orcs of the Fang Band, Atohofe has a very
and she was betrothed to the old chieftain’s strong jaw that is cut with a scar that
son, Atohofe, as a diplomatic ploy to keep descends all the way down one side of his
the other orphans compliant. She is lazy in chest. He has short graying hair that he
domestic life, refusing to lend a hand to the doesn’t actively shape but he chops
people who murdered her family. individual pieces that get in his way –
making the entire look uneven but
Hn’issy Limln - the Band’s primary cleric. handsomely disheveled. He wears leathers
She turned to the healing arts after her that are regularly splattered with blood. The
husband died of an infected wound. Many color of the leather has darkened
warriors complain of Hn’issy’s rough hands dramatically over the years because he
pawing them over to find any hidden doesn’t seem to care to clean the stains out.
wounds. They can’t argue with her results, There is always a large sword situated either
however. Several fighters who would have in both of his hands or between his hulking
died in the past have pushed past many and mostly exposed shoulder blades.
ailments and injuries thanks to her magic
and skill. She wants to ban the use of sharp Personality Traits:
blades in combat training. ● Bloodthirsty ● Vengeful
● Brutal ● Violent
● Stubborn
Stat Block
Motivation: As is not much of a surprise to
Fang Band Orc most, Atohofe is motivated by spite and
Medium humanoid (orc), neutral evil revenge. He has a true hatred for all elves
Armor Class: 16 (breastplate) and would love to see most of them
Hit Points: 37 (5d8 + 15) extinguished (or all of them, if he could) off
of the face of this earth. He has a lot of deep
Speed: 30 ft. seeded anger and hatred that fuels him
STR DEX CON INT WIS CHA regularly. Plus, he wants to see his warriors
16(+3) 14(+2) 16(+3) 9(-1) 10(+0) 9(-1) and his people be successful and brutal. He
wants to see everyone fear those that work
Saving Throws: Str +5, Dex +4 under his banner and his title. There is a lot
Skills: Intimidation +1, Investigation +1, of pride fueling Atohofe. For the most part it
Perception +2 works out for him and that means he has
Senses: passive Perception 12 never had to confront it or question his
Languages: Common, Orc motivations.
Challenge: 2 (450 XP) Occupation: Bandit Leader
Skills/Feats: Tavern Brawler
52
History: Atohofe is the kind of man that slightly longer on the right than on the left.
people cannot imagine as a child. His youth She always has a distant and displeased
is a blur and he doesn’t seem interested in expression on her face.
having a memory to hold on to. Most of Personality Traits:
what he remembers is becoming a warrior
meant to fight. He was scorned and turned ● Argumentative
away by his tribe for something out of his ● Bitter
control and he would never admit to what it ● Distant
was aloud. No one truly knows what took ● Lazy
him away from his people because it is a
secret that he believes he will take to his ● Spiteful
grave. Some of his most noteworthy Motivation:
accomplishments involve Nothing motivates
confrontation with Pryste more
elves. He has than getting to
trophies from throw spite in
many kills and the face of her
spends all husband. She
of his time wants to make
lurking about his life as difficult
the camp, as possible while also
looking for offering as little energy and effort as she
one to play can. Her motivation is spite. She wants
with and everyone to recognize that she will never be
torture. He the person they want her to be. All she
commands needs is to be sure that she never does what
his troops her husband wants. Period. She wants him
with an iron to be inconvenienced to the extent that she
fist, always is allowed – without serious repercussions.
deep in the Also, she does very much want to raise her
fray of blood children in a way that remembers where
and brutality. they came from and not where they were
Stats: STR (20), forced to exist.
DEX (11), CON (17), Occupation: Wife of the Chief
INT (15), WIS (12), CHA (9)
Skills/Feats: None
Proficiencies: Strength Saving Throw +8,
Constitution Saving Throw +6, Athletics +8, History: Born into a rival tribe to the Fang
Intimidation +2 Band, Pryste was happily married and
birthed many children of her own. A conflict
Class & Level: Lvl 6 Barbarian – Storm Herald with the Fang Band took her from her
people – after of course watching them be
slaughtered in front of her. They spared her
Pryste Inlheo children and she was allowed to keep them
Quote: “I will never bend a knee.” with her but she was given to the chief’s son
as a ploy to buy her compliance. It didn’t
Physical Description: Pryste is a beautiful work. She is a lazy individual that wants to
woman who is covered in both scars and give nothing to the clan if she can help it.
tattoos. Her left arm is all burn scars that Her children are growing up understanding
she leaves exposed, often preferring to wear the world as clearly as they can, even if she
a shirt with only one sleeve to show off the has to teach them in private. Despite all of
scars she has been given. On the right arm that they want to take after their new
are many swirling dark tattoos that are “father” and be warriors.
apparently still healing, symbolizing the
tribe she was once a part of in an act of Stats: STR (18), DEX (12), CON (16), INT
defiance of her current situation. The tattoo (11), WIS (17), CHA (11)
only covers areas she could physically reach Proficiencies: Strength Saving Throw +6,
to tattoo on herself. Her hair is long and Constitution Saving Throw +5, Insight +5,
dark, falling all over one shoulder and Perception +5
shaved completely to the scalp on the left
side of her body to show an extension of Class & Level: None.
those same burn scars. Her tusks are long,
53
Hn’issy Limln History: As an outcast and wanderer from a
Quote: “Stay still and stop complaining. I’m nearly-extinct orcish tribe, Hn’issy found
trying to help.” herself in the clutches of the Fang Band out
of coincidence. She stumbled onto a small
Physical Description: A feminine but troop of the members after a fight against
massive orcish woman, Hn’issy is rough some elves that left many of them injured.
around the edges. She has a much darker They were too vulnerable to fight her off and
and cool toned green on her forehead and a despite making attempts at it, she tended to
brighter yellow-green on her chin and the their wounds and kept watch as the night
rest of her body. She has smaller features came and went to be sure no one picked on
and is less muscular than the rest of the their injured forms. Her healing had them
band of orcs but manages just the same. on their feet by the next morning and she
Her outfits are robes of varying colors that followed them back to the main camp and
are accented with pieces of metal that are was welcomed into the group without much
softened and dulled on the edges so not to discussion among the elders and the leader.
cut anyone. She carries no weapons with She’s never been asked to be a part of a
her. Instead, there is a leather bag over her physical conflict and instead stays back to
shoulders full of vials and bottles full of tend to those that come back from their
mysterious liquids and even a few still living excursions with wounds beyond the means
plants and moving bugs. Her hair is long, of bandages and salves. Sometimes she will
always pulled back into one very sleek be called out to the field to tend to someone
ponytail that is tied with a thick vine. that cannot make it back but the tribe tries
Personality Traits: to avoid it at all costs as it risks her life.
● Pensive ● Articulate Stats: STR (13), DEX (10), CON (18), INT
(16), WIS (20), CHA (11)
● Patient ● Maternal
● Direct Proficiencies: Wisdom Saving Throw +8,
Charisma Saving Throw +3, Medicine +6
Motivation: Few
things actively Class & Level: Lvl 5 Cleric – Life Domain
motivate Hn’issy.
She is on a one Caree’na Broon
woman crusade
to end the use Quote: “I do what they shy away from
of sharp blades because it is easy.”
or metals in Physical Appearance: Caree’na is a very
combat but no imposing figure that stands taller than most
one else seems of the other female orcs in the clan. She has
too keen on a single olive green skin tone that is
the idea. She obstructed or obscured by many white and
will however, black tattoos of different symbols across her
never drop it. arms and back. Her hair is no longer than
Outside of her shoulders and kept in thick braids that
that she are wrapped in leathers and fabrics taken
really does from many of the bodies that are dragged
attempt to back to the camp. Most of the time her
keep everyone hands are covered in dried blood that she
in as good of doesn’t bother to wash off and she has hand
health as is prints of that same blood patterned over
possible for the lifestyle the Fang Band lead. every outfit she wears.
She is found regularly chasing down
individuals with injuries they are trying to Personality Traits:
hide from her because she does want ● Impatient ● Cruel ● Vicious
everyone to be healthy and safe. This ● Manipulative ● Aggressive
concern is her sole motivating factor within
the hierarchy of the band. She will hear no Motivation: A woman with very streamline
arguments or complaints from her patients personality, Caree’na wants for one thing.
as she is truly doing what is best for them. She wants to gather as much as she can off
of the bodies that are given to her as
Occupation: Healer & Cleric possible. Most of the things she wants are
Skills/Feats: Healer monetary or just pretty in her opinion. She
is like a corvid in that shiny things draw her
54
attention and the more she can gather the that he used to have tusks. His hair is very
better it is. Her lack of disapproval or thick and long, kept in massive braids on
displeasure for being around the bloodied either side of his face and allowed to flow
dead bodies is one of her most important down his back unbraided from other
qualities to the clan. They’re willing to allow portions of his scalp. He has two massive
her to grapple with the affinity for shiny scars on the underside of his jaw that
things if it means she does all of the dirty extend down his neck symmetrically. He is
work with the kills. always wearing some sort of stained apron
with tools sticking out of the pockets.
Occupation: Torturer Whatever the apron is covered with is
& Scavenger mostly a mystery but there are dyes and
Skills/Feats: None splatters of all sorts of colors, making him
History: Born into arguably the most colorful of the group.
the Fang Band, Personality Traits:
Caree’na was
never a person ● Straightforward ● Considerate
that questioned ● Levelheaded ● Logical
the existence of ● Smooth talker
life and the way
the band lived. Motivation: He wants to be seen as an
She embraced asset. More often than not Fri’vez flies under
brutality at a the radar and is not acknowledged for the
very young age his full potential. He does most of the
and took to micromanaging of the chief’s life and though
being a warrior he doesn’t want the masses to know about
very early on. everything going on behind the scenes, he
Her father was longs to be seen as more useful than just an
one of the advisors to ear piece or a “pet” to the man calling all of
the chief and his opinion was respected the shots. He needs and craves respect but
merely because he was so physically is not willing to be rude to get it. That is also
capable. She wanted to follow in his part of the reason he is treated with such
footsteps but in time she realized that her little respect, he doesn’t loudly stick up for
work was better suited to the group as an himself and he is unwilling to compromise
extraction agent. She mostly spends her his morals and his beliefs to get attention.
time torturing captives and stripping them Occupation: Second in Command
of their valuable belongings. She’s also the
one tasked with disposing of the bodies and Skills/Feats: None.
making sure that everything is cleaned up History: One of the oldest members of the
and streamline for the warriors of the group. clan, many wouldn’t recognize him as a clan
Stats: STR (18), DEX (9), CON (17), INT (15), member if they didn’t observe his time with
WIS (9), CHA (10) the leader. He has a youthfulness about him
that most mistake for innocence or
Proficiencies: Intelligence Saving Throw +4, vulnerability but he is fierce and aggressive
Medicine +4, Survival +4 when he needs to be. He is one of the chief’s
Class & Level: None. closest friends and has proven to be
incredibly reliable and useful. He is more
loyal than even the elders of the clan. Lately
Fri’vez Ty’mee however he’s been suffering something of a
small identity crisis and is leaning more
Quote: “Someone heavily on a woman that he considers his
has to keep him confidante. He loves her and she loves him
in line.” but for now their union is nothing more
Physical than a friendship that will surely blossom
Description: into something else given some time.
Fri’vez is a Stats: STR (16), DEX (12), CON (18),
hulking orc INT (12), WIS (19), CHA (13)
man with
no tusks. Proficiencies:
There is a Strength Saving Throw +5, Wisdom Saving
slight jut to his Throw +6, Persuasion +3
lower jaw that makes it clear Class & Level: None.
55
The Fire Enigmas They are all aware that each mage is
dangerous, and know that they would
The Elements at Our Command rather have the help of each other than be
Alignment - Neutral Evil against them.
Insignia - A Ring of Elemental Sigils Taboos - Theft and sharing knowledge with
Surrounding a Black Flame outsiders are punishable by death.
Attacking other members is disallowed if the
Targets - Mages, Arcane Academies other mage was unaware of the impulse to
Quote - “Ya know, me an’ Cabi had a run-in attack. Duels are allowed by agreeing
with them, uh, those angry mage-folk. Saw individuals. Spell scrolls are not allowed to
little Iuvya’s boy with them. Know we be “checked out” for longer than the period
should’ve run him outta town; he was hurling necessary to transcribe it.
acid at the smith for firing him. Spoiled brat.” Loyalty - There is no trust in the Fire
Atarion, Village Guardsman Enigmas. There is only fear, greed, and
power. Less powerful individuals know that
this group is the only chance they have at
Origin acquiring the knowledge they seek. More
True enigmas, many of the magic-users who powerful mages know this is the easiest
sought refuge with this group came from source of labor for their goals.
places where the townsfolk feared magic. Clothing - Well-crafted robes and
Before being named, these outcasts were enchanted gear is the standard dress for
only petty thieves. They were trying to full-fledged members. Their gear is almost
survive without a home. The introduction of always stolen or fabricated with each person
a mentor would give these young mages a dressing distinctly depending on focus.
new edge. With the thirst for knowledge
sprouted, a new goal would take over.
Tactics
Attacks and Ambushes - Extreme weather
Culture shifts precede an assault by these mages.
Motivations - Those who join the Fire The unnatural weather patterns are created
Enigmas seek knowledge, power, and by them, and meant to disorient their prey.
action. Many are used to a roaming life on Most often, these attacks occur at night.
the street. They are well aware that the The darkness grants advantage to those
world isn’t good, and society only helps with darkvision, physical or magical. The
certain individuals. If the world is unjust, Enigmas do their best to get information on
why should any of them adhere to any exactly what they’re after. Scrying and
societies’ standards? disguises work to find when and where
Group Dynamics - As outcasts many of the arcane resources are being moved.
members find themselves unable to trust Headquarters - The dagger is passed
anyone. The Enigmas are not a cohesive around the chief officers in a strict
unit, they are a large group of individuals schedule. When it is time for such a shift,
using one another to achieve their goals. the person will not ask for the dagger itself,
Those with more knowledge are respected but will ask to enter it. They will then
because of their power and the hope of update Jade of everything the Enigmas have
tutelage by the less-trained. done since the last update, receive orders,
Bandit Code - The power of the elements and exit. The signed orders act as a
are at our command. We bend the nature of transition of the dagger. Upon seeing them,
reality itself and take what we will, as is our the current wielder hands over the base to
right! What the group owns belongs to all; the person who has the documents.
those who steal from the group are not Mechanics - The targets are carefully
worthy of life in our midst. Knowledge is studied prior to a planned attack, with
power, so learn well or stay weak. plans are formulated to counter any known
Beliefs and Norms - Vices are common and spells and strategies of the target. These
not dangerous in moderation. Greed, for Mages plan on hitting hard and wearing
example, runs rampant throughout the down their opponents’ reserves. Area
group. However, they do not allow stealing attacks are loosed to take down guards and
or hoarding knowledge from one another. wear down the main target. Several lesser
members stand by ready to counterspell.
56
Weaponry - Enchanted blades are used by Law Enforcement - Guards and soldiers
many of the warlocks, but the other mages are nothing to these mages. They fear not
tend to use staves and wands. Breaking a the average person. Spells to warp their
wand or staff will designate a member to minds or incinerate their flesh make quick
enchanting duty until they can replace the work of them. Those with anti-magic
weapon with one of similar power twice over. precautions are treated like hunters.
Other magical weapons and wondrous items Bounty Hunters - Many of those who
may be carried, but these vary on supply. choose to hunt these spell slingers are
equipped to take on mages. As such, the
Fire Enigmas are rightfully cautious of such
Location individuals. Those who own magic-nullifying
Stomping Grounds - One can find these items are immediately perceived as a threat.
bandits all over the world thanks to Summoned creatures and area effects are
teleportation magic. No frigid island or released upon such individuals.
demon-filled waste can discourage their Adventurers - Roaming travelers-for-hire
travel. They follow rumors of powerful are less threatening than the outright
artifacts or new arcane research throughout bounty hunters. The Enigmas keep in mind
the regions. Temporary shelters may be set the power of certain groups and will do their
up in dense forests or tall hills. Some best to avoid them. Some parties may
members may take on disguised roles. They become targets of these bandits, though.
act as spies, listening, watching, and Adventure brings treasure, some of it quite
recruiting. The fairly new nature of this powerful and rare.
group means that not too much is built so
far, at least for long-term plans.
Headquarters - The Fire Enigmas base lies Encounters
hidden within a rusty dagger of no Forward Scouts - (CR 14). 2 fire enigma
remarkable note. This artifact is the warcasters OR 3 mages. In order to set up
culmination of many years of enchantment the perfect attack, these mages need to
by the founding few. Within the dagger is an know exactly where their quarry is and how
extradimensional space, a library. fast they’re traveling. These smaller groups
Contained within is all the Enigmas’ arcane may also be dispatched to sweep towns for
research and knowledge. The leader, Jade information.
Greencrown, spends a majority of her time
within this library. She gives her most loyal Fire Team - (CR 30). 7 fire enigma
officers charge over the dagger. These warcasters + 7 mages OR 2 archmages + 4
caretakers know they will lose their wealth fire enigma warcasters + 6 mages. When it
of knowledge should it go missing. is time to attack, these raiding teams hold
nothing back. The mages rarely participate
Branches - Several fracture branches have in the actual fight, instead waiting to
been started with similar backgrounds.
counterspell anything the enemy mages try
Mage-led criminal syndicates are not new, to cast.
but these groups hold ties to the Enigmas.
Many began from ex-members starting their Roleplaying - These mages genuinely do
own group, to claim a leadership role. At not care about others. They only wish to
least two have attempted to steal key figures further their own goals, and will do so by
and knowledge from the Fire Enigmas, and force. Criminals, they know their only place
no longer exist because of it. is among the Fire Enigmas. Many will speak
eloquently, but be quite direct with the
information they seek. They will be
Interactions inconspicuous in urban settings, but don’t
mind standing out on the battlefield.
Targets - While in disguise, the mages will
do their best to act as they see fit. They
avoid drawing too much attention to
themselves during their reconnaissance
mission. Some even create entire alternate
lives that they live in part-time. As their true
selves, they no longer conceal their
contempt for these archmages. These
privileged scholars, who had the opportunity
to study and develop their magic.
57
Attitude Orientation - Would-be Enigma members
The best defense is an unsurvivable offense. must be interviewed by the designated
This band of mages have learned to rely only evaluator. The current evaluator is L’llael
upon themselves. Their power is something Thefarliza, a gith scribe with a penchant for
that is feared, as it should. Those without the theatrical. L’lleal conducts an interview
the ability to bend the universe to their will with the recruit. He uses divination magic to
are lesser. These inferior beings should be gleam the truth and push beyond the
subjugated. The Fire Enigmas take their surface of answers. After this conversation,
power, and look down upon those too weak he takes stock of the recruit’s magical
or unskilled to do the same. They hate abilities. This is mostly to place the recruit
mages from accepting communities, or who with a suitable mentor.
receive formal arcane training. This is
simply because they have what many of the
Enigmas wanted. But these outcasts no Wealth
longer seek acceptance from their peers. Stolen Goods - What is stolen belongs to
They take the awe they deserve by force. the organization as a whole. It is all taken to
the library, and the members may be able to
check out what they wish afterwards. Non
Demographics magical equipment may be distributed as
50% of the members can cast spells of 4th the head officers deem fit. Animals are
level or higher. Around the top 30% can cast taken if surviving, and food is given to the
at least one 6th level or higher spell. The designated cooks. Unwanted or useless
remaining half of mages can almost all cast mundane gear is given to disguised
2nd level spells at the very least. New members to be sold.
recruits are often given extensive training to Shares - The Fire Enigmas do not pay their
get them to this level of ability as soon as members in the traditional sense. Everyone
possible. Utility spells are usually found in is expected to assist in the accumulation of
new recruits, as they tend to pick these up knowledge, and are then ‘paid’ by getting to
for pay or thievery. As such, many of the absorb that knowledge themselves. Recruits
first few spells taught to the recruits are are immediately indebted to the organization
offensive ones. from their initial training. Even the weapons
and armor they equip is not truly their own.
To abandon or flee the group leaves one
Recruitment with nothing but new, powerful enemies.
Those rejected from society always seek Dues - Urban spies must often pay off key
someone to understand them. For young members in order to acquire the information
mages without their community’s support, they seek. A small reserve of funds is given
this group gives that understanding. Arcane to these individuals, who must keep track of
inclined youth may not have the same every copper spent and report it back.
means to get the education needed to excel Sometimes informants get greedy and wind
as those in wealthier castes. This can also up on the list of targets. It’s an easy way to
lead them to join the Enigmas, so that they make up some of the money spent on such
may steal the knowledge they seek. individuals. If the group can get to the
Requirements - One must be capable of hired-hands of a target, they may also
using magic of first level or higher. An attempt to pay them off.
excessive number of tieflings and elves join
the organization. This is due to the innate
spellcasting of these races. Hunger for
arcane knowledge is almost always a
characteristic of the Enigma members. A
willingness to go to any lengths to get it is a
great addition. All these mages have a sense
of deserving more than their circumstances
have given them.
58
Important Figures Stat Block
Jade Greencrown - A tiefling sorceress who Fire Enigma Warcaster
seeks knowledge above all else. She was Medium humanoid (tiefling), true neutral
cast out of her tropical village because of
her fiendish nature. Her magical capabilities Armor Class: 17 (+3 studded leather)
were a great boon, helping her survive and Hit Points: 130 (20d8 + 40)
find work on her own. Because of this, she Speed: 30 ft.
sought more power. But she found herself STR DEX CON INT WIS CHA
barred from arcane academies due to a lack 9 (-1) 15(+2) 14(+2) 18(+4) 14(+2) 9(-1)
of wealth. Jade was able to find camaraderie
in other mages who pointed her to the early Saving Throws: Con +6, Int +8
members of the Fire Enigmas. Skills: Arcana +8, Deception +3, Insight +6,
Mya Aameg - Another tiefling librarian who Perception +6
often stays within the headquarters. She Damage Res.: damage from spells and
assists group members with finding the magical effects
spells and research that they seek. Keeping Senses: passive Perception 16
the library organized is another duty Languages: Common, Infernal, plus three
fulfilled in her free time. She is quite additional languages
proficient with longbows and ranged Challenge: 9 (5,000 XP)
accuracy. Though, she has not needed to
raise arms within this lair. Her partner is an Magic Resistance. The fire enigma
orc warlock who is one of the leading warcaster has advantage on saving throws
officers in the group’s raids. against spells and magical effects.
Spellcasting. The fire enigma warcaster is a
13th level spellcaster. Its spellcasting ability
Ueye Brown - A half-elven ex-sailor who is is Intelligence (spell save DC 16, +8 to hit
known for their theatrical dressing. They with spell attacks). They have the following
tend towards aquatic themed spells from wizard spells prepared:
their time at sea. A few adaptations for well-
known spells have been worked upon. The Cantrips (at will): chill touch, fire bolt, mage
61 year-old wizard has already adapted hand, message, shocking grasp
several spells. Ueye is often sent on 1st level (4 slots): detect magic, shield 2nd
recruiting missions into urban areas, using level (3 slots): alter self, flaming sphere,
their water-bending magics in public to misty step
draw out arcane outcasts. 3rd level (3 slots): counterspell, fireball 4th
Tlahaka Barrensong - A human warlock level (3 slots): confusion, fire shield*,
best-known for his summoning skills. He is phantasmal killer
unafraid of the fiends he calls on, only 5th level (2 slots): dominate person
seeking the destruction of any enemies in 6th level (1 slot): chain lightning
sight. His natural life is shortened, as per 7th level (1 slot): delayed blast fireball
the deal he struck with his patron. However, *The fire enigma warcaster casts this spell
each soul he takes with his demonic blade on itself before combat
gives him an extra year.
Actions
Quarterstaff. Melee Weapon Attack: +3 to
hit, reach 5 ft., one target. Hit: 3 (1d8-1)
bludgeoning damage. One-handed: 2 (1d6-1)
bludgeoning damage.
59
The Fire Enigmas NPCs History: She was a woman presented with
powers within a tropical village. When she
Jade Greencrown grew, the masses (including her parents)
Quote: “I will enlighten the legacy of the turned her away and cast her out from the
early members. They will be proud.” clan. When she found that she had no
where to go she tried to use the resources
Physical Description: Jade is a striking that she thought were available to her to
tiefling woman with two delicate red horns learn as much as she could about her
that come out of the top of her forehead and magic. Any libraries or scholars turned her
curl back around her head. They end in a away and the only one that showed her any
very sharp point that has a shine about kindness gestured her towards the Fire
them as if she shines them herself. Her skin Enigmas’ founding members. They took her
is the same beautiful red and fades to a soft in and taught her whatever she wanted to
pink in the more delicate parts of her body. learn about the inherent magic in her veins
She wears a feminine type of armor that is and her bloodline. This kindness was
cut to fit over robes or dresses if she would something that she did promise to carry on
like it to be. Her clothing is always some and in time she took over the group of
sort of black and gold, striking a balance people as something of a matriarch despite
against her amber-colored eyes and stark never having any children of her own.
white teeth. Her tail is somewhat shorter
than the average tiefling and is commonly Stats: STR (9), DEX (14), CON (18), INT (12),
kept wrapped in black silk. WIS (12), CHA (20)
Personality Traits: Proficiencies: Constitution Saving Throw
+7, Charisma Saving Throw +8, Arcana +4,
● Loyal ● Articulate Persuasion +8
● Magical ● Organized Class & Level: Lvl 6 Sorcerer – Wild Magic
● Particular
Motivation:
Jade wants the Mya Aameg
people that Quote: “There is order to everything but my
started the Fire order is the best.”
Enigmas to be
proud of her. Physical Description: As one of many
Even though tiefling individuals within the Fire Enigmas,
most of them Mya stands out sheerly because of her skin
are dead and and her eyes. She has icy blue eyes that are
will never know void of any pupils. Her skin is a soft
her true legacy, lavender that transitions into large ram-like
she would like to horns. She is quite small, petite, and looks
think that their even smaller against her partner who is a
spirits smile down half-orc individual. Most of her clothing is
on what she has soft and silken, allowing for freedom of
turned their movement and a beautiful flowing gate. Her
organization into. hair is bright white but tinted with silvery
She also has a pale purple at the very roots. She wears
small seed of many choker necklaces of different medals
vengeance and and thicknesses.
pain planted in Personlity:
her gut. She wants
to provide a place for ● Particular ● Soft
magic users to learn as much as they can ● Gentle ● Honest
without the barrier of money or status. ● Mature
Despite the reputation of her people, she is
just trying to do everything she can for their Motivation: Keeping everything in order,
wellbeing. Magic is a resource, not meant to Mya is the grease that spins the wheels
be hidden away behind the walls of money within the Fire Enigmas. She is the person
and power. that knows where everything is and where
everything belongs. As a librarian she takes
Occupation: Leader great pride in being the person with the
Skills/Feats: Spell Sniper answer to every question. She is motivated
by just continuing that sort of duty. People
60
care about her and she sees her worth as short and choppy black hair that is shaved
what she can offer them – which is short on the side and much longer on the
sometimes very damaging but she does her top. It sits much like a mop on top of his
best. She also finds the same motivation head but is handsome and disheveled. He
that Jade has. She wants magic and has vibrant blue eyes that have a ring of
information to be accessible to as many bright green in the very center around his
people as possible. pupils. The outfits he wears often has some
sort of water or wave motif that can be in
Occupation: Librarian and Archivist either grays or blues. His clothing is loose-
Skills/Feats: Keen Mind fitted and draped like a toga even though it
has a more traditional use to it. There are
History: Born also stars embroidered on the very hem of
blind, Mya every outfit he wears.
has learned
to see through Personality Traits:
the art of true ● Theatrical
seeing. She was ● Flamboyant
blessed a boon ● Social
by an elder ● Eclectic
member of
the Fire ● Arrogant
Enigmas Motivation: More
when she than anything, Ueye
stumbled does very much
upon their wants to spread
camp, lost the word of the
and alone. Fire Enigmas. He
She had would like to
been left redirect as many
by her people as he can
people to to the people
fend for that can help
herself. As them make
she is still the most of
technically their abilities.
blind and He has a small
unable to cast mote of jealousy in his chest about how well
the true seeing herself, the boon was placed some other people make magic look easy.
on a necklace she wears. When it is on she The magic he has inherently is from his fey
has the ability to see everything through all linage but he has had to work very hard to
of the planes. When it is off she is giving her attain what he has outside of that. He
eyes and vision a rest. Because of this and wishes he was the kind of person that
her limitless mind, Mya has become the lore everyone would lean on and ask for help but
keeper and organization wizard of the instead he just continues to put on a show
library. She is someone everyone turns to for the wandering masses and makes
when they want to learn something new. himself look as important and interesting as
Stats: STR (9), DEX (20), CON (14), INT (15), he possibly can.
WIS (19), CHA (11) Occupation: Recruiter
Proficiencies: Strength Saving Throw +1, Skills/Feats: Actor
Dexterity Saving Throw +7, Investigation +4,
Perception +7 History: Ueye was an orphan. He didn’t
spend long wandering after his time at the
Class & Level: Lvl 4 Ranger – Fey Wanderer orphanage. Jade and the rest of the Fire
Enigmas found him much faster than some
that suffered a life of solitude. He had some
Ueye Brown inherent magic about him and when he saw
Quote: “I can be one with the sea and the what his new family could do he decided he
Fire Enigmas.” wanted to learn. The sea and the water has
always called to him and he has a violent
Physical Description: Ueye is a very case of wanderlust, making it near
dramatically dressed half-elven man with impossible to sit still. Because of this, Jade
61
has sent him out as a performer meant to beasts he pulls from the fiendish depths are
recruit people to their cause. He returns nothing more than servants to him and
home mostly to bring those that are meant to be the tools that the Fire Enigmas
interested in the Fire Engimas and then is use to better themselves. Often times he will
quick to leave again. Being in the spotlight summon them just to run training drills
rejuvenates him and makes him feel with them because he would never forgive
important and valued. himself if something he brought to the
material plane did damage to anyone that
Stats: STR (8), DEX (16), CON (14), INT (20), he cared about. This is a strenuous task
WIS (10), CHA (13) and does regularly leave him exhausted.
Proficiencies: Intelligence Saving Throw +7, Occupation: Warrior
Wisdom Saving Throw +2, Arcana +7,
Investigation +7 Skills/Feats: None
Class & Level: Lvl 4 Wizard – School of History: Born a man with no magic in his
Illusion possession, Tlahaka found himself wanting
for something more. He never truly
understood what it meant to give something
Tlahaka Barrensong up for power until he met his patron. A
fiend. A devil. Something in the shadows
Quote: “If you do not fear them, you are in that gave him power with the promise of
complete control.” taking some of his life and entering
Physical Description: In the daytime, servitude, Tlahaka genuinely thought about
Tlahaka is one of the most mundane and the deal. Unlike some warlocks, he was
normal looking human men in the group. careful with his soul and bargained for a
He has a full beard and mustache means to extend his life. With very soul he
combination that he tends to more than captured with his blade, he would add
most would say he should. He wears well another year. The deal was fair and agreed
fitted and tailored clothing that suits his upon and now he is a member of the Fire
dark tanned skin tone. His hair is a ruddy Enigmas. Jade views him as something of a
brown and sticks up in an unintentional success story and he will regularly run raids
point on the very top of his head. When he and training drills with the other fighters of
is calling upon his magic however, his eyes the clan to perfect maneuvers and plans
glow a vibrant green and there are sparks of before an actual confrontation occurs.
arcane energy of the same color that leave Stats: STR (9), DEX (14), CON (18), INT (13),
his fingers and from the corners of his WIS (10), CHA (20)
mouth like his teeth are sparking when they
gnash together. Proficiencies: Wisdom Saving Throw +3,
Charisma Saving Throw +8, Arcana +4,
Personality Traits: Deception +8
● Confident Class & Level: Lvl 6 Warlock – The Fiend
● Forthright
● Bold
● Competent Brontella Giles
● Daring Quote: “This is overwhelming. Very
overwhelming. You realize that, right?”
Motivation:
Tlahaka is Physical Description: Brontella
trying everything is a relatively young drow elven
in his power to woman with long silvery hair,
control the beasts lavender eyes, and dark gray-blue
he summons. skin. She regularly has an expression
This has meant of concern or confusion on her features,
a lot of training accentuated by well-kept eyebrows and
to rid himself full lips. She is quite small, smaller than
of the concept most elves that come and go from the Fire
of fear and Enigmas. Her outfits are very simple except
worry. He wants for a sash she always wears around her
to be not only waist that is a bright royal purple. She has
their leader but wraps of white silk up and down her arms,
their owner. The also crossed between her fingers.
62
Personality Traits: The Giorgi Family
● Overwhelmed ● Indecisive Doors Open for the Perseverant
● Confused ● Careful
Alignment - True Neutral
● Introspective
Insignia - Two Spears Framing a Drawn
Motivation: Even though Brontella is the Bow, Which Aims Right
kind of person that wants to guide by her
own hand, she is focused mostly on figuring Targets - Dishonorable Thieves, Members of
out what being a Fire Enigma means. She the Laguardia Family
wants to get better at magic and she wants Quote - “I saw him in Old Wench Row. He
to find a place to fall among the ranks. More stood out, was dressed real well for the area.
than anything, Brontella wants to make this The knight walked by and then just
group of people her family. She’s never collapsed. That’s when I ran in, but the man
known what true family is and she believes was gone. Sir Oakway had his throat
that this is going to be something that will slashed, but I never saw the blade. Then, I
teach her the value of people around her. saw the Giorgi pin left in the dirt.” Licome
She’d like to be less independent. Soteing, a Commoner Recounting His Brush
Occupation: Initiate with the Giorgi Family
Skills/Feats: None
History: Brontella was born into a very Origin
noteworthy dark elf family. Her parents The Giorgi Family was once an affluent
expected a lot of her and though she never family of nobles. They had their hand in
excelled at most magic, the inherent magic several less-savory pursuits, which was
she was granted by her linage is much later discovered. With the means to do so,
stronger than her family’s versions. When they fled. After weeks of travel, they set
she was no longer willing to take their themselves up in the town of Hadun. This
beratement and aggression, Brontella area was soon controlled by the family due
turned her back on her family and accepted to wealth and threat. Over the years, they
the ex-communication that came with it. became known for their willingness to
Finding the Fire Enigmas was her first step shelter and hire unsavory individuals.
and she asked to speak with Jade directly. Hadun grew, a beautiful city full of civil
The conversation was good but criminals. Fights broke out between the
overwhelming and now Brontella is a part of Giorgis and Laguardias, creating an intense
the group, preparing to start her study rivalry. The sea and islands between them
sessions and magic training with the host their battles.
members of the family.
Stats: STR (8), DEX (17), CON (15), INT (11),
WIS (15), CHA (18) Culture
Proficiencies: Motivations - Members of Hadun join for
Dexterity Saving protection, connections, and work. As long
Throw +5, as they work with the Family, they keep
Charisma these gifts. Turning against the Family
Saving Throw means not only losing these resources, but
+6, Persuas- having them used against you.
ion +6, Group Dynamics - The Giorgi Family is at
Performance the head of everything. Below them are the
+6, Arcana +2 individuals and families granted noble
Class & status. Full members are beneath them,
Level: None. with indentured servants at the bottom.
Nobles don’t carry much more power than
the standard members on the surface; their
power comes from their closer connection to
the Giorgi family.
Bandit Code - Civility is the most basic
sentient principle. To exist, even at the
fringes of society, one must be able to
discuss and persuade one’s fellow men.
63
Those who control the actions of others hold noble from going to a meeting, they can
the true power. Remember, doors open to send someone else in their place. Residents
the perseverant. of Hadun spend varied periods of their time
within the city. Some never leave, doing
Beliefs and Norms - Hadun is just another work and advising members within the city.
city; it just happens to mostly house Others almost never return home, working
criminals from abroad. Theft and murder on the seas or doing various jobs abroad.
are jobs, they just are less popular in other
places. It is not hypocritical to hold different Weaponry - Due to the variety of
people in different places to different specializations, there are no ‘standard’
standards. Standards simply vary weapons that the Giorgi Family uses.
depending on location and social setting. Martial weapons tend to be more common
due to the extensive weapon training most
Taboos - While ‘criminal activity’ is allowed of their members go through. The black
abroad, acting against those in Hadun is market supplies them with whatever
against the law. It is not very neighborly poisons their members can afford.
and, if caught, members are cast out of the
city. They are then the enemy of all within
Hadun and their extensive networks.
Location
Loyalty - Civility is based on trust. A Stomping Grounds - Hadun is the home of
certain level of loyalty to the Giorgi Family is the Giorgi Family and their affiliates. The
expected for all within Hadun. Members are Family goes beyond just those who are
free to work for other organizations (besides granted the Giorgi name. Any person invited
the Laguardia Family), so long as they or granted access to the haven gains the
respect and respond to the Giorgis first. title of Family member. The Giorgis also
Clothing - Fashion trends make their way control the peninsula they live on. The
to Hadun through diplomatic visits and defensive mountains make the area easy to
observation. Currently, layered suits and control with few guards. The small inlet to
simple accessories are common. Lettered their west is also under their domain. They
cufflinks and waist chains are seen on most tend to use it more as a testing ground for
men, while women may opt for jeweled their watercraft.
waistcoat buttons and silvered hairpins. Headquarters - Within Hadun, the Family
makes many of their decisions at a town
hall. The entire city can be considered their
Tactics headquarters for defense and safety, but
In battle, the strategy used varies based on this is where the important decrees come
what skills are available. A variety of about. Members granted noble status speak
individuals are often thrown together for a for their communities at meetings. But,
hit, depending on who their target is. On the those with the Giorgi name often make the
ocean, they use long-range attacks to keep final call.
Laguardia ships at bay. Speed and range Branches - Many branches of the Giorgi
are their friends in outrunning or gunning Family extend to foreign towns and thieves’
the infamous pirates. guilds. Those who wish to contact the
Attacks and Ambushes - One of the main Family can find a way with most
purposes for calling upon the Giorgi Family underground connections. Each of these
is to enforce honor among thieves. Groups branches are loyal to the main Family. They
who use and discard disenfranchised folks consider themselves independent functions
without giving their promised reward may within their town of origin, though.
be targeted. This isn’t done purely to help,
as many will sell themselves into indentured
servitude in order to afford it. A small unit, Interactions
however many they deem necessary, is sent Targets - Members of the Laguardia Family
out in short order. Jobs are carried out in are treated with as little mercy as they show
quick and decisive fashion, with the Giorgi
crest left behind as a warning. the Giorgis. Years of fights and
backstabbing have cementing the rivalry.
Headquarters - The council within Hadun They relish in accepting jobs that target the
meets twice a week to discuss and vote Laguardia family and their extended
upon Family matters. Council members are networks. For other jobs, the Giorgis care
free to use the remainder of their time less about what the other party has done
however they choose. If travel prevents a and more about what they gain from it.
64
Law Enforcement - The influence and Family values all types of expertise. They
diplomatic persuasions of the once-noble will go out of their way to protect those
family help greatly in their dealings with city possessing rare abilities.
guards. Most are on a payroll or owe the
Family a debt. When guards do get in the
way, bribery is the first option, but these Demographics
bandits are not above killing anyone who The Giorgis themselves are almost entirely
refuses to get out of their way. human. Hadun and the criminal networks
Bounty Hunters - Those who manage to at large contain people from all walks of life.
make it close may be invited to Hadun. ‘Monstrous’ races tend to be more common
Then, the Family would offer to pay the due to social perception. Standard criminals
hunter to take out the ones that hired them. make up around 50% of Hadun’s
Should none of these work, they simply population. Another 35% live as indentured
attack. If a hunter succeeds in taking out a servants. The remaining 5% are the Giorgis
target, the Family skips right to a counter and those granted noble titles by the family.
attack for the hunter and their patron.
Adventurers - Adventurers who have done
work for the underground and provide Recruitment
unique skills may be contacted to join Criminal rings all over the continent have
Hadun. Extended Giorgi networks may still contacts with the Giorgi Family. They
hire these adventurers even if they turn encourage folks to seek aid with the Family
down the offer. Those who strike against the after a heist gone wrong or the publicized
Giorgi Family are treated the same as account of their corruption. The Family may
bounty hunters. reach out directly to those with unique
skills or an infamous reputation. People join
in order to build a new life, or find a use for
Encounters their frowned-upon skills.
Guild Greeters - (CR 7). 1 giorgi noble OR 3 Requirements - Having, expanding, or
bandit captains. A small party of Giorgi teaching valuable skills is common. Civility
members may guard the local thieves’ guild. is a must within Hadun. It is a city like any
They keep stock of everyone who passes other, except criminal acts are discussed in
through, reporting any interesting the open. Those who do well in their
individuals back to headquarters. activities abroad pay tithes to the Giorgis.
The folks who join with nothing are often
Council Meeting - (CR 20). 4 giorgi nobles + placed in indentured servitude. This may be
3 bandit captains OR 1 giorgi noble + 1 to the Family or other prominent figures.
assassin + 2 mages + 3 bandit captains.
When a decision must be made, the council Orientation - New citizens of Hadun are
gathers. Giorgi nobles from all walks of life allowed to buy housing within the city if
gather to discuss the best course of action. they can afford to build it. Those who
cannot are able to work for the necessary
Roleplaying - Cordial and even-tempered, sum as indentured servants. Wealthier
members of the Giorgi Family are trained in individuals may gain servants by building
the art of diplomacy. A Giorgi noble can housing complexes to recruit others. The
easily fit in with higher society, and they nature of this city of thieves means everyone
often find their way into court life when is under constant surveillance.
needed. No promise is made that they
cannot keep; that goes for threats as well.
While they give the impression of being an
open book, a Giorgi noble is quite good at Wealth
keeping information secret and speaking in Stolen Goods - Abroad, the group that does
half-truths. the work claims the goods. In these cases,
they also pay all individuals on their
personal payroll. Groups sent from Hadun
Attitude and the Giorgis themselves bring as much
as they can back. The Family will then
Provide for yourself is not wrong, even if distribute the goods, with a majority going
others suffer along the way. Most of the to the agents sent.
citizens of Hadun have experienced
hardship in some way. Yet, their skills are
not demonized in this city. The Giorgi
65
Shares - Goods are divided based upon an Stat Block
agreed upon percentage or a specified Giorgi Noble
amount. Missions sponsored by the Giorgis
will be subsidized should the haul not Medium humanoid (human), lawful evil
provide as much as they hoped. Unwanted Armor Class: 16 (breastplate)
material goods can also be traded in for up Hit Points: 93 (17d8 + 17)
to 80% of their base value. Some members Speed: 35 ft.
prefer a flat payment of gold to shares.
STR DEX CON INT WIS CHA
Dues - For missions involving the Giorgi 12(+1) 16(+3) 12(+1) 14(+2) 14(+2) 20(+5)
Family and Hadun, the Family will cover
any necessary dues. This includes paying off Saving Throws: Dex +6, Wis +5, Cha +8
guards and other law enforcement, wages Skills: Deception +8, History +5, Insight +5,
for hired hands, and costs of warehouses, Persuasion +11
transportation, etc. Smaller operations that Senses: passive Perception 12
don’t send a larger tribute to Hadun cover Languages: Common, Thieves’ Cant plus
their own costs. The Family may bail out a two additional languages
group that is short, but has a much larger
hand in their operations from then on out. Challenge: 7 (2,900 XP)
Cunning Action. On each of its turns, the
giorgi noble can use its bonus action to
Important Figures Dash, Disengage, or Hide.
Duchess Lapis Giorgi - She describes her Silver Tongue. The giorgi noble has
origin as ‘north of the Earthenspire advantage on all charisma checks against
Mountains’. She came to Hadun after a deal non-hostile humanoids.
went wrong with a blue dragon. After living
in Hadun for half a decade, she married into Sneak Attack (1/Turn). The giorgi noble
the Giorgi family and proved to be a quick- deals an extra 14 (4d6) damage when it hits
witted addition. When her husband passed, a target with a weapon attack and has
she took on the mantle of the Giorgi Family advantage on the attack roll, or when the
Head. Her two sons are eager to lead one target is within 5 feet of a non-incapacitated
day, but are content with learning all they ally of the noble and the noble doesn't have
can in the meantime. disadvantage on the attack roll.
Erdar Sweats - A water genasi cleric known Actions
for his cheery attitude. Having grown up in Multiattack. The giorgi noble can make
the City of Brass, he learned to be quick and three rapier or longbow attacks.
cunning. After stumbling his way to the Rapier. Melee Weapon Attack: +6 to hit,
material plane, he traveled to Hadun. reach 5 ft., one target. Hit: 7 (1d8+3)
Through a series of events he earned his piercing damage. The target must make a
position and the trust of the Giorgis. Now, DC 11 Constitution saving throw, taking 10
he offers insight on the elemental planes as (3d6) poison damage on a fail and half as
well as devilish deals. He tends to be the much on a success.
‘defense lawyer’ of the Family, finding Longbow. Ranged Weapon Attack: +6 to hit,
loopholes in otherworldly contracts. range 150/600 ft., one target. Hit: 7 (1d8+3)
Illuirr Charanter - A teenage half-elf who piercing damage. The target must make a
deserted the military. Drafted from his DC 11 Constitution saving throw, taking 10
village as a child, he learned to kill and (3d6) poison damage on a fail and half as
suppress his guilt in his formative years. much on a success.
This left him little more than a husk who Reactions
knew how to kill. A massacre made Uncanny Dodge. The giorgi noble halves the
something in him snap, and he abandoned damage it takes from one attack. It must be
his duties. With no home to return to, or able to see the attacker.
other skills, he took on jobs as a contract
killer. The Giorgi Family eventually took
interest in this young assassin and invited
him to Hadun.
66
The Giorgi Family NPCs History: Born into nobility, Lapis found the
life of riches and expensive taste to be
Duchess Lapis Giorgi everything she valued. However, in time she
Quote: “Our family above all else.” grew bored of the expectations upon herself.
Many people that look back into her family
Physical Description: Duchess Lapis is one lineage cannot actually pinpoint where the
of the most elegant looking women to grace nobility rank came from but it was agreed
this side of the world. She has gray hair that upon that it was a true ranking and then
has naturally turned this shade over time, never questioned. She did some traveling,
symbolizing her wisdom and many years on ultimately coming to terms with the
this earth. Her face is deceptively young but beginning of an agreement with a blue
there are fine lines and wrinkles that give dragon. That agreement ultimately fell
away just how much time she has been through and when she came back she
alive. Her eyes are a shocking magenta or caught the eye of a member of the Giorgi
pink, depending on the lighting and it is family. She married in and it was clear to
probably the most stunning feature about the elders and her husband that she was a
her. She stands about 5’6” with perfect woman with endless drive and motivation.
posture and her hands are frequently linked She twists his arm regularly and people
in front of her gently. Her clothing is respect her as the leader.
functional but fashionable and very
expensive, regardless of the day or the Stats: STR (7), DEX (10), CON (14), INT (16),
location she is spending her time. WIS (20), CHA (20)
Personality Traits: Proficiencies: Dexterity Saving Throw +2,
Wisdom Saving Throw +7, Persuasion +7,
● Snobbish ● Demanding Intimidation +7
● Articulate ● Cunning Class & Level: None.
● Wealthy
Motivation: Her family
means everything Erdar Sweats
to her. The Quote: “Please
Duchess would smile more, it will
see much done do you some good.”
to meet the ends
that make her Physical
the happiest. Description:
The things that Erdar is a tall and
motivate her the imposing figure that
most are split is often intimidating
down the center, at first glance. The
however. She is more you spend
both motivated by time around
the success of her him however,
bloodline – her the more it
children becoming becomes clear
the best versions that he is a giant
of themselves to softhearted man.
ultimately take He has bright aqua
over her position skin and much darker teal hair.
within the family He wears armor with the crest of the Giorgi
– and by the family emblazoned on the front and on the
elimination of the Laguardia family. Being back of his war hammer. He keeps his hair
superior to them in every way is the only braided loosely but it seems to flow much
way she will ever know true happiness. No like it is floating under water. This gives
matter how much she fakes it, seeing them away to most observers that he is in fact of
fall and bend a knee is the thing that helps water genasi lineage. There is almost always
her sleep at night. a bright smile on his face that puts people
at ease until they look closer and notice that
Occupation: Monarch he has two sharpened sets of teeth instead
Skills/Feats: None of one single set of canines.
67
Personality Traits: has little break outs around his nose and
mouth that he does not tend to. He wears
● Charismatic ● Witty muddy or stained simple clothing unless he
● Positive ● Kind is within the Giorgi home or meeting with
● Loyal one of the people of importance. His stance
Motivation: Erdar is a man with very little is somewhat hunched and he is well above
selfishness in his being. He possesses the six feet tall in his teenage years so he
ability to find loopholes in almost every compensates for what would make him
argument and it is an ability that is often stand out in a crowd by bending a bit to
utilized by the elders of the Giorgi family. blend in. Everything about Illuirr is “typical”
With every passing day he is working on his in an attempt to be nothing more than just
connection to the other planes of existence a face people will forget.
so he can continue to be of use by the Giorgi Personality Traits:
family in another way as well. He acts as
their lawyer and their liaison and wants to ● Detail Oriented
get better at those things. Plus, somewhat ● Meticulous
selfishly, he’s hoping to cause a lot of ● Calculated
turmoil within the Laguardia family because ● Deceptive
he had a brief romantic tryst with one low ● Ruthless
level woman among their ranks. He’s told no
one about this. Motivation: All
Illuirr wants is
Occupation: Liaison to make ends
Skills/Feats: Linguist meet. He has
next to no moral
History: As a man born within the City of compass and he
Brass, it was a shock for him to stumble does not feel
through to Hadun. He found the material bad doing
plane by chance and he has never looked things that
back. Though he looks regularly to get other people
better and more reliable at traveling would turn
between planes, he is happy in Hadun. He their nose
met the Giogri family and found himself up at or talk
among their ranks as nothing more than a down on. The
footman that ran errands. In time, the money that
elders and the leaders realized that he had a comes from being the hired hand of the
lot of worth because he could talk himself Giogri family is the only reason he does
out of any circumstance. The more he was what he does. Plus, being a part of their
willing to do things that would incriminate family means that he has some sort of
him for them, the more they trusted him. status and is allowed to do more than he
Now he has become one of the people that would have been. Their shield keeps him
they trust the most and keep the closest. from facing the consequences of desertion.
Stats: STR (17), DEX (13), CON (15), INT Occupation: Assassin
(12), WIS (20), CHA (18)
Skills/Feats: Skulker
Proficiencies: Wisdom Saving Throw +8,
Charisma Saving Throw +7, Persuasion +7, History: Forced into the military at a very
Insight +8 young age, Illuirr found that all of his
personality was handed to him against his
Class & Level: Lvl 5 Cleric – Knowledge will. He didn’t get to make a name for
Domain himself or develop opinions. The military
only lasted for a very short while before he
abandoned his post. He has been given a
Illuirr Charanter great amount of training from the time he
Quote: “I do what must be done. Please do did spend in the military but the time away
not ask.” has given him the means to learn the kind
of fighting style that suits him significantly
Physical Description: Illuirr is a very non- better. When he began to take on hired jobs,
descript individual. He is a teenager with he found himself working for the Giorgi
dirty blonde hair that is both sandy in color family more than once and they were very
and actually dirty. The grease in his hair is pleased with his work. They ultimately
present on his face as well. He frequently offered him a home within their place in
68
Harun and he accepted – on the terms that mother’s shadow,
he must still continue killing for them. Aleeya searched for
Something he was willing to do. information about
her father. That
Stats: STR (10), DEX (20), CON (14), INT was what aligned
(19), WIS (15), CHA (9) her with the Giorgi
Proficiencies: Dexterity Saving Throw +8, family. She came to
Intelligence Saving Throw +7, Stealth +8, the duchess seeking
Sleight of Hand +8 help finding him and
she was promised
Class & Level: Lvl 6 Rogue – Assassin that a resource would
go towards looking
for him if she would
Aleeya Run pledge her loyalty
Quote: “All requests go through me.” and be good company
to Lapis herself. They
Physical Description: Aleeya is a stunning have become good
sun elf woman that has surprisingly pale friends but Aleeya
skin. She is marked with many blue lines functions as Lapis’
that look like tattoos but seem to be an assistant for all
obscure birthmark. They curl over her things.
shoulders, go down her arms, travel up her
neck, and stop at her chin just below her Stats: STR (9),
lower lip. She has incredibly long pointed DEX (14), CON (14),
ears that are tipped with blue as well. Her INT (15), WIS (16),
hair is a very dull blonde that looks almost CHA (12)
gray in direct sunlight. Her eyes are also Proficiencies:
very slanted and she has a mono-lid that is Dexterity Saving Throw +4, Wisdom Saving
beautifully in contrast to her emerald green Throw +5, Perception +5, Investigation +4
eyes. She wears almost exclusively greens
and whites but will always accent her outfits Class & Level: None.
with a symbol of the family.
Personality Traits:
Ryan Bree
● Dedicated ● Organized Quote: “Please do not disrupt me. I am
● Loyal ● Calculating trying to balance too many things.”
● Honorable
Physical Description: Ryan is a very
Motivation: Few people know what Aleeya short halfling woman that has stubble on
truly wants and unfortunately, Aleeya is one her chin because she shaves down a beard
of those people. She doesn’t really have any that is threatening to grow. She has very
idea what motivates her on a grand level but long brunette hair that has a few lowlights
from day-to-day, she is just trying to get by of red that make her locks look like rust.
and maintain the loyalty she has sworn to Her eyes are very dark olive green. She
the duchess. With every decision she makes regularly has a smile on her face but it looks
she is trying to decide if it would upset her disconnected to the expression in her eyes.
employer or if it would make her happy. Because she works within the Giogri home
That is how she makes her decisions. she very infrequently has shoes on. Around
Literally every choice is based on someone her neck is a locket that is rusted shut but
else and because of that, she has no idea seems to be comically large on her.
how to think freely.
Personality Traits:
Occupation: Assistant
● Focused ● Snappy
Skills/Feats: None ● Chaotic ● Frantic
History: Aleeya is a bastard child. A ● Determined
reminder of her mothers betrayal to her Motivation: She lives in a state of just
husband. The two of them were cast aside trying to check things off her list. All Ryan
and thrown out of the village that they wants is to be able to say that she’s
occupied. Her mother never told her the accomplished something. However, the
story about her biological father. For a long longer she works for the Giogri family the
time after she came of age to step out of her more she is starting to doubt her alliance.
69
She wants to be her own person more than
she wants to be a pawn in someone else’s
The Rebel Posse
story and it is becoming oppressively clear Beyond the Law, For Good of All
that she isn’t going to be able to do that Overall Alignment - Chaotic Good
within the confines of her position. When
this doubt hits her she swallows it as best Insignia - An Open Bag of Gold, Pierced
she can because she actively fears someone With An Arrow
finding out that she is having doubts and Targets - Corrupt Lords and Merchants
that her loyalty is fading.
Quote - “The Lord got ambushed last week--
Occupation: Archivist again, yes. I heard he was left hanging by
Skills/Feats: None his feet overnight before his men came-to.
What’d I pay to see that! Another round for
History: Ryan is the youngest of three the bar-- on my good friends in low places!”
children born from the Bree parents. Her Taffet Oag’tt, Elder of Tei-Orrsa
father only wanted sons and she was
obviously born a daughter. Because of this,
she was given a very masculine name and
honestly? She’s embraced it. She feels very Origin
happy with her position and over time she A tale as old as time. Several justice-seeking
has grown closer to her father. That rift has men abandoned the laws of their land after
started recently because she stepped on the years of being extorted and threatened by
toes of a member of the Giogri family their lordship. Many harsh months of scarce
without even realizing. She was pulled into food and empty pockets taught them
the fold and her loyalty was forced upon her excellent hunting skills. These hunters
after a failed deal. She had weapons they simply turned their attention to a different
wanted and was trying to facilitate the sale target. The first ambush was easy enough,
but it fell through and now she is tied to the the old tax collector and his newly-trained
family by pure expectation. This has pulled retainers didn’t put up much of a fight.
her further away from her family. Her However, large purchases are easy to track.
brothers and her parents no longer try to While the townsfolk feasted, word spread of
contact her because they understand the a rebellion. A regiment of well-trained
reputation of the family that she works for soldiers was sent to upturn the village and
and they are terrified to get her in any collect enough money to repay the stolen
further trouble and make her life miserable. sum.
Stats: STR (14), DEX (16), CON (15), INT When the amount could not be cobbled
(18), WIS (12), CHA (10) together, personal effects were stolen or
destroyed. Several homes of suspected
Proficiencies: Strength Saving Throw +4, attackers were set ablaze before the soldiers
Dexterity Saving Throw +5, Investigation +6, were done with the village. A system was
History +6 put in place to assure such retaliation
Class & Level: would never again occur. The Rebel Posse
None. formed to assist the poor townsfolk, and
take revenge against those who lined their
pockets with the hard work of others.
Culture
Motivations - The wellbeing of their
community is of utmost importance.
Members of the Rebel Posse seek to assure
everyone has food to eat and a roof over
their heads. Some may try to work within
the system, lobbying for changes in tax laws
or aid in years of blight. Often, it is the
system that works against them. Local lords
care not for the wellbeing of the small
villages, only for the wellbeing of their
pockets.
70
Group Dynamics - An unofficial, loose Tactics
hierarchy based upon experience has Over-preparedness is key to never losing a
formed in this group. Younger members fight. The Rebel Posse will often bring
follow those more skilled in their craft. double or triple the men they think are
Fighters listen attentively to the words of needed for an ambush. Some lie in wait,
their strategists. Those slow to their feet only observing. Others strike in tandem with
follow the steps of the dextrous. It is a a partner, acting like a single, hidden
complex web of skill, age, and reputation. A archer. If the fight does not finish as swiftly
particularly perceptive individual may pick or in their favor as they seek, additional
up on the strange deference of these troops join the fray. Beside a small team of
individuals within their day-to-day lives. melee fighters, usually one-to-one or two-to-
Bandit Code - Death is always the last one with the enemy, most of the remaining
resort. We seek to live, and so do our foes. If troops are archers who stay hidden the
coin is needed to provide food and shelter, entire fight.
then coin will be procured from those who Attacks and Ambushes - Almost all of the
already have plenty. We hunters hunt posse’s strikes are ambushes. They track
beyond the law; we provide what is needed the routes taken by potential foes, waiting
for the good of all. for the most favorable point. The thick forest
Beliefs and Norms - A steady day life is paths are a favorite spot, with expert
normal for everyone in civilized society. But, archers being able to pepper their foe
a well-rounded individual rotates their without being spotted in the dense foliage.
activities on personal time. Members of the As such, the lush summers are favored for
Rebel Posse believe that everyone should the cover of deciduous trees. When such
aspire to excel in multiple different fields. trees are barren, the group must rely upon
New recruits are rated on multiple the sparser evergreen groves for
specialties, and trained to improve each of concealment.
them. Headquarters - If there is word that a
Taboos - Frivolous spending of borrowed crackdown is upon them, the urban base
money is greatly frowned upon. The money may be temporarily cleaned-out of
that is taken is meant to purchase only the information. These plans are taken out to
necessities. Senseless purchases can be the forest to be hidden up a tree or below
punished by permanent reduction or the earth until it is safe to return them once
withholding of future disbursements. more. A new village cellar may be picked for
the meetings, and life carries on. If the grove
Loyalty - Trust in the cause is very hideout is found, those guarding it are
important to its survival. Many have great tasked with taking as much as they can
faith in the posse’s members due to the with them and stowing away elsewhere.
fundamental need for the organization to Anything stored in this location is hidden in
function. Without the actions of the posse, the first place, but to be safe, they will
many would go hungry. relocate once a sufficient spot has been
Clothing - The town is surprisingly well- identified.
dressed. Numerous young adults are quite Weaponry - Melee fighters may use tools
adept at darning and patching their clothes available to the peasantry. These include
in aesthetically pleasing ways. This is, of sickles, pitchforks, and clubs. The rest of
course, due to the tutelage of Guerrano the band is armed with bows or slings.
Lissene. He also provides the rebels with Shortbows are the most common, with the
nondescript clothing used for ambushes. more skilled members using longbows.
These are simple tunics, trousers, and coats
in dark greens and browns. Many of these
garments can be attached to the inside of
others to hide them from searches. Locations
Stomping Grounds - The local organization
does not tend to travel further than half-a-
day’s march from their settlement. For the
most part, they fulfill a normal daily routine,
working, socializing, and traveling like any
other.
71
Headquarters - Dark basements or dense Adventurers - Groups of travelers are also
groves illuminated only by candlelight house viewed similarly to general outsiders or
the plans of local rebels. False urns, graves, bounty hunters. Such hired hands can often
and other sacred objects may be used to be led to the wayside if they feel the need for
discourage snooping. The headquarters is absolute certainty. Reckless groups may
almost never set up on the leader’s own need to feel the wrath of local law in order to
property. Another member will shelter the discourage their presence. Archaic rules and
rebels in town, while others may guard the vague technicalities are great for benching
outer thicket under the pretense of an intrusive group in the local jailhouse for
travelers. The guise of a gambling ring or a night or two. Otherwise, false information
hunting party may be taken on for these slipped by a puckish child can avert
congregations of townsfolk. undesired scrutiny.
Branches - Many separate villages have
their own groups who find a loose affiliation
with the Rebel Posse. On rare occasions, Encounters
these groups may call on each other’s Townsfolk - (CR 6). 1 elite rebel posse
assistance for a strike against a shared archer OR 1 veteran + 2 spies + 2 bandits.
adversary. The origins of several branches Welcoming, these well-dressed villagers
are from the travels of folks who were greet you warmly as you enter their
previously in the original posse. establishments. Just don’t cause any
trouble or you’re sure to get escorted off the
premises.
Interactions Ambush Party - (CR 12). 1 elite rebel posse
Targets - Cordial to a point, the leader is archer + 1 spy + 8 thugs OR 8 bandits + 4
usually the only one who speaks to their scouts + 2 spies + 4 thugs + 1 veteran.
foes. They will politely ask for what the These units are sent to intercept tax
rebels seek, and when the other party collectors, merchants, and nobles who have
refuses or strikes, he will signal the archers more than they need. A decent number of
to let loose a hail of arrows. units can encourage hefty donations to the
needy.
Law Enforcement - In their guise as
innocent townsfolk, the rebels are weary of Roleplaying - Many of the rebels see
guards and soldiers. Much like the rest of themselves as independent actors in a larger
the town, they see these folks as outsiders, operation. They identify as members of their
oppressors. In an attack, many realise that community first, rebels against economic
these people are hired hands doing a job. hardships second. A push to excel in
They may not be against them, but simply whatever task they have before them is
doing what they must to survive. For this evident. These folks will be pleasant and
reason, the rebels do their best to avoid observant. They are welcome, allowing
killing any guards, ideally knocking them others to open up to them while guarding
unconscious. They will tend to any dire their own lives.
wounds dealt to these folks before vanishing
with their treasures.
Bounty Hunters - Hunters of hunters know Attitude
many of their tricks. The rebels are A cheery disposition can get one a long way.
particularly wary of outside individuals who Sometimes, however, action must be taken.
try to become particularly chummy with Hidden in the foliage, a unit of hunters stalk
them. Some search through the nearby their wealthy prey. These rebels value coin
forest for the rebel’s outdoor lair. For this as a means toward necessary supplies for
reason, a few ‘caches’ are trapped. Many of the many. They condemn the corrupt and
these focus on capturing the individual, but any system that supports corruption. Laws
some closer to the main camp may be that serve evil are not laws to be followed.
deadly. A hunter may be tailed by a young
one, viewed as an object of intrigue in the
child’s eyes. This only works so far, and
notably nosy hunters must be dealt with
finality.
72
Demographics Wealth
Many of those indoctrinated into the Rebel Stolen Goods - Liberated gold is often split
Posse were hungry children or beggars at up as soon as possible. Several members
the time of their recruitment. Through the are tasked with leaving the coin in places
help of their fellow members, they usually where families outside the group will find it.
find their way to better living conditions. If a particularly large sum is gathered,
Still, half of the rebels are early adolescents smaller dispersals will be done over time to
to young adults. Those who carry out raids avoid suspicion.
tend to be the adults, but skilled Shares - Members are paid based on
adolescents may be given hidden archer necessity. Those with larger families or in
positions. The group is primarily made up of greater financial crises are given a bigger
humans and elves, similar to their village’s portion of the goods. Rebels with shops
makeup. where they might sell items of value with
less suspicion may be paid in such items.
Some of the goods may be kept as resources
Recruitment for the posse, such as scrolls and weapons.
Those who have a penchant for cutting Dues - Very rarely is someone from the
purses and avoiding the law may be invited guards kept on retainer. More often, other
to put their skills to use for the whole townsfolk are counted in the splitting of
settlement. Poachers, smugglers, and petty
shares. Families going through
thieves may all be victims of circumstance.
The Rebel Posse gives these individuals the particularly hard times may be given special
chance to do more with the help of their help, as are families welcoming a new child.
peers. Farmer’s sons who joined the guard Some money may be set aside to pay the
for a meal may also be incentivised to help bail of debtors or nonviolent thieves.
the cause, or at least turn a blind eye, in
order to help their families get the food they
need to survive. Important Figures
Requirements - The small-scale operations Guerrano Lissene - The human leader of
of the rebels mean that most recruits are the rebels. He is an outlaw housed by the
locals. Members must trust one-another to local herbalist. A journal written in an
not give up the group in hopes of a royal advanced dialect of thieves’ cant contains
payout. Outsiders are almost never accepted copies of much of the intelligence gathered
into the group for this reason. For criminal on authoritative and mercantile bodies.
recruits, a moral compass and actions Guerrano was once a tailor; he traded,
forced by necessity are required in almost hunted, and gathered the materials he
all cases. No one wants to put their needed. This background is evident in the
livelihood in the hands of someone who only detailed training he offers his members now.
looks out for themself. Galelai Benitoite - A moon elf elder who
Orientation - Many small tests are given to runs the local holy site. She shelters many
a potential recruit before approaching them of the rebels for short periods of time.
with an invitation. These tasks are meant to Orphans from other nearby towns are also
measure the individuals honesty, obedience, brought to this shrine. These children are
skills, and personal relationships. some of those tested for posse membership.
Her long life has provided much knowledge,
Some tests are simple, like dropping a coin including long-term patterns of the nearby
purse to see if they return it, or setting up governments, for the rebels.
an archery stand at the local carnival. Other
tasks are more convoluted, like slipping Cabisue Yattes - The human head of the
them false information on the rebels, or local militia. He is a known sympathizer to
having a close person muse over the rebels’ the rebels, often slipping them information
motives with them. If satisfied with the on the goings-on of local authorities. His
actions of the individual, an invitation may charismatic approach to politics that earned
be extended to join an ambush. This final him several promotions is due to the
test is to see if they can handle the actions coaching of his rebel brother, Teon.
and repercussions of an attack. If they have
the fortitude and reflexes, they are
welcomed as a full-fledged member of the
Posse.
73
Stat Block The Rebel Posse NPCs
Elite Rebel Posse Archer
Medium humanoid (human),chaotic good Guerrano Lissene
Quote: “They’re looking for me but in all the
Armor Class: 15 (leather armor) wrong places.”
Hit Points: 77 (14d8 + 14)
Speed: 40 ft., climb 30 ft. Physical Description: This is a man one
might expect to be brooding alone in the
STR DEX CON INT WIS CHA corner of a local tavern. He has a scruffy
12(+1) 18(+4) 12(+1) 11(+0) 12(+1) 14(+2) face that only barely hides a very chiseled
Saving Throws: Dex +7, Cha +5 jawline. His hair is long, wavy, and dark
brown in color. There is no dimension to his
Skills: Deception +5, Nature +3, Perception hair which makes it look flat and dry. One
+7, Survival +4 of his eyes has a scar over it that has almost
Senses: passive Perception 17 completely eliminated his eyebrow. His left
Languages: Common, Thieves’ Cant, plus ear has two hoop piercings and the right ear
one additional language is missing his earlobe entirely. He stands a
Challenge: 6 (2,300 XP) bit over six feet tall and has very wide and
deceptively muscular shoulders that are
Foliage Cover. While sitting in a tree, bush, always hidden under some sort of leather
or other natural cover, the elite rebel posse cloak.
archer can use its bonus action to hide or
disengage. Personality Traits:
Triple Shot (1/Turn). The elite rebel posse ● Leader
archer can fire three arrows in one attack at ● Diligent
disadvantage. The effective range and ● Rebellious
damage is halved for each arrow. Each ● Creative
arrow must be aimed at a different target, ● Disobedient
but the same attack roll is used for each
arrow. Motivation:
There are so
Sneak Attack (1/Turn). On the first hit of a many moving
turn, the elite rebel posse archer does an parts within
additional 2d8 damage if it has advantage Guerrano’s
on the attack, or if there is an ally within life that
five feet of the target who is not motivate him.
incapacitated and the archer does not have More than
disadvantage on the attack roll. anything else
Actions he is actively
Multiattack. The elite rebel posse archer trying to avoid
makes two club attacks or three longbow being caught
attacks. for the crimes
that he has
Club. Melee Weapon Attack: +4 to hit, reach committed. Aside from that he wants to
5 ft., one target. Hit: 3 (1d4+1) bludgeoning keep his family close and make sure that
damage. the members of the Rebel Posse can afford
Longbow. Ranged Weapon Attack: +7 to hit, to feed themselves and care for one another.
range 150/600 ft., one target. Hit: 8 (1d8+4) Despite his inherently selfish personality, he
piercing damage. cares about the posse because they have
managed to surround him with a lot of
positivity and comfort – as well as loyalty
and safety that he wouldn’t have in any
other circumstance.
Occupation: Rebel Leader
Skills/Feats: Sentinel
History: The story of Guerrano is one full of
tragedy and heartbreak. He keeps those
things close to his chest because he doesn’t
want anyone to pity him or think that he
needs support. Both of his parents were
74
killed when he was no more than seven hatred within her presence and she is the
years old and he became an orphan on the person that makes the decision for which
streets. He learned from some of the other children can be sent forward to the posse.
street urchins to pick pocket and to steal to Her guidance is humane and she wants to
stay alive. It became the one thing he was be sure that she is not sending
very good at and proud to acknowledge. As a any unfit children forward
teenager he began to be the ringleader of the to a life that would
street children. When he became an adult break them.
he considered himself the most important of Occupation:
them. They traveled to the next town and Elder & Teacher
found themselves lost in a struggle of a
rebellion. Guerrano is one of the most Skills/Feats:
recent leaders of the posse but he considers Skill Expert
the original one to be the person that is History: She has
closest to him even though he’s since lived within this
passed on. He took over leadership because town for almost
he did not want his former “father” to go all her life. It is
down with no memories. where she calls
Stats: STR (15), DEX (17), CON (14), home. She was
INT (15), WIS (10), CHA (17) alive when the
rebellion started
Proficiencies: Strength Saving Throw +5, and she lived
Dexterity Saving Throw +6, Intimidation +6, on to see the
Survival +5 people and the
Class & Level: Lvl 6 Fighter – Champion things that were
born from the ashes
of that conflict and
Galelai Benitoite experience. Some of the incoming
Quote: “You are safe here my child. Please band or orphans and street children were
trust me.” found attempting to steal from the holy site
out of sheer desperation. That was her first
Physical Description: Galelai is a stunning meeting to the man she now affectionately
but elderly moon elf woman. She has pure calls Guerra. He has taken over parts of the
white hair that is incredibly thick and very posse and she was still friendly with the
long. It is kept half pulled back but the former leaders but she has admittedly glad
ringlets are tight and add a lot of volume. to see him in charge now. He turns to her
Her hair is very long, coming to just about for insight about the children and he relies
her waist. Atop her head is a beautiful silver on her like a mother figure because the man
circlet with a fire opal in the very center that that was originally his father figure is gone.
sits in the middle of her forehead. She wears
soft clothes but never anything that might Stats: STR (7), DEX (14), CON (16), INT (14),
resemble a skirt. She needs a lot of range of WIS (21), CHA (14)
motion and despite being old she is very Proficiencies: Dexterity Saving Throw +4,
agile and does not like to be constrained by Wisdom Saving Throw +7, Insight +9,
the social constructs of being ladylike in a Perception +7
skirt.
Class & Level: None.
Personality Traits:
● Maternal ● Patient
● Calming ● Serene Cabisue Yattes
● Insightful Quote: “Tell no one and I will do the same.”
Motivation: Galelai has one of the purest Physical Description: Cabisue has the
hearts within the posse. She is motivated by general appearance of what someone would
pure selfless good. She wants to be sure consider a stock-standard ladies man. He
that she is setting all of the children that has beautiful hazel eyes, dark skin, well-
end up in her care up for the best kept black hair, and soft lips that are almost
circumstances that they could possibly be a always puckered into a pout or a smirk. His
part of. The holy site that she keeps is eyelashes are very long and seem to draw a
meant to be a sanctuary for all of the lot of attention and because he knows that
orphans. She will not tolerate violence or the ladies love them, he often flutters them
75
just to get a swoon. He is frequently seen Skills/Feats: Shield Master
wearing armor of the local militia force and
though he is a man with decent reputation, History: The older of the two Yattes
he hangs around his brother more than his children, Cabisue was born to be a star. He
superiors may actually like. His weapon has always had a very charismatic
however is extraordinary. It is a long sword personality and felt as though he deserved
with a curved blade on either side that to be in the spotlight. His training has
comes to one singular point at the tip and afforded him a lot of freedom within
has a spade-like carving to make it more whichever group he chose to align himself
harpoon like – nearly impossible to pull with. The local militia sees him as an
from a wound. invaluable asset and even if they might
believe that he is leaking information to the
Personality Traits: rebels, he is so useful that they are
● Charismatic unwilling to let him go. The same can be
● Suave said for the rebels. They need him to be sure
that they are staying out of the worst of the
● Debonair danger. His younger brother joined the
● Vain rebels much earlier than Cabisue joined the
● Straightforward militia. It was a point of conflict between the
Motivation: two of them but both ended up
Though many understanding what it was that drew the
people know that other to their line of work. They have a good
Cabisue is a basis of respect now.
sympathizer of Stats: STR (18), DEX (10), CON (17),
the rebellion, his INT (14), WIS (10), CHA (19)
motivations are
pretty selfish. Proficiencies: Wisdom Saving Throw +3,
He wants to be Charisma Saving Throw +7, Intimidation +7,
seen as a Persuasion +7
necessity. Class & Level: None.
He gives
information to
his brother to Tryee Grimmick
pass along to the Quote: “This is beyond chaos!”
posse and he
knows that this information is invaluable. Physical Description: A woman that
Sometimes – though it has not yet gotten appears to be half halfling and half
anyone in trouble nor has it been a dwarven, she stands incredibly short but
situation that anyone but Teon is aware of – very sturdy. Her ruddy brown hair has
he fabricates information that falls through turned somewhat gray at the roots and
just to get people excited or make them around her face but it is kept back into
believe that he has given them a fantastic looped braids that are separated on either
lead that they cannot pass up. This need to side of her scalp. She has a large nose and
be liked, respected, and valued drives him slightly elongated ears. Her brow is heavy
absolutely up a wall. and intense but the eyes underneath are a
beautiful seafoam green. She wears no
Motivation: Though many people know that sleeves ever and her arms are marked with
Cabisue is a sympathizer of the rebellion, tattoos that look like they could be scars.
his motivations are pretty selfish. He wants The aesthetic choice is something people
to be seen as a necessity. He gives intel to warn others never to question.
his brother to pass along to the posse and
he knows that this information is Personality Traits:
invaluable. Sometimes – though it has not ● Apathetic ● Resourceful
yet gotten anyone in trouble nor has it been ● Self-sufficient ● Detached
a situation that anyone but Teon is aware of
– he fabricates information that falls ● Independent
through just to get people excited or make Motivation: Tryee just wants to do enough
them believe that he has given them a to get back to her family. They had to be
fantastic lead that they cannot pass up. sent away when the village got too
This need to be liked, respected, and valued dangerous and she misses them dearly.
drives him absolutely up a wall. They are sent a little bit of the money she
Occupation: Militia Leader collects and she plans to return to them as
76
soon as possible but none of the members of accented with small but shiny beads. His
the Posse are aware that her family even eyes and his eyebrows are as red as his
exists. She has two daughters and a hair, somehow the exact same shade down
husband that she loves more than she could to the very tone. He wears almost
put into words. Everything she does she exclusively white or tan.
does for them. She would never have Personality Traits:
considered this life if it would not provide
for them and make sure that they are safe. ● Impatient ● Stubborn
Occupation: Handywoman ● Dramatic ● Childish
● Insecure
Skills/Feats: None
Motivation: Oddrick wants to make a name
History: A native to for himself. He wants to go down in history
this area, Tryee has as one of the best of the rebels. He is always
known nothing but jumping at the opportunity to take on more
this as her home. than he really should and his hubris will be
She watched as his undoing. As it stands he is a nobody
tension grew among the masses and he is relatively new
and she chose to the group. One might say that he has
that it was no lofty dreams and very few qualities that
longer safe for would enable him to reach them.
her family to
remain there. Occupation: Pick Pocket
She had been Skills/Feats: None
married young
to a dwarven History: This
man that she man never met
fell in love with very quickly. Love his father. His
at first sight was something that she would mother was a
have scoffed at but now she understands. kind woman at
They had two children almost back-to-back the very end of
and because she was such a recluse, no one her lifespan
in town even knew that she had children. when she had
When they left it felt like she lost a part of him and she
herself and she is unwilling to let it be gone swore down to
for too long. Every day is just one step her dying breath
towards being free of the obligation she has that she would
made to the posse and the rebels alike. never tell him
anything
Stats: STR (16), DEX (10), CON (18), INT about his
(18), WIS (12), CHA (8) “no good” father.
Proficiencies: Strength Saving Throw +5, It has caused quite
Intelligence Saving Throw +6, Investigation an identity crisis
+6, Persuasion +1 within Oddrick and
though he doesn’t know
Class & Level: None. where to go to try and find answers about
his family, he does know that he wants to
put as much space between where he lost
Oddrick Tulane his mother and where he will carry on with
Quote: “We’re just doing our best, man.” his life. He moved to this village to be as far
away from his original legacy as possible
Physical Description: Oddrick is a man and now he is caught up with the posse
with hair so red that it makes it impossible because he had no where else to go. He was
for him to hide in a crowd. Because of this, originally a law-abiding citizen but he has
he is always wearing some sort of hat. The taken matters into his own hands and finds
hat also covers his ears. The points of his that he quite likes it.
ears are telling of his elvish lineage but he is
unsure if he is a half-elf or a full elf and as Stats: STR (12), DEX (16), CON (14), INT
such finds a lot of shame in the appearance (15), WIS (10), CHA (11)
of them. He’s probably no more than thirty Proficiencies: Dex. Saving Throw +5, Wis.
years old. Around his neck is a very delicate Saving Throw +2, Investigation +4, Survival +4
chain wrapped numerous times and
Class & Level: None.
77
The Rider Sisterhood Group Dynamics - Age often plays an
important role in determining the group’s
Through Plain, Wood, and Stream We Roam hierarchy. The matrons often hold strategic
Alignment - Lawful Good positions. They plan the raids, but do not
participate in them. Younger women tend to
Insignia - A Door Cracked Open, With a take part in the action and reconnaissance.
Hand Reaching Through Girls are often messengers and spies in
Targets - Criminals, Corrupt Officials and innocuous locations. A matriline will often
Merchants share a steed, passing it between them
when speed is needed.
Quote - “The barkeep’s wife is one of them
Sisters I bet. That or she’s sneaking off each Bandit Code - The Rider Sisterhood only
night to the stableman’s bed, ha!” A targets the corrupt, the greedy, and the
Dimwitted Patron of the King’s Fortune amoral of the world. If someone is misusing
Tavern, Shortly Before Getting Cut Off their power, the Sisters ride to free the
burden of their wealth. Young hands can
always be taught such values. Nothing is
freer than the back of a speedy mount;
Origin thus, this is the position from which you
Corruption exists in almost every level of can best free others.
government. When some gain power, there
will always be one who abuses it. Often, this Beliefs and Norms - According to most of
corruption never fully makes it to the light. the Riders, they are not breaking any laws.
The people may know what is happening, They are simply ignoring the commands
but not know how to stop it. In the most made to protect the corrupt powers that be.
innocuous of sewing clubs, a rebellion Many of the Sisterhood consider the bond
against corruption began. Several women of between women to be stronger than the
the peasantry decided that they had had bond of love or marriage. It is for this reason
enough. Their families had been taken that a few members will enter one-sided or
advantage of for the last time. They created loveless partnerships with important town
a plan to steal the next shipment of luxury figures.
goods ordered by the local Duke. It was time Taboos - Degradation of the self is greatly
to take something back. discouraged. Many matrons feel like
The next shipment came through, a team of resorting to gleaning secrets from the
trained warhorses. These peasant women bedroom isn’t proper for the headstrong
pounced upon the relatively unguarded young ladies they try to raise. There are
horses as they were being led to the Duke’s exceptions, and some of the new blood find
mansion. With many of these peasants the act simply that. It is a tool to learn
untrained in horse riding, they struggled to secrets and form bonds.
gain control over the animals, but Loyalty - The bonds of sisterhood help
eventually wrangled half a dozen back these women in more than just their pursuit
home. While the guards searched for of justice. These women are more likely to
missing horses, the beginnings of the promote fellow Riders in their day jobs, or
Sisterhood taught themselves to ride. recommend a young Sister for a job to their
friends and acquaintances.
Clothing - Standard regional apparel is
Culture worn by these women in their day-to-day
Motivations - The pursuit of justice drives lives. Often, they will exchange gifts related
these women. They see the greed, to their club activity as normal signs of
corruption, and evil in the world and want kinship. For some of the craft clubs, this
to do their part to stomp it out. These may include garments and jewelry. During
people want to help those who are being attacks, padded, amorphous clothing is
used and abused by those in power. A worn. Hair is bound up and hidden beneath
complete restructuring of the government caps while the facial features are marred
may not be their ultimate goal, but change with paints and scarves. These outfits are
is desired. made of common dark cloth.
78
Tactics of the local officials. The demure persona
The goal of the Riders is to hit the target that many adopt helps greatly in acquiring
hard and fast in order to gain the upper positions where they can spy unnoticed.
hand. They will often wait in an opportune Headquarters - The main headquarters
location for an ambush, where their horses resides in the coastal city of Wo’ious. In a
can get a good charge going prior to large farmhouse the original sewing club
colliding with their enemy. Thin forest cover that started the Rider Sisterhood meets.
or narrow valleys work well for this. Traps
will be set out nearby. Loose rubble, snares, Branches - Every city, region, and nation
and other simple structures are constructed may have their own branch of the group.
to slow down and trap those on foot. The Corruption is always different, and locals
cavalry will then charge at the caravan, know who it most affects. Each branch
shipment, or group. Guards are knocked focuses on their local problems and knows
unconscious; violent criminals are killed. If to call and respond to their sister branches.
possible, the Sisters will try to spook the Roaming riders can always find a bed and
pack animals of their target. A runaway warm food among their Sisters.
wagon is much easier to catch on horseback
than foot.
Interactions
Attacks and Ambushes - The raids and
robberies carried out by the Sisters are Targets - Those targeted by the Sisterhood
almost always done within ten miles of their are not often interacted with directly. Their
branch’s base settlement. Extensive shipments and other possessions are often
planning is carried out prior to a hit; tampered with outside of their presence. The
months of planning may go into an attack. closest many get to direct interaction is
The strikes are always at night. These when a Sister serves as a maid for the
women use the cover of darkness to disguise target, or a Rider speaks up during a public
their forms. forum. Generally, members avoid direct
contact with their targets to avoid suspicion.
Headquarters - Unless a headquarters is
discovered, they tend not to move locations. Law Enforcement - The more bold
Sisterhood membership will often pass members have had run-ins with local law
through matrilines. Should the owner of a enforcement many times over. These
meeting place lose their land, the group will encounters are almost never during raids,
do their best to acquire it back. If it is gone but some may get in hot water for
through marriage, suspicion or death, a interfering with the guards’ ability to pursue
new, suitable place may be chosen. Size, the raiders. Some of the younger, radicalized
privacy, and decor are all factors when girls cause trouble for the sake of ‘shaking
choosing a new base of operations. up the system.’
Weaponry - Blunt weapons are preferred Bounty Hunters - Capable-looking
when attacking ‘innocent’ targets, such as strangers are carefully observed to learn the
hired guards. These include slings and reason for their visit. Not many feel the need
clubs. Occasionally, the Sisters will gain to lie to the matronly tavern keeper's wife.
access to sedative pastes. The pastes are Mild divination magic and high perception
put on darts and thrown at targets as well. tracks the movement of such individuals. If
For those who the Sisterhood deems the Sisters feel like a mission may be
unworthy of life, they use piercing jeopardized, a diversion may be set up. This
weaponry. Arrows, bolts, lances, and swords is often a series of traps and red herrings to
are all used to attack these individuals. If hinder the suspected manhunter.
the Riders have a well-trained mage with Adventurers - Like with bounty hunters,
them, they may also attempt to lull the adventuring parties have an eye kept upon
target individuals to sleep. them. These groups tend not to keep their
lips as shut, so a new recruit may be sent to
tease information from them. Inviting
Location strangers to join them for a session of the
Stomping Grounds - A women’s club in Sister’s group activity may also serve to
smaller towns will almost always have a lower the strangers’ guard. Adventurers may
member of the Sisterhood. Stables owned by even be hired to pursue some unimportant
women are common areas to gather for the quest in order to get them out of the way.
Riders. These individuals can often be Occasionally, a group of adventurers can be
present at town hall meetings, or in employ led to cause further mischief for the guards.
79
Encounters towards the Rider Sisterhood. Lower
Reconnaissance Mission - (CR 2). peasantry make up almost the entirety of
1 sisterhood rider OR 2 spies. The the group. Some officials and lower royalty
Sisterhood has eyes and ears everywhere. may still be sympathetic to the cause.
These women may appear to be window Requirements - Personalities must be
shopping, cleaning, or working, but they’re compatible with the group’s code. They treat
aware of every word uttered around them. connections to law enforcement, officials,
Ambush - (CR 9). 6 sisterhood riders OR 3 and criminals with extra care. Only women
sisterhood riders + 3 spies + 2 bandits. and girls are invited to join. Skill in horse
Mounted combatants charge their riding and access to a steed are also
unsuspecting targets. Traps have weakened necessary for the bulk of the Sisterhood’s
them, all that is left is to finish them off. pursuits.
Roleplaying - The Sisters will show genuine Orientation - Close examination of a
curiosity towards newcomers and recruit’s personal life takes place over
adventurers. They will gladly listen to tales several months. She may receive an
of past adventures and intricate plots. Help invitation to a weekly social gathering, such
will be offered to anyone seeking knowledge, as a neighborhood tea party or knitting
treasures, or creatures that point away from circle.Multiple members conduct a slow
the Sisterhood. In battle, the Riders will not probe into her personal thoughts and ideals
speak. Mages will do their best to keep a during this time. When a good candidate is
distance. The Riders will keep moving, never found, a practice run may be held to test
stopping until they have their prize. trust. Some of the women will plan action
against a local unscrupulous figure. This is
often a simple robbery of easily procured
goods. If the recruit keeps the plot a secret
Demographics and participates with bravery, she is
Different branches may have varied codes welcomed to the Sisterhood proper.
and goals, but the loyal, determined spirit of
the Riders is always present. The widespread
notion of the Sisterhood has led to the Wealth
recruitment of a diverse mix of women.
Common races appear with a similar Stolen Goods - The goods recovered by the
frequency in the group. Humans, elves, bandits are split up and smuggled to the
gnomes, and halflings make up 85% of the families most affected by the entity that was
group’s membership. Young women are the stolen from. Farmers given an unfair tax
most common recruits, but the majority of increase may discover some gold socked
members are middle-aged, followed by away in their wheelbarrow.
elderly. Younger daughters may be brought Shares - A small portion of the profits is
into the Sisterhood, but will often be given kept for the organization. Most of the wealth
minimal duties or information. is shared with those who fought, and the
rest is stored by the branch leader.
Dues - The Rider Sisterhood doesn’t pay
Attitude people off as much as reward their spies.
Under the cover of darkness, justice strikes. After a successful ambush, those who
A strong moral code unites several cavalry provided intelligence may receive a small
women in a mission for good. The Sisters payout from the leadership. Payments can
values magic, skill, and wisdom among their also be given through promotions, trips, and
members. While they technically break the gifts in their daily lives.
law, their personal code remains unbroken.
Riders follow their rules to a T, knowing
they are just as bad as the criminals they Important Figures
punish if not. Their targets earn their
punishment. The townsfolk harmed by them Diumo Raumph - The head of the Rider
get to reap the rewards. Sisterhood. She owns the farm outside of
Wo’ious that houses a biweekly sewing club
for nearby women. Raising of strong
daughters with unshakable values is her
Recruitment main goal. She teaches craft skills,
A strong sense of justice and unhappiness languages, and ethics to the young women
with the current status quo pushes women who attend her gatherings.
80
Tteari Eriovgar - A dwarven strategist for
the riders. She is married to Knarr Eriovgar,
The Rider Sisterhood NPCs
a scribe for the Duke of Wo’ious’ family. Diumo Raumph
From this connection, Tteari is able to pass Quote: “You’re
along information to her Sisters. Her duties always welcome
include tracking the paths of roaming in my home.”
riders, suspicious cargo, and city guards. No
plan is carried out in her city without her Physical
estimated trajectories being cited. Description:
Diumo has a
Adra Attederris - A human arsonist- very classic
turned-rebel. She had a streak of getting appearance.
into trouble in her youth, and was sent to Her hair is soft,
Diumo for ‘lessons in becoming a lady.’ waved in large
Diumo saw her potential and directed her curls and
energy toward the Sisterhood. Since then, rust-colored
Adra has built a reputation as a daredevil. strands. She
Multiple risky maneuvers and more than looks matronly
one jailbreaks have necessitated several and traditional.
relocations for her and her wife, Arieno. Her outfits generally
Getri Riahata - A half-elf guard stationed in serve more of a
a nearby farming village. Her swift function than fashion.
movements and surprising strength allow She stands approximately five feet and six
her to non-lethally take her fellow guards inches tall, making her well and truly an
out of action during the Sisterhood’s raids. average individual. She’s human and has
Some suspicion has been raised on her unit very soft pale skin. Both of her ears are
as of late. pierced and there are red stones that match
a ring she is wearing on her right ring
finger. Her hands very closely resemble the
Stat Block hand on the symbol of the Sisterhood.
Sisterhood Rider Personality Traits:
Medium humanoid (human), lawful good ● Protective ● Defensive
Armor Class: 17 (studded leather, shield) ● Maternal ● Persuasive
Hit Points: 66 (12d8 + 12) ● Moral
Speed: 30 ft., mounted 60 ft. Motivation: All Diumo wants is for women
STR DEX CON INT WIS CHA to feel as though they have a place to exist
12(+1) 16(+3) 12(+1) 12(+1) 14(+2) 14(+2) as themselves. She wants girls to realize
that this world – despite not being built for
Saving Throws: Dex +5, Wis +4 them – has avenues for them to take and to
Skills: Deception +4, Persuasion +4, Stealth become more independent than men would
+5 Senses passive Perception 12 want them to be. She wants to shirk the
Languages: Common plus one additional expectations of women. She wants to open
language the minds of those that think they have
Challenge: 2 (450 XP) more limitations than they really do. Diumo
wants to be a liaison for lost women. Giving
Charge. When the sisterhood rider is them the tools to better their lives is all that
mounted, she can move 30 ft. straight matters to her. She just wants them to grow
towards a target and hit it with a lance and succeed without her so they can stand
attack. If she does so, the lance attack deals on their own feet.
an additional 13 (3d8) piercing damage.
Occupation: Sisterhood Leader
Actions
Multiattack. The sisterhood rider makes Skills/Feats: None
two club attacks. History: She was born into a working class
Club. Melee Weapon Attack: +3 to hit, reach family that had been used as a stepping
5 ft., one target. Hit: 3 (1d4+1) bludgeoning stool for the higher class for many
damage. generations. As the first born of the family,
Lance. Melee Weapon Attack: +3 to hit, Diumo was burdened with a lot of the
range 10 ft., one target. Hit: 7 (1d12+1) situation that her parents were in. When
piercing damage. her younger sister was born she realized
81
that the expectations for them were nothing anyone astray. Her biggest fear is sending
more than marriage and that struck some them to a circumstance that will be their
bitterness within Diumo. She began making undoing. She is meticulous and tries her
friends with likeminded women and when best to avoid guiding anyone astray. Tteari
they rose up to rebel against the oppression, absolutely takes on more responsibility and
they formed something of a family. The the possibility for guilt than she has to. She
Rider Sisterhood was formed on a risk that just doesn’t know when she needs to quit
she didn’t know would follow through but and call it for someone else to take over.
now that she is much older she is married Occupation: Strategist
and spends all of her time teaching and
tending to women that need guidance. Skills/Feats: Skill Expert
Stats: STR (10), DEX (16), CON (11), INT History: Ever since Tteari was a child, she
(13), WIS (18), CHA (13) had a fantastic understanding of directions
and the area around her. She was one of
Proficiencies: Dex. Saving Throw +5, Wis. many children, having approximately a
Saving Throw +6, Insight +6, Acrobatics +5 dozen siblings. Her parents were very much
Class & Level: None. in love and not long after her youngest
sibling was born she lost her father. Her
mother is still alive and has taken over the
Tteari Eriovgar position of making a home for them. She
never let her gender be the reason that she
Quote: “If you ever think I am lost, know did not accomplish something. Stepping up
that I am not.” to help care for the rest of her siblings,
Physical Description: Tteari is a dark Tteari made friends with Diumo and
skinned dwarven woman. She has a very introduced her mother to the Rider
stern and imposing appearance at first Sisterhood. The longer they spent time
glance. Her hair is silvery gray and pulled together the more she realized how
back straight from her scalp into a tight important what the Sisterhood brought to
ponytail that sticks up because it is a very her was. She has become their strategist
coarse texture. She occasionally wraps and she values that experience more than
strands in small golden beads to separate anything else. Even as a married woman
them from the rest of the mane. Frequently she sees her husband as a means to an end
she has a lit cigar hanging from her lips or – more information for the sisters.
from between her stumpy fingers. Her Stats: STR (12), DEX (18), CON (14), INT
fingernails are always dark, painted by (20), WIS (16), CHA (9)
something unknown. Most of her outfits are
very vibrant in color and accented with gold Proficiencies: Strength Saving Throw +4,
if she can pull it off. The gold trinkets are a Dexterity Saving Throw +7, Survival +11
gift from her husband and Class & Level: Lvl 6 Ranger – Beast Master
she wears them as a sign
of devotion and love for him.
Personality Traits: Adra Attederris
● Gruff ● Stern Quote: “Diumo gave me a path and I am so
happy to follow it.”
● Demanding
● Detail-oriented Physical Description: Adra is a relatively tall
● Clever but slim human woman. Her hair is so
blonde that it is almost white. She keeps her
Motivation: Tteari hair swept to the left side of her head as
wants to be sure there is a large burn scar on the opposite
that those within side that makes the hair that grows there
her family (the much shorter and sparse. Her eyes are a
Sisterhood) are beautiful yellow-green and piercing when
safe. The plans that she does bother to catch your gaze. Her
she comes up with clothing is quite light and meant to give her
are perhaps the a lot of range of motion. The colors of it are
most important part typically muted and monochromatic to
of the group. She blend in with a crowd. She walks with very
wants to be sure straight shoulders and her hands mostly
that she does not lead clasped behind her back, fingers interlaced.
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Personality Traits: Getri Riahata
● Spitfire ● Combative Quote: “Why are you asking such probing
● Oppositional ● Durable questions? Do you doubt me?”
● Dexterous Physical Description: Getri is a beautiful
Motivation: Adra has learned that she half-elven woman with incredibly long
cannot get away with doing just anything brunette hair. The aforementioned hair
she wants. Though she demands to hangs down to her waist and is kept in one
maintain her autonomy, she is starting to thick ponytail that has various bands to
be motivated by the good of her group. section it off so it does not tangle. Her skin
Diumo is a person that means a lot to Adra is very tanned and there is a symmetrical
and she is mindful of all of the things that tattoo that starts at the crown of either side
were taught to her. Going from being an of her forehead and meets in the center,
independent person to a team player has going down her nose, over her lips, and
been hard for her and she does want to get down her neck until it stops in the very
better at it. She wants to be a member of the middle of her throat. She has icy green eyes
team that is reliable and easy to understand that look unnatural when caught in direct
but it’s very hard for her to just sit still and sunlight. Her clothing is almost exclusively
except life as it comes. dark colors but she does wear the insignia
of the local guard at all times.
Occupation: Daredevil
Personality Traits:
Skills/Feats: Tavern
Brawler ● Secretive ● Sly
● Deceptive ● Efficient
History: Where ● Capable
Adra is originally
from is unknown Motivation: Getri’s motivation has wavered
but she moved into in the past few years. Originally, she wanted
town when she was to take over the Sisterhood for herself. She
merely a child. Her thought that Diumo was too weak willed
mother has always and too soft hearted for the kind of things
struggled to get control that the Sisterhood needed to accomplish.
over her and she However, as of late she has been motivated
deeply resents Adra by the power she can get if she takes the
for being so difficult jobs herself. She wants revenge and she
as a child and even wants respect from men and other wealthy
more so now as an individuals that see her as a stepping stone
adult. She was sent to what they want to
to Diumo to learn accomplish. She’s become
how to be a lady and more receptive to the idea
the second the woman of not bringing things to
that owned the beautiful the attention of her
barn outside of town met Adra, sisters and handling
she was keenly aware that the girl had a gift them on her own.
meant for something other than ‘ladyship’. Occupation:
Diumo taught her to do most of the things Guard & Spy
that are important to the Sisterhood and
Adra used her already inherent Skills/Feats:
troublemaking abilities to work towards a Skulker
greater good. She has stopped lighting fires History: Raised in
for the fun of it and despite still having the this same town, Getri
drive and motivation, she funnels that was the daughter her
energy elsewhere to better her friends and father never wanted.
her wife’s lives. From a very young age
Stats: STR (12), DEX (20), CON (14), INT she was resentful of
(13), WIS (17), CHA (10) her gender and it took
a long time for her to
Proficiencies: Strength Saving Throw +3, realize that the
Dexterity Saving Throw +7, Acrobatics +7, resentment was not fair.
Stealth +7 She should embrace
Class & Level: Lvl 4 Monk – Way of the Shadow herself and spit in the
83
face of those that make her feel less-than. Occupation: Recruit
Her relationship with her father grew more
tense and he dissolved into nothing more Skills/Feats: None
than a drunkard in the local tavern. In time History: Simarra was a woman that was
she took on the training to become a guard born into nothing and has fought tooth and
so she could have the satisfaction of nail to make something of herself. Her
arresting him for combative encounters. parents were kind people but had very little
When she met Diumo she felt an immediate to offer her in the way of support. What they
kinship and she was welcomed into the thought was best would be for her to marry
Sisterhood under the promise that she into a family that might be better suited to
would care for the others. She does. She still help her. She was married off to an older
cares about the others but she believes man who turned out to be cruel and the
there is more they can accomplish if they marriage remained loveless. She accepted
just pressed slightly harder. his harshness for many years but when she
Stats: STR (12), DEX (18), CON (14), INT became pregnant and he treated her with
(20), WIS (10), CHA (7) disgust and disdain because of her
appearance, she realized just how awful he
Proficiencies: Dexterity Saving Throw +7, really was. She turned to Diumo for help
Intelligence Saving Throw +8, Stealth +7, after her daughter was born because she
Investigation +8 feared that the world would swallow up this
Class & Level: Lvl 5 Rogue – Scout new little girl if her mother didn’t know how
to protect her. Now her daughter is
beginning to walk and she is taking lessons
to help prepare herself to leave her
Simarra Gleth husband.
Quote: “This is opening my eyes to just how
poorly I’ve been treated.” Stats: STR (9), DEX (14), CON (11), INT (14),
WIS (12), CHA (10)
Physical Description: Simarra is a halfling
woman with a bold personality. She has Proficiencies: Strength Saving Throw +1,
very curly hair that is often piled on top of Dexterity Saving Throw +4, Perception +3,
her head in a messy bun. Many strands of Medicine +4
those black locks fall down on either side of Class & Level: None.
her face or over her forehead like a set of
bangs. Her skin is quite dark but still
speckled with many darker freckles across
her nose and under her eyes along her
cheeks. Her eyes are the color of honey and
squint every time she smiles. She also
wrinkles her nose and has a single dimple
on the left cheek.
Personality Traits:
● Meek ● Polite
● Genuine ● Kind
● Understanding
Motivation: Simarra wants to learn how to
stand on her own two feet. She is motivated
by the idea of being able to provide for
herself and exist without the guidance of
another person. She also wants to learn how
to identify manipulation before it becomes
such a driving force in her life that she
cannot untangle it from the situation. All of
these things are incredibly important to her
because being able to meet these goals
means she will be better suited to protect
her young daughter. So ultimately, her
daughter’s wellbeing is the most important
motivator.
84
The Scarlet Serpents Beliefs and Norms - There is no inherent
value to life for this group. All anyone can
By Blade, Poison, and Coin do is collect wealth in order to treat
Alignment - Chaotic Evil themselves to life’s pleasures. This is simply
a job, and a well-paying one at that.
Insignia - Two Ruby Snakes Coiled Around Satisfaction with taking a life, but knowing
a Black Dagger that it can cause more trouble, is a common
Targets - Anyone Designated by a Buyer, feeling within the society. It is normal for
Shipments of Rare Poisons members to go deep into their cover lives.
They run businesses, start families, and go
Quote - “There are thousands of ‘em. They about their days as this assigned persona. If
can get you anywhere, at any time. They’re the time comes for a new deep operation,
the ones who actually killed the Duke of they will drop everything, move to another
Staffshore. No, really-” - Bui’iny Waloue, city, and do it all over.
Captured Smuggler
Taboos - Giving outsiders any information
on the Serpents’ practices is punishable by
death. Refusing a mission can only be
Origin remedied by reassignments to hostile
The beginnings of hired mercenaries start locations, risky operations, or use as a test
even before the pressures of civilization. subject for the alchemists’ concoctions.
Who began this trade is unknown. They are These options are usually far worse than the
lost to history not due to lack of care, but normal mission tasks, so members tend not
due to their skill at avoiding detection. The to refuse their tasks.
original Scarlet Serpents took root in simple
industries, offering their more extreme Loyalty - The group’s trust in its members
services to select few. They recruited more is the sole glue to the entire organization.
figures with deft hands over the years. This The threat of an entire assassin’s guild
greatly extended their reach. Eventually, the coming after them is enough to ensure
Serpents took root across the world. loyalty from most members. Benefits of the
society are that they can match any bribe
that is offered and have much greater
repercussions for refusal.
Culture
Motivations - Life in luxury while using Clothing - In their day-to-day lives, these
their well-honed skills is a great motivator mercenaries wear normal dress for their
for many. Several members also gain great public personas. One shared feature is some
pleasure in taking lives and sowing sorrow. form of chain apparel. Upon close
The loose power structure gives others the examination, it can be revealed that a single
sense that they are lone professionals with link of the chain has been altered to appear
the protections of a society behind them. like a coiled snake. On missions, close-
For the few with second thoughts about fitting nondescript clothes are worn.
joining, they know that to leave the group Identifying features are covered or altered as
means certain death. Staying alive is quite best as they can be.
the motivator for these individuals.
Group Dynamics - Seniority and stealth Tactics
skills tend to lead to higher ranks. Conflict
isn’t uncommon, but doesn’t escalate past a Hit-and-run tactics are the rule for most
nonlethal scuffle, usually. Crews are put branches of the Scarlet Serpents. The goal is
together based on the skill, location, and taking out a target, or taking the goods in
past history of each member. Until a job is one fell swoop. If this fails, they will retreat
done, it is expected that they will work as a to regroup and strike again with celerity.
loose unit. Everyone is punished equally for Adaptability on the battlefield is a celebrated
failure, so it is in the entire crew’s best trait. For the more intricate attacks on a
interest to work together. single, well-guarded target, they tend to
place their members in strategic positions in
Bandit Code - Skill means nothing without order to remove these defences. Members
experience. Anyone will open their heart, may seduce, sicken, and bribe those
mind, and door for the right person. between them and their target. Mass killings
Everyone has their price; either you pay, or are avoided when possible due to their
they do. Secrets are kept better by proven encouragement of retaliation.
agents, but best by the dead.
85
Attacks and Ambushes - This group plans to banditry while others focus on
every hit out in advance. Timing is mercantilism. Branches that function fairly
incredibly important in order to maximize independently of Tarer will often take on a
profit and minimize losses. For thefts of different name for their Serpents. The Jade
precious cargo, they will set up ambushes in and Black Serpents are some of the more
areas away from any help, where the notable branches. The Jade Serpents have
caravans may be tired from the day’s march. focused on highway robbery between cities.
Intricate assassination plans may involve They specialize in ambush tactics near the
months of planning in order to get members forests they reside in. The Black Serpents
into key locations. This all depends on the are adept boatmen who tend to target the
timeline allotted by the one who hires them. flatboats of their swamp territory. Several
Shorter timelines require more coin and newly-uncovered temples have led to
great skill. ancient relics falling into their laps. Notes of
these artifacts have made their way to the
Headquarters - If any heat is sensed by patron of the crew that was robbed.
their spies in the city, headquarters is
moved out to another safe location. Port
cities and towns near busy crossroads are
especially valued. Operations can be Interactions
completely moved out within two days, Targets - Charm will get you a long way in
discreetly packaged up like outbound life; such is the rule of the Scarlet Serpents.
shipments or a large purchase. This is when Since their plans stretch out far in advance,
the group is the most vulnerable, so many they rub elbows with key players of their
spies and well-trained members may be operations. Several members have placed
brought as backup. themselves in positions adjacent to power,
to hear and be heard in order to manipulate
Weaponry - Concealable blades and factors in their favor. No matter who, the
untraceable poisons are the favored tools of target will never know they are in trouble
the Serpents. Items tame in appearance, yet until they are wearing their own blood.
laced with deadly venoms are a specialty of
the more sophisticated members. Ranged Law Enforcement - Some members of law
weaponry is also commonly used by those enforcement are spies for the Serpents;
adept at taking far shots. others are simply on payroll. For those out
of the loop, a toying game of cat-and-mouse
is played. Unsolved crimes carried out by
Locations the Serpents are passed from investigator to
investigator. The bureaucratic mess allows
Stomping Grounds - The urban any evidence and sometimes entire cases to
underground hides and houses the Serpent simply slip through the cracks.
lairs. Taverns, brothels, and shops may all
serve as fronts for the organization. A Bounty Hunters - Less experienced bounty
prevalence of appearance-based names is a hunters may stick their nose in the
tip-off to these locales (ex. gnome named Serpents’ business and alert them. New
Tiny, red-haired tiefling named Ginger, recruits may be sent to trail, harass, or
lizardfolk named Scales). dispatch of these nosy individuals. For
those more experienced hunters, the
Headquarters - The base of operations is Serpents can offer some with deals that are
consistently moved to different cities each much more lucrative, or they lead them to a
year. A new Serpent lair is chosen to house scapegoat for the organization.
leadership, and the shell business often
receives an influx of ‘patrons’ during that Adventurers - Members of established
year. Remodeling attempts may precede the groups are kept at an arm's length from the
movement of headquarters to a location. Serpents. It is always tricky to know where
Several precautionary measures against someone’s true loyalties lie. Those who are
divination and illusion magic are taken. sent after the group are treated much the
Longer set-up times often allow for any same as bounty hunters. However, these
scrying attempts to give a false read. people are much more willing to travel far
Quicker set-ups may simply eschew the for some great sense of purpose. The Scarlet
focus to a nearby storefront. Serpents can often lead adventuring parties
to deadly locales and let some other
Branches - There are a multitude of fringe nuisance get rid of them. Should the
branches of the Scarlet Serpents. Most adventurers defeat whatever monster is in
assassination rings around the world have their way, the Serpents still win.
ties to them. Some small groups stick only
86
Encounters Recruitment
Recruitment Mission - (CR 4). 2 scarlet The recognition of unique skills is a driving
serpent recruits OR 1 scarlet serpent recruit force for recruitment. Nimble fingers and
+ 4 bandits. A small group sent out on a quiet steps often slip into the shadowed city
test mission. The odds may be stacked underbelly. The hunger for coin and loss of
against them should the Serpents not any intrinsic right to life are traits that push
believe in their abilities. individuals to join the Serpents.
Assassination - (CR 8). 1 assassin OR 4 Requirements - Stealth, combat skills, and
scarlet serpent recruits + 2 thugs. Some a tight lip are necessary for this line of work.
assassinations are done solo, others take a The organization must be able to trust that
coordinated team. For the larger operations, new recruits aren’t working for any other
all of the members may not face the target authority. Less stealthy individuals seeking
head-on, but instead may keep watch while a payday are also accepted, but viewed as
the deed is done. disposable fodder to the higher-ups.
Roleplaying - Not much will be said by any Orientation - For those who appear
member of the Scarlet Serpents in a combat promising, a faceless buyer will request a
setting. One may get a new recruit to job done. The target will be another Serpent
squeal, but the ever-watching retainers will disguised as a well-guarded civilian. Several
be quick to silence them. In social settings, members will keep tabs on the recruit
the plainclothes Serpents will pump any during the entire run. Speaking with law
who engage them for as much information enforcement is an immediate ban. Several
as they can give. What topics they will speak strikes can also bar the new blood from
of are well-known local news, rumors, and joining the group. Not noticing they are
half-truths. Nothing related to the being followed, attacking anyone who isn’t
organization is ever touched upon. The spies the target, being caught by guards, and
find information related to trade, rare goods, being tricked by illusionary magic can all
and governments especially interesting. earn strikes. Two failures are enough to bar
Different personalities may be used, but entry, depending on the difficulty of the
they are all quite charming in their own stunt. The disguised, experienced Serpent
respects. ‘target’ is able to disarm and welcome the
new recruits should they make it to them.
Attitude
Guarded, and always well-armed, these Wealth
well-trained assassins work only for coin Stolen Goods - Traditional riches, food, and
and chaos. For the right price, they will do utility items go towards the members’
the darkest of deeds and steal the most shares. Target goods, often unique
prized of items. They are secretive, valuing compounds and exotic venoms, are taken to
knowledge of the group over anything else. the employed alchemists for their testing.
They are distrustful of magic and its Expensive poisons may go to the alchemists
practitioners, preferring to use their natural, or into the shared wealth. It is very rare for
dexterous forms. Safe houses shield those stolen goods to be sold for a profit. This is
within from any gaze, and key individuals due to the possibility of sales being traced,
avoid perception as they walk the planes. though items speculated to be the object of
Some members have learned minor magic divination will be dumped.
tricks to assist with their duties, but others Shares - Luxuries and specialty goods are
may shun them if caught. distributed amongst the organization as
pay. Those who participated in the mission
that acquired the windfall receive the same
Demographics cut as everyone else, but may have more
Lithe creatures, like gnomes, halflings, and influence as to what form that cut takes.
elves, make up a large portion of the Dues - The bankroll of the Serpents is
Serpents. Of the 3,000 or so members, extensive. Cutting costs and throats can be
about 70% of them are such small or dainty easily bundled together. These positions are
folk. Much of the rest are muscle, often important for the ease of urban movement
hired on by branches who focus on brute- and stalling of investigations. Dues tend to
strength robberies. Orcs, goliaths, and sit between five and ten times the normal
bugbears may be taken in as easily-replaced payment of a particular professional.
mercenaries.
87
Stat Block Raelwa Jae’tiyl - A half-elf alchemist who
Scarlet Serpent Recruit works near the headquarters. Her work
focuses on developing new poisons and
Small humanoid (halfling), chaotic evil antidotes for the Serpents. She is an
Armor Class 13 attentive listener, and may often travel to
Hit Points 28 (6d6 + 6) lectures by well-known alchemists and
Speed 30 ft. inventors. Raelwa has been experimenting
with adding different properties to wyvern
STR DEX CON INT WIS CHA venom as of late.
13(+1) 16(+3) 12(+1) 10(+0) 12(+1) 12(+1)
Saving Throws Dex +5, Cha +3
Skills Insight +3, Perception +3, Stealth +5 The Scarlet Serpents NPCs
Senses passive Perception 13
Languages Common, Thieves’ Cant Tarer Obilcs
Challenge 2 (450 XP) Quote: “Do what must be done and ask no
questions of me.”
Sneak Attack (1/Turn). When the recruit
hits a target that it has advantage against, Physical Description: Tarer is a slim and
or the target is within five feet of an active tall woman with extremely pale but olive-
ally on an attack that does not have toned skin. She is strikingly beautiful and
disadvantage, the recruit does an additional many people recount being drawn in by her
1d6 damage. bright green eyes. Her dark hair is kept
parted down the center and she has a blunt
Actions set of bangs that cover her entire forehead.
Multiattack. The scarlet serpent recruit Her teeth – when she smiles, despite how
makes two melee dagger attacks. rarely it happens – are sharpened to a fine
Dagger. Melee or Ranged Weapon Attack: +5 point and interlock perfectly with each
to hit, reach 5 ft. or 20/60 ft., one target. other. The clothing she wears are all light
Hit: 5 (1d4+3) piercing damage, and the satins and silks but she is almost never
target must make a DC 12 Cons Saving seen without some sort of head scarf to
Throw or take an additional 3d6 poison wrap around her hair and neck.
damage. On a save, the target takes half Personality Traits:
damage.
Light Crossbow. Ranged Weapon Attack: +5 ● Secretive
to hit, range 80/320 ft., one target. Hit: 5 ● Conniving
(1d8+3) piercing damage, and the target ● Insightful
must make a DC 12 Con Saving Throw or ● Direct
take an additional 3d6 poison damage. On a ● Impatient
save, the target takes half damage.
Motivation:
For as
Important Figures interesting as
Tarer Obilcs - A menacing yuan-ti progress of her
abomination, leads the Scarlet Serpents. people is,
She tends to stay within headquarters, Tarer wants
roaming in snake form as an exotic ‘pet’ of nothing to do
her retainers. Her greatest skills are as an with group
archer, as she can make shots from large success. She
distances. Tarer wears an amulet of proof is motivated
against detection and location at all times. by perfection.
The Scarlet
Arli’ix Lyolod - A gnome cleric of disease Serpents
and poison. He knows how to remedy a have a great reputation and she
large host of maladies, and where the most fears the idea of that reputation being
potent of poisons can be found. Arli’ix stepped on. Occasionally she will go out of
advises Tarer on territory acquisition, as her way to try and ensure that things are
well as what caravans and shipments to going correctly even when she is not asked
raid for rare supplies. The chains of reports to be a part of it. On top of that, Tarer wants
end with him, and he sorts through the to be wealthy and extraordinary. She wants
information to find what is pertinent to the people to desire her and wish they were
Scarlet Serpents’ goals. more like her. Every passing day is a chance
88
to become better than she was before and Motivation: Despite
she will not miss that opportunity. the first impression
Occupation: Clan leader Arli’ix might give
off, he is a very
Skills/Feats: None selfish individual.
History: Many things have happened in the He tends to
time that Tarer has been alive. She lived a pretend that he
very unfortunate upbringing and had to cares about the
turn to something or someone to make her best interests of the
something worth caring about. For many group and of Tarer
years she was beaten and abused by both but ultimately he
her family and the society around her. She just wants what is
found a patron willing to give her the best for himself.
freedom and the power she wanted and she This position has
agreed upon whatever it was they asked of afforded him a
her. Over time this power has warped her lot of freedoms
into something less mortal and mundane. and leeway that
She uses what she cares the most about to he wouldn’t have
extend her reach and occasionally attempts if he was with
to drag more people under the control of her another group of
patron in an attempt to maintain her people. Also, he has
humanity. This offering is rarely accepted something of a crush on
and she doesn’t get thanked for it the way Tarer and though she is unaware and likely
she wishes she would but she continues to uninterested, he uses this position to get
do it in hopes to get stronger. closer to her with every passing day in
hopes that it will kindle some sort of
Stats: STR (9), DEX (12), CON (19), INT (16), relationship or fling that he can hold over
WIS (14), CHA (20) her in the future.
Proficiencies: Wisdom Saving Throw +6, Occupation: Advisor
Charisma Saving Throw +9, Intimidation +9,
Deception +9 Skills/Feats: None.
Class & Level: Lvl 10 Warlock – The Great History: Once a member of a relatively large
Old One family, Arli stepped out on his own to make
a name for himself. He was an investment
broker for many very wealthy families but
Arli’ix Lyolod after a few years in the business he began to
Quote: “I know what we’re looking for and skim some of the money off of the top.
I’m asking you to trust me.” People eventually found out and his
punishment was to see his family suffer.
Physical Description: Arli is a very small Little did they know that he was not going to
gnomish man with lightly tanned skin and be that shaken by the destruction of his
very dark hair. His hair sticks up on the top lineage. The fact that he was nearly
of his head and is attached to two very thick impossible to blackmail or manipulate
and long sideburns that are occasionally meant that he was of great use to Tarer and
hidden under a leather headband that he her Serpents. She called him aboard and
wears to keep his hair under control. He is kept him close to her so she could make
no more than three feet tall and his clothing sure he wasn’t ripping them off but she also
is sometimes too big for him, seemingly believed that he had the best understanding
buying average sized people clothes or of what the circumstances around them
something made for children. There are a lot could offer.
of belts and buckles used to keep his
clothing up and in place. His ears are Stats: STR (9), DEX (12), CON (14), INT (18),
pierced five times on either side and each WIS (20), CHA (14)
hole has a different color of metal hoop. He Proficiencies: Wisdom Saving Throw +8,
has tattoos on the back of his hands of Charisma Saving Throw +5, Insight +8,
stark black spirals. Persuasion +5
Personality Traits: Class & Level: Lvl 7 Cleric – Nature Domain
● Self-assured ● Confident
● Stubborn ● Articulate
● Concise
89
Raelwa Jae’tiyl kept that circumstance under wraps so not
Quote: “Stand back. These might explode to dissuade his daughter from being proud
and I don’t know how badly that will hurt.” of him. Her mother died when she was quite
young and though she mourned her loss
Physical Description: Raelwa is a dainty she had always been closer to her father
and feminine half-elven woman. She has and leaned on him for everything.
very short fiery red hair and it is always Eventually she was old enough to begin
bouncing and blowing in the breeze. Her working on things like this herself and she
nose is cute and upturned. She has dark took to it like a bird to flight. She was found
emerald-colored eyes that have flecks of gold by Tarer after being hired by an opposing
in them. Her ears are slightly longer than gang and selling out the people that hired
the average half-elf and they sit quite flat to her when she realized that Tarer could
her head. Her entire face from the cheeks possibly offer her a much better deal and a
up is covered in a deep green tattoo that better set up to work in.
resembles the pattern of veins on a leaf.
Given the season, this tattoo changes color Stats: STR (10), DEX (12), CON (16), INT
and seems to match the leaves on the trees. (20), WIS (13), CHA (10)
Her neck is always covered by some sort of Proficiencies: Constitution Saving Throw
wrapped scarf. +6, Intelligence Saving Throw +8,
Personality Traits: Investigation +8, Medicine +8
● Focused ● Resourceful Class & Level: Lvl 5 Artificer – Alchemist
● Clever ● Determined
● Logical Greelith Filch
Motivation: Rael wants to find something Quote: “I’m just the muscle.”
new every day. Her success rate is going up
and she is motivated by the idea that one Physical Description: Greelith is a hulking
day she might not be as victim to failure as behemoth of a man. Though he swears his
she was when she started her path. She father was a human and his mother was an
jumps from project to project on a whim orc, he looks more like a full-blooded orc
when she feels as though she can complete than he does like a half-orc. His skin is
one with a better likelihood of success. yellow-green and covered in dark green
Recently she has been working with wyvern tribal-style tattoos from his shoulders down
venom and has seen great success so to the center of his torso and back. One of
completing that and being praised for her his tusks is significantly larger than the
work is high on her priority list. other one and he is frequently cocking his
head to one side to make the smaller one
Occupation: Alchemist look like it sticks out further than it does.
Skills/Feats: Poisoner He has a septum piercing in the center of
his nose that is filled with a hoop that
History: As a child seems like it might be too thick for the
Rael was always location.
standing at her
father’s side. He Personality Traits:
was a noteworthy ● Indifferent
alchemist that ● Even-tempered
worked for a royal
family in the ● Powerful
business of making ● Bold
poisons so they could ● Deadpan
be identified in the Motivation: All
future. It was a Greelith wants is
proactive attempt to to get paid. He has
spare any assassination little to no loyalty
attempts from being to this group of
successful. His people. He
potions were also shows up,
used in attempted ignores what is
assassinations going on around
against other him, and follows
ingdoms and he the one direct order he
90
is given – protect the product. He will go to Motivation: Haylbeth wants to gather as
whoever pays him the most even if it means much information as she can during her
the job security isn’t the greatest. This time within the Scarlet Serpents. She wants
money is going towards whatever strikes to collect blackmail to return to her people
him in the moment and he will not be and she wants to do so without being found
apologetic about it ever. All he wants is coin. out or compromised in any capacity. This
That is it. particular mission is very dangerous and
Occupation: Hired muscle though she knows there is a chance she will
get caught, her wife’s life is on the line.
Skills/Feats: None. She’s motivated by making sure that
History: For the entirety of Greelith’s life he nothing happens to the woman she loves
has been running in the less noteworthy and if she fails this mission something very
circles. His parents were petty thieves and well might happen.
his siblings followed in their footsteps. Occupation: Spy
Because he is so large it was difficult to get
away with stealing anything so he took to Skills/Feats: None
fighting illegally instead. Sometimes he even History: Raised just outside of the town
picked fights in public just for fun and the that the Scarlet Serpents call their home,
adrenaline of it all. He’s been in and out of Haylbeth actively avoided conflict with the
jail numerous times and that is how he met notorious group. Her clan stayed as far
some of the other members of the Scarlet away as possible until an attack on their
Serpents. He was hired by Tarer to look camp moved them closer to the town. She
after their stock and stop anyone from and her wife had been married a few years
touching it if they were not given when a man joined their group of goblins
permission. A few times over the years of and promised them riches. It was in poor
working for the Serpents he was called away judgment that they accepted his help but
by someone that was willing to pay more once he had them under his thumb he
and every time Tarer increased his pay to began to exert his power. He had taken a
bring him back. liking to Hayl’s wife and when she
Stats: STR (20), DEX (7), CON (18), INT (10), confronted him about it he told her that the
WIS (14), CHA (10) only way for him to leave the woman she
loved alone, would be to get him something
Proficiencies: Strength Saving Throw +7, useful from the Serpents so he could be
Constitution Saving Throw +6, Intimidation their undoing.
+2, Perception +4
Stats: STR (7), DEX (18), CON (14), INT (17),
Class & Level: None. WIS (12), CHA (10)
Proficiencies: Dexterity Saving Throw +6,
Intelligence Saving Throw +5, Investigation
Haylbeth Iilk +5, Perception +3
Quote: “Of course I am loyal to the Serpents.
How dare you imply otherwise.” Class & Level: None.
Physical Description: Like most of the
members of the Scarlet Serpents, Haylbeth
is incredibly small. She is a goblin woman
with deep green skin tone of a more blueish
color. Her ears are long and slightly wavy,
laying flat back like a cat’s. She has
piercings in both ears that are decorated
with studs. Many of her upper teeth stick
out and leave permanent indents into her
lower lip. Her hair is very long and similar in
color to her skin but much darker. It is well-
kept which comes as a surprise because the
rest of her clothing are frequently in tatters.
Personality Traits:
● Sly ● Curious
● Deceptive ● Paranoid
● Greedy
91
The Laguardia Family Beliefs and Norms - Self-modification is
highly encouraged. One of the greatest
Extraordinary is Only the Beginning attractions to Sham is the diverse display of
Alignment - Chaotic Neutral modifications, armor, weapons, and
prosthetics available. For a large sum of
Insignia - A Cannon Firing Left coin, or a favor, many shops will fit buyers
Targets - Uncompromising Merchants, with any number of modifications. These
Members of the Giorgi Family may be items that improve skills like stealth
or athletics, or that allow you to throw items
Quote - “You want that leg fixed better than with accuracy greater than your own.
before? Well you can hit up the temple and
pay a great sum, sure... Or you can meet up Taboos - Disparaging the Laguardia name
with a buddy of mine. He’ll get you fixed up will get an immediate sentence. Theft from a
for just a little favor. You said you were a family member may lead to the loss of limb
sailor, right?” Greass Nnesea, Tavernkeeper or life. The sale of counterfeit goods within
of the Sparkmyth Tavern & Inn in Sham the city is strictly forbidden, but production
and shipment elsewhere is unregulated.
Loyalty - The Laguardia Family is known by
Origin all within Sham to be the supreme power.
Seventeen generations ago, Rontile Loyalty to the Family is necessary, you
Laguardia settled on the tip of a peninsula never know who may be a hired ear. Those
off the Bloody Sea. With the help of his who reside within the city are okay with
caravan, many of whom were members of this. At least the system is fairly transparent
his immediate family, he got to work unlike other cities controlled by the wealthy.
constructing a portside town. By the time Clothing - Apparel within the city is
Rontile’s grandson was grown, Sham was a designed for function over fashion. Hidden
bustling port. The population boomed, and pockets, fire-proof linings, and utility
soon the town was overflowing with sailors jewelry are all quite common. Weapons are
and young folk making their own way. While freely worn in a nonthreatening manner.
a normal settlement on the surface, the Strange contraptions are worn with a variety
locals know the real power resides with the of effects. Pauldrons that periodically let out
Laguardia Family. steam or wheeled boots may be seen on
random passersby. As many of these items
are highly experimental, small repair shops
Culture are quite common as well.
Motivations - The Laguardia Family seeks
power and control over their domain. They
want to expand this domain to exert control Tactics
over as much as possible. Whatever the Attacks and Ambushes - Those who are
most useful incentive is will be used, be it discovered on the peninsula or waters
bribery, charm, or threat. Individuals want around Sham are well-watched for threat. At
to grow and become the best they can, sea, backup ships may be called upon
physically and mentally. before the boarding of an unknown vessel. If
Group Dynamics - All Family members talk can be had prior to battle, some
obey their Heads. If there is a schism members will try to discuss while others will
between the leader and the other Heads, the leap directly to fighting. The Family attacks
other members tend to obey the leader to incapacitate, but is not above killing if
unless there is a major discrepancy between they believe there is a threat to their lives.
their ideals and the leader’s. Individual Headquarters - Part of the Laguardia’s
rankings are usually structured around pride is their home. They will refuse to
their favor with the Heads. abandon it, but may move the many
Bandit Code - The Laguardia Family does treasures within if it is threatened. Should a
not bow to any power. To seek our truest grand-scale attack threaten Sham, every
potential, we grow beyond natural Laguardia can be housed within the manor
limitations. Dreams are only unachieved by along with a small retained guard.
those without the means. Extraordinary is Most attacks start as talks, but these can
only the beginning! turn violent at any point depending on the
Family member leading. They will target the
largest threat first, whether that be a heavy
92
hitter or area of effect caster. Unconscious, Law Enforcement - In the area, the
immobilized, or otherwise incapacitated Laguardia’s are the law. Nonlocal officials
targets are ignored for those of greater know that anything besides all-out war will
hazard. Subduing their quarry is the main result only in the loss of their own. A
goal, so if a member can take an opponent semblance of law enforcement does exist in
out of the battle, they will do so. Sham, but any faults by the Family are
Weaponry - Mechanical weapons and looked over thanks to the monthly bonuses
alchemically enhanced equipment are very provided by them.
common. If available, magic weapons will Bounty Hunters - Those who seek to harm
also be used. At sea, every Laguardia ship any Family member are treated without
has several cannons and a variety of mercy. Hunters who seek payment from the
cannonballs and chain nets. Some have Giorgi’s in particular are treated to a
deckside ballistae or mounted crossbows. torturous death. Because some of these
hunters are quite adept at what they do, the
Family may hire them to go after the ones
Locations who posted the initial bounty.
Stomping Grounds - The city of Sham is Adventurers - If acting as bounty hunters,
fully controlled by the Laguardia Family. they are treated the same. If they somehow
Most of the peninsula is controlled by them stumbled their way into Sham, they are
as well. They keep the area free of bandits, watched constantly. Those who seek the
rival organizations, and monsters. Their Family may be humored and corralled into a
hirelings have eyes on the coast all the way meeting at whatever inn they’re staying at.
to the southern tip of the continent and Any threat or misdeed may be met with theft
about halfway up it. Members of the Family at the least, to a full attack if they seem a
can be found much further than this, often danger. Adventurers seeking a bit of coin,
working on new trade deals and expanded who are okay with some unscrupulous
networks. work, may be able to find a satisfying deal
Headquarters - Within Sham are several with the Laguardias.
hidden rooms, and a network of tunnels,
accessible only to the Family. This can often
act like its own underground city just for Encounters
Family members. At the heart of it all is the Coastal Patrol - (CR 6). 1 laguardia mariner
Laguardia Manor. This small fort sits over + 12 bandits OR 3 laguardia mariners.
its own private dock and has a large These Laguardia guards patrol the
perimeter wall patrolled by well-paid guards. peninsula, keeping an eye out for any
Branches - At times, different heads of the threats to the Family.
Laguardia Family will be sent out to Boarding Party - (CR 18). 14 laguardia
establish networks at the edge of the mariners OR 4 laguardia mariners + 6
Family’s reach. Each of these still pay bandits + 2 assassins. A large show of force
tribute, and defer, to the main family. tends to make the acquisition of goods
Because of the double-edged sword that a much easier for these bandits.
famous name brings, many of these off-
shoots change their name to avoid Roleplaying - Members of the Family carry
unnecessary attention. However, they will themselves with an air of importance. In
still drop the Laguardia name to instill the some it comes off as arrogant, while others
correct amount of fear in their potential are more paranoid. They are perfectly willing
partners. to show off their extraordinary abilities, but
keep great tactical advantages secret. In
Sham, they know they can get their way.
Some may be more willing to play games
Interactions because of this, but some will be quick to
Targets - Most merchants and portmasters anger if they don’t get what they want right
know that the Laguardia Family owns the away.
sea around Sham. Those foolish enough to
sail the area without generous trades in
Sham will be boarded and have goods
forcibly acquired on behalf of the port town.
Ships suspected of being chartered by the
Giorgi Family are also boarded to search for
evidence of this.
93
Attitude Wealth
There is nothing that can’t be improved. Stolen Goods - The amount of goods taken
Whether through alchemical depends on the situation. For bad
experimentation, divine blessing, or arcane mercantile deals, they may only take what
enchantment, you can create things bigger ‘extra’ they felt owed. For Giorgi ships, they
and better. This sentiment runs heavily will take everything. Everything goes back to
amongst the Laguardia Family. People are the Laguardia Family, but the Family may
not exempt from this thought. If you are not then distribute to businesses in town as a
improving, you are not truly living. To be sign of good faith. Every item can find use
stagnant is to forgo the gift of ingenuity. somewhere, and the Family will find a place
for it all.
Shares - Members of the crew that seizes a
Demographics horde of goods can trade their wages for an
Much of the Family, and Sham at large, is item of that approximate value. In this way,
human. There are a few members of other they get the first dibs on any goods they
ancestries, but these individuals have acquire. This is all subject to approval by
shown exceptional skill to be accepted. In members of the Family. Should a higher
Sham, about a quarter of the population is a ranking member want an object, they will
Laguardia, or is directly hired by the Family. get it instead. Networks, such as eyes and
It is common to see innovative prosthetics, ears in foreign ports, may also request items
as well as mechanical and magical items from these hauls for their efforts.
worn and demonstrated in public. Dues - Almost everyone in Sham is on the
Laguardias’ payroll. The guards, the night
walkers, and the dockhands are just some
Recruitment of those receiving help for their information
People join the Family for power, resources, and action. Sailors, merchants, and urchins
or wealth. These things are conflated far from Sham also receive assistance for
together as one tends to grant the others. the intelligence they gather.
Young workers and vagrants alike may join
for job security or necessity. Sailors
forcefully retired may seek to continue work Important Figures
through the Family. Mantio Laguardia - The direct descendant
Requirements - Explicit permission from of Rontile Laguardia, as has been the Head
the Head of the Family is necessary to join. of the Family since the founding of Sham.
One can work for the family for years before This Head rose to power after a successful
proving oneself worthy of taking on the assassination attempt on his mother. His
Laguardia name. A show of great sacrifice first act as Head was the creation of dozens
must often be done, whether severing all of traps set around the manor and secret
connections to the past, or taking on the tunnels. He has placed a large bounty on
burden of a family member’s punishment. any who can confirm the identities of the
The easiest way in, however, is to disrupt assassins and/or who hired them.
the trade of the Giorgi Family, the Trierach Laguardia - A human artificer who
Laguardias’ biggest rivals. That, of course, specializes in pyrotechnics. She was initially
comes with its own risks. hired to assist in the creation of painful
Orientation - As everyone who joins the traps around the manor. Nowadays, she is
Family must prove themselves first, the found experimenting in her private lab. New
orientation is a fairly simple process. The weapons, oddities, and accessories come out
new member speaks to a Family archivist at as the results of these experiments.
length, detailing who they were before their Seaborn Laguardia - Once a mariner whose
acceptance. This is so they can predict any ship fell victim to the Whirling Waters to the
new adversaries before they take action north. He survived, but ended up stranded
against them. Then, the new family member on one of the small islands scattered around
takes on the family name, and can choose to the bay. A Laguardia Family patrol ship
change their first name as well. They are found him, and he swore his servitude for
assigned to a Head and are welcomed to the saving his life. After a decade of acting true
Family. on this promise, he was added to the family
and controls much of the patrols around the
islands.
94
Stat Block his head is always neatly styled and slicked
Laguardia Mariner to one side though the direction of the part
changes depending on his mood. The outfits
Medium humanoid (human), chaotic neutral he wears are always made of fine fabrics
Armor Class 16 (seaform leather armor) and accentuated with jewels and trinkets.
Hit Points 36 (4d8) Personality Traits:
Speed 30 ft., swim 20 ft., climb 20 ft. ● Pretentious
STR DEX CON INT WIS CHA ● Entitled
14(+2) 16(+3) 10(+0) 10(+0) 8(-1) 12(+1) ● Impatient
Saving Throws Str +4, Dex +5, Wis +1 ● Cruel
Skills Deception +3, Perception +1 ● Cunning
Senses passive Perception 11 Motivation: Above
Languages Common and one additional all else Mantio
language wants to find out
Challenge 2 (450 XP) who it was that
hired the assassins
Seaform Armor. +2 to AC while traveling that took his
over water or on the coast. The humidity mother away
from the air shimmers and warps the light from him. That,
around you, making your form harder to and he would like
distinguish. to see them killed.
Actions The identity is
Multiattack. The laguardia mariner can the most
make two scimitar attacks. important and
though he is
Alchemist’s Fire. Ranged Weapon Attack: regularly
+5 to hit, range 20 ft., one target. Hit: 2 installing means
(1d4) fire damage plus an additional 1d4 fire to keep himself safe,
damage at the start of each of the target’s he cares the most about the
turns. A creature can end this damage by vengeance and the information that he can
using its action to make a DC 10 Dexterity gain from finding out more about what
check to extinguish the flames. The happened to his beloved mother. There is
laguardia mariner has a canister of also a small part of him that desperately
alchemist’s fire attached to a glove. They wants to be acknowledged as one of the
can instead use a bonus action to coat a most successful family patriarchs.
blade or bolt with the fluid before attacking.
A hit will deal an extra 1d4 fire damage, but Occupation: Family Leader
the fire will then go out. Skills/Feats: None
Scimitar. Melee Weapon Attack: +5 to hit, History: Mantio is a direct descendant of
reach 5 ft., one target. Hit: 6 (1d6+3) Rontile Laguardia. He was raised with the
slashing damage. expectation that he would one day take over
Light Crossbow. Ranged Weapon Attack: +5 the family business. When the family moved
to hit, range 80/320 ft., one target. Hit: 7 to Sham there was a successful
(1d8+3) piercing damage. assassination attempt against his mother,
forcing him into the role early. His first
action was filling the home with traps that
would catch anyone who dared tresspass.
Every person that wanders the halls of the
The Laguardia Family NPCs Laguardia home is only allowed in particular
Mantio Laguardia locations and he tries his best to move the
traps so that if anyone finds out where one
Quote: “My family. My rules.” is, he and the individual that helped him
Physical Description: Standing just over create them are the only ones that know
six feet tall, Mantio is a striking human where they are located anymore.
man. He has dark hair that is contrasted by Stats: STR (12), DEX (16), CON (16), INT
very light blue eyes. He keeps a very short (18), WIS (12), CHA (17)
beard that is connected to an also well-kept
mustache. His age is something of a mystery Proficiencies: Strength Saving Throw +3,
but he seems to at least be in his forties – if Dexterity Saving Throw +5, Athletics +3
not approaching fifty. The hair on the top of Class & Level: Lvl 2 Fighter
95
Trierach Laguardia believed the family to do a lot of good for
Quote: “If you continue to micromanage me I Sham. She offered her services and was
will let one of these explode near you.” taken up on it. Many years went by and she
proved herself, thus taking on the surname.
Physical Description: Tri is a beautiful
human woman that stands a little under six Stats: STR: (10), DEX (14), CON (17), INT
feet tall. She has an athletic build and broad (20), WIS (12), CHA (14)
shoulders that can often make her easy to Proficiencies: Constitution Saving Throw
identify from behind. Her hair is long and +6, Intelligence Saving Throw +8,
incredibly dark but not quite dark enough Investigation +8, Sleight of Hand +5
to be black. She always has some sort of Class & Level: Lvl 5 Artificer – Artillerist
goggles propped on her forehead, her outfits
mundane and smeared with soot. She never
seems to mind what she looks like and if Seaborn Laguardia
someone dares scold her for it she will snap Quote: “I am thankful for the family but my
back at them. There are two bags that are home is on the water.”
worn on long straps across her chest that
have most of her tools in them instead of Physical Description: Seaborn is a human
leaving them on a belt. man no more than thirty-five years old. He
is of average height and build but stands
Personality Traits: out because of his comically sized
● Fixated mustache. His hair is a strawberry blonde
● Opinionated color, shorter on the sides and longer on the
● Reliable top so that it flops over into his face
● Intelligent frequently. The salt air adds a lot of volume
so it stands up in spikes on its own on the
● Intuitive days that it has not been washed. His
Motivation: It clothing is almost always damp and torn in
would be a surprise some places. There are many patches on his
to many to find that favorite pieces because he is unwilling to
that Tri does very buy new ones. His boots however are almost
much care about always new and in need of breaking in,
Mantio Laguardia. making him walk a little awkwardly.
Though they have Personality Traits:
a relationship that
is built mostly off ● Independent ● Disciplined
of banter and ● Courageous ● Calm
witty arguments, ● Adventurous
she wants to be Motivation: Being allowed to remain on the
sure he is safe. seas that he is so fond of is what motivates
The driving force Seaborn. He has struck a wonderful deal
in her inventions is with the family he now bares
to keep him from falling to the same fate the name of and he
that his mother was lost to. She also would would do anything
love to be recognized as someone that did to keep that positive
something noteworthy but mostly, she is relationship. If
motivated to keep the family safe. something were
Occupation: Tinkerer to happen to sever
Skills/Feats: Telekinetic their ties he fears
he would no longer
History: An orphan on the streets for many be able to travel in
years, Tri doesn’t even know what her this area and he
surname was before she was granted the would be unsure
use of the Laguardia name. Sham has of what to do
always been her home and she made a with himself.
living as an errand girl for many years until Plus, a large
a particularly old human man took her in part of him still
because he was lonely and had no one to believes he owes
pass his trade along to. Thus began the this servitude to
years of her training as an Artificer. When the family after
she was a teenager she met the patriarch of they saved his life.
the family and her new surrogate father also
96
Occupation: Ship Captain History: The son of the former Laguardia
Skills/Feats: Alert family chef, Holgun has grown up alongside
the family. They followed the family to Sham
History: As a child that has always been when they moved, serving with his father
one with the sea, Seaborn was born on a until Mantio’s mother died. His father then
ship, raised there with the crew and his retiring. He has a lot of fondness for the
mother. For many years they sailed together family and is incredibly good at what he
and worked as one. He only knew port a few does but he’s even better at asking no
days every couple months and that was fine questions. The people that occupy the house
with him. This ended tragically when a on a regular basis treat him as if he is a
shipwreck took most of his family from him. part of the home. He is spoken to kindly and
He survived at the hands of the Laguardia they talk about sensitive things in his
family and he swore to repay that debt to presence because they trust him not to
them. They have taken him up on that and share with other people. It is infrequent that
he now patrols the area where he lost he is away from the house but when he does
everyone he cared about. leave it is to pick up food and such to stock
Stats: STR (16), DEX (12), CON (15), INT the kitchen with, having a crush on the
(13), WIS (15), CHA (11) woman that grows the produce he buys.
Proficiencies: Strength Saving Throw +5, Stats: STR (12), DEX (16), CON (16),
Wisdom Saving Throw +4, Athletics +5, INT (16), WIS (12), CHA (10)
Perception +4 Proficiencies: Strength Saving
Class & Level: None. Throw +4, Constitution Saving
Throw +6, Survival +6
Class & Level:
Holgun Grimhorn Lvl 4 Fighter
Quote: “These people are mental.” – Champion
Physical Description: A black man in his
sixties, Holgun is one of the tallest people in
all of Sham. He is human and has aged
gracefully. The sides of his head are shaved
but the top is kept in neat dreads that are
braided together down to a ponytail that
lands between his shoulder blades. He has
tattoos on the sides of his head that are
bare from being shaved of dark symbols that
seem to be arcane in nature but not
inherently magical. His eyes are very deep
chocolate brown and have a softness about
them that makes people feel at east. His
facial hair is always scraggly but the goatee
suits him and is starting to turn gray.
Personality Traits:
● Tired ● Earnest
● Hardworking ● Loyal Porris Laguardia
● Honorable Quote: “You are steering us down the right
path, I merely suggest you loosen your grip.”
Motivation: Holgun wants to be a member
of the Laguardia family. He’s been working Physical Description: Porris is a dainty
with them for many years now and he is woman that likely weighs no more than a
very close to being granted the name that he hundred pounds. She is barely five feet tall
has been working after. His relationship but she is clearly in her mid-thirties. Her
with Mantio is strong and positive but he hair is soft ashy blonde that comes to just
feels as if he is constantly trying to prove about her shoulders but may look shorter
himself. Though his role within the family is because of the curls and waves. The texture
not inherently flashy, it is important and of her hair is very fine and the curls and
valued. He knows that but he wishes it waves are incredibly uneven so it looks
would translate into the honorific he desires. as if her hair is shorter in places than it
really is. Her face is soft and feminine,
Occupation: Chef accented by large blue slanted eyes, a
Skills/Feats: Chef button nose, and full lips that have
97
a natural pinkness to them. She wears the
house colors always but has various types
of dresses and cloaks.
Personality Traits:
● Endearing ● Feminine
● Patient ● Careful
● Non-threatening
Motivation: Almost more so than anyone
else in the family – other than perhaps
Mantio – Porris wants to see the Laguardias
continue to be successful. She also would
be happy to see their rivals absolutely
destroyed. Even if her demeanor is gentle
and calming, she has a visceral hatred for
them and it would bring her great joy to see
them both suffer and fail. She is trying to to
move the pieces on the board as she pleases
to make everything happens to her liking.
Occupation: Advisor
Skills/Feats: None.
History: Porris was raised alongside Mantio
once the family moved to Sham. She has
lived here her whole life and though she is
much younger than he is she is wise beyond
her years. She is one of the people that
became a part of the family faster than
average. Her genuine demeanor was trusted
and proven time and time again and her
insight was absolutely invaluable. She
stands by his side and attempts to guide the
man that she knows can be inherently
selfish and stubborn. She is also in love
with him. He is in love with her. They are
playing a game of careful cat and mouse
and have absolutely no idea that the other
is interested.
Stats: STR (7), DEX (15), CON (12), INT (17),
WIS (18), CHA (18)
Proficiencies:
Strength Saving
Throw +0,
Wisdom Saving
Throw +6,
Insight +6,
Persuasion +6
Class & Level:
None.
98
99
100
Nomad Clans Description
The harsh sun exposure has led to darker
skin tones within the tribe. Deep maroons,
The Bloodaxe Tribe smoky browns, and forest greens are all
visible among the population.
Individually Strong, Together Unstoppable. Morphologically, the build of male and
Alignment - Lawful Neutral female members are very similar. Six to
seven feet tall, they weigh between 250-300
Insignia - A Hand Axe Dripping Blood, lbs. Naturally muscular, the builds of the
which catches aflame as it falls higher castes are larger. The higher castes
Exact origins of the Bloodaxe orcs vary have bred for strength and size over
because of their tumultuous history. Legend generations. Many orcs choose to paint their
says that there were originally several faces with blocky designs of wildlife and
competing bands. Each had their own carnage. The ancient desert ruins are often
histories and creation myths. These orcs drawn from for inspiration. Dyes made from
competed for limited resources within their berries and other mashed plant matter are
desert homelands. Eventually, a chieftain’s used to stain the skin. Ground stone may be
wife brought forward a strange idea. She formed into chalky powder and applied over
posited the concept of combining forces with a sticky trace for a similar effect. The
the other tribes. This was initially laughed clothes of the tribe are loose and cover large
off. Then, after she started peace talks with portions of the skin during the cooler
another tribe, the chieftain sentenced her to nights. In the day, the extremities are often
beheading for cowardice. Other orcs were bared while the tribe avoids direct sunlight.
tired and hungry from this constant power Arm bands denote caste, while head and
struggle. They turned on the original chest bands denote marital status.
chieftain and put his surviving wife in
charge. She led the peace talks, and
together with the other tribes, they formed a Events
new conglomeration. The orcs cite this The passing of time is marked by moons. A
legend for the superiority of a woman’s celebration is had for each full moon.
rational mind. Elders state that the Metztlitzatzi is the name of such a
aggression and pride of men would be each celebration. They consume choice meats
tribes’ downfall if they let it. Thus, the and drinks; chant and howl tunes which the
matriarchal caste system was born. While it wind carries off. Livestock and captured
is unknown if that is the true origin of the individuals may be ritually sacrificed and
hierarchy, it is what is taught. Important consumed by individuals who have aged
events - Through many years of selective another year. The orcs consider fish a
breeding, an herbalist within the tribe has delicacy because of the dry nature of their
domesticated a scrub grass. The plant now surroundings. Young single orcs exchange
produces larger tubers with near perfect gifts of decorated head and chest bands as a
certainty. This has allowed for the adaptable courtship practise.
plant to take over areas of previously
unfarmable ground. With enough of these
advancements, the orcs may have less of a
need to travel for food. The vegetables are Traveling
less for the orcs’ consumption as much as Muted colors decorate the caravans used by
they are for feeding stolen livestock and the Bloodaxe Tribe. They travel under
luring out desert hares. The herbalist is moonlight, avoiding the overbearing heat of
working on increasing the fruit size of an the day. When possible, the tribe touches
often encountered low bush found up their insignia with red dyes. The
throughout the scrublands. A popular scorching light from the sun fades the
foraging plant for the local wildlife, this may design after a while. Organized bands of
lead to a major shift in how the tribe lives. gatherers and scouts are sent from the
The tribe is nomadic by necessity. Some of primary group. They collect materials and
the more influential figures have grumbled information as they move. A female captain
that the sedentary lifestyle is not meant for from one of the higher castes leads each
the tribe. Other individuals have been group. Permitted to ride the beasts, wagons,
scouting areas with good soil and protection or sleds, depending on terrain, are the
from the sun. middle-aged and elderly individuals. These
orcs are tasked with mending, crafting, and
mixing materials on the road.
101
Movements chieftesses from other branches of the
The tribe often takes the path of least Bloodaxe Tribe also stay within this large
resistance. Areas that can’t easily support a structure. The orcs are not great at
wagon wheel are avoided. Firmer scrublands predicting how long they will need to travel
are preferred, not only for their gatherable between locations. This is mostly because of
resources and fauna, but also for the ease of the opportunistic nature of their survival.
travel. Expert navigators keep track of the Should they spot another roaming group,
tribe’s movements via star maps. they may take days of their journey to follow
Unfortunately, they tend not to be great at the group and strike when an opportune
predicting the length of travel. Finding moment presents itself. The same goes for
another campground with plenty of the beasts that wander the desert. When
resources and prey can be difficult and take found, wild desert boars are especially
several pseudo-stops before reaching an prized. Entire summers are usually spent in
area of choice. Some pools may fill or dry as one location because of the danger of being
unforeseeably as the weather, leaving the stuck in the middle of an unsheltered area
orcs wandering until a sizable water source come daylight. During the other seasons,
is located. The orcs never backtrack, as that camps are only set up for a few days at a
is a coward's path, but they may leave a time. The orcs spend most of the other time
trail to follow the rain. traveling.
Events
When a member of the tribe reaches full
maturity, she sets forth on a journey to
other civilizations. This is to experience the
world beyond and select a suitable mate.
The tribe initially sends groups for
protection. Where each individual stops is
up to them. As each debutante meets a
strong, suitable individual, the group leaves
her behind. Everyone is then free to pursue
the matchmaking. Some women wonder for
a decade or more in pursuit of a worthy
stud.
107
Celebrations Camping
The maturation celebration is done twice a When they set up a camp, the Crimson
year, near the summer and winter solstices Water Children end up creating a temporary
respectfully. Clan members gain a year in village of sorts. Their yurts provide solid
age depending on which solstice they were shelter that is easily transported. Drying
born before. Upon two solstices where no racks are set up to dry various foods and
noticeable growth has occurred, a child can help tan hides. If they expect a hostile
claim maturity. During such a celebration, encounter, they may construct defensive
the new adults are welcomed into the clan fortifications around the camp. At camp, the
and tattooed with symbols of their maternal women are hard at work preparing all that
line and pod affinity. New clan members they’ve gathered on the road. It is also the
who have already matured are also time for better socialization, as the pods are
celebrated at this time. This is their official no longer spread far apart. Onlookers may
welcome, as they are also placed within a see children running about, the repair of
pod and allowed to be adopted into a weapons, and preservation of food. They
matriline with the family elder’s blessing. may hear singing and chant to folk tunes
Those wishing to start their own line often from hundreds of small villages. There is an
get the clan’s insignia tattooed around an important balance between the time spent
arm or leg. traveling versus camping. Enough time
must be spent traveling to hunt and gather
resources. But not too much, for the excess
Traveling of gathered goods can spoil before being
processed. Likewise, they must spend
Pods of eight members always travel enough time at camp to properly prepare
together. They are responsible for each their perishable goods. But not so long as to
other's safety, as well as the supervision of run low on certain resources. The needs of
any children. Each pod will usually have a other travelers and periods of heavy traffic
‘sister’ pod whom they check on after, or call must also be recognized for trade.
on during an emergency. These paired pods Ultimately, it is the clan leader’s
work to fulfill the same goals. At least one responsibility to determine when they camp
individual with dark vision is assigned to a and when they move. On average, the tribe
pod. Sister pods will share mirrored spends twice as long traveling as they do
symbolic tattoos. camp. If the game is scarce or eaten by the
day, they may journey longer. Freezing
winter air can also contribute to the
Movements maintenance of raw meat. Dry, windy
During their travels, the clan tends to favor summers may allow for sun-drying various
walking through grassy fields. The pods’ foods during travel.
spread allows for easy hunting as they
chase field creatures towards other pods. A
few Austringers and their hawks assist in Common Camp Sites
this practice. Among other terrains, low Cowardice - The mossy shoreline and thick
valleys are preferred to keep out of direct treeline is not this area's claim to fame. A
view of the sun. In warmer climates, the graveyard of water vessels decorates the
clan travels at night by torchlight. Children bottom of the nearby lake. Elders of the
tend to be torchbearers to kept track of. tribe recount the one-sided battle that they
waged here. After some passing boatmen
made crude remarks, a few of the women
Preferred Roaming Grounds returned with some of their own. Angered,
Temperate forests with nearby water one of the men took aim at the women
sources are desirable to the Crimson Water onshore and let an arrow fly, striking her. In
Children. The sizable game gathers in these return, the clan let loose a hail of arrows,
areas, and resources are plenty. The clan bolts, and bullets. Those who survived the
tends to hunt while traveling more than initial volley quickly paddled away. The
around camp. So, they pass through these cowards attempted to flee the scene and
areas more than stop within them. were shot dead, one by one. Their remains
Settlements may be passed through, or were dumped into the lake, the boats sunk.
nearby, for trade. This may also be done to Celebration - A favorite locale for the
leave a trail for returning members to find biannual maturation celebrations. This is a
the main group. small glade bordering several ponds and a
108
hot spring. The pools of water are perfect for Enemies - Bandits, monsters, and other
bathing in both summer and winter. Local creatures who pose a threat to the tribe are
wildlife has learned not to get too close treated without mercy. When the battle has
when the clan members are present. Semi- been decided, almost no survivors are
permanent structures have been built along allowed to remain. Even those who
the grounds due to regular visits. These surrender are executed. If their enemies
partially buried hovels stay cool in the heat have a fortified base, the tribe employs
and retain warmth in the chill. rudimentary siege tactics. They can wait out
enemy forces for weeks on end. Most
individuals prefer to simply storm the
Seasonal Camps construction and engage in hand-to-hand
The clan does not follow any additional combat, however. On the rarest occasion,
rules when it comes to camping in different young girls may be spared and taken in.
weather. More furs are worn in winter, but This is based purely on the matriarch’s
the locale, camp setup, and lifestyle do not judgment. If this is done, the child is not
change all too much. Large deer and rodents free to play with the other children but is
are still available for hunting; trees can be expected to work amongst the women to
felled. All manner of crafts can be done prove their worth. Because the matriarch is
within the relative warmth or shade of their the only one who can spare a child, she is
yurts. Water features continue to be sought often the one who adopts the child into her
after. Life gathers around water, which line. If the child proves unyielding to the
makes these areas easy hunting grounds. command of the leader, they may be given a
Increased travel amongst other populaces in small pack of goods and set loose in the
the summer does affect the clan’s wilds. There is no bravery in killing a lone
encounters with other wanderers and child. Should she have the strength to
traders. One thing that may change is how survive, she is worthy of being an enemy to
the clan prepares for trading. In the colder the tribe. A later meeting will likely involve
months, fur, lard, and waterproofed apparel spilled blood.
are popular. During the travel-filled days,
filled water vessels, dried meats, and raw
resources are happily exchanged. Attitude
The end and beginning are the same. They
take each day as it presents itself, and
Interactions create plans only as needed. The matriarch
Travelers - Fellow wanderers are regarded has absolute rule, but a duel can take this
as outsiders, but trade is usually welcome if leadership at any point. She must create a
sought after. The Crimson Water Children balance between destruction and creation,
do not like those who came too close or rage, and diplomacy. Strength is a
regard their number as a novelty. Lessons necessary attribute for all, as every creature
in manners may be granted via warning must fight for their place in life. One thing
shots to those who wander too close. Those that is not tolerated amongst this tribe is
who do not make their intentions known the use of magic. Even if used for their
may be followed and watched from afar until benefit, the leader tells young spellcasters to
they prove to be of no threat. Magic users make a choice. They can keep their magic or
are shunned, as magic is associated with their tribe. Mothers may leave young
death to the tribe. sorceresses in villages with male siblings
and sires. Even magical weaponry is
Settlements - Trade with the towns and shunned. Passive abilities can be
villages the clan passes is important. acceptable. Sentience and activated abilities
Masterwork weapons and other metalwork are abominations to the natural order.
are highly sought after due to their inability
to build a proper forge during travel. Most
settlements are happy to trade with the Demographics
tribe, as they provide large quantities of food
and resources. Occasionally, a dispute will The clan has around 450-470 members, not
occur between a sire and mother over their counting those abroad seeking a mate. All
child. The argument is settled as peacefully members are trained as barbarians. Some
as possible, and that particular village may families have different traditions and
be avoided in the future. This is one reason fighting styles they pass down. Racial
why mates are sought after in faraway composition is quite varied. Some lineages
places where the clan doesn’t roam. are clear, such as the dragonkin, half-orcs,
109
and humans. Some keep their history a
secret, such as the lycanthropes and other
Crimson Water
cursed humanoids. The child population Children NPCs
tends to be around 40% of the tribe. The
maximum age with the clan depends on the Ah’aut Ka’all
longevity of one’s race but is around 55 for Quote: “My priority is my sisters, my clan,
humans. Elders who can no longer keep up my family.”
with the tribe may be asked to stay behind
at the next village they pass. Physical Appearance: Standing very tall,
Ah’aut is a fair few inches over six feet in
height. Her hair is dark and often kept back
in neat braids that are decorated with pieces
Important Figures of skeletons from kills or ornaments from
Ah’aut Ka’all - The balance of chaos is kept the children of her clan. These braids are
by the clan matriarch. The current head of quite short, the folding of the strands
the Crimson Water Children is Ah’aut Ka’all. ending around her shoulders so the rest of
She is a ferocious storm of energy, ready to her very long brunette hair can billow and
tend to any matter at any time. Now in her move much like a lion’s mane might. She is
early forties, she knows someone will soon showing signs of age, solidly in her forties
take her title from her. Three of her seven now she has harsh lines across her forehead
daughters show promise in having the and between her brows. Though she is not a
strength necessary to defeat her. Ah’aut is woman that often shows weakness and
not bitter about this knowledge but proud of worry, these lines are prominently drawn by
her progeny. She hopes that their inner contemplation. She has a tattoo on either
strength will also stand up in decisions of cheek of a vibrant blue triangle pointing to
diplomacy and war. the corners of her mouth and tipped with a
Ahf’ep - The eldest daughter of Ah'aut, is blood red arrow, seemingly made of actual
currently four months pregnant with her blood.
third child. She is doing her best to Personality Traits:
convince others within the tribe to not
challenge her mother. This is her goal until ● Stoic ● Calculated
she is fit to enter the challenge herself. At ● Steadfast ● Reliable
times, she has stooped sowing rumors as a ● Trustworthy
distraction. Motivation: Keeping her people safe drives
Fi’eht Di’ehn - A member’s strength comes, Ah’aut every day. However, as important as
in part, from her connections within the that driving factor is, with age she has
tribe. No one is better connected than Fi’eht begun to change her needs and her ways.
Di’ehn. Along with her five daughters, she What motivates her the most is her legacy.
provides much of the prepared hide for the Her children are growing and improving.
tribe. Her deft hands work through well- She sees a lot of her youthful strength and
practiced motions quicker than anyone else determination in them. Though she knows
in her pod. When she finishes her portion of she will not live as the matriarch – or at all –
the work, she partakes in decorative crafts. much longer, she is motivated by the
She often designs and decorates clothing, knowledge that someone of her bloodline
tents, bags, and everything else made from will take her place and lead like she once
skin. These decorated trinkets are often did.
gifted to earn favor amongst the various Occupation: Clan Matriarch
pods. Should she need, Fi’eht may be able
to call in enough favor to pass any judgment Skills/Feats: Slasher & Sentinel
she chooses. History: The third child of her mother’s
In’re Hu’ren - Extreme luck and skill seem legacy, Ah’aut was not expected to take the
to surround In’re Hu’ren. In reality, she is a role of matriarch. In fact in her earliest
cleric serving the Goddess of Life. She keeps years she saw her mother challenged
her divine magic hidden from the rest of the regularly and wept as she dragged herself to
clan as best she can. Small miracles are their tent and allowed only one person to
performed to help heal the wounded, tend her wounds. It took a few years of
disguised with unnecessary gauze and development and exposure for Ah’aut to
poultices. When she can, she stocks up on understand that this was the way things
plaster to put casts on larger injuries. were. Her mother never tried to hide the
reality from her and as she aged, trained,
110
and matured, she was made aware that her Personality Traits:
path was to follow in her mother’s footsteps. ● Irritable
Her two older sisters had taken to other ● Aggressive
parts of the clan and saw no need to lead
but Ah’aut was a fighter, a warrior, and ● Haughty
most importantly? A protector. She grew to ● Self-righteous
fall beautifully and brutally into the role of ● Manipulative
matriarch, have many of her own children,
and age as gracefully as one might expect
from a matriarch of the Crimson Water
Children.
Stats: STR (20), DEX (12), CON (18), INT
(13), WIS (17), CHA (9)
Proficiencies: Strength Saving Throw +9,
Constitution Saving Throw +8, Athletics +9, Motivation:
Perception: +7 Despite doing
her best to hide
Class & Level: it, Ahf’ep’s
Barbarian Lvl 9, motivations are plain.
Path of the She has every intention of taking over the
Storm Herald clan from her mother the second she is able
to withstand the combat. She is biding her
time. Every day carries her closer to the
birth of what she is regularly praying is a
daughter. She has trained almost every day
for her entire life to not only be a warrior
but also the matriarch of the clan. There are
younger sisters that could challenge their
mother in Ahf’ep’s place if she does not
recover fast enough but it would bring her
great sorrow and she would ultimately
challenge her own sibling for the title which
would cause discordance in their family and
she does not want that.
Occupation: Matriarch’s daughter, hunter.
Ahf’ep Ka’all
Skills/Feats: Savage Attacker
Quote: “It is my honor and my right.”
History: From as long as Ahf’ep can
Physical Appearance: As the eldest child of remember, she has expected to be one of
Ah’aut, none are surprised to see how tall many. Her mother remains one of the
Ahf’ep stands. She is slightly shorter than greatest warriors that the Crimson Water
her mother, not quite reaching a full six feet Children has ever seen. With many siblings
tall. Her hair is just as dark but kept tightly following in her place, she has not only been
braided on one side of her head and allowed a woman baring expectations but also
to fall free and long on the other. Most of responsibilities. Her mother has an entire
her body is defined and muscular but as of clan to care for so a lot of tending to her
late there is an ever-growing bump on her siblings fell onto her shoulders. There is a
abdomen that alerts many to her pregnancy. lot of love between Ahf’ep and her siblings –
She is actively maintaining her physique to primarily her sisters. She cares deeply for
the best of her ability and within the them and does not even remotely resent the
guidelines that the clan physician gives her. position she is in. If anything were to
She is often circled by a large, snarling happen to her she would take great pride in
black wolf that keeps itself low to the these people taking her place.
ground and has grown more aggressive in
the passing months as the creature seems Stats: STR (20), DEX (10), CON (19), INT
to know that its minder is with child. She (18), WIS (14), CHA (8)
has similar tattoos to her mother and Proficiencies: Str. Saving Throw +8, Con.
siblings in style but has chosen all red and Saving Throw +7, Athletics +8, Survival +7,
vibrant streaks above and below her eyes Class & Level: Barbarian Lvl 7, Path of the
instead of covering her cheeks. Beserker
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Fi’eht Di’ehn clan, she only speaks to the sister. What
Quote: “You watch and you learn, I am the came of her brother is lost to her and she
teacher you need.” learned very young not to ask questions of
the fate of the males born from the Crimson
Physical Appearance: One of the bloodlines Water women. She is one of the most
within the clan that has the darkest of skin proficient craftswomen within the clan and
tones, Fi’eht is the eldest of the Di’ehn teaches her craft to anyone that will listen.
family. She is of average height and slim Many are surprised to know that she has
build that is bulked out deceptively by never had any interest in the position of
layers of leathers and furs. These garments matriarch and instead
are worn even in the warmest of weather she acts as a
and she seems unbothered by any heat or confidante for
cold even if the rest of the clan whoever is
accommodate for the surroundings. She has actively holding
long dark hair that is often greasy and the position.
knotted, slicked back from her scalp to fall Her sway is
loosely as the grease dies out the further strong and
away the hair is from the root. Some she will turn
strands are intentionally tied in beautiful tides to
knots, woven feathers and strands of dyed make
leather into the hair. Tattoos of vibrant people
whites and silvers adorn her arms starting listen if
at the wrists and ending on the inside she
crease of her elbow. Through a heavy brow needs
however is her most noteworthy feature, to.
vibrant green eyes that almost seem to glow
against the deep skin tone and harsh stare.
Personality Traits:
● Selfless ● Patient
● Maternal ● Resilient
● Reserved Stats: STR (17), DEX (12), CON (18), INT
(20), WIS (14), CHA (10)
Motivation: If you spend a long time
speaking to Fi’eht you might never truly Proficiencies: Strength Saving Throw +6,
know what motivates her. She seems Dexterity Saving Throw +4, Survival +8,
endlessly patient, calm, and interested in Nature +8, Medicine +8
every being that crosses her path. Unlike Class & Level: Ranger Lvl 3 Beast Master &
most people it seems that Fi’eht’s Barbarian Lvl 2
motivations are genuinely selfless. She
wants nothing more than to see the clan
and the people she loves succeed and thrive. In’re Hu’ren
She wants to pass on her knowledge to the Quote: “You’re lucky this wasn’t worse. I
generations that will live on. She wants to can only fix so much.”
plant the seed of kindness and compassion
in those with a jagged shell. She wants Physical Description: Standing about five
everyone to know that you can lead, rule, feet and six inches tall, In’re is a woman
and pull influence without brute force and that presents somewhat more feminine than
to be very honest, she wants people to the rest of the clan. She is slim but toned
recognize her influence for what it is. with muscles that she clearly uses to
survive more than to fight. Her hair is
Occupation: Elder & Craftswoman striking blonde, sticking out among the
Skills/Feats: None crowd of mostly brunettes and other dark
shades. She keeps the strands of hair that
History: Born into the Crimson Water would otherwise frame her face pulled back
Children, Fi’eht is the epitome of what into thick braids to make sure her vision is
makes a woman in this circumstance never obscured. Around her neck is always
strong. She handles the circumstances of two or three ornamental pieces of jewelry
diplomacy much better than many might. that she never allows another to touch,
She has only two younger siblings, one male never removes, and if it should be dirtied
and one female and as is the way of the she takes the time to immediately clean it.
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Her eyes are always smudged with dark soot when she found her again there was a spark
and grime to reflect the sun away from her of love that she never knew she could feel. It
gaze, also making the pearly blue irises became abundantly clear to In’re that she
stand out more boldly against her fair skin. needed this family and she loved this
Strong elven ears poke out from underneath woman. She was prepared to spend the rest
her hair. of her beloved’s life by her side. Thankfully
the woman still lives – Dre’na Hu’ren – and
Personality Traits: they are a pair that keep no secrets from
● Dedicated ● Secretive one another. In’re knows that sharing her
magic with her wife means that she is
● Studious ● Intelligent putting her in danger but that also means
● Compassionate that if something were to happen, she would
never truly be alone.
Stats: STR (17), DEX (12), CON (18), INT
(13), WIS (19), CHA (12)
Proficiencies: Wisdom Saving Throw +7,
Charisma Saving Throw +4, Perception +7,
Insight +7, Medicine +7
Class & Level: Cleric Lvl 4, Life Domain &
Barbarian Lvl 2
Dre’na Hu’ren
Quote: “Your secret is safe with me, child.”
Physical Description: As one of the tallest
members of the Crimson Water Children,
Dre’na is nearly seven feet in height. Some
whisper that she might have some goliath in
her bloodline but she doesn’t know enough
Motivation: Little is known about what about her genetic family to answer the
motivates In’re but she would always say question with certainty. She is incredibly
that her motivations are to help and to heal. pale and in the winter has a tint of blue to
Very few members of the clan want to take her that she attributes to the cold that often
the role she has upon themselves and even breathes on bare skin because she keeps
fewer will ever realize why. She wants to her arms out at all times, muscles tensed
help but above all else she wants to keep and scarred from years of combat. She has
her means a secret. She keeps most people a straight and stark black tattoo that starts
at arms length and because of the nature of on the inside of her lower lip, dead center,
her clan, they accept it without much and drops down her chin and throat to end
thought. She will always drop what she is and extend over both collarbones. Dre’na’s
doing to tend to the wounds of those she hair is stark white and shaved on both sides
loves and values but keeping a secret is the of her head but the long ponytail of hair on
biggest thing in her life. She loves this clan the very top falls all the way to her waist
and knows that her magic might make her and is tied off with a strong and thick piece
lose it. All of it. of silver that is bent into an ornamental
Occupation: Healer bow.
Skills/Feats: Healer Personality Traits:
History: A wanderer, In’re was once ● Protective ● Reactive
Siobhan. She was found abandoned in a ● Honest ● Dedicated
village, a single elf on her own. Though she
was already in her thirties, her elven ● Fierce
bloodline and life expectancy meant that she
was still very young and had a lot of life in Motivation: Dre’na is the picture of a
“typical” Crimson Water woman. She is
front of her. She found herself drawn to motivated by strength, ferocity, and family.
these women that came and went and when She wants to get stronger with every passing
one extended a hand to her she took it. The day and though she would never breathe a
woman that drew her into the clan was lost word of interest, she does desperately want
among the masses in their movement but to challenge the matriarch for the position.
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The only thing stopping her is knowing that
In’re would be destroyed if she were to fail
Dreadrotter Tribe
and die trying. The reason she does want “They Mistake Size with Strength”
the position however is also for In’re. She Alignment – Neutral Evil
wants her beloved to be able to use her
magic openly and to change the way the Insignia - Foam spilling forth from a
clan views such a thing. cracked egg
Occupation: Warrior The Dread Rotter Tribe was originally based
at the bottom of a mountain. This was,
Skills/Feats: Great Weapon Master unfortunately, a dormant volcano that
History: As long as Dre’na can remember eventually erupted. The subsequent
she has been a part of the Crimson Water destruction forced what remained of the
Children. She has lived and breathed the tribe to seek a new home. While searching
tribe for all of her life. When she was old for a sustainable area, raids were conducted
enough to understand and remember her on passing travelers in order to gain food
place in the world, her mother was long and supplies. The success of such actions,
gone – a challenger to the matriarch that and difficulty finding a suitable place to
failed and she was handed to a surrogate to settle, led to the roaming pattern the tribe is
be raised as gently and kindly as they could known for today.
manage. Her mother’s legacy was never
smeared or talked down upon. She was a
good woman with a good heart and even Description
better intentions. Dre’na asked very few Due to selective breeding for size and
questions but was still given many stories of strength, these goblins are of above average
her mother’s exploits. It seemed the woman height and physical prowess. They can
was a great warrior that would be proud to reach a height of almost five feet, but
see how her daughter had grown. She has average closer to just over four feet. Stocky,
continued to travel with the clan, taking muscular builds are common from daily
mates occasionally but often skipping the exercise routines. Their skin leans into
ritual cycle. Upon a stop in a village she met warmer tones, ranging from a honeyed
a young woman that was just as lost as she brown to a ruddy pink. These goblins love
felt and dragged her into the fold, giving her decorating themselves with the valuables
a family and falling in love. In’re was and they take from passing travelers and
forever will be one of the most important caravans. Rank and military success is
things in Dre’na’s life. shown by the layers of jewelry that these
Stats: STR (20), DEX (9), CON (18), INT (16), goblins stack around their necks, arms,
WIS (12), CHA (10) hands, and ankles. The excess of such
jewelry acts as armor for many of the more-
Proficiencies: Strength Saving Throw +8, decorated individuals. Several stolen holy
Constitution Saving Throw +7, Athletics +8, symbols and amulets have cracked from the
Survival +6, unholy acts of these goblins. The otherwise
Intimidation +3 ramshackle set of equipment these goblins
Class & Level: wear is mismatched and improperly sized.
Barbarian
Lvl 5, Path
of the Events
Ancestral When the tribe had grown to a considerable
Guardian size, they decided to raid a small town. This
went extremely well, so the goblins raided
another. Again, success. Then another. By
the third settlement, however, word had
reached some of the more powerful factions
of the area. Several adventuring mages and
armed guards were dispatched to take care
of the goblin threat. These troops wiped out
a large portion of the tribe during their siege
of the town. The few remaining goblins
barely escaped with their lives. Since then,
the Dread Rotter goblins have avoided
permanent settlements. They still hold a
114
grudge and are waiting for the right alliance adventurers with the tribe’s blood on their
to destroy those who hurt them so. minds. As such, they avoid hitting up the
same area multiple times in one season, or
at the same time each year. The tribe has no
Celebrations qualms venturing into new territory, often
following established trails from a distance.
Besides the nights of celebration after a If the weather or surrounding area provides
successful ambush, there are few days that a challenge, they depend on the passersby
those of the Dread Rotter Tribe observe. For for adequate gear to overcome them. If
a week out of the spring, the goblins will travelers and animals can’t be found within
relish in their luxuries. Fine food and drink the first few days of searching a new area,
may be saved for this occasion, valuables they will turn back to avoid risking
may be polished to appear shinier, and starvation on a futile venture. Even if
contests of strength may die down for a prosperous, the goblins will avoid exploring
period as the members save their strength. for longer than two weeks in a new area.
During this almost divine festival of revelry, Over the following months they may return
many courtship proposals are given, and and explore further to extend their range.
young goblins may be formally recognized as
full-fledged tribesmen. Competitions of
strength and thievery are held, with
individuals placing various items of value Camping
up as bets. When establishing a camp, these goblins
tend to find a secluded spot near a common
crossroads. They form a square perimeter of
Traveling traps to alert them of any approaching
creatures. As the element of surprise is
While roaming through their hunting important, they will rest low to the ground
grounds, viewers can spot these goblins and avoid campfires until after a successful
carrying the bare minimum. Several chests raid. The terrain may be gathered and
and other stolen vessels may be carried to sculpted slightly to help hide the Dread
transport extra food, treasure, and items of Rotter Tribe. Bushes may be uprooted and
use. It is not hard to spot the valuables the placed around the perimeter; small ditches
goblins carry, as it shines on their forms may be dug to hide out of line of sight.
and from the top of such vessels openly. Along the road, several smaller traps are
Sometimes carts and other vehicles are set. These are meant to seem like random
stolen by the tribe. The acquisition of these inconveniences to those who travel along it.
devices is not uncommon, but the voracious After a successful raid, the smell of various
hunger of the goblins leads to their foods being cooked, and mirthful chatter fill
consumption of the livestock needed to draw the air of the camp. Most of the goblins’ time
them. is spent traveling. Their need to move in and
out of areas quickly to avoid too much
attention is responsible for this. Individual
Movements family units are responsible for their own
As raiding often brings stronger heroes out camp equipment, and they risk being left
to defeat the threat, the goblin tribe does behind if they take too long to pack up. As
their best to wander far between strikes. such, individuals are often fairly organized
The average trip time to the nearest in what they carry with them from place-to-
settlement is the maximum time the tribe place. If they have no room for something,
wants to stay in a location. If no travelers they may trade out treasures or attempt to
are spared or escape, they may stay longer pawn off some objects onto others.
as there is less of a chance of word Unwanted or less valuable items are then
spreading. scavenged by weaker goblins or left in the
carnage from whence the new treasure was
acquired. The set-up of camps is as simple
Preferred Roaming Grounds as laying out a sleeping spot and setting up
The goblins prefer to travel as far as they 1-2 traps in the surrounding area. The rest
of the time may be spent hunting, gathering,
can between hits, rotating semi-randomly crafting, and scouting for approaching
between known crossroads. Their main goal wanderers. Coals may be kept burning low
is to hit an area that they haven’t been in for smokeless pits of warmth before an
quite a while, whatever decreases the odds ambush is had. Time spent between
of heavily armed patrols or groups of locations wholly depends on what was
115
acquired from their raids. If plenty of food is scorching summers, special oases and
acquired, the tribe may venture for weeks shaded groves are sought after. Similar
before striking again. If a meager supply is tunnels are dug to escape the heat.
had, they may lie in wait after just a day's Entrances to underground rivers are made
journey. Nearby game may extend the for subsequent drought. During heavy rains,
period in which the tribe roams an area if stilted platforms and tents may be
victims are particularly sparse. Extended constructed to stay out of the water.
periods without any prey may drive the Waterproof skins and clothing are highly
goblins to the perimeter of settlements to valued during these conditions. For wind
pick off farm animals and incoming trade and dust storms, the goblins just try to find
convoys. low ground and some structure or terrain to
part the majority of the gale.
Demographics
The clan has around 450-470 members, not
Dreadrotter Tribe NPCs
counting those abroad seeking a mate. All Coinbrawl
members are trained as barbarians. Some Quote: “I will be legendary. I will be brutal.”
families have different traditions and
fighting styles they pass down. Racial Physical Description: Standing taller than
composition is quite varied. Some lineages most of the other goblins of the clan,
are clear, such as the dragonkin, half-orcs, Coinbrawl has made himself not only
and humans. Some keep their history a noteworthy but intimidating. He has dark
secret, such as the lycanthropes and other hair that is pulled back into neat braids that
cursed humanoids. The child population have tassels attached to add to the loud
tends to be around 40% of the tribe. The swaying and clinking of the coins he wears
maximum age with the clan depends on the around his neck. Those coins are various
longevity of one’s race but is around 55 for colors but primarily golden, as if to show
humans. Elders who can no longer keep up how much he is worth and how much he
with the tribe may be asked to stay behind has taken. He has warm-toned green skin
at the next village they pass. and long pointed ears. The left ear is
missing most of the cartilage towards the
top. His teeth are capped with silver and
Important Figures gold and the ones that aren’t are yellowed
from age, diet, and lack of care. Under his
Coinbrawl - The Tribe champion. He has blunted fingernails is almost always dried
this semi-leader position due to being blood and dirt.
undefeated in combat against his brethren.
His impressive height, standing just over Personality Traits:
five feet, is covered in strings of coin that ● Brutal ● Relentless
clink gently together as he moves. ● Impatient ● Violent
Bloodthirsty and greedy to a point, this
goblin relishes battle and the goods that are ● Impulsive
procured. He tends to take part in the Motivation: Above all else, Coinbrawl is
second wave of the ambush, following after interested in destruction and success. He
the more stealthy creatures make their first thrives in battle. He thirsts for money and
strike. This goblin wants to recruit some blood and will stop at just about nothing to
powerful allies and take out the town of make sure he gets what he wants. All of his
infamy. The weakening push back from motivation is purely selfish. He wants to be
tribe elders is only encouraging his steady known as the best of the clan, the best of
movements closer to the town once more. the goblins, and the legacy people will
Airnoth the Wind Speaker - While this remember. People stepping in his way are
tribe is not well-studied in the ways of very swiftly eliminated. At this point, no one
magic, one of their members has been really dares to challenge him. He will do
receiving the voice of some extraplanar anything it takes to get what he wants.
being. While he will not state this out loud. Occupation: Clan Leader
Airnoth the Wind Speaker believes he is a
Skills/Feats: Squat Nimbleness
117
History: As a child, Coinbrawl was given Motivation: Airnoth is looking to become
very little attention. He was one of many more powerful than he could ever dream. He
children and often got lost in the crowd of has been presented with a gift from a deity
hungry mouths and relentless cries for he will never fully understand the scope of
recognition. His older brothers and sisters and he is looking to use it to his advantage.
were not cruel to him but they treated him Though he is not the strongest or the fastest
much like another responsibility that they of the members of his tribe, he is equally
didn’t ask for, so some resentment was built useful and makes sure that everyone is
between them before he even got a chance aware of it. His connection to the spirit he is
to make a person out of himself. When he unknowingly serving is strong and growing
was finally of age to handle himself, he split stronger. He believes he can harness this
away from his family and assimilated into energy to his own benefit but is quickly
the Dread Rotter tribe. He started as a slipping into the favor and
nobody with no recognition and fought his hands of his patron.
way up to leadership and has no interest or Occupation: Shaman
intention of handing that over to someone
else. He is the leader and has the most blood Skills/Feats:
on his hands and is awfully proud of it. Eldritch Adept
Stats: STR (10), DEX (20), History: As a
CON (14), INT (18), wanderer,
WIS (13), CHA (8) Airnoth
never
Proficiencies: expected to
Dex. Saving become part of
Throw +8, this tribe. He’d
Int. Saving heard stories
Throw +7, about them
Investigation +7, and always
Stealth +8, deemed them
Class & Level: too dangerous to
Lvl 8 Rogue try and assimilate
– Assassin himself into. In time
he was pulled into the
fray, being one of the only survivors of a
Airnoth the Wind Speaker clash between the Dread Rotters and his
own home tribe. They gave him a place if
Quote: “Nature bends to my will, you would only because he showed promise He had a
be wise to do the same.” connection to an arcane force that he
Physical Description: Though most of the couldn’t fully understands or control but it
individuals that live within the Dread Rotter was seen as useful and taken in. In time he
tribe are exceptional in the way of balance has gotten closer to the deity – his now-
and strength, growing to be taller and patron – and seems unaware of the actual
stronger than the typical goblin, Airnoth is consequences of his actions. His deity longs
more “ordinary” in that regard. He has an to escape the plane it is trapped in and be
average build for a goblin, standing shorter the undoing of the material plane. Because
than most of the rest of the tribe. His ears of his cluelessness, Airnoth is regularly
are often tucked under his large, crooked, enabling progress towards this very
dark, and dirty mage hat. He carries a dangerous goal.
gnarled walking stick that used to have a Stats: STR (11), DEX (19), CON (17), INT
gem in the very top but it has shattered and (13), WIS (16), CHA (20)
left nothing but shards of vibrant red
behind. His teeth are sharp and pointed, Proficiencies: Charisma Saving Throw: +8,
jutting in just about every direction one Wisdom Saving Throw +6, Arcana +6,
could imagine – including occasionally into Deception +8, Persuasion +8
his own gums to cause irritation and blood Class & Level: Lvl 6 Warlock – Fiend
dripping down his chin.
Personality Traits:
● Eccentric ● Confident
● Pompous ● Easily-manipulated
● Intelligent
118
Marchale has continued to drink and pick fights just
Quote: “The pain? I don’t feel it.” to feel a mix of nothing and something. It’s
all unclear but she has made it her life.
Physical Description: Marchale is a
relatively tall goblin woman, standing a little Stats: STR (15), DEX (19), CON (16), INT
less than five feet. Her skin is vibrant green (18), WIS (16), CHA (10)
much like the rest of her clan and her Proficiencies: Strength Saving Throw +5,
people. She has many scars all over her Dexterity Saving Throw +7, Investigation +7,
body that are regularly accented with gold Stealth +7
and yellow paints. Most of the time she
covers herself in foils to make herself look Class & Level: Level 6 Monk – Drunken
ornamented and beautiful. Her eyes are Master
vibrant red. The bloodshot comes from
relentless alcohol intake.
Personality Traits: Gronlin
● Fearless ● Excitable Quote: “I’m just doing my best.”
● Aggressive ● Impatient Physical Description: Gronlin is such a
● Alcoholic classic goblin in appearance. He has large
Motivation: ears that are pointed but do fold over. His
Many people height is above average and his body is very
claim to know bottom-heavy. He has wide hips and thick
what it is that legs but much thinner shoulders. His
Marchale wants mouth takes up most of his face, cutting it
but in all honesty, almost entirely in half and being filled with
there is very little jagged teeth that go in every direction. He
concrete. She wears a large pack on his back that is
seems to just incredibly overflowing and very poorly
want to fight. organized. Most of the time there are bits
She seems to and pieces hanging out of it and weapons
want to make ripping the fabric that has been filled and
a name for stitched closed in so many places. His left
herself. It is hand is missing his ring finger and his
a relatively easy middle finger but it doesn’t stop or bother
goal and she does it on the regular. him. He uses his hand entirely as if nothing
There is also a wish for her to feel no pain. is wrong, in fact preferring his left hand even.
She wants to be completely in control of her Personality Traits:
body and not be limited by the pain. Doing ● Nondescript ● Casual
it through the alcohol feels like the fastest
possible way and she is no longer looking ● Resourceful ● Honest
for another process. ● Well-intentioned
Occupation: Fighter Motivation: Gonlin is a
simple man with simple
Skills/Feats: Lucky wants and needs.
History: Marchale was born into the tribe He just wants to be
and has been raised alongside the other happy. Sometimes
children within her generational space. She happiness means
always related more to the kids than her hunting. Sometimes
family. This caused some conflict as she happiness means
didn’t return home to her parents camp fighting. Sometimes
every evening, choosing to stay with the happiness means
families of her friends or wandering to sleep raiding. He likes
on her own. She’s always been very his tribe and he
independent and much prefers to be alone. likes the life he
However, at one point in her life she fell in is living. There
love with a woman that was a part of the isn’t much he
Dread Rotters and died in a raid gone wants outside of
wrong. Taking to the bottle after that, that. His biggest motivation is maintaining
Marchale realized that she felt very little the concept of status quo. He’s happy with
when there was liquor in her system. She what he is and he wants things to remain as
119
they are. There’s no need for change. Motivation: Feawyn just wants to do well.
Sometimes things conflict with his ideal and She wants to see her tribe survive. She
he doesn’t always know how to handle it. wants to see people grow and succeed.
Change is not good for Gonlin. Change is Admittedly, there is a small selfishness
actively avoided if he has anything to say about Feawyn’s wants and needs. She
about it. wants the Dread Rotters to be the best of
Occupation: Clan member the best. She wants people to fear them. She
has no intention of undermining Coinbrawl
Skills/Feats: None but she does question what he says and she
History: Born into the tribe, Gonlin has wants to keep him in track. They have a
always been a middle of the pack kind of very back and forth relationship that she
guy. He hasn’t ever done anything incredibly wants to foster and to be honest? She has a
important but he has managed to make small lingering emotional attachment to
himself useful. He was a twin, though his him. She likes him. She likes him a lot.
brother died in a raid not long after he was Their nature however has them clashing
old enough to begin fighting. Gonlin was and she would like to be closer than she
slightly better at fighting and he does still go really is. Not just for power but because she
on the raids but prefers to go in the first cares about the tribe.
wave because he is not as sneaky or fast as Occupation: Elder & Ranger
the second wave is. When they aren’t
actively raiding he is normally the cook and Skills/Feats: Sharpshooter
likes to gather animals around to make History: Feawyn is one of the members of
meals that are somewhat uncommon for the tribe that has been involved the longest.
goblins. He takes great care and enjoys the She was born into a family with two very
process and people appreciate it and him. prominent parents and they both died in a
He has no remaining blood relatives and he raid together very far into their lifespan. She
is quite close with one of the elders of the was approximately fifteen years old when
clan but doesn’t call them his family. they died and as such, she was ready to be
Stats: STR (10), DEX (16), CON (12), INT her own person. She wanted nothing more
(12), WIS (12), CHA (8) than to make her parents proud even
though they were gone. She has done that.
Proficencies: Dexterity Saving Throw +6, She trained as a ranger because she didn’t
Intelligence Saving Throw +3, Stealth +6, want to be in the very front of the chaos.
Sleight of Hand +6 She knew that she would be able to survive
Class & Level: No class longer and offer a lot more to the group if
she was from a distance. Her crush on
Coinbrawl has grown with every passing day
Feawyn Bronth as he tends to fight in the second wave with
Quote: “I do not miss.” her. She’s saved his life more than once and
Physical Description: Feawyn is very tall the passing flirtation is not dying off.
and slim, even slightly taller than the leader Stats: STR (10), DEX (20), CON (17), INT
of the group. She has teeth that are (15), WIS (18), CHA (10)
sharpened and interlock but are off-center
very intentionally. Her face is quite short Proficiencies:
and wide with two short ears that are Str. Saving
pointed and meant to keep up a hat that Throw +3,
she wears. In that hat are various feathers Dex. Saving
all pointed together like a bouquet of Throw +8,
flowers. Her fingers all have rings on them, Stealth +8,
on both knuckles. She has a septum Acrobatics +8,
piercing and two piercings in each of her Perception +7
ears. Down her left arm are a series of Class & Level:
tattoos that are almost always exposed only Level 6 Ranger
to be covered by an archery guard on her – Gloomstalker
wrist and palm. She wears exclusively
brown leather of various shares and tones.
Personality Traits:
● Cocky ● Competent
● Independent ● Haughty
● Boisterous
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Ebonmorass Tribe cease and healed some of the tribe’s
wounded. Then, he coerced the tribe’s
“We Are But Meat” leadership to listen to him speak. During
Alignment – Chaotic Good this conversation, he revealed his true form.
It is said that the muses of virtue
Insignia - A Black Leaf with Copper Veins themselves spoke through the dragon and
Ambush predators, these lizardfolk were imparted the drive towards good in the
once one of many terrorizing the swamp lizardfolk. Others say he simply threatened
where they originated from. They used to the leaders with their utter destruction to
bow to attack from the tangled branches of turn them from their path. Either way, the
wetland trees, keeping distance and staying tribe had a newfound respect towards good
well-hidden from passerby. Then, a black and upholding it within their own
dragon moved into the area and quickly community.
took the lizardfolk under her wing. The
chosen tribe became known as the Ebon
Morass, and the dragon they worshipped Celebrations
entertained herself by pitting them against During the early spring, the creeks and
other tribes. One day, the dragon rivers swell with icy torrents. This increase
disappeared. Perhaps bored of the area or in water flow comes from melting ice and
slain by some up-and-coming hero. The snow upstream. At the edge of running
tribe continued doing what they knew how water, the tribe celebrates the holiday of
to do. They attacked settlements, stole Arton-slin in the spring. Individuals brave
treasures, slaughtered anything they came the icy waters for a short, invigorating bath.
across and ate their flesh. However, the This represents the cleansing of the
ways of the tribe would soon change. lizardfolk, in body and mind. It prepares
them for the next year, and marks the
beginning of their year. It marks the adding
Description of another year to an individual's life. After
Overall, the lizardfolk of the Ebon Morass the plunge, the Ebon Morass warm up by a
have stocky builds. Their arms are toned bonfire and eat roasted meats and charred
from drawing back their signature bows, root vegetables. In the light of the flames,
and their legs are strengthened by constant they recount deeds of years past for the
walking in their day-to-day activities. Cold- younger folk to remember.
blooded, their temperature tends to closely
match that of their surroundings. This
greatly influences their drive to change Traveling
locations in different seasons. The members While moving, the lizardfolk appear
of the Ebon Morass have strangely somewhat disorganized. Individuals carry
iridescent scales. When clean, it is said that odd bundles and their carts seem oddly put
their hide shines like precious gems or together. They follow no determined line,
colored pearls. As the tribesmen age, their moving around one another like a crowd
scales start to lose this luster. Another rather than a parade. Children play around
peculiarity is the constant upward twist to the group, running around and causing
their mouths. This can give the impression chaos as adults chide them for spooking the
that the lizardfolk are smiling when their beasts of burden. Hunting and gathering
faces are at rest. Many oblivious merchants parties may come and go throughout the
have been disappointed when their ‘deals’ march, with no set schedule to their
were not being taken as well as they movements. They are at home on the road
thought. as much as in camp. Garments are patched,
food is dried, and minor repairs are made
within the carts.
Events
The wanton destruction and attacks on
passersby put a large target upon the Ebon Movements
Morass. A party of adventurers was tasked The areas that the Ebon Morass traverse
with wiping them out or driving them far stay fairly consistent from year to year. They
away. Among them was a copper dragon travel with the seasons, moving to warmer
disguised as a human who went by the climates in the winter and colder in the
name of Tayll. After the initial attack on the summer. Head shamans are tasked with
lizardfolk, Tayll called for the fighting to reading the land and determining if a place
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can support their community for a couple of approaching. Local wildlife, a small forest,
months. Should a usual campground be and clear spring provide everything else that
considered ecologically fragile, they take no the tribe needs. Unfortunately, this area
mind in moving to a better-suited locale. was also discovered by an orc tribe that had
The tribe follows established paths for their an ettin in tow. It has been quite some time
carts. Travel between campgrounds takes since the Ebon Morass have been able to
around a month of wandering. During such camp in the area.
travel, the tribe may stop at the edge of Frous Skuaor - The main feature of this
villages to trade or hear news of the area. campground is a shallow cave fifteen feet off
The distances traveled could take a much the ground. From its mouth, there is a good
shorter time. Yet, the unfocused movements view of the surrounding area. Carts are
of the tribe creates many distractions from used to climb up to, and down from, the
their travel. When they finally make it to a cave’s entrance. Small boulders provide
campground, they tend to stay there for the cover for the tribe’s archers. Shots can be
rest of the season. This tends to be around made at anything that approaches from
two months or so, depending on the year. land or air. Large beasts often creep close
from the local quagmire. They can often be
dispatched before they wander too close.
Preferred Roaming Grounds These beasts provide food for the tribe
Areas sought after for camping include without the need for a hunting expedition.
highly defensive highgrounds with plenty of
surrounding resources. These areas must
be large enough to fit at least a quarter of Seasonal Camps
their population within the well-defended The lizardfolk move with the seasons. Often,
central ring. Beyond that, most lizardfolk they move around the same time as the
listen to what the shamans say in terms of equinoxes and solstices. Should inclement
finding strong lands capable of supporting weather prove that an area is unsuitable,
them. If an area has established a fearful they may continue to move. This can cause
reputation, the lizardfolk will avoid it to the a stuttered march until a more hospitable
best of their abilities. Unless they have a patch of land is found. In the winter, the
stake in the land, or the threat is expanding tribe tends to find a warm valley or desert
through related territories, the tribe tends brushland to rest in. Once, the tribe
not to dive into unnecessary fights. Land is managed to pack their members into the
everywhere, it is not worth losing a life over. barn of a local farmer. He was kind enough
to provide them shelter against the freezing
winds in exchange for labor. In spring, a
Camping high lakeshore may be sought after. Young
When setting up camp, the lizardfolk take a animal life can be seen gathering at its edge
defensive position. They will often try to find and growing more independent. During the
a solid surface with a good view of the summer, marshlands and wet creek beds
surrounding area. Minor fortifications may are prized for the ability to keep cool. Clay
be built along the perimeter in more vessels are often allowed to bake in the
dangerous areas. These tend to be summer sun. Sometimes temporary kilns
structured from local resources or wagon are constructed to fire crude pottery.
parts. An area no larger than 120 feet Autumn is spent gathering and preserving
across tends to be more heavily fortified. It foods in preparation for more meager
is within here that different tribes folk sleep winters. The tribe prefers natural fields with
and the children are watched over. Outside lots of animal life at this time.
the camp grounds, small pit traps may be
constructed to capture unwanted guests
and alert the guard as to approaching Interactions
bands. Travelers - Outsiders are not inherently
treated as enemies, but may still be met
with passive hostility. Lone individuals who
Common Camp Sites are deemed harmless may be allowed within
Anere Rais - This hilly lowland is regarded the tribe and given aid should they need it.
as one of the clan’s favorite resting spots. Outcasts with no journey or home in mind
Specifically, a rocky outcrop acts as walls may be integrated into the tribe’s way of life.
for the clan to camp within while also In this case, the lizardfolk gradually warm
keeping an eye out for anything up to them until they are viewed as family.
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Even groups that the lizardfolk have called they believe in diligent action. When you do
enemies in the past can be redeemed in something, you should do it with a purpose
their eyes. If they have been decimated to a in mind. In terms of their view of wildlife,
pitiful enough existence, the tribe may take the lands are there to be used and
in those who remain. harvested by those who roam them. The
shamans may contribute to the growth of
Settlements - Because of their rocky the land, but it is not a priority to replenish
history, the tribe avoids major contact with it. Should disaster threaten an area,
most permanent settlements. Smaller however, the tribe may step in to protect it.
villages that pose less of a threat are more
approachable for trade. They are also less
free to rebuff trade simply because of the
lizardfolks’ cannibalistic tendencies. Some Demographics
of the villages have even traded convicted The population of the Ebon Morass sits at
criminals to the tribe as if they were just over 500. About 10-20 members of the
livestock. The lizardfolk have allowed some tribe are full-fledged shamans at any time.
of these individuals to join their ranks, Most of the members of the tribe are
much to the chagrin of their town of origin. lizardfolk, but approximately fifty other
The athletic builds and large workforce of humanoids have joined their ranks. Around
the lizardfolk have led to deals between the half of these outsiders are acknowledged as
tribe and villages for short-term full-fledged members. The rest are working
construction work in exchange for various as indentured servants or are not
goods. completely trusted yet.
Enemies - With small parties who wish to
do them harm, the lizardfolk take no issue
with slaughtering them and consuming Important Figures
their flesh. Larger troops may be avoided to Motey-Mist - The head shaman of the tribe,
reduce the risk of harm for their own. is somewhat considered to be the leader of
Groups that they may have clashed with in the Ebon Morass. By that, the tribe’s elders
the past may be treated with mercy should acknowledge and account for his opinions
they truly be repentant. Over the years, and worries. He is a younger member of the
several members of various extinct tribe, being in his early twenties. His innate
warbands have been adopted into the Ebon knack for natural magic and divine
Morass. This is usually preceded with a communion has exalted his position.
period of indentured servitude to watch over Competitive by nature, he often engages the
their actions and have them work off the other shamanistic practitioners in petty
sins of their past life. Should it be contests. All this for an attempt to prove his
necessary, the tribe may go to battle against own magical ability. This can lead to slowing
another group. This is done when there is the group’s travel by creating new hazards
no other choice for the tribe. If a group has before them. Exhausting the tribe’s arcane
moved to cut off the travel route of the tribe, repertoire before a trial may also halt their
the lizardfolk may need to cut through the progress.
offending creatures. When possible, the Tir Lash - Several non-lizardfolk have been
Ebon Morass will try to get another group to ‘adopted’ by the tribe. Of these, a young
come to them, establishing a well-defended tiefling has excelled in her wild magic
area where they can pick off approaching sorcery. Cast out from a village as a
troops. demonic child, Success was taken in and
raised as a member of the tribe. The
capabilities of Success have been utilized in
Attitude many situations where the shamans’ magic
This group of lizardfolk tends to be abrasive could not help. This has earned her a high
towards other cultures. They live by their regard by both elders and leadership of the
own codes, which can be confusing to an tribe. This connection has muddied the
outside perspective. Stubborn in their ways, relationship between the tribe and the
they get frustrated with outsiders who village of Success’ origin, however.
cannot understand them. A third party to
all, this tribe pays no heed to the political
climate of other nations. They pick no side
except their own and may shelter fugitives
who they deem harmless. While they have
no urgency to their tasks or movements,
123
Ebonmorass Tribe NPCs of the two, his mother claimed that he was
blessed by something she couldn’t fully
Motey-Mist comprehend. The magic manifested in him
Quote: “A challenge is a challenge, child.” quite young and he has been actively
practicing it since he realized what it was
Physical Description: Like most of the and how to have some moderate control
Ebon Morass tribe, Motey-Mist has a typical over it. His capabilities were unmatched and
lizardfolk appearance. His legs are strong the competitiveness that he might have
and his arms slightly thinner than the rest otherwise had to burn off with his twin was
of the tribe as he is not regularly engaging transferred to other people around him. He
in archery or physical combat. He has a pokes fun and picks small competitions to
white skin tone around his face but is people that aren’t always looking to prove
accented by black – including a crown-like themselves just so he can prove himself. He
boney protrusion that is covered by dark has risen through the ranks of the tribe
scales on the very top. He is well above quite quickly and is a confidante for most of
average in height and towers over most of the elders.
his clan in an attempt to appear imposing.
His eyes are vibrant yellow and often Stats: STR (9), DEX (16), CON (15), INT (18),
narrowed to tiny slits. He wears dark and WIS (16), CHA (10)
cool toned robes and traveling clothing Proficiencies: Intelligence Saving Throw +7,
along with a necklace that has a symbol of Wisdom Saving Throw +6, Arcana +7,
his shaman status around his neck. Medicine +7, Insight +6
Personality Traits: Class & Level: Lvl 7 Wizard – Divination
● Pretentious ● Vain
● Selfish ● Competitive
● Apathetic Alurrie Golth
Motivation: This man seems to be born of Quote: “I fill in the pieces left unfilled.”
an innate need to prove himself. He wants
everyone to know that while others may Physical Description: As one of the token
possess magical abilities and connections, non-lizardfolk of the tribe, Alurrie is a
he is the best at what he does. He expects tiefling woman with a beautiful presence.
people to treat him with respect because of She has vibrant blue skin that varies in tone
what he symbolizes and has accomplished. and shade across her body in such a way
Motey-Mist is incredibly young and wants to that she appears almost like an ombre of
maintain the status he has been given as darkness that becomes lighter closer to her
well as the respect he feels he has earned. heart. She has two large horns that curl out
He wants to be an elder and a leader and in front of her head and point upward like a
though he has those things he will not bend crown of sorts. On her horns she wears
or falter to any questioning beautiful jewelry of scales and flaked opals
of his right to have them. to make the scales pop and pay homage to
He just wants to be the lizardfolk that not only keep her safe but
the best. have embraced her like a member of their
own family. She is not as tall as some of the
Occupation: tallest of her tribesmen but she is above
Shaman & Leader average height for a tiefling woman. Her tail
Feats/Skills: is thin and pointed at the end, often tucked
Poisoner around one of her legs and hidden into the
top of her simple leather boots.
History: As one
of the youngest Personality Traits:
leaders not only ● Considerate ● Inspirational
in the tribe but in ● Patient ● Insightful
the entire history ● Genuine
of the tribe, Motey
-Mist has a relatively Motivation: Really all Alurrie is trying to do
short history. He was is to find her place. She genuinely believes
born a twin that lost that she has done that with the Ebon
his brother not long Morass tribe but searching is never a bad
after they were born. thing. If she can be more certain with every
Always the strongest passing day she considers that a successful
day. She also takes great joy in being a
124
helpful part of the tribe. clothing of gray or brown and various
She wants to be a useful weapons hanging from dark leather holsters
as possible because she on his body. Most of his weaponry is knives
deems the kindness of and sword of differing lengths and upkeep.
their support and His teeth are sharp and seem to retract like
protection to be something a cats claw. He has a much shorter tail as
she needs to repay them he dropped it much like a “typical” lizard
for. She wants to be might. The stunted part is accented with a
useful at all times and few piercings that are connected by dainty
make sure that they chains for appearances.
never regret the Personality Traits:
decision to take
care of her. ● Calculated ● Judgmental
Occupation: Caster ● Dismissive ● Impatient
● Lively
Feats/Skills: Infernal
Constitution Motivation: Most of Tearrok’s motivators
are selfish. He wants to move forward and
History: As an succeed. He hates standing still for too long
outcast of a – and to him, “too long” is much shorter
village, Alurrie than most. He wants to move and see the
tends to avoid world but also he wants to regularly prove
repeating her himself as a capable warrior and protector
history in depth of his tribe. He likes to hunt and currently
outside of holds one of the records for largest game
prodding but brought back for the tribe by a singular
gentle questions from the elders of her tribe. member. It was something to be proud of
She was considered a demonic entity and even if he was reprimanded by the elders for
abandoned by her parents and loved ones in being reckless and endangering himself for
an attempt to atone to the church. She nothing more than pride and attention. He
found the tribe when she was quite young, thrives on that though and will not be
perhaps far too young to really understand dismissed entirely.
what had happened to her and what the
abandonment really meant. She wasn’t Occupation: Hunter
alone for too long and was thankfully still in Feats/Skills: None
good physical condition when they found
her. A female of the tribe took her in and History: A single
nurtured the magic in her. She’s still child to a single
relatively young and though she’s competent father, Tearrok’s
in her magic she has yet to fully understand mother died when
how to completely control it. he was young. He stepped
up to be a member of the
Stats: STR (10), DEX (15), CON (18), INT hunting party as soon as
(13), WIS (15), CHA (19) he was able to pass a few
Proficiencies: Constitution Saving Throw tests by the elders and has
+7, Charisma Saving Throw +7, Arcana +4, taken that on as a part
Persuasion +7, Intimidation +7 of his identity and self
-worth. He still goes
Class & Level: Lvl 6 Sorcerer – Wild Magic out on raids and
hunts as often as
he can – growing
Tearrok incredibly
impatient if he
Quote: “Nothing a blade can’t solve.” is asked to sit one out
Physical Description: Though Tearrok is or remain for any reason.
relatively short, he is lanky and cuts an Stats: STR (11), DEX (14), CON (14), INT
imposing figure. He is all black with a long (15), WIS (12), CHA (9)
mane of scales that sits flat in a way that
completely obscures and hides his neck. He Proficiencies: Dexterity Saving Throw: +4,
has a few eye-like patterns of blue and Nature +4, Stealth +4
yellow on the folds of those loose pieces of Class & Level: Lvl 2 Rogue
skin. He always has on some sort of simple
125
Cherran as loving as the lizardfolk really can be.
They wanted what was best for him and
Quote: “Its best just to ask me before you they still live on to this day. They are
assume, okay?” progressing towards elders and make it
Physical Description: One of the largest seem easy to get along with everyone. They
lizardfolk of the group, Cherran is not only a are well liked and as such, Cherran was as
notable figure but one of the most vibrant. well. No one actively dislikes him but he
He has a very top-heavy body that is doesn’t let anyone close enough to really
covered in bright yellow-green scales that know him and because of that a few people
are painted varying primary colors so he do genuinely not trust him. He has made
looks something like a bird of paradise. He good on promises to protect the tribe and
has a pliable mohawk of scaled spikes down primarily the children of the group. He is
the top of his head and down to between his called upon to mediate physical fights like a
shoulder blades that he does also paint as referee or even asked to sit in on council
vibrantly as he can. He walks with a slight meetings to be sure that everyone is being
limp that leaves people to believe that he fair and considerate to one another. His
might have one slightly shorter leg than the opinion is infrequently asked but when it is,
other (and the left one has visibly less it is often considered.
muscle tone) but no one calls attention to it. Stats: STR (18), DEX (9), CON (16), INT (10),
At the end of his hands and feet are talons WIS (16), CHA (10)
that are kept sharp and shiny as if he
polishes them. He also carries a club that is Proficiencies: Strength Saving Throw +6,
made of a reinforced bull skull. Constiution Saving Throw +6, Insight +4,
Athletics +6
Personality Traits:
Class & Level: No Class
● Mysterious ● Direct
● Blunt ● Vengeful
● Protective
Kraymore
Motivation: Cherran seems to be motivated
by nothing more than keeping his tribe safe. Quote: “Stand back. Just like me.”
He spends every day keeping mostly to Physical Description: Kraymore is one of
himself but interjecting in little fights or the more charismatic of the Ebon Morass
circumstances that would cause drama or tribe. He has a large toothy grin on his face
physical harm. He doesn’t know how to regularly. His legs are strong with his arms
make personal connections and honestly? just as toned. His scales are muted blue-
Would really like to learn. He’s actively green and tan on the underside of his chin
trying to make more reliable friendships and body. There is a large scar that
within his tribe instead obscures his right lower lip and jaw to make
of being relied upon for him look uneven but he seems unbothered.
nothing but back up He is of medium height and has vibrant
or fighting. He wants green eyes that are in stark contrast to his
to be a functioning skin. Almost always, Kraymore has up to
member of the tribe two bows of various sizes over his back and
and considered a one strapped to his forearm. He is never
friend to more unarmed and infrequently wears full
than just a few. clothing outside of a robe to cover important
Opening up is parts of his body and a guard on his wrist
really hard for so he doesn’t slice himself on the draw back
him so he’s not or release of his bows.
actively making
progress on Personality Traits:
this goal. ● Social ● Charismatic
Occupation: ● Joyous ● Smug
Mediator ● Competent
Skills/Feats: None Motivation: Kraymore wants to be liked.
Above all else, he wants people to like and
History: Cherran value him. His motivation is vapid and
was raised by easily attained but he does consider it the
two loving most important thing. As a ranger he is well
parents – well,
126
respected and even frequently called upon
as a member of the team. That is not
Shell Tent Travelers
enough for him though. He needs to be the Good Times Come With the Storm
favorite and have the respect of his elders. Alignment – Chaotic Good
This sort of motivation is easily manipulated
to make him try very hard for people that Insignia - Obsidian Dragon Turtle holding a
can see through his attention and validation Staff
seeking. He doesn’t seem to mind of people The Shell Tent Travelers have wandered the
are using him to their advantage because swamps and mires they call home for as
well, at least they’re using him, right? long as their oral history goes. It is claimed
Occupation: Ranger that they were brought to this land on the
back of the Great Obsidian Dragon Turtle,
Skills/Feats: Sharpshooter who tasked them to be merry and cleanse
History: The son of the most legendary the land of evil. While the land provides
sniper to have ever walked and lived among much of what they need, luxury goods
the Ebon Morass tribe, Kraymore has a require trade and coin to acquire. So the
legacy with massive shoes to fill. From the travelers make their way as merchants,
age of three years old he was handed a bow trading for entertainment, weaponry, and
to fiddle around with. He has never done extra hands for any threat that requires it.
anything but archery. Fighting with melee
weapons or fists are absolutely lost on him.
When his father passed away of old age he Description
was left with his mother who urged him to These tortles tend to be slightly shorter and
develop his own identity outside of his sturdier than average. They tend to reach
father’s shadow but her attempt at five feet in height and weigh 400-450
persuasion was actively ignored. He has pounds. Their shells are sleek and shine
taken up the gauntlet of being just like his with distinct square patterns in pale red
father and is training every day to progress shades. Most earth tones are displayed by
through his own personal goals. He is still the scales and shells of this group. Richly
quite young and has a lot of learning to do colored robes and bright, bleached shell
but he is zealous and likes a challenge so jewelry are common garments among these
people call upon him to join hunting parties travelers. Obsidian rings are popular to this
very frequently. tribe.
Stats: STR (9), DEX (18), CON (12), INT (12),
WIS (16), CHA (14)
Proficiencies: Strength Saving Throw +1, Events
Dexterity Saving Throw +6, Stealth +6, Several decades ago, a bar brawl broke out
Sleight of Hand +6, Perception +5 in a nearby gnome settlement that lasted
two days. While the details of how it started
Class & Level: Lvl 3 Ranger – Hunter are muddied, the tortles are adamant that
they were not responsible for the initial
fight. One of their members was killed.
While they acknowledge that the death was
an accident and not by any malicious
means, they swore to never deal with that
settlement again. The tortles extend this
embargo on nearby groups that are known
traders to the settlement and tend to be
untrusting towards gnomes they come
across.
Celebrations
The forces of nature are quite important for
the livelihood of this group. As such, the
Shell Tent Travelers have four main holidays
that they take fervent observance of. They
worship the four elements, each capable of
gifting life or destroying it.
127
In the height of the summer heat, they Movements
celebrate the element of fire. Fire gives them Packing up for travel is a slow process, as
great food and light, but may clear a plain those within the camp often get caught up
with its destructive touch. A great bonfire is in talking with others or trying to close last-
built and kept tall for a day and night. minute deals with local vendors. Thanks to
Complicated recipes are cooked and served water-based travel and mages capable of
to fuel the night of dance. It is a raucous granting darkvision, the group can often
event that tends to be exclusive to the regain lost time by spending an extra night
tortles of this tribe. During the greatest navigating the waterways. Unless they are
rains, they celebrate the element of water. falling behind on their annual schedule,
Water is their method of travel and a these nomads tend to only travel during the
necessary staple to their diet, but can wash day for safety. The routes the tortles take
away their livelihoods in an instant. The are almost always traveled by water. During
tortles find a deep section of swamp to the rare drought or cold front, they may be
meditate completely submerged. Afterwards, forced to portage their canoes and convert
swimming competitions are held to see who the floating wagons into overland ones. This
can pull the heaviest boat fastest. When the is one occasion where the tortles are happy
cold winds reach their lowest, they celebrate to accept the help or pay for assistance of
the element of air. Air composes the wind fellow travelers. They will use magic to
that blows through their instruments, assist their travel if they’re behind-schedule,
granting music and mirth. It also carries but take it easy if not. The Shell Tent
great storms capable of leveling a settlement Travelers never spend more than fourteen
and taking many lives with it. A talent days at any singular campsite. There is only
competition is carried out, and locals are so much time needed to trade with a given
invited to judge and participate. This village. On the other hand, they tend to
culminates in a large ‘jam session’ where spend at least three days at a location.
everyone is encouraged to play together. A During shorter visits, they may choose to
hearty meal tends to follow this competition. live off of their caravan to save the time it
As new shoots break through the soil, or would take to set up and tear down camp.
stretch up from the watery channels, the On average, the travelers will spend around
tortles celebrate the element of earth. Earth eighteen days traversing between camps.
provides the resources they need, but can For resource gathering excursions, the
block their path and prompt longer travel caravan may stay in one location for two
times overland. This is a day of days at a time while everyone spreads out to
remembrance for those who passed. It is collect and craft what they wish. Inclement
spent recalling tales of those who were lost weather may add 1d6 days to travel time,
over the past year. A portion of ashes of the while a clear waterway can shave off a day
lost tend to be kept for this occasion. They or so. The towns and villages that the tortles
are buried or otherwise scattered as part of stop at almost never change. New villages
a final goodbye. may spring up, but the traveling schedule is
hard to add to without taking time away
from other locations. As such, the travelers
Traveling trade-off which settlements to visit,
A colorful parade of boats and floating purposely avoiding some villages each year.
wagons signals the travel of this group. Natural disaster and evil threats can change
Shallow canoes and catamarans are painted this schedule, however.
with bright colors, while bleached sails and
wagon skins bear the distinct insignia of the
tortles. The shape of the caravan depends Preferred Roaming Grounds
on the size of the channels they travel on. Due to their business and goals, the Shell
Often, they will pack as close together as Tent Travelers try to follow a circuit around
they can, using air-skins and other padding populated areas of their wetlands. The less-
to prevent damage to their watercraft. populous grounds are covered for their lush
Upbeat music from brassy instruments and vegetation and bountiful resources. These
gravelly voice streams out from boatside areas are usually traversed to gather
musicians. Overall, it is a joyous and resources, craft new items of value, and
inviting sight for weary travelers and drive out any forces of evil that may take
swamp-bound villages. refuge within them. Areas close to
civilization may also be used in a similar
manner, though the main focus is on trade
128
with the locals. It is not unheard of for a celebration, a child vanished and was never
farmer to complain of some missing crops found. Weary of the location, some travelers
beside the waterlogged byways that the question if they should change location,
tortles use to travel. Gifts of equivalent others say they must first investigate
value are always left in their stead, however. further.
130
Occupation: Keeper Personality Traits:
Skills/Feats: None ● Confident ● Competent
● Observant ● Polarizing
History: Caleedra ● Definite
is the only
daughter of a Motivation: Knowing that a lot of people are
pair of tortles relying on him, Dremmell wants nothing
that loved each more than to be able to get his people where
other very much they need to go safely. The most important
and died after part of his job is to be able to navigate
they had five around natural disasters or other
children. unsuspecting circumstances if they cannot
The other take their normal route. Being the person
four are that the elders lean on when they are
men that traveling drives him to be successful with
are still each passing day. He wants to make it so
a part of other people can just walk, not having to
the tribe and participate as navigators and pay much mind to where they are going
gatherers. They aren’t incredibly close and except for looking out for threats in their
Caleedra has gotten closer with the elders of surroundings. If they do not worry about
the tribe than she is with her own family. getting lost, he has done his job effectively.
She has started taking care of all of the Occupation: Navigator
important items and relics that the tribe has
considered valuable or in need of protecting. Skills/Feats: Keen Mind
Though she is not much of a fighter she has History: One of the youngest members of
learned a good amount of self defense and the Arn family, Dremmell has come to be in
will fight if someone tries to come for her. his sibling’s literal shadow. He looks up to
She is incredibly strong and has continued his older sister and his older brother
to grow over the average tortle build just to extensively but he would never go out of his
be able to support the weight of her way to tell anyone that he cares about them.
belongings and charges. He is a man that is actively seeking
Stats: STR (19), DEX (7), CON (16), INT (17), validation and it can rub some people the
WIS (10), CHA (10) wrong way. When he was very young he
realized he had a fantastic sense of time and
Proficiencies: Strength Saving Throw +6, direction and has sense leaned into that to
Constitution Saving Throw +5, Arcana +5, make it his career. He is familiar with where
Investigation +5 everyone has been and where the tribe is
Class & Level: No class. going, using it to his advantage to be able to
work as the navigator of the group. He takes
great care with this skill and is beginning
Dremmell Arn the process of taking on an apprentice
Quote: “I’ll be right back. I promise.” because – despite only being approximately
25 years old – he knows that his lifespan is
Physical Description: Dremmell is one of short and the tribe will be without a
the tallest members of the tribe but he still navigator should he pass.
doesn’t rival in size or strength to his older
sister. He is more yellow toned, his skin dry Stats: STR (16), DEX (10), CON (18), INT
and has bumps around his face and hands (16), WIS (15), CHA (9)
that are much more rough than the rest of Proficiencies:
his body. His shell is large, overshadowing Strength Saving
his neck and tail. The circumference of the Throw +5, Wisdom
shell is cracked and jagged in a way that Saving Throw +4,
has clearly been injured repeatedly in Perception +4,
combat. He wears a necklace around his Nature +5,
throat that has a beautiful ornate compass
hanging from it that he is looking at very Survival +5
frequently. His turtle-like beak has a large Class & Level:
overbite that is sharpened intentionally to No class.
be threatening. He is less bulky than his
sister but still has a large muscle mass.
131
Prazzer Arn much intervenes in an attempt to make sure
Quote: “Please don’t eat anything you that they are doing the right thing and are
haven’t asked me about.” happy. He used to be a fighter and protector
of the elders but got into a scrap that
Physical Description: Perhaps the most caused a lot of permanent damage to one of
dexterous of the Arn children, Prazzer is his eyes and his shell so he has resolved
more average in height and build and seems himself to just being the chef and gatherer
to blend in with the rest of the tribe more of the tribe.
than the rest of his siblings. He has a
beautiful yellow-green skin tone that has Stats: STR (16), DEX (11), CON (18), INT
spots that are more cool toned and blue- (18), WIS (14), CHA (9)
green towards his elbows and knees. His Proficiencies: Strength Saving Throw +5,
mouth is large and takes up most of his Intelligence Saving Throw +6, Nature +6,
face. One of his eyes is glossy and milky, Medicine +6, Survival +6
signaling that he might be blind in one eye.
He is missing his tail and there is a large Class & Level:
crack in the bottom half of his shell. Around No class.
his neck is a necklace – much like the other
Arn children – but his is a pendant that
unsheathes into a small blade that he uses Holdare Juuv
to cut into berries and food to check for Quote: “The gods
anything untoward. do what they
Personality Traits: please, I can only
relay their
● Clever ● Resourceful intentions.”
● Careful ● Considerate
● Boisterous Physical
Description:
Motivation: As cliché Holdare is a thin
as it might seem, tortle man with
Prazzer has no vibrant aqua blue
interest in anything skin that is broken up
but keeping his in patches of scales that
tribe safe. He is are much brighter than the
the man that cares others. He has a perfectly
the most about polished brown shell that is
precautionary segmented and inlayed with opal chips,
measures and adhered to every other section of the shell.
he forces that Curled in one of his hands is a beautiful
onto even the staff that looks as if it has been removed
most flippant from a tree just the day before. The bark on
and uncaring. it is still intact and every time it begins to
He wants to be peel away it is reattached with amber that is
sure that everyone solidified. Around his neck is a necklace
is eating well and safely, but also are that is just different orbs of hollowed out
nourished effectively so they can travel gemstones that were shaped by magic.
without doing harm to their body. He
sometimes can be called by the physicians Personality Traits:
to help with pregnant women and their diet ● Wise ● Agreeable
– providing remedies for some ailments ● Divine ● Eloquent
through food and herbs that he’s gathered ● Knowledgeable
from the forest.
Motivation: Despite how much Holdare
Occupation: Gatherer & Chef loves the Shell Tent Travelers, his
Skills/Feats: Chef motivating force is the divine. He wants to
be a mouthpiece for the god that gives him
History: The eldest member of the Arn the powers that he uses to protect his
children, Prazzer is the one that started it people. He wants to continue to grow and
all. His siblings all gave their parents a lot of continue to be the person that his deity is
trouble and he became something of a third proud of. The people of his tribe also rely on
parent in an attempt to make his parent’s him often and he wants to be the kind of
life easier. He loves his siblings and still very person that they can rely on confidently.
132
The most driving force that moves him from knowledge and power over to the people that
day to day is absolutely the magic that is will replace him when he is gone. He doesn’t
running through his veins though. He has want anyone to spend too much time
no interest in letting that go or trying to find mourning him. He tries to live his life every
another purpose. day as if he has no time left so he can enjoy
everything the world has to offer him. He
Occupation: Spiritual Leader doesn’t want there to be a disruption in the
Skills/Feats: Ritual Caster & War Caster way the tribe functions when he is gone.
Every generation under him is very
History: Very little is known about where important to him and he wants the tribe to
Holdare came from. He was not originally a not only survive but to thrive.
part of the Shell Tent Travelers. He claims to
have been pointed in the groups direction Occupation: Elder (Retired warrior)
because of a good Samaritan. When he Skills/Feats: Polearm Master
joined he was quickly noted as one of the
most divine casters that the tribe had ever History: Born into the Shell Tent Travelers,
seen. He progressed very quickly through Rector’s mother was incredibly old when she
the ranks and became one of the “leaders” fell pregnant with him and many of the
despite there being no actual leaders within healers and physicians that were there to
the group. He continues to this day to be a aid her through her pregnancy did not
mouthpiece for the deity he worships in an believe she would actually live to see a child
attempt to do good things for the tribe. born. His birth was a miracle and she did
not raise him, as a result of her age. His
Stats: STR (16), DEX (11), CON (18), INT father was thankfully a few years younger
(14), WIS (20), CHA (12) than his now late-wife and he raised his son
Proficiencies: Wisdom Saving Throw +8, to be kind and compassionate. When he was
Religion +5, Insight +8 of age he took on the role of a warrior, going
out to hunt and protect his people. He only
Class & Level: Lvl 8 Cleric – Arcana Domain stopped doing that when he got older so he
would not leave the tribe unprotected or
Rector Lizzar without elders. He has married and has two
children but his wife recently passed away
Quote: “I have made my mark.” and he made no step towards moving on.
Physical Description: Rector is very clearly Stats: STR (20), DEX (8), CON (17), INT (14),
the oldest tortle of the Shell Tent Travelers. WIS (18), CHA (10)
He has a tuft of hair on the very bottom of
his chin that is wrapped together with Proficiencies: Constitution Saving Throw
strands of thin leather. His shell is large, +5, Athletics +8, Perception +7
taking up much more room than his actual Class & Level: Lvl 6 Barbarian – Storm Herald
body does. Because of his age he walks at a
very defined slump forward and has a limp
that favors his right side. He walks with a
walking stick that is just a very big dulled
blade with a small nick in the very tip of it
to make it blunted for support. He has
drooping eyes and vibrant green pupils.
Those eyes only close occasionally and as a
result of that there is almost no gloss to his
eyes – they are incredibly dry. His skin is
dry as well, cracking around the joints to
expose a bit of blood that dries into scabs
that he regularly reopens unintentionally.
Personality Traits:
● Orderly ● Principled
● Selfless ● Compassionate
● Amiable
Motivation: The oldest member of the tribe,
Rector has made his motivating factor being
preparing the tribe for his passing. He has
been working towards transferring
133
The Hedgetracker Horde members of the horde have retained
knowledge of the scripts taught to them. As
Kill, Adapt, Survive such, a few have simple knowledge on how
Alignment – Chaotic Evil to read and write gnoll or common.
Insignia - Growling Snout with Different
Colored Spots Celebrations
The dark depths of the jungle are home to The tally of kills are counted at each new
many horrors. This once included a portal moon. This is a night of comedic storytelling
to the abyss. Demons used this portal to for the gnolls. Overstated recounts of each
taint the material plane. They brought kill made in the last month are given.
destruction to those they could find. The Around a campfire, trophies of the kills may
twisted abominations released by these be passed around and eventually consumed
demons included gnolls. These early or burned. Such trophies may include ears
humanoids craved only to rip life from meat. and fingers, or entire heads and limbs. If
They eventually learned to use the tools that any slaves are with the horde, they may be
their prey left behind. Left to their chaos, tortured and killed during the festivities.
the gnolls continue to roam the hunting Tributes of roasted, fatty meats are given to
grounds of their jungle. those with the most kills.
Description Traveling
These hyena-like humanoids are known for While roaming the jungle in search of prey,
their fearsome teeth and claws. Their long the horde bristles with mismatched
canines often extend from the mouth as weaponry and entertainment. Individuals
small tusks. Claws are kept sharp through will often play-fight with their newfound
use. The pelts of these gnolls contain a weapons, testing the draw of stolen bows or
variety of patterns and shades. One can the heft of a longsword. Instruments and
recognize families by similar pelt designs. toys are also fun objects of amusement for
Individuals base their concept of beauty the group. Children may play with blood-
upon similar markings to their own. soaked games while adults challenge each
Inbreeding is unadvised, but not irregular. other to make decent sounds come from the
Rudimentary clothing is worn from the various instruments they find.
shredded remains taken from their victims.
The mix may be quite random. For example:
a formal jacket paired with long-john Movements
stockings, workman’s trousers with a sheer,
silken scarf. Jewelry is always desired by The powerful warriors of the Hedgetracker
the gnolls. Those of this horde will often Horde will often lead the group by simply
have much of their ears pierced with picking a direction and traveling. More
mismatched baubles. observant gnolls will track any traffic they
spot, following unwitting travelers to their
latest camp or nearest village. Often, the
path of least resistance is taken. Those who
Events travel by magical means confuse the horde.
A gnoll explorer from foreign lands had a The gnolls may spend several days trying to
parley with the Hedgetracker Horde. He had pick up the lost trail of a teleported quarry
hoped to ‘civilize’ the gnolls by teaching before giving up and venturing in a random
them how to craft their own goods. One direction. The Hedgetracker Horde spends
practice they did pick up was the skill of most of its time traveling. Only a day or two
alchemy. Rudimentary alchemists and at a time is spent at ‘camp.’ This is both in
inventors have since unleashed terrifying case of escaped residents or travelers
creations upon their foes. Experiments upon seeking revenge and because the sedentary
magical items and potions have created life is boring to the gnolls. If the horde is
devices of utter chaos. These chaos bombs tracking prey and suddenly loses the scent,
can change the physical properties of both they may search the area for a day or two to
creatures and terrain. The creations have a try and find it again.
completely random nature, and the gnolls
do not test them thoroughly. The effects of
each chaos bomb are unpredictable to both
the gnolls and their enemies. Some
134
Preferred Roaming Grounds Seasonal Camps
The horde prefers to roam where others do. During the brief dry season, the horde may
They follow in the footsteps of beasts, venture into low valleys to hunt. As beasts
monsters, and humanoids alike. Abandoned congregate around the lowered water
campfires and the smell of smoke attract the sources, so do the hunters. When these
horde’s members. The areas of open jungle areas have been exhausted, the grounds
are favored hunting grounds. Targets are around treetop villages are searched for
easier to spot and chase down, with fewer groups seeking food and water. Some years,
places to hide or take cover. Slower, or the gnolls camp out near the base of these
injured prey are also sorted out from their villages, setting gruesome traps near
companions during such attacks. streams and berry bushes. Flood season, in
contrast, is spent finding high ground in
order to avoid being swept away. The
Camping smaller land area does funnel beasts and
travelers closer to the horde. Small channels
When a great victory is had, the gnolls feast and temporary dams may also be used to
and celebrate within the ruins of whatever catch fish by stranding them in pools.
settlement or camp they attacked. They
allow their raucous laughter to fill the den of
death that surrounds them as they tear into
flesh and search for tools and valuables. In Interactions
this post-rampage lull, each gnoll is Travelers - Those who pass through the
responsible for their own safety and diet. horde’s hunting grounds are just another
Some may fight over flashy weapons or food source. The groups foolish enough to
jewelry, and theft is not discouraged until camp in open fields and clearings are almost
after they set out into the jungle once more. certainly targeted by the gnolls should they
Fires are often started by the burning of happen across the camp. No negotiations or
paper. The scribbles of text are of no value trade can save those the horde designates
to these illiterate creatures, but raunchy as prey. Isolated groups may be tortured
drawings may be kept as salacious trinkets. over the course of days should there be
enough meat to go around. Small creatures,
such as halflings, gnomes, and goblins,
Common Camp Sites fascinate the gnolls. They may be enslaved
and used as entertainment by the gnolls for
Tun’rae - This is actually a series of extended periods of time. The small amount
temporary camps set up in the same general of meat is often worth less than the labor
area. Over the past several years, foreign that can be forced upon them. Local village
archaeologists have been attempting to children may be told to pretend they are a
study an ancient ziggurat hidden in the smaller being if captured in order to prolong
jungle. After the first three crews were their life.
slaughtered by the Hedgetracker Horde,
they resorted to hiring multiple mages to Settlements - Well-fortified settlements are
teleport key personnel away during an ignored unless some calamity has made it
attack. These disappearing individuals only an easier target. The horde doesn’t look for a
intrigued the gnolls further, as the killing of fight, they look for a slaughter. Smaller
one of these squishy figures often leaves jungle villages are targeted for this reason.
them with several new magical ‘toys’ to Temporary festivals are also easy targets
experiment with. Abandoned vegetables may due to minimal security and large
be poisoned, an act that delights the gnolls. populations. Treetop dwellings are often safe
from the gnolls, who care not for climbing or
The Arena - A seasonal fighting tournament. chopping down the ancient trees. Smaller
In the off-season, the area is used by villages may pay for druids to create treetop
various creatures and beasts for shelter. safehouses. Other settlements rely upon
The horde may ambush the area, seeking animal scouts to alert them of the
any who may be resting within the approaching menace.
permanent structures in the area. During
the main tournament period, the gnolls may Enemies - As with the existence of evil,
pick off different groups as they travel there are champions of good who wish to
towards the area. Due to the proximity to stomp the evil out. Adventurers and
potential threats, any escapees at this time mercenaries tasked with wiping out the
are chased down and silenced before they gnolls, or thinning their numbers, are not
can retrieve help. uncommon. Many heroes may have found
135
their beginning from being orphaned during from the safety of a treeline or ridge. An
an attack from these fiends. The gnolls are additional 10 or so members may be slaves
most concerned with attacks from outsiders and small entertainers. Most slaves do not
during mid-day, when they usually rest. last more than a week after their capture,
Especially opposed to the Hedgetracker and the entertainers are often sacrificed as
Horde are those who follow the domains of part of the tally of kills.
life and virtue. The disregard and torture of
not only sentient creatures, but beasts and
plants may charge many paladins with the Important Figures
goal to extinguish the horde. One of the Those who claim leadership in the horde
creatures the gnolls hate the most are the know it is only temporary. Whomever has
puckish fey. Pixies and other trickster the most kills each month claims power
spirits infuriate the gnolls, mostly due to through prominence. These warriors often
their inability to catch the tiny fey or resist pair together as mates to make powerful
their tricks. While the gnolls delight in offspring. The rivalry of being close to
torture and find the screams of agony beating each other on kills is an attractive
hilarious, pranks and illusions give them no factor for many. Over the past several
mirth. Playful pranks of any sort are months, a gnoll by the name of Top’bo has
considered wastes of time and attacks on an been consistently in the top number of kills.
individual’s pride. He is a large specimen, nearly eight feet in
height and 300 pounds. He has a sandy
coat with black stripes racing down his
Attitude back. In battle, he is a brute who carves
The gnolls of the Hedgetracker Horde roam through victims and delights in tearing
in their tightly-grouped pack. They value the apart children. Out of battle, he is lazy and
good of the horde as a whole over any shirks his assumed duty to lead the horde.
individual. Should someone catch an Khen’dhen - A female alchemist and arcane
individual stealing food or aiding prey, they experimenter. She stands out from most
kill the perpetrator on the spot. Individually, due to her warped features from years of
the horde values strength and bloodthirst. experimenting with chaos. Her fur has
The stronger a warrior, the more kills they patches of pure white and mottled green.
get. The more kills one has, the higher their Her eyes are slitted, and one of her paws
rank. Generally, the horde heralds their resembles that of a bird’s talons. She has
fiercest warriors as leaders. Crafting is not a two sons and three daughters, the youngest
respected practice by these gnolls. They of which also carry some of these chaotic
prefer to steal what tools and supplies they transformations. Her mate has become
need from the corpses they create. When the estranged after learning the physical
gnolls finish their rampage in an area, they changes she acquired could be passed into
burn and break any leftovers. On occasion, her offspring.
slaves are taken and worked to death over
the next few days. It is easy to transport Witi’foe - A wild male entertainer and
food when it walks, carrying the pyre they glutton. He goes into a blood frenzy during
will roast on. raids and celebrates hard. One can find him
sampling various pieces of flesh from
multiple kills while guzzling down fine wines
Demographics and foreign delicacies. During the tally of
kills, he makes a show of dancing around
The total population of the horde is 70-80, the campfire while consuming his saved
not including any slaves. The chaotic, trophies--which he often pickles and spices
roaming lifestyle of the Hedgetracker Horde for the occasion.
thins out the weak from their number.
Children are taught to grow strong and be
self-sufficient within a few months of their
life. Elders rarely die of old age, instead
taking a warrior's death during a raid.
Around 40% of the population are young
adults between 14-20 years of age. Another
50% are children under 14, and 10% live
past 20 years of age. Most adults are melee
fighters when prey is encountered. Children
are trained in ranged weaponry, striking
136
The Hedgetracker to fighting much like a fish to water. He
enjoys the thrill of the hunt and the taste of
Horde NPCs blood. No one can sway him away from the
combat if he has sensed an argument. He
Top’bo very regularly picks fights among the those
Quote: “You’d be wise not to challenge me.” of his clan just because he has far too much
testosterone running through his body.
Physical Description: As one of the tallest
members of the Hedgetracker gnolls, Top’bo Stats: STR (18), DEX (16), CON (16), INT
stands out among the crowd. He is about (10), WIS (10), CHA (10)
eight feet tall – even taller when he goes Proficiencies: Strength Saving Throw +7,
through the trouble of standing up entirely Constitution Saving Throw +6, Athletics +7,
straight. His fur is tan and sandy in color Intimidation +3
with stripes of black and dark brown that go
down his back parallel to his spine. His tail Class & Level: Lvl 6 Fighter – Battle Master
is short and tucked between two very long
and muscular legs. He has many scars on
his arms and a few on his snout that signify Khen’dhen
his time in battle. Most of his outfits are just Quote: “My tests are none of your concern.”
thrown together and stained in blood as he Physical Description: Khen’dhen is one of
tends to wear the garments of his victims the most peculiar looking individuals within
until he stumbles upon a new kill. the clan. She has stark white hair that is
Personality Traits: speckled with parts that are matted and
● Vicious ● Lazy green. One of her arms is less gnoll-like
● Impatient ● Abrasive than the other, looking more akin to the
talon and claws of a raptor. She has wide
● Snarky eyes that are slitted and expand and
Motivation: Though Top’bo very much contract independent of one another. Her
enjoys being the leader of the kill count, he spine is curved and she is hunched over to
is not much in the way of a leader. He be approximately a foot shorter than she
doesn’t enjoy being the person that everyone would be if she could stand up straight. Her
turns to for answers to questions. He wants gnoll hand is also burned down to the bare
to fight and battle, be known as the best flesh and fur will not grow in those places
warrior of the clan, but he wants to avoid as any longer.
much responsibility as he possibly can. Personality Traits:
There is nothing Top’bo hates more than
being asked to do something for the good of ● Eccentric ● Impulsive
other people instead of doing something just ● Methodical ● Optimistic
for himself. ● Unstable
Occupation: Warrior Motivation: Though her motivations are not
inherently selfish, she has very individual
Skills/Feats: Slasher drives. She doesn’t commonly stop to think
History: Top’bo was a nobody about the way that her decisions and her
for the longest time. motivations will impact other people around
His parents were her. She wants to make great
living comfortably breakthroughs in alchemy. She wants to see
on the fringes her research become the fundamentals of
of the clan what scholars use to teach their students.
because they She wants everything she does to be treated
didn’t want to with respect and reverence if she has any
be noticed or say in it. This occasionally means that she
attacked. They sacrifices her own physical safety to be able
contributed to to expand upon her base knowledge.
the best of their Occupation: Alchemist
ability but they
never tried to Skills/Feats: None
assimilate within History: Khen’dhen is the only child of her
the group. Top’bo parents union. When her mother died her
did however. He father saw it fit to very quickly replace his
forced his way into mate. They never loved one another and it
the ranks and took
137
was apparent to Khen when she saw would never be seen without food
someone take her mother’s place and somewhere. In fact, it is easy to motivate
produce many siblings for her that she him to do something he doesn’t want to do if
never asked for. The distance between you offer him food as a promise. When he is
herself and her blood family has only grown not eating however he was performing and
as her experimentation has gotten more and he enjoys the spotlight. He’d love to be the
more obscure. She was given a mate after center of attention if he could have his way.
many years of avoiding that sort of Entertaining fuels him and motivates him
connection. They had many children more than anything else that the clan could
together and when the children were born ever offer.
with some of the abilities she had given Occupation:
herself through testing and experimenting, Entertainer
her mate put distance between them. They
are now estranged and speak very Skills/Feats:
infrequently if they can help it. Lucky
Stats: STR (14), DEX (15), CON (18), INT History: Born
(20), WIS (12), CHA (9) outside the
Hedgetrackers,
Proficiencies: Witi’foe has
Con. Saving found his
Throw +7, place and
Int. Saving his stride
Throw +8, among the
Arcana +8, many. He
Investi- was never
gation +8 formerly invited to the clan. Instead, he
Class & forced his way in and made people of
Level: importance like him enough to keep him
Lvl 7 around. He is not much in the way of a
Artificer fighter but he is a scavenger and provides
– Alchem good entertainment for the nights that the
-ist clan are down on their luck or the tensions
are high. He kills very few people and is
often considered the weakest link of the
Witi’foe group but he makes up for it by appeasing a
Quote: “Watch or don’t. I don’t care, but lot of the people that would otherwise see
you’re in my way.” him thrown out. He was very recently given
a mate that he does care very much about
Physical Description: Witi’foe is one of the and their relationship is getting stronger
widest members of the Hedgetracker gnolls. with every passing day.
He is always covered in some sort of blood –
both dried and fresh. Most of his outfits are Stats: STR (10), DEX (14), CON (16), INT
too small for him and stretched out at the (12), WIS (12), CHA (18)
seams but hasn’t entirely split yet. The Proficiencies: Dexterity Saving Throw +4,
threads that are holding the sleeves on his Charisma Saving Throw +6, Performance
stained purple jacket are barely hanging on. +6, Persuasion +6, Insight +3
His tongue regularly hangs out of the left of
his mouth as there are many rotting and Class & Level: Lvl 3 Bard – College of
missing teeth on that side that are Glamour
juxtaposed against very clean and sharp
teeth on the other side. His smile is wide
and even if no one wants to see it – or smell Dra’zen
his awful breath – he persists. Quote: “I am tired. Pay me no mind.”
Personality Traits: Physical Description: Dra’zen is one of the
● Excitable ● Gluttonous oldest – if not the actual oldest – members
● Energetic ● Graceless of the Hedgetracker gnolls. He has vibrant
red fur that is matted in the area around his
● Enthusiastic joints. All of the fur on his body is varying in
Motivation: What motivates Witi’foe is length and he seems not to mind it. There
simple. He wants to be the center of are some black spots along his belly and
attention and he wants to fill his belly. He under his chin/neck area. One of his ears is
138
tipped entirely flat and primarily lays back their legacy. When he was old enough to
flat against his head. His left eye is missing fight, he happily took on the warrior role
entirely but he doesn’t bother to cover it, and managed to run in the very center of
leaving an empty eye socket there to be the pack which was all he was ever
intimidating at first glance to anyone that completely striving for.
dares to look at him for too long. He is quite Stats: STR (18), DEX (12), CON (15), INT
tall and growing thinner with every day as (12), WIS (17), CHA (10)
he gets closer to the end of his life.
Proficiencies: Strength Saving Throws +6,
Personality Traits: Constitution Saving Throws +4, Insight +5,
● Eloquent ● Firm Perception +5
● Forthright ● Honest
Class & Level: No class.
● Memorable
Mya’nara
Quote: “I will be just like my dad.”
Physical Description: Mya’nara is a very
small gnoll child. She appears to be no more
than seven years old and is always carrying
some sort of weapon that is far too big for
her. The knives on her hips drag on the
ground, leaving little drag marks in the dirt.
She has very round saucer ears and eyes.
Those eyes are almost perfectly yellow with
big pupils. Her teeth are coming in and
falling out regularly as she ages so she is
occasionally missing a few teeth. Her hands
are too big for her arms and the same can
be said about her feet. She has a very
typical tan coat that is speckled with vivid
black dots all the way down to a short and
Motivation: Dra’zen wants nothing more stunted tail.
than to leave the clan better than where he
joined it. He wants to pass on peacefully Personality Traits:
and not have any regrets. With every ● Playful ● Honest
passing day he gets closer to the very end of ● Childlike ● Youthful
his life and he will continue to fight until the ● Curious
very end but he is growing tired and no
longer feels compelled to argue as much as Motivation: Mya’nara just wants to learn to
he used to. He is motivated by feeling do more. She wants to grow up to be just
entirely fulfilled which seems somewhat out like her father. She’s motivated every day by
of his reach but he continues to try for it praise and validation that she gets from the
with every passing day. elders. It is incredibly easy to make Mya do
something that you want her to do because
Occupation: Retired Warrior & Elder she will listen to just about anyone if they
Skills/Feats: None give her positive feedback and praise. She
does however want to learn to be a warrior
History: Dra’zen was born into the clan so those kinds of things keep her up at
from a union between the most prolific night and paint her dreams for the future.
warrior and a shaman woman that blessed
the clan with many gifts. He was treated as Occupation: None – child
a miracle as his mother had lost many Skills/Feats: None
children before he was born. She raised him
to be the kind of man that would succeed History: Mya’nara is the first child of a
within Hedgetracker and tried to temper his relatively noteworthy couple within the
expectations to be sure that he was not Hedgetracker gnolls. Her father and mother
disappointed by the group. For a short while are both prolific killers that work together as
in his teenage years he considered leaving a pair. They are deadly beyond belief but all
and his mother was prepared to allow him of their kills are shared so they don’t get the
to do so but he ultimately stayed, afraid that entire benefit of the number they pull in.
it would bring shame to his parents and People know that sending them out to do
139
the most dangerous jobs has the highest
likelihood for success. They are genuinely
The Paleclaw Clan
deadly but they can flip a switch and “Life, Unchained”
become soft and gentle to their daughter Alignment – Chaotic Good
immediately. She is being raised with
kindness that seems out of the ordinary for Insignia - A Floating Hammer Gouged with
the gnolls of this clan. Despite that, she is 3 White Slashes
loved and healthy but has very recently The lore within the clan claims that the first
started to insert herself in a rouse for her of these barbarians sprang forth from a
parents. She likes to pretend that she is lost great bonfire. They claim to be the chosen of
to lure in people with good intentions so the Sestia, the Goddess of Flames. According to
rest of the clan can ambush the travelers. legend, she plucked a torrent of flame from
Stats: STR (7), DEX (10), CON (11), INT (10), Emberstone and set it at the base of a
WIS (10), CHA (11) mountain. From this font of fire on the
material plane, the first of the Paleclaw
Proficiencies: Dexterity Saving Throw +2, emerged. They roamed the foothills,
Charisma Saving Throw +2, Stealth +2, spreading Sestia’s gospel. The clan believes
Deception +2 that their divine task is to embody the true
Class & Level: No class. nature of fire. That is, until they are
returned to Emberstone. From this concept,
they have taken on various ways to emulate
Sestia. These include streaking the hair with
charcoal and living nude for much of their
lives.
Description
Members of the Paleclaw Clan range in race.
This is due other followers of the Goddess of
Flame joining their troop, some converted
and some not. The original members are
human, pale in complexion with flame-
bright hair. Despite spending much of their
time in the sun, they do not burn nor tan.
Freckles like speckled ash dot their forms.
Clothes are often forgone. Sashes, belts, and
minor jewelry may be worn for utility. The
clan will unfold their sashes into temporary
garments when nearing a settlement. In
colder weather, blankets may be fastened
into cloaks and robes. Simple accessories
are made out of bone and other trophies.
These pieces are often pierced through a
piece of hide and secured around the upper
arm or leg. Like many followers of Sestia,
they mark their foreheads with a symbol of
ash. Charcoal is often used to add streaks of
black to the hair, or to make creative
designs upon the skin for fun. The hands of
many clan members are often blackened
from handling charcoal so often.
Events
While roaming the countryside as fearsome
barbarians, some mix-ups have occurred.
Smaller villages have assumed the worst at
their approach, which has led to many
violent clashes. These battles left a bad
impression on both parties. This led to the
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negative relationships in that region. One Traveling
village has tried bribing the clan with The clan travels as a line of carts
delicate foods to prevent raiding. The sandwiched between clusters of the
Paleclaw Clan accepted this offer, which clanfolk. They are passive travelers, doing
they interpreted as friendship. Future their best to avoid damaging the land they
interactions between the two were tense due cross. Their love of fire has led many to
to both sides misinterpreting their develop fire dancing techniques as a form of
relationship. This period was short-lived mobile worship. They may practice gentle
thanks to a confrontation with the village displays when traveling through grassy
elders. Some of the clan speakers stated the fields and the like. In barren locales and
villagers were “acting odd” in the clan’s well-beaten trails, the performances may be
presence. The situation resolved, an uneasy more intricate. Due to this practice, the clan
friendship developed between the two. When may collect tips from other travelers. They
the villagers asked the clan to clothe have also accumulated the hands of
themselves while visiting, relations improved particularly handsy patrons.
further. Early on in the clan’s pilgrimage
across the world, they encountered the
oceanside. A nearby fishing town revealed
their attitudes towards water being the Movements
bringer of all life. This, subsequently, led to Curving, sweeps of movement guide the
the clan accosting them. Small skirmishes Paleclaw Clan’s travel. The group will often
developed, from which emerged the motto of swirl in an “S” shape as they travel through
the clan. They would pity those who had to a large region. This method of travel allows
stay in one place to live, and swore to never the clan to view a large area. The hilly
‘settle down’ in life. The clan would live life lowlands they tend to traverse make this
how it was meant to be lived: free and especially true. They seek any signs of evil
unrestrained. misdeeds needing to be cleansed by flame.
The clan only camps at night and during
large festivals such as Carstalia. They pride
Celebrations themselves in existing beyond a stationary
existence. For almost the entire year, they
Carstalia is the clan’s celebration of life. It travel. While they spend 8-12 hours
marks the beginning of the year for them. traveling, they may only travel a dozen miles
Misfortune, sin, and sadness are banished or so. This is often due to difficult terrain
by the colorful displays during this festival. and their winding travel style.
The clan has hosted this event outside of
willing towns in recent years. Leaders of
these townships are often quite happy to
host Carstalia. This is due to the large influx Preferred Roaming Grounds
of tourism because of it. It is the goal of The clan prefers to roam in subtropical-
many bards to capture the exhilaration felt tropical hills. They tend to follow wet
by those who take part in this vibrant seasons, preferring to drink rainwater over
festival of life. Popular poems and songs standing water. This is to avoid diseased
have captured snippets of the experience. pools and to stay away from bodies of water,
The festival offers many enjoyable festivities. since most of the clan can not swim. They
Boisterous music plays while various prefer hills for the ability to see large areas
painted clanfolk perform with flaming from the peak, and to provide a tactical
equipment. Soot-covered children serve advantage in a fight.
well-charred cuisine freely amongst guests
dazzled by the spectacle. Root stews take on
new elements with the addition of foreign Camping
spices. Pig roasts are common, with the pigs The brief, nightly campsites are constructed
often roasted for an entire day before being much like a fire. A ring of carts forms the
served. Elderly clanfolk share candies like perimeter, with tall tents set up in the
confetti. interior. A central bonfire casts flickering
orange light on the tan tents, which add to
the illusion. Several guards are posted near
the cart line. Any game caught on the road
that day roasts beside the fire over the
night. Likewise, stewpots full of gathered
roots and herbs simmer in the ashes.
141
Common Camp Sites Enemies - Should a suspicious hovel or
camp be seen, the clan approaches with
Persistence - This is one of very few caution. Evil is rooted out and burned to
campgrounds with running water. A small ashes. Those who take advantage of fire for
hotspring bubbles out of the earth. The torture and wanton destruction will also die
spring and mud around it are utilized by by flame. Stone ruins held by evil creatures
injured clan members to soothe their aches may be heated until the mortar melts, or
and injuries. While spending the day here, simply destroyed with physical force. Those
the clan focuses on tending any wounds and on the side of evil are treated without mercy.
taking stock of the physical capabilities of However, those who commit evil out of
any hurt members. necessity may only be taught a lesson.
Eblum - A rocky cliffside meets a beautiful Lessons include burning counterfeit
field of flowers here. This location has a supplies, tearing down permanent
beautiful view, and acts as an easy to structures, and dragging the perpetrators to
defend locale. This is also a great hunting those they hurt to decide on a punishment.
spot. Deer are often in the field and driven
towards the cliffside. Icy mountaintops are
notable in the distance. This feature is Attitude
treated as a metaphorical scapegoat by Those of the Paleclaw Clan often appear
angry units of the group. The clan never solemn to outsiders. They hold themselves
travels closer to the mountains. But, they carefully, sizing up non-kin and potential
appreciate the cold, stoic forms from afar. threats. Anyone can be a threat; the clan is
not foolish enough to mistake the archmage
for a weak nomad. While firm in their
Seasonal Camps dealings with outside parties, the members
Cold weather is avoided when possible. In can be wild within their camps. At camp,
the colder months, the Paleclaw Clan will they are free to express whatever thought
move further inland and closer to the may blink into their heads. This often leads
equator. They follow the rain, avoiding areas to disputes between parties. But, it also
that have a dry season during that period. leads to a tight kinship that is rarely found
elsewhere. Fire is a running theme with this
clan. Many of the warriors wield tar-coated
Interactions blades that can be easily set ablaze before
battle. They have also created a distinct
Travelers – Individuals encountered on the artform from burning wood to create wispy
roads are often treated with careful designs. Artworks and cosmetics featuring
stoicism. The clan judges other travelers in charcoal are also prominent. This is all due
terms of threat and intention before making to the religious ideals of the clan. They
any social gestures. Those who pose no worship the Goddess of Flames, and are
threat are often treated to the entertaining devoted to her in all of their actions.
fire arts of the tribe. Should the clan have
plenty, they share food and water with those
who have befallen hardship. Lost travlers
may be pointed towards the nearest Demographics
settlement with enough rations to get them There are around 90 individuals in the
there. Good-intentioned strangers may even Paleclaw Clan. About 70 of the members are
be allowed to camp near them, for human, with the remainder being other
protection. If a traveler has something of races devoted to the Goddess of Flames.
value, trade may be initiated. Since many Everyone over the age of fifteen is expected
adventurers don’t want to give up their to fight. 40-50 members are melee fighters,
weapons, this often leads to nothing. 15-20 act as cavalry, and the remainder are
ranged attackers. Approximately 5-10% of
Settlements - The Paleclaw Clan looks the clan have some magical capabilities,
down disdainfully at those who dwell in whether through Sestia’s divine grace or the
permanent residencies. They still conduct power of the land. Arcane magic is valued
business with the rooted camps, and make less than the divine, but gladly utilized in
an attempt to avoid physical confrontation battle. Despite community involvement with
with them. Seasonal needs covet a good most tasks, several regular jobs are
relationship with the so-called ‘civilized’ folk. assigned or taken up by individuals of the
Trade is often done for weapons, draught clan. Travel occupations include hunting,
animals, and technology that is less gathering, babysitting, patching, and water-
accessible to these mobile folk.
142
gathering. Camp occupations can also be His body is proportional to his size and
tent-standing, fire-keeping, cooking, muscles fight against the constraints of well
skinning, and tool-mending. Divine tied cloth instead of clothing.
members may also seek council with Sestia Personality Traits:
and treat wounded individuals.
● Gruff ● Abrasive
● Unstable ● Combative
Important Figures ● Forward
There is no formal leader of the Paleclaw Motivation: Little can be said for the sanity
Clan. Group votes and fights settle the and security of Aler’s mind but many seem
decisions made for the troop. Elders are to believe that his motivation is nothing
respected for their years of experience, but more than violence. He finds great fondness
fists often win out on a heavily-contested in a fight and lusts after the feel of a bone
issue. During group votes, the person who breaking beneath his foot or chipping
raised the initial concern will lead the against his blades. He wants to prove
debate for a solution. himself constantly and is often the catalyst
of many tiffs within the clan. Most people
Aler Bandstime - A short male human around Aler are fond of him because he is
missing several of his front teeth. He is a nothing if not honest to a fault. He wants to
strong and somewhat unhinged individual. be respected and seen as a threat by any
In battle, he often leads the pack. The small person that so much as glances in his
knives he wields are custom ordered from direction which can be…dangerous, at best.
the towns he passes through. Silver-coated
cold iron, these blades are a blessing short Occupation: Warrior
of being the bane of any undead creature. Skills/Feats: Dual Wielder
Aler finds undeath to be the greatest
abomination against the earthly cycle of life. History: Born into the Paleclaw Clan, Aler
has lived among these people his entire life.
Tem’lot Solsticemarch - A clansman His parents were elders that passed not long
distinguished by his tusked apparel. He is after his tenth birthday. He was cared for by
an impressive figure, standing around 6’5” the other elders but he was known to have
in height and having a very impressive something of a rebellious streak that ran
physique. A headpiece pierced with the deep out of spite and rejecting authority. As
fangs of fallen foes are almost always worn. he grew he took most interest in those that
The matching arm bands still have space for fought for their clan. He began to train as a
more teeth. Tem’lot is delighted by the warrior younger than the expectation was
prospect of battle, and hopes to wrestle with for him. No one pushed him to fight but it
a dragon one day. He has some small seemed to drive him and did well to soothe
amount of druidic training, which is used to his rebellion. Most of the kills over territory
affect the terrain for his advantage. and misunderstanding come from Aler
taking action before he thinks. He’s such an
asset to the tribe however that he doesn’t
The Paleclaw Clan NPCs get scolded very often. People merely try to
avert his attention if they are trying to
Aler Bandstime actively avoid battle.
Quote: “Stand with me and prepare to fight.” Stats: STR (18), DEX
Physical Description: Distinctly human, (13), CON (17), INT
Aler is relatively short, not stretching an (12), WIS (9), CHA (16)
inch higher than five foot five inches tall. Proficiencies: Str.
His hair is a fiery red that is often pulled Saving Throw +7,
back at the sides into a half ponytail that is Con. Saving Throw
loosely fastened in a scrap of leather that +6, Athletics +7,
gets darker with each passing day. Most of Intimidation +7,
his front teeth are missing but the roots Persuasion +7
remain, leaving jagged pieces of tooth that
clearly are nothing more than painful Class & Level:
exposed nerves that he never seems to Level 7 Fighter
mind. Over one eye is a dark tattoo that – Dueling
beautifully curls into the natural markings fight style,
of his clan. There is a scar that obscures Battle Master
part of the tattoo but he wears it with pride. Archetype
143
Tem’lot Solsticemarch very much enjoyed learning. His older
Quote: “I will find my most deserving match brother was his trainer and when he came
one day and that combat will be beautiful.” to age he began fighting as often as he
could. Occasionally he even clashed with
Physical Description: Above all else, Aler which was always something people
Tem’lot is an incredible man. He is very tall, encouraged him to avoid. One evening
extremely muscular, and intimidating at a around his twentieth birthday his older
mere glance. He has long blond hair that is brother whisked a woman away and never
shaved to fall only to one side of his head. It returned. He was suddenly the oldest and
matches a very thick but patchy beard that though he saw this betrayal as a painful
is not maintained except for a few blunt reality, he held fondness for his brother
cuts at the bottom to keep it out of his way doing exactly what it was that he wanted.
when he fights. His whole body is covered in Tem’lot felt compelled to follow his own goal,
marks that could either be tattoos or scars which admittedly…was fighting dragons.
and very few people get close enough to
actually distinguish between the two. The Stats: STR (20), DEX (9), CON (15), INT (13),
palms of his hands are charred and burned, WIS (8), CHA (16)
leaving no fingerprints or lines should he Proficiencies: Strength Saving Throw +8,
leave a handprint somewhere. His canines Constitution Saving Throw +5, Athletics +8,
are slightly elongated and many argue that Intimidation +6, Deception +6
he has done it himself. Though, on the back
of his cloak are many tusks that point up Class & Level: Level 7 Barbarian of the
like spires on his shoulders and accentuate Berserker Path & Level 1 Cleric
the headdress of teeth he wears atop his
head.
Selora Grazze
Personality Traits:
Quote: “Ease up a little bit, you’re no fun to
● Calculating be around.”
● Volatile
● Boisterous Physical Description: One of the most
shockingly beautiful of the Paleclaw Clan,
● Imposing Selora is a half-elven woman. She breaks
● Jovial the mold of mostly humans and wears that
Motivation: Though divergence with pride. She has vibrant red
Tem’lot does love life, hair much like the rest of the clan. Her face
he is always is slim and slightly elongated, as well as the
motivated by his rest of her medium height body. She looks
undoing. He wants incredibly elven but keeps her face half-
his life to be covered with a long-horned cow skull mask.
fantastic and She wears dark make up around her eyes
his death to be and stark white lines and patterns on her
legendary. He face to offset it and slightly hide the ever-
continues his days present freckles that seem to get darker the
training to get stronger more time she spends in the sun.
and stronger just so he can Personality Traits:
prove himself against more ● Mysterious
dangerous foe. Occasionally he will stop and
help teach the younger children if he can ● Playful
deem them worthy of his time. It is rare that ● Loyal
he takes on a student but the ones that he ● Dramatic
does take on are commonly the most vicious ● Dangerous
and victorious warriors that the clan has
ever seen. Motivation:
Selora’s
Occupation: Warrior & Hunter motivation
Skills/Feats: Slasher changes as
often as the
History: The middle son of a long line of sun rises in
warriors, Tem’lot was expected to do great the sky. She
things and he never seemed to suffer or seems to seek
struggle under the weight of those entertainment
expectations. He rose to the challenge and and fun
144
more than anything else. If she can keep keep her hair out of her vibrant green eyes.
herself occupied and entertained, that is all She has a large ancestral ring on her right
she really wants. She wants to leave a ring finger that is seemingly an emerald.
lingering impact on people around her so Personality Traits:
they can never forget who she was or what
she did for the people of the Paleclaw Clan. ● Composed ● Even-tempered
She just wants to be important, impressive, ● Patient ● Considerate
and interesting to wandering eyes. Her ● Observant
motivation is selfish but the byproduct is Motivation: No one has actively asked
incredibly useful to the clan. Keelie to prove herself but it is her biggest
Occupation: Spiritual Leader motivator. She is trying everything in her
power to prove that she is the right person
Skills/Feats: Keen Mind & Observant to replace her father. She wants people to
History: Selora is a wanderer that is believe that she is not only capable but the
hopelessly devoted to Sestia. Because of her best choice to fill the position that she is
devout passion, the people of the Paleclaw currently sitting in. Her biggest fear is being
Clan saw her as an important figure that deemed unworthy and being asked to step
was welcomed with open arms. She took down from a position of influence. The most
this warm welcome in stride and made important thing to Keelie is authenticity and
herself a valuable and integral part of the competence. There is nothing that could
clan without much fuss or effort. She was trump that. Not even a little bit.
given a lot of freedoms and responsibilities Occupation: Clan Elder
almost immediately and even those that
didn’t like her or agree with the fast-track Skills/Feats: None
progress she was given through the ranks, History: The oldest
were forced to bite their tongues and allow twin of the Pawl
her to grow. She provides insight and family, Keelie stepped
connection towards goddess they value so into the spotlight of
much and because of that she gets away importance very young.
with just about everything. She’s formed Her father was one of
very few relationships with the clan outside the most influential
of the elders because it seems she deems elders within the
them less worthy of her attention. clan and she looked
Stats: STR (9), DEX (18), CON (15), INT (13), up to him. This clan
WIS (20), CHA (14) is incredibly important
to her and she wants
Proficiencies: Wisdom Saving Throw +9, the people within it
Charisma Saving Throw +6, Arcana +9, to be well looked
Stealth +8, Insight +9 after and happy. It
Class & Levels: Level 10 Cleric of Sestia is hard for her to
(Arcana Domain) accept that her father being gone means the
weight is on her shoulders. Everyone has
been kind during the transition but his
Keelie Pawl death was a surprise. He simply never
returned from a hunting mission and no one
Quote: “In time you will understand.” can explain where he went or what
Physical Description: Keelie appears happened to his body. There has been some
significantly younger than the rest of the lingering and growing resentment that is
elders within the clan. She is quite short, forming around the circumstances. Her twin
barely surpassing five feet. Despite this she sister is doing her best to figure things out
has a presence about her that demands without drawing too much attention to
respect and attention. Her skin is very fair, herself or Keelie.
void of the freckles that most of her clan has Stats: STR (18), DEX (12), CON (14), INT
and covered in light grey swirling tattoos
that accent her shoulders, collarbones, and (10), WIS (14), CHA (14)
left temple. She has full lips and a small Proficiencies: Wisdom Saving Throw +5,
silver hoop piercing the bottom one right in Charisma Saving Throw +5, Insight +5,
the center. Her hair is incredibly long and Perception +5, Athletics +7
often worn down but with a headband of Class & Level: Level 5 Paladin, Oath of
small hollowed out bones strung together to Conquest
145
Ruby Reeze her dreams but she knows it would be taken
Quote: “Everyone is just doing their best.” as a great disrespect.
Physical Description: Ruby is a very young Stats: STR (10), DEX (14), CON (10), INT
girl, probably no more than fourteen years (16), WIS (10), CHA (10)
old. She is somewhat tall for her age and Proficiencies: Dexterity Saving Throw +4,
thin but well kept. Her hair is short by Wisdom Saving Throw +2, Nature +5,
choice, kept to her chin or shoulders and no Survival +5, Medicine +5
longer or shorter. She has the same vibrant
red hair as the rest of the clan and has one Class & Level: None.
blue and one green eye. Her nose is covered
with freckles and they only seem to grow in
numbers with every passing year. She has
no freckles anywhere else on her exposed
skin. She does wear clothing more than the
rest of the clan as she is young and her
grandmother requests some modesty even if
it is something that is uncommon among
the rest – including the youth. Her clothing
is simple, modest and often green.
Personality Traits:
● Curious ● Naïve
● Blunt ● Happy
● Youthful
Motivation: Some might say that Ruby is
too young to have true motivation but she
has some. Though she loves this clan and
her people, she wants to see more than
what they can offer her. Traveling is
broadening her horizons both
metaphorically and literally but she wants
to settle down somewhere and learn about
the people that call one place their home.
She has an interest in the plants of a very
temperate climate and she wants to learn
how to use those plants in potions and
medicine. She’d like to go to a school or
apprentice under someone in a town or city
so she can expand her horizons.
Occupation: None.
Feats/Skills: None.
History: She is the youngest grandchild to
Bru’lar Reeze. Bru’lar is an elder that has
served since he was very young and is
considered one of the most influential and
noteworthy people on the council of elders.
If there was a leader of the Paleclaw Clan,
he might be it. He would never accept such
a title but it would likely be thrust upon his
head. As such, Ruby has been pegged as his
successor and no one is very aware of the
fact that she has no interest of remaining
within the clan. She met a kind woman in
an encounter at a village that taught her a
small bit of useful information about plants
and has latched onto that as her dream for
the future. She’s beginning to realize that
she is going to have to tell someone about
146
The Stone Ash Clan perished in a clash with a hag coven, the
amulet was passed on to the new chieftain.
Together in Solitude While some have sensed a dark aura around
Alignment – True Neutral the wearer’s of the amulet, it has been
largely chalked up to the misfortune
Insignia - A Crystalline Bow pulled taught surrounding the family.
Those of the Stone Ash Clan are the
descendants of giants, or so they believe.
Exiled from the mountain-depth caverns of Celebrations
their ancestors, the goliaths are charged During mid-autumn, a grand feast is held to
with finding meaning in the world. The celebrate the hard-working individuals of
wastelands they call home were picked the clan. The chieftain recognizes several
because of the challenge of living there. members for their efforts during the year,
Elders in the clan impart the lesson that life and these chosen few are allowed to eat as
can be sustained anywhere if the spirit is much as they wish during the feast. There
strong enough. Legend states that when the may be greater rations during this meal, but
goliaths finally learn the meaning of life, they are still strict rations for the rest of the
they will be transformed into their true form clan. As part of the celebration, crafted
of giants. Few in the clan truly believe this artwork is shared. Many of these pieces are
part, however, but it makes for a grand seen by other clansmen for the first time at
campfire tale. this event. Some of these pieces may take
months or even years to complete. One piece
is chosen as exemplary work representing
Description the clan and the goliath who created it is
Tall, even for goliaths, these clansmen also allowed to eat their fill of the feast. In
average between 7’5” and 8’ in height. Their the end, the art pieces are added to the
skin ranges from stone gray, to clay red, to collection of trade goods. These are then
soil black. Eye color tends to be in sold shortly after the holiday, capitalizing on
grayscale, with pure white and black being the popular winter solstice gift exchanges.
the rarest. The comparatively meager
rations and great physical labor contribute
to a slim but powerful physique. Bands of Traveling
darker skin are often seen circling the limbs The large figures and larger, hand-pulled
and extremities of these goliaths. Depending carts often make the goliaths seem much
on how the elder druids interpret these closer than they really are. Different groups
markings, they may choose to hide them will be in charge of hauling, gathering, and
with greaves, bracers, and thick rings. The distributing certain materials. As such, each
closer to the torso, the better the fortune. cart and team of pullers will be carrying
When the bands reach the hands and feet, drastically different goods. At the center of
tragedy is certain in their lives. Double rings the convoy, the chieftain pulls a cart of
tend to mean that the fortune or tragedy trade goods, riches, and important tools.
affects the entire family or clan. Crossed Throughout their travels, members will be
rings depict a choice that may reap that gathering materials and food as they pass
destiny. Incomplete rings signify a death, them. Camp may be set up simply because
where the more breaks mean more lives a cart gets too full with raw material. When
lost. traveling through snow, sand, or swamp,
the Stone Ash Clan may remove the cart
wheels and replace them with sled runners
Events or floatation devices. Fording rivers and
15 years ago, an artifact was traded to the streams is often done by just carrying the
tribe. It held a curse that was not disclosed carts, with several individuals making the
upon purchase. Since that point, no clan trip back and forth multiple times to assist
members have been able to develop any with the heavier loads.
magical ability. The druids of the tribe have
struggled with their life-giving magic for
reasons they do not know. This curse is Movements
known to the clan members as the The clan avoids returning to the same area
mageblight. The artifact, an amulet of stone before the land can replenish itself. Their
giant origin, was given to the late chieftain’s path has expanded quite a bit as more and
wife as a harvestide gift. When the pair more time seems to be needed for this
147
process to occur. In times of the past, these Camping
goliaths would strip land of every resource The clan takes up large areas of land when
they could gather. When they were done, the they set up a semi-permanent camp. An
druids would bless the land to revitalize and oblong area that stretches around 50 feet by
encourage it to regrow before moving on. 100 feet is often used. Tents, fire pits, and
Now, every night is spent trying to various work stations are set up for use. At
encourage growth while they are camping or all times, a small guard is kept on watch at
traveling. The combined efforts of everything the perimeter of the camp. Groups that have
these druids can currently do still doesn’t their assigned resource nearby will spend
compare to the power they once were able to their days gathering, going as far as a two-
unleash upon the land in a single night. hour’s travel from camp. Groups that
Depending on the resources available, the cannot find their resources in the area work
Stone Ash Clan may camp in one location on crafting their materials into useful items
for a few days to weeks at a time. Camping or assist in the work of other groups.
lasts until an area has been cleared of the Children and the elderly assist in what they
sought after goods, they run out of room to can, but may be tasked to keep fires going,
store such material, or they start running cook, and fetch supplies between carts.
low on food. A quick hunting stop may be Druids work with their assigned groups, but
finished after two days, but a long mining also work to revitalize the land each
and tuber gathering break may cover a evening.
month of work. Travel lasts until a suitable
location is found to acquire any materials
needed. This tends to be at least three days
on foot. If the group has plenty of food and a Common Camp Sites
specific destination in mind, they may Found Time - This stretch of wasteland
march for two weeks straight or more to get seems empty and inherently resource poor
there. During the late summer and early at first glance. However, upon excavation of
fall, the plentiful vegetation can allow this the grounds, it hides an ancient battlefield.
clan to keep walking for up to a month The goliaths have been systematically sifting
before they must stop to craft new goods. through this area for several years. Useable
weapons and armor, as well as mountains
of scrap, have been recovered. The bodies
are given a funeral pyre and allowed to
return to the earth. Some magical items
Preferred Roaming Grounds have been recovered in this way, and are the
The wastes that this clan roams through are most celebrated recoveries from this area.
chosen due to their reputation for being Machat Woue - A silty streambed meets the
unsustainable for life. While searching for rocky base of a mountain here. The cave
meaning, they intend to live off of land excavations have proven abundant in clear
deemed unlivable. Areas that they seek to gemstones. Emerald, morganite, and
establish a camp include large swaths of flat aquamarine have all been found in the
ground near a small forest, river, or branching depths. The most valuable crystal
mountain. Here they craft, log, mine, and found in these depths was a chunk of vivid
more. Grounds attractive to animal life are green emerald that was fashioned into a
important for the harvest of meat, hide, lozenge cut and sold for several thousand
sinew, and bone. Places rich in gold and gold pieces.
gems may be prioritized when they’re in
need of riches to trade with. Every few
months, they roam to the edges of the
wastelands to trade with nearby villages and Seasonal Camps
towns. Excess crafts and goods are traded The clan allows an area to grow out for a
away. Whatever resources they haven’t been year or more before returning to harvest.
able to acquire are purchased. The Stone They do their best to enter areas for certain
Ash Clan tries not to interact with these resources at their prime. This may mean
settlements more than necessary though. seeking large root vegetables in the fall, or
Their path is a solitary one, and being hunting for creatures once their young no
charmed by the culture of these places had longer depend on them. When the clan finds
led some of their number astray. themselves decently stocked and near an
unexplored border, they may venture forth
in search of untouched lands. In summer,
they attempt to push north as far as they
148
can while the tundra is more forgiving. In there is no great threat to themselves. They
winter, they may search desert canyons or will not give up their lives for a stranger
take advantage of frozen waters to cross the though. The natural world is the giver of life,
deeper sections of river. even in the cold wastelands they live in.
While they take what they can, they try to
replenish the land when they can. Their
Interactions druids are tasked with revitalizing an area
before they leave it. This is for their future
Travelers - In the wastes that these goliaths good as much as it is for the land itself.
travel, there are very few travelers who cross
their path. They make no attempt to
contact, and rather tend to avoid, any
travelers they see. If the clan is dangerously Demographics
low on food, they may send a party to Currently, their numbers are around 45
initiate trade with a group that seems well- members. Prior to the mageblight, their
stocked. numbers were nearing 100. Starvation and
low morale have caused the clan’s numbers
Settlements - While trading with a to drastically fall over the past decade and a
settlement, the goliaths are often viewed as half. Druids of the clan who still attempt to
cold and distant. In reality, they are taking use their limited abilities number around
in the sights and culture of these different fourteen. Of the chieftain family, five
places. Taverns where music and merriment remain. Fotina, her younger two brothers,
fill the air are especially popular. There have her husband, and her daughter. Several of
been many occasions in recent years, where the goliaths have turned to worshipping
goliaths have left the clan in order to share various deities in hopes of receiving divine
in this mirth-- believing it to be the meaning aid. A total of fifteen acolytes worship 3
to life they seek. At least thirty clan deities: the Goddesses of Life, Health, and
members have left in this way. Due to these Luck. The movement for celestial
abandonments, current leadership has intervention is led by Goliaf Fomov, the heir
restricted clan interaction with the towns apparent to the title of chieftain.
they trade with. Smaller trading parties
picked by the chieftain are now sent. This
has been a point of contention for some who
feel that the chieftain does not trust their Important Figures
allegiance to the clan. They feel like they are Current chieftain of the clan is Fotina
being treated like the traitors who left their Fomov. She is a hulking figure, standing at
family. just under eight feet. The second chieftain
to rule during this mageblight, she worries
Enemies - The Stone Ash Clan has zero for the clan’s future if they cannot revitalize
tolerance for any who would do them harm. the lands they feed from. The diminishing
Any band of creatures who attempt to returns of their usual roaming grounds have
attack or steal from the clan forfeit their led her to start exploring new territories in
lives and goods. Knowing that necessity can the wastes. Elders in the clan worry for her
dictate action, the goliaths still provide because of the seven dark double-ring
funeral pyres for humanoid foes, but designs around her fingers and toes. Each
monstrous parts may be kept as trade goods foretells a great tragedy or misfortune in
and craft material. Creatures who target the Fotina’s life. So far, two tragedies have
settlements they trade with also become struck. The loss of her parents, and the
targets of the clan. This is not out of mageblight. Leader of the Stone Ash Clan’s
allegiance or good, but to gain good trading druids is Bazhena Tcherneshoff. She is
conditions from such settlements. worried for the future of the clan if her
abilities do not return to full strength. The
druids that practice under her have not
Attitude grown in ability and there may be no one to
Wanderers of the wastes between take on her mantle when it is time.
civilizations, this clan of goliaths pride
themselves in their self-subsistent lives.
They greatly value family and clan bonds, as
surviving in such harsh climates
necessitates plenty of work. Outsiders
matter not except for trade. Should a
traveler be in trouble, they may assist if
149
The Stone Ash Clan NPCs discipline to sit and learn the way the others
might. Druids were powerful and sought
Fotina Fomov after but she had none of that in her veins.
Quote: “I am doing my best. We are all doing Her father died when she was in her early
our best.” twenties and instead of her mother taking
the role before she was ready, Fotina
Physical Description: Fotina is an stepped in. Little did she know that she was
imposing figure that people rarely struggle going to take over the clan just before the
to pick out of a crowd. She has gray-blue mageblight began. Her people started to
skin with markings all over her body but waste away and the elders began to
most importantly, many rings of dark skin question the marks on her hands. She was
on her fingers to signify the tragedies of her afraid that she would lose everyone and let
life. She has pointed ears that would them down. Now she spends every day
otherwise make people believe she has some trying to make things passable for her
elf lineage in her but she has just pointed people.
them for aesthetic purposes. Her shoulders
are broad and often covered by a beautiful Stats: STR (20), DEX (1o), CON (14), INT
but intricate fur coat that is cinched in the (16), WIS (12), CHA (10)
middle for comfort and style. Her weapon is Proficiencies: Strength Saving Throw +8,
a massive blade that is sharpened on both Constitution Saving Throw +5, Athletics +8,
ends and acts as a walking stick when the Nature +5, Arcana +5
terrain is difficult.
Class & Level: Lvl 6 Barbarian – Totem
Personality Traits: Warrior
● Leader
● Reliable
● Organized Bazhena Tcherneshoff
● Contemplative Quote: “My kind are dwindling in numbers.”
● Loyal Physical Description: Bazhena is an
Motivation: The intimidating but strikingly beautiful woman.
mageblight has Her bright blue skin is broken up by vibrant
caused a lot of green markings that are unlike anyone
turmoil for Fotina else’s markings. It seems to signify her
and her motivating druidic nature. Her hair is shaved on either
factor is trying to side of her head, leaving one very long
pull her clan away ponytail from the center of her scalp down
from the edge of her head and ending in a long braid that
devastation. She sways about her waist. The strands of hair
fears losing everyone are onyx black and shiny, as if they are well
and everything and will not rest until she maintained even though the diets of the
can find a solution to save her people. She tribe have everyone appearing slightly
is trying to hold off starvation and underweight. Even though she is very
destruction to the best of her ability. Being a strong, her body is starting to show signs of
chieftain holds no weight if there is no clan weakness and malnourishment. Her
to preside over and she knows all of the eyes eyes are vibrant yellow.
on her are looking for guidance and Personality Traits:
support. She doesn’t know what to do but ● Tranquil
she is trying her very best. She just wants to
survive. She wants her people to survive. ● Natural
● Upfront
Occupation: Chief ● Calculating
Skills/Feats: Inspiring Leader ● Thoughtful
History: A child that has always had a Motivation:
weight on her shoulders, Fotina was born Everything feels
into the family of the chief. She was always heavier with each
expected to grow up and take the role when passing day. Bazhena
it would inevitably be handed down to her. is motivated by the
Being a warrior came first. She fought to survival of her clan and
defend her tribe because she had no even moreso? Her kind.
magical prowess and she didn’t have the The druids are dying
150
out and the numbers are dwindling like they weigh next to nothing. His eyes are
drastically. The last thing she wants is to be shockingly blue.
the reason they die out completely. She Personality Traits:
fears losing her powers and her people but
she isn’t sure how to save everyone. Every ● Quiet
day she spends slaving over communes with ● Intimidating
deities and the natural world, or researching ● Respectful
what she can through elders and stories ● Patient
that come from travelers or villages that ● Honest
they come across. She is beyond pride
anymore, willing to accept help from anyone Motivation: Despite
that might know something that could be of being a very powerful
use to the Paleclaw Clan. man, Grosserza is
motivated by
Occupation: Druidic Leader nothing more
Skills/Feats: Linguist than supporting
his wife. He
History: Bazhena is a woman that was knows she is in a
blessed by magic from the very start. Her very difficult position and he wants to see
mother was one of the most powerful druids the clan succeed but he knows the best way
that the Paleclaw Clan has ever known. She to do it is to be a supporting player. He
is still alive but has recently lost her powers wants to make sure that he is not only an
in this blight and it brings Bazhena so ally in his partner’s corner but an ear or
much sadness and shame. She only stepped shoulder for anyone to speak to or cry on if
in to be the leader of the magical aspect of they begin to feel overwhelmed by the weight
the Paleclaw clan because her mother could of their circumstances. He is willing to
no longer do it. This burden is one that she sacrifice a lot for the good of many more
dreamed about when she was a child and is than himself and it makes a lot of people
now incredibly intimidated by. She wants to like him even more than they already did.
be a good leader and to guide these people –
with Fotina’s help, obviously – back to the Occupation: Warrior
greatness of their clan but it is starting to Skills/Feats: None
feel like an impossible mission. No one
knows how to put things on the right track History: Grosserza was a triplet. He had
no matter how hard they try. two older brothers and they grew up very
close to one another. There was almost no
Stats: STR (15), DEX (16), CON (15), INT telling them apart but as they aged, his
(18), WIS (18), CHA (12) eldest brother died in a combat between the
Proficiencies: Intelligence Saving Throw +7, Paleclaw clan and a rival clan of goliaths
Wisdom Saving Throw +7, Nature +7, that were intend on taking their land. It was
Arcana +7, Survival +7, Insight +7 just him and his other brother living on with
the burden of having lost someone they
Class & Level: Lvl 8 Druid – Moon Circle shared a womb with. He married Fotina out
of love and not out of obligation. She was
his best friend and he loved her very deeply.
Grosserza Fomov Their marriage has brought many children
Quote: “My wife is doing her best.” and he was very happy about that until the
lands they lived on began to deteriorate.
Physical Description: Grosserza is an Now he fears for his children’s futures and
incredibly tall man with a completely shaved is terrified that they will go hungry. His final
head that is covered in markings that brother died of starvation a few weeks ago
almost completely mirror his wife’s. He has and he is not taking it very well. Leaning on
slightly darker skin and a very chiseled and his wife has become the only thing he can
cut jaw that seems to have been broken in do and he feels guilty because he doesn’t
the past and healed correctly but a want to distract her or add to her worries.
permanent bruise remains just under his
jawline on the left side. He rarely wears a Stats: STR (17), DEX (10), CON (18), INT
shirt but has a cape-like half-jacket that (12), WIS (17), CHA (12)
covers his back, shoulders, and most of his Proficiencies: Strength Saving Throw +5,
arms. In contrast to his wife’s sword he is Constitution Saving Throw +6, Insight +5,
holding to massive axes that are often Perception +5
absentmindedly being swung around him
Class & Level: No class.
151
Gyreen Lorth over a dispute that no one knows the true
Quote: “We are finding our end and it is not nature of. When they returned they never
as graceful as we had hoped.” spoke to each other again but continued to
coexist in the same space because it was
Physical Description: Gyreen is an average what was required of them. He had no
height goliath man with much larger legs siblings and as a result of that his bloodline
than arms. He is muscular and defined but was going to end with him. Eventually
his muscles are outlined by the markings of Gyreen married a lovely woman who died in
his goliath nature. Between the lines of his childbirth to their first daughter. That child
body are regularly drawn runes and words didn’t survive and he made it known that he
that mean a lot to him. They have no was no interested in trying again.
magical ability but they tell a story and he
doesn’t wash them off. They wear away in Stats: STR (19), DEX (9), CON (13), INT (20),
time and are replaced when he has WIS (16), CHA (11)
something new to say or think. His nose is Proficiencies: Strength Saving Throw +6,
pierced with a fishhook that rusts and is Intelligence Saving Throw +7, Nature +7,
replaced by other hooks any time he needs Survival +7, Animal Handling +7
to. His eyes are dark brown, almost black.
Class & Level: No class.
Personality Traits:
● Stoic ● Passive
● Persuasive ● Genuine Syraan Ilarnn
● Logical Quote: “Hide with me. Away from it all.”
Motivation: All Gyreen wants to do is live Physical Description: Syraan is the most
out the rest of his life as peacefully as feminine in appearance of all of the Paleclaw
possible. He knows that he is one of the clan. Her facial features are soft and gentle,
oldest members of the clan and he will see no harsh edges. Large eyes sit atop a button
his lifespan run comfortably but he feels a nose and full lips. She has very few
lot of guilt that many others will die before markings of her goliath heritage and it is
their time. He tries to keep a calm face and not uncommon for her to draw on extra with
make the people around him feel as ink or paint because she feels that she has
comfortable as possible but he struggles to less than she should. Her hair is bright
feel the plight on an individual level. It is all white and sectioned into small ponytails on
a logical emotional response. When he can her scalp and released into a full mane of
help it though, Gyreen is motivated by hair after it leaves her scalp. She has hair
trying to ease the pain on the backs and that goes all the way to her hips and it
shoulders of people that are trying their occasionally has twigs and leaves in it. Her
best. The last thing he wants is for everyone eyes are a brilliant amber color that catch
to meet their end with no joy in their lives. the sun like gold.
Occupation: Elder Personality Traits:
Skills/Feats: None ● Quiet ● Somber
● Gentle ● Distant
History: Gyreen was raised a member of
this clan and has known nothing but it. ● Protective
Originally he was an apothecary, tending to Motivation: Though she would announce it
the wounds and ailments of the clansmen very clearly, Syraan’s motivation is a
and women as best he mystery to most members of the tribe. She
could. He has no wants to protect the children and give them
magical interventions the best lives they could possibly have even
from the deities and though times are uncertain. No one knows if
despite recently there will be another year to live and she
starting to pray, he doesn’t want the children to die never
has never been having felt joy or experienced something
blessed by very positive. She spends every day making
the gods. sure that they are given what little food is
His family left for the clan – often giving up her own
broke apart rations to make sure the children do not go
when his hungry. She is the protector and she will be
father left that way as best she can.
his mother
Occupation: Caretaker
152
Skills/Feats: None The Sapphireforged Clan
History: Syraan was an orphan. Some Shaped by the Sea
believe that she was pressed here by a deity
or that her parents knew of the clan and Alignment - Lawful Evil
wanted to abandon their child somewhere. Insignia - A Horned Helmet with a Large
It was lucky that she was taken in and she Sapphire in its Center
feels that she owes the former leadership
and the leaders that sit in power now, a From the spindly arctic mountains stepped
little bit of respect and kindness. She goes the first frost giants. They killed, stole, or
out of her way to try and make people destroyed whatever they encountered. When
happy. When she was in her twenties she much of their snowy resources were
married a man that she loved very dearly. exhausted, they began seafaring. Isolated
He went on a pilgrimage to try and find communities that believed they were safe
some answers about the mageblight and he became terrorized. Fortifications built to
never returned. The ring she wears around keep the giants out became cozy homes for
her neck is their wedding band. She recently the raiders to camp in after a raid. The frost
found out – not long after her husband giants who continued this tradition of
disappeared – that she was pregnant with pillaging island and coastal villages became
their child and is actively trying to hide it known as the Sappireforged Clan.
from everyone.
Stats: STR (16), DEX (12), CON (18), INT
(14), WIS (20), CHA (12) Description
The giants of the Sapphireforged Clan are
Proficiencies: Wisdom Saving Throw +7, huge beings of snow and ice. Their skin is
Insight +7, Perception +7 often pale blue in color, but some range
Class & Level: No class. from deep gray to navy in coloration. Long
hair and beards are similarly colored in
white, grey, and blue. Their eyes seem to
glow like a backlit glacier, often in white,
blue, or aquamarine. They stand around
twenty feet in height and often have lean,
muscular builds hidden under layers of fur
and armor. The clothing of these giants is
crudely created by lashing together stolen
materials, or from the hastily prepared
skins of slain creatures. The furs aren’t
worn for need of warmth, but to create the
illusion of a larger physique. War-paint may
be applied to the skin and clothing of
members. These pigments are usually
created from ash, blood, and bone mixed
with boiled fat. The stylized carvings on the
frost giants’ ships often give inspiration for
their face paint designs.
Events
Many adventurers have met their end trying
to defeat these seafaring giants. One of the
only times they came close was through the
partnership with a white dragon. Some
worshippers of dragonkind bribed an
ancient dragon titled God-Hunter to attack
the frost giants. These cultists aided their
draconic lord in his siege against the stolen
forts of the clan. Only the powerful druidic
magic of the elder shamans was able to
finally defeat the dragon and his cohorts.
This victory allowed bestial forms to
officially enter in the ordning. It also created
153
a newfound respect for the shapeshifters them. When tepid breezes fill their sails,
and lycanthropes who walked among these they move to escape the warm front. Though
giants. Wolf became a common language the northern villages are not as well-off as
amongst the Sapphireforged Clan. Now, the the temperate port cities, the frost giants
howls of victory are regular guests to the avoid traveling too far south. They detest the
ambiance post-battle. warmer weather and find warm, humid air
intolerable. In deep winter, frozen channels
may be smashed open with the help of
Celebrations aquatic shapeshifters and natural magic.
Especially thick ice sheets may require
The end of the mating season is marked by portage via sleds. Camping is only done the
a grand tournament to determine the clan’s night after a successful raid, and around
ordning for the following year. This the solstices. The clan’s life is on the sea or
competition is supposed to celebrate the roaming the coastline. They are quite
frost giants’ spread throughout the northern accustomed to spending long stretches of
oceans. Feats of strength and endurance time in the choppy, frigid waters. Using a
test the competitors who wish to improve in long history of stellar navigation, the frost
rank. Games involving uprooting and giants know well where they are and what
tossing trees can cause a mountainside to date it is. When individuals feel cramped,
go bald. they may swim alongside the boats or take
walks along the coast in search of new
settlements or travelers.
Traveling
On the oceans, the distant vessels of the
clan may seem simple in make. As one Preferred Roaming Grounds
approaches, would-be victims look on in Villages with a long history of being raided
terror at the twisted decorations on the have devised a system that benefits both
ships. Lifelike details depict flayed creatures themselves and the giants. They leave a
strapped together across the entire hull. sacrificial pen of livestock near the beaches.
Elongated limbs and rivulettes of blood A nearby storage hut contains as much
cover the waterline of the boats to keep excess food, furs, and weapons as they can
them as hydrodynamic as possible. At the provide in hopes of appeasing the raiders.
bow, an actual corpse may be secured. Buildings are built low, never more than one
These figures are almost always alive when story above ground. Sentries alert the village
initially strapped there. The dark sails are when the frost giants’ ships are seen
painted with graphic scenery as well. approaching, and the population flees to
Mounted crossbows are placed on either subterranean shelters to wait out the
side of the boats, each able to launch heavy attack. This relationship keeps the giants
arrows, bolts, and chain bolas. coming back to these areas, but they
appreciate the subservient behavior and
tend to cause less destruction-- when there
Movements is plenty of food and wine to go around. In
The Sapphireforged Clan roams between some of these villages, criminals of the
different coastal settlements and known highest degree may be left for the giants to
giant colonies. The humanoid towns and dispatch of. Especially cruel individuals
villages are raided for food, tools, and enjoy these gifts and the entertaining
treasure. When they have accumulated a screams they provide.
decent amount of wealth, the frost giants
will venture to a stone or fire giant colony
and trade treasures for their labor. From the Camping
fire giants, they gain weapons and armor of While at camp, the giants can be seen
great quality and fitting size. The stone feasting upon stolen goods and stringing
giants provide information on rich together smaller sets of armor into giant-
settlements and fashion found treasures sized scalemail. They tell tales of their
into giant-sized jewelry. They are also hired pillaging-- the sounds of terror, how easy a
to carve the grisly scenes of death and soldier was crushed, the treasures they
destruction upon the frost giants’ ships. found. Shifters may take on a bestial form
Oceanic currents and seasonal winds while tearing into fallen peasants and
greatly factor into the travel pace for the livestock. If a settlement has been
clan. They care not to fight nature, choosing completely wiped out, the clan may rest in
easier targets if air and sea are against
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its ruins until they consume any excess Seasonal Camps
goods they cannot carry with them. This is Near the winter solstice, the clan retreats to
more often done to fortified structures as a a well-sheltered island or mountain pass.
humbling act than the smaller island During this period, new life is born and
villages who make no attempt to defend conceived. While stationary, trees may be
themselves. Those who fight back humor felled and hollowed to create new boats for
the giants. The clan may take their time the clan. Celebratory behavior can be
pulling armed individuals apart and observed in this period. A large stock of food
terrorizing their families with the sounds of is brought to be consumed as the giants
their demise. Towers, and other structures wish. Nightly wrestling tournaments and
larger than the giants, may be toppled just storytelling fill the air as families pass time.
for their size. It’s hard to hide from, or scurt In the summer months, the Sapphireforged
around, these resting giants. Patrols of Clan makes their way down to trade with
shapeshifters normally stand watch after other giant clans. Goal-oriented travel
successful raids. Their supernatural senses typically occurs at the height of summer.
keep a vigilant guard for any returning The seemingly random currents and winds
villagers or approaching avengers. of the intermediary seasons make
destination-based travel more difficult.
Therefore, travel in the spring and fall tends
Common Camp Sites to be based on where the currents pull
Yellow Dark - This island is a nondescript, them.
barren chunk of icy rock. No settlement is
here, but the Sapphireforged Clan may rest
here between raids regardless. In the dark Interactions
winters, the edges of the island glow a Travelers – Traveling ships may be targets
vibrant yellow due to the biofluorescent of a raid if the giants believe they can get a
microfauna that live beneath the waters. drop on them. They may watch the ship
This makes it easy for the giants to land from afar, mobilizing around a cliffside to
their ships without the risk of running into ambush the vessel. For smaller boats, a
the rock. The open ground makes this spot pack of seawolves may be sent to sink the
a good location for fights between clan vessel or disable any defenses. Travelers
members. Large, northern porpoises are found upon the shoreline may be judged for
known to live nearby. These can provide how much entertainment they may provide,
sustenance should the giants need other versus the effort to hunt them down. Unless
sources of food. Locals will occasionally the giants have spent over a week on the sea
venture to this spot to scavenge for dropped without a raid, parties of eight or less people
and forgotten treasures that the giants leave are typically ignored. On occasion, a traveler
behind. who speaks giant will plead for their life.
Fort Fallen - The ruin of an old stronghold Those who speak giant are extra amusing to
stands empty and lifeless for much of the the clan, and may be kept around as a
year. A colony of dwarves had dreamt prisoner for as long as they tell tales of far
themselves unconquerable and, in their off lands and entertaining humanoid
hubris, taunted the frost giants as they politics.
scouted the area. It was a hard-fought battle Settlements – Settlements are the primary
indeed, but the dwarven defenses could not raiding quarry of the clan. Any cluster of
keep the giants at bay. Ultimately, the clan buildings that look like they house people,
broke through the gates and systematically treasure, or beasts are a target. The villages
hunted down each and every individual with a history of leaving gifts are an easy
within the fort. The impressive structure favorite mark. But, the thrill of finding a
could easily house the giants during their new township that tries to fight back fills
trips in the area, so they knocked down a many of the bloodthirsty giants with glee.
few walls and ceilings and turned the fort New settlements are ambushed instead of
into a temporary campground. On occasion, boldly approached like the subservient
captured dwarves are set loose in the towns. It elicits more fear and panic, a joyful
structure to look in horror at the sound to the raiders.
destruction of their brethrens’ artistry
before being hunted down themselves. Enemies – The only true enemies of the
Sapphireforged Clan are those larger and
older than themselves. Dragons are notable
examples, especially due to the clan’s
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history with ancient white dragons. Important Figures
The cults of eldritch horrors have tried Jomkien Finlark - The current jarl of the
threatening the isolated, northern Sapphireforged Clan. He is a prominent
populations with incursions of otherworldly figure due to him being the first seawolf, or
beings. The impish magic of the fey also any lycanthrope, leader. Jom is an
draws the giants’ ire. Hags and similar dark impressive figure, 22 feet tall with blue skin
creatures may step into the clan’s territory like the ocean depths. He is known for his
of torment. This clan is not one for sharing, howling calls during a raid or celebration.
even if they travel far between their raiding Raiding is his life, and he takes great
zones. If another creature or group pleasure in plundering helpless settlements.
threatens their ‘property,’ they will work to His favorite pastime is plundering cargo
squash them out. ships. Using his family’s aquatic forms, they
relish in tearing apart the vessel. The fact
that many, if not all, of the sailors will
Attitude perish if
Glimmering gold coins and other disks of Hallvita Guthoura - The clan's head of
metal do not capture the attention of the ceremony. As the eldest female, she selects
Sapphireforged Clan. They take value in mating pairs that lead to future generations
things as large and old as they are. These of giant kin. She also takes it upon herself
frost giants trace their lineages to the dawn to take care of the younglings when the clan
of time. Ancient artifacts mean nothing if is off raiding. Most outside the clan wouldn’t
they are but a speck to the giants, however. know it, but Hallvita teaches the younglings
Treasures that can be prominently their first lessons in combat. She points out
displayed on their huge forms are more the methods used by her clanmates when
valued than the small items humanoids raiding and sailing, creating the framework
fight over. Primordial creations are for the great giant fighters.
especially valued due to their historical
connections to the origin of material life. Asgaudes Barkson - A figure that takes his
Status within the clan is based upon the time and uses it foolishly according to most
physical strength and size of individuals. clan brothers. Instead of taking joy in the
The local ordning is determined at the more modest clan pleasures, Asgaudes can
beginning of each year through physical be found collecting sections of buildings. He
contests. If the leadership is determined to creates his own amalgamations wherever he
be ineffective, a challenge may be placed is found camping. His eye for function and
over the jarl’s title. form is admired by those granted survival in
these puzzling homes.
Demographics
The Sapphireforged Clan has about 50
members split amongst three raiding
parties, ranked by the ordning. These
parties are known to competitively trawl for
the best landing sites. A brawl amongst
party leaders can decide the rights to land
first, especially in the more bountiful areas.
Around 20 members are lycanthropes, half
of which turn into seawolves and the
remainders into dire wolves. One family of
six work as the tribe’s druidic shamans.
They perform rites for everyone in the clan,
and use their magic to best the harsh
elements.
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The Sapphireforged He was given every advantage he could
muster, prepared for the transition between
Clan NPCs man and “beast” every time it happened. He
now has control over that transition
Jomkien Finlark entirely. After a few years of awkwardness
Quote: “There is a great thrill in destruction he grew like a weed, getting taller than even
at the hands of me and my kin.” his father was before him. This height in
itself was enough to gain him some respect
Physical Description: Not that you but when he started throwing his weight
regularly see all of the Sapphireforged clan around effectively, people turned to notice
in one place but it is pretty clear at first him. He worked his way to leadership out of
glance that Jomkien is one of the tallest of sheer force of will.
the giants. He stands a little over twenty-
two feet tall and is made of pure muscle. His Stats: STR (21), DEX (8), CON (20), INT (14),
skin is dark blue, navy in places, but much WIS (17), CHA (9)
like the depths of the sea that are frequently Proficiencies: Strength Saving Throw +8,
unseen by the human eye. He has two Constitution Saving Throw +8, Athletics +8,
horns on either side of his head that many Intimidation +2
mistake for a helmet. His nose is crooked
and clearly broken, having healed back Class & Level: Lvl 8 Barbarian – Storm Herald
asymmetrically. The hair on his head is
wispy and thin, falling in white strands on
either side of his face and down over the Hallvita Guthoura
back of his head until it reaches his Quote: “They’re mine to nurture and protect.”
shoulders. He has a much thicker beard
that is braided on either side – extending Physical Description: Even at the great
from his mustache – and met in the middle height of nineteen feet tall, Hallvita is still
in a large metal ring. wholly feminine and maternal in
appearance. She has feminine curves that
Personality Traits: are exaggerated by her size. Long white hair
● Demanding ● Impatient cascades down to her mid-back in full
● Arrogant ● Competitive waves that curl naturally and frame her
● Strong face. Half of the hair is pulled up into a
ponytail and the other half drapes freely.
Motivation: Jomkien desperately wants to She wears a long robe that is just one shade
be the best. He needs to be respected as the off of the blue of her skin. Her skin itself is
leader of his tribe and as a warrior. He quite pale, almost drastically so. She always
needs respect and will start any fight he has has on a ceremonial circlet as well. The
to in an attempt to be sure that he is treated center of that ceremonial piece of jewelry is
with it. His name is one that he wants to a vibrant sapphire that has veins of white
leave a legacy, no matter the connotation of and silver running through it that would
that legacy. Plus, he is motivated by doing make it “imperfect” to others but it is exactly
things that seem fun. A lot of that fun is what she needs and wants in her attire.
raiding and violence
which is respected Personality Traits:
and understood ● Maternal ● Understanding
around his kind. ● Articulate ● Calculating
Occupation: Leader ● Stable
Skills/Feats: Tough Motivation: Due to the nature of her
position within the tribe, the things that
History: In his youth, motivate Hallvita are relatively streamline.
Jomkien was one of She wants to take care of all of the children
the smallest of his in the tribe and prepare them to join the
generation. Both of ranks of the fighters and warriors. Even
his parents were though she shields them from the
lycanthropes and harshness of actual battle, she wants to
he was genetically prepare them to the best of her ability so
predisposed to they don’t fail when they are introduced to
the condition. It real combat. Outside of that, she is
never served too motivated by picking the best mating pairs
much of an so that the children they produce are strong
issue for him.
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and the tribe grows in strength with every shiny as if he were to shine it every day. On
passing generation. She takes this very his chin is a thick beard that is artificially
seriously and her opinions will not alter. squared off. The beard matches a handlebar
mustache that he practices regular upkeep
Occupation: Head of Ceremony on so that he can appear put together. His
Skills/Feats: None hands are dry and cracked, seemingly
chapped from lack of glove wearing and cold
History: Hallvita was always a mature weather. The blood that runs from the
individual. She is the daughter of an outcast cracked joints freeze into leather bands with
that challenged the leader when she was fur on the inside that he wears around his
just a child. When her father left she wrists. There is a large tattoo of a lightning
remained under the watchful eye of a very bolt up his forearm on the left side of his
maternal sort – body.
the former
mistress of Personality Traits:
ceremonies. ● Individualistic ● Independent
She was ● Playful ● Intentional
raised as if ● Innovative
she were
the woman’s Motivation: Many people actively question
own daughter Asguades’ motivation. He seems to want
and taught things outside of the norm for his tribe and
how to make that is rarely taken kindly. This man is a
connections man with individual personality and doesn’t
and pairs. It conform to the norm. He wants to do what
was assumed he wants to do. He doesn’t want to become
that because just one of many. He’s motivated by this
the former streak of stubbornness that drives him
head of ceremony every day. Asguades does not want to be
never had children of her own, she would anything like the people around him. He
pass the gauntlet to Hallvita when the girl wants to live just barely within the
was old enough. Combat was never her conformity they ask of him to remain a part
focus and she stayed outside of the parties, of the tribe but he wants to express himself
only allowing herself in when they needed how he sees fit.
her insight or to care for the children. Being Occupation:
a minder for the youth was not something in Tribe Member
her job description originally but she took it
on herself because she valued what was Skills/Feats:
given to her when she was a child. She just None
didn’t want anyone in the dark or alone. History:
Stats: STR (18), DEX (12), CON (20), INT Asguades was
(14), WIS (18), CHA (14) born into a
questionable
Proficiencies: Strength Saving Throw +6, union. The
Wisdom Saving Throw +6, Insight +8, former
Perception +6, Nature +4 head of
Class & Level: No class. ceremony
paired his
parents
Asguades Barkson together and
they did not like each other. There was a lot
Quote: “I do what I want. There is nothing of resentment between them and they took
else to it.” to different hunting parties in an attempt to
Physical Description: Asguades is not the be away from one another. This was the very
kind of person that one might pick out of a spark that planted the non-conformity bug
crowd. All of the height aside, he is an within Asguades. He did not want to be
average sort of man. He stands everything that other people wanted him to
approximately twenty feet tall and is become. Though he respects most of the
incredibly wide but built of all muscle. His rules – and will respect his own partner
teeth in the very front are chipped and should one be given to him by Hallvita – he
jagged. The top of his head is bald and tries to maintain as much individuality as
158
he can. His parents still live together and size he cannot work for people unlike
are alive but they are bitter and angry and himself but he loves the respect he is given
pretend to be nice to one another even and he loves getting to come up with new,
though they do not consider themselves a creative things.
good match together. Occupation: Blacksmith
Stats: STR (18), DEX (10), CON (18), INT Skills/Feats: Elemental Adept – fire.
(14), WIS (12), CHA (16)
History: One of the eldest members of the
Proficiencies: Strength Saving Throw +6, tribe, Tyaan used to be a warrior. He was
Charisma Saving Throw +5, Intimidation +5, fierce and strong but never had the passion
Persuasion +5 for fighting. His affliction of lycanthropy was
Class & Level: No Class vastly out of his control and though it was
useful in combat he saw it was a detriment
to his actual life. When he pulled away from
Tyaan Brize fighting it became much easier to control
and he took to the forges. He began making
Quote: “See what I can make? Earn your gift.” the weapons that his clan used to fight and
Physical Description: Tyaan is easily the putting his own spin on things. To this day
widest of the Clan. He is nineteen feet tall Tyaan is one of the best smiths in the world.
but many feet across. Though his build is Stats: STR (20), DEX (7), CON (19), INT (12),
stocky he is also muscular, hidden beneath WIS (20), CHA (12)
many layers of fat. His tone is more for
power than vanity. The skin around his face Proficiencies: Wisdom Saving Throw +8,
is much lighter than the skin of his hands, Charisma Saving Throw +4, Persuasion +4,
arms, legs, and feet. He keeps his face Insight +8
covered with massive goggles that are either Class & Level: Lvl 7 Cleric – Forge Domain
on his eyes or hanging around his neck at
all times. He has no hair on the top of his
head but all around the crown of his scalp –
having begun balding much younger than Onewyn Hrazzo
most people. He has streaks of black hair Quote: “Know your place.”
that remain but as he has aged he’s both Physical Description: Onewyn is one of the
lost hair and turned bright white. His eyes tallest members of the clan, at just under
are all black, onyx in color and the twenty-two feet. He has broad shoulders
difference between his pupil and his irises is that are very rarely covered by clothing. His
absolutely nonexistent. Tyaan is always torso and bald head are tattooed with
carrying a large hammer that is warmed and darker shades of blue than his skin tone.
radiating heat. His legs are always covered in some sort of
Personality Traits: fur-lined trousers. Onewyn is missing his
● Competitive left hand and keeps it exposed so people are
● Stubborn aware of this “weakness” and dare
challenge him on it. He carries a two-sided
● Dry axe and occasionally uses it as a walking
● Haughty stick if he really needs to. He’s quite old but
● Solitary he still has stark black hair on his chin, a
Motivation: beard that is neatly manicured and kept
Despite most of short to keep out of his way.
the people of his Personality Traits:
clan, Tyaan has ● Composed ● Closed-off
a relatively ● Principled ● Self-critical
peaceful motivator. He
wants to support and protect his people but ● Confident
he doesn’t want to be a part of the actual Motivation: Onewyn is one of the most
fighting. He is a blacksmith that creates, secretive people that a person could
shapes, sharpens, and treats the weapons encounter. He keeps his cards close to his
that the people he lives with use in their chest and refuses to give even an inch when
raids. He wants to be the most noteworthy it comes to his personal drives. Despite this,
forge of all of the giantkin around the world. it would surprise none to know that he
He wants to be respected and sought out by would like to overtake the position of leader
all kinds of clans. Obviously, because of his if he could help it. He leads one of the
159
raiding parties and is a very successful but
he does not like bending a knee when it
The Sandclaw Tribe
comes to respecting the leader of the tribe. Pious in Age, Unyielding in Battle
While Onewyn doesn’t genuinely think Alignment – Chaotic Neutral
Jomkien is a bad leader. He wants to be the Insignia - Three Horns (instrument) Curving
one in charge. into Claws
Occupation: Raid party Leader Once, the tabaxi lived in a grand city in the
Skills/Feats: Slasher middle of the desert. Steep, angular walls
protected them from the outside world.
History: Onewyn is a person that was born Springs of clean water flowed throughout
with a silver spoon in his mouth. His father the city. It was rich and vibrant with life and
was the former leader of the tribe and he mirth. The name of this grand palace of the
very much expected to be given the position tabaxi was the Oasis of Rainbows. Its name
after his father’s death. When that didn’t was due to the dancing sunlight that caught
happen he was bittered and despite going on jewel-encrusted decorations. The pools of
with what was expected of him, that water reflected this multicolored shower of
bitterness has continued to grow. He has no light all across the walls.. On the first moon
siblings and his mother still lives but she is of the last king’s reign, tragedy struck. A
retired from raiding and sits on a council of great churning from the earth blasted water
elders to maintain the peace among the from the once-calm springs. It filled the
raiding parties to the best of her ability. palace, flooding shops, houses, and temples
Onewyn is the leader of one of the more alike. Then, the palace collapsed into the
successful raiding parties. His group often ground, burying nearly everything the
picks fights with other people and when civilization had. The grand palace
they lose they do not lose gracefully. He disappeared, never to be seen again.
doesn’t take kindly to being disrespected or
falling short. He is a lycanthrope (direwolf)
and he uses that to his advantage in every Description
opportunity he could. These tabaxi are lithe creatures of lean
Stats: STR (21), DEX (9), CON (19), INT (17), muscle. Walking tapestries, these tabaxi
WIS (12), CHA (9) decorate themselves in the flowing script of
their ancestors. General knowledge, family
Proficiencies: Strength Saving Throw +8, trees, and important dates are only a few of
Constitution Saving Throw +7, Athletics +8, the notes that may cover their bodies. The
Intimidation +2 semi-permanent inks and dyes that they
Class & Level: Lvl 6 Fighter – Eldrich Knight use come in a variety of colors and the same
word may take on a different meaning when
written in a different hue. This mix of the
visual and phonetic make the Sandclaw
script one of the hardest to decipher. A
simplified script is more commonly used
among the tribe now, but some of their
scribes keep the ancient linguistics alive.
Events
The loss of their city was a major loss of
culture for the Sandclaw tabaxi. They lost
history, which was recorded upon the walls
of the city. Knowledge of language,
mathematics, and astronomy built upon the
etchings of their ancestors. Tradesmen
scrambled to pass on their ancient
techniques in pottery and medicine. They
lost much of this knowledge, only able to
store so much information in the tribe’s
collective memory. Because of this, an oral
tradition started. Elders taught the young to
memorize all the information they needed.
Ancestral lineages would be drilled into their
160
heads. However, the possible existence of all Preferred Roaming Grounds
of this knowledge buried deep under the Areas near game are favored. Besides this,
sands has inspired many to seek the ruins. they like wandering near settlements to
The exact location of the Oasis of Rainbows trade their excess animal products for dye
is unknown. Archaeologists and treasure materials, drinks, and exotic meats.
hunters still seek to find this mythic palace,
often employing members of the clan as
desert guides in an effort to track it down. Camping
A large, shallow pit is dug to hide the felines
Celebrations in camp. Over the top, a wide roof is placed
Death of Life is an aptly named celebration to shelter the inside from the sun. This
of death and life. During this monthly ritual, structure is made of bone, wood, and soft,
beneath the full moon, sacrifices are made stretched hide. The inside of the structure is
of meat, blood, and bone dust. The loss of decorated with more of the colorful writings.
any lives and the birth of any new ones are Outside, designs in light colors help the roof
celebrated heartily, with gifts given to the blend into the surrounding desert. Most of
families of the new life or death. On most the Sandclaw Tribe’s activities take place
occasions, an elder will venture alone into within this structure, excluding food
the desert, returning only if they are able to gathering and trade. A campfire is lit at
catch prey that very night. This practice night and located within the center of the
tends to be an excuse to remove the camp so the smoke can filter out of a small
physically unfit form the tribe before they hole in the roof.
can slow them down. Should the elder not
return, a celebration of their life is done Common Camp Sites
during the next full moon.
Copper-Form - This is a low valley of
sheltered scrublands and dirt streaked with
Traveling orange, brown, and green. No real copper is
The tabaxi travel on foot or with the found here. The name doesn’t come fully
occasional beast of burden. Only the fastest, from the colorful dirt either. This area was
nimblest creatures are accepted. High stumbled into while pursuing prey, and an
motility is a virtue of their travels; the slow elder by the name of Copper-Adder-in-
and lame are left behind. The tribe travels Hiding was buried here. The shrubland is
together in close groups, never wandering attractive to many herbivores, who feast
too far from each other. This is for safety upon the leaves and grasses in the area.
and in order to assure that each individual’s Ahanna - Named for the adopted human
sentiment weighs in on group decisions. daughter of Circle-of-Petals, this old
watering hole has since dried up. It was at
this location that the lost girl was found and
Movements taken in. Unfortunately, the girl could not
The tribe wanders with the wildlife, often be made to understand why so many
following the same groups of boar, deer, and creatures had to be killed to support the
other game for weeks on end. When a tribe. After four years, the young woman ran
watering hole or other such gathering space away with a passing group of travelers.
is approached, a new herd may be chosen Circle-of-Petals still hopes that her daughter
as prey and followed from there. The tabaxi will return to her one day, and makes any
wander the same paths as their quarry, excuse to visit Ahanna and relive their
often following in their direct footsteps. The meeting. The dry pit where water once
Sandclaw Tribe often travels for up to a collected contains good-quality clay, which
fortnight without stopping. Their camps, the tribe gathers for their pottery.
however, are able to be quickly constructed
due to their simple design. Should rain
threaten the skies above, camp can be Seasonal Camps
prioritized, with several scouts tasked with The Sandclaw Tribe doesn’t change much
keeping an eye on their prey. Camps tend to about their behavior with the seasons. They
only last as long as they are necessary, continue to follow and subsist off of prey. In
usually no more than a day or two. When the brief wet seasons, they may stay in
creatures gather at a water source, the camp longer to avoid getting wet, scurrying
tabaxi may camp for a few extra days while after their quarry during periods of dryness.
sizing up which group to pursue. A large number of births tend to occur in
161
the autumn, so longer camps may be set up individuals of the tribe seem unpredictable
to accommodate the mothers and newborns’ in action. Travelers who have run-ins with
transition into the world. the Sandclaw never know when they may
offer a flask or a fight. The stoic displays of
the catfolk makes them hard to read.
Interactions
Travelers - Travelers won’t be attacked
unless they threaten the group first. What is Demographics
observed as threatening behavior may vary, The Sandclaw Tribe has a total population
however. The casting of magic without of around 80-100 members. As individuals
announcement can often be seen as a threat are hired as desert guides, the number may
by the tribe. The tabaxi are used to killing to fluctuate within the main group. Around ten
survive, and they have no qualms about or so members act as scribes, learning and
removing any threats to their lifestyle. When practicing the ancient scripts of their
everything goes well the tribe can be a people. Twenty individuals act as scouts to
welcome, if stoic, host. If there is room, keep an eye on their prey and any nearing
travelers may be invited within the tabaxi’s travelers or potential threats. 24 priests of
camp for shelter from the elements. different deities work within the tribe. These
tabaxi often take on other roles as well,
Settlements - The tribe will take any such as that of hunter, scout, or scribe.
opportunity to travel through a settlement Most of the adults act as hunters for the
and trade with the locals. Often, they will tribe, as the hunt is what sustains all life.
sell or barter with their excess hide and
bone. Light cloth and metal weaponry are
popular purchases, as the tabaxi have no Important Figures
access to such materials in the desert. Bone
carvings and beads may be exchanged for While no leader is formally recognized, the
decorative jewelry or spools of metal wire. elders and religious leaders tend to be
Several younger scribes have taken it upon treated with deference. A large pantheon is
themselves to bend the metal into their worshiped by this tribe due to their belief in
ancient script and use these as stencils or the balance of the universe. Thus, favor may
banded jewelry. Within settlements, the shift between religious leaders based upon
tabaxi defer to the local populations the day-to-day needs of the tribe. Elders are
customs. They take less aggressive stances respected for their knowledge and ability to
on what is threatening, but may still persevere through the years. The older
withdraw from a village if too many slights individuals tend to be more involved with
occur. Arcane and druidic magic users are religious rituals and worship.
slightly feared due to their possible control Hands-to-Fight - An artificer and skilled
over the elements. Overt displays of such tinkerer in the tribe. He tends to experiment
magic may lead the tabaxi to avoid a with parts of dangerous creatures to
settlement in the future. replicate their abilities. Some of these
Enemies - There exists only family, traders, creations have included snake-bite bolts,
and prey to the Tribe. Should a group or boar-tusk spears, and scorpion-sting
person prove not to be one of the first two, arrows. While he loves experimenting with
they become the third. If a creature is venom, he has been reprimanded many
threatening, they cannot be allowed to live. times for tainting useful meat with such
Wandering groups and treasure hunters devices. He has been working on a method
know well to keep their guide alive and well. of better blood extraction and storage for the
A group who lose their guide are labelled tribe’s hydration.
murderers by the tribe and may be hunted Charm-to-All - A nimble scout and minor
down like any other prey. cleric. She is often hired by treasure
hunters and desert travelers alike. Her
abilities to keep careful vigilance and heal
Attitude her allies make her an indispensable
Some consider the desert to be barren of resource. Several members of the tribe have
life; the tabaxi of the Sandclaw Tribe tried to convince her to stay with the main
consider it the source. The desert is camp because of this, but she likes to meet
predictable and in-balance with the desires new faces too much to stick around. Some
of the gods.Water is the opposite. It is fickle, elders grumble about giving her an
coming in on unpredictable storms. Despite ultimatum between the tribe and travel, but
their value of the natural balance, they know she will pick travel if it comes
down to it.
162
The Sandclaw Tribe NPCs raised around two very creative people and a
tribe that encourage him. He never had any
Hands-to-Fight siblings but he had very involved parents
Quote: “I can fix it, just stop fiddling with it.” that are still alive and help him with what
he does as often as they can. His mother
Physical Description: Though this male has recently taken to being on the council of
tabaxi is relatively tall, he has a permanent elders but he has no interest in taking that
hunch in his back. His fur is dark black and sort of position or role. He started producing
because of it, he wears robes over most of weapons and tools for the tribe when he was
his body to block the dark color from the in his teens and has gotten significantly
sun. His ears are relatively small and better as time goes on. He is called in for
rounded. They stick up entirely though, specialty things for elders or hunters
keeping a set of beautiful goggles on his face regularly to make sure their job is as easy
at all times. On his hip is a few tool sets as possible.
strung up by leather belts that cross over
each other. He always has some sort of tool Stats: STR (9), DEX (14), CON (16), INT (18),
in his hand and is dipping it into an open WIS (12), CHA (10)
vial or beaker to sterilize it before he uses it. Proficiencies: Con. Saving Throw +6,
His arched back comes from bending over Int. Saving Throw +7, Investigation +7,
his table or desk while he is working. His Sleight of Hand +5, Arcana +7
feet and arms are wrapped in simple fabrics Class & Level: Lvl 5 Artificer – Alchemist
that have script written all over it in dye
instead of ink.
Personality Traits: Charm-to-All
● Detail-oriented Quote: “I am always happy to be here, while
it lasts.”
● Intelligent
● Motivated Physical Description: A female tabaxi
covered in beautiful black stripes against
● Fixated orange fur. She seems to be pretty
● Logical traditionally tiger in appearance. Her ears
Motivation: are large and often kept flat to her head and
Hands-to-Fight tucked under a scarf that is wrapped
has a very around her head and neck. She wears robes
streamline of varying colors and covered in different
motivation. He types of script but tends to prefer the
desperately wants Sandclaw script itself. She has a staff in her
to improve and hand at all time, curled in a paw that is
develop new things. missing some fur because of regular burns.
It brings him a lot of The staff has a stark and dramatic black
joy to follow through and create something onyx stone in the very top. When it hits the
that the tribe uses and finds useful. His light there is a sliver of red running through
motivating drive is being a useful part of the the center.
team and being relied upon. Every day he Personality Traits:
spends working on his little trinkets and
tools but he is also using his time to come ● Consumed by Wanderlust
up with a better blood extraction system for ● Insightful ● Observant
their kills. He wants to be sure his people ● Clever ● Magical
are well taken care of and treated to the best Motivation: Charm-to-All is motivated by
of their ability. Though he doesn’t normally herself and only herself. She does care
linger to see if something is well received. He about other people and she has an interest
just hands off what he has made for testing in trying to make the lives of people around
and allows people to bring him the feedback. her easier but ultimately all she wants is to
Occupation: Tinkerer feel fulfilled. She wants to find a path that
Skills/Feats: Keen Mind makes her feel closure and pride. She’s the
kind of person that is actively seeking to
History: This man has been a member of better herself and wants to do that without
the tribe for his entire life. He was born to a the restraints of expectations and promises
former blacksmith that does some basic made to other people. As selfish as it can be
smithing and forging while they travel but considered, Charm-to-All is the kind of
has not managed to turn his passion into an person that feels she can only be a good
actual business. Hands-to-Fight has been person to others if she is the best to herself.
163
Occupation: Scout & Cleric Motivation:
Skills/Feats: None Guidance-of-Many’s
drives have changed
History: Though related to a member of the dramatically in the
tribe, Charm-to-All has never been a full past three years. He
fledged member of the Sandclaw. In her used to be the kind of
younger years she would visit with her aunt man that wanted to
when the tribe was nearby her parents’ prove himself and
settlement. She enjoyed the people and the to be fit and
elders were always incredibly kind and competent
considerate to her as they hoped that she but as of
would be able to join them and help them late, he wants
grow as a group. Despite feeling attached to to help others
the tribe she has never managed to stay find their path.
with them for more than a week or two at a He chose this
time. Her driving force is traveling and name after an
seeing the world, shaping herself around injury and has stuck
what there is offered to her outside of the with it, choosing to be a guiding light for
confines of a group that would demand she the members of his tribe. He wants to see
stay with them and move at their pace and others succeed in ways that would make
in their path. them feel fulfilled as people. He just wants
Stats: STR (14), DEX (10), CON (15), to try and steer them away from anything
INT (12), WIS (18), CHA (10) that would be empty and hollow.
Proficiencies: Wisdom Occupation: Elder & Spiritual Leader
Saving Throw +6, Charisma Skills/Feats: None
Saving Throw +2, Insight
+6, Medicine +3 History: Someone that used to be a fighter,
Guidance-of-Many has transitioned into a
Class & Level: more passive role within the tribe. He was
Lvl 3 Cleric raised by two warrior parents who
– Nature eventually took on guidance roles. He grew
Domain to be a fighter. However, in a tragic turn of
events he lost his father in a hunting
accident that also took his ear. He could
perhaps still fight but a lingering injury to
his back makes it nearly impossible to do so
competently. He has resigned himself to
filling in for his mother as she transitions
into a full retirement.
Guidance-of-Many
Stats: STR (17), DEX (8), CON (16), INT (14),
Quote: “It’s your path, but heed my advice.” WIS (18), CHA (12)
Physical Description: An all-black tabaxi
man with broad shoulders and a muscular Proficiencies: Str. Saving Throw +6, Con.
Saving Throw +6, Insight +7, Survival +5
torso. Guidance-of-Many is is striking in
appearance. He is built like a warrior and Class & Level: Lvl 5 Fighter – Champion
stands almost six inches above the rest of
the tribe. His teeth are all sharp, including Melody
the very front teeth that are filed away into
points and interlock instead of being Quote: “Hear the song on the breeze.”
blunted. He only has one ear. The area Physical Description: Everything about
where the other ear might have originally Melody is astounding and breathtaking. She
existed is covered by a tightly wrapped scarf is a beautiful buff-colored tabaxi woman
of vivid ruby red that matches a sash he with faint stripes of a darker orange color.
wears around his waist. His feet and hands She wears a hooded cloak that allow her
are always exposed and he wears bladed sharp and pointed ears to poke through.
weapons of varying sizes on both of his hips. Most of the time Melody has on some sort of
Personality Traits: necklace that is just a thick piece of metal
sculpted around her throat but hanging
● Confident ● Independent open in the front with a gap that is too thin
● Militant ● Knowledgeable to slide off of her neck. She is of average
● Curious height and lithe build with a long tail that
164
sweeps along the ground but is very thin. Knower-of-All
Her whiskers are short and fine, positioned Quote: “There are no stupid questions.”
neatly below vibrant green eyes that are
often wide with wonder. Her canines are Physical Description: One of the eldest
somewhat longer than one might expect but members of the tribe, Knower-of-All is a
still appear functional and beautiful. leopard-patterned tabaxi individual of no
discernible gender. They have primarily
Personality Traits: white fur that is slightly longer than the
● Maternal average length of fur of the others in the
● Introspective Sandclaw tribe. Because of this they are not
● Patient often wearing robes unless it is past
● Understanding nightfall. The spots of print on their fur is
black but peppered with whites and grays
● Reserved as they have aged. They are completely
Motivation: missing the whiskers on the left side of their
Melody exists face. Around their hips is always a tome on
to keep the one side and a book that they journal in
children of and take notes with on the other hip.
the tribe safe. Personality Traits:
She cares
about them ● Calm ● Honest ● Wise
more than ● Kind ● Sluggish
she cares Motivation: In their youth, Knower-of-All
about herself. Every day is dedicated to the just wanted to live up to their name. They
children’s education, maturation, and wanted to know everything there was to
enjoyment of their lives. She sees no know about their tribe and the ancestors
problem with dedicating all of her effort to that came before them. However, as they
others – even if her own self care does age they have started to shift their
occasionally fall to the wayside and she can motivation very drastically. They just want
end up exhausted and struggling. to be able to leave their knowledge with the
Occupation: Teacher & Childcare generations that will live on after their
inevitable death. They dedicate a lot of their
Skills/Feats: None time to teaching to make sure that the
History: Melody is a relatively young knowledge that they have gathered over all
member of the tribe. Her mother passed of the years of study is not going to go to
away not long after she was born and her waste and that they can be confident in the
father remarried to keep his bloodline tradition of story telling.
strong. She has three half-siblings that are Occupation: Lore Keeper
all warriors and though they get along they
seem to not be on the same level as Melody. Skills/Feats: None
There is a disconnect between them that History: At a very young age, Knower-of-All
grows with every family dinner that she was obsessed with learning as much as they
explains how fighting just doesn’t appeal t could about the world that surrounds their
other. Her husband left the tribe for another tribe. In time that interest turned to the
woman that was living in a village they tribe itself. They spent countless hours
passed through. She blames herself for this listening to the stories that the elders would
as she was unable to produce a child in the tell. It was incredibly important
time that they were making an effort to do that they gather as many
so. To placate those feelings of loneliness, tales as they could from
Melody cares for the children of the tribe. each elder before they
Stats: STR (9), DEX (15), CON (13), INT (12), passed on.
WIS (15), CHA (20) Stats: STR (7), DEX (12),
Proficiencies: Dex. Saving Throw +4, Cha. CON (16), INT (20),
Saving Throw +7, Performance +7, WIS (18), CHA (15)
Perception +4, Persuasion +7 Proficiencies: Dex.
Class & Level: Lvl 2 Bard Saving Throw +4,
Int. Saving Throw +7,
History +7,
Religion +7,
Class & Level:
No class.
165
Tavern NPCS
166
1. Namar Bearsinger 7. Thexodir Hune
Human, Male, 21, Fighter: Namar is a red- High Elf, Male, 125, Sorcerer: Thexodir is
haired young man with a long blade scar known to have his nose buried in a book or
across his face. The story on how he scroll, He is never in the bar for long, no one
received the scar always changes, though ever sees him eat or drink all he does is read
the most commonly known is from saving a and complain about the noise volume.
child from a Bear. Favors Heavy Armor and
makes sure people know he will be a hero.
8. Varo Ellium
Wood Elf, Male, 200, Druid: Varo is never
2. Johann Div found inside the tavern, always outside as a
Human, Male, 45, Veteran Fighter: A quiet giant black bear acting as security for the
and reserved man, his hair snow-white from tavern. No matter which bar/inn/or tavern
his stressful life, he favors Dark Ales and that hosts him, there will always be a sign
never seems to go home. Johann is always that reads: “No Bears Inside” installed after
in the corner of the bar night and day if one drunken bar fight featuring Varo
someone brings him one of his favored
drinks he’ll strike up a conversation.
9. Petvan Teylm
Drow Elf, Male, 96, Warlock: Considered
3. Bodin Chask very young in elves years, Petvan is a newly
Human, Male, 18, Rouge: Bodin is a lanky signed warlock. He keeps to himself, doesn’t
straw haired gentleman, they call him the drink any alcohol and when he believes no
worst pickpocket in town. Never let him one is looking will talk to the nearest
know you have anything higher than a unoccupied seat next to him as if there was
copper piece on hand, if you do you’re sure a guest there.
to be his next target.
167
13. Barovil 19. Torik
Half-Elf, Male, 32, Bartender: Barovil is Gnome, Male, 67, Artificer: This odd man
considered snooty, even as a bartender he runs the general goods store, he is always
can be seen wearing only the finest clothes selling at decent prices but you will always
and never talk to anyone unless they appear be asked to test out his newest craft and
to have money. Comes off as a prince creation. Though he has been an artificer for
charming, smooth with his words and many years his successes are very few in his
decent to look at. field.
168
25. Linsten 31. Farrum
Halfling, Male, 19, Carpenter: Linsten is a Dwarf, Male, 40, Barbarian: Farrum is
hard worker, skin tanned almost to the hotheaded, covered in coarse thick brown
color of the most cured leather. Will patch hair. With the amount of hair on the man he
up roofs in the winter seasons for free for earned the nickname The Bear, for his rage
families in the town, never wanting to see like growls and appearances as he fights.
someone without a place to stay. If the The Bear only wears pants and a thick
Adventurers respect him Linsten will open totem armband, when threatened to put a
his home for them to rest at. shirt and shoes on he will argue and fight to
never put them on.
26. Grane
Halfling, Male, 20, Stonemason: Grane is 32. Bromrim
known to drink his body weight two times Dwarf, Male, 20, Fighter: Bromrim is one
every weekend. Once absolutely drunk of the last Dragon hunters. Spending most
Grane will begin to be more open and show of his childhood learning the blade and how
off his Drunken Monk Mastery. Never leaves to take down the fierce flying foe. Having yet
home without a small engraved flask to ever leave his town, Bromrim stands at
reading “For my Special Crane” the ready for whenever a Dragon does
decide to strike.
27. Zeneni
Halfling, Male 38, Farmer: Zeneni calls 33. Grilmir
himself a farmer but has never grown a Dwarf, Male, 30, Blacksmith: Stout, sturdy
single successful crop. Every year is and built like a workhorse, Grilmir can forge
supposed to be his year but there is never the strongest steel and do it for a fraction of
any proof grown. His money gain and wealth the cost that most will charge. His forge and
seems a little suspicious for a man who home are on the outskirts of town and
can’t grow things to sell. frequently are raided by bandits and
Direwolves, any hero that may help him out
might find themselves getting free
28. Xanvari equipment or discounts.
Halfling, Female, 25, Tailor: Her nickname
around the bar is Spider, she weaves
intriguing silk designs and pieces. Xanvari 34. Naydish
can be easily found due to her bright pink Dwarf, Female, 15, Barbarian: Naydish
hair and eccentric makeup. Yowlyn (29) is daughter of Farrum (31) is just as
her apprentice, though she rarely hotheaded and just as wild as her father.
acknowledges the young halfling's presence. Her mother's softness and gentle features
nowhere to be found on this wild little bear.
The two can be heard from miles away
29. Yowlyn yelling at one another.
Halfling, Female, 20, Tailor’s Apprentice:
Yowlyn works for Xanvari (28) and is trying
to make her name in the design world. 35. Ketwayn
Always interested in other races’ designs Dwarf, Female, 28, Postmaster: Ketwayn
and specialties to help cater to each culture has trained an army of falcons and carrier
or request as accurately as possible. pigeons to help deliver the post. The falcons
second as security and intimidation factors
for any who seek to tamper with the post or
30. Unyara try any funny business around Ketwayn.
The unofficial master of the guard, keeper of
Halfling, Female, 20, Miner: Not one to the letters, woman of the predator birds.
actually delve deep into the mines like the
dwarves and drow who work with her.
Unyara is trusted to appraise and study any
rare gems, odd statues or ancient tablets
that are found. Pretends she is an important
Archeologist.
169
36. Reyni enter the temple in need of religious
Dwarf, Female, 20, Travelling Trader: guidance or even hope to go about their
Reyni recounts the tales of her travels to days. Onkil tries to settle conflicts with
other towns. Always excited to show off the words and compromise instead of violence.
newest gadget, gizmo, or seemingly priceless
piece of art she’s managed to pick up. Her
home is the easiest to spot as is covered in 42. Gereash Eshzita
all these collections. Even the outside of the Black Dragonborn, Female, 20, Eldritch
home is covered. Knight: The eldritch knight is known to
avoid others, only conducting her business
out of prying eyes and with a switch
37. Emrual Draghull calculated intensity. Not one for drinking on
Red Dragonborn, Male, 46, Sorcerer: Red the job and her job...is 24/7 because a
scales standing out as a bright cherry color, knight can never afford to have a day off, if
a few missing patches of scales around his evil doesn’t rest neither does she.
face and his arms. Emrual speaks with
immense pride for his kind and for the
amount of power behind his breath weapon 43. Urthubark
and spell casting abilities. Half-Orc, Male, 14, Townguard: The only
son to Rekisk (44) taking over his father's
position in the town guard after his father
38. Clildrak Mornaar lost his sight. Urthubark is determined to
White Dragonborn, Male, 18, Sorcerer: outgrow his father's shadow and make his
Clildrak can be described as calm, collected own legacy.
and always ready to discuss the newest
arcanic discoveries. When asked about his
rival and mentor Emrual (37) Clildrak seems 44. Rekisk
a little more emotional and energetic in the Half-Orc, Male, 36, Retired Townguard:
conversation. Man of very few words and even less
emotions. Rekisk has only one son,
Uthubark (43), proud that he had stepped
39. Shixides Saxiros up and joined the guard. Though the elder
Blue Dragonborn, Male, 75, Wizard: half-orc spends his days wishing his sight
Shixides no longer one to call the aid of was returned and his retirement over. You
grand magic or controlling the weave, the can take the soldier out of the fight but
dragonborn has taken to keeping and never the fight out of the soldier.
maintaining the library. Considered very old
for one his people, his scales have lost their
deep blue color and his hearing is no longer 45. Tad
the best. Half-Orc, Male, 20, Warlock: Tad found his
calling in the deep power and call of warlock
patrons. Relishing in the strength and silver
40. Yiphod Thagil tongue of his abilities Tad frequents the bar
Green Dragonborn, Female, 18, Rogue: learning about others and possible ways to
Yiphod made her home in the forest areas, strengthen his pact on a daily basis.
keeping track of those who get lost in the
thick trees. Robbing them in the dark as
they struggle to find their way out, then 46. Brozi
guiding them out by a chance encounter in Half-Orc, Female, 15, Ranger: Brozi is one
the day. No one has caught on to her con of the more action driven Rangers, not one
yet. to use the precision skill of bows. She
prefers rifles and flintlocks, tracking down
wild boars and nightmarish creatures. Brozi
41. Onkil Wralyassa tries her best to stay stealthy but rarely
Gold Dragonborn, Female, 37, Paladin: A succeeds.
devoted follower of Bahumt, spending her
days in the temple deep in meditation.
Using her wisdom to help teach those who
170
47. Gynanchu even in her older age. Reserved is the best
Half-Orc, Female 36, Retired Cleric: way to describe the silver haired tiefling. A
Mother of Urthubark (43) and Wife of Rekisk wealth of odd facts about the books and
(44) Gynanchu is stern and loving all at the authors featured in the library, always
same time, too worried about her son knowing where the box is exactly even if the
growing up and becoming a town guard but library is unorganized.
stuck at home taking care of her wounded
husband. This keeps her from returning
back as an active cleric for the guard. 53. Devotion
Tiefling Female, 10, Young Lass: Devotion
has already decided her fate when she
48. Umonar grows up. Puffing her chest proudly as she
Half-Orc, Female, 6, Urchin: Umonar is an answers cleric to every “what do you want to
urchin wild child who takes solace and do” question thrown her way. Trusted by
resides in the Temples. Helping clean up her father Woe (49) to keep an eye on her
and take care of the basic chores in the brother, Urishoon (51), to keep him out of
temples to stay on the good side of the trouble.
clerics that allow her to stay. A curious little
one who will pester newcomers trying to
learn more about adventures and tales of 54. Riloith
heroism. Tiefling Female, 18, Sorcerer: Bold,
Energetic and a bit cocky. Riloith is an up
and coming sorcerer destined to become a
49. Woe contender as the next Grand Mage. Her
Tiefling Male, 32, Fighter: A single father magic is strong but uncontrolled, Riloith
determined to keep and raise his two spitfire makes it her goal to one day contain and
children, Urishoon and Devotion ( 51 & 53), control her wild magic.
after loosing his wife to a sickness a few
winters back Woe has been doing all he can
to create a comfortable and nice life for his 55. Ardor
children taking any job he can find or make Earth Genasi, Male 28, Barbarian: The
his blade useful. champion of the Brawler’s Club, Ardor is the
main role model of excellence for strength,
skill and strategy in the arena. His sheer
50. Timeless strength alone is enough to take on the few
Tiefling Male, 77, Watchmaker: Once a who dare challenge him. Not many can win
warlock in his prime Timeless committed but only few know his weakness. Something
himself to trying to master time and unlock he hides from everyone to this day.
the powers of immortality. He has settled
down some in his old age, adamant that the
creature of watches and time telling devices 56. Tidal
gives him more control over time itself. Take Water Genasi, Male, 25, Sailor: A pretty
everything he says with a grain of salt. boy with a reputation for spontaneous and
impulsive behaviors. Skilled on the sea and
an excellent navigator, when it comes to his
51. Urishoon job and livelihood Tidal has extreme focus
Tiefling Male, 8, Young Lad: Urishoon is and ethic to do the best each expedition and
known to bother his sister Devotion (53), trip he sails.
and set up traps and pranks for those who
don’t pay attention. His pranks and jokes
are all good natured but quite bothersome 57. Wing
on some days. Not sure on what he wants to Wind Genasi, Male, 75, Monk: This elder
be when he’s older. in the community has gained the respect of
many. Willing to take in and talk to the
younger children and show them life lessons
52. Lezil and teachings. A shaper of minds with the
Tiefling Female, 57, Librarian: Lezil works patience to handle all the children throw at
at the library for Shixides (39) Quiet and shy him during his lessons.
171
58. Fever 63. Nimble Clover (Nimble)
Fire Genasi, Female, 18, Fighter: Fever is Tabaxi, Male, 25, Rogue: Thin and fast,
young and inexperienced in fights though Nimble is known for his many secrets.Not
her pure force of will makes her a many know even if they are real or true only
formidable foe on the battlefield, or even in that he hides a lot about himself, and
friendly spars. Never one to go down without knows a lot about others and sells their
a fight, she will push herself past the point secrets to the right people. Of course
of exhaustion relying on adrenaline to win. keeping the best to himself. Spending his
days working at the lumber mill, and nights
at the tavern. Always listening.
59. Aqua
Water Genasi, Female, 24, Bard: A
traditional songstress, enjoying the songs of 64. Happy Scarf (Happy)
sailors and fisherman to pass the time. Tabaxi, Female, 19, Ranger: Tall and
Aqua fancies the younger more hardworking always energetic to find her next hunt
folk who hang around the bar and Happy tends to practically live in the forest
entertainment areas, always content with a on the weekdays. Hunting, gathering, even
new lover on her arm even if it's just for the lumbering for the city along with small help
night. Could have gone father as a Bard, but from her friends. She feels accomplished
enjoys the simple life the town offers. with every small achievement.
71. Aanaw
Triton, Female, 29, Sorcerer: Bright and 76. Delva
quick witted. Aanaw is a fast swimmer who Kobold, Female, 32, Wizard: Aging like a
leads the fishermen on their trips. She tends fine wine, Delva is known for her brews.
to spend most of her time in the coast Selling her fine products at fair prices.
scaring away rare fish from the lines
secretly but helping the fishermen catch
large bounties. A double life that leaves her 77. Lash
hurt at the end. In the end, she couldn’t Kobold, Female, 20, Ranger: Lash is quick
save them all. and always in a hurry from something. Lash
is one of the many few rangers of the village
that is aware of how to defeat larger
72. Leean creatures. The head monsters she calls
Triton, Female, 22, Bard: Sweet and kind. them. With her heavy crossbow she’s slain
Too sweet for her own good, Leean gets many dark creatures. But.. mostly to
picked on from time to time from others her delegate to the city as a worthy adversary.
age around the city. Being falsely accused
for many things as her music in the bar
leaves many singles getting together.
Sometimes with some taken folks. She’s
always worried for others and is always
making sure she does things right to not get
more gossip made about her.
173
78. Kart there. But her mother forbids travel beyond
Kobold, Female, 4, Rogue: Small and the forest. She’s quick witted and strong
nimble, Kart one day came across dead with a mace. Always wondering if there's
adventurers along with their mount and more to life and helping people then this.
belongings left behind in a cart. So. She
took the money, bought a mount and took
their kart, now she travels around the city. 84. Glandra Eldarven
Selling the adventurers their old equipment. Aasimar, Female, 42, Cleric: Mother to
Elshal (83) she is a simple woman with
golden freckles along her shoulders and
79. Local back shaping where wings might go.
Aasimar, Male, 19, Sorcerer: The Smarts, Glandra is the town's lead healer and will
the brains, the... not Wizard?? He’s so smart fight to keep that job as she has earned it
and wise it’s hard to believe he’s not a through working with the townspeople for
Wizard and yet he’s not good at most of her life. She’s good for small talk
conversations. Or solving conflicts, or but needs coffee for a long hull.
intimidating others... How is he a sorcerer??
85. Alcar
80. Fairim Kenku, Male, 18: Druid: Short for the
Aasimar, Male, 74, Cleric: The old man, average Kenku, Alcar fills it in with a big
Fairim tends to spend all of his time in the heart for woods and other forms of plant
tavern, telling stories of his time but also life. He goes to the taverns not to drink or
seeing the newcomers and expressing how eat. But to examine the woodwork of the
unprepared they were for certain quests. He craftsman who made them. Either
would always sit near the mission board complaining that they are unfit or
looking back at the glory days. applauding the owner who hired them.
174
89. Nexu 95. Vilith
Kenku, Female, 41, Monk: Strong tall and Lizardfolk, Female, 80, Elder: Hunched
grey feathered. Nexu is a calm individual, over, cane to keep her balance. One who
which is saying something about kenku. has seen many tragedies but always knows
She’s poised in wanting to stay out of what to say to the young in fear. Kind, and
trouble, but ends up being in the middle wise to anyone who asks her about poisons
when someone calls for help. and other native plant life. She keeps to
herself as the young take care of her even
though she still is able to fend for herself.
90. Neek!
Kenku, Female, 20, Bard: Cheerful, a great
singer and an all-around happy person to be 96. Owl
around. Neek! Is a dark feathered kenku Lizardfolk, Female, 22, Rogue: Owl is
with simple needs: food, sleep, and the need small, able to compact and squeeze herself
to sing her joys of the world around. into places and a fast swimmer. Loves long
travels and distance exploration stealing
small pieces of class to add to her mirror.
91. Kavaarn Made of 200 different pieces of glass from
different places. Also strangely good at
Lizardfolk, Male, 32, Warlock: Twisted in knitting.
his thinking, always ends up with a new
skull of a human or two at the end of the
day. Kavaarn is known for his dark deals to
his blade and has many connections to 97. Titan
others who also deal in... Unsavory lines of Goliath, Male, 19, Fighter: Titan the
work. But is never seen doing the work, Champion on the duel, the master of the lift.
always asking others to do it for him. Titan is the tallest of his clan and wins every
sporting challenge given to him. Although
he’s actually a decent strategist in the arena
92. Kass and in combat one to watch out for if you
get too close. He’s nice until you take his
Lizardfolk, Male, 44, Fighter: Fast and food, or insult his aggressive strategy.
agile, Kass is a good fighter... when it’s Always seems to make it in the end of every
against things not as smart as him. Kass is combat though through tooth and nail.
easily outwitted and tends to make bets he
will lose to when he finds one smarter than
him. Which is not hard to find.
98. Grave
Goliath, Male, 34, Stonemason: Older
93. Jasper than many, retired from his odd brawling
days but still keeps the Physique. He now
Lizardfolk, Male, 11, Druid: Kind, free- works on chiseling and housework for the
spirited and very short. Jasper is a young village he’s in.
lad that spends most of his time in the
forests learning new things about its
inhabitants. With his ability to wild shape
he turns into many bugs and other 99. Ulivi
creatures such as buck and dogs though he Goliath, Female, 19, Artificer: Tall quiet
wonders why the shepherd always knows and brawny though not much of a violent
it’s him when he hides with the sheep. person. She reads often, though manages to
be more useful for others as an assistant.
She always wants to assist others and feels
94. Flask pressured when people ask her for favors.
Lizardfolk, Female, 22, Ranger: Thin but
relatively attractive for her race. Cunning for
her age and great hunter of basilisks. Flask 100. Talava Irongem
is a Magnus in potions and antidotes of the Goliath Female 27, Barbarian: Strong,
wild, learning from the drow and artificers Brave, though not very smart when it comes
she has a variety of potions tools and to magic. The Irongem clan is known for
ingredients at her disposal. Play nice and their skills in weapon making and traveling
she’ll give you tea instead of drow poison. tournaments.
175
Traveling NPCS
- Chapter 5
176
Maleesia Yail attachment to the man’s son. When that boy
Quote: “It tastes wonderful, doesn’t it?” moved away, she chose to follow after him
and now they travel together – very much in
Physical Description: Tall and proud, love and content, looking to get married in a
Maleesia is a human woman with deep few years.
olive-toned skin. She has beautiful full lips
that are perfectly centered and symmetrical Stats: STR (7), DEX (12), CON (12), INT (15),
but often painted with dark plums and WIS (12), CHA (10)
berry tones. Her hair is incredibly long, Proficiencies: Dexterity Saving Throw +3,
swaying around her waist in large curls that Constitution Saving Throw +3, Sleight of
look more like waves than a full ringlet of a Hand +3, Investigation +4
curl. Her dresses are always accentuated
with a plunging neckline and the fabric
matches the color of her lip stain perfectly. Draven Isles
She wears primarily soft and flowing
materials that bluster around in the wind. Quote: “Please stay out of my way. You’re
making this way too complicated.”
Personality Traits:
Physical Description: Draven is an
● Confident ● Competent absolutely breathtaking man with beautiful
● Articulate ● Dramatic evenly tanned skin that stands out
● Maternal dramatically against stark white blonde
hair. He has honey-colored eyes and the left
Motivation: Very one is framed by two long black line art
little is known tattoos that begin just above his temple and
about what end right along his cheekbone. His hair is
motivates pin-straight and falls neatly over his
Maleesia. Most shoulders, stopping just below said
days she seems shoulders. Occasionally he keeps half of it
content to just pulled back in a green ribbon or tucked
learn new behind one of his pointed elven ears. He
recipes and stands a little under six feet tall and has a
share them deceptively muscular build with broad
with those shoulders.
that value
food and Personality Traits:
cooking. She ● Haughty ● Pretentious
would say that ● Wealthy ● Judgmental ● Direct
her motivations
are simple – to Motivation:
learn and to taste as much Though Draven
as she possibly can. This world has so much enjoys his job,
to offer and there is no way for her to know he cares mostly
that she’s finally experienced all of the about the money
flavors it has in store for her. So, she keeps and the esteem
searching. that comes with
Occupation: Cook being good at it.
He is the kind of
History: The youngest daughter of a very cook that most
large family, Maleesia has four older wealthy nobles
brothers and three older sisters. Her would bid for the
parents were attentive and kind but often right to take with
overlooked some of the smaller but them on a journey.
important nuances about their children. It He just wants to
was an accident of course but their remain this way for
identities were never distinct to their as long as he can. He
parents. Things that they liked were not demands to be of value and
common knowledge because there were far for that value to be recognized by any and
too many interests to keep track of. When every one that he interacts with. Nothing
she was old enough she took on a job at a makes him more irritated than being
local tavern assisting the cook with undervalued or someone not truly knowing
whatever it was he could ask of her. She who he is.
learned to cook under him and developed an
177
Occupation: Chef Personality Traits:
History: An orphan that has meant to make ● Playful ● Considerate
a name for himself for many years now, ● Creative ● Happy ● Invigorating
Draven has clamored together a life that no
one would truly scoff at. He worked in a Motivation: For a very long time Arti has
house of nobility as a servant for most of his been unsure of themselves. Though they
young adult life and when he was ready to create through food, they are still trying to
take on more responsibility he worked in the figure out exactly who they are. The more
kitchen. His innate understanding of flavors they travel and the more people they meet
and the way to cook and prepare meals the more they solidify their identity. This
made him a favorite. He was requested at has been a journey of self-discovery for Arti
many banquets and many events that he and they wouldn’t trade it for the world. All
often brags about. It was when his noble they truly want is to have a good
family was ex-communicated that he put understanding of themselves and the path
himself on the market to be bought and put they intend to take. Not every day is an easy
to work in other homes. He travels from day but they seem happy to continue the
place to place now doing dinner parties and process.
events at kingdoms across the continent. Occupation: Cook
Stats: STR (9), DEX (13), CON (12), INT (16), History: The typical story of a traveler with
WIS (12), CHA (16) amnesia is one that unfortunately is
Proficiencies: Intelligence Saving Throw +5, beholden to Articia. They have very little
Wisdom Saving Throw +3, Persuasion +5, memory of where they came from or what
Deception +5 they did before they began traveling with the
group they spent most of their time with.
The people they traveled with were kind and
treated them with respect. They went as far
Articia Growelle as to allow Arti to name themselves and
Quote: “Go ahead and make your guesses.” come up with the things that made them
feel the most comfortable. The only thing
Physical Description: The epitome of they truly retained was their ability to cook
androgyny is and sense the flavors within a dish without
encapsulated even seeing it repaired. Every day they learn
within Arti. a little bit more about themselves and with
They are the expanse of flavors are becoming more
commonly and more aware of themselves.
found wearing
gender-neutral Stats: STR (12), DEX (13), CON (16),
clothing and INT (16), WIS (9), CHA (13)
have kept their Proficiencies: Strength Saving Throw +3,
hair cut short Charisma Saving Throw +3, Investigation
and styled in a +5, Insight +1
flattering way for
their beautiful and
sharp jawline. They
are a tiefling individual Rosckaa Rossel
with beautiful rusty red Quote: “Don’t judge a book by its cover, kid.”
skin and shocking
emerald green eyes that Physical Description: Rosckaa is a tall and
flare in various shades brooding half-orc man that seems to
of green depending on resemble more of his human side than his
their emotional state. orcish side. He is without tusks entirely and
The horns on their has a less square jaw than most of his orc
head are dramatically relatives. His hair is kept in dreadlocks,
curved backwards and pushed back out of his face and wrapped in
turn upwards at the very a simple but beautiful and expensive golden
tip, darkening to an onyx color. They seem silken rope. His ears are pointed and riddled
to prefer warmer temperatures or run warm with scars of unknown origins. The
in general because they are always seen underside of his fingernails are always dirty
without sleeves or long pants or robes. save the minutes before cooking when he
does his companions the service of washing
his hands. His clothing is covered in stains.
178
Personality Traits: black geometric tattoos
around his right eye
● Aloof ● Intelligent and many scars along
● Unique ● Calculated his face that start
● Perceptive below one eye and
Motivation: Rosckaa cross the bridge of
has never felt like he his nose. His hair is
truly belonged with kept short and the
either side of his sideburns are slightly
family. He was not too long in comparison
enough of an orc for to the rest of his hair.
the orcs and he was In his left ear are two
not enough of a large silver hoop earrings
human for the that each have a crystal
humans. At this dangling from them.
point in his life
he has tried to Personality Traits:
stop making ● Gruff ● Persnickety
himself seem like ● Irritable ● Combative
one or the other. ● Argumentative
He would like to have
his own family that is Motivation: As life goes on, Bill has started
made up of people that care to realize that he has contributed very little
about him, value him, and protect him from to his family’s life. He has a daughter that
the world at large. Really, he just wants to he cares about a lot but hasn’t really been
be liked and appreciated by those that he an important part of her upbringing. Now he
cares about as well. It’s perfectly normal. is just trying to make enough money to go
back and live a life in one place with her.
Occupation: Cook Get a house in a town where she can grow
History: His parents never married. In fact, up making friends and know some stability
he really only saw his father once ever few outside of what he offers as a chef. At this
months when the tribe he was a part of point all he truly wants to do is provide for
wandered through the village his mother those around him to the best of his ability.
called home. Though his father Also, he wouldn’t hate having them come
acknowledged him when he was present, travel with him for a little while.
there was no bond built between them. He Occupation: Chef
saw his father as a passing stranger and his
mother as the only shelter or protection he History: Cauldron has gone through more
had from the outside world. Her family was than most people would ever truly
not inherently kind to him as he was very understand. He was raised and quickly
clearly not of solely human bloodlines. He abandoned, living on his own out of spite.
eventually ran away when his father’s tribe He didn’t have any interest in an orphanage
returned without his father in question. He’s and whenever someone would take him to
been traveling on his own ever since and one he’d make a point to leave as fast as he
taken up little tips and tricks to make possibly could – a runaway at his core. He’s
himself useful among the masses. never truly stopped moving. The first true
adult decision he made was to join the
Stats: STR (18), DEX (7), CON (15), INT (13), military and he was not terribly good at the
WIS (17), CHA (13) combat but he was a great morale boost to
Proficencies: Strength Saving Throw +6, the people that were on his squadron. He
Intelligence Saving Throw +3, Athletics +6, cooked for them and was given the
Perception +5 nickname Cauldron because he was one of
the only people that could carry it around.
After a few injuries to both his face and the
Bill “Cauldron” Higgins lower half of his body, he retired and began
Quote: “It hot enough and you know it.” traveling as a chef.
Physical Description: Human and decently Stats: STR (18), DEX (10), CON (14),
pale, Bill is vastly approaching the age INT (12), WIS (12), CHA (10)
where gray hairs would start to sprout. He Proficiencies: Dexterity Saving Throw +2,
is approaching his late fifties and has tired Strength Saving Throw +6, Athletics +6,
weathered skin that is disrupted by blurry Acrobatics +2
179
Caldroy Irez Stats: STR (14), DEX (15), CON (13),
Quote: “If you INT (17), WIS (10), CHA (8)
didn’t need me Proficiencies: Strength Saving Throw +4,
I’ll go.” Wisdom Saving Throw +2, Athletics +4,
Physical Nature +5
Description: At
first glance it is Belladonna Grayze
very difficult to
tell if Cal is male Quote: “Please just
or female. They sit down.”
tend to lean into Physical
both but ultimately Description:
would explain that Dark brown
they are a man. He skin that is
has some beautiful nearly pure
snow leopard-like black, wraps
spots across his muscular tabaxi body. His a tight and
ears are small and round and there’s two thin elven
hoops pierced into each ear. The long, heavy body. Bella
tail that often drags along the ground has a is a trans
piece of silver ribbon tied around the end to woman with
attach to a clip on the sleeve of his tunic long locs that
that goes under dark brown leather armor. are accented
The left side of his upper lip is split and with gems of
scarred, exposing one of his long canine deep green and
fangs all the way to the gums. amber. Around
Personality Traits: her legs at all
times is a massive
● Confident ● Competent white serpent that makes a habit of curling
● Direct ● Succinct ● Affable up her body to protect her if someone gets
too close. Though her eyes are beautiful and
Motivation: Putting distance between ivory in color they are void of any pupils or
himself and wherever he’s spent the most irises, they match the snake and seem to be
time recently is all that motivates Cal. The fixed on whoever is speaking to her. She is
longer he is in a city, town, or even small blind and walks with a cane, her snake
village, the more uncomfortable he becomes. acting as a service animal that guides her
Knowing people makes him anxious. He across unfamiliar terrain.
rarely speaks to the people that he travels
with and so he is constantly trying to Personality Traits:
navigate social situations without ● Capable ● Independent
maintaining any meaningful connections to
people. He’s motivated by being unattached. ● Reliable ● Knowledgeable
● Straightforward
Occupation: Driver
Motivation: Though she understands the
History: The bastard child of an otherwise way of the world better than most people –
quiet family, Cal was treated with an given she’s incredibly old – she is always
unusual amount of respect and kindness searching for clarity and understanding
from the woman that was not his mother. beyond the scope of what she currently has.
She accepted him under their roof and Bella spends so much time soaking up her
never treated him like a mistake even surroundings through every sense she has
though he was the product of an affair her and wants to be able to map out the road
husband had. This remained until she was she travels the most with art. Her art is
on her death bed and she told him that she tactile rather than visual and she bases it
loved him and his siblings the same, but on the way an area feels. It just seems
every time his father brought up Cal’s fulfilling to her.
mother, it hurt her deeply. He misses her
every day and has gone searching for his Occupation: Driver
birth mother. He did find her. She was cruel History: Born blind and into a family that
to him because his father took him from valued her despite it, Bella was given almost
her. Her other children hurled insults. He unconditional support from her immediate
began to run and never looked back.
180
family. Her older brother cared for her to History: The son
make transition into “typical” life as easy as of a blacksmith,
possible. He was a wizard that gifted her his Val immediately
familiar and transitioned the magical bond made it clear
to her. She never cared much about magic that he had
but the snake in question has been her best no interest in
friend throughout her travels for much of taking up his
her extremely long elven life. She began father’s business.
traveling after her second hundredth Despite the
birthday. Since then she has made her amount of
name as one of the most sought after respect his
drivers for every caravan that crosses dad has in
through the town she lives in. Her sense of the line of
direction is impeccable and she isn’t work he’s in,
impeded by much inconvenient weather. it didn’t buy
Stats: STR (13), DEX (17), CON (12), INT Val the
(19), WIS (12), CHA (13) respect
he truly
Proficiencies: Dexterity Saving Throw +5, believes he
Strength Saving Throw +3, Acrobatics +5, deserves. They clashed more and more as
Perception +3 Val aged and became significantly more
abrasive and confrontational. He left home
at a relatively young age and stole the family
Valldrone Wricht horse and wagon on his way out. It was how
he learned to drive and he moved on to
Quote: “If you question my directions one being a driver for other people. He typically
more time I will let you steer yourself.” prefers to work for nobility but at this point
Physical Description: Long ashen blonde in his life he has to work for whoever will
hair is kept in neat braids that frame either hire him.
side of Val’s face. The rest of it hangs loose Stats: STR (16), DEX (12), CON (11), INT
and somewhat knotted as if he doesn’t often (13), WIS (13), CHA (8)
comb or detangle it. Despite being an
absolute mess he looks disarmingly Proficiencies: Intelligence Saving Throw +3,
handsome and intentionally messy. He is a Constitution Saving Throw +2, Intimidation
half-elf with piercing seafoam eyes and a +1, Athletics +5
relatively prominent nose. His softly tanned
skin is marked with many obscure line art
tattoos that are completely symmetrical on Byron Olles
either side of his chest and up his throat.
He wears a fur lined cloak that is dark olive Quote: “I’m beyond capable.”
green and falls to his feet. Underneath is a Physical Description: Byron is a human
simple set of traveling clothes but the tunic man with short white and silver hair. He is
is always cut very low to expose his chest. missing his right arm and his entire torso is
Personality Traits: muscular to compensate. His lower half is
less toned but he seems proportioned either
● Cocky ● Abrupt ● Impatient way. Where his arm used to be he keeps
● Condescending ● Demanding beautiful silken wraps of varying colors
around his shoulder to cover the scarring. It
Motivation: Val has been nothing but a seems this was a relatively new injury and
working class man for his whole life. He he is still carrying himself somewhat
considers that “not good enough” and is awkwardly in regards to his gait or stance.
actively striving to make a name for himself. He keeps a large chipped scimitar hanging
Every time he travels through a large city or off his right side so he can reach it easily.
a kingdom of note he goes out of his way to Around his neck is a key on a thick chain.
gather as much attention as possible. He
just wants to be important. He just wants to Personality Traits:
be wealthy and stop working for people that ● Indifferent ● Smarmy
don’t care about him.
● Independent ● Likable
Occupation: Driver ● Calm
181
Motivation: Having just recently lost his Personality Traits:
job, Byron is starting to travel more and he ● Reclusive ● Detached
has taken up the job he has now because it
allows him to see more of the world and find ● Opinionated ● Curt ● Intimidating
more opportunities. Ultimately he would like Motivation: The only thing Myra truly
to find a job that he really enjoys and would cares about is finding her wife and
feel fulfilled by and this occupation is just a child. They were last reported as
stepping stone to something less mundane. alive and she’s been
He’s just trying to make his life whole again. chasing after
Occupation: Driver them as
much as
History: From a very she can
small village, Byron while still
was a member of a making a
group of rangers living to survive
that would regularly travel. She
scout outside of the intentionally
boundaries to be avoids getting
sure that people attached to
were kept safe within people she
the village. He did this works for or
from the age of twelve caravans with
onward. When he so she can make a
turned thirty he took detour at their next stop if she has
a more important to in order to follow the trail of the
role in the group of people she’s looking for. Her motivation is
rangers and only their reunion and there is nothing that will
made it a year and a allow her to feel peace until she has seen
half before he had a conflict with a large them safe and sound once more.
unidentified beast that took his arm. He
doesn’t have any regrets – as his sacrifice Occupation: Driver
saved the rest of his party – but he does find History: Most of Myra’s early life was
it difficult to understand where he belongs mundane. She had two siblings, one older
in the world now that his sole purpose has and one younger, and was raised by a single
been taken from him. He’s started traveling mother. They did alright for themselves and
to see options outside of his village. rarely had to feel the stress that they found
Stats: STR (14), DEX (12), CON (10), out their mother was under once they were
INT (18), WIS (14), CHA (12) older and understood the way of the world.
Each member of the family got married
Proficiencies: Dexterity Saving Throw +3, again – including their mother who is now
Intelligence Saving Throw +6, Nature +6, happily settled into retirement with a kind
Animal Handling +4 old man that she met at the market. Myra’s
wife was the daughter of their neighbor
growing up and they were incredibly close
Myra Pilaz until one of them admitted a crush and the
Quote: “Stop.” rest became history. They adopted a child
Physical Description: Myra is a tabaxi together after they moved away from their
woman with bobcat features. She has home town. Myra took a job driving for
pointed ears that have dark tufts of fur off of caravans and when she returned the small
the ends of them. Her hair that hangs from village that they lived in had been destroyed
either side of her chin is kept in braids that except for a few buildings and those that
are tied off at the ends with bright blue remained swore that Myra’s family was still
metal bands. Her entire body is covered in alive and got away. She’s been looking for
clothing that has leather armor stretched them ever since.
perfectly over it. The only fur exposed at any Stats: STR (12), DEX (17), CON (11), INT
time is from her neck up. Kept over her (15), WIS (15), CHA (10)
back is a longbow that has seen many years
of use and is weathered from exposure to Proficiencies: Wisdom Saving Throw +4,
the sun and rain. She has trinkets hanging Dexterity Saving Throw +5, Stealth +5,
off of her hip – magnifying glass, compass, Investigation +4
knife, and other survival objects.
182
Baron Cole Proficiencies: Strength Saving Throw +6,
Quote: “I’m begging you to have an ounce of Constitution Saving Throw +5, Athletics +6,
self-preservation.” Performance +5
Physical Description: Fitting the bill of tall,
dark, and handsome, Baron is a half-orc Syzalle Jorenth
man with incredibly deep brown skin. His
tusks are short and pointed. They are bright Quote: “This is not magic you need to
white as if they are regularly maintained. understand. Just appreciate.”
His hair is kept short on the sides and Physical Description: With shocking blood
longer on the top. It forms something of a red eyes, Syzalle is one of the most striking
mullet a lot of the times and he doesn’t individuals to look at. She is a moon elven
mind in the least. Over many types of plain woman with hair that matches her eyes. The
tunics he wears a particularly beautiful hair is kept up in a messy bun to allow a
dark charred leather set of armor. It has few pieces to fall alongside her face and
teeth of many creatures buried into it and frame her soft feminine features. In the very
set in an intricate pattern for display. Those center of her forehead is a sapphire shaped
are also charred black or covered in like a teardrop. Its attached to a thin silver
charcoal. chain that she has tucked into the part of
Personality Traits: her hair and tied up with the ribbon that
keeps her bun in place. She’s quite thin –
● Disciplined almost underweight – and approaching six
● Calculated feet tall.
● Artistic Personality Traits:
● Determined
● Mature ● Snarky
Motivation: There is ● Impatient
an art in the work ● Competent
that he does and he ● Magical
finds it is dramatically ● Articulate
underappreciated and
represented. Baron Motivation:
is trying to spread There is a person
the artistry around that Syzalle lost
his talents so that that she is refusing
people will respect to believe is truly
him more. Also, he’d love to be gone. Her blood
able to pass this particular talent off to magic is beautiful
someone else so that it doesn’t get lost in and creative but she
generations passing by. is practicing with it
so she can hopefully
Occupation: Entertainer (Fire Breather) pour all of the
History: Part of a noteworthy and well collected blood from
respected tribe of orcs, Baron was a nomad her lost love into a vessel of someone else’s
for most of his life. When his tribe passed body. Basically she wants to reanimate the
through towns people were receptive and dead within another cadaver in hopes that it
kind. They were welcomed with open arms will prolong their life.
and encouraged to share their stories and Occupation: Entertainer (Blood Mage)
their knowledge with the masses. This
remained for many years and it wasn’t until History: Born and raised in a tiny village
half of the tribe was lost in a confrontation outside of a secluded city, Syzalle has never
with another more bloodthirsty tribe, that truly integrated into a real modern society.
they stopped traveling. They settled down She has some peculiar behaviors and
outside a village that had always treated personality traits that makes her hard to be
them kindly and Baron found very quickly friends with because she never really
that he missed the road and the travel. He socialized. The mages of her village all
took off going along caravans and making specialized in blood magic and would train
money to bring home to his family. until they were called upon by noble courts
to serve as medics or a backup plan should
Stats: STR (18), DEX (11), CON (17), INT battle go poorly for their rulers. She was
(13), WIS (12), CHA (11) chosen and brought to a court in a place
183
she had never heard of. One of the princes enough to truly remember him he was gone.
fell in battle and they could not get her to Her mother promised he would return some
him in time so he perished. She loved him day and that very promise kept her in the
and swears to see him revived. town that she was born in for many years
beyond what she is proud of. Eventually she
Stats: STR (8), DEX (19), CON (14), INT (20), realized that there was no sense in waiting
WIS (14), CHA (9) for a man that walked away from her and
Proficiencies: Constitution Saving Throw her mother. She’s been traveling, enjoying
+4, Intelligence Saving Throw +7, Arcana her life as an entertainer for over twenty
+7, Performance +1 years now. The older she gets though the
more she feels a conflict between the
demonic blood in her veins and something
Calorina Braile vaguely celestial that she believes to be her
father’s influence.
Quote: “You may
never truly Stats: STR (14), DEX (14), CON (11), INT
understand and (12), WIS (16), CHA (17)
that is perfectly Proficiencies: Wisdom Saving Throw +5,
alright.” Intelligence Saving Throw +3, Performance
Physical +7, Persuasion +5
Description: Rina
is a beautiful
red skinned Adrian Pills
tiefling woman Quote: “They are sharpened, I swear.”
with soft and Physical Description: A man with a very
delicate feminine simple color pallet. Adrian is human with
features. Her fair skin and soft white-blonde hair. The
horns protrude distinction between his hair and his skin is
from the center of her very slight. There is a wash of freckles over
forehead and curl back his cheeks and the bridge of his nose that
towards the back of her head. are obviously slightly darker than the rest of
When they reach her ears they immediately his skin. His eyes are a beautiful light icy
curve upwards. The beginning of the horns green that shift to shades of blue like the
are the same color as her skin but the very ocean in certain lighting. Across his chest
ends glow a mysterious white light. She has are many scars left by blades. These extend
a septum piercing and two hoops in either to his forearms if he ever has them exposed
ear. Both of her eyes glow the same white entirely. He’s quite tall and muscular but
light as her horns at all times. Her hair is still relatively slender. In either ear is a
long, luscious, and black. It’s silky and kept small metal cuff on the cartilage.
maintained better than most people would
bother to do. Personality Traits:
Personality Traits: ● Charismatic
● Clever ● Mysterious ● Calm ● Welcoming
● Easily distracted ● Wistful ● Social
● Enthusiastic
Motivation: Though she is aware of her ● Jovial
demonic heritage there is something within
Calorina that makes her believe that there is Motivation: Keeping
something other than human in her father’s a low profile matters
blood. She wants to know as much as she to Adrian. He dresses
can about the vaguely celestial aura she like a simple man in
radiates and what it means. Perhaps her common clothes
father was part aasimar or maybe blessed in and doesn’t go out
a way she knows nothing about but there is of his way to make
a conflict within her that she can’t truly a big show of
understand. himself unless he is
around the people he is
Occupation: Entertainer (Illusionist) aware has hired him. The
History: Rina never got to know her father. last thing he wants is to be found by the
She was told he was around for the first few debt collectors that have been following him
years of her life but by the time she was old for years.
184
Occupation: Entertainer (Blade Dancer) talent to be the one that is of the most
interest to him. He finds his work fun and
History: What started as a simple life slid demands to be paid for it. Those that are
quickly into destruction and devastation. He willing to dress him in the prettiest and
had two loving parents and he thought they most luxurious clothes and jewelry are the
were just simple people. It was just before only ones worth his attention. They are also
his fourteenth birthday that the inn they the only ones he is interested in giving his
owned was stormed by the guards. His attention to.
parents were taken away. Apparently the
meetings that had been conducted in the Occupation: Entertainer (Dancer)
wine cellar were a part of a rebel group that History: For most of his life, Taric has been
had plans to make an attempt on nobilities told he will amount to nothing more than a
lives. He was left with the property that was pretty face. Deep down inside he does
quickly claimed by the authorities and when believe that. He does believe that he is just
he had nothing to offer them they slapped something to be looked at and fawned after.
his wrist with a fine that he – a child – His mother gave him away when he was no
surely could not pay. He’s been running more than ten years old. She thought him
ever since. too much work and as a lady of the night,
Stats: STR (9), DEX (20), CON (13), INT (13), having a child was running her business
WIS (11), CHA (16) away. He worked as an errand boy for the
local courier for a few years before taking on
Proficiencies: Dexterity Saving Throw +7, the persona of Taric Van Gall – a surname
Wisdom Saving Throw +3, Stealth +9, he made up because it sounded expensive.
Sleight of Hand +9 When he mistakenly fell in love with a man
that only wanted him for his looks, he
decided that he would offer that same
Taric Von Gall service to others if he was not wanted by the
Quote: “You’re one that he wanted the most.
trying too hard.” Stats: STR (12), DEX (19), CON (14),
Physical INT (12), WIS (9), CHA (17)
Description: Proficiencies: Strength Saving Throw +3,
Taric is a looming Charisma Saving Throw +5, Acrobatics +6,
man with pale Persuasion +5
gray skin that is
disrupted by line
work tattoos of
stark and Balivia Jacobs
shocking white. Quote: “If you learn to see the future, let me
His hair matches know. Until then stop questioning me.”
those tattoos and Physical Description: A soft pink skinned
falls over to the right tiefling woman with a beautiful lavender
of his face. It appears to be floating with butterfly shaped tattoo across her nose and
unnatural volume at all times. Breaking up cheeks. Balivia is a sight to behold and she
the white of his tattoo and the soft color of dresses herself in a way that
his complexion is a beautiful golden silk encourages people
scarf that is tied across his face like an eye to look at her. A
patch to cover the missing eye on the right cloth of silken
side. He is always wearing something white fabric is
vibrant and red, accented with the gold. If tied around her
you watch his feet closely you will also see head and down
that he very infrequently touches the over her right eye,
ground, pointing to an air gensai lineage. covering where
Personality Traits: she is very
clearly missing
● Pompous ● Argumentative an eye. In the
● Stubborn ● Dismissive center of her
● Untrustworthy forehead hangs
Motivation: Coin. Coin is all that motivates a large diamond
Taric. He can get anything he wants that has a pearl
anywhere in the world but he has found this in the very center.
185
Her horns are short but curl backwards like outfits to shield himself from the direct heat
a ram and have various pieces of beautiful of sunlight. He appears to be no more than
ribbon and silk hanging from them. Most of one hundred and fifty years old, standing
her clothing is flowing formless dresses. about five feet and eight inches tall.
Personality Traits: Personality Traits:
● Flighty ● Fanciful ● Distant ● Impatient
● Balanced ● Honest ● Snippy
Motivation: When Balivia was a child she ● Callous
saw a vision in what she originally believed ● Cocky
to be a dream. Now she is living her life to ● Dramatic
fulfil what she truly believes is a prophecy.
Whatever path was set for her is something Motivation:
she’s decided she has already been given by Despite the way
an outside force and she makes her choices he presents to
based on what she thinks the world has in the masses,
store for her. Also, she’s incredibly happy Sellen just
with that. Beyond happy. wants to be
well liked.
Occupation: Fortune Teller He’s been
History: Balivia is the second born of a set traveling for a
of triplets. They were born under a full very long time and
moon in a grove within a protected forest. has yet to settle down with one group
The circumstances of their birth were because he tends to rub people the wrong
dictated very closely by the church and they way. As he ages he’s doing his best to
were expected to be the saviors of the small become more likeable and agreeable. So far
village they were a part of. As they grew they its not going incredibly well but he can
all had some sort of premonition of the dream and is hoping that one day he’ll be a
world. Balivia saw the future, her younger little bit better at it. He does care about
sister saw a distortion in the past, and the people deep down. It just so happens that
eldest sister was aware of something his awareness is mostly retroactive.
happening far away at the same time. She Occupation: Fortune Teller
was taken in by a traveling group to visit a
noblewoman who needed help finding a History: It surprises no one to know that
child that meant a lot to her. Another vision Sellen is the youngest child from a large
took hold and Balivia saw that her place family. He presents like a spoiled brat that
was far away from her village. never got enough attention and admittedly,
it’s very true. He was not given enough
Stats: STR (7), DEX (14), CON (12), INT (20), attention and had to act out to get people to
WIS (18), CHA (14) acknowledge him. That has been a theme
Proficiencies: Dexterity Saving Throw +4, for his entire life even past his one
Intelligence Saving Throw +7, Arcana +9, hundredth birthday. When he began
Insight +6 traveling it was to spite his father who said
he would not be able to survive on his own.
He’s been surviving on his own and sending
back passive aggressive updates of grandeur
that aren’t entirely true just to make people
Sellen Whares think that he is doing better than he is.
Quote: “If you have to ask, you aren’t Recently he’s realized that jumping from
listening.” place to place is not filling the void and has
Physical Description: Sellen is a very started to try and find a permanent group.
handsome elven man with pale skin and Stats: STR (12), DEX (14), CON (10),
vivid purple eyes. His hair is incredibly long. INT (17), WIS (13), CHA (11)
It hangs to about mid-back in a layered
style that transitions nicely into shorter Proficiencies: Constitution Saving Throw
pieces that frame his face and allow for a +2, Charisma Saving Throw +2,
side-swept bang. The strands are dark blue Performance +2, Investigation +5
and almost appear pure black unless under
direct sunlight. He wears dark tunics that
expose most of his chest but often puts a
long light colored cloak over his darker
186
Penelope Uralle Voreya Xar
Quote: “I have Quote: “Silence.”
more questions Physical Description:
than answers. Above all else, Voreya
I cannot has a very harsh
pretend I don’t.” appearance. She
Physical has deep brown
Description: She skin that is flawless
is a tall, lithe, in complexion. Her
and breathtaking eyes are vibrant
tabaxi woman white and the
with typical tiger difference between
-like stripes. Her her irises and the
tail is long and whites of her eyes is
often used as miniscule at best. She
another hand to carry wears a black and gold
things around. The clothing she wears is headscarf that ties off
very fitted and tailored to fit her body. A vest beneath her long straight
buttoned together over a looser fitting black hair. There are two circles of gold on
blouse with a beautiful ruffled collar, riding either side of the part of her hair and one
pants, and knee-high laced up boots are that hangs in the center of her forehead that
pretty much her day-to-day attire. matches the three choker golden collars
around her neck. All of her clothing is navy
Personality Traits: blue and gold, tailored close to her body and
● Lavish ● Opinionated seems to be one piece of fabric folded neatly
● Playful ● Sensual ● Alluring across her form.
Motivation: She has considered herself a Personality Traits:
sheltered person and with every passing day ● Aloof ● Secretive
she learns more about the world around ● Knowledgeable ● Loyal ● Intimidating
her. It is her greatest motivator to learn as
much as she possibly can about the entire Motivation: The more she learns the more
world. Other cultures and behaviors power she has. Voreya is trying to gather as
fascinate her. Traveling is the only way for much gossip and dirt on people of
her to be able to see everything. Honestly, importance so she can buy her own place in
there is a decent chance that she will never social circles that she thinks will benefit
truly feel as though she’s seen it all. her. There is very little truth to her
“abilities”, using what she knows about
Occupation: Fortune Taller people to try and manipulate them into
History: The second she was old enough to thinking she has knows more than she does.
make it on her own, Penelope ran away from Occupation: Fortune Teller
home. Her parents were gamblers that
brought their children on the highs and History: Born Tyreena Quell, Voreya Xar
lows of wins and losses. More often than was a secondary part of her life. She realized
not, they lost. There wasn’t normally money very quickly that she was a person with no
for food and it fell onto Penelope’s shoulders importance and she has made it her
to provide for her two younger siblings. It personal mission to become someone
was hard to turn her back on them but she entirely different. The secrecy is that the
did and now she is sending anonymous true Voreya Xar was a medium that had a
donations back to her siblings now that they lot of faith and positive relationships built in
have grown up and moved out on their own the community she lived in. When she was
– providing for families and children. killed by Tyreena, the woman assumed her
name and lived on as her far away from a
Stats: STR (12), DEX (20), CON (13), place that someone would be able to identify
INT (11), WIS (12), CHA (19) the difference in them.
Proficiencies: Charisma Saving Throw +6, Stats: STR (14), DEX (14), CON (12), INT
Wisdom Saving Throw +3, (11), WIS (16), CHA (20)
Deception +6, Acrobatics +7
Proficiencies: Charisma Saving Throw +7,
Constitution Saving Throw +3, Deception
+9, Insight +5
187
Alabaster Frost Avelroy Tyne
Quote: “You hear what you want to hear Quote: “Please be more mindful of yourself.
and I cannot blame you.” I’m only trying to help.”
Physical Description: A beautiful Physical Description: Ave is a tall and
dragonborn man with golden scales. Some imposing pale-skinned elven man. At first
parts of his flesh are pure white, fading glance he looks intimidating and very
seamlessly into the gold color. The tips of ‘other’. Despite bright orange and golden
his fingers are charred as if they have been tattoos disrupting the white skin of their
burned over and over again. He stands over face and body, he still looks very one-note in
seven feet tall, approaching eight when he terms of color. He has albinism and it
has his boots on. His tail is thinner than expands all the way to his irises which are
one might expect from his typical width and just slightly more gray than the whites of
stature. The spikes on the top of his tail are his eyes. His hair is kept in braids and tied
jagged and there is no pattern to the up on the top of his head with the sides
directions they jut. Across his chest is a shaved incredibly short.
sash of beautiful emerald green that has the Personality Traits:
symbol of a deity emblazoned on it.
● Considerate
Personality Traits: ● Loyal ● Smart
● Gentle ● Cunning ● Confident
● Patient ● Kind ● Determined
● Passionate Motivation:
Motivation: Knowing Unsurprisingly, all
there are many that motivates Avelroy
people willing to is the safety of the
turn a blind eye to people that he travels
the lies told by the with. He has never lost
occult, Alabaster a person on a mission
has set out to make and he keeps that
sure that people are publicly broadcast.
not being fooled by People know his
false prophets or reputation and they
people attempting know his capabilities and as
to swindle their such he gets a lot of work. It isn’t inherently
money away. He selfish though. He truly cares about the
tries to be honest and true but sometimes people he works with – and if he didn’t care
that means calling out those that have more about them he wouldn’t accept the job.
power and importance than he does.
Occupation: Fortune Teller (Tarot Reader) Occupation: Guard (Martial Fighter)
History: When he was born there was an History: For most of Avelroy’s life he has
expectation that he would become a soldier made ends meet on his own. He learned to
or a mercenary. He trained for many years be quick on his feet and worked hard to be
under his father’s guidance. There was a able to compete in an actual fencing league.
comradery there that he would never find He was a fencer from youth to his middle
anywhere else. However, when his father fell age and he only stepped away after an
ill he realized that he could not maintain the injury that he truly believes was active
training. The only reason he had any sabotage. For a short while Avelroy was a
interest in it to begin with was because it thief of his own right, working as the kind of
was something to do with the man that person that could infiltrate high society
raised him. He turned to his mother for locations. He quit before anyone even
support and guidance and she taught him noticed he was sketchy in any capacity. Now
the way of finding solace in the cards. He’s he travels, protecting people he has deemed
been telling tarot fortunes ever since. worthy.
Stats: STR (18), DEX (9), CON (17), INT (18), Stats: STR (10), DEX (18), CON (13),
WIS (12), CHA (12) INT (16), WIS (11), CHA (12)
Proficiencies: Strength Saving Throw +6, Proficiencies: Dexterity Saving Throw +6,
Wisdom Saving Throw +3, Athletics +6, Charisma Saving Throw +3, Acrobatics +6,
Arcana +6 Stealth +6
188
Zareeya Lily Fildra Eem
Quote: “I have my component pouch right Quote: “You don’t need to defend yourself.
here.” In fact, please do not. It’s laughable.”
Physical Description: There is so much Physical Description: Most of the time you
more to Zareeya than what meets the eye. can hear Fildra before you see her. Her
She’s an extremely short blue-skinned beautiful shining silver plate armor is
tiefling woman. Her horns are short, accented and lined with copper or bronze
apparently sawed off not far from the part colors. There is a large sun emblazoned in
where they sprout from just above her the center of her chest plate. Her hair is
forehead. The stump of the horn is painted short, pin-straight, and falls to her chin.
silver to match the eyeliner and mascara She has very angular facial features and an
that she always uses. Around her neck is a extremely muscular build. She has a deeply
black onyx pendant with carved grooves colored port-wine stain birthmark across
that fill up with liquid silver when she casts the left side of her neck and along the jaw
spells. Her tail is short and missing the on that side as well.
usual pointed tip. All of her clothing is silver Personality Traits:
or blue, silken or otherwise flowy.
● Competent
Personality Traits:
● Stubborn
● Scatterbrained ● Cocky ● Haughty
● Disorganized ● Easily provoked
● Eccentric
Motivation: There is
● Friendly a shadow cast over
● Playful Fildra that she won’t
Motivation: ever shirk but she is
Somehow, Zareeya trying very hard to at
is very new to least side-step her
magic. Despite uncle’s legacy. She is the
being extremely outcast daughter of a king and people
adept at it, she expect so much of her when they find out
manages to still not who she is related to. She wants to be her
really know how it own person and she’d ultimately love to
works. She wants to never meet a single person that knows who
understand the nature of her magic and her uncle is, ever again. This is essentially a
where it comes from. Some might call her an case of running away and being stubborn.
accidental prodigy but many believe that Occupation: Guard (Martial Fighter)
she is just blessed by a very mindful and
protective deity. She wants to make the History: Sitting in court for all of her
unknown being proud and to understand childhood bored her to absolute death. She
and truly harness the power she has now. has so many years of dresses and polite
nods behind her and she has no intention of
Occupation: Guard (Caster) returning to that or offering anyone that
History: Zare is a wanderer. Her parents kind of blanket kindness or patience. She
were relatively distant but not because they ended up running away from home at least
didn’t love her. They believed in making four times and was returned over and over
their child learn her lesson her own way. again. It was only when she was finally old
After they were gone she made a point to go enough to speak for herself – and properly
see the original homeland that her parents refuse a suitor – that she was cast out of the
thought of fondly. It was during that visit kingdom and told to fend for herself. She
that she stopped at a temple. She spent the did so happily. Now she travels as a
night on the floor and when she woke up mercenary, occasionally take on guard duty
there was a magic pendant around her neck for those that she doesn’t really look down
and arcana pouring through her veins. on. Which, is few people.
Stats: STR (14), DEX (14), CON (13), Stats: STR (17), DEX (9), CON (14), INT (12),
INT (17), WIS (13), CHA (10) WIS (9), CHA (13)
Proficiencies: Intelligence Saving Throw +5, Proficiencies: Strength Saving Throw +5,
Strength Saving Throw +4, Arcana +7, Wisdom Saving Throw +1, Athletics +5,
Performance +2 Intimidation +3
189
Loran removed it since and their magic only swells
in power but they feel like a conduit for a
Quote: “Yes?” different entity, not truly in control.
Physical Description: Stats: STR (9), DEX (16), CON (11), INT (20),
They stand roughly WIS (18), CHA (12)
five and a half feet
tall. Their physical Proficiencies: Intelligence Saving Throws
shape is slightly +7, Charisma Saving Throw +3, Arcana +9,
athletic but not Insight +6
overwhelmingly
muscular. On
top of their Kavlin Bronze
head is a
messy bun of Quote: “I’m happy
stark black to be here!”
hair that seems Physical Description:
to have decent Kavlin is one of the
volume and is smooth most non-descript
and silky. Over their face is a beautiful people on the face of
golden mask that resembles a human skull the earth. He is
but completely obscures any features average in every way.
underneath. It is as if there is a magical Blonde hair and a
darkness over their eyes that they can see sparsely grown beard,
through, as it is impossible to see their eyes matched with beautiful
through the holes in the mask. It never but typical brown eyes.
leaves their face. His nose is somewhat flat
Personality Traits: but directly centered on his face. His ears
stick out from his shaggy hair more than
● Quiet ● Secretive ● Patient most people’s ears might. He wears a breast
● Mindful ● Distant plate but the lower half of his armor is
Motivation: Underneath it all, the only simply chainmail over sturdy trousers. He
thing that motivates Loran is money. They has a longsword that has an engraving of a
want to gather as much as they can to wolf at the hilt to match the buckle on his
throw it at a mage somewhere on the coast. bag. The front upper right canine in his
They do not work to keep people safe mouth is chipped and capped with an opal
because they like people. There is some sort stone.
of magical aura about them that they are Personality Traits:
looking to either reshape or completely
dispel and they think the person they have ● Happy-go-lucky ● Joyful
kept in contact with might be the individual ● Loud ● Genuine ● Energetic
that can help them get back what they Motivation: For being so absolutely typical,
believe they have lost. Kavlin is incredibly selfless. He wants to be
Occupation: Guard (Martial Fighter & Caster) the good in the world that he has seen very
little of. Not only that but he wants to see
History: Nothing about Loran’s life was ever and prove that people are much better than
warm and fuzzy. They were abandoned as the pessimists tend to claim that they are.
an infant outside a church and the priest He truly wants to find the kind of people
that worked there did not have room to take that would make his mother proud. She
in a child. The child was passed around the doesn’t have terribly high standards which
village and ultimately settled with an old means he finds more than he could ever
lady who was kind but rigid and had high really bargain for.
expectations of them. The nightmares
started when they were only four years old Occupation: Guard (Martial Fighter)
and the sleep walking closely followed. It History: A boy with big dreams from the big
was at the age of ten that they were lead city, Kavlin has never gotten to see much of
into the center of the nearby forest by a the world outside the bustle of a populated
dream figure and offered the beautiful space. He has really enjoyed getting to travel
mask. It was presented as an expensive and to see the way other people live. He is
product that would help ease their suffering one of four children and he only has older
but the second they put it on just to test, it sisters, being the youngest and the only boy
became adhered to their skin. They haven’t
190
making him a target for a lot of light playful Occupation: Guide
bullying. He learned to be respectful
because it was his only option. When he History: Claudia is the only child of a very
started traveling with caravans his family loving couple. Her dads were traveling
was incredibly proud and he realized that merchants that eventually settled in to
not everyone is as happy to just exist as he working at a noble home, providing their
is. Because of that, he’s made it his mission services to the family and the events that
to try and spread that happiness. the noble family threw. She was raised as
one of the children of the house and taken
Stats: STR (18), DEX (7), CON (12), INT (12), in from an orphanage before she was even
WIS (14), CHA (10) old enough to know that she’d been in one.
Proficiencies: Strength Saving Throw +6, They made a point to continue traveling
Charisma Saving Throw +2, Insight +4, with her on their “vacations” to be sure that
Animal Handling +4 she saw more than just one home and one
town. They encouraged her to do whatever
she wanted and she had a brief stint as an
apothecary but she wanted to travel more
Claudia Nell so now she acts as a guide for others on
Quote: “I have the best intentions.” their own journeys.
Physical Description: At first, Claudia Stats: STR (12), DEX (14), CON (12),
stands out as a beautiful above-average INT (19), WIS (14), CHA (11)
height human woman. Her hair is bright red
and kept in intentionally messy waves and Proficiencies: Dexterity Saving Throw +4,
curls. She has beautiful sea-blue eyes that Charisma Saving Throw +2, Medicine +6,
sit perfectly symmetrically on her face. Survival +6
Across her cheeks, over the bridge of her
nose, and at the top of her forehead (near
the hairline) are beautiful washes of Lyraana Orale
freckles. She wears a moon-shaped choker Quote: “If you know where you’re going
around her neck and matches it with a you’re welcome to take the reins.”
much longer chain that also has a moon on
it but it is in a full moon depiction instead of Physical Description: Even though Lyra
a crescent. Her clothing is all soft and only stands about four feet tall, she has a
feminine but she always has a cloak over huge presence. A Halfling woman with pale
her to cover the back of her neck – where a skin and chin-length blonde hair, she keeps
tattoo of the moon is also hidden. braids on either side of her part on the top
of her head secured with metal nuts. Her
Personality Traits: left eye is milky white and often kept
● Soft-spoken covered with a beautiful purple leather eye
● Considerate patch. She wears layers of clothing and they
are all stained with mud or blood that is
● Playful incredibly old. Her ears are large and poke
● Friendly out from the sides of her head dramatically.
● Noble There are two small golden hoops pierced
Motivation: into each earlobe.
Having gotten Personality Traits:
to see most of
the world, ● Rambunctious
Claudia feels ● Loud
incredibly ● Brazen
privileged. At this ● Direct
point in her life all she truly ● Motivated
wants is to expand the eyes of those that
have a narrow world view. This goes above Motivation:
and beyond just wanting to show people the Lyra is the
physical world. She wants to be a positive epitome of good
influence and incite meaningful change in effort and poor
the social climate. It doesn’t take her much execution. She is
to begin conversations and she handles traveling to make
them much better than most people – they ends meet but she is
rarely even end in a debate. actively seeking a
191
connection to a deity. Though she isn’t Personality Traits:
typically easy to get along with, she has a
dream of becoming a cleric. She wants to be ● Calm ● Even-tempered
blessed with divine power and do good for ● Insightful ● Methodical
people. So far she’s even turned down one ● Honorable
pact because it seemed shady – it was, she Motivation: As the child of poor parents,
narrowly avoided being a warlock. Mordrin is trying to provide for his two
Occupation: Guide children. They have left the home finally and
are working as apprentices to a few local
History: She is from a small town that was blacksmith. He’d love for a legacy to be
solely revolved around a church. Those that made of the Khall surname and he knows it
lived there were devout followers of the deity is too far into his life to be able to be the one
in question and the place was peaceful. As to do it. He’d like his children to do that for
she aged she found that there was an him.
inherent discomfort in blindly following a
deity she didn’t feel connected to. Trying to Occupation: Guide
leave opened her eyes to the weight of their History: From poor parents, Mordrin
expectations of her. She had a physical learned very early on not to ask for much
confrontation with the leader of the church because he hated how guilty his parents
that blinded her in one eye. Realizing they looked when they had to tell him no. He
were more a cult than a religion, Lyra made eventually did stop asking for things from
it her personal mission to move on and find them and though the guilt remained, they
a deity worthy of her support. Now she asks lived a happy life. He got older and provided
a lot of questions and is hyper-critical of for his family, married, and had two
every answer she is given. children. He’s worked as an inn keeper for
Stats: STR (13), DEX (13), CON (15), INT many years and only recently found a
(20), WIS (12), CHA (13) position as a guide for traveling caravans.
The money is significantly more than what
Proficiencies: Intelligence Saving Throw +7, he was making when he wasn’t traveling so
Constitution Saving Throw +4, Religion +7, he is now able to put some money aside. He
Insight +3 typically takes short trips (less than two
months) so he can be back to his family as
Mordrin Khall often as possible. Occasionally he’ll take a
child with him – though they are well into
Quote: “I am happy their thirties – just so they can get a taste of
to be here, I promise.” the world.
Physical Stats: STR (15), DEX (10), CON (13), INT
Description: A stout (13), WIS (16), CHA (11)
but slim dwarven
man of many years. Proficiencies: Strength Saving Throw +4,
Mordrin has dark Wisdom Saving Throw +5, Perception +5,
tanned skin and Athletics +4
age spots across
his nose and the
balding portion of Purple Gale
his head. Around
the crown of his head Quote: “My stare is as disapproving as my
is thick white hair thoughts.”
that is coarse and similar in Physical Description: Purple is an
texture to his beard. His beard individual that absolutely never wears
hits mid-chest and is stained purple. They are a firbolg with long ears that
around the mustache and part above his flop down and are tucked back against their
mouth from food or tobacco intake. There’s neck. The fur on their body is an off-white
a pair of slightly off-center spectacles with color that is commonly stained with green
large round frames propped low on his nose. from grasses or plants. When they walk it
The left lens is cracked slightly but it sounds like a bag of cutlery because they
doesn’t seem to bother him at all. He wears have knives of all different shapes and sizes
rich bold colors like orange and purple, not hanging haphazardly off of their hips. They
seeming to be concerned about being walk with a walking stick, compensating for
spotted from a distance. a slight limp. It does not slow them down.
192
Personality Traits: There is always a loud layer of chainmail
across his chest and the upper half of his
● Impatient ● Crass legs but his clawed hands and feet are bare
● Loud ● Dismissive at all times. His scales are bright metallic
● Honest purple and seem to be dyed.
Motivation: All Personality Traits:
Purple truly wants
to do with themselves ● Succinct ● Loyal ● Loud
is learn how to forgive ● Humble ● Popular
themselves for their
past actions. Not a Motivation: What motivates Balgurr is a
saint but a decent mixture of finding out who he is and making
person, they have something of himself. An accident took his
made a fair few memory from him and every passing day he
mistakes and one cost hopes he’ll see something that is familiar
them a person that they and will jumpstart the awareness. The
care about very deeply. It is longer it takes the more he is certain that he
not something they can truly redeem for will never truly regain his past memories
themselves but they want to be able to come and is trying to come to terms with the idea
to terms with the loss and accept that their of having to start a new life. He’s truly afraid
mistake was the cause but also no longer that once he starts to establish himself as
beat themselves up over it. this new person, the memories might come
back and he would feel split and conflicted.
Occupation: Guide
Occupation: Guide
History: Purple was a child given very little
chances at a normal life. They found History: Very little is known about Bal’s
themselves left at a tavern, having woken up history. He has no idea where he is from or
one morning and their parents were gone. what his real name is. He simply remembers
The owner of said tavern employed them waking up in the back of a covered wagon
and took them in but they were quick to with a kind old couple in the front that told
find out that they dabbled in crime. After a him they’d found him grievously injured and
few years they developed enough of a sense that they took care of him until he could
of self to make decisions and a particularly take care of himself. They asked many
reckless decision lead to them betraying questions about who he was but it became
someone they considered their best friend. clear he didn’t know. Both of them took
Their relationship was gone and Purple had good care of him until they believed he was
to live with that reality. They started mentally sound enough to go out on his
traveling just to run away from the sadness own. He has not stopped traveling, often
and now they are trying very hard to make returning to the location that they found
themselves at peace with what happened. him but he’s come to the conclusion that he
was far away from home when he was
Stats: STR (15), DEX (16), CON (13), INT injured so he has no true way of knowing
(11), WIS (11), CHA (13) where to go next.
Proficiencies: Dexterity Saving Throw +5, Stats: STR (19),
Strength Saving Throw +4, Athletics +4, DEX (14),
Stealth +7 CON (17),
INT (12),
WIS (11),
Balgurr Errant CHA (11)
Quote: “This is practically my home.” Proficiencies:
Physical Description: Balgurr is an Constitution
extremely tall dragonborn man. He towers Saving Throw
over everyone at approximately eight feet in +5, Wisdom
height. He has a small tuft of hair between Saving Throw
the horns on the top of his head that he +2, Athletics +6,
keeps pulled back into a neat ponytail. The Intimidation +2
hair is akin to a horse’s mane. His eyes are
always obscured by large round sunglasses
that don’t attach to his ears or his horns,
simply staying put magically on his face.
193
Elowynn Juze and have taken a path on their own. They
Quote: “If you sit still I might be able to help.” are now a surgeon for hire that travels with
whoever will pay the highest price.
Physical Description: Elowynn is a mystery
even at first glance. They are a person with Stats: STR (11), DEX (16), CON (13),
a very sharp strong jaw structure and high INT (19), WIS (13), CHA (9)
cheek bones that look masculine. These pair Proficiencies: Constitution Saving Throw
with very soft feminine eyes, nose, and lips +3, Dexterity Saving Throw +5, Medicine +6,
that are perfectly centered on their face. Sleight of Hand +5
They have lavender skin that is all one even
tone. Stark white hair frames their face and
parts to expose beautiful pointed ears. The Qreen Oye
pieces that fall on both sides of their face
are kept in neat braids and wrapped with Quote: “You do
delicate silver jewelry. All of their outfits are need me. Admit it.”
high-necked and cover their throat. Most of Physical
their sleeves connect to one of their fingers, Description:
covering their entire arms and the back of Striking and
their hands. intimidating,
Personality Traits: Qreen is a
beautiful fire
● Pompous genasi woman.
● Closed-off Her hair is pure
● Calculating smoking fire
● Intelligent that sometimes
● Mindful drops pieces of
ash and still-burning
Motivation: For a cinders. The skin of her
long while, Elowynn face matches her hands and feet, incredibly
has been traveling dark and charcoal-like that has cracks to
with the intention expose glowing orange beneath it. Her
of finding one fingertips are darker and underneath her
person that has nails are glowing with hot molten rock that
slid out of their life. makes it look like she has a polish on her
Back when they were fingernails. She wears soft flowing outfit
a combat medic, they that is a sharp juxtaposition to her harsh
fell in love with a woman angles and strong form. When she speaks it
who had been injured by a battle that she sounds like crackling wood on her words.
had not intended to be a part of. That She is incredibly tall, barely under six foot.
woman went on with her husband and
continued to live her life, only contacting Personality Traits:
Elowynn when something big happened. ● Insightful ● Kind
They kept in contact but all Elo wants ● Articulate ● Proper ● Loyal
anymore is to find her and understand why
they never had a chance to work out. Motivation: Doing good for the sake of
doing good has been something that Qreen
Occupation: Surgeon has tossed around in her mind for a long
History: Born into a military family, she time. She doesn’t consider herself an
was expected to follow in their footsteps. It inherently selfish person but she does know
took only a short while for them to realize herself well enough to be aware that her
that their child’s path was not heading motivations are selfish. She likes to tell
towards violence. Elo tended to the wounds people that she is doing it just to help
of other children and made themselves people but really she wants to make it to a
known as a responsible part of the place that she has very little memory of.
community. They didn’t ever seem to go She’s hoping to find it by chance in all of the
through the silly child stage of life. They traveling that she’s doing.
stayed close to the military out of respect to Occupation: Healer
their parents and siblings but they became
a medic as soon as it was an option to them. History: Memories of the earliest parts of
It wasn’t until they were in their later Qreen’s life are lost behind trauma she can
“young adult” elven years that they defected barely comprehend. A flare of her elemental
194
powers called upon the bloodline of her History: Married off very young to a man
relatives and brought many fire beings to that was over fifteen years her senior, Elodie
the material plane. It wiped out a location never really developed a sense of self. She
that she can’t remember the name of. When learned to speak only when spoken to, and
she woke up again she was far away from to look to others for decisions. When their
“home” and has been desperate to get back. marriage escalated to violence she built a
In an attempt to find that place she’s been personality instead of being beaten down.
hired by many caravans, working as a After a few years of suffering in silence and
healer to do the opposite of the tragedy that learning to do things for herself, she ran.
seems to have followed behind her path. She joined the first caravan that she could
Stats: STR (12), DEX (14), CON (18), INT find as a member of the team that was given
(18), WIS (12), CHA (13) no money. Years of treating her own injuries
has helped her learn how to treat other
Proficiencies: Strength Saving Throw +3, people. She has some magical inclinations
Dexterity Saving Throw +4, Medicine +6, to healing and it has aided her. Now she is a
Insight +3 sought after medic that can afford to be a
little more picky with the people she works
for.
Elodie Grace Peaze Stats: STR (7), DEX (15), CON (12), INT (20),
Quote: “I am the best WIS (17), CHA (11)
you can hire.” Proficiencies: Intelligence Saving Throw:
Physical Description: +7, Wisdom Saving Throw +5, Medicine +7,
Incredibly dark tanned Perception +5
skin with beautiful
striking yellow
tattoos that circle Uriel Fronthar
her throat like a Quote: “Do not
choker necklace that is question me.”
dotted with intricate spots Physical Description:
that follow a perfect pattern. Uriel is a striking
Elodie is a middle-aged human tiefling man that has
woman with a few signs of aging sharp navy blue horns
– from crow’s feet to forehead wrinkles – that point straight
that is beautiful and approachable. She back from his head
wears large hollow ivory earrings Though but twist like a spiral
she has dark hair it is always kept pulled very slightly. He has
back into a neat bun and covered with a gray frizzy hair that
brightly colored shawl. Normally that cloth seems to match the
is turquoise or orange. She has bangle texture of the long beard
bracelets all the way up to the center of her on his chin. His lips cannot be seen from
forearm. under his mustache. There is a small set of
Personality Traits: glasses that sit perfectly on the bridge of his
nose. His clothing is well pressed and
● Calm ● Rational tailored to fit his body but the jacket he
● Decisive ● Confident ● Alert wears on top of his practical outfits is
Motivation: Elodie would never admit it, almost always unbuttoned to allow him to
but she is actively running from a husband remove it if someone is bloody – sparing the
that has treated her poorly for the majority nice article from getting stained or soiled in
of her life. She doesn’t wear a wedding ring any capacity. His eyes are completely milky,
but she continues moving in hopes that he void of any iris or pupil.
will never find her. Being a good healer is Personality Traits:
very important to her but she is mostly just
trying to live a safe life, away from the ● Reactionary ● Logical
danger that has been lurking around the ● Soft-spoken ● Paternal ● Gentle
corner for longer than she could have ever Motivation: This is a man that is aware
anticipated. that he is coming to the end of his life. He is
Occupation: Healer trying to make something of a difference
before he is gone. Ultimately he’d like to
prove his worth to the caravan he was
195
traveling with most recently but they have Personality Traits:
parted ways and he is trying to make them
miss him by providing his services to ● Snarky ● Impatient ● Stubborn
another group of people. ● Competent ● Childish
Occupation: Medic Motivation: Carys is certain that he knows
what he wants to do with his life. Right
History: Uriel knows absolutely nothing now? That involves making a lot of money.
about the beginning of his life. The first He wants to be able to provide for himself
memories he has are from an orphanage and make decisions without much
where he received wonderful care. limitation. Money will allow him to do that.
Admittedly, when he mentions that he is an Or so he thinks.
orphan to most people they probably look at
him with pity. He had great caretakers and Occupation: Physician
kept in contact with them until they died. History: The youngest child to a relatively
He still sends money there to take care of noteworthy family, Carys has experienced
the kids that have gone through the living in the shadow of his extremely
program since he was there. Born blind, the accomplished older siblings. He is still very
man figured out how to do things on his young in the grand scheme of things but he
own as early as he could. The blue jay that likes to protest that he’s old enough to make
stays with him is a fey creature that acts as as many decisions as he wants. He’s left
his familiar and his eyes. He possess the home to pursue a career in medicine
ability to still hear when he has putting his because it is something that people will
eyes into the creature. He learned medicine always pay for and pay handsomely. He
through travels and has now applied it to travels so that his family cannot ask him to
his life to make him a functional medic. come home or even reach him with attempts
Stats: STR (12), DEX (15), CON (14), at guilt tripping him back into the family
INT (18), WIS (18), CHA (15) practice or their good graces. When he does
visit he does so in the finest clothes with the
Proficiencies: Constitution Saving Throw finest wines and the most expensive pieces
+4, Wisdom Saving Throw +6, Perception of jewelry he can gather. He wants them to
+6, Persuasion +4 believe that he has done so well for himself
that they would never be someone he asks
Carys Syell for help again.
Quote: “That’s going Stats: STR (12), DEX (14), CON (12), INT
to get infected if you (16), WIS (12), CHA (15)
don’t let me help.” Proficiencies: Charisma Saving Throw +4,
Physical Description: Dexterity Saving Throw +4, Sleight of Hand
A young looking elven +4, Stealth +4
boy who’s hair and skin
tone seem to be the
exact same color. He Abaldra Renn
is almost deathly Quote: “Back
pale and the most in my day…”
color on his face is the
flush of his cheeks, nose, Physical
and the cracks in his dried Description:
lips. He has a small silver One of the
chain that hangs from a piercing in the lobe oldest orcs
of his left pointed ear. At the end of that anyone could
chain is a decorative dagger that is too large ever meet,
for an earring. He can occasionally be seen Abaldra is a
detaching it, pushing a button beneath the half-orc woman
ruby in its hilt, and watching it expand to a with deep
larger size. His clothing is almost exclusively wrinkles and
muted natural tones but he ties a bright red light gray hair.
scarf around his waist to keep his weapons Her left tusk is
and medical equipment on his hip. broken and the inner
exposed part is still white as though it was
recently broken away. She has bright yellow
eyes with a ring of slightly darker golden
196
color around the outside of the irises. There earrings that have small crystals that jingle
are scars that disrupt the beautiful green of when she moves. They match a crystal she
her skin, streaks of a mint color show the keeps around her neck and uses as an
places where she’s had a lot of injuries. arcane focus.
Across her back is a large slightly rusted Personality Traits:
war axe that has been adorned with a few
trophies – bones and gemstones. ● Humble ● Mindful ● Reactive
● Observant ● Resourceful
Personality Traits:
Motivation: There is a lull in Urael’s life at
● Patient ● Altruistic ● Considerate the moment. She is actively attempting to
● Brazen ● Interested find the next arc in her adventure. The
Motivation: The end of Abaldra’s life is one planted seed of the insecurity of becoming
that is surely to be filled with revelry and ‘irrelevant’ is lingering over her. All she
honor. At this point all she is trying to do is wants is to be able to maintain the
go out with a bang. To die in a way that will expectation and belief in her and her
make her ancestors proud. Everyone has abilities. She wants to be the hero that
such high expectations of her and she everyone is claiming she is so that she never
hasn’t lost her ability to fight but she knows loses relevancy. Popularity never mattered
that soon she will be nothing more than a to her until she saved the people she did
vessel for stories and fond memories. That’s and now she cares a ton.
okay with her but she wants her exit from Occupation: Hero
the material plane to be epic.
History: Urael is very young for an
Occupation: Hero & Storyteller individual with elven blood. She’s only
History: As a child, Abaldra lived a very about thirty years old and worked as a
nomadic life. She moved around with her servant under a king. The man didn’t even
tribe for many years. It wasn’t until she was know her name but she was working at an
in her forties that she had the title of ‘hero’ event that went horribly wrong. There was
placed upon her shoulders. An attack by an an assassination attempt and Urael was
unnamed monster took out a large portion close enough to thwart it. She killed the
of her friends and family but she managed attacker and took the accomplice alive so
to shepherd most of the children to a local they could question him. The king gave her
town. She went back into the forest to try honorary knighthood and a place to live.
and save people but ultimately ended up in She’s been praised by everyone and now
a confrontation with the creature. Abaldra that she is traveling she considers herself a
was victorious and brought home a trophy prize to be won. The only people she will
but no one has been able to identify what it travel with are those of note and willing to
was. spend a large amount of money.
Stats: STR (19), DEX (11), CON (14), INT Stats: STR (14), DEX (18), CON (11), INT
(12), WIS (16), CHA (10) (11), WIS (13), CHA (15)
Proficiencies: Strength Saving Throw +6, Proficiencies: Dexterity Saving Throw +6,
Dexterity Saving Throw +2, Athletics +8, Wisdom Saving Throw +3, Acrobatics +6,
Survival +5 Sleight of Hand +6
Urael Lear
Quote: “I’m trying to be humble but you’re
making it very hard.”
Physical Description: Urael is a beautiful
half-elven woman with white locs of hair
that are neatly tied to fall on the left side of
her slender face. She has soft gray colored
eyes that look lavender in direct sunlight.
Her skin is dark brown and there are
beautifully placed darker freckles under her
eyes and across the top of her nose. Her lips
are naturally pink and rosy, plump on both
the top and bottom. She wears long dangly
197
Caldrick Mallon building took out many of their soldiers to
Quote: “Those times are behind me and I act as a diversion from a larger crime
wish you’d let them stay there.” happening further in town. Caldrick made it
there and stopped the uprising but he lost a
Physical Description: Casting an incredibly lot of people in the process.
long and tall shadow is this beautiful golden
dragonborn man. Caldrick has two sharp Stats: STR (15), DEX (15), CON (12), INT
horns that curl backwards and circle his (12), WIS (10), CHA (16)
ears. There are spines and spikes down his Proficiencies: Constitution Saving Throw
back on either side of his spine that make it +3, Wisdom Saving Throw +2, Intimidation
all the way to his tail. His tail is thin and +5, Persuasion +5
slightly different in color to the rest of his
body – as if he has shed the tail and grown
a new one in its place. The arms of his Bron Oals
jacket is split at the seams but poorly sewn
back together with bright mismatching Quote: “Do you not know who I am?”
thread. Physical Description: Bron is an imposing
Personality Traits: man with dark hair that falls shaggy and
parted to the side. It covers his steel-gray
● Calculating eyes slightly but not so much that you
● Curious couldn’t catch a glimpse or make eye
● Uncertain contact. Most of his shirts are left open to
● Decisive expose a rippling expanse of muscles. The
● Secretive most interesting thing about him however is
that he appears to always be letting off some
Motivation: For a sort of steam. His pale skin is cool toned
very long time, and oddly gray in a way that indicates his
Caldrick has fire genasi bloodline. Locked around his
been a person ankles and his wrists are some sort of
that people pay shackle that has no chain.
attention to. Now
he just desperately Personality Traits:
wants to fly under ● Dismissive
the radar. He wants ● Grumpy
to be someone that ● Spoiled ● Vain
people overlook but he
has yet to figure out how to ● Pretentious
make a life for himself without his name Motivation: Becoming
and honor. Caldrick is looking for a life in a household name is
the shadows and out of the spotlight. He just about all that
truly just wants to stop being the center of Bron truly cares
attention but he doesn’t know how to about. Both coming
survive without that atmosphere. from a noteworthy
Occupation: Hero family and also
being a “heroic”
History: Caldrick had a very linear life. He traveler means
was born and remained the youngest child that most people
from his parent’s union. His father was in typically know who he is.
the guard and progressed towards being a They also know he’s a pretentious brat but
captain younger than any other recruit or they tend to keep that to themselves. All he
new person on the force. When he became wants is to be popular and a little bit feared.
the captain, Caldrick was finally old enough
to join the team. He worked his way up but Occupation: Hero
was never allowed to be the second in History: The Oals family never thought they
command because they were afraid people would have children. For many years they
would think it was handed to him because attempted and came up short but when they
of who he was related to. His father passed finally stopped trying, they were blessed
away a few years after he established with a single son. Bron was a difficult child
himself in the guard and no one was and he made life nearly impossible for his
prepared to take over so he stepped into the parents but they wanted a child so badly
role temporarily. An attack on the guard that they were willing to turn a blind eye to
198
his awful behavior. He was unchecked for to allow her to do. She will work with people
most of his life and demanded respect and if she has to make that connection for the
attention from anyone that might so much sake of her cause but otherwise, she’s very
as catch his eye. As soon as he could he left much a self-driven person.
home and began adventuring. Out of sheer Occupation: Fallen hero
luck he stumbled into a few dire
circumstances and was capable of saving History: When a wealthy baron bought the
the lives of a few wealthy people. He’s town she grew up in, Cara was one of few
known to pay little to no mind to people that people that refused to move when he wanted
have no wealth behind their surname. Now to tear it down and make something new
as he travels he picks and chooses his out of the land. She and her husband
traveling companions with slightly less remained, the sole holders of property in the
skepticism because he is such a pain to area. They knew there was a lot of pressure
travel with that people don’t want to spend but they didn’t realize how dire the
time with him. circumstances were. Her home was lit
ablaze in the night and her child escaped
Stats: STR (9), DEX (14), CON (10), INT (10), but she ultimately perished. A deity gave
WIS (9), CHA (14) her life again. A revenant now with the sole
Proficiencies: Intelligence Saving Throw +2, focus of wanting to be able to give her child
Charisma Saving Throw +4, Persuasion +4, safety and closure. She can never truly die
Deception +4 until that mission is complete. Now she
travels to find her little girl and try to
reunite families along the way.
Jencara Wails
Stats: STR (12), DEX (14), CON (19),
Quote: “Hero is subjective.” INT (13), WIS (17), CHA (7)
Physical Description: Proficiencies: Dexterity Saving Throw +4,
Cara is a breathtaking Wisdom Saving Throw +5, Perception +5,
woman of curious Stealth +4
origins. Her skin is
as close to black as
one might be able to
achieve without truly Tidus Roll
being coal-colored. Quote: “If you
She has hair that is could do this
cut to her chin length alone you
and it is just two shades wouldn’t
darker than her skin. have hired
The true-black color me.”
of her hair looks Physical
stunning against her Description:
complexion and also her pure ruby red eyes. Tall and thin,
She looks stern and expressionless most of Tidus is a
the time. Her ears are pointed much like an dark skinned
elf but there is something slightly obscure black human
about her appearance that might lead the man. His
more insightful to believe that she isn’t as neck, arms, and legs
“alive” as most humans. are long and lanky but covered in beautiful
Personality Traits: golden tattoos. They match a perfect golden
staff that is hooked at the very top and
● Closed off ● Direct carries a dangling metal sphere that
● Forthcoming ● Blunt ● Respectful changes colors under direct sunlight and
Motivation: This is a question that she heat. He always has a royal blue scarf
answers without prompting very regularly. around his neck that matches the accent on
Cara is a woman that has lost everything his gray and white clothing. Layers hide his
and just wants to find her daughter. She true thin form beneath and makes him look
has one sole purpose and it is to secure her more bulky than he really is. There is one
daughter’s safety and that would let her single golden hoop pierced into his left
rest. She is unwilling to look outside of that nostril.
narrow scope of focus because it is all the
deities that blessed her have the authority
199
Personality Traits: on them that spark lightning between them
and do not injure her in any way. The
● Social ● Jovial ● Charismatic lightning is notably red instead of white or
● Optimistic ● Cocky blue. There is a single dark beauty mark not
Motivation: No one believes in themselves far under her right eye.
more than Tidus believes in himself. He has Personality Traits:
been working in this business for most of
his life and considers himself the best. ● Sincere ● Likable ● Competent
There is some level of cockiness that ● Leader ● Approachable
confirms that to himself but he wants to be Motivation: Despite being a pretty secretive
sought after. He wants to be fought over. He person, Alondra will speak about what
wants people to argue and bicker for his motivates her openly. She is the mother of
attention and the privilege of having him on two very young children who live with their
their caravans. other mother back home. She is trying to
Occupation: Scout provide for them and her wife. They are her
driving motivator and any time someone
History: Born to a wanderer, Tidus has tries to get too close to her she will make it
known nothing of a stable home clear that she has no room for other people
environment. His mother and father worked in her life.
as hired hands on many caravans and he
was never familiar with structure outside of Occupation: Scout
travel patterns. They would occasionally History: Alondra has made a name for
stay in towns or cities for a day or two herself out of sheer spite. She was raised by
before being picked up for another traveling a loving family and surrounded by a large
group. Wanderlust hit him hard and he has group of wonderful older siblings. As the
never tried to squash that urge within youngest she was given a lot of freedom with
himself. When his parents retired he stayed which to pick the direction of her life. Her
on and brought a cousin with him to help two eldest siblings went on to work in
him run the scouting business they had diplomacy and politics. The three middle
going. It has worked out wonderfully in his ones were teachers and doctors. She has
favor. He has since branched out on his own taken to being a scout because the
and has made quite a name for himself. wilderness is something she is incredibly
That is the thing he is the most proud of. good at. After a few years of traveling she
Stats: STR (16), DEX (16), CON (13), met a kind woman on a caravan – a woman
INT (16), WIS (12), CHA (15) of note, nobility even. They fell in love and
she stayed with the family as a hired hand
Proficiencies: Dexterity Saving Throw +5, until the rest of the family found out they
Charisma Saving Throw +4, Investigation were in love. It was unethical to pay her but
+5, Stealth +5 they gave her their permission and blessings
to marry their daughter. She did so and
they adopted two wonderful children. She
Alondra Justice travels for work.
Quote: “I’m just Stats: STR (14), DEX (18), CON (12),
trying to help.” INT (14), WIS (18), CHA (12)
Physical Description: Proficiencies: Dexterity Saving Throw +6,
Alondra is a strikingly Wisdom Saving Throw +6, Perception +6,
beautiful high-elven Investigation +4
woman. She has sage
green eyes that look
gray if not in direct Wirr Pry
sunlight. Her long
dark hair is kept Quote: “On my time. At my pace.”
up in a ponytail Physical Description: A bald head paired
that allows for a lot with a massive beard, Wirr is seemingly a
of pieces falling into human man with some oddities about him
her face to look that make his race a bit more curious.
effortlessly messy and styled. She wears a There are scales of reptilian origin on his
high-necked jacket that has a popped collar forearms and the side of his neck has open
and covers the back of her neck. On either wounds that do not bleed, akin to gills. His
wrist is a bangle that has aquamarine gems
200
beard comes down to the center of his chest Dylan Crotes
and his mouth is entirely obscured by his Quote: “I have a particular way for things.”
mustache. The hair of that beard and
mustache combination is stark white in a Physical Description: Dylan is an
way that matches his apparent age. He has intimidating half-orc woman with long curly
a slightly hunched back that connects to an black hair that is kept swept over one
uneven shoulder, making the right side shoulder. She goes as far as to braid most of
slightly taller than the left but it looks the strands on the left side until the back of
natural as he walks. Perched on that higher her head so they stay pulled over the right
shoulder is a crow that is missing a large shoulder. Her tusks are long and yellowed
majority of its feathers. Their eyes are bright from years of exposure and use as tools.
yellow, matching Wirr’s as well. She has embedded three small onyx stones
into the front of each of them in a triangle
Personality Traits: pattern. Her left arm is covered in a metal
● Confusing ● Slow-moving sleeve with bone-like spikes out of them. It
● Passive ● Avoidant ● Frustrating looks like a section of a suit of armor but
she only chooses to wear one arm of it. Her
Motivation: There is a connection with other hand is normally clasping a massive
nature that Wirr is harnessing more with sword that she uses like a walking stick,
every passing year. As he gets closer to the leaning into to counterbalance the weight of
end of his life, he finds it more pressing to her other side.
achieve this goal. Druidic life has always
made him curious but he tries to take on Personality Traits:
attributes of animals permanently. He is ● Abrupt
trying to collect them and being more in ● Reliable
tune with animals and nature is the
ultimate goal for him. He will not rest until ● Particular
he can absolutely consider himself “whole”. ● Direct
● Succinct
Occupation: Scout
Motivation: Getting
History: A man with interest stronger is all
in animals from a very Dylan cares about.
young age. Wirr kept Though a simple
collections of woodland motivation, she
creatures as pets until does what she
his parents realized that does to enhance
he had too many creatures. her physical
Also, keeping the larger form. The only
ones was becoming a thing that sets her off her
problem. He built them balance is when she cannot do something
a place to live outside physically. That will make her
and the connection he uncomfortable and argumentative.
formed with them
seemed to carry some Occupation: Scout
sort of communication History: The eldest of a set of twins,
as well. They spoke to abandoned by their parents with a rival
one another. The way tribe as some sort of peace token, Dylan and
he has absorbed elements of animals is her younger sister were treated surprisingly
unique to him and he has never seen kindly. The tribe that took them in saw this
another person like him but the animals sacrifice as a large betrayal to the children
that he has taken on traits of are (as the people of this tribe treated children
companions of sorts. He travels now to find as sacred beings) and promised to make a
more answers to this quest. good life of them. Both of the girls were
Stats: STR (9), DEX (12), CON (16), INT (13), raised as members of the family and treated
WIS (20), CHA (14) kindly. They were allowed to pick their own
paths so long as it contributed to the tribe
Proficiencies: Strength Saving Throw +1, and being a scout for traveling parties so
Wisdom Saving Throw +7, Animal Handling she could report back to her tribe was the
+7, Nature +3 only way that Dylan could think to cure her
wanderlust. She has returned home many
times but makes active choices that keep
201
her away from there as often as she can just and conquests. It was never a huge pressure
because she feels more like her own person for the three children to follow in their
without the tribe around her. parents footsteps but for many years they
did. Valdrick was happy with that part of
Stats: STR (18), DEX (13), CON (17), INT his life for a very long time and he didn’t
(12), WIS (17), CHA (13) consider moving away until he was starting
Proficiencies: Strength Saving Throw +6, to sprout gray hairs. He’s taken to
Constitution Saving Throw +5, Athletics +6, wandering and eventually realized he made
Intimidation +3 a very good scout for the parties he traveled
with. The more he moves and the more he
does, the more he knows. Though he is not
Valdrick Yore the most experienced he is very capable and
has had many successful trips. He will even
Quote: “Stay behind me, numbskulls.” pitch in and help fight if something goes
Physical Description: Short and stout, wrong.
Valdrick is a middle aged dwarven man. His Stats: STR (17), DEX (9), CON (16), INT (16),
hair is fiery red except for his mustache, WIS (11), CHA (9)
sideburns, and the center of his beard. That
hair has already turned gray and white. The Proficiencies: Strength Saving Throw +5,
long strands of hair that are his sideburns Intelligence Saving Throw +5, Nature +5,
are wrapped in silver coils all the way down Athletics +5
to the ends that are the same length as his
beard, ending at mid-chest. From the inside
corner of each of his eyebrows to the top of Gemina Hollis
his temple where his hairline begins is a Quote: “You’re
mechanical looking line casting a
of tattoo work that has shadow where
a faint silver glow to it I’m trying to work.
when the sun catches Move please.”
it. He wears only
leather armor so not Physical
to make much noise Description:
as he travels and that Gemina is a
armor is dyed various beautiful wood elf
shades of green. woman with ears
longer than any other
Personality Traits: elf one might have ever
● Disgruntled seen. Her hair is bright lime green and it
● Impatient clashes beautifully with her ice blue eyes.
● Callous She has lips that are much fuller on the
bottom than on the top. On her shoulders is
● Stubborn a large leather mantle that covers her from
● Forthright the sun. Otherwise, her arms are completely
Motivation: Valdrick exposed. There are beautiful mint colored
is a man that has freckles that go all the way down the
lived a lonely life. Every caravan he travels expanse of her arms. She has many tools
with provides opportunities for new friends hanging from her right hip and a large
that might blossom into romance but he has backpack on her back that is accented with
felt nothing romantic for anyone since he orbs of varying colors.
was a child. He’s starting to think that he Personality Traits:
might not be capable of actual love and is
beginning to just want to have close friends ● Independent ● Self-Reliant
that resemble a found family to settle down ● Critical ● Proactive ● Creative
near and spend a lot of his time with. Motivation: Very few people truly know
Occupation: Scout Gemina and though she likes it that way,
she has made an active effort to connect
History: From a very large family, the Yore with people more. Her siblings are older and
family is a noteworthy family in the mining married and she’d ultimately like to live that
industry. They mine their own metals and life soon. She wants to fall in love. She’s
turn them into legendary weapons that have hoping to find someone to spend the rest of
made huge impacts on many battles in wars her life with. It has taken a long time for her
202
to open up to the idea and now it is what Motivation: Beneath the dismissive armor
she wants more than anything else. is a man that cares very much about what
Occupation: Wainwright he looks like. There is a vain streak in
Galldron that he doesn’t admit out loud
History: Gemina is the middle child of her most days. He wants to be handsome. He
family. She has two older brothers and two wants to become more muscular. The work
younger sisters. Being in the middle meant he does happens to aid him in that so he
she was commonly overlooked by her enjoys it for incredibly superficial reasons.
parents but her younger siblings relied upon There is no inherent reasons for him to need
her for care and mindfulness. Everyone got or want to be more muscular than he is but
along relatively flawlessly but friendship he is not satisfied with his build and will
outside of her family was hard for Gem. She continue to work until he is. Which,
could identify that within herself she liked admittedly may be never.
to close off new relationships before they
even got a chance to start. To do so, she Occupation: Wainwright
picked up really solitary hobbies. Taking on History: Galldron is a man with very little to
craftsman work was easy and she liked to be proud of. He was raised in a relatively
work with wood. Eventually it turned to boring town and had lower class parents.
fixing wagons and carts that came and went They gave him a lot of freedom but he
through town. Now she gets to travel with wanted more than he could ever truly take.
people “just in case” and she thinks that’s In his teenage years he got his girlfriend
pretty cool. pregnant and they carried on as a couple for
Stats: STR (14), DEX (13), CON (11), INT a few years before she had enough of his
(13), WIS (10), CHA (9) behavior. She left him and he didn’t attempt
to stop her. He has not made a single
Proficiencies: Strength Saving Throw +4, attempt to reach out to his ex-girlfriend and
Intelligence Saving Throw +3, Athletics +4, recently he has heard from his parents that
Investigation +3 his daughter has reached out to them. He’s
trying to avoid that kind of interaction so he
hasn’t said anything to them or planned to
Galldron Veck come back home and meet the now-grown
Quote: “Hand me that hammer.” version of him.
Physical Description: Galldron is an Stats: STR (18), DEX (7), CON (12), INT (10),
incredibly tall part-orc man that is to be WIS (14), CHA (9)
more orc than human. His tusks are stark Proficiencies: Constitution Saving Throw
white and jut out from the top jaw instead of +3, Wisdom Saving Throw +4, Athletics +6,
the lower one, digging into his raw and Deception +1
chapped lower lip. Across the bridge of his
nose and between his eyes are bright tattoos
of varying shades of light gray. He has Vesper Ale
stretched earlobes, two enlarged holes on Quote: “It’s fine, I promise. Stop looking at it.”
either side. Through them are pieces of
crystal that has been smoothed down and Physical Description: Vesper is the
sharpened to a point at epitome of a person just here to have a good
the very end. He has time. Her eyes are almost always half-lidded
black hair that is full and bloodshot. Whether she’s drinking too
and thick. It falls much, smoking something, or just not
long to his shoulders sleeping, is entirely unclear. Her hair is
and his sideburns bright orange and a total mess, often kept in
are also relatively a plop of a bun atop the very top of her
long. head. She is over seven feet tall and is very
clearly a firbolg woman. Her ears flop
Personality Traits: downwards and are weighed even further
● Gruff down by two large metal orbs that jingle like
● Indifferent a bell when she walks.
● Antisocial Personality Traits:
● Distrustful
● Guarded ● Laid back ● Funny
● Slothful ● Reliable
● Gullible
203
Motivation: Above all else, Vesper just amber along the outside. His bottom lip is
wants to have a good time. They are pierced on either side and he wears a large
following an endless case of wanderlust and hoop earring from each dry earlobe.
trying to find the next party in the new Personality Traits:
coolest place. Her motivations are simple
and linear. Drink, smoke, make a bit of ● Deceptive
money to cover the cost of living and her ● Aggressive
partying, and just otherwise enjoy life. She ● Imposing
has a very long lifespan and is coming ● Demanding
slowly to the end of it so she wants to
experience all of the spoils of life to the best ● Intimidating
of her ability. Motivation:
Occupation: Wainwright Keeping out of
the public eye is
History: For most of Vesper’s life she was all Smith really
something of a guardian. Her family cares about. He is
protected a large shrine that was revered by trying to make it
many noble families as the most important to the coast so he
religious location on the continent. Because can catch a boat
she had two siblings that were younger than to an island that
her – both of which showed more interest in he believes his
the religious teachings of her parents – she mother is living on.
was assured that she could take on In the process of that,
whatever role within society that she he wants to avoid
wanted. All she really wanted to do was see being seen by anyone
more of the rest of the world so she left. Her that might have the nerve to ask him about
expertise in woodworking his appearance or dig for more information
that she gained from about him. He wants to close off his mind
fixing the pews and and his life from everyone and anyone that
fences around town, might have superficial interest in him.
went on to be her
marketable skill. Occupation: Wainwright
Stats: STR (14), History: He is the only child of a union
DEX (10), between a very powerful earth elemental
CON (17), and a dragonborn. His mother, the
INT (11), elemental in question, was always kind and
WIS (16), considerate to people. She saw humanity as
CHA (10) a blessing among the earth but in time that
opinion soured. Smith’s father died and the
Proficiencies: longer his mother had to watch humanity
Strength Saving tear her beloved forest apart, the more sad
Throw +4, Dexterity she became. She stayed with Smith until he
Saving Throw +2, Sleight could no longer bare to watch her suffer. He
of Hand +2, Insight +5 told her to leave and put herself as far from
humanity and mortals as she could get. It
took many years for him to want to find her
Smith Lennox again and because mere mortals cant find
Quote: “I can handle it.” her, he’s struggling to do that as well. He’s
been traveling for many years but he is
Physical Description: Smith is one of the getting much closer – he can feel it.
most obscure looking and intimidating men
that travels the roads of this part of the Stats: STR (19), DEX (7), CON (16), INT (11),
world. He is very clearly the descendent of WIS (10), CHA (9)
both an earth genasi and a dragonborn. His Proficiencies: Strength Saving Throw +6,
skin is rough and cracked, hardened over Wisdom Saving Throw +2, Intimidation +1,
like some sort of shell. He has flattened dull Stealth +0
horns that pull back from his forehead like
a crown. There are a few scales on his arms
and neck but he is missing a distinctive tail
that a typical dragonborn might have. His
eyes are pale yellow with a ring of darker
204
Alya Green Aloree Yel
Quote: “It can be fixed, you’re merely too Quote: “It’s expensive because it is quality.”
frustrated.” Physical Description: A gnomish man with
Physical Description: A beautiful but very many years behind him, Aloree has the
old human woman, Alya has a kind and trademark look of an elderly traveler. He
understanding demeanor that radiates from wears an oversize trench coat that drags on
her posture. She has long and silky white the ground and is in tatters at the very
hair that is darker in some areas. Her eyes edges for at least a few inches. On his head
are a soft pink color and her skin is quite is a flat cap that seems to be damp at all
pale but deeply wrinkled. She wears a metal times. He has graying hair that has patches
pendant around her neck that hangs low on of the blonde he was before age took the
her chest and is always smoking a similar coloration away. When he walks a clinking
pink colored fog. Her dresses are all cool- sound of glass bottles knocking together can
toned colors and fitted almost perfectly with be heard. Opening his coat to display the
accents of floral decorations. bottles of dried spices and herbs.
Personality Traits: Personality Traits:
● Tranquil ● Passive ● Wise ● Outgoing ● Outlandish
● Honest ● Non-reactive ● Forgetful ● Dauntless
● Lively
Motivation: Alya just wants to see her
grandchildren one more time. The necklace Motivation: There is
around her neck is an heirloom that she not much time left on
wants to pass on in person and she knows the clock for Aloree
that with her ailing health she is not going and he intends to
to live a full year. There is no sadness about spend it living life to the
her in that regard but she would love to find best of his ability. Plus,
a comfortable death and live out the rest of he’d like to be really
her life in the presence of those that love wealthy before he goes so
and respect her endlessly. he can leave his children and grandchildren
to bicker amongst themselves over what
Occupation: Wainwright remains of his estate. He just wants to be
History: The daughter of a local carpenter free and wander without restraint.
and the traveling metal merchant, Alya has Occasionally this manifests in him just
always grown up around craftspeople. She disappearing from places because he saw
learned to work with wood and some metal someone interesting that he wanted to
at a very young age. Her parents had her speak to and it would be disservice to the
when they were quite young and as such “short rest of his life” to ignore them.
her mother died before she was even twenty Occupation: Spicer
years old. Her father passed about ten years
later and Alya went on to start a family of Popular Items: Paprika, garlic salt, sugar,
her own. She and her husband had three cinnamon, oregano, thyme
children and each of them have now had History: Originally, Aloree was a
two of their own. Her grandchildren (and her stereotypical clockmaker that worked day to
own children, of course) are some of the day for the wealthy and the noble. He tried
most important people in the to break monotony and have an inviting and
world to her so she has invigorating family. After six children and a
made the rest of her life long marriage with his beloved wife, he
about them. became a widow. His kids grew up, got
Stats: STR (7), DEX (10) married, and moved on with their lives and
CON (13), INT (13), enabled their father to go and do what was
WIS (19), CHA (13) going to make him happy. He wants to see
as much as he can before he has to come
Proficiencies: back and settle down at the end of his life.
Constitution Saving
Throw +3, Charisma Stats: STR (9), DEX (13), CON (14), INT (13),
Saving Throw +3, WIS (14), CHA (12)
Insight +6, Proficiencies: Dexterity Saving Throw +3,
Perception+6 Wisdom Saving Throw +4, Insight +4,
Sleight of Hand +3
205
Golden Holden Proficiencies: Constitution Saving Throw
+5, Wisdom Saving Throw +4, Persuasion
Quote: “I can make anything fit if you just +5, Sleight of Hand +3
stand still.”
Physical Description: Tall, broad, and
outwardly charming. Holden is a human
man with a very square body that is topped Weldron Spike
with a very square head. He has ruddy Quote: “There’s
brown hair that looks more red in the sun. something for
A beard covers his jaw and crawls up everyone. Even
perhaps a bit too far on his cheeks and the kids!”
down on his neck. His attire is typically
white shirts with an apron over them, Physical
sleeves rolled up to his elbows. There are Description: A
always a few pins sticking out of the collar goliath man
of his shirt as well. Dancing around his feet with pale skin
is a small cat that looks much younger than that is disrupted
it is with fur that matches Holden’s hair. by the natural
striping pattern of
Personality Traits: his race. He is totally bald and void of any
● Jovial ● Forthright facial hair to obstruct the solid features of
● Competent his clef chin and strong jaw. His fingers are
● Resourceful a little bit short for the proportions of his
body. Weldron wears sleeveless tunics that
● Charming have a fur lining on the collar. Across his
Motivation: Though he right arm is a scar that has stitch marks to
has been dressing the prove that it was medically treated at some
wealthy for many point. The area is much darker than the rest
years, Holden would of his skin.
ultimately like to be Personality Traits:
the tailor to the king
and queen. Every ● Confident ● Outspoken
dress he makes and ● Loud ● Alarmed ● Dramatic
every jacket he tailors he
is thinking about how it will Motivation: The bloodline of his mounts is
look on the royalty. His work has become incredibly important to him. With time he
more intricate and beautiful with every wants to become the most noteworthy
passing year and he’s really proud of his mount salesman to ever raise and trade
progress but it takes a bit of time to grow to elemental mounts on this continent. He just
that level of notoriety. feels like he needs to prove himself always
and having superior “products” tends to be
Occupation: Tailor the best way for him to be able to prove
Popular Items: Cloaks, coats, suits, vests, that. He wants to be seen as someone
cufflinks, dresses serious in the business and to make more
noteworthy contacts that he can call upon
History: Holden was given a very or ask for favors when things get serious.
unfortunate start in life. His parents were
servants under a particularly cruel noble Occupation: Drapier
family that wanted nothing more than to Popular Items: Elemental mounts (two),
become powerful politicians. They were saddles, feed, bags
treated cruelly and often punished for
overhearing things that they had no History: His earliest memories involve being
intention of hearing. He was struck on alone. Weldron never knew his parents and
multiple occasions by the owners of the he stumbled into a kind woman that owned
home and when he eventually ran away he a small tavern on the outside of a large city.
tried to start a business that would support It catered almost exclusively to people that
him and his parents so he could send back didn’t enjoy the big bustle of populous areas
money to allow them to buy their way out of but need to be near it for work. He stayed
that position. with her for many years and when he began
traveling he saved up enough money to buy
Stats: STR (12), DEX (12), CON (16), INT his first mount. In time he decided to add a
(13), WIS (14), CHA (16) mate and begin to breed the pair. It was an
206
immediate success and the few babies the do something more to make sure that he
pair had were sold off to people that were knew she was an asset that he lost. Her life
very happy with their payments. He’s been lead her far away from home and she
selling mounts ever since. married a woman that had a very close
family that loved her and nurtured her more
Stats: STR (19), DEX (7), CON (15), INT (13), kindly. It took Dorna a long while to realize
WIS (18), CHA (9) that there was happiness in family and
Proficiencies: Strength Saving Throw +6, she’s settled into life with an adopted son
Wisdom Saving Throw +6, Animal Handling that she loves very much. She does travel
+6, Nature +3 with her wife and child, selling beer that she
has brewed herself and is actually
astounding quality.
Dorna Frances Stats: STR (14), DEX (10), CON (18), INT
Quote: “One sip will convince you.” (13), WIS (11), CHA (16)
Physical Description: Short white hair on Proficiencies: Strength Saving Throw +4,
top of a thin and angular face. Dorna is an Constitution Saving Throw +6, Intimidation
earth genasi woman with strong shoulders +5, Persuasion +5
and dry hands that crack open almost every
time she curls her fingers. Her outfits are Srade Joralle
loose and flowy, gathered with beautiful
corsets that start under her bust and end Quote: “I need you to stay still.”
just above her hips. She wears riding shorts Physical Description: Srade is tall,
of brown leather that do clash slightly with brooding, and disarming. He is a half-orc
her extremely dark skin. There is a very man with blunted tusks that extend all the
small owl that floats around her head or way to just below his nose. They angle in
lands on her shoulders but it is obscurely together and would likely touch if they were
colored, more green and red than white and not blunted off. On the left side of their
brown. shoulder is a burn scar that crawls up the
Personality Traits: neck to touch the base of the back of their
neck where they hair begins. He keeps his
● Charismatic ● Personable hair shaved down on the sides and longer
● Convincing ● Kind ● Likeable on the top so that he can tie it into a small
Motivation: There has been a shadow cast bun with a red ribbon. His eyes are bright
over Dorna’s life for as long as she can yellow and wide, large set on his face.
remember. Her father is one of the most Personality Traits:
prestigious brewer on the coast. She has
been his pride and joy for as long as he can ● Passive ● Calm ● Articulate
remember, going out of his way to tote her ● Considerate ● Introverted
around to social gatherings and events that Motivation: Every step Srade takes towards
would make her something of a mascot for a good life seems to be stifled before it fully
his company. When he got any leeway he gets to come to fruition. He just wants to be
tossed her aside and she learned that she able to get beyond the roadblocks that
wanted to do this herself. She wants to be continue to fall into place in front of him.
out of her father’s shadow. Sometimes he doesn’t feel like he wants to
Occupation: Brewer continue this path but he never gives up. All
he needs is to be able to say that he has not
Popular Items: Ale, fallen short or done the wrong thing.
hops, barley,
tankards, flasks Occupation: Surgeon
History: As the Popular Items: Medical kits, medical
daughter of one of instruments, bandages, disinfectant, splints
the most notoriously History: From a small town near a large
cruel men on the lake, Srade spent most of his childhood
coast, Dorna has swimming and learning to fish. His father
been trying very hard was a sailor that would be gone for long
to become something stretches at a time but when he came home
more. When her father he always took care of Srade and his
cast her aside she mother. They lived among many humans
decided that she would
207
and elves, never the type to hang out with Motivation: Despite how he comes across,
other orcs. He knew that he would Fyren has a pretty selfless motivation. He
eventually have to branch out and do things wants to send money back to his little
for himself but the town that they lived in brother. In absolutely no way does he
was becoming popular among travelers. believe that his sibling is being taken care of
When he intervened with a robbery attempt appropriately by his mother and he knows
he was injured and taken to that if he doesn’t provide for the little boy,
the local doctor who was not no one will. He finds it incredibly important
much older than he was. to try and stand up and be a part of his life.
They fell in love and she
began to teach him how Occupation: Parchment Maker
medicine worked. It took Popular Items: Parchment, quills, ink,
time but they opened a scroll cases
practice together. The
town was recently overrun History: The son of a notorious brothel
with a crime organization maiden, Fyren has seen many men come
and he’s since packed up and go from his life in the place of an actual
and moved them as father. He’s always been keen to remind his
much as he could. mother not to have more children and put
anyone in the situation that he is in
Stats: STR (16), currently but many years after he was born
DEX (12), CON (15), she got pregnant again. She’s unaware of
INT (18), WIS (12), CHA (12) who the father is and Fyren’s little brother
Proficiencies: Strength lives within the whore house with his
Saving Throw +5, Dexterity Saving Throw mother and all of the other women of the
+3, Medicine +6, Sleight of Hand +3 night. Occasionally Fyren will return to
these people, as the women are the closest
thing he’s ever had to a real family. He takes
care of his brother to the best of his ability.
Fyren Holt
Stats: STR (9), DEX (15), CON (12), INT (14),
Quote: “We all need WIS (10), CHA (15)
something to paint our
dreams upon.” Proficiencies: Dexterity Saving Throw +4,
Wisdom Saving Throw +2, Persuasion +4,
Physical Description: Deception +4
Fyren is a striking
half-elven man with
short black hair that Tymora Lark
is slightly longer on the Quote: “This is not a skill to be treated
top and styled into lightly. I am a luxury.”
messy spikes that are
intentionally done. Physical Description: Standing out from
All of his shirts are the crowd with a wild mane of rich green
missing sleeves and hair. Tymora is a young elvish woman with
have high collars that perfect blemish-free skin that is lightly
touch as far as they can tanned. She’s only a little over five feet tall
without obstructing the when she has shoes on and she would never
movement of his neck and be caught without them as she doesn’t seem
head. He has vibrant blue eyes that match to like feeling small. Her clothing is well
the swirling arcane tattoos across his fitted and well maintained, leaving many to
shoulders and down his arms, ending at his believe that she is incredibly wealthy and
fingertips where they are much darker in established. On her fingers are many rings
color. His left ear is entirely missing and he of varying colors and sizes but all having
has put a patch of heavy golden metal some sort of smooth cut gemstone on them.
across it to make it ornamental instead of She also has a small serpent that almost
just a hole or a scar. exclusively lives wrapped around her left
bicep.
Personality Traits:
Personality Traits:
● Pretentious ● Spoiled
● Self-Centered ● Haughty ● Stuck up ● Artistic ● Bold
● Easily Offended ● Direct ● Confrontational
208
Motivation: With inherent magic from being pupil. Urella can typically be heard coming
an elf, Tymora is actively seeking means to because she carries a large walking stick
make herself stronger. She would gladly with a metal object on the top that whistles
take a pact with a patron or a boon from a in the wind.
dragon if she could make that work. All she Personality Traits:
really wants is to be powerful and beautiful.
Her drives and motives are superficial and ● Laidback
selfish but she doesn’t have ● Playful
anyone to answer to so it never ● Respectful
becomes a consequence. ● Capable
Occupation: Embroiderer ● Motivational
Popular Items: Rugs, Motivation:
cloaks, tunics, pants, There isn’t
leather boots, leather really much that
gloves, hoods motivates Urella.
History: A nobody from She is pretty
a nowhere town that happy with her
has been stuck under life and has very
the thumb of many little interest in
generations of her expanding past what
family tree, Tymora she is doing. It has taken
slid away from the her a good while to get to where she is and
calling of her clan as now that she’s settled into that area she
soon as she could. knows that she wants to maintain it. That is
She loves them and what drives her. Maintaining that happiness
does visit them occasionally. Every once and that she has now.
a while she will even go as far as to travel Occupation: Butcher
with one of them if she can. That being said,
her drive is to be someone that makes Popular Items: Porkchops, chicken, ribs,
history and she wants to be the only Lark steak, lamb
that anyone remembers. She’s willing to History: One of a set of triplets, Urella
step on anyone that gets in her way or realized very early on that they were a
presents themselves as an ample phenomenon. Her older brother is deaf and
opportunity for her. She’s currently heading her younger sister is mute. She is blind. Her
towards a trade town that is known for silk parents considered it something of an act of
and velvets so she can offer her services. fate from a deity that they believed they had
Stats: STR (7), DEX (13), CON (11), INT (14), scorned but in time it became clear that was
WIS (17), CHA (11) not the case. The children flourished. They
all work in different fields of work and have
Proficiencies: Constitution Saving Throw made names for themselves to some degree
+2, Intelligence Saving Throw +4, Stealth but the spread out and only unite for their
+3, Perception +5 birthdays. So many times they have
intervened to assist people in need and it
has become sort of a running joke that they
Urella Oparre are the omens of good deeds.
Quote: “I don’t need to see it to know the Stats: STR (12), DEX (13), CON (13), INT
quality.” (15), WIS (20), CHA (14)
Physical Description: Urella is a stunning Proficiencies: Dexterity Saving Throw +3,
tiefling woman with many unique traits that Wisdom Saving Throw +7, Perception +9,
make her easily identifiable in a crowd. Her Persuasion +4
stark gray skin is marked with many inky
black tattoos of feathers that intertwine
together to make up a pattern across both
sides of her ribcage. She has thick horns
that curl backwards and become a small
spiral at the tips. Her outfits are always
styled to expose the tattoos on her ribs. She
has a very short tail that is missing the tip.
Her eyes are all white, without any iris or
209
Jurenna Narvin Stats: STR (19), DEX (10), CON (17),
Quote: “You have no idea what you’re INT (11), WIS (12), CHA (10)
looking at, do you?” Proficiencies: Strength Saving Throw +6,
Physical Description: Seemingly half fire Dexterity Saving Throw +2, Athletics +6,
genasi and half orc, Jurenna is a unique Insight +3
looking individual. They have a long literal
fiery red braid that originates from the very
center of their head and ends at their waist. Lynolla Reel
They have no hair on either side of their Quote: “Its water.”
head and it exposes dark gray skin that
fades into black at the forearms and knees, Physical
making their hands and feet completely Description:
charcoal in color. There are licks of embers With vibrant
and flames under their nails and up to the blue skin and
first knuckle of their hands. Around their webbed ears,
neck is a black onyx choker that locks in feet, and hands,
the back with a latch. Lynolla is a
very obvious
Personality Traits: water genasi
● Abrupt ● Direct woman. She
● Frugal ● Lethargic wears light clothing
that dries quickly as
● Knowledgeable she is always slightly damp or ready to get
Motivation: All Jurenna in the water. Around both of her wrists are
really wants is to gauntlets made of bright gold and inlaid
continue the path they with emeralds. She has strong abs and
have set for themselves. displays her stomach to show them off
In time they would like because she is very proud of them. Next to
to settle into a happy her canines are another set of pointed teeth
relationship like they that makes it look like she has two sets of
have seen many fangs right next to each other. She’s also
merchants they travel with very tall, nearly six feet and six inches tall.
do. It seems they are something of a Personality Traits:
matchmaker but have never managed to
make a match for themselves that sticks. ● Impatient ● Sarcastic
Though this is important to them they ● Witty ● Crass ● Honest
would absolutely never admit that they
cared about romance or love in any Motivation: Seeing as much as she can of
capacity. the ocean. Lynolla knows that there is a life
for her on the land. She spends as much
Occupation: Ironmonger time as she possibly can within the water
Popular Items: Iron ingots, metal tools, and getting herself closer to the elemental
metal jewelry, raw iron roots of her lineage. She would like to
ultimately live on an island somewhere that
History: The life Jurenna lead before they gives her access to water and the natural
took to travel was a curious one. Their world below the surface but for now she
father was a fire genasi and their mother an knows she has to stay and do mundane
orcish woman of unknown decent. They work.
raised her with kindness and love but
because they were surrounded almost Occupation: Water Carrier
exclusively by high elves, they were treated Popular Items: Salt water, holy water,
with a lot of disrespect and disregard. purified drinking water
Eventually they were run out of the village
and they sought shelter in a church not far History: From a long line of noteworthy
outside of the boundaries of the area. They water genasi people, Lynolla has always
were taken in with kindness and the family understood that she would be the one to
lived there on the property for a long time. pass along this blessing from the elemental
Both of Jurenna’s parents are still alive and plane. In fact, she’s always wanted to visit
now very old, living happily alongside a the elemental plane of water. It has been
congregation of understanding people. They slightly obscure to her, the understanding.
have moved on to see more of the world. Most of her life has been lived according to
210
the tenants of her people and she is only History: One of four guardians of a fey-
now realizing that there are ways to live touched grotto, Syo strayed away to sell
outside of the rules and laws laid upon her their wares and find people that might have
by people that came before. The longer she some sort of fey affiliation to help bring the
is away from that lifestyle though the more grotto to it’s former prosperity. It was
she wants to get back to it. Being a part of burned down by a malicious group of
the more mortal races or mundane people bandits and though there is new growth
has made her realize that she needs to feel they have not seen a return of the creatures
special. or the magical plants. Syo is well adjusted
Stats: STR (13), DEX (16), CON (16), and enjoys being alone. She was born
INT (12), WIS (12), CHA (13) somewhere outside of that forest and sent
into it when she was a teenager because her
Proficiencies: Strength Saving Throw +3, parents believed she was chosen and they
Constitution Saving Throw +5, Investigation were right. She goes back very frequently
+3, Acrobatics +5 because being away seems to wear upon her
magic.
Syo Quiren Stats: STR (12), DEX (12), CON (14),
INT (17), WIS (20), CHA (15)
Quote:
“There’s a lot Proficiencies: Wisdom Saving Throw +7,
in the cart. Charisma Saving Throw +4, Insight +9,
Can you give me Perception +7
an idea of what
you’re looking for?”
Physical Zaleon Guiles
Description: Syo Quote: “Unless
is over seven feet buying from me,
tall, approaching back off.”
eight feet in total. Physical
She has soft floppy Description:
ears that areoften Hiding behind
weighted down by a beautiful woven sunhat. flashy jewelry
She is a firbolg woman with long brown hair and fitted
that is kept in one very thick braid down the clothing,
center of her back and stops right under her Zaleon is a
shoulder blades. She has on natural colored striking and
clothing and a beautiful vibrant turquoise intimidating tabaxi
sash around her waist to offset the neutrals woman. Her ears are sharp and pointed but
she otherwise wears. In her left hand is a there is a small nick in the left one that she
crooked walking staff that has a tiny cage has covered up with a piercing. Her fur is
hanging from the spiral in the center. black and brown in seamless transitioning
Within the cage is an arcane butterfly that patches. Her tail is long and thin. Its sleek
changes colors and flutters about happily. and is often kept wrapped around her left
Personality Traits: forearm to keep it off the ground. She has
sharpened more of her bottom teeth into a
● Calm ● Warm ● Empathic sharp point to look as imposing as she
● Nurturing ● Patient possibly can, despite being only five feet and
Motivation: The home she once knew has four inches tall.
suffered damage from those unkind and Personality Traits:
inconsiderate. She spends her time making
money and friends to help her clean up the ● Flashy ● Intimidating ● Imposing
grotto that she used to live in. Restoring ● Abrasive ● Confrontational
things to their previous glory matters to her Motivation: Zaleon preaches about
and she is even willing to help other people independence but there is a tether that she
work on restoration for their projects if it doesn’t talk about. Having made a pact with
means the outcome will bring them joy. a warlock that she didn’t truly know in a
Occupation: Clothworker very impulsive way means that she has no
control over the ownership of her own soul.
Popular Items: Wool, raw wool, silk, cotton, She’s actively trying to find a way to break
thread, needles the contract. Her biggest fear is knowing
211
that she will be stuck under the thumb of Personality Traits:
someone else forever. Right now her only
options seem to be fatal and she’s trying ● Guarded ● Closed off ● Sharp
very hard to find someone powerful to help ● Impatient ● Deliberate
her or give her insight. Motivation: Pyora just wants to prove that
Occupation: Armorer she can take care of herself. She is the child
of wealthy parents and they seem to think
Popular Items: Leather armor, chainmail she is much more fragile than she really is.
shirt, gauntlets, one metal breastplate Being taken seriously isn’t the entire point
History: Born into an abusive home, Zaleon of it. She believes they know she is capable
ran from her drunkard of a father as soon but they still think her physically weak and
as she was confident that her mother would she wants to prove that she is not that.
be able to survive the abandonment. She Occupation: Viner
ran as far as she could and begged a
stranger that seemed powerful for help. Popular Items: Apple wine, cranberry wine,
They were more than willing to give her help peach wine, pineapple wine, empty bottles
but it came at a cost. It came at the cost of History: The Lyonell family was known for
her soul. She didn’t realize the weight of it having their hand in the pot of politics and
and she agreed because she believed it funding of the city they lived in. They were
would help her save her mother. Upon and continue to be people on the council of
returning home Zaleon did exactly as she the area that are respected and trusted.
had planned. She saved her mother by Some of the least corruptible
removing her father from the equation. councilmembers was something they were
There is not an ounce of regret or guilt in very proud of. When Pyora got older she
her body in regards to her father’s passing. wanted to do something new and took to
Stats: STR (12), DEX (17), CON (11), winemaking. Her parents supported her and
INT (14), WIS (9), CHA (15) gave her the funds to start her business.
She wanted to sell to people away from their
Proficiencies: Dexterity home city and they encouraged her as well.
Saving Throw +5, It has just become a matter of having
Charisma Saving someone with her to take care of her. So,
Throw +4, she has a bodyguard that she is very bitter
Acrobatics +5, about traveling with. They’re getting to know
Sleight of Hand +5 each other better though and a bond is
forming.
Pyora Lyonell Stats: STR (6), DEX (10), CON (11), INT (14),
WIS (12), CHA (15)
Quote: “The
competition cannot Proficiencies: Dexterity Saving Throw +2,
match me.” Constitution Saving Throw +2, Deception
+4, Acrobatics +2
Physical Description:
A beautiful human
woman with thick wavy Tethyr Grimmer
black hair that falls all the way to Quote: “Just ask
her mid back. She has on delicate for what you need
chain jewelry that covers the crown and don’t tell me
of her head and drapes down to be what you’re going
decorative across the back of her to use it for.”
hair as well. Her skin is dark brown and has
warm undertones that match the brown of Physical
her eyes. She has full lips that are always Description: A sun
shiny and moisturized. Her clothing is white elf man with beautiful
or pastel, standing out brilliantly against tanned skin that is
her complexion. The cloak she wears has an complimented by a
image of a fox on it and if you catch her off mop of chin-length
guard the fox will jump out and present black hair. Tethyr is a kind
itself as a living familiar. man that often carries a smile on his thin
lips. The upper lip is much smaller than the
lower lip and he has accented the center of
his lower lip with a hoop piercing to match
212
the one in his right nostril. He typically like head piece that attaches to a collar-like
wears loose shirts that have a low cut collar necklace around his throat. He has two
that shows off his pecks and muscular pieces of metal placed on the bridge of his
abdomen. His sleeves are also commonly nose that lights up whenever he uses his
rolled up to expose his toned arms that he divine powers. If he could, he would have
has been blessed with after many years of his broad wings out as often as possible.
work. His left eye is blue and his right eye is Personality Traits:
brown.
● Perceptive
Personality Traits:
● Wise
● Flirty ● Affectionate ● Deliberate
● Kind ● Genuine ● Charming ● Considerate
Motivation: Tethyr isn’t even entirely sure ● Intentional
what he wants. It seems that his motivation Motivation: There is a
changes on a day to day basis. What is divine power within
abundantly clear is that Tethyr is more than Sawyer that he fully
willing to chase pleasure and happiness. He intends to see the
has fallen in love four times a month since extent of. He knows
he was a young boy experiencing puberty. that there is some
Occupation: Roper sort of magic and
celestial life in his
Popular Items: Ropes, tethers, hooks, blood but he has
leather never met those that have
History: When Tethyr was born he was blessed his bloodline and he wants to. He
introduced to his mother’s best friend’s wants to know them very badly. He wants to
child. They were raised together and were know that they were respected and valued.
the best of friends. Every milestone was He wants to thank them for the kindness
spent side by side. He has known her for as and gesture they showed his parents and
long as he can remember and the feelings now generations that will follow him. His
he felt for her were only heightened when own children and their children as well.
she was promised to marry another man. He Occupation: Scrivener
didn’t actually know what jealousy felt like
until she was out of his life and scope of Popular Items: Parchment, envelopes,
reach. He didn’t even know he wanted her warrants, bounty contracts, permits
until he couldn’t have her. The need to run History: Sawyer has considered his life very
away was met with an opportunity to travel important. He was a dutiful son and student
with a roper that needed a set of strong and under his parents tutelage and he passed
youthful hands that had any energy left to that on to his children once he and his wife
give. They have traveled together for a long had children. They lived in a small
time and Tethyr has actively been trying to sanctuary place with other aasimar and he
fill the hole in his heart that his best friend has only left it to do official business for
left behind. government agents. His children are aging
Stats: STR (18), DEX (11), CON (14), and his wife is soon to become a
INT (10), WIS (10), CHA (17) grandmother. They are happy and love their
lives but they have always resented that
Proficiencies: Strength Saving Throw +6, they were kept so far away from the celestial
Dexterity Saving Throw +2, Deception +5, influence that they feel on a regular basis.
Persuasion +5 He has been on a trip for much longer than
his family intended to be without him but
Sawyer Poleth he is actively making his way back after he
felt an intervention from the gods.
Quote: “These are much more important
than you have to offer me.” Stats: STR (14), DEX (16), CON (12),
INT (12), WIS (18), CHA (13)
Physical Description: Sawyer is an aging
man that would be described as quite Proficiencies: Constitution Saving Throw
attractive. He has salt-and-pepper hair that +3, Intelligence Saving Throw +3, Insight +6,
is long and the top is much more gray than Survival +6
the sides. His sideburns and beard are
mostly black or very dark brown. The most
noteworthy thing however is a golden halo-
213
Dulgan Granite Stats: STR (14), DEX (8), CON (17), INT (18),
Quote: “At least I always know where I’m WIS (12), CHA (11)
going.” Proficiencies: Strength Saving Throw +4,
Description: Dulgan stands Constitution Saving Throw +5, Survival +6,
incredibly short, even for Nature +6, Investigation +6
a dwarf. His hair has
vacated the top of his Quellen Srain
head and is now thicker
than ever on the sides Quote: “There’s literally a bag for everything.”
of his face and the Physical Description: Standing tall and
cleft of his chin. The lithe, Quellen looks very androgynous at
strands are wiry first glance. She has a masculine stance
and light gray, but a feminine frame that is accented with
fading into a stark beautiful long white hair that falls pin
white and braided straight. She has elongated elven ears that
together to be kept as keep her hair tucked back and out of her
neat as possible on his eyes. She travels mostly with a dapple gray
travels. He wears a very horse that has more bags than anyone will
off-center bag that always ever need hanging off of him. The outfit she
leans towards the left side wears is typically fitted and made of dark
of his body with different colors and well tanned leathers. She has
scrolls and rolled up parchment that poke many straps and buckles attached to her
out from the full pockets. In his small and bags if she needs.
rough hands is always a purple orb that he
seems to be focused on directly. Personality Traits:
Personality Traits: ● Flighty ● Direct ● Charismatic
● Positive ● Social
● Eccentric ● Boisterous
● Crass ● Playful ● Focused Motivation: Somehow her motivation is a
mystery even to herself. She finds herself
Motivation: All Dulgan truly wants is to see wandering aimlessly most days to get to
everything the world has to offer. He is the next destination that might offer her
constantly traveling between biomes and a bit of guidance or comfort. Above all else
locations in an attempt to see all aspects of she is dedicated to the idea of becoming a
the world that he has been blessed with noteworthy craftsperson. She thinks it will
living on. It would also be wonderful in his ultimately be what she is known for as her
eyes if he could enable more people to get to confidence in the other aspects of her life
see the things that he cares about so that are often wavering and uncomfortable.
they understand the fullest potential of life.
Occupation: Bagmaker
Occupation: Cartographer
Popular Items: Bags, pouches, and one bag
Popular Items: Maps, Compasses, of holding that is marked up in price.
Parchment, and Ink
History: An orphan with abandonment
History: Most of Dulgan’s life was spent issues, Quellen has figured out how to
within a small village that he loved sincerely survive on her own. In an attempt to avoid
but desperately wanted to explore beyond coming face to face with the things that
the boundaries of. He knew immediately upset her, she has always been something
that he had to expand his horizons beyond of an escapist that draws herself into the
what it was he could see within his town. He world around her instead of having to focus
left in his early twenties which is still very on her own problems. She grew up in an
young for dwarven individuals and he orphanage ran by kind people and despite
returned home on numerous occasions just the trauma of not having actual parents,
to show people what he had seen and what she is decently well adjusted. When she
he had mapped out. Being anywhere but turned eighteen she stepped away from the
home soothed his itch to travel and so the orphanage to work under a man that tanned
time between his visits grew shorter and leather for clothing and armor. Her interest
shorter. He is now renowned as a was not much in the function of leather but
noteworthy map maker and he spends his in the fashion and utility of the material.
down time while he travels just copying She’s currently traveling from place to place
maps he’s made in the past. to find a new place to set up a storefront.
214
Stats: STR (10), DEX (12), CON (12), has always been her back up plan. If she
INT (12), WIS (15), CHA (17) feels caged in or trapped she would take up
the sea as a career. Unfortunately her father
Proficiencies: Dexterity Saving Throw +3, died at sea not too long into her adult life
Charisma Saving Throw +5, Persuasion +5, and she has not bothered to set foot on the
Investigation +3 seas again. Her partner is a sailor as well
and so she keeps a distance from the ocean
to try and make herself forget that there are
Sirilla Brane dangers lurking under the surface of the
Quote: “It all water, waiting for unsuspecting people.
sparkles. The Stats: STR (10), DEX (14), CON (13),
sparkle hardly INT (15), WIS (13), CHA (10)
matters.”
Proficiencies: Dexterity Saving Throw +4,
Physical Wisdom Saving Throw +3, Sleight of Hand
Description: +4, Perception +3
Above average in
height, Sirilla is
a dark-skinned Illwar Snurl
human woman
with beautiful Quote: “The smell is
bright blue eyes. fish. It’s always fish.”
She has dark hair Physical Description:
that is disrupted by one single streak of gray Almost imposingly tall,
that she keeps pulled back out of her face. Illwar is a half-orc man
The gray seems to be more white the longer with very dark green
down the strands it gets and the roots skin that seems to fade
almost look natural. She wears primarily to a lighter color around
purples and golds, dressing herself in lavish his lips and mouth
fabrics that are structured instead of soft and down his neck.
and flowing. Around her neck is always The color extends to
some sort of interlocked golden collar that his torso and fades out
stands out dramatically against her dark to a darker green on his
skin. extremities. It is a rare occasion when he
Personality Traits: has a shirt on and if he is wearing a shirt it
is almost always a stained heavy fabric that
● Direct ● Charming ● Disarming does nothing to conceal his arms. His ears
● Intelligent ● Persistent are pointed and dark, not even remotely
Motivation: There are a large amount of hidden under hair that is kept short on the
wares still settled on the cart that Sirilla side and longer on the top.
drives on her own. She is trying to sell the Personality Traits:
last of her stock so she can move to
someplace that feels comfortable to settle ● Indifferent ● Impatient ● Kurt
down. There is a man waiting for her in a ● Condescending ● Dismissive
port town that is frequently on the seas and Motivation: Illwar is an inherently selfish
she only gets to see on occasion. Ideally, she individual. His motivation is purely for his
would like to settle into a very comfortable own growth and worth. He is a fish trader
life with him by her side. She knows that it that takes all of the wares of those at port
might take a lot of time and is trying to towards the towns that would not otherwise
spend as much time away from that town so get such food. He makes good money but
that she doesn’t feel his absence. he’d ultimately like to have a much more
Occupation: Goldsmith noteworthy job with a better reputation.
Perhaps a sailor of his own? Or perhaps he
Popular Items: Chains, mundane but would like to be a fisherman instead of a
beautiful golden jewelry, a very expensive salesperson because he doesn’t really have
pair of sunglasses. the personality for it.
History: The daughter of a sailor, Sirilla has Occupation: Fishmonger
lived almost her entire life by the sea. She
finds it comforting and relaxing to know Popular Items: Swordfish steaks, trout,
that there is an escape through the ocean. It salmon, and whale steaks
215
History: Forever a wanderer, Illwar knows purchased property a few miles over a local
that there is no place he can truly call mountain range. On her way she is selling
home. He has been trying for the longest some of her parents wares against their
time to occupy himself and his mind with wishes to people that don’t entirely know
things outside of the realm of “normal”. It is the full extent of what she is selling.
still uncertain what he truly wants but his Occupation: Vinter
entire world was uprooted a few years prior
when his twin sister passed away. She was Popular Items: Expensive wine, decanters,
always his anchor and his grounding force nice tankards
but having her gone has left him untethered History: The golden child of both Yasmine
and uncertain. His parents have long since and Jerome Proll, Ashlynn has been given
passed away and they were never terribly everything she’s ever had on a silver platter.
close to begin with. Now he has no She has never wanted for anything or felt
attachments to any place and finds himself like she had to work for it. When she turned
somewhat lost. to her teenage years she began studying
Stats: STR (16), DEX (8), CON (14), INT (10), with the people that worked the vines and
WIS (12), CHA (9) the grapes themselves. She had a much
closer relationship with the employees on
Proficiencies: Strength Saving Throw +5, her parents property than she ever did with
Wisdom Saving Throw +3, Athletics +5, her parents. When she left they slipped her
Perception +3 a few bottles of aged wine to help her make
money to set herself up elsewhere. She was
always more respectful to them as well,
treating them like people and surprising the
Ashlynn Proll masses.
Quote: “You wouldn’t Stats: STR (13), DEX (14), CON (12),
know quality if it hit INT (15), WIS (10), CHA (8)
you in the face. I can
tell.” Proficiencies: Dexterity Saving Throw +4,
Wisdom Saving Throw +2, Sleight of Hand
Physical +4, Nature +4
Description:
Ashlynn is a
striking tiefling
woman with Urlya Marion
long curling Quote: “Be mindful,
horns that angle there are imperfections
backwards behind in everything.”
her head. She has bright yellow-gold tattoos
on her brow and above her nose. They are Physical Description:
simply very thick lines that look more like At first glance one
angular rectangles. She wears full armor might expect Urlya
even though she seems to be the kind of to be a man that
person that doesn’t need that sort of speaks in short,
protecting. Her skin is dark olive green and stunted sentences.
gives way into beautiful black hair that is He is tall, hulking,
kept in a braid over one shoulder. The tuft and muscular
at the end is curled and she often braids it beyond rational
just to tame the tresses. physical expectations.
He is very clearly a goliath man with stark
Personality Traits: white skin that is broken up with black
● Pretentious ● Spoiled ● Haughty markings across his body that are swirled
more than they are direct straight lines.
● Dismissive ● Rude Across one of his shoulders is a large and
Motivation: As a self-identified heavy cloak that is made up of dark green
craftswoman, Ashlynn has been studying and blue hues that stand out brilliantly
the art of winemaking for as long as it has against his skin.
been logistically fair for her to be drinking Personality Traits:
wine. Her parents were the owners of a
noteworthy vineyard and she has only ● Logical ● Informative
recently given up living in their space and ● Scrutinizing ● Direct ● Skeptical
working under their tutelage. She has
216
Motivation: Urlya has a drive to be one of Motivation: Droze considers himself a very
the greatest and most respected jewelers in simple man with simple needs. He has not
the entire continent. He is trying his best to made a name for himself. In fact he is
go from just an apprentice to someone that something of a nobody. He wants to set up a
can do judgment of gems and minerals on bakery of his own in the town his mother
his own. He would also like to open a shop was born in because he believes it will make
one day that sells pieces of jewelry that he him feel closer to the woman he lost at a
has crafted of his own hand and design. Not very young age. Time goes by and he grows
that he outwardly tells people, but Urlya is a closer but he keeps finding himself pulled
creative man that likes to use jewelry as an further away from the driving force of that
outlet. main city. Every time he gets too close he
gets nervous and backs away.
Occupation: Jeweler
Occupation: Baker
Popular Items: Gemstones (well cut
crystals and diamonds that are a little too Popular Items: Bread, cookies, cupcakes,
expensive) and a single magical elemental and wheat.
gemstone. History: When Droze was just a toddler his
History: As the son of a miner, Urlya was father walked out on him and his mother.
not expecting to get very far in life. He She was ailing, always sick. In her younger
thought he would be nothing more than the years she had been a performer that was
son of a low level worker. When he began revered by the nobility of the area and since
his time in the mines to help pay for his she was no longer capable of doing that, her
family (as he has two very young twin little father saw no use in her. It seemed that if
sisters) he took to the gemstones that were she was not valuable to the masses, she was
pulled out of the ground and developed a not valuable to him. By the time Droze was
very keen eye for the ones that would be cut a teenager his mother passed away and he
perfectly or had fewer imperfections. He stayed with one of the priests at the local
apprenticed under a noteworthy craftsman church. He was moved about as the
and has only just recently outgrown the congregation moved but he always planned
restrictions of apprenticeship. to return to the city that his mother spent
most of her life in (and was born in) as a
Stats: STR (18), DEX (10), CON (15), performer. Someplace people would love her
INT (12), WIS (12), CHA (8) the way he did.
Proficiencies: Strength Saving Throw +6, Stats: STR (9), DEX (12), CON (12), INT (15),
Wisdom Saving Throw +3, Sleight of Hand WIS (14), CHA (10)
+2, Investigation +3
Proficiencies: Dexterity Saving Throw +3,
Wisdom Saving Throw +4, Investigation +4,
Droze Zera Survival +4
Quote: “There is something beautiful about
the blooming of yeast.”
Physical Description: Droze is an average
build half-elven man with olive skin and
narrow dark eyes. He has a strong brow and
dark hair that is kept slicked back out of his
face. A few strands fall in, a neat curl to
each of them, to obscure his eyes when he is
very focused. On his shoulder is perched a
breathtaking raven that has a maroon
ribbon tied to its leg. The wings often flap
about outstretched as if to make itself look
bigger. He is typically wearing dark colored
natural clothing that is made of wool or
leather.
Personality Traits:
● Fixated ● Single-minded
● Honest ● Blunt ● Calculating
217
While Ool traveling with a kind elven woman that he
looks at with endless affection.
Quote: “This is a weird thing to sell, but are
you interested?” Stats: STR (10), DEX (18), CON (12),
INT (17), WIS (12), CHA (16)
Physical Description: A fire genasi with a
crackling voice and an intimidating face. His Proficiencies: Dexterity Saving Throw +6,
skin is black like charcoal and broken up in Wisdom Saving Throw +3, Sleight of Hand
the very center by an x-shaped birthmark +6, Survival +5, Persuasion +5
that is stark white. He has many golden
piercings through his face and keeps his
vibrant red hair cut short on the sides and Frazz Amenth
allows it to flow somewhat longer on the top.
It looks neatly tousled and intentionally Quote: “They’re good
styled even if he claims he had done nothing sheep.”
with it. He is tall, wears mostly black or gray Physical
with hints of red, and has intense honey- Description: A lithe
colored eyes that are just irises floating in figure with a very
the center of a black eyeball. chiseled face and body,
Personality Traits: Frazz is very clearly a
drow man. He has light
● Warm ● Polite blueish lilac skin with
● Affectionate striking pointed ears
● Welcoming that accent his very
● Paternal strong jawline and
cheekbones. His entire
Motivation: There are appearance is almost
some people in the intimidatingly masculine. He is average
world that just want height and seems quite young for his elven
to do good for other bloodline. His hair is kept somewhat long,
people. While is one of intentionally disheveled on his head and
them. He considers flopped to the side so that it can be carried
himself a good person by the wind if there ever is a breeze. He
and is known to give wears exclusively button-up shirts but
extreme discounts if he keeps the top few buttons undone so the
worries for the person masses can see the musculature of his
he is trying to sell upper chest and torso, paying special mind
something to. Money to his collarbones.
means nothing to him,
as one might expect after hearing about his Personality Traits:
general disposition. He doesn’t like to see ● Pompous ● Vain ● Social
people struggle or be put in a situation that ● Likable ● Loyal
is dangerous or uncomfortable.
Motivation: Very little actually motivates
Occupation: Wheelwright Frazz. He has been selfish for most of his
Popular Items: Replacement wheels, a full life and is only now realizing that he has to
carriage that he pulls alongside his own, try and care for other people. He’s saving
and repair tools/supplies. money for the first time to be able to
purchase a new wagon and to upgrade the
History: While was raised by a cruel father living situation of his flock that he can only
and a disinterested mother that saw their bring with him so far away from the farm he
linage linked to something eternal as a owns. He makes his rounds traveling from
bargaining chip to hold over anyone that city to city and stopping in every small
dared to speak to them or ask something of village and town he finds on the way.
them. He shirked the expectations of his
lineage and strayed away from the Ool Occupation: Woolman
family as soon as he could. So many times Popular Items: Cloaks, blankets, raw wool,
now has he considered changing his name. shaws, and woolen rope
He has found love for living on the road and
the back of his carriage is mostly a home History: Though he is still quite young,
with a bed and his necessities. He doesn’t Frazz has seen a lot. His parents were
seem to be interested in settling down in noteworthy criminals and he does his best
one place but occasionally he can be found to distance himself from their reputation. He
218
was taken away from them forcefully after respect. As he grew he was asked to leave
they tried to use him as a hostage when the home because he was no longer
they were cornered after a robbery gone dependent upon his mother who was the
wrong. The military treated him kindly and person that paid for the majority of their
allowed him to live in their barracks until he living expenses. His father was a drunkard
was old enough to move on. One of the that lived in town and when Greg went to go
soldier’s parents took a shine to him and he stay with him there was always some sort of
found a comfortable place on their farm and conflict running amok within the domicile.
has lived there ever since. That person He left as soon as he was able to get some
recently died so he now runs it on his own sort of basic training in tanning and
and is learning true responsibility. working with leather and he has not
returned except to send his mother some
Stats: STR (10), DEX (15), CON (11), money now that she is retired from her job.
INT (15), WIS (8), CHA (17)
Stats: STR (15), DEX (9), CON (12), INT (9),
Proficiencies: Dexterity Saving Throw +4, WIS (14), CHA (18)
Wisdom Saving Throw +1, Persuasion +5,
Deception +5 Proficiencies: Strength Saving Throw +4,
Charisma Saving Throw +6, Deception +6,
Stealth +1
Greg Gray
Quote: “You need something to ride!”
Physical Description: Greg Gray is one of
the most average looking individuals that
anyone may ever cross paths with. He is
objectively handsome with a strong jaw that
is covered in neatly-kept stubble. He is tall,
muscular, but ultimately blends into a
crowd so fiercely that most people don’t
actually remember meeting him after they
encounter him for the first time. He wears a
white shirt that is unbuttoned a little too far
and a different color vest every day of the
week. Hanging from his chapped lips is a
poorly rolled cigar that somehow is always
lit even though he never seems to replace it.
Personality Traits:
● Unremarkable ● Untrustworthy
● Average ● Jaunty ● Sleezy
Motivation: All Greg wants is to make a
quick buck. His wares are not terribly well
made and though they will do the trick he
upsells them with promises that he cannot
really uphold. He wants to be wealthy and
important. The circumstances around his
life don’t exactly allow for such a thing but
he genuinely believes that if he continues to
meet the right people (something he cares
very deeply about) that he might be able to
break through the glass ceiling and make
himself important to someone that matters.
Occupation: Saddler
Popular Items: Leather materials, saddles,
mount tack, and holsters
History: The son of a servant, Greg started
out at a young age making friends with
people that others bowed to and respected.
He was never treated with the same kind of
219
Gealwynn Hilt Brody Frae
Quote: “I’m not even sure you know what Quote: “We’re never going to see eye to eye.”
you’re looking for.”
Physical Description: With hair missing on
Physical Description: Average in only the very top of his head, Brody is an aging
height, Gealwynn is a striking wood elf human man with tufts of white hair puffing
woman. She has elongated ears that always out from around his ears and the crown of
peak out from under the lengths of her his head and a small tuft on the top as well.
vibrant red hair. Blunted bangs cover her His beard is thick and entirely white but
forehead at all times and the rest of her hair kept in a much neater fashion than the hair
has been cut to frame her face. She has on his head. He wears a light colored button
magnificent honey-colored eyes with flecks up blouse with a fashionable collar and a
of gold in the irises. Under both of her eyes vest that is always neatly pressed and
are three small diamond shaped tattoos that seamless on his body. He has a few liver
are nothing more than thin outlines, spots on the bald parts of his head and
completely vacant of any color or shading. cheeks.
She always has some sort of gray fur pelt
draped across her shoulders regardless of Personality Traits:
what she is wearing. ● Sociable ● Kind ● Welcoming
Personality Traits: ● Genuine ● Intelligent
● Independent ● Fierce ● Loyal Motivation: There is a deep need within
● Calculating ● Direct Brody to share the information, wealth, and
privilege that he has. He wants more people
Motivation: Something of a loner, to be able to follow their dreams and chase
Gealwynn has aspirations to be around the ideals that they would otherwise feel
more people. She would like to have a family entirely stifled by. He is a good man and
and be around a group of friends she knows though he doesn’t really need to be
she can rely on. It has been a very long time recognized as such, he is motivated by being
since someone felt like a reliable resource that to everyone that he can see value in.
and she wants to make herself a more People are not given handouts so much as
likable person. There is always room for opportunities and he tries his best to make
personal growth in Gealwynn’s life and she that opportunity open to those that want it.
is motivated by the idea of having people
around her that will enable that and cheer Occupation: Herbalist
her on as she tries. Popular Items: Spell components bag,
Occupation: Fur Trader salves, tobacco, drugs
Popular Items: Wolf pelt, elk horns, a knife History: Keeping most of his life in one very
with horn handles, bison pelt, and bear fur. particular place, Brody grew up in a city
that he treated as his home and only
History: One of the youngest members of a abandoned when he realized that he needed
tribe that no longer exists, Gealwynn has to make a change. He had fallen into
had to learn how to be an individual again. monotony as a father and husband and he
She was the daughter of two prevalent stuck it out for as long as he could. When
members of the tribe and during a raid on his wife died and his children were old
their village she was the only person to enough he moved around and only visited
escape. Mourning has not been kind to her. when they had children to make him a
She tries her best to do things clearly but grandfather. He watched his children
now that she’s alone she has begun to struggle to get the schooling they really
understand the importance of being a wanted so he has made his passion being
person with others to keep her in check. As an enabler for others.
a member of the former ranger group she
took on hunting professionally and has Stats: STR (8), DEX (14), CON (11), INT (15),
managed to make a moderate living by WIS (12), CHA (16)
selling pelt and meat. Proficiencies: Intelligence Saving Throw +4,
Stats: STR (13), DEX (16), CON (14), INT Charisma Saving Throw +5, Nature +5,
(12), WIS (17), CHA (9) Sleight of Hand +3
Proficiencies: Dexterity Saving Throw +5,
Wisdom Saving Throw +5, Survival +5,
Investigation +3
220
Brenda Archelle Veldrin Llora
Quote: “If you’re buying I am selling. Quote: “I’m sure I have what you need just
Otherwise leave me alone.” wait here.”
Physical Description: Incredibly short, Physical Description: Tall, slender, and
Brenda is a half-elven woman with slightly with dark skin, Veldrin is an earth genasi
tanned skin. She has a thick mane of wavy man with many thin silver tattoos that
blonde hair that is many different shades. crackle with arcane energy every time he
Her eyes are almost a matching yellow with flexes his forearms or facial muscles. The
her pupils always somehow very small. tattoos extend from his temple, across his
There is a beautiful golden tattoo of intricate cheeks, and down both of his arms to end at
lines and swirls that make up a pattern the tip of his index and middle fingers. He
around her eyes and nose, ending at the top has a set of well-built glasses that hangs
of her upper lip. Her outfits are all light low on his nose. His dark hair is wavy and
colors with accents of darker shades of the thick, kept in a messy ponytail that is tied
same color. Hanging around their neck is a with a black ribbon. All of his clothing is
golden amulet that has an emerald in the loose but layered with various articles that
very center of it. tie to give some sort of fit or structure.
Personality Traits: Personality Traits:
● Chatty ● Charismatic ● Loud ● Creative ● Intuitive ● Introspective
● Giddy ● Zealous ● Judgmental ● Logical
Motivation: Trying to make her way Motivation: Knowledge is the way to
through social status has become a very greatness. Veldrin wants to be able to attain
important part of Brenda’s life. She has as much as he possibly can. It makes him
been a commoner for all of her life and she deeply uncomfortable to not have answers
wants to make herself a noteworthy to the questions that are asked of him. He
individual and marry into a wealthy family. would do just about anything to avoid
Though she doesn’t go out of her way to do having to be stumped or humbled by
many social gatherings, she does keep her another person. His motivation is just being
appearance as impeccable as possible so the smartest person in the room. He loves to
people can see her and know that she has be the one that everyone goes to for insight
“class” and “value.” or knowledge about absolutely everything.
Occupation: Weaver Occupation: Geologist
Popular Items: Woven baskets, woven nets, Popular Items: Geodes, raw metals, tools,
some fabric woven blankets, and wool. crystals, fossils
History: Brenda was born to a humble History: There was a very isolated life in the
family. They owned a farm that provided beginning of Veldrin’s story. He was an only
wool and other products from beasts of child around parents that were scholars.
burdens to the town that they lived just They spent their free time in their books and
outside of. She fell in love with a child of a study. The only thing they ever talked to
noble family that visited often and despite him about was their focused paths and
them being very close friends he never saw interests. He aspired to be just like them
her as a prospective love interest. It hurt but he was never the smartest in the room
and she has promised herself that she and in time – once he was old enough to
would never be overlooked based on her have those expectations placed upon him –
class ever again. She’s been trying to work his parents began to be ashamed that their
her way up the social ladder to find son was not more brilliant than he was. He
someone or something to hang onto ever is an incredibly intelligent individual but he
since. Now as she travels she sneaks herself was not perfect and they moved out of his
into balls and banquets in the expensive life a little at a time instead of enabling his
clothing she buys with the money she educational path. He has learned everything
makes selling on her travels. he knows now on his own.
Stats: STR (8), DEX (12), CON (12), INT (14), Stats: STR (10), DEX (16), CON (11),
WIS (11), CHA (17) INT (16), WIS (11), CHA (8)
Proficiencies: Constitution Saving Throw Proficiencies: Dexterity Saving Throw +5,
+3, Charisma Saving Throw +5, Persuasion Wisdom Saving Throw +2, Sleight of Hand
+5, Performance +5 +5, History +5
221
Kylra Zeer Careem Holden
Quote: “Be mindful.” Quote: “If it shoots, I have it.”
Physical Description: A dark elf woman Physical Description: Tall, dark, and
with bright white hair that is kept neatly handsome. Careem is a human man with
parted over one of her shoulders. On the leathery tanned skin. He has rough facial
opposite side is a thick braid to give the hair that is often kept at little more than
illusion of an undercut without having scruff on his cheeks, chin, and neck. A lit
shaved the hair. The braid has bits of looped cigar is always dangling from his lips. He
metal within it so they could slide a ribbon has a wide and flat nose that has a piercing
of different color through it every day. She in the right nostril. A long overcoat hangs
wears a typical horse riding outfit, tight over leather clothing of dark colors, mostly
riding pants with a loose blouse tucked into black and rich browns. He has a huge belt
it. Knee-high leather boots are always with a bronze belt buckle on it that has no
somewhat dirty and covered in mud. A very actual indicators or symbolism. He carries a
intricate blade is on her hip and always large bag over his left shoulder.
seems to be fizzing and searing with an Personality Traits:
electric energy.
● Spoiled ● Selfish
Personality Traits: ● Insightful ● Direct ● Arrogant
● Cocky ● Positive ● Genuine
Motivation: Careem wants to make a name
● Direct ● Smarmy for himself outside of the organization that
Motivation: One of the most true and he used to work with. The people that knew
obvious types of motivators is power. Kylra him as a member of that group still think of
is one of the individuals that is most him as a noteworthy piece of the puzzle.
motivated by power. She has been adding to Now that he is out of their realm he has
her skill list and learning to harness magic demanded to be recognized as his own
that she has learned and embraced. All she person. He no longer wants to be affiliated
wants now is to be a mage that is respected with other people and their efforts or work.
by the people that have turned their back on He just wants to stand alone and be a name
her or laughed at her assumptions or that people actually fear.
efforts. She just wants to grow to a point Occupation: Bowman
that she cannot be disrespected.
Popular Items: Longbow, Shortbow,
Occupation: Arcanist ammunition for a firearm, pistol, arrows,
Popular Items: Electrical conduits, bottled quiver
gasses – poisonous, acidic, noxious. History: An orphaned child that has been
History: Kylra was born and raised in a absolutely nothing but bitter about his
large elven city. Her father left her and her situation since he was old enough to
mother when she was only about ten years understand the circumstance. He ran for
old. The property they had was turned into whatever kind of found family he could get
a bed and breakfast and people were involved in. As a sneaky little child he was
constantly coming and going from her life in taken under the wing of a local crime family
a way that made her question her value. Her and as he worked up through the ranks and
mother had many boyfriends after her father aged to a more mature time of his life,
left as well that were not inherently kind to Careem realized that he wanted more than
her. She began to show prowess in arcane to just be an agent of someone else’s
and she took a liking to it. Her ideas were volition. He started selling his own weapons
revolutionary and the concepts were not and teaching people how to use them when
always easy for her to explain so people he has time to be stopped in any place for
didn’t take her seriously. She’s began to longer than a day or so.
work even more out of sheer spite and make Stats: STR (10), DEX (18), CON (11),
waves in the elemental magic field. INT (14), WIS (11), CHA (17)
Stats: STR (8), DEX (15), CON (15), INT (18), Proficiencies: Dexterity Saving Throw +6,
WIS (11), CHA (10) Wisdom Saving Throw +2, Acrobatics +6,
Proficiencies: Dexterity Saving Throw +4, Stealth +6
Intelligence Saving Throw +6, Arcana +8,
Sleight of Hand +4
222
Crow Zhan Beetrix “Beanie” Willowdrifter
Quote: “It’s all useful I swear.” Quote: “I keep private matters private.”
Physical Description: Above all else, Crow Physical Description: Beanie is a gentle
is a stunning individual. Tall, striking, and individual but she is tall and broad in a way
almost inherently intimidating. They look that makes passers by assume that she
like an overgrown peacock. It is obvious at might be intimidating or imposing. She’s a
first glance that this person is an aarakocra human woman with soft, warm hazel eyes
of incredibly unique colors and patterns. that crinkle slightly at the corners when she
They have a long tail that never truly lifts as smiles. Her full lips are never as chapped as
a display the same way a true peacock one might expect from a traveler that
might. On the top of their head is a plume of spends most of their time moving after the
small thin feathers that only have color at harvest season. She has long dark hair that
the very tip. Around their waist, neck, and is kept pulled back into a loose ponytail so
wrists are trinkets of varying colors. Very many strands of hair frame her face. The
shiny and presentational. hat on her head blocks out a lot of the sun,
casting shadows across soft features but
Personality: doing no favors to hide the thin (and
● Curious ● Intent ● Dedicated sometimes thick) layer of dirt that her body
● Restless ● Knowledgeable and her clothing is often covered in.
Motivation: To gather. All Crow really Personality Traits:
wants to do is gather new things to share ● Optimist ● Protective ● Friendly
with new people. Their interest is wide and ● Outgoing ● Forthcoming
vast. Anything they have not seen before is
worth having and keeping for themselves Motivation: A woman of many talents but
until they have gotten all of the joy out of it very few needs, Beanie wants to be a farmer
that they can. After that it should be passed that people trust, value, and talk about. She
on to other people so they can experience has made many rotations in her crop cycles
the joy that Crow originally felt. They want and uses fertilizer of her own special brand
to expand and collect and bring happiness that she refuses to share with others
to others. because it yields the most impressive
produce that the people she provides for
Occupation: Collector could have ever imagined.
Popular Items: Small smooth common Occupation: Farmer
gems, pocket watches, carved statues, art,
chimes, and dreamcatchers Popular Items: Corn, cucumbers, eggplants
History: Not much is known or mentioned History: Cursed by the position of ‘oldest
about Crow’s history. They have many child’, Beanie has taken over the
siblings that they are still emotionally responsibility of being something of a third
connected with but they don’t exactly parent to her siblings. Sometimes she even
consider themselves a family individual. has to go as far as to parent her own
They like to see them and will slightly divert parents. With two younger siblings that
their path to see their family. Wandering have been given the opportunity to choose
aimlessly brings them the most joy and they their career path outside of the farm, she
set up shop in small towns for a week or two stomachs and swallows some resentment
at a time, selling things to people at a price and channels it into the fierce unspoken
significantly lower than they really should. competition between herself and the young
When they leave again they try not to farmer that works/owns the neighboring
backtrack too much, seeing new places as farm. She has become the sole proprietor of
often as possible. They have one very close the business and has made a brand of her
friend that lives near the water that they own that she is traveling to make a
tend to wander back to more frequently household name in cities and towns a little
than they would go somewhere else. further from her home.
Stats: STR (12), DEX (16), CON (11), Stats: STR (10), DEX (14), CON (12),
INT (16), WIS (11), CHA (15) INT (17), WIS (14), CHA (19)
Proficiencies: Intelligence Saving Throw +5, Proficiencies: Dexterity Saving Throw +4,
Charisma Saving Throw +4, Investigation Charisma Saving Throw +6, Persuasion +6,
+5, Arcana +5 Nature +5
223
Altoria Cross Zippy Wheeler
Quote: “Not you again.” Quote: “They’re all well taken care of, I
Physical Description: Approximately five promise!”
feet and six inches tall, Altoria is Physical Description: Despite being a
exceedingly average height and build. They tortle, Zippy is quite small for her race. She
have curly hair that comes to just below is lacking the wrinkles that most tortles
their chin and is only a few shades darker might have. At first glance she appears
than their deeply colored skin. Hidden incredibly youthful and vibrant. The green
through the mass of curls are pointed elvish color of her skin almost matches her shell
ears that have small silver hoops on the perfectly. She decorates herself with various
cartilage of the outer shell. They often are sashes and flowers that stand out against
accompanied by a large blue lizard that the green. Around her waist, hanging on a
slinks around their shoulder like a living leather strap, are multiple glass orbs that
necklace and is much thicker than one are full of different kind of water. They are
might expect it to be. If it did not move it all varying sizes but they all contain fish
might look akin to a strangely colored brick. that seem to be very much alive and
Personality Traits: swimming about as if this is a normal day
for them.
● Indifferent ● Abrasive
Personality Traits:
● Impatient ● Bold ● Stubborn
● Charming ● Likable
Motivation: The war between Altoria and
Beanie is growing every passing day and ● Honest ● Polite ● Maternal
though they would never admit it out loud, Motivation: It seems somewhat unorthodox
Altoria desperately needs to beat Beanie at but Zippy just wants to find a good home for
this unspoken game. Their produce is the fish that she has saved. With druidic
magnificent and they have no reason to feel intuition she can speak to animals and she
undermined but it gets to them and they are finds the ones that are slightly too small or
just motivated now by spite and purpose. maybe a little sickly or were born with some
They find it impossible to back down from a defect that makes their life in the wild
challenge and because of that, this conflict shorter than average. They are taken and
and competition will continue until someone collected, cared for by Zippy, until they find
else (likely not Altoria) concedes. a good home with a traveler the tortle finds
Occupation: Farmer along their path.
Popular Items: Tomatoes, corn, pumpkins, Occupation: Caretaker (for fish)
watermelon, and poppies. Popular Items: Koi, trout, goldfish, beta
History: The farm that now belongs to fish, a single salamander, two toads
Altoria was purchased out from under an History: Always kind of a loner, Zippy left
older couple. Altoria themselves had just the small swamp town that she was born in
been passing through town when they were to travel more inland. Getting further away
approached and asked if they had any from the water made her come to appreciate
interest. The property was beautiful and the streams and lakes she found on her way
they were happy to settle in for a while. to places unknown. She tends to walk along
Unfortunately they did not realize that the the rivers because she trusts that they will
land came with a pesky neighbor with a lead her to a place she should be exploring.
proclivity for collecting information, It also makes it very easy for her to get back
speaking a lot, and starting battles over the to where she originated so she can see her
size of produce. When the itch to travel hit mother, whom is the only surviving member
Altoria again they took their crop on the of her family. Zippy has always felt a deep
road to sell and to the ever declining dismay empathy for all things animal but she loves
of this poor farmer, they found themselves fish the most and has taken to caring for as
staying at the same inn as Beanie once many as she reasonably can.
more.
Stats: STR (16), DEX (9), CON (18), INT (17),
Stats: STR (16), DEX (11), CON (15), WIS (12), CHA (13)
INT (18), WIS (14), CHA (9)
Proficiencies: Strength Saving Throw +5,
Proficiencies: Strength Saving Throw +5, Wisdom Saving Throw +3, Nature +5,
Intelligence Saving Throw +6, Athletics +5, Survival +3
Nature +6
224
Joyce Hua-Matti James Matti
Quote: “I looked for you in the sun, the Quote: “I’m here to be alive with you, for
desert, and the sea until I finally found you.” whatever the season brings.”
Physical Description: She is above-average Physical Description: A first glance at
in height, standing approximately five feet James might bring one to be curious about
and eight inches tall. Joyce is a stunning his race but the mere sound of his voice
earth genasi woman. Their face is framed would signify the air genasi lineage. He
with long waist length green hair that is sounds like a melody even when he is
often pulled half back into a little bit of a merely muttering under his breath. A
ponytail to keep the soft curls from getting shorter man, perhaps five foot and three
in her face. Most of her clothing is soft inches tall. James has short platinum
material that compliments her skin tone blonde hair that sticks up in all directions.
and hair, never one to directly clash. His nose and jawline are incredibly sharp
Personality Traits: and angular. Full lips and eyebrows anchor
the very center of his face in a way that
● Discerning ● Articulate makes his appearance look very balanced
● Quick-Witted ● Sarcastic ● Confident and symmetrical. The eyes beneath those
eyebrows and inherently long, beautiful
Motivation: The earth has been the most eyelashes, are pale blue-gray. Noteworthy
motivating factor in Joyce’s life for as long however is also his posture. He stands
as they can remember. Even as a blessed strong and tall with shoulders back,
individual with the lineage of Dao and other confident without saying a word.
elementals, they knew that the natural
world needed their guidance. She wants to Personality Traits:
be certain that her quality material will not ● Impulsive ● Flighty ● Patient
only encourage flourishing of her buyer’s
plants and crops, but also help regain the ● Socially distant ● Charismatic
balance of the health of the soil they mix Motivation: All James is motivated by is
with her own formulas. Plus, she’d also like keeping a smile on his wife’s face. They are
to make enough money to settle down and very much in love and he does not want to
live with her husband comfortably so they see a day that she is unhappy. Because of
don’t have to travel as much. this motivation, he now has taken up the
Occupation: Soil & Gemstone Salesperson same occupation that she has just because
he knows she’s so passionate about it.
Popular Items: Speed-Grow soils, fertilizer,
pots, seeds, and “Love Gems” Occupation: Soil, fertilizer, fungi starter.
History: From a humble family, she was History: If James had to tell the story of his
pretty comfortable inlife. Joyce however was history he could talk for hours about the
not one to lay idle and take things for places he had been and the places he meant
granted or believe them to be ‘good enough’. to go but he still often chooses to speak
There was always something better. There about his wife. He was a wanderer for most
was always some way to experience the of his youth and into his adulthood because
newness of life and to become greater than he felt no ties to any one place or any one
she was in years gone by. After her parents person. There was no reason to settle down
passed away she was allowed space and until Joyce came into his life. He fell in love
freedom to go on a trip. That trip changed with her almost immediately and though he
her life. She fell in love with a man named didn’t tell her that (it would risk scaring her,
James who would eventually become her right?) he would go on to share that
husband. For a while they traveled together anecdote with anyone that would listen.
and then returned to her hometown to settle They settled down in her home town and
themselves, put down roots, and begin a made a place for themselves that felt more
routine. It is now their tenth wedding like home than he thought any place could.
anniversary and they are traveling with their They are now taking a trip together to sell
wares to remember the days gone by. their wares and remember their younger
years as a couple together.
Stats: STR (18), DEX (11), CON (16),
INT (14), WIS (13), CHA (13) Stats: STR (11), DEX (18), CON (13),
INT (13), WIS (15), CHA (17)
Proficiencies: Strength Saving Throw +6,
Dexterity Saving Throw +2, Nature +6, Proficiencies: Dexterity Saving Throw +6,
Persuasion +3 Constitution Saving Throw +3, Performance
+5, Stealth +6
225
Harmony Oust Ebbnar Armen
Quote: “They all sound different and that’s Quote: “I’m sure you will see something you
kind of the whole point.” like.”
Physical Description: Deceptively young, Physical Description: All parts of Ebbnar
Harmony appears no more than her late are very much the same color. He has gray
teenage years. Everything about her looks skin that transitions into thick white
vulnerable and scared even though she dreadlocks that are tied back at the base of
presents with such confidence in her voice. his neck with a leather strap of vibrant blue.
Harmony is only a little over five feet tall His eyes are green and disrupted by a scar
and has on boots that have a small heel at through his left eyebrow that leaves the left
all times, even when horseback or jumping iris somewhat milky. He’s very clearly an
to and from on her wagon. Her dress is elven man with extremely long pointed ears
slightly too short for her as if she has grown that even droop slightly at the very end.
unexpectedly in the past few months and Most of his clothing is monochromatic, dark
has not bothered to go and get a new one. grays or charcoals that clash beautifully
The sleeves are somewhere on her forearms against his skin. Across his back is a very
and the hem hits around her ankles. She is long blade that can only be handled with
always slightly dirty and her hair can two hands.
appear darker if she hasn’t washed recently. Personality Traits:
Personality Traits: ● Quiet ● Patient ● Soothing
● Headstrong ● Boisterous ● Crass ● Calm ● Trustworthy
● Demanding ● Assertive Motivation: A long search to find someone
Motivation: Not that it is much of a secret, that he cares about has motivated him to
Harmony wants to be taken seriously. She not only continue but to be a better person.
will stand in front of you with her hands on He’s genuinely afraid that he will find who
her hips and demand that you treat her he is looking for and still be a questionable
with respect and not to laugh or chuckle person and run them out of his life again.
when she makes requests. It has been a He wants to be better so that he can be
long road of being laughed at or dismissed worthy of being in the presence of the people
because she is so young but she will work he considers perfection or just generally
hard and outright demand people to see her good individuals.
as competent. She will also, rightfully, go Occupation: Weapons Dealer
very far to prove her competence.
Sometimes this comes across hostile. Popular Items: Daggers, Longsword, Great
Sword, War Axe, War Pick
Occupation: Instrument Saleswoman
History: Ebbnar was a very selfish
Popular Items: Flute, lyre, violin, chimes,
triangle, small drums. individual in his youth. Elves live for a very
long time and he’s been given a very long
History: Harmony’s real name is not time to reflect on the fact that he let a lot of
Harmony. She was originally named Eleth people down. He was married young out of
but when she ran away from home she obligation to a woman he got pregnant. They
changed her identity. Music has always were never truly in love and once the lust
been the thing she is the most passionate faded the relationship was tumultuous at
about and decided very early on that it was best. He left in the middle of the night,
something she was going to pursue. Her leaving behind only a note and some money
parents are noteworthy nobility in a large for his wife and his now very young child.
city and she has made a promise to herself Occasionally he still sends them money or
to never return. If she went back they would trinkets but he has not returned home to
force her into a political marriage that she see them since he left and he has not heard
actively ran away from. She now makes and from them in turn as well.
sells her own instruments and brings music Stats: STR (15), DEX (13), CON (15),
to the rest of the world. INT (13), WIS (12), CHA (10)
Stats: STR (9), DEX (14), CON (11), INT (11), Proficiencies: Strength Saving Throw +4,
WIS (13), CHA (15) Dexterity Saving Throw +3, Athletics +3,
Proficiencies: Dexterity Saving Throw +4, Acrobatics +3
Constitution Saving Throw +2, Performance
+4, Persuasion +4, Sleight of Hand +4
226
Dwendle Seer Haven Hill
Quote: “Whatever it is you need, I can Quote: “It’ll fit. I promise.”
provide it. Enhance it.” Physical Description: Standing tall and
Physical Description: Dwendle is a small imposing, Haven is a human man with dark
and lithe halfling man with a mop of black skin and vibrant golden hair that is kept in
hair on top of his head. One of his eyes is a bun on the back of his head. Around his
always glowing yellow, seemingly replaced face and head is a silken cloth that obscures
with some sort of arcane crystal that lights a his features at first glance. When he pulls
strip of a tattoo under his eye. The other eye the cloth down he is always has neatly
also has a tattoo but it is simple black ink styled facial hair that is curled under his
like the line under his lower lip and down chin. His eyes are bright and clear, always
his chin. His flesh eye is dark gray and has alert and focused on something around him.
a small sliver of brown through the upper On his hands are long rings that sit on each
part of the iris. His skin is unmarred of any knuckle. His clothing typically is made up of
scarring. Always wearing a cloak over his silks and satin that are dyed
head, he typically has very simple clothes beautifully and vibrantly.
otherwise. On the back of his cloak is a Personality Traits:
swirling golden symbol.
● Stubborn ● Stoic
Personality Traits:
● Artistic
● Aloof ● Deceptive ● Impatient ● Articulate
● Crafty ● Sneaky ● Dedicated
Motivation: Dwendle is just collecting Motivation: Few
money and buying time. All he really wants would consider
is to be able to afford a safe passage to an Haven an individual
island off the coast of his home town. He that is motivated by
needs to make it there and he is willing to anything but greed.
do just about anything to get there. The way He has made up his
he makes his money is honest work but he mind that he has the
will scam and cheat his way to wealth if he right to be acknowledged
really feels like he has to. by anyone. Money is what motivates him.
Occupation: Glass Blower His life before his travels was that of an
incredibly wealthy individual, thus he was
Popular Items: Looking glass, magnifying living far above his genuine means. Because
glass, glasses, glass orbs, trinkets, vials. he stepped above what he could realistically
History: Run out of his home town, afford or contribute, there are a few people
Dwendle committed at least a few violent that have a reason to put some sort of
crimes before the authorities realized that it bounty on him. Thus, money.
was him that had caused the mayhem. He Occupation: Hat maker
left before anyone could catch him and told
his partner that he would meet them on the Popular Items: Top hat, sunhat, cowboy
island off the coast. They would continue hat, and visors
their business once they were reunited and History: Born into poverty, Haven tried
they occasionally send letters back and desperately to be seen as important. He
forth to one another to be sure that they are hung around places that he didn’t really
both still on board. The nature of the have the money for. When he began
relationship is questionable at best but they gambling he started getting attached to the
don’t dare to ask about it for clarification. idea of wealth and importance. Now he owes
The toxicity fuels them to do impulsive a lot of people a lot of money and is trying to
things. outrun whoever is following him to make
Stats: STR (10), DEX (18), CON (11), him pay that money back.
INT (13), WIS (11), CHA (7) Stats: STR (10), DEX (14), CON (11),
Proficiencies: Dexterity Saving Throw +6, INT (12), WIS (12), CHA (17)
Wisdom Saving Throw +2, Stealth +8, Proficiencies: Dexterity Saving Throw +4,
Sleight of Hand +8 Intelligence Saving Throw +3, Sleight of
Hand +6, Perception +3
227
Victor Ior Stats: STR (15), DEX (11), CON (12),
Quote: “If it is hide, I can make it work.” INT (14), WIS (11), CHA (11)
Physical Description: Victor is one of the Proficiencies: Dexterity Saving Throw +2,
most striking tiefling individuals a person Intelligence Saving Throw +4, Sleight of
might come across. He has dark slate gray Hand +2, Persuasion +2
skin and very short but sharply pointed
horns that extend back towards his head
instead of directly out in front. His hair is Welma Art
dark brown and wiry, including his beard Quote: “There is
which is always neatly braided and wrapped always something
in a shocking red ribbon that keeps the end worth burning.”
tidy and is woven into the strands as well.
His eyes are bright yellow and where the Physical
whites would normally be is dark black that Description: Long,
stands out against his skin and the color of flowing blonde hair
his irises. is kept in a neat low
ponytail. She has
Personality Traits: choppy bangs that
● Distant ● Resolved are often swept to
● Composed the side to keep out
of her beautiful blue
● Dedicated ● Strong hair. She has very
Motivation: From even pointed ears that make it
a young age, Victor has very clear she is an elf, but what kind of elf
been motivated by the is somewhat unclear. She is a high elf but
sheer thought of she carries herself and looks slightly more
traveling. He does like a sun elf. Most of her clothing is warm
what he needs to do to toned, oranges and reds that stand out
maintain a lifestyle that against her hair and lightly tanned skin.
allows him to travel. He Welma radiates a brightness and positive
wants to expand his energy but she can always be smelled
information and his coming because she carries a floral scent.
knowledge. He wants to reach new people Personality Traits:
and meet some that are not who he would
find somewhere he’s familiar with. He wants ● Polite ● Patient ● Reserved
to grow and shape his world view in an a ● Trustworthy ● Considerate
way that he didn’t even really realize he was
capable of understanding or experiencing. Motivation: At first glance, Welma has a
soft disposition and that translates very
Occupation: Tanner directly to her motivation. All she wants to
Popular Items: Leather accessories, do is create art. She finds her craft to be one
holsters, belts, necklace straps of the most interesting crafts a person can
do. Clearly, many might disagree with her
History: Some places in the world are but she spends a lot of time dedicated to the
tucked away behind the beaten path. Not different oils and scents to add to wax and
many people would be able to find where different wicks to use to make them burn
Victor was from and lived his earliest years. slowly. She just wants to produce the most
People would occasionally stumble into their high quality candles she can make.
village but they never stayed and he was
always curious about where they were going Occupation: Chandler
and if they would return. They never did. He Popular Items: Candles, wax, wicks, and
wanted to be able to do the same thing that essential oils
the rest of them did. Leaving his very loving
family behind he took on a path that he History: The child of two noteworthy
never truly understood. He’s been traveling political figures, Welma was given a lot of
for a long time and has never gotten too time to occupy herself. She picked up many
close to his home out of fear that he will be hobbies and worked her way through them
stuck there if he ever goes back. He made until she was no longer interested. Very few
friends with some other travelers and he has things actually stuck with her. She knew
learned the art of tanning leather to keep that once she found something she cared
himself afloat monetarily. about wholeheartedly, it would be what she
228
dedicated herself to. Thankfully, despite her Popular Items: Longbows, arrows, string,
parents disinterest in her, she was given so feathers, and crossbow bolts
much freedom because her older siblings
were entrusted with carrying on the “family History: When Charle was quite young, his
business”. They supported her and allowed father left to take care of the family. He
her to pour her energy into candle making. knew business would be better elsewhere
She does this now full time and likes to and he sent back money as frequently as he
travel to places to find particular botanicals possibly could but they never really saw
so she can add them to oils for new scents. him. Though his mother was kind and
loving, it would never truly replace what he
Stats: STR (9), DEX (14), CON (10), INT (17), lost with his father’s distance. Now that he’s
WIS (12), CHA (15) an adult he is experiencing what he could
Proficiencies: Dexterity Saving Throw +4, assume his father went through. Time has
Intelligence Saving Throw +5, Nature +5, gone by and his wife has now given birth to
Stealth +4 their twin children and he needs to be away
from home to make money but he’s doing
his best to go back as often as he can. He
wants to see his kids grow up.
Charle Rent
Stats: STR (11), DEX (16), CON (12),
Quote: “Beautiful INT (13), WIS (12), CHA (10)
and function.”
Proficiencies: Dexterity Saving Throw +5,
Physical Wisdom Saving Throw +3, Sleight of Hand
Description: +5, Investigation +3
Charle is a typical-
looking halfling man.
He has bright red
hair that is unkempt Simeon Gwent
and disheveled most Quote: “Its all just hammers and nails.”
of the time. It
connects to a full Physical Description: Tall, appropriately
beard that is just about as long as the hair muscular, and incredibly dark-skinned.
on his head. He has a mustache that he Simeon is a human man with striking
cuts just slightly too short and it makes his features that looks imposing and
upper lip look larger and out of place. His intimidating until you get to know him. He
eyes are dark brown with flecks of green has a full beard and thick curly hair that he
hidden within that you can only see when keeps pulled back into a bun with a few
the sun catches it. Most of his clothing is pieces on either side of his face falling down
incredibly thick blue fabric. The jacket he to chin-length for accent. His clothing is
always has on is fitted and structured, with normally dark green or gray and he mixes
a bright gold trim that takes away from the fabrics and materials to create a diverse
some of the other mundane qualities about and layered look. On his hip is a longsword
him. of bright stark white material and opposite
that are two large hammers that clank
Personality Traits: together when he walks.
● Focused ● Detail-oriented Personality Traits:
● Smarmy ● Logical ● Articulate ● Laidback
Motivation: Back home, away from the ● Relaxed ● Calm
weary rode he travels so frequently, is a ● Indifferent
loving wife with two very young twin ● Non-confrontational
children. Charle just wants to be able to
provide for them and ultimately return to Motivation: Despite
them with the means to move them everything being laid
into another home. They currently live with out neatly in front of
his mother-in-law who is a kind and loving him, Simeon wants
person but they would like to begin their to be different. He
relationship outside of the bounds of his wants to be
wife’s family’s residence. Also, he innovative. He
desperately wants to be finished what he is wants to do
doing so he can see his children grow up. something that no one
has ever done before.
Occupation: Bowyer His art is unique but
229
incredibly functional and he wants more Motivation: Gracing the people around
people to start changing the way they do them with as much kindness as Aleeya
things to reflect the more “streamline” could muster, they are motivated almost
designs he has come up with. He wants to exclusively by spreading good and kindness.
be revolutionary within his field. They work in a field that enables growth and
Occupation: Carpenter physical healing so they just want that to be
accessible to all people that possibly could
Popular Items: Paddles, shoehorns, crates, benefit from it. They are a kind-hearted
small foldable chairs and tables. individual that is motivated so unselfishly.
History: Having started his life in a big city, Occupation: Apothecary
Simeon had always felt somewhat
smothered. He lived with his mother and Popular Items: Basic healing potions (x3),
father above the shop that sold woodworked salves, balms, and lotions
materials. The man that owned the place History: Most of Aleeya Kuroe’s life has
was a kind landlord that allowed them to been a life of tragedy. They were ripped
stay there for much cheaper than it really away from their family at a very young age.
should have been. When he was old enough Leaving behind two older siblings and two
to understand, he went down and begun to loving parents, they found themselves lost
actually work in the shop and learn in a world of confusion and conflict.
carpentry under the older gentleman. He Working under the people that held power
has been working on new techniques since and authority over their family, they found
then and is traveling to a close by town to little ways to make themself feel better
try and introduce the methods to other about the circumstance. At the age of
woodworkers so they can use it in their twenty they ran away and began a life under
shops and hopefully spread things further. a new guise and alias. Very recently they
He has a husband that he goes home to have taken up their original name again as
regularly but he does like being on the road. if to dare those that have wronged them to
Stats: STR (17), DEX (10), CON (12), challenge them.
INT (13), WIS (17), CHA (11) Stats: STR (10), DEX (14), CON (18),
Proficiencies: Strength Saving Throw +5, INT (17), WIS (10), CHA (11)
Wisdom Saving Throw +5, Insight +5, Proficiencies: Dexterity Saving Throw +4,
Athletics +5 Constitution Saving Throw +6, Nature +5,
Animal Handling +5
Aleeya Kuroe
Quote: “Everything can Greezah Spocket
mix together with enough Quote: “If you heard an explosion? No you
force. Just stand back.” didn’t.”
Physical Description: Physical Description: Short, stocky, and
Aleeya is one of the most still somehow incredibly threatening.
strikingly beautiful individuals Greezah is a halfling woman with bouncy
you might come across on any curly hair that falls all the way to her hips.
adventure. They have dark It is a soft gray that almost looks lavender
brown skin and high cheekbones and seems to be neat even though it is wild
that disappear into the and untamed. She has a large nose that is
headdress that they wear. round, centered, and straight. Her lips are
All of their hair is tucked away full and even. It is incredibly uncommon to
and the mantel on their shoulders and head find her wearing anything but riding
is square and boxy but uniquely delicate. trousers and boots. A skirt is absolutely no
Their clothing is white or other light pastel where to be found.
colors to stand off against their soft skin.
They are almost always carrying some sort Personality Traits:
of bowl under their left arm that is sloshing ● Outspoken ● Bold ● Abrasive
about with viscus sweet-smelling liquids. ● Direct ● Quarrelsome
Personality Traits: Motivation: All she wants to do is get to
● Insightful ● Parental ● Honest where she needs to go. Greezah’s life is one
● Trustworthy ● Approachable big journey and she is actively seeking the
end of it. Traveling is not something that
230
interests her and she wants to be able to when they first look at her. There are some
find the end of this ongoing trip. There is stereotypes that come with being a tabaxi
also a discovery right on the brink in her and she is absolutely the opposite of all of
brain and she wants to be the person to those things. Also, there is so much to learn
make the breakthrough before anyone else and see in the part of her study and field.
could. She wants to learn something new as often
as she possibly clan.
Occupation:
Alchemist Occupation: Marine Biologist
Popular Items: Popular Items: Dried coral, a water
Potion of Fire breathing potion, starfish, and shells.
Breath, poison, History: Being near the ocean has been one
acid, and of Villar’s dreams ever since she was a little
distilled water. girl. She wanted to get as close as she
History: possibly could and when she finally made it
Greezah knows there she realized that she was super
very little about interested in what lays beneath the waves.
her life before She has taken on apprenticeship
the age of twenty. underneath a water genasi man that
She knows that managed to supply her with water breathing
there was potions so she can do as much research as
something traumatic possible under water. She has not returned
that happened before that age but it seems to the small village that she was born and
to have been blacked out by some sort of raised in.
self-preservation attempt in her mind. She Stats: STR (12),
no longer associates with anyone that she DEX (16), CON
knew from her youth. Now she is making an (12), INT (15),
active attempt to better herself and become WIS (15), CHA (12)
more than the name she has been given.
Everywhere she goes she leaves a wake of Proficiencies:
destruction in her path. Strength Saving
Throw +3, Intelligence
Stats: STR (13), DEX (16), CON (16), Saving Throw +4,
INT (16), WIS (10), CHA (8) Survival +4,
Proficiencies: Dexterity Saving Throw +5, Nature +4
Intelligence Saving Throw +5, Investigation
+5, Deception +1
Archibald Chanz
Quote: “Can you hear the ticking?”
Physical Description: A masked man that
only shares the top half of his face. He has
striking blue eyes and a heavy brow that
shows almost every expression that he could
consider letting cross his face. He has dark
hair that is kept pulled back but many short
strands fall forward to frame the sides of his
face and a little bit of his scarred forehead.
He has a deep voice that puffs out the fabric
that is kept tight over his mouth. He wears
a hood and a long cloak that just barely
stops before the ground. His boots and most
of the outfit he wears are made of stark
black leather.
232
233
234
Aisling Tazmin Welx Arron
Quote: “You’re going to make me late.” Quote: “Nice to meet you!”
Physical Description: A relatively tall Physical Description: Though he cuts an
“young” looking elven woman with vivid blue imposing figure, Welx is a very old
eyes and long white hair. She wears many dragonborn man. He has one large
necklaces of varying lengths and materials snaggletooth and is missing his canine on
that are all holding a crystal of different the other side which makes his smile look
colors and sizes. When she walks it jingles charmingly lopsided. His brass scales are
together loudly no matter what kind of gate very well taken care of and catch the sun
she moves with. She often keeps her hair frequently. He has an abnormally long
tied up out of her face but down in the back tail that is more snakelike than one might
to cover her shoulders. In contrast to most expect from a dragonborn. He stands nearly
of the other travelers often wandering the seven feet tall and never crosses his arms,
roads, she looks pristine and untarnished. preferring to link his hands together in front
In fact, most of her clothes are lightly of himself so to see less intimidating than he
colored and without any stains. really looks at first glance. He is always
wearing some sort of long and soft dark blue
Personality Traits: cloak with golden embellishments that
● Aloof ● Snarky slightly clashes with his scales.
● Impatient ● Cold Personality Traits:
● Articulate
● Jovial ● Friendly
Motivation: For a very long time now ● Inviting ● Trustworthy ● Polite
Aisling has been traveling and above all else
she wants to find a place to settle down. She Motivation: Welx is aware that he is coming
has yet to find a location that keeps her to the end of his life and he wants to see as
attention for more than a few years at a time much of the world as he possibly can before
and because she has a very long lifespan to that time comes. He is a man of whimsy and
exist on this plane, she wants to be sure she impulse and he will go wherever the wind
has picked the right place. Unfortunately takes him because it is interesting and will
she’s very picky. Also, on top of that she’d make for a good story. If he can, he’d also
really like to make a better living than she is like to make some sort of lasting impact on
making at the current time. at least one person in every place he visits.
For the better, preferably.
Occupation: Courier
Occupation: Cartographer
Skills/Feats: Sharpshooter
Skills/Feats: None.
History: Not that she would ever mention it
to anyone but Aisling is the only surviving History: If you had met Welx with no
member of an all-elven ranger unit of the inclination of where he came from, his
military. She was raised to take on this history would be a very big surprise to most.
position in the world. Her parents were both He was a sailor for a long while in his youth
noteworthy officers in the military as well and he absolutely abhorred the sea. Every
and they expected her to do wonderful time he came to port he ran for land as
things. When she was the only one to make often as he could and was the last person
it home from a mission they treated her on the ship when they were called to leave.
kindly and took the pressure off to allow her One day after many years at sea he headed
to step back from that trauma. She travels directly to a cartographer’s store and begged
now to escape being anywhere that reminds and pleaded to be allowed to apprentice
her too much of what she lost. Her under him. When he was granted the
wandering is aided by the fact that she position he worked his way around the
transports high-priority mail to people lands and up through the hierarchy of his
around the continent. job and eventually became a master map
maker himself.
Stats: STR (8), DEX (19), CON (16), INT (12),
WIS (18), CHA (10) Stats: STR (14), DEX (10), CON (12),
INT (16), WIS (14), CHA (12)
Proficiencies: Strength Saving Throw +2,
Dexterity Saving Throw +7, Perception +7, Proficiencies: Strength Saving Throw +4,
Stealth +7 Dexterity Saving Throw +2, Survival +5,
Perception +4
Class & Level: Lvl 5 Monster Slayer Ranger
Class & Level: None.
235
Evelyn Gremore Altair Wallder
Quote: “Do not stand too close.” Quote: “Please be mindful.”
Physical Description: A very muscular Description: Standing relatively tall –
human woman with a slit shaved into her perhaps a little shorter than six feet – Altair
left eyebrow and an undercut on the same is a beautiful half-elven man. He has very
side of her hair. She wears the rest of her long white hair that is kept in a low ponytail
much longer hair in a very neat but thick and pulled over one shoulder. The ribbon
blonde ponytail. Her skin is tanned and that ties it is always some sort of vibrant
worn, as if it has been exposed to the sun shade to stand out starkly against the
for a very long time – giving some indication contrast of her white hair. He is missing an
as to how old she is. Best guess would place arm. The left arm has been replaced with
her in her fifties but with a good build that some sort of metal apparatus that does
makes her look sturdy and strong. Her voice appear to be much like a natural hand and
sounds like an individual who has been moves magically of its own accord. He has
either kicked in the throat far too many green eyes and a very neutral disposition
times, or used to smoke something. She has but is generally friendly and his smile is
dull green eyes that are quite small and kind.
often set into a glare. Personality Traits:
Personality Traits: ● Calm ● Intelligent
● Abrasive ● Direct ● Resourceful ● Eloquent
● Condescending ● Judgmental ● Patient
● Impatient Motivation: Altair considers himself a very
Motivation: She considers her life and simple man with very simple needs. All he
wants very streamline. She wants to make a really wants is to get home to his wife. He
name for herself in the industry she is loves her dearly and though he would be
currently working in. There is also a drive to willing to do just about anything for work,
protect her charges. Even if Eve would say he wants to be home more than he wants to
that she doesn’t care about many people, travel. There is a lot to see but he believes
she does grow attached to those that she is that he has seen enough at this point.
sworn to protect and as such she does her Occupation: Captain of the Guard
best to be sure that they are not given any
sort of fright or harm. Taking care of them Skills/Feats: None
means that she can be respected, after all. History: Raised in nobility, Altair is the
Occupation: Caravan Guard slightly younger child of a set of beautiful
twins. His family line was very important to
Skills/Feats: None. his father and straying away from nobility
History: Trained as a royal guard, Evelyn and wealth was not to be tolerated. His
takes her job very seriously. This has been father is the brother to a queen and though
not only her livelihood but her passion. She he is not terribly close with his aunt he does
wants to be the best at what she does and like her much more than he likes his
she is not afraid to step on some toes to get immediate family. His mother died when he
recognition. Not too long ago she married was quite young and he has no lingering
the man that was her sparring partner and feelings on the matter. When he was getting
training coach. They are very much in love to a point in his life where his father was
and as if to prove how very serious they are going to begin suggesting courtship, he fell
about their relationship, she has recently in love with a woman named Riona. She was
started weighing the idea of retiring so she an archivist at a library studying the arcane
can have children that will follow in their and she was not a noble blood but so far his
footsteps towards greatness. father has not brought down the hammer on
them.
Stats: STR (16), DEX (9), CON (14), INT (10),
WIS (10), CHA (15) Stats: STR (10), DEX (15), CON (13),
INT (20), WIS (16), CHA (13)
Proficiencies: Wisdom Saving Throw +2,
Charisma Saving Throw +4, Athletics +5, Proficiencies: Constitution Saving Throw
Intimidation +4 +4, Intelligence Saving Throw +8, Arcana
+8, Investigation +8
Class & Level: Lvl 3 Oath of the Crown
Paladin Class & Level: Lvl 7 Armorer Artificer
236
Brollen Craith Shada Rayner
Quote: “Unless you’re going to help, stop Quote: “I have very specific needs.”
staring at me.” Physical Description: Shada is a medium
Description: One of the most terrifying men build and height halfling woman with very
that a person could cross paths with dark red skin, inky black hair, and fire red
unintentionally, Brollen is a half-orc man horns. The horns curl back from her
that seems to be more like three-quarters forehead to past her ears. She has a very
orc. He has two very long tusks that jut out long and thin tail that comes to a point at
from his bottom jaw in a way that makes his the end and is pierced with small silver
chin very square. His hair is surprisingly hoops on the left side of that pointed
light, looking almost blonde in the direct portion. Her clothing is almost always dark
sunlight. The color of his tusks nearly and fitted but she covers it with a larger and
matches his hair, darkened with age and loose flowy cloak that acts as a protection
exposure to the world around him. He from the elements to keep the underclothes
clearly does not pay them much mind and clean and fresh. She has pointed nails that
keep them manicured. are kept manicured to be sharp.
Personality Traits: Personality Traits:
● Indifferent ● Defensive ● Cunning ● Articulate
● Gruff ● Quarrelsome ● Direct ● Honest ● Impolite
● Deliberate Motivation: For a fair few years now Shada
Motivation: Though seemingly a very has been something of a pawn in the plan of
distant and disconnected man, Brollen people more powerful than her and she has
wants to provide for his people. He has had just about enough of it. She’s spending
spent a very long time being the one that time gathering components for the arch
they rely upon for basic necessities and he mages of the city she is from. Every passing
takes great pride in being the person they trip into the wilds makes her more and more
turn to when they need help or just a bitter that she is doing things for other
shoulder to lean on. He is constantly trying people instead of herself. She’s looking for
to improve his physique as well. ways to become more powerful than she is
so she can usurp the people she works for
Occupation: Hunter and take what she believes to be her right.
Skills/Feats: None. Occupation: Gatherer
History: The eldest child of the Craith Skills/Feats: None.
family, Brollen has always carried a lot of
responsibility on his shoulders. His mother History: A lot about Shada is very
was a human and his father was an orc. His mysterious. She works for clients that she is
father left his tribe to be with his mother so unable to talk about – which seems
Craith did not get a very close connection magically compelled, not because she wants
with the orcish side of his family. He has a to keep their secrets. She has a young son
wife and child now that he is helping his that she travels with and will never tell
wife raise – and that he loves very much. He anyone anything about him. In fact, if she
actively goes out to hunt at least twice a even addresses him in front of someone she
week to provide for a small village that him typically calls him “boy”. He does have a
and his family live in. The people he loves name and is very clearly
are the only people he is very kind and calm loved but she tries her best to keep him a
with. secret. At first glance it is clear that he is
also a tiefling but seems to be half
Stats: STR (17), DEX (9), CON (16), INT (13), something else.
WIS (17), CHA (11)
Stats: STR (10), DEX (16), CON (13),
Proficiencies: Strength Saving Throw +5, INT (12), WIS (14), CHA (18)
Constitution Saving Throw +5, Athletics +5,
Perception +5 Proficiencies: Wisdom Saving Throw +4,
Charisma Saving Throw +6, Deception +6,
Class & Level: Lvl 3 Path of the Beast Intimidation +6
Barbarian
Class & Level: Lvl 2 Warlock
237
Dierdre Zylen Micheline Wilth
Quote: “There’s more than our world.” Quote: “There is so much more to the world
than what I know.”
Physical Description: A dark haired and
incredibly dark skinned wood elven woman. Description: A relatively young dwarven
She keeps half of her hair in a braid and the woman with stark black hair and a very
other side down loosely. Most days her hair intentionally clean-shaven face. She has
is very flat and slick, entirely straight. Some bright emerald green eyes hidden under a
days she has clearly braided it all to let it very strong brow and above a very wide
fall in loose curls. Her outfits are almost nose. She has muscular tattooed arms that
exclusively green and she prefers darker are navy blue lines drawn beautifully over
shades to look beautiful against her skin. tanned skin. Her hair is long and kept in
She always has some sort of bow placed ponytails on either side of her head, low so
over her shoulder, often dark wood as well. not to look like childish pigtails. She is
On her hands are fingerless gloves that always carrying some sort of large hammer
seem to be an accessory to match her bow. even though it is not covered in any blood or
gore. She obviously doesn’t use it.
Personality Traits:
Personality Traits:
● Maternal ● Calm
● Gentle ● Reassuring ● Loyal ● Social ● Curious ● Vivacious
● Zealous ● Excitable
Motivation: All Dierdre truly wants is to
understand the cosmos. She has an Motivation: She wants to continue moving
attraction to and affinity for the sky above on to a higher education. All of her dreams
and is very much in love with the moon and involve being a woman that is the most
stars. She wants to make connections noteworthy in her field. She wants to go to
between the constellations and the world. school, become a specialist, and publish a
She truly believes that there is some sort of book. Her focus is mostly on bugs and the
omnipresent watchfulness that rests in the ecosystem that surrounds them but she
stars and she wants to connect with them wants to remove the stigma from bugs and
and also use their alignment to map her find ways to involve them more into the
way around the world. world around her. She believes that they are
useful beyond the way they are used now.
Occupation: Astronomer
Occupation: Student & Researcher
Skills/Feats: None.
Skills/Feats: None.
History: For all of her life Dierdre has been
a wanderer. There is not a single town in the History: The youngest of nine children,
world that she has ever lived in for more Micheline is one of two daughters. Her
than a week. She is a regular at so many father is a very noteworthy blacksmith and
inns that people know her by name now. her mother is a botanist. Their children’s
She loves the moon and makes a lot of her interests are split almost exclusively down
decisions based on the phase of the moon. the middle. Though she loves her dad and
She had a near-death experience when she respects the things her father has made, she
was a child and when she came back to does lean more towards her mother’s
consciousness she was in the presence of a noteworthy interests. She wants to know
celestial being. She has worshipped ever about bugs and she very much wants to
since and has tried very hard to remain in escape the shadow of her family’s legacy. It
contact with that celestial but they have is not that she resents her family so much
never seen each other again. as the fact that she wants to be her own
person even though she loves them.
Stats: STR (10), DEX (13), CON (12),
INT (19), WIS (14), CHA (10) Stats: STR (14), DEX (9), CON (10), INT (16),
WIS (13), CHA (12)
Proficiencies: Dexterity Saving Throw +3,
Wisdom Saving Throw +4, Nature +6, Proficiencies: Dexterity Saving Throw +1,
Survival +6 Strength Saving Throw +4, Animal Handling
+5, Nature +5
Class & Level: None.
Class & Level: None.
238
Hellvar Gray Eylen Treen
Quote: “You’re stepping on one hundred Quote: “What is your offer?”
gold.” Physical Description: Eylen is beautiful,
Description: Hellvar is a very short tabaxi short, and muscular. They are a human
man with steel gray fur that is neatly kept. individual with short light brunette hair.
He does his best to make his appearance They have tattoos up and down their legs.
both impressive and approachable. He has The left leg is black and the right leg is
beautiful crystal blue eyes that stand out white. The tattoos themselves are just bands
against his fur. Both of his ears are pierced around their calves up to their thighs that
with a few silver hoops. His whiskers on the are increasing in thickness the higher up
right side of his face are missing and the they go. They have soft waves to their hair
remaining ones are curled awkwardly on the and thick lips that are slightly feminine
other side. He has a snaggletooth on the left despite the rest of the other more masculine
side that sticks out slightly but is charming or androgynous features. They are always
and makes his smile disarming and cute. wearing a slightly vacant expression.
Personality Traits: Personality Traits:
● Analytical ● Calculating ● Distant ● Untrustworthy
● Smart ● Resourceful ● Humble ● Calm ● Scheming ● Conniving
Motivation: Hellvar very much wants to Motivation: Eylen has a very passive
supply people with new and reliable potions. appearance but they want great things that
He is an innovator and wants to be they wouldn’t ever dare talk about. They
acknowledged as a person that can make want to shape the world and make some
whatever it is they are looking for. He likes sort of political change. Whether it is for the
to be a resource and available to all people. better or the worst? It is uncertain to all
It matters to him that his prices are people that know them. They don’t really
affordable and sometimes he does lose out have a moral alignment and they make
on profit just because he wants to be a good decisions purely selfishly. They want what
person. they want and they don’t feel compelled to
explain themselves to anyone.
Occupation: Apothecary
Occupation: “Wanderer” (Spy)
Skills/Feats: None.
Skills/Feats: Observant
History: Surprisingly, Hellvar is very old.
The gray of his fur doesn’t look aged but he History: In the past, Eylen was a performer
is a very old individual. He used to live in a that existed in a noble court. They were
city and he loved it a lot but when his eventually “exiled” from the public eye but
beloved husband died he felt he could no not actually fired. The nobility they worked
longer be comfortable where he was. for had them step back to become an actual
Everything reminded him of his husband spy for their interests. Those people are not
and living their life without him in it was aware that Eylen is really only invested in
uncomfortable for him. He started traveling this for their own interests. Because of that,
and using his other friend’s basic labs in they have been called upon by a rival
other cities so he could continue working on kingdom to be a mole in the organization –
his apothecary business. He sells his assuming that the exile would have made
potions in various stores as a freelance Eylen bitter – and tasked to spill
maker. He is very heavily sought after. information. Little did they know, Eylen
remains loyal and takes information back to
Stats: STR (10), DEX (20), CON (14), their true allegiances.
INT (18), WIS (12), CHA (12)
Stats: STR (9), DEX (15), CON (12), INT (13),
Proficiencies: Dexterity Saving Throw +7, WIS (15), CHA (20)
Wisdom Saving Throw +3, Arcana +6,
Nature +6 Proficiencies: Dexterity Saving Throw +5,
Charisma Saving Throw +8, Performance
Class & Level: None. +8, Stealth +5, Deception +8
Class & Level: Lvl 6 College of Whispers
Bard
239
Olric Ventz Aura Blythe
Quote: “Curiosity is a dangerous quality.” Quote: “Test me. You wont.”
Description: Olric is a curly haired man. Physical Description: A very tall pale
His hair is blonde and neatly kept, skinned woman that has a slightly blue-
smoothed down on one side and left puffy tinted complexion. Her hair is soft white and
and dramatic on the other. His eyes are often flows around her as if she is under
bright blue and almost unsettling in water at all times. It seems from first glance
appearance. All of his clothing is very that she is a water genasi individual. She
expensive and meant to be flashy. They are wears all black clothing with silver
silken and accented with threads of gold accessories and seems to appreciate the
and silver. He wears heavy necklaces that contrast in the skin, hair, and her clothing.
often bunch up and tangle together but it She has soft eyes and pointed ears that
seems almost effortless and intentional. He’s stick out very intentionally from her hair.
a very attractive individual and he carries Personality Traits:
himself as if he is aware of it.
● Sarcastic ● Cold ● Indifferent
Personality Traits:
● Cruel ● Stubborn
● Cryptic ● Manipulative
Motivation: Some things were unclear
● Alluring ● Charismatic about Aura but the thing that is the most
● Performative clear is that she is actively looking for her
Motivation: For the most part, Olric is a family. She misses them. She lost them and
very difficult person to read. All he wants is she lost a part of her life that is very
to be able to pull people into his cult and important to her. Though she knows it is
sway their attention to his deity. He wants probably safer to stand still and hope that
people to know the word of this deity and he her family is still moving about – a bunch of
doesn’t care how he has to do it. People are nomads, they were – she continues moving
often tricked into believing and he preys because she knows sitting still is going to
upon the weaknesses and vulnerabilities drive her crazy.
that he is very good at spotting among a Occupation: Wanderer.
person’s character.
Skills/Feats: None.
Occupation: False Prophet & Cult Leader
History: Aura was a part of a very
Skills/Feats: None. noteworthy tribe and she was a hunter that
History: An orphan that never truly knew provided for the group. When she returned
his parents, Olric has a very warped and her family was missing and no one had any
twisted understanding of family and sort of explanation about where they went
connection. He didn’t even get a foster or what had happened to them. They also
family and he kept no contact with friends seemed incredibly indifferent to the
from the orphanage that he lived in. There is circumstance and didn’t offer to help her.
no connection or fondness for those people She broke away immediately to find them
and he tends to pretend that he doesn’t and realized very quickly that she needed to
know any of them. He was embraced by a do something to provide for herself so she
deity after a very dangerous search for took on work within organized crime and
power and notoriety. That deity gave him hoped it would help her find answers.
powers and he does his best to use them as Stats: STR (14), DEX (10), CON (16),
often and as effectively as possible. INT (18), WIS (17), CHA (9)
Stats: STR (10), DEX (14), CON (12), Proficiencies: Intelligence Saving Throw +7,
INT (10), WIS (10), CHA (18) Wisdom Saving Throw +6, Nature +7,
Proficiencies: Wisdom Saving Throw +2, Perception +6
Charisma Saving Throw +6, Deception +6, Class & Level: Lvl 5 Circle of the Moon
Religion +2 Druid
Class & Level: Lvl 3 Pact of the Fiend
Warlock
240
Presley Heron Viza Braath
Quote: “I stand by my choices.” Quote: “Be mindful of who you antagonize.”
Description: An incredible muscular half- Description: Viza is a very thin and pale
orc woman with two thick but blunt tusks. elven woman with very dark hair that makes
She has piercings all the way up her left ear her skin look even more porcelain and fair.
and ivy green tattoos along her arms that She has thin eyes that are almond shaped
are similar in style to the white markings and a monolid that sits beautifully under
she has on her face. Her hair is bright white dark eyebrows. Her lips are full and
and kept in some braids and some loose but naturally pink. She is relatively short –
all tied back into one very large ponytail standing approximately five feet and two
that makes it clear that her hair is inches tall – but has a personality about her
incredibly thick. She wears a lot of furs and that radiates a much larger person. She
leathers. She is void of any jewelry aside keeps her arms covered at all times but if
from her earrings but there are markings of you do manage to catch a glimpse beneath a
tan lines where she might have previously robe or cloak, there are large neat scars up
worn bracers and jewelry. the inside of her arms that go from her
wrists to her armpits.
Personality Traits:
Personality Traits:
● Standoffish ● Demanding ● Brash
● Confrontational ● Intimidating ● Bold ● Stern ● Easily Bored
● Succinct ● Antagonistic
Motivation: Above all else, Presley feels
compelled to prove both her honor and her Motivation: She is a woman with simple
worth. She has terrible self esteem and needs and simple wants. All Viza really
believes that people see her as less-than wants is to get paid. She will do just about
and it eats her up at night. She wants to be any job someone asks of her that she knows
taken more seriously and she wants to be she is capable of. Viza is very quick to shut
an honorable person but she presents down anyone that asks something she
herself in a very aggressive way to make cannot complete. There is not a shot in hell
people believe that she is confident. She she’ll take on a request that she cannot do
wants to actually feel the way that she and she will not allow someone to talk her
comes across to everyone she encounters. into something she doesn’t want to do.
Occupation: Exiled former military Occupation: Bounty Hunter
Skills/Feats: None. Skills/Feats: Skulker
History: Presley is a former war hero that History: As a former – and honorably
was very recently exiled for a choice that she discharged – member of the royal guard,
made in combat. The direct cause and effect Viza stepped away from her position when
of the decision was one that cost a lot of she was injured. The circumstances of the
lives and people genuinely believe that she injury are a blur to most people and she
did it on purpose to further her own agenda. would never admit that it was inflicted by a
She has a lot of survivors guilt and needs to superior. No one doubts that the injury she
atone for her actions. This situation involved sustained was given to her by a person that
her being kidnapped and tortured until she was deliberately trying to hurt her as you
sold out a lot of politicians that were corrupt can see the intention in the scars, but no
and playing the system of the government one even bothered to ask her who it was
against the people that elected them. She because she believes that most of them
was exiled so that no one would ever hear suspected the correct person and were too
her truth. afraid to get in his way. She is a very
competent fighter that now works as a
Stats: STR (18), DEX (14), CON (13), mercenary and does not work with other
INT (15), WIS (14), CHA (9) people.
Proficiencies: Strength Saving Throw +7, Stats: STR (11), DEX (20), CON (14),
Dexterity Saving Throw +5, Athletics +7, INT (17), WIS (10), CHA (8)
Intimidation +2
Proficiencies: Dexterity Saving Throw +8,
Class & Level: Lvl 5 Champion Fighter Intelligence Saving Throw +6, Stealth +8,
Sleight of Hand +8
Class & Level: Lvl 6 Assassin Rogue
241
Braize Nialarth Venice Rill
Quote: “We all have somewhere to be.” Quote: “Mind your step. Don’t mess with my
traps.”
Physical Description: A halfling man with
very dark skin that is striking in Physical Description: Venice is a very dark
compliment with his shocking blue eyes. His skinned sun elf man with a neatly-shaved
hair is kept very short and the strands seem head that only occasionally has very short
to fall in small locks instead of looking like hair on it. He has a very long and styled
one mass of hair. He has a very pointed jaw goatee that he seems to take great pride in.
and soft somewhat feminine features to his There is next to no metal on his person,
face. All of the clothing and belongings that even the necklaces he wears have wooden or
he wears or travels with seem to be ill fitting stone pendants instead of metal. His
or miscellaneous. It is not far from the clothing is muted and natural colored so not
assumption that he is wearing things that to look too flashy or dramatic at first glance.
have been gathered on the road instead of He has leather bracers around his wrists
carried with him originally. that are tied with silver and gold strands.
On his hip is an obsidian dagger.
Personality Traits:
Personality Traits:
● Jittery ● Nervous ● Jumpy
● Easily frightened ● Anxious ● Friendly ● Playful ● Informative
● Well-connected ● Social
Motivation: Braize makes it pretty plain
that he only wants one thing. He wants to Motivation: It has been many years since
survive. Hiding is the best way to go about it Venice has seen his family but he continues
and he doesn’t typically care to be around to send money back to them. Aside from
too many people because that can draw a just outright supporting them, he wants to
lot of attention. He wants to survive long avoid getting caught. What he does isn’t
enough to get to his family and live a little entirely legal or ethical but he tries his best
bit more of his life before the circumstances because it is a business that was handed to
following behind him ultimately catch up him to take over and he couldn’t bring
with him. himself to let go of it. He wants to move
towards a better career that he would be
Occupation: Escaped Prisoner proud of but for now he just wants to
Skills/Feats: None maintain the status quo and be able to go
home and see his wife and children.
History: A man framed for crimes that
others committed (or so he says – he Occupation: Animal Wrangler
actually did kill someone) that has run away Skills/Feats: None.
from the imprisonment when he was being
transferred by caravan. The motives of the History: Venice is the youngest of three
murder are a mystery even to him. He was children. His two older sisters have gone on
compelled in his sleep to wander through to take very physical jobs that he doesn’t
the town to find a person of particular really consider an option for himself. He’s
importance and harm them. He believes he always been more agile than strong. His
was magically compelled and no one is parents died when they were very young and
willing to hear him. Back home he has a his oldest sister had to raise them. She
wife and two children that do believe him never said she was bitter or mad about it
and are looking for ways to bring him home but now that the children are all fully grown
safely and turn the world away from their adults she seems to be a much happier
displeasure and disapproval of him. person. He currently spends his time
catching and domesticating large beasts to
Stats: STR (10), DEX (12), CON (10), sell them off to be used as mounts. There
INT (14), WIS (10), CHA (10) are scars all over his body from early and
Proficiencies: Dexterity Saving Throw +3, failed attempts.
Wisdom Saving Throw +2, Perception +2, Stats: STR (10), DEX (17), CON (14),
Insight +2 INT (18), WIS (14), CHA (14)
Class & Level: None. Proficiencies: Strength Saving Throw +2,
Dexterity Saving Throw +5, Animal Handling
+7, Nature +5
Class & Level: Lvl 3 Beast Master Ranger
242
Cedia Mollin Emrys Winden
Quote: “I’m tired.” Quote: “I would hate to bore you.”
Description: Standing much taller than the Description: Everything about Emrys is
average dwarf, Cedia is a person with half breathtaking. He has one rounded ear and
white and half black hair. They have steel- one pointed ear and it is nearly impossible
colored eyes and a very long dark beard. to tell if he has shaped one to make it pointy
He’s got rings on every finger but they are or sustained an injury that rounded one
slightly thin and delicate. There is a out. His body is very muscular and looking
compass hanging from a thick leather strap at him from behind is almost intimidating.
around his neck at all times. When he walks When you get a good look at his face
there is a slight jingle that sounds like a however he is often smiling and has a warm
wind chime and it seems to come from presence that people gravitate towards. His
within the sheath of a blade he keeps hair is dark and seems to sway between
strapped to his back. He also has a small black and very dark brown. Emrys wears a
scar right above his collarbone. lot of vibrant colors and dresses himself in a
lot of gold jewelry and accessories.
Personality Traits:
Personality Traits:
● Tired ● Indifferent
● Capable ● Reliable ● Resourceful ● Charismatic ● Bold ● Vain
● Confident ● Extraverted
Motivation: Despite having been just about
everywhere he could think to go, Cedia Motivation: As a man that serves his deity
wants to see more. There are places that he with ferocity, all Emrys wants is to be the
is not even familiar with and he wants to get person that shepherds the souls to the place
a chance to go further and see more. It is where they deserve to rest. It isn’t like his
also a sheer test of his physical will power god is keeping a quota or a tally but he likes
and capabilities to continue in directions to think he is the one that has converted the
that he has ordinarily considered too most amount of people and as such will be
difficult or impossible to accomplish. praised for it in his afterlife. He’s not
Basically, he just wants to continue to be inherently a cruel or selfish man but his
better or grow in all of the avenues of his life tactics are meant to be more for himself
that matter to him. than the person he claims to “save”.
Occupation: Sherpa Occupation: Preacher
Skills/Feats: None. Skills/Feats: None.
History: Cedia considers himself a very History: Emrys is one of the most
valid mountain climber. He’s been hiking noteworthy members of his “religious
and discovering new trails for as long as he assembly”. In reality, the religious
can remember. It is considered organization is a cult and something akin to
great luck that he was able to translate this a faithful pyramid scheme. He has fought
passion into an actual career. He’s in his his way to the very top and suddenly began
second hundred span of years and he wants this religious journey in an attempt to
to spend the rest of his life doing these trips supply himself with magic. It hasn’t worked
for people that haven’t gotten a chance to thus far but he does believe that this is the
see the world the way he has. The mountain only way he can actually find magic.
that he frequents is one that holds a very Recently he heard from his deity in a dream
specific type of stone that is used in spells that if he shepherds more souls he will be
and made for jewelry. With every passing offered a boon – a pact of some sort. That is
year it seems to continue to replenish itself. the only thing that drives him anymore.
Very recently he found out though that his Whatever he was before and whoever he
wife is expecting their first child so he’s knew is not a factor
taking less trips just out of sheer necessity in his mind.
to be near her. Stats: STR (8), DEX (14), CON (12), INT (12),
Stats: STR (15), DEX (12), CON (16), WIS (10), CHA (18)
INT (16), WIS (12), CHA (10) Proficiencies: Dexterity Saving Throw +4,
Proficiencies: Dexterity Saving Throw +3, Charisma Saving Throw +6, Persuasion +6,
Intelligence Saving Throw +6, Nature +6, Deception +6
Survival +6 Class & Level: None.
Class & Level: None.
243
Brighton Kings Clover Willthold
Quote: “The path less traveled and all that Quote: “I am minding my own business.
shit, right?” Please do the same.”
Physical Description: A bright purple Description: Clover is a very tall
skinned tiefling man with very small pointed dragonborn woman with deep black scales.
horns that stick out of the top of his In the sunlight she looks like she has been
forehead. He has golden eyes that are dipped in oil. Her tail is incredibly long and
without pupils and long white hair that thin and the very tip has been encased in
comes down to his waist. Most of the time silver to be sharp and used as a weapon.
he keeps his hair in a ponytail to keep it out Her teeth are mysteriously pearly white as if
of his face and away from the weapons that she takes meticulous care of them. She has
he keeps on his hips. His outfits are always striking yellow-green eyes that are set
very diverse in color and patterns but he is deeply in her face so to give her a heavy
never caught without a pair of knee-high brow. Both of her hands are wrapped in
boots that fold over and lace all the way up dark cloth and the cloth seems new as if it
the length of the shoe. is changed every day.
Personality Traits: Personality Traits:
● Chaotic ● Impulsive ● Unaligned ● Calculating ● Deceptive
● Mischievous ● Prankster ● Impatient ● Controlling
● Meticulous
Motivation: Pure. Chaos. Nothing in this
entire plane or any of the extensive ones Motivation: She is a woman that will tell
beyond it motivates Brighton more than you exactly what she wants directly to your
chaos. He wants to see everything unravel face. Clover is motivated by money. The
and he thinks it is fun even if the sheer sound of clinking coins is enough to
consequences are something that is draw her attention in a crowded room. She
detrimental to himself or the people around wants to be wealthy and she wants to have
him. All of his decisions are made on a the kind of money that you can spend on
whim and he will not stop to plan before he whatever you want without consequences or
acts because he believes that takes the concern. This simple motivation is very
unpredictable nature away from the spice of easily manipulated but she does not mind in
life. the least.
Occupation: Wandering traveler Occupation: Fur trader
Skills/Feats: Lucky Skills/Feats: None.
History: In his youth Brighton was an History: Clover is a single child to a single
advisor to nobility. He considered himself mother that has known the value of hard
very important and clung to that importance work for her entire life. As soon as she was
with great ferocity. However, in time he grew old enough to understand the value of coin
very bored and began to see his position as she took to it like a fish to water. In her
a ball and chain that was anchoring him to earliest years she worked at an animal
normalcy. He began to tell lies in an attempt sanctuary as a handler. However, the longer
to break alliances just to have fun. she worked there the more she realized her
Eventually everyone found out about what skills were undervalued and dramatically
he was doing and he was exiled. The fact underpaid. Her mother passed away and the
that he was not put to death is shocking to last thing guiding her moral compass was
many and a lot of people think it was gone. Clover took to poaching as a means to
because money was involved. Now he just make ends meet and she found that people
looks for other lives to sow seeds of chaos are much more willing to pay top dollar for
in. her furs and occasionally the live animals
she brings home.
Stats: STR (9), DEX (13), CON (16), INT (12),
WIS (10), CHA (20) Stats: STR (12), DEX (14), CON (14),
INT (17), WIS (12), CHA (10)
Proficiencies: Constitution Saving Throw
+5, Charisma Saving Throw +8, Persuasion Proficiencies: Strength Saving Throw +3,
+8, Insight +3 Wisdom Saving Throw +3, Animal Handling
+5, Persuasion +2
Class & Level: Lvl 6 Wild Magic Sorcerer
Class & Level: None.
244
Ammell Delton Granblur Vyren
Quote: “Lost?” Quote: “We are all heading somewhere.”
Description: Ammell is a medium height Description: Granblur is a short and wide
olive-skinned man. His ears are very dwarven man with a very unfortunate
dramatically pointed and never hidden as he combover that he is always reaching up to
makes a point to be sure they stick out from fix or adjust. He has liver spots on the top of
the long strands of his very dark black hair. his head and a good bit of his face. His
He is very muscular and takes great pride in beard however – ironic in comparison to the
the shape of his arms so he never wears hair on his head – is very thick and long and
sleeves. It seems he is a high-elven man but comes all the way to his feet so he keeps it
he dresses more like what someone would looped up on itself so it doesn’t drag on the
expect from a wood elf. Up the length of his floor and trip him. Around his wrists are
neck to the very center of his chin is a thin very thick bracers of brass that have his
stripe of a tattoo in vivid purple. husband’s initials engraved in them.
Personality Traits: Personality Traits:
● Welcoming ● Calm ● Secretive ● Wistful ● Calm ● Genuine
● Smart ● Cunning ● Patient ● Understanding
Motivation: The motivation that drives Motivation: At this stage in Granblur’s very
Ammell is unknown even to him. For now long life, all he wants is to experience as
he seems to be pulled by the call of many new things as he possibly can. He’s
wanderlust and he doesn’t stop to question done a lot and knows that he is approaching
it. He is slowly creating a collection of stolen the very end of his extended lifespan and he
goods but that also doesn’t entirely motivate wants to see new people, learn new things,
him. He is kind of an aimless soul and he and try everything that is presented to him.
doesn’t seem to mind that in the least. In Even though he is checking things off his
fact, he much prefers to be a wanderer list every day he is never discouraged by the
adrift by the whims of his impulses. dwindling number of “new” things he can
come up with as he is quick to add
Occupation: Thief something else when it surprises him.
Skills/Feats: None Occupation: Apothecary
History: The majority of Ammell’s life is Skills/Feats: None.
mysterious. He comes from unknown
origins and doesn’t seem to remember much History: Granblur is a retired school
of his childhood. It seems that he was not teacher that taught at a very prestigious
looking to remember much either. He knows academy. He was a history whiz and wanted
that he was born in a no-name town near to tell people all of the stories that he
the water and he had a mother and a father managed to gather in all of his time. A lot of
that did take good care of him. They are no his coworkers considered him “too nice” and
longer in contact obviously and he likes it somehow managed to isolate him. It is
that way. He ran away at the age of twelve something that radiates also to people that
and was taken under the wing of a very meet him now. He is just far too warm and
noteworthy thief that he looked up to. Now welcoming. There are many secrets about
he steals to survive. him and though it’s nearly impossible to tell
without some magical insight, he is mind
Stats: STR (9), DEX (15), CON (12), INT (16), controlled after learning some very sad
WIS (12), CHA (16) secrets. The mind controlling is trying to
Proficiencies: Dexterity Saving Throw +4, keep him away from the source of that
Charisma Saving Throw +5, Sleight of Hand information.
+4, Investigation +5 Stats: STR (12), DEX (9), CON (16), INT (20),
Class & Level: None. WIS (14), CHA (12)
Proficiencies: Constitution Saving Throw
+6, Intelligence Saving Throw +7, History
+9, Arcana +7
Class & Level: None
245
Bronwen Llyne Darren Parker
Quote: “Things to do. People to please.” Quote: “The less you know, safer you are.”
Physical Description: The first noteworthy Description: One of the most beautiful men
thing about Bronwen’s appearance is how in all of the continent, Darren Parker is a
dramatically pale he is. His eyes are bright striking dark blue-skinned tiefling man that
yellow and he has long blonde hair that falls keeps his horns neatly filed down to his
in soft curls around his very square face. He forehead. They look quite blunt and he will
is a halfling man which makes him very tall occasionally paint them with pastes of
and he is decently thin and looks light on various colors to compliment his skin tone
his feet. He has full lips and the lower one is but the black looks the best in his very
pierced in the very center with a stud that “humble” opinions. He has vibrant yellow-
rests below the lip itself. He is missing his gold eyes that draw the eye away from his
pinky and ring finger on his left hand and very pointed teeth. His tail is surprisingly
has replaced them with a glove that is filled muscular and covered in golden tattoos that
with wood to make it look like they are still catch the light with every movement.
there, except they obviously do not bend. Personality Traits:
Personality Traits: ● Disarming ● Intimidating
● Charming ● Articulate ● Blunt ● Vain ● Persuasive
● Energetic ● Creative
Motivation: All Darren wants to do is finish
● Determined the job he came here to complete. He is a
Motivation: It seems that life has not man that does not like unfinished business
handed much to Bronwen of his own and there is one job that has yet to be
accord. He works very hard and is fulfilled. Of course, being paid for his work
attempting to buy his way into court. is also a motivating factor that keeps him on
Though he has no nobility in his blood or this path. The most important thing though
lineage, he knows that money moves people is his need to complete and be perfect.
and motivates them to do just about Perfectionism runs deep within Darren as
anything that he could imagine so he is he considers himself absolutely perfect.
trying to play the game the only way he Occupation: Assassin
knows how. Bribery.
Skills/Feats: Slasher
Occupation: Treasure Hunter
History: Unsurprisingly Darren has a very
Skills/Feats: None. tragic history. His parents were killed for a
History: Bronwen was an assistant to a crime they did not commit in an attempt to
member of a political court that took great cover up the true perpetrator. He was left to
strides to gather as much information as he foster care and though the woman that
possibly could about the person he was raised him was kind and had good
working for. Though he has a lot of intentions, she was far too busy and
blackmail available to him he doesn’t overloaded with both her work and the
actively go out of his way to use it to his children she was minding that a lot of
advantage. He makes very meaningful things fell through the cracks. He promises
connections to people and tries to buy his vengeance against the person that took his
way into their good graces. It works very parents away from him and that is the one
frequently. At the moment he is doing a lot job that he has yet to complete. He is ready
of under the table work for people that are to see that through. Right now he is trying
afraid to get their hands dirty or be seen in to lure a suspect into him with the guise of
the places he has to frequent but he is love. It’s working.
happy to do it because it means notoriety Stats: STR (10), DEX (20), CON (14),
and respect. INT (17), WIS (14), CHA (15)
Stats: STR (9), DEX (12), CON (12), INT (13), Proficencies: Dexterity Saving Throw +8,
WIS (15), CHA (16) Intelligence Saving Throw +6, Sleight of
Proficiencies: Dexterity Saving Throw +3, Hand +8, Stealth +8, Deception +5,
Wisdom Saving Throw +4, Persuasion +5, Perception +5
Insight +4 Class & Level: Lvl 7 Assassin Rogue
Class & Level: None.
246
Cecilia Sraz Caratin Vyer
Quote: “For the greater good, I guess.” Quote: “Valid but unconcerning.”
Physical Description: Cecilia is an Physical Description: Caratin is a striking
extremely muscular human woman with fire figure but he is still very small. He is a dark
red hair and bright green eyes that stand furred tabaxi man that has a nub of a tail
out beautifully against her pale skin. She is instead of the normal length that most
always wearing some sort of full metal tabaxi’s have. He has scars all over his ears
armor and absolutely never wears a helmet. and his mouth. On his ears are long tufts of
Her swords are crossed in an x over her fur that seem perfectly symmetrical. His
back and the straps that hold them are dark eyes are a piercing yellow and accented with
black to stand out against the silver of her very narrow slits for pupils. The claws on
armor. She has a very small nose and full his fingers are always elongated and
lips that are almost always chapped and exposed, making him use his hands
cracked to some degree. delicately so not to harm anyone
unintentionally.
Personality Traits:
Personality Traits:
● Dedicated ● Determined
● Authoritative ● Clear ● Succinct ● Smarmy
● Opinionated ● Intelligent ● Confident
● Judgmental
Motivation: At one point in her life Cecilia
was motivated by greatness. At this point Motivation: This man considers himself one
however she finds herself somewhat lost. of the most intelligent people in his field.
She is going through the motions to keep up Because of that, he just wants to continue
appearances and that is the best she can to make himself better so no one could
offer anyone. Her guard is slipping and she touch him in that regard. Though, outside of
wants to be better for the people that she selfish reasoning Caratin is actively looking
cares about but her motivation is becoming to know as much as he can. He values
less and less about herself and more about intelligence and knowledge above all else
appeasing others which is worrying and and would like to translate that as much to
confusing for a woman who used to be so himself as he possibly could.
certain. Occupation: Archeologist
Occupation: Bodyguard Skills/Feats: Keen Mind.
Skills/Feats: Sentinel History: It is almost like Caratin was born
History: Cecilia was born and raised to be a to be a scholar. He has a completely
part of the military royal guard. Her parents spotless memory and despite that he
were both strategists and when they raised regularly pretends to have forgotten things.
Cecilia they encouraged her to pursue Caratin is the oldest of a set of twins. His
whatever means of work she wanted so long younger brother looks exactly like him but
as it was within the realm of the royal has a much longer tail and they are
family’s reach. She was very fond of physical occasionally seen traveling together but the
activities and decided to begin training the rest of his family is a topic of discussion he
second she was old enough. Being a knight tries very hard to avoid and works even
was a huge deal to her and she took the harder to avoid seeing them. People only
steps to do that until a member of the family know where he is from because of how
– the prince that was two steps removed redicint he is to revisit that location.
from the throne – took a liking to her and Stats: STR (9), DEX (14), CON (12), INT (17),
requested that she be his personal guard. It WIS (12), CHA (12)
was an honor and she cares very much for
him and keeps most of his secrets. Proficiencies: Dexterity Saving Throw +4,
Constitution Saving Throw +3, Investigation
Stats: STR (19), DEX (8), CON (16), INT (13), +5, Insight +3
WIS (15), CHA (18)
Class & Level: None.
Proficiencies: Wisdom Saving Throw +5,
Charisma Saving Throw +7, Intimidation +7,
Insight +5
Class & Level: Lvl 6 Oath of the Crown
Paladin
247
Drayas Wronth Syndra Amu
Quote: “Abrasive people make paths.” Quote: “Find your own path. This one is way
too full.”
Physical Description: Cutting an imposing
figure, Drayas is a massive dark-skinned Physical Description: Standing tall, proud,
goliath man. The entire left side of his body and incredibly slender, Syndra is a vision at
is covered in various kinds of scars, first glance. She has long ombre colored
including burns and slashing marks from blue and white hair that fades from dark to
blades. His eyes are blinding white and light at the very ends. Her eyes are pure
match the tattoos and markings that start white and the irises are milky and
above his right eye and cascade down the unfocused. She is typically floating
back of his bald head to his mid-back approximately three to four inches off the
between his shoulder blades. He is always ground which makes her look a bit taller
carrying some sort of tall halberd that is than she really is. Sometimes her hair even
also dark in coloration. floats up to add height. She wears very
muted tones of white, grey, and blue in an
Personality Traits: attempt to make her entire color scheme
● Carless ● Impatient very cohesive.
● Impulsive ● Abrasive ● Crass Personality Traits:
Motivation: As a relatively single-minded ● Distant ● Cold ● Insightful
individual, Drayas only thrives and moves to ● Dismissive ● Perceptive
complete a task he has taken on. Those jobs
and duties are incredibly important to him Motivation: For most of her life Syndra has
and he does not take kindly to being been following the path that was laid out in
impeded by anything or anyone. Also, as front of her. Now? All she wants to do is lead
one might expect, he loves the money that a life of her own volition. She wants to be
comes from completing a task and being someone that people can look up to. She
able to spend it as he pleases. So, both of wants to be someone that people can rely
those things motivate him drastically. upon. However, that comes with a lot of self
improvement that she seems to be unwilling
Occupation: Mercenary to do at the minute. Her motivation is purely
Skills/Feats: None. to be her own person and to follow her own
path.
History: Drayas is a former military man
that argued with his superior until he was Occupation: Prophet
informally asked to step down. There is no Skills/Feats: None
lingering relationship between him and the
people he used to work for but he does often History: Born blind, Syndra spent many
maintain that he was correct and the one years unable to articulate exactly what it
that was wronged. At this point in his life he was that she could see. It turns out that her
absolutely does not want to continue that vision is only encompassed with the astral
path and is glad that he strayed from it but and ethereal planes. When she was a
he believes they are missing out for not teenager she began seeing visions that made
having him anymore. Ever since he was no sense to her parents but she insisted on
discharged he has been fighting to save and them writing them down. In time they
preserve his homeland. Where that is is realized that her visions were something of
intentionally vague but the longer you know fortunes for the future. She wanted to help
him the more clear it is where he really truly people with that but she became aware that
belongs. people would quickly use her to get the
information they wanted. As such, she has
Stats: STR (19), DEX (7), CON (16), INT (12), put up a very cold exterior. She carries a lot
WIS (16), CHA (9) of magical items and she trusts not a single
Proficencies: Strength Saving Throw +7, person.
Constitution Saving Throw +6, Athletics +7, Stats: STR (9), DEX (14), CON (12), INT (12),
Intimidation +2 WIS (18), CHA (10)
Class & Level: Lvl 6 Battle Master Fighter Proficiencies: Constitution Saving Throw
+3, Wisdom Saving Throw +6, Insight +6,
Perception +6 (sound based)
Class & Level: None.
248
Brellmar Worth Catalin Pell
Quote: “Only travel by daylight.” Quote: “Look away. Now.”
Description: Brellmar is a school-aged half- Physical Description: A beautiful but small
orc child that has messily chopped medium- half-elven woman with very long dark red
length hair. He has a scar that crosses his hair that is kept in an meticulous braid. All
lips and ends just under his nostril on the of the pale skin of her face is covered in
left side of his face. Around his neck is a freckles that match the color of her
thick metal necklace that looks much more eyebrows and compliment the dark green of
like a collar than an accessory. It seems to her eyes. She has on long teardrop style
have no hinge or closing mechanism. His aquamarine earrings. Every article of her
clothing is all leather and is slightly lined clothing is incredibly neutral and covers her
with fur in places that seem to need either arms and legs entirely. On her chest is a
more padding or areas to provide warmth. tattoo of a small swallow with it’s wings
He’s still quite gangly and awkward. entirely outstretched, pointed back towards
her left shoulder.
Personality Traits:
Personality Traits:
● Paranoid ● Scared
● Careful ● Intentional ● Skittish ● Talkative ● Defensive
● Distrusting ● Hesitant ● Loyal
Motivation: There is nothing Brellmar is Motivation: Nothing Catalin does is for
more motivated by in this world than herself. She is sheerly motivated by the
survival. All he wants to do is survive. He orphans that she helps shepherd from place
wants to make it to the next day without a to place. She wants to protect them and
threat literally breathing down the back of hope that they eventually live very happy
his neck. In time he will probably have more lives in homes that care about them. If that
exciting and less intense motivations but for is not the case she intends to help them
now it seems that all he cares about it nurture a responsible understanding of
putting distance between himself and what adulthood so they can function in society as
is chasing him. productive people that chase dreams that
they would have otherwise thought were
Occupation: Escapee unattainable.
Skills/Feats: None Occupation: Guide & Protector
History: Brellmar was a child that made a Skills/Feats: None.
lot of friends. He was well liked and his
parents were decently well respected. When History: An orphan herself, Catalin aged
he grew very close with an individual that out of the system that was supposed to
had some noteworthy parents, he spent a lot protect her. Her foster parents and those
of time at their house. So much time that that ran the orphanage that she spent most
people often mistook him for a child of one of her fundamental years in were cruel and
of the people that were employed by the lord selfish. They took on children in an attempt
and lady of the manor. One night he stayed to make money and to be seen as much
over for the evening to be with his friend better people than they truly were. When
and a murder was committed. He was she was old enough she began to take care
framed for said murder. No one will believe of the children themselves. Recently she
him. decided to uproot everyone and move to the
nearest city where she believes there are
Stats: STR (12), DEX (10), CON (12), INT more opportunities for them to grow and
(12), WIS (14), CHA (10) learn. However, what she has not realized is
Proficiencies: Strength Saving Throw +3, that she is being followed. By whom?
Wisdom Saving Throw +4, Athletics +3, Uncertain.
Stealth +2 Stats: STR (10), DEX (14), CON (12), INT
Class & Level: None. (12), WIS (16), CHA (12)
Proficiencies: Dexterity Saving Throw +4,
Wisdom Saving Throw +5, Perception +5,
Insight +5
Class & Level: None.
249
Prolly Proll Troxx Braeel
Quote: “Yes, it is my real name. I’m begging Quote: “There is much more than I thought.”
you not to ask further.” Physical Description: Troxx is a very tall
Description: Prolly is a beautiful gnomish tabaxi man that is missing one of his eyes.
woman who has long unmanaged dark hair He wears an eye patch over it but seems to
that seems to be a mix of unkempt frizz and swap the patch out regularly depending on
natural curls. On her forehead are two small the weather. Darker days get a gray leather
horns that are attached by a band she eye patch and brighter
wears to keep her hair out of her face. They ones get a rusty red leather. Both of the eye
are stark white and obviously very well patches are enchanted in some way. His
maintained. She is carrying many pouches remaining eye is shocking turquoise in color
of varying sizes and weights but they all and stands out against his spotted fur.
jingle and rub together in a way that makes Some parts of his fur are white, some are a
you believe she is much stronger than she rust color, and he is covered in dark spots
looks. on both shades. He also seems to be armed
at all times but prefers a sharp hook on the
Personality Traits: end of a long chain.
● Confrontational ● Honest Personality Traits:
● Calm ● Forthright ● Reasonable
● Happy ● Jovial ● Jubilant
Motivation: Despite coming from a place ● Friendly ● Welcoming
that nurtured and founded her career and
life, Prolly is motivated by the idea that Motivation: Troxx considers himself a very
there might be a place somewhere else that free-spirited person. He is only motivated by
is better for her. She wants to find a new the need to move and explore. He likes to
home and she wants it to be somewhere believe that the world would never hide
that will not only provide comfort but enable something from him and he makes an active
growth. Most of her motivation is incredibly effort to seek out whatever there is to be
insightful and mature. Though, she’s also seen. He is motivated sheerly by wanderlust
motivated by money but she’d argue that and the need to expand his repertoire and
everyone is to some degree. skills to become a more well-rounded
individual.
Occupation: Jeweler
Occupation: Cartographer
Skills/Feats: None.
Skills/Feats: None
History: For most of her life Prolly was a
manager of a very popular mining operation History: For the earliest years of Troxx’s life
for a company that didn’t tend to their he was kept very close to a royal court. He
employees very well. Her employees loved worked for the cartographer in an attempt
her in particular because she treated them to get a handle on the trade. The
with respect and kindness. She was paid in cartographer in question was very close
gems and instead of selling them she turned friends with a member of the royal court
them into rings and passed them on to her and brought Troxx just about everywhere
partner to enchant them so they could be with him. During this time, Troxx fell in love
sold for a much higher profit margin. Very with one of the members of the court. He
recently her partner passed away and she knew better than to get his hopes up but it
has been moving around since in an still hurt when they were married off into a
attempt to find a new place to call her own political arrangement. He began his travel in
and leave behind ghosts that loom over her an attempt to figure out what it was he
shoulder. really wanted out of life. He’s been traveling
ever since but he absolutely refuses to
Stats: STR (15), DEX (13), CON (12), INT admit that he’s the least bit lost –
(18), WIS (12), CHA (10) emotionally and literally.
Proficiencies: Strength Saving Throw +4, Stats: STR (12), DEX (19), CON (12), INT
Intelligence Saving Throw +6, Investigation (17), WIS (10), CHA (11)
+6, Sleight of Hand +3
Proficiencies: Dexterity Saving Throw +6,
Class & Level: None. Charisma Saving Throw +2, Nature +5,
Survival +5, Perception +2
Class & Level: None.
250
Lara Cronth Xarr Brend
Quote: “This swamp is dangerous, child.” Quote: “Time is fluid.”
Description: Lara is incredibly tall and very Description: Xarr is a medium build elven
sturdy but she still is one of the most man with thick dark blue hair. He has
feminine looking tortles that most people pointed ears that are very beautifully tipped
have come across. She has a soft and dainty with a silver metal that has been tainted
face that is framed by seaweed that she and painted an almost lilac color but
wears as if it were a wig to cover the fact maintains its metallic sheen. Most of his
that she has no hair – much like most hair is often pulled back into a half-ponytail
tortles. Her shell is well kept and covered in that leaves some strands to frame his pale
white markings that were clearly tapped into and expressive face. His eyes match his hair
the hard surface by an artist. The very top almost perfectly. Across his nose and under
of her upper shell is chipped and has his eyes (on the top of his cheeks) is a very
seemingly been fixed numerous times but old scar that looks more like a single white
the replacement pieces of shell just fell off tattoo.
and she’s since given up on it. Her neck is Personality Traits:
very long and she wears many pendants to
many gods around her throat. ● Aloof ● Distrustful
Personality Traits: ● Evasive ● Inquisitive ● Cautious
● Calm ● Reassuring Motivation: Something has gone missing
from the directory he works at. The artifact
● Patient ● Nurturing ● Genuine in question is very dangerous and he is
Motivation: Lara is someone that has an determined to make sure that no one knows
incredibly short life expectancy and she it is actually missing. He wants to return it
knew that when she was born. Reaching home before someone notices it’s absence
maturity around the age of fifteen like most because then they will begin looking for it
tortles do, she has been trying to enjoy life for their own selfish needs and if it falls into
to its fullest for as much time as she has the wrong hands it would cause great chaos
available to her. Not only does she want to and destruction to most people it is around.
survive but she wants to live. Home has Occupation: Archivist
been a blur for her and though she set up
shop in a few places, she has never truly felt Skills/Feats: None.
settled. Because of this she travels. She is History: Very little is known about where
on her way to a new place that has a Xarr comes from. He was dropped on the
storefront for her to give a look at because it doorstep of an arcane academy when he was
seems like the best opportunity yet. merely a toddler that could barely talk and
Occupation: Alchemist walk. He has never asked about his parents
Skills/Feats: Skilled and he does not seem interested in finding
out who they were in the least. From a very
History: She was born and raised in the young age he was raised with the
swamp, the youngest of seven children that expectation of becoming a scholar and he
her parents very much loved and nurtured. studied hard because it brought him great
She has strayed from the area many times pride to be a good student and an intelligent
but always returns because it is the most man. When the artifact his library held close
familiar to her and she understands that it and personal to their staff went missing, he
has the most ties to who she is as a person. was sent to look for it. They believe it was
Currently she is looking to move to a place a not stolen, so much as moved about by a
few days travel away (so she can still be deity or an archfey that had too much time
close) but she is stalling out on the outskirts on their hands.
of the swamp itself. She makes healing Stats: STR (9), DEX (13), CON (11), INT (19),
potions and other elixirs for people that WIS (13), CHA (10)
need them.
Proficiencies: Dexterity Saving Throw +3,
Stats: STR (11), DEX (14), CON (16), INT Wisdom Saving Throw +4, Investigation +6,
(18), WIS (9), CHA (10) Arcana +6
Proficiencies: Constitution Saving Throw Class & Level: None.
+6, Intelligence Saving Throw +7, Arcana
+7, Medicine +7
Class & Level: Lvl 5 Alchemist Artificer
251
Haldwin Mera Krendel Simmer
Quote: “I cannot be your resource.” Quote: “Only challenge what you can take
down realistically.”
Description: At first glance it is nearly
impossible to discern a gender when giving Physical Description: Krendel is very tall,
Haldwin a once-over. They much prefer it decently muscular, and has very long stark
that way. With very androgynous features white hair that is shaved down on the side
they accentuate them with a very strong and long on the top that is kept in a
presence. A square jaw, hair that is ponytail. His tusks are intentionally pointed
completely shaved on the sides but tied and kept somewhat short so that they don’t
back on the top in long elegant dreads, and obscure his vision or his perception. He has
full lips. This is an earth genasi individual two silver hoop earrings in the left lobe of
with brilliant blue eyes and many piercings his ear. He wears very simple clothing and
of gold hoops all over their nose and lips. has two different types of bows over his
Their skin is incredibly dark and seems to back that are in black leather quivers and
darken even more in the areas that are slings.
exposed to sun. Haldwin absolutely never Personality Traits:
wears a traditional shirt. They will
occasionally wear leather armor against ● Sarcastic ● Rough
bare skin. ● Personable ● Resourceful
Personality Traits: ● Amenable
● Dismissive ● Argumentative Motivation: His family is the thing that
● Abrupt ● Coarse ● Bold matters the most to him. Krendel wants to
provide for them but he also is very
Motivation: All Haldwin really wants is to interested in collecting bounties and
make it home. Things keep interrupting gathering trophies from his kills. More than
them on their travels and they are doing anything else, Krendel wants his children to
their best to make it back to where they be proud of him and want to be like him.
belong but they are determined not to let Sometimes he will avoid killing specific
their path be disrupted any further. creatures if they are something his kids
Somehow they keep finding themselves have specified some kind of interest or
pulled to care for individuals that manage to excitement over because he doesn’t want to
call on their heartstrings and make them dash their hopes.
help out of kindness.
Occupation: Hunter
Occupation: Religious Figurehead
Skills/Feats: None
Skills/Feats: None.
History: Krendel was raised in a small town
History: Haldwin is the most noteworthy that was constantly under siege by beasts
follower of an earthen deity. They act that were looking to attack and destroy. He
somewhat as an avatar for that deity was trained very quickly to help protect the
occasionally, being overtaken by their will people that lived there. For most of his life
and used as a conduit to speak. They were he remained in the village. He even got
sent on a pilgrimage to find a very particular married and had two children that are now
sect of abandoned followers and it has the ages of four and six. Now that the beasts
become more and more difficult for them to that one attacked them have stopped
find where they are supposed to go. Nothing coming around as frequently he travels
about Haldwin’s early life is something they further in an attempt to continue to provide
can remember. It seems that their life food for the people of his home.
“truly” started when they were chosen by
this god and they have no interest in Stats: STR (16), DEX (12), CON (15), INT
knowing what came before that. (15), WIS (12), CHA (13)
Stats: STR (14), DEX (12), CON (18), INT Proficiencies: Strength Saving Throw +5,
(17), WIS (12), CHA (8) Intelligence Saving Throw +4, Athletics +5,
Animal Handling +4
Proficiencies: Strength Saving Throw +4,
Constitution Saving Throw +6, Investigation Class & Level: None
+5, Arcana +5
Class & Level: None.
252
Quentire Volteer Snarzen Willingnest
Quote: “If you aren’t worth money I honestly Quote: “Home is where the heart is or
do not care.” whatever.”
Description: Quen is a very tall, muscular, Physical Description: With a full head of
and imposing looking tabaxi man. His fur blonde hair, Snarzen is a very prominent
pattern looks something like snow leopards gnomish man. He has a mustache that is
and he has either dyed or magically broken up by a scar on his
enhanced the fur on the bottom half of his top lip. Both of his ears are pierced and
face to make it stark black and look like a there are even some studs in the cartilage of
beard a human might have. His ears are his upper ear. The studs all have vibrant
always laying flat down on his head. Quen gemstones in them that are entirely real. His
keeps his tail lifted up off the ground and eyes are bright blue and large on his face,
tucked over his arm to keep it from dragging set decently far apart. Most of his clothing is
behind him and leaving tracks. His teeth are pristine and fitted beautifully.
also significantly longer than one might Personality Traits:
anticipate them being.
● Impatient ● Hurried
Personality Traits:
● Anxious ● Excitable
● Intrusive ● Mean ● Vibrant
● Aggressive ● Combative
Motivation: Snarzen has a large amount of
● Disrespectful discoveries under his belt but he is always
Motivation: All Quen actually cares about looking to add more to his catalog of
is money. His entire life’s moto is “get rich wonderful information. He wants to be
or die trying” and he is very ready and known as the most noteworthy astronomer
willing to die. If the pay out of a risky job is of this time and he also wants to be
going to change his life or buy him incredibly wealthy. Though he loves the sky
something that he really cares about he will and loves the stars, he will sway away from
take the job without any hesitation in the things that he believes other people might
least. It is interesting to him and he can be be able to identify before him because he
swayed to completely turn on any morals he doesn’t want to waste his time to be the
might have previously established if it is person that comes in second.
worth enough money. Occupation: Astronomer
Occupation: Bounty Hunter Skills/Feats: None.
Skills/Feats: None. History: Born in a rainforest, Snarzen
History: From a small town, Quen moved to didn’t get an unobstructed view of the sky
a big city the second he was able to. There until he was in his teenage years. When he
was nothing about his life in the town that got away from home he fell in love with the
he wanted to keep. His family was discarded stars and the sky. He has not returned to
as if they were nothing and he doesn’t speak his home because he doesn’t want to risk
to them unless they go out of their way to missing out on something that he could not
see him in person. Quen is the most spot. Seeing the sky from a different place
noteworthy and notorious bounty hunter in has absolutely changed his life. For a short
the business. He does not go out of his way while he lived in a town that was almost
to hide who he is or what he does because exclusively occupied by gnomes because he
he doesn’t care that people might put a fell in love with a woman there but when
target on his back or seek him out. In fact, she asked him to settle down he panicked
he prefers that people seek him out because and ran away and refuses to return to that
it means that he can get all of the jobs from area now as well.
people that want things done. Stats: STR (9), DEX (13), CON (13), INT (17),
Stats: STR (12), DEX (19), CON (13), INT WIS (16), CHA (10)
(17), WIS (12), CHA (10) Proficiencies: Strength Saving Throw +1,
Proficiencies: Dexterity Saving Throw +7, Wisdom Saving Throw +5, Perception +5,
Intelligence Saving Throw +6, Stealth +7, Nature +5
Sleight of Hand +7, Deception +3, Class & Level: None.
Perception +4
Class & Level: Lvl 6 Mastermind Rogue
253
Zarwin Vyle Eylar Happy
Quote: “Why would you come here?” Quote: “Don’t mind the surname.”
Physical Description: Daunting, looming, Description: Eylar is a very tall and
and intimidating – Zarwin is a goliath man muscular firbolg man. His body is pure
that has pure white skin that is interrupted white and disrupted with some dark
and marred with scars and dark black brownish red hair. He has a full beard that
markings across his face and torso. That seems to be neatly kept and trimmed to be
torso is almost never covered as he just a few inches longer than his chin. His
downright refuses to wear a shirt. Across ears are large and floppy, pretty much
his body are always straps of leather that sticking out directly horizontally
are attached to messenger bags and other perpendicular to his head. He has a large
carrying devices to keep things that matter hammer that he keeps tossed over his
to him close to his body. shoulder for support. His eyes are bright
green and stand out dramatically against
Personality Traits: his pale skin. Most of his clothing seems to
● Intuitive ● Spontaneous be organic.
● Imposing ● Strong ● Loud Personality Traits:
Motivation: Life on the road has not been ● Aloof ● Wise ● Ditzy
terribly kind to Zarwin. He seems to do well ● Calm ● Patient
on his own but he wants to try and become
better at surviving on his own without help. Motivation: There are few things that Eylar
He is motivated by proving his capability to cares about in this world. The most
himself because he was doubted by so many important however is trying desperately to
people before he got here. Also, he find his tribe. It has been approximately
understands that there is a large amount of three months since he last saw them and he
responsibility on his shoulders because he is trying everything in his power to return
is transporting important things. He just himself to a sense of normalcy. Within the
wants to make people proud. realm of that is trying desperately to protect
his pets and the mounts that he is traveling
Occupation: Trader with. He would never forgive himself if they
Skills/Feats: None died or were injured.
History: As far as he tells it, Zarwin was Occupation: Mount Breeder
born in the desert. He as very little formal Skills/Feats: None
training and knowledge about the arcane
but because of that, he’s always been History: Eylar is a man that is from a
trusted to take care of the items that his massive mountain range. He has never
parents transported. The less he knew the really been to the flatlands until he was
more likely he was to take it for himself. given a chance to raise the celestial mounts
Zarwin is one of the most expensive traders that his family used to ride up and down the
and couriers that anyone could find and mountainside. Now, Eylar is the only person
that is because he is willing to risk his life that successfully breeds these mounts
for things. The terrain he travels is anymore and he takes great pride in that.
considered very dangerous and he is one of He goes personally to deliver the mounts
the only people that knows it well enough to where they need to go. His family remains in
traverse it confidently. He has a lot of family the mountain and he visits them as often as
that he hides away from people that know he can or they come to see him because
him. they are very close. He has nieces and
nephews that he does tend to occasionally
Stats: STR (17), DEX (10), CON (14), because he likes them a lot and is probably
INT (15), WIS (12), CHA (10) considered the “cool” uncle of the family.
Proficiencies: Strength Saving Throw +5, Stats: STR (13), DEX (11), CON (15),
Constitution Saving Throw +4, Survival +4, INT (16), WIS (10), CHA (11)
Perception +3
Proficiencies: Strength Saving Throw +3,
Class & Level: None. Wisdom Saving Throw +2, Animal Handling
+5, Nature +5
Class & Level: None
254
Erro Dyleth Felldryn Ghao
Quote: “Smithing is an art to be respected.” Quote: “North is that way.”
Physical Description: Even from a Physical Description: Tall, broad, and
distance, Erro is a scary figure. She has fire beautiful. Felldryn is a golden dragonborn
that licks at the very end of her hair and her man with long spikes that stick rigidly
voice carries and crackles like a flame. She directly up and do not bend even when
has dark skin and beautiful full lips. Her there is a strong wind. He is very long
eyes are brown but seem to have warm fingers that are slightly crooked but do not
reddish undertones. It is clear that she is a seem to impede him in any way. His claws
fire genasi woman that does absolutely and talons are exceptionally long and seem
nothing to hide her magical nature. She is to be kept neat. On his body is typical
missing her right arm from just above the travelers clothes that have extra holes to
elbow. There is some sort of onyx prosthetic allow for the spikes on his body and his very
in it’s place and whenever it takes any sort long and heavy tail that resembles a
of damage she seems to absorb the energy. crocodile’s tail and thumps along behind
Personality Traits: him.
● Proud ● Articulate Personality Traits:
● Clever ● Kind ● Eloquent ● Abrupt ● Honest
Motivation: For most of her life Erro has ● Deliberate ● Calculating
been working with relatively mundane ● Knowledgeable
metals and she has managed to make very Motivation: A few weeks prior Felldryn
impressive things with it. When she found received word via messenger that his best
out about a specific metal she knew that friend was ailing. It has been a very long trip
she had to go looking for it. Rumor says that but all he wants at this point in his life is to
this metal provides a few protection-based make sure he can intervene before
abilities and components. She is motivated something bad happens to someone he
by being the first person that could make cares about. If there were any means of
something useful out of this metal. If she traveling faster he would likely pay good
could, she might be able to land a contract money to do so. Being there to protect
with some military and make enough money someone is the most important thing to him.
to support a life where she could look into
having a child on her own. Occupation: Physician
Occupation: Blacksmith Skills/Feats: Healer
Skills/Feats: None History: Born into a broken home, Felldryn
was left at a monastery when he was merely
History: Erro was born into a long line of an infant. He spent a lot of his youth
“pure blood” fire genasi. She was the first wondering why his parents would give him
born and was pushed out of the family up and the monks were unwilling to explain
because she was not a boy. Her younger the situation for the safety of his parents
brother took over the position she should and himself. It still troubles him to this day.
have had as head of the house He was raised with many other monks but
and the person making all of the political given the chance to grow and nurture
moves. She is now on a quest to find the whatever magic there already was within
metal that she is going to use to prove him. When he left home for the first time he
herself. The longer she is on the road and spent most of his days wandering just to see
tending to this quest, the more she realizes what there was to see. It wasn’t until he
that she doesn’t actually want to be a part made it to the big city that he got the letter
of the family. She wants to start her own. of an attack at the monastery. Now he is
Her ideal life would be a single mother in a trying to return to save the lives of those
city where people respect her working for that are still alive.
people with endless amounts of gold.
Stats: STR (14), DEX (12), CON (14),
Stats: STR (14), DEX (12), CON (16), INT (10), WIS (18), CHA (17)
INT (17), WIS (12), CHA (9)
Proficiencies: Wisdom Saving Throw +7,
Proficiencies: Strength Saving Throw +4, Charisma Saving Throw +6, Medicine +3,
Constitution Saving Throw +5, Athletics +4, Insight +7
Investigation +5
Class & Level: Lvl 6 Life Domain Cleric
Class & Level: None.
255
Kellar Rolland Pylen Mo
Quote: “You seem lost. Then again, who Quote: “Stand back and be respectful.”
isn’t?” Physical Description: Unlike most elves,
Physical Description: With a full head of Pylen is short and stout. He carries himself
light gray hair, Kellar is full of surprises. He in a way that seems awkward and
is quite young and very clearly human. uncoordinated. His face however is very
Around his throat is a large collar that has a regal and his forehead has a large tree-like
metal loop in the center that attaches to tattoo that covers from the center of his
chains that he uses as accessories, draping brow to the very hairline of his forehead. His
down to connect to loops on his hips. His hair itself is light brown that
exposed chest is covered in circles and almost looks blonde in the sun and is
geometric patterns that seem to have some always pulled back out of his face but is
sort of importance to him. His skin is quite never put completely up. He has green eyes
pale and looks almost sickly but he moves and thin lips that are slightly obscured by
with intention and fluidity that makes it his cloak’s hood and the scarf he ties
clear he is as healthy as they come. around his neck.
Personality Traits: Personality Traits:
● Deceptive ● Calm ● Professional ● Smart
● Passive ● Decisive ● Honest ● Cunning ● Organized ● Intelligent
Motivation: The truth is something that Motivation: Notoriety is something that
most people would argue is subjective but to matters so much to Pylen. He is working
Kellar, the truth is the most important thing every day for nothing more than someone to
that there is. He wants to be the kind of recognize that he is both important and
person that can open the eyes of those good at his job. He believes that the right
choosing to remain in ignorance and kind of attention will skyrocket his business
confusion. He is motivated by changing the and he will be able to take on more
spirits and lifting the mood in every room he prestigious clients and work with people
walks into. The man just desperately wants that would have otherwise been out of his
to be well liked and to make people believe league. He also hopes to attract a woman
the words that come out of his mouth. with his success but that is somewhat
secondary.
Occupation: Cultist
Occupation: Elemental mount breeder
Skills/Feats: Inspiring Leader
Skills/Feats: None
History: For a long time Kellar was a very
low-level cultist in a town that wasn’t even History: As a stablehand in a noble home,
important enough to be drawn onto a map. Pylen was never expected to account for
He started extorting people in the process of terribly much. He wanted to defy those
working up the ladder of worshippers and expectations but even his parents were on
no one ever really found out. Because of this the understanding that they should not tip
path that he took, he was granted a position the scales. His original breeding practices
within a higher level sect somewhere in a were drastically unethical and though no
much larger city and he jumped at it with one found out more about that he still
all of the might in his body. He has left thinks on it with guilt. He quit that practice
behind everything – including a pregnant and spent all of his savings to buy a well
wife that he has no intention of returning to respected breeding pair of mounts and has
or remaining loyal to – and has zero interest done everything in his power to produce
in returning at any given point. strong and healthy offspring. So far, things
are looking really good for him and he is
Stats: STR (9), DEX (13), CON (13), INT (10), trying to invest in another female to have
WIS (14), CHA (20) more offspring.
Proficiencies: Wisdom Saving Throw +6, Stats: STR (8), DEX (12), CON (12), INT (16),
Charisma Saving Throw +8, Deception +8, WIS (12), CHA (11)
Religion +3
Proficiencies: Dexterity Saving Throw +3,
Class & Level: Lvl 6 The Hexblade Warlock Intelligence Saving Throw +5, Animal
Handling +5, Nature +5
Class & Level: None.
256
Azeel Jylar Avery McWillis
Quote: “It looks better than it feels.” Quote: “I could destroy you.”
Description: Azeel is a very short (even for Physical Description: Avery is a beautiful
her race) halfling woman that has a visibly high-elven woman with reddish brown hair
broken arm. She is bleeding all over her that is kept in two tight French braids that
clothes and from her nose as well. Her hair go down either side of her scalp and lay
is shoulder length and blonde but seems to heavily against her back on either shoulder.
be covered in a lot of dried blood that makes She has a small mammal creature that
the hair look darker than it truly is. Her seems to slide around on her shoulders –
eyes are green but the whites of them are something akin to a ferret. It matches the
bloodshot and her face is blotchy as if she color of her hair and is kind of hard to see if
has been crying. The mark on her arm it is not moving. The palms of her hands are
seems to be some sort of bite wound that is tattooed in two different symbols. One is the
festering and beginning to grow infected. symbol of transmutation and one is the
symbol of enchantment.
Personality Traits:
Personality Traits:
● Defensive ● Jumpy
● Weak ● Hostile ● Impatient ● Dismissive ● Harsh
● Authoritative ● Self-centered
Motivation: Unsurprisingly all Azeel really ● Confident
wants is to find help and manage to get
back to the people that hurt her and retrieve Motivation: Though Avery has been given
her belongings. However, at this point, with almost every avenue to explore herself and
the wound in the state that it is she is her talents, she thirsts for more knowledge
willing to consider her belongings a lost and power. She wants to be one of the most
cause and find help to get her to a healer important figures in the arcana world. Being
and back to her family. At this point she is a mage matters to her more than anything
completely lost and needs to be pointed in else and the people she surrounds herself
the right direction. It’s clear that she has with absolutely understand that. It has been
not come across many travelers until this a long time since she encountered
point. something magical that she could not
understand and she does not intend to
Occupation: Language Tutor break that streak.
Skills/Feats: Linguist Occupation: Arcana school teacher
History: A mother to two very young twins, Skills/Feat: Warcaster
Azeel was on her way to scout out a new
home in a neighboring town when she was History: Born into a very powerful family,
attacked. Her wife was with her but she held somehow Avery married into an even more
their attackers off so they could run ahead noteworthy one. Her wife is a member of the
and find safety. With very passing day she military that has rose to power and is now
believes that they might have been caught one of the most influential lieutenants in all
and injured in some way because she of the squadrons. They are a power couple
thought they would have returned for her by that often intimidate people in social
now or sent someone. She spent many days situations. Avery worked herself to the
traveling in the same direction she thought position or archmage at an academy that
she had been going but now believes it is only takes the most elite members of the
safest to sit still in one place so that magical world. She considers that her most
someone can find her without their paths crowning achievement. Currently however
crossing by accident. she is taking something of a sabbatical so
she can learn more about herself and come
Stats: STR (12), DEX (12), CON (16), back with more information to give her
INT (17), WIS (11), CHA (12) students.
Proficiencies: Strength Saving Throw +3, Stats: STR (7), DEX (17), CON (13), INT (18),
Constitution Saving Throw +5, Investigation WIS (12), CHA (9)
+5, History +5
Proficiencies: Intelligence Saving Throw +7,
Class & Level: None. Wisdom Saving Throw +4, Arcana +10,
Investigation +7
Class & Level: Lvl 6 Enchantment Wizard
257
Craig Draymand Karth Akali
Quote: “This is my home.” Quote: “Do not go further.”
Physical Description: Worn out and very Description: Karth is a hulking behemoth
clearly exhausted, Craig is a dwarven man of a man. He seems to be at least part
that has a waist length beard that is full of goliath and stand approximately eight feet
twigs and leaves that he does nothing to tall. His muscles bulge out in a way that
pick from his hair. The hair on the top of his makes it impossible for him to reach
head is balding a little at a time but instead between his own shoulder blades or touch
of showing it off he wears some sort of his toes. His skin is very gray – almost silver
covering to disguise the growing male – and match his storm gray eyes. He has
pattern baldness. He has a massive nose long and dirty fingernails that always seem
that obscures most of his mustache but if to be caked in some sort of dark dried liquid
you could see it you would be surprised to that many believe to be dried blood. There
know that his mustache is likely the most are no pupils in his eyes and he carries a
well kept thing on his body. bronze axe that is larger than his own head.
Personality Traits: Personality Traits:
● Forceful ● Protective ● Loud ● Challenging ● Confrontational
● Abrupt ● Defensive ● Direct ● Aggressive ● Bossy
Motivation: The location that Craig spends Motivation: Whatever lays inside the
most of his time on is the location that he building behind Karth is what he cares
considers “his” territory. All he ever wants is about the most. He wants to be sure that
to defend what he believes he has the right nothing bad comes to the space and he
to have. He is motivated by his solitude and protects it with every ounce of energy in his
the sheer desire to continue the way things body. He knows that if something bad were
have always been. He would hate to disrupt to happen to this sacred ground he would
the pattern of normalcy that he craves so no longer be able to exist and that scares
desperately. him more than anything else. Death by the
hands of a mere mortal is not frightening in
Occupation: Nomad the least.
Skills/Feats: None Occupation: Guard
History: Many years ago Craig got lost in a Skills/Feat: Sentinel
dangerous forest. It seems that he has gone
mad over time spending there. What he is History: Karth was born and raised within
truly doing in this area is lost on him and the walls of this temple. He is always there.
lost on anyone that he speaks to. Once a month he takes time to make a trip
Occasionally he will claim that he is looking to the local town and return with rations
for something. Sometimes he says he is and supplies to maintain the life of the
trying to meet with someone. The story mysterious people that live within it. He
changes every day and he doesn’t ever knows nothing other than protecting. He
remember that he said something different knows nothing other than serving. It seems
the day before. This is all he knew and the that the man has no real personality and
confidence makes it clear that his clarity is has no idea how to make decisions for
completely gone. himself. It also seems that he very much
likes it that way. There is nothing in him
Stats: STR (12), DEX (8), CON (17), INT (14), that wants a change.
WIS (12), CHA (9)
Stats: STR (20), DEX (9), CON (16), INT (13),
Proficiencies: Strength Saving Throw +3, WIS (14), CHA (6)
Intelligence Saving Throw +4, Nature +4,
Survival +4 Proficiencies: Strength Saving Throw +8,
Constitution Saving Throw +6, Athletics +8,
Class & Level: None. Perception +5
Class & Level: Lvl 5 Oath of the Conquest
Paladin
258
Zyeen Oliver Balrich Yell
Quote: “Fear is only what you allow.” Quote: “We both know why I’m here. Or at
least, I hope we do.”
Physical Description: A beautiful light blue
skinned tiefling woman with short pointed Physical Description: Balrich is a very
horns and a set of intimidating but small and very round gnomish man that
interesting metal-capped fangs. She wears massive goggles over his eyes. Those
wears a piece of metal jewelry that is goggles make him look a little unhinged but
connected to a thin chain that sits in the he cannot see without them. They attach to
part of her hair and dangles a heavy piece of a hat that is kept on his head by some
silver over her forehead. Her eyes are dark obscure suspender system. His scalp is
purple and in the sun they seem to look completely bare as he is bald everywhere
almost lilac. She has short (about shoulder except behind his ears and the very bottom
length) wavy lilac hair that she doesn’t tend of the crown of his skull. He wears very
to mess with but it still looks effortlessly nicely pressed clothes and a bracelet that
beautiful. Her clothing is all gray or white has some sort of bell on it.
and she seems to be without all stains. Personality Traits:
Personality Traits: ● Flighty ● Whimsical
● Haughty ● Sly ● Strong ● Artistic ● Jovial ● Happy
● Intimidating ● Selfish
Motivation: All that Balrich cares about is
Motivation: All Zyeen wants in this world is his happiness. In some ways people may
to see it burn. She creates chaos because it believe that to be selfish but in his mind it is
amuses her. She is motivated by nothing just the way life should be lead. He is
but her own selfish needs and wants. There motivated by sheer joy and likes to chase
is no moral code for her to abide by. She the things that make him happy. Plus, he
feels restricted by nothing – not even death knows his memory is fading and beginning
or fear. It does her no good to question her to betray him so he considers that
own impulses and she will not let anyone something of a blessing. Things that he
use those questions to keep her from doing used to love he is getting to experience for
something. the first time all over again.
Occupation: Author Occupation: Retired
Skills/Feats: None Skills/Feats: None
History: Zyeen Oliver is a name that History: Balrich is something of the “town
seemingly popped up out of no where. She grandfather” to the community that he
must have had a different name at birth but exists in. He was once the mayor and has
kept this particular alias close to her chest retired to be a citizen. He goes to all of the
and chose to use it when she began writing. community meetings and tries to involve
She started as a simple author that wrote himself as much as he can and most people
sonnets and when she gained a following find him endearing enough to allow it ho
she turned to horror stories. Her stories happen. Unfortunately, his memory is
were soon adapted to stage performances. getting bad and he has a habit of wandering
Most of her traveling now is to see lovers or off. The bell on his wrist is meant to make it
to watch people try to adapt her works of art easier to find him. At least once a week he
into something on stage. She will let it be disappears to the outskirts of town and
known if she does not like their attempts people have to go looking for him or
and as such people only take on her work if someone finds him and returns him to
they believe they can do it justice. where he needs to be when he finally tells
them where he lives. Thankfully that fact
Stats: STR (10), DEX (14), CON (11), INT has not eluded him yet.
(15), WIS (15), CHA (18)
Stats: STR (10), DEX (10), CON (11), INT
Proficiencies: Dexterity Saving Throw +4, (12), WIS (13), CHA (16)
Charisma Saving Throw +6, Performance
+6, Deception +6 Proficiencies: Constitution Saving Throw
+2, Wisdom Saving Throw +3, Performance
Class & Level: None. +5, Persuasion +5
Class & Level: None.
259
Random Non-Playable Character Chart-
Caravan Addition
260
1. Dante Thundersong 7. Selena Coldiron
Human, Male, 45, Driver of the Caravan. Human, Female, 26, Driver of the
Dante is gruff and a man of very few words. Caravan Selena took up driving because it
He’ll rarely engage in idle talk or was the family business. Her father is a
conversation, determined and focused on Caravan Guard, Mother (20) a cook and
the trail and smooth travels. youngest brother a scout. So it only made
sense for Selena to make herself useful, she
doesn’t enjoy the job and would rather be
2. Sergio Callinser finding love and settling down.
Human, Male, 28, Driver of the Caravan.
Sergio isn’t the youngest of drivers but he
believes he has the youngest spirit. During 8. Dominikia Wrathwrought
breaks or meal stops Sergio passes the time Human, Female, 32, Driver of the
by raising up morale, singing songs he had Caravan. Dominikia or Dom, is open to
learned while practicing as a bard. trading stories and tales with the travelers
who use her services. Always curious to
hear new adventuring tales, Dom even
3. Bellem Dougsten writes her favorites down. “It’s for a book.
The Tales of Heros!” She is trying to become
Human, Male, 50, Driver of the Caravan. a recognized author in her free time.
It’s honestly a surprise that Bellem can still
lead and drive the Caravans. His hearing is
almost as bad as his sight….which is almost
non-existent. Bellem or Doug, he responds 9. Fine Ink (Fine)
to both names...really any name they all Tabaxi Female, 22, Driver of the Caravan.
sound the same, tries his best, and wants to Fine is known for her stunning beauty, its a
retire soon. shame that such a delicate and dainty
Tabaxi would have reserved herself to such
a labor filled job. It doesn’t seem to bother
4. High Noon (Noon) her much though, unless she chips a claw
or singes her fur.
Tabaxi, Male, 18, Driver of the Caravan.
Noon is one of the youngest drivers but
happens to be the most skilled. Able to
navigate smoothly without losing his cool in 10. Hushed Garden (Hushed)
the deepest of pinches. Noon is also known Tabaxin, Female, 40, Driver of the
for taking the least amount of stops on the Carvan. If stealth or helping transport
journey. “Time is Money and I don’t have unsavory goods/people is needed Hushed is
enough of either to waste!” the number one driver to call. Specializing
in those trips that few would take willingly,
high risk and high reward.
5. Leaping Frog (Frog)
Tabaxi, Male, 30, Driver of the Caravan.
Frog is laid back, easy going and enjoys 11. Yutt
taking his time within reason. Always Tortle, Male, 20, Cook. Yutt had set out
humming while he drives even a little as he from his coastline to find adventure, instead
sleeps, Frog tends to never drive the same he found his place amongst the caravans.
Caravan twice or even to the same Developing love for the joys of cooking and
destination twice. Sure same city, but he the adventure cooking could bring him.
always uses a different entrance route or
even back way to keep things exciting.
12. Buppit
Tortle, Male, 43, Cook. Buppit is one of
6. Margo Sellen the older cooks on call as a cook. His
Human, Female, 42, Driver of the wisdom always served with each meal.
Caravan. Margo is tough as nails and as Those who stay around the fire at night will
salty as spit. She takes no funny business listen to him reveal secrets or advice he had
and deals none back. If you plan on riding learned throughout his life.
in a caravan with her best to keep your
hands to yourself and noses clean.
261
13. Ga across. Her right side of her face is covered
Tortle, Male, 15, Cook. A newcomer to life in nasty claw like scars from a childhook
on the road, Ga’s food isn't the best but at attack, though she doesn’t seem to have
least it's edible. He has yet to learn how to been held back by the damage. Still
make anything other than soup and even managing to find a way to smile and take
then it's bland and pretty watery. Maybe by care of others even if it is just making sure
his next trip he’ll figure it out. they have a warm meal.
263
37. Lace Drakebell form, it’s easier to guid the caravans if he is
Dragonborn, Female, 36, Divination able to communicate to the animals around.
Wizard. Lace is short for a dragonborn but Forming a small little phone tree about
stout for a wizard. She uses her lightning dangers, blocks or even waiting bandits.
breath to test her odd designs and uses Aetumal takes his job as a guide seriously
around the Caravan. She may be a wizard, and never lets others distract him, which is
but she’s no push over. easier to accomplish since most of them
can’t speak bear or owl.
265
57. Vodo Losano 62. Garry
Aasimar, Female, 99, Paladin/Fighter. Halfling, Male, 190, Healer. Garry never
Vodo is the wife to Viedel (52), she is a uses the fancy new potions or latest
templar paladin determined to protect those poultices. Good old fashion magic and
who are on their holy journeys. Spreading prayer does the trick every time. Stout
the words of her gods to those who will drunk when not having to worry about the
listen and to show those who have fallen sick and wounded, Garry never finds
from the graces back to the guiding lights. himself in the same bed twice. His drunken
Vodo is easily noticed due to her stumbling leading him to anywhere he could
mismatched eyes, one green and one blue, lay his head for the night.
as well as the thick scar across the bridge of
her nose stretching from ear to ear.
63. Zovos Mubusnath
Triton, Male, 37, Paladin. Zovos is far from
58. Alex Orion home and knows it, always uncomfortable
Human Female, 30, Fighter. Alex is strong by the lack of water and way too excited
and strict. Knowing when she needs to put about rainfall, Zovos tries his best to honor
her foot down and lay down the law. When the ancients and provide proper healing.
she's on duty she's the steel wall. Off duty
she's very nice and a great drinking buddy.
Though her brother doesn't approve. 64. Dabble
Water Genasi, 18, Healer. Dabble isn’t
sure on his path in life yet, he's studied a
59. Denise bit as a cleric, a little as a paladin and even
Triton, Female, 30, Warlock. Signed with a few studies in traditional medicine.
the great old one, Denise has her quirks and Healing is his calling in life but which path
isn't fully there. Her pact blade seems to is unknown.<8
always be watching those around her, some
could swear they see the large eyes of her
patron glaring back at them from the 65. Caradius
polished metal of the blade. Generally Tiefling, Male, 31, Cleric. Caradius isn’t a
bubbly and optimistic it's almost unnerving normal cleric by any means, he actually is a
to try and picture her in battle with her Death cleric. Speaking with the dead in his
patron backing her power. (Oh... travels to pass on last words, thoughts and
stories to the next of kin, when he needs to
he can patch a wound with ease but he
60. Troposphere doesn’t prefer it, Nature should take its
Wind Genasi, Female, 29, Archer. Deadly course.
with her bow using her elemental abilities
to give her an edge. Troposphere or Tropo
for short tends to be quick to draw and 66. Lilly Aalasen
even quicker to fire. If she thinks they’re Aasimar, Female, 18, Paladin. A traveling
suspicious or dangerous it's shoot first, paladin who makes herself useful as not
then ask questions. only a defensive member but a healer. Lilly
is determined to make her mark in the
world. One hurt soul at a time.
61. Ethan De'Ponce
Human, Male, 23, Cleric. Ethan is a kind
and well read man. Willing to put others 67. Seyla Heartsong
before himself, Ethan is never found in the Half-Elf, Female, 34, Healer. Seyla is not
camp or Caravan during nights on a full versed in healing magic like that of a cleric.
moon. The next few days after he seems In Fact she relies on traditional methods;
much weaker and tired. Will never be herbs, poultices, potions and good old
honest about his disappearance or where stitches and bandages. Seyla thinks that
he goes. using magic to heal wounds is almost as if
you are cheating death, if it’s your time. It’s
your time, teasing death only brings about
its wrath on others around you.
266
68. Haylie Fetcher 74. Ilmis Orlaskan
Human, Female, 25, Life Cleric. Slim but Dragonborn, Male, 55, Scout. Ilmis has
kept and well dressed. She is always ready seen more than enough in his days to make
to heal others and keep people safe. him a tad paranoid. Every small branch
Although, she’s not a bad cook either. snap or whisper of wind has this veteran on
edge and prepping an acidic breath attack
to keep his travelers safe. You can never be
69. Gaster Vesli too prepared when it comes to the safety of
others.
Lizardfolk, Female, 30, Dream Druid.
green scales, blue eyes, and polished white
horns. Gaster sleeps a lot and only wild
shapes into small animals so she can sleep 75. Dark
more. She's a good healer when she's awake Half-Orc, Male, 19, Rogue. Dark’s talents
that is. involve the more arcane types of rogue
behaviors. Knowing just enough magic to
get himself and those around him out of a
70. Cynthia Solemen pinch combined with a skilled throwing
arm. His daggers have become the ultimate
Human, Female, 18, Cleric. A fair maiden line of defense in his hands. If you challenge
with rose colored hair, Cynthia would never him to a game of cards somehow all the
turn away someone who was injured or Aces always end up on his side.
needing medical assistance, but those who
would cross her will feel the crushing blow
of her mace without a second hesitation. A
hidden wicked streak behind a kind smile. 76. Uratir
Ms. Solemen is a force to be reckoned with. Half-Orc, Female, 38, Rogue. Uratir has
fast hands and quick eyes, able to see and
spot the smallest amount of movement from
71. Samuel Coldiron great lengths away. If a traveler in the
caravan happens to misplace something
Human, Male, 18, Scout. Young and naive Uratir always seems to know where it can be
Samuel learned all about the trail life and found. Most likely in her own pockets but
scouting from his Father. His footfall is no one has caught her yet, or maybe they’re
heavy and his fighting more relatable to a too afraid of her large stature and build to
fighter than scout. He does his best and is call her out on it.
always open to learning more.
98. Minith
92. Yu Taur Dwarf, Female, 35, Builder of the
Kenku, Male, 20, The Heavy Lifter. Tall Caravan. Small but decently muscular. She
and rather built for his race. Yu works built the damn thing so she better know
quickly and is precise in his repairs. He’s how to fix it. She calls it Jasper though the
quite the conversationalist as due to his others don’t really care about the name.
race he’s picked up a plethora of phrases
and speeches along his travel. He’s very
quick witted in a pinch and reliable when it 99. Artha Grey
comes to his bow. Goliath, Female, 22, The Handywoman.
Strong stout though still a gentle giant and
quite beautiful. It’s a shame that such a
93. Jarard stunning woman would have reserved
Halfling, Male, 65, The Lazy Leech. Fast herself to such a labor filled job. Though
and slim. Jarard tends to not complete his being at her size, she’s not going to turn
job and halfasses most of his repairs away from a tough job. Or turn down
making them only last for so long. He squishing something smaller than her.
complains that it was the drivers fault for
not taking care of the Caravan in the first
place. 100. Listra
Tiefling, Female, 18, Carpenter of the
Caravan. Listra Small yet strong for her
94. Gith size. She spends most of her time collecting
Half-Orc, Male, 25, The Strong Arm. flowers and drawing them to keep them in
Strong and toned. Gith is the reliable hand her book. Most of the time when the
that many trust to fix, fight, and along with Caravan needs repair she supervises. To
keep the Caravan safe. With his skills with make sure the fools who are stronger than
an Axe he tends to be the universal man for her do it right. Unless they mess something
most projects. up, then she’s pissed.
269
270
271
Tandel v y
- The Language
of the Vagabond z
Alphabet
Tandel uses a standard alphabet as
Common does, with each sound represented Writing Words
by a letter. The charts below list the symbol When writing a Tandel word, simply copy
and the Commonized form. See Phonology, the spelling, as is, from the dictionary, with
for specific information regarding the exception of there being a single symbol
pronunciation. for ch in Tandel.
Let us examine the following word, Tandel:
Letterforms
a b
d e Punctuation
Tandel includes spaces between words,
though when being used for Traveler’s Code,
it is not uncommon for there to be no
f g distinction between words at all. Between
sentences, Tandel includes something
similar to our period, slightly larger. While
there isn’t an equivalent to the Common
comma, some authors include a short
i j underscore ( _ ) where they would take a
pause, similar to the way a comma is used.
Because of the sentence changes for
questions, it is naturally understood and,
k l thus, a special marker for questions has not
been developed.
A mark for surprise or intrigue similar to
our exclamation point is shaped like a
m n lowercase t: †. When used in standard
writing, this mark is virtually identical to
our exclamation point; however, when found
etched onto signage, it generally means that
there is a code hidden somewhere. Traveler
o p circles also often use this symbol in writing
to mean that there is a hidden or alternate
meaning. Typically, this is the sentence
before, but could also mean to look at the
r s first letter of each word, or the first letter of
each line. Generally, friends who write to
each other in this manner will know where
to look or there will be some other subtle
indicator, such as a mark that looks like
t u blotched ink or a crease in the paper.
272
Phrasebook & How do you say…? sfa zoj see…?
276
Phonolgy
Consonants
The table below outlines the consonants in
Tandel.
Palato-
Bilabial Alveolar alveolar Palatal Velar
Plosive pb td kg
Nasal m n
Affricate tʃ ʤ
Fricative fv sz
Approximant ɹ j
Lateral l
Approximant
Vowels Spelling
Tandel has 8 distinct vowels, outlined in the Common Spelling
table below.
ʤ j
Front Back
j y
High iɪ u k c or k
Mid eɛ ɔʌ ks x
Low æ ʧ ch
Like Common, many sounds tend to become Consonants and vowels use the symbols
lax at the end of words, becoming more of shown in the charts above when
an “uh” sound, known as a schwa (ə). In commonized, with the following exceptions.
Common, this is best exemplified by the Consonant spellings are listed in the table
word to in the phrase, “I’m going to the to the right, vowels are listed below. Like
store.” In formal Common, the word to is Common, Tandel has a peculiar spelling
pronounced /tu/, like the number two; system, which requires some getting used
however, when speaking colloquially, the to. That being said, in general, the first
average person will pronounce to with a guess by an Common speaker is generally
schwa, /tə/, as in, “I’m going tuh the store.” the correct pronunciation.
As in Common, this feature is not identified
by spelling and is not the proper Commonization is the way phonemes are
pronunciation of the word. written using the Common alphabet, the
standard method of writing for Common and
many other languages around the world.
Diphthongs These changes are made either to mimic
A diphthong, also known as a gliding vowel, Thurèdo spelling or for the convenience of
is a combination of two adjacent vowel Common speakers.
sounds within the same syllable. Tandel can Common speakers should be mindful that,
be said to have two such diphthongs, a unless noted elsewhere, letters only make
combination of the semivowel /j/ and a one sound each and don’t pull “double duty”
vowel: jɛ and ju. as Common letters do. For example, s is
always pronounced unvoiced, as in soft; it is
never voiced, as in dogs.
277
The phoneme /k/ is spelled with a c when it Stress
comes before a vowel that is not spelled i or Words in Tandel take extra emphasis on one
e, when it precedes another consonant, or or more syllables, just as in Common (see
when it is doubled (except at the end of a REcord vs reCORD). Multisyllable words in
word, where it is spelled ck). Elsewhere, it is Tandel are accented on the first syllable.
spelled with a k. Single syllable words are not accented.
The phoneme /ʧ/ is spelled as ch; however, For example:
if it is ever doubled, it is spelled tch.
tef = tef
Vowels can best be understood as a system
of 10 Long and Short vowels: bachap = BA-chap
Short Long lemenzef = LE-men-zef
Common Spelling Common Spelling
æ a e a or aa
Morphology
ɛ e i e or ee The grammatical morphology of Tandel.
ɪ i jɪ i or ii Morphology is the way in which words
change shape and form to indicate new
ɔ o u o or oo meanings. For example, in Common, the
ʌ u ju u or uu word he changes to him or his, depending
on its role in the sentence; nouns generally
change to become plural by adding –s; and
Important notes: we indicate the past tense of verbs by
adding –ed to the end of most verbs.
� When a vowel is doubled, it always
makes the Long vowel sound.
� If a single vowel is followed by two or Nouns
more consonants, it makes the Short sound. Nouns in Tandel are distinguished by
ch is treated as a single consonant. number and possession. While Common
� If a single vowel is followed by a single speakers are well accustomed to the idea of
consonant, and it is the last, or only, distinguishing nouns by number, i.e.
syllable in the word, it makes the Short Singular dog vs Plural dogs, Common
sound. speakers will need to adjust to Tandel’s use
of the Dual plurality, which indicates that
� Otherwise, a single vowel makes the there are two (and only two) of the noun.
Long sound. Common speakers should also be
As in Common, these are generalizations of accustomed to the possessive case, as in the
the Tandel spelling system, akin to the word dog’s in the phrase, “the dog’s bone”.
Common rule-of-thumb “i before e except
after c”, which is broken by all manner of
words, including weird, neighbor, or weigh. Nominal Morphology and Adjectives
Tandel can be described as an inflective
language with consistent endings that
Syllables generally attach to a noun stem. For all
Tandel words have as many syllables as nouns, the base of the word is the
there are vowels or diphthongs, just as in dictionary form of the word, and the suffixes
Common. When dividing a word into attach without any modification to the root.
syllables: In Tandel, adjectives directly precede the
noun they modify, but are not modified to
1. Two vowels side-by-side are separated. agree in number.
2. A single consonant between two vowels
typically goes with the second vowel. Singular Plural
3. When two or more consonants stand My, Our,
1st Person zo mine yos ours
between two vowels, the last consonant goes
Thy,
with the second vowel, unless it is a 2nd Person malo thine malo Your,
consonant blend or digraph. Doubled yours
consonants that indicate a short vowel are His, her, Their,
treated as a digraph. 3rd Person min hers, its tro
theirs
278
The following table shows the patterns for Tandel is unique in that it has a Possessive
the noun/adjective phrase, pivee poxar, Article, se, which precedes a noun or noun-
large gate: adjective phrase that is owned. The owner of
the noun then comes after the owned noun:
Pivee/ Poxar/ Suffix se pivee poxar tro se pivee poxarev moodee
large gate
Singular pivee poxar large gate Dictionary
Dual form their large gate the city’s large gates
(two) large
pivee poxaren gates -en
Plural pivee poxarev large gates -ev Pronouns
Personal pronouns are used in place of a
noun. In Common, I, you, me, he, and she
If the noun is intended to show possession, are all pronouns that take the place of a
then Tandel does not indicate whether the noun in a sentence. Unlike Common
noun is singular or plural. Instead, it simply pronouns, which decline based on their
adds the possessive ending: place in the sentence (he becomes him or
his), Tandel pronouns have no such
Pivee/ Poxar/ distinction and their roles are determined by
Suffix
large gate their place in the sentence.
Possessive pivee poxaree large -ee The pronouns have many similarities to
gate’s Common; however, Tandel has retained the
singular form of you, whereas Common has
Determinants such as this, that, which, and lost its singular thou. Like Common, Tandel
what replace articles when they precede the does indicate masculine and feminine
noun they refer to, as in this book or which gender in the 3rd Person Singular, but not
book, see below. in the Plural. Tandel also does not have a
neutral pronoun (it). Generally, Tandel
speakers will use the Masculine pronoun as
Articles the default when referring to genderless or
inanimate objects:
While, strictly speaking, articles do not fall
under the umbrella of morphology, the fact
that they change based upon the noun they
modify makes them relevant here. Tandel Singular Plural
does not differentiate between dual and yos
plural for articles, so dual nouns will be 1st Person zii I, me we, us
preceded by a plural article. thou,
2nd Person maal thee kiil you (pl.)
In Common, a Definite noun is preceded by
the article the, indicating a specific member 3rd Person mee he, him, tret they,
of the noun class. The Indefinite articles a Masc. it them
and some indicate the noun member is
unspecified. 3rd Person mid she, her
Fem.
Tandel also has a special set of pronouns that
pi Definite Singular Article are used when expressing ownership or
possession. Tandel does not distinguish gender
tel Definite Plural Article when indicating possession in the 3rd Person
ii Indefinite Singular Article Singular, and the Second Person does not
distinguish Plurality:
kent Indefinite Plural Article
279
Verbs Subjunctive Mood
The verb is likely the most important aspect of a The subjunctive contrasts with the indicative
sentence. It describes the action or event that is (every form shown above) in that it expresses
taking place. Like nouns, verbs change based on some unreal aspect to what the speaker is
a variety of factors. Tandel marks its verbs with saying. Tandel uses the subjunctive to express
the following characteristics: wishes, possibility, or opinion.
TENSE The time of the action; Tandel marks For most cases, the verb can be turned into the
two tenses: Past and Present. subjunctive by adding the word teddej before it:
Zii kelorn mel zii teddej ked fend pi metut.
Tandel also utilizes “helper words” to indicate I wish that I go to the valley.
the following characteristics:
TENSE The time of the action; Tandel uses a
helper word to indicate the Future tense. Like Common, the subjunctive clause is usually
introduced by the word that (Tandel mel),
ASPECT/MOOD The speaker’s attitude toward especially when expressing a wish or possibility;
what they are saying; Tandel uses helper words however, when expressing an opinion, no such
to indicate the Subjunctive, Perfect, Conditional, construction is used. Compare:
and the Imperative
Mee keduu.
He lies. (This is indicative, so the speaker is
Verbal Morphology expressing that this is a fact.)
As in Common, Tandel verbs do not have any Mee teddej keduu.
special ending. In other words, suffixes attach He lies. (This is subjunctive, so the speaker
directly to the dictionary form of the verb, is expressing that this is their opinion.)
excepting certain irregular verbs.
A conjugation is a chart that lists all of the
forms of a verb. The following chart lists past, Conditional Mood
present and future for the verbs go and feel:
The Conditional contrasts with the indicative
and subjunctive in that it expresses that the
Ked, go Segbee, Suffix verb’s validity is dependent on some condition.
feel Like Common, there are different helper words
Singular for different conditions:
Past keddei segbeenei -(n)ei fotee could…if
meep would…if
Dictionary
Present ked segbee prab should…if
Form
med might…if
Note that if a verb ends in a vowel, the Past
suffix starts with n. Also, take care to note that
the spelling changes to maintain the base word’s These conditions correspond exactly to
original pronunciation. Common, except that they also carry the
meaning if, so there is no need to include this
Zii keddej fend pi metut. when translating into Tandel. The conditional
requires some reordering of sentence
I went to the valley. components, and this will be further discussed
Zii ked fend pi metut. in Syntax.
I’m going to the valley. Zii fend pi metut meep ked zii scrazej ii
sfumbol.
I would go to the valley if I had a horse.
Future Tense
The future tense is formed by adding the word
tudfa, will, before the verb in the Present Tense: Like Common, the Conditional implies a Future
tense, despite not including the appropriate
Zii tudfa ked fend pi metut. future helper word. Additionally, by putting the
I will go to the valley. verb in the past tense, it implies the event would
have taken place, if the condition was met i:
Zii fend pi metut fotee keddej zii scrazej ii
sfumbol.
I could have gone to the valley if I had a horse.
280
Imperative Mood This chart will explain how Tandel converts
words from one part of speech to another.
The Imperative is the command form of a verb. Tandel only uses suffixes to derive new words,
In Common, we drop the subject (you) and say as shown in the chart below:
the verb without any additional endings.
Compare:
� You work hard. Convert From Convert To Suffix
� Work hard. Adjective Adverb -pi
Adjective Noun -bon
Like Common, Tandel drops the pronoun. It Adjective Verb -af
does, however, replace it with the helper word,
doo. The imperative can only appear in the Noun Adjective -burk
second person present tense: (having the quality of)
Maal ked fend pi metut. Noun Adjective -vak
(relating to)
You’re going to the valley.
Noun Verb -pilk
Doo ked fend pi metut.
Verb Adjective -onk
Go to the valley. (result of doing [verb])
Verb Adjective -erg
(likely to do [verb])
Copula
Verb Noun -ef
A copula links a subject to a subject (the act of [verb])
compliment; it ties two things together, as in
Common is, are, am, etc. Common’s copula to Verb Noun -gerg
be can cover a wide variety of uses. Tandel is (produced from [verb])
nearly identical, with sfutaj taking the role of One who… (e.g. bake -> baker) -ef
the copula while also being altered depending on
the role of the subject in the sentence: Place of… (e.g. bake -> bakery) -dend
Diminutive (e.g. cute -> cutie) -ent
Past Singular Plural Augmentative (e.g. aunt -> greataunt) -uj
1st Person pef was pes were
2nd Person pet wert pes were Remember! The base word must maintain its
original pronunciation, so you may need to
3rd Person sfej was sfej were adjust the spelling of the word after adding the
Present endings above.
1st Person fu am sfu are
2nd Person taj art sfu are
3rd Person sfa is sfa are
Syntax
This chapter outlines the syntax of Tandel, or
Thus we can see: how Tandel words are arranged to create
Zii pef ii galef. sentences. Some details about Tandel syntax
were revealed in the previous chapters; however,
I was a teacher. this chapter will provide more precise detail.
Pi bepimp sfa metuch.
The sky is blue. Word Order
Word order in Tandel is nearly identical to that
of Common. The general order of words is
Derivational Endings Subject-Verb-Object-Oblique. Adjectives and
Derivational endings allow for words to change adverbs precede the words they describe, while
from one part of speech to another. Common adpositions precede them. Besides the unique
has several such endings. For example, using constructions outlined later, the vast majority of
the -er ending, you can change a verb into a simple sentences have a nearly identical word
noun that means “one who…” (i.e. paint, order to Common, making it fairly simple to
painter) or use the -able ending to change a verb translate to and from Tandel.
to an adjective (i.e. drink, drinkable).
281
More precisely: Conditionals
SUBJECT (Article + Adjectives + Noun) As mentioned earlier, Tandel has a peculiar
word order when using the Conditional. Let us
VERB (Adverb + Helping Words + Verb) compare two sentences, one indicative and one
DIRECT OBJECT (Article + Adjectives + Noun) conditional and highlight the verb:
REFLEXIVE Zii ked fend pi metut.
INDIRECT OBJECT (Article + Adjectives + I’m going to the valley.
Noun)
PREPOSITIONAL PHRASES (Preposition + Zii fend pi metut meep ked zii scrazej ii
Article + Adjectives + Noun) sfumbol.
Literal: I to the valley would go [if] I had a
Strict Word Order horse.
Like Common, word order is strictly enforced, I would go to the valley if I had a horse.
with very little leeway in how words will appear
in their sentences. Like Common, nouns are not
modified to indicate whether they are the Note that when the verb ked became based on a
subject or the object and, so, word order is condition, meep ked, it moved between the two
relied upon to determine their role in the clauses. Also recall that using the conditional
sentence. With that being said, certain words carries the meaning if, so it is not required in
and phrases can be reordered to provide Tandel.
emphasis:
� An adverb can move to the head of its clause
to provide emphasis. Negation
� The indirect object or prepositional phrase A sentence can be negated by adding lon, not,
can be transplaced to the very front of the before the verb as an adverb:
sentence to provide emphasis, but this Mee lon cactellej pi pen.
construction is rare.
He did not see the stage play.
283
Tandel - Common befend /ˈbifɛnd/ v. change
befendeff /ˈbifɛndɛf/ n. change
Dictionary befomp /ˈbifɔmp/ adj. worth
befurp /ˈbifʌrp/ n. friction
Key: spelling /pronunciation/ part of beg /bɛg/ prep. inside
speech. definition(s) begbed /ˈbɛgbɛd/ v. correlate
adj adjective | adv adverb | art article | begonz /ˈbigɔnz/ v. nag, bother
conj conjunction | det determiner bej /bɛʤ/ n. bell
bejeef /ˈbiʤif/ n. mustache
interj interjection | n noun | prep
bekmal /ˈbɛkmæl/ n. width
preposition | pron pronoun | v verb
bekmalburk /ˈbɛkmælbʌrk/ adj. wide
belchee /ˈbɛlʧi/ n. sequence, order
belee /ˈbɛli/ n. sensation
B belee /ˈbili/ n. piece, segment
baal /bel/ n. doll
belemp /ˈbilɛmp/ v. terminate
baas /bes/ n. temperature
bemee /ˈbimi/ n. building
bab /bæb/ n. bicycle
bemej /ˈbimɛʤ/ v. come, become, get
bachapp /ˈbeʧæp/ n. bargain
bemend /ˈbimɛnd/ n. dice
badend /ˈbedɛnd/ n. religion
bemil /ˈbimɪl/ adj. tactical
badendvack /ˈbedɛndvæk/ adj. religious
bemoff /ˈbimɔf/ adj. miniature
badlee /ˈbædli/ v. elevate
bemoom /ˈbimum/ n. partner, spouse
bagbed /ˈbægbɛd/ v. wiggle
bemp /bɛmp/ v. doom
bagbon /ˈbægbɔn/ v. ruffle
bemuck /ˈbimʌk/ adj. full
bamo /ˈbæmɔ/ v. estimate
bemur /ˈbimʌr/ adj. intimate
bampock /ˈbæmpɔk/ n. jersey, sweater
bemur tefa /ˈbimʌr ˈtifæ/ n. underwear
bamuj /ˈbemʌʤ/ n. syrup
benind /ˈbinɪnd/ n. prophet
band /bænd/ n. egg
benont /ˈbinɔnt/ v. adapt
banded /ˈbændɛd/ n. hose
benta /ˈbɛntæ/ adj. classic
bapemp /ˈbepɛmp/ n. violence
bentee /ˈbɛnti/ adj. simultaneous
bapempburk /ˈbepɛmpbʌrk/ adj. violent
benz /bɛnz/ n. market
bapent /ˈbepɛnt/ v. flow
bepand /ˈbipænd/ n. beard
bapentdend /ˈbepɛntdɛnd/ n. sewer
bepel /ˈbipɛl/ n. clock
bapp /bæp/ v. shuffle
bepench /ˈbipɛnʧ/ n. blasphemy, heresy
bapperg /ˈbæpɛrg/ n. sun, day
bepern /ˈbipɛrn/ v. elect
bapperg dun /ˈbæpɛrg dʌn/ n. dusk
beperneff /ˈbipɛrnɛf/ n. election
barud /ˈberʌd/ v. spit
bepol /ˈbipɔl/ adj. fascist
batal /ˈbetæl/ n. legend, myth
bepp /bɛp/ v. transcend
bated /ˈbetɛd/ v. stalk
beppimp /ˈbɛpɪmp/ n. sky, heaven
batej /ˈbetɛʤ/ adj. sophisticated
bered /ˈbirɛd/ v. vote
batree /ˈbætri/ n. oven
berg /bɛrg/ n. place
batt /bæt/ v. live
besa /ˈbisæ/ adj. firm, rigid
bechdend /ˈbiʧdɛnd/ n. graveyard
beserp /ˈbisɛrp/ v. roar
bechook /ˈbiʧuk/ n. throne
besuj /ˈbisʌʤ/ v. wrestle
beck /bɛk/ adj. fluent
betand /ˈbitænd/ adj. substantial
bed /bɛd/ v. contaminate
betee /ˈbiti/ adj. strong, tough, solid
bedbon /ˈbidbɔn/ n. pride
beteeg /ˈbitig/ n. cube
beded /ˈbidɛd/ n. kidney
beteel /ˈbitil/ v. incorporate
bedild /ˈbidɪld/ n. pen
betemon /ˈbitimɔn/ n. strength
beduul /ˈbidjul/ v. cost
betemp /ˈbitɛmp/ v. escort
bee /bi/ adj. excellent, fantastic, wonderful, fabulous,
terrific, amazing betent /ˈbitɛnt/ v. mix, combine, join
bee /bi/ n. bow (decorative material) betinch /ˈbitɪnʧ/ n. table
beech /biʧ/ n. grave betink /ˈbitɪnk/ v. judge
beed /bid/ adj. proud betma /ˈbɛtmæ/ v. smell (emit odour), stink
beeg /big/ v. blow bett /bɛt/ n. layout
beek /bik/ adj. black bettesk /ˈbɛtɛsk/ v. stir
beem /bim/ n. metropolis betub /ˈbitʌb/ n. house, home
beer /bir/ n. intestine betub pireff /ˈbitʌb ˈpɪrɛf/ n. maid
beet /bit/ n. detail betud /ˈbitʌd/ n. anchor
beet /bit/ n. residue betumuj /ˈbitʌmʌʤ/ n. mansion
befad /ˈbifæd/ n. charcoal betuu /ˈbitju/ n. pub, bar (pub)
284
betuul /ˈbitjul/ v. gesture brendud /ˈbrɛndʌd/ n. advice
bevuu /ˈbɛvju/ n. soldier, guerrilla brenz /brɛnz/ adj. tropical
bexej /ˈbiksɛʤ/ n. orphan brepaj /ˈbripæʤ/ adj. orange
bib /bɪb/ n. look brepee /ˈbripi/ n. autumn
biich /bjɛʧ/ n. candle brepont /ˈbripɔnt/ n. kin
biir /bjɛr/ v. throw, hurl, fling bretenj /ˈbritɛnʤ/ adj. flat
bij /bɪʤ/ n. percent breterp /ˈbritɛrp/ n. shell
bijej /ˈbɪʤɛʤ/ n. blanket brettee /ˈbrɛti/ v. interfere
bilt /bɪlt/ v. contradict bretuv /ˈbritʌv/ n. province
bimett /ˈbjɛmɛt/ v. shift, vary budeff /ˈbjudɛf/ v. clean, wash
binz /bɪnz/ adj. earnest bufid /ˈbjufɪd/ n. stereotype
bipfee /ˈbɪpfi/ adv. there bugbipp /ˈbʌgbɪp/ n. bullet
bipperg /ˈbɪpɛrg/ adj. external bugbock /ˈbʌgbɔk/ n. campaign
birk /bɪrk/ n. rebel bumee /ˈbʌmi/ adj. attractive
bitem /ˈbjɛtɛm/ n. metro bund /bʌnd/ n. descendant, offspring
bo /bɔ/ n. north bunza /ˈbʌnzæ/ n. human
bobuu /ˈbɔbju/ n. peak bupa /ˈbjupæ/ n. chaos
bofee /ˈbufi/ v. feign bupars /ˈbjupærs/ n. justice
bofett /ˈbufɛt/ adj. jealous buparseff /ˈbjupærsɛf/ n. judge
bol /bɔl/ n. authority bupood /ˈbjupud/ n. mob
bolind /ˈbulɪnd/ v. flirt bupp /bʌp/ v. gear
bolpilk /ˈbɔlpɪlk/ v. authorize busueff /ˈbjusjuɛf/ n. hearing
bomarn /ˈbɔmærn/ v. defecate busuu /ˈbjusju/ v. hear
bombad /ˈbɔmbæd/ v. spell buteez /ˈbjutiz/ v. stall
bombadeff /ˈbɔmbædɛf/ n. spelling butt /bʌt/ v. negotiate
bombo /ˈbɔmbɔ/ n. surface butund /ˈbjutʌnd/ n. picnic
bomed /ˈbumɛd/ v. drift butuuk /ˈbjutjuk/ n. angst
bomoot /ˈbumut/ v. tow buu /bju/ n. present, gift
boncho /ˈbɔnʧɔ/ v. close, shut, block buul /bjul/ num. first
bondol /ˈbɔndɔl/ adj. internal buup /bjup/ n. shelf, rack
bondolbon /ˈbɔndɔlbɔn/ n. interior buxank /ˈbjuksænk/ adj. stable, steady
bondrel /ˈbɔndrɛl/ n. unity
boneck /ˈbunɛk/ adj. critical C
bonej /ˈbɔnɛʤ/ n. ant caal /kel/ adv. aside
bonsee /ˈbɔnsi/ v. situate caan /ken/ v. afford
bonzatt /ˈbɔnzæt/ n. paw cab /kæb/ n. constellation
bonzud /ˈbɔnzʌd/ n. filter cack /kæk/ v. detain
boof /buf/ n. pear cad /kæd/ v. decide
book /buk/ n. well cadeff /ˈkædɛf/ n. decision
bool /bul/ n. store, shop cadern /ˈkædɛrn/ v. dine
bopid /ˈbupɪd/ n. note cafee /ˈkefi/ n. enemy
bopid ponind /ˈbupɪd ˈpunɪnd/ n. notebook caff /kæf/ pron. someone, somebody
boponz /ˈbupɔnz/ n. culture caffarn /ˈkæfærn/ n. event
bopul /ˈbupʌl/ v. bend, lean caffee /ˈkæfi/ n. host
boraal /ˈburel/ n. hip cagand /ˈkægænd/ n. lake
boter /ˈbutɛr/ n. picture cagbee /ˈkægbi/ v. inhale
bottalk /ˈbɔtælk/ n. document cagbett /ˈkægbɛt/ n. rank (military), rank (position)
boxav /ˈbuksæv/ n. dentist cagee /ˈkegi/ adj. stupid, dumb, dull, silly, blunt
brechuu /ˈbriʧju/ n. text cagent /ˈkægɛnt/ adj. normal, regular
breech /briʧ/ v. interrogate caguj /ˈkægʌʤ/ v. swim
breed /brid/ n. story, fable, history, plot, narrative, caguu /ˈkægju/ n. gauge
literature, prose
caj /kæʤ/ v. obsess
breel /bril/ n. journey, voyage
cajunt /ˈkeʤʌnt/ v. violate
breep /brip/ v. occur
caktel /ˈkæktɛl/ v. see, understand, look, read, perceive,
brej /brɛʤ/ n. list peer, stare
brel /brɛl/ n. triangle cakteleff /ˈkæktɛlɛf/ n. perception
brement /ˈbrɛmɛnt/ adj. naked, nude cal /kæl/ n. door
bremerch /ˈbrimɛrʧ/ v. refine calo /ˈkælɔ/ n. suitcase
bremp /brɛmp/ v. contribute, donate calt /kælt/ adj. left
brenchuu /ˈbrɛnʧju/ n. family, clan camaj /ˈkemæʤ/ adj. bizarre
285
cambul /ˈkæmbʌl/ v. vomit cattast /ˈkætæst/ adj. fragile chul /ʧʌl/ prep. above
camee /ˈkæmi/ n. fracture cattee /ˈkæti/ n. bottom (lowest part), chumbil /ˈʧʌmbɪl/ n. waist, midriff
camee /ˈkæmi/ n. orbit buttocks chumee /ˈʧʌmi/ v. explain, discuss,
camiif /ˈkemjɛf/ n. crowd, audience cattors /ˈkætɔrs/ v. spectate describe
camolt /ˈkæmɔlt/ n. homeland, cattunz /ˈkætʌnz/ n. song chumeeff /ˈʧʌmiɛf/ n. description
motherland cattunzeff /ˈkætʌnzɛf/ n. singer chumeeff /ˈʧʌmiɛf/ n. explanation
camorn /ˈkæmɔrn/ n. butter cattunzpilk /ˈkætʌnzpɪlk/ v. sing chumook /ˈʧjumuk/ n. language
camp /kæmp/ n. caution catturg /ˈkætʌrg/ n. distance chund /ʧʌnd/ n. space (outer)
camurs /ˈkemʌrs/ n. armor catturgburk /ˈkætʌrgbʌrk/ adj. distant chunduu /ˈʧʌndju/ v. exaggerate
canch /kænʧ/ adj. opposite catupp /ˈketʌp/ v. affiliate chunt /ʧʌnt/ n. specimen
cand /kænd/ n. tradition cavaj /ˈkevæʤ/ n. pistol chuu /ʧju/ n. carriage, cart
candree /ˈkændri/ adj. compatible caxeez /ˈkeksiz/ n. shirt, blouse chuul /ʧjul/ n. contract
candrel /ˈkændrɛl/ v. create caxuu /ˈkæksju/ n. jam chuvees /ˈʧjuvis/ v. transfer
cano /ˈkænɔ/ v. shoot, hurl chaad /ʧed/ adj. instant chuzaal /ˈʧjuzel/ n. pillar
canso /ˈkænsɔ/ n. price, fee, cost, fare chaal /ʧel/ v. install cochatt /ˈkuʧæt/ v. pay
cansomurk /ˈkænsɔmʌrk/ adj. chaat /ʧet/ n. realm cochod /ˈkuʧɔd/ n. catalog
expensive chabuu /ˈʧebju/ n. genetics cochonz /ˈkuʧɔnz/ n. crust
cantaff /ˈkæntæf/ n. heritage chamarn /ˈʧemærn/ v. shock, stun, cochuu /ˈkɔʧju/ n. tea
canuj /ˈkænʌʤ/ n. tax, tariff surprise cod /kɔd/ n. star, celebrity
canunz /ˈkænʌnz/ n. cousin chapanz /ˈʧepænz/ n. heaven, paradise cod sfupp /kɔd sfʌp/ n. planet
canxuu /ˈkænksju/ n. accommodation chapee /ˈʧepi/ n. perfume codand /ˈkudænd/ n. prototype
canz /kænz/ n. geek chapueff /ˈʧepjuɛf/ n. gardener codo /ˈkɔdɔ/ adv. nevertheless,
canzee /ˈkænzi/ v. wake, wake up, get chapuu /ˈʧepju/ n. garden regardless, even though
up
chidend /ˈʧjɛdɛnd/ n. crest codo /ˈkudɔ/ n. charity
capel /ˈkepɛl/ n. potato
chidint /ˈʧjɛdɪnt/ n. vision codroff /ˈkɔdrɔf/ v. access
capemon /ˈkæpimɔn/ n. subtlety
chidont /ˈʧjɛdɔnt/ adj. approximate cofed /ˈkufɛd/ adj. mandatory
capfee /ˈkæpfi/ n. branch
chig /ʧɪg/ n. semester cofopp /ˈkufɔp/ n. pig, pork
capfepp /ˈkæpfɛp/ v. shake, rattle,
shudder chigoot /ˈʧjɛgut/ v. vindicate cofopp feb /ˈkufɔp fɛb/ n. ham
capfo /ˈkæpfɔ/ n. soul chiib /ʧjɛb/ n. dust cogbed /ˈkɔgbɛd/ n. cord
capitt /ˈkepɪt/ n. mall chiir /ʧjɛr/ n. paradigm cogbee /ˈkɔgbi/ n. yogurt
capp /kæp/ adv. later chiit /ʧjɛt/ adj. poor cogisk /ˈkugɪsk/ v. strive
cappaj /ˈkæpæʤ/ n. silk, thread chiless /ˈʧjɛlɛs/ n. top (clothing) cogo /ˈkɔgɔ/ v. drown
cappee /ˈkæpi/ adj. subtle chilunz /ˈʧjɛlʌnz/ n. quota cogoof /ˈkuguf/ v. adopt
cappeln /ˈkæpɛln/ n. flake chimolk /ˈʧjɛmɔlk/ adj. lush cojupp /ˈkuʤʌp/ n. committee
capperg /ˈkæpɛrg/ v. decay chinz /ʧɪnz/ v. graze (touch), scrape col /kɔl/ v. bribe
caree /ˈkæri/ n. meal, feast, festival chipee /ˈʧjɛpi/ adj. false colam /ˈkulæm/ n. disaster,
chipp /ʧɪp/ n. earring catastrophe
caree /ˈkeri/ n. appetite
chir /ʧɪr/ v. name, dub coland /ˈkɔlænd/ v. insure, assure,
careen /ˈkerin/ n. posture guarantee
carej /ˈkærɛʤ/ v. batter chiree /ˈʧɪri/ n. thief
colandgerg /ˈkɔlændgɛrg/ n. insurance
carerg /ˈkærɛrg/ n. spy chiteep /ˈʧjɛtip/ adj. grave
colinch /ˈkulɪnʧ/ n. fan
carfuu /ˈkærfju/ n. scarf chitto /ˈʧɪtɔ/ n. amount, quantity
colo /ˈkulɔ/ v. flaunt
carkuu /ˈkærkju/ v. kidnap cho /ʧɔ/ v. love, admire
colt /kɔlt/ n. stump
carn /kærn/ v. writhe chod /ʧɔd/ n. group, gang
comaj /ˈkumæʤ/ adj. precious
cars /kærs/ n. herd, flock chodenz /ˈʧɔdɛnz/ n. demographic
comam /ˈkumæm/ v. refer
cart /kært/ adj. brown chogbepp /ˈʧɔgbɛp/ n. question, query
comameff /ˈkumæmɛf/ n. reference
cass /kæs/ pron. anybody choj /ʧɔʤ/ adj. explicit
comee /ˈkɔmi/ n. flu
cassee /ˈkæsi/ v. wreck choknee /ˈʧɔkni/ v. scrutinize
comee /ˈkumi/ n. kit
catant /ˈketænt/ v. probe chol /ʧɔl/ n. drought
comench /ˈkumɛnʧ/ n. hero,
catapp /ˈketæp/ v. tackle chomba /ˈʧɔmbæ/ adj. adjacent protagonist
catarn /ˈketærn/ adv. how chombuu /ˈʧɔmbju/ n. curl comend /ˈkumɛnd/ n. offense
catcharg /ˈkæʧærg/ v. register chontil /ˈʧɔntɪl/ n. boss comilk /ˈkumɪlk/ n. soap
cated /ˈketɛd/ v. wield chopp /ʧɔp/ v. obey comol /ˈkumɔl/ v. survive
catee /ˈketi/ n. commerce chorant /ˈʧɔrænt/ adj. mobile, portable comomp /ˈkumɔmp/ n. energy
catel /ˈketɛl/ v. roll, revolve, rotate chorg /ʧɔrg/ n. dignity comond /ˈkumɔnd/ n. core, nucleus
catiip /ˈketjɛp/ n. alumnus chotrir /ˈʧɔtrɪr/ n. absence con /kɔn/ num. nine
cato /ˈketɔ/ v. populate chotrirburk /ˈʧɔtrɪrbʌrk/ adj. absent conduu /ˈkɔndju/ n. toy
catreck /ˈkætrɛk/ n. zombie chott /ʧɔt/ v. respect congopp /ˈkɔngɔp/ v. patrol
catrin /ˈkætrɪn/ v. nap chudleff /ˈʧʌdlɛf/ n. bag cono /ˈkɔnɔ/ n. stand
catt /kæt/ n. screw chugbee /ˈʧʌgbi/ interj. no cont /kɔnt/ v. attract, fascinate
cattaj /ˈkætæʤ/ adv. most chugbupp /ˈʧʌgbʌp/ adv. furthermore conuck /ˈkunʌk/ v. plant
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coof /kuf/ v. tell, announce, confess cudard /ˈkʌdærd/ v. disappoint da /dæ/ v. wear, put on
cool /kul/ v. lure cuduul /ˈkjudjul/ v. recommend, daam /dem/ adj. cool (fashionable)
coom /kum/ n. biscuit advise, suggest dab /dæb/ adv. nowadays
coon /kun/ v. giggle cuffelt /ˈkʌfɛlt/ n. bat (club) dack /dæk/ n. vintage
coop /kup/ v. vary, differ cufferp /ˈkʌfɛrp/ n. villain dadend /ˈdedɛnd/ n. species
coor /kur/ adj. high, loud, noisy, tall cugba /ˈkʌgbæ/ n. example daff /dæf/ n. bear
copalk /ˈkupælk/ v. offer cugbeg /ˈkʌgbɛg/ v. polish daganch /ˈdegænʧ/ adj. fun
copeel /ˈkupil/ adj. savvy cuj /kʌʤ/ n. bureaucrat daj /dæʤ/ n. ball, bullet
copeet /ˈkupit/ n. grace cuja /ˈkʌʤæ/ adj. bad, evil dal /dæl/ adj. major
copfee /ˈkɔpfi/ n. elk cukiid /ˈkjukjɛd/ v. assault dalam /ˈdelæm/ n. excuse
copiil /ˈkupjɛl/ n. mound cul /kʌl/ v. turn, rotate daln /dæln/ n. company
copoof /ˈkupuf/ adj. lazy cul petch /kʌl pɛʧ/ n. barbecue dalnpilk /ˈdælnpɪlk/ v. accompany
coporch /ˈkupɔrʧ/ n. marsh culaj /ˈkjulæʤ/ n. sovereign dalond /ˈdelɔnd/ n. sentence
copp /kɔp/ v. hurry cum /kʌm/ v. provide damepp /ˈdemɛp/ n. orchard,
coppee /ˈkɔpi/ adv. actually cuma /ˈkʌmæ/ n. slab, loaf plantation
coppej /ˈkɔpɛʤ/ v. wind cumbetch /ˈkʌmbɛʧ/ adj. depressed dan /dæn/ adv. out
cumee /ˈkjumi/ n. hood dand /dænd/ n. food
copunch /ˈkupʌnʧ/ v. have to (must)
cumo /ˈkʌmɔ/ n. axis danj /dænʤ/ n. direction
corg /kɔrg/ adj. red
cumoln /ˈkjumɔln/ v. discriminate dant /dænt/ v. hang
cossee /ˈkɔsi/ v. remove, take out,
deprive, take away, abolish, erase cumonz /ˈkʌmɔnz/ v. relieve danz /dænz/ adj. medium
cota /ˈkutæ/ n. accent (of language) cump /kʌmp/ n. paragraph dapp /dæp/ n. year
cotand /ˈkutænd/ n. summer cumul /ˈkjumʌl/ v. answer, reply, react dapp panta /dæp ˈpæntæ/ n. season
cotar /ˈkutær/ v. smuggle dar /dær/ n. woman
cungom /ˈkʌngɔm/ adj. bright, clear,
coted /ˈkutɛd/ adj. spare transparent darn /dærn/ n. foundation
cotee /ˈkuti/ v. train cungompi /ˈkʌngɔmpɪ/ adv. clearly dass /dæs/ n. olive
cotej /ˈkutɛʤ/ n. sense cunt /kʌnt/ adj. exotic datatch /ˈdetæʧ/ v. sort
cotett /ˈkutɛt/ v. contain cunuu /ˈkjunju/ v. dominate datex /ˈdetɛks/ adj. coherent
cotez /ˈkutɛz/ n. habit cunz /kʌnz/ v. arrange, organize datt /dæt/ adj. custom
cotind /ˈkutɪnd/ adj. nervous, anxious cunzem /ˈkʌnzɛm/ v. insult daz /dæz/ v. blink
cotindbon /ˈkutɪndbɔn/ n. anxiety cunzgerg /ˈkʌnzgɛrg/ n. organization debzed /ˈdɛbzɛd/ n. transcript
cotirj /ˈkutɪrʤ/ n. desert cupen /ˈkjupɛn/ n. proverb debzee /ˈdɛbzi/ adj. burly
cotitt /ˈkutɪt/ v. impose cupoor /ˈkjupur/ adj. anonymous deck /dɛk/ v. seek
cotopp /ˈkutɔp/ adj. buxom cupp /kʌp/ n. switch ded /dɛd/ adj. sick, ill, unwell
cotott /ˈkutɔt/ v. extinguish, put out curej /ˈkjurɛʤ/ n. staple dedbon /ˈdɛdbɔn/ n. sickness, illness
cotripp /ˈkɔtrɪp/ n. discourse curunch /ˈkjurʌnʧ/ n. badge dedee /ˈdidi/ n. bra
cusenx /ˈkjusɛnks/ v. run dee /di/ num. eight
cotterg /ˈkɔtɛrg/ n. tool, appliance,
machine cusenxeff /ˈkjusɛnksɛf/ n. runner deed /did/ adj. exempt
cottoj /ˈkɔtɔʤ/ n. breakfast cussemp /ˈkʌsɛmp/ v. pave deef /dif/ pron. plenty
cottond /ˈkɔtɔnd/ v. export cutaj /ˈkjutæʤ/ n. funeral deel /dil/ n. knife, blade
covand /ˈkuvænd/ n. fixture deen /din/ prep. including
cuten /ˈkjutɛn/ n. credit (recognition)
coveb /ˈkuvɛb/ n. elimination deep /dip/ n. geography
cutepp /ˈkjutɛp/ v. present
coveen /ˈkuvin/ n. incident deer /dir/ v. spawn
cutinz /ˈkjutɪnz/ v. resent
coxej /ˈkuksɛʤ/ n. junk deet /dit/ n. tuna
cuttarn /ˈkʌtærn/ n. nest
coyox /ˈkujɔks/ v. lend, loan defemp /ˈdifɛmp/ n. park
cutto /ˈkʌtɔ/ n. pumpkin
crad /kræd/ num. ten deff /dɛf/ n. mind
cutunch /ˈkjutʌnʧ/ v. wade
cred /krɛd/ adj. cozy deg /dɛg/ v. spread, scatter
cuu /kju/ adv. yet
creeb /krib/ adj. objective dej /dɛʤ/ n. feather
cuuch /kjuʧ/ n. surf
creer /krir/ n. theme, motif dejent /ˈdɛʤɛnt/ n. goat
cuud /kjud/ v. save, rescue, recover
crel /krɛl/ conj. because del /dɛl/ det. any
cuuf /kjuf/ n. widow
cremess /ˈkrimɛs/ v. surpass cuuk /kjuk/ n. mirror delerg /ˈdilɛrg/ n. spike
cremett /ˈkrimɛt/ v. wander cuul /kjul/ n. thunder delopp /ˈdilɔp/ v. reproduce
cremp /krɛmp/ n. morning cuun /kjun/ n. herb dem /dɛm/ v. squint
crenden /ˈkrɛndɛn/ adj. static, passive cuup /kjup/ adj. plain demerg /ˈdimɛrg/ n. facade, surface
crendro /ˈkrɛndrɔ/ n. bath cuur /kjur/ n. buffalo demp /dɛmp/ v. connect, combine
cretend /ˈkritɛnd/ n. destiny, fate cuut /kjut/ n. content den /dɛn/ v. quit, surrender, give up
crettarp /ˈkrɛtærp/ n. tongue, dialect cuuz /kjuz/ prep. alongside, as well as dench /dɛnʧ/ n. arsenal
crool /krul/ n. turtle cuvalt /ˈkjuvælt/ v. dare dend /dɛnd/ conj. even
cub /kʌb/ adj. dual cuvool /ˈkjuvul/ n. form dendel /ˈdɛndɛl/ v. brake
cud /kʌd/ adv. just, barely denesk /ˈdinɛsk/ v. gather, congregate
denzepp /ˈdɛnzɛp/ n. tornado
cuda /ˈkjudæ/ adj. current D depend /ˈdipɛnd/ adj. temporary, brief
287
deppers /ˈdɛpɛrs/ v. include drado /ˈdrædɔ/ n. harvest
deppest /ˈdɛpɛst/ n. diaper dral /dræl/ n. target
F
der /dɛr/ n. aunt dralt /drælt/ adj. crisp
fa /fæ/ n. delight
derilt /ˈdirɪlt/ n. party drambo /ˈdræmbɔ/ n. reception
fadmipp /ˈfædmɪp/ v. deploy
dern /dɛrn/ n. foil drambox /ˈdræmbɔks/ v. arrest
faff /fæf/ n. crab
ders /dɛrs/ adj. hard, difficult, solid, dramee /ˈdræmi/ n. bass
fal /fæl/ n. kind, type, breed
compact dramp /dræmp/ n. crusade
fam /fæm/ n. parlor
deruff /ˈdirʌf/ n. luggage, baggage dranch /drænʧ/ num. trillion
fambel /ˈfæmbɛl/ n. twilight
detaav /ˈditev/ n. holiday, vacation drandez /ˈdrændɛz/ v. compel
famorg /ˈfæmɔrg/ n. urine
detaav lo /ˈditev lɔ/ n. resort dranguss /ˈdrængʌs/ adj. nice
fanch /fænʧ/ n. owner
detal /ˈditæl/ adj. delicious dransev /ˈdrænsɛv/ v. burst, explode,
blow up fand /fænd/ n. fence
detond /ˈditɔnd/ v. circulate
drant /drænt/ n. democracy fank /fænk/ n. relationship
detondeff /ˈditɔndɛf/ n. circulation
dranz /drænz/ n. runway fankel /ˈfænkɛl/ n. tie
dett /dɛt/ v. pierce, penetrate
drappee /ˈdræpi/ n. click fant /fænt/ n. court, tribunal
dettej /ˈdɛtɛʤ/ n. fungus, mold
draraj /ˈdræræʤ/ n. theory, thesis fantupp /ˈfæntʌp/ v. discourage
dev /dɛv/ v. persuade
dree /dri/ v. freeze fantur /ˈfæntʌr/ v. bolster
dez /dɛz/ v. tremble
dregerg /ˈdrigɛrg/ n. frost fanz /fænz/ n. horn
dick /dɪk/ n. shade, shadow
far /fær/ n. phrase, slogan
did /dɪd/ det. these drer /drɛr/ n. niche
fark /færk/ n. propaganda
didaaf /ˈdjɛdef/ v. complete, achieve, dretla /ˈdrɛtlæ/ adj. benign
accomplish fars /færs/ n. mouth, beak, language,
drodij /ˈdrudɪʤ/ adv. already lip
diff /dɪf/ n. hierarchy drodipp /ˈdrudɪp/ adv. aboard farsvack /ˈfærsvæk/ adj. oral
dig /dɪg/ n. worm dromal /ˈdrumæl/ n. grid, network farvud /ˈfærvʌd/ v. jam
diid /djɛd/ n. sum dronund /ˈdrunʌnd/ n. mammal fatt /fæt/ n. footpath, sidewalk
diip /djɛp/ v. foster drooch /druʧ/ n. prejudice fatto /ˈfætɔ/ n. scout
diit /djɛt/ n. pencil drood /drud/ v. burn feb /fɛb/ n. leg
dil /dɪl/ adj. convenient droof /druf/ n. locker fed /fɛd/ prep. out, outside
dimbad /ˈdɪmbæd/ v. pronounce droon /drun/ n. compost, fertilizer fed caktel /fɛd ˈkæktɛl/ n. appearance
dimp /dɪmp/ n. robe, gown droor /drur/ n. lizard
fedeff /ˈfidɛf/ n. locksmith
dind /dɪnd/ n. comment droporn /ˈdrupɔrn/ v. haggle
fedink /ˈfidɪnk/ v. apply
dintuu /ˈdɪntju/ n. hoof drotee /ˈdruti/ n. sweetheart fee /fi/ n. queen
dippo /ˈdɪpɔ/ v. splash, spray drotej /ˈdrutɛʤ/ v. enrich feed /fid/ n. lock
dirk /dɪrk/ v. quote drotend /ˈdrutɛnd/ n. kink (twist) feel /fil/ v. consider, ponder
dirt /dɪrt/ n. custody dub /dʌb/ adj. subjective feer /fir/ n. electricity
dittelt /ˈdɪtɛlt/ n. coconut duchirj /ˈdjuʧɪrʤ/ n. trivia fefeff /ˈfifɛf/ n. chemical
dixepp /ˈdjɛksɛp/ v. wink duck /dʌk/ v. erode feff /fɛf/ adj. cheap
do /dɔ/ adj. great dud /dʌd/ v. reveal, expose fej /fɛʤ/ n. life
dock /dɔk/ n. strategy duff /dʌf/ n. knee fel /fɛl/ n. plane
dog /dɔg/ n. shit dugboff /ˈdʌgbɔf/ v. predict feld /fɛld/ v. brag
dogba /ˈdɔgbæ/ n. image dugeel /ˈdjugil/ n. referendum felej /ˈfilɛʤ/ v. faint
doj /dɔʤ/ adj. close dugepp /ˈdjugɛp/ v. evacuate femee /ˈfɛmi/ n. spasm
dol /dɔl/ v. measure dul /dʌl/ n. end femej /ˈfɛmɛʤ/ v. receive, accept
dom /dɔm/ n. rubber dulanch /ˈdʌlænʧ/ adv. often femench /ˈfimɛnʧ/ n. present (time)
domonz /ˈdɔmɔnz/ n. hawk duld /dʌld/ adj. prevalent femipp /ˈfimɪp/ n. skull
domunt /ˈdɔmʌnt/ v. inhabit dumbiff /ˈdʌmbɪf/ n. feat femp /fɛmp/ v. last
doncho /ˈdɔnʧɔ/ n. edge, shore, coast, dumbol /ˈdʌmbɔl/ v. hum fen /fɛn/ v. visit, attend, show up
limit, rib dun /dʌn/ adv. down fench /fɛnʧ/ v. glide, skate
donk /dɔnk/ prep. around dunad /ˈdjunæd/ adj. exact, precise fend /fɛnd/ prep. to, towards
donz /dɔnz/ n. art, design dunadpi /ˈdjunædpɪ/ adv. exactly fendol /ˈfɛndɔl/ n. bread
donzeff /ˈdɔnzɛf/ n. artist dundett /ˈdʌndɛt/ n. territory feneff /ˈfɛnɛf/ n. tourist
dopbon /ˈdɔpbɔn/ n. darkness dupp /dʌp/ v. hurt, injure feneff /ˈfɛnɛf/ n. visitor
dopp /dɔp/ adj. dark dur /dʌr/ n. moss fenk /fɛnk/ n. eyelid
dor /dɔr/ n. politics durg /dʌrg/ v. fathom fent /fɛnt/ n. hoax
doreff /ˈdɔrɛf/ n. politician durk /dʌrk/ v. dispose fenz /fɛnz/ n. ritual
dork /dɔrk/ n. fish dusaj /ˈdjusæʤ/ n. shelter fepful /ˈfɛpfʌl/ adj. excess
dorn /dɔrn/ n. idle dusk /dʌsk/ v. cull fepij /ˈfipɪʤ/ v. draw, mark
dorond /ˈdɔrɔnd/ n. label duu /dju/ n. level fepil /ˈfipɪl/ n. roof
dorvack /ˈdɔrvæk/ adj. political duul /djul/ v. knock fepp /fɛp/ v. manufacture
drad /dræd/ n. candy duux /djuks/ n. steam feppee /ˈfɛpi/ v. set up, prepare
dradend /ˈdrædɛnd/ n. dress, skirt duxel /ˈdjuksɛl/ n. survey ferg /fɛrg/ n. shape
288
fern /fɛrn/ adj. fancy fotir /ˈfutɪr/ n. ability giich /gjɛʧ/ v. shrink
fest /fɛst/ adj. broad fott /fɔt/ adv. always, all the time giif /gjɛf/ v. murmur
festee /ˈfɛsti/ n. receipt foz /fɔz/ adj. consistent giik /gjɛk/ v. give, deliver
fetch /fɛʧ/ v. tease, flirt fra /fræ/ adj. naive gipo /ˈgjɛpɔ/ n. necklace
fetej /ˈfitɛʤ/ adj. accurate fraam /frem/ n. darling gipuu /ˈgjɛpju/ n. arch, arc
fett /fɛt/ n. bunker fraar /frer/ n. detention gitaal /ˈgjɛtel/ n. default
fez /fɛz/ n. trail friffonz /ˈfrɪfɔnz/ conj. if, whether gobuuv /ˈgubjuv/ n. ammunition
fick /fɪk/ n. awe frud /frʌd/ n. nickname godent /ˈgudɛnt/ adj. obscure
fiff /fɪf/ n. color, hue frunt /frʌnt/ n. jaw godulk /ˈgudʌlk/ v. aspire
fiff mez /fɪf mɛz/ n. rainbow frunz /frʌnz/ n. shoulder gogben /ˈgɔgbɛn/ n. rumor
fil /fɪl/ v. disturb, disrupt frutuu /ˈfrʌtju/ n. fin (of fish) gogopp /ˈgugɔp/ n. view, opinion
fipp /fɪp/ adj. juvenile fud /fʌd/ n. nail golend /ˈgulɛnd/ adj. favorite
firn /fɪrn/ v. fire (from job) fuj /fʌʤ/ v. ignore goma /ˈgɔmæ/ v. react
fitt /fɪt/ n. palm (of hand) ful /fʌl/ n. muscle gombel /ˈgɔmbɛl/ v. slide, skid
flee /fli/ adj. silent fult /fʌlt/ n. anthropology gomej /ˈgumɛʤ/ n. dictionary
fleef /flif/ prep. during furn /fʌrn/ n. west goniip /ˈgunjɛp/ v. thrust
flegbuu /ˈflɛgbju/ v. creep futch /fʌʧ/ n. tire goot /gut/ v. protest, complain
flemanj /ˈflimænʤ/ n. universe futt /fʌt/ adj. sober gopars /ˈgupærs/ n. gum
flembar /ˈflɛmbær/ adj. hot (attractive) fuu /fju/ n. news gopej /ˈgupɛʤ/ adj. simple
flemon /ˈflimɔn/ n. silence gopejpi /ˈgupɛʤpɪ/ adv. simply
flepeel /ˈflipil/ v. treat G gopp /gɔp/ v. replicate
flepeleff /ˈflipilɛf/ n. treatment gack /gæk/ n. birth gota /ˈgutæ/ n. brass
flezult /ˈflɛzʌlt/ adv. then gaj /gæʤ/ adj. ancient, antique gotad /ˈgutæd/ v. display
flumarn /ˈflʌmærn/ v. elaborate gal /gæl/ n. school govee /ˈguvi/ v. pose
flund /flʌnd/ interj. goodbye galeff /ˈgælɛf/ n. teacher goyirt /ˈgujɪrt/ n. double
flur /flʌr/ v. compromise gam /gæm/ n. meadow gozult /ˈguzʌlt/ n. idea
flutnav /ˈflʌtnæv/ adj. probable gambub /ˈgæmbʌb/ v. postpone graas /gres/ v. confer
flutnavpi /ˈflʌtnævpɪ/ adv. probably gamee /ˈgæmi/ adj. blank grameel /ˈgremil/ n. glasses
fo /fɔ/ v. frown gan /gæn/ prep. between, among gramorn /ˈgremɔrn/ n. sewage
fochil /ˈfuʧɪl/ adj. dangerous gand /gænd/ n. torso gridrir /ˈgrɪdrɪr/ adj. light (weight)
fochilbon /ˈfuʧɪlbɔn/ n. danger ganzee /ˈgænzi/ adj. various grigbee /ˈgrɪgbi/ v. shout, yell, exclaim,
fock /fɔk/ n. allergy proclaim
ganzol /ˈgænzɔl/ v. invest
fod /fɔd/ n. mountain gruj /grʌʤ/ adv. somewhere
gapp /gæp/ n. contact
fodatt /ˈfudæt/ n. shoe, boot grund /grʌnd/ n. shame, stigma
gapponz /ˈgæpɔnz/ v. check, confirm
foduuch /ˈfudjuʧ/ adv. etcetera guu /gju/ v. mention
garg /gærg/ v. discover
fog /fɔg/ v. ring gatt /gæt/ adj. slow
fogal /ˈfugæl/ adv. once gatta /ˈgætæ/ n. balcony I
foganz /ˈfugænz/ v. linger gattee /ˈgæti/ v. take apart, dismantle ii /jɛ jɛn/ det. a
fogoj /ˈfugɔʤ/ v. rise, climb gedej /ˈgɛdɛʤ/ v. flash
foj /fɔʤ/ n. parcel, package, bundle
fojel /ˈfuʤɛl/ n. hat
gedro /ˈgɛdrɔ/ n. bigotry J
gegban /ˈgɛgbæn/ n. franchise
jaad /ʤed/ v. seduce
folem /ˈfulɛm/ n. oyster gegbepp /ˈgɛgbɛp/ v. regard, deem
jaak /ʤek/ n. bead
fomarn /ˈfumærn/ n. control gej /gɛʤ/ n. pact
jaal /ʤel/ v. crush, grind, crumple
fomp /fɔmp/ n. band gelt /gɛlt/ n. speed
jaap /ʤep/ n. diplomacy
fomurg /ˈfumʌrg/ n. shield gem /gɛm/ v. focus
jaax /ʤeks/ v. clip, snip, trim
fonz /fɔnz/ v. sit gemp /gɛmp/ n. mystery
jadar /ˈʤedær/ n. lettuce
food /fud/ n. lounge, couch, sofa gend /gɛnd/ n. trap, bait
jader /ˈʤedɛr/ n. dwarf
fook /fuk/ v. limp genda /ˈgɛndæ/ n. venom
jafedeff /ˈʤefidɛf/ n. division
foor /fur/ v. crave gendav /ˈgɛndæv/ v. intimidate
foot /fut/ adj. primitive jafeed /ˈʤefid/ v. separate, divide
gendeff /ˈgɛndɛf/ n. fuse
fooz /fuz/ v. forge jagenz /ˈʤegɛnz/ n. hatch
genk /gɛnk/ n. sheet
fopel /ˈfupɛl/ n. embargo jajent /ˈʤeʤɛnt/ n. altitude
genoj /ˈgɛnɔʤ/ adj. domestic
fopick /ˈfupɪk/ n. graphic jamom /ˈʤemɔm/ adj. whimsical
gent /gɛnt/ n. compound
fopomp /ˈfupɔmp/ n. mess, clutter januj /ˈʤenʌʤ/ adj. yellow
gepfett /ˈgɛpfɛt/ v. spill
fopompburk /ˈfupɔmpbʌrk/ adj. messy jatee /ˈʤeti/ n. millennium
ger /gɛr/ v. ruin
fopp /fɔp/ n. threat jatoss /ˈʤetɔs/ adv. barely, hardly
gerend /ˈgɛrɛnd/ adv. nowhere
forg /fɔrg/ v. worry jidench /ˈʤjɛdɛnʧ/ v. amend
gero /ˈgɛrɔ/ n. paint
fost /fɔst/ v. convince jiduu /ˈʤjɛdju/ n. scapegoat
geroeff /ˈgɛrɔɛf/ n. painter
fotee /ˈfuti/ v. could jiff /ʤɪf/ v. embarrass
geroeff /ˈgɛrɔɛf/ n. painting
fotees /ˈfutis/ v. educate jigeef /ˈʤjɛgif/ n. throat
gett /gɛt/ v. affect
289
jiid /ʤjɛd/ v. head keed /kid/ adj. true kemeln /ˈkimɛln/ v. conspire
jiis /ʤjɛs/ prep. except, besides keef /kif/ v. dismiss kemem /ˈkimɛm/ adj. endangered
jileed /ˈʤjɛlid/ n. pepper keek /kik/ v. bid kemerg /ˈkimɛrg/ v. appraise
jimbex /ˈʤɪmbɛks/ n. quilt keel /kil/ v. win kemetpi /ˈkimɛtpɪ/ adv. recently
jimuj /ˈʤjɛmʌʤ/ v. face keem /kim/ adj. stark kemett /ˈkimɛt/ adj. late
jingopp /ˈʤɪngɔp/ n. membrane keen /kin/ n. weather kemind /ˈkɛmɪnd/ n. velocity
jinzee /ˈʤɪnzi/ n. avenue keer /kir/ n. hangover kemo /ˈkimɔ/ adj. immune
jinzepp /ˈʤɪnzɛp/ n. continent keet /kit/ v. whisper kemol /ˈkimɔl/ n. eagle
jist /ʤɪst/ n. bruise keev /kiv/ n. prostitute, whore kemolt /ˈkɛmɔlt/ v. commute
jited /ˈʤjɛtɛd/ n. bark (of tree) keex /kiks/ n. empire kemonj /ˈkimɔnʤ/ n. scene
jitoj /ˈʤjɛtɔʤ/ n. afternoon keez /kiz/ n. bureaucracy kemp /kɛmp/ n. growth
jo /ʤɔ/ n. crumb kefaj /ˈkifæʤ/ n. destination kemppilk /ˈkɛmppɪlk/ v. grow
joj /ʤɔʤ/ v. get, obtain, acquire kefamp /ˈkifæmp/ n. carpet kemuj /ˈkimʌʤ/ n. juice
jol /ʤɔl/ prep. under, below kefeem /ˈkifim/ n. hair (of body) kemunch /ˈkimʌnʧ/ v. serve
jolt /ʤɔlt/ n. lottery kefeet /ˈkifit/ adj. pretty kemuncheff /ˈkimʌnʧɛf/ n. service
jomee /ˈʤɔmi/ adv. far, away kefelk /ˈkifɛlk/ v. melt, dissolve kemusk /ˈkɛmʌsk/ n. irony
jont /ʤɔnt/ adj. bleak keff /kɛf/ n. flavor kemuskburk /ˈkɛmʌskbʌrk/ adj. ironic
jonzee /ˈʤɔnzi/ n. site kefool /ˈkiful/ adj. tangible kemuup /ˈkimjup/ v. sweat
jopp /ʤɔp/ n. material kefunz /ˈkifʌnz/ v. listen ken /kɛn/ v. deny, reject, refuse
jorg /ʤɔrg/ n. patriot kegbee /ˈkɛgbi/ v. check, review kench /kɛnʧ/ n. vagina
joroj /ˈʤɔrɔʤ/ v. illuminate kegbel /ˈkɛgbɛl/ v. will kend /kɛnd/ n. spear, lance, pike
jotch /ʤɔʧ/ v. enable kegbipp /ˈkɛgbɪp/ n. arena, stadium kenditch /ˈkɛndɪʧ/ n. male, guy
jotto /ˈʤɔtɔ/ n. stalemate kegbol /ˈkɛgbɔl/ v. mock kendo /ˈkɛndɔ/ n. disease
jufol /ˈʤjufɔl/ n. paradox kegbuu /ˈkɛgbju/ n. night kendra /ˈkɛndræ/ n. shrub, bush
jul /ʤʌl/ n. jelly kegin /ˈkigɪn/ n. set kendretch /ˈkɛndrɛʧ/ n. plateau
jumper /ˈʤʌmpɛr/ n. east keginz /ˈkigɪnz/ n. body kensed /ˈkɛnsɛd/ v. sprout
juppee /ˈʤʌpi/ v. agitate keginz caxeez /ˈkigɪnz ˈkeksiz/ n. vest kenso /ˈkɛnsɔ/ v. miss (long for)
jutrud /ˈʤʌtrʌd/ v. reap, plow kego /ˈkigɔ/ v. render kent /kɛnt/ det. some
juul /ʤjul/ n. ice kegoj /ˈkigɔʤ/ n. wave (ocean), surge kent /kɛnt/ n. bee
kej /kɛʤ/ v. enhance kental /ˈkɛntæl/ n. mother
kejo /ˈkɛʤɔ/ n. burger
K kekuu /ˈkɛkju/ v. bond
kental seterd /ˈkɛntæl ˈsitɛrd/ n.
thumb
kebzer /ˈkɛbzɛr/ n. gravity kekuu /ˈkikju/ n. doctor kento /ˈkɛntɔ/ adj. blind
kechaak /ˈkiʧek/ n. sermon kel /kɛl/ n. point kenx /kɛnks/ n. merchandise
kecheff /ˈkiʧɛf/ n. action kelaad /ˈkiled/ n. fire kenz /kɛnz/ conj. than
kechuu /ˈkɛʧju/ n. mummy keld /kɛld/ prep. per kenzal /ˈkɛnzæl/ n. blood
keck /kɛk/ n. squirrel kelee /ˈkɛli/ n. biology kenzalburk /ˈkɛnzælbʌrk/ adj. bloody
ked /kɛd/ v. go keleff /ˈkilɛf/ n. victory kepaj /ˈkipæʤ/ v. bake
kedapp /ˈkidæp/ n. horizon kelej /ˈkilɛʤ/ n. rep kepal /ˈkipæl/ n. revolution
kedarg /ˈkidærg/ adj. equal, equivalent keln /kɛln/ n. tribute kepant /ˈkipænt/ v. search, look up
kedba /ˈkɛdbæ/ n. tattoo kelo /ˈkɛlɔ/ v. like, love kepee /ˈkipi/ v. tear, rip
kedbon /ˈkidbɔn/ n. truth kelod /ˈkilɔd/ n. chance, odds, luck kepeez /ˈkipiz/ n. dot, spot
keded /ˈkidɛd/ n. grandmother kelodburk /ˈkilɔdbʌrk/ adj. lucky kepend /ˈkipɛnd/ v. introduce
kedee /ˈkɛdi/ n. stem keloeff /ˈkɛlɔɛf/ n. lover kepent /ˈkipɛnt/ n. ferry
kedeef /ˈkidif/ v. reconcile kelorn /ˈkɛlɔrn/ v. wish kepepp /ˈkipɛp/ n. miracle
kedej /ˈkidɛʤ/ n. desk, office kelt /kɛlt/ adj. renowned keporg /ˈkipɔrg/ n. tablet
kedepp /ˈkidɛp/ v. know (a fact), know kema /ˈkimæ/ n. hobby keporp /ˈkipɔrp/ v. animate
(be acquainted with)
kemaj /ˈkɛmæʤ/ v. inflict kepott /ˈkipɔt/ n. pirate
kedern /ˈkɛdɛrn/ n. symptom
kemand /ˈkɛmænd/ v. smirk kepp /kɛp/ adj. safe
kediid /ˈkidjɛd/ n. pastry
kemapp /ˈkimæp/ n. wildlife keppej /ˈkɛpɛʤ/ n. leverage
kediil /ˈkidjɛl/ n. mill
kemark /ˈkimærk/ n. eel keppij /ˈkɛpɪʤ/ v. consult
keditt /ˈkidɪt/ n. craft
kemarp /ˈkɛmærp/ n. honey keppomp /ˈkɛpɔmp/ n. palace
kedoj /ˈkɛdɔʤ/ v. slump
kemba /ˈkɛmbæ/ n. gossip keppump /ˈkɛpʌmp/ n. garment
kedokburk /ˈkidukbʌrk/ adj. risky
kembuu /ˈkɛmbju/ v. sigh kepsel /ˈkɛpsɛl/ n. capsule
kedook /ˈkiduk/ n. risk
kemeck /ˈkimɛk/ v. hail kepump /ˈkipʌmp/ n. frame
kedro /ˈkɛdrɔ/ n. fan (enthusiast)
kemed /ˈkimɛd/ n. meeting kepuu /ˈkipju/ conj. while
kedudend /ˈkɛdjudɛnd/ n. grocer
kemedpilk /ˈkimɛdpɪlk/ v. meet ker /kɛr/ v. share
keduu /ˈkidju/ v. lie
kemee /ˈkɛmi/ adj. smooth kereez /ˈkiriz/ n. rival
kee /ki/ v. cut
kemej /ˈkimɛʤ/ adj. selfish kerent /ˈkɛrɛnt/ n. clothes, clothing
keech /kiʧ/ v. perform
kemel /ˈkimɛl/ n. butt kerp /kɛrp/ n. back (of body), back
290
(reverse side) kideff /ˈkjɛdɛf/ n. vendor lambob /ˈlæmbɔb/ v. fade
kers /kɛrs/ v. wash, rinse kidont /ˈkjɛdɔnt/ n. twin lamboss /ˈlæmbɔs/ n. cereal
keruff /ˈkirʌf/ n. update kidox /ˈkjɛdɔks/ v. can lamee /ˈlæmi/ n. canal, channel (of
keseel /ˈkisil/ n. issue, concern, kifeff /ˈkjɛfɛf/ n. advertisement water)
problem, controversy kigarj /ˈkjɛgærʤ/ v. belong lament /ˈlemɛnt/ v. cater
kess /kɛs/ n. structure kiid /kjɛd/ v. sell lanch /lænʧ/ adv. today
keta /ˈkitæ/ v. do, make kiif /kjɛf/ v. announce, proclaim land /lænd/ v. turn [sth.] on
ketaach /ˈkiteʧ/ v. be (age) kiig /kjɛg/ v. detect lanel /ˈlenɛl/ n. wine
ketad /ˈkitæd/ n. siege kiil /kjɛl/ n. address laneldend /ˈlenɛldɛnd/ n. winery
ketant /ˈkitænt/ n. flower kiil /kjɛl/ pron. you (all) lant /lænt/ n. transport
ketanteff /ˈkitæntɛf/ n. florist lanz /lænz/ v. boil, simmer
kiim /kjɛm/ n. sausage
ketar /ˈkitær/ n. urn lanza /ˈlænzæ/ n. cave
kiin /kjɛn/ v. behave (act)
ketarg /ˈkitærg/ v. add, combine lapp /læp/ num. five
kiin kineff /kjɛn ˈkjɛnɛf/ n. behavior
ketass /ˈkitæs/ v. study lappo /ˈlæpɔ/ v. fuck, screw
kiip /kjɛp/ v. roast
ketasseff /ˈkitæsɛf/ n. study lapuj /ˈlepʌʤ/ v. postulate
kil /kɪl/ n. prison, jail
ketatch /ˈkitæʧ/ v. execute lar /lær/ n. lord
kilee /ˈkɪli/ n. elbow
keted /ˈkitɛd/ v. surrender, give up laronch /ˈlerɔnʧ/ adj. sore
kilee /ˈkjɛli/ n. peace
ketee /ˈkiti/ n. alphabet latch /læʧ/ n. restaurant, diner
kiloj /ˈkjɛlɔʤ/ n. chart
ketel /ˈkitɛl/ adj. triple led /lɛd/ v. supply
kiluj /ˈkɪlʌʤ/ v. consolidate,
ketend /ˈkitɛnd/ n. grade, degree incorporate ledanz /ˈlɛdænz/ v. inherit
ketest /ˈkitɛst/ n. clinic, hospital kim /kɪm/ prep. for (the purpose of) lee /li/ conj. since
ketett /ˈkitɛt/ n. civilian kimaaf /ˈkjɛmef/ n. oxygen leff /lɛf/ v. interrupt
ketiix /ˈkitjɛks/ adj. median kimee /ˈkɪmi/ n. embryo legaff /ˈligæf/ adv. however
ketij /ˈkitɪʤ/ adj. deaf kimeed /ˈkjɛmid/ n. nut lem /lɛm/ n. box
ketil /ˈkitɪl/ v. annoy, bother kimeel /ˈkjɛmil/ n. minute lemenz /ˈlimɛnz/ v. intervene
ketma /ˈkɛtmæ/ n. petition kimij /ˈkɪmɪʤ/ n. goblin lemenzeff /ˈlimɛnzɛf/ n. intervention
ketoof /ˈkituf/ n. genocide kimind /ˈkjɛmɪnd/ adj. gross lemp /lɛmp/ v. migrate, transplant
ketoot /ˈkitut/ n. option kimitt /ˈkjɛmɪt/ v. swallow lend /lɛnd/ adj. sufficient
ketta /ˈkɛtæ/ n. swamp kimo /ˈkɪmɔ/ adj. autonomous lent /lɛnt/ v. import
kettant /ˈkɛtænt/ n. fear kingopp /ˈkɪngɔp/ n. rat lenz /lɛnz/ n. noon, midday
kettarg /ˈkɛtærg/ adv. therefore, thus kint /kɪnt/ adj. deliberate lepp /lɛp/ n. inn, lodge
kettee /ˈkɛti/ n. wit kinteff /ˈkɪntɛf/ n. gravel leppee /ˈlɛpi/ n. phone
kettej /ˈkɛtɛʤ/ adj. spontaneous kinzed /ˈkɪnzɛd/ adv. least leppo /ˈlɛpɔ/ adj. skinny
kettend /ˈkɛtɛnd/ v. scratch, scrape, kipaj /ˈkjɛpæʤ/ n. front lepug /ˈlipʌg/ n. pan, saucepan, pot
rub, stroke kipo /ˈkjɛpɔ/ adv. neither ler /lɛr/ v. arm
kettenz /ˈkɛtɛnz/ n. berry kippo /ˈkɪpɔ/ adj. viable lerg /lɛrg/ v. haunt
kettij /ˈkɛtɪʤ/ adj. only kipuul /ˈkjɛpjul/ v. chase lerk /lɛrk/ n. sound, audio
ketto /ˈkɛtɔ/ v. sniff kiramp /ˈkjɛræmp/ n. devil lers /lɛrs/ v. stab, pierce, prick
ketunt /ˈkitʌnt/ n. crime, felony kirg /kɪrg/ prep. despite lett /lɛt/ n. casino
ketunteff /ˈkitʌntɛf/ n. criminal kirn /kɪrn/ det. all lib /lɪb/ n. chapter
ketur /ˈkitʌr/ v. stoke kitant /ˈkjɛtænt/ n. deed lid /lɪd/ n. sap
ketuu /ˈkɛtju/ v. behave (well) kitonk /ˈkjɛtɔnk/ n. peasant ligbo /ˈlɪgbɔ/ n. theater, arena
ketuu /ˈkitju/ n. joke, pun kittej /ˈkɪtɛʤ/ v. lament lij /lɪʤ/ n. title
ketuur /ˈkitjur/ n. apology kittemp /ˈkɪtɛmp/ n. lobster linch /lɪnʧ/ v. try, attempt, attack
kev /kɛv/ n. poem, lyrics kituup /ˈkjɛtjup/ n. compass lind /lɪnd/ v. stumble, slip
keveff /ˈkɛvɛf/ n. poet kixee /ˈkɪksi/ n. bully lipfee /ˈlɪpfi/ n. coral
kevej /ˈkivɛʤ/ v. appeal kiz /kɪz/ adv. as lippee /ˈlɪpi/ n. potion, elixir
kevench /ˈkivɛnʧ/ v. fold lirend /ˈlɪrɛnd/ adj. violet
kevuu /ˈkivju/ v. sponsor lirn /lɪrn/ n. ornament
kexal /ˈkiksæl/ n. factory
L litcho /ˈlɪʧɔ/ adj. foreign, external
kexee /ˈkiksi/ v. blast la /læ/ v. compare
litchoeff /ˈlɪʧɔɛf/ n. foreigner
lack /læk/ prep. according to
kexelk /ˈkiksɛlk/ v. speculate litt /lɪt/ v. struggle
lad /læd/ adj. soft, quiet
kexench /ˈkiksɛnʧ/ n. hedge littond /ˈlɪtɔnd/ v. concentrate
ladund /ˈledʌnd/ adj. rude, crude,
kexoot /ˈkiksut/ n. policy nasty, vulgar liv /lɪv/ n. report
keyoj /ˈkijɔʤ/ v. reinforce lafol /ˈlefɔl/ v. assassinate liv /lɪv/ v. report
kez /kɛz/ v. fight lafoleff /ˈlefɔlɛf/ n. assassin lo /lɔ/ n. town, population, village
kezint /ˈkɛzɪnt/ n. career lagbee /ˈlægbi/ adj. steep lo seppee /lɔ ˈsɛpi/ n. census
kibuus /ˈkjɛbjus/ v. know (be laj /læʤ/ n. fruit, seed lod /lɔd/ n. cliff
aquainted with) lodee /ˈludi/ v. rest
lajers /ˈlæʤɛrs/ n. expert
kid /kɪd/ n. leisure, recreation lodeff /ˈludɛf/ n. accessory
lakbeck /ˈlækbɛk/ n. rabbit
291
lodel /ˈludɛl/ v. argue, debate machod /ˈmeʧɔd/ v. influence mapod /ˈmepɔd/ n. ceiling
lodeleff /ˈludɛlɛf/ n. argument mack /mæk/ v. worship mapor /ˈmepɔr/ n. nursery
lodro /ˈlɔdrɔ/ n. characteristic mad /mæd/ adj. short, low mapp /mæp/ n. design
log /lɔg/ v. convict madee /ˈmædi/ n. spider mappee /ˈmæpi/ v. trick, deceive
logam /ˈlugæm/ v. mold madee /ˈmedi/ n. medicine mappoj /ˈmæpɔʤ/ adj. intense
logbee /ˈlɔgbi/ v. soak, saturate mado /ˈmedɔ/ adv. either mapsuu /ˈmæpsju/ v. pant
logeff /ˈlɔgɛf/ n. conviction maduu /ˈmedju/ v. talk, speak mapud /ˈmepʌd/ v. settle (land)
loj /lɔʤ/ n. administration maduup /ˈmedjup/ n. novel mapudeff /ˈmepʌdɛf/ n. settlement
lojern /ˈlɔʤɛrn/ n. log mafeef /ˈmefif/ v. carry mapul /ˈmepʌl/ v. volunteer
lomee /ˈlɔmi/ n. hay mafeep /ˈmefip/ n. port mapuu /ˈmæpju/ n. pocket
lomp /lɔmp/ v. hover, linger maff /mæf/ n. ground mapuu /ˈmepju/ n. trial
lonch /lɔnʧ/ adv. not maffee /ˈmæfi/ v. irrigate mar /mær/ prep. by
londol /ˈlɔndɔl/ n. spirit maflee /ˈmæfli/ v. bury marand /ˈmærænd/ n. puppet
lontotch /ˈlɔntɔʧ/ n. police mag /mæg/ n. rate mareep /ˈmerip/ v. liberate
lonzox /ˈlɔnzɔks/ n. belief magalt /ˈmegælt/ v. reform marepp /ˈmerɛp/ n. prairie
lonzoxpilk /ˈlɔnzɔkspɪlk/ v. believe magbem /ˈmægbɛm/ v. maneuver marg /mærg/ v. light
loof /luf/ n. sibling magbod /ˈmægbɔd/ n. stuff marirn /ˈmærɪrn/ adj. busy
loot /lut/ adj. complicated magbud /ˈmægbʌd/ n. shower maseem /ˈmesim/ n. linen, fabric,
lopej /ˈlupɛʤ/ n. napkin magbuu /ˈmægbju/ n. letter (of an textile
lopeld /ˈlupɛld/ v. taste alphabet) mataan /ˈmeten/ adj. backward
lopesk /ˈlupɛsk/ v. miss (not take magilt /ˈmegɪlt/ v. notice matad /ˈmetæd/ adv. else
advantage of) maginz /ˈmegɪnz/ n. essence matag /ˈmetæg/ n. harbor
lopfee /ˈlɔpfi/ n. velvet maj /mæʤ/ prep. about, concerning, matar /ˈmetær/ n. urge
lopfutt /ˈlɔpfʌt/ adj. thick regarding matarn /ˈmetærn/ adj. keen
lopp /lɔp/ n. furniture majinch /ˈmeʤɪnʧ/ v. pause mataz /ˈmetæz/ n. ramp
mal /mæl/ n. job, career, role mated /ˈmetɛd/ v. balance
lopuu /ˈlupju/ n. crown
mald /mæld/ v. affirm
loree /ˈlɔri/ adj. rough, raw matee /ˈmeti/ v. clap, pat
malend /ˈmelɛnd/ n. sign, signal
lotee /ˈluti/ n. fog, mist matel /ˈmetɛl/ adj. fine
malo /ˈmelɔ/ det. thy, thine
lotetch /ˈlutɛʧ/ n. scope, extent matert /ˈmetɛrt/ v. graze (feed on)
malo /ˈmelɔ/ det. your, yours
lotez /ˈlutɛz/ adj. little matla /ˈmætlæ/ n. frog
malo /ˈmelɔ/ n. fly
lotopp /ˈlutɔp/ adj. similar matra /ˈmætræ/ n. steel, iron
maloj /ˈmælɔʤ/ n. shooting star matt /mæt/ v. enforce
lottee /ˈlɔti/ n. cement
mamal /ˈmemæl/ v. discharge mattaj /ˈmætæʤ/ n. peach
lottinj /ˈlɔtɪnʤ/ n. reptile
mambee /ˈmæmbi/ v. poise mattee /ˈmæti/ n. cheese
lov /lɔv/ n. liquor
mamo /ˈmæmɔ/ n. accident matto /ˈmætɔ/ n. footprint
luck /lʌk/ det. many
mamo /ˈmemɔ/ n. fluid, liquid mattonz /ˈmætɔnz/ n. logo
lugbee /ˈlʌgbi/ v. fulfill
mamont /ˈmæmɔnt/ n. sin matuj /ˈmetʌʤ/ n. hook
lumbor /ˈlʌmbɔr/ v. read
mamorn /ˈmæmɔrn/ adj. parallel matuu /ˈmætju/ v. avoid
lunchee /ˈlʌnʧi/ n. rag
mamp /mæmp/ n. individual
lund /lʌnd/ adj. boring matuu /ˈmetju/ v. bang
mamper /ˈmæmpɛr/ v. astonish mav /mæv/ n. month
lundaff /ˈlʌndæf/ v. bore
man /mæn/ n. chain, link
lunsod /ˈlʌnsɔd/ n. sponge mavel /ˈmevɛl/ n. paste
mancher /ˈmænʧɛr/ v. bombard maz /mæz/ v. tumble
lunt /lʌnt/ adj. excruciating
mand /mænd/ n. mandate
luntuu /ˈlʌntju/ n. south mazint /ˈmezɪnt/ n. purpose
mandee /ˈmændi/ n. bone
lunz /lʌnz/ v. cuddle meb /mɛb/ n. salad
mango /ˈmængɔ/ n. recession
lur /lʌr/ prep. against mebuu /ˈmibju/ n. crack
manonz /ˈmænɔnz/ v. examine
lurs /lʌrs/ n. array, spectrum mebuul /ˈmibjul/ v. follow
mansov /ˈmænsɔv/ n. saw
luttent /ˈlʌtɛnt/ n. manner mechond /ˈmiʧɔnd/ v. impair
mansuu /ˈmænsju/ v. mumble
meck /mɛk/ n. prey
mant /mænt/ num. third
med /mɛd/ v. might
M manul /ˈmenʌl/ n. courtyard
meda /ˈmidæ/ v. interpret, translate
ma /mæ/ n. part, portion manz /mænz/ n. total, sum, amount
medee /ˈmɛdi/ n. experiment
maab /meb/ n. magic manzapp /ˈmænzæp/ n. tense
medeel /ˈmidil/ n. whisker
maach /meʧ/ n. celebrity manzid /ˈmænzɪd/ v. flick
medend /ˈmidɛnd/ n. quality
maal /mel/ pron. thou, thee mapa /ˈmepæ/ n. score
medepp /ˈmidɛp/ v. emit, radiate
maal /mel/ v. bring, lead, fetch mapaas /ˈmepes/ v. accustom
mednett /ˈmɛdnɛt/ v. handcuff
maap /mep/ v. hang out mapeel /ˈmepil/ n. romance
maar /mer/ interj. welcome medo /ˈmɛdɔ/ n. platter
mapej /ˈmepɛʤ/ n. sample
maat /met/ adv. ago medonz /ˈmidɔnz/ n. cynic
mapfee /ˈmæpfi/ n. cat
maax /meks/ n. nephew medutch /ˈmidʌʧ/ v. climb
mapfeent /ˈmæpfiɛnt/ n. kitten
mab /mæb/ n. symbol, flag, motif meduuf /ˈmidjuf/ v. manifest
mapfud /ˈmæpfʌd/ n. porch, veranda
machaal /ˈmeʧel/ n. commission mee /mi/ n. figure
292
mee /mi/ pron. he, him membeck /ˈmɛmbɛk/ n. film mepol /ˈmipɔl/ n. orchestra
meeb /mib/ n. vanilla membee /ˈmɛmbi/ adj. efficient, mepoop /ˈmipup/ n. beach
meech /miʧ/ n. perimeter effective mepp /mɛp/ v. squeeze
meef /mif/ n. bastard membid /ˈmɛmbɪd/ n. ray, radius meppa /ˈmɛpæ/ v. cover
meel /mil/ v. involve, entail membo /ˈmɛmbɔ/ n. exit meppo /ˈmɛpɔ/ n. student
meep /mip/ v. would membov /ˈmɛmbɔv/ v. miss (not hit) meppuj /ˈmɛpʌʤ/ n. gas
meet /mit/ pron. none memee /ˈmɛmi/ n. alarm meppurg /ˈmɛpʌrg/ n. tin
meev /miv/ n. analogy memee /ˈmɛmi/ n. debt mepsatch /ˈmɛpsæʧ/ n. shark
meex /miks/ prep. beyond memee /ˈmimi/ n. middle class mepsuu /ˈmɛpsju/ v. peel
meez /miz/ n. ceremony memel /ˈmimɛl/ n. acquaintance mepumurk /ˈmipjumʌrk/ adj.
mefapp /ˈmifæp/ v. depart memench /ˈmimɛnʧ/ v. long (want for) successful
mefee /ˈmifi/ n. fatigue memend /ˈmimɛnd/ n. tone, pitch mepund /ˈmipʌnd/ v. breed
mefeem /ˈmifim/ v. spook memern /ˈmimɛrn/ n. sand mepurch /ˈmipʌrʧ/ adj. awful, terrible
meff /mɛf/ adj. thin, slim, narrow memil /ˈmimɪl/ v. sneak mepuu /ˈmipju/ n. success, benefit,
meffa /ˈmɛfæ/ adj. amazing memilt /ˈmimɪlt/ n. salt profit
meffelt /ˈmɛfɛlt/ v. beg, appeal memint /ˈmimɪnt/ adj. heavy mepuul /ˈmipjul/ n. erection
mefo /ˈmifɔ/ v. devote memp /mɛmp/ v. weave mepuun /ˈmipjun/ n. schedule
mefuu /ˈmɛfju/ v. tempt mempee /ˈmɛmpi/ adj. mature mer /mɛr/ det. enough
meg /mɛg/ n. venue mempo /ˈmɛmpɔ/ n. ticket merald /ˈmiræld/ adj. curious
mega /ˈmɛgæ/ v. spin, swirl memust /ˈmɛmʌst/ n. mane meran /ˈmiræn/ n. specialist
mega /ˈmigæ/ v. exert memutch /ˈmimʌʧ/ adj. empty, vacant meranch /ˈmirænʧ/ adj. common,
frequent
megaas /ˈmiges/ v. lurk men /mɛn/ adv. ever
merd /mɛrd/ adj. drunk (inebriated)
megard /ˈmigærd/ n. challenge mend /mɛnd/ prep. into
meree /ˈmiri/ n. trip, tour
megba /ˈmɛgbæ/ n. spur mendal /ˈmɛndæl/ n. puzzle
mereep /ˈmirip/ n. master
megbee /ˈmɛgbi/ v. amuse mendar /ˈmɛndær/ n. overdose
merelt /ˈmirɛlt/ n. row
megbel /ˈmɛgbɛl/ n. athlete mendel /ˈmɛndɛl/ adj. young
merg /mɛrg/ n. navy
megbick /ˈmɛgbɪk/ n. enterprise mendelbon /ˈmɛndɛlbɔn/ n. youth
mergvack /ˈmɛrgvæk/ adj. naval
megbo /ˈmɛgbɔ/ n. compassion, mercy, mendren /ˈmɛndrɛn/ n. milk
sympathy mern /mɛrn/ num. thousand
menduu /ˈmɛndju/ v. drain
megbock /ˈmɛgbɔk/ v. exacerbate merod /ˈmirɔd/ n. limb
menk /mɛnk/ n. coincidence
megbuss /ˈmɛgbʌs/ adj. fake merol /ˈmirɔl/ adv. back
menont /ˈminɔnt/ v. contrast
megee /ˈmɛgi/ v. fill merol mandee /ˈmirɔl ˈmændi/ n. spine
mentad /ˈmɛntæd/ n. rail
megee /ˈmigi/ conj. though mers /mɛrs/ adv. now
mentutt /ˈmɛntʌt/ n. wrist
megeel /ˈmigil/ n. seed mert /mɛrt/ v. borrow
menuu /ˈminju/ v. laugh, chuckle
megett /ˈmigɛt/ adv. usually merulk /ˈmirʌlk/ n. banner
menx /mɛnks/ n. prism
megir /ˈmigɪr/ v. drop mesee /ˈmisi/ n. passion
menza /ˈmɛnzæ/ adj. real, authentic
mego /ˈmigɔ/ n. post mesmee /ˈmɛsmi/ v. identify, point out
menzee /ˈmɛnzi/ n. hotel
megoom /ˈmigum/ n. therapy mess /mɛs/ det. much
menzel /ˈmɛnzɛl/ adj. calm
mej /mɛʤ/ n. hour, time messee /ˈmɛsi/ interj. well
menzo /ˈmɛnzɔ/ adj. aggressive
mejee /ˈmɛʤi/ n. monopoly messuj /ˈmɛsʌʤ/ v. abuse
menzul /ˈmɛnzʌl/ n. secret, mystery
mejeev /ˈmiʤiv/ adv. ahead mest /mɛst/ n. metal
mepamp /ˈmipæmp/ n. garbage, trash,
mejum /ˈmiʤʌm/ v. shine, seem, glow rubbish mest cappaj /mɛst ˈkæpæʤ/ n. wire
mejumerg /ˈmiʤʌmɛrg/ adj. shiny mepanz /ˈmipænz/ v. allocate meta /ˈmitæ/ adj. wet, damp, moist
mekuu /ˈmikju/ v. escape, flee, retreat mepass /ˈmipæs/ n. impulse metaff /ˈmitæf/ n. slope, slant, bank
(river)
mel /mɛl/ det. that mepee /ˈmipi/ n. trousers, pants
metal /ˈmitæl/ n. pubic hair
melaax /ˈmileks/ n. weight mepeel /ˈmipil/ adj. old
metamon /ˈmitæmɔn/ n. moisture
melaxpilk /ˈmilekspɪlk/ v. weigh mepeg /ˈmipɛg/ adj. certain
metan /ˈmitæn/ n. skeptic
meleech /ˈmiliʧ/ n. source, fountain mepegpi /ˈmipɛgpɪ/ adv. certainly
metant /ˈmitænt/ v. harm
meleff /ˈmilɛf/ v. trade mepenk /ˈmipɛnk/ n. raid
metars /ˈmitærs/ n. statistic
meleffeff /ˈmilɛfɛf/ n. trader mepepbon /ˈmipɛpbɔn/ n. perfection
metch /mɛʧ/ n. process, procedure
meln /mɛln/ n. razor mepepp /ˈmipɛp/ adj. perfect
metee /ˈmiti/ n. accountant
melors /ˈmilɔrs/ v. exploit mepess /ˈmipɛs/ adj. awkward
meteed /ˈmitid/ adj. gorgeous
meluff /ˈmilʌf/ n. fossil mepez /ˈmipɛz/ n. rake
meteer /ˈmitir/ n. resource
melurg /ˈmɛlʌrg/ adj. fair, just mepfee /ˈmɛpfi/ n. canyon
meteex /ˈmitiks/ adj. sad
mem /mɛm/ prep. plus mepfo /ˈmɛpfɔ/ adj. holy
metej /ˈmitɛʤ/ v. punch
mema /ˈmimæ/ adj. huge mepfuu /ˈmɛpfju/ n. adventure
meten /ˈmitɛn/ adj. sole, lone
memaal /ˈmimel/ n. wallet mepo /ˈmipɔ/ v. achieve, accomplish
metetch /ˈmitɛʧ/ adv. yesterday
memand /ˈmimænd/ v. oppress mepoff /ˈmipɔf/ v. appear
metexbon /ˈmitiksbɔn/ n. sadness,
memant /ˈmimænt/ n. niece mepoffeff /ˈmipɔfɛf/ n. appearance (act sorrow
memarp /ˈmɛmærp/ v. qualify of appearing)
metiid /ˈmitjɛd/ v. invent
293
metiif /ˈmitjɛf/ n. dump mij /mɪʤ/ adj. better mited /ˈmjɛtɛd/ n. salon
metilt /ˈmitɪlt/ adj. valid mikuu /ˈmɪkju/ n. tear mitee /ˈmjɛti/ v. fix, mend, repair
metink /ˈmitɪnk/ n. waiter mil /mɪl/ n. bit miteel /ˈmjɛtil/ adj. weak, fragile
metint /ˈmitɪnt/ adj. serial milee /ˈmɪli/ v. grab, clutch, grasp mitej /ˈmjɛtɛʤ/ n. station
meto /ˈmitɔ/ v. stand mileeg /ˈmjɛlig/ v. coil mitel /ˈmjɛtɛl/ v. punish
metock /ˈmitɔk/ adj. wary, reluctant milun /ˈmjɛlʌn/ n. pillow, cushion mitelk /ˈmjɛtɛlk/ adj. sour
metod /ˈmitɔd/ v. overlook mima /ˈmɪmæ/ n. pearl mitench /ˈmjɛtɛnʧ/ n. earthquake
metoj /ˈmitɔʤ/ v. push, grow mimanz /ˈmjɛmænz/ n. canopy mitett /ˈmjɛtɛt/ n. barrel
metool /ˈmitul/ n. comrade mimapp /ˈmjɛmæp/ n. gun, pistol mitipp /ˈmjɛtɪp/ v. wonder
metree /ˈmɛtri/ adj. generic mimbee /ˈmɪmbi/ n. prince mitoj /ˈmjɛtɔʤ/ n. misery
mett /mɛt/ v. breathe mimbin /ˈmɪmbɪn/ n. repertoire mitt /mɪt/ n. rug
mettej /ˈmɛtɛʤ/ adj. obese mimeck /ˈmjɛmɛk/ v. rely mittemp /ˈmɪtɛmp/ n. vinegar
mettind /ˈmɛtɪnd/ v. massage mimee /ˈmɪmi/ n. violin mitud /ˈmjɛtʌd/ n. lime
metto /ˈmɛtɔ/ n. wage, salary mimee /ˈmjɛmi/ v. roam miv /mɪv/ n. embassy
metud /ˈmitʌd/ n. rhythm mimo /ˈmjɛmɔ/ v. promise mixeff /ˈmjɛksɛf/ adj. light blue
metul /ˈmitʌl/ v. must mimol /ˈmjɛmɔl/ v. dance miyod /ˈmjɛjɔd/ n. card
metund /ˈmitʌnd/ n. attitude mimoleff /ˈmjɛmɔlɛf/ n. dancer mo /mɔ/ n. ear
metutch /ˈmitʌʧ/ adj. blue, dark blue mimood /ˈmjɛmud/ adj. vibrant mob /mɔb/ v. insist
metutt /ˈmitʌt/ n. valley mimpipp /ˈmɪmpɪp/ v. defend, guard mock /mɔk/ det. whose
metuu /ˈmitju/ n. mistake, error mimpippeff /ˈmɪmpɪpɛf/ n. defense mod /mɔd/ v. deserve
mev /mɛv/ v. resist mimpippeff /ˈmɪmpɪpɛf/ n. guardian modaff /ˈmudæf/ n. spring (coil)
meved /ˈmivɛd/ n. enthusiasm min /mɪn/ det. her, hers modaj /ˈmɔdæʤ/ n. message
mevuu /ˈmivju/ adj. sharp min /mɪn/ det. his modburk /ˈmudbʌrk/ adj. urban
mex /mɛks/ n. museum min /mɪn/ v. extend modee /ˈmudi/ n. bulb
mexed /ˈmiksɛd/ n. carrier minch /mɪnʧ/ v. forgive, excuse modej /ˈmudɛʤ/ adj. redundant
mexej /ˈmiksɛʤ/ n. shrimp minchad /ˈmɪnʧæd/ n. empathy modent /ˈmudɛnt/ n. scar
mexepp /ˈmiksɛp/ adj. hollow minchol /ˈmɪnʧɔl/ n. word, name modo /ˈmudɔ/ n. massacre
meyopp /ˈmijɔp/ n. dairy mind /mɪnd/ prep. across modol /ˈmudɔl/ n. boat, ship, canoe,
mez /mɛz/ n. cloud mindel /ˈmɪndɛl/ adj. ignorant raft, yacht
mezinz /ˈmizɪnz/ n. maximum minga /ˈmɪngæ/ v. infect moffo /ˈmɔfɔ/ n. stride
mezunt /ˈmizʌnt/ n. broom mingaeff /ˈmɪngæɛf/ n. infection mofool /ˈmuful/ adv. rather
mezupp /ˈmizʌp/ v. prescribe mint /mɪnt/ n. character mog /mɔg/ n. strip
mibga /ˈmɪbgæ/ n. stay mintott /ˈmɪntɔt/ v. press mogbafburk /ˈmɔgbæfbʌrk/ adj. logical
mibiid /ˈmjɛbjɛd/ v. interact minuj /ˈmjɛnʌʤ/ adj. native mogbafburk /ˈmɔgbæfbʌrk/ adj.
reasonable
mibuu /ˈmjɛbju/ n. stick minuug /ˈmjɛnjug/ adj. single
mogbaff /ˈmɔgbæf/ n. reason, logic
mid /mɪd/ pron. she, her minz /mɪnz/ v. repeat
mogbed /ˈmɔgbɛd/ n. candidate
midee /ˈmjɛdi/ v. wipe minzeff /ˈmɪnzɛf/ n. repetition
mogbee /ˈmɔgbi/ adv. too, very, really
midinch /ˈmjɛdɪnʧ/ n. chimp minzen /ˈmɪnzɛn/ n. backup
mogbem /ˈmɔgbɛm/ n. lung
midond /ˈmjɛdɔnd/ v. absorb, retain mipapp /ˈmjɛpæp/ n. memoir
mogbo /ˈmɔgbɔ/ v. impress
midondeff /ˈmjɛdɔndɛf/ n. retention mipeem /ˈmjɛpim/ n. sauce
mogbuu /ˈmɔgbju/ n. state, condition
midrack /ˈmɪdræk/ v. exclude, omit mipeer /ˈmjɛpir/ v. kill, murder
mogopp /ˈmugɔp/ n. magazine
mifad /ˈmjɛfæd/ v. surprise mipend /ˈmjɛpɛnd/ v. ride
mojeck /ˈmuʤɛk/ n. bow (weapon)
mifent /ˈmjɛfɛnt/ v. veto mipereff /ˈmjɛpirɛf/ n. killer
mojutt /ˈmuʤʌt/ v. intercept
miffee /ˈmɪfi/ n. vine miperg /ˈmjɛpɛrg/ adj. sticky
mol /mɔl/ n. right, entitlement
miflez /ˈmɪflɛz/ n. screen, umbrella mipo /ˈmjɛpɔ/ n. curve, arc
molaav /ˈmulev/ v. rehearse
migaat /ˈmjɛget/ n. cloth, material mipood /ˈmjɛpud/ n. cavity
molee /ˈmuli/ n. rope, string, line,
migand /ˈmjɛgænd/ v. divert mippirch /ˈmɪpɪrʧ/ v. whistle wire, stripe
migapp /ˈmjɛgæp/ v. abolish mir /mɪr/ n. wind, breeze moleep /ˈmulip/ adj. conscious
migark /ˈmjɛgærk/ v. waste mirapp /ˈmjɛræp/ v. drink, sip molej /ˈmɔlɛʤ/ n. pedal
migbal /ˈmɪgbæl/ n. board miredeff /ˈmjɛridɛf/ n. hunter molent /ˈmulɛnt/ n. hole, gap, crater
migbo /ˈmɪgbɔ/ v. continue, keep, miree /ˈmjɛri/ n. clerk molund /ˈmulʌnd/ n. grit
persist mireed /ˈmjɛrid/ v. hunt molvack /ˈmulvæk/ adj. national
miger /ˈmjɛgɛr/ n. void mireed setun /ˈmjɛrid ˈsitʌn/ n. wolf mom /mɔm/ v. kiss
migo /ˈmjɛgɔ/ n. wing mirent /ˈmjɛrɛnt/ n. prop moma /ˈmumæ/ n. sanctuary, haven
miid /mjɛd/ n. formula mirenz /ˈmjɛrɛnz/ v. hop, bounce momad /ˈmumæd/ v. starve
miif /mjɛf/ n. church, chapel mirg /mɪrg/ adv. elsewhere momand /ˈmumænd/ v. put
miil /mjɛl/ n. man, husband, boyfriend miser /ˈmjɛsɛr/ adj. easy momant /ˈmumænt/ n. traffic
miin /mjɛn/ v. decorate mita /ˈmjɛtæ/ n. protection mombee /ˈmɔmbi/ v. look out, watch
miip /mjɛp/ v. stick, cling mitappilk /ˈmjɛtæpɪlk/ v. protect mombin /ˈmɔmbɪn/ n. demise
miit /mjɛt/ adj. shy mitch /mɪʧ/ pron. nothing
294
momboff /ˈmɔmbɔf/ adv. again mopuud /ˈmupjud/ n. magnet mul /mʌl/ v. enter, penetrate
mombopp /ˈmɔmbɔp/ v. offend mor /mɔr/ n. currency muleff /ˈmʌlɛf/ n. entrance
mombopperg /ˈmɔmbɔpɛrg/ adj. moree /ˈmuri/ n. pair, duo muma /ˈmjumæ/ adj. able, competent
offensive moreed /ˈmurid/ n. tab muma /ˈmʌmæ/ n. knob
momed /ˈmumɛd/ n. palette morej /ˈmɔrɛʤ/ adj. flimsy mumbal /ˈmʌmbæl/ v. evoke
momee /ˈmumi/ adv. otherwise morel /ˈmurɛl/ n. pile, heap mumee /ˈmjumi/ n. patient
momee /ˈmumi/ v. smell (nose) morend /ˈmurɛnd/ n. map mump /mʌmp/ num. billion
momeel /ˈmumil/ n. device, appliance morenz /ˈmurɛnz/ adj. awake mumul /ˈmjumʌl/ n. evening
momeep /ˈmumip/ adv. well morn /mɔrn/ num. four mun /mʌn/ n. sale
momeer /ˈmumir/ n. vulture moro /ˈmurɔ/ n. folder munch /mʌnʧ/ prep. for (a period of
momepp /ˈmumɛp/ adv. off moserg /ˈmusɛrg/ adv. soon time or length of distance)
momiif /ˈmumjɛf/ n. pattern, style moss /mɔs/ v. betray munched /ˈmʌnʧɛd/ v. yank, jerk
momirk /ˈmumɪrk/ n. series mossee /ˈmɔsi/ v. rally mund /mʌnd/ n. counsel
momond /ˈmɔmɔnd/ n. chasm motad /ˈmutæd/ v. exercise mundra /ˈmʌndræ/ n. unit
momond /ˈmumɔnd/ n. thrill motanch /ˈmutænʧ/ n. doctrine munsal /ˈmʌnsæl/ n. caterpillar
momurg /ˈmumʌrg/ n. fact, evidence motatt /ˈmutæt/ adj. exclusive munt /mʌnt/ n. center
momurgburk /ˈmumʌrgbʌrk/ adj. motee /ˈmuti/ n. carrot muntburk /ˈmʌntbʌrk/ adj. central
evident muntuu /ˈmʌntju/ v. command
moteep /ˈmutip/ n. flaw, defect
momurk /ˈmɔmʌrk/ n. mule mupapp /ˈmjupæp/ adj. gray
motej /ˈmutɛʤ/ adj. rich
momuu /ˈmɔmju/ n. artillery mupee /ˈmjupi/ n. stool
motel /ˈmutɛl/ adv. behind
monanch /ˈmɔnænʧ/ v. activate mupel /ˈmjupɛl/ n. mustard
motess /ˈmutɛs/ n. scrap
mond /mɔnd/ n. brain mupenz /ˈmjupɛnz/ n. tuition
motirs /ˈmutɪrs/ n. scale (reptiles)
mondo /ˈmɔndɔ/ n. remedy mupett /ˈmjupɛt/ n. veneer
moto /ˈmutɔ/ v. blossom
mono /ˈmunɔ/ n. bubble mupfen /ˈmʌpfɛn/ v. march
motov /ˈmutɔv/ v. split
montuu /ˈmɔntju/ n. logic mupled /ˈmʌplɛd/ adv. together
mott /mɔt/ n. tap, faucet
monzee /ˈmɔnzi/ n. battle, combat mupo /ˈmjupɔ/ n. rock, gravel
mottee /ˈmɔti/ n. file
monzud /ˈmɔnzʌd/ adv. meanwhile mupood /ˈmjupud/ v. applaud, cheer
mottirk /ˈmɔtɪrk/ v. want
mooch /muʧ/ n. room (of house) mupoop /ˈmjupup/ adj. appropriate
motto /ˈmɔtɔ/ n. lava
mood /mud/ n. city, downtown mupp /mʌp/ n. frenzy
mottonz /ˈmɔtɔnz/ n. grandfather
mook /muk/ n. revenge muppelt /ˈmʌpɛlt/ n. fairy
mool /mul/ n. nation mottorg /ˈmɔtɔrg/ v. encourage
motturg /ˈmɔtʌrg/ n. law muppo /ˈmʌpɔ/ v. carry out
moon /mun/ v. chat
motturgeff /ˈmɔtʌrgɛf/ n. lawyer muratt /ˈmjuræt/ v. sweep
moop /mup/ adj. even, flat
motturgvack /ˈmɔtʌrgvæk/ adj. legal mureel /ˈmjuril/ v. warn, alert
moos /mus/ v. date, go out
motug /ˈmutʌg/ n. voice murg /mʌrg/ adj. clean
moov /muv/ n. heir
motuj /ˈmutʌʤ/ n. belt murij /ˈmʌrɪʤ/ adj. wholesome
mopa /ˈmupæ/ n. mint
motuu /ˈmutju/ v. pamper murinz /ˈmʌrɪnz/ n. clue
mopal /ˈmupæl/ n. eye, eyeball
movee /ˈmuvi/ v. row murpuu /ˈmʌrpju/ v. tie, attach
mopalt /ˈmupælt/ n. cleavage
movofeff /ˈmuvufɛf/ n. reflection musess /ˈmjusɛs/ v. state
mopanch /ˈmupænʧ/ n. wrinkle
movoof /ˈmuvuf/ v. reflect mussee /ˈmʌsi/ v. expect
mopanz /ˈmupænz/ n. vocabulary
movoon /ˈmuvun/ n. valet mutalt /ˈmjutælt/ n. spark
moped /ˈmupɛd/ v. slap, clap
mox /mɔks/ adj. elite mutee /ˈmjuti/ n. beam
mopee /ˈmupi/ n. standard, average
moxerg /ˈmuksɛrg/ n. priest muteeb /ˈmjutib/ v. precede
mopeed /ˈmupid/ n. flour
moxool /ˈmuksul/ n. persona muteen /ˈmjutin/ v. watch, look
mopeff /ˈmupɛf/ n. floor, ground,
bottom (lowest part) moz /mɔz/ v. crash, collide mutest /ˈmjutɛst/ n. dish
mopinch /ˈmupɪnʧ/ n. drum mubuud /ˈmjubjud/ v. revise mutez /ˈmjutɛz/ n. rice
mopint /ˈmupɪnt/ n. poison muchont /ˈmjuʧɔnt/ v. excite mutoj /ˈmjutɔʤ/ n. mural
mopmol /ˈmɔpmɔl/ n. penis muchonteff /ˈmjuʧɔntɛf/ n. excitement mutoov /ˈmjutuv/ v. avert
mopol /ˈmupɔl/ n. ginger muchoon /ˈmjuʧun/ n. ambassador mutta /ˈmʌtæ/ n. echo
mopood /ˈmupud/ n. match (game), mud /mʌd/ v. deter muttee /ˈmʌti/ adj. good, fine
contest mudiik /ˈmjudjɛk/ n. circus mutud /ˈmjutʌd/ n. stitch
moppej /ˈmɔpɛʤ/ v. finish, complete mudod /ˈmjudɔd/ n. climate muu /mju/ v. require
moppejeff /ˈmɔpɛʤɛf/ n. completion mudotch /ˈmjudɔʧ/ n. slit muud /mjud/ adj. sorry
moppejonk /ˈmɔpɛʤɔnk/ adj. final muul /mjul/ pron. anyone
mufeep /ˈmjufip/ v. agree
moppejonkpi /ˈmɔpɛˌʤɔnkpɪ/ adv. muun /mjun/ v. celebrate, praise
mufepeff /ˈmjufipɛf/ n. agreement
finally muup /mjup/ v. teach, instruct, coach
mufepp /ˈmjufɛp/ n. elf
moppind /ˈmɔpɪnd/ adj. outrageous muur /mjur/ pron. nobody
muff /mʌf/ n. commentary
mopporn /ˈmɔpɔrn/ v. complement muuv /mjuv/ n. counter (flat, elevated
mugbee /ˈmʌgbi/ v. charm surface)
mopsel /ˈmɔpsɛl/ adj. cool (slightly
cold) mugbel /ˈmʌgbɛl/ v. humiliate muuz /mjuz/ n. cocktail
mopuu /ˈmupju/ v. slash mugbuu /ˈmʌgbju/ v. crunch muv /mʌv/ n. hormone
mukiid /ˈmjukjɛd/ n. apron
295
muz /mʌz/ v. cook (heat food), cook neel /nil/ n. task, chore nimej /ˈnjɛmɛʤ/ v. send
(prepare food), assemble, summon neen /nin/ v. hate nin /nɪn/ det. each
muzeff /ˈmʌzɛf/ n. chef, cook neff /nɛf/ adj. lovely nind /nɪnd/ adj. petty
negbal /ˈnɛgbæl/ v. favor ninda /ˈnɪndæ/ adj. humble, modest
N negbo /ˈnɛgbɔ/ v. perch nindol /ˈnɪndɔl/ adj. ready
na /næ/ prep. on nego /ˈnigɔ/ n. heart ninj /nɪnʤ/ n. blunder
naak /nek/ v. sustain nej /nɛʤ/ n. brother ninso /ˈnɪnsɔ/ n. rod, shaft, bar, arm,
naal /nel/ v. twist nel /nɛl/ adj. due pole, cane
naam /nem/ n. breast nelee /ˈnili/ n. supervisor ninzipp /ˈnɪnzɪp/ n. bait
naat /net/ adj. extinct nelo /ˈnɛlɔ/ v. pace nipan /ˈnjɛpæn/ v. compile
nabuu /ˈnæbju/ n. force nelt /nɛlt/ n. liver nipir /ˈnjɛpɪr/ n. snow
nad /næd/ n. wool nembar /ˈnɛmbær/ v. trip, slip nipol /ˈnjɛpɔl/ n. failure
nado /ˈnædɔ/ n. noise nembo /ˈnɛmbɔ/ adj. possible, nipolpilk /ˈnjɛpɔlpɪlk/ v. fail
naff /næf/ v. steer plausible nipp /nɪp/ v. retrieve, recover
nagbee /ˈnægbi/ n. collar nembomon /ˈnɛmbɔmɔn/ n. possibility nipur /ˈnjɛpʌr/ n. habitat
nagbupp /ˈnægbʌp/ v. merge nembuu /ˈnɛmbju/ v. take nireed /ˈnjɛrid/ n. hell
nagern /ˈnegɛrn/ n. riot nemood /ˈnimud/ n. age niritt /ˈnjɛrɪt/ adj. gradual
naj /næʤ/ n. cow nemopp /ˈnimɔp/ v. seem nirk /nɪrk/ n. parsley
nakuu /ˈnekju/ n. summary nemp /nɛmp/ v. chant nitatt /ˈnjɛtæt/ v. inject, implant
nal /næl/ n. case nempa /ˈnɛmpæ/ v. scream nitch /nɪʧ/ n. showcase
nalej /ˈnelɛʤ/ v. reserve nen /nɛn/ n. attic nitchomp /ˈnɪʧɔmp/ adj. corrupt
nalejeff /ˈnelɛʤɛf/ n. reservation nench /nɛnʧ/ v. chew nitiil /ˈnjɛtjɛl/ adv. only, merely
nalij /ˈnælɪʤ/ adj. loyal nend /nɛnd/ n. ghost niyo /ˈnɪjɔ/ n. princess
nambal /ˈnæmbæl/ n. cork, plug nendaff /ˈnɛndæf/ v. stack no /nɔ/ prep. of
namboz /ˈnæmbɔz/ adj. skilled nent /nɛnt/ adj. main nobuu /ˈnubju/ v. bluff
nambozbon /ˈnæmbɔzbɔn/ n. skill nentab /ˈnɛntæb/ v. bless nod /nɔd/ adj. minor
nambuu /ˈnæmbju/ adj. credible nenzepp /ˈnɛnzɛp/ n. succession nodid /ˈnudɪd/ n. witness
namee /ˈnemi/ v. inhibit nenzuff /ˈnɛnzʌf/ n. alibi nofand /ˈnufænd/ n. asteroid
namen /ˈnemɛn/ n. officer, official neped /ˈnipɛd/ adj. wholesome, clean nogbuu /ˈnɔgbju/ n. crate
namett /ˈnemɛt/ n. ankle nepeeff /ˈnɛpiɛf/ n. manager nogeem /ˈnugim/ v. manipulate
namij /ˈnemɪʤ/ v. panic nepp /nɛp/ n. excrement nogo /ˈnugɔ/ adj. abundant
namp /næmp/ v. lose neppee /ˈnɛpi/ v. manage nogog /ˈnugɔg/ n. marathon
nampeff /ˈnæmpɛf/ n. loss nepport /ˈnɛpɔrt/ adj. reverse nogoln /ˈnugɔln/ v. nod
nanchav /ˈnænʧæv/ adv. up nepporteff /ˈnɛpɔrtɛf/ n. reversal nogoof /ˈnuguf/ v. smash, shatter
nand /nænd/ adj. neat, elegant nepsuu /ˈnɛpsju/ v. disperse noj /nɔʤ/ n. seat, chair
nant /nænt/ n. object nered /ˈnirɛd/ n. copper, bronze nol /nɔl/ n. location
nantee /ˈnænti/ n. chalk nerg /nɛrg/ n. slave, servant noleet /ˈnulit/ n. trunk (of tree)
napez /ˈnepɛz/ v. operate nesel /ˈnisɛl/ n. dungeon noliss /ˈnulɪs/ adj. alone
napfee /ˈnæpfi/ v. instil nett /nɛt/ n. parliament nolt /nɔlt/ v. copy, imitate, mimic
napp /næp/ n. effect nevee /ˈnivi/ v. embark nolt soters /nɔlt ˈsutɛrs/ n. copyright
nar /nær/ v. build, construct, produce nid /nɪd/ n. music nomed /ˈnumɛd/ n. professor
narfuu /ˈnærfju/ n. tiger nidej /ˈnjɛdɛʤ/ n. angel nomemp /ˈnumɛmp/ v. navigate
nargerg /ˈnærgɛrg/ n. product nidend /ˈnjɛdɛnd/ n. whip nomij /ˈnumɪʤ/ adj. desperate
natam /ˈnetæm/ n. train nig /nɪg/ n. tusk nomint /ˈnumɪnt/ v. own
natameff /ˈnetæmɛf/ n. training nigatch /ˈnjɛgæʧ/ adv. maybe nomp /nɔmp/ n. idol
nateg /ˈnetɛg/ v. launch nigbuu /ˈnɪgbju/ adj. civilized nomud /ˈnumʌd/ adv. somehow
natoj /ˈnetɔʤ/ n. bay, cove niid /njɛd/ n. stake nomul /ˈnumʌl/ n. dean
nattird /ˈnætɪrd/ n. architecture niif /njɛf/ n. trend nomunk /ˈnumʌnk/ v. notify, inform,
natuu /ˈnætju/ n. restoration niil /njɛl/ n. crystal alert
natuu /ˈnetju/ n. bud niip /njɛp/ n. mission nond /nɔnd/ n. fuel
neck /nɛk/ n. rust niis /njɛs/ v. kick nonz /nɔnz/ v. complain
ned /nɛd/ v. recognize niiv /njɛv/ n. instrument nooch /nuʧ/ n. boyfriend, girlfriend
nedee /ˈnɛdi/ adj. available niix /njɛks/ n. bowl, pot nood /nud/ n. giant
nedeff /ˈnɛdɛf/ n. recognition nil /nɪl/ n. tunnel noof /nuf/ n. discount
nilee /ˈnɪli/ n. sediment noog /nug/ n. tub
nedeff /ˈnidɛf/ n. capital
nool /nul/ n. bridge, platform
nedil /ˈnidɪl/ n. origin nilt /nɪlt/ v. meditate
noom /num/ n. bird
nedled /ˈnɛdlɛd/ v. disclose nima /ˈnjɛmæ/ n. pipe
noon /nun/ prep. without
nee /ni/ v. stop, halt nimaad /ˈnjɛmed/ n. daughter
noop /nup/ prep. from
need /nid/ adj. rare nimar /ˈnjɛmær/ v. prefer
noor /nur/ n. fat
neef /nif/ n. pulse nimbuu /ˈnɪmbju/ v. vanish, disappear
296
noot /nut/ n. needle, pin pab /pæb/ n. ink paz /pæz/ v. supplement
noox /nuks/ prep. till pack /pæk/ n. reward, award, medal peb /pɛb/ adj. mean
nopam /ˈnupæm/ n. trigger paditt /ˈpedɪt/ n. industry pebma /ˈpɛbmæ/ v. open
nopeb /ˈnupɛb/ v. destroy, devastate paditvack /ˈpedɪtvæk/ adj. industrial pebmagerg /ˈpɛbmægɛrg/ n. opening
nopee /ˈnupi/ n. gender padol /ˈpedɔl/ n. archive peck /pɛk/ v. grow up
nopej /ˈnupɛʤ/ n. lump, knot paduu /ˈpædju/ v. matter ped /pɛd/ v. be (exist/there is/there
nopemeff /ˈnupɛmɛf/ n. destruction pafand /ˈpefænd/ adj. hot, warm are)
nopont /ˈnupɔnt/ n. power pafandbon /ˈpefændbɔn/ n. heat pedad /ˈpidæd/ v. discuss, debate
nopontburk /ˈnupɔntbʌrk/ adj. pafeld /ˈpefɛld/ n. pavement pedba /ˈpɛdbæ/ v. comprehend
powerful paff /pæf/ n. base pedipp /ˈpidɪp/ n. crop
nopp /nɔp/ v. sob, weep pag /pæg/ v. hug, embrace pee /pi/ adv. about
noratch /ˈnuræʧ/ v. bust pagaj /ˈpægæʤ/ v. found peeb /pib/ v. ignite
norg /nɔrg/ v. topple pagbee /ˈpægbi/ n. surgery peech /piʧ/ v. deteriorate
nosal /ˈnusæl/ interj. okay pagbuu /ˈpægbju/ adj. apparent peed /pid/ prep. throughout
nost /nɔst/ v. gamble pagee /ˈpægi/ n. psychology peef /pif/ n. member
notad /ˈnutæd/ n. roster pageeff /ˈpægiɛf/ n. psychologist peeg /pig/ v. care
notee /ˈnuti/ n. migraine peek /pik/ adj. past
pagoj /ˈpægɔʤ/ n. memorial
notel /ˈnutɛl/ n. wedding peel /pil/ adj. angry, mad
pagort /ˈpægɔrt/ n. bulk
noto /ˈnutɔ/ n. resident, tenant, citizen peep /pip/ n. field, pasture
paj /pæʤ/ v. align
nott /nɔt/ adj. damn peet /pit/ n. column
pal /pæl/ adv. sometimes
nottee /ˈnɔti/ adj. pending peez /piz/ v. neglect
paln /pæln/ n. hair (of body)
notto /ˈnɔtɔ/ v. blend pefand /ˈpifænd/ v. fry
pam /pæm/ v. trust
notul /ˈnutʌl/ n. response peff /pɛf/ n. game
pamass /ˈpemæs/ v. tangle
notulpilk /ˈnutʌlpɪlk/ v. respond pefo /ˈpifɔ/ n. hub
pamp /pæmp/ v. reduce
novatch /ˈnuvæʧ/ n. medium pan /pæn/ n. fur peg /pɛg/ adj. infinite
nox /nɔks/ n. trailer panch /pænʧ/ v. guess, forecast pegba /ˈpɛgbæ/ v. dangle
noxeff /ˈnuksɛf/ adj. bald pand /pænd/ v. smile pegbee /ˈpɛgbi/ v. recruit
nud /nʌd/ adj. pink pandack /ˈpændæk/ n. lid pegbo /ˈpɛgbɔ/ v. spank, smack, snap
nugamp /ˈnʌgæmp/ n. armpit pando /ˈpændɔ/ n. tail pegbuu /ˈpɛgbju/ n. volume
nugba /ˈnʌgbæ/ adj. local panta /ˈpæntæ/ n. time pegerg /ˈpigɛrg/ adj. careful
nugoop /ˈnjugup/ n. lesson, lecture pantee /ˈpænti/ adj. manic pegund /ˈpɛgʌnd/ n. head
nuj /nʌʤ/ v. crawl panueff /ˈpænjuɛf/ n. warrior pegund /ˈpɛgʌnd/ n. leader
nujmo /ˈnʌʤmɔ/ v. tick panuu /ˈpænju/ n. war pej /pɛʤ/ det. this
nul /nʌl/ v. solve, figure out, calculate panz /pænz/ n. credit (of money) pel /pɛl/ adj. fat
nump /nʌmp/ n. tomb panzo /ˈpænzɔ/ v. govern pelbon /ˈpilbɔn/ n. anger
nunatt /ˈnjunæt/ adv. anyway panzoeff /ˈpænzɔɛf/ n. government pelk /pɛlk/ v. deal
nunsa /ˈnʌnsæ/ n. mattress papee /ˈpepi/ v. prowl pelkeff /ˈpɛlkɛf/ n. dealer
nunt /nʌnt/ v. fall, collapse, dive papeel /ˈpepil/ v. sentence, punish peln /pɛln/ adj. weird, strange, eerie,
peculiar
nupee /ˈnjupi/ v. dial papfam /ˈpæpfæm/ v. release, let go
pelonch /ˈpilɔnʧ/ adj. aware
nupimp /ˈnjupɪmp/ adj. thorough papfee /ˈpæpfi/ v. possess
pelopp /ˈpilɔp/ v. disrupt
nupool /ˈnjupul/ n. fluke papp /pæp/ n. activity
pelt /pɛlt/ n. dinner
nupp /nʌp/ v. learn pappo /ˈpæpɔ/ n. mail
pem /pɛm/ v. muffle
nurul /ˈnjurʌl/ n. hallway, corridor pappond /ˈpæpɔnd/ v. define
pemarg /ˈpɛmærg/ n. chord
nuttee /ˈnʌti/ v. fumble par /pær/ n. value, profit
pembar /ˈpɛmbær/ v. whisk
nutto /ˈnʌtɔ/ n. greed para /ˈpæræ/ n. cauldron, kettle
pembee /ˈpɛmbi/ v. move, come
nuttomurk /ˈnʌtɔmʌrk/ adj. greedy parg /pærg/ v. break, snap, tear
pembeeff /ˈpɛmbiɛf/ n. movement
nuu /nju/ n. media pargonk /ˈpærgɔnk/ adj. broken
pembox /ˈpɛmbɔks/ v. subsidize
nuup /njup/ n. decade parn /pærn/ v. cram, squeeze
pemee /ˈpɛmi/ v. marinate
nuut /njut/ v. approve, endorse pars /pærs/ adv. almost
pemeer /ˈpimir/ n. thigh
nuvepp /ˈnjuvɛp/ adj. small, little pascho /ˈpæsʧɔ/ v. fly
pemel /ˈpimɛl/ n. nature, environment
nuvepp kingopp /ˈnjuvɛp ˈkɪngɔp/ n. paschoeff /ˈpæsʧɔɛf/ n. flight
mouse pemelvack /ˈpimɛlvæk/ adj. natural
pasend /ˈpesɛnd/ adj. grim
nuxal /ˈnjuksæl/ n. veteran pass /pæs/ v. travel pemench /ˈpimɛnʧ/ n. attention
patch /pæʧ/ det. both pemol /ˈpimɔl/ v. pass, cross, happen
pemp /pɛmp/ v. prosecute
P patt /pæt/ det. no
pemud /ˈpimʌd/ adj. blonde
pa /pæ/ v. keep, store, save (put aside) pattee /ˈpæti/ n. position
pattern /ˈpætɛrn/ v. test pemuj /ˈpimʌʤ/ n. fraud
paach /peʧ/ adj. elusive
patterneff /ˈpætɛrnɛf/ n. exam pemunt /ˈpimʌnt/ v. be (temporary
paal /pel/ adj. whole, entire state)
paan /pen/ n. vampire patto /ˈpætɔ/ adj. recent
pen /pɛn/ n. show, play (stage play)
paap /pep/ pron. everybody pavoor /ˈpevur/ n. prize, award
pench /pɛnʧ/ v. confuse, distract,
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complicate pifej /ˈpjɛfɛʤ/ v. encounter, confront pochil /ˈpuʧɪl/ n. guide
penchee /ˈpɛnʧi/ adj. healthy pifel /ˈpjɛfɛl/ v. conquer pock /pɔk/ n. bank, stock, fund
penchemon /ˈpɛnʧimɔn/ n. health pifeleff /ˈpjɛfɛlɛf/ n. conquest pod /pɔd/ n. canvas
penchonk /ˈpɛnʧɔnk/ adj. complex piff /pɪf/ n. wedge podal /ˈpudæl/ n. menu
pend /pɛnd/ v. set piffee /ˈpɪfi/ v. evolve podeed /ˈpudid/ n. behalf
pendatt /ˈpɛndæt/ v. may piganch /ˈpjɛgænʧ/ n. panorama podrapp /ˈpɔdræp/ n. icon
pendor /ˈpɛndɔr/ v. modify pigbil /ˈpɪgbɪl/ n. thing, matter, object podump /ˈpudʌmp/ n. deputy
peno /ˈpinɔ/ adj. flexible pigopp /ˈpjɛgɔp/ n. disgust pofeer /ˈpufir/ v. hint, imply
penoof /ˈpinuf/ n. coat, jacket piid /pjɛd/ prep. for (in favor of) poff /pɔf/ n. disposition
pensox /ˈpɛnsɔks/ v. whine piig /pjɛg/ v. tread, step on pogba /ˈpɔgbæ/ v. exist
pent /pɛnt/ v. gasp piil /pjɛl/ n. coal pogbaeff /ˈpɔgbæɛf/ n. existence
penz /pɛnz/ n. period piiv /pjɛv/ n. wood, pole pogbo /ˈpɔgbɔ/ v. arouse
penzuu /ˈpɛnzju/ n. dew pij /pɪʤ/ det. more pogbuu /ˈpɔgbju/ v. distort
pepa /ˈpipæ/ n. stone pijurp /ˈpɪʤʌrp/ n. basket pogutch /ˈpugʌʧ/ n. layer
pepanz /ˈpipænz/ adj. audio pil /pɪl/ det. several poj /pɔʤ/ v. like, admire
pepee /ˈpipi/ adj. relevant pimab /ˈpjɛmæb/ adj. sensible pol /pɔl/ n. water, rain
pepel /ˈpipɛl/ conj. unless pimett /ˈpjɛmɛt/ n. servant polett /ˈpulɛt/ n. plague
pepfuu /ˈpɛpfju/ v. carve pin /pɪn/ adj. practical, pragmatic polond /ˈpulɔnd/ conj. or
pepnuu /ˈpɛpnju/ v. distinguish pinchee /ˈpɪnʧi/ n. father pom /pɔm/ adj. dubious
peporp /ˈpipɔrp/ adv. that pint /pɪnt/ n. mat pomel /ˈpumɛl/ v. imagine
peposs /ˈpipɔs/ n. saint pinz /pɪnz/ adj. cute pomitt /ˈpumɪt/ n. wound
pepp /pɛp/ n. emotion, affection pinzack /ˈpɪnzæk/ n. dirt, mud pompul /ˈpɔmpʌl/ v. multiply, expand
peppinz /ˈpɛpɪnz/ v. compose pinzakburk /ˈpɪnzækbʌrk/ adj. dirty pon /pɔn/ n. adult
per /pɛr/ adj. sweet pinzee /ˈpɪnzi/ n. wife pond /pɔnd/ n. community
pera /ˈpiræ/ adv. tomorrow pinzuu /ˈpɪnzju/ v. remark ponind /ˈpunɪnd/ n. book, manual
perad /ˈpiræd/ v. drench pipee /ˈpjɛpi/ v. sleep poninddend /ˈpunɪnddɛnd/ n. library
pereel /ˈpiril/ v. ban, prohibit, restrict pipp /pɪp/ n. lower class pont /pɔnt/ n. glue, cement
perk /pɛrk/ v. drape pir /pɪr/ v. work pood /pud/ v. feed
pern /pɛrn/ n. constitution pird /pɪrd/ n. apple poof /puf/ conj. until
pers /pɛrs/ n. diameter piree /ˈpjɛri/ v. dig, gouge pook /puk/ n. silver
pesad /ˈpisæd/ n. excerpt pireff /ˈpɪrɛf/ n. work pool /pul/ n. hazard
pess /pɛs/ n. spell (of magic) pireff /ˈpɪrɛf/ n. worker, employee poon /pun/ adj. futile
pesserg /ˈpɛsɛrg/ v. mean pirp /pɪrp/ v. snatch poor /pur/ n. basement, cellar
pest /pɛst/ v. expire pirt /pɪrt/ adj. fuzzy poot /put/ adj. dense
peta /ˈpitæ/ n. rear pitand /ˈpjɛtænd/ n. terrace poox /puks/ v. cure
petad /ˈpitæd/ n. premise piteeb /ˈpjɛtib/ n. passenger popiik /ˈpupjɛk/ n. pottery
petch /pɛʧ/ n. meat, animal, flesh pito /ˈpjɛtɔ/ n. ethic popind /ˈpupɪnd/ n. bias
peteck /ˈpitɛk/ n. road, street pitt /pɪt/ v. defeat, beat popo /ˈpupɔ/ adj. lethal, fatal
peteff /ˈpitɛf/ n. terror pivam /ˈpjɛvæm/ v. deposit popoop /ˈpupup/ n. maze
petel /ˈpitɛl/ n. diet pivee /ˈpɪvi/ adj. big, large, huge popor /ˈpupɔr/ v. prove
petend /ˈpitɛnd/ v. relax pixel /ˈpjɛksɛl/ adj. happy poporeff /ˈpupɔrɛf/ n. proof
petiich /ˈpitjɛʧ/ n. granite pixelbon /ˈpjɛksɛlbɔn/ n. happiness popp /pɔp/ prep. upon
petiil /ˈpitjɛl/ n. bug, insect, beetle plam /plæm/ n. dictator por /pɔr/ n. century
petin /ˈpitɪn/ n. engine, motor plarg /plærg/ v. thank, praise, bless porenx /ˈpɔrɛnks/ n. axe
petitt /ˈpitɪt/ v. skip, skim plo /plɔ/ n. lawn post /pɔst/ n. verse
petoof /ˈpituf/ interj. hello plogij /ˈplugɪʤ/ adj. severe potch /pɔʧ/ n. mass
petra /ˈpɛtræ/ n. turbine plomark /ˈplɔmærk/ n. pandemic potee /ˈputi/ adj. pastoral
pett /pɛt/ v. understand, grasp plombee /ˈplɔmbi/ v. start, begin potej /ˈputɛʤ/ v. enjoy, appreciate
pex /pɛks/ n. information plombod /ˈplɔmbɔd/ n. situation potett /ˈputɛt/ n. kindergarten
pexej /ˈpiksɛʤ/ v. find, discover, detect plondo /ˈplɔndɔ/ v. lick potimp /ˈputɪmp/ n. pyramid, cone
pexejeff /ˈpiksɛʤɛf/ n. discovery plonzal /ˈplɔnzæl/ adv. tonight potond /ˈputɔnd/ adj. lucrative
pexemp /ˈpiksɛmp/ n. bean plonzer /ˈplɔnzɛr/ n. despair potork /ˈputɔrk/ n. bump
pexoom /ˈpiksum/ adj. straight, honest ploranch /ˈplurænʧ/ v. realize potree /ˈpɔtri/ n. camp
pi, pin /pɪ pɪn/ det. the ploree /ˈplɔri/ n. toast pott /pɔt/ n. slice
pibzer /ˈpɪbzɛr/ n. buy, purchase plork /plɔrk/ n. animal, beast, pottanj /ˈpɔtænʤ/ adj. technical
pick /pɪk/ n. tent creature, organism, pet potuj /ˈputʌʤ/ n. factor, variable
pid /pɪd/ adj. early plossee /ˈplɔsi/ n. ancestor, forefather potul /ˈputʌl/ adj. arrogant
pidend /ˈpjɛdɛnd/ n. tag plott /plɔt/ n. race, ethnicity poxar /ˈpuksær/ n. gate
pidood /ˈpjɛdud/ adj. patient po /pɔ/ pron. who pozaab /ˈpuzeb/ n. temper
pidor /ˈpjɛdɔr/ n. luxury pob /pɔb/ v. comply prab /præb/ v. should
298
prandar /ˈprændær/ n. peninsula puux /pjuks/ n. oval retee /ˈriti/ n. bitch
prangrutt /ˈprængrʌt/ n. priority puz /pʌz/ n. angle reteel /ˈritil/ n. mask
prapp /præp/ n. saddle retel /ˈritɛl/ n. extreme
pro /prɔ/ v. explore
R rettaj /ˈrɛtæʤ/ v. bloom, flourish
prock /prɔk/ v. fit rettee /ˈrɛti/ n. cult
ra /ræ/ n. air, gas
prodanch /ˈprɔdænʧ/ n. ply rev /rɛv/ v. resemble
rad /ræd/ n. baby, infant, toddler
profler /ˈprɔflɛr/ n. square raff /ræf/ n. academy revoop /ˈrivup/ n. buttocks
proj /prɔʤ/ n. arrow (sign) rafvack /ˈræfvæk/ adj. academic rexemp /ˈriksɛmp/ adj. vertical
promee /ˈprumi/ n. vein raj /ræʤ/ adj. pregnant rezfupp /ˈrɛzfʌp/ adj. random
promp /prɔmp/ v. squash ral /ræl/ v. abandon, desert ril /rɪl/ adj. confidential
prond /prɔnd/ v. arrive, reach rard /rærd/ v. pick rinch /rɪnʧ/ n. wardrobe
prondeff /ˈprɔndɛf/ n. arrival ratt /ræt/ v. toss rind /rɪnd/ v. pour, drain
pronduu /ˈprɔndju/ n. pest rav /ræv/ n. midnight rirt /rɪrt/ v. scrub
proor /prur/ v. choose, select red /rɛd/ n. sphere ro /rɔ/ v. bite
propp /prɔp/ n. ambition redarn /ˈrɛdærn/ n. lamb rock /rɔk/ v. establish
proreff /ˈprurɛf/ n. choice redood /ˈridud/ n. data rod /rɔd/ v. flush
prott /prɔt/ n. gallery ree /ri/ n. knowledge roff /rɔf/ adj. fresh
proxend /ˈpruksɛnd/ adj. addicted reed /rid/ adj. popular rott /rɔt/ v. scan
puchaap /ˈpjuʧep/ n. cabinet, drawer reef /rif/ v. cooperate rov /rɔv/ n. bracelet
puck /pʌk/ n. suburb reek /rik/ adv. why ruck /rʌk/ adj. tranquil
pudaj /ˈpjudæʤ/ v. control reel /ril/ n. neighbor rud /rʌd/ n. kitchen, cuisine
pudeed /ˈpjudid/ n. dash reet /rit/ n. oil, grease rud pupfa /rʌd ˈpʌpfæ/ n. vegetable
pudurn /ˈpjudʌrn/ n. cake reev /riv/ n. clash ruj /rʌʤ/ v. withdraw, take out, extract
pufeech /ˈpjufiʧ/ adj. stubborn regbo /ˈrɛgbɔ/ n. key rund /rʌnd/ v. secure
puff /pʌf/ adj. stunning regbuu /ˈrɛgbju/ n. trouble rupp /rʌp/ n. match (for fire)
pugbal /ˈpʌgbæl/ adj. marine reguj /ˈrigʌʤ/ n. liberty rurn /rʌrn/ prep. after
pugbee /ˈpʌgbi/ n. torch relk /rɛlk/ v. innovate rutt /rʌt/ n. atmosphere, mood
pugber /ˈpʌgbɛr/ n. fury rembeff /ˈrɛmbɛf/ n. rule ruz /rʌz/ n. insight
pugberburk /ˈpʌgbɛrbʌrk/ adj. furious rembeffeff /ˈrɛmbɛfɛf/ n. ruler
pugbott /ˈpʌgbɔt/ v. suck, extract rembo /ˈrɛmbɔ/ v. wait, stay, remain S
pugipp /ˈpjugɪp/ n. comb remee /ˈrɛmi/ n. technology
sa /sæ/ n. comfort
puj /pʌʤ/ n. towel remenz /ˈrimɛnz/ v. book
saag /seg/ n. child, kid
pukuu /ˈpjukju/ n. melody, tune remepp /ˈrimɛp/ n. rubble, debris saap /sep/ n. graph
pul /pʌl/ n. number remevack /ˈrɛmivæk/ adj. technological saar /ser/ n. appearance (act of
pulanz /ˈpʌlænz/ n. outline remo /ˈrimɔ/ n. lust appearing)
pulk /pʌlk/ n. day, date, light remp /rɛmp/ v. shrug saat /set/ adj. hungry
pumed /ˈpjumɛd/ n. moment remupp /ˈrimʌp/ n. gene saax /seks/ v. bump
pumee /ˈpjumi/ n. interview rend /rɛnd/ num. two sab /sæb/ n. turmoil
pumimp /ˈpjumɪmp/ v. boost rendel /ˈrɛndɛl/ v. suspect, assume, sachiil /ˈseʧjɛl/ n. sketch
pund /pʌnd/ n. idiot, fool presume sad /sæd/ n. chime
pundee /ˈpʌndi/ n. spring (season) rendelonk /ˈrɛndɛlɔnk/ adj. suspicious safal /ˈsefæl/ n. public
punxan /ˈpʌnksæn/ v. evaporate rendol /ˈrɛndɔl/ n. section safuu /ˈsæfju/ n. budget
punza /ˈpʌnzæ/ v. gain, earn renoor /ˈrinur/ n. victim sagbo /ˈsægbɔ/ n. quail
punzid /ˈpʌnzɪd/ n. merit rentutt /ˈrɛntʌt/ n. spectacle sal /sæl/ v. walk
pupend /ˈpjupɛnd/ n. strawberry renz /rɛnz/ n. drama salvo /ˈsælvɔ/ n. wall
pupfa /ˈpʌpfæ/ n. plant repal /ˈripæl/ n. bachelor sambo /ˈsæmbɔ/ n. cloak
pupp /pʌp/ v. grind repon /ˈripɔn/ n. cell samench /ˈsæmɛnʧ/ n. spice
pupuu /ˈpʌpju/ adj. fierce repp /rɛp/ n. bat (winged mammal) sanch /sænʧ/ n. volcano
purd /pʌrd/ n. louse repsetch /ˈrɛpsɛʧ/ n. prestige sanchod /ˈsænʧɔd/ adj. awesome
purnso /ˈpʌrnsɔ/ v. investigate, inspect rerej /ˈrirɛʤ/ v. publish sandree /ˈsændri/ n. passenger
purott /ˈpjurɔt/ n. span rerk /rɛrk/ v. aim, strive sank /sænk/ n. record
pusee /ˈpjusi/ v. crumble, dissolve rern /rɛrn/ n. vent sanzo /ˈsænzɔ/ adj. scared, afraid
putanx /ˈpjutænks/ n. size rers /rɛrs/ n. nerve saper /ˈsepɛr/ n. oath
putee /ˈpjuti/ v. pull, tug resee /ˈrisi/ v. emphasize sapood /ˈsepud/ n. closure
putolt /ˈpjutɔlt/ n. faith reseeff /ˈrisiɛf/ n. emphasis sarn /særn/ v. harass, bother
putuul /ˈpjutjul/ n. code resul /ˈrisʌl/ v. sneeze sarp /særp/ v. return, go back, replace
puu /pju/ pron. anything retad /ˈritæd/ v. oblige sarunt /ˈserʌnt/ n. helmet
puub /pjub/ adj. deep retal /ˈritæl/ n. trumpet saspo /ˈsæspɔ/ v. choke, gag
puud /pjud/ pron. everyone retand /ˈritænd/ adj. notorious sateel /ˈsetil/ n. army, military
puul /pjul/ adj. green reted /ˈritɛd/ n. dawn satej /ˈsetɛʤ/ n. skirmish
299
satett /ˈsetɛt/ v. curb sepett /ˈsipɛt/ n. flesh silee /ˈsɪli/ n. seizure
satinz /ˈsetɪnz/ n. heel sepiir /ˈsipjɛr/ n. glass, lens simanz /ˈsɪmænz/ n. progress,
satist /ˈsetɪst/ v. earn, score sepird /ˈsipɪrd/ n. item breakthrough
sayoln /ˈsejɔln/ v. regulate sepo /ˈsipɔ/ adj. bitter simapgerg /ˈsjɛmæpgɛrg/ n. certificate
saz /sæz/ n. telescope seppee /ˈsɛpi/ v. count simapp /ˈsjɛmæp/ v. certify
se /sɛ/ det. POSS ser /sɛr/ det. few sin /sɪn/ v. collaborate
secho /ˈsiʧɔ/ n. joint serern /ˈsɛrɛrn/ n. loop sinapp /ˈsjɛnæp/ n. comedy, humor
sechol /ˈsiʧɔl/ adj. pungent sern /sɛrn/ n. skin, leather sind /sɪnd/ v. mourn
sed /sɛd/ n. fort, castle seropp /ˈsirɔp/ n. way, course sindee /ˈsɪndi/ n. morale
sedel /ˈsidɛl/ n. hag (old woman) sers /sɛrs/ det. whatever sirul /ˈsjɛrʌl/ n. window
see /si/ prep. in, within sert /sɛrt/ adj. purple sitaj /ˈsjɛtæʤ/ n. cart
seeb /sib/ num. three serult /ˈsirʌlt/ v. practice sitij /ˈsjɛtɪʤ/ n. drill
seed /sid/ prep. at sespo /ˈsɛspɔ/ adj. composite sito /ˈsjɛtɔ/ n. contempt
seel /sil/ n. economy sessee /ˈsɛsi/ v. explode, blow up skad /skæd/ v. pollute, stain
seep /sip/ adj. aesthetic setapp /ˈsitæp/ n. demon skagbel /ˈskægbɛl/ v. audit
seet /sit/ n. wizard setch /sɛʧ/ n. cylinder skaj /skæʤ/ v. recite
seev /siv/ v. cheer setdil /ˈsɛtdɪl/ n. renegade skaja /ˈskæʤæ/ n. friend
sefdend /ˈsɛfdɛnd/ n. armoury seteek /ˈsitik/ n. stew, soup skajamurk /ˈskæʤæmʌrk/ adj. friendly
sefee /ˈsifi/ n. upper class setel /ˈsitɛl/ n. dagger skam /skæm/ v. develop, generate,
seff /sɛf/ n. weapon advance
setenz /ˈsitɛnz/ v. pledge, vow
seffoj /ˈsɛfɔʤ/ v. intend skameff /ˈskæmɛf/ n. development
seterd /ˈsitɛrd/ n. finger, toe, claw
sefopp /ˈsifɔp/ n. glacier skandid /ˈskændɪd/ n. education
setiir /ˈsitjɛr/ n. seaweed
seg /sɛg/ v. uncover skanzeck /ˈskænzɛk/ n. guilt
setolt /ˈsitɔlt/ n. beauty skapp /skæp/ v. stretch
segbass /ˈsɛgbæs/ n. virgin setoltburk /ˈsitɔltbʌrk/ adj. beautiful skapsapp /ˈskæpsæp/ v. look,
segbee /ˈsɛgbi/ v. feel setool /ˈsitul/ adj. eager consider, glance
segbeeff /ˈsɛgbiɛf/ n. feeling setree /ˈsɛtri/ n. citadel skatto /ˈskætɔ/ n. puddle
segbol /ˈsɛgbɔl/ v. vibrate, rattle settoj /ˈsɛtɔʤ/ n. arm, hand skodor /ˈskudɔr/ n. ditch, trench
segbum /ˈsɛgbʌm/ adj. next setun /ˈsitʌn/ n. dog skofee /ˈskufi/ n. thought
segern /ˈsigɛrn/ adj. necessary setunent /ˈsitʌnɛnt/ n. puppy skofepilk /ˈskufipɪlk/ v. think
sego /ˈsigɔ/ n. king, emperor sevanz /ˈsivænz/ adj. dumb skofon /ˈskufɔn/ v. shove
seguj /ˈsigʌʤ/ v. say (speechless) skogo /ˈskugɔ/ n. smoke, dust
sej /sɛʤ/ det. another sexee /ˈsiksi/ v. go down, descend, skool /skul/ v. hiss
sejerg /ˈsiʤɛrg/ v. attribute sink
skooz /skuz/ n. disk
sel /sɛl/ n. button sexeff /ˈsiksɛf/ n. beverage
skopend /ˈskupɛnd/ n. team
selist /ˈsilɪst/ n. lace seyitt /ˈsijɪt/ v. disguise
skopinj /ˈskupɪnʤ/ n. virus
selopp /ˈsilɔp/ v. steal, rob sfa /sfæ/ n. outbreak
skopo /ˈskupɔ/ n. divorce
selvack /ˈsilvæk/ adj. economic sfugbez /ˈsfʌgbɛz/ v. cover up
skotor /ˈskutɔr/ v. blush
semaj /ˈsimæʤ/ n. pressure sfugej /ˈsfjugɛʤ/ adj. basic
skraal /skrel/ n. wheel
sembid /ˈsɛmbɪd/ n. dune sfugund /ˈsfjugʌnd/ n. gold
skraaz /skrez/ v. have
sembuu /ˈsɛmbju/ n. exile sfugundburk /ˈsfjugʌndbʌrk/ adj.
golden skramoj /ˈskremɔʤ/ v. cough
semee /ˈsɛmi/ n. page skrapoot /ˈskreput/ n. lease
sfujund /ˈsfjuʤʌnd/ v. eat, bite
semee /ˈsimi/ n. skirt skrasud /ˈskresʌd/ v. devise, come up
sfum /sfʌm/ v. grunt
semod /ˈsimɔd/ n. cathedral with
sfumbol /ˈsfʌmbɔl/ n. horse
semp /sɛmp/ prep. before skratest /ˈskretɛst/ v. moan
sfumboldend /ˈsfʌmbɔldɛnd/ n. stable
sempid /ˈsɛmpɪd/ n. remains, remnant skrato /ˈskretɔ/ n. colony
sfumend /ˈsfjumɛnd/ v. chop
senass /ˈsinæs/ conj. although skrigbetch /ˈskrɪgbɛʧ/ n. bottle, jar,
sfupp /sfʌp/ n. boy, son vase
sencho /ˈsɛnʧɔ/ n. confluence
sfutaj /ˈsfjutæʤ/ v. be (condition/ skrilk /skrɪlk/ v. leak
sended /ˈsɛndɛd/ n. predecessor state)
sendoz /ˈsɛndɔz/ n. diamond skrim /skrɪm/ n. compliment
sfutta /ˈsfʌtæ/ adj. direct
sendree /ˈsɛndri/ n. custom skrinzee /ˈskrɪnzi/ n. institute
sfutul /ˈsfjutʌl/ n. program
senduu /ˈsɛndju/ n. sport skripp /skrɪp/ adj. new
sfuul /sfjul/ v. squat
senee /ˈsɛni/ n. cuff skrirn /skrɪrn/ n. god
sfuvanz /ˈsfʌvænz/ n. concept
sent /sɛnt/ n. result, outcome skrirn betub /skrɪrn ˈbitʌb/ n. tower
sfuxaj /ˈsfjuksæʤ/ n. ministry
senz /sɛnz/ v. scramble skrittee /ˈskrɪti/ n. container
sichuu /ˈsjɛʧju/ v. raise
skuu /skju/ adj. mere
senzee /ˈsɛnzi/ adj. live sifars /ˈsjɛfærs/ n. batch
sled /slɛd/ n. earth
senzuu /ˈsɛnzju/ adj. silly, absurd sifej /ˈsjɛfɛʤ/ n. barrier, hurdle
sleed /slid/ n. clove
sepatt /ˈsipæt/ n. monster, beast siid /sjɛd/ v. convert
sleff /slɛf/ prep. with (accompanied by),
sepenz /ˈsipɛnz/ v. need siit /sjɛt/ v. show, demonstrate with (using)
sepenzeff /ˈsipɛnzɛf/ n. need sij /sɪʤ/ n. ass slegbatt /ˈslɛgbæt/ n. plight
sepern /ˈsipɛrn/ n. term sil /sɪl/ n. calf
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slegbee /ˈslɛgbi/ v. admit, accept soov /suv/ v. pardon tantuu /ˈtæntju/ n. skeleton, fossil
slej /slɛʤ/ v. withstand sopej /ˈsupɛʤ/ adj. ripe tanz /tænz/ adj. alternate
slemba /ˈslɛmbæ/ n. grain soppuj /ˈsɔpʌʤ/ n. tailor tapel /ˈtepɛl/ n. support
slembee /ˈslɛmbi/ n. sugar sopuul /ˈsupjul/ n. flood tapel /ˈtepɛl/ v. support, nurture
slemusteff /ˈslimʌstɛf/ n. care sorand /ˈsɔrænd/ n. second tapp /tæp/ det. those
slentar /ˈslɛntær/ n. face, side, front, sorooz /ˈsuruz/ n. dove tappend /ˈtæpɛnd/ n. astronomy
expression, character sotee /ˈsuti/ n. circle tars /tærs/ n. plate, tray
slepel /ˈslipɛl/ prep. versus soteeff /ˈsɔtiɛf/ n. farmer tast /tæst/ det. such
slerij /ˈslirɪʤ/ adj. bankrupt, broke soters /ˈsutɛrs/ adj. right, correct tatch /tæʧ/ num. hundred
slett /slɛt/ v. enlist sotork /ˈsutɔrk/ n. acronym tatrel /ˈtætrɛl/ v. deduce
slettee /ˈslɛti/ n. effort sotta /ˈsɔtæ/ adj. aroused (sexually) tatt /tæt/ n. artery
slez /slɛz/ n. souvenir sottee /ˈsɔti/ n. farm tattinz /ˈtætɪnz/ adj. wrong
smadend /ˈsmedɛnd/ n. coffee sottee noom /ˈsɔti num/ n. poultry teb /tɛb/ n. corner
smamon /ˈsmemɔn/ n. pump sottont /ˈsɔtɔnt/ v. play (have fun), techad /ˈtiʧæd/ n. girl, female
smatunz /ˈsmetʌnz/ n. amateur compete teck /tɛk/ adj. free
smidark /ˈsmjɛdærk/ n. pick sottonteff /ˈsɔtɔntɛf/ n. player ted /tɛd/ n. land
smidipp /ˈsmjɛdɪp/ n. archipelago sovoop /ˈsuvup/ n. distress tedo /ˈtidɔ/ n. nurse
smitend /ˈsmjɛtɛnd/ n. cigarette, cigar sozuul /ˈsuzjul/ n. print teduj /ˈtidʌʤ/ v. drip
smitirg /ˈsmjɛtɪrg/ n. fiber sud /sʌd/ v. depend, rely on tee /ti/ v. let, allow, permit, approve
smittern /ˈsmɪtɛrn/ n. chest suff /sʌf/ n. wax teed /tid/ v. ache
smo /smɔ/ n. lot sugba /ˈsʌgbæ/ v. stain teef /tif/ v. shave
smod /smɔd/ n. neck sugo /ˈsjugɔ/ n. scale (weighing) teeff /ˈtiɛf/ n. permission
smogbee /ˈsmɔgbi/ v. stress sulanch /ˈsjulænʧ/ v. drag teek /tik/ adj. casual
smonch /smɔnʧ/ v. owe sulij /ˈsjulɪʤ/ n. recipe, formula teel /til/ n. cotton, cloth
smonduff /ˈsmɔndʌf/ n. fingerprint suloj /ˈsjulɔʤ/ n. powder teet /tit/ v. halt
smonzer /ˈsmɔnzɛr/ n. stall sulopp /ˈsjulɔp/ n. system tefa /ˈtifæ/ adj. white, blank
smott /smɔt/ prep. near sult /sʌlt/ n. integrity teff /tɛf/ num. one
snamamp /ˈsnæmæmp/ n. license sumor /ˈsjumɔr/ v. join, marry teffaj /ˈtɛfæʤ/ n. verge
snambeck /ˈsnæmbɛk/ adj. vague sunz /sʌnz/ n. treasure tefuu /ˈtifju/ num. seven
snampo /ˈsnæmpɔ/ n. militia supaam /ˈsjupem/ n. whiskey teg /tɛg/ v. increase, expand, gain
snanduu /ˈsnændju/ n. web, net supetch /ˈsjupɛʧ/ n. laboratory tegbeff /ˈtɛgbɛf/ n. clause
snark /snærk/ adj. sturdy supmol /ˈsʌpmɔl/ n. drug, medicine tegbuu /ˈtɛgbju/ n. sheep
snofoon /ˈsnufun/ n. fiction supmolvack /ˈsʌpmɔlvæk/ adj. medical tej /tɛʤ/ n. answer
snoment /ˈsnumɛnt/ n. security suppee /ˈsʌpi/ n. linguistics tejee /ˈtɛʤi/ n. pedestrian
snomenz /ˈsnumɛnz/ adj. slender sutterg /ˈsʌtɛrg/ n. half tel /tɛl/ det. the
snooz /snuz/ n. con sutul /ˈsjutʌl/ adj. imminent tel /tɛl/ n. corn
snoriff /ˈsnurɪf/ adj. serious suu /sju/ det. every teleech /ˈtiliʧ/ v. huddle
snoroj /ˈsnurɔʤ/ v. leave suul /sjul/ v. graduate telk /tɛlk/ v. please, satisfy
so /sɔ/ n. river, stream, creek, current suv /sʌv/ n. sword telkeff /ˈtɛlkɛf/ n. pleasure
sobuu /ˈsubju/ n. packet teln /tɛln/ n. pool
sochand /ˈsuʧænd/ adj. social T tem /tɛm/ adj. funny
sochandbon /ˈsuʧændbɔn/ n. society tema /ˈtɛmæ/ n. country
ta /tæ/ adv. perhaps
sodel /ˈsudɛl/ n. hull tema /ˈtimæ/ v. maintain
taap /tep/ v. paralyze
sodij /ˈsudɪʤ/ n. shack, shed taar /ter/ v. clarify tembee /ˈtɛmbi/ n. island
sog /sɔg/ v. peek tab /tæb/ v. upset tembepp /ˈtɛmbɛp/ n. bucket
soj /sɔʤ/ n. hammer tabzee /ˈtæbzi/ adj. right (direction) tembo /ˈtɛmbɔ/ adj. superb
sojed /ˈsuʤɛd/ v. compensate tad /tæd/ adj. ugly temerk /ˈtimɛrk/ adj. notable
solanz /ˈsulænz/ v. remind tadeef /ˈtedif/ adj. radical temp /tɛmp/ n. uncle
solent /ˈsulɛnt/ n. sex tadel /ˈtedɛl/ n. commodity ten /tɛn/ adj. general
solentburk /ˈsulɛntbʌrk/ adj. sexual taff /tæf/ v. accuse, denounce tench /tɛnʧ/ v. frustrate
soma /ˈsumæ/ n. strap tag /tæg/ n. tree, wood, forest, jungle tend /tɛnd/ adj. physical
sombee /ˈsɔmbi/ v. doubt tagaj /ˈtægæʤ/ n. exhibit tendee /ˈtɛndi/ n. comet
somed /ˈsumɛd/ v. torture taj /tæʤ/ n. staff tengid /ˈtɛngɪd/ v. jump, leap
somee /ˈsɔmi/ adj. quiet talaj /ˈtelæʤ/ n. load tent /tɛnt/ det. same
someg /ˈsumɛg/ adj. significant taln /tæln/ n. confidence tenz /tɛnz/ n. foot
sood /sud/ adj. tired, lazy talnburk /ˈtælnbʌrk/ adj. confident tepag /ˈtipæg/ n. basil
soof /suf/ n. agriculture talt /tælt/ n. dream tepeef /ˈtipif/ n. topic, subject
sool /sul/ n. soil tand /tænd/ det. which tepett /ˈtipɛt/ v. swipe
soop /sup/ n. impact tandree /ˈtændri/ n. side tepock /ˈtipɔk/ n. knight
soor /sur/ adj. prompt tanj /tænʤ/ n. future tepoor /ˈtipur/ n. warrant
301
teppant /ˈtɛpænt/ v. pat tonta /ˈtɔntæ/ n. blur tuj /tʌʤ/ num. six
ter /tɛr/ n. cabbage tonz /tɔnz/ n. lever tul /tʌl/ v. justify
terant /ˈtirænt/ n. science toof /tuf/ n. brush, brush (for hair) tulej /ˈtʌlɛʤ/ v. call
terant betub /ˈtirænt ˈbitʌb/ n. toog /tug/ n. pond tumo /ˈtjumɔ/ n. pain
university toos /tus/ n. motion tumomurk /ˈtjumɔmʌrk/ adj. painful
teranteff /ˈtiræntɛf/ n. scientist toot /tut/ n. nose tumpee /ˈtʌmpi/ adj. polar
terol /ˈtirɔl/ v. direct, conduct topel /ˈtupɛl/ adj. rugged tumuu /ˈtʌmju/ v. confess
teropp /ˈtirɔp/ n. spinach topol /ˈtupɔl/ adv. where tund /tʌnd/ n. clay, mud, swamp
ters /tɛrs/ v. invite topp /tɔp/ n. appliance tunt /tʌnt/ v. analyze, inspect
testee /ˈtɛsti/ num. zero toppoj /ˈtɔpɔʤ/ n. village tunteff /ˈtʌntɛf/ n. analysis
tetapp /ˈtitæp/ n. oasis toral /ˈturæl/ n. plaque tupatch /ˈtjupæʧ/ n. use
tetch /tɛʧ/ adj. important toseed /ˈtusid/ n. cinnamon tupatch /ˈtjupæʧ/ v. use, utilize,
tetiit /ˈtitjɛt/ v. wrap tota /ˈtutæ/ n. choir spend, operate, exert, exploit
tetott /ˈtitɔt/ v. help, assist total /ˈtutæl/ n. mathematics tupont /ˈtjupɔnt/ n. cream
tett /tɛt/ adv. still totick /ˈtutɪk/ n. conference tupp /tʌp/ adv. anymore
tetuj /ˈtitʌʤ/ n. backpack totil /ˈtutɪl/ v. approach tur /tʌr/ v. replace, substitute
tetuu /ˈtɛtju/ n. version totitt /ˈtutɪt/ n. precinct tureel /ˈtjuril/ n. trophy
teyo /ˈtijɔ/ n. experience totol /ˈtutɔl/ adj. permanent turs /tʌrs/ prep. along
tidaach /ˈtjɛdeʧ/ v. scoop tottond /ˈtɔtɔnd/ n. axle tuss /tʌs/ adj. urgent
tiff /tɪf/ n. interest totupp /ˈtutʌp/ n. lap tutra /ˈtʌtræ/ v. foresee, anticipate
tifled /ˈtɪflɛd/ v. restrain totuu /ˈtɔtju/ adj. manual tuu /tju/ n. project
tigbee /ˈtɪgbi/ v. shiver tox /tɔks/ n. diagram tuuf /tjuf/ v. stamp
tigbo /ˈtɪgbɔ/ adj. definite tozuuv /ˈtuzjuv/ v. promote, advocate tuun /tjun/ v. pinch
tiif /tjɛf/ adj. strict trebzer /ˈtrɛbzɛr/ n. grass, turf, pasture tuvee /ˈtjuvi/ adj. different, other,
distinct
tiil /tjɛl/ v. wave (salutation) treel /tril/ n. acid
tuvemon /ˈtjuvimɔn/ n. difference
tiim /tjɛm/ prep. onto treem /trim/ n. zoo
tiis /tjɛs/ n. fit treer /trir/ n. trunk (large box)
tij /tɪʤ/ v. regret treet /trit/ n. past U
til /tɪl/ v. forget trelkree /ˈtrɛlkri/ n. transplant udonz /ˈjudɔnz/ n. basin, reservoir
timbuu /ˈtɪmbju/ adj. massive trem /trɛm/ n. junction udoop /ˈjudup/ adj. long
tin /tɪn/ v. inspire, impress tremars /ˈtrimærs/ v. embed udopbon /ˈjudupbɔn/ n. length
tinch /tɪnʧ/ n. maple trembo /ˈtrɛmbɔ/ n. limit ufaj /ˈjufæʤ/ adj. loose
tinsir /ˈtɪnsɪr/ n. laundry tremenz /ˈtrɛmɛnz/ n. coffin ufend /ˈjufɛnd/ adv. basically
tint /tɪnt/ v. bark tremp /trɛmp/ n. stage ufund /ˈjufʌnd/ n. crisis, catastrophe
tipeed /ˈtjɛpid/ v. touch tremuleff /ˈtrimjulɛf/ n. suggestion ufuu /ˈjufju/ n. costume
tipp /tɪp/ prep. over tremuul /ˈtrimjul/ v. suggest, hint, ugomp /ˈjugɔmp/ adv. eventually
tirfuu /ˈtɪrfju/ n. champion indicate ujenz /ˈjuʤɛnz/ n. cage, prison, jail
tirg /tɪrg/ n. parent trend /trɛnd/ adj. wild ujenzeff /ˈjuʤɛnzɛf/ n. prisoner
tisee /ˈtjɛsi/ n. lightning trendee /ˈtrɛndi/ adj. cold ula /ˈjulæ/ n. cup, mug
tist /tɪst/ v. improve, enhance trendee dapp panta /ˈtrɛndi dæp ulanz /ˈjulænz/ n. belly (stomach area)
ˈpæntæ/ n. winter
titt /tɪt/ n. coin umee /ˈjumi/ n. litigation
trenso /ˈtrɛnsɔ/ adv. so, therefore, thus
to /tɔ/ adj. best umee /ˈjumi/ v. scare, frighten, startle
trent /trɛnt/ n. vehicle
tochuu /ˈtuʧju/ n. beer umej /ˈjumɛʤ/ n. joy
trepal /ˈtripæl/ n. cheek
tod /tɔd/ n. thread, strand umern /ˈjumɛrn/ v. heal
trepfett /ˈtrɛpfɛt/ adj. sarcastic
todee /ˈtudi/ adv. less umur /ˈjumʌr/ adj. round, blunt
trepiip /ˈtripjɛp/ n. article
toff /tɔf/ n. blade unanch /ˈjunænʧ/ v. pluck
trepp /trɛp/ n. couple
togipp /ˈtugɪp/ v. post upack /ˈjupæk/ n. almond
trervuff /ˈtrɛrvʌf/ n. fantasy, illusion
tol /tɔl/ n. light upee /ˈjupi/ n. trauma
tresad /ˈtrisæd/ adv. forward
tolarg /ˈtulærg/ adj. fertile upel /ˈjupɛl/ v. grip
tresk /trɛsk/ adv. somewhat, fairly,
tolargbon /ˈtulærgbɔn/ n. fertility pretty, quite upenz /ˈjupɛnz/ n. eclipse
toloj /ˈtulɔʤ/ adj. special tretenz /ˈtritɛnz/ n. elevation upo /ˈjupɔ/ v. hope
tolojpi /ˈtulɔʤpɪ/ adv. especially trett /trɛt/ pron. they, them urirs /ˈjurɪrs/ n. customer, patron
tomank /ˈtumænk/ v. confront tretto /ˈtrɛtɔ/ adj. optimal utaln /ˈjutæln/ adj. automatic
tomba /ˈtɔmbæ/ v. surround tretund /ˈtritʌnd/ adj. clever utand /ˈjutænd/ v. distract
tombee /ˈtɔmbi/ v. curse tro /trɔ/ det. their, theirs utel /ˈjutɛl/ adj. scarce
tomel /ˈtumɛl/ adj. unique tud /tʌd/ pron. one uto /ˈjutɔ/ n. quarter
tomex /ˈtumɛks/ n. mistress tudfa /ˈtʌdfæ/ part. will utock /ˈjutɔk/ v. confine
tomirk /ˈtumɪrk/ adj. chief tuff /tʌf/ n. concrete uub /jub/ adj. specific, particular
ton /tɔn/ adj. hostile tug /tʌg/ v. erupt, vomit uud /jud/ n. heirloom
tonga /ˈtɔngæ/ v. float tugbee /ˈtʌgbi/ interj. yes uug /jug/ pron. something
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uuk /juk/ v. monitor vunk /vʌnk/ n. miscarriage yatepp /ˈjetɛp/ n. agony
uul /jul/ n. ring vuu /vju/ conj. when yatern /ˈjetɛrn/ v. relate
uun /jun/ v. support, bolster vuuk /vjuk/ n. step, footstep yatlo /ˈjætlɔ/ n. surplus
uus /jus/ n. privilege vuul /vjul/ prep. through yatt /jæt/ adj. sure
uut /jut/ n. fox vuun /vjun/ num. second yattanch /ˈjætænʧ/ n. pea
uxeck /ˈjuksɛk/ n. money yattee /ˈjæti/ n. loser
V
Y yattej /ˈjætɛʤ/ n. voucher
va /væ/ num. million yatto /ˈjætɔ/ adj. inferior
ya /jæ/ adv. here
vack /væk/ n. forehead, brow yaxepp /ˈjeksɛp/ v. pray
yaad /jed/ v. expel
vad /væd/ n. thread yick /jɪk/ n. dragon
yaaf /jef/ adj. vicious, cruel
vaff /væf/ adj. middle yid /jɪd/ v. bow
yaal /jel/ adj. premier
val /væl/ n. room (space), capacity yidarg /ˈjɪdærg/ n. petal
yaat /jet/ v. envision
van /væn/ n. courtesy yiduu /ˈjɪdju/ n. draft
yab /jæb/ n. alcohol
vatt /væt/ v. suffocate yiff /jɪf/ n. sling
yad /jæd/ adj. famous
ved /vɛd/ n. margin yigbee /ˈjɪgbi/ v. charge
yadee /ˈjedi/ adj. volatile
vedrar /ˈvɛdrær/ v. hide, protect yiklee /ˈjɪkli/ n. broth
yadub /ˈjedʌb/ n. spoon
vee /vi/ n. others
yagant /ˈjegænt/ n. temple, church, yil /jɪl/ n. ward
veed /vid/ n. talent shrine yiln /jɪln/ v. groan, moan
veek /vik/ n. glory, honor, dignity yagbed /ˈjægbɛd/ n. premiere yilpee /ˈjɪlpi/ n. snack
veel /vil/ n. arrow (weapon) yagbee /ˈjægbi/ v. place yilt /jɪlt/ adj. honest, innocent
veep /vip/ n. fringe yajmitch /ˈjæʤmɪʧ/ v. sew yiment /ˈjɪmɛnt/ v. retire
veet /vit/ prep. via yal /jæl/ n. area, region yimond /ˈjɪmɔnd/ n. manual
veez /viz/ v. damage yalk /jælk/ v. die yin /jɪn/ n. lesbian
vegil /ˈvigɪl/ v. fire yalkeff /ˈjælkɛf/ n. death yinz /jɪnz/ conj. and
vej /vɛʤ/ adv. forever yalkonk /ˈjælkɔnk/ adj. dead yippo /ˈjɪpɔ/ v. write
vel /vɛl/ v. blame, criticize yalt /jælt/ v. lean, tilt, bow (greet) yippoeff /ˈjɪpɔɛf/ n. author, writer
velgerg /ˈvɛlgɛrg/ n. critique yama /ˈjæmæ/ v. record yipsueff /ˈjɪpsjuɛf/ n. employer
velonk /ˈvɛlɔnk/ adj. guilty yamanch /ˈjemænʧ/ n. wealth yipsuu /ˈjɪpsju/ v. employ
velood /ˈvilud/ n. compartment yambo /ˈjæmbɔ/ n. chick (girl) yiree /ˈjɪri/ n. foam
velpee /ˈvɛlpi/ n. curtain, veil yamel /ˈjemɛl/ n. independence yitch /jɪʧ/ n. organ
vemoj /ˈvimɔʤ/ adj. dire yamenz /ˈjemɛnz/ v. propel yitt /jɪt/ n. opinion
vend /vɛnd/ n. reef yamp /jæmp/ n. lunch yittend /ˈjɪtɛnd/ n. diary
ventipp /ˈvɛntɪp/ n. rhetoric yamunz /ˈjemʌnz/ n. equipment, yittond /ˈjɪtɔnd/ n. reign
ventol /ˈvɛntɔl/ adj. gay, homosexual apparatus
yo /jɔ/ n. machine, device, gadget
venz /vɛnz/ n. shovel yamuu /ˈjæmju/ v. suppress
yobzutt /ˈjɔbzʌt/ v. lay
vepee /ˈvipi/ n. hybrid yan /jæn/ n. fashion
yock /jɔk/ v. growl
vepp /vɛp/ n. dam yanburk /ˈjænbʌrk/ adj. fashionable
yod /jɔd/ n. hill, slope, slant
vepurn /ˈvipʌrn/ adj. forensic yanch /jænʧ/ n. complex
yogbo /ˈjɔgbɔ/ n. tide
ver /vɛr/ v. sail, cruise yandee /ˈjændi/ n. eyelash
yogend /ˈjɔgɛnd/ n. teenager,
vereff /ˈvɛrɛf/ n. sailor yandem /ˈjændɛm/ n. moon adolescent
vess /vɛs/ n. snake yano /ˈjænɔ/ n. lion yogonch /ˈjɔgɔnʧ/ n. ribbon, tape
vex /vɛks/ n. glove yantel /ˈjæntɛl/ adj. sleek yoj /jɔʤ/ adv. instead
vez /vɛz/ n. letter (written document) yantock /ˈjæntɔk/ n. path, track, road yokuu /ˈjɔkju/ n. border, boundary
vid /vɪd/ n. treason yanzel /ˈjænzɛl/ n. crew yol /jɔl/ v. drive
vil /vɪl/ n. model yanzuu /ˈjænzju/ n. fetus yoleff /ˈjɔlɛf/ n. driver
vin /vɪn/ n. storm yapapp /ˈjepæp/ n. chicken, fowl yolij /ˈjɔlɪʤ/ v. confirm, validate, verify
vinch /vɪnʧ/ n. courier yapeer /ˈjepir/ n. wagon yomand /ˈjɔmænd/ n. agency
vo /vɔ/ pron. everything yapel /ˈjepɛl/ n. dart yomee /ˈjɔmi/ adj. dim
vor /vɔr/ v. vow, swear yapfa /ˈjæpfæ/ adj. robust yomo /ˈjɔmɔ/ n. sister
votch /vɔʧ/ adj. warm yapiil /ˈjepjɛl/ n. grill yomp /jɔmp/ n. suit, uniform
vott /vɔt/ v. assign yapp /jæp/ n. ash yompeg /ˈjɔmpɛg/ n. siren
vuck /vʌk/ v. pity yappaj /ˈjæpæʤ/ v. erect yompuu /ˈjɔmpju/ v. lift
vul /vʌl/ n. stomach, gut yappij /ˈjæpɪʤ/ n. implant yon /jɔn/ v. hire, rent
vum /vʌm/ n. ledge yappinz /ˈjæpɪnz/ n. leaf yond /jɔnd/ v. claim, allege, testify
vumba /ˈvʌmbæ/ n. highlight yapuu /ˈjepju/ n. rose yondod /ˈjɔndɔd/ n. harmony
vumepp /ˈvjumɛp/ adj. fast, smart, yarent /ˈjærɛnt/ adj. sincere yonsee /ˈjɔnsi/ adj. wacky
intelligent, wise yaseeb /ˈjesib/ n. jewel, gem yont /jɔnt/ n. castle
vunch /vʌnʧ/ n. forecast yatcholt /ˈjæʧɔlt/ n. top, peak yonzee /ˈjɔnzi/ n. guest, patron
vund /vʌnd/ n. novice, rookie yatchorg /ˈjæʧɔrg/ conj. but yonzo /ˈjɔnzɔ/ n. tribe
vunirg /ˈvjunɪrg/ n. insurgent yateen /ˈjetin/ adj. last (final), former yopfed /ˈjɔpfɛd/ n. thorn
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yopfed yadub /ˈjɔpfɛd ˈjedʌb/ n. fork zee /zi/ v. remember
yoppa /ˈjɔpæ/ v. desire zeed /zid/ v. prepare, brace
yoppand /ˈjɔpænd/ n. chorus zeef /zif/ adj. rigorous
yopsed /ˈjɔpsɛd/ v. nominate zeeff /ˈziɛf/ n. memory
yopuu /ˈjɔpju/ n. piano zeeg /zig/ v. strip
yor /jɔr/ adj. private zeep /zip/ n. brothel
yoss /jɔs/ det. our, ours zejee /ˈzɛʤi/ n. sea, ocean
yoss /jɔs/ pron. we, us zejee denzepp /ˈzɛʤi ˈdɛnzɛp/ n.
hurricane
yotevack /ˈjɔtivæk/ adj. personal
zel /zɛl/ n. class
yott /jɔt/ prep. beside
zelt /zɛlt/ v. glare
yotta /ˈjɔtæ/ adj. noble
zendapp /ˈzɛndæp/ n. tooth, fang
yottand /ˈjɔtænd/ n. foliage
zenzeb /ˈzɛnzɛb/ v. be (located)
yottee /ˈjɔti/ n. person
zepp /zɛp/ adj. last, previous
yottint /ˈjɔtɪnt/ v. swing, sway, rock
zeppamp /ˈzɛpæmp/ adj. gentle
yov /jɔv/ n. guy
zeppi /ˈzɛppɪ/ adv. previously
yox /jɔks/ adv. also, as well
zer /zɛr/ v. act
yub /jʌb/ v. hike
zers /zɛrs/ adj. sudden, abrupt
yuck /jʌk/ n. range, spectrum, extent
zerspi /ˈzɛrspɪ/ adv. suddenly
yud /jʌd/ n. patent
zettee /ˈzɛti/ n. peril
yugbapp /ˈjʌgbæp/ v. crouch
zev /zɛv/ n. world
yugbee /ˈjʌgbi/ n. bed
zidepp /ˈzjɛdɛp/ v. catch, capture, seize
yugbuu /ˈjʌgbju/ n. camel
zii /zjɛ/ pron. I, me
yuj /jʌʤ/ n. scandal
zitul /ˈzjɛtʌl/ adj. overseas
yul /jʌl/ adv. never
zo /zɔ/ det. my, mine
yulee /ˈjʌli/ v. escalate
zobiit /ˈzubjɛt/ v. conform
yum /jʌm/ n. witch
zobuu /ˈzubju/ n. cabin, inn, lodge
yum noom /jʌm num/ n. owl
zochax /ˈzuʧæks/ conj. that
yumbam /ˈjʌmbæm/ v. collect
zod /zɔd/ v. invade, raid
yumbee /ˈjʌmbi/ n. chin, jaw
zoduul /ˈzudjul/ adj. crazy, insane,
yumej /ˈjʌmɛʤ/ v. duck absurd, silly
yumo /ˈjʌmɔ/ n. goose zoff /zɔf/ v. plan
yumpee /ˈjʌmpi/ n. firearm zoj /zɔʤ/ det. what
yun /jʌn/ adv. apart zolim /ˈzulɪm/ adj. tense, stiff, firm
yund /jʌnd/ adj. polite zolimbon /ˈzulɪmbɔn/ n. tension
yundo /ˈjʌndɔ/ n. block, brick zomej /ˈzumɛʤ/ v. defy
yunz /jʌnz/ n. property zomolk /ˈzumɔlk/ n. mood
yuppanch /ˈjʌpænʧ/ n. week zon /zɔn/ n. clown
yupuu /ˈjʌpju/ adj. dry zook /zuk/ v. conceal
yuttee /ˈjʌti/ adj. moral zoop /zup/ n. husband
yutto /ˈjʌtɔ/ n. nutrition zoot /zut/ v. spoil
yuyo /ˈjʌjɔ/ n. flame zopant /ˈzupænt/ n. goal
zopeen /ˈzupin/ n. rodent
zotatch /ˈzutæʧ/ adj. intricate
Z zotej /ˈzutɛʤ/ n. boulder
za /zæ/ n. corpse, carcass zupp /zʌp/ v. ask, request, inquire
zad /zæd/ v. illustrate zuu /zju/ n. root
zaff /zæf/ n. paper
zalt /zælt/ n. mosquito
zand /zænd/ v. cause, induce, provoke
zanz /zænz/ adj. quick, swift
zanzpi /ˈzænzpɪ/ adv. quickly
zapp /zæp/ v. cry
zappond /ˈzæpɔnd/ n. bench
zappuj /ˈzæpʌʤ/ v. hit, beat (strike)
zar /zær/ n. scissors
zatt /zæt/ v. tolerate, indulge
zebuul /ˈzibjul/ adj. formal
zed /zɛd/ n. sock
zedeff /ˈzidɛf/ n. preparation
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Legal Information
This work includes material taken from the System Reference Document 5.1 (“SRD 5.1”) by
Wizards of the Coast LLC and available at https://dnd.wizards.com/resources/systems-
reference-document. The SRD 5.1 is licensed under the Creative Commons Attribution 4.0
International License available at https://creativecommons.org/licenses/by/4.0/legalcode.
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