PERSONS OF INTEREST
AGNIRA ERINLAE, L8 Human Female
STR 10(+0) DEX
13(+1) CON 11(+0) INT 10(+0) WIS
10(+0) CHA 12(+1)
HP: 36
AC: 11 (Unarmored)
Traits: Alert
Languages: Common, Gnomish
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 +1 piercing; Finesse,
Light, Thrown (20/60 ft).
Tools: None
Skills: Investigation +3, Perception +3
Background: Agnira Erinlae worked in one of Merrol's
factories until the Draconic attack. With most of Merrol reduced to rubble,
these days Agnira survives as a scavenger. She spends her days with a group of
others, picking through the rubble, looking for useful items that they might
resell for a meagre profit. It's hard, dirty work but Agnira is very good at
finding valuable scrap.
Secret Info: On one of
her recent scavenging hunts, Agnira discovered a crystalline skull. The skull
contains the spirit of an ancient sorcerer-priest. It whispers advice to
Agnira, in exchange for fresh blood. Its arcane power is slowly increasing as
Agnira feeds it, and it is exerting more overt control over the young woman's
mind, making her trust and obey it. Agnira is aware that the skull is using
her, but she doesn't care as long as it keeps its promises to make her wealthy
and powerful. How far she'll go to appease the skull's bloodlust, however,
remains to be seen.
ALDAT MORTOTH, L13 Human Male
STR 16(+3) DEX
16(+3) CON 09(-1) INT 08(-1) WIS
10(+0) CHA 14(+2)
HP: 56
AC: 13 (Unarmored); 14 (Leather Armor)
Traits: Tavern Brawler
Languages: Common, Gnomish, Elvish
Defense: Leather armor; AC 11 + Dex
Offense: None
Tools: None
Skills: Athletics +7, Intimidation +6
Background: Aldat Mortoth grew up in a crowded tenement in
the Old City. Life was hard for the Mortoths and when Aldat was twelve he was
cast out into the street to make his own way in the world. Big, even as a
child, Aldat found work in the Seagate warehouses for a while before
gravitating toward Moontree's underworld. He's bounced from gang to gang ever
since, even served a term in Banestone.
At present, Aldat has been recruited as a legbreaker for the Black
Glove, which has now established themselves in Moontree. He lives in the Old
City, in a nice apartment a few blocks from his old neighborhood. Every day he
passes his father, begging on the street, and spits in his eye. Life, as far as
Aldat Mortoth is concerned, is good.
Secret Info: Mortoth
doesn't talk about his time in Banestone, but he is determined that he will
never go back to the prison. He would rather hang. Despite this, he actually
keeps in touch with some 'pals' from the prison via messenger, and is probably
more aware of what's going on inside Banestone's prison community than almost
anyone else in the city. This information could be useful to some persons.
ALINIA VALEROSE, L6 Halfling Female +3
STR 11(+0) DEX
17(+3) CON 14(+2) INT 13(+1) WIS
12(+1) CHA 10(+0)
HP: 45
AC: 14 (Leather Armor)
Traits: Lucky, Brave, Halfling Nimbleness, Stout Resilience,
Watcher's Eye
Languages: Common, Halfling
Defense: Leather Armor; AC 11 + DEX
Offense: Shortsword, +7 to hit; deals 1d6 +4 piercing;
Finesse, Light
Tools: None
Skills: Athletics +4, Insight +5
Background: Alinia Valerose is a member of the City Watch. A
halfling from Lederra's Rest, Alinia saw combat during the Draconic attack. She
saw friends and comrades fall to the dragonborn invaders, and has developed a
deep hatred for the dragonborn race. Currently assigned to the Watch House in
Lederra's Rest, Alinia has been considering entering the City Militia where she
feels she could do more good.
Secret Info: Alinia
Valerose is a very, very angry woman. She is a powderkeg waiting to explode,
she would just need the right kind of provocation. If she encounters
dragonborn, or lizardmen, the chances of her giving in to her violent impulses
are markedly increased. And although her fellow watchmen are aware of her
feelings, they would support their comrade if violence erupted which could make
life very difficult for her 'attackers.'
BARA THE BREAKER, L8 Human Female
STR 19(+4) DEX 11(+0) CON 10(+0) INT
13(+1) WIS 11(+0) CHA 14(+2)
HP: 59
AC: 10 (Unarmored)
Traits: Tough
Languages: Common, Gnomish, Thieve's Cant
Defense: None
Offense: Unarmed Strike; +7 to hit; deals 1d4 +4 bludgeoning
Tools: None
Skills: Deception +5, Intimidation +5
Background: Bara the Breaker is one of a handful of female
prisoners locked away in Banestone. Thirteen years ago she was sentenced to 30
years for beating a lord's son to a bloody pulp in a Renero gambling den. Since
then, she's become one of the most feared and respected inmates within the
prison. The guards and other prisoners learned quickly, and painfully, not to
try anything with Bara. These days, she seldom has to break anyone's hands
thanks to her reputation. Bara has seventeen more years before she can leave
Banestone. As far as the staff and other prisoners are concerned, those years
can't pass quickly enough.
Secret Info: Bara has
a list of names in her head of the people she wants revenge upon. She's already
punished some of those people. She has friends and allies outside the prison,
willing to get their hands dirty for her. And Bara's revenges are never as dull
as mere 'murder.' No, she's more thoughtful than that. It's possible that
newcomers to town might draw her attention and become embroiled in her revenge
schemes. Or, unwittingly, be hired to protect her target, which would make them
Bara's enemies. And Bara never forgets or forgives her enemies.
DERROL BRAEDER, L12 Human Male
STR 09 (-1) DEX 09
(-1) CON 08 (-1) INT 10 (-0) WIS 09 (-1) CHA 06 (-2)
HP: 51
AC: 09 (Unarmored)
Traits: Lucky
Languages: Common, Halfling
Defense: None
Offense: None
Tools: Cards +4
Skills: Arcana +4, Insight +3
Background: Derrol Braeder is a wealthy old human man who
resides in a modest Silver Hill residence. In his youth, Braeder worked for a number
of adventuring parties as a servant. Adventurers seldom prepare for their
deaths and when his employers died, Braeder helped himself to their belongings
and loot. Over time, he acquired quite the pile of riches. Enough to afford a
comfortable lifestyle in his golden years.
Secret Info: Derrol
Braeder possesses a cache of magic items, mostly enchanted weapons and magic
rings. But he also has, locked away in a magical safe, a Deck of Many Things.
This is the only Deck in the world.
EZENN QUIRNT, L12 Male Half-Elf
STR 10(+0) DEX 14(+2) CON 14(+2) INT
16(+3) WIS 10(+0) CHA 13(+1)
HP: 76
AC: 13(Ring of Protection)
Traits: Darkvision, Fey Ancestry, Skill Versatility
Languages: Common, Elvish, Gnomish
Defense: Ring of Protection, Rare Magic Item, +1 bonus to AC
and saves.
Offense: Rapier, +6 to hit; deals 1d8 +2 piercing; Finesse
Tools: None
Skills: Acrobatics +6, Investigation +7, Insight +4,
Performance +5, Persuasion +5
Background: Ezenn Quirnt is the owner and manager of The
Ticklish Pickle, a brothel on the edge of Renero and Silver Hill that caters to
very specialized tastes. Although a genial host, Ezenn is utterly ruthless when
it comes to protecting his business and his employees. More than one
troublemaker has learned that the rapier Ezenn wears at his hip isn't merely
for show.
Secret Info: It's not
widely known but there are secret tunnels beneath the Ticklish Pickle,
connecting the brothel to Moontree's sewers. The tunnels are used by smugglers
and black marketeers. Ezenn allows the smugglers to store some of their goods
in the basement of the Pickle, for a modest fee and first access to any unusual
items that come into the city. If his link to the black market was exposed,
Ezenn would face some very bad consequences.
GELTIR OMTEG, L9 Forrest Gnome Male
STR 12(+1) DEX
19(+4) CON 13(+1) INT 15(+2) WIS
08(-1) CHA 14(+2)
HP: 49
AC: 14 (Unarmored)
Traits: Darkvision, Gnome Cunning, Natural Illusionist,
Speak with Small Beasts
Languages: Common, Gnomish
Defense: None
Offense: Poisoned Darts; +8 to hit; deals 1d4+4 piercing and
1d8 poison dmg; Finesse, Thrown (20/60 ft).
Tools: Poisoner's Kit +4; Thieves' Tools +4
Skills: Acrobatics +8, Stealth +8
Background: Geltir Omteg is a recent arrival in Moontree. A
forest gnome from western Nur, he has come to Moontree to determine the fate of
distant relations. During the day, he has been making the rounds of various
temples and hospices, asking after his family. At night, he retires to a
smallfolk inn located in Medorrna.
Secret Info: Geltir
Omteg is looking for the Hakko family, but not because they are related to him.
He is an assassin, an exile from the Everwood, contracted to kill the Hakko
family by their professional rivals. Omteg is very good at what he does and his
reputation has preceeded him to Moontree. The Black Glove has made overtures to
him to remain in the city, but Omteg has not responded to their offer.
IKORI, L14 Female Hill Dwarf
STR 14 (+2) DEX 12
(+1) CON 10 (+0) INT 08 (-1) WIS 08 (-1) CHA 14 (+2)
HP: 87
AC: 12 (Leather Armor)
Traits: Darkvision, Dwarven Resillience, Dwarven Combat
Training, Tool Proficiency, Stonecunning, Dwarven Toughness.
Languages: Common, Dwarven, Orc
Defense: Leather Armor; AC 11 + DEX
Offense: Warhammer; +7 to hit; 1d8 +2 bludgeoning; Versatile
(1d10)
Tools: Mason's tools, Vehicles - Land
Skills: Athletics +7, Intimidation +7
Background: Ikori is a professional bodyguard. She's plied
her trade from V'resh to the Draconic Empire and beyond. She may not be the
brightest person in the room, but how smart do you have to be to weild a
warhammer? More importantly, to her clients, she's loyal and keeps her mouth
shut. She's been in high demand since the Draconic attacks and has tucked away
quite a bit of money. At the moment, she's bodyguarding a merchant from
Graelforge, but once the contract is up, she's thinking she might buy a little
dairy farm in Lederra's Rest and hang up her hammer.
Secret Info: Ikori has
a diary. In that diary, she records everything that happens to her and her clients.
Some people might be very interested in her diary, either acquiring it or
destroying it. If its contents were ever made public, quite a few merchants
might find themselves bound for Banestone.
MARKO IRONLACE, L3 Human Male
STR 08(-1) DEX
07(-2) CON 10(+0) INT 12(+1) WIS
11(+0) CHA 14(+2)
HP: 16
AC: 08 (Unarmored)
Trait: City Secrets
Languages: Common, Gnomish
Defense: None
Offense: None
Tools: None
Skills: Performance +4, Persuasion +4
Background: Marko Ironlace was the son of craftsmen parents
killed during the Draconic attack on Moontree. Marko survived but was left a
crippled orphan, forced to live on the streets of Redsnake. A bright youth of 13, Marko survives by
telling stories. During the day, he can be found in Carnet Square, sitting near
the fountain, watching the world go by. At night, he finds refuge in Dezba's, a
local inn, where he entertains and distracts the guests with stories from
Moontree's past.
Secret Info: Marko
sees and hears a lot from his vantage point in Carnet Square. He could be a
good source of information about the community, and about the guests at
Dezba's. He's also something of a local
mascot, and anyone trying to intimidate or rough up the crippled boy could find
themselves facing a lot of angry locals.
MAZUREE ORELLO, L9 Female Human
STR 14 (+2) DEX
11(+0) CON 11(+0) INT 12(+1) WIS
11(+0) CHA 10(+0)
HP: 48
AC: 10 (Unarmored)
Languages: Common, Gnomish
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 piercing; Finesse,
Light, Thrown, Range 20/60.
Tools: Disguise kit +4
Skills: Stealth +4, History +5
Background: Mazuree Orello is one of the most skilled
morticians in all of Erishur. Her ability to make a ravaged body suitable for
public display verges on the uncanny. Some say she is blessed by Rovelek, but
Mazuree dismisses this. She is simply patient, precise and creative.
Secret Info: Mazuree
Orello is a member of a secret group called the Theatre of the Dead. They meet
in the graveyard and allow restless spirits to possess them and reenact some
pivotal scene from their life as a kind of benign exorcism. The spirits of
Erishur are very protective of the Theatre, particularly Mazuree who is a
natural medium. If she were ever threatened or harmed, they would act to defend
or avenge her.
OSRIM SH'VAN, L14 Half-Orc Male
STR 16(+3) DEX 08(-1) CON 17(+3) INT
16(+3) WIS 13(+1) CHA 12(+1)
HP: 115
AC:
Traits: Darkvision, Relentless Endurance, Savage Attacks
Languages: Common, Orc
Defense: Chain Mail; AC 16, Min STR 13, Disadvantage on
Stealth
Offense: Warhammer; +8 to hit; deals 1d8 +3 bludgeoning;
Versatile (1d10)
Tools: Dice +5, Vehicles - Land +5
Skills: Athletics +8, Persuasion +6
Background: Osrim Sh'Van is a half-orc mercenary from
V'resh. The company he belongs to was hired by Moontree to bolster the city's
defenses until they could be repaired. Osrim spends most of his time in the
Celnimeir District, with his fellow mercenaries. Occasionally, he'll venture
into Renero or the Old City, but the locals aren't very welcoming of half-orcs.
The company's contract with Moontree is about to expire and, if offered a
renewel, the company would vote on whether or not to accept it. Osrim would probably vote against it, as he
would prefer to return to V'resh.
Secret Info: Osrim Sh'Van
is the illegitimate son of a V'Reshi Orc noble. This isn't common knowledge as
Osrim would prefer to shield his father from the scandal of having a halfbreed
son. If some unscrupulous person were to become aware of this fact and try to
extort money from Osrim, or hold him for ransom, they would find themselves in
dire straights. Not only would his mercenary company come to his aid, if his
father or his father's allies learned of this they would dispatch military
forces to Moontree to retrieve Osrim, regardless of the cost to the locals.
REPARA TYE, L7 Female Quicksilver Gnome
STR 10 (+0) DEX 11
(+0) CON 13 (+1) INT 10 (+0) WIS 13 (+1) CHA 15 (+2)
HP: 45
AC: 10 (Unarmored)
Traits: Darkvision, Gnome Cunning, Improved Memory,
Scholarship (History)
Languages: Common, Gnomish
Defense: None
Offense: None
Tools: Navigator's tools, Vehicles - Water
Skills: Athletics +3, History +3, Perception +4
Background: Repara Tye is the youngest daughter of the Tye
family. The Tye family are the lighthouse keepers in Northlight. Repara was at
sea when the Draconic Legions attacked Moontree. When she returned, she joined
the family in tending the light. A pretty, blonde gnome woman with silver eyes,
Repara is well-known and liked in Northlight.
Secret Info: The Tyes
have a family secret that Repara has only recently become aware of; the women
in her family are all priestesses of Rasha, Goddess of Light. Over the centuries they have secretly
inscribed magical runes all over the lighthouse's exterior. These runes act as
powerful wards, protecting Northlight and the lighthouse from threats.
RORIE SESTIRI, L10 Human Male
STR 16(+3) DEX
17(+3) CON 12(+1) INT 12(+1) WIS
10(+0) CHA 16(+3)
HP: 54
AC: 13 (Unarmored)
Traits: Ship's Passage
Languages: Aquan, Celestial, Common, Elvish
Defense: None
Offense: Club; +7 to hit; deals 1d4 +3 bludgeoning.
Tools: Navigator's tools +4, Vehicles-Water +4
Skills: Athletics +7, Perception +4, Religion +5
Background: Rorie Sestiri went off to sea as a young man and
sailed all across Lore. He saw sights that few others have ever seen, met
individuals both wondrous and terrifying. Eventually, though, travel wore on
him and the sailor returned home to Moontree. He spent part of his savings to
buy a share in a waterside tavern and squirreled away the rest. During the
Draconic Invasion, he manned a boat that ferried people to safety aboard ships
in the bay. The things Rorie saw during the invasion had a profound impact on
him. Always somewhat philosophical, he developed an interest in religion. He
began to read about the gods and took it upon himself to care for the multitude
of shrines that dot Harborgate. Rorie can often be spotted in the early morning
fog, standing on the docks near his tavern, murmuring quite prayers.
Secret Info: Although
he is not a proper priest, Rorie Sestiri's devotion has not gone unnoticed by
the gods. Although not a cleric his
prayers seem to have more weight than most peoples and word has gotten around
that if the old sailor prays for someone they're more likely to get an answer.
It might not be an answer you like, but you'll get an answer.
YERA ARELLAC, L10 Female Human
STR 10(+0) DEX
11(+0) CON 10(+0) INT 13(+1) WIS
15(+2) CHA 10(+0)
HP: 53
AC: 10(Unarmored)
Traits: Observant
Languages: Common, Halfling
Defense: None
Offense: Dagger; +4 to hit; deals 1d4 piercing; Finesse,
Light, Thrown, Range 20/60
Tools: None
Skills: Insight +6, Perception +6
Background: Yera Arellac is the housekeeper of the Moontree
Estate in Highgate. She is the most senior member of the remaining staff and,
as such, takes her responsibilities to house and family quite seriously.
Trespassers and uninvited guests are not welcome and Yera makes sure they get
the message. She is aware that Lavic Moontree is still alive, and has sent
letters to him informing him of events in the city, but has heard nothing back
from him. Until then, she will defend the Moontree home and name to the best of
her ability.
Secret Info: In her
youth, Yera lived on the streets of Renero and, for a brief time, associated
with various adventurers. Most have died, but some have gone on to great
things. She's kept in touch with many of her old friends, and, if pushed, she could
reach out to some very dangerous people for help.