WALFORA REDFLOWER, Female Mountain Dwarf
STR 12 (+1) - DEX16 (+3) - CON 14 (+2) - INT 16 (+3) - WIS
14 (+2) - CHA 17 (+3)
HP 66 - AC 14 (Leather Armor)
Traits: Darkvision, Dwarven Resilience, Dwarven Combat
Training, Tool Proficiency, Stonecunning, Dwarven Armor Training
Languages: Common, Dwarven
Defense: Leather Armor, AC 11 + Dex
Offense: Club, Melee Weapon; +7 to hit; deals 1d6 +3
bludgeoning
Tools: Mason's Tools +4, Thieves Tools +4, Cards +4
Skills: Deception +7, Stealth +7
Background: Walfora Redflower is the owner and operator of
the Junction Inn. She came to Ilok's Junction 80 years ago, as 'a wee slip of a
gel.' She is an albino, who avoids other
dwarves when possible. In her own words, "Dwarves like albinos about as much as elves like drow." Walfora doesn't speak about her past, and can
become quite irritated if pushed on the subject. She knows all the caravan
masters who pass through Ilok's Junction, and a surprising number of people
beyond the city.
Secret Info: Walfora
fled Fallen Baramir years ago. Observant PCs might note the faded gang tattoos
on the dwarf woman's hands and wrists. Walfora fled Fallen Baramir to escape a
life of crime. She still worries that her old compatriots might be out for
revenge and so is very cautious about whom she trusts with her background.
OMIR MOONRHYME, Male Rock Gnome
STR 15 (+2) - DEX 17 (+3) - CON 09 (-1) - INT 10 (+0) - WIS
15 (+2) - CHA 13 (+1)
HP 39 - AC 13 (Unarmored)
Traits: Darkvision, Gnome Cunning, Artificer's Lore, Tinker
Languages: Common, Dwarvish, Gnomish
Defense: None
Offense: Light Hammer; Melee Weapon; +7 to hit; deals 1d4 +3
bludgeoning; Light, Thrown (20/60)
Tools: Smith's tools +4
Skills: History +4, Insight +6
Background: Looking at Omir Moonrhyme, one would never
expect that he is a blacksmith. The small blue-haired gnome dresses like a
dandy. His fingers are adorned in glittering rings. Nevertheless, he is a
skilled smith and his reputation is well known among the caravans that stop
over in Ilok's Junction. To be honest, Moonrhyme spends a lot of his time these
days supervising his three apprentices and tinkering on personal projects, but
he's more than willing to put aside his fancy silks and satins and work at the
anvil if needs demand.
Secret Info: Moonrhyme
doesn't talk about it much, but he was an orphan who was taken in by a dwarven
smith in Orvald. He learned his craft at the old dwarf's knee, but had to flee
Orvald when the Guild of Smiths learned what the old smith had done. He still
sends money to his old master, using friends and contacts among the caravans
that pass through Ilok's Junction. Moonrhyme knows its risky. If the Guild of
Smiths ever learns his whereabouts, they'd probably send someone to break his
hands. He persists though, out of love for his old master.
VANA NEVERENE, Female Human
STR 18 (+4) - DEX 18 (+4) - CON 16 (+3) - INT 11 (+0) - WIS
14 (+2) - CHA 12 (+1)
HP 99 - AC 14 (Unarmored)
Languages: Auran, Common, Dwarvish, Giant
Defense: None
Offense: None
Tools: Vehicles (Land)
Skills: Insight +6, Persuasion +5
Background: Vana Neverene is from the Scrimshore Coast,
which is in the distant northwest section of Nur. A small, rawboned woman with short, cropped
blue-black hair and almond-shaped grey eyes, her age is unknown. She's lived in
Ilok's Junction for almost fourteen years, establishing her businesses,
Neverene's Goods, with a loan from Walfora Redflower. She has two daughters who
assist her in the shop. A shrewd businesswoman, she loves to barter with the
caravan masters who come to Ilok's Junction. Many of them think she could make
a real killing if she relocated to a larger community, but Vana seems content
with her place in Ilok's Junction, where she is a big fish in a small pond.
Secret Info: Vana's
daughters, Taa and Vey, are of noble blood. Their father was a powerful warlord
who took Vana as his concubine. She poisoned him when their children were still
infants and fled as far away as she could get. She wound up in Ilok's Junction,
where she has built a new life for herself, but Vana is always wary whenever
anyone with a Northern accent shows up in town. She insists that her daughters
keep a bag packed and be ready to run at a moment's notice, but refuses to tell
them why. This has led to some clandestine speculation among the Junction's
youth that Vana Neverene is a wanted criminal.
NORA HELTANE, Female Half-Elf
STR 18 (+4) - DEX 18 (+4) - CON 10 (+0) - INT 10 (+0) - WIS
15 (+2) - CHA 12 (+1)
HP 43 - AC 17 (Chain Shirt & Shield)
Traits: Darkvision, Fey Ancestry
Languages: Common, Draconic, Elvish
Defense: Chain Shirt (AC 13 +Dex Mod; Max 2); Shield (AC +2)
Offense: Longsword; Melee Weapon; +7 to hit; deals 1d8 +4
slashing; Versatile (1d10)
Tools: Dice +3
Skills: Intimidation +3, History +3, Persuasion +3, Religion
+3
Background: Nora Heltane is the closest thing that Ilok's
Junction has to a sheriff. She arrived in the Junction about twelve years ago,
carrying nothing more than a suit of broken armor and a longsword of elvish
make. She claimed to be an adventurer,
wanting to retire somewhere quiet. The folk in the Junction suspect there's
more to Nora's story but they don't pry. During her time in the Junction, she's
become a respected and valued member of the community, organizing the
Junction's defense when threats appear. Walfora Redflower has offered her a
room in the Inn, free of charge, but Nora has declined. She prefers to live on her own, in a spartan
log cabin.
Secret Info: Nora
Heltane is actually Dame Nora Heltane. She was squire to an elvish knight from
Goldsun. When he was struck down on the battlefield, his last act was to knight
his squire and pass on to her his ancestral longsword. Nora, however, doesn't
think she deserves to be a knight, as she was unable to prevent her lord's
death. Nevertheless, her knighthood was witnessed and has been recorded in
Goldsun.
ILDERION BENTAUR, Male High Elf
STR 17 (+3) - DEX 16 (+3) - CON 14 (+2) - INT 11 (+0) - WIS
10 (+0) - CHA (+0)
HP 73 - AC 15 (Shield)
Traits: Darkvision, Fey Ancestry, Trance, Elf Weapon
Training
Languages: Common, Dwarvish, Elvish
Defense: Shield (AC +2)
Offense: Shortsword, Melee weapon, +3 to hit, deals 1d6 +3
piercing, Finesse, Light
Tools: Dice +4
Skills: Athletics +7, Intimidation +4, Perception +4
Spells: Light (Cantrip, At-Will)
Background: Ilderion Bentaur came to Ilok's Junction twenty
years ago as a caravan guard and never left.
Tall and wiry, with shoulder-length silver-white hair and golden-brown
eyes, he radiates a palpable aura of confidence. Most people don't notice the
faint scar running across his nose, or the missing little finger on his left
hand, at first glance. Those who ask about them are liable to get the sharp
edge of Bentaur's tongue if they're lucky. If they're not, they're likely to
wind up bloodied and bruised in the dust outside the Junction Inn.
Secret Info: Originally from the Elvish city of Moonhome,
Bentaur accrued a large gambling debt. To pay it off, he became an underground
pit-fighter. After paying off his debt,
Bentaur tried to leave the pit-fighting ring, but his 'manager' refused to let
him go. Things got heated. Blood was shed. Bentaur fled and, after many years,
wound up in Ilok's Junction. His old manager is long dead, but there's still a
bounty on Bentaur's head keeping him from ever returning to Moonhome.
ARLO LYKITH, Male Half-Orc
STR 12 (+1) - DEX 17 (+3) - CON 12 (+1) - INT 13 (+1) - WIS
15 (+2) - CHA 10 (+0)
HP 54 - AC
Traits: Darkvision, Relentless Endurance, Savage Attacks
Languages: Celestial, Common, Infernal, Orc
Defense: None
Offense: Unarmed Strike, Melee attack, +5 to hit, deals 1d4
+1 bludgeoning.
Tools: None
Skills: Insight +6, Intimidation +4, Religion +5
Background: Arlo Lykith is a half-orc priest, serving the
Goddess of Wisdom, Ariel. He came to Ilok's Junction eight years ago and
immediately began to restore and refurbish the small hamlet's long-neglected
temple. Although his initial reception was somewhat chilly, the locals have
gradually warmed to Lykith. For his part, the priest lives quietly, tending to
his temple, but more than willing to help his neighbors when necessary.
Secret Info: Arlo
Lykith is guarding one of the Junction's biggest secrets, something that could
transform the sleepy hamlet into something quite different. Concealed beneath
his temple is an arcane gate. If triggered,
the gate opens in the heart of the Abyss.
Arlo has received explicit instructions from his superiors that
knowledge of the gate must never be revealed. The half-orc priest has been
empowered to do whatever is necessary to keep the gate's existence a secret, up
to and including murder.
VOLKA TREEMASK, Male Forest Gnome
STR 10 (+0) - DEX 17 (+3) - CON 13 (+1) - INT 12 (+1) - WIS
15 (+2) - CHA 14 (+2)
HP 33 - AC 14 (Leather armor)
Traits: Darkvision, Gnome Cunning, Speak with Small Animals
Languages: Common, Gnomish, Sylvan
Defense: Leather armor (AC 11 + Dex)
Offense: Hand Axe, Melee, +3 to hit, deals 1d6 slashing,
Light, Thrown (20/60 ft)
Tools: Flute +3
Skills: Athletics +3, Survival +5
Spells: Minor Illusion (Cantrip, At-Will, DC 14)
Background: Volka Treemask is a forest gnome who's been
wandering in and out of Ilok's Junction for the past twenty years. About two years ago, he claimed one of the
abandoned log cabins and set about making it liveable. He lives off the land,
doesn't eat meat and dislikes Yarren Lusko intensely. He's also barred from the Junction Inn,
except for special events, because of an incident with a badger, a bear and a
pot of honey that's become the stuff of local legend.
Secret Info: Volka
Treemask used to be a member of the Company of the Lady, but he got himself
exiled from the Everwood about two years ago for causing mischief. The Lady
said he could come back in about ten years, so Volka is waiting out his exile
in the Junction. Recently, he has become
quite smitten with Vana Neverene and has begun to leave her little anonymous
presents.
YARREN LUSKO, Male Human
STR 15 (+2) - DEX 18 (+4) - CON 14 (+2) - INT 12 (+1) - WIS
14 (+2) - CHA 10 (+0)
HP 53 - AC 13 (Leather Armor)
Languages: Common, Dwarvish, Elvish, Infernal
Defense: Leather armor (AC 11 + Dex)
Offense: Longbow, Ranged(150/600), +7 to hit, deals 1d8 +4
piercing, Ammo, Heavy, 2-Handed.
Tools: Leatherworker's tools +3
Skills: Nature +4, Insight +5
Background: Yarren Lusko is a human hunter whose family has
lived in Ilok's Junction for generations. He lives on the outskirts of town,
with his tiefling wife and their four children. He supplements his income by
tanning hides for sale in Neverene's Goods, and is often the first person to
spot travelers approaching from the west.
Secret Info: Yarren Lusko knows a lot about Ilok's
Junction and its inhabitants. He knows about the arcane gate beneath the temple
and that Walfora Redflower used to run with a bad crowd in Fallen Baramir.
Ilderion Bentaur confessed to him once, in a drunken stupor, about his past and
Lusko knows that Volka Treemask is sweet on Vana Neverene. It would probably
take some kind of magical compulsion, however, to get him to reveal any of his
neighbors' secrets.
FELLOR ILSHA, Male High Elf
STR 16 (+3) - DEX 11 (+0) - CON 10 (+0) - INT 13 (+1) - WIS
13 (+1) - CHA 15 (+2)
HP 44 - AC 11 (Leather Armor)
Traits: Darkvision, Fey Ancestry, Trance, Elf Weapon
Training
Defense: Leather Armor (AC 11 + Dex)
Offense: Shortsword, Melee, +7 to hit, deals 1d6 +3 piercing,
Finesse, Light
Tools: Cards +4, Thieves tools +4
Skills: Deception +6, Investigation +5, Perception +5
Spells: Prestidigitation (Cantrip, At-Will, Spell DC 13)
Background: Fellor Ilsha came to Ilok's Junction seven years
ago. Initially, the handsome elf rented a room in the Junction Inn, but
eventually he built himself a small home.
He doesn't hunt or farm, but claims to be supported by a number of
financial investments. He receives letters from Goldsun, Swordhold, Mountgate
and even Darkwater concerning his business dealings, and is fairly
knowledgeable about current events in Nur. Most nights he can be found in the
Junction Inn, playing cards with Walfora Redflower or dicing with Ilderion
Bentaur and Nora Heltane.
Secret Info: Fellor
Ilsha was a freelance intelligence operative working in Darkwater when an
operation he was involved in went terribly wrong. The rest of his team died at
the hands of the Marked Men, but Fellor managed to flee the city. He decided to
go into hiding until things calmed down and chose Ilok's Junction on a whim.
Seven years later, he's pretty much settled into the small community. He's used
his intelligence-gathering skills to make a comfortable profit, sharing
information gleaned from the trade caravans to various merchant houses in
Swordhold, Mountgate and Darkwater.
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