Equal parts wanderlust and greed, with the sticky fingers to back it up.
|Race: Halfling (Tallfellow)||Class: Rogue||Origin: Ljosalfar & Elohim borderlands||Level: 1||Alignment: Chaotic Neutral|
|Luck||12||+1 / Luck-based Advantages Per Level: 2|
|Save Proficiencies||Dexterity, Intelligence|
|scout||blades, one-handed||Thieves Tools (expertise)|
|sleight of hand (expertise)|
|sneak attack||Beginning at 1st level, you know how to strike subtly and exploit a foe’s distraction. Once per turn, you can deal an extra 1d6 damage to one creature you hit with an Attack if you have advantage on the Attack roll. The Attack must use a Finesse or a ranged weapon. You don’t need advantage on the Attack roll if another enemy of the target is within 5 feet of it, that enemy isn’t Incapacitated, and you don’t have disadvantage on the Attack roll.|
|thieves’ cant||a secret mix of dialect, jargon, and code that allows you to hide messages in seemingly normal conversation. Only another creature that knows thieves’ cant understands such messages. It takes four times longer to convey such a Message than it does to speak the same idea plainly; you understand a set of secret signs and symbols used to convey short, simple messages|
Tallfellow Halfling Traits
|Lucky||when you roll a 1 on d20 for an attack, ability check or saving throw, you can re-roll and must use the new roll|
|Brave||you have advantage on saving throws against being frightened|
|Nimble||you can move through the space of any creature that is of a size larger than yours (human, dwarf, etc)|
|Stealthy||you can attempt to hide even when obscured only by a creature that is at least one size larger (human, dwarf, etc)|
Languages: Halfling, Elohim, Common
Starting Equipment (at end of session 0)
Lodermulch grew up among the quick and silent little people inhabiting the hills bordering the Ljosalfar and Elohim empires. Like other halflings, his people survived and prospered in their little corner of the world by escaping notice of the larger, noisier peoples of Arcanearth. At first Lodermulch thought the ache in his chest was indigestion, then wanderlust to which young halflings are sometimes prone, then finally an incipient heart attack. The only relief came when he wandered farther and farther afield. The terrible compulsion finally drove him south to the cities of man, the Elohim empire, where he joined a small community of outlander halflings. Among the clumsy big people he discovered a natural propensity for theft, a career for which he was eminently suited.
For a time Lodermulch prospered until finally the pangs drove him onward, this time across the Earthsea to the Amurite empire. In a series of unusual misfortunes the halfling was rendered destitute. Surcease came only when he finally arrived at the entirely unexceptional trading port of Scylia on the shores of the southernmost Atlantean isles. In an effort to repair his fortunes Lodermulch attempted to rob the Baron’s keep. He was captured by magical wards and summarily thrown into the dungeon.
Lodermulch sat as far from the ugly half-orc as he could get. The creature was huge and burly, more so even than the pair of half-orc guards down the hall. Oddly the jailers didn’t seem concerned, or even to notice, the softly glowing and obviously magical rune floating above their imprisoned cousin’s head. The orc stared fixedly at a spot just above Lodermulch’s head, occasionally mumbling or chanting softly. Was he crazy? That’s when the halfling realized he too was staring rather fixedly just above the half-orc’s head. Great Cernunnos! If he had such a rune above his head…what could it mean? Was this the source of the pain that drove him ever onward?
Subsequent events at Fort Scylia made Lodermulch aware of others bearing the symbol, which could apparently be seen only by others similarly afflicted. Now he must cast the dice with this disparate gaggle of wanderers. Only through these strangers could he hope to find answers, and perhaps a way back to the green hills of home.