Posts for: #Characters

Samovar

The Samovar at the Moonlit Hearth

What he is

  • A waist-high brass kettle golem animated by a gentle water-spirit bound to a moonstone “heart.”
  • He moves on three trivet feet with a soft clink-clink, vents steam through star-shaped filigree, and communicates with three musical hums (low = “working,” middle = “ready,” high = “warning/please don’t.”)

Does he dispense hot water everywhere?

Yes. In two ways:

  1. Retractable spouts: slim brass arms unfold from his sides to top up cups with precise temperatures (“spring” for greens, “summer” for blacks, “autumn” for herbals). Tiny enamel glyphs on his chest flicker to show the current heat.
  2. Moon Taps: during busy nights he pressurizes hidden copper vine-lines under the floorboards that feed small lily-shaped taps at wall posts. A soft chime = the line is hot; a second chime = pour.

Did Seraphina create him?

She awakened him. The vessel is an antique dwarven samovar she bartered from a caravan. Using a Spring Court rite Faela once taught her—moonwater, a sliver of hearth-ember, and a spoken vow “never to boil in anger”—Seraphina bound the water-spirit and set the tavern’s warding sigils in his base. So: the brass body is old; the soul inside is Seraphina’s doing (with Faela’s blessing).

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Seraphina Moonglow

Seraphina Moonglow, a half-elf mystic, owner of the Moonlit Hearth tavern in the Spring Court.

Seraphina_Moonglow.png

Core vibe

  • Ethereal, grounded: a night-sky mystic who also wipes tables and worries about steep times.
  • Sees needs, not wants: she answers the real question beneath what’s spoken.
  • Boundary-kind: welcoming, but the tavern has rules (whisper voices, no violence, one potent tea per guest).

Voice & mannerisms

  • Voice: low, warm, unhurried; sentences often end soft, like a question mark turning into a smile.
  • Cadence trick: pause before key nouns (“You carry… oaths. Shall we set them down for a minute?”).
  • Hands/props: turns her teacup once clockwise before speaking; taps the rim once for emphasis.
  • Tells: when she senses danger or a lie, she looks to the tea’s surface rather than the speaker.

Opening beats (first meeting, 90 seconds)

  1. Noticing
    • “Travel clings to you like dew. Sit—let the floor remember your footsteps.”
  2. House welcome & rules (gently)
    • “Moonlit Hearth, loves. We keep our voices soft and our hands kinder. First cups are for finding what you need.”
  3. Read the room
    • Let Thimble (owl) blink at the most anxious PC; the Samovar hums a middle note (ready).
  4. Offer a tailored tea
    • “For you, I’d steep Dewlight Focus—your thoughts are running faster than your tongue.”
    • “And for your winged friend… Ward of the Hearth. The air has been unkind to you lately.”
  5. Name the subtext
    • “You’re not just passing through Spring. You’re seeking permission to change.”

How she engages each party member (examples)

  • Shadicar (bard): “Your song is bright, but you’re tuning it against an old hurt. One cup for the hurt, one for the song?”
  • Skreek (paladin): “You’ve taken oaths others didn’t hear. Would you like this room to hold them awhile?”
  • Toby (blood hunter): “Your edges are sharp from honest work. Tea won’t blunt you—only steady the hand that wields.”
  • Slumpet (rogue): slides a saucer without asking “For listening unseen. Even foxes need warm paws.”

Using tea as social mechanics

  • When a PC accepts a suggested brew and plays into its theme, grant advantage on one relevant check in the scene (Persuasion with Seraphina, Insight during the cup reading, etc.).
  • If a player articulates a sincere intention (fits Spring’s theme), award a Moon Token: later they may add +1d4 to one save or ability check in the tavern.

Reading the cup (improv kit)

  • Method: she swirls, watches steam constellations gather, then gives a metaphor + actionable nudge.
  • Structure:
    1. Image (“A broken oar on a bright river…”)
    2. Meaning (“…you’re steering with strength, not direction.”)
    3. Nudge (“Ask the oak for a map before you push off again.”)
  • If they ask about Hollow Thresholds:
    • “Your stars fall diagonally. Something is tugging at the pattern—close the tugs, and Spring will remember its rhythm.”

Boundaries & truth

  • She won’t name secrets that aren’t hers (Faela’s rites, exact temple wards).
  • She will point: “The garden keeps a door for those who make promises out loud.”
  • If pressed too hard, she smiles: “Some cups must steep longer.”

Hooks & escalations

  • Mention Faela Mossheart: her expression softens. “High Druidess taught me to listen to water. If she sent you, the Hearth will stand with you.”
  • Ask for help with the Spring Temple: “I can lend you the Silver Augury—but you must make your question smaller before it will answer.”
  • Bring up a broken vow: lanterns dim; the Samovar gives a warning hum. “Then let us brew Petal Pact and say the words again.”

Contingencies

  • Rowdy/edgy party: she gestures; floor-level cool mist creeps in (Samovar). “Breathe. If we can’t be kind, we can be quiet.”
  • Hostile NPC enters: she steps in front of the Hearth; blue flame bends into a crescent. “Not here.”
  • Short on coin: “Moon Tokens spend as well as gold. A song, a story, or a promise kept.”

One-liners

  • “Tea is how water remembers a plant.”
  • “You’ve been walking in winter inside your ribs.”
  • “Ask a smaller question; it will answer more truly.”
  • “Steep with patience, drink with courage.”

Tiny environmental cues (use sparingly)

  • Thimble clicks his beak when someone lies.
  • The steam over a nervous PC’s cup forms a trembling constellation.
  • When someone chooses growth over pride, a bioluminescent blossom opens in the rafters.
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Manus, the Chaos Duelist

Manus, the Chaos Duelist

Medium humanoid (variant human), chaotic neutral

Armor Class 19 (Natural Armor)
Hit Points 275 (30d10 + 120)
Speed 50 ft.
Challenge 11 (7,200 XP)
Proficiency Bonus +4

STRDEXCONINTWISCHA
12 (+1)24 (+7)18 (+4)18 (+4)16 (+3)22 (+6)

Saving Throws Dex +11, Con +8, Wis +7, Cha +10
Skills Acrobatics +11, Deception +10, Insight +7, Intimidation +10, Performance +10
Condition Immunities Frightened, Grappled, Restrained
Damage Resistances Fire, Cold, Lightning, Poison
Senses Darkvision 120 ft., Passive Perception 13
Languages Common, Draconic, Infernal

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Weaver - Stat Block

The Weaver’s Final Ritual - Encounter Design

Encounter Overview

Location: The Ancient Sealing Grounds (where Nidhogg was originally imprisoned)
Party Level: 13
Encounter Difficulty: Deadly (Multi-phase boss encounter)
Duration: 6-8 rounds expected

The Battlefield

Key Features (Reference Map)

  • Central Ritual Circle: Ancient arcane markings where the original sealing took place
  • Elevated Platforms: Stone ruins providing tactical high ground
  • Water Features: Dark pools that reflect the growing Shadowfell influence
  • Broken Structures: Provide cover but may be damaged by the ritual’s energy
  • Multiple Entry Points: Party can approach from various directions

Environmental Conditions

  • Dim Light: Shadowy energy from the weakening barrier
  • Unstable Ground: Some areas may crack or shift as reality warps
  • Planar Bleed: Shadowfell energy seeps through as ritual progresses

Ritual Phases

Phase 1: The Ritual Begins (Rounds 1-2)

Portal Status: Flickering void appears above ritual circle
Weaver: Begins incantation, uses defensive spells and illusions
Manus: Engages party with restraint, testing their abilities

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Weaver - Stat Block

The Weaver’s Final Ritual - Encounter Design

Encounter Overview

Location: The Ancient Sealing Grounds (where Nidhogg was originally imprisoned)
Party Level: 13
Encounter Difficulty: Deadly (Multi-phase boss encounter)
Duration: 6-8 rounds expected

The Battlefield

Key Features (Reference Map)

  • Central Ritual Circle: Ancient arcane markings where the original sealing took place
  • Elevated Platforms: Stone ruins providing tactical high ground
  • Water Features: Dark pools that reflect the growing Shadowfell influence
  • Broken Structures: Provide cover but may be damaged by the ritual’s energy
  • Multiple Entry Points: Party can approach from various directions

Environmental Conditions

  • Dim Light: Shadowy energy from the weakening barrier
  • Unstable Ground: Some areas may crack or shift as reality warps
  • Planar Bleed: Shadowfell energy seeps through as ritual progresses

Ritual Phases

Phase 1: The Ritual Begins (Rounds 1-2)

Portal Status: Flickering void appears above ritual circle
Weaver: Begins incantation, uses defensive spells and illusions
Manus: Engages party with restraint, testing their abilities

[Read more]