- This is a character that Alyssa Visscher is rolling for randomly.
- What is this character’s name? - Ashira.
- What is their ancestry (i.e. human, elf, dwarf, halfling, etc)? - Bearfolk. Ashira belongs to the hulking, ursine race, though her years have softened her once-imposing physical presence.
- What is your job or role (i.e. farmer, hierling/mercenary, shopowner, bandit, etc)? - Herbalist. Ashira is a literal "plant mom" who lives deep in an old-growth forest. She doesn't just garden common herbs; she grows sentient and magical flora, including vine blights, corpse flowers, and living dandelions.
- How old are you? - Elder. Ashira is in her mid-60s, which is quite advanced for a bearfolk. She feels impossibly old and carries the weight of a long, reclusive life.
- Describe your physical appearance. - Ashira is a brown bearfolk whose fur has thinned into graying patches, with moss and small mushrooms occasionally sprouting from her coat. She stands nearly seven feet tall but appears much shorter due to a heavy hunch in her back. She wears a pair of small spectacles perched at the end of her long snout, secured by vines and green grasses. She utilizes two wooden walking sticks to move through her clearing.
- Describe yourself with 3 adjectives. - Eccentric, Tenacious, and Blunt.
- What is a valuable item/piece of lore/secret that this character possesses? Or do they value an ideal/concept or particular person (i.e. family member, guild member, honor, justice, love etc.) - Secret—Nefarious Mother. Ashira’s mother was a wizard of nefarious renown who specialized in the Arcane perversion of nature. Ashira fled to the wilderness to escape her mother's ill repute and uses her knowledge to ground magic back into the natural cycle rather than using it for self-serving power. She still fears that she might one day "turn rogue" like her mother.
- What is a particular quest you would be willing to recruit or hire the player characters to go do? - Deliver a Love Letter. While Ashira has many mundane chores (like collecting flail snail goo for fertilizer), her true quest is deeply personal. She needs the party to deliver a long-overdue letter to a man named Alex, a gardener at a distant University. She has carried this letter for decades, born of a stubborn falling out related to her mother's past, and she is now too old to make the trek herself.
- What would be their reward for succeeding? - Ashira acts as a walking library of esoteric nature lore. For completing her personal quest, she may gift the party rare alchemical ingredients, healing ointments, or specialized potions from her cellar. She may also offer to apprentice nature-inclined characters, sharing knowledge that "no one else in the world knows."
- What would be the consequence of failure or refusing the call? - If the players refuse the call, Ashira’s reclusive nature deepens, and the forest around her becomes more dangerous as her sentient plants reflect her growing sadness and isolation. If the players accept the quest but fail or lose the letter, Ashira may place a low-level "hag curse" on them—nothing lethal, but enough to ensure their socks are always wet and their luck is consistently, inconveniently bad.
Optional Questions - not required
- What are the goals and motivations of your character? - Ashira wants to ensure her mother’s dark legacy is balanced out by her own positive contributions to the ecosystem. She is also motivated by a quiet regret over lost love and a desire to pass her vast herbalist knowledge down to a worthy apprentice before she dies.
- How do these affect your general personality? - She is extremely blunt and feels she has earned the right to say whatever she wants. She is fiercely protective of her "precious plants" and her space, but she possesses a hidden warmth for those who show respect for the natural world.
- How do you normally interact with your family/friends/peers? With your enemies/rivals? With people who work for you/report to you? With player characters? - She is initially dismissive of "young spriggles" and city-folk, often muttering about their "fancy books" and lack of survival skills. However, she is deeply perceptive and can read a person's true intent almost instantly. If a player character shows a genuine interest in nature, she may adopt a Yoda-like mentor role.
- Do you have a particular accent or language? Any idiosyncrasies in how you act and speak? - Ashira speaks with a deep, guttural Dutch or German accent that rumbles from her chest. Her primary physical idiosyncrasies include a habit of loudly slapping her own leg or a nearby table to punctuate her blunt statements, dropping into a low, rumbling bear-purr when content, and switching entirely to the Druidic language whenever she is tenderly lecturing or addressing her sentient flora.
- What impact have you made on the world? How have you shaped the local area? - She is the source of many local legends and warning stories used by nearby human parents to keep children from wandering into the dangerous, old-growth forest. Her meticulous cultivation of sentient and magical flora keeps the deep wilderness highly volatile but balanced against external magical corruption.
- Do you have any current problems that prevent you from being a bigger player on the stage? - Her advanced age and failing physical health keep her permanently tethered to her glade. She relies heavily on her two wooden walking sticks just to navigate her clearing, making a long-distance trek across the realm to deliver her decades-old letter an absolute physical impossibility without the aid of adventurers.