Created by

Neal Loman @Gabrosin

Remove these ads. Join the Worldbuilders Guild



Glasses clink and champagne slides down the throats of the rich and powerful. The finest clothing, perfumes, and flesh are on display. And you, yourself, are about to leave with the most exotic companion of all on your arm.

"Come now," Lysistrata laughs up at you, eyes sparkling. "You have already won the game of wits. What more could you possibly want?" One plump, white hand taps your shoulder teasingly, and then slides down your arm, raising goosebumps.

You catch her hand in yours. Your eyes drift from wings glowing like jewels in firelight to soft, silky skin. Thick black eyelashes cast shadows on her cheeks as her eyes drop from yours. Then she smiles again, a secret smile. A smile you know is for you alone.

"What do you think I want?" you ask.

She steps close. You can smell vanilla and cherries as she leans forward to whisper in your ear, heavy breasts brushing your arm. "Everything."

Indeed. You want everything. And you have everything, for now.

And everyone knows it.

Physical Description

General Physical Condition

Short, curvy, in excellent shape

Body Features

Fair skin, black curls (often tinted), stained-glass looking membranous wings which can change color, short, large tracts of land

Facial Features

Large, expressive violet eyes, often laughing in mood. Mouth suited for pouting.

Physical quirks

Moves like a trained dancer

Special abilities

Dancing, Musical Instruments (especially the piano and the violin), Acting, Seduction, Sex

Apparel & Accessories

Very stylish. Occasionally outrageous. Generally good at getting attention.

Specialized Equipment

Disguise Kit, Violin, Piano, Many fancy clothes and cosmetics

Mental characteristics

Personal history

Lysistrata started out as a poor factory worker. She connived and schemed her way into the household of an independent courtesan. During the course of her education, she developed a passion for food and dancing, as well as sex. And her innate love of manipulation was ideally suited to the life of a high class courtesan.   As an ambitious young woman, she decided to seek some cosmetic enhancements from the Simic in order to increase her desirability. She also wanted to incorporate aerial maneuvers into her dancing--a skill for which she was becoming quite well known.   Well known enough to take out a large loan from the Vizkopa Bank, owned by the Orzhov. She dealt directly with the president.   The Simic Dr. Otrovac, and a team of specialists did the procedure. Lysistrata was put under anesthesia, the grafts were applied, and she was placed in a fluid-filled vat for an unspecified period of time to convalesce. She recognized the Simic guild leader, Momir Vig, taking an interest in the procedure from a distance.   She did get her extraordinary wings, but, alas, the Simic were disinclined to let her go afterwards and her original contract with them did not specify a discharge date. They didn't hurt her, but continued to study her and periodically do medical procedures that she did not understand.   Bored and frightened, Lysistrata convinces someone to get word to Vizkopa of her imprisonment. She figures that if anything would motivate anyone to get her out of there, it would be an Orzhov and money. And it works. The Orzhov want her to pay them back, so they get her released.   To pay off her now doubled debts, Lysistrata is put to work seducing secrets out of the wealthy to benefit Vizkopa and the Orzhov. She also nudges key people at certain times.   Without the permission of Vizkopa, Lysistrata also sets up a lucrative side business selling information to others as well. After some ten years, she is able to present Vizkopa Bank with what she understands to be the balance of her debt. But Vizkopa disagrees. However, he takes the long view. He will give Lysistrata some room, for now. He doesn't want to ruin her value to him.   Among the people whose horribly embarrassing secrets Lysistrata uncovers is Senator Nhillosh. Unlike everyone else--as far as Lysistrata knows--he realizes she knows something damaging. And he sends Osment after her to illegally detail her for crimes she didn't commit to remove the risk she shows. (Yeah, sure, she's committed some crimes, but Nhillosh doesn't know about those.)   Lysistrata convinces Osment that she is being targeted unfairly, and presents evidence of Nhillosh's wrongdoing. Osment goes to confirm this, giving Lysistrata a stay of execution, so to speak, and spends some time doing research of his own. In the meantime, Nhillosh gets nervous, and just sends some Rakdos thugs to kill Lysistrata.   Osment happens to be there, and is trying to convince Lysistrata to testify in court against Nhillosh. He helps her fight them off and kill them.   Lysistrata refuses to testify against anyone, as that would destroy her livlihood--and be no fun at all. She furthermore informs Osment that many, many secrets--including the ones about Nhillosh--would simply become public through routes such as the city papers should she disappear. And that the combination of these secrets would deeply damage the balance of power in the city.


Lots of private lessons. And very private lessons.

Accomplishments & Achievements

Extraordinary dancer. Excellent at reading others, gaining their trust, and learning interesting information. Very, very, charming. Very, very devious.

Failures & Embarrassments

The whole mess with the Simic. And the Orzhov.

Mental Trauma

Lysistrata hates to be confined, hates to be hungry, and hates to be invisible. She wants to be well fed, adored, and free.

Intellectual Characteristics

Intelligent, Perceptive, Deeply Sensual.

Morality & Philosophy

She's really very chaotic selfish. She's selfish because she's never experienced anything else. She could learn to be more caring, but never law abiding.   She also does sincerely feel for her patrons and friends. That caring helps make her so successful. But caring for them doesn't stop her from using them. To her, there's no dissonance there.


She actually doesn't like to hurt people.

Personality Characteristics


Is free (she thinks) for the first time in years. Wants to maintain that at any cost. For that she needs power. Also wants to live a fun life of luxury and for that she needs money.

Savvies & Ineptitudes

Relatively physically frail.

Likes & Dislikes

Loves sweets, fine food, jewels, fine clothes, and attention. Any item of luxury will get her attention.   Also loves to manipulate others.

Virtues & Personality perks

Excessively generous. Clever. Not an ounce of mean.

Vices & Personality flaws

Morality and ethics aren't really things she's ever thought about. She isn't actively malicious, but hasn't thought about others much.

Personality Quirks

Always tries to feed people. Gets very fretful if someone is hungry or if she is hungry.   When she's bored, she tries to seduce someone. Or tease them.   She gets bored a lot.


Grooming is a big deal for her.


Contacts & Relations

Osment: Odd sort of bodyguard, proto freindship

Religious Views

Can it benefit her signifcantly?

Social Aptitude

Extremely charismatic and flirtatious. A lot of fun. Good at drawing the eye. Extremely perceptive and high insight.

Hobbies & Pets

Music, dancing, and sex. Pretty good hobbies.


Refined. Flexible.

Wealth & Financial state

Lysistrata has been living the high life on borrowed money. She is living in a beautifully furnished apartment that doesn't belong to her in the first district. It's like a fancy fancy condo, on a high floor in a condo building--perhaps 20 stories high. It has large windows that she can fly out. Her beautiful clothes were all bought by other patrons, and she has recently sold off all her disposable items and used her life savings to--theoretically--pay off a large debt.   She needs money, badly.

Honorary & Occupational Titles
Year of Birth
9960 (39 years old)
Biological Sex
Extremely flexible.
Gender Identity
Violet Blue
Long black curls, occasionally tinted
150 lbs
Aligned Organization
Orzhov Syndicate
Known Languages
Common, Veldaken

Remove these ads. Join the Worldbuilders Guild


Bard (College of Glamour) 3 Class & Level
Criminal (Spy) Background
Human Race
Chaotic Neutral Alignment

Strength 9
Dexterity 16
constitution 8
intelligence 11
wisdom 13
charisma 16
Total Hit Dice
Hit Die 1d8-1
13 proficiency bonus
3 Passive perception
-1 Strength
3 Dexterity
-1 Constitution
0 Intelligence
1 Wisdom
3 Charisma
saving throws
4 Acrobatics
2 Animal Handling
1 Arcana
0 Athletics
5 Deception
1 History
5 Insight
4 Intimidation
2 Investigation
2 Medicine
1 Nature
3 Perception
7 Performance
4 Persuasion
1 Religion
4 Sleight of Hands
5 Stealth
2 Survival
Hit Points
30ft/ 30ft flying/Can hover
Disguise Kit: +5
Prestidigitation: Minor trick; harmless sensory effect, illusory image, snuff light, clean/soil/chill/warm/flavor etc.
Vicious Mockery: Choose a creature you can see. If it can hear you, it must pass a Wisdom save or take 1d4 psychic damage and have disadvantage on its next attack roll before the end of its next turn. The damage increases by 1d4 when you reach 5th, 11th, and 17th level. Instant. Verbal.


Cure Wounds: A creature you touch regains a number of Hit Points equal to 1d8 + your Spellcasting ability modifier. This spell has no effect on Undead or constructs. At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, the Healing increases by 1d8 for each slot level above 1st. V & S, Instant

Dissonant Whispers: The target must make a Wisdom saving throw. On a failed save, it takes 3d6 psychic damage and must immediately use its reaction to move as far as its speed allows away from you. The creature doesn't move into obviously dangerous ground. On a successful save, the target takes half as much damage and doesn't have to move. A deafened creature automatically succeeds. At Higher Levels: The damage increases by 1d6 for each slot level above 1st. Verbal, Instant, 60 ft, 1 Action

Faerie Fire: Each object in a 20-foot cube within range is outlined in blue, green, or violet light (your choice). Any creature in the area when the spell is cast is also outlined in light if it fails a Dexterity saving throw. For the Duration, Objects and affected creatures shed dim light in a 10-foot radius. Any Attack roll against an affected creature or object has advantage if the attacker can see it, and the affected creature or object can't benefit from being Invisible. 1 Action, 60 feet, Verbal

Tasha's Hideous Laughter: A creature of your choice must succeed on a Wisdom save or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less isn't affected. At the end of each of its turns, and each time it takes damage, the target can make another Wisdom save. The target has advantage if it's triggered by damage. On a success, the spell ends. 1 Action, Verbal Somatic M, 30 feet Concentration up to one minute


Phantasmal Force: You fill the mind of a creature you can see with some illusory creature, object, or phenomenon while the spell lasts. Unless the target succeeds at an Intelligence saving throw, it believes the illusion is entirely real; even its senses will verify this and any illogical situations that arise will be rationalised in the illusion's favor. On your turn, the illusion deals 1d6 psychic damage if the target stands in or enters the area within 5 feet of the illusion, including the illusion's space. The damage appears to the target to be caused by some attack or effect that is natural to the illusion. It does not deal damage if it is not of something that would naturally attack or cause a damaging effect if it were real. The target can make an Investigation check on the illusion. If it succeeds, the spell ends. 60 feet, VSM, Concentration up to one minute, 1 Action

Suggestion: You suggest a course of activity (limited to a sentence or two) and magically influence a creature you can see within range that can hear and understand you. Creatures that can’t be charmed are immune to this effect. The suggestion must be worded in such a manner as to make the course of action sound reasonable. Asking the creature to stab itself, throw itself onto a spear, immolate itself, or do some other obviously harmful act ends the spell.
The target must make a Wisdom saving throw. On a failed save, it pursues the course of action you described to the best of its ability. The suggested course of action can continue for the entire duration. If the suggested activity can be completed in a shorter time, the spell ends when the subject finishes what it was asked to do.
You can also specify conditions that will trigger a special activity during the duration. For example, you might suggest that a knight give her warhorse to the first beggar she meets. If the condition isn’t met before the spell expires, the activity isn’t performed.
If you or any of your companions damage the target, the spell ends.
30 feet, Dur up to 8 hours,
An apartment full of beautiful things she doesn't actually own, exactly. She's being allowed to use them.
<span class="line-spacer"> </span>
She probably owns the clothes.

Personality Traits



Bardic Inspiration (d6) You can use a bonus action on your turn to choose one creature other than yourself within 60 feet of you who can hear you. That creature gains one Bardic Inspiration die, a d6. Once within the next 10 minutes, the creature can roll the die and add the number rolled to one ability check, attack roll, or saving throw it makes. The creature can wait until after it rolls the d20 before deciding to use the Bardic Inspiration die, but must decide before the DM says whether the roll succeeds or fails. Once the Bardic Inspiration die is rolled, it is lost. A creature can have only one Bardic Inspiration die at a time. You can use this feature a number of times equal to your Charisma modifier (a minimum of once). You regain any expended uses when you finish a long rest. Your Bardic Inspiration die changes when you reach certain levels in this class. The die becomes a d8 at 5th level, a d10 at 10th level, and a d12 at 15th level. 5 RIGHT NOW, USED 1

Enthralling Performance: If you perform for at least 1 minute, you can attempt to inspire wonder in your audience by singing, reciting a poem, or dancing. At the end of the performance, choose a number of humanoids within 60 feet of you who watched and listened to all of it, up to a number equal to your Charisma modifier (minimum of one). Each target must succeed on a Wisdom saving throw against your spell save DC or be charmed by you. While charmed in this way, the target idolizes you, it speaks glowingly of you to anyone who speaks to it, and it hinders anyone who opposes you, avoiding violence unless it was already inclined to fight on your behalf. This effect ends on a target after 1 hour, if it takes any damage, if you attack it, or if it witnesses you attacking or damaging any of its allies. If a target succeeds on its saving throw, the target has no hint that you tried to charm it. Once you use this feature, you can’t use it again until you finish a short or long rest.

Mantle of Inspiration: Bonus action, expend one use of your Bardic Inspiration to grant yourself a wondrous appearance. Choose num creatures you can see and that can see you within 60 feet, up to a number equal to your Charisma modifier (minimum of one). Each of them gains 5 temporary hit points. When a creature gains these temporary hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks. The number of temporary hit points increases when you reach certain levels in this class, increasing to 8 at 5th level, 11 at 10th level, and 14 at 15th level.
Features & Traits


Please Login in order to comment!