Mideinev Starflower Character in Verum | World Anvil

Mideinev Starflower

Mideine Starflower

Mideine is an anxious and kind satyr looking to start a new life far away from the one they once knew.

Physical Description

General Physical Condition

Mideine has a decent amount of muscle as most adventurers do, but is more focused being in tune with themself and their body.

Body Features

Has some silver scales lining the sides of their lower torso.

Facial Features

Mideine's horns face forward and curve up slightly. Their hair is brown, but it is tinged green at the tips.

Mental characteristics

Personal history

Mideine's Backstory
Mideine was born on a ship heading across the Sickened Sea from Steton to Daborak. Their family was moving due to their father, Alios Starflower, getting a more stable job as a guardsmen for a small town there. Mideine lived there for about a year, though they could tell you nothing of it as they have no memory of that time. They were, however, forced to move again as bandits raided and pillaged their small village. Their father did their best to buy time for Mideine and their family to run and ended up dying himself, along with two of their siblings. Due to this, the only knowledge Mideine has on their father is the scales along their sides and the stories told to them by their mother, Lyalan Starflower. These were stories of great hunts Alios did while in Steton and the heroic deeds he did in their brief time in Daborak.   Their family retreated and were taken in by a small community in the Rift. They lived there, making do and living a very simple life for the next sixteen years. When Mideine reached they age of seventeen, they decided they wanted to see the world more and, with their families blessing, set out, making their first stop in Steton. In the first town that Mideine stopped in, there was a traveling carnival passing through. Mideine saw this as an opportunity, an opportunity to make some coin while traveling in order to help support their family. They were quickly hired by the Ringmaster of the carnival, Elasdrin Surefeather: a wood elf who had a friendly and easygoing demeanor.   Their first month of traveling and working with this carnival went well. They'd help move props around for performers and do general maintenance work for the equipment used during performances, but, as time went on, the Ringmaster started to complain slightly about their work ethic, saying that they needed to be working faster and harder, that other stagehands were paid just as much but seemed to do double the work. Their work hours slowly started increasing as Elasdrin started demanding more work from them. They got less rest and started to slip up on the job, which prompted more berating from the Ringmaster. They'd often take solace from all this in the comfort of their bunkmate, Flo. Flo would talk to them during the night, listen to their complaints, and was the one who taught them to juggle.   As more and more time passed, the working conditions of Mideine got worse and worse, more work hours, less breaks, more tasks that needed to be completed in that time. Everytime Elasdrin would berate them he'd do it with a smile and a far too cheery tone. Eventually, some of the other performers, the ones closer with Elasdrin, began to join in on this. They treated her like a personal assistant, requesting simple things from her, such as food or drink. This ate into the precious time they had to complete their already assigned tasks for the day, but Mideine did their best to attend to them anyways, since they called her their friend, and Mideine wanted to help their friends.   As even more time passed, Elasdrin would start calling Mideine in to meet while he was drunk. He was an angry drunk and that anger was quite often directed at Mideine. This cycle repeated on and on for thirteen years, never really worsening beyond that point, but staying consistent in its treatment. Mideine eventually learned to just do their best to pass the day with as little care to it as possible, simply treating each day as something worseless in order to cope. After ten years, Flo left the carnival suddenly. Mideine never learned why or where they went, but there only solace had suddenly disappeared. Yet, Mideine continued to work, sending money back to their family as most accommodations were given to Mideine either way, such as food and housing.   Finally, as the thirteenth year of them working there passed, something in them snapped. A sudden wake up call to the fact they had wasted thirteen years of their life living in misery. They realized at some point they had stopped considering the idea of leaving for whatever reason. That night, Mideine acted quickly, packing up as much of their stuff as they could fit in a bag and running off into the night. As dawn broke, they realized they needed to find a new source of money if they wanted to continue traveling, which they did. They were eventually picked up by the Last Grove to help protect the druidic order the world. They started this job treating it simply as they would any other work, but they've come to see the grove as a second family to them. One that they'd fight tooth and nail to protect.

Gender Identity

Non-binary(She/They)

Sexuality

Bisexual

Education

None. Also can't read, but is learning.

Employment

Helped run the back end of a traveling carnival for thirteen years. They now help out the Last Grove and take jobs in their name.

Mental Trauma

Early in Mideine's life their village in Daborak was raided and destroyed by bandits. During this their father and a couple of their siblings died. Their family was chased to the edge of Daborak and the Rift where Mideine lived until they left on their own accord.   They then were employed by a traveling carnival which did not treat them well.   Also fuck jungles. Specifically Khao.

Morality & Philosophy

Friendships are a two way street. Those within the friendship should look to both maintain the friendship and help their friend as much as the other. If this balance is not maintained then a friendship can quickly devolve into just one person using another.

Taboos

Stealing

Personality Characteristics

Motivation

Friends, Duty, Money, and trying to follow in the footsteps of the stories they've been told of their dad.

Likes & Dislikes

Likes: Taking time to unwind and relax with Roland Glassblowing Sweet food, especially chocolate   Dislikes: Bitter food People using their past as an excuse for their actions

Vices & Personality flaws

Very easily stressed by tense social situations.

Personality Quirks

Has a stutter which is less pronounced when speaking Sylvan.

Social

Contacts & Relations

Roland Price: Their boyfriend and the person they would choose to entrust their life in if they had to. They hold him in high regard and believe themselves to be in debt emotionally to him.   Murk: The person they would consider their best friend and the only person besides Roland they have shared their past with.

Family Ties

Mother and 6 living siblings who live in the Rift, about a days travel from the border of the Rift and Daborak.

Religious Views

The gods care not for most mortals and they certainly do not care for me. While their tenets may inspire good in people, it is not by the will of the gods that people do good by others, but instead by their own will and altruism. I will continue to do good in this world as I have before, but never in service to any god as they take in a one-sided relationship.

Hobbies & Pets

Riding horse named Valliant after their sister.
Alignment
Chaotic Good
Age
31
Date of Birth
4th of Valka 1174
Birthplace
Sickened Sea
Children
Current Residence
The Last Grove
Gender
Non-binary
Eyes
Amber
Hair
Brown
Skin Tone/Pigmentation
Pale
Height
5' 2"
Weight
120 lbs.
Quotes & Catchphrases
"Fuck the jungle!"
Known Languages
Common, Sylvan(Seelie), Thieve's Cant, Druidic, Orclin

Mideine Starflower

Satyr(Dragon) Race
The Rift/Slog Origin
Scout Rogue 6 Class & Level
Chaotic Good Alignment
None Deity
The Last Grove Faction
Member - Druid Rank/Position
9 Loyalty
Company

Strength 10
+0
Dexterity 18
+4
constitution 11
+0
intelligence 11
+0
wisdom 17
+3
charisma 18
+4
Total Hit Dice 6
Hit Die
1d8+0
+3 proficiency bonus
+0 Strength
+7 Dexterity
+0 Constitution
+3 Intelligence
+3 Wisdom
+4 Charisma
saving throws
+7 Acrobatics
+3 Animal Handling
+0 Arcana
+0 Athletics
+10 Deception
+0 History
+9 Insight
+4 Intimidation
+0 Investigation
+9 Martial
+3 Medicine
+6 Nature
+6 Perception
+4 Performance
+7 Persuasion
+0 Religion
+7 Sleight of Hands
+10 Stealth
+9 Survival
skills

 
20
MV
0
Prestige
1
Attunement Slots
17
Armor Class
38
Hit Points
+3
Initiative
30
Speed
Attacks
Armour: light armour, breastplate (academy)
Weapons: simple weapons, hand crossbows, longswords, rapiers, shortswords, longbow(academy)
Tools: Thieves' Tools, Herbalism Kit, Glassblower's Tools
Saving Throws: Dexterity, Intelligence
Skills: Acrobatics, Deception(E), Insight(E), Nature(E) Martial(E), Perception, Persuasion, Sleight of Hand, Stealth(E), and Survival(E).
Languages: Seelie, Common, Druidic, Thieves' Cant, Orclin
Proficiences
Item Spreadsheet
Money To Make Economies Lives' Easier: 145gp 8sp
Equipment
The Last Grove
Faction
The Mad Man
Stat Array
ASI's and Feats

Level 4 Rogue: +1 CHA, +1 WIS


Rogue Features

Expertise
At 1st level, choose two of your skill proficiencies, or one of your skill proficiencies and your proficiency with thieves' tools. Your proficiency bonus is doubled for any ability check you make that uses either of the chosen proficiencies. Chose Insight and Deception.
At 6th level, you can choose two more of your proficiencies (in skills or with thieves' tools) to gain this benefit.

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.
The amount of the extra damage increases as you gain levels in this class, as shown in the Sneak Attack column of the Rogue table.

Thieves' Cant
During your rogue training you learned 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.
In addition, you understand a set of secret signs and symbols used to convey short, simple messages, such as whether an area is dangerous or the territory of a thieves' guild, whether loot is nearby, or whether the people in an area are easy marks or will provide a safe house for thieves on the run.

Cunning Action
Starting at 2nd level, your quick thinking and agility allow you to move and act quickly. You can take a bonus action on each of your turns in combat. This action can be used only to take the Dash, Disengage, or Hide action.

Skirmisher
Starting at 3rd level, you are difficult to pin down during a fight. You can move up to half your speed as a reaction when an enemy ends its turn within 5 feet of you. This movement doesn't provoke opportunity attacks.

Survivalist
When you choose this archetype at 3rd level, you gain proficiency in the Nature and Survival skills if you don't already have it. Your proficiency bonus is doubled for any ability check you make that uses either of those proficiencies.

Uncanny Dodge
Starting at 5th level, when an attacker that you can see hits you with an attack, you can use your reaction to halve the attack's damage against you.


Racial Features

Satyr
Ability Score Increase: +2 Cha, +1 (Based on Horn)
Size: Medium
Speed: 30ft

Ability Score Improvement
Your Charisma score increases by 2 and you gain +1 to an ability score based on your choice of horns.

Age
The magical essence of the fey grants Satyrs a suitably long lifespan, reaching maturity by 20, and can live up to 200 years on average.

Alignment
As creatures of the feywild Satyrs are beings bent towards a chaotic attitude, with no interest to branch into the questions of morality the Satyrs prefer neutrality.

Size
Satyrs stand near the same height of most humans, rarely holding a height greater than 6 feet. Weighing an average of 150 pounds, Your size is Medium.

Speed
Your base walking speed is 30 feet.

Darkvision
Accustomed to twilit forests and the night sky, you have superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.

Fey Creature
Satyrs are creatures with both the fey and humanoid subtype.

Laughing Mad
Satyrs are immune to the confusion spell and forms of madness that are not fey in origin.

Languages
You can speak, read, and write Common and Sylvan. Sylvan is a majestic language native to the planar lands of the feywild, filled with song-like words that roll gently off the tongue as if magic was imbibed in every syllable.

Dragon Horns
+1 Wisdom – These horns are infused with the wisdom of the fey dragons, as such these Satyrs possess a stunning insight into other beings. You gain proficiency in Insight, Perception, and Persuasion.

 


Last Grove Features

Attribute Cap Increase
+2 Wisdom; This boosts the maximum of the ability, but not the score itself

Tool Proficiences
Herbalism Kit

Language
Members of this faction learn Druidic and can speak it without judgement for as long as they remain members, leaving the faction means they lose it unless they gain it from another source (Such as being a druid)


Class/Racial Features & Traits

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