
Race: Lutrai
Class: Fighter (1st Level)
Alignment: Neutral Good
STR:12, INT:11, WIS:14, DEX:6, CON:15, CHA:17
Lairu is a young former slave, a brave and kind-hearted soul surrounded by a world of nightmares. His past erased by drugs, he struggles to regain both his identity and his purpose in life. Like most of his kind, what he lacks in strength and prowess he makes up for in spirit, a brightly burning spark that destroys the darkness around it. Lairu is quite naive, easily tricked, and forgiving to a fault. He is also quite clumsy, more bad luck than anything else. In spite of his flaws, the young lutrai's tenacity is formidable. He is a loyal and compassionate friend who will always put others first.
WEAPONS: Short Sword (1d6), Bite (1d3)
PROFICIENCIES: Swimming, Running, Singing
Race: Dragon (White)
Class: Dragon Hatchling (1st Level)
Alignment: Neutral Evil
STR:17, INT:6, WIS:7, DEX:10, CON:11, CHA:11
Shiver is an orphaned white dragon, a selfish and violent little terror lashing out at everything around him. Too young to understand the true meaning of evil, he lacks the cruel edge that defines most of his kind. Instead, he chooses to be self-centered and bullying, his rather limited intelligence devoted to little more than keeping himself fed and doing as little work as possible. He is also something of a coward in the face of real danger. Having lost his parents, however, Shiver is also rather starved for attention and will often set aside his unpleasant nature if affection or praise are offered. He has the potential for change.
WEAPONS: Claws (1d6 X 2), Bite (2d4), Frost Breath (2d6+2)
PROFICIENCIES: Looting, Intimidation, Danger Sense
Race: Fey (Swift)
Class: Fighter/Magic-User (1st/1st Level)
Alignment: Chaotic Good
STR:10, INT:17, WIS:10, DEX:17, CON:9, CHA:15
Marteke is a wild, carefree nature-spirit, and a mischievous one at that. Behind her pert and scatterbrained demeanor lies a deep cunning and formidable insight. She is an excellent judge of character. Her small size and great agility allow her to move like the wind, most often to avoid those upon whom she plays her pranks. Her emotions are very fierce, her reactions often impulsive, which can get her into serious trouble. Marteke seems to weaken when taken away from her natural surroundings, a sign of her strong ties to the environment.
WEAPONS: Daggers (1d4 X 2), Magic (Cantrip or Charm Person)
PROFICIENCIES: Alertness, Hunting, Survival, Spellcraft, Dancing