Glorhil the First
Male Elven Jeweller
He is an adult elf with grey eyes, dyed strawberry hair worn in a rounded bowl cut, a clean shaven face, and olive skin.
Personality Traits: Extroverted, Evasive, Daring.
Alignment: chaotic neutral.
He is a follower of Gaia. (CN)
Born: 531 AC (Age 269)
Orientation: Hetrosexual
Home: Glorhil's Jewellers
Settlement: Tinuvian
Spouse: Elenwdir the First
Mother: Arwenil the First (Deceased)
Father: Daerros the First
Children
- Vardanean the Second - age 146 ♀
- Anairir the First - age 134 ♂
- Idrien - age 25 ♀
Siblings
- Makitor the First - age 397 ♂
Half-Siblings (Father's Side)
Statistics
| STR | DEX | CON | WIS | INT | CHR |
|---|---|---|---|---|---|
| 9 | 14 | 13 | 12 | 8 | 9 |
| +2 | +1 | +1 | -1 |
| AC | HP | Passive Perception | Speed |
|---|---|---|---|
| 12 | 7 | 11 | 30 ft. |
Alignment: chaotic neutral
Size: Medium
Senses: Darkvision
Actions:
- Unarmed Strike. Melee Attack: +2 to hit, reach 5 ft., one target. Hit: 1 bludgeoning damage.
Skills: Perception +3, Persuasion +2
Abilities:
- Fey Ancestry. Glorhil has advantage on saving throws against being charmed, and magic can't put them to sleep.
Spoken Languages: Elvish, Common
Inventory
| Quantity | Value | Item | Rarity | Description | Weight |
|---|---|---|---|---|---|
| 2 | Dice | common | A standard six-sided die. | ||
| 1 | 4 gp | Gold Ring | common | A wedding ring. It's a simple gold band with "Elenwdir" engraved on the inside. | |
| 1 | 2 gp | Holy Symbol (Gaia) | common | A holy symbol in the shape of a tree. | |
| 1 | 25 gp | Jeweler's tools | common | These special tools include the items needed to pursue a craft or trade. Proficiency with a set of artisan's tools lets you add your proficiency bonus to any ability checks you make using the tools in your craft. Each type of artisan's tools requires a separate proficiency. | 2 lbs. |
| 1 | 2 gp 4 sp 4 cp | Money Pouch | common | Glorhil's money pouch. It has 1 gp, 12 sp and 24 cp in it. | ¾ lb. |
| 1 | 100 gp | Potion of poison | uncommon | This concoction looks, smells, and tastes like a Potion of Healing or other beneficial potion. However, it is actually poison masked by illusion magic. An identify spell reveals its true nature. If you drink it, you take 3d6 poison damage, and you must succeed on a DC 13 Constitution saving throw or be poisoned. At the start of each of your turns while you are poisoned in this way, you take 3d6 poison damage. At the end of each of your turns, you can repeat the saving throw. On a successful save, the poison damage you take on your subsequent turns decreases by 1d6. The poison ends when the damage decreases to 0. |