Name: Lirrah Matayannah
Age:22
Gender: Female
Race: Nem
Appearance:
(As above, but with rounder ears! Though her hair is naturally black, she dyes it pink to stand out. A merchant’s most powerful weapon is being remembered. In addition, on the occasion she needs to go outside during the day, she wears a cute, floral, wide-brimmed hat)
Personality: Sweet, caring, and good-natured on the outside. Calculating and selfish on the inside. Lirrah does what she can for the people she likes, and everyone else is scarcely a concern of hers. She has no particular investment in Velt or Ithillin aside from the knowledge that brewing hostilities are a good business venture. It would be easy to label her as another amoral war profiteer, but it’s hard to make the title stick when she’s personally serving hot meals to the folks on the borderlands (for a fee, of course). In any case, she is outgoing, personable, and really lays on the cute. Cute is good for business.
Brief Backstory: Born into a humble family of sweets-makers with three older brothers and three older sisters, it would be no exaggeration to say that Lirrah was the baby of the family. If she wanted acknowledgement, she had to work for it. Whether she had to lie or exaggerate or even shout, she was always yapping in order to get attention.
From a young age, this served her well, though it got on her siblings’ nerves. She learned how to cook, and was quite talented, but her gift of gab often had her strutting the sand to entice customers instead. She and her family’s trade became so well-known through her raw, extroverted moxie that she was considered by many to be the unofficial mascot of the store. She and her family’s brand of sweets soon became inseparable.
For most attention-seekers, this amount of notoriety would be enough to live a lifetime, but Lirrah wanted more. Her cries yearned to reach more ears. She wanted to say something that the entire known world would one day need to listen to.
On her sixteenth birthday, people came from settlements all around to celebrate her. It was at this moment that she decided to cash in all the affection and goodwill she had earned from a lifetime of honeyed words as sweet as the ripest melon juice. She wanted to leave the village, and travel north. For that purpose, she collected many investors and partners who would fund and stock her caravan, with no proof of success other than the borderline disgusting amount of aplomb with which she conducted herself.
Everyone likes sweets.
Her network was enormous. The affection that everyone had for her was overflowing. And flow it did, into coins and goods and equipment that would enable her desire to reach north. As far northward as she could go… so far, and so high, that even she could look down at the world despite her people’s relatively short stature.
It took a while, of course, to get everything ready. But within a few years, funds and equipment in hand, she reached Velt. This was only going to be her first stop, but it would be a profitable one. She had weapons to feed into the growing fires of hostility, and Nem glasswork and art pieces to appeal to nobles who wanted to show off how world-wise they were and who had more money than sense. With her charms, and the situation to her advantage, it was almost impossible to fail. She made a killing when she finally arrived and, happy with the numbers, decided to move onto Ithillin. What happened when everything boiled over wasn’t important. What was important was making her money off both sides and getting out, continuing to reach ever northward.
The situation was not exactly as it was described to her.
The conflict was practically already happening, and the borderlands were almost a war zone, with skirmishes and bandits and monsters out in force. Lirrah learned this when she picked the most reasonably under-staffed point on the border to make her trip, and found her caravan surrounded by marauders. Though she could shoot a bow (her home village was small enough that everyone needed to learn), she was not a real fighter. Her hired muscle fell quickly to the deluge of bandits, and she was soon surrounded.
She didn’t want her ambition to end there, but what could she do?
Then, the Lions roared.
Routed efficiently to the last, the bandits went from an overwhelming bellow to a simpering swan song within moments. Lirrah explained the situation to the Lions, embellishing to make herself seem less opportunistic, and she soon learned that things were more dire between the two nations than she had imagined.
A caravan cannot move north through a river of blood. Even avoiding everything else, the upcoming conflict could capture her supply chain and leave her stranded. There was nothing else for it. Thinking quickly, she talked her way into a mutually beneficial exclusivity contract with Velt during wartime. Her supply chain would be useful, and she could set up shop personally among the group that had helped her. Until the war was over, she would need to hold out. She didn’t want to pick sides initially, but as it turned out, a side picked her.
Equipment: A diverse array of highly saleable wares! Within reason, of course. The art objects get sold far before they reach Lirrah, because warriors on the frontline have little need for such things. If there’s something specific a soldier wants, however, she can usually get it in a week or so depending on rarity. She stocks generic weapons, along with some more interesting exotic weapons from her homeland. Nem bows, especially, are in high demand. With the ever-present threat of skirmishes, she stocks a ridiculous amount of healing potions. More high-end wares include enchanted rings and brooches, with a variety of protective effects, and even magical weapons. Nem alcohol is, to most, a novelty, but she gets enough requests from those who have taken to it to keep it in stock (and to drink herself).
When out and about, she carries a bow and a good supply of potions, as well as a few explosive flasks and acid bombs. She has an enchanted hat that cools her and gives her a lot of shade, though seeing beyond the immediate bound of that shade is still difficult as a Nem. Mostly it makes travel during daytime much more comfortable.
Skills:
Diplomancer: Lirrah is very good at talking to people, and even getting them to agree to things they normally wouldn’t. She’s that charming! She’s a natural in any environment, from swanky party to seedy bar. She can lie as naturally as she breathes, and can make herself the center of attention with little effort. Conversely, during a combat encounter, she can turn up her cute and helpless act such that most reasonable enemies wouldn’t target her unless they had no other choice. Very helpful as a merchant!
Swift: Lirrah is dexterous, agile, and quick on her feet. On the rare occasion she can’t talk or act her way out of danger, she can usually escape it. Her sight, mainly in the dark, is immensely keen. She’s good with a bow, though aiming far away is difficult for her during the day. She’s practiced enough with the sling to fling dangerous flasks many feet away. Fast hands are useful in the kitchen, and she's also quite good at sewing and knitting.
Gourmand: Lirrah is an excellent cook. She’s best at dishes from her home country, but picks up new cuisine quickly as well. Sometimes, the difference between a dead soldier and a living one is a happily-fed belly. She’s especially gifted at desserts, which she can make at the level of a genius patissier. She can only make so many to her exacting standards day to day, that they run out quickly. People have gotten into fistfights over the strawberry shortcake!
Age:22
Gender: Female
Race: Nem
Appearance:
(As above, but with rounder ears! Though her hair is naturally black, she dyes it pink to stand out. A merchant’s most powerful weapon is being remembered. In addition, on the occasion she needs to go outside during the day, she wears a cute, floral, wide-brimmed hat)
Personality: Sweet, caring, and good-natured on the outside. Calculating and selfish on the inside. Lirrah does what she can for the people she likes, and everyone else is scarcely a concern of hers. She has no particular investment in Velt or Ithillin aside from the knowledge that brewing hostilities are a good business venture. It would be easy to label her as another amoral war profiteer, but it’s hard to make the title stick when she’s personally serving hot meals to the folks on the borderlands (for a fee, of course). In any case, she is outgoing, personable, and really lays on the cute. Cute is good for business.
Brief Backstory: Born into a humble family of sweets-makers with three older brothers and three older sisters, it would be no exaggeration to say that Lirrah was the baby of the family. If she wanted acknowledgement, she had to work for it. Whether she had to lie or exaggerate or even shout, she was always yapping in order to get attention.
From a young age, this served her well, though it got on her siblings’ nerves. She learned how to cook, and was quite talented, but her gift of gab often had her strutting the sand to entice customers instead. She and her family’s trade became so well-known through her raw, extroverted moxie that she was considered by many to be the unofficial mascot of the store. She and her family’s brand of sweets soon became inseparable.
For most attention-seekers, this amount of notoriety would be enough to live a lifetime, but Lirrah wanted more. Her cries yearned to reach more ears. She wanted to say something that the entire known world would one day need to listen to.
On her sixteenth birthday, people came from settlements all around to celebrate her. It was at this moment that she decided to cash in all the affection and goodwill she had earned from a lifetime of honeyed words as sweet as the ripest melon juice. She wanted to leave the village, and travel north. For that purpose, she collected many investors and partners who would fund and stock her caravan, with no proof of success other than the borderline disgusting amount of aplomb with which she conducted herself.
Everyone likes sweets.
Her network was enormous. The affection that everyone had for her was overflowing. And flow it did, into coins and goods and equipment that would enable her desire to reach north. As far northward as she could go… so far, and so high, that even she could look down at the world despite her people’s relatively short stature.
It took a while, of course, to get everything ready. But within a few years, funds and equipment in hand, she reached Velt. This was only going to be her first stop, but it would be a profitable one. She had weapons to feed into the growing fires of hostility, and Nem glasswork and art pieces to appeal to nobles who wanted to show off how world-wise they were and who had more money than sense. With her charms, and the situation to her advantage, it was almost impossible to fail. She made a killing when she finally arrived and, happy with the numbers, decided to move onto Ithillin. What happened when everything boiled over wasn’t important. What was important was making her money off both sides and getting out, continuing to reach ever northward.
The situation was not exactly as it was described to her.
The conflict was practically already happening, and the borderlands were almost a war zone, with skirmishes and bandits and monsters out in force. Lirrah learned this when she picked the most reasonably under-staffed point on the border to make her trip, and found her caravan surrounded by marauders. Though she could shoot a bow (her home village was small enough that everyone needed to learn), she was not a real fighter. Her hired muscle fell quickly to the deluge of bandits, and she was soon surrounded.
She didn’t want her ambition to end there, but what could she do?
Then, the Lions roared.
Routed efficiently to the last, the bandits went from an overwhelming bellow to a simpering swan song within moments. Lirrah explained the situation to the Lions, embellishing to make herself seem less opportunistic, and she soon learned that things were more dire between the two nations than she had imagined.
A caravan cannot move north through a river of blood. Even avoiding everything else, the upcoming conflict could capture her supply chain and leave her stranded. There was nothing else for it. Thinking quickly, she talked her way into a mutually beneficial exclusivity contract with Velt during wartime. Her supply chain would be useful, and she could set up shop personally among the group that had helped her. Until the war was over, she would need to hold out. She didn’t want to pick sides initially, but as it turned out, a side picked her.
Equipment: A diverse array of highly saleable wares! Within reason, of course. The art objects get sold far before they reach Lirrah, because warriors on the frontline have little need for such things. If there’s something specific a soldier wants, however, she can usually get it in a week or so depending on rarity. She stocks generic weapons, along with some more interesting exotic weapons from her homeland. Nem bows, especially, are in high demand. With the ever-present threat of skirmishes, she stocks a ridiculous amount of healing potions. More high-end wares include enchanted rings and brooches, with a variety of protective effects, and even magical weapons. Nem alcohol is, to most, a novelty, but she gets enough requests from those who have taken to it to keep it in stock (and to drink herself).
When out and about, she carries a bow and a good supply of potions, as well as a few explosive flasks and acid bombs. She has an enchanted hat that cools her and gives her a lot of shade, though seeing beyond the immediate bound of that shade is still difficult as a Nem. Mostly it makes travel during daytime much more comfortable.
Skills:
Diplomancer: Lirrah is very good at talking to people, and even getting them to agree to things they normally wouldn’t. She’s that charming! She’s a natural in any environment, from swanky party to seedy bar. She can lie as naturally as she breathes, and can make herself the center of attention with little effort. Conversely, during a combat encounter, she can turn up her cute and helpless act such that most reasonable enemies wouldn’t target her unless they had no other choice. Very helpful as a merchant!
Swift: Lirrah is dexterous, agile, and quick on her feet. On the rare occasion she can’t talk or act her way out of danger, she can usually escape it. Her sight, mainly in the dark, is immensely keen. She’s good with a bow, though aiming far away is difficult for her during the day. She’s practiced enough with the sling to fling dangerous flasks many feet away. Fast hands are useful in the kitchen, and she's also quite good at sewing and knitting.
Gourmand: Lirrah is an excellent cook. She’s best at dishes from her home country, but picks up new cuisine quickly as well. Sometimes, the difference between a dead soldier and a living one is a happily-fed belly. She’s especially gifted at desserts, which she can make at the level of a genius patissier. She can only make so many to her exacting standards day to day, that they run out quickly. People have gotten into fistfights over the strawberry shortcake!