Miran Ostavari
Miran Ostavari
Sheet
AC 18 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingWIS
- ArcanaINT
- AthleticsSTR
- DeceptionSTR
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalWIS
Armor
Weapons
Tools
Languages
Features
7 featuresAlways on
- Divine SenseLevel 1
When As an action, up to a number of times equal to 1 plus Charisma modifier per long rest.
Miran can open his awareness to detect powerful good or evil until the end of his next turn. He knows the location and type of any celestial, fiend, or undead within 60 feet that is not behind total cover.
- Lay on HandsLevel 1
When As an action, by touch.
Miran restores hit points from a pool of 5 points per long rest, or spends 5 points to cure one disease or neutralize one poison.
- DarkvisionHalf-ElfMiran can see in dim light within 60 feet as if it were bright light, and in darkness as if it were dim light, seeing only in shades of gray.
- Fey AncestryHalf-ElfMiran has advantage on saving throws against being charmed, and magic cannot put him to sleep.
- Skill VersatilityHalf-ElfMiran is proficient in two additional skills, Deception and Performance.
- LanguagesHalf-ElfMiran can speak, read, and write Common and Elvish, plus one extra language, Dwarvish.
- Military RankSoldier
Miran retains the respect of former soldiers and recognizes military hierarchy, insignia, and protocol. He can secure modest shelter and assistance from sympathetic members of military organizations, though his disgrace makes such favors inconsistent.
Gear
9 itemsWeapons
- LongswordA well-balanced longsword with a chipped royal crest worked into the pommel.
- 5×JavelinShort throwing spears kept in a leather bundle across his back.
Armor
- Chain mailHeavy steel links bearing the faded sunburst of the royal household guard.
- ShieldA battered shield reinforced with an iron rim, painted over several times.
Tools
- Gaming setA simple set of bone dice and marked playing cards, used for gambling and reading opponents.
Gear
- Explorer's packA pack containing a bedroll, mess kit, tinderbox, torches, rations, waterskin, and rope.
- Insignia of rankA battered military cloak bearing the colors of the kingdom that dismissed him.
- Trophy from a fallen enemyA small token from his former unit, kept wrapped in cloth beneath his armor.
- Belt pouchA pouch containing the small amount of coin left after his latest game.
Appearance
Miran is a broad-shouldered half-elf with weathered olive skin, a strong nose, dark brown eyes, and thick black hair beginning to silver at the temples. A jagged scar runs from his left eyebrow to his cheek, a souvenir from a palace ambush. His old royal guard cloak has been cut down into a battered shoulder mantle, and his chain mail is polished in some places and permanently stained with soot in others. He carries himself like a man still expecting an attack, even when drunk.
Mannerisms
Miran automatically chooses the seat facing the entrance, checks the balance of every table before leaning on it, and taps two fingers against his shield whenever he is trying not to drink. When nervous, he slips into formal palace speech and addresses ordinary tavern patrons as if they were visiting dignitaries.
Personality
Miran is charming in the rough, disarming strangers with courtly manners one moment and baiting them into a wrestling match the next. He has a sharp eye for danger, a soft spot for frightened people, and a competitive streak that turns every game into a test of character. He hates being pitied more than he hates being insulted.
Ideals
Protection. A person's worth is measured by who they stand between and danger, not by the uniform they wear or the title they serve.
Bonds
The old king once trusted Miran with his life, and Miran intends to repay that trust by uncovering the court faction that arranged the ambush that scarred him. He also secretly sends a portion of every gambling win to the family who owned the burned tavern.
Flaws
When challenged, Miran treats restraint as surrender and doubles down long after walking away would be wiser. He is convinced that one more drink or one more wager will restore his dignity, and he becomes evasive, defensive, and frighteningly reckless when anyone mentions the burned tavern.
Quirks
Background
Miran Ostavari was raised in the palace district of a prosperous border kingdom, the son of an elven laundress and a human caravan guard. He learned early that protection was not about looking fearless. It was about noticing the servant carrying a suspicious tray, the courtier who stopped smiling, or the child who wandered too close to a ceremonial blade. His patience, strength, and unusual ability to read a room brought him into the king's household guard, where he eventually became one of the monarch's personal bodyguards. His fall began with a victory celebration that lasted three nights. Miran drank beyond sense, gambled away his pay, and answered an insult with a chair. By dawn, the tavern was wrecked, its kitchen fire had spread to the roof, and half the town was watching him stumble into the street. The king dismissed him publicly, not only for the destruction but because Miran had endangered the reputation of the crown he once guarded. Since then, he has drifted from tavern to tavern, earning coin at dice, cards, wrestling bouts, and bare-knuckled fights. Beneath the bravado and hangovers, he still watches every doorway, and he cannot quite stop protecting people who remind him of the king he failed.
“He learned early that protection was not about looking fearless.”
- Background
- Soldier
Connections
Species
Half-Elf
Media
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