Maron Daya
Maron Daya
Sheet
AC 18 · HP 12 · 30 ft.Saving throws
Skills
- AcrobaticsDEX
- Animal HandlingSTR
- ArcanaINT
- AthleticsSTR
- DeceptionCHA
- HistoryINT
- InsightWIS
- IntimidationCHA
- InvestigationINT
- MedicineWIS
- NatureINT
- PerceptionWIS
- PerformanceCHA
- PersuasionCHA
- ReligionINT
- Sleight of HandDEX
- StealthDEX
- SurvivalCHA
Armor
Weapons
Tools
Languages
Features
8 featuresAlways on
- Divine SenseLevel 1
When As an action
He can open his awareness to detect strong evil until the end of his next turn. He senses the location and creature type of nearby celestials, fiends, and undead within 60 feet, subject to total cover.
- Lay on HandsLevel 1
When As an action by touch
He restores up to 5 hit points from his healing pool, or spends all 5 points to cure one disease or neutralize one poison.
- TraitHalf-OrcDarkvision, can see in dim light within 60 feet as if it were bright light and in darkness as if it were dim light.
- TraitHalf-OrcMenacing, proficiency in the Intimidation skill.
- TraitHalf-OrcRelentless Endurance, when reduced to 0 hit points but not killed outright, can drop to 1 hit point once per long rest.
- TraitHalf-OrcSavage Attacks, when scoring a critical hit with a melee weapon, roll one additional weapon damage die.
- TraitHalf-OrcLanguages, Common and Orc.
- Military RankSoldier
He retains the respect and practical support of former soldiers who recognize his service. He can often secure basic lodging, food, or limited assistance from military contacts, provided he does not endanger them.
Gear
12 itemsWeapons
- WarhammerA one-handed martial hammer with a square iron head
- 5×JavelinShort spears balanced for throwing
Armor
- Chain mailHeavy interlocking metal armor, dented but carefully maintained
- ShieldA sturdy wooden shield faced with rawhide, bearing no heraldry
Tools
- Gaming setA bone gaming set used by soldiers during long watches
Gear
- Holy symbolA simple holy symbol stamped with a closed eye, wrapped in black cloth
- Explorer's packA military kit containing a blanket, tinderbox, mess kit, whetstone, ten torches, and two days of rations
- WarhorseA light riding horse trained to remain calm around armor and shouting
- SaddleA military saddle and tack suitable for long patrols
- Insignia of rankA small iron token showing his former unit's crossed nails
- Common clothesA military travel blanket
Purse
- Pouch of goldPayment saved from his final levy service
Appearance
A broad-shouldered half-orc man with weathered olive-gray skin, a broken lower tusk, and close-cropped black hair threaded with premature silver. His left eyebrow bears a pale burn scar from the night his family died. He wears battered chain mail over a faded blue surcoat, and keeps a small iron key tied around his neck with waxed cord. His hands are callused from years of farm work, soldiering, and digging graves.
Mannerisms
He checks exits before sitting, touches the iron key whenever someone mentions family, and cleans his warhammer after difficult conversations as carefully as after combat. When angry, he becomes quieter rather than louder.
Personality
Maron is restrained, observant, and practical. He speaks plainly, dislikes grand speeches, and remembers the names of servants, guards, stable hands, and children while forgetting the names of nobles. Though suspicious of institutions, he is unfailingly courteous to people who are frightened or overlooked.
Ideals
Order. The guilty must be found through patience, proof, and preparation. Vengeance that harms the innocent is only another crime.
Bonds
The iron key around his neck belonged to his family's front door. He believes it will unlock the cult's hidden sanctuary, though he has no proof. He also protects displaced families with unusual ferocity, especially children who have lost their homes.
Flaws
He treats every unexplained kindness as a possible trap and every unexplained fire as evidence. Once he believes someone is connected to the cult, he becomes nearly impossible to persuade otherwise, even when the evidence turns against him.
Quirks
Background
Maron Daya was raised in a riverside farming hamlet where half-orcs were useful before they were welcomed. His human mother kept the family accounts, his half-orc father repaired plows and wagon wheels, and Maron learned early that a dependable hand could earn a place at any table. When raiders bearing a white, many-eyed sigil came to the village, they did not steal livestock or grain. They searched the houses, spoke a prayer in a language Maron did not know, and set his family home alight. Maron survived beneath the collapsed root cellar, listening to his younger sister call his name until the roof fell silent. He joined the town levy soon afterward, not out of patriotism, but because soldiers traveled. For eight years he followed roads, caravan routes, and rumors, learning how cults hide inside ordinary trades and respectable households. A dying chaplain eventually taught him that justice without discipline becomes another kind of cruelty, and Maron swore himself to a stern oath of protection, though he has not yet chosen a sacred order. He now travels as a paladin with a plain warhammer, a soldier's habits, and a list of names written in his mother's careful handwriting. He is searching for the white-eyed cult, but fears that when he finds its leaders, he will discover he has become the same sort of monster they were.
“When raiders bearing a white, many-eyed sigil came to the village, they did not steal livestock or grain.”
- Background
- Soldier
Connections
Species
Half-Orc
Media
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