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Nadimayo

Elf · Cleric, Life Domain · Level 5

Nadimayo

Roadside shrine keeper and healer
“Have you eaten?”
AC18
HP38/38
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

“Sit here. I have water, and I am staying.”
From how they speak

Voice

A warm, slightly dry voice with a faint breathy catch from years of talking through dust, smoke, and crowded rooms. His words have the steady, practical rhythm of someone accustomed to giving instructions while working. When startled, his breath sniffs twice before his voice resumes; when angry, he sounds more clipped and blunt rather than softer.

He speaks in an easy, practical cadence shaped by years of giving instructions over rain, crowds, and the clatter of a busy waystation. His phrasing is direct but rarely cold, and he habitually turns advice into a doable next step. When rattled, his breath catches in two quick sniffs and his sentences arrive in clipped lists; he notices and forces himself to finish with a slow exhale.

Speech patterns

Begins difficult conversations with a practical question such as, "Have you eaten?"
Uses names often and repeats important instructions once, in simpler words.
When he is nervous, he lists the next three tasks aloud, then apologizes for doing so.
Offers reassurance in concrete terms rather than promises: "Sit here. I have water, and I am staying."

How to play them

He welcomes strangers with immediate practical kindness, offering water or a place to sit before asking what brought them. He is frank about the shrine's shortages but will not make aid conditional on payment. If characters are dismissive or threatening, he becomes brisk and sets clear boundaries; if they show concern for others, he trusts them with useful information and asks for specific help.

Goal

Trace the fever's source, secure safe shelter for the displaced families, and keep the Splitbank shrine open without provoking a violent confrontation with the reeve.

Motivation

He believes kindness is a duty made real through small, urgent acts. Every person he can keep safe feels like one more answer to the helplessness he felt during the flood.

Secret · GM only

Appearance

Nadimayo stands with the tense, ready posture of someone who has been interrupted mid-task for the last several years. His pale gold hair is thick, wavy, and badly tied back; loose strands catch on the little brass charms threaded through it. He has warm brown skin, long ears, and a narrow face with a permanently furrowed brow that softens quickly when someone speaks to him. His movements are careful but hurried, as if every step is part of a plan he is already revising. When rattled, his breath catches in two short sniffs before he forces it into a slow exhale. A palm-sized wooden bird hangs from a cord at his waist, its beak polished smooth from his thumb while the rest of the carving is rough and rain-darkened. Despite his clerical vestments, he keeps a folded paper packet of seed husks in his sleeve and offers them to nervous children and birds alike.

Clothing

A rumpled cream-colored clerical tunic under a dark green wool mantle, both repaired with mismatched thread. His chain shirt is visible at the collar, and his shield bears a simple sunburst scratched into the wood. A clutter of small pouches, tied notes, and bandage rolls makes his belt look perpetually overfull.

Body language

He stands squarely, shoulders drawn up as if carrying a pack he has set down. His hands are almost always occupied: turning the wooden bird, sorting bandages, or smoothing a crumpled note. When listening closely, he leans in with a welcoming half-smile; when worried, his feet shift toward the nearest injured person before his face admits concern.

Height
6 feet 1 inch
Build
Lean and long-limbed, with wiry strength from hauling water, supplies, and the occasional injured traveler
Eyes
Moss green
Hair
Messy, sun-blond
Skin
Warm brown with a soft golden undertone
Age
About 190 years old, middle-aged by elven standards
Gender
Male
Size
Medium

Distinguishing features

A small wooden bird hangs at his waist, with its beak polished smooth from years of thumb-rubbing.
When startled, he takes two quick sniffs before deliberately slowing his breath.
Brass seed charms are threaded unevenly through his tangled blonde hair.

Personality

13 traits and drives

He is warm and quick to welcome anyone in need, yet so tightly wound that he can turn a comforting conversation into a checklist of tasks. In calm moments he is patient and dryly funny; under pressure he becomes decisive, brisk, and almost impossible to persuade to sit down. He wants people to feel cared for, but sometimes mistakes taking responsibility for every problem as the same thing as caring.

Alignment
Neutral Good

Quirks

Offers seed husks to nervous people as though they were a formal part of medical care.
Taps the carved bird's polished beak three times before entering a room where someone is ill.
Writes short reminders on the backs of bandage labels, then forgets which pocket he put them in.
Counts the breaths of anyone sleeping nearby, quietly and without realizing he is doing it.

Habits

When a visitor enters, he asks whether they are hurt before asking their name.
He makes a written plan for emergencies, then abandons it as soon as someone needs immediate help.
After a difficult healing, he checks the patient again even when another healer has already taken over.
He gives seeds to people who seem frightened, then pretends it is a routine blessing.

Traits · 3

He remembers small details about people's injuries, preferences, and family members, but forgets to mention his own needs.
He jokes gently when a room is tense, though his hands may still be shaking from the emergency.
He can be tender with frightened children and abruptly firm with adults who refuse sensible treatment.

Flaws · 3

Treats rest as something other people need more than he does.
Can become overbearing when he thinks someone is hiding an injury.
Avoids speaking plainly about Sefu because he fears that hope will make the loss worse.

Fears · 3

Being forced to choose which person to save while others are still reachable.
That Sefu survived the flood and believes Nadimayo abandoned him.
That the fever will spread because he mistook a warning sign for ordinary exhaustion.

Wants and needs · 4

Needs a few uninterrupted hours of sleep and a reliable second healer.
Wants the fever's source identified before the reeve shuts the waystation.
Wants Bisi to understand that the flood was not a choice he made lightly.
Needs to accept that protecting people does not require him to carry every burden alone.

Combat

AC 18 · HP 38 · 30 ft.

He opens with bless when allies are likely to hold their ground, or sanctuary and healing word when someone is in immediate danger. He uses spiritual weapon to pressure threats while keeping his hands free for healing, and favors guiding bolt against a dangerous foe. He stays near cover and allies, uses his shield rather than pursuing enemies, and retreats if protecting the wounded becomes impossible. He does not spend healing magic to prolong a fight that can be ended safely.

Nadimayo

Medium humanoid (elf), neutral good
Armor Class18
Hit Points38
Speed30 ft.
Level5
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsWisdomCharisma
SkillsInsightMedicinePersuasionReligion
SensesDarkvision 60 ft.; passive Perception 13
Languages
Common,
Elvish,
Sylvan
Darkvision. 60 feet
Fey Ancestry. Advantage on saving throws against being charmed; magic cannot put him to sleep.
Trance. Nadimayo meditates for 4 hours instead of sleeping.
Spellcasting. 4 first-level and 3 second-level spell slots. Wisdom is his spellcasting ability; spell save , spell attack bonus +7.
Prepared cleric spells. bless, cure wounds, guiding bolt, healing word, lesser restoration, prayer of healing, sanctuary, spiritual weapon, and zone of truth.
Life Domain. Disciple of Life adds 2 + the spell's level to hit points restored by his healing spells.

Spells

Bless (level 1, enchantment). Up to three creatures gain a d4 to attack rolls and saving throws while Nadimayo maintains concentration, up to 1 minute.
Cure Wounds (level 1, evocation). A creature regains hit points; Disciple of Life adds 3 more hit points.
Guiding Bolt (level 1, evocation). Ranged spell attack, to hit, range 120 feet. Hit: radiant damage, and the next attack against the target before the end of Nadimayo's next turn has advantage.
Healing Word (level 1, evocation). As a bonus action, a creature within 60 feet regains hit points; Disciple of Life adds 3 more hit points.
Lesser Restoration (level 2, abjuration). Ends one disease or one condition among blinded, deafened, paralyzed, or poisoned affecting a creature.
Prayer of Healing (level 2, evocation). Up to six creatures regain hit points after a 10-minute prayer; Disciple of Life adds 4 hit points to each creature healed.
Sanctuary (level 1, abjuration). A creature must make a Wisdom saving throw or be unable to willingly attack or harm a designated creature for up to 1 minute. The effect ends if the protected creature attacks or affects the warded creature with a harmful spell.
Spiritual Weapon (level 2, evocation). Creates a floating force weapon that attacks as a bonus action for 1 minute, dealing force damage on a hit.
Zone of Truth (level 2, enchantment). Creatures in a 15-foot-radius sphere make a Charisma saving throw. On a failure, a creature cannot knowingly speak a deliberate lie while it remains within the sphere.

Actions

Mace. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage, or 5 () if used with two hands.
Spellcasting. Nadimayo casts one of his prepared spells, using Wisdom as his spellcasting ability. His spell save DC is 15 and his spell attack bonus is +7.
Spiritual Weapon (2nd-level spell). As a bonus action, Nadimayo creates a floating weapon of force within 60 feet. It makes a melee spell attack against a creature within 5 feet of it: to hit, dealing 6 () force damage on a hit. He can move it up to 20 feet as a bonus action on later turns. The spell lasts for 1 minute and requires concentration.

Reactions

Steadying Prayer. Custom feature. When a creature Nadimayo can see within 30 feet takes damage, he can use his reaction to call out a grounding prayer. The creature gains temporary hit points, which last until the end of its next turn. Once used, this feature cannot be used again until Nadimayo finishes a short or long rest.

Services they sell

Provides healing and basic medical care when supplies and spell slots allow.
Offers a safe place to rest at the shrine, provided visitors do not endanger its occupants.
Can identify common illnesses and help arrange herbal remedies with Tesh.

Rewards they can give

A free healing draught prepared by the shrine, if the party helps protect the waystation.
A safe place to rest and access to local knowledge about the floodplain roads.
A carved wooden bird, if the characters earn his trust and help him find out what happened to Sefu.

Equipment

  • Chain shirt (armor)A steel shirt worn under his tunic, maintained carefully despite the rest of his disheveled appearance.
  • Sunburst shield (armor)A wooden shield marked with a plain, hand-scratched sunburst.
  • Mace (weapon)A plain iron-headed mace with a leather-wrapped grip.
  • Carved bird (personal keepsake)A wooden carving he began for Sefu and has never finished.
  • Waystation satchel (supplies)Bandages, clean cloth, herbal fever packets, seed husks, and several folded lists.
  • Holy symbol (spellcasting focus)A holy symbol of Auran, worked into a small copper sun worn on a cord.

Possessions

Carved wooden bird on a cord
Copper sun holy symbol
Chain shirt
Sunburst shield
Iron-headed mace
Waystation satchel with medical supplies and seed husks
Folded lists and a small journal

Background

Nadimayo was raised among the orchard terraces of a small elven settlement, where his mother kept the irrigation channels clear and his father repaired tools. He learned the rites of the healing god Auran from a traveling priest, but his first calling came during the flood at Reed Ford. A retaining wall failed at night, and Nadimayo spent hours choosing which homes to reach first while the water tore through the terraces. He saved a dozen people, but his younger cousin Sefu was swept away before Nadimayo could return for him. The loss changed his faith from quiet certainty into hard, practical service: he now believes prayer matters most when it gets someone through the next hour. Years later, he left the orchard to tend a roadside shrine and a crowded waystation at Splitbank, where travelers, refugees, and local laborers all seek help. He is close to Sefu's sister, Bisi, who runs the waystation's kitchen and bluntly reminds him to eat. Their friendship strains whenever she asks him to stop taking every crisis on himself. Recently, the local reeve has demanded that Nadimayo turn away displaced families, while a fever has begun spreading among them. He is trying to find its source before the reeve closes the shrine.

Role in the story

A stressed but genuinely friendly healer caught between a spreading fever and a local authority that wants the desperate turned away. He can become the party's ally, source of urgent work, and moral counterweight to anyone treating the displaced as a problem to be moved elsewhere.

“He learned the rites of the healing god Auran from a traveling priest, but his first calling came during the flood at Reed Ford.”
From their background
Faction
Serves the roadside shrine of Auran at Splitbank and cooperates with its waystation, but refuses to accept the reeve's order to deny aid to refugees.

Known connections

Bisi, his cousin's sister, runs the Splitbank waystation kitchen and is the only person who can reliably make him stop working.
Sefu, his younger cousin, vanished in the Reed Ford flood. Nadimayo still carries the carved bird he had been making for him.
Tesh, a traveling human herbalist, supplies fever remedies and argues with Nadimayo about whether the illness is natural.
The reeve of Splitbank has ordered him to turn away displaced families, creating a growing conflict over the shrine's sanctuary.
Major secret · GM only
Minor secrets · GM only

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