Asteris Shesh
Asteris Shesh
At the table
Voice
A dry, slightly rough voice with a breathy edge, trained to project over wind and engine noise. Their workmanlike cadence sounds natural aboard ship; when improvising a lie, they leave a short pause before names and numbers.
Their voice has a dry catch at the back of the throat, like air rubbed through a narrow valve. Years of shipboard work have taught them to make words carry over wind and machinery without shouting. As Sella, they use clipped, competent sentences; in their natural form, their consonants sharpen and the breath between phrases becomes more audible.
Speech patterns
How to play them
Play Asteris as a plausible, helpful traveler first, not an obvious villain. Let the player notice inconsistencies: Sella's papers use a route abbreviation retired years ago, Cevrani avoids being alone with them, and Asteris is always positioned near a passage. If questioned, they redirect attention to the buyer's apparent concern for Toma's safety. Provide multiple ways to break the scheme: discover the draught and secure an antidote, reveal the forged cargo record to Cevrani, persuade Cevrani to refuse the flight plan, expose the false passenger papers, or negotiate with Asteris using proof that the buyer will abandon them. The elemental ship still requires its marked pilot; Asteris cannot simply take the helm.
Goal
Deliver Toma Cannith alive to Sedgehook, collect payment, and escape before Cevrani or the player exposes the arrangement.
Motivation
Asteris wants enough money to leave the kidnapping trade, but also wants this job to end without repeating the cruelty of their formative failure.
Appearance
In their natural form, Asteris is a compact, long-limbed changeling with skin like smooth river clay, faintly pebbled across the knuckles and weather-dulled at the temples. Their jaw is unusually broad and folds inward when they smile; close observers notice small, crowded teeth and a habit of testing food with the front ones before biting. They move with the careful, economical balance of someone used to narrow gangways, keeping their shoulders angled as if making room for a passing crewman. Their unexpected detail is a meticulous collection of tiny, hand-painted bird silhouettes inside their coat cuffs, one for every airship they have travelled on.
Clothing
A well-maintained charcoal travel coat with a courier's badge, soft-soled boots, a slate-blue scarf, and gloves worn smooth at the palms. The coat is tailored to conceal a rapier without looking like armor.
Body language
Keeps their weight over the balls of their feet and one shoulder turned toward the nearest passage. When lying, they touch the seam of a cuff as if checking that its painted birds are still there. When genuinely frightened, they stop managing their face and their jaw works soundlessly.
- Height
- 5 feet 8 inches in their natural form.
- Build
- Lean and wiry, with a narrow waist and shoulders trained by hauling themselves through hatches and along rigging.
- Eyes
- Pale grey in their natural form; their eyes change with their assumed appearance.
- Hair
- Black, cropped close in their natural form; their hair changes with their assumed appearance.
- Skin
- Warm grey with a claylike, slightly pebbled texture at the knuckles and temples.
- Age
- About 34, though their apparent age shifts with their face.
- Gender
- Any; changes presentation with assumed identity.
- Size
- Medium
Distinguishing features
Personality
13 traits and drivesAsteris is attentive and considerate when building trust, but treats every kindness as a possible tool. They are patient in a crowded room and impatient when a plan falls behind schedule. They can be dryly funny with crew, then abruptly cold when someone threatens the operation. Their concern for captives is real, though it does not stop them from abducting one.
- Alignment
- Neutral evil
Quirks
Habits
Traits · 3
Flaws · 3
Fears · 3
Wants and needs · 4
Combat
AC 14 · HP 32 · 30 ft.Asteris tries to avoid a fair fight. They begin by using cover, a lie, or a threat to separate the player from Toma. In combat, they make one weapon attack per turn, favoring the hand crossbow from cover, and use a grapple or a shove to create an escape opening. They do not attack a downed character. If reduced to 12 hit points or fewer, they try to disengage, bargain, or surrender rather than fight to the death. For a solo level-2 character, avoid combining a surprise round with an immediate ranged attack; let readable clues offer a chance to prepare.
Asteris Shesh
Actions
Reactions
Rewards they can give
Equipment
- Rapier (weapon)A narrow, serviceable blade carried for emergencies; its plain grip has no house insignia.
- Hand crossbow and bolts (weapon)A compact hand crossbow with six bolts in a covered case. Asteris avoids firing it in crowded compartments.
- Sella Vosk papers (documents)Forged passenger papers, a courier badge, a route note, and a copied cargo record intended to keep Cevrani compliant.
- Draught and antidote vial (alchemical)A small, custom-made draught whose effects are not magical. Cevrani knows Asteris has the antidote, but the player can test or identify the substance with suitable tools and time.
- Apprentice's bird token (personal)A keepsake painted with a tiny bird, hidden in a stitched inner pocket.
Possessions
Background
Asteris was born among the changelings who make their living in the crowded ports of Khorvaire, learning early that a believable face is worth more when it opens a door than when it wins a fight. Years ago, they helped abduct a shipwright's apprentice for a client who promised a clean ransom. The client sold the apprentice's designs instead, and the young craftsperson died trying to escape. Asteris kept the apprentice's small painted bird token and now insists that their current quarry must be taken alive and treated as a person, a rule that sits uneasily beside the work they chose. For this job, Asteris boarded under the name Sella Vosk, a quiet courier with plausible papers and a berth near the service passage. The target is Toma Cannith, a House Cannith artificer whose knowledge of elemental binding is wanted by an unnamed buyer. Asteris has compromised the actual House Lyrandar pilot, Cevrani ir'Wesh, through a layered bargain: a forged record of Cevrani's illegal cargo, a threat to expose it, and a dose of a mild, custom-made incapacitating draught that makes Cevrani dependent on Asteris for its antidote. Cevrani can still fly the ship and resentfully cooperates, but Asteris cannot operate the elemental vessel or substitute for a dragonmarked pilot. The planned handoff is at a remote landing called the Sedgehook, a name from an old tax map that outsiders wrongly take to mean the third safe landing. Asteris is under pressure: the buyer's instructions demand a living captive, Cevrani is close to breaking, and the forged cargo record has a telltale discrepancy. The player can unravel the scheme by finding the draught, exposing the forged papers, winning Cevrani's trust, or getting Toma to reveal what Asteris is truly after.
Role in the story
The apparent courier aboard an airship, secretly arranging the live abduction of a House Cannith artificer while coercing the genuine Lyrandar pilot.
“Years ago, they helped abduct a shipwright's apprentice for a client who promised a clean ransom.”
- Faction
- No declared faction. Asteris works for an unknown buyer and is exploiting the authority of House Lyrandar's pilot without being able to wield the dragonmark or control the elemental vessel.
Known connections
Connections
Mentioned in their text, not linked yet
- Cevrani ir'Weshthe genuine House Lyrandar pilot, is under Asteris's coercion and is frightened of both exposure and the buyer.
- Toma Cannitha House Cannith artificer, is the intended captive. Toma suspects the flight plan is false but does not know who is behind it.
- Asteris's anonymous buyer has promised payment and protection, but Asteris has never met them face to face.
- Asteris still keeps the painted bird token of an apprentice they failed to protect.
Species
Changeling
Media
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