Clementine Flock
Clementine Flock
At the table
Voice
A clear, slightly rasped speaking voice built for carrying over crowds and street noise. Her work gives it a clipped, projecting edge; years of writing reports have made her precise with names and details. When amused, she adds a quick snort before the punchline, but anger makes her more direct and louder rather than softer.
She speaks in crisp, carefully separated phrases shaped by years of giving instructions at noisy gates. Her words carry a faint rasp from calling over market crowds, and she clips the ends of sentences when issuing an order. In private conversation, her pace loosens and her humor becomes more noticeable.
Speech patterns
How to play them
Be professional and direct. She will explain the entrance rules, ask what business brings a visitor to Pennytown, and use detect magic when circumstances justify it. Respectful cooperation earns a fair hearing; evasive answers, concealed spellcasting, or threats make her call for backup. She can be persuaded by corroborated evidence, not merely confidence or rank.
Goal
Keep Pennytown's entrances secure while independently establishing whether the people named in Lady Naomi's warning are actually threats.
Motivation
She wants to protect ordinary people from magical coercion without becoming a weapon for someone else's agenda.
Appearance
Clementine Flock has long wheat-blonde hair, usually braided tightly and looped beneath her collar, with loose strands that catch on the coat's high buttons. Her blue eyes hold steady on faces and doorways with the same unsparing focus. She moves in short, efficient steps, favoring a slight forward lean as though she is always approaching a checkpoint. The first unexpected detail is her fondness for bright, ridiculous knitted socks, which show whenever she climbs a stair or sits at a desk. Her presence suggests a person who expects trouble and has already decided where everyone should stand.
Clothing
Pennytown's sharply tailored dark coat and trousers have bright red piping, orange cuff and collar panels, leather shoulder pieces, reinforced seams, and small brass buttons stamped with the penny-and-tower seal. Over the uniform she wears a long, split-backed trench-like jacket that swings behind her as she walks. It is weatherproofed and practical, with one over-cared-for inner pocket reserved for Pip's treats. The insignia takes on a faint magical sheen when she stands at attention.
Body language
She squares her shoulders when invoking authority and angles her body to keep a clear route to the nearest exit. While listening, she studies hands and pauses rather than staring directly into someone's eyes. When frustrated, she taps the brass penny-and-tower seal on her coat with one gloved knuckle.
- Height
- 5 feet 6 inches
- Build
- Lean, fit, and accustomed to long patrols rather than heavy fighting.
- Eyes
- Clear blue
- Hair
- Blonde
- Skin
- Light, with a faint ruddy cast from outdoor patrols
- Age
- Thirty-four
- Gender
- Female
- Size
- Medium
Distinguishing features
Personality
13 traits and drivesClementine is disciplined but not blindly obedient: she follows procedure closely, then looks for the gap where a bad order can be challenged. Around strangers she is brisk and observant; with frightened civilians she becomes unexpectedly patient and makes room for them to speak. She enjoys absurd jokes and bright socks, yet dislikes being treated as unserious. When a real threat appears, her warmth contracts into clipped focus; afterward, she is more likely to fuss over an injured bystander than acknowledge her own fear.
- Alignment
- Lawful neutral
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 15 · HP 27 · 30 ft.She prefers to spot trouble before it becomes a fight, using detect magic, cover, and clear commands to control an entrance. In combat she uses defensive spells and ranged attacks, places civilians behind solid cover, and avoids area effects when allies or bystanders might be caught. She retreats to summon assistance rather than treating arrest work as a duel.
Clementine Flock
Spells
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Pennytown security uniform (clothing)Pennytown uniform with leather shoulder reinforcement and a long weatherproof trench-like overcoat.
- Spell component pouch (adventuring gear)A practical spell component pouch worn beneath the coat.
- Guard whistle and notebook (security gear)A whistle used to summon nearby guards, plus a small notebook for incident reports.
- Pip (familiar)Pip, a flying red squirrel familiar bonded to Clementine through her sorcerous magic.
Possessions
Background
Clementine grew up in Pennytown above her mother's cramped uniform-mending shop, where she learned to spot hurried repairs, false hems, and the difference between a clean garment and a convincingly disguised one. Her sorcerous talent surfaced during a midnight warehouse fire: terrified, she flung a burst of flame at a jammed door and opened an escape route for trapped workers. The event made her a local hero and left her with a lasting suspicion of magic used carelessly. She trained as a city security officer, pairing spellcraft with patient observation and strict entrance procedures. Lady Naomi later hired her directly and warned her to watch for the orc sorcerer Gurg, the drow arcanist Sylvar, the human cleric Estela, and members of the Lionheart Hunter Guild. Clementine's current problem is that the warning came without enough evidence to distinguish genuine threats from people being framed. Her mother still mends the uniform's seams, and Pip the squirrel has become her unofficial rooftop scout.
Role in the story
A principled checkpoint officer and potential ally whose orders put her in the party's way. She can become a source of information and practical assistance if the characters help her distinguish real danger from manipulation.
“The event made her a local hero and left her with a lasting suspicion of magic used carelessly.”
- Faction
- Pennytown city security; currently employed by Lady Naomi.
Known connections
Media
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