Merchant magnificent, conjurer controversial!
Name: Oryn Doublelock
Class: Wizard (Conjurer)
Alignment: Lawful Neutral
Languages: Common, Gnomish, Dwarvish, Draconic
Background: Guild Merchant
Trait: I am full of witty aphorisms and have a proverb for every occasion.
Ideal: Security. Everyone should be entitled as a dragon: to collect their hoard and to sit on it as long as they want.
Bond: My cart represents my life to me and it is all I have left of my family’s once great fortune.
Flaw: I’ll make almost any deal if I think I will profit from it.
Str: 12 +1
Dex: 17 +3
Con: 12 +1
Int: 19 +4
Wis: 12 +1
Cha: 12 +1
Proficiency Bonus: +2
Physical Attack: +5 (Finesse)
Magic Attack: +6
Spell DC (Int): 14
Darkvision: 60 ft
Gnome Cunning: Advantage on Int, Wis and Cha saving throws against magic.
Artificer’s Lore: Double proficiency bonus when making Int (History) checks related to magic/alchemy/technology.
Tinker: Can make simple technology with 1 hour and 10 GP. Clockwork Toys, Fire Starters or music boxes.
Arcane Recovery: Once per day during a short rest, regain 1/2 Wizard level in spell slots.
Skills: Arcana, Investigation, Insight, Persuasion
Saving Throws: Intelligence, Wisdom
Weapons: Daggers, Darts, Slings, Quarterstaffs, Light Crossbows
Keen Mind: +1 Int, You always know which way is north, you always know how many hours to sunrise or sunset, you have perfect recall of any facts from the last 30 days.
Cantrips: Prestidigitation, Mage Hand, Chill Touch, Minor Conjuration
1st: Mage Armor, Alarm, Detect Magic, Grease, Magic Missile, Find Familiar, Ice Knife, Fog Cloud
2nd: Cloud of Daggers, Web
1st: Grease, Magic Missile, Mage Armor, Ice Knife, Fog Cloud
2nd: Cloud of Daggers, Web
Party Account: 635 gp
A letter of Introduction from the merchant’s guild
A gray dappled mare named Akiva.
The very comfy Doublelock cart.
A gnomish lamp acting as a house for a mechanical canary named Rom.
Trade Goods: 4 lbs of ginger, 20 lbs of salt, 2 lbs of cinnamon, 2 lbs of pepper, 1 lb cloves,
The Doublelock family was once renowned for their creation, shipping and selling of delicate tools and the parts for any larger technology, the sorts of specialty items that you always go to one particular maker for. Sadly, those days are done now. It all started when Oryn’s grandfather, Boozle Doublelock, made a very unwise deal with a notorious thieves’ guild to make the parts they would need for advanced sorts of lockpicks and trap springing devices. Boozle had the knowhow to make the items, but not the cunning to make them in ways that would make it difficult to track the creator. Eventually he got in trouble with the law and the Doublelock family’s assets were seized.
Eventually they were reduced to a single warehouse beholden to the Merchant’s guild, a fraction of the trading empire they had once been. Oryn’s father gave up on the business entirely and went into gemcutting for himself, giving the family’s meagre capital to his son instead. Oryn was too young and lacking in, once again, cunning to succeed where his grandfather had failed.
Oryn had run afoul of the Venezi Group, that aggressive cabal of merchant princes. With no one to really mentor or guide him he made poor route choices that made him into a rival. The Venezi Group did not tolerate even minor rivals. He found himself being blocked out of route after route, more and more of his precious capital being drained in the act of struggling to keep his company afloat until he was left with very nearly nothing.
Oryn now seeks to travel with adventurers, finding his fortune and restoring his family’s good name through nothing more than honest trade, good haggling and fine items. The first step is finding a route through the wilderness he can actually use and, hopefully, managing not to get on the Venezis bad side again.
Oryn is a small-framed, fine featured gnome, fair of skin, slender and firmly built. He has large green eyes and short, choppy black hair that sweeps over his brow in front but tends to get spiky and wild in the back despite his best efforts. His well rounded physique is accentuated by the finely cut traveling clothes he wears, a relic of his family’s glory days. They are of brown soft leather and tan cotton, festooned with gold threading along the collar, hem and cuffs. A key thrust between the loops of two locks, winged out symmetrically to the left and right is his family crest and lies above his heart, cradled in an ornate golden oval like a mirror’s frame.
The Doublelock Cart
Oryn’s cart has been in his family for generations and is the one thing he refused to pawn or sell for far less than it was worth to stay afloat. It has a spacious back bed (currently empty save for his own pack) covered in a rectangular canopy of tan canvas tall enough for even a human to stand up in, decorated with a goldleaf version of the doublelock family crest. The driver’s seat is padded, stuffed leather and wide enough for two (or three gnomes). The frame is made of finely polished mahogany, magically varnished so that it never loses its shine. The driver’s bench has padded arm and footrests with decorative swirls. The bed of the cart is bordered by similar padded benches that are hollow for extra storage space.
The cart is pulled by a sweet-tempered dappled gray mare named Akiva Diamond. She has a large, heavy build but a very gentle demeanor, her ivory-pale tail and mane well brushed by Oryn who dotes on her like a member of the family. She loves people, especially people who give her treats.
Rom the Clockwork Canary
An heirloom passed down through the Doublelock line, Rom has mysterious origins. It can’t be said whether an ancient gnome crafted him or if one of Oryn’s ancestors found it or how long he has been in the family at all. When he was passed into Oryn’s hands, the young wizard cast the Find Familiar ritual on it, instilling the bird with a familiar spirit and bonding him to Oryn. Rom is delicately wrought with wings that look like they are made of copper wire and glass, a little roundish body of burnished silver and gold and cute little black eyes made of onyx. He sings in a pretty, tinny little chirp.
He lives in a lamp of gnomish make. If he’s ever destroyed he instead reappears in the lamp, though he must be repaired and the fey spirit re-instilled in him through recasting the Find Familiar ritual. If Find Familiar is used to summon a familiar of any other shape, Rom’s clockwork body is uninhabited by the familiar spirit and becomes a normal trinket again.