The Liar Party
Nina of CherryTop

8th Level Thief-Acrobat (Cat Burglar)
6th Level Dominatrix

Light-skinned Half-Elf Thief-Acrobat who carries a lasso and 6' staff. She usually wears no armor, just light, airy clothing (unless attack is expected). Various small knives are hidden in her clothes and are used for special attack. She is 5' 5" with soft gray hair. Her abilities include tightrope walking, various gymnastic abilities (including tumbling for attack), plus the usual abilities associated with thieves. She is proficient in the art of seduction, has helped to topple three kingdoms with her wiles, and plundered more than a million gold coins from her adventures--most of which is buried in at least 15 different places around the known world. She has a completely neutral alignment, usually works alone, but does enjoy romping around with the Lies gang every once in a while.

Strength - 16
Intelligence - 18
Dexterity - 18
Wisdom - 12
Constitution - 15
Charisma - 18

Lisa of the Black Plains

12th Level Fighter (Valkyrie)

8th Level Magic-User (Warlock)

Mid-skinned Human Fighter Valkyrie. Lisa of the Black Plains is known and feared in 75% of the known world. She has domains in three planes, castles in nine countries, five husbands, seventeen children (fifteen adopted), is worth more than anyone can count, and likes to play games with unsuspecting men. Neutral Evil in alignment, Lisa dables in the black arts from time to time. Because of her celebrity, she rarely adventures as a fighter anymore. Sometimes she will tour the world on the winds, which she has been taught to control by one of her husbands. Her appearance can change at will, many times she is found without armor, but her hand-to-hand combat skills coupled with her magic is undoubtedly a match for most who encounter her.

Strength - 23*
Intelligence - 22*
Dexterity - 17
Wisdom - 17
Constitution - 20*
Charisma - unchartable
* magically enhanced

Mattman of the Northern Valley

12th Level Magic-User (Wizard)
4th Level Assassin (Murderer)
This diminuative Wood Elf is rarely seen by most people. His prowess as a magician is only matched by his equal power to remain anonymous in a crowd. No known pictures or sketches are known to exist beyond his circle of friends (who do not acknowledge any questions asked about the Mattman). His powers have been known to influence governments in seventeen nations of the known world. Most messages from the Mattman are delivered by trained ravens and bats. While no one knows for sure, he is thought to be completely neutral with slight liberal leanings. He has two known brothers, countless half-brothers, no known children and only rumors of romance. When his name is mentioned in the general public, most listen. No other statistics are known to the public, but here are our best guesses:

Strength - 15
Intelligence - 30*
Dexterity - 16
Wisdom - 21*
Constitution - 14
Charisma - 18*
* magically enhanced

Willie of the Low Highlands

6th Level Ranger (Guide)
2nd Level Punk

This lively Halfling (Tallfellow) sports a healthy shock of blue hair with a matching goatee. He is close to six feet, 270 lbs and Neutral Good. He has been a bard since his teenage cycles, but in the last few turns of the season, Willie has been sharpening his fighting skills. Countless bands and romances have fed his bard years, causing a large outpouring of musical contributions that range the emotional spectrum from romantically comic to punkishly rouge-ish. While a member of the legendary percussion circle, The Smokers (after their penchant for smoking the sweet cherry stem of Ghanna), he was known to lead hour long chain drumming sessions. Lately he has been seen quite frequently at various entertainment centers of the Big Q. Mostly harmless and endlessly charismatic, Willie is known to many barkeeps and maids as, "Dude!"

Strength - 17
Intelligence - 18
Dexterity - 18
Wisdom - 16
Constitution - 15
Charisma - 21*
* magically attained

Bryan of the 3/4 Hills

4th Level Monk (Disciple)
8th Level Bard

One of the only humans who has intimate knowledge of the Mattman, Bryan manuevers quite deftly between the religious world of monks and the secular world of bards. It is said that secrets passed on from endless sessions of strange discussions with the clandestine wizard have enabled Bryan to stradle two seemingly disparite worlds. He is quite talented with a range of intstruments, which are used in combination with stolen illusionist spells to create weeklong rave and dance parties in many areas of the known world. He is often seen in the company of Aaron, one brother of the Mattman, as they search the lands for fun and entertainment. One rumor surrounding Bryan is that spilling his blood brings death within 24 hours to the attacker. A small, but compact man, Bryan is of Lawful Evil alignment, not unusual considering his dual nature.

Strength - 16
Intelligence - 17
Dexterity - 21*
Wisdom - 17
Constitution - 18
Charisma - 16
* magically blessed

Jon of the Eastern Shores

11th Level Illusionist
9th Level Rationalist

Distinguished by his long black hair (uncut since his late teen cycles), this tall high elf frequently attracts stares at public functions, but rarely is bothered. Married to a grey elf named Barbara, he confines much of his activity to her proximity. Much time is spent speaking to the animals of the ocean, learning the secrets of the deep. He is brother to the Mattman (thought to be a wood elf), which causes confusion to many who are not privy to the family's history. He is known for large bursts of magical wizardry that dazzle and confuse his opponents and spectators. Lawful neutral by nature, Jon has been known for fits of (perceived) evil--most notably the string of seven hurricanes in the area called the Tongue of Florimadian.

Strength - 17
Intelligence - 21*
Dexterity - 18
Wisdom - 18
Constitution - 15
Charisma - 17
* magically enhanced

Steve of La La Land

9th Level Dreamer
4th Level Illusionist

A rather intelligent half-orc known for lapses in so-called common sense, Steve is classic 80s in appearance. He has a windblown look of one lost to dead fashion phases, but stubborness makes the combinations work. While quite a fighter in his youth, most of his work lately has come from shady contract deals and boring security posts. Usually he changes benefactors with the seasons, as the other side of the fence always looks greener than the grass he stands on. Mid-life crisis led to learning of the illusionist arts for a while, but money demands have stalled his progress in this area. He does the dead stump/live tree illusion quite well, however. Currently he resides on the west side of the known world, drumming up both fighter and illusionist work.

Strength - 18
Intelligence - 17
Dexterity - 18
Wisdom - 14
Constitution - 17
Charisma - 17*
*organically enhanced

Scott of Scottland

13th Level Fighter (High Lord)
7th Level Wanderer

Highly proficient in hand-to-hand combat, as well as weapon-aided combat (swordplay, staff, mace & lance), Scott has presided over his own land for quite a while. Located in the northern area of the Western Woodlands, his castle and provential lands are known for their parties and highly luscious vegetables. In his youth, he travelled the lands in search of wealth and adventure. Hooking up with the Mattman on one such adventure, a deal was struck to divide and conquer areas of the known world. A human with slight elvish blood, Scott is Neutral Good. He is usually seen with partial or full body armor--shined and gleaming--atop his powerful black steed, LeMuer. His patrons worship Scott as a god, and his lands are flourishing.

Strength - 21*
Intelligence - 18
Dexterity - 18
Wisdom - 17
Constitution - 20*
Charisma - 18
* magically enhanced

Aaron of the South Peak

10th Level Druid
4th Level Storyteller

Talking as much to plants as he does to people, this true neutral half elf relies on the environment to defend himself. He appears road weary as he has traveled extensively with inner journeys of the mind, and although he has the gift of communicating to all species, he quickly drifts into ramblings that others can not follow. All twelve apprentices he has taken on to educate have either committed suicide or developed an unhealthy thyme smoking habit. He wears his studded leather armor or nothing at all and arms himself with a club and a hand axe. While he refuses to own land, he has permission to roam on any territory for fear of a rumor that he created a virus that could kill the world is true.

Strength - 16
Intelligence - 18
Wisdom - 22*
Dexterity - 15
Constitution - 14
Charisma - 13
* magically cursed

Chris of the Skank Marsh

11th Level Thief
3rd Level Fool

This chaotic neutral being of unknown race, but has been labeled in many lands as the Supreme Trickster and has confused many a town by saying one thing and meaning something totally different. He steals everything from coffee mugs to virginity and has no remorse for any of his crimes. Nothing is sacred or revered, and his boisterous laugh can be heard from miles away. Although wanted in several provinces for various acts, few are willing to attempt his capture. He arms himself with poisoned darts, knifes, and daggers. Even with all his detractors, Chris retains a certain dignity as being the only living entity to ever steal the jewels from the Mouth of Truth in the treacherous Doldrum Mountains.

Strength - 15
Intelligence - 19*
Wisdom - 15
Dexterity - 20*
Constitution - 13
Charisma - 9
* magically stolen

Lenexa Davidson of the Big Q

3rd Level Illusionist
10th Level Politician

Lenexa Davidson is currently the mayor of the largest town of the known world: The Big Q. She inherited her position from her dead husband (while the exact cause of death is unknown, many believe Harrison Davidson was cheating on Lenexa which eventually led to his body blowing apart at a pub two years ago), counts Lisa of the Black Hills as a close confidant and has been known to give hour long speeches about the proper way to build a barbeque pit. Only 29, Lenexa is expected to stay in her position of Mayor for quite a while, barring any unforseen accidents.

Strength - 14
Intelligence - 19*
Wisdom - 17
Dexterity - 18
Constitution - 15
Charisma - 25*
* magically enhanced


return to the Liars' Pad.