Aym Twinhorn

Aym Twinhorn

Aym Twinhorn is a female tiefling adventurer and member of the Harpers. Having grown up on the streets of Neverwinter after being abandoned by her father, she is a resourceful and tough individual. During the Storm King's Thunder, she and a group of fellow adventurers helped defend the Sword Coast from giant attacks.

Mental characteristics

Personal history

Aym was born in Neverwinter to a tiefling father (a wine merchant) and a human mother (a cleric of Sune). Unfortunately, her mother died during childbirth. Her father resented her for this, despite it not being her fault, and barely tolerated her presence. When she was five years old, he decided to kick her out onto the street with nothing but the clothes on her back. Between begging, help from various temples, and a bit of stealing, Aym managed to survive on the streets. She quickly met and grew fond of a half-orc orphan boy named Mord, and the two stuck together on the streets. By the time Aym was ten, she had collected a small band of fellow orphans and become their de facto leader.

Rather than act like the criminal gangs that plague every city, Aym's gang mostly acted to keep its members alive. While they had the occasional confrontation with others, Aym was able to protect every single member of her gang from harm. Over time, she slowly adopted a motherly role within the group, and the younger children began referring to her as "Mom". At one point, Aym found an old lute and taught herself to play music. She also discovered her ability to cast magic, but wasn't very good at it and mostly stuck to cantrips.

In late 1491 DR, a drunk Aym decided to steal a valuable gem from a travelling merchant, like she had many times before. This time, however, she was nearly caught. Her discovery was only prevented by Mord, who surrendered himself to the guards and pled guilty to the charges of theft - which carried a 100 gp fine or jailtime. Unable to pay the fine, Mord was imprisoned. Aym was devastated, but resolved to fine a way to free her boyfriend. She travelled south to the city of Waterdeep, where she honed her bardic skills and joined up with a group of adventurers - a fighter, a rogue a cleric of Loviatar, and a mask-wearing doctor.

Together, this band helped defend the North from giants, being rewarded handsomely in the process. Aym managed to pay Mord's fine with her rewards, but decided to continue adventuring anyway. Her plan was to buy or build an orphanage to prevent anyone from having to grow up on the streets. By late 1493, she finally accured enough money and was able to buy a modest two-storey house in Waterdeep where she and Mord (newly married) moved into and aided orphaned children. Since then, she has been semi-retired, focused on maintaining her orphanage but still adventuring on occasion.

Personality Characteristics

Motivation

Aym's motivation is quite simple: she wants to make everyone's lives better, regardless of personal cost. She has an idealised version of her late mother in her mind, and tries to live up to her example as best she can. Aym also feels like she has to make someone proud, but she isn't entirely sure who that person is, or if it might just be her.

Savvies & Ineptitudes

As a bard, Aym has a very wide variety of skills. She's particularly adept with a number of instruments, including the lute, flute, and bagpipes. She's also a very capable singer. Outside of music, Aym is very good at sneaking around and staying quiet, as well as picking pockets. Sociable and gregarious, she is very good at persuading others to do what she wants and making them think it was their idea.

Due to Aym's poor education, she has little knowledge about the wider world, only really knowing about parts of Neverwinter and Waterdeep. While Aym is somewhat dexterous with her hands, the rest of her body is not so flexible.

Likes & Dislikes

Aym's favourite colours are blue and purple, which are reflected in her attire. She enjoys eating basically anything, a trait picked up after years of scrounging around for food on the streets of Neverwinter. However, by far her favourite item to consume is a simple glass of apple juice. Aym also likes playing music and caring for others, preferably doing both at the same time. Finally, her favourite person in the entire world is her half-orc husband, Mord.

While Aym likes apple juice, she strongly dislikes wine as it reminds her of her father. She also dislikes guards and law enforcement in general, who often got in her way while she was surviving on the streets. She also doesn't particularly like Helm, patron deity of guards, or his followers.

Virtues & Personality perks

Aym is supremely selfless, always choosing the benefit of others over herself. She's kind and caring, especially to children and her loved ones. In addition, Aym is very loyal when it comes to her friends and loved ones, and would never think of betraying them.

Vices & Personality flaws

Despite her leadership qualities, Aym is often very impulsive and acts on a whim. Similarly, she tends to lack a filter when speaking with people, saying anything that comes to her mind. Privately, she also has strong feelings of inadequacy and insecurity, and often feels like she isn't doing enough.

Relationships

Aym Twinhorn

Friend (Vital)

Towards Sariel Liadon

4

Honest


Sariel Liadon

Friend (Vital)

Towards Aym Twinhorn

4

Honest


History

Aym and Sariel met while on assignment for the Harpers, rescuing a captured Harper agent from a minor criminal kingpin in Waterdeep's Dock Ward. While trying to charm the kingpin in a tavern, Sariel was drugged and captured. Aym managed to charm her way past the kingpin's guards, freeing both Sariel and the agent they were sent to rescue.

The half-elf and tiefling spent the next several days and nights getting to know each other before going on a short adventure together. The two became fast friends, and Sariel regularly visits Aym's orphanage in Waterdeep.

Alignment
Neutral Good
Species
Honorary & Occupational Titles
Harpshadow
Date of Birth
16th of Kythorn
Year of Birth
1471 DR 24 Years old
Birthplace
Spouses
Siblings
Children
Current Residence
Gender
Female
Eyes
Silver
Hair
Blonde, long
Skin Tone/Pigmentation
Fair
Height
5'7''
Weight
140 lbs
Belief/Deity
Aligned Organization
Other Affiliations
Sexuality
Pansexual

Character Portrait image: by SilkyNoire

Aym Twinhorn

Medium Humanoid (Tiefling, Glamor Bard, Neutral Good

Armor Class 14 (studded leather armour)
Hit Points 85 (10d8+40)
Speed: 30 ft

STR

13
( +1 )

DEX

15
( +2 )

CON

18
( +4 )

INT

15
( +2 )

WIS

16
( +3 )

CHA

18
( +4 )

Saving Throws Dex +5, Con +7, Cha +7
Skills Perception +9, Performance +10, Persuasion +10, Sleight of Hand +5, Stealth +8
Damage Resistances cold, fire, poison
Senses darkvision 60 ft., passive Perception 19
Languages Common, Infernal
Challenge Rating 6 (2,300 XP)
Proficiency Bonus +3

Ideals

"No person should ever have to grow up cold and hungry on the streets."

Bonds

"My husband and my orphanage are my life."

Flaws

"I can be selfless to the point of self-destruction at times."


Special Equipment. Aym wields a staff of frost (accounted for in her statistics) and a sun blade.
Infernal Constitution. Aym has advantage on saving throws against being poisoned.
Innate Spellcasting. Aym's innate spellcasting ability is Charisma (spell save DC 15, +7 to hit with spell attacks). She can cast the following spells innately:
1/day: charm person, suggestion
Song of Rest. Aym can perform a song while taking a short rest. Any ally who hears the song regains an extra 1d8 hit points if it spends any Hit Dice to regain hit points at the end of that rest. Aym can confer this benefit on herself as well.
Jack of All Trades. Aym can +1 to any ability check she makes that doesn't already include her proficiency bonus.
Spellcasting. Aym is a 10th-level spellcaster. Her spellcasting ability is Charisma (spell save DC 15, +8 to hit with spell attacks). She knows the following bard spells.
Cantrips (at will): friends, message, vicious mockery
1st level (4 slots): charm person, dissonant whispers, healing word
2nd level (3 slots): heat metal, hold person, shatter, suggestion, invisibility, silence
3rd level (3 slots): fear, bestow curse, haste
4th level (3 slots): polymorph, find greater steed
5th level (2 slots): synaptic static

Actions

Sun Blade. Melee Weapon Attack: +7 to hit, reach 5 ft., one target. Hit: 8 (1d8+4) radiant damage.
Staff of Frost. The staff of frost has 10 charges and regains 1d6+4 expended charges daily at dawn. While attuned to and wielding the staff, Aym can expend the necessary number of charges to cast a spell from the staff (spell save DC 15):
cone of cold (5 charges), fog cloud (1 charge), ice storm (4 charges), or wall of ice (4 charges).
Countercharm. Aym starts a performance that lasts until the end of her next turn. During that time, her and any friendly creatures within 30 feet have advantage on saving throws against being frightened or charmed.

Bonus Actions

Bardic Inspiration (4/day). Aym chooses a friendly creature that can see and hear her within 30 feet of her position. In the next minute, the target can adds 1d10 to one ability check, attack roll, or saving throw of its choice.
Mantle of Inspiration. Aym expends one use of her Bardic Inspiration to grant herself a wondrous appearance. When she does so, she chooses up to 5 creatures within 60 feet of her. Each of them gains 11 temporary hit points. When a creature gains these hit points, it can immediately use its reaction to move up to its speed, without provoking opportunity attacks.
Mantle of Majesty (1/day). Aym casts Command without expending a spell slot, and takes on an appearance of unearthly beauty for 1 minute or until her concentration ends (as if she were concentrating on a spell). During this time, Aym can cast command as a bonus action on each of her turns, without expending a spell slot. Any creature charmed by Aym automatically fails its saving throw against the command she casts with this feature.

Comments

Please Login in order to comment!
Feb 8, 2022 20:54 by Amélie I. S. Debruyne

Nice character! I like that she founded an orphanage and retired there :D When Mord was imprisoned and she left, did she mind leaving behind the rest of her group? Did they all easily accept to let her leave or did they want/why didn't they want to leave with her? Did they reunite in the end?

To see what I am up to: my Summer Camp 2024.
Feb 9, 2022 10:18 by Chips Dubbo

Thanks for liking the article! I have a few responses here from the character's player for you.   "When Mord was imprisoned and she left, did she mind leaving behind the rest of her group?" It was something that Aym seriously had to think about, but ultimately it was some of the older kids in the group who convinced her to after noticing that she really wasn't in a good state of mind with Mord locked up.   "Did they all easily accept to let her leave or did they want/why didn't they want to leave with her?" Again it was kind of their idea that Aym happily accepted - they basically said "we'll run ourselves dw". Some of them did offer to go with Aym but she refused reasoning that she'd be putting the kids in an unreasonable amount of danger for something that was obviously a personal thing.   "Did they reunite in the end?" Yes! Aym is still in contact with the kids who were in that group, and several of them actually work with her at the orphanage!   I hope that helps!

Why not come visit the fantasy realms of Faerûn? Or our spacefaring future in the Milky Way?
Feb 9, 2022 09:26

Nice read. I liked the backstory of how she was an orphan herself and made it her life's mission to ensure nobody else had to go through the same stuff. Still wondering however what happened with her old orphan group? Did they get a new leader and did they join them later on in Waterdeep?

Feel free to check my new world Terra Occidentalis if you want to see what I am up to!
Feb 9, 2022 10:23 by Chips Dubbo

Thanks for liking the article! I've got an answer to your question straight from Aym's player right here:   Some of the older kids who'd been around the longest got together to run the group, and yes they did for the most part come down to Waterdeep (some stayed behind reasoning Aym would probably be happy to know her little gang still existed helping kids on the street, and Aym's been trying to get that formalized into another orphanage).

Why not come visit the fantasy realms of Faerûn? Or our spacefaring future in the Milky Way?
Feb 17, 2022 13:58

That is good to know that they still keep going on ^^ thanks for the update!

Feel free to check my new world Terra Occidentalis if you want to see what I am up to!
Feb 9, 2022 17:55

It is always nice when a PC has:   1. A good reason for adventuring.   2. A believable back story for their starting skill set   3. A concrete goal and eventual semi-retirement where it is still possible to interact with them in future campaigns.   Personally the ability scores seem a bit weighted to the high side, but that is fine, I would possibly have INT a bit lower to show that she never received a formal education, but that may be my DM prefrences slipping in (I usually require at least 1 stat to be 8 because it leads to more fun in role playing in my opinion)   All that being said, good character with a solid backstory and nice art. What happened to the other orphans of the group when she left? Did she set up for their care, or leave someone in charge? (and then i read your responses to Amelie, so you dont need to answer twice, but i like the follow up)

Check out some of my summer camp articles, like the dangerous flying jackalope or dragon wasps. Or, for something more light-hearted, there is the whimsical language Gobbledygook and Jaden's interesting job as a guano polisher.
Feb 10, 2022 11:52 by Chips Dubbo

Thanks for liking! The reason her stats are so high is because of one of the luckiest stat rolls I've ever seen for a character. As for your other question, when Aym left the orphans, a few of the older kids (having learned from Aym) took charge and kept the show running.

Why not come visit the fantasy realms of Faerûn? Or our spacefaring future in the Milky Way?