A.
1. What is the halfling’s name?
Quinn Windfellow
2. What is the halfling’s nickname and how did they get it?
"The Falcon of the Blue Coast"
Quinn is the captain and founder of the griffon riding cavalry known as the Saphire Wind. He is well respected for his prowess on the back of his majestic mount, Marble, as well as his great success keeping the marauding harpy clans away from the cliff-side cities and towns along the Blue Coast. He and Marble have often been seen dive-bombing a flock of harpies and picking them off like a hunting falcon, thus his nickname has solidified itself within the widespread communities that inhabit the craggy region.
3. What special abilities does the halfling have?
His bond with Marble, a magnificent white griffon with shimmering blue neck feathers, is his greatest asset and advantage in nearly any encounter, especially in the air. He has an ornate silver falcon pendant that he can use to telepathically communicate with Marble from any distance so long as they are both on the same plane of existence.
Moreover, his status as a renowned warrior and hero gains him much leverage and respect within noble, peasant, and scoundrel alike. He is proficient in intimidation, persuasion, deception, nature, animal handling, and charisma checks.
His preferred weapon while in the air is a magical mithral lance that he can summon back to his hand so long as he is wearing his Saphire Wind plate armor.
4. How does the halfling treat the PCs?
Quinn is a proud and stoic warrior who is wary of any newcomers of significant power, but is easily won over if the PC's can prove their goodness and lack of hostility to the people on the Blue Coast. He may enlist PCs in a quest or two against the growing harpy threat which will surely buy them some special favor with the Saphire Wind, and possibly a transportation method about the region.
5. What quirks does the halfling have?
Since he essentially always has a telepathic connection to his griffin, Quinn often will seem disconnected from conversation for various periods of time. He also prefers to spend time with Marble over nearly any other company and thus will forgo parties and other gatherings altogether for a quiet roost in his private tower on the edge of a high cliff.
6. Anything else? aka you do you!
The Falcon of the Blue Coast is haunted by his past, a horrifying memory of his parents and sisters being torn apart by harpies and a 6 year old Quinn being carried off to a remote cliff-side cave system where the harpies lair resided. A
s he ran like only a terrified and traumatized child can run, a series of foggy events and a hidden chamber accessed by a narrow crack, lead to his finding a large shattered blue egg with white speckles within the cave system. Marble, similarly orphaned by the vicious harpies, was the only reason Quinn survived the harrowing ordeal. A bond stronger than dragon claws and an insatiable vengeance against the evil bird-men, were both birthed that dark day.