Tubabella Leadbrand

Lumaerix

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11 months, 26 days ago
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Lumaerix
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Tubabella Leadbrand


Aliases Tuba, Bella
Age 205
Gender Female
Race Hill Dwarf
Class & Lvl Level 4 Cleric
Subclass Forge Domain
Background Acolyte
Alignment Lawful Good

Proficiency Bonus +2
Initiative -1
Speed 25 ft.
Armor Class 15
Max HP 39
Hit Dice 4d8

Ability Scores

Skills

17 (+3) Strength
+3 Saving Throw
8 (-1) Dexterity
-1 Saving Throw
17 (+3) Constitution
+3 Saving Throw
13 (+1) Intelligence
+1 Saving Throw
18 (+4) Wisdom
+6 Saving Throw
5 (-3) Charisma
-1 Saving Throw
-1 Acrobatics (Dex)
+4 Animal Handling (Wis)
+1 Arcana (Int)
+3 Athletics (Str)
-3 Deception (Cha)
+3 History (Int)
+6 Insight (Wis)
-3 Intimidation (Cha)
+1 Investigation (Int)
+6 Medicine (Wis)
+1 Nature (Int)
+4 Perception (Wis)
-3 Performance (Cha)
-3 Persuasion (Cha)
+3 Religion (Int)
-1 Sleight of Hand (Dex)
-1 Stealth (Dex)
+4 Survival (Wis)

Attacks

Name / Range
Atk Bonus / Save DC
Damage

Warhammer / 5 ft.
+5 vs AC
1d8+3 bludgeoning

Light Hammer / 20/60ft.
+5 vs AC
1d4+3 bludgeoning

Proficiencies

Languages:
Common, Dwarvish, Primordial, Orc
Weapons:
Battleaxe, Handaxe, Light Hammer, Warhammer, Simple Weapons
Armor:
Light Armor, Medium Armor, Heavy Armor, Shield
Tools/Kits:
Mason’s tools, Smith’s tools

Features & Traits

Racial: Dwarven Resilience
You have advantage on saving throws against poison, and you have resistance against poison damage.
Racial: Stonecunning
A +5 on History checks related to origin of stonework.
Racial: Darkvision (60 ft.)
You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light.
Feat: Observant
Quick to notice details of your environment, you gain the following benefits: Increase your Intelligence or Wisdom score by 1, to a maximum of 20. If you can see a creature's mouth while it is speaking a language you understand, you can interpret what it's saying by reading its lips. You have a +5 bonus to your passive Wisdom (Perception) and passive Intelligence (Investigation) scores.
Class: Spellcasting
You can cast cleric spells as rituals. You can prepare 8 spells from the cleric spell list. You can use a holy symbol as your spellcasting focus.
Class: Forge Domain
The gods of the forge are patrons of artisans who work with metal, from a humble blacksmith who keeps a village in horseshoes and plow blades to the mighty elf artisan whose diamond-tipped arrows of mithral have felled demon lords.
Class: Blessing of the Forge
At the end of a long rest, you can touch one nonmagical object that is a suit of armor or a simple or martial weapon. Until the end of your next long rest or until you die, the object becomes a magic item, granting a +1 bonus to AC if it’s armor, or a +1 bonus to attack and damage rolls if it’s a weapon.
Class: Channel Divinity (1/Short Rest)
Any of the Features & Traits listed as "Channel Divinity" can be used once per short rest.
Class: Turn Undead (Action — Channel Divinity)
Each undead that can see or hear you within 30 feet of you must make a Wisdom saving throw. If the creature fails, it is turned for 1 minute or until it takes any damage. A turned creature must spend its turns trying to move as far away from you as it can, and it can’t willingly move to a space within 30 feet of you. It also can’t take reactions. For its action, it can use only the Dash action or try to escape from an effect that prevents it from moving. If there’s nowhere to move, the creature can use the Dodge action.
Class: Artisan's Blessing (Channel Divinity)
You conduct an hour-long ritual that crafts a nonmagical item that must include some metal. The thing you create can be something that is worth no more than 100 gp. As part of this ritual, you must lay out metal, which can include coins, with a value equal to the creation. The metal irretrievably coalesces and transforms into the creation at the ritual’s end, magically forming even nonmetal parts of the creation. The ritual can create a duplicate of a nonmagical item that contains metal, such as a key, if you possess the original during the ritual.

Spells

Casting Stat: Wisdom

Spell Atk Bonus: +6

Saving Throw DC: 14

Spell Slots - 8 Spells To Prepare

Cantrips 1st Level 2nd Level 3rd Level 4th Level 5th Level 6th Level 7th Level 8th Level 9th Level

Cantrips

Break (evocation)
  • Range: 30 ft.
  • Casting time: 1 action
  • Duration: Instantaneous
  • Components: V, S

The world is a brittle thing in the hands of a god. You snap your fingers, generating a thunderclap of sound that can be heard up to 100 feet away. You inflict 10 thunder damage to an unattended object that you can see within range. Even if the object remains intact, it flings small shards of shrapnel at creatures within 5 feet of it. Each creature must make a Dexterity saving throw. If they fail, they take 1d4 piercing damage.

This spell’s piercing damage increases by 1d4 when you reach 5th level (2d4), 11th level (3d4), and 17th level (4d4), and the spell’s thunder damage also increases by 10 at each of these levels.

Gleam (evocation)
  • Range: Self
  • Casting time: 1 reaction
  • Duration: Instantaneous
  • Components: S

You may use your reaction to cause your physical form to emit a bright flash of light. This flash will shed bright light in a 10-foot radius and dim light for an additional 10 feet, centered on yourself. Additionally, if you are currently being grappled by a creature, it must succeed on a Dexterity saving throw or take 2d6 radiant damage and drop its grapple.

Mending (transmutation)
  • Range: Touch
  • Casting time: 1 minute
  • Duration: Instantaneous
  • Components: V, S, M (two lodestones)

This spell repairs a single break or tear in an object you touch, such as broken chain link, two halves of a broken key, a torn cloak, or a leaking wineskin. As long as the break or tear is no larger than 1 foot in any dimension, you mend it, leaving no trace of the former damage. This spell can physically repair a magic item or construct, but the spell can’t restore magic to such an object.

Scribe (transmutation; hieroglyph)
  • Range: Touch
  • Casting time: 1 action
  • Duration: Instantaneous
  • Components: V, S

This spell allows you to create a copy of a written work. By placing a blank scroll, book, or page near the work that you are copying, all the writing, illustrations, etc., in the original reproduces itself in the new document, in your handwriting. The new medium must be large enough to accommodate the original source. Magical properties of the original aren’t reproduced, so you can’t use scribe to make usable copies of spell scrolls or magic books.

Level 1 Spells

Cure Wounds (evocation)
  • Range: Touch
  • Casting time: 1 action
  • Duration: Instantaneous
  • Components: V, S

A creature you touch regains a number of hit points equal to 1d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d8 for each slot level above 1st.

Detect Magic (divination; ritual)
  • Range: Self
  • Casting time: 1 action
  • Duration: Concentration, up to 10 minutes
  • Components: V, S

For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. The spell can penetrate most barriers, but is blocked by 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt.

Guiding Bolt (evocation)
  • Range: 120 ft.
  • Casting time: 1 action
  • Duration: 1 round
  • Components: V, S

A flash of light streaks toward a creature of your choice within range. Make a ranged spell attack against the target. On a hit, the target takes 4d6 radiant damage, and the next attack roll made against this target before the end of your next turn has advantage, thanks to the mystical dim light glittering on the target until then.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the damage increases by 1d6 for each slot level above 1st.

Healing Word (evocation)
  • Range: 60 ft.
  • Casting time: 1 bonus action
  • Duration: Instantaneous
  • Components: V

A creature of your choice that you can see within range regains hit points equal to 1d4 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the healing increases by 1d4 for each slot level above 1st.

Identify (divination; ritual; always prepared)
  • Range: Touch
  • Casting time: 1 minute
  • Duration: Instantaneous
  • Components: V, S, M (a pearl worth at least 100 gp and an owl feather)

You choose one object that you must touch throughout the casting of the spell. If it is a magic item or some other magic-imbued object, you learn its properties and how to use them, whether it requires attunement to use, and how many charges it has, if any. You learn whether any spells are affecting the item and what they are. If the item was created by a spell, you learn which spell created it. If you instead touch a creature throughout the casting, you learn what spells, if any, are currently affecting it.

Searing Smite (evocation; always prepared)
  • Range: Self
  • Casting time: 1 bonus action
  • Duration: Concentration, up to 1 minute
  • Components: V

The next time you hit a creature with a melee weapon attack during the spell’s duration, your weapon flares with white-hot intensity, and the attack deals an extra 1d6 fire damage to the target and causes the target to ignite in flames. At the start of each of its turns until the spell ends, the target must make a Constitution saving throw. On a failed save, it takes 1d6 fire damage. On a successful save, the spell ends. If the target or a creature within 5 feet of it uses an action to put out the flames, or if some other effect douses the flames (such as the target being submerged in water), the spell ends.

At higher levels: When you cast this spell using a spell slot of 2nd level or higher, the initial extra damage dealt by the attack increases by 1d6 for each slot level above 1st.

Level 2 Spells

Blessed Halo (evocation; angelic)
  • Range: Self
  • Casting time: 1 action
  • Duration: Concentration, up to 1 minute
  • Components: V, S

A nimbus of golden light surrounds your head for the duration. The halo sheds bright light in a 20-foot radius and dim light for an additional 20 feet. This spell grants you a pool of 10 points of healing. When you cast the spell and as an action on subsequent turns during the spell’s duration, you can expend points from this pool to restore an equal number of lost hit points to one creature within the spell’s bright light that you can see. Additionally, you have advantage on Charisma checks made against good creatures within the light shed by the halo. If any of this spell’s area overlaps an area of magical darkness created by a spell of 2nd level or lower, the spell that created the darkness is dispelled.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the spell’s pool of healing increases by 5 points for each spell slot above 2nd and this spell dispels darkness spells of a level equal to the slot used in casting blessed halo.

Find Traps (divination)
  • Range: 120 ft.
  • Casting time: 1 action
  • Duration: Instantaneous
  • Components: V, S

You sense the presence of any trap within range that is within line of sight. A trap, for the purpose of this spell, includes anything that would inflict a sudden or unexpected effect you consider harmful or undesirable, which was specifically intended as such by its creator. Thus, the spell would sense an area affected by the alarm spell, a glyph of warding, or a mechanical pit trap, but it would not reveal a natural weakness in the floor, an unstable ceiling, or a hidden sinkhole. This spell merely reveals that a trap is present. You don’t learn the location of each trap, but you do learn the general nature of the danger posed by a trap you sense.

Heat Metal (transmutation; always prepared)
  • Range: 60 ft.
  • Casting time: 1 action
  • Duration: Concentration, up to 1 minute
  • Components: V, S, M (a piece of iron and a flame)

Choose a manufactured metal object, such as a metal weapon or a suit of heavy or medium metal armor, that you can see within range. You cause the object to glow red-hot. Any creature in physical contact with the object takes 2d8 fire damage when you cast the spell. Until the spell ends, you can use a bonus action on each of your subsequent turns to cause this damage again. If a creature is holding or wearing the object and takes the damage from it, the creature must succeed on a Constitution saving throw or drop the object if it can. If it doesn’t drop the object, it has disadvantage on attack rolls and ability checks until the start of your next turn.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the damage increases by 1d8 for each slot above 2nd.

Lesser Restoration (abjuration)
  • Range: Touch
  • Casting time: 1 action
  • Duration: Instantaneous
  • Components: V, S

You touch a creature and can end either one disease or one condition afflicting it. The condition can be blinded, deafened, paralyzed, or poisoned.

Magic Weapon (transmutation; always prepared)
  • Range: Touch
  • Casting time: 1 bonus action
  • Duration: Concentration, up to 1 hour
  • Components: V, S

You touch a nonmagical weapon. Until the spell ends, that weapon becomes a magic weapon with a +1 bonus to attack rolls and damage rolls.

At higher levels: When you cast this spell using a spell slot of 4th level or higher, the bonus increases to +2. When you use a spell slot of 6th level or higher, the bonus increases to +3.

Prayer of Healing (evocation)
  • Range: 30 feet
  • Casting time: 10 minutes
  • Duration: Instantaneous
  • Components: V

Up to six creatures of your choice that you can see within range each regain hit points equal to 2d8 + your spellcasting ability modifier. This spell has no effect on undead or constructs.

At higher levels: When you cast this spell using a spell slot of 3rd level or higher, the healing increases by 1d8 for each slot level above 2nd.

Level 3 Spells

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Sexuality ?
Economic background Modest
Relationship status Single
Religion Moradite

Personality Traits

  • Optimistic, loyal
  • Tenacious, boastful

Ideals

  • The ancient traditions of my craft must be preserved and upheld.

Bonds

  • I owe my clan a great debt for forging me into the person I am today.

Flaws

  • I have a tendency to be unintentionally insulting or boastful.

Likes

  • Blacksmithing
    • She learnt her blacksmithing techniques from her father, and treats it as if it were an important family tradition.
  • Her family
    • Almost every dwarf treasures their family dearly and learns a lot from them, and Bella is no exception to this.
  • Mining
    • Tubabella collects precious metals, gems, and crystals from her mother's mining trips to offer to Moradin.

Dislikes

  • Sacrilege
    • Moradin has played a large role in Bella's life, and she won't tolerate any disrespect of him to any degree.
  • Philistines
    • Tubabella dislikes people who think art is pointless. After all, forging is part of her passion, job and religion.
  • Sailing
    • Though she's never tried sailing, Tuba thinks it'd be a nightmare; she hates being near large bodies of water.

Goals

  • Collecting ores & minerals
    • The more resources she gathers from mining, the more she can offer to Moradin to fully express her gratitude.
  • Fending off orcs
    • If Tubabella can do anything to get rid of the brutish and savage orcs terrorizing her clan, she'd happily do it.
  • Aiding her temple
    • Bella devotes herself to very few things, one of them being her shrine. She'll always do what they need of her.

Fears

  • Theft
    • If Tubabella's precious metals happened to get stolen, she'd feel like a disappointment to the Dwarffather.
  • Being overshadowed
    • Tuba's arrogance is actually a front for her fear; she's afraid of her forging skills being unoriginal or unimpressive.
  • Water
    • When it comes to large bodies of water, such as oceans, Tubabella is deathly afraid of even being near them.

Height 4'0'' ft | 120 cm
Weight 152 lbs | 69 kg
Build Endomorph
Skin tone Light brown
Eyes Brown
Hair Long, reddish brown, braided

Inventory

Currency

  • CP: 00
  • SP: 00
  • EP: 00
  • GP: 15
  • PP: 00

Treasure

  • Treasure (value): 00
  • Treasure (value): 00
  • Treasure (value): 00
  • Treasure (value): 00
  • Treasure (value): 00

Equipment

  • [Scale Mail] (01)
  • [Warhammer] (01)
  • [Shield] (01)
  • Emblem (Moradin) (01)
  • Light Hammer (01)
  • Backpack (01)
  • Bedroll (01)
  • Mess Kit (01)
  • Tinderbox (01)
  • Torch (10)
  • Rations (1 day) (10)
  • Waterskin (01)
  • Rope, Hempen (50 ft.) (01)

Items

  • Item (00)
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Background Feature

Shelter of The Faithful: As an acolyte, Tubabella commands the respect of those who share her faith, and she can perform the religious ceremonies of your deity. She and her adventuring companions can expect to receive free healing and care at a temple, shrine, or other established presence of Moradin, though you must provide any material components needed for spells. Those who share her religion will support her at a modest lifestyle. She also has ties to a specific temple dedicated to Moradin in her clan's residence. While near her temple, Tubabella can call upon the priests for assistance, provided the assistance she asks for is not hazardous and she remains in good standing with her temple.


Backstory

Tubabella - or Bella, for short - was born in Ironbell, a large trading hotspot of a town. Moradin, the lawful good God of protection, craftsmen and the forge, as well as the chief deity of the dwarven pantheon was regarded highly in her town, due to the importance of trade and craft. Furthermore, both of her parents worked in forging and engineering jobs, and as such, were grateful to the Dwarffather for their own talents, raising their daughter to revere him. Tubabella's offerings to Moradin often showered the shrine with good fortune, leading her temple to believe that she had a strong link with the All-Father.

Tubabella eventually took on the role of an acolyte for the temple of Moradin, and has performed sacred rites in his name ever since. She is also experienced in blacksmithing, a tradition in her father's side of the family; her skills specifically lie in forging and welding, although she struggles with the less refined or intricate methods, such as drawing and upsetting. She even spends time teaching children how to create their own offerings for the Dwarffather, alongside her father. Although her mother was often away mining for ores in Glimmerpass, Bella loved her just as dearly as her dad, and treasured the time that they shared together when she was home.

Despite Tubabella's modest and comfortable life, her insistence on taking up demands for her temple has taken a bit of a toll on her. Even her father insists that she should take a break, but she would not rest until she fulfils every responsibility in Moradin's name; he has blessed her with all of her possessions, and it is only fair that she repays him with the most precious offerings. With the recent discovery of "crystallized animals" terrorizing the entrance to the Roaring Valley, Tubabella knows she must do anything to fend off these creatures to protect her hometown - plus, she's certain that Moradin would be more than pleased with being offered minerals earned from challenge and hardship.


Trivia of home & culture

Tuba's family has worshipped Moradin, a God of the Forge, for generations.

He has many aliases, such as The All-Father, Dwarffather, and The Soul Forger.

The flaming anvil logo on Tubabella's headband is one of Moradin's symbols.

Rasorika Hammerbraids was the cleric who first recognized Tuba's potential.

A percentage of the most valuable minerals collected from mining are offered to Moradin's shrine every month. This ritual is performed to show the dwarves' gratitude to their God, for blessing them with precious ores and forging talent.

Blacksmithing is the most popular and traditional line of work in Bella's clan.

Tubabella learnt almost all of her blacksmithing skills from her father, Brabreck.

Tubabella is able to perform all roles of blacksmithing, but is best at forging.

Bella's home town, Ironbell, is a large trade hub for other cities across the land.

Tubabella's family appears to have been blacksmiths here for generations.

Her mother, however, is usually mining in Glimmerpass, and not home often.

Campaign Story

The sighting of hostile creatures that looked like crystallized animals near Stonegrave Valley worried Tubabella, especially since it's quite close to her home town, Ironbell. While in Gattermore, she met Andrea Zylynore, who put her in a team with two other individuals she's never met before - Spanner and Cirqus - to find and bring back evidence of these crystallized creatures. At the beginning of this two week expedition, the team stays overnight at the False Feast, taking a letter from the owner, Zarreus, to deliver in Glimmerpass. The group are ambushed because of an expensive necklace that Tubabella previously bought, but they seemed to know Spanner, who intimidated them into leaving us alone.

While in Glimmerpass, the group deliver Zarreus' letter, and steal a 'holy rock' from the kobolds. At the request of Yolmar the Enchanter, the group visited the kobolds' caves to find a hammer that that the kobolds stole from him. After exploring, however, they run into Zan Welner, who's been living in and conducting experiments in the cave while the kobolds were away, offering us any spare equipment in storage. We took and later returned Yolmar's hammer (which had Juniper engraved onto it), and in return, Spanner upgraded his sword. Cirqus found Alina's childhood drawing which she became emotional over, and she offered free healing potions in return. Tubabella found a stuffed fairy dragon toy while Spanner found a medal and magical spice pouch, the latter of which was stolen by an elven child who made clockwork beetles as we continued on our way.

They arrive at Ironbell, Tubabella's home town, where she receives funds from her father, and he even gives Spanner a makeover for free. Tubabella donates some of the mining tools she found at the kobold cave to her temple, as well as the emerald necklace she bought earlier on. The next day, they arrive at the Roaring Valley entrance, ready to find and bring back evidence of the crystallized creatures, as per their mission.

Notable Relationships

175
Spanner
(Fighter)

[ warforged | construct | alive ]

One of Tubabella's newest allies. She finds them quite funny and smart at times, and they fight very well too. However, she'd be lying if she said she could tolerate his tendency to steal things... Even if it's to their advantage, Tubabella can't help but feel guilty about it from time to time.


175
Cirqus
(Wizard)

[ ? | male | alive ]

Out of their small group, Cirqus is definitely the quietest... But when he does talk, he at least acts as the voice of reason. Tubabella is glad to have someone like him on their team - her only wish is that he spoke more, and got to learn more about him. Maybe that'll come with time...


175
Rasorika Hammerbraids
(Cleric, Forge Domain)

[ hill dwarf | female | deceased ]

The cleric who mentored Tubabella, and the first to recognize her divine link to Moradin. She passed away from old age a few years before Tubabella finished her cleric training. Tubabella keeps the crystal knob of the front door of Rasorika's house as a memento.


175
Brabreck Leadbrand
(Blacksmith)

[ hill dwarf | male | alive ]

Tubabella's father, and the one who taught her almost all of her blacksmithing techniques. She is extremely grateful to him for teaching her all of his techniques, as well as allowing her to pursue being a cleric in Moradin's name. She loves and appreciates him very dearly.


175

[ hill dwarf | female | alive ]

She is Tubabella's mother; Tubabella likely inherited her optimism from her. She has good relations with her mother, although she's not as close with her as with her father, since her mother is often out on mining trips, whereas her father is always blacksmithing at home.