Queen Herea Yellinda Quist the Fourth was born to the aging monarchs of a small human kingdom. The day she was born, a great festival was held for all the people of the kingdom, as it had been thought that the kindly king and queen were too old to produce an heir. These festivities were to last for seven days, but were brought to an early end when the queen–who was greatly loved by her people–died two days after Herea’s birth.
In the absence of his wife, the king doted on their daughter. Were it not for the nannies and tutors helping to raise the girl, he would have spoiled her rotten. Even so, the girl grew up with a somewhat inflated sense of self and an expectation that she could always get what she wanted eventually. Fortunately for her future subjects, these faults were tempered by the girl’s intelligence, and education.
As a child, the future queen became immensely fond of riding, and of mounted combat. The king saw to it that she was trained in each by the finest riders in his kingdom. And each year on her birthday, the king held games in her honor. The winning jouster was awarded a finely crafted mithril lance, presented to them by the young princess herself.
When Herea was 15 years old, her father took ill. The clerics did their best to save him, but the disease was virulent and violent. Every time the king coughed, he sprayed a mist of blood into the air. After several weeks of ineffective casting, he ordered his clerics to stop their attempts to cure him, and he had Herea brought to him. In his final hours, he spoke to the princess on matters of state. And imparted to her all the wisdom he could between hacking coughs, and gasps for breath. He hung on for perhaps a day, and when Herea left his side, she did so as queen.
A few hours of hastily imparted wisdom cannot turn an impetuous teenager into a ruler, however. Herea’s rule has been plagued by misjudgements and a failure to understand the complexities of ruling over a large population. She has at least had the wisdom to delegate more power to her father’s most trusted stewards and advisers. And in the last decade, they have done much of the ruling of the kingdom–though some bear a growing resentment of the child queen they serve.
While she allowed her kingdom to be ruled by others, Herea developed a taste for gambling. A vice which has cost her dearly, and depleted her family’s fortune to critical levels. Now 25, the queen has sworn off gambling, but fears that her grumbling advisers may use her mismanagement of her fortune as an excuse to stage a coup. So in an attempt to rebuild her family fortune, she has been discreetly funding parties of adventurers. She provides the basic equipment which they cannot afford, and in return receives 25-50% of the treasure (negotiated with each individual adventuring party.)
Thus far the venture has been only somewhat successful. Herea is waiting for the right adventuring party to come along, one which she can trust, so she can share with them a map she found amongst her family heirlooms. A map to an ancient treasure which would solve all of her money problems for a long time…
Herea is smart, but she’s not quick. She’s still a little spoiled as well. She doesn’t take things too seriously, even though her situation is often quite serious. In negotiations, however, she is fierce. A trait no doubt born of her expectation that she will always be able to get her way eventually.
Queen Herea is not a combatant. Her best option if attacked is the small dagger she keeps hidden in the folds of her gown. Most of the time, however, the palace guards are more than able to handle anyone who threatens her. If not, she will likely run.
If attacked while mounted, though, Herea may get caught up in the joys of mounted conflict, and fight much more fiercely.
Thoughts on use
She’s a quest giver, da-doy!
For evil characters, she would also make a good assassination target.
Queen Herea Yellinda Quist the Fourth (CR 5)
Female Human Aristocrat 7
Init +1; Senses Perception +0
AC 11, Flat Footed 10, Touch 11 [10 + Dex(1)]
hp 29 (6d8 + 0)
Fort +2 Ref +3 Will + 6
Melee +4 Bejeweled Dagger +8 (1d4 + 4/19-20 x2)
Ranged +4 Bejeweled Dagger +9 (1d4 + 4/19-20 x2) (10ft.)
Str 10 (+0) Dex 13 (+1) Con 10 (+0) Int 17 (+2) Wis 9 (-1) Cha 15 (+2)
Base Atk +4; CMB +4; CMD 15
Feats Skill Focus (Ride), Mounted Combat, Iron Will, Leadership
Skills Appraise (+12), Bluff (+11), Diplomacy (+11), Knowledge (Nobility)(+12), Ride (+13), Sense Motive (+8)
Languages Common, Old Common, Elven
–Mounted Combat: Once per round when your mount is hit in combat, you may attempt a ride check to negate the hit. The hit is negated is your Ride check result is greater than the opponent’s attack roll.
–Royal Privilege: Any service which can be sourced locally can be purchased at cost. (Half the listed price).
Gear Small Bejeweled Dagger, +4, Amulet of True Seeing, 100gp
Available Funds: Can spend up to 7k on an adventuring party. Prefers not to spend more than 1k. Has a total of 22,000 gold pieces left in treasury. Current taxes and expenditures have the treasury being reduced by an amount of 100gp per day.