Ellamin Quodak Taletreader (sunshadow21)

===Basic Information===
 Race: Gnome
 Class: Bard (Sound Striker)/Mindchemist
 Level: 6/2
 Experience: 30422
 Alignment: Chaotic Good
 Languages: Aquan, Aural, Common, Deltan, Draconic, Elven, Giant, Gnome, 
 Goblin, HaGruut, Ignan, Inner Sea, Irthian, Jira'shae, Low 
 Landellian, Middle Landellian, Northern Isle, Old Landellian, 
 Orc, Seithr, Sylvan, Tengu, Terran
 Deity: Sapo
 First Seen: 
 Location: 
 Background: Closed
===Abilities===
* Please indicate Racial and Level Adjustments
STR: 11 +0 (3 pts) -2 racial
DEX: 14 +2 (3 pts) +1 level adj
CON: 12 +1 (0 pts) +2 racial
INT: 16 +3 (7 pts) +1 level adj
WIS: 12 +1 (2 pts)
CHA: 16 +3 (5 pts) +2 racial
===Combat Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
(Max-2) HP: 58 = [6d8(8,6,6,6,6,6) + CON (1)*6 + FC (0)] (Bard) +
 [2d8(6,6) + CON (1)*2] (Mindchemist)
 AC: 20 = [10 + DEX (2) + Armor (5) + Buckler (1) +
 Size (1) + Deflection (1)]
 AC Touch: 14 = [10 + DEX (2) + Size (1) + Deflection (1)]
 AC Flatfooted: 18 = [10 + Armor (5) + Buckler (1) + Size (1) + 
 Deflection (1)]
 INIT: +2 = [DEX (2)]
 BAB: +5 = [Bard (4) + Alchemist (1)]
 CMB: +4 = [BAB (5) + STR (0) + Size (-1)]
 CMD: 16 = [10 + BAB (5) + STR (0) + DEX (2) + Size (-1)]
 Fortitude: +7 = [Bard (2) + Mindchemist (3) + CON (1) + Magic (1)]
 Reflex: +11 = [Bard (5) + Mindchemist (3) + DEX (2) + Magic (1)]
 Will: +7 = [Bard (5) + Mindchemist (0) + WIS (1) + Magic (1)]
 Modifiers: +6 vs language dependent effects (+4 class/+2 racial)
 +4 vs bardic effects, sonic (class)
 +4 vs poison (+2 class/+2 trait)
 +4 vs alcohol (trait)
 +2 vs drugs (trait)
 +2 vs glyphs, symbols, other magical writings (racial)
 Speed: 20'
===Weapon Statistics===
* Please specify the nature of Special and Miscellaneous Adjustments
 Bombs: Attack: +9 = [BAB (5) + Dex (2) + Feat (1) + Size (1)]
 Damage: 1d6+3 fire (4 splash damage in adjacent squares; 
 DC 14 Reflex for half)
 Crit: x2, Range: 20', Ranged Touch, #/day: 7
 
 +1 Morningstar: Attack: +7 = [BAB (5) + Str (0) + Magic (1) + Size (1)]
 Damage: 1d6+1, Crit: x2
 
 +1 Scorpion Whip: Attack: +7 = [BAB (5) + Str (0) + Magic (1) + Size (1)]
 Damage: 1d3+1, Crit: x2, 
 Special: Disarm, Trip, 15' reach(no aoo)
 
 MW Shortbow: Attack: +9 = [BAB (5) + Dex (2) + MW (1) + Size (1)]
 Damage: 1d4, Crit: x3, Range: 60', Ammo: 20 arrows
 
 MW Dagger: Attack: +7 = [BAB (5) + Str (0) + MW (1) + Size (1)]
 (melee) Damage: 1d3, Crit: 19-20/x2
 
 MW Dagger: Attack: +9 = [BAB (5) + Dex (2) + MW (1) + Size (1)]
 (thrown) Damage: 1d3, Crit: 19-20/x2, Range: 10'
 
 Unarmed: Attack: +6 = [BAB (5) + Str (0) + Size (1)]
 Damage: 1d3, Crit: x2, Special: nonlethal
 
 Wordstrike: 1d4+6 to objects, half to living creatures
 
 Weird Words: Ranged Touch Attack: +8 = [BAB (5) + Dex (2) + Size (1)]
 Damage: 1d8+3, Crit: x2, Range: 30' 
 Special: Fort DC 16 for half, up to 6
===Racial Features===
Ability Adjustments: +2 (Charisma), +2 (Constitution), -2 (Strength)
 Size: Small
 Speed: 20'
 Favored Class: Bard (Sound Striker) (+5 skill points)
 Gift of Tongues: +1 bonus on Bluff and Diplomacy checks, 
 +1 additional language for every rank in 
 Linguistics. 
 Keen Senses: +2 Perception
 Low Light Vision: See twice as far as humans in dim light 
 Obsessive: +2 Professsion (Brewer)
 Magical Linguist: +1 to the DC of spells w/language dependent, glyphs, 
 other magical writings. 
 +2 racial bonus on saving throws against such spells. 
 spell-like abilities 1/day: arcane mark, comprehend 
 languages, message, read magic
 Weapon Familiarity: Treat any “gnome” weapon as a martial weapon
===Class Features===
Bard(Sound Striker)
 Armor/Weapons: Light Armor, Shields (no arcane spell failure); 
 Simple Weapons, Longsword, Rapier, Sap, Shortsword, Whip
 Cantrips: see magic section for details
 Spellcasting: Spontaneous casting, see magic section for details
 Bardic Knowledge: + 1/2 level to knowledge checks (+3)
 Bardic Performance: See section for details
 Versatile Performance: Choose a Perform skill. He can use his bonus in that 
 skill in place of his bonus in associated skills. When
 substituting in this way, the bard uses his total 
 Perform skill bonus, including class skill bonus, in 
 place of it's associated skill's bonus, whether or not 
 he has ranks in that skill or if it is a class skill.
 Comedy (Bluff, Intimidate)
 Oratory (Diplomacy, Sense Motive) 
 Well-Versed: +4 bonus vs bardic performance, sonic,
 language-dependent effects
 Lore Master: can take 10 on any Knowledge skill check that he has
 ranks in, if he chooses. In addition, 1/day, can take 20
 on any Knowledge skill check as a standard action.
Mindchemist
 Armor/Weapons: Light Armor; Simple Weapons, Bombs
 Alchemy: use craft (alchemy) to ID potions
 Bombs: see weapon section for details
 Cognatogen: mental mutagen
 Extracts: uses formula book, self only
 Extra Bombs: bonus feat
 Throw Anything: bonus feat
 Discovery: Skill Focus (Disable Device)
 Perfect Recall: When making a Knowledge check, add Intelligence bonus
 on the check a second time. The mindchemist can also
 use this ability when making an Intelligence check to
 remember something.
 Discovery Substitution: A mindchemist may select Skill Focus (Disable Device, 
 Disguise, Heal, any Knowledge skill, Sense Motive,
 or Spellcraft), or may learn 3 languages, in place
 of a discovery.
 Poison Resist: +2 vs poison
===Feats===
 Extra Bombs (bonus): +2 bombs per day
 Throw Anything (bonus): no penalties for improvised ranged weapons
 +1 to attack rolls with thrown splash weapons
 Skill Focus (bonus): +3 to Disable Device
 Breadth of Experience (1st): +2 to all knowledge, profession checks. knowledge
 & profession checks can be made untrained
 Combat Casting (3rd): +4 to concentration when casting defensively
 Lingering Performance (5th): bardic performance effects linger for 2 rounds
 Spellsong (7th): You can combine your bardic performance and 
 your spellcasting in two ways. 
 1) conceal casting a spell by masking it 
 in performance. As a swift action, combine 
 the casting time with a perform check. 
 Observers must make a perception or sense 
 motive or check to realize you are also 
 casting a spell. This uses 1 round of your 
 bardic performance
 2) as a move action, use 1 round of bardic 
 performance to maintain a spell with a 
 duration of concentration. You can cast 
 another spell in the same round you are using 
 bardic magic to maintain concentration; if you 
 do this, your concentration on the maintained 
 spell ends when you end the bardic performance
 ----------------------------------------------------------------------------------
 Taunt (9th): Use Bluff instead of Intimidate to demoralize
 foe w/no size penalty
===Traits===
Iron Liver: +2 vs poisons, drugs, +4 vs alcohol
Magical Knack (Bard) (Magical): +2 CL to bard spells
===Skills===
* Please specify the nature of Miscellaneous or Special Adjustments.
* Skills with a blank 'Total' may not be used untrained.
Skill Points: 50 = [Base (6) + INT (3)/Level(9x6=54); FC (6)] (Bard)
 14 = [Base (4) + INT (3)/Level] (Mindchemist)
*=nonclass skill
Skills Total Rank CS Ability ACP Misc
Acrobatics* 02 0 * 2 -0 +0
Appraise 07 1 3 3 +0
Bluff (17) 1 3 3 +3(competence)
Climb 00 0 * 0 -0 +0
Craft (alchemy) 07 1 3 3 +0
Diplomacy (17) 0 * 3 +3(competence)
Disable Device* 11 6 * 2 -0 +3(feat)
Disguise 06 0 * 3 +3(competence)
Escape Artist 02 0 * 2 -0 +0
Fly 08 1 3 2 -0 +2(Size)
Handle Animal* 0 0 3 +3(competence)
Heal 01 0 * 1 +0
Intimidate (17) 0 * 3 +3(competence)
Knowledge (Arcana)# 15 1 3 6^ +2(feat)+3(bard)
*can take 10
Knowledge (History)# 15 1 3 6^ +2(feat)+3(bard)
*can take 10
Knowledge (Local)# 20 6 3 6^ +2(feat)+3(bard)
*can take 10 
Knowledge (Other)# 11 0 * 6^ +2(feat)+3(bard)
Linguistics 14 8 3 3 +0
Perception 14 8 3 1 +2(racial)
Perform (Comedy) 17 8 3 3 +3(competence)
Perform (Oratory) 17 8 3 3 +3(competence)
Perform (Percussion) 14 5 3 3 +3(competence)
Profession (Brewer) 09 1 3 1 +2(feat)+2(racial)
Profession (Other) 03 0 * 1 +2(feat)
Ride* 02 0 0 2 -0 +0
Sense Motive (17) 0 * 1 +0
Sleight of Hand 07 2 3 2 -0 +0
Spellcraft 14 8 3 3 +0
Stealth 11 2 3 2 -0 +4(size)
Survival 01 0 * 1 +0
Swim* 00 0 0 0 -0 +0
Use Magic Device 15 6 3 3 +3(competence)
^Double Int 
#1/day take 20 as a standard action on any knowledge roll
* = Class skills currently untrained
+3 competence bonus from the Circlet of Persuasion
===Magic===
Racial Spell like Abilities 
 
1/day: Arcane Mark, Comprehend Languages, Message, Read Magic
Bardic Performance
17 rounds/day
Countersong (Su): At 1st level, a bard learns to counter magic effects that 
 depend on sound (but not spells that have verbal components.) Each round of 
 the countersong he makes a Perform (keyboard, percussion, wind, string, or 
 sing) skill check. Any creature within 30 feet of the bard (including the 
 bard himself) that is affected by a sonic or language-dependent magical 
 attack may use the bard's Perform check result in place of its saving throw 
 if, after the saving throw is rolled, the Perform check result proves to be 
 higher. If a creature within range of the countersong is already under the 
 effect of a non-instantaneous sonic or language-dependent magical attack, it 
 gains another saving throw against the effect each round it hears the 
 countersong, but it must use the bard's Perform skill check result for the 
 save. Countersong does not work on effects that don't allow saves. Countersong 
 relies on audible components.
Distraction (Su): At 1st level, a bard can use his performance to counter magic 
 effects that depend on sight. Each round of the Distraction, he makes a 
 Perform (act, comedy, dance, or oratory) skill check. Any creature within 30 
 feet of the bard (including the bard himself) that is affected by an illusion 
 (pattern) or illusion (figment) magical attack may use the bard’s Perform 
 check result in place of its saving throw if, after the saving throw is rolled,
 the Perform check result proves to be higher. If a creature within range of 
 the Distraction is already under the effect of a non-instantaneous illusion 
 (pattern) or illusion (figment) magical attack, it gains another saving throw 
 against the effect each round it sees the Distraction, but it must use the 
 bard’s Perform check result for the save. Distraction does not work on effects 
 that don’t allow saves. Distraction relies on visual components.
Fascinate (Su): At 1st level, a bard can use his performance to cause one or 
 more creatures to become fascinated with him. Each creature to be fascinated 
 must be within 90 feet, able to see and hear the bard, and capable of paying 
 attention to him. The bard must also be able to see the creatures affected. 
 The Distraction of a nearby combat or other dangers prevents the ability from 
 working. For every three levels a bard has attained beyond 1st, he can target 
 one additional creature with this ability.
 Each creature within range receives a Will save (DC 10 + 1/2 the bard’s level 
 + the bard’s Cha modifier) to negate the effect. If a creature’s saving throw 
 succeeds, the bard cannot attempt to fascinate that creature again for 24 
 hours. If its saving throw fails, the creature sits quietly and observes the 
 performance for as long as the bard continues to maintain it. While 
 fascinated, a target takes a –4 penalty on skill checks made as reactions, 
 such as Perception checks. Any potential threat to the target allows the 
 target to make a new saving throw against the effect. Any obvious threat, such 
 as someone drawing a weapon, casting a spell, or aiming a weapon at the 
 target, automatically breaks the effect.
 Fascinate is an enchantment (compulsion), mind-affecting ability. Fascinate 
 relies on audible and visual components in order to function.
Inspire Courage +2 (Su): A 1st level bard can use his performance to inspire 
 courage in his allies (including himself), bolstering them against fear and 
 improving their combat abilities. To be affected, an ally must be able to 
 perceive the bard’s performance. An affected ally receives a +1 morale bonus 
 on saving throws against charm and fear effects and a +1 competence bonus on 
 attack and weapon damage rolls. At 5th level, and every six bard levels 
 thereafter, this bonus increases by +1, to a maximum of +4 at 17th level. 
 Inspire Courage is a mind-affecting ability. inspire courage can use audible 
 or visual components. The bard must choose which component to use when 
 starting his performance.
Wordstrike (Su): spend 1 round of bardic performance as a standard action to 
 direct a burst of sonically charged words at a creature or object; 1d4+bard 
 level damage to an object, half this to a living creature.
Weird Words (Su): start a performance as a standard action, lashing out with 1 
 potent sound per bard level (maximum 10), each sound affecting one target 
 within 30 feet; ranged touch attacks; 1d8 points of damage plus the bard’s 
 Charisma bonus (Fortitude half, DC 10+1/2 bard level+Cha), the bard chooses 
 bludgeoning/piercing/slashing damage for each word. 
Bard Spells
CL 8 
concentration +11(+15 casting defensively)
Spell Penetration = +8
Cantrips (DC 13) Level 1 (5/day, DC 14) Level 2 (4/day, DC 15) 
* Dancing Lights * Cure Light Wounds * Blistering Invective 
* Detect Magic * Share Language * Invisibility
* Ghost Sound * Silent Image * Sound Burst 
* Prestidigitation * Ventriloquism * Tongues
* Read Magic 
* Summon Instrument 
Cognatogen
The alchemist gains the ability to create a cognatogen, a mutagen-like mixture
that heightens one mental ability score at the expense of a physical ability 
score. It’s a standard action to drink a cognatagen. It takes 1 hour to brew a 
dose of mutagen, and once brewed, it remains potent until used. An alchemist 
can only maintain one dose of mutagen at a time—if he brews a second dose, any 
existing mutagen becomes inert. As with an extract or bomb, a mutagen that is 
not in an alchemist’s possession becomes inert until an alchemist picks it up 
again. 
Upon being imbibed, the cognatagen gives the alchemist a +2 natural armor bonus 
and a +4 alchemical bonus to the selected ability score for 10 minutes per 
alchemist level. If the cognatogen enhances his Intelligence, it applies a 
penalty to his Strength. If it enhances his Wisdom, it applies a penalty to 
his Dexterity. If it enhances his Charisma, it applies a penalty to his 
Constitution. Otherwise, this ability works just like the mutagen ability 
(including the natural armor bonus). When the effect of the cognatogen ends, 
the alchemist takes 2 points of ability damage to the ability score penalized 
by the cognatogen. 
A non-alchemist who drinks a mutagen must make a Fortitude save (DC 10 + 1/2 
the alchemist’s level + the alchemist’s Intelligence modifier) or become 
nauseated for 1 hour—a non-alchemist can never gain the benefit of a mutagen, 
but an alchemist can gain the effects of another alchemist’s mutagen if he 
drinks it. (Although if the other alchemist creates a different mutagen, the 
effects of the “stolen” mutagen immediately cease.) The effects of a mutagen 
do not stack. Whenever an alchemist drinks a mutagen, the effects of any 
previous mutagen immediately end.
Extracts
 
CL=2 *=prepared
Level 1: Ant Haul, Bomber's Eye, Comprehend Languages, Cure Light 
 Wounds*, Endure Elements, Expeditious Retreat*, Shield*
===Equipment===
Equipment Cost Weight
Average Life Style 100 gp
Explorer's Outfit (8) lb
+1 Mithral Chain Shirt 2100 gp 6.25 lb
MW Buckler 155 gp 2.5 lb
+1 Cloak of Resistance 1000 gp 0.5 lb
+1 Ring of Protection 2000 gp --- lb
 ======= ======
Total Defensive Gear 5255 gp 9.25 lb 
+1 Morningstar 2308 gp 3 lb
+1 Scorpion Whip 2305 gp 1.5 lb
MW Dagger 302 gp 0.5 lb
MW Shortbow 330 gp 1 lb
 Arrows (20) 1 gp 0.075 lb
 ======= ======
Total Weapons 5246 gp 6.075 lb
Handy Haversack 2000 gp 2.5 lb
 Bedroll, Blanket, Hammock (0.7) gp (2.75) lb
 Bear Bag 2 gp (0.75) lb 
 Chalkboard 1 gp (2) lb
 Entertainer's Outfit 3 gp (1) lb
 Folding Chair 2 gp (2.5) lb
 Furs 12 gp (1.25) lb
 Healer's Kit (10/10) 50 gp (1) lb
 Hot Weather Outfit 8 gp (1) lb
 Jug w/ light ale (0.3) gp (9) lb
 Rations (9) 4.5 gp (2.25) lb
 Silk Rope - 50' 10 gp (5) lb
 Steel Mirror 10 gp (0.5) lb
 Tin Stein (0.2) gp (0.5) lb
 Twine - 50' (0.01)gp (0.5) lb
 Tent 10 gp (5) lb
 Vials (10) 10 gp --- lb
 Waterproof Bag (0.5) gp (0.125)lb
 Ink 8 gp --- lb
 Inkpen (0.1) gp --- lb
 Paper (10) 4 gp --- lb
 Formula Book/Journal (50 pg) 10 gp (1) lb 
 Waterskin (2) 2 gp (2) lb 2146.5 gp 2.5 lb
Belt Pouches (3) 3 gp 0.375 lb
 Chalk (10) (p1) (0.1) gp --- lb
 Flint & Steel (p1) 1 gp --- lb
 Magnet (p1) (0.5) gp --- lb
 Signal Whistle (p1) (0.8) gp --- lb
 Rations (1) (p2) 0.5 gp 0.25 lb
 Flask (p2) (0.03)gp 1.5 lb
 Potion of CLW (1) 50 gp --- lb
 Compass (p3) 10 gp 0.5 lb
 Ioun Torch (p3) 75 gp --- lb
 Clamor Box (p3) 2000 gp 1 lb 2139.5 gp 4.125 lb
Circlet of Persuasion 4500 gp --- lb
Hand of the Mage 900 gp 1 lb
Signal Horn 1 gp 0.5 lb
Scroll/Wand Case 1 gp 0.5 lb
 Wand of CLW (50) 750 gp --- lb
 Wand of Silence (25) 2250 gp --- lb
Spell Component Pouch 5 gp 2 lb
Waterskin 1 gp 1 lb
 ======= =======
Total Other Gear 12694 gp 11.625 lb
 Total Weight: 26.95 lb
 23295 gp
 Light Medium Heavy 
Max Weight: 0-28.5 30-58 58.5-86.25
===Finances===
 
PP: 00 Lifestyle: 100 gp
GP: 205 Arms & Armor: 10501 gp
SP: 00 Other Gear: 12694 gp
CP: 00 Spent Consumables: 0 gp
 -----------
Gems/Jewelry/Other: Total Expenses: 23295 gp
 -----------------------------
 Starting GP: 23500 gp
 -----------
 Total Income: 23500 gp
===Details===
 Size: Small
 Gender: Male
 Age: 105
 Height: 3' 2"
 Weight: 37 lb
Hair Color: dusty brown
 Eye Color: hazel
Skin Color: tanned
Appearance: easy going and extremely pleasant and open when relaxed, he changes 
 completely when dealing with one of his three big passions: 
 languages, brewing, and sharing his experiences with others. 
 At times, especially when dealing with his passions, he can become 
 extremely focused; otherwise, he tends to be constantly in motion, 
 always on the lookout for something new. He is surprisingly humble 
 for a man who makes a living out of talking a lot, and rarely 
 shares personal information unless it directly pertains directly to 
 the subject matter being discussed
 Demeanor: easy to miss when he isn't talking or moving, which isn't very 
 often, as he is both short and thin, even for a gnome, and his 
 clothes skew to the practical, despite his profession, with even 
 his formal entertainment outfit far less gaudy than most such 
 outfits
===Background===
Ellamin is in many ways a mystery to all who meet him. Where he originally came from and why he left there is not something he typically shares, and his mastery of languages and local cultures is such that any signs of his upbringing have long since been washed away. What is known is that he loves languages above all else, and brewing and sharing his various experiences are not far behind. He will go to great lengths to follow his passions, picking up a lot of what to him is mostly incidental skills, magic, and knowledge along the way. His latest travels bring him to Venza, not for any specific reason, but because that just happened to be the road he was walking at the time, though now that he is here, he is not entirely without purpose. He has decided that the time has come to look into implementing a plan that had been bouncing around his head for some time now. Having decided that he was going to need help in his master plan of learning all the languages of the world, he hopes to start a society where scholars and explorers of all kinds could share their knowledge and benefit from the knowledge of the others. While he as yet has no idea how to make this reality, working on it is his current goal and focus.
Born in the southern reaches of the Landadel Baronies near Tal Hallow and the Ouhm River, Elliman was always fascinated with sound. At first, this wasn't a big deal because his father was a brewer and an alchemist, so the occasional loud noise was not unusual in that household. Over time, though, it became clear that his passion would need some focus if he wasn't going to drive his parents, and anyone else around him, crazy; it clearly exceeded what even most gnomes were capable of tolerating. With that in mind, his parents turned him to the study of linguistics. This led him to study the bardic arts, and he found them to be a perfect fit, as it involved both of the things he loved, sound and alcohol, in ways that made people want him to demonstrate his love of both, as opposed to constantly telling him to stop and/or go elsewhere to do it, with the opportunity to travel and get out of what had been rapidly becoming a rather stale life. Now, after years of travel that has taken him all over the world ( though he tends to avoid extended sea travel because the alcohol tends to not particularly satisfying) and learning, he is farther along on his goal of being able to speak every language, although he still has a long ways to go.
===Adventure Log===
Starting at level 7 from Ausk's retirement
 XP Received: 23,000
Treasure Received: 23,500 GP
Coils of Flame mid level up
 XP Received: 7422
===Level Ups===
 Level 8:
 Class: Bard 6
 BAB: +4 to +5
 Fort: +4 to +5
 Ref: +7 to +8
 Will: +4 to +5
 Ability: +1 Dexterity
 Features: Versatile Performance (Comedy)
 Weird Words
 Spells: +1 2nd level known spell (Blistering Invective) 
 +1 2nd level spell/day
 HP: 58 = 51(old total) + 1d8(6) + 1(Con)
Skill Pts: +10 (6 (Class) + 3 (Int) +1 (FC)) + 64 (Old Total) = 74 (new total)
 Level 9:
 Class: Bard 7
 BAB: +5 to +6
 Fort: +5 to +5
 Ref: +8 to +8
 Will: +5 to +5
 Feat: Taunt
 Spells: +2 3rd level known spell (x,Summon Monster III) 
 +2 3rd level spell/day
 HP: 65 = 58(old total) + 1d8(6) + 1(Con)
Skill Pts: +10 (6 (Class) + 3 (Int) +1 (FC)) + 74 (Old Total) = 84 (new total)
===Approvals===
*Approval (Apr 6th, 2013) (Satin Knights ~ Judge) level 7 replacement
*Approval (10 April, 2013) (Systole ~ Really Happy to See You) level 7 replacement
*Approval (10 Sep 2013) (perrinmiller) Level 8
Category:NPC
Category:Venza/Inhabitants
Category:Retired & Deceased Characters