Nerira Rhuieth

## Personality

First and foremost, Nerira is dedicated to her job - that is, if you could call thievery and the occasional murder a career path. When an opportunity for thievery makes itself known to her, she works with a single-minded determination to complete the job. She tends to put on a bit of a persona if she has to actually talk with anyone, pretending to be better with people than she actually is in order to make herself appear more trustworthy. She tends to have a little bit of a problem with objectification, looking at people around her as bearers of things that she wants or need rather than the people that they actually are - and once she takes whatever it is that they have from them, then she couldn't care less about them. That's not to say that she doesn't have friends or people that she cares about, it just takes her a while to be able to look at others in such a way - and most of the time, she doesn't stick around long enough for such a connection to be made. She has trouble keeping to one place for too long, feeling the need to jump from one town to another without spending too long anywhere. She thrives on travel and loves seeing new sights and taking in new locations. There's nothing that she enjoys more than watching the sunrises and sunsets at a new place, and she also holds a certain fondness for the wilderness between towns and cities. She prefers to spend most of her time just with herself and her owl, Holadi, and she has no qualms with ignoring others however she can - whether it means that she pretends to not understand them or just acting like they're not there. Really, she only cares about herself and Holadi, and everyone else can go die in a fire for all she cares. She displays a very cold and uncaring exterior, which isn't entirely accurate to how she is beneath that layer of the onion - she doesn't really like people, but she's also scared of them.  When she's not looking at people as bearers of items, then she has to think of them as actual people, and outside of her thievery she doesn't know how to deal with them. Talking to someone she doesn't know makes her feel stressed and her mind race and makes her think that the person talking with her is trying to get something from her or trying to get revenge on her for whatever reason. In general, she tends to think that everyone she doesn't know is an enemy - or, at the very least, a potential one, and there's no reason to mess up and give them a reason to become one, so she'll avoid talking with others as much as she can. She's plenty smart, but not when it comes to social endeavors, where she can be dense and awkward and not a very fun person to talk with. She also has a tendency to be a bit blunter than she should be. If she's given time to get used to people, then her awkwardness will dissipate, but her denseness and bluntness are there to stay. She also has a bit of a problem with dark humor, making jokes when she probably shouldn't and trying (and usually failing) to make light of the situation. She also has a bit of a problem with advocating for violence to solve any problems that another person might have. She, herself, as a few murders under her belt, so she's not opposed to the idea of ending someone's life, but she also prefers not to do so unless she absolutely has to to protect herself; despite how often she recommends the idea to others.

## History

Nerira had a pretty easy and typical early life - she loved her home, despite the urge she had to travel, and she spent a lot of her time messing around with her peers. She was much more social back then than she is now, and a bit too trusting as well. However, that changed just before she reached her adulthood, when one of her childhood friends named Naefir committed to torment her for a reason that was never shared with her. This alone was enough to close her off and make her reevaluate who she put her trust into, but when he managed to turn her other friends against her, as well - blaming her for things that she didn't do, talking about her behind her back and occasionally spreading rumors about her, or just harassing her in general - she began to assume that she could trust no one. The thought that anyone she met might be waiting to turn against her set her on edge, and the thoughts progressed to the point where she couldn't even look at someone else without thinking about what reason she'd give for them to betray her.

She left her home as soon as she was able, going about and wandering from place to place, going wherever the wind would lead her. Eventually, she met a human woman named Ro. It was hard for her to get along with the woman at first, but after some time the two of them began to get along. They made for good friends, and while they didn't travel together, it wasn't uncommon for the two of them to make plans to meet somewhere or just bump into each other. The two of them agreed to meet at a favorite town of Ro's, and once Nerira arrived, she instantly noticed that there seemed to be a killer on the loose there. Nerira was worried by this, but Ro - who had been staying there for a month already - assured her that it would be fine, and she had yet to encounter even a hint of the murderer.

Still worried, but reassured, Nerira made plans to stay for a few weeks. One night, just over two weeks into her stay, she had trouble sleeping and went outside. Hearing sounds of a struggle in an alley beside her temporary home, she went to investigate, only to find Ro attempting to kill a girl who couldn't have been more than ten.

Not wanting to watch a child die, Nerira stepped in, and in the end she was forced to kill Ro without even being able to get an explanation for her behavior. She left the town in a panic, not bothering to collect any of her things or even say a word to the girl she had protected. For a while, she simply wandered, living off of any scraps she could find before she started stealing to fend for herself, meeting and taking in a young Holadi along the way.

## Stats, Proficiencies, Weapons, & Spells

### Proficiencies

* Acrobatics (+4)
* Athletics (+5)
* Deception (+2)
* Insight (+5)
* Nature (+3)
* Occult (+2)
* Perception (+4)
* Slight of Hand (+2)
* Stealth (+4)
* Dexterity (+2)
* Intelligence (+5)

### Weapons

* Rapier (+4/5, 1d8)
* Dagger (+4/5, 1d4)
* Shortbow (+4, 1d6)

### Spells

* Produce Flame
* Poison Spray
* Longstrider
* Pass Without Trace
* Fog Cloud
* Ray of Sickness