maomao (
ranidaphobe) wrote2026-03-18 05:34 pm
(no subject)
SPECIES
SPECIES: Human
SUB-TYPE: Autistic
WELL-ROUNDED: +1 on all ability scores at character creation
HYPERFIXATION: Select three skills in which the character has proficiency. When this character makes a roll using that skill, treat any d20 roll of 9 or lower as a 10. (Investigation, Medicine, Nature)
EYE CONTACT: When making a Charisma-based roll against characters who are neutral or hostile to the character, roll with disadvantage.
SUB-TYPE: Autistic
WELL-ROUNDED: +1 on all ability scores at character creation
HYPERFIXATION: Select three skills in which the character has proficiency. When this character makes a roll using that skill, treat any d20 roll of 9 or lower as a 10. (Investigation, Medicine, Nature)
EYE CONTACT: When making a Charisma-based roll against characters who are neutral or hostile to the character, roll with disadvantage.
STATS
| STRENGTH 8 | DEXTERITY 8 | CONSTITUTION 12 |
| Athletics -1 | Acrobatics -1 Sleight of Hand -1* Stealth -1 | Concentration +1 |
| INTELLIGENCE 18 | WISDOM 15 | CHARISMA 14 |
| Arcana +4 History +4 Investigation +7* Nature +7* Religion +4 | Animal Handling +2 Insight +2 Medicine +5* Perception +5 Survival +2 | Deception +2* Intimidation +2* Performance +5* Persuasion +5* |
| HIT POINTS: 26/26 ARMOR CLASS: 9 STRESS: 14/14 | HYPERFIXATION: Take 10 on Intelligence (Investigation), Intelligence (Nature), and Wisdom (Medicine) EYE CONTACT: Conditional disadvantage on Charisma (Any) DISCERNING EYE: Conditional advantage on Wisdom (Insight) HERBALIST: Conditional +7 to Dexterity (Sleight of Hand) | |
BACKGROUND
BACKGROUND: Courtesan
SKILL PROFICIENCIES: Perception, Performance, Persuasion
FEATURE - DISCERNING EYE: After observing or interacting with a sentient creature for 1 minute or more, the Courtesan gains advantage on Wisdom (Insight) checks made against to understand it.
SKILL PROFICIENCIES: Perception, Performance, Persuasion
FEATURE - DISCERNING EYE: After observing or interacting with a sentient creature for 1 minute or more, the Courtesan gains advantage on Wisdom (Insight) checks made against to understand it.
CLASS FEATURES
CLASS: Apothecary
HIT DIE: 5D6 = 26
SAVING THROWS: Intelligence, Constitution
SKILL PROFICIENCIES: Investigation, Medicine, Nature
FEATURE - APOTHECARY'S POUCH:
Like a spellcaster's arcane focus or holy symbol, the Apothecary must keep her components pouch full of the right components (an herbalism kit). If it is not available to her, if she doesn't have a steady income to replenish it, or if the necessary components are valued at more than 10 silver, then she is not able to use her class features.
FEATURE - STRESS: 14/14
After each long rest, the Apothecary regains all stress points up to a maximum to 2 x class level + intelligence modifier (14 at level 5). The Apothecary regains half her total stress points (rounded up) after each short rest.
These points can be expended to utilize the Apothecary's herbal, medicinal, or poison expertise. For each additional stress point expended, the Apothecary can reduce the DC of any skill check made for an Apothecary class feature by 2. (Reference: Surgeon homebrew class)
FEATURE - DIAGNOSIS:
When the Apothecary studies a diseased creature for at least 10 minutes, she has advantage on medicine checks to determine the meridian of the patient's illness as well as potential dangers and effects of the disease if left untreated.
FEATURE - HERBALIST:
When making Dexterity (Sleight of Hand) checks to harvest poisonous materials, the Apothecary can spend one stress point to add her proficiency bonus and Intelligence modifier (+7 at level 5) to the roll. The DC for harvesting poisonous materials is 10 + the creature's challenge rating, or 5 + the DC of the resulting poison. A critical success doubles the yield, but if the Apothecary fails this check, she loses the material and must make a Constitution saving throw with advantage against the poison's effects. (Reference: Craig's Guide to Poisons)
FEATURE - CRUDE POISON:
The Apothecary can expend one stress point to use their bonus action to create a basic injury poison with a DC = 10 + Intelligence modifier + proficiency bonus (DC 17 at level 5). On a failed save, this poison deals 2d4 points of Constitution damage and the target suffers from the Poisoned condition until the Apothecary's next turn. This ability can be used a number of times per day equal to the Apothecary's proficiency bonus. (Reference: Poisoner Feat, Alchemist homebrew class, Poisoner homebrew class)
FEATURE - PHARMAKON:
The apothecary can craft remedies, poisons, and other tinctures using her knowledge of nature and medicine. To prepare a pharmakon, the Apothecary must expend one stress point and make a successful medicine check (DC 20). For every ten minutes spent, the Apothecary can produce a single dose. These draughts are stored in single-dose vials, and the Apothecary can bottle and carry a number of vials up to her proficiency bonus + intelligence modifier. The effects of the pharmakon vary depending on the recipe used.
FEATURE - RECIPE BOOK:
The Apothecary retains a physical or mental 'Recipe Book' that contains notes of all the pharmakon recipes she has learned in her training. At first level, the Apothecary already knows how to make 4 types of pharmakon. She automatically learns an additional pharmakon recipe for every two additional Apothecary levels past the first (6 total at level 5).
The Apothecary can also learn additional pharmakon recipes through experimentation. Before beginning, the Apothecary must make a (DC 20) nature check to identify the appropriate materials—she has advantage on this check if she is referencing an expert's notes, and the DC can be lowered by expending stress points. After making a successful check, the Apothecary must spend 24 nonconsecutive hours experimenting. At the end of this period, she must make a DC 20 medicine check. If she succeeds, she can add the pharmakon to her Recipe Book; if she fails, she suffers 1d4 constitution damage and loses her progress on the experiment. (Reference: Poisoner class homebrew, Alchemist class homebrew)
HIT DIE: 5D6 = 26
SAVING THROWS: Intelligence, Constitution
SKILL PROFICIENCIES: Investigation, Medicine, Nature
FEATURE - APOTHECARY'S POUCH:
Like a spellcaster's arcane focus or holy symbol, the Apothecary must keep her components pouch full of the right components (an herbalism kit). If it is not available to her, if she doesn't have a steady income to replenish it, or if the necessary components are valued at more than 10 silver, then she is not able to use her class features.
FEATURE - STRESS: 14/14
After each long rest, the Apothecary regains all stress points up to a maximum to 2 x class level + intelligence modifier (14 at level 5). The Apothecary regains half her total stress points (rounded up) after each short rest.
These points can be expended to utilize the Apothecary's herbal, medicinal, or poison expertise. For each additional stress point expended, the Apothecary can reduce the DC of any skill check made for an Apothecary class feature by 2. (Reference: Surgeon homebrew class)
FEATURE - DIAGNOSIS:
When the Apothecary studies a diseased creature for at least 10 minutes, she has advantage on medicine checks to determine the meridian of the patient's illness as well as potential dangers and effects of the disease if left untreated.
FEATURE - HERBALIST:
When making Dexterity (Sleight of Hand) checks to harvest poisonous materials, the Apothecary can spend one stress point to add her proficiency bonus and Intelligence modifier (+7 at level 5) to the roll. The DC for harvesting poisonous materials is 10 + the creature's challenge rating, or 5 + the DC of the resulting poison. A critical success doubles the yield, but if the Apothecary fails this check, she loses the material and must make a Constitution saving throw with advantage against the poison's effects. (Reference: Craig's Guide to Poisons)
FEATURE - CRUDE POISON:
The Apothecary can expend one stress point to use their bonus action to create a basic injury poison with a DC = 10 + Intelligence modifier + proficiency bonus (DC 17 at level 5). On a failed save, this poison deals 2d4 points of Constitution damage and the target suffers from the Poisoned condition until the Apothecary's next turn. This ability can be used a number of times per day equal to the Apothecary's proficiency bonus. (Reference: Poisoner Feat, Alchemist homebrew class, Poisoner homebrew class)
FEATURE - PHARMAKON:
The apothecary can craft remedies, poisons, and other tinctures using her knowledge of nature and medicine. To prepare a pharmakon, the Apothecary must expend one stress point and make a successful medicine check (DC 20). For every ten minutes spent, the Apothecary can produce a single dose. These draughts are stored in single-dose vials, and the Apothecary can bottle and carry a number of vials up to her proficiency bonus + intelligence modifier. The effects of the pharmakon vary depending on the recipe used.
FEATURE - RECIPE BOOK:
The Apothecary retains a physical or mental 'Recipe Book' that contains notes of all the pharmakon recipes she has learned in her training. At first level, the Apothecary already knows how to make 4 types of pharmakon. She automatically learns an additional pharmakon recipe for every two additional Apothecary levels past the first (6 total at level 5).
The Apothecary can also learn additional pharmakon recipes through experimentation. Before beginning, the Apothecary must make a (DC 20) nature check to identify the appropriate materials—she has advantage on this check if she is referencing an expert's notes, and the DC can be lowered by expending stress points. After making a successful check, the Apothecary must spend 24 nonconsecutive hours experimenting. At the end of this period, she must make a DC 20 medicine check. If she succeeds, she can add the pharmakon to her Recipe Book; if she fails, she suffers 1d4 constitution damage and loses her progress on the experiment. (Reference: Poisoner class homebrew, Alchemist class homebrew)
PHARMAKON RECIPES
ACUPUNCTURE: Grants the patient a 1d4 bonus to their next ability check or saving throw using Strength, Dexterity, or Constitution.
ANTIDOTE: Removes any one of the following conditions from the patient: poisoned, blinded, deafened, paralyzed, stunned, exhausted. (Reference: Surgeon Class)
ANTITOXIN: Allows the patient to roll with advantage and add the Apothecary's Intelligence modifier to Constitution rolls made over the next 24 hours to resist the effects of a poison, or to remove disease or petrification. If the patient is currently under the effects of one of these statuses, this antitoxin grants a new saving throw.
COMBUSTIBLE: When thrown at a target or set on fire, this pharmakon explodes. Every object or creature within a 5-ft. radius takes 2d4 fire damage and makes a reflex save (DC 10 + proficiency bonus + Intelligence modifier, 17 at level 5). On a failed save, the target gains the burning condition: at the start of each turn, the target suffers an additional 1d4 fire damage, then makes an additional save to remove the condition. Burning creatures may also spend an action to put out the fire.
DETECTION: When mixed with a substance, can be used to identify the presence of ingredients specified by the Apothecary at the time of creation through smell or color reactions. The specified ingredients must be used in the creation of this pharmakon.
IMMUNE SUPPORT: Grants the patient advantage on saving throws against poison effects and resistance to either poison damage or one type of energy damage (e.g., fire, ice, etc.), selected by the Apothecary at the time of creation. This effect lasts for a number of minutes equal to the Apothecary's level (5).
PAIN RELIEF: Restores a number of hit points equal to 1D4 x the Apothecary's level + intelligence modifier (1D4 x 5 + 4 at level 5) to the patient. This pharmakon cannot restore lost limbs or heal broken bones. If used on a patient with the 'Bloodied' condition, hit points healed are reduced to half the normal amount, rounded down.
RARE MEDICINE: This pharmakon confers to the patient minor benefits of a specified herbal ingredient used in its creation.
SPIRITS: Renders the patient immune to fear effects for a number of hours equal to the Apothecary's Intelligence modifier. In addition, if the patient is reduced to 0 hit points during this period, they will not fall unconscious until they have taken additional damage equal to their Constitution score.
ANTITOXIN: Allows the patient to roll with advantage and add the Apothecary's Intelligence modifier to Constitution rolls made over the next 24 hours to resist the effects of a poison, or to remove disease or petrification. If the patient is currently under the effects of one of these statuses, this antitoxin grants a new saving throw.
COMBUSTIBLE: When thrown at a target or set on fire, this pharmakon explodes. Every object or creature within a 5-ft. radius takes 2d4 fire damage and makes a reflex save (DC 10 + proficiency bonus + Intelligence modifier, 17 at level 5). On a failed save, the target gains the burning condition: at the start of each turn, the target suffers an additional 1d4 fire damage, then makes an additional save to remove the condition. Burning creatures may also spend an action to put out the fire.
DETECTION: When mixed with a substance, can be used to identify the presence of ingredients specified by the Apothecary at the time of creation through smell or color reactions. The specified ingredients must be used in the creation of this pharmakon.
PAIN RELIEF: Restores a number of hit points equal to 1D4 x the Apothecary's level + intelligence modifier (1D4 x 5 + 4 at level 5) to the patient. This pharmakon cannot restore lost limbs or heal broken bones. If used on a patient with the 'Bloodied' condition, hit points healed are reduced to half the normal amount, rounded down.
SPIRITS: Renders the patient immune to fear effects for a number of hours equal to the Apothecary's Intelligence modifier. In addition, if the patient is reduced to 0 hit points during this period, they will not fall unconscious until they have taken additional damage equal to their Constitution score.
APOTHECARY DIARY
DANDELION: "Pu Gong Ying." One of the richest herbal sources of Vitamin K which aids bone mass and helps treat Alzheimer’s disease by limiting neuronal damage in the brain. Dandelion is an excellent general tonic for blood, skin, and digestive support. It can be used internally and externally to reduce abscesses, dissipate nodules, clear heat, relieve toxicity, resolve damp heat, and promote lactation. Consider for treating painful urination, jaundice, detoxification, poor appetite, headaches, bloating, constipation, diarrhea, acne, eczema, diabetes, poor lactation, kidney stones, bladder stones, heartburn, brain function, blood cleanser, lowers blood pressure, blood sugar regulation, poor circulation, treatment of red, swollen, painful eyes, particularly helpful in dissipation of hard, firm nodules and breast and intestinal abscesses.
LOTUS:
ALFALFA:
LOTUS:
ALFALFA:
BONDS
BASEN: The youngest son of Gaoshun. He was raised with Jinshi, so despite becoming his attendant, they still retain a somewhat close relationship.
FENGXIAN: Maomao's mother was a popular courtesan of the Verdigris House known for her skills in Go and Shogi. Lakan fell in love with her, and she used him to get pregnant so that she could lower her value and marry him. However, when he vanished, the Verdigris House fell into ruin and she mailed her finger and the little finger of her infant daughter Maomao to Lakan, blaming him. As a result, she had to sexually service clients and contracted syphilis, leaving her bedridden and hidden in the back of the Verdigris House for many years until Maomao informed Lakan, who immediately bought out her contract and married her. When Maomao was a child, her mother physically abused her (e.g., strangling), so Maomao does not view her as a mother figure, but still wishes well for her.
GAOSHUN: Former attendant to the Emperor, Gaoshun was transferred to be the lead attendant to Prince Jinshi when he entered the Rear Palace. Though he is a eunuch, he has a wife (Taomei) and three children (Maamei, Baryou, and Basen) and three grandchildren.
GUEN: Referred to by Maomao as "the quack doctor," Guen is the eunuch doctor who runs the clinic in the Rear Palace. He is squeamish, air-headed, and a little gay. His family works in the paper industry, and he seems to generally be a decent man.
GYOKUYOU: Empress of Li, wife to the Mandate of Heaven. Formerly the Precious Consort of the Jade Pavilion. When Maomao first came to the Rear Palace, she had just given birth to Princess Lingli. Maomao's other erstwhile boss during her time as a food taster and poison tester, who brought Luomen back to work at the Rear Palace at Maomao's recommendation. A mother figure of sorts, she has allowed Maomao to babysit Princess Lingli.
JINSHI (KA ZUIGETSU): The eunuch who handles administration matters at the Rear Palace. The Moon Prince of Li whose face and identity are unknown but the subject of rumor and speculation. As administrator of the Rear Palace, he enacted policies to improve hygiene, ban poisonous beauty products, and build a school for serving girls and concubines to improve their literacy. Furthermore, when the Northern Province staged a coup, Jinshi raised and led the Forbidden Army to conquer the Shi Clan's fortress. He is Maomao's erstwhile employer and supplier of rare medicines. Current status: buried in paperwork, not to be trusted alone.
LAHAN: The son of Lakan and Maomao's half brother. He works as an accountant and analyst under Lakan. Together with Lakan, he begged Jinshi to take his place as Prince and lead the Forbidden Army to rescue Maomao.
LAKAN: Maomao's biological father and a high-ranking official in Li's government. He is the lead strategist and has won multiple wars for the current and former emperors. He is a conniving man who views people only as Go pieces (sometimes labeled as chess pieces; e.g., Jinshi is a King and Gaoshun is a Bishop) and seems to feel little empathy for them, which only intensifies his obsession with Fengxian, the courtesan he fell in love with, and their daughter, both of whom are the only two people whose faces he can see. He was led to believe by the Verdigris House madam that Fengxian died while he was away on work, and blamed for the brothel's ruin. However, Maomao led him to return there and buy out Fengxian's contract; he took ten days off for his wedding, and marvels over his wife's Go skills because she always beats him. During the time they were part, he fathered at least one child, Lahan, by another woman.
LIHAKU: A soldier who offered hairpins to many women at Maomao's first garden party. Afterwards, she convinced him to take her back to Verdigris House, where she introduced him to Pairin. He plans to buy out Pairin's contract when he has saved enough money.
LIHUA: The Wise Consort of the Mandate of Heaven, of the Crystal Pavilion. When Maomao came to work in the Rear Palace, she had just given birth to a son who unfortunately died of an illness brought on by toxins in beauty products. Maomao helped her identify the poison, and she forgave the lady-in-waiting responsible. Maomao also helped her identify that her head lady-in-waiting, her cousin Shin, was responsible for gathering abortifascient materials and abusing another servant. Lihua also spared her cousin's life, but permanently exiled her from the Rear Palace.
LISHU: The former Virtuous Consort of the Mandate of Heaven, from the Diamond Pavilion. Lishu was made a consort by the sleazy Former Emperor, but due to the protection of Ah-Duo and the Current Emperor, she remained untouched. When the Former Emperor passed, she became the consort of the Current Emperor, though he never visited her.
LOULAN: Daughter of the Shi clan heads, Shenmei and Shishou. Temporarily replaced Lady Ah-Duo as the Pure Consert to the Mandate of Heaven, of the Garnet Pavilion. Presumed dead as of the attempted rebellion by the Northern Capital. Also known as Shisui, the bug-loving servant girl who befriended Xiaomao and Xiaolan.
LUOMEN: Maomao's adoptive father, and Lakan's uncle. When she was born, he agreed to raise the child, though he mostly left her in the care of the Verdigris House because he was busy with his duties as an apothecary. He ran his own business in the pleasure district for most of Maomao's life because he was banned from the Rear Palace for his involvement in the death of Empress Dowager Anshi's child, and potentially the exchange of her child and the Concubine Ah-Duo's son, Jinshi. He was brought back to work in the Rear Palace to attend to the birth of Gyokuyou's son, and now has a permanent position working in the clinic there. He taught Maomao everything she knows about critical thinking, botany, and medicine.
MANDATE OF HEAVEN: The current Emperor of Li, brother to Jinshi, son of Empress Dowager Anshi and the Former Emperor. His imperial reign has brought about an end to slavery and the practice of making eunuchs. Serving girls and concubines have also begun receiving an education in the Rear Palace during his reign.
MAOMAO (CAT): The cat that Maomao and Loulan saved and gave to Princess Lingli.
MEIMEI: The second-eldest of the Three Princesses, and another sister figure who helped raise Maomao. Meimei was the assistant to Fengxian before she became a courtesan herself, and learned how to play Go and Shogi from Lakan. She was the one who led Lakan to find Fengxian so he could buy her contract and marry her.
PAIRIN: The eldest of the Three Princesses of the Verdigris House, Pairing is a courtesan who's been working there for at least fifteen years. She helped raise Maomao when she could, and is something of a sister figure to her.
SUIREI: Daughter of Shishou, head of the Shi Clan, and the Banished Princess, the illegitimate daughter of the Former Emperor and Shenmei's lady-in-waiting, Taihou. She conspired to assassinate Jinshi, but escaped the Rear Palace by faking her death with her knowledge of herbal medicine. She re-entered the Rear Palace disguised as a former slave-turned-eunuch, using the pseudonym Tian. She kidnapped Xiaomao and brought her to her family in the Northern Province. Following the rebellion, she was secretly pardoned and taken in by the former concubine Lady Ah-Duo. Presently, she helps Ah-Duo care for the once-dead children of the Northern Province.
SUIREN: Formerly the lady-in-waiting to the Empress Dowager Anshi, this terrifying old woman administrates affairs at Jinshi's estate. She seems very protective of Jinshi.
VERDIGRIS HOUSE MADAM: The tough old madam of the Verdigris House was once a courtesan herself, skilled enough to perform for the Emperor and his guests from the West, but now she's a stingy merchant who peddles bodies and entertainment. She has long tried to convince Maomao to be a courtesan, probably in part to make up for the enormous loss of business suffered as a result of Maomao's birth. Although Jinshi bought Maomao's contract from her once, she is now Maomao's boss once again while Maomao works as the Verdigris House's apothecary.
XIAOLAN: A former servant of the Rear Palace with whom Maomao made fast friends. Innocent but hardworking, she learned how to read and write at the nascent school for servant girls. Her contract ended while Maomao was hostage in the fox village.
FENGXIAN: Maomao's mother was a popular courtesan of the Verdigris House known for her skills in Go and Shogi. Lakan fell in love with her, and she used him to get pregnant so that she could lower her value and marry him. However, when he vanished, the Verdigris House fell into ruin and she mailed her finger and the little finger of her infant daughter Maomao to Lakan, blaming him. As a result, she had to sexually service clients and contracted syphilis, leaving her bedridden and hidden in the back of the Verdigris House for many years until Maomao informed Lakan, who immediately bought out her contract and married her. When Maomao was a child, her mother physically abused her (e.g., strangling), so Maomao does not view her as a mother figure, but still wishes well for her.
GAOSHUN: Former attendant to the Emperor, Gaoshun was transferred to be the lead attendant to Prince Jinshi when he entered the Rear Palace. Though he is a eunuch, he has a wife (Taomei) and three children (Maamei, Baryou, and Basen) and three grandchildren.
GUEN: Referred to by Maomao as "the quack doctor," Guen is the eunuch doctor who runs the clinic in the Rear Palace. He is squeamish, air-headed, and a little gay. His family works in the paper industry, and he seems to generally be a decent man.
GYOKUYOU: Empress of Li, wife to the Mandate of Heaven. Formerly the Precious Consort of the Jade Pavilion. When Maomao first came to the Rear Palace, she had just given birth to Princess Lingli. Maomao's other erstwhile boss during her time as a food taster and poison tester, who brought Luomen back to work at the Rear Palace at Maomao's recommendation. A mother figure of sorts, she has allowed Maomao to babysit Princess Lingli.
JINSHI (KA ZUIGETSU): The eunuch who handles administration matters at the Rear Palace. The Moon Prince of Li whose face and identity are unknown but the subject of rumor and speculation. As administrator of the Rear Palace, he enacted policies to improve hygiene, ban poisonous beauty products, and build a school for serving girls and concubines to improve their literacy. Furthermore, when the Northern Province staged a coup, Jinshi raised and led the Forbidden Army to conquer the Shi Clan's fortress. He is Maomao's erstwhile employer and supplier of rare medicines. Current status: buried in paperwork, not to be trusted alone.
LAHAN: The son of Lakan and Maomao's half brother. He works as an accountant and analyst under Lakan. Together with Lakan, he begged Jinshi to take his place as Prince and lead the Forbidden Army to rescue Maomao.
LAKAN: Maomao's biological father and a high-ranking official in Li's government. He is the lead strategist and has won multiple wars for the current and former emperors. He is a conniving man who views people only as Go pieces (sometimes labeled as chess pieces; e.g., Jinshi is a King and Gaoshun is a Bishop) and seems to feel little empathy for them, which only intensifies his obsession with Fengxian, the courtesan he fell in love with, and their daughter, both of whom are the only two people whose faces he can see. He was led to believe by the Verdigris House madam that Fengxian died while he was away on work, and blamed for the brothel's ruin. However, Maomao led him to return there and buy out Fengxian's contract; he took ten days off for his wedding, and marvels over his wife's Go skills because she always beats him. During the time they were part, he fathered at least one child, Lahan, by another woman.
LIHAKU: A soldier who offered hairpins to many women at Maomao's first garden party. Afterwards, she convinced him to take her back to Verdigris House, where she introduced him to Pairin. He plans to buy out Pairin's contract when he has saved enough money.
LIHUA: The Wise Consort of the Mandate of Heaven, of the Crystal Pavilion. When Maomao came to work in the Rear Palace, she had just given birth to a son who unfortunately died of an illness brought on by toxins in beauty products. Maomao helped her identify the poison, and she forgave the lady-in-waiting responsible. Maomao also helped her identify that her head lady-in-waiting, her cousin Shin, was responsible for gathering abortifascient materials and abusing another servant. Lihua also spared her cousin's life, but permanently exiled her from the Rear Palace.
LISHU: The former Virtuous Consort of the Mandate of Heaven, from the Diamond Pavilion. Lishu was made a consort by the sleazy Former Emperor, but due to the protection of Ah-Duo and the Current Emperor, she remained untouched. When the Former Emperor passed, she became the consort of the Current Emperor, though he never visited her.
LOULAN: Daughter of the Shi clan heads, Shenmei and Shishou. Temporarily replaced Lady Ah-Duo as the Pure Consert to the Mandate of Heaven, of the Garnet Pavilion. Presumed dead as of the attempted rebellion by the Northern Capital. Also known as Shisui, the bug-loving servant girl who befriended Xiaomao and Xiaolan.
LUOMEN: Maomao's adoptive father, and Lakan's uncle. When she was born, he agreed to raise the child, though he mostly left her in the care of the Verdigris House because he was busy with his duties as an apothecary. He ran his own business in the pleasure district for most of Maomao's life because he was banned from the Rear Palace for his involvement in the death of Empress Dowager Anshi's child, and potentially the exchange of her child and the Concubine Ah-Duo's son, Jinshi. He was brought back to work in the Rear Palace to attend to the birth of Gyokuyou's son, and now has a permanent position working in the clinic there. He taught Maomao everything she knows about critical thinking, botany, and medicine.
MANDATE OF HEAVEN: The current Emperor of Li, brother to Jinshi, son of Empress Dowager Anshi and the Former Emperor. His imperial reign has brought about an end to slavery and the practice of making eunuchs. Serving girls and concubines have also begun receiving an education in the Rear Palace during his reign.
MAOMAO (CAT): The cat that Maomao and Loulan saved and gave to Princess Lingli.
MEIMEI: The second-eldest of the Three Princesses, and another sister figure who helped raise Maomao. Meimei was the assistant to Fengxian before she became a courtesan herself, and learned how to play Go and Shogi from Lakan. She was the one who led Lakan to find Fengxian so he could buy her contract and marry her.
PAIRIN: The eldest of the Three Princesses of the Verdigris House, Pairing is a courtesan who's been working there for at least fifteen years. She helped raise Maomao when she could, and is something of a sister figure to her.
SUIREI: Daughter of Shishou, head of the Shi Clan, and the Banished Princess, the illegitimate daughter of the Former Emperor and Shenmei's lady-in-waiting, Taihou. She conspired to assassinate Jinshi, but escaped the Rear Palace by faking her death with her knowledge of herbal medicine. She re-entered the Rear Palace disguised as a former slave-turned-eunuch, using the pseudonym Tian. She kidnapped Xiaomao and brought her to her family in the Northern Province. Following the rebellion, she was secretly pardoned and taken in by the former concubine Lady Ah-Duo. Presently, she helps Ah-Duo care for the once-dead children of the Northern Province.
SUIREN: Formerly the lady-in-waiting to the Empress Dowager Anshi, this terrifying old woman administrates affairs at Jinshi's estate. She seems very protective of Jinshi.
VERDIGRIS HOUSE MADAM: The tough old madam of the Verdigris House was once a courtesan herself, skilled enough to perform for the Emperor and his guests from the West, but now she's a stingy merchant who peddles bodies and entertainment. She has long tried to convince Maomao to be a courtesan, probably in part to make up for the enormous loss of business suffered as a result of Maomao's birth. Although Jinshi bought Maomao's contract from her once, she is now Maomao's boss once again while Maomao works as the Verdigris House's apothecary.
XIAOLAN: A former servant of the Rear Palace with whom Maomao made fast friends. Innocent but hardworking, she learned how to read and write at the nascent school for servant girls. Her contract ended while Maomao was hostage in the fox village.
☆ code by kimmiserate ☆
