Showing posts with label Outcast PCs. Show all posts
Showing posts with label Outcast PCs. Show all posts

Arpad Cooper

Human female necromancer

Arpad, daughter of Asham the Cooper and his wife Naramis, was born and raised in the keep along with her younger siblings: Anrod, Atli, Parwin, Durifern, Barthony, and Blasco, as well as Asham's brother, Hobbin the carpenter.

She was kidnapped several months ago by Mendel the Slaver in order to ensure her father’s continued cooperation in providing the barrels Mendel uses to smuggle victims in.

Dead PC: Third, Warrior Maid of Madarua

Human female outlander fighter

“Third" only arrived at the Keep a few weeks ago, having traveled from far away. She does not speak common, so most assume she is mute if not a little simple-minded. The inn has provided her with room and board since she broke up a fight in the tavern on the night of her arrival; she has been acting as an unofficial bouncer ever since, preventing caravan guards or belligerent drunks from harassing either the locals or outsiders who can’t defend themselves. “Third" was the name she was dubbed by the folks at the keep since trying, via sign language, to convey her identity. Third is brave and capable, knowing when to withdraw from a losing situation but staunchly standing by her allies in a fight. In battle, she yells her battle cry (“Madarua!”).

PC: Jess Ferec

Human female rogue

Jess was born at Kendall Keep and has lived here all her life. Her father and mother became adventurers and were lost in the Caves of Chaos during the early days of the Keep. Her grandparents, Greeves and Peta, two aged domestic servants, see after The Guild house and its guests. Greeves the butler and Peta the housekeeper took care of the late Lord Macsen since the latter’s childhood; the only reason they did not accompany him on his last campaign was their advancing age.

She works for Wilf and Calista at The One-Eyed Cat tavern as barmaid/serving girl. ("Not a wench!") She waits on customers and generally helps out about the place, doing whatever chores are necessary to keep things running, while plying her true trade via surreptitious pick-pocketing of boastful or overly endowed merchants and adventurers. She's smart and careful and so far has not been caught — except by Mouse, who promptly gave her a few pointers. She gained some combat skills from her time spent in the local militia.

Dead PC: Aseneth

Human female necromancer

Aseneth only arrived at the Keep within the last few days, having recently completed her apprenticeship. She is clever and persuasive.

PC: Dubricus d’Ambreville

Human male wizard

A scion of a famous family of wizards, and son of Charles and Isabelle, Dubricus is extremely clever but also, regrettably, lacks common sense. That is, he often comes up with brilliant, but impractical, ideas. He’s fairly strong for a mage (wizards being traditionally puny) and not afraid to lay about with his staff in melee if the party is hard-pressed.

PC: Opal

Human female cleric of Selûne

Opal worships the moon-goddess, Selûne, and is a calm bedrock, capable in combat and skilled in healing. Opal has lived at the Keep all her life, having been born here; she works as a cheesemaker, turning perishable milk into large cheeses that can be stored for long periods. Her “moon-cheeses" are pale, with a slight greenish tinge; most are sold to caravans but the tavern also keeps a good supply in stock.

PC: Dawnbringer Martin

Human male cleric of Lathander

Martin’s childhood and teen years were spent mostly within the walls of a temple of Lathander, upon the steps of which his parents had left him. Martin never knew his parents, having been too young to remember their faces. Their only legacy was his name, left on a scrap piece of parchment on the side of his baby basket. The temple was on the tradeway between Triel and Scornubel, so he always assumed his parents had been merchants, too busy traveling to raise a child.

PC: Vernim Vutte Knaught

Human male Light cleric of Lady Luck

Born an urchin in the streets of the City of Splendors, Vernim grew up from humble beginnings: he had no name, no identity, and no direction of life. It is unknown how he spent his first few years, but by eight years old he was fending for himself in the trade center of Waterdeep. The locals called him Waldo — a strange boy, never speaking, only hunting for his next meal. An aristocratic family took pity on him and adopted the boy as their own. They called him Vernim from there — to them, Vernim Areugla was a heroic cleric of the Ardeep Forest. Vernim Areugla never appeared to leave his cottage, but in the night he would act as a guardian — he would heal those that were attacked in the night and served as the forest's guardian — healing and protecting the people. The aristocratic family hoped that the urchin would follow Vernim Areugla's footsteps and would serve as a protector; a guardian.

Dead PC: Baricus Karium

Human male fighter

His father told him that his mother was killed by a drunk mugger and he was raised by a group of pirates which his father was part of. When he was 13 he decided to run away while the ship was in port and has been an introvert drifter since.

PC: Yanliz Hayat

Human male ranger

He was a farm hand. Simple as that. He worked for an elf named Berrian Amastacia, who was a kind, 459 year old wheat farmer. The hands that worked at Berrian, or Berri for short, were treated well and paid enough to live a humble, but comfortable life. Yanliz was adopted by Berri, as many of the other farm hands were, when he was found wandering the nearby fields as a child. Yanliz’s job was one of great importance, keeping the other hands protected. Since the farm was inside a clearing of a much larger forest for reasons unknown to anyone but Berri, the periodic wolf pack would stray into the farmland in desperate search of food. Yanliz became proficient with his longbow over the years through the instruction of Berri himself, and with his bow he would fend off the invading wolves time after time. This relatively simple life would not last.

PC: Lawrence Kerman

Human male draconic sorcerer

I was born into a fairly wealthy family, wealthy enough to have a symbol and signet ring. We owned a large estate outside of Bildoobaris, the capital city of Narfell in northeast Faerun. At a young age my parents raised me to continue their ancient bloodline of draconic sorcerers. For training they would capture unknowing beasts and monsters for me to practice on. I was young and did not want to harm these innocent creatures. When I refused to continue training they threw me out. At the young age of 17 I was alone, without guidance. So I traveled to Bildoobaris looking for work and adventure. I completed a few odd jobs and decided it was time to move to a bigger city. I had heard tales of the glory days of Neverwinter and the sword coast.

PC: Prynhawn Haddway

Half-orc male paladin

Being born a bastard in a small orc tribe was bad enough for young Prynhawn Haddaway, but he was a Rooksden. The Rooksden tribe of orcs wasn’t normal, they didn’t pillage and kill and make half orcs as they pleased. They were nomads who ate from the land and had a strong, strict familial code, which a half orc was sacrilege. He was raised as a bastard, taught that he would just have to live with being a worse version of everyone else. This lasted around fifteen years, until the tribe was attacked. Another hunter party, made purely of humans came into the same territory as the Rooksden. When they found each other in the woods, a bloody battle ensued. Prynhawn ran away and hid in the woods, waiting until the end of the battle when the human hunters had slain his entire clan.

PC: Philip Ladless

Halfling male monk

Philip, son of Henry Ladless, was born seventy-four fifty-three halfer years on the south side of Velen. Mostly Philip enjoyed his childhood, loving the beauty of the land, but from a young age, work on the farm was quite demanding, and Phil, the youngest of 9, spent large amounts of time alone. While his older siblings embraced the solitude of manual labor, Phil came to dislike it, clinging to any company he could get.

When Phil turned 22, the year of independence in his community, he left for a monastery, at the recommendation of his father. Even by halfling standards, Phil had an exceptionally strong appreciation for some of the materialistic aspects of life, such as food, drink, and music. His father decided that the diligent work ethic of the monks would lead to good future for Phil.

PC: Valeria Liz Imer

Human female bard

I grew up in Southern Amphail, in a family of eight. I was the youngest of my parent’s five kids. My mother and father were the leaders of one of the houses of Amphail, the Ilzimmer’s. They were a blood mix between the wizards of the house Eltorchul and swordsmen of house Bladesemmer. As we were a rather wealthy family, me and my siblings were given many privileges that other children and even adults were not.

Although most of my siblings were oblivious to the shortcomings of the politics of our city, but I spent the most time outdoors in the bustling city. This had benefits, like being able to see the city through the eyes of it’s people, not only from atop the cushioned seat of a carriage during a procession. But, it also had its downsides, like the fact that I became lost several times and was only able to find my way back to my family’s manor because of luck and the kindness of people who knew their way around.