Character Roster
Player Characters
@Bacon
Name
Caleb Derrius Evermoore III
Race
Half-Elf (Other)
Gender
Male
Age
32 (physically mid-twenties)
Appearance
Wiry build, 6'1", 164 lbs. (without kit). Typically he isn't seen without his armor, a suit of full plate. It's a decent enough suit of armor with a soft blue tabard and an arming doublet underneath. The helmet itself has a cylindrical bucket helmet that he keeps well-polished (most of the time). On the off occasion he's caught out of his armor, his eyes are a sapphire blue and he is quite fair-skinned. His hair is a dark brown and is kept short, and he keeps himself clean-shaven when he can. His entire body is covered in scars, starting with the claw mark across his face, a burn scar on his left cheek, and a part of his right cheek has been torn through to the point that his teeth are visible through it. The rest of his body bears further claw marks, scars from blades, and burn scars, though I will not go into overly-fine detail.
Personality
Friendly and honest, he tries to help others in any way he can. He remains an optimist despite everything he's been through, and keeps a smile on his face most of the time. Can and will make jokes at his own expense. He doffs his armor in private most of the time to clean himself (and it), because he believes others would find his scars unsettling. He enjoys reading in quiet moments, in addition to finding a certain serenity in maintaining his equipment. He dislikes excessively loud settings, fire, and bullies.
Background
Caleb was the son of a minor human lord and a (relatively) young elf who were struck with love at first sight. The pair would have multiple children, but the eldest and the lord's heir was Caleb. His father had enough to ensure that all of his kids were decently educated, ensuring that they were all literate and knew at least basic mathematics. As a child he was protective of his family, getting into a fight to protect a younger sibling on one occasion. He enjoyed the company of his siblings and the instruction of both the tutors his father hired and his officers, who taught him swordcraft and how to ride a horse. When he was merely 14, however, Caleb would have his comfortable life torn away from him as his father's lands were raided by bandits and monsters, who eventually assaulted his home, killed his family, and took him and his youngest sister as captives. He suffered under their captors for three long years, trying and eventually failing to protect the last of his family, making him the last of his line as his sister died in his arms. Eventually, he was found and saved by a group of wandering adventurers who were hired to clear out the now-decrepit castle so that another lord could move into the territory. After making sure he wasn't going to bleed to death, they sent him to the regional capital for a few months while he recovered. Afterwards, he tried to find his own way, only to find himself joining the military in order to make enough money to keep his stomach filled. He spent the next several years fighting in the army, eventually leaving to go find his own way in life once he got back on his feet. His armor and weapons were purchased for him as a parting gift from his commander, however the tabard was something he commissioned himself, so that he might wear his family's colors. He wears the armor at all times mostly because he thinks other people find it less unsettling to talk to a man in full plate than a man who looks, in his own words, "Like some fool who got into a fight with a few white-hot daggers and lost". He now seeks to defend others, so he could save people in need, and be the hero he wish he had years ago. He's been doing this for a while now, but after hearing about the monster problems in the Vale he decided to pay for passage on a ship headed out for Crossroads Keep, determined to keep plying his noble and bloody trade.
Talents
He is a decent athlete, being able to walk and run around in full plate all day, in addition to being rather well-studied in politics and tactics. Above-average medical abilities from stitching up his own wounds on the road for a few years now, but nothing spectacular. He wields lesser divine magic, nothing more powerful than a few lesser healing spells, and the ability to light up his sword with divine fire when situations get desperate. He is, however, a practiced swordsman who's spent the majority of his life either training or fighting, giving him insights onto how to utilize most common weaponry and reasonable skill with a sword and shield. Practiced horseman.
Flaws
Pyrophobia. Some of his scars risk reopening if he pushes himself to his limits. He has an almost single-minded hatred for monsters, causing him to sometimes lose his head. Emotionally, as much as he tries to be strong for whoever needs it, he's not far from a complete emotional breakdown after the long and hard years.
Notable possessions (nothing silly)
x1 Suit of Full Plate (Complete with Arming Doublet and Full Helmet)
x1 Longsword
x1 Heater Shield
X1 Dagger (Boot knife)
x1 Backpack /w daily essentials (food, waterskins, bedroll, etc)
x1 Maintenance Kit (Nonmagical blade and armor oils, polish, whetstone)
x1 Healer's kit (bandages, poultices, strong alcohol for both a disinfectant and painkiller, needle and thread)
x1 50-ft length of hempen rope.
Whatever else you can think of that isn't covered in the other categories
N/A
Caleb Derrius Evermoore III
Race
Half-Elf (Other)
Gender
Male
Age
32 (physically mid-twenties)
Appearance
Wiry build, 6'1", 164 lbs. (without kit). Typically he isn't seen without his armor, a suit of full plate. It's a decent enough suit of armor with a soft blue tabard and an arming doublet underneath. The helmet itself has a cylindrical bucket helmet that he keeps well-polished (most of the time). On the off occasion he's caught out of his armor, his eyes are a sapphire blue and he is quite fair-skinned. His hair is a dark brown and is kept short, and he keeps himself clean-shaven when he can. His entire body is covered in scars, starting with the claw mark across his face, a burn scar on his left cheek, and a part of his right cheek has been torn through to the point that his teeth are visible through it. The rest of his body bears further claw marks, scars from blades, and burn scars, though I will not go into overly-fine detail.
Personality
Friendly and honest, he tries to help others in any way he can. He remains an optimist despite everything he's been through, and keeps a smile on his face most of the time. Can and will make jokes at his own expense. He doffs his armor in private most of the time to clean himself (and it), because he believes others would find his scars unsettling. He enjoys reading in quiet moments, in addition to finding a certain serenity in maintaining his equipment. He dislikes excessively loud settings, fire, and bullies.
Background
Caleb was the son of a minor human lord and a (relatively) young elf who were struck with love at first sight. The pair would have multiple children, but the eldest and the lord's heir was Caleb. His father had enough to ensure that all of his kids were decently educated, ensuring that they were all literate and knew at least basic mathematics. As a child he was protective of his family, getting into a fight to protect a younger sibling on one occasion. He enjoyed the company of his siblings and the instruction of both the tutors his father hired and his officers, who taught him swordcraft and how to ride a horse. When he was merely 14, however, Caleb would have his comfortable life torn away from him as his father's lands were raided by bandits and monsters, who eventually assaulted his home, killed his family, and took him and his youngest sister as captives. He suffered under their captors for three long years, trying and eventually failing to protect the last of his family, making him the last of his line as his sister died in his arms. Eventually, he was found and saved by a group of wandering adventurers who were hired to clear out the now-decrepit castle so that another lord could move into the territory. After making sure he wasn't going to bleed to death, they sent him to the regional capital for a few months while he recovered. Afterwards, he tried to find his own way, only to find himself joining the military in order to make enough money to keep his stomach filled. He spent the next several years fighting in the army, eventually leaving to go find his own way in life once he got back on his feet. His armor and weapons were purchased for him as a parting gift from his commander, however the tabard was something he commissioned himself, so that he might wear his family's colors. He wears the armor at all times mostly because he thinks other people find it less unsettling to talk to a man in full plate than a man who looks, in his own words, "Like some fool who got into a fight with a few white-hot daggers and lost". He now seeks to defend others, so he could save people in need, and be the hero he wish he had years ago. He's been doing this for a while now, but after hearing about the monster problems in the Vale he decided to pay for passage on a ship headed out for Crossroads Keep, determined to keep plying his noble and bloody trade.
Talents
He is a decent athlete, being able to walk and run around in full plate all day, in addition to being rather well-studied in politics and tactics. Above-average medical abilities from stitching up his own wounds on the road for a few years now, but nothing spectacular. He wields lesser divine magic, nothing more powerful than a few lesser healing spells, and the ability to light up his sword with divine fire when situations get desperate. He is, however, a practiced swordsman who's spent the majority of his life either training or fighting, giving him insights onto how to utilize most common weaponry and reasonable skill with a sword and shield. Practiced horseman.
Flaws
Pyrophobia. Some of his scars risk reopening if he pushes himself to his limits. He has an almost single-minded hatred for monsters, causing him to sometimes lose his head. Emotionally, as much as he tries to be strong for whoever needs it, he's not far from a complete emotional breakdown after the long and hard years.
Notable possessions (nothing silly)
x1 Suit of Full Plate (Complete with Arming Doublet and Full Helmet)
x1 Longsword
x1 Heater Shield
X1 Dagger (Boot knife)
x1 Backpack /w daily essentials (food, waterskins, bedroll, etc)
x1 Maintenance Kit (Nonmagical blade and armor oils, polish, whetstone)
x1 Healer's kit (bandages, poultices, strong alcohol for both a disinfectant and painkiller, needle and thread)
x1 50-ft length of hempen rope.
Whatever else you can think of that isn't covered in the other categories
N/A
@duskshine749
Druuk
Name
Druuk
Race
Half Orc
Gender
Male
Age
30
Appearance
Druuk has green skin, green hair, and red eyes, making his orcish heritage very obvious. Not that he would ever try to hide it, at this point it's a mark of pride for him. He keeps his hair cut short and naturally doesn't grow much facial hair.
He stands tall at 6'5, his heavy set build weighing 255 pounds is offset both by his height and also the fact a lot of his weight is muscle.
He wears relatively light hide armour, his skin is thicker than a normal humans which offers some protection, also his fighting style lends itself more to armour that affords mobility over something heavier like chain or plate.
He is covered in many scars. Some from battle, some from beatings at the hand of his former master. He wears them with honour, he survived many hardships before, he will survive more in the future.
Personality
Druuk is a bit of a crass individual. He doesn't particularly enjoy the company of other people. He tolerates them because he understands the concept of power in numbers. When in a group Druuk will sit back and obverse the dynamics of the others, trying to get a feel for where he will fit in.
Background
Mother captured by orcs, she was rescued but not before bad stuff happened
Brought to the nearest city, but with no way to survive on her own she was sold into slavery
Druuk is born, she barely survives but keeps him and works hard so her master would let her keep him.
Orc children grow up fast, half Orc children are the same. By age 2 Druuk was able to help with tasks so his mother wasn't working alone.
At age 5 his mother died. She had been unwell his entire life, and she just couldn't fight anymore. Druuk was left alone with a cruel master
At age 10 Druuk was offered a deal, he could fight in the arenas, and as long as he won he wouldn't have to work. He took the deal, and he was good at it.
He started fighting captured monsters, then moved on to other people. He wouldn't kill them though unless they were a criminal or they asked for death. Druuk prayed to the god of battle that those he killed as a mercy would be allowed in his halls since they died as warriors.
After 15 long years Druuk bought his freedom. But he was a former slave who could barely read, he knew his career prospects weren't great. So he did what he knew, he fought. He travelled the land to other arenas. He became a bit of a legend, a true Gladiator.
He would sometimes take students, those who wished to know how to fight like him. He would help how he could, but the only way to fight like Druuk was to do it to stay alive for your whole life.
Eventually Druuk grew tired of the life he was living. He heard rumours of a strange land, and he grew intrigued. Perhaps there he could find a real challenge.
Talents
Druuk has fought all kinds of opponents for most of his life. He has a very mobile fighting style and can use almost any weapon effectively. He's also quite adept at making due with whatever he has on hand and using that as a weapon. And if all else fails, he can always count on his own two hands.
His orcish heritage gives him minor resistance to slashing and piercing damage to his person, as well as some minor heat and cold resistance. It's not much, but it's better than nothing.
He also has a pretty mean glare and can make nearly anyone think twice before messing with him.
Flaws
While he doesn't view it as a flaw, his obvious orcish features often put him at a large disadvantage in social situations. And in general Druuk is not good at handling social situations with grace.
While Druuk may put on the lone wolf act he is in fact quite afraid of being alone in his life. This will lead to him going to absurd lengths to help those he is with so that he doesn't lose them.
Equipment
Druuk doesn't have many possessions, and almost all of them are practical. While his preferred weapon is a flail he also carries a longsword and several javelins, along with a shield.
He also always wears a necklace that is a simple chain with a small ring on it. The ring belonged to his mother before she died.
Miscellaneous
Whatever else you can think of that isn't covered in the other categories
@Dark Light
Name: Lucky
Race: Halfling
Gender: Male
Age: 24
Appearance:
Short, just over four foot with an agile build. Dark shoulder length Hair. Green Eyes. Neatly trimmed facial hair with a prominent waxed moustache.
Sun kissed Skin covered by layers of loose colourful flowing clothing, straps, pockets belts and bags.
Personality:
Cheerful, curious and overly optimistic to a fault. Likes to talk. Likes to drink. Likes to gamble. Has a bad habit of taking things that don't belong to him.
Background:
An only child born against all odds.
Raised in a world of giants by his mother, a religious halfling.
She had ideas for a more simple life of poverty and prayers. It didn't help her when she got sick.
Medicine and magic cost money, so he learnt ways to get it. And he learnt that he enjoyed doing so.
Awed by the power of the mages magic he selfishly stole his secrets. The mage retaliated and in the confrontation his mother died. Neither had wanted that to happen and in that still moment of realisation, Lucky's mind processed it faster and he took advantage of the opportunity and slew the mage.
He has since been on the run, not from the law but from himself, disguising it under the desire for new adventures and more wealth.
Talents:
Lucky by name and nature: A miracle birth he is blessed by the gods and fortune shines upon him, at least that's what his parents told him and that belief has stuck and proven true on more than one occasion.
Iron will: It's a fine line between bravery and foolishness, he is perhaps both. His luck and confidence lend to his indomitable will that lets him take risks, not back down and bull head his way through casting magic.
Born thief: His people are naturally good at it the craft and amongst them he is a prodigy. Latent talent honed by necessity and his environment. Were he not greedy, he could probably make a comfortable living. Although if he was not greedy he probably would of never became so good.
Flaws:
He is greedy, drinks too much, lies constantly, is too brave for his own good and doesn't know when to quit.
Not great at combat. Hiding from his past.
Equipment:
Hand crossbow and two daggers
Hooded lantern
Dark leathers
Backpack of basic traveling gear
Thieves tools.
Potion belt, component pouch & pockets full of magical trinkets and ingredients.
Two magical tomes.
Miscellaneous
Chester: Pet squirrel.
Race: Halfling
Gender: Male
Age: 24
Appearance:
Short, just over four foot with an agile build. Dark shoulder length Hair. Green Eyes. Neatly trimmed facial hair with a prominent waxed moustache.
Sun kissed Skin covered by layers of loose colourful flowing clothing, straps, pockets belts and bags.
Personality:
Cheerful, curious and overly optimistic to a fault. Likes to talk. Likes to drink. Likes to gamble. Has a bad habit of taking things that don't belong to him.
Background:
An only child born against all odds.
Raised in a world of giants by his mother, a religious halfling.
She had ideas for a more simple life of poverty and prayers. It didn't help her when she got sick.
Medicine and magic cost money, so he learnt ways to get it. And he learnt that he enjoyed doing so.
Awed by the power of the mages magic he selfishly stole his secrets. The mage retaliated and in the confrontation his mother died. Neither had wanted that to happen and in that still moment of realisation, Lucky's mind processed it faster and he took advantage of the opportunity and slew the mage.
He has since been on the run, not from the law but from himself, disguising it under the desire for new adventures and more wealth.
Talents:
Lucky by name and nature: A miracle birth he is blessed by the gods and fortune shines upon him, at least that's what his parents told him and that belief has stuck and proven true on more than one occasion.
Iron will: It's a fine line between bravery and foolishness, he is perhaps both. His luck and confidence lend to his indomitable will that lets him take risks, not back down and bull head his way through casting magic.
Born thief: His people are naturally good at it the craft and amongst them he is a prodigy. Latent talent honed by necessity and his environment. Were he not greedy, he could probably make a comfortable living. Although if he was not greedy he probably would of never became so good.
Flaws:
He is greedy, drinks too much, lies constantly, is too brave for his own good and doesn't know when to quit.
Not great at combat. Hiding from his past.
Equipment:
Hand crossbow and two daggers
Hooded lantern
Dark leathers
Backpack of basic traveling gear
Thieves tools.
Potion belt, component pouch & pockets full of magical trinkets and ingredients.
Two magical tomes.
Miscellaneous
Chester: Pet squirrel.
@MrSkimobile
Header source: Iknu Font, By Bernardo Ramonfaur, on 1001Fonts | Image source: Kerundi the Soul Saver, by d-torres on DeviantArt
Name: Harth-Kazann
Race: Dwarf
Gender: Male
Age: 157 (about 58, in human-terms)
Appearance: On the whole, Harth looks rather unremarkably like many other dwarves: about two-thirds-man height, with stocky, broad features, pale skin, a grand beard of silver-gray, and deep-set gray eyes. He wears a gambeson made of cave bear leather and a bright red gugel-style hood. A large drawstring sack hangs strapped across his shoulders and back, and he wields a simple stone-head mace both for protection, and as a hiking stick. The only remarkable thing about him is that, upon closer inspection, one of his eyes is artificial: a many-faceted carved glass bead, each side beset by traditional dwarven runes of good luck and protection.
Personality: The Stonefather commands us to Carry Weight. So, Harth does. He works hard and without complaint, his voice almost a droning chant, as calm and sombre as the mountains themselves. He intensely values loyalty, honor and perseverance. He does not carry a holy symbol, as the Stonefather needs none - the Plight weighs upon all his followers more than any holy symbol could. This means that he considers his vows and promises holy, and gifting and receiving them are a great treasure to him. As such, he easily becomes fond of those who are helpful and ‘take one for the team’, and will do his best to aid them both in and out of battle via healing, cooking, and well-humored -if somewhat prudish- moral support, and, if you’re very lucky, every now and again, with a joke as dry and stale as dwarven ale.
Background: Harth was born deep under the mountains, in the hold of Bul-Kazann, where his clan served as the stewards and protectors of the ancient forges and temples of the Stonefather, one of the oldest and holiest deities of their people. From an early age, Harth felt the call of the clergy more than the call of his own father to join the militia like his brothers. At the Temple, he apprenticed under the priests to learn the sacred rites of communing with the mountain, and how to forge blessed iron. It was during this time that he led an expedition to reclaim a forge long-lost to the shifting mountain. In this expedition, he lost his eye when the party stumbled upon a rather angry cave bear. Upon their return to Bul-Kazann, he was gifted a carved eye of protection for his sacrifice, and a gambeson made from its pelt for his bravery. After decades of faithful service to the temple more, Harth received a dream which called him away, to visit the Dwarves of the Vale. And now, with the Temple's blessing, Harth has set out on a holy pilgrimage to the Vale, to aid the Dwarves there in their Plight, and, perhaps, to help purge and uncover the ancient mysteries of Daka-Gorn.
Talents:
- Spells: can cast 2 of the following spells per day: Cure Light Wounds, Light, Purify Food and Water, Protection from Evil, Detect Magic.
- Languages: can speak and read Common, Dwarvish, Ancient Dwarvish, and Stonelore (get an intuition for a stone work's history).
- Has some rudimentary skill in repairing weapons and armor.
Flaws:
- Can sometimes trust others too easily.
- A reluctance to ask for help.
- Rigid and possibly judgmental when it comes to his vows and beliefs.
Equipment:
- Leather gambeson, red hood, glass eye with protective runes
- Stone mace
- Sack with standard adventuring kit (blanket, rope, flint-stone, frying pan)
Miscellaneous:
- Speech color: B6A99B
@Expendable
Kraseawei
Name
Kraseawei Templar
Race
Half-Elf
Gender
Female
Age
Character Age: 26
Appearance
This girl puts you in mind of a clever fox with amber eyes that seem to glow in the dark. Her silky, straight, dark red hair is worn in a style that reminds you of a puffy dandelion. She has a lithe build. Her skin is tan. She has rounded, pointed ears and has incredible night vision.
Hair: Dark Red || Eyes: Amber || Skin: Tan
Height: 5' 3" || Weight: 118 lbs || Build: Lithe
Clothes: Leather tricorn cap, hooded cloak head scarf, peasant's blouse, hide jerkin, leather bracers, leather breeches, woolen hose, leather jackboots with rope soles. Waist scarf, wide leather belt, two belt pouches, dagger on the left, rigging knife with sheath and a carved hardwood fid.
She has a gold earring on her right ear. A bosun's pipe is on a knotted lanyard and tucked under her clothes.
She has a cutlass and a seabag with a lanyard and knotted fringe-work.
Other: 59 gold coins, 20 silver, some copper.
Personality
Wary, organized, & dependable. Loves music and books. Only gambles what she can afford to lose. Dislikes crowds.
Background
She was left as a baby at the Temple of the Blessed Fountain and taken in by the followers of Photia, Goddess Of The Ostracized. Mother Shadeleaf gave her the name of Kraseawei, assuring the doubtful it was an actual Elvish name. When Kraseawei was old enough, she was put under the charge of Blind Cyd, few aware that he was a former pirate.
Blind Cyd used the children as his eyes and hands. While the temple taught her about letters, numbers, and the gods, he and his minions taught her how to read the secret symbols of their trade, to move about silently without notice, to pick locks and pockets, to use a blade and a sling, and how to burgle.
When she was older, whenever a book came into his possession, Blind Cyd would have Kraseawei read it as he loved the sweetness of her voice, and would patiently question her and the others on what she read. It was a most unusual education.
When Searl, a new merchant, set up shop in Redkirk and quickly became successful within a fortnight, Blind Cyd sent her into his warehouse to discover his secrets. Unfortunately for her, she was caught and beatened by the merchant and his men. When Kraseawei refused to talk, Searl delivered her to Baron Aleyne's court. Unable to intevene, Blind Cyd could only stand there helplessly as the barely conscious thief was dragged out of the Baron's court to the waiting prison boat that would take her to Barktawa Reef.
It wasn't long after that for the exiled Prince Francus the Pretender decided to launch his attacks against the Lepraerin Kingdom. In need of recruits, the kingdom decided to press prisoners into service in the Lepraerin Royal Navy. Kraseawei and others were dragged aboard the Golden Griffin in chains, then once they were almost out of sight from Barktawa Reef, each prisoner was branded with the ship's crest before being released and assigned their new duties.
The crew were surly towards the new "recruits", none of them liking theives or worse sharing their quarters and quick to apply their own rough justice. As the new recruits would be leading the assault on the Lord Pretender's ship, they were trained to fight with wooden swords filled with lead, the real weapons locked up until battle.
One night on lookout, Kraseawei spotted a ship in the darkness, but the others couldn't see anything and told the captain that the "little golden-eye thief" was lying. The captain ordered her flogged "for her impertinence," and they were too busy watching her when the Pretender's ship rammed them, cutting the ship in half.
How many days Kraseawei floated, tied that rail, before she was plucked out of the ocean by Captain Alda the Cruel and the crew of the Bloody Sword, she couldn't say. There wasn't much fighting, much to her surprise, as most ships would surrender as soon as they saw Alda's flag, and the food was better by far. Wasel, the Bosun, taught her to play the fiddle while she was still recovering, while the captain would sometimes give her some personalized training with the cutlass. Alda apologized to her once, saying that because of her well-earned reputation, so few captains had the nerve to face he; she really didn't have a way to give Kraseawei the battle experience she needed to improve.
It took a few years, but she was finally able to ransom herself, since Kraseawei didn't sign the book. Returning to Lepraerin was out of the question, they'd lock her up as a deserter. So while still dark, The Bloody Sword let her ashore on a vacant stretch of beach to make her way towards the town and a ship to the Vale.
Talents
Thief - out of practice as a dip (pickpocket), good with slight of hand, rusty at picking locks, fair at finding traps, good at concealment and stealth.
Sailor - Good with line and rigging, good at knot-tying, splicing, canvas work, handling small craft. Some celestrial navigation. Good head for heights.
Fiddle - plays well, good signing voice, knows a lot of sea shanties.
Swordmanship - fair, some skill
Knife-fighting - good at handling and throwing
Sling - fair shot.
Darkvision - can see in extremely dark places
Sensitive Hearing - can hear whispers as if the speaker was standing next to her instead of across the room.
Flaws
Haphephobia (fear of touch, mild), PTSD (mild), Suspicious, Pessimistic, Sea legs (her body is used to a deck that pitches and rolls, even on dry land, gives her a distinctive walk).
Equipment
Ditty bag - small canvas sack with rope landyard, contains sail needles in a needle case, sail palm x2 , waxed sail twine x 2, bench hooks x 2, bone fid, small hanks of twine and small cordage, rolled strips of canvas, rigging knife with sheath, tinder box w/flint & steel, burning lens). Kept in her seabag.
Hide Jerkin - some protection from slash attacks
Cutlass
Dagger
Sling
Fiddle (musical instrument)
Seabag
Belt pouch (1) - twenty silver coins, some copper.
Belt pouch (2) - Metsubushi black eggs x 2, chalk x 2.
Lockpicks
Miscellaneous
Her surname Templar is often used by the temple priests when the actual name is not known.
NPCs
Vaskandar
Name
Vaskandar
Race
Human
Gender
Male
Age
Middle aged
Appearance
White cropped hair and trimmed beard, intense steel grey eyes, weathered bronze skin, 5'19"/180cm tall, 175lbs/80kg, sinewy build, plain clothes and leather arming jacket
Personality
Can stare intentsely while smiling warmly at the same time, distinct accent, polite, not unfriendly
Background
Unknown. Works with connecting people and getting work done.
Talents
Unknown.
Flaws
Unknown.
Equipment
Sheathed sword on hip.
Miscellaneous
Met party in the docks of Kari-Mar. Latest seen in the docks of Kari-Mar.