Name: Whedab Nurh
Race:Illithid
Age: 20
Appearance: He is tall, dark cyan-skinned, and, unlike most images associated with his kind, Whedab is burly, calloused, and proud of it. Built tough and dense like a tree trunk, he leaves the typical silks and robes of the more rogueish and politically inclined members of his kind for a cloak of chainmail and a sturdy, black-clothed coat of plates. His eyes are golden-yellow, as is typical, with wavy slitted pupils spanning them vertically. The leftmost of his 4 facial tentacles has been cut off.
equipment:
Whedab wields a large curved sword named "No-Hander". It doesn't exactly take a genius to figure out why he started calling it that.
He also uses a large round, wood and iron shield with his family's sigil on it, (4 quadrants, 2 black, 2 red, a sword in the top right, a scythe in the top left, a bull in the bottom right, and an arrow in the last quadrant.) symbolizing his long lineage of conquerors and colonisers.
Other than that is his aforementioned armor, a drinking horn of mead, a sizeable dirk in a scabbard carried horizontally on his belt behind him, (another two strapped in his boots) and a quiver beneath his shield for 3-4 javelins, and a fishing rod with hooks and a tacklebox.
Skills:
Whedab is what most would call a mind-flayer. While they are not users of magic and psychic power as they are told to be in tall tales, the many pheromone-secreting glands they have on their bodies can certainly convince people otherwise. With the power of pheromones, Whedab can substitute charisma with dopamine charges, give people who touch his skin an adrenaline jump to dull pain or induce berserker-like rages, and can even instill unnatural fear in enemies. However, having devoted his life to the easier, more "traditional" forms of conquest, Nurh has left his glands unexercised in favor of his muscles. He has poor control of the area or power of his effects, and it is likely that even if he does his damnedest to focus on one person, other people in his airspace will feel the effects as well.
Whedab is also an expert fighter. Give him a sword, and he'll be able to take on nearly anything. Give him a bowl, and he'll figure out a way to kill someone with it, if it pleases him. Even with nothing, he still has his claws and overwhelming strength. Other Mind-Flayers rely on cunning, guile, and much better-developed pheromone glands, but that is not the Nurh way. He and his ancestors were conquerors of steel, glory, and honor, and they're pretty good at it.
He's also a decent survivalist and sailor, from his days of sailing from island to island and building camps with the men he used to command. Also a decent swimmer and fairly quiet mover, when he's not wearing armor... Which is practically never.
Backstory: Illithids are a race of beings whose culture is based entirely around attaining power. They
are judged and measured by their fellows based on how much land they own, what kind of land they own, the number of their fortresses, how many people they command, and who those people are. Of course, most of them are not kobold-slavers who hide in caves and abandoned dungeons plotting the downfall and conquest of the overworlders. There are only so many of those places, and only so many kobolds willing to put up with their abuse. Most are content to win their power in less horrible ways. Many own farmsteads, build village unions, start caravan companies, get involved in politics, etc. etc...
For hundreds of years, the Nurh family were farmsteaders. When the human conquest began, they bought up prisoners of war for salt-mining. When they needed castles, the Nurhs used their plentiful salt money to start quarries. It wasn't long before most of the elder Nurh family members had, what the Illithid histories called, "a fiefdom and a half" to their names. But the Illithid way is not the way of man, and man's way isn't always tolerant of others. Especially not when the kingdoms of man have many lords in need of stonemasons, farmsteaders, and laborers, and so many, many feudal leaders looking to increase the size of their lands and coinpurses...
Most of the Nurhs were killed, the others were driven out, and in the years since, the name has been associated with war and violence as they continued to fight with humans for their lives and their land. They held a sizeable tract of land overlooked by a castle that belonged to some lord or another before a Nurh heir killed him. They won some castles and lost others, but in the end, the one they held the longest was the aforementioned coastal fortress, which came to be known as Nuhr Castle. Whedab grew up here, and trained to reclaim the land until he became an adult... Unfortunately, before they could amass a sizeable army to actually do such a thing, the armies of their enemy lords, and all of Nurh's allies, who betrayed them, came to drive out the Illithids one last time... And they did.
Whedab took all the soldiers he could and sailed for a year, performing hit-and-runs and committing piracy with varying success on enemy ships. This too, came to an end as, after 20 casualties too many and facing a vastly larger, faster force, his crew lost heart and elected to raise the white flag and turn him in. Whedab escaped, and has been running further into the sea since, going from island to island living out of a dinghy and stewing in his own bitterness.
Introduced content:
WIP