Cuthalian was born to a young elf maiden, Finora, who fled Korvosa with her family due to an issue with a member of the nobility. They moved to Ilsurian. His father, Vincalian, was a member of the Ilsurian archers helping to defend the town and scout the local areas. He pursued and later married the maiden with fiery red hair. From an early age, Cuthalian’s father taught him what he knew of the forests, of the bow, and of life.
Such a dangerous life as chosen by Vincalian has many hazards. Strangely, it was an accident at the mill that ended his traveling. While assisting with the laying of a new grinding stone one of the support poles broke. Vincalian was caught in the path of the giant stone as it rolled off its mounting. It crushed his right foot which had to be removed. He has learned to ride and shoot and continues to train new recruits into the archers.
Cuthalian followed in his father's footsteps. Fresh out of training, Cuthalian and his company were called to assist Whistledown who was being attacked by giants. The company arrived too late for the majority of the battle but they did help put down one remaining ogre. The town was ruined but like those from Ilsurian, the Whistledowners were tough and determined. They began to rebuild immediately. Ilsurian helped with the recovery effort to include training defenders for the village with a focus on fighting giants. Once the town had been rebuilt the leadership in Ilsurian felt they should warn all the surrounding area. Scouts went out to spread the word. The furthest warning was to go to Sandpoint. Cuthalian always wanted to travel so he volunteered for the duty.
Description: 5’4”, 120 pounds, red hair, blue eyes (the profile pic is pretty close with a brighter shade of red hair)
SAILOR
F e a t u r e : Sh i p ’s Pa s s a g e When you need to, you can secure free passage on a sailing ship for yourself and your adventuring companions. You might sail on the ship you served on, or another ship you have good relations with (perhaps one captained by a former crewmate). Because you’re calling in a favor, you can’t be certain o f a schedule or route that w ill meet your every need. Your Dungeon Master w ill determine how long it takes to get where you need to go. In return for your free passage, you and your companions are expected to assist the crew during the voyage.
PERSONALITY TRAITS
My friends know they can rely on me
I work hard so I can play hard
IDEALS
Freedom: the sea is freedom
BONDS
I back the captain
FLAWS
I won't back down from a challenge