Thorn's End Guard

Kael Voss's page

21 posts. Alias of Slayde77.


Full Name

Kael Voss

Race

| HP: 6/12 | AC: 17 (12 Tch, 15 Fl) | CMB: +5, CMD: 17 | F: +4, R: +4, W: +0 | Init: +2 | Perc: +6, SM: +0

Classes/Levels

| Speed 20ft | Active conditions: None. | Image

Gender

Male N Half-Elf Slayer 1

Strength 18
Dexterity 15
Constitution 14
Intelligence 10
Wisdom 10
Charisma 8

About Kael Voss

Kael Voss
Male Half-ElfSlayer 1 (Demonic)
N Medium Humanoid (Elf, Human)
Init: +2, Senses: Low-Light Vision Perception: +6
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DEFENSE
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AC: 17, touch: 12 , flat-footed: 15
HP: 12/12 (1d10+2)
Fort: +4 (+2 vs enchantment), Ref: +4 (+2 vs enchantment), Will: +0 (+2 vs enchantment)
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OFFENSE
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Speed: 20 ft
Melee:
Sawtooth Sabre: +5, 1d8+4 damage, crit 19-20/x2, slash
Sawtooth Sabre: +3/+3, 1d8+4/1d8+2 damage, crit 19-20/x2, slash
Ranged:
Shortbow: +3, 1d6 damage, crit x3, P/B
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TRAITS
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Vagabond Child, Tide Runner

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STATISTICS
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Str 18, Dex 15, Con 14, Int 10, Wis 10, Cha 8,
Base Atk: +1; CMB: +5; CMD: 17
Feats: Two Weapon Fighting, Exotic Weapon Proficiency (Sawtooth Sabre)
Skills: Acrobatics, Disable Device, Knowledge (Dungeneering), Perception, Stealth, Survival, Appraise, Slight of Hand
Combat Gear
2x Sawtooth Sabre
Shortbow
Scale Male
20x Arrows
20x Blunt Arrows
Other Gear 16.9 gp
Flint and Steel
Belt Pouch
Rope
Water Skin
Backpack
Bedroll
2x Trail Ration
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SPECIAL ABILITIES
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Studied Target (Ex)
Track (Ex)

Background:

------------------------------
BACKGROUND
------------------------------
Kael Voss was born in the Low Docks and raised by Cinderwake’s blind spots.

No one “took him in,” not really. He slept where there was heat and no boots to kick him awake—net lofts, scaffold platforms, cistern alcoves, kiln vents, under-stairs near the rope lifts. He learned early that hunger makes rules feel optional, and that survival belongs to people who can move faster than trouble and hit harder than they look.

Being half-elf did not make life easier. In the Low Docks, anything unusual becomes a story, and stories get you noticed. Kael grew up with people deciding what he was before he spoke: thief, bastard, outsider, bad luck. So he learned to let them think what they wanted while he watched their hands, their exits, and the distance to the nearest ladder.

As a boy he ran messages and stolen goods along routes too narrow or unstable for heavier men to follow. As he got older, he became useful in rougher ways—guarding haul lines, collecting debts, clearing squatters out of storage spaces, escorting basket loads through bad districts. He was never the strongest man in a crowd, but he was quick enough to exploit mistakes and mean enough to finish a fight once it started.

Eventually the work went downward.

Cinderwake is built over the bones of a drowned city, and the places beneath the bastion are full of old tunnels, collapsed chambers, flooded stairs, and buried shrines. The Tidewatch keeps order in the streets, but there are doors below the city they do not open and corridors they do not map. When something valuable goes missing, when an old passage collapses, when salvage is needed from a dangerous under-ruin, people like Kael get called.

He began as muscle and a pair of hands. Then he proved he could do more.

Kael was good at moving through rubble without losing speed, good at seeing paths where others saw dead ends, and good at coming back with something useful: a sack of worked metal, a ward-stone, a bundle of preserved ash, a dead man’s satchel, a route marked in chalk that a better-equipped team could follow later. The Flame Seekers noticed. They started paying him in real rations and gave him jobs with names instead of rumors.

That is how Kael became one of their deniable workers in the ruins beneath Cinderwake.

He carries two sawtooth sabres on his hips, though for a long time one served more as a work blade than a fighting one. In the Undertide, a blade is for more than flesh: ropes, netting, swollen leather straps, debris-lashed doors, fungus mats, and whatever else tries to trap a man in a rising corridor. The second sabre began as a backup. Now it is becoming part of the way he fights—faster, closer, dirtier, less like a laborer and more like a predator.

The corruption came from below.

On one recovery job, Kael was part of a small crew sent into a partially collapsed ruin chamber under the bastion after a tremor opened a sealed wall. They found old carvings, black water, and a heat in the stone that did not belong there. Something in that chamber pressed against his thoughts—subtle at first, like certainty in the middle of panic. He made the right choices to survive, or at least the choices that kept him alive. By the time he climbed back into Cinderwake, he had a relic in his pack, blood on his hands, and no clear memory of when hesitation left him.

Since then, he has changed.

People flinch at him without understanding why. His face seems harsher in bad light. He unsettles animals. His temper does not run hot—it runs cold. In dangerous moments, solutions arrive in his mind too quickly and too cruelly, each one efficient, each one tempting. Kael knows something in the ruins marked him, and he fears that every trip below gives it more room to grow.

He keeps working anyway.

Because Cinderwake still needs what lies buried under it.
Because the Flame Seekers pay.
Because men like him do not get many chances to be useful and still remain legal.
And because if there is a source to the taint spreading through the Undertide, Kael intends to find it before it decides what he becomes.

Appearance and Personality:

------------------------------
APPEARANCE AND PERSONALITY
------------------------------
Kael Voss is a lean, hard-built half-elf in his mid-twenties, about 5'11", with the kind of wiry strength earned from climbing rope lines, hauling salvage, and fighting in cramped spaces. His features are sharp enough to show his elven blood, but life in the Low Docks has weathered any elegance out of them. His skin is ash-dulled and marked by old cuts; his hands and forearms carry rope burns, salt cracks, and pale scar tissue from hard labor.

His eyes are grey-green and unusually alert in dim light, always moving—doorways, ledges, hands, corners, escape routes. His dark hair is kept short with a knife, more practical than stylish, and usually hidden under a hood or scarf when he is working. He carries himself like someone expecting a shove, a blade, or a collapse at any moment: balanced, coiled, never fully at rest.

His gear is practical and worn rather than polished. Straps are reinforced, knots are clean, and nothing dangles that might catch in rubble or ladder rungs. Two sawtooth sabres ride high on his hips for clearance when climbing or squeezing through broken stone. He treats his weapons as tools first and symbols second.

There is something subtly wrong about him if you spend enough time close—an uncanny harshness to his expressions, the way his face can seem almost predatory in certain shadows, the way strangers instinctively pull back after meeting his eyes for too long. Kael notices this and does not comment on it.

Personality
Kael is quiet, pragmatic, and difficult to impress. He speaks in short sentences and wastes few words, partly from habit and partly because in his experience the loudest person in a room is usually the least useful. He is not naturally cruel, but he has little patience for softness that gets people hurt. He values competence, preparation, and honesty about risk.

He survives by reading people quickly. He watches hands before faces, listens for what isn’t said, and assumes everyone wants something. This makes him cautious and hard to charm, but also reliable in dangerous situations—he rarely panics, and when violence starts, he gets unnervingly calm.

Kael has a strong streak of survival morality:
* don’t steal from the wells or the farms,
* don’t waste food or gear,
* don’t drag danger back into places that can’t survive it,
* and if a fight is unavoidable, end it fast.

He dislikes authority that performs strength instead of providing it. He especially resents people who profit from Low Dock labor while speaking of dockfolk as if they are disposable. He is more comfortable with rough people and honest criminals than polished hypocrites.

Though he hides it well, Kael is deeply afraid of losing control—of becoming the kind of thing Cinderwake sends men like him to kill. The corruption in him has sharpened his instincts and made him more frightening, but it has also made every hard choice suspect. He worries that one day he will stop choosing survival and start choosing cruelty, and not know when the change happened.

For now, he keeps moving, keeps working, and keeps his blades sharp.


20 Questions:

What is your character’s name?
Kael Voss

How old is your character?
25 years old.

What would somebody see at first glance (height, weight, skin color, eye color, hair color, physique, race, visible equipment)?
Kael is a half-elf man, about 5'11", around 175 lbs, with a lean, rope-worked build—broad through the shoulders, strong in the forearms, not bulky. His skin is weathered and ash-dulled from dock air and underground dust. He has dark brown to black hair, cut short with a knife for practicality, and grey-green eyes that seem to catch light in a way people notice. His face is angular from his elven blood, but hard living has worn any softness out of it.
He wears practical, patched gear meant for climbing and close-quarters work, and he carries two sawtooth sabres high on his hips for clearance in ladders, rubble, and narrow passages. Nothing about him looks ceremonial—everything looks used.

What additional attributes would be noticed upon meeting the character (speech, mannerisms)?
He is quiet, blunt, and rarely wastes words. He watches hands before faces and keeps glancing at exits, ledges, and routes through a room. He doesn’t stand fully relaxed; his weight is always set to move. In conversation, he can come off as rude when he’s really just practical. There is also something subtly unsettling about him—an intensity in his stare, a harshness in his expressions, and a presence that makes animals and nervous people uncomfortable (which has gotten worse since the corruption began to manifest).

Where was your character born? Where were you raised? By who?
Kael was born in the Low Docks of Cinderwake and raised in the city’s forgotten corners: net lofts, rope scaffolds, cistern alcoves, under-stair storage spaces, and wherever a boy could sleep without getting robbed or kicked awake. He was not raised by one person or family; he was raised by hunger, favors, and occasional adults who traded food or shelter for labor.

Who are your parents? Are they alive? What do they do for a living?
Kael does not know for certain who his parents are. He assumes one was human and tied to the Cliff Terraces or Low Docks labor network, and the other was an elf or half-elf whose blood he clearly carries. Whether they are alive is unknown. Kael stopped looking for answers years ago—not because he doesn’t care, but because in Cinderwake, blood means less than who will share water with you when supplies run thin.

Do you have any other family or friends?
He has no legal family, but he does have people. A few fellow dock-bred survivors he grew up with still trade rumors, tools, and favors with him. He has one contact in the Ash Farms who occasionally helps move goods quietly through the rope-lift routes. He also has a working relationship with a Flame Seeker handler—more useful than friendly, but dependable in the way dangerous people sometimes are.

What is your character’s marital status? Kids?
Unmarried, no children. Kael avoids commitments he can’t protect. He’s seen too many people in Cinderwake used as leverage.

What is your character’s alignment?
Neutral. Kael is not guided by ideals so much as survival, utility, and a few hard personal lines he refuses to cross. He can be protective and decent, but he is not gentle and he is not naïve.

What is your character’s moral code?
Kael’s code is simple and practical:

* Don’t steal from the wells or the Ash Farms.
* Don’t waste food, rope, oil, or medicine.
* Don’t drag danger up from the ruins if you can stop it below.
* If violence is necessary, end it fast and don’t enjoy it.
He doesn’t care much for laws unless they actually protect people.

Does your character have goals?
Yes. In the short term, he wants stability: reliable rations, decent gear, and enough standing to stop being treated as disposable. In the long term, he wants to understand what he encountered in the ruins beneath Cinderwake and what it has done to him. Part of him also wants to become important enough that the Ember Council and Flame Seekers need him too much to throw him away.

Is your character religious?
Not in a formal sense. He respects the Flame because it keeps Cinderwake alive, fears the Tide because it kills without caring, and understands the Ash because everything in Mournfall becomes ash eventually. He does not trust organized piety much, but he has superstitions and small habits he’d never call prayer.

What are your character’s personal beliefs?
Kael believes survival is a skill, not a virtue. He believes institutions in Cinderwake will protect themselves before they protect ordinary people. He believes competence matters more than status, and that most people become dangerous when they’re hungry or afraid. He also believes the things buried beneath Cinderwake are older and worse than the city admits—and pretending otherwise is going to get people killed.

Does your character have any personality quirks (anti-social, arrogant, optimistic, paranoid, etc.)?
Kael is wary, controlled, and habitually prepared. He counts exits and ladders in any room. He re-checks straps and knots. He hates having his back to open water. He keeps useful scraps (wire, hooks, cloth, wax, broken buckles) because he’s survived too often by “junk.” He tends to go very calm in a fight, which some people find more unsettling than if he shouted.

Why does your character adventure?
In Kael’s case, “adventuring” means going into the ruins beneath the bastion—collapsed streets, drowned chambers, broken shrines, and unstable tunnels where the city above would rather not look. He does it because it pays in rations and protection, because he is good at moving through rubble and coming back alive, and because people like him don’t often get better options in Cinderwake.

How does your character view his/her role as an adventurer?
Kael does not see himself as a hero. He sees himself as a retriever, a breaker of deadlocks, and sometimes a necessary thug. He goes where people with authority don’t want to go and handles problems they don’t want named. If he saves people, that matters—but he won’t pretend that’s why the city sends him below.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has rope burns and old scar tissue on his hands and forearms, a thin scar near his collarbone from a dockside blade or hook, and various small cuts and impact scars from years of climbing and ruin work. Since his demonic corruption began, his features have become subtly harsher in a way that is hard to pin down—an expression that looks wrong in certain light, a face people remember as “unpleasant” even if they can’t explain why. He also keeps one palm covered more often than necessary due to a lingering mark he got after a ruin encounter.

How does your character get along with others?
He gets along best with practical people who do their jobs and don’t posture. He is slow to trust but dependable once someone earns it. He can come across as abrasive or unfriendly, especially to nobles, priests, or officials who speak in circles. He responds well to directness and badly to condescension. He is more comfortable in small groups than crowds.

Is there anything that your character hates?
Kael hates waste, hoarding, and people who punish the poor for doing what they must to survive. He hates being lied to about risk. He hates anyone who treats Low Dock workers and undertide crews as expendable while benefiting from what they recover. He also hates false piety used to justify cruelty.

Is there anything that your character fears?
Kael fears drowning, especially in a narrow corridor with rising water and no way out. He fears cave-ins and being trapped underground. He fears becoming something less than human—whether through corruption, desperation, or habit. Most of all, he fears losing the ability to tell the difference between a hard choice and a cruel one, and waking one day to realize that whatever marked him in the ruins is making his decisions for him.


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Basics:
AC: 17
Touch: 12 Flat: 15
CMD: 17

HP: 12/12 (dead at -14)

BAB: +1
CMB: +5
Fort: +4 (+2 vs enchantment)
Ref: +4 (+2 vs enchantment)
Will: +0 (+2 vs enchantment)

Init: +2
Speed: 30'

Racial traits:

Elven Immunities: Half-elves are immune to magic sleep effects and gain a +2 racial saving throw bonus against enchantment spells and effects.

Ancestral Arms: Half-elves with this racial trait receive Exotic Weapon Proficiency as a bonus feat at 1st level. This racial trait replaces the adaptability racial trait.

Keen Senses: Half-elves receive a +2 racial bonus on Perception checks.

Low-Light Vision: Half-elves can see twice as far as humans in conditions of dim light.

Elf Blood: Half-elves count as both elves and humans for any effect related to race.

Multitalented: Half-elves choose two favored classes at first level and gain +1 hit point or +1 skill point whenever they take a level in either one of those classes.

FCB: 1/6 Slayer Talent

Class Features:

Weapon and Armor Proficiency: A slayer is proficient with all simple and martial weapons, as well as with light armor, medium armor, and shields (except tower shields).

Studied Target (Ex): A slayer can study an opponent he can see as a move action. The slayer then gains a +1 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival checks attempted against that opponent, and a +1 bonus on weapon attack and damage rolls against it. The DCs of slayer class abilities against that opponent increase by 1. A slayer can only maintain these bonuses against one opponent at a time; these bonuses remain in effect until either the opponent is dead or the slayer studies a new target.

Track (Ex): A slayer adds 1/2 his level (minimum 1) to Survival skill checks made to follow tracks.

Feats and Traits:
Feats
Exotic Weapon Proficiency (Saw Tooth Sabre): Choose one type of exotic weapon, such as the spiked chain or whip. You understand how to use that type of exotic weapon in combat, and can utilize any special tricks or qualities that exotic weapon might allow.

Two Weapon Fighting: Your penalties on attack rolls for fighting with two weapons are reduced. The penalty for your primary hand lessens by 2 and the one for your off hand lessens by 6.

Traits
Vagabond Child: You gain a +1 trait bonus on disable device checks, and it is always a class skill for you.

Tide Runner: You move confidently in dangerous terrain. Gain a +1 trait bonus on Acrobatics checks. Ignore the penalty for the first 5 feet of movement through difficult terrain caused by rubble or uneven ground.


Corruption:

Corruption: Demonic
Manifistations:
Abyssal Deformity:
GIFT: You gain +3 bonus on intimidate checks and on diplomacy checks to interact with demons and their cults. Your stain penalty does not apply these checks.

STAIN: Your hideousness unsettles others. You take a -2 penalty on Diplomacy, Disguise, and Handle Animal checks.


Basic Attacks:

Sawtooth Sabre: +5, 1d8+4 damage, crit 19-20/x2, slash
Sawtooth Sabre: +3/+3, 1d8+4/1d8+2 damage, crit 19-20/x2, slash
Shortbow: +1 1d6 damage, crit x3, pierce

Skills *Class Skill:

+7 Acrobatics* (-4 ACP) 1r
-1 Bluff*
+4 Climb* (-4 ACP)
-3 Diplomacy
+7 Disable Device (-4 ACP) 1r
-3 Disguise*
+2 Escape Artist (-4 ACP)
+2 Fly (-4 ACP)
+0 Heal*
+2 Intimidate*
+4 Knowledge (dungeoneering)* 1r
– Knowledge (local)*
+6 Perception (Keen Eyes)* 1r
+2 Ride (-4 ACP)*
+0 Sense Motive*
-- Spellcraft
+6 Stealth (-4 ACP)* 1r
+4 Survival* 1r
+4 Swim (-4 ACP)*
-- UMD

Background Skills
+3 Appraise 1r
+3 Sleight of Hand (-4 ACP) 1r

Equipment:

Light 0-100 lb. Medium 101-200 lb. Heavy 201-300 lb.
Encumbrance: 56.5/100 lbs
Gear:
Inventory Sheet

Money:
PP: 0
GP: 16
SP: 9
CP: 0

Background:

------------------------------
BACKGROUND
------------------------------
Kael Voss was born in the Low Docks and raised by Cinderwake’s blind spots.

No one “took him in,” not really. He slept where there was heat and no boots to kick him awake—net lofts, scaffold platforms, cistern alcoves, kiln vents, under-stairs near the rope lifts. He learned early that hunger makes rules feel optional, and that survival belongs to people who can move faster than trouble and hit harder than they look.

Being half-elf did not make life easier. In the Low Docks, anything unusual becomes a story, and stories get you noticed. Kael grew up with people deciding what he was before he spoke: thief, bastard, outsider, bad luck. So he learned to let them think what they wanted while he watched their hands, their exits, and the distance to the nearest ladder.

As a boy he ran messages and stolen goods along routes too narrow or unstable for heavier men to follow. As he got older, he became useful in rougher ways—guarding haul lines, collecting debts, clearing squatters out of storage spaces, escorting basket loads through bad districts. He was never the strongest man in a crowd, but he was quick enough to exploit mistakes and mean enough to finish a fight once it started.

Eventually the work went downward.

Cinderwake is built over the bones of a drowned city, and the places beneath the bastion are full of old tunnels, collapsed chambers, flooded stairs, and buried shrines. The Tidewatch keeps order in the streets, but there are doors below the city they do not open and corridors they do not map. When something valuable goes missing, when an old passage collapses, when salvage is needed from a dangerous under-ruin, people like Kael get called.

He began as muscle and a pair of hands. Then he proved he could do more.

Kael was good at moving through rubble without losing speed, good at seeing paths where others saw dead ends, and good at coming back with something useful: a sack of worked metal, a ward-stone, a bundle of preserved ash, a dead man’s satchel, a route marked in chalk that a better-equipped team could follow later. The Flame Seekers noticed. They started paying him in real rations and gave him jobs with names instead of rumors.

That is how Kael became one of their deniable workers in the ruins beneath Cinderwake.

He carries two sawtooth sabres on his hips, though for a long time one served more as a work blade than a fighting one. In the Undertide, a blade is for more than flesh: ropes, netting, swollen leather straps, debris-lashed doors, fungus mats, and whatever else tries to trap a man in a rising corridor. The second sabre began as a backup. Now it is becoming part of the way he fights—faster, closer, dirtier, less like a laborer and more like a predator.

The corruption came from below.

On one recovery job, Kael was part of a small crew sent into a partially collapsed ruin chamber under the bastion after a tremor opened a sealed wall. They found old carvings, black water, and a heat in the stone that did not belong there. Something in that chamber pressed against his thoughts—subtle at first, like certainty in the middle of panic. He made the right choices to survive, or at least the choices that kept him alive. By the time he climbed back into Cinderwake, he had a relic in his pack, blood on his hands, and no clear memory of when hesitation left him.

Since then, he has changed.

People flinch at him without understanding why. His face seems harsher in bad light. He unsettles animals. His temper does not run hot—it runs cold. In dangerous moments, solutions arrive in his mind too quickly and too cruelly, each one efficient, each one tempting. Kael knows something in the ruins marked him, and he fears that every trip below gives it more room to grow.

He keeps working anyway.

Because Cinderwake still needs what lies buried under it.
Because the Flame Seekers pay.
Because men like him do not get many chances to be useful and still remain legal.
And because if there is a source to the taint spreading through the Undertide, Kael intends to find it before it decides what he becomes.

Appearance and Personality:

------------------------------
APPEARANCE AND PERSONALITY
------------------------------
Kael Voss is a lean, hard-built half-elf in his mid-twenties, about 5'11", with the kind of wiry strength earned from climbing rope lines, hauling salvage, and fighting in cramped spaces. His features are sharp enough to show his elven blood, but life in the Low Docks has weathered any elegance out of them. His skin is ash-dulled and marked by old cuts; his hands and forearms carry rope burns, salt cracks, and pale scar tissue from hard labor.

His eyes are grey-green and unusually alert in dim light, always moving—doorways, ledges, hands, corners, escape routes. His dark hair is kept short with a knife, more practical than stylish, and usually hidden under a hood or scarf when he is working. He carries himself like someone expecting a shove, a blade, or a collapse at any moment: balanced, coiled, never fully at rest.

His gear is practical and worn rather than polished. Straps are reinforced, knots are clean, and nothing dangles that might catch in rubble or ladder rungs. Two sawtooth sabres ride high on his hips for clearance when climbing or squeezing through broken stone. He treats his weapons as tools first and symbols second.

There is something subtly wrong about him if you spend enough time close—an uncanny harshness to his expressions, the way his face can seem almost predatory in certain shadows, the way strangers instinctively pull back after meeting his eyes for too long. Kael notices this and does not comment on it.

Personality
Kael is quiet, pragmatic, and difficult to impress. He speaks in short sentences and wastes few words, partly from habit and partly because in his experience the loudest person in a room is usually the least useful. He is not naturally cruel, but he has little patience for softness that gets people hurt. He values competence, preparation, and honesty about risk.

He survives by reading people quickly. He watches hands before faces, listens for what isn’t said, and assumes everyone wants something. This makes him cautious and hard to charm, but also reliable in dangerous situations—he rarely panics, and when violence starts, he gets unnervingly calm.

Kael has a strong streak of survival morality:
* don’t steal from the wells or the farms,
* don’t waste food or gear,
* don’t drag danger back into places that can’t survive it,
* and if a fight is unavoidable, end it fast.

He dislikes authority that performs strength instead of providing it. He especially resents people who profit from Low Dock labor while speaking of dockfolk as if they are disposable. He is more comfortable with rough people and honest criminals than polished hypocrites.

Though he hides it well, Kael is deeply afraid of losing control—of becoming the kind of thing Cinderwake sends men like him to kill. The corruption in him has sharpened his instincts and made him more frightening, but it has also made every hard choice suspect. He worries that one day he will stop choosing survival and start choosing cruelty, and not know when the change happened.

For now, he keeps moving, keeps working, and keeps his blades sharp.


20 Questions:

What is your character’s name?
Kael Voss

How old is your character?
25 years old.

What would somebody see at first glance (height, weight, skin color, eye color, hair color, physique, race, visible equipment)?
Kael is a half-elf man, about 5'11", around 175 lbs, with a lean, rope-worked build—broad through the shoulders, strong in the forearms, not bulky. His skin is weathered and ash-dulled from dock air and underground dust. He has dark brown to black hair, cut short with a knife for practicality, and grey-green eyes that seem to catch light in a way people notice. His face is angular from his elven blood, but hard living has worn any softness out of it.
He wears practical, patched gear meant for climbing and close-quarters work, and he carries two sawtooth sabres high on his hips for clearance in ladders, rubble, and narrow passages. Nothing about him looks ceremonial—everything looks used.

What additional attributes would be noticed upon meeting the character (speech, mannerisms)?
He is quiet, blunt, and rarely wastes words. He watches hands before faces and keeps glancing at exits, ledges, and routes through a room. He doesn’t stand fully relaxed; his weight is always set to move. In conversation, he can come off as rude when he’s really just practical. There is also something subtly unsettling about him—an intensity in his stare, a harshness in his expressions, and a presence that makes animals and nervous people uncomfortable (which has gotten worse since the corruption began to manifest).

Where was your character born? Where were you raised? By who?
Kael was born in the Low Docks of Cinderwake and raised in the city’s forgotten corners: net lofts, rope scaffolds, cistern alcoves, under-stair storage spaces, and wherever a boy could sleep without getting robbed or kicked awake. He was not raised by one person or family; he was raised by hunger, favors, and occasional adults who traded food or shelter for labor.

Who are your parents? Are they alive? What do they do for a living?
Kael does not know for certain who his parents are. He assumes one was human and tied to the Cliff Terraces or Low Docks labor network, and the other was an elf or half-elf whose blood he clearly carries. Whether they are alive is unknown. Kael stopped looking for answers years ago—not because he doesn’t care, but because in Cinderwake, blood means less than who will share water with you when supplies run thin.

Do you have any other family or friends?
He has no legal family, but he does have people. A few fellow dock-bred survivors he grew up with still trade rumors, tools, and favors with him. He has one contact in the Ash Farms who occasionally helps move goods quietly through the rope-lift routes. He also has a working relationship with a Flame Seeker handler—more useful than friendly, but dependable in the way dangerous people sometimes are.

What is your character’s marital status? Kids?
Unmarried, no children. Kael avoids commitments he can’t protect. He’s seen too many people in Cinderwake used as leverage.

What is your character’s alignment?
Neutral. Kael is not guided by ideals so much as survival, utility, and a few hard personal lines he refuses to cross. He can be protective and decent, but he is not gentle and he is not naïve.

What is your character’s moral code?
Kael’s code is simple and practical:

* Don’t steal from the wells or the Ash Farms.
* Don’t waste food, rope, oil, or medicine.
* Don’t drag danger up from the ruins if you can stop it below.
* If violence is necessary, end it fast and don’t enjoy it.
He doesn’t care much for laws unless they actually protect people.

Does your character have goals?
Yes. In the short term, he wants stability: reliable rations, decent gear, and enough standing to stop being treated as disposable. In the long term, he wants to understand what he encountered in the ruins beneath Cinderwake and what it has done to him. Part of him also wants to become important enough that the Ember Council and Flame Seekers need him too much to throw him away.

Is your character religious?
Not in a formal sense. He respects the Flame because it keeps Cinderwake alive, fears the Tide because it kills without caring, and understands the Ash because everything in Mournfall becomes ash eventually. He does not trust organized piety much, but he has superstitions and small habits he’d never call prayer.

What are your character’s personal beliefs?
Kael believes survival is a skill, not a virtue. He believes institutions in Cinderwake will protect themselves before they protect ordinary people. He believes competence matters more than status, and that most people become dangerous when they’re hungry or afraid. He also believes the things buried beneath Cinderwake are older and worse than the city admits—and pretending otherwise is going to get people killed.

Does your character have any personality quirks (anti-social, arrogant, optimistic, paranoid, etc.)?
Kael is wary, controlled, and habitually prepared. He counts exits and ladders in any room. He re-checks straps and knots. He hates having his back to open water. He keeps useful scraps (wire, hooks, cloth, wax, broken buckles) because he’s survived too often by “junk.” He tends to go very calm in a fight, which some people find more unsettling than if he shouted.

Why does your character adventure?
In Kael’s case, “adventuring” means going into the ruins beneath the bastion—collapsed streets, drowned chambers, broken shrines, and unstable tunnels where the city above would rather not look. He does it because it pays in rations and protection, because he is good at moving through rubble and coming back alive, and because people like him don’t often get better options in Cinderwake.

How does your character view his/her role as an adventurer?
Kael does not see himself as a hero. He sees himself as a retriever, a breaker of deadlocks, and sometimes a necessary thug. He goes where people with authority don’t want to go and handles problems they don’t want named. If he saves people, that matters—but he won’t pretend that’s why the city sends him below.

Does your character have any distinguishing marks (birth-marks, scars, deformities)?
He has rope burns and old scar tissue on his hands and forearms, a thin scar near his collarbone from a dockside blade or hook, and various small cuts and impact scars from years of climbing and ruin work. Since his demonic corruption began, his features have become subtly harsher in a way that is hard to pin down—an expression that looks wrong in certain light, a face people remember as “unpleasant” even if they can’t explain why. He also keeps one palm covered more often than necessary due to a lingering mark he got after a ruin encounter.

How does your character get along with others?
He gets along best with practical people who do their jobs and don’t posture. He is slow to trust but dependable once someone earns it. He can come across as abrasive or unfriendly, especially to nobles, priests, or officials who speak in circles. He responds well to directness and badly to condescension. He is more comfortable in small groups than crowds.

Is there anything that your character hates?
Kael hates waste, hoarding, and people who punish the poor for doing what they must to survive. He hates being lied to about risk. He hates anyone who treats Low Dock workers and undertide crews as expendable while benefiting from what they recover. He also hates false piety used to justify cruelty.

Is there anything that your character fears?
Kael fears drowning, especially in a narrow corridor with rising water and no way out. He fears cave-ins and being trapped underground. He fears becoming something less than human—whether through corruption, desperation, or habit. Most of all, he fears losing the ability to tell the difference between a hard choice and a cruel one, and waking one day to realize that whatever marked him in the ruins is making his decisions for him.


Level Up Info:

Level 1: +1/6 Slayer Talent FCB | Skills: Acrobatics, Disable Device, Knowledge(Dungeneering), Perception, Stealth, Survival, Appraise, Sleight of Hand