Lahrehn couldn't ever precise where he was born, since he didn't know his parents; but from everything he could gather, he always imagined he was just another child of the streets of Korvosa. He wasn't intelligent or a smart orphan; in fact, he always relied more on his natural swagger to be able to survive the constant beating and hunger.
Yet, he knew there was something quite more strange going on with him. He felt power was there, growing as if nurtured by an outsider force, but couldn't ever pinpoint exactly what it was. With his scarce friends, other orphans of the streets, the overall game was that of pretending to be a powerful sorceror with arcane torrents flowing through his body... But this was just a play and far from the truth. Just another way to survive the cold and the sleepless nights.
Lahrehn was always passing from an exploiter to another; adults, on this matter, just wanted to use the speed and agility of the younglings to perform petty crimes around, or to beg for coins. He was better on the latter, but as every other child felt the burning shame of his own actions. Maybe even more than others, he could perfectly taste on his mouth how it was wrong. Everything was wrong.
He was a little under eight when his life changed. A weak rain was taking the dock districts that night, and just a few people risked traversing the dangerous alleys. One of such people - a tall and skinny man of advanced age - ended up mugged by Katya, a girl from Lahrehn's group, which immediately ran through the corners they knew so well. The rest of the band ran too, in different directions, as the man tried to give some pursuit.
He finally managed to catch Lahrehn, who screamed in terror imagining the beating to follow. Instead, his body seemed to emit a quick electrical discharge which took both child and man by surprise, throwing them both on the dirty puddles around. The kid was still shaking his head when the man reached out back to him, putting pressure against his shoulder and closing his eyes for moments.
While it felt like he was meditating, Lahrehn didn't understand much - and was too scared to ask what was happened. The old man let go of the kid and opened a smile. While first he didn't say much, just extending a small strange looking coin, he was quick to add "Search for the Platinum Band, kid. All the way to the City at the Center of the World, through the Inner Sea, far, far from here. Show this coin at the ship at dock 17 and they will take you close to your destiny. Do it". And then he left, ignoring the pursue. Lahrehn turned the coin around, and all he could see was the drawing of a flying dragon.
Lahrehn left without looking behind, and navigated for months. His life on the merchant ship wasn't easy, but yet it was honest work, and the people onboard barely spoke to him at all. Most speak Common, but it was also usual for them to be speaking weird, strange languages he never heard before. In any case, those were his first months of true freedom, and he appreciated every nook of the travel... Even when scrubbing the decks.
He eventually got to the beautiful and glorious Absalom, and there was taken to the halls of the Platinum Band. While the priests couldn't figure out what kind of power the boy actually had, they were sure he wasn't a sorceror, but certainly something else. It was obvious that some sort of draconic heritage was to be found on his blood, and they took him under their wing to teach him the guidance of the Maker of All: Apsu.
While the Exiled Wyrm is a fairly lawful and good god, with teaching of leadership and peace, he also looks over the domains of trade, travel and exploration. The faith on the first dragon became second nature for Lahrehn, which slowly learned to use his strange powers and, more than ever, became a happy man. Lahrehn repented for his sins of the past - even if they were forced at him - and vowed to save children from his same fate.
He met true dragons, navigated ancient caves inundated of knowledge, made friends, learn to read and write and became a paladin, enlightened by the grace of Apsu. The code of the god was intrinsic to his life style; he was to be good, to deny rage and revenge, but yet to be ferocious on his fight - if good dragons are majestic creatures of arcane intellect, they are also large wyrms of claws and tough scales, and the agents of evil should taste such power.
Traveling back to Korvosa was not a hard decision for him. He was still young when he got back - barely 17 years old - but the mission wasn't less clear: he wasn't going to lose any more children to the gangs of Korvosa, especially to the despicable thugs of Gaedren Lamm operating from the Midland district. And so, the dormant dragon is now back to show on the docksides of Korvosa...
Appearance and Behavior:
Lahrehn is a well shaved, handsome young Varisian man with dark brown hair, blue eyes and an easy to smile, innocent overall attitude. He keeps his hair short and has a warm voice, always willing to talk about peace and prosperity. He's not too tall but fairly well built, and quite agile when needed; giving preference to light armor and a more monastic approach to the traditions, he doesn't carry much with him other than a good blade and a bow on his back.
He is quite inexperienced, and this is fairly evident. He follows the paladin code of Apsu with fervor, but it means that sometimes he's brash as an angry large wyrm. He is of average intelligence and wisdom, but his true talent is on his social skills: it's very natural for someone to feel warm, friendly and welcome by him, and he is as easy to trust as he is easy on the eyes.
Ideas and Plans for the Future:
I always wanted to play a true paladin of Apsu, a righteous warrior enlightened by a draconic code of conduct. While I don't know the full story of Curse of the Crimson Throne, I know there's a blue dragon somewhere, and I thought it'd be cool if my character was somewhat influenced by the creature. Maybe something on his blood from long gone ancestors, I don't know and I don't want to spoil the story for me so I couldn't research much :) I count with the GM's help on shaping it, if possible.
Anyway, I used the Racial Heritage (Kobold) to allow me access to some Draconic feats (like the scales, for example) but especially because of the Scaled Disciple feat! With this feat, I will be able to go for the Dragon Disciple prestige class, which is my ultimate intention (and I feel it's quite thematic).
I don't know exactly how all the progress will go, and I think probably it's better to get a better feel as things happen slowly and make it more organic.
Male human (varisian) paladin (enlightened paladin) 1 (Pathfinder Campaign Setting: Inner Sea Combat)
LG Medium humanoid (human)
Hero Points 1
Init +2; Senses darkvision 10 ft., low-light vision; Perception +0
Aura aura of law
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 13 (1d10+3)
Fort +4, Ref +2, Will +2
Speed 30 ft.
Melee greatsword +4 (2d6+4/19-20) or
. . unarmed strike +4 (1d6+3)
Ranged composite longbow +3 (1d8+1/×3) or
. . dart +3 (1d4+3) or
. . dart +3 (1d4+3)
Special Attacks personal trial
Str 16, Dex 14, Con 14, Int 10, Wis 10, Cha 16
Base Atk +1; CMB +4; CMD 16
Feats Draconic Heritage (chromatic), Improved Unarmed Strike, Racial Heritage[APG]
Traits dockside avenger, dungeon dweller (any subterranean dungeon)
Skills Acrobatics +4, Knowledge (arcana) +1
Languages Common, Draconic, Varisian
SQ confident defense +1, draconic heritage, hero points, sense perfection
Other Gear chain shirt, arrows (100), composite longbow (+1 Str), dart, dart, greatsword, backpack, bandolier[UE], bedroll, belt pouch, flint and steel, holy text (Apsu)[UE], mess kit[UE], pot, soap, trail rations (5), waterskin, weapon cord[APG], wooden holy symbol of Apsu, wrist sheath, spring loaded, wrist sheath, spring loaded, 23 gp, 5 sp
Aura of Law (Su) The paladin has an Aura of Law with power equal to her class level.
Confident Defense +1 When lightly armored with no shield add Cha to AC.
Darkvision (10 feet) You can see in the dark (black and white only).
Draconic Heritage (chromatic, Electricity, 6/day) As a swift action, melee attacks with hands deal +1d6 dam of chosen energy for 1 rd.
Draconic Heritage (Ex) Ignore Cha pre-reqs of Eldritch heritage chain of feats.
Hero Points Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Personal Trial (1/day) (Su) +1 insight bonus to hit, damage, saves, and AC vs. target.
Racial Heritage (Kobold) You count as another race for the purpose of prerequisites.
Sense Perfection (Su) At will, you can detect if a creature has a ki pool.