Characters that might reappear at some point, but probably not in the next couple of sessions
An unpleasant old man with a poor aroma and an even worse attitude
Carp is an old man with the look and accent of a Kislevian. He is covered in a hodgepodge of rags and furs and bears a well worn walking-staff with a few bone charms dangling from it. He seems to be following the carnival, and begging to make his way as he goes. He sneers a lot, makes demands of passers by, and laughs often, but always at the expense of another.
Anastasia finds the back of her neck prickles when she walks past him, and when he watches her bear-shows Mother becomes difficult to control.
Carp was revealed to be a powerful priest of the Bear-Father who followed Anastasia down from Kislev with the purpose of training her in the ways of magic. Unfortunately for him he was beaten to it by another Kislevian native – the hag witch Baba Rasnyov. However Carp is patient and will not stray too far, believing as he does that Anastasia is specially chosen by Ursune.
A predatorial hagranym, Castellan hungers for pain, blood and battle
This cheap and staunch-hearted gifthorse turned out to be a monstrous massacre-machine, after Vilo began to ride Brightwing and it was left for a day at an inn alone.
It’s filed-down teeth hid its true nature, and now that it’s revealed it stalks the party, thirsting for blood (and some of that nice cheese Vilo keeps in his knapsack).
Galahad Fitz-Carrel, Grail Knight
A noble bastard formally recognised by his father after drinking from the holy grail
Galahad is a Bretonnian knight of the most distinguished and holy order of the grail. To become a member of this illustrious order a potential member must quest for the grail, righting wrongs and standing for truth, justice and chivalry. If a questing knight is chosen they will be attacked by the green knight – a holy spirit who will test the potential’s mettle, determination and skill. If they survive their encounter then they will be approached by their god herself – the Lady of the Lake – and given a sip from the grail. This bestows great powers and protection, and makes the drinker’s eyes and body glow. The glow fades over time, but renews during battle.
Galahad completed his quest over ten years ago. Born a bastard his mother, Gwendoline, was a powerful noble wedded to a baron of Paravon, and his biological father, Sir Lancem, was a knight in residence at the castle – the lady’s first knight no less. Long periods away in battle left the amorous couple alone too many times, and Galahad was born in shame. Sir Lancem was sent away to die in battle and Galahad was adopted by the Baron and raised by his mother’s servants.
Galahad’s original quest had been to regain honour for his mother, and recognition from his adopted father, but it was only once he had learn to put away such selfish reasons that he gained the grail. Once he had achieved it his father did recognise him as son and heir, and he inherited the barony on his father’s death fifteen years ago.
Galahad has two sons; Percival Avenio (the younger) and Arthur Galahad (the heir to the barony), and a daughter; Marian Roberta (his little robin).
Galahad’s favoured steed is a royal pegasus named Cloud-Chaser, although he has a destrier too which he often prefers when he leads a unit of knights on the field (pegasi are large and need a little space).
He recently returned to castle Carrel (with the help of a spell from Odric and Anastacia), having travelled back down from the chaos wastes alone. He travelled alone to get more experience of the Empire and to help rid it of remnants from the war. Also he really hates administering the barony himself, and would rather be as slow as possible returning.
A treeman distinguished by his interest in mortals
Skills: Concealment, Common Knowledge (Elves), Follow Trail+20, Intimidate, Navigation, Outdoor Survival+20, Perception+20, Scale Sheer Surface, Secret Language(Ranger Tongue), Speak Language(Eltharin, Malla-room-ba-larin+10)
Talents: Ambidextrous, Frightening, Lightning Parry, Natural Weapons, Night Vision, Strike Mighty Blow, Strike to Stun, Will of Iron
Flammable: Wounds dealt are doubled
Strength of the Forest: Attacks have impact
Thick Bark 3AP
A Befuddlement of Mischiefs: Glowing creatures nest in Hod-Kalla-Room-Ban’s branches and with a shake of his shoulders flutter out to confuse, daze and send to sleep nearby mortals
Marian Roberta Fitz-Carrel
Baron Galahad’s second child and only daughter, Marian was to be wedded to his trusted Justicar before the hooded outlaw kidnapped her…
… or at least that is the tale that Justicar Abel Nottingham would have the Baron believe.
(apologies for the cliched-ness)
Marian was raised in Castle Carrel, her mother taught her the feminine arts while Bernand the grizzled old quarter-master taught her archery and the arts of war. Her mother died when Marian was fourteen. She was engaged to be married to Nottingham the day after.
The Carrel barony was not located in the richest lands, which is just as well as it minimises the amount which the warlike and regularly absent Carrel Barons have to administer or protect. Carrel castle spent most of its time dark and empty except for wives, mothers, daughters and the minimum number of servants needed to keep it in one piece, along with a knight or two and a few men at arms.
Among these men at arms was a man named Bernand, he was originally a mercenary, but he swore his loyalty to Baron Arthur Carrel (Baron Galahad Fitz Carrel’s father) for saving his life. He spent his older years as the quarter master for the castle. He trained Galahad’s sons in the arts of battle when their father was absent. Marian, bored and envious endlessly complained about not getting to join in on the training sessions. Bernand, from a land where most women can hold their own, had no qualms about training the girl in private, and with her he could teach the skill he was a true master of; archery (a skill abhorred by Bretonnian nobility). He also taught her what her tutors couldn’t; the arts of deception.
The echoing castle was understandably lonely for Marian’s mother, the Baroness Avenia, and when a charming minor noble named Abel Nottingham was ambushed by bandits nearby and came to the castle to recover she appreciated the company, and gradually handed over the responsibilities for maintaining the castle and lands to him.
When Baroness Avenia died her husband Baron Galahad was stunned, and simply didn’t know what to do with his castle, lands or young daughter. Nottingham soothed his fears and swore to take care of these issues; he would become the justicar and Marian’s fiance. He would have real power which he would use to administer the lands and ensure the lively young Marian become a proper, obedient young wife who would never dishonour her father. Galahad left with his sons (aged 13 and 15) the day after funeral, to grieve in his own way (soaked in orcish blood and screaming).
Nottingham started having his parties shortly after, and began inviting disreputable people to stay at the austere castle. He revealed his thirst for luxury and excess and began to have delicacies sent into the castle. The limitations on his finances infuriated him and he started executing peasants and imposing brutal taxes.
His treatment of Marian was not much better. He liked to have her serving his wine at his parties where, drunkenly declaring his hatred of waiting until their wedding day he would attempt to force himself upon her. Sometimes Bernand would distract him with a ‘pressing matter that required his attention’, other times she would be forced to use violence to escape – these humiliations upon Nottingham would always cost her as she would be confined to her rooms for days on end, and more than that it would often cost the peasants. One evening when he was particularly drunk she knocked him down some stairs and broke a couple of his ribs, that night an innocent peasant was thrown to the truffle-hounds, his screaming reached even her secluded rooms. After this incident she began to poison his wine in an attempt to moderate his behaviour.
She constantly tried to explain his trespasses to her father. When accused he would look hurt and concerned, apologising sincerely if his affections were out of place, explaining that he simply could not contain his love simply sought to steal a kiss. And Galahad would believe him, because the alternative was too terrible, and the gaps between his returns to the castle would get longer.
About two years after Marian’s mother’s death the day came when Nottingham found out she was poisoning his wine; he was in high spirits because he’d just imprisoned some bandits that had been slowing down the taxes, and he came over to her with the intention of having her serve the best wine (instead of the usual). Seeing the powders she was tipping into his glass his usual barking anger turned to white-hot fury. He sent Bernand away on a fools errand, and then he had a couple of cronies take Marian down to the dungeon and ‘remind her why she needs the protection of her fiance’. She was so horrified by the audacity of this move she didn’t defend herself. After the beating she couldn’t find the strength or courage to stop Nottingham’s advances when he joined her. He didn’t even bother to lock the door when he left.
It took her a few hours to gather the things she needed from her brothers rooms and the armoury before she returned to the dungeon. An hour later Robin had rescued the bandits in the dungeon and escaped with the first of his merry men.
An eccentric dwarf, filling the niche of prospector, tavern owner, evaluator and pimp in the city of Montfort
Garbed in lincoln green and wearing a felt cap with a feather in it, Robin is the cocky leader of a band of merry men
Skills: Academic Knowledge (Genealogy/Heraldry, Law, Strategy/Tactics, Theology), Animal Care, Blather+10, Charm+20, Command+10, Common Knowledge (Brettonia, Elves), Concealment+20, Consume Alcohol, Disguise+20, Dodge Blow+10, Drive, Evaluate, Follow Trail+10, Gossip, Lip Reading, Navigation+10, Outdoor Survival+20, Perception+20, Performer(Juggler, Palm Reader), Read/Write, Ride, Scale Sheer Surface, Secret Language(Battle Tongue, Ranger Tongue), Secret Signs(Ranger), Silent Move+10, Sleight of Hand+20, Speak Language(Breton, Classical, Eltharin, Malla-room-ba-larin), Swim
Talents: Ambidextrous, Disarm, Etiquette, Excellent Vision, Fearless, Flee, Lightning Parry, Luck, Mighty Shot, Mimic, Orientation, Quick Draw, Rapid Reload, Rover, Sharpshooter, Sixth Sense, Specialist Weapon Group(Longbow, Parrying), Stout-Hearted, Strike to Injure, Strike to Stun, Sure Shot, Swashbuckler
Best Craftsmanship Longbow: (BS 92, 112 when aiming), Damage 3 + 1 = 4, -2 Armour, 4 shots
Quarter Staff: (WS 45, Damage 1, 4 attacks)
Good Sword: (WS 45, Damage 3, 4 attacks, defensive (+10 parry))
Arrows of Hod-Kalla-Room-Ban (Hodekin)
Of the roots: Arrows wrapped in a web of Hodekin’s roots cause entangling on a hit as roots grow from them and wrap around the target (this effect will occur on hit or a miss of 0 degrees, deliberately missing like this is a called shot)
Of the branches: Made from the straightest of Hodekin’s twigs and branches these arrows never miss: +30BS, no called shot penalties
Of the leaves and fruit: fletched in Hodekin’s leaves and the wood soaked in the syrup of his fruit these arrows cause the person hit to fall in love with the first person he sees. (this ‘spell’ lasts for a maximum of a month, can be dispelled, target gets a WP check each time they are about to do something out of character. This affect can result in the target genuinely falling in love within that month however).
The Merry Men
Some more merry than others, these fellows will follow Robin into the jaws of hell whilst endlessly complaining
Notable members include:
- Little John – A strongman and master of the staff
- Will Scathelocke – The only person more preening and headstrong than Robin, a master of the sword(s)
- Friar Tuc – A priest of Morr
- Alan a Dale – A minstrel
- Much the Miller’s Son – (he’s not much but he’s our son) Not much to look at, but a ferocious fighter
- Will Stutely – a spy
- Arthur a Bland
- David of Doncaster
Skills: Academic knowledge (Theology+20, History, Necromancy+20), Channelling+10, Charm+10, Common Knowledge(Elves, Bretonnia+20, the Border Princes), Gossip+10, Heal+10, Intimidate, Magical Sense+10, Perception, Read/Write+10, Ride+10, Speak Arcane Language(Magick)10, Classical+20, Reikspiel), Trade(Embalmer)
Talents: Divine Lore(Morr), Fast Hands, Lesser Magic*2, Lightning Reflexes, Meditation, Menacing, Public Speaking, Resistance to Poison, Seasoned Traveller, Strike Mighty Blow, Sturdy, Warrior Born
Morr in Darkness
- Dooming : A pertinent fact about a characters future
- Ozric: You will be swallowed in blood and darkness; war will become your meat and drink
- To’Mas: By the time you remember it will be too late, hold true to your memories
- Anastacia: You will die alone at the hand of your greatest fear, you know that you cannot run from this fate, you have always known
- Viloman: Though your quest will fail you must remain faithful to it. What is made can always be unmade
- Nymraithir: Though you may return to your beloved woods, they will never again be your home
- Dream Message : Up to three minutes to deliver a message
- Glimpse Ahead : +10% to a roll
- Guiding Dream : See a thing you must do
- Speech of Morr : A corpse must answer two questions before vanishing forever
- Vision of Morr : A vision pertinent to the situation
- Vow (Lesser) : If the vow is failed the target permanently reduces their Toughness by 1d10
- Sanctuary (Lesser) : For two hours anyone wishing to enter the building the priest is in must take a WP+10 check
A legendary cat-burglar at the height of his art around 50 years ago
Night Fox operated around 50 years ago within various port-towns and trading cities. He is rumoured to be a son of Hergig, and tales of his legendary exploits grace most fireplaces there. Popular stories are ‘the Theft of the Sapphire Tear’, a tale in which Night Fox steals a huge gem from a heavily protected vault in Altdorf, and ‘Kiss of the Fox’, a tale in which Night Fox seduces a famous noblewoman, claiming the pearls around her neck (the tale goes that the noblewoman in question never attempted to reclaim them, whether this is because she was ashamed or because she felt it was worth it varies between storytellers). His tell-tale signature, a paw-print or stylised image of a fox in black ink, was last left at a crime scene thirty years ago. Who knows whether this was Night Fox or not?
An ex-thief Speck is now master of a vast criminal empire
Speck is implacable, ruthless and old. He knows that soon he must begin to hand responsibilities for his criminal empire over to another. Someone with the qualities to take control of a large organisation that orbited one person; competence, cunning and the ability to manipulate people.
He was once the night fox, a famed master thief whose most legendary theft was that of a huge tear shaped sapphire from the Altdorf Shallyan temple vaults. It is said that agents of the empire still make enquiries about where it went.
Lotor the Raccoon
- Concealment . (40)
- Perception .. (50)
- Scale Sheer Surface .. (31)
- Search .. (50)
- Silent Move . (40)
- Swim . (21)
- Contortionist (+20 to Agility Tests to Escape Bonds/Squeeze Through Narrow Places)
- Keen Senses (+20 bonus to ALL Perception-Related Tests)
- Natural Weapons (Vicious teeth and claws. Lotor counts as having a hand weapon, but cannot parry.)
Found in the markets of Nuln, Thomas saw a kindred spirit in Lotor. Destined to be the pampered pet of a corrupt Noble, Thomas instead rescued the beast (for a small fortune in gold as a “gift” to the merchant) and started training it to be his companion.
Raccons, unusually for animals have the capability for abstract thought. They are not truely sentient, but are very social creatures and have the capability of learning complicated tasks in a relatively short timeframe and remembering them for years, even with no ‘use’ of them in between.
Skills: Concealment, Dodge Blow, Follow Trail, Outdoor Survival, Navigation, Perception, Scale Sheer Surface or Swim, Shadowing, Silent Move
Talents: Alley-Cat, Flee!, Luck, Orientation, Sixth Sense, Rover or Tunnel Rat
A mongrel, no wait, a Great Dane. Loyal companion to To’Mas.
This large psychic hellhound started life as a little terrier-mutt before taking some strange paths in life.
A charming fellow with an easy smile and light fingers.
Character so far…
Updated to End of ‘Tinker, Tailor, Soldier, Spy’
Name: Thomas Sacculari
Weight: 75 lbs
- Academic Knowledge (Magick) (23)
- Animal Care . (52)
- Charm … (108) (+10 from Schemer, Included)
- Concealment . (72) (+10 in Urban Locations)
- Consume Alcohol .. (47)
- Disguise . (78) (+10 from Mimic When Applicable)
- Evaluate … (82) (+10 from Dealmaker, Included)
- Gamble .. (72) (+10 from Super Numerate, Included)
- Gossip … (98) (+10 when dealing with The Underworld)
- Perception … (72) (+10 when trying to Find Traps)
- Row . (33)
- Scale Sheer Surface … (53)
- Search … (72)
- Silent Move .. (82) (+10 in Urban Locations)
- Swim … (53) (+10 from Shark Suit, When Worn)
- Academic Knowledge (Genealogy/Heraldry) . (52)
- Academic Knowledge (Theology) . (52)
- Animal Training . (78)
- Blather . (78)
- Charm Animal . (78)
- Common Knowledge (Brettonia) .. (72)
- Common Knowledge (Cathay) . (62)
- Common Knowledge (Halflings) . (62)
- Common Knowledge (Norsca) . (62)
- Common Knowledge (Pirates) . (62)
- Common Knowledge (The Empire) . (62)
- Common Knowledge (The Wasteland) . (62)
- Common Knowledge (Tilea) . (62)
- Dodge Blow .. (82)
- Lip Reading . (52)
- Performer (Acrobat) . (88)
- Performer (Acting) . (78) (+10 With Mimic, When Applicable)
- Performer (Juggler) . (78)
- Pick Lock . (92) (+ 5 With Best Quality Lock Picks), (+ 10 when used to Disarm Traps)
- Read/Write .. (62)
- Sail . (72)
- Secret Language (Thieves Tongue) … (72)
- Secret Signs (Thief) … (72)
- Sleight of Hand … (92)
- Speak Language (Breton) .. (72) (+10 from Mimic, When Applicable)
- Speak Language (Cathayan) . (62) (+10 from Mimic, When Applicable)
- Speak Language (Estalian) . (62) (+10 from Mimic, When Applicable)
- Speak Language (Halfling) . (62) (+10 from Mimic, When Applicable)
- Speak Language (Kislevite) . (62) (+10 from Mimic, When Applicable)
- Speak Language (Norse) . (62) (+10 from Mimic, When Applicable)
- Speak Language (Reikspiel) . (62) (+10 from Mimic, When Applicable)
- Speak Language (Tilean) . (62) (+10 from Mimic, When Applicable)
- Trade (Cook) (52)
- Ventriloquism . (78)
- Alley Cat (+10 Concealment and Silent Move in Urban Locations)
- Ambidexterity (No ‘Off Hand’ Penalties)
- Contortionist (+20 to Agility To Escape Bonds/Squeeze Through Narrow Gaps, +10 to SOME Performer Skills)
- Dealmaker (+10 Evaluate and Haggle Skill Tests (Included))
- Flee! (+1 Move When Running Away From Danger)
- Fleet Footed (+1 Move)
- Hardy (+1 Permanent Bonus to Base Wounds (Included))
- Hatred: Chaos (+5 to WS/BS when Attacking Creatures/Worshippers of Chaos.)
- Luck (+1 Fate Point Per Day)
- Luck of the Raven (GMs Special)
- Menacing (+10 on Intimidate and Torture Skills (Should I ever get them)
- Mimic (+10 to Speak Language to pass as a Native, and Suitable Disguise and Performer Tests)
- Night Vision (Can See In Darkness Up To 30’)
- Public Speaking (Charm affects 10x As Many People As Normal (70))
- Quickdraw (Ready Item Action is a Free Action, Once per Round)
- Resistance to Chaos (Immune To Mutation, +10 to Willpower for Magic Resistance)
- Schemer (+10 on Charm and Willpower Tests to Resist Charm)
- Seasoned Traveller (+10 to All Languages and Common Knowledges (Included))
- Sixth Sense (GM Makes WP Test to Subconsciously Detect Trouble)
- Specialist Weapon Group (Fencing) (Can use Fencing Weapons without penalty)
- Specialist Weapon Group (Slings)
- Specialist Weapon Group (Throwing) (Can use Throwing Weapons without penalty)
- Street Fighting (+10 Weapon Skill and +1 Damage with Unarmed Attacks)
- Streetwise (+10 Gossip/Charm When Dealing With Criminal Underworld)
- Strike Mighty Blow (+1 Damage with Melee Weapons)
- Swashbuckler (Leap/Jump is a Half Action, and add 1 Yard to Either Distance)
- Trapfinder (+10 Perception and Pick Lock when Detecting/Disarming Traps)
- Great Dane, trained with 2 tricks (Play Dead, Walk with Limp) called
- Sharkskin Leather Armour (3 AP to All Locations, +10 to Swim Skill)
- Da Vinci Glider Wings (Wearer can Glide on the Winds of Magic. Takes Up Use Of Arms)
- 1 Dagger of Breath (Can Always Breathe While Held) (Chaos Item)
- 1 Best Quality Rapier (Silver Inlaid Blade and Hilt)
- 1 Best Quality Buckler (Silver Inlaid Design)
- 11 Best Quality Throwing Knives
- Best Quality Stonebiter Crossbow Pistol with 5 Stonebiter Bolts
- Sling with 10 Stones
- Sling Bag
- Lucky Rabbits Foot on Cord Necklace
- Anti-Toxin Kit
- Best Quality Lock Picks
- 20 yards of Best Quality Rope
- 12 yards of Spidersilk Rope (For Stonebiters)
- The Invisible Hand
- 1 Wire Garotte With Hardwood Handles – (Plus 1 loaned to Magnus)
- Deck of (Marked) Cards (for Con Games like ‘Find the Lady’)
- Pair of Weighted Dice
- Pair of Non-Weighted Dice
- Doomfire Wedding Ring (Cast Fireball @ Magic 3, 1/ Day Each) (Plus One for Rosie)
- Pendant of Illusion (Can Alter Appearance. Similar Species/Size Without Check. Otherwise a Disguise skill check)
- Dwarven Necklace of the Furnace (Metal Necklace with Rune of the Furnace on it)
- Hidden Purse (Containing 40 Pearls (100g Value each))
- Purse (30 Gold, 7 Silver and 2 Pennies, plus 3 Gold Teeth Taken from Witch Hunter))
- Black Notebook (Contains Details of ‘Lady Marie’s Spy Network)
- Paperwork for Noble Estate
- Armour (3 Sets)
- 1. Moot Full Leather Suit (1 AP to All Locations, Concealment Tests In Woodland are 1 Level Easier)
- 2. Leather Jack (1 AP to Body and Arms, Part of ‘Little Lord Outlaw’ Clothing)
- 3. Sharkskin Full Leather Suit (3 AP to All Locations, Has a Fin on the Back)
- Common Clothing (7 Sets)
- 1. Generic “Scruffy Human Child” Outfit including Simple Cloak
- 2. Female Clothing (Skirt and Blouse) – Halfling Sized (x2)
- 3. Male Clothing (Shirt and Trousers) – Halfling Sized (x4)
- Best Quality Clothing (5 Sets)
- 1. Little Outlaw Suit (Includes Leather Jack, Best Quality “Dashing” Clothing, Mask, Boots and Cloak)
- 2. ‘Little Hunter’ Outfit (Shirt, Breeches, Jacket and Boots)
- 3. Female Clothing (Dress with Fancy Shoes) – Halfling Sized
- 4. Male Clothing (Smart Shirt, Breeches, Coat and Boots) – Halfling Sized
- 5. Silken Pajamas – Halfling Sized
- Weapons (7)
- 2 Normal Daggers
- 2 Black Axes (Axes of Khorgor)
- Bone Sword (Great Fang)
- Best Quality Repeating Crossbow Pistol with 10 Normal Bolts
- Small (Stylish) Pistol
- General Equipment
- Best Quality Backpack
- Wooden Tankard and Cutlery
- Pouch of Chewing Tobacco
- Quill Pen and Inkwell
- Exquisite Elven Canteen (Filled with Sleep-Poison Wine)
- Signed Document from Bretonnic Castle
- 2 Small Jars of Powdered Emeralds (Poisoning Antidotes)
- 24 Silver and Garlic filled Eggs (Eggshells filled with Powdered Silver and Garlic Essence)
- 27 “Chilli” Eggs (Eggshells filled with Chilli Ppwder)
- 3 Wineskins of Sleep Poisoned Ale
- 4 Bottles of Brightly Coloured Spices
- 4 Bottles of Brightly Coloured Liquids
- Document Claiming Ozric as Cathayan Ambassador, and Thomas as His Apprentice (Forged)
- Purse (Containing 90 Gold)
- 2x Black Opal (3000g)
- 30x Black Pearl (400g)
- 27x Emerald (500g)
- 5x Green Opal (1000g)
- 16x Moonstone (150g)
- 16x Ruby (5000g)
- Special Gems
- 2x Pear Gem (2000g Uncut)
- 1x Blood of Arnock
The Siren: Shoshwana
An alien being reminiscent of an elf and a fish
The siren was ensnared and taken from her pod by pirates (their ears stoppered with wax). She was sold to the carnival for a large sum of money where she was put through strange abuses. Rescued by the party, she has begun to display concern for their well-being.
Odric has spent a lot of time with her, and from her learned a lot about her people. She has also provided her name: Shoshwana.
Rose the Halfling
A mysterious halfling who seems to know more about To’mas than he does
Met at Ptarmigan’s Tavern posing as a sex worker. Ptarmigan described her variously as:
- Coming and going as she pleases
- A self-styled ‘Templar of Ranald’ (surely a misnomer)
She didn’t know that To’mas was alive, and seemed both furious and deeply glad that he was. She was stunned when Ozric told her that To’mas had a rune with the meaning ‘forget’ (along with other things) on his back. She has since revealed that she was his partner for many years – both in love and crime. And has gone with him to help run his criminal empire.
A deeply unlucky high priest of Ranald, with a direct line to his god
John Pech was the unlucky and ill-fated high priest of Ranald for the protector cult of Hergig – The Cat That Looks (a reference to an old saying ‘a cat my look at a king’). His favourite saying was ‘Better to die free than live under oppression’, he tended to say it just before engaging in particularly dangerous missions. He has a direct line to The Man In Black – an aspect of Ranald. It is well known that The Man In Black has promised to personally escort John to the garden of Morr when he dies.
John’s parents never appreciated him talking to The Man In Black. Once they even sent for an exorcist, though nothing came of it except for John being shaky for a while after. One night The Man In Black shook John awake and told him to climb into the sewers. He didn’t want to but The Man In Black would not stop shouting at him. A terrible fire gutted his house and many others around it that night. Wandering around in the wreckage and arguing with himself got him sent to a temple of Ulric pretty quickly.
John’s terrible luck started to turn for him after he met the halfling lad Thomas. The boy stuck up for him against the other boys, and would steal food for him when he was hungry. The first time the lads tried to escape John accidentally stepped on a loose roof tile and fell, breaking a leg. The lads were recovered by the Ulrican temple and John’s medical needs attended to, the two were punished with the rod. A few months later the leg was completely better and they were ready to try again. The lads escaped over the wall, distracting the bulk of the priests by putting out the temple candles. Fleeing around and under the local populace The Man In Black led them into an alleyway and down through a sewer grate. In the sewer they found a temple of Ranald which they promptly joined. After this The Man In Black appeared less frequently to John – reasoning that he needs him less now.
John stayed the best of friends with Thomas, and later with Rose. The proudest moment of his life was officiating over their marriage.
His priest mentor was the high priest of the temple – an old prostitute/seamstress/cutpurse/crime-lord/brothel-owner named Eliza Smith. John became the next high priest after Eliza died suddenly in the bed of a particularly handsome initiate.
Although lacking the contacts and confidence of his mentor John did well as the new high priest – he relied on his friends to deal with managing the contact network, particularly his friend and second in command Tom. John focused on seeing that the most needy and vulnerable were protected, preferably at the expense of their abusers or the most privileged. Every year or so he’d have a special mission from The Man In Black to execute too.