Echo in the Valley Apr 29, 2020 1:04:52 GMT
Post by Kestrel on Apr 29, 2020 1:04:52 GMT
Character Name: Echo in the Valley
Character Level: 5
Gender: Cis Female
Alignment: Chaotic Good
Deity: The Cat Lord
Fur: Black, orange, and white
Eyes: Heterochromatic - one green and one blue
Weight: 103 lbs
Appearance:(A bit outdated at this point unfortunately, but I haven’t had a chance to commission anything new yet. I’ll change it once I do, though!)Commission by Black Spot Design!
History: Echo in the Valley (just Echo to most) was born into a small tabaxi troupe of travelling performers that lived in the southern nation of Calimshan. She was raised by a single father, a minstrel named Faint Riddle, and would come to consider the other four members of the tightknit group as an extended family. Faint Riddle would never really speak much about who Echo’s mother was, but he did eventually gift his daughter a carved flute that he said had once belonged to her. Most of Echo’s early childhood would be spent moving from town to oasis to town across the desert with the troupe in their painted wagon. As she grew older, Faint Riddle and the other tabaxi would teach Echo tricks of the trade, the young girl eventually learning to specialize in singing, playing her flute, and dancing, and would later contribute to their roadside performances. All in all, the tabaxi’s early years were good ones, and she would come to fondly remember moments she spent with the troupe and her father out in the sands as some of her best. Unfortunately, later in her childhood the group were ambushed by a rogue band of genasi between towns. Barely escaping to hide with the help of her family, Echo would be orphaned as the only survivor of the brutal encounter.
Discovered the next day by a caravan of merchants who stumbled across their burnt campsite, the young tabaxi would be taken farther to the east and to the only human controlled city left in Calimshan: the port fortress of Almraiven. There she was left in the care of a small orphanage named the Little Palace. Though alive, the orphanage would prove to be far from the welcome home Echo had once enjoyed with the troupe. Run by a cruel couple with little love for their charges and even less so for one unceremoniously dropped on their doorstep, the tabaxi would face years of watery abuse, neglect, and malnourishment at their hands, while their lack of care bred is own hostility between the children themselves. It was at the orphanage, though, that Echo would meet her lifelong friend. Arriving shortly after the tabaxi was Wisp, a young orphaned kobold, and the two would quickly grow close as partners who looked out for one another within their grim new home.
It was with Wisp that Echo would also eventually escape. Managing to climb their way out of the chimney one night, the tabaxi and kobold would run far from the Little Palace and into the bustling heart of Almraiven, though they would be forced to remain there as the only haven in an otherwise hostile desert. Initially scrapping by alone, led by Wisp the two would eventually come to use the skills they had gained while surviving in the orphanage to work as hired hands in the city’s underworld, taking on odd jobs from local gangs and merchants to steal, gather information, and deliver contraband. A few years in the pair would even become quite successful at it, striking out on their own as independent thieves and carving out a minor place for themselves within the underbelly of Almraiven. It would all come to an end, however, when a job saw them run afoul of the local thieves’ guild – the Seven Spades. Though they tried to fight back at first, the pair were eventually forced to flee their hideout after Echo was nearly killed in an ambush, barely escaping with little more than a gouge in her left ear. Fearing for their lives and out of options, Echo and Wisp left Almraiven for good. Together but without any remaining allies, with little more than the clothes on their backs and some scrounged together coins, the two set out into the heat of the desert and away from their former home.
Traveling westward by caravan and then north by boat, the two would disembark from the horrifying watery ordeal (by Echo’s request) the first chance they could get: within the lands of Amn. There the tabaxi and kobold would try to re-establish their old lives as thieves and claw back what little of the reputation and wealth the Seven Spades had destroyed that they could. Once more working independently or hired by local nobles, merchants, and crime lords – even, on occasion, as “legitimate” adventurers – the pair would spend several years drifting from city to town to backwater village, leaving each new home either from a lack of opportunity, at the tip of a guard’s halberd, or from sheer disinterest and boredom. In this way Echo and her partner would slowly make their way up north and through the Sword Coast, eventually reaching Waterdeep, the City of Splendors itself, before stopping. There, mesmerized by its wonders and abundance of fat pursed nobles and gold laden adventurers, the pair decided to stick around to ply their trade for the foreseeable future. Establishing a new hideout in the loft of an abandoned antiques store – the Dragon’s Hoard – in the back alleys of the Trades Ward and with Echo moonlighting as a performer for the Maelstrom’s Notch tavern, the two now look to a new-new-new-new-new chapter in their lives. One that both hope will, finally, be worth something in the end.
Personality: Far more so than her partner, Echo never entirely grew up after her unconventional childhood. The tabaxi is bubbly, playful (if not a bit snarky), and boundlessly optimistic in a world she regards with almost childlike wonder. This goes so far as to have her treat her jobs – legal or not – as more a game or whimsical fairytale adventure than a serious task that could end in jailtime…or worse. Endearing maybe, but dangerously naïve at times. Echo can also very much be flighty and scatterbrained, childish, and ridiculously stubborn if things do not go the way she wants them to.
This is no truer than when it comes to whatever her current obsessive interest is. Afflicted with the same intense curiosity as most tabaxi, Echo can very easily fixate on a market stall pendent or mansion window gem, scrap of lore, or whispered tavern rumor and refuse to rest until she commits it to memory or pocket, things like reasonable caution and personal privacy be damned. With her scatterbrained nature this also means her obsession can often change multiple times within a week or even the good part of an evening, though the silver lining is that the tabaxi does have a knack for accruing tidbits of useful information and trivia which she is more than eager to blabber off about to a willing (or less than willing) ear. This intense interest to learn and experience new things is in fact at the crux of her passion for thievery and adventuring, and Echo is far less motivated by material wealth (unlike her partner) or some greater good.
Finally, after losing her parents, escaping an abusive orphanage, and being run out of her former home by the Seven Spades, Echo…has a bit of a hard time trusting new people. The tabaxi is incredibly outgoing and almost always beyond excited to meet new people, but she will hesitate to entrust her wellbeing to any stranger willingly or betray her real life as a thief. Echo also has a heavily ingrained caution (borderline hatred) toward authority figures and the law – this is especially true when it comes to other street kids, who she would die on a mound of probably figurative corpses to protect.
Rogue 4 (Thief) / Bard 1
Cantrips: Mage Hand, Minor Illusion
Level 1: Charm Person, Cure Wounds, Silent Image, Feather Fall
Acrobatics (Expertise), Athletics, Deception, Investigation, Perception, Performance (Expertise), Persuasion, Sleight of Hand, Stealth
Proficiencies & Languages
Weapons: Simple, Hand Crossbows, Longswords, Rapiers, Shortswords
Tools: Disguise Kit, Thieves' Tools, Flute, Violin (Custom)
Languages: Common, Draconic, Thieves’ Cant
Weapons: Light Crossbow, 2 Hand Crossbows, 2 Daggers
Armor: Studded Leather, Traveler’s Clothes
Magic Items: Wand of Conducting, Instrument of the Bard (Violin)
Other: Acid (Vial), Alchemist’s Fire (Flask), Burglar’s Pack, Chalk, Flute, Grappling Hook, Hourglass, Thieves’ Tools
Other: 14,700 GP / 8 SP / 7 CP
Starting GP: 14,772
Bought: Hand Crossbow (75 GP), Alchemist's Fire (Flask) (50 GP), Hourglass (25 GP)
Sold: Rapier (25 GP), Antitoxin (Vial) (50 GP), Bedroll (1 GP), Shovel (2 GP)