Knell

On a crude wooden sign: "Capable warrior for hire, no job too dangerous! Special interest in planar travel! Ask for Knell at the Silver Stirrup Inn & Tavern."

Description:

Knellvenger, level 7 Bladeling, Avenger Avenger’s Censure: Censure of Retribution Razor Storm: Razor Storm Dexterity Background: Auspicious Birth (Auspicious Birth Benefit)

FINAL ABILITY SCORES Str 10, Con 10, Dex 14, Int 17, Wis 19, Cha 10.

STARTING ABILITY SCORES Str 10, Con 10, Dex 12, Int 16, Wis 16, Cha 10.

AC: 21 Fort: 14 Reflex: 17 Will: 18 HP: 69 Surges: 9 Surge Value: 17

TRAINED SKILLS Religion +11, Endurance +8, Athletics +8, Intimidate +10

UNTRAINED SKILLS Acrobatics +5, Arcana +6, Bluff +3, Diplomacy +3, Dungeoneering +7, Heal +7, History +6, Insight +7, Nature +7, Perception +7, Stealth +5, Streetwise +3, Thievery +5

FEATS Level 1: Weapon Proficiency (Execution axe) Level 2: Melee Training (Wisdom) Level 4: Durable Level 6: Guaranteed Retribution

POWERS Avenger at-will 1: Bond of Censure Avenger at-will 1: Overwhelming Strike Avenger encounter 1: Relentless Attack Avenger daily 1: Aspect of Might Avenger utility 2: Righteous Pursuit Avenger encounter 3: Sparking Wounds Avenger daily 5: Celestial Fist Avenger utility 6: Aspect of Agility Avenger encounter 7: Inexorable Summons

ITEMS Dynamic Execution axe +2, Parry Gauntlets (heroic tier), Backpack (empty), Flint and Steel, Waterskin, Javelin (6), Trail Rations (20), Potion of Healing (heroic tier), Holy Symbol, Execution axe of Evil Undone +2, Laughing Death Cloth Armor (Basic Clothing) +2, Enshrouding Candle (heroic tier), Bracers of Mental Might (heroic tier), Tattoo of Arcane Blood (paragon tier)

Bio:

Knell has Gunmetal gray skin with short spikes protruding from his skin. Tall and hulking, he has sharp teeth, milky white eyes and a light brown topknot braid. Tin spikes have been put into the braid as decoration.

On Knell’s plane, there is a large expanse of rocky badlands, filled with outcrops of tin. The bladelings of this region are known as the Sh’kah Eng (Tin Land) Sect, and are militaristic and bound together by racial loyalty and pride. Bladeling Sects are considered one large family, and young are communally raised. The Sect’s one settlement is a fortress made of rock and reinforced with tin. A bladeling does not get a name until he has proven himself to be of benefit to the Sect. Most bladelings prove this benefit through combat prowess, and Knell was no exception. During one of the many youth wilderness melees, Knell earned his name by his excessive use of fear tactics against his peers; by the end they were jumping at shadows, and this allowed him to subdue his three opponents Esh, Klal and Sah. They screamed in terror as he sprang up from a shrub, and he beat them to the ground. Because of his performance, his Naming Day was held that afternoon. He was given his name, and “the Sect” became “his Sect”; he was a part of it now. He was seven years old when he was named, a year earlier than most. The Naming Almanac showed him to be in the top 30% of all young warriors in the history of their sect. This made him friends and enemies, of which Knell knew very little. But he did know that the three he defeated were his enemies by the way they looked at him. They were jealous of him. The clergy of the Raven Queen demanded his service as reward for his high standing in the Naming Almanac. One does not defy the wishes of the Raven Queen, and so he took on the respected mantle of Executioner, one who prevents respectable members of their sect from dying pathetically(by old age or sickness). The Executioner kills these Sect members in a ceremony that celebrates their achievements and gives them dignity, so that after death the spirit will not fade to nothing or return as a wraith. He was given the Executioner’s Axe and the Executioner’s Mantle, and he saw the jealous stares of his opponents from the wilderness youth melee. Knells. old competitors were staring at him with rage. Three years after his inception into the Raven Queen’s clergy, a scout reported the mysterious appearance of a woman in torn robes. This was interpreted as an act of aggression by the Commanders. Knell was chosen to lead the murder squad sent to deal with the intruder. Esh, Klal and Sah, Knell’s old competitors from the youth wilderness melee were sent with him as well. Two day’s journey from their home, Knell was attacked by the other four members of his murder squad. He killed one of his ex-allies, but his three peers from so long ago cut him down with their weapons. As he lay there bleeding, his vision blurring, his three peers ran in fear from something he could not see. A haggard woman in torn robes walked into his view. She studied him like she was seeing a dead rat.

“Do you want revenge?”, the woman asked. Knell could only nod his head as he lay sprawled on his back. “What are their names?” She asked, and touched his throat. To his surprise he spoke with ease. “Esh, Klal, Sah.” “Do you want to live?”, she asked. Knell nodded again, the strength in his vocal chords suddenly gone. “Have no fear, I will avenge you, poor poor thing.” She touched his forehead with a delicate finger, and the world went black. When he woke, he was in an unfamiliar place. It was unusually soft, and there were plants around, but they were green and there were too many of them. None of the rocks he saw were made of tin. His wounds had mostly healed. He traveled aimlessly, killing animals and eating their flesh raw until he came across a settlement. The people were soft and pink for the most part, and none of them could speak his language. The meeting went badly, and when one of the “pinkies” drew a weapon, Knell didn’t give him the time to… do whatever he would have done. He left two corpses at that village. He traveled for weeks, trying to move faster than word of his self-defense at the village. He counted three villages that he avoided. He decided to try the fourth, and put his scheme into action. Knell saw the mustering of the guard; this was a slightly larger village (and still so shoddily designed), and so ten guards approached with spears drawn. For this to work he couldn’t defend himself, and he let them brandish their weapons though it irked him. He dropped the heavy load from his arms. He didn’t know what it was called, but he did know it was prey, and the pinkies had to eat too. In order to survive, he had to like less of a threat and more of a food source. How he hated it. He did this for months, taking out his embarrassment and frustration on whatever animal he could find. The number of guards lessened, until it reached a minimum of one. Later, he was allowed to enter the village. Even later still, the last guard stopped following him. Unfortunately, his smattering of “pink talk” was not enough to fully get by. Two years of scrounging as a beggar left him with his tarnished axe, worn & faded Mantle of the Executioner, and a life at the bottom of the heap. Many other beggars “disappeared” as time went on. But he finally learned the language and was able to start a career as a bodyguard and caravan protector. Seven more years passed in this fashion, with no home or permanent job. He saved up enough of …”munee” to magically restore the Relics of the Executioner. He is now 19 years old, and has only one loose end in his life: See to the woman’s claim that revenge would be done on his behalf.

Knell has made friends, though it was a herculean undertaking at first. A married couple consisting of a human blacksmith and a female drow have four half-elf children. Knell like the children for their quick wit and gray-ish skin. Knell respects and admires the drow woman for her sharp and sinister tongue, as well as her willingness to brandish a weapon to prove a point.

1. What life style were you raised in. Why kind of location (city, town, the woods, etc…): Knell was raised in the badlands in a fortress/settlement. Bladeling society is based around hierarchy. The unnamed work on the less respectable tasks like raising young, teaching the language and preparing the food. The Named fall into roles that are more preferable; hunt for food, fight enemies that violate their territory, protect the settlement, teach combat and strategy, and fill the ranks of the Raven Clergy. The Sh’Kah Eng Sect worships the Raven Queen exclusively, and is their sole spiritual guidance. Knell’s true parents were kept secret so that as a youth he would see the whole Sect as the entity that nurtured him and gave him life. Society is his parent, the rule of his society fosters his growth. He was raised on competition as well, because structured competition makes him strong and helps him get to know who he lives with and relies on. His time in the Raven Clergy was unasked for, but not unwelcome. There he was taught that only the spirit was eternal, and all the rest would fall to dust in time. Therefore, the intangible things were the most valuable; the warrior’s heart, not his blade; the Sect’s unity, not it’s walls and towers. Knell was raised in a very structured and relatively violent society that venerated ideals of unity and strength.

2. What tragic events have befallen your young life? Knell’s star was rising with no end in sight until the fateful day that wretched woman mysteriously appeared on the Sect’s turf. It was while leading a mission to deal with this interloper that he was betrayed by three of his peers who were humiliated by the very act that got Knell his name. He knew that they hated him, but to slink away from their Sect’s ideals in such a cowardly fashion just to harm him was angering and hurtful. He was so angered, in fact, that when the interloper offered to bring him vengeance, he agreed with no thought of the consequences to his Sect. Knell is driven in part by revenge, and wants nothing more than to know that his traitorous peers have been dealt with.

3. Where/how did you get your training? Combat training is a compulsory thing in the Sect; it is the best way to prove your worth. Thus every youth is trained in combat; those that are not made for it and those not good enough do not get names. However, if they excel at another thing, they can be named and perform that function with the Sect’s respect. Knell was trained as a warrior before he knew how to spell the word, and he would tell others it is “in his blood.”

4. What are motivators that drive the character forward? Knell is driven by revenge, and wants desperately to know if his betrayers have been dealt with. He also privately desires to belong somewhere, to become an important part of something greater than himself. This desire has allowed him to see the “softer” races in a more favorable light than others of his Sect. Knell wants revenge, he wants to belong and he wants to be useful.

5. What motivations do you have to working with a party? Knell wants to be useful; he wants to integrate with a place or people. He has never had the chance to do this as a sellsword with a sellsword’s reputation, and has lost hope of ever finding such a home. Knell would see an extended companionship as something to integrate into, and would snatch the opportunity in a heartbeat.

6. What are some common phrases he’ll say? Knell has tough, dry skin, and everything about his home environment is dry, hard and desolate. He dislikes soft, wet things and uses these adjectives in a derogatory way to highlight weakness. In his time off-plane he has come to associate pink with “soft” because of the unprecedented proportion of humanoids who did not learn war. Soft, wet and pink are generally negative. Someone with spunk or possessing combat prowess is respected by Knell, and he would call them “prickly” or “tough”. Exclamations include: “Black feathers!”

7. What are some themes or story opportunities you want to explore with him? It would be fun to explore the true nature of the mysterious woman who promised Knell revenge. Beyond that, a lot of Knell’s story will be his attempts to be a favored and accepted member of the group; which could be a challenge considering his violent, bitter history.

8. What does he dream of becoming one day? Knell’s dreams involve revenge and belonging; he dreams of being the strongest there is and going home(perhaps he can be convinced to leave again?)

9. Why is Knell not wholly evil, like his creator is? Knell is a creation of Bane, and his dark urges are still felt within Knell. He uses his dark heritage when he thinks it will be useful, but knows that the established order will not tolerate such a performance. He has absolutely no sense of mercy and when a fight is started, he will not stop until it is finished. He finds torture to be mildly entertaining, but too much work to do just for fun. Most of his destructive urges are restrained by his need to survive; he understands that he is treading on thin ice wherever he goes, and only his reputation as a sellsword and NOT a herald of unholy forces keeps him from the wrath of the established order. Knell was also raised to believe in the the absolute rightness of a structured civilization. Submitting himself to the will of society is a comforting and familiar thing to him, and this submission is worth a few missed bloody opportunities. Knell is almost completely law-abiding. Knell’s time in the Raven Clergy was one of casting off the trappings of mortal life; alignment itself started to slip away from his personality because of three years of doing the rituals, reading the Queen’s Tenets, and being forced to meditate on the higher mysteries of death and the transient nature of a material existence. Doing evil for evil’s sake lost it’s pleasure for Knell, leaving only a savage joy of competing against another with lives on the line. Knell can only assume that the woman was magical, the way she made his throat work and placed him on the material plane. Perhaps her magic has an additional side effect?

Knell

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