Arryn Duggan
"Star Reacher"
Race: Human |
Class: Thief |
Kit: Adventurer |
Age: 16 |
Alignment: LG |
STR: 10 |
DEX: 13 |
CON: 12 |
INT: 12 |
WIS: 12 |
CHA: 13 |
Level: 4 |
HP: 17 |
Player: Matthew |
Appearance: Arryn is a healthy looking teenager of medium height and lean build. Her skin is a creamy color, perhaps suggesting that the girl has spent an ample amount of time underground or indoors. She has silky, mustard colored hair that falls a couple of inches below her shoulders. While adventuring Arryn will often don a green headscarf and place her hair in a ponytail to ensure it doesn't get in the way. Her eyes are deep-set, the color of dark chocolate. She has a small mouth and a strong chin. Her wardrobe indicates that she is a traveler of a sort - sand colored tunic, green cloak, dark fingerless gloves, brown belt, short brown breeches, long brown stockings, and a pair of tough black shoes.
Personality: Still very much in her teenage years, Arryn has
plenty of youthful energy and vim. Although she has yet to completely come to
terms with the death of her father, she remains an optimistic soul, one who
yearns to travel the world, learn new knowledge, and uncover juicy exposés and
stories around the land. Much like her father when he was her age, she is
gripped with a wanderlust - she considers herself a novice traveler and
adventurer and will journey wherever the wind or the fates or the flip of a coin
directs her. This is a very exciting prospect to Arryn, although if she stops
and dwells on it for a long time, there is a hint of sadness underneath, due to
the fact that she has no place to call a permanent home any longer. She is
fairly mature for her age, although she is prone to getting caught up in an
unrealistic flight of fancy from time to time.
Arryn will typically remain loyal and friendly to those who treat her well. For
the most part, she is charismatic enough to earn such treatment from others
(though a select few have treated her poorly in the recent past). At this point
in her young life, she is not the type to bear grudges or show outright hate to
anyone. Though she has been gifted with certain talents that would allow her to
steal, she would never knowingly rob a person or do anything malicious in
nature.
Due to certain circumstances regarding her father's past (see history), Arryn is
not a very religious person, although she remains open-minded about the subject.
She acknowledges that the Arbiter grants divine powers to the clerics of the
Arryn has a love of maps and hopes to one day have a collection of her own, from
cartographers near and far, ancient and contemporary alike. In the meantime, she
will often sketch out maps of her own travels, noting in meticulous detail her
finds and discoveries. It is a dream of Arryn's to one day compile all of her
maps and footnotes into a series of tomes for inquisitive minds of the future
generations to peruse.
Arryn also enjoys being underground and exploring caves or mines. Having spent
some of her youth hanging around gruff miners instead of fraternizing with other
pre-teens, she has a little bit of tomboy in her. Although she generally
maintains good hygiene habits, she has no problem getting dirty if she has to.
As a result of this, Arryn seems to have little time for prissy, spoiled girls.
In matters of the heart, Arryn has virtually no experience outside of the
romance stories she read as she was entering puberty (she actually found them to
be quite dull, insipid, and ultimately predictable). At this point, Arryn seems
to have no interest in a romantic interlude of any sort, although she is vaguely
aware that this attitude could change as she gets older.
History: Nearly thirty years ago, Mortimer Duggan, one of
the first well-respected and well-traveled human friars, renounced his religion
and left the
Mortimer spent almost two years as a laborer in the copper mines. Although it
was difficult and physical work, Mortimer kept his mind open at all times,
paying close attention to the prospectors - where they chose to dig and why,
noticing the layout of the underground and learning the telltale signs that a
cave-in or flash flood was just around the corner if the miners struck at the
wrong angle. When the old foreman retired, Mortimer easily won the job by
impressing the mining company with an impassioned speech, his old life as a
cleric (and orator) coming in handy once again.
The mines prospered under Mortimer's supervision - the man had learned his new
trade like the back of his hand, and he developed a good rapport with the men by
being a fair and lenient boss, allowing the workers extra time off to spend with
their families if they so desired and, budgets permitting, raising the wages by
a couple of copper pieces whenever he could. It was during this period that
Mortimer felt a desire to start a family of his own for the first time.
Unfortunately, Mortimer made the mistake of confiding in one of his assistants
with this information. Miners being almost as bad as tavern wenches when it
comes to gossip, the news that Mortimer was looking for a wife quickly spread
across the village of Sennetta, potential candidates almost lining themselves up
outside Mortimer's front door for the opportunity to marry a mine foreman who
was on the fast track to becoming a wealthy man.
Though he desired a family, Mortimer had doubts he would ever meet the 'right'
woman whom he could fall in love with. He was eventually coaxed (after a number
of mugs of ale at the pub from the father of the bride) into marrying a young
baker's daughter named Sasha. The girl was pleasing on the eye and seemed to
have a friendly personality. Mortimer was hopeful that a true and lasting
romance would soon develop between himself and his new wife.
Although young Sasha was soon with child, the couple had a difficult time
connecting with one another. They were at least two decades apart in age, found
they had little in common, and Mortimer's profession forced him to spend a great
deal of time in the mines instead of at home (to compensate for sending his men
home to spend more time with their families, Mortimer would often selflessly put
in many extra hours himself). Mortimer wished that the newborn would help bring
he and his wife closer, but the child seemed to have the opposite effect.
Instead of caring and nurturing for her baby, Sasha was repulsed by it. When the
youngling - a fair-haired girl named Arryn, was only seven months old, her
mother ran off with a stablehand she had been having an affair with, never to
return.
Mortimer should have been devastated by this, but he hardly noticed the woman's
departure. Although it was not a romance as he thought it might be, the miner
had finally found a true love in his new daughter. He hired the best nanny his
money could buy to look after the girl while he was away, but when he was home
he spent every waking hour with young Arryn. As he was an educated man, he
schooled Arryn himself when she was old enough to start lessons, teaching his
girl how to read and write and speak other languages at a young age. Later, he
would teach Arryn the art of cartography, a skill which he had learned at the
church many moons ago, one that aided him on his many travels.
He would often read stories from weather-worn, dog-eared books to Arryn,
regaling her with mythical tales of faraway lands, or stories of brave heroes
and heroines from hundreds of years ago. Mortimer would take Arryn outside at
nights and show her the stars, the young Arryn desiring nothing more than to
find a ladder tall enough to climb up to them (much to her father's amusement).
Soon the girl was attempting to write stories of her own, stories where she
would venture deep into the Outerlands or sail the length of the
One thing Mortimer rarely discussed with his daughter was the subject of
religion. He would explain to the girl certain things about the Arbiter and the
church in bits and pieces every now and then, usually if Arryn overheard some
manner of religious discussion in the village, but he never went into great
detail or discussed the religion at length. When Arryn was 10 years old, her
father was visited by another roving friar still very much a part of the church,
a hobbit who had tracked down Mortimer after all these years. Listening at her
bedroom door, Arryn could hear her father and the friar having a very heated
discussion in the living room, though she could not tell what exactly they were
talking about. After nearly an hour of shouting at each other, the friar left in
a huff, slamming the front door on the way out. Afterwards, Arryn finally asked
her father outright what the man wanted and why Mortimer seemed to have no faith
in the Arbiter. Mortimer reluctantly told Arryn of his past as a friar for the
It was around this time that Mortimer showed his daughter the mines in which he
worked for the first time. Although some of the local villagers were mortified
that the foreman would bring a young child into a mine shaft, Mortimer always
made certain the girl was well protected with safety gear and had supervision
whenever she visited him at work. The workers loved having the child around -
her bouncy and youthful exuberance would often lift their spirits even after a
grueling day of driving a pick axe for fourteen hours straight (not to mention -
she was the daughter of the boss, so the men always treated her well). Arryn
discovered she had a number of tomboyish qualities during this time of her life
- she had no problem getting dirty, and she loved crawling around and
investigating the dark corners of the mines. During breaks in the work, the
miners would often show Arryn around, pointing out to her particular cracks or
crannies that were to be avoided, or how to tell where exactly the water level
was. It was thought by some workers that Mortimer was actually grooming his
daughter to be the next mine foreman, although this was not Mortimer's intention
by any means.
Arryn's father, Mortimer Duggan, died in the mines when she was only 13 years
old. A pair of overenthusiastic diggers believed they had discovered a new ore
of some kind and wished to proceed with the digging, but upon inspecting the
area, Mortimer rejected their proposal to start excavating. The foreman had no
idea why, but his miner's senses told him not to dig any further down the
tunnel. Against orders, the diggers decided to go ahead anyway, sneaking off
while most of the other workers were taking a meal break. Hours later, Mortimer
and his men heard the echoes of screams and shouts coming from the off-limits
area of the mine shaft. The foolish diggers had dug right through into the lair
of a pack of winged gremlins, who wasted no time in ripping the intruders to
shreds. Mortimer and his assistants dashed in to try and save the men, but they
were badly outnumbered and already weary after many long hours working the
mine... they soon fell in battle. The rest of the miners retreated and condemned
the mine until weeks later, when a pair of traveling sellswords were hired to
lead the local militia into the gremlin lair and clear the place out.
Unfortunately, Mortimer hadn't yet recorded a will or put his estate in order.
After weeks of legal wrangling and arguments, a magistrate ordered that the
village council would gain possession of Mortimer's home. Arryn was to be
adopted by a foster family in Sennetta, her only consolation a small portion of
Mortimer's savings (the rest was claimed and divided by the council). Mortimer's
remains were never recovered from the mine - his funeral was purely ceremonial,
with an empty casket being buried.
Still grieving, Arryn was taken in by a local carpenter and his family. The
arrangement only lasted a year and a half. Arryn found little love or support
with her new family. The mother was oblivious to her existence, their son and
daughter seemed to scorn Arryn's existence and were annoyed with the newcomer
infringing on their territory, and the father turned out to be a terrible
drunkard. Although he was mercifully not a violent drunk, he was prone to
crashing about the house and singing horribly out of tune tavern songs late into
the night, usually resulting in sleepless nights for all other inhabitants of
the home. It was during this time that Arryn learned to tread softly and keep
her presence as unnoticed as possible. The less her foster family noticed her,
the better.
Arryn also discovered she was good at hiding in dark corners and listening in on
conversations not meant for her ears. The teenager was using these 'talents' one
evening when her foster father was entertaining a friend from the local pub at
the house. The pair stayed up late, drinking bitter lager and playing cards. Her
foster father made a drunken confession to his pal that he only took Arryn into
his home because the taxman gave breaks to families with more than two children.
This information was the straw that broke the camel's back for Arryn. She knew
that the family thought little of her, but to find out she was being used so the
drunken carpenter could have more coin to spend at the pub made her furious. She
packed her meager possessions and snuck out before dawn, stowing herself into
the back of a merchant's wagon destined for the neighboring village.
A runaway without a home or any family to speak of, Arryn decided (in her
youthful exuberance) that she would take up a life of adventure like the heroic
figures from the stories her father used to read to her when she was a little
girl. She had wisely saved all of the bits and tokens she had been awarded after
Mortimer's death (somehow keeping all the coin safe from her greedy foster
family), and was able to purchase enough provisions to begin a life on the road
- traveling wherever the wind took her. Having just turned 16 a few months ago,
Arryn is ready to explore the world, discover lost treasures, encounter the
mythical races only briefly hinted at in the legends, and perhaps one day - find
a ladder tall enough so she can reach the stars...
Campaign Events: Teaming up
with a few others, Sunny delved into the caverns and helped vanquish the Sinister
Shroom. She also helped rescue several prisoners the Shroom had
captured. Afterward, she decided she would help the prisoners return to
their home in Narin, and so left the party.
After
this, she and one of the prisoners, a young warrior named Thuskar, went back to
Sennetta when they heard there was trouble at the mine. Supposedly, they
managed to help in some way, although the details are fuzzy.
DM's Commentary: Arryn was an
interesting character, especially under Matthew's control. It's a pity he
gave up on her so early on.
Relations:
Nalini: Friendly
Firerain: Friendly
Sunny: Friendly
Drogo: Friendly
Zevar: Cautious
Favored Weapon: Darts
Favored Spell: N/A
Special Ability: Gadgetry
Henchmen: None (5)
Birthday: Sardonx 17, 585