- Age
- 25
- Gender
- Male
- Hair
- Brown
- Height
- 5'7
- Weight
- 160 lbs
Birth
Craithe Sulphursea was born in the coastal city of Augustana, Andoran on Pharast 23, 4695 AR. His mother, Ellionora Sulphursea, was a humble apothecary. She was a soft-spoken woman, dedicated to her craft and family. She met Craithe's father, who was a mysterious seafarer, in the same coastal city. His father, however, vanished into the depths of the ocean, chasing myths and riches long before Craithe could form any concrete memories of him.
Early Life
As a child, Craithe was precocious and restless. His mother taught him the rudiments of herbalism and potion-making, but his heart was always tugging him toward the sea, a place his mother cautioned him about. He carried an inherited, indefinable ache for something more, perhaps influenced by the tales he heard about his missing father.
When he was just 11, tragedy struck; his mother fell seriously ill with Salt Plague, a setting disease particularly fatal for coastal communities. Despite his young age, Craithe frantically tried every remedy he knew, but it was in vain. His mother died, leaving him both devastated and alone. Bullied by older street urchins for his orphan status and a missing father who some claimed was a madman or a charlatan, Craithe adapted by honing his reflexes and learning to anticipate attacks. This constant vigilance would later prove valuable in his adult life.
At the age of 18, Craithe's life took a dark turn when he was falsely accused of stealing a mystical artifact known as the "Tear of Gozreh" from Elandor Silverthorn, a prominent and affluent merchant in Augustana. Despite having no prior criminal record and proclaiming his innocence vehemently, the scales of justice were tipped against him due to Silverthorn's influence in the city.
Craithe was sentenced to a lengthy incarceration of two years. It was during this harsh period of imprisonment that he met a motley crew of mercenaries who were also jailed for various offenses, from banditry to failed rebellions. Over the course of nine long months, they grew fond of the young man, impressed by his keen eye for detail—a trait which Craithe unknowingly showcased by pointing out inconsistencies in the guards' routines, and even deducing a hidden compartment in their cell that had been overlooked for years.
One of the mercenaries, an elusive rogue by the name of Varian "Shadowhand" Tesker, recognized Craithe's untapped potential. Varian's crew had been planning an elaborate escape, and they saw Craithe's skills as the missing piece to their puzzle. Forming a pact of mutual benefit, they successfully broke out of the prison, using a combination of Craithe’s keen observations and their own tactical skills. In the chaotic aftermath, the group managed to plunder the prison's poorly guarded treasury before making their way to a hidden cove, where a ship awaited them.
Grateful for his help and seeing a kindred spirit in him, Varian offered Craithe a position among their crew. Craithe seized this opportunity not only to flee from his tarnished past but also to venture forth into the world and, most importantly, closer to the elusive path his father had once tread upon.
Taking to the sea like a fish to water, Craithe sharpened his skills under the mentorship of the experienced mercenaries. His innate "Eye for Plunder" grew stronger as he began to see the nuances in the wooden grains of cargo holds, the subtle signs of concealed compartments, and even the barely-perceptible marks left by hastily-hidden treasure maps. Within no time, he was an integral part of the crew's operations, his uncanny knack for spotting hidden valuables earning him the respect and admiration of his new comrades.
Travel to Port Peril
Several years into his tenure with Varian Tesker's crew, Craithe stumbled upon an enigmatic piece of parchment while they were sacking a trade vessel bound for Cheliax. It wasn't treasure, nor was it a map, but something far more personal—a fragment of a letter written in a shaky hand that he instinctively knew belonged to his father. The script was faded, almost illegible, but a few phrases stood out clearly: "...the Kraken's Maw... unfathomable depths... seek the Sea’s Forgotten Daughter... only in Port Peril."
The phrase "Kraken's Maw" struck a chord. It was a term his father used to mysteriously utter when speaking to old sailing buddies, always in hushed tones, always with a far-off look in his eyes. And "Sea’s Forgotten Daughter" was an old sailor’s myth—a legendary ship said to appear only to those who were lost but also seeking something greater. But most importantly, "Port Peril," the infamous haven for pirates in the Shackles, was mentioned as the cornerstone of these cryptic clues.
The letter fragment consumed Craithe's thoughts. It seemed as if Fate itself had placed this clue in his hands, and he couldn't ignore the yearning to follow it. It was a lead, albeit a faint one, but the first real connection to his father he had encountered in years. Could it be that his father had gone in search of this mythical ship? Could it hold the answers to his father’s disappearance, and perhaps even treasures beyond imagination? There was only one way to find out.
Armed with the fragmented letter, Craithe approached Varian Tesker and confided his decision to leave the crew, expressing his deep gratitude for the camaraderie and skills he had acquired. Tesker, while disappointed, understood the magnetic pull of a personal quest. They parted ways with mutual respect and a promise that their paths would cross again.
Selling his share of the recent plunder and armed with enough gold to book passage and acquire supplies, Craithe made his way to the treacherous but opportunity-filled waters of the Shackles. Navigating through its maze of islands, pirate dens, and uncharted waters, he finally docked at Port Peril, the notorious city of freebooters, corsairs, and treasure hunters. Here, in this lawless place, Craithe hoped to find the next fragment of his story, a clue that would lead him to his father and perhaps reveal the mystery of the Sea’s Forgotten Daughter.
As for what lay beyond the threshold of that bustling, dangerous port, only time would tell. But for the first time in years, Craithe felt like he was steering his own destiny, toward a horizon that held the secrets of his past and the promise of unimaginable adventures.
Formidably Maid
Upon setting foot in the labyrinthine streets of Port Peril, Craithe initially kept a low profile. Word spread fast in a place like this, and he was no fool. He spent the first few days gathering information from local fishmongers, barmaids, and even street urchins, discreetly inquiring about "The Kraken’s Maw," "The Sea’s Forgotten Daughter," and any aging sailors who may have spoken of such myths. His questions led him down twisted lanes, into the maw of dangerous-looking taverns, and face-to-face with men and women who had the air of lifelong pirates.
It was in one such interaction, deep in the heart of the Market Cage—a notorious bazaar known for its goods of dubious origin—that he was told the Formidably Maid was a gathering place for the most experienced of sailors, men and women who had ventured into the enigmatic Kraken's Maw and returned to tell their tales. His interest piqued, Craithe made his way there.
The Formidably Maid was as rowdy and unsavory as he had heard. The sound of clashing mugs, roaring laughter, and the occasional discharge of a flintlock filled the air. Pirates of all shapes and sizes gathered around tables laden with maps, dice, and cards, talking loudly over one another. But Craithe was focused. He navigated the room with the intention of finding the oldest, most grizzled sailors who might possess the knowledge he sought.
His keen "Eye for Plunder" sensed an opportunity when he saw Black Jack Kalloway deep in a game of "Sea’s Revenge," a complex dice game that pirates adored. The stakes were high: a chest filled with 200 gold doubloons and a finely crafted rapier lay in the pot. But what caught Craithe's eye was a curious medallion among Kalloway's wagered items. The design was intricate, featuring an octopus and a maelstrom, the very elements associated with "The Kraken's Maw."
Summoning every ounce of daring, Craithe approached and entered the game. With a winning combination of quick wit, strategic bluffs, and a fair bit of luck, he emerged victorious. The room fell silent for a moment as he claimed his winnings—the gold doubloons, the rapier, and the intriguing medallion. He felt eyes on him, eyes that evaluated him as more than just a newcomer now.
Elation swelled in his chest as he turned his winnings in hand. He considered the whispers and tales he had heard tonight, many leading in all directions like so many distant stars in the sky. For now, though, celebration called for a toast. "To fortune, fate, and the thrill of the chase!" Craithe declared, holding his newly purchased rum high. The crowd erupted in cheers, happy to share in the triumph of a game well won.
As the strong rum trickled down his throat, the taste felt different than before—slightly bitter, slightly... off. His last cognizant thought as the room began to blur was a vague realization that perhaps, in his moment of victory, he had let his guard down. Then, darkness enveloped him, whisking him off into a new chapter of unpredictability and danger.
Appearance
Mentality
Personality
The major events and journals in Craithe's history, from the beginning to today.
The list of amazing people following the adventures of Craithe.
Social