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Kellyn Tethras

Major/Dudor Kellyn Tethras

Kellyn is the youngest child and only son of 7 children. As the son of two descendants of the first founders of Yokrâft and heir to a powerful and wealthy family, Kellyn is a constant disappointment.   After raising 6 successful daughters, Kellyn's father was overjoyed to finally have a son. Much younger than his sisters (the youngest of them is 15 years his senior), Kellyn found himself under constant pressure from all 8 members of his family to live up to the Tethras name. Unfortunately he didn't fully meet their expectations. Early on he showed no aptitude for studying, frequently frustrating his tutors by daydreaming and asking too many "stupid" questions.   Fascinated by engineering and architecture, Kellyn often accompanied his father to oversee various construction projects throughout town. Unable to stay put and stay out of the way, Kellyn caused problems at every job site he visited. When he reprimanded, he simply explained he wanted to help. Never discouraged, Kellyn continued to sneak into his father's office to look at blueprints and "improve" the designs. Forbidden to go along with his father until he could learn to behave, he began sneaking out during his lessons and visiting on his own, "helping" the workers in secret.   As he grew, so did his desire to become a great inventor and engineer. His attempts to help, whether his help was wanted or not, created hostility among the other people in the city. After causing several disasters and having many complaints, both formal and informal, lodged against him, Kellyn's father had had enough. He placed the 12 year old under house arrest and took away all tools, books, drawings, anything to do with inventing, and made Kellyn swear to give up on "helping people with is inventions".   At 13, when it became clear he could not be discouraged, Kellyn was to be shipped off to boarding school. His father insisted his hands were tied and told Kellyn that he could not return until he had given up on inventing. He gave the boy a walking stick and a letter of introduction to the school along with a sum of money for tuition and travel.   Young and naive, Kellyn quickly lost the money his father had given him. He decided not to go to school, instead heading for the goblin freehold of Arvenna, a mecca for inventors and engineers.   Arriving in Arvenna with no money and no friends, Kellyn wandered around, looking into shops and trying to find an inventor who would accept him as an apprentice. Ori Goldren took pity on the boy, dirty and starving for the first time in his life, and took him in. She introduced him to Ogden One-Eye, a grizzled old gnome in need of someone to help keep his shop for him. Kellyn accepted the job, and in exchange Ogden provided the instruction and validation that Kellyn so desperately wanted, teaching him the basics of engineering and providing a foundation for his goals. But though the gnome nurtured Kellyn's talent, he was also frustrated by Kellyn's need to "improve" on classic design.   A few years after leaving home, Kellyn finally felt like he was on the path to becoming the inventor he dreamed of being. Claiming that Kellyn had learned all he could from working in the shop, Ogden arranged for his young apprentice to leave with Solomon Winsley , a scholar who traveled the world for wealth and knowledge. Solomon begrudgingly accepted, taking responsibility for the young man.   Treated as a nuisance by almost everyone he knows, Kellyn is desperate to prove his worth to those around him.

Physical Description

Body Features

Light skinned despite travelling outdoors. Long limbed and lanky, he's grown faster than he can keep up with.

Facial Features

Unremarkable. Soft, kind features. Round eyes under thick eyebrows. Freckles dust over his nose and cheeks.

Apparel & Accessories

A Pair of Goggles: These goggles are fitted with various lenses of colored glass, some to adjust magnification, and some to assist with different materials, particularly in seeing magical properties while crafting.

Specialized Equipment

Unnecessarily Complicated Crossbow: A highly modified crossbow that Kellyn has been personalizing. There are levers, buttons, cranks, and all sorts of additions that make the weapon both flashy and complicated. He is constantly modifying it to make it better.

The Stick: A walking stick given to him by his father. It was once a fine polished wooden walking stick but it has been neglected and abused through the years. Despite the fact that the stick has no magical properties and is perfectly mundane, somehow Kellyn has never been able to get rid of it. Any time he leaves it behind, it somehow makes its way back to him, either by someone pointing it out or bringing it to him. A traveler once followed him half way across the continent to return it.

A Set of Dwarven Tools (stolen): Kellyn pilfered these tools from the wares of a black market dealer.

Mental characteristics

Education

Formal private education. Apprenticed to Ogden One-Eye, studying engineering.

Accomplishments & Achievements

Retreived the Harp of Hope from Lake Claison with Solomon Winsley.
Helped (fail to) defend Yokraft from the Tarrasque.

Failures & Embarrassments

Responsible for at least 2 major disasters and several minor accidents in Yokraft.

Mental Trauma

Fear of blood. Seeing, smelling, touching blood is repulsive to him.

Morality & Philosophy

Wants to help people, especially with complicated machines.
Loyal to his friends and happy to assist anyone who asks. Beginning to see the world as unfeeling. But he still cannot abandon someone when he sees them suffering. He wants to believe there is still goodness in the world, even if he has to be the one who brings it.

Personality Characteristics

Motivation

Dreams of becoming one of the world's best inventors and helping people through his inventions.

Vices & Personality flaws

Highly susceptible to being taunted. Almost any time someone doubts him or goads him on, he falls for it.

Social

Contacts & Relations

Allies   Ogden One-Eye: A grizzled old gnome and practical and pragmatic engineer in Arvenna. While he took Kellyn under his wing and provided a solid foundation for Kellyn to build his skills, his inventions border on the mundane. He frequently lost patience with Kellyn for the wild and impractical nature of his inventions. While they parted ways, Ogden still sees Kellyn as a son. He can provide supplies and materials for inventions as well as guidance and advice.   Ori Goldren: Tavern and halfway house owner. She took Kellyn in when he first arrived in Arvenna and provided a safe place to stay. She is wise and well informed of rumors. She is the one who originally piqued Kellyn’s interest in Whitethorn Bay.   Enemies   Wren: A black market dealer peddling stolen dwarven wares. Kellyn stole a set of unique dwarven tools from her stock. Ruthless and cutthroat, she never forgets or forgives any slight.   The entire town of Yokraft, both as individuals and as a community, each and every member of the town is determined never to have anything to do with Kellyn again.

Family Ties

Father: Chief of City Planning, prominent member of the City Council, and descendant of the first founders of Yokraft.

Religious Views

Believes in the powers of gods in general but doesn't follow a specific religion.

Social Aptitude

Awkward but kind, Kellyn is always ready to help those in need.

Hobbies & Pets

Passionate about inventing new and complex machines to help people.

Wealth & Financial state

Born as heir to his father's fortune, he was stripped of his inheritance. He now travels with a troupe of performers earning money with their act as well as by fixing things for people.
Species
Honorary & Occupational Titles
Dudor, Major, Yokraft Army (Under the name Arthur)
Year of Birth
1498 I.C. 18 Years old
Birthplace
Yokraft
Children
Gender
Male
Eyes
Wide and curious, green, long full eyelashes
Hair
Short and shaggy, unkempt and mousy brown
Height
6'2"
Weight
130 lbs
Aligned Organization
Known Languages
Common, Gnomish, some formal academic Dwarfish.

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Puzzles Are Great. Let's Do All Of Them!
What day is it?

The ferry pulled up to a dock at the foot of a tall black mountain stretching into the sky higher than we could see. Built into, or perhaps just formed at the same time as the mountain itself, was a castle of the same obsidian stone. With no retreat available, we continued forward through a long hall lit by rows of torch holding statues. Purple flame cast eerie shadows around us.   We came to a wide courtyard. Though we were deep in the mountain, the ceiling above us was open to the sky. The room was a perfect circle and in the center a sculpture of a seven pointed star lay flat on a pedestal. Carved around it in a script impossible to describe but universally understandable was a verse describing the trapping of Uziel and the curse laid upon him. Uziel, trapped in his castle, unable to read the written word and discover the key to releasing him from his bonds. Also described were the instructions for opening the 7 locks.   Surrounding the 7 pointed star were 7 scenes, each containing a riddle. Solomon was understandably hesitant to undo the locks holding Uziel, but with no alternative, he relented and the troupe examined each of the 7 puzzles.   The first riddle came in the form of two birds, a hawk and a raven, each facing the other from their perch and chattering at each other. The same angelic script read "When is a raven like a dove like a hawk?"

Cover image: The Symbols of the Angelic Curios by Caleb Torello

 
 

 
9
16
13
16
11
14
0
+2
 
+1
+2
 
0
+1

 
 
D4
0
19
Neutral: Gain tangible profits by building and operating machines.

 

Mother of Invention


When you build a machine, the GM will name one requirement for each function the machine will perform:


  • It will take a long time.
  • You need help or someone else's expertise.
  • You need materials above and beyond what you have now.
  • You need to build something else first.
  • You need to take something else apart to build it.

Once you meet the requirements, roll+INT. On a hit, it works like you want it to, as far as the material it is made out of can handle, but on a 7-9, there is also a flaw in your design. The GM will tell you what. On a miss, it doesn't work the way you want it to.




Lucky Charm


You have a blessed charm that grants you great luck, which is an extra stat for you. When you make camp, reset your Luck to 3. When you roll and miss, you may lower your Luck by 1 to re-roll. Take the second result, and if it is a hit, explain how you succeeded only through sheer luck. When your luck is zero, you may not lower it further, and you take -1 ongoing until you gain more.


Available Luck:
1


Called Shot


When you attack a surprised or defenseless enemy at range, you can choose to deal your damage OR name your target and roll+DEX. On a hit, choose your target:


  • Arms: The drop anything they are holding
  • Head: They do nothing but stand and drool for a few moments
  • Legs: They are hobbled and slow moving.

On a 10+, also deal your damage.


Costume/Set Designer


When a disguise is needed, roll +INT:


  • 10+:You create disguises for all the troupe that fool all but he clever-eyed
  • 7-9: You can only create a few (GM will tell you how many)
  • Miss: Your disguises fool noone and enrage those who see them.



Mechanical Aptitude


You may study machines and mechanisms as if they are people. When you do you may discern realities with INT instaed of WIS.




Blot Out The Sun


When you volley, you may spend extra ammo before rolling. For each point of amo spent you may choose an extra target. Roll once and apply damage to all targets.




Curiosity


When you put yourself at risk to check something out, ask the GM any one uestion related to the ristks and roll +Luck. On a 10+ the GM will answer it as clearly as circumstances allow. On a 7-9 the GM will tell you what more you need to do to answer yourself.




Mining Engineer


When you discern realities underground, the GM will also tell you about any natural hazards nearby, such as flooding, gas, or the risk of a cave in.



Smaug's Belly


When you know your target's weakest point, your missile weapons have +2 Piercing.




Renovation


When you make alterations to an existing structure, natural or built, roll + INT. On a 10+, choose two. On a 7-9, choose one:


  • Yor work contains hiden elements.[\li]
  • Your work is artfully done, exquisite, or extravagantly grand.[\li]
  • Your work is durable and will last.[\li][\ul]

    Supremely Lucky


    replaces lucky charm

    When you make camp, reset your Luck to 4 instead of 3. When you take damage, you may lower your Luck by 1 to ignore it. Describe the comedic, contrived, or outright miraculous circumstances that saved you from harm.


 
Human: When you use an engineer move that lets you ask the GM questions, you may also ask how you can make things more comfortable for humans and less hospitable to non-humans, in addition to your other questions.

 
Solomon Winsley trusts me to be responsible. I will make him proud.

Sander Excal has been through hardships that would break me. I will learn his ways.

Tobias Leafellow II has offered to help me build something amazing.

Elyse is too open and trusting. I have to protect her/keep her out of danger.

Solomon Winsley doesn't think I'm cut out for this.I'll show him! - RESOLVED

 
ItemTags (including Uses)Weight
Gold800 Weight
Dungeon Rations5 Uses1 Weight
Adventuring Gear0 Uses1 Weight
Unnecessarily Complex Crossbownear2 Weight
Boltsammo, 3 Bolts0 Weight
The Stickunknown1 Weight (when actively held)
Stolen Kit of Fine Dwarven Toolsunknown2 Weight *note: Currently stashed in one of the 2 carts*
Lucky NailLucky Charm0 Weight
Solid Gold Ring- Uses0 Weight
Pisto-LLnear +1d8 damage, quick-fire1 Weight
Pisto-L Boltsammo, 10 Weight

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