Bondsman Keller wants to be free. He dreams of owning a farm, marrying, fathering children and being assured of a peaceful slumber after death. Until then, he has quite a bit of work to do.
Throughout the Fallen South, where Keller grew up, common citizens are bound to a particular Necromancer Lord. In turn, these Necromancer Lords serve Veoden, a dark god of death and decay. When a commoner reaches adulthood, he or she is usually cursed by the regional Necromancer Lord. This curse ensures that after death the body can be animated to do that wizard’s bidding. No other wizard can animate the corpse. It’s not so different from being branded like cattle.
The thought of his corpse being turned into a zombie, teeming with worms and maggots, turns Keller’s stomach. To avoid such a fate he must seek out and pay a wizard to dispel the curse. Perhaps a wizard can even weave a spell to ensure that no wizard is able to animate his body after death. Sadly, Keller has never heard of a wizard who wasn’t a necromancer, so there are doubts he will ever be successful. Nevertheless, Keller is hopeful. Perhaps his fate lays with the Northern Kingdom, a free land where brave soldiers battle the Necromancer Lords in the name of their gods, Iridia and Elyswen.
As Keller advances, he will most likely transition into the fighter class. Keller will try to improve his Strength and Constitution, as well as invest in feats to improve his ability as a swordsman. Heavier shield and armor are a must!
|Bondsman Keller, male human War1; Medium humanoid (5’ 9”, 165lbs); CR ½; HD d8+1; hp 9; Init +0; Spd 30 ft; AL N; |
Armor: AC 13 (+2 leather, +1 light wooden shield), touch 10, flat-footed 13.
Attacks: Base Atk +1, Grp +2; Melee: Longsword +3 (+1 BAB, +1 str, +1 weapon focus) (d8+1, 19-20/x2).
Saves: Fort +3, Ref +0, Will +3. Abilities: Str 13 (+1), Dex 11, Con 13 (+1), Int 10, Wis 12 (+1), Cha 11.
Skills and Feats: Intimidate +2, Listen +3, Spot +3, Swim +3; Iron Will,
Weapon Focus (longsword).
Possessions: Leather armor, small wooden shield, long sword, backpack, blanket, water skin, three torches, 50’ rope, 2 sp, 5 cp.