Background for Errol Ironclaw
When Errol's life began, he seemed destined to a peaceful existence, where he would learn powerful martial techniques, but never need to use them. He was orphaned when his mother died in childbirth, and the village elders, as they did in all such cases, brought him to the nearby Monastery. There Errol was raised and trained in the martial style of the Tiger Claw, and taught the importance of physical training.
There he would have stayed if he had not happened to see an airship fly over the monastery during his 12th nameday. Even though it was six years later that he left the monastery, the course of his life changed on that day. He became entranced with the quiet beauty of the ship as it glided overhead, and he wanted nothing more than the chance to ride aboard her. He continued to learn and master the maneuvers that his instructors showed him, but he was no longer content with the cloistered life.
When he turned 18, Errol took the few possessions that he had gained during his time at the monastery and left through the gates he had been brought to 18 years before. The brothers, the only people he had ever known, refused to acknowledge him as he left, but his determination didn't waver. He set off down the hill and when he arrived in the village of his birth he asked where he could find an airship. Even the laughter and incredulity of the villagers didn't dissuade him. He simply listened to their explanations that the village was too small for an airship to visit, and then set off to find a bigger town.
Eventually he latched on to an adventuring party and discovered the benefits of using his talents, quickly improving his equipment and his supplies. As he used his abilities in battle he experimented with new ways to use his combat prowess and atheletic abilities. He also learned more about the world beyond the monastery, and eventually found himself signing on as a crewmember and warrior aboard a small airship with a somewhat seedy reputation.
He found that riding the deck of an airship was everything that he had dreamed, but he soon became weary of the dreary jobs his captain was accepting. He wanted to see new coasts and new cities from his high vantage point. So when a gambling acquaintance of his, a young scion of House Lyrander, approached him with the offer of turning pirate, Errol agreed almost instantly. Even before they tossed aside the mooring lines on the freshly stolen airship, he could feel the sense of freedom and adventure that would become his daily companion.
If only someone had mentioned the dungeon and chains that awaited him.
When Errol's life began, he seemed destined to a peaceful existence, where he would learn powerful martial techniques, but never need to use them. He was orphaned when his mother died in childbirth, and the village elders, as they did in all such cases, brought him to the nearby Monastery. There Errol was raised and trained in the martial style of the Tiger Claw, and taught the importance of physical training.
There he would have stayed if he had not happened to see an airship fly over the monastery during his 12th nameday. Even though it was six years later that he left the monastery, the course of his life changed on that day. He became entranced with the quiet beauty of the ship as it glided overhead, and he wanted nothing more than the chance to ride aboard her. He continued to learn and master the maneuvers that his instructors showed him, but he was no longer content with the cloistered life.
When he turned 18, Errol took the few possessions that he had gained during his time at the monastery and left through the gates he had been brought to 18 years before. The brothers, the only people he had ever known, refused to acknowledge him as he left, but his determination didn't waver. He set off down the hill and when he arrived in the village of his birth he asked where he could find an airship. Even the laughter and incredulity of the villagers didn't dissuade him. He simply listened to their explanations that the village was too small for an airship to visit, and then set off to find a bigger town.
Eventually he latched on to an adventuring party and discovered the benefits of using his talents, quickly improving his equipment and his supplies. As he used his abilities in battle he experimented with new ways to use his combat prowess and atheletic abilities. He also learned more about the world beyond the monastery, and eventually found himself signing on as a crewmember and warrior aboard a small airship with a somewhat seedy reputation.
He found that riding the deck of an airship was everything that he had dreamed, but he soon became weary of the dreary jobs his captain was accepting. He wanted to see new coasts and new cities from his high vantage point. So when a gambling acquaintance of his, a young scion of House Lyrander, approached him with the offer of turning pirate, Errol agreed almost instantly. Even before they tossed aside the mooring lines on the freshly stolen airship, he could feel the sense of freedom and adventure that would become his daily companion.
If only someone had mentioned the dungeon and chains that awaited him.