Amber McConnell
Captain Amber McConnell
Dubbing herself the First Captain of the Belmoren Navy, Amber McConnell is an adventurer who abandoned a life on the run for a life on the high seas. Wearing a battered dress and cloak and covered in an unreasonable arsenal of weaponry, Amber is on a quest to do the right thing and get paid well for it.
Physical Description
General Physical Condition
In great physical form, Amber takes her health very seriously. This is one of the few lessons from Valoris that she still appreciates. Does not partake in anything that will ruin her body, such as drink or drugs. Her body is a tool she cannot afford to let grow dull.
Body Features
Many, many scars from all manner of weapons and magic. If you can be hurt by it, Amber has probably been hit by it at some point.
Facial Features
Freckles in sunlight
Physical quirks
Prefers movement, dislikes sitting still unless necessary.
Special abilities
Ki Pool, giving her a boost to her mental resistance among other things.
Ghost Step, allowing her to periodically go invisible.
Apparel & Accessories
Green and blue dress with pants underneath
Tricorn Hat with white plume
Shark-tooth necklace
Multitude of pockets, pouches, and belts to carry everything
3 Fake purses to distract thieves
House McConnell Signet Necklace
Camping Gear
3 Bottles of Whiskey
2 Sets of Thieves Tools
Broken Elven Trap
A Set of Shrunken Heads
66 Shark Teeth
Specialized Equipment
Cloak of Shadows
Gloves of Fortunate Striking
+1 Hand Crossbow
17 Shurikens
Large Sack of Ball Bearings
Shortsword
Clawed Climbing Gloves
Bowie Knife
4 Masterwork Harpoons
Seal of the Marshal of Dawn's Light
2 Smoke Bombs
+2 Rapier
4 Vials of Poison
Several Cure Potions
Amulet of Teamwork
Mental characteristics
Personal history
Born into House McConnell in the City of Heaven of Iros, Valoris, Amber was an uncharacteristically erudite child raised in a culture of physical excellence. The youngest known daughter in a household with seven older sisters and five older brothers, Amber's father Angus constantly doubted how he was the sire of such a bookworm. Not knowing what to do with her and unfamiliar with her interests, Angus felt the best thing he could do for Amber was to arrange a good marriage for her. At the young age of twelve, she had read enough adventurous tales and legends, and assumed the worst of what was to come. Feeling she had wizened up to her family's plans, Amber fled Valoris after stealing what she needed from the family manor. Fearing his daughter had been kidnapped by bandits, Angus sent search parties far and wide in the fear that he had lost Amber forever, showing he did still care for her despite completely misunderstanding her as a person.
Making her way from the City of Heaven, Amber fell in with a group of well-meaning bandits known as Bard's Buggers. The group of ruffians included a Halfling wizard named Everard, a Human cleric of Twilos named Kalina, an Elf burglar named Naerthos, a Dwarf explorer named Edis, a magically-floating Merfolk princess named Zenia, and the eponymous Bard, a Human ranger with a particular hate for goblins and skill with the ukulele. Over the next few years, Amber traveled across northern Norstir with the Buggers, picking up many valuable survival and combat skills that would become her hallmark. Learning how to blend with the shadows and attack from hiding, Amber became a very resourceful troubleshooter for the Buggers. They made their way through the Slaughterwood, harassing the followers of Kul in his own domain, and making a bit of a name for themselves in the process. Stirring up a storm of pursuers after they robbed a priest of Kul of a powerful Blade of Chaos within the City of Heaven of Anbal-Zar, the Buggers fled east towards the city of Arantor.
Arriving at the gates of the City of Heaven of Justinius, god of law and order, the party knew they would need to lay low and stay in line or their journeys would be over. They turned over the stolen blade in return for a hefty bounty, but during their first evening of staying in the city they were compromised by a theft on the part of their cleric, Kalina. Narrowly escaping authorities, Amber then ran into an emissary from Valoris who had come on behalf of her father to ask the city of Justinius to help find his missing daughter. Fearing the worst from this, Amber made sure the Buggers beat a hasty retreat into the hills to the north. This nearly cost most of the party their lives, however, as a fanatic band of cultists of Kul had pursued them to find vengeance for their lost relics. Splitting up throughout a nearby woodland, the Buggers baited the cultists into a trap which saw them overcome most of the blood-crazed foes. It was then that a mysterious figure emerged out of the treeline, a deadly Shade of Kul whose blades were coated in poison, nearly slaying several of Amber's friends. She stepped up to the challenge, however, and with multiple weapons knocked flying over the course of the fight, eventually cut down the assassin and claimed his shadowy cloak for her own.
After ensuring the good health of her comrades, Amber bid them farewell, as she felt her motives rested more with helping people than robbing them. On this note, Amber made her way to the town of Fellbridge, where notices for aid against terrible monsters and savage tribes had been heard far and wide. Her first days in town were spent dealing with an Orc tribe camped on the other side of the river from town, after which she joined a small band of adventurers who were interested in slaying a wyvern that had flown down from the Jewel Peaks. Swearing an oath to the local Justicar, Alexander, they began making preparations to slay the beast and help the town. Around this time, a herald rode into town and disturbed the Justicar by declaring the formation of an empire in the city of Zarkat loyal to a wizard-emperor that promised to drive the Elves out of the Material Plane. This news disturbed Amber, who saw no reason to hate Elves or challenge the Cities of Heaven.
It was here that she met Dugroc, a Hill Dwarf paladin of Justinius, and Jacob Doyle, Half-Elf illusionist with a love for rainbows. This trio made their way north on the road to Dawn's Light, running into a held-up merchant cart overrun by large spiders. Fighting their way through the arachnids, they torched part of the woods in the process of slaying a larger Ettercap, which held the old salt merchant Victor Casman in its web. Thanking the group for saving his life, Victor offered his services to the party, and they set out in his wagon.
Along the road to Dawn's Light they ran into mischievous Pixies but ultimately emerged unscathed after agreeing to play a few games. They then came upon the village of Kiezno, which was attacked later that night by forces loyal to Akaron, the new self-proclaimed Emperor of Norstir. Saving the town from being torched by the marauders, they endeared themselves to the townsfolk and earned their stay in the tavern, before moving on to Dawn's Light with two prisoners in tow. Arriving at the city, which was now under siege, they released their prisoners into the custody of the local authorities and earned themselves a meeting with the marshal, who gave them her seal of approval to help the war effort whatever way they could.
Shortly after this meeting, however, two of Victor's cousins were kidnapped by bandits operating just outside the walls of Dawn's Light, and the party worked to uncover where they had been taken to get them back. This led to an attempt to bluff their way into a meeting with a thieves' guild leader, which nearly got all three adventurers killed. Over the course of the fight, however, Amber discovered a new preferred weapon, the harpoon, which she used to gore the brutish thieves' guild enforcer Anarth to death. Following this, they solicited the aid of an enigmatic Halfling named Jeremy they had met in the court of Dawn's Light, who offered them a dwarven relic able to help them find their way. This allowed them to pinpoint their quarry in the maze of slums outside the east wall of Dawn's Light, where they found a thieves' guild warehouse run by the kingpin Rumil. Smooth-talking their way inside, Amber sneaked her way to the room where Victor's cousin was being held, and ambushed Rumil with a harpoon while Jacob dazed the assembled bandits and Dugroc cut them to pieces. Ultimately succeeding in their fight, Amber let Rumil live after prizing a magic hand crossbow from her possession.
After stocking up for another journey, Amber and company set out towards the city of Belmoren to aid refugees along the road and take Victor to his business contacts. Along the way, they encountered some petty mercenaries known as the Golden Guard, whose poor reputation caused Amber to push against their attempts to swindle the people of Kiezno. Storming out of town after the scene, the leader of the Golden Guard swore he would kill Amber if he saw her again. Their next encounter was not long after, however, as the herald of Akaron that Amber had witnessed in Fellbridge was seen trying to persuade the mercenaries to join his cause. Recognizing the threat that he posed, Amber led her party to ambush the herald's forces who were waiting in ambush for the answer of the Golden Guard. Knocking the herald unconscious, the leader of the Golden Guard thanked Amber for saving them from the ambush, and offered to forgive her past actions in exchange for allowing him to take the herald of Akaron prisoner. The party agreed to this, and continued on their way.
Later on the road to Belmoren, a band of soldiers from Dawn's Light were directing refugees to a group of ships just off the coast to the north, saying the road ahead was dangerous and that the ships would give them safe passage. Worn down from their travels, the party followed the trail, and were brought on board the main ship of Captain Richard, who revealed the entire situation to be a slavers' ruse. Amber immediately put her stealth skills to use by going invisible and hiding amid the rigging of the ship while Jacob and Dugroc were disarmed. Her companions negotiated, however, and bluffed that they were willing to join the crew instead of being sold into slavery alongside the refugees. Instead, they prepared a mutiny alongside the refugees already on board the ship, which Amber promptly joined. Knocking out the first mate by himself, the party and the newly-freed refugees set a trap for the remaining slaver crew, which allowed Jacob to stun most of the enemy with rainbows while Dugroc tore into them with his greatsword and Amber fought Captain Richard. The whirl of combat on the deck of the ship nearly killed Amber and Jacob, but eventually the slavers were overcome and some of the more business-inclined crew convinced to keep sailing the ship for its new controllers.
Hastily forming up their new crew into fighting shape and branding the ship the Rainbow Chaser, Amber and crew took out one of the other slaver ships before being pursued by the third and final one. In such a tense situation it did not take long for Amber to gain her sea-legs, and she became de facto captain of the Rainbow Chaser even if Helmsman Sawyer managed most day-to-day sailing. The Rainbow Chaser attempted to fend off the last slaver ship, but were intimidated by the high level wizard slinging magic missiles at them. Jacob solved their problem by summoning a celestial porpoise, who fouled the rudder of the hostile ship with Amber's grappling hook to lock its course. The Rainbow Chaser then turned away, and sailed to safety at Belmoren.
Offloading the refugees in the city, Amber and her fellows met with Duke Rustan to sort out their situation and establish a home base for their dreams of sailing the seas. Swearing themselves to the service of the city of Belmoren and to defend its interests, the party brought on several new crew members, including a master of arms who was tested by Amber in combat. With some of their old crew loyally staying on and the new additions, they set sail for the islands of the Solus River Delta to hunt down the last slaver ship. On their way, they had been asked by the Steward of Belmoren to deal with a druid problem in the islands to the north. Asking local fishermen for help finding their quarry, they came across a rarely-approached island and made for shore, where they soon found the waters teeming with sharks and the sky clouding over. Suspecting foul play from a nearby seagull that pooped on Jacob, Amber sniped the unlucky bird, which was the druid's animal companion. A bolt of lightning then announced the arrival of the druid Onondar, who commanded the nearby sharks to swarm the small rowboat the party was sitting in. Nearly losing an arm to one of the vicious reef sharks, Amber nonetheless helped overcome the druid, claiming an amulet from him that enhanced the abilities of nearby allies.
Pushing inland for the druid's home, the party was ambushed by a sounder of vicious boars, who mauled Jacob before being torched by the rest of the party. Amber pushed ahead when the party encountered a mysterious woman who came up to them asking who they were, making her way into the nearby trees before going invisible and skewering the new arrival, revealing her to be a green hag trying to charm the party. More boars returned to aid their hag master as the party moved to attack, with Amber moving in and out of trees to stay out of threat range. As the hag breathed her last breath, a larger Dire Boar arrived and angrily charged the party, but was quickly brought down with the combined effort of Amber, Dugroc, Jacob, and their crew. They then pilfered the hovel that had been home to Onondar and the green hag, where they found a trove of equipment leftover from hunters, fishermen, and adventurers that the naturalist couple had killed.
Settling in on the beach for a massive boar barbeque, the crew of the Rainbow Chaser was set upon by a vengeful sea hag and her squad of hungry monstrous crabs. Stunning most of the crew with her horrific looks, the sea hag nearly overcame the party before being forced to flee. Dugroc's newly-discovered power to summon celestial allies came in handy immediately, as his large shark ally gulped down the fleeing sea hag before she could flee. The crew then added the monstrous crabs to their barbeque menu, with Amber victoriously proclaiming "Surf and Turf!"
Amber's most recent adventures have included fighting alongside a Merfolk warrior named Korsalis to slay a beast known as the "Great Hammerclaw," and establishing relations with his people. She seeks to rid the island they are on of an ogre tribe commanded by the last hag in the coven that has plagued the area, and bring the last slave ships to justice.
Education
Amber spent her early years studying everything she could find in the libraries of her family. She was given a training regimen as befits a scion of Valoris, but she was not as naturally gifted at it as her family would have liked. She picked up many skills in her time with Bard's Buggers, including teaching herself Orcish and Goblin. Later, with the aid of the crew of the Rainbow Chaser, she quickly learned the skills necessary to captain a ship.
Employment
Amber has worked alongside the Casman family of merchants on numerous occasions, mainly in the capacity of bodyguard or investigator. After acquiring the Rainbow Chaser, she became its captain, and then essentially founded the navy of Belmoren after pledging service to the duke.
Accomplishments & Achievements
Essentially founded the navy of Belmoren.
Failures & Embarrassments
Feels uncomfortable over not being able to bench-press a warhorse as one would expect of a McConnell.
Every time she falls from any height without intending to feels like a personal failure to Amber.
Intellectual Characteristics
Creative, Resourceful, Team-Builder, Natural Leader
Morality & Philosophy
Amber firmly believes that intrinsic good or evil is nonsense, and that everyone makes a choice between them and deserves the chance to make that choice. Once they have made that choice, however, the evil ones should be ready for a stab in the back. She will fight as dirty as she feels her opponent is likely to.
Taboos
Not doing your own bragging is the height of dishonor.
People who do stupid things deserve what is coming to them.
Relying on others makes her uncomfortable.
Personality Characteristics
Motivation
Prove to the world and to her family that she can be a great hero. She wants to do good and to show those who said she couldn't that she could.
Savvies & Ineptitudes
Very observant, excellent acrobat.
God awful cook and liar. Doesn't listen or dodge well.
Likes & Dislikes
Doesn't like bright colors and generally refuses to wear them.
Virtues & Personality perks
Will drop anything to help someone in need. Fairly insightful and intuitive. Generous, including with second chances.
Vices & Personality flaws
Does not tend to inform others of her plans before enacting it. Leaps before she looks. Very obsessive over her possessions.
Personality Quirks
Tries to avoid bright sunlight.
Hygiene
Puts a lot of effort into maintaining good hygiene, but often ends up covered in blood, including her own. Prefers to be clean, but can live through being dirty.
Social
Contacts & Relations
Dugroc, Hill Dwarf Paladin of Justinius, close friend
Jacob Doyle, Half-Elf Illusionist, close friend
Victor Casman, Human Merchant, friend
Bard's Buggers, Bandit Group, friends
Korsalis, Merfolk Warrior, ally
Crew of the Rainbow Chaser, allies
Cult of Luxos, allies
Family Ties
House McConnell, followers of Iros in Valoris
Religious Views
Respecting the gods is important, but doesn't like commitment as none have truly spoken to her. Not worth devoting her entire life to. Uncommitted, but still recognizing their presence.
Social Aptitude
Generally good at speaking, but will be thoroughly blunt to anyone regardless of rank, station, or ability to harm her. Prefers to find a middle ground between people.
Mannerisms
Does not always think through what she is going to say before saying it. Tendency to disappear mid-conversation if something else important comes up.
Hobbies & Pets
General handicrafts with whatever is on hand. Made a shark-tooth necklace, maintains her clothes and gear herself. Made decoy purses, learned to use poison without harming herself.
Wealth & Financial state
Owner of the Rainbow Chaser
Commissioned officers serving a lord
Alignment
Chaotic Good
Species
Honorary & Occupational Titles
Captain of the Rainbow Chaser
Year of Birth
116
1829 Years old
Circumstances of Birth
Born during a lunar eclipse, but not considered divine
Birthplace
Valoris
Children
Current Residence
Rainbow Chaser
Gender
Female
Eyes
Green
Hair
Short and Red
Height
5'8"
Weight
145 lbs
Character Prototype
Jewel Staite, actress, plays Kaylee Frye on Firefly
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