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Duke Sammuel Quintellius

His Grace

Duke Sammuel Quintellius is the nominal ruler of Barrensburg, but his lack of interest in governance has made him a figure of both ridicule and frustration among the city’s elite. While his title commands respect, his laissez-faire attitude has left the actual management of the city to his Lord Mayor and the Small Council, freeing him to indulge his passions for leisure and adventure.

Physical Description

General Physical Condition

Sammuel walks with a relaxed yet purposeful stride, embodying confidence without arrogance. His movements are fluid, like a predator surveying its domain. When standing still, he often rests one hand on his belt or weapon, as if instinctively ready for action. He frequently wears a faint smirk, as though privy to an inside joke. His demeanor suggests someone who doesn’t take life too seriously but is not to be underestimated. In moments of thought or conflict, his face hardens, showing the sharp mind beneath the carefree exterior.

Body Features

Height and Build: Height: 6’2” (188 cm), tall and commanding, easily noticeable in a crowd. Build: Lean but muscular, with the wiry strength of someone accustomed to physical activity like hunting and adventuring. His frame carries the energy of someone always ready to spring into action.   Hair: Color: Dark brown streaked with silver, reflecting his age and experience. Style: Often tied back neatly into a short, practical ponytail or left slightly tousled, giving him a roguish charm.

Facial Features

Face: Angular with high cheekbones, a strong jawline, and a slightly aquiline nose, giving him an air of nobility. Eyes: Piercing gray, sharp and alert, though often distracted by thoughts of his next excursion. His gaze carries both charisma and restlessness. Skin: Sun-tanned from years spent outdoors, with faint scars from hunts and misadventures.

Identifying Characteristics

Notable Marks: A thin scar runs from his left temple to his cheekbone, a souvenir from an encounter with a Rift-born beast. Calloused hands from wielding weapons and tools, a contrast to the softer hands expected of a noble.

Apparel & Accessories

Attire Sammuel’s wardrobe blends practicality and understated nobility, reflecting his adventurous lifestyle and disinterest in traditional pomp.   Everyday Wear:   Hunting Attire: Sturdy leather pants and boots, reinforced with subtle detailing to indicate their high craftsmanship. A dark green or brown tunic, fitted for mobility, often accompanied by a sleeveless overcoat or cloak. A belt adorned with pouches for small tools, a hunting knife, and a trophy from his latest adventure (e.g., a beast’s tooth or a carved bone).   Accessories: A well-worn wide-brimmed hat or hood, used during long hunts or travels. Fingerless gloves for better grip during outdoor activities.   Formal Wear:   Duke’s Regalia: A tailored coat in deep blue or crimson, embroidered with the sigil of the Quintellius family (a silver hawk clutching a spear). A ceremonial sash or cape pinned with a brooch shaped like a hawk’s talon, encrusted with modest jewels. Polished leather boots and trousers, paired with a simple but elegant shirt.   Crown or Circlet: Prefers a simple silver circlet over a crown, signifying authority without ostentation.   Adventure Gear: Wears a reinforced leather jerkin or light chainmail under his clothing for protection during expeditions. Carries a composite bow, finely crafted with intricate carvings, slung across his back alongside a quiver of arrows. A short sword or hunting knife is always strapped to his belt, practical tools for both defense and utility.   Ceremonial Wear: For festivals or court appearances, Sammuel opts for a blend of traditional and practical styles: A high-collared tunic with gold accents, paired with a long, fur-lined cloak. Dark trousers tucked into polished boots, with subtle embroidery matching the Quintellius sigil.   Symbolic Items   Trophy Accessories: Sammuel’s attire always includes a trophy from a recent hunt or adventure, such as: A necklace strung with beast claws. A belt buckle crafted from a Rift creature’s scale. A bracelet inlaid with Astral Ice (rarely worn but displayed for special occasions).   The Quintellius Signet Ring: A simple silver band engraved with the family crest, used for official seals. Sammuel wears it on his left hand, often twisting it absentmindedly during conversations.

Mental characteristics

Personal history

Early Life Birthright and Expectations: Born as the second son of the powerful Quintellius family, Sammuel was not originally destined to rule. His older brother, Darius, was groomed for leadership, while Sammuel was afforded more freedom to explore his interests, often shirking lessons for adventures in the countryside.   The Shadow of the Flux: As a boy, Sammuel was fascinated by the Rift District, sneaking into restricted areas to watch scavengers and Riftwardens in action. His childhood journal is said to contain crude sketches of the Flux and notes on the creatures he imagined lived within it.   The Quintellius Tragedy   The Catastrophic Flux Surge: When Sammuel was 17, a sudden, high-intensity surge devastated the city. His parents and older brother, who were meeting in the Rift District to oversee a new containment project, were killed in the chaos. Reluctant Heir:  The tragedy left Sammuel as the unexpected heir to the duchy. He inherited the title at 18, a year after the surge, thrust into leadership before he was ready. A Disinterested Ruler: Sammuel never fully recovered from the trauma of the tragedy, and many believe it is the root of his disinterest in governance. Overwhelmed by responsibility, he leaned heavily on advisors and mentors, developing a hands-off style of leadership.   A Life of Escape   Adventurous Pursuits: To cope with the pressures of ruling, Sammuel embraced his love of the outdoors, hunting rare beasts and fishing in the region’s rivers. He also developed a taste for adventuring, exploring ruins, ancient forests, and even the edges of the Rift District with his retinue.   The Court of Companions: Over the years, Sammuel built a close-knit group of friends and servants who shared his passions. Known as the Court of Companions, these individuals accompany him on his escapades and manage his personal affairs. Notable members include: Sir Galric Ravenshield: A loyal knight who acts as Sammuel’s protector and confidant. Eline Thistledown: A bard and chronicler who records the Duke’s adventures in flowery prose. Gorvan Redtusk: A former Rift Diver who serves as the Duke’s guide and occasional trainer in survival skills.   Leadership Through Delegation   The Lord Mayor’s Ascension: Recognizing his own disinterest in governance, Sammuel appointed a trusted advisor as Lord Mayor, granting them authority over the city’s day-to-day affairs. This delegation allowed Sammuel to focus on his personal interests without abandoning the city entirely. Key Decrees: While not deeply involved, Sammuel has made a few decisive interventions in city policy: Fort Redspire’s Modernization:  Sammuel personally oversaw improvements to the fortress across the bay, ensuring the city’s naval defenses remain strong. The Artisan’s Charter: In his early years, Sammuel signed a decree granting artisans more autonomy, fostering Barrensburg’s booming crafting industry.   Current Day   A Symbolic Figure: Sammuel is both loved and criticized by the people of Barrensburg. Many see him as a charming, larger-than-life figure who embodies the city’s adventurous spirit, while others view him as an absentee ruler who shirks responsibility.   Personal Philosophy: The Duke believes that life is too short to spend on bureaucracy, often quoting his personal mantra: “Let the council fret over ledgers; I will bring back trophies.”   Rumors: Secret Heir? Some whisper that Sammuel has fathered a child during his travels, an unacknowledged heir to the duchy. Planar Ties: Others speculate that Sammuel’s fascination with the Rift has led him to make a secret pact with a planar entity, fueling his curiosity and wanderlust.

Taboos

1. Never Speak of the Catastrophic Flux Surge Reason: The loss of his parents and older brother during the surge is a wound Sammuel refuses to revisit. Behavior: Any mention of the event, especially in a formal setting, is met with silence or an abrupt change of subject. Even well-meaning attempts to discuss his family’s legacy irritate him. Consequence: Some see this as a weakness, interpreting his avoidance as an unwillingness to confront the city’s greatest threat.   2. No Bureaucracy Beyond Necessity   Reason: Sammuel despises the monotony of governance, viewing it as stifling and unworthy of his attention. Behavior: Refuses to review long reports, budgets, or decrees unless they directly involve the safety of the city or his personal interests. Will delegate even ceremonial duties to others if they seem tedious. Consequence: This hands-off approach often frustrates the Lord Mayor and the Small Council, who feel burdened by the Duke’s neglect.   3. Avoiding the Rift’s Core   Reason: Despite his fascination with the Rift District, Sammuel is wary of venturing too close to the Flux itself. The trauma of the surge has left him with a deep, almost superstitious fear of its raw power. Behavior: Hunts and explores on the outskirts of the Rift District but never approaches the Flux’s core. Dismisses requests for his direct involvement in Flux-related operations, claiming it’s “best left to the experts.” Consequence: His reluctance to engage with the Rift contrasts sharply with his adventurous image, leading some to question his courage.   4. Never Hunt for Sport Alone   Reason: Sammuel believes that hunting should be a shared experience, both for safety and camaraderie. Behavior: Insists that every hunt include members of his Court of Companions or trusted retainers. Scoffs at those who hunt purely for personal glory. Consequence: This taboo makes him highly selective about who joins his expeditions, excluding even high-ranking nobles if he doesn’t trust them.   5. No Unrefined Astral Ice   Reason: Sammuel considers raw Astral Ice too dangerous to handle and views it as a volatile symbol of the city’s dependence on the Rift. Behavior: Refuses to touch, transport, or even closely inspect unrefined Astral Ice. Encourages strict regulation of its harvesting and trade, even when it conflicts with the interests of powerful guilds. Consequence: The Astral Exchange Consortium finds his stance irksome, and rumors circulate that Sammuel’s aversion stems from a personal mishap with Astral Ice.   6. Never Deny a Challenge   Reason: Sammuel’s pride as a leader and adventurer compels him to accept challenges, whether physical, mental, or social. Behavior: Accepts duels, debates, and contests of skill with little hesitation, even against unworthy opponents. Takes personal risks to prove his mettle, often to the dismay of his advisors. Consequence: While this earns him respect from some, it also leaves him vulnerable to manipulation by those who exploit his pride.   7. Never Turn Away a Storyteller   Reason: Sammuel is a lover of tales and believes that every story carries a lesson or inspiration. Behavior: Welcomes bards, chroniclers, and even travelers to share their stories, regardless of their origin or station. Has been known to forgive minor offenses in exchange for a well-told tale. Consequence: His open-door policy for storytellers sometimes leads to the spread of rumors or subtle manipulation through crafted narratives.   8. Avoid the Church’s High Sanctum   Reason: While Sammuel respects religion, he feels uncomfortable in the High Sanctum, the city’s grand temple, where ceremonies are held to honor the gods and protect against Flux-related disasters. Behavior: Rarely attends public religious events, delegating this duty to the Lord Mayor or a court representative. Prefers quiet shrines or open spaces for personal reflection. Consequence: This distance from formal religion creates tension with the city’s clergy, who see his absence as neglectful or irreverent.   9. Never Be Without a Trophy   Reason: Sammuel sees trophies as proof of his adventures and contributions to the city’s culture. Behavior: Always carries or displays a token from his latest hunt or expedition, whether it’s a rare pelt, a carved tusk, or a salvaged relic. Has his companions display their own trophies during feasts and gatherings. Consequence: Some courtiers mock this as vanity, while others view it as a charming quirk that keeps Sammuel connected to his adventurous spirit.   10. No Betrayal Among Friends   Reason: Sammuel’s Court of Companions is sacred to him, and loyalty among his trusted circle is paramount. Behavior: Will sever ties with any companion who betrays another, regardless of the reason. Defends his companions fiercely, even when their actions cause friction with the city’s governance. Consequence: This loyalty occasionally puts Sammuel at odds with the Small Council or guild leaders, as he protects individuals they view as liabilities.

Relationships

Lord Radlan

Brother (Vital)

Towards Duke Sammuel Quintellius

4
0

Frank


Duke Sammuel Quintellius

Brother (Vital)

Towards Lord Radlan

4
0

Honest


Current Location
Species
Age
52
Spouses
Siblings
Lord Radlan (Brother)
Children
Sex
Male
Eyes
Gray
Hair
Black streaked with gray
Skin Tone/Pigmentation
Tanned
Quotes & Catchphrases
On Life and Adventure "A life lived indoors is no life at all." Sammuel’s philosophy in a nutshell, often said when justifying his frequent absences from court or council meetings.   "I’d rather face a beast in the wild than a room full of schemers." A comment that reflects his disdain for political intrigue and preference for straightforward challenges.   "Every scar is a chapter in the book of life. Mine just happens to be an epic." A playful boast, often said with a grin when asked about his many scars.   "You can’t chart new waters if you’re afraid of getting wet." A metaphor for risk-taking, often used to encourage others to embrace uncertainty.   On Governance and Responsibility   "Let the Lord Mayor worry about the ledgers; I’ve got a boar to catch." A flippant dismissal of administrative duties, often said when questioned about his lack of involvement in governance.   "A city doesn’t need a ruler—it needs people who know when to step aside." A rare insight into his leadership style, emphasizing delegation and trust in his council.   "The council can argue. I’ll be back when they’ve decided." His go-to line when excusing himself from long or tedious meetings.   On the Flux and the Rift District   "The Flux gives as much as it takes. We just have to be smart enough to take first." A pragmatic view of the Rift District and its dangers, reflecting his belief in exploiting opportunities.   "I’ve seen the Rift’s heart, and trust me—some things are better left untouched." A cryptic comment that hints at his fear of the Flux’s power and his refusal to venture too close to it.   "The Rift isn’t a curse; it’s a challenge. And challenges make us stronger." A line he often uses during public speeches to inspire confidence in the city’s resilience.   On Hunting and Outdoor Pursuits   "The trick to a good hunt? Patience and knowing when to take the shot." A practical philosophy he applies not only to hunting but also to life’s decisions.   "You don’t need the biggest bow, just the truest aim." A favorite saying, reflecting his belief in skill and precision over brute force.   "A bad day in the woods beats a good day at court." Often said with a smirk when asked why he spends so much time hunting.   On His Critics   "Let them talk. Talk doesn’t bring down a stag." A dismissive remark about those who criticize his lack of involvement in governance.   "A duke who lives for duty is just a prisoner in a gilded cage." A pointed comment about the burdens of leadership and his choice to live freely.   "If they want a ruler who loves paperwork, they should elect the Lord Mayor." A tongue-in-cheek defense of his leadership style, often said in jest.   On Companionship and Loyalty   "A good friend will watch your back. A great friend will take the shot first." A line Sammuel uses to emphasize the importance of trust among his companions.   "Trophies fade, but the stories you share around the fire last forever." A sentimental saying he uses during his adventures or at feasts with his Court of Companions.   "You don’t abandon the ones who’ve shared the hunt." A deeply personal philosophy that reflects his loyalty to those closest to him.   On Storytelling and Legacy   "A good tale is worth more than a chest of gold." Sammuel’s view on the value of storytelling and its power to inspire and entertain.   "What’s the point of living if no one remembers your name?" A revealing statement about his desire for his adventures to leave a lasting legacy.   "The best stories aren’t told in the palace—they’re lived in the wild." A reflection of his belief that true greatness is found beyond the walls of civilization.
Aligned Organization
Ruled Locations

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