Artholamew Wandslinger Character in Ithica | World Anvil

Artholamew Wandslinger

A Tiefling sorcerer from an unknown plane born on a nameless island. The only reason for the island to be populated was it worked well as a stopping point between two large seafaring nations. The mostly mountainous island had a small mining industry and a small agricultural industry of hearty root vegetables and small free range animals. The island was far from prosperous, populated mostly by descendants of outcasts, criminals, and runaway's. The majority of the population was human and the majority of those humans were bigots.   This was the environment Artholamew grew up in. His parents left the island when he was young leaving him to survive on his own. Surrounded by humans who believed he was a cursed fiend child who was the cause of every mishap, accident, and crime on the island.   Artholamew tried to stay out of town as much as possible. This left few options. The mine, where he would surely be blamed for every cave in and every day of fruitless returns, the farm steads, where he would be blamed for every blight, every bad harvest, every plant eaten by a hare or crow. And the docks, populated almost entirely by sailors, foreigners to the island made up of many races. Even a child could figure out where to spend their time. He spent most of his free time hiding down at the docks. The sailors were well aware of him, often pretending not to see him hiding behind boxes or corners of warehouses. The sailors were usually from afar and were significantly less judging, they cared more about character and actions then race and so they did not assume every mistake or malfunction was his doing. Over time sailors started to take a shine to him giving him menial tasks to help out. Eventually as he became more proficient. Those task moved on from menial to meaningful, performing minor repairs, hauling smaller crates, and running letters back and forth between ships and the dock master. As the years went on it became apparent that Artholamew was not just a normal Tiefling, he started responding to tasks not with manual dexterity but with magical solutions. Rather than sealing the ends of damaged lengths of rope he simply took the two ends touched them together and they re-connected good as new. Rather than sending letters he would simply think of the dock master and speak to his mind the queries of the ship captains. When asked to get more light rather than fetching a lantern he summoned light to aid late night work.   By the time he was thirteen the Matrons' Gold, Captained by a huge half orc, Captain Barthus Strong, had become Artholamew's temporary home whenever it was in port. One fateful trip the crew had had a discussion about Artholamew. He knew his way around an average shipping vessel, understood the fundamentals of sailing, and had a loose grasp of his sorcerer abilities. The crew had collectively decided the young sorcerer could be a valuable member of the crew. When Captain Barthus made the offer to him, Artholamew could barely contain his excitement.Artholomew joined the next 13 years of his life on the ship, never venturing far when the docked for fear of meeting the discrimination from locals he had lived with on the island. He usually went to the local tavern and made friends with travelers and adventures and exchanged stories.   While Artholomew wasn't ignorant of the mainland, he was aware of how stories can grow so while he had a loose knowledge of many things, he questioned most of the things he learnt or heard about the mainland until he saw it with his own eye's and often had to relate things back to the sea.   When he was twenty-six the Matrons' Gold was set upon by pirates. The fight was brutal and in the process the ships hull suffered a catastrophic breach. The ship sank and most of its crew slaughtered Artholomew was lucky to wash up on shore a few days later. In the after math he hopped from port to port working on board whatever ship would take him but never staying aboard once they reached a new port.   He eventually found a band of adventures to join and ventured inland. This band of adventures gave him the nick name Tholly after constantly calling him Bartholomew. His caution of things was often perceived as naivety until after repeated coincidences with talking birds let him to become more prepared for surprise and the inevitability of the impossible being possible. Later Tholly was captured by a cult devil's who worshipped Mammon. Tholly vastly misunderstood who Mammon was, thinking he was the devil who had captured them and swore to kill him, a claim that was immediately challenged. Tholly refused to be told what he was and was not capable of doing and became determined to kill Mammon. He was not detered when he discovered Mammon was one of the lords of the Nine Hells. He adventured for some time before eventually separating. He had a child who distracted him from his desire to defeat Mammon, until that child was stolen by a Fae and returned an adult.   Artholomew was trapped on the plane of Ithica after making a fool hearty attempt to kill Mammon after he was challenged in his inability to do so. He was incredibly outclassed and now found himself stranded on Ithica, trying to gather a new crew to go back and kill Mammon. His crew is small at the moment but it does strangely include Cassiopeia, a succubus who followed him when he was banished from the seven hells and has taken a strange liking to Artholomew, a situation he still doesn't quite know how to handle.   Tholly has become very proficient in his spell casting, mastering the use of wands. Growing into a sense of flare when the opportunity arise he will perform an aggressive act of force by casting two fireballs. He will flip a coin and make a finger gun before a bead of light shoots out and he catches the coin. He then quickly pulls out one of is wands firing a second bead of light. Both exploding into massive fireballs.
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