Jules d'Velderan

### Quote

I never saw the Last War, but by all accounts it was terrible. However, I have seen the House that it built, and it is terrific.

### Affiliations

Wayfinder Foundation, House Tharashk, Graywall

## Personal Details

### Known Relatives

Kasha Velderan (mother), Theron Vespera (father), Zurigar (sister)

## Physical Description

### Remarkable Features

Scars - all over her face, her arms, legs, and body, rewards from a half-decade of hunting criminals.

## Sources

### Out of Core (incl. pg #)

none

"My business is to hunt. Life is for the strong, and the game I hunt—lucky for them—is imbued with courage, cunning, and reason."

## Appearance

Jules is a woman that's always prepared for a fight—a relic from her bounty hunter days—and she's dressed for it. She's a tall, young half-orc woman in her late 20s, with a tangle of unkempt hair tamed only by a rough headband, dark brown eyes, and an unfortunate permanent sneer that really accentuates the lower tusks.

She tends to wear a well-worn purple overcoat, cut in the Aundairan style, over her functional leather armor—perfect for stowing or readying all kinds of doodads, adventuring gear, and for some reason a bell. There is, of course, a considerable amount of fabric removed from the left forearm, exposing the Least Mark of Finding there.

## History

Jules was born in a backwater village on the border of the Marches and Droaam, the younger of two daughters—and thus, not fit to inherit her parents' land. Life for a younger child—especially a Jhorguun'taal—in the Marches is a life of marriage to a partner for social status, and with Jules's aptitude at the sword and bow, such a sedentary life was never even an option. When the Mark flared on her arm at the age of 13, she and her family were grateful to be able to send her to Zarash'ak, where Jules trained with House Tharashk to master her skills as a tracker.

### Adulthood

The Velderans treated her well in Zarash'ak, but ultimately it was a Torrn (Lord Khundran d'Torrn) that sponsored her first \*real\* job—mercenary contracts in Graywall. In the final decade of the War, deserters and refugees from the Five Nations had flooded the new town of Graywall and Tharashk had been put in charge of managing this influx. Droaam itself wasn't immune to ongoing strife; despite the presence of the Daughters, warlords and other criminals still schemed and raged against each other, often using these former soldiers as pawns in their political games.

Surprisingly to Jules, this was the type of environment she thrived in. Life wasn't black and white—it never had been—but in Graywall, a single misspoken word could mean your tongue, and a single wrong step could mean your life. She was put into work as a bounty hunter, as a task force of special agents who would track down former soldiers from the Five Nations that had pledged their swords to gangs instead—and in Graywall, this only engendered more danger. It was only a matter of time before half of Graywall wanted her dead, this audacious Tharashk who had tempered all their attempts at influencing the Five Nations.

There was only one warband that never had any ire towards Jules—the neutral gnolls of the Znir Pact. In Graywall, she met one of their trusted intermediaries—an enigmatic young shifter with eyes and skin that glowed named Brill Vondere. Their first meeting was actually supposed to be a date, set up by Khundran d'Torrn to attempt to bring Brill into House Tharashk through marriage, but Jules had had other plans. The Znir were the perfect defense for her; the Daughters explicitly empowered the Znir, and no single gang would risk the ire of the hag triumvirate by attacking even an honorary member of the Znir Pact. The meeting turned into more than simply business, though, as Jules found herself surprisingly enamored by the mysteries of Brill's story. The meeting blossomed into a strong friendship.

As the Daughters grew ever quiet though, the criminals of Graywall grew more bold. A single gang couldn't kill a member of House Tharashk, a friend of the Znir, but a group of them could, and absolve themselves individually of any blame. When Brill decided to move on from Graywall, three of the city's largest crime syndicates sent assassins to kill Jules. Gravely injured, she crawled back to the Tharashk enclave in Graywall, where she spent a year recovering from her wounds. Her stint in Graywall was up.

### Invitation

But her life wasn't over yet, and she knew what she was good at. The Five Nations were alien to her, but a big city like Sharn had to be just as dangerous as Graywall, if you knew where to look. She was surprised to find it... not as much, but heard of the many adventuring companies, one of them the Wayfinder Foundation. What's more, her old friend Brill was there, and garnering a recommendation from them wasn't too hard after that. A surprisingly different person though—she'd have to catch up with them...

### Experience

While a non-insignificant part of Jules's skills are derived from her dragonmark, most of her skills at stealth, tracking, and combat were part of House Tharashk training. Though a relatively new House, Marchers had well-developed training in subterfuge as warlords from Droaam and leftover daelkyr horrors from the deeps had constantly tested their defenses throughout the years. She spent another five years fighting organized criminals in Graywall, an endeavor that almost got her killed more times than she can count.

### Motivation

Life's an adventure, and the greatest one of all is... well, going on actual adventures! Graywall had been exciting, true, but it was dreadfully solitary, and Sharn is overflowing with possibilities. More than that, even Brill has made friends here, and THAT I'd love to see.

### Future Goals

The decision to join the Wayfinders was a decision borne out of curiosity. Danger and sacrifice—these are Jules's best friends in the whole world, and that of Wayfinders as well. She'd never seen lands outside of Droaam and the Marches—Sharn itself is an adventure. She'd never explored mental sacrifice, or love, or her faith—not much time for that when every day might be your last. Most of all, she's never really hit a challenge she can't face, and in some macabre way... that might just be what she wants.

## Personality

**Personality Traits**

* I'm as confident as confident can be—some would say overconfident, and my enemies would certainly say arrogant, if they could say anything at all. As long as I'm moving and doing things, I'm sure that skill and luck will see me through anything.
* We live in exciting times and interact with all kinds of exciting people. I'm interested in hearing their stories and making friends, no matter who or what someone is, or even was.

**Ideals**

* Nihilism. Life's a game, and there's no winning—just find what pleasure you can from it before you lose all your pieces.
* Self-Determination. Strong people are those who take their lives and their destinies into their own hands—those that haven't, yet, need to be shown that path, or be left behind in the dust.

**Bonds**

* I made a name for myself in Graywall, and I'll make another for myself again here.
* I've never met others like myself, filled with such a love of adventure. I bet they're awesome, if I can make friends with them.

**Strengths**

* I always have a plan, even if I have to make it up on the fly. I'll never have to sit and deliberate on a decision I'll make.

**Flaws**

* I've NEVER backed down from a challenge—hey, that war troll didn't count!
* People think I'm arrogant and flippant, just because I think life's a game and some people aren't good enough to play it? I don't get it, honestly.

## Crunch

### XP & Gold Log

*This transaction list must include all finished expeditions and the gold/XP earned for each, as well as all expenditures (what you bought and for how much).*

Total Gold Remaining: 75 gp - Downtime Remaining: 0 dots

### Inventory

* Studded Leather Armor
* Dagger (x2)
* Rapier
* Shortsword
* Thieves' Tools
* Forgery Kit
* Backpack
	+ Bag (1000 ball bearings)
	+ String (10ft)
	+ Bell
	+ Candles (x5)
	+ Crowbar
	+ Hammer
	+ Pitons (x10)
	+ Hooded lantern
	+ Flask of oil (x2)
	+ Rations (x5)
	+ Tinderbox
	+ Waterskin
	+ Rope (50', hemp)

### Character Sheet

* https://ddb.ac/characters/42313639/DcJpL5