Ambrose Felurian

Ambrose was to Tabaxi as a pedigree house-cat is to a fearsome jungle cat; that was, spoiled, vain and lazy. This flamboyant bard has an avid appetite for the finer things in life, especially fine garments, music and poetry, literature and of course fine dining. In his spare time he pend epic retellings of his adventures in the Guild, performed for the patrons of the Junction Inn, and composed little verses for the various Guild members he had travelled alongside with which to inspire them in battle. He was quick with a joke or a witty barb, and slathered flattery on those he met; but when wronged he was unlikely to forgive easily, even for petty slights. Though he may have seemed lazy and self-interested, when people were in need he reluctantly stepped in to do the right thing, as long as the right thing would not bring detriment to his friends or family. He was at heart a seeker and sharer of beauty; he would protect it when he must, and fight things that seek to deprive others of the opportunity to enjoy all that life has to offer.

## Biography

### **Early Years**

The middle child of a noble family from Sable City, Ambrose grew up pampered and spoilt and with very little ambition. But after their mother died, his rebellious sister ran away and his father squandered much of their fortune in his grief, Ambrose was given an ultimatum by his elder brother Reginald; step up to the task of helping him resurrect the family textiles export business, or find his own way in the world without his family’s help.

Ambrose, yearning for a life of fame, excitement and glamour instead of one of boredom and responsibility, chose the latter, and left Sable City the next day. He set out seeking adventure, making a living with the talents he acquired from his expensive education, and after some years of travelling and honing his bardic talents found himself across the sea in the far-off land of the East Ridings, seeking inspiration for epic tales and songs that will earn him renown and coin aplenty.

### **Joining The Adventurer's Guild**

After hearing sailor's tales of a fearsome and savage land across the sea, Ambrose chartered a vessel and soon landed on the shores of the East Ridings. With a sharp ear out for an exciting tale he quickly homed in on the budding Adventurer's Guild, and although it was against his better nature to hurl himself into danger, he couldn't quite pass up the opportunity to witness the exploits of heroes first-hand and weave those tales into his musical repertoire. Little did he know, he would quickly become one himself.

### **The Azure Rose Devils and the Devil called Oscar**

[insert details of his sister's ties with this shady gang, Ambrose's investigations and the pact he made with Oscar for the power to save Penelope, her where abouts's whereabouts, the discovery of her willing participation in their criminal deeds through the artificer Joshua's magical pool under the Demon's Eye pub in Glimmergate, and his identity as a Rakshasa.]

### **Notable Compositions**

#### The Lovely List of Limerick Lyrics

During his adventuring career, Ambrose became well-known for composing short verses with which to bolster his comrades whilst out in the field. Shortly after his retirement, a compilation of those verses was discovered in his former quarters in the Guildhouse. This is that compilation.

#### The Ballad of Raphael Crone-Barterer

This was a song Ambrose penned early in his career, detailing the Guild's very first encounter with the hag Hexana. Among the party, a tiefling called Raphael; long before he betrayed the Guild and became a vampire. The song was widely popular around the Ridings for a time. Until the whole vampire thing, obviously. Vampirism and murder aside, the thing **Ambrose** never really forgave Raphael for was tanking one of his greatest hits overnight.

### **Retirement**

Ambrose retired from the Guild after a near-death encounter with a pirate Beholder. Whilst investigating the cause behind many of the kingdom of Tridell's missing ships, Ambrose and a small group of his fellow Guild members found themselves on a decaying and coral-smothered shipwreck. After despatching a number of strange coral zombies, they encountered the eyepatch-wearing, flintlock-wielding Beholder below decks and a battle ensued. During the course of the combat, Ambrose noticed the Beholder seemed to be guarding a chest; when things started to go badly, he snuck around and opened the chest, thinking to distract the aberration and give his companions an opening.

Within was an incredibly fine, luxurious magical scarf, one of the most beautiful garments he had ever laid eyes upon. He attempted to blast his way out of a coral-covered hole in the hull, but the coral (they had previously noticed) magically regrew when tampered with. His Thunderwave blast was not enough to allow him to pass outside of the ship with the scarf and draw the Beholder away from his friends as he had intended, and he remained trapped below with the angry creature. In a moment of covetous madness, he kept hold of the scarf and sprinted for the stairway, but succumbed to a paralyzing eye-ray, a disintegration ray (which he was unable to dodge, being paralyzed, and was nearly turned to dust by) and finally a petrification eye-ray in quick succession. As he turned to stone, the Beholder reclaimed the scarf and retreated, looking for another place to hide its booty.

The rest of the Guild, also present on this large-scale expedition, teleported Ambrose in statue-form back to Bok's chapel in Otha's Rest where he was restored to normality. On waking he had a moment of clarity; he had risked his life simply for a fancy garment, and had nearly paid the ultimate price for his vanity. He promptly left the adventuring life behind him, leaving for Glimmergate to help his brother Reginald run his business and leaving the Guild to take care of the whole Oscar situation.

This departure was to be short-lived, however. The ins and outs of importing and exporting high-quality textiles was far too dull an occupation for Ambrose, and he longed to at least be near adventuring types for the stories they brought back. He returned to Otha's Rest less than a year afterwards announcing that he would shortly be opening an upmarket entertainments venue; The Topaz Orchid is to be built on the edge of the Mansion District, catering to clientele willing to spend a bit of extra coin for an evening of fine food and drink and acts from performers from across the land.

### **Retirement**

Ambrose lost his life in 554 AOR to the Firing Squad who used Ambrose to send a message to the Guild, shoot him in the unfinished Topaz Orchid, removed his heart and nailing a message to his face. Magic couldn't be used to bring him back, for unknown reasons. This act had caused great distress in close friends of Ambrose. Sharian used magic to finish the place off more and try and and get it closer to what Ambrose had told him he had envisioned for it. Cassidy who had notice the bar had been worked on wanted to make it so this would be a place of peace and secretly casts wish to make.

## Mission Log

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## Appendix

### Appearances (Outside of played in sessions)

Adventures
Frozen Secrets • Insert session name here •

### Mentions

Adventures
It's All About the Ears • Insert session name here •