© 2026 WestMarches.games

Level
10
Experience
75,905 XP
Gold:
289
Silver:
57
Copper:
9
Platinum:
1
Species:
Human
Class:
Pugilist
Completed:
9
Upcoming:
1
Most recent:
3 days ago
Bram was born on a failing farm beyond the edge of a town too small to matter. His mother died bringing him into the world, and that was the first story he ever learned about himself. It was told in silence, in looks, in the way his father’s jaw tightened whenever he entered a room. The land had once been good—wheat in the summers, barley in the fall, a pair of oxen and a modest but honest living. But seasons turned wrong, yields thinned, and debt began to gnaw at the edges of the homestead. The bottle became easier than the plow. As the harvests worsened, so did his father. The shouting came first, then the throwing, then the fists. The dirt floor of that farmhouse was where Bram first learned to take a hit, and eventually, how to return one.
Behind the eastern fence line, half-swallowed by weeds, stood an old toolshed his father never bothered with. That was where Bram found the dog. It was a brindle pup with ribs showing and eyes too watchful for its age. Someone had abandoned it, or perhaps it had wandered too far and never found its way back. Bram began sneaking scraps to it—stale bread, bits of pork, once even a whole egg tucked under his shirt. The dog did not trust him at first, but it stayed. It grew quickly into something powerful and solid, broad-chested and thick-necked, with a square jaw and soft, stubbornly floppy ears. It was not a wolf and did not move like one; it was built to endure rather than to glide. Bram named him Mimic. He never explained the name, but the dog mirrored him in a way that felt too honest to ignore.
When Bram was thirteen, his father did not come home one night. The bottle was gone, the little money left was gone, and the house was quieter than it had ever been. Bram waited through dusk, through midnight, and into morning before he understood that waiting would not change anything. He packed what little food remained, wrapped his hands in cloth the way he had learned to protect split knuckles, and walked away from the only home he had ever known. Mimic walked beside him. Neither of them looked back.
The road hardened him in ways the farm never could. They slept under wagons, in abandoned barns, beneath open sky. Bram learned to fight not out of panic but with purpose. He discovered dockside brawls where coin changed hands and caravan guards who did not ask too many questions so long as he could stand his ground. He learned to plant his feet, to turn his shoulder into force, to breathe through pain instead of flinching from it. Mimic was always there—never far, always between Bram and anyone who stepped too close.
At sixteen, Bram took a job escorting merchants through a lonely stretch of road that promised more coin than it was worth. When bandits struck, the merchants fled. Bram did not. Two men with blades saw a boy and a dog and thought it easy work. They were wrong. The fight came fast and ugly, a blur of broken noses and split lips. Mimic lunged when one of the blades came too close, and steel sank deep into his side. Bram drove the bandits off with nothing left in him but rage, then dropped to his knees in the dirt, cradling the dog who had saved him. Mimic’s breathing grew shallow and then stopped. Bram held him through the night and the next day, and the next. He did not bury him. He could not. On the morning of the third day, he woke to warmth against his face and a familiar rough tongue. Mimic stood over him, whole and breathing, as if nothing had happened. Bram grabbed him so tightly the dog yelped. He never asked how it was possible. He never questioned it. He was simply grateful. Since that day, there have been other fights and other moments when Mimic has fallen, and sometimes Bram wakes alone for a day or two before his companion returns. He does not know why it happens. He does not know if one day it will not. That uncertainty never leaves him.
Years passed, and the boy from the farm became a man shaped by travel and conflict. Bram grew into lean, hardened muscle—five foot ten and built without softness, black hair kept short and usually unkempt, a rough beard framing a face marked by scars. His green eyes measure before they trust. A few crude tattoos mark places survived rather than celebrated. He and Mimic eventually found steady work in Theonia, but when the sky there broke and the land began to darken in ways Bram did not understand, he recognized the signs of a place dying. He had seen crops fail before. He had watched land rot from the inside out. He would not stay to see it happen again.
He signed on as a guard for a merchant caravan bound for Springreach and saw it safely to its destination, earning more coin than he had ever held at once. Two hundred gold sits heavy in his pouch, but it is not wealth he is after. Springreach smells of opportunity rather than decay, of work rather than desperation. Bram says he is there for coin, and that is not untrue. The Guild pays well, and they fight monsters instead of each other. But beneath that practical reason lies something quieter. He has spent a decade moving from place to place, never certain what will still be there when he returns. In Springreach, for the first time, he wonders if he might stay. Mimic sits at his side as he steps toward the Guild doors, broad and steady and impossibly alive. Bram scratches behind those floppy ears and breathes in deep. He does not know what tomorrow holds, but for now, he has work, a city that has not begun to rot, and a companion who always finds his way back.
| Item | Qty | Type | Sell Value |
|---|---|---|---|
Block and Tackle A Block and Tackle allows you to hoist up to four times the weight you can normally lift. | 2 | 5 Silver | |
Cloak of Protection You gain a +1 bonus to AC and saving throws while you wear this cloak. | 1 | — | |
Clothes, Cold Weather This set of clothes could consist of boots, a wool skirt or breeches, a sturdy belt, a shirt (perhaps with a vest or jacket), and an ample cloak with a hood. | 1 | 5 Gold | |
Crampons A crampon is a metal plate with spikes that is strapped to the sole of a boot. A creature wearing crampons can’t fall prone while moving across slippery ice. | 1 | 5 Silver | |
Eldritch Claw Tattoo Tattoo Attunement. To attune to this item, you hold the needle to your skin where you want the tattoo to appear, pressing the needle there throughout the attunement process. When the attunement is complete, the needle turns into the ink that becomes the tattoo, which appears on the skin. | 1 | — | |
Potion of Healing This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 2d4 + 2 Hit Points. | 1 | Consumable | — |
Potion of Healing (Greater) This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 4d4 + 4 Hit Points. | 4 | Consumable | — |
Potion of Healing (Superior) This potion is a magic item. As a Bonus Action, you can drink it or administer it to another creature within 5 feet of yourself. The creature that drinks the magical red fluid in this vial regains 8d4 + 8 Hit Points. | 2 | Consumable | — |
Wraps of Unarmed Power +1 While wearing these wraps, you have a +1 bonus to attack rolls and damage rolls made with your Unarmed Strikes. Those strikes deal your choice of Force damage or their normal damage type. | 1 | — |