Elf Pirate Gambler Rogue - Charlotte-Anne

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“A troublemaker from Baldur who joined the crew of the Gilded Seahorse a few days before their departure. Though she has had plenty of experience sailing the seas before, she was not entirely aware of the crew’s clandestine goal until after their departure. Though knowing what was left behind for her had she stayed in Baldur, joining the spirits of the Damned Galleon might be a preferable alternative.


Belfrie born and bred with a penchant for magic and trouble, Charlotte-Anne was raised in the slums of Tradver, by a mother who had more love for wine than her own daughter. Her father, an Elf, had fled from the city shortly after his daughter’s birth, leaving his human mistress to raise the child on her own. Tradver was an unforgiving city, and Charlotte and her mother never had much hope to keep their head above water. The Rossa Cartel took Charlotte’s mother as a working girl, the kind who would bedazzle customers at their newly opened Crescent Moon Casino, before emptying their pockets to spend a night with her. Charlotte, thus grew up on the casino floor, the only place where she might find reprieve and protection from the merciless attacks of her peers; the kind that still bled through her mother’s makeup the next day.


But the floor of the Crescent Moon was a place she felt she could come alive, all the regulars enjoying the novelty of the charismatic and chirpy young girl dealing them cards and serving them drinks. The Cartel became a family to her, and protected her. The workers and managers there were closer to her aunts and uncles than any of her real ones who had long since severed ties from Charlotte’s mother after the debacle of her sordid love affair and burdensome child. She found a sister in Skilet’s adoptive half-Drow daughter, Lendara who was only a bit older than her in age and came from an equally pitiable background, raised in the slums of Baldur far across the sea.


While Lendara kept a more collected, serious tone, she still held great affection for Charlotte, with the two climbing the rooftops of Tradver late in the evening to stare at Glanbeli, or working the floor together, spinning tall tales to enthralled patrons to charm extra coins out of their pockets, whether it be at a gambling or dinner table. Lendara had taught Charlotte how to climb, how to fight and how to keep on her toes, whatever was thrown at her. Charlotte, on the other hand, instilled in her sister a sense of warmth and empathy that might have never risen from her cold core otherwise. It was in this time that Lendara noticed Charlotte’s inherent knack for the games in the casino, seemingly alternating reality itself to always roll the exact dice she needed in Wolfkeep’s Chase, or knowing the exact number to bet on in Mystic’s Guess. Charlotte would eventually come to understand she held an innate ability to manifest her own luck, whatever the case. The two would use this to their advantage, pulling various schemes and crookery to con the casino’s customers from their gold in matters where Charlotte had bound fate to her side. They made a small fortune, until one of Skilet’s close contacts, an influential merchant, was one of their victims. He reported the scam to Skilet, who grew furious at the girls, expelling Charlotte and her mother from his care for sullying the casino’s reputation. Once again they were left on the harsh streets.


Charlotte’s mother had been whittled down by years of neglect, indulgence and soul-crushing work. She fell gravely ill soon after they were cast onto the streets, the heart of winter besetting a deathly malady on her. She died soon after, with Charlotte begging Skilet and Lendara for a second chance, but she could not reach her friend of old, and Skilet refused to take any audience with the orphaned girl. Thus, she left heartbroken and ashamed, stowing away on a riverboat bound for Velandria, and using the last of her gold to pay for passage to Baldur. There she worked in the shipyards of Grimgate, doing her best to distance herself from her painful past, though the memories of her mother and Lendara still burned, and being in Lendara’s homeland, the accents that surrounded her spurred on many memories of her old friend. Whether it was nostalgia or a hope to evoke something more, she fell back into her old conniving ways to pay the bills, fleecing gold from the wealthy merchants that came to port, or gold-burdened mercenaries returning from Ukrondia. Here she adopted the moniker Charlotte-Anne, perhaps a matter of mercy so those with enough wisdom could avoid being her victims, though they were few and far between, most became instantly smitten with the young beautiful girl offering them to play a quick round of cards.


All it takes is one disgruntled victim for things to fall apart though, with one scorned mercenary assaulting her after his loss, forcing her to flee into the streets, blood pouring from her eye. It was here she began her life aboard merchant vessels across the Grey Sea, her soft hands giving way to thick calluses and her pale skin taking a golden hue. Though each time she landed in port, she returned to her ways of coercion and trickery, always finding a way to escape as a crew for another vessel once things got too hot. Now she finds herself on the Gilded Seahorse after her latest misadventure, though is ignorant to the dire straits she has stepped into. “

Model designed by DM’s Stash

Please allow 5 days for unpainted production

Please allow 15 days for painted production

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“A troublemaker from Baldur who joined the crew of the Gilded Seahorse a few days before their departure. Though she has had plenty of experience sailing the seas before, she was not entirely aware of the crew’s clandestine goal until after their departure. Though knowing what was left behind for her had she stayed in Baldur, joining the spirits of the Damned Galleon might be a preferable alternative.


Belfrie born and bred with a penchant for magic and trouble, Charlotte-Anne was raised in the slums of Tradver, by a mother who had more love for wine than her own daughter. Her father, an Elf, had fled from the city shortly after his daughter’s birth, leaving his human mistress to raise the child on her own. Tradver was an unforgiving city, and Charlotte and her mother never had much hope to keep their head above water. The Rossa Cartel took Charlotte’s mother as a working girl, the kind who would bedazzle customers at their newly opened Crescent Moon Casino, before emptying their pockets to spend a night with her. Charlotte, thus grew up on the casino floor, the only place where she might find reprieve and protection from the merciless attacks of her peers; the kind that still bled through her mother’s makeup the next day.


But the floor of the Crescent Moon was a place she felt she could come alive, all the regulars enjoying the novelty of the charismatic and chirpy young girl dealing them cards and serving them drinks. The Cartel became a family to her, and protected her. The workers and managers there were closer to her aunts and uncles than any of her real ones who had long since severed ties from Charlotte’s mother after the debacle of her sordid love affair and burdensome child. She found a sister in Skilet’s adoptive half-Drow daughter, Lendara who was only a bit older than her in age and came from an equally pitiable background, raised in the slums of Baldur far across the sea.


While Lendara kept a more collected, serious tone, she still held great affection for Charlotte, with the two climbing the rooftops of Tradver late in the evening to stare at Glanbeli, or working the floor together, spinning tall tales to enthralled patrons to charm extra coins out of their pockets, whether it be at a gambling or dinner table. Lendara had taught Charlotte how to climb, how to fight and how to keep on her toes, whatever was thrown at her. Charlotte, on the other hand, instilled in her sister a sense of warmth and empathy that might have never risen from her cold core otherwise. It was in this time that Lendara noticed Charlotte’s inherent knack for the games in the casino, seemingly alternating reality itself to always roll the exact dice she needed in Wolfkeep’s Chase, or knowing the exact number to bet on in Mystic’s Guess. Charlotte would eventually come to understand she held an innate ability to manifest her own luck, whatever the case. The two would use this to their advantage, pulling various schemes and crookery to con the casino’s customers from their gold in matters where Charlotte had bound fate to her side. They made a small fortune, until one of Skilet’s close contacts, an influential merchant, was one of their victims. He reported the scam to Skilet, who grew furious at the girls, expelling Charlotte and her mother from his care for sullying the casino’s reputation. Once again they were left on the harsh streets.


Charlotte’s mother had been whittled down by years of neglect, indulgence and soul-crushing work. She fell gravely ill soon after they were cast onto the streets, the heart of winter besetting a deathly malady on her. She died soon after, with Charlotte begging Skilet and Lendara for a second chance, but she could not reach her friend of old, and Skilet refused to take any audience with the orphaned girl. Thus, she left heartbroken and ashamed, stowing away on a riverboat bound for Velandria, and using the last of her gold to pay for passage to Baldur. There she worked in the shipyards of Grimgate, doing her best to distance herself from her painful past, though the memories of her mother and Lendara still burned, and being in Lendara’s homeland, the accents that surrounded her spurred on many memories of her old friend. Whether it was nostalgia or a hope to evoke something more, she fell back into her old conniving ways to pay the bills, fleecing gold from the wealthy merchants that came to port, or gold-burdened mercenaries returning from Ukrondia. Here she adopted the moniker Charlotte-Anne, perhaps a matter of mercy so those with enough wisdom could avoid being her victims, though they were few and far between, most became instantly smitten with the young beautiful girl offering them to play a quick round of cards.


All it takes is one disgruntled victim for things to fall apart though, with one scorned mercenary assaulting her after his loss, forcing her to flee into the streets, blood pouring from her eye. It was here she began her life aboard merchant vessels across the Grey Sea, her soft hands giving way to thick calluses and her pale skin taking a golden hue. Though each time she landed in port, she returned to her ways of coercion and trickery, always finding a way to escape as a crew for another vessel once things got too hot. Now she finds herself on the Gilded Seahorse after her latest misadventure, though is ignorant to the dire straits she has stepped into. “

Model designed by DM’s Stash

Please allow 5 days for unpainted production

Please allow 15 days for painted production