Pelaumo Grent
Pelaumo Grent
At the table
Voice
His voice is a dry, chest-resonant rasp, worn by years of shouting through tunnels and breathing stone dust. It carries farther than his slight frame suggests. When startled, an audible catch interrupts his breath before he speaks; once steady, he clips his words cleanly, like a chisel trimming an edge.
He speaks in compact workmanlike phrases, with the hard consonants of a lifetime spent calling instructions across echoing stone. He uses old quarry vocabulary for textures, cracks, and echoes. When relaxed, his words loosen into wry stories; when rattled, his breath catches and he starts naming measurements instead of feelings.
Speech patterns
How to play them
He is courteous but initially tests people with small, practical questions: whether they notice a draft, remember an exit, or return a borrowed tool. Earn his trust by protecting someone vulnerable or admitting a mistake plainly. He offers help without demanding gratitude, but will press hard if he thinks someone is concealing a danger that could trap others.
Goal
Find the surviving record of the sluice order, learn who made the final decision, and tell the lower-quarter families the truth.
Motivation
He wants to make amends through useful acts, but also wants the truth to absolve him, a desire he dislikes admitting.
Appearance
Pelaumo has the compact, broad silhouette of a dwarf who spent a lifetime working in cramped passages, but his movements are unexpectedly economical: he turns sideways before a doorway becomes a problem and seems to leave no sound behind his boots. His skin is the warm brown of walnut polished by years of dust and lamplight. A thick white moustache divides around a small, precise mouth, and his coarse gray hair is braided into two short cords bound with copper wire. His face is deeply lined around the eyes, which remain alert even when he seems half asleep. He occupies very little space in a room, then somehow appears at the one spot everyone else has left open. Unexpectedly for a veteran burglar, he carries a tiny, brightly painted wooden bird on his shoulder strap and repairs its chipped beak whenever he has a spare moment.
Clothing
A soot-brown wool coat with deep hidden pockets, soft leather boots, and a patched gray scarf he uses to muffle tools. A leather harness holds lockpicks, a compact crossbow, and the little wooden bird. His clothes are clean where they matter for stealth and stained where he has stopped caring.
Body language
He keeps his elbows tucked in and shoulders rounded, as if making himself narrow enough for an old tunnel. He rarely gestures broadly. When rattled, his breathing changes first: a small hitch catches high in his chest, then he presses two fingers against the bird charm until his breath settles. He dislikes being touched from behind and instinctively shifts so he can see everyone in the room.
- Height
- 4 feet 5 inches
- Build
- Short, broad through the shoulders, with a strong back and the careful balance of someone accustomed to ladders and narrow ledges.
- Eyes
- Dark amber-brown, with fine pale flecks visible in bright light.
- Hair
- Coarse white-gray hair, braided into two short cords with copper wire.
- Skin
- Warm walnut brown, usually dulled by a fine film of stone dust.
- Age
- 181 years old, though he insists that is only middle-aged by the standards of his family.
- Gender
- Male
- Size
- Medium
Distinguishing features
Personality
13 traits and drivesPelaumo is watchful and dryly funny, but his caution can look like indifference until someone is in danger. He prefers to plan three exits and avoid a fight, yet he will abandon a perfect plan to pull a stranger out of a collapsing passage. With people he trusts, he is a patient instructor; with officials, he becomes clipped and stubborn. His kindness is practical, and he sometimes uses it to avoid speaking about grief.
- Alignment
- Neutral good
Quirks
Habits
Traits · 4
Flaws · 3
Fears · 3
Wants and needs · 3
Combat
AC 15 · HP 45 · 25 ft.Pelaumo avoids a fair fight. He scouts exits, uses Cunning Action to hide or disengage, and targets isolated threats with Sneak Attack. He uses Uncanny Dodge against the most dangerous visible strike and tries to break line of sight rather than stand toe-to-toe. If an ally is trapped or down, he abandons a clean escape to reach them.
Pelaumo Grent
Actions
Reactions
Services they sell
Rewards they can give
Equipment
- Shortsword (weapon)A well-maintained shortsword in a plain scabbard, balanced for close quarters.
- Light crossbow (weapon)A compact hand crossbow with a leather-wrapped grip and a small case of bolts.
- Daggers (weapon)Two narrow daggers, one kept in a boot sheath.
- Studded leather armor (armor)A fitted leather coat reinforced with discreet padding.
- Tunnel kit (tools)A set of thieves' tools, chalk, waxed thread, a short pry bar, and a hooded lantern.
- Mosi's bird (keepsake)A bright wooden bird carved by his late brother, repaired many times.
Possessions
Background
Pelaumo grew up in a family of stonecutters who maintained the old drainage galleries beneath the town of Siltstep, a name worn down from an older word no one now remembers. He learned to read tool marks, map tunnels by the feel of air on his cheek, and keep his hands steady in the dark. In his forties, he took work recovering stolen property from sealed buildings, telling himself that a thief who returned things was not a thief. During a flood in the lower galleries, a panicked crew sealed a sluice too early, trapping his younger brother Mosi and several workers beyond it. Pelaumo picked the lock that could have reopened the gate, but froze when the water began to rise. Mosi died. Pelaumo has never forgiven himself, and since then he has risked his life repeatedly to make sure no one else is left behind a locked door. He now works as a discreet finder of missing people and objects, while quietly tracing who ordered the old sluice sealed. His closest living ties are to Kendi, a former apprentice who thinks he has become too cautious, and to Vuk, the retired foreman who helped conceal the truth about the flood. He is currently short of money, pursued by someone who knows what he is investigating, and increasingly aware that his knees cannot keep up with his ambitions.
Role in the story
A seasoned guide, investigator, and reluctant witness to an old disaster. He can help the party navigate hidden passages or locate a missing person, while his search for the sluice record draws them into a conflict over who was sacrificed to save the rest.
“He learned to read tool marks, map tunnels by the feel of air on his cheek, and keep his hands steady in the dark.”
- Faction
- No formal allegiance. He occasionally takes recovery work from the residents around Siltstep's old lower galleries, a district named for the silt that settles there after each spring thaw.
Known connections
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