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Cyril Ashby

Half-Orc · Fighter · Level 1

Cyril Ashby

Footman
“Behind me. Door on your left. Keep moving.”
AC12
HP12/12
Init
STR
DEX
CON
INT
WIS
CHA
ConditionsNone

At the table

Voice

Cyril's voice has a dry, slightly rough edge from years of calling over kitchen noise and announcing arrivals across stone rooms. He places each word carefully, as though carrying a tray through a crowded hall. His volume is steady; when angry, he gets more direct and uses fewer words rather than lowering his voice.

He speaks in the practiced, careful phrases of a servant who has learned to announce people and carry messages without being overheard. His words are plain and orderly, but he sometimes gives directions as if reciting a route: 'Past the narrow stair, then the door with the chipped latch.' When alarmed, he drops formalities and speaks in clipped commands.

Speech patterns

Begins instructions with a location, then corrects himself as he remembers that the listener may not know the house.
Uses courteous titles by habit, even when speaking to people who have told him not to.
When embarrassed, explains exactly how he arrived at an answer rather than simply giving it.
Under pressure, his sentences become short and practical: 'Behind me. Door on your left. Keep moving.'

How to play them

Treat Cyril with patience and give him clear directions rather than mocking his uncertainty. He warms to anyone who asks about the household's layout or shows concern for junior staff. If the party protects Odo or helps Cyril investigate the missing cup, he becomes a dependable guide and ally. Public humiliation makes him retreat into stiff formality.

Goal

Clear Odo's name, learn the west wing well enough to guide others safely, and earn enough to repair his mother's roof without leaving the household.

Motivation

Cyril wants to be useful without being treated as a curiosity or a burden. He is driven by the memory of the winter fire, when finding one small route out mattered more than being brave.

Secret · GM only

Appearance

Cyril has the raw-boned, still-growing look of someone who has not quite settled into his height. His small lower tusks peek over his lower lip when he concentrates, and his thick black hair is clipped unevenly at the nape, as if he trims it himself with a kitchen knife. His livery hangs off one shoulder and bunches at the wrists; the cuffs are polished shiny from nervous rubbing. He moves carefully, placing each foot as if the floor might change its mind. His eyes keep checking every corridor, doorway, and stairwell, giving the impression that he is less afraid of danger than of being unable to find his way back.

Clothing

An ill-fitting charcoal footman's coat with tarnished brass buttons, sleeves too long at the wrists, a cream waistcoat that pulls across the chest, and a stiff neckcloth he keeps loosening. His black shoes are carefully polished despite worn soles. A tiny brass button from his first borrowed uniform is sewn inside his current cuff.

Body language

He keeps his shoulders squared in the formal posture expected of a footman, but his gaze keeps slipping to thresholds, staircases, and side passages. When nervous, he rubs one thumb over a small brass button until its edge is smooth. In a fight, his feet settle and his head lifts; the uncertainty in his eyes gives way to a direct, stubborn focus.

Height
5 feet 10 inches
Build
Lean and sturdy, with broad shoulders not yet matched by a fully grown frame
Eyes
Dark hazel
Hair
Black
Skin
Warm olive-brown with a faint green cast at the temples
Age
19 years old, a young adult by human standards
Gender
Male
Size
Medium

Distinguishing features

His lower tusks are small and blunt, visible only when he presses his lips together or smiles.
His gaze checks corridor openings and thresholds before it settles on a person's face.
A tiny brass button is sewn inside his left cuff, rubbed smooth along one edge from years of worrying it with his thumb.

Personality

13 traits and drives

Cyril is eager to please but quietly resents being treated as harmless; he obeys household protocol in public, then bends it to help servants in private. He is cautious about unfamiliar rooms and bold when someone else is in danger. When embarrassed, he jokes at his own expense; when frightened, he becomes brisk and practical rather than meek.

Alignment
Neutral Good

Quirks

Counts door hinges under his breath when entering a new corridor.
Taps the doorframe twice before leaving a room, even if the room is empty.
Keeps a stub of chalk in his pocket and makes tiny marks at turns, then rubs them away before anyone important notices.
Practices the names of guests by matching each name to the sound of their footsteps.
When offered a drink, checks first whether there is a safe place to set the glass down.

Habits

Checks doorways and corridor branches before entering, even when someone is already leading the way.
Remembers people by the sound of their shoes and can often identify a visitor before looking up.
Offers practical help first, then struggles to accept thanks without changing the subject.
When exhausted, becomes unexpectedly chatty about the best routes between rooms.

Traits · 3

He wants to be recognized as capable, yet instinctively defers to anyone wearing a better-cut uniform.
He is cautious about his own safety but takes startling risks to keep another person from being left alone.
He dislikes gossip, but remembers every detail people let slip while they think he is merely standing by the door.

Flaws · 3

He overchecks routes until he risks arriving late.
He tries to protect people by keeping bad news from them, even when they need the truth.
He mistakes confident instructions for trustworthy ones and is slow to challenge authority.

Fears · 3

Being trapped in smoke or darkness without a reliable route out.
Being dismissed as a fool and left behind when the household needs him.
That Odo will be punished for a theft Cyril suspects was committed by someone with greater influence.

Wants and needs · 4

A trustworthy answer about who hid the silver cup and why.
Clear, practical directions when the household's corridors have been changed.
Enough wages to repair his mother's leaking roof.
Someone to tell him plainly when he has done a good job.

Combat

AC 12 · HP 12 · 30 ft.

Cyril avoids starting fights and uses his spear to keep danger away from anyone he is escorting. He stands between a threat and the nearest vulnerable person, aims for a disarm or a shove when practical, and retreats toward a doorway he has already checked. If trapped or if a companion is in immediate danger, he plants his feet and fights with desperate persistence, using Second Wind only when badly hurt.

Cyril Ashby

Medium humanoid (half-orc), neutral good
Armor Class12
Hit Points12
Speed30 ft.
Level1
STR
DEX
CON
INT
WIS
CHA
Saving ThrowsStrengthConstitution
SkillsAthleticsPerception
SensesDarkvision 60 ft.; passive Perception 10
Languages
Common,
Orc
Relentless Endurance. When Cyril is reduced to 0 hit points but not killed outright, he can drop to 1 hit point instead. Once used, this trait recharges after a long rest.
Savage Attacks. When Cyril scores a critical hit with a melee weapon attack, he rolls one of the weapon's damage dice one additional time and adds it to the critical damage.
Second Wind. As a bonus action, Cyril can regain hit points once per short or long rest.

Actions

Spear. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 5 () piercing damage, or 6 () piercing damage if used with two hands.
Club. Melee Weapon Attack: to hit, reach 5 ft., one target. Hit: 4 () bludgeoning damage.
Second Wind (1/Short or Long Rest). Cyril regains hit points. He can use this feature once before finishing a short or long rest.

Reactions

Opportunity Attack. When a creature Cyril can see moves within 5 feet of him, Cyril can make one melee weapon attack against it if he is wielding a melee weapon. This uses his reaction.

Services they sell

Can guide visitors through the public rooms and most service corridors of Marlow House.
Can arrange an introduction to junior household staff if the party treats them respectfully.
Can carry messages through the estate without attracting much attention.

Rewards they can give

A reliable guide through the service passages of Marlow House once he trusts the party.
A simple hand-drawn map of the estate, updated with known blocked doors and safe exits.
The gratitude of Odo and the junior household staff if the party helps clear the scullery hand's name.

Equipment

  • Spear (weapon)A plain ash-wood spear kept for household drills and emergencies; the leather grip is fitted for Cyril's large hands.
  • Club (weapon)A short wooden club carried discreetly beneath his coat when he is assigned to late watches.
  • Leather jerkin (armor)A close-fitting leather jerkin concealed beneath his livery. It is practical protection, not part of the household uniform.
  • Key ring (tool)A ring of household keys, including one key that no longer fits any lock Cyril knows.
  • Corridor map (personal item)A folded, hand-drawn map of the estate, covered in crossed-out routes and small notes about doors that stick.

Possessions

A tiny brass button from his first uniform, sewn inside his left cuff
A hand-drawn map of Marlow House's corridors
A letter from his mother asking for help with the roof
A small piece of chalk for marking unfamiliar turns

Background

Cyril Ashby was raised in a crowded lodging house above the old ropewalk at Reedford, where his mother, Nessa, mended sailcloth and his half-orc father was a carter who came and went with the seasons. At twelve, Cyril was sent to work in the kitchens of Marlow House. He learned to carry trays, keep his eyes lowered, and memorize routes by counting door hinges. During a winter fire, smoke swallowed the service passages. Cyril found a lost kitchen boy by following the clatter of a dropped pot, then led them both out through a laundry chute. The experience left him wary of corridors and determined never to let someone else be lost alone. Now a footman in a household that expects perfect manners, he is proud of the work but embarrassed by his ill-fitting uniform and his uncertainty in the grand west wing. He secretly practices the house's routes after hours, though the servants' staircases have been altered for renovations. His mother still needs money for a failing roof, and the kitchen boy he rescued, now a scullery hand, is being blamed for a missing silver cup.

Role in the story

A nervous but observant household footman who can guide the party through the estate, notice suspicious movement, and connect them to the servants' private world. His search for the truth behind the missing silver cup can draw the party into a conflict between vulnerable staff and the household's powerful residents.

“At twelve, Cyril was sent to work in the kitchens of Marlow House.”
From their background
Faction
Household staff of Marlow House; no formal military or adventuring affiliation

Known connections

Nessa Ashby, his mother, a sailcloth mender living in Reedford; Cyril sends her most of his wages and tells her the house is safer than it is.
Odo, the scullery hand Cyril led out of the winter fire; Odo is loyal to him but is currently suspected of stealing a silver cup.
Lady Amel, the household's elderly steward, who hired Cyril and quietly gives him extra time to learn the estate's shifting passages.
Tomas, a young courier who shares Cyril's love of maps and has promised to draw him a floor plan of the west wing.
Major secret · GM only
Minor secrets · GM only

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