Grud is a hulking Oeridian with a brutish visage that bears the wear of a hard life. His most distinctive feature is the gleaming squint, a reminder of the brawl that both nearly killed him and secured his place aboard The Iron Dagger. His broad shoulders and heavily scarred arms tell a story of countless battles, and his piercing yellow eyes betray a calculating intelligence.
"The river gives, but it takes twice as much—ask anyone who’s crossed me."
River Background
Grud was born in the slums of Safeton, a rough and lawless city on
The Wild Coast known for its pirates, mercenaries, and cutthroats. Growing up amidst filth and crime, he quickly learned to fight, steal, and intimidate to survive. By the time he was a teenager, Grud had carved out a name for himself in Safeton’s Dock Quarter as a ruthless enforcer—a "fixer" for any problem that required muscle, cunning, or cruelty.
His life changed during a dockside brawl that spiraled into chaos. Captain
Tolub, visiting
Safeton for supplies and recruits, was ambushed by rival thugs. Grud, seizing the opportunity, stepped in and saved Tolub by taking down three attackers. In the fray, he suffered a brutal blow that shattered his lower jaw. Tolub, impressed by Grud's ferocity, saw his potential and brought him aboard
The Iron Dagger.
Grud’s injury led to the squint of his visage both as a badge of pride and as a tool of intimidation. His rise through the ranks of the crew was swift, fueled by a combination of loyalty, ambition, and a taste for violence. The ship’s piratical routes took him from Wooly Bay, up the Selintan River to the Nyr Dyv, and along the Velverdyva River, where they plundered merchant vessels and smuggled goods. It was in the Imeryd’s Run near
Nulb that Grud and Tolub found a lucrative base of operations, cementing their status as feared pirates.
"Nulb’s a cesspit, but it’s our cesspit, and I’ll gut anyone who says otherwise."
Personality
Grud is pragmatic and cold-blooded, though he harbors a dark sense of humor. He enjoys the chaos of piracy, seeing it as both a thrill and a means to amass wealth and power. While fiercely loyal to Captain Tolub, Grud views leadership with ambition, biding his time to one day captain The Iron Dagger.
Grud's squint is symbolic of his resilience, and he often uses it to intimidate others, glaring down on objects to display his strength. His disdain for weakness extends even to his crew, and he has little patience for incompetence or hesitation.
"I’ve chewed through steel with this jaw; you’re just another chew toy."
Motivation
Grud seeks wealth and renown, but his ultimate goal is to surpass Captain Tolub and take command of The Iron Dagger. He relishes the freedom piracy offers, but he also enjoys the respect and fear it instills in others. Though he distrusts the Temple of Elemental Evil, Grud recognizes its usefulness as a source of power and protection for Nulb’s operations.
"Cross me, and the river'll carry what's left of ye downstream."
Relationships and Alliances
- Captain Tolub: Grud owes his life and his place on The Iron Dagger to Tolub, but their relationship is strained by Grud’s ambition. He respects Tolub’s leadership but believes he could do better. He is aware of his place in Tolub’s hierarchy and does his best to stay in line, though he sometimes tests boundaries. Tolub trusts Grud with sensitive missions that require a degree of cunning and discretion, recognizing that Grud’s strengths lie in his ability to manage shady dealings and clandestine operations.
- Lodriss: Grud shares a cordial, if somewhat distant, relationship with Lodriss, the owner of the Boatman’s Tavern and Nulb Market and Tolub’s mistress. He’s careful not to overstep his boundaries with her, as he knows that Tolub’s relationship with her is politically valuable. Lodriss occasionally hints at lucrative smuggling opportunities to Grud, and he respects her knowledge of Nulb’s black market scene.
- Temple of Elemental Evil: Grud is aware of Tolub’s tenuous alliances with agents of the Temple. Although he has a deep-rooted mistrust of the cultists, he keeps his opinions quiet, recognizing that there’s profit to be made. Occasionally, Grud’s missions for Tolub involve transporting goods or messages for cult members, though he makes it a point to never let them aboard the Iron Dagger unless absolutely necessary. Grud suspects the cultists have dangerous ambitions, and he would rather not be entangled in their schemes unless there’s considerable reward.
"The Iron Dagger don’t leave witnesses, just empty pockets and fading ripples."
DM-Only Information
Secret Ambitions
Despite his loyalty to Tolub, Grud harbors his own ambitions. He sees himself as a natural leader and often contemplates seizing more influence on the river. For now, he is content with his position, but he keeps an eye open for opportunities to expand his operations. Should Tolub’s leadership weaken, Grud might be one of the first to challenge him.
Potential Plot Hooks
- Secret Mission from Tolub: Tolub might task the PCs with assisting Grud in a smuggling operation for the Temple. Grud, however, is wary of the Temple’s motives and will try to subtly gather information from the PCs about their own stance on the cult, sensing they may have their own hidden agendas.
- Tolub’s Journal: Grud is aware of Tolub’s dealings with the Temple and keeps his own written records of Tolub’s comings and goings in his personal journal, hidden aboard the Iron Dagger. This journal may contain clues about Tolub’s dealings with the Temple, rival pirate captains, and other local power players in Nulb. The journal could be a valuable resource for the PCs, but Grud guards it zealously, and retrieving it without his knowledge would be a difficult task.
Grud Squinteye’s mixture of ambition, cunning, and practicality makes him an influential figure in Nulb's underworld and a valuable ally—or dangerous foe—for any adventurers brave enough to delve into the dark, treacherous waters of the Velverdyva River.
Comments