Fletch “Quickfingers” Underhill

From Mondarth Codex

Background for Fletch "Quickfingers" Underhill

Fletch Underhill portrait - artist unknown.

Race: Halfling

Background: Entertainer (Bard)

Profession: Adventurer

Class: Rogue | Bard

Early Life:

Fletch Underhill was born into the lively and colourful world of the "Wandering Wonders," a traveling theatre troupe renowned for its enchanting performances and captivating stories. The troupe was his family, and the stage his home. Fletch's mother was a talented actress, and his father, a skilled musician. Growing up, Fletch learned to sing, dance, and play various instruments, quickly becoming a beloved performer in his own right, with the flute being his favourite.

Rise to Stardom:

From a young age, Fletch had a natural flair for entertaining. His performances were filled with energy and charm, making him a favourite among audiences. He was a bright star in the troupe, always eager to learn new skills and take on challenging roles. His small stature and nimble fingers made him an exceptional acrobat and juggler, adding an element of surprise and delight to the troupe's shows. He developed a wide range of performance skills, including:

  • Flute Playing: Fletch's favourite instrument was the flute, and he could play it with exceptional skill. His melodies were known to captivate and enchant audiences, often serving as the highlight of the troupe's performances.
  • Dancing: Fletch was an agile and graceful dancer, able to perform intricate routines that left audiences in awe. His light-footedness also made him an excellent partner in choreographed fights and acrobatic stunts.
  • Singing: With a voice as smooth as honey, Fletch could sing both solo ballads and harmonize with others. His vocal talent added depth to the troupe's musical numbers.
  • Acrobatics: Fletch's nimbleness allowed him to perform daring acrobatic feats, such as flips, somersaults, and balancing acts, which added a thrilling element to the shows.
  • Juggling: His quick hands and keen eye made Fletch a master juggler, able to keep multiple objects—torches, knives, or colourful balls—in the air with ease, entertaining audiences with his precision and flair.

Tragedy Strikes:

When Fletch was barely a teenager, tragedy struck. His father fell ill and passed away, leaving a void in the young halfling's heart. The loss was devastating, and his mother, stricken by grief, followed shortly after. Orphaned and heartbroken, Fletch found solace and support in the arms of the Wandering Wonders, who became his surrogate family. All he had to remember his parents by was a small box of trinkets, including a brooch with a picture of his mother and a lock of her hair. This box was kept safe by the Wandering Wonders, a symbol of his connection to his past.

The Dark Side of Talent:

However, life on the road was not always easy. The troupe often faced financial hardships, and Fletch's quick fingers began to find a new purpose. Initially, it was an innocent endeavour. He would swipe a coin or two from the wealthy spectators who came to watch their performances, justifying it as a way to help support the troupe. His nimble fingers and innate dexterity made it easy, and soon, what started as an occasional indulgence became a habitual compulsion.

Fletch's natural agility and quick wit made him adept at more than just performing. He found himself fascinated by the art of stealth and misdirection. He would spend hours practicing lock-picking on old trunks and chests, turning it into a game where he imagined himself as the hero of a daring heist. The thrill of sneaking around unnoticed and the challenge of bypassing locks and traps captivated him.

Caught in the Act:

But as Fletch grew older, his talent for thievery became a compulsion. He couldn't resist the thrill of slipping his hand into an unsuspecting pocket or pouch. Unfortunately, his actions did not go unnoticed forever. One fateful night, during a grand performance in a bustling city, Fletch was caught red-handed by the troupe's leader, a stern but fair human named Master Seraphon.

Exile and New Beginnings:

Master Seraphon, who had always treated Fletch like a son, was deeply disappointed. He confronted him privately, expressing his sorrow and anger. He couldn't allow Fletch's actions to tarnish the troupe's reputation, and as much as it pained him, he had no choice but to cast him out. Fletch was heartbroken, feeling the sting of betrayal and loss as he was forced to leave the only family he had ever known. The box of trinkets, the only memento of his parents, remained with the Wandering Wonders, a painful reminder of what he had lost.

A New Path:

Alone and adrift, Fletch wandered from town to town, using his skills to survive. His talents as a performer now served as a cover for his true profession – a rogue. He honed his skills, becoming an expert in stealth, lock-picking, and deception. He took on the moniker "Quickfingers," a reminder of his past and a testament to his unmatched dexterity. He mastered the game of Cups and was adept at dice too, using these skills as a solo street performer as a semi-legitimate way to make ends meet.

Sometimes he'd stay in a place longer, either picking up work as a performer, other times working in an Inn or tavern, waiting table and generally at the Innkeepers beck and call. Here he learned that "art" of tavern fighting, as much as self-defence as anything else. If you're small and working in a shady establishment, you need to learn to look after yourself fast. His nimbleness and acrobatics served him well. Ultimately his roguish compulsions would get the better of him, and it would be time to move on!

During his travels, Fletch refined his rogue abilities. He became proficient in picking locks, disarming traps, and moving silently. He learned to navigate the criminal underworld, gathering information and making connections that proved invaluable. Fletch's acrobatic skills and agility allowed him to evade capture and escape from tight situations, while his charm and wit helped him talk his way out of trouble.

A Fateful Encounter:

A few years back he found himself in trouble with a bunch of brigands, having pushed his charm and luck too far. Captured and outnumbered, his fate seemed grim. Whilst hanging from a tree and thinking his number was up, he was rescued by a half-elf, and his wolf. Using his prowess in combat and mastery of the wilderness he defeated the brigands and saved Fletch.

Grateful and indebted to Peregrin Swiftshade for saving his life, Fletch vowed to repay the ranger by accompanying him on his travels. Over time, their companionship grew into a strong bond of friendship and camaraderie. Peregrin became a mentor and guide to Fletch, teaching him the importance of using his skills for good and showing him the ways of the ranger. Similarly, Fletch taught Peregrin the odd trick or two too.

Now, Fletch and Peregrin's journey side by side, forming a unique partnership. Peregrin's skills in tracking, survival, and archery complement Fletch's abilities, and together they make a formidable team. Though Fletch has left his past behind, the lessons he learned with the Wandering Wonders guide his actions. However, he still harbours a grudge against Master Seraphon, and the desire to reclaim his box of trinkets...

Training and Development

Under the tutelage of Peregrin, Fletch hopes to become a Master Crossbowman.

They currently have a training program in place and, with Fletches dexterity and slight of hand, are making good progress.