Aldous Marchant

Level 6 Human Rogue (Thief)

Available with DM subscription
STR
8 (-1)
DEX
16 (+3)
CON
10
INT
14 (+2)
WIS
12 (+1)
CHA
14 (+2)

Defense

Armor Class 14 (Leather armor (+3 DEX))
Hit Points 33 (6d8 0)
Speed 30 ft., swim 30 ft., climb 30 ft.

Proficiencies & Skills

Saving Throws dexterity, intelligence
Skills History +5, Insight +4, Stealth +6, Religion +5, Deception +5, Persuasion +5

Features

The Penitent's Heart (Turnable Villain)

custom Level 1
Special

Marchant can be turned from betrayal with a Persuasion DC 16 check (advantage if the party forgave him in Act Two). When turned, he fights the zealots beside the party, dies defending them, and whispers the final ritual word: 'Remember.' Insight DC 14 reveals he wants forgiveness more than power.

Ashbound Lore

custom Level 1

Marchant knows the cult's signs, scriptures, passwords, and the ziggurat's location. He has advantage on History and Religion checks concerning the Ashbound, the Keepers of the Green Flame, and the Hollow Sun. He can identify a sun-token's meaning on sight.

Half-Hearted Fight

custom Level 1
Special

Marchant fights defensively, protecting the altar rather than pressing attacks. At half hit points he drops his weapon and begs. If reduced below a quarter hit points, he confesses everything β€” his past, his bargain with Vessaria, his hunger for absolution.

Sneak Attack (3d6)

class Level 1
Once per turn, when conditions are met

Deals 3d6 extra damage when striking with advantage or when an ally is adjacent to the target. In the Seed Chamber, Marchant uses this reluctantly β€” his strikes pull at the last moment, reflecting his half-hearted fight.

Magic Initiate (Cleric)

background feat Level 1
Cantrips at will; Bless once per long rest

Knows the cantrips Guidance and Sacred Flame (Wisdom spellcasting, save DC 11, attack +3) and can cast Bless once per long rest. A relic of his Ashbound initiation, half-forgotten and half-cherished.

Cunning Strike

class Level 5
When using Sneak Attack

Marchant can trade Sneak Attack dice for effects such as Trip (1 die) or Withdraw (1 die, move after attacking without provoking opportunity attacks). He favors Withdraw β€” always retreating.

Expertise (History, Religion, Deception, Insight)

class Level 6

Marchant doubles his proficiency in History and Religion (his decades of Keeper-script scholarship) and Deception and Insight (a merchant's lifetime of reading people and hiding truths).

Thief: Fast Hands & Second-Story Work

subclass Level 3
Passive / Bonus action

Marchant can use thieves' tools and Sleight of Hand as a bonus action and climb at full speed. Forty years of hiding things β€” locks, journals, his own past β€” made him a thief of secrets.

Uncanny Dodge

class Level 5
Reaction

Halves the damage of one attack he can see. When badly wounded, Marchant stops using this and stops fighting β€” he breaks down instead.

Cunning Action

class Level 2
Bonus action

Dash, Disengage, or Hide as a bonus action. Marchant uses Disengage constantly β€” he fights to survive, not to win.

Spellcasting

wisdom DC 11 +3 to hit

Marchant is not a true spellcaster; his magic is a faded echo of his Ashbound initiation. He uses Bless only when the party is losing β€” the one moment his penance outweighs his fear.

Guidance

Cantrip Magic Initiate (Cleric)
div Action Touch V,S

Grants a willing creature +1d4 on one ability check within 1 minute.

Sacred Flame

Cantrip Magic Initiate (Cleric)
evo Action 60 ft. V,S

Dexterity save DC 11 or take 1d8 radiant damage, no cover benefit.

Bless

Level 1 Magic Initiate (Cleric), 1/long rest
enc Action 30 ft. V,S,M

Up to 3 creatures add 1d4 to attack rolls and saving throws for 1 minute (concentration).

Behind the character

Character Information

Aldous Marchant is a lean, grey-templed man of late middle years, dressed in a dust-worn merchant's coat of good cloth gone pale from road dust. His most striking feature is his hands: long, careful, scholar's hands that shake almost constantly, steadying only when he reads, writes in cipher, or presses his palm to something ancient. He speaks softly and kindly, deflects every personal question with a merchant's warm misdirection, and remembers everyone's names, families, and water rations β€” the practiced kindness of a man performing the person he wishes he were.

Around the expedition he is generous to a fault, paying diggers above rate and never skimping on water, as if generosity were a debt being slowly repaid to the world. Beneath the kindness runs something starved. Marchant watches the horizon the way penitents watch church doors, and when the party describes the Vale's legends his eyes go wet without warning. He carries a locked journal in a cipher of Keeper-script, a strongbox of old vale coins, and a burn scar on his left palm shaped like a cracked sun β€” a brand he tells curious diggers is an old trade mark.

In truth, forty years ago Aldous Marchant was an Ashbound initiate who fled his final initiation, and he has spent his entire fortune and his entire life since seeking the Sunken Ziggurat to undo what he helped begin. He wants forgiveness more than he wants power β€” but a flicker of temptation remains, the fantasy of touching the Hollow Sun and proving to the desert, to the cult, and to himself that he was never a coward.

He will betray the party's route to be present at the freeing, and he will break down weeping the moment anyone offers him a kind word at the right time.

Before the adventure

Character Background

Aldous Marchant was born the fourth son of a minor trading family in the frontier cities, a boy with no inheritance and a talent for languages and locks. At nineteen he fell in with caravanserai pilgrims heading east and was recruited by the Ashbound β€” the cult of the Hollow Sun β€” who found in the clever, friendless young man a perfect vessel for scripture. For three years he studied the cult's signs, learned Keeper-script so he could read the enemy's own records, and came to believe with total sincerity that the Hollow Sun was a wronged god and the Keepers' binding a crime.

His initiation was to be the final rite: a vigil at the cult's desert sanctuary, a brand, and an oath. But the rite required more than an oath. It required him to carry fire into a hidden grove β€” the last living cutting of the Verdant Vale that the cult had found β€” and burn it as an offering, proving that the old world's memory meant nothing to him. Aldous stood in the grove with the torch in his hand for one hour, listening to the small tree's leaves in the wind, and then he dropped the torch, ran, and did not stop running for six hundred miles.

The cult recorded him as 'the Initiate Who Walked Into the Dust,' a parable of cowardice. He recorded it differently: in a ciphered journal, in Keeper-script, written and rewritten across forty years. He built a shipping fortune with the same meticulous discipline he had once given to scripture β€” and spent nearly all of it, decade by decade, on maps, brokers, guides, and expeditions that never found the ziggurat. He learned that the cult controlled the best information brokers in the frontier, meaning his own money flowed, unknowingly, back to Vessaria's people, and that his expedition had been watched since Dunharrows Gate.

When the Marchant Expedition finally assembled at the last well, he hired guards not because he feared bandits but because he had learned, over forty years, that he could not do this alone β€” and that whatever waited beneath the glass, he would need witnesses. He tells himself he seeks the ziggurat to renew the binding, to undo what he helped begin. But at night, in his tent, he rereads the journal's margins, where his own hand has written, in a moment of weakness he has never crossed out: 'Perhaps if it sees me, it will know I am sorry.

Perhaps if it sees me, it will know I was never afraid.' He is a man balanced on a knife-edge between penance and proof, and the party's kindness β€” or their condemnation β€” will decide which way he falls. At Dryfall he breaks; at Last Root he confesses; at the ziggurat he either dies a Keeper's death whispering the ritual's final word, 'Remember,' or he is consumed by the thing he spent his life running from, finally standing still.

Threads to follow

Unresolved Plots

  • Marchant's journal contains a page torn out long before the expedition departed β€” someone read it and removed the record of a second initiate who fled with him. That initiate's fate is unknown, and the cult may be hunting them still.
  • The broker network through which Marchant funded his expedition is controlled by the cult's 'Whisperer of Flats,' meaning every purchase Marchant made was reported to Vessaria. The party's route was sold twice β€” once by Marchant, once before he ever knew.
  • Marchant has been paying quiet tithes to a shrine of the Green Flame in Dunharrows Gate for twenty years. The shrine's keeper has kept every coin, believing a penitent would one day return to claim them β€” and the coins are old vale mint, worth a fortune.
  • Marchant's dreams, described in the journal's margins, show the Hollow Sun speaking to him in his own voice. Either the bound spirit has noticed its fled initiate, or Marchant's guilt has grown a second self he cannot control.
  • Sister Cindra, who spared him, has spent forty years leaving unburned candles at the initiation chamber. She believes Marchant survived, and her heretical hope is a fracture in the cult that the party can widen.

Beneath the surface

Secrets

  • Marchant did not flee the initiation out of cowardice alone: the final rite required him to burn a living tree from the Last Root's grove, and his refusal β€” not his fear β€” is what he has spent forty years hiding, even from himself.
  • Marchant's fortune is built on vale artifacts bought cheap from grave-robbers over three decades. Sela does not know; if Last Root's descendants learn, their trust in the entire expedition is jeopardized.
  • Marchant has already written and sealed his will: everything goes to 'whoever brings water to the dust' β€” the party, if they read it, realize he planned to die at the ziggurat from the very beginning.

What haunts them

Fears

  • That his flight was cowardice after all, and that no act of penance β€” not even death at the ziggurat β€” can make it courage.
  • That the Hollow Sun's whisper in his dreams is real, and that some part of him wants to answer it.
  • That the party will learn what the final initiation required and decide his refusal was not worth forty years of grief β€” that the Vale was never worth saving.

What drives them

Aspirations

  • To stand before the Hollow Sun's cage and be seen by it β€” to matter to the thing that ruined the Vale, even if it kills him.
  • To hear a single person say 'you are forgiven' and believe it, the way he has never believed his own prayers.
  • To see rain fall on the Glasswaste once before he dies β€” even if the binding means he never will, he wants to die believing it possible.

Personal quest Β· 1

The Unread Confession

Marchant's ciphered journal, written in Keeper-script, holds his full confession: the initiation he fled, the name of the zealot who spared him, and the exact route he sold to Vessaria. If the party decodes it at Last Root and forgives him, he becomes a penitent ally; if they decode it and condemn him, he flees in the night to bargain with the cult ahead of them. The journal is the campaign's single most important roleplay artifact.

Current Stage

Discover the journal's existence and cipher at Dunharrows Gate (Investigation DC 14 on his tent).

Choice
Confront Marchant immediately or wait for Yeva's help decoding.
An early confrontation makes him evasive and harder to read; waiting earns his guarded trust.
Mechanical Rewards
  • The final ritual word 'Remember' (if turned)
  • Marchant's decoded journal pages (advantage on one ziggurat mural check)
  • A willing sacrifice for the binding if his death is freely given
Narrative Rewards
  • The campaign's redemption ending
  • Marchant's fortune passes to the party or Last Root in the epilogue

Personal quest Β· 2

The Zealot Who Spared Me

Marchant's journal names Sister Cindra, the Ashbound initiate who looked away when he fled the final initiation. She has spent forty years rising through the cult, and she believes Marchant died in the desert. If the party can bring proof that he lives β€” and that he seeks the ziggurat in penance β€” Cindra can be turned at the Glass Flats, weakening Vessaria's inner circle before the finale.

Current Stage

Learn Cindra's name and identity from the decoded journal.

Choice
Hunt Cindra at the Glass Flats or leave her to the finale.
Finding her early humanizes the cult; ignoring her keeps the finale's ranks intact.
Mechanical Rewards
  • Cindra's testimony (advantage on the Persuasion check to turn Vessaria)
  • A map of the cult's ziggurat watch rotations
Narrative Rewards
  • A second redemption arc mirroring Marchant's

Personal quest Β· 3

A Life Freely Given

Once Marchant learns the binding requires a willing sacrifice, he begins quietly preparing to give his own. He settles his accounts, writes letters to no one, and asks Sela Brant to burn his journal if he dies unabsolved. The party may discover this preparation and choose to let him fulfill the sacrifice at the Heart of Dust β€” or fight to find another way.

Current Stage

Notice Marchant's preparations (Insight DC 14 or catching him writing letters).

Choice
Promise him the sacrifice, refuse him, or say nothing.
Promising gives him peace and resolve; refusing breaks him or steels him, depending on whether he was forgiven.
Mechanical Rewards
  • A willing sacrifice for the BIND path
  • Marchant's estate: 500 gp and his expedition ledgers
Narrative Rewards
  • The Vale's rebirth with Marchant's soul in the seal

Major Decision

Context

Act One, after the Dryfall ambush β€” Marchant, wounded and shaking, confesses he cannot lead and offers the party command of the expedition's remnants.

Choice Made
Accept command and keep Marchant close, or leave him behind at Dryfall with the wounded.
Impact

Keeping him close lets the party observe his evasions (Insight checks, the journal) and build the relationship that makes his redemption possible. Leaving him at Dryfall means he travels to Last Root separately and his trust is harder to earn β€” all Persuasion checks against him in Act Two take a -2 penalty, but the party also avoids his influence over the expedition's supplies.

Major Decision

Context

Act Two, at Last Root β€” the journal is decoded and Marchant's cult past is laid bare before Yeva and the descendants, who remember what the last visitors wanted.

Choice Made
Forgive him publicly, condemn him, or keep his secret from Last Root.
Impact

Forgiveness grants advantage on the Act Three turn check and Marchant walks into the ziggurat as an ally. Condemnation drives him to Vessaria: the Seed-chamber betrayal becomes colder, the turn check loses its advantage, and the final ritual word must be learned from the murals instead. Hiding the secret earns Marchant's fierce loyalty (he casts Bless more readily) but risks Last Root's trust if the truth emerges later β€” Yeva's Insight DC 15 will eventually catch the lie.

Major Decision

Context

Act Three, the Chamber of the Seed β€” Marchant stands with Korrag's zealots, having sold the party's route for the chance to be present at the freeing.

Choice Made
Turn him with words (Persuasion DC 16), cut him down, or let him reach the altar.
Impact

Turning him gains the final ritual word 'Remember' and a dying ally against the zealots. Killing him forfeits the word unless it is found in the murals (Investigation DC 16). If he is neither turned nor stopped, he attempts the ritual at the Heart of Dust and is consumed β€” his willing death can fulfill the binding's sacrifice, but only if the party has learned of the requirement and permits it.

Transformative Moment

Trigger

Marchant presses his palm to the petrified bark in the Petrified Forest and whispers 'three hundred years.'

Transformation

The party sees the first crack in his mask. He becomes more talkative about the Vale's history afterward β€” and more careless about hiding his grief.

Mechanical Changes

Transformative Moment

Trigger

The journal is decoded and read aloud.

Transformation

Marchant stops performing. His hands stop shaking for the first time in the campaign β€” terror and relief at being known.

Mechanical Changes

Transformative Moment

Trigger

Marchant is forgiven in Act Two.

Transformation

He becomes a genuine ally: he shares the cult's passwords, trains the party on zealot tactics, and quietly prepares to give his life at the ziggurat.

Mechanical Changes

Ally

Sela Brant

Relationship Ally β€” expedition quartermaster
Influence 8/10
Loyalty 7/10

Shared History

Sela has run Marchant's caravans for eleven years, since he hired her out of the Broken Compass with nothing but a reputation for honest arithmetic. She is one of perhaps three living people who know he wakes screaming some nights, though she has never asked why. She keeps his ledgers, covers his evasions with practical excuses ('the boss is just careful with his maps'), and quietly suspects the journal holds the answer.

When the expedition breaks at Dryfall, Sela becomes the party's quartermaster and Marchant's conscience β€” she is the one who says 'he's earned a hearing' when the journal is decoded. If Marchant is condemned, Sela is heartbroken but pragmatic; if he is forgiven, she stands beside him at the ziggurat's stair.

Enemy

Vessaria Ashbound

Threat Level 9/10
Conflict Type Ideological and personal

Personal Stakes

Vessaria knows what Marchant is the moment she sees him β€” she was a child at Last Root when he fled the initiation forty years ago, and the desert has not forgotten his face. She despises him as a coward, yet she is the only person who understands his hunger for the Hollow Sun's attention. When Marchant sells the party's route, their bargain is poisoned at its root: Vessaria accepts his information not because she trusts him but because she wants him to watch the freeing and finally choose.

If Marchant is turned at the Seed Chamber, Vessaria's certainty cracks β€” the sight of the man she called coward dying for the Keepers is evidence her scriptures cannot explain. If he is not turned and is consumed by the ritual, she weeps, believing his death proves the Sun accepts the faithful.

Possible Resolutions

  • Marchant's turned death is the strongest lever (Persuasion DC 15 instead of 20) to turn Vessaria at the Heart of Dust
  • If Marchant dies unabsolved, Vessaria becomes harder to redeem (+5 to the DC)

Faction

The Ashbound (Cult of the Hollow Sun)

Standing 3/10

Influence

Forty years ago, Marchant was one of them: an initiate of the inner circle, fluent in their scriptures, marked by a sun-token he burned the night he fled. The cult's records list him as 'the Initiate Who Walked Into the Dust' β€” a parable of cowardice taught to every new recruit. His knowledge remains dangerously current: he knows their passwords, hand-signs, and supply routes, and the cult does not know how much he remembers.

His wealth has secretly funded the cult for decades without his knowledge β€” he bought his camels and maps through brokers the cult controls, meaning Vessaria has been watching his expedition since Dunharrows Gate. If Marchant is forgiven and turned, his knowledge becomes the party's sharpest infiltration tool (advantage on Deception to pass as cultists); if condemned, he returns to the fold as the parable made flesh, and his guilt makes him the most obedient of Vessaria's followers.

Obligations

  • The cult believes he owes them his life for his flight
  • His broker network still owes him two favors he has never called in

Benefits

  • Cult passwords and hand-signs
  • Knowledge of the ziggurat's lower chambers
  • The ability to read sun-tokens and cult graffiti

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