Kilwin of Cowersby

Kilwin of Cowersby is a human cleric and member of The Pog Champions.

Appearance
Kilwin is a human man in his mid-20's, of average height and stocky build. He has a ruddy complexion and dark blonde hair that he wears pulled back into a small ponytail. He also has a beard that he began growing soon after leaving Cowersby for the first time. His eyes are gray. At the beginning of his journey, he wore a suit of ordinary chainmail borrowed from Cowersby's Temple of Alethus, but has since inherited Keras's suit of mithral chainmail, which is silvery blue and enchanted to allow him to move more quietly. He also carries the symbol of his deity, Alethus, on his shield and on the carved wooden amulet he wears around his neck.

Personality
Eager to help others and quick to assume the best of people, Kilwin has taken to the adventuring life surprisingly well, although his trusting nature and somewhat lacking social skills occasionally cause problems. He deeply believes in the sanctity of life, as well as the grace and forgiveness of Alethus, and tries to embody these principles in all of his actions. However, these are sometimes lofty principles, and Kilwin is often quite hard on himself when he falls short.
 * Strengths: Compassionate, perceptive, altruistic
 * Weaknesses: Indecisive, awkward, inhibited

Background
As an infant, Kilwin was found abandoned near the temple of Alethus in a small village named Cowersby, about a day's travel to the west of Laketon. No one in the village knew who had left him, so most people assumed that his parents had traveled there to abandon the child discreetly. The situation being what it was, the temple raised Kilwin alongside the several other orphans in the temple's care. While he wasn't especially disliked by his peers, he didn't form particularly strong bonds with most of them, at least partially due to his tendency to report mischief to the priests as soon as he caught wind of it. However, his reputation as a tattletale endeared him to his caretakers, along with his interest in their teachings. Kilwin spent much of his childhood browsing the book collection of one of the head priests, an elderly gnomish man named Glasny Whitehall.

Surrounded by the word of Alethus from birth, Kilwin became a devout follower from an early age and deeply longed to join the clergy at the temple where he was raised. Even as his cohorts began to leave the temple to strike out on their own, Kilwin tried to involve himself further with the temple. When his divine magic first manifested, he was ecstatic, convinced it was a sign that he was on the right path. Glasny, now Kilwin's mentor, had some doubts. While he had come to view Kilwin almost as the son he never had and wanted to encourage him to pursue the priesthood, he also recognized that Kilwin had never known any life outside of the temple. Glasny suggested that it was for the best if Kilwin left the temple for a year before formally settling in as a priest, and travel Alethustria, helping people wherever he can and spreading the light of Alethus through good deeds. This would be both a good application of Kilwin's powers as a cleric and a chance for Kilwin to gain knowledge of the lives of the people he hoped to help through the temple. Kilwin agreed in order to better serve Alethus and set out on his own, with the understanding that he would return in a year's time, but was welcome back at any time.

Meeting the Pog Champions
Roughly six months after first setting out from Cowersby, Kilwin met Reides in Port Valor when they both accepted a job to help an old woman move. While dealing with a rat infestation in her new residence, the two of them followed one of the rats to the Silverbass Inn, where they encountered three other adventurers and an injured man named Alexandrius, who asked the group to rescue his brother from a mine that was under siege by goblins. Kilwin agreed to join the investigation and was willing to forego the offer of a reward.

Goals
Kilwin's original goal in leaving Cowersby was to learn more about the world to help him be a better priest when he returned, spreading the light of Alethus in the process. He wants to help as many people as he can in his time away from the village. Although he intended to return by his 25th birthday and remain at the Cowersby Temple of Alethus permanently, he's since picked up a number of more specific quests that might delay his return. After learning about Slumberjack's problems, he intended to stay on the road at least until he helped them be free of their guide's influence. Since Slumberjack's departure from the party, he hasn't given up on helping them, but this has become a secondary goal to helping the people of Alethustria secure the remaining abyssal crests and preventing the return of the demon lord Alzrius.

Abilities
As a level 6 cleric, Kilwin has access to the entire cleric spell list for 1st, 2nd, and 3rd level spells, but must choose a limited list to prepare in advance. He also knows the following cantrips:


 * Light
 * Mending
 * Sacred Flame
 * Spare the Dying

He also has the following class features available:


 * Spellcasting (Wisdom-based)
 * Ritual Casting
 * Channel Divinity (2 uses per short rest)
 * Turn Undead
 * Destroy Undead (CR 1/2)
 * Harness Divine Power (2 uses per long rest)
 * Divine Domain: Life Domain
 * Bonus Proficiency: Heavy Armor
 * Disciple of Life
 * Channel Divinity: Preserve Life
 * Blessed Healer
 * Cantrip Versatility

Kilwin and Reides
Kilwin met Reides briefly before meeting the rest of their future adventuring party and quickly became good friends. As the two most pacifistic members of the Pog Champions, they often find each other on the same side of intra-party conflicts. Kilwin occasionally worries about Reides, due to the triton's lack of experience on the surface (and willingness to eat strange things), but is more often impressed by Reides's knowledge and ability to navigate social situations. He greatly admires how Reides can make other people feel at ease and recover from missteps, and Kilwin hopes to someday develop some of those skills himself. Although he was surprised to learn the truth about Reides's background, the revelation changed little about how Kilwin views him, and he considered Reides's apology for the deception unnecessary.

Kilwin and Slumberjack
Kilwin's relationship with Slumberjack was originally somewhat contentious, due to their radically differing views on faith and the value of life. However, a bond of trust (if not necessarily warmth) began to form between them on their travels, where they had to rely on each other at times. Eventually, Slumberjack's admission of their struggles with their bloodthirsty guide and Kilwin's willingness to help rid them of it established them as real friends. Kilwin is convinced that helping Slumberjack with their problem is the best way to prevent them from killing more people. The process showed Kilwin a different side of Slumberjack and made him realize how few people they've had to support them before. Kilwin was devastated by Slumberjack's decision to go with the Burning Knight, blaming himself for not doing enough to disrupt their guide's influence. However, he still believes that Slumberjack is redeemable, and Kilwin is determined to meet them again and follow through on his promise to free them from their guide.

Kilwin and Jorah
While Kilwin isn't as close to Jorah as he is to some of his other companions, he still cares about Jorah's well-being and considers him a friend. Jorah's comments about his experience with the Memory Plague have also given Kilwin a lot to think about regarding his future path, whether Jorah realizes it or not. Although Kilwin disapproved of most of Jorah's actions during the party's time around Cowersby, he was willing and able to put that aside when larger problems arose soon afterward. Nevertheless, he appreciated Jorah's drunken apology for the incident. Jorah's openness and admission of a feeling of kinship during that same conversation also endeared him further to Kilwin, regardless of whether Jorah remembers saying any of it. Kilwin also likes that Jorah has a dog and would like to pet Julius more.

Kilwin and Erak
On first meeting Erak, Kilwin was startled by his volume level and flaunting of social norms. However, Erak's good heart quickly won Kilwin over. He's willing to defend the barbarian from those who think he's here to start trouble, whether those are thoughts are based on false preconceptions or Erak's actual occasional mischief. Although Kilwin think it's important to accept Erak's need to pursue his visions on his own, he was still saddened by Erak's departure and worries about how he's doing on his own.

Kilwin and Ashara
When meeting Ashara in the ruins of Port Valor, Kilwin was immediately concerned about her, healing her despite her claims of being uninjured. As he's learned more about her, he hasn't grown much less concerned, but enjoys her company. Kilwin appreciated Ashara's willingness to join the party in their new quest to secure the abyssal crests, especially considering her lack of personal connection to the current problem. Coming so soon after Slumberjack's departure from the group, he also welcomed the chance to form a new friendship.

Kilwin and Glasny
Glasny was the person who first discovered Kilwin after he was abandoned and was his primary caregiver among the priests at the Temple of Alethus. Growing up, Glasny quickly became Kilwin's favorite teacher as well, and he glad taught Kilwin Gnomish when he expressed interest in learning it. Kilwin also enjoyed leafing through Glasny's personal library, even before he could read well enough to fully understand the books. After Kilwin was bestowed with magic from Alethus, Glasny also became his mentor as a cleric as well. Glasny is probably the person who knows Kilwin best, as well as the person Kilwin trusts most. Although Kilwin corrected Reides's assumption that Glasny is his biological father, it was out of a desire for clarity rather than a lack of familial affection. Likewise, Glasny loves Kilwin as a son, but also worries about both his safety in the face of the troubles plaguing Alethustria, and Kilwin's tendency to judge his own actions harshly when situations spiral out of his control.

Kilwin and Keras
Although Kilwin only knew Keras briefly, and despite some suspicion caused by Keras's initial attempt to magically charm him, Kilwin appreciated the paladin's company. Kilwin offered to accompany Keras in his attempt to spy on the orcs' ritual, and Keras's refusal inadvertently saved Kilwin's life. Keras's death was Kilwin's first experience with the Fireaxe Clan's anti-life magic, as well as his own first close brush with death, which gave him a lot to think about. At Keras's home temple in Quadroad, the priestess Pandora allowed Kilwin to keep Keras's enchanted armor and his journal, as a way of allowing Keras to live on. Kilwin continues to wear Keras's armor, even when presented with the opportunity to get something more protective. Although Kilwin is under the impression that Keras left his original home on bad terms, he's still interested in attempting to find someone from Keras's old life. Kilwin's own experience with familial abandonment, along with the nagging feeling that Keras's face reminded him of someone, make him think that the information in Keras's journal could do a lot to provide someone with much-needed closure.

Quotes

 * Kilwin (completely sober): "That's a... That's a really nice table!"
 * Kilwin (out of character): "Is Kargath single?"

Trivia

 * Trivia 1
 * Trivia 2