EA: A Time of Chaos PCs.

Player Character Notes.

Here are the PCs I have so far - let me know if I've missed your PC.

1. B'Krath the Wanderer (RIP) - Northwoods.

2. Thorne (RIP) - Northwoods.

3. Xandros (RIP) - Imarr.

4. Taran the Rogue (RIP) - west of Hyderamar.

5. Maleous D'forme (RIP) - west of Hyderamar.

6. Ilan Zenofex (RIP) - west of Hyderamar.

7. Glaen Corekith - Northwoods.

8. Alidarn - Northwoods.

9. Yukio (f) - west of Hyderamar.

10. Lady Rhiannon de Ba-Lyn (f) - Imarr. NPC

11. D'Kar, Northwoods.

12. Thrush, elf (f) (RIP), Keris by Brightstar Wall.

13. Cpt Haruud Ehur-da (RIP), Imarr.

14. Donc (RIP), Northwoods.

15. Grywolf Thornsen (RIP), Marrak.

16. Isabel Williams (f) (RIP), Northwoods.

17. Korth, Chief Priest of Kostar, Marrak.

18. Sangy Orr, chief cook to Sultan Johmuz VI, Marrak.

19. Erin Wist, duellist, Imarr.

20. Narpet Bastille (RIP), Magus, Imarr.

21. Nitt Everoper, knight, Sea of Dust.

22. Morgan, bard, Manheim. NPC

23. Brak of Doskan, Manheim.

24. H'Mar the Seeker, Manheim.

25. Horto Widrind (RIP), Imarr.

26. Zarek the Slayer, Imarr. NPC

27. Nikos the Spider (RIP), Imarr.

28. Asher, Forest of Beskarn.

29. Ammad Damak (RIP), Imarr.

30. Braden Kor (RIP), Imarr.

31. Kiereen, elf (RIP), Northwoods.

32. Adam Dickinson, Heartlands.

33. Gedy Lifeson, Northwoods.

34. Samon Snowlock, Northwoods.

35. Sol the Defiant, Scorn’el.

36. Dram Trallus, north of Scorn’el.

37. Charena Sweetbriar (f), Northwoods.

38. Anton D’Hawk, Northwoods.

39. Rath the Grey, Northwoods.

 

 

1) B'Krath the Wanderer. Start Location: Northwoods

B'Krath (BK) was born the son of his clan's chieftain. His tribe lived in

the mountains North West of the Northwoods. He comes from an ancient race of

people called Rigerians. His clan home was attacked by marauding Mongali

supported by the Orcs that the Rigerians tended to spend most of their time

fighting. The attack was swift and brutal. All the adults in his clan home

were killed. All the children, including him, were taken as slave

prisoners.

BK spent the remaining years of his childhood the slave of a wandering

Mongali warrior, an old chief who had not the power he once did. This man

used BK in pit fighting. For years BK was subjected to the brutality of the

pits. He became legend in his youth. His size speed and skill thwarted and

killed many foes. His owner grew rich beyond his ability to manage it.

When BK was 18 he effected his escape. He stole anything he could,

including some coin, and fled. It took him 2 years to travel from Mongoli

territory, through the mountains and into the lands of the Old Empire.

He is a brash man, with heavy black hair and deep eye-brows. He remains

clean shaven most of the time, keeping it clean with a knife he keeps sharp

for just such a reason. He wears a set of Brigantine armor taken from his

old Master, and wears Western Barbarian sword, a curved sword that can be

used either two handed or one handed. He wears a back-pack and tied to it a

5 gallon water skin. In the pack are wool blankets and some food from a

animals he's killed along the way. He also carries the short horse-bow of

the Mongali, and a quiver of a dozen arrows.

He currently is making his way South through the North Woods. He has no

money, and, while he speaks many languages (subject from intense travelling)

including a few Mongali dialects and the Old Kingdom common, he's still

brash and rather uncouth. He's quick to kill, but not to fight.

One tactic he developed in the pits was the draw-attack. His sword, curved

in such the way that it is, lends itself to be drawn and stuck at the same

time. He has taken many men with this quick, unexpected attack.

BK is skilled in the use of a lot of weapons. He's also very good at

survival, able to keep alive in a lot of circumstances due to his toughness

as much as his skill.

Strength Speed Skill Agility Stamina

4 3 5 3 (2) 3

Curved Sword (2-h) Dam: 1d6+9. (1-h) Dam: 1d6+5.

Brigandine hauberk: AP2, Agl-1 (2).

(Leather hauberk: AP1.)

Net Damage, Stam 3.

1-2: Scratch.

3-5: Minor Wound

6-8: Major Wound

9-11: Critical Wound

12+: Dead.

___________________________________________________________________

 

B'Krath the Wanderer

Abilities

Strength 4

Speed.....3 (2)

Skill.......5

Agility...3 (2)

Stamina..3

Experience Points: 15

Equipment

Eastern Barbarian Sword

1 handed => 1d6+5

2 handed => 1d6+9

Mongoli Composite Short Bow

damage => 2d6+1

Eastern Barbarian Bridandine

hauberk => 2 AP, -1 Agl

helm => 3AP, -1 Spd (not normally worn)

Boot Knife

damage => 1d6+4

Backpack

--> heavy wool blankets

--> 5 gal water skin

--> shaving knife

--> 10m of rope

--> spool of twine

--> tinderbox / flint & steel

--> both of cloth

--> face scarf

Chaos Raider: Strength 3 Speed 3 Skill 3 Agility 3 Stamina 3

1-h Broadsword Dam: 1d6+4, or Dagger dam: 1d6+3.

Lady Ehlissa Cratek, daughter of Lord Cratek of Balfrinr.

Strength 2 Speed 3 Skill 2 Agility 2 Stamina 2

h-f Age:19. Long blonde hair, shapely, brown eyes. White rags (was dress).

T: [Lost Broken emerald necklace], 2 diamond rings, silver bracelet studded with sapphires.

Ehlissa has led a sheltered life, until the night the Chaos raiders sacked Balfrinr…

Lord Cratek sent six of his best men with her as she fled the town, fighting furiously. One by one they fell, until she alone was left. A mile from Balfrinr, one of the pursuing raiders caught her. Then B'Krath the Wanderer arrived…

 

 

2) Thorne, The Chaos Mutant Snow Elf.

Start Location: Northwoods

Thorne was born in the Northwoods amongst the snow elves. He developed normally for his first decade or so. But then everyone noticed something was wrong. Maybe it was the prehinsile tail that had begun to grow out his back. Or the fact that most of his skin was turning into green

armored scales but everyone realized.

The chaos had changed him. He was exiled into the woods. He has survived in the woods for many years, living in trees at times, on the ground at others. His meter and a half long tail makes it easy for him to climb, and he has found that he can even support his weight with it if neccessary. He is almost 7 feet tall, and because of his armor skin, weighs almost 300 pounds. He looks slender at a distance, his Blond, greenish tinged hair is worn down around his shoulders, not in the top knot of his clan since he has been exiled. He has chiseled features, wheathered by his environment. His lower neck starts to meld into his the scales that cover the rest of his body. The only other part of his body is his hands. He caries a long bow, and a long knife, almost a short sword.

So using the quickdraw system he would look something like.

Background: Woodsman/Archer

Primary:Archery Secondary:Woodcraft Tertiary:Tracking

The heavy scales count as all-over scalemail (except head & hands) giving AP2, - 1 Agility and

-1 Speed.

Strength: 4 Speed: 3 Skill: 3* Agility: 2 Stamina: 4

Armour Points: 2 (except head).

*Thorne is +1 to hit with bow, normal with spear and knife/dagger, -1 with

other weapons.

Longbow dam: 2d6+4 Arrows: 40

Knife dam: 1d6+4

Net Damage, Stam 4.

1-3: Scratch.

4-7: Minor Wound

8-11: Major Wound

12-15: Critical Wound

16+: Dead.

Also I think while doing an acts of balance he would lose the agility penalty, and get a bonus.

That is my only problem with it. I figure he'll be hanging out in the woods, generally just killing the Chaos Mutants, and sticking his nose in other peoples business. Also here is a more detailed description.

Thorne is almost 7 feet tall, and weighs near 300 pounds. He is swathed in

animal skins, and has a Wolfshead cloak, made of several wolfs actually,

which hangs to his ankles. He spends most his time sitting in trees that over

look the trails. He does not wear boots, so he leaves an odd track when he

walks. Anyone who has seen a large lizard would think it was an alligator or

some such creature. When he climbs he digs the claws on his feet into the

tree to gain leverage. He has probably had some sort of myth associated with

his presence in the woods (Feel free to do your worst simon) Equipment is as

follows

Long Bow

40 or So arrows for his bow

Long Knife

Furs

Wolfshead Cloak

Pendant made if a River Stone, carved into his clan's Sigil, The Wolf.

The Snow Elves: they number some 640 total, in scattered tribal clans across the high mountains north-west of the Darklands around the Citadel of Chaos. Associated with them are 200 more civilised Light Elves who dwell in Tirran Vale, a hidden valley amongst the mountains, and frequently trade with their Snow Elf brethren. The Snow Elf stronghold, gathering-place, and seat of rule for their High Chief is the tall, white-gleaming Highfire Castle, on the northern edge of Tirran Vale. Some sixty snow elf warriors dwell there. Highfire castle gained its name in the time before the Darklands

when, centuries ago, the orcish hordes attempted to destroy the snow elf fortress by fire and sword, but after a bitter struggle were repulsed with great slaughter.

3) Xandros, Warrior/Sorceror Start Location: Imarr.

Sex: Male

Species: Human

Homeland: Imarr, The Eternal City

Age: 22

Height: 1.78m

Weight: 80kg

Colour of - Hair: - Eyes: - Skin:

black - black - white

Appearance: dark, sinister person, doesn't talk a lot and inspires fear.

Typical clothing: Black cloak, head covered, sometimes you can see a red light behind, (eyes?), blood red amulett, looks like a mage, but wears two swords.

Lodgings: Cheap Room in Imarr

Motivations: Power, fulfilling quests for his master (see background) andliberate himself of the slavery. Destroy his master.

Background: Once was a devoted Demon Hunter, but was beaten by a powerful Demon and is now his slave . Fulfills quests for his master. All his magic is of demonic nature...

Notable Skills: Can mutate to a demon (see modified stats) The mutation sometimes happens involuntarily, e.g. when insulted or agressed...

Human Demon

Strength: 2 6

Speed: 1 1 Demonic Vitality: +2 Speed.

Skill: 4 3

Agility: 6 1

Stamina: 5 4

Magic: 0 3

Spells: (3) 1. Firebreath: (works like Energy Blast). 2. Domination. 3. Flying: (Demonic wings)

As he's a demon, his Flying ability is much more powerful than the usual spell. 1 MP to sprout wings and fly for 1 hour.

Weapons: 2 Swords (STR+D6+1) or Claws (STR+D6)

Two Swords attack at -1 & -2 to hit, dam d6+3 (human form).

Two claws attack at -1 to hit, dam: d6+6 (demon form).

SA: Leather hide in demon form gives torso 1 AP. In demon form, will eventually regenerate all damage, except cold/frost & acid. In human form, can die normally, but usually changes to demon when badly wounded.

Demon form, AP1.

Net Damage, Stam 4.

1-3: Scratch.

4-7: Minor Wound

8-11: Major Wound

12-15: Critical Wound

16+: Dead.

Human form, AP0.

Net Damage, Stam 5.

1-4: Scratch.

5-9: Minor Wound

10-14: Major Wound

15-19: Critical Wound

20+: Dead.

 

4) Taran, Rogue. Start Location: Imarr.

I'm thinking of returning to a more roguish character this

time. The person I have in mind, Taran, is fully human

and more urbane than was the outdoorsy Alatar. Taran

grew up as a younger son of some landed gentry or

merchant family, but was separated from his family and

their holdings at the beginning of the fall of the Albine

empire. Now Taran is alone and struggling to make his

way in the world.

Wry and not to tall (five foot nine), Taran is reasonably

good looking with blue eyes and a long blonde braid.

He wears a black leather jerkin and has a taste for

similarly dark clothing, gray, charcoal, black. Despite

his current state, he is educated, literate, and has taste

and appreciation for fine things, music, dance, and art.

It is hard to specify his skills with what I have seen so

far of this system, but I have in mind something like

the AD&D thief character crossed with Random from

Zelazney's Amber series. Will thief type skills be run

similar to magic skills?

For his stats I will use the standard rouge, STR 3,

SPD 4, SKL 4, AGL 4, STA 3. His weapons are

a short slashing sword and a stabbing dagger. He

might use them in tandem. I want him to have some

light, flat throwing daggars, and perhaps he will

develop skill at the light cross bow and horse back

riding as time passes.

I'd like to take the clue from Richard, "He also has a

small backpack containing a blanket, thieve's tools &

picks and a change of clothes. There is a skin of wine

and 2 days of dry rations. Wrapped in the blanket is

any loose change as well as a tinder box.

Taran would love to reunite with his family, should that

prove possible. At the moment I think he is just trying

to survive. Aside from that, he'd like to take revenge

on what ever petty warlord trashed his home.

As time goes on, and (like as not) he fails to reuinte

with his family, his thoughts turn more to day to day

survival and self preservation. I think a certain amount

of greed will motivate him.

His weapons are a short slashing sword and a stabbing

dagger. He might use them in tandem. I want him to

have some light, flat throwing daggars, and perhaps he

will develop skill at the light cross bow and horse back

riding as time passes.

 

(How do we handle weapon prof's here? Is there an

opening limit, or do I just demand as many prof's as I

can imagine and wait for you to deny some of them?)

Equipment:

small backpack containing

thieve's tools & picks

a change of clothes

a skin of wine

2 days of dry rations

a blanket

wrapped in the blanket is

any loose change

a tinder box.

 

Skills (in descending order of importance to me)

Melt into cover Light crossbow, horse-riding.

Move silently

Appraise item

Open locks

Find/remove traps

Pick pockets

Sounds good to me. Is Taran's main purpose to return to his family?

Taran would love to reunite with his family, should that

prove possible. He is not at all certain that they are all

still alive. At the moment I think he is just trying to survive.

Aside from that, he'd like to take revenge on Scarlett

Bloodhawk, the petty warlord who trashed his home.

I haven't read more than a couple of Conan novels (if

we want to be so generous), but Scarlett can be one of

those two dimensional villans we find in Conan. I'm

thinking of her as oversexed and driven by love of

treasure and the need to dominate those around her.

Feel free to yeild to creative inspiration; I imagine that

you have a few petty warlords in your imagination, given

the chaotic nature of this campaign.

As time goes on, and (like as not) he fails to reuinte

with his family, his thoughts turn more to day to day

survival and self preservation. I think a certain amount

of greed will motivate him, as well as a need for safety.

Having been driven from his home he has a need to

feel secure from similar raiders. In time this need may

manifest itself as aggression and/or a cutthroat nature,

but it could develop into cowardice or even a

compassionate nature, depending on the content of

his adventures. In the short run, another motivation

for Taran is loneliness. He has never been alone

before, and now he finds himself suddenly cut adrift in

a chaotic world.

Let's start him out within one or two days of having

escaped Scarlett's raid with little more than his life

and the equipment listed.

 

5) Name: Maleous D'Forme Start Location: Imarr.

From: Richard Wenhold <[email protected]>

Rank/Position: ?Thief? - Third son of a jewel merchant

Sex: Male

Species: Human

Age: 19

Height: 5' 10"

Weight: 165 lbs

Color - Hair: Black

Eyes: Green

Skin: Swarthy skin (a dark tanned skin to a light brown)

Appearance: He appears to be completely at ease no matter where he is. Looking closer, one notices fairly well manicured hands and no

stubble on his face. His hair is cut to a medium length and does not extend past his shoulders. He wears a Large brimmed hat that is black

in color with a purple band tied around it. His clothing is of a nondescript color and cut usually ranging in grays to browns with a loose

fit. He does, however have a bright red leather belt. He smiles easily and appears to non too concerned with affairs that do not affect him.

In essence, he seems to be a fop! Typical clothing: As above he wears grays to browns in cotton and wool. At night, he often wears black.

He wears knee-high soft leather boots, "cause they look fabulous!" He often wears a brown cloth cloak which hides much of his hand movements.

Demeanor: He has a ready smile and laughs at anything ironic. Fairly easygoing and laid back. He is a tight-wad when it comes to spending

money. Background: He was the third son of a jewel merchant who never gave much interest in the trade. He was looking for excitement and

would often steal into other peoples houses to steal or just move their furniture around. He was caught breaking into his father's jewel shop

removing some coins from the lockbox he just picked. From that moment, he was disowned as a son and ejected from the house with just the

clothes on his back. Notable skills: climbing walls, picking locks and moving silently. He is also quite good at using the rapier and

longknife worn at his belt - a skill he learned from his oldest brother. He also is able to estimate the value of gems with fair accuracy.

He does have some skill with the short-bow.

STR 3, SPD 4, SKL 4, AGL 4, STA 3.

equipment: Rapier and Dirk. He also has a small backpack containing a blanket, thieve's tools & picks and a change of clothes. He also has a skin of wine and 2 days of dry rations. Wrapped in the blanket is his black colored outfit for night-stalking and any loose change as well as a tinder box.

As for his stats- I think it would be best for him if he was straight average. After all, he's human and the son of a merchant who didn't give him any 'special training'. Daddy didn't love me! Nothing like having a chip on your shoulder to motivate your character to do stupid things.

{From village near Crayton, Northwoods. Sacked by Scarlett Bloodhawk 2734 YE}.

 

 

From: Zigurds Gustins <[email protected]>

6) ILAN ZENOFEX Start: Imarr.

Rank/Position: explorer (?)

Sex: Male

Species: human

Homeland: Colladel

Age: 21

Height: 1.80 m

Weight: 72 kg

Colour of hair: dark brown

eyes: grey

skin: tanny

Appearance: meagre, but it feels that the strength is inside,

face rather oval, with slit eyes, straight nose and thin lips.

Scar across right cheek (looks like made by animal's claw),

long straight hair, fastened with a piece of cloth.

Clothing: Usually wears leather jacket/armor, worsted trousers,

and leather boots.

Demeanour: Calm, observant, agile, poor knowledge of common language,

knowledge of geography, biology, chemistry and zoology of the Ea.

Motivations: Exploring unexplored places of Ea, also little explored,

collecting and accumulating knowledge about environment, nature. Such.

Background: Born in rich traders family in east Westgate, as a second child.

Had interest in nature and related things while about 10 years old. Soon

after father's business started to go down, and finally went bancrupt. Ilan was

sent to the Imarr to take some studies about what he is interested in.

Now he is just finished his studies which took him five years, he is eager

to see new horizons, discover new plants and animal species...

Notable skills: agile, see traps, climbing, knows flora & fauna,

orientation, riding, sailing.

Strength: 3 Speed: 4 Skill: 3 Agility: 4 Stamina: 4

Weapons: A dagger, which he inherited from his father, a very nice one and

also seems ancient.

Light bow

Other useful things: rope, some tools (knife, hammer, barnacle),

parchment/paper, ink, feather, instruments for making herbaria,

some alchemy tools, some maps of surroundings and reference books.

1) sulphuric acid

2) nitric acid

3) wood alcohol

4) ethyl alcohol

5) several metals scrubed into a powder (iron, copper, nickel, silver)

6) several reagents to test juice of plants

7) several emply test-tubes

7) Glaen Corekith [kl'eyn k'ouh ra-kith], 12

Player: Joaquim. Start: Imarr.

He used to be the kid everybody liked; the sweetest and cutest kid in the village, who usually got free apples and a friendly pat on the head by all passers-by. Everyone lit up when they saw Glaen, and enjoyed his company.

One day, Glaen and his best friend Thrn [th'rahn] (they were both 10 at the time) decided to climb the large oak in the middle of the village...

"Last one to the top is a rotten egg!" Thran yelled, laughing. Glaen echoed the laughter as they ran towards the oak. It was autumn, and just as they reached the tree, a gust of wind pulled some of its fiery leaves from their branches. They started climbing, and were soon among the yellowing leaves of the treetop. That's when it happened. Thran reached for a branch and missed. Or maybe he slipped, since the bark was rather damp. Whatever happened, Glaen missed it and didn't have time to react --

all he noticed was the awful cracking noise when Thran's head hit the cobblestones. Glaen looked down and saw a halo of blood slowly spreading from beneath his friend's head. Thran's eyes stared back at him.

"Thran!" he exclaimed, quickly climbed down the tree and squatted beside his dying friend. Yes, dying, not dead -- Thran's eyelids fluttered, and he was obviously trying to say something. "Shh.. You'll be alright," Glaen whispered, and didn't even notice the people gathering around them.

That was the first, and maybe the last, time Glaen used his magic in public. He was exhausted by the effort, but when he was done, Thran's fatal wound was healed.

Now, they all shun him. Some say he's the bastard son of a witch, but Glaen knows that's not true -- he has two parents, just like everyone else! But they're acting like they don't even know him anymore. He

couldn't understand it; he hadn't realised that magic was something special (or forbidden, for that matter). Glaen has had magic abilities since birth (as far as he knows), using the elemental forces around him, channelising the raw energy of nature.

Although Glaen started using magic before he started walking, he hasn't had the possibility to learn spells; no teacher, and no books. Besides,even if he had a book about magic spells, he would probably have great difficulty reading it; after all, he's only twelve years old. Therefore, the magic he knows so far is "raw magic", which is basically the same as "ordinary" magic, the only difference being that Glaen doesn't need words and gestures to visualise the effects of magic and channelising it -- he

just _does_ magic.

Spells: Energy blast, healing and "illusion" (new spell!)

ILLUSION: Cost 1+/min

Effect: Creates an illusion (duh). At the cost of 1 magic point per minute, the caster can create an illusion that only affect one sense (a sound, a smell, etc).

2/min;

1. small illusion (human child), or

2. seemingly large illusion at a distance (two riders on the horizon)

3/min;

1. medium-sized illusion (normal human, ogre), or

2. seemingly huge illusion at a distance (a dragon coming this way)

3. detailed small illusion

4/min;

1. large illusion (big monster), or

2. detailed medium-sized illusion, or

3. two small illusion

5/min

1. huge illusion (dragon), or

2. detailed large illusion, or

3. two medium-sized illusions, or

4. three small illusions

etc.

Glaen's stats:Strength: 2, Speed: 3, Skill: 3, Agility: 4, Stamina: 2, Magic: 4 E: Dagger.

 

9) Alidarn

Start: Northwoods Player: Capt Ron.

Knight, Male, Human, Age 32, 5' 11", 195lb, Brown hair & eyes

Str 4 Spd 3, Skill 4, Agil 4(3), Stamina 4

AP: 2 (chainmail hauberk/coif)

Sword dam: 1d6+5

Shortbow dam: 2d6 Arrows: 12

Skills: Sword, bow, horse, swimming, sailing, storytelling, tracking, hunting,

trapping, and survival

Homeland: Borderlands near Northwoods; was born the son of a noble.

Appearance: Dark visage, grim and gaunt with large scar on right cheek. Wears

green and brown traveling clothes over chainmail. Wears cloak, sword, short

bow & quiver, small backpack with bedroll and canteen, pouch with small odds

and ends (survival equipt), leather boots. His total wealth is about 5 gold

coins.

Personality/History: He is quiet and watchful. He can be friendly, but is

slow to choose friends and conservative in manner. He will protect the weak

and needy in a hostile world, but does not desire reward or even notice; he

will pick his own time to attack. He trusts no one and sleeps with his sword.

He has lost everything but an inner nobleness and his own honor. He watches

for a time when evil is weak and can be driven back. He is a Christian who

shuns and/or opposes all magic. While he doesn't always show his sense of

humor, he has one and values those in others highly.

 

Character Name: Lady Rhiannon de Ba-Lyn

Player: Regina Montgomery

Rank/Position: Noblewoman

Sex: Female

Species: Human

Homeland: (I prefer the GM to assign a suitable homeland)

Age: 18 years old

Height: 5' 2"

Weight: 90 lbs.

Hair: Red

Eyes: Green

Skin: Light Olive

Appearance: Extremely Beautiful and Alluring

Typical clothing: Expensive/Elegant Silk/Satin Gowns but

when necessary or traveling, etc. she can be found wearing

black leather breeches and armor.

Demeanour: Respectful and well spoken, she is friendly and

outgoing, extremely seductive and sensual her nature is to

befriend and manipulate others. Deep down she is sly, clever

and cunning and something of a bitch. She likes to have her

own way in things and will do whatever it take to get them.

She will look out for others only as far as there is something

in it for her. She can fight when necessary but is something of

a coward and pefers others to fight for her but when cornered

she'll fight like a hellcat. Lazy, she hates manual labor and

would rather die than engage in such activity. A natural thief

she has no sense of respect for the poperty of others, to her

it was mearly waiting there for her to come along and was

ment for her all along. She seldom spends her own coin with

there is a man nearby who will pay for it and pay for it he

will if he allows Rhiannon hooks into his purse too deeply.

Motivations: Seeker of wealth and power and a student of

the occult and arcane, she treasures magical lore as a means

to get what she wants.

Background: Born the only daughter to Baron de Ba-Lyn, with only

an elder brother over 10 years her senior Rhiannon's mother died

in giving birth to her. Rhiannon's father and brother both spoiled

her rotten as a child and still continue to give into her whims

even when its against their better judgement. For the most part

Rhiannon was given over to her maternal grandmother to raise and

was by her taught the occult arts. Rhiannon is a wild and adventurous

young lady who takes it upon herself to leave the safety of her home

in search of some fabled magical treasure or another. She also often

will leave home whenever her father has it in his head to marry her

off to some old warty merchant or noble. In those cases she will

disappear for months at a time until her father has grown so worried

for her safetly all he will care about is her safe return. In her

service Lady Rhiannon has one servant, a dwarf, named Guido who acts

as her bodyguard and faithful slave, his deep loyalty to his mistress

knows no bounds and so he will follow her anywhere.

Notable Skills: Rhiannon is an excellent dancer and singer, she is

is also an accomplished musician and can play the harp as well as

the lute. Rhiannon has been taught by her father sword and so is an

accomplished fencer but considers the blade beneath her, more fitting

for lackies and servants but will use it and use it well when she must

defend her life. Rhiannon's most favored weapon is a bow because its

use does not put her person to as much risk as when she is dueling

with a sword. As a woman, Rhiannon does not feel honor bound to fight

fair so will use bow or her magic whenever she feels threatened,

likewise a knife in the back in all fair in love and war and for

Rhiannon a necessary evil when push comes to shove.

In addition, the Lady Rhiannon is most accomplished at acting and

manipulation, she has learned well how to use her beauty and her body

to get her own way. She is extremely knowledgable in the social arts

has picked up many con-artist/grifter skills as well. Her grandmother

was a Witch and Rhiannon has been taught the dark arts as well, it

is these arts that Rhiannon favors and delights in using feeling that

her knowledge of magic and her noble blood make her superior to others.

Attributes:

Strength 2

Speed 3

Skill 3

Agility 3

Stamina 2

Magic 5

1) Energy Blast

2) Domination

3) Invisiblity

4) Levitation

5) Hel's Kiss*

HEL'S KISS

Per point of Magic spent, Hel's Kiss drains 1 pt of Stamina from

the victim. If Victim's Stamina reaches 0, they shrivel and die.

If the caster has Stats temporarily reduced due to a Major Wound,

spell restores 1 Stat pt (they choose which Stat) per pt of Stamina

drained.

If user does not have a Major Wound, spell restores 1 Magic per pt

drained - ie to the pre-casting level, giving the spell *no net

cost*.

Victim must make Stamina check, using their reduced Stamina,

or fall unconscious 1d6 minutes per Stat pt drained.

There is no limit to how many Magic pts the caster spends, *but* they

cannot drain more Stamina than the victim has, so any extra MPs are

wasted.

YUKIO'S STORY

The cloak of night would not have fooled the sharp eyes of warriors holding watch alone. Nor could ordinary sorcerers penetrate the ancient magical runes protecting Hawk's Palace.

However, sorceress Ling-Wa was never thought to be enemy and she penetrated the defences with ease of a blade slashing through a paper wall. Her whispering song weaved inpenetrable web that closed eyes and ears of Guardians opening the fortress for attack as if it was a sleeping baby in her mothers arms.

Assassins came first. Slowly, deliberately, they flowed forwards in darkest pits and shadows until they reached the outer line of Guardians. Their attacks were swift and ruthless and it wasn't until the very gates of fortress when Spear Master of Night managed to sound gong of alarm with her last feat of fading strength. By the time the magic gong waked everyone up it was allready too late.

How did the Hawk's Palace then die? Perfectly.

Giant warmachines destroyed the gates of Palace in short moment while crossbow men suppressed the hastily gathering host of defenders shooting back. Meanwhile whole lines of warmachines laboriously dragged through mountain passes fired their fiery bolts and stones into court yard torching both palace and its surrounding village in a matter of minutes.

As the gates finally broke in War Master's finest horsemen flowed in despite fearsome casualties inflicted by fire from both sides. Led by Blade Master Shi himself Elite of the Villas cavalrymen were soon victorious in ensuing battle at courtyard. Their horses were covered up their sides in blood as battle turned into pursuit and finally into a massacre.

Then it was time for the spoils to the victor.

War Master Kung rode in with his armoured battle horse accompanied by a woman youthfull only by her looks. If War Master Kung was the finest warrior and leader ever fought in desolated Sea of Dust, was her companion as deadly to say at least. Lady Ling-Wa was one of the most - if not *the* most - powerful sorceress in Western Mountains.

Furthermore, she carried the proud colours of the Hawk's Palace as if she was born there.

The pair travelled through the fire and destruction as if they were making a journey through field of flowers. They didn't care of few remaining Guardians shooting their arrows in deadly accuracy to courtyard nor the pleas of villagers and peasants being tortured to death. Neither were they interested in brutal ballet of fighting in dark of corners where fleeing members of Hawk's Palace fought their last stand taking dozen for each of their own.

Blade Masters boast of exploits of Kungs masterful plan nor praise of her overpowering show of mastery of sorcery did not interest them, for one their work was not finished yet...

* * *

As night broke two women were dead tired. They had ran all day since the morning. They rode their horses to their death at dawn. Their horses could not stand any more punishment of wild ride through narrow mountain passes or wounds suffered from blades of War Master Kung's footmen in their desperate flight from Hawk's Palace.

Two women collapsed to the floor of ran down hut as for first time in too long time they gasped for their breath. First woman was clearly close to death. She had three crossbow bolts still attached to her body. Second had miraculously survived without scratch but was visibly shaken for what had happened before.

As young woman tended the wounded her attention was drawn to something moving in corner. In a single swift movement woman grabbed a her spear to new threat. It was a young girl barely on her teens. Girl was scared to death yet had no weapon in her hands. Young woman prepared to kill

her but a single wave of hand from old wounded woman on the floor stopped her immediately and clearly annoyed woman started to make fire for night had fallen.

Fire was soon started and all three gathered around it trying to warm themselves from crueling night wind. Old woman started first looking at girl. "I wonder who you are."

*I am Tuk. I escaped from whorehouse and I want to go home.*

#What's whore?# Young womans asked curiously.

*I sleep with men as my work.* she answered with her tone flat. *Three years ago there was a famine in my hometown and I was sold to feed my family. Now, they are all dead

so I do not want to whore anymore.*

"That is for that you are easy going and not a good woman."

Tuk looked at old woman and then fire without saying a word.

Old woman looked at fire, sighing. *We have no chance. There is a winner and a loser in every battle. We lost everything. Hawk's Palace is ruined, our sisters flee everywhere."

#Lady Ling-Li, What about Sorceress of Crane's Palace? They

are surely coming to help us?#

"No help is going to come. I felt they were under mightiest spell I've ever seen. Only my sisters could do such a spell. They have been weaved to sleep in place no ordinary woman can go. Their defences protect them but they'll sleep there forever. Crane's Palace is as good as destroyed for now. We cannot lift such a spell without help of whole Hawk's Palace and its people." She looked at fire with her once beautiful robes tarnished and her wounds still fresh and painful.

"Perhaps we should just flee and escape."

#Lady. Surely you are not suggesting we'll ran away like cowards. Then we'd nbe no better than wild beasts or Mongali hordes who have no honour whatsoever if we do not bravely face our difficulties!#

"Yukio. I was just teasing you." Ling-Li shook her head as she was thinking her youngest and brightest student.

Yukio was still agitated and looked Tuk who had looked the exchange without a word to find support to her martial prowess.

#I am a Guardian of Hawk's palace. I fought Wooden Spear line winning everyone and proved myself in Archery Range too and got myself title of Guardian very young and ...#

Tuk answered to her litany boredly. *Really?*

Yukio looked at her totally surprised she wasn't appreciated and revered for her skills. #Don't you believe? See!# She rolled up her sleeves showing tattoos on her arms. #I have Crane and Hawk in my arms. They are burned when I rose pot of burning coals with them...#

Tuk took a piece of wood from fire and moved forwards, *Let me see*, and pressed 'accidentally' Yukio's arms with burning stick.

Yukio moved his arms back aching from pain. #Why you did that?#

"I think this fire needs some new firewood. Why don't you two go pick up some more from outside." Ling-Li suggested.

- - -

Soon two women picked up wood from collapsed wooden wall.

#Isn't it hard to be whore?# Yukio asked to sooth Tuk.

*Isn't it hard to be Guardian in Hawk's Palace?* she answered.

#Of course. Look at how muscled and skinny I am.#

*It's same here. No real difference. I was with very old man

my first time.*

#If you didn't know him, how you could do it?#

*I closed my eyes till it was over.*

#Were you scared?#

*Of course. But why are you curious about these thinfs? Aren't you

one of the elite of Hawk's Palace?*

#Yes I am. I shouldn't care of such tiny matters. I care for the

country to protect you all from Mongali hordes.#

*I don't have ambitions like you. I just want to go home or

find myself a new one.*

#Perhaps we both need to find ourselves new home.#

Tuk smiled for first time so more years than she remembered.

- - -

Yukio wanted to say something but instead she pushed Tuk down as

hail of fire arrows flew over and past them to pitiful remnants

of hut.She sprang to the hut.

#Lady of Hawk's Palace! Ling-Li! We are under attack!# Old woman

looked at her, perhaps more relieved than worried. "I know. Take

my Black Spear and fight with it."

Yukio looked at Lady totally confused. "But it is weapon of Lady

of Hawk's Palace! I cannot take it! It is yours by right!" She

looked in awe of totally black spear Ladies had wielded. Black

blade never reflected light. If blade of weapon was soul of its

wielder, the Ladies from Hawk's Palace had no soul at all. She

had heard it drank blood. That it slayed demons and monsters.

She just wasn't worth wielding it.

Ling-Li closed her eyes. "Take it. This is my will and order.

Yukio. Guardian of Hawk's Palace. Go out and fight with it!"

Then she closed her eeys and started to mumble something Yukio

guessed might be sorcery.

Yukio wanted to say something, she wanted to say a lot more but

then she hear Tuk's scream and she stormed out of door like a

thunderball jinking back and fourth avoiding crossbow bolts aimed

at house.

#I am Yukio, Guardian of Hawk's Palace! Guardian of Holy flame!

I wield Black Spear!# She screamed on top of her lungs as line

after line of footmen ran towards her. She ran straight towards

the line cutting down most eager blade in a single perfect strike

of her black spear.

Yukio fought like a woman possessed but there were fifty blades

to face her spear. Tuk's scream was drowned under clash of arms.

World turned into swirling dance of blades, and blood and death.

Yukio somehow noticed a crane flying across night sky as hut

finally collapsed behind her crushing everyone inside. Sheer mass

of men broke her down under them. #Lady Ling-Li! I am now alone!#

Then world went black and she dropped into endless black pit...

* * *

Mount Fire was unlike anything Yukio had seen before.

Giant volcano rose higher and higher and the top of

mountain itself was covered with while clouds. The

fortress was not built onto but into mountain. Only

thing visible of that impregnable fortress was massive

gates at the end of stone road she walked.

Mount Fire hadn't been just a fortress, it was as old

as Hawk's Palace and built before time of the people.

Like Hawk's Palace, there were stories of underground

passages, rumours of weird pictures in walls, unspeakable

creatures lurking in dark corners and even human sacrifices

done to please those monsters. There had been time when

she had laughed at those as stories to scare little

girls to return home at nightfall but now she was not

sure anymore.

She had heard hushed stories of huge numbers of slaves

working inside mountain, growing food and building

weapons for War Master Kung like so many War Masters

before him. Hawk's Palace and Mount Fire had been in

war forever, generations of Ladies and War Masters

fighting each other yet both bowing whoever was ruling

the land of Ea.

Rulers weren't interested at them, as long as Guardians

of Hawk's Palace and Sorcerers of Crane's Palace had

held two mountain passes large enough for Mongali hordes

to mount attack. Brute cavalry of Mount Fire had kept

their part of bargain too, reinforcing Swordsman's Gap

and wiping out any small bands moving in Sea of Dust.

That had been the pact. Until now, that is.

Sharp kick to her knee made her naked body fall on her

face in hard stone that had been painted red generations

ago. As Yukio returned back from her thoughts to cold

hard reality of slave she rose her eyes to see what

guards were making them kneel towards. It was a massive

statue of fiery red stone, gleaming in fires lit around

it. Her eyes could not believe what she was. It was

blasthemy to even think of those runes, that face, that

idea. Human sacrifices to most ancient of all ancient

Gods of Fire, Death and Darkness! While life in Hawk's

Palace had always been hard they had never done that in

their quest for divine leadership. This was madness...

* * *

War Master Kung looked at his latest pet with a glance

that showed obvious lack of interest. Part of it might

have been sheer despice but mostly it must have been the

sweet scents of spices burning in porceline cups all

around the room. Yukio knew what they were. Mighty Ladies

used them to calm themselves after excertions in great

sorcery but Kung wasn't a sorceress, he couldn't have

use for them but for their sweet smell, she thought.

Yukio was sitting in his bed in elaborately adorned silk

robe. She had been washed, scented, dressedand lead there

for a day after selection from surviving girls of Hawk's

Palace. As he moved aside the net covering his bed and sit

on it, she couldn't help but to move backwards in combination

of fear and loathing.

*Scared you?* He moved to bed taking her bared leg to his

hand. *You look pretty when scared.* He kissed her foot,

letting his tongue move slowly upwards, enjoying every inch

of her body.

Yukio grimaced at sight of old man and remembered Tuk who

had told of her first man. It must have been like that.

"You're disgusting.", she spat and opened her silk robe

and fell naked to her back. "do it and get over with it."

Next she threw the robe over her face to avoid looking at

disgustingly old War Master and hoped it would be over

soon. "Come on!"

Kung looked Yukio with a new look in his eyes, something

dangerous flashed for a brief moment in his eyes. *Do you

want to trap me?* Kung rose to stand and walked to her with

his hands crouched as if she was a disgusting old vulture.

He ripped the robe off her face and as Yukio instinctively

opened her eyes he lashed a slap that made her feel as if

her head was about to be chopped off. *Dammit!*, he breathed

angrily, *How can you be so easy going?*. He grabbed of her

lush raven black hair roughly, *speak up!* "I dare not

disobey you.", she screamed.

Kung was furious, *I haven't told you to undress yet!*.

He tugged her hair *Why are you that bitchy?* He fumed *You

should resist by all means* Kungs hands travelled to her

throat. *How can you let a man take you that easily?* Yukio

strugled to gasp for air but War Masters grip was iron hard.

*I won't take those easy things.* Kung was screaming at top

of her lungs. *You let me down.* Everything in her mind was

blackening and she was paralysed by fear.

From back of her corner she saw someone, dressed as she was,

coming in. She had seen her with a glimpse in Kungs side

earlier when he had chosen girls from new slaves. She didn't

say a word, just walked in when kung threw Yukio back to bed

as if she was a rag doll and flew through the air to meet the

newcomer.

He grapped her from neck and Yukio saw how huge claws grew in

his hands and Kung was changing for a moment into something

she had only seen in ancient scriptures. Girl died in seconds

as claws slit her throat and her heart pumped out blood covering

whole room.

This was all too much for her. Yukio started to scream on top of

her lungs from horror of the bloody scene before her. He was a

monster and she couldn't do anything. She closed her mouth very

instinctively by pushing her hand to her mouth as lifeless body

of former mistress of War Master fell to the floor.

She sobbed in terror as Kung turned to face her with a face filled

with broadest smile she'd ever seen. In her hand was girls head,

still so fresh and pretty, yet so dead. He didn't say a word at

first looking at head as if thinking what to do with it.

Keeping his head tilted as if people maddened by spices he then

turned to subbing Yukio who trembled before him. *War Masters of

Mount Fire have always been great generals. I was one too. I was

always loyal to his Majesty, Usurper or not. I crushed his enemies

and slept their whining wives.*

He stepped towards his bed taking some of his old and frail hair

to his hands talking himself *In one day I noticed very much white

hair in my head. Thus I know a man will die one day.* Yukio looked

him not daring even shake as his voice hypnoticed her completely.

*Even if you are rich and famous, you can't escape from death.*

*The cleverest way man can live is to enjoy life as much as you

can. I want to enjoy life, even if it is inhuman.* He looked at

Yukio, *I have to do it by all means.* He walked next to bed

opening the silk net, *So I asked a transfer to stay in Mount

Fire. I can make any order, I am the most powerful man here.*

He started to look her straight to her eyes *I can do what ever

I want! No lord can bother me! Here I am even higher than Gods

themselves! And I have been working here. I have studied scriptures

so old world haven't even been invented yet. I have talked with

old Gods and we worship them here and we will become immortals.*

Kung suddenly noticed the head in his hand and threw it away as

if it was a rag. *I have powers you witch women of mountains

cannot even begin to understand. Ling-Wa is an ally now, and

when I am finished with my studies she'll be like you there.

Obedient, tamed, mine to enjoy, like whole world sooner than

later. All mine, forever as a God of you all.*

Kungs eyes got glassy as if he was travelling to talk with Gods

like sorcerors. Next he started the laugh like a madman who had

lost his last wits. A second later War Master collapsed to bed

between her legs. Yukio looked at him shivering and trying to

comprehend what he had said and meant. Kung looked dead, Yukio

didn't know if it was good or bad. Sorcerors could become dead

or alive at will or she had heard from her older sisters.

Then she screamed yet again as Kung woke up from spice induced

catatony. *What is the use power? Women, death!* He looked

around him as if he was chased by demons and threw away his

silk robes as if they were on fire. *I am locked here! I cannot

go out! Mount Fire is truly horrible!*

Then he collapsed to bed right next to Yukio who had curled her

naked body in vain hope of protection from evil. She stammered

in fear as Kung noticed her again and started to move towards

her slowly like a snake approaching its prey. His two strong

hands opened her loins as he crawled over her. *Are you scared

of death?*

Yukio somehow managed to nod her head for he had never been so

scared in her life. "Oh yes! I am scared of death! Don't kill

me!" Kung looked at her, smiling, *Tung saw my misbehavior with

spices. That was her bad luck. You have to keep my secret.* Yukio

nodded hysterical of fear "I will I will I will keep my mouth shut."

Kung looked at her suspiciously. *Really?* Yukio nodded with

tears in her eyes and Kung pushed his finger to her mouth

moving it back and fourth. *You look so pretty when you're

scared.* He pushed her to lie on her back and moved over her.

The moon was just rising and night was young...

* * *

Crane had arrived.

She was dead but she refused to admit it. She was bruised

and bled from any and every part of her body, yet she

staggered forwards. She had been hurt in all the cruel

ways imaginable, yet she moved forwards in desert.

Crane had saved her.

She had lost sense of moons soon after meeting War Master

Kung and being thrown then out like garbage.

When her spirit was about to crack and her body to be

thrown down to Pit of Despair with other dead and dying.

Drunken footman had stolen her Lady's weapon from temple

armoury to kill her with her weapon as a final insult,

surely driven forwards by his wine instilled taunt and

arrogance. He was sniggering himself of his cleverness

for doing a crime he would pay dearly with his life if

caught and enjoying idea of getting away with it as only

witness would die painfull death in hot flames of Pit.

Then it had happened. A crane, a giant crane had struck

from the skies that had no birds singing there ever. It

had flown right to his face and ripped off eyes of her

tormentor and a weapon had dropped to her hands. As she

touched Black Spear a cool wind of a stroke of a hawk

had struck through her body and everything had went black.

Crane had lead her.

Somehow, some way, she had moved from the edge of Pit of

Despair to this desolated desert sands. She was now away

from immediate danger as dreaded silhuette of Mount Fire

had disappeared from view and she every step moved her

forwards towards river, merchant boats moving there and

ultimately Imarr in Heartlands.

Crane had showed her purpose.

Yukio has but two things in her mind, to restore the

power and might of Hawk's Palace and turn the Mount

Fire into her killing ground...

___________________________________________________________________________________

Yukio -Maiden from Heavenly Mountains

(Janne Kemppi)

Full name and title:

Yukio -Guardian of Hawk's Palace

 

STR 2 (3) SPD 4 (5) SKL 5 (6) AGL 4 STA 3 MAG 1

Spell: Ways of Wind (qv below)

Spear Dam: (2xSTR+1d6) > 1d6+6

Equipment:

(Yukio starts naked and without any property but the Black Spear)

Speed +1

Skill +1

Strength +1

Slays magical monsters (Demons and Gods) (x2 damage)

Sex: Woman

Species: Human

Homeland: Hawk's Palace in Heavenly Mountains.

Age: 18

Height: 172cm

Weight: 50kg

Colour of -Hair: Black Eyes: Brown Skin: "yellow"

Appearance: Yukio is very slim woman, almost like a willow.

Her face is very refined and beautiful, especially if she

works a bit on it.

Her slim looks is natural but years spent on Wooden Spear

Line working on martial arts of spear and bow have made

her figure more a bit muscular. In any case she is in

excellent health normally due strict regimen and light

food.

Typical Clothing: Yukio dresses usually fairly sensibly

into large airy robes setting several of them over each

other. The colours and patterns of robes vary. She walks

with socks and sandals in her feet. In sunshine she keeps

a hat and scarves covering her from sunshine.

In war she'd dress like a man and would carry light leather

jerkin with metal plates attached to chest area for added

protection.

In a party she'd dress far more flamboyantly into bright

coloured robes, probably mixing flimsy see-through robes

and elaborately patterned robes together. Add plenty of

long scarves hanging from her hair and clothes plus sweet

smell of opium.

 

 

 

 

Demeanour:

Yukio used to be arrogant and haughty as hell. This was

part of her heritage. Maiden's from Heavenly Mountains

have a reputation of being extremely proud of themselves.

Being so skilled and destined to rise extremely high on

Hawk power structure she carries herself with aura of

pompousness.

The fall of Hawk's Palace and subsequent time in Mount

Fire have changed her a lot. She is definitely no more

as haughty as before. In addition she believes into a

destiny and divine signs more than ever before.

Now she is more of quiet person and has closed herself

to suppress memories of Mount Fire. When surprised she

can get extremely violent and fight out like tigress.

Her experiences in Mount Fire have also made her to fear

closed places and rats and other 'filthy' animals. She

enjoys open air and high places more than ever.

She uses huge amounts of her time in excersises to hone

further her skills and lately she has started to also

use opium to expand her mind and allow her to contact

Gods and Demons and expand her expertise also towards

sorcery.

Motivations:

(short story)

Yukio has but two things in her mind, to restore the

power and might of Hawk's Palace and turn the Mount

Fire into her killing ground...

Background:

(short story)

Notable skills:

Mountaineering. She can scale sheer cliffs and slip

herself into very narrow openings.

Healing. Martial arts excersises lead very often into

accidents and therefor she knows basics of keeping a

person alive. It does not make her a healer but she

knows how to handle wounds.

Weapons straining. Yukio is skilled in use of spear,

longbow and dagger.

Equipment:

(Yukio starts naked and without any property but the Black Spear)

Black Spear

Spear is all black and reflects no light. It seems to

drink blood of people it slays.

This is hereditary and rightful weapon of Lady of Hawk's

Palace. No one else has right to carry it.

Spears origins are scrouded in mystery but it was originally

a weapon of a mighty God and it has awesome powers. As such

it is both strong weapon and focus of sorcery and its wielder

can destroy anything less than another God with it. It also

captures souls of slain into it and its wielder can order

those souls to do her bidding. This gives the spear its very

awesome abilities, however, this also requires extremely

strong will by its wielder.

Sword is also cursed by a Demon who was slain with it. The

curse made spear forever bloodthirsty. It drank not just

souls but also blood of those slain by it. The blood has

slowly stained the spear making its powers less and less

manifest. These stains can be washed away by acid blood of

a mighty demon or God. This restores the weapon to its

former glory.

The spear is intelligent and draws its wielder into more

and more dangerous heroic tasks as it searches wielder

worthy of carrying it. These traits are especially strong

when it is washed clean.

The stained spear is just very light and deadly weapon

giving its wielder both speed, accuracy and deadliness

in attacks. If it is used against demons its true nature

comes more apparent and spear slays them easily due more

damage.

(I have no idea of stats in game terms but something like

this might be good for starters:

Speed +1

Skill +1

Damage +1 (2xSTR+1d6+1)

Slays magical monsters (Demons and Gods) (x2 damage)

As its wielder gets more Magic the Spear gets more and more

powers. These should be discussed later.)

 

(Getting Yukio into game -an idea:

Crane helped Yukio to escape from Mount Fire with use of her

sorcery. She moved Yukio first to the desert and when she

walked following Crane she collapsed under the sun and wakes

up in very different place on Ea carried there by yet another

feat of sorcery that she cannot explain nor understand. Ie.

she might suddenly walk in Northwoods totally oblivious of her

situation...)

--------------------

Maidens of Heavenly Mountains (pop: 2000)

Maiden's of Heavenly Mountains are divided into two distinct Palaces (actually fortresses). Hawk's Palace and Crane's Palace. First one is ruled by martial prowess and second by sorcery. Despite this the people in both places mix freely although majority of people follow the tenets of their home place. Both palaces have about 1000 people living there.

This place is led by women and has been in existence for quite a long time (indeed the cellars and tunnels under both of them have been delved by monsters who lived there BEFORE humans. After humans settled the lands the natural fortresses were taken by this tribe and held ever since.

Since they have done excellent work in guarding these passes and extracting taxes to their overlords. In exchange of this the women were left alone. As they are in remote place (in high mountains) and xenophobic to say at least, they have followed ancient Gods rather than followed 'modern' tenets.

Maidens are in general tough people living in tough area and their worshipping makes them well shunned. They never had any friends and were not much liked for.

Culture in Heavenly Mountains is curious mixture of Orient and Mythos. The rule of Ladies (Ling-Li & Ling-Da) is extreme to say at least and palaces are monasteries rather than living villages. Life there is like living in a bottle, safe, regimented and very orderly. Freedom is for birds.

Architecture of palaces is similar to Japan, plenty of earth walls and wood and paper.

_______________________________________________________________________________

Mount Fire (pop: 2000 people, 5000? slaves/prisoners)

This Demon created Volcano was cursed from the beginning and has so grim history even its reading can drive men to lose their sanity. After the volcano died it was soon settled by monsters who delved there tunnels and turned it into a fortress.

After humans arrived they shunned the place for some time (due to grim background of place) until they decided to turn its mines into practical use as a giant prison/labor camp. Its War Masters have been running this activity ever since and they can proudly claim that most filthiest scum of humanity have been their guests and served in iron mines. Mount Fire turned iron for weapons and it has been making weapons for armies of Ea forever.

Reputation of guards of Mount Fire has been one of dread. As no one in his right mind would have wanted to go there the garrison that had been there more and more turned into hereditary profession. Furthermore it became a dead-end for people thrown out of society for variety of reasons. In place like that the lives of people were tough and War Masters of Mount Fire even tougher. They continued to worship old Gods shunning the world that had turned its back to them. No lord of Cormyr had ever liked the Mount Fire but had grudgingly kept it working due its functions no one else wanted to do.

When giant catalysm created the Sea of Dust in 2559YE everything changed in areas around the Mount Fire and War Master laughed at the world as he despiced it. Following that the behaviour of War Masters have teken nagetive turn and some whisper that demons have cursed them. Others say that their search of forbidden knowledge has driven them mad.

Culture in Mount Fire is martial to say at least. Duels are common, so are fights. Violence is preferred way of solving trouble and rule of fist is supreme.

-----------------

War Master Kung

Kung is absolute lord of Mount Fire. Old and feared War Master. He has been actively searching forbidden knowledge like so many War Masters before him (especially after catalysm) and wants to be

immortal. He has been turning himself into a demon and is planning to supplement his army by breeding demons and monsters.

Kung is old and his body is riddled with runes and tattoos showing off his long career. Dresses into heavy armour or finest of silks. Always armed with great sword.

Playing Kung: stay calm until it is time to explode into orgy of

blood. In opium you suffer extremely rapid mood changes.

Blade Master Shi

"Death" is Kungs champion and duellist. He also commands Elite of Villas cavalrymen (500 men) who are spearhead of Kungs plans of conquest. He isn't interested in greater moments in history of

world, just a good fight. Kung provides it.

Young stallion with plenty of scarves. Always armed with Great Axe. Walks practically half dressed always except in battle appropriately.

Playing Shi: Pussy, Booze, Blood and Gold drive you. Make sure

you take what you love and tell it to everyone.

Ling-Li

Lady of Hawk's Palace. Very old woman who is without doubt best

war leader and warrior of Heavenly Mountains. She is also very

accomplished sorceress.

Finest of silks unless in battle (then armour). Looks like 40s.

Playing Li: You've seen way too much blood but you do not know

any other way to rule your realm.

Magic Crane

Lady of Hawk's Palace follows and guards Yukio with best

of her meager abilities as a crane. Ling-Li can do massive

feats of magic but after each such act she must spend days

as ordinary crane without any powers what so ever.

Magic Crane is never attacked by hawks and Ling-Li can even

talk with them and enlist their help within limits.

(Ling-Li is something best employed by GM directly)

 

Ling-Da

Lady of Crane's Palace. Supreme sorceress in West and patient

leader to say at least. She plans for hundred years forwards.

Only in silks. No man with sword could harm her. Looks like 40s.

Playing Da: Never say anything, just listen. When everyone has

said their thoughts, then ORDER what is to be done.

Ling-Wa

Youngest sister of Ling-Li and Ling-Da. As their mother died and

made her older sisters rules of Palaces Wa went insanely jealous

and decided to make a deal with hated Mount Fire to wipe out her

older sisters. She uses opium constantly to expand her mind and

is extremly vane. She is not a good leader of men or women but she

has magical powers matching her sisters and she knows how to use

them. Wa is most beautiful woman in West and knows it. She shows

off herself and is always vane.

Dresses only in finest of quality. always perfect looks. Grooms

herself a lot. Looks like 18 (thanks to magic) but is 40s.

Playing Wa: You are so good and others are so stupid. Show them

that YOU should rule them.

------------------

Opium & Hashish (spices)

Sorcery in west is extremely rare (except in Heavenly mountains).

Spices is used to expand mind and calm nerves when fighting or

talking with Gods and Demons. Sorcerors using spices can easier

get results than those without spice.

However, the price is heavy. While spices expands mind it also

causes one to lose fear. This can make a Maiden to attack a demon

she in her right mind wouldn't even consider. Long term effects

also include mood changes (extreme of behaviour like vanity or

paranoia to name few). Extremely long term effects include loss

of willingness to live and sleepiness until catatonia.

--------------------

I am still working on concept of sorcery in the west but I am

currently looking heavily onto Call of Cthulhu for ideas. In my

character concept both Heavenly Mountains and Mount Fire worships

ancient Gods that have eerie resemblance to Lovecraftian ideas.

End result is that sorcery is powerfull but double-edged sword

to say least.

Western Magic in World of Ea

Five powers are: Wind, Earth, Water, Fire and Void. First four are

'pure' elementals and use power of essense of Ea, fifth one is

demonology where inner powers are used to call deities and powers

of forgotten races and gods and demons.

First four are 'accepted' powers in Ea, fifth one is forbidden by

most (practically all religions). In Heavenly Mountaisn and Mount

Fire, fifth power is practiced regularly by experienced sorcerors

using spices to expand their mind.

----

Spells Yukio has are:

Ways of Wind 1+ pts (special duration)

This uses Wind power of five powers.

Allows it wearer to call minors winds for her help. She can sense

odour of particular person or animal or thing (usable for tracking)

or find open air (like from a cave) or call wind to flush out a

piece of paper from a difficult place. If more points are used,

more spectacular things can be done (time, place etc). This calls

for GM discretion. It is NOT a combat spell but mostly used in

tracking and finding things.

Duration: 10 minutes/MP

Ways of Earth 1+ pts

similar to Ways of Wind

Ways of Water 1+ pts

similar to Ways of Wind

Ways of Fire 1+ pts

similar to Ways of Wind

She also has unbeknowst to her learned forbidden knowledge from

dreams that Magic Crane has taught to her.

Void Sign 1 pts (1 round)

This sign allows its user to concentrate herself better when calling

her inner mind to use forbidden knowledge. It allows her to cast

Void power spells when/if she ever learns them.

Powerful ancient sorceresses also use this sign as a way of

identifing their ability to know Forbidden Knowledge. Using

stese hand signals in public in Ea might lead by those few

knowing that sign to start a minor riot and rip apart the

blasthemer.

> OOC2: This made me consider a bit of the magic business in Western

> Mountains.

>

> I have idea that in there the spells are handled in different

> way from those Eastern mages. In West the sorcery is based

> on knowing "Way", which in essense is a spell list. Thus by

> learning all four elementals and then finally Void Yukio does

> know EVERYTHING that needs to be done from making her sounds

> quiet to summoning arch demon.

>

> However, even when/if she knows list and plenty of spells

> there should be a cost in using it (for obvious play balance

> reasons). Here I have thought of using spell costs from L5R

> RPG (I love that game) where spell costs vary from 2-5 points

> and their effects are a bit smaller than in ADD stuff.

>

> However, these 'weak' spells are balanced with two factors:

> *whole spell list is known (execpt few 'forbidden ways' for

> RPG reasons)

> *life force can be drained for spell points. Ie. if you slit

> open your wrist (or sacrifice people) you can get as many

> spell points as STA you drain. Naturally this is not possible

> except in Void spells and it is not generally accepted practice.

>

> I'll write some kind of spell list if/when I have time for

> that if you accept this kind of thought?

'Eastern' magic is text-based - the sorceror only knows a limited

number of spell-effects at any one time, but he can study his spell

book and memorise different ones if he wishes.

'Western' (Heavenly Mountains) magic, being element-based, is both

more flexible and less powerful. A wide variety of different effects

can be manifested from Flame, say, but they are limited by their

source-element. They also tend to be slightly weaker than an Eastern

spell-packet.

A Western sorceress must learn the Ways of the Four Elements,

followed by the Way of Void, in order to complete her apprenticeship

(with Magic 5). After that, more esoteric powers can be developed,

perhaps combining different elemental powers.

I'm thinking:

Magic 6 - combine 2 elements.

Magic 7 - combine 3 elements.

Magic 8 - combine 4 elements.

Magic 9 - combine 4 base elements & Void.

A sorceress of this power, the 9th Rank (Ling-Li, Ling-Wa, Ling-Da)

can do virtually anything. Beyond the 9th Rank the sorceress can

achieve Nirvana and become one with the Universe.

I'm open to suggestions as to what combinations are required for

particular spell-effects.

Some possibilities:

Magic 6.

Wind & Fire to create a temporary Illusion.

Fire & Void to summon creatures from the Plane of Fire.

Magic 7.

Wind, Water & Fire to call Lightning from the sky.

Earth, Wind, & Water to Heal the wounds of a mortal.

Air, Water & Void to summon creatures from the Plane of Ice.

Magic 8.

Earth, Wind, Water & Fire to Craft a magic weapon (non-sentient), or

to scry anywhere in the world.

Magic 9.

All 4 elements and Void to Call a spirit back into a dead body, or

Transport a being to anywhere in the world, or to create a sentient

weapon.

____________________________________________________

OOC: Spear Master is army commander and troop leader.

She is usually very experienced leader and next

in chain of command after Ladies of both palaces.

Saint of Spear is individual hero raised to status

of doing heroic deeds for Heavenly Mountains. SoS

needs to master sorcery (knows all 5 ways) and spear

(is redoutable warrior) and has done great deeds.

Guardian refers to lowly warriors they use to guard

the palaces and who are army. They all know something

of both spear and sorcery with some more of spear (in

Hawk's Palace) and others of sorcery (in Crane's Palace).

Yukio hopes to be a Saint of Spear one day but before

she can even clain such a status she needs oh so much

work still and that Ladies of Heavenly Mountains claim

it to be her right. So there is so much work undone in

her path still...

__________________________________________________________________________

D'Kar

Strength 3 From: "Manley, Timothy/CVO" <[email protected]>

Agility 3

Speed 3

Skill 6

Stamina 3

Born to Marshall Tuck of Balfrinr, D'Kar grew up on the Campaign trail, groomed for the life of the military. He found his forte in his blade, a light broadsword his grandfather had given him, a sword called rapier by some. While his father worked, D'Kar spent most time with his Uncle. As he grew he entered military training, but again, spent most time with his uncle as Scout and Ranger for the forces.

Now, the forces of good have fallen to the realms of chaos. The Northwoods have always been D'Kar's home. His father and Uncle are dead, as far as he knows. D'Kar, only 18 years of age, had never been formally joined into the military. He had started working as a freelance scout and adventurer. Now, he is without guidance, and without options as the Chaos Riders grow moreactive.

Background Skills:

Primary Training is as Scout and Ranger

But he was raised by a professional soldier, so he grew up training with all sorts of weapons and has studied strategy and tactics.

Skills include:

tracking, woodswise, stealth, camouflage, move quietly in wilds, move unseen in wilds, hunting, foraging,

Equipment:

Rapier

Buckler (w/ sling)

Dagger

Crossbow (w/ sling)

belt quiver w/ score bolts (w/ shoulder strap as well)

backpack

1 gal water skin

sleeping mat w/ blanket

flint & steel in tinderbox

Leather armor

leather helmet

camp knife & hatchet

butchering tools (for hunting)

4 throwing axes

heavy hooded cloak, dark green and brown in color

money based on GM's decision

D'Kar fights interchangeably with the rapier/buckler and rapier/dagger and rapier/hand-axe depending on his enemy. His primary tactic is the hit and withdraw. He fires the crossbow from seclusion and withdraws slowly, reloading and then firing again.

He also carries 4 throwing axes that he uses as an option in combat. Tactic is, use crossbow as much as possible, when enemy is closing use axes, which he practices drawing and throwing in one smooth motion (I don't think you count drawing a weapon as an action, so this is trimming only). The axes

are used instead of closing to melee range, making them come to him. It's one of his favorite melee tactics, drawing his rapier, throwing an axe, as they close having the next axe in his hand, either ready to throw or to use as a second weapon.

From: -Rush- <[email protected]>

Name:Thrush

Race:Light Elves

Stats/

Strength:2

speed:3

skill:7

agility:3

stamina:3

Age:250 (=25 human)

Sex:Female

Hair:Blond Eyes:Green Height:6'2" Weight: 120 pounds

Appearance: Thrush is tall and lithe, with an unnatural beauty that no human female can match. She wears her hair braided down to the center of her back. Her face is finely sculpted with an upturned nose, swept eyes, and pointed ears. She has a petite figure that is shapely but without an

ample ammount of flesh. She wears a leather breastplate with some silver gilding on it. She wears tight black leather pants, and a tight black leather shirt under her breastplate. She has a black hooded cloak that hangs down to her ankles. And carry's a one of a kind sword passed down from generation to generation in her family. OOC: I envision it as for the most part a Samurai sword, 35 inch long blade and 14 inch long hilt, swept in the normal Samurai fashion. Capable of slashing attacks, and

stabbing thrusts. maybe strength+1D8+1? Able to be used two handed.IC:

The swept silvery blade has an engraving of a Dragon breathing fire on one side, and leaping flames on the other. She carries a longbow, and a quiver of 18 arrows. And a Long throwing spear that she uses as a walking staff most the time.

When the Mongali horde destroyed her homeland she was young. She escaped with only her families sword. She travelled the world and found weapon masters to train with. After training with them untill they died of old age. She repeated this cycle many times untill she felt prepared to travel the world again. She is trained in every form of combat or weapon imaginable, including hand to hand combat (I.E. Martial Arts) Her main goal in life is to find some sort of solice in killing all enemies of the Elves (I.E. Be creative Simon : )

K here is the equipment list for Thrush

Family Sword

Long Bow

Quiver (Holds 18 arrows)

36 Arrows (Half In Saddle Bags)

Spear

Black Gelding Horse

Saddle Bags (Filled with standard Adventuring Equipment : )

Leather Armor Breastplate Inlayed with minamal Silver Work

Black Leather Outfit (As Described in Previous Post)

Black Hooded Cloak (Hood hangs down in front of face, covers much of the

features)

Wide Black Leather Belt, With Silver Buckle (Sword and quiver worn on Belt)

Some Money (Not Very Much at All)

Personal Habbits:

She wears the hood up at most all times. She grows tired of Human males falling over themselves when they see her. She also has her left hand on her sword at all times, mostly to hold it in it's scabbard, but she never knows when she will see a mongali. She speaks many languages that she has

picked up over the years, and speaks in a quiet commanding voice. Most the time she is not wearing her quiver, or carrying her bow. She usually stores both of them on her horse. She uses the spear more often than not more as a quarter staff than it's intended purpose. The whirling spear head can be

quite deadly though.

Haruud Ehur-da

Rank/Position: Captain of the ex-Albine Naval Vessel Sharduk.

Sex: Male

Species: Human (Albine)

Homeland: Albine Empire

Age: 32

Height: 6'2"

Weight: 180 lbs.

Appearance: Long flowing black hair. A thick black beard with moustache. Deep, dark brown eyes. Sea tanned skin.

Clothing: An Albine Naval Captain's uniform, complete with leather hauberk (torso only, no sleeves) under the

naval blue tunic. He carries a longsword and dagger. At his side he carries a pistol crossbow. He always has a telescope with

him.

Demeanour: A hard man who knows what he wants and very usually gets it. Alone with the people he trusts,

he is a joyous fellow, loud and boisterous, an enjoyer of wine, women and song.

Motivations: Adventure, excitement, but fame and fortune wouldn't hurt either.

Notable Skills: Haruud is an expert naval tactician and strategist and a dabbler at magick. (2 spells: Levitation and

Invisibility.)

Attributes: Strength: 3 Speed: 3 Skill:4 Agility: 3 Stamina: 3 Magic: 2

Haruud is a devout worshipper of Enki, the Babylonian/Sumerian god of the sweet waters, learning and magic and has a portion of his quarters set up

as a private shrine to Enki.

Major NPCs:

Ela Urar (his old captain), deceased.

Hannach Tur-dad, captain of the Nab-kin, presently acting as a pirate leader.

Mar-hall Nimruk, captain of the Tukitar, controlled by unknown chaos forces.

Jezizar Dursha, captain of the Arbalba, ex-lover and now good friend of Haruud, acting as a mercenary.

 

Erhaan, Sidhe half-elven mage, friend and confident of Haruud aboard the Sharduk, (RIP)

Haruud was born in the Albine Empire in the city of Casok and raised in Berrendas.

Appearance: Long flowing black hair pulled back into a braided pony tail for social occasions but much more often

left free in a wild windblown mane. A thick black beard and moustache. Deep, dark brown eyes (often with a chilling stare).

Sea tanned skin.

 

Background: Haruud was serving as first officer of the Sharduk under her then captain and acting Commodore, Ela Urar. The Sharduk was one of four Albine ships of the line in a task force under Urar's command. The other ships being the Arbalba, the Nab-kin, and the Tukitar.

The task force was assigned to defending against the growing power of the Sea-Mongali operating out of Settler's Town. There were several pitched battles and a great deal of blood spilled on both sides which have led to some long term grudges.

When the Albine withdrawal order came, Commodore Urar decided to keep his squadron on station rather than return home and let the Sea-Mongali plunder the locals at will (even though he knew it meant a bounty on his head and the heads of his officers). Given his personal charisma, the level of loyalty he gained from his men and the sheer hatred that now existed between the Albine naval officers and the Sea-Mongali pirates, his order was obeyed.

After the Darkrise, the ship's guns from the various vessels were dismounted, wrapped in oiled cloth and buried at hidden locations on different uninhabited islands. They were replaced with catapults, ballistae and Greek Fire projectors.

Four years later, the Commodore died in action against the Sea-Mongali. Haruud assumed command of Sharduk, after defeating the second officer (who challenged him for the job) in a duel. However, with the death of Urar, the other ship captains of

the squadron decided to go their own way.

Captain Hannach Tur-dad of the Nab-kin decided to use his ship's size and power to take over a local band of pirates.

Captain Mar-hall Nimruk of the Tukitar decided to take his ship and crew home but they never made it there. They ran afoul of evil Chaos forces and Nimruk and his officers sold out the crew to save their own lives. The few surviving humans of the Tukitar, including Nimruk and his officers were horribly mutated and the bulk of the crew replaced with chaos beastmen.

Captain Jezizar Dursha of the Arbalba, a flamboyant red-haired half-Albine woman (an ex-lover of Haruud's, they're now just good friends) decided to go mercenary and Haruud followed suit but mainly only takes jobs such as protecting merchant convoys from raiders and fighting pirates and such.

During his career as a mercenary fighting the Sea-Mongali, Haruud freed Erhaan, a Sidhe half-elven mage who was being forced to do the pirate captain's bidding. In gratitude for having saved his life, Erhaan serves aboard Sharduk as the equivalent of an officer and is teaching Haruud magick on the side. (RIP)

Sharduk is presently operating in the Cyclades Isles area, east of the Great Bay of Imarr, since the weather and the opportunities for work are both much better there than in the Norse realm of Trafalgis to the north.

Cirra

Cirra is a 18 year old Albine young woman--she's the daughter of an old veteran sailor who joined the ship's company a few months ago. Cirra's been in or around merchant ships pretty much her whole life. She's seen more than a few actions. When she first came aboard with her father, some of the crewmen made jokes about her role aboard ship and sought to harass her when her father wasn't about--they quickly found out that she can take care of herself. She's an amazing combatant with a dagger at close

quarters (and has killed more than one man to defend her honor) and is a spitfire of a girl to boot--she's also good with a bow or a shortsword. Since she has so much maritime experience and actually received a decent education when she was younger (Cirra can read--a rare commodity in these

parts)--Haruud has decided to make her a junior officer (I have no idea what sort of rank system Albines use--but he would make her the lowest ranked officer there is.) Cirra's father Therran--an old man now (he was middle aged when he sired Cirra) but still sailing aboard the ship--is extremely

proud of his daughter's promotion.

Cirra's stats:

Strength 2 Speed 4 Skill 4 Agility 4 Stamina 2

She wears leather armor and always has a dagger on her--no matter what.

She usually carries a shortsword as well.

____________________________________________________________

Ammad

Ammad's been a fighting sailor just about all of his life. He and Haruud have served together for years both on the Sharduk and before that. They've been in several battles together and Ammad has always been a friend and confidant of Haruud's--theirs has been an unusual friendship forofficers and enlisted men don't usually mix but Haruud's known Ammad since

he was a midshipman (or whatever that level of Albine rank is called). Ammad

has never had any sort of formal education--he grew up the poor son of a

fisherman, but given his maritime experience, his skill with weapons and the

crew's willingness to follow his lead, Haruud has made Ammad his new second

in command. In combat, Ammad prefers a cutlass and buckler and leather

armor. He too always has at least a dagger on him no matter what.

Ammad's stats:

Strength 3 Speed 4 Skill 4 Agility 2 Stamina 3

Notable skills: Haruud is an expert naval tactician and strategist and a dabbler at magick. (2 spells: Levitation and

Invisibility.)

Character Name: Donc

Rank/Position: Forester

Sex: Male

Species: Human

Homeland: Northwoods

Age: 18

Height: 6'2"

Weight: 170 lbs

Colour of - Hair: Red

- Eyes:Green

- Skin:Very Tanned

Strength : 4

Speed: 3

Skill: 4

Agility: 3

Stamina: 4

Appearance:

A large red haired bear of a man. A long red beard reaching half way down his chest and long red hair reaching half way down his back.

Typical clothing:

Woodsmans clothing: Green tunic made of heavy coarse cloth. Leather breeches. High leather boots.

Demeanour:

Gruff. Especially seeing as how he cannot speak to anybody.

Motivations:

Reverence for nature and nature spirits.

Background:

Raised by Driuds as a forester. Taught "Gaelic" but no other language. He spent his youth learning the ways and means of the forest and how to survive under most conditions which nature could throw at him. Recently, after being out working in the forest for a couple of weeks, Donc' returned

home to find that the Druids had all been murdered by Orcs. The battle had taken place over a week ago and the trail had been wiped out by bad weather. Donc' gathered what he could find to help him survive (not much after the Orcs were finished pilaging) and set out to make a new life for himself.

 

Notable Skills:

Two handed double bladed foresters axe. Longbow. Some knowledge of medicinal herbs and concoctions. Basic First Aid skills

Forestry and Animal lore

Basic hunting and trapping

Basic survival skills

Sing (Gaelic only) and play flute

Equipment:

2 handed double bladed woodsmans axe

Longbow and 12 arrows in a leather quiver

Large hunting knife

1 months dried meat & veggies in a leather bag slung across back

2 small clay pots of ointment to help resist infection

Reed flute

Silver Torc - religious symbol

Clothing: Green tunic belted at waist, brown leather breeches and knee high leather boots

Money: None

Name: Grywolf Thornsen

Strength: 5

Skill: 4

Speed: 3

Agility: 3 (2)

Stamina: 3

Wolf State: Difference

Strength: 6 (+1)

Skill: 2 (-2)

Speed: 3 (0)

Agility: 3 (0)

Endurance: 4 (+1)

Sex:Male

Race: Human, Mostly : )

Age: 27

Height: 5' 10"

Weight: 260

Eyes: Yellow

Hair: Brown

Equipment:

Steel Breast Plate AP 3 AG -1

Oaken Shield (Enemy -1 to hit)

Battle Mace, 1 or 2 handed use. Damage 1 hnd 1D6+6, 2 handed 1D6+11

1 handed War Axe (In pack, or saddle bags) 1D6+7 (Agl -1)

1 Crossbow (FR 1/2 dam: 3d6)

Quiver, with 10 quarrels

40 quarrels stowed in saddle bags

1 Stiletto dagger 1D6+5

Spiked Gauntlets 1D2+5?

1 Black War horse (Tied at the end of the Caravan)

Saddle bags

Camping equipment

1 month rations

40' of rope

70 GP

Appearance: Grywolf is a heavy built man with an easy manner and a

smile for everyone. He is a mass of solid muscle, and is intimidating without

trying to be. He wears his hair at a medium length, down to about his

shoulders. He wears a full beard trimmed close to his face. A long scar

snakes it's way down the right side of his face. running from his scalp,

down through his eye, which by a twist of luck was not harmed, to his

jaw line. His nose has obviously been broken more than once. Other wise

his features are carved from stone. He wears dark colors, browns and

greens mostly. He wears a steel breast plate as armor, and carries an

oaken shield strapped to his back while he is not in combat. His boots

have steel shin guards on the front of them to protect the bottom

portion of his legs. They do not detract from his mobility though since

they end below the knees. The hilt of a stiletto protrudes from the top

of his right boot. He also wears a set of steel gauntlets while in

combat, which have 1 inch steel spikes placed over each knuckle. He

wears a mace on his belt on his right side, it hangs by a leather

lanyard tied to the end of it's metal shaft. On his left hip is a quiver

of 10 crossbow quarrels. A forest green cloak hangs off his breastplate,

secured at the shoulders. It hangs down to the back of his knees.

Manner: Grywolf is an easy going man, he trys to watch himself around

people. He is constantly in fear of breaking something. He has a hard

time resisting women, and loves exploring them. Thin ones, Plump ones,

young ones and old ones. It doesn't matter to him. He gets bouts of

paranoia sometimes. And he fears he is going insane, at least he doesn't

think wolves should be in his head.

Background: Grywolf was born in the North East around Settlers town. He

spent his youth in a black smithy and later apprenticed to a warrior. He

has held many a job, and has become quite good at almost everything

imaginable to be done. He noticed in his early 20's that his eyes were

changing color. And then he began hearing snatches of thought run

through his mind. And it seems that whenever he is not near a town

wolves seem to follow him around. It is more of an annoyance than

anything. It just makes his traveling companions nervous. And he very

rarely communicates with them, and when he does it is out of necessity.

Grywolf right now is coming off a lucrative job guarding a slave caravan

in the southlands. Tha caravan itself is approaching the port city of

Marrak. They have quite a number of female slaves. Grywolf figures they

will be sold into the brothels of Marrak.

Grywolf's connection with the wolves is a non magical thing. By some

twist of genetics he can communicate with wolves. He trys to stay away

from areas that are populated with wolves. His sense of Hearing, and

smell have been greatly enhanced. He's found that if he has smelled

someone, or something before, and he concentrates he can track someone

by smell. His sense of hearing is almost three times as sensitive as a

normal human, high pitched sounds cause extreme pain to him. His eyes

are only slightly better than humans, but in the dark they glow a yellow

color when light reflects off of them.

Wolves communicate in pictures and ideas more than words, and that

is how it comes across when he communicates with them. Wolves can pass

along smells to him, and thoughts and feelings. When a wolf dies within

his sight he has a 3 out of 6 chance of reverting into a wolf like

state. (Stats above)

 

In the wolf state he loses most of what makes him a man. Complicated

thoughts become almost non existent. And his main goal becomes to

destroy the threat to the pack. If he is hurt while in the wolf state,

when he comes out of it, the damage is downgraded to the same wound on

his previous endurance scale. So a major wound on the wolf scale, would

become a major wound on the normal scale. His attacks become brutal, and

he becomes incapable of mercy. If an attribute increases, the wolf state

attribute increases with it. Also he is capable of putting himself into

the wolf state with 20 minutes of preperation.

_______________________________________________________

IN THE BEGINNING:

Grywolf looked up from the forge at the mountain. He wondered what

was up there. No one went up the mountain any more. It was said to be

haunted, or maybe just orcs lived there. No one was really sure, and no

one was to interested in finding out. Grywolf stared up at the mountain

forgetting the work he was supposed to be doing on the forge.

"What are you doing boy!!" a massive voice called from behind

Grywolf. "I'll not abide you sitting there starring up at that mountain

like Odin himself was perched atop it." A large man, heavy with muscle

walked into the forge. He was naked except for a pair or leather

breaches. His chest was scarred with burns and small cuts. And there was

not a hair on his body except for one or two curled about his bald head.

"Oh come on Tor, what use is there in me making nails? No one is

ever going to build anything here any more. And we have plenty of nails

already." The boy made a sweeping gesture, indicating two large barrels,

filled to the tops with long nails. "I want to make something useful for

once. Why can't we make a sword, or a war hammer, Something exciting for

once."

Tor looked at the boy, an incredulous look on his face. "Something

Useful?!! You want something useful boy? Fine, I'll make you something.

Get out of my way boy."

Tor pushed the boy away from the forge, and swept his work into the

scrap bin. He selected one of the heavy hammers and set of tongs. He

selected a piece of bar stock and began working.

Grywolf watched in fascination as Tor began working the metal,

folding it and shaping it. The hours stretched, and it was nearing dark

when Tor finished with the metal work. He picked up what he had made and

brought it over to the bench lining the side of the forge. Grywolf's

eyes grew heavy, and it stretched well into night when Tor finally

finished. He turned around and dropped the heavy object at the boy's

feet.

"So boy, is that what you wanted? Well there it is boy, now build

something with it." And with that Tor left the boy, starring down at the

heavy mace Tor had made in but one day.

Years passed, and Grywolf grew heavy with muscle, like his master

Tor. And like Grywolf had said the village did not grow, and his people

suffered many hardships. And so it came that one day a warrior came to

the village, and said he would take any man under his tutelage who could

best him in a feet of strength. And Grywolf decided he would go with the

warrior, if he could just convince Tor to let him leave.

"So you want to leave boy?" Tor Tor roared in an unusually quiet

voice "Ye want to go off adventuring, leave old Tor behind? Well, it is

your decision, and if the warrior shall have yeh I will not make you

stay."

Grywolf was shocked, he had expected much more of an argument out of

the man. But he was not about to prod at Tor's reasons for not saying

anything.

"Well, Tor. Would you come with me while I go talk with the warrior.

I know little of how an apprentice ship works, for I have thought of you

as my father since I came to thee." Grywolf looked at Tor expectantly

waiting for his reply.

"Aye boy, I will come with thee." Tor gathered his things up and

closed the shutters on the Forge, and the small hut next to it. They

walked into the center of town together, to where the warrior was

sitting at a bench. Inspecting a long line of hopeful candidates for his

apprentice.

The line crawled foreword at a snail's pace. And eventually Grywolf

and Tor reached the bench. They spoke with the Warrior, and he offered

the test to Grywolf.

A small Iron bar. He said that all Grywolf would have to do was bend

it but slightly. And then he could accompany him, he would guide him,

and teach him of the world. But only if he could bend the bar. Grywolf

took up the challenge, and put his considerable strength to the task,

but he knew it was futile, he could no more bend the bar than he could

fly off the mountain. Suddenly something entered his mind, many

somethings. And he heard a lone voice, from the abstract corners of his

conscious.

"We are here my brother. Apart we are weak, together... We are

strong." and many thoughts and images flooded his mind. But foremost

among them was himself running with a pack of wolves, and a pair of

Yellow eyes, glowing at him from the darkness. He could not tell if they

were eyes of a human, or eyes of a wolf.

Tor watched as the boy struggled with the piece of Iron, he knew the

outcome would decide much of what he had planned, and hoped for over the

years. Suddenly a strange look came to the face of the boy. And his lips

curled up in a snarl. He saw Grywolf's arms bulge with effort, and

suddenly, the Iron shattered. A long shard of it shot past Tor's face,

barely missing his head. And he saw the boy laying in the snow, blood

slowly spreading out from his face. Which now had a deep cut, running

from his chin to his hairline.

Grywolf looked at his belongings he had packed, and tried not to

wince at the cool air caressing the fresh scar on his face. *I'll have

to grow a beard* he thought to himself. He was sad to be going, but

strangely excited to be seeing and learning new things. He heard a noise

behind him, and he turned to see Tor standing before him.

"Here boy, ye'll be needing these." With that Tor dropped an oaken

shield, and the heavy mace he had made years before at Grywolf's feet.

"Be mindful of that crest boy." He said, indicating the center piece

of the shield he had layed before Grywolf. "That is Thor's circle, be

keeping it clean, and he shall all ways hold a small corner of his mind

for your deeds. And if you ever are in need, and ye call upon him, maybe

he will spare some small help if he can." Tor paused for a moment,

seeming to collect his thoughts. And composing himself. "I will be

missing yeh boy, and remember, if you need me I shall come to ye If I

can." And with that Tor left the boy starring at the retreating figure

of the only Father Grywolf had ever known.

Tor watched the figure of Grywolf, and the warrior walking down the

road. He sighed, and slowly began to walk up the mountain. Once he

reached the tree line, and was out of sight of the village, he

evaporated, only to materialize far up the mountain, near the peak. He

now appeared young and healthy, a powerful man. Long hair and beard spun

of gold blew in the wind, As ice blue eyes surveyed his surroundings. At

his hip hung a heavy war hammer. Sparsely adorned, yet looking beautiful

in it's deadly efficiency.

He watched as an old man approached, swathed in skins, with a black

raven perched atop his shoulder. He came closer, and he could see that a

patch covered one of his eyes.

"I have done as you asked Odin." He proclaimed in a loud, powerful

voice. "Though I find no pleasure in sending the boy away like this."

"Be still Thor, He will be safe." Said the voice of the man,

sounding as ancient as the mountains, yet as powerful as a winter

blizzard "He will become one with the wolves, and they will protect

him."

"And if he does not Odin, what shall become of him then?"

The old man turned, a pained look on his face, and a sad note in his

voice "If he does not accept the wolves." Odin paused, thinking "Then

surely it will be his destruction."

2723 YE: Grywolf left Settler's Country at age 15, shortly before the invasion, taking a ship from Settlers' Town.

2725 YE: Mongali Horde conquer Settler's Country.

2735 YE: Grywolf is 27.

 

 

Character Name: Ms Isabel Williams.

Strength: 2

Speed: 4

Skill: 4

Agility: 5

Stamina: 3

Rank/Position: Secondary school teacher.

Sex: Female

Species: human

Homeland: England

Age: 32

Height: 5'8"

Weight: 130 lbs

Colour of - Hair: Black - Eyes: Brown - Skin: Light tan.

Appearance: Attractive, shoulder-length hair, slender, shapely.

Immaculate make-up, usually well-groomed.

Typical clothing: Smart jacket & skirt etc, but see below.

Demeanour: Probably fairly frightened, & nervous.

Motivations: "Where am I? Help! I want to go home..."

Background: Always fascinated by the Ancient world, she's a teacher

in Classical History & Civilisation at Leamington Spa Secondary

School, England.

Notable Skills: Ancient history (Earth), Latin, Greek, etc. Also

quite sporty - running, jogging, squash, tennis. Also manicure,

cosmetic application, etc.

Notes: Isabel is relaxing in the bath one day after a hard day's

teaching, when a rip in the spacetime continuum, probably something

to do with the Iron Ring or other cross-dimensional vandals, deposits

her bodily from Earth to Ea, equipped only with a yellow sponge and a

small bar of soap. This is turning into a *very* bad day...

 

From: "Joaquim Gândara" <[email protected]>

Character Name: Korth

Rank/Position: Chief priest of Kostar the Wolf, Marrak.

Sex: Male

Species: Human

Home: Marrak

Age: 62

Height: 1.67 (approx. 5'6'')

Weight: 55 kg (121 lb)

Appearance: Korth's hawk-like eyes sees everything, eating their way into

one's soul. His eyes dominate his appearence, and one hardly notices his

long hair, beard and moustache. It seems to most people that Korth only

consists of two eyes and a lot of hair.

Typical clothing: Dark robes, and he always carries a staff

Demeanour: Korth keeps quiet until someone asks his opinion. If no one wants

to hear his opinion, it's their loss. However, Korth is a man of action --

when someone does something wrong (in his opinion, which is what counts),

Korth is there to put things right. Most of the time, though, he keeps to

himself, studying the Legends of Kostar the Wolf.

As for his background, I'm not sure. The life of a priest can't be that

interesting, anyway. Joined the priesthood at an early age. Dedicated his

life to studying the Legends, and worked his way upwards.

Strength 2

Speed 3

Skill 3

Agility 3

Stamina 4

Magic 3

Spells: Domination, Healing, Energy blast

 

~ Joaquim

Character name: Sangy Orr

Rank/Position: Chef Cook of the Palace of Sultan Johmuz VI Player: Zigis.

Sex: Male

Specie: Human

Homeland: Southland

Age: 35

Height: 1.65 metres

Weight: 88 kg

Colour of: hair: black, some silver ones

eyes: brown

skin: pretty tanny

Appearance: Plump, round face, thin moustaches, short hair, smiling almost

everytime, but not silly, hobbles with left leg (a cart went over his leg in childhood)

Typical clothing: Rather white shirt (was white sometime ago), upper button

always open.

Lightly greased trousers, pinner always in front of them. A cook's hat on

the head, also rather greasy.

Light shoes on the foot.

Demeanour: pretty big babbler, loves making food, eating & drinking a lot.

Makes big snoring when sleeping. Benevolent, forgets anger fast, has bad

memory regarding figures and such, but very good remembering faces & places.

Motivations: Currently he is wishing to go to war with Doskani Empire.

The motivations is that two years ago his only son, El'mar, was kidnapped by

Doskani people. Sangy believes that they were Doskani at least. So he is

eager to find him or find any information regarding him.

Background: He was born in Marrak, his father was priest at Avanthe temple

in a small city near the sea (Muazir, north of Marrak). His father knew some bits of magic, and his son consequently inherited this ability. He knows very little about magic and the only spell he knows

is 'Healing'.

Additionally he is able to use only item magic - magic type which needs some certain things, items the spell to be succeeded. Back to past - His mother was unknown to him, when he was 2 years old. At that time Avanthe was the God, which Marrakan people trusted less and less every year, leaving priest

almost without curacy and prayers. So they left the town and headed to Marrak. At that time Sangy was

14. He started to do various jobs together with father: courrier, packer, barman...

Eventually they started to work in a small tavern called "Green Peach": father as an officiant,

Sangy as a cleaner & various other jobs. Here step by step Sangy's great skill in cooking and making delicious dishes discoveries. He rose from cleaner to apprentice of chef-cook, and later when chef-cook died, as a chef-cook of tavern. This father at that time was already old, and didn't work anymore so Sangy brought him food and drinks and allowed him to live in his place. Soon he married with a Al'isha, a beautiful young lady, daughter of one of Palace's cooks. He was 28 then. After a year Al'isha's father was mysteriously murdered; his body was found near the western gates of Marrak, arms were cut off the body. Noone knows who and why killed him. Sangy tried to but some powers resisted to every attempt of him. He only discovered that it was somehow related to some old parchments

that lied on the loft of the house of Al'isha's father. Of course these papers were gone, and

in the same day as the father was murdered. The son born when Sangy was 30.

He is an chef-cook only a year now.

Notable skills: Very good at dagger throwing, skilled swordsman.

Strength:4

Speed:2

Skill:4

Agility:3

Stamina:4

Magic:1 (Healing)

 

From: "Manley, Timothy/CVO" <[email protected]>

Erin Wist

Strength...3

Speed......4

Skill.........5

Agility......3

Stamina...3

Erin Wist is a Duelist. He wears a leather Jerkin (1 pt armor) and fights

with a broadsword and buckler. Once one rises in class out of the sewage of

human scum they must practice honor and challenges of honor. Fighting duels

is the gentlemanly way of settling honor bound arguments. Many of these,

however, aren't skilled in the use of arms. Especially with the parvenu

that seems to abound in the current days, the newly rich and newly noble.

That's where the duelist comes in. He fights duels for pay. He may be

hired to challenge one to a duel, or hired to act as a second, or even hired

to fight a duel for another.

______________________________________________________________________

From: -Rush- <[email protected]>

Name:Narpet Bastille (RIP)

Age:90

Sex:Male

Height:4'9" Weight:90 Lbs Eyes:Green Hair: white, but balding

Strength-1

Skill-1

Agility-2

speed-1

Stamina-3

Magic-10

Spells are:

Flame Hands

Fireball

Lightning

Warrior's Bane

Dragon's Breath

Domination

Healing

Illusion

Weather Control*

Acid Flechettes*

Telekinesis

Flame Hands. Cost: 3.

Effect: Caster spreads hands out in front of him. Flames then fan out,

shooting up to a meter away and covering an area 90 degrees with the caster

as the point of origin. Damage is Magic Skill + 3 points to everything in

that area. Targets may make an Agility test to escape, roll 1d6 equal to or

less than their Agility. If the caster wins initiative and the target makes

their Agl test they take ˝ damage. If the caster loses initiative and the

target makes their Agl test they take no damage.

Fireball. Cost: 5.

Effect: Caster opens palm, a small coin sizes sphere of fire shoots forth

from the caster's hand, travelling up to 10 meters per caster's pre casting

magic skill (Magic-4 then 40 meters). Once it reaches that point it

detonates, exploding in a massive maelstrom. It will do 5d6 to everything

in a 1 meter radius. It will do 4d6 to everything in a 2 meter radius; 3d6

to 3meter, 2d6 to 4 meter, 1d6 to 5 meter. Target's may make an Agility

test to help them avoid most of the damage. If they make it they take ˝

damage. The caster can push the fireball, for each additional magic point

they put into the spell the fireball gains 1 meter in radius and 1d6 to

damage.

Character within 1m/Speed point from fireball's edge takes no damage

if they make an Agility check.

Caster must make attack roll to hit target.

Quickening. Cost 3.

Effect: Spell will increase target's speed by 3 points for a number of

combat rounds (6 seconds each round) equal to the caster's pre casting magic

skill.

Dampening. Cost 3.

Effect. Spell is cast onto leather armor (1 armor point). It will cause

the leather to act as if it were plate (3AP) with none of the side effects

for a number of minutes equal to the casters pre casting magic skill.

Lightening Bolt: Cost 4.

Effect: Caster calls forth a bolt of lighting to strike from the sky. It

will be centered on one target, an individual, who suffers the full effect.

The full effect is 4d6 points of damage. The sum of that damage roll is

then divided among everyone in a 40 meter radius with the target being the

center. For example. A lighting bolt is fired at a target in the middle of

a group of 20 men. The damage dice are rolled: 5+1+3+2 = 11. The target

takes 11 points of damage. Everyone else takes 11/20, 0.55, or 1 point

(always at least 1 point).

Caster must make attack roll to hit target.

Enhanced Blade. Cost 1/round.

Effect: Caster enchants a sword that will give it a +1 to initiative, +1 to

hit and +1 to damage for 1 round. They can push this by adding more magic

points. Each magic point can change one attribute, either initiative, to

hit, damage or its duration.

Warrior's Bane. Cost 5.

Effect: Caster reduces the Skill Ability of all combatants in a 10 meters

radius (caster at the center) by -2 (min 1) for 1 minute.

Dragon's Breath: Cost: 10

Effect: Caster waves his hand, tracing a circle in the air. From that

circle the face of a dragon appears. The dragon ejects a breath of liquid

fire at anything it sees. This breath is a spewing stream and will do

damage to an entire area. The breath starts as a 60 degree cone, travelling

some 20 meters before it peters out, splashing against the ground. The

dragon will turn its head, spreading that cone across an arc that equals 180

degrees. Everything, friend, foe, animal, within that area (180 degrees out

to 20 meters) is hit and burned (fires may start). The damage done is 40

points to everything. Those outside the area may suffer damage from the

"splash" for a distance up to 50 meters away from the caster (an additional

30 meters + the base 20). If they make an Agl roll they suffer no damage.

If they do not then they suffer 10 points of damage. Those within the

initial area take full damage no matter what.

Weather Control- Cost 7mp. this allows the caster to create artificial

weather patterns. Fog, rain, Thunder & Electrical storms, and Fog. These

storms take ten to twenty minutes to brew up, and last for around 45

minutes. There is some randomness in the storm that is called up, but

less complicated patterns are more reliable. Fog is the easiest to

control.

Acid Flechettes- Cost 4mp. This devastating close range weapon. This

spell launches Hundreds of tiny acid darts (1 inch long) in a 60 degree

cone. The main disadvantage of this spell is that the darts only travel

about 5 meters. All together the spell does 30 points of damage if every

dart impacts on one target. Otherwise the damage is divided between

multiple targets depending on the ratio that land on one target.

Telekinesis Cost: Varies, Maximum 10mp. Description: Telekinesis is

probably the most useful spell in a wizards arsenal. It definitely is

the most practical. this spell allows the user to manipulate objects

with his mind. On it's lowest level it becomes almost second nature, and

has no cost, Moving small objects around, books and wineglasses and

such. At it's most powerful though (10mp) it becomes a devastating tool,

if 10mp is spent the caster is able, for 3-5 minutes to knock down

walls, bowl over troops even lift small ships out of the water.

Unfortunately this requires a small amount of concentration, and

therefore the caster is no longer aware of the amount of time that has

passed. A vague sense of time still exists, but it has happened before

that a great wizard was moving some large object and lost track of time.

The spell ends abruptly, and people find out how well a warship flies,

or some other catastrophic effect.

Background: Narpet was once a Wizard of Albine, but, he became

disillusioned with the way of life that the Albines lead. He has

traveled throughout the world, even to the continent across the great

ocean. He is a scholar extrodanair, and a great collector of knowledge.

His residence currently resides in Imarr, where he is an information

broker. He has recently hired an assistant named Erin Wist to help him

around, and occasionally bash some heads. He's also known to collect

weapons, and art.

Appearance: Narpet is balding and his hair wraps around the sides of his

head. (Like a bowling ball wearing a short skirt) He wears a medium

length beard.. And his face is heavily lined. He looks to be about 80

instead of 90. He's fairly good natured, and has quite a sense of humor.

He is even quite spry for his age, every once and awhile he fulfills the

urge to have a women. He is always well dressed, and usually has a book

with him.

Stuff of Importance/Equipment

Well appointed Vila in Imarr

Huge Library

Several holdings outside the city (Horse farms, and such)

Many Art Objects, and other fine works

Hall lined with many ancient swords, and suits of armor. (He believes

some probably have enchantments on them, he hasn't taken the time to

look at them closely enough to find out)

Contacts throughout the city

1 NPC Chef Been With Him 20 years

3 NPC Body Guards Been with him 10 years

MONEY,MONEY,MONEY!!!

Other Interesting things

OOC: I think Simon should GM these characters, just because of the

amount of detail required.

 

Narpet's Bodyguards.

Name: Kyle Aris (RIP)

Age: 37

Sex:Male

Eyes: Blue Hair: Blonde Weight: 130 Height: 5' 10"

Strength: 2

Skill: 4

Speed: 5

Agility: 2

Endurance: 3

Position: Kyle is the Point man of Narpet's body guards. He travels

in front, and usually is the first to spot trouble.

Time With Narpet: 13 years

Appearance: A tall lithe man. Moves in quick jerky movements all at

once. Wears hair short, clean shaven. Dresses in black leathers, wears

leather breast plate.

Motivation: Extreme Loyalty to Narpet. Narpet supports Kyle's family,

and gives them a good existence. He thinks of Narpet as a grandfather

figure and would give up his life for Narpet.

Immediate Equipment:

Rapier 1d6+3

4 Throwing Knives (Simon what would damage be for those?)

Leather Breastplate (Ap 1)

Black Leathers

Name: Jase Jager (RIP)

Age: 45

Sex: Male

Eyes:Green Hair: Brown and Gray Weight: 190 Height: 5' 9"

Strength:3

Skill:4

Speed:3

Agility:3

Endurance:3

Position: Jase is always at Narpet's side, He is the leader of the

guard.

Time with Narpet: 15 years

Appearance: A stocky man, wears a beard. His face is showing his age.

Wears Grays, and greens.

Motivation: Friends with Narpet for years. Narpet once saved his life

many years ago.

Immediate Equipment:

Long sword 1d6+4, 1d6+7

Dagger 1d6+2

 

Name: Lance (RIP)

Age: 26

Sex: Male

Eyes: Brown Hair: Black Weight: 100 Height: 5' 5"

Strength:2

Skill:7

Speed:3

Agility:3

Endurance:2

Position: Lance is last in the procession, following just behind Jase

and Narpet

Time With Narpet: 8 years

Appearance: Small and sickly looking, Lance seems to blend into

backgrounds. Wears dark blues. Extremely Thin

Motivation: Narpet is the only thing keeping Lance off the streets, or

even worse, a brothel. Narpet has taken a liking for Lance, and thinks

of him as the son he never had, though he would never admit it.

Immediate Equipment:

Short bow 2d6

Dagger 1d6+2

Dark Blue Cloak

Quiver 8 arrows Right hip

Quiver 8 arrows Left hip

The bodyguards follow Narpet where ever he goes. His acquaintances in

the social circles tolerate this odd quirk, That and you never want to upset

someone like Narpet, he has to much money.

 

 

 

 

 

 

 

Character name: Nitt Everoper

Rank/Position: Wandering Knight

Sex: Male

Specie: Human

Homeland: Doskan

Age: 39

Height: 1.80 metres

Weight: 75 kg

Colour of: hair: dark brown

eyes: steel grey

skin: a little tanny

Appearance: Tall, bluff feature, eyes like gimlets, hair rather long. Has calm low voice, which brings other to listen & obey.

Typical clothing: Leather cap, dark-blue cloak with metal straps, leather armour,

Black trousers with marrowbone covering, leather boots.

+ Two handed sword

+ Divine Dagger

+ Buckler

+ Death Mace

Demeanour: Calm, full of strength, bullet-headed, cordial to his friends, heartless to enemies. Also wise (esp. orientation, hunting and other things common to wanderers). Loves adventures and escapades, but there's periods when he prefers loneliness instead of company.

Background: He was born in the Doskani city Dirden, which is famous for it's great Festival Of Knights. His father was a simple peasant, whose only aim was to fed the family - 7 children. Mother was from similar family nearby. Nitt was most bellicose and mobile child among others. He often got in barneys, and came home with blueings and scars.

When he was 12 parents decided to send him to fighting school in Doskan.

There he learned much of that he knows now, but the best teacher of course was life. He has

been almost in every country, except Mongali provinces and far southern lands (basically

it's the map).

Countless fights and escapades are behind him (not countless but he has lost count).

The most famous of them is the fight with Large Hydra of Sorganzorro.

Minstrels still sing a songs about this feat. That was 5 years ago.

 

Notable skills: He knows practically every weapon, but most skilled is in

swords and maces.

He is skilled also in orientation, camping, fishing, hunting, has good sight, good ear. Knows

many tales about almost any place in Ea.

Strength:4

Speed:3

Skill:4

Agility:3

Stamina:4

Other things: White horse, 2 daggers, 3 swords, rations, water, some other clothes, tinder, gold...etc :)

THE CIRCLE OF FIVE

Nitt visits his old friend Orf Frond who's living in Scorn'el and tell him that there's a job to be done for them. He'll also ask Orf to send a message to other adventurers-friends of Nitt.

1) Ledirsal ("Wasp") Hijmo. Age: 34. Resides in Deepwater. Ocupation: Chief

librarian of Deepwater's library.

Skills: dagger, throwing knives, buckler. Knowledge: history, sciences. Add.

skills: ambush,

convince.

2) Siw ("The Block") Handruming. Age: 39. Resides in Imarr. Occupation:

Trainer of war arts at University of Imarr.

Skills: hammer, axe, shield. Knowledge: survival, orientation, cooking. Add.

skills: repairing weapons,

hunting.

3) Orf ("The Necessary" or "Nec") Frond. Age: 27. Resides in Scorn'el.

Occupation: Merchant. Skills: sword, spear, buckler.

Knowledge: business related things, geography. Add. skills: convince, hawk-eyed.

4) Zin'dan ("Silver") Florkal. Age: 33. Resides in the outskirts of Vantouch.

Occupation: priest. Skills: dagger, sword, buckler.

Knowledge: healing, herbs, gods & demons of Ea. Add. skills: healing, orientation, repairing clothes & footwear.

5) Nitt ("Fidget") Everoper. ..........

These are four Nitt's closest friends, together they're calling themselves as "The Circle of Five". They have a rule that if one of the five will need an assistance in something, other are obligated to help him.

1) Ledirsal ("Wasp") Hijmo.

Strength:3

Speed:3 "Ledirsal Hijmo, librarian of the only library at Deepwater, guest of honor at Imarr

Skill:4 and Westgate Universities, at your service!" He smiles.

Agility:4

Stamina:4

2) Siw ("The Block") Handruming.

Strength:4

Speed:3

Skill:4

Agility:3

Stamina:4

3) Orf ("The Necessary" or "Nec") Frond.

Strength:3

Speed:4

Skill:4

Agility:3

Stamina:4

4) Zin'dan ("Silver") Florkal.

Strength:3

Speed:3

Skill:5

Agility:4

Stamina:3

_________________________________________________________________________________

Character Name:  Morgan

Rank/Position: Harper Player: Joe McCauley

Sex: Male

Species:Human

Homeland: Vegabond. Will not discuss Homeland.

Age: 25

Height: 5'6"

Weight: 130 lbs

Colour of- Hair: Grey

- Eyes: Black

- Skin: tanned

Strength 3

Speed 4

Skill 5

Agility 4

Stamina 3

Appearance: Handsome, slender with long grey hair and black eyes, always

smiling.

Typical clothing: Fine blue hose with a dark green tunic and a dark blue cloak. Black leather gloves and boots. When travelling, he wears leather armour and a light helm.

Demeanour: Light hearted, sees life as a grande jest of the gods, takes very few things seriously. Morgan is not a fighter and will avoid becoming personally involved in acts of violence when ever possible. When necessary to defend himself Morgan will use longknives (about halfway in length

between a dagger and a shortsword). His usual strategy is to throw two of the knives and then fight up close with one knife in each hand. He also carries a crossbow but seldom uses it (if something is that far away, Morgan would prefer to attempt an escape).

Morgan tries to maintain an air of respectability at all times so as to not be suspected if anything turns up missing. He in fact seldom burguls anything unless he is down on his luck or the risks of being suspected or caught are VERY small. He NEVER picks pockets. Also, he will not take inconsequential things just for the sake of stealing. In this respect, he is very professional.

Motivation: To stay alive. Morgan is a social chamelion who can and does adapt to most any environment in order to protect his own skin.

Notable Skills:

Strong and commanding voice

Able musician and storyteller, skilled with Harp, Drum, Flute. experienced

with many others.

Able and accomplished seaman

Longknife - hand to hand and thrown

Crossbow

Has a firm Knowledge of the history of Ea.

Has proven successful in the art of Burglary

A very capeable Locksmith

Equipment:

Harp of Aern - +2 to harping skill due to superior craftsmanship, Enchanted - is always tuned perfectly, - is absolutely silent except when played by me <i.e. useless to anyone else>, Other?

Leather cover for harp Leather armour Helm

4 Longknives - 1 on each hip and 1 in each boot Crossbow + quiver & 10 bolts

Theives picks and tools:

a 20-piece set of wires, ranging in gauge from the thickness of string to

that of a slender pencil. Each is approximately 12 to 18 inches long.

12 skeleton keys that fit many standard locks

5 screwdrivers - small precision tools

a wire clipper

4 clamps

3 pincers -- ranging in sized from small, average, and large

a small chisel

a small hacksaw

a small hammer

a small drill & bit

Horse w/ saddle, tacking, saddlebags etc. <usual horse stuff>

Approx. one months dried food in saddle bags.

Money: 100GP

Background:

I was born the bastard son of an Nobel woman and a human pirate captain

who stole her from her clan during a raid. I was raised on board ship til

I was 7 years old. During a pitched battle with a naval ship my mother and

I were recaptured and returned to our clan. My father and his men escaped

but I have not seen or heard of him since. I was an outcast in my own

family, and as such I was apprenticed to the great Bard Therion when I was

9 years old; it was the most convenient way for my family to get rid of me.

The next years were spent on the road with the bard learning his

songs and his stories. He was a hard master but very fair. We travelled

the country side playing fairs and castles; we played for farmers and for

barrons; for anyone really who would give us a few moments to hear our

stories. It was the only time that I ever felt that I belonged somewhere.

Alas, all things come to an end and a few years ago the old bard

and I went our separate paths. Before parting, the Old Bard made a gift to

me of the Harp of Aern which he had made for me with his own hands. I was

told simply that It would only play for my hands and that it would never

need to be tuned. However I sometimes feel that there is more to the Harp

than this unusual enchantment. Every now and then I run into the old man

again at an Inn or a fair and we sit and talk or play a few songs together.

I have come to the conclusion that the best way to learn new

stories is by being with the people who live them. So I spend my days now

with adventurers and mercenaries, seeking out new stories and songs that

haven't yet been told.

____________________________________________________________________

 

Name: Brak of Doskan.

Strength: 3 Player: Simon Newman

Speed: 3

Skill: 4

Agility: 4

Stamina: 5

Weapons:

1) Sword (RH) at -1, dmg 1d6+4, or 2-handed dmg 1d6+5

2) Dagger (LH) at -1, dmg 1d6+3, can be thrown.

Armour: torso armour AP 1, no penalty.

Rank/Position: mercenary adventurer

Sex: male

Species: human

Homeland: Doskan, the City of Silks

Age: 30

Height: 5'11"

Weight: 185 lbs

Colour of - Hair: Black - Eyes: Brown - Skin: Tanned

Appearance: typical mercenary warrior of the Old Empire.

Typical clothing: Black adventuring gear.

Demeanour: Fairly dour & brooding, sombre.

Motivations: Find/rescue Syrel (qv)

Notable Skills: Combat tactics, foraging & wilderness survival.

Background:

Born in the southern city of Doskan, for the past few years the

wandering warrior Brak has been henchman (not lover) to Syrel of

Gedrun, a powerful warrior-maiden of Trafalgis. Recently, Syrel &

Brak entered the high mountains of western Trafalgis on a quest to

recover a Jarl's daughter, Niole Flokkisdottir, kidnapped by

barbarian raiders. They successfully rescued Niole, but on the

bleak Jotunkar glacier Syrel was separated from Brak & Niole by an

avalanche, swept down a gorge to the south. Brak followed, but

reaching the foot of the gorge hours later he found no sign of

Syrel, dead or alive. Instead he found the hoof-prints of many

horses - Manheim soldiery. It appeared that Syrel had been captured

by the soldiers of Manheim.

Brak has trekked south into Manheim along with Niole, hoping to find

and rescue Syrel, if she truly still lives. He is posing as a simple

mercenary warrior in search of employment, with Niole posing as his

slavegirl. Niole isn't entirely happy about this, but it beats being

carried off by some randy Manheimer.

[Niole Flokkisdottir: str 2 spd 3 skll 1 agl 3 stam 2, pic attached.]

[Syrel of Gedrun is probably at least a 20-point character, pic of

Brak & Syrel on the Jotunkar glacier attached. If still alive, she

may have been sent to fight in the Pit, Manheim's gladiatorial

arena, or something similar.]

Notes: Rush, you can start this PC off anywhere in the Yittran

valley. He may be eg following a lead on Syrel's whereabouts, or

just working as a mercenary and listening out for any news.

_____________________________________________________

 

H'Mar the Seeker

Age: 25 Player: Tim Manley.

Strength.4

Speed......4 (3)

Skill.........4

Agility.....3 (2)

Stamina...4

H'Mar is a holy warrior, a paladin, of the order of Holy Knights of the

Blood Cross, also called Blood Knights.

His equipment is:

------------------

War-horse. This horse had been with him since his induction into the order

at the age of 15. He has a bond with the horse.

Travel pack (includes food, camp equipment, rope, lantern, etc.)

Weapons:

----------

longsword -- the sword of his order (dam= 1d6+5).

Family sword, the Sword of N'Sgaran

This sword is a great sword, lithe and powerful, must be wielded in two

hands.

The sword was crafted over a century ago by a warrior mage named N'Sgaran

and captured by H'mar's ancestor. The blade has served his family well.

[up to GM's approval]

Abilities=+1 to initiative, +1 to hit, damage = 2xSTR + 2d4 + 1 (2d4+9)

Armor:

--------

Shield -- a kite shield with a red Teutonic cross on a white background (-1

on opponent's to hit)

field plate mail (3AP -1Agl, -1Spd)

Metal Helm (3AP to head -1Spd)

Money:

--------

Knights of the Blood Cross take a vow that they will not collect wealth

themselves. All riches go the Order. They are given a stipend when

travelling so that they may purchase goods and services, although they are

to live in modest if not impoverished means, abstaining from all wine and

female companionship (although rumor has it that many of the blood knights

can drink any man under the table and they are known for their reputation to

perform with any hired woman all night long).

Currently in purse 100gp

 

Name: Horto Widrind

Rank: Scholar Player: Zigis.

Sex: Male

Race: Human

Age: 18

Height: 1.85 m

Weight: 79 kg

Eyes: Green, Hair: blonde, Skin: very light

Appearance: Tall, slim and athletic figure, face looks sad, even when he

smiles, he has thick eyebrows, and bush hair. His nose is straight and lips

thin and pretty red.

Typical clothing: Usually wears brown trousers and jacket, made from velvet,

under the jacket is leather armor. Wears leather shoes, and sometimes

wears simple green cap. There is silver amulet on this neck, he is said that

it is his talisman. He also likes to wear a cloak.

Demeanour: Wise (for his age), first thinks, then reacts, have a few friends but all of them are very close, most of his time he spends at old books and parchments, is skilled at fighting with dagger. Loves to stroll in the forests, meadows, has very good singing voice, plays lute.

Motivations: To become a mighty mage; to marry beautiful girl Ivit, who is one of the maids of Baron De Ba-Lyn.

Background: He has born in the family of the keeper of local apotheca, he knew very little about his parents because they avoided to speak about this. He suspected that there are some relationship with the fact that he has magic abilities. When he was two years old, the parents mysteriously disappeared,

exactly disappeared, because noone was able to find them, alive or dead, noone saw them at the night they vanished. He was the only child in family and his uncle Roolent agreed to educate and to shelter him. Uncle Roolent was a musician at the amphitheatre of Imarr, and tought Horto the basics of playing lute. Magical abilities showed up when he was 5 years old. While playing with other kids at the yard, he saw a cat running after mouse, and catching it. He felt pitty about the mouse, very pitty..

And then suddenly a bolt of electrical charge dashed out from his hands. In result cat was dead and mouse was also dead...

Childern gazed in amazement at him, then ran away crying for help and for mammies.

Uncle Roolent knew what was it and started to look for a wizard who could teach Horto how to use his abilities. Soon uncle found such a wizard, his name was Simlock One-Eye.

Now he has advanced far enough in magic sciences, and Simlock had become something more than a teacher. A friend. For now he hasn't any permanent occupation.

Notable skills: fighting with dagger, knows history of Ea, especially related to magics. Good sight, good ear, knows most of the sciences that are known to Eans at that time. Plays lute, sings. May

speak very convincingly.

Strength: 3

Skill: 3

Speed: 3

Agility: 3

Stamina: 3

Magic: 3

Inventory: 2 daggers, amulet, always carries some parchments.

Magic: Invisibility/Fly/Static Charge (electrical Energy Blast).

___________________________________________________________________________________

Name: Nikos The Spider

Rank/Position: Assassin/Thief/Spy/Bard Player: Rush.

Sex: Male

Species: Human

Homeland: Vantouch

Age: 23

Height: 5' 7"

Weight: 110

Color of Hair: Black Eyes: Brown Skin: Pale Pasty White

Stats:

Strength: 2

Speed: 5

Skill: 4

Agility: 5

Endurance: 2

Equipment:

Double Bladed Staff, 2xStrength+1d6+1 [2 handed] (5+1d6) [Can be thrown

at -1]

Potion Kit, Contains Poisons, Healing Potions, Smoke Vials,

Incendiaries, and Acids

Several Small Throwing Daggers (2+1d6)

Spring Launcher 2d6 1/4 ROF 1 1/2 Foot Long, small tube

Black Quilted Armor (Same as Leather, AP1) Small Metal plates sown in

between two layers of material. Does not cover Arms or legs.

Dark Green tunic

Climbing spikes (Attaches to boots and Hands)

Dark Grey pants

Worn Leather walking boots (Small blade in boot heel)

Volumous Dark Green Hooded Cloak

Plain unadorned ring, hidden poisoned needle in center of it

Backpack, Contains Light weight camping equipment, and bed roll. Also

tool kit for weapons, and several small scales weights, and scalpels

40 GP

Appearance: Nikos is a small sickly looking man. Most people when they

look at him do not see any threat, and decide to ignore him. He has an

unhealthy pallor about him, and does not look that far removed from

death's door for some reason or another. His dark hair is long and

stringy, and his face is gaunt. He almost disappears in his large cloak,

and when he has the hood up it is almost impossible to make his

features, or his shape. He carries an unusual weapon that he received

from his master on his death. It is almost like a quarter staff, only it

has a long blade at either end. These blades are fairly thin and flat,

and have a blood groove running down both sides of the blades. It is a

surprisingly effective weapon, and Nikos takes good care of it. His

cloak has several secret pockets and sheathes for his small vials and

daggers. The Pockets are heavily padded to keep the vials from breaking.

He is an extremely graceful and agile person, and his movements are like

those of a dancer.

Typical Clothing: Black Quilted Armor, worn over Dark Green long sleeved

tunic. Grey pants tucked into the tops of high leather walking boots.

Leather belt synched at the waist. Volumous Dark Green cloak.

Demeanor: Nikos is use to being ignored, so it does not bother him as

much as it use to. He is a solitary man, and does not like people very

much, that's probably why he doesn't feel bad about killing them. A man

of few words, he has a surprisingly good singing voice.

Motivations: Fulfilling a contract from Narpet Bastille.

Background: He was raised by a friendly wizard in a cottage near the

woods. The mage taught him of Alchemy, and Forest craft. He also taught

him songs from his home world. The wizard was an inter dimensional

traveler who could not make his way home. The wizard died when Nikos was

15, Nikos buried him next to the garden they had planted together. He

has since become an assassin and a spy. He knows how to steal though he

does not have much taste for it. And though he can sing he only knows

songs from the wizards home world, and unfortunately not many people

like them. Nikos does not find that hard to fathom, whoever heard of

people named Lead Zeppelin, or Rush. So he does not sing very often.

Notable Skills: Poisoner, Alchemist. Can Climb extremely well, and knows

forest craft. He can swim, and even read and write. He also knows some

of the healing arts, and can sing.

_______________________________________________________________

 

Character Name: Zarek the Slayer

Rank/Position: Assassin Player: Joe McCauley

Sex: Male

Species:Human

Homeland: City of Imarr

Age: 25

Height: 5'7"

Weight: 155 lbs

Colour of- Hair: Light brown

- Eyes: Black

- Skin: tanned

Strength 3

Speed 3

Skill 5

Agility 4

Stamina 3

Appearance: Changes after every time Zarek goes into hiding (after every

job). Zarek is currently clean shaven and well groomed. He has short,

straight light brown hair. He is trim and fit without seeming muscular.

He looks very plain: the sort of man who would not stand out in a crowd.

Typical clothing: Currently: Zarek is wearing a suit similiar to that of

minor officials and paper pushers everywhere. A simple brown tunic, pants

and He is also wearing a pair of glasses (which he does not need).

Demeanour: Changes to suit the occassion. When on a job he is always

businesslike and unemotional.

Notable Skills:

Sneaking and hiding

Climbing

Picking Locks

Sewing and making clothing

Dagger - Hand to Hand or Thrown

Crossbow

Longsword

Equipment: (the following items are all kept hidden in each of his 4

rented rooms)

Longsword and scabbard

5 Daggers - 1 in each boot, 1 up his right sleeve, 1 on each hip

Crossbow + quiver & 10 bolts

Backpack with 1 weeks dried food

Theives picks and tools: a 20-piece set of wires, ranging in gauge from

the thickness of string to that of a slender pencil. Each is approximately

12 to 18 inches long.

12 skeleton keys that fit many standard locks

5 screwdrivers - small precision tools

1 wire clipper

4 clamps

3 pincers -- ranging in sized from small, average, and large

1 small chisel

1 small hacksaw

1 small hammer

1 small drill & bit

Money: 1000GP (Total - split amongst his four abodes)

Background:

Zarek is a native of Imarr. He was raised in a middle class family and

was taught business skills by his parents who were tailors. His parents

died 10 years ago of natural causes. Zarek led a normal life and was to be

married at 17 to Maire. One day while coming home from the market, Maire

got caught in a streetfight between two swordsmen. She died quickly.

Zarek, in his great grief, sought out the swordsman and (knowing that he

could never defeat the swordsman in a 'fair' fight) killed the swordsman

one night in his sleep. Zarek still mourns the loss of Maire and is

tortured by dreams of her death every night. Zarek has remained celebat

since Maire's death and will not look at another woman with lust. He has 2

rules that he does not break:

He will not fulfill a contract on women or children.

He will not use poison - every kill must be clean and quick.

Zarek lives a simple life and does not spend extravegantly. He does not

throw money around or do other things to draw attention to himself. He

lives randomly amongst 4 rented flats or rooms scattered around the city.

All are rented under different names. Each apartment is equiped with a

small hidden supply of weapons, tools and dried food in a backpack.

The closest thing to a friend he has is a bartender named Tugwort who acts

as an unofficial contact for potential customers. Tugwort never discusses

contracts. He simply lets Zarek know who is searching for his services and

Zarek takes it from there. The Slayer usually stop into the Tavern about

once a week for dinner. When/if things are quiet, Tugwort will pass a note

or speak a few quiet words to tell Zarek who is seeking a contract.

Tugwort is well rewarded for this service.

Zarek is a 'professional' assassin. He only kills for money and goes out

of his way to not harm (permanently) innocent bystanders. Zarek is VERY

expensive and so only works occassionally. After every job, he

'disappears' for four to six months before he will take on another job.

Zarek will perform for rewards other than money though. He has been known

to take jobs on in exchange for future 'Favours'. It is rumoured that this

is one reason that he remains uncaught.

He is an associate of Erin Whist and an occassional employee of Baron de

Ba-Lyn.

His association with Erin Whist is mostly through reputation. They have

met on a few occassions as they frequent many of the same taverns. As

Zarek's appearance sometimes changes, Erin has not always been aware of

whom he was meeting.

Zarek has been employed by Baron de Ba-Lyn on two previous occassions.

Once was to eliminate a political opponent. The second time was a contract

on a man who had killed a distant relative of the Barons. That contract

was called off before it was filled when the Baron's family settled with

the killers family for cash. Zarek was still paid.

Zarek has just recently begun waiting for a new contract, having laid low

for about four months after a minor job on a Sergent of the Guard who had

been blackmailing a Judge. Zarek probably needn't have even gone into

hiding as the Sergent seemed to have died from an 'accident'.

When not on a job, Zarek only carries the two daggers in his boots. His

other weapons are left at one of his apartments.

_____________________________________________________________________

Name: Asher

Age: 50 Player: Rush.

Weight: 220

Height: 6'

Hair: Grey- Eyes: Brown- Skin: Darkly Tanned

Occupation: Faithful Servant of Marena

Stats:

Strength: 5

Skill: 5

Speed: 2(1)

Agility: 2(1)

Endurance: 4

Appearance: Asher is getting on in age, His hair was first to show it.

And now it is a steel grey in color. His face is slowly going the way of

his hair, picking up an extra line here and there, and he has now

noticed little wrinkles at the corners of his eyes. Even this doesn't

detract from his appearance, it just makes him look more dignified, and

dashing. He has a dignity about him that most men do not have, and

sometimes his shoulders sag as if some great weight is pushing down on

him. Overall though he is attractive, though it appears as if some great

sadness from the past is asserting it's grip on his future.

Background: A faithful servant to Marena, Queen of East Beskarn for many

years. He has slowed down some in his age, and is not quite as spry as

he use to be. Marena has enchanted his armor for him so that it does not

effect him as much as it would have, and he pretends not to notice. He

does not patrol as much as he use to either, though he would like to. He

is the most trusted among Marena's Warriors. Ex-Albine soldier, officer?

Motivations: He Does what Marena Tells him to.

Equipment:

Albine Plate Armor (AP 4), Silent, Marena can see through his eyes.

Great Sword, "Wyrmslayer" (11+1d6) [2 handed] (NO Enchantment)

Long Bow (5+2d6)

Red Cloak, hangs from armor

Dagger (5+1d6)

War Horse.

War Lance , dam 2d6+10 charging.

Camping Gear

Some Money

___________________________________________________________________________________

Name: Ammad Damak

Rank: sailor Player: Zigis.

Sex: male

Race: Human

Age: 32

Height: 1.66 m

Weight: 84 kg

Eyes: grey; hair: black; skin: tanny

Appearance: Round face with slit eyes, slim nose, carries moustaches.

When smiles, a row of white teeth shows up. But he smiles rarely, life on

sea

isn't a pleasure.

Typical clothing: Usually: Black trousers, black leather boots, dark green

shirt,

leather vest.

Demeanour: Ammad is very careful and precise, all his life he's carried

captain's orders without any mistakes. He loves good meals.

When available he's always asking for other opinion.

He hates: evil, desetrs and hens.

Motivations: From now on: Revenge for Captain, cold thought-out revenge.

Also: Don't let the demons get the Eye.

Background: Ammad's been a fighting sailor just about all of his life. He

and

Haruud have served together for years both on the Sharduk and before that.

They've been in several battles together and Ammad has always been a friend

and confidant of Haruud's--theirs has been an unusual friendship for

officers and enlisted men don't usually mix but Haruud's known Ammad since

he was a midshipman (or whatever that level of Albine rank is called). Ammad

has never had any sort of formal education--he grew up the poor son of a

fisherman, but given his maritime experience, his skill with weapons and the

crew's willingness to follow his lead, Haruud has made Ammad his new second

in command. In combat, Ammad prefers a cutlass and buckler and leather

armor. He too always has at least a dagger on him no matter what.

Skills: Cutlass, dagger, all connected to seafaring, seas. moving without a

sound,

throwing things very precisely.

Stats:

Strength 3 Speed 4 Skill 4 Agility 3 Stamina 4

Inventory: Dagger, cutlass, magic rapier +1 Speed, leather hauberk.

_____________________________________________________________________________

 

Character Name: Braden Kor

Rank/Position: Assassin/Rogue, Sergeant in Ba-Lyn soldiery, spy for Overking’s Secret Police.

Sex: Male

Species: Human

Homeland: East Beskarn/Imarr

Age: 22

Height: 5-11

Weight: 175

Appearance: Quite slender, built to be lithe and agile as opposed to sheer physical strength, long brown hair framing angular, but not unattractive features. His eyes a dark shade of blue. Braden tries to

keep in a neat, pleasing state of appearance without becoming too exceptional in any fashion to attract more than a simple once over.

Typical clothing: As Braden does not have a limitless expense fund to fuel into his wardrobe, it tends to be quite simple, a heavy brown cloak worn over slightly weathered traveling clothes of a grey or brown shade. His weapons concealed within carefully hidden pockets set inside the folds of the cloak along with other tools of the trade. He tends to blend in with the crowd more than stand out of a throng.

Background: Braden was born to a moderately wealthy merchant family that

had transferred to Imarr while he was still a baby. A series of bad

business deals led Braden's father to align himself with certain

criminal elements within the city for the sake of providing for his

family which included two older sons and a wife with a tendency to go

through periods of illness. Eventually the ties between the Kor family

and the black trade rings became unbreakable. Braden's brothers were

placed into the employ of several gangs, one actually rising up to quite

a high position in one cartel. At an early age, Braden was trained in

various aspects of illegal activity, first taking messages and packages

back and forth in the city, then as he grew older receiving experience

as an assassin and a thief. He seemed to excel in these callings, but

never was quite satisfied with his progression in the rank compared to

his brother. He hated jumping through the hoops of the coarser leaders

of the gangs who ruled simply through force. Finally, cutting his ties

to his family, he struck out on his own. Still taking the occasional job

for the crime syndicate that originally trained him to prevent any ill

intention towards him by that organization.

Demeanor and Motivations: Made bitter and callous by his time on the

streets in the criminal underworld, Braden now wants more. He has tired

of jumping to the tune of rough, often uneducated individuals he sees as

inferior to himself. Though not unwilling to work for an employer, he

prefers one with class and breeding as he seeks his own advancement. On

the surface he seems quiet, restrained, though intelligent, with a

biting sarcastic tone to most of his speech and a reluctance to

socialize.

Notable Skills: Trained with various masters of unethical employment,

Braden has been educated in the use of most weapons that suit his lithe

form, though preferring to fight two handed with a matched pair of ebony

hilted daggers or at a distance with smaller throwing blades, both of

which he tends to keep coated with poison. He has attained a knowledge

of herbalism to mix his poisons and other drugs, some for actual

medicinal properties. He also has trained in the usual manner of stealth

and lockpicking.

Strength: 2 Speed: 5 Skill: 4 Agility: 4 Stamina: 3

________________________________________________________________

Character Name: Kiereen (Pronounced Kyr-een)

Rank/Position: Scout/forrester

Sex: Male

Species: Elf

Homeland: Alfheim

Age: 320

Height: 5'9"

Weight: 120

Colour of - Hair:Brown - Eyes:Green - Skin: Dark tan

Appearance: Thin and lithe, he moves with an unnatural grace that no human can match. His face is tanned. His hair is tied behind his head in a braid.

Typical clothing: He wears what helps him blend in with the terrain, and does not restrict his movement.

Demeanour: Quiet and soft spoken, he likes to think a problem over if he can. He finds that he doesn't get into as many problems if he does this.

Motivations: He's been sent to recover Elven artifacts, and contact the elven settlements on the continent.

Background: Recognized as the best tracker, and forester among the elves he was chosen for the mission based on these merits. He was given special tools that would help ensure his survival among the humans across the ocean.

Notable Skills: Tracker, Forester, Has some thieving skills. Understands warfare to a certain extent, mainly sword use and archery.

Stats:

STR- 2

SK- 5

SP- 3 (4)

AG- 6

EN- 2

Equipment:

Long Sword (3+1d6)

Short Bow 2d6

quiver, 12 arrows

2 Daggers

*enchanted Boots, brown leather, +1 to speed, leaves no tracks

Dark green forester's cloak

Mottled green and brown, tunic and pants

Pack

Minimal camping supplies

Several small gems

Right now he is in the North woods communicating with the colony of snow elves in the mountains. He has heard of the Chaos Mutants, and has learned of the invasion of Tholkan, and the surrounding areas.

___________________________________________________________________________________

 

 

Character Name: Adam John Dickinson

Rank/Position: Solicitor Player: Jason Corley

Sex: male

Species: human

Homeland: The Heartlands

Age: 26

Height: 6'0"

Weight: 146 lbs. - very skinny

Colour of Hair: light brown, prematurely greying -

Eyes: brown -

Skin: white

Appearance: Dickinson is extremely tall and thin, with a large, hooked nose and small, graceful hands. His legs are long and his gait is

somewhat awkward and clumsy, though his posture is elegant and courtly.

Typical clothing: When not in the traditional robes and sashes of the Imarr solicitor, Dickinson generally wears black jackets, dark cloth

trousers and the cravat of the upper middle class.

Demeanour: In general, Dickinson appears genial, cooperative, and rather ordinary. When pressed, he can be spiteful and sullen - when aroused to

anger or conviction, he can be passionate and eloquent.

Motivations and Background: Dickinson's father was one of the great judges of the Old Empire, killed savagely in the uprisings. Dickinson,

cloistered away at the darkened monastary of the Goddess of Justice, studying with other solicitors, did not know until he returned. Now he

works as much within the system as possible to tilt the balance of power away from Tarkane, though his aid, time and money have sometimes gone to

judicially-selected rebel groups....

Notable Skills: Dickinson is an eloquent speaker, is well-versed in the ways of both the judicial and the political courts of Imarr, has a

diverse range of contacts and clients, and access to several minor magical spells that make his practice easier.

Strength: 3

Speed: 4

Skill: 2

Agility: 3

Stamina: 4

Magic: 2 (No spells, potential only).

___________________________________________________________________________________

Character Name: Gedy Lifeson

Rank/Position: Boy Player: Rush.

Sex: Male

Species: Human

Homeland: Northwoods

Age: 12

Height: 5' 3"

Weight: 100

Colour of - Hair: Brown - Eyes: Green - Skin: Tan

Appearance: Like any 12 year olds about the world, he is fairly dirty, and his clothes always seem to be in a mess. His eyes show what could be called a spark of intelligence, though his actions for the most part do not support this, he is fairly normal, except for the sword...

Typical clothing: A rough brown shirt and pants, and a heavy pair of

boots two sizes too big.

Demeanour: He is quiet now, and terrified of strangers. He is extremely paranoid since his village was destroyed.

Motivations: To find out what is happening to him, and to stay away from the monsters.

Background: Gedy's village was one of the first to be attacked by the Chaos hordes. His father and brothers, the towns only trained soldiers were killed in the first minutes. The beasts over ran the town, and one burst into Gedy's house as he was trying to find some object to defend himself with. As he fell back onto the floor, his hand reached out to under his father's crude bed, and grasped upon the hilt of some weapon.

He pulled it from underneath the bed, and struck the beastman with it. The thing screamed, and danced about as a black stain started to spread across it's body, devouring the flesh as it went. Gedy watched in

horrified amazement as the thing crumpled to the floor, dead, but still being eaten alive by the black stain. He looked down at the object he held, a rusted and pitted sword. But, before his eyes the sword changed, appearing to lose some of the wear that had been inflicted on it. The rust becoming not quite so bad, the pits becoming less noticeable. Gedy didn't take the time to think about it, he looked under the bed and found the swords metal scabbard, sheathed the blade, and ran.

Notable Skills: Not many, just what a boy his age would have, though his father did teach him how to use a sword, and he is as good as any soldier with one, maybe even better.

STATS:

ST: 2 [3] SP: 3 SK:4 [5] AG: 7 EN: 1 [2] MA: 1

The Blood Sword:

An ancient sword made during the demon wars, it has lied dormant for several centuries. When Gedy's Grandfather found it it was rusted and pitted, appearing to be nothing but a sword in disrepair. He liked the balance though, and kept it, planning to work on it. As things go he forgot about it, and when he died, his son put it under his bed, and soon forgot about it. The thing they lacked, that would have made all the difference if they had had it, was a spark of magic. When a person with the ability to cast magic uses the sword, only then can it's true potential be realized. when the sword is jump started by someone with magic it is a powerful weapon indeed. And the more it is used, the more powerful and rejuvenated it becomes. Till finally it gleams with a brilliance that is almost blinding, and the rightful user learns of his destiny. Unfortunately the more powerful the sword becomes, the easier it is for it to be noticed by the creatures it was made to destroy.

+1 ST +1 SK +1 EN

ST+1d6+1 Normal damage (Humans, Elves, etc...)

ST+2d6+2 To all Chaos Mutants/ Demons

When a Severe wound is inflicted on a Chaos mutant with this sword, a black stain slowly spreads from the wound, breaking apart the Chaos material that went into their making. Wounds inflicted to Demons never heal.

Gedy's Spell

Gedy did not know he had any magic potential when he picked up the sword, there for he has no spell. But what he does have is a link with the sword. It can not be taken from him against his will, or why he is still alive. And he is the only one who can use it.

___________________________________________________________________________________

Character Name: Sæmon Snowlock

Player: Rush

ST:3 SK:4 SP:2 AG:3 EN:3 MA:3

Rank/Position: Monk

Sex: Male

Species: Human

Homeland: The Cyclades

Age: 40

Height: 6'

Weight: 190

Colour of - Hair: Brown, and white - Eyes: green - Skin: Olive

Appearance: He's tall and slender, and does not give the air of a

priest. He is for the most part just plain. His hair is cut very short,

except for a long white forelock hanging down to just below his left

eye. He has an asiatic cast to him though it is not very prominent.

Typical clothing: He wears very plain garb, the only thing that looks

even remotely monk like on him is his brown hooded robe.

Demeanour: He is very open minded, and is not quick to say any one

belief is wrong. He does not let many people know that he has magic,

though he uses healing quite often, but in the form of laying of hands.

Motivations: To be gods warrior, to fight for the weak, to help the

Ranger Knight alidarn drive the chaos horde from the Northwoods

Background: He has been many things, a knight, a recluse, a scholar. He

has always served god in the way he thought best. When he was young

still, he fought a Red Wizard of Hel, and won. One of the wizards spells

turned part of his hair white though. He went to the North Woods to

begin writing a chronicle on the Demon wars, though he now has become

embroiled in a war of another sort.

Equipment:

Staff, Brown Robe Belt Knife (3+1d6) Cross on a leather thong

Spells:

Healing

Domination

Messenger

______________________________________________________________________________

Name: Sol the Defiant

Player: John.

Sex: Male Species: Human Homeland: Rigeria.

Strength: 5

Speed: 2

Skill: 4

Agility: 4 (3)

Stamina: 5

E: Bastard Sword [dam 1d6+6 1-h, 1d6+10 2-h], a dagger [dam 1d6+5], a pair of good

boots, chain mail hauberk [AP 2], fur cloak.

Height: 6'4"

Weight: 250 lbs

Hair/Skin/Eyes: Sol has long, jet-black hair, and his eyes are blue and

piercing. His skin is deeply tanned from many hours beneath the sun.

Appearance: Sol towers above most men, a truly unnerving figure. Arms and

chest are massive, and well-defined.

Typical Clothing: Wears whatever armor he has that has not been battered

apart, but often little more than a loin-cloth and boots.

Demeanor: Sol talks little. He speaks and moves with the economy of a

panther, wasting no movement or words. When in battle, he attacks savagely,

slaughtering all in his way. In more introspective moments, he shows a

primitive wisdom that few possess. When in a good mood, or inebriated, he

shows an uncharacteristic sense of humor.

Motivations: Sol is a wanderer. The one thing he cannot accept is authority.

He goes where he pleases and does what he wants. He likes to keep his ties

few, so that he is free to pick up and move on when it pleases him.

Background: Sol was born to a slave woman of a barbaric northern tribe [Rigeria]. He

was the project of a savage rape that left his mother a broken woman. It was

this that shaped his hatred of authority even as a young boy. When he was

twelve, he was sold to a southern merchant to serve as a galley slave on a

warship. He lived with this for two years, and it nearly killed him, but he

grew strong. He swore that if he ever got free, he would die before returning

to slavery.

Finally, during a terrible battle, his ship was smashed apart by

enemy artillery. He managed to cling to a piece of wreckage and was washed

ashore [southern jungle coast], tired, starving, feverish, but alive. The savage tribe of aboriginees

there nursed him back to health. They taught him to hunt exotic beasts he had

only previously dreamed of, and all of their jungle skills. He became

accepted as part of their tribe. With them, he fought againts the hostile

cannibal tribes and beasts that threatened their village.

One day his world changed. He and a group of warriors returned from a

hunt to find the village laid waste. Slavers had come while most of the men

were out hunting, slaying all who resisted and taking the women. The warriors

tracked them through the jungle and slew every slaver, burning their ship in

the water.

Sol, however, remembered his people, still slaves in the North. He

thanked the tribesmen before beginning on a long journey that took him all

across the world, finally back to the land of his birth [Rigeria]. He stole into the

Village one night, silently freeing the slaves and allowing them to run into

the night. His mother, he found out, had died years ago, beaten to death by

her rapist, the Chieftain, after she had lost her beauty.

In a fit of righteous anger, Sol stalked into the Chieftain's

Longhouse and their strangled him with his bare hands. He then severed his

head and spitted it on a pole in front of his home.

Since then, Sol has roamed free, across the lands, finding terror and

adventure, meeting beautiful women and strange beasts, kings and sorcerors.

___________________________________________________________________________

name- Dram Trallus

Player: Tailchaser.

strength 4

speed 3

skill 4

agility 3

stamina 4

sex- male

rank- freesword

species- human

age- 29

hieght- 6 ft

wieght- 240

well tanned with brown hair and eyes (really just an average guy)

well used gear and clothes that are kept in good repair- his armor is a light

mix of chain and leather, he fights with a sword and shield.

Armour AP 1, shield, sword dam 1d6+5.

He is partial to heavier arms and armor but recent events have him traveling light and he has

yet to refit himself for heavier engagements. He was finishing out a guard

contract that let him at the mercy of the "company store" and now just wants

to put distance between him and his former employer and more money in his

pocket. If he has any real goals left to him it is to rejoin his former

companions, a profitable mercenary band that he travelled with for some time

before his last ruinous contract, but he does not know their where abouts.

Dram is a businesslike man whose business is war. His prize possesion right

now is his horse.

notable skills- mounted combat, hand to hand combat, archery, strategy,

unarmed combat,

secondary skills- cooking, reading and writing, navigation, hunting and

trapping

Let me know what you think and if you approve you can either slip me

in on the road (travelling in numbers is much safer) or as a part of the

caravan guard but now looking for new "oppertunities" and new companions.

_________________________________________________________________

Character's name: Charena Sweetbriar

Player: Heather Barnett

Rank/position: Healer/explorer

Sex: Female

Species: Human

Homeland: Northwoods, town of

Age: 22

Height: 1.75 m tall

Weight: 60 kg

Hair: Brown

Eyes: Green

Skin: Deep tan

Stats:

Strength: 1 Net damage: stamina; 3

Speed: 3 1-2: Scratch

Skill: 3 3-5: minor wound

Agility: 3 6-8: major wound

Stamina: 3 9-11: critical wound

Magic: 5 12+: dead

Weapon: dagger; damage = str + 1d6

Appearance:

A tall, slim, very attractive woman with deep, almost the color of the

bark of a tree, brown hair. Her eyes were a light green that appears to match

the leaves on the trees. Her skin has a tan that you can tell comes from

spending hours upon hours in the sun.

Typical Clothing:

She wears, what appears to be a dress with pants underneath the skirt.

The dress has long sleeves and a full skirt that has slits all the way up to

her hips. She also wears a pair of formfitting pants with a sleeveless

chemise underneath the dress. Whenever she is going into town or believes

that she is going to meet people then she will wear the over dress. If she is

just going to be in the forest, or will see only her parents then she will

wear just the chemise and the pants. The skirt is detachable to aid in

removing in case she ever gets caught by the skirt for any reason.

The cloth that her clothing are made of is either linen, for summer wear,

or wool, for winter wear. They are dyed in browns and greens that closely

match the forest that surrounds her. This is to aid in her remaining less

noticeable to passing strangers.

Around her waist she wears a wide brown leather belt that she uses to

hang items from for easy access. Generally she has a waterskin, at least one

pouch, and three glass vials hung from the belt with ropes. She may have more

items but she will always have at least those five items, unless specified.

On her shoulder she will generally tie a piece of leather. This is to

protect her clothing from Wisdom's talons when he decides to take a ride,

which are about 50 percent of the time.

She also carries a large sack, on longer trips or for serious gathering

trips, which is tied to her back. Depending on how long she anticipates being

gone she may carry a sleeping roll. If she feels that she will be gone more

then a few hours she will carry it simple to be prepared. It is tied to the

bottom on the sack on her back.

Demeanor:

She generally appears to be a happy and sweet girl. She almost always has

a smile on her face and can be heard to sing about half the time. Some times

people who hear her will stop jus to listen for a few minutes, simple because

her voice is so pretty. The only time she is silent is when she knows that

there is either danger around or she is concentrating on a certain spell.

She seems to have a calming effect on humans and animals alike. She uses

this to help with the treatment of her patients. This effect also manifests

itself in how she always has at least a couple of forest animals around her;

this doesn't include her owl.

She is known to always be looking for more plants in order for her to

produce her potions of healing and her anti-poisons.

Motivations:

Her main motivation is compassion and empathy. She never seems to ignore

a wounded animal or human. She seems to feel like she needs to at least try

to help them.

She also needs to find someone who can tell her how to utilize the amulet

that she is wearing. She also wants to know how to remove it if necessary.

Background:

Charena was raised by her parents in Northwoods, near the village of

Whitpoint. Her mother had been raised in the cabin that Charena had been

raised in. Clarissa, Charena&#8217;s mother, was a well-known herbalist from

Whitpoint. Her father, Marcus Sweetbriar, was well known in other areas

because he had traveled for several years prior to meeting her mother.

When Charena was about 3 years old her parents noticed that she had a

great attraction to the forest animals. In fact, if her parents were asked

they couldn't remember a time when she hadn't been surrounded by at least one

or two animals, at least. They never had a need to worry because they

realized that the animals would not hurt Charena and also wouldn't allow

anything else to hurt her either.

As Charena grew older, she started bringing home animals that had been

hurt and helping her parents to heal them. That was when she started to learn

her parent&#8217;s art of healing. They knew that one day she would probably

be a great healer simply because she had such an aptitude for the art.

Charena was normally present whenever her parents treated a hurt or

diseased creature. She was also allowed to participate in the processes that

were used to treat them. She seemed to have a presence that calmed most

patients and made it easier for her parents to treat their problems.

Charena learned a variety of skills from each parent. From her mother she

learned the knowledge of plants and the reactions they cause in their

portions, both good and bad. She learned how to make the plants into the

healing potions and how much is needed for each problem and how much is too

much. Her mother is the one that taught her the spell Item Preservation when

she was old enough to start using the magic side of her skills.

From her father she expanded on what her mother taught her but he also

taught her some additional skills and spells. He is the one who taught her

how to survive in the forests and urban environments and how to track the

animals of said forest. He also taught her some of the spells he knew that

would help to protect her. He taught her the spells Armor of Air, Magic Cone

and Talk and Understand Animals. These spells he spaced out over time so that

she was able to practice with them before learning a new one. The first spell

was Item Preservation because she needed it to bring her mother back some of

the plants needed.

When she was about twelve her father taught her, the spell, Talk and

Understand Animals. She practiced this spell by talking to some of the

animals that had come to visit her on a fairly frequent manner.

One day, the following season, her mother sent her out to find a certain

plant that was a good distance away from her home. It took her most of the

day to travel there and find the plant so because of the fact that it was

going to be dark soon she decided to remain where she was and return home the

following morning.

In the middle of that night she is awoken by a loud screech. She then

feels a slight weight suddenly appear on her chest. She opens her eyes and

looks down at her chest. She sees a large owl that had landed on her and was

looking at her. While she was startled, she was used to sudden appearances of

animals so she isn&#8217;t frightened. The owl screeches again and she could

tell that he wanted to talk with her about something. So she tries to sit up.

The owl takes off with a quick flap of his wings and lands a few feet away

from her on the ground. She sits up and casts Talk and Understand Animals.

She learns that this owl had been watching her grow and felt that it was

time for him to approach her. He wanted to be able to learn from her and

wanted to help her to learn. He told her that he would be around until they

no longer needed each other. He also said that his name was Wisdom. That

night started a friendship that has continued until present day.

She continued to learn and practice for several more years. She would

help her parents with the nearby village and would spend many nights in the

forest with the animals. Her live changed though about two seasons after she

turned twenty.

This is when a terrible disease broke out in the village and she was sent

to go and get the only plant that could cure it. The only place that her

mother knew of that this plant grew was in a place about three day&#8217;s

trip from Whitpoint. So Charena took Wisdom and all the things she needed to

harvest this plant and set out to the knoll it grew.

She arrived at the knoll at about dusk and found a place that was close

to it to set up her camp. She knew that she wasn't going to be able harvest

the plant until the following morning so she went ahead and got ready to

sleep. She noticed that there was a wolf den close by but she knew that they

wouldn't really mind her being there as long as she didn't try to approach

the den. In fact, while she was setting up camp the male comes out and

approaches her. She casts her fathers spell and tells him that she will not

harm the pups and that she is a friend. He approaches her and lets her know

that he understands and is willing to let her stay there.

She lies down to sleep and the male lies down beside her. About an hour

later he gets up and goes back to the den. After he was in the den for a few

minutes, the female comes over and sniffs Charena, she then lies down as

well. She remains there for about an hour when all of a sudden she jerks up

her head. She looks out in the night and then starts to growl. Wisdom also

starts to make a racket.

Charena is awakened by he noise that the animals are making. She sits up

and looks out towards the way that the animals are looking. That is when she

notices the men that are approaching her campsite. She smiles at them and

greets them like she greets every human she knows.

She can hear them talking to each other in guttural tones. She also

noticed that they were making gestures that made her start to become uneasy.

Especially when they don't respond back as she knows they should. She stands

up and the wolf moves in front of her growling, were facing towards the men.

Charena notices that one of the men draws his sword and she springs into

action. She quickly casts Magic Cone with 3 magic points behind it. It was

enough to kill him. While she was doing that the female wolf attacked one of

the other men. The male wolf had heard the female start to growl and raced

out of the den. He attacked one of the other men. Wisdom flew at another one

of the men and that left Charena to deal with the other two men. She draws

out her dagger and prepares to defend herself.

All of a sudden an arrow flies past her and hits one of the men right

between the eyes. Then right after it comes another one comes flying past her

and hits the other. Both of the men fell in their spot, dead. Charena looks

at the other men and notices that the male wolf had killed the man he

attacked but had been killed as well. She then looked over at the female and

noticed that she was also mortally wounded. She ran over to her and tried to

save her. She soon realized that she wasn&#8217;t going to be able to save

her so she casts Talk and Understand Animals again and tells her that she

will take care of the pups. She did this to try and ease the mother's heart

before she dies. The wolf gives her hand a weak lick and then laid down her

head and slowly dies. Charena wipes the tears, running down her cheek, off of

her face.

Charena notices that the man that Wisdom had attacked was badly wounded

but not dead. She also realizes that he had been hit by one arrows that had

flown by her. She soon discovers that she can&#8217;t magically heal the man.

She also realizes that unless she casts magical healing, which she

can&#8217;t do, that he isn&#8217;t likely to survive. She decides to let his

punishment, for what he had tried to do, be to leave his survival up to the

will of the gods. She does treat him simply because she wouldn&#8217;t feel

right not to but she then leaves him lying there on the ground beside the

fire.

She decides that she need to go and find the pups of the wolves that had

given their lives for her and fulfill her promise to the female. She goes

over to the den and realizes that the pups had a visitor. She is barely able

to squeeze into the hole that leads to the den. What she sees almost makes

her cry. The pups were dead. Something, badger probably, had gotten to then

sometime during the fight or the aftermath.

Suddenly she hears a little whimper. She moves a little further into the

hole and moves one of the pups, There was one that was still alive. He was

hurt but not too badly. He had been hidden by his littermates so he hadn't

been killed. She pulls him out from underneath his siblings and then backs

out of the hole. She decides to call him Strength.

After finding the pup Charena goes to try and find the person that had

helped her. She finds a man laying on the ground a couple of hundred yards

away. He has a bow lying beside him and she realizes that he is asleep from

exhaustion. She goes back to her camp and collects all her items. She

realizes that the man that she had tried to heal hadn't survived. She then

moves her camp over to where the man lay sleeping. She then lays down to get

some more sleep because she is exhausted and she has to be up in 5 hours to

harvest the plant and return home.

Wisdom wakes her just before it is time for her to go and harvest the

plant and Charena notices that the man is gone. She wishes that he had

remained because she had wanted to express her gratitude for his help. But

she had other things to do so she goes and harvest the plant and prepares to

go and bury the men that she had left at the old site.

She finds upon her return to the site, that the men, as well as the wolves,

were gone. She mourns the death of the animals but is glad that she doesn't

have to deal with the men again.

She goes back to the camp and collects her items and Strength, then heads

back home. She realizes that the man is still around, watching her, and she

says thank you who ever you are. Whenever you need a healer look me up and I

will do what ever I can.

I live in the village of Whitpoint about three day&#8217;s walk from here.

Over the next year, Charena sees Anton from a distance, on short

occasions. She is finally introduced to him about a year after the men

attacked her. They would see each other for short periods of time over that

following year.

When Charena is twenty-two Clarissa, Charena&#8217;s mother, gives her an

amulet. She says that she doesn&#8217;t know what the amulet does but that it

had belonged to Clarissa&#8217;s parents and the she believed that the amulet

was a powerful focii of some type of magic. When Charena places the amulet

around her neck she feels a short, sharp pain. She tries to remove the amulet

and finds that she is unable to.

After Charena realizes that she cannot remove the amulet she knows then

that she needs to find out what this amulet does, otherwise it could get her

killed. She approaches Anton and tells him about her problem. They come to

the realization the she needs to go and find someone to tell her about the

amulet and what it does, not to mention how to remove it from around her

neck.

Notable Skills:

Use Dagger

Forest Survival

Climb Trees

Orate (Calm)

Sing (good voice)

Speak, read and write Ea (common language)

Healing

Herbalism

First Aid (any creature)

Animal Lore

Human Understanding

Plant Knowledge (origins and rumors)

Listen

Track in Forest

Search

Smell

Feel

Treat Poison

Treat Disease

Create Healing Potions

Create Anti-poisons

Alchemy

Prepare Poultices

Spells

1) Healing <as per the healing spell>

2) Magic Cone <as per the energy blast spell>

3) Armor of Air; cumulative point spell

1 mp: 1 pt armor and &#8211;1 to skill

2 mp: 3 pts armor and &#8211;2 to skill

3 mp: 6 pts armor and &#8211;3 to skill

A whirlwind of air is formed around the caster. This whirlwind causes 1 point

of armor per magic point put into spell. The wind causes a &#8211;1 to skill

on all missile attacks (except magic) per magic point used. This spell

doesn&#8217;t effect her agility because it doesn&#8217;t actually touch her;

it is just around her. She is only able to cast magic through the whirlwind.

4) Talk and Understand Animals; 2-point spell; range: touch

Creates a mental connection between the caster and one animal. This

connection allows the caster to communicate with that animal. If the caster

had the skill Orate then they have a +1 to skill to convince the animal to do

something for the caster. The caster can not request something that the

animal cannot do or something that is against its natural instincts. (i.e.:

tell a carnivore to eat only plants, etc)

5) Item Preservation; cumulative point spell; range: touch

1st, 2nd, 3rd,

1 mp: 1 day, none, none

2 mp: 2 days, 1 day, none

3 mp: 3 days, none, 1 day

4 mp: 4 days, 2 days, none

This spell allows caster to preserve one item per time cast. This item keeps

all potency and suffers no deterioration of the flesh, for the duration of

the spell. This spell can be recast prior to the expiration of the previous

spell cast, but at greater cost. This spell can only be cast a total of three

times on one item.

6) Resurrection; 5 point spell; range: touch (doesn&#8217;t have yet, is

looking for)

This spell allows the caster to locate the spirit of a deceased creature. It

returns the spirit to the healed body of the patient. The body must be

returned to a positive stamina prior to the spirit returning to the body. The

resurrection spell must be cast within 7 days of dying, even if the

preservation spell is cast, or the spirit will not be locatable. Requires a

special item to focus the spell. The spell can&#8217;t be cast unless the

caster has a magic stat of 10 or higher.

Equipment

1) On person: clothing, belt, back pouch, heavy cloak, leather shoulder pad

and

1 amulet <doesn&#8217;t know what it does>

2) On belt: 2 vials of healing potions, 1 vial of anti-poison, 1 waterskin,

3 pouches for herbs and plants, dagger in sheath and one extra pouch.

3) In back pouch: 2 wool blankets, 2 changes of clothes <different colors,

one woolen and one linen>, 5 m of rope, 2 days rations, several empty vials

for potions wrapped in cloth, small cooking pots, eating utensils and tools

needed for potions.

4) In extra pouch: tinderbox and money.

_________________________________________________________________

Character name: Anton D' Hawk

Player: Tony Tavares

Rank\position: ranger\scout

Species: human

Sex: male

Age: 24

Homeland: northwest area in the Northwoods

Ht: 1.97 m

Wt: 85 kg

Hair: dark brown

Eyes: hazel

Skin: tan

 

Strength: 4 net damage: stamina; 4

Speed: 2(1) 1-3: scratch

Skill: 4 4-7: minor wound

Agility: 2 8-11: major wound

Stamina: 4 12-15: critical wound

Magic: 2 16+: deceased

Weapon damages

Long bow; 2d6 + STR (4)

Scimitar; 1d6 + 2 + STR (4)

Skinning knife; 1d6 + STR (4)

Skills

Long bow, scimitar, skinning knife, tracking, searching,

Survival (forest, urban) first aid

Stealth, trapping, flecthing,

Read and write common lang. of Ea

Bargain, riding horse, climbing

Magic spells

1.. multi-arrow

2.. self-image

1) per magic point casts, 1pt add one arrow

per combat round, 2pts add two arrows

per combat round, any target

2) per magic point's casts, make an illusion of the caster

twice, within 2 meter of caster, lasts 10 combat rounds per MP, disappear if struck.

 

Appearance:

Tall, rugged, straight hair to shoulder walks softly

Always check his area before relaxing.

Multi-colored leather armor (-1 speed) AP1 to body & limbs.

Items normally with Anton:

1.. long bow with special leg quarrel with 10 arrows on right leg

2.. scimitar in side harness,( opposite of quarrel)

3.. shield (target size) normally hooked to left shoulder

4.. 4) skinning knife

5.. Backpack with following items inside, one set of clothes, extra waterskin, first aid kit, trapping gear, waterproof rain gear, heavy blanket, tinderbox with extra flint, 2 to 3 days dry rations, equipment to make arrow, has winter clothes at home. 6.. multi-colored leather armor 7.. several skins for sale or trade 8.. reversible cloak (light\multi-colored) 9.. leather boots 10.. small amount of money ( from skin)

Demeanour: quiet, perceptive, listen first, acts precisely, to his own thought.

Motivations: Anton is looking for wealth, fortune, and holding for his father and mother to return to Imgart.

Background:

Anton was born in the wild of Northwoods, in a cabin built by his father. He started helping his father at an early age in trapping, reading the tracking of animals and man. His mother taught him his words and number, he seemed to always have a book to read. When he was 6, his parents noticed that Anton had a skill to magic, so they started teaching him spells that they knew. His father then placed his son

into his own ranger training to safeguard him from future trouble.

When Anton was 12, he met a trader when he was trapping, the trader told of the cities of Imarr, Imgart, and of Westgate. When Anton told his father that he wanted to go to these cities, his father told him how his parents were outlaw in the land of Imgart.

His mother, Alysun D'hawk, was a daughter of a merchant noble, whom wanted his daughter to marry into the ranking families of Imgart.

His father, Rafael D'Hawk, was a ranger in the elite palace guard. When he saw alysun he was in love. But, when he ask for her hand in marriage, he was sternly shouted down as a commoner. Alysun looked at Rafael, and found the person that change her heart.

In a move, that was covered by a good friend, Rafael and Alysun marry secretly. Her father went to the captain of the guard and ask that Rafael be put in chains and held for trial. When Rafael heard of what the captain was going to do, he quietly with some help left the city for Justimin.

Alysun father was so spiteful that he hired some assassins, to kill Rafael, and brings back his daughter. In Justimin, these killers tried, but fail for Rafael was alert for anything. They decided to leave Justimin, and go towards the Northwoods, for Rafael believed that Alysun father wouldn't follow them there.

Stay away from large cities, buying supplies when necessity came forth, as Alysun just informed Rafael that she was pregnant. On their way into Northwoods near Balfrinr, they were attacked by a new group of assassins.

Rafael was badly wounded after the attack. Alysun not knowing where to go or what to do, she started to scream. A couple was passing nearby, heard her screams, and went to check it out. Finding a bleeding man and a screaming woman, they start heal the man, then realize that the woman is with child. Alysun stated that we must leave now or we will be killed! After calming her down, and hearing they plight, the couples whom are healers from Whitpoint decide to move the couple to their cabin.

Rafael whom was always a fast healer, recovers in 2 days, and after talking to the healer of Whitpoint, he decides to move his wife to an area the healers inform him about northwest of Whitpoint. The healers swear an oath of secrecy, so the young couple may live in peace.

At this time, Rafael tells Anton never to tell this story to anyone, for the lives of all are in danger. Anton vows never to repeat his family's tale.

During the next 10 years, Anton learned many lessons from many people. Including from a stranger whom was wounded by bandits near Hillfort whom he nicknamed redface. The skills of flecthing, and learning the side leg quarrel have help Anton survived many times.

When Anton was 18, his father decided to allow Anton to travel within the forest without escort, thus allow Anton to explore the lands around Northwoods. As a token of manhood Rafael gave Anton his scimitar from his guard days, and had Anton drill for days and days.

Anton finding small villages in his area offers his services and protection from bandits. Anton was getting very good at trapping and helping the local village, when a small boy found him and told him about a group of bandits that attack their village. Anton started to track them, and for 3 days travel without contact. Then late one night, he heard some noises in a grove; he checked the area and found 6

men surrounding a young woman, when they started to attack her. As Anton drew an arrow to fire, one of the men fell; then, he saw 2 wolves attacking 2 more men. Anton realizes that the woman would die unless he reacted swiftly. Anton put 3 magic points into multi-arrow and fired instantly, before he passes out.

When he awoke, finding her alive and nearby, Anton checked the area, notice the dead body and the 2 dead wolves. He searched the bodies before burning them, finding the village items and monies. Out of respect he buries the wolves for helping the woman. Anton stays in the area till the woman awakens and leaves the area. As she leaving she says thank you and if you need a healer come to Whitpoint.

Thought the next year, Anton spied on her, going about his normal rounds in the forest. He had decided to go and pay his respects to the healers of Whitpoint for what they had done for his parents when he was introduced to Charena. During the following year they developed a solid relationship.

Then one day, when Anton showed up to pay a visit to Charena, she asked him for some help. She explained about the amulet and how she couldn't remove it and about the pain she had felt. She asked him if he knew anything about it. He said no but we can find someone who can tell us.

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Name: Rath the Gray

Player: Rush.

Rank/Position: Former Blade master

Age: 77

Weight: 120

Height: 5'10

Eyes: Green Hair: White Skin: White

ST:2

SK:10

SP:2

AG:2

EN:2

Appearance: Rath has a haunted look about him, and looks every bit of

his 77 years, if not older, at least in the face. He does have the body

of a much younger man though, and his focus is amazing, his greatest

feet of concentration having sitting in the lotus position for 3 days

without eating drinking, or moving in any way.

Typical Clothing: He wears a sleeveless hooded vest that falls to the

middle of his thighs, and is cinched at the waist with a wide black

cloth belt signifying his mastery of the sword. Underneath this he wears

a two layered long sleeved off white tunic. He wears a brown pair of

pants, and a pair of leather wrap around boots. Over this all he wears a

dark gray cloak that can quickly be removed.

Equipment:

Sword (3+1d6) or (5+1d6)

Rath's sword is an interesting weapon. It is 38 inches in overall

length and is so cleverly designed that it does not look like a sword.

The scabbard, which is carved from the same piece of wood as the hilt

holds the sword tightly, and is so well fit that no seems are visible.

The blade itself is straight, and has a black heron engraved on either

side of it. It is said that when the sword was made that it was tempered

with the blood of a dragon, and can kill anything, though Rath has never

particularly wanted to test this claim.

Clothes

Pouch containing a flint and steel, and a meager amount of rations

Water skin

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