Heroes of Tenath
A Roll To Dodge game set in Tenath - low fantasy setting with elements of dark fantasy, focused on actions of lone adventurers or groups of them. A freeform sandbox, players are allowed to take any actions and visit any places they want.
Story
Mid-spring, Third Quarter of 998. Gretanar Empire in it’s tryumphant march claimed all kingdoms west of Inner Sea. All except Iseth ruled by King Matigor I. The Empire stopped at a borderland of Iseth, where barbaric tribes fiercely defend their lands. They won’t hold on for too long however. The Iseth itself is plagued by outlaws and internal troubles. In these hard times peasantry reverts back to pagan beliefs, fearing that Zyugewolg – a pagan dark god – will return to claim it’s bloody harvest on those who previously denied him.
Core Rules
Standard 1d6 RTD setup.
Action rolls:
1 - critical failure: failure with bad side effects;
2 - failure;
3 - no good or bad effects of a rolls;
4 - success;
5 - critical success: success with good side effects;
6 - overshot: success with bad side effects;
Base weapons
Ar: Attack rating - determines damage output
Dr: Defense rating - determines damage absorbed by parrying or blocking
Short and long bladed weapons:
- Knives [Ar 1-5, Dr 1-2]
- Daggers [Ar 5-10, Dr 2-4]
- Short swords [Ar 10-12, Dr 4-6]
- Straight Swords [Ar 12-18, Dr 6-12]
- Curved swords [Ar 18-22, Dr 4-8]
- Two handed swords [Ar 22-30, Dr 12-20]
Axes:
- Cleavers [Ar 5-10, Dr 1-2]
- Hatchets and Hand axes [Ar 10-14, Dr 2-4]
- Fighting axes [Ar 14-20, Dr 4-8]
- War axes [Ar 20-22, Dr 8-12]
- Battle axes [Ar 22-24, Dr 12-14]
- Great axes [Ar 24-30, Dr 14-16]
Blunt weapons:
- Clubs [Ar 1-2, Dr 1]
- Cudgels [Ar 2-4, Dr 1-2]
- Maces [Ar 4-10, Dr 2-6]
- Morningstars and flails [Ar 10-16, Dr 6-8]
- Hammers and mauls [Ar 16-18, Dr 8-10]
- War hammers [Ar 18-22, Dr 10-14]
- Great hammers and great mauls [Ar 22-30, Dr 14-16]
Polearms:
- Staves [Ar 1-2, Dr 2-4]
- Spears [Ar 2-8, Dr 4-10]
- Pikes [Ar 8-12, Dr 10-14]
- Lances [Ar 12-14, Dr 14-18]
- Bardiches [Ar 14-22, Dr 18-20]
- Voulges [Ar 12-18, Dr 18-20]
- Halberds [Ar 18-24, Dr 20]
- Poleaxes [Ar 20-30, Dr 18-20]
- Polehammers [Ar 24-30, Dr 18-20]
Thrown weapons:
- Throwing knives [Ar 10-14]
- Throwing daggers [Ar 12-18]
- Throwing axes [Ar 16-20]
- Darts [Ar 10-16]
- Javelins [Ar 18-22]
- Glaives [Ar 20-24]
Marksman weapons:
- Crossbows [Ar 22-30, Dr 4-8]
- Bows [Ar 18-14, Dr 1-2]
Firearms:
- Duelling guns [Ar 4-10]
- Flintlock pistols [Ar 8-12]
- Flintlock muskets [Ar 6- 18]
- Hand cannons [Ar 22-30]
Base armors
Light:
- Light Aketons: [Dr 2-8]
- Quilted armors [Dr 4-10]
- Padded armors [Dr 8-14]
- Light scale and lammellar [Dr 12-16]
- Leather armors [Dr 10-18]
- Hard leather armors [Dr 16-18]
- Studded leather armors [Dr 14-20]
Medium:
- Aketons [Dr 12-16]
- Scale armor [Dr 20-22]
- Lammellar armor [Dr 24-26]
- Ring armors [Dr 22-28]
- Chain armors [Dr 30]
Heavy:
- Breastplates [Dr 24-26]
- Plate mails [Dr 28]
- Full plate mails [Dr 30]
RTD takes base stats for weapons and armor, and then applies changes taking into account modifiers such as quality, material type and durability. Modifiers can influence all of weapon or armor stats, or only one of them.
Quality modifiers
Legendary - +12 Ar/+8 Dr
Masterwork - +10 Ar/+6 Dr
Exceptional - +8 Ar/+4 Dr
Fine - +4 Ar/+2 Dr
Crude - -4 Ar/-2 Dr
Rusty - -8 Ar/-4 Dr
Damaged - -10 Ar/-6 Dr
Cursed - -12 Ar/-8 Dr
Material modifiers - effectivity of materials differs against other materials. Eg. Copper sword breaks when attempting to parry a powerful strike with steel sword! Strenght of materials (in ascending order):
Wood and Bone<Rock<Copper<Bronze<Iron<Steel
Durability modifiers:
- Sharpened/Reinforced - +4 Ar/+2 Dr
- Scratched - no penalty nor improvement, numerous scratches can lead to cracks
- Cracked - -4 Ar/-2 Dr
- Dented - -4 Ar/-2 Dr
- Bent - -6 Ar/-4 Dr
- Broken -8 Ar/-6 Dr
Magic is limited within the RTD. There is no spellcasting or enchanting, miracles are extremely rare. However, items bearing magical properties can be found within the world. They can either be legendary items, leftovers of Reckoning, gifts from dieties or bear horrifying curses.
- every such item needs to be identified, proficiency of Mysticism helps with that.
- each magical item bears a limited amount of charges or has a cooldown effect. They can be recharged in different places, eg. pagan magical item could be recharged at pagan shrine.
- magical items never lose their durability and never break.
- curses held by cursed object are extremely hard to cleanse, be careful using magical obects without identifying.
Character creation
Name - self explanatory
Title - if character possesses any title (nobles can specify this, players of other castes must acquire it in some way)
Heraldry - if character is a noble
Land owned - you can start with small manor or aqcuire land during gameplay
Race - Gretanar, Larramsirian or Vottian
Origin - kingdom from which character originates and caste (paesantry, commoners, craftsmen, nobles)
Religion - Tribunal Temple, Unified Tribunal, Mercantilia, Pagan or Atheist
Appearance - detailed character description
Biography - detailed biography of your character
Stats (rolled on startup)
Strenght:
Dexterity:
Intelligence:
Vitality:
HP: 10 + 2*Vitality
Health Status: Fine
Head:
Torso:
Hands:
Legs:
Personality - traits allowing to describe character's personalty.
Advantages and disadvantages - special traits of character, strong points that can be specified, like rapid healing. For each advantage, there must be a disadvantage balancing character, like phobias, fears, weaknesses.
Proficiencies (plus racial bonuses in corresponding sections).
1 point for social proficiency
1 point for weapon proficiencies
2 points for combat proficiencies
2 points for exploration proficiencies
Equipment (rolled on startup)
Clothing
Weapon
Armor
Provisions
Currency
Faction: None
Fame: None
Infamy: None
Bounty: None
Active effects: None
At 0 you receive a -1 penalty to rolls based on used proficiency. At 2 the penalty is nullified. At 10 you receive all bonuses from mastering used weapon. Some weapons benefit from having points spent in different proficiencies (eg. halberds use polearm and axe proficiencies).
Social proficiencies:
Leadership - gives soldiers you lead a morale buff, prevents them from escaping when overwhelmed by fear.
Persuasion - good persuador is more likely to talk his way out of random situations or deal with nobles better.
Seduction - using seductive abilities might be useful in certain situations.
Mercantile - affects how well you haggle and price items.
Weapon proficiencies:
Long Blade - governs various kinds of long bladed weapons like longswords, claymores, bastard swords.
Short Blade - governs various kinds of short bladed weapons like daggers, shortswords.
Axes - governs various kinds of axes like hatchets, small axes, war axes.
Blunt - governs various kinds of blunt weaponry like cudgels, maces, mauls or warhammers.
Polearms - governs various kinds of polearms like spears, guisarms, septums or poleaxes.
Thrown - governs all kinds of throwing knives, bombs or darts.
Marksman - governs marksman weaponry like crossbows and bows.
Firearms - governs using early firearms in combat.
Combat proficiencies:
Heavy Armor - affects how well you fight in heavy armors.
Medium Armor - affects how well you fight in medium armors.
Light Armor - affects how well you fight in light armors.
Dodging - affects ability to dodge incoming attacks.
Blocking - affects ability to block incoming attacks.
Parrying - affects ability to parry incoming attacks.
Ambushing - affects ability to sneak and ambush your enemies.
Exploration proficiencies:
Climbing - governs climbing up ledges, ropes etc.
Running - affects how much fatiguing a run is.
Swimming - affects ability to swim.
Observer - allows to spot different details, might be useful in combat to defend against incoming attacks.
Arcane proficiencies:
Arcane proficiencies can be learnt with use of scrolls, tomes or by being taught.
Alchemy - affects ability to learn and use alchemic secrets and formulae. At master allows to brew most demanding potions.
Mysticism - ability to see beyond limited human perception
There are four attributes: strenght, dexterity, vitality and intelligence. They're useful for both combat and exploration. Starting attributes are rolled.
Gretanar: White skinned. Brave and prone to anger, these fierce warriors make excellent soldiers and mercenaries. Racial bonuses: Leadership - player starts with 1 point put into Leadership proficiency. Weapon mastery - adds one proficiency point to spend on weapon proficiencies.
Larramsirian: Dark skinned. Proud and looking down on brighter skinned races, these wanderers make great explorers and merchants. Racial bonuses: Logistics - grants a +1 bonus to travel rolls. Speechcraft - adds one proficiency point to spend on social proficiencies.
Vottian: Mixed skinned. Mysterious and wild, they rarely leave their homeland jungles and swamps. Racial bonuses: Huntsman - grants a +1 roll bonus when fighting with beasts. Arcane knowledge - adds one proficiency point to spend on arcane proficiencies.
Glossary
World
(http://i.imgur.com/glZ1GDh.png)
(http://i.imgur.com/myNjfOi.png)
A year thrives 120 days and is divided into four months, each having 30 days. A day has 8 hours of daytime and 8 hours of nighttime. A month is called a Quarter (eg. First Quarter). Example: 21st day of Third Quarter 998.
Factions and guilds
Order of the Rising Sun is a knightly order originating from Erdhen, which is a part of United Iseth. The Order successfully expanded from it's homeland and is one of the most influential political faction in Tenath. While mostly associated with Tribunal and inquisition of the past, they never attack pagans if not bothered first and are conflicted with Tribunal Temple due to their beliefs in Unified Tribunal. These honourable and generous knights serve the society of Tenath by helping poor, intervening in conflicts and wars, and if the need arises - organising medical help for soldiers and civillians wounded in conflicts. Feared or admired for their might, Sunrise Knights are recognised with a symbol of sun rising on the horizon, beared on their armors and held on their banners.
Typically, Sunrise Knights are equipped with steel armors with a long, thick overcoat woven of fireproof thread on top. The inside of their steel armors is quilted with the same kind of thread. Unusual structure of the thread used in manufacturing of Order's armors prevents knights from overheating and cloth woven from it stays chilly even in high temperatures. With an addition of a special grease prepared from rare plants applied on skin, protection from fire granted by their armors allows sunrise knights to use firewater in their unique combat techniques - a combat style known as The Rising Sun; without risk of burns.
A faction created to codify recruitment of mercenaries often hired in wars, sieges or for other assignments. Freelancing is illegal and each contract must be archivised, as in case of breaking laws the one who hired mercenary is prosecuted.
A merchant faction named after land and sea route between Gretanar, Iseth and Larramsir - creators of this faction. It controls most of the trade and trade routes across Tenath.
Creatures
A rotting, mindless corpse wearing a ragged, black cloak that wanders the land at night time. These undead creatures are known only as heroes of dark and grim fairy tales and are commonly considered non-existant. In pagan beliefs these wanderers are bad omens, signs of incoming violent death.
Stats
Strenght: 3
Dexterity: 4
Intelligence: 0
Vitality: 5
HP: 22
While rotten wanderers are generally not hostile and will follow their target, they may attack if provoken. Their strenght and dexterity is their only advantage, as they lack intelligence to plan and use tactics against their opponents. Rotten wanderers may attack with their claws [AR 14] or bites [AR 21], sometimes using their fists [AR 8] or kicking [AR 10]. Cloaks they're wearing are made of stiff thread somewhat resembling cloth of blankets used to cover bodies in graves, and provides [DR 12] protection. Upon death their bodies disappear in clouds of black smoke, scarcely leaving a black gem or shreds of their cloaks.
Active effects:
Minor Undead:
No pain
No bleeding
No breathe
+2 HP points bonus
A twisted, deformed undead similar to bonelord. It is much bigger and has only two arms however, and it's armor is made of a mixture of bones and gold. It's skin gleams in the light like iron. Death lords wear a necklace made of human ribs and golden crown ornamented with teeth. This monstrosity weilds an enormous great axe with a bone handle, forged from a light absorbing alloy. A death lord is never destroyed nor defeated - they return to deadlands, where they quickly grow back into power and chase those that managed to win a duel with them.
Stats
Strenght: 10
Dexterity: 10
Intelligence: 10
Vitality: 10
HP: 50
Death Lords are the most powerful and dangerous of undead monstrosities. Their enormous greataxe's reach [AR 60] combined with their strenght is enough to cut through legions of soldiers in but a few swings. Unusual resilience and sharp mind are other advantages these undead abominations have over their lesser brothers. Death Lords are capable of dynamically reacting to actions of their adversary and planning an ambush or surprise attacks. Their powerful hands [AR 24] allow them to fight hand to hand as well, and their otherworldly connection to deadlands allow them to summon lesser undead from the abyss and use energies to cast deadly spells. Armor worn by these undead creatures provide protectiong of [DR 50]. Upon death they explode, inflicting up to [AR 30] of shrapnel and splash damage. The explosion summons lesser undead.
Active effects:
Greater undead:
No pain
No bleeding
No breathe
2x Vitality bonus
Energy resistance
Spellcaster
Summoner
Haste
One of many outlaws roaming Tenath in search of prey easy to mug. Usually wearing cloaks and weilding short blades, blunt weaponry or axes, they are a common problem in bigger settlements where they appear by night, or around trade routes attacking caravans with little to no guards.
Stats
Strenght: 3
Dexterity: 4
Intelligence: 2
Vitality: 1
Hp: 12
Thugs are easy to defeat alone, but in higher quantities they can become a serious threat to unwary wanderer. They usually fight with iron grade knives [AR 2], daggers [AR 8], hatchets [Ar 12] or clubs [AR 2]. Low intelligence makes using smarter tactics against them feasible, while low vitality means that a decently equipped adventurer will be able to easily beat them. Cloaks and their leather armors provide a protection of [DR 10].
An undead monstrosity similar to Death Lord, although it's smaller, has four arms and it's armor is made completely out of bones.
Stats
Strenght: 8
Dexterity: 10
Intelligence: 10
Vitality: 8
HP: 39
Bonelords are one of the stronger lesser undead. With their four arms, they are able to fight with several enemies at the same time, each arm able to deal up to [AR: 20]. In addition, they are able to summon other lesser undead and drain life of it's victims. Bone plate armor of these monstrosities gives them protection of [DR: 35]. Upon death they explode, dealing [AR: 20] of shrapnel and splash damage, spawning also several skeletons.
Character Storage
TankKit
Name: Sapphire
Title: None
Heraldry: None
Land owned: None
Race: Gretanar
Origin: Commoner of Iseth
Religion: Tribunal Temple
Appearance: Sapphire earned her name because of her eyes, and how much she likes the color. She has beutiful long black hair, and her smile is like that of a lioness about to catch her prey.
Biography - She travels the land with her brother, always looking for adventure, and earning some money along the way. Once they had a family and a house, but their parents angered the wrong people, and they were forced to stay on the run, away from the peoples who want her dead...
Stats
Strenght: 4 [##----------]
Dexterity: 4 [#####-------]
Intelligence: 2 [####-----]
Vitality: 4 [---------------]
HP: 18
Health status: Lightly wounded
Head:
Torso: Bruised
Hands: Lightly wounded
Legs: Lightly wounded
Personality: Fast, Strong minded, calming to her brother.
Advantages and disadvantages: She is fast, but also much weaker than her brother. She prefers light armour, and hates heavy armour. She is very intelligent, but also very prideful.
Proficiencies
Short Blade: 4 [---------------]
Seduction: 1 [#-----]
Light Armour: 3 [------------]
Climbing: 1
Swimming: 1
Leadership: 1 [###---]
Equipment
Clothing
Exquisite quality shirt, pants, shoes, belt, gloves {worn}
Weapon
Fine Steel Shortsword [Ar 18, Dr 8] {weilded}
Rusty and broken knife [Ar 1, Dr 1]
Armor
Royal Guard's Light Scale Armor [Dr 16] {worn}
Isethian Light Aketon [Dr 6]
Provisions
4 days food and water
14 days horse food
Keys
Wickbreach Mercenaries guildhall
Tools
Torch
Quest & faction
Mercenary contract
Gretanar weapon report - Fulfilled
Blackwarth terror report
Stolen silver report
Fourth report - Fulfilled
Fifth report - Fulfilled
Sixth report
Animals
Isethian blood horse
Currency
20416 Florins
Miscellanous and valuables
Copper bracelets x6
Purple crystal
Faction: Mercenaries guild
Rank: Agent
Contracts fullfilled: 1
Fame:
Wickbreach city [#####-]
Infamy: None
Bounty: None
Active effects: None
Name : Jack
Title: None
Heraldry: None
Land owned: None
Race: Gretanar
Origin: Commoner of Iseth
Religion: Tribunal Temple
Appearance - He has long black hair, and blue eyes that conflict with his personality, he is quite muscular
Biography - He used to be a very peacefull person, until the day his family house was attacked. Ever since then he has had a temper worse than a noble who was cheated out of a deal, the only thing that stops him from running head first into problems is his sister.
Stats
Strenght: 3 [------------]
Dexterity: 3 [------------]
Intelligence: 2 [---------]
Vitality: 5 [------------------]
HP: 20
Health Status: Lightly wounded
Head:
Torso: Lightly wounded
Hands: Bruised
Legs: Lightly wounded
Personality - Angry, Strong, Funny to his sister.
Advantages and disadvantages - He is strong, but much slower than his sister. He prefers heavy armour, and hates light armour. He usually very angry, but if his sister calms him down enough he is a pretty good guy.
Special skills: Rage control - allows to willingly enter and exit berserk.
Proficiencies
Mercantile: 1
Long Blade: 4 [---------------]
Heavy Armour: 3 [------------]
Observer: 2 [######---]
Leadership: 1 [####--]
Equipment
Clothing
Exquisite quality shirt, pants, shoes, belt, gloves {worn}
Weapon
Royal Guard's Steel Claymore [Ar 30, Dr 16] {weilded}
Balanced steel sabre [Ar 18, Dr 8]
Armor
Royal Guard's Full Plate Mail [Dr 30] {worn}
Crude leather jerkin [Dr 1]
Provisions
3 days food and water
Keys
Wickbreach Mercenaries guildhall
Tools
Torch
Animals
Isethian blood horse
Quest & faction
Mercenary contract
Gretanar weapon report
Blackwarth terror report
Stolen silver report
Fourth report
Fifth report
Sixth report
Larramsirian letters
Larramsirian map
Currency: 20421 Florins
Faction: Mercenaries guild
Rank: Agent
Contracts fullfiled: 1
Fame:
Wickbreach city [#####-]
Infamy: None
Bounty: None
Active effects: None
S34N1C
Name: Tyr Loknar
Title: N/A
Heraldry: N/A
Land owned: N/A
Race: Gretanar
Origin - Tenath, commoner
Religion - Pagan
Appearance - small man, easily missed. wears a dark green cloak.
Biography - from an average village in Tenath. He was the runt of his family, so he was often bullied. He quickly learned that hiding from his antagonists was the best course of action. Later on, he started fighting back, waiting until the ringleaders alone and then jumping them. They soon learned to leave him alone.
Stats
Strenght: 2 [#####----]
Dexterity: 3 [###---------]
Intelligence: 5 [#####-------------]
Vitality: 6 [---------------------]
HP: 20/22
Health status: fine
Head:
Torso: bruised
Hands:
Legs:
Personality: shrewd, untrusting. prefers to sneak attack rather than openly fight.
Advantages and disadvantages: sneaky, weak
Proficiencies
Leadership: 1 [###----]
Persuasion : 2 [---------]
Dodging: 3 [------------]
Ambushing: 1 [###---]
Short Blade: 2 [###------]
Marksman: 1
Climbing: 1
Observer: 2 [###---]
Equipment
Clothing
Expensive shirt, pants, shoes, belt, gloves {worn} {Torn}
Weapon
Masterwork Isethian ornamented steel short sword [AR: 22, Dr: 10]
Armor
None
Provisions
2 days food and water
Quest & faction
Note from Roderick Mallair
Currency
570 Florins
Transport
None
Animals
Stray horse
Miscellanous and valuables
6 silver ingots
8 square cut sapphires
6 jeweled rings (3 sapphire, 2 ruby, 1 diamond)
Faction: None
Fame: None
Infamy: None
Bounty: None
Active Effects: None
Mallos
Name: Euzaroch (pronounced use-eric)
Title: N/A
Heraldry: N/A
Land owned: N/A
Race: Gretanar
Origin - Commoner of Iseth
Religion - Pagan
Appearance - Tall with greyish eyes, tapered physique. Not ugly, but strangely somewhat unpleasant to look at nonetheless.
Biography - He was born into a supportive and faithful family, but never truly worshipped the Three. He practiced his Pagan faith in secret to avoid being marked as a pariah, but one day was found out. He was shunned out of the family and only recently worked his way out of total poverty. The ordeal left him resentful and cynical, but he is not without redeeming quality.
Stats
Strenght: 4 [#--------------]
Dexterity: 5 [########----------]
Intelligence: 3 [------------]
Vitality: 4 [---------------]
HP: 18/18
Health status: Fine
Head:
Torso:
Hands:
Legs:
Personality - Diligent and inclined to work thoroughly, but untrusting and antisocial. Highly values the tenants of his Pagan faith. Despite aforementioned distrust in others, he is rather slippery in negotiations.
Advantages and disadvantages - He is a genius and learns fast because of such, but is highly paranoid of others to the point of delusion. He is alsoresistant to physical pain as he almost enjoys it, but he is also a bleeder and has some trouble clotting wounds.
Proficiencies
Leadership: 1 [###---]
Persuasion: 2 [---------]
Short Blade: 3 [#####-------]
Light Armor: 2 [---------]
Dodging: 2 [#####----]
Observer: 2 [#####----]
Running: 2 [---------]
Alchemy: 3 [------------]
Known recipes:
Fleadust
Rust-eater
Firewater
Special abilities:
Wraith Form - turn non-corporeal for a turn
Equipment
Clothing
Torn rags {worn} {charred, bloodied}
Weapon
Life Leech [Ar 47, Dr 12] (-Steals life from living and undead, then gives life essence to wielder. Killing undead strenghtens blade. Draws undead closer-) {weilded}
Iron shortsword [Ar 11, Dr 4]
Wolf-fang makeshift dagger [Ar 1, Dr 1]
Armor
Burnt Isethian light aketon [Dr 1]
Pagan sorcerer armor [Dr 14] {worn}
Provisions
3 days food and water
Currency
510 Florins
Alchemy
3x Fleadust vials
2x Rust-Eater vials
Faction: None
Fame: None
Infamy: None
Bounty: None
Active effects:
Bless of Zyugewolg
?
?
?
Spazyak
Name - Vrillith, goes by Vril
Race - Gretanar
Title - if character possesses any title (nobles can specify this, players of other castes must acquire it in some way)
Heraldry - Not one, not that it hasn't stopped him from trying to use this as heraldry:
(http://i.imgur.com/OBPYkyK.png)
Land owned - none
Origin - Commoner, border of Skraelan and Gretanar
Religion - Undecided
Appearance - A tall man on the more lanky side with long legs compaired to the rest of his body. He has dark brown hair, almost black. His eyes are brown.
Biography - A commoner of a small village near the border of Gretanar. Due to getting harrassed by bandits the town decided to work to form a simple town militia and simple wooden walls and barricades. Vril ended up getting banished from the town after some time due to conflicts that arose between him and another member of the town militia over being apparently abandoned by the man during a small skirmish. This conflict came to a head with the two trying to punch each other in the street and in the process knocking a cart lose and down a road onto a bystander nearby. He was somewhat rightfully expelled from the city as he was the one who started the fight. Since then he's wandered about trying to fin what money and food he can.
Stats
Strenght: 5 [#######-----------]
Dexterity: 4 [#####----------]
Intelligence: 3 [###------]
Vitality: 2 [---------]
HP: 14
Health status: Bruised
Head: Bruised
Torso: Bruised, Slight Burns
Hands: Scratched, Bruised, Slight Burns
Legs: Bruised
Personality - Manipulative, distrustfull,
Advantages and disadvantages - While good at planing things and manipulating people he often comes off cold and lacking in morals.
He is one who will go for ends justify the means viewing a horrific action as worth it if it leads to some favorable outcome.
He also rarely trusts people, being quite paranoid and fearfull that someone he is with may well be plotting against him or may abandon him at the first sight of trouble.
Proficiencies
Leadership: 2 [---------]
Persuasion: 2 [---------]
Short blade: 2 [####-----]
Light armor: 2 [###------]
Dodge: 2 [######---]
Running: 2 [---------]
Equipment
Clothing
Exquisite quality shirt, pants, shoes, belt, gloves {worn}
Weapon
Blade of Blackwill [Ar 24, Dr 12] {weilded} {-Gives Blackwill's Bless-} {-Fireblade: +10 AR fire damage-} {-Inner Light: Illuminates dark areas-}
Skraelan militia shortsword [Ar 10, Dr 6]
Armor
Sturdy skraelan aketon [Dr 18] {worn}
Skraelan militia light armor [Dr 6]
Out-Realm Armor [Dr 42] {Gives Out-Realm Influence, Sunrise Bless}
Artifacts
Sigil Stone piece
Provisions
None
Currency
175 Florins
Faction: Order of The Rising Sun
Rank: Wandering Hero
Fame: None
Infamy:
None
Bounty: None
Active effects:
Blackwill's bless
Energy Shield - a shield composed of blue whirls of energies, forming around when an extremely strong attack is made against protected one. It can work twice during whole battle, and is able to backfire some damage against the attacker.
Buff of Gods: Increases character and weapon stats upon killin out-realm and otherworldly enemies. Buff disappears with end of battle.
Out-Realm Influence
Lightweight - the armor seems light as a feather for one wearing it, but at the same time greatly increases his poise.
Reshape - armor reshapes itself to it's owner
Infusability - enhances ability to infuse armor with other effects.
Sunrise Bless
Protection from Fire - fire is less deadly, allowing one to quickly run through walls of fire unscathed (once per two turns)
Stronger in sunlight - the light of sun strenghtens protection given by armor
Fire Aura - sends a fire surge that repels enemies when surrounded (once per two turns)
Fire Shield - damaging the armor, enemy gets slightly wounded by fire
The Rising Sun - improves The Rising Sun combat style damage protection
Rethi-Eli
Name: Deikos of High Rock
Title: Knight-Errant of High Rock
Heraldry: Deikos is a minor noble, formerly a knight in service of a petty baron.
Land owned: Deikos owns a small fiefdom in a small town called High Rock, located in Gretanar.
Race: Gretanar
Origin: Deikos supposedly hails from Gretanar, and is a member of the lesser nobility.
Religion: While he acknowledges their possible existence, Deikos does not worship any gods.
Appearance: Deikos is an aging man of great stature. He has light brown hair, stubble across his chin, and green eyes.
Biography: Deikos was once a pirate, sailing the sea of dread and raiding merchant ships. With the advent of firearms, however, this became a much more dangerous career, and Deikos started a new life as a squire in Gretanar, servicing a kind old knight. When said knight fell seriously ill and was no longer fit for duty as a knight, he had no heirs. Deikos was next in line for the position, which he gladly accepted. Deikos spent the next seven years as a knight, fighting off bandits and various other lowlives. He eventually grew tired of this, and as such set off in search of adventure, hoping to no longer have to serve another petty baron.
Stats
Strenght: 5 [------------------]
Dexterity: 3 [------------]
Intelligence: 6 [---------------------]
Vitality: 5 [------------------]
HP: 20
Health status: Fine
Head:
Torso:
Hands:
Legs:
Personality: Deikos is brash and headstrong, but he is dutiful, faithful, and loyal to those he views as friends. He tends to anger quickly, and holds his honor in high esteem.
Advantages and Disadvantages: Deikos possesses extraordinary strength and endurance, but he is not very agile. He is also nearly unmatched in his skill with the blade, although he has no idea how to aim a black powder weapon. He is not easily shaken, but is quick to anger. He is keen and able to easily notice important details others might overlook, but he is gullible to the point of naïveté.
Proficiencies
Leadership - 1 [------]
Long Blade - 4 [---------------]
Firearms - -2 [---------]
Heavy Armor - 2 [---------]
Equipment
Clothing
Royal pants, shirt, shoes, belt, gloves {worn}
Weapon
High Rock steel sabre [Ar: 22, Dr: 8] {weilded} [DENTED: -4 AR, -2 DR]
Masterwork steel longsword [AR: 28, DR: 18]
Armor
High Rock steel breastplate [Dr: 30] {worn}
Provisions:
4 days food and water
Currency:
100 Florins
Misc & valuables:
black gem
Faction: None
Fame:
High Rock - Known [------------]
Infamy: None
Bounty: None
Active effects: None
Bluexdog
Name - Erin Blood
Title - N/A
Heraldry - N/A
Land owned - None
Race - Vottian
Origin - Commoner
Religion - Atheist
Appearance - Erin has long hair and amber eyes, she possesses numerous scars. Her body type is average
Biography -
Stats
Strenght: 6 [---------------------]
Dexterity: 5 [------------------]
Intelligence: 3 [------------]
Vitality: 2 [---------]
HP: 14/14
Health Status: Fine
Head:
Torso:
Hands:
Legs:
Personality - Kind, Prideful, Hates nobles
Advantages and disadvantages - Fast healing, Fear of blood, Improved strength, No knowledge of ranged weaponry
Seduction - 1 [------]
Long Blade - 1 [------]
Light Armor - 1 [------]
Dodging - 1 [------]
Climbing - 1 [------]
Running - 1 [------]
Mysticism - 1 [------]
Equipment
Clothing
Vottian exquisite clothing
Weapon
Thal-ragha curved longblade [AR 22, DR 8] {+10 AR energy damage - 1 charge}
Armor
Thal-ragha studded leather armor [DR 18]
Provisions
2 days food and water
Currency
510 Florins
Faction: None
Fame: None
Infamy: None
Bounty: None
Active effects: None
AbstractTraitorHero
Name: Shadiya Nagi
Title - Shadiya The Bastard
Heraldry - Bastard of the house of Nagi a small noble house known for its propensity for for good knights and warrior's if character is a noble
Land owned - None
Race - Larramsirian
Origin -Disowned Noble from the empire of Gretanar
Religion -Atheist.
Appearance - detailed character description
Biography - Born to a coupling between a well to put it frankly a destitute peasent and a noble of the house of Nagi it was unlikely that she would be legitimised with the man already having been married and the women being not up to his standards for such marrige. As such they were denied their birthright. They knew this and they resented their father and nobilty for it. They wanted to make somwthing of themselves to make them regret not scooping her up. To not acknoldge her status. She was a rowdy child getting into fights with a grin and teasing others she fought as much as she could. Trained when she could stole broke things. Vandalism and other crimes were not below her. She took what she wanted and what she needed. Now she's stolen quite a bit. She has some nice nice equipment. She's given the money she stole over the years to her mom and set out. To make a name for herself and to show everyone how great she can be.
Stats
Strenght: 5 [------------------]
Dexterity: 6 [---------------------]
Intelligence: 6 [---------------------]
Vitality: 5 [------------------]
HP: 20
Health Status: Fine
Head:
Torso:
Hands:
Legs:
Personality - Rowdy, Calculating, Arrogant, Entitled, Teasing, Brave, Stalwart, Driven and motivated.
Advantages and disadvantages
Strong: She can put a lot of force into what she does and take quite a beating.
Slow healer: She don't heal the fastest and it takes a bit of time for her to recover from major wounds compared to others.
Parkour: is able to move about faster then the average person and swiftly and defitly get over most obstacles and jump longer distances.
Flashy: when she moves and fights, she likes to make a show of it very clearly and as such don't stealth very well.
Clever: She's able to come up quickly with decent ideas or plans and put them into motion quickly.
Shortsighted: While her ideas may get them outta a situation, she typically doesn't think very far ahead and can easily have unintended consequences or put her in a new possibly worse situation
Proficiencies:
Seduction 1 [------]
Leadership 1 [------]
Short swords 1 [------]
Parrying 1 [------]
Dodging 1 [------]
Observer 1 [------]
Runner 1 [------]
Equipment
Clothing
Llaramsirian noble clothing
Weapon
Short bronze shamir [Ar: 11, Dr: 5]
Armor
Nagi scale armor [DR: 20]
Provisions
5 days food and water
Currency
710 Florins
Faction: None
Fame: None
Infamy: None
Bounty: None
Active effects: None
Imic
Name - Merris
Title - none
Heraldry - nome
Land owned - none
Race - Larramsirian
Origin - North Skraelan, born into a family of common traders, left home to travel the world at the age of 21. Commoner.
Religion - Merris acknowledges and accepts all religions, although he doesn't actually follow one.
Appearance - Tall and thin, with walnut brown skin. Black hair, tied up at the very top in a ponytail. He has a short black beard.
Biography - He likes bread, beer, and the colour blue. He is generally cheerful, and panics in the face of danger. He has good memory, and a sharp mind, but is not very strong. He is curious. He tends to blabber on when talking. He is slightly likeable. He has a fascination with history, firearms, and trading.
Stats
Strenght: 2
Dexterity: 5
Intelligence: 5
Vitality: 5
HP: 20
Health Status: Fine
Head:
Torso:
Hands:
Legs:
Personality - He is quick to trust and to forgive. He tends to get ahead of himself. He has yet to fall in love.
Advantages and disadvantages - He tends to panic in the face of danger. He knows most languages. He is quite knowledgeble when it comes to most cultures. He gives good advice. He knows a good bit of history.
Proficiencies
Running: 1
Jumping: 1
Dodging: 1
Parrying: 1
Firearms: 1
Mercantile: 1
Equipment
Clothing
Expensive clothing
Weapon
Triple-Barreled Flintlock Pistol [AR: 12]
Armor
Light Marksman Suit [DR: 8]
Provisions
5 days food and water
Currency
110 Florins
Faction: None
Fame: None
Infamy: None
Bounty: None
Active effects: None
Cold Storage
killerhellhound
Name: Julia DragonBlood
Race: Gretanar
Title: Lady
Heraldry: A fire breathing dragon with wings and four legs.
Land owned: None
Origin: Julia is from Skraelan where her family has lost most everything in the civil wars including their lives. There have been some tales of the lone survior turning to dark magic to escape and carry on the family line but it was long ago and none believe that old wife's tale. After centuries they had reclaimed relevance in the kingdom of Iseth where they owned a province.
Religion: Pagan
Appearance - A tall well-toned woman she surprisingly has no scars yet holds the bearing of a solider and the fitness to match. She has short red hair and Piercing red eyes.
Biography - One day while training at the family manor under the guide of an instructor she was attacked by black coated adversary's. Driving them off she noticed that the manor had been lit ablaze Fearing for her life and being unable to get close she fled. Now the last of her line with everything she was once heir to taken she has turned to adventuring in an attempt to gather like minded people to help rebuild her family's power and relevance as well as get revenge on the people who took it away from her.
Stats
Strenght: 2 [##-------]
Dexterity: 4 [####--------]
Intelligence: 5 [------------------]
Vitality: 3 [------------]
HP: 16
Health status: Fine
Vitals: Fine
Limbs: Fine
Personality - Headstrong and competitive she has striven to be the best in the ring of combat and doesnt take challenges lightly
Advantages and disadvantages - Fast healing, Tireless, Headstrong, Prideful (She has always bounced back from injury and seems to have a boundless of energy but this has caused her to not back down easily this and her pride has caused her to go picking fights she can't win)
Proficiencies
Leadership - 1 [#-----]
Persuasion - 1 [##----]
Axes - 1 [##----]
Polearms - 1 [##----]
Parrying - 2 [#--------]
Running - 1 [###---]
Observer - 1 [#-----]
Equipment
Clothing
Exquisite quality shirt, pants, shoes, belt, gloves {worn}
Weapon
Iron hatchet [Ar 12, Dr 4]
Copper spear [Ar 6, Dr 8] {wielded}
Fine Steel Halberd [Ar 24, Dr 22] {wielded}
Armor
None
Provisions
5 days food and water
Quest & faction
Notes from message board
Currency
410 Florins
Faction: None
Fame: None
Infamy:
Greenhaven city [#-----]
Bounty: None
Active effects: None
(http://i.imgur.com/ptp3txA.png)
In! Making a character now.
Name - Tyr Loknar
Title - N/A
Heraldry - N/A
Land owned - N/A
Race - Gretanar
Appearance - small man, easily missed. wears a dark green cloak.
Origin - Tenath, commoner
Biography - from an average village in Tenath. He was the runt of his family, so he was often bullied. He quickly learned that hiding from his antagonists was the best course of action. Later on, he started fighting back, waiting until the ringleaders alone and then jumping them. They soon learned to leave him alone.
Religion - Pagan
Advantages and disadvantages -
Advantage: sneaky
Disadvantage: weak
Personality - shrewd, untrusting. prefers to sneak attack rather than openly fight.
Proficiencies -
-Social: Persuasion
-Combat:Dodging, Ambushing
-Weapon proficiency: Short Blade, marksman
-Exploration: Climbing, Observer
Race ability: +1 weapon proficiency
Adventure please
I'll start in the top left province.
Count me in to, making an adventure duo right now. Done!
Name - Sapphire
Title - None
Heraldry - None
Land owned - None
Race - Gretanar
Appearance - Sapphire earned her name because of her eyes, and how much she likes the color. She has beutiful long black hair, and her smile is like that of a lioness about to catch her prey.
Origin - Commoner of Iseth
Biography - She travels the land with her brother, always looking for adventure, and earning some money along the way. Once they had a family and a house, but their parents angered the wrong people, and they were forced to stay on the run, away from the peoples who want her dead...
Religion - Three Gods.
Advantages and disadvantages -She is fast, but also much weaker than her brother. She prefers light armour, and hates heavy armour. She is very intelligent, but also very prideful.
Personality - Fast, Strong minded, calming to her brother.
Proficiencies - Short Blade: 1
Seduction: 1
Light Armour: 2
Climbing: 1
Swimming: 1
Name - Jack
Title - None
Heraldry - None
Land owned - None
Race - Gretanar
Appearance - He has long black hair, and blue eyes that conflict with his personality, he is quite musculure
Origin -Commoner of Iseth)
Biography - He used to be a very peacefull person, until the day his family house was attacked. Ever since then he has had a temper worse than a noble who was cheated out of a deal, the only thing that stops him from running head first into problems is his sister.
Religion - Three Gods
Advantages and disadvantages - He is strong, but much slower than his sister. He prefers heavy armour, and hates light armour. He usually very angry, but if his sister calms him down enough he is a pretty good guy.
Personality - Angry, Strong, Funny to his sister.
Proficiencies - Mercantile: 1
Long Blade: 1
Heavy Armour: 2
Observer: 2
I assume you do mean
1 social
1 weapon
2 combat
2 exploration
, not
1 in social and weapon
2 in combat and exploration
, if you know what i mean.
Name - Euzaroch (pronounced use-eric)
Title - N/A
Heraldry - N/A
Land owned - N/A
Race - Gretanar
Appearance - Tall with greyish eyes, tapered physique. Not ugly, but strangely somewhat unpleasant to look at nonetheless.
Origin - Commoner of Iseth
Biography - He was born into a supportive and faithful family, but never truly worshipped the Three. He practiced his Pagan faith in secret to avoid being marked as a pariah, but one day was found out. He was shunned out of the family and only recently worked his way out of total poverty. The ordeal left him resentful and cynical, but he is not without redeeming quality.
Religion - Pagan
Advantages and disadvantages - He is a genius and learns fast because of such, but is highly paranoid of others to the point of delusion. He is alsoresistant to physical pain as he almost enjoys it, but he is also a bleeder and has some trouble clotting wounds.
Personality - Diligent and inclined to work thoroughly, but untrusting and antisocial. Highly values the tenants of his Pagan faith. Despite aforementioned distrust in others, he is rather slippery in negotiations.
Proficiencies - Leadership: 1
Persuasion: 1
Short Blade: 2
Light Armor: 1
Dodging: 1
Observer: 1
Running: 1
Adventure please.
Can I get an adventurer slot character soon.
Name - Julia DragonBlood
Race - Gretanar
Title - Lady
Heraldry - A fire breathing dragon with wings and four legs.
Land owned - None
Appearance - A tall well-toned woman she surprisingly has no scars yet holds the bearing of a solider and the fitness to match. She has short red hair and Piercing red eyes.
Origin -Julia is from Skraelan where her family has lost most everything in the civil wars including their lives. There have been some tales of the lone survior turning to dark magic to escape and carry on the family line but it was long ago and none believe that old wife's tale. After centuries they had reclaimed relevance in the kingdom of Iseth where they owned a province.
Biography - One day while training at the family manor under the guide of an instructor she was attacked by black coated adversary's. Driving them off she noticed that the manor had been lit ablaze Fearing for her life and being unable to get close she fled. Now the last of her line with everything she was once heir to taken she has turned to adventuring in an attempt to gather like minded people to help rebuild her family's power and relevance as well as get revenge on the people who took it away from her.
Religion -Pagan
Advantages and disadvantages - Fast healing, Tireless, Headstrong, Prideful (She has always bounced back from injury and seems to have a boundless of energy but this has caused her to not back down easily this and her pride has caused her to go picking fights she can't win)
Personality - Headstrong and competitive she has striven to be the best in the ring of combat and doesnt take challenges lightly
Proficiencies -
Social proficiencies:
Leadership - 1
Persuasion - 1 (she was a noble and still has the bearing and manner of one)
Weapon proficiencies:
Axes - 1
Polearms - 1
Combat proficiencies:
Parrying - 2
Exploration proficiencies:
Running - 1
Observer - 1
My Conspirator:
Name - Triptolemus the Three-fold Warrior
Title - We get to choose? If I have a blank cheque... what's to stop me from writing Arch Duke? Or Crown Prince... or the friggin Emperor? ((I'll take any noble really.))
Heraldry - A red Spartan Lambda with a Pink Unicorn in the foreground. The background is either black or white, depending on which shield Triptolemus feels like wearing that day.
Land owned - It can't be a blank Cheque can it? Can I be the Margrave of Vott? Otherwise some Barony somewhere will do.
Race - Gretanar
Appearance - Smooth Chiselled body that glistens in the sunlight. His youthful face rivals that of adonis. Proud but kind. A passionate ruler and defender of his people and customs.
Origin - Nobles
Biography - He was the son of the Queen of the Earth and the King by the Sea. Happy Triptolemus rules his merry fields and woods, for the glory of the old Gods.
Religion - Pagan
Advantages and disadvantages - Vegetarian. Gets angry whenever someone harms an animal. Good at farming, and good at teaching others to fight using farming implements. He is however, firmly planted in the old ways, and sees the new as a threat.
Personality - Heroic Valour. Master of Agrarian Arts. Lover of nature and fields.
Proficiencies -
Leadership 1
Polearms 2
Farming 1
Name - Gaspare Pavoni
Title - Councilman.
Heraldry - 50% Off, Today Only! None.
Land owned - A small but wealthy estate in New Larramsir. It sits atop a prosperous iron mine.
Race - Larramsirian
Appearance - A tall, fat man, dressed in luxurious robes and expensive jewelry, riding in a carriage or palanquin. He's well groomed, and his mannerisms are those of noble, yet his entourage carries no heraldry.
Origin - New Larramsir Merchants
Biography - Born to wealthy Larramsirian traders who had settled in New Larramsir, and made a fortune. Most of it was invested in the family's estate, which turns a tidy profit. His family made enough to make it into the Golden Book, the book of the unofficial aristocracy of New Larramsir. This earned them a spot on the Consilium Sapientis, the Great Council of New Larramsir, the colony's legislature. When they passed, they passed their title and estates onto their eldest son, who has made quite the name for himself, but now aims to make even more.
Religion - Mercantilia
Advantages and disadvantages - Gaspare is very charismatic, but is a hedonist, unable to resist luxuries. His excellent memory and good head for numbers makes it that he never compromises on a deal a single coin longer than he needs to, and is never willing to give a gift that will not be repaid.
Personality - Equal parts spymaster, hedonist, and miser, but, above all, a business man.
Proficiencies - Persuasion, Mercantile, Longsword, Observer (2), Logistics
Province name - New Larramsir
Province's capital - New Larramsir (Nickname: City of Copper)
Kingdom - Larramsir
Ruler - Doge Gustavo Magro
Seat of power - The Palace of the Doge
Religion - Mercantilia
As for location, is there anywhere that's accessible by land or sea to Larramsirian? That is how I've fluffed this province.
Conspirator Mode
Name - Guy Cahill
Title - Count
Heraldry - A large circle divided into four quadrants: Red (North), Green (West), Blue (South), Yellow (East). In the middle is a black circle overlapping each quadrant equally, with a centered white 'C'.
Land owned - County of Greenhaven
Race - Gretanar
Appearance - Red-haired, with curly hair. Has purple eyes, a broad nose, and a matching bushy beard and mustache. Tall ectomorph, yet somewhat brawny.
Origin - Greenhaven Nobility
Biography - As the 24 year old son of the late Cedric Cahill, Guy has had to take over his father's mantle as the Count of Greenhaven a few days after turning 22, due to Cedric's heart attack. Before this, Cedric was responsible for teaching Guy the way of the sword, alongside his younger brothers named Moses and Dain. Because Guy is the eldest son, most of the knowledge of ruling as a Count and leading soldiers have been passed on to him. Since becoming Count, Guy has yearned to cross blades in battle, although living comfortably in Greenhaven City in between is fine by him.
Religion - Three Gods
Advantages and disadvantages - Fearless, strategic, logical. Slothful, wroth, prideful.
Personality - Bold and brash, does not back down from a challenge. Grudging, with a willingness to punish even the slightest betrayal. Cynical, as he holds a belief that everyone is in it for themselves.
Proficiencies:
Gretanar Racial Bonuses - Leadership +1, Weapon +1
Social proficiencies (1+1):
Leadership - 1
Persuasion - 1
Weapon proficiencies (1+1):
Long Blade - 2
Combat proficiencies (2):
Heavy Armor - 1
Parrying - 1
Exploration proficiencies (2):
Running - 1
Observer - 1
Province name - Greenhaven
Province's capital - Greenhaven City
Kingdom - Kingdom of Iseth
Ruler - Guy Cahill
Seat of power - The Green Keep (center of Greenhaven City)
Religion - Three Gods
Location - South of Scorchfield, with the North Sea acting as the southern border.
Hope I'm not too late to start with all of you!
GM Notes
Conspirator Mode Cancelled
I sent PM's to players of conspirator mode and two of them decided to drop out. Got no response from Cahillguy, but it's been a while since he's been unactive. Due to the above, the conspirator mode is cancelled and much more focus would be placed on Adventure mode. Player limit increased to 8.
Important changes: Provinces of Iseth changed to only Erdhen, Wickbreach, Blackwarth and Scorchfield, maps will be updated soon. Entirety of Tenath is now available to explore.
Possible changes: Since now Adventure mode isn't timely restricted by Conspirator mode, turns can take much less time and players might be able to get more control on actions of their characters. One day in RTD could take 4 turns of daytime and 4 turns of nighttime, less content in each turn would allow for quicker updates.
Hope this works for a character sheet.
Name - Vrillith, goes by Vril
Title - if character possesses any title (nobles can specify this, players of other castes must acquire it in some way)
Heraldry - Not one, not that it hasn't stopped him from trying to use this as heraldry:
(http://i.imgur.com/OBPYkyK.png)
Land owned - none
Race - Gretanar
Appearance - A tall man on the more lanky side with long legs compaired to the rest of his body. He has dark brown hair, almost black. His eyes are brown.
Origin - Commoner, border of Skraelan and Gretanar
Biography - A commoner of a small village near the border of Gretanar, Due to getting harrassed by bandits the town decided to work to form a simple town militia and simple wooden walls and barricades. Vril ended up getting banished from the town after some time due to conflicts that arose between him and another member of the town militia over being aparentlyd abandoned by the man durring a small skirmish. This conflict came to a head with the two trying to punch each other in the street and in the process knocking a cart lose and down a road onto a bystander nearby. He was somewhat rightfully expelled from the city as he was the one who started the fight. Sonce then he's wandered about trying to fin what money and food he can.
Religion - Three Gods, Mercantilia, Pagan or Atheist
Advantages and disadvantages-
While good at planing things and manipulating people he often comes off cold and lacking in morals.
He is one who will go for ends justify the means viewing a horrific action as worth it if it leads to some favorable outcome.
He also rarely trusts people, being quite paranoid and fearfull that someone he is with may well be plotting against him or may abandon him at the first sight of trouble.
Personality - Manipulative, distrustfull,
Proficiencies -:
Social:
Pursasion-1
Leadership-1
Weapons:
Shortblade 2
Combat:
Light armor-2
Dodge-2
14th Fourth Quarter 998
Sapphire and Jack
With the morning siblings prepared and left their long extinguished campfire. Getting through whole Iseth was long and tedious, but they are finally close to their destination.
[4] Following the Wolf's Road to Anxrean border they got to Isethian campsite in no time! They were stopped by two soldiers upon reaching it's entrance: Stop! Identify yourself! - one of them hastily shouted. Sapphire and Jack, we are agents sent by king to infiltrate enemy camp and destroy their weapons. - Sapphire replied. Any evidence of this? - second soldier inquired readying his weapon. Looks like there's quite a big tension and distrust in the camp. Yeah, these papers. - Jack showed soldiers reports.
[4] One of them read it aloud, then handed them back to Jack. Alright, you're granted entry to the camp. You may want to speak with a few people before you leave to complete your duty. Start with Andes Unraill, he is a leader of our military forces. He'll tell you the rest. - the man pointed the leader's tent. Sapphire and Jack led their horses to camp's makeshift stables and entered the tent. There already were some people inside, arguing about something. As siblings approached, their discussion stopped. Greetings! We are the agents sent by king to aid you. I'm Sapphire and this is my brother Jack. - Sapphire greeted everyone.
[5] Excellent! This is the most opportunate moment you could arrive! Gretanars are busy with barbaric horde's assault! - a scout in light Isethian aketon exclaimed. Firewater flasks have just been readied. - said a tall, llaramsirian man. We should attack immediately! - a heavy armored soldier said, this probably was Andes. Jack quickly asked: Maybe we should talk about a plan or something? - waiting for a reply.
A big horde of barbarians is attacking from north-east. We have two options - surprise Gretanars from south or west. Joining the assault would put us in ballistae and mortar focus, which we should avoid at all costs. - the scout started. Once at the foot of their walls we should find a way inside and then rush to battlements. Most of the soldiers should be busy with barbarians, but they won't leave their fortress unprotected. - Andes added. Once you get to mortars, pour firewater inside. The effect won't be instant or rapid at all, they'll explode when used by Gretanar soldiers. - alchemist explained. Once you're done with mortars, you can either run back to camp or elliminate ballistae. If you do the latter, we'll join barbarians in their assault and help you get out of Gretanar campsite. - the scout ended.
It seemed that they carefully planned it all, and improved it to use opportunity given by anxrean hordes. What are we waiting for then?! Let's move! - Jack shouted, raising his claymore. After some further preparations, siblings with a squad of twelve men moved out while the rest was waiting for a signal to join them.
[Squad: 3, Barbarians: 2, Gretanars: 6] Sapphire and Jack led their men from south. Most battlement guards were positioned to the north, so they moved undetected. The anxrean horde was shot with mortars and ballistae, getting quie big losses before soldiers moved out to give them proper beating.
[Squad: 5, Barbarians: 4, Gretanars: 3] As siblings and their men reached foot of the fortress' walls, they found a damaged and rotten out element. Jack gave it a strong kick and opened up a way inside for the squad! When ballistae and mortars were reloading, barbarians defended quite well against soldiers, even wounding some of them!
[Squad: 2, Barbarians: 5, Gretanars: 5] Intruders! - someone from the battlements shouted, the squad was detected! The horde and soldiers were fighting on par.
[Squad: 1, Barbarians: 6, Gretanars: 2] Soldiers quickly left fortifications and surrounded siblings and their soldiers. They were heavily outnumbered! Lack of artillery support was a huge disadvantage for Gretanar soldiers. Barbarians in battle trance mowed through them, getting some losses in their berserk fury though.
[Squad: 5, Barbarians: 1, Gretanars: 4] Jack immediately rushed into battle with a powerful whirlwind, backed up by Sapphire and soldiers. It is truly rare to see someone with such offensive power - he heavily wounded most of soldiers while the rest finished them off. Sudden and strong counterattack from Gretanar squads forced the horde to retreat, getting some more losses. The battle started leaning more towards the Empire's side.
[Squad: 6, Barbarians: 5, Gretanars: 1] A call to arms sounded from the distance - barbaric reinforcements arrived! The horde started fighting with doubled fury, once again slaughtering Gretanar forces. At the same time, squad led by Sapphire and Jack reached mortars and ballistae. But before they used firewater to destroy them, one of soldiers asked: Why don't we just use them against empire's soldiers? - and after some pondering, they stopped themselves from destroying them. We'll defend you from incoming soldiers while you'll shoot! - Jack shouted, moving with Sapphire and three more man to their position.
[Squad defense: 1, Squad: 1, Barbarians: 3, Gretanars: 4, Fortress guards: 2] Soldiers that ought to protect the fortress moved out from barracks and charged. Siblings and their men couldn't quite protect mortar operators and got a slight beating which forced them to retreat towards artillery. The operators were highly unskilled and all mortars and ballistae missed! Counterattack from empire's forces wasn't so severe this time, however some slight losses appeared in barbarian forces.
[Squad defense: 2, Squad: 3, Barbarians: 3, Gretanars: 2, Fortress guards: 1, Isethian soldiers: 6] Siblings managed to push back fortress guard and get back to their previous positions. Artillery operators finally got hold of mortars and ballistae, releasing several shots at Gretanar soldiers, severely wounding some of them! What the hell they're doing up there! They had to destroy these cannons, blowing whole fortress up! They don't have any chances against soldiers inside, let's move! - Andes said angrily and ordered everyone to attack. Isethian soldiers rushed blindly, some of them joining barbarians and some of them getting inside fortress.
[Squad defense: 1, Squad: 3, Barbarians: 2, Gretanars: 6, Fortress guards: 5, Isethian soldiers: 1] It was nearing a noon. With a wrong move siblings got disarmed by fortress guards! Rest of the squad tried to defend themselves, getting slightly hurt. Imperial soldiers churged with a mighty counterattack, dwindling down the horde while getting some small losses. Isethian soldiers still couldn't find their way within whole that mess!
[Squad defense: 6, Squad: 3, Barbarians: 3, Gretanars: 2, Fortress guards: 4, Isethian soldiers: 4] Jack willingly snapped into a berserk fury and with bare hands charged at fortress guards. This only made a distraction, but others were able to get their weapons back and squad could give more shots! Missiles hit Gretanars and instantly killed some of them! Barbarians used this chaos to deal some more damage while Isethians finally got inside the fortress!
[Squad defense: 4, Squad: 1, Barbarians: 2, Gretanars: 4, Fortress guards: 5, Isethians soldiers: 5] Sapphire and Jack bravely defended themselves from strikes and slashes when soldiers finally moved in to aid them. The anxrean horde was starting to lose this battle after another successfull counterattack from the empire! Artillery operators found themselves without ammo!
[Isethian forces: 3, Barbarians: 4, Gretanar forces: 4] Isethians defended their positions inside the fortress, they wouldn't last there if barbarians fail and soldiers from the battlefield return though. Despite great losses, anxrean hordes were still fighting on par with imperial soldiers.
[Isethian forces: 3, Barbarians: 1, Gretanar forces: 3] By the evening, barbaric forces were elliminated by Gretanars. Some soldiers were wandering the battlefield to finish off wounded men - empire takes no captives. Isethians with siblings managed to secure whole fortress during that time and prepared a trap. They used mortars, firewater and some ammo. Then they left unnoticed while they still could.
[Isethian forces: 5, Gretanar forces: 2, Unexpected roll: 6] Isethians waited until all the soldiers enter the fortress and then ignited a trail of black powder. It burnt rapidly and after quite a while whole Gretanar camp exploded in a blazing inferno! Strange, unnatural markings appeared on the sky upon explosion and a lightning stroke at a lone mountain nearby. Some soldiers survived the explosion, but they had little chances of survival without all supplies and wounded after the battle.
Siblings with Isethian forces returned to their camp victorious, to rest before moving on to other important matters.
Siblings: Bruised up, slightly wounded
Tyr Loknar
Tyr left the tavern and continued searching for Llathandrill. First, he checked the area neighboring the inn. Erdhen was somewhat clean and tidy city, it seemed that all of it's streets were carefully and orderly planned, so moving through it wasn't a big problem.
[1] After searching around the tavern yielded no results, Tyr moved on to cathedral square. The Cathedral of Three Gods dominated over smaller churches and truly looked like an architectural wonder. From withing beggars and monks praying on the streets someone got up, and upon noticing Tyr taking a shortcut to market shouted: Hey! You over there! Loknar immediately stopped and hastily approached the man in hope that it was Llathandrill. An ugly, old man in torn rags certainly wasn't him. Before Tyr could say a thing, the man spoke: Do you seek a blessing of three gods wanderer? - with an intense reek coming out from his mouth. You can receive a holy symbol for mere fifty Florins! What a bargain! - he took a dirty, small figurine of three gods from a pocket. No thanks, I already have one with me. - Loknar lied. Care to show it? - the man asked.
[5] Away with you, you dirty beggar! - a knight in full plate mail with symbol of the rising sun on chest appeared and hastily kicked the man, then grabbed him and thrown away from the cathedral, then returned to Tyr. I thought that Order of the Rising Sun was supposed to help poor... - Loknar said. We help poor, not liars. This wasn't the first time that I've thrown that bastard away. - cathedral knight explained. Thanks for help. I must go now, I'm looking for a travelling alchemist and I can't waste any moment! - he said and when he was just about to go, the knight asked: Is his name Llathandrill by any chance? - Tyr immediatey stopped and turned towards knigt. Yes! That's him!
[1] He was locked up in Erdhen dungeon for burning half of market with some unusuall brews. They say that it was a result of an argument he had with another alchemist. You should go to the castle and ask for permission if you want to see him. - the knight said.
[6] Loknar left the cathedral square and quickly reached castle gates. Some messanger appeared there at the same time. After a while an archer from the battlement appeared and shouted: What brings you here? The messanger took out the papers given to him by king's agents and said: I'm a messanger sent here by king's agents. I bring back documents stolen by spies. The archer then asked Tyr: And you? Without any forethought, he replied: I'm with him, I have a package for one of jailers. - taking the package to Llathandrill out.
[6] The messanger looked at Loknar but haven't said anything. The archer opened the gate and they both entered the castle. Some soldier took messanger with documents while another showed Tyr the way to dungeon. They quickly reached jailer's room, the man in chainmall was surprised with the package and quickly found a note with "To Llathandrill" on the parcel. You said that the package is for me?! Explain yourself! - the jailer insisted. Damn it! They gave ma a wrong package again! It's fourth time already that I drive through whole Iseth, only to find out that it's a mistake! - Loknar said angrily, then added: Do you know where I can meet this Llathandrill dude?
[5] In one of our cells. - he said. Quite a coincidence, don't you think? He's leaving today, someone payed a big amount of Florins to royal treasury to buy him out. You can wait here. - Tyr sat beside the jailer, the man left him shortly after to deal with prisoners.
[4] It didn't took long until the jailer brought Llathandrill. You'll deal with that whole package-thingy after you're out of here. - the jailer said and took both Loknar and the alchemist to the exit, then ordered soldiers to lead them out of castle. I don't know how you got me out, but I'm really grateful! - Llathandrill thanked Tyr, happy that he finally left the dungeon. I didn't, someone payed for your leave. Anyways, I've brought a package from Ivette to you! - he said giving him the package. Ah wonderfull! I'm afraid I don't have much to pay you for the trouble. Perhaps my friends here can reward you. Let's go to meet with them.
[4] After getting through whole city they got to a small manor where several people were already waiting. You've finally arrived! It seems that our plan worked just as intended. - a vottian woman said. And who is this man? - asked someone else. It's my friend, he brought me a package from Ivette Jeannis. He helped me deliver her components before too. - Llathandrill explained. Guess that he deserves a reward. We'll think about it later, you should stay with us for some times.
Tyr accepted alchemist's proposition and stayed with them for the night.
Tyr: Lost package to Llathandrill
Euzaroch
Retrospection, 10th Fourht Quarter 998
Llathandrill- you possess much knowledge in alchemy, no doubt. But to what extent? It may be daft of an apprentice to philosophize so boldly, but I think that the greatest mistake an alchemist- or anyone can make, for that matter- is to withhold knowledge. It would be a great benefit if our community would share more, it would benefit us all. Don't you agree? I understand your conviction in withholding this man's identity from us, but surely he is a wise and knowledgeable man, he would forgive you for sharing his identity with us. We need these components right now so that we can pursue our scholarly pursuits in alchemy. To gain knowledge, to become more intelligent. - Euzaruoch maintains a stern and serious face, so that Llathandrill knows he means what he says. What is his name, where is he? Tell us so that we may enlighten ourselves and others.
[1] I really can't tell you anything about my friend or give you any of these components. I'm bound by a wov, and breaking it will have most dire consequences. You may know this very well, since you serve the dark lord. - the alchemist said.
[2] We understand it, and will give you help just as we promised. There's not much we can give you, but we'll help anyway. - Kallun replied.
14th Fourth Quarter 998
Staring at the lifeless sorcerer's corpse lying on a table, Euzaroch thought about a way to bring Kallun back to life.
[2] All the alchemical recipes won't help, as he doesn't have components or knowledge on how to prepare the brews properly. There was only one way to bring him back left - request Zyugewolg's aid.
[4] Euzaorch hastily set up altar upon his friends corpse and focused. After a while he received a vision of dark lord! Why doest thou call me?! - the diety said angrily. Master! I hold no doubt in thy powers and might! A friend of mine died during a ceremony to please winter's gods. He shall return to serve you! I ask you to ressurct Kallun, the sorcerer! - Euzaroch begged the dark lord.
[4] Thy request is granted! In a place where arrows fly and swords clash, wait for a sign and seek the path led by dark sigils. The sword that thou bear should gather power of the sigil and resurrect the alchemist, so that he shall be born from the darkness! - Zyugewolg then abruptly ended the vision, giving Euzaroch a splitting headache.
[2] Dealing with dark god always comes at a cost. Blood started dripping out of Euaroch's eyes and after a moment it stopped - this time dark lord claimed part of his life energy.
[5] Thinking about words of Zyugewolg, Euzaroch recalled that Llathandrill spoke of war getting close! He immediately left the hideout and locked it, then after making sure that he has the Life Leech with him, he took a horse from village and drove. Towards Anxrean border. Just as he reached part of Wolf's Road tract leading to the border, he heard explosions in the distance. Mortars! The battle has began!
[5] He speeded up and avoiding Isethian camp he reached a hill in Anxreah that gave him a nice view of the battle field. There he witnessed not only the mighty battle between Imperial soldiers and Barbarian hordes, but also Isethians sneaking inside the fortress and using mortars against their owners. Then after barbarians fell and the fortress exploded, the sign of his master appeared on the sky and lightning showed him where he should look for dark sigils.
[2] Without hesitation he got on horse again and hastily drove to the mountain, several soldiers that survived explosion spotted him however!
[Soldier survivor: 1, Euzaroch: 4] One of the soldiers that survived was an archer. He took last arrow from his quiver and shot it at speeding up Euzaroch. He missed however and the arrow just flied past the sorcerer's apprentice. Then a burning battlement fell on that soldier!
[2] Euzaroch reached the mountain where lightning pointed him, but suddenly corpses of barbarians and gretanars that died during battle started getting back to life!
[Euzaroch: 5, Revenants: 6] Some of them instantly charged at him, while the rest tried to get away. Curiously those that got out of mountain's vicinity turned into ashes! Euzaroch defended bravely with his sword! Slash after slash, he cut through to the mountain.
[Euzaroch: 2, Revenants: 4] Then the undead swarmed him! A big group of them rushed towards the mountain top, trying to kill him on their way!
[Euzaroch: 3, Revenants: 2] Euzaroch held on and slashed some more until he got rid of the swarm, then proceeded to higher part of the mountain.
[Euzaroch: 5, Revenants: 4] With his trusty sword sorcerer's apprentice kept undead at bay while slowly climbing higher. He noticed that the path here was shown by pebbles and rocks illuminated from withing by unusual purple glow.
[Euzaroch: 2, Revenants: 2] Just before reaching the mountain top, undead soldiers once again tried to fight their way up. It was a hard combat, one wrong move could make you fall down to your death, and join the undead in their desperate race again. Nobody could go on further.
[Euzaroch: 4, Revenants: 5] While trying to push the undead down, another barbarian revenant approached Euzaroch from behind and pushed him! He quickly grabbed one of rocks and tried to climb back up, otherwise he'd fall down and die.
[Euzaroch: 5, Revenants: 1] Suddenly a powerfull lightning stroke at the mountain top, killing all the undead that was there! Curiously Euzaroch wasn't hurt by it. He managed to climb up to the mountiain top and noticed a big rock with strange, glowing marking on it. They looked like two swords with their blades disappearing within a triangle.
[3] He touched the symbol with blade of his sword and it instantly drained the power from dark sigil! The symbol faded out and all the undead that still tried to climb up the mountain turned to ashes.
[4] With that done, Euzaroch tried to descend down. It was harder since all the rocks and pebbles stopped glowing, so he had to climb down in darkness. He managed to do it quite quickly with it being a small mountain and got to his horse.
[6] Time to return to the hideout. I can't wait any moment! - he thought and set off. Raging through forests and along the trade route, he almost led his horse to exhaustion, not mentioning drowsiness getting in his way too. Finally he reached White Fell and left the horse at stable, then ran to the hideout and opened it. All the time he had a strange feeling that something is watching him.
[5] Euzaroch entered the hideout and approached Kallun's corpse. In silence he took the Life Leech that absorbed dark sigil within it, and embedded it in his chest. The power accumulated inside sorcerer's body and burnt a symbol on his chest just as the one that he seen on the mountain sigil. He took the sword out and waited.
[4] After a while the lifeless body gasped for air and Euzaroch resurrected! Born from the darkness, to bring chaos, sorrow, torment and death.... - he muttered out.
[1] Sudenly something started banging to hideout's doors! An aura of immense danger, coldness and death surrounded them. Bonelord!
Vrillith
Next day Vrillith gathered people in the villages main square. It was time for training.
[1] The training was a complete disaster! While previously villagers done really good at their sessions, this time it was hard to keep them from hurting themselves! It would take some more time to fully train them.
[3] Blacksmith did a better job, preparing some war scythes and voulges. Vril equipped people with them and took some of people for hunting.
[3] Vrillith and fifteen previously trained people entered nearby forests and searched for prey. They quickly spotted a deer.
[Villagers: 2, Deer: 1] While the animal was trapped and surrounded by them, they couldn't even hit it with their scythes and voulges!
[Villagers: 3, Deer: 5] Suddenly it spotted a weak spot in a circle surrounding it and escaped!
[2] Searching further they couldn't find any easy prey.
[5] Suddenly they managed to spot two bandits moving with pillaged goods. Vril ordered them to attack and claim their stuff.
[Villagers: 6, Bandits: 6] Stop right there you criminal scum! We are the militia of neighboring villages! - one of villagers shouted when charging at bandits. Then the two men dropped their cloaks and revealed themselves. What?! We are the militia of neighboring villages! It was a trap for bandits! - one of them said angrily.
[1] And we are the real bandits here! - a group of five armed criminals approached the villagers squad!
[Vril: 5, Villagers: 4, Bandits: 6] Vril assisted by villagers beaten bandits black and blue, while rest of them that was hidden in bushes escaped!
[4] After the battle ended, villagers took bandits captive and took their stuff to use in other battles against them. Militias from other villages united after this battle, assigning Vrillith as their commander!
[2] After they returned to village and dealt with bandits and their stuff, Vril tried to start another training session. Villagers still weren't in good shape for it however, so they ended for today and returned homes to rest.
GM Notes
Moved killerhellhound's Julia Dragonblood to Cold Storage for long lack of activity.
Name: Deikos of High Rock
Title: Knight-Errant of High Rock
Heraldry: Deikos is a minor noble, formerly a knight in service of a petty baron.
Land owned: Deikos owns a small fiefdom in a small town called High Rock, located in Gretanar.
Race: Gretanar
Appearance: Deikos is an aging man of great stature. He has light brown hair, stubble across his chin, and green eyes.
Origin: Deikos supposedly hails from Gretanar, and is a member of the lesser nobility.
Biography: Deikos was once a pirate, sailing the sea of dread and raiding merchant ships. With the advent of firearms, however, this became a much more dangerous career, and Deikos started a new life as a squire in Gretanar, servicing a kind old knight. When said knight fell seriously ill and was no longer fit for duty as a knight, he had no heirs. Deikos was next in line for the position, which he gladly accepted. Deikos spent the next seven years as a knight, fighting off bandits and various other lowlives. He eventually grew tired of this, and as such set off in search of adventure, hoping to no longer have to serve another petty baron.
Religion: While he acknowledges their possible existence, Deikos does not worship any gods.
Advantages and Disadvantages: Deikos possesses extraordinary strength and endurance, but he is not very agile. He is also nearly unmatched in his skill with the blade, although he has no idea how to aim a black powder weapon. He is not easily shaken, but is quick to anger. He is keen and able to easily notice important details others might overlook, but he is gullible to the point of naïveté.
Personality: Deikos is brash and headstrong, but he is dutiful, faithful, and loyal to those he views as friends. He tends to anger quickly, and holds his honor in high esteem.
Leadership - 1
Long Blade - 4
Firearms - -2
Heavy Armor - 2
Name - Erin Blood
Title - N/A
Heraldry - N/A
Land owned - None
Race - Vottian
Appearance - Erin has long hair and amber eyes, she possesses numerous scars. Her body type is average
Origin - Commoner
Biography -
Religion - Atheist
Advantages and disadvantages - Fast healing, Fear of blood, Improved strength, No knowledge of ranged weaponry
Personality - Kind, Prideful, Hates nobles
Proficiencies - at start player can distribute 1 proficiency point in social and weapon proficiencies and 2 points in combat and exploration proficiencies (plus racial bonuses in corresponding sections).
____________________________________________________________________________________
Social proficiencies:
Leadership - 0
Persuasion - 0
Seduction - 1
Mercantile - 0
Weapon proficiencies:
Long Blade - 1
Short Blade - 0
Axes - 0
Blunt - 0
Polearms - 0
Thrown - 0
Marksman - 0
Firearms - 0
Combat proficiencies:
Heavy Armor - 0
Medium Armor - 0
Light Armor - 1
Dodging - 1
Blocking - 0
Parrying - 0
Ambushing - 0
Exploration proficiencies:
Climbing - 1
Running - 1
Swimming - 0.
Observer - 0.
Arcane proficiencies:
Arcane proficiencies can be learnt with use of scrolls, tomes or by being taught.
Alchemy - affects ability to learn and use alchemic secrets and formulae. At master allows to brew most demanding potions.
Mysticism 1 -_________________________________________________________________________
strength
dexterity
vitality
intelligence
Starting area: Feryth or however it is said I cant read the font (Which ever has more players in)
First action: Look for work
Room for more?
Name: Shadiya Nagi
Title - Shadiya The Bastard
Heraldry - Bastard of the house of Nagi a small noble house known for its propensity for for good knights and warrior's if character is a noble
Land owned - None
Race - Larramsirian
Origin -Disowned Noble from the empire of Gretanar
Religion -Atheist.
Appearance - detailed character description
Biography - Born to a coupling between a well to put it frankly a destitute peasent and a noble of the house of Nagi it was unlikely that she would be legitimised with the man already having been married and the women being not up to his standards for such marrige. As such they were denied their birthright. They knew this and they resented their father and nobilty for it. They wanted to make somwthing of themselves to make them regret not scooping her up. To not acknoldge her status. She was a rowdy child getting into fights with a grin and teasing others she fought as much as she could. Trained when she could stole broke things. Vandalism and other crimes were not below her.
She took what she wanted and what she needed. Now she's stolen quite a bit. She has some nice nice equipment. She's given the money she stole over the years to her mom and set out. To make a name for herself and to show everyone how great she can be.
Stats (rolled on startup)
Strenght:
Dexterity:
Intelligence:
Vitality:
HP: 10 + 2*Vitality
Health Status: Fine
Head:
Torso:
Hands:
Legs:
Personality - Rowdy,Calculating,Arrogant,Entitled,Teasing, Brave. Stalwart. Driven and motivated.
Advantages and disadvantages -
Strong: They can put a lot of force into what they do and take quite a beating.
Slow healer: They don't heal the fastest and it takes a bit of time for them to recover from major wounds compared to others.
Parkour: is able to move about faster then the average person and swiftly and defitly get over most obstacles and jump longer distances.
Flashy: when they move and fight they like to make a show of it very clearly and as such don't stealth very well.
Clever:They are able to come up quickly with decent ideas or plans and put them into motion quickly. Shortsighted:While their ideas may get them outta a situation they typically dont think very far ahead and can easily have unintended consequences or put them in a new possibly worse situation
Proficiencies:
Seduction 1
Leadership 1
Short swords 1
Parrying 1
Dodging 1
Observer 1
Runner 1
Equipment (rolled on startup)
Clothing
Weapon
Armor
Provisions
Currency
Faction: None
Fame: None
Infamy: None
Bounty: None
Active effects: None
Is there a slot left? I think that there is a slot left.
Name - Merris
Title - none
Heraldry - nome
Land owned - none
Race - Larramsirian
Origin - North Skraelan, born into a family of common traders, left home to travel the world at the age of 21. Commoner.
Religion - Merris acknowledges and accepts all religions, although he doesn't actually follow one.
Appearance - Tall and thin, with walnut brown skin. Black hair, tied up at the very top in a ponytail. He has a short black beard.
Biography - He likes bread, beer, and the colour blue. He is generally cheerful, and panics in the face of danger. He has good memory, and a sharp mind, but is not very strong. He is curious. He tends to blabber on when talking. He is slightly likeable. He has a fascination with history, firearms, and trading.
Stats:
Strenght:
Dexterity:
Intelligence:
Vitality:
HP: 10 + 2*Vitality
Health Status: Fine
Head:
Torso:
Hands:
Legs:
Personality -
Advantages and disadvantages - He tends to panic in the face of danger. He knows most languages. He is quick to trust and to forgive. He is quite knowledgeble when it comes to most cultures. He gives good advice. He knows a good bit of history. He tends to get ahead of himself. He has yet to fall in love. He has a fascination with history, firearms, and trade.
Proficiencies [I don't quite get this]
Running: 1
Jumping: 1
Dodging: 1
Parrying: 1
Firearms: 1
Mercantile: 1
Equipment
Clothing
Weapon
Armor
Provisions
Currency
Faction: None
Fame: None
Infamy: None
Bounty: None
Active effects: None