NATION

PASSWORD

A Time Of The Sword Is Nigh (A Fantasy RP (OOC Always Open))

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UniversalCommons
Senator
 
Posts: 4792
Founded: Jan 24, 2016
Left-Leaning College State

Postby UniversalCommons » Sat Apr 04, 2020 9:05 am

《◊ Character Basics ◊》


Character App
Name: Dun
Nickname/Alias: Has a true name (Reynard), but does not let anyone know it.
Gender: Male
Age/Birthdate: 25
Race: Human
Moral Alignment: Neutral
Personality: Easy going, cunning, likes a practical joke, clear spoken and quick witted.

Occupation: Trader, Explorer

《◊ Physical Traits ◊》


- Height: 6'
- Weight: 140 lbs.
- Unique Traits: Has one eye that is green and one eye that is blue.
- Any Illnesses: None
- Appearance: Image

《◊ Background ◊》


- Mother/Father Names: Dale Smith (Father) , Jen Smith (Sister)
- Siblings/Other Relatives: Rose Smith (Younger Sister), Lily Smith (Older Sister)
- Looks Like Mother Or Father More: Looks like mother.
- Noble?: Y/N No
- Nation Of Origin: Kingdom of Eudesain, City of Bastien
- Langues Spoken: Fluent in Altace, Castan Mare, Kriglinder, Conversation in Rusalk, Can read runes and mage symbols, Old Altace, Old Castan Mare, and Old Kriglinder.
– Biography: Dun was born in Bastien in Kriglander to a family of shopkeepers and traders who often provided specialty goods to the more adventuresome. He grew up on the stories of the aelmen and humans who came to his mothers shops.

He was fascinated by the stories of the deep caves, forests, and far away places which the adventurers described. Every day he dreamed of going to foreign lands. One of the first things which he acquired when given a small amount of gold was a map of the surrounding kingdoms. He could name the cities and places when he was quite young.

This caught the attention of Master Trader named Roald who asked to take Dun on as an apprentice. Roald was more than a regular trader, he was also an alchemist and lore master. He started teaching Dun at a young age, the lore of the Kingdoms of Eudesain and Kriglander including the ancient languages. Under Roald's apprenticeship he learned to mix potions and read runes and magic.

He also began to take him to meet different mages, adventurers, demi-humans, and even monsters who sought unique, magical, or complex ingredients for enchantment, alchemy, and other substances. Dun learned where the rare components were in Eudesaine and Krigland and the rituals to gather certain herbs, minerals, and strange things. He also learned which monster parts were good for alchemy and magic.

When he was eighteen, Master Roald began sending out Dun to gather herbs and ingredients for his potions, salves, and alchemical concoctions. During his first expedition to capture a creature with sticky limbs, he watched his companions get caught one by one by a monster and had to run away. He vowed to learn to protect himself, but failed miserably with the sword. He studied potions to defend himself and mixed ingredients and practiced running.

The trader, Master Roald, formed a new guild, The Traders Guild and Dun became one of its first members. Master Roald is far older than he looks. He has been taking a variety of herbal and alchemical ingredients to extend his age and seeks the philosophers stone or elixir of eternal life. He has Dun collect some of the rare herbal ingredients which extend his life.

Dun has finished his apprenticeship and is a journeyman trader. He is traveling between Eudesain and Kriglander, following the roads, trading and gathering alchemical herbs and ingredients. He also occasionally takes part in the hunt for rarer ingredients from monsters or in unique places like crypts, swamps, ruins, and caves.

Occupation: Alchemist, Trader, Retriever of magical ingredients and lore.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: Traders Guild, Often works with Free Mages and adventurers.
- Specialties: Lore, Alchemy, Trading, Exploration (Map Making, Camping, etc), Running
- Magi?: Y/N No (has the potential to become an enchanter, but isn't one).
- Schools Of Magic: Mage Lore and Alchemy
- Owned Equipment:
Book of Monster Parts (In ancient Krieglander)
Personal journal
Alchemical notebook
Blank journal
Quills
Pen and Ink
Alchemical supplies
Defensive potions
(2)Glitterdust (sleeping powder) (2) blinding powder, (2) stink bombs, (2) Fire oil (potions)
Pouches, Vials, and Containers for ingredients
Poison ring with soporific.
Chests with ingredients for trade. (Soap, cleaners, healing potions, monster parts, herbs, etc.)
Sleeping roll
Rope
Wagon
Donkey to Pull the Wagon (Ed)
Good cloak
3 sets of clothes
Toothbrush, comb
Several skins of watered wine
One weeks travelling food


《◊ Optional Info ◊》


- Strengths: + Journeyman alchemist
+Combat alchemy
+Journeyman Loremaster
+Basic Exploration
+Multilingual
+Fast on his feet
+Barter
+ Access to unique goods through family shop and Master Trader Roald
- Weaknesses:
Poor with weapons
Wanderlust (Does not want to stay in one place for long)
Heretical beliefs and access to forbidden knowledge

- Fears:
Being eaten by a strange monster while collecting alchemical ingredients

- Dreams: To travel the world, have many adventures, find lost treasures, and see amazing things.
- Personal Beliefs: Free thinker. His wanderlust puts him outside the church so he speaks little of it.
- Anything Else: (Optional) Master Roald has had Dun take the Loremaster's oath where he hides his own name and takes another to start fresh.

Please do not remove
Seven Lamps, To Guide Us Towards Salvation

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UniversalCommons
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Founded: Jan 24, 2016
Left-Leaning College State

Postby UniversalCommons » Sat Apr 04, 2020 9:05 am

+
Last edited by UniversalCommons on Sat Apr 04, 2020 9:46 am, edited 1 time in total.

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UniversalCommons
Senator
 
Posts: 4792
Founded: Jan 24, 2016
Left-Leaning College State

Postby UniversalCommons » Sat Apr 04, 2020 9:44 am

《◊ Faction App ◊》

- Faction Name: Traders Guild
- Faction Goals/Business: Alchemical ingredient trade, and magical ingredient trade. To gain lore, wealth, and knowledge. To find ancient knowledge and secrets. To find the secret of the philosophers stone and gain wisdom.
- Faction Structure: Three guild masters. The levels of the guild are apprentice, journeyman, trader, and master.
- Nation Of Origin: (Which of the nations of Aetha does you faction originally hail from?) The Kingdom of Eudesain
- Any Other Info?: The traders guild on the surface trades common ingredients like soap, ink, paint, herbs, charcoal, and other basic ingredients in every day life to the common people. They also trade alchemical ingredients, magical, and medical ingredients.

Please do not remove
Seven Lamps, To Guide Us Towards Salvation

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United Formosa
Diplomat
 
Posts: 652
Founded: Jul 10, 2011
Ex-Nation

Postby United Formosa » Sat Apr 04, 2020 11:49 am

Tag (will replace with app)

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Union Princes
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Posts: 3601
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Sat Apr 04, 2020 12:22 pm

Which kingdom is in need of a mercenary band?
There is no such thing as peace, only truce between wars

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Sat Apr 04, 2020 12:40 pm

Nea Videssos wrote:
The Twelve Isles wrote:
Hmm, I like both of these ideas. However, the second one, though definitely feasible, would probably require a lot more work to make fit. The biggest reason is because Spirits cannot be sealed in the mortal world, though they can enter Aetha whenever they please. They can however be permanently sealed back into the Aether by a mage in Aetha, being trapped in a single spot and bound to a mortals will. If it had had this happen to it, it could feasibly result in the same confusion and uncertainty about who or what it is. In order to access it however would require a mage dream walking in the Aether and stumbling upon the Spirit, breaking the seal in some way or another.

The first one I also really like, especially because Aelmen culture and their ancient civilization (not to mention the many many other civilizations which have come and gone even before the Aelmen) will play a role in the plot. So having a character who is well versed in their history and stories could be very beneficial, especially to whoever gets him or her on their side.


How could a spirit end up possessing/taking over a mage from being trapped in the Aether? Presumably it's a bit similar to possession in Dragon Age? Also, any particular naming conventions regarding spirits?
Could that binding/sealed state for the spirit in the Aether last beyond the death of the original mage that set it up? Then perhaps some time later (be it decades or centuries) a mage stumbles across the trapped spirit, and somehow ends up getting possessed by it after destroying the seal.

Perhaps the mage in question is particularly vulnerable to possession for some reason, while the trapped spirit has weakened over time (or was perhaps injured in some past conflict before having been sealed, and lacked the opportunity to recover - possibly caused by/exacerbated some magical poison), and then the somewhat-amnesiac spirit emerges into the mortal world in the body of the mage. I imagine the dissonance between Aether (with its nonlinear time and dreamlike shennanigans, presumably being quite like the Fade) and the more stable Aetha probably wouldn't help the confusion endured by a spirit whose memories and perception are already somewhat muddled.

Just some ideas, anyway. As for the other character idea, how long do Elves life in this setting?


A good rule of thumb for spirits is that, if you cant beat a spirit in a fight, dont interact with it. Otherwise you are drastically increasing your chances of being killed and or possessed. So in general, much older and more powerful spirits are also much more dangerous. The spirit may not have been so bad when it was sealed, but if its been decades since then it would have spent its time growing more and more powerful. If your character then came along, not knowing what kind of spirit it was that they were messing with, (especially if the spirit is outright malicious, which not all of them are) then breaking the seal could have instantly given the spirit an easy access to Aetha again. And by possessing a human body, no one would be the wiser to its true nature.

As for naming conventions, spirits dont really have names, but people can give them names. And if this spirit is walking around pretending to be a human, it may choose to name itself as a disguise.

As for an Elfs lifespan, its about the same as a humans. Also, obviously where one lives would effect their lives. For instance, an Aelmen Tribesman would probably live longer than a city elf living in the slums.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Sat Apr 04, 2020 12:43 pm

Union Princes wrote:Which kingdom is in need of a mercenary band?


Technically any. However, the most likely to produce mercenary bands would probably be the Northern Isles or the Twelve Isles. Pescala is also pretty probably, considering rule of law and political stability arent exactly common facets of life in their kingdom. And Eudasaine is also pretty probable, though any Eudasinian mercenaries are much more likely to try and appear very chivalrous and heroic, to try and hide the fact that they are really just a bunch of sellswords.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Theyra
Negotiator
 
Posts: 6173
Founded: Aug 29, 2015
Democratic Socialists

Postby Theyra » Sat Apr 04, 2020 6:19 pm

《◊ Character Basics ◊》


Character App
Name: Nakhu Taghai
Nickname/Alias: Nak(Nickname)
Gender: Male
Age/Birthdate: 25, 17th, Month of Rain
Race: Drow
Moral Alignment: Lawful Good
Personality: Nakhu can be described as a calm, quiet individual that values his time alone. Though capable of enjoying time with others and opening up. Nakhu had always had a desire for exploration and to see lands beyond his home. Along with an interest in history and magical lore. Nakhu is jealous of magic users including those in his own family as he wishes he had the ability since he is unable to form a connection to the Aether as for some reason he can't even with connection runes. Leaving him confused as to why he trying to use connection runes causes him pain and searches for a cure while exploring the land west of the empire.

Occupation: Scholar/Traveler

《◊ Physical Traits ◊》


- Height: 6'2
- Weight: 180
- Unique Traits: Scar on his right hand in the shape of a rune
- Any Illnesses: Condition where connection runes give him sufficient pain
- Appearance: Nakhu

《◊ Background ◊》


- Mother/Father Names: Tolui Taghai(Lord of Iksan), Cirina Taghai(Lady of Iksan)
- Siblings/Other Relatives: Kutlugh Taghai(Elder Brother), Samga Taghai(Elder Sister), Alaqa Taghai(Younger Sister)
- Looks Like Mother Or Father More: Father
- Noble?: Y, Empire of the Holy Flame - son of Lord Tolui of Iksan duchy
- Nation Of Origin: Empire of the Holy Flame
- Langues Spoken: Tengtahduth(Fluent), Castan Mare(Proficient), Altace(Proficient), Arelenian(Proficient), Thaelin-Sael(Proficient), Aelntalh(Proficient)
- Biography: Nakhu was the third child of four born to the noble family of Taghai. Despite not likely to inherit anything, he was given a noble's education and as a child, he showed an interest in history. Always wanting to learn more about the world and would often explore the Taghai's home estate. Growing up, Nakhu would be close with his family and could be often be seen playing or hanging out with them, especially his sisters. Though with other nobles would have mixed relations with him and his family. As Nakhu's father, Tolui is a legitimize bastard and though it has been decades since he was legitimized and provide himself a capable leader, his father and by extension, his family still carries the stigma.

When he was sixteen he showed an interest in magic and wished to be a mage. Since he lacked a mark, he was set to becoming a Connected and use magic in that way. However, during the connection process, Pain started from where the connection rune was placed and instead of gaining access to magic. He felt nothing but, excruciating pain until the connection rune was removed. Confused and with questions after the event, Nakhu spent his time trying to figure out why he can't seem to use connection runes without feeling pain. Despite his efforts, he could not find anyone that could help him shed light on the mystery. With his chances of being a mage gone, Nakhu focused on martial pursuits such as swordplay and archery.

After spending years at the family estate helping the family manage their affairs, at 24, he decided that he wanted to explore the world and study it. Specifically the lands west of the empire and after some preparation and saying goodbye to his family. He sent out to the west, along the Long Road in the Final Woods. Where he would spend a year study and seeing the west and its people first hand. Taking up various jobs to support himself while he recorded his travels in his journal. So far, he was spent a year in the west and has recorded much about the land. During his travels, Nakhu has also been searching the west for anyone that could help him with his condition. Still he has enjoyed his time in the west and seeks to spend more time there.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: Empire of the Holy Flame - Noble
- Specialties: Duel wielding, archer, horseback riding, history, magical lore
- Magi?: N
- Schools Of Magic: N/A
- Owned Equipment: Two steel swords
Steel knife
Bow with a quiver with twenty steel arrows
One horse(Name is Ko)
Two journals
pen and ink
Guide to the West(Book)
Book of Monsters(Book)
One waterskin
sleeping roll
Necklace that has his family sigil on it
Leather armor
Brown cloak
3 set of clothes
100 coin

《◊ Optional Info ◊》


- Theme Song: N/A
- Strengths: Perceptive, smart, swordsmanship, accurate, good memory, good scholar and agile
- Weaknesses: Can be stubborn, can't use magic and his scar sometimes hurts and hurts more when hit
- Fears: N/A
- Dreams: To explore the world and learn more about the world and to use magic
- Personal Beliefs: N/A
- Anything Else: N/A

Please do not remove
Seven Lamps, To Guide Us Towards Salvation
Last edited by Theyra on Mon Apr 13, 2020 12:21 pm, edited 2 times in total.

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Dragos Bee
Minister
 
Posts: 2349
Founded: Jul 17, 2017
Liberal Democratic Socialists

Postby Dragos Bee » Sat Apr 04, 2020 8:38 pm

Wishing this game luck, but I won't be able to play!
Sorry for my behavior, P2TM.

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Skaldia
Minister
 
Posts: 2965
Founded: Jun 30, 2013
Ex-Nation

Postby Skaldia » Sat Apr 04, 2020 10:05 pm

《◊ Character Basics ◊》


Character App
Name: Hugh Winter
Nickname/Alias: Winter
Gender: Male
Age/Birthdate: 31, born in the Month of Frost in 368, 4th Era
Race: Human
Moral Alignment: Chaotic Neutral
Personality:
    He is the most intense, profound, and powerful character you will ever likely to meet. Even when he appears self-controlled and calm there is a seething intensity of emotional energy under the placid exterior. He is like the volcano not far under the surface of a calm sea, it may burst into eruption at any moment. But those of us who are particularly perceptive will be aware of the harnessed aggression, the immense forcefulness, magnetic intensity, and often strangely hypnotic personality under the tranquil, but watchful composure of Hugh. In conventional social gatherings he is pleasant to be with, thoughtful in conversation, dignified, and reserved, yet affable and courteous; although at times his eyes appear penetrating which make his shyer companions feel naked and defenseless before him.

    In his everyday behavior he gives the appearance of being withdrawn from the center of activity, yet those who know him will recognize the watchfulness that is part of his character. He has great self-discipline, because he is able to recognize the qualities in himself that makes him different from other humans, and to know his utterly conventional nature can be used for great good, or great evil. His tenacity and willpower are immense, his depth of character and passionate conviction overwhelming, yet he is deeply sensitive and easily moved by his emotions. His sensitivity, together with a propensity for extreme likes and dislikes makes him easily hurt, quick to detect insult or injury to him and easily aroused to ferocious anger. This may express itself in such destructive speech or action that he makes lifelong enemies by his outspokenness, for he finds it difficult not to be overly critical of anything or anyone to whom he takes a dislike.

    He harnesses his abundant energy constructively, tempering his self-confidence with shrewdness and his ambition with magnanimity toward others provided he likes them. He relates to fellow warriors only as leaders and can be blunt to those he dislikes to the point of cruelty. In fact he is not above expressing vindictiveness in deliberate cruelty. He is too demanding, too unforgiving of faults in others, perhaps because he is not aware of the shortcomings within himself, and extravagantly expresses his self-disgust in unreasonable resentment against his fellows. He does, however, make an excellent friend, provided that his companions do nothing to impugn the honor of which Hugh is very jealous. Part of his negative side of is a tendency to discard friends once they cease to be useful, but he is aware of this, and fights this tendency.

    In a word, this man is invincible. Just behind his frosty reserve is a huge pot of boiling steam that bubbles and seethes continually. If you're lucky, he'll keep the lid on tight for a lifetime, but a deep injury can blow it right off with a brilliant explosion. It's kind of fascinating to watch. If you're not in its direct line of destruction. Step aside, if you feel it coming. And don't do anything to cause it yourself.

    However, should he have cause to view another as a predator, then never was a creature more sensitive or responsive to assumed slights and imagined threats. Open-minded tolerance and relaxed confidence fall away as ego-driven urges swing into gear. He makes a bloody-minded opponent and the dominating qualities are such that he rarely feels appeased with victory unless it involves the total annihilation of the threat. He is well known for sensitivity to his own few emotions, and yet he is far less empathetic to the thoughts and feelings of others; hence he has one of the most fearsome reputations amongst mercenaries for exhibiting brutal or extreme behavior. People refer to him as 'bestial', meaning responsive to primordial instincts rather than higher reasoning; and 'feral' because he is considered capable of savage and ferociously destructive traits.

    He is fortunate in that his strong reasoning powers are tempered with imagination and intuition, and these gifts, together with critical perception and analytical capacity, can enable him to penetrate to profundities beyond the average.
Occupation: Mercenary, Dog of War, Assassin, Butler, Cutpurse, anything to make a quick coin

《◊ Physical Traits ◊》


- Height: 6'4 (193cm)
- Weight: 200 lbs (90.8kg)
- Unique Traits: Scars, scars, and more scars. Hugh is a collection of former wounds having left their mark.
- Any Illnesses: Maybe some minor PTSD and alcoholism. An itch from that whore Rambouillet
- Appearance:
Image


《◊ Background ◊》


- Mother/Father Names: Count Alaric Winter and the Countess Frieda Winter (Deceased)
- Siblings/Other Relatives: Aloisa Winter (Sister) and Ross and Gerard Winter (brothers)
- Looks Like Mother Or Father More: Mother.
- Noble?: Yes. Count of Königberg, a small settlement nestled against the Eisenbargen
- Nation Of Origin: Kriglind
- Langues Spoken: Kriglinder (Fluent), Altace (Proficient), Pasanovan (Conversational), Arelenian (Novice)
- Biography:
    Born in the foothills of the Eisenbargen, Hugh was the youngest child of four siblings. Hugh's father was Count Alaric Winter, Guildmaster of the Schmied Guild, one of the most successful forge complexes in central Kirglind. The birth of Hugh would spell the doom of the Countess Freida Winter, her body giving out in the strain of his birth. Because of this, Hugh would find himself ostracized by his brothers, the only exception being his father and Aloisa, his only sister.

    As a child, Hugh was a constant tag along to Count Alaric, following him about wherever he went. It was a lonely experience for Hugh, and thus the Count was there as a friend and a father for him. The constant care and concern that Alaric poured in to his children served to only further the divide between Alaric's other sons. Only Aloisa seemed to care about their little brother. But she was often away, visiting cousins of the family in Aaden.

    Regardless of how he was viewed by his siblings, Count Alaric insisted on his children being well learned. As a child, Hugh was a vivacious learner, wanting to know everything that he could get his hands on. Although he hated the dry subjects of mathematics and astronomy, he loved history so much that he would spend most of his time in the small library that the Keep contained. Hugh also began his apprenticeship under the Guildmaster Alaric himself, working with great works of art and watching Alaric perform fantastic spells of power to be able to mold certain kinds of metal into the shape he desired. Often, Alaric worked alone with only his youngest son at his side, for Gerard and Ross had their own minor forges that they maintained around Königberg.

    But this was not enough for Hugh, who continued to learn with a thirst that shocked many. It was during this time that he learned of the Gods more specifically, and one such among them that struck his interest. Not the Church with it's rigid stricture. Nay, it was the religion of the Northern Isles, the Gods of those cold lands that struck his interest. Hugh, seeking to learn more of the Gods would sneak in to the Keep Library where he poured over tomes dealing with the Gods and their teachings, which were scarce and hard to locate. Nevertheless, he persevered and learned of great warriors devoted to the Gods who had ascended the mortal realm and become powerful Champions, whirlwinds of glory and power on the battlefield that could not be defeated. At that moment, it became the child’s ultimate wish to be like those ancient warriors whose like does not walk the world any longer.

    And thus, with a new interest at hand, he resolved to become a great warrior, like those in the books he had read. But how did one go about doing that? Hugh was eight by this time and had developed some muscle from working in the forge, so he was no weakling of any standards. But how did you become a greater man, such a warrior of old? Watching the Königberg Guard, which was commanded in part by his second eldest brother Ross, he sought out his older brother. Finding him in his forge, hammering away at a steel helm, Lucian asked if Ross would teach him how to be a fighter. Ross looked down at the boy and scoffed, denying his request just that easily, stating "Got back to your books."

    Hurt and distraught over the words of Ross, he went to his eldest of his two brothers, Gerard, who was the kinder of the two and in little Hugh's young mind, a lot more fun to be around. Gerard laughed in his face, and asked him if it would be better to play in the streets or stay buried in books and leave being a man to those with experience. Practice under their father and become a good blacksmith, maybe even a great one. Hurt even more, Hugh did not relent and thus he went to his last resort, his father and asked if he could be trained to fight.

    Alaric approved his request, and convinced Ross to train his youngest brother. Thus, Ross grudgingly accepted and began training the little wide eyed boy at nine, and not softly, for he struggled against the edict of his father to train the boy. Ross did not relish the idea of giving away the secrets of the fighting style used by the Winters to a boy who had killed his mother, even if he was the favored son of his father. Ross was considered the best swordsman in Königberg, having served in the Guard for most of his life. He was considered stern and harsh, even by the standards of arms masters from Aaden and Achteng, but was known to be fair to all those who came to him.

    At first, Hugh struggled under the difficult regimen placed upon him by his brother, but he soon began to prosper and grow ever more quickly and powerful. At first, he was trained only the hilt of a sword, being told by Hugh that before he used a sword, one must know how to wield one. When he graduated from the hilt he went on to the gladius, a much smaller sword used for jabbing and soon progressed to the long sword, where he showed innate skill with the blade.

    Hugh by fourteen was an adept swordsman and was asking to begin going on patrols with the Königberg Guard around the settlement and surrounding land. Alaric was reluctant to give consent for such a thing because, although he knew his youngest son was a good swordsman, he was afraid of losing him in a few years and wished to keep him by his side for a while longer. Nevertheless, he granted his son’s request, and during the winter of his fifteenth year, he went out with the Königberg Guard and went hunting for bandits. When it was nearing the end of the long-range patrol, they found them.

    In the mountains, the patrol was numbered around twenty men all told, and they had settled for a night in the mountains on their way back home. The blizzard they had been caught in was raging, and they set a fire to hold it back. Sentries were close that night to the edge of the fire so as not to been too cut off from the heat. It was at this time that the bandits chose to attack, moving in from all corners and striking like a hammer. Many were cut down by arrows and swords that were wielded by far more experienced warriors then the Königberg Guard were used to fighting. Before they knew what happened, only Ross and Onónion were left, all the others gone in the white around them or slain by the savage bandits.

    Before Hugh knew what happened, Ross and he had cut their way past the attackers and were making their way towards Königberg, or in any direction they could. The only problem was that Königberg was eleven miles away and the snow was falling ever more heavily as the night progressed. Just then, something slammed into the right shoulder blade of Hugh and he forgot everything else that happened that night, falling suddenly into unconsciousness.

    He remembered only brief flashes of pain and agony during the entire journey back to Königberg, and when he arrived, he spent a month in a fever, tossing and turning as his body fought infection. It was obvious that the tip of the arrow had been poisoned and it had been barbed so when it was pulled out it was extremely difficult to remove. But nevertheless, through the healing arts of the Witch of Aaden, they were able to finally break the fever and only a little while longer Hugh was back on his feet and resumed his training under Ross. He had been blooded and had his scar to prove it. He would be more discreet the next time he went looking for trouble. What he did not know was that the Witch had cursed him in the healing of him.

    Hugh was forbidden by his father to ever continue his patrols with the Guard into the surrounding mountains again.

    Hugh by this time had become a giant of a man, and his strength and resilience was ever becoming more and more useful both with the sword and in the forge. But by nineteen, he had surpassed his brother Ross in skill. Ross, instead of being angered by this, he came to his father with the news stating that Hugh needed a real master of the blade, and that the best place to take him was to Aaden, and with Alaric's sponsorship, Hugh was to be trained by a real sword master, John Axton.

    Hugh would train for three years under the tutelage of John Axton, living in room and board in Aaden. He had developed a reputation in Aaden as a fierce warrior, and supposedly the best fighter within the city. John Axton believed the best way for him to become better was to pit himself against fighters, and thus, under the watchful eye of John Axton, sparring matches were held often against Hugh so that he got a feel for different techniques and against various other fighters. John Axton regretted that he did not have a larger selection, but trained the man hard he did.

    It was at this time that he discovered the nature of the Witch's spell that had healed him of the poisoned arrow wound. As is wont to happen, Hugh fell in love while in the city of Aaden. It had been to a circus performer that had been staying in Aaden and performing for the crowds. She was slightly older, worldly, and exotic to the young man and he fell head over heels for her. He would proclaim his love to her, only to be delighted when she returned those feelings. When he kissed Rosa's lips, he felt a spark between them. It was only days later, as he watched the same infection that had gripped him all those years ago, kill Rosa.

    He left his home and traveled to the court in the city. The Red Witch of Aaden served the Lord of Aaden. She had been a powerful Witch for decades and was one of the most important of the Lord of Aaden's retinue. Nevertheless, Hugh strode up to her while the Lord of Aaden was holding a party to celebrate the end of Winter. She seemed to welcome the sword thrust as Aaden buried it in her chest.

    Hugh escaped the wrath of the guards and fled to his ancestral home in the mountains. There, he told his father of what he had done. With tearful eye, Alaric called in his other sons and formally disowned his son. He then locked him in a chamber, but "accidentally" let the key fall to the floor in the door. Hugh waited until nightfall and unlocked the door to find Alaric waiting for him. Quickly, Ethaniel led him to his personal forge. Inside, resided the relic of the Winter family, the Sword of Winter, wielded by the founders of the Winter family centuries ago. Alaric gave it to his youngest son before Hugh would flee Königberg.

    From that day on, starting at twenty three, Hugh hit the roads of Kriglind and beyond, earning his keep as a mercenary. The first few years were rough as he was ever eager to get further away from central Kriglind. He wandered East and down in to Chaumont where he found work with various mercenary groups, always working long enough for one or two assignments before he moved on. From Chaumont, he entered Toulon and even did work in Pasanova. Ever forward did his feet carried him until he had visited one corner of the subcontinent to the other. He gained a panolpy of scars to prove his worth.
《◊ Affiliation/ Additional Info ◊》


- Affiliation: N/A
- Specialties: Swordskill, tracking, hunting, interrogation, minor smithing, languages, astronomy, survival craft, etc.
- Magi?: N/A
- Schools Of Magic: N/A
- Owned Equipment:
[a.] Weaponry:
• Winter’s Edge
-- Blade Length: 48 in
-- Hilt Length: 10 in.
-- Weight: 7 lbs.
-- Classification: Great Sword
-- Information: Made as a gift at the parting of son and father, Winter’s Edge was a beautiful sword, hand crafted by his father's father himself, with the help of his son. Eventually, Alaric would take the sword and, with the help of his sons, make it worthy of use once again. Leather binding around an iron silver hilt that ends in a silver pommel. In the fuller of the blade is an ancient litany offering prayers to some forgotten god in golden letters that shine when unsheathed. The edge is of the finest steel, tapering to a needle point with the tip just the same. Few have withstood the cutting edge of the Sword of Winter.
[b.] Accessories:
• Father‘s Ring: Given unto him before their parting, it is a simple silver ring with a bright sapphire in it. Too small for his fingers, he has taken to wearing it upon an iron chain about his neck. He looks at it often, remembering things far gone in the Sunlight and always hoping that he will one day be able to come back to his father with honor on his face.
• Vol Salyr: A Ring given to Hugh by his father after his father heard him that he had pledged himself to Ina, it is a great golden ring with a red ruby set in it. It often becomes warm when the presence of magic is being dealt around him, and Hugh has never taken it off,
• The Clasp of Aloisa: Given unto him by his sister, it is a gold clasp shaped as that of a swan with wings outstretched in flight and with tiny topaz eyes. It was given to him at their parting many years ago, and among his treasures, it is the most treasured, for she was always very close to his heart.
• Heavy Leather Pack: A heavy leather pack often strapped across his back, the pack contains his clothing, a heavy flask of water, salted and preserved foodstuffs for the road, whetstone, a ragged cloth for the cleaning of his armor, flint for fire. The most valuable object is a leather scroll case containing a map that he keeps in the pack.
• Char, his warhorse: a charcoal gray gelding warhorse. Hugh won the horse in a game of chance with a fellow mercenary. The mercenary then tried to stab Hugh but that ended badly for the man.

《◊ Optional Info ◊》


- Theme Song: Don't Get In My Way
- Strengths: He's actually quite a good singer.
- Weaknesses: He snores.
- Fears: He has a fear of spiders.
- Dreams: He dreams of being rich, married, with a dozen mistresses, and a half dozen squalling babies.
- Personal Beliefs: Very few. He's malleable in that regard.
- Anything Else: N/A

Please do not remove
Seven Lamps, To Guide Us Towards Salvation
||Empty||
||“The lesson of history is that no one learns.”
||Empty||
||“Witness.”||
||“Chaos needs no allies, for it dwells like a poison in every one of us.”


TG for Discord

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Sun Apr 05, 2020 10:50 am

UniversalCommons wrote:
《◊ Character Basics ◊》


Character App
Name: Dun
Nickname/Alias: Has a true name (Reynard), but does not let anyone know it.
Gender: Male
Age/Birthdate: 25
Race: Human
Moral Alignment: Neutral
Personality: Easy going, cunning, likes a practical joke, clear spoken and quick witted.

Occupation: Trader, Explorer

《◊ Physical Traits ◊》


- Height: 6'
- Weight: 140 lbs.
- Unique Traits: Has one eye that is green and one eye that is blue.
- Any Illnesses: None
- Appearance: (Image)

《◊ Background ◊》


- Mother/Father Names: Dale Smith (Father) , Jen Smith (Sister)
- Siblings/Other Relatives: Rose Smith (Younger Sister), Lily Smith (Older Sister)
- Looks Like Mother Or Father More: Looks like mother.
- Noble?: Y/N No
- Nation Of Origin: Kingdom of Eudesain, City of Bastien
- Langues Spoken: Fluent in Altace, Castan Mare, Kriglinder, Conversation in Rusalk, Can read runes and mage symbols, Old Altace, Old Castan Mare, and Old Kriglinder.
– Biography: Dun was born in Bastien in Kriglander to a family of shopkeepers and traders who often provided specialty goods to the more adventuresome. He grew up on the stories of the aelmen and humans who came to his mothers shops.

He was fascinated by the stories of the deep caves, forests, and far away places which the adventurers described. Every day he dreamed of going to foreign lands. One of the first things which he acquired when given a small amount of gold was a map of the surrounding kingdoms. He could name the cities and places when he was quite young.

This caught the attention of Master Trader named Roald who asked to take Dun on as an apprentice. Roald was more than a regular trader, he was also an alchemist and lore master. He started teaching Dun at a young age, the lore of the Kingdoms of Eudesain and Kriglander including the ancient languages. Under Roald's apprenticeship he learned to mix potions and read runes and magic.

He also began to take him to meet different mages, adventurers, demi-humans, and even monsters who sought unique, magical, or complex ingredients for enchantment, alchemy, and other substances. Dun learned where the rare components were in Eudesaine and Krigland and the rituals to gather certain herbs, minerals, and strange things. He also learned which monster parts were good for alchemy and magic.

When he was eighteen, Master Roald began sending out Dun to gather herbs and ingredients for his potions, salves, and alchemical concoctions. During his first expedition to capture a creature with sticky limbs, he watched his companions get caught one by one by a monster and had to run away. He vowed to learn to protect himself, but failed miserably with the sword. He studied potions to defend himself and mixed ingredients and practiced running.

The trader, Master Roald, formed a new guild, The Traders Guild and Dun became one of its first members. Master Roald is far older than he looks. He has been taking a variety of herbal and alchemical ingredients to extend his age and seeks the philosophers stone or elixir of eternal life. He has Dun collect some of the rare herbal ingredients which extend his life.

Dun has finished his apprenticeship and is a journeyman trader. He is traveling between Eudesain and Kriglander, following the roads, trading and gathering alchemical herbs and ingredients. He also occasionally takes part in the hunt for rarer ingredients from monsters or in unique places like crypts, swamps, ruins, and caves.

Occupation: Alchemist, Trader, Retriever of magical ingredients and lore.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: Traders Guild, Often works with Free Mages and adventurers.
- Specialties: Lore, Alchemy, Trading, Exploration (Map Making, Camping, etc), Running
- Magi?: Y/N No (has the potential to become an enchanter, but isn't one).
- Schools Of Magic: Mage Lore and Alchemy
- Owned Equipment:
Book of Monster Parts (In ancient Krieglander)
Personal journal
Alchemical notebook
Blank journal
Quills
Pen and Ink
Alchemical supplies
Defensive potions
(2)Glitterdust (sleeping powder) (2) blinding powder, (2) stink bombs, (2) Fire oil (potions)
Pouches, Vials, and Containers for ingredients
Poison ring with soporific.
Chests with ingredients for trade. (Soap, cleaners, healing potions, monster parts, herbs, etc.)
Sleeping roll
Rope
Wagon
Donkey to Pull the Wagon (Ed)
Good cloak
3 sets of clothes
Toothbrush, comb
Several skins of watered wine
One weeks travelling food


《◊ Optional Info ◊》


- Strengths: + Journeyman alchemist
+Combat alchemy
+Journeyman Loremaster
+Basic Exploration
+Multilingual
+Fast on his feet
+Barter
+ Access to unique goods through family shop and Master Trader Roald
- Weaknesses:
Poor with weapons
Wanderlust (Does not want to stay in one place for long)
Heretical beliefs and access to forbidden knowledge

- Fears:
Being eaten by a strange monster while collecting alchemical ingredients

- Dreams: To travel the world, have many adventures, find lost treasures, and see amazing things.
- Personal Beliefs: Free thinker. His wanderlust puts him outside the church so he speaks little of it.
- Anything Else: (Optional) Master Roald has had Dun take the Loremaster's oath where he hides his own name and takes another to start fresh.

Please do not remove
Seven Lamps, To Guide Us Towards Salvation


UniversalCommons wrote:
《◊ Faction App ◊》

- Faction Name: Traders Guild
- Faction Goals/Business: Alchemical ingredient trade, and magical ingredient trade. To gain lore, wealth, and knowledge. To find ancient knowledge and secrets. To find the secret of the philosophers stone and gain wisdom.
- Faction Structure: Three guild masters. The levels of the guild are apprentice, journeyman, trader, and master.
- Nation Of Origin: (Which of the nations of Aetha does you faction originally hail from?) The Kingdom of Eudesain
- Any Other Info?: The traders guild on the surface trades common ingredients like soap, ink, paint, herbs, charcoal, and other basic ingredients in every day life to the common people. They also trade alchemical ingredients, magical, and medical ingredients.

Please do not remove
Seven Lamps, To Guide Us Towards Salvation



Theyra wrote:
《◊ Character Basics ◊》


Character App
Name: Nakhu Taghai
Nickname/Alias: Nak(Nickname)
Gender: Male
Age/Birthdate: 25, 17th, Month of Rain
Race: Drow
Moral Alignment: Lawful Good
Personality: Nakhu can be described as a calm, quiet individual that values his time alone. Though capable of enjoying time with others and opening up. Nakhu had always had a desire for exploration and to see lands beyond his home. Along with an interest in history and magical lore. Nakhu is jealous of magic users including those in his own family as he wishes he had the ability since he is unable to form a connection to the Aether as for some reason he can't even with connection runes. Leaving him confused as to why he trying to use connection runes causes him pain and searches for a cure while exploring the land west of the empire.

Occupation: Scholar/Traveler

《◊ Physical Traits ◊》


- Height: 6'2
- Weight: 180
- Unique Traits: Scar on his right hand in the shape of a rune
- Any Illnesses: Condition where connection runes give him sufficient pain
- Appearance: Nakhu

《◊ Background ◊》


- Mother/Father Names: Tolui Taghai(Lord of Iksan), Cirina Taghai(Lady of Iksan)
- Siblings/Other Relatives: Kutlugh Taghai(Elder Brother), Samga Taghai(Elder Sister), Alaqa Taghai(Younger Sister)
- Looks Like Mother Or Father More: Father
- Noble?: Y, Empire of the Holy Flame - son of Lord Tolui of Iksan duchy
- Nation Of Origin: Empire of the Holy Flame
- Langues Spoken: Tengtahduth(Fluent), Castan Mare(Proficient)
- Biography: Nakhu was the third child of four born to the noble family of Taghai. Despite not likely to inherit anything, he was given a noble's education and as a child, he showed an interest in history. Always wanting to learn more about the world and would often explore the Taghai's home estate. Growing up, Nakhu would be close with his family and could be often be seen playing or hanging out with them, especially his sisters. Though with other nobles would have mixed relations with him and his family. As Nakhu's father, Tolui is a legitimize bastard and though it has been decades since he was legitimized and provide himself a capable leader, his father and by extension, his family still carries the stigma.

When he was sixteen he showed an interest in magic and wished to be a mage. Since he lacked a mark, he was set to becoming a Connected and use magic in that way. However, during the connection process, Pain started from where the connection rune was placed and instead of gaining access to magic. He felt nothing but, excruciating pain until the connection rune was removed. Confused and with questions after the event, Nakhu spent his time trying to figure out why he can't seem to use connection runes without feeling pain. Despite his efforts, he could not find anyone that could help him shed light on the mystery. With his chances of being a mage gone, Nakhu focused on martial pursuits such as swordplay and archery.

After spending years at the family estate helping the family manage their affairs, at 24, he decided that he wanted to explore the world and study it. Specifically the lands west of the empire and after some preparation and saying goodbye to his family. He sent out to the west, along the Long Road in the Final Woods. Where he would spend a year study and seeing the west and its people first hand. Taking up various jobs to support himself while he recorded his travels in his journal. So far, he was spent a year in the west and has recorded much about the land. During his travels, Nakhu has also been searching the west for anyone that could help him with his condition. Still he has enjoyed his time in the west and seeks to spend more time there.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: Empire of the Holy Flame - Noble
- Specialties: Duel wielding, archer, horseback riding, history, magical lore
- Magi?: N
- Schools Of Magic: N/A
- Owned Equipment: Two steel swords
Steel knife
Bow with a quiver with twenty steel arrows
One horse(Name is Ko)
Two journals
pen and ink
Guide to the West(Book)
Book of Monsters(Book)
One waterskin
sleeping roll
Necklace that has his family sigil on it
Leather armor
Brown cloak
3 set of clothes
100 coin

《◊ Optional Info ◊》


- Theme Song: N/A
- Strengths: Perceptive, smart, swordsmanship, accurate, good memory, good scholar and agile
- Weaknesses: Can be stubborn, can't use magic and his scar sometimes hurts and hurts more when hit
- Fears: N/A
- Dreams: To explore the world and learn more about the world and to use magic
- Personal Beliefs: N/A
- Anything Else: N/A

Please do not remove
Seven Lamps, To Guide Us Towards Salvation


All three of these look good. Welcome aboard guys.

ACCEPTED
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

User avatar
Union Princes
Senator
 
Posts: 3601
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Sun Apr 05, 2020 11:15 am

《◊ Faction App ◊》

- Faction Name: The Varangians
- Faction Goals/Business: By Nordic standards, the Varangians are seen as the many knightly orders that take part in overseas crusades. It is a potential path for those who seek adventure and glory for their clan and families back at home. However, the “Southrons'' see the Varangians as a foreign mercenary body that blindly follows whatever orders they are given. War maniacs, they are. Their price of service, however, prevents even the most mad tyrant from abusing their obedience.

Internally, many Varangians are quite content to be politically neutral or blind as long as the money keeps following and they keep getting into fights. The Varangian captains and commanders do hold secret ambitions of carving out their own kingdom of Nords in Aetha. Some had tried to entertain the idea, but the constant shifting of the nations forced them to be distracted by their mercenary contracts.
- Faction Structure: 5,000 members
Commander/General
Captains
Thanes
Warriors
Adventurers/Freemen
- Nation Of Origin: Northern Isles
- Any Other Info?: Technically speaking, anyone from anywhere can join the Varangians. The only condition is that the person must be of Nordic faith. Other than that, the new members are perfectly allowed to bring their own armor or weapons just so long as those equipment meet the standards. While most knightly orders value the horse and lance, the Varangians value their axes and armor as they are mainly heavy infantry.

Please do not remove
Seven Lamps, To Guide Us Towards Salvation


I'll probably have to make a character app next.
There is no such thing as peace, only truce between wars

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Sun Apr 05, 2020 2:49 pm

Skaldia wrote:
《◊ Character Basics ◊》


Character App
Name: Hugh Winter
Nickname/Alias: Winter
Gender: Male
Age/Birthdate: 31, born in the Month of Frost in 368, 4th Era
Race: Human
Moral Alignment: Chaotic Neutral
Personality:
    He is the most intense, profound, and powerful character you will ever likely to meet. Even when he appears self-controlled and calm there is a seething intensity of emotional energy under the placid exterior. He is like the volcano not far under the surface of a calm sea, it may burst into eruption at any moment. But those of us who are particularly perceptive will be aware of the harnessed aggression, the immense forcefulness, magnetic intensity, and often strangely hypnotic personality under the tranquil, but watchful composure of Hugh. In conventional social gatherings he is pleasant to be with, thoughtful in conversation, dignified, and reserved, yet affable and courteous; although at times his eyes appear penetrating which make his shyer companions feel naked and defenseless before him.

    In his everyday behavior he gives the appearance of being withdrawn from the center of activity, yet those who know him will recognize the watchfulness that is part of his character. He has great self-discipline, because he is able to recognize the qualities in himself that makes him different from other humans, and to know his utterly conventional nature can be used for great good, or great evil. His tenacity and willpower are immense, his depth of character and passionate conviction overwhelming, yet he is deeply sensitive and easily moved by his emotions. His sensitivity, together with a propensity for extreme likes and dislikes makes him easily hurt, quick to detect insult or injury to him and easily aroused to ferocious anger. This may express itself in such destructive speech or action that he makes lifelong enemies by his outspokenness, for he finds it difficult not to be overly critical of anything or anyone to whom he takes a dislike.

    He harnesses his abundant energy constructively, tempering his self-confidence with shrewdness and his ambition with magnanimity toward others provided he likes them. He relates to fellow warriors only as leaders and can be blunt to those he dislikes to the point of cruelty. In fact he is not above expressing vindictiveness in deliberate cruelty. He is too demanding, too unforgiving of faults in others, perhaps because he is not aware of the shortcomings within himself, and extravagantly expresses his self-disgust in unreasonable resentment against his fellows. He does, however, make an excellent friend, provided that his companions do nothing to impugn the honor of which Hugh is very jealous. Part of his negative side of is a tendency to discard friends once they cease to be useful, but he is aware of this, and fights this tendency.

    In a word, this man is invincible. Just behind his frosty reserve is a huge pot of boiling steam that bubbles and seethes continually. If you're lucky, he'll keep the lid on tight for a lifetime, but a deep injury can blow it right off with a brilliant explosion. It's kind of fascinating to watch. If you're not in its direct line of destruction. Step aside, if you feel it coming. And don't do anything to cause it yourself.

    However, should he have cause to view another as a predator, then never was a creature more sensitive or responsive to assumed slights and imagined threats. Open-minded tolerance and relaxed confidence fall away as ego-driven urges swing into gear. He makes a bloody-minded opponent and the dominating qualities are such that he rarely feels appeased with victory unless it involves the total annihilation of the threat. He is well known for sensitivity to his own few emotions, and yet he is far less empathetic to the thoughts and feelings of others; hence he has one of the most fearsome reputations amongst mercenaries for exhibiting brutal or extreme behavior. People refer to him as 'bestial', meaning responsive to primordial instincts rather than higher reasoning; and 'feral' because he is considered capable of savage and ferociously destructive traits.

    He is fortunate in that his strong reasoning powers are tempered with imagination and intuition, and these gifts, together with critical perception and analytical capacity, can enable him to penetrate to profundities beyond the average.
Occupation: Mercenary, Dog of War, Assassin, Butler, Cutpurse, anything to make a quick coin

《◊ Physical Traits ◊》


- Height: 6'4 (193cm)
- Weight: 200 lbs (90.8kg)
- Unique Traits: Scars, scars, and more scars. Hugh is a collection of former wounds having left their mark.
- Any Illnesses: Maybe some minor PTSD and alcoholism. An itch from that whore Rambouillet
- Appearance:

《◊ Background ◊》


- Mother/Father Names: Count Alaric Winter and the Countess Frieda Winter (Deceased)
- Siblings/Other Relatives: Aloisa Winter (Sister) and Ross and Gerard Winter (brothers)
- Looks Like Mother Or Father More: Mother.
- Noble?: Yes. Count of Königberg, a small settlement nestled against the Eisenbargen
- Nation Of Origin: Kriglind
- Langues Spoken: Kriglinder (Fluent), Altace (Proficient), Pasanovan (Conversational), Arelenian (Novice)
- Biography:
    Born in the foothills of the Eisenbargen, Hugh was the youngest child of four siblings. Hugh's father was Count Alaric Winter, Guildmaster of the Schmied Guild, one of the most successful forge complexes in central Kirglind. The birth of Hugh would spell the doom of the Countess Freida Winter, her body giving out in the strain of his birth. Because of this, Hugh would find himself ostracized by his brothers, the only exception being his father and Aloisa, his only sister.

    As a child, Hugh was a constant tag along to Count Alaric, following him about wherever he went. It was a lonely experience for Hugh, and thus the Count was there as a friend and a father for him. The constant care and concern that Alaric poured in to his children served to only further the divide between Alaric's other sons. Only Aloisa seemed to care about their little brother. But she was often away, visiting cousins of the family in Aaden.

    Regardless of how he was viewed by his siblings, Count Alaric insisted on his children being well learned. As a child, Hugh was a vivacious learner, wanting to know everything that he could get his hands on. Although he hated the dry subjects of mathematics and astronomy, he loved history so much that he would spend most of his time in the small library that the Keep contained. Hugh also began his apprenticeship under the Guildmaster Alaric himself, working with great works of art and watching Alaric perform fantastic spells of power to be able to mold certain kinds of metal into the shape he desired. Often, Alaric worked alone with only his youngest son at his side, for Gerard and Ross had their own minor forges that they maintained around Königberg.

    But this was not enough for Hugh, who continued to learn with a thirst that shocked many. It was during this time that he learned of the Gods more specifically, and one such among them that struck his interest. Not the Church with it's rigid stricture. Nay, it was the religion of the Northern Isles, the Gods of those cold lands that struck his interest. Hugh, seeking to learn more of the Gods would sneak in to the Keep Library where he poured over tomes dealing with the Gods and their teachings, which were scarce and hard to locate. Nevertheless, he persevered and learned of great warriors devoted to the Gods who had ascended the mortal realm and become powerful Champions, whirlwinds of glory and power on the battlefield that could not be defeated. At that moment, it became the child’s ultimate wish to be like those ancient warriors whose like does not walk the world any longer.

    And thus, with a new interest at hand, he resolved to become a great warrior, like those in the books he had read. But how did one go about doing that? Hugh was eight by this time and had developed some muscle from working in the forge, so he was no weakling of any standards. But how did you become a greater man, such a warrior of old? Watching the Königberg Guard, which was commanded in part by his second eldest brother Ross, he sought out his older brother. Finding him in his forge, hammering away at a steel helm, Lucian asked if Ross would teach him how to be a fighter. Ross looked down at the boy and scoffed, denying his request just that easily, stating "Got back to your books."

    Hurt and distraught over the words of Ross, he went to his eldest of his two brothers, Gerard, who was the kinder of the two and in little Hugh's young mind, a lot more fun to be around. Gerard laughed in his face, and asked him if it would be better to play in the streets or stay buried in books and leave being a man to those with experience. Practice under their father and become a good blacksmith, maybe even a great one. Hurt even more, Hugh did not relent and thus he went to his last resort, his father and asked if he could be trained to fight.

    Alaric approved his request, and convinced Ross to train his youngest brother. Thus, Ross grudgingly accepted and began training the little wide eyed boy at nine, and not softly, for he struggled against the edict of his father to train the boy. Ross did not relish the idea of giving away the secrets of the fighting style used by the Winters to a boy who had killed his mother, even if he was the favored son of his father. Ross was considered the best swordsman in Königberg, having served in the Guard for most of his life. He was considered stern and harsh, even by the standards of arms masters from Aaden and Achteng, but was known to be fair to all those who came to him.

    At first, Hugh struggled under the difficult regimen placed upon him by his brother, but he soon began to prosper and grow ever more quickly and powerful. At first, he was trained only the hilt of a sword, being told by Hugh that before he used a sword, one must know how to wield one. When he graduated from the hilt he went on to the gladius, a much smaller sword used for jabbing and soon progressed to the long sword, where he showed innate skill with the blade.

    Hugh by fourteen was an adept swordsman and was asking to begin going on patrols with the Königberg Guard around the settlement and surrounding land. Alaric was reluctant to give consent for such a thing because, although he knew his youngest son was a good swordsman, he was afraid of losing him in a few years and wished to keep him by his side for a while longer. Nevertheless, he granted his son’s request, and during the winter of his fifteenth year, he went out with the Königberg Guard and went hunting for bandits. When it was nearing the end of the long-range patrol, they found them.

    In the mountains, the patrol was numbered around twenty men all told, and they had settled for a night in the mountains on their way back home. The blizzard they had been caught in was raging, and they set a fire to hold it back. Sentries were close that night to the edge of the fire so as not to been too cut off from the heat. It was at this time that the bandits chose to attack, moving in from all corners and striking like a hammer. Many were cut down by arrows and swords that were wielded by far more experienced warriors then the Königberg Guard were used to fighting. Before they knew what happened, only Ross and Onónion were left, all the others gone in the white around them or slain by the savage bandits.

    Before Hugh knew what happened, Ross and he had cut their way past the attackers and were making their way towards Königberg, or in any direction they could. The only problem was that Königberg was eleven miles away and the snow was falling ever more heavily as the night progressed. Just then, something slammed into the right shoulder blade of Hugh and he forgot everything else that happened that night, falling suddenly into unconsciousness.

    He remembered only brief flashes of pain and agony during the entire journey back to Königberg, and when he arrived, he spent a month in a fever, tossing and turning as his body fought infection. It was obvious that the tip of the arrow had been poisoned and it had been barbed so when it was pulled out it was extremely difficult to remove. But nevertheless, through the healing arts of the Witch of Aaden, they were able to finally break the fever and only a little while longer Hugh was back on his feet and resumed his training under Ross. He had been blooded and had his scar to prove it. He would be more discreet the next time he went looking for trouble. What he did not know was that the Witch had cursed him in the healing of him.

    Hugh was forbidden by his father to ever continue his patrols with the Guard into the surrounding mountains again.

    Hugh by this time had become a giant of a man, and his strength and resilience was ever becoming more and more useful both with the sword and in the forge. But by nineteen, he had surpassed his brother Ross in skill. Ross, instead of being angered by this, he came to his father with the news stating that Hugh needed a real master of the blade, and that the best place to take him was to Aaden, and with Alaric's sponsorship, Hugh was to be trained by a real sword master, John Axton.

    Hugh would train for three years under the tutelage of John Axton, living in room and board in Aaden. He had developed a reputation in Aaden as a fierce warrior, and supposedly the best fighter within the city. John Axton believed the best way for him to become better was to pit himself against fighters, and thus, under the watchful eye of John Axton, sparring matches were held often against Hugh so that he got a feel for different techniques and against various other fighters. John Axton regretted that he did not have a larger selection, but trained the man hard he did.

    It was at this time that he discovered the nature of the Witch's spell that had healed him of the poisoned arrow wound. As is wont to happen, Hugh fell in love while in the city of Aaden. It had been to a circus performer that had been staying in Aaden and performing for the crowds. She was slightly older, worldly, and exotic to the young man and he fell head over heels for her. He would proclaim his love to her, only to be delighted when she returned those feelings. When he kissed Rosa's lips, he felt a spark between them. It was only days later, as he watched the same infection that had gripped him all those years ago, kill Rosa.

    He left his home and traveled to the court in the city. The Red Witch of Aaden served the Lord of Aaden. She had been a powerful Witch for decades and was one of the most important of the Lord of Aaden's retinue. Nevertheless, Hugh strode up to her while the Lord of Aaden was holding a party to celebrate the end of Winter. She seemed to welcome the sword thrust as Aaden buried it in her chest.

    Hugh escaped the wrath of the guards and fled to his ancestral home in the mountains. There, he told his father of what he had done. With tearful eye, Alaric called in his other sons and formally disowned his son. He then locked him in a chamber, but "accidentally" let the key fall to the floor in the door. Hugh waited until nightfall and unlocked the door to find Alaric waiting for him. Quickly, Ethaniel led him to his personal forge. Inside, resided the relic of the Winter family, the Sword of Winter, wielded by the founders of the Winter family centuries ago. Alaric gave it to his youngest son before Hugh would flee Königberg.

    From that day on, starting at twenty three, Hugh hit the roads of Kriglind and beyond, earning his keep as a mercenary. The first few years were rough as he was ever eager to get further away from central Kriglind. He wandered East and down in to Chaumont where he found work with various mercenary groups, always working long enough for one or two assignments before he moved on. From Chaumont, he entered Toulon and even did work in Pasanova. Ever forward did his feet carried him until he had visited one corner of the subcontinent to the other. He gained a panolpy of scars to prove his worth.
《◊ Affiliation/ Additional Info ◊》


- Affiliation: N/A
- Specialties: Swordskill, tracking, hunting, interrogation, minor smithing, languages, astronomy, survival craft, etc.
- Magi?: N/A
- Schools Of Magic: N/A
- Owned Equipment:
[a.] Weaponry:
• Winter’s Edge
-- Blade Length: 48 in
-- Hilt Length: 10 in.
-- Weight: 7 lbs.
-- Classification: Great Sword
-- Information: Made as a gift at the parting of son and father, Winter’s Edge was a beautiful sword, hand crafted by his father's father himself, with the help of his son. Eventually, Alaric would take the sword and, with the help of his sons, make it worthy of use once again. Leather binding around an iron silver hilt that ends in a silver pommel. In the fuller of the blade is an ancient litany offering prayers to some forgotten god in golden letters that shine when unsheathed. The edge is of the finest steel, tapering to a needle point with the tip just the same. Few have withstood the cutting edge of the Sword of Winter.
[b.] Accessories:
• Father‘s Ring: Given unto him before their parting, it is a simple silver ring with a bright sapphire in it. Too small for his fingers, he has taken to wearing it upon an iron chain about his neck. He looks at it often, remembering things far gone in the Sunlight and always hoping that he will one day be able to come back to his father with honor on his face.
• Vol Salyr: A Ring given to Hugh by his father after his father heard him that he had pledged himself to Ina, it is a great golden ring with a red ruby set in it. It often becomes warm when the presence of magic is being dealt around him, and Hugh has never taken it off,
• The Clasp of Aloisa: Given unto him by his sister, it is a gold clasp shaped as that of a swan with wings outstretched in flight and with tiny topaz eyes. It was given to him at their parting many years ago, and among his treasures, it is the most treasured, for she was always very close to his heart.
• Heavy Leather Pack: A heavy leather pack often strapped across his back, the pack contains his clothing, a heavy flask of water, salted and preserved foodstuffs for the road, whetstone, a ragged cloth for the cleaning of his armor, flint for fire. The most valuable object is a leather scroll case containing a map that he keeps in the pack.
• Char, his warhorse: a charcoal gray gelding warhorse. Hugh won the horse in a game of chance with a fellow mercenary. The mercenary then tried to stab Hugh but that ended badly for the man.

《◊ Optional Info ◊》


- Theme Song: Don't Get In My Way
- Strengths: He's actually quite a good singer.
- Weaknesses: He snores.
- Fears: He has a fear of spiders.
- Dreams: He dreams of being rich, married, with a dozen mistresses, and a half dozen squalling babies.
- Personal Beliefs: Very few. He's malleable in that regard.
- Anything Else: N/A

Please do not remove
Seven Lamps, To Guide Us Towards Salvation


Union Princes wrote:
《◊ Faction App ◊》

- Faction Name: The Varangians
- Faction Goals/Business: By Nordic standards, the Varangians are seen as the many knightly orders that take part in overseas crusades. It is a potential path for those who seek adventure and glory for their clan and families back at home. However, the “Southrons'' see the Varangians as a foreign mercenary body that blindly follows whatever orders they are given. War maniacs, they are. Their price of service, however, prevents even the most mad tyrant from abusing their obedience.

Internally, many Varangians are quite content to be politically neutral or blind as long as the money keeps following and they keep getting into fights. The Varangian captains and commanders do hold secret ambitions of carving out their own kingdom of Nords in Aetha. Some had tried to entertain the idea, but the constant shifting of the nations forced them to be distracted by their mercenary contracts.
- Faction Structure: 5,000 members
Commander/General
Captains
Thanes
Warriors
Adventurers/Freemen
- Nation Of Origin: Northern Isles
- Any Other Info?: Technically speaking, anyone from anywhere can join the Varangians. The only condition is that the person must be of Nordic faith. Other than that, the new members are perfectly allowed to bring their own armor or weapons just so long as those equipment meet the standards. While most knightly orders value the horse and lance, the Varangians value their axes and armor as they are mainly heavy infantry.

Please do not remove
Seven Lamps, To Guide Us Towards Salvation


I'll probably have to make a character app next.


Both look great.

ACCEPTED
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

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Union Princes
Senator
 
Posts: 3601
Founded: Nov 02, 2017
Corrupt Dictatorship

Postby Union Princes » Mon Apr 06, 2020 1:23 pm

on second thought, I may want to change my mercenary company to an order of cataphracts. But I check the names and none of them have a Greek naming convention. closest is the German or Italian.
There is no such thing as peace, only truce between wars

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Nea Videssos
Minister
 
Posts: 2193
Founded: May 01, 2016
Iron Fist Consumerists

Postby Nea Videssos » Tue Apr 07, 2020 4:58 am

Union Princes wrote:on second thought, I may want to change my mercenary company to an order of cataphracts. But I check the names and none of them have a Greek naming convention. closest is the German or Italian.


One of the vassal states making up the Duchy of Pasanova is Greek. Don't know which one, though. Might be Helaga, though that's just a guess.
Formerly Videssos. Just a femboy-obsessed degenerate. Also interested in history, mythology, fantasy, science fiction, metal and some other stuff.
A little bird told me, "Go, Go! Socialise! Talk to those fine people! And then, KILL EVERY LAST ONE OF THEM! Plunge your knife into their throats when they ain't lookin', and then burn 'em to the ground!"
Well that's silly, isn't it?

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Tue Apr 07, 2020 7:16 am

《◊ Faction App ◊》

- Faction Name: The Towarzysze

Known as The Companions of Pescala or The Comrades


- Faction Goals/Business:


The Towarzysze was organized to unify the disenfranchised small nobility, knights and men at arms that had lost most after great pescala was carved up and swallowed by its neighbors. It was to unify the meager strength of those willing to fight and to help protect the crown of Pescala, but a lack of funds and prosperity in Pescala forced many Towarzysze to fight for coin in foreign lands. In the decades since their founding, many Towarzysze Chorągiew have fought for foreign nobles and kings across Aetha in all kinds of conflicts, mostly as highly mobile light and medium cavalry companies.

- Faction Structure:


The structure described is the one originally designed by Hanusz Skrobiana, but currently at a standstill as there has been no marshal elected since Hanusz died.

poczty / retinue / Fellowship

A single nobleman, knight or wealthy individual of note can join a Towarzysze company on certain conditions. These being if a Captain accepts him AND, if he can provide, pay for, maintain and equip a full retinue of troops, this being at least a dozen men. This nobleman then becomes a Companion or Towarzysz and becomes the leader of this retinue, one amongst dozens of such retinues to form a Company with.

Chorągiew
The Towarzysze are structured into Companies or Banners, called Chorągiew in the local language. Each is led by a single man, who is called the Bannerman or Captain. He is responsible for his own men, their training, outfitting and payment, but is expected to follow the rules decided upon in the Council. Every Company may decide their own method of electing or otherwise deciding upon their Captain.

A Company in the Towarzysze is often organized with a certain model or speciality in mind. And as the Towarzysze is primarily a cavalry-based organization, these often translate as light, medium or skirmishing cavalry companies with a majority of light to medium cavalry-based Companies, with only a pair of true heavy cavalry companies existing who call themselves Towarzysze.

But many of these light and medium cavalry companies have begun to make a name for themselves as effective skirmishers on horseback, ensuring that foreign and local lords often search for these companies when expecting to go to war.

Rada Braci
The organizational structure of the Towarzysze is the Rada Braci, or the council of Brothers. Normally every year, or more (if the Marshal demands it), all bannermen (or a representative) are called together, to discuss matters of importance, discuss issues or complaints and bring notions up for debate or vote with all Captains having a single vote.

The Rada Braci elects the Marshal and can decide at any point to begin a vote to depose him. This vote is done anonymously, with the count done in view of all Captains.

marszałek
The Head of the Towarzysze is elected from amongst the Bannermen himself and calls himself the Marshal. The Marshal is elected to lead the Towarzysze, to ensure that there is a leader to organize them, to protect their interest and to petition the King on their behalf.

1 ° marszałek / Marshal
2° Rada Braci / Council of Brothers
3° Chorągiew / Banner / Company
4° poczty / retinue / Fellowship


- Nation or Origin Story :


After the great wars that ruined Pescala, many prominent Pescalan noble families lost everything or became utterly destitute. For nobility and knighted folk without land, there are bitter few options. Pescala was, for many years, a nation with too many lords and too few lands, but decades of internal rivalry and civil bloodshed would eventually thin the ranks. But even so, Pescala has little to offer the generations of nobility and the descendants of knighted gentry that have inherited a broken nation.

Some turned to banditry or turned their frustration and hatred upon their own peasantry with unlivable taxes and cruelty. But many became common sell swords, even fighting for kringlander and Roosk lords, much to their own shame.

But through the years and decades since the fall of greater-Pescala, many of these destitute sells swords found common cause under Lord Janusz Skrobiana, who as a former confidant of the king, attempted to bind these nobles turned mercenary to Pescala in body and spirit once again. Perhaps with dreams to one day call upon them, in times of need or to an even greater purpose for the Union of Pescala.

He reformed many of these mercenaries into what is currently called the Towarzysze, initially a collection of poor and destitute mounted knights from the Pescalan hinterlands or frontier regions. He ensured and distilled a crude sense of uniformity in style and tactics that soon made them a staple name in Pescala and beyond. They soon garnered a proper reputation as well-disciplined mixed Cavalry unit that was structured in light, medium and heavy cavalry "companies", properly trained to fight among each other and on their own.

Janusz, made it his lifework to, through diplomacy and bribery, to keep the Towarzysze somewhat together and somewhat loyal to the Pescalan throne. But in the years since Janusz his death, the Towarzysze have begun slipping away, both from the throne and from each other. The various companies have not seen eye to eye in years and no vote to elect a new man to replace him has succeeded, crippling the Towarzysze as they bicker among each other, instead of looking to the future.

- Any Other Info?:

~~


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Together, to victory!
Last edited by Tysklandia on Wed Apr 08, 2020 1:14 pm, edited 1 time in total.

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Bearstin
Envoy
 
Posts: 344
Founded: Aug 29, 2014
Mother Knows Best State

Postby Bearstin » Tue Apr 07, 2020 8:26 am

I edited my previous app let me know what you think. It’s on page 3 I believe
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This is Bearstin, remember to always tie your shoes backwards!

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Tysklandia
Diplomat
 
Posts: 781
Founded: Apr 15, 2015
Ex-Nation

Postby Tysklandia » Wed Apr 08, 2020 9:46 am

《◊ Character Basics ◊》


The Skrobiana family has held land in Pescala for over two centuries. As their legends go, they were uplifted from common soldiers after a great victory and rewarded with land and influence. Both grew through the years as Pescala reached its height as the Skrobiana family etched a place in the king's court as advisors and trusted military allies.

But their close relation to the king and their duties to provide military support became their downfall. As the fortune of Pescala collapsed in the wars of decades past, so did the glory of house Skrobiana. Their castles were torched and all, but one was torn to the ground and left to ruin. Their family was depleted by war, disease and infighting, leaving only a handful still alive to uphold the name.

One of the many defeats during the wars with Roosk and Kringlandir was blamed on the family, who had led the army during its near total collapse. This battle did not only bleed House Skrobiana of more than half of their fighting aged men, but also their influence with the king and the other nobility of Pescala, for they were blamed for the defeat.

Ever since then, the last master of the family, Lord Janusz, did what he could to repair the family name and influence. Before he dead of old age, the name Skrobiana had regained some of its respect and the members of their house were once again welcome in the court of the king.

But even if the darkest moments of House Skrobiana seem behind them, the future of is all but certain. Pescala has become a weak nation and many of its neighbors look upon it with hunger in their eyes.

And with the death of Janusz, it falls upon the shoulders of his son, and heir, Radzimir, to ensure the survival and prosperity of House Skrobiana.

Character App
Name:Radzimir Skrobiana
Nickname/Alias: -None as of yet-
Gender: Female
Age/Birthdate: 22
Race: Human
Moral Alignment: Neutral-good
Height: (1.87m)
Weight: -Average-
Unique Traits: /
Any Illnesses: /
Appearance: https://i.pinimg.com/474x/68/1b/9f/681b9fef740d752c71f22a6b68f3a6c0.jpg

Personality: Radzimir is still a young man and although he has adopted a strong sense of responsibility and duty to his family and people, he remembers his days of adventure and freedom fondly. He has forced himself to be calculating and focused, knowing that he carries a heavy responsibility to his living family, the memory of his house and the people who live on his lands.

Occupation: Nobleman, Lord of Castle Bedzin, Holder of Fief Belskie, and Captain of a two hundred fifty-man strong Cavalry Towarysze

《◊ Background ◊》

- Mother/Father Names: Janusz and Zofia Skrobiana (Both dead of natural causes)
- Siblings/Other Relatives:
+Kasha (Sister and deemed missing or maybe dead)
+Radoslaw (Brother, died in battle)
+Mirosław (Brother, died in battle)
+ Mikołaj (Uncle, Alive)
+Natalia (Niece, Alive)
- Noble?: Yes
- Nation of Origin: Pescala
- Languages Spoken: Petzyana(primary), A sliver of various languages through education: Altacian, Kriglinder and a host of basic phrases in some other languages.
- Biography:

Janusz Skrobiana had three sons and a daughter in total. Each was heavily trained from youth and given responsibility and an early age and laden with expectations. Radzimir was the youngest and grew up watching his father treat his older brothers harshly, forcing them to reach ever higher and punishing them when they failed.

When Janusz created the Towarysze, he had all his sons join them when they came of age, hoping for them to gain glory and acclaim through victories in the field. But War and glory is a fickle mistress and Janusz did not realize his folly until two of his sons returned home dead after a disastrous border skirmish against the Kringlandir.
Janusz did everything he could to avoid the same fate for his last son, Radzimir, but he was not only the youngest, but also the most stubborn. Radzimir wanted not only to avenge his brothers, but to escape the influence of his father. So Radzimir himself left for the Towarysze as soon as he was of age, leaving his father to his grief and joining the Towarysze on his own, only to return when news reached him, years later that his sister had disappeared.
His sister had been sent to the Pescalan college of magi from a young age and had been groomed as a lady, scholar and magi for nearly a decade. Janusz had even prepared a marriage and future for her, when she suddenly disappeared from the capital. Three of her fellow students were found dead and no sign of Kasha at all. With foul rumors of his sister spreading around the capital, Radzimir took a host of fellow Towarysze to the capital to scour it for any sign of his sister and find out what had caused her disappearance.

Radzimir returned home a month later, empty handed, but with the knowledge that his sister still lived, but had fled the country to regions unknown and for reasons he dared not tell his father. Nobody knows the full story about what happened in the capital during Radzimir's investigation, but rumors are abound of his sister being dishonored and anyone who was remotely involved ending up dead or missing.

Upon his return to the ancestral home of House Skrobiana, Castle Bedzin, Radzimir finally accepted his responsibility as heir of the family and became the master of House Skrobiana a year later, upon the death of his father. In the two years since, Radzimir has combined his duties as the master of House Skrobiana and as Captain of his own Towarysze Chorągiew.

But things are not easy for House Skrobiana, for their lands are not rich and depopulated after decades of war and strife. The grand Castle Bedzin still shows many signs of the siege that nearly broke its walls, nearly five decades ago, the repairs too costly for the family to bear.

Radzimir has inherited a difficult future to bear. His father had already repaired much of the damaged family reputation, but House Skrobiana, as with most Pescalan nobility, struggles with poverty, a depopulated territory and eager enemies beyond the border.

《◊ Affiliation/ Additional Info ◊》


House Skrobiana and its head, Radzimir, have sworn loyalty to the King of Pescala and have been a member of Pescalan nobility for over 2 centuries.


- Affiliation: Union of Pescala
- Specialties:
+ Mounted knight and bowman
+ Talented warrior with Shield, Lance, Bow, Mace and sword
+ A skilled Tactician
+ A good grasp on history, the general sciences and statecraft
- Magi?: No
- Schools of Magic:
/ / /
Owned Equipment:
+ A proper set of plate armor, chainmail and gambeson
+ A full set of various arms crafted to his liking.
+ An expansive and ancient library collected by House Skrobiana over the centuries. Filled with various tomes of primarily scientific, historical and bestial nature.
+ Owner of several horses, including breeding stock. Along with barding and saddle makers, primarily to help outfit his own Towarysze.
+ Holder of the Fiefdom Bełskie and its subjects.
+ Ownership of Castle Bedzin and its retinue, a near two century old fortress that started as a rather simple castle but saw extensive expansion through the decades of its first century. During the great wars that shattered Pescala, this once great 3-ringed fortress was nearly shattered to its foundation. it' outer walls were breached and much of its defenses destroyed. Decades later, much of the damage is still visible and only rudimentary repairs have been made.

《◊ Optional Info ◊》


- Strengths:
+ A strong, focused man with a clear will. He is an accomplished warrior and has fought in several skirmishers and field battles, both at home and abroad and for multiple different lords as a mercenary.
This, along with the early impression of his brothers defeat on the field of battle ensured that Radzimir has a clear and level head on the field of battle. His time as a headstrong glory seeker are long since gone. He demands and fields discipline on the field of battle as his greatest asset, ensuring that he approaches every battle from a direction that gives him the greatest advantage.

+ He wields strong loyalty from his Towarysze, having proven himself to be a fair and capable commander, who cares for the lives of his men.

- Weaknesses:
+ House Skrobiana is poor and cannot support Radzimir his Towarysze and his garrison without extra sources of income. Castle Bedzin needs repair and much of the lands he has inherited are depopulated and many fields lie barren. Much work is to be done, before House Skrobiana can regain power and influence.
- Fears: To see his house destroyed or fall into obscurity
- Dreams: To find his sister / To bring House Skrobiana and Pescala to glory once again
- Personal Beliefs: The defeat of Pescala was a sign of failure, of enemies taking advantage of a lingering weakness. If Pescala is to rise again, the peasantry must be convinced to be loyal, not only to king, but also to the country. Radzimir is a true nationalist and believes this nationalism could be brought to the regions taken by foreign lords in decades past.

- Anything Else:

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The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Wed Apr 08, 2020 3:00 pm

Nea Videssos wrote:
Union Princes wrote:on second thought, I may want to change my mercenary company to an order of cataphracts. But I check the names and none of them have a Greek naming convention. closest is the German or Italian.


One of the vassal states making up the Duchy of Pasanova is Greek. Don't know which one, though. Might be Helaga, though that's just a guess.


This is correct
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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Newrey
Envoy
 
Posts: 290
Founded: Jul 08, 2016
Ex-Nation

Postby Newrey » Thu Apr 09, 2020 7:08 pm

《◊ Character Basics ◊》


Character App
Name: Isidore Lefebvre
Nickname/Alias: Issi (Nickname, dislikes), Bub (Big Ugly Bastard, likes)
Gender: Male
Age/Birthdate:53/ 7th Month of Summer Heat
Race: Human
Moral Alignment: Lawful Good
Personality: Isidore is often considered one of the few good souls in Aetha by those that know him, and his distinctively deep laugh is not an uncommon sound heard in the keeps of the Red Hand. His upbringing in the Confederacy resulted in how he is, a cheery and friendly man who quarrels rarely and helps where he can, though he takes a dim view to those that are intentionally cold and rude for little reason.

Occupation:

《◊ Physical Traits ◊》


- Height: 6'2
- Weight: 211lbs
- Unique Traits: Possess the Strangers Mark, has the metal runes tattooed on his right forearm, a large scar on his left eye
- Any Illnesses: None
- Appearance: The BuB himself

《◊ Background ◊》


- Mother/Father Names: Lise Lefebvre/Timothe Lefebvre (both deceased)
- Siblings/Other Relatives: Marc Lefebvre (Brother, deceased), Marie Lefebvre (Sister, alive), Faustine Lefebvre (Wife, deceased), Maeva Lefebvre (Daughter, alive)
- Looks Like Mother Or Father More: Father
- Noble?: No
- Nation Of Origin: Confederacy of the Southern Lords
- Langues Spoken: Altace (Fluent) Kriglinder (Conversational)
- Biography: Nothing about Isidore's life could've suggested at the tragedy that lay ahead of him. He was born in the Month of Summer Heat in a small village in eastern Rambouillet named Estaing that overlooked the River that runs through the nation. His father, Timothe, was a respected blacksmith in the region and many orders came from across the Confederacy for anything ranging from blades to horse shoes, often with frequent collaboration with the Order of the Red Hand that patrolled the region, while his mother, Lise, was a respected poet that espoused the values of the Confederacy and small village life.

It was in this pleasant area that Isidore spent his formative years, running about the cobbled streets and the fields that surrounded the small town, or making small trips to the river to practice fishing or swimming. However, like all good things, his time came to an end due to his Marked nature. By the age of 11, he was enrolled in the Bellevieu College Of The Arcane in Bastien. He found the air of Bastien stifling compared to that of his home and disliked the obsession with rank, titles, and tradition. As such, he became known as an unruly child at school, playing pranks and generally not paying attention, barely scraping through his exams. The only real subject he particularly enjoyed was that of enchantments, as the ability to work with metals gave him some sort of comfort of home and the familiar forge where he spent his formative years.

It wouldn't be till he turned 20 that he was able to return home briefly to meet his younger sister, Marie, for the first time and catch up with his family. It was during this brief visit that he discovered his father had fallen ill, but was angered by his seeming indifference to his own mortality, returning back to the College shortly after, throwing himself into the studies of healing magic, but 5 years of study turned up little that could help his father. Realising his father's time was drawing near, he left the college to return home and take up the blacksmith trade that his father had so loved.

He soon began to gain a reputation similar to that of his father as an honest businessman who would supply orders on time and of exceptional quality, bolstered by the enchantments he had woven into the deliveries. It was during one such delivery that Faustine Deschamps caught his eye, the daughter of a local wine merchant. He had completed orders for the Deschamps family before, but this was the first time he had seen Faustine since he returned from the College and she had grown into a beautiful woman, causing him to propose almost on sight. Due to the successful nature of Isidore's business, and his reputation as a honest, hardworking man, her father agreed to let them marry, which they did on the 11th of the Month of Flowers.

It wasn't long after that Isidore became a father and for the next decade Isidore knew peace and happiness. However, things took a turn for the worst when the Last Light of the Aelmen learned of Isidore's dealings with the Order of the Red Hand, viewing him as a valuable target due to how much he supplied the Order and many surrounding businesses, killing him would disrupt life in Rambouillet greatly. While they had planned to kill the whole family, Isidore's daughter escaped as she had been staying in the nearest town with Marie and her husband. The Last Light's attack resulted in not only the total destruction of the forge, but also killing Isidore's wife, brother, and mother, as well as permanently scarring his face.

Isidore had been left for dead and found laying near his wife, but was awoken by Red Hand knights treating his wounds when they discovered his body near the ruined village. His grief was intense and he spent many months battling in the depths of his sorrow, his entire upturned and ruined, but soon his grief was replaced by a burning desire for vengeance against those that wronged him so greatly. Leaving his daughter in the permanent custody of his sister, he departed for the Order of the Red Hand, becoming the Forge Master in a few years due to his experience and enchanting abilities. This is how he had spent the last 11 years,his anger slowly replaced by a desire to help those that had wronged him, making the decision to depart the order to take a more hands on approach to this, feeling that spending his last years within the walls of a keep would be wasting them.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: Order of the Red Hand (Former Forge Master and Master-at-Arms)
- Specialties: Enchanting, healing magic, he is particularly skilled in the use of his warhammer, brawling
- Magi?: Y
- Schools Of Magic: Enchanting,
- Owned Equipment:
  • Faustine's Fury: Isidore's trusty warhammer, he enchanted it with the ability to hit with the force of the wind when it strikes something, he imbued it with his blood so that only those related to him can lift the hammer easily, otherwise it would require both hands to carry with great effort, for Isidore he can carry it comfortably in a single hand.
  • Order of the Red Hand armour, the red paint largely scrubbed away, leaving only the edges flecked with red.
  • The Last Wine: He wears a necklace that holds a small vial of wine around his neck. The wine was the last batch produced by his wife and the last thing they drank together before she died. He's sworn that on his deathbed, he will drink it, so that his last thought will be of Faustine.
  • Small purse of gold

《◊ Optional Info ◊》


- Theme Song: Just sounds cool
- Strengths: Strong for his age, extremely proficient with enchantments, intelligent, friendly
- Weaknesses: Isidore is not the endless mountain of endurance he once was, and requires time to recover from draining exertions
- Fears: The Last Light of the Aelmen
- Dreams: To help the people of the world as best he can before he dies, to reunite with his daughter.
- Personal Beliefs: Isidore has no particular fervour for religion, however he is a firm believer in the Stranger and often tries to avoid mentioning him or insulting him. Isidore also holds an extreme hatred for the Last Light of the Aelmen that seeps through into his perception of regular Aelmen.
- Anything Else: Always wanted to see if the legends are true whether or not dragons exist

Please do not remove
Seven Lamps, To Guide Us Towards Salvation
Last edited by Newrey on Thu Apr 09, 2020 7:10 pm, edited 2 times in total.

User avatar
Bearstin
Envoy
 
Posts: 344
Founded: Aug 29, 2014
Mother Knows Best State

Postby Bearstin » Mon Apr 13, 2020 1:22 pm

《◊ Character Basics ◊》


Character App
Name: Derrick Wrenhale
Nickname/Alias: The Reaper
Gender: Male
Age/Birthdate: 30
Race: Human
Moral Alignment: Good
Personality: Cold and calculating. Loyal. Seeks glory and gold.

Occupation: Formerly a hedge knight who is now Leader of the Imperial Wardens (if that is still available)

《◊ Physical Traits ◊》


- Height: 6'1
- Weight: 205 lbs
- Unique Traits: Scar on his torso from a training accident in his fathers castle
- Any Illnesses: None
- Appearance: The reaper has a warriors build. He has blue eyes and brown hair that flows down almost to his shoulder. He is well shaven and presentable.

《◊ Background ◊》


- Mother/Father Names: Baylor Wrenhale (Lord of Wrenhale) and Mira Wrenhale (Lady of Wrenhale)
- Siblings/Other Relatives: Augustus Hartwick (Heir to Wrenhale, older brother), Daniella Wrenhale (younger sister)
- Looks Like Mother Or Father More: Father
- Noble?: Yes. His father is Lord of Wrenhale Island
- Nation Of Origin: Empire of the Twelve Isles
- Langues Spoken: English (or the equivalent of it)
- Biography: Derrick Wrenhale was born thirty years ago on Wrenhale Island as the second child and second son of Baylor Wrenhale. At the time, his grandfather Cornellius Wrenhale was the Lord. When Derrick was eight, his grandfather died and his father succeeded to the throne. Also beginning at 8, he began training as a warrior in the castle. Given his brother was set to inherit Wrenhale before him, he chose the warriors path and trained every day to be the greatest warrior in the land. By the age of 15, Derrick was able to stand toe to toe with his families elite guards. Originally the leader of the Wrenhale elite guard, he soon joined the Imperial Wardens and rose through the ranks. He fought the Blights when they came which scarred him mentally though he would never show it. He quickly worked his way through the ranks and eventually gained favor with the Emperor who appointed him as leader of the Imperial Wardens. He now fights for the Empire and seeks glory, and hopes his name may one day appear in the history books.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: Leader of the Imperial Wardens in the Twelve Isles
- Specialties: Sword Fighting, Archery, Horsemanship, Singing
- Magi?: No
- Schools Of Magic: (If the above answer was yes, please list any schools of magic they study.)
- Owned Equipment: Castle forged sword, bow and arrow, a strong stallion, two daggers

Here is my edited app, let me know what you think.

《◊ Optional Info ◊》


- Theme Song: City of Angels - 24kGoldn
- Strengths: Sword Fighting, Archery, Horsemanship, Hand to Hand Combat
- Weaknesses: Arrogance
- Fears: Blights returning, Heights
- Dreams: (Optional)
- Personal Beliefs: He believes in the strength of the Empire. He is loyal to family and state. He believes it is his duty to protect the Emperor and the people within the Empire
- Anything Else: Don't believe so but I'll put this here, if anything is wrong with my app, I'm happy to make changes to fit the story. I'm not very active in RPs so I'm not much of a veteran for this process

Please do not remove
Seven Lamps, To Guide Us Towards Salvation
A PROUD MEMBER OF THE FEDERATION OF ALLIES
This is Bearstin, remember to always tie your shoes backwards!

"The ability to speak does not make you intelligent." -Qui-Gon Jinn

User avatar
Sudbrazil
Chargé d'Affaires
 
Posts: 442
Founded: Jan 14, 2018
Iron Fist Consumerists

Postby Sudbrazil » Mon Apr 13, 2020 6:05 pm

《◊ Character Basics ◊》


Character App
Name: Karl Wilhelm von Weißwald
Nickname/Alias:
Gender: Male
Age/Birthdate: 35, 19th of the Month of Mist
Race: Human
Moral Alignment: Neutral Good
Personality: Karl is a logical, efficient man, animated by a robust personal code and a desire for knowledge as well as consolation in this world. He carries himself rather discreetly despite his attire and status, carefully thinking through his actions and words. Nevertheless, he still shows a slight disdain towards those he considers inferior, and wields irony when the situation demands it. A caricature of the honest Kriglinder, though one that has understood that efficiency sometimes requires tactfulness and social pleasantries.

Occupation: Lowly noble

《◊ Physical Traits ◊》

- Height: 1,81 meters
- Weight: 74 kg
- Unique Traits: None
- Any Illnesses: Prematurely greying hair, minor stress
- Appearance: Karl enjoys wearing a weary, distant look, like that of a mage tackling deep problems. He also indulges in simple yet colourful clothes.

Image
Aportrait at the age of thirty. Despite a few clumps of gray hair which he claims are a family trait, but much remains the same

《◊ Background ◊》


- Mother/Father Names: Johann / Louise von Weißwald
- Siblings/Other Relatives:
    Rosemarie Werner von Weißwald (wife)
    Herman (older brother)
    Friedrich (younger brother)
    Christianne (younger sister)
    Heidemarie (daughter)
    Jacob (firstborn son)
    - Looks Like Mother Or Father More: Father
    - Noble?: Baron of Weißwald
    - Nation Of Origin: Kriglind
    - Languages Spoken: Kriglinder (fluent), Castan Mare (proficient), Altace & Rusalk (conversational)
    - Biography:
    Karl Wilhelm was the second born to the House Weißwald, a lesser, yet respected house of Kriglind. His father was an infamous rogue, well known for his escapades and lavish spending sprees, which his sons attempted vainly to fight. The man passed away at a rather young age to the relief of his family. Karl was only 19 at the time, but his elder brother was an inept ruler. To prevent further disgrace from harming the Weißwald name, Wilhelm stepped in to back him up, meddling in the daunting world of realpolitik and pragmatic policies.
    After a long twenty year struggle to re-establish the Weißwald’s wealth and possessions, Wilhelm suffered a nervous fit, and spent half a day possessed by madness. Statecraft had worn him down to the bone. In an unorthodox move, he has left the administration of his lands to his brother, and now wanders the land in search of spiritual rest as well as physical labour.

    《◊ Affiliation/ Additional Info ◊》


    - Affiliation: Kriglind nobles, House Weißwald
    - Specialties: Wilhelm was raised among the best in Kriglind. He is well-versed in such matters as court etiquette, history and statecraft, though he probably won't make use of half his erudition for more than conversation. In terms of more practical skills, he excels at sword fighting, and is a good archer. His attempts to reconcile both weapons have led to an unorthodox style. Karl is also a good diplomat and negotiator, and knows some bushcraft from what he learned in his youth.
    - Magi?: No
    - Schools Of Magic: N/a
    - Owned Equipment:
      Longbow, a large yew bow, 6 feet in length with 120 lbs draw.
      Two arrow bags, each with 24 bodkin and broadhead steel arrows
      Panzerbrecher: A rigid steel estoc sword, which tapers to a fine point. Though its thinner blade lends itself better to half-swording and armour piercing, it is still capable of hacking and slashing well.
      A steel buckler shield, small and nimble
      Armour set: Composed of a sallet, cuirass, gorget, cuisses, pauldrons and rerebraces as well as shirts of gambeson and mail. The arms have been lightened to allow for archery
      A belt with his coin pouch, a steel dagger, and utilitarian puches
      Travelling gear: a waterskin, a tent, tinderbox, hunting trousse, sewing kit
      Four sets of clothes: linen shirts, boots, britches, a cloak, feathered hats, etc.
      A stallion with saddlebags

《◊ Optional Info ◊》


- Theme Song: Leitmotif ; Combat
- Personal Beliefs: Though Karl follows the Church, he has come to question many of its policies and some of its doctrine, which he thinks clash with the scriptures and old teachings. To him, it has lowered itself to nothing more than worldly powers manipulating the masses. He has thus funded sects and opponents, though dares not oppose them in public. As to the races and their relations, he has faint feelings of Human superiority, though this he had a paternalistic outlook towards the natives rather than hatred or distrust.
- Anything Else: (Optional)

Please do not remove
Seven Lamps, To Guide Us Towards Salvation

And his faithful friend:

《◊ Character Basics ◊》


Character App
Name: Hans Pfeiffer
Nickname/Alias:
Gender: Male
Age/Birthdate: 30, 12th of the Month of Harvest
Race: Human
Moral Alignment: Lawful Good
Personality: Kind and caring beneath an efficient and cold visage.

Occupation: Knight


《◊ Physical Traits ◊》


- Height: 1,75 meters
- Weight: 72 kilograms
- Unique Traits: None
- Any Illnesses: None
- Appearance:
Image

《◊ Background ◊》


- Mother/Father Names: Edward, Marie
- Siblings/Other Relatives: Georg (brother), Frida (Wife), Marlene (daughter)
- Looks Like Mother Or Father More: Mother
- Noble?: Knight of Blomenau
- Nation Of Origin: Kriglind
- Langues Spoken: Kriglinder (fluent), Castan Mare & Atace (conversational)
- Biography: Since time immemorial, the Pfeiffer family has served under House Weißwald’s banner, and been greatly rewarded. Hans is no exception. Despite the lowly name of his family, he has attained great friendship with his lord, and now wanders the land with him to ward off any potential danger.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: House Weißwald
- Specialties: Fighting with polearms, wrestling, archery
- Magi?: No
- Owned Equipment:
Steel Halberd
Yew longbow, 6 ft 5 in length, 130 lbs draw weight
Two arrow bags, each with 24 bodkin & broadhead arrows
Flanged mace & buckler, for when things get close
Set of armor: Cuirass over mail and gambeson shirts, accompanied by a sallet, and plate armor on the
Travelling gear: waterskin, pans & pots, cutlery, tent
Several sets of clothes
A stallion with saddlebags
Last edited by Sudbrazil on Mon Apr 13, 2020 6:06 pm, edited 1 time in total.

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Mon Apr 13, 2020 9:20 pm

Newrey wrote:
- SNIP-


Looks excellent.

ACCEPTED

Not gonna lie, as dark as it seems there's a real part of me that wants him to die on this adventure so he can drink that final sip of wine. That would be a pretty fitting ending to a great man. And I always love a hero with a fitting but tragic end.

And remember my man, wine and beauty can only be protected by those with war in their hearts.

Bearstin wrote:
[align=center]Derrick Wrenhale


Nice, Imperials, the Isle-Men, the greatest sailors in all the world.

ACCEPTED

Remember my man, your House, your Isle, and your Empire.

Sudbrazil wrote:
[align=center]《◊ Character Basics ◊》


Character App
Name: Karl Wilhelm von Weißwald
Nickname/Alias:
Gender: Male
Age/Birthdate: 35, 19th of the Month of Mist
Race: Human
Moral Alignment: Neutral Good
Personality: Karl is a logical, efficient man, animated by a robust personal code and a desire for knowledge as well as consolation in this world. He carries himself rather discreetly despite his attire and status, carefully thinking through his actions and words. Nevertheless, he still shows a slight disdain towards those he considers inferior, and wields irony when the situation demands it. A caricature of the honest Kriglinder, though one that has understood that efficiency sometimes requires tactfulness and social pleasantries.

Occupation: Lowly noble

《◊ Physical Traits ◊》

- Height: 1,81 meters
- Weight: 74 kg
- Unique Traits: None
- Any Illnesses: Prematurely greying hair, minor stress
- Appearance: Karl enjoys wearing a weary, distant look, like that of a mage tackling deep problems. He also indulges in simple yet colourful clothes.

(Image)
Aportrait at the age of thirty. Despite a few clumps of gray hair which he claims are a family trait, but much remains the same

《◊ Background ◊》


- Mother/Father Names: Johann / Louise von Weißwald
- Siblings/Other Relatives:
    Rosemarie Werner von Weißwald (wife)
    Herman (older brother)
    Friedrich (younger brother)
    Christianne (younger sister)
    Heidemarie (daughter)
    Jacob (firstborn son)
    - Looks Like Mother Or Father More: Father
    - Noble?: Baron of Weißwald
    - Nation Of Origin: Kriglind
    - Languages Spoken: Kriglinder (fluent), Castan Mare (proficient), Altace & Rusalk (conversational)
    - Biography:
    Karl Wilhelm was the second born to the House Weißwald, a lesser, yet respected house of Kriglind. His father was an infamous rogue, well known for his escapades and lavish spending sprees, which his sons attempted vainly to fight. The man passed away at a rather young age to the relief of his family. Karl was only 19 at the time, but his elder brother was an inept ruler. To prevent further disgrace from harming the Weißwald name, Wilhelm stepped in to back him up, meddling in the daunting world of realpolitik and pragmatic policies.
    After a long twenty year struggle to re-establish the Weißwald’s wealth and possessions, Wilhelm suffered a nervous fit, and spent half a day possessed by madness. Statecraft had worn him down to the bone. In an unorthodox move, he has left the administration of his lands to his brother, and now wanders the land in search of spiritual rest as well as physical labour.

    《◊ Affiliation/ Additional Info ◊》


    - Affiliation: Kriglind nobles, House Weißwald
    - Specialties: Wilhelm was raised among the best in Kriglind. He is well-versed in such matters as court etiquette, history and statecraft, though he probably won't make use of half his erudition for more than conversation. In terms of more practical skills, he excels at sword fighting, and is a good archer. His attempts to reconcile both weapons have led to an unorthodox style. Karl is also a good diplomat and negotiator, and knows some bushcraft from what he learned in his youth.
    - Magi?: No
    - Schools Of Magic: N/a
    - Owned Equipment:
      Longbow, a large yew bow, 6 feet in length with 120 lbs draw.
      Two arrow bags, each with 24 bodkin and broadhead steel arrows
      Panzerbrecher: A rigid steel estoc sword, which tapers to a fine point. Though its thinner blade lends itself better to half-swording and armour piercing, it is still capable of hacking and slashing well.
      A steel buckler shield, small and nimble
      Armour set: Composed of a sallet, cuirass, gorget, cuisses, pauldrons and rerebraces as well as shirts of gambeson and mail. The arms have been lightened to allow for archery
      A belt with his coin pouch, a steel dagger, and utilitarian puches
      Travelling gear: a waterskin, a tent, tinderbox, hunting trousse, sewing kit
      Four sets of clothes: linen shirts, boots, britches, a cloak, feathered hats, etc.
      A stallion with saddlebags

《◊ Optional Info ◊》


- Theme Song: Leitmotif ; Combat
- Personal Beliefs: Though Karl follows the Church, he has come to question many of its policies and some of its doctrine, which he thinks clash with the scriptures and old teachings. To him, it has lowered itself to nothing more than worldly powers manipulating the masses. He has thus funded sects and opponents, though dares not oppose them in public. As to the races and their relations, he has faint feelings of Human superiority, though this he had a paternalistic outlook towards the natives rather than hatred or distrust.
- Anything Else: (Optional)

Please do not remove
Seven Lamps, To Guide Us Towards Salvation

And his faithful friend:

《◊ Character Basics ◊》


Character App
Name: Hans Pfeiffer
Nickname/Alias:
Gender: Male
Age/Birthdate: 30, 12th of the Month of Harvest
Race: Human
Moral Alignment: Lawful Good
Personality: Kind and caring beneath an efficient and cold visage.

Occupation: Knight


《◊ Physical Traits ◊》


- Height: 1,75 meters
- Weight: 72 kilograms
- Unique Traits: None
- Any Illnesses: None
- Appearance:
《◊ Background ◊》


- Mother/Father Names: Edward, Marie
- Siblings/Other Relatives: Georg (brother), Frida (Wife), Marlene (daughter)
- Looks Like Mother Or Father More: Mother
- Noble?: Knight of Blomenau
- Nation Of Origin: Kriglind
- Langues Spoken: Kriglinder (fluent), Castan Mare & Atace (conversational)
- Biography: Since time immemorial, the Pfeiffer family has served under House Weißwald’s banner, and been greatly rewarded. Hans is no exception. Despite the lowly name of his family, he has attained great friendship with his lord, and now wanders the land with him to ward off any potential danger.

《◊ Affiliation/ Additional Info ◊》


- Affiliation: House Weißwald
- Specialties: Fighting with polearms, wrestling, archery
- Magi?: No
- Owned Equipment:
Steel Halberd
Yew longbow, 6 ft 5 in length, 130 lbs draw weight
Two arrow bags, each with 24 bodkin & broadhead arrows
Flanged mace & buckler, for when things get close
Set of armor: Cuirass over mail and gambeson shirts, accompanied by a sallet, and plate armor on the
Travelling gear: waterskin, pans & pots, cutlery, tent
Several sets of clothes
A stallion with saddlebags


Looking good. Glad to see some proper lords, they will probably come in handy for the second half of the story when things start to get a little more. . . . political and large. Connections are a good thing to have.

ACCEPTED

Personally, I really like Karl. Love the idea of a slightly world weary and or nervous knight. Seems like a cool set of character traits.

And remember my man, where Kriglind goes, peace follows soon after.
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.
Top

User avatar
Arengin Union
Powerbroker
 
Posts: 8769
Founded: Feb 23, 2016
Left-Leaning College State

Postby Arengin Union » Mon Apr 13, 2020 11:11 pm

My friend! How had you not told me of this before!
"I do as I please"
-King Abraham Markev final words before jumping into a cage to fight a lion.

Proud member of the Federation of Allies

User avatar
The Twelve Isles
Minister
 
Posts: 2309
Founded: May 15, 2016
Capitalist Paradise

Postby The Twelve Isles » Mon Apr 13, 2020 11:16 pm

Arengin Union wrote:My friend! How had you not told me of this before!


Whaddya mean!? I posted it in the Federation Of Allies message board for all the see!
Proud member of the Federation Of Isles.

The Lamplighter will return in times of Blight.
When you are lost in darkness, search for the light.

"The crown and whales will always provide."

Emperor Tyrus Willun The Conqueror.

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