Post by Ravager Zero on Nov 12, 2014 10:45:44 GMT 12
Name: Jason Von Drakoon
Age Unknown
Male
Class: Archer
Physique: 12
Intellect: 12
Talent: 7
Health: 19
Ability: Experienced Game Hunter, Arcane Knowledge (Rai-Tane)
Appearance: Tall and lean built male, with lightly tanned skin. Medium length Blonde hair, and sky blue eyes. Dressed in light leather hunting gear, with fatigue arm coverings. His arrow quiver is divided into two compartments, one for his Enmeshed Arrows, the other for his more numerous common arrows. The quiver is fastened to his belt on his right side.
History/Bio
Jason learned his Archery skills from his father, who made a living as a Bounty Hunter. Jason joined the local Mage Guild because he felt called. His life during his Guild training and work was typical, and he was tested suitably. By the time he left the guild however, his father had passed away from injuries he had stubbornly refused to seek proper medical attention. He left his Mother all the coin he had to hand, and struck out as a hero for hire, traveling between the towns, earning a small income by aiding in farm work and hunting local game, annoying predators, and malicious monsters.
His story closer to the beginning of this tale, he was finishing such a task for a small town, plagued by Imps and routed them from their cave home. Within the cave he found a great deal of scrap and junk, but a few well made weapons. He took the various arrows he found within for himself. The rest he told the town mayor of so that they'd be able to better protect themselves in future, or sell on for more income for the town.
Drives
Will Die a Heroes Death: Jason will never actively allow himself to die from a petty injury. He would prefer to die at the hands of a skilled opponent, or staling a monster to allow others to escape.
Never Waste What isn't Broken: Jason will do his best to find any of his enmeshed arrows after a fight where he's used them. Maybe he's a bit of a hoarder, but his other would always tell him that objects can always be used, and even if they're broken, they just need to find different uses.
Equipment
Satchel, supplies for 1 week's travel, comfortable clothing. Bow, dagger, arrows.
Enmeshed Arrows. Green fletching on arrows made of Rot-iron. Red fletching on arrows are made from Fireglass. Blue fletching on arrows are made using Stormwood.
13x Fireglass Arrows, 10x Rot-Iron Arrows, 10x Stormwood Arrow
Wealth: 4 (D8)
Name: Aliss Rokahn
26, Female
Class: Mage
Grey Mage
School of Rai-Tane
Pyromancer
Geomancer
Physique: 13
Intellect: 13
Talent: 6
Health: 16
Appearance
Aliss is 5' 6", of a slender but toned build from her years of hard work. Her hair is a deep auburn and tied back, and she has a prominent birth mark on the side of her neck in an unusual shape. She is considered to be an attractive young woman, if rather hard to approach.
History/Bio
Aliss was born in Darrow to a moderately well to do family. A feisty, somewhat impetuous child, her magickal ability soon became clear, her magical TALENT however would take some time to get to grips with. She was enrolled at the collegiate as a girl, and during her entrance, learned that the birthmark on her neck was in fact in the shape of the symbol associated with Rai-Tane, the lord of fire and stone himself.
Surely, her tutors said, she must have been touched by the god before birth, it was too perfect to be a random birthmark. Her magick too was powerful for an untrained stripling, although her eagerness to use it tended to make her reckless, and it's power made her a little arrogant. A few "accidents" in the training grounds when other students grew tired of her antics soon ground that away, and she became more aware of her vulnerability on the field. She was hotheaded and while she listened to her instruction, she had a tendency to add her own flourish and flair to what she was told to do.
After many years, she passed out of the Collegiate Arcanum with surprisingly high grades and the Collegiate were eager to see her go and get out in the world and reduce their repair bills. After the incident with that. . .thing. . .that huge construct of lava and granite, her talents were starting to become a liability, even though she protested her innocence in the matter.
She went home, found work on the great walls of the city, bolstering and repairing them, and other odd jobs that required a mage of her skills, and her work was often praised for it's quality. And one day she heard of a party getting together for an adventure, going out into the world. Well, she had money and an urge to travel, so she set off to meet them. . .
Drives
Force of Will: Aliss is strong headed, and as a Grey Mage, her magickal strength comes from her will power, sometimes pushing her powers to dangerous heights.
More than you bargained for: Aliss is more than happy to be given tasks to do. But as is her way, she will generally use her own methods which might be a little more. . .energetic. . .than the asker was expecting.
Equipment
Robes.
Russet coloured, sturdy outdoor things made for use in all weathers. Identify the wearer as a Master of the Rai-Tane school of Magick.
Staff.
Gifted to her by a fellow student who had had more than a bit of a crush, and possibly a death wish. He had been a follower of the school of Artifice and was a skilled smith. The staff is made of black enmeshed metal and is of the highest quality. When she wields it, she finds herself more focused and controlled. She has also learned to use it in combat, because if a fireball doesn't work, 5 feet of magickally enhanced metalwork might.
Enmeshed Spell: Clockwork Sympathy: This allows Aliss to manipulate any small or medium rotating mechanism she can physically touch, up to the size of a grandfather clock.
Travelling bag.
Sturdy dark leather, neatly organised. The pouch contains pockets for some food, her knife and a few other odds and ends that she might find useful. Those who venture into it without her permission rarely get a chance to make the same mistake.
Lightweight clothes.
A mage can't be expected to wear robes all the time can they?
Wealth: 5 (D8)
Name: China Sorrows
29
Female
Class: Information broker
Grey Mage
School of Shaya
Illusionist
Physique: 10
Intellect: 10
Talent: 11
Health: 16
Ability: China has a set of runic tattoos that bewitch those around her to become attracted to her. While the effect does lessen over time, people meeting her for the first time tend to fall in love at first sight. She cannot control this ability, which leads to a lot of unwanted attention (as an example, she is not fond of taverns; repeatedly saying no to the various drunks gets tiresome).
Appearance: China is 5' 9", with a slender figure. She has long, straight, black hair and pale blue eyes, and a string of tattoos just visible around the neckline. The tattoos have quite a bit of scarring around them due to the intense process that put them there, but the scars are conceal with makeup to make them much less obvious. She puts alot of effort into her making her appearance look elegant and refined.
History/Bio
China was born in a small villa near Darrow. Her family was part of a cult that wanted to bring the daemons into Firma, believing that they would be rewarded by their daemonic overlord. Despite the indoctrination of her youth, she eventually came to the realisation that her family was made up of fools, and that the daemons would reward them only with death. Escaping to Cyven, she began building a life for herself.
Motivated entirely by selfishness, she devoted her time to building up connections power, wealth and social connections, gathering information and selling it to the highest bidder. Despite her greed, she was certainly no fool and would would tip off the authorities if she discovered anything that could upset the balance of the city (for example, getting her parents arrested after she caught wind of their plan to open a rift and bring about a daemonic invasion). On a few occasions she even went so far as to deal with such threats herself.
Her talent at illusion had originally been put to use to hide her family's activities, but after she left that life behind she began using it for her own ends. She learnt to sway the passions of others with her magick, and supplemented her powers by devloping excellent social skills and taking great pride in her appearance. If this failed, she would usually slip away and find a way around the problem. On the rare occasion that she had to kill, she would simply use her magick to hide the knife as it slid into her target's back.
Drives
I do what I must to get the things that I want: China desires influence and wealth, and enjoys collecting rare and valuable items. She has absolutely no scruples about how she gets them either; taking advantage of peoples emotions is a common occurence for her.
Live to fight another day: China will never engage in a last stand. If she is outmatched, she will flee. If she can't flee, she will surrender. She will do anything to save her own life, and will not sacrifice herself for anyone. That said, she has her pride and would not allow herself to remain in someone else's power for longer than absolutely necessary.
Equipment: High quality traveling clothes.
A stylish, dark blue dress with matching shoes and an expensive silver necklace.
Stilleto knife.
Travelling bag. Stylish, moderately practical bag that she can carry her bedroll, spare clothes and other essential travelling gear in.
Wealth: 7 (D12)
Name: Murtan Domor
26
Male
Class: Blacksmith, Warrior
Physical: 7
Intellect: 10
Talent:10
Health: 17
Appearance: Murtan stands at 6' 3 with the kind of build you would expect from a warrior/smith, his strong arms and broad chest usually only apparent because of the size of his armour. He has short, black hair and green eyes with a blue starburst tattoo above his right eye. He also has what appears to be a scar, but is actually a birthmark, on his right cheek.
History/Bio
Born the third son to the noble family of Wulfstead, Murtan was trained from an early age in combat. He knew it was unlikely, as his brothers had lived through infancy, that he would take control over the family business and set his sights on defending the village instead. Like his brothers before him he was trained in combat by Elim Caober, a skilled veteran. When not in combat training Murtan focussed a lot on the family business, smithing and crafting. Not the running of it, that was an education reserved for his elder brothers, but the actual craft itself. He learned how to make swords and daggers, shields and armour. They were poor things at first, useful only for training at best, or examples of how not to do it, but over time he perfected his craft.
To acknowledge his prowess as a craftsmen, at the age of 19 the company's finest artisan bestowed upon him a suit of armour perfectly fitted for him and announced he at last had the skill and the patience to learn the art of the final craft his family's business was involved in. Explosives.
It was a small part of the business, the newest formed, and some said that such forces without the limitations of magick were dangerous, even blasphemous, but the need was there for these devices, to protect not only Wulfstead, but other small settlements as well and so his family continued to produce them and eventually Murtan became, if not a master, then certainly a proficient craftsman of a range of explosive devices.
Drives
Serve and Protect: Murtan's family are relatively new to their nobility and, as such, have not become as...jaded as other members of the "elite". They are acutely aware that their station comes from the people "beneath" them. As such, part of the reason Murtan focussed on his combat training so intently was so that he could fulfil his family's traditional role as part of the town's defence. He will never allow an innocent to come to harm if he can help it, though he knows that in a fight it is foolish to try to defend every civilian. As such he will stop crimes such as assault and muggings where possible, and in a battle he will always aim to finish it as quickly as possible.
It's not about power, it's about grace: A key part of Murtan's training is the tenet that a well placed blow is far better than a strong blow. Armour may resist the strongest blow a man can muster, but it will have a weak spot. As a result of this Murtan's fighting is more dexterous than that of most who fight with sword and shield as he looks to make his opponent swing and miss while probing for weaknesses rather than trying to wear his opponent down through sheer strength.
Equipment: Master-crafted full plate, with helm; sword and shield, daggers, pistol, grenades.
Master-crafted plate - Bestowed upon him at the age of 19 this armour was forged by the finest craftsman of the Domor Armourers company. Perfectly tailored to fit Murtan the armour is thin, almost laughably so, and to look at it one would not expect it to turn a blow, however such is the skill it is crafted with that it is even more resistant than the more orthodox suits of full plate.
Wealth: 7 (D20)
The Domor family are wealthy, but they are not rich. They have made a strong business selling arms and armour, and more recently occasional explosives, but they were appointed their nobility relatively recently. In a spree of attacks on Wulfstead and surrounding villages and caravans from bandits and other threats, which took place only a few generations ago, the Domor business gave 1 weapon and 1 set of armour to each household as a gift. They weren't masterpieces, far from it, but they were serviceable, they gave the villagers a chance and that was all that was needed. With renewed hope several traps were laid and the threat diminished until at last things had returned to normal levels. For their generosity the Domor family found themselves held in very high esteem and business boomed. Not only locally, but even as far as distant Hirikash, the Domor name was known and demand for their arms grew as people wanted blades from those who had inspired "mere peasants and farmers" to protect what was theirs.
Name: Talon Draid
Age Unknown
Male
Class: Clockwork Mage
Grey Mage
School of Nryvan
Technomancer
Artificer
Physique: 12
Intellect: 10
Talent: 7
Health: 15
Appearance: Talon stands about 6 foot (1.8m) tall with a fairly average physique. He has black hair, just starting to turn salt and pepper. He's in his late twenties. His eyes are green but have been known to appear blue and even glow at times. Talon doesn't wear robes like his peers, preferring the comfortable work clothes of his father's trade.
History/Bio
Talon grew up in Hygar with his parents in the family shop. His father run the workshop, where he made all kinds of mundane clockwork mechanisms. His mother ran the actual store, tracking stock and keeping the books. Also being a modest mage though with little power, it was enough her husband and children were rarely sick or injured. Talon's sister inherited their mother's healing powers, Talon could also use Essence though he wasn't a healer like his older sister; he could imbue clockwork mechanisms with power and in some cases, life.
One of the first constructs he ever made was a little rat he named Skittish. Talon made Skittish as a gift for his little brother on his naming day. His final project at the collegiate, was a another small construct, an insect like ornithopter called Eyes, for the two large eyes in it. Twin pairs of wings hold it aloft and a long tail keeps it stable while it's flying. Talon created, or helped make, every material, gear and mechanism in eyes. From the wings to the tail, the gears that allow Eyes to fly, to the legs that allow him to walk. Talon had saved, bartered and worked for years to afford the material used to make Eyes. Gold, platinum, star metal and even two small mage stones for eyes.
Talon started learning his father's trade at a young age, after he pulled apart a client's fob watch. His dad taught him how to repair and put the watch back together. It wasn't until later they find out that Talon was a technomancer when the client asked how they had made it so it didn't need winding. Once he started at the collegiate, it was discovered he was also an artificer.
Talon's father presented him with his tools and a custom pair of fingerless leather gloves when he finished at the collegiate. The tools were of the highest quality and the gloves were something really special. Brown enmeshed leather, embroidered with the family crest, that both increased his dexterity and sense of touch, allowing him to feel, work and create the smallest, finest mechanisms.
After graduating from the collegiate, Talon started working with his father in the family shop, his father making and repairing the mundane clockworks while Talon worked on the essence imbued items.
Talon was on his way home after a purchasing trip, looking for materials that are harder to find in Hygar, when he was waylaid. While not looking for an adventure he is looking for a way home.
Drives
TBA
Equipment
Axe, portable tool set, Eyes, enmeshed gloves (Silktouch), clockwork gears and mechanisms, heavy studded leather jacket.
Wealth: 6 (D10)
Name: Darius Ivarsen
Age 47
Male
Class: Mage
Grey mage
School of Shaya
Healer
Professor of Runology
Physique: 15
Intellect: 14
Talent: 3
Health: 12
Notable Abilities: Runic Invocation: Darius has had enough experience with runes (20 years ought to be enough, after all) to be able to cast a number of incantations from memory, and has his field journal with him if he needs to come up with something specific. He has access to Runecasting at a Journeyman level.
Appearance: At 6' exactly, Darius cuts a relatively lankey figure. His dress robes tend to be a little baggy no matter what he does to them, and he stopped trying to fix them years ago; when out and about he wears a
tunic instead. The tunic has Darius' sash of office sewn across it to help him stand out when he goes out from the university. A moustache and goatee, waxed to points, adorn his face along with a pair of reading spectacles, and his dark blond hair fans out to just above shoulder length.
History/Bio
The Mage's University of Cyven makes a habit of taking in orphaned children that show magickal talent every few months. Darius was one such... lucky... child; he had been found, sheltered by his dead parents, in a caravan wreck not far north of Cyven. Darius was chosen for his high level of interest in the magickal fields, most of all Healing, but the mage making the decision also noted a much stronger usual aura of skeins around the boy, and was not disappointed when Darius's power tests came up some of the highest the University had ever seen in a toddler.
As the mages dominant in his early teaching predicted, Darius, christened Ivarsen by the tutor that had taken him on after an old friend, took to Healing like a duck to water. He was not particularly brilliant, but his raw power combined with a dogged determination to stand out as being good at something eventually led him to graduate top of his class with some of the best grading marks the University had ever seen. From there, he turned his talent to the aid of parties of adventurers, looking for new and interesting injuries to patch up.
It was whilst on one of these trips - an exploration of an ancient ruin - that he first encountered runes in the wild. Thanks to an old, neglected book he'd taken an interest in shortly before his graduation, he was able to decipher enough of the text to get his group to take extra care as they explored. This was just as well, as the next room housed a particularly nasty spike trap for the unwary. With such a pertinent discovery, Darius returned to the University to brush up on runelore, only to discover that the University's library stock on the subject consisted of two textbooks and a fairly inaccurate reference sheet. With the Runesmith's guild being annoyingly unhelpful on the matter, the determination he'd previously leant to learning healing was switched over to cataloguing every rune he could find.
Twenty years after that discovery, Darius now holds the position of Professor of Runology, having founded his own research department with the primary purpose of translating and cataloguing runic texts. A small number of other mages have taken up posts in the field, but Professor Ivarsen, though happy to impart his knowledge, likes to make a point of exploring the many dungeons and ruins around the world, studying and translating the runes he finds. Whilst not strong, Ivarsen is a competent field worker, capable of the standard survival techniques one would expect. His Big Book of Runes, so simply named, is now on its fifth edition, and the recent Dwarvish discoveries are sure to make the centerpiece for the upcoming sixth edition...
Drives:
No one left behind: As a healer first and foremost, Darius will not allow anyone who shows even the slightest chance of survival to be abandoned to their fate. In one notable instance, a wounded party member chose to stay behind to block a lethal trap; Darius insisted on staying with him, only to find the trap was in fact a test of courage.
Attention Deficit... ooh, shiny! (Runes): After his first discovery of runes in an ancient ruin, Darius has turned his life's energy to the cataloguing of and experimentation with runes of all kinds. His interest in runes outstrips all but the most serious Healing situations, to the point where if he spots a rune formation he's not seen before, he'll frequently drop everything (including, sometimes, patients) to examine it.
Equipment
Tunic/trousers, cold weather gear (including fur coat and overtrousers, heavy boots)
Field exploration kit (rations x7, sleeping gear, survival gear, 10ft rope etc.)
Ivarsen's Big Book of Runes (field edition)
Wealth: 6 (D8)
Age Unknown
Male
Class: Archer
Physique: 12
Intellect: 12
Talent: 7
Health: 19
Ability: Experienced Game Hunter, Arcane Knowledge (Rai-Tane)
Appearance: Tall and lean built male, with lightly tanned skin. Medium length Blonde hair, and sky blue eyes. Dressed in light leather hunting gear, with fatigue arm coverings. His arrow quiver is divided into two compartments, one for his Enmeshed Arrows, the other for his more numerous common arrows. The quiver is fastened to his belt on his right side.
History/Bio
Jason learned his Archery skills from his father, who made a living as a Bounty Hunter. Jason joined the local Mage Guild because he felt called. His life during his Guild training and work was typical, and he was tested suitably. By the time he left the guild however, his father had passed away from injuries he had stubbornly refused to seek proper medical attention. He left his Mother all the coin he had to hand, and struck out as a hero for hire, traveling between the towns, earning a small income by aiding in farm work and hunting local game, annoying predators, and malicious monsters.
His story closer to the beginning of this tale, he was finishing such a task for a small town, plagued by Imps and routed them from their cave home. Within the cave he found a great deal of scrap and junk, but a few well made weapons. He took the various arrows he found within for himself. The rest he told the town mayor of so that they'd be able to better protect themselves in future, or sell on for more income for the town.
Drives
Will Die a Heroes Death: Jason will never actively allow himself to die from a petty injury. He would prefer to die at the hands of a skilled opponent, or staling a monster to allow others to escape.
Never Waste What isn't Broken: Jason will do his best to find any of his enmeshed arrows after a fight where he's used them. Maybe he's a bit of a hoarder, but his other would always tell him that objects can always be used, and even if they're broken, they just need to find different uses.
Equipment
Satchel, supplies for 1 week's travel, comfortable clothing. Bow, dagger, arrows.
Enmeshed Arrows. Green fletching on arrows made of Rot-iron. Red fletching on arrows are made from Fireglass. Blue fletching on arrows are made using Stormwood.
13x Fireglass Arrows, 10x Rot-Iron Arrows, 10x Stormwood Arrow
Wealth: 4 (D8)
Name: Aliss Rokahn
26, Female
Class: Mage
Grey Mage
School of Rai-Tane
Pyromancer
Geomancer
Physique: 13
Intellect: 13
Talent: 6
Health: 16
Appearance
Aliss is 5' 6", of a slender but toned build from her years of hard work. Her hair is a deep auburn and tied back, and she has a prominent birth mark on the side of her neck in an unusual shape. She is considered to be an attractive young woman, if rather hard to approach.
History/Bio
Aliss was born in Darrow to a moderately well to do family. A feisty, somewhat impetuous child, her magickal ability soon became clear, her magical TALENT however would take some time to get to grips with. She was enrolled at the collegiate as a girl, and during her entrance, learned that the birthmark on her neck was in fact in the shape of the symbol associated with Rai-Tane, the lord of fire and stone himself.
Surely, her tutors said, she must have been touched by the god before birth, it was too perfect to be a random birthmark. Her magick too was powerful for an untrained stripling, although her eagerness to use it tended to make her reckless, and it's power made her a little arrogant. A few "accidents" in the training grounds when other students grew tired of her antics soon ground that away, and she became more aware of her vulnerability on the field. She was hotheaded and while she listened to her instruction, she had a tendency to add her own flourish and flair to what she was told to do.
After many years, she passed out of the Collegiate Arcanum with surprisingly high grades and the Collegiate were eager to see her go and get out in the world and reduce their repair bills. After the incident with that. . .thing. . .that huge construct of lava and granite, her talents were starting to become a liability, even though she protested her innocence in the matter.
She went home, found work on the great walls of the city, bolstering and repairing them, and other odd jobs that required a mage of her skills, and her work was often praised for it's quality. And one day she heard of a party getting together for an adventure, going out into the world. Well, she had money and an urge to travel, so she set off to meet them. . .
Drives
Force of Will: Aliss is strong headed, and as a Grey Mage, her magickal strength comes from her will power, sometimes pushing her powers to dangerous heights.
More than you bargained for: Aliss is more than happy to be given tasks to do. But as is her way, she will generally use her own methods which might be a little more. . .energetic. . .than the asker was expecting.
Equipment
Robes.
Russet coloured, sturdy outdoor things made for use in all weathers. Identify the wearer as a Master of the Rai-Tane school of Magick.
Staff.
Gifted to her by a fellow student who had had more than a bit of a crush, and possibly a death wish. He had been a follower of the school of Artifice and was a skilled smith. The staff is made of black enmeshed metal and is of the highest quality. When she wields it, she finds herself more focused and controlled. She has also learned to use it in combat, because if a fireball doesn't work, 5 feet of magickally enhanced metalwork might.
Enmeshed Spell: Clockwork Sympathy: This allows Aliss to manipulate any small or medium rotating mechanism she can physically touch, up to the size of a grandfather clock.
Travelling bag.
Sturdy dark leather, neatly organised. The pouch contains pockets for some food, her knife and a few other odds and ends that she might find useful. Those who venture into it without her permission rarely get a chance to make the same mistake.
Lightweight clothes.
A mage can't be expected to wear robes all the time can they?
Wealth: 5 (D8)
Name: China Sorrows
29
Female
Class: Information broker
Grey Mage
School of Shaya
Illusionist
Physique: 10
Intellect: 10
Talent: 11
Health: 16
Ability: China has a set of runic tattoos that bewitch those around her to become attracted to her. While the effect does lessen over time, people meeting her for the first time tend to fall in love at first sight. She cannot control this ability, which leads to a lot of unwanted attention (as an example, she is not fond of taverns; repeatedly saying no to the various drunks gets tiresome).
Appearance: China is 5' 9", with a slender figure. She has long, straight, black hair and pale blue eyes, and a string of tattoos just visible around the neckline. The tattoos have quite a bit of scarring around them due to the intense process that put them there, but the scars are conceal with makeup to make them much less obvious. She puts alot of effort into her making her appearance look elegant and refined.
History/Bio
China was born in a small villa near Darrow. Her family was part of a cult that wanted to bring the daemons into Firma, believing that they would be rewarded by their daemonic overlord. Despite the indoctrination of her youth, she eventually came to the realisation that her family was made up of fools, and that the daemons would reward them only with death. Escaping to Cyven, she began building a life for herself.
Motivated entirely by selfishness, she devoted her time to building up connections power, wealth and social connections, gathering information and selling it to the highest bidder. Despite her greed, she was certainly no fool and would would tip off the authorities if she discovered anything that could upset the balance of the city (for example, getting her parents arrested after she caught wind of their plan to open a rift and bring about a daemonic invasion). On a few occasions she even went so far as to deal with such threats herself.
Her talent at illusion had originally been put to use to hide her family's activities, but after she left that life behind she began using it for her own ends. She learnt to sway the passions of others with her magick, and supplemented her powers by devloping excellent social skills and taking great pride in her appearance. If this failed, she would usually slip away and find a way around the problem. On the rare occasion that she had to kill, she would simply use her magick to hide the knife as it slid into her target's back.
Drives
I do what I must to get the things that I want: China desires influence and wealth, and enjoys collecting rare and valuable items. She has absolutely no scruples about how she gets them either; taking advantage of peoples emotions is a common occurence for her.
Live to fight another day: China will never engage in a last stand. If she is outmatched, she will flee. If she can't flee, she will surrender. She will do anything to save her own life, and will not sacrifice herself for anyone. That said, she has her pride and would not allow herself to remain in someone else's power for longer than absolutely necessary.
Equipment: High quality traveling clothes.
A stylish, dark blue dress with matching shoes and an expensive silver necklace.
Stilleto knife.
Travelling bag. Stylish, moderately practical bag that she can carry her bedroll, spare clothes and other essential travelling gear in.
Wealth: 7 (D12)
Name: Murtan Domor
26
Male
Class: Blacksmith, Warrior
Physical: 7
Intellect: 10
Talent:10
Health: 17
Appearance: Murtan stands at 6' 3 with the kind of build you would expect from a warrior/smith, his strong arms and broad chest usually only apparent because of the size of his armour. He has short, black hair and green eyes with a blue starburst tattoo above his right eye. He also has what appears to be a scar, but is actually a birthmark, on his right cheek.
History/Bio
Born the third son to the noble family of Wulfstead, Murtan was trained from an early age in combat. He knew it was unlikely, as his brothers had lived through infancy, that he would take control over the family business and set his sights on defending the village instead. Like his brothers before him he was trained in combat by Elim Caober, a skilled veteran. When not in combat training Murtan focussed a lot on the family business, smithing and crafting. Not the running of it, that was an education reserved for his elder brothers, but the actual craft itself. He learned how to make swords and daggers, shields and armour. They were poor things at first, useful only for training at best, or examples of how not to do it, but over time he perfected his craft.
To acknowledge his prowess as a craftsmen, at the age of 19 the company's finest artisan bestowed upon him a suit of armour perfectly fitted for him and announced he at last had the skill and the patience to learn the art of the final craft his family's business was involved in. Explosives.
It was a small part of the business, the newest formed, and some said that such forces without the limitations of magick were dangerous, even blasphemous, but the need was there for these devices, to protect not only Wulfstead, but other small settlements as well and so his family continued to produce them and eventually Murtan became, if not a master, then certainly a proficient craftsman of a range of explosive devices.
Drives
Serve and Protect: Murtan's family are relatively new to their nobility and, as such, have not become as...jaded as other members of the "elite". They are acutely aware that their station comes from the people "beneath" them. As such, part of the reason Murtan focussed on his combat training so intently was so that he could fulfil his family's traditional role as part of the town's defence. He will never allow an innocent to come to harm if he can help it, though he knows that in a fight it is foolish to try to defend every civilian. As such he will stop crimes such as assault and muggings where possible, and in a battle he will always aim to finish it as quickly as possible.
It's not about power, it's about grace: A key part of Murtan's training is the tenet that a well placed blow is far better than a strong blow. Armour may resist the strongest blow a man can muster, but it will have a weak spot. As a result of this Murtan's fighting is more dexterous than that of most who fight with sword and shield as he looks to make his opponent swing and miss while probing for weaknesses rather than trying to wear his opponent down through sheer strength.
Equipment: Master-crafted full plate, with helm; sword and shield, daggers, pistol, grenades.
Master-crafted plate - Bestowed upon him at the age of 19 this armour was forged by the finest craftsman of the Domor Armourers company. Perfectly tailored to fit Murtan the armour is thin, almost laughably so, and to look at it one would not expect it to turn a blow, however such is the skill it is crafted with that it is even more resistant than the more orthodox suits of full plate.
Wealth: 7 (D20)
The Domor family are wealthy, but they are not rich. They have made a strong business selling arms and armour, and more recently occasional explosives, but they were appointed their nobility relatively recently. In a spree of attacks on Wulfstead and surrounding villages and caravans from bandits and other threats, which took place only a few generations ago, the Domor business gave 1 weapon and 1 set of armour to each household as a gift. They weren't masterpieces, far from it, but they were serviceable, they gave the villagers a chance and that was all that was needed. With renewed hope several traps were laid and the threat diminished until at last things had returned to normal levels. For their generosity the Domor family found themselves held in very high esteem and business boomed. Not only locally, but even as far as distant Hirikash, the Domor name was known and demand for their arms grew as people wanted blades from those who had inspired "mere peasants and farmers" to protect what was theirs.
Name: Talon Draid
Age Unknown
Male
Class: Clockwork Mage
Grey Mage
School of Nryvan
Technomancer
Artificer
Physique: 12
Intellect: 10
Talent: 7
Health: 15
Appearance: Talon stands about 6 foot (1.8m) tall with a fairly average physique. He has black hair, just starting to turn salt and pepper. He's in his late twenties. His eyes are green but have been known to appear blue and even glow at times. Talon doesn't wear robes like his peers, preferring the comfortable work clothes of his father's trade.
History/Bio
Talon grew up in Hygar with his parents in the family shop. His father run the workshop, where he made all kinds of mundane clockwork mechanisms. His mother ran the actual store, tracking stock and keeping the books. Also being a modest mage though with little power, it was enough her husband and children were rarely sick or injured. Talon's sister inherited their mother's healing powers, Talon could also use Essence though he wasn't a healer like his older sister; he could imbue clockwork mechanisms with power and in some cases, life.
One of the first constructs he ever made was a little rat he named Skittish. Talon made Skittish as a gift for his little brother on his naming day. His final project at the collegiate, was a another small construct, an insect like ornithopter called Eyes, for the two large eyes in it. Twin pairs of wings hold it aloft and a long tail keeps it stable while it's flying. Talon created, or helped make, every material, gear and mechanism in eyes. From the wings to the tail, the gears that allow Eyes to fly, to the legs that allow him to walk. Talon had saved, bartered and worked for years to afford the material used to make Eyes. Gold, platinum, star metal and even two small mage stones for eyes.
Talon started learning his father's trade at a young age, after he pulled apart a client's fob watch. His dad taught him how to repair and put the watch back together. It wasn't until later they find out that Talon was a technomancer when the client asked how they had made it so it didn't need winding. Once he started at the collegiate, it was discovered he was also an artificer.
Talon's father presented him with his tools and a custom pair of fingerless leather gloves when he finished at the collegiate. The tools were of the highest quality and the gloves were something really special. Brown enmeshed leather, embroidered with the family crest, that both increased his dexterity and sense of touch, allowing him to feel, work and create the smallest, finest mechanisms.
After graduating from the collegiate, Talon started working with his father in the family shop, his father making and repairing the mundane clockworks while Talon worked on the essence imbued items.
Talon was on his way home after a purchasing trip, looking for materials that are harder to find in Hygar, when he was waylaid. While not looking for an adventure he is looking for a way home.
Drives
TBA
Equipment
Axe, portable tool set, Eyes, enmeshed gloves (Silktouch), clockwork gears and mechanisms, heavy studded leather jacket.
Wealth: 6 (D10)
Name: Darius Ivarsen
Age 47
Male
Class: Mage
Grey mage
School of Shaya
Healer
Professor of Runology
Physique: 15
Intellect: 14
Talent: 3
Health: 12
Notable Abilities: Runic Invocation: Darius has had enough experience with runes (20 years ought to be enough, after all) to be able to cast a number of incantations from memory, and has his field journal with him if he needs to come up with something specific. He has access to Runecasting at a Journeyman level.
Appearance: At 6' exactly, Darius cuts a relatively lankey figure. His dress robes tend to be a little baggy no matter what he does to them, and he stopped trying to fix them years ago; when out and about he wears a
tunic instead. The tunic has Darius' sash of office sewn across it to help him stand out when he goes out from the university. A moustache and goatee, waxed to points, adorn his face along with a pair of reading spectacles, and his dark blond hair fans out to just above shoulder length.
History/Bio
The Mage's University of Cyven makes a habit of taking in orphaned children that show magickal talent every few months. Darius was one such... lucky... child; he had been found, sheltered by his dead parents, in a caravan wreck not far north of Cyven. Darius was chosen for his high level of interest in the magickal fields, most of all Healing, but the mage making the decision also noted a much stronger usual aura of skeins around the boy, and was not disappointed when Darius's power tests came up some of the highest the University had ever seen in a toddler.
As the mages dominant in his early teaching predicted, Darius, christened Ivarsen by the tutor that had taken him on after an old friend, took to Healing like a duck to water. He was not particularly brilliant, but his raw power combined with a dogged determination to stand out as being good at something eventually led him to graduate top of his class with some of the best grading marks the University had ever seen. From there, he turned his talent to the aid of parties of adventurers, looking for new and interesting injuries to patch up.
It was whilst on one of these trips - an exploration of an ancient ruin - that he first encountered runes in the wild. Thanks to an old, neglected book he'd taken an interest in shortly before his graduation, he was able to decipher enough of the text to get his group to take extra care as they explored. This was just as well, as the next room housed a particularly nasty spike trap for the unwary. With such a pertinent discovery, Darius returned to the University to brush up on runelore, only to discover that the University's library stock on the subject consisted of two textbooks and a fairly inaccurate reference sheet. With the Runesmith's guild being annoyingly unhelpful on the matter, the determination he'd previously leant to learning healing was switched over to cataloguing every rune he could find.
Twenty years after that discovery, Darius now holds the position of Professor of Runology, having founded his own research department with the primary purpose of translating and cataloguing runic texts. A small number of other mages have taken up posts in the field, but Professor Ivarsen, though happy to impart his knowledge, likes to make a point of exploring the many dungeons and ruins around the world, studying and translating the runes he finds. Whilst not strong, Ivarsen is a competent field worker, capable of the standard survival techniques one would expect. His Big Book of Runes, so simply named, is now on its fifth edition, and the recent Dwarvish discoveries are sure to make the centerpiece for the upcoming sixth edition...
Drives:
No one left behind: As a healer first and foremost, Darius will not allow anyone who shows even the slightest chance of survival to be abandoned to their fate. In one notable instance, a wounded party member chose to stay behind to block a lethal trap; Darius insisted on staying with him, only to find the trap was in fact a test of courage.
Attention Deficit... ooh, shiny! (Runes): After his first discovery of runes in an ancient ruin, Darius has turned his life's energy to the cataloguing of and experimentation with runes of all kinds. His interest in runes outstrips all but the most serious Healing situations, to the point where if he spots a rune formation he's not seen before, he'll frequently drop everything (including, sometimes, patients) to examine it.
Equipment
Tunic/trousers, cold weather gear (including fur coat and overtrousers, heavy boots)
Field exploration kit (rations x7, sleeping gear, survival gear, 10ft rope etc.)
Ivarsen's Big Book of Runes (field edition)
Wealth: 6 (D8)