The hordes of full moon (Traditional fantasy)
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The hordes of full moon (Traditional fantasy)
In the far Eastern fringes resides what was once a simple monastery; it's order devoted to the pursuit of knowledge and it's preservation. This order of monks were also practitioners of magic, believing it to be one of the greatest gifts bestowed upon humanity.
Today this monastery and it's order still survive, however not simply as a small isolated abbey but now as the central body of a large shire. For over the years word of the order and their philosophy has attracted dozens of families and packs of refugees. Fleeing the warlike, tyrannical kingdoms of the West many have come seeking freedom, isolation and even some desiring to join the monastery's order. The shire eventually taking the name "Stoney Abbey". Made up of a large town, dozens of farmsteads and of course the monastery it's self, people have enjoyed a safe distance away from the kingdoms of the West. Making trade with travelling merchants and occasionally having trouble with bandits; for almost three decades Stoney Abbey was for the most part a happy, peaceful place. A paradise;
Until the hordes of full moon swept across the shire without warning. Four months to this day they first attacked; upon the glowing of the complete moon in the night sky- Vicious mobs of green skinned savages, furry hill beasts and other ghastly creatures charged down upon Stone Abbey from the mountains. For each time the shire folk barely managed to fend them off; now terrified, exhausted and losing hope, you're people in their greatest time of need look to those amongst them, those who are made of the same stuff of heroes… To risk their own lives for the good of the shire.
So what do you do?
Do you flee the lands of the East, flee your home? Or do you stay and fight, do you dare meet the perilous mountains head on and face the horrors that crawl and scuttle about beneath them?
The classes:
Monk: Members of the order, Stoney Abbey monks are ideally well educated, academically inclined individuals. They have committed themselves to the pursuit and preservation of knowledge, the appreciation of art, music, culture, language and the sciences. However most interesting about the monks of Stoney Abbey, is where when one would typically envision a monk to be a fussy, boring old religious nut… Members of the Stoney Abbey order learn and practice magic. Believing magic to be both a gift and great responsibility; Stoney Abbey monks generally will have two or three small spells up their sleeve. However magic is an art that is strictly controlled within the order; taking many years to learn and master even the most basic of spells. Though not initially ideal for adventuring due to their sheltered, comfortable and pacifistic life style. Monks have a knack for solving many of the puzzles and complications of adventuring, either with magic or their minds.
Monks will make up the more intelligent or educated members of the group, magic is field exclusive to them.
Monk CS:
Guard: Guards are the soldiery of the shire of Stone Abbey. The shire's first and last line of defence, guards rely on their unrefined physical attributes, mediocre martial skills and pure bravery. The practice of martial arts and military exercises were brought to Stoney Abbey by the small handful of ex-soldiers who in years past have immigrated to Stoney Abbey. These skills in unarmed combat, weaponry and simple battle tactics have continued to exist in the senior members of the Shire militia; being practiced and then taught to the next generation of guards. These skills are fairly basic and fundamental, yet reliable and effective; the military equipment that the Shire of Stone Abbey has to offer is of low quality. Spears, axes, knives and clubs typically made of iron, bronze and wood make up the bulk of available weapons, the Shire's guards typically seeking protection in leather armour, wooden shields and crude bronze helmets.
Though poorly equipped and modestly trained, the militia of Stoney Abbey is the only military force the Shire has in order to defend it's self. Guards generally are charged with tasks such as watching and patrolling the outskirts of the Shire, battling against bandits and enforcing law and order at home.
Guards make up the more physically capable members of the group; whether a guard is agile and of quick reflexes. Or strong, resilient and full of stamina; Guards are the only members of the group with any skill in close quarters combat.
Guard CS:
Woodsman/woman: There are those citizens of the Shire of Stoney Abbey that do not grow crops, raise livestock or have a trade… Some individuals further immerse themselves in the isolated country side they have come to call home. These are woods people; the out doors experts living on the edge of the Shire- They typically make their living as lumberjacks, hunters, messengers and shepherds. They represent those of Stoney Abbey who possess both the skills and mind set for life outdoors; they are skilled trackers, fire makers and possess a great deal of knowledge when it comes to nature. Their distinguishing feat is surviving on very little, rather than relying on having a lot; self sufficiency, rather than dependance.
Woods people have a broad variety of skills; mostly the arts of improvisation, stealth, observation and anything else that allows them to live in the wilderness. Woodsmen are often skilled in the use of bows, slings and traps. Though they generally don't possess the strength or agility of a Guard, nor the book smarts or scholar like intellect of a Monk; Woodsmen are fit, healthy and energetic folks that possess a bit of muscle mixed with a bit of smarts and a whole lot of cunning and resourcefulness.
Woodsman/Woman CS:
Cultures:
The Fedric: The Fedric are the majority; the Fedric language being the linga franca or common tongue of many lands, most of Stoney Abbey's inhabitants belong to this group. The Fedric are a no nonsense people, typically farmers and labourers; they generally value a simple, quiet and virtuous lifestyle. Quiet, submissive women and small families led by hard working fathers are the ideal of a family.
Though the many of the Western Kingdoms share little severe cultural or linguistic difference, it's not to say there aren't several different sub-cultures:
The Camman: The Camman are tough, rowdy and loud. Notorious for violence, thievery and dodgy dealing, they are viewed by others as thugs and brigands. The Camman love fighting and making money; things they are known to be quite good at. Typically of low socio-economic status, education and opportunity are rare amongst them. The Camman engage in legitimate professions such as black smiths, coopers, lock smiths and soldiers. The Camman are well known for their military tradition, their reputation for being brave and vicious soldiers is far and wide. The Camman are typically short, pale, brunette and blue eyed; native to the cold regions of the far west, they typically dress in long, thick tunics, heavy leather boots, fur capes and pelts. Knife fighting is an important tradition in Camman culture, viewed strictly as a skill that must be had by Camman men and especially Camman soldiers, some Camman fighters believe all one needs to take to battle is a dagger. Though they speak Fedric, they possess their own unique dialect or "Slang" called Cammic.
Examples of Cammic slang-
The Thadi: The Thadi are a tall, mostly blonde people of the South East. They are a confident, boisterous people with a love for music and drinking. Thadi men in particular enjoy excessive drinking, loud singing and games of chance; they are a hard working people, optimistic and practical. Thadi women are famous for their good looks, curvy shapes and strong will; Thadi women are also known to be stubborn and bossy. The Thadi are often thought of as adventurers and frontiersmen; founding settlements in wild, untamed lands that others wouldn't dare face. As well as music, story telling is a large and important part of Thadi culture; tales of daring heroes, beautiful maidens and wicked creatures are common place in Thadi homes. Their strong work ethic, bravery and good looks make them admired by many. The axe is an important implement in Thadi culture, both as a tool and a weapon; in times of conflict, many Thadi men take up an axe in order to vanquish their foes. Ulric, a great hero and warrior in Thadi folk lore even said to have used a woodcutter's axe to slay a dragon.
Wolf Wrestling-
The Coddlers:
Coddlers are a group perhaps even more ill perceived than the Camman; Coddlers are notorious pick pockets, thieves, cut purses, burglars, robbers, pedlars, scammers and liars. A people associated with cheap wares, jolly fast paced music, prostitution and performers. Coddlers are a nomadic people, whom travel across the lands- From town to town; selling their wares and putting on grand little shows for the locals. Often while robbing them blind while distracted; they are often unwelcome in many towns and attract much hostility.
However they are a lively, free spirited people who are romanticised for talent as musicians, dancers and "Magicians". Coddlers are also well known for bright, colourful and flamboyant clothing and their gorgeous women reputed for their large sexual appetites.
Today this monastery and it's order still survive, however not simply as a small isolated abbey but now as the central body of a large shire. For over the years word of the order and their philosophy has attracted dozens of families and packs of refugees. Fleeing the warlike, tyrannical kingdoms of the West many have come seeking freedom, isolation and even some desiring to join the monastery's order. The shire eventually taking the name "Stoney Abbey". Made up of a large town, dozens of farmsteads and of course the monastery it's self, people have enjoyed a safe distance away from the kingdoms of the West. Making trade with travelling merchants and occasionally having trouble with bandits; for almost three decades Stoney Abbey was for the most part a happy, peaceful place. A paradise;
Until the hordes of full moon swept across the shire without warning. Four months to this day they first attacked; upon the glowing of the complete moon in the night sky- Vicious mobs of green skinned savages, furry hill beasts and other ghastly creatures charged down upon Stone Abbey from the mountains. For each time the shire folk barely managed to fend them off; now terrified, exhausted and losing hope, you're people in their greatest time of need look to those amongst them, those who are made of the same stuff of heroes… To risk their own lives for the good of the shire.
So what do you do?
Do you flee the lands of the East, flee your home? Or do you stay and fight, do you dare meet the perilous mountains head on and face the horrors that crawl and scuttle about beneath them?
The classes:
Monk: Members of the order, Stoney Abbey monks are ideally well educated, academically inclined individuals. They have committed themselves to the pursuit and preservation of knowledge, the appreciation of art, music, culture, language and the sciences. However most interesting about the monks of Stoney Abbey, is where when one would typically envision a monk to be a fussy, boring old religious nut… Members of the Stoney Abbey order learn and practice magic. Believing magic to be both a gift and great responsibility; Stoney Abbey monks generally will have two or three small spells up their sleeve. However magic is an art that is strictly controlled within the order; taking many years to learn and master even the most basic of spells. Though not initially ideal for adventuring due to their sheltered, comfortable and pacifistic life style. Monks have a knack for solving many of the puzzles and complications of adventuring, either with magic or their minds.
Monks will make up the more intelligent or educated members of the group, magic is field exclusive to them.
Monk CS:
- Spoiler:
- Name:
Age:
Gender:
Appearance: Both physical and your clothing
Personality:
Characteristics: List 3 positive characteristics and 3 negative ones; EG if you're strong, dexterous or have really good eyesight. For the negative, you may be weak, frail or suffer from an illness or intellectual disability of sorts. It's best to make your characteristics suit your class, though not everyone is the same and some guards might not be very strong, but might be exceptionally intelligent or even well read. Some Monks might have have a learning disability, but be quite muscle bound.
Bio/History: Keep it nice and short, but just list some of the highlights in their life and to why they've decided to undertake this
quest.
Spells:
Pick three from the list of intermediate spells.
- Spell 1
-Spell 2
- Spell 3
Glowing Light: Radiates a bright light from the palm of the caster, the spell lasts two hours and can be cast an infinite amount of times a day.
Shadow Sight: The caster can see in the dark as if it were broad day light, the ability lasts for two hours and can be cast an infinite amount of times a day. Though maybe seeming almost the same as Glowing light, this spell effects the caster only and does not aid the sight of any party members. However for stealth purposes, this spell is is much more discreet.
Burning Touch: The caster's hands omit a hot, fiery energy that allows the caster to set more flammable substances such as wood, straw, fabric or paper a light. Someone with the burning touch can inflict severe physical pain and damage upon living things if they managed to touch them. The spell lasts fifteen minutes, it can be cast three times a day.
Static dart: The caster zaps fourth a small bolt of electricity; the target being subject to a great deal of pain and becoming stunned for several minutes. The attack can reach as far 8 meters, it can be cast three times a day.
Summon Gremlin: Perhaps one of the most dangerous (If not the most dangerous) amongst the intermediate spells. The caster summoning a Gremlin; a mischievous, nasty little cretin with the tendency to turn on their summoner and almost the certainty to run off and create mischief somewhere else. Gremlins for the most part are very little, swarthy and dark haired people; gibbering in their own indecipherable language. Gremlins are masters of chaos, with the uncanny ability to slink away and throw a spanner into the plans of others; Gremlins are also energy vampires. They derive sustenance by absorbing the energy of other living creatures through touch; they often prey on other small races such as Pixies, Gnomes and Fairies. But typically find themselves being killed and eaten by Goblins. A Gremlin can be summoned once a fortnight, but once summoned they become independent of their summoners will.
Cool Breath: The caster can breath a freezing cold gust about 80cm in length; excellent for freezing water, temporarily blinding/incapacitating enemies and of course cooling down hot temperatures. Can be cast once a day.
Wild Speech: For an entire day, once a day; the caster has the ability to converse with animals. However this does not give them control of an animal, simple the ability to communicate with them. This spell is possible one of the most bizarre among all spells as outwardly it just appears as if the caster is making animal noises towards animals.
Deafening Bang: The caster can clap their hands to make a loud, deafening bang. Temporarily disabling the hearing of all those nearby who don't protect their ears; including the caster and party members. This spell can be cast twice a day.
Mimic sound: An infinite amount of times a day, the caster can mimic a sound, voice or phrase perfectly. Giving them the ability to impersonate a person, animal, monster or sound effect; however the caster has to of heard the particular sound before they mimic it.
Guard: Guards are the soldiery of the shire of Stone Abbey. The shire's first and last line of defence, guards rely on their unrefined physical attributes, mediocre martial skills and pure bravery. The practice of martial arts and military exercises were brought to Stoney Abbey by the small handful of ex-soldiers who in years past have immigrated to Stoney Abbey. These skills in unarmed combat, weaponry and simple battle tactics have continued to exist in the senior members of the Shire militia; being practiced and then taught to the next generation of guards. These skills are fairly basic and fundamental, yet reliable and effective; the military equipment that the Shire of Stone Abbey has to offer is of low quality. Spears, axes, knives and clubs typically made of iron, bronze and wood make up the bulk of available weapons, the Shire's guards typically seeking protection in leather armour, wooden shields and crude bronze helmets.
Though poorly equipped and modestly trained, the militia of Stoney Abbey is the only military force the Shire has in order to defend it's self. Guards generally are charged with tasks such as watching and patrolling the outskirts of the Shire, battling against bandits and enforcing law and order at home.
Guards make up the more physically capable members of the group; whether a guard is agile and of quick reflexes. Or strong, resilient and full of stamina; Guards are the only members of the group with any skill in close quarters combat.
Guard CS:
- Spoiler:
- Name:
Age:
Gender:
Appearance: Both physical and your clothing
Personality:
Characteristics: List 3 positive characteristics and 3 negative ones; EG if you're strong, dexterous or have really good eyesight. For the negative, you may be weak, frail or suffer from an illness or intellectual disability of sorts. It's best to make your characteristics suit your class, though not everyone is the same and some guards might not be very strong, but might be exceptionally intelligent or even well read. Some Monks might have have a learning disability, but be quite muscle bound.
Bio/History: Keep it nice and short, but just list some of the highlights in their life and to why they've decided to undertake this
quest.
Fighting skills:
Unarmed (Standard)
- Weapon 1
- Weapon 2
.
Woodsman/woman: There are those citizens of the Shire of Stoney Abbey that do not grow crops, raise livestock or have a trade… Some individuals further immerse themselves in the isolated country side they have come to call home. These are woods people; the out doors experts living on the edge of the Shire- They typically make their living as lumberjacks, hunters, messengers and shepherds. They represent those of Stoney Abbey who possess both the skills and mind set for life outdoors; they are skilled trackers, fire makers and possess a great deal of knowledge when it comes to nature. Their distinguishing feat is surviving on very little, rather than relying on having a lot; self sufficiency, rather than dependance.
Woods people have a broad variety of skills; mostly the arts of improvisation, stealth, observation and anything else that allows them to live in the wilderness. Woodsmen are often skilled in the use of bows, slings and traps. Though they generally don't possess the strength or agility of a Guard, nor the book smarts or scholar like intellect of a Monk; Woodsmen are fit, healthy and energetic folks that possess a bit of muscle mixed with a bit of smarts and a whole lot of cunning and resourcefulness.
Woodsman/Woman CS:
- Spoiler:
- Name:
Age:
Gender:
Appearance: Both physical and your clothing
Personality:
Characteristics: List 3 positive characteristics and 3 negative ones; EG if you're strong, dexterous or have really good eyesight. For the negative, you may be weak, frail or suffer from an illness or intellectual disability of sorts. It's best to make your characteristics suit your class, though not everyone is the same and some guards might not be very strong, but might be exceptionally intelligent or even well read. Some Monks might have have a learning disability, but be quite muscle bound.
Bio/History: Keep it nice and short, but just list some of the highlights in their life and to why they've decided to undertake this
quest.
Survival Skills:
-One weapon; bow or sling
- Skill 1
- Skill 2
Skills at this point include: Tracking, silent movement, beast lore (Knowledge of animals), camouflage, traps, gathering (Finding food), fletching, path finding and hut building (This last one is better than it sounds, please believe me.)
.
Cultures:
The Fedric: The Fedric are the majority; the Fedric language being the linga franca or common tongue of many lands, most of Stoney Abbey's inhabitants belong to this group. The Fedric are a no nonsense people, typically farmers and labourers; they generally value a simple, quiet and virtuous lifestyle. Quiet, submissive women and small families led by hard working fathers are the ideal of a family.
Though the many of the Western Kingdoms share little severe cultural or linguistic difference, it's not to say there aren't several different sub-cultures:
The Camman: The Camman are tough, rowdy and loud. Notorious for violence, thievery and dodgy dealing, they are viewed by others as thugs and brigands. The Camman love fighting and making money; things they are known to be quite good at. Typically of low socio-economic status, education and opportunity are rare amongst them. The Camman engage in legitimate professions such as black smiths, coopers, lock smiths and soldiers. The Camman are well known for their military tradition, their reputation for being brave and vicious soldiers is far and wide. The Camman are typically short, pale, brunette and blue eyed; native to the cold regions of the far west, they typically dress in long, thick tunics, heavy leather boots, fur capes and pelts. Knife fighting is an important tradition in Camman culture, viewed strictly as a skill that must be had by Camman men and especially Camman soldiers, some Camman fighters believe all one needs to take to battle is a dagger. Though they speak Fedric, they possess their own unique dialect or "Slang" called Cammic.
Examples of Cammic slang-
- Spoiler:
Man- Mug
Woman- Girlie
Beer/ale- Druket
Dog- Raf
Knife- Slice
Stab/cut/ kill- Slit
Coin/coins- Cop/cops
Guard- Pike
Steal/take- Stash
Fight/beat up- Tap
Mug/rob- Pack
Run away- Duck it
Stupid/weird- Gint
The Thadi: The Thadi are a tall, mostly blonde people of the South East. They are a confident, boisterous people with a love for music and drinking. Thadi men in particular enjoy excessive drinking, loud singing and games of chance; they are a hard working people, optimistic and practical. Thadi women are famous for their good looks, curvy shapes and strong will; Thadi women are also known to be stubborn and bossy. The Thadi are often thought of as adventurers and frontiersmen; founding settlements in wild, untamed lands that others wouldn't dare face. As well as music, story telling is a large and important part of Thadi culture; tales of daring heroes, beautiful maidens and wicked creatures are common place in Thadi homes. Their strong work ethic, bravery and good looks make them admired by many. The axe is an important implement in Thadi culture, both as a tool and a weapon; in times of conflict, many Thadi men take up an axe in order to vanquish their foes. Ulric, a great hero and warrior in Thadi folk lore even said to have used a woodcutter's axe to slay a dragon.
Wolf Wrestling-
- Spoiler:
- What many would call a mad men's sport; Wolf Wrestling is considered a indisputable test of masculinity and courage in Thadi culture. Observed as a frequent hobby by some men, the willingness to wrestle and ability to hold ones own against a wolf is considered the mark of a true man.
The Coddlers:
Coddlers are a group perhaps even more ill perceived than the Camman; Coddlers are notorious pick pockets, thieves, cut purses, burglars, robbers, pedlars, scammers and liars. A people associated with cheap wares, jolly fast paced music, prostitution and performers. Coddlers are a nomadic people, whom travel across the lands- From town to town; selling their wares and putting on grand little shows for the locals. Often while robbing them blind while distracted; they are often unwelcome in many towns and attract much hostility.
However they are a lively, free spirited people who are romanticised for talent as musicians, dancers and "Magicians". Coddlers are also well known for bright, colourful and flamboyant clothing and their gorgeous women reputed for their large sexual appetites.
Last edited by Knifey Keith on Mon Nov 05, 2012 2:14 am; edited 12 times in total
Knifey Keith- Shadow
- Join date : 2012-06-05
Posts : 253
Age : 35
Location : Melbourne/Australia
Re: The hordes of full moon (Traditional fantasy)
Yes. Good. Glad you've finally put this up.
I'll get to work on my character sheet this week. Hopefully have it up in a day or so.
I'll get to work on my character sheet this week. Hopefully have it up in a day or so.
Spectre- Spectral Light
- Join date : 2009-06-07
Posts : 376
Age : 37
Location : United States- Ohio
Re: The hordes of full moon (Traditional fantasy)
So the deal is, I'm aiming for a group of 6. Two of each class.
Knifey Keith- Shadow
- Join date : 2012-06-05
Posts : 253
Age : 35
Location : Melbourne/Australia
Re: The hordes of full moon (Traditional fantasy)
Name: Kjaran Gudbrand
Age: 22
Gender: Male
Appearance: Kjaran is of Thadi culture. He is just slightly taller than the everyday male, and his medium length, wavy, dirty blonde hair is parted in the middle, mostly pushed back. His body is strong like a soldier's should be[yet he isn't 'large'], and he is more of a hairy variety. He isn't a particularly good looking guy but he certainly isn't ugly. He has a rectangular shaped head, a strong jaw covered with a very short beard. [Just short enough to not be considered "shadow" any longer.] He has an average sized, sloped nose, and a strong brow with thick eyebrows. His eyes are a pale green-gray color, often squinting into the horizon.
He wears a simple, thick, hard leather breastplate covering his chest over a thick long sleeved faded and drab forest green shirt, tucked into darkened leather bracers over his forearms. On his hands he wears dirty, brown swordsman's gloves. He wears a wide belt with a large buckle, and wears natural wheat, or a tan based pair of pants tucked into knee length leather boots. Around his back for travel purposes he wears a rough, thick, dark forest green cloak, stained with many years of wear and faded to almost a gray color near the ends.
Personality: He's not particularly loud, but he is a bit of an extrovert. He enjoys talking with people and learning new things. Friendly for the most part and polite, he enjoys helping people. This gives him a sense of gallantry as he wants to protect the ones he likes. Fitting for a city guardsman.
Characteristics:
He is intelligent for a guardsman, but as a physical person, he tries to solve problems beginning with drawing his sword. He is physically strong, and coupling with good agility make him a good enough guardsman.
On the other side, Kjaran tends to over think things, and tends to be a pessimist- always expecting the worst situation possible. He is outspoken, and this can make him seem rude and brash. He is incredibly stubborn as well. Kjaran doesn't like magic, and distrusts those who use it. Despite being intelligent for a strong body, he tends to be rather easily distracted.
Bio/History: Kjaran was born into your average family of Thadi woodsmen. He grew up under a strong hand. He didn't have a particularly rough childhood or anything- but he had to work for what he got. His father wanted something better for him rather than living in the outskirts of the city, and being particularly poor, the best way for him to do this was to join the Abbey's watch.
He made it into the watch as a cadet at the average age of 16. Being Thadi, he favored the axe, and was pretty good with it. Being strong from cutting trees and lugging wood as most woodsmen do, his strength gave him use for patrols. He had defended the shire from thieves, bandits, and general threats to public safety and peace.
The nights that the green raiders came, Kjaran had put his mettle to the test. He survived. He was certainly no hero, but he was a survivor. Night after night, week after week, he fought- tooth and axe. The fourth month, he had lost his axe by being broken in two by a fanged hillbeast. From here, he picked up his fallen sergeant's broadsword, and another's shield, and continued on. He's not a great swordsman, but he knew how to use it. He put it to use the rest of the night, and it was here that he decided that they cannot just stay in wait any longer.
He was tired of seeing his loved shire come in constant danger. Yearning to figure out where these beasts came from, and how to stop them from continuing to come- he volunteered to the cause.
Fighting skills:
Unarmed (Standard), good with two handed, and hand axe. Some formal training with swordsmanship. He is intelligent enough to know how to use most weapons, but has no experience with anything else.
Weapons:
- Wooden Round shield with metal accents and studs. The metal is dented at the edges, and the center piece is beginning to rust.
- Simple Broadsword.
Age: 22
Gender: Male
Appearance: Kjaran is of Thadi culture. He is just slightly taller than the everyday male, and his medium length, wavy, dirty blonde hair is parted in the middle, mostly pushed back. His body is strong like a soldier's should be[yet he isn't 'large'], and he is more of a hairy variety. He isn't a particularly good looking guy but he certainly isn't ugly. He has a rectangular shaped head, a strong jaw covered with a very short beard. [Just short enough to not be considered "shadow" any longer.] He has an average sized, sloped nose, and a strong brow with thick eyebrows. His eyes are a pale green-gray color, often squinting into the horizon.
He wears a simple, thick, hard leather breastplate covering his chest over a thick long sleeved faded and drab forest green shirt, tucked into darkened leather bracers over his forearms. On his hands he wears dirty, brown swordsman's gloves. He wears a wide belt with a large buckle, and wears natural wheat, or a tan based pair of pants tucked into knee length leather boots. Around his back for travel purposes he wears a rough, thick, dark forest green cloak, stained with many years of wear and faded to almost a gray color near the ends.
Personality: He's not particularly loud, but he is a bit of an extrovert. He enjoys talking with people and learning new things. Friendly for the most part and polite, he enjoys helping people. This gives him a sense of gallantry as he wants to protect the ones he likes. Fitting for a city guardsman.
Characteristics:
He is intelligent for a guardsman, but as a physical person, he tries to solve problems beginning with drawing his sword. He is physically strong, and coupling with good agility make him a good enough guardsman.
On the other side, Kjaran tends to over think things, and tends to be a pessimist- always expecting the worst situation possible. He is outspoken, and this can make him seem rude and brash. He is incredibly stubborn as well. Kjaran doesn't like magic, and distrusts those who use it. Despite being intelligent for a strong body, he tends to be rather easily distracted.
Bio/History: Kjaran was born into your average family of Thadi woodsmen. He grew up under a strong hand. He didn't have a particularly rough childhood or anything- but he had to work for what he got. His father wanted something better for him rather than living in the outskirts of the city, and being particularly poor, the best way for him to do this was to join the Abbey's watch.
He made it into the watch as a cadet at the average age of 16. Being Thadi, he favored the axe, and was pretty good with it. Being strong from cutting trees and lugging wood as most woodsmen do, his strength gave him use for patrols. He had defended the shire from thieves, bandits, and general threats to public safety and peace.
The nights that the green raiders came, Kjaran had put his mettle to the test. He survived. He was certainly no hero, but he was a survivor. Night after night, week after week, he fought- tooth and axe. The fourth month, he had lost his axe by being broken in two by a fanged hillbeast. From here, he picked up his fallen sergeant's broadsword, and another's shield, and continued on. He's not a great swordsman, but he knew how to use it. He put it to use the rest of the night, and it was here that he decided that they cannot just stay in wait any longer.
He was tired of seeing his loved shire come in constant danger. Yearning to figure out where these beasts came from, and how to stop them from continuing to come- he volunteered to the cause.
Fighting skills:
Unarmed (Standard), good with two handed, and hand axe. Some formal training with swordsmanship. He is intelligent enough to know how to use most weapons, but has no experience with anything else.
Weapons:
- Wooden Round shield with metal accents and studs. The metal is dented at the edges, and the center piece is beginning to rust.
- Simple Broadsword.
Spectre- Spectral Light
- Join date : 2009-06-07
Posts : 376
Age : 37
Location : United States- Ohio
Re: The hordes of full moon (Traditional fantasy)
I love this idea!
May I make a character?
May I make a character?
MelodyMinister- Mist
- Join date : 2012-10-10
Posts : 5
Location : America
Re: The hordes of full moon (Traditional fantasy)
Yea if you want.
Knifey Keith- Shadow
- Join date : 2012-06-05
Posts : 253
Age : 35
Location : Melbourne/Australia
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FOG: Footsteps of Ghosts :: In Character :: Advanced Role-Playing :: Advanced Interest Checks :: Archived Advanced Interest Check Topics
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