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Post by Spus on Mar 17, 2007 17:03:39 GMT -5
A fresh new set of graduates at Jeros' Mercenary Academy. These five individuals were assigned together as a unit by the powers that be who thought them to be a good mix to get whatever job they needed to be done done. They have been wrong before however...
This Unit has been coded as Unit#639206, literally meaning they are the 6th unit of the graduating class of year 6392. Most units adapt a much more catchier name than a pile of numbers though.
And these people are...
-Insert Char Bios and what people would know or suspect about your character from them being around an academy-
They will soon take upon thier first assignment to begin to repay the Academy for thier training.
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Post by wardragon on Mar 17, 2007 22:31:29 GMT -5
Name: Bolgrim What you know about him: a rather taciturn dwarf (which is a bit like saying he's short), Bolgrim has a paranoid streak a mile wide. Though highly skilled at melee combat, enough to qualify for the Sublime Way classes, he's extremely touchy about both personal honor, and the subject of money. Writes his mother weekly, and clearly cares for her, but clams up when questioned about his father.
Full History Bolgrim has always been rather embarrassed about his family, for two reasons. First of all, they had no family name, something unusual and probably suspicious in just about any culture. Second, they were part of a rather tiny minority of dwarves living in Kasios City, and seemed to deliberately avoid the rest of their people there, making them automatic outcasts. When he asked his parents why they were so much shorter and hairier than everyone else, he was told that there was a nation entirely of dwarves, but "we can't go back there. Ever. So don't ask."
His mother taught him how to fight, haggle, and generally what it meant to be a dwarf, while his father was often away on business that was discussed about as much as their reasons for leaving Kilkralthen in the first place. Following his natural dwarf instincts of unity and conformity, Bolgrim was mostly content as the dutiful son, barring a few minor scrapes with the faster growing human children in the neighborhood. Until the one fateful day, in his late adolescence, when he found out what his father, who'd taken the human name Reginald, did for a living.
He awoke late in the night, hearing voices in the house's main room, sounding like his father was angry at someone; Bolgrim watched from the doorway, unnoticed by Reginald or the human he was talking to, as his father accepted a large purse full of gold, in exchange for the promise to kill a human noble in some foreign country. Too shocked to say anything, Bolgrim stayed there as his father opened a hidden closet, changed into womens' clothing, and walked out the door. He didn't go back to sleep that night, or for most of the next week.
Although he was too much the devoted son to say anything to his father about what he saw and heard, it went against everything his mother had taught him of dwarven honor, and Bolgrim was quietly disgusted. He grew more distant from his father over the next few years, and as soon as he was old enough, applied to the mercenary academy and moved into the dormitories. Having graduated, he plans to satisfy his own honor by making his way with honest work, selling his skills in open battle, and send some money back to his folks while staying the hell away from them.
Bolgrim Male Dwarf Warblade-5
Medium Humanoid (dwarf) Hit Dice: 5d12+30 (75 hit points) Initiative: +4 (Improved Initiative) Speed: 20 ft. Armor Class: 18 (+5 armor, +3 shield), touch 10, flat-footed 18 Base Attack/Grapple: +5/+8 Attack: Rudger +11 melee (1d10+5+1d6 fire/19-20/x2) or light hammer +5 ranged (1d4+3/x2) Full Attack: Rudger +11 melee Space/Reach: 5 ft./5 ft. Special Attacks: Maneuvers, stances Special Qualities: Battle ardor, battle clarity, dwarf traits, uncanny dodge, weapon aptitude Saves: Fort +10, Ref +3, Will +1 Abilities: Str 17, Dex 10, Con 22 (18), Int 14, Wis 10, Cha 8 Skills: Appraise +5 (+7 for stone or metal), Balance +5, Concentration +14, Intimidate +7, Jump +4, Knowledge (Kasios) +8, Martial Lore +10 Feats: Exotic Weapon Proficiency (bastard sword)*, Improved Initiative*, Power Attack, Weapon Focus (bastard sword) *bonus feat Alignment: If we were using it, he'd be Lawful Neutral Languages Spoken: Dwarven, Common, Elven, Orcish
COMBAT
Battle Ardor (Ex): Bolgrim adds his Intelligence modifier to rolls made to confirm critical hits.
Battle Clarity (Ex): Bolgrim adds his Intelligence modifier to Reflex saves when not flat-footed.
Maneuvers and Stances: As a 5th level Warblade; disciplines of Diamond Mind, Iron Heart, Stone Dragon. Recover expended maneuvers as a swift action, followed by a standard action to attack or flourish. Strikes: Charging Minotaur, Emerald Razor, Mountain Hammer*, Stone Bones*, Steel Wind* Boosts: Counters: Moment of Perfect Mind* Stances: Punishing Stance, Stonefoot Stance Other: *Readied maneuver
Possessions Rudger:The sword passed down generation to generation from a Leczer Family patriarch, Duke Wyatt, a long serving and good friend of the king of Aridia, 300 years ago. It is of a fine sleek make, with the crest of the family two twisted snakes sealing a brown leather sack- possibly of gold, worked into the hilt of the blade. There is some small, very hard to read text around the center of the sword blade, that comes off as a design except when up close. It reads: "To Wyatt, for your half century of loyal service. May you, your children, and your children's children be as loyal, virtuous, and true as you were." Lv0: Masterwork Bastard Sword Lv1: +1 Enhancement, Gains Defending Quality Lv2: User gaines Fire Resistance 10, and Endure Elements vs. Heat Effects, +2 Enhancement Bonus to Constitution Lv3: +2 Enhancement, Flaming Quality Lv4: Fire Resistance 20, +4 Enhancement Bonus to Constitution Lv5: +3 Enhancement, Flaming Burst Quality Currently level 4.
+1 chain shirt +1 heavy steel shield 4 light hammers Miscellaneous travel gear
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stabs
3rd Level Spammer
Posts: 34
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Post by stabs on Mar 20, 2007 1:18:25 GMT -5
On the Cy Tribe and the Little Hopping Bird:
The Cy Tribe was formed many centuries ago when the elves came to dominate the Feyan Forests and the primative human inhabitants were pushed to the edge of the trees. In an effort to save themselves from the harsh desert, the elders of the Cy Tribe made a deal with the elves; they would be allowed to linger on the edge of the treeline forming a buffer between the Feyan Forests and the growing civilization in Kasios, but were expected to turn away any threats posed by their fellow human citydwellers.
The arrangement worked for many generations. The Cy Tribe remained separated from the elves but kept their deep respect for nature, repelling stray invaders from Kasios who sought to bring harm to the earth mother. But as Kasios expanded and gained sovereignty from Aridia, the city's population grew and the need for explansion and increased lumber took a toll on the Cy Tribe. For the last 65 years, they have been fighting for their survival. The constant destructive forays by the Kasians into their lands is not their only problem, as the elves grow increasingly concerned about the Cy Tribe's capacity to defend their eastern border.
And so the Cy Tribe began to adapt. They started to send their children to learn the Kasian ways of strategic warfare and use them in defense of the forests.
And so as a rite of passage to manhood, Matwau Hopping Bird, a young reserved Cy with a deep reverence for nature and a stoic resolve to protect his homelands has been sent to Kasios to enrol in the Mercenary Academy. Always a strong youth with decent wits, he took quickly to the bow and tomahawk, and easily picked up the skills of the woodsman. He prefers working alone, but when in a group Matwau quickly falls to a subservient role, taking commands and offering suggestions where his knowledge may be useful. He is at his best when working as a scout; in conjunction with a small tactical group but often unseen save when danger nears. Much better to be out on point than to be dragged into lengthy conversations with the humans about the latest fashions.
Matwau is physically average for his people; 5'8'', slender but well muscled with copper skin and deep black hair shaved at the sides above the ears. He is covered in various tattoos: small hopping birds down the lengths of his arms, a great wild turkey on his chest and a soaring eagle with wings spread rendered across his back. When living amongst the Cy, Matwau wore only tight-fitting buckskin breeches, but since coming to the city he's had the good decency to put on a tanned leather vest and a pair of standard issue military boots. His bow is typically inhand, and a quiver with a variety of arrows is slung across his back. Matwau carries two tomahawks; a large triangular-bladed axe for close combat and a lighter tomahawk balanced for throwing. Lastly, a ceremonial knife is stuck in the top of his right boot; a curved bladed kukri forged from cold iron and engraved with various runes that Matwau himself can't read.
Matwau is expected to return when he has learned all that he can from the city-dwellers, but as he has only just enrolled with the Mercenary Academy his path is a long one yet.
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Post by demonlei on Mar 23, 2007 16:28:29 GMT -5
Name: Kroitz LaPorte Class: Favored Soul of St. Cuthbert What you know about him: at first glance, you see a physically weak, bitter man in his mid-40's. He's clean-shaven, with dark hair; his traveler's clothes and purple cloak are not dirty, but heavily worn and very ragged. He wears a wooden holy symbol of St. Cuthbert, but doesn't have the ramrod-strict demeanor typical of St. Cuthbert clerics. He grudgingly admits that he didn't exactly choose to dedicate himself to promoting St. Cuthbert's will - St. Cuthbert "chose him". Full history: Kroitz used to be one of Kasios' most successful merchants. He amassed so much wealth and fame that he aspired to take the next step toward greatness and become one of the social elite. He sought the hand of a Jal'Nareth noblewoman, Valletta Derag, in marriage. He thought it was a very generous business proposition to the reasonably pretty woman of the impoverished Derag family. She would be able to share his lavish lifestyle, and he would gain the noble title he craved. Instead of accepting, she babbled something about "love" and ran off to join the Church of Pelor. Crazy ditz. Didn't she realize that "love" is nothing more than a biological illusion? Kroitz has loathed Pelorites ever since. Years later, Kroitz found another noblewoman to marry, of the LaPorte family. She happily accepted. Six months later, she happily absconded with ALL of Kroitz's wealth while he was away on a business trip. She was last seen cavorting with a very handsome and muscular man sporting a shining silver shield, allegedly a dragonslayer. Kroitz literally had nothing left but the chain shirt on his back. Impoverished, socially humiliated, and the laughingstock of all the gossip mongers in Kasios, Kroitz was contemplating whether to take his own life when he had a divine vision. A radiating, one-handed figure wielding a scythe told Kroitz, "There is nothing in Kasios but corruption. St. Cuthbert has provided a path for you. Go, and begin your new life free from greed and vanity." Kroitz isn't entirely free from greed or vanity yet, but he did gain a divine connection to a god who apparently knows the value of a contract better than Kroitz's ex-fiance or ex-wife ever did. Kroitz finds his new job as a mercenary distasteful at best, but has decided that it's a good way to amass a nest egg, and perhaps scout out a place to start new business ventures, as far from Kasios as possible. Or maybe it's just a good way to get himself horribly, horribly killed in the company of freaks. One or the other. www.thetangledweb.net/addon.php?addon=Profiler&page=view_char&cid=1495
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Orion
2nd Level Spammer
Posts: 14
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Post by Orion on May 24, 2007 17:56:42 GMT -5
Ishandra (Isha) Turbula "Why hasn't anyone said they loved me today?" Personality "Isha" is certainly a boistrous young woman. At the age of 18 she is rather young to be a mercenary and has the mind of a child; constantly asking questions and following people around as they work. She never really speaks of her past beyond living on the street, but everyone knows that "something" very tramatic must have happened to her in her childhood. Despite this, Isha is very sweet and seems to simply desire friends. Those from the city may have heard of her street name: "That Kooky Witch." She hates the name and often gets emotional about it. Appearance Isha's most valued possession is her one and only dress which she wears everywhere. This plain white dress goes down to her shins and a myriad of colored fabric has been sown onto it like streamers. Each one a different color. Whenever she encounters a material or color she likes she will try to steal a bit of it so as to sow onto her dress. Sowing was the last thing her mother taught her how to do. She has long red hair that is rather tangled and bright blue eyes. Her skin, though dirty, appears fair. Background The mildly eccentric young girl Ishandra Turbula first discovered her sorcerous talents at the age of 11. Her family, who were already confused and abused her for her strange behavior, promptly threw her out into the streets. Despite Isha's many attempts to return to her family, her father, being a merchant, was soon taking the rest of her family off to another city. Isha has not seen them since. Alone with no money in the city she had to learn to take care of herself and come to terms with this strange power within her. Most people took pity on this kooky girl and in her younger years she managed to live off of hand outs fairly well. She used her sorcerous powers to help protect herself, and managed to stay safe. However, her reputation has begun to turn sour as she enters womanhood as rumors of this "Kooky Witch" start to spread. Isha has attachment problems and more than anything longs for people to really love her for who she is. Even after so many years, Isha wonders where her family may be. Now that she is old enough, she has joined a mercenary group in hopes that she will not only find them, but make a good name for herself so that once she does discover them, they will no longer view her as a monster. flminis.lalato.com/rpgwebprofiler/view.php?id=2197
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Post by pflame5000 on Jul 9, 2007 3:12:18 GMT -5
Name: Cyrus Jespen
About Him: He is a Xeph, which isn't a very common race in the area. He seems very quiet most of the time, but at other times he talks more than the town gossip. He is generally wary but occasionally becomes reckless. He will contribute to accomplishing a task if he knows what to do; otherwise he leaves it up to others. He has great interest in fire; generally before going to bed he will watch a flame for some time, be it a campfire or just a torch.
Background: His parents lived in a human dominant society that started to persecute various minorities. His father was imprisoned before Cyrus was born. His mother, realizing that the society was no longer safe, fled to foreign lands. Shortly after Cyrus was born, his mother passed away from an illness. Being an orphan, he was taken in a monastery by a man named Zaiden, who made an oath to his mother to look after Cyrus.
While at this monastery, he was taught about many different religions, none of which he cared to follow. He was an unruly child and difficult to teach, but Zaiden was determined to teach Cyrus the ways of the monk. Though Zaiden was determined, Cyrus was unfocused and distracted.
Cyrus, though bitter about many things, was very interested in fire and would watch it just consume things. At the age of twelve he set fire to an old abandoned shack to watch the fire burn and consume it.
Though he retained an unruly and more of a spontaneous nature, he started learning martial arts. He trained for many years, yet still didn’t benefit as much as others who trained in less time, this was due to a lack of focus. He was envious of others who became more skilled than him and thought that he could have learned faster on his own. Finally, at the age of twenty two, he longed for something more than life at a monastery. He ventured out to go adventuring and improve his own skills. His time at the monastery taught him to be more patient and aware. He has become far less impulsive than he was as a child, but the spontaneous nature still lingers and can be seen at different moments.
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Post by wardragon on Dec 6, 2007 0:48:17 GMT -5
Stats added to post above.
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