Hidden 9 yrs ago 9 yrs ago Post by Lexicon
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Lexicon Once a Week Poster

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((Unlike the image above, Maire has pale blue eyes and a double chin.))

Name: Maire Virtanen

Sex: Female

Age: 30 years old

Patron: Yvene the Smiling Goddess, the Pearl-Haired Goddess

Appearance: Maire stands at a meager height of 5'5" and has short black hair, a prominent gut, and eyes the color of a frozen lake. Her skin is exceptionally pale, and she usually wears brightly dyed tunics, breeches, and robes. Finally, the urlandi woman always seems to radiate an aura of unshakable confidence and grace.

Personality: There are those who are satisfied with the cards fate deals them. Maire Virtanen is not one of these people. Due to her humble origins, the bloated clanswoman loves glutting herself on life's finer things, and she often lavishes gifts upon the meaningful people in her life. Obviously, the most valuable objects are kept for herself or offered up to Yevene, Aire, or Bodi. In that order. One commodity Maire is happy to share, however, is the knowledge and insight she's gained by studying with learned men and women. A kern wants to encourage his cattle to eat sweet grass so they put on flesh? Maire will not only help the herdsman find where sweet grass grows, but she'll also teach him how to harvest it without damaging the seeds. Soon, the kern's herd will be full of fat, healthy animals, and Maire will undoubtedly ensure that some of the extra meat ends up in her larder. Regardless, the alchemist finds ignorance and stupidity appalling in the utmost. Only by understanding the world around you can you successfully manipulate it. And Maire enjoys twisting things, whether its a quote from Aran the Sage or the opinions of others, to suit her purposes. In addition, the heavyset urlandi enjoys a challenge as long as it doesn't put her or those she cares about at risk. Danger is something to be avoided at all costs unless it absolutely has to be confronted.

Maire also has a soft spot for children, viewing them as worthwhile investments in Clan Aonghus' future. Only by shaping their young minds through hard lessons and firm instruction will they grow into useful members of the group. Only then will they be capable of determining their own destinies. This is the final and most important part of who Maire Virtanen is. She doesn't like being controlled. She prefers to do the controlling. While she knows her gender restricts her in some ways, Maire always looks composed and focused. Even when dealing with tasks typically completed by men. Only when she's indulging her love of rich foods and high-quality garments is her hedonism apparent. In the end, Maire is a willful, formidable clanswoman determined to thrive in a world teeming with danger. No matter the cost.

Background: Born to Fergus and Idunna Virtanen, Maire grew up in a small yet beautiful house near the center of the clan's original holdings. Many years earlier, Caradoc "The Wolfslayer" Virtanen earned a place among Clan Aonghus' gallocmen by killing a wolf pack that had been harassing their flocks. Before he died of lung rot ten years later, Caradoc built the renowned Blue House out of marble blocks quarried from a nearby mountain. He perished shortly after the structure's completion. Originally, the gorgeous building housed Fergus Virtanen and his wife but, nearly three years after Caradoc's demise, Maire was born into this well-known home. Idunna, a skilled alchemist, was the foremost brewer of potions and elixirs in the entire clan. Other urlandi would travel great distances to visit the Blue House in hopes of obtaining remedies for their ailments, and Idunna was eager to help them. As long as they paid in full and didn't ask for anything dangerous. Idunna wanted her beloved daughter to follow in her footsteps. While other clan children were still struggling to say their names correctly, Maire was learning the properties of numerous plants and alchemical reagents. Idunna even used her considerable influence to introduce her daughter to wise men and women from across the kingdom. These intellectuals taught Maire a great deal, and she grew into an introspective and keenly observant maiden.

Unfortunately, Fergus, son of Caradoc the Wolfslayer, was a constant blight on this otherwise wonderful childhood. His excessive drinking ensured the Virtanens always lacked coin and supplies. Despite their well-constructed and charming home, Idunna and Maire lived in constant fear of the family's inebriated patriarch. Perhaps the one decent thing Fergus did for Maire was to teach her how to wield a dagger and quarterstaff, though she never mastered the skill. It was the only time Maire saw her father smile. When he was laughing at her for failing to execute a particular strike correctly. A humorless man tormented by his ancestor's legacy and his wife's prominence, Fergus was viewed as little more than a piss poor woodsman by the rest of the clan. If it wasn't for Idunna's extensive knowledge of herbs and poultices, the clan chief would've likely banished the drunken fool. Of course, Idunna's eventual appointment to the Council prevented this from ever coming to pass. Whenever someone asked why she stayed with such a despicable man, the alchemist simply smiled and said she loved him. Unfortunately, the sounds of Fergus drunkenly sharing his "love" with his family became commonplace after his wife's ascension. It was actually surprising to see Maire or Idunna without bruises on their faces.

And then, during the Season of Ash, brigands attacked Clan Aonghus.

After the clanless were driven back, Idunna was found with a bloody gash carved into her back, her eyes wide and her mouth hanging open in an expression of shock. Maire, who was more educated than most women twice her age, found this curious. Her mother had been killed from behind, and the blow had come as a surprise. Furthermore, the injury looked like it was made by single, razor-sharp edge. The bandits had fought with saw-edged blades and daggers pitted with rust. Her father fought with a two-headed axe, which he loved more than anything else. Except alcohol. In the wake of this horrific tragedy, the Council was one person short and, bizarrely, Fergus offered himself as a replacement. His proposal was greeted with mockery and outright scorn. Furious, the woodsman returned to the Blue House in disgrace. Nobody is entirely sure what happened next. At some point, however, Maire ran out of her family's home, screaming that her father had been attacked and killed by bandits. The Council ordered the gallocmen to seek out the remaining miscreants, though they found no sign of them. Only the corpses of the bandits killed earlier that day remained. Considering the clan's opinion of him, Fergus' death wasn't investigated very thoroughly. Especially when, four weeks later, Maire suggested she might be old enough to assume her mother's duties as a member of the Council and Clan Aonghus' foremost alchemist. To distract her from losing her beloved parents, of course.

The orphaned woman, who was now in her early twenties, joined the Council and quickly proved her worth. While she did develop a reputation as a glutton and a hoarder, Maire always ensured the clan never wanted for herbs or vital tinctures. She also reached out to her mother's former patrons and became quite wealthy through her dealings with them. She also did something Idunna refused to. Maire made poisons for those willing to pay her exorbitant fees. Without Fergus holding her back, the young urlandi transformed from a scrawny girl into an immense woman who regularly stuffed herself with rich foods and dressed in only the finest garments. Life seemed to be taking a turn for the better until High King Harlaus issued his decree roughly four seasons ago. Maire believed it might be worth trying to reason with the man, but this wasn't a popular opinion. Like the rest of her clan, the alchemist was forced to move into the so-called "Hidden Valley." Regardless, Maire has done everything possible to ensure the group thrives in their new home. It would be difficult to enjoy her precious luxuries without a clan to support her greedy ways. Despite having lived in the valley for four seasons, however, Maire is always looking for ways to return home. Possibly as a member of the most fearsome clan in all of Urland.

Personal Goals: Maire is more concerned with her own survival than anything else. She does, however, hope to become one of the most knowledgeable and respected alchemists in the kingdom. In truth, what she actually wants is the wealth and prestige such a position would bring.

Clan Goals: Outwardly, Maire claims she wants her clan to grow in power and become a force to be reckoned with. A force to make even the high king tremble. In truth, she longs to return home despite the unpleasantness of her childhood.

Estate: Prior to Clan Aonghus' exile, the Virtanen family dwelled in a hut, which would come to be known as the Blue House, made of blue marble bricks. Maire left her childhood home behind during the clan's forced migration, though she's tried to make do with the resources available to her. She currently lives in a well-constructed, if somewhat rustic, shack on the outskirts of the clan's territory. This structure, which is filled with luxuries most people have never seen before, is jokingly called Maire's Mansion. A young thrall by the name of Gwendolen Maddox is the only other person living in the building. On a more ominous note, a weathered quarterstaff can be found leaning against Maire's bedroom door, and there are rumors of a knife collection hidden somewhere on the premises. Many of the clansfolk also believe there's an extensive cellar, containing perishable items as well as an alchemical laboratory, beneath Maire's Mansion. Whether or not this is true is up for debate.

Traits:
  • Affluent-You belong to the (very thin) upper crust of society, and have the wealth to prove it. +3
  • Alchemist-You have an impressive knowledge of herbs, salves, and even poisons, and know how to identify and create them. +3
  • Learned-You are literate and have a relatively advanced education, in comparison to the common man. +2
  • Basic Weapons-You are skilled with the usage of less specialized weapons, such as knives, clubs and staffs. +1
  • Chef-You can prepare and preserve food better than most. +1
  • Observant-You are better at noticing traps, as well as your enemies' weaknesses. +1
  • Light Sleeper-You wake easily at the first sign of danger. +1
  • Slow-You cannot move quickly. -2
  • Loud-Your movements are particularly noticeable. -1
  • Heavy Eater-You have a big belly. -1
  • Greedy-All of the riches are yours, and nobody else's! -1


Dramatis Personae
-Caradoc "The Wolfslayer" Virtanen-A mighty warrior that earned his family a place in Clan Aonghus by killing a pack of ravenous wolves, built the Blue House and died shortly thereafter [Deceased]

-Fergus Virtanen-A mediocre woodcarver and son of Caradoc, felt overshadowed by his father's reputation and drank to alleviate the pain, a sadistic and abusive brute, husband of Idunna Virtanen and Maire's father, supposedly died during a bandit attack several years ago [Deceased]

-Idunna Virtanen-A gifted alchemist who taught Maire everything she knows, renowned throughout Urland as a fair and honest woman, was a member of Clan Aonghus' Council for several years, died under mysterious circumstances during the same bandit attack that took her husband [Deceased]

-Gwendolen Maddox-A mute, red-haired thrall that can wield a spear as well as any man, the only other occupant of Maire's Mansion and a loyal servant [Alive]

-Albran "Longshanks" Brennus-A kind and devoted master herdsman, husband of Fiona Brennus and father of five daughters, perished trying to protect Maire from the beast lurking in the Barrows [Deceased]

-Cathair Doyle-A portly kern with an impressive blonde mustache, distrustful yet surprisingly selfless, recently entered into a tentative alliance with Maire against Eliz [Alive]

-Uric Myrost-A hulking gallocman that was slain during Maire's sweetgrass expedition [Deceased]

-Tristan Jory-A young, impulsive warrior who believes Maire is incredibly brave, one of the councilwoman's few allies among the gallocman, survived the sweetgrass expedition and is dedicated to helping Maire [Alive]

-Fiona Brennus-A talented craftswoman and wife of Alban Brennus, loathes Maire and blames her for the death of her husband, mother of five daughters [Alive]

-Jaina, Marta, Hope, Cerys and Serena Brennus-The five children of Fiona and Alban Brennus, all but the youngest are of a marriageable age [Alive]

-Garrick Derval-A grim kern and father of four sons, one of his children was killed in Eliz's counter-attack against Clan Greenfeather, detests Eliz and has thrown his full support behind Maire [Alive]
Hidden 9 yrs ago 9 yrs ago Post by Lauder
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Lauder The Tired One

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Name: Serhiem Vashir the Second
Sex: Male
Age: 27

Appearance:
Serhiem is you average man, physically anyways. He is a very pale individual with a large scruffy beard growing with a thick, messy, and long hair coming down from a rather thin face. He has a single scare that connects both sides of his head in a horizontal fashion, going through both of his eyes.

Personality:
Serhiem is a very sensitive individual, one who will tear up at the sight of the dead or even the sight of a lightly injured animal. However, he is a normally happy individual who is also very peaceful, not wanting a fight. Serhiem is also very forgiving towards others as he does not want to feel hate or a feeling of a grudge towards others. Though, catch him at the right time and he will seem to be a very serious or angry individual. He keeps all of his true feeling repressed which can be released if certain things are brought up.

Patron Deity:
Lucharoc

Background:

Serhiem was born into a family of Gallocmen, thus, as a man, he was expected to carry on that legacy and fight for his clan. He was actually quite the good learner when it came to sword-fighting as well, earning praises from many. By the age of ten, he had learned how to properly wield a sword and shield while also taking on a formal education. It was quite the good life for him and he learned that good can be seen in everyone, even if they hail from a rival clan. Unfortunately, that golden period came to an end with his father's death, Serhiem Vashir the First, leaving him the only male warrior left in his household. Of course, Serhiem was happy to oblige to the needs of his family.

It was Rain Season and a bandits had come to attack, in an effort to do enough damage to make sure that they would not be able to truly make it to the valley or maybe it was to take food for themselves. Serhiem had stepped up to do battle, following in his own father's foot steps. The lad was sixteen at the time and it had been his first true battle against another clan. Unfortunately, it would end up being the last as well, for a larger warrior had got the upper hand on Serhiem and managed to hit his head with a sword, gashing his eyes and leaving Serhiem blind. Of course, now Serhiem was not that big of a threat so he would be allowed to live and "see" that his clan had eventually won the day.

With the loss of his sight, Serhiem was devastated that e could no longer true do anything useful to his clan, becoming more of burden. He could not become a scribe for he required his eyes to write, nor could he become a farmer for he may hurt someone. However, he could teach the people of potentially lead them. Serhiem chose to attempt to become part of the council, he had been denied the first time which then lead him to become a teacher and a philosopher, all to be useful. For many years he had been doing this until the clan leader eventually called upon him to become apart of the council due to his service to the clan during the long trek they all made. Following quickly after the clan settled into the new land, Serhiem was elected to be the Chief of the clan, being supported by both the common folk and the Warriors. It was a job that he did not exactly want, however, he accepted so that the people would be pleased. That and he didn't exactly trust some of the other council to lead the clan in the right direction.

Personal Goals:
Serhiem wants to see his people have a higher standard of living, wanting the children to have more than enough knowledge. He wants to see stronger walls, more food, better things in general.

Clan Goals:
Serhiem's goals for the clan is a lot like his personal goals of wanting a better standard of living and having the people have a peaceful life. Though, he wants them to be more concerned with what is going on in the realm of the living and not the gods.

Estate:
Serhiem lives with his family in a house that is larger than most of the common folk. It is filled with weapons of all different shapes and sizes due to the status that his family holds. Serhiem does have a room that is filled with many ideas that have been written down by his sister. He lives with his mother and sister there.

Traits:
  • Learned - You are literate and have a relatively advanced education, in comparison to the common man. +2
  • Intelligent - You are naturally smart. +2
  • Intermediate Weapons - You are trained with more advanced weapons, such as one-handed swords, spears and axes. +2
  • Reputable - You have a spotless and respected reputation. +2
  • Philosopher - You are an expert in some sort of "science." Phah! +3
  • Affluent - You belong to the (very thin) upper crust of society, and have the wealth to prove it. +3
  • Proud - You are unused to harsh living conditions or menial labor, and unwilling to perform degrading tasks. -2
  • Blind - Whether by age or illness or violence, you cannot see. And you don't even get superpowers in exchange. -5
Hidden 9 yrs ago 9 yrs ago Post by Wernher
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Wernher

Member Seen 27 days ago

Name: Eliz Sala
Sex: Female
Age: 22
Patron: Cairis - The Strategist, the Clever Warrior

Appearance:

One who plays with fire is bond to get burned by it and Eliz did and still does a lot of playing with fire. Her masks hides the scars she received when she got too reckless but nothing with much value was lost when half of her face was sacrificed to the gods of war. She doesn't look healthy on the slightest and has no child bearing hips or feeding breasts. Her face and body is gaunt, stress and famine preventing her to eat at her fullest, her one eye is piercing and shines with the same fire she often welds.

Personality:
'Who is that woman, she to stands astride her horse, a bow on her back?' 'A complete bitch.' most would answer. Eliz is a loner and there are a few god damn good reasons for it. Most people find her company insufferable and she entertains the same notion about others, the few who associate with her being either wise enough to listen to her orders and leave it there or cunning enough to flatter and sooth her the right way to stroke her massive ego and get her to act a certain way. This is often hard because the intelligence she claims stands high and above that of any others, while perhaps not so mighty as she claims, is still there and even if some might call her a fool, she's an extremely competent one in what she does.

Otherwise, there are other reasons why people don't even have to talk to her to dislike her. Eliz calls herself a 'Practical Person', as to justify her often drastic actions and desire to follow the path of easiness, even if said path can often lead her to step on a few toes along the way or even if it means standing very close to taboos the Tuad Rithe might forbid.

Background:
Her father, a powerful Gallocman, wanted sons, sons to pursue his legacy and strive for glory. His elder was a girl. His deception was great of course when Eliz came to the world and he begged the gods to know why they'd send him a weak and feeble thing that probably wouldn't survive the winter. She did survive and his father would get what he wanted, a single son as his wife, the woman of her life whom he loved like no other, passed away in child birth. He was devastated and fell in drunken rage for most of the time after that, spending the only time he was conscious trying to train his boy and at best ignoring his daughter, who seemed like she wouldn't even be able to bare any warriors in her womb.

Eliz was 12 and her brother, Senlak was 8. Senlak liked his sister although Eliz despised him, it was public knowledge but still she spent her time with him, because all the other kids would throw rocks at her. One day, they went to the forest but Eliz came back alone. A boar had charged them both she said! Senlak having thrown her away to protect her but in doing so, had been thrown out a ledge into a ravine. The clan searched for Senlak and found his body, trauma to the head being the cause of death. There was doubt however, people knew Eliz was a 'Dark Child' and her own father accused her of killing his son and tried to end her life. Elders however got in his way and protected her for there was no real proof.

The one who took her defense was God Talker and Council member Moriak, a respectable old priest who had noticed long ago that in their own ways, the Gods had answered Eliz's father's prayers and made her a mage, skilled in the more warrior of spells. If someone was favored by the gods enough to have magic, surely they couldn't be all bad? Eliz's father however didn't see it this way and would ultimately die in a raid the next year, sloppy fighting and alcohol finally being his undoing.

Moriak was an odd sort, also a loner that liked to wander the forest and thought her much about it, how nature worked, how the stars moved. Her education was not entirely devoted to prancing around in the flowers with a druid however, as Moriak's role in the council often kept him away from Eliz. So she spent her time with what her father had left in terms of belonging, a sword and a horse. She quickly discarded the sword (She'll always say its because she finds ranged weapons to make more sense, since an enemy that can't reach you is something to be laughed at, but in truth its because she was always terrible fighting with them) and went on to use the horse. This horse was not her friend, it was her servant, a tool of labor that worked and moved so she didn't have to and while Moriak tried to educate a more egalitarian view on the subject, it would stick. Everything in nature is a tool for one's success.

Moriak would die long before the exile, old age. That day, without a caregiver to put food on the table, she found herself being an adult that had to work to make a living. She was 15 years old. She joined on with a raiding band and although people didn't want her to come at first, they accepted the idea she could be used as bait or do more dangerous reconnaissance work rather than to fight. She did get into fights because of circumstances however and people had their opinion of her change. She was still a complete outcast but she could more than handle herself as she grew ever more competent with a bow, her talent as a mage of Cairis allowing her to make short work of stronger opponents by dispatching them with an arrow in a weak point of their armor.

As time went, the raiders she worked with usually began to heed her words more, as her solutions, even if at times they appeared hackish and were laughed at, always made their work safer and easier. Plus there was another thing: Eliz was there to get stuff, not for honor and glory and as such, despite how she always wanted to target the biggest possible rewards and face terrible odds, she was not for one to take useless risks either. And that showed in how she was fighting: Slinging arrows on top of a horse, simply running away to send more arrows at a frustrated enemy until it went down. Heavy risks, but calculated ones, with substantial rewards at the end.

And then of course, the exile happened.

The tribe had grown complacent, some knew how to fight and travel efficiently, but most did not. To be honest, she thought very long and hard about just leaving the clan, this whole doomed enterprise, but then... what would she do? Live in the forest, pray of the other clans... with no clan of her own, that made her a simple bandit and worst: It would give reason to everyone who ever accused her of being a lowlife scum. She stayed because of spite, to make a point.

The council was split at the time, some thinking they should retain everyone used to living in the wild with the column leaving the kingdom, make it move faster, find the safest way and teach the basics to people so they might survive the travel. Others saw that if they wanted to survive, what they needed was food and fast, they had left before harvest after all, some raiding was in order, even if it meant leaving the main body of the clan defenseless. Eliz of course, was in favor of raiding but she had a specific idea in her mind. They were leaving these lands, never to come back, as such, its inhabitants... who cared about them?! They could not strike back because there would be no one left to strike at. Raiders always fought, but in moderation, after all they did not want to start a feud.

Eliz mustered the raiders she usually took with them, not asking the council for any kind of permission, and left. Some thought she had gone away to become a bandit in the end, but she had gone to the settlement of the clan they were passing through. It was one of the stronger clan, not because of their warrior ways as much as because of their numbers, they had many fat cows and fertile fields and for generations were able to keep them from other raiders. 30 or so raiders against hundreds of clansmen ready to defend their home. The odds didn't look good. The villagers however found the fire was not an enemy you could fight against with swords and bows. Coming at night, the raiders simply decided to set everything on fire and that didn't just mean sling fire arrows at the village, they set the fields around on fire as well, going to each farm houses on horse and with a torch to burn it along the fields, not stopping to fight or take the grain that was surely inside the individual houses, they were after more.

This attack created of course massive confusion. It seemed gratuitous violence, pure destruction from an enemy that didn't even attack their gates or try to loot. The men of the town were torn, taken by surprise at night and not sure of they should watch out for an attack or go put down the fires. Hesitation was all it took to bring the clan to ruin, they first stood watch, expecting an attack from a foe numbering in the hundreds and thus allowed the fire to become uncontrollable, it was only when it was too late that they tried to save their houses from the flames and it was at that moment that in silence, some of the raiders scaled the wall guarding the town and sneaked inside to open the gate and get what they were really after: The clan's entire herd of cattle. With the fire spreading in the direction the wind was blowing, the panicked beasts were more and more cornered against the door which had just opened and thus made hurry to go out. The raiders, all mounted on horses, simply herded them back to the clan.

They now had enough food, mobile food, to last the entire way outside the kingdom and could thus focus on movement. The raiders purposefully diminished the violence of their exploit of course, what they did was the kind of thing that started blood feuds between clans, as they had left their victim with a burned down village, ravaged fields and absolutely no food whatsoever for the coming moon season. They told of a diversionary fire followed by brilliant sneaking, nothing more. The smoke, which had been visible from the horizon as it burned down an entire forest behind them, no doubt causing trouble to other clans in the process made people suspect that there was more to this, but no one ever suspected anything so horrible as to what Eliz had done.

Personal Goals:
To put it bluntly (and she doesn't hide that from anyone), she wants to become the chief of the clan. Eliz believes she's the most fit for the task and that the only reason she wouldn't be chosen to lead is that others have a dislike for her and her methods. This is why she seeks to have an achievement so great, so undeniably epic that people would have no choice but to acknowledge her, the dark children they've always shunned and for the most, rejected, to not be part of them, but to stand astride them. This victory, she must get it her way, a way that often walks the line of what the Tuad Rithe might find acceptable.

Clan Goals:
Self sufficiency and dominance. She will always point out to the exile of the clan to explain why they should be on top, why they should never let the clan in a position of weakness to others, no... they should be on top and do everything to achieve this, become ever stronger and like the high king tried to do with their clans, dissolve and absorb all other clans until theirs alone stands on top. After all, herbivores survive on weeds, becoming ever larger, but they only serve as pray to the predators that lurk. Weed eaters! It was what the clan was, but never again. Survival passes through dominance and a creature with no predator is king.

Estate:
The estate is rather large and includes some swaths of land she helped capture along with a sizable number of thralls and cattle heads, she however hardly bothers managing them and sees herding and farming as beneath her, she thus employs kerns to manage her thralls, land and herd, insuring her a steady income to finance her expeditions. Her most valuable goods are a house in the village (rather sizable, but cramped since it hosts all of her thralls along with a basement for miscellaneous items, she herself only has a personal room), a herd of horses (breed for endurance, being capable of moving long distances at a steady pace) and a kennel.

These things however she rarely sees since Eliz is not often staying at the village (And everyone is rather thankful for it), the things she keeps close to her are her 3 best horses (One for herself, one for her stuff and a spare) along with 2 dogs (A watch dog and a hunting dog for small games) and items changing depending on what her objective is.

Traits:
  • -1 Ugly
  • -1 Myopic (One Eye Missing)
  • -1 Abrasive
  • -1 Greedy
  • -2 Proud
  • -3 Reckless
  • -3 Untrustworthy
  • +1 Thick-Skinned
  • +1 Rider
  • +2 Ranged Weapon (Bow)
  • +1 Light Armor
  • +1 Warrior
  • +1 Raider
  • +2 Tactician
  • +1 Woodsman
  • +3 Warmage
  • +2 Intelligent
  • +2 Learned
  • +2 Magic Resistant
Hidden 9 yrs ago 9 yrs ago Post by Lexicon
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Lexicon Once a Week Poster

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((Ignore this.))
Hidden 9 yrs ago Post by Mardox
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Mardox An internet Dark Lord

Member Seen 2 yrs ago

Name: Ardghal Umiros
Sex: Male
Age: 35 years old
Patron: Camvor

Appearance:
https://www.google.com/imgres?imgurl=http://digital-art-gallery.com/oid/113/562x700_19528_Dragon_Slayer_Concept_2d_fantasy_concept_art_barbarian_picture_image_digital_art.jpg&imgrefurl=http://digital-art-gallery.com/picture/gallery/barbarian&h=700&w=562&tbnid=CuiacOZIm6bsdM:&docid=1MTU8viYLrjXFM&ei=LyDeVr-0EofImAHw-Ze4AQ&tbm=isch&client=tablet-android-alco&ved=0ahUKEwj_h-f07a_LAhUHJCYKHfD8BRcQMwgpKAYwBg
Ardghal has many pattern-like tattoos which he feels depict ferocity and determination. On his back is a tattoo serpentine dragon being bitten by a skull. He feels this announces his allegiance to the Dead God to any who care to look.

Personality:
Ardghal was once a darkly cheerful lad interested in the ways of war. Now, he knows the ways of war and is a rather grim fellow. To see him grin either means he is determined to destroy you or you have earned his respect and approval to some extent. He is a paragon of loyalty to those who have earned it from him and does his best to keep his word should he give it (he will however, lie like a rug to those he has not given his word to someone and he feels it would benefit him or the clan). He is dedicated to Camvor because Camvor's determination is his inspiration to keep at his goals and never give up. After all, a silly thing like death didn't get Camvor down and that is truly worthy of respect in Ardghal's eyes as Camvor did it to keep an oath. Ardghal is quiet and likes to negotiate but when leadership or war is necessary he speaks and leads by example. His view is that peace is desirable but not always possible, it should be noted that for him being strong enough to frighten away any aggressors counts as peace. Along with loyalty and binding oaths, Ardghal values order greatly. His punishments are harsh and strict but he tries to keep innocents from being wrongfully punished and reins in his sadistic tendencies in punishment to avoid backlash. He also has a soft spot for children and he understands he is not a happy man and wishes for children to live and not be like him except in determination, loyalty and truth to one's word.

Background:
Ardghal was born to a family of craftsmen (and women) back in the Old Kingdom. He was raised with the expectation of continuing the family business of blacksmithing but displayed an unhealthy interest in strategic warfare. He learned his first strategy game at the age of three. For the longest time, this was merely a hobby. Then came the banishment of the clan when he was fifteen.

Ardghal's family was hit hard by being cast from grace. His father had the bravery (or folly) to speak out against the banishment and was beheaded for his dissent. Ardghal wished to take up a sword and charge to slay the High King on the spot. Fortunately, his mother reminded him that it was suicide and he lacked the ability to fight an army of Gallocmen since he was one untrained youth. His mother had thought the matter had dropped but in his heart, Ardghal swore to Camvor that he would do his very best to see the High King destroyed.

This oath sworn in the headstrong, impulsive wrath of his youth became his main driving force. In what would have been free time, he constantly asked the Gallocmen to mentor him. For the longest time they ignored him. Then one day, his mother married an abusive drunken lout out of desperation to regain some of the wealth the family had lost in the banishment. Ardghal only put up with the man at his mother's request until one day, the drunken fool went too far. The scoundrel beat Ardghal's mother far worse than any other time before. Enraged, Ardghal challenged the man to a duel. As the two had always despised each other, the stepfather was drunk and Ardghal was underestimated greatly, the man accepted. Ardghal met his stepfather in the duelers field with swords. While his stepfather was more experienced and better trained, Ardghal had a ferocity that left his stepfather off-guard. Ardghal pressed the attack and the stepfather stood his ground but dared not attempt a counter-attack for fear of ensuring his own destruction as well. The fight dragged on and Ardghal's youth and bloodlust kept exhaustion off him even though his body was beginning to strain. His stepfather however did not know that Ardghal was tiring and began to despair as the onslaught showed no reprieve and the crowd jeered at him for being a coward. Fearing for his life, he tried to bribe, to cajole and to parley but this was met by an icy response of "By Camvor the Oathkeeper, one of us goes to the grave today." This was accompanied by a look of such intense malice, determination and rage that the stepfather's will broke a little and he at last faltered. This opening was enough and Ardghal's blade slashed across his throat.

Sadly, Ardghal's mother had died of internal bleeding during the fight as the healer could not treat it. When Ardghal heard the news, he crumpled, dead inside. He grieved for his last known blood relative, not caring that the possessions of his bloodline and his stepfather were his. All that came out of this was that a Gallocman finally decided to mentor him. Ardghal set his jaw and did his best to train and learn how to fulfill the oath he made.

Using some of the resources of his family, he studied the ways of his patron deity Camvor. His rise to the Council came during an enemy raid. He was at the thick of the fight calling upon the power of his ancestors and hacking with his axe. His predecessor fell and Ardghal took command without intending to. After leading the defense successfully, he was soon chosen for the Council.

Personal Goals:
VENGEANCE. For now, Ardghal is pretty much dead inside. What he wants for himself above all else is the head of the High King on a platter. Despite this, he watches out for the clan and wants the best for them due to his strong sense of duty.

Clan Goals:
Ardghal wants his clan to be invincible and never subject to the whims of an outsider again, so that no other family is destroyed like his own. He thinks the best way to do this is to have the strength to vanquish any mortal foe through military strength. He desires union with allies and the destruction of foes.

Estate:
Ardghal lives in what was once a beautiful home but has become jagged and fortified, more like a grim citadel than a home. Some say it would take a siege to enter Ardghal's home without his permission. Ardghal keeps no thralls, thinking they might murder him in his sleep. Instead, he employs several kerns to maintain and guard his home (he is also their landlord). These servants are each armed with a bow and a short sword and know how to use them if the clan is raided. Ardghal chooses only those he trusts to watch over his home as during such a raid he is likely to be fighting elsewhere. The house is three stories tall and has passable furnishings within but there is a grim touch of gloom about the place. Since he cares about the children of the clan, they are permitted to hide in his home in the event of a raid. He has no concern that they will steal or break anything since he keeps his valuables locked away.

Traits:
  • 15/15
  • Loud -1
  • Greedy -1
  • Unlucky -2
  • Slow -2
  • Proud -2
  • Charismatic +2
  • Intelligent +2
  • War-Mage +3
  • Tactician +2
  • Warrior +1
  • Intermediate Weapons +2
  • Rider +1
  • Hardy +1
  • Imposing +1
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Name: Seòras Sùdrach
Sex: Male
Age: 23
Patron: Camvor deity of the oaths

Appearance: This is Seòras he stands at 5'11 taller then most he also has jade green eyes that pierce into your soul his hair is unkempt giving him a lazy look to him.

Personality: Seòras is a nice person and cares about others and how they are feeling. Seòras is also a hard worker and does his best to what he can however despite his illness he doesn't give up. He takes his belief to his deity to his own life seriously and as a result once he has promised something to someone he will not give up till he has fulfilled it. Seòras hates when people think it is okay to coddle him because of his illness he also hates when people takes advantage of another simply to further their own gains.

Background: Seòras was born into a normal family his families occupation was simple fishers his father would go out to fish for them and earn our place in the tribe. However as Seòras grew up he realized that his father was being bullied into over fishing Shiba's father knew that their was a delicate balance between getting the most out his skills and fishing to much.

When Seòras was only 13 the clan was dealing a shortage of food and his father felt that he was responsible and he couldn't help but try to get more food for the clan. He went out during a storm and it was ill advised by all the people that knew about except of course the ones that bullied him they were glad. That was the last time he saw his father its generally assumed that he had died at sea trying to help the clan and Seòras couldn't be more proud to have him as a father. His father and mother always taught them that if you make an oath you must keep it or you will make their deity angry and insult their ancestors. Seòras Ancestors have been a part of the clan since it was first established his Ancestors had always had a part in providing for the clan either by being craftsmen, fishermen, and even a few priests to their tribes deity however Seòras is the only one who had the conviction and the determination to rise through to the rank of councilman he wanted to make changes and help his clan thrive.

Personal Goals: Seòras wants to have a family as well and give them a better life then he had with his father being bullied. He is driven by the thought of proving that his father was a good man and deserved to be appreciated for his efforts even if he failed. He is never going to give up and he will prove to his patron deity that his family is worthy of the position he is in.

Clan Goals: Seòras has few goals but he has high hopes for his clan. Seòras plans to have his tribe to have permanent place to stay and live. Seòras also has a simple goal for his clan a place to call their own where they can properly care for their ancestors and pray to their deity. Seòras wants his tribe to be at peace and not be in conflict with their own over simple problems like not enough food or not enough room to grow.

Estate: Seòras home is a small wooden home. It wasn't large but his house home was near a lake and as a result it was doubled as a fishing post. He did learn a few things from his father and as a result he was able to make sure he had his own food ready. Since he was able to learn how to be a good spearmen and in front of his home he had spears in front of his house to double as his weapon in combat.

Traits:

  • Intermediate Weapons - You are trained with more advanced weapons, such as one-handed swords, spears and axes. +2
  • Woodsman - You can fish, identify edible plants, and create basic shelters. +1
  • Tactician - You have a solid grasp of battlefield tactics and maneuvers. +2
  • Charismatic - You are eloquent, convincing, and at ease when speaking in public. +2
  • Sickly - You have a persistent illness. -2
  • Intelligent - You are naturally smart. +2
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