@Flagg Yo what program did you use for the map?
Name: Guhkra Khurix
Race: Beastkin.
Beastkin come in many shapes and sizes. They are savage humanoids that bear various traits of beastial apperance. Some have horns, cloven hooves and beastial heads while others might resemble more of a kobolt or are even gnolllike. Appearance between different tribes might even vary greatly due to inbreeding with other races such as humans, orcs or even demons. Beastkin are often called Beastmen by different races and both terms are generally used to refer to the same group of species.
Nationality/Nation description: Confederacy of Nagath
The Confederacy if Nagath is a loose confederation of tribes that swore allegiance to Chieftan Khurix himself. The confederacy is built upon protection against the one true mutual enemy, the Justinian Empire. Alone no tribe stands a chance against the armies of the empire but united the confederacy has managed to score a number of stunning victories against invading armies from the Marches.
The first principal of the confederacy is that every tribe governs herself. No other tribe or even Gukra Khurix himself can intervene in internal affairs of a tribe.
The second principal is that the council of Chieftain's is the primary body of government that manages any affairs that ascend the jurisdiction of a single tribe. When two or more member tribes have a dispute over land, women or other things, the member tribes must ask the council to pass judgement that all sides have to accept.
The third principal is the principal of mutual defense. If a member tribe gets into conflict with an outside force, be it the armies of the empire or a non-member tribe, all tribes are bound to come to the aid of others. Also, the council and Guhkra Khurix can call upon the tribes to supply warriors for a military campaign.
The forth principal of the confederacy is that all tribes of Nagath are welcome to join regardless of race. This makes the Confederacy a multi-racial entity of Beastmen, humans, demons and orcs.
The confederacy was founded only two years ago after the battle of the ashen forest. During that battle, an alliance between the beastmen of Dorak-Ka and the human tribes lead by Guhkra Khurix ambushed and crushed a punishment expedition from the Marches. This was the first time in over a 100 years that an army of Justinian soldiers suffered a great defeat at the hands of the barbaric tribes of Nagath.
Occupation: Head of the Council of Chieftains, Chieftan of the Dorak-Ka tribe of beastmen.
Religion: The beastmen of the Dorak-Ka tribe worship the spirits of the world. Their religion has no formal name, no written manuscripts or extensive, formalized ceremonies. The beastmen believe that everything on the planet has a spirit. Be it a man, an animal or a mountain, they all have spirits that can connect on a spiritual level. The beastmen believe that honoring the spirits will bring good fortune while neglecting them would bring ruin to the tribe. Shamans are the religious leaders who claim to be able to communicate with the spirits and guide religious ceremonies. Since there are more spirits then any beastkin can remember, they often choose a few that they give special attention to. Those can be the spirits of their ancestors, the spirits of the forest they live in or deceased great leader. The beastmen believe thay when a person dies, their spirit lives on until they reincarnate into the world of the living again.
Guhkra Khurix generally worships the spirits of the natural environment as he believes that being in line with the mountains, the trees and the animals is critical for success on the battlefield. Another spirit that is high on the Beastkin's worship list is the spirit of Daigon, the dark lord himself. Guhkra believes that by worshipping the dark lord, he might succeed where Daigon failed.
Appearance: Guhkra Kuhrix is a ferocious looking beastkin that combines reptilian features with a humanoid body. His head has a reptilian shape to it and is covered by thick black skin. Some would say that the skin of his head is so thick that it functions like a helmet. Another feature that is hard to miss are Guhkra's long and pointy ears. His ears are so long that the beastkin leader had to cut holes in the hood of his black cloak otherwise he would not be able to pull it over his head. Another remarkable feature are his forearms, which are of a more reptilian shape and end with sharp claws. The same goes for Guhkra's legs.
The beastkin's size stands about 6.2 feet. About the length of a large human male. He has an athletic build with strong muscle tone. His body is covered in scars from battles and abuse. Something the Beastkin wears with pride. He wears little clothing to hide his marked body. Only a piece of cloth around his private parts and a black wool cloak to protect him from the elements.
Personality: Guhkra Khurix is an extremely charismatic person with a keen sense for social interaction and direction of conversations. He has a natural feel for when he needs to be imposing and when his charming sense of humor is the best tool for the situation. Regardless of who is in front of him, he always looks very calm and in control. For Chieftan Khurix, every response, be it rage, a question or a joke is a calmly calculated decision meant to further his goals.
Guhkra Khurix is very well aware of what he wants to achieve and what sacrifices needs to be done. He's a Machiavellian who conspires and misdirects with little sense of honor and no morals to hold him back. To him killing his own father was just as easy as killing a Justinian Knight. Just another step in his masterplan. For Guhkra Khurix the goal warrants the means.
If you would look into his soul you might think that the Chieftan lacks emotions but this is not true. He simply shuts them off and locks them deeply away, fearing that others might see them as a weakness. The truth is that deep inside rages a fire of hatred. He can never forgive his father and the Emperor about the wrongdoings he endured.
Biography: Gukra was born as the second child of Drogan Kuhrix, Chieftan of the Dorak-Ka. The Dorak-Ka are a tribe of beastkin living on the borders of the Marches. During ancient times, they were loyal servants of Daigon the Darkklord but those days have long gone. Now they are just another tribe of savage hunter-gatherers and raiders living in the harsh conditions of Nagath.
For the first 12 years of his live Guhkra lived what you could consider a normal childhood. From young age he would train daily in the arts and crafts of his tribe, learning how to hunt, fight and gather food. Hunting trips would sometimes lead them into the Marches, the Ashen Forest or other places in and aroud Nagath. Needless to say, that occasionally the Dorak-Ka would clash with neighboring tribes over hunting grounds, women and for the sheer entertainment of their warriors.
It was during these times that Guhkra started to show an exceptional level of intellect for a beastkin. He quickly learned, mastered and improved upon the techniques and skills that has kept his tribe alive for centuries. Guhkra's analytical mind, outgoing and charming personality managed to attract a lot of attention. The elders watched his exploits and development with a bit of weary while the youngsters gathered around him. He managed to transform a group of kids in the most effective hunting party of the tribe simply by looking at the methods employed from a different angle. Rumors would go around the tribe that Guhkra would claim chieftainship by the time he would become of age.
It was during these happy times as a kid that disaster would struck for the Beastkin. Just 4 weeks after his 12th birthday an army of knights from the Marches invaded the lands and started to massacre the tribe. Men, women and children where all put to the sword. Rather then rallying his warriors, Chieftan Drokan, father of Gukra fell to his knee and bargained a peace treaty with the lords of the Marches rather then fight for his tribe. In exchange for peace, chieftain Drokan swore fealty to the lords and gave his only son as a hostage to Marcher Lord Tryon Chetwynd.
Lord Chetwynd shackled the young beastkin in chains and paraded Guhkra through the villages and towns of his domain in some sad, wannabe grotesque victory parade. His soldiers encouraging the peasants to throw whatever they could find at this ferocious savage. In the mind of Tryon Chetwynd, he had to deconstruct the boy, strip him from all he ever was in order to raise him as a civilized being that could serve his house. Of course, the only natural way to accomplish this was through brutal torture and endless humiliation. After all, you cannot undo the savage nature of beastkin by being gentle.
Betrayed by his own father and hostage of a cruel lord, Guhkra soon found out how the empire and Marcher lords thought about the peoples of Nagath. During feasts he would be put on display just for the entertainment of Lord Tryon's guests. He could clearly overhear these human knights boasting about how much women and children of the savages they killed and raped. How it would be the best thing ever if they would slay each and every inhabitant of Nagath because they were all scum and vermin, not worthy of live. Guhkra soon realized that any true form of co-existence between Nagath and the Justininian Empire would not be possible. Only death awaits for the weaker side. If death didn't come today, it would come tomorrow.
In this harsh world the strong live and the weak die. In the case of Nagath, that would mean that all those bickering tribes, petty lords and wannabe king would eventually all be slain by the empire. Just like the Beastkin's father, they were all too afraid to truly standup against the God-king and prefer to fight among themselves for a bigger piece of the wasteland. Playing king while hoping the empire would stay away long enough to enjoy some of their power. The longer Guhkra stayed at the court, the more the realization downed upon him that the peoples of Nagath needed a new leader, one that would unite them against their one true common enemy, the Justinian Empire.
For the next 13 year, Guhkra would endure the torture and abuse, slowly walking more in line with how the civilized peoples behave and learning as much about the culture, mechanics and way of thinking of the Marcher lords. When lord Tryon Chetwynd deemed the beastkin assimilated enough, he put Guhkra Kuhrix through formal Justinian education. Much to the lords suprise, the beastkin had no problem keeping up with his peers in typical civilized skills such's as reading, writing and math. Also he proved to be a capable fighter. Soon Lord Tryon would have his tool that would form the bridge between the civilized and the savage. An advisor that knew how those savage bastards think and how to make sure they would never pose a treat.
Lord Chetwynd could not be more wrong. At the age of 25, he sended Guhkra to accompany his first-born son on an expedition to massacre the human tribes along the border. A thousand knights and men at arms would march under command of lord Gillroy Chetwynd, heir to Castle Chetwynd into Nagath. Guhkra would be his advisor. The first advise the Beastkin gave was to contact his father and demand him to honor his agreement and mobilize his warriors to aid in the lord's campaign. At the same time Guhkra send out a message to the human tribes that the Marcher lords where coming and what preparations they should make, what route they would take and and how to fight them. This was the opportunity Guhkra Kuhrix was waiting for.
The beastkin convinced Gillroy Chetwynd to take the route through the Ashen Forest while at the same time he would ride ahead to meet up with his father for the first time in 13 years. As Guhkra approached his father's encampment he could feel his anger and hatred rise. He had never forgiven his father for giving him away as a child. He blamed the chieftain for all the hardships he had to endure and today he would pay the price for his betrayal. All the warriors had gathered to watch the meetup. Guhkra watched his father extend his arm as a token of friendship but rather than taking it he grabbed the old man by his throat, driving his claws deeply into the flesh and bringing he head close to his father's ear and whispered softly "You're a fool to think that I stand here as your son. You betrayed your tribe, betrayed your family and now expect to find a friend? The moment you gave me away to the Marcher lords as a child you stopped being my father. Don't expect forgiveness or mercy from me." Before Guhkra's father could respond, the young Beastkin ripped out the man's throat. With a smile on his face, Guhkra Kuhrix watched his father collapse in pool of blood. Silence filled the air as the tribe's warriors where struck dumb by the scene that unfolded before their eyes. Guhkra looked around and then shouted "Are you going to fight for me or what!"
Screams and grunts filled the air as beastkin warriors raised their weapons. Nobody could remember when the last time was that an alliance of man and beastkin fought against the vassals of Justinian. But that faithful day would go down in history as the battle of the Ashen Forest, the day that the Marcher Lords suffered their first crushing defeat in 100 years.
Equipment: Guhkra carries the legendary sword known as "Deathbringer". It's a slightly curved, single edged blade that can be wielded both single and dual handed. Legend says it was forged by Daigon himself and given to his top general. Some stories even go as far as claiming that Daigon used his own blood to cool the steel during the forging process. For the people of Nagath the sword is a symbol of a great conqueror, worn by great leaders. For the people of the Justinian Empire, just the name reminds them of the threat they faced from the Dark Lord and his armies. For many generations, the sword was just a tale of legend, a myth told by travelers and bards, some people even doubted that it was real in the first place. The beastkin's further armaments consists of two single shot flintlock pistols. Next to his weapons Guhkra carries some traveling necessities such as a knife and a water pouch.
Skills: Highly intelligent. Guhkra often tells people that his mind is sharper than his sword. Although it is a figure of speech, his intelligence is exceptionally high for a beastkin and would rank among the top echelon when it comes to his ability to learn. Guhkra combines this with a highly observant and analytical way of thinking, often looking for creative out of the box solutions when faced with challenges. In fact, many of his skills and talents come from his intelligence.
Highly skilled tactician. Guhkra is a highly capable general. His grasp of how the armies of both the Marcher lords and the barbaric tribes function is second to none. He has a very good knowledge ofs what their strengths and weaknesses are and how to utilize the rough terrain of Nagath to his own advantage. He constantly tries to anticipate his opponents on how they would react to all the moves he makes and plays through many different scenario’s in his head.
Able combatant. Guhkra is a very capable fighter that easily ranks among the best of his tribe. However, he is not a legendary dualist nor possesses the beastkin excessive strength, speed or durability. He does know how to rank up a notable string of victories. Not by being the best fighter and strongest fighter in town in town but by knowing when and who to fight.
Motivation: Guhkra Khurix is shaped by his experiences in life. He remembers the day that the knights of the Marcher lords massacred his people. He remembers the day that his father gave him away to lord Chetwynd and he remembers all the pain and hardship he had to endure being a hostage in the Marches. The beastkin does not forgive and will never forget. Vengeance must be served to the Marcher lords and their overlord.
Hi @Flagg. Are you still accepting characters? I'd like to throw my guy in this if you are.Name: Lon
Race: Incredibly human
Nationality/Nation description: Raised in various villages throughout the Marches.
Occupation: Bard (Self-proclaimed).
Religion: Wherever the wind goes, so too go his beliefs.
Appearance: Lon is a man of small, inoffensive stature and dark skin and often has a toothy smile plastered onto his face. With little in the way of muscle or fat, one could mistake the poor man for a starveling from the streets of any given city. The mop of dark, dark hair atop his head, perpetually mussed and tousled and looking like he won a battle against a particularly brittle comb, lends credence to this idea.
But then you get to his clothes. Or more accurately, his cloak. It’s a cloak made for billowing if one was ever seen. Grand, green, seemingly made of material that’s lustrous and bright while retaining the toughness to rival the sturdiest of canvas, it seems likely that it could swallow him whole if he let it. Other than his cloak, the man dresses sensibly most times. Most being the operative word here.
Personality: Chatty is what his friends might call him but he’d call himself personable. What others might call him is best left unsaid in polite company. Lon’s the sort of fellow that’s friendly to a fault and has no problems striking up a conversation with just about anyone or anything.
It’s all something of a front, unfortunately. While he’s got a smile for everyone he sees and he’s more than willing to lend an ear to any and every tale there is to be told, Lon’s friendliness comes from a desperate place. It’s easy to forget one’s woes when you drown yourself in other people. Beneath the jokes and the songs that inevitably find their way to his lips there’s a loneliness that runs deep and chasm-like. The moment you think you see it, you’ll be told about that one time in Kragthorne where he saw a man ride a flying pig--yes, a flying pig! If only you’d been there.
Biography: Lon was born to a traveler, a woman by the name of Taryn, and she was someone who roamed the countryside with a song on their lips and a tune in their heart. The first thing he remembers is hearing a bawdy song while bouncing on a sailor's knee while his mother crooned filthy words to the crowd. In this way, he was a child of the people. In every town they visited there was a grandmother that would inevitably fawn over him, as he was a cute and curious child, or a mother that would scold him for sprinting through their laundry while chasing the wind. He learned his letters from a teacher in Stratam and his numbers from a farmer in Loti.
He never knew his father nor did Taryn ever speak of him, but the child wasn’t ever wanting for one. He had several, after all. Why, there was the man in Tust that frequented their camp and brought Lon wooden toys before slipping into his mother’s tent for the night. Or there was the one in Marchome that always brought him sweets and told him stories before Taryn would put her hand on his arm and tell Lon to be a good boy and go play with the other children on the village green. The number of fathers Lon had grew and grew. It wasn’t until he was older that he learned that they were often someone else’s father as well.
They never stayed in one place for very long--even if they did visit the same villages on occasion. More often than not they’d travel with a caravan that was leaving town; Merchants, soldiers off to be trained by one of the lords. This allowed them to survive the harsh wilderness where bandit attacks and mutterings of nearby orcs would bring any lone traveler little more than fear. Whenever the weather turned, Taryn would offer her voice and poems to the local tavern keeper for a night in the barn, next to the horses. Needless to say, neither of them ever knew luxury.
Taryn raised the boy to be keen and to be wary of the help offered by another when they claimed said aid was out of kindness and kindness alone. She taught him to sing, to poke fun in such a way that leaves a man’s ears burning but his temper stamped out by the ribbing of his friends. She taught him how to talk without saying much and not talk while saying a great deal. She taught him a great, great many things but the most important thing she taught him how to do was to live; Not in the ironic way that most people live. Day-to-day, dawn-til-dusk, a home, a family, a dog (though he’d not be opposed to the dog), but rather the way that the stars do. Bright and moving through the night sky, dazzling those who care to look.
Seventeen years did he live with his mother, wild and free. On the eighteenth day of his eighteenth year she told him that it was time to fly. Knowing the day would come, Lon packed his meager belongings, kissed his mother on the cheek and stepped out of the nest to fly on his own. It’s been another four years since that day. Taryn’s still out there, he’s sure, but he’s content enough to not go looking.
Equipment: Despite all appearances, Lon is far from unarmed. Within his cloak there are many things hidden within many pockets. They range from knives to explosive pellets all the way down to a handful of incredibly sharp rocks.
Within those pockets are other things, like very nice cheeses and crusty bread and maybe even an apple or two. A waterskin is surely in there somewhere.
A ragged lute is strapped to his back. Despite it’s appearance, he’s meticulous about keeping the strings fresh and well-tuned.
Most importantly, a small flute that’s carved of some sort of bone is perpetually at his side. A family heirloom, passed down through generations upon generations. Or so he’s told. The few times he’s used it the people who heard the tune became all too eager to get into a fight. Lon is loathe to play any songs on the flute these days and is convinced that it’s just horrendously out of tune.
Skills:There are few things in this world that Lon is truly proud of; Two of them are his singing voice and his quipping wit. With a voice like a choir, he’s able to belt out a song with the best of them. It’s a voice that’s suited to every and any song, brilliant trebles and deceptively low bass. The quickness with which he can turn anything into a song is both a boon and a way to bring harm to his and himself. In your average traveling group, Lon tends to fill the role of the talker.
Beyond those two things, he’s relatively decent with a knife. A life growing up inside of taverns that ran the gamut from ill repute to the sort of place where rich men “buy” favours from young boys led to the child becoming well acquainted with sinking a blade into the soft spots between another person’s joints. He’d not hold his own in a fight against a soldier, but your typical brute might find themselves with a nimble and slippery target that’ll probably shove a knife into their brain.
He’s also not too bad a survivalist and field medic. You pick things up on the road; Like which mushrooms you can eat without keeling over or how to stitch a wound up.
Motivation: Lon wants to hear your story. Yes, yours. He hikes along pathways and cliffs to travel from city to town to the smallest of farmsteads to entertain and catalogue the story of everyone he’s ever met.
I see recent edits. This is still recruiting then? I have some interest in poking in.
So Adrianna's sheet is finally done, yay. Posting below to get a review and proofing before I drop it in characters officially.Name: Adrianna Corvello
Race: Human
Nationality/Nation description: House Corvello of the Northern Marches
Situated in the Godsfang Mountains, House Corvello is the ruling chair of one of the Northern Marches controlled by Adrianna’s father Baron Durian Corvello.
Occupation: Warrior, diplomat, Baroness/Heiress (self-declared)
Religion:
“All men must die.” She does not believe Justinian is truly a demigod. Part of her suspects his seeming immortality is an elaborate hoax by the elders constantly surrounding him that creates the illusion thereof to control people through faith. The ruler and diplomat in her has studied the theory’s implications for government. She believes no religion, instead holding solely to her own code.
Appearance:
Adrianna is on the short side, but not significantly so. Her caramel blonde hair is a frizzed mess from wind riding through Nagath … still stretching down well past her shoulders. She pulls it back sometimes when she’s expecting a fight. She seems like a soft, caring person at first from her face but there is a fire in her eyes when one looks closely.
Her normal attire is far too elegant and valuable to have come from anywhere other than nobility. She sticks out like a sore thumb as an outcast from both the world around her and the world behind her, though she has grown not to care. She wears dark pants, shin-high leather boots, a loose fitting top, and parts of her armor all under a brown cloak. She keeps the upper chest piece, shoulder guards, bracers, and thigh pieces on most of the time, as she doesn’t fully trust anything in Nagath farther than she can throw it.
History:
Adrianna is the firstborn daughter of House Corvello. A son followed years later and only a year beyond that, twin boys. Her eldest brother is still four years her minor. Despite this, he is to inherit the kingdom. In all her studies and her fight training and her grooming to be a ruler herself, she was always told that it was the firstborn who would inherit the land. Nowhere was it stated it must be a son. She knew that in all the Northern Marches the daughters were married off yet Adrianna persisted with the intent to be a Baroness herself and not a trophy.
Her parents did try. They found themselves however in a predicament as House Corvello was not in need of any diplomatic marriages. Adrianna knew this from her studies. She proved to be “quite the handful” as one suitor put it. Her hand was offered to three men from other marches. Her eagerness & tact for governance was often considered as ‘overbearing’ from the men who merely wanted a simple wife. She is famously (within the family at least) quoted saying “I am a warrior and a diplomat. I am not some housewife to a spoiled man-child,” after the second attempt to give away her hand. Though Adrianna had evaded attempts to marry her off, her father - ever the traditionalist - still decided it must be the eldest son who ascends to power.
At first she was shocked and could not believe that he would deny her birthright from her. She jumped at every opportunity to prove herself worthy, as her father had promised he would allow. Every task, every challenger, and every single time she pushed herself hard and was the best she could possibly be. Still she was told time and again “Better.” Her disbelief turned into cynicism and disgust that she was to be barred from having what was hers by right. She was constantly angry at her brothers for being given the golden spoon – at her expense nonetheless – while she had to work to her limits and past them in vain to regain her claim to the throne.
Her older adolescent years were far from her most pleasant or personable. In her cynicism she was snappy and perpetually disgruntled by the smallest of things. Her temper was always short. On her 18th, she saw an armorer who fit her for a quality set of plate leather. While it was acknowledgement of her skills as a fighter, she still was unsatisfied. She had spent hours studying politics & diplomacy while her brothers played. Token recognition did not suit her. Even though she felt the gesture underhanded, she was quite pleased weeks later with the end result. Her personal armor set is something to behold: as much a status symbol as sturdy protection.
Her spoiled brother constantly made jokes about how it seemed so plain. Adrianna hadn’t wanted any large plates or elaborate helmets or shoulder spikes and similarly ridiculous garb her brothers were all obsessed with. The decoratives were in the details. A light scroll pattern on the plate and nothing more. Her forearm bracers though were as much a fashion statement as their other two purposes. The armorer had said their plates were forged from the remains of some of the greatest battle-tested armor ever. Little did she know that the steel in her favorite accessory had once belonged to the Dark Lord himself; they bore a power all their own.
In her permanent frustration, she was vulnerable to suggestion. The subtle power within her gauntlet pieces led her down a darker path. Her cynical complacence turned to a stubborn refusal to accept no for an answer. She became convinced not to be turned away quietly. More than once she confronted her father far more aggressively now, at one point straight up demanding she be given what is hers. With each successive denial and with their relationship straining, her father became the object of her fixation, and her fixation treaded into dangerously hostile waters.
After a final argument escalated to the point of guards being summoned – and summarily beaten into submission by a very angry Adrianna – she stormed out of the castle, hell-bent on proving herself worthy, dying trying, or finding the key to claiming the kingdom she is owed by force if necessary … whatever that key may be. She isn’t sure what she’ll find in the scorched ruins of Nagath, but something calls her there to realize her goals.
Personality:
She was raised to be a baroness. She knows how to be a lady of many hats and which face to wear in which situations. She is who she needs to be. At first meeting, she’s cheerful and nice and someone most people want to keep around. This more outgoing persona however does not last more than a few days. With most people, she has conducted her business and is long gone by then making it irrelevant. Those that stick around come to know that her youthful optimism is heavily tempered by a gruff cynicism. She comes across as far more of a realist – sometimes overly so – always preparing for whatever can be thrown at her.
Choose the right topic of conversation with her and you can bait out her darker side. She doesn’t ever choose to reveal it to people, but get her talking about the right things and it just kind of happens. Her goals, her ambitions, her family, etc. These bring out a side of her born of years of frustration and dark influences upon her mind. This is the side of her that will move Hell and Earth to get what she wants. Her ultimate goal: reclaiming the throne she considers her birthright, only ever exists in the back of her mind most of the time. When the pieces fall into place and she grows close enough to taste her victory, she becomes fixated – dangerously tunnel-visioned in fact – on finishing what she started, everything else be damned.
Adrianna maintains strong loyalties with anyone she believes can prove beneficial to her intents. She has no interest in maintaining relationships that have no present or future benefit to her. Her studies in politics and the arts of persuasion & coercion were primarily focused on the types of people she would deal with as Baroness. She could rhetorically twist the arm of a nobleman to get exactly what she wanted without even batting an eye. In the harsh wastes of Nagath, however, the people are far different and her silver tongue is worth little more than pewter. Her powers of persuasion are limited.
Equipment:
Full set plated leather armor – custom tailored. The bracers are one of the heaviest plates and also well decorated with a light scrolling work, hand-etched. These pieces specifically are forged from steel that has been melted many times and traces its origins back to the dark lord Daigon himself. She wears the upper part of the torso armor, the shoulder pieces, and the bracers most of the time.Her armor is durable enough to resist a slashing attack from many bladed weapons. Powerful stabs that land in the leather and not the plate however can go right through. While this example doesn't quite look like what I imagine her armor does, it gives the general idea quite well:
She took a horse from the stable when she stormed from her home, taking with her some supplies to help her make it to a small town where she could stop over. She is ill-equipped for spending nights out in the wastes alone.
Skills:
Adrianna is a pickup fighter. She claims no one weapon as her own, but instead fights hand to hand and uses an opponent’s weapon against them. This makes her skilled and dangerous against a human opponent. Against the many monsters that roam the scorched lands of Nagath, she is of little threat and would easily become food. Her armor can resist a man’s blade but not the crushing blow of a five hundred pound beast.
She is also a diplomat at heart. She can negotiate for anything, or appropriately strong-arm for it if negotiations fail. She has studied rule and knows the ins and outs of how governance works. There are a variety of possible applications for this both benevolent and nefarious that she could offer a group.
Motivation:
There is no glory to be had in saving the empire, not in her eyes. She is here for her own goals and her own goals only. She’s not at all sure how she’s going to make it happen, but something in her mind tells her that she’ll recognize the key to her succession when she sees it.
As a character she's meant to bring someone of nobility into this hostile hellscape - a place you'd never believe she's welcome or even safe - and show over time that she's not at all what the stereotypes would have you believe. Far from it in fact. Not everyone in the Empire has such strong loyalties.