Hidden 4 yrs ago 4 yrs ago Post by Thanqol
Raw
Avatar of Thanqol

Thanqol

Member Seen 14 hrs ago

Robena Coilleghille
The War Champion, returned pilgrim from distant Jerusalem

Accomplished
Held in honor and acclaim
Never forgetful of my mortality.

Dark forests breed strong knights.


Much has changed in the Bear Knight's absence. The land has rotted, the king is mad, and evil taints the hearts of once gracious knights. This is not the home remembered by the slender squire girl setting off on her first adventure.

Much has changed on the journey too. No longer do you see a tall, lanky willow-branch of a girl drowning in her tangled bearskin cloak. Now there stands before you a giant of a warrior with lance and axe and armour and the scars where armour fails. She has lost her skittish English mare, replaced with a huge and cold-blooded draft horse. She has lost her nervous stutter and wide-eyed curiosity, replaced with an austere economy of word and deed. She has lost the lady she was sworn to serve, and all of her brash and unseemly influences - replaced with a heartache and powerful sense of purpose. Her coin purse is empty, her traveling companions are lost, and too many innocences have been left behind.

Many of these things you will know. Songs speed ahead of her and her constant delays, for never has she let a bandit or beast or blackguard pass her by. It has been a long road home, the kind of tale that makes girls dream of the Holy Land and the legend the journey will make of them.

But even still she does not have the manner of one who has returned home. There is still more to do.

My household and lands are in disarray. Once I held a place of honour in the household of Lady Alitel Sandsfern. As a squire chosen from the common folk for strength and courage, I was to serve as knight and bodyguard to the young countess. Once these lands had great orchards, meadows and pastures, forests and timber, enormous wealth and a fortified citadel overlooking a fast-flowing river. Now the tower is a scorched ruin, stone melted and fused, the woods are wild and overgrown, and the population has fled.

My arms and armour befit a questing knight. Helm, mail, lance, and great woodsman's axe - all as befit my rank, all worn from use. A bow and arrow are fitted for hunting small game, and come with a hunter's patience. A jeweled dagger is all that indicates I ever sat close to wealth, though it has since tasted both bread and blood. My bearskin cloak covers me, and to this day more than a dozen daggers and arrows are stuck within its tangled thickness. My warhorse moves with a ponderousness that has once seen a priest attempt to exorcise from him the demon of sloth - though watch your apples closely for he can strike like an adder when properly motivated.

My heraldry was once forest green and ivory white in checker patterns, though the road has rendered them black-grey and weathered cream. My crest is that of a great Irish-haired bear. I wear a tabard and a pale space on my index finger where a ring was once exchanged for coin. In one of my many packs I carry two formal dresses; one in the style of the Byzantines, and a much less modest one in the style of the Persians. I wear raking scars across my face, shoulders and chest from some ferocious animal. My left hand's scars suggest burns. No scars mark my back.

My countenance is shaped by the wilderness. Stone green eyes soften and heavy hands become gentle as they watch the wind and reach for a flute that they might sing to it in turn. On the soft grass of the hills, in the shadow of ancient trees, wild hair flowing with the breeze, I seem to fit in the world perfectly. Such harmony is difficult to find in the world of men. There I must duck my head when going through doorways, I must sacrifice many good combs to bring my raven hair to terms, I must bow far more deeply than my peers to bring my head lower than my sovereign, and I must remember that things are perhaps more fragile than I would like them to be.

My name is Robena Coilleghille, though once (and perhaps still) I dreamed of taking another's.

Bold +1
Good 0
Strong +2
Wary +1
Weird -1

With my full panoply of battle, I have 4 harm and 4 armour.

I have the right to be known by reputation. When I meet someone who should know of me, roll +Strong. On a 10+ they have heard of me, and I declare what they have heard. On a 7-9, they know simply to admire or fear me. On a 6-, I yet again curse the name of the bard Yomdaeler who decided to use my name to revitalize her failing career.

I have the right to own an enchanted item. The monstrous, scarred questing-bear I fought had a hide that could not be pierced by any weapon - I slew it unarmed. Its fur now provides +1 armour and immunity to any surprise attacks.

In single combat, I have the right to spend 1 more than my roll would allow. No mysterious skill empowers me; I am simply larger and stronger than the majority of those I encounter.

I have the right to own a trained warhorse and own a kite shield. My current horse is named Apricot. I wish I had the good sense to take some apricot seeds back to England with me. Fool.

I will live to be one hundred.

Experiences:
Hidden 4 yrs ago 4 yrs ago Post by Anarion
Raw
GM
Avatar of Anarion

Anarion School Fox

Member Seen 2 hrs ago

High King Uther Pendragon






Hidden 4 yrs ago 4 yrs ago Post by Tatterdemalion
Raw
Avatar of Tatterdemalion

Tatterdemalion Trickster-in-Veils

Member Online

I am Constance Nìm, daughter of the Bristol Avon, seventh daughter of a seventh daughter. In me flows the blood of the Old Royalty who ruled Britain before the arrival of mankind, the blood of giants.

My stats are +2 Bold, +1 Good, -1 Strong, 0 Wary, +1 Weird. I am fearless and a talented counselor, but am no warrior and am perhaps as easily fooled as my ancestors.

RIGHTS
  • I have the right to due respect from all.
  • I have the right to exhilarate and intoxicate when I win someone over, instead of asking a question, I may fill them with hope, kindness, love, mercy or faith; I may require from them a boon which may not be refused; I may leave them in despair, longing or regret.
  • I have the right to be recognized as one of the Old Blood. I am to be given fitting tribute and recognition from all the rivers of Britain; I may bind warriors to my service with oaths and blood rites; I may solemnize the turning of the seasons and the bonds between our worlds.
  • I have the right to receive gifts and offerings on behalf of the waters of Britain.


OBLIGATIONS
  • I am obligated to care for the sword Excalibur until I find a rightful wielder, and to not let any unworthy destroy themselves by trying to draw it from the scabbard.
  • I am obligated to care for the waters of the duchy; to see them cleansed when they are fouled, to see them honored and fruitful, to bring forth the mists in their proper seasons.
  • I am obligated to care for my companions, Tybalt and Palug. I am to leave food for them, to hold them when they demand it, to scratch them behind their ears, and to let them roam the night as they please.


BELONGINGS
  • I wear a pale blue gown with a belt of pearls and bronze links. My feet are bare upon the earth. My hair is knotted about an ancient comb of the Old People, made of polished bronze.
  • My drinking cup is a gift given to the water, made of tarnished bronze, two-handled.
  • My knife is made of flint, old as the hills, antler-handled.
  • I may dredge from the river arms as I see appropriate: mail and sword, shield and helm. They are bronze, the fine ones, and of iron or the wild otherwise.


HOUSEHOLD
  • I am head of my household. (My cats disagree.)
  • I have a lake, a sacred shrine which I tend, orchards and woods which I keep, and a numinous reputation. (My larder is ever half-full of gifts.)
  • I am on the far side of the lake from Bywater, and one must take a journey by wood or water to reach me.


***

PEOPLE
My people are from the Village of Bywater, the duchy’s oldest settlement. They are all who settle here, fifty or so strong, descended from the hill peoples. They keep the old ways.

Their stats are Rites +1, Wealth +1, War 0.

They are known for their veneration of me, the old enchantments wound about their village, their physical prowess, their generous hospitality and their rich land.
Hidden 4 yrs ago 4 yrs ago Post by stveje
Raw
Avatar of stveje

stveje Sebastian the Black Metal Fox

Member Seen 4 yrs ago

Kenina "Nin" Haig
The Outranger

Bold +0
Good +1
Strong -1
Wary +2
Weird +1

Harm 3
Armor 2

MEETING DEATH
I will live to be 100.

RIGHTS
You have the right to keep yourself and those in your charge safe in hostile or enemy territory.

You have the right to find your way by road or trail to your destination. When you undertake to do so, roll Wary. On 10+, all three of the following are true. On 7–9, choose 2; the third is false.
* You find your way at once, without much casting about for it.
* The way is direct, with little meandering or backtracking.
* The way is safe, and does not bring you near your enemies.
On a miss, choose 1; the other 2 are false.

You have the right to observe the landscape unnoticed. When you try to do so, roll Wary. On 10+, you’re able to watch as long as you choose. Ask the MC what you see, and tell the MC when you slip away. On 7–9, you’re able to watch for a time. Ask the MC what you see and when you must slip away to avoid discovery. On a miss, choose:
* Slip away now, having seen only what you’ve seen.
* Stay and watch. Ask the MC what you see before you’re noticed, and then whether you have the chance to flee.

You have the right to step out of your earthly life and journey in other places. When you choose to do so, roll Weird. On 10+, you choose your destination, and you have both wits and strength therein. On 7–9, you choose your destination, but the first time you miss a roll in that other world, you return at once to earthly life. On a miss, the MC chooses your destination.

BELONGINGS
- Staff (3 harm)
- Hide armor (1 armor)
- Leather helmet (1 armor)
- Traveling cloak
- Well-worn boots
- Goat's horn (drinking cup)
- Bone-handled knife
- 1 bounty of food (goats milk products)

MY HOUSEHOLD, of which I am the head, has:
- goats
- a dairy
- a kitchen, pantry & buttery

NIN'S PEOPLE
They are all who live in a certain place.
They are small, diverse.
They speak Scottish.
They number 50 souls in 6 households, including 8 warriors

Rites +2
They are known for:
* Their insularity
* Their sorcery and enchantments
* Their celebrations

War -1
They are known for:
* Their strategy and tactics

Wealth 0
They are known for:
* Their craft and skill

EXPERIENCE
[ ][ ][ ] A right of your own
[x][ ][ ] A right of the Land Itself
[ ][ ][ ] A right of the New Nobility
[ ][ ][ ] A right of the Old Ways
[ ][ ][ ] A right of the Other World
[ ][ ][ ] A right of Personal Prowess
[ ][ ][ ] A right of War
[ ][ ][ ] A right of the Wider World

The Ungiven Future

[ ][ ][ ] Abandon this character to die
[ ][ ][ ] Assume a mantle
[ ][ ][ ] Awaken something terrible
[ ][ ][ ] Create an inheritor to play
[ ][ ][ ] The Ungiven
Hidden 4 yrs ago 4 yrs ago Post by Count Numbers
Raw
Avatar of Count Numbers

Count Numbers

Member Seen 8 mos ago

Tristan Kuwabatake-Fletcher
The Troll-Killer


Bold: +0
Good: -1
Strong: +1
Wary: +2
Weird: +1

Rights:

I have an enchanted weapon

When I encounter something unnatural, I have the right to roll Weird.
On 10+, I ask the MC 2 of the following. On 7–9, ask 1.
• Is this a thing of old ways, new ways, or ways unknown to me?
• What manner of person made this thing, or is it its own?
• For what does this thing hunger, or by what has it sated itself?
• What would this thing make the world into, if it only could?
On a miss, ask 1, but the thing may ask a question of you in return, from this list or of its own devising. Answer truthfully.


I have the right to slay whom I must for the protection of all

In single combat, I have the right to spend 1 more than my roll alone would allow

Who?
I am the son of an expert warrior who has trained me well, and an English bowyer. My father is part of a company of elite warriors who have been exiled from their homeland who travelled far, following the legends of Rome, in search of a new place of Lords to sell their swords and undertake new duties.

The chivalric code of conduct came naturally to many of the Exiles, who integrated it with their own. As the second generation, I have been taught this synthesis of chivalry and of my father’s strict martial traditions.

My father was also a deeply spiritual man, but not a Christian. It is both his spiritualism and the esoteric faiths of my mother’s England that I have been raised with, and that I also put a great importance in.

I am no longer a child, but I am still defined by being my father’s son. His reputation is fearsome, and his People, the Pilgrims in Exile, are my people as well - together they try to rebuild as much of their traditions as they can pass down to the next generation.

While I am inspired by their legacy, I am also an Englishman. I will build my own legacy, that of an English Knight, from the tools that my People have given me. This is why I have struck out on my own, out from under my People’s shadow.

I have no land, no titles, and as yet few deeds to my name. I carry my father’s bow and my mother’s arrows, my People’s knowledge, and a heart and mind uniquely my own.

Here is my vow: I will be Just, Courageous and Compassionate. In all things I will show Integrity, Honour and Loyalty. I must never strike in anger, and I will spill no unneeded blood. If blood need be spilled, I must cut decisively and with true intent. I seek honour in duty and I seek greatness through my service to all.

People: The Pilgrims in Exile, of which I am typical (of my generation)
They are bound by a single common experience
They are a warrior order, 16 souls in 16 households of 16 warriors
They are lean and tawny-brown
They mostly speak Latin with mixed fluencies, due to following the Pax Romana from their homeland

Stats: +1 War, +1 Rites, 0 Wealth
War: They are known for their physical prowess and their individual skill at arms
Rites: They are known for their fearlessness in the face of death and their patience in suffering
Wealth: They are known for their craft and skill

Household:
I have a humble place in another’s household
The household is an Inn at which I am hosted by the Innkeeper’s charity
Horse and stables
Tenants
A kitchen, pantry and buttery
Debts

Personal belongings:
Distinctive clothing of a sky-blue silk shirt, and black gambeson trousers.
An elaborate black quiver with blue silk thread stitching.
I am without ornament, though my hair is tied back in a distinctive tight bun
My drinking cup is lacquered wood of fine craft
My knife is of long cord-wrapped iron.

Arms and Armor:
A dagger (2 harm)
A bardiche (3 harm)
Hide armor (1 armor)
A leather helmet (1 armor)
An enchanted bow of ancient yew (4 harm at range, can harm non-flesh creatures)

Has a bounty of fur and a bounty of meat
Hidden 4 yrs ago 4 yrs ago Post by Anarion
Raw
GM
Avatar of Anarion

Anarion School Fox

Member Seen 2 hrs ago

Lostwithiel Castle

The Stronghold

Ruled by the Duchess Marianne, Lostwithiel sits in Cornwall, not more than a few days ride from Camelot. South of the castle, there is good, fertile farmland (or there was) and the castle serves as the marketplace for the region. North of the castle is marshy ground with many small rivers and creeks leading to the lake Low and then the Treffwood, a deep forest leading to yet deeper forest unexplored.

Its heraldry is vert and argent, and its symbol is a standing leopard.

These are the traits of Lostwithiel Castle:
It defends: a wealthy province of farms and forests
Its enemies are:
1) An unlawful crown seized by a tyrant (Uther Pendragon)
2) Raiders by land and
3) TBD
Its fortifications are:
1) A square stone keep
2) A hilltop position
3) TBD (maybe archery overlooks, a palisade wall, a stone outer wall, an unusually rich treasury, or a well/cistern)
4) TBD (same as above)
Within its armory are
1) Mail coats and iron helmets
2) Horses, lances, and kite shields for ten (10) knights
3) Swords (maybe)
4) TBD (could be more knight gear, could be bows or crossbows if there are archer overlooks)





The people of Lostwithiel are the household of the duchess, her vassals and retainers, and their households as well as the nearest and most prosperous farms that it protects.
They are a vassalage of 300 souls in 40 households including 40 warriors (at least ten equipped as knights by the armory)
They are a diverse group having settled here from various places over time, speaking several languages including at least Celtic, English, Latin, and Welsh.

On their Rites +0 they are known for their patience in suffering
On their War +1 they are known for their cavalry and their physical prowess
On their Wealth +1 they are known for their rich land and their superb metalwork
↑ Top
© 2007-2024
BBCode Cheatsheet