Please study and refer to this basic map. Only the big names, those of cities, matter to get a basic idea of the Synopsis and factions. But it's high-rez, so if you want to zoom in and get a look at the villages and stuff for your backstory, go on ahead. vignette4.wikia.nocookie.net/mountandb..
SYNOPSIS Calradia. A land torn apart by incessant warfare, in a time where horses are ridden, blades are drawn and scrolls and scrawled on. It is a large place, full of different climates and peoples, and yet, it feels so small, like the towns are crammed up against eachother. As people often say, there's no such thing a coincidence in Calradia.
Once, Calradia was united, in what was known as the Calradian Empire. Now people refer to it as the Old Calradian Empire, for it is indeed old. A hundred and fifty years have passed since after the collapse of the Old Calradian Empire, and the Age of Divided Calradias has lasted ever since.
It's a beautiful country, really. What makes it ever the more a prize is the fact that it's the only place fit to live, for to the north-east is the Great Frozen Plain, to the east is the Great Steppes, and to the south is the Great Desert, and everywhere else is the Great Ocean. And in the middle of it all, is the stunning Calradia.
Six Kings claim the right to rule the throne.
King Harlaus the Tenth, ruler of the Swadians, second grandson to King Harlaus the eigth, who was a former emperor of the Old Calradian Empire.
King Ragnar of Wercheg, leader to the Nords, the Usurper of Tyrants, and Protector of the Faith.
King Graveth of the Rhodoks, a true king, a true scholar, and a defender against corruption.
Sanjar Khan, sixth of his kind to rule the Khergit Khanate, his horse faster than the wind.
Prince Yaroglek of the Vaegirs, his youth eternal, his passion fuels the fire of every hearth.
And Sultan Hakim of the Sarranid Sultanate, traveller of many lands, teller of many tales.
All rulers believe themselves to be the Emperor that Calradia needs, and all believe the others to be foolish. They are constantly at war and peace, making alliance and trade agreements one year, and once again raiding and pillaging eachother the next. No one is able to hold on to an offensive, or concrete an alliance long enough to destroy and conquer another completely. Vassals of the Kings serve their country and themselves, and weaker factions face internal strife.
But a new feeling has arisen over Calradia as of late. For in the stars, there are signs of great change. It is as if the Gods themselves promise something different, and many think, and many hope, that a new ruler will emerge the rest, and finally put the war to an end. Someone to step up, and form the New Calradian Empire.
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THE FACTIONS OF CALRADIA
The Swadians: Capital: Dhirim
King Harlaus the Tenth makes his capital and rests at Dhirim, the previous capital of the Old Calradian Empire. The colors of the Griffyn, red and black, fly above Swadian cities and above Harlaus's personal army. They are the most like the Old Empire, and are attempting to reunite Calradia and resume it as it was. Even the old royal bloodline has been preserved, King Harlaus is a direct descendant of the Old Calradian Emperors. Swadia still holds on to the largest military of all the factions, retaining funding from time times where now Swadian lands were the heart of the Old Empire. Swadia's land is fertile, so it's farmlands are productive, and it is in the center of all the factions. Therefore, in order to make cross continent trade, one has to travel through Swadia, giving the Kingdom a very productive economy. They also are home to the Knights of Calradia, or the Knights of Swadia. The Swadians field the most hightly trained and heavily armored cavalry out of all the factions, and they are not to be trifled with. Despite all of this, they are in the center of all the factions, and all wars they fight have the potential to be fought on two fronts; their large, well-equipped military is always fighting a defensive war. King Harlaus has yet to come up with an effective strategy to go back on the offensive and begin reuniting the Old Calradian Empire.
The Nords: Capital: Sargoth
King Ragnar of Wercheg, although with great respect for his Northern hometown, makes his capital at the traditional city of Sargoth. Sargoth is an ancient town, some Nords claiming the first ever city established in Calradia, and that all other peoples are simply branches of an ancient Nordic empire. King Ragnar is known as the Usurper of Tyrants to his people, for they believe him to be the great hero all of Calradia needs; that the Old Calradian Emperors, and therefore, Swadia, are supressors of the Nordic faith, (which they may have been) and King Ragnar will usurp the power from the tyrants and restore order. In Nordic legends, it is said that from the Northern land of Jumne, several different tribes made land fall. The trees, Nordic Pine, were sturdy, stubborn, and made the most excellent wood. In order to chop down these trees, the ancient tribes created axes so powerful, they could fell the massive trees with one swing. The tribes battled, using these axes against each other, but the bravest chieftan of all the tribes, Chieftan Sarg, defeated the others and founded Sargoth. Though many people doubt these legends, the oral tradition has been passed down for generations. But some things cannot be denied about the Nords: Their houses are sturdy, their culture runs deep, and their axes always strike true. The Nords claim the most well-trained foot infantry in all of Calradia.
The Rhodoks: Capital: Jelkala
To the mountain ridden South East is the Rhodok Republic, King Graveth ruling over it in a very non-republic fashion. They are a young faction, forming just over two decades ago, but their power rivals any other faction. The Republic part of the name seems to just be decoration, because King Graveth, like any other monarch, rules with complete power. Their rise was one of blood shed, they were originally the western branch of the Swadian kingdom. But the war distracted Harlaus from proper administration, he could not keep his western Vassals in check. The then Boyar Graveth apparently rallied the friends, and declared war on the Swadians, forming the Rhodok Rebellion. For a few bloody months, the outskirts of Veluca became a battleground between the two nations. The people were excited and innovative, and in order to counter the Swadian Knights, they developed the finest pole-arms in all of Calradia. The Swadians could not keep up the pressure with the other factions waiting to pounce, and let off their attack and the Rhodok Republic was formed. As a result of the war, the Rhodoks boast the most powerful pole-arm infantry, and possess excellent anti-cavalry troops.
Khergit Khanate: Capital: Tulga
Long ago, the Khergits were a nomadic people, divided into multiple different sub-factions. They rode their horses across the Steppes, raiding each others' camps and doing battle. They developed into swift and accurate horse archers as a result of the constant warfare. But then, Sanjar Khan the Everlasting, the first Khan, went on a terrible and effective campaign, mobilizing his small tribe and annexing the neighboring tribes. It was over before anyone knew it had begun, and the Khergit Khanate was founded. He constructed cities, warning the people of the neighboring Calradian Empire's threatening stance, that if they did not modernized quickly they would be enslaved. They did so, quickly. Sanjar Khan the Everlasting earned his name, for he lived to be incredibly old, Khanate Lore claiming he reached 200 years of age. Once he passed away, his son took his place, and then the son of his son, and it was an imperfect Kingdom, to be sure; but the Khergits held together for a long time. But then, the Calradian Empire, in the prime of it's power, invaded. It was a long war, but eventually the Khergits were overcome. But when the mysterious event that splintered the rest of the empire occured, the Khergit Khanate immediately reformed, and Sanjar Khan the fifth ruled for a brief time before dying under very convenient circumstances. Thereafter Sanjar Khan the Sixth was made ruler of the Khergit Khanate.
The Vaegirs: Capital: Curaw
Unlike most of the other factions, two other rulers were King of the Vaegirs before their current one took control. Even in the days of the Old Calradian Empire, the Vaegirs were almost non-participatory in the affairs of the rest of the Empire. They kept to themselves in their snow-covered landscape, only trading for supplies with the other groups. When the empire collapsed, they formed their own faction only to not be absorbed by default, by the Nords or the Khergits or the Swadians. They fought defensive wars, keeping to their castles are firing upon the oncoming hordes, particularly early Nord invasions. Their archers are very skilled, it is said that in order to hunt the quick and small creatures of the north-east, their arrows had to be vast and lethal, and their bows had to be reliable; and they are. The finest archers in all of Vaegir gain access to be apart of the elite Longbows. They use the aptly named Longbow, a weapon that requires incredible strength, and is undoubtedly expensive, but one that can fell a knight in one shot. Now, on to the current ruler of the Vaegirs, Prince Yaroglek. Two short years ago, his overthrew his father in cou, his sub-faction known as the Longbows, and comprised mostly of those elite troops. He quickly gained support, and his father had swiftly lost control of his own Kingdom. Prince Yaroglek's policies state that the Vaegirs should begin taking the offensive, that the other factions will never overtake each other, and that it is up to them to reunite Calradia. He calls the old ways far too cowardly, and that the Vaegirs should be far more confident in their abilities. The people got behind this idea, for they were sick of the constant sieging.
The Sarranid Sultanate: Capital: Durquba
The Sarranids originate from the sandy southern territory, their kingdom is sprinkled with beautiful oasis' that make the land habitable for human life. According to Sarranid mythology, they were the first people to come to Calradia, and that all other factions are just branches off of the original Sarranids. As you can probably tell, the Nords and the Sarranids don't get along very well. Sultan Hakim and his father both shared a trait of persistent studiousness, they read many books together and have sent embassadors to several other kingdoms to aquire ever more books and tomes. Sultan Hakim is a new ruler, his reign only ten years old, but he is already aged and wise, for his father took his advice very seriously into consideration, and it was almost like a shared kingdom. Sultan Hakim's son, however, is an apple that has fallen very far from the tree. He cares not for history and book intelligence, rather he insists that they should be attacking their neighbors, pillaging and looting their towns where Hakim would merely annex them into their kingdom. The Prince Hakim is brash and unliked by his people, and the Sarranid populous dread the day where he takes charge of the Sultanate. Hakim's advisors have also placed him under constant watch, for even if Hakim does love and trust his son, his advisors managed to convince him for round the clock watch. The advisors claim it is for "other jealous kingdoms", but the people know it is truly to protect Hakim from the angry prince. The Sarranid army is a surprisingly vast one for their desolate landscape, the Sultans have done an excellent job of almost eliminating deserters and bandits, so the peasants are safe from any unwanted visitors. Their troops are lightly equipped, opting for speed rather than armor, and it also increases their own marching stamina; the sun is harsh and the turbans and cloth-leather armor they wear reduces their chance of heat-stroke. Even if the people are loyal, other factions can see that the angry prince Hakim is plotting for a rebellion, and perhaps even admires the charming Yaroglek to the North.
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ROLEPLAY PROCEDURES
We will be doing this in way of World Updates. Every roleplayer will create one post, and then I will write the World's reaction to your actions. Sometimes, if all roleplayers in one group have posted, I will do their World Update before everyone elses. Furthermore, if some roleplayers are say, relaxing in a tavern, I will notify them that they can post as many times as they want to interact with the other roleplayers in their vacinity. These "Casual Phases" can last as long as you desire, but may be interrupted depending on the circumstances. If you do not post enough, you can be kicked from the RP. If you want to quit, notify everyone else, would you? Don't just go quiet on us. Remember, you control only yourself. For example: When attacking, state your attack, and state your desired results from the attack, but only I will be able to decide if your attack was successful. Same thing goes for conversations with NPC's, or trading, or any other action. Choose your characters backstory wisely, I will consider it when you do actions. Natives of Calradia, farmers, peasants, merchants, will not be able to do battle as effectively as a mercenary. But then again, nobody but other mercenaries like mercenaries. You can make your character a noble, who is born into a faction already. That means you'd be rich, well-versed, and trained in combat, but be prepared to face the interesting challenges a noble may have to over-come. So, please, in your character sheet, your backstory is VERY important, so make sure it's specific and detailed. Unlike other RP's, this WILL effect how the world sees you. When it comes to choosing a capital city to start in, it by no means binds you to that faction in ANY way. But you have to choose to start in Sargoth, Curaw, Jelkala, Tulga, Dhirim, or Durquba. You could be peasant from one of the neighboring villages making a run into buy supplies, or a merchant to sell his goods, or maybe you just happened to stop by there in your travels. If you are a noble-man or a certain faction, however, you must choose to start in the faction's capital that you were born into. You may only have one character. Your physical appearance can be a face-claim or picture, but be sure to use a few sentences of description either way. Your personality can be brief, I prefer characters to be developed over the course of the RP. But be sure to make it balanced. Your equipment includes your clothes, weapons, armor, goods, or anything else you might have on you. It has to reflect your backstory, however, no armor or advanced weapons for farmers, and even if you are a mercenary, keep it to light, cheap armor. Just put the word "cheap" in front of the word "chain-mail" and I'll be happy. We have to have room for plenty of upgrades in this world.
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CHARACTER SHEET: Name: Age: Gender: Physical Apperance: Backstory:
Personality: Equipment:
--- If you have any questions, ask. If you need me to specify something I may have overlooked, tell me! For realsies. If you're a fan of the game, you may have noticed I took some liberties when it comes to the games backstory. I hope you're not offended.
I'm thinking of being a Sea Raider that was captured by the Vaegirs, but managed to escape when they lost to the Nords near Jayek. Anyone want to form an improvised band of fighters which kind of go straight?
I hope you don't mind if I have multiple characters! I order of those who I do want to the ones I'm okay with not having.
Name: Ntaaj Age: 27 Gender: Male Physical Appearance:
A healthy, bearded young man. Despite his savagery he keeps himself well groomed and has minimal scarring, though he does have one notable scar running down his right face. He holds this scar with pride however, as it marked him as properly "Bloodied" when he first did battle. He notably smells quiet pleasant most of the time, taking the effort to wash himself regularly and even use scented soaps if he has the money for it. Some think this makes him pointlessly feminine, but most have learned to respect his hygiene choices, or they won't live to regret their ignorance.
Backstory: Ntaaj was born to nomads in the Khergit Khanate, though you wouldn't be wrong to consider them roaming bandits instead. The men and women in his clan were no strangers to war and would often battle against rival nomad clans, or even raid villages if they are held by enemies of the clan. As such, Ntaaj was raised like any other steppe child, learning how to ride horses and do war. He learned to throw spears and shoot a bow from the back of horses as just as well as he could on his own two feet. But as he grew into an adult, he never truly felt kinship for his clan. After his mother passed due to illness and his father was killed in battle, Ntaaj took to hunting to make ends meet, though truthfully he only did this instead of join an army because he did not find anyone worth fighting for.
Soon enough his clan, after loosing many warriors, submitted to Sanjar Khan, the leader of the Khergit Khanate. Ntaaj's hunting turned into poaching, and soon after he was branded a criminal for the simple act of killing a rabbit in the forest of the Khan. Ntaaj was forced into banditry as he was chased by authorities, eventually finding himself working for a growing horde of barbarians. It was here that Ntaaj properly honed his skills in battle: his first fight he found himself in, his camp was ambushed by Khergit soldiers. With nothing but the clothes on his back and a sword he was given, he fought the enemy until there was none left standing. He lost many allies, but in the end he was one of the few survivors of the ambush. Here he found his taste for war, and after looting the dead, began to make something of a name for himself in the lands of the Khergit. He remained a bandit up until the top leaders were captured, where he then turned to mercenary work after leaving the lands of the Khanate.
Ntaaj has very little renown outside the Khanate, but those from those lands may be familiar with his infamy. Most famously, Ntaaj once managed to ambush a general of the Khergit Khanate, holding him hostage long enough for Ntaaj to flee into the lands of the Vaegirs. Ntaaj is also known for his uncommon dual-wielding style, utilizing two nomad sabers. He's skilled in this form of combat even on horseback. And like any warrior from the steppe, he's quite skilled with horseback riding and archery. He's decent with throwing weapons as well, mostly javelins.
Personality: Ntaaj is uneducated and can be a vicious fighter, but in more peaceful settings he can come across as quiet refined, almost noble. He is honorable enough for a bandit and often knows better than to draw steel for every encounter, preferring to trying not to cause trouble everywhere he goes. He personally prefers the luxuries of wealth, such as fine wine, delicious meat, and bathing. That being said, don't mistake his decadence for weakness: he's earned his wealth through warfare, and as a warrior he would show no mercy to his enemies. He does not take prisoners even if he can ransom them: barring very rare exceptions, a battle against Ntaaj is a battle to the death. He will not tolerate having an enemy who still lives, and if you somehow managed to escape a fight from him alive, he will stop at nothing to make sure that you will never face him again.
Equipment:
Nomad Sabres - A pair of twin swords meant to be used on horseback. They are designed to be able to provide maximum damage on the back of a charging horse, but these curve swords are no less deadly on foot. Ntaaj is skilled in using both, one in each hand, whether he is mounted or fighting on foot. When using both blades he can become a storm of slashes, overwhelming a foe with furious blows that only the strongest of armor and the thickest of shields can withstand. However while using both swords, Ntaaj lacks the defensive advantage of a shield. Thus he much more reliant on dodging, speed, and his own armor to survive a fight.
Lance - A long spear meant to be used on horseback. Simple, yet effective, a couched lance could pierce even plate mail at great speeds. Ntaaj is also quite familiar with using the lance as an anti-cavalry weapon, impaling those who would ride towards him on the tip of his lance before their own lances could pierce him.
Hunting Bow - A simple bow used for hunting game. While certainly capable of killing a man, it lacks the strength to send arrows to penetrate most metal armors. Best used for it's intended purpose than dedicated warfare. Ntaaj uses a quiver of bog standard arrows as well.
Fur Covered Shield - A large shield made of wood, bound with fur, with Ntaaj's personal emblem painted on it. Provides quite a bit of cover, handy when Ntaaj is using his lance against archers, but it's a still just a cheaply made shield of common wood and lightly treated hide.
Ragged Lamellar Vest - A lamellar vest that provides Ntaaj decent protection with minimal body restriction, perfect for his agile dual-wielding style. That being said, Ntaaj's current armor has obviously been looted from someone who died wearing it, and it's damaged plates and crude repairs is a sure sign that it's nearing the end of it's career.
Tribal Warrior's Outfit - An outfit consisting of thick fur and hide boots, gloves, jacket, and trousers. Better to protect against cold weather than cold steel, nonetheless there is a thick enough padding that it would at least take some effort to cut through it with a knife. A proper sword or axe should have no trouble going though it, assuming they don't have to cut through the Lamellar Vest above.
Dried meat - About 15 pounds worth of dried meat. Ntaaj has recently procured this after stealing and butchering a farm's pig.
Stubborn Steppe Horse - A decent horse Ntaaj found while in Vaegirs. And by found, he actually stole this horse after cutting it loose from it's post. Because of his sudden procurement, the horse is quite stubborn and refuses Ntaaj's directions at time. While he's mostly managed to keep it under his control, Ntaaj is certain that given the chance, the horse would run away and leave him for dead. He's almost certain that if the horse was capable of it, it may even stab him in the back. It's at least war trained, so it doesn't hesitate to charge into a fight since it's chances of dying is as good as Ntaaj's if it doesn't fight at it's best.
Name: Amelia of the Axe Age: 25 Gender: Female Physical Appearance:
(Ignore the dragon) Amelia is, by some standards, a beautiful young woman with the body of a warrior. She is hardly soft nor gentle, with skin as tough as stones and a body made to break them. Oft mocked for her rather small breast, those who dare do so will shortly regret it as an axe is lodged into their skulls. Despite growing up a fighter, her body has minimal scarring, as she takes care of her injuries well enough that they leave no long-lasting marks. Tends to keep her hair short enough that it cannot be pulled whilst underneath her helmet.
Backstory: Amelia was born in the Kingdom of the Nords, in it's capital of Sargoth. Her father was a warrior who fought since he was a boy, but despite that he loved his daughter dearly and treated her as if she was his son. Even after her little brother was born, she was still given preferential treatment by her father, who trained her in his ways rather than let Amelia become a seamstress like her mother was. She often served as her father's page, learning not only the ways of combat, but of how to act in the presence of fellow warriors and nobility. While her father was, for all intents and purposes, a mercenary, he was honorable and loyal to his patrons. If he weren't born as a mere villager and was instead a noble, he would have been a knight. As Amelia approached womanhood, her mother urged her to refine her ways so that she may become a proper wife, but Amelia was more interested in continuing her father's warrior ways.
Soon her father retired for the life of a warrior, growing far too old to continue to fight. Amelia's brother, now old enough to be a man himself, chose to become a merchant who used his father's extensive connections to make a profitable business through the coasts of the Nords. His sister Amelia volunteered to be a protector of his caravans, which proved most useful as looters and other bandits would try to attack the caravan. but Amelia proved her strength in these battles, but also learned the hardships of combat. She often spent more time treating her own wounds than she did fighting, but after a few years she's learned how to both cut off a man's arm and make sure that the injury wouldn't kill him.
As her brother's business became more successful, he had little need of his sister's protection as he could afford more guards of greater skill. Having always resenting his sister for having their father's favor, he eventually removed her from the family and forced her into the streets with nothing more than the clothes on her back. Angry and spiteful, she was considering killing her brother out of revenge. But as luck would have it, the day she was thrown out from the household, there was a tournament in Sargoth. Nobles from all around came to both watch and participate, and Amelia would use this chance to make her won fortunes. She entered the competition as a Sword Sister, using her knowledge of combat to make it through the preliminaries, and her wound treating skills to ensure she was fighting at her best. While she failed to win the tournament, the bets she made was enough to allow her to purchase some gear and begin her life as a mercenary.
Personality: Boisterous and confrontational, Amelia is more manly than most men. She relishes in a challenge and shows little fear against instrumental odds, either coming out on top or at least giving a good show. That being said, she can be rather aggressive as she doesn't wish to be seen as a meek or demure woman in a man's land. She personally distaste most men who think of treating her as woman, even if they only mean to do so chivalrously. That being said, she at least can understand the intentions if they're present, and simply requests that they stop treating her as if she was a dainty flower. Amelia herself can be hard to impress, and like any woman can be quite scornful. However she does not get revenge through petty gossip or pranks, but with steel to skulls. She can be blunt and strait forward with anyone from the king himself to a grieving widow. That being said, she can be oddly gentle and understanding to those she likes, more so if she is treating your injuries. Surprising some, Amelia is also literate and likes reading, and understands mathematics well enough to basic multiplication and division. Mostly just to ensure that no merchant tries to short change her.
Equipment:
Falchion - A short, chopping sword that Amelia picked out from a gang of looters. Not too impressive, but a decent sidearm.
Great Bardiche - The reason why she's called "Amelia of the Axe". This hefty weapon has been known to split shields and skulls in equal measure. It was the first weapon Amelia brought when she left home, and she's been using it since. A bit worn and nicked, regardless it's still a deadly weapon. She affectionately calls it "Mistress".
Rusty Coat of Plate - A protective coat of metal plates that cover Amelia's entire torso, arms, and even past her waist. However the plates are thin, weak, and rusted, and on the verge and breaking to a solid blow. They can block blades and arrows decently enough, but a solid blunt blow would go through with little trouble.
Old Nordic Helmet - The helmet belonging to Amelia's father. Her mother gave it to her before she left Sargoth. Her father was planning on giving it to his son if he should ever go to war, but figures that his son would never be a warrior like Amelia is. Though blacken due to battle, this old helmet still holds up to heavy blows and strikes. A bit smaller than Amelia expected though.
Red Tunic - Just some simple clothes to maintain Amelia's modesty when out of armor. Comes with trousers and leather shoes.
Battered Gauntlets and Iron Boots - Old iron bits of armor. May have been masterwork in their prime, but may as well be remade into cooking ware now. Still, better than nothing.
Wooden Shield - A plain but thick wooden round shield, with metal bindings for added strength. Rarely used except in situation where her bardiche isn't recommended.
Bread - 20 pounds worth of tasteless, long-lasting bread. Always dry and makes lots of crumbs, but it won't mold and even bugs won't touch it.
Honey - A five pound mason jar of sweet, golden deliciousness. Often spread on Amelia's bread to provide a touch of flavor. Occasionally used to treat wounds.
Ox - A strong and hearty sow Amelia received after helping a village with their bandit problem. Amelia uses it to carry her belongings. His name is Mork.
Dog - Some sort of hunting dog Amelia found while hunting in a forest. From the wounds she guessed that it was attacked by bandits, so she nursed it back to health. Afterwards it started following her around. Capable of hunting for it's own food or tearing out a man's throat. She mostly uses it as a guard dog to protect her while she slept or watch the ox. Amelia calls him Wulf (Even though he's quite obviously a dog).
Name: Donnic the Footpad Age: 15 Gender: Male Physical Apperance:
A young man with Kharnate features, he was nonetheless born and raised in Swadia. Muscular and lean, while his body might not have strength, it does have speed. Some fear him due to his red eyes, though he has no idea what they would think he's evil solely because of that. Though it doesn't help that he's a thief regardless.
Backstory: Born to the father of a thief who was executed after a robbery gone wrong, Donnic was left as a street urchin for much of his early life. He ended up joining a gang of children who eventually simply became a gang of thugs, getting into brawls with students at universities or rival gangs. Donnic himself took mostly to petty thievery rather than bloodshed, but wouldn't hesitate to cut you with his knife if you had to. Eventually his skills getting around locks and cages actually made him into a good locksmith, and once he found a proper smith who would take him as an apprentice he became a blacksmith. However his gang made it clear that leaving them for a regular life wasn't an option. After they torched down the smithy he worked at, Donnic was forced to go on the run for his own safety and for those around him.
Personality: Donnic is a roguish sort who'd lie, trick, and cheat to get his way. Yet at the same time, he can be dashing, witty, and even respectful of others. While he ultimately watches out only for himself he does his best not to damn others into a bad spot, though he certainly will if he feels like they deserve it. Rather cowardly, he would never fend for himself if he could just run away instead, and only fights if he knows he'll win (Like if he has back up). That being said, Donnic knows many unscrupulous people that he calls friends, such as slavers. While he'd never just kidnap a person to sell them into slavery, he has little issues putting his enemies into chains, and he isn't just threatening when he says he'll make you into a slave if you anger him.
Equipment:
Dagger - A fighting knife Donnic managed to take with him before he was ran out of Swadia. An emergency weapon when he has nothing else. He can throw it with good accuracy, but he only has one.
Hatchet - A wooden cutting axe Donnic stole from a farmer. Could split heads as well as armor and is Donnic's secondary weapon to defend himself with.
Boar Spear - Yet another weapon Donnic stole during his escape from Swadia. Took this from a hunter who was butchering his game. Donnic's main weapon to defend himself with, and if need be, he can knock out someone with the shaft so he can tie them up and sell them into slavery.
Tattered Green Tunic - Donnic left Swadia with nothing but the clothes on his back and the knife in his possession, and only his knife made it out unscathed. He lost most of his clothes in the fire, and currently has to go on with what little he has, plus footwraps.
Tools - Smithy tools Donnic stole as he was fleeing Swadia. When thievery is too risky a venture for income, he can use these tools to help upkeep weapons and armor. Donnic also has lock smithing tools to fix or bypass locks.
Sausage - Sausage links Donnic stole (He may have a problem) from a butcher's shop. Has ten pounds of the stuff and is running out quickly.
Now I come to work on my character sheet, I realise I need to ask a few questions about the RP first.
Are we going to be in one big group or is each person controlling their own warband? Is there going to be an ongoing plot, like a new kingdom forming or some such thing, or will this be entirely sandbox? If we're in one group, will we be lawful, bandits, mercenaries, an army or what?
@Roosan You will all start out separate, as individuals. You can form your own warband, or join that of another player, or even an NPC. It will be entirely sandbox, but the Kingdom can move on without you and events will happen with or without the player's intervention.
You can start out in the same warband as another player if you organize it with them.
@Lucius Cypher Dang, sorry, I should have mentioned you can only have one character due to the nature of this RP. I think it would be a little overpowered to have one person with one brain controlling multiple characters. The co-ordination could be pretty insane versus my poor NPC's. Plus, I'd have to write thrice as much for one person. All three of your characters are more than accepted, though. So take your pick.
I'll edit that little sentence into the roleplay procedure. Apologies for that.
Backstory: Roark left his home village of Odasan at the age seventeen, driven out after he stood up to one of King Ragnar's men that was there to collect taxes. Normally they'd just knock out the villagers so that they'd be able to pay next time, but this time Roark had had enough of their treatment and killed one of the soldiers while they were unarmored, slitting his throat after the guy took "alternative payment" from one of the women in the village, one that Roark had his eye on. To keep her safe, he let them think he was just an angry villager and, after throwing his knife at the captain of the tax collectors he ran. After hiding out for a few days he tracked down the local Sea Raiders, who had heard of him standing up to the King's men and offered to train him. He served with them for seven years, hitting various groups of soldiers and mercenaries for their goods and money. The last time he hit a group of soldiers, this time a group of Vaegirs, however, they lost. They did manage to weaken the Vaegir force enough for a group of Nords to take them out near Jayek as they fled the territory. Knowing that he wouldn't be treated any better by the Nords than the Vaegirs had treated him he grabbed what he could in the way of equipment and ran.
Personality: He's not going to make life any harder for the peasants than it already is, something the other Sea Raiders couldn't understand. That said, he's got no problem with killing a soldier or two, or even a noble if he gets the opportunity. After all, they'd kill him if they knew who he was and got the opportunity themselves.
Equipment: Rusty Bernie, boots, fighting axe, bag of 6 javelins, throwing knives (4), cheap cracked helm, 12 Denars, (all of it was taken from the dead guys on the battlefield after the battle was over or stolen from injured Vaegir before running)
@Lucius Cypher Psst, Lucius. you can only control your character, not anything else. remember? it's one of THOSE rps. if you're still interested in this RP, would you mind editing your post? If you aren't interested anymore, you can "delete" your post. it won't hurt my feelings.