Traits: - BURGLARY -- Can steal gear not currently equipped from an adjacent enemy unit. Provided your speed or skill is greater than theirs. - CLEAN GETAWAY -- +1 Movement, may use remaining movement after opening a door, opening a chest, stealing or using an item.
Bronze Curved Blade
MIGHT | 3 / 5
ACCURACY | 80 / 117
WEIGHT | 3
CONDITION | 29/30
RANGE | 1
SPECIAL | +5% Crit Rate
COST | 265
Leather Armor
DEFENSE | 2
CONDITION | 20
WEIGHT | 2
SPECIAL | N/A
COST | 125
Seep -- 𒊮
MIGHT | 1
ACCURACY | 90
WEIGHT | 3
CONDITION | 10
RANGE | 1-3
SPECIAL | A wave of toxic wind rushes over and chokes a target. (50+MND% - Defender's RES) chance to poison. (1/6 VIT lost per turn. For three turns)
Ashür bears the frame of a man who is not unaccustomed to a life of labor, but as to what exactly those labors have been, none can say. Rarely seen without a bandanna covering his mess of filthy blond hair, he stands around 5'11" and at 210lbs. The man bears some fairly toned muscles, though certainly no thicker than his similarly thick companion Lyun. Despite this, he harbors a certain deftness to him. Like that of a greased boar as it were.
Cynical, aloof, irreligious; Ashür is very clearly not a man of Akkad. And though he has found a 'home' for the last year in the company, he still reveals little of himself or his past. Which is not to say he's difficult to get along with, so long as one can get beyond his loose sense of morals and craven nature. For indeed, he is bluntly honest about the last fact, if ever there was a choice between the company and his own life, he would take the latter one million times out of ten. So when, not if, he abandons you alone under insurmountable odds, don't say he didn't warn you. . . It's just practical.
- Backstory
Ashür no doubt comes from lands to the north of Akkad, whether west or east is not clear, for he's revealed his homeland as Nörgard, Elbe-Saale, Pannonia, and many others countless times. Regardless, his countenance and manner of speech certainly pin him to the more temperate lands, though his command of the Akkadian language and beyond wouldn't make this quite as obvious as it seems. What little else you likely know of him is that he was a bounty-hunter before offering his blade to the company, at least he let the captain know why; he's been on the run for a long while now, it seemed a safe place as any.
'Blackhollow' as refers to his name could not even be found upon a map. . .
Traits: Weapon Familiarity:Effective weapon weight is reduced by one for each relevant weapon rank above E. Juggernaut:After defeating an enemy with a melee attack, this unit can choose to move onto the tile the enemy occupied, and then make an additional melee attack against another adjacent foe if possible. Smite:Command, when used shoves the target 1 tile away plus an additional tile for every two points of MGT above target's.
Bronze Hand Axe
MIGHT | 4
ACCURACY | 60
WEIGHT | 4
CONDITION | 11/20
RANGE | 1-2
SPECIAL | Doubles as a ranged attack
COST | 125
Bronze Battle Axe
MIGHT | 6
ACCURACY | 65
WEIGHT | 5
CONDITION | 30/35
RANGE | 1
SPECIAL | N/A
COST | 240
Iron Battle Axe
MIGHT | 8
ACCURACY | 60
WEIGHT | 8
CONDITION | 45/45
RANGE | 1
SPECIAL | N/A
COST | 550
Ancient Blade
MIGHT | 7
ACCURACY | 65
WEIGHT | 4
CONDITION | 20/20
RANGE | 1
SPECIAL | +3 SPIRIT while equipped. Attacks have a 15 + a.SRT - d.RES % chance of petrifying for one turn.
SELL VAL. | 375
Possessions:
Vulnerary (1/3)
0 Aurums
Personality
A man of few words with even fewer friends. Not in favor of needlessly violent options. First to jump into the fray and risk it all, eager to bring conflicts to a quicker and safer end.
Backstory
Hailing from a small mountain village, Lyun set off after repeated sightings of bandits and other kinds of troublemakers. His goal is to make a name for himself, a reputation so undeniably menacing no one could ignore it. Such a priceless treasure would allow his village to live in peace, free from thieving cowards.
Traits: - QUICK LEARNER -- SKI% Chance to gain double mastery points with a successful attack. - UNTAPPED POTENTIAL -- Gain 20% more statistical growth rate to allocate as you wish.
Bronze Longspear
MIGHT | 5
ACCURACY | 65
WEIGHT | 7
CONDITION | 30/30
RANGE | 1-2
SPECIAL | Cannot be used with shields, +2 MGT Against mounted foes,-10 accuracy against adjacent foes.
Etor is a 16-year-old boy. He is 5'9" 165lbs. A wiry boy with sharp canines that give his smile a primal hue. His hands are wrapped in cloth and he is wearing armor that had been worn by his father. Etor has a pretty carefree demeanor, when not in battle. His age is pretty evident in his personality. He exhibits youthful wonder and excitement for things related to the group he's traveling with. Etor is always trying to get as much experience as possible.
Backstory
His father Ofik was a veteran from a war long since past. His mother died during childbirth and with that Ofik lost any softness he had in his heart that had grown since finding love in peacetime. Not wanting to have his son grow up to be softened by the luxuries of peace, Ofik raised Etor under austere conditions. The austere conditions hardened Etor into a fine young man that knows nothing but preparing for battle. However, he has never been in an actual battle.
Having lost his only family at 15 Etor set off the world to find his way but had trouble finding jobs due to his unharnessed potential for mysticism causing uneasiness to those around him. After wandering for some time Etor found the group he's traveling with now and intends to stay for as long as they'll have him.
Traits: - MOUNTED: This unit rides their favored mount, gaining +2 MVT, while being subject to mounted weapon restrictions as well as being disadvantaged by certain weapons and skills. Similarly, a mounted unit may spend whatever MVT remains to reposition directly after attacking. A mounted unit may dismount at anytime. While mounted, a character may use the 'rescue' command to carry another unit to safety. - MOMENTUM: Character gain 1 MGT and 1 SPD for every 2 Tiles traversed towards a foe for the first attack of that combat. - CELERITY: Movement +2.
Bronze Short Spear
MIGHT | 3
ACCURACY | 80
WEIGHT | 3
CONDITION | 24/30
RANGE | 1
SPECIAL | NA
COST | 190
Bronze Short Bow
MIGHT | 2
ACCURACY | 80
WEIGHT | 2
CONDITION | 18/30
RANGE | 2
SPECIAL | +5% Critical Rate, Cannot be used with shields
COST | 275
Bronze Sling
MIGHT | 1
ACCURACY | 85
WEIGHT | 0
CONDITION | 10/10
RANGE | 2
SPECIAL | NA
COST | 60
Bronze Crossbow
MIGHT | 5
ACCURACY | 90
WEIGHT | 7
CONDITION | 30/30
RANGE | 2
SPECIAL | NA
COST | 470
Possessions: Vulnerary (1/3), 190 AU
Personality/Appearance
Zarif is a man of 22 years and 7 moons, standing just under 6 feet tall, and never seen far from his Camel, Salador. With skin paler than most and strange clothing, Zarif is one who attracts a passing interest in some, and a scornful look from others. Not accustomed to the lands of Akkad or their strange gods, Zarif tends to appear bit naive about its ways and customs, though this is often a ploy used to lower people's guards to his cunning. Still a salesman at heart, Zarif always does his best to strike a good deal.
Backstory
Born in the distant lands beyond the endless desert to the west, Zarif was raised to be a Merchant like his father, and took to it quickly. When he was old enough, his father bought him his own Camel, and Zarif quickly bonded with the animal, whom he named Salador, and has been inseparable ever since.
Having heard stories of a mythical "Golden Land" beyond the desert, with cities paved with gold, armies so large that drank rivers dry, and a king who was both a god and a giant, Zarif joined a merchant caravan to cross the seemingly endless desert. After many moons, with the lands they had been traveling to, with the destination almost within grasp, the caravan was set upon by raiders. Nearly dead and robbed blind, a mercenary company crossed paths with the bloody scene, and managed to save Zarif and Salador. Trapped in this strange land, and with no way to return home, Zarif joined the company, and has been with them for 3 years.
Traits: - INDOMITABLE: Character permanently gains +7 VIT. - BATTLE FURY: MGT increased by +3 and DEFENSE by +3 when VIT is below 50%
Bronze Short Sword
MIGHT | 3 / 13
ACCURACY | 85 / 97
WEIGHT | 2
CONDITION | 25/25
RANGE | 1
SPECIAL | N/A
COST | 135
Breastplate
DEFENSE | 3
CONDITION | 40/40
WEIGHT | 4
SPECIAL | N/A
COST | 270
Heater Shield
DEFENSE | 3
WEIGHT | 3
SPECIAL | N/A
COST | 260
Possessions: - -15 aurum (owe 15 aurum to Iddin)
- Personality / Appearance
Siris has a pretty average personality for someone of his age. He's relatively pretty open and light-hearted, he likes getting drunk and enjoys trying to flirt (and hopefully succeed) with pretty women. Although, he never oversteps his bounds when it comes to women because of what happened to his mother. His personality is a little different when it comes to fighting, having been disciplined a lot by his father, he keeps a level and calculative head in battle most of the time. He does at times though lose a bit of that composure when he starts getting highly pressured in combat. He reaches a sort of fighting-high where he's smiling and enjoying the adrenaline of the high stakes duel, although this is mostly due to his very mistaken feeling of invulnerability caused from his young age and from his training making him he's stronger than he is and thus that he won't actually die.
He's a 23 year old male, 5'7" tall with a pretty solid build of muscle but not to the point of hampering movement. Other features are that he has black hair, green/hazel eyes, and a couple of various scars under his shirt from previous fights either with his father or others.
- Backstory
Siris was the first and only born to two loving parents. They raised him to be a good boy, his father a relatively strong combatant from years of service as a soldier and his mother a simple peasant woman. His father began teaching him the basics of swordplay from around 10 years of age, although in a very light way. Eventually that changed when Siris was 16 and his mother was abducted, his father and several guards went to look for her only to be too late as she had been abused and murdered. Although Siris was very sad but it didn't affect his behaviour much unlike his father who had become much less joyful and decided to leave the army and find simpler work. From 16 to 22 years of age his father was much more severe in his now general combat training, although Siris knew it was all for his protection. Eventually when Siris was 22 his father grew very ill, his last words to Siris being that what he wants most is for him to have a good and happy life. After his death and burial, Siris wandered around for a while doing odd jobs here and there before finally joining the company. He has now been with the company a little over a month.
Traits: Locksmith: Can open non-magically sealed doors and chests without the required item. Celerity: Movement +2.
EQUIPMENT
Bronze Long Knife
MIGHT | 2
ACCURACY | 90
WEIGHT | 1
CONDITION | 20/20
RANGE | 1
SPECIAL | Cannot be used while mounted, Halved affect against armor equal to or greater than its grade.
COST | 60
Bronze Throwing Knife
MIGHT | 2
ACCURACY | 75
WEIGHT | 1
CONDITION | 10/10
RANGE | 1-2
SPECIAL | Doubles as a ranged attack
COST | 45
Bronze Leather & Hide
DEFENSE | 2
CONDITION | 25
WEIGHT | 3
SPECIAL | N/A
COST | 125
Possessions:
One spare copper long knife
Two spare copper throwing knives
Personality
Selfish and single-minded for the most part. He wants to see as much of the world and take as much as he can. Despite that, he gets along well with others. He will share what he finds willingly if he finds entertainment in doing so, but if something grabs his attention he will drop what he has and chase after it.
Backstory
Makeen's parents were part of a traveling merchant guild. He would travel with them seeing many amazing things. At the age of 14 he witnessed his parent's murder at the hands of their guild mates. He overheard that they planed on stealing the rare items his parents had acquired and to sell him to slavers. In despair and fear Makeen hid and ran away in the dead off night. With no where to go, he traveled between cities, stealing and sneaking his way around. In time he joined a band of sell swords who's goals lined up with his.
Traits: - INSPIRATIONAL -- Allied units within 3 spaces get +10 Hit/Avoid during the phase you take the 'Wait' command. - MIRACLE -- 3xLCK% chance of lethal attacks reducing you to one VIT rather than zero. Only effective when above 1 VIT.
Heal -- 𒀀
MIGHT | 0 (As Melee)
ACCURACY | 90 (As Melee)
WEIGHT | 0
CONDITION | 15 / 20
RANGE | 1
SPECIAL | Restores VIT to an adjacent ally equal to (SRT+7)
COST | 250
Possessions: - Glass amulets
- Personality / Appearance
Iddin-ninshubur has a large, intimidating build that at the same time seems incredibly weak. It is as if an elephant had seen shackled to something far more powerful than itself. His clothes are ragged but flowing, white trim aiming for a status above his means. As he walks, and the wind carries through, the whistle and clinking of glass fills the air around him. These myriad amulets made from shards of glass adorn Iddin-ninshubur's whole being. His eyes seem to be those of something not quite present in the world, ethereal in silent judgement of others' failings. The stern aspect of his face compliments that impression, but on occasion softens into a peaceful and forgiving manner. His brown skin shows no stranger to harm underneath the robes, marked with battles and hardship over the years akin to the rings on a tree. Any approaching the thirty one year old man would surely be suspicious of his sudden alternations between contemplatively slow and deeply frantic movements.
Iddin-ninshubur holds servitude to the gods as deeply important, but regards none as highly as his deity Zuzu. He holds great confidence in his priestly abilities; while not a braggart he takes great offense at any who question his authority in those manners. He typically works quietly and gracefully, as if the whole world was made fragile and beautiful. He is not ashamed of his poor talent at physical work, but is willing to support those who are with a fervor. His patience is lacking and he frequently looks down upon those lacking in reverence for the gods. Iddin-ninshubur has no qualms in advocating for himself or seizing opportunities as they are available. Despite his temperament and opportunism, he is as reliable a companion as the sand is to the desert if one befriends him. It cannot, however, be said that he truly loves anyone besides Zuzu— it is said not even his wife is shown real warmth. The theurgist is cautious in his advice and prefers subtle solutions. He cares deeply for asthetics.
- Backstory
Iddin-ninshubur was born to a decently regarded family in a city of no particular significance. Showing promise in scribe school, and with significant help from his parents, he was able to be educated as a priest. Soon after assuming official duties in the temple, however, he felt a deep draw towards another god. Iddin-ninshubur abandoned his station and home to be one of the few followers of Zuzu, god of petrification and glass. He proceeded to wander from place to place, earning enough to live on as a scribe and a healer while attempting to spread the worship of Zuzu.
Iddin-ninshubur eventually came to work alongside mercenary companies, and built a strictly business relationship with his current company's captain among other contacts. In time the captain's first daughter fell to some sort of sickness. The captain was, at the time, still a poor rank and file mercenary. Iddin-ninshubur agreed to cure his child, but only if he would be allowed to wed her. The captain had to agree, and the daughter was successfully restored to health over time.
As the mercenary's fortune improved, Iddin-ninshubur benefited alongside. The relationship between the two came to be more personable over time, as well. Iddin-ninshubur did not care much for actually fostering a deep connection with his wife, and their marriage was effectively just on slate. His wife did as she pleased without Iddin-ninshubur, and he found no issue with it. Very few in the company ever learned the truth of how Iddin-ninshubur became the captain's son-in-law, but many learned the individual and his secret were more present than relevant to the company as a whole.