Hello everyone! This universe looks amazing - I haven't read all of the completed rps yet but the lore and the wiki so far look like there's so much awesome potential in this setting. Here is my character, submitted for approval. I think I did everything right, although I did choose a few starting items that weren't on the list. Let me know if anything needs to be changed and I will take care of it tomorrow after work!
Name: Grimm Adal; born Grimshak
Race: Half Hill Giant; Half White Elf
Gender: Male
Age: 56
Birthday: 16th Day of Jadeyan, 245 DM
Birthplace: Cragged Mountain Hold. In northern Tessanis the Cragged Mountains are home to the nomadic Hill Giant tribes, and in the depths of winter when an already inhospitable land becomes truly desolate, chieftains may return their tribes to the Hold, a fortified permanent structure that can be considered the Hill Giant 'city,' carved into the very mountains over the millennia.
Resides in: Wherever work takes him. For the last few years Grimm has operated in and around the Ebonfort Capital, albeit with frequent excursions to other cities and villages throughout Ebonfort.
Occupation: Grimm is occasionally a mercenary and occasionally an army scout, i.e. he's a Jack-at-all-trades and a Jack-out-of-doors. With his considerable size and fighting prowess he has plenty of experience with mercenary guilds, and his scavenging, tracking and survivalist skills often see him employed as an army scout for Ebonfort military forces. The varied nature of his work leaves little ability to plant down roots in any one city for long, but this suits Grimm just fine.
Appearance: Except for the slight yellow tinge to his complexion, like a fading bruise, Grimm passes for human -- with his thick black hair, heavy brow and massive jawline he could even have been described as handsome in his youth, although now time and old wounds have given him a grizzled, scarred mug. Heavily muscled and well over six feet tall, Grimm is an imposing specter, but nothing like the monstrous Hill Giants of his upbringing. While what he wears and equips himself with of course changes with whatever job he undertakes, as a general rule Grimm wears simple, sturdy leather armor over hardy woolen clothing, and in inclement weather frequently wears his trencher - an olive drab military-issue oilskin greatcoat. At 56 years old Grimm looks every bit a grizzled and world-beaten human, with gray peppering his thick black hair, and his yellowed, tanned complexion reveals a lifetime spent working in the sun and sleeping under the stars. Still, his wide, athletic frame is corded with tempered muscles hard-earned through years of manual labor, and he cuts an imposing figure with his heavy-browed scowl.
Personality: Grimm is a quiet man wreathed in melancholy: a runt compared to one side of his heritage; an abomination to the other. A man of many vices, Grimm consumes not only vast quantities of ale, wine and hard spirits whenever he can afford it - but also seeks out the exotic drugs of choice for whatever strange denizens he encounters throughout his travels. Grimm does not love violence, in fact like any sane person tries to avoid it as much as possible, but given his line of work this is of course frequently not the case. Still, despite his considerable size and strength he finds little joy in the various brawls and frequent bar fights that his fellow mercenaries or soldiers embroil themselves in - Grimm would much rather find some quiet corner to drink or drug himself into a stupor in peace.
History: The rape-born child of an elf who was waylaid by a band of Hill Giants, Grimshak (as he was then called) recognizes neither elven nor gigantic culture as his own. Brought up in the barren mountain passes of the Hill Giant tribes to the north, Grimshak was the oft-abused runt of the small tribe, but was still expected to learn the fighting style of their raiders and participate in their savagery in their infrequent sweeps south of the mountains. Eventually he learned enough of their hardy, scavenging ways to be able to escape and survive on his own when he was sixteen. Despite his fear of the tribe catching him Grimshak knew next to nothing of the nearby human society except as victims and enemies, and was just as afraid of venturing farther south as he was of returning to his mountainous homeland. Posing as a mute, Grimshak was able to find work in the small human settlements of the north, where despite his youth he was finally larger and stronger than all around him. Eventually he learned the language and ways of the humans, and when he was twenty years old he named himself Grimm Adal, joined a mercenary guild and spent the next ten-odd years of his life traveling all about Tessanis, learning just how little he knew of the world around him, of the myriad cultures and exotic races. Unfortunately even though he learned more of the world he never learned where his place was within it, and eventually quit the guild to seek the familiar solitude of the wilderness. Over time Grimm learned that skills such as his were in much demand with Ebonfort's military, and has frequently found work scouting, surveying, map-making, sabotaging supply lines, etc. Some times he ventures into city life for months, even years at a time, but always feels the same creeping sense of isolation that ironically sees him return to the solitude of the wild.
Skills:
Weapon (Melee) - 30
Weapon (Ranged) - 15 (Racial)
Weapon (Throwing) - 15 (Racial)
Scouting - 15
Scavenging - 10
Stealth - 10
Tracking - 15
Wilderness Survival - 10
Possessions:
Quantity | Item | Acquired | Value
1 | Peasant's Outfit | Starting | 1 SP
2 | Traveler's Cloak | Starting | 2 GP
1 | Leather Armor | Starting | 10 GP
2 | Axe, Tomahawk | Starting | 60 GP (*Will change as needed.*)
1 | Axe, Felling | Starting | 15 GP (*Will change as needed.*)
4 | Dagger, Throwing | Starting | 16 GP (*Doubled price of Dagger for Dagger, Throwing. Will change as needed.*)
1 | Longbow | Starting | 75 GP
10 | Arrows, Iron Tipped x 10 | Starting | 1 GP
1 | Backpack, Soldier's | Starting | 10 GP (*Quadrupled price of Backpack for Backpack, Soldier's. Larger, more compartments, better for carrying weight for extended times, etc. Will change as needed.*)
1 | Bedroll | Starting | 1 GP
1 | Pot, Iron | Starting | 1 GP
2 | Waterskin | Starting | 2 GP
2 | Blanket, Winter | Starting | 1 GP
5 | Fish Hook | Starting | 5 SP
1 | Fishing Net (25 sq ft) | Starting | 4 GP
3 | Flint and Steel | Starting | 3 GP
1 | Rope, Hemp (40 ft) | Starting | 4 GP
1 | Bread, Loaf | Starting | 2 CP
2 | Cheese, Hunk | Starting | 2 SP
2 | Meat, Chunk | Starting | 6 SP
1 | Tobacco (1 lb) | Starting | 5 SP
Ledger:
Cost | Item | Subtotal
+200 GP | Starting Gold | 200 GP, 0 SP, 0 CP
+1000 GP | No Permanent Home | 1,200 GP, 0 SP, 0 CP
-205 GP, -4 SP, -2 CP | Starting Goods | 994 GP, 5 SP, 8 CP
Story List:
Race: Half Hill Giant; Half White Elf
Gender: Male
Age: 56
Birthday: 16th Day of Jadeyan, 245 DM
Birthplace: Cragged Mountain Hold. In northern Tessanis the Cragged Mountains are home to the nomadic Hill Giant tribes, and in the depths of winter when an already inhospitable land becomes truly desolate, chieftains may return their tribes to the Hold, a fortified permanent structure that can be considered the Hill Giant 'city,' carved into the very mountains over the millennia.
Resides in: Wherever work takes him. For the last few years Grimm has operated in and around the Ebonfort Capital, albeit with frequent excursions to other cities and villages throughout Ebonfort.
Occupation: Grimm is occasionally a mercenary and occasionally an army scout, i.e. he's a Jack-at-all-trades and a Jack-out-of-doors. With his considerable size and fighting prowess he has plenty of experience with mercenary guilds, and his scavenging, tracking and survivalist skills often see him employed as an army scout for Ebonfort military forces. The varied nature of his work leaves little ability to plant down roots in any one city for long, but this suits Grimm just fine.
Appearance: Except for the slight yellow tinge to his complexion, like a fading bruise, Grimm passes for human -- with his thick black hair, heavy brow and massive jawline he could even have been described as handsome in his youth, although now time and old wounds have given him a grizzled, scarred mug. Heavily muscled and well over six feet tall, Grimm is an imposing specter, but nothing like the monstrous Hill Giants of his upbringing. While what he wears and equips himself with of course changes with whatever job he undertakes, as a general rule Grimm wears simple, sturdy leather armor over hardy woolen clothing, and in inclement weather frequently wears his trencher - an olive drab military-issue oilskin greatcoat. At 56 years old Grimm looks every bit a grizzled and world-beaten human, with gray peppering his thick black hair, and his yellowed, tanned complexion reveals a lifetime spent working in the sun and sleeping under the stars. Still, his wide, athletic frame is corded with tempered muscles hard-earned through years of manual labor, and he cuts an imposing figure with his heavy-browed scowl.
Personality: Grimm is a quiet man wreathed in melancholy: a runt compared to one side of his heritage; an abomination to the other. A man of many vices, Grimm consumes not only vast quantities of ale, wine and hard spirits whenever he can afford it - but also seeks out the exotic drugs of choice for whatever strange denizens he encounters throughout his travels. Grimm does not love violence, in fact like any sane person tries to avoid it as much as possible, but given his line of work this is of course frequently not the case. Still, despite his considerable size and strength he finds little joy in the various brawls and frequent bar fights that his fellow mercenaries or soldiers embroil themselves in - Grimm would much rather find some quiet corner to drink or drug himself into a stupor in peace.
History: The rape-born child of an elf who was waylaid by a band of Hill Giants, Grimshak (as he was then called) recognizes neither elven nor gigantic culture as his own. Brought up in the barren mountain passes of the Hill Giant tribes to the north, Grimshak was the oft-abused runt of the small tribe, but was still expected to learn the fighting style of their raiders and participate in their savagery in their infrequent sweeps south of the mountains. Eventually he learned enough of their hardy, scavenging ways to be able to escape and survive on his own when he was sixteen. Despite his fear of the tribe catching him Grimshak knew next to nothing of the nearby human society except as victims and enemies, and was just as afraid of venturing farther south as he was of returning to his mountainous homeland. Posing as a mute, Grimshak was able to find work in the small human settlements of the north, where despite his youth he was finally larger and stronger than all around him. Eventually he learned the language and ways of the humans, and when he was twenty years old he named himself Grimm Adal, joined a mercenary guild and spent the next ten-odd years of his life traveling all about Tessanis, learning just how little he knew of the world around him, of the myriad cultures and exotic races. Unfortunately even though he learned more of the world he never learned where his place was within it, and eventually quit the guild to seek the familiar solitude of the wilderness. Over time Grimm learned that skills such as his were in much demand with Ebonfort's military, and has frequently found work scouting, surveying, map-making, sabotaging supply lines, etc. Some times he ventures into city life for months, even years at a time, but always feels the same creeping sense of isolation that ironically sees him return to the solitude of the wild.
Skills:
Weapon (Melee) - 30
Weapon (Ranged) - 15 (Racial)
Weapon (Throwing) - 15 (Racial)
Scouting - 15
Scavenging - 10
Stealth - 10
Tracking - 15
Wilderness Survival - 10
Possessions:
Quantity | Item | Acquired | Value
1 | Peasant's Outfit | Starting | 1 SP
2 | Traveler's Cloak | Starting | 2 GP
1 | Leather Armor | Starting | 10 GP
2 | Axe, Tomahawk | Starting | 60 GP (*Will change as needed.*)
1 | Axe, Felling | Starting | 15 GP (*Will change as needed.*)
4 | Dagger, Throwing | Starting | 16 GP (*Doubled price of Dagger for Dagger, Throwing. Will change as needed.*)
1 | Longbow | Starting | 75 GP
10 | Arrows, Iron Tipped x 10 | Starting | 1 GP
1 | Backpack, Soldier's | Starting | 10 GP (*Quadrupled price of Backpack for Backpack, Soldier's. Larger, more compartments, better for carrying weight for extended times, etc. Will change as needed.*)
1 | Bedroll | Starting | 1 GP
1 | Pot, Iron | Starting | 1 GP
2 | Waterskin | Starting | 2 GP
2 | Blanket, Winter | Starting | 1 GP
5 | Fish Hook | Starting | 5 SP
1 | Fishing Net (25 sq ft) | Starting | 4 GP
3 | Flint and Steel | Starting | 3 GP
1 | Rope, Hemp (40 ft) | Starting | 4 GP
1 | Bread, Loaf | Starting | 2 CP
2 | Cheese, Hunk | Starting | 2 SP
2 | Meat, Chunk | Starting | 6 SP
1 | Tobacco (1 lb) | Starting | 5 SP
Ledger:
Cost | Item | Subtotal
+200 GP | Starting Gold | 200 GP, 0 SP, 0 CP
+1000 GP | No Permanent Home | 1,200 GP, 0 SP, 0 CP
-205 GP, -4 SP, -2 CP | Starting Goods | 994 GP, 5 SP, 8 CP
Story List: