Name: Theresa ot an Bol'hjar
Age: 27
Gender: Female
Species: Human
Background
Kingdom of Origin: Talbor
Family: Solomon ot an Bol'hjar - father, 61
Atula ot an Bol'hjar - mother, 58
Barton ot an Bol'hjar - brother, 38
Ferris ot an Bol'hjar - brother, 36
Kenley ot an Bol'hjar - brother, 32
Haymar ot an Bol'hjar - brother, 31
Hayman ot an Bol'hjar - brother, 31
Bessa ot an Bol'hjar - sister, 29
Backstory: Ask just about anyone in Talbor what they think of King Draco, and the majority of them will say that he's an absolute bastard. Some folks, however, you can't ask, because their opinions were so strong that they decided to act on them and left the region altogether. Such is the case for Theresa's people, the Red Hairs clan. Some years ago, the last family in a long line of warriors (coincidentally all redheaded folk) decided enough was enough, packed up all their belongings, and sailed off the eastern coast of Talbor to a small but habitable forest island. There they settled down, away from the grievances of Draco's rule. And it was on this island that Theresa was born, youngest in the roster of her five brothers, and her one and only sister.
Since childhood, Theresa felt overshadowed by the men in her family. Her brothers Barton, Ferris, Kenley, and the twins Haymar and Hayman, were all exceptionally versed in practices which the Red Hairs had always taken great pride in - sword-fighting, archery, heavy lifting, rock-throwing, bare-handed brawling, chopping wood, and other such physical feats. But while Theresa's mother Atula and her older sister Bessa were content with carrying out the more menial tasks around the house, she stayed the rambunctious one. She watched her brothers and her father carefully, trained herself to the best of her abilities, and on more than one occasion went out into the wilderness alone to hunt game. But despite all the rabbits, deer, and the occasional wild boar she brought in, her brothers would always have something better. And this beat her spirit down, year after year.
At some point, Theresa decided she wouldn't have anymore of the same routine. Unwilling to spend her days in her brothers' shadows any further, when she turned eighteen, she declared she was going to travel to the mainland, see Tithe in its entirety, and live an adventurous life as an explorer, mercenary, monster hunter, or a combination of the three.
And no one stopped her.
Solomon told her, "If that's what ye want, then fine. Get ye gone." And while his response disheartened her some, Theresa steeled herself in the end. After saying her goodbyes, she took a sword, a shield, a handful of equipment and coin, and one of the family fishing boats, and finally sailed for Talbor. There, she was met with the struggles of those living under Draco's rule, and needless to say, a good number of them were in need of a helping hand. Theresa started out guarding caravans, ridding livestock of wolves, and other such small tasks. It was meager coin, but it got her going. However, the threat of Draco's unjust enforcers eventually came creeping around, and instead of having her work be put to an early end, she made her way westward to the northern section of Nepharie. There, the work became more plentiful, but at the same, more dangerous. A much greater slew of monsters was present, and Theresa often found herself outmatched. But as she began to run low on coin, she became desperate, and while her strength was still with her, she took a bounty posted in a village that was suffering from "a hulking beast stalking the town's outskirts in the night". Theresa readied herself for the worst, and while her relative inexperience was eating at her thoughts, she pressed onward to where the creature was said to dwell. But instead of her finding it, he found her.
Benedict Kaspin. The Witch Queen Grinda's man-turned-monster. Theresa wasn't maimed on sight when she wandered into his claim of land. In fact, he was more accusing and inquisitive than anything else. But after the tension began to die down, the two engaged not in an epic clash of slayer versus beast, but rather a talk of each other's lives and goals. In the end, they struck a deal. Benedict understood that Theresa desperately needed coin, and he could do with some menial assistance of his own, so they did thus - Ben gave out one bellowing roar to signal his "demise", and relinquished some of his own physical aesthetics (teeth and bits of his hide) which only took a short while to grow back. He gave it to Theresa to present as proof of her kill. Though skeptical, she went with the plan anyway, and thankfully got her payment in full. And it was at that point, a partnership was born.
Theresa and Benedict continued to travel together, playing the same trick on a handful of towns across the southern half of Tithe. He would work up a reputation as the local monster, often scrounging up different disguises to keep things from getting too suspicious, and Theresa would proceed to arrive sometime later, take up the bounty that had formed by then, and "slay" Ben. Sometimes she would need a bit more proof to pull off the faux victories, but at Ben's expense, she could always manage to come back covered in fresh blood and stripped bits of slate blue flesh, and get the money that was promised. This went on for some time until the duo decided to call it off, lest a town they'd already conned bit back at them in the long run. With plenty of coin in hand, they decided to keep working, but in a slightly different fashion.
Theresa began to take contracts for real monsters, things more aggressive than Benedict, and much more problematic for their respective victim grounds. She would boast of her abilities, over-exaggerate some, and get the locals to bet on her survival. And then she would go out to do the job, with Ben's invaluable assistance of course, claiming all the glory and coin for herself officially. In truth, they shared in the endeavors, and the rewards that came after them. No one ever found them out, as they only took the jobs they knew they could carry out in secret.
It has been nine years since Theresa left her home, and around eight since she forged her friendship with Benedict. They've amassed enough coin to live in relative comfort, but they still prefer to travel and live with the roughness of nature. Along the way, Theresa's learned a lot from her reptilian companion, and she likes to think he's learned from her as well, though it isn't as apparent. Their work has died down some in the last year or so, but something in the back of Theresa's mind has convinced her that bigger things are on the way.
Bigger than all the contracts and bounties put together.
Physical Appearance:
Height: 5’8”
Weight: 176 lbs
Appearance: Theresa is as the Red Hairs have always been - pale-skinned, with a head of orange strands reaching down to her upper back that she often wears down naturally. She possesses relatively average (and somewhat boyish) facial features with dim blue eyes, often close to a constant squint, and very faint freckles around her nose and cheeks. Her frame is somewhat petite, nothing most men of Tithe would consider appealing, but years of training and combative action have given her a fair level of musculature. There are a scant few scars on her arms, owing to the fact that she often keeps them bare during her excursions, but she has thankfully managed to keep her face clean of them so far.
Attire: Theresa's outfit consists of a padded, sleeveless, olive green tunic buttoned up firmly, a thick brown belt around the waist, simple beige trousers, brown leather boots, and cuffed leather gloves. She also has a slate gray, fur-mantled cloak available for when she's subject to colder weather or dirtier grounds.
Personality
Personality: Theresa is a mixed sort, in terms of what kind of person she is. Growing up on her family's island for most of her life did a number on her worldview. The gist of it was living simply, and not letting anyone put you down - though her lack of interacting with anyone besides her parents and siblings hampered that some. It wasn't until she made it to the mainland that her morals truly began to form. She adopted a primary sense of helping people on a regular basis, and almost always expecting a reward. Most of her deals are carried out by contract, after all. But she is not opposed to assisting someone if the task is relatively small and sudden.
As time has gone on and distance has been made, however, she's grown easier with the aspects of the many cultures and practices of Tithe. She starts off as polite and approachable to most anyone she formally meets, and she's never one to antagonize people. She is not above lying to some extent, given her work with Benedict, but she only does so with good reason. All in all, she considers herself a good person, but with a good few mercenary traits.
Hobbies: Mostly, Theresa's taking up bounties to slay monsters and quell bandit parties is all she spends her time on, alongside Benedict. But beyond that, however, she'll often give in to her appreciation for nature and scale places high up for the grandest sights. She likes to spar, though she has trouble finding a good partner, and Ben certainly doesn't fit the bill. And lastly, she enjoys finding new offensive equipment to test in battle.
Skills: Theresa wasn't trained much during her early years, but she did pick up the necessities on her own - how to survive out in the wilderness, set up campsites, skin and gut animals, so on. Over the course of her plays of harmless deceit with Benedict, she has gained some affinity for bartering, haggling, and even gambling, but she isn't anywhere near a master's level in any of those regards. Among her other skills, she knows how to cook, ride horseback, sail, fish, and maintain all of her equipment thanks to Ben's teachings. And, most importantly, her uncanny ability to hold down considerable amounts of liquor, which has won her many a game of drink.
Abilities/Combat
Abilities: Theresa knows no magic, and doesn't intend to learn any. She is confident in her abilities as a swordswoman, having mostly trained herself, but also taking in the teachings of others more experienced than her she has met on her travels. She knows how to use a shield properly, but oftentimes foregoes it to take a more aggressive, two-handed approach in combat. Lastly, she possesses some level of marksmanship, but is much more comfortable with a compact crossbow than the traditional bow and arrow.
Weaponry: Theresa wields four pieces of equipment, mainly. A decorated straight sword, which has been with her all the way from her origins on her family's island. It is simple, but sturdy, and is kept sharp to a fault. For a shield she uses a small parma made of wood and iron, also decorated with her family's markings. Not the toughest piece of equipment, but she appreciates its lightweight usability. She carries a crossbow for first strikes, small and capable of being operated with a single hand, though it needs to be tuned often or else it loses what little range it has. And lastly, she has a small dagger strapped on her belt at all times, in the event she is without any other means of defense in a hostile situation.
Weaknesses: Theresa is of the mundane, so she is expectedly very susceptible to magic. And while she is skilled in sword and dagger-play, she is only familiar with the two, and all other forms of melee weapons are lost on her usage of them. She has fought larger creatures before, but her preference for lighter armor and equipment means when she gets hit, she takes almost the full brunt of the strike. Thus, she is more prone to agile dodges and sidesteps, as her stamina allows.
Mount: None, though she has ridden on Ben's shoulder on the uncommon occasion that she's too tired to walk a trail with him. They joke about it.
Other: Theresa speaks with a slight accent comparable to the Celts of reality. Time away from home hasn't done too much to suppress it, but the rest of her family definitely possess much more prominent cases.
Age: 27
Gender: Female
Species: Human
"Sometimes I feel homesick, of course. It'd be odd of me if I didn't. But then I think of how little's there, on that island, and I just don't feel like goin' back anymore."
Background
Kingdom of Origin: Talbor
Family: Solomon ot an Bol'hjar - father, 61
Atula ot an Bol'hjar - mother, 58
Barton ot an Bol'hjar - brother, 38
Ferris ot an Bol'hjar - brother, 36
Kenley ot an Bol'hjar - brother, 32
Haymar ot an Bol'hjar - brother, 31
Hayman ot an Bol'hjar - brother, 31
Bessa ot an Bol'hjar - sister, 29
Backstory: Ask just about anyone in Talbor what they think of King Draco, and the majority of them will say that he's an absolute bastard. Some folks, however, you can't ask, because their opinions were so strong that they decided to act on them and left the region altogether. Such is the case for Theresa's people, the Red Hairs clan. Some years ago, the last family in a long line of warriors (coincidentally all redheaded folk) decided enough was enough, packed up all their belongings, and sailed off the eastern coast of Talbor to a small but habitable forest island. There they settled down, away from the grievances of Draco's rule. And it was on this island that Theresa was born, youngest in the roster of her five brothers, and her one and only sister.
Since childhood, Theresa felt overshadowed by the men in her family. Her brothers Barton, Ferris, Kenley, and the twins Haymar and Hayman, were all exceptionally versed in practices which the Red Hairs had always taken great pride in - sword-fighting, archery, heavy lifting, rock-throwing, bare-handed brawling, chopping wood, and other such physical feats. But while Theresa's mother Atula and her older sister Bessa were content with carrying out the more menial tasks around the house, she stayed the rambunctious one. She watched her brothers and her father carefully, trained herself to the best of her abilities, and on more than one occasion went out into the wilderness alone to hunt game. But despite all the rabbits, deer, and the occasional wild boar she brought in, her brothers would always have something better. And this beat her spirit down, year after year.
At some point, Theresa decided she wouldn't have anymore of the same routine. Unwilling to spend her days in her brothers' shadows any further, when she turned eighteen, she declared she was going to travel to the mainland, see Tithe in its entirety, and live an adventurous life as an explorer, mercenary, monster hunter, or a combination of the three.
And no one stopped her.
Solomon told her, "If that's what ye want, then fine. Get ye gone." And while his response disheartened her some, Theresa steeled herself in the end. After saying her goodbyes, she took a sword, a shield, a handful of equipment and coin, and one of the family fishing boats, and finally sailed for Talbor. There, she was met with the struggles of those living under Draco's rule, and needless to say, a good number of them were in need of a helping hand. Theresa started out guarding caravans, ridding livestock of wolves, and other such small tasks. It was meager coin, but it got her going. However, the threat of Draco's unjust enforcers eventually came creeping around, and instead of having her work be put to an early end, she made her way westward to the northern section of Nepharie. There, the work became more plentiful, but at the same, more dangerous. A much greater slew of monsters was present, and Theresa often found herself outmatched. But as she began to run low on coin, she became desperate, and while her strength was still with her, she took a bounty posted in a village that was suffering from "a hulking beast stalking the town's outskirts in the night". Theresa readied herself for the worst, and while her relative inexperience was eating at her thoughts, she pressed onward to where the creature was said to dwell. But instead of her finding it, he found her.
Benedict Kaspin. The Witch Queen Grinda's man-turned-monster. Theresa wasn't maimed on sight when she wandered into his claim of land. In fact, he was more accusing and inquisitive than anything else. But after the tension began to die down, the two engaged not in an epic clash of slayer versus beast, but rather a talk of each other's lives and goals. In the end, they struck a deal. Benedict understood that Theresa desperately needed coin, and he could do with some menial assistance of his own, so they did thus - Ben gave out one bellowing roar to signal his "demise", and relinquished some of his own physical aesthetics (teeth and bits of his hide) which only took a short while to grow back. He gave it to Theresa to present as proof of her kill. Though skeptical, she went with the plan anyway, and thankfully got her payment in full. And it was at that point, a partnership was born.
Theresa and Benedict continued to travel together, playing the same trick on a handful of towns across the southern half of Tithe. He would work up a reputation as the local monster, often scrounging up different disguises to keep things from getting too suspicious, and Theresa would proceed to arrive sometime later, take up the bounty that had formed by then, and "slay" Ben. Sometimes she would need a bit more proof to pull off the faux victories, but at Ben's expense, she could always manage to come back covered in fresh blood and stripped bits of slate blue flesh, and get the money that was promised. This went on for some time until the duo decided to call it off, lest a town they'd already conned bit back at them in the long run. With plenty of coin in hand, they decided to keep working, but in a slightly different fashion.
Theresa began to take contracts for real monsters, things more aggressive than Benedict, and much more problematic for their respective victim grounds. She would boast of her abilities, over-exaggerate some, and get the locals to bet on her survival. And then she would go out to do the job, with Ben's invaluable assistance of course, claiming all the glory and coin for herself officially. In truth, they shared in the endeavors, and the rewards that came after them. No one ever found them out, as they only took the jobs they knew they could carry out in secret.
It has been nine years since Theresa left her home, and around eight since she forged her friendship with Benedict. They've amassed enough coin to live in relative comfort, but they still prefer to travel and live with the roughness of nature. Along the way, Theresa's learned a lot from her reptilian companion, and she likes to think he's learned from her as well, though it isn't as apparent. Their work has died down some in the last year or so, but something in the back of Theresa's mind has convinced her that bigger things are on the way.
Bigger than all the contracts and bounties put together.
"I tried dollin' up once. All that makeup and pamperin' made me feel sick."
Physical Appearance:
Height: 5’8”
Weight: 176 lbs
Appearance: Theresa is as the Red Hairs have always been - pale-skinned, with a head of orange strands reaching down to her upper back that she often wears down naturally. She possesses relatively average (and somewhat boyish) facial features with dim blue eyes, often close to a constant squint, and very faint freckles around her nose and cheeks. Her frame is somewhat petite, nothing most men of Tithe would consider appealing, but years of training and combative action have given her a fair level of musculature. There are a scant few scars on her arms, owing to the fact that she often keeps them bare during her excursions, but she has thankfully managed to keep her face clean of them so far.
Attire: Theresa's outfit consists of a padded, sleeveless, olive green tunic buttoned up firmly, a thick brown belt around the waist, simple beige trousers, brown leather boots, and cuffed leather gloves. She also has a slate gray, fur-mantled cloak available for when she's subject to colder weather or dirtier grounds.
"I've seen plenty of Tithe. Lotsa wanderin' folk have. It's got its goods and its bads, and some of its people are better or worse than others. And that's just fine, really."
Personality
Personality: Theresa is a mixed sort, in terms of what kind of person she is. Growing up on her family's island for most of her life did a number on her worldview. The gist of it was living simply, and not letting anyone put you down - though her lack of interacting with anyone besides her parents and siblings hampered that some. It wasn't until she made it to the mainland that her morals truly began to form. She adopted a primary sense of helping people on a regular basis, and almost always expecting a reward. Most of her deals are carried out by contract, after all. But she is not opposed to assisting someone if the task is relatively small and sudden.
As time has gone on and distance has been made, however, she's grown easier with the aspects of the many cultures and practices of Tithe. She starts off as polite and approachable to most anyone she formally meets, and she's never one to antagonize people. She is not above lying to some extent, given her work with Benedict, but she only does so with good reason. All in all, she considers herself a good person, but with a good few mercenary traits.
Hobbies: Mostly, Theresa's taking up bounties to slay monsters and quell bandit parties is all she spends her time on, alongside Benedict. But beyond that, however, she'll often give in to her appreciation for nature and scale places high up for the grandest sights. She likes to spar, though she has trouble finding a good partner, and Ben certainly doesn't fit the bill. And lastly, she enjoys finding new offensive equipment to test in battle.
Skills: Theresa wasn't trained much during her early years, but she did pick up the necessities on her own - how to survive out in the wilderness, set up campsites, skin and gut animals, so on. Over the course of her plays of harmless deceit with Benedict, she has gained some affinity for bartering, haggling, and even gambling, but she isn't anywhere near a master's level in any of those regards. Among her other skills, she knows how to cook, ride horseback, sail, fish, and maintain all of her equipment thanks to Ben's teachings. And, most importantly, her uncanny ability to hold down considerable amounts of liquor, which has won her many a game of drink.
"Steel in your hand's 'bout as old a form as walkin' on your two feet. 'Cept you can always get better at it. Least, I can."
Abilities/Combat
Abilities: Theresa knows no magic, and doesn't intend to learn any. She is confident in her abilities as a swordswoman, having mostly trained herself, but also taking in the teachings of others more experienced than her she has met on her travels. She knows how to use a shield properly, but oftentimes foregoes it to take a more aggressive, two-handed approach in combat. Lastly, she possesses some level of marksmanship, but is much more comfortable with a compact crossbow than the traditional bow and arrow.
Weaponry: Theresa wields four pieces of equipment, mainly. A decorated straight sword, which has been with her all the way from her origins on her family's island. It is simple, but sturdy, and is kept sharp to a fault. For a shield she uses a small parma made of wood and iron, also decorated with her family's markings. Not the toughest piece of equipment, but she appreciates its lightweight usability. She carries a crossbow for first strikes, small and capable of being operated with a single hand, though it needs to be tuned often or else it loses what little range it has. And lastly, she has a small dagger strapped on her belt at all times, in the event she is without any other means of defense in a hostile situation.
Weaknesses: Theresa is of the mundane, so she is expectedly very susceptible to magic. And while she is skilled in sword and dagger-play, she is only familiar with the two, and all other forms of melee weapons are lost on her usage of them. She has fought larger creatures before, but her preference for lighter armor and equipment means when she gets hit, she takes almost the full brunt of the strike. Thus, she is more prone to agile dodges and sidesteps, as her stamina allows.
Mount: None, though she has ridden on Ben's shoulder on the uncommon occasion that she's too tired to walk a trail with him. They joke about it.
Other: Theresa speaks with a slight accent comparable to the Celts of reality. Time away from home hasn't done too much to suppress it, but the rest of her family definitely possess much more prominent cases.
Name: Karkadin Gatoa
Age: 24
Gender: Male
Species: Dorak
Background
Kingdom of Origin: Dorakis
Family: Grand Patriarch Mumuruk Gatoa - father, 59
Razni Gatoa - mother, 55
Yhardan Gatoa - brother, 23
Ssihad Gatoa - brother, 23
Gina Gatoa - sister, 22
Odo Gatoa - brother, 21
Adonik Gatoa - brother, 20
Sandri Gatoa - sister, 20
Rodin Gatoa - brother, 19
Phirrah Gatoa - sister, 17
Backstory: Karkadin is the firstborn son of the Gatoa Grand Patriarchy, who have held loose rule over the desert country of Dorakis for many generations gone by. Like his many siblings, he was born in Rhamdahak, the capital burrow. His upbringing was the same as pretty much every dorak's - riding bug-back across the winding sands, raiding nests for eggs to eat, all in accompaniment of his family. Six brothers and three sisters, plus their parents, made for a lively party, indeed.
Dorak age fast and learn faster, and Karkadin was no exception. From his early years onward, he proved to be an exceptionally gifted rider and wrangler of all kinds of giant insects native to Dorakis. His father would take him and most of his siblings on excursions into nearly every reach of the land, gathering herbs, raiding nests for eggs, slaying problem creatures, and so on. Karkadin very much enjoyed these exploits, with the sun hanging over him and his family by his sides. There was, however, a sense of wanderlust brewing within him, as every now and then he would peer over the borders of Dorakis into the plains of Nepharie, or the immense forests of Concordius. He wished to see beyond the sands, one day. To travel all across Tithe.
But there was always something holding him back. Duties amidst the Grand Patriarchy, teaching his younger siblings all the basics of doraki culture, riding with his own posse of hunters and wranglers, and so on. He spent many years in Dorakis hoping to settle all his affairs and ride out into the unknown. But as he grew up, the expected happened. Mumuruk, reaching his last stretch of life, formally announced Karkadin as the next Grand Patriarch upon his passing, which would come relatively soon. Everyone knew it - the man was pushing fifty-nine.
Karkadin was indeed somewhat distressed by something he should have been fully expectant of, but there wasn't much sorrow otherwise. Mumuruk had lived a full life, raised a fine line of children he was immensely proud of, and was content to pass with no regrets. In talks amidst the family, Karkadin made clear his wishes to travel outside of Dorakis. And while this normally would have gone uncontested, Mumuruk bid his son stay for a time longer. At least until he settled into his position, which would not take long. But Karkadin was reluctant, anticipating the onset of even more duties.
A chance came in Tharnkidae, however. The recent surge of wights across all of Tithe have not done much to reach Dorakis, such frail undead being quite susceptible to the intense heat and massive wildlife. But one single wight persevered, and made its way into the expansive market, no less on a day Karkadin happened by. All present parties surrounded the meager, animate corpse, and Karkadin was the one to lean in close and hear it speak of Maceron. And that, he took as an opportunity.
Something major was on the horizon, and Karkadin decided it was the perfect interval to make his leave. He discussed the matter with his father once more, and the second time around, Mumuruk caved. He told his son if he wanted to go, he was free to go. He would hold on as long as he could and delegate matters to his closest subordinates, if this wight problem came up in a more serious manner. Nothing much on the outside is considered dangerous to the dorak, but it was never a detriment to be prepared. When all was said and done, Karkadin prepared his personal beetle mount, packed up his belongings, said his goodbyes to his family, and made for Maceron.
Physical Appearance:
Height: 7'2"
Weight: 236.5 lbs
Appearance: Karkadin is of the slightly less common light beige variety of dorak, with a very full head of dirty yellow tendrils that arc back into a tie, going down to his upper back. He also has a small patch of them hanging from his chin. He is of a middle ground between lean and heavy, with a good bit of muscle owing to his years of hunting and wrangling bugs in Dorakis. His claws are slightly shaved down, as he doesn't use them for digging much anymore, but they still look like they could do some damage in unarmed combat. He has some simple tattoos on his neck, chest, and arms which all have some sort of sentimentality to them (and he's always happy to regale).
Attire: Compared to most of the other races of Tithe, dorak often wear little clothing, which suits their common environment. Karkadin himself wears a bleached white waist-cloth which he bought in Tharnkidae, as normal fabrics aren't made in Dorakis. The cloth is adorned with a few baubles, remains from past bug kills and whatnot. Everything else he wears pretty much consists of bands and bracelets made from opaque, flexible webbing, and a pauldron made from the shell of a fallen beetle on his left shoulder.
Personality
Personality: Karkadin shares the kindness and positive outlook on life in general that most dorak exhibit, although he often carries it underneath a thin veil of seriousness, which most would probably just call a blank expression, though that's really the fault of his physiology more than anything. Karkadin loves meeting new people and experiencing what they have to offer in terms of activities and such, which is why he's so very excited to be out and about in Tithe. But when it comes time for business, he puts all his focus on the task at hand, with the same joy and fervor as when he was back in the desert, riding under the sun. He has always preferred to travel with company, but he doesn't mind it being just him and his mount.
Hobbies: In truth, Karkadin's hobbies were all just what he did normally in Dorakis, same as most everyone else. Riding, wrangling, raiding, such and such. And those activities are not all applicable anywhere else in Tithe, but there is one thing he can still do - play his summoning flute, not for any practical purpose, but purely for the music. He's gotten quite good at it over the years. All this, plus his desire to try new foods along his travels. Bugs he might find in tavern basements, for example.
Skills: Karkadin is a master at bug riding and wrangling, which is to be expected of the firstborn son of the Grand Patriarch. He commands his mount with nigh unmatched skill, the likes of which even most other dorak would greatly admire. Besides such, he is an excellent runner, climber, and jumper.
Abilities/Combat
Abilities: As expected, Karkadin is incapable of utilizing any magic whatsoever, as all dorak are (save for the vala). But what he does know is how to expertly wield a polearm, all the sweeps and thrusts to be expected of such a weapon's art. He has an excellent throwing arm, though his accuracy suffers at longer ranges thanks to his naturally poor eyesight. Lastly, he knows full well how to fight with his hands, though he isn't as comfortable with it.
Weaponry: Karkadin wields a spear made from two major components - the strongest and rarest wood found from the thin, bare trees creeping out of the eastern border of Dorakis, and a head made from a shell taken from a slain Abrak Skora (giant scorpion), sturdy and sharp, good for jabs and strikes alike. As well, he carries with him a pack of what could be considered bombs. In truth, they're just fleshy sacks of fluid found in the bodies of certain giant flying bugs in Dorakis. They rupture upon hard impact with a surface, releasing a small cloud of noxious gas that dissipates relatively quickly. They won't kill anyone outright, but they will leave an opponent open, coughing and gagging uncontrollably. They only work on smaller targets, and Karkadin only has about a dozen of them. After they're used up, they're gone for good.
Weaknesses: As per dorak physiology, Karkadin holds a natural aversion to water in great quantities. Rain slows him down, and snow is pretty much an impassable obstacle for him, unless he has a drink of his special, limited Turuka brew, which invigorates the body of a dorak for trips in such environments. Cold air isn't as bad, as the nightly rides under the moon in Dorakis were somewhat chilly, but he still very much prefers the heat. And lastly, he is completely incapable of swimming, as all dorak are.
Mount: The Gatoa Grand Patriarchy holds breeding control over their own species of Bertis (giant beetles), which have come to be known as the Ankro subtype. The Ankro Bertis are regarded as some of the best mounts available in Dorakis, possessing incredibly sturdy carapaces, high levels of stamina, and giant horns able to bring down even small rock formations. Karkadin rides his own Ankro Bertis named Bruk, and the creature has served him well over years of his life. His carapace is covered in decorative etchings, and his horn is adorned with scars and scratches of battles past.
Other: Nothing to note.
Age: 24
Gender: Male
Species: Dorak
"Dorak live short lives. We learn things, we love one another, and finally, we die. But I want to do something more than all that."
Background
Kingdom of Origin: Dorakis
Family: Grand Patriarch Mumuruk Gatoa - father, 59
Razni Gatoa - mother, 55
Yhardan Gatoa - brother, 23
Ssihad Gatoa - brother, 23
Gina Gatoa - sister, 22
Odo Gatoa - brother, 21
Adonik Gatoa - brother, 20
Sandri Gatoa - sister, 20
Rodin Gatoa - brother, 19
Phirrah Gatoa - sister, 17
Backstory: Karkadin is the firstborn son of the Gatoa Grand Patriarchy, who have held loose rule over the desert country of Dorakis for many generations gone by. Like his many siblings, he was born in Rhamdahak, the capital burrow. His upbringing was the same as pretty much every dorak's - riding bug-back across the winding sands, raiding nests for eggs to eat, all in accompaniment of his family. Six brothers and three sisters, plus their parents, made for a lively party, indeed.
Dorak age fast and learn faster, and Karkadin was no exception. From his early years onward, he proved to be an exceptionally gifted rider and wrangler of all kinds of giant insects native to Dorakis. His father would take him and most of his siblings on excursions into nearly every reach of the land, gathering herbs, raiding nests for eggs, slaying problem creatures, and so on. Karkadin very much enjoyed these exploits, with the sun hanging over him and his family by his sides. There was, however, a sense of wanderlust brewing within him, as every now and then he would peer over the borders of Dorakis into the plains of Nepharie, or the immense forests of Concordius. He wished to see beyond the sands, one day. To travel all across Tithe.
But there was always something holding him back. Duties amidst the Grand Patriarchy, teaching his younger siblings all the basics of doraki culture, riding with his own posse of hunters and wranglers, and so on. He spent many years in Dorakis hoping to settle all his affairs and ride out into the unknown. But as he grew up, the expected happened. Mumuruk, reaching his last stretch of life, formally announced Karkadin as the next Grand Patriarch upon his passing, which would come relatively soon. Everyone knew it - the man was pushing fifty-nine.
Karkadin was indeed somewhat distressed by something he should have been fully expectant of, but there wasn't much sorrow otherwise. Mumuruk had lived a full life, raised a fine line of children he was immensely proud of, and was content to pass with no regrets. In talks amidst the family, Karkadin made clear his wishes to travel outside of Dorakis. And while this normally would have gone uncontested, Mumuruk bid his son stay for a time longer. At least until he settled into his position, which would not take long. But Karkadin was reluctant, anticipating the onset of even more duties.
A chance came in Tharnkidae, however. The recent surge of wights across all of Tithe have not done much to reach Dorakis, such frail undead being quite susceptible to the intense heat and massive wildlife. But one single wight persevered, and made its way into the expansive market, no less on a day Karkadin happened by. All present parties surrounded the meager, animate corpse, and Karkadin was the one to lean in close and hear it speak of Maceron. And that, he took as an opportunity.
Something major was on the horizon, and Karkadin decided it was the perfect interval to make his leave. He discussed the matter with his father once more, and the second time around, Mumuruk caved. He told his son if he wanted to go, he was free to go. He would hold on as long as he could and delegate matters to his closest subordinates, if this wight problem came up in a more serious manner. Nothing much on the outside is considered dangerous to the dorak, but it was never a detriment to be prepared. When all was said and done, Karkadin prepared his personal beetle mount, packed up his belongings, said his goodbyes to his family, and made for Maceron.
"I'd, um... say I look pretty good, for a dorak. Don't know what that means to most others, though."
Physical Appearance:
Height: 7'2"
Weight: 236.5 lbs
Appearance: Karkadin is of the slightly less common light beige variety of dorak, with a very full head of dirty yellow tendrils that arc back into a tie, going down to his upper back. He also has a small patch of them hanging from his chin. He is of a middle ground between lean and heavy, with a good bit of muscle owing to his years of hunting and wrangling bugs in Dorakis. His claws are slightly shaved down, as he doesn't use them for digging much anymore, but they still look like they could do some damage in unarmed combat. He has some simple tattoos on his neck, chest, and arms which all have some sort of sentimentality to them (and he's always happy to regale).
Attire: Compared to most of the other races of Tithe, dorak often wear little clothing, which suits their common environment. Karkadin himself wears a bleached white waist-cloth which he bought in Tharnkidae, as normal fabrics aren't made in Dorakis. The cloth is adorned with a few baubles, remains from past bug kills and whatnot. Everything else he wears pretty much consists of bands and bracelets made from opaque, flexible webbing, and a pauldron made from the shell of a fallen beetle on his left shoulder.
"Dorakis makes good people of us. Hard work, fresh bounties, and friends to celebrate with. I'd like to see where else Tithe's got the same."
Personality
Personality: Karkadin shares the kindness and positive outlook on life in general that most dorak exhibit, although he often carries it underneath a thin veil of seriousness, which most would probably just call a blank expression, though that's really the fault of his physiology more than anything. Karkadin loves meeting new people and experiencing what they have to offer in terms of activities and such, which is why he's so very excited to be out and about in Tithe. But when it comes time for business, he puts all his focus on the task at hand, with the same joy and fervor as when he was back in the desert, riding under the sun. He has always preferred to travel with company, but he doesn't mind it being just him and his mount.
Hobbies: In truth, Karkadin's hobbies were all just what he did normally in Dorakis, same as most everyone else. Riding, wrangling, raiding, such and such. And those activities are not all applicable anywhere else in Tithe, but there is one thing he can still do - play his summoning flute, not for any practical purpose, but purely for the music. He's gotten quite good at it over the years. All this, plus his desire to try new foods along his travels. Bugs he might find in tavern basements, for example.
Skills: Karkadin is a master at bug riding and wrangling, which is to be expected of the firstborn son of the Grand Patriarch. He commands his mount with nigh unmatched skill, the likes of which even most other dorak would greatly admire. Besides such, he is an excellent runner, climber, and jumper.
"I've fought plenty of araki, hurak, skora. Big things. But I wonder what it's like to fight something... smaller, than me."
Abilities/Combat
Abilities: As expected, Karkadin is incapable of utilizing any magic whatsoever, as all dorak are (save for the vala). But what he does know is how to expertly wield a polearm, all the sweeps and thrusts to be expected of such a weapon's art. He has an excellent throwing arm, though his accuracy suffers at longer ranges thanks to his naturally poor eyesight. Lastly, he knows full well how to fight with his hands, though he isn't as comfortable with it.
Weaponry: Karkadin wields a spear made from two major components - the strongest and rarest wood found from the thin, bare trees creeping out of the eastern border of Dorakis, and a head made from a shell taken from a slain Abrak Skora (giant scorpion), sturdy and sharp, good for jabs and strikes alike. As well, he carries with him a pack of what could be considered bombs. In truth, they're just fleshy sacks of fluid found in the bodies of certain giant flying bugs in Dorakis. They rupture upon hard impact with a surface, releasing a small cloud of noxious gas that dissipates relatively quickly. They won't kill anyone outright, but they will leave an opponent open, coughing and gagging uncontrollably. They only work on smaller targets, and Karkadin only has about a dozen of them. After they're used up, they're gone for good.
Weaknesses: As per dorak physiology, Karkadin holds a natural aversion to water in great quantities. Rain slows him down, and snow is pretty much an impassable obstacle for him, unless he has a drink of his special, limited Turuka brew, which invigorates the body of a dorak for trips in such environments. Cold air isn't as bad, as the nightly rides under the moon in Dorakis were somewhat chilly, but he still very much prefers the heat. And lastly, he is completely incapable of swimming, as all dorak are.
Mount: The Gatoa Grand Patriarchy holds breeding control over their own species of Bertis (giant beetles), which have come to be known as the Ankro subtype. The Ankro Bertis are regarded as some of the best mounts available in Dorakis, possessing incredibly sturdy carapaces, high levels of stamina, and giant horns able to bring down even small rock formations. Karkadin rides his own Ankro Bertis named Bruk, and the creature has served him well over years of his life. His carapace is covered in decorative etchings, and his horn is adorned with scars and scratches of battles past.
Other: Nothing to note.