Group RP The New World Characters and NPCs

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Group RP The New World Characters and NPCs

Angel of Mercy

Angel of Mercy
Inner Sanctum Nobility
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Location
665 Neighbor of the Beast
Main Player Characters (Angel of Mercy)

Name: Tawnnia
Age: 25
Race: Human
Vocation: Druid/Herbalist/Healer
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Hair & Eyes:
red hair and hazel eyes
Height & Body Type: 5'6" slim build
Typical Attire: Tawnnia usually wears earthen tone clothing, either breeches and shirts or sometimes a simple dress with jerkin. She wears boots on her feet. She often looks dirty and muddy.

Background: Tawnnia grew up on a village in the deep forests of Kalidor. She was the only surviving child (of four) to elderly parents. With her parents being elderly, she spent a large part of her youth helping them with chores. Her father had been a farmer and her mother an herbalist. After turning 23 her father passed away, but not before promising her hand to the son of the man who owned the land next door to theirs. By this union her new husband could take ownership of the farm and see to its prosperity. With both her parents gone and being unwilling to wed a man she care nothing for she just sold what she could and packed her bags, giving the farm to the neighbor, then she travelled east towards the coast. Already a skilled herbalist and healer, and born with great curiosity of the unknown, she decided to sign up to travel to the New World.
Reason for coming to the New World: Curiosity

Skills: Herbalism, Survival, Nature Lore, First Aid, Farming
Talents: Druidic Spells
Equipment/Gear/Important Possessions: Leather Jerkin, Shortsword. Herbalist Tools, First Aid Kit. Because of her skills as an Herbalist and Healer, a small hut was built for her soon after her arrival tot he new world.
 
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Driftwood NPCs:

Name: Thomas Covington
Age: 52
Race: Human
Vocation: Aristocrat/Merchant
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Hair & Eyes: Grey hair & Brown Eyes
Height & Body Type: 6' tall, older/athletic
Other Physical Feature: Thomas sports a neatly trimmed beard and stash.
Typical Attire: Thomas wears clothing befitting of his station. He tends to wear fine clothing, often in layers depending on the temperature.

Background: Thomas was born into his title of Baron, in the Kingdom of Cianna. He has always been a strong supporter of Queen Martina Beneventi. When it was decided to turn the outpost into a true settlement, the Queen tasked Thomas with taking up the mantle of leader of the colony. Leaving his family behind he travelled to the New World as prescribed by the Queen. Since arriving he's already left his mark in how the settlement is being run. He's also discovered that his 18 year old daughter had stowed away on one of the ships, luckily it was one of the surviving vessels. Thomas is a good, competent man who should do well as the colony's royally appointed leader.

Reason for coming to the New World: Duty

Skills: Leadership and Diplomacy
Name: Cynthia Covington
Age: 18
Race: Human
Vocation: Noble-blooded Brat
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Hair & Eyes: Blonde (blue tinged) Hair and Blue eyes
Height & Body Type: 5'4" slim build
Other Physical Feature: She tried to disguise herself when she stowed onboard one of the colony ships, only to botch up the hair dying job, leaving her blonde hair a mix of silver and blue that won't wash out.
Typical Attire: Breeches and linen shirt with a leather jerkin, all of good quality.

Background: Born a nobleman's daughter, with three older brothers who would inherit everything and leave her with nothing except a marriage arrangement to sold older man she would likely come to hate, Cynthia felt like she had no choice but to stow away. She's always been a bit of a tomboy, preferring to learn to fight with her brothers over being pampered in dresses by her mother. By the time her presence was discovered it was too late to send her back. Her father fully intended to send her back first chance he gets, but now that they've established themselves at the settlement, the father has come to appreciate his daughter's presence, a piece of home.

Reason for coming to the New World: Adventure, Escape
Name: Brandi
Age: 27
Race: Human
Vocation: Cartographer
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Hair & Eyes: Blonde Hair (always rather messy looking) and Brown Eyes
Height & Body Type: 5'6", athletic build
Typical Attire: Brandi wears well-worn and weathered artisans clothing, made up of breeches and tunics.

Background
: Brandi has always been fascinated by maps. She grew up in a middle-class family and her father managed to secure her an apprenticeship with the Explorer's Guild as a cartographer. When the call came for the Guild to send someone to help map the New World, none of the more established cartographers were willing to take the plunge. Born with a deep-rooted sense of adventure, Brandi was quick to volunteer. As all other voices remained silent, she was quickly equipped and sent forth.

Reason for coming to the New World: Adventure, Exploration
Equipment: Along with all the equipment a cartographer requires, the Guild also sent a wagon and two draft horses. The wagon is covered and doubles as her workshop and home.
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Name: Cormack
Age: 42
Race: Human
Vocation: Woodcutter
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Hair & Eyes: Grey hair and Blue Eyes
Height & Body Type: 6'2", heavy build, muscular
Typical Attire: Cormack typically wears workman's clothing, including aprons and heavy tunics. He always has a sharp axe tucked into his wide belt.

Background: Cormack has always worked in the logging industry ever since he was a young boy. He's worked in every aspect of the industry from felling, to steering the logs on the river to the work at the mill. He owned a wood mill back in the northern reaches of Cianna, where he lived with his wife and two sons. Several years ago, a plague ran through the area, and it took the life of his wife and boys... It was no surprise then when he sold his mill and made for the New World. Cormack has lived in the Colony since it was established as an outpost several years ago. Since his arrival, with the help of a few loggers they managed to establish a water-turned woodmill on the river just before it opens into the harbour where the Colony was established.

Reason for coming to the New World: Depression
Equipment: Cormack run's the Colony's Woodmill, located just on the outskirts of the Colony proper. Woodcutters cut the trees upriver then they drop them into the waters and they're collected at the mill, where they are then processed in boards and planks for the Colony's use.
Name: Tiberius
Age: 56
Race: Human
Vocation: Tavern/Innkeeper
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Hair & Eyes: Greying hair with green eyes
Height & Body Type: 5'9" slim build
Typical Attire: Shirt and breeches with a woolen jerkin.

Background
: Tiberius has always considered himself an entrepreneur, though most would add that he was a failed one. Debt and personal problems chased him and his wife all through the Old World, so when the opportunity came to travel across the sea to the New World they took it, determined to make a success of themselves.
Reason for coming to the New World: Opportunity

Name: Gwen
Age: 59
Race: Human
Vocation: Innkeeper's Wife/Brewer
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Hair & Eyes: Grey hair with grey eyes
Height & Body Type: 5'7"
Typical Attire: Peasants robes and dresses.

Background
: Gwen has always stood by her husband side even after all his failed enterprise. The couple never had kids so when the opportunity came they took it together. She is the brains behind the brewing part of their business, while Tiberius is the better with the numbers and operation of the Tavern/Inn.
Reason for coming to the New World: Opportunity
Name: Borak
Age: 36
Race: Human
Vocation: The Constable
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Hair & Eyes: Short cropped, brown hair and brown eyes
Height & Body Type: 6'2", athletic build
Typical Attire: Chainmail beneath leather tunic, breeches and boots

Background: Borak is from the kingdom of Devlin. He joined the Devlin defense forces and served for many years. In his later career he decided to pursue a group of bandits against orders and several of his men were killed. For this action he was reprimanded and discharged dishonorably before being exiled. He travelled to Kalidor around the time when they were preparing to head across the sea and he volunteered his services. As the man who had been selected to lead the small defense force of the Colony and most of his men did not reach the Colony, Borak was selected by Thomas Covington to become the Colony's Constable.

Reason for coming to the New World: Exiled, Escape.
Equipment: Longsword, armour, and battle axe.
Name: Tanner
Age: 44
Race: Human
Vocation: The Harbormaster/Fisherman
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Hair & Eyes:
Short brown hair, brown beard and stach and blue eyes.
Height & Body Type: 6'
Typical Attire: Peasant's clothing, breeches and shirt

Background: Tanner was born and raised in Kalidor, in one of the many coastal towns. He spent most of his life on the water working as a fisherman. When he heard of the expedition to set up a colony in the New World, Tanner was quick to volunteer. He's come along with his wife and three children. Upon arriving he was quickly made captain of one of the two coastal sloops, and he also doubles as the beachmaster/harbormaster for the Colony.

Reason for coming to the New World: Opportunity
Name: Father Dweeson
Age: 60
Race: Human
Vocation: Priest
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Hair & Eyes: Balding, wisps of white hair, blue eyes. White beard and stash
Height & Body Type: 5'10", slim build
Typical Attire: Worn priestly robes

Background: Father Dweeson is from Kalidor, when he studied theology from a very young age. He moved from village to village, but the higherups never saw him fit to oversee a proper flock, so they tended to send him out as a missionary or assign him as a lesser deacon I one of the larger cities. He wanted a flock of his own to preside over but as he grew older, he realized that was becoming more and more unlikely. When he heard the call, he was the first to volunteer to come to the New World, and the church's hierarchy decided this would be a good way to get him out of their hair.
Reason for coming to the New World: Ambition

Name: The Old Man
Age: ??
Race: Human
Vocation: ??
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Hair & Eyes: Dishevelled, messed up and dirty hair, black with plenty of grey. Blue eyes.
Height & Body Type: 5' 11", slim
Other: This old man walks slightly stooped over. His body is covered in tattoos, and he has a long scar across his face. One eye has faded and he's only able to partially open it.
Typical Attire: His heavy dark robes are dirty and stained and frayed at the bottom. His shoes are worn to the point where the skin of his feet can be seen. He almost always seems to be smoking form a pipe, though no one knows where he's getting his weed.

Background: No one knows for certain where he came from. It is assumed he walked form one of the other colonies, likely many days travel to the north. Her often disappears for days at a time before reappearing. Sometimes he seems able to hold a conversation easily enough and at other times he seems mad, speaking gibberish.
 
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Main Player Characters (humon)

Name: John Garond
Age: 21
Race: Human
Vocation: Mercenary Soldier

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Hair & Eyes: Shoulder-length wavy dark hair, dark eyes, bushy moustache and soul patch
Height & Body Type: 5'10", lean and athletic
Typical Attire: Green wool tunic, burgundy wool pants, black leather shoes. When harsh weather demands it, he may also wear a sandy-brown wool cloak over top.

Background: A soldier for hire, and part time construction worker, living in a tent that he shares with some other young men of his ilk. To earn a living, he sometimes takes watch shifts on the walls or gets involved with building and maintaining sections of the fort, chopping timber, digging earthworks, whatever is needed. Sometimes he goes on scout patrols in the wilderness, or just goes out hunting/trapping for meat and fur he can sell. And on rare cases, he goes after bounties or any rumours of easy plunder that reach his ears.

John was born in the small island city-state of Albace. His father was a part-time soldier and fisherman. At age 16 he was conscripted into service in the army for a period of three years, following which he joined a private military company called the Blue Falcons, which had been hired to take part in a territorial dispute over some mines up in Devlin. Following two years of campaigning with the Falcons that involved a lot of sitting around and not much actual fighting, John returned home to hear a call for people to join an expedition to the new world. Eager to see this new land, he signed up.

The ship he took was paying extra for men with combat experience who could serve as marines on deck. John took the money, but it also locked him into a service contract that didn't end upon arrival at the new world. Now he has obligations to spend a certain portion of his time manning the defences of the new colony and working on its upkeep. But it's a steady paycheck that pays the bills at least until he can find some real adventure.

Reason for coming to the New World: Adventure!

Skills:
  • Hunting/Survival/Bushcraft
  • Fishing/Sailing small craft
  • Repair and maintenance of his equipment
  • Bluff 'n' Diplomacy
  • Cheating at games of chance
Talents:
  • Quick reflexes and a good aim. He moves well and can be hard to pin down.
  • He's also gonna have a thing going with fire magic, something about ancient efreeti DNA and getting bitten by a radioactive spider, but he's not ready to whip those powers out yet
Flaws: He's not the biggest guy out there, and like yappy dogs often do, he will show a lot of aggression up front but usually back down if challenged by someone bigger and stronger.

Equipment/Gear/Important Possessions:
  • A wood-bead necklace with the center piece carved and painted like a little eye. Given to him by his grandmother before he went off to war, as a charm to protect him. He credits this charm for saving his ship during the big storm. Like a Character Shield.
  • 250lb crossbow with stirrup and double-hook belt-spanner
  • Linen gambeson (ecru)
  • Brigandine vest (black)
  • Kettle hat with linen arming cap
  • Mail coif stopping at the collarbone
  • Side satchel slung over the left shoulder to rest at the right hip
  • Falchion (worn on the left hip)
  • Buckler (hung over the falchion's hilt)
  • Hatchet (worn on the right hip behind his side-satchel)
  • 6" Bushcraft knife (kept inside his satchel)
  • Pavise (typically left back at camp unless there is an expectation of pitched battle)
His bolt quiver loops over the front of his side-satchel and is divided into two chambers. In the front chamber he keeps 5 bolts with a needle bodkin tip for piercing armour, which are identified by having white fletchings, and in the rear chamber he keeps 7 bolts with a barbed tip for aggravating flesh, which bear red fletchings to mark them. Wrapped up inside his satchel he also has 5 more bolts that are specific to hunting: Three with crescent heads and yellow fletchings for shooting small game, and two with swallowtail heads and wood fletchings for shooting big game.
 
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Main Player Characters (Ark)

Name: Lyris Kallida
Age: 24
Race: Human, inspired by Greek origin if there is a similar culture in this world.
Vocation: Outlaw, thief, traveler, survivor. Occasional prostitute in the past but not in the present.

Hair & Eyes: Brown hair, brown eyes
Height & Body Type: 167cm (5'6") slim and fit enough to live on the streets
Other Physical Feature: Two nearly identical cut scars on either side of her neck reaching behind her ears. A scratch under her left eye.
Typical Attire: Linen and soft leather from various animals. Hard leather for boots, arm guards, and shoulder pads for protection. With enough protection from most stings, thorns, and small bites, she likes to have the option of escaping into the wilderness if she gets in trouble in the city.

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Background: Lyris and her older brother, Rhysis, had left their family home in Kalidor when they were children. Peace has a price, and sometimes that price come in the form of strict rules, laws, and keeping people in their place. For their parents, that meant having just enough money to live, strict curfew and bedtime rules, and restrictions on how far you explore and who you meet. The new generation was not familiar with the horrors of the alternative, such as war, gang crime, rape, and slavery, so they saw these rules as an attack on their freedom.
So one day, years prior to the call to the New World, they left quietly one night to face the world, unrestricted and unprotected. Using their wit, good looks, and a few novice trade skills, they used any means necessary to live and travel from city to city north all the way into Devlin. They'd learned tricks from old thievery and trickery books which their parents forbid them to read. The fact that most people these days felt safe enough to walk alone in dark alleys, leave their doors unlocked and pockets open, made this lifestyle easier than expected. Still Lyris knew the importance of not making enemies by seriously injuring or stealing anything too valuable from anyone, nothing she and her brother didn't need in the moment. In the end it turned out that her worst enemy was her Father. Disappointed and angry that his offspring are wasting their heritage, and everything he gave them, on such a dirty lifestyle, he'd made it his life mission to set things right. The old man, a renowned detective from Kalidor's capital, was able to track them down all the way into the neighboring northern kingdom just to bring his failed son and daughter to justice in court.

Rhysis and Lyris never planned to go to the New World. The old world was big enough for them to explore. But with the law on their heels, they were forced to leave not only their kingdom, but the continent alltogether. An old Captain Rojj of the Gray Seal, one of the smaller ocean ships, had grown desperate for crew members fit enough to row and crank the sails without getting sea sick on day one. He reluctantly took Lyris and her brother into his crew and became the 20th ship to set sail across the ocean.

But no one ever told them how big the ocean really is, and no one told the captain how unpredictable the storms were on this side of the world. After surviving multiple storms and illnesses which ended most of the other ships through skill and luck, their smaller vessel was finally close enough to see the shore of the new world. A gust of northern wind pulled apart the fog one morning to reveal green hills on the horizon, surrounded in blue haze emanating from the trees. Then an unexpected set of waves due to the unmapped floor of the bay below tossed the ship right into a rocky island, all their luck came to an end. Only two miles from shore, the ship was shattered and the captain was dead. Hew crew would soon drown or be pulled under by stinging jellyfish and sharks.

One day the settlers came across the body of a man washed a shore, missing an arm. "Don't you fucking touch him!" Yelled Lyris from the woods nearby, with sea water still in her hair and tears in her eyes. She'd been digging a grave with nothing but a rock and a stick she'd sharpened using her knife. After a few hours of convincing that this side of the ocean is 'different' she warmed up to them and let them help bury her brother and take her into the outpost.

TLDR: She and her brother ran away from home when they were little. Dad went after them, forcing them to escape to a ship across the ocean. Her ship sank off shore, killing most of the crew and her brother.

Rhysis and Lyris' Theme

Reason for coming to the New World: To escape from justice and her father's wrath.
Other Information: After her brother died, all she wants to do now is find a way to return to the old world and take revenge on her father who forced them on this cursed voyage.

Skills (basic stuff): Tailoring and leatherworking. She's faster and stealthier than most, though not a professional. Some experience in picking locks, but is too scared to try pickpocketing. She hates getting caught.
Talents (extra-ordinary stuff): Her mom and dad had been selectively matched with each other due to their physically attractive and healthy traits, so she got them as well.
Flaws (optional): Doesn't easily trust elders. Quite stubborn to the point that only nature itself can convince her that she's wrong. She would rather run than die for 'the greater good'.

Equipment/Gear/Important Possessions: Light leather armor and a multipurpose switch knife hanging off her neck on a string made of spider silk, as a testament to her skills in weaving. Everything else was lost with the ship.
 
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Main Player Characters (Rimechapel)

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Name: Conrad de Boleyn
Age: 22
Race: Human
Vocation: Senior Squire (or, a would-be Knight who just couldn't make the cut)

Hair & Eyes: Black, Hazel
Height & Body Type: 6' 4" (193cm) athletic
Other Physical Feature: Considerably large burn scar on his right arm.
Typical Attire: Practical linens of darker tones. (brown, black, gray) Leather cloak emblazoned with his family crest.

Background: The thirdborn son of a wealthy, influential lord in Kalidor, Conrad showed promise to succeed his father - nevermind his two elder brothers - at an early age. He was everyone's darling and nobody's fool as a page, and the squire who would never back down and always deliver... by any means. It was not until he discovered a particular love for wine on his twentieth birthday - the year before he was to be evaluated for knighting. He frequently drank to excess, to the point of simply being unable to recall long stretches of time, and then waking up in pools or piles of various substances. This sometimes led to amusing times - such as the 'flight of flaming knickers,' or the 'goat parade' the Court in Kalidor still seeks to quell remembrance of - and sometimes to... less amusing times. His studies began to languish as the ratio of time he was lucid to the time he was not waxed unflattering. It was not until some incident, from which he awoke among a most grisly spectacle, that his father's constituents lobbied to prevent him from achieving knighthood. Conrad became somewhat petulant and demanding for being denied his 'birthright,' but succeeded only in cementing further opposition against his gaining any meaningful power.
Reason for coming to the New World: Failure. Opportunity. Convenient way for the ruling powers to do away with someone who is, frankly, an embarrassment to the Court.
Other Information: He is convinced that goats are superior to horses - if only he can find one large enough to ride into battle. He also likes to whittle little animal figurines and make them fight each other.

Skills:
Animal Handling - As a squire, he is extremely familiar with horses, and can very nearly cluck his tongue twice to make any horse to do very nearly any thing. The less equestrian an animal is, the less influence he might command over it.
Athletics - A great deal of time was spent running, fetching, and carrying, both as a page and as a squire.
Book Knowledge - He studied a great deal in the Old World, and significantly impressed his tutors before he discovered his true love - the darling of the vineyard. Topics in which he is particularly well versed include: Architecture, Heraldry, Mathematics, Military Tactics, Siege Engineering, Kalidorian Cultural History.
Dancing - You will be hard pressed to find a better dancer. On his promotion from page to squire at age fourteen, Conrad was tutored by two of the finest dancers in the land, and rapidly learned the majority of what they had to teach, before occasionally skipping classes to go incognito and learn folk dances in pubs and at festivals.
Fighting - A natural thing for one in line to become a knight to learn, Conrad demonstrated an uncanny proclivity towards the martial aspect of his education. Although he favors the sword for its application in structured duels, he has been instructed in the use of virtually every weapon - from the arbalest to the warhammer.
Intimidation - Competition among squires for whatever their lords required was often stiff. Conrad learned at a very early age how to say what to say to whom, but mostly as it pertained to asserting dominance over his peers.

Talents:
Pain Tolerance
- Conrad has earned his fair share of cuts and bruises in learning to fight, sometimes against other squires. A combination of stubbornness, willpower, ancestry, and consumption of alcohol, he can take at least as much abuse as he can give.

Flaws:
Alcoholic
- Conrad is an alcoholic; there are no two ways about it. Worse still, it doesn't take much for him to feel the effects of inebriation. A single bottle of wine (more or less, depending on the vintage) is about as much as he needs to get black-out drunk, during which time he will behave in irrational ways. In the absence of alcohol, he will be tempted to experiment with other substances.
Totes Dotes on Goats - It may seem oddly specific, but Conrad loves goats. He will go to extreme lengths to pet, rescue, or protect one.
Chivalrous - Naive in a noble, if charming or foolish sort of way. He mostly holds fast to aspects of Fair Play, Nobility, Valor, Honor, Courtesy, and Loyalty... until there is alcohol involved.

Equipment/Gear/Important Possessions:
Arming Sword
Dagger
Steel banded shield with Family Crest
Shortbow & Arrows
Laquered Steel Lamellar, Chain Coif
Hobby Woodworking Tools
Book of High Poetry
 
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Secondary Player Characters (Heartwood)

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Name: Cara Osire
Age: 28
Race: Human
Vocation: Blacksmith
Hair & Eyes: Black hair and brown eyes

Height & Body Type: 6'3, muscularly defined in the arms and abdomen from years of working the forge

Other Physical Feature (Optional): A sparrow brand on her left bicep

Typical Attire: Any grey or white tunic, something to hide the filthy side of her craft. She wears a leather apron, protecting her from the sparks when forging weapons and armor. When she isn't working the woman sports a clean white blouse that emphasizes her natural assets, and black pants with knee-high boots to match. Her most colorful piece of clothing is the sharp navy blue jacket with a twin tail bottom that she wears when at the market or trying to impress. She also wears a small set of pouches that run along the side of her waist to hold various items and coins.

Background: The daughter of a whaler and fish wife. Cara grew up living in poverty, each meal was hard-earned from the sea but the family remained strong during the most harsh of months. Her mother was loving and cared for her eight siblings until she passed away from a fever during winter. Leaving Cara the second Eldest to help provide for her family alongside her father and older brother. She worked in the docks and helped mostly scrub the hull of barnacles.

When the shipyard's metal worker, a skilled blacksmith that solely worked on boats in the shipyard became too old and with no apprentice or son's, Cara's father pushed for her to step in and help the old man. But his mind was fading and with it all his years of skill. What she made was below-average commissions to the point the quartermaster requested a blacksmith from a neighboring shipyard come work for them. When the blacksmith arrived he was disapproving of her work but saw her determination and willingness to learn, it was enough to trial her for a month to see if he could teach an already full vessel.

Many years after being taken on as his apprentice, her master took Cara to a wealthy city where their trade was in high demand. It was there she became a local brawler in her spare time and earned her Sparrow brand from winning against her first opponent in the tavern. One night she found Ruffus was being used as a means for betting instead of gold due to his unique breed, some were looking to win the pup as food or simply to sell to a breeder. She asked to buy the puppy sparing his awful fate and was instead forced to fight the owner's fighter. She won the pup and ever since the pair have never been apart.

Then one night after a hard-won fight and a fair bit of drink she caught the eye of the son's wife, beginning a 3-year affair. During that time she built her reputation as a blacksmith and was highly sought after to craft weapons of all kinds, mostly ceremonial. But she also sent money home to help her family and their children, she struggled with her drinking and gambling problem but always made sure they had money. Everything changed when she was caught in bed with the wife and his sister, forcing her out of the forge and looking for new prospects.

Reason for coming to the New World: Cara speaks mostly of bringing her talent to the new world and starting her business after she lost the forge to her Master's son, who took it from her once he discovered she was sleeping with his wife AND soon-to-be-married sister.

Other Information (Optional): Ruffus woof


Skills (basic stuff): A decent dye and tanner, she also is a skilled fisherwoman, anything from nets to spearfishing. For her trade, she specializes in weapons more than armor, considering herself an innovator in unique weaponry. She once made a sword gilded in gold with precious stones for a lord's son, the best piece she has ever made in her years.

Talents (extra-ordinary stuff): Exceptional Brawler, in taverns she'd make good money fighting other opponents, so her hands are as deadly as her assets. Her naturally high strength paved the way for a fair amount of gold, and her keen sense for wrestling tougher opponents. She's a better fighter when drunk, at least in Cara's mind. (Arcane material understanding and manipulation, potential in the new world. Currently, she can understand materials to make the tempering process quicker and strengthen weapons to make them near-unbreakable. waiting for approval on this part)

Flaws (optional): A pro-drunk, Cara loves to hit the ale whenever possible and at times finds her aggression or cuddly nature comes through depending on the situation. She also suffers from a gambling addiction a trait she never knew she had until her time with the Sparrows. Cara is also someone who easily falls in love and finds her heart broken more often than she can count, resulting in more drinking and gambling.

Equipment/Gear/Important Possessions (Beyond the mundane stuff): A blacksmith cart that Cara customized for all her needs, and a special seat for Ruffus at the front where he can see the scenery better. She also has a custom-made backpack for Ruffus so he can travel anywhere with her regardless of work or social setting.

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Name: Ruffus
Age: 3

Bio: He became a part of the Osire family as a puppy of 3 weeks and enjoys long walks on the beach, he is eager to meet new people and accepts bribes in the form of treats or belly rubs.

Skills: Great sniffer of all treats, and can find his owner without breaking a paw. Excellent digger, and guard dog of fish in buckets. He also has great aim when marking his territory, on someone's boots or tree.


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Name: Sabin Al'Hab'Kaan
Age: 48
Race: Human
Vocation: Matriarch, Wine Merchant
Hair & Eyes: Black, hazel
Height & Body Type: 5'5, Slender
Other Physical Feature (Optional):

Typical Attire: The robes of house Kaan, high-quality fabric layered in gold trims. She wears several beads and jewelry showing off her wealth. Sabin also loves hats of all sizes and shapes, holding her collection at 200 currently ranging from Devlin to Khalifir designs.

Background: A woman of once a simple Camel merchant who used to sell them for meat or travel companions. She married into the family of Kaan when her husband was first beginning his journey into wine-making, a side element of profit for the beast-taming noble household of Kaan. He started to increase their wealth through endless years of hard labor and building connections further beyond that of simply selling exotic animals.

Sabin is not the only wife of Kaan, she is one of four women, all of whom share their husband's dream and love the man as they do each other. Sabin lives in the home her son is building for her, it is still under construction on the outskirts of the Driftwood along the coast.

Reason for coming to the New World: Looking to build a new vineyard with different fruits, and grapes of the New World, a personal venture of Sabin that her husband spared no expense to see her happy.

Other Information (Optional): Sabin was a woman who took care of the children of Khalifir, housing orphans and giving them skills to progress in life. Many worked in her husband's vineyard to earn a living.

Skills (basic stuff): Wine-making and distilling, Growing crops as she is familiar with husbandry and agriculture.

Talents (extra-ordinary stuff): A Masar (Sand Gypsy) who continues the tradition of scarring and wisdom of generations. Belly dancing is a skill she learned to entertain her husband on their nights alone, she sometimes dances with her daughters for guests but hides her face as is tradition.

Flaws (optional):

Equipment/Gear/Important Possessions (Beyond the mundane stuff): Masar dyes and scarring tools.

Main Player Characters (Heartwood)

House of Kaan

Beast Magic (Bloodline)


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A noble household known for their taming capabilities in Khalifir, focusing on exotic animals for nobility and even for royalty. It is said the first beast-tamers of Kaan could simply calm the presence of any beast they encountered, and understand their most primal needs but there were many rumors, some more gruesome than the next. They were known as beast whisperers, now they were beast traders, selling only exotic pets.

To outsiders, those with the gift of taming, their skill was no more than an uncanny ability to understand beasts, like a mother that knew what its cub wanted, raw instinct. And, like all talents, it had to be nurtured...

But they were once great tamers of a now-extinct beast, one of the largest animals once alive in Khalifir was the tame of choice for those hunting in the vast sands. Until that knowledge was lost to the ages. And now they only sell exotic beasts, a watered-down talent for profit. No such beasts could be deemed worthy to fight beside a warrior in the Great Hunt. A tradition of Omir, once a part of their culture now lost forever, man and beast fighting together as one...



Altair's Theme

The Dune Masa'hik (Thousand Spear Dancer)

Altair, Son of Kaan

"A son of the Dunes sees only the sun, her warmth on the sands. The Crimson of her horizon. We do not think of winter."

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Name: Altair Kaan
Age: 24
Race: Human
Vocation: Former Warrior of Khalifir - Soldier of the New World (Connected to the constabulary)

Hair & Eyes: Black, light brown eyes almost amber when hit with a firelight
Height & Body Type: 5'11 Muscular
Other Physical Feature (Optional):

Typical Attire: Altair wears the robes and tunic of Khalfiri, they are all cream-coloured to avoid the heat of the sun. In the winter he adorns more furs around his shoulders, a brown bear fur that is thick and rests on his shoulders, belonging to the cape that is long and sits beneath his knee, a hood is attached for when it rains or to keep the sun out of his eyes. The rest is thick leather with chainmail underneath to stop penetrating weapons. His boots and gloves are mostly worn from age and travel, with his trousers being loose for ease of combat.

Background:

Altair was one of the first sons born to Kaan, he was raised to protect his father's wealth and safeguard the women in his family. As one of the eldest he was expected to marry, yet he chose for the time being to guard the family's wealth, bringing honor and glory to their name by protecting Omir and all her growing wealth in Khalifir. His father disapproved of his eldest son's choice, but he could do little to persuade him, Altair promised to one day marry to elevate the family's honor and status in Omir but wanted to explore his youth and its many fruits.

And, all of his children were given training so Altair had the experience to follow a different path. The boys were taught by Khalifir warriors in the art of swords, spears, and javelins. When he grew up Altair joined the City-State Omir's guard, becoming a soldier that protected the merchant routes around Khalifir. A few years after his post, his mother went to the New World and he followed since his four-year contract was over, and he was free to leave. He now continues to build his mother's home in the New World and works under Borak for the constabulary to protect the Colony.

Reason for coming to the New World: With his mother's venture to the New World, he followed his oath of protecting his family. He is also curious about the land, somewhere so different from Khalifir.

Other Information (Optional): Khalifir markings are scars that form the shapes of beasts in their lands. He took the might of the Leopard across his back.

Skills (basic stuff): Hunting, Riding, Fighting horseback, Bushcraft skills, Astrology (used to navigate the sands)

Talents (extra-ordinary stuff):

Javelin throwing, and he can hit a target from 80 yards with moderate accuracy. At 50 yards his targets are within the kill zone.

Khalifir Mayta - a fighting style dedicated to the joints, grapples, and hard points on the body to strike at their target. Altair is proficient at the style.

Flaws (optional): At the core of his beliefs family will always take precedence over all. On occasions, it has conflicted with his faith in Bashir. As the man must marry someday and his oath forbids it, yet he knows that must be broken to fulfill his role.

Equipment/Gear/Important Possessions (Beyond the mundane stuff): Javelins, procured from his father once he received his title of Masa'hik. They are of great value, having a set of rubies near the spearhead.

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3. Theme


Jewel of the Dunes

Setareh, Daughter of Kaan


"Men take what is given, I take what is mine."


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Name: Setareh Kaan
Age: 24
Race: Human
Vocation: Soldier

Hair & Eyes: Black, Dark Green eyes
Height & Body Type: 5'8
Other Physical Feature (Optional): Scar markings across her legs and back, they are of a great serpent curled across her body. Across her face she typically paints on white, mostly made up of chalk and a dried herb of peace blossom.

Typical Attire: Her attire is different from her brother's, as the women of Omir are conservative. Most of her attire is a simple brown tunic and trousers that are heavily loose and strapped tight to the ankles (her armor is very much the same as her brother's). Her boots are not common, as they are strips of leather that go up the leg and the bottom of the shoe is hard leather. Like her brother, she wears furs in the winter, and only her simple attire during the summer.

Background:

One of nine daughters to Kaan, she was raised to be a wife and mother to future children. With such responsibility, her life revolved around image and procuring a husband, but also to bring pride to the Kaan family. Her father believed all children of Kaan should be taught some form of combative skill. And like the boys, she was trained until the age of 18, when her training changed to wifely responsibilities. Instead of warfare and business. Out of her sisters, she was considered the wild one, always finding new ways to torment her family with her scandals. Riding Camels during dangerous sandstorms and finding nomads in the desert to join for days on end in travel.

Then as she turned 24 a brave man asked for her hand in marriage and her father granted the request forcing the girl to hide on the boat to avoid her wedding. Much to her mother's rage when she found her daughter inside Altair's room where she waited to dock at Driftwood.

Now she lives in a small cabin that her brother helped build. Within a week of coming to Driftwood, she joined the constabulary after her brother vouched for the girl to join and be accepted once her trial was over. Seta strived to gain the acceptance of Borak, looking up to the man and his years of experience.

Reason for coming to the New World: Seta is running away from her duty to marry as her fiance is back in Khalifir. Sabin did not know her daughter stowed away on the boat, a fact her brother hid until they got to Driftwood. Unlike her brother, she wishes to be free of the family, making her own way in life hence joining the constabulary and living separately from her mother and brother. She is vocal about her disdain for marriage. She does not enjoy the company of men, something Altair knows but ignores as he is uncomfortable with the idea.

Other Information (Optional):

Skills:

Throwing knives she lost most of hers during a fight on horseback and requires more to be made. But her accuracy is almost as good as an archer yet the distance is lesser due to the fall-off range of the daggers.

Like her mother, she is an adept dancer, founding the name Jewel of the Dunes after she danced for guests in an erotic display at the disgrace of the family but her brother found it amusing.

Talents: Beast Magic

Parrying - one of her core skills, she has learned to be quick on her feet and glance off most blows. An art form she developed when she knew she was outmatched in strength, instead turned to agility.

Masar - One of the core skills of a sand gypsy is the art form of scaring, being able to create images using the hardened flesh of scars to create a beautiful image. And inking one's skin with a unique blend of coloring.

Archery - an adept sharpshooter, she can wield up to 80 pounds of the longbow with decent accuracy.

Animal/reptile taming - Seta has always had a natural affinity with beasts.

Snake charming- Seta has performed such feats in Khalifir with some of the most poisonous reptiles.

Flaws (optional): Prideful on more than one occasion it has gotten her into sticky situations, as trouble seemed to follow the woman no matter where she went. As Seta is also a devil-may-care woman, her safety comes last when the notion of battle or sating a curiosity.

Equipment/Gear/Important Possessions (Beyond the mundane stuff):

Kaan Household Staff

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Name: Frederick Mane
Age: 26
Race: Human
Vocation: Stable Master

Hair & Eyes: Brown, and hazel
Height & Body Type: 5'8, Average build
Other Physical Feature (Optional):

Typical Attire: Brown woolen tunic and pants with worn boots

Background: His family is unknown to him as he was left at an orphanage in Khalidor, during one of the Kaan trips to a friend's estate he was left at their doorstep. Lady Sabin took him to the orphanage in Omir, and when he came of older age she offered him to look after the children's horses. He has been a loyal servant of the family since childhood and remains true to his roots.

Reason for coming to the New World: A horse keeper and breeder for the Kaan family. He was hired as a young man by Sabin to tend to her children's horses. Fred has yet to receive her blessings to pursue a different career as an architect now that he has entered the new world.

Other Information (Optional):

Skills: Horse Breeding

Flaws (optional): (IC will explore)

Equipment/Gear/Important Possessions (Beyond the mundane stuff): A scruffy handkerchief with a faded symbol of a white lily in gold roses. Seta would poke jabs that he was some Bastard of an old noble house log abolished. It was left to him when he was dropped at the Kaan estates door.

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Name: Apollo
Age: 39
Race: Human
Vocation: Warden of House Kaan

Hair & Eyes: Blonde, blue eyes
Height & Body Type: 6'0, toned build
Other Physical Feature (Optional):

Typical Attire:

Background
: A man who bears no family name, and carries no riches. Only the mark of Tridon was known about Apollo. besides, several other warriors that bared the mark, scorched on their flesh. They were found in the deserts of Khalifir, hung from pillars for the vultures to peek out their eyes and feast on their flesh.

Apollo never revealed the reason behind his fate, only that he still held the marks of who killed most of his men. He resolved to god that he refused to die, and when his words were answered the Kaan convoy passed by those alive. They were cut down and Apollo gave his blood oath to the House to protect all their children, wives, and the great Kaan himself from harm while he lived. The others swore a similar oath, to which some were ordered to follow Sabin to the New World.

Reason for coming to the New World: Blood Oath to House Kaan

Other Information (Optional): Individuals that also took the Blood Oath. (Only Gallian and Robert are with him in the New World)

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Gallian of Mire AKA 'Bear'

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Robert Darras of Wiltshire AKA 'Lionheart'

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Alexio of Thrace AKA 'The Thracian'

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Minerva of Omir AKA 'Little Raven'


Skills: Swordsmanship, Archery, Pike/Spear, and shield, prefers muscle armor instead of chain or plate. A light fighter that moves quickly and strikes true. He is also a good hunter of game but hates to ride horses as they are loud and easy to take down with a sword. He also reads maps, and was once a military man, understanding strategies such as Khalifir Oris Formation, and that of Khalidor. He is also a good instructor of war, teaching the offspring of House Kaan. Apollo frequently reminds Altair where he got his skills from.

Flaws (optional): (IC will explore)

Equipment/Gear/Important Possessions (Beyond the mundane stuff):

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Name: Penelope Appleton
Age: 18
Race: Human
Vocation: Servant of House Kaan, Kitchen Girl
Hair & Eyes: Blonde, Pale Blue
Height & Body Type: 5'0, Lithe
Other Physical Feature (Optional):
Typical Attire: Apron and a brown skirt with a tucked-in white tunic.

Background: Penelope came from a simple family, laborers in the barley fields of Devlin. She found work in a noble household, first as a scullery maid then as a kitchen girl helping the cook produce meals for the lords and ladies of the manor. Her father heard of the new world and what opportunities it could bring for his children. He only had enough money for Penelope to go, from there she would have to make her own way. On the ship to the New World, she worked for her passage, cooking for the crew and passengers. The girl was fortunate enough that House Kaan was looking for staff after one of their ships fell to the ocean in a dreadful storm taking many skilled hands from their staff. Lady Sabin tasted the girl's cooking and watched her closely in the household for the first week when she offered her a permanent position once the cook was happy with the girl's skills despite her naive, and gentle nature.

Reason for coming to the New World: Looking to build a new life, and learn a skill of tailoring noblewomen would swoon to buy clothing in hopes to bring her family over from Devlin.

Other Information (Optional):
Skills (basic stuff):
Talents (extra-ordinary stuff):
Flaws (optional):

Equipment/Gear/Important Possessions (Beyond the mundane stuff):
 
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Main Player Character (Double Plus Ungood)

Name: Jan (Yahn) Dachsmann
Age: 20
Race: Human
Vocation: Apprentice Trapper (naturalist? jack of trades? ranger? rogue?)
Hair & Eyes: Medium Length Neutral Brown & Stormy Hazel
Height & Body Type: 5'6, lean & wiry musculature
Other Physical Feature (Optional):
Typical Attire:
Fur cap, fur coat over woolen shirt, belt, leather kilt covering a linen loincloth, Wool socks, leather boots.
Basic Level Skills: Animal Skinning & Tanning, Cooking, Hatchet, Knife, Nature Observation, Outdoor Survival, Stealth, Trap Making, Vine-work/Rope-work, Wood Shaping.
Possessions & Tools: Bucket (1 gallon), Carpenter Axe/Hatchet, Dagger, Flint & Steel, Forest Axe, Knife (large), Knife (small), Leather Working Tools (Awls, Needles, Punches, Etcetera), Spade/Shovel.
Personality & Goals: Quiet & Thoughtful. a Problem-Solver. Become successful and good marriage material, start a family.
Background: Jan Dachsmann is from Devlin and trained as a trapper under the tutelage of his father. The elder Dachsmann had a good reputation for finding small game as well as setting effective traps for dangerous predators dwelling too close to humans. The pair travelled together on the same ship to the "New World", however Jan's father perished in the shipwreck near the coast of their destination.
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Secondary Player Character (Double Plus Ungood)

Name: Lieflik Skaapwagter
Age: 18
Race: Human (Kalidor native)
Sex: Female.
Vocation: Sheep Herder / Yarn Maker / Part Time Prostitute
Hair & Eyes: Long auburn colored hair and dark brown eyes.
Height & Body Type: 5' 10", with a sturdy athletic frame
Other Physical Feature (Optional): Pretty Face.
Typical Attire: blouse, bodice, shawl, long skirt, shoes.
Basic Level Skills: Animal Husbandry (sheep), Fellatio, Foraging, Knife Handling, Masturbation, Picking and Carding, Plant Knowledge, Shearing, Shepherd Crook, Spinning.
Possessions & Tools: Baskets, Carding Tools, Dagger, Domestic Sheep, Pushcart, Shepherd's Crook, Shears, Spinning Wheel,
Personality & Goals: "Down to earth", practical and sensible. Desires a good life: enjoyable work, daily decent food, good friends, maybe a practical & responsible man for a husband….
Background: The Skaapwagters (Lars Skaapwagter, his wife Moy and their daughter Lieflik), a family of tenant shepherds, scraped together everything that they could for passage on a ship to the New World with a small flock of sheep. Their ship was one of the few that arrived at the New World unscathed.

They built a small earthen hut in a meadow, near a stream, about a mile from the main settlement.

Not wanting their daughter to have an unplanned pregnancy, Lieflik's mother often showed her how to give a man pleasure with her hands and with her mouth.

An attractive, strong looking young woman, Lieflik was propositioned by a man in the tavern. She wasn't offended but explained that she wasn't ready to have a baby. Then she made the man a counter-offer for using her mouth instead of her pussy. It's nice to have a little extra coin….
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Secondary Characters (humon)

These are the four other guys that John shares a tent with. I expect they'll be present in the background in various scenes.

Name: Cian L'Arché, "Larch" for short
Age: 25
Vocation: Soldier, Builder, Part-time cook

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Height & Body Type: 6'2", Stocky
Typical Attire: Light-hued linen shirts and a brown leather jerkin, dark wool pants, brown leather boots

Background: Originally from a small town in Cianna. He previously fought with the Blue Falcons mercenary group as a spearman. He and John were paired together on the battlefield, operating from behind the same pavise.

Reason for coming: Adventure. Also, he's wanted for murder in his home town.

Skills: He's a pretty good cook, preferring to be the one who cooks for all the guys in his tent. Also good with the handling and care of horses, as his father used to own a stable.
Equipment: Mail hauberk with attached coif; nasal helm; 10-foot boar spear; battle axe as a sidearm.

Name: Albert Dorano, "Aldo" for short
Age: 21
Vocation: Sailor, Fisherman, Sentry

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Height & Body Type: 5'9" and slim
Typical Attire: A blue wool tunic and light-hued wool trousers, black boots, and an old brown bycocket hat

Background: Grew up with John in his neighbourhood in Albace, but served in the navy instead of the army. When John returned home along with Cian, Albert was the one who came up with the idea to get on a ship bound for the new world.

Reason for coming: Adventure

Skills: Expert fisherman, not too bad at carpentry too. Can also play a mean fife.
Equipment: A 120 lb hand-spanning crossbow commonly used by Albace's navy, and a bollock dagger for self defence.

Name: Alerin Cassar, alias "Castle" (because people love to mispronounce his name)
Age: 29
Vocation: Sailor, Builder, Cutthroat (who can also do private security)

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Height & Body Type: 6'0", lean
Typical Attire: Shirtless on warm days, or wearing a linen shirt and brown cloak on cold days. Dark pants and boots.

Background: Aldo served with him in Albace's navy for a time, but Castle is not from Albace. He was pressed into service after a shipwreck. He has a colourful past which he avoids talking about, but almost certainly involves a fair amount of illegal business ventures. As such he had a lot of contacts in different port cities in the old world, and it was through these contacts that he arranged for Aldo and his friends to get on board one of the ships bound for the new world.

Reason for coming: To start a new life

Skills: Experienced sailor, also very athletic (especially climbing and swimming). Can pick locks. Can slip restraints. Can conceal a knife in the palm of his hand. The usual rogue skills.
Equipment: Carries a dirk for self-defence, and not much else. He has no interest in leaving the settlement to explore, so long as he can make a living within its walls.

Name: Jay Seagull, but everyone just calls him "Pigeon"
Age: 19
Vocation: Unskilled Labourer

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Height & Body Type: 5'11", slim
Typical Attire: Ragged linen shirt and wool pants, cloth wraps on his feet

Background: An orphaned street urchin from Cianna who stowed away on John's colony ship and befriended his group during the voyage.

Reason for coming: Got on the wrong ship

Skills: A good eye for things commonly overlooked and appraising the value of scrap materials. Also knows how to not be seen when he doesn't want to be. He can also sing fairly well.
Equipment: Two things: Jack and shit. And Jack left town.


Name: Thomas Malcolm
Age: 61
Vocation: Sentry

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Height & Body Type: 6'1" with broad shoulders but slim muscles. He has "old man strength".
Typical Attire: Brown tunic and pants, tan leather jerkin, olive drab cloak, tan linen cap

Background: Formerly a bowman of the Kalidorian army, retired and worked scattered odd jobs before falling in with a gang of bandits. He later ended up in service to a local baron as a guard in the baron's keep as a means of infiltrating it for a heist. But he betrayed his fellow bandits and helped the baron to trap them. The baron later uncovered his deception and he had to flee for his life. Fearing retaliation from the gang members who had escaped, Tom got on a ship for the new world.

Reason for coming: Fucked his life up flatter than hammered shit, but at least he stands before you now, beholden to no human cocksucker, and workin' a payin' fuckin' gold claim.

Skills: Archery, beekeeping, sewing, wood carving, gardening, and also knows how to kill a man silently with a length of piano wire
Equipment: A 100-lb yew longbow and an old viking-era sword passed down to him from his father and grandfather
 
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Main Player Characters (Psy)

Name: Rayne Jacks
Age: 24
Race: Human
Vocation: Rogue, Bastard Son, Adventurer, Sellsword

Hair & Eyes: Black Hair, Amber-colored eyes
Height & Body Type: 5'11(180cm), well-built
Other Physical Features: Thin white scars line the entirety of his back, thicker scars can be found across his chest, hands are rough and calloused. There is a branding of an encircled eye on his upper arm.
Typical Attire: Two separate outfits make up Rayne's wardrobe. A white linen matched with brown pants and boots or a darker linen shirt matched with equally darker pants. Usually accompanied with a dark brown, reinforced leather vest.

Background: Born out of wedlock between a powerful Albacan merchant and a Cizainian barmaid, Rayne's very birth was considered "distasteful" to say the least. Wanting nothing to do with neither his illegitimate son nor the lowly barmaid, the merchant publicly denounced Rayne's mother and consequently had her jailed for a crime she did not commit. It was in this prison that Rayne was born.

Cizaine wasn't going to let a newborn babe stay within a prison, so Rayne was separated from his mother almost as soon as he was born. Rayne with neither a father nor a mother was forced into an orphanage run in the underbelly of Cizaine. As if the gods themselves were disgusted with Rayne's existence, the orphanage was actually a front for an illegal child smuggling ring. At the prepubescent age of five, the bastard son was shipped away.

Rayne ended up in a slaving company on the very border of Jekel. The conditions were horrid. The slaves were kept outside in makeshift tents that hardly protected them from the elements. All day and most of the night, Rayne was made to dig away inside the mines to fill an unfair quota. If you met the quota, nothing happened to you. If you didn't meet expectations, however, the punishments were anything but light. From denial of food and extra labor all the way to cruel whippings that would send the untrained body into a fever. The slavers were cold and brutal. The only reprieve from the nightmarish conditions in the mines came in the form of skirmishes with Rinarans. It was here that Rayne began to thrive. It was somewhere he could vent out his frustrations with the world and those who lived in it. And vent he did.

Eventually, the slaves could no longer stand by the unjust and cruel treatment from their masters and revolted. It was a short, but bloody battle that ultimately ended in the slaves' favor in numbers. On his knees in a pool of someone else's blood, Rayne stared wide-eyed at the full moon above him. As his companions ran to the dead slavers' horses, Rayne let out an uncontrollable laugh for the first time in his life. This was freedom. This was liberation. The bastard son laughed and laughed until his voice went hoarse and his throat raw. Taking this newfound feeling, Rayne stabbed his branding and vowed to do everything in his power to spite whatever power that may be above him. Whether that be man or divine.

Years passed and Rayne had arrived in the heart of Albace. The original plan was to find his son of a bitch father and slip some cold, pointed steel into his back. Finding the man, however, proved to be pretty challenging. Who knew affluent merchants were always away on business trips? With living expenses in Albace being anything but cheap, Rayne had to find a way to make money to avoid sleeping on the streets and incurring the wrath of the Albacan guard. Thus began his budding career as a sellsword, one in which he would eventually make a name for himself. So much so that when news of the New World had broken out and everyone and their mother was trying to find a spot on a ship, his father's very own company personally hired him as a guard for their business venture into the uncharted land. With a new plan formed in his mind and a desire for adventure, Rayne set sail.

TL;DR: Rayne is a bastard born son, turned slave, turned sellsword looking to kill his father.

Reason For Coming to the New World: Eventual revenge on his shitty father and hopes to find something worth living for in this strange place.

Skills:
Novice Herbalist-
Between the time of his liberation and arriving at Albace, Rayne spent much of his time in the great outdoors. Through trial and error, he learned which herbs helped preserve your life and which herbs emptied your stomach.
Dual Wield- Rayne found out quickly how lousy he was with a regular sword and shield. One day, in the midst of battle, Rayne dropped his split shield and picked up a dagger that had skittered in front of him. He never went back.

Talents:
Stamina Freak-
The life of a slave is brutal. Years of working from sunup to sundown gave him the ability to beat away physical exhaustion.
Dirty Fighter- Rayne didn't live through as many battles as he had by taking the high road. He fights with the tenacity of a wild animal and will use anything to give himself the advantage.
Gift of Gab- Most likely inherited from his father, Rayne found in Albace that he could actually be quite persuasive. There's been plenty of dangerous situations he's avoided by simply speaking up.

Flaws:
Barely Literate-
Unfortunately, Rayne didn't pick up on reading until he reached Albace and he's still learning. Slavers didn't make for fine arts tutors.
PTSD- Rayne suffers from episodes of his brutal past that almost always interrupt his sleep or dredge scenes through his head mid-combat.
Insomnia- Thanks to the PTSD, Rayne doesn't sleep most nights out of the week.
Lightweight- Rayne doesn't have much experience with alcohol and as such, can never hold more than a single drink at a time.

Equipment/Gear:
  • Reinforced leather vest
  • Basic steel shortsword
  • Brown soft leather scabbard (worn around his shoulder)
  • Small, one-handed, steel axe (hollowed out center for faster swings)
  • A soft leather belt with a loop (holds the axe at his hip)
  • Three pouches (one currency, two herbs, worn on belt)
  • Boots
  • Small Knife (hidden inside boot)

Secondary Player Characters (Psy)

Name: Dan Fletcher
Age: 73
Race: Human
Vocation: Trademaster of the Emporium in New World
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Hair & Eyes: Gray Hair, Gray Eyes
Height & Body Type: 5'8(172cm), slim build
Typical Attire: Gray linens with dark pants, shoes, glasses

Background
: Dan was an Innkeeper in Albace when he encountered his future employer, then a young upstart merchant, Richard O'Neil. Through the years Dan had become Mr. O'Neil's right hand man and held the highest position attainable within the prestigious Emporium Trading Company. Once news of the New World broke out, Mr. O'Neil knew he had to seize upon opportunity and build a major tradeline between the two lands. Needing to stay behind at the moment for deals being drawn up in Kalidor, he sent Dan in his stead.
Reason for coming to the New World: Opportunity
 
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Driftwood NPCs, Part II
Name: Hawthorn
Age: 32
Race: Human
Vocation: Hunter/Wilderness Scout/Former Criminal/Bandit
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Hair & Eyes: Hawthorn has long, reddish-brown hair and hazel eyes
Height & Body Type: 5'9" with an athletic build
Other: Has a number of tattoos on his body, many obtained whilst in a Kalidorian prison.
Typical Attire: Typical lace up long-sleeved shirt and buckskin breeches, with a leather jerkin. Sometimes wears a studded leather tunic and high soft boots.

Background: Hawthorn was born in a poor family in Kalidor City. Not one to get along with his father he left the home at a young age and he live don't he streets, learning about life in the alleys and gutters of the civilized world. He was recruited by a band of thieves even before he reached adulthood and they turned to banditry, terrorizing the main trade routes between Kalidor and Cianna. After several years of this kind of life, which he cared little for he was captured by a force of Rangers from Cianna, who promised to lessen his sentence (of death) should he reveal the location of the bandit's camp. Having no true loyalty to the other bandits and having a great desire for self-preservation he did what was asked of him. As a result, his death sentence was commuted and he was instead banished from the Old World and sent with one of the first expeditions to the New World. He is believed to be the person most familiar with the areas around driftwood, and he tends to disappear for days on end into the wilds. Most folk in Driftwood know of his past and they tend to keep their distance, questioning his loyalty and sense of morality.
 
Main Player Character (SynfulDesire)
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Name: Syndoria
Age: 25
Race: Human
Vocation: Grave Warden, Aspiring Necromancer, and Cleric
Physical Appearance: Syndoria has an ethereal beauty befitting her dark profession. She is a petite figure, standing at 5'2". Her hair and eyes share the same shade of haunting grey, a color that mirrors the realm she serves - the realm of the dead. Syndoria is always seen with a high ruff or collar, a peculiar style that hides her neck from view. She prefers to wear black dresses, their revealing nature contrasting starkly with her aloof personality.

Backstory
Syndoria was once an apprentice Dark Scholar, a devotee of the sacred and the profane, the living and the deceased. Her studies led her to the graveyards, where she served as a warden, preparing the bodies for their final rest and performing the solemn rites that ensured their peaceful slumber.
Her passion for death, however, went beyond the grave. She was captivated by the mysteries of the afterlife and the realm of the undead. Her insatiable curiosity led her to delve into forbidden texts and arcane scrolls, unlocking the secrets of necromancy. Despite her interest in the Dark Arts she is a far less evil person than any other who inherited the Dark Grimoir or served under The Whispering Shadow's guidance.
The Whispering Shadow, an infamous arcane artifact collector and her Master in dark arts whom she followed as a apprentice saw potential in Syndoria's grim fascination. He offered her a place in his expedition to the New World, a land shrouded in mystery and teeming with forgotten knowledge. Syndoria accepted without hesitation, seeing it as an opportunity to deepen her studies and test her skills among the dead of the New World.
Their journey was fraught with danger. Storms wrought by arcane forces claimed many lives, including the Whispering Shadow himself. Syndoria 'rescued' her mentor's grimoire, now imbued with a fragment of his life force after his attempt to quell the magical storm. Despite the hardships, she remained unyielding in her determination, observing the chaos and destruction with a morbid fascination. Only Syndoria survived to set foot on the shores of the New World, her resolve hardened by the trials she endured.

Purpose in the New World
Syndoria sees the New World as a vast, untapped resource for her dark research. She seeks to uncover forgotten knowledge, encounter the mythical undead, and delve deeper into her understanding of necromancy, while assuming the responsibility of tending to the graves of settlers in the colonies.

Abilities and Skills

  • Funeral Rites and Religious Rituals: Syndoria is adept at honoring the deceased and appeasing the spirits through proper rites and rituals. Her knowledge extends to various ceremonies across different cultures.
  • Arcane Lore: Having studied the mystical arts extensively, Syndoria possesses a broad understanding of arcane lore, including the darker aspects of magic.
  • Combat (Staff Fighting): Syndoria is proficient in staff fighting, a skill she often uses to defend the holy ground of the graveyard.
Talents
  • Arcane Spells: Syndoria holds knowledge of various arcane spells, but her lack of innate magical abilities has thus far hindered her from casting them. The energies of the New World may provide an opportunity to tap into these powers.
  • Keen Sense (latent Divination ability): Syndoria has a heightened intuition for the presence of magic, and occasionally gains insights into future events or hidden knowledge.
Flaws
  • Syndoria's obsession with death and the undead often leads to neglect of the living.
  • She is socially awkward and struggles to form emotional connections.
  • Her longing for encounters with the mythical undead might lead her into dangerous situations.
  • Syndoria harbors strong and unconventional sexual cravings, which can create conflicts and complications in her interactions.
Equipment/Gear/Important Possessions
  • Dark Grimoire: This is the grimoire Syndoria 'rescued' from her deceased master. It's a treasure trove of forbidden knowledge and secrets, some of which Syndoria is yet to uncover.
  • Ancient Amulet: Syndoria possesses a mysterious amulet of unknown powers. Its true abilities and purpose may reveal themselves in time.
  • Potion Recipes: Syndoria has a collection of potion recipes. As she explores the New World and its unique flora and fauna, she may discover the ingredients needed to create potions with various effects.
 
Name: Duncan
Age: 50
Race: Human
Vocation: Blacksmith
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Hair & Eyes: Brown hair mixed with grey and brown eyes.
Height & Body Type: 6'11", Burly type
Typical Attire: leather tunic, breeches and boots, buckskin apron

Background: Duncan is from Kalidor City, born and raised. He's a third generation blacksmith, specializing in the more mundane metal works, rather than armour and weapons. He was once married to a beautiful woman and together they had two children, a son and daughter. Several years past his wife passe don due to a disease. His daughter married a man from Cianna and after she'd moved to his homeland, Duncan decided it was time for something new, so he and his apprentice son moved to the New World.
 
Secondary Characters belonging to House Kaan (humon)

Name: Hadi Zaid
Age: 25
Race: Human
Vocation: Goon

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Hair & Eyes: Black short curly hair and light brown eyes (never mind the heterochromia in the art image, he doesn't have that)
Height & Body Type: 5'9" and toned
Other Physical Feature: Several scars on his face from being cut with swords
Typical Attire: Dark-hued vest and trousers, with a leather jerkin over top, arms bare, and black boots

Background: Hadi is the third son of a goatherd in Khalifir. His mother was the goatherd's second wife, which placed him far beneath his two older half-brothers. Having little expectation of inheritance, and a constant need for everyone in his family to work to bring in money, Hadi left his family's herd at the age of 16 to take work on a caravan that was owned by House Kaan. He impressed the caravan master with his work ethic and tenacity, and this led to him eventually catching the attention of Lord Rashad Kaan himself. However, what got him out of caravan work and into the Kaan estate proper was when he found himself in the right place and time to foil an assassination attempt on the house patriarch.

After that, Lord Kaan brought Hadi into his circle of trusted servants, and gave him tasks more fitting to his talents. Whether it was luck or some intangible quality, Hadi had a knack for coming out of difficult situations on top, which made him an excellent goon and cut-throat. Though he was not all that physically imposing, he had a way of getting things done regardless of the danger. He was also both loyal and expendable, which made him an ideal pick to send to the new world to carry out Sabin's dirty work. Or sometimes Seta's dirty work, when she's willing to offer him something he wants in return.

Reason for coming to the New World: Business

Skills: Good at spotting deception; Fairly quiet when he wants to be; Pretty handy with a sword or a knife
Talents: Unnatural calmness in the face of danger
Flaws: Too loyal for his own good

Equipment/Gear/Important Possessions:
  • His sidearm is a middle-quality shamshir, plain but functional. It was gifted to him by Lord Kaan upon Hadi accepting the offer to work under him directly.
  • Hadi also owns a small elliptical oxhide shield but he does not typically carry it around unless fighting is anticipated.
  • In a small locked box he keeps a set of specialized tools for burglary and a small selection of poisons for use in kidnapping and assassination.

Name: Malia Zaid
Age
: 22
Race: Human
Vocation: Servant

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Hair & Eyes: Dark brown messy shoulder-length hair and light brown eyes (and her skin is a little bit darker than in this photo, closer to olive or caramel)
Height & Body Type: 5'6" and wiry
Typical Attire: Tan or grey shirt and sturdy work trousers, or else a servant's dress if she's doing indoor work. Sometimes wears hide gloves for dirty jobs. Also wears two slings tied around her: a short one around her head that doubles as a headband, and a longer one around her waist that doubles as a belt.

Background: Malia is Hadi's younger sister, born to the same mother. Bold and adventurous by nature, she spent her youth wandering the arid plains--when she wasn't tending the animals--and honing her skill with a sling to hunt down small game and drive away wolves. But as Malia grew into her teens, she came under pressure to find paying work to bring in money to the family. In addition, after Hadi left to work for House Kaan, Malia's two older half-brothers began to bully her, trying to push her into a life of prostitution like her older sister Fatima. Malia's father was willfully blind to this, taking what his sons told him as truth and dismissing what Malia told him as lies, often beating her as punishment. When the situation finally became unbearable, Malia ran away from home and sought out the Kaan family, hoping to find Hadi there and live with him.

At first, Malia was treated like a beggar and thrown out onto the street by House Kaan's estate guards, but fortune smiled upon her when one day Hadi was walking the streets and found her. By this point, Hadi had come into good standing with Lord Kaan, and he was able to introduce his sister to the head servant and get her an honest job working as a general servant; scrubbing floors and cleaning dishes one day, grooming horses and shoveling shit another day, and sometimes even running personal errands for the family. It was in this capacity that she first got to meet Altair in person, and ever since then she has been scarcely able to suppress her attraction to him. But knowing she could never be more than a concubine to him, she has never acted on this attraction. It has made her rather prickly, however, towards anyone who is not Altair.

It was not until arriving in the new world that Malia realized just what kind of work Hadi was involved in. She made this discovery when he came into the compound late one night with blood on his hands, and told her not to ask any questions. They had a big argument about it behind closed doors, but no matter how much Malia begged Hadi to stop doing this kind of work, Hadi would not budge.

Reason for coming to the New World: Business

Skills: Good with animals; Expert with a sling, and quite capable with staff and spear as well; Also can weave and make basic crafts with a marketable level of quality
Talents: Quick to learn new skills and tricks
Flaws: More prideful than befits a common servant, and this gets her into trouble sometimes when she can't keep her mouth shut. Once or twice she would have been fired if not for Hadi smoothing things out.

Equipment/Gear/Important Possessions: Carries a small dagger strapped to her leg for self-defence, a gift from her sister Fatima at the age that she started attracting attention from boys
 
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Main Player Character (Demitris)

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Emelie's Song

Emelie Singing Voice Reference

Lute Instrument

Name: Emelie Vespar
Age: 19
Race: Human
Vocation: Bard/Pirate

Hair & Eyes: Blonde curls that flow past her shoulders, and crystal blue eyes.
Height & Body Type: 5'9 & Slender
Other Physical Feature: A petal-shaped birthmark on her thigh

Typical Attire:


Much of Emelie's clothing was a gift. Leathers from all types of craftsmen, some were found in her travels or given to her for playing a piece of music. She wore an old leather shoulder piece on the left that was fastened over her chest. A blue gaily-coloured silk shirt and black breeches with a matching pair of boots, that gathered dirt often. She also wore a pair of brown gloves that went up the forearm. Often she carried her small bag that held the lute and vielle clunking behind her as she walked. And a pan for when she'd be out in the wild cooking her food. Her most unique piece was the green scarf made of fine linens and kept pristine from daily washing. She loves a good, firm corset that emphasizes the bosoms. (Picture is also a reference)


Background:

Emelie's life started off shaky at best. Her father was a traveling minstrel, he was never very good at poetry or singing but his charismatic nature and handsome face placed him in the beds of many fine young women. It was one such woman, a scandalous affair with a nobleman's daughter who shared his bed on her wedding day. Emelie was the result, an illegitimate child born of passion. But her father's life was soon changed with her birth. The man was hunted down and the child dropped (not literally) at his feet. They knew the child was his from the birthmark, the same shape, and in the exact location.

He was given a coin to stay quiet and never to return to Kalidor. With his daughter in hand, the man agreed and left the Kingdom swiftly. An infant was difficult to take care of, and with so little money he tried desperately to pawn her off to one of his many women. Earning him a slap for his efforts.

After trial and error, he gained the hang of childrearing and found she had a talent for being a cute addition to his acts when telling lavish stories of his adventures. Soon the pair became a double act, Emelie used puppets while he spun a tale of women, heroics, and fortunes. He was only popular in the taverns with the drunks since the nobility did not need his crude tales. Emelie on the other hand showed raw talent for the Vielle, and lute so he started to teach her, and soon she found her voice as well as her skill with the instrument.

They performed in festivals, on the streets, and most commonly in taverns where her father would end up in some noble's carriage only to leave with a mouthful of jewelry. Emelie never knew how he managed it. But their luck ran dry as they boarded a merchant ship with a wealthy patron buying passage. And the vessel was attacked by pirates. They were quite the opportunists, and Emelie found her hands grabbing a small box of rubies while her father picked the lock on the Captain's desk. With their hands in the cookie jar, the pirates found them, and their pockets were emptied aboard the other ship while the merchant was set ablaze.

Fortunately, the Captain was a woman in disguise, whose eyes were less than subtle as they roamed over Emelie's figure.

Safer to dress and act like a man on the high seas. Emelie could tell a woman in any state of dress. While they were aboard the Captain was deciding what to do with them both, when a planned mutiny took place. After the first mate discovered their Captain was a woman. Only half the crew sided with them and the results were bloody, with Emelie and her father in shackles, they were offered a place among the crew. After the deaths they were shorthanded, and could use the crew. Emelie accepted as the other option was death.

That night she shared a bottle of wine with the Captain, who finally showed her feminine side. The results of that night kept Emelie onboard The Ruby Maiden for several months, becoming deeply involved in a love triangle between the Captain and her husband, the ship's new quartermaster. And finding her taste for treasure only to rise as she roamed the ocean pillaging, and holding the lives of others in her hands. Until she heard of the New World, and someone spoke of emeralds being found.

Emelie just couldn't stay away once she knew...

Once at Driftwood Emelie bought room and board at the tavern, and worked for Tiberius and Gwen as an entertainer whenever they asked or if she simply decided to that night sing a few songs.

Reason for coming to the New World: Seeking her fortune, someone mentioned emeralds and she couldn't resist the urge...

Skills: Bowyer, Archery, Musical Instruments, Singing/Poetry/Story-telling, Sailor, Whipcracking

Talents: (New World) Bardic Spells

Flaws:


Jewels, emeralds specifically are her weaknesses she would betray a friend for a bag of those green gems.

Emelie is a stubborn woman once she sets her mind on something its hard to disuade her. Especially in matters of the heart...

Competitive she doesn't like to be on the losing side. Always looking for a way to get a leg up on the competition. She's not the type of woman that likes to be on the bottom in ANY scenario.


Equipment/Gear/Important Possessions:
  • Light brown lute and Flute. Crafted by the renowned luthier, Gustus, a crafter specializing in Lutes and Flutes it has his crafter mark on the side of a dove.
  • Elm bows that Emelie made herself, its wood is pale with the natural light shimmers of age blending together. Poundage 65, right-handed bow.
  • Black whip roughly 8ft long
  • Caestus (leather gloves with iron reinforcements around the knuckles)
  • Her father is baggage
 
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Secondary Characters (Demitris)
[Original Character Ideas for Main]
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Name
: Skully McKrud
Age: 46
Race: Human
Vocation: Inventor/Entertainer

Hair & Eyes: Brown, light green
Height & Body Type: 5'4, Willowy
Other Physical Feature (Optional):
Typical Attire: A tightly crafted leather jerkin and shirt, with his leather glove attached a paper note on the left arm.
Background: Skully McKrud, son of a Carpenter and scullery maid of an Earl. His life was boring and mundane for the average person but he saw the world in another way. In his small outbuilding, which he made himself he wanted to make products for his mother to help in her cleaning and to stop the other servants from berating her in all duties. His first invention was the Bilch, a hand pulley with a cloth at the end that could reach high places. It worked better than a stoll and he found it helped. So he started to build products to serve the common man, and in doing so beginning his journey as an inventor.

But his resources were finite and not everyone agreed with his vision, so when the New World came to his attention he uprooted his workshop and left. On his way to the boats, he met Eleswyr, a strange woman who kept to herself, quiet and unusually strong. He decided after the introduction they would make a good match to travel together, she would be his protection for the time as he had a few run-ins with those he owed money to help fulfill his dream. He was first and foremost an entertainer, who also helped the little guy. (He lives out of the tavern)
Reason for coming to the New World (Brief, one word is perfectly acceptable): Merchandise and Entrepreneurial prospects
Other Information (Optional):

Skills (basic stuff): Invention, Silvertongued, Diplomacy, Illumination Expert, Beetle Collecting, Carpentry
Talents (extra-ordinary stuff): High level of intelligence that outweighs his height.
Equipment/Gear/Important Possessions (Beyond the mundane stuff): All manner of gadgets, too many to list here...the ones that work at least.


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Name
: Eleswyr
Age: 18
Race: Human
Vocation: Barbarian

Hair & Eyes: Auburn hair roughly combed each morning, hazel eyes with flecks of amber
Height & Body Type: 6'0, Athletic
Other Physical Feature (Optional): A few minor scars across her hands and arms
Typical Attire: She wears raggedy clothing and old thick boots, the shirt is tucked into her hide leggings that only reach the top of her thigh.

Background: Eleswyr's mother a peasant girl was found by a small halfling man, with a vial of poison in her hand next to the tree she'd left the baby wrapped in soft linens. With no other human in sight, the halfling took Eles back to his small clan in the thick forests of Kalidor. Her presence was much debated for a time. Some were frightened to return the baby, others wanted nothing to do with the human infant. But a couple stepped up after they'd recently lost their daughter to sickness. As none knew any human to trust with a baby she was raised by them, taught to read and write, and given the freedom to thrive in their small clan, which she quickly outgrew. By ten she could pick them up and put them on the highest shelf. But with all things, the time came when she had to go be with other humans. And the New World presented the opportunity for her to start afresh. Her mother cried and her father showed her the map to the boats, she was capable of helping protect the clan from animal threats and repairing their dwellings. So she started her journey to the New World, where on the way she met Skully...

Eles prefers the woodlands to Driftwood, finding her home below a large tree with roots curling over as a roof...When Scully is not needing her, she works as a logger.
Reason for coming to the New World (Brief, one word is perfectly acceptable): Adventure and a fresh start
Other Information (Optional):

Skills (basic stuff): Lumberjack, Pottery, Axe skills
Talents (extra-ordinary stuff): Danger Sense (She can detect a threat directed towards her person within a few feet, like a crinkle up her spine)



Equipment/Gear/Important Possessions (Beyond the mundane stuff):

Humble Abode

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Secondary Character (Demitris)
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Name
: Edwin Vespar
Age: 40
Race: Human
Vocation: Drunk? Travelling Minstrel

Hair & Eyes: Honey Blonde, Greyish blue
Height & Body Type: 5'10 & Lean
Other Physical Feature (Optional):
Typical Attire:

Attire 1
Attire 2


Background
: Edwin came from a normal family they worked the fields during harvest and sold their vegetables at the market. But Edwin was always at the tavern drinking away his money. Until his father got sick of him and threw the young Edwin out of their home. He travelled and picked up a few skills, most of which were entertaining drunks and passersby for a few coins.

When his songs reached the ears of wealthy merchants mocking their trade and the products they sold as nothing more than snake oil, and lies. He was brought before them to retell the song, when they heard the ballads, instead of punishing the man as a couple demanded. He found laughter at his crude words describing the rivalry between two men.

Thus began his infamy and finding the many women or men of Kalidor entertained him on cold nights, but still, he was an average bard at best. Until his daughter appeared and his circumstances changed for the better...

Reason for coming to the New World (Brief, one word is perfectly acceptable): His Daughter
Skills: Musician, Farming
Talents: His drinking ability is second to none!
Flaws:

Excessive drinking it's often to find him drunk in some alleyway with no money in his pocket and sometimes without his pants on.

He uses his daughter's talent as a bard to fill his own pockets at the expense of her happiness, and he does so by at times manipulating her as a father.

Womanizer of the worst kind, he'll sleep with any woman regardless of whether they are married, single or at one point in his daughter's life when the man he seduced (he's not picky) was the very person his daughter was deeply in love with and she found them together in bed.

Equipment/Gear/Important Possessions (Beyond the mundane stuff): Nothing of interest...
 
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