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Thread: The Winds of Fortune - Recruiting (OOC)

  1. #1
    Adventurer Stoney's Avatar
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    Thallos stands, a free land among kingdoms, and a prosperous port amongst squalor; It's Five Pillars of constitution held sacrosanct throughout countless generations, passed down with the same conviction and inspiration that the forefathers who lay the bricks of the magnificent Thallosian Congress, who drained the marshes where the grand metropolis would be later built, who cleared the proud forests to build the vast wharfs and dockyards where the wealth of entire nations flow. A shining beacon and barrier between The Sea of Blades and Conrett's Basin, Thallos stands as a leader of liberty and commerce; It's in the long and winding streets where men of all colours and creed could mix freely and live despite what conflagrations affected their homelands, constantly in view of the grand, resplendent flag that waves majestically in the wind, it's deep blue a vivid reminder of it's proud history and future on the waves.

    However, not all is as it seems in this glorious city of free men. The hard cobble streets ridden by the trade barons are paved by a poor underclass, who in many cases are better off only in name than in practice. The clicking and chirping of many different tongues along any major street represents a major issue amongst the populace, where differences and past grievances between peoples have merely become exacerbated by proximity. Vorgorths at the throats of Scablanders, and Skyrians accosted by Lowlanders. At a distance is the Continuum, up until now almost a non-contender since the Secession wars but now increasingly hungry at the fantastic wealth presenting itself in Thallos. Merely a stonesthrow across Conrett's funnel, Achinead pressure is making itself felt in Thallos. More and more the Trade Barons operate with Achinead heads, using Achinead boats and Achinead crews. The supposedly famous solidarity and freedom of Thallos is becoming little more than a pipe dream. The Pillars of the constitution, often compared to the masts of a Galleon, are rocking wildly in the storms approaching. Hungry Achineads and restless Mordens, combined with Skyrian dreams of reconquest and the threat of all out war in the Scablands spreading to the Low Kingdoms are making Thallosian dreams of security and all the more uncertain; As saying goes, The Winds of Fortune blow unsteady, but the Tides of Change are constant.

    You find yourself, like many other wayward adventurers and those seeking fortunes away from the war ravaged region and abject poverty, in Thallos, drawn by the allure of fame and fortune upon the high seas or in the vibrant marketplaces. However, the truth of the place becomes all too apparent. Rife with corruption and criminality, you hear about the opportunity to join a company trading with the far off colony of Brightland. The place has a reputation for danger, but also of fantastic wealth and vast tracks of unexplored land. The voyage to get there passes through the Sea of Blades, a treacherous stretch of water if there ever was one. Deciding that the risk was worth whatever alternative remained staying in Thallos, you head to one of the numerous dockside taverns.
    By the time you negotiate the infuriatingly complex alleyways of Old Thallos, night has descended, and a relentless gale has opened up. The building sits squat, with plain, whitewashed stone walls, with a moulding thatched roof seemingly dropped on top of it with no particular care and small, dusted windows whose dull amber glow reflects vividly on the polished wet cobbles and ripples of the water gushing down the gutter into the bay. Faint music can be heard through the roughened and notched wooden door over the sound of waves lapping against the mossy rocks of the wharf, and the sounds of ships in dock. Upon closer inspection the door has a sign similar to the one that tempted you to the tavern at this godforsaken hour in the first place. It is slick with rain and some of the ink has already started running down with the excess water. However, the message remains the same, and you enter the pub.

    Background Depth

    The region is certainly an interesting one, in terms of people and cultures. With a rich and deep history, this is a land where all but grievances of the past are forgotten and lessons are never learned. Until the Achineads arrived on the scene, the land was set to repeat yet another bloody phase of the regions cycles. Only the overwhelming threat of Achinead intervention has prevented an all out bloodbath. Still, tensions for the most part remain high as neighbour prepares to fight neighbour.

    Technology
    Technology for the most part is stuck in the mid to late Renaissance, with most technologies being developed in the North and slowly percolating down through the various states and duchies of the Low Kingdoms. A typical guardsman would carry a crossbow, with a broadsword or cutlass as a primary weapon, however any melee weapon is a common sight among travelers and folk alike, spears, cudgels and daggers all being extremely commonplace. However, some backwards areas such as tropical Maarlen or icelocked Morden have barely advanced from flint throwing spears and a Morden or Maarlen merchant or traveler would almost certainly have access to ranged weapons beyond crude hunting bows or flint throwing spears.
    Armour is also limited to thick leather cuirasses at best for guards of more affluent nobles and caravans, and woolen garments and gloves more most everything else. Helmets are seen as important measures of station and pride, with guards recieving little more than kettle helms and nobles using anything up to full plate regalia and helmet.
    One exception is a lack of gunpowder, ships lack cannons and men lack firearms. Large siege weapons are limited to ballistas, which are alarmingly accurate, even in naval conflict. The disparity in attacking and defensive weapons however is one reason for the relative lack of any signifigant losses of territory between major factions and the status quo has prevailed despite the regions bloodiest battles being faught in the last twenty years. The last major change happened when the Achinead Empire had come with numbers hitherto unseen and armies organised with methods unknown. They brought with them new technologies and ways of thinking that radically shook up the way kingdoms acted and faught. It is said there has been more progress in the last ten years, than the last hundred before them.
    Let me just say now, that despite exotic weapons coming from Vorgoth and The Continuum there are no weapons that we could consider ''Far Eastern'' (read, no goddamn Katanas or Samurai Swords) Perhaps a Scimitar, but these would be extremely rare and most likely a collector's item or a nobleman's prize.
    Industrially, most economies are still run on artisans and agrarian produce. And many still run on barter economies.
    Linguistically, there are no major languages except perhaps in Skyre, Achinead or Thallos. Languages are very much regional affairs, with the Lower Kingdoms possessing a dialect for almost every single fiefdom. There are no signifigant changes between dialects bordering each other geographically, and they remain more or less compatible with each other for about a 50 to 100 miles, after which another translator is needed to translate for the third man so he can talk to the first. It is said that a Lower Kingdom once sent an expedition to retrieve pelts of the highest quality in the icelocked forests of Northern Morden as a prize for a marriage gift to a Skyrian prince. By the time they got there, the entourage of translators numbered well into their dozens and a broken telephone effect meant that no proper understanding could be reached by those in charge of the expedition and the locals they needed to communicate with. With several dozen extra mouths to feed, provisions were stretched so short that the expedition had to be called off, resulting in a less than adequate dowry to the Skyrians. This apparent insult flared up tensions and almost resulted in all out war, until the Achineads arrived. A common language however is Thallosian, as it is the trade language of the region, and no serious trader can ever hope to do business without it.

    Brief Country Summary;

    Thallosians: The traditional inhabitants of the State and it's surrounding domain. The men are similar to the Lower Kingdom, except for some notable exceptions. Thallosians are usually shorter than the other men of the Region, and more tanned and olive skinned. Thallosian districts are run by ''Admirals'' that are voted by a majority of merchants in the area; the average man has very little sway on how his district is run, except if he can worry the merchant into attempting to protect his businesses by embargoing of his store. Admirals represent their merchant's interests in the Thallosian Congress, meeting weekly to discuss events and pass addendums to the laws of Thallos. There is no figurehead, but the guard service is legally obliged to intervene in the Congress if the Admirals choose not to play by the rules. Due to the very nature of such a political position, greased palms are the only way to survive as a man in the position of admiralty. He is free to govern his district how he sees fit, and so merchants that support him can expect favours, while inversely merchants who didn't support him can expect minor tarifs or inconveniences passed on them. As a result, Thallosians are ultimately disenfranchised from the dream of freedom and prosperity and with the whole political system, most are poor, who work in shops or in the dockyards and live in filthy conditions in tiny settlements next to the dock or shop at where they work. All Thallosians are familliar with water and can swim confidently from an early age. Their drive and ambition plus their ability to thrive in maritime conditions has led to most ships in the docks crewed by them. And most Captains of the ship companies being Thallosian themselves.

    Skyrians: Tall, darker skinned men with dark hair populate most of Skyre. Some controversial biologists suggest thet Skyrians are somehow related with the Maarlen who share some similar characteristics. These theories have, of course been scathingly criticized and their authors discredited by many of the more conservative natural philosophers and gentry. Surely such a race of intelligent, civilized and prestigious people could not be somehow related to those savages who inhabit those steamy, tropical islands? Skyrians are stereotyped by their arrogance and ignorance towards most others. Their aloofness and contempt for their neighbours could be explained by their mountainous topography, isolated by much of the outside world by a ring of mountains that surround their nation, they live confined to themselves where they hear and care little for the world outside, save for colonial ventures or incidents that might affect their trade. The average Skyrian is poor, living in almost serfdom to a noble who is assigned what little fertile farmland can be found in river valleys. A ring of fortresses in the only mountain passes guard the nation well, and their small but proffesional army is at the forefront of military technology. Their nation is lead loosely by a monarchy, who does little but act as a figurehead and divide land between the squabbling Noble houses.

    Low Kingdomers:
    Lighter skinned and possessing a fairer complexion than their Northern counterparts, the Low Kingdoms are numerous and comprise a healthy chunk of the region's population. They are made much weaker and divided by the dozens upon dozens of small states and hegemonies that control duchies as vassals and constantly vying with each other for more influence and control. The typical Lowlander grows up suspecting his neighbour, and not trusting many outside their own familiarity. The land is flat and fertile, and much of the country's workforce is made from subsistence farmers in their small holdings, with a feudal lord reporting to a King who controls various vassals and holdings to compete with the other Kings. Their large agricultural sector feeds most of the Region, and most staple crops traded in Thallos are produced there. However, every few decades the balance of power is wiped clean when Morden barbarians decide to invade en masse, emerging from the frigid Southern Wastes to rape and pillage the land. Only after the Barbarians nearly make it to the Skyrian border, do the kingdoms co-operate and unite their forces to drive them back. The United Lowland army make them a force to be reckoned with, and even Skyre watches with keen interest as they crush the barbarians. The Kingdoms are usually divided and weak, with petty squabbling crushing any real development occuring.

    Maarlenese: As previously described, Maarlenese are tall and dark skinned, usually with longer hair than their Skyrian neighbours. The Maarlen Islands are scattered, with dozens of smaller Islands around the main two Islands that make up the base of power. The chiefdoms are numerous tribes kept in check by a main Chief, who stays in power by maneuvering around and gaining support of lesser chiefs through favour and bribery. The ruling chief sits upon a throne of ivory, as the dense tropical jungle islands is abundant with rare and precious materials such as gold and gemstones, and even ivory and pelts of wild animals. Despite the apparent weakness of this structure, of a weak decentralised government and backwards technology, any invasion attempt is defeated by the geography itself; The jungles and natives who have honed fighting in them to a fine art ultimately push any invader back to the sea, and the Chiefdoms remain wealthy from trade. Using purchased trading vessels from the Thallosians, many Thallosian Trade Barons now decorate their homes with Maarlenese Jewels and mount their walls with the pelts of legendary beasts. Maarlanese are renowned as defiant and proud people, having fended off many invaders and protecting their land. Although they see little of the wealth that their chiefs make by using their labour and work, many are motivated simply by doing what will make their tribe strong and prestigious. To many Maarlanese, pride is more important than wealth, but that doesn't stop many from attemtping to seek fame and fortune in Thallos.

    Scablandian: Scablandians share traits from the Vorgoth, in that they are lean, pale faced men. The name derrides from the endless and intense fighting that has occured there; blood shed has dried in the relentless and scouring wind that leaves it's mark on everything there, leaving a scab on the whole of the nation, especially on it's border with Vorgothians where fighting has been the most brutal. The Scablands are hilly, and much of the fighting done has been done between forces on opposite sides of a valley, with the obvious and bloody consequences being seen daily. Armies here operate without compassion or remorse, to Scablandians, fighting and death have become an intrinsic aspect of life. They grow up distant, and cold from suffering that goes on around them, and as such have an excellent reputation as private guards and soldiers of fortune, as fighting a war whose cause is so far distant as to become fighting merely for the sake of it. Scablandians are typically tough, easy to anger and almost impossible to please. Their hostility has made them untrustworthy in the eyes of many others, but their impact on the shipping and guard services has been unquestionable. Many Scablandians occupy positions of master of arms in garrisons and of first mates on perilous naval routes. If a Scablandian and a Vorgothian were to ever meet, combat would almost certainly breat out there and then, and this kind of violence is rife in areas in Thallos where the two meet. Earning them endless disdain by other Thallosians and the reputation as thugs and bullies.

    Vorgothian: Inhabiting the vast and empty steppes of Vorgoth and the harsh, arctic conditions of Outer Vorgoth and beyond, Vorgothians live a mostly nomadic life on horseback. To them, horses and warfare have been inescapably linked since the time of their ancestors and the Eternal War with the Scablands. No matter how bloody the war is for the Scablands, nomadic horsemen suffer even worse when fighting in narrow hill valleys against a foe who knows no fear or willingness to retreat. Much of their culture and way of life remains a mystery to outside observers as they are constantly on the move. All that is known is that an enigmatic Khan rules over these nomadic herds with brutal force, and it is said by some that he directly controls the supposedly random patterns of migration, right up to the Lowland kingdoms, and out far into ''The Vastness''; A term Vorgothians use to describe Outer Vorgoth and the expanse beyond. Previous attempts to crush their old enemy in the Scablands have proved frustratingly fruitless, however rumors circulate that the Khan is readying a force capable of destroying them once and for all. An army matching the Archineads in scale, and the Morden in swiftness and brutality. Such a prospect is a hard concept to swallow, so many dismiss it as merely a myth, but it is true that many less soldiers were being sent to the Scablands, and the frequency of nomads near the Lowlands confirm that it is not somehow a lack of population.
    Vorgoth men are renowned for their secrecy, fierce loyalty and wanderlust. Many seek new lands to see and fortune to be won in far flung reaches of the world.

    Achinead: Stocky men, with golden ginger hair, if one is around. Achineads present in the region nowadays are either remnants of the Skyrian colonies taken over when they invaded, or relatives from the early Achinead settlers who followed behind the army as they conquered the territory. The Western Lands, once called the Grandbrush by the Skyrians after the large dry bushes that appeared abundant in the arid region of dry grassland and semi desert. Most population centres appear near the coast or on the rivers leaving the interior of the Grandbrush almost devoid of settlement, much like the great and deadly Ryfin Expanse. As a result of the population living on the coast and relying so much on fishing and trade, the Southern Achineads are quickly gathering Naval expertise to match the Thallosians. Their naval technology was originally shallow galley craft to carry soldiers and settlers by the coast. Over time they copied the Thallosians and are now becoming more proficient at piloting deeper bottomed, sail powered ships. Achineads are treated with the utmost distrust in Thallos, as they are seen as directly threatening the Thallosian state itself, and for being aggressive expansionists. Achineads are themselves divided amongst Skyrian Achinead descendants, and Purebreed Achinead. The former have a reputation as hardworking if unambitious, whilst the latter are seen as something much more dangerous, scheming. Constantly eyeing up the region for easy pickings and where to make their next move. The Achinead Continuum's only military campaign was the region's greatest war, with previously dominant Skyrians brushed aside by the sheer weight of numbers and expertise the army employed. They are feared and hated in equal measure, although this doesn't usually faze the confident and ambitious Achineads.

    Morden: Tall and snow white, the Morden are traditionally associated with the roaming tribes of barbarians that stalk the icebound Southern Forests for hides to trade and for meat to eat. They are extremely hostile to any and all outsiders and hardly any aspect of their lives or culture has changed since outside contact. Roaming in bands of around 30-80 individuals, they engage in constant territorial and hunting conflict with their neighbours, which only grows more brutal and desperate as the winter months advance and take their toll on the tribes there. It is estimated that around 10-15% of a band will die off during the winter, shedding older tribesmen unable to care for themselves and weaker children unable to survive the harsh conditions. Occasionally, when pickings become too scarce, or as a result of overhunting or a particularly bad winter, instead of dividing off and dying like many others would, the Morden do something extraordinary. Every year the Lowest of the Lower Kingdoms keep a look out for huge masses of organised Morden invasion hordes, that periodically overrun the Agrarian kingdoms of The Lowlands for food. The laughable, divided defences are overrun and the Morden take what they please from looted farmsteads. Unable to farm themselves however, they cannot stay in a location for long, and it is this that ultimately sends them back South. Waiting until their food runs short again. Mordens have the reputation as completely uncouth savages, more likely to stab a man than shake hands with him. This has not stopped a select few Morden take the herculean effort to accustom themselves with the North and trade or serce in Thallos. The hides from Morden are the most sought after in the whole region, with particularly rare cases fetching an entire boats worth of harvest of food from the Lowlands.

    Character Creation:

    Name: Self Explanatory really.

    Gender: Although males have a more dominant position, Thallos is seeing an increase in the number of ''Free Women'' who take up merchanting and adventuring

    Nationality: Race, except the human kind.

    Age: Again, not hard.

    Description A physical description of your character, including any clothing and equipment that the character is carrying, within reason clearly. You are not a merchant and do not have to funds to match one.

    Personality: I want to be able to understand your character and think as they think, see their logic patterns. Why they chose such a dangerous job. The descriptions of the different nationalities and their stereotypical personalities doesn't mean you have to be faithful to them. You could be a cowardly Scablander who fled to escape dying, Or a Vorgoth who hates horses, that was just included as some flavour to aid the process.

    History: I'd like to see some proper development here. This is where you flesh out your character from a bunch of tropes into a living, breathing character who would play an interesting and important role in the story as opposed to simply tagging along for the ride. I'm going to allow you more liberty here with the locations, cultural values and whatnot as I really intended to see what you as the players come up with rather than me force it onto you.

    Misc:If I can't see it in the personality, or it doesn't quite fit, put it here. Trivia about your character belongs here.

    And that should be about it.
    I haven't provided a perfect description here, so I encourage asking questions about the backstory, clarifications and generally giving me verbal abuse at obvious spelling mistakes and the story itself whatnot. I enjoy seeing the character sheets produced.
    Last edited by Stoney; 08-26-2011 at 05:20 PM.

  2. #2
    Adventurer Walrus Man's Avatar
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    This looks familiar!

    I approve.
    Last edited by Walrus Man; 08-15-2011 at 10:36 PM.

  3. #3
    Adventurer Aethrys's Avatar
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    Quote Originally Posted by Walrus Man View Post
    This looks familiar!

    I approve.
    You're thinking of that one game where we each ran our own kingdoms, right?


    Name: Darret Petrice

    Sex: Yes

    Nationality: Achinead

    Age: 27

    Description: Darret has a compact, wiry frame, and is of average build. His hair is charcoal black, and he sports a small, well groomed moustache. His attire is a gray tricorne, and a custom tailored garment which has many pockets, some of which are less obvious than others, allowing him to quickly access or stow equipment. To the trained eye, it shows skilled workmanship, but has obviously seen plenty of use. The color was likely originally black or dark blue, it is hard to judge in it's current state. For weapons, he carries a dozen small balanced throwing knives about his person, many of them concealed in various locations. One is kept within a sheath tied to his left leg, two concealed atop his shoulder blades, and a fourth and fifth kept stashed within interior pockets. The rest are stored in his travel bag, and are less accessible on short notice. In addition to this, he has a dagger that is a length and a half longer than the throwing knives, and clearly of much higher quality. The blade is high quality steel, while the hilt seems to be silver. On the base of the pommel is a knob which bears a curious emblem, an eight legged arachnid with a scorpion tail curled, poised to strike. This he wears in a scabbard on his right hip, opposite another on his left, where he keeps a simple iron blade of a length between a dirk and a short sword, that has seen a good deal of use.

    Personality: On the exterior, Darret is a womanizer with a personal, gritty charm about him. While he never makes a commitment to any one person, he has enjoyed steady relationships with exceptional individuals, in addition to shorter engagements, and does not see more than a single person at a time. He is a friendly individual, certainly, and is known for his humor. This is actually a defense mechanism. When asked questions about himself, he will typically deflect with a joke. This is meant to hide the fact that he has an inability to trust others, or to gain relationships that could be regarded as more than acquaintances. This is most likely due to a fear of abandonment ingrained in him as a child, due to the loss of his parents.

    History: Darret was born a bastard, and never knew who his father was. His mother, a serving girl at a skyrian tavern, never spoke of him to Darret, and raised him to the age of 13. That year, his mother grew ill, and with scarcely enough funds to pay for food, there was no chance of securing any sort of medical assistance. She died less than a month later, leaving the boy alone. Without a word to anyone, he gathered up his meager possessions and fled the tavern, knowing that the proprietor of the establishment would soon attempt to collect the money owed for room and board, which his mother could not earn due to her illness, and he did not have to pay. He spent the next several years on the road, picking up various skills along the way, such as knife throwing. Darret tried his hand at several "Occupations for particular gentlemen of the road" as he calls them, including begging, picking pockets, various cons (Shell games, etc.) interspersed with short periods of honest labor, when he could secure temporary employment. Darret also spent some years as a semi-professional thief, immediately before arriving in Thallos.

    Soon after his arrival, he secured a job working as hired muscle for a merchant, which largely amounted to accompanying his employer as he conducted his business, and serving as a night guard for his storehouse, which was attached to the rear of the merchant's abode.
    The Merchant who employed him had a daughter whom Darret met after some time in his new job. She was a sheltered girl, almost certainly being reserved to be used as a bargaining chip in an arranged marriage, she was soon taken by his roguish charm. About a week later, she came to visit Darret one night while he was guarding her father's storehouse, where they enjoyed amicable relations. This incident was unfortunately noted by one of the merchant's other employees, who reported it to the girl's father. Enraged, he and some of his other employees waited the next night to ambush Darret as he arrived to stand guard, intent on punishing the knave. After a brief scuffle, Darret was able to escape the storehouse with a combination of luck, skill, and intimate knowledge of the place due to the many nights spent on guard. On his way out, he picked up a dagger he had noted on previous occasions due to it's superior quality, in lieu of the payment owed him by his employer. The piece was a special one, and had an engraving of a spider with a scorpion's tail engraved on the base of the pommel. After escaping the building and temporarily losing pursuit, he spotted one of the numerous advertisements detailing an opportunity for employment with a trading company. Realizing the merchant would not give up easily, Darret needed a means of leaving the city immediately, and one that paid was rather welcome to him.
    Last edited by Aethrys; 08-21-2011 at 12:43 AM.

  4. #4
    Adventurer Stoney's Avatar
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    Quote Originally Posted by Aethrys View Post
    You're thinking of that one game where we each ran our own kingdoms, right?

    .
    Please, the map for that one isn't anything near this one. I actually had to learn how to use my extensive knowledge of layers for this one.
    Last edited by Stoney; 08-17-2011 at 03:09 PM.

  5. #5
    Adventurer Walrus Man's Avatar
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    Quote Originally Posted by Aethrys View Post
    You're thinking of that one game where we each ran our own kingdoms, right?


    I'll be filling this in later.
    No, Stoney literally showed me this map and started describing the story a few days ago. I approve=HE ACTUALLY DID IT!

    Question: Magics?
    Last edited by Walrus Man; 08-17-2011 at 05:36 PM.

  6. #6
    Adventurer Aethrys's Avatar
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    Quote Originally Posted by Walrus Man View Post
    No, Stoney literally showed me this map and started describing the story a few days ago. I approve=HE ACTUALLY DID IT!
    Oh. He was bouncing ideas off of me before he left on his trip to -location redacted-. I was kind of responsible for naming the Khanate. I almost got a hitchhiker reference thrown in, but alas, tis not so.

  7. #7
    Adventurer Stoney's Avatar
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    Quote Originally Posted by Aethrys View Post
    Oh. He was bouncing ideas off of me before he left on his trip to -location redacted-. I was kind of responsible for naming the Khanate. I almost got a hitchhiker reference thrown in, but alas, tis not so.
    I think you'll find I was already calling it that, but you told me the reference.

    Also, to answer Walrus' question, there isn't any magic that is known of, some legends say that Islands to the North of Maarlen possess mystical and magical inhabitants though.
    Last edited by Stoney; 08-17-2011 at 07:01 PM.

  8. #8
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    Name: Levin Adom

    Gender: Male

    Nationality: Thallosian

    Age: 30

    Description: Thin, and tall, Levin stands at a good 6’5”, and weighs at around 183 lbs, with little muscle covering his body, but what little he does have, is very well defined. The top of his head could only be described as being covered in a long, greasy, mop, of light brown hair that just barely covers his green eyes, and a very hairy looking beard, that nearly shrouds his entire mouth, to match. A simple shirt of stained linen covers his chest, and pants, made of some kind of leather cover his legs. All in all, he looks like an untrustworthy beggar, and the fact that his eyes dart from side to side constantly, and his scarred and calloused hands often toy with a rather long shard of glass, about 10 inches long, which he keeps in a little cloth bag tied to his pants, and treats with the utmost care, make people even more unsure of him. The glass itself is a piece of the old store in which he worked, which he keeps to remember his life, despite the fact that is was nothing interesting.

    Personality: Levin could be described as twitchy, paranoid, and ‘on edge’, and each one of those would fit perfectly well. He is always on the lookout for anything that could possibly hurt him, and he often doubts people’s words. This has led to an isolated life, with very few friends, although those that do gain his trust are often friends for life. Though, there is one contradiction to his paranoia, which is the fact that he finds it near impossible to panic. For whatever reason, in almost any situation, he manages to keep a clear head, although, there is one thing which he cannot stay calm in. Water. Due to an incident, in which he almost drowned, whenever he is fully submerged in water, Levin goes into a complete panic, which even overrides his instinctual want to try surface, and swim. The reason that Levin is so twitchy is unknown, perhaps he was just born like that, though the fact that he almost drowned probably didn’t help matters. Another tidbit about him is that he often daydreams about being a ‘hero’, or, at least someone that can make a difference. He yearns to be something greater, better, someone that everyone knows, which is followed by a personal code of honor, which he follows to the fullest. The code is really just simple laws, like not to steal, or murder someone, but still something he follows, though there is one thing that he adheres above all else in his code. It is that everyone should have a choice. Free will has been something Levin has been fascinated with since he could think, and he believes that everyone should have a choice in what they do.

    History: Born to a rather poor family who owned a small general store, his childhood was rather boring. He worked in the store when he was only eight years old, drawing sales from foreigners with tales of woe, and hunger. His father, who was someone who did not agree with the local Admiral, which eventually put him out of business, though, Levin was of age by then. Since then, he has gotten around by doing odd jobs, and working as a courier, running around the docks, delivering messages.
    Last edited by Dragonruby; 08-28-2011 at 10:01 PM.

  9. #9
    Adventurer Salsychinchilla's Avatar
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    I'll reserve a spot as well. Question though, if I were to make an Achinead, I assume I would have knowledge of the Continuum's new weapons/tech/etc., so I guess I'm asking, what is said technology?

    Edit: Alright here is my sheet. Changed my mind about the race.

    Name: Kaleran Hoid
    Gender: Male
    Nationality: Skyrian
    Age: 22

    Description: Kaleran is a soldier, and his body reflects it. Like most Skyrian men, he has the trademark height (6'7'') and skin tone (dark as night). He keeps his face completely clean shaven, including his scalp though not his eyebrows, despite the cold Northern weather conditions. Besides hair, his facial features include an angular face with a square jaw and pure, dark brown eyes. His life in the military has toned his muscles to be hard and strong, yet not large enough to impede his flexibility and movement. In fact, most women consider him quite handsome, with the only thing marring his visage being a repeatedly broken nose. Kaleran is very seldom seen not wearing his military uniform; a leather jerkin covered by a steel breastplate, accompanied with a pair of dark trousers and black boots. In fact, he is quite easily recognizable in his division purely because he often goes sleeveless and wears neither a helmet nor greaves believing they weigh him down to much. Furthermore, a pair of short, white knotted cords hang off the shoulders of his jerkin (one on each side) indicating his position as a squadleader. Finally, he is never without his short-spear sporting two leather knife sheaths strapped to the haft.

    Personality: Kaleran hates fighting, and the pain it brings about. He would like nothing more than a long lasting peace, where no one would have to suffer the loss of a loved one dying or the hurdle of overcoming a debilitating injury. It's ironic, however, that one who hates fighting so much, would be so good at it himself. Before becoming a soldier, he was an affable man, often joking around with his brother and friends. His service has taken a toll on him though, and his smiles have become few and far between, giving way to a more reserved, thoughtful attitude. He values trust beyond all things, and constantly throws himself in harms way, just to protect those he cares for. While these ideal traits helped his rise to the rank of Captain, it was truly his fighting prowess that garnered the attention of his superiors. Something, he will never forgive them for.

    History: Kaleran looked down upon the battlefield before him. It had been two hours since the fight ended, but the brutality and carnage of the skirmish still was fresh in his mind. At his feet, laid the bodies of his squad members. Of the 30 men he lead, 23 were confirmed dead and 4 were injured (2 of which who probably wouldn't make it through the night). The other 3 were either still unaccounted for, but Kaleran saw them fall. It was just a matter of time before their bodies were recovered. He found himself staring at the body of Sern, the youngest in their group, even younger than Kaleran himself. Seeing someone so young, taken from this world, reminded Kaleran of his failed promise to his brother, Freal. It had been five years since he volunteered for the army, in order to protect his younger brother who got drafted into service. It was also four years since Kaleran got promoted and sent away from his brother's side. Not one month later, did he receive news of Freal's death. Kaleran kept fighting, though, as he would not leave his comrades behind. But now, something changed. He failed again, and just as before, he was the only one left. Why must he always survive, while those he loves die. In that moment, Kaleran made up his mind. It was time to leave. He was done with this land.

    Misc: Kaleran is proficient in most melee weapons (swords, daggers, etc), but his true abilities shine when he holds his spear. Often using it more as a staff to deflect blows and sweep opponents off their feet rather than purely stabbing, his peers have commented on his skill as being a work of art. The knives attached to his spear are used for short-range throws and back-up close quarters weapons. Typically, Kaleran doesn't use them, but if he is fighting multiple people, protecting someone he can't reach in time, etc., he can seamlessly weave them into his attack. Finally, he is very good at evasive maneuvers, often ending battles without even being hit.
    Last edited by Salsychinchilla; 08-29-2011 at 06:37 PM.

  10. #10
    Adventurer Stoney's Avatar
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    Quote Originally Posted by Salsychinchilla View Post
    I'll reserve a spot as well. Question though, if I were to make an Achinead, I assume I would have knowledge of the Continuum's new weapons/tech/etc., so I guess I'm asking, what is said technology?
    The Achinead's technology was introduced decades ago, so by now most of what was an improvement is already incorporated into Thallos itself.
    To be honest, it was mostly things like regimented armies and (semi) proffesional logistics. Their naval technology was behind though. Nothing that would help an individual hasn't already been copied and implemented.

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