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Lightswords

Posted: Sat Jun 02, 2007 7:05 am
by Sir Karsimir
Name: Numidar - The Dark Peril.

Age: 29.

Race: Human, Farsuvan.

Height: 6' 2"

Weight: 198 lbs

Physical Description: Is dark of skin, a colour akin to shaded bronze. Bears a limber and well-muscled frame, more athletic than powerful in build, suggesting both grace and swiftness as a warrior. Bald save for an island on the crown of the head, of hair too short to follow it's natural curl, with a ring of baldness above the ears isolating that single crest of short hair.

Wears a coat of full blackened maille, including coif, with a pitch-black helm on top like a grim and forbidding spire. An imposing figure of darkness broken only by the argent and azure.

Personality: Action-oriented, focusing on tasks and objectives rather than dreams and ideals. Thrives on success and accomplishments, tackling any purpose set before him with determination and relish. Always eager for the next mission, the next goal.

Deliberately cultivates an impassive demeanor. In superstitious lands, his dark skin had him mistaken for a fiend summoned forth from the pit, and he has come to welcome the misconception. Stands eirily still and silent unless called into action, holding a grim poise as a mask over the outward signs of his humanity.

Posessions:

Sabre - Curved backsword which flows easily into slashing movements, with a basket hilt well defending the entire hand. Between the curved blade and long cutting edge, is swift for effective slices, the blade coming cleanly free of a struck foe more easily than with straight swords. Unfortunately, less effective on metal armour due to draw-cutting technique.

Combined armour; lorica segmentia + maille hauberk - Overlapping metal strips affixed horizontally over the torso, curving around the body in a cuirass, with heavy shoulder defences made of similar metal plates. Solid body protection, able to resist direct strikes without difficulty unless they find a seam between the metal plates, in which case the act of forcing a blade through the seam will drain much of the striking power from a blow.

From wrist to neck to knee is protected by a long coat of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.

Combined, is heavy enough to limit running or athletics, although is acceptable with most forms of combat.

Imperial Helmet + Coif - A domed steel helmet decorated with gilded motifs and a crest of horsehair dyed blue at the top, the metal itself is painted pitch black. Features a sloped neckguard ribbed at the nape, projecting ear guards, brass trim, and decorative bosses. Hinged cheekpieces descend down and are locked in place by rivets to stop them from yielding with impact. A cross-brace on the crown of the head provides a double-thickness of metal against direct blows, limiting the potential of stunning overhand blows to land with full force.

Beneath the helmet is a maille hood worn over a leather backing, additional defence against cutting or stabbing.

Kite Shield - Shaped like a reverse teardrop, held in place by straps of leather salvaged from belts. Used primarily for passive defence on horseback. Is covered with canvas and painted with the quartered argent and azure (4 squares, 2 blue with the Lightsword crest and 2 white with a black X).

Modified Iklwa - Eight feet of spear with a tapered steel head, designed for swift stabbing at the cost of ability to slash. Wielded either underarm or overarm, an overhand grip uses the weight of the attacker and is more likely to strike a vital area such as head or neck while in a shield wall, while the underarm carry can be used to absorb more shock and allow greater stability for defensive combat.

Now equipped with a vamplate for cavalry charges. Effective both on foot and while mounted.

Combat Features:

Striking Cobra - Follows dead stillness with explosive action to make sudden attacks which catch the enemy off-guard. Readily surprises his foes with this method, landing deadly strikes before they are ready.

Staffwork - Makes use of both blade and haft of a spear, swinging the body of the weapon to daze a foe for a follow-up strike when the head misses.

Shield Hooks - Very skilled at hooking enemy shields with his own and dragging the foe off-balance to expose them to strikes.

Footwork - From a people with a dance for almost every occasion, thus dodging and weaving fluidly and easily when in combat. Can fight on difficult footing with far less hinderance than other fighters, as well as counter trips or grapples by using dancing steps to retain his balance. Prefers to weave past a blow and strike rather than engage their sword with his own.

Horsemanship - Capable of combat riding and fighting from horseback. Able to ride bareback and even accomplish minor feats of trick riding. Has no dramatic advantage on horseback but is a sufficiently skilled rider

Powers or Strengths:

Dancer's Balance - Many dances have given Numidar excellent balance, able to be sure footed under difficult conditions. Generally able to maneuver on poor ground better than most, even when in full armour.

Fearsome - Ever since he travelled into superstitious lands which mistook him for a demon, Numidar has exploited fear and illusion to his advantage. Hones menace and intimidation to a fine art, using it to manipulate or hinder enemies.

Pain Immunity - As an initiation to manhood, was exposed to agonising stings of ants from his homeland to toughen him up, each sting the equivalent of walking over hot coals with a three-inch rusty nail through his heel. He endured dozens of these stings without screaming. Suffice to say pain does not bother him.

Recovery - Difficult to fatigue, capable of both extended runs in armour and fighting long battles without being wearied. Heals swiftly, fit for battle within days of a major wound and enjoying greater benefits from healing magic.

Swordsmanship - Is a highly skilled swordfighter, enough to impress most. Knows a variety of combat techniques and can use them well. Able to make his living from nearly any aspect of hand to hand combat.

Weaknesses:

Menace - Accustomed to bladed instruments or wooden bludgeons as the valid and traditional mode of political and personal debate, and thus obviously favours intimidation over diplomacy. In any situation requiring delicate manners he is frankly screwed.

Agenda:

Landless and lawless, has great freedom but few prospects. Judges an honourable lord more likely to treat his men well. Simply careful who he is willing to fight for long-term.

Fiercely loyal, but knows the value of his loyalty and expects it to be earned.

Gaelm Ordwyga - True Axeman, Infantry

Posted: Sat Jun 09, 2007 6:15 am
by Sir Karsimir
Name: Gaelm Ordwyga,

Age: 24

Race: Human, Gravarri.

Height: 6' 4"

Weight: 288 lbs.

Occupation: Axeman, Lightsword.

Physical Description: Vigourous and burly, with a plain but heavy build. Thick in waist as well as shoulder, and showing true girth of arm. Clear white skin, with thick blonde hair combed back from a lofty and domed forehead and ending in warrior-braids sweeping past the edges of his face. A short yet bushy blonde beard covers his chin and is accompanied by a similar moustache hanging above his lips, with the rest of his face shaved clear.

Posessions:

Battle Axe - Battleaxe - If a tool, then purely a tool for killing. A clear instrument of death. Long-handled, with metal bands or langets reinforcing the haft. Combines a large blade with a crescent-shaped curve which concentrates the impact of a blow onto a narrow area, allowing both excellent armour penetration and heavy damage which can easily sever limbs in one blow. Highly effective against armoured enemies, although lacks some of the precision or versitality of the sword.

Truly a powerful weapon, ideal for overhead blows from horseback yet sufficiently well-balanced for fast-moving melee combat. Holding with both hands enables the grip of one hand to slide towards the head and recover faster from a swing or brace a thrust with the top spike, all at the expense of a shield. When wielded one-handed, is perhaps slow to control in the space between blows, although a system of arc cuts can better control the weapon by using the momentum from the last blow to help guide the axe back into position.

Hewing Spear - A broad hewing spear, roughly a foot taller than him, with most of that foot being the blade. Effective for both thrusting and cutting, although slightly slower than a true thrusting spear. Is more versitile however. Lacks the power to truly punch through heavy armour but can kill foes at longer reach.

Kite Shield - A curve-faced kite shield, protecting the entire left side of the body from shoulder down when held in a passive guard. More difficult to use in an active guard, instead merely providing coverage. Excellent in a shield wall, but ineffective against mobile foes.

Heavy armour; lamellar corselet, maille hauberk and thick leathers - From wrist to neck to knee is protected by a long coat of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits. Heavy leather pieces strapped to the limbs provide additional protection equivalent to modern bike leathers, resisting puncture, impact and abrasion where maille does not.

Body protection includes a corselet of steel lamellar worn over the body. Each metal lamella resembles a small metal rectangle twice as long as it is wide, with small holes for lacing of leather thongs and central ridges keeping each lamella steady against the other and overlapping so that any weapon meets two layers of metal before striking at the maille rings beneath. Combined with the armour underneath, is only seriously endangered by specialist anti-armour weapons or overwhelming force on the torso.

Imperial Helmet - A domed steel helmet decorated with gilded motifs and a crest of horsehair dyed blue at the top. Features a sloped neckguard ribbed at the nape, projecting ear guards, brass trim, and decorative bosses. Hinged cheekpieces descend down and are locked in place by rivets to stop them from yielding with impact. A cross-brace on the crown of the head provides a double-thickness of metal against direct blows, limiting the potential of stunning overhand blows to land with full force.

Hatchet - A tool more than a weapon, used for chopping wood.

Combat Traits:

Sustained Momentum - Focuses on battering down enemy defences, retaining his momentum from the previous strike to force his foe on the defensive. Builds speed and force during combat, recycling the momentum from the previous blow for the next strike, usually making a following attack before the foe recovers from defending against the last one.

Body Combat - Knows how to take advantage of physical struggles to bash at his opponent in the midst of the grapple. Typically combines brawling techniques with armed combat. Often hooks the enemy weapon with his axe for just this purpose.

Powers or Strengths:

Armsman - Is a sober and experienced fighter, a professional who makes his living on war. Deadly and capable in a fight, beyond any but elite troops on the battlefield.

Broad Back - Large and strong, and accustomed to hard labour. Worked a farm part time so does not shy away from such work. Hardy and muscular, with an advantage in most contests of strength.

Craftsman - Skilled at working with wood, quickly carving down the raw materials into useful shapes and tools. Can construct barricades to secure buildings, as well as basic fortifications. Has focused this skill towards war, making shields as well as war machines such as torsion catapults. With limited time (a couple of hours) can build small catapults which hurl ten pound rocks that may not crush enemies but will certainly break their bones.

Can supervise this work as well, making good use of any help given.



Weaknesses:

Superstitious - Views faerie and spellcasters with awe, giving them a great deal of respect. Considers harming them tabboo and would be easily intimidated by them.

Passionate - Tends to feel strongly about things in general. Is easily moved by music or art, easily angered by injustice or insults (not exactly bad tempered, merely that anger can cloud his judgement).

Story/Agenda:

Chose to become a warrior because holding a spear was preferable to a rake, drawn in by the glory with little thought further. While reasonably moral, has been a fighter for personal reasons and has prized personal strength above all else. Has recently found a strong lord with honour and is intrigued by the concept.

Triarius Alatane, Landsknecht

Posted: Sun Jun 10, 2007 8:16 am
by Sir Karsimir
Name: Triarius Alatane
Age: 26
Race: Human - Imperial.
Height: 5' 6".
Weight: 156 lbs.

Occupation: Imperial Nobleman, ex-officer and Lightsword.

Physical Description: Swarthy skinned, clean shaven, and short haired. Bears a square jaw and facial structure, and dull brown eyes, matching the darkened brown of his hair. Slightly prominent nasal structure is a mark of the Caeltethean aristocracy. Stands straight and with excellent posture, fair in build but short of being stocky. Takes care to keep in shape.

Posessions:

Ranseur - A long spear with the main blade supported by a cross-hilt at the base, and side-projections below the main blade which can be used as a sword-catcher, twisting the haft to apply pressure that can either break the caught weapon or disarm the wielder. Total 8 foot long.

Hoplite Armour - A steel corselet bearing hinged shoulder guards, the front and back plates joined by a seam locked into place when the armour is worn. Includes a skirt of long metal strips protecting the crotch and upper thighs, greaves for the lower legs, and long vambraces over the forearms. All made of steel with a dull finish. Provides solid protection, with most blades and points glancing off. The weak points are the upper arms and legs, as the shoulder guards and metal skirt allows only partial coverage through which a blade can be slipped.

Spatha - A mid-length backup sword, both edged and pointed, able to cut and stab. Functions well at close-range, being effective as a formation weapon, while allowing broader slashes where appropriate.

Combat Features:

Support Fighter - Specialises in second-rank combat, using reach weapons to strike over allies and hamper their foes. Capable of binding with long weapons, leaving the foe immediately in front of his ally extremely vulnerable. Can do all this without hinderance to his ally.

Thrust Focused - Makes almost every attack with a thrusting motion, which can be easily thwarted with a mobile shield. Generally swift and accurate however, able to make effective use of sword-catchers and can bypass locked shields with no trouble whatsoever.

Powers or Strengths:

Combat skill - Is a decent fighter, of reasonable ability but unfamiliar with the front rank.

Organisation - Familiar with commanding troops, and is therefore effective at leading detatchments or organising tasks.

Education - As traditional among the Imperial military houses, has been tutored in historical and mathematical knowledge. Capable of calculating costs and expenses and handling them accurately, evaluating goods, as well as limited bureaucratic maneuvering such as arranging meetings with official figures.

Weaknesses:

Unskilled - From a priviledged background, has never needed to learn manual skills, and does not have the knack or inclination for it. Should he pick up any tool associated with honest work, he is likely to hurt himself with it in short order.

Agenda:

A noble of a minor family. His family is a small splinter of a greater house known for its military capabilities and has maintained that tradition, focusing on producing military officers. Looking to acquire prestige by attatching himself to a great warrior, and is familiar with the Anstrun name, thus looking to forge an alliance between the two Houses. Hoping to marry off his little sister with the Sword of Heaven and tie both bloodlines thus gaining much rank in the process.

Thetta Eskedatter

Posted: Mon Jun 11, 2007 10:14 pm
by Julen
Name: Thetta Eskedatter

Age: 23

Race: Human, Northlander

Height: 6’ 0”

Occupation: Shield Maiden, Lightsword

Physical Description: Tall and lean, Thetta’s body has less curves than the spear she wields. Blonde hair falls down her back in a tightly woven braid. Heavy eyelids rarely seem to reveal more than the bottom half of her piercing blue eyes, making her appear haughty. Some claim that her skin is not only as pale the snows of her homeland, but just as cold as well, although the last man who tried to find out for himself is not in any position to verify the rumor.

Possessions:

Spear -- Named “Raven’s Beak”

Shield -- Approximately 1/3 her height, circular, mostly wood with a metal center. Painted to depict a raven pecking the eyes out of a dead wolf.

Armor -- A byrnie (short-sleeved coat of mail that goes down just past her hips), leather pants, and a metal helm (NOT with horns).

Powers and Strengths:

Nimble -- Despite her height, Thetta is not an easy target to hit. Her grace and agility allow her to strike at several targets in quick sucession, while still avoiding any attacks directed at her.

Taunts -- Thetta has a sharp tongue, and enjoys taunting her opponents, which often drives them to reckless anger. Especially if they’re already upset about getting their ass handed to them by a woman. Unfortunately, Thetta doesn’t confine this trait to the battlefield, and it’s considerably more of a liability in social situations.

Loyal -- Although slow to give her allegiance, once Thetta commits to a person or cause, she is the most steadfast of companions.

Weaknesses:

Blasphemy -- Thetta hates the gods. All gods, any gods. She’ll go out of her way to insult priests, deface shrines, and generally make inconvenient enemies.

Oversensitive -- Heaven help the man who makes a comment about the “weaker sex” around Thetta.

History: Thetta grew up in the Northlands, where female warriors were not unusual. However, when her husband died mysteriously several weeks after their marriage, she was accused of murder and brought before the village for judgment. Although Thetta hadn’t done anything wrong, she still failed the ordeal assigned to determine her innocence -- her skin burned and blistered when she attempted to pick holy stones from a cauldron of boiling water. (This is when Thetta decided she hated the gods, since they hadn’t bothered to protect her.)

Unable to prove her innocence, Thetta was outlawed. Fortunately for her, her brother decided to defy the will of the village by aiding her, and they left together. For awhile, joining the raids staged by their countrymen provided an adequate livelihood. But Thetta’s brother soon tired of a life of piracy and they set off in search of a more honorable cause to lend their skills to. That quest eventually brought them to Thar Shaddin.

Sigvard Eskeson

Posted: Wed Jun 20, 2007 3:29 am
by Julen
Name: Sigvard Eskeson

Age: 26

Race: Human, Northlander

Occupation: Lightsword

Physical Description: Unkempt brown hair tumbles down the sides of Sigvard’s head, until it meets with his equally unkempt beard. Breaking through this tangle is a smile as wide and bright as his treasured blade. Fortunately for those around him, Sigvard is much quicker to flash his teeth than his sword, and generally appears quite jovial. Neither particularly fat nor thin, Sigvard has an average build. Around his neck, he wears a charm shaped like a small hammer, which is a religious symbol.

Possessions: Long sword (“Wolf’s Tooth) and a circular shield much like his sister’s, although Sigvard’s depicts a wolf holding a dead raven in its jaws. (Little bit of sibling rivalry there.) At the moment, his only armor is a fur cap and shirt made from thick animal hide, although he would certainly be willing to wear better protection if it were made available.

Powers and Strengths:

Strong Constitution -- Sigvard can take a lot of punishment. Sometimes this punishment comes in the form of wounds earned during battle, and sometimes in the form of his lifestyle choices (see the “Revelry” disadvantage). Either way, Sigvard soaks it up and keeps going.

Nautical Knowledge -- During the several years that he spent accompanying his countrymen on raiding voyages, Sigvard learned a great deal about sailing, boat maintenance, and navigating. While this isn’t particularly useful in a landlocked region like Thar Shaddin, it might prove handy one day.

Weaknesses:

Revelry -- Sigvard believes that a warrior should prove his prowess off the battlefield as well as on it. This usually involves a great deal of eating, drinking, womanizing, and challenging anyone nearby to various physical competitions (such as wrestling or throwing random boulders).

Religious -- Unlike his sister, Sigvard believes very strongly in the gods of his homeland. Because of this, he tends to interpret many things as omens, and allows his decisions to be swayed by what he perceives to be favorable or unfavorable signs.

History: Ever since he was a young boy, Sigvard longed to become a great warrior and earn a place in The Hall of Warriors after his death. However, he soon became dissatisfied with raiding monasteries and coastal villages, since the monks and peasants rarely provided any challenging opposition. When his younger sister, Thetta, was outlawed after being unjustly convicted of murder, he decided to join in her exile. As they travel together, Sigvard hopes to find a cause that will allow him to fight against worthy opponents.

Darir Bolhig - Sturdy Guardian, Infantry

Posted: Sat Jul 07, 2007 4:22 am
by Sir Karsimir
Name: Darir Bolhig

Age: Real 57, Apparant 21.

Race: Dwarrowfolk (dwarf, although that name is more of a human given description).

Height: 4' 7"

Weight: 230 lbs.

Physical Description: First of all, is the beard. It is an imposing beard, a forceful beard, a beard impossible to ignore. The beard reaches between the chest and belly, gathered into a binding at the end to keep it controlled. The hair on the beard flows as smoothly as normal long hair. Ruddy skinned, with a full and lively complexion. Barrel chested and with thick limbs, vaguely resembles a cuboid of fur and steel. Bears a prominent nose and cheekbones which jut out like twin overhanging cliff-faces, making his eyes seem very deep-set beneath his heavy brow. Those eyes are dark brown, almost black, as if only intended for the dark.

Yes, has a thick accent. Even when writing.

Personality: Rigid, drawing guidance from structure and rules, strongly in favour of laws and traditions on principle. Speaks very plainly, only including wit in direct statements and rejecting sarcasm completely. Takes great joy from his duty, which to him is a grand achievement, and although conscientious in his tasks looks with fascination at those who will put themselves out in the absence of duty.

Very businesslike, mostly due to being workaholic. Near to a perfectionist, taking extra care with almost every task that is not time-sensitive. Prone to obsession with his latest duty.

Possessions:

Harness Armour - A solid steel cuirass over the main torso, with a skirt-like fauld of solid steel bands protecting the hips, as well as a reinforced shoulder-mounted collar of steel preventing direct blows to the back and sides of the neck. Includes steel spaulders to protect the outer upper arm and vambraces for the forearms. The steel armour is well-fluted to better reinforce the armour against denting under blunt impact and to cause points and edges to glance off rather than slide along the surface to strike at the edges. Resists even direct strikes from anything less than a large high-impact weapon, resisting direct blows from edged or piercing weapons.

Large bronze pauldrons over the shoulder overlap with the breastplate and spaulders, providing a further layer of defence against downward blows against the shoulders (most common from taller foes, and also the strongest blows) as well as dramatic contrast with the otherwise steel armour. Greaves made of bronze riveted onto leather protect the shins, and bronze splints set into cuisses protect the thighs. This armour is less effective than the full harness, denting more easily, although otherwise functions in a similar manner (many dwarrowfolk do not bother with leg armour, since most of their foes are taller).

Masked Helm - Thick metal cast into an open-faced cylinder with a hinged metal visor. The visor on the face is completely featureless, which is perhaps unnerving because it gives the impression of fighting a metal construct rather than a living being. Made from a single piece, and is therefore very strong.

War axe - A mid-length combat axe bearing a back-spike. Capable of strikes with the blade, the back-spike, and the horn of the axe. Hafted with thick oak reinforced with steel langets. Makes very strong cuts, able to crush through armour to cut the flesh beneath, or pierce deeply with the back spike. Mostly a powerful weapon, suited for armour piercing.

Fortress Shield - Steel tower shield sized for a dwarf, covering from shoulder to knee normally, mildly resembling a wall. Bears a central boss and mildly curved face to better deflect and diffuse impact. While highly durable due to the solid metal construction, also resonates when struck, requiring a sturdy arm to use effectively.

Caltrops - Metal spikes joined together so that one spike always faces upwards when thrown to the ground, stabbing the foot of any who walk on them.

Combat Features:

Stability - Almost immovable once in position, in part due to a low center of gravity and better weight to size ratio. Resists knockback with little trouble, and is very difficult to unbalance because he does not require much movement to be effective.

Shield Ward - Well practiced in weapon and shield, able to swing hacking weapons such as axes from behind the shield while still protecting even taller comrades. Favours raising and tipping the shield to create a low opening to strike from.

Exploit Size - Is trained to use the height of his opponents against them, limiting their options through the fact that most of their attacks have to come from above. This enables him to defend far more easily as well as work under the defence of an opponent.

Conventional - Extremely well-trained, and conditioned enough to withstand the mental assault of the battlefield, but is easily surprised by innovative or original tactics. Knows mostly tactics suitable for use in the limited spaces offered by the mountains or underground, and is therefore unfamiliar with combat on more open ground.

Powers or Strengths:

Battle Training - Well trained in personal combat, fighting with a calculated courage which suits both cool judgement and resolve against strong enemies. Definately an elite warrior due to his extended training, although limited by his lack of practical battlefield experience.

Darksight - Is capable of vision in the dark. This is not perfect, and does not serve for detailed work, but is enough to move and fight in pitch darkness without hinderance.

Resilient Tenacity - Combines physical and mental toughness, unfazed by injuries, exertions, or difficulties from conditions. Confronts hardship without hesitation and overcomes obstacles through sustained effort. Stubborn and unyielding in mind to match his body, capable of extreme productivity with extended work, mostly by keeping full concentration during the entire task.

Personal Antimage - Naturally resistant to magic, finding it works lesser effects when used on him than would normally be the case.

Smithcraft - Able to forge weapons and armour, from raw materials if need be but mostly suited to repairing and adjusting existing armour. Knows ways to care for weapons beyond most warriors, as well as methods to improve equipment in the field.


Weaknesses:

Lummox - A slow runner and poor rider, due to short legs and a blocky physique. Lacks speed and agility, making him ill-suited for most tasks dependant upon mobility. Movement is a weakness compared to most others.

Personal Antimage - Innately suppressing magic does not discriminate between harmful and helpful magic. As a result, gains only a reduced benefit from protective or healing magic as well.

Rigid - Dependant on rules, unwilling to innovate or deviate from standard methods. Less of a disadvantage in a follower although hampers independant action.

Agenda:

Dwarven Apprenticeships are long, near 15 years. Apprenticed as a warrior, became very well trained, except the clan had less need of warriors at the end of the 15 years. Rather than retrain for another 15 years, or try to serve a role the clan does not need, has gone off into the world for duty sake, hoping to accomplish something that would help his clan.

Due to his Clan background, is accustomed to selfless behaviour and admires it. Attracted to loyalty and duty, which he sees in the Lightswords.

Merohl the Wolfsbane, Beast-Seeker, Archer

Posted: Thu Jul 12, 2007 4:22 am
by Sir Karsimir
Name: Merohl the Wolfsbane.

Age: 23.

Race: Human, Gravarri tribesman.

Height: 5' 4"

Weight: 168 lbs.

Physical Description: Stocky, short, and broad. Coarse black hair grows from his face like the extensions of the wolf pelt he wears, framing his face in the manner of a full beard, projecting in thick, rough bristles. In contrast, the hair on his head is soft and thick, more closely resembling true wolfs fur. As for the skin on his face, it is as rough as sandpaper from exposure to the elements.

Posessions:

Beast Shell + byrnie - Made from the pelt of a werewolf slain with an enspelled arrow, the skin worn over the limbs like thick fur swathing. Tougher than normal hide, requiring a solid hack to breach through, although easier than maille. Interestingly enough, some of the regenerative power of the beast remains in the hide, which repairs itself of damage in moonlight. Wears a maille shirt over to prevent edged weapons from cutting the body.

Recurve Bow - A strong bow which retains shape even without the string. Made with horn to strengthen the body, and bears a sturdy drawstring. Capable of piercing most armour at close range, and light armour at greater ranges.

Ghost arrows - Broad-headed arrows with holes in the steel heads, which cause the arrows to wail like vengeful specters when released.

Bodkins - Narrow steel arrows with tapered points instead of heads, perfect for breaching through armour, although causes less overall damage.

Fang Necklace - Made from the teeth of the slain werewolf. May or may not be useful, but bragging rights aplenty.

Traps - A collection of bear-traps and similar devices, normally used to cripple or kill animals but also effective against humans.

Katzblager - A secondary weapon with a figure-eight shaped handguard, designed purely for one-handed use and stabbing. Enables some parries, and functions as a side-arm short sword.

Combat Features:

Combat Method - Mostly dodges and jabs, darting back and forth to score a hit and escape retaliation. Avoids blows in preference to parrying them, favouring mobility over bladework. Vulnerable to surprise attacks on the way in, as well as reach weapons.

Aims to kill with sudden rushes, designed to brawl in close-quarters and thrust from across the body to gut a foe in a grapple. Generally only a moderate fighter so avoids direct contests of bladework, melee combat is generally a choice of last resort.

Powers or Strengths: (including stuff like magic, money, martial arts, etc.)

Archery - Is a skilled shot, able to kill effectively from a distance. Useful for both hunting, assassination, and outright war. Currently getting the hang of using breastworks and fortifications.

Currently, can loose 12-14 arrows per minute, reliably striking aimed locations on targets as far as 80 paces away, moving targets at half that. Focused on huntmanship rather than open battle, so more practiced in shorter-range shots.

Stealth - As a huntsman, can creep up on prey unnoticed. Stealthy enough to surprise wild game close enough for a clear shot.

Tracking - Familiar with tracks, and can identify details in footprints. Can determine general group size, if they are armoured, male or female, if horses have riders, and so on all by travelling footprints.

Trapping - Can set snares and operate animal traps to catch animals. Currently learning nastier traps for use in warfare.

Weaknesses:

Animosity - Views shifters as the enemy. While lacking a personal hatred of them he views them as foes to be destroyed and makes judgements accordingly. Nearly any shifter with a predatory beast-form counts.


History: Lived as a huntsman and trapper who brought pelts and game for his clan, until the clan was terrorised by an angry werewolf. In response, the clan druid enspelled an arrow to destroy the beast.

Merohl was the one who fired it.

Such a glorious victory inspired Merohl to become a professional warrior. The druid gave his blessing.

Osaw Thennen, Pikeman/Infantry

Posted: Thu Jul 12, 2007 10:19 pm
by Sir Karsimir
Name: Osaw Thennen.

Age: 25.

Race: Human.

Height: 5' 10"

Weight: 211 lbs.

Physical Description:

Pale featured, with a faded blue eyes that seem almost clouded. Shows cheekbones both low and wide, giving an almost squat look to his face. Stubbly, with an irregular beard of ragged brown. Stout, with a build that is both wide and clearly fit and solid rather than overweight.

Posessions:

Pike - An extended spear nearing twelve foot long, with the haft reinforced by steel cheeks attatched to head and bracing the weapon itself. Has a clear reach advantage, and is excellent formation weapon, although is vulnerable to more mobile foes who can slip past the weapon if allowed to approach from their angle of choice.

Wooden Kite Shield - Shaped like a reverse teardrop, held in place by straps of leather salvaged from belts. Bears a face of thick canvas, painted blue and white in four corners. Covers most of the body, from shoulder to shin.

Falchion - A broad-bladed chopping sword resembling a large machete with a crossguard. Typical use in combat is a compromise, finding the middle-ground between the weight and power of an axe, and the parrying balance of a sword. Gently curved and with a point on the tip, but is most suited to heavy chopping strokes. Limited as a weapon because it lacks the leverage to slash effectively, instead requiring direct cleaving strikes.

Combined armour; coat of plates, maille hauberk, thick leather - Begins with a sleeveless coat of leather serving as a foundation for rectangular iron plates riveted in place between the two leather layers. The rivet heads are gilded in brass to prevent rusting, and the plates overlap to grant full torso coverage in combat. Prevents stabbing weapons and arrows from piercing the body, and effectively resists nearly all conventional weapons.

From wrist to neck to knee is protected by a long coat of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits. Heavy leather pieces strapped to the limbs provide additional protection equivalent to modern bike leathers, resisting puncture, impact and abrasion where maille does not.

Imperial Helm - A domed steel helmet decorated with gilded motifs and a crest of horsehair dyed blue at the top. Features a sloped neckguard ribbed at the nape, projecting ear guards, brass trim, and decorative bosses. Hinged cheekpieces descend down and are locked in place by rivets to stop them from yielding with impact. A cross-brace on the crown of the head provides a double-thickness of metal against direct blows, limiting the potential of stunning overhand blows to land with full force.

Combat Features

Fortification Fighter - Experienced in minor sieges and town defence, fighting in close-quarters and with defences to aid him. Has learned to fight with such things on hand, and therefore can make effective use of spears even in confined quarters.

Stability - Is well accustomed to the 'push-of-pike' where massed ranks attempt to force the enemy formations into disarray. So in addition to being very strong and resilient, is very difficult to move or unbalance if he attempts to root himself to a spot, and wins most fights by unbalancing his enemy with rushes and pushes.

Other Skills:

Leatherworker - Able to work with hides and leathers, which is helpful for making both tools and armour components.

Unshakable - Served many battles as a lightly armed conscript while outmatched, so wont even blink before facing larger forces.

Weaknesses:

Illiterate - Unable to read, having no formal education. Can be a liability with communication methods.

Fearless - Is entirely too successful at detatching himself from fear. Has stood and fought against such unreasonable odds that he no longer recognises a lost cause. While no fool, struggles with judging the strength of enemy forces.

Brief History:

Was raised in a levy when raiders came to the lands, given a few weeks training to make a competant fighter, and armed to defend his home. The siege lasted for over a week, followed by sporadic raids for months, keeping the town on the defensive.

When the attacks were finally over, all he had to return to was a life of labour and toil, and so set off to form a new path as a fighter. Travelling, he found little need for his sword, at least not for one man alone. Hearing the call to Marn, here was his chance to make his mark as a warrior and begin his new life.

Agenda:

Seeks a future, a career, which is best earned in the retinue of a lord. Met Aorle in Fighter's Guild and traded armour with him, an impression was made.

Mercenary work is only good for short-term, it does not promise a career.

Metellus Ovidius, the Iron Trooper, Infantryman

Posted: Fri Jul 13, 2007 3:11 am
by Sir Karsimir
Name: Metellus Ovidius,

Age: 24

Race: Human, Keltarin.

Height: 5' 8"

Weight: 170 lbs.

Physical Description:

Combines curly brown hair with uneven and freckled skin. Bears a short nose following the line of his forehead, and flat eyes which give him an unwelcoming look. Bears a wiry yet braced frame, at once thin and clearly strong. Clean shaven, yet with a constant afternoon shadow that never seems to either fade or develop into a full beard.

Posessions:

Gladius - A short stabbing sword, with some capacity for cutting strokes but primarily a thrusting weapon. Close-range and heavy, excellent in formation but limiting the possibilities of skill.

Scutum - A massive, rectangular shield, with a curved face to better deflect impact without absorbing the full force of the blow. Bears a copper boss on the center, allowing greater reach when extending the shield and also useful for striking blows.

Pilum - Made of a long iron spike mounted atop a short staff, with an effective throwing range of near 20 yards. The long narrow spike is armour piercing and bends on impact, sticking into shields and dragging them towards the ground, rendering the shield useless and cumbersome.

Hasti spear - Six feet of ash haft mounted with an angular blade which tapers for specialised thrusting. On the other end is a spike used to stand the spear in the ground when not in use or as a secondary weapon if the main end breaks. Wielded either underarm or overarm, an overhand grip uses the weight of the attacker and is more likely to strike a vital area such as head or neck while in a shield wall, while the underarm carry can be used to absorb more shock and allow greater stability for defensive combat.

Lorica Segmentia + Maille Hauberk - Overlapping metal strips affixed horizontally over the torso, curving around the body in a cuirass, with heavy shoulder defences made of similar metal plates. Solid body protection, able to resist direct strikes without difficulty unless they find a seam between the metal plates, in which case the act of forcing a blade through the seam will drain much of the striking power from a blow.

From wrist to neck to knee is protected by a long coat of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.

Combined, is heavy enough to limit running or athletics, although is acceptable with most forms of combat.

Imperial Helm - A domed steel helmet decorated with gilded motifs and a crest of horsehair dyed blue at the top. Features a sloped neckguard ribbed at the nape, projecting ear guards, brass trim, and decorative bosses. Hinged cheekpieces descend down and are locked in place by rivets to stop them from yielding with impact. A cross-brace on the crown of the head provides a double-thickness of metal against direct blows, limiting the potential of stunning overhand blows to land with full force.

Combat Features:

Formation Combat - Fights almost exclusively through stabs and lunges from the shoulder and elbow, limiting the angles of attack but making effective and fast strikes which can easily kill in close-quarters. Accustomed to formation fighting with locked shields, striking effectively from within the shield wall.

Crowding Techniques - When able to maneuver, uses the boss-grip of the shield to thrust it out to the full reach of his arm to crowd an opponent while the sword thrusts for the ribs.

Blind Spots - The biggest flaw in Imperial Auxillery Combat Training is that it only covers the simple infantry methods. This means that sword-and-shield training works strictly with the combination, and is far less useful for using either sword or shield alone.

Powers or Strengths:

Weapon Training - Given standard-issue Imperial war training, which is highly effective although with considerable blind spots.

Staying Power - Able to fight in long battles, having the stamina to remain effective in combat for long periods of time. Heavy armour causes minimal difficulty, usually outlasting foes through stamina and fitness. Is capable of long marches as well.

Military Discipline - Trained in drill, including formation of ranks, camp preparation, fortification knowledge.

Weaknesses:

*****************

History: Initially trained as an auxillery, Metellus did not escape the common life he was hoping to. However, the Alataine family had a wish for a private army, and found that Auxilleries had most of the skills necessary.

Grand Audit

Posted: Tue Aug 21, 2007 12:46 am
by Sir Karsimir
Finally, we have now hit the point where one discussion thread is not enough! :P Chaos is my life. Who would have seen it? :lol:

Major story factors are the warband and providing for the refugees, so this thread is to keep track of the logistics which get lost in the discussion thread.

Any details regarding resources goes here. Lists of the armory, food production, facilities readied and so on.

Posted: Tue Aug 21, 2007 1:23 am
by Lylessa Uluki
Uluki's Family's Possessions

I didn't bother to break this down by person, as a lot of it is getting passed back and forth. Any of them should know where the stuff is at any given time. Other characters can use or borrow as needed.

3 sets knitting needles
6 sewing needles
4 water skins
2 utility knives (not weapons, except in a potentially improvised way)
Ball of twine
Sketchbook
Pencils
A couple of pieces of parchment
2 spools of thread
3 skeins of yarn
2 combs
Baby blanket
Scissors
Flint and steel
Small bar of soap
Wooden toy turtle

Uluki's Supplies Wish List

Stuff we wish had... or wish we had more of...

Seeds or seedlings
Food
Soap
Candles
Rope
Oven (we can build a simple one for now, work on a better one for later)
Cloth/material/yarn
Winter clothes (Uluki will have these knitted before winter)
Basic school materials, especially chalk

Posted: Tue Aug 21, 2007 1:40 am
by Sir Karsimir
Armory:

2 arming swords,
1 short sword,
1 small axe,
1 spearhead (minus staff),
5 daggers,
1 falchion,

2 helms,
8 bishop mantles,
3 padded jupons,
1 quilted jerkin,
5 other padded coats of varying sizes,
2 leather breastplate/jerkin (presently untreated),
1 complete set of stout leather (untreated),
2 sets of leather arm-pieces (untreated),
1 set of hardened leather arm pieces,
1 scutum,
1 iron breastplate (held on with belts),
1 steel lamellar,

More mundanely,

14 weapon belts,
7 normal belts,
15 sets of boots,
6 cloaks,

------------------------------

Distribution plan:

Thetta - 1 weapon belt, 1 dagger, 1 sword of choice (either arming or short). 1 quilted jerkin (or other padded coat if desired), 3 bishop mantles used to extend her byrnie to full hauberk. Optional, 1 leather lamellar made from jerkin-breastplate.

Sigvard - 1 spear (from Aorle), 1 dagger, 1 iron breastplate, 1 steel helm, 1 set of leather arm-pieces.

Rollick - 1 padded jupon, 1 bishop mantle, 1 scutum, 1 dagger, 1 leather lamellar (made from jerkin-breastplate), 1 set of leather arm-pieces.

Numidar - N/A.

Krarug - N/A (will have metal pieces riveted over his worn hides in future).

Darir - N/A.

Gaelm - 1 padded jupon, 1 bishop mantle, 1 dagger (weapon rather than tool knife), 1 steel helm, 1 steel lamellar.

Osaw - 1 bishop mantle.

Metellus - 1 padded coat (mostly for thighs and arms), 1 set of hardened leather arm-pieces.

Triarius - 1 padded jupon worn beneath armour.

Merohl - 1 bishop mantle.

Julen emergency gear (assuming robbed) - 1 full (untreated) thick leather over his gambeson, 1 bishop mantle, 1 weapon belt, 1 dagger, 1 hand weapon of choice (arming sword or falchion). Optional, 1 leather-lamellar made from the jerkin-breastplate included in full set.

Aorle special - 1 spearhead (special plan for that).

------------------------

Gaelm is also capable of making shields (kites or heaters) by riveting leather straps cut from weapon belts onto thick wood. One weapon belt should provide three shields, is just a matter of gathering the wood.

Darir and Osaw can work together to make splinted greaves from the boots once we have access to scrap metal, folding the top-grain leather over and riveting iron strips up the length to protect the shins and calves.

Arming caps will be compulsory for everyone, which is basically a gambeson hood. Even those with helms should have arming caps.

------------------------

Operating Funds/Treasury:

1 silver with garnet broach,
1 copper and obsidian broach,
2 plain silver rings,
1 silver ring with missing stone,
3 copper rings,

20 Bishani,
+25 Bishani that Krarug is unlikely to ever actually spend.


------------------------

Finally, we are best sorting out the specifics of the building itself. How much space inside the building? How many rooms? How much open room is there around? Possibly a few buildings clustered together?

Hatton Thronel, Cavalry, Apprentice Knight

Posted: Sat Oct 27, 2007 12:04 am
by Sir Karsimir
Name: Hatton Thronel.
Age: 20.
Race: Human, Miralanese.
Height: 6' 0"
Weight: 198 lbs.

Physical Description: Shows hair the colour of butter and a neck like a marble column. Thin blonde brows arch high above light brown eyes, followed by a curve in the bridge of the nose which tapers slightly to a point. High cheekbones on clear skin gives an aristocratic bearing, although the width of the cheekbones seem to dominate much of his face.

Long-limbed although with solid and heavy shoulders, leanly muscled and slender.

Posessions:

Maille hauberk & leggings - From wrist to neck to ankle is protected by a long coat of linked steel rings, which prevents edged weapons from cutting to the skin and is supported by a layer of thick linen cloth stuffed to cushion the force of blows. Will still suffer bruising from direct hits, or potentially broken bones from impact-based weapons, but will otherwise ward off strikes. Narrow or tapered weapons can split the rings as well, although these weapons are typically specifically designed for that purpose and have their own limits.

Great Helm - Tall enclosed helm with a pointed top to offer a glancing surface against head blows, long enough to nearly reach the shoulders, fully covering the head. Resembles an upturned bucket with a vision-slit to see through and many tiny holes over the face to allow ventilation. Is extremely solid head protection, with a very rare head blow able to do more than merely daze.

Arming sword - Single-handed and double-edged, designed more for cutting than thrusting, although clearly suitable for either. Light and versitile, boasting excellent balance for control and mobility for both striking and parrying. Chisel-edged to better breach through armour on a cut.

Heater Shield - A flat-topped triangular shield resembling a flat iron in shape. Weight is distributed along the arm, better absorbing impact than a central boss or grip. Favours active use to intercept attacks, although the strapped construction is less suited for aggressive shield-work.


Combat Prowess:

Flash cutting - Favours fast, powerful cutting strokes capable of easily breaching moderate armour. Strikes with a mildly flashy style which is difficult to anticipate, and alters the angle of attacks in mid-cut.

Edge control - Has learned to strike with precision so that each attack lands in the same spot as the strike before, hurting already hurt areas to cause more severe and crippling wounds or gradually wearing down armour.

Shield synergy - Combines weapon and shield to great effect, able to fight with both as if two seperate combatants. Thus is able to strike and parry at the same time at full effectiveness, and often switches which is used for which.

Artful Yield - Skilled in combining multiple methods of defence by blocking and sidestepping at the same time to force an attack wide enough to unbalance or otherwise hinder a foe.

Knightly horsemanship - An excellent horseman, able to make jumps and perform trick riding even when fully armoured. Mostly focused on combat while mounted, adjusting his movements to make use of the strength of the mount and guiding with his knees while keeping his hands free for combat. Can even do so while the horse rears and kicks.

Powers & Strengths:

Courtmanship - Taught to dance and sing, etiquette suitable for a noble's house, to recognise heraldry and generally function highly effectively in noble circles.

Land Navigation - Well-accustomed to overland travel and staying on course when travelling long distances such as on horseback. Can reliably speed overland journeys.

Weaknesses:

Battle Etiquette - Believes in fair combat, thus unwilling to take the sensible course of attacking things large and dangerous from behind. Instead warns his enemy of his approach so they may fight face to face. Considers many missile weapons dishonourable as well, and will not use them.

Priviledged Mindset - From the upper class with the belief that they are entitled to rule. As a result, assumes the best of those in high station and knows little of the lives of common people, often making mistaken judgements on the subject.

Posted: Sun Oct 28, 2007 3:33 am
by Lylessa Uluki
EDIT: Because I realized how creepy it is to have people listed in our audit, but some reference would still be handy...

Refugees! Here! :D

http://www.tharshaddin.com/rp/viewtopic ... 2547#12547

Posted: Sun Oct 28, 2007 4:27 am
by Sir Karsimir
FYI, this thread is for record keeping - so we can list our resources/facilities/base-layout and other details that would get buried if posted in our discussion thread. Please keep commentary posts in the Musical Illusions Discussion thread and we can edit as there is need.

We also have plenty of new gear to distribute.

Lightswords:

Osaw - Maille hauberk (from 2 shirts), imperial helmet, spatha.

Metellus - Maille hauberk (from 2 shirts), dagger, hasti spear, imperial helmet.

Gaelm - Maille hauberk (from 2 shirts), imperial helmet (trade out pot helmet).

Numidar - Lorica segmenta (trade out leather-lamellar), scutum, pilum.

Merohl - Maille shirt, dagger (will learn sword & dagger combo).

Darir - N/A,

Julen - Maille hauberk (from 2 shirts), imperial helmet, recurve bow + arrows (more powerful than a hunting bow). Option to trade out leather-lamellar for lorica segmenta (weight factor?).

Krarug - Huge scale hauberk (made from fresh canvas backing and 5 scale coats).

Triarius - Dagger, imperial helmet, pilum x2.

Sigvard - Maille hauberk (from 2 shirts).

Thetta - Option (lorica segmenta or leather lamellar, depending on wish for agility).

Rollick - Maille hauberk (1 shirt + remaining bishop mantles), spear, dagger, imperial helmet, recurve bow + arrows, bronze hoplite armour (as a reward).

Aorle - Partial plate.

Reserved, Hatton - Imperial helmet, dagger.


Militia/Refugees:

Will prepare a reserve militia of 10 from among the refugees, intended to defend the base in emergencies.

10 gladii (with military belt)
10 pugio,
10 scutums,
10 bronze skull caps,
4 will have cuir bouilli cuirasses, 4 will have linen gambesons, 2 will have leather lamellars.
2 will be armed with recurve bows.


Orin bargain:

5 scutums,
5 gladii,
5 pugio,
1 spatha.


Updated Armoury (in reserve):

10 short swords,
1 small axe,
1 falchion,
7 daggers,
1 spatha,
1 spear,

11 spare weapon belts,
10 imperial military belts,
3 civilian belts,

2 lorica segmenta,

5 scutums,

1 pot helm,
3 imperial helmets,


Storage:

11 spare tunics,
11 spare sets of footwear (either sandles or boots),
11 spare sets of mess tins + waterskins + eating equipment,
5 spare cloaks,
4 spare satchels,
5 spare sets of cooking equipment,
6 spare bedrolls,


15 shared shovels (warriors have 1 between 2 of their own),
4 shared wicker baskets for hauling earth,
15 shared backpacks,
3 shared saws,
2 shared pick-axes,
5 shared sickles,
3 tents,


Standard Issue Individual Supplies:

All of the refugees including Uluki + family have been provided with:

Tunic, trousers, scarf, cloak and either sandles or boots.
Their own water skin and mess gear (including tins, flasks, spoon, eating knife).
1 satchel between 2.
Their own spare cooking equipment (cooking pots).
A bedroll and blanket.


Facilities:

Cooking equipment including pots, grills, querns for milling grain.
Sewing/knitting equipment (6 sets).
Wooden garden tools (made by Dai).
Watering cans improvised from cooking pots.
Floor mattresses and blankets for most, bedrolls and blankets for the rest.
Military-standard latrines.


Animals:

1 cavalry horse for Hatton.

1 pony, for Sean & Ian to learn horsemanship, and transport for Uluki.

2 cats, a grey tabby and a solid brown one missing an ear, both serving as mousers.


Operating Funds/Treasury:

Total 81 bishan,

1 silver & garnet brooch,
1 copper & obsidian brooch,
7 bronze fibulae brooches,
4 enamelled brooches,

6 plain silver rings,
11 new copper rings,

18 bronze pendant icons,

4 gold ingots,
6 silver bars,