Name:Sarduk Race: Human Class: Barbarian (Fractured) Alignment (Prefer no evil): Lawful Neutral Background:Outlander Entertainer (Gladiator) Personality: A brutal realist, Sarduk realizes that order is everything. The world he walks has rules, concrete rules. If Sarduk is going to get what he wants, he will need to understand how to use those rules to his advantage. Sarduk is ambitious and ruthless, as his upbringing demands. However he has seen the flaws in letting things go too far, and how such errors can topple the ambitions of even the greatest leaders. So he knows when to keep things tucked away, and when to let them loose, acting with a brutal cunning that can stun those expecting him to be another brainless killing machine.
Description: A hulking brute from the north, Sarduk carries himself with calculated brutality that is meant to simultaneously inspire fear while letting watchers mistake him for a mindless brute. Cords of iron musculature move beneath his scarred flesh, and Sarduk makes sure people see it all, wearing an outfit more suited to the gladiatorial arena than polite society. This outlandish garb is completed with a faceless helm of crude iron, which hides his steely gaze and adds to the impression of being a mindless brute.
Backstory: Born the first son of a chieftain in Grarjord, Sarduk was born to lead. He was trained to kill and to command in equal measures, becoming proficient in both. When he was a youth he was brought along to aid his tribe during their raids on the southern lands. These small towns and villages were easy pickings for his people, but his father taught him an important lesson. If they destroyed too much, these soft folk would not be able to rebuild their homes, and their lords might send a mighty army to deal with a problem grown too dangerous to be ignored.
But this lesson was not shared by others in the clan, whose lust for spoils and bloodshed ruled their every thought. Sarduk’s father played a dangerous game, maintaining his clan’s position between the other clans while also maintaining his own authority over those who would take his place.
This was not a game that could go on forever, however, and Sarduk’s uncle schemed to take the chieftain’s place.
The actions of Sarduk’s uncle were swift and brutal, the advice of him and his allies led to Sarduk’s father making a raid on what should have been an easy target. When the local lord’s soldiers struck the marauders fell back in disarray and many were killed or taken captive. In this confusion Sarduk’s uncle slew Sarduk’s father,and left Sarduk wounded on the battlefield.
The Bürach imperials took Sarduk as a slave and the mighty young man quickly found himself fighting for the enjoyment of lazy southlanders. Yet as he saw the city around him, Sarduk awoke to greater ambition. He was once to be the head of his clan, but now he was a slave. So what? Sarduk would show them, he would save every coin he could get his hands on and buy his freedom. No breaking chains only to be hunted by angry slavers with money and access to professionals, no slave rebellion to be brutally crushed by a desperate empire. No, he would buy his freedom and walk as a man without anything over his shoulder.
And so he did, years later and hardened like steel by the pits. He was a killer, a slayer of men, and people knew it. He easily found work as a mercenary, learning what he could of his clan and his uncle from travelers, but resisting a premature trip north. No, Sarduk needed allies, people he could rely on, and the only way to do that was to be reliable. Sarduk traveled east and guarded caravans for work eventually catching wind of a particular job offer. This soft-hand wanted a trinket found and that piqued Sarduk’s interest. The pay was good, and jobs like these won friends. But his offer held mystery, and Sarduk wondered if this Sage was being honest, if all this money wasn't actually a bargain for the man. But Sarduk took the job anyway, a job was a job, and a man with that sort of money was someone you wanted to be on good terms with.
Last edited by Amarga; Feb 19th, 2022 at 07:06 PM.
Personality: Caelynn is a friendly sort, though somewhat private. She enjoys hanging out with her peers and is known to take the occasional lover, though she never lets it become serious. If asked about her past, she says that she was a hunter. She longs to return to her homeland and seek out her parents, which were in the process of being captured by the authorities the last she saw them. She misses having a group of close people that she can count on and trust implicitly - like the smugglers that she worked with before her life was turned upside-down. Being alone can be hard sometimes and she's come to terms with doing what she must to survive and earn gold, although she does not enjoy killing. Yet, it's difficult to put an arrow in somebody without death being a distinct possibility. It's easier when the target proves themselves to be awful.
Personal Characteristics
Trait 1: I like to drink and have fun with friends. I like feeling drunk (within reason). I think I'm funny when I'm tipsy and think everyone else is funny too.
Trait 2: I want to live free. Don't try to tie me down. Don't get too serious. I can be your friend, maybe even a lover, but don't talk to me about marriage or making any kind of long-term arrangements or agreements. I'm not going to swear an oath to you.
Ideal: I genuinely like people and believe that there are still people of good heart in the world. You just have to look hard enough to find them.
Bond: I will rescue my family members from whatever fate has befallen them, once I am able.
Flaw: Uninquisitive. I don't tend to ask clarifying questions or look deeper than what is presented on the surface.
Backstory: Caelynn fled the Charneault Kingdom when her family's smuggling operation was discovered and assaulted by the Knights from the Order of the Blood Spear. A bounty was placed on the heads of anyone involved, so Caelyn and a few others crossed the border into the Bürach Empire and have been trying to lay-low ever since. She was the only one to actually complete the journey. The others were killed by a beast made of shadow. Caelynn has sought work as an archer-for-hire, ever since - protecting city walls or private property for the wealthy.
One such person was Lord Blenach who hired Caelynn to help guard his estate. There, she met and started a torrid affair with the Lord's daughter, Jeskra. Late one night, another guard tipped Caelynn off to the fact that Jeskra was to be sacrificed to a devil by her father in exchange for great power. Caelynn hurried to try to rescue Jeskra but arrived too late. Jeskra was dead and the Lord was being dragged to the realm below because the sacrifice had not been a virgin as promised.
Shortly thereafter, once the shock had worn off, Caelynn decided to stop working for corrupt nobles and strike out as an independent adventurer. Perhaps then, she could be more selective about who she worked for and maybe fight against evil once in a while.
Why "Dove"? Because I'm very, very white for a Wood Elf. (It was actually a code name she used whilst working with the smugglers.)
Name:Sormus Mutcher, but he prefers "Mutch" Race: Rogue (progressing to Arcane Trickster) Class: Forest Gnome Alignment: Chaotic Good/Neutral (tries to do the right thing sometimes but is inherently selfish) Background: Sage (Wizard's Apprentice)
Personality:
Brilliant, stubborn, methodical, and quick-witted, Mutch is about as clever a gnome as you would ever hope to meet. Although others his age enjoyed the outdoors in their youth, Mutch was always an indoor fellow and he prefers walls and ceilings over wide open spaces. He especially enjoys exploring caves, ruins, and old buildings - the dank smells, the dim lights, and the cozy feeling of closeness was always exciting to him. Whereas other gnomes talk at a rapid fire pace, Mutch is more slow to speak and tends to enjoy making elaborate foolproof plans to ensure the highest amount of success on his excursions. He is brave and adventurous, and enjoys a bit of risk if there is gold at the end of it. He can be a bit sharp-tongued and self-serving at times, but Mutch overall sees him as just a regular man trying to survive in this world. Mutch finds it difficult to forgive anyone and will bear a grudge until the day he dies unless he finds a way to get even.
Description:
Short, lithe, and pale of skin, Mutch reminds you of a goblin more than a gnome. He has coarse features and a shaved head, with pointed ears and a pronounced brow. He has a pointed nose and thin lips, with a set of beady dark eyes and yellowed teeth that seem a bit too large for his head. He wears a loose olive colored tattered jacket over a dull looking suit of leather armor, with black cloth gloves on each hand with the fingers cut off. Around his waist is a thick leather belt from which hangs a brace of daggers and a dingy looking short-bladed sword. On his feet are a sturdy looking set of traveling boots, and on his back he wears a ratty but functional backpack.
Backstory:
Mutch's parents were already domesticated forest gnomes, so unlike many of his peers Mutch was born in the capital of Ostoya. Mutch does not know his parents as when he was born, they showed little pity for the ugly, sickly-looking gnome and instead abandoned him at the orphanage. There the small pale youth was constantly bullied and abused by the adults and other children at the orphanage. Mutch endured it for years until he finally had enough, and when he was approximately seven years old he left the orphanage and began living as an urchin on the streets. He lived that way for several months until he met his master, Ormarion.
Ormarion is a highly talented half elf wizard, and when he first met Mutch and saw his clever usage of his innate illusionary abilities, Ormarion realized Mutch had serious natural talent. Taking the boy in as his own apprentice, soon Mutch was learning more than he had ever known about anything before. Ormarion was a phenomenal teacher and wizard, but due to his advanced age he is prone to napping or forgetting what he was doing in the first place. Although Mutch excelled in his studies, when Ormarion lost his attention and went to do other things, Mutch would sneak out and run around with his mischief-making friends. Their antics were mostly harmless, although as they grew older there was a vigilante task or two in which they stole from some local lout and donated the proceeds to those who were really in need.
When the Nightseer Sage was seeking responsible adventurers for a delicate task at hand, Ormarion thought this would be a good field test of Mutch's magical talents and encouraged Mutch to take the job and prove his worth to all. On his end, Mutch is thrilled at the possibility for adventure and can't wait to get started.
Action Summary:
Move: Action: Reaction: Bonus Action: Object Interaction: Current Effects: None.
Darkvision - 60 feet, shades of grey. Gnome Cunning - Advantage on INT/WIS/CHA saves vs magic. Natural Illusionist - Minor Illusion cantrip, INT as spellcasting ability. Speak with Small Beasts - Communicate simple ideas with Small or smaller beasts.