EQUIPMENT: Heavy Armor, Short Sword, Dagger, Large Shield, Spear, Rations, Canteen
DESCRIPTION: Marcus is a military commander and looks the part. He stands 5'11", has a 210lbs body of hard lean muscle, short dark brown hair, hard piecing grey eyes, and an aura of command that demands respect and obedience. He also has several scars to show for his years of service and combat, most noticeably a thin scar that starts above his left eye and runs straight down through his eyebrow to his jaw line.
Marcus wears the traditional clothes/gear of the Empires Legions at all times. He wears dark brown leather hobnailed boots, a red sleeveless tunic that goes to his knees, and a wide black leather belt. Over this he wears armor that consists of steel greaves, a dark red boiled leather skirt that consisted if strips of leather that hung to the knees, a bronze cuirass that depicted the Imperial Eagle on the chest and had red leather straps that hung from the shoulders to protect the upper arms, a red cloak, and a bronze helmet with a transverse red crest.
For weapons Marcus carried a large rectangular shield that was curved to fit the body. On the front was depicted a large Imperial Eagle with crossed lightning bolts behind it with the number III under the eagle. He also carried a short sword 2 1/2 foot sword, a dagger, and a 7ft spear. And even though none of Marcus'weapons and armor are magical or enchanted they are of superior forging and quality and are laced with Mithirel making his armor and weapons nearly indestructible/impenetrable.
BACKGROUND: Marcus was born into the extended royal family of the Empire and was therefore raised with many privileges. He attended the best schools, had private tutors, was taught rhetoric and sciences, and never wanted for anything. But in the Empire even male members of the royal family have to serve a term in the military before they can gain citizenship and hold public office. So Marcus enlisted into the Legions at 18. Because he was a member of the royal family he had option of not serving in the combat units, but Marcus is wanted to prove his worth to command through his deeds and actions so enlisted as a legionary determined to work his way to command through the ranks.
Over the last 11yrs Marcus has risen to the rank of Primus Pilus and now commands the 1st Cohort if the III Legion which consists of 800 of the hardest and most elite soldiers in the Empire. Marcus has fought many enemies of the Empire including Orcs, Ogres, Men, rogue Elves, and even the Shadow. While fighting the enemies of the Empire Marcus has also learned many skills including how to handle artillery, how to recon enemy locations quitlt, how to dispatch enemies quickly with a blade, and how to dress the various wounds that soldiers receive during battle.
Marcus has also won several awards for his bravery and actions in combat including a Corona Civica for saving the life of his Prefect and a Corona Aurea for being the first soldier over the walls of an enemy city.
Marcus was on leave and at the Imperial Palace when Emperor Octavian heard about the meeting in Megant. While the Emperor and his advisers were discussing who to send as an emissary Marcus volunteered and was given permission by his cousin to represent the Empire.
Character’s Name: Glaïmbar Bokkadsson, The Steel-Arm
Clan: Clan Black-Steel
The Black-Steel clan is one of the oldest, most established and most powerful within Kerin-Curan, as well as being the largest of the Thane clans. These dwarves have long been considered the greatest warriors of the island nation, and, whilst not through design or policy, the head of their clan has, for the last three millennia, been the Lord-General.
The Clan have a checkered history they refuse to speak of to outsiders, as they originally refused to bow to another Clan, which resulted in them claiming half of Kezak province as their own. Only when the humans of Queestra landed begging for dwarven aid, and the following war began, did the dwarves of Clan Black-Steel agree to a temporary armistice so they could fight the invaders following the Queestran’s as a joint entity. After the war was over, the dwarves of Clan Black-Steel realised that, despite their superior skills in battle, they would have been killed without the rest of the dwarven Clans and, as such, dropped all claim to their own lands. Since then, they have been integral in aiding the military training of the joint dwarven and human nation.
Home Nation: Kerin-Curan, Kazel Province, city of Kazel/Barrack Town
Age: 90 Cycles (Years)
Description: Glaïmbar is of average height for a dwarf of Kerin-Curan, and stands at 4'8". He is muscle-bound and thickset, with broad shoulders. He definitely looks the part of the dwarven warrior, and has a thick, full black beard which reaches his beard, intricately plaited with rings and gems entwined within it. His face seems to be perpetually set with a stern look, a look of determination, and is set with eyes which seem to move between dark brown and light caramel in colour, depending upon the light. Glaïmbar has numerous scars across his body, and rough, calloused hands, but the most distinctive one is across his chest - not seen by many - a scar from his left collar bone to his right hip, thick and knotted across his abdomen. He also has a number of tattoos on both arms, his chest and his back, all intricate dwarven designs, which include numerous repetitions of Goimiil's rune, as well as his clan rune and dragon-esque designs.
Glaïmbar's chainmail is made of black metal rings, well made but not overly distinctive, and his chestplate is bright silver, with his clan emblem - a crossed hammer and axe - emblazoned on the breast in gold. His greaves and vambraces, both of the same metal as his chestplate, are the same colour, only completely plain.
His boots are made of tough, black leather reinforced with illium plates over the toe. The cloak he wears is made of thick bear fur, from the creatures which roam the forests and plains of Kerin-Curan, with ties made of simple black leather with complex silver fasteners, which lock together to form the rune of Goimiil, dwarven god of warfare and combat.
Glaïmbar has been described as ‘unstable’, and can - at times - lose the fight to keep his ‘inner furnace’ in check, losing his temper and can start a fight with near anyone, but when he has vented his inexplicable fury, the dwarf can be as likeable as anyone else. In short, he can go from laughing, cheerful companion to berserk maniac in a matter of minutes - sometimes even seconds. As with any dwarf, Glaïmbar will be loyal to those who deserve it, but if they cross him they will earn his emnity, and will have to work hard to prove themselves to him once more ... It has been proven more than once that a stout dwarvish ale is a good way to go about making reparations, though.
Sky-Talon - Mechanical Hawk
In a fit of divine inspiration three years after leaving Kerin-Curan, Glaïmbar returned to the island nation for a season, and created a unique 'weapon'. The design was so intricate and the parts necessarily minuscule that he had to rework nearly all of them until they were perfect. The current Snorri Snorrisson himself, an Engineer Guild-Lord and one of the most fabled inventors in Kerin-Curan's history, was astonished at Glaïmbar's creation, and was unable to recreate it.
This weapon is of amazing design; a mechanical hawk made of illium, a silver underside, black topside and ruby eyes. Both eyes have the rune of Goimiil painstakingly inscribed on them, and they appear to be lit by a deep, fiery intelligence which Glaïmbar insists vehemently is the spirit of his chosen god. Runes of flight and endurance adorn each wind, and the mechanical creation's beak, sharp as a razor, has a diamond coating, as do its talons, which had been created prior to his return to the country by a master terramancer to Glaïmbar’s exacting standards; even the slightest fault with the measurements and the dwarf would have demanded them to be redone. The Hawk is capable of carrying messages more securely than real avians, being difficult to hit due to it's speed. Most of the time, the Hawk will follow it's creator from a distance, stay with his ship, the Sea Cleaver, or just hover overhead, but in times of extreme danger it will swoop down and peck out eyes or claw at hands in an effort to get foes to to drop the weapons they wield, answering only to Glaïmbar's piercing whistle.
The Mechanical Hawk has been approved by Septok prior to posting, with conditions applied
Loadout: Weapons:- Two-handed axe, one hand-axe and one hammer (together known as the Kinship of Death), Sky-Talon/Mechanical Bird Armour:- Chainmail, chestplate, pauldrons, vambraces, greaves Other:- Water pouch, cloak, Book of Goimiil, gold pouch
Can also use - Crossbow, shield, plate/articulated armour when necessary/available
Background: Glaïmbar, as the oldest son of Lord-General Bokkad Falisson, was born and brought up within the confines of the High Keep and Palace of Kazel, close since childhood with the children of King Gandogar, although Farin - heir to the throne - often considered Glaïmbar beneath him. His father's suite tended to be spartan, with few luxuries, but what he did have was of the best dwarven construction. All he had in abundance were weapons and armour.
As soon as he was born, an axe was pressed into the dwarf’s hand, and as soon as he was old enough, Bokkad ensured his son undertook rigorous physical training, in addition to his other instruction. He showed promise as soon as he took up weapons and armour, naturally skilled with both axe and hammer, as well as having the rare gift amongst dwarves of having a natural propensity for riding the sturdy hill-ponies of the kingdom, and even horses once he was mounted. At the age of twenty cycles, he moved to Barrack Town, where he undertook instruction from some of the kingdom's finest warriors and the few dwarves who rode into battle, and also trained with units of heavy infantry. The Lord-General’s son was also found to have the natural skill to use a crossbow, but he never favoured ranged warfare, much preferring to close with the enemy in hand-to-hand combat. When he came of age, at twenty five cycles (years) he immediately joined Kerin-Curan's heavy infantry, and within three years had become a lieutenant, and a further five years later Glaïmbar had been promoted to Captain, much to the chagrin of some of his older subordinates, but he proved that he deserved the position, effortlessly leading defences against pirate and bandit raids without number.
As soon as Glaïmbar turned fifty cycles (years), he applied for the Guard, the elite soldiers who are tasked with the protection of the royal Clan, and is known to be extremely difficult to earn entrance to. He bested many of the most elite members of the Guard in combat, but was deemed too unstable to safely guard the Clan, as he was often prone to dash into a fight offensively and leave the person he was meant to be protecting undefended.
Shamed, he sought sanctuary in Barrack Town, the place he had come to accept as his home, and dove into his training wholeheartedly. He spent days in the Training Fields, trying to fight his shame by fighting others. It was during one of these intense sessions that he realised he had gained a level of tranquility he hadn't felt for years, almost as if Goimiil himself had related plans for his future to Glaïmbar. Within days, he had forged himself a new two-handed axe set with rubies, and packed the meagre possessions he had determined to take with him, and gathered the wealth he could easily claim. From the King's own shipyards in Kazel he purchased an ironclad vessel and hired a crew.
Since then, Glaïmbar has excelled as a leader on his own ship, and travelled Kolnur in the search for his fate. He feels it is obvious that Goimiil means for him to do something important, or die trying, but the dwarf has yet to figure it out. Only once has he returned to the land of his birth, three cycles (years) after he left, when he once more had a fit of inspiration from Goimiil; the result of a season spent in port was the mechanical hawk he dubbed Sky-Talon, a unique creation. It seems a miracle he had the skill to create it, due to his clumsiness in near all but fighting and shooting.
On his travels throughout the continent, Glaïmbar has gathered numerous scars, new tricks and fighting techniques from creeds and cultures around the lands, kingdoms and countries, but feels he is still destined for more, and dearly hopes he is, to show those in Kerin-Curan that they were wrong to reject him. He is now a deadly weapon in dwarven form.
Glaimbar Bokkadsson, The Steel-Arm, is accepted. I look forward to seeing where and when you go mental - I was waiting for someone to choose Psychotic. I was also going to ask a question, but I've forgotten it. I might remember it sometime, but I'll probably completely forget it.
Description: Subetai Barkak stands 5' 8" with an olive complexion and short cut hair. He is well built, the product of his youth spent apprenticing as a blacksmith. Whereas most would think a man of his background would be a lumbering brute, Subetai is light on his feet and quick witted
Loadout: Leather grieves and vambraces, banded cuirass, hood, short sword, dagger enchanted to glow when pointed north, recurve bow, quiver, arrows, lock picking tools, vial of poison, spring loaded dart projector in his left vambrace, rucksack with provisions for three days, bedroll
Background: Subetai Barkak was born under a full moon in the shadows of Mount Kogan. His father was a fletcher and his mother a seamstress, both of low birth but strong stock. Raised in the streets of Kogan-Sul, Subetai learned the skill of the bow and arrow early in his life. When he was of age, he was sent to apprentice under the tutelage of the famed Dwarven smiths of Kogan-Sul, where he learned to craft arms and armor for the Great Khan's horde.
Upon becoming a journeyman, Subetai took up work at various smithies around Kogan-sul, never feeling at ease within the city walls. To pass the time he would design and build contraptions and practice disassembling and assembling locks. Eventually, he used his aptitude as a lockpick to turn extra coin for some less than savory types and picking the locks of stolen chests eventually led to running jobs in the higher end district of the city. The money was good, but the adrenaline rush he got from breaking into some high and mighty lord's mansion, and more importantly, getting away with it, was even better. All good things must come to end, as they say, and eventually Subetai was knicked by the authorities.
(The story is quite funny, as he and his comrades had bragged to the wrong men in the wrong tavern over ten too many flagons of ale. The fight, and eventual flight to capture, was half comedy half chaos.)
In the courthouse, Subetai was given a choice: serve in the horde or lose his right hand. Being a pragmatic fellow, Subetai took the conscription over mutilation, and was soon serving in the vanguard of the Great Horde. Whereas pilfering gold and jewels was fun, going into battle was a different kind of rush. Demonstrating his prowess in several battles, Subetai was reassigned to a scout unit, ranging far afield, silently collecting information for the Great Khan's war council. Whether it was fate, or the fact that his conscription papers had mysteriously been destroyed in a fire, was neither here nor there.
At present, Subetai found himself aboard a rickety vessel undersail towards the mysterious land of Megant. Testing his latest contraption, a spring loaded dart shooter, well hidden under his left vambrace, Subetai laughed with delight as the projectile impaled a scurrying rat that was attempting to steal his ration of hardtack. His mission was simply to observe the happenings of some meeting, noting who was there and what was said. Scut work, but somebody had to do it, glory to the horde and all that nonsense.
Sitting near a porthole, Subetai was privy to the conversation of two deckhands, who spoke of the meeting. "Aye, they say it's about the Gemstone Cavern" stammered one of the men. "Hah, you've had too much to drink mate. That's a fairy tale and a fool's errand. It's just a cargo run." Subetai laughed to himself, picking his fingernails with his dagger, Pointer, which he had managed to enchant so that it glowed when pointed north. The glow had something to do with aligning the blade to due north whilst white hot, under a lunar eclipse, or so he had learned from a book found in the library of a very rich man whose money he was stealing. Regardless, Subetai chalked the deckhand's conversation up to grog-induced babble. To think, the fabled Gemstone Cavern, which held what everyman most desires. If he could find out the location... Subetai tried to banish the thought, though his inner thief's curiosity was piqued. Closing his eyes, the man attempted to sleep. There was work to be done on the morrow.
Mental Traits- Codebreaker
Physical Traits-Float Like a Butterfly, Sting Like a Bee, Sneaky Sneaky
Combat Traits-Bladesman, Backstab, Flurry, Horseman
Shooting Traits-Eagle Eye, Sharpshooter, Sniper Assassin, Paralysing Shot, Poisoned Arrows, Faster, now!
Technology Traits- -Forger, Inventor
Crossovers -Enchanter, Fearless
Originally Posted by Marshal Ragnar
NAME: Marcus Flavius Octavian
Mental - Determined, Linguist, Code Breaker, Recaller, Gift of Gab, Physician
Physical - Tank, Hercules, Insulator
Combat - Shield Wall, Armored Marauder, Decapitator
Crossover - Fearless
Shooting - Eagle Eye
Technology - Master of Artillery
Marcus Flavius Octavian is accepted. Nice story and a nice character. Just in case you've missed it, you can still take 3 more traits.
Thanks, I added 3 more
Check out my Angels of Retribution fluff!! All c&c is welcome
Name: Barog-Shal Race: Orc Age: 31 Home nation: Wilderness – Sea Pirates
There are two ways and two rules for joining this pirate crew. Two ways, be born into the crew, or to prove yourself in combat. The former is much easier. If you try the latter, you’re never expected to win. Surviving is enough. This crew has been sailing the seas for longer than even Elves can remember, and have mastered the art of sea battle in the Maiden of Fire, laying waste to any keepers of law or unlucky trading vessels to appear on their horizon. As for the two rules: You have to be tough, and you have to stay for life. Description: He’s the captain of the ship. He is loyal to his crew and even more loyal to his ship. He’s strong, tough and (surprisingly for an Orc) quite smart, performing nautical manoeuvres most aren’t capable of, and shrugging off blows from war hammers like they’re bee stings, carving a slow but steady swathe through enemy ranks. He’s not invincible though. Whilst he almost seems like the perfect warrior, he’s mentally disturbed, sometimes bashing in skulls with his fists for fun, and sometimes simply snapping the necks of his unfortunate victims. He’s never been seen out of his steel plate armour, helmet and all, even when sleeping, and the one person who did was thrown to the sharks. His armour is made of flawless alloy that shines bright in the sun, melded together so tight even he couldn't rip it apart. His helmet is made of a vertical edge down the middle, with the two sides extending over the hinges of the visor with a wing pattern engraved to create a visor with two minuscule holes in it, and the rest of the helmet is a plain sphere which covers his entire head, and leading down from that is a layer of thick chainmail to cover his neck, leading onto a simple one piece chestplate, with large pauldrons covering his forearms, connected to large gauntlets, which are much thicker than the rest of the armour, that have large spikes on the knuckles. His legs are covered in an under layer of chainmail, covered by lots of steel plates, which slows his movement but he can still move. Loadout: He always wears his steel plate armour, that no-one has ever even seen to be dented (doesn’t mean a very large weapon won’t wind him, his armour just doesn’t break), and his weapons are his gauntlets, often punching men to death, but sometimes using the sharpened points on his knuckles to stab kinks in very tough armour. All he’s ever seen with other than that is a strange, glowing purple potion given to him by a rogue trader, who said only ‘This potion goes with the way of fortune, you see, for it brings you great help, vanquishing the foe you can’t beat or healing your fatal wound, but it could also curse you, making that enemy stronger or poisoning your wound. And keep in mind, you can only throw it, once!’ Background: Barog-Shal was born on the Maiden of Fire during a battle, so it’s no wonder he became the warrior he is now. His father was killed during the fighting, but his mother survived, though she was in such an ill state that the ship had to stay in port for two months while she, and other wounded pirates, recuperated. As a baby, he was too weak and sickly to be with the crew because they lacked medical supplies - so he was left with a trusted group of bandits for the first four years of his life, where his battling skills immediately began to show, hunting many small creatures with his bare hands. Once he reached the age of four, his mother returned with the crew to retrieve him, and he sailed with the ship for twelve more years, beginning to prove his supernatural strength and toughness by beating senior crew with his bare hands, and withstanding conditions that would have killed other men with barley a shiver or drop of sweat.
Aged 16, he fell overboard, and washed up on an area of secluded shore that he has never yet found again, home to friendly, intelligent men. They took him in, and Barog-Shal, after eventually calming down, realised that he would have to live with these men if he was going to find his crew again. He stayed with the men for two years, and he received an education lots of families could scarcely afford, but once he’d learnt everything from them, he set out in search of a ship to sail home in.
At first, his small boat and crew had no news of the pirates, but eventually, survivor accounts began appearing, and then wreckages, and eventually Barog-Shal created a trail to follow, and after many days of long sailing, found The Maiden of Fire again, and jumped aboard, hoping to be met with open arms. Most of the crew did, but some were convinced of necromancy or trickery, but a few beers and fistfights soon proved otherwise.
By this point, he was a full member of the crew, and therefore needed armour. When the crew docked at a far off area, they met a smith, who they entrusted to teach Barog-Shal the art of smithing, for all crew had to supply their own armour, and teach him he did, as that was the man who taught him ancient smithing techniques, and in the end Barog-Shal created his nearly invincible armour under his supervision, which would have suited the heroes you hear about in story and legend.
As a rite of passage, he had to murder a particularly rich man and pilfer his gold, or slay a beast, and he chose to slay a beast. He was gone for so many weeks the crew were beginning to worry, but eventually he came back with the great beast’s head in his hands. However, he rarely spoke, and from then never removed his armour. He refused to tell anyone what happened on his journey, but it was clear something had changed during his quest.
He spent six years learning the ways of the seas from the last captain, an ogre called Shimrod who knew that he was going to die very soon, was grooming Barog-Shal to become the next captain, realising that with Barog-Shal’s education and the accumulated knowledge of previous captains, Shimrod could make Barog-Shal the most feared pirate of the wide seas. He was right in the end, as not long after Barog-Shal turned 22, Shimrod was killed during a major attack on the pirates. This fleet of ships would have ruined the pirates, but Barog-Shal leapt into action, pulling off a manoeuvre with his ship that few have ever even attempted in fear of destruction, getting behind the ships and destroying most of them, before boarding the rest and slaughtering the crews in his rage at the death of Shimrod, who had become a second father to him. No one questioned his right to be captain after that incident.
He’s been sailing and adventuring ever since, never letting his crew down, and eventually coming to be feared by the senior sailors, able to be called one of the most fearsome warriors in Kolnur.
After one particular raid, he was pilfering the captain’s quarters, and found an interesting letter, which said little of use besides this: We carry this fool aboard our ship in hopes of finding a fairy tale: the Gemstone cavern, a fantastical cave that grants the man who enters his deepest desire. With one, shiny, metallic thought in his head, he set course for Megant. Perks:
• Linguist (He’s well educated and has travelled far and wide)
• Bladesman (Free racial trait)
• Armoured marauder
• Shield wall
• Decapitator (That’s right, with his fists)
• Explosives expert
• Master of artillery
• Forger (All of his gear except the potion is self-made)
- Sea mage
• Seer (Why do you think he’s insane?)
• Psychotic (Minus 1 for negative trait)
Chapter Master Kain Arqua of the Lifekeeper Marines
Archon Soulripper of the Kabal of the Burning Star
Vampire Lord Leroy Blödmann of the Blödmann Vampire cult
Last edited by Burning Star; 05-23-13 at 07:01 PM.
Reason: Needed improvement