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Hex Pendable

PLAYED BY: David Brunes

CHARACTER NAME: Hex Pendable

GENDER: Male

PREFERRED PRONOUN(S): He/Him

CLASS: Warrior

AGE: 28

RACE: Human

HAIR: Brown

EYES: Blue

OCCUPATION: Mercenary/Guard, now dragged into a “divine militia”/cult.

KNOWN SKILLS: Surviving in an urban environment, beating people, fighting, murder, sleeping, drinking

BIRTHPLACE: Small Vandergonian town now long since destroyed, too young to know what town that was.

APPEARANCE: Rough, stoic, usually looks like they just rolled out of bed and are annoyed by your presence.

NOTABLE TRAITS: Usually tired, covered in armor, and either looking for food and drink or consuming said food and drink

RELATIONSHIPS: Currently a member of the Blades of Sol, convinced to join by his other ragamuffin friends who have either gotten much more involved, left, or died at this point.

RUMORS: They seem to just go with the flow, not really fighting decisions or making major decisions for themself. They have a rigid exterior, but internally just want a good meal and a nap.
Not much is known about them because they tend to not do much. No one has broken them out of their shell, whether or not anyone has even tried yet.
They don’t even seem to want to be a Blades of Sol member, but they seem to not want to be convinced otherwise. Last person who tried was met with the usual hostility.

BIO / BACKGROUND HISTORY:
Born in a town now lost to the hordes of undead and cultists to parents that died off long enough ago to be forgotten, this wholly unremarkable man is a living epitome of indifference and unwillingness to change. They stuck with the same friend group growing up, at least the ones that survived, and made their way doing what the rest of the world did. They ran through alleys as a kid, stealing here and there. They got in their fair amount of scraps with other street dwellers, occasionally needing to make use of sticks or rocks to get their point across or make their escape.
Always longing for the simple life, Hex’s wishes never are met as they are constantly asked to do this or that. Hoping that one day they would either land a comfortable spot being a guard in a town with no problems so that they could keep watch on something too important to be messed with and enjoy their off time drinking, or they would meet a voluptuous and well connected woman who would take care of them so that they never needed to work a day in their life.

Instead of living either dream, Hex’s friends found a Celestine Syndar. Thinking they could easily make some money following around someone who reeked of being special in some form, they followed as “guards”. Time went on, and despite their otherwise ill intentions, they ended up becoming guards for this celestine. What became a way of getting free food and drink became an actual job, and one surrounded by interesting company at that. From doting ulven wanting to keep a naive syndar safe to groups of Solar worshipers thinking this Celestine was a gift, Hex and his group ended up mingling and mixing in. Hex himself tended to only speak with his direct friends, but never turned down a free drink when offered to him.
But as time went on, one specific day had changed everything drastically. The land continued to be at its own throat with bandits, mordok, and tense political problems. The group of travelers were as crestfallen as the rest of the realm in the midst of the winter season. With complaints heavy in the air, one of the tavern patrons posed the question to the celestine “Are you going to unite everyone under a banner to vanquish the darkness?” Hex himself rolled his eyes and continued drinking his ale, but then he heard everyone beginning to rally with the celestine. Apparently the shiny guy had said the right thing, and the tavern atmosphere began buzzing with excitement and standing. Hex, not knowing what was going on, stood up with his friends still eating his loaf of bread and accidentally joining The Blades of Sol.
Many months have passed since his joining. He was given a sword, heavier armor, formal sword training, a sufficient amount of food and booze complimented by moral raising parties, and has been more or less been kept content with his new life within the Blades. While his friends roamed, departed, died, or found themselves deeper within the Blades, Hex continued his life of being a fighter and simple guard. Occasionally being asked to do a task here or there that he has not been a fan of, primarily a dangerous mission to fight bandits or something worse, he does his job with the normal amount of grumbles you’d receive asking a tired farmer to stand up after a long day’s work.
An unremarkable, unwavering, and otherwise standard human who hasn’t had anything special happen to them has been dragged into a group claiming to want to save the world. Whether he knows what he’s in for or not, this man’s adventure has already started. Either becoming a legend or becoming another funeral pyre, only time will tell.

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Theodore Abbotson

PLAYED BY: Matt Thomas

CHARACTER NAME: Theodore (Theo) Abbotson

GENDER: Male

CLASS: Rogue

AGE: Middle aged, 30ish

RACE: Human

HAIR: Blonde

EYES: Hazel

OCCUPATION: Merc for hire

KNOWN SKILLS: Waylay (0xp), Sap (1xp), Dual Wielding (2xp), Improved Dual Wielding (3xp), Break Away (4xp), Appraise (5xp), Armor Proficiency (6xp)

BIRTHPLACE: Vandregon ~ Ritchcrag descendent

APPEARANCE: Tall, medium build, tends to wear masquerade masks or mempo’s.

NOTABLE TRAITS: Very good at doing whatever is asked of him

RELATIONSHIPS: Seems often found around people that need jobs doing at high prices

RUMORS: Supposedly killed a charging bull while walking across a field. Sticks to dark places. Enjoys camouflaging himself to train spying and subterfuge skills.

BIO / BACKGROUND HISTORY:
Growing up in the region of Vandregon, life was fairly peculiar for the young lad. This land was not the one his family had moved from where heroes were great and well respected. His parents drilled it into him at a young age that elders were shown the utmost courtesy and respect, especially to the individuals that wore fancy shirts, dresses, and hats above all. His father explained that they weren’t just a show of their stature in society, it meant they were efficient fighters, wearing the wealth of those slain by their blades. At first the young boy wanted to ask if it was to show off that they could embark on battles and return without a scratch, but he didn’t want to get snide less his father beat him for it. He came to realize while young what his parents meant by showing their superiors respect. His father would tell stories about how the nobles in Valinate would do horrible deeds to those whom offended them in, at least in Vandregon, seemed like water off a ducks back.

When the Penitent came surging into the lands of Vandregon, Theodore’s parents were a bit hasty to head for a new land discovered over seas. For his parents had been lucky to escape the town of Valinate on a vessel taking those who fled the Penitent away to safer lands. Safer, that is, for a time. Eventually many escaped the relentless undead horde for the safer lands of Mardrun that were rumored from sailors that had returned from over sea’s. Nobody knows if any defenders of Faedrun were left at all.

As the Abbotson’s, and many others, left Faedrun to the Penitent. It seemed like many weeks had passed before Mardrun’s shorelines came into sight, the yell from the crows nest of “LAND HO!!!” rung out loud and clear. During their voyage they came across a few other ships, all with the same destination in mind. Safety. For even though they might have left meager possessions behind, or everything they lived off of in wealth, everyone here was having a fresh start. Having Tailors for parents, to Theodore, seemed like a well respected job here in the new country. People were always needing holes patched and those that managed to acquire wealth quickly seemed to come in for well respectable attire to wear to business ventures and banquets with others.

Eventually in his twenties the burning of Richtcrag’s fighting desire took over the young man. He’d often take earnings from delivering his parents’ clothing, to the local tavern’s to see how many fights he might get himself into. As he grew more and more competent through his fighting, he’d begin to place bets with his chosen opponent of the evening for possessions. Theo would often wager big on the families well trained donkeys they’d purchased with which to haul fabrics to the shop, against someone’s sword, knowing fully well that the drunken arse was thinking they’d win two donkeys easily for such a meager thing as a sword. In this manner, Theodore came to stockpile weapons and various pieces of armor until he had himself quite the adventurer’s gear.

He’d often head out on long excursions to the various cities of Newhope, Silver’s Crossing, New Aldoria, to the great north and fight besides the warriors of the great Shield of Mardrun. He found fighting mordok quite amusing, especially when they’d go into a blood rage and chase him until they fell over dead. It was around this time that he practiced using the stealthy, dirty fighting tactics he heard about from his father at an event called The Masquerade. Masked individuals who’s only forms of identity were the colors of their masks, darting among shadows and slitting throats. He never got to know just how good they were at their chosen profession, but it didn’t stop him from trying to reach that same threshold.

A few years later and Theodore returned home to see his parents’ shop as successful as ever. The place had grown considerably as they bought new looms and hired a few more employees since, for all they knew, their son might have been slain somewhere. While at home he informed his parents of his deeds for the last few years and all the sight’s he’s seen. Of Mordok and the Dirge swamp, of how brutal and, quite frankly, terrifying they were face to face. Much more viscous fighters than drunken sods at a tavern. He told them of how they would enter a rage before death and he’d lead them off on a chase to keep it as far from his allies on the line before making it back to assist where he could once again. And he’d tell them the stories he’d hear from the Ulven fighters about there heroes and the bravery of their fighters and other seasoned warriors.

Now he’s off doing his own devices again. One can’t help but wonder…what stories will he come back with this time?

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Lyr Burnt-Hollow – [Renowned]

Character: Lyr Burnt-Hollow

Played By: Kelly Guthrie

Race: Ulven

Content Warning: Assault

 

 

 

Lyr watched quietly, hidden behind the curtain as her mother struggled to hold off the Mordok that entered the caravan. She listened to the clashing of swords and dying wails outside. Another Mordok entered in through the door behind Mother. Her attention was still held by the Mordok before her, she did not expect it when the dagger was plunged down into the back of her neck. Mother became very still, her arms dropped from a defensive position, down to her sides; she released her weapon dropping it to the floor. She fell to her knees with a thud. Mother looked over at Lyr with no emotion and let out a gurgled cough, blood spattering the curtain. The Mordok who had stabbed her pulled his dagger from her neck, blood now flowing generously from the wound and she collapsed fully onto the floor. Lyr began to cry. Mother was dead.

Lyr reached past the curtain and tried to touch the hand of the Mordok as he was now looting her mother’s body. Not missing a beat he grabbed Lyr’s wrist and pulled her towards him. HARD. There was a “Clang,” and he suddenly felt resistance to his pull. The Mordok still holding onto her arm brushed the curtain aside to reveal a small, refuse covered Ulvin child with her face pressed against the small cage at the back of the caravan. With tears streaming down her face Lyr looked up to meet his eyes, and in almost a whisper she said “Thank you.”

Lyr had cuts and bruises all over her, along with being covered in what one could only assume was her own filth. Even while in pain from being held firmly against the bars of the cage, Lyr smiled. Whether it was death by this Mordok’s blade or being left here to starve to death. Lyr was free. Free of her cruel mother. There would be no more beatings, lashes or constant degrading. No more riddles, mind games and punishments. “Thank you.” she said again. He dropped her hand and turned towards the other Mordok still standing there.

A weight had lifted from Lyr. It felt good watching mother die, seeing the light fade from her eyes. Knowing mother would never have the satisfaction of killing Lyr herself. Mother would often monologue to Lyr about all the different awful ways she could kill her. Lyr was not afraid of death, in fact she had wished for it for so long.

Suddenly Lyr burst into laughter. “It’s Over.” she sobbed. Malnourished and exhausted from all the excitement Lyr blacked out to the sight of the Mordok reaching for the cage and the sound of the cage door opening.

Lyr woke up later, night had come and she could hear the Mordok and the crackling of a fire not far behind her. She was alive. But why? She wondered as she slowly opened her eyes and turned her head to see at least 14 Mordok around a blazing fire, they were cooking some kind of meat. They didn’t seem to notice Lyr moving or watching. She did not understand them so she didn’t care to listen. Her stomach growled, that food smelled so good. She scanned the area for any food that was unattended that she could grab and take off with. She saw a pile of bones not 5 feet from her, it was doable. She jumped up and bolted for them scooped up as much as she could in one swoop and turned to flee into the woods. A few of the Mordok stood up but a particularly large one yelled as if barking an order. And they sat back down and watched as Lyr stumbled into the surrounding woods with arms full of bones, tiny bits of meat still clinging on. What a feast! she thought as she ran. She heard the large Mordok yell something after her, but she didn’t understand so she didn’t bother turning to face him.

Lyr ran into the woods, and when she realized she was not being followed, sat down under a large Oak Tree, and watched as fire flies illuminated the tree from beneath. This was the most beautiful thing Lyr had ever seen. “I’m glad I lived to see this. It’s like Magic. A Glowing Oak.”

The next morning Lyr looked over the bones she had gnawed at all night and in the light of day realized what they were, but now after everything she had been through; she didn’t even care. Her belly was full and they tasted good.

Lyr followed the Mordok who freed her from her mother (most likely unintentionally) since that previous night, skulking around and watching them hunt and kill. She made sure to never get too close, but she watched and learned quite a lot from them. They always seemed to know when she was close, and some of them would taunt her by hanging food just out of reach as if it was some sort of game. When she would come too close they would start shooting the ground around her feet to chase her off. However, the larger Mordok always seemed to bark something at those who played with her and they would sulk off as if they were scolded, leaving the Large one to chase her off repeatedly. Other than that, they all acted as if Lyr didn’t exist as long as she stayed her distance. She was fine with that though, Lyr liked watching them.
After about a week though Lyr became desperate for anything to eat. She waited until after dark and they all seemed to be asleep. Lyr stealthily slithered into their camp up to the campfire. She reached out to take a small chunk of meat so as to not be too noticeable, but one of the Mordok found her, took up a bone with some meat on it, and began the game with her once again. It only lasted about five minutes before the large Mordok thundered in, throwing the smaller one in a fit of rage to the ground. It then turned its bloodshot eyes upon Lyr and began to draw a bow with arrows. It didn’t take long for Lyr to recognize this Mordok was not wanting to play, but was going to kill her if she didn’t run. She dug her bare feet into the dirt and ran into the woods, darting between the trees.
“Choďte týmto spôsobom! Nevracajte sa! Nebudete znova ušetrení! Beh!” were the words roared behind her. She looked back to only see an arrow landing in the tree directly next to her. “BEH!” the large Mordok boomed. With that Lyr left to come upon a small town, if you could call it that. But there were people and FOOD.

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Kasim-Kara

CHARACTER NAME:  Kasim-Kara
PLAYED BY: Jake Segor
RACE: Half Syndar (human traits) age 52
OCCUPATION: Drifter/Bard
CLASS: Cleric

He stands upon the mound of dirt he dug up, looking down at the figure resembling a corpse below him. The hardest part was laying out all of the pieces in the hole, he found the act of making the grave almost cathartic. Tilting his head up he looks upon the grey sky hoping that it would rain, it would feel right if it did but maybe it’s more poetic that it hasn’t. Inhaling, he picks the shovel back up and throws the first scoop of dirt over it’s chest. While he shovels he takes time to give a silent obituary, recounting what brought him here upon this hill.

Long as his memory serves, he lived among the monastery. He never knew his parents, all he had been told was that his mother was a syndar and his father was not. They left him with his name and that was all. Growing up in Saresh as an orphan wouldn’t have made for a promising start to life, looking back on it he wonders how his life would have differed if he wasn’t brought in by the monastery. It was a warm place. He was brought up among the teachings of Mahsai and only knew how to believe, no matter what it was in.

The monastery offered a place for him to grow spiritually, with some help he quickly became adept at channeling divine energies. He could feel the warmth of the gods flow through him and took a great passion in growing as a conduit for their magic. His learning was not limited just to that though, as he grew he learned a great many things stretching from the basics of commerce to mending wounds. He learned to play music and appreciate art. Of all the things he learned, one thing he found particularly satisfying was sword play. The heft of a large sword in his hands felt like a calling. His talents shown and he began to dream of a day where he could learn the sacred ways of the paladin. All of his life he had known of the threat of the undead holding siege to his lands. He had seen clerics and warriors of the Ma’kar Dominion and Vandergon travel through Saresh on their way to fight, and heard of how many would not return. He would make his goal to put an end to the rising dead with his own hands.

When he came into young adulthood he found his way to the battlefield. He had not yet risen highly in rank but he held confident in his skill not only with a sword but with divine powers as well. His unit was a young group, many of them were individuals of other monasteries, some that he even called peers. The confidence that they had held then, he now recognizes was arrogance. They pushed their way against lines of undead, dropping many of them effortlessly with divine righteousness. As they were ready to call their first folly a success a second undead unit came over a hill, lead by one wielding a sword made of curved and blackened bone. They stood their ground, not ready for what was actually in store. His memories of what happened next are foggy, maybe a way of preserving his own sanity. However he can clearly remember regaining consciousness after a violent loss. Surveying the field and seeing a second May’kar unit that pushed the enemy away, but not soon enough. The majority of his unit was lost, most of the survivors had lost limbs or suffered other substantial damage. His body was gravely wounded and would take the next year to fully heal up.

The fire in his soul was not put out from that fight, if anything his will to fight was emboldened. His abilities to channel divine energy however, was weakened. It grew harder for him to call upon the gods in true earnestness. He would claim that it was due to his injuries, even believing it himself on some level, but deep down he felt resentment for his loss at that battle.

Years go by and he rejoins the battlefield, smarter and hardened. He grows to despise the undead and penitent more with each battle and lets that drive push him through to the next day. The more experience that he gains on the field trains his discipline and he learns the ways of tactics and command. Each day begins to feel like the last, pushing undead back and being pushed back upon. Then the Bishop king rose.

He was away on the front lines for some time while it happened. Word spread out about the Bishop King and he wanted nothing to do with a land full of undead. A group of like minded soldiers in his platoon made the decision to join Vandergon’s lines, it was a hard choice but he followed them. He took only what he needed, his sword and armor.

For years he continues to fight, now against what was once his own people. The first year of this endeavor was emotionally the hardest. Torn between the sadness of fighting his own, the anger that they would turn in such a way, and at the same time feeling that he was wrong to fight them. Now and again he would feel a tang of guilt, he would catch himself thinking that there had to be a good reason the May’kar would do this. He was quick to quell these thoughts, reminding himself they were his enemy. By the end of the year he numbs himself of these thoughts and just fights.

As Vandergon pushed into Saresh, he was there. Cutting down anyone he was put in front of, throwing their bodies to the side to be burned. The dry air of the desert can carry a smell quite far when there’s nothing to interfere with it, it only made the funeral pyres that much more unforgettable. He did not see the end of the campaign against the Dominion though. Two weeks into the push he took a spear to the shoulder. Later he would be told that he was lucky to still have an arm after taking such a strike. He travels south for medical attention, this was the last time he would leave the city he thought he loved.

Word travels that boats that have gone out found a new land, a land free of undead. A call is sent out for able bodies to guard caravans heading to boats off of Faedrun. Even in his injured state, he still attempts to be strong enough to guard and finds himself boarding a ship when they arrive. The seas are anything but calm but compared to the day to day horrors of a battlefield, he would have rather take the boat.

When they dock in the budding colony of Newhope he has nothing. He hears that they are looking for strong hands to fight new monsters of this land, and he wants nothing to do with them. He finds a hill near a pond, removed enough from this colony, where he builds a small camp under a willow tree. He spends the following months in solitude living off of what he can find and sorting through the remnants of thoughts he held on Faedrun. His will to fight had been extinguished, the strength he once held had left his body, and the last of his faith had been snuffed out.

He eventually attempts to rejoin society. Unable to commit himself to a trade, he travels and plays music. He had paid enough attention in his youth to know how to play most stringed instruments, but never thought it would be a lifestyle in his future. He drifts from place to place for years, living off of tips and scraps, until the settlement of Serai was founded. He rejoined his people but he never truly felt at home. If anything, the only benefit there was that people were more willing to feed one of their own without asking for much more in return. When Bos Mezar was revealed to have been handling undead, he knew Serai was no longer a safe place and returned to a life of drifting.

He still traveled with his sword and armor, its weight serving as some type of reminder of his past. As he packs it up to leave Serai, he decides that it’s no longer a weight he can carry and makes for the camp he had made when he first arrived on Mardrun. It was makeshift camp to begin with, so he was not surprised to see that after years it was not recognizable. Time and weather had worn down most of it, save for the willow tree that stood over the pond. He decided it was time to bury the life he clung to. He dug down next to that tree and laid out a grave for the armor and sword that he once donned.

The dirt is easy to pack down. He levels off the pile, ensuring that there’s no visible mound of a grave. A bead of sweat falling down his face stings as it gets in his eye and he wipes it clear. For some time he just stands and stares at his work, almost waiting for it to do something. He throws the shovel into the pond and turns to leave, looking back one final time at where he buried the boy who dreamed of being a paladin to save the world. He needs a drink.

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Hyancinthus

PLAYED BY: Ty Springer

CONTACT INFO: esprin1@saic.edu

CHARACTER NAME: Hyancinthus

GENDER: genderfluid

CLASS: Mage

AGE: 33

RACE: Syndar

OCCUPATION: fiber craftsperson for the Phoenix

KNOWN SKILLS: crochet, spinning, weaving, embroidery, archery

BIRTHPLACE: Fire Isle

APPEARANCE: long pointed ears and a mishmash of traditional May’kar clothing and more modern fashions

NOTABLE TRAITS: An outfit made of their many homemade textiles

RELATIONSHIPS: working with Finnath (Jake Segor) to get new fibers to make textiles with

BIO / BACKGROUND HISTORY: Born to the Phoenix shortly after arriving on the Fire Isle, Hyacinthus was raised with stories of the old land. Their parents were craftspeople back then, their father a woodworker and their mother a weaver. Hyacinthus was most interested in the way his mother described working with camel’s fur and showed him sketchbooks filled with intricate designs for fabric, some of which she was able to bring with her to the new world.

As she grew older, Hyacinthus picked up her parents’ trades, teaching herself to make drop spindles and looms to make textiles like her mother. With age, their desire to experiment grew. He had begun to make his own clothes and work with the goat’s wool on the island but had wanted to branch out.

Her experimentation began with the various plants on the Isle, but as she ran out of material she learned about mana weaving. They studied and observed the weavers amongst the Phoenix and translated the techniques to fiber weaving, melding the skills. But even mana weaving let him wanting more.

It was when she had heard of Finnath’s rabbit farm that she felt that feeling of excitement. Hyacinthus dropped by his tent to collect some fur which, to their surprise, spun beautifully. While there, Hyacinthus had heard stories about the new continent north of his island home. Tales of diverse merchants and swamp camels piqued their curiosity and filled them with a desire to see outside their now seemingly tiny island. With the motivation of exploration and discovery, she’s decided to explore Mardrun to find more materials to make her art.

SKILLS:

Trade Skill Weaver

Arcane

Improved Arcane

Trade Skill Merchant

Greater Arcane

Meditation

Ranged

Two Handed

Mana Reserves

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Rowan son of Brom

Player Name: Joe Hamblin
Name: Rowan son of Brom “Battle-Born”
Gender: Male
Race: Human
Class: Warrior
Occupation: Mercenary
Skills​: Armor Proficiency, Improved Armor Proficiency,
Thrusting Weapons
Character traits​: Enjoys drinking, gambling, war, and luxurious living. Spends money quickly to enjoy the moment rather than the future. Slight prejudice against Ulven since the Ulven Civil War. Worships the Elder deities of Richtcrag.

History​:
Rowan was born to Brom “Battle-Born” and Helena in the year 236 in a small village on the mountainous border between Richtcraig and Aldoria during their flight from Richtcrag in its fall.
Brom “Battle-Born” served as a Battle-Rager in the Broken Blade Union. Helena accompanied Brom as a camp follower – Shortly after birth, Brom “Battle-Born” and Helena fled to Aldoria to escape the Penitent and the undead as they laid waste to Richtcraig.

Once across the mountains and safely in Aldoria, Brom and Helena roam the countryside, raising Rowan to the best of their abilities. Thankfully, their life out in the wilderness is a brief one as Brom hears rumor of his company further south. The quickly made haste and rejoined the company, resuming their previous rolls.

Once Rowan was old enough, Brom started training him in the ways of both spear fighting and swordplay. Making sure that the child drilled daily and trained at every opportunity. While this went on, the camp lifestyle slowly became part of Rowan’s identity: drinking, enjoying finer things, and gambling. While he may have been too young to join in on such things, it was the aesthetic that sold him on the idea of this is how a mercenary should be.

However, life like this eventually ended in a cruel and abrupt manner. One day while training with his father, Rowan heard the screams and then saw people feeling as the Penitent started to attack the camp. Brom and many others from the company grabbed arms and armor and stormed to chase off the raiders, leaving Rowan behind. When the Penitent was driven off, among those that were found dead was Helena. To this day the image of her body being burned on the pyre is seared into Rowan’s mind, along with that feeling of loss.

From then on, Rowan worked as a squire for the company and trained daily. This was his routine for years. However, one day the company commander came back with a grim look in his eyes. The Broken Blade Union, a mercenary Union headed by the Broken Blade Company was disbanded by majority vote. The Commander states he is confident that they will be able to survive without the safety net that the Union provided, but will understand if others wished to split from the company. Brom “Battle-Born” was one of the few that decided to go on out on their own, taking Rowan with him. It was some time, but eventually they made it to the capital city of Aldoria and began to take up work for caravans and guarding minor nobles.

That life was what Rowan then knew for four years, living and enjoying the lifestyle along with this father. Then one day the blood red banner of a silver hand grasping a broken sword entered the main gates, followed by around two-hundred-forty-eight hardened Íoclaochra of the Broken Blade Company itself. Both Brom and Rowan watched from the crowd as the lines of pikes, great swords, shields, and countless other weapons came into the city, making its way towards the Royal Palace of the King of Aldoria. Brom then told Rowan to stay home, and came back late that night that he was able to get both Rowan himself passage to the new world on one of the boats leaving in the next two days.
However, on the second day at evening, the Army of the Undead marched upon the gates of the city of Aldoria, just as Rowan was boarding the boat. When he turned around the wooden plank was raised and his father was on the other side.
“In order to get you passage, I had to stay and fight with the rest of my fellow mercenaries… Good luck son! I know you will do well!” Yelled Brom “Battle-Born” as Rowan started to sail away.

Along the way with over to the land called Mardrun, a terrible storm wracked the small fleet of ships. This very storm caused Rowan’s ship to become separated from the rest, but thankfully beached right near the budding settlement of Newhope. During that time Rowan went straight to work and joined the Newhope Militia, with which he stayed a part of, even when it became a standing army during the First Contact War between the refugees and the Ulven. He stayed even longer and fought for years in the Ulven Civil War against Clan Grimward. During his time he earned many notes of commendation, and even was promoted to the rank of Sergeant within the Newhope Army. He stayed only a few years after that though, feeling the pull to go out and adventure like he once did with his company, father, and mother. So one day he turned in his paperwork stating his retirement, took what money he was owed, sold the rest of his belongings, and bought himself some new armor, weapons, camp gear, and fine wine.

He was traveling through the settlement of Davin’s Hold, slowly making his way north when he heard tell of the Broken Blade Company and its growing settlement called Balie Onoir. He quickly made sure to join with a passing caravan as a guard and slowly made his way towards Aylin’s Reach, to seek out the company that once marched through the streets of Aldoria’s capital.

When Rowan arrived in Baile Onoir he made his way into the Drunken Cardinal as he was desperately in need of some good ale. Upon entering the tavern, Rowan noticed a big red bearded man. This man was a boisterous fellow, who appeared to hold the attention of most of the tavern’s patrons. After a few stiff drinks Rowan challenged the red bearded man to a game of dice. When challenged the man appeared excited at the chance to best this cocky traveler. During the game, however, there arose a dispute over the rules. A brawl quickly ensued between the two. After getting a few hits in Rowan exclaimed,“Is that all you got ya red bearded bastard!” The man smiled and swung with a quick right hook. The force of the punch was so strong that it was like getting hit by a boulder hurled by a catapult. Rowan dropped to the ground dazed and confused. The red bearded man began to roar with mirth, then Rowan began to laugh, and then the entire tavern began to laugh. The red bearded man then reached down to help Rowan up, and stated, “That’s what we call a Broken Blade hello.”
“What a coincidence.” Rowan exclaimed, “I’m looking to join the Broken Blade’s!”
“Then you have come to the right place. I’m Volrok ‘Battle-Born’, commander of the Broken Blade Company.” said the Man. Rowan, realizing his mistake, dropped to a knee, and begged Volrok to accept his apology, and requested an opportunity to join the Company. Volrok chuckled and said,“You’re going to have to learn to fight better than that if you want to survive in my Company, but I’ll give you a shot to prove what you’re really made of.”

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Fiep

Name: Fiep

Played by: Joel Robertson

Race: Syndar (Serous)
Gender: Male
Age: 63 (269/2020)
Class: Cleric
Occupation: Barkeep, Enforcer, Taskmaster

I am a drop of water in the crashing wave, a dagger in the fortress armory, and an old page in the library; but I’m accepting of these thoughts. My purpose was never for greatness or to be a shining beacon. It was never to be written in history, and definitely not to be chosen by the gods. Known only as Fiep now I carry only my dreams and where fate lands me is where I will rest.

The fall of Faedrun was something of an experience. I can still feel my fingers shake when my memories flood back. It almost feels like another life, which I have taken to heart. I view it as if it was but a long dream; remembering my parents and pulling experiences from it, nothing more.

From the moment I stepped off that seafaring vessel I became lost. So few of our race had made the journey, or even had the chance to start it. Even over here, conflict was still a normal occurrence from the mix of panic, stress, and unknowns of the new world; so I guess we know what fate’s only consistency is. My dream experiences left me with few options for my life, most of which involved creating or solving violence. I couldn’t join the military, I’m afraid that my dreams will become reality again if that happens. Luck found me somewhere else, as one night I found myself walking the streets listening to the city sounds when I heard smashing glass and shouts from a nearby tavern. Two drunkards were attacking the barkeep for cutting them off. I’m not one to prefer violence, but I aim to protect others who do not deserve it. I blinded one of them with a flare and forced the other to the ground by targeting their knee with my walking staff. With no pause I brought the other one down in a similar manner and soon after the barkeep jumped the bar to help me keep them pinned while a patron grabbed the Newhope guards. The one thing I didn’t expect from this was a job offer, but I found myself favored to accept it.

I had to be trained in barkeeping first, but was told that he chose to hire based on the man and not the experience. I didn’t do well at learning the variety of drinks but found myself skilled at inventing my own mixes as needed. After that I was working full time with serving drinks and handling difficult customers. Sometimes I can only remember what I did in those intense moments like they were a dream, perhaps because of Faedrun. The tavern owner was the first person to call me the name “Fiep”, as I did not like using my own name. The name Fiep came from his joke about how I would fight and barkeep, nothing more. From my work I made many connections and business friends, finding myself taking on side jobs out of interest and to make some extra coin to send to my parents; these jobs often included killing rodents, guarding packages, and catering public events.

I continued this life for a few years and got pretty good at it. My name became well known in this sphere and my services were in decent demand, turning me into more of a taskmaster. This allowed me to choose a bit, so luckily no more killing rats in basements. It was at this point that I got a job from an unexpected client, a noble. This was more than I ever expected as I was ready to live out the rest of my days in simplicity. A man who owed a great debt was hiding in the city and the noble knew where he was, but wanted someone to catch him without causing commotion. Well luckily for me I knew a tavern owner in that area, so I took the job. I informed my associate of the plan and paid him a cut, which then I worked at the tavern for a couple of weeks waiting for my target. Eventually he showed up at the tavern and all it took from there was waiting for him to get drunk enough and then help him home, more specifically to the nobles home. Job done clean and quiet, walked away with payment and a pleased noble. I guess news traveled in his circle as I received more job requests from other reputable sources.

There’s an odd feeling I could never shake though. They saw me as a taskmaster but they didn’t see me as a living soul. They saw me for what I could do for them as a tool and nothing more. I’ve now realized that I found that out too late though, as repetition found me and I simply became what they thought of me. I reached my peak and would be nothing further than doing these jobs for them, with me as a living being never being in their concerns; thus ceasing to be of my own concern as well. Sometimes when you live in fog for so long you forget what clear skies look like and just accept the fog as your existence. A whole year of my life just feels empty when I look back.

I’m unsure if it’s fate, luck, or coincidence but I was pulled from the fog. I thought it was just another long term job, but this one is different. They’re not just hiring the skill but the person behind it, and it caused me to realize the fog that I was in and that I could be more than where my life had been led and treated. I think I’ll take their offer and see what happens, either way I have a lot to reflect on. I’ll be honest that I’m a bit nervous, this is my first time leaving Newhope.

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Voltaire

Played By: Casey Wharton

Voltiare is 25 year old May’kar born Cleric, though you would not guess it by his garb or manner. Voltaire carries very little of his heritage, save for some of his clothing choices. The only things he still carries from his past life are his father’s sword, his religion, as what little remains of the family shrine dedicated to Solar. Little is known about Voltaire’s past outside of what he will tell you, but his story mirrors many of those who fled the old world, having lost his family to the undead and taking flight to Mardrun at the age of only 14. When he arrived, Voltaire took to odd jobs and minor skullduggery to get by until he was hired by a priory as a menial. There, Voltaire took an interest in study, and was tutored by the priests in the ways of the divine magic. However, Voltaire was a man of action, finding far more contentment in action than study. He had been trained in the ways of the sword by his father, but not to the skill of a soldier by any means. Regardless of his limitations, Voltaire set out to make the world better in his own way, and fell in with a band of mercenaries under the command of one Kled Winthrop. Voltaire took to the work like a duck to water, learning the arts on leading men and furthering his skill with a blade. However, during a particularly nasty run in with a group of highwaymen, Voltaire was injured. His companions got him well enough to make it to a small hamlet, but had to leave him there on account of an infection that began to war over Voltaire’s then broken body. When he awoke from his stupor, he claimed prophecy and enlightenment in a fit of hysteria. It was during this episode that Voltaire met his now compatriot and leader, Elzerith.

As of now, Voltaire has taken to a martial position with the Blades of Sol. As he is one of the few members of the company with much combat experience, Voltaire was elected to into the role of overall commander of their fighting forces outside of the Solarian guard, command of which being bestowed unto Ghant Az’ka as Elzerith’s primary bodyguards and protectors. Voltaire has taken the honorific of High Martial with his position, though it is nothing more than formality and flattery, and he does not require that anyone address him so. He works closely with Elzerith and the other blades to secure their holdings and maintain order where it is needed. However, outside of the battlefield, Voltaire can be found within his tent which he has converted into a small mobile chapel to his god, in which he performs his rituals, drinks his wine, and speaks to those who will listen on matters of spirit and philosophy. And when he is not in his chapel, he is out socializing with the populous, giving aid where he can, and comfort where he cannot along with the followers in his company.

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Ymir Goldenfield

PLAYED BY: Maya Charles
CHARACTER NAME: Ymir Goldenfield
GENDER: Female.
CLASS: Rouge.
AGE: 19.
RACE: Ulven.
HAIR: Brown.
EYES: Golden.
OCCUPATION: Huntress.
KNOWN SKILLS: First aid.
BIRTHPLACE: Clan Goldenfield in the east of Mardrun.
APPEARANCE: Soft and friendly, kind eyes.
NOTABLE TRAITS: Bubbly.
RELATIONSHIPS: Older sister Astrid Goldenfield. She stays at the clan.
RUMORS: There are none really.

BIO / BACKGROUND HISTORY:

Ymir’s parents died when she was a pup. She was raised by her older sister Astrid Goldenfield. Astrid taught Ymir to be a huntress, showing her how to set traps, and how to skin and clean her catch. Ymir also learned basic archery and combat skills from her sister. As Ymir grew up she started to yearn for something more adventurous. She knew there was more for them our in the world and Astrid felt the same. So they left the clan, trading and hunting their way through Mardrun.

After several months of traveling, the two sisters started to yearn for home. While making their way back to Goldenfield, the two stumbled upon a small group of Mordok. Only a day’s travel from home, they decided they could make a run for it, they knew these woods.  The Mordok quickly approached and attacked.  They were able to get a couple down, holding their own and pushing back just enough for an opening to run. They saw their opening and took off. Unfortunately in the midst of running, Astrid stepped into a hole. Her body flung forward, but her leg stayed behind, stuck in the hole, resulting in a seriously broken leg, and leaving Ymir to deal with the Mordok alone. The fear made her heart race. With that extra burst of energy, Ymir fought until the last Mordok fell.  She immediately fell to her sister’s side to access her wounds and tend the broken leg. With perseverance, they pushed on toward home, the journey stretched to a day and a half, but they made it.

Astrid’s broken leg healed terribly. leaving her substantially disabled and keeping her grounded to the clan. Astrid urged Ymir to continue traveling, for the both of them, but to return to the Clan often to tell her stories of the things she had seen. So now Ymir travels all around Mardrun, hunting and trading. Often returning to her Clan to tell of her travels.

She made her sister a promise, and she intended to keep it.

***

Dear Diary,
Day 350

I made it to the shield at long last – I figured my skills could be useful here. I have been making silver selling furs and some small game. I stumbled upon some dead Mordok earlier today, but luckily I did not run into anything else. They seemed to have been dead for a few days. I went through what was left of what was around and found a small knife.

Some time later I passed some humans who asked if I had any food to spare. I told them I had a little  and they traded 2 silver for the half rabbit had left from my catch earlier in the day. They thanked me and went on their way.

Anyway, I better get back to the trail, there is a village nearby. I will probably stay there for a while.

Until next time
-Ymir

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Seymore – [Renowned]

CHARACTER NAME: Seymore

PLAYED BY: Rodd Wagner

GENDER: Male

CLASS: Warrior

AGE: 21

RACE: Human

HAIR: Blond hair with a beard

EYES: Green

OCCUPATION: Mercenary under Pike

KNOWN SKILLS: Unskilled labor, skilled drinking, holding a sword

BIRTHPLACE: Small village on the Aldorian Coast

APPEARANCE: Chain-mail and black pants

NOTABLE TRAITS: None that are noteworthy.

RELATIONSHIPS: Strong ties to the bottle, Pike and Becca

BIO / BACKGROUND HISTORY:

I was so young during the trip to Mardrun that I honestly don’t remember any of it. As far as I’m concerned I’ve lived my whole life on Mardrun. My parents were both farmers and thus I spent my early childhood working the field and hauling the harvests in. It was tough work but it keep us fed and just enough coin to get a drink and some clothes.

Life was rather boring and there was always a bit too much grain around. I learned rather quickly that I could get discount if I traded with the local brewer. I am not sure if I made out ahead of that trade, but I am not really good with those rune things. I have never been that good of a reader. Never bothered me too much as there was never that much to read either.

One might think that not having money would make bandits less of a threat. It more makes you training material for young thugs. Maybe we shouldn’t have been situated by their forest, but I am not sure there was any other land available. We did our best to keep them at bay but there is only so much a stick would do to a group of highwaymen. I got the shit kicked out of myself often for wasting their time robbing me. Well, around 17 years old, I started to get good at anticipating their strikes, and even began to win some fights.

That made me a rather unpopular man, and the bandit leader was not to keen on me beating up some new recruits. So he decided that as a lesson he would burn the farm down at night. I was at the bar when I got the news. So my bar mates decided the best thing for me was to get me drunk and throw me on a merchant’s cart out of town so I could get out of town for a few days. Not ever sure what happened after that.

Mostly I remember being awoken roughly by a pissed off trader in the middle of Newhope, telling me to get out of his cart. I should have asked him what happened because that could have helped me back home. I got a job as a bouncer in the bar to get myself some coin.

One night, I got stopped on my way from the bar some of the local thugs. I don’t remember that fight that well, but the next morning I woke to a swordsman and some commoner kicking me awake. Rather then being a guard and concerned citizen again, they were Pike and Becca. For some reason, they thought I would be a good addition to their team, and I magically didn’t have the idea to correct them on their mistake. I have spent three years trying to find my hometown with them. Maybe the bandits will tell me.