Savages of the North

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Summary[edit]

Barbarians of Lemuria: Savages of the North, a play-by-post

  • Xhaosdaemon, playing Voldur — Valgardian Beastmaster
  • Simon W, playing “Svärdjätte” — Displaced Kalukan
  • Roryb, GM

Recruitment Thread

IC Thread

OOC Thread

Game Pitch[edit]

Set exclusively in the north environs of Valgard, our unlikely heroes face a new threat from the bloodless of the Rot Kingdom as King Kolvar struggles to keep his relatively new united armies together. Something works from within to disintegrate the tenuous peace of the various clans. But despite this, a new re-awakened evil has stirred up the dead.

Player Characters[edit]

Svärdjätte, the Kalukan[edit]

played by Simon W

Origin: Fire Coast

  • Strength 4; Agility 1; Mind 0; Appeal 0
  • Initiative 1; Melee 2; Ranged -1; Defense 2
  • Slave 1; Guard 1; Executioner 2; Worker 0

Lifeblood: 16

Hero Points: 5

Boons: Giant Strength, Trademark Weapon (Tulwar), Hard to Kill

Flaws: Unable to speak, Distinctive Appearance, Cursed

Gear: Loincloth, Battle Harness (Light Armour), Tulwar

Background: As of yet, unknown due to communication issues.

Voldurr of Volgar[edit]

Played by Xhaosdaemon

Origin: Valgardian

Description: Voldurr is tall and lean but with a wiry strength and a graceful stride. He has long blonde hair in multiple braids that frames an angular face along with a braided beard. Brilliant green eyes peer out from his face and his skin is bronzed from years exposed to the cold winds and long summer suns, making him less pleasant but fiercer in appearance. He wears leather and chain armor trimmed with furs of the animals he has hunted along with a Valgardian helm and is caparisoned for battle. A well-used bow hangs on his back and a long skinning knife is sheathed on his left hip. A wondrously-wrought boar spear is often in his hands and a round shield is strapped to his left arm. He is rarely found without Frost, his snow-white dire wolf companion by his side.

  • Strength 1; Agility 3 (2); Mind 1; Appeal -1
  • Initiative 1; Melee 0; Ranged 2; Defense 1 (Defense 2 with small shield vs. 1 opponent)
  • Barbarian 0; Beastmaster 1; Hunter 2; Healer 1

Protection: 3 (Medium Armor 2, Helm 1)

Lifeblood: 11/11

Hero Points: 6

Languages: Valgardish, Lemurian +1 more

Boons: Tundra-Born, Beast Friend, Trademark Weapon

Flaws: Distrust of Sorcery, Feels the Heat

Gear: Wilderness Supplies, Healer's Bag, Bow w. Arrows/Quiver, Skinning Knife (as Dagger), Boar Spear (heirloon, Trademark), Chain & Leather (medium armor), Valgardian Helm, Small Shield (+1 to defense vs. 1 enemy)

Frost: dire wolf companion

Size: Large

Traits: Excellent Hunter

  • Strength 4; Agility 1; Mind -1; Lifeblood 19/20
  • Attack +2; Damage d6H; Defence 0; Protection 1

Background: Voldurr was born in Volgar, sitting on the outskirts of the Great Forest. His father was a hunter and his mother an herbalist and he learned much from them both. He was also drawn to the animal-whisperer who seemed to have a preternatural connection with the animals both within the town and out in the wild. He spent some time learning the ways of animals and how to understand how to connect with them, eventually being presented with an older dire wolf-cub of his own. The pair reached maturity together and were inseparable as well as making a very effective team of hunters. At his coming-of-age ceremony his father presented him with a magnificent boar spear that had been in the family for generations and he can only hope he proves worthy of the gift. Life was hard but rewarding and he honed his skills through practice and deeds. Unfortunately this was soon to change...

In his 20th year, Voldurr bore witness to the re-awakening of the Rot Kingdom. Hordes of the dead roamed through the Great Forest and claimed more than a few lives. Volgar was fortified against them but it was at-best a temporary measure. It was getting more difficult to find food and forays into the woods were fraught with peril. One day he was part of a hunting party searching for game to the southeast of the forest, past Witch's Teeth and near to Frozen Tyr river. They came upon a strange sight; a being of legend floundering in the river with corpses of the walking dead around it. He took it upon himself to grab a few of the members of the hunting party and using rope was able to pull the being from the river. Unable to speak it did its best to show its gratitude and lack of hostile intent. Knowing their is safety in numbers and curious about the outsider the group took in the being and invited him to help with their hunt with a promise of returning to Volgar afterwards. The hunting party was able to find some game and the strange being proved itself helpful when the party ran into some of the roaming dead nearby.

Voldurr and his strange companion were given the task of finding out what they could about why the dead have stirred again to roam against the peoples of Valgard, a task he was honored and willing to take on. The strange duo and a dire wolf travel out in search of more knowledge of the Rot Kingdom, dark adventures ahead of them...

The Golub

Str: 1 Agi: 2 Min: 1 App: 0

Lifeblood: 11 Hero Points: 5

Initiative: 1 Melee: 1 Ranged: 1 Defense: 1

Careers: Assassin 2 Beggar 0 Pirate 0 Thief 2

Culture: Halakhi Boons: Alert, Stealthy, Friends in Low Places, Trademark Weapon (Kir), Mountain-Born Flaws: Landlubber, Poor Appraiser

Height: 5’6” (ish) Weight: 121 lbs. (or so) Eyes: Gray Hair: Black

Languages: Lemurian, Beshaari, Valgardish

Possessions: Light Armor, Kir, Small Shield, Brace of Daggers

Appearance: The Golub is nondescript. Somewhere between 5’4” and 5’8” with a thin, wiry build bulked up by layers of old linen and leather, with a face like the sole of a well-worn boot with sunken brown eyes, he can fit into just about any street scene in the world as a beggar, layabout or hashish victim. This is quite intentional - it makes it much, much easier for him to take your purse this way.

His voice is raspy and deeper than one would expect, a consequence of surviving a throat-slitting when a deal went bad. He’s oddly vain about the scar it left and always wears a hood, cowl or scarf to cover it.

Personality: If his clothes are filthy, his soul is decrepit. The Golub is loyal only to himself and those who’re useful to him, but in those cases he is very loyal. He’s frankly lost track of how many partners and cohorts have betrayed him and regards “trust” as a four-letter word. He’s also only marginally literate enough to not think it actually IS a four-letter word.

Nevertheless, he does prefer to travel in groups and won’t directly betray anyone himself - he’s just always anticipating it’ll happen to him next.

Background: After a “disagreement” over a business deal, The Golub was forced to run north, just looking for a place to get his head clear for a bit. And promptly fell into another bad deal and is down on his luck again.