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	<updated>2026-05-15T14:35:38Z</updated>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265714</id>
		<title>The City of Saira:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265714"/>
		<updated>2014-06-18T18:29:43Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Info dump */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Info dump=&lt;br /&gt;
Imagine the city, a cross of ancient Rome and Beijing. A few noble families, or clans actually control most of the city, each have their own districts that are more or less fortified and almost like small villages of themselves. Their wealth is based on the large farms outside the city. Trade is generally looked down upon, but new clans have become rich as foreign trade has increased over the last few generation. But they have no direct political power, but a lot of indirect influence due to their wealth. A typical situation of old landed families contra the Noveau Riche. Then there are the plebs whose lot is hard.&lt;br /&gt;
&lt;br /&gt;
It is a noisy, dirty place. Full of people from many lands, begging ex-soldiers, prostitutes, farmhands missing hands for petty thievery, day labourers, anyone you can imagine. Colours, smells and sounds all clash. The narrow streets and alleys are dangerous, full of vermin, half-wild dogs and cats, biting insects, and desperate people. On the hills surrounding the bowl of the central city, through which the loess-heavy river runs slowly, the rich live in fortified enclaves, small communities unto themselves. Many of their women never leave these enclaves during their lives. Some do it once, to enter that of their husband.&lt;br /&gt;
This is the center of the world.&lt;br /&gt;
&lt;br /&gt;
The highest political offices lie within the Senate, reserved for old families but there are lesser offices that are open to anyone with enough influence or money. There are no laws written down, no constitution but a lot of tradition. But traditions change.&lt;br /&gt;
&lt;br /&gt;
Religion is based on the veneration of your ancestors, household gods and various genii loci. Think of Japanese kami more than the Greco Roman gods. These can also grant you favours if you perform the proper rituals correctly, they can get annoyed if you do them wrong. Certain public cults, such as that of the Moon have semi-professional priesthoods, membership can be belong to a certain family, sometimes it&#039;s an office granted by the Senate.&lt;br /&gt;
&lt;br /&gt;
Your duty is to your father, then to the head of the clan. Unless you&#039;re a woman, then you also have to contend with brothers, including younger ones, uncles and so on. Still, women do have some powers. Some can seek a life as a priestess in a cult, by tradition this cannot be refused them. They have the run of the household, and being good at that can bring a measure of prestige. A few other options may also exist, but this is a man&#039;s world. But it is not automatically easy for men either, they are also expected to obey the pater familias, marry who ever he has arranged for you, and to occupy yourself in ways he sees fit. Failure can bring shame on the whole family and is a sign the spirits are offended.&lt;br /&gt;
&lt;br /&gt;
15 years ago there was rioting and an attempt at revolution. It ended bloodily for all involved. The popular politician, Bar tek Cior of the merchant class was running for a magistrate office, one of the highest one not of noble birth could attain. This office is appointed by vote and is expected to represent the plebians. He called for reforms, won a landslide victory only to be found floating in the river the next morning. The Council Guard eventually put down the resulting riots, but a lot of people died. Some noble sons, young and idealistic had taken tek Cior&#039;s side in the struggle and were banished. Others were executed brutally, though few of those were from the Noble Families.&lt;br /&gt;
&lt;br /&gt;
=Other Places=&lt;br /&gt;
Lasha - A large city across the mountains to the North.&lt;br /&gt;
&lt;br /&gt;
Merse - a southern continent where elephants roam? Famous for it&#039;s sweet-smelling oil used to wash ones hair if one can afford it.&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
* Nobles commonly carry signet rings, all that is required to identify them. Carrying one that does not belong to you is punished by gruesome means, unless specific permission is granted by the owner. In such cases a letter often accompanies the ring, and even then it cannot be worn.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265713</id>
		<title>The City of Saira:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265713"/>
		<updated>2014-06-18T18:09:14Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Info dump=&lt;br /&gt;
Imagine the city, a cross of ancient Rome and Beijing. A few noble families, or clans actually control most of the city, each have their own districts that are more or less fortified and almost like small villages of themselves. Their wealth is based on the large farms outside the city. Trade is generally looked down upon, but new clans have become rich as foreign trade has increased over the last few generation. But they have no direct political power, but a lot of indirect influence due to their wealth. A typical situation of old landed families contra the Noveau Riche. Then there are the plebs whose lot is hard.&lt;br /&gt;
&lt;br /&gt;
It is a noisy, dirty place. Full of people from many lands, begging ex-soldiers, prostitutes, farmhands missing hands for petty thievery, day labourers, anyone you can imagine. Colours, smells and sounds all clash. The narrow streets and alleys are dangerous, full of vermin, half-wild dogs and cats, biting insects, and desperate people. On the hills surrounding the bowl of the central city, through which the loess-heavy river runs slowly, the rich live behind fortified enclaves, small communities unto themselves. Some of their women never leave these enclaves during their lives. Some do it once, to enter that of their husband.&lt;br /&gt;
This is the center of the world.&lt;br /&gt;
&lt;br /&gt;
The highest political offices lie within the Council, reserved for old families but there are lesser offices that are open to anyone with enough influence or money. There are no laws written down, no constitution but a lot of tradition. But traditions change.&lt;br /&gt;
&lt;br /&gt;
Religion is based on the veneration of your ancestors, household gods and various genii loci. Think of Japanese kami more than the Greek/Roman gods. These can also grant you favours if you perform the proper rituals correctly, they can get annoyed if you do them wrong. Certain public cults have semi-professional priesthoods, membership can be based on a certain family, sometimes it&#039;s an office granted by the council.&lt;br /&gt;
&lt;br /&gt;
Your duty is to your father, then to the head of the clan. Unless you&#039;re a woman, then you also have to contend with brothers, including younger ones, uncles and so on. Still, women do have some powers. Some can seek a life as a priestess in a cult, by tradition this cannot be refused them. They have the run of the household, and being good at that can bring a measure of prestige. A few other options may also exist, but this is a man&#039;s world. But it is not automatically easy for men either, they are also expected to obey the pater familias, marry who he has arranged for you, and to occupy yourself in ways he sees fit. Failure can bring shame on the whole family and is a sign the spirits are offended.&lt;br /&gt;
&lt;br /&gt;
15 years ago there was rioting and an attempt at revolution. It ended bloodily for all involved. The popular politician, Bar tek Cior of the merchant class was running for a magistrate office, one of the highest one not of noble birth could attain. This office is appointed by vote and is expected to represent the plebians. He called for reforms, won a landslide victory only to be found floating in the river the next morning. The Council Guard eventually put down the resulting riots, but a lot of people died. Some noble sons, young and idealistic had taken tek Cior&#039;s side in the struggle and were banished. Others were executed brutally, though few of those were from the Noble Families.&lt;br /&gt;
&lt;br /&gt;
=Other Places=&lt;br /&gt;
Lasha - A large city across the mountains to the North.&lt;br /&gt;
&lt;br /&gt;
Merse - a southern continent where elephants roam? Famous for it&#039;s sweet-smelling oil used to wash ones hair if one can afford it.&lt;br /&gt;
&lt;br /&gt;
=Misc=&lt;br /&gt;
* Nobles commonly carry signet rings, all that is required to identify them. Carrying one that does not belong to you is punished by gruesome means, unless specific permission is granted by the owner. In such cases a letter often accompanies the ring, and even then it cannot be worn.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265712</id>
		<title>The City of Saira:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265712"/>
		<updated>2014-06-18T17:50:22Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Imagine the city, a cross of ancient Rome and Beijing. A few noble families, or clans actually control most of the city, each have their own districts that are more or less fortified and almost like small villages of themselves. Their wealth is based on the large farms outside the city. Trade is generally looked down upon, but new clans have become rich as foreign trade has increased over the last few generation. But they have no direct political power, but a lot of indirect influence due to their wealth. A typical situation of old landed families contra the Noveau Riche. Then there are the plebs whose lot is hard.&lt;br /&gt;
&lt;br /&gt;
It is a noisy, dirty place. Full of people from many lands, begging ex-soldiers, prostitutes, farmhands missing hands for petty thievery, day labourers, anyone you can imagine. Colours, smells and sounds all clash. The narrow streets and alleys are dangerous, full of vermin, half-wild dogs and cats, biting insects, and desperate people. On the hills surrounding the bowl of the central city, through which the loess-heavy river runs slowly, the rich live behind fortified enclaves, small communities unto themselves. Some of their women never leave these enclaves during their lives. Some do it once, to enter that of their husband.&lt;br /&gt;
This is the center of the world.&lt;br /&gt;
&lt;br /&gt;
The highest political offices lie within the Council, reserved for old families but there are lesser offices that are open to anyone with enough influence or money. There are no laws written down, no constitution but a lot of tradition. But traditions change.&lt;br /&gt;
&lt;br /&gt;
Religion is based on the veneration of your ancestors, household gods and various genii loci. Think of Japanese kami more than the Greek/Roman gods. These can also grant you favours if you perform the proper rituals correctly, they can get annoyed if you do them wrong. Certain public cults have semi-professional priesthoods, membership can be based on a certain family, sometimes it&#039;s an office granted by the council.&lt;br /&gt;
&lt;br /&gt;
Your duty is to your father, then to the head of the clan. Unless you&#039;re a woman, then you also have to contend with brothers, including younger ones, uncles and so on. Still, women do have some powers. Some can seek a life as a priestess in a cult, by tradition this cannot be refused them. They have the run of the household, and being good at that can bring a measure of prestige. A few other options may also exist, but this is a man&#039;s world. But it is not automatically easy for men either, they are also expected to obey the pater familias, marry who he has arranged for you, and to occupy yourself in ways he sees fit. Failure can bring shame on the whole family and is a sign the spirits are offended.&lt;br /&gt;
&lt;br /&gt;
15 years ago there was rioting and an attempt at revolution. It ended bloodily for all involved. The popular politician, Bar tek Cior of the merchant class was running for a magistrate office, one of the highest one not of noble birth could attain. This office is appointed by vote and is expected to represent the plebians. He called for reforms, won a landslide victory only to be found floating in the river the next morning. The Council Guard eventually put down the resulting riots, but a lot of people died. Some noble sons, young and idealistic had taken tek Cior&#039;s side in the struggle and were banished. Others were executed brutally, though few of those were from the Noble Families.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265711</id>
		<title>The City of Saira:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265711"/>
		<updated>2014-06-18T17:48:51Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Imagine the city, a cross of ancient Rome and Beijing. A few noble families, or clans actually control most of the city, each have their own districts that are more or less fortified and almost like small villages of themselves. Their wealth is based on the large farms outside the city. Trade is generally looked down upon, but new clans have become rich as foreign trade has increased over the last few generation. But they have no direct political power, but a lot of indirect influence due to their wealth. A typical situation of old landed families contra the Noveau Riche. Then there are the plebs whose lot is hard.&lt;br /&gt;
&lt;br /&gt;
It is a noisy, dirty place. Full of people from many lands, begging ex-soldiers, prostitutes, farmhands missing hands for petty thievery, day labourers, anyone you can imagine. Colours, smells and sounds all clash. The narrow streets and alleys are dangerous, full of vermin, half-wild dogs and cats, biting insects, and desperate people. On the hills surrounding the bowl of the central city, through which the loess-heavy river runs slowly, the rich live behind fortified enclaves, small communities unto themselves. Some of their women never leave these enclaves during their lives. Some do it once, to enter that of their husband.&lt;br /&gt;
This is the center of the world.&lt;br /&gt;
&lt;br /&gt;
The highest political offices lie within the Council, reserved for old families but there are lesser offices that are open to anyone with enough influence or money. There are no laws written down, no constitution but a lot of tradition. But traditions change.&lt;br /&gt;
&lt;br /&gt;
Religion is based on the veneration of your ancestors, household gods and various genii loci. Think of Japanese kami more than the Greek/Roman gods. These can also grant you favours if you perform the proper rituals correctly, they can get annoyed if you do them wrong. Certain public cults have semi-professional priesthoods, membership can be based on a certain family, sometimes it&#039;s an office granted by the council.&lt;br /&gt;
&lt;br /&gt;
Your duty is to your father, then to the head of the clan. Unless you&#039;re a woman, then you also have to contend with brothers, including younger ones, uncles and so on. Still, women do have some powers. Some can seek a life as a priestess in a cult, by tradition this cannot be refused them. They have the run of the household, and being good at that can bring a measure of prestige. A few other options may also exist, but this is a man&#039;s world. But it is not automatically easy for men either, they are also expected to obey the pater familias, marry who he has arranged for you, and to occupy yourself in ways he sees fit. Failure can bring shame on the whole family and is a sign the spirits are offended.&lt;br /&gt;
&lt;br /&gt;
15 years ago there was rioting and an attempt at revolution. It ended bloodily for all involved. The popular politician, Bar tek Cior of the merchant class was running for a magistrate office, one of the highest one not of noble birth could attain. This office is appointed by vote and is expected to represent the plebians. He called for reforms, won a landslide victory only to be found floating in the river the next morning. The Council Guard eventually put down the resulting riots, but a lot of people died. My character, young and idealistic had taken tek Cior&#039;s side in and was banished. Others were executed brutally, though few were from the Noble Families.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265710</id>
		<title>The City of Saira:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_City_of_Saira:Main_Page&amp;diff=265710"/>
		<updated>2014-06-18T17:16:10Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: Created page with &amp;quot;Place holder for great things to come&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Place holder for great things to come&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204898</id>
		<title>Ineya</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204898"/>
		<updated>2012-04-15T13:02:19Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Motley Crew]]&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Ineya&#039;&#039;&#039;&lt;br /&gt;
* Gender: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
* Age:&lt;br /&gt;
* Bloodline: &#039;&#039;&#039;Characters bloodline goes here&#039;&#039;&#039;&lt;br /&gt;
* Career: &#039;&#039;&#039;This is where things like &#039;civilized fisherman&#039;or &#039;Hunter&#039; go.&#039;&#039;&#039;&lt;br /&gt;
* Social class:&lt;br /&gt;
** Wealth&lt;br /&gt;
** Status&lt;br /&gt;
&lt;br /&gt;
* Background: (All from MRQII)&lt;br /&gt;
** Family Ties.&lt;br /&gt;
** Family Reputation.&lt;br /&gt;
** Family Connections.&lt;br /&gt;
** Background Events.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Write a brief history of your PC here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*Str: &#039;&#039;&#039;10&#039;&#039;&#039;: Brawn Roll 50.&lt;br /&gt;
*Con: &#039;&#039;&#039;12&#039;&#039;&#039;: Health Roll 60.&lt;br /&gt;
*Siz: &#039;&#039;&#039;15&#039;&#039;&#039;: Resist Roll 75.&lt;br /&gt;
*Int: &#039;&#039;&#039;15&#039;&#039;&#039;: Idea Roll 75.&lt;br /&gt;
*Pow: &#039;&#039;&#039;09&#039;&#039;&#039;: Luck Roll 45.&lt;br /&gt;
*Dex: &#039;&#039;&#039;18&#039;&#039;&#039;: Agility Roll 90.&lt;br /&gt;
*Cha: &#039;&#039;&#039;10&#039;&#039;&#039;: Appearance Roll 50.&lt;br /&gt;
&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Points: &#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;8%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Magic Points: &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
*Fatigue Points: &#039;&#039;&#039;22&#039;&#039;&#039;&lt;br /&gt;
*Movement:10&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&lt;br /&gt;
Skill category modifiers are worked out this way. Every Primary (p) Attribute adds 1% for every point over 10 or lowers it if below. Secondary attributes do this, but only at 1/2 effect (round down). Negative attributes work in reverse.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the modifiers:&lt;br /&gt;
* Physical/Agility. Dex(p)Str,Con(s),Siz(n).&lt;br /&gt;
* Mental/Knowledge. Int (p) Pow(s).&lt;br /&gt;
* Manipulation. Int,Dex(p)Str(s).&lt;br /&gt;
* Perception. Int(p)Pow,Con(s).&lt;br /&gt;
* Communication. Cha(p), Int,Pow(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;. Skills listed in bold are common skills. Others are specialist skills and are assumed to be at 0% unless you&#039;ve opened them (at the listed %).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Physical Agility: +4%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Athletics&#039;&#039;&#039; (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dance&#039;&#039;&#039; (Regional) (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dodge/Evade&#039;&#039;&#039; (25%)&lt;br /&gt;
**&#039;&#039;&#039;Pilot(Boat)&#039;&#039;&#039;(20%)&lt;br /&gt;
**&#039;&#039;&#039;Ride&#039;&#039;&#039;(specify) (20%)&lt;br /&gt;
**&#039;&#039;&#039;Stealth&#039;&#039;&#039;(25%)&lt;br /&gt;
**&#039;&#039;&#039;Swimming&#039;&#039;&#039;(20%)&lt;br /&gt;
**Acrobatics: (25%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Knowledge: +5%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; (30%)&lt;br /&gt;
*&#039;&#039;&#039;First aid&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge/Lore&#039;&#039;&#039;(Specify) &lt;br /&gt;
**&#039;&#039;&#039;Regional Lore (Land Ends)&#039;&#039;&#039;(35%)&lt;br /&gt;
**Other Lores (Specify) 20%&lt;br /&gt;
*&#039;&#039;&#039;Navigation&#039;&#039;&#039;(10%)&lt;br /&gt;
*Healing lore: (25%):-&lt;br /&gt;
*Literacy (Own Languages Script) (50/20% or 0)&lt;br /&gt;
**Literacy (Other Script) 20%&lt;br /&gt;
*Martial Arts (15%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sense: +6%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (25%)&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (25)&lt;br /&gt;
*Navigate (20%)&lt;br /&gt;
*Research (20%)&lt;br /&gt;
*Tracking (20%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manipulation: +9%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Craft (Specify)&#039;&#039;&#039;(30%) &lt;br /&gt;
**Craft (Another) (30%/10)% &lt;br /&gt;
*&#039;&#039;&#039;Sleight of hand&#039;&#039;&#039;(20%)&lt;br /&gt;
*&#039;&#039;&#039;Throw&#039;&#039;&#039; (25%)&lt;br /&gt;
*Art(Specify) (20%)&lt;br /&gt;
*Devices/Mechanisms (25%)&lt;br /&gt;
*Engineering (25%)&lt;br /&gt;
*Play (20%)&lt;br /&gt;
*Shiphandling: (20%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication: +2%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; (20%) &lt;br /&gt;
*&#039;&#039;&#039;Speak Language&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Native&#039;&#039;&#039; (Int x 5%)&lt;br /&gt;
**Other (10): &lt;br /&gt;
*Bargain/Commerce (20%)&lt;br /&gt;
*Command (20%)&lt;br /&gt;
*Disguise (20%)&lt;br /&gt;
*Courtesy/Etiquette (25%)&lt;br /&gt;
*Orate/Persuade (20%)&lt;br /&gt;
**Perform(Specify) (25%)&lt;br /&gt;
**Seduction (20%)&lt;br /&gt;
**Streetwise (30%)&lt;br /&gt;
**Teaching (20%)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
* Attack [manipulation] Bonus/Minus: +/-%&lt;br /&gt;
* Parry  [agility] Bonus/Minus: +/-%&lt;br /&gt;
* Aim  [perception] Bonus/Minus: +/-%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike Ranks:&#039;&#039;&#039; See the strike rank Table.&lt;br /&gt;
*Siz:(n)&lt;br /&gt;
*Dex:(n)&lt;br /&gt;
*Int:(n) &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon Style&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || by type || sr || ap || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed || 1d3 || sr || arm || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || Armour Type || number || number || number || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || Armour Type || number || number || number || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || Armour Type || number || number || number || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || Armour Type || number || number || number || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || Armour Type || number || number || number || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || Armour Type || number || number || number || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || Armour Type || number || number || number || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: nHP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Power:-&#039;&#039;&#039;&lt;br /&gt;
** Current Characteristic POW:&lt;br /&gt;
** Current Available MP:&lt;br /&gt;
** Current Stored MP:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Common Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Common Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** List your weapons and shields here&lt;br /&gt;
*Armour:&lt;br /&gt;
** List you armour and clothing here&lt;br /&gt;
*Other:&lt;br /&gt;
**List everything else here.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204897</id>
		<title>Ineya</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204897"/>
		<updated>2012-04-15T13:01:42Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Motley Crew]]&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Ineya&#039;&#039;&#039;&lt;br /&gt;
* Gender: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
* Age:&lt;br /&gt;
* Bloodline: &#039;&#039;&#039;Characters bloodline goes here&#039;&#039;&#039;&lt;br /&gt;
* Career: &#039;&#039;&#039;This is where things like &#039;civilized fisherman&#039;or &#039;Hunter&#039; go.&#039;&#039;&#039;&lt;br /&gt;
* Social class:&lt;br /&gt;
** Wealth&lt;br /&gt;
** Status&lt;br /&gt;
&lt;br /&gt;
* Background: (All from MRQII)&lt;br /&gt;
** Family Ties.&lt;br /&gt;
** Family Reputation.&lt;br /&gt;
** Family Connections.&lt;br /&gt;
** Background Events.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Write a brief history of your PC here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*Str: &#039;&#039;&#039;10&#039;&#039;&#039;: Brawn Roll 50.&lt;br /&gt;
*Con: &#039;&#039;&#039;12&#039;&#039;&#039;: Health Roll 60.&lt;br /&gt;
*Siz: &#039;&#039;&#039;15&#039;&#039;&#039;: Resist Roll 75.&lt;br /&gt;
*Int: &#039;&#039;&#039;15&#039;&#039;&#039;: Idea Roll 75.&lt;br /&gt;
*Pow: &#039;&#039;&#039;09&#039;&#039;&#039;: Luck Roll 45.&lt;br /&gt;
*Dex: &#039;&#039;&#039;18&#039;&#039;&#039;: Agility Roll 90.&lt;br /&gt;
*Cha: &#039;&#039;&#039;10&#039;&#039;&#039;: Appearance Roll 50.&lt;br /&gt;
&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Points: &#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;8%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Magic Points: &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
*Fatigue Points: &#039;&#039;&#039;22&#039;&#039;&#039;&lt;br /&gt;
*Movement:10&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&lt;br /&gt;
Skill category modifiers are worked out this way. Every Primary (p) Attribute adds 1% for every point over 10 or lowers it if below. Secondary attributes do this, but only at 1/2 effect (round down). Negative attributes work in reverse.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the modifiers:&lt;br /&gt;
* Physical/Agility. Dex(p)Str,Con(s),Siz(n).&lt;br /&gt;
* Mental/Knowledge. Int (p) Pow(s).&lt;br /&gt;
* Manipulation. Int,Dex(p)Str(s).&lt;br /&gt;
* Perception. Int(p)Pow,Con(s).&lt;br /&gt;
* Communication. Cha(p), Int,Pow(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;. Skills listed in bold are common skills. Others are specialist skills and are assumed to be at 0% unless you&#039;ve opened them (at the listed %).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Physical Agility: +4%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Athletics&#039;&#039;&#039; (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dance&#039;&#039;&#039; (Regional) (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dodge/Evade&#039;&#039;&#039; (25%)&lt;br /&gt;
**&#039;&#039;&#039;Pilot(Boat)&#039;&#039;&#039;(20%)&lt;br /&gt;
**&#039;&#039;&#039;Ride&#039;&#039;&#039;(specify) (20%)&lt;br /&gt;
**&#039;&#039;&#039;Stealth&#039;&#039;&#039;(25%)&lt;br /&gt;
**&#039;&#039;&#039;Swimming&#039;&#039;&#039;(20%)&lt;br /&gt;
**Acrobatics: (25%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Knowledge: +5n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; (30%)&lt;br /&gt;
*&#039;&#039;&#039;First aid&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge/Lore&#039;&#039;&#039;(Specify) &lt;br /&gt;
**&#039;&#039;&#039;Regional Lore (Land Ends)&#039;&#039;&#039;(35%)&lt;br /&gt;
**Other Lores (Specify) 20%&lt;br /&gt;
*&#039;&#039;&#039;Navigation&#039;&#039;&#039;(10%)&lt;br /&gt;
*Healing lore: (25%):-&lt;br /&gt;
*Literacy (Own Languages Script) (50/20% or 0)&lt;br /&gt;
**Literacy (Other Script) 20%&lt;br /&gt;
*Martial Arts (15%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sense: +6%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (25%)&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (25)&lt;br /&gt;
*Navigate (20%)&lt;br /&gt;
*Research (20%)&lt;br /&gt;
*Tracking (20%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manipulation: +9%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Craft (Specify)&#039;&#039;&#039;(30%) &lt;br /&gt;
**Craft (Another) (30%/10)% &lt;br /&gt;
*&#039;&#039;&#039;Sleight of hand&#039;&#039;&#039;(20%)&lt;br /&gt;
*&#039;&#039;&#039;Throw&#039;&#039;&#039; (25%)&lt;br /&gt;
*Art(Specify) (20%)&lt;br /&gt;
*Devices/Mechanisms (25%)&lt;br /&gt;
*Engineering (25%)&lt;br /&gt;
*Play (20%)&lt;br /&gt;
*Shiphandling: (20%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication: +2%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; (20%) &lt;br /&gt;
*&#039;&#039;&#039;Speak Language&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Native&#039;&#039;&#039; (Int x 5%)&lt;br /&gt;
**Other (10): &lt;br /&gt;
*Bargain/Commerce (20%)&lt;br /&gt;
*Command (20%)&lt;br /&gt;
*Disguise (20%)&lt;br /&gt;
*Courtesy/Etiquette (25%)&lt;br /&gt;
*Orate/Persuade (20%)&lt;br /&gt;
**Perform(Specify) (25%)&lt;br /&gt;
**Seduction (20%)&lt;br /&gt;
**Streetwise (30%)&lt;br /&gt;
**Teaching (20%)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
* Attack [manipulation] Bonus/Minus: +/-%&lt;br /&gt;
* Parry  [agility] Bonus/Minus: +/-%&lt;br /&gt;
* Aim  [perception] Bonus/Minus: +/-%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike Ranks:&#039;&#039;&#039; See the strike rank Table.&lt;br /&gt;
*Siz:(n)&lt;br /&gt;
*Dex:(n)&lt;br /&gt;
*Int:(n) &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon Style&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || by type || sr || ap || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed || 1d3 || sr || arm || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || Armour Type || number || number || number || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || Armour Type || number || number || number || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || Armour Type || number || number || number || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || Armour Type || number || number || number || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || Armour Type || number || number || number || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || Armour Type || number || number || number || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || Armour Type || number || number || number || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: nHP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Power:-&#039;&#039;&#039;&lt;br /&gt;
** Current Characteristic POW:&lt;br /&gt;
** Current Available MP:&lt;br /&gt;
** Current Stored MP:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Common Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Common Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** List your weapons and shields here&lt;br /&gt;
*Armour:&lt;br /&gt;
** List you armour and clothing here&lt;br /&gt;
*Other:&lt;br /&gt;
**List everything else here.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204896</id>
		<title>Ineya</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204896"/>
		<updated>2012-04-15T12:55:58Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Motley Crew]]&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Ineya&#039;&#039;&#039;&lt;br /&gt;
* Gender: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
* Age:&lt;br /&gt;
* Bloodline: &#039;&#039;&#039;Characters bloodline goes here&#039;&#039;&#039;&lt;br /&gt;
* Career: &#039;&#039;&#039;This is where things like &#039;civilized fisherman&#039;or &#039;Hunter&#039; go.&#039;&#039;&#039;&lt;br /&gt;
* Social class:&lt;br /&gt;
** Wealth&lt;br /&gt;
** Status&lt;br /&gt;
&lt;br /&gt;
* Background: (All from MRQII)&lt;br /&gt;
** Family Ties.&lt;br /&gt;
** Family Reputation.&lt;br /&gt;
** Family Connections.&lt;br /&gt;
** Background Events.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Write a brief history of your PC here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*Str: &#039;&#039;&#039;10&#039;&#039;&#039;: Brawn Roll 50.&lt;br /&gt;
*Con: &#039;&#039;&#039;12&#039;&#039;&#039;: Health Roll 60.&lt;br /&gt;
*Siz: &#039;&#039;&#039;15&#039;&#039;&#039;: Resist Roll 75.&lt;br /&gt;
*Int: &#039;&#039;&#039;15&#039;&#039;&#039;: Idea Roll 75.&lt;br /&gt;
*Pow: &#039;&#039;&#039;09&#039;&#039;&#039;: Luck Roll 45.&lt;br /&gt;
*Dex: &#039;&#039;&#039;18&#039;&#039;&#039;: Agility Roll 90.&lt;br /&gt;
*Cha: &#039;&#039;&#039;10&#039;&#039;&#039;: Appearance Roll 50.&lt;br /&gt;
&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Points: &#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;8%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Magic Points: &#039;&#039;&#039;9&#039;&#039;&#039;&lt;br /&gt;
*Fatigue Points: &#039;&#039;&#039;22&#039;&#039;&#039;&lt;br /&gt;
*Movement:10&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&lt;br /&gt;
Skill category modifiers are worked out this way. Every Primary (p) Atrribute adds 1% for every point over 10 or lowers it if below. Secondary attributes do this, but only at 1/2 effect (round down). Negative attributes work in reverse.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the modifiers:&lt;br /&gt;
* Physical/Agility. Dex(p)Str,Con(s),Siz(n).&lt;br /&gt;
* Mental/Knowledge. Int (p) Pow(s).&lt;br /&gt;
* Manipulation. Int,Dex(p)Str(s).&lt;br /&gt;
* Perception. Int(p)Pow,Con(s).&lt;br /&gt;
* Communication. Cha(p), Int,Pow(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;. Skills listed in bold are common skills. Others are specialist skills and are assumed to be at 0% unless you&#039;ve opened them (at the listed %).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Physical Agility: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Athletics&#039;&#039;&#039; (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dance&#039;&#039;&#039; (Regional) (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dodge/Evade&#039;&#039;&#039; (25%)&lt;br /&gt;
**&#039;&#039;&#039;Pilot(Boat)&#039;&#039;&#039;(20%)&lt;br /&gt;
**&#039;&#039;&#039;Ride&#039;&#039;&#039;(specify) (20%)&lt;br /&gt;
**&#039;&#039;&#039;Stealth&#039;&#039;&#039;(25%)&lt;br /&gt;
**&#039;&#039;&#039;Swimming&#039;&#039;&#039;(20%)&lt;br /&gt;
**Acrobatics: (25%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Knowledge: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; (30%)&lt;br /&gt;
*&#039;&#039;&#039;First aid&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge/Lore&#039;&#039;&#039;(Specify) &lt;br /&gt;
**&#039;&#039;&#039;Regional Lore (Land Ends)&#039;&#039;&#039;(35%)&lt;br /&gt;
**Other Lores (Specify) 20%&lt;br /&gt;
*&#039;&#039;&#039;Navigation&#039;&#039;&#039;(10%)&lt;br /&gt;
*Healing lore: (25%):-&lt;br /&gt;
*Literacy (Own Languages Script) (50/20% or 0)&lt;br /&gt;
**Literacy (Other Script) 20%&lt;br /&gt;
*Martial Arts (15%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sense: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (25%)&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (25)&lt;br /&gt;
*Navigate (20%)&lt;br /&gt;
*Research (20%)&lt;br /&gt;
*Tracking (20%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manipulation: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Craft (Specify)&#039;&#039;&#039;(30%) &lt;br /&gt;
**Craft (Another) (30%/10)% &lt;br /&gt;
*&#039;&#039;&#039;Sleight of hand&#039;&#039;&#039;(20%)&lt;br /&gt;
*&#039;&#039;&#039;Throw&#039;&#039;&#039; (25%)&lt;br /&gt;
*Art(Specify) (20%)&lt;br /&gt;
*Devices/Mechanisms (25%)&lt;br /&gt;
*Engineering (25%)&lt;br /&gt;
*Play (20%)&lt;br /&gt;
*Shiphandling: (20%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; (20%) &lt;br /&gt;
*&#039;&#039;&#039;Speak Language&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Native&#039;&#039;&#039; (Int x 5%)&lt;br /&gt;
**Other (10): &lt;br /&gt;
*Bargain/Commerce (20%)&lt;br /&gt;
*Command (20%)&lt;br /&gt;
*Disguise (20%)&lt;br /&gt;
*Courtesy/Etiquette (25%)&lt;br /&gt;
*Orate/Persuade (20%)&lt;br /&gt;
**Perform(Specify) (25%)&lt;br /&gt;
**Seduction (20%)&lt;br /&gt;
**Streetwise (30%)&lt;br /&gt;
**Teaching (20%)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
* Attack [manipulation] Bonus/Minus: +/-%&lt;br /&gt;
* Parry  [agility] Bonus/Minus: +/-%&lt;br /&gt;
* Aim  [perception] Bonus/Minus: +/-%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike Ranks:&#039;&#039;&#039; See the strike rank Table.&lt;br /&gt;
*Siz:(n)&lt;br /&gt;
*Dex:(n)&lt;br /&gt;
*Int:(n) &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon Style&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || by type || sr || ap || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed || 1d3 || sr || arm || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || Armour Type || number || number || number || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || Armour Type || number || number || number || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || Armour Type || number || number || number || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || Armour Type || number || number || number || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || Armour Type || number || number || number || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || Armour Type || number || number || number || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || Armour Type || number || number || number || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: nHP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Power:-&#039;&#039;&#039;&lt;br /&gt;
** Current Characteristic POW:&lt;br /&gt;
** Current Available MP:&lt;br /&gt;
** Current Stored MP:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Common Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Common Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** List your weapons and shields here&lt;br /&gt;
*Armour:&lt;br /&gt;
** List you armour and clothing here&lt;br /&gt;
*Other:&lt;br /&gt;
**List everything else here.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Motley_Crew&amp;diff=204895</id>
		<title>The Motley Crew</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Motley_Crew&amp;diff=204895"/>
		<updated>2012-04-15T12:43:39Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characters and Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaign Setup]]&lt;br /&gt;
=Campaign Setup=&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the campaign setting of The Motley Crew, an odd band cast into dangerous times at the end of the world.&lt;br /&gt;
==The Motley Crew: Campaign Background==&lt;br /&gt;
Welcome to Motley and Odd Arbage, a Manor town and Village port, respectively.&lt;br /&gt;
They are located at the end of the world in a Dark age.&lt;br /&gt;
&lt;br /&gt;
===Recent history===&lt;br /&gt;
When the [[Grand and High Powers]] finally fell to arrogance and insane magics in the Great Age, they took much of the Light out of the world.&lt;br /&gt;
*Whole peoples, races, spirits and divine beings became pieces and pawns in their elaborate, ritual wars and amusements. &lt;br /&gt;
*They bent time and space, plane and cosmos to their bidding, summoning Eldritch horrors to their own amusements, stocking and populating grand territories with their own creations.&lt;br /&gt;
*They violated ancient and divine precepts and slaughtered their avengers. &lt;br /&gt;
*They bent the very fibre of reality to accommodate their increasing perversities.&lt;br /&gt;
&lt;br /&gt;
The [[Great Wheel]] finally turned. So much so that the Moon, it’s mother, spun a tear from the sky to finally quell the Grand and High Powers.&lt;br /&gt;
&lt;br /&gt;
The Grand and High Powers, in their arrogance unrepentant, were destroyed in a Light that decimated the Known lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Moons Burn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completely destroyed every Grand or High Power, any offspring, anything that contained any of their essence or fragment of their spirit. It reached across all the known planes at the same time and even into the infinite. All trace of the Powers ceased to be.&lt;br /&gt;
&lt;br /&gt;
The Tear of the Moon fell on the heart of the Powers Empire and destroyed half a world - leaving behind huge, glassy wastelands surrounded by desert or desolate badlands. &lt;br /&gt;
&lt;br /&gt;
Only in places like Land Ends, where tall mountain ranges absorbed and deflected the worst of the Moons Burn, did people survive. Even here, great storms boiled overhead, thier rain and lightning seeking out and destroying any trace of the Grand and High Powers.&lt;br /&gt;
&lt;br /&gt;
===Even more recent history===&lt;br /&gt;
That was a long time ago as the Sages tell it, in the lives of grandfathers even to the Elder folk. Those who count say its 227 solar years.&lt;br /&gt;
&lt;br /&gt;
But the world still feels small this side of the mountains that saved the remnant populations of the hundreds of different types of subject peoples left behind when the Grand and High powers were consumed and used to rebalance the world.&lt;br /&gt;
&lt;br /&gt;
Motley is an isolated manor and market town and has been for nearly 200 years - although two kingdoms and three empires have come and gone, Motley has been Motley through all of it. The same with Odd Arbage, one of several villages and clans owing taxes and loyalty to Motley. It is a Cliffside fishing town and deepwater port, home, like Motley, do well over a dozen clans and bloodlines from the last age. It has a small manor and residing Knight, three Churches, and a small collection of houses and homes. It is also home to the adventurers.&lt;br /&gt;
&lt;br /&gt;
The area is ruled by the Baron Motley, Lord Eastport - a title that has changed hands more than once. The current Baron hopes to establish a legacy, but then so did the last three.&lt;br /&gt;
&lt;br /&gt;
Between them, the Town and Villages provide shelter for 2 000 souls, and support the surrounding 10 000 who work the land. The barony is sheltered between the Saviour Mounts to the East and North and the Karstfells to the West, and has very little flat, open land, except around the rivermouth. Odd Arbage sits East the mouth of the Aird river, which flows North and East through rugged, unnavigable twists and turns, all the way to the Lee Plateaus and the Monarchy of which Motley is currently a far-flung arm.&lt;br /&gt;
&lt;br /&gt;
Not that it is an ignored subject - the fisherfolk bring in exotic southern fish and other things, dyes and shells the sell well in the north. The same with the local fruit and root crops - all have a market far away, which means coin and exotic goods, and the folk of Motley grow barley and wheat enough only for their own needs. Even the peasants do well by kingdom standards.&lt;br /&gt;
&lt;br /&gt;
Add the odd merchant ship that ventures into Odd Arbage from the Lesser Isles or Moonburn, and the place is fairly cosmopolitan for a village of 350 odd.&lt;br /&gt;
&lt;br /&gt;
===Current situations.===&lt;br /&gt;
These will fill up as people create their characters.&lt;br /&gt;
&lt;br /&gt;
=Characters and Players=&lt;br /&gt;
&lt;br /&gt;
[[Ineya]] Boat people girl played by Jarulf&lt;br /&gt;
&lt;br /&gt;
==A Character Sheet==&lt;br /&gt;
&lt;br /&gt;
[[Motley Crew Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
==Magic.== &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to have a variety of different magic types in the game, based around systems from BRP, Legend and Runequest Three. Their relative rarity is up to you.&lt;br /&gt;
&lt;br /&gt;
Possible magic types are:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Innate Magic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
These are the inner magics of true skill that set heroes apart without them being spellcasters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Magic - Talented (skill % based)&#039;&#039;&#039;. &lt;br /&gt;
There is a talent for each skill. This grants the ability to invest Magic Points into changing a result roll for that skill. It is entirely situational, varies wildly in MP cost and can only be learned by a master (95%) of the skill. &lt;br /&gt;
Some people are born with a Talent, even before they master it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gifted Attribute&#039;&#039;&#039;. You can use MP to change the results of a Gifted attributes rolls, either on the resistance table or on attribute rolls. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maximum umber of Talents and Gifted Attributes&#039;&#039;&#039;.&lt;br /&gt;
Each one takes up a point of your Int, in the same way spirit magic or Sorcery does. The three aren&#039;t eclusive, So a PC with Int 15, three talents and two gifted attributes has ten points available to memorise Low magic or Sorcery spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use Talents and Gifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Talents/Gifts consume 1MP per 10% difference between a skill roll (or attribute test) and a desired result. Adding a special success (or a x 1 result for an attribute check) costs +3 pts over and above the % cost to reduce the roll to that level of success. Adding a critical success coss +6 pts.&lt;br /&gt;
*Talents are used before a roll is made. MP cost is worked out after the roll is made.&lt;br /&gt;
*Gifted attributes:&lt;br /&gt;
**Attribute Tests fall into two types, Resistance rolls (Att vs some other force) and &lt;br /&gt;
**Characteristic rolls (Attribute x One to five gives degree of success)&lt;br /&gt;
&lt;br /&gt;
MP&#039;s are consumed at the rate of 1 per 5% change on the resistance table or 1 per 10% reduction in a characteristic roll, +3MP for Attribute x1&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Magic schools.&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Low or Common Magic&#039;&#039;&#039;: Learned from particular Backgrounds and Professions.&lt;br /&gt;
&lt;br /&gt;
There are Six Subtypes or traditions of common magic:&lt;br /&gt;
 &#039;&#039;&#039;&lt;br /&gt;
*Battle/Hunt&lt;br /&gt;
*Craft/Hearth&lt;br /&gt;
*Spirit&lt;br /&gt;
*Elemental&lt;br /&gt;
*Wild&lt;br /&gt;
*Common&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These are purely cultural and anyone who can learn Low Magic can (in theory) learn any spell.&lt;br /&gt;
&lt;br /&gt;
You may learn spells up to your Int in points. (Minus any Talents or gifted Attributes).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divine&#039;&#039;&#039;: Divine magic as per RQIII, but tied to Pantheons. Through sacrifice of permanent POW, you build a &#039;Divine reservoir&#039; which you fill out from the pantheons spells.&lt;br /&gt;
These can be changed each time you pray for renewal, which will be daily or hourly depending on your rank. &lt;br /&gt;
Divine ranks require high POW - 15 for Acolytes, 18 for full priests. Acolytes can only memorise 1/4 of their POW in spells, Priests 1/2.&lt;br /&gt;
&lt;br /&gt;
*Three Pantheons: &lt;br /&gt;
**&#039;&#039;Rude Pantheon&#039;&#039;. A pragmatic Divine order with links to many diverse survivor gods, who have formed a survival compact with Mortal Races. Priests of the order form temporary bargains with gods in return for fulfilling divine requirements.&lt;br /&gt;
**&#039;&#039;Church of the Child&#039;&#039;. A variety of Orders with one link - the Child of Light, who reincarnates in a mortal form once every generation. The teachings of the different Children have led to a multiplicity of different Sects and Orders.&lt;br /&gt;
**&#039;&#039;The Old Ways&#039;&#039; Druids, Bards, Lawspeakers, Smiths, rangers and witches, warlocks and old Earth gods.&lt;br /&gt;
&lt;br /&gt;
*Can also worship in cults to individual gods. &lt;br /&gt;
*Can also be gained in limited ways from other traditions and guilds, who have patrons.&lt;br /&gt;
** The Harpers Hall, The Guild of Sages, Philosophical Orders, , etc.&lt;br /&gt;
** These are semi divine orders, often with only a few divine spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery&#039;&#039;&#039;. Could be MRQII Sorcery or BRP/Basic fantasy magic.&lt;br /&gt;
&lt;br /&gt;
*Sorcery is the study of a Sorcerous Art (to manipulate spells). There are many. Each Sorcerous Art allows you to cast spells from Grimoires of that type. &lt;br /&gt;
*Sorcerors must also learn specific Grimoires to gain access to a group of related spells.&lt;br /&gt;
&lt;br /&gt;
Many schools of sorcery are confined to very specific effects.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Folk&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*Different Folk or breeds of human inhabit Land Ends - this often leads to humans having different baseline Attributes from normal. The common types in the area are mentioned, but there may be others.&lt;br /&gt;
&lt;br /&gt;
*Folk of Motley&lt;br /&gt;
**Local Folk (valley/sea folk)&lt;br /&gt;
**Mountain Folk (locals)&lt;br /&gt;
**Wood folk (locals)&lt;br /&gt;
**Sylvan folk (from the elder woods)&lt;br /&gt;
**Elder Folk (from the elder woods)&lt;br /&gt;
**Andermen (from the elder woods)&lt;br /&gt;
**Halleas (old slave race)&lt;br /&gt;
**Northerners (from across the seas)&lt;br /&gt;
&lt;br /&gt;
*There are many non-human races or oddities in the area - generally creations of the great powers. &lt;br /&gt;
&lt;br /&gt;
Possible Exceptions are folk of the five forms:&lt;br /&gt;
** The Dverger. People of the Land. A range of giant to small, strong and durable folk, long lived and tied to the Primal Runes.&lt;br /&gt;
** The Lios. People of the Spirit. A range of  large to small, light and subtle folk, long lived and tied to the Spirit Runes.&lt;br /&gt;
** The Saur. People of the Dragon. A range of giant to small, long lived hardy folk, tied to the Dragon Runes.&lt;br /&gt;
** The Taur. People of the Wild. A range of Large to small hybrid folk embodying beast and human forms. Tied to the Beast Rune.&lt;br /&gt;
** The Huldre. People of the Green. A range of giant to tiny folk with plant based attributes. Tied to the Plant Rune.&lt;br /&gt;
&lt;br /&gt;
==Experience ==&lt;br /&gt;
&lt;br /&gt;
I want to start characters as the equivalent of newly made knights, adept or acolyte magicians or priests, etc.&lt;br /&gt;
To this end, i&#039;d like people to pick a background from RQ3 that best suits their concept [Nomad Warrior, etc]. You get 10 years training then raise five skills by 25%, Three by 40% and one skill by 50%.&lt;br /&gt;
&lt;br /&gt;
*Anyone skilled in Divine Magic, Sorcery or Spirit Magic[Summoning] will add all the bonuses usually given to ceremony, etc to their magic working skills.&lt;br /&gt;
*Anyone with any low magics [common magics] can add any of the old bonuses to their relevant lore skill.&lt;br /&gt;
&lt;br /&gt;
==NPC bases==&lt;br /&gt;
&lt;br /&gt;
Untrained &lt;br /&gt;
Basic&lt;br /&gt;
Trained&lt;br /&gt;
Experienced&lt;br /&gt;
Master&lt;br /&gt;
&lt;br /&gt;
=Local Knowledge=&lt;br /&gt;
== A Map of Land Ends==&lt;br /&gt;
Land Ends is an East Facing Strip along the border of the continent. The area pictured is in the 40 degree north equivalent latitudes. The East Side experiences a mild Maritime climate, the area around the Lesser Sea a more Mediterranean climate. The Eastmarch Valley is a Temperate Seasonal climate.&lt;br /&gt;
&lt;br /&gt;
There are scattered, semi nomadic peoples to the West and South of the EastMarch, across the Sea to the Lonely Shores there are Saurian Tribes. The Elder Wood is home to several small nations, including a grand City-State on the shores of the Lesser Sea. The towns near Irdis deep are all independent and involved in petty wars.&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/LandEnds.jpg&lt;br /&gt;
&lt;br /&gt;
==A map of Motley and the EastMarch==&lt;br /&gt;
The Eastmarch lies in a Wet Mediterranean climate zone, with long dry Summers, stormy and wet Autums and Winters that only bring snow to mountainous areas, though they will be wet in the lowlands.&lt;br /&gt;
Frosts are confined to the highlands, so there are two different growing seasons for two types of produce. Local vegetable and fruit production is pretty much continuous over the seasons and the area has a diverse food base, enough so that famines are rare.&lt;br /&gt;
&lt;br /&gt;
The Eastmarch produces: Exotic citrus, grapes and wines, apples and cider, olives and olive oil, &#039;southern&#039; fish, pearl of shell, purple and blue dyes, inks,  high grade shale, southern hardwoods and herbs/spices. Local wheat and barley/rye only.&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/Motley.jpg&lt;br /&gt;
&lt;br /&gt;
For a rough sense of scale, it is 50 miles [82km]as the crow flies between Motley and MiddleMount. &lt;br /&gt;
&lt;br /&gt;
Major Features.&lt;br /&gt;
*&#039;&#039;&#039;The Burned Mounts.&#039;&#039;&#039; These low mountains burst into flame during the Moons Tear. Their people and places are forgotten.&lt;br /&gt;
*&#039;&#039;&#039;The Bad Lands&#039;&#039;&#039; Mostly desert and patches of fused sand, there are oases and patches of seasonal green in this dry land. Temperatures vary considerably on this high, wasted plateau but run to the chilly, and only the various warm blooded saurian species seem to thrive there.&lt;br /&gt;
*&#039;&#039;&#039;The Savior Mounts&#039;&#039;&#039;. High and jagged mountains that are impassible at all but two points, both treacherous. These mounts protected the river valley and places beyond from the direct effects of the moons tear, and have provided a barrier to the strange creatures that have grown in the Bad Lands since.&lt;br /&gt;
*&#039;&#039;&#039;The Lesser Sea&#039;&#039;&#039; A warm and shallow ocean protected by landforms and island chains from global currents. Home to much of the Eastmarches wealth and the trade route to the Lesser Isles [a collection of large and small island colonies] and Moonburn [the last true Citie].&lt;br /&gt;
*&#039;&#039;&#039;The KarstFells&#039;&#039;&#039; a former Holding of a minor Power, the KarstFells were an idealised expression of an UnderEarth wonderland. After the Moon&#039;s Tear and the fading of the old powers, the place settled into a more natural ecology, both on the surface and underearth. Many of the slave creatures and exhibits have reverted to their old gods and ways, and many odd, dangerous things haunt the Fells.&lt;br /&gt;
&lt;br /&gt;
==A map of Odd Arbage==&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/arbage.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just a little picture of Arbage. fully brown buildings are covered longhouses. The others generally have gardens and reflect three or four odd styles from around the races/cultures settled since the Moons Tear.&lt;br /&gt;
&lt;br /&gt;
There is not a lot of fine detail, but brown = mostly wood, grey = stone and black=Grand Age Architecture [read: unbreakable.] The black dots near the deepwater groyne are spikes that never move or wear.&lt;br /&gt;
&lt;br /&gt;
Old Odd is the centre of the village, despite being smaller. It is here you will find the market once a week, and the few buildings devoted to anything other than living and working.&lt;br /&gt;
&lt;br /&gt;
Families and clans: [on average, a family will be 5 people, a clan 10] total population is usually 375 or so. You are currently missing about 20% of the population [70 people], mostly the fighting age men and women and their leaders.&lt;br /&gt;
&lt;br /&gt;
* 19 clans of Local folk [Olive skinned, brown hair and eyes. The &#039;average&#039; human]&lt;br /&gt;
** 10 fishing clans, devoted to various aspects of gathereing ocean harvests.&lt;br /&gt;
** 8 farming clans, devoted to a mix of hillside and bottomland farming.&lt;br /&gt;
** 1 Milling clan, devoted to the growth, grinding and baking of grains.&lt;br /&gt;
&lt;br /&gt;
* 3 clans of Mountain folk [Fairer skinned, tending to blondes and redheads] From the North and the Lee Plateaus.&lt;br /&gt;
**2 Herding clans, devoted to cattle, sheep and goats, the production of dairy, and butchering.&lt;br /&gt;
**1 Orcharding clan, devoted to the growth of cooler fruits, Olives, and oil production.&lt;br /&gt;
&lt;br /&gt;
*3 clans of Elderfolk [smaller, nore nimble]. Originally from the Great Sylan Lords parklands.&lt;br /&gt;
**1 Forestry clan, devoted to the management of the local woods and creatures therein.&lt;br /&gt;
**1 Fishing clan, involved in pearl of shell and dye-making, as well as exotic sea goods.&lt;br /&gt;
**1 Farming/gathering clan, devoted to the gathering of wild growth foods, herbs and spices.&lt;br /&gt;
&lt;br /&gt;
* 2 Families of High Goblins. [from the Fells]&lt;br /&gt;
**1 Ponyriders clan, Devoted to the breeding, training and use of forest ponies, donkeys and Mules.&lt;br /&gt;
**1 farming/fishing clan, devoted to subsistance living and labour for hire.&lt;br /&gt;
&lt;br /&gt;
* 4 clans of Andermen [short, rounder, healthy] Originally from the Fells.&lt;br /&gt;
**1 Ponyriders/Houndbreeders clan, devoted to the breeding, raising and selling of ponies and hounds.&lt;br /&gt;
**3 Fishing clans, devoted mainly to shoreline and river/pond/lake fishing and the finding of exotic water foods.&lt;br /&gt;
&lt;br /&gt;
* 1 Family of Water Goblins [from the Fells]&lt;br /&gt;
**Fishing clan, devoted to deep sea fishing and working with Dolphins.&lt;br /&gt;
&lt;br /&gt;
* 2 Families of Old Northerner Folk.&lt;br /&gt;
**1 Crafters family, working in Iron and Wood, leather and other, more exotic goods.&lt;br /&gt;
**1 Archers clan, devoted to the making of bows and accessories, their instruction, use and hunting skills.&lt;br /&gt;
&lt;br /&gt;
* 2 clans of Northerners [big,strong]&lt;br /&gt;
**1 fishing clan, devoted to deep water runs and whale hunting.&lt;br /&gt;
**1 Herding clan, devoted to goats and high mountain sheep.&lt;br /&gt;
&lt;br /&gt;
* 1 clan of WaterGoblins.[small, nimble,semi-aquatic]&lt;br /&gt;
**Devoted to deep diving and pearl of shell gathering.&lt;br /&gt;
&lt;br /&gt;
* 1 family of Helleas [Bred as servants to the Powers]&lt;br /&gt;
**Devoted to healing and herbs/spice gathering. Also, inverventions with house and evil spirits. &lt;br /&gt;
&lt;br /&gt;
* 2 clans of Bladhamers. [short,broad,muscular, tireless]&lt;br /&gt;
**1 shale gathering clan, devoted to the gathering, shaping and use of high quality shale and slate.&lt;br /&gt;
**1 Fishing clan, devoted to deep water and shoreline netting.&lt;br /&gt;
&lt;br /&gt;
* 1 clan of Bacchae. [tall, charming, lacking wisdom]&lt;br /&gt;
**Devoted to the production of wines and ciders, the growing and grafting of grapes and apples.&lt;br /&gt;
&lt;br /&gt;
* 9 &#039;Mixed&#039; clans - open to joining by outsiders without marriage or blood ties, unlike a normal clan or family. vitally important to the social fabric of Motley and the whole Lee Kingdoms, these &#039;mixed&#039; clans gave the homeless and lost a sense of place and belonging in the days after the moons tear. 120 years of tradition have cemented them into the social fabric alongside family or &#039;blood&#039; clans. &lt;br /&gt;
**The workers clan. a collection of small families who work mainly for others.&lt;br /&gt;
**The fishers clan. a collection of small families who make their living from the sea.&lt;br /&gt;
**The Landers clan. a collection of small families who make their living from the land.&lt;br /&gt;
**The Inn clan. Runs the local Inn/townhouse.&lt;br /&gt;
**The Militia clan. Maintains and supports the watchtowers, their gardens and foodstores, weapons and provisions.&lt;br /&gt;
**The Crafters clan. An unofficial clan made up of all practicing craftmasters without immediate clan ties, and their families.&lt;br /&gt;
**The Manor clan. Another unofficial clan. Composed of the knight, his family and entourage, their families and hangers on.&lt;br /&gt;
**The Temple. All the associated folk who run and maintain the Temple of the Rude Pantheon.&lt;br /&gt;
**The New Temple. All the folk who are associated with the Temple of the Child of Light.&lt;br /&gt;
**The Old Temple. All the folk associated with the outdoor temple to the Old Ways.&lt;br /&gt;
**The Clan Marine. A local version of the Militia clans common to the kingdom.The local version requires decent boating skills. &lt;br /&gt;
&lt;br /&gt;
The manor is made of logs. Here is a map of sorts.&lt;br /&gt;
&lt;br /&gt;
==A map of Odd Manor==&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/arbagemanor.jpg&lt;br /&gt;
&lt;br /&gt;
=Nearby Places and Facts=&lt;br /&gt;
&lt;br /&gt;
==Bladhame==&lt;br /&gt;
Bladhame, &amp;quot;Son of the Stones&amp;quot;, was a (Dvergar/Mountain Folk) fortress at some point in the distant past; a mountain hollowed out through unknown magics or unimaginable labor. A handful of folk dwell today, along with odd mountain races and a great many humans. Precisely what killed the original inhabitants of the city remains a mystery, but stories and theories abound. Ask any two Bladhamers, and you&#039;ll hear half a dozen tales between them.&lt;br /&gt;
&lt;br /&gt;
It remains, however, one of the few remaining gateways to the World Below. Behind enormous stone doors, sealed with runes and sigils of obscure and arcane power, Taggit Dal Uggrit (&amp;quot;The Road That The Sun Never Sees&amp;quot;) still runs deep into the earth, bringing the occasional caravan from the peoples who dwell below.&lt;br /&gt;
&lt;br /&gt;
The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power.&lt;br /&gt;
&lt;br /&gt;
==The Older Ones==&lt;br /&gt;
Late on the quietest winter nights, some of the shormost residents of Odd Arbage say that they can hear, just for a moment in the dead of night, a strange bell tolling out across the waters. By day, the stories are ridiculed, dismissed; but on those nights, the people of Odd Arbage shutter their windows tight and keep a roaring fire.&lt;br /&gt;
&lt;br /&gt;
The oldest among them speak tales, when in their cups, of a time when the bells were answered by bells from the shore, and when they were they drew closer, and dark happenings took place at the shoreline.&lt;br /&gt;
&lt;br /&gt;
But that hasn&#039;t happened for nigh-on twenty years, they say, though they glance fearfully at the odd gold trinkets that are in some family heirloom collections: little-worn and ill-favoured by all but the most brazen, who often come to a bad end.&lt;br /&gt;
&lt;br /&gt;
Have new trinkets been seen around the town of Odd Arbage? None are sure. Perhaps the stories are so long-forgotten that the pieces are no longer seen as cursed. Perhaps some benighted jeweller is replicating them out of ignorance or misguided curiosity.&lt;br /&gt;
&lt;br /&gt;
But the fishing this year has been the best ever; better even than the year before that, which was better again than the year before that... and some of the old folk wonder to themselves, and stoke roaring fires...&lt;br /&gt;
&lt;br /&gt;
==The Movealong Shadows==&lt;br /&gt;
Once there were villages in the foothills of the Karstfells, to the East. Some of the elders can still remember when they were burned out, or found empty. Now only wild men, the nomads, dare to dwell there, and even they speak of enemies that come in the dark, through some moonless night or thick fog, leaving behind only empty tents to be found in the morning. None know who or what they are, but they move through the rocky hills like ghosts, evading watches and guards. Each dark night you camp in the same place you risk them finding you, and then you are never seen again.&lt;br /&gt;
&lt;br /&gt;
==The Karstfells==&lt;br /&gt;
Originally the holding of a minor Power, the Karstfells were once a fantasy wonderland of underearth races and beasts. When the Power fell, a more natural order took over.&lt;br /&gt;
&lt;br /&gt;
The Fells have a bad reputation, getting steadily worse the further East you go...which pushes Bladhames trade route undergound, where these attacks, oddly, never occur.&lt;br /&gt;
&lt;br /&gt;
Considering the Karstfells as the fantasy equivalent of Bolivia/Central America cave system wise, this creates an environment where the surface is bleak and dangerous and the underearth is possibly safer and a more diverse, vibrant ecology...probably connecting to underwater rivers and ocean openings [a sunless sea or two?], where ancient marine races have found their contemptuous conquerers to now be a thing of history...&lt;br /&gt;
&lt;br /&gt;
==The Hellas clan==&lt;br /&gt;
&lt;br /&gt;
The Hellas clan has been in Motley since the world changed...though their circumstances have changed somewhat. The result of twisted, magical crossbreeding between higher and lower  bloodlines, the Hellas were magical accessories, bred much as pets are in some cultures.&lt;br /&gt;
Those few in Motley at the time of the world change were part of the retinue of a minor local Power. When he vanished in a flash of light along with his inner circle, those Hellas left banded together with a few refugees to form their own clan - specialising in otherworldly magics.&lt;br /&gt;
&lt;br /&gt;
There is only one family of Hellas clan in Odd Arbage - Natt the healer, his wife Eleanor the Herber and their daughter Bough - who seems to have a way with spirits and such.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of the Blessed Bolt==&lt;br /&gt;
The Brotherhood of the Blessed Bolt&lt;br /&gt;
&lt;br /&gt;
This organization of wandering Holy woodsmen formed after the Fall of the Moon&#039;s Tear to deal with the monstrosities that still roamed the land.&lt;br /&gt;
&lt;br /&gt;
They do not crusade. They hunt and protect.&lt;br /&gt;
&lt;br /&gt;
As monstrosities declined, so did the Brotherhood. Most went on far-ranging journeys to find evil, and few ever came back. Those that stayed became more like knights-errant, wandering and dispensing justice as they saw fit. Those few though kept the memory of the traditions alive, the techniques of monster-hunting, of the various weaknesss and vulnerbilites of demons, devils, lycanthropes and worse.&lt;br /&gt;
&lt;br /&gt;
They revere the Father Sun, whose face watches and judges them by their actions everyday.&lt;br /&gt;
&lt;br /&gt;
A fallen Brother is said to have forgotten the face of his father.&lt;br /&gt;
&lt;br /&gt;
They train not so much in direct combat, as in stealth and attack from a distance, using specially crafted repeating crossbows.&lt;br /&gt;
&lt;br /&gt;
==The Archivists Order==&lt;br /&gt;
They call themselves, in their clandestine meetings, the Archivists. Others call them thieves. Some few refer to them as the Bookwyrms, and regard them with a special sort of loathing.&lt;br /&gt;
&lt;br /&gt;
The Archivists feel that is their divinely appointed task to accumulate as much knowledge as possible, in any and all possible form, and to cache it in hidden places to keep it from being lost forever the next time that the Moon sheds a tear.&lt;br /&gt;
&lt;br /&gt;
Some, it must be admitted, take this sacred duty rather more seriously than others.....&lt;br /&gt;
&lt;br /&gt;
==The Sambaqui Mounds==&lt;br /&gt;
Dotted along the coast of the Lesser Sea are barrow-like mounds known as Sambaquis, mostly overgrown and unnoticeable. The Church maintains that they are simply piles of refuse, shells and broken pottery, from ancient primitives who once lived here.&lt;br /&gt;
&lt;br /&gt;
The common people know better, however. The Sambaqui are burial mounds for the first of the Water Saur kings. Any man who sets foot on one of the mounds is blighted - he will never raise a son to take his place and his dreams will shrivel. A woman who steps on a Sambaqui will have her children taken by the Water Saur but will be blessed with unnatural health.&lt;br /&gt;
&lt;br /&gt;
It is said that the Barons, ignorant of common wisdom, have all stepped on Sambaqui and have even taken taken some of their wealth from the mounds. But they have paid the price.&lt;br /&gt;
&lt;br /&gt;
==Gods and the Rude Pantheon==&lt;br /&gt;
&lt;br /&gt;
The relationship between mortals and gods is fundamentally different in this campaign.&lt;br /&gt;
&lt;br /&gt;
The Grand and High Powers planted their heels firmly on the neck of many deities, great and small, during their increasingly insane reign. &lt;br /&gt;
*Some, who&#039;s existence is woven into the make of the world, were supressed into little more than their earthly manifestations [Sun, woods and magic]. &lt;br /&gt;
*Others were enslaved. Some fled and hid, some were killed. All were humbled.&lt;br /&gt;
&lt;br /&gt;
When the Wind Dragon fell and the Winds stilled, the world paused...and one of his semi divine sons took the mantle of his position. The magical and philosophical implications of this are still being fought out in the hearts of mortals and Outsiders alike.&lt;br /&gt;
&lt;br /&gt;
Only the primal forces of Nature and the Middle Way endured unchanged as their existence was the canvas on which the Powers made their marks. The Old Ways, woven into the interdependence of existence, were only in danger near the end, when the Powers began to claw down existence and were flattened by nudging the Wheel. As those priests who have had [oddly frank] divine messages answered can attest to, the Moon&#039;s Tear had a number of effects across all the planes, all fatal to the powers and their ilk - and many others besides. Apparently, Hell and the Abyss are pretty much empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gods of the Rude Pantheon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a religion - a new approach to faith between the devout and the Deities that remain. Inspired by Caeran Twiceborn, who died and lived again after talking with the god of Death, who was a god without a name. Returning to life is not unknown, but returning after a year and a day is.&lt;br /&gt;
The story from there is long and involved, but the part crucial to the church is the compact it promises between gods and mortals - namely that gods will strive together to ceate a better world as mortals must. Old emnities are not part of the Church&#039;s way, and the&lt;br /&gt;
&amp;quot;Rude Pantheon&amp;quot; is called so with understanding of it&#039;s possible interpretations.&lt;br /&gt;
&lt;br /&gt;
In practical terms, the Rude Pantheon is a collection of the remnants of the gods of another age...and the few who have arisen since the Moon&#039;s Tear.&lt;br /&gt;
There are many other Gods and semidivine beings, but they are generally unimportant in the area.&lt;br /&gt;
&lt;br /&gt;
[[Bits]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Motley_Crew/Ineya&amp;diff=204894</id>
		<title>The Motley Crew/Ineya</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Motley_Crew/Ineya&amp;diff=204894"/>
		<updated>2012-04-15T12:41:57Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: Blanked the page&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204893</id>
		<title>Ineya</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Ineya&amp;diff=204893"/>
		<updated>2012-04-15T12:41:19Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: Created page with &amp;quot;The Motley Crew  ==Character Details==  * Name: &amp;#039;&amp;#039;&amp;#039;Ineya&amp;#039;&amp;#039;&amp;#039; * Gender: &amp;#039;&amp;#039;&amp;#039;Female&amp;#039;&amp;#039;&amp;#039; * Age: * Bloodline: &amp;#039;&amp;#039;&amp;#039;Characters bloodline goes here&amp;#039;&amp;#039;&amp;#039; * Career: &amp;#039;&amp;#039;&amp;#039;This is where things ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Motley Crew]]&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Ineya&#039;&#039;&#039;&lt;br /&gt;
* Gender: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
* Age:&lt;br /&gt;
* Bloodline: &#039;&#039;&#039;Characters bloodline goes here&#039;&#039;&#039;&lt;br /&gt;
* Career: &#039;&#039;&#039;This is where things like &#039;civilized fisherman&#039;or &#039;Hunter&#039; go.&#039;&#039;&#039;&lt;br /&gt;
* Social class:&lt;br /&gt;
** Wealth&lt;br /&gt;
** Status&lt;br /&gt;
&lt;br /&gt;
* Background: (All from MRQII)&lt;br /&gt;
** Family Ties.&lt;br /&gt;
** Family Reputation.&lt;br /&gt;
** Family Connections.&lt;br /&gt;
** Background Events.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Write a brief history of your PC here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*Str: &#039;&#039;&#039;10&#039;&#039;&#039;: Brawn Roll x5.&lt;br /&gt;
*Con: &#039;&#039;&#039;12&#039;&#039;&#039;: Health Roll x5.&lt;br /&gt;
*Siz: &#039;&#039;&#039;15&#039;&#039;&#039;: Resist Roll x5.&lt;br /&gt;
*Int: &#039;&#039;&#039;15&#039;&#039;&#039;: Idea Roll x5.&lt;br /&gt;
*Pow: &#039;&#039;&#039;09&#039;&#039;&#039;: Luck Roll x5.&lt;br /&gt;
*Dex: &#039;&#039;&#039;18&#039;&#039;&#039;: Agility Roll x5.&lt;br /&gt;
*Cha: &#039;&#039;&#039;10&#039;&#039;&#039;: Appearance Roll x5.&lt;br /&gt;
&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+/- Damage Dice&#039;&#039;&#039; Use whatever system you rolled up in.&lt;br /&gt;
*Hit Points: &#039;&#039;&#039;Siz+Con Averaged&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;Int/2%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: &#039;&#039;&#039;Str+Siz&#039;&#039;&#039;&lt;br /&gt;
*Magic Points: &#039;&#039;&#039;Equal to POW&#039;&#039;&#039;&lt;br /&gt;
*Fatigue Points: &#039;&#039;&#039;Str+Con&#039;&#039;&#039;&lt;br /&gt;
*Movement:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&lt;br /&gt;
Skill category modifiers are worked out this way. Every Primary (p) Atrribute adds 1% for every point over 10 or lowers it if below. Secondary attributes do this, but only at 1/2 effect (round down). Negative attributes work in reverse.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the modifiers:&lt;br /&gt;
* Physical/Agility. Dex(p)Str,Con(s),Siz(n).&lt;br /&gt;
* Mental/Knowledge. Int (p) Pow(s).&lt;br /&gt;
* Manipulation. Int,Dex(p)Str(s).&lt;br /&gt;
* Perception. Int(p)Pow,Con(s).&lt;br /&gt;
* Communication. Cha(p), Int,Pow(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;. Skills listed in bold are common skills. Others are specialist skills and are assumed to be at 0% unless you&#039;ve opened them (at the listed %).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Physical Agility: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Athletics&#039;&#039;&#039; (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dance&#039;&#039;&#039; (Regional) (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dodge/Evade&#039;&#039;&#039; (25%)&lt;br /&gt;
**&#039;&#039;&#039;Pilot(Boat)&#039;&#039;&#039;(20%)&lt;br /&gt;
**&#039;&#039;&#039;Ride&#039;&#039;&#039;(specify) (20%)&lt;br /&gt;
**&#039;&#039;&#039;Stealth&#039;&#039;&#039;(25%)&lt;br /&gt;
**&#039;&#039;&#039;Swimming&#039;&#039;&#039;(20%)&lt;br /&gt;
**Acrobatics: (25%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Knowledge: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; (30%)&lt;br /&gt;
*&#039;&#039;&#039;First aid&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge/Lore&#039;&#039;&#039;(Specify) &lt;br /&gt;
**&#039;&#039;&#039;Regional Lore (Land Ends)&#039;&#039;&#039;(35%)&lt;br /&gt;
**Other Lores (Specify) 20%&lt;br /&gt;
*&#039;&#039;&#039;Navigation&#039;&#039;&#039;(10%)&lt;br /&gt;
*Healing lore: (25%):-&lt;br /&gt;
*Literacy (Own Languages Script) (50/20% or 0)&lt;br /&gt;
**Literacy (Other Script) 20%&lt;br /&gt;
*Martial Arts (15%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sense: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (25%)&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (25)&lt;br /&gt;
*Navigate (20%)&lt;br /&gt;
*Research (20%)&lt;br /&gt;
*Tracking (20%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manipulation: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Craft (Specify)&#039;&#039;&#039;(30%) &lt;br /&gt;
**Craft (Another) (30%/10)% &lt;br /&gt;
*&#039;&#039;&#039;Sleight of hand&#039;&#039;&#039;(20%)&lt;br /&gt;
*&#039;&#039;&#039;Throw&#039;&#039;&#039; (25%)&lt;br /&gt;
*Art(Specify) (20%)&lt;br /&gt;
*Devices/Mechanisms (25%)&lt;br /&gt;
*Engineering (25%)&lt;br /&gt;
*Play (20%)&lt;br /&gt;
*Shiphandling: (20%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; (20%) &lt;br /&gt;
*&#039;&#039;&#039;Speak Language&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Native&#039;&#039;&#039; (Int x 5%)&lt;br /&gt;
**Other (10): &lt;br /&gt;
*Bargain/Commerce (20%)&lt;br /&gt;
*Command (20%)&lt;br /&gt;
*Disguise (20%)&lt;br /&gt;
*Courtesy/Etiquette (25%)&lt;br /&gt;
*Orate/Persuade (20%)&lt;br /&gt;
**Perform(Specify) (25%)&lt;br /&gt;
**Seduction (20%)&lt;br /&gt;
**Streetwise (30%)&lt;br /&gt;
**Teaching (20%)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
* Attack [manipulation] Bonus/Minus: +/-%&lt;br /&gt;
* Parry  [agility] Bonus/Minus: +/-%&lt;br /&gt;
* Aim  [perception] Bonus/Minus: +/-%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike Ranks:&#039;&#039;&#039; See the strike rank Table.&lt;br /&gt;
*Siz:(n)&lt;br /&gt;
*Dex:(n)&lt;br /&gt;
*Int:(n) &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon Style&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || by type || sr || ap || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed || 1d3 || sr || arm || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || Armour Type || number || number || number || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || Armour Type || number || number || number || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || Armour Type || number || number || number || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || Armour Type || number || number || number || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || Armour Type || number || number || number || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || Armour Type || number || number || number || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || Armour Type || number || number || number || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: nHP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Power:-&#039;&#039;&#039;&lt;br /&gt;
** Current Characteristic POW:&lt;br /&gt;
** Current Available MP:&lt;br /&gt;
** Current Stored MP:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Common Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Common Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** List your weapons and shields here&lt;br /&gt;
*Armour:&lt;br /&gt;
** List you armour and clothing here&lt;br /&gt;
*Other:&lt;br /&gt;
**List everything else here.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Motley_Crew&amp;diff=204892</id>
		<title>The Motley Crew</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Motley_Crew&amp;diff=204892"/>
		<updated>2012-04-15T12:40:05Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characters and Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaign Setup]]&lt;br /&gt;
=Campaign Setup=&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the campaign setting of The Motley Crew, an odd band cast into dangerous times at the end of the world.&lt;br /&gt;
==The Motley Crew: Campaign Background==&lt;br /&gt;
Welcome to Motley and Odd Arbage, a Manor town and Village port, respectively.&lt;br /&gt;
They are located at the end of the world in a Dark age.&lt;br /&gt;
&lt;br /&gt;
===Recent history===&lt;br /&gt;
When the [[Grand and High Powers]] finally fell to arrogance and insane magics in the Great Age, they took much of the Light out of the world.&lt;br /&gt;
*Whole peoples, races, spirits and divine beings became pieces and pawns in their elaborate, ritual wars and amusements. &lt;br /&gt;
*They bent time and space, plane and cosmos to their bidding, summoning Eldritch horrors to their own amusements, stocking and populating grand territories with their own creations.&lt;br /&gt;
*They violated ancient and divine precepts and slaughtered their avengers. &lt;br /&gt;
*They bent the very fibre of reality to accommodate their increasing perversities.&lt;br /&gt;
&lt;br /&gt;
The [[Great Wheel]] finally turned. So much so that the Moon, it’s mother, spun a tear from the sky to finally quell the Grand and High Powers.&lt;br /&gt;
&lt;br /&gt;
The Grand and High Powers, in their arrogance unrepentant, were destroyed in a Light that decimated the Known lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Moons Burn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completely destroyed every Grand or High Power, any offspring, anything that contained any of their essence or fragment of their spirit. It reached across all the known planes at the same time and even into the infinite. All trace of the Powers ceased to be.&lt;br /&gt;
&lt;br /&gt;
The Tear of the Moon fell on the heart of the Powers Empire and destroyed half a world - leaving behind huge, glassy wastelands surrounded by desert or desolate badlands. &lt;br /&gt;
&lt;br /&gt;
Only in places like Land Ends, where tall mountain ranges absorbed and deflected the worst of the Moons Burn, did people survive. Even here, great storms boiled overhead, thier rain and lightning seeking out and destroying any trace of the Grand and High Powers.&lt;br /&gt;
&lt;br /&gt;
===Even more recent history===&lt;br /&gt;
That was a long time ago as the Sages tell it, in the lives of grandfathers even to the Elder folk. Those who count say its 227 solar years.&lt;br /&gt;
&lt;br /&gt;
But the world still feels small this side of the mountains that saved the remnant populations of the hundreds of different types of subject peoples left behind when the Grand and High powers were consumed and used to rebalance the world.&lt;br /&gt;
&lt;br /&gt;
Motley is an isolated manor and market town and has been for nearly 200 years - although two kingdoms and three empires have come and gone, Motley has been Motley through all of it. The same with Odd Arbage, one of several villages and clans owing taxes and loyalty to Motley. It is a Cliffside fishing town and deepwater port, home, like Motley, do well over a dozen clans and bloodlines from the last age. It has a small manor and residing Knight, three Churches, and a small collection of houses and homes. It is also home to the adventurers.&lt;br /&gt;
&lt;br /&gt;
The area is ruled by the Baron Motley, Lord Eastport - a title that has changed hands more than once. The current Baron hopes to establish a legacy, but then so did the last three.&lt;br /&gt;
&lt;br /&gt;
Between them, the Town and Villages provide shelter for 2 000 souls, and support the surrounding 10 000 who work the land. The barony is sheltered between the Saviour Mounts to the East and North and the Karstfells to the West, and has very little flat, open land, except around the rivermouth. Odd Arbage sits East the mouth of the Aird river, which flows North and East through rugged, unnavigable twists and turns, all the way to the Lee Plateaus and the Monarchy of which Motley is currently a far-flung arm.&lt;br /&gt;
&lt;br /&gt;
Not that it is an ignored subject - the fisherfolk bring in exotic southern fish and other things, dyes and shells the sell well in the north. The same with the local fruit and root crops - all have a market far away, which means coin and exotic goods, and the folk of Motley grow barley and wheat enough only for their own needs. Even the peasants do well by kingdom standards.&lt;br /&gt;
&lt;br /&gt;
Add the odd merchant ship that ventures into Odd Arbage from the Lesser Isles or Moonburn, and the place is fairly cosmopolitan for a village of 350 odd.&lt;br /&gt;
&lt;br /&gt;
===Current situations.===&lt;br /&gt;
These will fill up as people create their characters.&lt;br /&gt;
&lt;br /&gt;
=Characters and Players=&lt;br /&gt;
&lt;br /&gt;
[[Ineya]] Fisher girl played by Jarulf&lt;br /&gt;
&lt;br /&gt;
==A Character Sheet==&lt;br /&gt;
&lt;br /&gt;
[[Motley Crew Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
==Magic.== &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to have a variety of different magic types in the game, based around systems from BRP, Legend and Runequest Three. Their relative rarity is up to you.&lt;br /&gt;
&lt;br /&gt;
Possible magic types are:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Innate Magic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
These are the inner magics of true skill that set heroes apart without them being spellcasters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Magic - Talented (skill % based)&#039;&#039;&#039;. &lt;br /&gt;
There is a talent for each skill. This grants the ability to invest Magic Points into changing a result roll for that skill. It is entirely situational, varies wildly in MP cost and can only be learned by a master (95%) of the skill. &lt;br /&gt;
Some people are born with a Talent, even before they master it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gifted Attribute&#039;&#039;&#039;. You can use MP to change the results of a Gifted attributes rolls, either on the resistance table or on attribute rolls. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maximum umber of Talents and Gifted Attributes&#039;&#039;&#039;.&lt;br /&gt;
Each one takes up a point of your Int, in the same way spirit magic or Sorcery does. The three aren&#039;t eclusive, So a PC with Int 15, three talents and two gifted attributes has ten points available to memorise Low magic or Sorcery spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use Talents and Gifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Talents/Gifts consume 1MP per 10% difference between a skill roll (or attribute test) and a desired result. Adding a special success (or a x 1 result for an attribute check) costs +3 pts over and above the % cost to reduce the roll to that level of success. Adding a critical success coss +6 pts.&lt;br /&gt;
*Talents are used before a roll is made. MP cost is worked out after the roll is made.&lt;br /&gt;
*Gifted attributes:&lt;br /&gt;
**Attribute Tests fall into two types, Resistance rolls (Att vs some other force) and &lt;br /&gt;
**Characteristic rolls (Attribute x One to five gives degree of success)&lt;br /&gt;
&lt;br /&gt;
MP&#039;s are consumed at the rate of 1 per 5% change on the resistance table or 1 per 10% reduction in a characteristic roll, +3MP for Attribute x1&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Magic schools.&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Low or Common Magic&#039;&#039;&#039;: Learned from particular Backgrounds and Professions.&lt;br /&gt;
&lt;br /&gt;
There are Six Subtypes or traditions of common magic:&lt;br /&gt;
 &#039;&#039;&#039;&lt;br /&gt;
*Battle/Hunt&lt;br /&gt;
*Craft/Hearth&lt;br /&gt;
*Spirit&lt;br /&gt;
*Elemental&lt;br /&gt;
*Wild&lt;br /&gt;
*Common&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These are purely cultural and anyone who can learn Low Magic can (in theory) learn any spell.&lt;br /&gt;
&lt;br /&gt;
You may learn spells up to your Int in points. (Minus any Talents or gifted Attributes).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divine&#039;&#039;&#039;: Divine magic as per RQIII, but tied to Pantheons. Through sacrifice of permanent POW, you build a &#039;Divine reservoir&#039; which you fill out from the pantheons spells.&lt;br /&gt;
These can be changed each time you pray for renewal, which will be daily or hourly depending on your rank. &lt;br /&gt;
Divine ranks require high POW - 15 for Acolytes, 18 for full priests. Acolytes can only memorise 1/4 of their POW in spells, Priests 1/2.&lt;br /&gt;
&lt;br /&gt;
*Three Pantheons: &lt;br /&gt;
**&#039;&#039;Rude Pantheon&#039;&#039;. A pragmatic Divine order with links to many diverse survivor gods, who have formed a survival compact with Mortal Races. Priests of the order form temporary bargains with gods in return for fulfilling divine requirements.&lt;br /&gt;
**&#039;&#039;Church of the Child&#039;&#039;. A variety of Orders with one link - the Child of Light, who reincarnates in a mortal form once every generation. The teachings of the different Children have led to a multiplicity of different Sects and Orders.&lt;br /&gt;
**&#039;&#039;The Old Ways&#039;&#039; Druids, Bards, Lawspeakers, Smiths, rangers and witches, warlocks and old Earth gods.&lt;br /&gt;
&lt;br /&gt;
*Can also worship in cults to individual gods. &lt;br /&gt;
*Can also be gained in limited ways from other traditions and guilds, who have patrons.&lt;br /&gt;
** The Harpers Hall, The Guild of Sages, Philosophical Orders, , etc.&lt;br /&gt;
** These are semi divine orders, often with only a few divine spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery&#039;&#039;&#039;. Could be MRQII Sorcery or BRP/Basic fantasy magic.&lt;br /&gt;
&lt;br /&gt;
*Sorcery is the study of a Sorcerous Art (to manipulate spells). There are many. Each Sorcerous Art allows you to cast spells from Grimoires of that type. &lt;br /&gt;
*Sorcerors must also learn specific Grimoires to gain access to a group of related spells.&lt;br /&gt;
&lt;br /&gt;
Many schools of sorcery are confined to very specific effects.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Folk&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*Different Folk or breeds of human inhabit Land Ends - this often leads to humans having different baseline Attributes from normal. The common types in the area are mentioned, but there may be others.&lt;br /&gt;
&lt;br /&gt;
*Folk of Motley&lt;br /&gt;
**Local Folk (valley/sea folk)&lt;br /&gt;
**Mountain Folk (locals)&lt;br /&gt;
**Wood folk (locals)&lt;br /&gt;
**Sylvan folk (from the elder woods)&lt;br /&gt;
**Elder Folk (from the elder woods)&lt;br /&gt;
**Andermen (from the elder woods)&lt;br /&gt;
**Halleas (old slave race)&lt;br /&gt;
**Northerners (from across the seas)&lt;br /&gt;
&lt;br /&gt;
*There are many non-human races or oddities in the area - generally creations of the great powers. &lt;br /&gt;
&lt;br /&gt;
Possible Exceptions are folk of the five forms:&lt;br /&gt;
** The Dverger. People of the Land. A range of giant to small, strong and durable folk, long lived and tied to the Primal Runes.&lt;br /&gt;
** The Lios. People of the Spirit. A range of  large to small, light and subtle folk, long lived and tied to the Spirit Runes.&lt;br /&gt;
** The Saur. People of the Dragon. A range of giant to small, long lived hardy folk, tied to the Dragon Runes.&lt;br /&gt;
** The Taur. People of the Wild. A range of Large to small hybrid folk embodying beast and human forms. Tied to the Beast Rune.&lt;br /&gt;
** The Huldre. People of the Green. A range of giant to tiny folk with plant based attributes. Tied to the Plant Rune.&lt;br /&gt;
&lt;br /&gt;
==Experience ==&lt;br /&gt;
&lt;br /&gt;
I want to start characters as the equivalent of newly made knights, adept or acolyte magicians or priests, etc.&lt;br /&gt;
To this end, i&#039;d like people to pick a background from RQ3 that best suits their concept [Nomad Warrior, etc]. You get 10 years training then raise five skills by 25%, Three by 40% and one skill by 50%.&lt;br /&gt;
&lt;br /&gt;
*Anyone skilled in Divine Magic, Sorcery or Spirit Magic[Summoning] will add all the bonuses usually given to ceremony, etc to their magic working skills.&lt;br /&gt;
*Anyone with any low magics [common magics] can add any of the old bonuses to their relevant lore skill.&lt;br /&gt;
&lt;br /&gt;
==NPC bases==&lt;br /&gt;
&lt;br /&gt;
Untrained &lt;br /&gt;
Basic&lt;br /&gt;
Trained&lt;br /&gt;
Experienced&lt;br /&gt;
Master&lt;br /&gt;
&lt;br /&gt;
=Local Knowledge=&lt;br /&gt;
== A Map of Land Ends==&lt;br /&gt;
Land Ends is an East Facing Strip along the border of the continent. The area pictured is in the 40 degree north equivalent latitudes. The East Side experiences a mild Maritime climate, the area around the Lesser Sea a more Mediterranean climate. The Eastmarch Valley is a Temperate Seasonal climate.&lt;br /&gt;
&lt;br /&gt;
There are scattered, semi nomadic peoples to the West and South of the EastMarch, across the Sea to the Lonely Shores there are Saurian Tribes. The Elder Wood is home to several small nations, including a grand City-State on the shores of the Lesser Sea. The towns near Irdis deep are all independent and involved in petty wars.&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/LandEnds.jpg&lt;br /&gt;
&lt;br /&gt;
==A map of Motley and the EastMarch==&lt;br /&gt;
The Eastmarch lies in a Wet Mediterranean climate zone, with long dry Summers, stormy and wet Autums and Winters that only bring snow to mountainous areas, though they will be wet in the lowlands.&lt;br /&gt;
Frosts are confined to the highlands, so there are two different growing seasons for two types of produce. Local vegetable and fruit production is pretty much continuous over the seasons and the area has a diverse food base, enough so that famines are rare.&lt;br /&gt;
&lt;br /&gt;
The Eastmarch produces: Exotic citrus, grapes and wines, apples and cider, olives and olive oil, &#039;southern&#039; fish, pearl of shell, purple and blue dyes, inks,  high grade shale, southern hardwoods and herbs/spices. Local wheat and barley/rye only.&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/Motley.jpg&lt;br /&gt;
&lt;br /&gt;
For a rough sense of scale, it is 50 miles [82km]as the crow flies between Motley and MiddleMount. &lt;br /&gt;
&lt;br /&gt;
Major Features.&lt;br /&gt;
*&#039;&#039;&#039;The Burned Mounts.&#039;&#039;&#039; These low mountains burst into flame during the Moons Tear. Their people and places are forgotten.&lt;br /&gt;
*&#039;&#039;&#039;The Bad Lands&#039;&#039;&#039; Mostly desert and patches of fused sand, there are oases and patches of seasonal green in this dry land. Temperatures vary considerably on this high, wasted plateau but run to the chilly, and only the various warm blooded saurian species seem to thrive there.&lt;br /&gt;
*&#039;&#039;&#039;The Savior Mounts&#039;&#039;&#039;. High and jagged mountains that are impassible at all but two points, both treacherous. These mounts protected the river valley and places beyond from the direct effects of the moons tear, and have provided a barrier to the strange creatures that have grown in the Bad Lands since.&lt;br /&gt;
*&#039;&#039;&#039;The Lesser Sea&#039;&#039;&#039; A warm and shallow ocean protected by landforms and island chains from global currents. Home to much of the Eastmarches wealth and the trade route to the Lesser Isles [a collection of large and small island colonies] and Moonburn [the last true Citie].&lt;br /&gt;
*&#039;&#039;&#039;The KarstFells&#039;&#039;&#039; a former Holding of a minor Power, the KarstFells were an idealised expression of an UnderEarth wonderland. After the Moon&#039;s Tear and the fading of the old powers, the place settled into a more natural ecology, both on the surface and underearth. Many of the slave creatures and exhibits have reverted to their old gods and ways, and many odd, dangerous things haunt the Fells.&lt;br /&gt;
&lt;br /&gt;
==A map of Odd Arbage==&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/arbage.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just a little picture of Arbage. fully brown buildings are covered longhouses. The others generally have gardens and reflect three or four odd styles from around the races/cultures settled since the Moons Tear.&lt;br /&gt;
&lt;br /&gt;
There is not a lot of fine detail, but brown = mostly wood, grey = stone and black=Grand Age Architecture [read: unbreakable.] The black dots near the deepwater groyne are spikes that never move or wear.&lt;br /&gt;
&lt;br /&gt;
Old Odd is the centre of the village, despite being smaller. It is here you will find the market once a week, and the few buildings devoted to anything other than living and working.&lt;br /&gt;
&lt;br /&gt;
Families and clans: [on average, a family will be 5 people, a clan 10] total population is usually 375 or so. You are currently missing about 20% of the population [70 people], mostly the fighting age men and women and their leaders.&lt;br /&gt;
&lt;br /&gt;
* 19 clans of Local folk [Olive skinned, brown hair and eyes. The &#039;average&#039; human]&lt;br /&gt;
** 10 fishing clans, devoted to various aspects of gathereing ocean harvests.&lt;br /&gt;
** 8 farming clans, devoted to a mix of hillside and bottomland farming.&lt;br /&gt;
** 1 Milling clan, devoted to the growth, grinding and baking of grains.&lt;br /&gt;
&lt;br /&gt;
* 3 clans of Mountain folk [Fairer skinned, tending to blondes and redheads] From the North and the Lee Plateaus.&lt;br /&gt;
**2 Herding clans, devoted to cattle, sheep and goats, the production of dairy, and butchering.&lt;br /&gt;
**1 Orcharding clan, devoted to the growth of cooler fruits, Olives, and oil production.&lt;br /&gt;
&lt;br /&gt;
*3 clans of Elderfolk [smaller, nore nimble]. Originally from the Great Sylan Lords parklands.&lt;br /&gt;
**1 Forestry clan, devoted to the management of the local woods and creatures therein.&lt;br /&gt;
**1 Fishing clan, involved in pearl of shell and dye-making, as well as exotic sea goods.&lt;br /&gt;
**1 Farming/gathering clan, devoted to the gathering of wild growth foods, herbs and spices.&lt;br /&gt;
&lt;br /&gt;
* 2 Families of High Goblins. [from the Fells]&lt;br /&gt;
**1 Ponyriders clan, Devoted to the breeding, training and use of forest ponies, donkeys and Mules.&lt;br /&gt;
**1 farming/fishing clan, devoted to subsistance living and labour for hire.&lt;br /&gt;
&lt;br /&gt;
* 4 clans of Andermen [short, rounder, healthy] Originally from the Fells.&lt;br /&gt;
**1 Ponyriders/Houndbreeders clan, devoted to the breeding, raising and selling of ponies and hounds.&lt;br /&gt;
**3 Fishing clans, devoted mainly to shoreline and river/pond/lake fishing and the finding of exotic water foods.&lt;br /&gt;
&lt;br /&gt;
* 1 Family of Water Goblins [from the Fells]&lt;br /&gt;
**Fishing clan, devoted to deep sea fishing and working with Dolphins.&lt;br /&gt;
&lt;br /&gt;
* 2 Families of Old Northerner Folk.&lt;br /&gt;
**1 Crafters family, working in Iron and Wood, leather and other, more exotic goods.&lt;br /&gt;
**1 Archers clan, devoted to the making of bows and accessories, their instruction, use and hunting skills.&lt;br /&gt;
&lt;br /&gt;
* 2 clans of Northerners [big,strong]&lt;br /&gt;
**1 fishing clan, devoted to deep water runs and whale hunting.&lt;br /&gt;
**1 Herding clan, devoted to goats and high mountain sheep.&lt;br /&gt;
&lt;br /&gt;
* 1 clan of WaterGoblins.[small, nimble,semi-aquatic]&lt;br /&gt;
**Devoted to deep diving and pearl of shell gathering.&lt;br /&gt;
&lt;br /&gt;
* 1 family of Helleas [Bred as servants to the Powers]&lt;br /&gt;
**Devoted to healing and herbs/spice gathering. Also, inverventions with house and evil spirits. &lt;br /&gt;
&lt;br /&gt;
* 2 clans of Bladhamers. [short,broad,muscular, tireless]&lt;br /&gt;
**1 shale gathering clan, devoted to the gathering, shaping and use of high quality shale and slate.&lt;br /&gt;
**1 Fishing clan, devoted to deep water and shoreline netting.&lt;br /&gt;
&lt;br /&gt;
* 1 clan of Bacchae. [tall, charming, lacking wisdom]&lt;br /&gt;
**Devoted to the production of wines and ciders, the growing and grafting of grapes and apples.&lt;br /&gt;
&lt;br /&gt;
* 9 &#039;Mixed&#039; clans - open to joining by outsiders without marriage or blood ties, unlike a normal clan or family. vitally important to the social fabric of Motley and the whole Lee Kingdoms, these &#039;mixed&#039; clans gave the homeless and lost a sense of place and belonging in the days after the moons tear. 120 years of tradition have cemented them into the social fabric alongside family or &#039;blood&#039; clans. &lt;br /&gt;
**The workers clan. a collection of small families who work mainly for others.&lt;br /&gt;
**The fishers clan. a collection of small families who make their living from the sea.&lt;br /&gt;
**The Landers clan. a collection of small families who make their living from the land.&lt;br /&gt;
**The Inn clan. Runs the local Inn/townhouse.&lt;br /&gt;
**The Militia clan. Maintains and supports the watchtowers, their gardens and foodstores, weapons and provisions.&lt;br /&gt;
**The Crafters clan. An unofficial clan made up of all practicing craftmasters without immediate clan ties, and their families.&lt;br /&gt;
**The Manor clan. Another unofficial clan. Composed of the knight, his family and entourage, their families and hangers on.&lt;br /&gt;
**The Temple. All the associated folk who run and maintain the Temple of the Rude Pantheon.&lt;br /&gt;
**The New Temple. All the folk who are associated with the Temple of the Child of Light.&lt;br /&gt;
**The Old Temple. All the folk associated with the outdoor temple to the Old Ways.&lt;br /&gt;
**The Clan Marine. A local version of the Militia clans common to the kingdom.The local version requires decent boating skills. &lt;br /&gt;
&lt;br /&gt;
The manor is made of logs. Here is a map of sorts.&lt;br /&gt;
&lt;br /&gt;
==A map of Odd Manor==&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/arbagemanor.jpg&lt;br /&gt;
&lt;br /&gt;
=Nearby Places and Facts=&lt;br /&gt;
&lt;br /&gt;
==Bladhame==&lt;br /&gt;
Bladhame, &amp;quot;Son of the Stones&amp;quot;, was a (Dvergar/Mountain Folk) fortress at some point in the distant past; a mountain hollowed out through unknown magics or unimaginable labor. A handful of folk dwell today, along with odd mountain races and a great many humans. Precisely what killed the original inhabitants of the city remains a mystery, but stories and theories abound. Ask any two Bladhamers, and you&#039;ll hear half a dozen tales between them.&lt;br /&gt;
&lt;br /&gt;
It remains, however, one of the few remaining gateways to the World Below. Behind enormous stone doors, sealed with runes and sigils of obscure and arcane power, Taggit Dal Uggrit (&amp;quot;The Road That The Sun Never Sees&amp;quot;) still runs deep into the earth, bringing the occasional caravan from the peoples who dwell below.&lt;br /&gt;
&lt;br /&gt;
The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power.&lt;br /&gt;
&lt;br /&gt;
==The Older Ones==&lt;br /&gt;
Late on the quietest winter nights, some of the shormost residents of Odd Arbage say that they can hear, just for a moment in the dead of night, a strange bell tolling out across the waters. By day, the stories are ridiculed, dismissed; but on those nights, the people of Odd Arbage shutter their windows tight and keep a roaring fire.&lt;br /&gt;
&lt;br /&gt;
The oldest among them speak tales, when in their cups, of a time when the bells were answered by bells from the shore, and when they were they drew closer, and dark happenings took place at the shoreline.&lt;br /&gt;
&lt;br /&gt;
But that hasn&#039;t happened for nigh-on twenty years, they say, though they glance fearfully at the odd gold trinkets that are in some family heirloom collections: little-worn and ill-favoured by all but the most brazen, who often come to a bad end.&lt;br /&gt;
&lt;br /&gt;
Have new trinkets been seen around the town of Odd Arbage? None are sure. Perhaps the stories are so long-forgotten that the pieces are no longer seen as cursed. Perhaps some benighted jeweller is replicating them out of ignorance or misguided curiosity.&lt;br /&gt;
&lt;br /&gt;
But the fishing this year has been the best ever; better even than the year before that, which was better again than the year before that... and some of the old folk wonder to themselves, and stoke roaring fires...&lt;br /&gt;
&lt;br /&gt;
==The Movealong Shadows==&lt;br /&gt;
Once there were villages in the foothills of the Karstfells, to the East. Some of the elders can still remember when they were burned out, or found empty. Now only wild men, the nomads, dare to dwell there, and even they speak of enemies that come in the dark, through some moonless night or thick fog, leaving behind only empty tents to be found in the morning. None know who or what they are, but they move through the rocky hills like ghosts, evading watches and guards. Each dark night you camp in the same place you risk them finding you, and then you are never seen again.&lt;br /&gt;
&lt;br /&gt;
==The Karstfells==&lt;br /&gt;
Originally the holding of a minor Power, the Karstfells were once a fantasy wonderland of underearth races and beasts. When the Power fell, a more natural order took over.&lt;br /&gt;
&lt;br /&gt;
The Fells have a bad reputation, getting steadily worse the further East you go...which pushes Bladhames trade route undergound, where these attacks, oddly, never occur.&lt;br /&gt;
&lt;br /&gt;
Considering the Karstfells as the fantasy equivalent of Bolivia/Central America cave system wise, this creates an environment where the surface is bleak and dangerous and the underearth is possibly safer and a more diverse, vibrant ecology...probably connecting to underwater rivers and ocean openings [a sunless sea or two?], where ancient marine races have found their contemptuous conquerers to now be a thing of history...&lt;br /&gt;
&lt;br /&gt;
==The Hellas clan==&lt;br /&gt;
&lt;br /&gt;
The Hellas clan has been in Motley since the world changed...though their circumstances have changed somewhat. The result of twisted, magical crossbreeding between higher and lower  bloodlines, the Hellas were magical accessories, bred much as pets are in some cultures.&lt;br /&gt;
Those few in Motley at the time of the world change were part of the retinue of a minor local Power. When he vanished in a flash of light along with his inner circle, those Hellas left banded together with a few refugees to form their own clan - specialising in otherworldly magics.&lt;br /&gt;
&lt;br /&gt;
There is only one family of Hellas clan in Odd Arbage - Natt the healer, his wife Eleanor the Herber and their daughter Bough - who seems to have a way with spirits and such.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of the Blessed Bolt==&lt;br /&gt;
The Brotherhood of the Blessed Bolt&lt;br /&gt;
&lt;br /&gt;
This organization of wandering Holy woodsmen formed after the Fall of the Moon&#039;s Tear to deal with the monstrosities that still roamed the land.&lt;br /&gt;
&lt;br /&gt;
They do not crusade. They hunt and protect.&lt;br /&gt;
&lt;br /&gt;
As monstrosities declined, so did the Brotherhood. Most went on far-ranging journeys to find evil, and few ever came back. Those that stayed became more like knights-errant, wandering and dispensing justice as they saw fit. Those few though kept the memory of the traditions alive, the techniques of monster-hunting, of the various weaknesss and vulnerbilites of demons, devils, lycanthropes and worse.&lt;br /&gt;
&lt;br /&gt;
They revere the Father Sun, whose face watches and judges them by their actions everyday.&lt;br /&gt;
&lt;br /&gt;
A fallen Brother is said to have forgotten the face of his father.&lt;br /&gt;
&lt;br /&gt;
They train not so much in direct combat, as in stealth and attack from a distance, using specially crafted repeating crossbows.&lt;br /&gt;
&lt;br /&gt;
==The Archivists Order==&lt;br /&gt;
They call themselves, in their clandestine meetings, the Archivists. Others call them thieves. Some few refer to them as the Bookwyrms, and regard them with a special sort of loathing.&lt;br /&gt;
&lt;br /&gt;
The Archivists feel that is their divinely appointed task to accumulate as much knowledge as possible, in any and all possible form, and to cache it in hidden places to keep it from being lost forever the next time that the Moon sheds a tear.&lt;br /&gt;
&lt;br /&gt;
Some, it must be admitted, take this sacred duty rather more seriously than others.....&lt;br /&gt;
&lt;br /&gt;
==The Sambaqui Mounds==&lt;br /&gt;
Dotted along the coast of the Lesser Sea are barrow-like mounds known as Sambaquis, mostly overgrown and unnoticeable. The Church maintains that they are simply piles of refuse, shells and broken pottery, from ancient primitives who once lived here.&lt;br /&gt;
&lt;br /&gt;
The common people know better, however. The Sambaqui are burial mounds for the first of the Water Saur kings. Any man who sets foot on one of the mounds is blighted - he will never raise a son to take his place and his dreams will shrivel. A woman who steps on a Sambaqui will have her children taken by the Water Saur but will be blessed with unnatural health.&lt;br /&gt;
&lt;br /&gt;
It is said that the Barons, ignorant of common wisdom, have all stepped on Sambaqui and have even taken taken some of their wealth from the mounds. But they have paid the price.&lt;br /&gt;
&lt;br /&gt;
==Gods and the Rude Pantheon==&lt;br /&gt;
&lt;br /&gt;
The relationship between mortals and gods is fundamentally different in this campaign.&lt;br /&gt;
&lt;br /&gt;
The Grand and High Powers planted their heels firmly on the neck of many deities, great and small, during their increasingly insane reign. &lt;br /&gt;
*Some, who&#039;s existence is woven into the make of the world, were supressed into little more than their earthly manifestations [Sun, woods and magic]. &lt;br /&gt;
*Others were enslaved. Some fled and hid, some were killed. All were humbled.&lt;br /&gt;
&lt;br /&gt;
When the Wind Dragon fell and the Winds stilled, the world paused...and one of his semi divine sons took the mantle of his position. The magical and philosophical implications of this are still being fought out in the hearts of mortals and Outsiders alike.&lt;br /&gt;
&lt;br /&gt;
Only the primal forces of Nature and the Middle Way endured unchanged as their existence was the canvas on which the Powers made their marks. The Old Ways, woven into the interdependence of existence, were only in danger near the end, when the Powers began to claw down existence and were flattened by nudging the Wheel. As those priests who have had [oddly frank] divine messages answered can attest to, the Moon&#039;s Tear had a number of effects across all the planes, all fatal to the powers and their ilk - and many others besides. Apparently, Hell and the Abyss are pretty much empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gods of the Rude Pantheon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a religion - a new approach to faith between the devout and the Deities that remain. Inspired by Caeran Twiceborn, who died and lived again after talking with the god of Death, who was a god without a name. Returning to life is not unknown, but returning after a year and a day is.&lt;br /&gt;
The story from there is long and involved, but the part crucial to the church is the compact it promises between gods and mortals - namely that gods will strive together to ceate a better world as mortals must. Old emnities are not part of the Church&#039;s way, and the&lt;br /&gt;
&amp;quot;Rude Pantheon&amp;quot; is called so with understanding of it&#039;s possible interpretations.&lt;br /&gt;
&lt;br /&gt;
In practical terms, the Rude Pantheon is a collection of the remnants of the gods of another age...and the few who have arisen since the Moon&#039;s Tear.&lt;br /&gt;
There are many other Gods and semidivine beings, but they are generally unimportant in the area.&lt;br /&gt;
&lt;br /&gt;
[[Bits]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Motley_Crew&amp;diff=204891</id>
		<title>The Motley Crew</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Motley_Crew&amp;diff=204891"/>
		<updated>2012-04-15T12:34:42Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characters and Players */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:Campaign Setup]]&lt;br /&gt;
=Campaign Setup=&lt;br /&gt;
&lt;br /&gt;
This is the wiki page for the campaign setting of The Motley Crew, an odd band cast into dangerous times at the end of the world.&lt;br /&gt;
==The Motley Crew: Campaign Background==&lt;br /&gt;
Welcome to Motley and Odd Arbage, a Manor town and Village port, respectively.&lt;br /&gt;
They are located at the end of the world in a Dark age.&lt;br /&gt;
&lt;br /&gt;
===Recent history===&lt;br /&gt;
When the [[Grand and High Powers]] finally fell to arrogance and insane magics in the Great Age, they took much of the Light out of the world.&lt;br /&gt;
*Whole peoples, races, spirits and divine beings became pieces and pawns in their elaborate, ritual wars and amusements. &lt;br /&gt;
*They bent time and space, plane and cosmos to their bidding, summoning Eldritch horrors to their own amusements, stocking and populating grand territories with their own creations.&lt;br /&gt;
*They violated ancient and divine precepts and slaughtered their avengers. &lt;br /&gt;
*They bent the very fibre of reality to accommodate their increasing perversities.&lt;br /&gt;
&lt;br /&gt;
The [[Great Wheel]] finally turned. So much so that the Moon, it’s mother, spun a tear from the sky to finally quell the Grand and High Powers.&lt;br /&gt;
&lt;br /&gt;
The Grand and High Powers, in their arrogance unrepentant, were destroyed in a Light that decimated the Known lands.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Moons Burn.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Completely destroyed every Grand or High Power, any offspring, anything that contained any of their essence or fragment of their spirit. It reached across all the known planes at the same time and even into the infinite. All trace of the Powers ceased to be.&lt;br /&gt;
&lt;br /&gt;
The Tear of the Moon fell on the heart of the Powers Empire and destroyed half a world - leaving behind huge, glassy wastelands surrounded by desert or desolate badlands. &lt;br /&gt;
&lt;br /&gt;
Only in places like Land Ends, where tall mountain ranges absorbed and deflected the worst of the Moons Burn, did people survive. Even here, great storms boiled overhead, thier rain and lightning seeking out and destroying any trace of the Grand and High Powers.&lt;br /&gt;
&lt;br /&gt;
===Even more recent history===&lt;br /&gt;
That was a long time ago as the Sages tell it, in the lives of grandfathers even to the Elder folk. Those who count say its 227 solar years.&lt;br /&gt;
&lt;br /&gt;
But the world still feels small this side of the mountains that saved the remnant populations of the hundreds of different types of subject peoples left behind when the Grand and High powers were consumed and used to rebalance the world.&lt;br /&gt;
&lt;br /&gt;
Motley is an isolated manor and market town and has been for nearly 200 years - although two kingdoms and three empires have come and gone, Motley has been Motley through all of it. The same with Odd Arbage, one of several villages and clans owing taxes and loyalty to Motley. It is a Cliffside fishing town and deepwater port, home, like Motley, do well over a dozen clans and bloodlines from the last age. It has a small manor and residing Knight, three Churches, and a small collection of houses and homes. It is also home to the adventurers.&lt;br /&gt;
&lt;br /&gt;
The area is ruled by the Baron Motley, Lord Eastport - a title that has changed hands more than once. The current Baron hopes to establish a legacy, but then so did the last three.&lt;br /&gt;
&lt;br /&gt;
Between them, the Town and Villages provide shelter for 2 000 souls, and support the surrounding 10 000 who work the land. The barony is sheltered between the Saviour Mounts to the East and North and the Karstfells to the West, and has very little flat, open land, except around the rivermouth. Odd Arbage sits East the mouth of the Aird river, which flows North and East through rugged, unnavigable twists and turns, all the way to the Lee Plateaus and the Monarchy of which Motley is currently a far-flung arm.&lt;br /&gt;
&lt;br /&gt;
Not that it is an ignored subject - the fisherfolk bring in exotic southern fish and other things, dyes and shells the sell well in the north. The same with the local fruit and root crops - all have a market far away, which means coin and exotic goods, and the folk of Motley grow barley and wheat enough only for their own needs. Even the peasants do well by kingdom standards.&lt;br /&gt;
&lt;br /&gt;
Add the odd merchant ship that ventures into Odd Arbage from the Lesser Isles or Moonburn, and the place is fairly cosmopolitan for a village of 350 odd.&lt;br /&gt;
&lt;br /&gt;
===Current situations.===&lt;br /&gt;
These will fill up as people create their characters.&lt;br /&gt;
&lt;br /&gt;
=Characters and Players=&lt;br /&gt;
&lt;br /&gt;
[[The_Motley_Crew/Ineya]] played by Jarulf&lt;br /&gt;
&lt;br /&gt;
==A Character Sheet==&lt;br /&gt;
&lt;br /&gt;
[[Motley Crew Character Sheet]]&lt;br /&gt;
&lt;br /&gt;
=House Rules=&lt;br /&gt;
&lt;br /&gt;
==Magic.== &lt;br /&gt;
&lt;br /&gt;
I&#039;d like to have a variety of different magic types in the game, based around systems from BRP, Legend and Runequest Three. Their relative rarity is up to you.&lt;br /&gt;
&lt;br /&gt;
Possible magic types are:&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Innate Magic&#039;&#039;&#039;===&lt;br /&gt;
&lt;br /&gt;
These are the inner magics of true skill that set heroes apart without them being spellcasters.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Natural Magic - Talented (skill % based)&#039;&#039;&#039;. &lt;br /&gt;
There is a talent for each skill. This grants the ability to invest Magic Points into changing a result roll for that skill. It is entirely situational, varies wildly in MP cost and can only be learned by a master (95%) of the skill. &lt;br /&gt;
Some people are born with a Talent, even before they master it.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gifted Attribute&#039;&#039;&#039;. You can use MP to change the results of a Gifted attributes rolls, either on the resistance table or on attribute rolls. &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Maximum umber of Talents and Gifted Attributes&#039;&#039;&#039;.&lt;br /&gt;
Each one takes up a point of your Int, in the same way spirit magic or Sorcery does. The three aren&#039;t eclusive, So a PC with Int 15, three talents and two gifted attributes has ten points available to memorise Low magic or Sorcery spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;How to use Talents and Gifts&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Talents/Gifts consume 1MP per 10% difference between a skill roll (or attribute test) and a desired result. Adding a special success (or a x 1 result for an attribute check) costs +3 pts over and above the % cost to reduce the roll to that level of success. Adding a critical success coss +6 pts.&lt;br /&gt;
*Talents are used before a roll is made. MP cost is worked out after the roll is made.&lt;br /&gt;
*Gifted attributes:&lt;br /&gt;
**Attribute Tests fall into two types, Resistance rolls (Att vs some other force) and &lt;br /&gt;
**Characteristic rolls (Attribute x One to five gives degree of success)&lt;br /&gt;
&lt;br /&gt;
MP&#039;s are consumed at the rate of 1 per 5% change on the resistance table or 1 per 10% reduction in a characteristic roll, +3MP for Attribute x1&lt;br /&gt;
&lt;br /&gt;
===&#039;&#039;&#039;Magic schools.&#039;&#039;&#039;===&lt;br /&gt;
 &lt;br /&gt;
*&#039;&#039;&#039;Low or Common Magic&#039;&#039;&#039;: Learned from particular Backgrounds and Professions.&lt;br /&gt;
&lt;br /&gt;
There are Six Subtypes or traditions of common magic:&lt;br /&gt;
 &#039;&#039;&#039;&lt;br /&gt;
*Battle/Hunt&lt;br /&gt;
*Craft/Hearth&lt;br /&gt;
*Spirit&lt;br /&gt;
*Elemental&lt;br /&gt;
*Wild&lt;br /&gt;
*Common&#039;&#039;&#039;. &lt;br /&gt;
&lt;br /&gt;
These are purely cultural and anyone who can learn Low Magic can (in theory) learn any spell.&lt;br /&gt;
&lt;br /&gt;
You may learn spells up to your Int in points. (Minus any Talents or gifted Attributes).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Divine&#039;&#039;&#039;: Divine magic as per RQIII, but tied to Pantheons. Through sacrifice of permanent POW, you build a &#039;Divine reservoir&#039; which you fill out from the pantheons spells.&lt;br /&gt;
These can be changed each time you pray for renewal, which will be daily or hourly depending on your rank. &lt;br /&gt;
Divine ranks require high POW - 15 for Acolytes, 18 for full priests. Acolytes can only memorise 1/4 of their POW in spells, Priests 1/2.&lt;br /&gt;
&lt;br /&gt;
*Three Pantheons: &lt;br /&gt;
**&#039;&#039;Rude Pantheon&#039;&#039;. A pragmatic Divine order with links to many diverse survivor gods, who have formed a survival compact with Mortal Races. Priests of the order form temporary bargains with gods in return for fulfilling divine requirements.&lt;br /&gt;
**&#039;&#039;Church of the Child&#039;&#039;. A variety of Orders with one link - the Child of Light, who reincarnates in a mortal form once every generation. The teachings of the different Children have led to a multiplicity of different Sects and Orders.&lt;br /&gt;
**&#039;&#039;The Old Ways&#039;&#039; Druids, Bards, Lawspeakers, Smiths, rangers and witches, warlocks and old Earth gods.&lt;br /&gt;
&lt;br /&gt;
*Can also worship in cults to individual gods. &lt;br /&gt;
*Can also be gained in limited ways from other traditions and guilds, who have patrons.&lt;br /&gt;
** The Harpers Hall, The Guild of Sages, Philosophical Orders, , etc.&lt;br /&gt;
** These are semi divine orders, often with only a few divine spells.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sorcery&#039;&#039;&#039;. Could be MRQII Sorcery or BRP/Basic fantasy magic.&lt;br /&gt;
&lt;br /&gt;
*Sorcery is the study of a Sorcerous Art (to manipulate spells). There are many. Each Sorcerous Art allows you to cast spells from Grimoires of that type. &lt;br /&gt;
*Sorcerors must also learn specific Grimoires to gain access to a group of related spells.&lt;br /&gt;
&lt;br /&gt;
Many schools of sorcery are confined to very specific effects.&lt;br /&gt;
&lt;br /&gt;
==&#039;&#039;&#039;The Folk&#039;&#039;&#039;==&lt;br /&gt;
&lt;br /&gt;
*Different Folk or breeds of human inhabit Land Ends - this often leads to humans having different baseline Attributes from normal. The common types in the area are mentioned, but there may be others.&lt;br /&gt;
&lt;br /&gt;
*Folk of Motley&lt;br /&gt;
**Local Folk (valley/sea folk)&lt;br /&gt;
**Mountain Folk (locals)&lt;br /&gt;
**Wood folk (locals)&lt;br /&gt;
**Sylvan folk (from the elder woods)&lt;br /&gt;
**Elder Folk (from the elder woods)&lt;br /&gt;
**Andermen (from the elder woods)&lt;br /&gt;
**Halleas (old slave race)&lt;br /&gt;
**Northerners (from across the seas)&lt;br /&gt;
&lt;br /&gt;
*There are many non-human races or oddities in the area - generally creations of the great powers. &lt;br /&gt;
&lt;br /&gt;
Possible Exceptions are folk of the five forms:&lt;br /&gt;
** The Dverger. People of the Land. A range of giant to small, strong and durable folk, long lived and tied to the Primal Runes.&lt;br /&gt;
** The Lios. People of the Spirit. A range of  large to small, light and subtle folk, long lived and tied to the Spirit Runes.&lt;br /&gt;
** The Saur. People of the Dragon. A range of giant to small, long lived hardy folk, tied to the Dragon Runes.&lt;br /&gt;
** The Taur. People of the Wild. A range of Large to small hybrid folk embodying beast and human forms. Tied to the Beast Rune.&lt;br /&gt;
** The Huldre. People of the Green. A range of giant to tiny folk with plant based attributes. Tied to the Plant Rune.&lt;br /&gt;
&lt;br /&gt;
==Experience ==&lt;br /&gt;
&lt;br /&gt;
I want to start characters as the equivalent of newly made knights, adept or acolyte magicians or priests, etc.&lt;br /&gt;
To this end, i&#039;d like people to pick a background from RQ3 that best suits their concept [Nomad Warrior, etc]. You get 10 years training then raise five skills by 25%, Three by 40% and one skill by 50%.&lt;br /&gt;
&lt;br /&gt;
*Anyone skilled in Divine Magic, Sorcery or Spirit Magic[Summoning] will add all the bonuses usually given to ceremony, etc to their magic working skills.&lt;br /&gt;
*Anyone with any low magics [common magics] can add any of the old bonuses to their relevant lore skill.&lt;br /&gt;
&lt;br /&gt;
==NPC bases==&lt;br /&gt;
&lt;br /&gt;
Untrained &lt;br /&gt;
Basic&lt;br /&gt;
Trained&lt;br /&gt;
Experienced&lt;br /&gt;
Master&lt;br /&gt;
&lt;br /&gt;
=Local Knowledge=&lt;br /&gt;
== A Map of Land Ends==&lt;br /&gt;
Land Ends is an East Facing Strip along the border of the continent. The area pictured is in the 40 degree north equivalent latitudes. The East Side experiences a mild Maritime climate, the area around the Lesser Sea a more Mediterranean climate. The Eastmarch Valley is a Temperate Seasonal climate.&lt;br /&gt;
&lt;br /&gt;
There are scattered, semi nomadic peoples to the West and South of the EastMarch, across the Sea to the Lonely Shores there are Saurian Tribes. The Elder Wood is home to several small nations, including a grand City-State on the shores of the Lesser Sea. The towns near Irdis deep are all independent and involved in petty wars.&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/LandEnds.jpg&lt;br /&gt;
&lt;br /&gt;
==A map of Motley and the EastMarch==&lt;br /&gt;
The Eastmarch lies in a Wet Mediterranean climate zone, with long dry Summers, stormy and wet Autums and Winters that only bring snow to mountainous areas, though they will be wet in the lowlands.&lt;br /&gt;
Frosts are confined to the highlands, so there are two different growing seasons for two types of produce. Local vegetable and fruit production is pretty much continuous over the seasons and the area has a diverse food base, enough so that famines are rare.&lt;br /&gt;
&lt;br /&gt;
The Eastmarch produces: Exotic citrus, grapes and wines, apples and cider, olives and olive oil, &#039;southern&#039; fish, pearl of shell, purple and blue dyes, inks,  high grade shale, southern hardwoods and herbs/spices. Local wheat and barley/rye only.&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/Motley.jpg&lt;br /&gt;
&lt;br /&gt;
For a rough sense of scale, it is 50 miles [82km]as the crow flies between Motley and MiddleMount. &lt;br /&gt;
&lt;br /&gt;
Major Features.&lt;br /&gt;
*&#039;&#039;&#039;The Burned Mounts.&#039;&#039;&#039; These low mountains burst into flame during the Moons Tear. Their people and places are forgotten.&lt;br /&gt;
*&#039;&#039;&#039;The Bad Lands&#039;&#039;&#039; Mostly desert and patches of fused sand, there are oases and patches of seasonal green in this dry land. Temperatures vary considerably on this high, wasted plateau but run to the chilly, and only the various warm blooded saurian species seem to thrive there.&lt;br /&gt;
*&#039;&#039;&#039;The Savior Mounts&#039;&#039;&#039;. High and jagged mountains that are impassible at all but two points, both treacherous. These mounts protected the river valley and places beyond from the direct effects of the moons tear, and have provided a barrier to the strange creatures that have grown in the Bad Lands since.&lt;br /&gt;
*&#039;&#039;&#039;The Lesser Sea&#039;&#039;&#039; A warm and shallow ocean protected by landforms and island chains from global currents. Home to much of the Eastmarches wealth and the trade route to the Lesser Isles [a collection of large and small island colonies] and Moonburn [the last true Citie].&lt;br /&gt;
*&#039;&#039;&#039;The KarstFells&#039;&#039;&#039; a former Holding of a minor Power, the KarstFells were an idealised expression of an UnderEarth wonderland. After the Moon&#039;s Tear and the fading of the old powers, the place settled into a more natural ecology, both on the surface and underearth. Many of the slave creatures and exhibits have reverted to their old gods and ways, and many odd, dangerous things haunt the Fells.&lt;br /&gt;
&lt;br /&gt;
==A map of Odd Arbage==&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/arbage.jpg&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Just a little picture of Arbage. fully brown buildings are covered longhouses. The others generally have gardens and reflect three or four odd styles from around the races/cultures settled since the Moons Tear.&lt;br /&gt;
&lt;br /&gt;
There is not a lot of fine detail, but brown = mostly wood, grey = stone and black=Grand Age Architecture [read: unbreakable.] The black dots near the deepwater groyne are spikes that never move or wear.&lt;br /&gt;
&lt;br /&gt;
Old Odd is the centre of the village, despite being smaller. It is here you will find the market once a week, and the few buildings devoted to anything other than living and working.&lt;br /&gt;
&lt;br /&gt;
Families and clans: [on average, a family will be 5 people, a clan 10] total population is usually 375 or so. You are currently missing about 20% of the population [70 people], mostly the fighting age men and women and their leaders.&lt;br /&gt;
&lt;br /&gt;
* 19 clans of Local folk [Olive skinned, brown hair and eyes. The &#039;average&#039; human]&lt;br /&gt;
** 10 fishing clans, devoted to various aspects of gathereing ocean harvests.&lt;br /&gt;
** 8 farming clans, devoted to a mix of hillside and bottomland farming.&lt;br /&gt;
** 1 Milling clan, devoted to the growth, grinding and baking of grains.&lt;br /&gt;
&lt;br /&gt;
* 3 clans of Mountain folk [Fairer skinned, tending to blondes and redheads] From the North and the Lee Plateaus.&lt;br /&gt;
**2 Herding clans, devoted to cattle, sheep and goats, the production of dairy, and butchering.&lt;br /&gt;
**1 Orcharding clan, devoted to the growth of cooler fruits, Olives, and oil production.&lt;br /&gt;
&lt;br /&gt;
*3 clans of Elderfolk [smaller, nore nimble]. Originally from the Great Sylan Lords parklands.&lt;br /&gt;
**1 Forestry clan, devoted to the management of the local woods and creatures therein.&lt;br /&gt;
**1 Fishing clan, involved in pearl of shell and dye-making, as well as exotic sea goods.&lt;br /&gt;
**1 Farming/gathering clan, devoted to the gathering of wild growth foods, herbs and spices.&lt;br /&gt;
&lt;br /&gt;
* 2 Families of High Goblins. [from the Fells]&lt;br /&gt;
**1 Ponyriders clan, Devoted to the breeding, training and use of forest ponies, donkeys and Mules.&lt;br /&gt;
**1 farming/fishing clan, devoted to subsistance living and labour for hire.&lt;br /&gt;
&lt;br /&gt;
* 4 clans of Andermen [short, rounder, healthy] Originally from the Fells.&lt;br /&gt;
**1 Ponyriders/Houndbreeders clan, devoted to the breeding, raising and selling of ponies and hounds.&lt;br /&gt;
**3 Fishing clans, devoted mainly to shoreline and river/pond/lake fishing and the finding of exotic water foods.&lt;br /&gt;
&lt;br /&gt;
* 1 Family of Water Goblins [from the Fells]&lt;br /&gt;
**Fishing clan, devoted to deep sea fishing and working with Dolphins.&lt;br /&gt;
&lt;br /&gt;
* 2 Families of Old Northerner Folk.&lt;br /&gt;
**1 Crafters family, working in Iron and Wood, leather and other, more exotic goods.&lt;br /&gt;
**1 Archers clan, devoted to the making of bows and accessories, their instruction, use and hunting skills.&lt;br /&gt;
&lt;br /&gt;
* 2 clans of Northerners [big,strong]&lt;br /&gt;
**1 fishing clan, devoted to deep water runs and whale hunting.&lt;br /&gt;
**1 Herding clan, devoted to goats and high mountain sheep.&lt;br /&gt;
&lt;br /&gt;
* 1 clan of WaterGoblins.[small, nimble,semi-aquatic]&lt;br /&gt;
**Devoted to deep diving and pearl of shell gathering.&lt;br /&gt;
&lt;br /&gt;
* 1 family of Helleas [Bred as servants to the Powers]&lt;br /&gt;
**Devoted to healing and herbs/spice gathering. Also, inverventions with house and evil spirits. &lt;br /&gt;
&lt;br /&gt;
* 2 clans of Bladhamers. [short,broad,muscular, tireless]&lt;br /&gt;
**1 shale gathering clan, devoted to the gathering, shaping and use of high quality shale and slate.&lt;br /&gt;
**1 Fishing clan, devoted to deep water and shoreline netting.&lt;br /&gt;
&lt;br /&gt;
* 1 clan of Bacchae. [tall, charming, lacking wisdom]&lt;br /&gt;
**Devoted to the production of wines and ciders, the growing and grafting of grapes and apples.&lt;br /&gt;
&lt;br /&gt;
* 9 &#039;Mixed&#039; clans - open to joining by outsiders without marriage or blood ties, unlike a normal clan or family. vitally important to the social fabric of Motley and the whole Lee Kingdoms, these &#039;mixed&#039; clans gave the homeless and lost a sense of place and belonging in the days after the moons tear. 120 years of tradition have cemented them into the social fabric alongside family or &#039;blood&#039; clans. &lt;br /&gt;
**The workers clan. a collection of small families who work mainly for others.&lt;br /&gt;
**The fishers clan. a collection of small families who make their living from the sea.&lt;br /&gt;
**The Landers clan. a collection of small families who make their living from the land.&lt;br /&gt;
**The Inn clan. Runs the local Inn/townhouse.&lt;br /&gt;
**The Militia clan. Maintains and supports the watchtowers, their gardens and foodstores, weapons and provisions.&lt;br /&gt;
**The Crafters clan. An unofficial clan made up of all practicing craftmasters without immediate clan ties, and their families.&lt;br /&gt;
**The Manor clan. Another unofficial clan. Composed of the knight, his family and entourage, their families and hangers on.&lt;br /&gt;
**The Temple. All the associated folk who run and maintain the Temple of the Rude Pantheon.&lt;br /&gt;
**The New Temple. All the folk who are associated with the Temple of the Child of Light.&lt;br /&gt;
**The Old Temple. All the folk associated with the outdoor temple to the Old Ways.&lt;br /&gt;
**The Clan Marine. A local version of the Militia clans common to the kingdom.The local version requires decent boating skills. &lt;br /&gt;
&lt;br /&gt;
The manor is made of logs. Here is a map of sorts.&lt;br /&gt;
&lt;br /&gt;
==A map of Odd Manor==&lt;br /&gt;
&lt;br /&gt;
http://i140.photobucket.com/albums/r14/drifterne05/arbagemanor.jpg&lt;br /&gt;
&lt;br /&gt;
=Nearby Places and Facts=&lt;br /&gt;
&lt;br /&gt;
==Bladhame==&lt;br /&gt;
Bladhame, &amp;quot;Son of the Stones&amp;quot;, was a (Dvergar/Mountain Folk) fortress at some point in the distant past; a mountain hollowed out through unknown magics or unimaginable labor. A handful of folk dwell today, along with odd mountain races and a great many humans. Precisely what killed the original inhabitants of the city remains a mystery, but stories and theories abound. Ask any two Bladhamers, and you&#039;ll hear half a dozen tales between them.&lt;br /&gt;
&lt;br /&gt;
It remains, however, one of the few remaining gateways to the World Below. Behind enormous stone doors, sealed with runes and sigils of obscure and arcane power, Taggit Dal Uggrit (&amp;quot;The Road That The Sun Never Sees&amp;quot;) still runs deep into the earth, bringing the occasional caravan from the peoples who dwell below.&lt;br /&gt;
&lt;br /&gt;
The trade in strange goods and stranger knowledge, these merchants, and none can truthfully claim to have seen their faces. But they deal honestly and well, and their occasional presence has drawn folk from great distances with the hope of learning...or acquiring...something that will give them a bit of power.&lt;br /&gt;
&lt;br /&gt;
==The Older Ones==&lt;br /&gt;
Late on the quietest winter nights, some of the shormost residents of Odd Arbage say that they can hear, just for a moment in the dead of night, a strange bell tolling out across the waters. By day, the stories are ridiculed, dismissed; but on those nights, the people of Odd Arbage shutter their windows tight and keep a roaring fire.&lt;br /&gt;
&lt;br /&gt;
The oldest among them speak tales, when in their cups, of a time when the bells were answered by bells from the shore, and when they were they drew closer, and dark happenings took place at the shoreline.&lt;br /&gt;
&lt;br /&gt;
But that hasn&#039;t happened for nigh-on twenty years, they say, though they glance fearfully at the odd gold trinkets that are in some family heirloom collections: little-worn and ill-favoured by all but the most brazen, who often come to a bad end.&lt;br /&gt;
&lt;br /&gt;
Have new trinkets been seen around the town of Odd Arbage? None are sure. Perhaps the stories are so long-forgotten that the pieces are no longer seen as cursed. Perhaps some benighted jeweller is replicating them out of ignorance or misguided curiosity.&lt;br /&gt;
&lt;br /&gt;
But the fishing this year has been the best ever; better even than the year before that, which was better again than the year before that... and some of the old folk wonder to themselves, and stoke roaring fires...&lt;br /&gt;
&lt;br /&gt;
==The Movealong Shadows==&lt;br /&gt;
Once there were villages in the foothills of the Karstfells, to the East. Some of the elders can still remember when they were burned out, or found empty. Now only wild men, the nomads, dare to dwell there, and even they speak of enemies that come in the dark, through some moonless night or thick fog, leaving behind only empty tents to be found in the morning. None know who or what they are, but they move through the rocky hills like ghosts, evading watches and guards. Each dark night you camp in the same place you risk them finding you, and then you are never seen again.&lt;br /&gt;
&lt;br /&gt;
==The Karstfells==&lt;br /&gt;
Originally the holding of a minor Power, the Karstfells were once a fantasy wonderland of underearth races and beasts. When the Power fell, a more natural order took over.&lt;br /&gt;
&lt;br /&gt;
The Fells have a bad reputation, getting steadily worse the further East you go...which pushes Bladhames trade route undergound, where these attacks, oddly, never occur.&lt;br /&gt;
&lt;br /&gt;
Considering the Karstfells as the fantasy equivalent of Bolivia/Central America cave system wise, this creates an environment where the surface is bleak and dangerous and the underearth is possibly safer and a more diverse, vibrant ecology...probably connecting to underwater rivers and ocean openings [a sunless sea or two?], where ancient marine races have found their contemptuous conquerers to now be a thing of history...&lt;br /&gt;
&lt;br /&gt;
==The Hellas clan==&lt;br /&gt;
&lt;br /&gt;
The Hellas clan has been in Motley since the world changed...though their circumstances have changed somewhat. The result of twisted, magical crossbreeding between higher and lower  bloodlines, the Hellas were magical accessories, bred much as pets are in some cultures.&lt;br /&gt;
Those few in Motley at the time of the world change were part of the retinue of a minor local Power. When he vanished in a flash of light along with his inner circle, those Hellas left banded together with a few refugees to form their own clan - specialising in otherworldly magics.&lt;br /&gt;
&lt;br /&gt;
There is only one family of Hellas clan in Odd Arbage - Natt the healer, his wife Eleanor the Herber and their daughter Bough - who seems to have a way with spirits and such.&lt;br /&gt;
&lt;br /&gt;
==The Brotherhood of the Blessed Bolt==&lt;br /&gt;
The Brotherhood of the Blessed Bolt&lt;br /&gt;
&lt;br /&gt;
This organization of wandering Holy woodsmen formed after the Fall of the Moon&#039;s Tear to deal with the monstrosities that still roamed the land.&lt;br /&gt;
&lt;br /&gt;
They do not crusade. They hunt and protect.&lt;br /&gt;
&lt;br /&gt;
As monstrosities declined, so did the Brotherhood. Most went on far-ranging journeys to find evil, and few ever came back. Those that stayed became more like knights-errant, wandering and dispensing justice as they saw fit. Those few though kept the memory of the traditions alive, the techniques of monster-hunting, of the various weaknesss and vulnerbilites of demons, devils, lycanthropes and worse.&lt;br /&gt;
&lt;br /&gt;
They revere the Father Sun, whose face watches and judges them by their actions everyday.&lt;br /&gt;
&lt;br /&gt;
A fallen Brother is said to have forgotten the face of his father.&lt;br /&gt;
&lt;br /&gt;
They train not so much in direct combat, as in stealth and attack from a distance, using specially crafted repeating crossbows.&lt;br /&gt;
&lt;br /&gt;
==The Archivists Order==&lt;br /&gt;
They call themselves, in their clandestine meetings, the Archivists. Others call them thieves. Some few refer to them as the Bookwyrms, and regard them with a special sort of loathing.&lt;br /&gt;
&lt;br /&gt;
The Archivists feel that is their divinely appointed task to accumulate as much knowledge as possible, in any and all possible form, and to cache it in hidden places to keep it from being lost forever the next time that the Moon sheds a tear.&lt;br /&gt;
&lt;br /&gt;
Some, it must be admitted, take this sacred duty rather more seriously than others.....&lt;br /&gt;
&lt;br /&gt;
==The Sambaqui Mounds==&lt;br /&gt;
Dotted along the coast of the Lesser Sea are barrow-like mounds known as Sambaquis, mostly overgrown and unnoticeable. The Church maintains that they are simply piles of refuse, shells and broken pottery, from ancient primitives who once lived here.&lt;br /&gt;
&lt;br /&gt;
The common people know better, however. The Sambaqui are burial mounds for the first of the Water Saur kings. Any man who sets foot on one of the mounds is blighted - he will never raise a son to take his place and his dreams will shrivel. A woman who steps on a Sambaqui will have her children taken by the Water Saur but will be blessed with unnatural health.&lt;br /&gt;
&lt;br /&gt;
It is said that the Barons, ignorant of common wisdom, have all stepped on Sambaqui and have even taken taken some of their wealth from the mounds. But they have paid the price.&lt;br /&gt;
&lt;br /&gt;
==Gods and the Rude Pantheon==&lt;br /&gt;
&lt;br /&gt;
The relationship between mortals and gods is fundamentally different in this campaign.&lt;br /&gt;
&lt;br /&gt;
The Grand and High Powers planted their heels firmly on the neck of many deities, great and small, during their increasingly insane reign. &lt;br /&gt;
*Some, who&#039;s existence is woven into the make of the world, were supressed into little more than their earthly manifestations [Sun, woods and magic]. &lt;br /&gt;
*Others were enslaved. Some fled and hid, some were killed. All were humbled.&lt;br /&gt;
&lt;br /&gt;
When the Wind Dragon fell and the Winds stilled, the world paused...and one of his semi divine sons took the mantle of his position. The magical and philosophical implications of this are still being fought out in the hearts of mortals and Outsiders alike.&lt;br /&gt;
&lt;br /&gt;
Only the primal forces of Nature and the Middle Way endured unchanged as their existence was the canvas on which the Powers made their marks. The Old Ways, woven into the interdependence of existence, were only in danger near the end, when the Powers began to claw down existence and were flattened by nudging the Wheel. As those priests who have had [oddly frank] divine messages answered can attest to, the Moon&#039;s Tear had a number of effects across all the planes, all fatal to the powers and their ilk - and many others besides. Apparently, Hell and the Abyss are pretty much empty.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;The Gods of the Rude Pantheon&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
This is a religion - a new approach to faith between the devout and the Deities that remain. Inspired by Caeran Twiceborn, who died and lived again after talking with the god of Death, who was a god without a name. Returning to life is not unknown, but returning after a year and a day is.&lt;br /&gt;
The story from there is long and involved, but the part crucial to the church is the compact it promises between gods and mortals - namely that gods will strive together to ceate a better world as mortals must. Old emnities are not part of the Church&#039;s way, and the&lt;br /&gt;
&amp;quot;Rude Pantheon&amp;quot; is called so with understanding of it&#039;s possible interpretations.&lt;br /&gt;
&lt;br /&gt;
In practical terms, the Rude Pantheon is a collection of the remnants of the gods of another age...and the few who have arisen since the Moon&#039;s Tear.&lt;br /&gt;
There are many other Gods and semidivine beings, but they are generally unimportant in the area.&lt;br /&gt;
&lt;br /&gt;
[[Bits]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=The_Motley_Crew/Ineya&amp;diff=204890</id>
		<title>The Motley Crew/Ineya</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=The_Motley_Crew/Ineya&amp;diff=204890"/>
		<updated>2012-04-15T12:28:51Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: Created page with &amp;quot;The Motley Crew  ==Character Details==  * Name: &amp;#039;&amp;#039;&amp;#039;Ineya&amp;#039;&amp;#039;&amp;#039; * Gender: &amp;#039;&amp;#039;&amp;#039;Female&amp;#039;&amp;#039;&amp;#039; * Age: * Bloodline: &amp;#039;&amp;#039;&amp;#039;Characters bloodline goes here&amp;#039;&amp;#039;&amp;#039; * Career: &amp;#039;&amp;#039;&amp;#039;This is where things ...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[The Motley Crew]]&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Ineya&#039;&#039;&#039;&lt;br /&gt;
* Gender: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
* Age:&lt;br /&gt;
* Bloodline: &#039;&#039;&#039;Characters bloodline goes here&#039;&#039;&#039;&lt;br /&gt;
* Career: &#039;&#039;&#039;This is where things like &#039;civilized fisherman&#039;or &#039;Hunter&#039; go.&#039;&#039;&#039;&lt;br /&gt;
* Social class:&lt;br /&gt;
** Wealth&lt;br /&gt;
** Status&lt;br /&gt;
&lt;br /&gt;
* Background: (All from MRQII)&lt;br /&gt;
** Family Ties.&lt;br /&gt;
** Family Reputation.&lt;br /&gt;
** Family Connections.&lt;br /&gt;
** Background Events.&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Write a brief history of your PC here. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*Str: &#039;&#039;&#039;10&#039;&#039;&#039;: Brawn Roll x5.&lt;br /&gt;
*Con: &#039;&#039;&#039;12&#039;&#039;&#039;: Health Roll x5.&lt;br /&gt;
*Siz: &#039;&#039;&#039;15&#039;&#039;&#039;: Resist Roll x5.&lt;br /&gt;
*Int: &#039;&#039;&#039;15&#039;&#039;&#039;: Idea Roll x5.&lt;br /&gt;
*Pow: &#039;&#039;&#039;09&#039;&#039;&#039;: Luck Roll x5.&lt;br /&gt;
*Dex: &#039;&#039;&#039;18&#039;&#039;&#039;: Agility Roll x5.&lt;br /&gt;
*Cha: &#039;&#039;&#039;10&#039;&#039;&#039;: Appearance Roll x5.&lt;br /&gt;
&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+/- Damage Dice&#039;&#039;&#039; Use whatever system you rolled up in.&lt;br /&gt;
*Hit Points: &#039;&#039;&#039;Siz+Con Averaged&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;Int/2%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: &#039;&#039;&#039;Str+Siz&#039;&#039;&#039;&lt;br /&gt;
*Magic Points: &#039;&#039;&#039;Equal to POW&#039;&#039;&#039;&lt;br /&gt;
*Fatigue Points: &#039;&#039;&#039;Str+Con&#039;&#039;&#039;&lt;br /&gt;
*Movement:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&lt;br /&gt;
Skill category modifiers are worked out this way. Every Primary (p) Atrribute adds 1% for every point over 10 or lowers it if below. Secondary attributes do this, but only at 1/2 effect (round down). Negative attributes work in reverse.&lt;br /&gt;
&lt;br /&gt;
Here&#039;s the modifiers:&lt;br /&gt;
* Physical/Agility. Dex(p)Str,Con(s),Siz(n).&lt;br /&gt;
* Mental/Knowledge. Int (p) Pow(s).&lt;br /&gt;
* Manipulation. Int,Dex(p)Str(s).&lt;br /&gt;
* Perception. Int(p)Pow,Con(s).&lt;br /&gt;
* Communication. Cha(p), Int,Pow(s).&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;. Skills listed in bold are common skills. Others are specialist skills and are assumed to be at 0% unless you&#039;ve opened them (at the listed %).&lt;br /&gt;
&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:2;-moz-column-count:2;-webkit-column-count:2&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Physical Agility: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
**&#039;&#039;&#039;Athletics&#039;&#039;&#039; (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dance&#039;&#039;&#039; (Regional) (30%)&lt;br /&gt;
**&#039;&#039;&#039;Dodge/Evade&#039;&#039;&#039; (25%)&lt;br /&gt;
**&#039;&#039;&#039;Pilot(Boat)&#039;&#039;&#039;(20%)&lt;br /&gt;
**&#039;&#039;&#039;Ride&#039;&#039;&#039;(specify) (20%)&lt;br /&gt;
**&#039;&#039;&#039;Stealth&#039;&#039;&#039;(25%)&lt;br /&gt;
**&#039;&#039;&#039;Swimming&#039;&#039;&#039;(20%)&lt;br /&gt;
**Acrobatics: (25%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Mental Knowledge: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; (30%)&lt;br /&gt;
*&#039;&#039;&#039;First aid&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Knowledge/Lore&#039;&#039;&#039;(Specify) &lt;br /&gt;
**&#039;&#039;&#039;Regional Lore (Land Ends)&#039;&#039;&#039;(35%)&lt;br /&gt;
**Other Lores (Specify) 20%&lt;br /&gt;
*&#039;&#039;&#039;Navigation&#039;&#039;&#039;(10%)&lt;br /&gt;
*Healing lore: (25%):-&lt;br /&gt;
*Literacy (Own Languages Script) (50/20% or 0)&lt;br /&gt;
**Literacy (Other Script) 20%&lt;br /&gt;
*Martial Arts (15%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sense: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; (25%)&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; (25)&lt;br /&gt;
*Navigate (20%)&lt;br /&gt;
*Research (20%)&lt;br /&gt;
*Tracking (20%)&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Manipulation: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Craft (Specify)&#039;&#039;&#039;(30%) &lt;br /&gt;
**Craft (Another) (30%/10)% &lt;br /&gt;
*&#039;&#039;&#039;Sleight of hand&#039;&#039;&#039;(20%)&lt;br /&gt;
*&#039;&#039;&#039;Throw&#039;&#039;&#039; (25%)&lt;br /&gt;
*Art(Specify) (20%)&lt;br /&gt;
*Devices/Mechanisms (25%)&lt;br /&gt;
*Engineering (25%)&lt;br /&gt;
*Play (20%)&lt;br /&gt;
*Shiphandling: (20%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Communication: +/-n%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; (20%)&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; (20%) &lt;br /&gt;
*&#039;&#039;&#039;Speak Language&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;&#039;Native&#039;&#039;&#039; (Int x 5%)&lt;br /&gt;
**Other (10): &lt;br /&gt;
*Bargain/Commerce (20%)&lt;br /&gt;
*Command (20%)&lt;br /&gt;
*Disguise (20%)&lt;br /&gt;
*Courtesy/Etiquette (25%)&lt;br /&gt;
*Orate/Persuade (20%)&lt;br /&gt;
**Perform(Specify) (25%)&lt;br /&gt;
**Seduction (20%)&lt;br /&gt;
**Streetwise (30%)&lt;br /&gt;
**Teaching (20%)&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Weapon Styles==&lt;br /&gt;
* Attack [manipulation] Bonus/Minus: +/-%&lt;br /&gt;
* Parry  [agility] Bonus/Minus: +/-%&lt;br /&gt;
* Aim  [perception] Bonus/Minus: +/-%&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Strike Ranks:&#039;&#039;&#039; See the strike rank Table.&lt;br /&gt;
*Siz:(n)&lt;br /&gt;
*Dex:(n)&lt;br /&gt;
*Int:(n) &lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon Style&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;60&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|style || damage || sr || ap || atk% || pry% || range || enc&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || by type || sr || ap || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|unarmed || 1d3 || sr || arm || atk% || pry% || melee || 0&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || Armour Type || number || number || number || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || Armour Type || number || number || number || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || Armour Type || number || number || number || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || Armour Type || number || number || number || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || Armour Type || number || number || number || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || Armour Type || number || number || number || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || Armour Type || number || number || number || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: nHP&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Power:-&#039;&#039;&#039;&lt;br /&gt;
** Current Characteristic POW:&lt;br /&gt;
** Current Available MP:&lt;br /&gt;
** Current Stored MP:&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Common Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Common Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039; Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** List your weapons and shields here&lt;br /&gt;
*Armour:&lt;br /&gt;
** List you armour and clothing here&lt;br /&gt;
*Other:&lt;br /&gt;
**List everything else here.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vasha_Waiting_in_Darkness&amp;diff=186801</id>
		<title>Vasha Waiting in Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vasha_Waiting_in_Darkness&amp;diff=186801"/>
		<updated>2011-07-20T17:51:25Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Escape to Smalltown]]&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vasha Waiting in Darkness, or so she likes to style herself, is a value enlo on the path to shamanism among the Srak Arhan clan. While they aren&#039;t sure she and Verzeg believe they are litter mates, and they do share not only similar names but also intelligence.&lt;br /&gt;
&lt;br /&gt;
As a young girl she often hid in the loneliest and darkest places she could find to get away from the harshness of life as an enlo. It was in one such place she first met Little Black Pebble, a spirit of darkness. LBP is hard to classify exactly, which is nothing unusual with Darkness related entities, but he most closely resembles a failed hell hound. Failed as in small, extremely social and friendly (if he had a tail, he&#039;d wag it furiously) and a little scared sometimes. When things go bump. They hit it off and have been friends ever since.&lt;br /&gt;
&lt;br /&gt;
That she had a small Darkness spirit following her around and defending her had one immediate result and one later. The other enlo were scared of her and her hound, something which made it easier for her to get enough food to develop better than most enlo. As a result of this, she caught the eye of the clan&#039;s Xiola Umbar initiate who took Vasha under her wing. She was not taught any magic at first, but did receive some training in caring for other value enlo and even help the midwife once or twice. When she had shown her ability and won a grudging respect for her intelligence, she was taught some magic as well.&lt;br /&gt;
&lt;br /&gt;
She is also something of shroomist, she likes to arrange fungi in interesting and oddly shaped creations. She&#039;s never quite happy with the results however, half the material she has to work with tends to get eaten during the process.&lt;br /&gt;
&lt;br /&gt;
All this caused her meteoric rise in status among the other kin, and she turned into something almost resembling a matriarch for her own little clique of enlo, among whom numbered her supposed brother and Bish Bosh the hunter.&lt;br /&gt;
&lt;br /&gt;
She has a yearning to learn more of spirits and the dark, but has realised that the Xiola Umbar initiate has no intention of teaching her more.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Vasha&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Enlo&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;slave&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;8&#039;&#039;&#039;, Con: &#039;&#039;&#039;12&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;16&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;5&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+8%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  20 - ? = &#039;&#039;&#039; ?&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  10 - 0 = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: -2%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%):-&lt;br /&gt;
**Command (5%):-&lt;br /&gt;
**Etiquette (Uz)(5%): 25%&lt;br /&gt;
**Fast Talk (5%):-&lt;br /&gt;
**Perform (5%):-&lt;br /&gt;
**Persuade (15%): 50%&lt;br /&gt;
**Status (15%):-&lt;br /&gt;
**Teach (10%):- &lt;br /&gt;
**Language [Darkspeech] (INTx5%): 80%&lt;br /&gt;
**Language [Trade] (INTx3%): 48%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +6%&#039;&#039;&#039;&lt;br /&gt;
**Art [Sketch] (5%):-&lt;br /&gt;
**Art [Fungus arranging] (5%) 25%&lt;br /&gt;
**Craft [] (5%):-&lt;br /&gt;
**Fine Manipulation (5%):-&lt;br /&gt;
**Repair [] (15%): -&lt;br /&gt;
**Sleight of Hand (5%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +12%&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%):-&lt;br /&gt;
**First Aid (30%): 50%&lt;br /&gt;
**Gaming (INT+POW):-&lt;br /&gt;
**Lore [Darkness Spirits] (01%) 25%&lt;br /&gt;
**Strategy (01%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +7%&#039;&#039;&#039;&lt;br /&gt;
**Darksense (25%): 25%&lt;br /&gt;
**Insight (5%):-&lt;br /&gt;
**Listen (25%):-&lt;br /&gt;
**Navigate (10%):-&lt;br /&gt;
**Sense (10%):-&lt;br /&gt;
**Spot (25%):-&lt;br /&gt;
**Track (10%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +4%&#039;&#039;&#039;&lt;br /&gt;
**Climb (40%):-&lt;br /&gt;
**Dodge (DEXx02%): 40%&lt;br /&gt;
**Hide (10%): 40%&lt;br /&gt;
**Jump (25%):-&lt;br /&gt;
**Ride (5%):-&lt;br /&gt;
**Stealth (10%):-&lt;br /&gt;
**Swim (25%):-&lt;br /&gt;
**Throw (25%):-&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magical: +5%&#039;&#039;&#039;&lt;br /&gt;
**Ceremony (5%): 60%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Spirit Magic&#039;&#039;&#039;&lt;br /&gt;
**Control Darkness Spirit (1)&lt;br /&gt;
**Control Heal Spirit (1)&lt;br /&gt;
**Silence 3&lt;br /&gt;
**Summon Darkness Spirit (1)&lt;br /&gt;
**Summon Heal Spirit (1)&lt;br /&gt;
**Demoralize (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
**Mushroom Mace&lt;br /&gt;
***Spirit Sight - hold and chant to activate. No mp cost.&lt;br /&gt;
***Spirit Screen 5 matrix with 5 mp storage tied to it.&lt;br /&gt;
**Enamelled Medallion, Darkwall (2) matrix. (used to belong to Ogmar)&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 3 ||  || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 3 ||  || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 5 ||  || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armor ENC: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus: +6%&lt;br /&gt;
* Parry Bonus: +4%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Light Mace || 1D6+2 || 2 || 20 || 45%|| 25% || -- || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Short Spear || 1d8+1 || 2 || 15 || 25% || 20% ||  || 2.0&lt;br /&gt;
|-&lt;br /&gt;
|Knife || 1d3 || 3 || 15 || 40% || 25% ||  || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3 || 3 || arm || 25% || 25% || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 25% || 25% || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;3.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Mushroom Mace&lt;br /&gt;
*Armour:&lt;br /&gt;
** Listed above.&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Valuables:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Creation comments&lt;br /&gt;
**Skill percentages marked + are from the 200 point skill pool, those marked ++ are from the INTx10 pool. Will add everything together once play starts.&lt;br /&gt;
**Spells of interest. Binding Enchantment, Counter Magic, Second Sight, Shimmer, Spirit Screen, other summon and control spells. May change.&lt;br /&gt;
**LBP should have some fun, but occasionally useful ability. Yap attack?&lt;br /&gt;
- Main Page; [[Escape to Smalltown]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vasha_Waiting_in_Darkness&amp;diff=185383</id>
		<title>Vasha Waiting in Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vasha_Waiting_in_Darkness&amp;diff=185383"/>
		<updated>2011-07-03T12:28:22Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Escape to Smalltown]]&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vasha Waiting in Darkness, or so she likes to style herself, is a value enlo on the path to shamanism among the Srak Arhan clan. While they aren&#039;t sure she and Verzeg believe they are litter mates, and they do share not only similar names but also intelligence.&lt;br /&gt;
&lt;br /&gt;
As a young girl she often hid in the loneliest and darkest places she could find to get away from the harshness of life as an enlo. It was in one such place she first met Little Black Pebble, a spirit of darkness. LBP is hard to classify exactly, which is nothing unusual with Darkness related entities, but he most closely resembles a failed hell hound. Failed as in small, extremely social and friendly (if he had a tail, he&#039;d wag it furiously) and a little scared sometimes. When things go bump. They hit it off and have been friends ever since.&lt;br /&gt;
&lt;br /&gt;
That she had a small Darkness spirit following her around and defending her had one immediate result and one later. The other enlo were scared of her and her hound, something which made it easier for her to get enough food to develop better than most enlo. As a result of this, she caught the eye of the clan&#039;s Xiola Umbar initiate who took Vasha under her wing. She was not taught any magic at first, but did receive some training in caring for other value enlo and even help the midwife once or twice. When she had shown her ability and won a grudging respect for her intelligence, she was taught some magic as well.&lt;br /&gt;
&lt;br /&gt;
She is also something of shroomist, she likes to arrange fungi in interesting and oddly shaped creations. She&#039;s never quite happy with the results however, half the material she has to work with tends to get eaten during the process.&lt;br /&gt;
&lt;br /&gt;
All this caused her meteoric rise in status among the other kin, and she turned into something almost resembling a matriarch for her own little clique of enlo, among whom numbered her supposed brother and Bish Bosh the hunter.&lt;br /&gt;
&lt;br /&gt;
She has a yearning to learn more of spirits and the dark, but has realised that the Xiola Umbar initiate has no intention of teaching her more.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Vasha&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Enlo&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;slave&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;8&#039;&#039;&#039;, Con: &#039;&#039;&#039;12&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;16&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;5&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+8%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  20 - ? = &#039;&#039;&#039; ?&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  10 - 0 = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: -2%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%):-&lt;br /&gt;
**Command (5%):-&lt;br /&gt;
**Etiquette (Uz)(5%): 25%&lt;br /&gt;
**Fast Talk (5%):-&lt;br /&gt;
**Perform (5%):-&lt;br /&gt;
**Persuade (15%): 50%&lt;br /&gt;
**Status (15%):-&lt;br /&gt;
**Teach (10%):- &lt;br /&gt;
**Language [Darkspeech] (INTx5%): 80%&lt;br /&gt;
**Language [Trade] (INTx3%): 48%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +6%&#039;&#039;&#039;&lt;br /&gt;
**Art [Sketch] (5%):-&lt;br /&gt;
**Art [Fungus arranging] (5%) 25%&lt;br /&gt;
**Craft [] (5%):-&lt;br /&gt;
**Fine Manipulation (5%):-&lt;br /&gt;
**Repair [] (15%): -&lt;br /&gt;
**Sleight of Hand (5%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +12%&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%):-&lt;br /&gt;
**First Aid (30%): 50%&lt;br /&gt;
**Gaming (INT+POW):-&lt;br /&gt;
**Lore [Darkness Spirits] (01%) 25%&lt;br /&gt;
**Strategy (01%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +7%&#039;&#039;&#039;&lt;br /&gt;
**Darksense (25%): 25%&lt;br /&gt;
**Insight (5%):-&lt;br /&gt;
**Listen (25%):-&lt;br /&gt;
**Navigate (10%):-&lt;br /&gt;
**Sense (10%):-&lt;br /&gt;
**Spot (25%):-&lt;br /&gt;
**Track (10%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +4%&#039;&#039;&#039;&lt;br /&gt;
**Climb (40%):-&lt;br /&gt;
**Dodge (DEXx02%): 40%&lt;br /&gt;
**Hide (10%): 40%&lt;br /&gt;
**Jump (25%):-&lt;br /&gt;
**Ride (5%):-&lt;br /&gt;
**Stealth (10%):-&lt;br /&gt;
**Swim (25%):-&lt;br /&gt;
**Throw (25%):-&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magical: +5%&#039;&#039;&#039;&lt;br /&gt;
**Ceremony (5%): 60%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Spirit Magic&#039;&#039;&#039;&lt;br /&gt;
**Control Heal Spirit (1)&lt;br /&gt;
**Summon Heal Spirit (1)&lt;br /&gt;
**Demoralize (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
**Mushroom Mace&lt;br /&gt;
***Spirit Sight - hold and chant to activate. No mp cost.&lt;br /&gt;
***Spirit Screen 5 matrix with 5 mp storage tied to it.&lt;br /&gt;
**Enamelled Medallion, Darkwall (2) matrix. (used to belong to Ogmar)&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 3 ||  || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 3 ||  || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 5 ||  || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armor ENC: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus: +6%&lt;br /&gt;
* Parry Bonus: +4%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Light Mace || 1D6+2 || 2 || 20 || 45%|| 25% || -- || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Short Spear || 1d8+1 || 2 || 15 || 25% || 20% ||  || 2.0&lt;br /&gt;
|-&lt;br /&gt;
|Knife || 1d3 || 3 || 15 || 40% || 25% ||  || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3 || 3 || arm || 25% || 25% || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 25% || 25% || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;3.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Mushroom Mace&lt;br /&gt;
*Armour:&lt;br /&gt;
** Listed above.&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Valuables:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Creation comments&lt;br /&gt;
**Skill percentages marked + are from the 200 point skill pool, those marked ++ are from the INTx10 pool. Will add everything together once play starts.&lt;br /&gt;
**Spells of interest. Binding Enchantment, Counter Magic, Second Sight, Shimmer, Spirit Screen, other summon and control spells. May change.&lt;br /&gt;
**LBP should have some fun, but occasionally useful ability. Yap attack?&lt;br /&gt;
- Main Page; [[Escape to Smalltown]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Vasha_Waiting_in_Darkness&amp;diff=185382</id>
		<title>Vasha Waiting in Darkness</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Vasha_Waiting_in_Darkness&amp;diff=185382"/>
		<updated>2011-07-03T12:27:14Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Magic */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Escape to Smalltown]]&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Vasha Waiting in Darkness, or so she likes to style herself, is a value enlo on the path to shamanism among the Srak Arhan clan. While they aren&#039;t sure she and Verzeg believe they are litter mates, and they do share not only similar names but also intelligence.&lt;br /&gt;
&lt;br /&gt;
As a young girl she often hid in the loneliest and darkest places she could find to get away from the harshness of life as an enlo. It was in one such place she first met Little Black Pebble, a spirit of darkness. LBP is hard to classify exactly, which is nothing unusual with Darkness related entities, but he most closely resembles a failed hell hound. Failed as in small, extremely social and friendly (if he had a tail, he&#039;d wag it furiously) and a little scared sometimes. When things go bump. They hit it off and have been friends ever since.&lt;br /&gt;
&lt;br /&gt;
That she had a small Darkness spirit following her around and defending her had one immediate result and one later. The other enlo were scared of her and her hound, something which made it easier for her to get enough food to develop better than most enlo. As a result of this, she caught the eye of the clan&#039;s Xiola Umbar initiate who took Vasha under her wing. She was not taught any magic at first, but did receive some training in caring for other value enlo and even help the midwife once or twice. When she had shown her ability and won a grudging respect for her intelligence, she was taught some magic as well.&lt;br /&gt;
&lt;br /&gt;
She is also something of shroomist, she likes to arrange fungi in interesting and oddly shaped creations. She&#039;s never quite happy with the results however, half the material she has to work with tends to get eaten during the process.&lt;br /&gt;
&lt;br /&gt;
All this caused her meteoric rise in status among the other kin, and she turned into something almost resembling a matriarch for her own little clique of enlo, among whom numbered her supposed brother and Bish Bosh the hunter.&lt;br /&gt;
&lt;br /&gt;
She has a yearning to learn more of spirits and the dark, but has realised that the Xiola Umbar initiate has no intention of teaching her more.&lt;br /&gt;
&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Vasha&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Enlo&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;slave&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Female&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;8&#039;&#039;&#039;, Con: &#039;&#039;&#039;12&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;16&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;5&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;20&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+0&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+8%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  20 - ? = &#039;&#039;&#039; ?&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  10 - 0 = &#039;&#039;&#039;10&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: -2%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%):-&lt;br /&gt;
**Command (5%):-&lt;br /&gt;
**Etiquette (Uz)(5%): 25%&lt;br /&gt;
**Fast Talk (5%):-&lt;br /&gt;
**Perform (5%):-&lt;br /&gt;
**Persuade (15%): 50%&lt;br /&gt;
**Status (15%):-&lt;br /&gt;
**Teach (10%):- &lt;br /&gt;
**Language [Darkspeech] (INTx5%): 80%&lt;br /&gt;
**Language [Trade] (INTx3%): 48%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +6%&#039;&#039;&#039;&lt;br /&gt;
**Art [Sketch] (5%):-&lt;br /&gt;
**Art [Fungus arranging] (5%) 25%&lt;br /&gt;
**Craft [] (5%):-&lt;br /&gt;
**Fine Manipulation (5%):-&lt;br /&gt;
**Repair [] (15%): -&lt;br /&gt;
**Sleight of Hand (5%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +12%&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%):-&lt;br /&gt;
**First Aid (30%): 50%&lt;br /&gt;
**Gaming (INT+POW):-&lt;br /&gt;
**Lore [Darkness Spirits] (01%) 25%&lt;br /&gt;
**Strategy (01%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +7%&#039;&#039;&#039;&lt;br /&gt;
**Darksense (25%): 25%&lt;br /&gt;
**Insight (5%):-&lt;br /&gt;
**Listen (25%):-&lt;br /&gt;
**Navigate (10%):-&lt;br /&gt;
**Sense (10%):-&lt;br /&gt;
**Spot (25%):-&lt;br /&gt;
**Track (10%):-&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +4%&#039;&#039;&#039;&lt;br /&gt;
**Climb (40%):-&lt;br /&gt;
**Dodge (DEXx02%): 40%&lt;br /&gt;
**Hide (10%): 40%&lt;br /&gt;
**Jump (25%):-&lt;br /&gt;
**Ride (5%):-&lt;br /&gt;
**Stealth (10%):-&lt;br /&gt;
**Swim (25%):-&lt;br /&gt;
**Throw (25%):-&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magical: +5%&#039;&#039;&#039;&lt;br /&gt;
**Ceremony (5%): 60%&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Magic==&lt;br /&gt;
*&#039;&#039;&#039;Spirit Magic&#039;&#039;&#039;&lt;br /&gt;
**Control Heal Spirit (1)&lt;br /&gt;
**Summon Heal Spirit (1)&lt;br /&gt;
**Demoralize (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Items&#039;&#039;&#039;&lt;br /&gt;
**Mushroom Mace&lt;br /&gt;
***Spirit Sight - hold and chant to activate. No mp cost.&lt;br /&gt;
***Spirit Screen 5 matrix with 5 mp storage tied to it.&lt;br /&gt;
**Enamelled Medallion, Darkwall (2) matrix.&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 3 ||  || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 3 ||  || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 5 ||  || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; ||  || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 ||  || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armor ENC: &#039;&#039;&#039;0&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus: +6%&lt;br /&gt;
* Parry Bonus: +4%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Light Mace || 1D6+2 || 2 || 20 || 45%|| 25% || -- || 1.0&lt;br /&gt;
|-&lt;br /&gt;
|Short Spear || 1d8+1 || 2 || 15 || 25% || 20% ||  || 2.0&lt;br /&gt;
|-&lt;br /&gt;
|Knife || 1d3 || 3 || 15 || 40% || 25% ||  || 0.5&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3 || 3 || arm || 25% || 25% || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 25% || 25% || 0 || 0&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;3.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Mushroom Mace&lt;br /&gt;
*Armour:&lt;br /&gt;
** Listed above.&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
Valuables:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Creation comments&lt;br /&gt;
**Skill percentages marked + are from the 200 point skill pool, those marked ++ are from the INTx10 pool. Will add everything together once play starts.&lt;br /&gt;
**Spells of interest. Binding Enchantment, Counter Magic, Second Sight, Shimmer, Spirit Screen, other summon and control spells. May change.&lt;br /&gt;
**LBP should have some fun, but occasionally useful ability. Yap attack?&lt;br /&gt;
- Main Page; [[Escape to Smalltown]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alexander_Young&amp;diff=185376</id>
		<title>Alexander Young</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alexander_Young&amp;diff=185376"/>
		<updated>2011-07-03T09:03:02Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alexander Young==&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*English (culture) 13&lt;br /&gt;
*French (culture) 13&lt;br /&gt;
*Medieval Historian (profession) 17 +4 (1W)&lt;br /&gt;
**Latin&lt;br /&gt;
**Old English&lt;br /&gt;
**Norman French&lt;br /&gt;
**Archaeology&lt;br /&gt;
**Trawling through old records&lt;br /&gt;
*Kung Fu 13 +8 (1W)&lt;br /&gt;
*Can&#039;t Forget Rebecca 13 +5 (18)&lt;br /&gt;
*Vivid Dreams 13&lt;br /&gt;
*Rugged Constitution 13 +3 (16)&lt;br /&gt;
*St Christopher&#039;s Amulet 13&lt;br /&gt;
*Good with Animals 13&lt;br /&gt;
*Trekking 13&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039;&lt;br /&gt;
*Intimidated by attractive people 1W&lt;br /&gt;
*Reserved 18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alexander grew up in a small town in the south of England as the only child of his French mother Marie and father John. Both his father&#039;s parents died while Alex was very young, and he has few memories of them. He knows they were farmers and has vague recollections of petting a lamb which tried to lick his fingers. They also had several dogs and countless cats.&lt;br /&gt;
&lt;br /&gt;
His mother&#039;s family lives in south central France where they have a small vineyard that borders on a protected mountainous forest preserve. His mother would take Alex there every summer, with his father joining them a few weeks later. The young boy fit in well, he spoke French fluently and loved the whole area. His grandfather would take him, and a local boy Luc, on long walks in the wilder areas. When the boys grew older they&#039;d sometimes camp overnight, fishing in the mountain streams and explore.&lt;br /&gt;
&lt;br /&gt;
One time when he was about seven he took ill and had a very vivid dream. He was standing on top of a stone tower looking out over a vast rolling landscape. There were hills and valleys, untamed forest and tall mountains and the glint of a lake in the distance. It was wild and beautiful country and he felt as if he belonged, even if he had never been there before. Then dark clouds rolled in and there was something threatening, something dangerous behind him but every time he turned it was still behind him. Just as he woke in terror, he heard a woman&#039;s voice, but never made out what she said, or to whom.&lt;br /&gt;
&lt;br /&gt;
Many years later he tried to recapture some of the impressions of that landscape in a fantasy novel, leaving out the horror, but he left the book unfinished with a sense of failure, returning now and then to poke at it.&lt;br /&gt;
&lt;br /&gt;
When he went to university he first took archaeology and then Medieval History as his subjects, as well as Latin. He didn&#039;t have time now to go to France as much as he liked, but kept in semi-regular contact with Luc who was now working with the agency responsible for the forest preserve they both loved.&lt;br /&gt;
&lt;br /&gt;
While an undergraduate he met Rebecca Wilson, a couple years younger than him. He had been wrapped up in working on his thesis and met her when he needed help with translating latin. They went out a couple of times and slowly but steadily became a couple. She was much more outgoing than him while he was steadier and calmer than her. Everyone said they fit well together, complemented each other. He knew she had some sort of history, there were things she didn&#039;t like to talk about but he figured she&#039;d tell him when she felt ready. They were together for about two years, then one day she simply said she had to leave for a while. Something had come up at home, and she&#039;d get in touch with him as soon as she could. That was almost ten years ago and she hasn&#039;t returned yet.&lt;br /&gt;
&lt;br /&gt;
At first he moped for a while, then he worried, then he got angry and hurt and packed away the few things she&#039;d left. He did make some efforts to track her down, even went to the Police but could not find any traces of her. He kept the St. Christopher amulet she&#039;d given him though. Eventually he went back to work and finished his thesis, taught a little but took every opportunity to get out of town. &lt;br /&gt;
&lt;br /&gt;
His social life was put on hold for a year or so after she&#039;d left, and he absorbed himself in his work which mostly involved teaching at this point. Eventually though, he started to crawl out of his shell, and while he wasn&#039;t ready to date, he started to socialize a bit. Things returned to normal.&lt;br /&gt;
&lt;br /&gt;
It was during this period that he took up Kung Fu. On one of his treks, this time in the Scottish highlands, he was assaulted by two rough looking men. He was beaten and about to be robbed when something scared them away. His memories of the incident are hazy and unreliable, partly from a concussion and partly from chock. He does recall a woman and a man running towards him and a flash of some kind, but after that it&#039;s all fuzzy. He woke up in a hospital where he was told he had wandered in to a nearby village on his own accord, but bloody from a head injury.&lt;br /&gt;
The experience puzzled and frightened him, and once he was back home and well enough he investigated the local dojos. A Kung Fu instructor had a good reputation, and also taught meditation techniques, staves and other assorted weapons. Alex quickly found he enjoyed the exercise and the meditation relaxing.&lt;br /&gt;
&lt;br /&gt;
The university had an exchange deal with a counterpart in the US and he was asked if he&#039;d like to spend a year there as a guest lecturer. He thought it sounded interesting, and a change of scene and new areas to explore would be welcome. He accepted and six months ago he took a flight across the Atlantic.&lt;br /&gt;
&lt;br /&gt;
It has been a mixed experience so far. Socially he&#039;s had difficulty fitting in, and hasn&#039;t really tried perhaps, but he has enjoyed the few week-ends he has managed to go trekking. Recently he found an English Pub, a place which actually serves decent beer and has gone there a couple of times with colleagues.&lt;br /&gt;
&lt;br /&gt;
He&#039;s reserved but polite and a little uncomfortable in large social gatherings. He can be a little close mouthed among people who are very attractive or forceful, a trait he resents in himself. It&#039;s gotten better with age and experience, but won&#039;t go away completely. He has accepted that he is at heart, a shy person.&lt;br /&gt;
He is fairly stubborn and resilient, tends to go his own way but rarely makes a big deal about it, he&#039;s definitely not confrontational.&lt;br /&gt;
&lt;br /&gt;
He has a good hand with animals, he had dogs and cats as a child but doesn&#039;t want one while he lives in a city. In his opinion, dogs and cats should have large rural areas to thrive and people who keep large dogs cooped up in small flats don&#039;t rate high with him.&lt;br /&gt;
&lt;br /&gt;
His favourite pastime is trekking. He simply enjoys the slow steady act of walking in rural or wild areas as one of the best forms of both relaxation and exercise. &lt;br /&gt;
&lt;br /&gt;
But he is fundamentally unhappy with his situation. He&#039;s not in a relationship, and even ten years later his old one still hurts. Academia doesn&#039;t really suit him either, the fight for meager grants and political infighting is tiresome, as well as the petty rivalries he has trouble handling graciously. Not that he doesn&#039;t enjoy what he does, but it often feels a bit pointless.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alexander_Young&amp;diff=185375</id>
		<title>Alexander Young</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alexander_Young&amp;diff=185375"/>
		<updated>2011-07-03T09:02:20Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: Created page with &amp;quot;==Alexander Young== Will clean up later.  &amp;#039;&amp;#039;&amp;#039;Keywords:&amp;#039;&amp;#039;&amp;#039; *English (culture) 13 *French (culture) 13 *Medieval Historian (profession) 17 +4 (1W) **Latin **Old English **Norman Fr...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Alexander Young==&lt;br /&gt;
Will clean up later.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Keywords:&#039;&#039;&#039;&lt;br /&gt;
*English (culture) 13&lt;br /&gt;
*French (culture) 13&lt;br /&gt;
*Medieval Historian (profession) 17 +4 (1W)&lt;br /&gt;
**Latin&lt;br /&gt;
**Old English&lt;br /&gt;
**Norman French&lt;br /&gt;
**Archaeology&lt;br /&gt;
**Trawling through old records&lt;br /&gt;
*Kung Fu 13 +8 (1W)&lt;br /&gt;
*Can&#039;t Forget Rebecca 13 +5 (18)&lt;br /&gt;
*Vivid Dreams 13&lt;br /&gt;
*Rugged Constitution 13 +3 (16)&lt;br /&gt;
*St Christopher&#039;s Amulet 13&lt;br /&gt;
*Good with Animals 13&lt;br /&gt;
*Trekking 13&lt;br /&gt;
&#039;&#039;&#039;Flaws:&#039;&#039;&#039;&lt;br /&gt;
*Intimidated by attractive people 1W&lt;br /&gt;
*Reserved 18&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Alexander grew up in a small town in the south of England as the only child of his French mother Marie and father John. Both his father&#039;s parents died while Alex was very young, and he has few memories of them. He knows they were farmers and has vague recollections of petting a lamb which tried to lick his fingers. They also had several dogs and countless cats.&lt;br /&gt;
&lt;br /&gt;
His mother&#039;s family lives in south central France where they have a small vineyard that borders on a protected mountainous forest preserve. His mother would take Alex there every summer, with his father joining them a few weeks later. The young boy fit in well, he spoke French fluently and loved the whole area. His grandfather would take him, and a local boy Luc, on long walks in the wilder areas. When the boys grew older they&#039;d sometimes camp overnight, fishing in the mountain streams and explore.&lt;br /&gt;
&lt;br /&gt;
One time when he was about seven he took ill and had a very vivid dream. He was standing on top of a stone tower looking out over a vast rolling landscape. There were hills and valleys, untamed forest and tall mountains and the glint of a lake in the distance. It was wild and beautiful country and he felt as if he belonged, even if he had never been there before. Then dark clouds rolled in and there was something threatening, something dangerous behind him but every time he turned it was still behind him. Just as he woke in terror, he heard a woman&#039;s voice, but never made out what she said, or to whom.&lt;br /&gt;
&lt;br /&gt;
Many years later he tried to recapture some of the impressions of that landscape in a fantasy novel, leaving out the horror, but he left the book unfinished with a sense of failure, returning now and then to poke at it.&lt;br /&gt;
&lt;br /&gt;
When he went to university he first took archaeology and then Medieval History as his subjects, as well as Latin. He didn&#039;t have time now to go to France as much as he liked, but kept in semi-regular contact with Luc who was now working with the agency responsible for the forest preserve they both loved.&lt;br /&gt;
&lt;br /&gt;
While an undergraduate he met Rebecca Wilson, a couple years younger than him. He had been wrapped up in working on his thesis and met her when he needed help with translating latin. They went out a couple of times and slowly but steadily became a couple. She was much more outgoing than him while he was steadier and calmer than her. Everyone said they fit well together, complemented each other. He knew she had some sort of history, there were things she didn&#039;t like to talk about but he figured she&#039;d tell him when she felt ready. They were together for about two years, then one day she simply said she had to leave for a while. Something had come up at home, and she&#039;d get in touch with him as soon as she could. That was almost ten years ago and she hasn&#039;t returned yet.&lt;br /&gt;
&lt;br /&gt;
At first he moped for a while, then he worried, then he got angry and hurt and packed away the few things she&#039;d left. He did make some efforts to track her down, even went to the Police but could not find any traces of her. He kept the St. Christopher amulet she&#039;d given him though. Eventually he went back to work and finished his thesis, taught a little but took every opportunity to get out of town. &lt;br /&gt;
&lt;br /&gt;
His social life was put on hold for a year or so after she&#039;d left, and he absorbed himself in his work which mostly involved teaching at this point. Eventually though, he started to crawl out of his shell, and while he wasn&#039;t ready to date, he started to socialize a bit. Things returned to normal.&lt;br /&gt;
&lt;br /&gt;
It was during this period that he took up Kung Fu. On one of his treks, this time in the Scottish highlands, he was assaulted by two rough looking men. He was beaten and about to be robbed when something scared them away. His memories of the incident are hazy and unreliable, partly from a concussion and partly from chock. He does recall a woman and a man running towards him and a flash of some kind, but after that it&#039;s all fuzzy. He woke up in a hospital where he was told he had wandered in to a nearby village on his own accord, but bloody from a head injury.&lt;br /&gt;
The experience puzzled and frightened him, and once he was back home and well enough he investigated the local dojos. A Kung Fu instructor had a good reputation, and also taught meditation techniques, staves and other assorted weapons. Alex quickly found he enjoyed the exercise and the meditation relaxing.&lt;br /&gt;
&lt;br /&gt;
The university had an exchange deal with a counterpart in the US and he was asked if he&#039;d like to spend a year there as a guest lecturer. He thought it sounded interesting, and a change of scene and new areas to explore would be welcome. He accepted and six months ago he took a flight across the Atlantic.&lt;br /&gt;
&lt;br /&gt;
It has been a mixed experience so far. Socially he&#039;s had difficulty fitting in, and hasn&#039;t really tried perhaps, but he has enjoyed the few week-ends he has managed to go trekking. Recently he found an English Pub, a place which actually serves decent beer and has gone there a couple of times with colleagues.&lt;br /&gt;
&lt;br /&gt;
He&#039;s reserved but polite and a little uncomfortable in large social gatherings. He can be a little close mouthed among people who are very attractive or forceful, a trait he resents in himself. It&#039;s gotten better with age and experience, but won&#039;t go away completely. He has accepted that he is at heart, a shy person.&lt;br /&gt;
He is fairly stubborn and resilient, tends to go his own way but rarely makes a big deal about it, he&#039;s definitely not confrontational.&lt;br /&gt;
&lt;br /&gt;
He has a good hand with animals, he had dogs and cats as a child but doesn&#039;t want one while he lives in a city. In his opinion, dogs and cats should have large rural areas to thrive and people who keep large dogs cooped up in small flats don&#039;t rate high with him.&lt;br /&gt;
&lt;br /&gt;
His favourite pastime is trekking. He simply enjoys the slow steady act of walking in rural or wild areas as one of the best forms of both relaxation and exercise. &lt;br /&gt;
&lt;br /&gt;
But he is fundamentally unhappy with his situation. He&#039;s not in a relationship, and even ten years later his old one still hurts. Academia doesn&#039;t really suit him either, the fight for meager grants and political infighting is tiresome, as well as the petty rivalries he has trouble handling graciously. Not that he doesn&#039;t enjoy what he does, but it often feels a bit pointless.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145797</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145797"/>
		<updated>2010-05-31T18:14:10Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16-3 = &#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 21%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 34% #&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% #&lt;br /&gt;
**Track (10%): 19% #&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 12%&lt;br /&gt;
**Climb (40%): 48% #&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):20% #&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||#  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Spells==&lt;br /&gt;
*Firearrow 1d6 damage per MP spent up to 4. Replaces normal damage and cannot impale or critical.&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145796</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145796"/>
		<updated>2010-05-31T18:11:30Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16-3 = &#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 21%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 34% #&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% #&lt;br /&gt;
**Track (10%): 19% #&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 12%&lt;br /&gt;
**Climb (40%): 48% #&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):20% #&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||#  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145795</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145795"/>
		<updated>2010-05-31T18:10:56Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Weapons and Shields */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 21%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 34% #&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% #&lt;br /&gt;
**Track (10%): 19% #&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 12%&lt;br /&gt;
**Climb (40%): 48% #&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):20% #&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||#  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Rhin&amp;diff=145787</id>
		<title>Rhin</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Rhin&amp;diff=145787"/>
		<updated>2010-05-31T17:17:40Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: Created page with &amp;#039;*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page] ==Rhín== *Race: Human *Age: 13 *Gender: Female *Culture: Nomad *Profession: Physician *Hero Points: ? *Improvement Rolls:…&amp;#039;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;br /&gt;
==Rhín==&lt;br /&gt;
*Race: Human&lt;br /&gt;
*Age: 13&lt;br /&gt;
*Gender: Female&lt;br /&gt;
*Culture: Nomad&lt;br /&gt;
*Profession: Physician&lt;br /&gt;
*Hero Points: ?&lt;br /&gt;
*Improvement Rolls: ?&lt;br /&gt;
&lt;br /&gt;
===Characteristics and Attributes===&lt;br /&gt;
&lt;br /&gt;
====Characteristics==== &lt;br /&gt;
*STR - 07 (10 when grown)&lt;br /&gt;
*CON - 09&lt;br /&gt;
*SIZ - 09 (12 when grown)&lt;br /&gt;
*INT - 14&lt;br /&gt;
*POW - 10&lt;br /&gt;
*DEX - 11&lt;br /&gt;
*CHA - 12&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
*Combat Actions: 3&lt;br /&gt;
*Damage Modifier: -1D2&lt;br /&gt;
*Improvement Modifier: 0&lt;br /&gt;
*Movement: 8m&lt;br /&gt;
*Magic Points: 10&lt;br /&gt;
*Strike Rank: 13&lt;br /&gt;
*Armour Penalty:&lt;br /&gt;
*ENC:&lt;br /&gt;
*Birthsign: Angberelius&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Reach&lt;br /&gt;
!width=&amp;quot;250&amp;quot;|Combat Manoeuvres&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Knife||align=&amp;quot;center&amp;quot;|1D3||align=&amp;quot;center&amp;quot;|S||align=&amp;quot;center&amp;quot;|S||align=&amp;quot;center&amp;quot;|Bleed, Impale||align=&amp;quot;center&amp;quot;|-||align=&amp;quot;center&amp;quot;|5/4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage Modifier&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Load&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Combat Manoeuvers&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Sling||align=&amp;quot;center&amp;quot;|1D8||align=&amp;quot;center&amp;quot;|Y||align=&amp;quot;center&amp;quot;|200m||align=&amp;quot;center&amp;quot;|1||align=&amp;quot;center&amp;quot;|L||align=&amp;quot;center&amp;quot;|Stun Location||align=&amp;quot;center&amp;quot;|-||align=&amp;quot;center&amp;quot;|1/2&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Dam Modifier||align=&amp;quot;center&amp;quot;|Range||align=&amp;quot;center&amp;quot;|Load||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Combat Manoeuvers||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|D20&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour Type&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Armour Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Hit Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Current&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Hit Locations&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-3||align=&amp;quot;center&amp;quot;| Right Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4-6||align=&amp;quot;center&amp;quot;| Left Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|7-9||align=&amp;quot;center&amp;quot;| Abdomen||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-12||align=&amp;quot;center&amp;quot;| Chest||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|6||align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|13-15||align=&amp;quot;center&amp;quot;| Right Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|3||align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16-18||align=&amp;quot;center&amp;quot;| Left Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|3||align=&amp;quot;center&amp;quot;|3&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19-20||align=&amp;quot;center&amp;quot;| Head||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Common Skills===&lt;br /&gt;
*Athletics STR+DEX 28%&lt;br /&gt;
*Brawn STR+SIZ 16%&lt;br /&gt;
*Culture (Own) INTx2 58%&lt;br /&gt;
*Dance DEX+CHA 23%&lt;br /&gt;
*Drive DEX+POW 21%&lt;br /&gt;
*Evade DEXx2 22%&lt;br /&gt;
*Evaluate INT+CHA 31%&lt;br /&gt;
*First Aid INT+DEX +30%&lt;br /&gt;
*Influence CHAx2 24%&lt;br /&gt;
*Insight INT+POW 24%&lt;br /&gt;
*Lore (Eastern Harn) INTx2 63%&lt;br /&gt;
*Perception INT+POW 44%&lt;br /&gt;
*Persistence POWx2 20%&lt;br /&gt;
*Resilience CONx2 28%&lt;br /&gt;
*Ride DEX+POW 46%&lt;br /&gt;
*Sing CHA+POW 32%&lt;br /&gt;
*Sleight DEX+CHA 43%&lt;br /&gt;
*Stealth DEX+INT 25%&lt;br /&gt;
*Swim STR+CON 16%&lt;br /&gt;
&lt;br /&gt;
===Advanced Skills===&lt;br /&gt;
*Craft (Cooking) DEX+INT 40%&lt;br /&gt;
*Healing INT+POW 39%&lt;br /&gt;
*Language (Harnic) INT+CHA 76%&lt;br /&gt;
*Survival POW+CON 19%&lt;br /&gt;
&lt;br /&gt;
===Combat Styles===&lt;br /&gt;
*Dagger STR+DEX 38%&lt;br /&gt;
*Sling DEXx2 42%&lt;br /&gt;
*Unarmed STR+DEX 18%&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
*Clothes&lt;br /&gt;
*Knife&lt;br /&gt;
*Sling&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Rhín is a child of the forest folk and spent her first years in the area north of the Ulmerien. Ribert occasionally visited their camps to trade for herbs and gossip, so knew the people there reasonably well. One such time, five years ago, Aelfric rescued a child who had stepped into a ground wasp nest and carried her back to camp. He started treating her for the poison himself as his master was elsewhere. When Ribec returned he nodded and said cryptically &amp;quot;I&#039;m too old, she is your responibility.&amp;quot;&lt;br /&gt;
&lt;br /&gt;
Eventually she was nursed back to health, but when Aelfric told her she was free to go to her parents she just shook her head. Her father swore the Oath of Life Debt placing her in Aelfric&#039;s care. Rhín has since served him as well as she can, caring for his clothes, cooking and so on. She is also decent with a sling and supplements their travelling rations with small game sometimes, seasoned with herbs stolen from his pack.&lt;br /&gt;
&lt;br /&gt;
Rhín is generally cheerful, very stubborn and has stopped missing her family every day. She sings half-rememberd songs of the forest folk and snippets of things she&#039;s picked up in taverns and halls across the lands to entertain the mule she rides. Songs not always suitable for a young woman, but Aelfric is hardly one to be concerned.&lt;br /&gt;
&lt;br /&gt;
She is anything but ladylike, and apart from performing her duties, not very respectful towards her betters, something that has gotten them both in minor trouble occasionally.&lt;br /&gt;
Her hair is usually a tangled mess of black curls, though she has started taking better care of it lately. &lt;br /&gt;
&lt;br /&gt;
Aelfric is aware that the girl will not remain one for much longer and realizes she needs to talk to a woman. Her mother, or his aunt perhaps.&lt;br /&gt;
*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Darker_Age&amp;diff=145786</id>
		<title>A Darker Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Darker_Age&amp;diff=145786"/>
		<updated>2010-05-31T16:53:38Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Roadscholars game of Iron age MRQII&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?p=12248550#post12248550 IC thread ]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=517478 OC thread]&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=514131 recruitment]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*[http://wiki.rpg.net/index.php/Bastard_Knight Daegmund &#039;The bastard hound of Andazyn&#039;] Iskallor&#039;s hunter turned knight. Bastard half brother to Rosine. Nephew to the king.&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/Aelfric Aelfric of Clan Mernii]. Herbmaster and cousin to Rosine and Daegmund, played by Jarulf&lt;br /&gt;
**[http://wiki.rpg.net/index.php/Rhin Rhín] is his young servant.&lt;br /&gt;
*[http://wiki.rpg.net/index.php/Rosine Rosine of Lerenil] King&#039;s niece, played by Mandacaru&lt;br /&gt;
*[[Osgar]], a landed mercenary knight, played by Pseudoephedrine&lt;br /&gt;
*[[Krallion]], a Shamanistic warrior played by ThaGuy&lt;br /&gt;
&lt;br /&gt;
===House Rules===&lt;br /&gt;
*[[Abilities and Spells]] not found in the books.&lt;br /&gt;
*[[Sunsigns]] affect skills in different ways.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*A ‘poetic’ map of Harn. It’s the only one you need, and all named features will be ‘canon’ for this game. what they mean might be vastly different, however.&lt;br /&gt;
http://www.harshlands.net/Images1/harn.jpg&lt;br /&gt;
*[http://www.lythia.com/2008/02/lerenil/  Lerenil]&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
The small kingdom of Chybisa, once a crossroads for trade and major cavalry centre in the Remull holdings on Harn. Now, its an isolated collection of small manors centred round the formidible Burzyn keep [which looks remarkably like Harlech castle]. The current king has taken the peaceful times of the last six years as a good omen - and looks to reclaim some of the fallen manors to the north of the river. Meanwhile,the Baron of Lerenil pursues his aim of establishing Lerenil as a seagoing port. To do so requires a settled north bank to the river...but the greatwoods are populated by Setha And worse, wolf riders and forest-orcs.&lt;br /&gt;
Rumors speak also of Trolls and Ogres, not seen since the Remuli drove them out.&lt;br /&gt;
&lt;br /&gt;
===Setting assumptions===&lt;br /&gt;
*Magic - Common magic will become the province of specialist users. The average person, while not superstitious about magics use, will regard it as a dangerous pasttime.&lt;br /&gt;
*I&#039;ll run all the magic systems as is - with the main change being the general unavailability of common magic. Sorcery with have a particular mode or approach - there are alchemists, astrologers, enchanters, power word mages and necromancers rather than sorcerers. Crunch wise, this simply means that different &#039;grimoires&#039; require a mundane as well as magic skill to enable. The mundane skill must always be greater than the magic one.&lt;br /&gt;
*Common magic becomes the province of the church and divine initiates, witches, warlocks and shaman/druid types. Most magic specialists will also pick up a little. It is &#039;low magic&#039;, but you must have the gift [or divine/spirit backing] for it.&lt;br /&gt;
*Technology - Due to Remuli and Dwarf influences, there is a wider range of arms and armour technology on Harn, but getting fitted plate [or fancy helmets] is, on the other hand, not going to be easy. Inheriting grandpas Equestrian war gear, being very good mates with a dwarf [remember, they have withdrawn from the lands of men largely] or being a noble from Melderyn [for thoe unfamiliar with a Harn map, the southeastern Island kingdom] would be about the only way to access that sort of gear.&lt;br /&gt;
*For cultures, assume picts on too many sacred herbs for the Setha, a general gaulish feel for the Anadhe, and more germanic for the Hodiri [who are mounted].&lt;br /&gt;
*The hodiri are pretty much Goth/Alans, if you are looking for an analogy.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
*Burzyn Keep was built by a mad dwarf hundreds of years ago, and was annexed by the Republic as their headquarters for Three auxiliary legions [ regulars,archers and cavalry] for nearly a hundred and fifty years. When the legions finally left there had been a local interpenetration of these auxiliaries, and many [in the case of the Hodiri, nearly all] stayed when the legions left. The currently Royal line of Chybisa [named after the local Lord who bade the mad Dwarf build a keep] can tenuously trace descendence from the royal line, even through the times of the Republic. The people of Chybisa are a mix of former natives, Republicanised auxiliaries and refugees from both Kaldor and Thay. &lt;br /&gt;
&lt;br /&gt;
*The Setha are local natives [Jarin] who returned out of the north during the Rebublics retreat. They ravaged the lightly settled lands native to them [between Kaldor and Chybisa] and reclaimed it as their own. Their interest in the area is due to the presence of a creature of their Gods called the Stalker on the Heath. They are ruled by skull faced shaman/priests, who appoint chiefs and decide the fate of clans. They are sometimes friendly [and have been generaly peaceful for the last few years]. this will never last, though as history has shown...sooner or later the tribes grow too large and someone leads a war.&lt;br /&gt;
&lt;br /&gt;
*The Hodiri occupy the woods and plains between Melderyn and Chybisa. They are descendents of Auxilia from the Mainland - a plains people noted for their horse skills. They were an early conquest of the Empire and had attained semi-independence by supplying troops and set tribute. The two legions stationed in Harn slowly established themselves in the marches that bear their name and eventually replicated their homeland customs in miniature. They are horsefolk, wagon owners, with herds for wealth. Currently, there are 12 tribes, and two of these are fairly friendly to Chybisa. Hodiri attentions are given mostly to warring with the Solora [a Jarin tribe to the South] and skirmishing with the few mainland colonies of Melderyn.&lt;br /&gt;
&lt;br /&gt;
*The Anadh are a mix of Jarin and Ysirii archers [former auxiliaries] who occupy the woods and hills between Chybisa and Thay. While they are a generally peaceful folk, they are intolerant of the Church of Light, follow only the Old Way and have been the causes of crusades in the past. They are currently peaceful with Chybisa, but not Thay. rumors of an alliance between them and raiding Orbaalese keeps the Theocracy awake at night.&lt;br /&gt;
&lt;br /&gt;
*Kaldor is warring on itself in a series of attempts to claim the throne and title of King. The church is heavily involved as an arbiter, and there are a dozen newly formed fighting orders, on both sides in any conflict.&lt;br /&gt;
&lt;br /&gt;
*Thay is a bastion of the Church and a small island of culture, following a Theocratic governing body with the king as advisor to parliament and commons. However, it has been under constant attack by Orbaalese and Ivinian raiders for nearly five years. Latest rumors speak of year round settlements to the North...&lt;br /&gt;
&lt;br /&gt;
*Melderyn is a decadent remnant of the Republic, with entrenched Senate and Equestrian classes, bonded servitude for peasants and a thriving trade in indentured servitude. Citizens form the middle class and make up the bulk of the Legions. Sorcery has a dark name in Melderyn, and while there are practitioners of the Arts, they have a fractious relationship that is entwined in the games of high politics played by the Republics elite. It is also the most civilised area on Harn, barring the dwarven and elven cities.&lt;br /&gt;
&lt;br /&gt;
*Chybisa itself consists of the Royal seats of Burzyn [King ], Lerenil [brother] and Onden [sister] and the keep of Geda [ Held by the Baron Erynn, originally of Kanday]. Politics and family are one...though there are many lesser lords who can hold sway in court. The land is some of the best quality in Harn and produces two harvests a year. There is a fierce independent streak in Chybisa - the amount of freeholders is higher than Kaldor or Melderyn and the peasant class can win freedom ffor themselves or their descendents through payment or service. They have a strong tradition of archery [the local longbow is actually a composite of two woods] and mounted commoners [sergeantry].&lt;br /&gt;
&lt;br /&gt;
*The Church of the Child has several monastic and hermetic orders in the East of Chybisa, but no actual fighting orders. The Church is not actually well supported in Chybisa and the shrines to local gods and spirits still dot the roads and wells. The local bishop is tolerant of local custom and has even attended festivals.&lt;br /&gt;
&lt;br /&gt;
*The guild of arcane lore in Chybisa is composed of less than a dozen practitioners, mostly alchemist-apothecaries, diviners and enchanter/bards. Most hold some position in one of the noble courts, or are directly related.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A sense of Scale===&lt;br /&gt;
This p-Harn is cinematic in scale. What would be the extreme in naturall features is the norm here. Caves are commonly as big as the largest caverns of our world, waterfalls are longer, trees larger, mountains higher. Animals can be much larger and are generally more intelligent.&lt;br /&gt;
This applies to the superstitions, folklore and stories of our Earth as well. People do see ghosts, true love and innocence are powerful forces, there are little people and monsters and old laws that even gods must obey. Riddling games, bets and wagers, hosting laws, oaths all have power. So do rightful positions…true kings, godmother/father, clanhead, kings champion all bestow a modicum of Power.&lt;br /&gt;
&lt;br /&gt;
===A brief History and culture===&lt;br /&gt;
When the Remuli Republic took the island of Harn two hundred and thirty years ago, they were opposed by the native Jarin tribes [ many of whom were never conquered],&lt;br /&gt;
themany tribes of Goblinkin [a species rare on the mainland] and lastly the wild tribes and spawn of Ilvir, an immortal mage with Divine powers who was worshipped as a god.&lt;br /&gt;
&lt;br /&gt;
The Jarin were divided regionally, with the Peran and Equeth to the West, the Ternuu and Athul to the south-West, the Nutheli to the North and the Solorii to the South East. Add to this many minor tribes and island clans. &lt;br /&gt;
&lt;br /&gt;
A real-world culture analogy would be the Welsh, Scottish and Irish prior to and including early christianisation.&lt;br /&gt;
&lt;br /&gt;
Goblinkin confine themselves to the hillier or more deeply forested areas of Harn. They do not bear direct sunlight well, but can do so. The Goebler, Haebog, Oeger and Boeger races are returning to old haunts now that Republican law is gone and their spreading is a symptom of the times.&lt;br /&gt;
&lt;br /&gt;
The wild tribes of men who ring Lake Benath have always worshipped Ilvir the Maker, who lives in Misyn. Giants and trolls and other, rarer monsters are his creations and they dot the world of Harn, guardians to bleak places and old ruins.&lt;br /&gt;
When the Remuli invaded he created orcs, or gargun, to combat them. Even though the Remuli conquered and captured the southern part of the lakelands, nests of orcs have spread throughout Harns mountains, a bane to humans and goblinkind alike.&lt;br /&gt;
&lt;br /&gt;
The settlements on the Harn map represent the extent of Remuli conquest and settlement. From Harn they gained rich grainfields, hardwoods and conscript troops.&lt;br /&gt;
The Legions Harnica were an anchor to the Republic and later Imperium in the North, and when the last of the legions departed following another governer intent on the High Seat it sealed the fate of the Feoderates and subject lands of the northern mainlands. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fantastic and unusual places in Harn===&lt;br /&gt;
&lt;br /&gt;
* Azadmere is the home of the Dwarves and Gnomes, close kin who inhabit the area East of the Sorkin mountains. They signed treaties with the Remuli and even built a Western outpost [Kiraz] at their behest. &lt;br /&gt;
Dwarves live largely underground and are workers of the things of the earth. They average four and one half feet in size, and range a foot either side of this. A reclusive race with a racial male to female mix of 3:1.&lt;br /&gt;
&lt;br /&gt;
Gnomes live in the forests and hills, and are to the living things of the earth what the dwarves are to metal and stone. They are makers in wood and fur, friend to beast and bird. Also reclusive, but they tend to large families and twins with a 2:1 female/male mix.&lt;br /&gt;
&lt;br /&gt;
A dwarven male may often take a gnomish wife. Their offspring will show an inclination to one life or the other well before maturity and become a Dwarf or Gnome, often moving to live with kin.&lt;br /&gt;
&lt;br /&gt;
The Azadmere woods are populated with many large species of intelligent, talking woodland beasts. Many of these work for and with the Gnomes, and there are communites of these Animal folk amongst the woods and streams.&lt;br /&gt;
&lt;br /&gt;
The [non Jarin] humans that live in Azadmere [centred around Zerhun] are the Torzyr. They are deep lake fishermen and farmers who contribute cavalry to the Dwarvish Nation. Their armour is the most sought after in Harn.&lt;br /&gt;
&lt;br /&gt;
* Shava forest is the home of the Elves and Ys, a human tribe who have lived with them for centuries. While the two elven cites are open to visitors, the woods are not.&lt;br /&gt;
Elves migrate all around Harn, but the forest remains their homeland. During Remuli times, the Elves closed their borders and were never attacked.&lt;br /&gt;
&lt;br /&gt;
* The Anoth Delta is home to the Anoa, a pre Jarin race that reputedly has the power to turn invisible in their homeland and talk to animals. They do make the Anoan warbow, a much sought prize in any part of Harn. Their lacquered wood armour is similarly sought.&lt;br /&gt;
&lt;br /&gt;
*Norons keep is home to Noron, a wizard and Bardic enchanter who is considered the second most powerful figure on Harn. Who is the most powerful is debated by many.&lt;br /&gt;
&lt;br /&gt;
*Tontury lake and the Ilme marshes are home to a mother dragon and her various Draconic spawn. Many kaldoric knights are dragonslayers…&lt;br /&gt;
&lt;br /&gt;
*Misyn is home to Ilvir, and the nearby mountains and woods are infested with giants, trolls and Gargun. The Felsha, Rayesha and Especially Jahl mountains are home to his creations, while the while tribes of pre-Jarin humans live in the woods the ring lake Benath to the north and west.&lt;br /&gt;
&lt;br /&gt;
*Kustan is the legendary ruin of the keep of the King of the West, who according to Jarin legend, will rise again to lead them against an ancient enemy. This enemy was not, apparently, the Remuli, as he made no appearance.&lt;br /&gt;
&lt;br /&gt;
===Of the Divine===&lt;br /&gt;
There are only three spiritual movements on Harn. The Church, the Old Ways and the worship of Ilvir. &lt;br /&gt;
&lt;br /&gt;
*The church of the child of light. Founded over 600 years ago, the Church follows the teachings of a young boy born in the middle empires of the mainland long ago. He revealed that all previous gods were part of a pattern and that this pattern was the Child of Light, offspring of the Great Mother and Grand Father. He was slain by the Geat Evil, but cast his purity and light out into the world creating a huge and intricate pattern out of his purity and essence, everywhere making light and life. So incensed was the Great evil that it had been denied the Childs purity and essence that it flung itself into the world, losing most of its strength and power to do so. That is why there is a potential for the good in all things to be turned to evil, but only the potential.It is only possible to have pure Evil in the &#039;other worlds&#039; that the church speaks of.&lt;br /&gt;
&lt;br /&gt;
The church has a series of orders and sects, based on the later teachings of other children, born as speakers for the Child every 100-200 years. These have always brought tremendous disruption to the church.&lt;br /&gt;
Think of a monotheistic church that gets a divine audit every couple of hundred years and you have the Church of the Child.&lt;br /&gt;
&lt;br /&gt;
Church orders&lt;br /&gt;
*Hermetic orders.&lt;br /&gt;
*Mendicant orders.&lt;br /&gt;
*Fighting orders.&lt;br /&gt;
*Monastic orders.&lt;br /&gt;
*Arcane orders.&lt;br /&gt;
*Spiritual orders.&lt;br /&gt;
&lt;br /&gt;
*The Old Ways. The Old Ways are the ways of believers in the many gods with greater gods above them. The primal figures are the Great mother or triple goddess and the Grand Father. There are also three clever figures who aid the primal pair, one the master of nature, one the master of spirit, and one the master of magic. Between them and their contests with the Great Evil, all the world, gods, spirits and creatures are created.&lt;br /&gt;
Think of a mix of animism, celtic gods, welsh, irish and Scottish folklore and bon shamanism and you have theOld Ways. Depply tied to natural, spiritual and magical cycles, their orders and covens and myriad and local, but all ascribe to the same basic tenets.&lt;br /&gt;
&lt;br /&gt;
Druids,Bards, witches and warlocks, Seers, Grain Queens and Sun Kings all follow the old ways. &lt;br /&gt;
&lt;br /&gt;
*Ilvir the God. The wild beasts, wild men and orcs all worship Ilvir as a living God. This is, of course, contested by both the church and the Old Ways.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145774</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145774"/>
		<updated>2010-05-31T08:33:11Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Skill Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 21%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 34% #&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% #&lt;br /&gt;
**Track (10%): 19% #&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 12%&lt;br /&gt;
**Climb (40%): 48% #&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):20% #&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145405</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=145405"/>
		<updated>2010-05-27T05:34:49Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Skill Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 21%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 34% &lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% &lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 12%&lt;br /&gt;
**Climb (40%): 48% #&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):20% &lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=145290</id>
		<title>Aelfric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=145290"/>
		<updated>2010-05-26T10:07:45Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Equipment &amp;amp; other Possessions (ENC): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aelfric==&lt;br /&gt;
*Race: Human&lt;br /&gt;
*Age: 28&lt;br /&gt;
*Gender: Male&lt;br /&gt;
&lt;br /&gt;
*Culture: Barbarian&lt;br /&gt;
*Profession: Witch&lt;br /&gt;
&lt;br /&gt;
*Hero Points: 2&lt;br /&gt;
*Improvement Rolls: 0&lt;br /&gt;
&lt;br /&gt;
===Characteristics and Attributes===&lt;br /&gt;
&lt;br /&gt;
====Characteristics ====&lt;br /&gt;
*STR - 11&lt;br /&gt;
*CON - 10&lt;br /&gt;
*SIZ - 12&lt;br /&gt;
*INT - 14&lt;br /&gt;
*POW - 16&lt;br /&gt;
*DEX - 13&lt;br /&gt;
*CHA - 13&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
*Combat Actions: 3&lt;br /&gt;
*Damage Modifier: 0&lt;br /&gt;
*Improvement Modifier: 1&lt;br /&gt;
*Movement: 8m&lt;br /&gt;
*Dedicated POW: 0&lt;br /&gt;
*Magic Points: 16&lt;br /&gt;
*Strike Rank: 14&lt;br /&gt;
*Armor Penalty: &lt;br /&gt;
*ENC &lt;br /&gt;
*Birthsign Ulandus&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Reach&lt;br /&gt;
!width=&amp;quot;250&amp;quot;|Combat Manoeuvres&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Quarterstaff||align=&amp;quot;center&amp;quot;|1D8||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|L||align=&amp;quot;center&amp;quot;|Stun Location||align=&amp;quot;center&amp;quot;|2||align=&amp;quot;center&amp;quot;|3/8&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage Modifier&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Load&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Combat Manoeuvers&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Dam Modifier||align=&amp;quot;center&amp;quot;|Range||align=&amp;quot;center&amp;quot;|Load||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Combat Manoeuvers||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Dam Modifier||align=&amp;quot;center&amp;quot;|Range||align=&amp;quot;center&amp;quot;|Load||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Combat Manoeuvers||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|D20&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour Type&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Armour Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Hit Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Current&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Hit Locations&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-3||align=&amp;quot;center&amp;quot;| Right Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4-6||align=&amp;quot;center&amp;quot;| Left Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|7-9||align=&amp;quot;center&amp;quot;| Abdomen||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|6||align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-12||align=&amp;quot;center&amp;quot;| Chest||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|7||align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|13-15||align=&amp;quot;center&amp;quot;| Right Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16-18||align=&amp;quot;center&amp;quot;| Left Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19-20||align=&amp;quot;center&amp;quot;| Head||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Common Skills===&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brawn&#039;&#039;&#039; STR+SIZ &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Culture (Own)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dance&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drive&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evade&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Aid&#039;&#039;&#039; INT+DEX &#039;&#039;&#039;87%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; CHAx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; INT+POW &#039;&#039;&#039;30%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Eastern Harn)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; INT+POW &#039;&#039;&#039;60%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039; POWx2 &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Resilience&#039;&#039;&#039; CONx2 &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; CHA+POW &#039;&#039;&#039;29%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleight&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; STR+CON &#039;&#039;&#039;21%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Skills===&lt;br /&gt;
*&#039;&#039;&#039;Craft (Carpentry)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Craft (Farming)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039; INTx2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Healing&#039;&#039;&#039; INT+POW &#039;&#039;&#039;80%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Language (Harnic)&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;77%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Herbs)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;93%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Minerals)&#039;&#039;&#039; INT+2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Play Harp&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; POW+CON &#039;&#039;&#039;42%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Combat Styles===&lt;br /&gt;
*&#039;&#039;&#039;Bow&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;36%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Staff&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;34%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
*&#039;&#039;&#039;Common Magic&#039;&#039;&#039; POW+CHA &#039;&#039;&#039;79%&#039;&#039;&#039;&lt;br /&gt;
**Befuddle (2)&lt;br /&gt;
**Cauterise 2&lt;br /&gt;
**Demoralise (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation&#039;&#039;&#039; INT+POW &#039;&#039;&#039;71%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grimoire (Herbs and Healing)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;78%&#039;&#039;&#039;&lt;br /&gt;
**Compounds (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Enhance CON Memorized: Y&lt;br /&gt;
**Mystic Vision Memorized: Y&lt;br /&gt;
**Neutralise Magic Memorized: Y&lt;br /&gt;
**Preserve (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Regenerate Memorized: Y&lt;br /&gt;
**Restoration Memorized: N&lt;br /&gt;
**Sense Herbs Memorized: N&lt;br /&gt;
**Spell Resistance Memorized: Y&lt;br /&gt;
**Spirit Resistance Memorized: Y&lt;br /&gt;
**Treat Wounds Memorized: Y&lt;br /&gt;
**Wrack Memorized: Y&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
====Money====&lt;br /&gt;
*Gold:&lt;br /&gt;
*Silver: 1300&lt;br /&gt;
*Copper:&lt;br /&gt;
*Lead:&lt;br /&gt;
*Ransom:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Equipment &amp;amp; other Possessions (ENC):====&lt;br /&gt;
*Backpack (1)&lt;br /&gt;
*Bedroll (1)&lt;br /&gt;
*Charm (0)&lt;br /&gt;
*Clothes common boots, breeches, cloak and tunic. Leather belt and hat(0)&lt;br /&gt;
*Clothes, fancy/noble&lt;br /&gt;
*Codex for taking notes (1)&lt;br /&gt;
*First Aid Kit (1) [5 uses left]&lt;br /&gt;
*Fishing kit (1)&lt;br /&gt;
*Flint and tinder&lt;br /&gt;
*Harp (2)&lt;br /&gt;
*Healer&#039;s Kit (1)&lt;br /&gt;
*Knife&lt;br /&gt;
*Lantern, basic&lt;br /&gt;
*Mule, trained&lt;br /&gt;
*Quarterstaff&lt;br /&gt;
*Saddle, pack&lt;br /&gt;
*Waterskin (1)&lt;br /&gt;
*Writing kit (1)&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Father - Baron Roberic of Clan Mernii&lt;br /&gt;
Mother - Ysibet of Clan Legith&lt;br /&gt;
Brother -Sir Balwyn, the heir.&lt;br /&gt;
Sister - Lady Maeri&lt;br /&gt;
&lt;br /&gt;
As a younger son Aelfric was placed in a monastery to be sworn to the church. When he showed both aptitude and inclination for the arts of healing he was taught such skills by brother Brynf.&lt;br /&gt;
&lt;br /&gt;
The monastery was burnt and pillaged by northern raiders in his second year there. As fortune had it, the boy&#039;s great uncle, his paternal grandfather&#039;s brother Ribert had come to visit him and was able to see him safely away from the assault.&lt;br /&gt;
In doing so, Ribert revealed his skills of magic and healing and on their way home agreed to take the boy on as apprentice.&lt;br /&gt;
&lt;br /&gt;
Aelfric was thus released from the Church and the monastery rebuilt soon after.&lt;br /&gt;
Now followed some ten years of wandering, Ribert eschewed a settled life of comfort after a falling out with his nephew and took Aelfric to many areas on Harn. They visited the small villages, the isolated hamlets as well as the keeps and town, primarily in Easter Harn, but occasionally further West. Aelfric learned much about herblore and the magic arts. If they heard of others of their kind, they tried to seek them out to trade for knowledge and herbs.&lt;br /&gt;
While poor these were good years for Aelfric, but traveling alone with an old, quiet man set its mark on him. He formed no attachments, and few skills other than those important to his trade.&lt;br /&gt;
Their journeys ended two years ago. One morning his great uncle did not wake, and despite his pupil&#039;s best efforts passed away peacefully a few hours later. He lies buried near Laket.&lt;br /&gt;
&lt;br /&gt;
For the first time since he left with Ribert, Aelfric returned home to bring the news of his Great Uncle&#039;s passing. He spent the better part of a year there, practicing his trade and getting reacquainted with his family. When talk of both marriage and taking on an apprentice started, he decided he must also visit his other family in Chybisa whom he had only met as a small child. His mother gave him letters and small gifts for her relatives.&lt;br /&gt;
He was in little hurry though and made many lengthy stops on the way.&lt;br /&gt;
Some three months ago however, he finally arrived in Leriel.&lt;br /&gt;
&lt;br /&gt;
===Creation Notes:===&lt;br /&gt;
====Barbarian====&lt;br /&gt;
+30 Culture (Own), Lore (Regional)&lt;br /&gt;
+10 Athletics, Resilience&lt;br /&gt;
+5 Brawn, Perception, Ride, Stealth&lt;br /&gt;
Bow, Staff, Unarmed&lt;br /&gt;
&lt;br /&gt;
+50 Language (Native)&lt;br /&gt;
Survival&lt;br /&gt;
Play Harp&lt;br /&gt;
&lt;br /&gt;
====Witch====&lt;br /&gt;
+10 First Aid&lt;br /&gt;
+5 Insight, Lore (Regional)&lt;br /&gt;
Lore (Herbs)&lt;br /&gt;
&lt;br /&gt;
====Class====&lt;br /&gt;
+50 First Aid&lt;br /&gt;
+50 Common Magic&lt;br /&gt;
&lt;br /&gt;
====Free points====&lt;br /&gt;
250 Free Points&lt;br /&gt;
Manipulation +41&lt;br /&gt;
Grimoire +50&lt;br /&gt;
Lore (Herbs) +50&lt;br /&gt;
Healing 10 to open +50&lt;br /&gt;
Persistence +25&lt;br /&gt;
Resilience +24&lt;br /&gt;
&lt;br /&gt;
====Sunsign====&lt;br /&gt;
+10 Athletics&lt;br /&gt;
+10 Drive&lt;br /&gt;
+10 Resilience&lt;br /&gt;
+5 Ride&lt;br /&gt;
+10 Unarmed&lt;br /&gt;
+15 Craft (Carpentry) opened at base +5&lt;br /&gt;
+10 Craft (Farming) opened at base&lt;br /&gt;
+10 Engineering opened at base&lt;br /&gt;
+10 Lore (Mineral) opened at base&lt;br /&gt;
+15 Survival&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=A_Darker_Age&amp;diff=145289</id>
		<title>A Darker Age</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=A_Darker_Age&amp;diff=145289"/>
		<updated>2010-05-26T09:51:54Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Roadscholars game of Iron age MRQII&lt;br /&gt;
*[http://forum.rpg.net/showthread.php?t=514131 recruitment]&lt;br /&gt;
&lt;br /&gt;
===Characters===&lt;br /&gt;
*[http://wiki.rpg.net/index.php/Bastard_Knight Daegmund &#039;The bastard hound of Lerenil&#039;] Iskallor&#039;s hunter turned knight. Bastard half brother to Rosine. Nephew to the king.&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/Aelfric Aelfric of Clan Mernii]. Herbmaster and cousin to Rosine and Daegmund, played by Jarulf&lt;br /&gt;
*[http://wiki.rpg.net/index.php/Rosine Rosine of Lerenil] King&#039;s niece, played by Mandacaru&lt;br /&gt;
*[[Osgar]], a landed mercenary knight, played by Pseudoephedrine&lt;br /&gt;
&lt;br /&gt;
===House Rules===&lt;br /&gt;
*[[Abilities and Spells]] not found in the books.&lt;br /&gt;
*[[Sunsigns]] affect skills in different ways.&lt;br /&gt;
&lt;br /&gt;
===Links===&lt;br /&gt;
*A ‘poetic’ map of Harn. It’s the only one you need, and all named features will be ‘canon’ for this game.&lt;br /&gt;
http://www.harshlands.net/Images1/harn.jpg&lt;br /&gt;
*[http://www.lythia.com/2008/02/lerenil/  Lerenil]&lt;br /&gt;
&lt;br /&gt;
===Setting===&lt;br /&gt;
The small kingdom of Chybisa, once a crossroads for trade and major cavalry centre in the Remull holdings on Harn. Now, its an isolated collection of small manors centred round the formidible Burzyn keep [which looks remarkably like Harlech castle]. The current king has taken the peaceful times of the last six years as a good omen - and looks to reclaim some of the fallen manors to the north of the river. Meanwhile,the Baron of Lerenil pursues his aim of establishing Lerenil as a seagoing port. To do so requires a settled north bank to the river...but the greatwoods are populated by Setha And worse, wolf riders and forest-orcs.&lt;br /&gt;
Rumors speak also of Trolls and Ogres, not seen since the Remuli drove them out.&lt;br /&gt;
&lt;br /&gt;
===Setting assumptions===&lt;br /&gt;
*Magic - Common magic will become the province of specialist users. The average person, while not superstitious about magics use, will regard it as a dangerous pasttime.&lt;br /&gt;
*I&#039;ll run all the magic systems as is - with the main change being the general unavailability of common magic. Sorcery with have a particular mode or approach - there are alchemists, astrologers, enchanters, power word mages and necromancers rather than sorcerers. Crunch wise, this simply means that different &#039;grimoires&#039; require a mundane as well as magic skill to enable. The mundane skill must always be greater than the magic one.&lt;br /&gt;
*Common magic becomes the province of the church and divine initiates, witches, warlocks and shaman/druid types. Most magic specialists will also pick up a little. It is &#039;low magic&#039;, but you must have the gift [or divine/spirit backing] for it.&lt;br /&gt;
*Technology - Due to Remuli and Dwarf influences, there is a wider range of arms and armour technology on Harn, but getting fitted plate [or fancy helmets] is, on the other hand, not going to be easy. Inheriting grandpas Equestrian war gear, being very good mates with a dwarf [remember, they have withdrawn from the lands of men largely] or being a noble from Melderyn [for thoe unfamiliar with a Harn map, the southeastern Island kingdom] would be about the only way to access that sort of gear.&lt;br /&gt;
*For cultures, assume picts on too many sacred herbs for the Setha, a general gaulish feel for the Anadhe, and more germanic for the Hodiri [who are mounted].&lt;br /&gt;
*The hodiri are pretty much Goth/Alans, if you are looking for an analogy.&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
&lt;br /&gt;
*Burzyn Keep was built by a mad dwarf hundreds of years ago, and was annexed by the Republic as their headquarters for Three auxiliary legions [ regulars,archers and cavalry] for nearly a hundred and fifty years. When the legions finally left there had been a local interpenetration of these auxiliaries, and many [in the case of the Hodiri, nearly all] stayed when the legions left. The currently Royal line of Chybisa [named after the local Lord who bade the mad Dwarf build a keep] can tenuously trace descendence from the royal line, even through the times of the Republic. The people of Chybisa are a mix of former natives, Republicanised auxiliaries and refugees from both Kaldor and Thay. &lt;br /&gt;
&lt;br /&gt;
*The Setha are local natives [Jarin] who returned out of the north during the Rebublics retreat. They ravaged the lightly settled lands native to them [between Kaldor and Chybisa] and reclaimed it as their own. Their interest in the area is due to the presence of a creature of their Gods called the Stalker on the Heath. They are ruled by skull faced shaman/priests, who appoint chiefs and decide the fate of clans. They are sometimes friendly [and have been generaly peaceful for the last few years]. this will never last, though as history has shown...sooner or later the tribes grow too large and someone leads a war.&lt;br /&gt;
&lt;br /&gt;
*The Hodiri occupy the woods and plains between Melderyn and Chybisa. They are descendents of Auxilia from the Mainland - a plains people noted for their horse skills. They were an early conquest of the Empire and had attained semi-independence by supplying troops and set tribute. The two legions stationed in Harn slowly established themselves in the marches that bear their name and eventually replicated their homeland customs in miniature. They are horsefolk, wagon owners, with herds for wealth. Currently, there are 12 tribes, and two of these are fairly friendly to Chybisa. Hodiri attentions are given mostly to warring with the Solora [a Jarin tribe to the South] and skirmishing with the few mainland colonies of Melderyn.&lt;br /&gt;
&lt;br /&gt;
*The Anadh are a mix of Jarin and Ysirii archers [former auxiliaries] who occupy the woods and hills between Chybisa and Thay. While they are a generally peaceful folk, they are intolerant of the Church of Light, follow only the Old Way and have been the causes of crusades in the past. They are currently peaceful with Chybisa, but not Thay. rumors of an alliance between them and raiding Orbaalese keeps the Theocracy awake at night.&lt;br /&gt;
&lt;br /&gt;
*Kaldor is warring on itself in a series of attempts to claim the throne and title of King. The church is heavily involved as an arbiter, and there are a dozen newly formed fighting orders, on both sides in any conflict.&lt;br /&gt;
&lt;br /&gt;
*Thay is a bastion of the Church and a small island of culture, following a Theocratic governing body with the king as advisor to parliament and commons. However, it has been under constant attack by Orbaalese and Ivinian raiders for nearly five years. Latest rumors speak of year round settlements to the North...&lt;br /&gt;
&lt;br /&gt;
*Melderyn is a decadent remnant of the Republic, with entrenched Senate and Equestrian classes, bonded servitude for peasants and a thriving trade in indentured servitude. Citizens form the middle class and make up the bulk of the Legions. Sorcery has a dark name in Melderyn, and while there are practitioners of the Arts, they have a fractious relationship that is entwined in the games of high politics played by the Republics elite. It is also the most civilised area on Harn, barring the dwarven and elven cities.&lt;br /&gt;
&lt;br /&gt;
*Chybisa itself consists of the Royal seats of Burzyn [King ], Lerenil [brother] and Onden [sister] and the keep of Geda [ Held by the Baron Erynn, originally of Kanday]. Politics and family are one...though there are many lesser lords who can hold sway in court. The land is some of the best quality in Harn and produces two harvests a year. There is a fierce independent streak in Chybisa - the amount of freeholders is higher than Kaldor or Melderyn and the peasant class can win freedom ffor themselves or their descendents through payment or service. They have a strong tradition of archery [the local longbow is actually a composite of two woods] and mounted commoners [sergeantry].&lt;br /&gt;
&lt;br /&gt;
*The Church of the Child has several monastic and hermetic orders in the East of Chybisa, but no actual fighting orders. The Church is not actually well supported in Chybisa and the shrines to local gods and spirits still dot the roads and wells. The local bishop is tolerant of local custom and has even attended festivals.&lt;br /&gt;
&lt;br /&gt;
*The guild of arcane lore in Chybisa is composed of less than a dozen practitioners, mostly alchemist-apothecaries, diviners and enchanter/bards. Most hold some position in one of the noble courts, or are directly related.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===A sense of Scale===&lt;br /&gt;
This p-Harn is cinematic in scale. What would be the extreme in naturall features is the norm here. Caves are commonly as big as the largest caverns of our world, waterfalls are longer, trees larger, mountains higher. Animals can be much larger and are generally more intelligent.&lt;br /&gt;
This applies to the superstitions, folklore and stories of our Earth as well. People do see ghosts, true love and innocence are powerful forces, there are little people and monsters and old laws that even gods must obey. Riddling games, bets and wagers, hosting laws, oaths all have power. So do rightful positions…true kings, godmother/father, clanhead, kings champion all bestow a modicum of Power.&lt;br /&gt;
&lt;br /&gt;
===A brief History and culture===&lt;br /&gt;
When the Remuli Republic took the island of Harn two hundred and thirty years ago, they were opposed by the native Jarin tribes [ many of whom were never conquered],&lt;br /&gt;
themany tribes of Goblinkin [a species rare on the mainland] and lastly the wild tribes and spawn of Ilvir, an immortal mage with Divine powers who was worshipped as a god.&lt;br /&gt;
&lt;br /&gt;
The Jarin were divided regionally, with the Peran and Equeth to the West, the Ternuu and Athul to the south-West, the Nutheli to the North and the Solorii to the South East. Add to this many minor tribes and island clans. &lt;br /&gt;
&lt;br /&gt;
A real-world culture analogy would be the Welsh, Scottish and Irish prior to and including early christianisation.&lt;br /&gt;
&lt;br /&gt;
Goblinkin confine themselves to the hillier or more deeply forested areas of Harn. They do not bear direct sunlight well, but can do so. The Goebler, Haebog, Oeger and Boeger races are returning to old haunts now that Republican law is gone and their spreading is a symptom of the times.&lt;br /&gt;
&lt;br /&gt;
The wild tribes of men who ring Lake Benath have always worshipped Ilvir the Maker, who lives in Misyn. Giants and trolls and other, rarer monsters are his creations and they dot the world of Harn, guardians to bleak places and old ruins.&lt;br /&gt;
When the Remuli invaded he created orcs, or gargun, to combat them. Even though the Remuli conquered and captured the southern part of the lakelands, nests of orcs have spread throughout Harns mountains, a bane to humans and goblinkind alike.&lt;br /&gt;
&lt;br /&gt;
The settlements on the Harn map represent the extent of Remuli conquest and settlement. From Harn they gained rich grainfields, hardwoods and conscript troops.&lt;br /&gt;
The Legions Harnica were an anchor to the Republic and later Imperium in the North, and when the last of the legions departed following another governer intent on the High Seat it sealed the fate of the Feoderates and subject lands of the northern mainlands. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Fantastic and unusual places in Harn===&lt;br /&gt;
&lt;br /&gt;
* Azadmere is the home of the Dwarves and Gnomes, close kin who inhabit the area East of the Sorkin mountains. They signed treaties with the Remuli and even built a Western outpost [Kiraz] at their behest. &lt;br /&gt;
Dwarves live largely underground and are workers of the things of the earth. They average four and one half feet in size, and range a foot either side of this. A reclusive race with a racial male to female mix of 3:1.&lt;br /&gt;
&lt;br /&gt;
Gnomes live in the forests and hills, and are to the living things of the earth what the dwarves are to metal and stone. They are makers in wood and fur, friend to beast and bird. Also reclusive, but they tend to large families and twins with a 2:1 female/male mix.&lt;br /&gt;
&lt;br /&gt;
A dwarven male may often take a gnomish wife. Their offspring will show an inclination to one life or the other well before maturity and become a Dwarf or Gnome, often moving to live with kin.&lt;br /&gt;
&lt;br /&gt;
The Azadmere woods are populated with many large species of intelligent, talking woodland beasts. Many of these work for and with the Gnomes, and there are communites of these Animal folk amongst the woods and streams.&lt;br /&gt;
&lt;br /&gt;
The [non Jarin] humans that live in Azadmere [centred around Zerhun] are the Torzyr. They are deep lake fishermen and farmers who contribute cavalry to the Dwarvish Nation. Their armour is the most sought after in Harn.&lt;br /&gt;
&lt;br /&gt;
* Shava forest is the home of the Elves and Ys, a human tribe who have lived with them for centuries. While the two elven cites are open to visitors, the woods are not.&lt;br /&gt;
Elves migrate all around Harn, but the forest remains their homeland. During Remuli times, the Elves closed their borders and were never attacked.&lt;br /&gt;
&lt;br /&gt;
* The Anoth Delta is home to the Anoa, a pre Jarin race that reputedly has the power to turn invisible in their homeland and talk to animals. They do make the Anoan warbow, a much sought prize in any part of Harn. Their lacquered wood armour is similarly sought.&lt;br /&gt;
&lt;br /&gt;
*Norons keep is home to Noron, a wizard and Bardic enchanter who is considered the second most powerful figure on Harn. Who is the most powerful is debated by many.&lt;br /&gt;
&lt;br /&gt;
*Tontury lake and the Ilme marshes are home to a mother dragon and her various Draconic spawn. Many kaldoric knights are dragonslayers…&lt;br /&gt;
&lt;br /&gt;
*Misyn is home to Ilvir, and the nearby mountains and woods are infested with giants, trolls and Gargun. The Felsha, Rayesha and Especially Jahl mountains are home to his creations, while the while tribes of pre-Jarin humans live in the woods the ring lake Benath to the north and west.&lt;br /&gt;
&lt;br /&gt;
*Kustan is the legendary ruin of the keep of the King of the West, who according to Jarin legend, will rise again to lead them against an ancient enemy. This enemy was not, apparently, the Remuli, as he made no appearance.&lt;br /&gt;
&lt;br /&gt;
===Of the Divine===&lt;br /&gt;
There are only three spiritual movements on Harn. The Church, the Old Ways and the worship of Ilvir. &lt;br /&gt;
&lt;br /&gt;
*The church of the child of light. Founded over 600 years ago, the Church follows the teachings of a young boy born in the middle empires of the mainland long ago. He revealed that all previous gods were part of a pattern and that this pattern was the Child of Light, offspring of the Great Mother and Grand Father. He was slain by the Geat Evil, but cast his purity and light out into the world creating a huge and intricate pattern out of his purity and essence, everywhere making light and life. So incensed was the Great evil that it had been denied the Childs purity and essence that it flung itself into the world, losing most of its strength and power to do so. That is why there is a potential for the good in all things to be turned to evil, but only the potential.It is only possible to have pure Evil in the &#039;other worlds&#039; that the church speaks of.&lt;br /&gt;
&lt;br /&gt;
The church has a series of orders and sects, based on the later teachings of other children, born as speakers for the Child every 100-200 years. These have always brought tremendous disruption to the church.&lt;br /&gt;
Think of a monotheistic church that gets a divine audit every couple of hundred years and you have the Church of the Child.&lt;br /&gt;
&lt;br /&gt;
Church orders&lt;br /&gt;
*Hermetic orders.&lt;br /&gt;
*Mendicant orders.&lt;br /&gt;
*Fighting orders.&lt;br /&gt;
*Monastic orders.&lt;br /&gt;
*Arcane orders.&lt;br /&gt;
*Spiritual orders.&lt;br /&gt;
&lt;br /&gt;
*The Old Ways. The Old Ways are the ways of believers in the many gods with greater gods above them. The primal figures are the Great mother or triple goddess and the Grand Father. There are also three clever figures who aid the primal pair, one the master of nature, one the master of spirit, and one the master of magic. Between them and their contests with the Great Evil, all the world, gods, spirits and creatures are created.&lt;br /&gt;
Think of a mix of animism, celtic gods, welsh, irish and Scottish folklore and bon shamanism and you have theOld Ways. Depply tied to natural, spiritual and magical cycles, their orders and covens and myriad and local, but all ascribe to the same basic tenets.&lt;br /&gt;
&lt;br /&gt;
Druids,Bards, witches and warlocks, Seers, Grain Queens and Sun Kings all follow the old ways. &lt;br /&gt;
&lt;br /&gt;
*Ilvir the God. The wild beasts, wild men and orcs all worship Ilvir as a living God. This is, of course, contested by both the church and the Old Ways.&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=145284</id>
		<title>Aelfric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=145284"/>
		<updated>2010-05-26T09:47:17Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aelfric==&lt;br /&gt;
*Race: Human&lt;br /&gt;
*Age: 28&lt;br /&gt;
*Gender: Male&lt;br /&gt;
&lt;br /&gt;
*Culture: Barbarian&lt;br /&gt;
*Profession: Witch&lt;br /&gt;
&lt;br /&gt;
*Hero Points: 2&lt;br /&gt;
*Improvement Rolls: 0&lt;br /&gt;
&lt;br /&gt;
===Characteristics and Attributes===&lt;br /&gt;
&lt;br /&gt;
====Characteristics ====&lt;br /&gt;
*STR - 11&lt;br /&gt;
*CON - 10&lt;br /&gt;
*SIZ - 12&lt;br /&gt;
*INT - 14&lt;br /&gt;
*POW - 16&lt;br /&gt;
*DEX - 13&lt;br /&gt;
*CHA - 13&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
*Combat Actions: 3&lt;br /&gt;
*Damage Modifier: 0&lt;br /&gt;
*Improvement Modifier: 1&lt;br /&gt;
*Movement: 8m&lt;br /&gt;
*Dedicated POW: 0&lt;br /&gt;
*Magic Points: 16&lt;br /&gt;
*Strike Rank: 14&lt;br /&gt;
*Armor Penalty: &lt;br /&gt;
*ENC &lt;br /&gt;
*Birthsign Ulandus&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
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|-&lt;br /&gt;
|+&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Quarterstaff||align=&amp;quot;center&amp;quot;|1D8||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|L||align=&amp;quot;center&amp;quot;|Stun Location||align=&amp;quot;center&amp;quot;|2||align=&amp;quot;center&amp;quot;|3/8&lt;br /&gt;
|-&lt;br /&gt;
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|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
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!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Dam Modifier||align=&amp;quot;center&amp;quot;|Range||align=&amp;quot;center&amp;quot;|Load||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Combat Manoeuvers||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
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|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|D20&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour Type&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Armour Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Hit Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Current&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Hit Locations&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-3||align=&amp;quot;center&amp;quot;| Right Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4-6||align=&amp;quot;center&amp;quot;| Left Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|7-9||align=&amp;quot;center&amp;quot;| Abdomen||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|6||align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-12||align=&amp;quot;center&amp;quot;| Chest||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|7||align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|13-15||align=&amp;quot;center&amp;quot;| Right Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16-18||align=&amp;quot;center&amp;quot;| Left Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19-20||align=&amp;quot;center&amp;quot;| Head||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Common Skills===&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brawn&#039;&#039;&#039; STR+SIZ &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Culture (Own)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dance&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drive&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evade&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Aid&#039;&#039;&#039; INT+DEX &#039;&#039;&#039;87%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; CHAx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; INT+POW &#039;&#039;&#039;30%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Eastern Harn)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; INT+POW &#039;&#039;&#039;60%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039; POWx2 &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Resilience&#039;&#039;&#039; CONx2 &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; CHA+POW &#039;&#039;&#039;29%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleight&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; STR+CON &#039;&#039;&#039;21%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Skills===&lt;br /&gt;
*&#039;&#039;&#039;Craft (Carpentry)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Craft (Farming)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039; INTx2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Healing&#039;&#039;&#039; INT+POW &#039;&#039;&#039;80%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Language (Harnic)&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;77%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Herbs)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;93%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Minerals)&#039;&#039;&#039; INT+2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Play Harp&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; POW+CON &#039;&#039;&#039;42%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Combat Styles===&lt;br /&gt;
*&#039;&#039;&#039;Bow&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;36%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Staff&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;34%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
*&#039;&#039;&#039;Common Magic&#039;&#039;&#039; POW+CHA &#039;&#039;&#039;79%&#039;&#039;&#039;&lt;br /&gt;
**Befuddle (2)&lt;br /&gt;
**Cauterise 2&lt;br /&gt;
**Demoralise (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation&#039;&#039;&#039; INT+POW &#039;&#039;&#039;71%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grimoire (Herbs and Healing)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;78%&#039;&#039;&#039;&lt;br /&gt;
**Compounds (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Enhance CON Memorized: Y&lt;br /&gt;
**Mystic Vision Memorized: Y&lt;br /&gt;
**Neutralise Magic Memorized: Y&lt;br /&gt;
**Preserve (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Regenerate Memorized: Y&lt;br /&gt;
**Restoration Memorized: N&lt;br /&gt;
**Sense Herbs Memorized: N&lt;br /&gt;
**Spell Resistance Memorized: Y&lt;br /&gt;
**Spirit Resistance Memorized: Y&lt;br /&gt;
**Treat Wounds Memorized: Y&lt;br /&gt;
**Wrack Memorized: Y&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
====Money====&lt;br /&gt;
*Gold:&lt;br /&gt;
*Silver: 1300&lt;br /&gt;
*Copper:&lt;br /&gt;
*Lead:&lt;br /&gt;
*Ransom:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Equipment &amp;amp; other Possessions (ENC):====&lt;br /&gt;
*Backpack (1)&lt;br /&gt;
*Bedroll (1)&lt;br /&gt;
*Charm (0)&lt;br /&gt;
*Clothes common boots, breeches, cloak and tunic. Leather belt and hat(0)&lt;br /&gt;
*Mule, trained&lt;br /&gt;
&lt;br /&gt;
*Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Father - Baron Roberic of Clan Mernii&lt;br /&gt;
Mother - Ysibet of Clan Legith&lt;br /&gt;
Brother -Sir Balwyn, the heir.&lt;br /&gt;
Sister - Lady Maeri&lt;br /&gt;
&lt;br /&gt;
As a younger son Aelfric was placed in a monastery to be sworn to the church. When he showed both aptitude and inclination for the arts of healing he was taught such skills by brother Brynf.&lt;br /&gt;
&lt;br /&gt;
The monastery was burnt and pillaged by northern raiders in his second year there. As fortune had it, the boy&#039;s great uncle, his paternal grandfather&#039;s brother Ribert had come to visit him and was able to see him safely away from the assault.&lt;br /&gt;
In doing so, Ribert revealed his skills of magic and healing and on their way home agreed to take the boy on as apprentice.&lt;br /&gt;
&lt;br /&gt;
Aelfric was thus released from the Church and the monastery rebuilt soon after.&lt;br /&gt;
Now followed some ten years of wandering, Ribert eschewed a settled life of comfort after a falling out with his nephew and took Aelfric to many areas on Harn. They visited the small villages, the isolated hamlets as well as the keeps and town, primarily in Easter Harn, but occasionally further West. Aelfric learned much about herblore and the magic arts. If they heard of others of their kind, they tried to seek them out to trade for knowledge and herbs.&lt;br /&gt;
While poor these were good years for Aelfric, but traveling alone with an old, quiet man set its mark on him. He formed no attachments, and few skills other than those important to his trade.&lt;br /&gt;
Their journeys ended two years ago. One morning his great uncle did not wake, and despite his pupil&#039;s best efforts passed away peacefully a few hours later. He lies buried near Laket.&lt;br /&gt;
&lt;br /&gt;
For the first time since he left with Ribert, Aelfric returned home to bring the news of his Great Uncle&#039;s passing. He spent the better part of a year there, practicing his trade and getting reacquainted with his family. When talk of both marriage and taking on an apprentice started, he decided he must also visit his other family in Chybisa whom he had only met as a small child. His mother gave him letters and small gifts for her relatives.&lt;br /&gt;
He was in little hurry though and made many lengthy stops on the way.&lt;br /&gt;
Some three months ago however, he finally arrived in Leriel.&lt;br /&gt;
&lt;br /&gt;
===Creation Notes:===&lt;br /&gt;
====Barbarian====&lt;br /&gt;
+30 Culture (Own), Lore (Regional)&lt;br /&gt;
+10 Athletics, Resilience&lt;br /&gt;
+5 Brawn, Perception, Ride, Stealth&lt;br /&gt;
Bow, Staff, Unarmed&lt;br /&gt;
&lt;br /&gt;
+50 Language (Native)&lt;br /&gt;
Survival&lt;br /&gt;
Play Harp&lt;br /&gt;
&lt;br /&gt;
====Witch====&lt;br /&gt;
+10 First Aid&lt;br /&gt;
+5 Insight, Lore (Regional)&lt;br /&gt;
Lore (Herbs)&lt;br /&gt;
&lt;br /&gt;
====Class====&lt;br /&gt;
+50 First Aid&lt;br /&gt;
+50 Common Magic&lt;br /&gt;
&lt;br /&gt;
====Free points====&lt;br /&gt;
250 Free Points&lt;br /&gt;
Manipulation +41&lt;br /&gt;
Grimoire +50&lt;br /&gt;
Lore (Herbs) +50&lt;br /&gt;
Healing 10 to open +50&lt;br /&gt;
Persistence +25&lt;br /&gt;
Resilience +24&lt;br /&gt;
&lt;br /&gt;
====Sunsign====&lt;br /&gt;
+10 Athletics&lt;br /&gt;
+10 Drive&lt;br /&gt;
+10 Resilience&lt;br /&gt;
+5 Ride&lt;br /&gt;
+10 Unarmed&lt;br /&gt;
+15 Craft (Carpentry) opened at base +5&lt;br /&gt;
+10 Craft (Farming) opened at base&lt;br /&gt;
+10 Engineering opened at base&lt;br /&gt;
+10 Lore (Mineral) opened at base&lt;br /&gt;
+15 Survival&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144956</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144956"/>
		<updated>2010-05-24T16:47:47Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Skill Groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 21%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 34% &lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% &lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 12%&lt;br /&gt;
**Climb (40%): 48%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):20% &lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144951</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144951"/>
		<updated>2010-05-24T16:36:46Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 34% &lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% &lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 12%&lt;br /&gt;
**Climb (40%): 48%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):20% &lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144945</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144945"/>
		<updated>2010-05-24T05:53:18Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16*&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16-3 = &#039;&#039;&#039;13&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144910</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144910"/>
		<updated>2010-05-23T20:38:07Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Hit Points and Armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16*&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16-2 = &#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144909</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144909"/>
		<updated>2010-05-23T20:36:55Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16*&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16-2 = &#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144907</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144907"/>
		<updated>2010-05-23T19:07:54Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16-2 = &#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144906</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144906"/>
		<updated>2010-05-23T19:07:19Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = -2 &#039;&#039;&#039;14&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=144858</id>
		<title>Aelfric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=144858"/>
		<updated>2010-05-23T10:16:43Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Combat */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aelfric==&lt;br /&gt;
*Race: Human&lt;br /&gt;
*Age: 28&lt;br /&gt;
*Gender: Male&lt;br /&gt;
&lt;br /&gt;
*Culture: Barbarian&lt;br /&gt;
*Profession: Witch&lt;br /&gt;
&lt;br /&gt;
*Hero Points: 2&lt;br /&gt;
*Improvement Rolls: 0&lt;br /&gt;
&lt;br /&gt;
===Characteristics and Attributes===&lt;br /&gt;
&lt;br /&gt;
====Characteristics ====&lt;br /&gt;
*STR - 11&lt;br /&gt;
*CON - 10&lt;br /&gt;
*SIZ - 12&lt;br /&gt;
*INT - 14&lt;br /&gt;
*POW - 16&lt;br /&gt;
*DEX - 13&lt;br /&gt;
*CHA - 13&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
*Combat Actions: 3&lt;br /&gt;
*Damage Modifier: 0&lt;br /&gt;
*Improvement Modifier: 1&lt;br /&gt;
*Movement: 8m&lt;br /&gt;
*Dedicated POW: 0&lt;br /&gt;
*Magic Points: 16&lt;br /&gt;
*Strike Rank: 14&lt;br /&gt;
*Armor Penalty: &lt;br /&gt;
*ENC &lt;br /&gt;
*Birthsign Ulandus&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Reach&lt;br /&gt;
!width=&amp;quot;250&amp;quot;|Combat Manoeuvres&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Melee Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Quarterstaff||align=&amp;quot;center&amp;quot;|1D8||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|L||align=&amp;quot;center&amp;quot;|Stun Location||align=&amp;quot;center&amp;quot;|2||align=&amp;quot;center&amp;quot;|3/8&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage Modifier&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Load&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Combat Manoeuvers&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Ranged Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Dam Modifier||align=&amp;quot;center&amp;quot;|Range||align=&amp;quot;center&amp;quot;|Load||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Combat Manoeuvers||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Dam Modifier||align=&amp;quot;center&amp;quot;|Range||align=&amp;quot;center&amp;quot;|Load||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Combat Manoeuvers||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|D20&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour Type&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Armour Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Hit Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Current&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Hit Locations&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-3||align=&amp;quot;center&amp;quot;| Right Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4-6||align=&amp;quot;center&amp;quot;| Left Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|7-9||align=&amp;quot;center&amp;quot;| Abdomen||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|6||align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-12||align=&amp;quot;center&amp;quot;| Chest||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|7||align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|13-15||align=&amp;quot;center&amp;quot;| Right Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16-18||align=&amp;quot;center&amp;quot;| Left Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19-20||align=&amp;quot;center&amp;quot;| Head||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Common Skills===&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brawn&#039;&#039;&#039; STR+SIZ &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Culture (Own)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dance&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drive&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evade&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Aid&#039;&#039;&#039; INT+DEX &#039;&#039;&#039;87%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; CHAx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; INT+POW &#039;&#039;&#039;30%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Eastern Harn)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; INT+POW &#039;&#039;&#039;60%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039; POWx2 &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Resilience&#039;&#039;&#039; CONx2 &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; CHA+POW &#039;&#039;&#039;29%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleight&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; STR+CON &#039;&#039;&#039;21%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Skills===&lt;br /&gt;
*&#039;&#039;&#039;Craft (Carpentry)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Craft (Farming)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039; INTx2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Healing&#039;&#039;&#039; INT+POW &#039;&#039;&#039;80%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Language (Harnic)&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;77%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Herbs)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;93%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Minerals)&#039;&#039;&#039; INT+2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Play Harp&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; POW+CON &#039;&#039;&#039;42%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Combat Styles===&lt;br /&gt;
*&#039;&#039;&#039;Bow&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;36%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Staff&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;34%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
*&#039;&#039;&#039;Common Magic&#039;&#039;&#039; POW+CHA &#039;&#039;&#039;79%&#039;&#039;&#039;&lt;br /&gt;
**Befuddle (2)&lt;br /&gt;
**Cauterise 2&lt;br /&gt;
**Demoralise (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation&#039;&#039;&#039; INT+POW &#039;&#039;&#039;71%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grimoire (Herbs and Healing)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;78%&#039;&#039;&#039;&lt;br /&gt;
**Compounds (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Enhance CON Memorized: Y&lt;br /&gt;
**Mystic Vision Memorized: Y&lt;br /&gt;
**Neutralise Magic Memorized: Y&lt;br /&gt;
**Preserve (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Regenerate Memorized: Y&lt;br /&gt;
**Restoration Memorized: N&lt;br /&gt;
**Sense Herbs Memorized: N&lt;br /&gt;
**Spell Resistance Memorized: Y&lt;br /&gt;
**Spirit Resistance Memorized: Y&lt;br /&gt;
**Treat Wounds Memorized: Y&lt;br /&gt;
**Wrack Memorized: Y&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
====Money====&lt;br /&gt;
*Gold:&lt;br /&gt;
*Silver: 1300&lt;br /&gt;
*Copper:&lt;br /&gt;
*Lead:&lt;br /&gt;
*Ransom:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Equipment &amp;amp; other Possessions (ENC):====&lt;br /&gt;
*Backpack (1)&lt;br /&gt;
*Bedroll (1)&lt;br /&gt;
*Charm (0)&lt;br /&gt;
*Clothes common boots, breeches, cloak and tunic. Leather belt and hat(0)&lt;br /&gt;
*Mule, trained&lt;br /&gt;
&lt;br /&gt;
*Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Unsorted quotes from the list so far&lt;br /&gt;
&lt;br /&gt;
Locally, the Mernii could be associated with Thay, which is Church heavy.&lt;br /&gt;
You could assume a converted barbarian culture with access to &#039;civilised&#039; church training in the form of an apprenticeship to a physick or Herbalist. Sorcery would be herbal or physician based, or possibly alchemy.&lt;br /&gt;
&lt;br /&gt;
Hey, could that monastery have been burnt to the ground by some unwashed pagans? He survived and a wandering sorcerer found him and took him under his wing. It&#039;s a little weak, but all I can think of now.&lt;br /&gt;
&lt;br /&gt;
My (now dead) sorcery master, could he or she be connected to one of the other PCs? I&#039;ve come bearing grave news to the family.&lt;br /&gt;
&lt;br /&gt;
A Mernii clanleaders son, trained healer/wiseman and herbwizard. His abbey was one of those sacked in the ongoing Orbaalese raids on the kingdom of Thay. Currently in the Chybisian Kings court.&lt;br /&gt;
&lt;br /&gt;
Say my mother comes from the same family as my as-yet-unnamed-master, perhaps they were cousins. When the abbey was destroyed he was passing by, and helped take care of the few survivors. I was one. When he left, I wanted to come with him and out of both pity and responsibility he let me. The church/monastic order was to busy to really care, besides the family has enough clout to make it happen. A small donation to help rebuild perhaps? Aelfric was probably around 15 or so.&lt;br /&gt;
&lt;br /&gt;
When master died a year ago, I went back to tell my relatives in Chybisa and decided to stay awhile (where everyone else is).&lt;br /&gt;
&lt;br /&gt;
===Creation Notes:===&lt;br /&gt;
====Barbarian====&lt;br /&gt;
+30 Culture (Own), Lore (Regional)&lt;br /&gt;
+10 Athletics, Resilience&lt;br /&gt;
+5 Brawn, Perception, Ride, Stealth&lt;br /&gt;
Bow, Staff, Unarmed&lt;br /&gt;
&lt;br /&gt;
+50 Language (Native)&lt;br /&gt;
Survival&lt;br /&gt;
Play Harp&lt;br /&gt;
&lt;br /&gt;
====Witch====&lt;br /&gt;
+10 First Aid&lt;br /&gt;
+5 Insight, Lore (Regional)&lt;br /&gt;
Lore (Herbs)&lt;br /&gt;
&lt;br /&gt;
====Class====&lt;br /&gt;
+50 First Aid&lt;br /&gt;
+50 Common Magic&lt;br /&gt;
&lt;br /&gt;
====Free points====&lt;br /&gt;
250 Free Points&lt;br /&gt;
Manipulation +41&lt;br /&gt;
Grimoire +50&lt;br /&gt;
Lore (Herbs) +50&lt;br /&gt;
Healing 10 to open +50&lt;br /&gt;
Persistence +25&lt;br /&gt;
Resilience +24&lt;br /&gt;
&lt;br /&gt;
====Sunsign====&lt;br /&gt;
+10 Athletics&lt;br /&gt;
+10 Drive&lt;br /&gt;
+10 Resilience&lt;br /&gt;
+5 Ride&lt;br /&gt;
+10 Unarmed&lt;br /&gt;
+15 Craft (Carpentry) opened at base +5&lt;br /&gt;
+10 Craft (Farming) opened at base&lt;br /&gt;
+10 Engineering opened at base&lt;br /&gt;
+10 Lore (Mineral) opened at base&lt;br /&gt;
+15 Survival&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=144857</id>
		<title>Aelfric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=144857"/>
		<updated>2010-05-23T09:44:18Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aelfric==&lt;br /&gt;
*Race: Human&lt;br /&gt;
*Age: 28&lt;br /&gt;
*Gender: Male&lt;br /&gt;
&lt;br /&gt;
*Culture: Barbarian&lt;br /&gt;
*Profession: Witch&lt;br /&gt;
&lt;br /&gt;
*Hero Points: 2&lt;br /&gt;
*Improvement Rolls: 0&lt;br /&gt;
&lt;br /&gt;
===Characteristics and Attributes===&lt;br /&gt;
&lt;br /&gt;
====Characteristics ====&lt;br /&gt;
*STR - 11&lt;br /&gt;
*CON - 10&lt;br /&gt;
*SIZ - 12&lt;br /&gt;
*INT - 14&lt;br /&gt;
*POW - 16&lt;br /&gt;
*DEX - 13&lt;br /&gt;
*CHA - 13&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
*Combat Actions: 3&lt;br /&gt;
*Damage Modifier: 0&lt;br /&gt;
*Improvement Modifier: 1&lt;br /&gt;
*Movement: 8m&lt;br /&gt;
*Dedicated POW: 0&lt;br /&gt;
*Magic Points: 16&lt;br /&gt;
*Strike Rank: 14&lt;br /&gt;
*Armor Penalty: &lt;br /&gt;
*ENC &lt;br /&gt;
*Birthsign Ulandus&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Reach&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Combat Manoeuvres&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Quarterstaff||align=&amp;quot;center&amp;quot;|1D8||align=&amp;quot;center&amp;quot;|M||align=&amp;quot;center&amp;quot;|L||align=&amp;quot;center&amp;quot;|Stun Location||align=&amp;quot;center&amp;quot;|2||align=&amp;quot;center&amp;quot;|3/8&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|D20&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour Type&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Armour Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Hit Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Current&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Hit Locations&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-3||align=&amp;quot;center&amp;quot;| Right Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4-6||align=&amp;quot;center&amp;quot;| Left Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|7-9||align=&amp;quot;center&amp;quot;| Abdomen||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|6||align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-12||align=&amp;quot;center&amp;quot;| Chest||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|7||align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|13-15||align=&amp;quot;center&amp;quot;| Right Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16-18||align=&amp;quot;center&amp;quot;| Left Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19-20||align=&amp;quot;center&amp;quot;| Head||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Common Skills===&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brawn&#039;&#039;&#039; STR+SIZ &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Culture (Own)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dance&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drive&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evade&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Aid&#039;&#039;&#039; INT+DEX &#039;&#039;&#039;87%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; CHAx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; INT+POW &#039;&#039;&#039;30%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Eastern Harn)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; INT+POW &#039;&#039;&#039;60%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039; POWx2 &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Resilience&#039;&#039;&#039; CONx2 &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; CHA+POW &#039;&#039;&#039;29%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleight&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; STR+CON &#039;&#039;&#039;21%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Skills===&lt;br /&gt;
*&#039;&#039;&#039;Craft (Carpentry)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Craft (Farming)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039; INTx2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Healing&#039;&#039;&#039; INT+POW &#039;&#039;&#039;80%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Language (Harnic)&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;77%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Herbs)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;93%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Minerals)&#039;&#039;&#039; INT+2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Play Harp&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; POW+CON &#039;&#039;&#039;42%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Combat Styles===&lt;br /&gt;
*&#039;&#039;&#039;Bow&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;36%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Staff&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;34%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
*&#039;&#039;&#039;Common Magic&#039;&#039;&#039; POW+CHA &#039;&#039;&#039;79%&#039;&#039;&#039;&lt;br /&gt;
**Befuddle (2)&lt;br /&gt;
**Cauterise 2&lt;br /&gt;
**Demoralise (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation&#039;&#039;&#039; INT+POW &#039;&#039;&#039;71%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grimoire (Herbs and Healing)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;78%&#039;&#039;&#039;&lt;br /&gt;
**Compounds (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Enhance CON Memorized: Y&lt;br /&gt;
**Mystic Vision Memorized: Y&lt;br /&gt;
**Neutralise Magic Memorized: Y&lt;br /&gt;
**Preserve (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Regenerate Memorized: Y&lt;br /&gt;
**Restoration Memorized: N&lt;br /&gt;
**Sense Herbs Memorized: N&lt;br /&gt;
**Spell Resistance Memorized: Y&lt;br /&gt;
**Spirit Resistance Memorized: Y&lt;br /&gt;
**Treat Wounds Memorized: Y&lt;br /&gt;
**Wrack Memorized: Y&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
====Money====&lt;br /&gt;
*Gold:&lt;br /&gt;
*Silver: 1300&lt;br /&gt;
*Copper:&lt;br /&gt;
*Lead:&lt;br /&gt;
*Ransom:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Equipment &amp;amp; other Possessions (ENC):====&lt;br /&gt;
*Backpack (1)&lt;br /&gt;
*Bedroll (1)&lt;br /&gt;
*Charm (0)&lt;br /&gt;
*Clothes common boots, breeches, cloak and tunic. Leather belt and hat(0)&lt;br /&gt;
*Mule, trained&lt;br /&gt;
&lt;br /&gt;
*Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Unsorted quotes from the list so far&lt;br /&gt;
&lt;br /&gt;
Locally, the Mernii could be associated with Thay, which is Church heavy.&lt;br /&gt;
You could assume a converted barbarian culture with access to &#039;civilised&#039; church training in the form of an apprenticeship to a physick or Herbalist. Sorcery would be herbal or physician based, or possibly alchemy.&lt;br /&gt;
&lt;br /&gt;
Hey, could that monastery have been burnt to the ground by some unwashed pagans? He survived and a wandering sorcerer found him and took him under his wing. It&#039;s a little weak, but all I can think of now.&lt;br /&gt;
&lt;br /&gt;
My (now dead) sorcery master, could he or she be connected to one of the other PCs? I&#039;ve come bearing grave news to the family.&lt;br /&gt;
&lt;br /&gt;
A Mernii clanleaders son, trained healer/wiseman and herbwizard. His abbey was one of those sacked in the ongoing Orbaalese raids on the kingdom of Thay. Currently in the Chybisian Kings court.&lt;br /&gt;
&lt;br /&gt;
Say my mother comes from the same family as my as-yet-unnamed-master, perhaps they were cousins. When the abbey was destroyed he was passing by, and helped take care of the few survivors. I was one. When he left, I wanted to come with him and out of both pity and responsibility he let me. The church/monastic order was to busy to really care, besides the family has enough clout to make it happen. A small donation to help rebuild perhaps? Aelfric was probably around 15 or so.&lt;br /&gt;
&lt;br /&gt;
When master died a year ago, I went back to tell my relatives in Chybisa and decided to stay awhile (where everyone else is).&lt;br /&gt;
&lt;br /&gt;
===Creation Notes:===&lt;br /&gt;
====Barbarian====&lt;br /&gt;
+30 Culture (Own), Lore (Regional)&lt;br /&gt;
+10 Athletics, Resilience&lt;br /&gt;
+5 Brawn, Perception, Ride, Stealth&lt;br /&gt;
Bow, Staff, Unarmed&lt;br /&gt;
&lt;br /&gt;
+50 Language (Native)&lt;br /&gt;
Survival&lt;br /&gt;
Play Harp&lt;br /&gt;
&lt;br /&gt;
====Witch====&lt;br /&gt;
+10 First Aid&lt;br /&gt;
+5 Insight, Lore (Regional)&lt;br /&gt;
Lore (Herbs)&lt;br /&gt;
&lt;br /&gt;
====Class====&lt;br /&gt;
+50 First Aid&lt;br /&gt;
+50 Common Magic&lt;br /&gt;
&lt;br /&gt;
====Free points====&lt;br /&gt;
250 Free Points&lt;br /&gt;
Manipulation +41&lt;br /&gt;
Grimoire +50&lt;br /&gt;
Lore (Herbs) +50&lt;br /&gt;
Healing 10 to open +50&lt;br /&gt;
Persistence +25&lt;br /&gt;
Resilience +24&lt;br /&gt;
&lt;br /&gt;
====Sunsign====&lt;br /&gt;
+10 Athletics&lt;br /&gt;
+10 Drive&lt;br /&gt;
+10 Resilience&lt;br /&gt;
+5 Ride&lt;br /&gt;
+10 Unarmed&lt;br /&gt;
+15 Craft (Carpentry) opened at base +5&lt;br /&gt;
+10 Craft (Farming) opened at base&lt;br /&gt;
+10 Engineering opened at base&lt;br /&gt;
+10 Lore (Mineral) opened at base&lt;br /&gt;
+15 Survival&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=144856</id>
		<title>Aelfric</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Aelfric&amp;diff=144856"/>
		<updated>2010-05-23T09:38:45Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Equipment &amp;amp; other Possessions (ENC): */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Aelfric==&lt;br /&gt;
*Race: Human&lt;br /&gt;
*Age: 28&lt;br /&gt;
*Gender: Male&lt;br /&gt;
&lt;br /&gt;
*Culture: Barbarian&lt;br /&gt;
*Profession: Witch&lt;br /&gt;
&lt;br /&gt;
*Hero Points: 2&lt;br /&gt;
*Improvement Rolls: 0&lt;br /&gt;
&lt;br /&gt;
===Characteristics and Attributes===&lt;br /&gt;
&lt;br /&gt;
====Characteristics ====&lt;br /&gt;
*STR - 11&lt;br /&gt;
*CON - 10&lt;br /&gt;
*SIZ - 12&lt;br /&gt;
*INT - 14&lt;br /&gt;
*POW - 16&lt;br /&gt;
*DEX - 13&lt;br /&gt;
*CHA - 13&lt;br /&gt;
&lt;br /&gt;
====Attributes====&lt;br /&gt;
*Combat Actions: 3&lt;br /&gt;
*Damage Modifier: 0&lt;br /&gt;
*Improvement Modifier: 1&lt;br /&gt;
*Movement: 8m&lt;br /&gt;
*Dedicated POW: 0&lt;br /&gt;
*Magic Points: 16&lt;br /&gt;
*Strike Rank: 14&lt;br /&gt;
*Armor Penalty: &lt;br /&gt;
*ENC &lt;br /&gt;
*Birthsign Ulandus&lt;br /&gt;
&lt;br /&gt;
===Combat===&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Size&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Reach&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Combat Manoeuvres&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|ENC&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|Name||align=&amp;quot;center&amp;quot;|Damage||align=&amp;quot;center&amp;quot;|Size||align=&amp;quot;center&amp;quot;|Reach||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|ENC||align=&amp;quot;center&amp;quot;|AP/HP&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;1&amp;quot; align=&amp;quot;center&amp;quot;&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|D20&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour Type&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Armour Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Hit Points&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Current&lt;br /&gt;
|-&lt;br /&gt;
|+&#039;&#039;&#039;Hit Locations&#039;&#039;&#039;&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|1-3||align=&amp;quot;center&amp;quot;| Right Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|4-6||align=&amp;quot;center&amp;quot;| Left Leg||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|7-9||align=&amp;quot;center&amp;quot;| Abdomen||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|6||align=&amp;quot;center&amp;quot;|6&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|10-12||align=&amp;quot;center&amp;quot;| Chest||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|7||align=&amp;quot;center&amp;quot;|7&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|13-15||align=&amp;quot;center&amp;quot;| Right Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|16-18||align=&amp;quot;center&amp;quot;| Left Arm||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|4||align=&amp;quot;center&amp;quot;|4&lt;br /&gt;
|-&lt;br /&gt;
|align=&amp;quot;center&amp;quot;|19-20||align=&amp;quot;center&amp;quot;| Head||align=&amp;quot;center&amp;quot;|None||align=&amp;quot;center&amp;quot;|0||align=&amp;quot;center&amp;quot;|5||align=&amp;quot;center&amp;quot;|5&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
===Common Skills===&lt;br /&gt;
*&#039;&#039;&#039;Athletics&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Brawn&#039;&#039;&#039; STR+SIZ &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Culture (Own)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Dance&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Drive&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evade&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Evaluate&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;First Aid&#039;&#039;&#039; INT+DEX &#039;&#039;&#039;87%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Influence&#039;&#039;&#039; CHAx2 &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Insight&#039;&#039;&#039; INT+POW &#039;&#039;&#039;30%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Eastern Harn)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;58%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Perception&#039;&#039;&#039; INT+POW &#039;&#039;&#039;60%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Persistence&#039;&#039;&#039; POWx2 &#039;&#039;&#039;56%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Resilience&#039;&#039;&#039; CONx2 &#039;&#039;&#039;40%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Ride&#039;&#039;&#039; DEX+POW &#039;&#039;&#039;39%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sing&#039;&#039;&#039; CHA+POW &#039;&#039;&#039;29%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Sleight&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Stealth&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Swim&#039;&#039;&#039; STR+CON &#039;&#039;&#039;21%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Advanced Skills===&lt;br /&gt;
*&#039;&#039;&#039;Craft (Carpentry)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;32%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Craft (Farming)&#039;&#039;&#039; DEX+INT &#039;&#039;&#039;27%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Engineering&#039;&#039;&#039; INTx2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Healing&#039;&#039;&#039; INT+POW &#039;&#039;&#039;80%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Language (Harnic)&#039;&#039;&#039; INT+CHA &#039;&#039;&#039;77%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Herbs)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;93%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Lore (Minerals)&#039;&#039;&#039; INT+2 &#039;&#039;&#039;28%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Play Harp&#039;&#039;&#039; DEX+CHA &#039;&#039;&#039;26%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Survival&#039;&#039;&#039; POW+CON &#039;&#039;&#039;42%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Combat Styles===&lt;br /&gt;
*&#039;&#039;&#039;Bow&#039;&#039;&#039; DEXx2 &#039;&#039;&#039;36%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Staff&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;34%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Unarmed&#039;&#039;&#039; STR+DEX &#039;&#039;&#039;44%&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
===Magic Skills===&lt;br /&gt;
*&#039;&#039;&#039;Common Magic&#039;&#039;&#039; POW+CHA &#039;&#039;&#039;79%&#039;&#039;&#039;&lt;br /&gt;
**Befuddle (2)&lt;br /&gt;
**Cauterise 2&lt;br /&gt;
**Demoralise (2)&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation&#039;&#039;&#039; INT+POW &#039;&#039;&#039;71%&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Grimoire (Herbs and Healing)&#039;&#039;&#039; INTx2 &#039;&#039;&#039;78%&#039;&#039;&#039;&lt;br /&gt;
**Compounds (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Enhance CON Memorized: Y&lt;br /&gt;
**Mystic Vision Memorized: Y&lt;br /&gt;
**Neutralise Magic Memorized: Y&lt;br /&gt;
**Preserve (See [[Abilities and Spells]]) Memorized: N&lt;br /&gt;
**Regenerate Memorized: Y&lt;br /&gt;
**Restoration Memorized: N&lt;br /&gt;
**Sense Herbs Memorized: N&lt;br /&gt;
**Spell Resistance Memorized: Y&lt;br /&gt;
**Spirit Resistance Memorized: Y&lt;br /&gt;
**Treat Wounds Memorized: Y&lt;br /&gt;
**Wrack Memorized: Y&lt;br /&gt;
&lt;br /&gt;
===Possessions===&lt;br /&gt;
====Money====&lt;br /&gt;
*Gold:&lt;br /&gt;
*Silver: 1300&lt;br /&gt;
*Copper:&lt;br /&gt;
*Lead:&lt;br /&gt;
*Ransom:&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
====Equipment &amp;amp; other Possessions (ENC):====&lt;br /&gt;
*Backpack (1)&lt;br /&gt;
*Bedroll (1)&lt;br /&gt;
*Charm (0)&lt;br /&gt;
*Clothes common boots, breeches, cloak and tunic. Leather belt and hat(0)&lt;br /&gt;
*Mule, trained&lt;br /&gt;
&lt;br /&gt;
*Quarterstaff&lt;br /&gt;
&lt;br /&gt;
===Background===&lt;br /&gt;
Unsorted quotes from the list so far&lt;br /&gt;
&lt;br /&gt;
Locally, the Mernii could be associated with Thay, which is Church heavy.&lt;br /&gt;
You could assume a converted barbarian culture with access to &#039;civilised&#039; church training in the form of an apprenticeship to a physick or Herbalist. Sorcery would be herbal or physician based, or possibly alchemy.&lt;br /&gt;
&lt;br /&gt;
Hey, could that monastery have been burnt to the ground by some unwashed pagans? He survived and a wandering sorcerer found him and took him under his wing. It&#039;s a little weak, but all I can think of now.&lt;br /&gt;
&lt;br /&gt;
My (now dead) sorcery master, could he or she be connected to one of the other PCs? I&#039;ve come bearing grave news to the family.&lt;br /&gt;
&lt;br /&gt;
A Mernii clanleaders son, trained healer/wiseman and herbwizard. His abbey was one of those sacked in the ongoing Orbaalese raids on the kingdom of Thay. Currently in the Chybisian Kings court.&lt;br /&gt;
&lt;br /&gt;
Say my mother comes from the same family as my as-yet-unnamed-master, perhaps they were cousins. When the abbey was destroyed he was passing by, and helped take care of the few survivors. I was one. When he left, I wanted to come with him and out of both pity and responsibility he let me. The church/monastic order was to busy to really care, besides the family has enough clout to make it happen. A small donation to help rebuild perhaps? Aelfric was probably around 15 or so.&lt;br /&gt;
&lt;br /&gt;
When master died a year ago, I went back to tell my relatives in Chybisa and decided to stay awhile (where everyone else is).&lt;br /&gt;
&lt;br /&gt;
===Creation Notes:===&lt;br /&gt;
====Barbarian====&lt;br /&gt;
+30 Culture (Own), Lore (Regional)&lt;br /&gt;
+10 Athletics, Resilience&lt;br /&gt;
+5 Brawn, Perception, Ride, Stealth&lt;br /&gt;
Bow, Staff, Unarmed&lt;br /&gt;
&lt;br /&gt;
+50 Language (Native)&lt;br /&gt;
Survival&lt;br /&gt;
Play Harp&lt;br /&gt;
&lt;br /&gt;
====Witch====&lt;br /&gt;
+10 First Aid&lt;br /&gt;
+5 Insight, Lore (Regional)&lt;br /&gt;
Lore (Herbs)&lt;br /&gt;
&lt;br /&gt;
====Class====&lt;br /&gt;
+50 First Aid&lt;br /&gt;
+50 Common Magic&lt;br /&gt;
&lt;br /&gt;
====Free points====&lt;br /&gt;
250 Free Points&lt;br /&gt;
Manipulation +41&lt;br /&gt;
Grimoire +50&lt;br /&gt;
Lore (Herbs) +50&lt;br /&gt;
Healing 10 to open +50&lt;br /&gt;
Persistence +25&lt;br /&gt;
Resilience +24&lt;br /&gt;
&lt;br /&gt;
====Sunsign====&lt;br /&gt;
+10 Athletics&lt;br /&gt;
+10 Drive&lt;br /&gt;
+10 Resilience&lt;br /&gt;
+5 Ride&lt;br /&gt;
+10 Unarmed&lt;br /&gt;
+15 Craft (Carpentry) opened at base +5&lt;br /&gt;
+10 Craft (Farming) opened at base&lt;br /&gt;
+10 Engineering opened at base&lt;br /&gt;
+10 Lore (Mineral) opened at base&lt;br /&gt;
+15 Survival&lt;br /&gt;
&lt;br /&gt;
*[http://wiki.rpg.net/index.php/A_Darker_Age Main Page]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Future_Adventures&amp;diff=144706</id>
		<title>Future Adventures</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Future_Adventures&amp;diff=144706"/>
		<updated>2010-05-22T09:06:12Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Skull Pyramid */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
&lt;br /&gt;
This page is intended to list those ideas that come up in play for future adventures. If possible, try to link to the OOC thread if any substantial discussion has taken place. Try to add a few lines of context to jog memories. We may not try to pursue all of them, but having them in one place should help get an idea of what to do next.&lt;br /&gt;
&lt;br /&gt;
==The Whole Group==&lt;br /&gt;
These adventure ideas generally affect the whole group, or at least a majority of the characters.&lt;br /&gt;
&lt;br /&gt;
===Nirope===&lt;br /&gt;
The party met a naiad called [[Nirope]] at the foot of Griffin Mountain. This sparked the idea of organizing a regular pilgrimage to the site and founding a proper cult to her.&lt;br /&gt;
&lt;br /&gt;
OOC Thread link http://forum.rpg.net/showthread.php?t=500355&amp;amp;page=42&lt;br /&gt;
&lt;br /&gt;
===Statues De-Stoned===&lt;br /&gt;
On their way to Nidik, the group came across three statues representing people from the mainland about 500 years ago. After the experience with the basilisk, they are convinced these were once real people and have decided to return them to life. Somehow.&lt;br /&gt;
&lt;br /&gt;
===Fiorans===&lt;br /&gt;
What dastardly deeds, if any, are the Fiorans planning?&lt;br /&gt;
&lt;br /&gt;
==Jahyris==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Draw a masterpiece of a griffin===&lt;br /&gt;
&lt;br /&gt;
==Karam==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Find and train a Great Hawk===&lt;br /&gt;
Karam&#039;s reason to come to the island was to bring back the Great Hawks to the temple on the mainland. Seeing the birds he fell in love with them and now wants one with a passion.&lt;br /&gt;
&lt;br /&gt;
===Become influential in the local cult===&lt;br /&gt;
Slowly realizing he probably will not return home, he needs to find a place on Griffin Island. Becoming more involved in the Hilme cult is a good way to do that.&lt;br /&gt;
&lt;br /&gt;
==Lucwo==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
==Lysis==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Become a great Strategos===&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
This section is mostly to note things we may want to do or get involved in that probably don&#039;t merit a whole adventure. It can also serve as a general place to dump ideas and encounters we just want to remember.&lt;br /&gt;
&lt;br /&gt;
===The Giant Statue===&lt;br /&gt;
The party found a giant half-buried statue near Griffin Mountain. It had a hole in the chest which contained a small stone painted to look like an eye. Karam now has the stone.&lt;br /&gt;
&lt;br /&gt;
===Seeds===&lt;br /&gt;
On their way up river to Griffin Mountain, the party came to a small island in a mountain lake where they met an ancient Dryad. The morning after the encounter they feasted on fresh fruit and decided to save the seeds, hoping they might have special properties or at least produce healthy trees. One idea was to use them to plant an orchard by [[Nirope]]&#039;s pool.&lt;br /&gt;
&lt;br /&gt;
===Skull Pyramid===&lt;br /&gt;
Near the Giant Statue there is a pile of skulls, forming a pyramid. Nirope said a man who was not a man came every year or two to add a skull to it, and that he was filthy.&lt;br /&gt;
&lt;br /&gt;
===Slarges===&lt;br /&gt;
Learning more about them?&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Future_Adventures&amp;diff=144705</id>
		<title>Future Adventures</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Future_Adventures&amp;diff=144705"/>
		<updated>2010-05-22T09:05:07Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* The Giant Statue */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
&lt;br /&gt;
This page is intended to list those ideas that come up in play for future adventures. If possible, try to link to the OOC thread if any substantial discussion has taken place. Try to add a few lines of context to jog memories. We may not try to pursue all of them, but having them in one place should help get an idea of what to do next.&lt;br /&gt;
&lt;br /&gt;
==The Whole Group==&lt;br /&gt;
These adventure ideas generally affect the whole group, or at least a majority of the characters.&lt;br /&gt;
&lt;br /&gt;
===Nirope===&lt;br /&gt;
The party met a naiad called [[Nirope]] at the foot of Griffin Mountain. This sparked the idea of organizing a regular pilgrimage to the site and founding a proper cult to her.&lt;br /&gt;
&lt;br /&gt;
OOC Thread link http://forum.rpg.net/showthread.php?t=500355&amp;amp;page=42&lt;br /&gt;
&lt;br /&gt;
===Statues De-Stoned===&lt;br /&gt;
On their way to Nidik, the group came across three statues representing people from the mainland about 500 years ago. After the experience with the basilisk, they are convinced these were once real people and have decided to return them to life. Somehow.&lt;br /&gt;
&lt;br /&gt;
===Fiorans===&lt;br /&gt;
What dastardly deeds, if any, are the Fiorans planning?&lt;br /&gt;
&lt;br /&gt;
==Jahyris==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Draw a masterpiece of a griffin===&lt;br /&gt;
&lt;br /&gt;
==Karam==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Find and train a Great Hawk===&lt;br /&gt;
Karam&#039;s reason to come to the island was to bring back the Great Hawks to the temple on the mainland. Seeing the birds he fell in love with them and now wants one with a passion.&lt;br /&gt;
&lt;br /&gt;
===Become influential in the local cult===&lt;br /&gt;
Slowly realizing he probably will not return home, he needs to find a place on Griffin Island. Becoming more involved in the Hilme cult is a good way to do that.&lt;br /&gt;
&lt;br /&gt;
==Lucwo==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
==Lysis==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Become a great Strategos===&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
This section is mostly to note things we may want to do or get involved in that probably don&#039;t merit a whole adventure. It can also serve as a general place to dump ideas and encounters we just want to remember.&lt;br /&gt;
&lt;br /&gt;
===The Giant Statue===&lt;br /&gt;
The party found a giant half-buried statue near Griffin Mountain. It had a hole in the chest which contained a small stone painted to look like an eye. Karam now has the stone.&lt;br /&gt;
&lt;br /&gt;
===Seeds===&lt;br /&gt;
On their way up river to Griffin Mountain, the party came to a small island in a mountain lake where they met an ancient Dryad. The morning after the encounter they feasted on fresh fruit and decided to save the seeds, hoping they might have special properties or at least produce healthy trees. One idea was to use them to plant an orchard by [[Nirope]]&#039;s pool.&lt;br /&gt;
&lt;br /&gt;
===Skull Pyramid===&lt;br /&gt;
Near the Giant Statue there is a pile of skulls, forming a pyramid. Nirobe said a man who was not a man came every year or two to add a skull to it, and that he was filthy.&lt;br /&gt;
&lt;br /&gt;
===Slarges===&lt;br /&gt;
Learning more about them?&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Future_Adventures&amp;diff=144704</id>
		<title>Future Adventures</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Future_Adventures&amp;diff=144704"/>
		<updated>2010-05-22T09:03:03Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* The Whole Group */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
&lt;br /&gt;
This page is intended to list those ideas that come up in play for future adventures. If possible, try to link to the OOC thread if any substantial discussion has taken place. Try to add a few lines of context to jog memories. We may not try to pursue all of them, but having them in one place should help get an idea of what to do next.&lt;br /&gt;
&lt;br /&gt;
==The Whole Group==&lt;br /&gt;
These adventure ideas generally affect the whole group, or at least a majority of the characters.&lt;br /&gt;
&lt;br /&gt;
===Nirope===&lt;br /&gt;
The party met a naiad called [[Nirope]] at the foot of Griffin Mountain. This sparked the idea of organizing a regular pilgrimage to the site and founding a proper cult to her.&lt;br /&gt;
&lt;br /&gt;
OOC Thread link http://forum.rpg.net/showthread.php?t=500355&amp;amp;page=42&lt;br /&gt;
&lt;br /&gt;
===Statues De-Stoned===&lt;br /&gt;
On their way to Nidik, the group came across three statues representing people from the mainland about 500 years ago. After the experience with the basilisk, they are convinced these were once real people and have decided to return them to life. Somehow.&lt;br /&gt;
&lt;br /&gt;
===Fiorans===&lt;br /&gt;
What dastardly deeds, if any, are the Fiorans planning?&lt;br /&gt;
&lt;br /&gt;
==Jahyris==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Draw a masterpiece of a griffin===&lt;br /&gt;
&lt;br /&gt;
==Karam==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Find and train a Great Hawk===&lt;br /&gt;
Karam&#039;s reason to come to the island was to bring back the Great Hawks to the temple on the mainland. Seeing the birds he fell in love with them and now wants one with a passion.&lt;br /&gt;
&lt;br /&gt;
===Become influential in the local cult===&lt;br /&gt;
Slowly realizing he probably will not return home, he needs to find a place on Griffin Island. Becoming more involved in the Hilme cult is a good way to do that.&lt;br /&gt;
&lt;br /&gt;
==Lucwo==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
==Lysis==&lt;br /&gt;
Ideas mostly concerning this character.&lt;br /&gt;
&lt;br /&gt;
===Become a great Strategos===&lt;br /&gt;
&lt;br /&gt;
==Other Notes==&lt;br /&gt;
This section is mostly to note things we may want to do or get involved in that probably don&#039;t merit a whole adventure. It can also serve as a general place to dump ideas and encounters we just want to remember.&lt;br /&gt;
&lt;br /&gt;
===The Giant Statue===&lt;br /&gt;
The party found a a giant half-buried statue near Griffin Mountain. It had a hole in the chest which contained a small stone painted to look like an eye. Karam now has the stone.&lt;br /&gt;
&lt;br /&gt;
===Seeds===&lt;br /&gt;
On their way up river to Griffin Mountain, the party came to a small island in a mountain lake where they met an ancient Dryad. The morning after the encounter they feasted on fresh fruit and decided to save the seeds, hoping they might have special properties or at least produce healthy trees. One idea was to use them to plant an orchard by [[Nirope]]&#039;s pool.&lt;br /&gt;
&lt;br /&gt;
===Skull Pyramid===&lt;br /&gt;
Near the Giant Statue there is a pile of skulls, forming a pyramid. Nirobe said a man who was not a man came every year or two to add a skull to it, and that he was filthy.&lt;br /&gt;
&lt;br /&gt;
===Slarges===&lt;br /&gt;
Learning more about them?&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144696</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144696"/>
		<updated>2010-05-22T06:56:30Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Characteristics */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-16 = &#039;&#039;&#039; 9&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144695</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144695"/>
		<updated>2010-05-22T06:53:35Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Hit Points and Armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-12 = &#039;&#039;&#039; 13&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 1.35 || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 2.7 || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 1.35 || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144691</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144691"/>
		<updated>2010-05-22T06:14:30Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Equipment */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-12 = &#039;&#039;&#039; 13&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 0.35+ || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 0.35+ || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 0.7+ || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 0.35+ || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Soft leather, all except head&lt;br /&gt;
** Ancient fine maille hauberk, arms, chest, abdomen&lt;br /&gt;
** Helm&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144690</id>
		<title>Karam se Hazor of Megrab</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Karam_se_Hazor_of_Megrab&amp;diff=144690"/>
		<updated>2010-05-22T06:12:21Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: /* Hit Points and Armour */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]&lt;br /&gt;
==Background==&lt;br /&gt;
The Red Sands Horse Archers, is one of the elite units of the Nehrim Satrapy, part of the Eliem cult&#039;s specialized forces. Karam, a simple potter&#039;s son from the shining jewel that is the metropolis Megrib, joined at a mere 15 years of age. He had always known that he would join the cult of the Sun&#039;s Bowman and the isolated temple of Bal Azar is a mere two week&#039;s travel from the city.&lt;br /&gt;
&lt;br /&gt;
He served first as a mounted archer, fighting many wars against the enemies of the Satrapies, before he retired to the temple as one of the Chosen Bright. Still a man in his prime, he was beginning to take a greater interst in the teachings of the prophet who gave the temple it&#039;s name, and he took lessons from the wise men and learned priests in the religious community. He learned that in a distant past, many generations ago, the the temple had kept a unit of giant hawk riders but the birds had died out, but also that there was rumoured to be island to the north where they could still be found.&lt;br /&gt;
&lt;br /&gt;
Karam then spoke to his High Priest and asked leave to go so he could bring back hawks and eggs for the glory of Eliem. After a night of silent prayer, this wise man agreed and wrote introductory messages to take to the kings and priests of the island and supplied him with fur-lined pouches to keep the eggs warm and safe.&lt;br /&gt;
&lt;br /&gt;
Karam was given some further instructions before he set off the very next day, and before the year was out he arrived in Promares to look for a ship.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: &#039;&#039;&#039;Karam se Hazor&#039;&#039;&#039;&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Social Condition: &#039;&#039;&#039;Poor Horse Archer&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
Str: &#039;&#039;&#039;14&#039;&#039;&#039;, Con: &#039;&#039;&#039;11&#039;&#039;&#039;, Siz: &#039;&#039;&#039;11&#039;&#039;&#039;, Int: &#039;&#039;&#039;12&#039;&#039;&#039;, Pow: &#039;&#039;&#039;16&#039;&#039;&#039;, Dex: &#039;&#039;&#039;14&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;10&#039;&#039;&#039;.&lt;br /&gt;
*Hit Points:  &#039;&#039;&#039;11&#039;&#039;&#039;&lt;br /&gt;
*Total Fatigue Points:  &#039;&#039;&#039;25&#039;&#039;&#039;&lt;br /&gt;
*Total Magic Points:   &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
*Damage Bonus: &#039;&#039;&#039;+1D4&#039;&#039;&#039;&lt;br /&gt;
*Experience Bonus: &#039;&#039;&#039;+6%&#039;&#039;&#039;&lt;br /&gt;
*Current Fatigue:  25-12 = &#039;&#039;&#039; 13&#039;&#039;&#039;&lt;br /&gt;
*Current Magic Points:  16 = &#039;&#039;&#039;16&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Active Conditions:&lt;br /&gt;
&lt;br /&gt;
==Skill Groups==&lt;br /&gt;
&amp;lt;div style=&amp;quot;column-count:3;-moz-column-count:3;-webkit-column-count:3&amp;quot;&amp;gt;&lt;br /&gt;
*&#039;&#039;&#039;Communication: +4&#039;&#039;&#039;&lt;br /&gt;
**Bargain (5%): 9%&lt;br /&gt;
**Command (5%): 9%&lt;br /&gt;
**Etiquette (5%): 9%&lt;br /&gt;
**Fast Talk (5%): 9&lt;br /&gt;
**Perform (5%): -&lt;br /&gt;
**Persuade (15%): 39%&lt;br /&gt;
**Status (15%): 19%&lt;br /&gt;
**Teach (10%): 14&lt;br /&gt;
**Language [Megri] (INTx5%): 69%&lt;br /&gt;
**Language [Trade] (INTx3%): 43%&lt;br /&gt;
**Language [Zaring]: 17%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +7&#039;&#039;&#039;&lt;br /&gt;
**Art (5%): -&lt;br /&gt;
**Craft [Fletching] (5%): 62%&lt;br /&gt;
**Fine Manipulation (5%): 12%&lt;br /&gt;
**Repair [] (15%): 22%&lt;br /&gt;
**Sleight of Hand (5%): 12% &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Mental: +5&#039;&#039;&#039;&lt;br /&gt;
**Appraise (15%): 33%&lt;br /&gt;
**First Aid (30%): 45%&lt;br /&gt;
**Gaming (INT+POW): 28%&lt;br /&gt;
**Strategy (01%): 6%&lt;br /&gt;
**Knowledge (Sun Pantheon) (01%): 81%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +5&#039;&#039;&#039;&lt;br /&gt;
**Insight (5%): 10%&lt;br /&gt;
**Listen (25%): 30% *&lt;br /&gt;
**Navigate (10%): 15%&lt;br /&gt;
**Sense (10%): 15%&lt;br /&gt;
**Spot (25%): 57% *&lt;br /&gt;
**Track (10%): 19%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Physical: +5&#039;&#039;&#039;&lt;br /&gt;
**Boating (05%): 10% *&lt;br /&gt;
**Climb (40%): 45%&lt;br /&gt;
**Dodge (DEXx02%): 58%&lt;br /&gt;
**Hide (10%): 15%&lt;br /&gt;
**Jump (25%): 50%&lt;br /&gt;
**Ride (5%): 85%&lt;br /&gt;
**Stealth (10%):15% *&lt;br /&gt;
**Swim (25%):30%&lt;br /&gt;
**Throw (25%): 34%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Magic: +5&#039;&#039;&#039;&lt;br /&gt;
**Befuddle&lt;br /&gt;
**Coordination&lt;br /&gt;
**Firearrow&lt;br /&gt;
**Ignite&lt;br /&gt;
**Lantern&lt;br /&gt;
**Protection&lt;br /&gt;
**Summon (Sun Pantheon Spirit)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Hit Points and Armour==&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;300&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Melee&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Missile&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Head&#039;&#039;&#039; || Light Helm || &#039;&#039;&#039;4&#039;&#039;&#039; || 4 || 1.5 || 19-20 || 20&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 0.35+ || 16-18 || 18-19&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Arm&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4 || 0.35+ || 13-15 || 16-17 &lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Chest&#039;&#039;&#039; || Soft leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 5 || 0.7+ || 12 || 11-15&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Abdomen&#039;&#039;&#039; || Soft Leather, maille || &#039;&#039;&#039;7&#039;&#039;&#039; || 4  || 0.35+ || 09-11 || 07-10&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Left Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 05-08 || 04-06&lt;br /&gt;
|-&lt;br /&gt;
|&#039;&#039;&#039;Right Leg&#039;&#039;&#039; || Soft Leather || &#039;&#039;&#039;1&#039;&#039;&#039; || 4 || 0.7 || 01-04 || 01-03&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: &#039;&#039;&#039;11 HP&#039;&#039;&#039;&lt;br /&gt;
*Total Armour ENC: &#039;&#039;&#039;9.65&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Combat Bonus +7&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Weapon/Shield Name&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Parry %&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Range&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Attack Check&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Parry Check&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Scimitar|| 1d8+1+1d4 || 2 || 19 || 87% || 82% || Medium || 1.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Dagger || 1d4+1d4 || 3 || 15 || 32% || 32% || Short || 0.5 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Composite Bow || 1D8+1+1D2 || 1/SR || 12 || 97% || ??% || 120 || 0.5 ||  ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|Half Shield || 1d2+1d4 || 3 || 22 || 82% || 86% ||  || 3.0 || ||&lt;br /&gt;
|-&lt;br /&gt;
|Brawl || 1d3+1d4 || 3 || arm || 32% || 32% || 0 || 0 || || &lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 3 || special || 32% || 32% || 0 || 0 || ||N/A&lt;br /&gt;
|-&lt;br /&gt;
|- || - || - || - || - || - || - || - || - ||&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Weapon ENC: &#039;&#039;&#039;5.5&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Mounts==&lt;br /&gt;
* Name: &#039;&#039;Dusk&#039;&#039;&lt;br /&gt;
* Breed: War Pony&lt;br /&gt;
&lt;br /&gt;
Str: &#039;&#039;&#039;29&#039;&#039;&#039;, Con: &#039;&#039;&#039;13&#039;&#039;&#039;, Siz: &#039;&#039;&#039;26&#039;&#039;&#039;,  Int: &#039;&#039;&#039;4&#039;&#039;&#039;, Pow: &#039;&#039;&#039;10&#039;&#039;&#039;, Dex: &#039;&#039;&#039;11&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+2d6&#039;&#039;&#039;&lt;br /&gt;
*Move Rate: 12&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Location Name&lt;br /&gt;
!width=&amp;quot;225&amp;quot;|Armour types&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|H.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|A.P.&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|Enc.&lt;br /&gt;
!width=&amp;quot;100&amp;quot;|Location&lt;br /&gt;
|-&lt;br /&gt;
|Head || None || &#039;&#039;&#039;7&#039;&#039;&#039; || 1 || None || 17-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 14-16&lt;br /&gt;
|-&lt;br /&gt;
|Right foreleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 11-13 &lt;br /&gt;
|-&lt;br /&gt;
|Forequarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 08-10&lt;br /&gt;
|-&lt;br /&gt;
|Hindquarters || None || &#039;&#039;&#039;8&#039;&#039;&#039; || 1 || None || 05-07&lt;br /&gt;
|-&lt;br /&gt;
|Left Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 03-04&lt;br /&gt;
|-&lt;br /&gt;
|Right Hindleg || None || &#039;&#039;&#039;6&#039;&#039;&#039; || 1 || None || 01-02&lt;br /&gt;
|-&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: 20HP&lt;br /&gt;
&lt;br /&gt;
* Attack Bonus: +8%&lt;br /&gt;
&lt;br /&gt;
{| border=&amp;quot;1&amp;quot; cellpadding=&amp;quot;2&amp;quot;&lt;br /&gt;
!width=&amp;quot;200&amp;quot;|Attack&lt;br /&gt;
!width=&amp;quot;150&amp;quot;|Damage&lt;br /&gt;
!width=&amp;quot;50&amp;quot;|S.R.&lt;br /&gt;
!width=&amp;quot;75&amp;quot;|Attack %&lt;br /&gt;
&lt;br /&gt;
|-&lt;br /&gt;
|Bite || 1d3+2d3 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Rear and plunge || 2d8+2d6 || 3 || 33%&lt;br /&gt;
|-&lt;br /&gt;
|Trample || 2d6+2d6 || 3 || 33%&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
** Listed above.&lt;br /&gt;
** Quiver of 10 arrows&lt;br /&gt;
*Armour:&lt;br /&gt;
** Listed above.&lt;br /&gt;
&lt;br /&gt;
*Other:&lt;br /&gt;
**Special Items on person: Letters of introduction, Holy Sun symbol.&lt;br /&gt;
**Standard survival gear on horse:  bedroll, water skin, fire starter, rope, ritual implements, fur lined pouches, bundle of 20 arrows, oats to bribe Dusk, rations for two weeks.&lt;br /&gt;
&lt;br /&gt;
*Valuables:&lt;br /&gt;
**203 ounces of silver.&lt;br /&gt;
**a gold chain with a set amethyst (924 sp)&lt;br /&gt;
&lt;br /&gt;
*Ransom: None&lt;br /&gt;
&lt;br /&gt;
*Various odd loot&lt;br /&gt;
**evil cursed necromantic chaos eye (from the hole in giant statue&#039;s chest)&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* Alhai Maruk is the Satrap of Megrib&lt;br /&gt;
* Karam doesn&#039;t eat bird meat&lt;br /&gt;
&lt;br /&gt;
==Plot Points for a GM to abuse==&lt;br /&gt;
* Looking to get some hawks&lt;br /&gt;
* Has started thinking about a slave child or apprentice&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144689</id>
		<title>Griffin Cave Findings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144689"/>
		<updated>2010-05-22T05:57:59Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]  &lt;br /&gt;
&lt;br /&gt;
*The ancient maille hauberk is wrought of very fine steel in an intricate 6 ring pattern. The rings are exceptionally small. In addition, there is no visible rust on the hauberk anywhere. It is small sized. It offers 6 AP to chest, abdomen, and arms, in exchange for only 5 ENC. Not Promerian. &#039;&#039;&#039;Karam&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Bronze dagger has a Bladesharp 4 matrix. Anyone can use this. Roll 95% or less to activate it. Sacrifice 4 magic points to the god. Get +20% to hit and +4 magic damage to the dagger for a combat. The dagger does 1d4+1 damage normally. The dagger asks for prayers and gift of self in exchange for letting the blood of its foes flow freely. The dagger is even named specifically, &amp;quot;Bloodletter.&amp;quot; Promerian make&lt;br /&gt;
&lt;br /&gt;
*Spear tip of bronze has a Flamespear matrix on it. Similar to the dagger, except it does 3d6 fire damage when cast rather than it&#039;s normal damage. This is all magical damage, when that matters. It also costs 4 MP when used. The spear tip asks for prayers to Hilme in exchange for bring his divine wrath upon those who oppose his chosen baring the spear. It is named, &amp;quot;Hilme&#039;s Wrath.&amp;quot; Promerian make&lt;br /&gt;
&lt;br /&gt;
*Shield Boss of bronze is functional and usable.&lt;br /&gt;
&lt;br /&gt;
*TA helm made of steel. However it is heavily rusted, to the point of appearing brittle and completely beyond any functional value, but could certainly be taken back for sage types to examine.&lt;br /&gt;
&lt;br /&gt;
*Coins: Most are silver of various sizes and castings, but a good number are gold, and there are even several fine, small gems mixed in. &#039;&#039;&#039;Jahyris&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*The bronze chain is a mount with a light blue and white swirled, square gem stone. The chain and mount are strong, though tarnished, but the gem has a special quality about it that nobody can place. It was worn underneath the armor, so must have had some value to the original owner.&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144497</id>
		<title>Griffin Cave Findings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144497"/>
		<updated>2010-05-21T12:30:16Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]  &lt;br /&gt;
&lt;br /&gt;
*The ancient maille hauberk is wrought of very fine steel in an intricate 6 ring pattern. The rings are exceptionally small. In addition, there is no visible rust on the hauberk anywhere. It is small sized. It offers 6 AP to chest, abdomen, and arms, in exchange for only 5 ENC. Not Promerian.&lt;br /&gt;
&lt;br /&gt;
*Bronze dagger has a Bladesharp 4 matrix. Anyone can use this. Roll 95% or less to activate it. Sacrifice 4 magic points to the god. Get +20% to hit and +4 magic damage to the dagger for a combat. The dagger does 1d4+1 damage normally. The dagger asks for prayers and gift of self in exchange for letting the blood of its foes flow freely. The dagger is even named specifically, &amp;quot;Bloodletter.&amp;quot; Promerian make&lt;br /&gt;
&lt;br /&gt;
*Spear tip of bronze has a Flamespear matrix on it. Similar to the dagger, except it does 3d6 fire damage when cast rather than it&#039;s normal damage. This is all magical damage, when that matters. It also costs 4 MP when used. The spear tip asks for prayers to Hilme in exchange for bring his divine wrath upon those who oppose his chosen baring the spear. It is named, &amp;quot;Hilme&#039;s Wrath.&amp;quot; Promerian make&lt;br /&gt;
&lt;br /&gt;
*Shield Boss of bronze is functional and usable.&lt;br /&gt;
&lt;br /&gt;
*TA helm made of steel. However it is heavily rusted, to the point of appearing brittle and completely beyond any functional value, but could certainly be taken back for sage types to examine.&lt;br /&gt;
&lt;br /&gt;
*Coins: Most are silver of various sizes and castings, but a good number are gold, and there are even several fine, small gems mixed in&lt;br /&gt;
&lt;br /&gt;
*The bronze chain is a mount with a light blue and white swirled, square gem stone. The chain and mount are strong, though tarnished, but the gem has a special quality about it that nobody can place. It was worn underneath the armor, so must have had some value to the original owner.&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144488</id>
		<title>Griffin Cave Findings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144488"/>
		<updated>2010-05-21T09:21:38Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]  &lt;br /&gt;
&lt;br /&gt;
*The ancient maille hauberk is wrought of very fine steel in an intricate 6 ring pattern. The rings are exceptionally small. In addition, there is no visible rust on the hauberk anywhere. It is small sized. It offers 6 AP to chest, abdomen, and arms, in exchange for only 5 ENC. Not Promerian.&lt;br /&gt;
&lt;br /&gt;
*Bronze dagger has a Bladesharp 4 matrix. Anyone can use this. Roll 95% or less to activate it. Sacrifice 4 magic points to the god. Get +20% to hit and +4 magic damage to the dagger for a combat. The dagger does 1d4+1 damage normally. The dagger asks for prayers and gift of self in exchange for letting the blood of its foes flow freely. The dagger is even named specifically, &amp;quot;Bloodletter.&amp;quot; Promerian make&lt;br /&gt;
&lt;br /&gt;
*Spear tip of bronze has a Flamespear matrix on it. Similar to the dagger, except it does 3d6 fire damage when cast rather than it&#039;s normal damage. This is all magical damage, when that matters. It also costs 4 MP when used. The spear tip asks for prayers to Hilme in exchange for bring his divine wrath upon those who oppose his chosen baring the spear. It is named, &amp;quot;Hilme&#039;s Wrath.&amp;quot; Promerian make&lt;br /&gt;
&lt;br /&gt;
*Shield Boss of bronze is functional and usable.&lt;br /&gt;
&lt;br /&gt;
*There is also a helm nearby made of steel. However it is heavily rusted, to the point of appearing brittle and completely beyond any functional value, but could certainly be taken back for sage types to examine.&lt;br /&gt;
&lt;br /&gt;
*Coins: Most are silver of various sizes and castings, but a good number are gold, and there are even several fine, small gems mixed in&lt;br /&gt;
&lt;br /&gt;
*The bronze chain is a mount with a light blue and white swirled, square gem stone. The chain and mount are strong, though tarnished, but the gem has a special quality about it that nobody can place. It was worn underneath the armor, so must have had some value to the original owner.&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144487</id>
		<title>Griffin Cave Findings</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Griffin_Cave_Findings&amp;diff=144487"/>
		<updated>2010-05-21T09:18:57Z</updated>

		<summary type="html">&lt;p&gt;Jarulf: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;- Main Page; [[Griffin Island]]  &lt;br /&gt;
&lt;br /&gt;
*The ancient maille hauberk is wrought of very fine steel in an intricate 6 ring pattern. The rings are exceptionally small. In addition, there is no visible rust on the hauberk anywhere. It is small sized. It offers 6 AP to chest, abdomen, and arms, in exchange for only 5 ENC. Not Promerian.&lt;br /&gt;
&lt;br /&gt;
*Dagger has a Bladesharp 4 matrix. Anyone can use this. Roll 95% or less to activitate it. Sacrifice 4 magic points to the god. Get +20% to hit and +4 magic damage to the dagger for a combat. The dagger does 1d4+1 damage normally. The dagger asks for prayers and gift of self in exchange for letting the blood of its foes flow freely. The dagger is even named specifically, &amp;quot;Bloodletter.&amp;quot; Promerian&lt;br /&gt;
&lt;br /&gt;
*Spear tip of bronze has a Flamespear matrix on it. Similar to the dagger, except it does 3d6 fire damage when cast rather than it&#039;s normal damage. This is all magical damage, when that matters. It also costs 4 MP when used. The spear tip asks for prayers to Hilme in exchange for bring his divine wrath upon those who oppose his chosen baring the spear. It is named, &amp;quot;Hilme&#039;s Wrath.&amp;quot; Promerian&lt;br /&gt;
&lt;br /&gt;
*Shield Boss of bronze is functional and usable.&lt;br /&gt;
&lt;br /&gt;
*There is also a helm nearby made of steel. However it is heavily rusted, to the point of appearing brittle and completely beyond any functional value, but could certainly be taken back for sage types to examine.&lt;br /&gt;
&lt;br /&gt;
*Coins: Most are silver of various sizes and castings, but a good number are gold, and there are even several fine, small gems mixed in&lt;br /&gt;
&lt;br /&gt;
*The bronze chain is a bronze mount with a light blue and white swirled, square gem stone. The chain and mount are strong, though tarnished, but the gem has a special quality about it that nobody can place. It was worn underneath the armor, so must have had some value to the original owner.&lt;br /&gt;
&lt;br /&gt;
- Main Page; [[Griffin Island]]&lt;/div&gt;</summary>
		<author><name>Jarulf</name></author>
	</entry>
</feed>