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	<updated>2026-05-15T00:43:55Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://wiki.rpg.net/index.php?title=Five_go_mad_in_Ginijji&amp;diff=214573</id>
		<title>Five go mad in Ginijji</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Five_go_mad_in_Ginijji&amp;diff=214573"/>
		<updated>2012-09-27T03:24:30Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Warband retainers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Badger, Badger, Badger, Mushroooom, Snake.&lt;br /&gt;
&lt;br /&gt;
=Chargen=&lt;br /&gt;
*[[Uroxi Chargen]]&lt;br /&gt;
&lt;br /&gt;
=Famous Five Band of Brothers=&lt;br /&gt;
*Guardian&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*[http://wiki.rpg.net/index.php/RQII_pc_sheet Blank Sheet]&lt;br /&gt;
*[[Farrad Garstalson]]  played by Psychman&lt;br /&gt;
*[[Kulbrast Gash-Skull]] played by Sam I Am&lt;br /&gt;
*[[Dawton Bwakbill]] played by MonsterMash - Not complete&lt;br /&gt;
*[[Korto Klez]] played by rstites - Not complete&lt;br /&gt;
*[[Sezabelfon]] played by Kwll&lt;br /&gt;
*[[question and answers]]&lt;br /&gt;
&lt;br /&gt;
=Warband retainers=&lt;br /&gt;
*Three initiates each, Just names and a one line description.&lt;br /&gt;
*Eg: Smelly Boris, Balkoth Tribe (Goat herders). Fights with two hand axes and lisps.&lt;br /&gt;
*Kulbrast&#039;s lads (they say they are his sons; who&#039;s to know?):&lt;br /&gt;
**Rangard is a big lad with ginger hair and a good solid beard. He fights with a pair of warhammers. &lt;br /&gt;
**Boltar is thin and wiry, with a weasely voice. He fights with a big bastard sword. He shaves. Well.&lt;br /&gt;
**Aski is short and is as hard as a rock. He fights with a big axe. Good lad.&lt;br /&gt;
&lt;br /&gt;
=Npc&#039;s=&lt;br /&gt;
&lt;br /&gt;
=StormBull=&lt;br /&gt;
&lt;br /&gt;
=Parts of the Bull=&lt;br /&gt;
&lt;br /&gt;
=Rune magic=&lt;br /&gt;
*All basic one pt spells&lt;br /&gt;
*extension I &amp;amp; II&lt;br /&gt;
*small sylphs &lt;br /&gt;
*Berserker II  &lt;br /&gt;
*defend against chaos I,&lt;br /&gt;
*Face chaos I,&lt;br /&gt;
*Impede chaos I&lt;br /&gt;
*Summon spirit of Law I&lt;br /&gt;
*Cure chaos wound I&lt;br /&gt;
*Earth Power III.&lt;br /&gt;
*Fear (Zorak Zoran)&lt;br /&gt;
*Speak with Herd beasts&lt;br /&gt;
*Cloud call (Valind)&lt;br /&gt;
*Increase wind (Orlanth)&lt;br /&gt;
&lt;br /&gt;
=Heroquest=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Loot=&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Five_go_mad_in_Ginijji&amp;diff=214570</id>
		<title>Five go mad in Ginijji</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Five_go_mad_in_Ginijji&amp;diff=214570"/>
		<updated>2012-09-27T03:23:27Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Warband retainers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Badger, Badger, Badger, Mushroooom, Snake.&lt;br /&gt;
&lt;br /&gt;
=Chargen=&lt;br /&gt;
*[[Uroxi Chargen]]&lt;br /&gt;
&lt;br /&gt;
=Famous Five Band of Brothers=&lt;br /&gt;
*Guardian&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*[http://wiki.rpg.net/index.php/RQII_pc_sheet Blank Sheet]&lt;br /&gt;
*[[Farrad Garstalson]]  played by Psychman&lt;br /&gt;
*[[Kulbrast Gash-Skull]] played by Sam I Am&lt;br /&gt;
*[[Dawton Bwakbill]] played by MonsterMash - Not complete&lt;br /&gt;
*[[Korto Klez]] played by rstites - Not complete&lt;br /&gt;
*[[Sezabelfon]] played by Kwll&lt;br /&gt;
*[[question and answers]]&lt;br /&gt;
&lt;br /&gt;
=Warband retainers=&lt;br /&gt;
*Three initiates each, Just names and a one line description.&lt;br /&gt;
*Eg: Smelly Boris, Balkoth Tribe (Goat herders). Fights with two hand axes and lisps.&lt;br /&gt;
*Kulbrast&#039;s lads (they say they are his sons; who&#039;s to know?):&lt;br /&gt;
**Rangard is a big lad with ginger hair and an impressive beard. He fights with a pair of warhammers. &lt;br /&gt;
**Boltar is thin and wiry, with a weasely voice. He fights with a big bastard sword.&lt;br /&gt;
**Aski is short and is as hard as a rock. He fights with a big axe. Good lad.&lt;br /&gt;
&lt;br /&gt;
=Npc&#039;s=&lt;br /&gt;
&lt;br /&gt;
=StormBull=&lt;br /&gt;
&lt;br /&gt;
=Parts of the Bull=&lt;br /&gt;
&lt;br /&gt;
=Rune magic=&lt;br /&gt;
*All basic one pt spells&lt;br /&gt;
*extension I &amp;amp; II&lt;br /&gt;
*small sylphs &lt;br /&gt;
*Berserker II  &lt;br /&gt;
*defend against chaos I,&lt;br /&gt;
*Face chaos I,&lt;br /&gt;
*Impede chaos I&lt;br /&gt;
*Summon spirit of Law I&lt;br /&gt;
*Cure chaos wound I&lt;br /&gt;
*Earth Power III.&lt;br /&gt;
*Fear (Zorak Zoran)&lt;br /&gt;
*Speak with Herd beasts&lt;br /&gt;
*Cloud call (Valind)&lt;br /&gt;
*Increase wind (Orlanth)&lt;br /&gt;
&lt;br /&gt;
=Heroquest=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Loot=&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214569</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214569"/>
		<updated>2012-09-27T03:18:00Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can&#039;t really remember his father&#039;s clan, his mother&#039;s clan or where he grew up, if he did. He reckons he must be involved in several blood feuds because he keeps getting told so by local clansmen. He kills those fuckers quick, but they just keep on coming. &lt;br /&gt;
&lt;br /&gt;
Kulbrast has made lots of baby boys. It&#039;s Ragnarok, the bull&#039;s prick, that makes them strong. Rangard, Boltar and Aski say they are his. Kulbrast reckons he remembers Boltar&#039;s mother. Or was it Aski&#039;s?&lt;br /&gt;
&lt;br /&gt;
Kulbrast really really hates scorpionfuckers. He got stabbed by one of them in his initiation rites, in the head, leaving a big gash and making his eye swell up nasty. The healer stuck a spirit in there, in his head, to hold it together. It talks to him sometimes, but Kulbrast tells it to shut up. The eye got better on its own. Sorta.&lt;br /&gt;
&lt;br /&gt;
Kulbrast uses an axe and a mace. Shields are for cowards and he makes sure his lads know that. He tells the boys in the gang too, but they don&#039;t really listen. He got the mace off a scorpionfucker he killed. Who knows who the scorpionfucker stole it from. It&#039;s got flanges on it that are great for crunching through armour and it&#039;s got writing on the handle. The axe is just an axe. Or did he have to kill some Pol Joni fucker to get it? Can&#039;t remember.&lt;br /&gt;
&lt;br /&gt;
Kulbrast learnt how to use a crossbow when he was young. He likes waxing it, it calms him down. He likes killing things with it too. Fuckers.&lt;br /&gt;
&lt;br /&gt;
Kulbrast kept having dreams about giants. Some fucker in his head kept telling him he had to to go rip a giant&#039;s head off or something. So he went up to that table place and got this shaman to teach him how to jump real high. The shaman taught him that &#039;cause otherwise Kulbrast would have killed the fucker.&lt;br /&gt;
&lt;br /&gt;
Kulbrast killed a dwarf once. Fucker.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
**Swap protection 1 for Farsee, if that&#039;s ok?&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Strength (750), Light 500L, Bludgeon 1 500L&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214563</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214563"/>
		<updated>2012-09-27T03:15:24Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can&#039;t really remember his father&#039;s clan, his mother&#039;s clan or where he grew up, if he did. He reckons he must be involved in several blood feuds because he keeps getting told so by local clansmen. He kills those fuckers quick, but they just keep on coming. &lt;br /&gt;
&lt;br /&gt;
Kulbrast has made lots of baby boys. It&#039;s Ragnarok, the bull&#039;s prick, that makes them strong. Rangard, Boltar and Aski say they are his. Kulbrast reckons he remembers Boltar&#039;s mother. Or was it Aski&#039;s?&lt;br /&gt;
&lt;br /&gt;
Kulbrast really really hates scorpionfuckers. He got stabbed by one of them in his initiation rites, in the head, leaving a big gash and making his eye swell up nasty. The healer stuck a spirit in there, in his head, to hold it together. It talks to him sometimes, but Kulbrast tells it to shut up. The eye got better on its own. Sorta.&lt;br /&gt;
&lt;br /&gt;
Kulbrast uses an axe and a mace. Shields are for cowards and he makes sure his lads know that. He tells the boys in the gang too, but they don&#039;t really listen. He got the mace off a scorpionfucker he killed. Who knows who the scorpionfucker stole it from. It&#039;s got flanges on it that are great for crunching through armour and it&#039;s got writing on the handle. The axe is just an axe. Or did he have to kill some Pol Joni fucker to get it? Can&#039;t remember.&lt;br /&gt;
&lt;br /&gt;
Kulbrast learnt how to use a crossbow when he was young. He likes waxing it, it calms him down. He likes killing things with it too. Fuckers.&lt;br /&gt;
&lt;br /&gt;
Kulbrast kept having dreams about giants. Some fucker in his head kept telling him he had to to go rip a giant&#039;s head off or something. So he went up to that table place and got this shaman to teach him how to jump real high. The shaman taught him that &#039;cause otherwise Kulbrast would have killed the fucker.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
**Swap protection 1 for Farsee, if that&#039;s ok?&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Strength (750), Light 500L, Bludgeon 1 500L&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214562</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214562"/>
		<updated>2012-09-27T03:11:03Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can&#039;t really remember his father&#039;s clan, his mother&#039;s clan or where he grew up, if he did. He reckons he must be involved in several blood feuds because he keeps getting told so by local clansmen. He kills those fuckers quick, but they just keep on coming. &lt;br /&gt;
&lt;br /&gt;
Kulbrast has made lots of baby boys. It&#039;s Ragnarok, the bull&#039;s prick, that makes them strong. &lt;br /&gt;
&lt;br /&gt;
Kulbrast really really hates scorpionfuckers. He got stabbed by one of them in his initiation rites, in the head, leaving a big gash and making his eye swell up nasty. The healer stuck a spirit in there, in his head, to hold it together. It talks to him sometimes, but Kulbrast tells it to shut up. The eye got better on its own. Sorta.&lt;br /&gt;
&lt;br /&gt;
Kulbrast uses an axe and a mace. Shields are for cowards and he makes sure his lads know that. He tells the boys in the gang too, but they don&#039;t really listen. He got the mace off a scorpionfucker he killed. Who knows who the scorpionfucker stole it from. It&#039;s got flanges on it that are great for crunching through armour and it&#039;s got writing on the handle. The axe is just an axe. Or did he have to kill some Pol Joni fucker to get it? Can&#039;t remember.&lt;br /&gt;
&lt;br /&gt;
Kulbrast learnt how to use a crossbow when he was young. He likes waxing it, it calms him down. He likes killing things with it too. Fuckers.&lt;br /&gt;
&lt;br /&gt;
Kulbrast kept having dreams about giants. Some fucker in his head kept telling him he had to to go rip a giant&#039;s head off or something. So he went up to that table place and got this shaman to teach him how to jump real high. The shaman taught him that &#039;cause otherwise Kulbrast would have killed the fucker.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
**Swap protection 1 for Farsee, if that&#039;s ok?&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Strength (750), Light 500L, Bludgeon 1 500L&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214561</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214561"/>
		<updated>2012-09-27T03:10:13Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can&#039;t really remember his father&#039;s clan, his mother&#039;s clan or where he grew up, if he did. He reckons he must be involved in several blood feuds because he keeps getting told so by local clansmen. He kills those fuckers quick, but they just keep on coming. &lt;br /&gt;
&lt;br /&gt;
Kulbrast has made lots of baby boys. It&#039;s Ragnarok, the bull&#039;s prick, that makes them strong. &lt;br /&gt;
&lt;br /&gt;
Kulbrast really really hates scorpionfuckers. He got stabbed by one of them in his initiation rites, in the head, leaving a big gash and making his eye swell up nasty. The healer stuck a spirit in there, in his head, to hold it together. It talks to him sometimes, but Kulbrast tells it to shut up. The eye got better on its own. Sorta.&lt;br /&gt;
&lt;br /&gt;
Kulbrast uses an axe and a mace. Shields are for cowards and he makes sure his lads know that. He tells the boys in the gang too, but they don&#039;t really listen. He got the mace off a scorpionfucker he killed. Who knows who the scoorpionfucker stole it from. It&#039;s got flanges on it that are great for crunching through armour and it&#039;s got writing on the handle. The axe is just an axe. Or did he have to kill some Pol Joni fucker to get it? Can&#039;t remember.&lt;br /&gt;
&lt;br /&gt;
Kulbrast learnt how to use a crossbow when he was young. He likes waxing it, it calms him down. He likes killing things with it too. Fuckers.&lt;br /&gt;
&lt;br /&gt;
Kulbrast kept having dreams about giants. Some fucker in his head kept telling him he had to to go rip a giant&#039;s head off or something. So he went up to that table place and got this shaman to teach him how to jump real high. The shaman taught him that &#039;cause otherwise Kulbrast would have killed the fucker.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
**Swap protection 1 for Farsee, if that&#039;s ok?&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Strength (750), Light 500L, Bludgeon 1 500L&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214559</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214559"/>
		<updated>2012-09-27T03:01:00Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Background */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up, if he did. He reckons he must be involved in several blood feuds because he keeps getting told so by local clansmen. He kills those fuckers quick, but they just keep on coming.&lt;br /&gt;
&lt;br /&gt;
Kulbrast really really hates scorpionfuckers. He got stabbed by one of them in his initiation rites, in the head, leaving a big gash and making his eye swell up nasty. The healer stuck a spirit in there, in his head, to hold it together. The eye got better on its own. Sorta.&lt;br /&gt;
&lt;br /&gt;
Kulbrast uses an axe and a mace. Shields are for cowards and he makes sure his lads know that. He tells the boys in the gang too, but they don&#039;t really listen. He got the mace off a scorpionfucker he killed. Who knows who the scoorpionfucker stole it from. It&#039;s got flanges on it that are great for crunching through armour and it&#039;s got writing on the handle. &lt;br /&gt;
&lt;br /&gt;
Kulbrast learnt how to use a crossbow when he was young. He likes waxing it, it calms him down. He likes killing things with it too. Fuckers.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
**Swap protection 1 for Farsee, if that&#039;s ok?&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Strength (750), Light 500L, Bludgeon 1 500L&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Five_go_mad_in_Ginijji&amp;diff=214553</id>
		<title>Five go mad in Ginijji</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Five_go_mad_in_Ginijji&amp;diff=214553"/>
		<updated>2012-09-27T02:49:58Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Warband retainers */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*Badger, Badger, Badger, Mushroooom, Snake.&lt;br /&gt;
&lt;br /&gt;
=Chargen=&lt;br /&gt;
*[[Uroxi Chargen]]&lt;br /&gt;
&lt;br /&gt;
=Famous Five Band of Brothers=&lt;br /&gt;
*Guardian&lt;br /&gt;
&lt;br /&gt;
=Characters=&lt;br /&gt;
*[http://wiki.rpg.net/index.php/RQII_pc_sheet Blank Sheet]&lt;br /&gt;
*[[Farrad Garstalson]]  played by Psychman&lt;br /&gt;
*[[Kulbrast Gash-Skull]] played by Sam I Am&lt;br /&gt;
*[[Dawton Bwakbill]] played by MonsterMash - Not complete&lt;br /&gt;
*[[Korto Klez]] played by rstites - Not complete&lt;br /&gt;
*[[Sezabelfon]] played by Kwll&lt;br /&gt;
*[[question and answers]]&lt;br /&gt;
&lt;br /&gt;
=Warband retainers=&lt;br /&gt;
*Three initiates each, Just names and a one line description.&lt;br /&gt;
*Eg: Smelly Boris, Balkoth Tribe (Goat herders). Fights with two hand axes and lisps.&lt;br /&gt;
*Kulbrast&#039;s lads (they say they are his sons; who&#039;s to know?):&lt;br /&gt;
**Rangard is a big lad with ginger hair and an impressive beard. He fights with a pair of warhammers. &lt;br /&gt;
**Boltar is thin and wiry, with a weasely voice. He fights with a big bastard sword.&lt;br /&gt;
**Aski is short and is as hard as a rock. He fights with a big axe.&lt;br /&gt;
&lt;br /&gt;
=Npc&#039;s=&lt;br /&gt;
&lt;br /&gt;
=StormBull=&lt;br /&gt;
&lt;br /&gt;
=Parts of the Bull=&lt;br /&gt;
&lt;br /&gt;
=Rune magic=&lt;br /&gt;
*All basic one pt spells&lt;br /&gt;
*extension I &amp;amp; II&lt;br /&gt;
*small sylphs &lt;br /&gt;
*Berserker II  &lt;br /&gt;
*defend against chaos I,&lt;br /&gt;
*Face chaos I,&lt;br /&gt;
*Impede chaos I&lt;br /&gt;
*Summon spirit of Law I&lt;br /&gt;
*Cure chaos wound I&lt;br /&gt;
*Earth Power III.&lt;br /&gt;
*Fear (Zorak Zoran)&lt;br /&gt;
*Speak with Herd beasts&lt;br /&gt;
*Cloud call (Valind)&lt;br /&gt;
*Increase wind (Orlanth)&lt;br /&gt;
&lt;br /&gt;
=Heroquest=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Loot=&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Question_and_answers&amp;diff=214549</id>
		<title>Question and answers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Question_and_answers&amp;diff=214549"/>
		<updated>2012-09-27T02:41:55Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Kulbrast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
=Kulbrast=&lt;br /&gt;
*Preferred weapon: &#039;&#039;&#039;Start with xbow if I remember, then RH/LH combo of killing.&#039;&#039;&#039;&lt;br /&gt;
*Most likely spells cast in Battle: &#039;&#039;&#039;Protection&amp;amp;countermagic&amp;amp;strength etc before. Multimissile on crossbow. Demoralize if we are talking first.&#039;&#039;&#039;&lt;br /&gt;
*What do you do when you walk into a room/cave? &#039;&#039;&#039;Look for enemies. Kill.&#039;&#039;&#039;&lt;br /&gt;
*What do you do when ambushed? &#039;&#039;&#039;Kill.&#039;&#039;&#039;&lt;br /&gt;
*Do you immediately heal when injured? &#039;&#039;&#039;No, kill.&#039;&#039;&#039;&lt;br /&gt;
*Do you always press attacks or do you leave an injured foe and move on to the next? &#039;&#039;&#039;Kill.&#039;&#039;&#039;&lt;br /&gt;
*Do you take prisoners? &#039;&#039;&#039;Kill.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*Name your chaos foe. &#039;&#039;&#039;Scorpionfuckers.&#039;&#039;&#039;&lt;br /&gt;
*How does your sense chaos skill manifest? &#039;&#039;&#039;Raging headache in head-gash. Then killing.&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
=Farrad=&lt;br /&gt;
*Preferred weapon: My Enchanted Copper Battle Axe!&lt;br /&gt;
*Most likely spells cast in Battle: Protection, Bladesharp&lt;br /&gt;
*What do you do when you walk into a room/cave? Step to one side, my back to the wall&lt;br /&gt;
*What do you do when ambushed? Group up with allies as soon as possible, then hit back. Hard.&lt;br /&gt;
*Do you immediately heal when injured? Yes&lt;br /&gt;
*Do you always press attacks or do you leave an injured foe and move on to the next? Ever pragmatic, move on, then come back to coup-de-gras afterwards, except in the case of Ogres.  They die.&lt;br /&gt;
*Do you take prisoners? Yes, except for Chaotics.  They die.&lt;br /&gt;
&lt;br /&gt;
*Name your chaos foe. Ogres&lt;br /&gt;
*How does your sense chaos skill manifest? Need to cough on the heavy scent of cooking human flesh&lt;br /&gt;
&lt;br /&gt;
==Character Name==&lt;br /&gt;
*Preferred weapon:&lt;br /&gt;
*Most likely spells cast in Battle:&lt;br /&gt;
*What do you do when you walk into a room/cave?&lt;br /&gt;
*What do you do when ambushed?&lt;br /&gt;
*Do you immediately heal when injured?&lt;br /&gt;
*Do you always press attacks or do you leave an injured foe and move on to the next?&lt;br /&gt;
*Do you take prisoners?&lt;br /&gt;
&lt;br /&gt;
*Name your chaos foe.&lt;br /&gt;
*How does your sense chaos skill manifest?&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Question_and_answers&amp;diff=214547</id>
		<title>Question and answers</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Question_and_answers&amp;diff=214547"/>
		<updated>2012-09-27T02:40:43Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Kulbrast */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
=Kulbrast=&lt;br /&gt;
*Preferred weapon: Start with xbow if I remember, then RH/LH combo of killing.&lt;br /&gt;
*Most likely spells cast in Battle: Protection&amp;amp;countermagic&amp;amp;strength etc before. Multimissile on crossbow. Demoralize if we are talking first.&lt;br /&gt;
*What do you do when you walk into a room/cave? Look for enemies. Kill.&lt;br /&gt;
*What do you do when ambushed? Kill.&lt;br /&gt;
*Do you immediately heal when injured? No, kill.&lt;br /&gt;
*Do you always press attacks or do you leave an injured foe and move on to the next? Kill.&lt;br /&gt;
*Do you take prisoners? Kill.&lt;br /&gt;
&lt;br /&gt;
*Name your chaos foe. Scorpionfuckers.&lt;br /&gt;
*How does your sense chaos skill manifest? Raging headache in head-gash. Then killing.&lt;br /&gt;
&lt;br /&gt;
=Farrad=&lt;br /&gt;
*Preferred weapon: My Enchanted Copper Battle Axe!&lt;br /&gt;
*Most likely spells cast in Battle: Protection, Bladesharp&lt;br /&gt;
*What do you do when you walk into a room/cave? Step to one side, my back to the wall&lt;br /&gt;
*What do you do when ambushed? Group up with allies as soon as possible, then hit back. Hard.&lt;br /&gt;
*Do you immediately heal when injured? Yes&lt;br /&gt;
*Do you always press attacks or do you leave an injured foe and move on to the next? Ever pragmatic, move on, then come back to coup-de-gras afterwards, except in the case of Ogres.  They die.&lt;br /&gt;
*Do you take prisoners? Yes, except for Chaotics.  They die.&lt;br /&gt;
&lt;br /&gt;
*Name your chaos foe. Ogres&lt;br /&gt;
*How does your sense chaos skill manifest? Need to cough on the heavy scent of cooking human flesh&lt;br /&gt;
&lt;br /&gt;
==Character Name==&lt;br /&gt;
*Preferred weapon:&lt;br /&gt;
*Most likely spells cast in Battle:&lt;br /&gt;
*What do you do when you walk into a room/cave?&lt;br /&gt;
*What do you do when ambushed?&lt;br /&gt;
*Do you immediately heal when injured?&lt;br /&gt;
*Do you always press attacks or do you leave an injured foe and move on to the next?&lt;br /&gt;
*Do you take prisoners?&lt;br /&gt;
&lt;br /&gt;
*Name your chaos foe.&lt;br /&gt;
*How does your sense chaos skill manifest?&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214546</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214546"/>
		<updated>2012-09-27T02:11:53Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Character Details */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so by men seeking vengeance. He has swiftly killed these men, helping the feuds spiral yet further out of control.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
**Swap protection 1 for Farsee, if that&#039;s ok?&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Strength (750), Light 500L, Bludgeon 1 500L&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214545</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214545"/>
		<updated>2012-09-27T02:10:46Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so by men seeking vengeance. He has swiftly killed these men, helping the feuds spiral yet further out of control.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Spirit OR Man OR Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
**Swap protection 1 for Farsee, if that&#039;s ok?&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Strength (750), Light 500L, Bludgeon 1 500L&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214544</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214544"/>
		<updated>2012-09-27T02:00:40Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so by men seeking vengeance. He has swiftly killed these men, helping the feuds spiral yet further out of control.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Spirit OR Man OR Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
*Sense chaos starts at 5%+perception bonus and you get +40%+1d10% from experience. &lt;br /&gt;
*Take your R/W skill (Including natural bonus) and redistribute elsewhere. &amp;quot;You read? say what?&amp;quot; &lt;br /&gt;
&lt;br /&gt;
*Free Spells Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Multimissile 2 (1500), Fanaticism 1 (300 presumably ok as cult)&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214541</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214541"/>
		<updated>2012-09-27T01:54:43Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so by men seeking vengeance. He has swiftly killed these men, helping the feuds spiral yet further out of control.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Spirit OR Man OR Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* 5 years as foot barbarian&lt;br /&gt;
** Countermagic 2 / Healing 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. Javelin &amp;amp; LH mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Mace &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing (so 4) / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult: Multimissile 2 (1500), Fanaticism 1 (300 presumably ok as cult)&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4) Protection 4&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214540</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214540"/>
		<updated>2012-09-27T01:46:04Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so by men seeking vengeance. He has swiftly killed these men, helping the feuds spiral yet further out of control.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Spirit OR Man OR Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* 5 years at foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. 2H axe &amp;amp; LH sword&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Sword &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 - change to 2pts healing / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4)&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214539</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214539"/>
		<updated>2012-09-27T01:40:19Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so by men seeking vengeance. He has swiftly killed these men, helping the feuds spiral yet further out of control.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Spirit OR Man OR Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* 5 years at foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Spot traps Tracking&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Hide in cover Move quietly Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - RH axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. 2H axe &amp;amp; LH sword&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. LH Sword &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Xenohealing 2 / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage +15&lt;br /&gt;
*Hide in cover +15&lt;br /&gt;
*Spot Hidden +25&lt;br /&gt;
*Spot Traps +15&lt;br /&gt;
*Tracking +15&lt;br /&gt;
&lt;br /&gt;
*Credit: &lt;br /&gt;
POWx100l = 1800L in magic from your cult&lt;br /&gt;
Strx200L = 2800L for weapons. &lt;br /&gt;
Dex x100l = 1000L from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;br /&gt;
&lt;br /&gt;
*Crystal, p. 95: 36 (http://invisiblecastle.com/roller/view/3711582/). POW Stor 2d6+3: 11 (http://invisiblecastle.com/roller/view/3711583/)&lt;br /&gt;
*Matrix: 1d2+2 = 4 (http://invisiblecastle.com/roller/view/3711585/]1d2+2=4)&lt;br /&gt;
*Potions: Cure Disease (Wasting), Cure Disease (Soul Waste)&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214537</id>
		<title>Kulbrast Gash-Skull</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Kulbrast_Gash-Skull&amp;diff=214537"/>
		<updated>2012-09-27T01:25:05Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;*[http://wiki.rpg.net/index.php/Five_go_mad_in_Ginijji wiki]&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
Kulbrast&#039;s blue feet mark him a member of the Tovtaros, but he can barely remember his father&#039;s clan, his mother&#039;s clan or where he grew up. He knows he is involved in several blood feuds because several times he has been told so by men seeking vengeance. He has swiftly killed these men, helping the feuds spiral yet further out of control.&lt;br /&gt;
&lt;br /&gt;
==Character Details==&lt;br /&gt;
&lt;br /&gt;
* Name: KULBRAST GASH-SKULL&lt;br /&gt;
* Race: &#039;&#039;&#039;Human&#039;&#039;&#039;&lt;br /&gt;
* Runes: &#039;&#039;&#039;Air, Eternal Battle, Spirit OR Man OR Disorder&#039;&#039;&#039;&lt;br /&gt;
* Cults: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Rune Level: &lt;br /&gt;
** Initiate: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
** Lay Member: &#039;&#039;&#039;UROX!&#039;&#039;&#039; &lt;br /&gt;
* Social Condition: &#039;&#039;&#039;UROX!&#039;&#039;&#039;&lt;br /&gt;
* Sex: &#039;&#039;&#039;Male&#039;&#039;&#039;&lt;br /&gt;
* Previous Experience: &#039;&#039;&#039;UROX!&#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;15&#039;&#039;&#039;, Siz: &#039;&#039;&#039;13&#039;&#039;&#039;, Int: &#039;&#039;&#039;13&#039;&#039;&#039;, Pow: &#039;&#039;&#039;18&#039;&#039;&#039;, Dex: &#039;&#039;&#039;10&#039;&#039;&#039;:, Cha: &#039;&#039;&#039;9&#039;&#039;&#039;.&lt;br /&gt;
*Damage Bonus/Minus: &#039;&#039;&#039;+1d4&#039;&#039;&#039;&lt;br /&gt;
*Hit Point Bonus/minus: &#039;&#039;&#039;+2 HPs&#039;&#039;&#039;&lt;br /&gt;
*Experience bonus: &#039;&#039;&#039;+5%&#039;&#039;&#039;&lt;br /&gt;
*Encumbrance limit: -- Enc.&lt;br /&gt;
*DEF &#039;&#039;+10&#039;%&#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;Knowledge: +10%&#039;&#039;&#039;&lt;br /&gt;
**Evaluate (5%):&lt;br /&gt;
**Read/Write Language (10%):-&lt;br /&gt;
**First Aid (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Manipulation: +10%&#039;&#039;&#039;&lt;br /&gt;
**Climb (15)&lt;br /&gt;
**Conceal item (10)&lt;br /&gt;
**Dodge (dex x 2%): &lt;br /&gt;
**Climb (15%): %&lt;br /&gt;
**Jump (15%): %&lt;br /&gt;
**Throw (15%): %&lt;br /&gt;
**Map Making (10)-%&lt;br /&gt;
**Ride (5)-%&lt;br /&gt;
**Swim (15)-%&lt;br /&gt;
**Set Disarm trap (5)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Perception: +10%&#039;&#039;&#039;&lt;br /&gt;
**Listen (25): %&lt;br /&gt;
**Sense Chaos (5): 62&lt;br /&gt;
**Spot Hidden items(5): -%&lt;br /&gt;
**Spot Trap (5): -%&lt;br /&gt;
**Track(10)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Stealth: -5%&#039;&#039;&#039;&lt;br /&gt;
**Camouflage (10%): 5%&lt;br /&gt;
**Hide (15%): %&lt;br /&gt;
**Move quietly (15%): %&lt;br /&gt;
**Pick Pocket (5)-%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Communication: +--%&#039;&#039;&#039;&lt;br /&gt;
**Bargain (10%): %&lt;br /&gt;
**Orate (10%): %&lt;br /&gt;
**Sing (5%): %&lt;br /&gt;
**Speak Lang. (Int x 5)-%&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;|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 || 0 || 0 || 0 || 19-20 &lt;br /&gt;
|-&lt;br /&gt;
|Left Arm || None || 0 || 0 || 0 || 16-18&lt;br /&gt;
|-&lt;br /&gt;
|Right Arm || None || 0 || 0 || 0 || 13-15 &lt;br /&gt;
|-&lt;br /&gt;
|Chest || none || 0 || 0 || 0 || 12&lt;br /&gt;
|-&lt;br /&gt;
|Abdomen || none || 0 || 0 || 0 || 09-11&lt;br /&gt;
|-&lt;br /&gt;
|Left Leg || None || 0 || 0 || 0 || 05-08&lt;br /&gt;
|-&lt;br /&gt;
|Right Leg || None || 0 || 0 || 0 || 01-04&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
*Total Hit Points: -- HP&lt;br /&gt;
&lt;br /&gt;
==Weapons and Shields==&lt;br /&gt;
* Attack Bonus/Minus: +-%&lt;br /&gt;
* Parry Bonus/Minus: +-%&lt;br /&gt;
*Unarmed dex+str x 2&lt;br /&gt;
*Strike Ranks: Siz:(-)+Dex:-)=&#039;&#039;&#039;-&#039;&#039;&#039;&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;50&amp;quot;|Attack %&lt;br /&gt;
!width=&amp;quot;50&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;
|-&lt;br /&gt;
|-- || - || - || - || % || % || - || 0&lt;br /&gt;
|-&lt;br /&gt;
|Fist || 1d3 || 9 || arm || % || % || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Kick || 1d6 || 9 || leg || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Head Butt || 1d4 || 9 || head || % || -- || 0 || 0&lt;br /&gt;
|-&lt;br /&gt;
|Grapple || Special || 9 || special || % || % || 0 || 0&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: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Available POW: &#039;&#039;&#039;-&#039;&#039;&#039;&lt;br /&gt;
** Current Stored POW: &#039;&#039;&#039;-&#039;&#039;&#039; Pow Crystal&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Spirits:&#039;&#039;&#039;&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;
*Spirit One&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Two&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&lt;br /&gt;
*Spirit Three&lt;br /&gt;
** INT:&lt;br /&gt;
** POW:&lt;br /&gt;
** Where Bound:&lt;br /&gt;
&amp;lt;/div&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Battle Magic:&#039;&#039;&#039;&lt;br /&gt;
** Detect enemies, dispel magic 1, fanaticism 1, healing 2 and protection 1&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Rune Magic:&#039;&#039;&#039;&lt;br /&gt;
** List your Rune Magic Spells here.&lt;br /&gt;
&lt;br /&gt;
==Equipment==&lt;br /&gt;
*Weapons:&lt;br /&gt;
**&lt;br /&gt;
*Other:&lt;br /&gt;
**&lt;br /&gt;
*Money:&lt;br /&gt;
**&lt;br /&gt;
&lt;br /&gt;
==Notes==&lt;br /&gt;
* 5 years at foot barbarian&lt;br /&gt;
** Countermagic 2 / Multimissile 2&lt;br /&gt;
**Riding is a flat 90%&lt;br /&gt;
**6 skills at 40% plus bonus - Climbing Jumping Spot Hidden Listen Hide in cover Move quietly&lt;br /&gt;
**rest are at 30% plus bonus - Camouflage Set Traps Spot traps Tracking Oratory.&lt;br /&gt;
&lt;br /&gt;
*Choose your weapons: &lt;br /&gt;
**Your signature weapon , including bonuses,will be 90% (Not to be increased further) - 2H axe&lt;br /&gt;
**your other two will be at 20% plus bonuses. 1H axe &amp;amp; 1H mace&lt;br /&gt;
&lt;br /&gt;
*1d4 defence increases: http://invisiblecastle.com/roller/view/3701013/ = 2&lt;br /&gt;
**INT as a percentage on 1d100 (13%): Nope&lt;br /&gt;
&lt;br /&gt;
*Money is 1000 lunars.&lt;br /&gt;
*Armour: leather and cuirboilli cuirass, greaves, vambraces, leather skirt and open helm. &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
Once that is done. &lt;br /&gt;
*Take 5 years as a mounted mercenary: Light Cavalry.&lt;br /&gt;
*Choose your weapons combos. &lt;br /&gt;
** Main weapon will be 60% plus bonus (make sure it is different from your 90% weapon above). XBOW&lt;br /&gt;
** For the two other weapons, if the same as above +20%, otherwise 30% plus bonus. 1H Sword &amp;amp; Sm shield&lt;br /&gt;
*Take 1d6 defence increases: 6 http://invisiblecastle.com/roller/view/3701017/&lt;br /&gt;
** INT as a percentage on 1d100 (13): nope&lt;br /&gt;
*choose magic&lt;br /&gt;
** Kenohealing 2 / 2500L: Demoralize (1500) / Bladesharp (500) / Speedart (500)&lt;br /&gt;
*Money INT x 100L = 1300L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Skills. &lt;br /&gt;
*One skill from the list below, at +25% to your current skill, all the others +15% to your current skill&lt;br /&gt;
*Camouflage&lt;br /&gt;
*Hide in cover&lt;br /&gt;
*Spot Hidden&lt;br /&gt;
*Spot Traps&lt;br /&gt;
*Tracking&lt;br /&gt;
&lt;br /&gt;
*Credit: Take the max offered. You have paid it back or it was offered in payment. So you can take POWx100l in magic from your cult, Strx200L for weapons. Dex x100l from the thieves guild (remember lock picking and pickpocketing are doubled in price because of cult restrictions) etc. Remember that some spells are reduced in cost via your cult.&lt;br /&gt;
&lt;br /&gt;
*You each speak our own language, Beast speech and trade talk but only fail on a fumble. So no need for skill points.&lt;br /&gt;
*You each have the Peaceful cut, but only fail on a fumble. So no need for skill points.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206744</id>
		<title>Red Cliff Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206744"/>
		<updated>2012-05-15T01:37:28Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Faius Gisto family and entourage */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Red Cliff Domain=&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Moon reeds and moon boats===&lt;br /&gt;
In distant Darjiin, Bevelatia wears the Heron Mask for her goddess, SurEnslib, and guards her most precious secrets. It is she who must be courted when the Emperor wishes to have a new moonboat constructed. Worse to Dara Happan eyes, it is she who holds the Water Marriage Secret to enthrone the legitimate Emperor (see Imperial Lunar Handbook1 p.31). &lt;br /&gt;
&lt;br /&gt;
Among Dara Happans, it is the leagues of noble families that form alliances and act behind closed doors to decide the future of the Empire. Few of these leagues accept that the Darjiini, who have been conquered many times by Dara Happa and should remain subjugated, have this hold over the Emperor. To seek to break Darjiin, they have unravelled the moon reed secret and have enlisted a league of Dara Happan military familes, the Pure Sky Burnished Kite League, to act as the spear that will pierce the gut of Darjiin. &lt;br /&gt;
&lt;br /&gt;
General Theophilon Faius Gisto is known for his cunning and willingness to adopt unconventional strategies. Finding agents from among his own troops, he has spent almost a decade manouevring into position. Following the invasion of Heortland, news of the Third Ford Incident reached Raibanth. The plan was finally set in motion.&lt;br /&gt;
&lt;br /&gt;
The General was to engineer a situation in which he would be seen as a liability to the Lunar Army and would be awarded a grant on the Zola Fel in distant Prax and so disappear. There he would grow the moon reed and build the first moon boat with the aid of a magician from the College of Magic, Bellabarisruk. Break the Darjiini monopoly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;News of his success is awaited in Raibanth...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*&#039;&#039;&#039;1602&#039;&#039;&#039; - Boldhome sacked by the Lunar Empire - Theophilon Faius Gisto is present in the Lunar forces.&lt;br /&gt;
*&#039;&#039;&#039;1610&#039;&#039;&#039; - Lunar conquest of Pavis.&lt;br /&gt;
*&#039;&#039;&#039;1615&#039;&#039;&#039; - Duke Raus is ceded a land grant on the Zola Fel.&lt;br /&gt;
*&#039;&#039;&#039;1618&#039;&#039;&#039; - Setting out from Corflu, Faius Gisto leads a series of raids into Heortland as a precursor to an invasion. He is held responsible for the Third Ford Incident.[http://wiki.rpg.net/index.php/Red_Cliff_Domain:Anusiya_of_Urvairinus_Origine#The_Third_Ford_Incident] Almost simultaneously, activities of the subcult Urvairinus Origine are unearthed within his troops. The General retires from the army, taking up a land grant (the Red Cliffs Domain) on the Zola Fel. By the end of the year, the grant is settled, fortified and irrigation channels have been dug.&lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Lunar forces invade Heortland.  &lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Although the land on the Red Cliffs Domain is quickly being turned to agriculture, and alliances formed with an assortment of local groups, Faius Gisto succumbs to the chills and dies, to be succeeded by his daughter Beltis. Shortly afterwards, his wife and son quit the grant.&lt;br /&gt;
*&#039;&#039;&#039;1620&#039;&#039;&#039; - It is now Sea Season and the River of Cradles is in full flow.&lt;br /&gt;
&lt;br /&gt;
===The Red Cliffs Domain grant===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*It is generally understood that it is Fazzur Wideread who was responsible for the recent allottment of land grants to the north and south of Duke Raus&#039; grant. &lt;br /&gt;
*Those in Faius Gisto&#039;s inner circle were made well aware, upon his arrival in the Red Cliffs Domain, that the documents in his possession awarded him land north and south of the North Bog but also an equal area extending down to the Great Bog. This land is under Raus&#039; markers, although the Duke refused to show his own papers to the General and has continued to refuse to show these to Beltis. If appropriately irrigated, this land would make excellent rice beds, yet Raus has yet to alot the land to settlers.&lt;br /&gt;
*Following the General&#039;s untimely demise, ownership of the grant became an important issue. Beltis has not shown the documents awarding the grant to her father to anyone so the nature of the award is unknown, in particular whether it is to be inherited or to return the Governor of Pavis. If inherited, Dara Happan customs would pass the grant to the General&#039;s son, but the boy is barely a Dara Happan. Meanwhile, Lunar customs would pass the grant to his eldest daughter, Beltis, though some interpretations might grant one of his wives. By driving her stepmother and brother out, Beltis appears to have resolved the issue for the time being, but the rumours that Erinetha has been associating with Raus in Pavis have generated a lot of speculation and uncertainty.&lt;br /&gt;
&lt;br /&gt;
*Currently the Polemarch is planning to lay claim to Raus&#039; land and then place him in the city of Pavis as an asset. Once there Lok plans to steal Raus&#039; et and make him look an ass....&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
*[[Lok Stok ]] played by Walkie Talkie Noise Decoder&lt;br /&gt;
*[[Sistan Partesh, Polemarch of the Anusiya]] played by Nexus Indivulsus&lt;br /&gt;
&lt;br /&gt;
===What type of game do you want?===&lt;br /&gt;
Please put these in your personal order of preference, one order for each of you unless you wish to arrive at a consensus. If you think of anything else, please put it in your list. Note there is a fair amount of overlap and we can revise the order as we go..&lt;br /&gt;
*&#039;&#039;&#039;Our choice&#039;&#039;&#039;&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Causing trouble for the neighbors (especially like the idea of messing Raus up)&lt;br /&gt;
*Causing trouble for the authorities (Whole point we&#039;re there)&lt;br /&gt;
&lt;br /&gt;
*Mostly by the following methods:&lt;br /&gt;
&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons &lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Banditry if furthering the above&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtlings and some of the monsters mentioned too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Defending the territory&lt;br /&gt;
*All kickers and bangs&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons (half inspired by the film of the name, half by soaps - can be fun)&lt;br /&gt;
*Travel&lt;br /&gt;
*Banditry proper&lt;br /&gt;
*Heroic saving of villages masked as banditry&lt;br /&gt;
*Causing trouble for the neighbours&lt;br /&gt;
*Causing trouble for the authorities&lt;br /&gt;
*Fighting&lt;br /&gt;
*Lots of monsters - trolls, broo, scorpion men, tusk riders, giants, elves, others and combinations thereof&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtling&lt;br /&gt;
*World events (Hero Wars)&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
===Durulz===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullwush Bogsnipers&#039;&#039;&#039;, &#039;&#039;&#039;Illusion and Disorder&#039;&#039;&#039; and Durulz bandits who operate out of the North Bog, led by Sleek Goldeneye. Allies of the Red Cliff grant. We help them with their foes and they provide marsh-aware protection and early warning. &lt;br /&gt;
* &#039;&#039;&#039;Sleek Goldeneye&#039;&#039;&#039; - Durulz bandit, leader of the Bullwush Bogsnipers and arch-rival to Pinfeather. Sleek seems himself as a level above Pinfeather, though he is yet to match his rival&#039;s power. Sleek&#039;s dream is to fly...&lt;br /&gt;
*&#039;&#039;&#039;Wendy Wed Beak&#039;&#039;&#039; the bandit leader&#039;s dame,  from Duck point.&lt;br /&gt;
&lt;br /&gt;
===Faius Gisto family and entourage===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Beltis Mageera&#039;&#039;&#039; Eldest daughter of General Faius Gisto. Recruited by the Pure Sky Burnished Kite League, she took a caravan of Lodrili farmers to Pavis to reunite with her father in the Red Cliff Domain. When her father died she took on the mantle of running the colony, stating that her father&#039;s soul had not departed but was now resident in his unit&#039;s standard and that she was taking instruction from him. She soon entered into conflict with her stepmother and half-brother. Eventually these were driven out. On more formal occasions, Beltis wears the headress and robes of a Hon-eel acolyte. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Erinetha of Alda-Chur&#039;&#039;&#039; A tribeswoman of the Tovtaros, Erinetha took up with Theophilon some two-score years ago and travelled with him on his campaigns until his death. Something of a wild woman, her exotic dress and her insistence on going barefoot to show off her blue tattoed feet only contributed to Faius Gisto&#039;s ever-spiralling reputation. Although Erinetha seemed to get on with Theophilon&#039;s daughter Beltis, the two began arguing after his death, eventually leading to Erinetha quitting the grantland with her son in tow. Traders have brought rumours that she has since been seen frequenting Duke Raus&#039; townhouse in Pavis, sporting fine silks and leather shoes of all things. No-one knows quite what to make of it, while none have dared broach the subject with Betis. (Erinetha&#039;s epithet was given her by her husband&#039;s men, though naturally she is not from Alda-Chur and in fact always despised the place).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto III (deceased)&#039;&#039;&#039; Dara Happan General, hero of the invasions of Sartar and Heortland, father to Beltis and holder of the Red Cliff Domain grantland before his death. While Theophilon was on campaign, his wife (Beltis&#039; mother, a minor noble) and daughters remained in their native Raibanth. During the Sartar campaign, he took a tribeswoman from the uplands near Alda-Chur to his bed. She was named Erinetha and with their two sons travelled with Theophilon on his subsequent campaigns, though the elder of the boys was killed by a river spirit while boating.  After the Third Ford Incident, a disastrous manouevre that led to the loss of almost an entire polemarch, Theophilon retired to take up the Red Cliff Domain on the Zola Fel. He died of the chills some three seasons later. According to Beltis, his soul now resides in his unit&#039;s standard, that she keeps in her house. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto IV&#039;&#039;&#039; Son of Faius Gisto and Erinetha, driven out by Beltis with his mother.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;The Blue Beetle&#039;&#039;&#039; Mageera&#039; most expensive slave. Once groomed for priesthood in Teshnos, the eunuch now serves as scribe and steward.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bellabarisruk, Warden of the Seven Keys&#039;&#039;&#039; Lunar Magician who stole the moon reed secret from the Darjiini. The secret alone is not enough, so he rode the Crimson Bat to the moon to steal the reeds too.&lt;br /&gt;
&lt;br /&gt;
* [[Clan Cangachero]]. &#039;&#039;&#039;Earth, Life, Disorder.&#039;&#039;&#039;Rice farmers and ...erm...bandits. In that order...possibly. We are not a war clan, but a Take your resources clan.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
&lt;br /&gt;
* Red Cliff Newtlings. Help out with the reed beds and run the ferry between the beds (East bank) and the main steading (West bank). A clutch of extended families (as far as anyone can tell at least) who were recruited from the Zebraside newtling population on promise of food and security (it&#039;s tough being a newtling). &lt;br /&gt;
** Fee&#039;renzzoon (Fee) Nominal leader/spokesnewt and ferryman.&#039;&#039;&#039; Water, Harmony, Communication&#039;&#039;&#039;&lt;br /&gt;
** Ss&#039;ulmakro Frog Woman/Zola Fel cultist and Wise Newt.&#039;&#039;&#039; Water, Harmony, Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Ten Tall Men, Fire, Movement, Death. Agimori Mercenaries.&lt;br /&gt;
** Baba Gul Bir&lt;br /&gt;
** Fanazi Iki&lt;br /&gt;
** Uc, Dörd,Bes, Altı, Yeddi, Sekkiz, Doqquz and On.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NAMES&#039;&#039;&#039; Lunar Priests/Priestesses. Tend the Seven Mothers shrine and have been promised a temple sponsorship upon successful completion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weeders&#039;&#039;&#039; A few Darjiini, worshippers of Vargar, who came to the Domain with (DHG). They keep to themsleves. Includes our Moonboat pilot and a competent healer-witch.&lt;br /&gt;
&lt;br /&gt;
===Duke Raus===&lt;br /&gt;
* &#039;&#039;&#039;Daine&#039;&#039;&#039;, &#039;&#039;&#039;Truth and Death&#039;&#039;&#039; Raus&#039; man. &lt;br /&gt;
* &#039;&#039;&#039;Jared&#039;&#039;&#039;, Daine&#039;s servant. Loyalty 2W. Not very communicative, has a sweaty brow and speaks very low.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
&lt;br /&gt;
*[[Red Cliffs Gazetteer]] - Enclosing the tributary to the Zola Fel, these cliffs light the sky red, an effect visible all the way up to the Sun Dome.&lt;br /&gt;
&lt;br /&gt;
*Paddy fields.&lt;br /&gt;
**Rice: known as the Eggs of Biselenslib.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
* [[Red Cliff Domain:Anusiya of Urvairinus Origine|Anusiya of Urvairinus Origine]] A small unit of Sworn Companions in the Lunar subcult Urvairinus Origine. Dedicated to revitalising the Imperial Army through novel tactics and strategies. Disbanded when their subcult became known to a Dara Happan Staff Officer, Temar SixPens. They were given the option of trial on charges of Heresy and Unsanctioned Scriptural Innovation or taking early retirement without benefits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Sky Burnished Kite League&#039;&#039;&#039; - A Dara Happan League, of which Faius Gisto was a member, that harks back to the days when Dara Happa was prominent. It is this league that is financing operations in the Red Cliff Domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Corflu/Southerly Grantlands to Pavis&lt;br /&gt;
**Sea salt&lt;br /&gt;
**Certain exotic and civilized goods, with a high value-to-weight ratio, including spices, furs, and educated slaves, are imported through Corflu and shipped upriver to Pavis by boat.&lt;br /&gt;
** Food stuffs from Grantlands that aren&#039;t destined for export abroad to Esrolia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Pavis to Corflu&lt;br /&gt;
**Few items of comparable value are available for export (mainly unskilled slaves, hides, and curios, artifacts and precious metals and stones from the Rubble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Caravan from Corflu to Pavis&lt;br /&gt;
**Same as boats during Fire season?&lt;br /&gt;
**Wood from rafts that floated downstream with goods. (read that somewhere, can&#039;t remember where though)&lt;br /&gt;
&lt;br /&gt;
*Caravan from Pavis to Corflu&lt;br /&gt;
&lt;br /&gt;
==Campaign Notes==&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Matters==&lt;br /&gt;
&lt;br /&gt;
[[The River Rite of Kinope]]&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206743</id>
		<title>And The Creek Don&#039;t Rise:Kaveh</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206743"/>
		<updated>2012-05-15T01:14:29Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:And The Creek Don&#039;t Rise|Kaveh]]&lt;br /&gt;
&lt;br /&gt;
== Kaveh the Vigilant Herdsman ==&lt;br /&gt;
&lt;br /&gt;
Stoic Member of the Narri clan.&lt;br /&gt;
&lt;br /&gt;
(Fire)&lt;br /&gt;
Initiate of Elmal.&lt;br /&gt;
&lt;br /&gt;
; Hero Points&lt;br /&gt;
: 3&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
*Fire 1W&lt;br /&gt;
**Horsemanship +1&lt;br /&gt;
*Truth 16&lt;br /&gt;
**Vigilant +1&lt;br /&gt;
*Harmony 13&lt;br /&gt;
**Field Medicine +1&lt;br /&gt;
&lt;br /&gt;
*Member of the Narri clan 13&lt;br /&gt;
&lt;br /&gt;
*Herdsman 2W&lt;br /&gt;
**Sling +1&lt;br /&gt;
**Spear +1&lt;br /&gt;
&lt;br /&gt;
*Stoic 13&lt;br /&gt;
*Shrewd trader 17&lt;br /&gt;
*Golden shield 13&lt;br /&gt;
&lt;br /&gt;
*Sidekick Old Tol the Alynx 13&lt;br /&gt;
**Rune affinity Yinkin 1W&lt;br /&gt;
**Fiercely Loyal 19&lt;br /&gt;
**Climb Cliffs and Trees 18&lt;br /&gt;
&lt;br /&gt;
==== Distinguishing Characteristic ====&lt;br /&gt;
&lt;br /&gt;
*Hard Set Chin 13&lt;br /&gt;
&lt;br /&gt;
==== Magic ====&lt;br /&gt;
&lt;br /&gt;
*(Truth) Stay Awake for Days talent 17&lt;br /&gt;
*(Fire) Create Heatless Torch spell 13&lt;br /&gt;
*(Harmony) Healing Berries charm 13&lt;br /&gt;
&lt;br /&gt;
==== Lingering Benefits ====&lt;br /&gt;
&lt;br /&gt;
=== Flaws ===&lt;br /&gt;
&lt;br /&gt;
*Empathetic to outcasts 2W&lt;br /&gt;
*Overly Ambitious 13&lt;br /&gt;
*Vendetta 3W&lt;br /&gt;
&lt;br /&gt;
==== States of Adversity ====&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
The chieftain presented Kaveh with a &lt;br /&gt;
Golden shield&lt;br /&gt;
taken as booty from the Sun Domers by the Greydogs, and gifted to the Narri as brideprice.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Horse is a mare called Amarilis, lost a foal recently&lt;br /&gt;
&lt;br /&gt;
Wed to Roan&#039;s childhood sweetheart, Erissa, known as Mother-to-Many. Two children. Oldest is a boy, Bren. Wee girl is called Kedra 3.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206742</id>
		<title>And The Creek Don&#039;t Rise:Kaveh</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206742"/>
		<updated>2012-05-15T01:11:21Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:And The Creek Don&#039;t Rise|Kaveh]]&lt;br /&gt;
&lt;br /&gt;
== Kaveh the Vigilant Herdsman ==&lt;br /&gt;
&lt;br /&gt;
Stoic Member of the Narri clan.&lt;br /&gt;
&lt;br /&gt;
(Fire)&lt;br /&gt;
Initiate of Elmal.&lt;br /&gt;
&lt;br /&gt;
; Hero Points&lt;br /&gt;
: 3&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
*Fire 1W&lt;br /&gt;
**Horsemanship +1&lt;br /&gt;
*Truth 16&lt;br /&gt;
**Vigilant +1&lt;br /&gt;
*Harmony 13&lt;br /&gt;
**Field Medicine +1&lt;br /&gt;
&lt;br /&gt;
*Member of the Narri clan 13&lt;br /&gt;
&lt;br /&gt;
*Herdsman 2W&lt;br /&gt;
**Sling +1&lt;br /&gt;
**Spear +1&lt;br /&gt;
&lt;br /&gt;
*Stoic 13&lt;br /&gt;
*Shrewd trader 17&lt;br /&gt;
*Golden shield 13&lt;br /&gt;
&lt;br /&gt;
*Sidekick Old Tol the Alynx 13&lt;br /&gt;
**Rune affinity Yinkin 1W&lt;br /&gt;
**Fiercely Loyal 19&lt;br /&gt;
**Climb Cliffs and Trees 18&lt;br /&gt;
&lt;br /&gt;
==== Distinguishing Characteristic ====&lt;br /&gt;
&lt;br /&gt;
*Hard Set Chin 13&lt;br /&gt;
&lt;br /&gt;
==== Magic ====&lt;br /&gt;
&lt;br /&gt;
*(Truth) Stay Awake for Days talent 17&lt;br /&gt;
*(Fire) Create Heatless Torch spell 13&lt;br /&gt;
*(Harmony) Healing Berries charm 13&lt;br /&gt;
&lt;br /&gt;
==== Lingering Benefits ====&lt;br /&gt;
&lt;br /&gt;
=== Flaws ===&lt;br /&gt;
&lt;br /&gt;
*Empathetic to outcasts 2W&lt;br /&gt;
*Overly Ambitious 13&lt;br /&gt;
*Vendetta 3W&lt;br /&gt;
&lt;br /&gt;
==== States of Adversity ====&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
The chieftain presented Kaveh with a &lt;br /&gt;
Golden shield&lt;br /&gt;
taken as booty from the Sun Domers by the Greydogs, and gifted to the Narri as brideprice.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Horse is a mare called Amarilis, lost a foal recently&lt;br /&gt;
&lt;br /&gt;
Wed to Roan&#039;s childhood sweetheart, Erissa, known as Mother-to-Many. Two children. Oldest is a boy, Bren. Wee girl is called Kedra.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Garzen_the_Giant&amp;diff=206683</id>
		<title>And The Creek Don&#039;t Rise:Garzen the Giant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Garzen_the_Giant&amp;diff=206683"/>
		<updated>2012-05-14T00:51:19Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Abilities */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:And The Creek Don&#039;t Rise|Garzen Giant]] &lt;br /&gt;
&lt;br /&gt;
== Garzen the Giant ==&lt;br /&gt;
&lt;br /&gt;
Longthinking Humakti Thane of the Narri Clan Ring.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
* Death&lt;br /&gt;
* Air&lt;br /&gt;
* Truth&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206682</id>
		<title>Red Cliff Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206682"/>
		<updated>2012-05-14T00:48:45Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Other groups */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Red Cliff Domain=&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Moon reeds and moon boats===&lt;br /&gt;
In distant Darjiin, Bevelatia wears the Heron Mask for her goddess, SurEnslib, and guards her most precious secrets. It is she who must be courted when the Emperor wishes to have a new moonboat constructed. Worse to Dara Happan eyes, it is she who holds the Water Marriage Secret to enthrone the legitimate Emperor (see Imperial Lunar Handbook1 p.31). &lt;br /&gt;
&lt;br /&gt;
Among Dara Happans, it is the leagues of noble families that form alliances and act behind closed doors to decide the future of the Empire. Few of these leagues accept that the Darjiini, who have been conquered many times by Dara Happa and should remain subjugated, have this hold over the Emperor. To seek to break Darjiin, they have unravelled the moon reed secret and have enlisted a league of Dara Happan military familes, the Pure Sky Burnished Kite League, to act as the spear that will pierce the gut of Darjiin. &lt;br /&gt;
&lt;br /&gt;
General Theophilon Faius Gisto is known for his cunning and willingness to adopt unconventional strategies. Finding agents from among his own troops, he has spent almost a decade manouevring into position. Following the invasion of Heortland, news of the Third Ford Incident reached Raibanth. The plan was finally set in motion.&lt;br /&gt;
&lt;br /&gt;
The General was to engineer a situation in which he would be seen as a liability to the Lunar Army and would be awarded a grant on the Zola Fel in distant Prax and so disappear. There he would grow the moon reed and build the first moon boat with the aid of a magician from the College of Magic, Bellabarisruk. Break the Darjiini monopoly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;News of his success is awaited in Raibanth...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*&#039;&#039;&#039;1602&#039;&#039;&#039; - Boldhome sacked by the Lunar Empire - Theophilon Faius Gisto is present in the Lunar forces.&lt;br /&gt;
*&#039;&#039;&#039;1610&#039;&#039;&#039; - Lunar conquest of Pavis.&lt;br /&gt;
*&#039;&#039;&#039;1615&#039;&#039;&#039; - Duke Raus is ceded a land grant on the Zola Fel.&lt;br /&gt;
*&#039;&#039;&#039;1618&#039;&#039;&#039; - Setting out from Corflu, Faius Gisto leads a series of raids into Heortland as a precursor to an invasion. He is held responsible for the Third Ford Incident.[http://wiki.rpg.net/index.php/Red_Cliff_Domain:Anusiya_of_Urvairinus_Origine#The_Third_Ford_Incident] Almost simultaneously, activities of the subcult Urvairinus Origine are unearthed within his troops. The General retires from the army, taking up a land grant (the Red Cliffs Domain) on the Zola Fel. By the end of the year, the grant is settled, fortified and irrigation channels have been dug.&lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Lunar forces invade Heortland.  &lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Although the land on the Red Cliffs Domain is quickly being turned to agriculture, and alliances formed with an assortment of local groups, Faius Gisto succumbs to the chills and dies, to be succeeded by his daughter Beltis. Shortly afterwards, his wife and son quit the grant.&lt;br /&gt;
*&#039;&#039;&#039;1620&#039;&#039;&#039; - It is now Sea Season and the River of Cradles is in full flow.&lt;br /&gt;
&lt;br /&gt;
===The Red Cliffs Domain grant===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*It is generally understood that it is Fazzur Wideread who was responsible for the recent allottment of land grants to the north and south of Duke Raus&#039; grant. &lt;br /&gt;
*Those in Faius Gisto&#039;s inner circle were made well aware, upon his arrival in the Red Cliffs Domain, that the documents in his possession awarded him land north and south of the North Bog but also an equal area extending down to the Great Bog. This land is under Raus&#039; markers, although the Duke refused to show his own papers to the General and has continued to refuse to show these to Beltis. If appropriately irrigated, this land would make excellent rice beds, yet Raus has yet to alot the land to settlers.&lt;br /&gt;
*Following the General&#039;s untimely demise, ownership of the grant became an important issue. Beltis has not shown the documents awarding the grant to her father to anyone so the nature of the award is unknown, in particular whether it is to be inherited or to return the Governor of Pavis. If inherited, Dara Happan customs would pass the grant to the General&#039;s son, but the boy is barely a Dara Happan. Meanwhile, Lunar customs would pass the grant to his eldest daughter, Beltis, though some interpretations might grant one of his wives. By driving her stepmother and brother out, Beltis appears to have resolved the issue for the time being, but the rumours that Erinetha has been associating with Raus in Pavis have generated a lot of speculation and uncertainty.&lt;br /&gt;
&lt;br /&gt;
*Currently the Polemarch is planning to lay claim to Raus&#039; land and then place him in the city of Pavis as an asset. Once there Lok plans to steal Raus&#039; et and make him look an ass....&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
*[[Lok Stok ]] played by Walkie Talkie Noise Decoder&lt;br /&gt;
*[[Sistan Partesh, Polemarch of the Anusiya]] played by Nexus Indivulsus&lt;br /&gt;
&lt;br /&gt;
===What type of game do you want?===&lt;br /&gt;
Please put these in your personal order of preference, one order for each of you unless you wish to arrive at a consensus. If you think of anything else, please put it in your list. Note there is a fair amount of overlap and we can revise the order as we go..&lt;br /&gt;
*&#039;&#039;&#039;Our choice&#039;&#039;&#039;&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Causing trouble for the neighbors (especially like the idea of messing Raus up)&lt;br /&gt;
*Causing trouble for the authorities (Whole point we&#039;re there)&lt;br /&gt;
&lt;br /&gt;
*Mostly by the following methods:&lt;br /&gt;
&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons &lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Banditry if furthering the above&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtlings and some of the monsters mentioned too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Defending the territory&lt;br /&gt;
*All kickers and bangs&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons (half inspired by the film of the name, half by soaps - can be fun)&lt;br /&gt;
*Travel&lt;br /&gt;
*Banditry proper&lt;br /&gt;
*Heroic saving of villages masked as banditry&lt;br /&gt;
*Causing trouble for the neighbours&lt;br /&gt;
*Causing trouble for the authorities&lt;br /&gt;
*Fighting&lt;br /&gt;
*Lots of monsters - trolls, broo, scorpion men, tusk riders, giants, elves, others and combinations thereof&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtling&lt;br /&gt;
*World events (Hero Wars)&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
===Durulz===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullwush Bogsnipers&#039;&#039;&#039;, &#039;&#039;&#039;Illusion and Disorder&#039;&#039;&#039; and Durulz bandits who operate out of the North Bog, led by Sleek Goldeneye. Allies of the Red Cliff grant. We help them with their foes and they provide marsh-aware protection and early warning. &lt;br /&gt;
* &#039;&#039;&#039;Sleek Goldeneye&#039;&#039;&#039; - Durulz bandit, leader of the Bullwush Bogsnipers and arch-rival to Pinfeather. Sleek seems himself as a level above Pinfeather, though he is yet to match his rival&#039;s power. Sleek&#039;s dream is to fly...&lt;br /&gt;
*&#039;&#039;&#039;Wendy Wed Beak&#039;&#039;&#039; the bandit leader&#039;s dame,  from Duck point.&lt;br /&gt;
&lt;br /&gt;
===Faius Gisto family and entourage===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Beltis Mageera&#039;&#039;&#039; Eldest daughter of General Faius Gisto. Recruited by the Pure Sky Burnished Kite League, she took a caravan of Lodrili farmers to Pavis to reunite with her father in the Red Cliff Domain. When her father died she took on the mantle of running the colony, stating that her father&#039;s soul had not departed but was now resident in his unit&#039;s standard and that she was taking instruction from him. She soon entered into conflict with her stepmother and half-brother. Eventually these were driven out. On more formal occasions, Beltis wears the headress and robes of a Hon-eel acolyte. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Erinetha of Alda-Chur&#039;&#039;&#039; A tribeswoman of the Tovtaros, Erinetha took up with Theophilon some two-score years ago and travelled with him on his campaigns until his death. Something of a wild woman, her exotic dress and her insistence on going barefoot to show off her blue tattoed feet only contributed to Faius Gisto&#039;s ever-spiralling reputation. Although Erinetha seemed to get on with Theophilon&#039;s daughter Beltis, the two began arguing after his death, eventually leading to Erinetha quitting the grantland with her son in tow. Traders have brought rumours that she has since been seen frequenting Duke Raus&#039; townhouse in Pavis, sporting fine silks and leather shoes of all things. No-one knows quite what to make of it, while none have dared broach the subject with Betis. (Erinetha&#039;s epithet was given her by her husband&#039;s men, though naturally she is not from Alda-Chur and in fact always despised the place).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto III (deceased)&#039;&#039;&#039; Dara Happan General, hero of the invasions of Sartar and Heortland, father to Beltis and holder of the Red Cliff Domain grantland before his death. While Theophilon was on campaign, his wife (Beltis&#039; mother, a minor noble) and daughters remained in their native Raibanth. During the Sartar campaign, he took a tribeswoman from the uplands near Alda-Chur to his bed. She was named Erinetha and with their two sons travelled with Theophilon on his subsequent campaigns, though the elder of the boys was killed by a river spirit while boating.  After the Third Ford Incident, a disastrous manouevre that led to the loss of almost an entire polemarch, Theophilon retired to take up the Red Cliff Domain on the Zola Fel. He died of the chills some three seasons later. According to Beltis, his soul now resides in his unit&#039;s standard, that she keeps in her house. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto IV&#039;&#039;&#039; Son of Faius Gisto and Erinetha, driven out by Beltis with his mother.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bellabarisruk, Warden of the Seven Keys&#039;&#039;&#039; Lunar Magician who stole the moon reed secret from the Darjiini. The secret alone is not enough, so he rode the Crimson Bat to the moon to steal the reeds too.&lt;br /&gt;
&lt;br /&gt;
* [[Clan Cangachero]]. &#039;&#039;&#039;Earth, Life, Disorder.&#039;&#039;&#039;Rice farmers and ...erm...bandits. In that order...possibly. We are not a war clan, but a Take your resources clan.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
&lt;br /&gt;
* Red Cliff Newtlings. Help out with the reed beds and run the ferry between the beds (East bank) and the main steading (West bank). A clutch of extended families (as far as anyone can tell at least) who were recruited from the Zebraside newtling population on promise of food and security (it&#039;s tough being a newtling). &lt;br /&gt;
** Fee&#039;renzzoon (Fee) Nominal leader/spokesnewt and ferryman.&#039;&#039;&#039; Water, Harmony, Communication&#039;&#039;&#039;&lt;br /&gt;
** Ss&#039;ulmakro Frog Woman/Zola Fel cultist and Wise Newt.&#039;&#039;&#039; Water, Harmony, Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Ten Tall Men, Fire, Movement, Death. Agimori Mercenaries.&lt;br /&gt;
** Baba Gul Bir&lt;br /&gt;
** Fanazi Iki&lt;br /&gt;
** Uc, Dörd,Bes, Altı, Yeddi, Sekkiz, Doqquz and On.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NAMES&#039;&#039;&#039; Lunar Priests/Priestesses. Tend the Seven Mothers shrine and have been promised a temple sponsorship upon successful completion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weeders&#039;&#039;&#039; A few Darjiini, worshippers of Vargar, who came to the Domain with (DHG). They keep to themsleves. Includes our Moonboat pilot and a competent healer-witch.&lt;br /&gt;
&lt;br /&gt;
===Duke Raus===&lt;br /&gt;
* &#039;&#039;&#039;Daine&#039;&#039;&#039;, &#039;&#039;&#039;Truth and Death&#039;&#039;&#039; Raus&#039; man. &lt;br /&gt;
* &#039;&#039;&#039;Jared&#039;&#039;&#039;, Daine&#039;s servant. Loyalty 2W. Not very communicative, has a sweaty brow and speaks very low.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
&lt;br /&gt;
*[[Red Cliffs Gazetteer]] - Enclosing the tributary to the Zola Fel, these cliffs light the sky red, an effect visible all the way up to the Sun Dome.&lt;br /&gt;
&lt;br /&gt;
*Paddy fields.&lt;br /&gt;
**Rice: known as the Eggs of Biselenslib.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
* [[Red Cliff Domain:Anusiya of Urvairinus Origine|Anusiya of Urvairinus Origine]] A small unit of Sworn Companions in the Lunar subcult Urvairinus Origine. Dedicated to revitalising the Imperial Army through novel tactics and strategies. Disbanded when their subcult became known to a Dara Happan Staff Officer, Temar SixPens. They were given the option of trial on charges of Heresy and Unsanctioned Scriptural Innovation or taking early retirement without benefits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Sky Burnished Kite League&#039;&#039;&#039; - A Dara Happan League, of which Faius Gisto was a member, that harks back to the days when Dara Happa was prominent. It is this league that is financing operations in the Red Cliff Domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Corflu/Southerly Grantlands to Pavis&lt;br /&gt;
**Sea salt&lt;br /&gt;
**Certain exotic and civilized goods, with a high value-to-weight ratio, including spices, furs, and educated slaves, are imported through Corflu and shipped upriver to Pavis by boat.&lt;br /&gt;
** Food stuffs from Grantlands that aren&#039;t destined for export abroad to Esrolia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Pavis to Corflu&lt;br /&gt;
**Few items of comparable value are available for export (mainly unskilled slaves, hides, and curios, artifacts and precious metals and stones from the Rubble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Caravan from Corflu to Pavis&lt;br /&gt;
**Same as boats during Fire season?&lt;br /&gt;
**Wood from rafts that floated downstream with goods. (read that somewhere, can&#039;t remember where though)&lt;br /&gt;
&lt;br /&gt;
*Caravan from Pavis to Corflu&lt;br /&gt;
&lt;br /&gt;
==Campaign Notes==&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Matters==&lt;br /&gt;
&lt;br /&gt;
[[The River Rite of Kinope]]&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Garzen_the_Giant&amp;diff=206652</id>
		<title>And The Creek Don&#039;t Rise:Garzen the Giant</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Garzen_the_Giant&amp;diff=206652"/>
		<updated>2012-05-13T00:26:41Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: Created page with &amp;quot;== Garzen the Giant ==  Longthinking Humakti Thane of the Narri Clan Ring.  === Abilities ===  * Death * ? * Truth&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;== Garzen the Giant ==&lt;br /&gt;
&lt;br /&gt;
Longthinking Humakti Thane of the Narri Clan Ring.&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
* Death&lt;br /&gt;
* ?&lt;br /&gt;
* Truth&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Main_Page&amp;diff=206651</id>
		<title>And The Creek Don&#039;t Rise:Main Page</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Main_Page&amp;diff=206651"/>
		<updated>2012-05-13T00:24:07Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Clan Ring */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:And The Creek Don&#039;t Rise|Main Page]]&lt;br /&gt;
[[Category:PBP]]&lt;br /&gt;
&lt;br /&gt;
= Orlanth&#039;s Willing, and The Creek Don&#039;t Rise =&lt;br /&gt;
&lt;br /&gt;
A play-by-post game of Colymar rebels using &#039;&#039;HeroQuest Core Rules&#039;&#039;, &#039;&#039;Sartar: Kingdom of Heroes&#039;&#039;, and &#039;&#039;Sartar Companion&#039;&#039; from [http://moondesignpublications.com/ Moon Design Publications]&lt;br /&gt;
&lt;br /&gt;
== Threads ==&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?609488-GM-wanted-Glorantha-3rd-age GM wanted]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?621190-Recruitment-HeroQuest-Sartar-And-The-Creek-Don-t-Rise Recruitment]&lt;br /&gt;
&lt;br /&gt;
=== OOC ===&lt;br /&gt;
&lt;br /&gt;
* [http://invisiblecastle.com/campaign/view/26939/ Invisible Castle]&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?620670-HeroQuest-Sartar-And-The-Creek-Don-t-Rise Out-of-Character]&lt;br /&gt;
&lt;br /&gt;
=== IC ===&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/showthread.php?620671-HeroQuest-Sartar-And-The-Creek-Don-t-Rise In-Character]&lt;br /&gt;
&lt;br /&gt;
== Clan ==&lt;br /&gt;
&lt;br /&gt;
* [[And The Creek Don&#039;t Rise:Clan History|Clan History]]&lt;br /&gt;
* [[And The Creek Don&#039;t Rise:Clan Sheet|Clan Sheet]]&lt;br /&gt;
&lt;br /&gt;
== Player Characters ==&lt;br /&gt;
&lt;br /&gt;
* [[And_The_Creek_Don%27t_Rise:Kaveh|Kaveh]] (played by [http://forum.rpg.net/member.php?17480-Mandacaru Mandacaru]) &lt;br /&gt;
* [[And The Creek Don&#039;t Rise:Sargandi|Sargandi]] (played by [http://forum.rpg.net/member.php?68052-Nexus-Indivulsus Nexus Indivulsus]) &lt;br /&gt;
* [[And The Creek Don&#039;t Rise:Helvam Stormsorrow|Helvam Stormsorrow]] (played by [http://forum.rpg.net/member.php?3165-Kaiu-Keiichi Kaiu Keiichi]) &lt;br /&gt;
* [[And_The_Creek_Don%27t_Rise:Jargaran|Jargaran]] (played by [http://forum.rpg.net/member.php?47071-Ninevehn Ninevehn]) &lt;br /&gt;
* [[And_The_Creek_Don%27t_Rise:Roan_Garansson|Roan Garansson]] (played by [http://forum.rpg.net/member.php?68644-Walkie-Talkie-Noise-Decoder Walkie Talkie Noise Decoder])&lt;br /&gt;
&lt;br /&gt;
== Clan Ring ==&lt;br /&gt;
&lt;br /&gt;
* [[And The Creek Don&#039;t Rise:Garzen the Giant|Garzen the Giant]] (played by [http://forum.rpg.net/member.php?17480-Mandacaru Mandacaru]) &lt;br /&gt;
* [[And The Creek Don&#039;t Rise:Granny Pelki|Granny Pelki]] (played by [http://forum.rpg.net/member.php?68052-Nexus-Indivulsus Nexus Indivulsus]) &lt;br /&gt;
* [[And_The_Creek_Don%27t_Rise:Thandrana_Copper_Tongue|Thandrana Copper Tongue]] (played by [http://forum.rpg.net/member.php?68644-Walkie-Talkie-Noise-Decoder Walkie Talkie Noise Decoder])&lt;br /&gt;
&lt;br /&gt;
== Narrators ==&lt;br /&gt;
&lt;br /&gt;
* [http://forum.rpg.net/member.php?61490-AndrewTBP AndrewTBP]&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206650</id>
		<title>And The Creek Don&#039;t Rise:Kaveh</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206650"/>
		<updated>2012-05-13T00:16:48Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Flaws */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:And The Creek Don&#039;t Rise|Kaveh]]&lt;br /&gt;
&lt;br /&gt;
== Kaveh the Vigilant Herdsman ==&lt;br /&gt;
&lt;br /&gt;
Stoic Member of the Narri clan.&lt;br /&gt;
&lt;br /&gt;
(Fire)&lt;br /&gt;
Initiate of Elmal.&lt;br /&gt;
&lt;br /&gt;
; Hero Points&lt;br /&gt;
: 3&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
*Fire 1W&lt;br /&gt;
**Horsemanship +1&lt;br /&gt;
*Truth 16&lt;br /&gt;
**Vigilant +1&lt;br /&gt;
*Harmony 13&lt;br /&gt;
**Field Medicine +1&lt;br /&gt;
&lt;br /&gt;
*Member of the Narri clan 13&lt;br /&gt;
&lt;br /&gt;
*Herdsman 2W&lt;br /&gt;
**Sling +1&lt;br /&gt;
**Spear +1&lt;br /&gt;
&lt;br /&gt;
*Stoic 13&lt;br /&gt;
*Shrewd trader 17&lt;br /&gt;
*Golden shield 13&lt;br /&gt;
&lt;br /&gt;
*Sidekick Old Tol the Alynx 13&lt;br /&gt;
**Rune affinity Yinkin 1W&lt;br /&gt;
**Fiercely Loyal 19&lt;br /&gt;
**Climb Cliffs and Trees 18&lt;br /&gt;
&lt;br /&gt;
==== Distinguishing Characteristic ====&lt;br /&gt;
&lt;br /&gt;
*Hard Set Chin 13&lt;br /&gt;
&lt;br /&gt;
==== Magic ====&lt;br /&gt;
&lt;br /&gt;
*(Truth) Stay Awake for Days talent 17&lt;br /&gt;
*(Fire) Create Heatless Torch spell 13&lt;br /&gt;
*(Harmony) Healing Berries charm 13&lt;br /&gt;
&lt;br /&gt;
==== Lingering Benefits ====&lt;br /&gt;
&lt;br /&gt;
=== Flaws ===&lt;br /&gt;
&lt;br /&gt;
*Empathetic to outcasts 2W&lt;br /&gt;
*Overly Ambitious 13&lt;br /&gt;
*Vendetta 3W&lt;br /&gt;
&lt;br /&gt;
==== States of Adversity ====&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
The chieftain presented Kaveh with a &lt;br /&gt;
Golden shield&lt;br /&gt;
taken as booty from the Sun Domers by the Greydogs, and gifted to the Narri as brideprice.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Horse is a mare called Amarilis, lost a foal recently&lt;br /&gt;
&lt;br /&gt;
Wed to Roan&#039;s childhood sweetheart. Two children. Oldest is a boy, Bren.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206646</id>
		<title>And The Creek Don&#039;t Rise:Kaveh</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=And_The_Creek_Don%27t_Rise:Kaveh&amp;diff=206646"/>
		<updated>2012-05-12T22:30:07Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Notes */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Category:And The Creek Don&#039;t Rise|Kaveh]]&lt;br /&gt;
&lt;br /&gt;
== Kaveh the Vigilant Herdsman ==&lt;br /&gt;
&lt;br /&gt;
Stoic Member of the Narri clan.&lt;br /&gt;
&lt;br /&gt;
(Fire)&lt;br /&gt;
Initiate of Elmal.&lt;br /&gt;
&lt;br /&gt;
; Hero Points&lt;br /&gt;
: 3&lt;br /&gt;
&lt;br /&gt;
=== Abilities ===&lt;br /&gt;
&lt;br /&gt;
*Fire 1W&lt;br /&gt;
**Horsemanship +1&lt;br /&gt;
*Truth 16&lt;br /&gt;
**Vigilant +1&lt;br /&gt;
*Harmony 13&lt;br /&gt;
**Field Medicine +1&lt;br /&gt;
&lt;br /&gt;
*Member of the Narri clan 13&lt;br /&gt;
&lt;br /&gt;
*Herdsman 2W&lt;br /&gt;
**Sling +1&lt;br /&gt;
**Spear +1&lt;br /&gt;
&lt;br /&gt;
*Stoic 13&lt;br /&gt;
*Shrewd trader 17&lt;br /&gt;
*Golden shield 13&lt;br /&gt;
&lt;br /&gt;
*Sidekick Old Tol the Alynx 13&lt;br /&gt;
**Rune affinity Yinkin 1W&lt;br /&gt;
**Fiercely Loyal 19&lt;br /&gt;
**Climb Cliffs and Trees 18&lt;br /&gt;
&lt;br /&gt;
==== Distinguishing Characteristic ====&lt;br /&gt;
&lt;br /&gt;
*Hard Set Chin 13&lt;br /&gt;
&lt;br /&gt;
==== Magic ====&lt;br /&gt;
&lt;br /&gt;
*(Truth) Stay Awake for Days talent 17&lt;br /&gt;
*(Fire) Create Heatless Torch spell 13&lt;br /&gt;
*(Harmony) Healing Berries charm 13&lt;br /&gt;
&lt;br /&gt;
==== Lingering Benefits ====&lt;br /&gt;
&lt;br /&gt;
=== Flaws ===&lt;br /&gt;
&lt;br /&gt;
*Empathetic to outcasts 2W&lt;br /&gt;
*Bad liar 13&lt;br /&gt;
*Vendetta 3W&lt;br /&gt;
&lt;br /&gt;
==== States of Adversity ====&lt;br /&gt;
&lt;br /&gt;
== Backstory ==&lt;br /&gt;
&lt;br /&gt;
The chieftain presented Kaveh with a &lt;br /&gt;
Golden shield&lt;br /&gt;
taken as booty from the Sun Domers by the Greydogs, and gifted to the Narri as dowry.&lt;br /&gt;
&lt;br /&gt;
== Notes ==&lt;br /&gt;
&lt;br /&gt;
Horse is a mare called Amarilis, lost a foal recently&lt;br /&gt;
&lt;br /&gt;
Wed to Roan&#039;s childhood sweetheart. Two children. Oldest is a boy, Bren.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206438</id>
		<title>Red Cliff Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206438"/>
		<updated>2012-05-10T02:07:38Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Timeline */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Red Cliff Domain=&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Moon reeds and moon boats===&lt;br /&gt;
In distant Darjiin, Bevelatia wears the Heron Mask for her goddess, SurEnslib, and guards her most precious secrets. It is she who must be courted when the Emperor wishes to have a new moonboat constructed. Worse to Dara Happan eyes, it is she who holds the Water Marriage Secret to enthrone the legitimate Emperor (see Imperial Lunar Handbook1 p.31). &lt;br /&gt;
&lt;br /&gt;
Among Dara Happans, it is the leagues of noble families that form alliances and act behind closed doors to decide the future of the Empire. Few of these leagues accept that the Darjiini, who have been conquered many times by Dara Happa and should remain subjugated, have this hold over the Emperor. To seek to break Darjiin, they have unravelled the moon reed secret and have enlisted a league of Dara Happan military familes, the Pure Sky Burnished Kite League, to act as the spear that will pierce the gut of Darjiin. &lt;br /&gt;
&lt;br /&gt;
General Theophilon Faius Gisto is known for his cunning and willingness to adopt unconventional strategies. Finding agents from among his own troops, he has spent almost a decade manouevring into position. Following the invasion of Heortland, news of the Third Ford Incident reached Raibanth. The plan was finally set in motion.&lt;br /&gt;
&lt;br /&gt;
The General was to engineer a situation in which he would be seen as a liability to the Lunar Army and would be awarded a grant on the Zola Fel in distant Prax and so disappear. There he would grow the moon reed and build the first moon boat with the aid of a magician from the College of Magic, Bellabarisruk. Break the Darjiini monopoly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;News of his success is awaited in Raibanth...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*&#039;&#039;&#039;1602&#039;&#039;&#039; - Boldhome sacked by the Lunar Empire - Theophilon Faius Gisto is present in the Lunar forces.&lt;br /&gt;
*&#039;&#039;&#039;1610&#039;&#039;&#039; - Lunar conquest of Pavis.&lt;br /&gt;
*&#039;&#039;&#039;1615&#039;&#039;&#039; - Duke Raus is ceded a land grant on the Zola Fel.&lt;br /&gt;
*&#039;&#039;&#039;1618&#039;&#039;&#039; - Setting out from Corflu, Faius Gisto leads a series of raids into Heortland as a precursor to an invasion. He is held responsible for the Third Ford Incident.[http://wiki.rpg.net/index.php/Red_Cliff_Domain:Anusiya_of_Urvairinus_Origine#The_Third_Ford_Incident] Almost simultaneously, activities of the subcult Urvairinus Origine are unearthed within his troops. The General retires from the army, taking up a land grant (the Red Cliffs Domain) on the Zola Fel. By the end of the year, the grant is settled, fortified and irrigation channels have been dug.&lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Lunar forces invade Heortland.  &lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Although the land on the Red Cliffs Domain is quickly being turned to agriculture, and alliances formed with an assortment of local groups, Faius Gisto succumbs to the chills and dies, to be succeeded by his daughter Beltis. Shortly afterwards, his wife and son quit the grant.&lt;br /&gt;
*&#039;&#039;&#039;1620&#039;&#039;&#039; - It is now Sea Season and the River of Cradles is in full flow.&lt;br /&gt;
&lt;br /&gt;
===The Red Cliffs Domain grant===&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*It is generally understood that it is Fazzur Wideread who was responsible for the recent allottment of land grants to the north and south of Duke Raus&#039; grant. &lt;br /&gt;
*Those in Faius Gisto&#039;s inner circle were made well aware, upon his arrival in the Red Cliffs Domain, that the documents in his possession awarded him land north and south of the North Bog but also an equal area extending down to the Great Bog. This land is under Raus&#039; markers, although the Duke refused to show his own papers to the General and has continued to refuse to show these to Beltis. If appropriately irrigated, this land would make excellent rice beds, yet Raus has yet to alot the land to settlers.&lt;br /&gt;
*Following the General&#039;s untimely demise, ownership of the grant became an important issue. Beltis has not shown the documents awarding the grant to her father to anyone so the nature of the award is unknown, in particular whether it is to be inherited or to return the Governor of Pavis. If inherited, Dara Happan customs would pass the grant to the General&#039;s son, but the boy is barely a Dara Happan. Meanwhile, Lunar customs would pass the grant to his eldest daughter, Beltis, though some interpretations might grant one of his wives. By driving her stepmother and brother out, Beltis appears to have resolved the issue for the time being, but the rumours that Erinetha has been associating with Raus in Pavis have generated a lot of speculation and uncertainty.&lt;br /&gt;
&lt;br /&gt;
*Currently the Polemarch is planning to lay claim to Raus&#039; land and then place him in the city of Pavis as an asset. Once there Lok plans to steal Raus&#039; et and make him look an ass....&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
*[[Lok Stok ]] played by Walkie Talkie Noise Decoder&lt;br /&gt;
*[[Sistan Partesh, Polemarch of the Anusiya]] played by Nexus Indivulsus&lt;br /&gt;
&lt;br /&gt;
===What type of game do you want?===&lt;br /&gt;
Please put these in your personal order of preference, one order for each of you unless you wish to arrive at a consensus. If you think of anything else, please put it in your list. Note there is a fair amount of overlap and we can revise the order as we go..&lt;br /&gt;
*&#039;&#039;&#039;Our choice&#039;&#039;&#039;&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Causing trouble for the neighbors (especially like the idea of messing Raus up)&lt;br /&gt;
*Causing trouble for the authorities (Whole point we&#039;re there)&lt;br /&gt;
&lt;br /&gt;
*Mostly by the following methods:&lt;br /&gt;
&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons &lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Banditry if furthering the above&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtlings and some of the monsters mentioned too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Defending the territory&lt;br /&gt;
*All kickers and bangs&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons (half inspired by the film of the name, half by soaps - can be fun)&lt;br /&gt;
*Travel&lt;br /&gt;
*Banditry proper&lt;br /&gt;
*Heroic saving of villages masked as banditry&lt;br /&gt;
*Causing trouble for the neighbours&lt;br /&gt;
*Causing trouble for the authorities&lt;br /&gt;
*Fighting&lt;br /&gt;
*Lots of monsters - trolls, broo, scorpion men, tusk riders, giants, elves, others and combinations thereof&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtling&lt;br /&gt;
*World events (Hero Wars)&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
===Durulz===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullwush Bogsnipers&#039;&#039;&#039;, &#039;&#039;&#039;Illusion and Disorder&#039;&#039;&#039; and Durulz bandits who operate out of the North Bog, led by Sleek Goldeneye. Allies of the Red Cliff grant. We help them with their foes and they provide marsh-aware protection and early warning. &lt;br /&gt;
* &#039;&#039;&#039;Sleek Goldeneye&#039;&#039;&#039; - Durulz bandit, leader of the Bullwush Bogsnipers and arch-rival to Pinfeather. Sleek seems himself as a level above Pinfeather, though he is yet to match his rival&#039;s power. Sleek&#039;s dream is to fly...&lt;br /&gt;
*&#039;&#039;&#039;Wendy Wed Beak&#039;&#039;&#039; the bandit leader&#039;s dame,  from Duck point.&lt;br /&gt;
&lt;br /&gt;
===Faius Gisto family and entourage===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Beltis Mageera&#039;&#039;&#039; Eldest daughter of General Faius Gisto. Recruited by the Pure Sky Burnished Kite League, she took a caravan of Lodrili farmers to Pavis to reunite with her father in the Red Cliff Domain. When her father died she took on the mantle of running the colony, stating that her father&#039;s soul had not departed but was now resident in his unit&#039;s standard and that she was taking instruction from him. She soon entered into conflict with her stepmother and half-brother. Eventually these were driven out. On more formal occasions, Beltis wears the headress and robes of a Hon-eel acolyte. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Erinetha of Alda-Chur&#039;&#039;&#039; A tribeswoman of the Tovtaros, Erinetha took up with Theophilon some two-score years ago and travelled with him on his campaigns until his death. Something of a wild woman, her exotic dress and her insistence on going barefoot to show off her blue tattoed feet only contributed to Faius Gisto&#039;s ever-spiralling reputation. Although Erinetha seemed to get on with Theophilon&#039;s daughter Beltis, the two began arguing after his death, eventually leading to Erinetha quitting the grantland with her son in tow. Traders have brought rumours that she has since been seen frequenting Duke Raus&#039; townhouse in Pavis, sporting fine silks and leather shoes of all things. No-one knows quite what to make of it, while none have dared broach the subject with Betis. (Erinetha&#039;s epithet was given her by her husband&#039;s men, though naturally she is not from Alda-Chur and in fact always despised the place).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto III (deceased)&#039;&#039;&#039; Dara Happan General, hero of the invasions of Sartar and Heortland, father to Beltis and holder of the Red Cliff Domain grantland before his death. While Theophilon was on campaign, his wife (Beltis&#039; mother, a minor noble) and daughters remained in their native Raibanth. During the Sartar campaign, he took a tribeswoman from the uplands near Alda-Chur to his bed. She was named Erinetha and with their two sons travelled with Theophilon on his subsequent campaigns, though the elder of the boys was killed by a river spirit while boating.  After the Third Ford Incident, a disastrous manouevre that led to the loss of almost an entire polemarch, Theophilon retired to take up the Red Cliff Domain on the Zola Fel. He died of the chills some three seasons later. According to Beltis, his soul now resides in his unit&#039;s standard, that she keeps in her house. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto IV&#039;&#039;&#039; Son of Faius Gisto and Erinetha, driven out by Beltis with his mother.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bellabarisruk, Warden of the Seven Keys&#039;&#039;&#039; Lunar Magician who stole the moon reed secret from the Darjiini. The secret alone is not enough, so he rode the Crimson Bat to the moon to steal the reeds too.&lt;br /&gt;
&lt;br /&gt;
* [[Clan Cangachero]]. &#039;&#039;&#039;Earth, Life, Disorder.&#039;&#039;&#039;Rice farmers and ...erm...bandits. In that order...possibly. We are not a war clan, but a Take your resources clan.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
&lt;br /&gt;
* Red Cliff Newtlings. Help out with the reed beds and run the ferry between the beds (East bank) and the main steading (West bank). A clutch of extended families (as far as anyone can tell at least) who were recruited from the Zebraside newtling population on promise of food and security (it&#039;s tough being a newtling). &lt;br /&gt;
** Fee&#039;renzzoon (Fee) Nominal leader/spokesnewt and ferryman.&#039;&#039;&#039; Water, Harmony, Communication&#039;&#039;&#039;&lt;br /&gt;
** Ss&#039;ulmakro Frog Woman/Zola Fel cultist and Wise Newt.&#039;&#039;&#039; Water, Harmony, Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Ten Tall Men, Fire, Movement, Death. Agimori Mercenaries.&lt;br /&gt;
** Baba Gul &lt;br /&gt;
** Fanazi &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NAMES&#039;&#039;&#039; Lunar Priests/Priestesses. Tend the Seven Mothers shrine and have been promised a temple sponsorship upon successful completion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weeders&#039;&#039;&#039; A few Darjiini, worshippers of Vargar, who came to the Domain with (DHG). They keep to themsleves. Includes our Moonboat pilot and a competent healer-witch.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
&lt;br /&gt;
*[[Red Cliffs Gazetteer]] - Enclosing the tributary to the Zola Fel, these cliffs light the sky red, an effect visible all the way up to the Sun Dome.&lt;br /&gt;
&lt;br /&gt;
*Paddy fields.&lt;br /&gt;
**Rice: known as the Eggs of Biselenslib.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
* [[Red Cliff Domain:Anusiya of Urvairinus Origine|Anusiya of Urvairinus Origine]] A small unit of Sworn Companions in the Lunar subcult Urvairinus Origine. Dedicated to revitalising the Imperial Army through novel tactics and strategies. Disbanded when their subcult became known to a Dara Happan Staff Officer, Temar SixPens. They were given the option of trial on charges of Heresy and Unsanctioned Scriptural Innovation or taking early retirement without benefits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Sky Burnished Kite League&#039;&#039;&#039; - A Dara Happan League, of which Faius Gisto was a member, that harks back to the days when Dara Happa was prominent. It is this league that is financing operations in the Red Cliff Domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Corflu/Southerly Grantlands to Pavis&lt;br /&gt;
**Sea salt&lt;br /&gt;
**Certain exotic and civilized goods, with a high value-to-weight ratio, including spices, furs, and educated slaves, are imported through Corflu and shipped upriver to Pavis by boat.&lt;br /&gt;
** Food stuffs from Grantlands that aren&#039;t destined for export abroad to Esrolia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Pavis to Corflu&lt;br /&gt;
**Few items of comparable value are available for export (mainly unskilled slaves, hides, and curios, artifacts and precious metals and stones from the Rubble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Caravan from Corflu to Pavis&lt;br /&gt;
**Same as boats during Fire season?&lt;br /&gt;
**Wood from rafts that floated downstream with goods. (read that somewhere, can&#039;t remember where though)&lt;br /&gt;
&lt;br /&gt;
*Caravan from Pavis to Corflu&lt;br /&gt;
&lt;br /&gt;
==Campaign Notes==&lt;br /&gt;
&lt;br /&gt;
==Miscellaneous Matters==&lt;br /&gt;
&lt;br /&gt;
[[The River Rite of Kinope]]&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Red_Cliffs.jpg&amp;diff=206351</id>
		<title>File:Red Cliffs.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Red_Cliffs.jpg&amp;diff=206351"/>
		<updated>2012-05-08T02:45:34Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: uploaded a new version of &amp;amp;quot;File:Red Cliffs.jpg&amp;amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206054</id>
		<title>Red Cliff Domain</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Red_Cliff_Domain&amp;diff=206054"/>
		<updated>2012-05-03T01:55:59Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* The Red Cliffs Domain grant */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=Red Cliff Domain=&lt;br /&gt;
&lt;br /&gt;
==Background==&lt;br /&gt;
&lt;br /&gt;
===Moon reeds and moon boats===&lt;br /&gt;
In distant Darjiin, Bevelatia wears the Heron Mask for her goddess, SurEnslib, and guards her most precious secrets. It is she who must be courted when the Emperor wishes to have a new moonboat constructed. Worse to Dara Happan eyes, it is she who holds the Water Marriage Secret to enthrone the legitimate Emperor. &lt;br /&gt;
&lt;br /&gt;
Among Dara Happans, it is the leagues of noble families that form alliances and act behind closed doors to decide the future of the Empire. Few of these leagues accept that the Darjiini, who have been conquered many times by Dara Happa and should remain subjugated, have this hold over the Emperor. To seek to break Darjiin, they have unravelled the moon reed secret and have enlisted a league of Dara Happan military familes, the Pure Sky Burnished Kite League, to act as the spear that will pierce the gut of Darjiin. &lt;br /&gt;
&lt;br /&gt;
General Theophilon Faius Gisto is known for his cunning and willingness to adopt unconventional strategies. Finding agents from among his own troops, he has spent almost a decade manouevring into position. Following the invasion of Heortland, news of the Third Ford Incident reached Raibanth. The plan was finally set in motion.&lt;br /&gt;
&lt;br /&gt;
The General was to engineer a situation in which he would be seen as a liability to the Lunar Army and would be awarded a grant on the Zola Fel in distant Prax and so disappear. There he would grow the moon reed and build the first moon boat with the aid of a magician from the College of Magic, Bellabarisruk. Break the Darjiini monopoly. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;News of his success is awaited in Raibanth...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
===Timeline===&lt;br /&gt;
*&#039;&#039;&#039;1602&#039;&#039;&#039; - Boldhome sacked by the Lunar Empire - Theophilon Faius Gisto is present in the Lunar forces.&lt;br /&gt;
*&#039;&#039;&#039;1610&#039;&#039;&#039; - Lunar conquest of Pavis.&lt;br /&gt;
*&#039;&#039;&#039;1615&#039;&#039;&#039; - Duke Raus is ceded a land grant on the Zola Fel.&lt;br /&gt;
*&#039;&#039;&#039;1618&#039;&#039;&#039; - Setting out from Corflu, Faius Gisto leads a series of raids into Heortland as a precursor to an invasion. He is held responsible for the Third Ford Incident.[http://wiki.rpg.net/index.php/Red_Cliff_Domain:Anusiya_of_Urvairinus_Origine#The_Third_Ford_Incident] Almost simultaneously, activities of the subcult Urvairinus Origine are unearthed within his troops. The General retires from the army, taking up a land grant (the Red Cliffs Domain) on the Zola Fel. By the end of the year, the grant is settled, fortified and irrigation channels have been dug.&lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Lunar forces invade Heortland.  &lt;br /&gt;
*&#039;&#039;&#039;1619&#039;&#039;&#039; - Although the land on the Red Cliffs Domain is quickly being turned to agriculture, and alliances formed with an assortment of local groups, Faius Gisto succumbs to the chills and dies, to be succeeded by his daughter Beltis. Shortly afterwards, his wife and son quit the grant.&lt;br /&gt;
*&#039;&#039;&#039;1620&#039;&#039;&#039; - It is now Fire Season and the River of Cradles has begun to recede.&lt;br /&gt;
&lt;br /&gt;
===The Red Cliffs Domain grant===&lt;br /&gt;
[http://wiki.rpg.net/index.php/File:Red_Cliffs.jpg Map], if I can work out how to do this again&lt;br /&gt;
*It is generally understood that it is Fazzur Wideread who was responsible for the recent allottment of land grants to the north and south of Duke Raus&#039; grant. &lt;br /&gt;
*Those in Faius Gisto&#039;s inner circle were made well aware, upon his arrival in the Red Cliffs Domain, that the documents in his possession awarded him land north and south of the North Bog but also an equal area extending down to the Great Bog. This land is under Raus&#039; markers, although the Duke refused to show his own papers to the General and has continued to refuse to show these to Beltis. If appropriately irrigated, this land would make excellent rice beds, yet Raus has yet to alot the land to settlers.&lt;br /&gt;
*Following the General&#039;s untimely demise, ownership of the grant became an important issue. Beltis has not shown the documents awarding the grant to her father to anyone so the nature of the award is unknown, in particular whether it is to be inherited or to return the Governor of Pavis. If inherited, Dara Happan customs would pass the grant to the General&#039;s son, but the boy is barely a Dara Happan. Meanwhile, Lunar customs would pass the grant to his eldest daughter, Beltis, though some interpretations might grant one of his wives. By driving her stepmother and brother out, Beltis appears to have resolved the issue for the time being, but the rumours that Erinetha has been associating with Raus in Pavis have generated a lot of speculation and uncertainty.&lt;br /&gt;
&lt;br /&gt;
*Currently the Polemarch is planning to lay claim to Raus&#039; land and then place him in the city of Pavis as an asset.&lt;br /&gt;
&lt;br /&gt;
==Player Characters==&lt;br /&gt;
*[[Lok Stok ]] played by Walkie Talkie Noise Decoder&lt;br /&gt;
*[[Sistan Partesh, Polemarch of the Anusiya]] played by Nexus Indivulsus&lt;br /&gt;
&lt;br /&gt;
===What type of game do you want?===&lt;br /&gt;
Please put these in your personal order of preference, one order for each of you unless you wish to arrive at a consensus. If you think of anything else, please put it in your list. Note there is a fair amount of overlap and we can revise the order as we go..&lt;br /&gt;
*&#039;&#039;&#039;Our choice&#039;&#039;&#039;&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Causing trouble for the neighbors (especially like the idea of messing Raus up)&lt;br /&gt;
*Causing trouble for the authorities (Whole point we&#039;re there)&lt;br /&gt;
&lt;br /&gt;
*Mostly by the following methods:&lt;br /&gt;
&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons &lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Banditry if furthering the above&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtlings and some of the monsters mentioned too.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Troubleshooting for the boss&lt;br /&gt;
*Defending the territory&lt;br /&gt;
*All kickers and bangs&lt;br /&gt;
*All about your characters and the scrapes they get into&lt;br /&gt;
*Political intrigue&lt;br /&gt;
*Dangerous Liaisons (half inspired by the film of the name, half by soaps - can be fun)&lt;br /&gt;
*Travel&lt;br /&gt;
*Banditry proper&lt;br /&gt;
*Heroic saving of villages masked as banditry&lt;br /&gt;
*Causing trouble for the neighbours&lt;br /&gt;
*Causing trouble for the authorities&lt;br /&gt;
*Fighting&lt;br /&gt;
*Lots of monsters - trolls, broo, scorpion men, tusk riders, giants, elves, others and combinations thereof&lt;br /&gt;
*Interaction with different folk - ducks, Agimori, nomads, newtling&lt;br /&gt;
*World events (Hero Wars)&lt;br /&gt;
&lt;br /&gt;
==Non-Player Characters==&lt;br /&gt;
&lt;br /&gt;
===Durulz===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bullwush Bogsnipers&#039;&#039;&#039;, &#039;&#039;&#039;Illusion and Disorder&#039;&#039;&#039; and Durulz bandits who operate out of the North Bog, led by Sleek Goldeneye. Allies of the Red Cliff grant. We help them with their foes and they provide marsh-aware protection and early warning. &lt;br /&gt;
* &#039;&#039;&#039;Sleek Goldeneye&#039;&#039;&#039; - Durulz bandit, leader of the Bullwush Bogsnipers and arch-rival to Pinfeather. Sleek seems himself as a level above Pinfeather, though he is yet to match his rival&#039;s power. Sleek&#039;s dream is to fly...&lt;br /&gt;
*&#039;&#039;&#039;Wendy Wed Beak&#039;&#039;&#039; the bandit leader&#039;s dame,  from Duck point.&lt;br /&gt;
&lt;br /&gt;
===Faius Gisto family and entourage===&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Beltis Mageera&#039;&#039;&#039; Eldest daughter of General Faius Gisto. Recruited by the Pure Sky Burnished Kite League, she took a caravan of Lodrili farmers to Pavis to reunite with her father in the Red Cliff Domain. When her father died she took on the mantle of running the colony, stating that her father&#039;s soul had not departed but was now resident in his unit&#039;s standard and that she was taking instruction from him. She soon entered into conflict with her stepmother and half-brother. Eventually these were driven out. On more formal occasions, Beltis wears the headress and robes of a Hon-eel acolyte. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Erinetha of Alda-Chur&#039;&#039;&#039; A tribeswoman of the Tovtaros, Erinetha took up with Theophilon some two-score years ago and travelled with him on his campaigns until his death. Something of a wild woman, her exotic dress and her insistence on going barefoot to show off her blue tattoed feet only contributed to Faius Gisto&#039;s ever-spiralling reputation. Although Erinetha seemed to get on with Theophilon&#039;s daughter Beltis, the two began arguing after his death, eventually leading to Erinetha quitting the grantland with her son in tow. Traders have brought rumours that she has since been seen frequenting Duke Raus&#039; townhouse in Pavis, sporting fine silks and leather shoes of all things. No-one knows quite what to make of it, while none have dared broach the subject with Betis. (Erinetha&#039;s epithet was given her by her husband&#039;s men, though naturally she is not from Alda-Chur and in fact always despised the place).&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto III (deceased)&#039;&#039;&#039; Dara Happan General, hero of the invasions of Sartar and Heortland, father to Beltis and holder of the Red Cliff Domain grantland before his death. While Theophilon was on campaign, his wife (Beltis&#039; mother, a minor noble) and daughters remained in their native Raibanth. During the Sartar campaign, he took a tribeswoman from the uplands near Alda-Chur to his bed. She was named Erinetha and with their two sons travelled with Theophilon on his subsequent campaigns, though the elder of the boys was killed by a river spirit while boating.  After the Third Ford Incident, a disastrous manouevre that led to the loss of almost an entire polemarch, Theophilon retired to take up the Red Cliff Domain on the Zola Fel. He died of the chills some three seasons later. According to Beltis, his soul now resides in his unit&#039;s standard, that she keeps in her house. &lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Theophilon Faius Gisto IV&#039;&#039;&#039; Son of Faius Gisto and Erinetha, driven out by Beltis with his mother.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Bellabarisruk, Warden of the Seven Keys&#039;&#039;&#039; Lunar Magician who stole the moon reed secret from the Darjiini. The secret alone is not enough, so he rode the Crimson Bat to the moon to steal the reeds too.&lt;br /&gt;
&lt;br /&gt;
* [[Clan Cangachero]]. &#039;&#039;&#039;Earth, Life, Disorder.&#039;&#039;&#039;Rice farmers and ...erm...bandits. In that order...possibly. We are not a war clan, but a Take your resources clan.&lt;br /&gt;
&lt;br /&gt;
===Other groups===&lt;br /&gt;
&lt;br /&gt;
* Red Cliff Newtlings. Help out with the reed beds and run the ferry between the beds (East bank) and the main steading (West bank). A clutch of extended families (as far as anyone can tell at least) who were recruited from the Zebraside newtling population on promise of food and security (it&#039;s tough being a newtling). &lt;br /&gt;
** Fee&#039;renzzoon (Fee) Nominal leader/spokesnewt and ferryman.&#039;&#039;&#039; Water, Harmony, Communication&#039;&#039;&#039;&lt;br /&gt;
** Ss&#039;ulmakro Frog Woman cultist and Wise Newt.&#039;&#039;&#039; Water, Harmony, Spirit&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
* The Ten Tall Men, Fire, Movement, Death. Agimori Mercenaries.&lt;br /&gt;
** Baba Gul &lt;br /&gt;
** Fanazi &lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;NAMES&#039;&#039;&#039; Lunar Priests/Priestesses. Tend the Seven Mothers shrine and have been promised a temple sponsorship upon successful completion.&lt;br /&gt;
&lt;br /&gt;
* &#039;&#039;&#039;Weeders&#039;&#039;&#039; A few Darjiini, worshippers of Vargar, who came to the Domain with (DHG). They keep to themsleves. Includes our Moonboat pilot and a competent healer-witch.&lt;br /&gt;
&lt;br /&gt;
==Places of Interest==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Red cliffs&#039;&#039;&#039; - Enclosing the tributary to the Zola Fel, these cliffs light the sky red, an effect visible all the way up to the Sun Dome.&lt;br /&gt;
&lt;br /&gt;
*Paddy fields.&lt;br /&gt;
**Rice: known as the Eggs of Biselenslib.&lt;br /&gt;
&lt;br /&gt;
==Organizations==&lt;br /&gt;
* [[Red Cliff Domain:Anusiya of Urvairinus Origine|Anusiya of Urvairinus Origine]] A small unit of Sworn Companions in the Lunar subcult Urvairinus Origine. Dedicated to revitalising the Imperial Army through novel tactics and strategies. Disbanded when their subcult became known to a Dara Happan Staff Officer, Temar SixPens. They were given the option of trial on charges of Heresy and Unsanctioned Scriptural Innovation or taking early retirement without benefits.&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Pure Sky Burnished Kite League&#039;&#039;&#039; - A Dara Happan League, of which Faius Gisto was a member, that harks back to the days when Dara Happa was prominent. It is this league that is financing operations in the Red Cliff Domain.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Trade==&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Corflu/Southerly Grantlands to Pavis&lt;br /&gt;
**Sea salt&lt;br /&gt;
**Certain exotic and civilized goods, with a high value-to-weight ratio, including spices, furs, and educated slaves, are imported through Corflu and shipped upriver to Pavis by boat.&lt;br /&gt;
** Food stuffs from Grantlands that aren&#039;t destined for export abroad to Esrolia.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*River from Pavis to Corflu&lt;br /&gt;
**Few items of comparable value are available for export (mainly unskilled slaves, hides, and curios, artifacts and precious metals and stones from the Rubble)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*Caravan from Corflu to Pavis&lt;br /&gt;
**Same as boats during Fire season?&lt;br /&gt;
**Wood from rafts that floated downstream with goods. (read that somewhere, can&#039;t remember where though)&lt;br /&gt;
&lt;br /&gt;
*Caravan from Pavis to Corflu&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Red_Cliffs.jpg&amp;diff=206053</id>
		<title>File:Red Cliffs.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Red_Cliffs.jpg&amp;diff=206053"/>
		<updated>2012-05-03T01:48:25Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:SP_detail.JPG&amp;diff=147403</id>
		<title>File:SP detail.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:SP_detail.JPG&amp;diff=147403"/>
		<updated>2010-06-16T11:43:11Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alard_Raddle&amp;diff=147302</id>
		<title>Alard Raddle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alard_Raddle&amp;diff=147302"/>
		<updated>2010-06-15T00:20:58Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Alard Raddle&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039;7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Brown, beardless&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Brown&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 2 (Footpad)&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1220/2400 (+5%)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 13 (+1 hit, dmg, doors)&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039;  6 (Partial ability to write)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;  8 (-1 Save vs. magic)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (-1AC; +1 Missile; +1 Init)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039;  7 (-1HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039;  9 (4 retainers; morale 7)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 4&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 120&#039;/40&#039;/120&#039; &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*Language: Common, Ghinoran&lt;br /&gt;
*Thief skills&lt;br /&gt;
**Open Locks 20%&lt;br /&gt;
**Find/Remove Traps 15%&lt;br /&gt;
**Pick Pocket 25%&lt;br /&gt;
**Move Silently 25%&lt;br /&gt;
**Climb Sheer Surfaces 88%&lt;br /&gt;
**Hide in Shadows 15%&lt;br /&gt;
**Hear Noise 1-2&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 395&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;25PP 10GP EP SP CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Spear	3	30 1d6&lt;br /&gt;
**Normal Dagger		10 1d4&lt;br /&gt;
**Normal Dagger	3	10 1d4&lt;br /&gt;
**Long Bow w/ 20 Arrows 40 30 &lt;br /&gt;
**Sling W/ 30 Stones*	2	m 1d4&lt;br /&gt;
**Leather Armor	20	200 &lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Backpack	5	m&lt;br /&gt;
**Flask of Oil	2	m &lt;br /&gt;
**Iron Rations (preserved, 1 person/1 week)	15	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m &lt;br /&gt;
**Thieves&#039; Tools	25	m &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Milo_Raddle&amp;diff=147301</id>
		<title>Milo Raddle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Milo_Raddle&amp;diff=147301"/>
		<updated>2010-06-15T00:08:38Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Gear and Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Milo Raddle&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 23&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039;9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Red, with an impressive beard&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Brown&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Cleric of Thunor, God of Thunder&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1231/1500 (+10%)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039;  8 (Partial ability to write)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 18 (+3 Save vs. magic)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039;  8 (+1AC; -1 Missile; -1 Init)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 16 (+2 HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 16 (+1 Reaction; 6 retainers; morale 9)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 5&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 60&#039;/20&#039;/60&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 11&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 12&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*L1 Spell: CLW&lt;br /&gt;
*Language: Common, Ghinoran&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 645&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;25PP 10GP EP SP CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Warhammer	5	30 1d6&lt;br /&gt;
**Sling W/ 30 Stones	2	m 1d4&lt;br /&gt;
**Chain Mail Armor	40	400&lt;br /&gt;
**Shield	10	100 &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Holy Symbol	25	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Backpack	5	m&lt;br /&gt;
**3 x Flask of Oil	2	m&lt;br /&gt;
**Hammer (small)	2	m&lt;br /&gt;
**Iron Spike (12)	1	m&lt;br /&gt;
**Lantern	10	m&lt;br /&gt;
**Mirror (hand-size, steel)	5	m&lt;br /&gt;
**Iron Rations (preserved, 1 person/1 week)	15	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Rope (50&#039;)	1	m&lt;br /&gt;
**Large Sack	2	m&lt;br /&gt;
**Tinder Box (flint &amp;amp; steel)	3	m&lt;br /&gt;
**Water Skin	1	m&lt;br /&gt;
**Water Skin	1	m&lt;br /&gt;
**Wine Skin 1 m&lt;br /&gt;
**Wine (1 quart)	1	m&lt;br /&gt;
**Wolfsbane (1 pouch)	10	m &lt;br /&gt;
**Wooden Pole (10&#039;)	1	m &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Herk&amp;diff=147299</id>
		<title>Herk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Herk&amp;diff=147299"/>
		<updated>2010-06-15T00:08:23Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Gear and Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Herk the Skandik&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 23&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039;9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Blond and long, bearded &lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Fighter&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1143/2000&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039;  7 (semi-literate in Common)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;  9 &lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+1HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039;  9&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 4/5&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 60&#039;/20&#039;/60&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 12&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 14 &lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 15&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*Languages: Common, Skandik&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 785&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;25PP(carried by Tibald) 12GP EP SP CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Battle Axe (two-handed)	7	50 1d8&lt;br /&gt;
**Spear 3 30 1d6&lt;br /&gt;
**Normal Dagger		10 1d4&lt;br /&gt;
**Silver Dagger		10 1d4&lt;br /&gt;
**Long Bow w/ 20 Arrows		30 &lt;br /&gt;
**Quiver w/ 20 Arrows		m&lt;br /&gt;
**Long Bow w/ 17 Arrows  30  &lt;br /&gt;
**Shield	10	100 &lt;br /&gt;
**Chain 40 400&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Backpack	5	m &lt;br /&gt;
**3 x Standard Rations (unpreserved, 1 person/1 week)	15	m&lt;br /&gt;
**Water Skin	1	m &lt;br /&gt;
**Flask of Oil	2	m &lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Alard_Raddle&amp;diff=147298</id>
		<title>Alard Raddle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Alard_Raddle&amp;diff=147298"/>
		<updated>2010-06-15T00:07:51Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Alard Raddle&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039;7&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Brown, beardless&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Brown&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Thief&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 2&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1220/???? (+5%)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 13 (+1 hit, dmg, doors)&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039;  6 (Partial ability to write)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;  8 (-1 Save vs. magic)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 14 (-1AC; +1 Missile; +1 Init)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039;  7 (-1HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039;  9 (4 retainers; morale 7)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 7&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 3&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 120&#039;/40&#039;/120&#039; &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*Language: Common, Ghinoran&lt;br /&gt;
*Thief skills&lt;br /&gt;
**Open Locks 15%&lt;br /&gt;
**Find/Remove Traps 10%&lt;br /&gt;
**Pick Pocket 20%&lt;br /&gt;
**Move Silently 20%&lt;br /&gt;
**Climb Sheer Surfaces 87%&lt;br /&gt;
**Hide in Shadows 10%&lt;br /&gt;
**Hear Noise 1-2&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 395&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;25PP 10GP EP SP CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Spear	3	30 1d6&lt;br /&gt;
**Normal Dagger		10 1d4&lt;br /&gt;
**Normal Dagger	3	10 1d4&lt;br /&gt;
**Long Bow w/ 20 Arrows 40 30 &lt;br /&gt;
**Sling W/ 30 Stones*	2	m 1d4&lt;br /&gt;
**Leather Armor	20	200 &lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Backpack	5	m&lt;br /&gt;
**Flask of Oil	2	m &lt;br /&gt;
**Iron Rations (preserved, 1 person/1 week)	15	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m &lt;br /&gt;
**Thieves&#039; Tools	25	m &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tibald_the_Ox&amp;diff=147297</id>
		<title>Tibald the Ox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tibald_the_Ox&amp;diff=147297"/>
		<updated>2010-06-15T00:07:25Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Tibald the Ox&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 87&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 4&#039;10&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Red, with an unimpressive beard&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Brown&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Dwarf&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1220/2200 (+5%)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 13 (+1 hit, dmg, doors)&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 15 (+1 language; Read/write)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;  9 &lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039;  8 (+1AC; -1 Missile; -1 Init)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039;  7 (+1 Reaction; 3 retainers; morale 6)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 120&#039;/40&#039;/120&#039; &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 8&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 9 &lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 10 &lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*Infravision up to 60 feet&lt;br /&gt;
*2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped.&lt;br /&gt;
*Languages: Common, Dwarvish, Goblin, Gnome, Kobold, Orcish&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 272&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;25PP 2GP EP SP CP&#039;&#039; &amp;amp; Herk&#039;s 25PP carried for him (in Enc above)&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Warhammer	5	30 1d6&lt;br /&gt;
**Sling W/ 30 Stones	2	m 1d4&lt;br /&gt;
**Normal Dagger		10 1d4&lt;br /&gt;
**Shield	10	100 &lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Backpack	5	m &lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Water Skin	1	m &lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Milo_Raddle&amp;diff=147296</id>
		<title>Milo Raddle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Milo_Raddle&amp;diff=147296"/>
		<updated>2010-06-15T00:06:16Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Gear and Treasure */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Milo Raddle&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 23&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039;9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Red, with an impressive beard&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Brown&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Cleric of Thunor, God of Thunder&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1231/1500 (+10%)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039;  8 (Partial ability to write)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 18 (+3 Save vs. magic)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039;  8 (+1AC; -1 Missile; -1 Init)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 16 (+2 HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 16 (+1 Reaction; 6 retainers; morale 9)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 5&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 60&#039;/20&#039;/60&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 11&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 12&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*L1 Spell: CLW&lt;br /&gt;
*Language: Common, Ghinoran&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 635&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;25PP 10GP EP SP CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Warhammer	5	30 1d6&lt;br /&gt;
**Sling W/ 30 Stones	2	m 1d4&lt;br /&gt;
**Chain Mail Armor	40	400&lt;br /&gt;
**Shield	10	100 &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Holy Symbol	25	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Backpack	5	m&lt;br /&gt;
**3 x Flask of Oil	2	m&lt;br /&gt;
**Hammer (small)	2	m&lt;br /&gt;
**Iron Spike (12)	1	m&lt;br /&gt;
**Lantern	10	m&lt;br /&gt;
**Mirror (hand-size, steel)	5	m&lt;br /&gt;
**Iron Rations (preserved, 1 person/1 week)	15	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Rope (50&#039;)	1	m&lt;br /&gt;
**Large Sack	2	m&lt;br /&gt;
**Tinder Box (flint &amp;amp; steel)	3	m&lt;br /&gt;
**Water Skin	1	m&lt;br /&gt;
**Water Skin	1	m&lt;br /&gt;
**Wine Skin 1 m&lt;br /&gt;
**Wine (1 quart)	1	m&lt;br /&gt;
**Wolfsbane (1 pouch)	10	m &lt;br /&gt;
**Wooden Pole (10&#039;)	1	m &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Herk&amp;diff=147295</id>
		<title>Herk</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Herk&amp;diff=147295"/>
		<updated>2010-06-15T00:03:31Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Herk the Skandik&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 23&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039;9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Blond and long, bearded &lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Blue&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Fighter&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1143/2000&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039;  7 (semi-literate in Common)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;  9 &lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 14 (+1HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039;  9&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 4/5&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 60&#039;/20&#039;/60&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 12&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 14 &lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 15&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 16&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*Languages: Common, Skandik&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 773&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;12GP&#039;&#039; &#039;&#039;EP&#039;&#039; &#039;&#039;SP&#039;&#039; &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Battle Axe (two-handed)	7	50 1d8&lt;br /&gt;
**Spear 3 30 1d6&lt;br /&gt;
**Normal Dagger		10 1d4&lt;br /&gt;
**Silver Dagger		10 1d4&lt;br /&gt;
**Long Bow w/ 20 Arrows		30 &lt;br /&gt;
**Quiver w/ 20 Arrows		m&lt;br /&gt;
**Long Bow w/ 17 Arrows  30  &lt;br /&gt;
**Shield	10	100 &lt;br /&gt;
**Chain 40 400&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Backpack	5	m &lt;br /&gt;
**3 x Standard Rations (unpreserved, 1 person/1 week)	15	m&lt;br /&gt;
**Water Skin	1	m &lt;br /&gt;
**Flask of Oil	2	m &lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Tibald_the_Ox&amp;diff=147294</id>
		<title>Tibald the Ox</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Tibald_the_Ox&amp;diff=147294"/>
		<updated>2010-06-15T00:02:39Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Tibald the Ox&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 87&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 4&#039;10&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Red, with an unimpressive beard&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Brown&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Dwarf&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1220/2200 (+5%)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 13 (+1 hit, dmg, doors)&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039; 15 (+1 language; Read/write)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039;  9 &lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039;  8 (+1AC; -1 Missile; -1 Init)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 13 (+1HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039;  7 (+1 Reaction; 3 retainers; morale 6)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 9&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 120&#039;/40&#039;/120&#039; &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039; &lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 8&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 9 &lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 10 &lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 13&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 12&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*Infravision up to 60 feet&lt;br /&gt;
*2 in 6 (1-2 on 1d6) chance of detecting traps, false walls, hidden construction, or noticing if passages are sloped.&lt;br /&gt;
*Languages: Common, Dwarvish, Goblin, Gnome, Kobold, Orcish&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 220&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;2GP&#039;&#039; &#039;&#039;EP&#039;&#039; &#039;&#039;SP&#039;&#039; &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Warhammer	5	30 1d6&lt;br /&gt;
**Sling W/ 30 Stones	2	m 1d4&lt;br /&gt;
**Normal Dagger		10 1d4&lt;br /&gt;
**Shield	10	100 &lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Backpack	5	m &lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Water Skin	1	m &lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Milo_Raddle&amp;diff=147293</id>
		<title>Milo Raddle</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Milo_Raddle&amp;diff=147293"/>
		<updated>2010-06-15T00:02:14Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[D&amp;amp;D Survival B/X:Main Page|Back to main page]]&lt;br /&gt;
[[D&amp;amp;D Survival B/X:Team Mandacaru|Back to Team Mandacaru]]&lt;br /&gt;
==Biographical Info==&lt;br /&gt;
*&#039;&#039;&#039;Name&#039;&#039;&#039; Milo Raddle&lt;br /&gt;
*&#039;&#039;&#039;Sex&#039;&#039;&#039; Male&lt;br /&gt;
*&#039;&#039;&#039;Age&#039;&#039;&#039; 23&lt;br /&gt;
*&#039;&#039;&#039;Height&#039;&#039;&#039; 5&#039;9&amp;quot;&lt;br /&gt;
*&#039;&#039;&#039;Weight&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hair&#039;&#039;&#039; Red, with an impressive beard&lt;br /&gt;
*&#039;&#039;&#039;Eyes&#039;&#039;&#039; Brown&lt;br /&gt;
*&#039;&#039;&#039;Skin&#039;&#039;&#039; White&lt;br /&gt;
*&#039;&#039;&#039;History and Personality&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Description&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
==Characteristics==&lt;br /&gt;
*&#039;&#039;&#039;Class&#039;&#039;&#039; Cleric of Thunor, God of Thunder&lt;br /&gt;
*&#039;&#039;&#039;Level&#039;&#039;&#039; 1&lt;br /&gt;
*&#039;&#039;&#039;EXP&#039;&#039;&#039; 1231/1500 (+10%)&lt;br /&gt;
*&#039;&#039;&#039;Alignment&#039;&#039;&#039; L&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;STR&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;INT&#039;&#039;&#039;  8 (Partial ability to write)&lt;br /&gt;
*&#039;&#039;&#039;WIS&#039;&#039;&#039; 18 (+3 Save vs. magic)&lt;br /&gt;
*&#039;&#039;&#039;DEX&#039;&#039;&#039;  8 (+1AC; -1 Missile; -1 Init)&lt;br /&gt;
*&#039;&#039;&#039;CON&#039;&#039;&#039; 16 (+2 HP)&lt;br /&gt;
*&#039;&#039;&#039;CHR&#039;&#039;&#039; 16 (+1 Reaction; 6 retainers; morale 9)&lt;br /&gt;
&lt;br /&gt;
==Combat Stats==&lt;br /&gt;
*&#039;&#039;&#039;THAC0&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;AC&#039;&#039;&#039; 5&lt;br /&gt;
*&#039;&#039;&#039;HP&#039;&#039;&#039; 8&lt;br /&gt;
*&#039;&#039;&#039;Move&#039;&#039;&#039; 60&#039;/20&#039;/60&#039;  &lt;br /&gt;
*&#039;&#039;&#039;Saving Throws&#039;&#039;&#039;&lt;br /&gt;
**&#039;&#039;Death Ray or Poison&#039;&#039; 11&lt;br /&gt;
**&#039;&#039;Magic Wands&#039;&#039; 12&lt;br /&gt;
**&#039;&#039;Paralysis or Turn to Stone&#039;&#039; 14&lt;br /&gt;
**&#039;&#039;Dragon Breath&#039;&#039; 16&lt;br /&gt;
**&#039;&#039;Rod, Staff, or Spell&#039;&#039; 15&lt;br /&gt;
&lt;br /&gt;
==Race and Class Abilities==&lt;br /&gt;
*L1 Spell: CLW&lt;br /&gt;
*Language: Common, Ghinoran&lt;br /&gt;
&lt;br /&gt;
==Gear and Treasure==&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Encumbrance&#039;&#039;&#039; 610&lt;br /&gt;
*&#039;&#039;&#039;Coins&#039;&#039;&#039; &#039;&#039;10GP&#039;&#039; &#039;&#039;EP&#039;&#039; &#039;&#039;SP&#039;&#039; &#039;&#039;CP&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
**Warhammer	5	30 1d6&lt;br /&gt;
**Sling W/ 30 Stones	2	m 1d4&lt;br /&gt;
**Chain Mail Armor	40	400&lt;br /&gt;
**Shield	10	100 &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Gear&#039;&#039;&#039;&lt;br /&gt;
**Holy Symbol	25	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Backpack	5	m&lt;br /&gt;
**3 x Flask of Oil	2	m&lt;br /&gt;
**Hammer (small)	2	m&lt;br /&gt;
**Iron Spike (12)	1	m&lt;br /&gt;
**Lantern	10	m&lt;br /&gt;
**Mirror (hand-size, steel)	5	m&lt;br /&gt;
**Iron Rations (preserved, 1 person/1 week)	15	m&lt;br /&gt;
**Standard Rations (unpreserved, 1 person/1 week)	5	m&lt;br /&gt;
**Rope (50&#039;)	1	m&lt;br /&gt;
**Large Sack	2	m&lt;br /&gt;
**Tinder Box (flint &amp;amp; steel)	3	m&lt;br /&gt;
**Water Skin	1	m&lt;br /&gt;
**Water Skin	1	m&lt;br /&gt;
**Wine Skin 1 m&lt;br /&gt;
**Wine (1 quart)	1	m&lt;br /&gt;
**Wolfsbane (1 pouch)	10	m &lt;br /&gt;
**Wooden Pole (10&#039;)	1	m &lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Treasure&#039;&#039;&#039;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Snow_people_0.jpg&amp;diff=147292</id>
		<title>File:Snow people 0.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Snow_people_0.jpg&amp;diff=147292"/>
		<updated>2010-06-14T23:48:17Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=147291</id>
		<title>Heartstone Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=147291"/>
		<updated>2010-06-14T23:46:31Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sam&#039;s Fantasy Craft game.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently:&#039;&#039;&#039; Set-up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; YP498, the Month of Ganud and Hilfe, the first snows are melting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place:&#039;&#039;&#039; Abbey of St. Alcuin, Sunium in the [[HC_Places#The_Saphetian_Alliance|Saphetian Alliance]], Southern Sirdehaar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039; [http://forum.rpg.net/showthread.php?t=474061 Recruitment] IC OOC [http://www.crafty-games.com/node/348 Fantasy Craft] [http://forum.rpg.net/showthread.php?t=466849&amp;amp;page=10 mathey&#039;s review post]&lt;br /&gt;
&lt;br /&gt;
=Current Map=&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=Cheatsheet=&lt;br /&gt;
*&#039;&#039;&#039;Adventure 1&#039;&#039;&#039; Menace level II (Routine) Threat +0 / 1 dramatic scene / encounters minor-significant&lt;br /&gt;
*&#039;&#039;&#039;Scene 3&#039;&#039;&#039; Standard&lt;br /&gt;
*&#039;&#039;&#039;Temporary Qualities:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM Action Dice&#039;&#039;&#039; = No. PCs + 2(Menace) = 8 + 2(2) = &#039;&#039;&#039;12d6:&#039;&#039;&#039; 9&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC Action dice &amp;amp; Conditions:&#039;&#039;&#039; 3d4:&lt;br /&gt;
*Osrick Godstone       Spent: 0&lt;br /&gt;
*Zahra al-Nouri        Spent: 0&lt;br /&gt;
*Denedran Green-Eye    Spent: 0 Cond.: Distracted from physical activities +2 error range&lt;br /&gt;
*Ysuelt                Spent: 0  &lt;br /&gt;
*Singetorix            Spent: 0&lt;br /&gt;
*Miriam                Spent: 1&lt;br /&gt;
*Siyavash &amp;quot;Sukhbataar&amp;quot; Spent: 0&lt;br /&gt;
*Khadia                Spent: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Marching Order:&#039;&#039;&#039;&lt;br /&gt;
*Denedran&lt;br /&gt;
*Siyahash&lt;br /&gt;
*[gap]&lt;br /&gt;
*Khadia&lt;br /&gt;
*Ysuelt&lt;br /&gt;
*Tyrrha &amp;amp; Parsnip&lt;br /&gt;
*Zahra&lt;br /&gt;
*Osrick&lt;br /&gt;
*Miriam&lt;br /&gt;
*Singetorix&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP Awards&#039;&#039;&#039;:&lt;br /&gt;
* 25 Getting Armand to explain what the &amp;quot;package&amp;quot; is&lt;br /&gt;
* 25 Seeing through the priestess Zelaya&lt;br /&gt;
* 25 Realizing there would likely be watchers outside the monastery&lt;br /&gt;
* 50 Not saying yet&lt;br /&gt;
* 25 spotting and identifying Makra&lt;br /&gt;
=150&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&#039;&#039;Ordered by proposed social rank&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobility &amp;amp; Priesthood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Osrick|Osrick Godstone]] (The Pugilist)&#039;&#039;&#039;, Giant Adept and &#039;&#039;Priest&#039;&#039; of Zagros, M 39yo. Dedicated to gathering and classifying knowledge as part of an order of mystics/philosphers. &lt;br /&gt;
*&#039;&#039;&#039;[[Zahra al-Nouri]] (Koren n&#039;Rhys)&#039;&#039;&#039; Hathari priest-scholar, student of Saurian mysticism, focus on their symbolic/tattoo magic, F 19yo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizens &amp;amp; Soldiery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Denedran|Denedran Green-Eye]] (mathey)&#039;&#039;&#039; Tegay mountain man Warden and &#039;&#039;Scout&#039;&#039;, Heartstone Knight and member of a hero cult, veteran of Eastern campaigns, M 25yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Ysuelt]] (Deamon)&#039;&#039;&#039; Kurilese Aristocrat and &#039;&#039;Assassin&#039;&#039;, neglected daughter of a nobleman, F 20yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Singetorix]] (Julius Sleazer)&#039;&#039;&#039;, Human ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commoners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Miriam]] (tomas)&#039;&#039;&#039; Saphetian street urchin and reformed &#039;&#039;Burglar&#039;&#039; for a street gang, F #yo. Was saved by a Heartstone knight and acts as an agent for the order&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foreigners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Siyavash &amp;quot;Sukhbataar&amp;quot;]] (Asen_G)&#039;&#039;&#039; Vister nomad &#039;&#039;Lancer&#039;&#039; and axe-wielder, M 20yo.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[ Isandre ]] under construction (Drifter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Khadia]] (Stacie_GmrGrl)&#039;&#039;&#039; Saurian traveler from the Thousand Cities wandering the Empire and other lands in search of ..... something&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
*&#039;&#039;&#039;Permanent Campaign Qualities:&#039;&#039;&#039; &#039;&#039;Ancient&#039;&#039; &amp;amp; &#039;&#039;Miracles &amp;amp; Sorcery exist&#039;&#039; N.B. Qualities related to characters are with instructions for chargen, below.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Calendar|Calendar and Birth Alignments]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Empire|Empire]]&#039;&#039;&#039; - languages, customs, politics.&lt;br /&gt;
*&#039;&#039;&#039;[[HC History|History]]&#039;&#039;&#039; - and creation myth.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Places|People and Places]]&#039;&#039;&#039; - the four edges of the world are ruled by fierce Giants and are impassable. Just in case you were thinking of going there.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Races|Races]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Religion|Religion, Gods, Giants, Nymphs, Saints, Alignments]]&lt;br /&gt;
&lt;br /&gt;
[[Image: Tegayet.jpg|thumb|none|Tegayet]] [[Image:202D.JPG]]&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; Over the last few decades, some of the most important ideas of the age have been formulated into a series of iconic images and illuminated texts. At a remote abbey, a site for pilgrimage, they are to be bound into a codex and then copied, to be distributed by pilgrims around the Hugaar Empire. However, the past two years have brought increasingly rapacious incursions of western barbarians. As the spring snows melt and the mountain paths open, an armed group of pilgrims arrives at the abbey asking for refuge. As always, the abbey opens its gates. But an ancient saying is remembered: &#039;&#039;When the spring snow melts, Death knocks at the gate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039; The main inspirations (no more than that) are Europe in the Dark or early Middle Ages, the relation between East and West and in particular religious conflicts such as those over iconography. Invasions of barbarian hordes, usually invited to invade by political factions. The interplay between religious devotion and political expediency. Illiteracy is predominant, and knowledge is in the hands of a few. True Good and Evil do exist, but are very infrequently encountered; no temporal power has a monopoly over either.&lt;br /&gt;
	The intention of all of this is as coathangers for interesting characters, a scaffold for intrigue and for adventure. Not anthropowanking, or anything which might scare people off. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intentions for the Game:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Players who don`t have the rules&#039;&#039; – If I can drag good players in, ones who don’t &#039;&#039;a priori&#039;&#039; know chargen or the rules (people like Asen, Chalkline, Mr.A), then I am more than happy to put the extra effort in.&lt;br /&gt;
*&#039;&#039;Open-ended and long-running&#039;&#039; – I may use an episodic structure in order to introduce breaks.&lt;br /&gt;
*&#039;&#039;Character advancement and development&#039;&#039; – I see interesting characters as the centre for any game. So, characters must be rooted in the setting. &lt;br /&gt;
*&#039;&#039;Not railroaded&#039;&#039; – you are half-way through a ‘dungeon’; you get the notion that going back the way you came will confuse the hell out of the enemy – go for it!&lt;br /&gt;
*&#039;&#039;Participatory&#039;&#039; – (1) Please contribute to the setting, ideas for adventures, for NPCs. (2) this is the first time I run Fantasy Craft (I have mostly run Hero Quest) so I will need help with rules and with inevitable slip-ups.&lt;br /&gt;
*&#039;&#039;Occasional need for tactics&#039;&#039;. I love situations where players have to use their noddles to achieve some tricky objective, e.g. how to get across an open area of ground which is being watched, how to demonstrate to the local lord that his right-han man is a traitor, etc.&lt;br /&gt;
*&#039;&#039;Use of social and other skills&#039;&#039; as an alternative to bopping folk over the head (a major reason for choosing Fantasy Craft – there is crunch but there are also other options).&lt;br /&gt;
*&#039;&#039;Failure is Fun&#039;&#039; – if your characters tries something and fails, we try to make the result more interesting than if (s)he had succeeded. Check this out: http://www.heroquest-rpg.com/support/na_defeat.html.&lt;br /&gt;
*&#039;&#039;Friendly&#039;&#039; and with a lack of posturing – this comes from the choice of people to play with.&lt;br /&gt;
*&#039;&#039;Characters may have secrets&#039;&#039;. However, these should be made known to all at the ‘table’ except where short-term secrets add spice to a particular situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki &amp;amp; Posting to forum&#039;&#039;&#039;: &lt;br /&gt;
* Please do edit the wiki. There is lots which could be expanded upon (e.g. see foot of front page), although I want to hold on to a veto. &lt;br /&gt;
* Please post IC in the present tense, third person, and remember to include your character&#039;s name somewhere.&lt;br /&gt;
* Small OOC comments are fine at the foot of an IC post, with &amp;quot;OOC:...&amp;quot; and (a) italics, (b) colour Plum, or (c) spoiler tags (last is good for longer stuff).&lt;br /&gt;
* When you are taking actions, please be explicit as possible - best is to have lines ready on the character sheet to copy and paste, including page references if possible. Include Invisible Castle rolls but note that i will take some rolls for you (for speed or for some detection or perception things).&lt;br /&gt;
* When I get things wrong or piss you off, please let me know asap so I can edit posts and retro-fit as necessary.&lt;br /&gt;
* I hope to be able to post largish posts (where necessary) around twice a week, smaller ones through the week. Inevitably, things will get rocky at times.&lt;br /&gt;
* Once we get going, I will move this section, and the chargen section, off the front page, to keep this as a hub and for a list of characters and history.&lt;br /&gt;
&lt;br /&gt;
=Chargen=&lt;br /&gt;
# &#039;&#039;&#039;I roll for your stats&#039;&#039;&#039; - best 3 of 4d6, in fixed order. I give you a choice of three arrays. I also roll your birth month and day (twice, you choose) - this will give you a Birth Alignment (see Blessed feat below).&lt;br /&gt;
# &#039;&#039;&#039;We discuss your idea for a character.&#039;&#039;&#039; Please give some of the setting stuff a quick read – it is intended to inspire ideas (fingers crossed). &lt;br /&gt;
# &#039;&#039;&#039;Choose origins.&#039;&#039;&#039; Human is the default race, but there are variants and other races avilable, on the races page. Your homeland will also be a very important choice.&lt;br /&gt;
# &#039;&#039;&#039;Choose level 1 class.&#039;&#039;&#039; Note that some options will make little sense in the current game (e.g. Explorer – it is based on literacy an consulting public libraries all the time). &lt;br /&gt;
# &#039;&#039;&#039;Why is your character overwintering at the abbey?&#039;&#039;&#039; Some suggestions:&lt;br /&gt;
#* member of a religious order (priest, monk, nun, knight), local or visiting – could be one of the abbey illuminators. &lt;br /&gt;
#* member of the local community, or visiting it&lt;br /&gt;
#* pilgrim, vagabond or refugee who has been taken in&lt;br /&gt;
#* spy (!)&lt;br /&gt;
#* other&lt;br /&gt;
# &#039;&#039;&#039;Make character&#039;&#039;&#039;, using standard rules but taking note of the following “campaign qualities”:  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Qualities Related to Chargen:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-fast feats&#039;&#039;&#039; - Characters take an extra feat at each level (including 1st)&lt;br /&gt;
*&#039;&#039;&#039;Characters take a third feat at first character level&#039;&#039;&#039;, Blessed (i.e. one step along an Alignment Path). This will be determined by the month of the character&#039;s birth - I will roll a d12 twice and tell you the two options - you pick one of these. Nota Bene – the esult needn`t be something integral to your character just yet, and it could be something (s)he seeks to resist.&lt;br /&gt;
*&#039;&#039;&#039;Illiteracy&#039;&#039;&#039;: No-one is literate unless they have the specific feat, Literacy. Note that there will be alternatives to writing, where it is needed for magic, say. E.g. a fetish could substitute a scroll. My preference is that only one or two characters be literate.&lt;br /&gt;
*&#039;&#039;&#039;Iconic classes variant:&#039;&#039;&#039; No character &#039;&#039;loses&#039;&#039; action dice (or is otherwise penalised) for not taking an iconic class. Instead, they &#039;&#039;gain&#039;&#039; 1 action die if they take that class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Feats:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039;. Can only be taken at character level 1. Available to: Explorer, Keeper, Mage, Priest and Mage classes, or to Hathari.&lt;br /&gt;
*&#039;&#039;&#039;Lock of Hair&#039;&#039;&#039;. Some spells which are directed at an individual can be cast without the individual being present, provided the caster has in his/her possession an item belonging to that character, such as a lock of hair. Available spells are those of the following types: Curse, Blessing ...more? &#039;&#039;Trick&#039;&#039;: The caster can delay the spell so that it occurs only following some predefined trigger. This costs 1 action die and the associated spell points cannot be recovered until the spell has been triggered.&lt;br /&gt;
&lt;br /&gt;
=Story so Far=&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Notepad=&lt;br /&gt;
==For thought / discussion==&lt;br /&gt;
* Aim to run game: &lt;br /&gt;
*# based in one geographical location, with some local exploration and troubleshooting; &lt;br /&gt;
*# with a looser prequel to that (which could go in a different direction), or &lt;br /&gt;
*# with things falling apart - i.e. society is crumbling due to invasion, plague or what have you.&lt;br /&gt;
&lt;br /&gt;
==Needs  particular work / input==&lt;br /&gt;
# Local NPCs&lt;br /&gt;
# Gods&lt;br /&gt;
# Names for: Emperors, the Granite Tribe (I don&#039;t like that)&lt;br /&gt;
# Organizations&lt;br /&gt;
# Underworld (not if there is reincarnation!)&lt;br /&gt;
# Prophets&lt;br /&gt;
&lt;br /&gt;
==Cool Ideas==&lt;br /&gt;
# Place where the first dragon was born, not far from home.&lt;br /&gt;
&lt;br /&gt;
==Might be nice to have an idea at some point==&lt;br /&gt;
#Sirdehaar tribes&lt;br /&gt;
&lt;br /&gt;
==Thoughts from recruitment thread==&lt;br /&gt;
&#039;&#039;...that have NOT necessarily been addressed or incorporated...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-Prophets. Some of them real. For new approaches to the divine.&lt;br /&gt;
&lt;br /&gt;
-A world that is, mostly, on the ebb of the cycle of history. From the ebb will rise some great power...but who will it be?&lt;br /&gt;
&lt;br /&gt;
-Crises of faith, conversions of entire city states to new religions - by force or by inspiration. What actually happens when a god loses their worshippers...and is it true that the underworld is ruled by ancient former gods lost to the Kindred, [shorthand for the human-elf-giant thing] and not devils at all?&lt;br /&gt;
&lt;br /&gt;
Prophets, who&#039;s words and deeds change the religious thoughts of entire nations. Moses. Zarasuthra. Gautama. Confucious. Trippitakka...and a few conners and duds...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have one word for these characters: Huns!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AJC:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why are the barbarians sweeping across the lands? Is this necessarily a bad thing?&lt;br /&gt;
&lt;br /&gt;
What is the state of the empire? Really like the idea of the the hired mercenaries - are these also barbarians (from another land)?&lt;br /&gt;
&lt;br /&gt;
Is the concept of enlightment related to the Empire only, or generally acknowledged throughout the land?&lt;br /&gt;
&lt;br /&gt;
Saw a comment re your preference of a &amp;quot;lack&amp;quot; of Good and Evil...does this mean that things are all various shades of grey...what about absolutes such as &#039;&#039;&#039;angels/demons/&#039;&#039;&#039;etc?&lt;br /&gt;
&lt;br /&gt;
What are the relations between the various races? How do they perceive each other?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter again:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, we are looking at a reasonably innovative [tactics and perhaps some technology- wise] nomad nation that is invading/skirmishing with a massive but corrupt at the core Empire...&lt;br /&gt;
&lt;br /&gt;
If the barbarians are emulating mongols then they are well trained, well led and have a few tactics that will baffle the empires entrenched military.&lt;br /&gt;
&lt;br /&gt;
If the Empire is emulating the [later?] Byzantine Empire then it has corrupt administration and political systems alongside genuine zealots, some pretty cool technological gimmicks of their own and a bunch of barbarian feoderates of questionable loyalty.&lt;br /&gt;
&lt;br /&gt;
Maybe the few remaining drakes in the west have no love for the Empires Knights, who have hunted them in the past to near extinction.&lt;br /&gt;
&lt;br /&gt;
If you are considering twists, give the Nomads access to serious rocketry and mysterious subject troops from the far East to make and use them.&lt;br /&gt;
&lt;br /&gt;
I really like the idea of some form of Saurian nation to the South, and making it a cultured and ancient Empire, formed out of a number of riverine city states spread across the equivalent of the entire Nile system. Taking its current unified form of various Sultanates/Satrapcies based around culture, sub-species or environment, but ruled spiritually by a Divine Majestrix. You&#039;d basically have everything from primitive &#039;lizardmen&#039; to a sophisitcated series of city states and at least one Metropolis, where hundreds of thousands of Saurians and other races rub shoulders.&lt;br /&gt;
&lt;br /&gt;
It might seem pretty peaceful from the outside, but its peoples fight a whole range of internal wars, from regional tournaments to &#039;wars of flowers&#039;[assassin wars] to subject race proxy wars.&lt;br /&gt;
This is seen as good and healthy by the Sacred ruler who is the physical host of the spirit of their primal progenitor. She would be a living goddess, and all of her husbands would be considered sacred,as would her offspring. Her choice of husbands and semi divine children are based on the relative power of different factions and regions within the empire, and she can mate with any member sub-species [or different species, when it comes to it] by assuming their form. It is a unique power granted to each Majestrix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mathey:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It may be appropriate to come up with an order of monks or scholars or some combination of the twain to be responsible for the codex initially. Given the state of affairs, they may have ended up on the wrong side of a religious or political argument and been whittled down to a small number. They&#039;d likely have their own spin on the contents of the codex, possibly more or less accurate than most readings, possibly pretty crazy or apocalyptic.&lt;br /&gt;
&lt;br /&gt;
This order may be self-reliant and self-sustaining at this point, or maybe it has support from some warrior clan or sect to provide them with security. I think that could open up some potential for bookish as well as soldierly concepts with a deep bond with the campaign McGuffin from the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sam:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;whole fighting order&amp;quot; can easily be twelve people, if it is only just getting started.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=144185</id>
		<title>Heartstone Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=144185"/>
		<updated>2010-05-17T11:15:01Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sam&#039;s Fantasy Craft game.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently:&#039;&#039;&#039; Set-up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; YP498, the Month of Ganud and Hilfe, the first snows are melting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place:&#039;&#039;&#039; Abbey of St. Alcuin, Sunium in the [[HC_Places#The_Saphetian_Alliance|Saphetian Alliance]], Southern Sirdehaar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039; [http://forum.rpg.net/showthread.php?t=474061 Recruitment] IC OOC [http://www.crafty-games.com/node/348 Fantasy Craft] [http://forum.rpg.net/showthread.php?t=466849&amp;amp;page=10 mathey&#039;s review post]&lt;br /&gt;
&lt;br /&gt;
=Cheatsheet=&lt;br /&gt;
*&#039;&#039;&#039;Adventure 1&#039;&#039;&#039; Menace level II (Routine) Threat +0 / 1 dramatic scene / encounters minor-significant&lt;br /&gt;
*&#039;&#039;&#039;Scene 1&#039;&#039;&#039;, at the Abbey, Standard&lt;br /&gt;
*&#039;&#039;&#039;Temporary Qualities:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM Action Dice&#039;&#039;&#039; = No. PCs + 2(Menace) = 8 + 2(2) = &#039;&#039;&#039;12d6:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC Action dice:&#039;&#039;&#039; 3d4:&lt;br /&gt;
*Osrick Godstone       Spent: 0&lt;br /&gt;
*Zahra al-Nouri        Spent: 0&lt;br /&gt;
*Denedran Green-Eye    Spent: 0&lt;br /&gt;
*Ysuelt                Spent: 0  &lt;br /&gt;
*Singetorix            Spent: 0&lt;br /&gt;
*Miriam                Spent: 1&lt;br /&gt;
*Siyavash &amp;quot;Sukhbataar&amp;quot; Spent: 0&lt;br /&gt;
*Khadia                Spent: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP Awards&#039;&#039;&#039;:&lt;br /&gt;
* 25 Getting Armand to explain what the &amp;quot;package&amp;quot; is&lt;br /&gt;
* 25 Seeing through the priestess Zelaya&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&#039;&#039;Ordered by proposed social rank&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobility &amp;amp; Priesthood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Osrick|Osrick Godstone]] (The Pugilist)&#039;&#039;&#039;, Giant Adept and &#039;&#039;Priest&#039;&#039; of Zagros, M 39yo. Dedicated to gathering and classifying knowledge as part of an order of mystics/philosphers. &lt;br /&gt;
*&#039;&#039;&#039;[[Zahra al-Nouri]] (Koren n&#039;Rhys)&#039;&#039;&#039; Hathari priest-scholar, student of Saurian mysticism, focus on their symbolic/tattoo magic, F 19yo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizens &amp;amp; Soldiery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Denedran|Denedran Green-Eye]] (mathey)&#039;&#039;&#039; Tegay mountain man Warden and &#039;&#039;Scout&#039;&#039;, Heartstone Knight and member of a hero cult, veteran of Eastern campaigns, M 25yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Ysuelt]] (Deamon)&#039;&#039;&#039; Kurilese Aristocrat and &#039;&#039;Assassin&#039;&#039;, neglected daughter of a nobleman, F 20yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Singetorix]] (Julius Sleazer)&#039;&#039;&#039;, Human ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commoners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Miriam]] (tomas)&#039;&#039;&#039; Saphetian street urchin and reformed &#039;&#039;Burglar&#039;&#039; for a street gang, F #yo. Was saved by a Heartstone knight and acts as an agent for the order&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foreigners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Siyavash &amp;quot;Sukhbataar&amp;quot;]] (Asen_G)&#039;&#039;&#039; Vister nomad &#039;&#039;Lancer&#039;&#039; and axe-wielder, M 20yo.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[ Isandre ]] under construction (Drifter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Khadia]] (Stacie_GmrGrl)&#039;&#039;&#039; Saurian traveler from the Thousand Cities wandering the Empire and other lands in search of ..... something&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
*&#039;&#039;&#039;Permanent Campaign Qualities:&#039;&#039;&#039; &#039;&#039;Ancient&#039;&#039; &amp;amp; &#039;&#039;Miracles &amp;amp; Sorcery exist&#039;&#039; N.B. Qualities related to characters are with instructions for chargen, below.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Calendar|Calendar and Birth Alignments]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Empire|Empire]]&#039;&#039;&#039; - languages, customs, politics.&lt;br /&gt;
*&#039;&#039;&#039;[[HC History|History]]&#039;&#039;&#039; - and creation myth.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Places|People and Places]]&#039;&#039;&#039; - the four edges of the world are ruled by fierce Giants and are impassable. Just in case you were thinking of going there.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Races|Races]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Religion|Religion, Gods, Giants, Nymphs, Saints, Alignments]]&lt;br /&gt;
&lt;br /&gt;
[[Image: Tegayet.jpg|thumb|none|Tegayet]] [[Image:202D.JPG]]&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; Over the last few decades, some of the most important ideas of the age have been formulated into a series of iconic images and illuminated texts. At a remote abbey, a site for pilgrimage, they are to be bound into a codex and then copied, to be distributed by pilgrims around the Hugaar Empire. However, the past two years have brought increasingly rapacious incursions of western barbarians. As the spring snows melt and the mountain paths open, an armed group of pilgrims arrives at the abbey asking for refuge. As always, the abbey opens its gates. But an ancient saying is remembered: &#039;&#039;When the spring snow melts, Death knocks at the gate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039; The main inspirations (no more than that) are Europe in the Dark or early Middle Ages, the relation between East and West and in particular religious conflicts such as those over iconography. Invasions of barbarian hordes, usually invited to invade by political factions. The interplay between religious devotion and political expediency. Illiteracy is predominant, and knowledge is in the hands of a few. True Good and Evil do exist, but are very infrequently encountered; no temporal power has a monopoly over either.&lt;br /&gt;
	The intention of all of this is as coathangers for interesting characters, a scaffold for intrigue and for adventure. Not anthropowanking, or anything which might scare people off. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intentions for the Game:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Players who don`t have the rules&#039;&#039; – If I can drag good players in, ones who don’t &#039;&#039;a priori&#039;&#039; know chargen or the rules (people like Asen, Chalkline, Mr.A), then I am more than happy to put the extra effort in.&lt;br /&gt;
*&#039;&#039;Open-ended and long-running&#039;&#039; – I may use an episodic structure in order to introduce breaks.&lt;br /&gt;
*&#039;&#039;Character advancement and development&#039;&#039; – I see interesting characters as the centre for any game. So, characters must be rooted in the setting. &lt;br /&gt;
*&#039;&#039;Not railroaded&#039;&#039; – you are half-way through a ‘dungeon’; you get the notion that going back the way you came will confuse the hell out of the enemy – go for it!&lt;br /&gt;
*&#039;&#039;Participatory&#039;&#039; – (1) Please contribute to the setting, ideas for adventures, for NPCs. (2) this is the first time I run Fantasy Craft (I have mostly run Hero Quest) so I will need help with rules and with inevitable slip-ups.&lt;br /&gt;
*&#039;&#039;Occasional need for tactics&#039;&#039;. I love situations where players have to use their noddles to achieve some tricky objective, e.g. how to get across an open area of ground which is being watched, how to demonstrate to the local lord that his right-han man is a traitor, etc.&lt;br /&gt;
*&#039;&#039;Use of social and other skills&#039;&#039; as an alternative to bopping folk over the head (a major reason for choosing Fantasy Craft – there is crunch but there are also other options).&lt;br /&gt;
*&#039;&#039;Failure is Fun&#039;&#039; – if your characters tries something and fails, we try to make the result more interesting than if (s)he had succeeded. Check this out: http://www.heroquest-rpg.com/support/na_defeat.html.&lt;br /&gt;
*&#039;&#039;Friendly&#039;&#039; and with a lack of posturing – this comes from the choice of people to play with.&lt;br /&gt;
*&#039;&#039;Characters may have secrets&#039;&#039;. However, these should be made known to all at the ‘table’ except where short-term secrets add spice to a particular situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki &amp;amp; Posting to forum&#039;&#039;&#039;: &lt;br /&gt;
* Please do edit the wiki. There is lots which could be expanded upon (e.g. see foot of front page), although I want to hold on to a veto. &lt;br /&gt;
* Please post IC in the present tense, third person, and remember to include your character&#039;s name somewhere.&lt;br /&gt;
* Small OOC comments are fine at the foot of an IC post, with &amp;quot;OOC:...&amp;quot; and (a) italics, (b) colour Plum, or (c) spoiler tags (last is good for longer stuff).&lt;br /&gt;
* When you are taking actions, please be explicit as possible - best is to have lines ready on the character sheet to copy and paste, including page references if possible. Include Invisible Castle rolls but note that i will take some rolls for you (for speed or for some detection or perception things).&lt;br /&gt;
* When I get things wrong or piss you off, please let me know asap so I can edit posts and retro-fit as necessary.&lt;br /&gt;
* I hope to be able to post largish posts (where necessary) around twice a week, smaller ones through the week. Inevitably, things will get rocky at times.&lt;br /&gt;
* Once we get going, I will move this section, and the chargen section, off the front page, to keep this as a hub and for a list of characters and history.&lt;br /&gt;
&lt;br /&gt;
=Chargen=&lt;br /&gt;
# &#039;&#039;&#039;I roll for your stats&#039;&#039;&#039; - best 3 of 4d6, in fixed order. I give you a choice of three arrays. I also roll your birth month and day (twice, you choose) - this will give you a Birth Alignment (see Blessed feat below).&lt;br /&gt;
# &#039;&#039;&#039;We discuss your idea for a character.&#039;&#039;&#039; Please give some of the setting stuff a quick read – it is intended to inspire ideas (fingers crossed). &lt;br /&gt;
# &#039;&#039;&#039;Choose origins.&#039;&#039;&#039; Human is the default race, but there are variants and other races avilable, on the races page. Your homeland will also be a very important choice.&lt;br /&gt;
# &#039;&#039;&#039;Choose level 1 class.&#039;&#039;&#039; Note that some options will make little sense in the current game (e.g. Explorer – it is based on literacy an consulting public libraries all the time). &lt;br /&gt;
# &#039;&#039;&#039;Why is your character overwintering at the abbey?&#039;&#039;&#039; Some suggestions:&lt;br /&gt;
#* member of a religious order (priest, monk, nun, knight), local or visiting – could be one of the abbey illuminators. &lt;br /&gt;
#* member of the local community, or visiting it&lt;br /&gt;
#* pilgrim, vagabond or refugee who has been taken in&lt;br /&gt;
#* spy (!)&lt;br /&gt;
#* other&lt;br /&gt;
# &#039;&#039;&#039;Make character&#039;&#039;&#039;, using standard rules but taking note of the following “campaign qualities”:  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Qualities Related to Chargen:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-fast feats&#039;&#039;&#039; - Characters take an extra feat at each level (including 1st)&lt;br /&gt;
*&#039;&#039;&#039;Characters take a third feat at first character level&#039;&#039;&#039;, Blessed (i.e. one step along an Alignment Path). This will be determined by the month of the character&#039;s birth - I will roll a d12 twice and tell you the two options - you pick one of these. Nota Bene – the esult needn`t be something integral to your character just yet, and it could be something (s)he seeks to resist.&lt;br /&gt;
*&#039;&#039;&#039;Illiteracy&#039;&#039;&#039;: No-one is literate unless they have the specific feat, Literacy. Note that there will be alternatives to writing, where it is needed for magic, say. E.g. a fetish could substitute a scroll. My preference is that only one or two characters be literate.&lt;br /&gt;
*&#039;&#039;&#039;Iconic classes variant:&#039;&#039;&#039; No character &#039;&#039;loses&#039;&#039; action dice (or is otherwise penalised) for not taking an iconic class. Instead, they &#039;&#039;gain&#039;&#039; 1 action die if they take that class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Feats:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039;. Can only be taken at character level 1. Available to: Explorer, Keeper, Mage, Priest and Mage classes, or to Hathari.&lt;br /&gt;
*&#039;&#039;&#039;Lock of Hair&#039;&#039;&#039;. Some spells which are directed at an individual can be cast without the individual being present, provided the caster has in his/her possession an item belonging to that character, such as a lock of hair. Available spells are those of the following types: Curse, Blessing ...more? &#039;&#039;Trick&#039;&#039;: The caster can delay the spell so that it occurs only following some predefined trigger. This costs 1 action die and the associated spell points cannot be recovered until the spell has been triggered.&lt;br /&gt;
&lt;br /&gt;
=Story so Far=&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Notepad=&lt;br /&gt;
==For thought / discussion==&lt;br /&gt;
* Aim to run game: &lt;br /&gt;
*# based in one geographical location, with some local exploration and troubleshooting; &lt;br /&gt;
*# with a looser prequel to that (which could go in a different direction), or &lt;br /&gt;
*# with things falling apart - i.e. society is crumbling due to invasion, plague or what have you.&lt;br /&gt;
&lt;br /&gt;
==Needs  particular work / input==&lt;br /&gt;
# Local NPCs&lt;br /&gt;
# Gods&lt;br /&gt;
# Names for: Emperors, the Granite Tribe (I don&#039;t like that)&lt;br /&gt;
# Organizations&lt;br /&gt;
# Underworld (not if there is reincarnation!)&lt;br /&gt;
# Prophets&lt;br /&gt;
&lt;br /&gt;
==Cool Ideas==&lt;br /&gt;
# Place where the first dragon was born, not far from home.&lt;br /&gt;
&lt;br /&gt;
==Might be nice to have an idea at some point==&lt;br /&gt;
#Sirdehaar tribes&lt;br /&gt;
&lt;br /&gt;
==Thoughts from recruitment thread==&lt;br /&gt;
&#039;&#039;...that have NOT necessarily been addressed or incorporated...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-Prophets. Some of them real. For new approaches to the divine.&lt;br /&gt;
&lt;br /&gt;
-A world that is, mostly, on the ebb of the cycle of history. From the ebb will rise some great power...but who will it be?&lt;br /&gt;
&lt;br /&gt;
-Crises of faith, conversions of entire city states to new religions - by force or by inspiration. What actually happens when a god loses their worshippers...and is it true that the underworld is ruled by ancient former gods lost to the Kindred, [shorthand for the human-elf-giant thing] and not devils at all?&lt;br /&gt;
&lt;br /&gt;
Prophets, who&#039;s words and deeds change the religious thoughts of entire nations. Moses. Zarasuthra. Gautama. Confucious. Trippitakka...and a few conners and duds...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have one word for these characters: Huns!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AJC:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why are the barbarians sweeping across the lands? Is this necessarily a bad thing?&lt;br /&gt;
&lt;br /&gt;
What is the state of the empire? Really like the idea of the the hired mercenaries - are these also barbarians (from another land)?&lt;br /&gt;
&lt;br /&gt;
Is the concept of enlightment related to the Empire only, or generally acknowledged throughout the land?&lt;br /&gt;
&lt;br /&gt;
Saw a comment re your preference of a &amp;quot;lack&amp;quot; of Good and Evil...does this mean that things are all various shades of grey...what about absolutes such as &#039;&#039;&#039;angels/demons/&#039;&#039;&#039;etc?&lt;br /&gt;
&lt;br /&gt;
What are the relations between the various races? How do they perceive each other?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter again:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, we are looking at a reasonably innovative [tactics and perhaps some technology- wise] nomad nation that is invading/skirmishing with a massive but corrupt at the core Empire...&lt;br /&gt;
&lt;br /&gt;
If the barbarians are emulating mongols then they are well trained, well led and have a few tactics that will baffle the empires entrenched military.&lt;br /&gt;
&lt;br /&gt;
If the Empire is emulating the [later?] Byzantine Empire then it has corrupt administration and political systems alongside genuine zealots, some pretty cool technological gimmicks of their own and a bunch of barbarian feoderates of questionable loyalty.&lt;br /&gt;
&lt;br /&gt;
Maybe the few remaining drakes in the west have no love for the Empires Knights, who have hunted them in the past to near extinction.&lt;br /&gt;
&lt;br /&gt;
If you are considering twists, give the Nomads access to serious rocketry and mysterious subject troops from the far East to make and use them.&lt;br /&gt;
&lt;br /&gt;
I really like the idea of some form of Saurian nation to the South, and making it a cultured and ancient Empire, formed out of a number of riverine city states spread across the equivalent of the entire Nile system. Taking its current unified form of various Sultanates/Satrapcies based around culture, sub-species or environment, but ruled spiritually by a Divine Majestrix. You&#039;d basically have everything from primitive &#039;lizardmen&#039; to a sophisitcated series of city states and at least one Metropolis, where hundreds of thousands of Saurians and other races rub shoulders.&lt;br /&gt;
&lt;br /&gt;
It might seem pretty peaceful from the outside, but its peoples fight a whole range of internal wars, from regional tournaments to &#039;wars of flowers&#039;[assassin wars] to subject race proxy wars.&lt;br /&gt;
This is seen as good and healthy by the Sacred ruler who is the physical host of the spirit of their primal progenitor. She would be a living goddess, and all of her husbands would be considered sacred,as would her offspring. Her choice of husbands and semi divine children are based on the relative power of different factions and regions within the empire, and she can mate with any member sub-species [or different species, when it comes to it] by assuming their form. It is a unique power granted to each Majestrix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mathey:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It may be appropriate to come up with an order of monks or scholars or some combination of the twain to be responsible for the codex initially. Given the state of affairs, they may have ended up on the wrong side of a religious or political argument and been whittled down to a small number. They&#039;d likely have their own spin on the contents of the codex, possibly more or less accurate than most readings, possibly pretty crazy or apocalyptic.&lt;br /&gt;
&lt;br /&gt;
This order may be self-reliant and self-sustaining at this point, or maybe it has support from some warrior clan or sect to provide them with security. I think that could open up some potential for bookish as well as soldierly concepts with a deep bond with the campaign McGuffin from the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sam:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;whole fighting order&amp;quot; can easily be twelve people, if it is only just getting started.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:Tegayet.jpg&amp;diff=144184</id>
		<title>File:Tegayet.jpg</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:Tegayet.jpg&amp;diff=144184"/>
		<updated>2010-05-17T11:13:43Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=144183</id>
		<title>Heartstone Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=144183"/>
		<updated>2010-05-17T11:12:47Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sam&#039;s Fantasy Craft game.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently:&#039;&#039;&#039; Set-up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; YP498, the Month of Ganud and Hilfe, the first snows are melting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place:&#039;&#039;&#039; Abbey of St. Alcuin, Sunium in the [[HC_Places#The_Saphetian_Alliance|Saphetian Alliance]], Southern Sirdehaar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039; [http://forum.rpg.net/showthread.php?t=474061 Recruitment] IC OOC [http://www.crafty-games.com/node/348 Fantasy Craft] [http://forum.rpg.net/showthread.php?t=466849&amp;amp;page=10 mathey&#039;s review post]&lt;br /&gt;
&lt;br /&gt;
=Cheatsheet=&lt;br /&gt;
*&#039;&#039;&#039;Adventure 1&#039;&#039;&#039; Menace level II (Routine) Threat +0 / 1 dramatic scene / encounters minor-significant&lt;br /&gt;
*&#039;&#039;&#039;Scene 1&#039;&#039;&#039;, at the Abbey, Standard&lt;br /&gt;
*&#039;&#039;&#039;Temporary Qualities:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM Action Dice&#039;&#039;&#039; = No. PCs + 2(Menace) = 8 + 2(2) = &#039;&#039;&#039;12d6:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC Action dice:&#039;&#039;&#039; 3d4:&lt;br /&gt;
*Osrick Godstone       Spent: 0&lt;br /&gt;
*Zahra al-Nouri        Spent: 0&lt;br /&gt;
*Denedran Green-Eye    Spent: 0&lt;br /&gt;
*Ysuelt                Spent: 0  &lt;br /&gt;
*Singetorix            Spent: 0&lt;br /&gt;
*Miriam                Spent: 1&lt;br /&gt;
*Siyavash &amp;quot;Sukhbataar&amp;quot; Spent: 0&lt;br /&gt;
*Khadia                Spent: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP Awards&#039;&#039;&#039;:&lt;br /&gt;
* 25 Getting Armand to explain what the &amp;quot;package&amp;quot; is&lt;br /&gt;
* 25 Seeing through the priestess Zelaya&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&#039;&#039;Ordered by proposed social rank&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobility &amp;amp; Priesthood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Osrick|Osrick Godstone]] (The Pugilist)&#039;&#039;&#039;, Giant Adept and &#039;&#039;Priest&#039;&#039; of Zagros, M 39yo. Dedicated to gathering and classifying knowledge as part of an order of mystics/philosphers. &lt;br /&gt;
*&#039;&#039;&#039;[[Zahra al-Nouri]] (Koren n&#039;Rhys)&#039;&#039;&#039; Hathari priest-scholar, student of Saurian mysticism, focus on their symbolic/tattoo magic, F 19yo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizens &amp;amp; Soldiery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Denedran|Denedran Green-Eye]] (mathey)&#039;&#039;&#039; Tegay mountain man Warden and &#039;&#039;Scout&#039;&#039;, Heartstone Knight and member of a hero cult, veteran of Eastern campaigns, M 25yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Ysuelt]] (Deamon)&#039;&#039;&#039; Kurilese Aristocrat and &#039;&#039;Assassin&#039;&#039;, neglected daughter of a nobleman, F 20yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Singetorix]] (Julius Sleazer)&#039;&#039;&#039;, Human ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commoners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Miriam]] (tomas)&#039;&#039;&#039; Saphetian street urchin and reformed &#039;&#039;Burglar&#039;&#039; for a street gang, F #yo. Was saved by a Heartstone knight and acts as an agent for the order&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foreigners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Siyavash &amp;quot;Sukhbataar&amp;quot;]] (Asen_G)&#039;&#039;&#039; Vister nomad &#039;&#039;Lancer&#039;&#039; and axe-wielder, M 20yo.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[ Isandre ]] under construction (Drifter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Khadia]] (Stacie_GmrGrl)&#039;&#039;&#039; Saurian traveler from the Thousand Cities wandering the Empire and other lands in search of ..... something&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
*&#039;&#039;&#039;Permanent Campaign Qualities:&#039;&#039;&#039; &#039;&#039;Ancient&#039;&#039; &amp;amp; &#039;&#039;Miracles &amp;amp; Sorcery exist&#039;&#039; N.B. Qualities related to characters are with instructions for chargen, below.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Calendar|Calendar and Birth Alignments]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Empire|Empire]]&#039;&#039;&#039; - languages, customs, politics.&lt;br /&gt;
*&#039;&#039;&#039;[[HC History|History]]&#039;&#039;&#039; - and creation myth.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Places|People and Places]]&#039;&#039;&#039; - the four edges of the world are ruled by fierce Giants and are impassable. Just in case you were thinking of going there.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Races|Races]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Religion|Religion, Gods, Giants, Nymphs, Saints, Alignments]]&lt;br /&gt;
&lt;br /&gt;
[[Image:202D.JPG]]&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; Over the last few decades, some of the most important ideas of the age have been formulated into a series of iconic images and illuminated texts. At a remote abbey, a site for pilgrimage, they are to be bound into a codex and then copied, to be distributed by pilgrims around the Hugaar Empire. However, the past two years have brought increasingly rapacious incursions of western barbarians. As the spring snows melt and the mountain paths open, an armed group of pilgrims arrives at the abbey asking for refuge. As always, the abbey opens its gates. But an ancient saying is remembered: &#039;&#039;When the spring snow melts, Death knocks at the gate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039; The main inspirations (no more than that) are Europe in the Dark or early Middle Ages, the relation between East and West and in particular religious conflicts such as those over iconography. Invasions of barbarian hordes, usually invited to invade by political factions. The interplay between religious devotion and political expediency. Illiteracy is predominant, and knowledge is in the hands of a few. True Good and Evil do exist, but are very infrequently encountered; no temporal power has a monopoly over either.&lt;br /&gt;
	The intention of all of this is as coathangers for interesting characters, a scaffold for intrigue and for adventure. Not anthropowanking, or anything which might scare people off. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intentions for the Game:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Players who don`t have the rules&#039;&#039; – If I can drag good players in, ones who don’t &#039;&#039;a priori&#039;&#039; know chargen or the rules (people like Asen, Chalkline, Mr.A), then I am more than happy to put the extra effort in.&lt;br /&gt;
*&#039;&#039;Open-ended and long-running&#039;&#039; – I may use an episodic structure in order to introduce breaks.&lt;br /&gt;
*&#039;&#039;Character advancement and development&#039;&#039; – I see interesting characters as the centre for any game. So, characters must be rooted in the setting. &lt;br /&gt;
*&#039;&#039;Not railroaded&#039;&#039; – you are half-way through a ‘dungeon’; you get the notion that going back the way you came will confuse the hell out of the enemy – go for it!&lt;br /&gt;
*&#039;&#039;Participatory&#039;&#039; – (1) Please contribute to the setting, ideas for adventures, for NPCs. (2) this is the first time I run Fantasy Craft (I have mostly run Hero Quest) so I will need help with rules and with inevitable slip-ups.&lt;br /&gt;
*&#039;&#039;Occasional need for tactics&#039;&#039;. I love situations where players have to use their noddles to achieve some tricky objective, e.g. how to get across an open area of ground which is being watched, how to demonstrate to the local lord that his right-han man is a traitor, etc.&lt;br /&gt;
*&#039;&#039;Use of social and other skills&#039;&#039; as an alternative to bopping folk over the head (a major reason for choosing Fantasy Craft – there is crunch but there are also other options).&lt;br /&gt;
*&#039;&#039;Failure is Fun&#039;&#039; – if your characters tries something and fails, we try to make the result more interesting than if (s)he had succeeded. Check this out: http://www.heroquest-rpg.com/support/na_defeat.html.&lt;br /&gt;
*&#039;&#039;Friendly&#039;&#039; and with a lack of posturing – this comes from the choice of people to play with.&lt;br /&gt;
*&#039;&#039;Characters may have secrets&#039;&#039;. However, these should be made known to all at the ‘table’ except where short-term secrets add spice to a particular situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki &amp;amp; Posting to forum&#039;&#039;&#039;: &lt;br /&gt;
* Please do edit the wiki. There is lots which could be expanded upon (e.g. see foot of front page), although I want to hold on to a veto. &lt;br /&gt;
* Please post IC in the present tense, third person, and remember to include your character&#039;s name somewhere.&lt;br /&gt;
* Small OOC comments are fine at the foot of an IC post, with &amp;quot;OOC:...&amp;quot; and (a) italics, (b) colour Plum, or (c) spoiler tags (last is good for longer stuff).&lt;br /&gt;
* When you are taking actions, please be explicit as possible - best is to have lines ready on the character sheet to copy and paste, including page references if possible. Include Invisible Castle rolls but note that i will take some rolls for you (for speed or for some detection or perception things).&lt;br /&gt;
* When I get things wrong or piss you off, please let me know asap so I can edit posts and retro-fit as necessary.&lt;br /&gt;
* I hope to be able to post largish posts (where necessary) around twice a week, smaller ones through the week. Inevitably, things will get rocky at times.&lt;br /&gt;
* Once we get going, I will move this section, and the chargen section, off the front page, to keep this as a hub and for a list of characters and history.&lt;br /&gt;
&lt;br /&gt;
=Chargen=&lt;br /&gt;
# &#039;&#039;&#039;I roll for your stats&#039;&#039;&#039; - best 3 of 4d6, in fixed order. I give you a choice of three arrays. I also roll your birth month and day (twice, you choose) - this will give you a Birth Alignment (see Blessed feat below).&lt;br /&gt;
# &#039;&#039;&#039;We discuss your idea for a character.&#039;&#039;&#039; Please give some of the setting stuff a quick read – it is intended to inspire ideas (fingers crossed). &lt;br /&gt;
# &#039;&#039;&#039;Choose origins.&#039;&#039;&#039; Human is the default race, but there are variants and other races avilable, on the races page. Your homeland will also be a very important choice.&lt;br /&gt;
# &#039;&#039;&#039;Choose level 1 class.&#039;&#039;&#039; Note that some options will make little sense in the current game (e.g. Explorer – it is based on literacy an consulting public libraries all the time). &lt;br /&gt;
# &#039;&#039;&#039;Why is your character overwintering at the abbey?&#039;&#039;&#039; Some suggestions:&lt;br /&gt;
#* member of a religious order (priest, monk, nun, knight), local or visiting – could be one of the abbey illuminators. &lt;br /&gt;
#* member of the local community, or visiting it&lt;br /&gt;
#* pilgrim, vagabond or refugee who has been taken in&lt;br /&gt;
#* spy (!)&lt;br /&gt;
#* other&lt;br /&gt;
# &#039;&#039;&#039;Make character&#039;&#039;&#039;, using standard rules but taking note of the following “campaign qualities”:  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Qualities Related to Chargen:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-fast feats&#039;&#039;&#039; - Characters take an extra feat at each level (including 1st)&lt;br /&gt;
*&#039;&#039;&#039;Characters take a third feat at first character level&#039;&#039;&#039;, Blessed (i.e. one step along an Alignment Path). This will be determined by the month of the character&#039;s birth - I will roll a d12 twice and tell you the two options - you pick one of these. Nota Bene – the esult needn`t be something integral to your character just yet, and it could be something (s)he seeks to resist.&lt;br /&gt;
*&#039;&#039;&#039;Illiteracy&#039;&#039;&#039;: No-one is literate unless they have the specific feat, Literacy. Note that there will be alternatives to writing, where it is needed for magic, say. E.g. a fetish could substitute a scroll. My preference is that only one or two characters be literate.&lt;br /&gt;
*&#039;&#039;&#039;Iconic classes variant:&#039;&#039;&#039; No character &#039;&#039;loses&#039;&#039; action dice (or is otherwise penalised) for not taking an iconic class. Instead, they &#039;&#039;gain&#039;&#039; 1 action die if they take that class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Feats:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039;. Can only be taken at character level 1. Available to: Explorer, Keeper, Mage, Priest and Mage classes, or to Hathari.&lt;br /&gt;
*&#039;&#039;&#039;Lock of Hair&#039;&#039;&#039;. Some spells which are directed at an individual can be cast without the individual being present, provided the caster has in his/her possession an item belonging to that character, such as a lock of hair. Available spells are those of the following types: Curse, Blessing ...more? &#039;&#039;Trick&#039;&#039;: The caster can delay the spell so that it occurs only following some predefined trigger. This costs 1 action die and the associated spell points cannot be recovered until the spell has been triggered.&lt;br /&gt;
&lt;br /&gt;
=Story so Far=&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Notepad=&lt;br /&gt;
==For thought / discussion==&lt;br /&gt;
* Aim to run game: &lt;br /&gt;
*# based in one geographical location, with some local exploration and troubleshooting; &lt;br /&gt;
*# with a looser prequel to that (which could go in a different direction), or &lt;br /&gt;
*# with things falling apart - i.e. society is crumbling due to invasion, plague or what have you.&lt;br /&gt;
&lt;br /&gt;
==Needs  particular work / input==&lt;br /&gt;
# Local NPCs&lt;br /&gt;
# Gods&lt;br /&gt;
# Names for: Emperors, the Granite Tribe (I don&#039;t like that)&lt;br /&gt;
# Organizations&lt;br /&gt;
# Underworld (not if there is reincarnation!)&lt;br /&gt;
# Prophets&lt;br /&gt;
&lt;br /&gt;
==Cool Ideas==&lt;br /&gt;
# Place where the first dragon was born, not far from home.&lt;br /&gt;
&lt;br /&gt;
==Might be nice to have an idea at some point==&lt;br /&gt;
#Sirdehaar tribes&lt;br /&gt;
&lt;br /&gt;
==Thoughts from recruitment thread==&lt;br /&gt;
&#039;&#039;...that have NOT necessarily been addressed or incorporated...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-Prophets. Some of them real. For new approaches to the divine.&lt;br /&gt;
&lt;br /&gt;
-A world that is, mostly, on the ebb of the cycle of history. From the ebb will rise some great power...but who will it be?&lt;br /&gt;
&lt;br /&gt;
-Crises of faith, conversions of entire city states to new religions - by force or by inspiration. What actually happens when a god loses their worshippers...and is it true that the underworld is ruled by ancient former gods lost to the Kindred, [shorthand for the human-elf-giant thing] and not devils at all?&lt;br /&gt;
&lt;br /&gt;
Prophets, who&#039;s words and deeds change the religious thoughts of entire nations. Moses. Zarasuthra. Gautama. Confucious. Trippitakka...and a few conners and duds...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have one word for these characters: Huns!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AJC:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why are the barbarians sweeping across the lands? Is this necessarily a bad thing?&lt;br /&gt;
&lt;br /&gt;
What is the state of the empire? Really like the idea of the the hired mercenaries - are these also barbarians (from another land)?&lt;br /&gt;
&lt;br /&gt;
Is the concept of enlightment related to the Empire only, or generally acknowledged throughout the land?&lt;br /&gt;
&lt;br /&gt;
Saw a comment re your preference of a &amp;quot;lack&amp;quot; of Good and Evil...does this mean that things are all various shades of grey...what about absolutes such as &#039;&#039;&#039;angels/demons/&#039;&#039;&#039;etc?&lt;br /&gt;
&lt;br /&gt;
What are the relations between the various races? How do they perceive each other?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter again:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, we are looking at a reasonably innovative [tactics and perhaps some technology- wise] nomad nation that is invading/skirmishing with a massive but corrupt at the core Empire...&lt;br /&gt;
&lt;br /&gt;
If the barbarians are emulating mongols then they are well trained, well led and have a few tactics that will baffle the empires entrenched military.&lt;br /&gt;
&lt;br /&gt;
If the Empire is emulating the [later?] Byzantine Empire then it has corrupt administration and political systems alongside genuine zealots, some pretty cool technological gimmicks of their own and a bunch of barbarian feoderates of questionable loyalty.&lt;br /&gt;
&lt;br /&gt;
Maybe the few remaining drakes in the west have no love for the Empires Knights, who have hunted them in the past to near extinction.&lt;br /&gt;
&lt;br /&gt;
If you are considering twists, give the Nomads access to serious rocketry and mysterious subject troops from the far East to make and use them.&lt;br /&gt;
&lt;br /&gt;
I really like the idea of some form of Saurian nation to the South, and making it a cultured and ancient Empire, formed out of a number of riverine city states spread across the equivalent of the entire Nile system. Taking its current unified form of various Sultanates/Satrapcies based around culture, sub-species or environment, but ruled spiritually by a Divine Majestrix. You&#039;d basically have everything from primitive &#039;lizardmen&#039; to a sophisitcated series of city states and at least one Metropolis, where hundreds of thousands of Saurians and other races rub shoulders.&lt;br /&gt;
&lt;br /&gt;
It might seem pretty peaceful from the outside, but its peoples fight a whole range of internal wars, from regional tournaments to &#039;wars of flowers&#039;[assassin wars] to subject race proxy wars.&lt;br /&gt;
This is seen as good and healthy by the Sacred ruler who is the physical host of the spirit of their primal progenitor. She would be a living goddess, and all of her husbands would be considered sacred,as would her offspring. Her choice of husbands and semi divine children are based on the relative power of different factions and regions within the empire, and she can mate with any member sub-species [or different species, when it comes to it] by assuming their form. It is a unique power granted to each Majestrix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mathey:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It may be appropriate to come up with an order of monks or scholars or some combination of the twain to be responsible for the codex initially. Given the state of affairs, they may have ended up on the wrong side of a religious or political argument and been whittled down to a small number. They&#039;d likely have their own spin on the contents of the codex, possibly more or less accurate than most readings, possibly pretty crazy or apocalyptic.&lt;br /&gt;
&lt;br /&gt;
This order may be self-reliant and self-sustaining at this point, or maybe it has support from some warrior clan or sect to provide them with security. I think that could open up some potential for bookish as well as soldierly concepts with a deep bond with the campaign McGuffin from the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sam:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;whole fighting order&amp;quot; can easily be twelve people, if it is only just getting started.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=144182</id>
		<title>Heartstone Codex</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Heartstone_Codex&amp;diff=144182"/>
		<updated>2010-05-17T11:10:40Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: /* Setting */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&#039;&#039;&#039;Sam&#039;s Fantasy Craft game.&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Currently:&#039;&#039;&#039; Set-up. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Time:&#039;&#039;&#039; YP498, the Month of Ganud and Hilfe, the first snows are melting&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Place:&#039;&#039;&#039; Abbey of St. Alcuin, Sunium in the [[HC_Places#The_Saphetian_Alliance|Saphetian Alliance]], Southern Sirdehaar&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Links:&#039;&#039;&#039; [http://forum.rpg.net/showthread.php?t=474061 Recruitment] IC OOC [http://www.crafty-games.com/node/348 Fantasy Craft] [http://forum.rpg.net/showthread.php?t=466849&amp;amp;page=10 mathey&#039;s review post]&lt;br /&gt;
&lt;br /&gt;
=Cheatsheet=&lt;br /&gt;
*&#039;&#039;&#039;Adventure 1&#039;&#039;&#039; Menace level II (Routine) Threat +0 / 1 dramatic scene / encounters minor-significant&lt;br /&gt;
*&#039;&#039;&#039;Scene 1&#039;&#039;&#039;, at the Abbey, Standard&lt;br /&gt;
*&#039;&#039;&#039;Temporary Qualities:&#039;&#039;&#039; none&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;GM Action Dice&#039;&#039;&#039; = No. PCs + 2(Menace) = 8 + 2(2) = &#039;&#039;&#039;12d6:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;PC Action dice:&#039;&#039;&#039; 3d4:&lt;br /&gt;
*Osrick Godstone       Spent: 0&lt;br /&gt;
*Zahra al-Nouri        Spent: 0&lt;br /&gt;
*Denedran Green-Eye    Spent: 0&lt;br /&gt;
*Ysuelt                Spent: 0  &lt;br /&gt;
*Singetorix            Spent: 0&lt;br /&gt;
*Miriam                Spent: 1&lt;br /&gt;
*Siyavash &amp;quot;Sukhbataar&amp;quot; Spent: 0&lt;br /&gt;
*Khadia                Spent: 0&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;XP Awards&#039;&#039;&#039;:&lt;br /&gt;
* 25 Getting Armand to explain what the &amp;quot;package&amp;quot; is&lt;br /&gt;
* 25 Seeing through the priestess Zelaya&lt;br /&gt;
&lt;br /&gt;
=Player Characters=&lt;br /&gt;
&#039;&#039;Ordered by proposed social rank&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Minor Nobility &amp;amp; Priesthood&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Osrick|Osrick Godstone]] (The Pugilist)&#039;&#039;&#039;, Giant Adept and &#039;&#039;Priest&#039;&#039; of Zagros, M 39yo. Dedicated to gathering and classifying knowledge as part of an order of mystics/philosphers. &lt;br /&gt;
*&#039;&#039;&#039;[[Zahra al-Nouri]] (Koren n&#039;Rhys)&#039;&#039;&#039; Hathari priest-scholar, student of Saurian mysticism, focus on their symbolic/tattoo magic, F 19yo.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Citizens &amp;amp; Soldiery&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Denedran|Denedran Green-Eye]] (mathey)&#039;&#039;&#039; Tegay mountain man Warden and &#039;&#039;Scout&#039;&#039;, Heartstone Knight and member of a hero cult, veteran of Eastern campaigns, M 25yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Ysuelt]] (Deamon)&#039;&#039;&#039; Kurilese Aristocrat and &#039;&#039;Assassin&#039;&#039;, neglected daughter of a nobleman, F 20yo.&lt;br /&gt;
*&#039;&#039;&#039;[[Singetorix]] (Julius Sleazer)&#039;&#039;&#039;, Human ...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Commoners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Miriam]] (tomas)&#039;&#039;&#039; Saphetian street urchin and reformed &#039;&#039;Burglar&#039;&#039; for a street gang, F #yo. Was saved by a Heartstone knight and acts as an agent for the order&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Foreigners&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[Siyavash &amp;quot;Sukhbataar&amp;quot;]] (Asen_G)&#039;&#039;&#039; Vister nomad &#039;&#039;Lancer&#039;&#039; and axe-wielder, M 20yo.&lt;br /&gt;
  &lt;br /&gt;
*&#039;&#039;&#039;[[ Isandre ]] under construction (Drifter)&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;[[Khadia]] (Stacie_GmrGrl)&#039;&#039;&#039; Saurian traveler from the Thousand Cities wandering the Empire and other lands in search of ..... something&lt;br /&gt;
&lt;br /&gt;
=Setting=&lt;br /&gt;
*&#039;&#039;&#039;Permanent Campaign Qualities:&#039;&#039;&#039; &#039;&#039;Ancient&#039;&#039; &amp;amp; &#039;&#039;Miracles &amp;amp; Sorcery exist&#039;&#039; N.B. Qualities related to characters are with instructions for chargen, below.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Calendar|Calendar and Birth Alignments]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Empire|Empire]]&#039;&#039;&#039; - languages, customs, politics.&lt;br /&gt;
*&#039;&#039;&#039;[[HC History|History]]&#039;&#039;&#039; - and creation myth.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Places|People and Places]]&#039;&#039;&#039; - the four edges of the world are ruled by fierce Giants and are impassable. Just in case you were thinking of going there.&lt;br /&gt;
*&#039;&#039;&#039;[[HC Races|Races]]&#039;&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;[[HC Religion|Religion, Gods, Giants, Nymphs, Saints, Alignments]]&lt;br /&gt;
&lt;br /&gt;
[[File: http://wiki.rpg.net/index.php/File:202D.JPG]]&lt;br /&gt;
&lt;br /&gt;
=About the Game=&lt;br /&gt;
&#039;&#039;&#039;Premise:&#039;&#039;&#039; Over the last few decades, some of the most important ideas of the age have been formulated into a series of iconic images and illuminated texts. At a remote abbey, a site for pilgrimage, they are to be bound into a codex and then copied, to be distributed by pilgrims around the Hugaar Empire. However, the past two years have brought increasingly rapacious incursions of western barbarians. As the spring snows melt and the mountain paths open, an armed group of pilgrims arrives at the abbey asking for refuge. As always, the abbey opens its gates. But an ancient saying is remembered: &#039;&#039;When the spring snow melts, Death knocks at the gate.&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Setting &amp;amp; Feel:&#039;&#039;&#039; The main inspirations (no more than that) are Europe in the Dark or early Middle Ages, the relation between East and West and in particular religious conflicts such as those over iconography. Invasions of barbarian hordes, usually invited to invade by political factions. The interplay between religious devotion and political expediency. Illiteracy is predominant, and knowledge is in the hands of a few. True Good and Evil do exist, but are very infrequently encountered; no temporal power has a monopoly over either.&lt;br /&gt;
	The intention of all of this is as coathangers for interesting characters, a scaffold for intrigue and for adventure. Not anthropowanking, or anything which might scare people off. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Intentions for the Game:&#039;&#039;&#039; &lt;br /&gt;
*&#039;&#039;Players who don`t have the rules&#039;&#039; – If I can drag good players in, ones who don’t &#039;&#039;a priori&#039;&#039; know chargen or the rules (people like Asen, Chalkline, Mr.A), then I am more than happy to put the extra effort in.&lt;br /&gt;
*&#039;&#039;Open-ended and long-running&#039;&#039; – I may use an episodic structure in order to introduce breaks.&lt;br /&gt;
*&#039;&#039;Character advancement and development&#039;&#039; – I see interesting characters as the centre for any game. So, characters must be rooted in the setting. &lt;br /&gt;
*&#039;&#039;Not railroaded&#039;&#039; – you are half-way through a ‘dungeon’; you get the notion that going back the way you came will confuse the hell out of the enemy – go for it!&lt;br /&gt;
*&#039;&#039;Participatory&#039;&#039; – (1) Please contribute to the setting, ideas for adventures, for NPCs. (2) this is the first time I run Fantasy Craft (I have mostly run Hero Quest) so I will need help with rules and with inevitable slip-ups.&lt;br /&gt;
*&#039;&#039;Occasional need for tactics&#039;&#039;. I love situations where players have to use their noddles to achieve some tricky objective, e.g. how to get across an open area of ground which is being watched, how to demonstrate to the local lord that his right-han man is a traitor, etc.&lt;br /&gt;
*&#039;&#039;Use of social and other skills&#039;&#039; as an alternative to bopping folk over the head (a major reason for choosing Fantasy Craft – there is crunch but there are also other options).&lt;br /&gt;
*&#039;&#039;Failure is Fun&#039;&#039; – if your characters tries something and fails, we try to make the result more interesting than if (s)he had succeeded. Check this out: http://www.heroquest-rpg.com/support/na_defeat.html.&lt;br /&gt;
*&#039;&#039;Friendly&#039;&#039; and with a lack of posturing – this comes from the choice of people to play with.&lt;br /&gt;
*&#039;&#039;Characters may have secrets&#039;&#039;. However, these should be made known to all at the ‘table’ except where short-term secrets add spice to a particular situation.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Wiki &amp;amp; Posting to forum&#039;&#039;&#039;: &lt;br /&gt;
* Please do edit the wiki. There is lots which could be expanded upon (e.g. see foot of front page), although I want to hold on to a veto. &lt;br /&gt;
* Please post IC in the present tense, third person, and remember to include your character&#039;s name somewhere.&lt;br /&gt;
* Small OOC comments are fine at the foot of an IC post, with &amp;quot;OOC:...&amp;quot; and (a) italics, (b) colour Plum, or (c) spoiler tags (last is good for longer stuff).&lt;br /&gt;
* When you are taking actions, please be explicit as possible - best is to have lines ready on the character sheet to copy and paste, including page references if possible. Include Invisible Castle rolls but note that i will take some rolls for you (for speed or for some detection or perception things).&lt;br /&gt;
* When I get things wrong or piss you off, please let me know asap so I can edit posts and retro-fit as necessary.&lt;br /&gt;
* I hope to be able to post largish posts (where necessary) around twice a week, smaller ones through the week. Inevitably, things will get rocky at times.&lt;br /&gt;
* Once we get going, I will move this section, and the chargen section, off the front page, to keep this as a hub and for a list of characters and history.&lt;br /&gt;
&lt;br /&gt;
=Chargen=&lt;br /&gt;
# &#039;&#039;&#039;I roll for your stats&#039;&#039;&#039; - best 3 of 4d6, in fixed order. I give you a choice of three arrays. I also roll your birth month and day (twice, you choose) - this will give you a Birth Alignment (see Blessed feat below).&lt;br /&gt;
# &#039;&#039;&#039;We discuss your idea for a character.&#039;&#039;&#039; Please give some of the setting stuff a quick read – it is intended to inspire ideas (fingers crossed). &lt;br /&gt;
# &#039;&#039;&#039;Choose origins.&#039;&#039;&#039; Human is the default race, but there are variants and other races avilable, on the races page. Your homeland will also be a very important choice.&lt;br /&gt;
# &#039;&#039;&#039;Choose level 1 class.&#039;&#039;&#039; Note that some options will make little sense in the current game (e.g. Explorer – it is based on literacy an consulting public libraries all the time). &lt;br /&gt;
# &#039;&#039;&#039;Why is your character overwintering at the abbey?&#039;&#039;&#039; Some suggestions:&lt;br /&gt;
#* member of a religious order (priest, monk, nun, knight), local or visiting – could be one of the abbey illuminators. &lt;br /&gt;
#* member of the local community, or visiting it&lt;br /&gt;
#* pilgrim, vagabond or refugee who has been taken in&lt;br /&gt;
#* spy (!)&lt;br /&gt;
#* other&lt;br /&gt;
# &#039;&#039;&#039;Make character&#039;&#039;&#039;, using standard rules but taking note of the following “campaign qualities”:  &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;Campaign Qualities Related to Chargen:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Hyper-fast feats&#039;&#039;&#039; - Characters take an extra feat at each level (including 1st)&lt;br /&gt;
*&#039;&#039;&#039;Characters take a third feat at first character level&#039;&#039;&#039;, Blessed (i.e. one step along an Alignment Path). This will be determined by the month of the character&#039;s birth - I will roll a d12 twice and tell you the two options - you pick one of these. Nota Bene – the esult needn`t be something integral to your character just yet, and it could be something (s)he seeks to resist.&lt;br /&gt;
*&#039;&#039;&#039;Illiteracy&#039;&#039;&#039;: No-one is literate unless they have the specific feat, Literacy. Note that there will be alternatives to writing, where it is needed for magic, say. E.g. a fetish could substitute a scroll. My preference is that only one or two characters be literate.&lt;br /&gt;
*&#039;&#039;&#039;Iconic classes variant:&#039;&#039;&#039; No character &#039;&#039;loses&#039;&#039; action dice (or is otherwise penalised) for not taking an iconic class. Instead, they &#039;&#039;gain&#039;&#039; 1 action die if they take that class.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;New Feats:&#039;&#039;&lt;br /&gt;
*&#039;&#039;&#039;Literacy&#039;&#039;&#039;. Can only be taken at character level 1. Available to: Explorer, Keeper, Mage, Priest and Mage classes, or to Hathari.&lt;br /&gt;
*&#039;&#039;&#039;Lock of Hair&#039;&#039;&#039;. Some spells which are directed at an individual can be cast without the individual being present, provided the caster has in his/her possession an item belonging to that character, such as a lock of hair. Available spells are those of the following types: Curse, Blessing ...more? &#039;&#039;Trick&#039;&#039;: The caster can delay the spell so that it occurs only following some predefined trigger. This costs 1 action die and the associated spell points cannot be recovered until the spell has been triggered.&lt;br /&gt;
&lt;br /&gt;
=Story so Far=&lt;br /&gt;
...&lt;br /&gt;
&lt;br /&gt;
=Notepad=&lt;br /&gt;
==For thought / discussion==&lt;br /&gt;
* Aim to run game: &lt;br /&gt;
*# based in one geographical location, with some local exploration and troubleshooting; &lt;br /&gt;
*# with a looser prequel to that (which could go in a different direction), or &lt;br /&gt;
*# with things falling apart - i.e. society is crumbling due to invasion, plague or what have you.&lt;br /&gt;
&lt;br /&gt;
==Needs  particular work / input==&lt;br /&gt;
# Local NPCs&lt;br /&gt;
# Gods&lt;br /&gt;
# Names for: Emperors, the Granite Tribe (I don&#039;t like that)&lt;br /&gt;
# Organizations&lt;br /&gt;
# Underworld (not if there is reincarnation!)&lt;br /&gt;
# Prophets&lt;br /&gt;
&lt;br /&gt;
==Cool Ideas==&lt;br /&gt;
# Place where the first dragon was born, not far from home.&lt;br /&gt;
&lt;br /&gt;
==Might be nice to have an idea at some point==&lt;br /&gt;
#Sirdehaar tribes&lt;br /&gt;
&lt;br /&gt;
==Thoughts from recruitment thread==&lt;br /&gt;
&#039;&#039;...that have NOT necessarily been addressed or incorporated...&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
-Prophets. Some of them real. For new approaches to the divine.&lt;br /&gt;
&lt;br /&gt;
-A world that is, mostly, on the ebb of the cycle of history. From the ebb will rise some great power...but who will it be?&lt;br /&gt;
&lt;br /&gt;
-Crises of faith, conversions of entire city states to new religions - by force or by inspiration. What actually happens when a god loses their worshippers...and is it true that the underworld is ruled by ancient former gods lost to the Kindred, [shorthand for the human-elf-giant thing] and not devils at all?&lt;br /&gt;
&lt;br /&gt;
Prophets, who&#039;s words and deeds change the religious thoughts of entire nations. Moses. Zarasuthra. Gautama. Confucious. Trippitakka...and a few conners and duds...&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Asen:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
I have one word for these characters: Huns!&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;AJC:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Why are the barbarians sweeping across the lands? Is this necessarily a bad thing?&lt;br /&gt;
&lt;br /&gt;
What is the state of the empire? Really like the idea of the the hired mercenaries - are these also barbarians (from another land)?&lt;br /&gt;
&lt;br /&gt;
Is the concept of enlightment related to the Empire only, or generally acknowledged throughout the land?&lt;br /&gt;
&lt;br /&gt;
Saw a comment re your preference of a &amp;quot;lack&amp;quot; of Good and Evil...does this mean that things are all various shades of grey...what about absolutes such as &#039;&#039;&#039;angels/demons/&#039;&#039;&#039;etc?&lt;br /&gt;
&lt;br /&gt;
What are the relations between the various races? How do they perceive each other?&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Drifter again:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
So, we are looking at a reasonably innovative [tactics and perhaps some technology- wise] nomad nation that is invading/skirmishing with a massive but corrupt at the core Empire...&lt;br /&gt;
&lt;br /&gt;
If the barbarians are emulating mongols then they are well trained, well led and have a few tactics that will baffle the empires entrenched military.&lt;br /&gt;
&lt;br /&gt;
If the Empire is emulating the [later?] Byzantine Empire then it has corrupt administration and political systems alongside genuine zealots, some pretty cool technological gimmicks of their own and a bunch of barbarian feoderates of questionable loyalty.&lt;br /&gt;
&lt;br /&gt;
Maybe the few remaining drakes in the west have no love for the Empires Knights, who have hunted them in the past to near extinction.&lt;br /&gt;
&lt;br /&gt;
If you are considering twists, give the Nomads access to serious rocketry and mysterious subject troops from the far East to make and use them.&lt;br /&gt;
&lt;br /&gt;
I really like the idea of some form of Saurian nation to the South, and making it a cultured and ancient Empire, formed out of a number of riverine city states spread across the equivalent of the entire Nile system. Taking its current unified form of various Sultanates/Satrapcies based around culture, sub-species or environment, but ruled spiritually by a Divine Majestrix. You&#039;d basically have everything from primitive &#039;lizardmen&#039; to a sophisitcated series of city states and at least one Metropolis, where hundreds of thousands of Saurians and other races rub shoulders.&lt;br /&gt;
&lt;br /&gt;
It might seem pretty peaceful from the outside, but its peoples fight a whole range of internal wars, from regional tournaments to &#039;wars of flowers&#039;[assassin wars] to subject race proxy wars.&lt;br /&gt;
This is seen as good and healthy by the Sacred ruler who is the physical host of the spirit of their primal progenitor. She would be a living goddess, and all of her husbands would be considered sacred,as would her offspring. Her choice of husbands and semi divine children are based on the relative power of different factions and regions within the empire, and she can mate with any member sub-species [or different species, when it comes to it] by assuming their form. It is a unique power granted to each Majestrix.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;mathey:&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
It may be appropriate to come up with an order of monks or scholars or some combination of the twain to be responsible for the codex initially. Given the state of affairs, they may have ended up on the wrong side of a religious or political argument and been whittled down to a small number. They&#039;d likely have their own spin on the contents of the codex, possibly more or less accurate than most readings, possibly pretty crazy or apocalyptic.&lt;br /&gt;
&lt;br /&gt;
This order may be self-reliant and self-sustaining at this point, or maybe it has support from some warrior clan or sect to provide them with security. I think that could open up some potential for bookish as well as soldierly concepts with a deep bond with the campaign McGuffin from the start.&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Sam:&#039;&#039;&#039; &lt;br /&gt;
&lt;br /&gt;
A &amp;quot;whole fighting order&amp;quot; can easily be twelve people, if it is only just getting started.&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=File:202D.JPG&amp;diff=144181</id>
		<title>File:202D.JPG</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=File:202D.JPG&amp;diff=144181"/>
		<updated>2010-05-17T11:09:33Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pierre_de_Malavieille&amp;diff=93384</id>
		<title>Pierre de Malavieille</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pierre_de_Malavieille&amp;diff=93384"/>
		<updated>2008-10-11T21:41:04Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Knight from the Languedoc. [http://wiki.rpg.net/index.php/1439_Call_of_Cthulhu back]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; 18&lt;br /&gt;
*&#039;&#039;&#039;Siz&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Pow&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Dex&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;App&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Edu&#039;&#039;&#039; 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Damage bonus +1d4?&lt;br /&gt;
*Idea: 60%&lt;br /&gt;
*Know: 60%&lt;br /&gt;
*Luck: 90%&lt;br /&gt;
*SAN: 80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;Skill Points to spend 285&lt;br /&gt;
(highest skill 80%)&lt;br /&gt;
&lt;br /&gt;
* Accounting: (1%)&lt;br /&gt;
* Anthropology: (1%)&lt;br /&gt;
* Archaeology: (1%) +20&lt;br /&gt;
* Art&lt;br /&gt;
** (Artistic area): (5%)&lt;br /&gt;
* Astronomy: (1%)&lt;br /&gt;
* Bargain: (15%)&lt;br /&gt;
* Biology: (1%) (Keeper permission only)&lt;br /&gt;
* Chemistry: (1%)&lt;br /&gt;
* Climb: (40%)&lt;br /&gt;
* Conceal: (15%)&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft area): (5%)&lt;br /&gt;
* Credit Rating: (35%) (Gentry) 17 pence (16 with family)&lt;br /&gt;
* Cthulhu Mythos: None at character generation&lt;br /&gt;
* Disguise: (1%)&lt;br /&gt;
* Dodge: (20%)&lt;br /&gt;
* Drive Wagon: (15%)&lt;br /&gt;
* Fast Talk: (15%) &lt;br /&gt;
* First Aid: (30%) +20&lt;br /&gt;
* Geology: (1%) +10&lt;br /&gt;
* Hide: (10%)&lt;br /&gt;
* History: (5%) +20&lt;br /&gt;
* Jump: (25%) +5&lt;br /&gt;
* Law: (1%)&lt;br /&gt;
* Library Use: (1%) (Literate only)&lt;br /&gt;
* Listen: (25%) &lt;br /&gt;
* Locksmith: (1%)&lt;br /&gt;
* Martial Arts: (1%)&lt;br /&gt;
* Mechanical Repair: (10%)&lt;br /&gt;
* Medicine: (1%) (Literate only)&lt;br /&gt;
* Natural History: (10%)&lt;br /&gt;
* Navigate: (10%)&lt;br /&gt;
* Occult: (10%) +30&lt;br /&gt;
* Persuade: (15%) +25&lt;br /&gt;
* Pharmacy: (1%)&lt;br /&gt;
* Pilot (Sail Boat or Row Boat only): (5%)&lt;br /&gt;
* Psychology: (5%)&lt;br /&gt;
* Ride: (20%) +30&lt;br /&gt;
* Sneak: (10%)&lt;br /&gt;
* Spot Hidden: (25%)&lt;br /&gt;
* Swim: (1%)&lt;br /&gt;
* Throw: (25%)&lt;br /&gt;
* Track: (10%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Hand to hand&lt;br /&gt;
** Fist: (25%)&lt;br /&gt;
** Kick: (15%)&lt;br /&gt;
** Head Butt: (10%)&lt;br /&gt;
** Grapple: (25%) +10&lt;br /&gt;
* Axe&lt;br /&gt;
** One Handed Axe/Hammer: (10%)&lt;br /&gt;
** Two Handed Axe/Hammer (Bec du corbin): (30%) +15&lt;br /&gt;
*** Poll Axe/Hammer: &lt;br /&gt;
* Club&lt;br /&gt;
** One Handed Club/Mace: (15%)&lt;br /&gt;
** Two Handed Club/Mace: (15%)&lt;br /&gt;
* Flail&lt;br /&gt;
** One Handed Flail: (5%)&lt;br /&gt;
** Two Handed Flail: (5%)&lt;br /&gt;
* Spear&lt;br /&gt;
** Lance (couched): (30%) +10&lt;br /&gt;
** One Handed Spear: (5%)&lt;br /&gt;
** Two Handed Spear: (10%)&lt;br /&gt;
* Sword&lt;br /&gt;
** Dagger/Short Sword: (15%) +30&lt;br /&gt;
** One Handed Sword: (30%) +25&lt;br /&gt;
** Two Handed Sword: (10%)&lt;br /&gt;
* Shield&lt;br /&gt;
** Buckler: (20%) +30&lt;br /&gt;
** Shield: (25%)&lt;br /&gt;
* Missile weapons&lt;br /&gt;
** Bow: (10%)&lt;br /&gt;
** Crossbow: (25%)&lt;br /&gt;
** Javelin: (10%)&lt;br /&gt;
** Hurled stone: (25%)&lt;br /&gt;
** Seige weapons&lt;br /&gt;
*** Trebuchet/Catapult: (1%)&lt;br /&gt;
*** Espringalde/Ballista: (5%)&lt;br /&gt;
* Gunpowder weapons&lt;br /&gt;
** Artillery&lt;br /&gt;
*** Bombard: (1%)&lt;br /&gt;
*** Siege Gun: (1%)&lt;br /&gt;
*** Field Gun: (1%)&lt;br /&gt;
** Hand Guns&lt;br /&gt;
*** Arquebus: (30%)&lt;br /&gt;
&lt;br /&gt;
Languages: French (Languedocien) 60% / Catalan 24% / Latin: 16% / Genoese: 8%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arms and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sallet, Brigandine with plackart&lt;br /&gt;
&lt;br /&gt;
Limb armour: Italianate harness. Italianate is less flexible but easier to don and provides marginally more protection. Often some fighters just wear gauntlets and elbows, the rest being too much bother. &lt;br /&gt;
&lt;br /&gt;
Bec du corbin, broadsword, dagger, buckler, lance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
Man&#039;s Hosen / Man&#039;s Shirt / Man&#039;s Cloak / Riding Boots / Belt/Girdle / &lt;br /&gt;
&lt;br /&gt;
In pack: Man&#039;s Doublet / Shoes / Felt Hat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kit&#039;&#039;&#039;&lt;br /&gt;
Palfrey with riding saddle, Saddle blanket, Bit and bridle, Halter&lt;br /&gt;
&lt;br /&gt;
Destrier with Knight&#039;s saddle, Saddle blanket, Bit and bridle, Halter&lt;br /&gt;
&lt;br /&gt;
Blanket, Heavyweight / Linen Sheet / Bucket, Canvas, 20litre (Rolls or folds well) / Camp Bed, Cloth / Portable Wooden Bed / Canteen, 2l (filled) / Crucifix, ornate, small / Lamp Oil, 1l / Oil Lamp / Rosary beads / Sack, 10 ENC / Tent, Canvas, 2-Man&lt;br /&gt;
&lt;br /&gt;
2l Pan / 25l Kettle  / Silver Spoon / Bronze Ladle / Silver Bowl / Tin Cup / Silver Goblet / Silver Salt Cellar&lt;br /&gt;
&lt;br /&gt;
Small Metal Mirror / Soap, Perfumed / Brazier, Small Bronze / Charcoal (40 hrs.)&lt;br /&gt;
&lt;br /&gt;
Wood Axe / Crowbar / Wooden Mallet / Spikes (10) / Rope, 10m / Shovel / Waxed 25m Cord&lt;br /&gt;
&lt;br /&gt;
Book of Hours (Latin)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pretty boy Pierre hails from Malavieille, a small castle high up above a valley in the Hérault. Pierre speaks Occitan and French and probably can&#039;t write.&lt;br /&gt;
&lt;br /&gt;
Malavieille was given to the Bishops of Lodève during the Albigenisan Crusade (1223 I think). An early 14th Century bishop of Lodève was an interesting fellow called Bernard Gui.  So I reckon I can say that Pierre&#039;s family just about managed not to have Cathar credentials so were not persecuted, and then had a certain patronage of the bishops, though they were never returned full ownership of their castle and estates, just to be sure. This could mean he is escorting Peter of York home after a visit to the south. And they have the same name&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pierre_de_Malavieille&amp;diff=93377</id>
		<title>Pierre de Malavieille</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pierre_de_Malavieille&amp;diff=93377"/>
		<updated>2008-10-11T16:41:34Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Knight from the Languedoc. [http://wiki.rpg.net/index.php/1439_Call_of_Cthulhu back]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; 18&lt;br /&gt;
*&#039;&#039;&#039;Siz&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Pow&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Dex&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;App&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Edu&#039;&#039;&#039; 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Damage bonus +1d4?&lt;br /&gt;
*Idea: 60%&lt;br /&gt;
*Know: 60%&lt;br /&gt;
*Luck: 90%&lt;br /&gt;
*SAN: 80&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;Skill Points to spend 285&lt;br /&gt;
(highest skill 80%)&lt;br /&gt;
&lt;br /&gt;
* Accounting: (1%)&lt;br /&gt;
* Anthropology: (1%)&lt;br /&gt;
* Archaeology: (1%) +20&lt;br /&gt;
* Art&lt;br /&gt;
** (Artistic area): (5%)&lt;br /&gt;
* Astronomy: (1%)&lt;br /&gt;
* Bargain: (15%)&lt;br /&gt;
* Biology: (1%) (Keeper permission only)&lt;br /&gt;
* Chemistry: (1%)&lt;br /&gt;
* Climb: (40%)&lt;br /&gt;
* Conceal: (15%)&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft area): (5%)&lt;br /&gt;
* Credit Rating: (35%) (Gentry) 17 pence (16 with family)&lt;br /&gt;
* Cthulhu Mythos: None at character generation&lt;br /&gt;
* Disguise: (1%)&lt;br /&gt;
* Dodge: (20%)&lt;br /&gt;
* Drive Wagon: (15%)&lt;br /&gt;
* Fast Talk: (15%) &lt;br /&gt;
* First Aid: (30%) +20&lt;br /&gt;
* Geology: (1%) +10&lt;br /&gt;
* Hide: (10%)&lt;br /&gt;
* History: (5%) +20&lt;br /&gt;
* Jump: (25%) +5&lt;br /&gt;
* Law: (1%)&lt;br /&gt;
* Library Use: (1%) (Literate only)&lt;br /&gt;
* Listen: (25%) &lt;br /&gt;
* Locksmith: (1%)&lt;br /&gt;
* Martial Arts: (1%)&lt;br /&gt;
* Mechanical Repair: (10%)&lt;br /&gt;
* Medicine: (1%) (Literate only)&lt;br /&gt;
* Natural History: (10%)&lt;br /&gt;
* Navigate: (10%)&lt;br /&gt;
* Occult: (10%) +30&lt;br /&gt;
* Persuade: (15%) +25&lt;br /&gt;
* Pharmacy: (1%)&lt;br /&gt;
* Pilot (Sail Boat or Row Boat only): (5%)&lt;br /&gt;
* Psychology: (5%)&lt;br /&gt;
* Ride: (20%) +30&lt;br /&gt;
* Sneak: (10%)&lt;br /&gt;
* Spot Hidden: (25%)&lt;br /&gt;
* Swim: (1%)&lt;br /&gt;
* Throw: (25%)&lt;br /&gt;
* Track: (10%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Hand to hand&lt;br /&gt;
** Fist: (25%)&lt;br /&gt;
** Kick: (15%)&lt;br /&gt;
** Head Butt: (10%)&lt;br /&gt;
** Grapple: (25%) +10&lt;br /&gt;
* Axe&lt;br /&gt;
** One Handed Axe/Hammer: (10%)&lt;br /&gt;
** Two Handed Axe/Hammer (Bec du corbin): (30%) +15&lt;br /&gt;
*** Poll Axe/Hammer: &lt;br /&gt;
* Club&lt;br /&gt;
** One Handed Club/Mace: (15%)&lt;br /&gt;
** Two Handed Club/Mace: (15%)&lt;br /&gt;
* Flail&lt;br /&gt;
** One Handed Flail: (5%)&lt;br /&gt;
** Two Handed Flail: (5%)&lt;br /&gt;
* Spear&lt;br /&gt;
** Lance (couched): (30%) +10&lt;br /&gt;
** One Handed Spear: (5%)&lt;br /&gt;
** Two Handed Spear: (10%)&lt;br /&gt;
* Sword&lt;br /&gt;
** Dagger/Short Sword: (15%) +30&lt;br /&gt;
** One Handed Sword: (30%) +25&lt;br /&gt;
** Two Handed Sword: (10%)&lt;br /&gt;
* Shield&lt;br /&gt;
** Buckler: (20%) +30&lt;br /&gt;
** Shield: (25%)&lt;br /&gt;
* Missile weapons&lt;br /&gt;
** Bow: (10%)&lt;br /&gt;
** Crossbow: (25%)&lt;br /&gt;
** Javelin: (10%)&lt;br /&gt;
** Hurled stone: (25%)&lt;br /&gt;
** Seige weapons&lt;br /&gt;
*** Trebuchet/Catapult: (1%)&lt;br /&gt;
*** Espringalde/Ballista: (5%)&lt;br /&gt;
* Gunpowder weapons&lt;br /&gt;
** Artillery&lt;br /&gt;
*** Bombard: (1%)&lt;br /&gt;
*** Siege Gun: (1%)&lt;br /&gt;
*** Field Gun: (1%)&lt;br /&gt;
** Hand Guns&lt;br /&gt;
*** Arquebus: (30%)&lt;br /&gt;
&lt;br /&gt;
Languages: French (Languedocien) 60% / Catalan 24% / Latin: 16% / Genoese: 8%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Arms and Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Sallet, Brigandine with plackart&lt;br /&gt;
&lt;br /&gt;
Limb armour: Italianate harness. Italianate is less flexible but easier to don and provides marginally more protection. Often some fighters just wear gauntlets and elbows, the rest being too much bother. &lt;br /&gt;
&lt;br /&gt;
Bec du corbin, broadsword, dagger, buckler, lance&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
Man&#039;s Hosen / Man&#039;s Shirt / Man&#039;s Cloak / Riding Boots / Belt/Girdle / &lt;br /&gt;
&lt;br /&gt;
In pack: Man&#039;s Doublet / Shoes / Felt Hat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kit&#039;&#039;&#039;&lt;br /&gt;
Palfrey with riding saddle, Saddle blanket, Bit and bridle, Halter&lt;br /&gt;
&lt;br /&gt;
Destrier with Knight&#039;s saddle, Saddle blanket, Bit and bridle, Halter&lt;br /&gt;
&lt;br /&gt;
Blanket, Heavyweight / Linen Sheet / Bucket, Canvas, 20litre (Rolls or folds well) / Camp Bed, Cloth / Portable Wooden Bed / Canteen, 2l (filled) / Crucifix, ornate, small / Lamp Oil, 1l / Oil Lamp / Rosary beads / Sack, 10 ENC / Tent, Canvas, 2-Man&lt;br /&gt;
&lt;br /&gt;
2l Pan / 25l Kettle  / Silver Spoon / Bronze Ladle / Silver Bowl / Tin Cup / Silver Goblet / Silver Salt Cellar&lt;br /&gt;
&lt;br /&gt;
Small Metal Mirror / Soap, Perfumed / Brazier, Small Bronze / Charcoal (40 hrs.)&lt;br /&gt;
&lt;br /&gt;
Wood Axe / Crowbar / Wooden Mallet / Spikes (10) / Rope, 10m / Shovel / Waxed 25m Cord&lt;br /&gt;
&lt;br /&gt;
Bible (Latin) / Book of Hours (Latin) / Book (probably either a humanist classical translation, treatise on some field or wierdo medieval work like a bestiary) - Heraldry?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pretty boy Pierre hails from Malavieille, a small castle high up above a valley in the Hérault. Pierre speaks Occitan and French and probably can&#039;t write.&lt;br /&gt;
&lt;br /&gt;
Malavieille was given to the Bishops of Lodève during the Albigenisan Crusade (1223 I think). An early 14th Century bishop of Lodève was an interesting fellow called Bernard Gui.  So I reckon I can say that Pierre&#039;s family just about managed not to have Cathar credentials so were not persecuted, and then had a certain patronage of the bishops, though they were never returned full ownership of their castle and estates, just to be sure. This could mean he is escorting Peter of York home after a visit to the south. And they have the same name&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
	<entry>
		<id>https://wiki.rpg.net/index.php?title=Pierre_de_Malavieille&amp;diff=93376</id>
		<title>Pierre de Malavieille</title>
		<link rel="alternate" type="text/html" href="https://wiki.rpg.net/index.php?title=Pierre_de_Malavieille&amp;diff=93376"/>
		<updated>2008-10-11T16:37:55Z</updated>

		<summary type="html">&lt;p&gt;Mandacaru: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Knight from the Languedoc. [http://wiki.rpg.net/index.php/1439_Call_of_Cthulhu back]&lt;br /&gt;
&lt;br /&gt;
*&#039;&#039;&#039;Str&#039;&#039;&#039; 14&lt;br /&gt;
*&#039;&#039;&#039;Con&#039;&#039;&#039; 18&lt;br /&gt;
*&#039;&#039;&#039;Siz&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Int&#039;&#039;&#039; 12&lt;br /&gt;
*&#039;&#039;&#039;Pow&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Dex&#039;&#039;&#039; 10&lt;br /&gt;
*&#039;&#039;&#039;App&#039;&#039;&#039; 16&lt;br /&gt;
*&#039;&#039;&#039;Edu&#039;&#039;&#039; 8&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
*HP: 16&lt;br /&gt;
*Damage bonus +1d4?&lt;br /&gt;
*Idea: 60%&lt;br /&gt;
*Know: ##%&lt;br /&gt;
*Luck: 90%&lt;br /&gt;
*SAN: ##&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Skills&#039;&#039;&#039;Skill Points to spend 285&lt;br /&gt;
(highest skill 80%)&lt;br /&gt;
&lt;br /&gt;
* Accounting: (1%)&lt;br /&gt;
* Anthropology: (1%)&lt;br /&gt;
* Archaeology: (1%) +20&lt;br /&gt;
* Art&lt;br /&gt;
** (Artistic area): (5%)&lt;br /&gt;
* Astronomy: (1%)&lt;br /&gt;
* Bargain: (15%)&lt;br /&gt;
* Biology: (1%) (Keeper permission only)&lt;br /&gt;
* Chemistry: (1%)&lt;br /&gt;
* Climb: (40%)&lt;br /&gt;
* Conceal: (15%)&lt;br /&gt;
* Craft&lt;br /&gt;
** (Craft area): (5%)&lt;br /&gt;
* Credit Rating: (35%) (Gentry) 17 pence (16 with family)&lt;br /&gt;
* Cthulhu Mythos: None at character generation&lt;br /&gt;
* Disguise: (1%)&lt;br /&gt;
* Dodge: (20%)&lt;br /&gt;
* Drive Wagon: (15%)&lt;br /&gt;
* Fast Talk: (15%) &lt;br /&gt;
* First Aid: (30%) +20&lt;br /&gt;
* Geology: (1%) +10&lt;br /&gt;
* Hide: (10%)&lt;br /&gt;
* History: (5%) +20&lt;br /&gt;
* Jump: (25%) +5&lt;br /&gt;
* Law: (1%)&lt;br /&gt;
* Library Use: (1%) (Literate only)&lt;br /&gt;
* Listen: (25%) &lt;br /&gt;
* Locksmith: (1%)&lt;br /&gt;
* Martial Arts: (1%)&lt;br /&gt;
* Mechanical Repair: (10%)&lt;br /&gt;
* Medicine: (1%) (Literate only)&lt;br /&gt;
* Natural History: (10%)&lt;br /&gt;
* Navigate: (10%)&lt;br /&gt;
* Occult: (10%) +30&lt;br /&gt;
* Persuade: (15%) +25&lt;br /&gt;
* Pharmacy: (1%)&lt;br /&gt;
* Pilot (Sail Boat or Row Boat only): (5%)&lt;br /&gt;
* Psychology: (5%)&lt;br /&gt;
* Ride: (20%) +30&lt;br /&gt;
* Sneak: (10%)&lt;br /&gt;
* Spot Hidden: (25%)&lt;br /&gt;
* Swim: (1%)&lt;br /&gt;
* Throw: (25%)&lt;br /&gt;
* Track: (10%)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Weapons&#039;&#039;&#039;&lt;br /&gt;
* Hand to hand&lt;br /&gt;
** Fist: (25%)&lt;br /&gt;
** Kick: (15%)&lt;br /&gt;
** Head Butt: (10%)&lt;br /&gt;
** Grapple: (25%) +10&lt;br /&gt;
* Axe&lt;br /&gt;
** One Handed Axe/Hammer: (10%)&lt;br /&gt;
** Two Handed Axe/Hammer (Bec du corbin): (30%) +15&lt;br /&gt;
*** Poll Axe/Hammer: &lt;br /&gt;
* Club&lt;br /&gt;
** One Handed Club/Mace: (15%)&lt;br /&gt;
** Two Handed Club/Mace: (15%)&lt;br /&gt;
* Flail&lt;br /&gt;
** One Handed Flail: (5%)&lt;br /&gt;
** Two Handed Flail: (5%)&lt;br /&gt;
* Spear&lt;br /&gt;
** Lance (couched): (30%) +10&lt;br /&gt;
** One Handed Spear: (5%)&lt;br /&gt;
** Two Handed Spear: (10%)&lt;br /&gt;
* Sword&lt;br /&gt;
** Dagger/Short Sword: (15%) +30&lt;br /&gt;
** One Handed Sword: (30%) +25&lt;br /&gt;
** Two Handed Sword: (10%)&lt;br /&gt;
* Shield&lt;br /&gt;
** Buckler: (20%) +30&lt;br /&gt;
** Shield: (25%)&lt;br /&gt;
* Missile weapons&lt;br /&gt;
** Bow: (10%)&lt;br /&gt;
** Crossbow: (25%)&lt;br /&gt;
** Javelin: (10%)&lt;br /&gt;
** Hurled stone: (25%)&lt;br /&gt;
** Seige weapons&lt;br /&gt;
*** Trebuchet/Catapult: (1%)&lt;br /&gt;
*** Espringalde/Ballista: (5%)&lt;br /&gt;
* Gunpowder weapons&lt;br /&gt;
** Artillery&lt;br /&gt;
*** Bombard: (1%)&lt;br /&gt;
*** Siege Gun: (1%)&lt;br /&gt;
*** Field Gun: (1%)&lt;br /&gt;
** Hand Guns&lt;br /&gt;
*** Arquebus: (30%)&lt;br /&gt;
&lt;br /&gt;
Languages: French (Languedocien) 60% / Catalan 24% / Latin: 16% / Genoese: 8%&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Armour&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Head: Sallet or kettle hat.&lt;br /&gt;
&lt;br /&gt;
Body armour: Brigandine with/without plackart&lt;br /&gt;
&lt;br /&gt;
Limb armour: Italianate harness. Italianate is less flexible but easier to don and provides marginally more protection. Often some fighters just wear gauntlets and elbows, the rest being too much bother. &lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Clothing&#039;&#039;&#039;&lt;br /&gt;
Man&#039;s Hosen / Man&#039;s Shirt / Man&#039;s Cloak / Riding Boots / Belt/Girdle / &lt;br /&gt;
&lt;br /&gt;
In pack: Man&#039;s Doublet / Shoes / Felt Hat&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Kit&#039;&#039;&#039;&lt;br /&gt;
Palfrey with riding saddle, Saddle blanket, Bit and bridle, Halter&lt;br /&gt;
&lt;br /&gt;
Destrier with Knight&#039;s saddle, Saddle blanket, Bit and bridle, Halter&lt;br /&gt;
&lt;br /&gt;
Blanket, Heavyweight / Linen Sheet / Bucket, Canvas, 20litre (Rolls or folds well) / Camp Bed, Cloth / Portable Wooden Bed / Canteen, 2l (filled) / Crucifix, ornate, small / Lamp Oil, 1l / Oil Lamp / Rosary beads / Sack, 10 ENC / Tent, Canvas, 2-Man&lt;br /&gt;
&lt;br /&gt;
2l Pan / 25l Kettle  / Silver Spoon / Bronze Ladle / Silver Bowl / Tin Cup / Silver Goblet / Silver Salt Cellar&lt;br /&gt;
&lt;br /&gt;
Small Metal Mirror / Soap, Perfumed / Brazier, Small Bronze / Charcoal (40 hrs.)&lt;br /&gt;
&lt;br /&gt;
Wood Axe / Crowbar / Wooden Mallet / Spikes (10) / Rope, 10m / Shovel / Waxed 25m Cord&lt;br /&gt;
&lt;br /&gt;
Bible (Latin) / Book of Hours (Latin) / Book (probably either a humanist classical translation, treatise on some field or wierdo medieval work like a bestiary) - Heraldry?&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
&#039;&#039;&#039;Background&#039;&#039;&#039;&lt;br /&gt;
&lt;br /&gt;
Pretty boy Pierre hails from Malavieille, a small castle high up above a valley in the Hérault. Pierre speaks Occitan and French and probably can&#039;t write.&lt;br /&gt;
&lt;br /&gt;
Malavieille was given to the Bishops of Lodève during the Albigenisan Crusade (1223 I think). An early 14th Century bishop of Lodève was an interesting fellow called Bernard Gui.  So I reckon I can say that Pierre&#039;s family just about managed not to have Cathar credentials so were not persecuted, and then had a certain patronage of the bishops, though they were never returned full ownership of their castle and estates, just to be sure. This could mean he is escorting Peter of York home after a visit to the south. And they have the same name&lt;/div&gt;</summary>
		<author><name>Mandacaru</name></author>
	</entry>
</feed>