The Dragon Star

From RPGnet
Revision as of 14:09, 26 February 2015 by 161.254.5.251 (talk) (Birigita (Riga) Arnisdotter)
Jump to: navigation, search


A wiki for a Legends of Steel (Barbarians of Lemuria edition) play by post game hosted on rpg.net

Players

  1. Baeraad: Talaana Su’mesh
  2. Dorsai: GM
  3. QuZi: Birigita (Riga) Arnisdotter of the Blackwing Clan
  4. roryb: Fallon Youngcrest
  5. spaceranger: Heryn Rydh
  6. Xhaosdaemon: Malthias Darken

Birigita (Riga) Arnisdotter

of the Blackwing Clan

Careers: Barbarian 2, Hunter 2, Thief 0, Serving Wench 0

Attributes: Strength 2, Agility 2, Mind 0, Appeal 0

Combat Abilities: Brawl 1, Melee 1, Ranged 1, Defense 1

Equipment: Hunting Bow (d6), Hatchet (d6?), Big Knife (d3), and a pair of not-so-big knives (d3), Sword (d6), Round Shield (1), Boots (1), Leather Helm (1), Leather Jerkin (1), Heavy Cloak, Climbing Gear

Lifeblood: 12

Hero Points: 5,4

Armour Protection: 4 Max (variable depending on whether expecting combat 4AP, wenching 0AP, or burgling 2AP)

Boons

  • Fearless (Your character has no fear. Magical fear doesn't even affect her.)
  • Uncanny Tracker (Your character’s amazing natural skill at tracking gains her an extra die for tracking and related rolls.)

Flaws

  • Distrust of Sorcery (You will not knowingly use sorcerous powers or items. When dealing with Wizards, Priests and Alchemists, roll an extra die.)


Birigita Arnisdotter, or Riga to those that know her, grew up in the central High Mountains on the northern continent, northeast of Hogar, and northwest of the Great Forest. She was born into the Blackwing clan, in which she was an enthusiastic member as long as they expected nothing more from her than hunting for food and raiding other clans for vengeance or profit. Once the elders in her clan started hinting of obligations to have children, she discovered a greater enthusiasm for going out on her own and seeing the great cities that the merchants kept blathering about as the source of the few pieces of gold and silver baubles that they sold to the High Mountain tribes.

So she left, or perhaps fled, the Blackwing Clan and reached Hogar, the least of the great Free Cities. It was there that she learned two of the great lessons of civilization: nothing comes easily to those without sufficient silver and gold, and foreigners must be on guard against the folk of the cities who would take it from them through violence or lies. Having little more than her clothing and weapons, she tried her hand at burglary and ran afoul of the Hogarian Thieves' Guild. They helped her realize that she needed a better methodology for gathering information on her targets than simply breaking in to see what would happen, but she balked at the cut they wanted from her earnings and the limits that they placed on her activities.

Once again, Riga left. This time, she went to war-torn and recently-conquered Albena, which she thought would be more suited to her inclinations. After entering the city, she spent time learning the layout of the city. Eventually, she obtained a position as a serving wench at an inn of ill-repute after dealing with a drunk and violent customer. Now, she spends her days and evenings working as a serving wench at the inn, listening for information about the city and its inhabitants as she determines where she should next attempt to burgle.

At this early stage in her life, Riga is an adrenaline junkie with poor impulse control that is slowly learning the value of planning. She is also coming to terms with the idea that the skills from her youth in the clan do not necessarily translate well to city life, and she is attempting to learn the appropriate ways to survive in the city in order to obtain all the pretty jewels she desires. She desires a LOT of pretty jewels.

“Look, she had some natural talent, but she just didn't work out, ok? There she was, a High Mountain savage with mud and blood still matting her curly black hair and a mentality that simply would not accept the idea that there were things she should not, or could not, do. She had issues with the entire concept of the guild and paying for membership, much less the idea that people that were paying us for protection shouldn't be robbed. I eventually got through to her that she should seek her fortune in the Nohar-loved mess that is conquered Albena. I'm pretty sure the guild heads were all executed by the Radu, but, if not, she's their problem now, not ours. I still have a subordinate in the hospice who was more eager than skilled in trying to dissuade her from a course of action.”Kjartan Klasson, Hogar Thieves' Guild Representative

“Yeah, I remember a tribal girl like that. I was in... The gilded lily? I forget. Anyway, there was the serving wench... Name started with an "I"... Inisa? Inga? Whatever. She was a lovely Sikkarian tribal and always played hard to get. I was grabbing a piece of what I paid for when that tall savage gets upset, and tells me to let her go. Yeah, she was big and muscled, but I fought against the Radunians, so I ain't exactly a pushover and would've taken her, but she sucker-punched me while I was still having a drink, and then twisted my arm until it broke. Now Hrodric, a guy from my old company, said they hired her as a server, but I never went back for revenge, no matter how much she deserved it. The girls in the Sunrise House are much nicer, anyway.”Lothar Becker, former mercenary, full-time alcoholic, Albena

“Riga? Takes the wage of a serving girl, doesn't skim off her tips, and doesn't complain about being a server or twisting a few limbs to keep the the problem customers in line. One of the best hires I ever made, even if she isn't one that draws in the crowds.”Dorric Vaclav, Proprietor, Albena

Fallon Youngcrest

Careers: Warrior 1, Physician 1, Noble 2, Rogue 0

Attributes: Strength 1, Agility 1, Mind 1, Appeal 1

Combat Abilities: Brawl 1, Melee 2, Ranged 0, Defense 1

Equipment: Bracers (1), Boots (1), Broadsword (d6)

Lifeblood: 11

Hero Points: 5

Armour Protection: 2

Boons

  • Contacts (You keep up a particularly large network of friends, acquaintances and ‘people who know people’. You get an extra die whenever rolling against one of your careers to contact someone you know or find out the ‘word on the street’.)
  • Natural Leader (Some people were just born to lead. Your character is one of them. For some reason people will look to him for direction. In a crisis situation his orders will usually be followed. Whenever your character needs help to storm a castle or lay siege to an evil temple, all he has to do is go to a tavern, barracks, whorehouse, bathhouse, outhouse, etc., and recruit a bunch of guys to help him out (at least temporarily). Your character gains an extra die when trying to inspire a person or group, or to accomplish a leadership task.)

Flaws

  • Elderly (You are not as young as you used to be. If you have not had a decent amount of rest each day, you begin to slow and tire. Use an extra die for any physical action if pushed too hard without rest.)

Fallon was a low-born native of Albena, enlisting as a member of the city’s militia when he was young. He rose among the ranks quickly, and proved his worth in battle many times over, eventually winning him the title of knight of the realm. He won many campaigns against the Sikkar, as well as a few minor skirmishes against and with neighbors, and retired as a land-owning lord with the title of baron.

Still remembered as a worthy swordsman, horseman, and born leader, he nonetheless became embroiled in the many pointless intrigues among Albena’s lords that ultimately led to its demise against Radu. Now gray-haired, and with slightly stooped shoulders, Fallon was forced to the streets during the last invasion, his keep and lands razed. His bitterness against the sorcery-wielding fiends of his nemesis have fueled his survival instincts. He sent his family away to Emesa for their well-being during uncertain times.

“Ring for Fallon if ever you need a valiant and disciplined warrior to fight your battles…and he will come! Right after he finishes his ale…”Filch Quickfinger, scandalmonger

“When I look into Fallon’s eyes, I still see both the youthful man full of fight, and the passionate leader to whom younger men flock. However, where there was optimism and pride, I now see acridity and regret.”Sir Valenthorn, invalid veteran of the Radu invasion

“To see Youngcrest’s ire raise at the petty lords’ ramblings during council is to see the coming of dark clouds. It is best to find shelter before storm breaks.”Adamacus Ren, council of lords scribe

Heryn Rydh

Careers: Barbarian 1, Buccaneer 1, Scout 1, Warrior 1

Attributes: Strength 2, Agility 2, Mind 1, Appeal -1

Combat Abilities: Brawl 1, Melee 2, Ranged 0, Defense 1

Equipment: great axe (d6+2), sword (d6), dagger (d3), battle harness (1), bracers (1), greaves (1), helm (1), wineskin, pouch w/flint & tinder and rations

Lifeblood: 12

Hero Points: 5

Armour Protection: 4

Boons

  • Fearsome Looks (Use an extra die whenever you are trying to force somebody to give you information or do something they don’t want to do.)
  • Feat of Strength (Use an extra die when breaking, lifting, pulling, or pushing things.)
  • War Cry (Scares the hell out of your character’s opponents that can hear the war cry. They take a Flaw (that is roll an extra die, take the two least favorable results) on all their rolls for the first round following the War cry, and gives Boons to all your character’s buddies (that is they roll an extra die and take the two highest) for that round as well.)

Flaws

  • Illiterate (Heryn cannot read or write.)
  • Missing Eye (Heryn lost his left eye in a fight. He rolls an extra die whenever the GM feels it is appropriate to the situation.)

Heryn was born to a barbarian tribe native to the Druss Mountains for many centuries. His people were fiercely independent, and refused to leave their ancestral lands and holy places to serve Shen-Ka. They were punished. Shen-Ka sent a horde of slayers and sorcerous beasts upon Heryn's people; they were utterly overwhelmed. Heryn was only a youth when his clan made a last stand defending their people's most holy place, surrounded by cataracts and high cliffs. Heryn took an arrow in his left eye and fell from the battlefield onto the pines and cataracts below. He barely survived, and when he came to and crawled back up to the battlefield, all his people were slain or taken. Only the clan's shaman remained, dying and left for dead, concealed by a spell until Shen-Ka's horde had left.

The shaman imparted a vision and geas upon Heryn to travel south, seek allies, avenge his people against Shen-Ka, free any of his people left from slavery, and return to their ancestral lands to renew the tribe. The shaman then self-immolated and departed for the spirit world to work against Shen-Ka from there.

Heryn traveled south, and wandered the lands of the Free Cities as a mercenary and scout. He served a captain from Albena for a couple years, impressing him greatly. Upon the captain's recommendation, Heryn took up buccaneering against the pirates of Radu, and dreamed that one day he might lead a fleet of ships to take Shen-Ka's capital by storm and free any of his people that remained. Then Radu came, and Albena fell. Heryn must begin anew, and Radu must not be allowed to hold Albena or gain any further foothold upon the world.

Heryn is a very imposing figure. Tall and broad, wild woad tattooed upon his face and limbs, his long hair bound in dreadlocks and bone, and a dark leather eyepatch over his left eye bearing a stylized eagle's eye in red.

“Shen-Ka has destroyed us. You are now the last free warrior of our people. You have lost an eye, but I will give you a spirit vision to replace it. You will see what you must do to renew our people, or be cursed if you fail.”Aryw Wolfsight, Shaman of the Red Eagle Tribe

'“We were beset by bandits on the road to Boskar. There were so many of them ... some of my guards openly quailed and I was sure they would bolt, but then Heryn he ... HOWLED ... and fell upon the bandits ... tore them asunder like a mountain lion rends a lamb ... they were routed ... it was so terrible ... I still have nightmares...” — Enid Humstable, caravan master from Emesa

“Yes, I know what he looks like. I swore that he was one of those slayers from Radu when I first caught sight of him, nearly shot him on the spot. But my first impression was quite wrong. In all my years as a captain, I have never known so loyal and honest a man as Heryn Rydh. A veritable devil on the field, no doubt about it, but a very humble soldier in fact. Never boasts, never wastes words, says only what he means. He'll make a fine buccanneer, I'm sure of it, once he gets his sea legs. And he hates Radu, oh yes, they slew his people. That one won't shy away from dealing those pirates some justice. Just make sure your dogs don't offend his traditions or his people, he's a mite touchy about that ...”Cedric Bursa, captain of Albena

Malthias Darken

reveres Ashar (Goddess of Thieves and the Night)

Careers: Alchemist 1, Physician 2, Sorcerer (Necromancy) 1, Thief 0

Attributes: Strength 1, Agility 2, Mind 2, Appeal -1

Combat Abilities: Brawl 1, Melee 1, Ranged 0, Defense 2

Equipment: Battle-Harness (holds his physician & mortician tools, Protection 1), Leather Skirt (Protection 1), Dissection Knife (1d3+1, common alchemical item <+1 damage on Mighty/Legendary Success>), Medical Kit (includes 2 alchemical healing powders and preservative/embalming fluid), Notebooks with anatomical drawings and research

Lifeblood: 9

Hero Points: 5

Arcane Power: 11

Armour Protection: 2

Boons

  • Disease Immunity (Because of his work with the sick, injured, and corpses he is immune to all diseases, even magical ones.)
  • Sneaky (He is particularly quiet and adept at moving without making a sound or lurking in dark places. Roll an extra die where stealth is important.)
  • Trademark Weapon (Dissection Knife; As long as he is using this weapon, he uses an extra die in combat.)

Flaws

  • City Dweller (He is not very savvy when in the wilderness. Roll an extra die in situations to do with outdoor survival.)
  • Delicate (He is as slender as a wand, deduct two from Lifeblood total.)
  • Unsettling (His appearance and some other imperceptible things are disturbing to anyone in his presence. Even beasts are edgy around him. Roll an extra die in social situations.)

Sorcery (Necromancy)

  • Cantrips
    • 1 arcane power
    • no requirements
    • Difficulty: Easy or Moderate <+1 or +0>
  • 1st Magnitude Spells
    • 3 arcane power
    • Requirements: Line of Sight, Obvious Technique <Gestures, Guttural Chanting>, Special Requirement <Necromantic Fetishes; mummified heart, necklace of fingerbones>
    • Difficulty: Moderate or Difficult <+0 or -1>)

Malthias was born in Albena and raised by his father when his mother died when he was young. His father made his living as an alchemist; providing medical powders, potions, and ointments to the local healers. His father educated him in the alchemical arts but he was more curious about the applications of their products to healing. Spending time with the healers he learned a great deal about anatomy and likewise honed his alchemical skills. During the conflict with Radu and the subsequent occupation he put his skills to use first with the wounded and later to the preparation of the dead. He enjoyed his time with the dead as he was able to experiment and learn even more about the body although he had to be careful not to be caught as resurrectionists were held in suspicion. His alchemical skills enabled him to improve upon preservative liquids already in existence and his skills preparing the dead were in high demand after the conflict. Interring corpses in underground crypts he came upon a unmarked crypt. Making sure he was unseen he entered into it and looked in the ornate sarcophagus. The body was mummified, a very unusual thing, and numerous warding symbols were on the sarcophagus. He felt something drawing him and found a mummified heart and a necklace of fingerbones that just felt right to him as well as some ancient scrolls. Taking them he resealed the sarcophagus and crypt, making his way back up to his chambers.

Already slender and overpale, Malthias's readings of the scrolls and experimentations of what he learned there increased his pallor further and lent a strange air about him that set people on edge. Little by little he unearthed the arts of necromancy, allowing him to improve his mortician skills by leaps. The almost lifelike appearance he gave to the bodies he worked with made him the envy of other morticians and he worked diligently to keep his secrets hidden. When he is seen out in public he is often scribbling in notebooks he carries. Although he unnerves many people his skills with healing still draw those to him who require medical ministration and he eagerly practices that as well, taking diligent notes all the while. He found that although he is slender his repeated work with the sick and the dead seems to have made him unable to get sick, at least as far as he can tell so far. Between his secret dabblings with necromancy, his healing work, alchemical research, and mortuary work he is very busy and not often seen. He has taken to private reverence of Ashar, praying for her to cloak his nighttime activities in her deep shadows so he can work undisturbed.

Physically although Malthias is of average height and slender he has a wiry strength about him, probably from moving and arranging corpses in his work. His slender fingers are graceful and he has a sharp mind. His pale appearance, sunken eyes, and bald head tend to make people uncomfortable around him. That is coupled with the strange smells about him and stains on his fingers as well as on the leather skirt he wears while he works on corpses and the sick. On his upper body he wears a set of harnesses that hold both his medical and embalming tools, all well-used. A marvelously-crafted dissection knife never leaves his side and he sometimes stares at it while moving it in his hands. His voice is raspy and soft and he is not seen to smile often though he likewise has never been seen angry. He seems to blend into the shadows everywhere he goes and usually avoids being outside when it is bright, being used to working in dim conditions.

“My son....I don't even know that I know who he is anymore but he has talent that has surpassed mine. His skills have been an asset to the sick, the poor, and the dead here in Albena after the conflict with Radu. I wish I knew more about how he learned as much as he has so quickly...”Alaric Darken, his father

“How those animals from Radu butchered my boy.....I couldn't let his mother see him like that. I had heard stories about Malthias's skill so I looked him up. The work he did.....unbelievable....he transformed a tattered corpse into a vision of my son sleeping. I owe him more than the money I paid, he worked a miracle.”Veetoh Kohrleone, head of the Merchant's Guild of Albena

“What can I say, he looks not much different from the corpses he works with but without his healing skills my wife and newborn child would both be dead. He came during a violent storm, when no one else would, and with his talents snatched them both from Death's grasp. People may gossip, but I would give anything to help him in gratitude for what he did for my family.” — Gerat Norreth, local farmer

Talaana Su’mesh

Careers: Assassin 1, Dancer 1, Farmer 0, Serving Wench 2

Attributes: Strength 0, Agility 1, Mind 1, Appeal 2

Combat Abilities: Brawl 1, Melee 1, Ranged 0, Defense 2

Equipment: Hidden knives (d3), Sleep-inducing drugs

Lifeblood: 10

Hero Points: 5

Armour Protection: 0

Boons

  • Attractive (Your character will always look good. Whether she was stranded in the jungle for three months or buried alive in the desert they will appear none the worse for wear, your character may be on death's door but she will look marvelous. Hair slightly mussed but still stylish, any grime will be strategically placed about the body, just enough to look rugged but not disheveled. Roll an extra die in situations where good looks might be important.)
  • Detect Deception (Anytime someone tries to lie to or con your character, he can see right through them. Roll an extra die to divine fact from fable. She won't automatically know the truth but she knows that what she's being told isn't it.)

Flaws

  • Compulsive Gambler (Your character is always ready for a game of chance. Much of the description of how he spent his loot from the previous adventure must involve some form of gambling to receive his allotment of advancement points. Whenever he is in a tavern or similar in a reasonably sized town there is likely to be a gambling game going on (roll 1 on a die) – in which case, the character will become involved, no matter what he is otherwise supposed to be doing.)

Born as a farmer's daughter in the hills above Albena, Talaana was always unhappy with her lot and craved excitement and adventure. She made her way to the big city, where she became first a serving girl in a string of increasingly pricey taverns and later a dancer, entertainer and courtesan to a more refined clientele. She learned that she could coax secrets out of the people who paid for her company, and that those secrets fetched a high price from the right buyers. She always needed money; despite her frugal upbringing, she always found it hard to hold on to her gold, either giving it away in acts of conspicuous largesse or gambling it away for the rush of chance and risk.

Albena's defeat and subsequent occupation hit her hard, as much of her success came from an established rapport with and understanding of the movers and shakers of the city, who were now promptly replaced by others, whose patience with local girls was far less extensive. Still, Talaana is nothing if not a survivor, and she intends to do what she has always done - adapt to the situation and find a way to thrive within it.

“She always had her eyes on the horizon, not on the work she should have been doing. She was rude, stubborn and never knew her place. But when she was in a good mood, she could light up a room with a single smile. Damn it. I hope she's happy and safe, wherever she is.”Jalathan Su'mesh, farmer and estranged father

“I know what they say about her these days, but I waited tables along with her for half a year and she was always perfectly nice to me. Lent me money when things were lean, let me take my time paying them back, and always had a smile and a joke on a rough day. But it's true, plenty of times I also saw her lie the innkeeper straight in the face about how much tips she'd gotten when he wanted his share.”Krianna Miathlan, serving wench

“Don't trust her. She can turn your head with a dance and lull you into unmanly relaxation with a few cooed words, and then you wake up the next morning without your purse and with the city guard out looking for you. Sweet poison is poison still.”Doldas Gollt, prisoner