KINGDOM is a campaign that takes place in the land of Almia, a vast kingdom ruled loosely from its capitol by a royal family and a caste of nobility, but which contains vast stretches of unexplored wilderness. The technology is at roughly middle ages level, and while there is magic, it doesn't play a role in the day-to-day lives of the vast majority of the population.
The system is MSU, a loose system of my own creation. The aim of this system is to be as realistic* as possible. To this end, there are 3 principles behind the game: 1: You can try to do whatever you want.
Spoiler
Essentially, you can attempt to perform any action, and I will determine the probability of your success based on: - The difficulty of the task at hand. - Your stats (more on this later). - The manner in which you describe your action. For example, if you're trying to convince someone of something, I'll take your in-character speech into consideration, or if you're making an attack, I'll take into account how you describe your attack. This also applies to movement, positioning (especially when you do something with potential adverse effects.) - Your background. I'm not going to have stats on EVERYTHING, so sometimes I'll use your background to determine your chance of succeeding on something. A ranger is going to be better at hunting food than a warrior, even if they have the same stats. If you really want your character to be good at something, you can specify it in your background. Then, I'll tell you your probability of success, roll dice accordingly, and determine your degree of success.
In addition, numerous challenges may or may not involve meta-components, which is basically me making you (the player) do stuff that's tangentially related to the challenge at hand, and depending on your degree of success, adding to or subtracting from your die roll. This will usually involve solving a puzzle. However, my definition of "puzzle" is pretty liberal, and may involve text, images, your real life background knowledge, your ability to find obscure information on the internet, etymology, English and otherwise, culture, both contemporary and archaic, and sometimes, time limits .
2: Limiting and compartmentalization of information.
Spoiler
In, for example, D&D, you're never truly "in character". You know all about the world around you, and more importantly, everything your party mates know. In order to provide a verisimilar roleplaying experience, MSU incorporates an important element of realism: ignorance. Based on your submitted character sheet, I will private message you a list of everything you know about the kingdom of Almia. Depending on your background, the information you receive will vary in its degree of completeness and accuracy. I will also send information through PM during the course of the game. Keep in mind that there's nothing stopping you from lying to the other players about the information you received. In addition, information is given out on a "would realistically know" basis, not a "need to know" basis, and what information which you receive is from the subjective perspective of your character.
3: Pictures
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I will incorporate images into the gameplay, as a means of conveying information, and if you want, you can as well. The purposes of this is to better convey information that cannot be accurately conveyed textually, such as the layout of a room. Expect these to show up a lot when it comes to the puzzles.
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CHARACTER CREATION
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A "character sheet", should consist of the following:
A class: Who are you? Don't feel the need to restrict yourself to traditional fantasy classes. You could be a ranger or a rogue or a fighter, or you could be a farmer, an artisan, a merchant, or an aristocrat. You don't even need to be able to fight. As for race, your choices are human or dwarf, and if you're a dwarf, make sure to put something in your backstory about what you're doing in human civilization.
A background: this is less of a personal history, and more about your character's history as it impacts their abilities and background knowledge. Make sure it's malleable enough that I can find a good excuse for you to hook up with the rest of your party.
Stats: There are 5 different stats: Intelligence: determines your character's chance of succeeding at anything that requires them to be smart, from having good ideas to solving puzzles. In addition, anything involving the acquisition of information will partially be determined by your intelligence. Charisma: Determines your ability to convince people to do stuff, and how likable you are. Strength: Determines your ability to move stuff, break stuff, hit stuff, etc. Dexterity: Determines your chance of succeeding in anything that requires coordination or agility, from jumping over a gap in a bridge to your chance of landing or dodging an attack, to craftsmanship. Magic spells that involve aiming also fall under this category. Vitality: Determines your ability to not die. Injuries will drain your vitality until healed through medicine, magic, or rest. If it gets to 0, you become a corpse.
In character creation, you have 50 points to allocate between these stats, with 10 being average, 5 being the minimum required to be a functional human being, and 15 being superhuman. For your starting stats, try to keep each stat within the 5-15 range. Also, try to make these match up with your background. Don't give your farmer 15 intelligence, or your wizard 15 strength.
These stats may be improved throughout the course of the game, as your character becomes more experienced.
Magic: If your character has magical abilities in their background, they may start the game with a basic-level spell. To get an idea of the power level, it should be something like magically creating light, summoning a mouse, or creating a small flame about the size of a cigarette lighter's. As the game progresses, you may acquire additional spells, possibly with even higher power levels.
Starting gold: Assume that one gold coin is roughly equal to 1 US dollar. They're really small coins, ok? The amount of gold which your character has should depend on their background. A good general guideline is: Farmer, adventurer: 1-10,000 gold Craftsman, shopkeeper: 10,000-50,000 Merchant: 50,000-500,000 Aristocrat: 500,000-5,000,000
Starting items: These should also be based on your background. Make sure that they're something your character could realistically afford, or has a good excuse for owning (and even then, don't give yourself anything too valuable), and any magic items which you have should be low in power level. Also, keep in mind that magic and magical objects are a rarity, and as such, you should probably have maybe one of them at most.
You have a week from today to sign up. Post your character sheet in your signup post. During the signup period and after signups are closed, I'll post any changes that need to be made to character sheets, and once those are ironed out, I'll send you each a PM full of information that your character would know, then make a thread and start the roleplay. Feel free to post any questions you have here!
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Any resemblance to actual persons, living or dead, is purely coincidental.
Interesting. I'll tinker around with things for a little bit to see if I can craft a character I'll enjoy. Out of curiosity, what does MSU stand for?
I'll use this post as a workspace for a bit (First Concept: Knight. Unless I want to be a real brute by selling down charisma, this one's hard since it needs baseline competence (10) in all stats but wants solid values in the physical trio, since all three are needed to be combat-proficient. 50 points buys straight 10's, which is probably the most true to concept I can get with it, so I'll discard this one for now) (Second Concept: 'Scheming' Aristocrat. High intelligence, good charisma, and sufficent dexterity to be able to engage in swordplay if strictly necessary, but substandard strength and vitality. Might have a magic trick, but I'll have some questions about that1 I'll have to play with numbers to figure out just HOW substandard... If I've understood the system right, 5 strength would be "Feeble for a little kid" and 5 Vit "sickly hemophiliac falls over to a stiff breeze" so I probably don't want to go that deep, but I don't have an instinctual understanding of what the other numbers mid-curve would imply. Do you think we could get a point-by-point of what N in stat would look like?2) (Third Concept: Farmboy Hero. Lower Intelligence and dexterity, higher strength and charisma, average vitality. Again, not sure how much on the sell up/sell down scale, but likely pretty mild. I'll probably have to discuss privately what sort of Call To Adventure this character might have had.) (Fourth Concept: Mercenary Archer. Terrible charisma from being a right git, but epic dexterity. Strength, Vitality, and Intelligence near average, possibly 10's possibly a point or two off either way. I kind of like having a concept where I'm comfortable selling a stat WAY down and don't desperately need everything, but am worried a real jerk might not play well with others.) (Fifth Concept: Cloistered Academic. Substandard in all physical stats, amazing int and average or above-average charisma. Absolutely a magic-user1. Again, I actually have some free reign here, in this case because I can knock a point or maybe two off each of the physical stats: being able to fight is NOT this character's hat) (Sixth Concept: Streetwise Trickster. Abilities near the norm, but with some variance probably (towards int, away from str/vit, unknown on Cha/Dex. Magic-user1.) ~~~
1 Questions About Magic. Feel free to answer these via PM or even not answer them at all if that would go against the spirit of compartmentalized setting information Question the First: What is the (at least generally accepted) source of magic? Is it an inborn capability of a select through either by lineage or random chance (As in Harry Potter or for D&D Sorcerers), an art/science that can but must be studied extensively in order to successfully execute spellcraft (As alchemy in Full Metal Alchemist or for D&D Wizards), the result of patronage by a supernatural benefactor (As for D&D Clerics or Warlocks), or something else entirely? Is it even the same for all magic-users? Question the Second: Are complex incantations, waving or arms, or other obviously arcane actions required to do magic (D&D/FMA/Harry Potter), or is it possible for someone with magic to do it with simple actions/gestures and presumably their thought (Elsa in Frozen, Benders in Legend of Korra, etc.) Question the Third: Is it possible for someone to gain magic (Whether that means being born with it, learning it, making a bargain, or what have you) without other people knowing they have magic or the nature of their magic (assuming it is not made obvious, like seeing someone conjure a mouse) Question the Fourth: Does possession of magical capability automatically imply any social consequence, or could somebody with magic lead basically the same life as their otherwise-identical but magic-free twin?
2 Questions about the implications of stats. I'd be looking for something like this, which is my current guess at Intelligence's implication (though I may, of course, be dead wrong about the curve)
Spoiler
5: Retarded, barely able to feed him/herself and perform simple tasks under supervision 6: "Special", would have a hard time making his/her way in the world unaided due to mental deficiency 7: Stupid, simply incapable of some intellectual tasks or badly deficient though technically capable of all of them. Baseline of acting unaided 8: Slow, usually the last one in the room to 'get' a concept. Some intellectual tasks (like basic math) may be laborious 9: Dull, unready for academic pursuits barring heavy effort but able to function essentially normally in everyday life 10: Average 11: Sharp, noticeably faster on the uptake than average peers, but nothing particularly special 12: Capable, notably more intelligent/knowledgeable than average, probably regarded by peers for intellect 13: Smart, possibly genius level in some areas and deficient in others, possibly just highly mentally capable all-around 14: Genius, probably the smartest person in the vicinity at all times but not likely globally recognized unless otherwise positioned to be 15: Stephen Hawking, Isaac Newton, or some other once-a-generation-at-best great mind
~~~ Statistics Workspace
Spoiler
Scheming Aristocrat "Terjen Haraz" I13; C12; S8; D10; V7 Magic: See through one layer of non-metallic material with thickness no greater than 1/4" (such as a single layer of clothing or an envelope or scroll case) as though it wasn't there. Background: Born into the nobility, Terjen has a study of many arts, taking most pointedly to Tactics, Politics, Rhetoric, and Swordplay -- in the latter he favors a quick style of dodges, parries, and precise cuts since he hasn't the strength or stamina for heavy melee. While he trains and is highly skilled in that sphere, he would prefer to keep his hands clean and let others do the fighting for him, or even have the fighting occur far away at his direction. Terjen is a very cunning man and a natural leader, but extremely ambitious, perhaps even more ambitious than he is capable. As such, he's taken pains to maintain and improve his image with the public and improve his station among the noble houses, an avid player in all manner of gamesmanship. While his study has gained him a very useful magical ability (the ability to read much of a sealed letter or spot a concealed weapon with no one the wiser is nothing to sneeze at in a world where words and knives alike carry great weight), he has taken pains to maintain his ability as something of a secret -- after all, it's not that difficult to foil or avoid, and he gets the most mileage out of it when know one knows it's an option. Few people know he's studied magic, perishingly few know that he's done so successfully, and he's kept the exacts of his power a secret even from those who know he has something up his sleeve. Starting Wealth: Aristocrat, but most of it's sunk into illiquid assets not personally available at any one time: investments, land, funds for the maintenance of staff, and so on. Personal 'possessions' would include at least one set of fine clothes for formal events, several sets of good clothes fit for less formal occasions or for light travel, a masterfully-crafted slim sword, a well-crafted but ornate dagger, luggage, a carriage, a purebred riding horse, and the services of a porter, a driver, and a personal attache/assistant.
Farmboy Hero I8; C11; S12; D9; V10 I'm not really happy with this archetype. It works, but I'm not sure I'd have fun playing the dull-but-kindhearted character
Merc Archer I11; C5; S10; D15; V9 Background: You see that Charisma 5? That would be why he hasn't led a normal life: he's got a nasty mouth and can't seem to help but piss people off. In fact, it's very likely that the only reason anyone tolerates him at all once he starts talking to (and probably insulting) them is that both his natural ability and trained skill with a bow are world-class. While most have the conviction that someone so damnably annoying just can't be the best archer in the world like he claims to be, there are very few capable of actually contesting his pompous claim to the title (they do exist, to be sure, but the odds of him being in the same room as one are very low, owing to their scarcity.). His skill, combined with the fact that no one wants to be in his general vicinity have led to the fact that he has spent many, many long deployments scouting or hunting in the deep wilderness. Since he's a pretty supreme misanthrope, he's perfectly comfortable with this assuming he still gets his pay: basically the one topic he cares about when it comes to other human beings that he's not supposed to shoot. Starting Resources: Adventurer, consisting of a finely-crafted bow, a large supply of high-quality arrows, very sturdy traveling clothes (2-3 sets of clothes, one coat, one belt, one set of boots), trail rations, and some cash.
Cloistered Academic "Vasynyt Kain" I14; C12; S8; D8; V8 Magic: With all materials necessary to do so at hand (ink, paper or parchment, etc), copy text exactly at a rate of one page per minute. The copy is, in terms of content, identical in all respects to the original: even ink blotches and particular flourishes of handwriting are replicated. Images and illumination may be copied, but only if they are on parchment, paper, vellum, or a similar material and all required inks or other writing substances are at hand, otherwise the object will be copied only as completely as possible with the available resources. No writing/drawing instruments are necessary for this transference. Background: Fifth son of a noble family and disinclined towards military pursuits owing his clumsiness, lack of strength, and frail nature, he was quietly swept off to the world of academia, in which he excels, and more or less forgotten by his family: he receives only a modest stipend, but for the bookish sort it's enough to keep him in ink, paper, quills (when necessary), room, board, and clothes with decent savings to spare. He's a student of history, philosophy, geopolitics (in the abstract), numbers, letters, science, and magic -- essentially anything that's able to be undertaken with reading and speaking alone. While he does not have an understanding of public speaking outside very formal argumentation/debate/rhetoric, he has a decent natural charisma and most people seem to find his occasional bumbling to be more endearing than annoying. Starting Wealth: As merchant, consisting of several sets of scholar's robes, a whole lot of ink and paper, paid-up rent for an essentially permanent room in the city, patron/paying member access to libraries, museums, and other places of learning/tuition for those lectures that still demand it of someone able to himself give lectures, and a decent personal savings
Streetwise Trickster "Kies Gleis" I11; C10; S8; D11; V10 Magic: Conjure small stones. The stones may have any shape, even 'manafactured' shapes such as spheres or trapezoids (or potentially complex shapes requiring intellectual effort from the conjurer) and a surface grit between maximum natural roughness and fine polish like river rocks. The stones are permanent and of opaque, essentially valueless stone types like Schist, granite, diorite, microcline, shale, limestone, or orthoclase. Background: Poor city-dweller. Thieving, Fast-talk, acrobatics, and creative uses of his magical talents (plenty of people make money off worthless rocks in real life by presenting them as what they aren't. Not to mention what you can do with what are basically Marbles). Wants to improve his lot in life and make something of himself other than the intermittent beggar/charlatan/thief he's had to be so far -- his dedication to learning magic was one path to self improvement, and while its success indicates he clearly isn't averse to hard work, he's looking for new ways to get a leg up. Starting Wealth: Poor, largely consisting of a couple sets of rags or patched clothes, one set of clothes that's faded but in decent repair, a sling, a sturdy walking stick (useful for acrobatics sometimes), the ability to stay in a minimally-furnished hovel or loft essentially for free (perhaps part of an abandoned building, Hooverville, or other vagrant camp), and as many basically worthless small stones as he wants, probably including at least one bag of "marbles" (smooth, spherical stones) at a time in order to help slip pursuit
Update: Tinkered with Stats, added development to some character concepts Update: More development to characters, all options now have (the start of) backgrounds and starting supplies
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Last edited by Tevish Szat on Sun Mar 02, 2014 1:47 pm, edited 2 times in total.
Interesting. I'll tinker around with things for a little bit to see if I can craft a character I'll enjoy. Out of curiosity, what does MSU stand for?
Telling you that would go against my policy of restriction and compartmentalization of information.
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I'll use this post as a workspace for a bit (First Concept: Knight. Unless I want to be a real brute by selling down charisma, this one's hard since it needs baseline competence (10) in all stats but wants solid values in the physical trio, since all three are needed to be combat-proficient. 50 points buys straight 10's, which is probably the most true to concept I can get with it, so I'll discard this one for now) (Second Concept: 'Scheming' Aristocrat. High intelligence, good charisma, and sufficent dexterity to be able to engage in swordplay if strictly necessary, but substandard strength and vitality. Might have a magic trick, but I'll have some questions about that1 I'll have to play with numbers to figure out just HOW substandard... If I've understood the system right, 5 strength would be "Feeble for a little kid" and 5 Vit "sickly hemophiliac falls over to a stiff breeze" so I probably don't want to go that deep, but I don't have an instinctual understanding of what the other numbers mid-curve would imply. Do you think we could get a point-by-point of what N in stat would look like?2) (Third Concept: Farmboy Hero. Lower Intelligence and dexterity, higher strength and charisma, average vitality. Again, not sure how much on the sell up/sell down scale, but likely pretty mild. I'll probably have to discuss privately what sort of Call To Adventure this character might have had.) (Fourth Concept: Mercenary Archer. Terrible charisma from being a right git, but epic dexterity. Strength, Vitality, and Intelligence near average, possibly 10's possibly a point or two off either way. I kind of like having a concept where I'm comfortable selling a stat WAY down and don't desperately need everything, but am worried a real jerk might not play well with others.) (Fifth Concept: Cloistered Academic. Substandard in all physical stats, amazing int and average or above-average charisma. Absolutely a magic-user1. Again, I actually have some free reign here, in this case because I can knock a point or maybe two off each of the physical stats: being able to fight is NOT this character's hat) (Sixth Concept: Streetwise Trickster. Abilities near the norm, but with some variance probably (towards int, away from str/vit, unknown on Cha/Dex. Magic-user1.) ~~~ 1 Questions About Magic. Feel free to answer these via PM or even not answer them at all if that would go against the spirit of compartmentalized setting information Question the First: What is the (at least generally accepted) source of magic? Is it an inborn capability of a select through either by lineage or random chance (As in Harry Potter or for D&D Sorcerers), an art/science that can but must be studied extensively in order to successfully execute spellcraft (As alchemy in Full Metal Alchemist or for D&D Wizards), the result of patronage by a supernatural benefactor (As for D&D Clerics or Warlocks), or something else entirely? Is it even the same for all magic-users? Question the Second: Are complex incantations, waving or arms, or other obviously arcane actions required to do magic (D&D/FMA/Harry Potter), or is it possible for someone with magic to do it with simple actions/gestures and presumably their thought (Elsa in Frozen, Benders in Legend of Korra, etc.)
First off, you got it wrong. Bender is in Futurama. Second, magic is like playing music; it's a learned skill, but you need some inborn talent to do it, and you need A LOT of practice. Not everyone can be Beethoven, even if they spend their entire lives practicing, and not even Beethoven can be Beethoven without extensive training and practice. If you have magical skills, that means that you probably spent a good deal of your life training.
And as for the incantations thing, it's not really necessary, although some wizards like to do it to make their spells seem more impressive.
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Question the Third: Is it possible for someone to gain magic (Whether that means being born with it, learning it, making a bargain, or what have you) without other people knowing they have magic or the nature of their magic (assuming it is not made obvious, like seeing someone conjure a mouse)
Question the Fourth: Does possession of magical capability automatically imply any social consequence, or could somebody with magic lead basically the same life as their otherwise-identical but magic-free twin?
Having magical power isn't immediately obvious to outside observers. However, given the time and training required to learn magic, it's unlikely that you could go through the process of learning magic without someone noticing along the way.
As for the social implications of magic, you could live a normal life if nobody had advance knowledge of your powers, and you didn't tell anyone, or use it in front of anyone. People's reactions to knowledge of your magical powers will vary widely, from awe and amazement to fear, mistrust, and hatred.
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2 Questions about the implications of stats. I'd be looking for something like this, which is my current guess at Intelligence's implication (though I may, of course, be dead wrong about the curve)
Spoiler
5: Retarded, barely able to feed him/herself and perform simple tasks under supervision 6: "Special", would have a hard time making his/her way in the world unaided due to mental deficiency 7: Stupid, simply incapable of some intellectual tasks or badly deficient though technically capable of all of them. Baseline of acting unaided 8: Slow, usually the last one in the room to 'get' a concept. Some intellectual tasks (like basic math) may be laborious 9: Dull, unready for academic pursuits barring heavy effort but able to function essentially normally in everyday life 10: Average 11: Sharp, noticeably faster on the uptake than average peers, but nothing particularly special 12: Capable, notably more intelligent/knowledgeable than average, probably regarded by peers for intellect 13: Smart, possibly genius level in some areas and deficient in others, possibly just highly mentally capable all-around 14: Genius, probably the smartest person in the vicinity at all times but not likely globally recognized unless otherwise positioned to be 15: Stephen Hawking, Isaac Newton, or some other once-a-generation-at-best great mind
Seems about right.
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~~~ Statistics Workspace
Spoiler
Scheming Aristocrat I13; C12; S8; D10; V7 Magic: See through one layer of non-metallic material with thickness no greater than 1/4" (such as a single layer of clothing or an envelope or scroll case) as though it wasn't there.
Farmboy Hero I8; C12; S11; D8; V11
Merc Archer I11; C5; S10; D15; V9
Cloistered Academic I14; C12; S8; D8; V8 Magic: With all materials necessary to do so at hand (ink, paper or parchment, etc), copy text exactly at a rate of one page per minute. The copy is, in terms of content, identical in all respects to the original: even ink blotches and particular flourishes of handwriting are replicated. Images and illumination may be copied, but only if they are on parchment, paper, vellum, or a similar material and all required inks or other writing substances are at hand, otherwise the object will be copied only as completely as possible with the available resources. No writing/drawing instruments are necessary for this transference.
Streetwise Trickster I12; C10; S8; D10; V10 Magic: Conjure small stones. The stones may have any shape, even 'manafactured' shapes such as spheres or trapezoids (or potentially complex shapes requiring intellectual effort from the conjurer) and a surface grit between maximum natural roughness and fine polish like river rocks. The stones are permanent and of opaque, essentially valueless stone types like Schist, granite, diorite, microcline, shale, limestone, or orthoclase.
Those all seem acceptable. Cool magic tricks : ).
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Any resemblance to actual persons, living or dead, is purely coincidental.
So, I'm kind of hoping somebody else bites, so I get an idea of what my compatriots would be looking for in a party, as a street rat and aristocrat would probably run in different circles.
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"Enjoy your screams, Sarpadia - they will soon be muffled beneath snow and ice."
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
A wise aristocrat recognizes the power of an agent who can be below the notice of his foes, especially one willing to do distasteful work at a minimal cost.
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Any resemblance to actual persons, living or dead, is purely coincidental.
I'm in. I posted my character to Cato via PM. I wanted to keep my character mysterious so everyone won't immediately know who I am and he can weave me in how he sees fit.
My character works with whatever, so play who you really want to play! =]
Name: Rodor Minik Class: Mercenary/Ranger Race: Human Background:
Short history: Rodor grew up as the son of a hunter, preparing to follow in his father's footsteps. Rodor never cared much for the village life, but wanted to see the world or live in a city. When Rodor's brother turned out to be a good hunter, Rodor left home, promising to send them money when he could.
As it turns out, traveling hunters don't make a lot of money, and neither do hunters in the city. So Rodor started selling his skills to whoever wanted to pay for them. In this new-found trade he has picked up some more fighting skills, mostly hand-to-hand combat, swordfighting and use of daggers.
By now, Rodor has been a mercenary for two years and he tries to take "honest" clients and contracts that don't require killing people.
Rodor keeps just enough coin to make sure he won't be massively inconvenienced for two to three weeks. The rest he spends on his equipment or sends to his family.
Starting Items:
A longbow
Two quivers with 12 arrows each
A saber
Two daggers
Leather armor
chain-mail
Good boots
A bag to easily carry supplies
A flagon
Four rations of food that doesn't spoil easily
A razor
A bar of soap
Two sets of clothes
Edit: Only when I was mostly done did I notice that Szat posted a similar character. Sorry.
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"I'm all for screwing with the natural order. The natural order objectively is awful. The natural order includes death, disease, pain, and starvation." --Sam Keeper
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
*removes tentacles from spinal cord* Oh, hello again. I'll start up a thread in PbP, mail out the information, and you can start posting as soon as you want. *reinserts tentacles into spinal cord*
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Any resemblance to actual persons, living or dead, is purely coincidental.
I'm a (self) published author now! You can find my books on Amazon in Paperback or ebook! The Accursed, a standalone young adult fantasy adventure. Witch Hunters, book one of a young adult Scifi-fantasy trilogy.
Oh, uh, I kinda already started on the materials, and put a lot of work into them, using your aristocrat character, although the academic would also work in a pinch, and with a bit of effort, I could fit in the mercenary.
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Any resemblance to actual persons, living or dead, is purely coincidental.
Class: Aristocrat I13; C12; S8; D10; V7 Magic: See through one layer of non-metallic material with thickness no greater than 1/4" (such as a single layer of clothing or an envelope or scroll case) as though it wasn't there.
Background: Terjen Haraz is the current head and only true member of House Haraz, a noble family of passable (but not superb) age, respect, and pedigree. No doubt he has cousins, uncles, and aunts, but any of those have married into other noble families and no longer make any claim not pretention to the Haraz. Terjen's parents are dead and he was the only legitimate child of his father. He is unmarried, largely for lack of a woman who both meets his standards for what is acceptable in a partner and who marrying would give him a political advantage great enough to abandon the possibility of finding a better match down the line.
From an early age, Terjen was noted for his cleverness and ambition. Whatever he had, he always wanted more, and he was exceptionally good at getting it. He took to public speaking, discourse, and all manner of courtly intrigue both accepted and covert, which he seemed determined to learn for himself if his parents would not teach him their ways. In sport, however, he was far less capable, for Terjen was always scrawny and of frail constitution: the sole exercise of the body he took to was swordplay, and in that only the light blades common to fencing, such as the saber and rapier, seeing as speed and agility were the physical spheres in which Terjen was not disadvantaged.
Terjen fostered a season or two in his youth with many prominent and influential families, taking pains to make connections at those times not only with his peers (who he largely regarded as insipid, but was not about to let be aware of that opinion in case they grew into capable rulers), but also with his elders, whom he suspected could place him in positions of some importance if they were well disposed towards him. Being a somewhat persuasive speaker and wise enough to know how to push a man or woman and on what topics, his suspicions were well-founded, and owing the large amount of time the young and well-connected Terjen spent in court and the houses of political allies, he came to be widely trusted.
Into adolescence and early adulthood, Terjen carefully produced for himself a near saintly reputation while engaging in less than savory acts behind the scenes. In public, he gave pretty speeches that told people what they wanted to hear, fed the poor (but only when it gained him their fervent devotion to do so -- he was not about to waste money.), and always upheld his oaths and bargains among the upper class while treating its members with the required respect or more. Such a reputation, after all, would see Terjen trusted with ever more important and sensitive information.
Behind the scenes, Terjen would have been an excellent spymaster were he not ultimately playing for his own interests: Not a scrap of information passed through his hands that he did not absorb, and the admiration the common people offered him proved invaluable in gaining eyes and ears that were often overlooked throughout the court (those being the servants), so that he could learn the secrets and gossip of the land. Information, after all, was power in a world where words carried greater weight than steel. He has cultured his particular magical ability in part to aid this -- reading a message without unsealing it -- and it has proved very useful in spotting potential assassins as well. This help the deals in which he is perfectly trusted as well, for he does not enter a venture without knowing everything there is to know about it, though he seldom lets on just how well informed he is.
After the deaths of his parents, Terjen has been left in an awkward state. His star has risen about as far as it can rise: he is Lord Haraz, trusted and respected by his peers and admired by those beneath him. Without making some great move or further name for himself, this is as far as he can go. Many would be content with such a lot, steadily making money from reliable investments and managing decent if small lands, but Terjen is never satisfied. Somehow, he must find a way to have everything that there is to have. For now, he is convinced that begins with making a name for himself greater, or at least more unique than "Lord Haraz"
RESOURCES Terjen is very, very wealthy, though most of his assets are illiquid: Land, shares in trading ventures, and a number of fine ancestral things. However, that does not mean that he lacks gold coins to throw about on a daily basis.
Assets: Terjen has an estate with grounds and some degree of authority over the surrounding lands. Haraz lands are a frontier provience that is not intrinsically wealthy, nor heavily populated. Generations of the Haraz line since their ennoblement have worked hard to accumulate as much as they have, and even then they are only middling among the ranks of the nobility
Traveling Possessions: Terjen travels with clothing for a variety of occassions (the road, court, society functions, signet ring and any other light, appropiate jewelry included), the necessary luggage, a finely crafted and ornate light sword (suitable for both fighting with and simply wearing for the look), some cash, and of course means of conveyance: a carriage (when able to stick to roads), a purebred riding horse for himself and a number of simple horses for his gear and personal staff.
Staff (At Home): The Haraz manor retains a small staff, even for its size: one or two maids, a cook, a majordomo who handles day-to-day affairs while Terjen is away, and contingent of guards only suitable for its defense from thieves because the place is built like a fortress, with very few ways in or out.
Staff (Travelling): Terjen commonly retains the services of a good and sober coachman and at least one porter, though they may be left behind if his road necessitates traveling lighter than that. At all times, he retains the services of his personal Attache, his bastard younger sister Jewel, which he considers to be a necessary evil: even he cannot keep track of all briefs and intricacies of scheduling without some assistance, and letting anyone that close it had better be someone more loyal than money can buy: he trusts his sister only because she is both family who he as his father before him has taken care of, and because if he were to die Haraz holdings would never under any circumstance go to her: Any of his cousins, no matter how distant, would inherit first.
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