Accepted Characters
CONNER O'FEARGHAIL ~
Played by Eeyore Character Name: Conner O'Fearghail
Character Age: Actual - 18, Appears - 18
Character Sex: Male
Character Appearance: Refer to Picture.
Character Items: Chainmail vest with localized plate armor, padded leather gloves, leather pants with leather-armored greaves, boots, Iron Helm.
Heater Shield with Family Crest,
Family Engraved Longsword, dagger. Traveling Rucksack: (Waterproofed, contains change of clothes, food, waterskin, flint-and-steel, wetstone, bedroll, sewing-needle).
Character Strengths and Weaknesses: Hubris - especially in regards to his family. Fighter - very skilled all around fighter. Stubbornness - when he is set in his ways there is no stopping him. Narrowmindedness - has been focused on the small picture for so long he does not see the big picture anymore. A Hard Life - always expects the worst conditions, does not know how to relax or take comfort in others.
Character Skills: Horse Riding, Sword + Shield Fighting, Weapon + Armor maintenance and repair, Command, Map + Compass Reading, Tactics + Strategy
Character Background and History: Conner O'Fearghail was 8 years old and living in Wittenburg, a quaint village in the warmer southern regions, when his father marched North, at the head of the column. At the head of the 13th Legion. Captain Cearbhall O'Fearghail, veteran of two campaigns, leading his first campaign, well known and well respected amongst his Troops. Married, a father of two boys (Conner and Cathal). A man about to become Legendary but for all the wrong reasons.
Conner well remembered that week, waiting for the messenger to arrive with news from his father. Every day Conner, the youngest of the two brothers, would stand by the main gate, waiting, peering down the road for the Messenger on Horseback. The Messenger arrived four days late, and Conner soon learned that his father had 'disappeared'. But 'disappeared' was better then 'dead' as it meant there was hope that he was still alive.
In the 10 years since that fateful day, Conner O'Fearghail has not given up hope. He never let up in his studies of the art of war, training night and day to become the best soldier that he could. His father had left a legacy as far as Conner was concerned. While others viewed the O'Fearghail name as shamed, Conner held true. But even his dreams could come to a crashing age.
At the age of 15, one year shy of being able to enlist in the Legion, Conners older brother, Cathal aged 17, was killed in action. His actions - a suicidal charge at the enemy - had saved the lives of his men, buying them enough time to fall back after being cut off, but at the cost of his life. But it brought a measure of honor back to the O'Fearghail name. But Conners mother was heartbroken, her husband lost and now her eldest son dead. She could not bear to lose Conner and refused to allow him to join on his 16th Birthday - that meant he'd have to wait until he was 18 to enlist and lessened the chances that he'd discover the whereabouts of his father.
So Conner fled his home and joined up with the Black Fist, a Mercenary Company of Soldiers. There he learned the grim realities of life on the road, of fighting for money. He honed his skills from amongst the best the Black Fist had to offer. He also traveled to many places with the Company and grew his own reputation as a skilled swordsman. But there was always that greater goal of his gnawing at the back of his head. With two full years of service to the Company completed, he was allowed to go on his way at the ripe age of 18. He had learned all he could to heighten his chances of success and the Company assured him he'd always have work with them if he ever came back.
And it is now, after all these events in this young mans life, that we arrive at our present location: Tetrarch - Gateway to the North!
Reason behind joining the Party: The Party Leader, Conner is looking for a few good men (or women) to join him on his quest to find his Father. He knows that alone he has little chance of survival, but with a small group his odds are much improved. Safety lies in numbers, his father had always told him. But too many and the danger increases.
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BRANWEN ~
Played by Ink SlingerCharacter Name: Branwen
Character Age: Looks mid twenties, is 23
Character Sex: female
Character Appearance: See picture at left, though not as polished and pretty, she lives in the woods afterall. Brown hair, brown eyes of average height. Typically doesn't wear anything but leather. She has none of 'civilized' societies compunctions about nudity.
Character Items: Bow, quiver, several smaller knives/daggers, the clothes on her back, small pouch with a few coins. A cloak that serves as both protection from wind and cold as well as her bed/blanket.
Character Strengths and Weaknesses: She's a highly skilled archer and huntress. Her life has made her a good tracker. Being of one of the northern tribes however her ability to speak the common tongue is quite limited, though she never fails to get her point across. Better with her bow than hand to hand to combat, but she's still alive. She's a real loose an arrow now and ask questions later type. She can come off quite cold and abrasive but she is a woman of few words used to doing things for herself.
Character Skills: Hunting, tracking,surviving in the north, cooking over a fire, moving silently through the woods,
Character Background and History: Branwen was born to a woman who was one of the members of tribe of wildsmen in the North. The woman has seen in the woods on several occasions men from Tetrach. She made contact with one of the men. He was so very like the men of her village-strong, handsome, skilled at trapping, tracking and hunting and yet so very unlike them-not as rough or wild. The man, Ian, had loved her mother but never knew of Branwen. He was killed by an animal or so it had appeared when Branwen's mother found his body.
Branwen's mother died when she was but ten years old. After that Branwen continued to live with her tribe, but on the edges. She was smart enough to know that something about her was different. It went deeper than that she looked different from the rest of them. Her hair was lighter, brown not black, and her facial structure was more delicate. The others in her village had never treated her the same. She had to work harder and be better at everything to be noticed. "Bastard" was whispered behind her back.
Branwen was thirteen when the Southerns had finally done it. They sent their men dressed in shiny metal and mounted on beasts into the north. It was then she left her village and traveled closer to the south. She lived off the land and watched the men that crossed from Tetrach. At first just more trappers but more and more lately there have been those who nothing about the forest or how to survive it have been venturing in.
Over time she picked up some of the language and now hires herself out as a guide.
Reason behind joining the Party: She has found that she can make a little money by acting as a guide for Southerners who think they want to venture into the wilds of the north. Something about Conner intrigues her, though she cannot name it. She is looking to offer her skills as a tracker and her knowledge of the north to aid him in finding those soldiers, and his father.
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MIRRAMAR ~
Played by PhantasmaticalCharacter Name: Mirramar
Character Age: 31. Looks to be in his mid-thirties.
Character Sex: Male
Character Appearance: 5’ 8” tall, with a build of no particular athleticism, Mirramar (often called Mir) casts no intimidating shadow. Tanned skin and calloused hands point to a life of doing manual labor, while his clothing – and in particular the patched coat he wears – mark him as different from the common laborer. He possesses a red leather mask, but does not wear it all the time, or even often. His face is pleasing to the eye without being handsome, with expressive brows and mouth and bright eyes a mixture of grey and blue in color. His hair is a shade of red that is very close to brown, and curly by nature, though usually gone rather straight and lanky due to lack of washing and being held underneath a headscarf. His beard is a shade lighter, and as it grows rather quickly he likes to experiment with different looks.
Character Items: Worn clothing: boots, pants, loose linen shirt, vest, head-scarves of assorted colors, a red leather mask, and a grey coat missing the left sleeve covered in patches of a dozen different fabrics; a coin pouch; three glass spheres (all four inches in diameter); a bag of mismatched baubles; a trio of daggers; wineskin; length of lightweight cloth often used as a hammock; also some food and mending supplies.
Character Strengths and Weaknesses: Quick thinking; Mirramar lives off his wits, and is not inclined to freeze up due to not knowing what to do or say. Fleet of foot; he is surprisingly fast when he sprints, and can run at a fair pace longer than most, even those more athletic than he at first glance. Prescient; it does not happen often, but sometimes Mirramar sees the truth in his dreams. Chummy; Mirramar is affable and easygoing, and is not suspicious of others – even when he should be. Leap before you look; Mirramar goes down dark alleys because he wants to know what is on the other side, swims in rivers without making sure there are no undercurrents, and otherwise steps boldly into potential danger without thought or preparation. Restless; a life of wandering suits him, not in the least part because Mirramar seems incapable of sitting still for more than a few minutes at a time unless exhausted. Claustrophobia; this does not come from simply being indoors, but from being unable to leave, or occasionally when a room has little moving air.
Character Skills: Magic tricks (not real magic), horsemanship (Mirramar does not own a horse, but if he does mount one it is clear that he is comfortable there, though he does not like conventional saddles), dagger-throwing, acrobatics (mostly geared toward movement; climbing, moving through small spaces, etc).
Character Background and History: Mirramar was born in the mid-winter, the third child and third boy to a horse breeder and his wife in a traveling caravan. Two sisters would come after him, but far enough apart in years that he was more a protector to them than a friend. He grew up dealing with all manner of horses from the docile to the volatile, and learned to deal with just about any issue. It wasn’t until his adulthood that he rode in any saddle but the woven cloth ones used by his parents, and he is still perpetually uncomfortable in a conventional saddle.
Mirramar’s childhood was normal by most standards. His family and their caravan were tolerated in most locations, welcomed in a few, and occasionally driven away by those who believed them to be nothing but thieves. He learned a few simple entertainers’ tricks to amuse the people of the villages they passed through, and would periodically use these to earn an extra coin or two, which he normally promptly spent on sweets or other such impulsive purchases. In this, he has not changed; he is as bad as ever in saving his own money.
At an early age, he began having a strong sense of déjà vu on a fairly regular basis – stronger than the norm by far. This sense grew over the years until it would occasionally show up anywhere from a few seconds to a minute or two in advance, and by paying attention to his instincts Mir discovered that he could often seem to act in such a way that would put himself in a favorable position when his hunch came true. Not long after he reached puberty, it was announced that he was to marry a young woman from another caravan. She was a pretty thing; he was able to meet her once or twice before his seventeenth birthday, when he came into his majority. The wedding was a lavish affair in their own way; the extended families of both sides turned out to congratulate the barely-acquainted young couple, and Mir and his wife (Lyalya) received their own wagon as a wedding gift, as well as a pair of cart horses.
He was with Lyalya for a grand total of four months before the dreams started coming. They weren’t particularly memorable, just snippets of what seemed like memories, only they were places he’d never been, with people he didn’t know, and not a one of them included anyone from the caravan. After two months of these oddly realistic dreams, he began sleepwalking. Not far, and not for long, but every now and then he would awaken outside the wagon by a few paces or a few dozen, and once he woke up on horseback, having taken one of the cart horses and gone halfway across the field they had stopped the wagon in.
Then, early that spring, he woke up utterly lost in the middle of the night. He wandered until dawn, and eventually found his way back to their campsite – but they were gone. The embers of the fire were cold, the horses’ hoofprints half brushed away. He followed the trail for days, then weeks, but he couldn’t seem to catch up to the usually slow-moving caravan no matter how many hours he walked. Finally, one day, he woke up from his spot at the base of a tree and found that the tracks were utterly gone. He followed the road he’d been on to the next village, but no one there had seen the caravan. It was much the same elsewhere, and though he searched actively for months, he found no further trace of them. And yet, he felt not as though they had vanished, but as though it was he who had disappeared.
That is still how he looks at it. The way Mirramar sees it, it was he who vanished one night, and is now moving about in some altered plane wherein he cannot ever locate those of his own blood. Over time he came to accept this, though the whole experience might be said to have unhinged him a little bit, as he tends to occasionally come off a bit eccentric in his speech and habits.
Reason behind joining the Party: Mirramar had a dream some few months ago, wherein a legion of men led by a general rode through a wood. The trees closed in, a mist rose up, and the soldiers disappeared to a man, leaving both Mirramar and a young boy chasing after their shadows until they faded away. Mirramar remembers several of the soldiers perfectly, as well as the man leading them and the face of the boy. Oddly, he feels as though he owes the general a debt – as does the general to him. He has not struck out to find Connor specifically, but fate tends to bring him where it feels he needs to be, and this has been no different. When he sees Connor, he will recognize him immediately – though he will not likely be completely forthright with his reasons for wanting to help him. Revealing his strange tendency toward pseudo-precognition would only lead to trouble.
In addition, he feels a sort of kinship with this young man he has never met. Connor has lost others, and Mirramar has become lost. Mayhap the lost can more easily find one another than can others.
Additional Notes:Logan ~
Played by EeyoreCharacter Name: Logan Marshall
Character Age: 24 Years Old
Character Sex: Male
Character Appearance: Flowing wavy blonde hair. See picture for further description.
Character Items: Traveling rucksack containing twine and sewing needle, sharpening stone, food, coin, Sleeping Roll and red cloak, waterskin. See picture for clothing.
Character Strengths and Weaknesses: Battlefield Intelligence - is always aware of what is going on even in the heat of combat, able to influence with such ability. Dual-Wielding Weapons - armed with sword and battle axe (instead of a shield), provides a two fronted attack. Where Sword is useless, Axe excels (and vice versa. Stamina - tied into dual wielding and years of fighting, his stamina goes above and beyond that of the average man. Paranoia - used to living life on the edge, he finds it very hard to relax even in the best of circumstances, also trusts few people. Coin - A mercenary always goes where the coin in the pockets run deeper.
Character Skills: Dual Wielding Sword and Axe. Weapon Maintenance. Armor Maintenance. Bartering. Athletics. Running.
Character Background and History: Logan Marshall was the youngest of three brothers, born to a Veteran and his Tavern Maid wife. One could say that fighting was always in his blood. Growing up, he was often the brunt of his older brothers play-fights. Always outnumbered and always out muscled, Logan made it a point to be quicker and faster then everyone else. It allowed him to outrun his brothers when they became more violent and the quickness allowed him to dodge their blows. But with it came his lifelong paranoia, of always being on edge around everyone, never knowing when the next blow would come. Over the years he has developed the ability to see the actions of a man shortly before they make them and he has grown aware of everything on the battlefield, knowing that one attack is often followed by another.
Both of his brothers - 6 years older and 4 years older respectively - went off to join Mercenary Companies at the age of 16 each. Like all Mercenaries, they would go through two years of intense training while squired to veteran Mercs. They would start at the bottom of the rung and have to work their way up the ranks before being made full Mercenaries at the age of 18, able to join whichever Company they wanted at that point. The coin was far better then joining the Kingdoms Army and one could live life as they wanted. Logan, of course, set his ambitions on such goals as well and followed in his brothers footsteps. Especially after what happened to them.
Logan was only 14, which made his brothers Liam (18) and Lachlan (20) full Mercenaries. The two had managed to stick together and joined the same Company - The Red Fist - before taking a new assignment in the North. They were attached to the 13th Legion due to the Red Fists penchant for fighting in the woods. It was the last anyone ever heard of from those who went into the mists that fateful day. It did not deter Logan and he strives to follow in their footsteps. Its been 10 years since that day and now Logan finds himself as a Free Mercenary, taking coin and work where and when he can get it.
The rumor mills are churning once more and Logan is about to embark on a quest to find his lost Brothers.
Reason behind joining the Party: Seeking to find answers to the disappearances of both Brothers.
Additional Notes:Shadow ~
Played by DracoatCharacter Name:Allanon "Shadow" Ferrim
Character Age: 28
Character Sex: Male
Character Appearance:Rather unremarkable at first glance, but under scrutiny, his eyes are the most striking. Seemingly a pale yellow, that's usually most see of him. His eye are alway darting drawing in every detail and one of his hands is always concealed.
Character Items:Tight fitting tunic and pants, boots with soft leather sole coverings, a black hooded traveling cloak, two small daggers, a compact crossbow, a curved short sword, waterskin, and a small pack containing various items for survival.
Character Strengths and Weaknesses:He never feels threatened under any circumstance, able to survive and thrive in the harshest of conditions. Prone to dissapearing with little say so, and very mistrustful.
Character Skills:Blade Specialist, Infiltration Expert, Very Coersive, Weapons Maintenance, Limited Alchemy, and Good Strategist.
Character Background and History:Life in one of the most powerful underground factions of the time had it's privileges. You could go anywhere and do anything, and anyone. Provided you had an eye over your shoulder the whole time. Of course, most tried not to cross the name of those who claimed allegiance to the orginization known as The Shades Bite. A very inconspicious and unknown name known only to members, clients, and the deceased.
None are recruited, only born into it. Once you're a member you never leave. This is how life began for Allanon. His mother and father had given birth to three, only two would survive the grueling training regime that began as soon as they could swing a blade. They trained for their whole life, Becoming a two man team. Allanon's life flew by in a blur. His first kill. His branding with the signature tattoo on the chest. His eyes being yellowed to strike fear into his enemies and friends alike. His escape. And his brother's death.
His escape was to be flawless and so sudden that it would confuse the organization, but it was not to be. He had been planning his escape for 2 years. He had let his brother have a chance to follow him, but he had declined. His brother had not had to kill the children. Innocents that were only tokens in an endless power struggle. thet meant nothing to anyone. All but Allanon had not seen the innocent pleading and tears as his blade bit into their flesh. So he had planned and set up traps and finally gained his freedom.
Two months after his escape, he awoke to his brother slipping into his window. Again he asked his brother to escape with him and again he declined. They both apologised and forgave one another that night, for they knew one must die. Allanon left on horseback the next morning, heading for the farthest place known to anyone. Age 26.
Almost 2 years later he has been found again. Another bloody encounter is sure to find him when he lands on the information that a crazed man looking for equally crazed souls to search out the 13th. He poses as a local merchant and approaches Connor with coin to fund the expedition with the hopes of leaving with them, and sooner than normal.
Reason behind joining the Party: Hunted to what is quite literally the end of the known world, Alllanon is searching for a way out. He knows he will die if he stays. His chances will be better with the expedition he knows.
Additional Notes:ELISA MOON ~
Played by NessyCharacter Name: Elisa Moon, actual last name is Wade.
Character Age: 16, but she claims to be 19 and acts the part to avoid a troubled past.
Character Sex: Female
Character Appearance: Elisa has long straight black hair that she keeps tied back for the most part. Her eyes are hazel, lips painted a soft orange almost reddish hue and she wears a dark leather vest, gloves and greaves. She is almost 5’8” and has a large coin-sized tattoo of a tribal sun on the small of her back, once given to her to ward off evil spirits as a child.
Character Items: A well-made, sharpened sword, pan flute and, scabbards for the sword and an additional curve knife she carries, a small quilted black pouch for her coins, another for carrying oil for the leather, and medicines, a robe with a hood to protect against the elements, and a small book.
Character Strengths and Weaknesses: Elisa is killed with a sword and dagger, light on her feet, quick of wit and eager to sing and play her flute. While she is brave under pressure and danger, she can be a little too ambitious and foolhardy.
Character Skills: Character Background and History: She is a thief turned adventurer, and while her crimes are pitiful in comparison to “real” criminals, she keeps a low profile from that past, having partially changed her name, her age and shifting from the dirty tomboy street rat that she was to the bardish adventurer she is now. Her last job as a young thief under a master thief resulted in the death of a number of the thieves and the betrayal of her master when she fled the scene and the city taking with her the book he was after which appears to be nothing more than a list names and odd markings she presumes are either targets or accomplices for the guild. As far as she knows, she is an orphan with no ties to any family or any place. She joined up with a musical group shortly after leaving the thieves guild, a guild which she never actually had much of a choice in joining, and learned to sing and play musical instruments.
ELEAH ~
Played by Ink Slinger Character Name:Eleah
Character Age: 18
Character Sex: female
Character Appearance: Dark blond hair, blue eyes, full pink lips. Eleah has a heart shaped face and still looks quite innocent. Though that could not be further from the truth.
Character Items: Skirt, corset, blouse, one pair of shoes, bag with one dress, apron, small kit of patch work sewing supplies.
Character Strengths and Weaknesses: Eleah is penniless, a kitchen wench and serving girl. However her master took a certain liking to her and schooled in her how to please a man.
Character Skills: Cooking, sewing and fucking.
Character Background and History: Eleah was born to villagers who could barely feed themselves. Her mother taught her to cook and sew that she might gain the notice of one of the Lords or the realm and be taken into his home as a maid or cook. She was ten when Lord Dante took her into his home. She was sixteen and well into her womanhood when he revealed his alternate plans for her.
Reason behind joining the Party: Her master wanted more than she could give. Often when she did not please him he would take his displeasure out on her flesh. On the night she burned his dinner and then did not bring him to climax quickly enough he beat her. Only this time he'd gone to far. He not only beat her but he degraded her. He split her lip, scored her back and scared her enough to risk running. In her attempt to get into the expedition she used her body to make her plea to Conner.
Additional Notes: Eleah is not shy about her sexuality. Nor is she of a mind to have a single lover.