So, here's a work in progress sheet. I do have some questions for you, Octopus. Namely: What is the motivation for the Naga? There are many reasons to want to conquer, and their motive will help shape my character. Also, I am curious about if they have any sort of special operatives, or particular stations of (relatively) high power that they award to soldiers? Feel free to PM me if it's supposed to be kept secret from players of other Houses.
There is also another idea I had, which is to make a mercenary, and let one of the Houses hire him (before play). Would that be cool? Name:
Itzal Played By:
Rule of Iron MercenaryDistinguishing Traits:
Coldly analytical and dispassionate nature, ritual scarification, extreme tenacity.Likes:
Well endowed women, the feel of leather and fur, properly roasted meat, sweets (shockingly), competitive physical activities (sports, dueling, etc), his Code*.Dislikes:
Failing to uphold his Code, oath-breakers, the needlessly arrogant and rude, hypocrisy. About:
The Rule of Iron is an apolitical organization of mercenaries, a semi-secretive order of warrior-philosophers, with a veil of mysticism surrounding them. They operate without borders, having secret holdouts scattered across the continent (and, some say, the world). Because their activities are kept very secretive, there are more legends and rumors than actual truth known about the Rule of Iron. They are stalwart and vigilant guardians, proficient assassins, trainers of warriors, and many other things. They are well known for their dedication. When a contract is forged, they will see it through to its completion, even if it results in their death.
Their is another component, however, to their training. All that follow the Rule of Iron are also well educated. They are not only literate, but many are poets of one sort or another, and their is an almost quasi-religious aspect to their beliefs and practices. They are highly philosophical, and in more than one event, they have actually been hired to educate the children of nobles in things other than the art of war.
Itzal was, before his "rebirth", actually a minor warrior in the Iredale house (at the time of his scouting, he held no rank of note). He was recruited for having the potential to be a good member of the organization; and as he felt as if his current career would not take him where he wished to be, his death was staged by the organization, and they took him away.
Itzal, soon after, had the remnants of his past stripped away during The Rite of Reforging; not through any sort of brain washing or magic, but rather through rigid discipline. His old life has gone; it's not that he can't remember it, it's that it no longer has any real bearing on his thoughts or feelings. It was during this Rite that he received his new name, which means "Shadow".
He passed through the Rite of Reforging, and subsequently passed through the various tests they subjected him to. Then, came years of studying, and practicing. Finally deemed ready, Itzal will be looking forward to his first contract, though he may not yet know what is in store for him. Habits:
Spends at least one hour every day in meditation, though when he can, he often takes 2 or 3 hours. has no real noticeable habits or 'tells', which is the norm fort a Rule of Iron mercenary. Skills:
Sword fighting, archery, stealth, lockpicking, light sleeper, logistics, keen awareness.
Contracts are bound and cast in iron and blood, and must be honored to the fullest extent possible. If a member fails to uphold ones portion of the contract, they are branded Anathema, and this will result in termination of said member. If the contractee uses deception in their portion of the deal, in order to extract additional services, or falsifies information in their claims, fails to uphold their bargain, or in any other way commits an infraction, then they will be considered Anathema. Truth is the first chain; Honor, the second.
Non-members have neither rights nor privileges when it comes to the execution of the contract. The laws of kings do not stand in the way of the Rule of Iron. Non-members are not to be made privy to inner workings of the Rule of Iron, and any member found to be in breach of this rule will be considered Anathema. Secrecy is the third chain; Vengeance, the fourth.
At all times, active members in the field should keep a lookout for potential situations that may be used to the benefit of the Rule of Iron, or recruits which may have the potential to excel under the Rule of Iron. The only time at which contact should not be prioritized, in the event of important information or exploitable situations appearing, is when the current contract must be pursued. Failure to report upon ones findings will be met with harsh disciplinary action, but will not be declared Anathema. Vigilance is the fifth chain; Opportunism, the sixth.
All Rites and customs should be observed in operations, except only under the most extreme of conditions (such as when an operative is under cover as being representative of another agency or entity). Though non-members may be allowed to see Rites, No non-members of the organization must be made aware of the significance of these Rites, and if they become aware, they are to be immediately executed by the agent. Said agent will additionally face disciplinary action. Dedication is the seventh chain; Obfuscation, the eighth.