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Seymore – [Renowned]

CHARACTER NAME: Seymore

PLAYED BY: Rodd Wagner

GENDER: Male

CLASS: Warrior

AGE: 21

RACE: Human

HAIR: Blond hair with a beard

EYES: Green

OCCUPATION: Mercenary under Pike

KNOWN SKILLS: Unskilled labor, skilled drinking, holding a sword

BIRTHPLACE: Small village on the Aldorian Coast

APPEARANCE: Chain-mail and black pants

NOTABLE TRAITS: None that are noteworthy.

RELATIONSHIPS: Strong ties to the bottle, Pike and Becca

BIO / BACKGROUND HISTORY:

I was so young during the trip to Mardrun that I honestly don’t remember any of it. As far as I’m concerned I’ve lived my whole life on Mardrun. My parents were both farmers and thus I spent my early childhood working the field and hauling the harvests in. It was tough work but it keep us fed and just enough coin to get a drink and some clothes.

Life was rather boring and there was always a bit too much grain around. I learned rather quickly that I could get discount if I traded with the local brewer. I am not sure if I made out ahead of that trade, but I am not really good with those rune things. I have never been that good of a reader. Never bothered me too much as there was never that much to read either.

One might think that not having money would make bandits less of a threat. It more makes you training material for young thugs. Maybe we shouldn’t have been situated by their forest, but I am not sure there was any other land available. We did our best to keep them at bay but there is only so much a stick would do to a group of highwaymen. I got the shit kicked out of myself often for wasting their time robbing me. Well, around 17 years old, I started to get good at anticipating their strikes, and even began to win some fights.

That made me a rather unpopular man, and the bandit leader was not to keen on me beating up some new recruits. So he decided that as a lesson he would burn the farm down at night. I was at the bar when I got the news. So my bar mates decided the best thing for me was to get me drunk and throw me on a merchant’s cart out of town so I could get out of town for a few days. Not ever sure what happened after that.

Mostly I remember being awoken roughly by a pissed off trader in the middle of Newhope, telling me to get out of his cart. I should have asked him what happened because that could have helped me back home. I got a job as a bouncer in the bar to get myself some coin.

One night, I got stopped on my way from the bar some of the local thugs. I don’t remember that fight that well, but the next morning I woke to a swordsman and some commoner kicking me awake. Rather then being a guard and concerned citizen again, they were Pike and Becca. For some reason, they thought I would be a good addition to their team, and I magically didn’t have the idea to correct them on their mistake. I have spent three years trying to find my hometown with them. Maybe the bandits will tell me.

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Alister Dark – [Renowned]

PLAYED BY: Matt Thomas

CONTACT INFO: This e-mail address which is also how one might find me on the Book of Face

CHARACTER NAME: Alister Dark

GENDER: Male

CLASS: Mage

AGE: 34

RACE: Human

HAIR: Dishwater Blonde in color, normally kept close to the scalp

EYES: Hazel

OCCUPATION: Laborer

KNOWN SKILLS: None

BIRTHPLACE: Born in the small town of Shazael in Vandregon

APPEARANCE: Tall and lanky in stature, prefers dark clothes and cloaks.

NOTABLE TRAITS: Glasses, sometimes skin conditions of the face, blotchy and spotted.

RELATIONSHIPS: None

RUMORS: I’d have no idea

BIO / BACKGROUND HISTORY:

The child of a caring family, Alister’s father worked as a blacksmith, and his mother baked breads and assorted sweets to make ends meet. He had his young life changed forever around the age of ten. The Penitent were nigh at the gates of the town when his father, bless his soul, rushed out with the rest of the townsmen to fight the undead back so the women and children could make an escape. His mother gathered all the money she could, grabbed Alister by the hand and they fled to Aldoria. She knew in her heart of hearts that Vandregon was doomed, perhaps even the whole world, yet she had heard of a place called Mardrun across the sea that may yet be safe from the hordes of undead. She used every bit of coin she had to assure Alister’s safe passage across the sea. With tears streaming down her face, she bid her son farewell at the docks, as the boat slowly drifted away.

The sea life was rough, it seemed there was a storm every other day trying to tear the ship apart and sink it. The Captain, true to the word he gave to young Alister’s mother, kept Alister safe from the scowling glares of other passengers by allowing him to sleep on the floor of his quarters. Yet the Captain was quite stern as well, having Alister scrub the decks with only a brush and seawater. And the filth below decks was not pleasant. The Captain made it clear that through Alister’s working and earning his keep, it gave the rest of the crew, as well as other refugees, less reason to want to throw the young boy overboard. Alister had no idea what he had done to anger so many people, perhaps they simply didn’t like an orphan? Alister later came to find out that a wild rumor had spread amongst the distraught and panicked people that he was secretly the son of a penitent leader sent to help spread the undead plague to the new world. It was a fearful, chaotic time.

Regardless, after about a month of sailing and the crew arguing about whether they should have arrived yet or not, they sighted land! Who’s land? Who knew?! But surely, they thought, this had to be THEE Mardrun they were searching for. As the ship docked and passengers disembarked, the Captain pulled Alister aside and offered one last piece of advice, “Trust NO one until they’ve proven that your life is just as important to them, as theirs to you.” The words confused the young boy and to this day, he still has not fully understood their meaning. As the Captain smiled at Alister and sent him on his way, to start a new life on his own, Alister prayed to any god listening that he’d be alright and that his parents might someday manage to arrive as well. Alister never did find out the Captain’s name, but from how he took care of Alister, he almost became like a second father figure. Alister recalled referring to him as Ike, as whenever he’d ask what Alister wanted to be when he grew older, Alister would reply, “Like you Ike! Sailing the seas and seeing the world! Going on adventures every day and keeping people safe!” He’d often laugh and threaten to throw Alister overboard himself if the boy kept on about foolish dreams like those.

It turned out the ship had landed in a place that was referred to as New Aldoria. Alister wasn’t sure what was “new” about it, but he found himself looking for work to earn some room and board. Alister grew up fairly fast working many an odd job. One day he’d be helping a farmer with his cattle, and then be back out on the sea fishing the next. The adults liked his “can do” attitude as he’d go about work without much conversation. Alister never saw the point of talking much. He found he’d learn so much more by listening than flapping his gums. It was while escorting a mages’ apprentice named Neville out in the woods to gather herbs, Alister discovered that he could do magic as well. Neville liked to talk… a LOT….which Alister found mildly annoying as Neville often expected him to talk too, which wasn’t exactly in his job description. But Neville’s talking offered to Alister the learning of magic!

One day, Neville was boasting to a guard, that Alister was paired up with, about how he could toss a man near ten feet with just a blast of air. This guard wasn’t too bright and bet half his salary that he couldn’t. No sooner did the words leave the guard’s lips and poof! Poor blighter shot off like a streak in a dirty pair of knickers! Alister had closely watched what Neville did while it happened, repeated the motion and felt a surge of energy from within himself. Alister asked the young magus, “Like this?” and, well, unfortunately, what he managed was nothing quite so spectacular a sight. All Alister got was a poof of air, like a break of wind coming from one’s rear. Somehow, Neville was impressed though! He claimed Alister might be some sort of idiot savant to manage such a feat that’d taken him quite some time to manage to do properly. Neville ended up asking his teacher if he’d accept another student to which, much to Alister’s deepest gratitude, he was accepted and was taught some fairly simple spells, and correctly too! No more poofs of air for Alister! Nay! Instead, Alister might laugh in the face of heavily armored Mordoks as they charged at him as he flung them aside like a leaf in the wind. Sure, he won’t stick around for the smelly bugger to get back up and chase him down, but it was a means to defend himself slightly better than swinging a sword at it!

Eventually, Alister might come out of the daily life of trudging dirt for farmers and fishing to live day to day and take up more in the adventuring category. Perhaps help the armies fight against the Mordok hordes as they surge forth from the Dirge swamp. Alister still has hopes to see his parents again, but he may yet make a new sort of family here, one that will risk their lives for him as he would them.

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Michael

PLAYED BY: Brent Manske

CONTACT INFO: brentmanske@gmail.com

CHARACTER NAME: Michael

GENDER: Male

CLASS: Mage

AGE: 29

RACE: Human

HAIR: Black

EYES: Brown

OCCUPATION: Mage for hire and a Magic Weaver

KNOWN SKILLS: Mage craft, Magic Weaving, and a scholar

BIRTHPLACE: A tiny fishing village on Faedrun

APPEARANCE: Normal human build, usually wears a cloak of some kind.

RELATIONSHIPS: Working with William of Vandregon

BIO / BACKGROUND HISTORY:

Michael was born into a small family in a tiny fishing village on Faedrun. He was born into a family of healers, who have been practicing since the early days of the colonies. He had 1 older Brother and 2 younger sisters along with his parents and 2 remaining grandparents. He does not remember the boat ride over to the colonies but his father did tell him about the journey over. When his was young as with all in the family he began to learn about healing, however unlike the rest of his family Michael soon showed signs of arcane capabilities. Before he learned of his abilities, he had been studying the anatomy of many different races, but he never did finish his studies due to his magic emerging.

Once Michael reached adult hood, he was given some money by his family and sent out on a journey of learning, as is tradition for his family. Normally kids are sent out to learn form other healers and surgeons to improve their skills and learn new ways of healing that could be brought back to the family. For Michael this would be a journey to study magic, however his father did request that Michael try to find away to blend healing and his magic for the family. Michael agreed with his father, but he had never fished his medical schooling and those had no idea where to start in this project, and was unsure if he could ever do it.

During his travels he was able to pick up a few things here and there about the ways of magic. Over a few years of traveling he was able to unlock the most of his magic. One day he stumbled into a place called the Wayward Inn, where he met an older man sitting it the tavern talking about old war stories. This was not the first time he had seen this type of man, but the tabard he was wearing intrigued him. The man was wearing a red and gray tabard. Michael had read old stories about the armies of old called Vandregon and wanted to hear more.

As he sat down near the man to hear his stories, the older man noticed his interest and came over to speak with him. He introduced himself as William. William gladly told Michael his tales and the two talked for hours in the tavern. At one point some bandits attacked the Inn and several people left to deal with them. Michael not being a fighter stayed in the Inn, William however left to fight. Once William returned the two started to talk again. It was during this that William offered Michael a deal. William had been trying to rebuild the army with little success up to now, but he said that if Michael joined with him that once the army was rebuilt, he would support Michael’s research in the future. As this seemed like a good deal Michael agreed on one condition that he was free to cut ties if he felt like this was not working out.

After that Michael traveled with William for some time, they went many places and fought many enemies. During that time was when Michael got his first encounter with the Mordock. During the fighting Michael found himself to be a bit lacking when it came to combat. Bandits had not been much of a problem, but Mordock were a bit hard to fight, and so soon after his encounter with them he told William that he was going to go off and finish off his magical training.

During Michaels time away he was able to learn much more about magic and unlock his greater magic abilities. Not long after achieving this he got a message form William requesting aid. Michael honored the request and met up with him at the Onsolace Outpost. It was here that William brought Michael up to speed on the Civil war that was happening, with a new set of problems a new set of priority was need for Michael. He was now able to participate in direct combat, but he also began to think there may be better ways he could use his magic to help Vandregon. This is where he learned of weavers, and so he began to study it.

After a while he was able to get the basics down and began to use it to help out during the war. Unfortunately, the war took a turn that made both Michael and William start to rethink their involvement. The Vandregon army was routed and pushed out of The Pass, and around the same time the Red Eyed Syndar appeared. This caused much debate on what should be done with Red Eye, Michael and William both wanted to kill him and be done with it. In the end the diction of hearing him out won and this caused Michael to decided that he would leave to do more research into weaving and what is possible.

During his time away Michael did a lot of research and experimenting on his weaver abilities.  It took several months of study to get down mana manipulation and control. This improved his meditation and overall mana storage. Once he got that down, he moved on to work with auras. He found out much about auras though experimenting. He started small, trying to protect form acid and shatter bots. It took many distorted pieces of armor and wood dummies. It ended up yield great results, with that knowledge he went on to work on death bolt protection. It took many tries and a few volunteers but he managed to work it out in the end.

In most recent events he has heard rumblings of an alliance between Tobias and William, as well as noticing the damage that has been done to magic itself. Currently his experiments have to be put on hold due to this damage to magic. The frustration this has caused him has changed his priories again. Michael now decides it is time to take his new knowledge back to William and see how he can help fix the magic so he can go back to his work.

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Bero Smith – [Renowned]

Played by Jeremy O’Driscoll

 

My name is Bero. I was raised by my father, Brom Smith. My mother, Eva Smith, died while having me. Fortunately, my father was a skilled smith and able to afford to raise me by himself. I originally hail from Vandregon. I was born in a time of tumult and unsurety. My father had been lucky enough to learn his craft while the world was mostly at peace, but as he grew into his own, he focused more and more on military matters. Armies were needed to fight off the Undead and later also the Penitent, not to mention, to fuel and put down uprisings. So instead of making things to help improve our village, by the time he had me, he was focusing solely on making war materiel.

My apprenticeship to my father was marked by the constant need for more. More armor. More weapons. More tools. Vandregon was at war and losing at that. Many a time an army would come through and “recruit” a number healthy, able, farmers of military age. I say “recruit”, but that was just a pleasant word to hide the fact that soldiers were necessary. We didn’t have enough of them. They were pressed into service.

Few of my friends “recruited” in this manner would ever return to our village. And how could we expect them to? Take a man with no training and without proper equipment and throw them into the front? Without proper equipment, even training can only do so much.

This put extra fire into my heart for my craft. The constant need for more was an emotional drain, but seeing my friends go into the fight ill equipped solidified in my mind that what I was doing was important. What I was doing could save lives.

I was pressed into service myself a few times, but my skills as an armor and weapon smith were too valuable. I became a camp follower. My primary duty was to help with repairs on armor and weapons as well as aid in the entrenchment of defensive positions. I was lucky though. I was granted leave to return home when it wasn’t the season for war. Unless something happened of course that required my services again, I would be allowed to return home in the colder months and see and help my father.

After I was “recruited”, my father spent less and less money on daily living. Saving as much as he could. I kept telling him he should live a comfortable but modest life as begets his position as a tradesman, but he had a bad feeling.

Two years passed, and eventually this becomes the new normal. The war constantly going on, everyone tightening their belts, and me making repairs and more war materiel. We kept losing ground. Fear and unrest was growing among everyone. Things couldn’t keep going the way they were. Luckily our village was close to the coast, but even that was threatened by the overwhelming hoard.

Out of seemingly nowhere, one day I got a message from our lord. I was to report to a harbor far back from the front as my services are needed there. I didn’t think much of it at the time, but my thoughts on this order have been…long since then.

I made my way to the harbor as fast as my feet and wagon can take me. When I reported in, I am ordered to board a vessel bound for a new land. Apparently, I had been selected to aid in the expansion of the colonies in the New World. I knew I had done well working for the cause, but didn’t expect to be singled out like this.

Unexpectedly, my father was actually there to see me off. He didn’t offer much in way of explanation as to why he was actually there, but we made the most of our time together as it would probably be quite a while before I saw him again.

Our vessel managed to take us to the New World. As my days pass setting up a new shop and working on more war materiel for the new uneasiness and unrest, I came to realize that my father probably bribed his way to get me here. Saving up all that coin for several years to get me appointed to this position. It wasn’t too much longer before our colony heard of the final collapse of Vandregon. I went every day to look for my father on the final boats. Hoping he’d gotten himself out as well. I put out word for him, but never saw or heard from him again.

With the fall of Vandregon, my official service came to an end. I still have my shop though and do mostly the same things. This continent needs the same services. Although so many things have changed, much remains the same.

I began to lose hope.Why would the gods allow this to be the case? We got pushed out of our lands by dark magics? Now fighting continues with less resources and experience? This sucks.

I continue to press on, doing what must be done, but where is a plan that will actually change things? Wars, battles, unrest, all these things keep happening and will continue to happen with how things are currently going. There must be another way.

Maybe more and better equipment will help the world. At the rate things are going though, it doesn’t look like it. It feels like even if I were to try harder: produce more, upgrade, repair, it’s a useless endeavor if we’re forsaken and meant to fail.

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Becca Thornstall – [Knight] [Renowned]


Character: Becca

Played by: Brenna Norton

I was by all accounts a relatively well-off child, and while not rich by any means my family did well enough as merchants that I never wanted for food or shelter. Hell, I’d even picked up pickling with my mother as a hobby as a child; my mother’s pickled goods went to the market for sale while my pickled goods were shared by our family. I grew up outside the in-construction colony of Newhope, which offered some fun climbing in and around construction areas. However, as you can imagine, growing up an only child resulted in me having to make a lot of my own fun and entertainment- tying myself up and seeing how quickly I could break out, beating away at the trees surrounding our small house with downed limbs like some great warrior, or sneaking up on unsuspecting wildlife that was unfortunate enough to wonder nearby. This often resulted in scratches in scrapes which I quickly learned to fix myself so I wouldn’t get scolded for wandering about the woods like a ruffian.

The perks of growing up within Newhope equaled the downfalls brought by it. I knew many people, was taught the importance of speaking up for myself as well as taking an order, and eventually I was taught to read; not that I was any good at it with the letters seeming to shift about the page like some arcane curse. In classes I learned not to read, to save myself the embarrassment of having to stutter out the words as the letters rearranged themselves. I also saw the terror of fighting the Ulven, with their witch magic and brute strength, as well as their civility and intelligence after making a treaty with the colonists only a year later.

When I turned 17 my family decided to relocate to Starkhaven, which I thought would be an amazing chance to test the sword and bow skills I’d learned from the drunken guards at the tavern. Only a short way into the trip our caravan was attacked, leaving my parents dead along with most of the other merchants we traveled with. I’d only escaped because I had gone off to use the latrine at our small night encampment; upon seeing the bandits descending on the caravan when I returned, with my parents among those lying still on the ground, I slipped back into the forest and away from the life I’d known up to that point.

I met Pike nearly a year later. He was traveling with a small band of mercenaries that clearly cared more about the coin they could scrape up in wartime than helping fight toward a peaceful life for our people on Mardrun. Pike seemed different from the rest; Sure, he fought alongside them for the coin, but he seemed to be hating every second of it. I joined up more for the money than anything else, as I’d been selling pickled goods to get by but not really earning any living wage form it. I stayed with the mercenaries and Pike for about 2 years, until our captain sent us on a suicide mission near the end of the war; I wasn’t experienced enough working with the mercenaries to understand the danger, but Pike warned me of the impending doom the mission would bring. Pike led me and 5 or so others, deserting the little mercenary group, which had had no real impact on the war but had managed to reap the profits of the carnage it had caused. We all traveled together away from the fighting, although those that left with us slowly trickled away until only Pike and I remained.

Working as a bodyguard was generally well-paying work. I worked under Pike, who negotiated our contracts. We happened upon Seymour, who became the third member of our merry band, while searching for a new contract. He’d managed to beat down three thugs before, I like to think, falling down in a drunken stupor. Seeing potential in someone who can drunkenly defend himself, Pike brought Seymour into the fold. The years that followed were mainly spent guarding the traveling poet, Carl, who wished to see the world to inspire him. He wasn’t very good and the pay was inconsistent, but he had a passion that led us all over.

Silver’s Crossing was the first place I’d been since Newhope that I’d felt at home. The quaint yet thriving community reminded me of my youth in Newhope with my parents, in addition to the wild and untamed exploration and combat of more recent years. Upon conferring with Pike and Seymore, we decided to end our days with Carl to carve out our legacy there. Hopefully, we fare better in the months to come than on our first day, where bandits nearly did us in while working with the locals. I look forward to defending a home again and not just someone with enough coin to buy my blade.

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Sunaya “Sunny” Flowa

Player name: Arlene Hepp

Character name: Sunaya Flowa aka “Sunny”

Gender: female

Race: Human

Occupation: Healer

Birthplace: Faedrun

Appearance: Always has a sunflower in her hair, tends to wear clothing that is green and brown with gold detailing.

Bio:

She is a human that is known to be upbeat and a little …. strange. She tends to spend most of her time helping others by bandaging and healing their wounds. Otherwise she likes to keep busy, by either talking to people or working on her many many projects. Why does she have so many projects? Well staying focused on one task is…. challenging for her as she is easily distracted and fascinated by everything and anything shiny. She is obsessed with gold, silver, jewels or anything else that’s pretty or shiny. She likes to travel around so she can help people but mostly so she can find/get all the shiny things she can.

If you ask her where she is from she will tell you all about the sunflower fields and flowers and why it is she has a sunflower in her hair. But the actual location of this field remains unknown. As happy as some people are to see and be around her they are just as happy to see her go away, as being in her presence for any amount of time can be quite taxing on one’s patience. She asks all sorts of questions (some very inappropriate) and talks and can ramble on a lot about nothing. Everyone who has met her says she is harmless and means no disrespect that she just doesn’t know any better, no matter how many times she has been told. A village idiot she might be, but a useful one with her healing abilities.

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Ghent Az’Ka

Name: Ghent Az’Ka

Character Age: 28

Gender: Male

Occupation: Merchant

Class: Cleric

Birthplace: Kingdom of Vandregon

Race: Human

Played
by: Joseph Hamblin

CHARACTER BIO

Since the rise of May’Kar, my family lived as simple traveling merchants.

In the year 235, my father and mother fled the May’Kar Dominion to the Kingdom of Vandregon. My parents, both followers of Ilyara of the West, believed that the great betrayal of the May’Kar people was due to their lack of faith in the Divine powers of the planet. In this belief, they both fought alongside the Kingdom of Vandregon for years in an attempt to rid the world of the undead menace.

In the year 240, my mother gave birth to me. Still feeling guilty for the May’Kar Dominion’s betrayal, and their desire that I grow up not knowing the undead plague, my parents returned to the front lines. Given that the front lines was no fit place to raise a child, my parents sent me to live with my uncle in a small sea port town in the Kingdom of Aldoria. Unfortunately, both my parents died in 241 during a raid on their camp by an infiltrating band of penitent fighters.

My uncle, who turned to drink after the death of his younger sister, did his best to raise me. My uncle taught me all he knew about my parents, including their faith in Ilyara of the West. My uncle, always in despair, told me that my parents died fighting the blasphemers who strayed from the divine calling and became worshipers of the darker powers that thrive in the dark recesses of this world.

In year 251, my uncle and I sailed to the colony of Newhope after the fighting between the settlers and the Ulven calmed down. During the voyage my uncle succumbed to illness and died on the first day of the crossing. There I was, alone, afraid, and without any guidance in this world. Standing on the deck of the ship I stared down into the abyss and began yearning for an end to my short and lonely life. It was at that moment that I felt a strong gust of wind pour over me. I felt as a newly blossomed flower feels after a gentle morning rain. I was revived and given strength to carry on in this life. I was certain that Ilyara of the West had raised me from the depths of despair and guided me towards the light of the Divine mother. I was a young lad but I would learn how to survive in this world. I would learn the truth behind the fall of the May’Kar, and the fate of my parents. I would learn of the divine forces that empower the faithful. I would dedicate myself to the following of Ilyara of the West.

It was rough when I first arrived in the colony of Newhope. I had no family and no friends to call upon. Fortunately, an old widowed craftsman, who had recently lost his only child during the fighting with the Ulven, needed help running his small enterprise. Although a modest and simple man, the old craftsman taught me everything he knew about trade and his skills in crafting. In the year 267, the old craftsman died leaving me his shop and small business. I now venture into this world as a merchant, but always I remain true to my faith as a worshiper of Ilyara of the West.

Read more: http://lasthopelarp.proboards.com/thread/2185/joseph-hamblin-ghent-azka-approved?page=1#ixzz69EGOLjDG

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Nadja Padureani

CHARACTER NAME: Nadja Padureani

PLAYER: Jared H

CLASS: Rogue

AGE: 24

RACE: Human

HAIR: Brown

EYES: Greyish Blue

OCCUPATION: Travelling performer

KNOWN SKILLS: Good with knives and survival skills.

BIRTHPLACE: Faedrun (Traveling Caravan)

APPEARANCE: Nadja wears several layers of flowing clothes and scarves made of vibrant patterns and a black felt hat.

BACKGROUND HISTORY:
Nadja was born in 244 to a Sojourner caravan that had historically moved predominantly through Richtcrag and the surrounding areas before being eventually forced south during the fall of Richtcrag. By the time Nadja was born, the caravan spent most of its time in Vandregon, but they never let go of their Richtcrag roots. When the threat of the undead seemed to only be getting worse and worse, the caravan decided they would try to make it to the newly discovered continent, Mardrun. The Sojourners didn’t have a homeland to fight for and after all, traveling was what they did.

Eventually Nadja, her siblings, and her parents were able to gain passage on a boat along with a couple other Sojourner families. Unfortunately this meant that the caravan would split. After a long journey to Mardrun, they slowly started rebuilding the caravan as they waited for the rest of the clan of Sojourners. They never came and they had to move on.

Despite living in a new land, the Sojourners kept their traditional lifestyle. They stayed nomadic and made money however they could. Often through various shady methods but they never resorted to kidnapping or murder.

Nadja learned all of their ways as she grew up but found herself venturing out on her own once she reached adulthood, though she tries to meet up with the caravan as often as she can. Usually you can find her travelling from town to town making money however she can and hoping to find more Sojourners along her way.

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Margaret “Mag” Feldman

PLAYED BY: Tamara Carlson

CONTACT INFO: Tamara Carlson – reluctantdebater@hotmail.com

CHARACTER NAME: Margaret “Mag” Feldman

GENDER: Female

CLASS: Rogue

AGE: 46

RACE: Human

HAIR: Brown, going gray in some places

EYES: Blue

OCCUPATION: Healer and Midwife

KNOWN SKILLS: Mag is generally known to be a healer and midwife, but she also dabbles in sewing to make ends meet.

BIRTHPLACE: Kingdom of Aldoria, Faedrun

APPEARANCE: Mag is a rotund woman in her middle age. Parts of her brown hair are starting to turn gray and she loves to point out that she is “getting on in years” even though she is not that old yet.

NOTABLE TRAITS: Portly and commonly smells like alcohol. RELATIONSHIPS: Mag generally doesn’t have close relationships with others, but is fond of the Phoenix, since they commonly carry alcohol and will sell it to her. Her sharp tongue tends to drive other people away.

RUMORS: It is commonly known, and less a rumor than a fact, that Mag is an alcoholic. Some people say that Mag occasionally lets her patients die just so that she can sell their belongings for more alcohol. It is rumored that she has gone a little “mad” since her husband and young son were killed by Mordok.

BIO / BACKGROUND HISTORY:

Mag was born in the Kingdom of Aldoria, to a family of middle class merchants. Unlike the rest of her family, Mag did not show an interest in the merchant trade and instead became a skilled healer and midwife. When the new land of Mardrun was discovered, she volunteered to join the colony and was quickly accepted.

A few years later, she met her husband, Richard Feldman, who was from the Kingdom of Vandregon. His family had stayed and tried to survive, but eventually fled in 254. While he started out sweet, her husband was an arrogant man and became verbally abusive after their marriage. He would commonly call Mag a coward for leaving Faedrun at the first opportunity. He would question her every time she came back from attending a birth, convinced she was cheating on him. When Mag had finally made up her mind to leave, she realized she was pregnant.

With the birth of Anthony in 256, Richard made his wife and son move with him outside of the walls of their village. He claimed he needed to have more space for the farm that would be his legacy for his son. Mag was against the move, knowing more than her husband about the risks of living in Mardrun. Richard ignored her.

In 262, while Mag was assisting a birth in the village, her husband and son were slain in their home. The damage done to the bodies made it clear that this was a Mordok attack. Mag took to drinking heavily to deal with the death of her young son, which she blames on his father’s arrogance in desiring to leave the safety of the village.

Since then, Mag has been traveling and offering support as a healer, for a price. She rarely does anything out of the goodness of her heart anymore, but will do what she can to earn a little extra coin for alcohol.

SECRET INFO: Any secrets that Mag might have had have long since been told to barkeeps in any village she enters.

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Kor

Played by: Miles Daniels
Character name: Kor
Gender: Male
Age: 16
Race: Human
Occupation: Mercenary
Known skills: toughness, staff weapons , rage, respite
Birth place: Secretly, New Aldoria
Appearance: Road Worn/Dusty
Notable traits: Reckless

Kor was born in New Aldoria to a pair of fairly wealthy bakers. Although he never liked baking himself, throughout his life he developed a fond taste for bread and pastries. Around age 10, he developed a nasty temper and would bully the few kids who were smaller and weaker than him. His parents went to a wise man for advice on what to do with Kor. The wise man told them that they should send him to a monastary to help him control and channel his rage. After some thought, his parents decided to do as advised and sent him away.

Life at the monastery changed Kor’s life forever. Due to his nature, he had to learn the hard way to quell his anger, for whenever he let his anger out in an unhealthy way, he was punished severely.

Finally, after months of hard anger management lessons, Kor was ready to start the process of channeling his anger. Surprisingly, channeling his anger proved to be easier than controlling it. For several weeks he worked hard to channel his rage. Finally, his mentor came to him with a long ashwood staff and said he was on the final step of his training… the art of quarter staff fighting.

Kor advanced fast in the training and soon was ready to strike out on his own. He asked his mentor if there was anything he could give him. His mentor looked at him calmly and gave him his staff and a sack, and sent him on his way.

To this day, Kor has been finding work in the form of a hired guard.

Last Hope Larp