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#1 Maverick-Werewolf

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Posted 11 May 2017 - 09:02 AM

In this thread, you will post to request special permission for Errant, in order to do something you may not necessarily be allowed to do.

 

To request special permission, follow these steps:

  1. Post in this thread specifying what you want to do that requires special permission

  2. You must fully explain what you want and why you want it (details on how to answer this can be found under each category)

  3. You must display enough knowledge about the subject to clearly indicate you have at least read the Wulfgard wiki article on it (if applicable)

  4. Your request will be reviewed and responded to in this same thread

  5. If edits were requested of your character (or whatever you are doing that requires special permission), those edits must be made and then reviewed again before the character is accepted

Character sheets still must undergo review in their own threads, even if you get special permission to do something. All decisions regarding edits and/or rejections are final. Please answer any questions posed by the admin, but do not attempt to use this thread to try to argue as to why your character is the one exception to all of Errant about a particular rule.

 

You may post to ask questions in this thread without specifically making a request.

 

A few things require special permission, including (but not necessarily limited to)...

  • Playing as a monster race

  • Playing as someone with the Gift (a mage)

  • Playing as a character with other forms of magic

  • Starting with your familiar spirit already summoned

  • Starting with a magic item

  • Giving your character a custom talent

These will be addressed in order.

 

Playing as a Monster Race

Firstly, to play as any monster race, it is absolutely required that the player read all documentation on that monster (i.e., the monster's article on the Wulfgard wiki, as linked to for each race in the Races thread). You will be held accountable for having your information correct both OOC and IC.

 

You must write a full character sheet for your monster character and post it in this thread, where it will be reviewed. If any edits need to be made, you must make them and post the sheet again for review. This process may continue until your character is accepted, or rejected altogether.

 

Playing as a Mage

To play as a mage, it is absolutely required that the player read all documentation on the Gift (i.e., the article[s] on the Wulfgard wiki and the Magic thread). You will be held accountable for having your information correct both OOC and IC.

 

You must write a full character sheet for your mage character and post it in this thread, where it will be reviewed. If any edits need to be made, you must make them and post the sheet again for review. This process may continue until your character is accepted, or rejected altogether.

 

Please note that mages are extremely rare in Wulfgard.

 

Playing as a Character with Demonic, Divine, or Spiritual Magic

Playing as a character with demonic, divine, spiritual, or runic magic is not so rigid as playing a monster or a mage. Demonic, Divine, and Spiritual magic is acquirable by most anyone, and therefore not as incredibly rare as the Gift (though they are still not frequently occurring).

 

However, users of these types of magic are still relatively rare, especially skilled ones, and you will still be held accountable for having your information correct both OOC and IC.

 

Firstly, you must read the section on your chosen type of magic in the Magic thread, along with any relevant article(s) on the Wulfgard wiki. Then, post your full character sheet in this thread to be reviewed and possibly edited.

 

Starting with a Summoned Familiar Spirit

To start off with a summoned familiar spirit, you must first read the section on Familiars in this post, as well as the Familiars article on the Wulfgard wiki. You must specify what your character's familiar is, how he/she summoned it, and what item your familiar spirit is bound to (if any; but you are allowed this item if you are allowed a familiar).

 

Please note that, as stated in all documentation on Familiars, a familiar spirit is a naturally occurring animal. A familiar may not, under any circumstances, be a magical creature. You cannot have a dragon, gryphon, pegasus, etc. familiar.

 

Please also note that your familiar spirit can communicate with your character telepathically, and vice versa, but the familiar cannot speak aloud. However, you should not dedicate great portions of your post to interacting solely with your familiar spirit in witty banter or deep discussion (or whatever else), as this leaves other players with no means of interacting with you and does not further the RPG (this is why duo characters are not allowed).

 

Starting with a Magic Item

To start with a magic item, you must first read this post. In order to request that you start with an enchanted/magic item, you must post saying exactly what that item is, what it can do/what its enchantment is, how your character came to acquire it, and why it is important for your character to start out with the item.

 

Please do not attempt to start your character with any extremely powerful magical items. Minor enchantments may be accepted, but powerful enchantments will be rejected outright. Powerful enchantments include things such as weapons enchanted with fire/ice/acid/another element, dragonscale armor, items that allow for any kind of shapeshifting (this also applies to items that create any kind of illusions), and anything related to teleportation.

 

Also, please do not bother asking for a magic item that allows you to bypass the weaknesses/disadvantages/adversities of a monster character. I will not allow an undead to have an item that conveniently protects them from the sun, etc.

 

Playing as a Berserker

To play as a Berserker, you must have Odin as your deity (in the Deity section of your character sheet), and you must read on the Wulfgard wiki how they work. However, no special permission is required. Simply add the Magic section to your character sheet (instructions in the Character Sheet thread) and put Berserker.

 

Playing as a Channeler

To play as a Channeler, you must be a member of the Imperial Inquisition, and you must read on the Wulfgard wiki how they work. However, no special permission is required. Simply add the Magic section to your character sheet (instructions in the Character Sheet thread) and put Channeler.

 

Giving your Character a Custom Talent

To give your character a custom talent, simply reply to this thread with a full name, governing attribute, and full description of the talent you desire. The talent must fall into one of the existing categories (you may request ones that do not, but they are less likely to be accepted). You must very clearly outline what exactly what skill this talent gives your character.

 

Starting with a Magical Creature for a Pet

At this time, you may not start with a magical creature for a pet. Sorry!


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#2 Burger Warrior

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Posted 15 May 2017 - 01:41 PM

Well, me being me, not only does my first new character made with this system require special permission, but so does my second character :V

 

In Erik's case, he just needs clearance to be a werewolf. Figured making someone who's remotely okay with life being cursed might change things up a bit. :P
 

 

Erik Fyodorov

 

 

Full Name: Erik Fyodorov

Aliases: None, as of yet.

 

Sex: Male

Race: Werewolf (Nordling)

Birthplace: Northrim, Endibraut Hall

 

Affinity: Air

Deity: Odin

Faction: None

 

Talents: Survival, Martial Combat, Balanced Soul, Charisma

 

Attributes

Strength: 8 + 2 = 10

Agility: 5 + 2 = 7

Constitution: 8 + 2 = 10

Perception: 5 + 3 = 8

Intelligence: 5

Spirit: 8

Luck: 3

 

Appearance: Erik is of average height for a young Nordling man, with a well-muscled and somewhat heavy-set build. His sky blue eyes seem to shine out from behind a short but thick beard, one that most of his face’s strong features. His golden hair flows down a little past his shoulders, often left undone as Fyodorov has little time or will to bother adjusting his locks beyond the use of sweatbands and loose braids to keep it out of his sky blue eyes.

 

His wolf shape is particularly tall, taking after a timberwolf in the pattern and color of its coat.

 

Inventory: (Fortune Hunter)

-1 full set of simple, distinctly loose clothing

-1 wolf pelt

-1 iron sword

-1 iron axe

-1 torch

-1 rough map of Northrim

-1 clean bandage

-Flint and tinder

-Water and rations

-Iron pendant in the shape of an anvil

 

Biography:

Born and raised by a warrior father and smithy mother in Endibraut Hall, Erik grew to embrace both sides of his heritage. Even as he trained to survive the heat of battle, he assembled his own equipment within the heat of his mother’s forge. However, as Erik aged his passion for crafting rapidly lessened as his father weakened, urging the young nord to take up his old man’s mantle. Fyodorov took it a step further, however, as he pushed himself to take up the mantle of a berserker to honor his dying parent.

 

But not just any animal spirit would do in this endeavor. No, Erik choose to wield the power of a wolf in his sudden quest for glory.

 

This inevitably proved to be his undoing; or rather, the undoing of his foolish ambitions. Leading the charge of his fellow warriors from the front every chance he had, Erik found himself relying more and more on the spirit of his wolfskin for power… until, finally, it was too much. In the heat of a particularly bloody conflict, Fyodorov changed before the eyes of his brothers and sisters. While the newly-cursed werewolf carved a swathe through the Chaos hordes they had been best by, Erik awoke to find himself cast away by his friends. His mother, however, had one last ounce of wisdom to leave him before she was forced to turn away.

 

His father had died with honor, and Erik had never needed to let go out and try to win him more, or even go out with glory himself. Even though his quest was, ultimately, a failure, he still had the rest of his life to live as he wished, and while he was cursed… Erik soon found his ‘other self’ was a surprisingly meek and evasive creature which evaded conflict even when he was certain he turned in a rather popular place that ought to have suffered easily at the hands of a werewolf. This guess has emboldened him to enjoy the company of others often, Fyodorov confident that they have nothing to fear in him, and he in them.

 

Campaign History:

N/A

 

Relationships:

N/A

 

Personality:

Quicker to laugh and sing than to fight, Erik is a carefree spirit who still offers his praises to Odin even after falling victim to… well, what others might say were Odin’s machinations, but Erik feels were his own. Eager to explore the world and leave friends in his wake, Fyodorov is loathe to be left alone and thus often seeks traveling companions of any shape or size.

 

Currency:

 

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Meanwhile, for Hollae here, she's both a monster character and a shaman. Of sorts.

 

 

 

Hollae, Fury of the Forest

 

 

Full Name: Hollae

Aliases: Fury of the Forest

 

Sex: Female

Race: Dryad (Oread)

Birthplace: Northrim, Mimameidr

 

Affinity: Earth

Deity: Heimdall

Magic: Spiritual

Faction: None

 

Talents: Marksmanship, Martial Combat, Intimidation, Survival

 

Attributes

Strength: 7

Agility: 4

Constitution: 7

Perception: 10 - 1 = 9

Intelligence: 5

Spirit: 5 + 2 = 7

Luck: 4

 

Appearance: Hollae is pretty tall for a dryad - that is, about the moderate height of a human woman - and surprisingly well-muscled for a member of her species as well. Her fair, elven features are typically plastered in some form of confident smirk. Her shoulder-length green hair is, more often than not, tied back into a loose ponytail to keep her vision clear, and this sort of practical thought is put into her clothing as well as the features she takes on as she becomes more tree-like.

 

Completely shape-shifted, Hollae takes the form of a tall and somewhat broad pine tree, but short of that she prioritizes vital organs with her bark-like skin, and grows what is best described as a skirt of needles with which to pluck and hurl at opponents or fashion into makeshift arrows for her bow, with a bit of work.

 

Inventory: (Fortune Hunter)

-1x full set of leather armor

-1x full set of simple, distinctly leaf-like clothing (short, sleeveless dress and fur boots)

-1x leaf-like traveling cloak

-1x iron-tipped spear

-1x bow

-20x pine-like arrows (noticeably lacking iron tips)

-1 map of Mimameidr and some of its surroundings

-1 clean bandage

-Water and rations

 

Biography:

Fairly young for one of her kind, Hollae has seen few winters; partly thanks to spending a fair few of her younger years in Mimameidr’s ever-warm heart. Trained by other Oreades from pretty much the beginning to make use of her abilities for combat, Hollae has grown into a formidable fighter, seeing much battle against the Chaos races in particular. However, her lust for fighting began to worry some of her peers, especially as she grew to care less for the spirits - and even safety - of the forest in favor of smiting as many orcs and goblins as she could on and off the battlefield. They managed to convince her that maybe some time away from Mimameidr would be best for her, making her promise not to return until she managed some self-control and proper respect for the spirits of nature.

 

Campaign History:

N/A

 

Relationships:

N/A

 

Personality:

Naive, passionate, and short-tempered pretty much sum Hollae up. She tends to fight first and ask questions later, and has little respect for people who put diplomacy or well-thought strategy over action.

 

Currency:

 

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#3 Sareth

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Posted 15 May 2017 - 02:47 PM

Custom Talent - Combat:

 

Brawler (Strength) - You are a simple person, and you prefer simple weapons. You are a master of unarmed combat, and are best at defending yourself with the weapons nature gave you—your hands and feet (and claws, if you've got any)—although you are also adept at the use of simple weapons like quarterstaves and cudgels.


"This means I will not have to regret sending back their envoy short a few limbs."

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#4 Burger Warrior

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Posted 17 May 2017 - 12:20 PM

Custom Talent - General

Performance (Spirit) - You know the value of a good performance - be it playing song, retelling a tale, or some other method - and how best to bolster other actions with one. A little Education and some Acrobatics only further help you bolster your allies and yourself in various actions... and can earn you a little extra gold in between adventures sharing tales and otherwise entertaining others.



The idea is essentially to use this alongside other actions for some extra modifiers - like, well, a bard. I imagine having the Education and/or Acrobatics talent could let you use other attributes besides Charisma for this skill... as long as you stick to the appropriate actions (acrobatics being useable with dancing and... well, acrobatics, while knowledge would be more for story-telling and perhaps acting).

It's a broad and rough idea so I imagine this could use a bit more work. ^^;

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#5 Sareth

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Posted 17 May 2017 - 03:17 PM

Well, here's one potential char. (also the first totally non-combat char. I've ever made).

 

Special permission required: Spiritual Magic, Familiar

 

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Allya Noctis

 

Full Name: Allya Noctis

Aliases: None

 

Sex: Female

Race: Light-Elf

Birthplace: The Immortal Wood

 

Affinity: Shadow

Deity: Frigga, Freyja

Magic: Spiritual

Faction: None

 

Talents: Herbalism, Arcane Lore, Forbidden Lore, Balanced Soul, Education (Demonic)

 

Attributes

Strength: 3

Agility: 6 (4 + 2)

Constitution: 3 (4 - 1)

Perception: 7

Intelligence: 10

Spirit: 10

Luck: 4

 

Appearance:

Around 5'8'' in height, slender and dainty, her exceptional, ethereal beauty is matched only by the unusual nature of her appearance: her skin is deathly pale—no matter how much sun she might get—which makes for a striking contrast with her indigo eyes and long, glossy, absolute raven-black hair. Her ears are unusually long and pointy for a light-elf—almost like those of a wood-elf.

 

Although of fine make, her clothing is quite simple in design. She wears a black, sleeveless dress that falls to below her knees; subtle silver thread-work woven into the black gives the garment an odd, shimmery quality. She also has a matching shawl, in case of cold, as well as a plain cloak to keep the elements off. Although she goes barefoot more often than not, she has a pair of soft, black leather shoes in case she has to cross rougher terrain.

 

She wears an engraved silver bracelet, which is enchanted to serve as her familiar's talisman.

 

Her familiar, Calla, takes the form of a female mountain lion.

 

Inventory:

(Merchant Pack)

   • Clothing

   • Cloak

   • Iron knife

   • Map

   • Measuring scales

   • Ale and rations

   • Stock of medical herbs/compounds

   • Supply of bandages

   • Potion-making equipment/supplies

   • Silver bracelet (enchanted: familiar talisman)

 

FAMILIAR: Female mountain lion.

 

Biography:

Born at midnight during the peak of a lunar eclipse, Allya's appearance and affinity for the darkness reflected the highly unusual circumstances of her birth. It wasn't until much later in life that she wondered if her mother had somehow planned it that way… For her mother was ever experimenting, studying, pushing at the boundaries of magic.

 

Although she was born in the light-elven kingdom of The Immortal Wood, Allya and her mother—she never knew her father; he left, or her mother left him, before she was even born—lived on the edge of society: her affinity made her tantamount to a pariah amongst the light-worshipping ljosalfar, to say nothing of her mother's tendency for borderline-reckless experimentation with strange and dark magics: arcane and elemental, demonic, and more besides—her mother studied them all, actively and aggressively. When she was twelve, they had to leave, when her mother became pregnant by an erinye—one of Nemesis' brood; they had scarcely been tolerated as it was, but a half-demon child would never have been permitted there. And so they fled south, taking up residence with a group of more tolerant wood-elves who lived just north of Shadowvale—a place whose dark aura intrigued her mother, becoming a major focus of her studies.

 

Allya was forced to grow up fast. While her mother was never intentionally abusive or neglectful, her arcane studies consumed her attention to the point where she often forgot to care for her children, or even herself; and so by the time she was fourteen Allya found herself having to take care of not only her demon-kin half-brother, Valen, but her mother as well.

 

In addition, she could never shake the feeling that her mother was disappointed in her because she had not been born with the Gift of magic. Thus, she spent as much time as she could out of her home, in the woods; through her own studies, and with the aid of some of their vidralfar neighbors, she eventually learned how to contact and influence spirits. This did garner her mother's interest—if briefly. Her mother taught her how to summon her familiar, and bind it to a talisman: and thus she met Calla.

 

Allya's mother died when she was seventeen—her reckless magical experimentation finally having gone too far, the backlash from her last experiment claiming her life. An orphan, with a younger sibling to take care of, she did her best: she had learned enough on her own, and from some of her mother's work, to make a living as a healer and apothecary. 

 

But her half-brother was a problem. As Valen grew up, he began having trouble controlling the urges of his demonic nature, particularly the need to avenge even the tiniest slight against him, putting much strain on Allya as she tried to raise him; although she loved him dearly, she found herself becoming afraid of her sibling—unable to even punish his bad behavior for fear that it would turn his vengeful nature against her.

 

When she was twenty-seven, and her half-brother fifteen, the struggle finally came to a head: Valen got into an argument with a young wood-elf that turned violent; while the other elf threw the first punch, her sibling nearly beat him to death in response, only stopping because she managed to pull him away. Fearful of what the wood-elves might do to him, and what he might do to them—or even her—if he stayed, Allya sent her brother away, banishing him from their home. She has not seen him since.

 

But, though convinced it was the right decision, she soon found herself sick at heart—unable to bear staying in the empty house where her mother and brother once lived—and so she left as well, wandering the land and plying her trade to support herself. But she also took up her mother's study of magic—having learned much from her mother, and her mother's notes after her death—hoping, perhaps, that if she learns enough she might find some way to help her brother control himself, should she ever find him again.

 

But beyond that, though loath to admit it, she is her mother's daughter, and an incredibly curious person—she can't resist the urge to know. Although she does, at least, pursue her studies in a much safer, more theoretical manner than that which destroyed her mother.

 

Campaign History:

   None

 

Relationships:

   • Valen Noctis (estranged half-brother)

 

Currency:

 

"This means I will not have to regret sending back their envoy short a few limbs."

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#6 Sephsekla

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Posted 19 May 2017 - 05:52 AM

Well, I'm going to be awkward and ask for special permission for a werewolf with a custom talent and tweaked starting equipment. 

You may recognise this guy from the minifig contest.

Garandros

Full Name: Garandros Aldor
Aliases:

Sex: Male
Race: Werewolf (Nordling/Achaean)
Birthplace: Castle Greywatch

Affinity: Earth
Deity: Hades
Faction: Venatori (but presumed dead)


Talents: 

Intimidation
Monster Lore
Survival
Death seeker (strength) - You don't fear death, instead it is welcomed. Far less cautious than the martial combatant, you throw yourself into battle with one aim: to take down the opponent. If given the choice between saving yourself an injury and striking the killing blow there is no choice at all.


Attributes
Strength: 9 +2 =11
Agility: 5 +2 = 7
Constitution: 8 +2 = 10
Perception: 8 +3 =11
Intelligence: 5
Spirit: 5
Luck: 2


Appearance:

Grizzled and unkempt, Garandros makes for an intimidating figure. His deeply scarred face is half concealed by an eyepatch and flanked by grey hair cropped at jaw level and tucked behind his ears.

He wears scuffed and gouged leather armour that would make an armourer weep, with the odd metal plate strapped to it in places. His cloak (if it can be called that) is mere blue rags, pinned to him by a Venator brooch, the one thing about him that gleams.

Inventory:

(Altered Venator pack)

1 set of leather armor

1 set of simple clothing

1 steel claymore

1 crossbow

20 iron-headed crossbow bolts

5 silver-headed crossbow bolts

1 silver headed mace

1 blue cloak (ripped and shredded)

1 silver Venator brooch

Flint and tinderPotion supplies

3 clean bandages

2 healing ointment

2 sense-enhancing potions

1 strength-enhancing potion

Water and rations

 

Additional items: A silver chain, around 6 feet long and as thick as a man's finger.

Biography:


Garandros Aldor never met his parents. His mother, a Venator, returned to Castle Greywatch pregnant, her partner (and Garandros' father) dead. She died in childbirth a few months later.

Garandros was raised as an unquestioning Venator, his career distinguished. He never faltered in his duty. Until he did.
When the woman he loved was afflicted with lycanthropy he could not bring himself to strike the killing blow. The hundreds killed in the local villages over the next few days are a burden he carries to this day. Eventually he found his love again in wolf form, and the two fought tooth and nail.

Having done the deed and made things right, Garandros passed out. Chewed up, bitten and bloody, he welcomed the end. But the end did not come.

Cursed by the very thing he swore to fight, Garandros considers himself a dead man. He welcomes death but is far too skilled to go quietly. Instead he uses the skills granted to him by his curse to fight the monsters of the world in an even more reckless and dangerous manner.

Garandros is under no illusions. He is a monster himself and returning to Castle Greywatch is no longer an option. Better to make his own way until he can welcome death as a friend.

Campaign History:

Relationships: Garandros once had a good relationship with the Venatori, but has not been back since becoming a werewolf. He believes that they think him dead.


Currency:


Nothing is true. Everything is permitted.
 
Except cancelling Firefly. Because that's just not cool.

#7 Maverick-Werewolf

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Posted 20 May 2017 - 03:45 PM

EDIT: Apparently the way I wrote this post screwed around with my quotes; sorry for any resulting confusion.

 

Both of these sound good, Burgs. Go ahead and make their character threads whenever you like, and I'll reply with their currency.

 

Custom Talent - Combat:

 

Brawler (Strength) - You are a simple person, and you prefer simple weapons. You are a master of unarmed combat, and are best at defending yourself with the weapons nature gave you—your hands and feet (and claws, if you've got any)—although you are also adept at the use of simple weapons like quarterstaves and cudgels.

This sounds awesome. I love it. :P I especially love the idea of it influencing claws and possibly teeth, for more monstrous races, like beastfolk. I also like the inclusion of simple weapons, since I'm afraid I'm not going to go full D&D up in here and have an ordinary human able to stand up against any properly armed and armored opponent when just using his/her fists. :P

 

I'll add this to the Talents list. Feel free to use it, of course.

 

Custom Talent - General

Performance (Spirit) - You know the value of a good performance - be it playing song, retelling a tale, or some other method - and how best to bolster other actions with one. A little Education and some Acrobatics only further help you bolster your allies and yourself in various actions... and can earn you a little extra gold in between adventures sharing tales and otherwise entertaining others.

The idea is essentially to use this alongside other actions for some extra modifiers - like, well, a bard. I imagine having the Education and/or Acrobatics talent could let you use other attributes besides Charisma for this skill... as long as you stick to the appropriate actions (acrobatics being useable with dancing and... well, acrobatics, while knowledge would be more for story-telling and perhaps acting).

It's a broad and rough idea so I imagine this could use a bit more work. ^^;

Hmm. If people want to play as a bard type character, maybe a talent could be added to help refine that.

 

I'd possibly go so far as to say that it'd be interesting if people had to specify what they were actually good at performing, kind of similar to how people have to specify what language(s) they know and/or can read. For instance, having this talent shouldn't instantly make one good at everything. Maybe you could pick up to two things, such as singing and playing a lute or guitar, or singing and telling a tale, but you aren't actually any good at a particular instrument. That way not everybody is a one-man band.

 

But that might be getting wayyy too detailed. Either way, I'll definitely give it some more thought, since bards can be so fun, and I wouldn't mind seeing some show up in Errant. :P

 

Special permission required: Spiritual Magic, Familiar

 

Her familiar, Calla, takes the form of a female mountain lion.

This all sounds great.

 

Normally I'd say "mountain lions are technically an American animal and wouldn't be found in Northrim," cause I try not to mix up American and European animals - but in this case I'm not going to be that nitpicky, since I actually used to have cougar-folk in my own really [REALLY] old stories... :P

 

Feel free to post her character topic whenever you like, and I'll reply there with the currency and such.

 

Death seeker (strength) - You don't fear death, instead it is welcomed. Far less cautious than the martial combatant, you throw yourself into battle with one aim: to take down the opponent. If given the choice between saving yourself an injury and striking the killing blow there is no choice at all.

Inventory:

1 silver headed mace

 

Additional items: A silver chain, around 6 feet long and as thick as a man's finger.

Biography:
When the woman he loved was afflicted with lycanthropy he could not bring himself to strike the killing blow. The hundreds killed in the local villages over the next few days are a burden he carries to this day. Eventually he found his love again in wolf form, and the two fought tooth and nail.

Interesting talent. So, I take it, it's essentially... Martial Combat with a death wish? :P

 

A silver-headed mace would be very expensive and unconventional (even by way of silver weaponry), but your choice.

 

For what purpose, exactly? I ask, because that wouldn't hold a werewolf, if that's the intention...

 

I really like the character (I especially love the way you described his physical appearance), and I'm certainly not saying no, but I do have to say... it'd be very, very unintelligent for any Venator to hunt a werewolf at night. Knowingly going after a werewolf at night is pretty much like committing suicide, which the Venatori would know best of all. If he were to take her down one-on-one when she was transformed at all, it's likely she was only partially transformed, not fully. Even then, he'd have to be both very foolish and very lucky to go after her alone (there's a very good reason Venatori always work in pairs) and actually kill her, even if he almost died, himself.

Just pointing out nitpicks. :P

 

Those are mostly just comments, and I'd like a little clarification on the things I mentioned. :P Otherwise, though, sounds great. Feel free to make a character sheet thread for him and I'll reply with his currency.


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#8 Burger Warrior

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Posted 20 May 2017 - 06:33 PM

Both of these sound good, Burgs. Go ahead and make their character threads whenever you like, and I'll reply with their currency.

 

 

 

Hmm. If people want to play as a bard type character, maybe a talent could be added to help refine that.

 

I'd possibly go so far as to say that it'd be interesting if people had to specify what they were actually good at performing, kind of similar to how people have to specify what language(s) they know and/or can read. For instance, having this talent shouldn't instantly make one good at everything. Maybe you could pick up to two things, such as singing and playing a lute or guitar, or singing and telling a tale, but you aren't actually any good at a particular instrument. That way not everybody is a one-man band.

 

But that might be getting wayyy too detailed. Either way, I'll definitely give it some more thought, since bards can be so fun, and I wouldn't mind seeing some show up in Errant. :P

 

Eyyyy! I'll get on that. ^^

 

Yeeaah, I had a similar idea, but I also feel that's a bit too particular for Errant. I'll probably make a bard sooner than later and see if specifying is too hard or not.

Though with classifying stuff in mind, I figure the specialization list could run thusly:
Dancing (Automatic with Acrobatics)
Oratory (Automatic with Education)

Acting/Comedy (potentially singing could be added on here?)

Singing

Wind Instruments

Percussion Instruments
String Instruments

Keyboard Instruments


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#9 Sephsekla

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Posted 21 May 2017 - 04:15 AM

 
Interesting talent. So, I take it, it's essentially... Martial Combat with a death wish? :P
 
A silver-headed mace would be very expensive and unconventional (even by way of silver weaponry), but your choice.
 
For what purpose, exactly? I ask, because that wouldn't hold a werewolf, if that's the intention...
 
I really like the character (I especially love the way you described his physical appearance), and I'm certainly not saying no, but I do have to say... it'd be very, very unintelligent for any Venator to hunt a werewolf at night. Knowingly going after a werewolf at night is pretty much like committing suicide, which the Venatori would know best of all. If he were to take her down one-on-one when she was transformed at all, it's likely she was only partially transformed, not fully. Even then, he'd have to be both very foolish and very lucky to go after her alone (there's a very good reason Venatori always work in pairs) and actually kill her, even if he almost died, himself.
Just pointing out nitpicks. :P
 
Those are mostly just comments, and I'd like a little clarification on the things I mentioned. :P Otherwise, though, sounds great. Feel free to make a character sheet thread for him and I'll reply with his currency.

In my mind's eye Martial Combat feels like Dark Souls' combat, powerful but measured. I wanted to reflect something with very little finesse but unflinching pressing of the attack. But if you think it's slightly pointless as a new talent I'll happily go with Martial Combat.

The mace was chosen as something to keep the silver a safe distance away from Garandros' hands given thee danger it poses, although again happy to change if you think it's a bit odd.

Darn, you got me with the chain. My idea was he would use it to try and restrain his wolf form at the full moon (when he knew a transformation was definitely coming), but I may have to scrap that entirely.


I might be being stupid but I can't see that I've put reference to a night time hunt anywhere. Regardless, going after her solo was definitely a foolish decision, but it can he assumed he wasn't thinking clearly at all based in the circumstances.

In happy to amend the backstory to include some others in the hunt though.
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#10 Sephsekla

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Posted 21 May 2017 - 08:18 AM

 
Eyyyy! I'll get on that. ^^
 
Yeeaah, I had a similar idea, but I also feel that's a bit too particular for Errant. I'll probably make a bard sooner than later and see if specifying is too hard or not.

Though with classifying stuff in mind, I figure the specialization list could run thusly:
Dancing (Automatic with Acrobatics)
Oratory (Automatic with Education)
Acting/Comedy (potentially singing could be added on here?)
Singing
Wind Instruments
Percussion Instruments
String Instruments
Keyboard Instruments


I'd love to make a bard character myself if you feel like creating a musical troupe.
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#11 Maverick-Werewolf

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Posted 21 May 2017 - 11:31 AM

Yeeaah, I had a similar idea, but I also feel that's a bit too particular for Errant. I'll probably make a bard sooner than later and see if specifying is too hard or not.

Though with classifying stuff in mind, I figure the specialization list could run thusly:
Dancing (Automatic with Acrobatics)
Oratory (Automatic with Education)

Acting/Comedy (potentially singing could be added on here?)

Singing

Wind Instruments

Percussion Instruments
String Instruments

Keyboard Instruments

I dunno, I like being particular... :P

 

And this list seems good. The only thing I'm unsure about is "keyboard instruments." I'll have to give some thought about those... I love pianos and organs, but the word "keyboard" only came around in the 1800s, and pianos were invented around 1700, and their predecessors were more medieval things, like hammered dulcimers. Though there were a lot of strange variations of early organs, but I'm not sure what I'd call them, category-wise...

 

Sorry, I'm nitpicking again. I do like these categories as you've arranged them, though. :P

 

In my mind's eye Martial Combat feels like Dark Souls' combat, powerful but measured. I wanted to reflect something with very little finesse but unflinching pressing of the attack. But if you think it's slightly pointless as a new talent I'll happily go with Martial Combat.

The mace was chosen as something to keep the silver a safe distance away from Garandros' hands given thee danger it poses, although again happy to change if you think it's a bit odd.

Darn, you got me with the chain. My idea was he would use it to try and restrain his wolf form at the full moon (when he knew a transformation was definitely coming), but I may have to scrap that entirely.

I might be being stupid but I can't see that I've put reference to a night time hunt anywhere. Regardless, going after her solo was definitely a foolish decision, but it can he assumed he wasn't thinking clearly at all based in the circumstances.

In happy to amend the backstory to include some others in the hunt though.

*shrug* I see no reason why you can't use it, if you want to seriously reflect just how much this guy doesn't mind dying. It's certainly unusual, but it gets the point across. I rather like it. :P

 

I'm just not sure how useful it'd be. Most beastfolk and other monsters harmed by silver don't wear much armor, and maces made for war were often designed to crush armor; plus, silver just isn't a very heavy or durable metal, so once it hit something hard enough to do lasting damage, it'd probably be bent too out of shape to be much use. Most Venatori use silver daggers because, while still extremely expensive, their smaller size makes them less extravagant and wasteful than most weapons, since silver doesn't have the durability necessary to retain an edge after much use or make a good sparring weapon, anyway. Also, making a bleeding wound instead of a bludgeoned one is arguably more useful when it comes to silver weapons, as one can potentially create a blood trail for tracking.

All of that is really just kind of nitpicking and commenting, though. :P Ultimately, it's up to you. I won't say no. If you want a weapon with some distance, though, a silver-headed spear might be an excellent idea (especially since spears are more useful for hunting, as well).

 

Silver's not a very strong metal... it'd probably be hard to hold a fully transformed werewolf even with something like deepsilver. At the most, a silver chain would just hurt a lot, cause him burns, and the pain would only make the werewolf angrier and stronger and more likely to break free quickly.

I get the idea, though... a lot of werewolf things do that kind of stuff. I've never liked it to be too easy for one to restrain their werewolf form at night. Though, if he did have a few heavy chains, he could probably restrain himself at least on some nights (but on a full moon, when he's going to transform to the most extreme, all bets are pretty much off).

 

I just assumed, since you said he finds her again in her wolf form. But yeah, like I said, those were mostly just comments about details. Keeping things vaguer is fine, if you want it to be that way.

 

Sorry if all of this seems like horrible nitpicking. You don't need to change anything, really (though the silver chain wouldn't hold a werewolf). I'm mostly just commenting at this point.


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#12 Burger Warrior

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Posted 21 May 2017 - 11:42 AM

I dunno, I like being particular... :P

 

And this list seems good. The only thing I'm unsure about is "keyboard instruments." I'll have to give some thought about those... I love pianos and organs, but the word "keyboard" only came around in the 1800s, and pianos were invented around 1700, and their predecessors were more medieval things, like hammered dulcimers. Though there were a lot of strange variations of early organs, but I'm not sure what I'd call them, category-wise...

 

Sorry, I'm nitpicking again. I do like these categories as you've arranged them, though. :P

 

No, it's totally fine! I'm of a similar mindset, I just want to keep from overwhelming people more than they might be. As it is, I was totally with you on wondering what 'keyboard instruments' could be doing in a list of performance categories in a Pathfinder rulebook, but they list a few example instruments: harpsichord (brief glance at wiki says these were invented in the late Middle Ages or so), pipe organ, and... piano, though I suppose that's a Pathfinder thing :P

 

...Though I suppose on second thought, in general these instruments are niche enough they can be sidelined off the list of categories and people can ask after them specifically if they really want to play a pipe organ. XP


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#13 Sephsekla

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Posted 21 May 2017 - 01:09 PM

 
*shrug* I see no reason why you can't use it, if you want to seriously reflect just how much this guy doesn't mind dying. It's certainly unusual, but it gets the point across. I rather like it. :P
 
I'm just not sure how useful it'd be. Most beastfolk and other monsters harmed by silver don't wear much armor, and maces made for war were often designed to crush armor; plus, silver just isn't a very heavy or durable metal, so once it hit something hard enough to do lasting damage, it'd probably be bent too out of shape to be much use. Most Venatori use silver daggers because, while still extremely expensive, their smaller size makes them less extravagant and wasteful than most weapons, since silver doesn't have the durability necessary to retain an edge after much use or make a good sparring weapon, anyway. Also, making a bleeding wound instead of a bludgeoned one is arguably more useful when it comes to silver weapons, as one can potentially create a blood trail for tracking.
All of that is really just kind of nitpicking and commenting, though. :P Ultimately, it's up to you. I won't say no. If you want a weapon with some distance, though, a silver-headed spear might be an excellent idea (especially since spears are more useful for hunting, as well).
 
Silver's not a very strong metal... it'd probably be hard to hold a fully transformed werewolf even with something like deepsilver. At the most, a silver chain would just hurt a lot, cause him burns, and the pain would only make the werewolf angrier and stronger and more likely to break free quickly.
I get the idea, though... a lot of werewolf things do that kind of stuff. I've never liked it to be too easy for one to restrain their werewolf form at night. Though, if he did have a few heavy chains, he could probably restrain himself at least on some nights (but on a full moon, when he's going to transform to the most extreme, all bets are pretty much off).
 
I just assumed, since you said he finds her again in her wolf form. But yeah, like I said, those were mostly just comments about details. Keeping things vaguer is fine, if you want it to be that way.
 
Sorry if all of this seems like horrible nitpicking. You don't need to change anything, really (though the silver chain wouldn't hold a werewolf). I'm mostly just commenting at this point.


I'm feeling more and more like I've created a new talent for no reason, but if you approve I might as well go ahead.

I'd envisioned something along these lines for the mace https://hydra-media....f5daa4d6485cb70 but on reflection I might change to a relatively short spear as suggested. Probably only as long as the claymore.

I might scrap the chain then rather than scrambling to make it work.

No worries about the nitpicking. It's your world, we just get to play in it.

Buy anyway, I'll create a character topic and stop clogging this one up.
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#14 Dalton Westmoore

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Posted 23 May 2017 - 06:16 PM

Permission required for this character because...well, he died.

 

Fortunately, he can either come back from the dead as a Lich or something, or he just survived getting his neck cut because apparently some people have survived this happening to them:

 

THE WEEPING MAGE

 

Full Name: Charon Velos

Aliases: The Weeping Mage, Carlon Shev

 

Sex: Male

Race: Human (Achaean)

Birthplace: Gryphon Roost, The Achaean Empire

 

Affinity: Wind

Deity: Ozystia (formerly Apollo)

Faction: The Umbra Coven

 

Talents: Demonic Pact, Education (Old Achaean), Forbidden Lore, Marksmanship and Survivalism

 

Attributes

 Strength: 5

Agility: 6

Constitution: 4

Perception: 7

Intelligence: 8

Spirit: 10

Luck:  2

 

Appearance:

errant__the_weeping_mage_by_dwestmoore-d

 

Inventory:

- The Face of Tragedy Mask

- Black, Hooded Cloak

- Chainmail Armor (Silver)

- Deep Blue Tabard

- Crossbow 

- Quiver of Bolts (30)

- Hunting Knife

- Soul-Stones (5)

 

Biography:

 

The Weeping Mage was born to a Family of Priests who worshiped Apollo. When he was eighteen his Mother, by use of deceit and cunning, convinced him to willingly pact with Ozystia, the Demon Queen of Sorrow. When he found out what his mother had truly done, his heart was broken, causing him to have a permanent sorrowful and teary demeanor. He fled when the Villagers found out what his Mother had done and burned the Temple to the Ground. He wandered the wild, and was taught Necromancy by an Old Man who met during his travels. He now dresses in Black, and a Mask of Tragedy, to disguise his appearance as Ozystia slowly drains his life force.

 

Until recently, however, he did not have alignment of any kind. However, after the events in a northern city, the Weeping Mage joined the Umbra Coven, even though the only thing that he knew about them was that a former member of the Coven, a Necromancer/Vampire named Osgar, was responsible for the Undead that ravaged the city. Why it is that he has joined this group that means to thwart the Coven or the Hidden is unknown...

 

 

Campaign History:

Arrowfall

Chasing Shadows

 

Relationships:

Allies with Publius Slyvanus

Shaky ground with Katrina Windborne

Enemies with pretty much everyone from the Chasing Shadows Campaign

 

Currency:

N/A



#15 Sareth

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Posted 24 May 2017 - 10:32 AM

Special permission for: werewolf.

--------------------------------------------------------------------------------------------

 

Valya Catseye

 

Full Name: Valya Catseye

Aliases: None

 

Sex: Female

Race: Werewolf (Nordling)

Birthplace: Unknown—found at Endibraut Hall

 

Affinity: Frost

Deity: Odin

Faction: None

 

Talents: Martial Combat, Acrobatics, Intimidation, Subtlety

 

Attributes

Strength: 12 (10 + 2)

Agility: 7 (5 + 2)

Constitution: 7 (5 + 2)

Perception: 10 (7 + 3)

Intelligence: 6

Spirit: 7

Luck: 2

 

Appearance:

Valya looks, in every respect, like the quintessential 'northern barbarian woman.' Fully six feet tall, she is immensely strong—her muscles standing out beneath her skin like steel cables. Yet, despite her massive musculature, she does not appear oversized or awkward, being possessed of a sinuous, feline grace. Her golden-blond hair is fairly short, and untamed save for a few tiny braids distributed at random—except in back, where it is quite long, and all twined into a single thick braid. Her skin, like most northerners', is quite fair, and her eyes are a bright, piercing amber.

 

Although she is only 29 years old, people tend to assume she is much older, due to both the hard, grim cast of her—otherwise fairly pretty—features, and the innumerable scars that crisscross her arms, her legs—pretty much every part of her body. Her face is the only part of her that is not heavily scarred, being unmarked save for a single thin scar running along her right cheekbone back towards her ear.

 

Her clothing is all simple, and dark-colored, and much of it is obviously well-worn—as she seemingly lacks the desire to maintain or replace it. She also wears a wolfskin, like the one from her time as a berserker. She wears no armor of any kind. She wears a simple copper ring that is set with a small cymophane—'cat's eye'—gem: the only reminder of her family that she has allowed herself to keep… and could not bear to throw away.

 

Her only weapon is a steel claymore sword, which she wears slung across her back. She also carries a small knife for utilitarian purposes.

 

Inventory:

(Fortune Hunter Pack)

   • Clothing

   • Cloak

   • Small knife

   • Map

   • Flint and tinder

   • 1 torch

   • Water and rations

   • Steel claymore

   • Simple copper ring set with a small 'cat's eye' gem

   • Whetstones

 

Biography:

Valya was found as an infant on the steps of Endibraut Hall. Who her parents were, and why they left her, no one knows—and, frankly, she doesn't care—although it was clear that her blood was purely of the north.

 

A wulfing family visiting the hall took pity on the child, and adopted her, bringing her back to their home in Wulfsted. Her name came from the odd, catlike appearance of her eyes.

 

Her phenomenal strength was apparent from a fairly young age; it was clear to everyone, including herself, that she was destined to be a warrior. Because of this, she was allowed to take the trials to become a berserker at an unusually young age, which she passed handily, binding herself to the most powerful and fearsome of spirits: that of a wolf.

 

With her Odin-granted power, and her own innate strength, she fought innumerable battles over the next several years: against the Empire, the Chaos Races, and others besides, distinguishing herself many times. However, then something that she had never expected—never looked for—happened: she fell in love. 

 

While it seemed a waste—almost an affront to Odin—to cast aside her power, and her talent for battle, her heart won out. She married the man, and settled down, giving birth to a beautiful daughter. She forgot the bloodlust of combat, and was happy. But, less than a year later, she returned home from a hunting trip to find her home burned, her husband and daughter slain—the work of the Chaos Races.

 

Some people say she lost her mind at that moment. She would say she found clarity: this was a sign—a sign that she was never meant for the peaceful life, that she had committed a grievous sin by casting aside her true calling, and the gift Odin had bestowed upon her. She threw herself into the business of bloodshed. She freely used the power Odin had granted her, cutting bloody swathes across the battlefield, heedless of the numerous injuries she received in return.

 

But it could not last, and eventually the inevitable happened: she lost herself to the power, and became a werewolf. Exiled from her tribe, from civilization, she wanders now: fighting for any who will have her, and against any who will stand before her. Battle is everything to her now, and she will put her bloody, brutal prowess to work until either it kills her, or she finds something worthwhile to fight for again. But she will never again abandon her true path: she is a warrior, nothing else.

 

Campaign History:

   None

 

Relationships:

   None

 

Currency:


"This means I will not have to regret sending back their envoy short a few limbs."

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#16 Dalton Westmoore

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Posted 24 May 2017 - 12:58 PM

Special Permission for: Werewolf:

 

SEBASTIAN DEL MORRA

 

Full Name: Sebastian del Morra

Aliases: The Dwarf of Glashire

 

Sex: Male

Race: Human (Achaean)

Birthplace: Glashire, the Achaean Empire

 

Affinity: 

Deity: Hestia

Faction: Neutral

 

Talents: Noble Combat, Monster Lore, Education (Common), Survivalism and Herbalism

 

Attributes

 Strength: 8

Agility: 6

Constitution: 4

Perception: 6

Intelligence: 8

Spirit: 4

Luck: 4

 

Appearance: 

 

sebastian_del_morra_by_dwestmoore-dafmfx

 

Sebastian is barely four feet tall, appearing to be a Dwarf, even though he is just a mere mortal. His brown hair and eyes simply add fuel to the fire, to mention nothing of his rough personality. Despite his rough appearance, he is a kind person who cares about others, most likely innocents like children.

 

By night, he gets...taller.

 

 

Inventory:

Glashire Town Guard Tabard

Chainmail Shirt and Pants

Shortsword

Pouch of Herbs, Money, and several Potions

 

Biography: Sebastian was born in the Southern Town of Glashire to a family of human parents. Due to his stunted appearance, his father left them, as he believed that his mother had cheated on him with a Dwarven Merchant who they knew who shared some of Sebastian's features. This was not true, of course, but his father didn't know. The Dwarf became like a father to him, caring for him, even going to the point of marring his mother. Even with the help of his Foster-Father, Sebastian had to endure the Village's teasing, kicks and curses, all to pursue his dream: becoming a Imperial Knight. However, his hopes of that were destroyed by a fateful venture into the North.

 

He eventually recovered from his experiences in the North, and then joined the Town guard, sometimes literally fighting his was to the position of Sergeant. He was content with his job, even though he still dreamed of Knighthood, until the Necromancer Attacks wiped out nearly half of the villagers. Sebastian somehow survived, though his reputation did not. He was exiled from the Town, and was left to wander through the Empire...

 

 

Campaign History:

N/A

 

Relationships:

Romantic relationship with a Dwarven Noblewoman

 

Currency:

N/A



#17 GhostlyCheese

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Posted 27 May 2017 - 10:47 PM

An unimplimented character that I've been toying with, it's also late and I said I would post this tonight. I still intend to play around and shuffle his attributes and biography. I would like permission to use Divine Magic.

 

 

Haigen Vaudrie

 

Full Name: ​Haigen Vaudrie
Aliases: ​None.​
 
Sex: ​Male
Race: ​Human (Nordling/Achean)
Birthplace: ​Crow's Branch, The North
 
Affinity: ​Fire
Deity: ​Astra Aeterna
Faction: ​Templar
 
Talents: 
​Divine Lore
Education (Northrim)
Survival
Divine Magic
 
Attributes
Strength: ​6
Agility: ​5
Constitution: ​7
Perception: ​5
Intelligence: ​6
Spirit: ​5
Luck: ​6
 
Appearance:
6eae52b40bf82b79deb662a2e254867c.jpg
Tall and lean, standing around six feet tall with a toned physique and broad shoulders. While he has the body of an athlete, he has been constantly reminded of how he 'has his mother's hands', long and elegant fingers and smaller palms. Regardless, Haigen prides himself for the hands, and wraps them to keep them from becoming rough and blistered. His hair is a dark chestnut colour and is kept short around the sides. Some features belong to his father, such as his dark, hawk-like eyes and lower cheekbones.
 
Inventory:
  • 1 full set of deepgold and deepsilver chain armor
  • 1 set of fine clothing
  • 1 holy symbol of Astra Aeterna
  • 1 deepsilver Longsword
  • 1 holy torch
  • 1 longbow (20 arrows)
  • 1 red traveling cloak
  • 1 deepgold and deepsilver shield
  • 1 deepsilver dagger
  • 2 vials of holy water
  • 1 book of prayers
  • Water and rations
  • A wedding band, worn on a cord around the neck
  • Shaving kit
  • Bed roll
 
Biography:
​Haigen was born in the North, and followed in his father's ideals of marrying young and settling down as far from the rest of the world as he could. Her name was Eydis, and Haigen's heart belonged to her, at the age of twenty-two, she gave birth to a daughter, Cera, and Haigen could not have been prouder. They went on living peacefully away from war and strife, in the North. Until plague afflicted the village, and claimed the life of his daughter in the night. Overwhelmed with grief, Eydis took her own life. Haigen was heart-broken, and cursed the his Nordic Gods, smashing the symbols of his broken faith. As punishment, the Gods raised the dead of Crow's Roost as undead, who proceeded to destroy the village. Haigen, badly wounded, witnessed the light of Astra Aeterna surround the Templar Knights who had been sent to cleanse the area. In his moment of need, he professed his faith in the Light, vowing to devote his entire life to the preservation of the Light. He was healed, and found himself surrounded by a holy aura. Not long afterwards, he followed the Knights to Templara, where he began studying and training to join the Knights order. Many years have passed, and his faith has never been broken.
 
 
Campaign History:
​None.
 
Relationships:
​None.
 
Currency:

None.

 

 

 


Edited by GhostlyCheese, 28 May 2017 - 07:57 AM.

21.jpg





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