New Age Mercenaries
No heroes, no generals, no soldiers. Only expendables.
Ancient nations of dwarves, elves, dragonborn, orcs and a lot of other respected creatures dwellimg all over the world were in balance with men for a long. Too long. That made them think things are going the same way all the time. That was not true.
First, men invented gunpowder. Dwarves followed the modern technology current. Elves disregarded that miserable thing. Then came working specialization, food-canning technology, pasterization, steamworks, trains, railroads, mechanized mining and many more, all in less than a century. From individual production and barter to factories and banking systems, from disorganised and ill-connected communities and villages to completely uranized society. From letters to telegraph. Fromsword and shield to rifles. From feodalism to imperialism. From moralism to almost complete atheism. Dwarves were hardly able to follow locomotive of men's science, for they always prefered to make their current tech perfect before starting working on new one, but still made good. Elves, dragonborn and other nations now had a very serious choise to make - follow men's way, partially losing their own, or be completely suppressed. Elves and dragonborn chose to follow, others perished.
But technical progress was followed by a huge wave of new ideas, all dragged by men's feel of complete superiority - they beated dwarves in technology, beated elves in prestige and equaled dragonborn in power. First, the monarchy was removed for sake of establishment of Commonwealth - the average literacy grew, and peasants and workers finally began to From a superiority idea grew into a radical racial movement, which followers formed a political party with stong agenda based on technical progress success. As the time passed, the party gathered strengths. It proved itself to be effective in managing everyday life of every citizen - fially legalized trade unions, ordered generous subsidies to really hard-working factories, increased the wealth and prosperity of men. Having all this as a background, men merely accepted racial purgations, even helped local Intelligence and Inner Security forces to cease racial crimes - a lot of halflings were terminated for parctiipating in Thief Guild, as well as the others.
Next, remarkable party motto was "No kings, no wizards, no clerks." They already did well with the first part. They were hunting down any church as an organisation that
fooled the naive people adn got their money for priests personal needs, which was oftenly true, in fact. The priests and most faithful fled to wildlands seeking for a new home. Along with racial cleanses, mages were repressed very hard - some just dissapeared, some were executed in public. Any child born with magic abilities in territory under men's reign now must be immediately reported and is treated with special care by a personal tutor, who usually inspires him to serve his country and mankind, and then dissapears with the child. Nobody likes that, but parents are always dealt somehow. Sometimes, it is money. Sometimes, it is false diagnosis given to them that assures them their child will soon die. Sometimes parents are never seen again as well.
Finally, Men's Empire has grown so much above the others, that it openly declared a whole world as their realm. Which meant war, of course. Officialy, dwarves were involved, too, but actual military actions on the border were almost absentб exepting a several local conflicts - dwarves knew that the siege will last eternally once began, so did the men. Some kind of non-attacking pact was unofficially set. In fact, dwarves agreed to feed men's warmachine in exchange for peace. That created a whole bunch of inner problems and caused a lot of discussions.
Elves were smashed - nearly third part of their territory was occupied by the end of First Great War. They could not withstand an organized machine with their archaic methods.
Dragonborn once more proved their superiority by holding the charge, and driving men back with the might of their force and courage. They reconquered lands once belonged to them and unrightfully declared Men's.
The world is set anew. Era of Men, long-ago foretold, has begun.
And here your story starts.
Now, about your mission.
On the whole, great powers are seeking for revanche, and now there is a lot of work for bounty-hunters and adventurers. Retrieving lost artifacts, political assasinations, spying. You may all gather to a pack, or I can lead every one of you separately, that's for you to decide.
Imagine yourself a DnD setting (let's say it's not the hardcore 3,5 setting, just a mere 4). Dragonborn, dwarves, elves, halflings, tieflings, half-bloods, etc - all that fairy-tale stuff. Magical artifacts are hidden deep in forgotten citadels filled with undead, liches and demons are lurking deep and making their plans, beasts rushing cities, just a normal life.
Now make a pause, take a minute to think about the DnD setting.
Now Imagine quite another situation: imagine a picture of Europe in the early 20th century - industry spreading everywhere, new ideas and ideologies flying in the air, emperors greedily looking at their neighboring "friends" lands, colonies spreading, integral railroads all over the continents, smoking chimneys so numerous that their smoke covers the skies completely. Steampunk, steampunk everywhere.
Once again, think of it for a minute somehow.
Now try to merge those two in equal portions.
I guess now we understand each other.
Here I'll list the nations that are considered "civilized" - that means, they're all able to interact under common rules of politics.
HumansThey're running the show. Their population ha increased so badly that they're now seeking for expansion to other nations' core territory. That turned into the bloody War of Human Domain, when men, driven by their national idea, tried to conquer the whole world for themselves. They failed to conquer the whole world, achieving only minor expansion. They also earned hate of everybody exept Dwarves, who remained neutral, and Tieflings, who didn't care about himan conflicts. However, they learned to get best from interactions with other nations - multinational companies are the most effective business running since slave-trading. On the edge where cultures merge there are spitting discoveries in all the spheres of life - from industry to philosophy.
You can find at least one human almost everywhere.
Men are considered differently by other cultures - some think of them as of oppressors, some consider them as business partners.
Most humans tolerate other cultures, but that doesn't preserve you from meeting a group of nazis in a dark narrow street.
DwarvesThey found a common language with men very quick, so they escaped the War. Mostly, they live in their fortress-like cities, but still lots of dwarves live in cities of men and vice versa.
Dwarves are considered as the main industry-runners of the world, besides being short sturdy creatures fond of drink.
Dwarves also tolerate almost all the races, except elves.
ElvesThey were able to defend themselves during the great War, but lost some of their borderlands and lots of their territories are still occupied by armies of Men.
Elves are considered now not as exalted aristocrats as they used to be, but as a free nation suffering from oppression.
They tolerate all the cultures except Men.
HalflingsTheir whole country was conquered by men and turned to a colony. Now, with their homelands taken away, they're scattered all around the world.
DragonbornThose proud heirs of ancient Empire of Arcosia are the only ones who were able not only to withstand the war machine of Men's Empire, but to regain control of lands they once owned long ago. They prefer to live in their homelands and you're lucky to see one outside of it.
They tolerate anyone who fits their image of honor. Though most of living don't know exactly how to do this.
TieflingsThey're scattered around the world since their empire broken long ago. Tieflings all seem to end up aristocrats of Men or elves somehow.
They make no preferences in races, but they seem to sympathize with each other more than any other nation.
Other races are uncivilized, considered as dangerous outcasts and hardly speak Common. (Don't you think I'm trying to prohibit using them
)
A few words about half-bloods. You can be a pureblood, what means that all your ancestors were the same race; then, you can say that your ancestors merged with men in some proportion - for example, if most of your ancestors are men, but you have some elves among them, you may suffer from nazis, but elves will recognize elf-blood in your veins and change their attitude, and vice versa - if you're an elf with a man among his ancestors, you may suffer some alienation among your own kind, but still will be treated good, and some humans change their attitude to you if they know you have some blood of their kind in their veins. However, not all the races are able to recognize their kind. And all of them treat half-bloods differently.
Here is a charlist. You know it, you love it.
Race: well, choose any. You can merge men with any one race in any proportion.
Age
Gender
Bio: here should be your backstory and your appearance. Feel free to write bio of any length.
Strating location: Describe a desired starting location
Inventory
If you want to give your character magical abilities, think twice. Mages have no education becuse of their significantly decreased population, so they just can;t meet each other.
No, making a dragonborn mage doesn't mean you will be running a mighty archmage. Maximum level is a ever-failing apprentice. Otherwise, you wouldn't end up like a mercenary.
If you want to have a party of NPCs with you, think thrice. They are GM-controlled. Nuff said. From now on, NPCs are prohibited to create. Fucked up with those.
If you want a peronal transport, go on. I will welcome a biker, or a horse rider, or a panzer hijacker.
Signups and more info in OOC thread (link on the bottom of the post)Current party:Name: Molvrug
Race: Human
Age: 36
Gender: Male
Bio: The only thing that Molvrug ever knew was mining. Born into a camp as the son of a slave, he was placed into the mines at an early age. Forced to toil out long days working in dangerous conditions, he finally managed to escape at the age of thirty. Most of his time in the camp was spent working alongside Dwarves, who he greatly respects. Many of their ways he adopted as his own, and always lives every day to the fullest. His deepest desire is to find enough wealth to buy freedom for whatever slaves he can find, but as the years continued, his greed grew and he threw away all thoughts of saving others. Now, he lives for himself, as a mercenary.
He's around average height for a man, 5'10", and solidly built. A partial beard due to his tendency to never shave, coupled with thick and overgrown hair gives him a frightening appearance. His weight middles at around 185.
Inventory:
1x Sword (20)
1x Scaled Armor (40)
100 singuluses in various types of money (Hammers, singuluses and even one Aeron, but the whole sum ise equal to 100 singuluses)
Bonuses you get:
Inner Dwarf Besides some knowledge of geology, you feel comfortable when under the earth surface. You get +1 to all actions while underground.
Former Miner You're stronger than average man. Or dwarf. Or bear. You get +1 to rolls requiring physical strength.
Showing his incorruptable nature, Caerwyn gets a personal permanent flag "Badass Adventurer", which gives him a +1 bonus to rolls related to power of will.
Xavar the Aspiring
Race: Man/Orc hybrid
Age: 21
Bio: Xavar's parentage is a rare case, He was fathered by a human. Xavar's father was a noble, with rather specific tastes in women. It was only inevitable that the Orcish slave woman would eventually conceive a child sired by some "lone deranged vagrant" in the middle of the night. Perhaps out of guilt for his actions, the noble saw to it that Xavar be tutored privately just like his legitimate son. When questioned by the tutor, the noble would simply call Xavar's education an experiment. Xavar had a knack for academics and was constantly praised by his father and tutor. His half-brother often felt neglected jealousy gave way to hatred. When Xavar's father died, his brother expelled him from the manor. Xavar spent several years wandering the world, with no ambitions. He had a proficiency for magic, but he had no mentors. At the very best he could fire very wild beams from his hands or slightly weaker beams, but much more accurate blasts from rod or staff
On one fateful evening, Xavar decided he would teach himself, all he had to do was find some old texts. Of course this cost money. And the best way to make money in these times is mercenary work...
Xavar is somewhat portly for a man with Orc genes, however his soft appearance hides reasonably developed muscles. He could certainly pass for a full blooded Orc until he opens his mouth, he can speak fluent common as a result of being tutored, but can barely speak enough Orcish to articulate if he's injured or needs to eat.
Inventory: Some what armored robes with cloak
Studded Metal Quater Staff
Rusty Saber
Appropriate amount of money for a wandering Half Orc
Bonuses you get:
Educated Your knowledge spreads far to all the sciences. You make research rolls much less than the others, and get +1 for those.
Orcish legacy When you get wounded, you get a chance (d2) to get +1 for attack rolls, ignore wound and fuel your magic force with your anger.
Dabbling mage - when you roll a 1 while using magic, you roll another d6. That measures epicness of your epic fail. 1-6 means you just failed hard, maybe minor injuries, and 1-1 means you have exterminated yourself and everything in radius of 5 meters. Pretty the same works with your overshots, however.
Name: Jaster Fastblood
Race: Man, 1/4 Troll
Gender: Male
Appearance: Jaster's heritage is not immediately clear, but it certainly has a profound affect on his appearance. Standing at just over two meters tall, even with his slight hunch, Jaster is an imposing figure, especially when taken together with the greenish-gold tint and slick, leathery texture of his skin. Tougher patches of skin, with a deeper, darker tone, characterized by ridges and ripples, mark the various areas where he's been hurt badly enough for even his troll-like regeneration to leave scars. Lanky, toned limbs and long fingers and toes are just strange enough to be noticeable, while his flat, curving features causes one to scratch their head, trying to figure out just what is off. Long black hair, tied into several braids that fall down his back, show off his human ancestry, as do the piercing blue eyes over a pointed nose that seems too small for his face. Naturally yellow fingernails and an extra pair of incisors disturb those who look too closely, though his chest and legs sprout as much hair as any other grown man's, albeit finer and shorter. Jaster's bony body hides the strength in his frame, thickly compacted muscles holding close to the bones, making the troll-kin seem frail in places. Well-made clothes, of quality fabric and good fit, might make him out to be bett off than most, a member of the merchant class. In reality, most of his clothes are self-made, as is his walking staff, elaborately carved and embedded with trinkets.
Bio:Jaster was born to a pretty young seamstress in a moderately sized human village. His father was a half-troll, the result of a tribute paid many years ago to a troll who had since been driven off. Owing to his bloodline and intelligence in spite of the same bloodline, Maikus Fastblood, Jaster's father, became sheriff for the area rather quickly. For a time, it was well; Maikus made better money than some in the village, but he was not a miser and had friends among the less belligerent villagers. A good deal of the money he collected as his share of the taxes he spread back among the villagers, and of the rest, it went to fabric for his wife, food and drink(especially drink) for the two of them, and occasionally gambling among the townsfolk. But times were changing. Around when Jaster was born, the landlords raised the rent on the village land. Taxes increased. Pasture and farm were taken and made collective. It was an uphill battle For Maikus to appease his employers as well as his neighbors.
When Jaster was three, a group of villagers rioted against the sheriff, their fury only magnified by his inhuman heritage. Jaster burned to death in his office, having been trapped and the building set ablaze. Jaster's friends managed to stop the rioters before they could kill Jaster and his mother, Riselle, though the hostility present led to Riselle leaving. Other settlements were less tolerant, much of the time, and the truth behind her child's heritage always got out eventually, at which point the pair moved again. When Jaster was nine, they moved to the city, and saw firsthand the sort of things that had been causing and resulting from the change in the times. To afford their meagre lodgings, Jaster and his mother both had to work in terrible conditions, for poor pay. With his ancestry, Jaster was better suited than many of the other kids to the work, and being maimed did not cripple him as it would anyone else. Soon, he was able to support them both, and though Riselle's health had ailed, she was able to recover quickly once bedrest was available. Around the age of 13, Jaster and his mother began taking in orphaned or runaway children; most of the time these were Jaster's friends, and quite often they too had 'diverse' ancestry. Riselle served as a mother figure for all of them, as well as a benevolent authority and caretaker.
As Jaster got older, he became more ruthless and more resentful of the injustice he was seeing. At the age of 17, by now a skilled mechanic, Jaster became the manager of a textiles factory. His mother ran a small sewing shop, and the boy wanted something better. So he got clever. He hired all of his friends, and gave them half-decent wages, as good as he could get away with. He worked on the floor with them, improving profits, and being sure to skim as much as he could, effectively, from the owner's pocket lining. After around nine months of this, they pooled their money together and purchased the factory outright. Now running the factory, and still idealistic, they let Riselle be the designer and inspiration for their production. They still worked long hours for little pay, but now they did it because they wanted to. Because this was their factory, damnit, and they would compete with the bigger businesses, the right way! This motivation, tacked on to the fact that profit was not their main goal, allowed them to start accomplishing a great deal, and soon they had two more factories, with plans for a fourth. All of them crewed by the best they could find, being paid a great deal more than in other factories, with safety standards and acceptable working hours. Injuries were even able to be taken care of, to an extent, Jaster giving up his blood to help heal wounded workers, as did other 'monstrous' employees who could do similar wonders. They began inventing, and all in all, the group was very well off, achieving all they could have asked for and more.
It did not last, however. Riselle grew ill, and passed. The other factory owners grew wary of this new style of management, and convinced the city to shut them down. The city did so, citing nonsense about child ownership and human-blood legitimacy. Still well off(as the city could not quite find anything to strip their wealth away; not without upsetting the merchants who had instigated this in the first place), many of the group's members moved away, often in groups, promising to start anew and come back with wealth and power to change the laws to be more fair. Others simply got new jobs, better than they could have before, thanks to their skills. Most of the rest began organizing strikes, guilds, and unions, going underground and gettin support from those in the group who had set out. Only Jaster could not continue. He was heart-broken; losing both his mother and his work had devastated him. Disgusted by the city and the corrupt beauracrats it housed, he left, to try and survive in the wilderness, at 24.
It was not a bad life. He was mostly alone, using the skills he'd gained as the son of a seamstress to fashion clothing, invent what he could, coming to market to peddle his carvings and fabric every once in a while, purchasing essentials he could not provide himself. Had several relationships. With a significantly longer lifespan and little to no signs of aging, he was patient, and learned what he could. At 37, he became captain of the guard in a small but prosperous town. At 45, he went travelling, to dwarven lands through elvish ones and finally returning to the town that was his home two years later. He stayed there for a time, nearly becoming mayor twice, being beaten only by a slim margin the first time, dropping out the second. At 50, he decided it was time to try again. To see how he could improve the world this time, instead of hiding in a backwoods wannabe-city. So he gathered up his belongings, the ones that he believed would be necessary, bid farewell to his friends, kissed his wife goodbye(as they'd grown apart in the last years, as he grew restless), and took his loyal companion, Gerruce, a basilisk, with him.
He is now 51, and still wandering...
Bonuses you get:
Tailor You are a professional tailor. You know how to find weak spots on armor (+1 to attacks against armored humanoids) besides having an abilty to make decent clothes from several pieces of fabric
Outcast You know how to run on your own in wilderness. That affects your social skills, however. [+1 to rolls related to survival skills, -1 to rolls of complicated social interaction (convictioning, intimidating, etc)]
Name: Jacob Deirst
Race: Man
Gender: male
Age: 26
Bio: Jakob lived a quiet life in the capital city of mankind, with his caring mother and father. Until the fascists came. In the dark of night, they stormed his house, killing his family, and kidnapping him at the age of 12. Living in backstreets, he came to know only cruelty, and that the weak will never prosper. It is no wonder that he grew into the man he is now, filled with hate, driven to vengeance on those that hurt him. Arrogant, yet cunning, he can play any part and lay in wait like a cobra to strike.
6'2", blonde haired, handsome young man, with curious scars on his back and forearms that he hides as much as possible. Has a brilliant smile that never seems to touch his cold blue eyes. for his early life, he lived in the Fascist packs in the city, learning the hate they had towards any "Unworthy" race, and learning many skills valuable to him later on.
Relatively strong for his size, Jakob prefers not to be in hand to hand, usually depending on his trusty rifle to sort things out from a distance. If need be, he is good in a knifefight, something he learned while living with the Nazis in the City. Later, he became a wanted hitman, good with both rifle and pistol, leaning on his agility and good eyesight to not take this to the personal level. Later on, he met his accomplice/friend, the only man he would trust. Henrik. The two became fast friends, sharing a penchant for damage-from-afar.
Inventory -
Winlee's Rifle with bayonet (detachable) and (25) Rounds
Detatchable 16x Scope for rifle
Leather breastplate under a dark grey, thick Jacket.
mottled dark gray Fatigues.
Iron studded black leather boots
(
singuluses
(4) lbs. Dried Beef
(1) 1 ltr. Canteen
Weapon maintance kit
Matte black skullcap
Henrik's Inventory-
Mat. Revolver (27 rounds, 3 shotgun)
10" Bowie Knife
Spotting Scope
Leather breastplate
mottled dark gray Fatigues
Iron studded black leather boots
(6) lbs. Dried Beef
(1) 1 ltr. Canteen
Matte black balaclava
Starting funds: 150 singuluses, divided between you.
Your traits.
Sharpshooter - well, this is the way you are earning your bread. +1 for sniping, and the assistance of your companion gives one more +1. So, if you prepare to the shot carefully, you hardly miss.
Grown in streets - If you'll somehow end up among gentry or other exalted, you'll feel embarrased and get -2 to any parlay. However, you've got some more important skills - like, close-combat and street-fighting. +1 for those.
Name : Alexis "Kitty" Wagner
Race : Dragonborn.
Age : 159
Gender : Female
Description : Alexis is tall and slim for with saphire blue scales covering her body. She has high cheekbones and a delicate but strong face giving her the appearance of nobility despite being from a relatively pore family
Biography : Alexis is a middle aged woman born to a family hoping for strong sons to feed into the war machine. Her parents considered it to be a minor miracle when they discovered she had an affinity for magic which she practiced with in every spare moment spending her time focussing more on how to use it to manipulate people's minds both to make them easier to talk into things or less subtle ways like causing them to see monsters that weren't real.
She hired herself out as a mercenary as soon as she was able to get away from home and through a succession of largely minor jobs was able to earn the respect of several more of her people who joint her.
Knowing that amongst her own people she would always be a second class citizen because of her gender she began moving into other nations to find work where she would be granted the respect she deserved and quickly found that she was able to wrap most men and women around her finger through a combination of charisma and superior intelligence.
Jobs came more easily to her once she began working in other nations both because she was able intelligent and charismatic and through her magical gifts to convince people to work with her very easily and to pay her a significantly increased rate.
She never selected a name for her company but it came to be known informally as The Gunslingers due to the fact that her and her companions all carried a pair of revolvers which they wielded at the same time and with great accuracy through many years of practice and experience.
Though not as well known as the great legends her company was still sought after far and wide both for it's skill and for the influence granted through hiring Dragonborn.
The Gunslingers.
6 female dragonborn all with saphire blue scales carrying dual Dragonborn crafted revolvers.
Bonuses you've got:
Gunslinger: when it comes to shootin' you're the guy everyone wishes was on his side. +1 to shooting from small arms. Small, that sounds ridiculous considerind your revolver's size, but still.
Hard Scales - you were born in scale armor. Anything to add? (You have enemies attacking you with physical weapons have -2 penalty)
Jedi mind trick Yes, you can make those. They are not actually called Jedi mind tricks, but the general sense is clear, yes?
WaitlistMaxinum McDreich (as requested, no bio)
Gamerlord (as requested, no bio)
DarkArtemisFowl (incomplete bio)
(below are players who suddenly ceased their activity)Lor Lowtunnel
Race: Half-Dwarf
Age: 25
Gender: Male
Bio: Lor was born to a two slaves working in the mines. His mother is human, while his father is dwarven. He grew up working in the mines, digging tunnels, hauling rocks and metals those sorts of things. One day, the mine was attacked by a group of communists. They freed as many slaves as they could. Lor was one of these slaves. The communists didn't have time to rescue his parents. They took him to their hideout, where he lived for a few years. He idolized the communists. In his mind, they were heroes. He set out to spread communism, rescue slaves and maybe even find his parents.
Inventory: -Rough leather armor
-Shortsword
-Pickaxe
-Small bag with some meat and bread
-Waterskin, filled with water
-A portable lamp
-Small backpack
-Small amount of money (25 singuluses, 30 copper hammers)
Bonuses you get
Inner Dwarf Besides some knowledge of geology, you feel comfortable when under the earth surface. You get +1 to all actions while underground.
Former Miner You're stronger than average man. Or dwarf. Or bear. You get +1 to rolls requiring physical strength.
Status reminder: wanted to go with Caerwyn and Co. For futher plot accordance, dumped back to the city he started.
Race: Bronze Dragonborn
Age: 20
Gender: Male
Bio:Dargove Firescales (His first gen ancestor was not very imaginative.) was studying to be a mighty sorcerer! Unfortunately, soon after he learned the fundamental theories behind true spell casting, there was an incident involving two goats, a hatchling, and fourteen howler monkeys that ended with him being "sent on a twenty year Spirit Quest"(effectively banishment from Dragonborn territories, but without the dishonor). Ever since then he has been roaming the lands as a sell sword.
Mildly Armored Robes
Magic Staff (As a future balancing factor because of his knowledge to do any magic more powerful than anyone else's he needs to channel it through his Staff)
Dagger
Tent
Sleeping Bag
5lbs. Firewood
5 Torches
10lbs. Dried Beef
20 singuluses
1 Draz
Traits you get:
Dabbling mage - when you roll a 1 while using magic, you roll another d6. That measures epicness of your epic fail. 1-6 means you just failed hard, maybe minor injuries, and 1-1 means you have exterminated yourself and everything in radius of 5 meters. Pretty the same works with your overshots, however.
Hard Scales - you were born in scale armor. Anything to add? (You have enemies attacking you with physical weapons have -2 penalty)
Status reminder: Tied; drill ceases magic activity, fixed on chest; questioned by mechanic dude.
Name: Bobbin "Bob" Yellowtoe
Race: Half-Halfling
Age: 19
Gender: Male
Appearance: Bobbin is quite a bit shorter than the average human, and he also possesses a heartier, more flushed look. He is also noticeably hairier. His bearing exudes a sense of cheapness and inexperience, and when in the presence of women he looks visibly uneasy. Normally, though, he looks pretty friendly. And a little drunk, too, though this is but a surface impression and something he seems to have inherited from his father, who has a similarly interesting facial structure.
Bio: Bob was born to a halfling father and a human mother, an unlikely union in some of the deepest back country you could possibly imagine. His father had high hopes for him - being the local priest, he gave his son the very best in homeschooling in the hopes that he'll be accepted into one of them human universities, then go on to do great things. So, when his son turned 18, he told him to get outta his old little village and get to the big cities, then attend one of them fancy universities like he himself did once upon a time (old Yellowtoe had dabbled in higher education, but opted for priesthood when he found it didn't quite fit him). And Bob did as he was instructed, heading out to seek admission into a good place of learning where he could make himself a great scholar and gentleman, a real man of the people and whatnot.
Needless to say, he wasn't really successful in that first bit - he wasn't quite well-taught enough to pass the entrance exams, plus he didn't have any money to pay them with - his father was a great believer in the power of ingenuity and his son's ability to scrounge despite the fact that poor Bob had never even left his village more than two times before. Knowing he couldn't return home with nothing, he then settled for the next best thing - hanging with the university crowd. He got in with a group of young Communists, idealistic bunch who said pretty things in a smart way - Bob thought he'd learn a lot from them. He even managed to convince one of them, a dwarf by the name of Grimson Fibrock, to allow him to crash at his place for a while. Still, Bob knew he had to get some money soon - he couldn't really learn from his new friends if he didn't read the same smart books and stuck out like a sore thumb in pretty much every sort of company, what with his terribly old clothes and rapidly dwindling funds from small odd jobs he did from time to time. So he decided to take up adventuring to solve all his problems - there were plenty of precedents, really - farm boys the world over have been becoming mighty questing heroes since time immemorial, after all.
Starting equipment - 1 sword, 1 dagger, 1 set of leather armor, 80 singuluses
Bonuses you get:
Born to trade - some say that trade is in halflings very blood. True or not, you get +1 bonus to rolls of convincing your buisness partners
Well-dresssed and educated most of people find you a good fellow and a nice guy, so you get +1 to all socialising rolls
Status reminder: got a spectator job by Kostershire Guild; has Kathryn at his side; invited to pass to the car
DeadPatrick Hunt (1)
darkpaladin109 (1)
Patrick Hunt (2)
OOC Thread.