Character Storage
Alive
Name: Ferro.
Gender: Male
Appearance: A hulking and probably very muscular man wearing a massive full armor set made from a strange metal similar to stone. The armor is secured with strong chains, which makes the armor absolutely impossible to remove even with external help. A pair of dark blue eyes can be seen through the eyeholes of the helm, and sometimes you can get the glimpse of gray hair. Because of his huge armor, his movements are very slow and ponderous.
Biography: Ferro is not actually his real name, he refuses to talk about anything except when it's important to do so and some of his memories are missing, so the people decided to call him like that and he just went with it. He's known as Ferro because of his enormous metal armor, which he never takes off. Some rumors say he's actually a hollow armor, an animated golem or a divine executioner from heaven. Others think he's a criminal hiding his identity from justice or a wandering knight from leyend... No one really knows the truth and Ferro doesn't seem to care about his reputation or what others think about him. He just goes from town to town, seeking adventure, an opponent worthy of his skills, a purpose and death in combat. He's illiterate and mute, and sometimes has post-traumatic flashbacks of his past.
Ferro's true name has been forgotten even by himself, and his past is blurry because of his memory problems. He can only remember general ideas and some images, and a strong wish to become strong. He recalls being the son of a priest and a noblewoman, but he can't remember their faces. He remembers they died in a fire. Were they murdered? Was the fire an accident? He can't say. After having to survive by himself for months, a travelling knight decided to take care of him. Countless of battles later, the kid became a hardened warrior. The knight trained him for years, but he died in some incident Ferro can't recall. Ferro continued to fight and train by himself, doing various jobs that required strenght and his combat skills, like hunting down bandits or dealing with. He wanted to become the strongest so that no one could ever cause him any more pain. He wanted to become resistant to be able to protect those he cared for. Why did he want this?
...
After some strange incident which resulted in his memory loss, Ferro woke up one day in a forest in the middle of nowhere. He noticed he was wearing a mysterious and extremely heavy armor inscribed with strange words and sigils from inside, and no matter how much he tried, he was unable to take it off. He had to live for decades wearing the acursed armor, wandering the earth, no longer allowed to have a normal life. He was feared by some and hated by others. He found himself alone in the world, and soon became dull and emotionless. He was unable to feel pain or anything else. Just a strange sense of regret. But of what? He can't remember.
Equipment:
Ferro's cursed plate - a colossal armor, impossible to remove because of the many large chains made of the same material that keep the armor together and Ferro locked inside. Made of a strange steel-like metal that looks like carved rock, the thing is almost impossible to break or damage. Ferro is still somehow physically hurt by strong blows, but they are greatly mitigated by the strange armor and also nullifies all sources of external pain. Internal pain, in the other hand...
Great Beidhänder - an extremely large two-handed sword, replaced by smaller and lighter Zweihänder swords, this weapon is very heavy and slow to swing, but tears it's way through anything on it's way.Name: Alvin Heksal
Gender:Male
Appearance: Alvin is a bit unkept with graying blonde hair, a thick beard and blue-green eyes. He is slightly muscular, but relatively thin compared to the others.
Biography: Alvin is a hunter and woodsman Local to the area, and one of the few brave enough to even venture near the outskirts of the swamp to begin with. As such, he is relatively experienced with the various flora and fauna that are untainted by the witch and knows the ins and outs of camping safely, both alone and in a group. Having overheard rumors of an adventuring party forming up to slay the witch, he volunteered to act as a guide and survival expert, using both his bow and his brain to keep the others from meeting a grisly demise at the hands of nature herself as opposed to the witch's trickery.
Equipment:
Crude leather backpack
- annotated journal with information on various plants
- skinning knife
- flint and steel
- bedroll
Crude leather quiver
- crude wooden arrows (untipped)
Yew-wood hunting shortbow
Rusty iron woodman's axeName: Zamira Drakashka
Gender: Female
Appearance: A middle-aged, dark skinned woman, a bit small by normal standards but with a highly toned, sturdy looking physique. Most of her clothing looks ragged and ill-matched, all pieces in various states of wear and tear. Most of the rags she wears have holes, but the skin underneath is wrapped up in bandages so that very little skin shows besides that on her head, neck, lower arms, and feet. She has long black hair streaked with grey, in which a variety of jewelry is tied, most of it silver. Her eyes are a deep brown, and she has a near constant bemused smirk.
Biography: Zamira hails from a distant, far off exotic land. Which one? Good luck getting her to tell you. Most of her past is shrouded in rumors and mystery, and Zamira has done nothing to dispel such rumors. But there are a few things that everyone seems to agree upon:
That Zamira was once a pirate, and a particularly successful one at that. The captain of her own ship, she kept attention off of herself by only picking the plumpest, fattest merchant vessels, then sending the wrecks to the bottom of the ocean to keep the authorities off her trail.
That Zamira willingly retired from the swashbuckling life, choosing to spend the rest of her days on land after a particularly disastrous attempted plundering. She decided that it was better to live on land then to die on the high seas.
That she quickly squandered away her fortune. Or maybe it was stolen? Either way, now she works as a sword for hire. Not the most glamorous, nor does it take in the gold like she used to, but it’s a living. And it’s better than drowning.
Equipment:
Various bits of clothing
Twin cutlasses
Various assorted knives
2 Smoke bombs
Backpack / bed roll
- 50 ft. of rope
- Jug of whiskey
- 27 gold coins
- A large amount of jewelry
Pouch
- 50 kronesName: Silvia Auric
Gender: Female
Appearance: Fairly average in appearance, maybe a bit on the short side, and somewhat thinner than most. Her hair is collected in a shoulder-length braid. Notably, her eyes shine a golden color, while her hair is bright red, and her skin is exceptionally pale. She holds pens like she's been wielding them since birth; weapons, not so much.
Biography: Silvia is definitely the daughter of a wealthy trader's wife; whether she's the trader's daughter is a more contentious subject, due to her unusual hair color. To save the family the possible accusations of infidelity, she was sent away at an early age to be taught at a temple to the god of knowledge. Silvia quickly became one of their brightest pupils, often helping her fellow students and wards with the more complicated facets of their recent lessons. However, as she grew into her teenage years, Silvia began to chafe under the restricted opportunities she had at the temple, until finally, she ran away at age seventeen.
However, Silvia was still acclimated to a scholarly environment, rather than that of the "real" world, and so she found herself at the temple for the dual goddesses of magic and mystery, looking for a place to earn her keep. She spent four years here, tending to the priests' needs while learning the basics of alchemy and enchantment (though not how to do them; those were priestly jobs), as well as the many legends and tales of the world beyond the safety of civilization (and how to extract truth from these often-exaggerated accounts). When not supervised, she would spend hours in the library, reading up on the "dark" magics of monsters and those that rejected the gods (purely for the purposes of identification and nullification, she swears).
Upon the discovery of this latter pastime, Silvia was forcibly removed from her position in the temple, with the threat that if she ever stepped foot in it again, she'd be branded a heretic and hunted down by society. She was tempted to do so anyway out of spite, but thought better of it.
Since then, Silvia has mostly been wandering from town to town, working as a scribe, a small-scale trader, and an occasional courier. It was during travel to Erdhen that she heard about the troubles from the Darkbog forest, and recalling the tales of the witch from her time in the libraries of the temple of magic and mystery, she began to do some more in-depth study into the subject. It was purely by chance that she was in the tavern where an expedition was being discussed, but upon hearing of it, she was glad of the opportunity to put her research to use.
Equipment:
Light leather armor (fitted so as not to restrict movement, and with a hood),
Backpack
- journal,
- multiple pens,
- books (Plants and animals of Darkbog (covers notable traits of them, such as medicinal properties or being poisonous); Thelaidde (tome containing myths about the Darkbog witch); Book of Prayers (the prayers for the gods of knowledge, mystery, and magic),
- small notebook (contains various spells of black magic and the methods of casting them (recorded from memory, so likely unreliable), and some notes about known magic),
- bedroll,
- spyglass,
- magnifying glass,
- materials used in various rituals (both holy and unholy),
Two knives
- serrated one for the cutting of foliage,
- sharpened one for self-defence,
- 25 gold coins,
Hand crossbow,
Ammo bag
- 50 bolts, Name: Shedden.
Gender: Male.
Appearance: A scarred man with light brown skin. Notably maintains a cheery demeanor, despite his peg foot and two missing fingers on his right hand. He wears standard commoners' garb, with pants badly torn around the ankles. He's also got a backpack with a blowgun hanging from the side. His belt is ringed with darts and small pouches for tipping the darts with poison and drugs. By his side is a smallish trained crocodile.
Biography: Shedden is a man who sees the best side of everything. This includes his favorite creatures, the crocodiles that lived in the river by his swampy home village downriver from Darkbog Forest. Admiring the crocodiles for their strength, stealth, and reptilian intelligence, Shedden took to studying the creatures. He also learned how to treat injuries, both his own inevitable bites and those of wounded crocodiles he came across.
After numerous failures and close calls, he actually managed to partially tame and train one of the creatures from a hatchling found in a mostly ruined clutch in an abandoned nest. Shedden's success was tempered however when he realized the crocodiles were slowly dying off. Some polluted essence from Darkbog had leaked into the crocodiles' habitat and poisoned the water. Shedden decided to head off and investigate what was causing this disturbance.
Equipment:
Normal clothing,
Backpack
- fish,
- medical tools,
Blowgun
- darts tipped with both poisons and medical drugs,Name: Asher Argent
Gender: Male
Appearance: Asher is a handsome young man, and is a bit taller than average. His hair and eyes are both gold, and he keeps his hair short, but messy. His skin is tan and he has well toned muscle. He gestures when he speaks, and puts his hand on his necklace or on his sword when he is nervous.
Biography: Asher is the son of a minor noble, The Duke of Heights Keep. As such, he was trained from birth in such things as reading, writing, mathematics, swordsmanship, and horseback riding. At the age of 11, he chose to learn to be a doctor. He trained as the apprentice of his father's court physician, George Redfern, and learned the trick of his trade. The physician had radical ideas, such as washing your hands after a procedure, or washing your equipment, along with others. Despite the whole of modern medicine dismissing them, Asher took his teacher's ideas to heart. All the while, he continued to excel in swordsmanship and horseback riding. Despite his dislike of mathematics, Redfern required him to continues working at his best, eventually to the point where Asher was a fully capable mathematician, as well as a swordsman, rider, and physician. At age 18 Asher stuck off on his own. He left his fathers home with his trusty horse Arion, his favorite sword and armor, his lucky necklace, a good sum of money, and his physician's kit. He spent the next 8 years traveling throughout the land, helping people in need for a modest price. He also, became quite adept at lying, for reasons available in the full release. He ended up joining the group as he was in the tavern and he ended up sitting at their table. Do not mistake his noble upbringing for weakness though. Asher has spent 8 years on his own, he is entirely capable of handling himself.
Equipment:
Custom forged steel sword,
Custom forged armor, designed not to restrict movement,
- comfortable and warm clothes (under his armor), with a hood,
Lucky silver cross necklace with the words "Anyone can change the world" inlaid in gold,
Custom weighted shield,
Knife
Sturdy leather belt
Main medical bag
- sterilized incision blade (scalpel),
- tweezers,
- needle and thread,
- matches,
- gloves,
- selection of most helpful herbs(painkiller, induce blood clotting, induce vomiting, natural antiseptic, induces sleep, natural antibiotic, adrenaline inducer, herbal juice he uses to sterilize his hands before procedures, and some chocolate.)
- official letter from his father stating "The holder of this letter is indeed the heir of heights keep, aid them as such."
- bedroll
Money bag
- 5 gold coins,
Hidden money bag
- 10 gold coins
Crossbow
- 20 bolts
Name: Arion
Gender: Male
Appearance: A brown and white dappled horse. He is well muscled, capable of carrying two adults and a large amount of gear.
Biography: This is Asher's horse. It did stuff with Asher. Just read Asher's backstory.
Equipment (Arion carries the stuff Asher can't hold on his person):
Change of clothes if anyone's clothes get covered in an infected compound or soaked with cold water,
Warm blankets,
Water sterilization addon (roof that attaches to the pot and catches the steam, and a larger pot below the main one for water to fall into),
Tea kettle and strainer,
Large supply of honey,
Remaining herbs (used to fight any large variety of diseases and other ailments),
Height's of Medicine (book for disease identification),
Sterilized cloths for cleaning wounds,
Strips of cloth to be used as bandaids,
"Holy" water,
Book of Prayers (gifted from a friend of Asher's when he did some work at a church (sometimes doctors just need to have a little faith)),
Soap,
Dry rations to feed the group for a week with no outside food,
Extra bedroll,
Gear to turn a bedroll into an emergency litter,
Pharmacist Guide to Flora of Tenath (guide to plants to help identify edible, medicinal, and poisonous plants),
Journal and pen,
Extra knife,
Alcohol, for calming nerves and sterilization,
Stores of clean water,
Lengths of rope,
Various antitoxins,
Warm jackets,
Bottles of citron,
Fishing line, three hooks and sinkers,
Pots for boiling water,
Water boiling set
- flint and steel (for lighting a fire),
- knife (for shaving wood tinders),
- pots (for holding the water),
- tripod (to keep the pot above the water),
Books on the occult and witchcraft
- Thelaidde (contains myths of Darkbog witch),
- Ettaenferene (an occult tome describing Lands of the Dead),
- Suy'therreinem (a book on witchcraft banned in whole Tenath),
Hidden money bag
- 10 gold coins,
Spare bolts for crossbow
- 20 bolts