Insight's Against the Witch King RG

Insight

Adventurer
This thread will serve as a repository for the characters of the "Against the Witch King" game. Characters posted here will be considered the "official" versions.
 

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Oerwoud Wrede & Maat

[sblock=Character Pic]
OerwoudWredeMaatENWorld.png
[/sblock]

Name: Oerwoud Wrede
Race: Human

Attributes:
Agility d10
Smarts d6
Spirit d6
Strength d10
Vigor d6

Skills:
Climbing d10
Fighting d10
Survival d10
Swimming d8
Throwing d10

Pace: 6
Parry: 8
Toughness: 5
Charisma: 0

Gear:
Unarmed Strike d10 (Str+d6)
Knife/Dagger d10 (Str+d4, 3/6/12)
War Dog

Hindrances, Edges & Rewards:
• (Major) Enemy (Koning Fee): The Fairy King of the Forever has sworn vengeance against Oerwoud for killing his son.
• (Minor) Illiterate: Cannot read, write, or do math
• (Minor) Poverty: Start with half money; Lose half of money regularly

• Acrobat: +2 on acrobatic maneuvers; +1 Parry if no encumbrance
• Martial Artist: Considered armed, +d4 unarmed dmg
• Improved Martial Artist: Considered armed, +d6 unarmed dmg
• Two-Fisted: Ignore multi-action penalty on attacks with 2 weapons

• +1 Attribute Point
• +1 Attribute Point

Tracked Resources:
• Bennies - 0/3
• Knives - 4/4

[sblock=Background/Appearance]
Oerwoud Wrede has no recollection of his life before the forest. For as long as he can remember - all the way back to his early childhood - he's been a denizen of The Forever. Raised for the first years of his life by the gorilla who found him, he learned from her - and from the other gorillas in his "family, how to forage and fight. He learned which creatures he could befriend or tame, and those to be avoided at all costs.

As he grew, he became more aware of the differences between himself and the others in his family. Though he would be reckoned tall and strong among men, amongst the gorillas he was fragile - small and pale. His observations of the others in the forest - the great cats, the bears and birds of prey - sparked inspiration in him; he learned ways to mimic their styles of fighting, and made himself tools to compensate for his lack of natural weapons that could rend and tear. He took the forest creatures greatest fear - that of fire - and adapted it to keep him warm in the cold winters. And he survived.

Foremost among those inhabitants of the forest to be avoided at all costs were the Elves of The Forever, the Fae Folk who considered themselves the lords and masters of all within the forest.

As Oerwoud grew to manhood, he became very curious about these others - the only creatures he'd ever seen in the forest who looked like him. He began lurking close to the paths they took as they hunted the forest, flirting with disaster in order to satisfy his curiosity. And as he watched them unnoticed, he learned the ways of their speech.

But the Fae of the Forever are a fierce folk, roaming the forest without fear, hunting their territory for food and sport alike. Unbeknownst to Oerwoud, the Elves were aware of his presence in the Forever. They caught occasional glimpses of the strange, pale man lurking in the canopy or within the underbrush and saw the signs of his presence. They were fascinated, and eventually they began to see the elusive Oerwoud as a challenge. They began to hunt him.

Oerwoud played the game well, teasing the Fae with occasional glimpses and running away, using his acrobatic prowess and familiarity with the ways of the forest to keep himself ahead of his pursuers. But one day, the inevitable occurred and he was cornered. He fought fiercely with fist and knife and injured several of the Elves, who were used to flight rather than fight from their prey. Among the injured was Kroost Fee, the son of the Fairy King Koning Fee, and he died of his injuries shorty after returning to the halls of his father. The wrath of Koning was great, and he swore vengeance against the "Ghost of the Forever," the human who dared not only live free in his forest but who slew his only child.

Life in the Forever quickly became much more difficult for Oerwoud, now about 20 summers old. Survival here was always a chancy thing, but with the full attention of the Elves focused upon him, driven by the undying, lava hot wrath of their king, he quickly realized that he must leave his beloved forest or perish. So he left.

Though Koning Fee learned of his retreat and vowed to pursue him to the ends of Veluria for his vengeance, the influence of the Fae outside the Forever is diminished and they must needs move with more caution and in smaller numbers. So Oerwoud has managed to survive for the last two years on the "outside," as he calls the rest of Veluria.

In these years, he's learned somewhat of the world at large and though he'll always be easily recognized by his dress (or relative lack thereof - he can't abide the restrictions of full clothing or (especially) of shoes for long) and manners he manages to get by.

In that five years, he also found - and earned the friendship of - a great beast of a hunting dog named Maat. He found Maat as a puppy a few days before leaving the Forever, and has raised and trained him. Maat is built along the lines of the great dogs the Elves use to help them run down fleet prey; he's long in the legs for speed and deep in the chest for endurance, bred to chase down large prey.

Now, Oerwoud Wrede and Maat find themselves in the southern nation of Gor, having successfully negotiated the perils of the Broken Lands and crossed the Hn Mountains.

Appearance
Oerwoud is a tall, muscular man, long of limb and torso. He has black hair which he cuts with his knife just short enough to be out of his eyes, which are a soft green. His skin is tanned from living outdoors. While he will wear regular clothing if forced to do so by circumstance, he is most comfortable - and spends most of his time - in his breechcloth and bare footed.[/sblock]

[sblock=Build Details]
  • Starting Abilities:
    • Ag d8
    • Sm d6
    • Sp d6
    • St d8
    • Vg d6
  • Starting Skills
    • Climbing d8
    • Fighting d8
    • Survival d8
    • Swimming d6
    • Throwing d8
  • Starting Edges
    • Martial Artist
Seasoned Advances
  • Abilities
    • Ag d8 > d10
  • Skills
    • Fighting d8 > d10
    • Throwing d8 > d10
  • Edges
    • Acrobat
    • Two-Fisted
Veteran Advances
  • Abilities
    • St d8 > d10
  • Skills
    • Climbing d8 > d10
    • Survival d8 > d10
    • Swimming d6 > d8
  • Edges
    • Improved Martial Artist
[/sblock]

--------------------
Name: Maat
Creature: Dog/Wolf
Attributes:
Agility d8
Smarts d6
Spirit d6
Strength d6
Vigor d6

Skills:
Fighting d6
Notice d10
Pace: 8
Parry: 5
Toughness: 4
Charisma: 0

Gear: Bite d6 (Str+d4)

Special Abilities:
• Bite (Str+d4): Natural attack form
• Fleet-Footed (d10): Roll d10 when running
• Go for the Throat: Hits target's least armored location on raise
• Size -1: Adjustment to Toughness based on creature's mass

[sblock=Background/Appearance]
Maat is the 2 year old Elvish War Dog found as a puppy by Oerwoud Wrede and raised as Oerwoud's packmate.

He stands some 3' at the shoulder, weighs about 120 lbs. and has reddish-gray fur. He's built along the lines of an Irish Wolfhound: long legged and deep of chest for both speed and endurance.[/sblock]

[sblock=Build Details]
Maat is purchased gear, and uses the standard stats for "Dog/Wolf" from the Deluxe rule set.[/sblock]

_______________
OerwoudWredePostShot.png
MaatPostShot.png
 
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[sblock=Subira, Mpiganaji of the Watu]
Subira comes from the jungles of the Savage Country. She is a fierce warrior, a fact which is somewhat unusual for her people. Warriors are almost always men in the Spear Jungles. Unfortunately for Shujaa, Subira's mother, the only child produced from her marriage to Dhalimu was a daughter. This was hardly a sign of good fortune, and the community was often unkind to Shujaa about her failure to have a male heir for her husband. As is customary, Dhalimu eventually took another wife, Pili, who proved quite capable of fulfilling her obligations. Subira and Shujaa's status within the family and community diminished even more.

The burdens of this stigma became more intolerable as Subira approached marriageable age. No reputable husband wants a wife whose mother could not produce male heirs. Subira seemed doomed to be relegated to the ranks of the Tasa, those barren women who serve in the households of others.

Dhalimu, despite his shame for Shujaa, loved Subira deeply, and he wished to spare her from the hardships of being Tasa. So, he subjected Subira to a rigorous course in the martial arts, with special emphases on the shoka, or axe, and the mkuki, or javelin. Subira proved a capable student. What she lacked in strength she made up for in agility and determination. Although her training could not prevent her being labeled Tasa, it did secure her a position in the household of Kwasi, a wealthy Mtu, wherein Subira served as guardian for her master's children and wives.

Subira had her chance to prove her worth when a gang of Wasaliti, those who worship and serve Maliki-baya, attacked her village. She rushed the wives and children to a secure location and held the door against the invaders, slaying four before she fell, overwhelmed by her injuries. Her brave defense made time for other warriors to reach her master's home before his wives and children could be harmed.

Kwasi was so grateful that he freed Subira from her obligation of service and used his influence to have her inducted into the ranks of the Mpiganaji, the warrior caste of the Watu.
[/sblock]

[sblock=Attributes & Skills]
XP: 40 (Veteran)

Attributes
Agility d10 (2 points + advance from Illiterate)
Smarts d6 (XP advance)
Strength d6 (1 point)
Spirit d6 (1 point)
Vigor d8 (1 point + XP advance)

Charisma 0
Pace 6
Parry 8
Toughness 6

Skills
Boating d4 (1 point)
Climbing d6 (2 points)
Fighting d12 (6 points)
Healing d4 (1 point)
Notice d4 (1 point)
Persuasion d4 (1 point)
Stealth d6 (1 point)
Survival d4 (1 point)
Swimming d4 (1 point)
Throwing d8 (2 points)

+2 skill points from Delusional & Phobia

N.B. Stealth and Throwing increased via XP advance.
[/sblock]

[sblock=Edges & Hindrances]
Edges
Ambidextrous: Ignore -2 penalty for using off-hand (starting Edge)
Two-Fisted: May attack with a weapon in each hand without multi-action penalty (purchased with XP advance)

Hindrances
Delusional (minor): Attributes just about everything to supernatural influences
Illiterate (major): Writing is a form of sorcery!
Phobia (minor): Fearful of violating burial grounds (-2 to trait tests)
[/sblock]

[sblock=Gear]
Starting Cash: $500. At least half of this must be spent on equipment or goods of some kind. Characters may start with a horse or similar mount, or may have an ox-cart or something along those lines.

Weapons
2 axes: d6+d6
3 javelins: ?

Armor: leather (+1 protection)
[/sblock]

Here're my initial thoughts about the Savage Coast and the Sheloes. The literal truth of some of what follows is open to debate. It is a mixture of history and myth as commonly believed by those who live in the Spear Jungles.

[sblock=About the Savage Country]
South of the Lakes of Fire stretches the jungle-choked peninsula called the Savage Country, although the natives of this harsh land do not use this name. Instead, the competing tribes that live in the Spear Jungles call the region Kijani-baya and themselves the Watu (singular Mtu).

Ancient legend tells how Kijani (as it was then called) was formed from the sea by the goddess Bahari Kuu as a home for her children who longed to walk on land. In those days, the Kijani was a place of plenty and peace. The Watu lived in harmony with each other and with the jungle and its creatures.

In those days, an Mtu of great kindness named Mfalme had a beautiful daughter, Uzuri. Msaliti, a herder, desired Uzuri, but not to be an honored wife. Instead, Msaliti's passions turned unwholesome, and the herder was consumed by his lust for Uzuri. He wooed her falsely and lured Mfalme and Uzuri to his home. There he poisoned Mfalme and abducted Uzuri.

This great evil opened Kijani to the influence of the Maliki-baya, the Witch King. Paradise was lost, and the Watu fell into wars against each other as well as against the Wasaliti, those who worship and serve Maliki-baya. The jungle itself turned against the Watu as well. Poisonous plants flourished, and once peaceful animals became man-killers.[/sblock]

[sblock=About the Sheloes]
This chain of uninhabited islands off the east coast of the Savage Country has for generations been taboo, or haramu in the language of the Watu. They are sacred places where the bodies and belongings of the dead are brought for interment in the hundreds of caves that riddle the islands.
[/sblock]

[sblock=Watu Glossary]
Bahari Kuu: Watu goddess of the sea and providence. Synonymous with Uria.

Haramu: taboo or forbidden. Violating haramu invites spiritual evil upon the transgressor.

Kijani-baya: Watu name for the Savage Country. Before the coming of Maliki-baya, the region was called Kijani.

Maliki-baya: Watu god of evil and sorcery. Synonymous with the Witch King.

Mkuki: traditional Watu javelin. Plural, mikuki.

Mpiganaji: the Watu warrior caste. Second sons are expected to enter this caste upon reaching the age of majority. A daughter who becomes a member of this caste enjoys the same status of a second son in many respects.

Sheloes: chain of islands east of the Savage Country that the Watu use as sacred burial grounds.

Shoka: traditional Watu axe. Plural, mashoka.

Tasa: the Watu caste of unmarriageable woman who serve in the households of others. A Tasa is very nearly a slave

Wasaliti: followers of Maliki-baya.

Watu: the people of the Savage Country. Singular, Mtu.
[/sblock]
 

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